546 - bombShield(int a, int script)
Sets the bomb invulnerability flag (a=0 false, a=1 true), the caller's ANM script will change to script when a bomb is active.
611 - etEx(int etId, int async, int type, float a, float b)
Adds bullet transformation to bullet manager etId, Transformation of flag type determines the specific behaviour of the bullet. Documentation can be found here.
BulletEffectType-67108864 - etExDelay(string et, string isAsync, string time)
Hide the bullet for time frames. During this time, it will not move, will be invisible and won't have a hitbox. If used as a first transformation, can be used to delay when the bullet actually appears.
6 - isDelayedSpawn
While this flag is set, the bullet will be invisible and not have a hitbox. This flag is cleared once the delay timer ends.
4 - short_timer
Integer value between -1 and 15 inclusive (by default -1). If non-negative, shooters using short_timer shoot their bullets and timer increments by 1 per frame until 15 is reached. Once 15, timer reset to -1 or 0 depending on Z key state.
5 - long_timer
Integer value between -1 and 120 inclusive (by default -1). If non-negative, shooters using long_timer shoot their bullets and timer increments by 1 per frame until 120 is reached. Once 120, timer reset to -1 or 0 depending on Z key state.
91 - floatTime(int slot, float var, int time, int mode, float start, float final)
In time frames using mode mode, variable var changes from start to final. slot is used to set the slot to be used by this ins, every enemy has 8 slots.
-9980 - F1
Local float variable, inherited by spawned enemies.
-9984 - I1
Local integer variable, inherited by spawned enemies.
-9989 - ANGLE_PLAYER
Angle from the enemy to the player.
-9962 - BOSS_Y
Final Y position of the boss.
-9990 - PLAYER_Y
Player's Y position.
-9963 - BOSS_X
Final X position of the boss.
-9991 - PLAYER_X
Player's X position.
81 - circlePos(float varX, float varY, float angle, float radius)
Performs following operation: varX = cos(angle) * radius and varY = cos(angle) * radius
-9981 - F0
Local float variable, inherited by spawned enemies.
300 - enmCreate(string sub, float x, float y, int hp, int score, int item)
Creates an enemy using subroutine sub at coordinates (x, y) (relative to position of the parent), health of created enemy is hp, score bonus is score and item drop is item.
601 - etOn(int etId)
Shoots bullet(s) using properties from bullet manager etId.
23 - wait(int time)
Stops sub execution for time frames.
1 - delete()
Returns to the top of current call stack.
Takane Card Cost
Specifications
- Versions:
1.00a
- Difficulty:
Easy -
Normal -
Hard -
Lunatic -
Extra
- Mode:
Main game -
Practice mode-Spell practice - Shottype:
Reimu -
Marisa -
Sakuya -
Sanae
- Cards:

What happens
The Takane card halves the prices of all cards when equipped.
The shop says the Takane card costs 80 gold. However, when buying the card, it only costs you 40 gold.
How it happens
In order to do this the player must have at least a mix of 80 gold and/or power combined. When this condition is met the player may purchase the card. Though, only 40 gold is subtracted from your purse.
Why it happens
There are two significant actions going on when purchasing a card:
- The card you bought is equipped and immediately active. (If you buy the Mokou Feather card you will immediately get 3 extra lives)
- The gold required to buy it is subtracted from your purse.
Though, the game does not do the two actions simultaneously. The game first gives you the card, applying the effect. Then it subtracts the required gold.
Takane's card ability is to halve the costs of cards. This effect is applied before the cost is calculated. This means instead of spending 80 gold on the card, only 40 gold is subtracted from the purse. Though, the player must have at least 80 gold in the purse to be able to buy it, despite only costing 40.
Links
Replays
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Videos
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All Unconnected Marketeers pages: | |
|---|---|
| Slowdown Item Duplication · Chimata Final Timeout Crash · D press Desync · Takane Card Cost · No Bombs in Practice Mode · Centipede + Wolf cards combination · Lily White Crash · Dragon Eater Timeout · Momoyo's Final Bomb Damage · (Sub-)shottypes Not Functioning · Shield Method of the Youkai Laser Misalignment · Shop Manipulation · Incorrect Playtime · Koishi Card Desync · Equipment Cards Desync · Momoyo Card Desync · Byakuren Card Desync · Eirin/Eiki Card Purchase Crash · Eirin Card Deactivation | All Simultaneous events-related pages: |