ISAT VARIABLES
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0001. Loop #
number of loops, not including fake loops. starts at 0, incremented by 1 at the start of each loop.
0002. ACT<<CanBeSeen>>
ACT number.
value | start trigger (simple) | start trigger (technical) |
---|---|---|
1 | start of game | common event 0009. StartingGameSwitches |
2 | looping back after your first death in Death Corridor | map 086:DeathCorridor > event 016:Death |
3 | looping back after beating the King for the first time | map 002:MEADOW > event 007:MeadowEvents > tab 4 (runs if switch 0107. SpecialMilestone is ON, and switch 0143. EventSwitchAutorun2 is ON, and variable 0002. ACT<<CanBeSeen>> ≥ 3), if variable 0106. HHM Reset # = 1 and variable 0343. FinishedAct2_AL = 0 |
4 | kingquest complete + at least one friendquest run complete, at the start of a loop |
map 002:MEADOW > event 007:MeadowEvents > tab 4 (runs if switch 0107. SpecialMilestone is ON, and switch 0143. EventSwitchAutorun2 is ON, and variable 0002. ACT<<CanBeSeen>> ≥ 3). if switch 210. !!FriendquestDone_AL is OFF, and variable 0034. !!!FriendQuestsAL = 7, and switch 214. !!!KingquestDone_AL is ON. or if variable 0024. !!!Kingquest = 12, and switch 210. !!!FriendquestDone_AL is ON. |
5 | looping back after talking to Euphrasie about Wish Craft | common event 0001. NEWLOOP, if variable 0027. !!!LoopQuest = 14 |
6 | after VSFriends | map 053:EPILOGUE > event 006:Event |
0003. Random #
random number. rerolled whenever needed.
0004. Enemy Troop ID
refers to the enemy you're currently fighting. might also refer to the last enemy you fought.
value | enemy |
---|---|
1 | TRISTESSE |
2 | DÉPIT, CHAGRIN, PEINE |
3 | ANGOISSE, DEUIL |
4 | MISÈRE |
5 | THE KING |
6 | RANCOEUR, AMERTUME |
7 | ANXIÉTÉ |
9 | TOURMENT x3 |
10 | DÉSESPOIR |
11 | NOSTALGIE |
12 | CALAMITÉ |
13 | ACCABLEMENT, ABATTEMENT |
14 | BOURDON, SCISSORS HAND x2, PAPER HAND x2, ROCK HAND x2 |
15 | DÉTRESSE |
666 | MAL DU PAYS |
121212 | FRIENDS |
363636 | LOOP |
0005. Item ID
TBA
0006. Current Position X
TBA
0007. Current Position Y
TBA
0008. Teleport Unlocked #
TBA
0009. LOOP<<fakeloop# CanBeSeen>>
number of fake loops, added onto the number of real loops. this is the number shown to the player, whenever the number of loops are mentioned. (eg. "Loop X" when a new loop starts, in the save menu...)
for every loop, at least 1 is added to this variable, making it equal to or greater than the number of real loops (variable 0001. Loop #). the amount added is determined by variable #0377. FakeLoopAdded.
at the start of a new loop:
if (switch SpecialMilestone is ON) or (Memory of Self is equipped) or (ACT == 1) or (ACT == 2):
this variable += 1
else if (ACT == 3):
this variable += random number between 1 and 3 (inclusive)
else if (ACT == 4):
this variable += random number between 1 and 5 (inclusive)
0010. Self Var EventCheck_0
the number of times you've seen a given event or piece of event. set independently by each event using the YEP_SelfSwVar plugin.
0011. SiffrinDialogue
determines Siffrin's internal dialogue when there is some alongside their external dialogue. checks the language and sets the value accordingly.
0012. EnemyMap#
TBA
0013. LastUsedItem/Skill
TBA
0014. SpecialEvent #_TL
TBA
0015. SPACE BEFORE CHOICE
TBA
language | value |
---|---|
english | |
japanese |
0016. Self Var EventCheck_1
the number of times you've seen a given event or piece of event. set independently by each event using the YEP_SelfSwVar plugin.
0017. Self Var EventCheck_2
the number of times you've seen a given event or piece of event. set independently by each event using the YEP_SelfSwVar plugin.
0018. Self Var EventCheck_3
the number of times you've seen a given event or piece of event. set independently by each event using the YEP_SelfSwVar plugin.
0019. Self Var EventCheck_4
the number of times you've seen a given event or piece of event. set independently by each event using the YEP_SelfSwVar plugin.
0020. Self Var EventCheck_5
the number of times you've seen a given event or piece of event. set independently by each event using the YEP_SelfSwVar plugin.
0021. [--STORY SPECIFIC--]
this is just a header
0022. TalkToEveryoneVillageTL
which party members (& Change God statue) you've talked to in Dormont in ACT 1.
value | meaning |
---|---|
1 | talked to only Odile |
2 | talked to only Bonnie |
3 | talked to both Odile and Bonnie |
6 | only went to the Change God statue |
7 | went to the Change God statue and talked only to Odile |
8 | went to the Change God statue and talked only to Bonnie |
9 | went to the Change God statue and talked to both Odile and Bonnie; can go to the favor tree |
13 | talked to everyone; can go to the clocktower |
0023. TreeWish
the wish you chose at the start of the game. only ever used to determine some future dialogue, or to check if you've wished at all.
value | meaning |
---|---|
0 | none |
1 | Mirabelle's wish |
2 | Isabeau's wish |
3 | Odile's wish |
4 | Bonnie's wish |
0024. !!!Kingquest
where you are in regards to kingquest.
value | trigger (simple) | trigger (technical) |
---|---|---|
0 | start of the game | TBA |
1 | talk to Loop for the first time in ACT 3 | map 034:Village Tree (LOOP) > event 007:Tree+LoopCutscene > tab 6 (runs if switch 0143. EventSwitchAutorun2 is ON) |
2 | in order: "What's your goal?" + "Are you the one doing this to me?" + "How are you freezing people in time?" | common event 0050. SKILL_Ask King > "How are you freezing people in time?", if variable 0389. IntroQuestionsToKing = 3 |
3 | read the Craftonomy book about Time Craft | map 079:CandleDorm (Timecraft) > event 004:craftology, "Does that craftonomy book have anything on Time Craft?", if variable 0024. !!!Kingquest = 2 |
4 | "So, you're using Time Craft?" | common event 0050. SKILL_Ask King > "So, you're using Time Craft?", if variable 0024. !!!Kingquest = 3 |
5 | look at the newspaper | map 080:WritingDorm (Key 1-2F) > event 010:newspaper, if variable 0024. !!!Kingquest = 4 |
6 | look out the window in the observatory | map 026:StarRoom > event 007:Window, if variable 0024. !!!Kingquest = 5 |
7 | "What should I remember?" | common event 0050. SKILL_Ask King > "What should I remember?", if variable 0024. !!!Kingquest = 6 |
8 | look at the sparkly diary in the library | map 084:Library (Key 2-2) > event 006:Journal, if variable 0024. !!!Kingquest = 7 |
9 | get the mirror picture again | map 099:MirrorRoom (Key 3-1) > event 003:Mirror, if variable 0024. !!!Kingquest = 8 |
10 | "Where are you from?" | common event 0238. KingCountry |
11 | start of next loop after that | map 002:MEADOW > event 007:MeadowEvents > tab 4 (runs if switch 0107. SpecialMilestone is ON, and switch 0143. EventSwitchAutorun2 is ON, and variable 0002. ACT<<CanBeSeen>> ≥ 3), if variable 0024. !!!Kingquest = 10 |
12 | "Let's stop fighting." | map 024:King Room > event 001:TheKing > tab 3 (runs if switch 0143. EventSwitchAutorun2 is ON) |
13 | start of next loop after that | map 002:MEADOW > event 007:MeadowEvents > tab 4 (runs if switch 0107. SpecialMilestone is ON, and switch 0143. EventSwitchAutorun2 is ON, and variable 0002. ACT<<CanBeSeen>> ≥ 3) |
14 | talk to Loop about Wish Craft | common event 0162. PreDialogue, if variable 0024. !!!Kingquest = 13 |
0025. TalkToEveryoneFinalRoomTL
which party members you've talked to in the final room.
value | meaning |
---|---|
1 | talked to only Odile |
2 | talked to only Bonnie |
3 | talked to Odile and Bonnie |
4 | talked only to Isabeau |
5 | talked to Odile and Isabeau |
6 | talked only to Mirabelle, or talked to Isabeau and Bonnie |
7 | talked to Mirabelle and Odile, or talked to everyone but Mirabelle |
8 | talked to Mirabelle and Bonnie |
9 | talked to everyone but Isabeau |
10 | talked to Mirabelle and Isabeau |
11 | talked to everyone but Bonnie |
12 | talked to everyone but Odile |
13 | talked to everyone; can talk to Euphrasie |
0026. SawSafeRoomEvent_TL
TBA
0027. !!!LoopQuest
where you are in regards to loopquest.
* these three can happen in any order. each of these numbers aren't tied to their specific events as they are in the table - instead, each of these events cause the variable to increment by 1.
value | trigger (simple) | trigger (technical) |
---|---|---|
0 | start of the game | TBA |
1 | talk to Loop for the first time in ACT 3 | map 034:Village Tree (LOOP) > event 007:Tree+LoopCutscene > tab 6 (runs if switch 0143. EventSwitchAutorun2 is ON) |
2* | ask the King "What's your goal?" + "Are you the one doing this to me?" + "How are you freezing people in time?" | common event 0050. SKILL_Ask King > "How are you freezing people in time?", if variable 0389. IntroQuestionsToKing = 3 |
3* | read the Craftonomy book about Time Craft | map 079:CandleDorm (Timecraft) > event 004:craftology, "Does that craftonomy book have anything on Time Craft?", if variable 0024. !!!Kingquest = 2 |
4* | talk to Euphrasie for the first time after starting loopquest | map 002:MEADOW > event 007:MeadowEvents > tab 4 (runs if switch 0107. SpecialMilestone is ON, and switch 0143. EventSwitchAutorun2 is ON, and variable 0002. ACT<<CanBeSeen>> ≥ 3), if variable 0382. LoopquesttalktoHHM_AL = 1 |
5 | read the Craftonomy book after talking to Euphrasie, then loop back after talking to Euphrasie | common event 0162. PreDialogue, if variable 0027. !!!LoopQuest = 4 and variable 0382. LoopquesttalktoHHM_AL = 1 |
6 | Loop asks to hang out | common event 0162. PreDialogue, if variable 0027. !!!LoopQuest = 5 |
7 | hang out with Loop | map 127:LoopQuest > event 001:Quest |
8 | read the journal with a star on the cover | map 018:KingRoom > event 009:journal, if variable 0027. !!!LoopQuest ≥ 7 and variable 0016. Self Var_EventCheck_1 = 1 |
9 | talk to Loop after reading that book | common event 0162. PreDialogue, if variable 0027. !!!LoopQuest = 8 |
10 | read the storage room book | map 112:Storage Room (Locked) > 010:bookcase, if Siffrin has Memory of Memories equipped, if variable 0027. !!!LoopQuest < 9, and if variable 0016. Self Var_EventCheck_1 = 1 |
11 | read the book in the secret library | map 085:SecretLibrary > 004:Books, if Siffrin has Memory of Memories equipped, if variable 0027. !!!LoopQuest ≥ 10, and if variable 0016. Self Var_EventCheck_1 = 1 |
12 | look at the wish spreadsheet | map 082:Admin (Key 2-1L) > event 010:Paper, if variable 0027. !!!LoopQuest = 11 |
13 | talk to Loop | common event 0162. PreDialogue, if variable 0027. !!!LoopQuest = 12 |
14 | talk to Euphrasie about Wish Craft | map 020:LastRoom > event 001:HeadHousemaiden > tab 6 (runs if switch 0143. EventSwitchAutorun2 is ON) |
0028.
0029. CanFindSkillNow
TBA
0030. !!!ACT5_UntrustEnds
some sort of number representing the friendquests done in ACT 5.
change to value | trigger (simple) | trigger (technical) |
---|---|---|
= 0 | start of game | TBA |
+ 6 | finish Mirabelle's friendquest in ACT 5 | map 021:Miraquest > event 002:Event > tab 3 (runs if variable ACT<<CanBeSeen>> ≥ 5) |
+ 1 | finish Odile's friendquest in ACT 5 | map 025:OdileQuest > event 002:Event > tab 3 (runs if variable ACT<<CanBeSeen>> ≥ 5) |
+ 2 | finish Bonnie's friendquest in ACT 5 | map 061:BonnieQuest > event 002:Event > tab 3 (runs if variable ACT<<CanBeSeen>> ≥ 5) |
+ 4 | talk to Isabeau by the Favor Tree in ACT 5 | map 034:Village Tree (LOOP) > event 002:Isabeau > tab 2 (runs if variable ACT<<CanBeSeen>> ≥ 5) |
0031. MandatoryMonstersBeaten#_TL
TBA
0032. SavePointAppears_AL
TBA
0033. [--FRIENDQUEST--]
heading
0034. !!!FriendsQuestAL
TBA
0035. Miraquest_AL
TBA
0036. Odilequest_TL
TBA
0037. Bonniequest_TL
TBA
0038. Bonniefoods_AL
TBA
0039. BonnieListening_AL
TBA
0040. Isaquest_AL
TBA
0041. [--VILLAGE--]
0042. It'sARibbon!_AL
where you are in terms of knowing what Mirabelle drew on the Reminder Note.
value | trigger (simple) | trigger (technical) |
---|---|---|
0 | start of the game | TBA |
1 | look at the Reminder Note for the first time | common event 0055. ITEM_remindernote, if variable 0002. ACT<<CanBeSeen>> < 4 and variable 0042. It'sARibbon!_AL ≤ 1 |
2 | ask Mirabelle about the thing she drew on the note | map 030:DORMONT > event 003:Mirabelle, "What's the thing you drew?" (available if variable 0042. It'sARibbon!_AL = 1) |
0043. isa!!!!!_TL
the number of times you've gone "Isaaaaaaa!!!!!!!" when talking to him by the Favor Tree in ACT 1 & 2 (except for loop 1).
only ever equals 0, 1, or 2. able to be incremented in map 034:Village Tree (LOOP) > event 002:Isabeau, if variable 0024. !!!Kingquest ≠ 13, and if switch 0045. TalkedToIsa_TL is OFF, by choosing "Isa!". from there, choosing "Isaaaaaaa!!!!!!!" will increment this variable by 1, with a maximum of 2.
0044. QQQ_IsaWon'tTouchYou_AL
where you are in the shoulder touch sidequest.
value | trigger (simple) | trigger (technical) |
---|---|---|
0 | start of the game | TBA |
1 | seeing the shoulder touch for the fourth time | map 034:Village Tree (LOOP) > event 002:Isabeau if variable 0016. Self Var EventCheck_1 = 4 |
2 | asking Isabeau about "the hand thing" | map 068:House_Novels > event 001:NPC if variable 0044. QQQ_IsaWon'tTouchYou_AL = 1 and choose "What's up with the hand thing?" during questions |
3 | seeing the shoulder touch for the first time after asking | map 034:Village Tree (LOOP) > event 002:Isabeau if variable 0044. QQQ_IsaWon'tTouchYou_AL = 2 |
4 | seeing the shoulder touch for the second time after asking | map 034:Village Tree (LOOP) > event 002:Isabeau if variable 0044. QQQ_IsaWon'tTouchYou_AL = 3 |
5 | seeing the shoulder touch for the third time after asking | map 034:Village Tree (LOOP) > event 002:Isabeau if variable 0044. QQQ_IsaWon'tTouchYou_AL = 4 and ACT ≥ 3 |
6 | seeing the shoulder touch for the fourth time after asking | map 034:Village Tree (LOOP) > event 002:Isabeau if variable 0044. QQQ_IsaWon'tTouchYou_AL = 5 |
7 | kissing Isabeau | map 034:Village Tree (LOOP) > event 002:Isabeau if variable 0044. QQQ_IsaWon'tTouchYou_AL = 6 and 0058. QQQ_MakeHimSayIt_AL ≥ 4, and choose (...) |
8 | talking to Loop after kissing Isabeau | common event 0162. PreDialogue if variable 0044. QQQ_IsaWon'tTouchYou_AL = 7 |
0045. LoopQuestionsIntro_AL
unused, probably
0046. NameboxName
name in the namebox during dialogue. set as needed.
0047. QQQ_ChateauCastle_AL
where you are in the Castle-Loving One's sidequest.
value | trigger (simple) | trigger (technical) |
---|---|---|
0 | start of the game | TBA |
1 | talking to the Castle-Loving one for the second time | map 068:House_Novels > event 001:NPC if variable 0010. Self Var EventCheck_0 ≥ 2 and 0047. QQQ_ChateauCastle_AL = 0 |
2 | asking the Castle-Loving One if #87 is the last issue | map 068:House_Novels > event 001:NPC if variable 0010. Self Var EventCheck_0 ≥ 2, choose "Is the final issue... Issue #\v[62]?" if 0062. ChateauCastleIssue# = 87 and 0047. QQQ_ChateauCastle_AL ≤ 3 |
3 | having Mirabelle read the last issue | map 119:PotteryRoom > event 002:last issue if 0047. QQQ_ChateauCastle_AL ≥ 2 |
4 | telling the Castle-Loving One how the series ends | map 068:House_Novels > event 001:NPC if variable 0010. Self Var EventCheck_0 ≥ 2, choose "I know how it ends." (available if 0047. QQQ_ChateauCastle_AL ≥ 3) |
0048. ChangeGodBlessing_TL
which blessing you picked at the Change God's statue; resets each loop. used by common event 0074. EVENT_changegodblessing
value | meaning |
---|---|
1 | attack |
2 | defense |
3 | speed |
0049.
0050. odileintro_AL
incremented by one after asking each of "Clocktower, sleepover.", "We're fighting the King tomorrow...", and "What will you do after?" while talking to Odile in Dormont. you can pick "Nah, nothing." to end the conversation when this value is equal to or greater than 3, i.e. once you've asked each question.
0051. bonnieintro_AL
incremented by one after asking each of "Clocktower, sleepover.", "Worrying about tomorrow?", and "What will you do after?" while talking to Bonnie in Dormont. you can pick "Nothing!" to end the conversation when this value is equal to or greater than 3, i.e. once you've asked each question.
0052. isaintro_AL
incremented by one after asking each of "Clocktower, sleepover.", "What's up with the big tree?", and "What will you do after?" while talking to Isabeau in Dormont. you can pick "Nope." to end the conversation when this value is equal to or greater than 3, i.e. once you've asked each question.
0053. QQQ_mirabellefan_AL
where you are in the Stylish One's sidequest.
value | trigger (simple) | trigger (technical) |
---|---|---|
0 | start of the game | TBA |
1 | talking to the Stylish One for the second time | map 069:House_Change > event 004:NPC_change if variable 0010. Self Var EventCheck_0 ≥ 2 |
2 | telling Mirabelle she has a fan | map 030:DORMONT > event 003:Mirabelle if variable 0053. QQQ_mirabellefan_AL = 1, choose "You have a fan." |
3 | telling Mirabelle the "very stylish very scary lady" is her fan | map 089:Classroom (Key 3-3L) > event 011:desk if variable 0053. QQQ_mirabellefan_AL = 2 |
4 | telling the Stylish One that Mirabelle thinks she's scary | map 069:House_Change > event 004:NPC_change if variable 0053. QQQ_mirabellefan_AL = 3 |
5 | giving Mirabelle the Loving Fanmail | map 030:DORMONT > event 003:Mirabelle if variable 0053. QQQ_mirabellefan_AL ≥ 4, choose "Fanmail delivery!" |
0054. LoopConvoSeenThisLoop?
a list handling whether you've seen a given Loop conversation using a script call. if 0054. LoopConvoSeenThisLoop?[0055. CurrentLoopConvo#] ≠ "Seen", set the value to "Seen" and play the conversation.
for example, say variable 0003. Random # rolls a 2 for the first time, variable 0055. CurrentLoopConvo# will be set to 2. the index 2 of variable 0054. LoopConvoSeenThisLoop? will be set to the string "Seen" and the conversation "Since I remember, isn't there a chance?" will play.
then, any subsequent times variable 0003. Random # rolls a 2, index 2 of variable 0054. LoopConvoSeenThisLoop? will be checked as containing "Seen", variable 0056. LoopConvosSkipped# will be incremented by 1, and indices will be checked for 3, 4, 5, and so on.
0055. CurrentLoopConvo#
the "id" of the conversation you're currently trying to have with Loop. set by variable 0003. Random #, then checked for whether you've seen the conversation already and any other requirements such as ACT.
0056. LoopConvosSkipped#
the number of conversations with Loop ("Let's talk about something.") that were passed while looking for one you haven't seen before and meet the requirements of.
incremented by 1 every time it skips a conversation. if the value reaches 23, it checks variable 0397. LoopConvosActuallyHeard.
if variable 0397. LoopConvosActuallyHeard = 21 and variable 0334. LoopDaggerConvo = 1 (i.e. you didn't take the dagger and can't get the two conversations that have it as a requirement), it'll set variable 0397. LoopConvosActuallyHeard to 23.
if variable 0397. LoopConvosActuallyHeard = 23, you'll have a conversation about how you're out of conversations, and get the Behind the Scenes achievement if you don't have it.
0057. GivenFlower_TL
which party member you gave the flower to. doesn't seem to be used for anything.
value | meaning |
---|---|
1 | Odile |
2 | Bonnie |
4 | Isabeau |
6 | Mirabelle |
0058. QQQ_MakeHimSayIt_AL
which interruptions to Isabeau's confession you've seen.
value | trigger (simple) | trigger (technical) |
---|---|---|
0 | start of the game | TBA |
1 | getting interrupted by Bonnie for the first time | map020:LastRoom > event005:Isabeau if variable 0058. QQQ_MakeHimSayIt_AL = 0 |
2 | getting interrupted by Mirabelle for the first time | map020:LastRoom > event005:Isabeau if variable 0059. QQQ_MakeHimSayItFriend_TL = 1 |
3 | getting interrupted by Odile for the first time | map020:LastRoom > event005:Isabeau if variable 0059. QQQ_MakeHimSayItFriend_TL = 2 |
4 | getting Isabeau's "confession" for the first time | map020:LastRoom > event005:Isabeau if variable 0059. QQQ_MakeHimSayItFriend_TL = 3 |
5 | talking to Loop after getting Isabeau's "confession" | common event 0166. HadAQuestion... > "At the end, Isabeau..." if variable 0058. QQQ_MakeHimSayIt_AL = 4 |
0059. QQQ_MakeHimSayItFriend_TL
who is interrupting Isabeau's confession. used by common event 0129. WhosInterruptingAtTheEnd to figure out who you talked to, then set who is interrupting.
value | meaning before CE0129 | meaning after CE0129 | trigger (simple) | trigger (technical) |
---|---|---|---|---|
0 | Bonnie will interrupt | Bonnie will interrupt | talking to no one | map020:LastRoom > event005:Isabeau after any version of the conversation |
1 | Mirabelle will interrupt | Mirabelle will interrupt | talking to only Bonnie | map020:LastRoom > event004:Bonnie if 1 ≤ variable 0058. QQQ_MakeHimSayIt_AL < 4 |
2 | Bonnie will interrupt | Odile will interrupt | talking to only Mirabelle | map020:LastRoom > event003:Mirabelle if 2 ≤ variable 0058. QQQ_MakeHimSayIt_AL < 4 |
3 | Odile will interrupt | Isabeau will "confess" | talking to Bonnie and Mirabelle | |
4 | Bonnie will interrupt | Siffrin will interrupt | talking to only Odile | map020:LastRoom > event002:Odile if variable 0058. QQQ_MakeHimSayIt_AL = 3 or if variable 0058. QQQ_MakeHimSayIt_AL = 4 |
5 | Mirabelle will interrupt | none | talking to Bonnie and Odile | |
6 | Bonnie will interrupt | none | talking to Mirabelle and Odile | |
7 | no one will interrupt | none | talking to everyone |
0060. AskedChangeGodBlessing#_AL
incremented by one each time you ask for a blessing from the Change God statue. used for Loop bullying Siffrin in their hangout; the buff increasing is handled by 0010. Self Var EventCheck_0 ≥ 5 instead.
0061. QQQ_TimesFished#
the number of times you've fished.
in map 030:DORMONT > event 016:NPC_waterone, choosing "...Yes." will increment this variable by 1.
0062. ChateauCastleIssue#
the issue number of "The Cursing of Château Castle" you most recently saw. used for the Castle-Loving One's sidequest.
only set when Siffrin comments (...Issue #\v[62]? You should remember this number.), so Mirabelle's issue #3 from the book thief and the issue #2 in Dormont Library you can read with Memory of Memories don't count.
0063.
0064.
0065.
0066.
0067.
0068.
0069.
0070. [--HOUSE--]
0071. KeysKnowledge_AL
TBA
0072. Floor1_OpenedDoors_TL
TBA
0073. Floor2_OpenedDoors_TL
TBA
0074. Floor3_OpenedDoors_TL
TBA
0075. KeyLoopbackKnowledge_AL
TBA
0076. Floor2_AdminRock_TL
TBA
0077. Floor1_Tears_TL
TBA
0078. Floor2_Tears_TL
TBA
0079. Floor3_Tears_TL
TBA
0080. Floor1_Rock_AL
TBA
0081. Floor1_Events_TL
TBA
0082. Floor2_Events_TL
TBA
0083. Floor3_Events_TL
TBA
0084. PotionJoke_TL
the number of times Bonnie took items from Siffrin in the house entrance storage room. used by common event 0125. Potionsjoke.
0085. FirstEncounterTuto_AL
TBA
0086. CheckAdminRoom_AL
TBA
0087. Floor2_TearsChoice_TL
TBA
0088. Bosses_AL
TBA
0089. QQQ_KeyKnife_AL
where you are in the knifekey sidequest.
value | trigger (simple) | trigger (technical) |
---|---|---|
0 | start of the game | TBA |
1 | breaking the keyknife for the first time | map 027:FLOOR 3, END > event 008:BigDoor > tab 4 if variable 0089. QQQ_KeyKnife_AL = 0 |
2 | picking up the sharpening stone in the armory | map 077:Armory > event 011:Oven if variable 0089. QQQ_KeyKnife_AL ≥ 1 and you don't already have the Sharpening Stone |
3 | trying and failing to sharpen the keyknife for the first time | common event 0070. Item_Sharpeningstone if variable 0089. QQQ_KeyKnife_AL = 2 |
4 | looking at the carving wood in the trap building room | map 077:Armory > event 012: (the carving wood) if variable 0089. QQQ_KeyKnife_AL = 3 |
5 | sucessfully sharpening the keyknife for the first time | common event 0070. Item_Sharpeningstone if variable 0089. QQQ_KeyKnife_AL = 4 |
0090. QQQ_BondingEarrings_AL
where you are in the bonding earrings sidequest.
value | trigger (simple) | trigger (technical) |
---|---|---|
0 | start of the game | TBA |
1 | looking at the frozen person in the hallway before the library | map 123:HallwayToLibrary > event 004:FrozenNPC if switch 0193. KnowAboutBondingEarrings is OFF |
2 | looking at the book on bonding earrings in the classroom | map 089:Classroom (Key 3-3L) > event 003:Books if variable 0090. QQQ_BondingEarrings_AL = 1 |
3 | give the bonding earring to the frozen pottery teacher | map 119:PotteryRoom > event 013:FrozenNPC if you have the Bonding Earring; possible to pick up from map 123:HallwayToLibrary > event 004:FrozenNPC if variable 0090. QQQ_BondingEarrings_AL ≥ 2 |
0091. LockedRoomHouseFL1_TL
TBA
0092. LockedRoomHouseFL3_TL
TBA
0093. CoinFlip_TL
the outcome of Odile's coin flip during the first snack break. 1 is tails, 2 is heads.
0094. QQQ_BombQuest_AL
where you are in the bomb sidequest.
value | trigger (simple) | trigger (technical) |
---|---|---|
0 | start of the game | TBA |
1 | looking at Claude's closet in Mirabelle's room | map 102:MiraRoom > event 011:Closet if variable 0094. QQQ_BombQuest_AL = 0 |
2 | making the bomb | common event 0185. ITEM_MakeBomb |
0095. LockedRoomHouseFL2_TL
TBA
0096.
0097.
0098.
0099.
0100.
0101. [--DEATH REASONS--]
0102. Banana Death #
number of banana deaths.
0103. Monster Death #
number of Sadness deaths.
0104. King Death #
number of King deaths.
0105. Tears Death #
number of Tear deaths.
0106. HHM Reset #
number of times talking to the head housemaiden sent you back to the start, including with friendquests and at the end of ACT 4.
0107. SpecialEnd #
incremented by one after Memory of Touch, Memory of Sadnesses, or Memory of Ghosts.
0108. FirstTrap Death #
number of deaths to the rock trap on floor 1.
0109. Pineapple Death #
number of pineapple deaths.
0110. Suicide Death #
number of suicides.
0111. FriendquestResets#
number of times talking to the head housemaiden during friendquest loops sent you back to the start.
0112.
0113.
0114.
0115.
0116.
0117.
0118.
0119.
0120.
0121. [--OPTIONS/TELEPORT--]
0122. ArrowSelector
TBA
0123. ArrowSelector X
TBA
0124. ArrowSelector Y
TBA
0125. JustTeleported #
TBA
0126. CurrentPosition
represents, roughly, your current position in the loop.
value | location | trigger (simple) | trigger (technical) |
---|---|---|---|
1 | Dormont | start the game, or start a new loop | common event 0009: StartingGameSwitches |
2 | floor 1 | reach floor 1 | TBA |
3 | floor 2 | reach floor 2 | TBA |
4 | floor 3 | reach floor 3 | TBA |
5 | the King's floor | reach the King's floor | TBA |
6 | the end rooms (and Dormont, in ACT 6) | defeat the King | TBA |
0127. TitleActPicture# (PERSISTENT)
determines the images used for the title screen.
value | meaning | image | trigger (simple) | trigger (technical) |
---|---|---|---|---|
1 | ACT 1 | start the game, or start a new loop during ACT 1 | common event 0009. StartingGameSwitches, or common event 0102. LOOP_ResetSwitches | |
2 | ACT 2 | start ACT 2, or start a new loop during ACT 2 | same trigger as ACT 2, or common event 0102. LOOP_ResetSwitches | |
3 | ACT 3 | start ACT 3, or start a new loop during ACT 3 | common event 0102. LOOP_ResetSwitches, or same trigger as ACT 3 | |
4 | ACT 4 | start ACT 4, or start a new loop during ACT 4 | common event 0102. LOOP_ResetSwitches, or same trigger as ACT 4 | |
5 | ACT 5 | start ACT 5, or start a new loop during ACT 5 | same trigger as ACT 5, or common event 0102. LOOP_ResetSwitches | |
6 | ACT 6 | start ACT 6, or start a new loop during ACT 5 | same trigger as ACT 6, or common event 0102. LOOP_ResetSwitches | |
7 | endgame | complete the game! | map 053:EPILOGUE > event 001:HeadHousemaiden > tab 2 (runs if variable 0025. TalkToEveryoneFinalRoomTL ≥ 13), (Ready.) |
0128. MemoriesOwned#
TBA
0129. TeleportSelector1
TBA
0130. TeleportSelector2
TBA
0131. KeySelector
did you choose to unlock all doors when teleporting?
value | meaning | trigger (simple) | trigger (technical) |
---|---|---|---|
1 | no, you did NOT unlock all doors when teleporting | TBA | TBA |
0132. KeySelector X
TBA
0133. KeySelector Y
TBA
0134. LoopResetSwitches
TBA
0135. SavePointCode
TBA
value | meaning | trigger (simple) | trigger (technical) |
---|---|---|---|
1 | last saved at map 076:FLOOR 1, START | TBA | TBA |
0136. SavedEquipment
TBA
0137. TextSpeed
TBA
0138. TextPosition X
TBA
0139. TextPosition Y
TBA
0140. MemoriesIcon
TBA
0141. PlaceName
TBA
0142. ArrowSelectorMath
TBA
0143. #MemoriesNeededToTeleport
TBA
0144. TeleportText
TBA
0145. TextTeleport:WithDoorsOpened?
TBA
0146. MemoriesBattle #
TBA
0147. MemoriesConflict #
TBA
0148. MemoriesTutorial_AL
TBA
0149. SifAgiUp
TBA
0150. IsaAgiUp
TBA
0151. MiraAgiUp
TBA
0152. MemoryOverflow
TBA
0153. Math
TBA
0154.
0155.
0156.
0157.
0158.
0159.
0160.
0161. [--BATTLE--]
0162. BonnieAction
TBA
0163. TutoTurn#_TL
TBA
0164. TutoPoints#_TL
TBA
0165. BombEnemyTickTock
how many times ANXIÉTÉ has ticked. explodes when = 3.
0166. CurrentAtk
TBA
0167. Atk1
TBA
0168. Atk2
TBA
0169. Atk3
TBA
0170. Turn #
TBA
0171. battleimg1
TBA
0172. battleimg2
TBA
0173. battleimg3
TBA
0174. battleimg4
TBA
0175. battleimg5
TBA
0176. Atk4
TBA
0177. Atk5
TBA
0178. EnemiesDead#
TBA
0179. Combo?
TBA
0180. FinalBlow
TBA
0181. [--SAVE CODE CORNER--]
0182. -Floor1 (start)-
0183. Items_F1S
TBA
0184. IsaEXP_F1S
TBA
0185. MiraEXP_F1S
TBA
0186. OdileEXP_F1S
TBA
0187.
0188.
0189.
0190.
0191.
0192. -Floor1 (done)-
0193. Items_F1D
TBA
0194. IsaEXP_F1D
TBA
0195. MiraEXP_F1D
TBA
0196. OdileEXP_F1D
TBA
0197.
0198.
0199.
0200.
0201. -Floor2 (start)-
0202. Items_F2S
TBA
0203. IsaEXP_F2S
TBA
0204. MiraEXP_F2S
TBA
0205. OdileEXP_F2S
TBA
0206.
0207.
0208.
0209.
0210.
0211. -Floor2 (done)-
0212. Items_F2D
TBA
0213. IsaEXP_F2D
TBA
0214. MiraEXP_F2D
TBA
0215. OdileEXP_F2D
TBA
0216.
0217.
0218.
0219.
0220.
0221. -Floor3 (start)-
0222. Items_F3S
TBA
0223. IsaEXP_F3S
TBA
0224. MiraEXP_F3S
TBA
0225. OdileEXP_F3S
TBA
0226.
0227.
0228.
0229.
0230.
0231. -Floor3 (done)-
0232. Items_F3D
TBA
0233. IsaEXP_F3D
TBA
0234. MiraEXP_F3D
TBA
0235. OdileEXP_F3D
TBA
0236.
0237.
0238.
0239.
0240.
0241. -king-
0242. Items_FK
TBA
0243. IsaEXP_FK
TBA
0244. MiraEXP_FK
TBA
0245. OdileEXP_FK
TBA
0246.
0247. -CURRENT-
0248. Items_CURRENT
TBA
0249. IsaEXP_CURRENT
TBA
0250. SifEXP_CURRENT
TBA
0251. MiraEXP_CURRENT
TBA
0252. IsaEXP_CURRENT
TBA
0253. OdileEXP_CURRENT
TBA
0254.
0255.
0256.
0257.
0258.
0259.
0260.
0261. [--PROFILE MENU--]
0262. SifLevel
TBA
0263. MiraLevel
TBA
0264. IsaLevel
TBA
0265. OdileLevel
TBA
0266. BonnieLevel
TBA
0267. SifExpNextLvl
TBA
0268. MiraExpNextLvl
TBA
0269. IsaExpNextLvl
TBA
0270. OdileExpNextLvl
TBA
0271. Jackpot_imgX
TBA
0272. Jackpot_imgY1
TBA
0273. Jackpot_imgY2
TBA
0274. Jackpot_imgY3
TBA
0275. Jackpot_imgY4
TBA
0276. Jackpot_imgY5
TBA
0277. SecretSkillATK
TBA
0278. SiffrinAgi
TBA
0279. OdileAgi
TBA
0280. MiraAgi
TBA
0281. [--TEXT CHANGE--]
0282. SilverCoin
changes the text for the Silver Coin in the menu. all changes occur in common event 0054. !!!TEXT VARIABLES.
ACT | value (english) | value (japanese) |
---|---|---|
1-2 | Some change you got from buying a croissant. | クロワッサンを買ったときにもらったおつり。 |
3-4 | A nice silver coin that has followed you even through time. | 時間を超えてついてきたきれいな銀貨。 |
5 | A coin. | 銀貨。 |
6 | Your coin. There’s only one like it in the Universe. | 僕の銀貨。宇宙にただ一つの銀貨だ。 |
0283. friend/ally
changes how the party is addressed in sentences. updated in common event 0054. !!!TEXT VARIABLES. first checks if variable 0002. ACT<<CanBeSeen>> = 5, and if it isn't, checks the value of variable 0357. friend ally family.
condition | value (english) | value (japanese) |
---|---|---|
ACT = 5 | actor | 演者 |
v357 = 0 | friend | 友達 |
v357 = 1 | ally | 仲間 |
v357 = 2 | family member | 家族 |
0284. friends/allies
changes how the party is addressed in sentences. updated in common event 0054. !!!TEXT VARIABLES. first checks if variable 0002. ACT<<CanBeSeen>> = 5, and if it isn't, checks the value of variable 0357. friend ally family.
condition | value (english) | value (japanese) |
---|---|---|
ACT = 5 | actors | 演者 |
v357 = 0 | friends | 友達 |
v357 = 1 | allies | 仲間 |
v357 = 2 | family members | 家族 |
0285. a friend/an ally
changes how the party is addressed in sentences. updated in common event 0054. !!!TEXT VARIABLES. first checks if variable 0002. ACT<<CanBeSeen>> = 5, and if it isn't, checks the value of variable 0357. friend ally family.
condition | value (english) | value (japanese) |
---|---|---|
ACT = 5 | an actor | 演者1人 |
v357 = 0 | a friend | 友達1人 |
v357 = 1 | an ally | 仲間1人 |
v357 = 2 | a family member | 家族1人 |
0286. !\.
changes the punctuation used in some sentences. updated in common event 0054. !!!TEXT VARIABLES.
ACT | value (english) | value (japanese) |
---|---|---|
1-2 | ! | ! |
3-6 | . | 。 |
0287. ReminderNote
changes the text used for the Reminder Note in the menu. updated in common event 0054. !!!TEXT VARIABLES.
these are the raw strings!
loop | value (english) | value (japanese) |
---|---|---|
≤ 2 |
A note Mirabelle wrote for you and your sieve-like brain.<br>[Press \v[376] to interact!]
|
物覚えの悪い僕のためにミラベルが書いてくれたメモ。<br>[\\v[376]で確認!]
|
3+ |
A note Mirabelle wrote for you.<br>But you know what to do.
|
僕のためにミラベルが書いてくれたメモ。<br>でも、すべきことはもう知っている。
|
0288. Key 3-4
changes the text for the Empty Key in the menu. updated in common event 0054. !!!TEXT VARIABLES.
value at time of check | new value after check (english) | new value after check (japanese) |
---|---|---|
0 | A key adorned with a keychain shaped like a mask. It doesn't have an expression. | 仮面のようなキーホルダーがついている鍵。仮面には表情がない。 |
1 | A useless key. Can't be used on the gate. | 使い道のない鍵。門を開けることはできない。 |
0289. TarotCard
changes the text for the drawn card in the menu. set in map 080:WritingDorm (Key 1-2F) > event 009:Books, or map 137:ACT5_WritingDorm (Key 1-2F) > event 009:Books in ACT 5. generates a random number 1-7 and assigns this variable based on that number and the ACT.
ACT | Random # | value (english) | value (japanese) |
---|---|---|---|
1-2 | 1-2 | Six of Swords | ソードの6 |
3-5 | Eight of Pentacles | ペンタクルの8 | |
6 | Ace of Wands | ワンドのエース | |
7 | The Star | 星 | |
3 | 1-2 | Two of Swords | ソードの2 |
3-5 | Five of Wands | ワンドの5 | |
6 | The Hermit | 隠者 | |
7 | Six of Pentacles | ペンタクルの6 | |
4 | 1-2 | Eight of Swords | ソードの8 |
3-5 | The Hanged Man | 吊るされた男 | |
6 | Five of Pentacles | ペンタクルの5 | |
7 | Ten of Swords | ソードの10 | |
5 | N/A | The Fool | 愚者 |
0290. Snacks
changes the text for the Eternal Snacks in the menu. references switch 0289. RE_ateeternalsnacks. updated in common event 0054. !!!TEXT VARIABLES.
switch | value (english) | value (japanese) |
---|---|---|
OFF | Wh-- How did those snacks get here?! | え――このお菓子はどこから?! |
ON | A bunch of snacks given to you by Bonnie. | ボニーがくれた大量のお菓子。 |
0291. MemoryOfSkirmish
changes the text for the Memory of Skirmish in the menu. updated in common event 0054. !!!TEXT VARIABLES.
ACT | value (english) | value (japanese) |
---|---|---|
1 | Pew! Bam! Kapow! Easy-peasy! | ピュー! バン! カポッ! かーんたーん! |
2 | Not gonna be done anytime soon. | すぐには終わりそうにない。 |
3+ | Too many to count. | 数え切れないほど多くをこなした。 |
0292. GiftFormirabelle
changes the text for the Loving Fanmail in the menu. updated in common event 0054. !!TEXT VARIABLES according to the value of switch 0056. QQQ_OpenedMirabellesGift_TL.
s56 | value (english) | value (japanese) |
---|---|---|
OFF | A gift for Mirabelle. It's lovingly wrapped. | ミラベルへの贈り物。かわいらしい包みに入っている。 |
ON | A gift for Mirabelle. It can't be gifted anymore. | ミラベルへの贈り物。もう渡すことはできない。 |
0293. BattleTextChange
TBA
0294. UseItem
action text when using an item in battle--item name follows immediately after. updated in common event 0054. !!TEXT VARIABLES.
ACT | value (english) | value (japanese) |
---|---|---|
1-4 | Bonnie runs in with a | ボニーの支援: |
5-6 | You use a | 使用: |
0295. FriendquestPrompts
TBA
0296. "time"
for the text in battles, eg. "Siffrin time!" or "シフランのターン!". updated in common event 0054. !!TEXT VARIABLES.
language | value |
---|---|
english |
time
|
japanese |
のターン
|
0297. "mirabelle"
used in name boxes. updated in common event 0054. !!TEXT VARIABLES.
language | value |
---|---|
english | MIRABELLE |
japanese | ミラベル |
0298. "isabeau"
used in name boxes. updated in common event 0054. !!TEXT VARIABLES.
language | value |
---|---|
english | ISABEAU |
japanese | イザボー |
0299. "odile"
used in name boxes. updated in common event 0054. !!TEXT VARIABLES.
language | value |
---|---|
english | ODILE |
japanese | オディール |
0300. "bonnie"
used in name boxes. updated in common event 0054. !!TEXT VARIABLES.
language | value |
---|---|
english | BONNIE |
japanese | ボニー |
0301. [--SAVE ITEMS--]
0302. SaveItem
TBA
0303. SourTonicArray
TBA
0304. SuperSourArray
TBA
0305. CraftedWaterArray
TBA
0306. PepperArray
TBA
0307. GingerArray
TBA
0308. ThymeArray
TBA
0309. SweetArray
TBA
0310. SuperSweetArray
TBA
0311. SaltyArray
TBA
0312. CompareItemValue
TBA
0313. [MORE TEXT]
0314. "the king"
used in name boxes. updated in common event 0054. !!TEXT VARIABLES.
language | value |
---|---|
english | THE KING |
japanese | 王 |
0315. "the hhm"
used in name boxes. updated in common event 0054. !!TEXT VARIABLES.
language | value |
---|---|
english | THE HEAD HOUSEMAIDEN |
japanese | 侍祭長 |
0316. "loop"
used in name boxes. updated in common event 0054. !!TEXT VARIABLES.
language | value |
---|---|
english | LOOP |
japanese | ループ |
0317. "attack"
used in the battle menu. updated in common event 0054. !!TEXT VARIABLES.
language | value |
---|---|
english | Attack |
japanese | 攻撃 |
0318. "guard"
used in the battle menu. updated in common event 0054. !!TEXT VARIABLES.
language | value |
---|---|
english | Guard |
japanese | 防御 |
0319. "button"
used,,, somewhere probably??? updated in common event 0054. !!TEXT VARIABLES.
language | value |
---|---|
english | (empty string) |
japanese | ボタン |
0320. Isaagi
TBA
0321. [--LITTLE THINGS--]
0322. OdileWeaponNotice
the number of times you've interacted with equipment you already have in this loop.
incremented once every time common event 0135. WeaponFoundAgain is run, and triggers some dialogue when it reaches 4. reset to 0 in common event 0102. LOOP_ResetSwitches.
0323. SifAgiChange
TBA
0324. IsaAgiChange
TBA
0325. PillarBrokenOrNot
TBA
0326. StatueCount_TL
the amount of Change God statues you've interacted with this loop.
incremented once every time map 001:FinalTemplates > event 003:Statue is run. doesn't increment in ACT 5 or 6. reset to 0 in common event 0102. LOOP_ResetSwitches.
0327. LoopNothingToSay
TBA
0328. LoopLastConvo
TBA
0329. ChangeGodFace
the face the Change God statue in Dormont uses this loop.
condition | value | face |
---|---|---|
the default face. this is the face shown if it doesn't get changed.
in ACT 4, the face has a 1 in 5 chance of changing at all, and if switch 0215. MiraChangeGod_AL is OFF, this face has a 1 in 4 chance of showing. |
0 | |
one of the faces that can be shown in ACT 2. the face has a 1 in 30 chance of changing at all, and if it does, this face has a 1 in 3 chance of showing. | 1 | |
one of the faces that can be shown in ACT 2. the face has a 1 in 30 chance of changing at all, and if it does, this face has a 1 in 3 chance of showing. | 2 | |
one of the faces that can be shown in ACT 2. the face has a 1 in 30 chance of changing at all, and if it does, this face has a 1 in 3 chance of showing. | 3 | |
one of the faces that can be shown in ACT 3. the face has a 1 in 15 chance of changing at all. if it does, and switch 0215. MiraChangeGod_AL is OFF, this face has a 2 in 5 chance of showing. if it's on, it has a 1 in 5 chance. | 4 | |
one of the faces that can be shown in ACT 3. the face has a 1 in 15 chance of changing at all, and if it does, this face has a 1 in 5 chance of showing. | 5 | |
one of the faces that can be shown in ACT 3. the face has a 1 in 15 chance of changing at all, and if it does, this face has a 1 in 5 chance of showing. | 6 | |
one of the faces that can be shown in ACT 3. the face has a 1 in 15 chance of changing at all, and if it does, this face has a 1 in 5 chance of showing. | 7 | |
one of the faces that can be shown in ACT 4. the face has a 1 in 5 chance of changing at all. if it does, and variable 0027. !!!LoopQuest ≠ 14, this face has a 1 in 5 chance of showing. | 8 | |
one of the faces that can be shown in ACT 4. the face has a 1 in 5 chance of changing at all. if it does, and variable 0027. !!!LoopQuest ≠ 14, this face has a 1 in 5 chance of showing. | 9 | |
one of the faces that can be shown in ACT 4. the face has a 1 in 5 chance of changing at all. if it does, and variable 0027. !!!LoopQuest ≠ 14, this face has a 1 in 5 chance of showing. | 10 | |
one of the faces that can be shown in ACT 4. the face has a 1 in 5 chance of changing at all. if it does, and variable 0027. !!!LoopQuest ≠ 14, this face has a 1 in 5 chance of showing. | 11 | |
one of the faces that can be shown in ACT 3 & 4, but will only ever show if switch 0215. MiraChangeGod_AL is ON. if the face changes at all (1 in 15 chance in ACT 3, 1 in 5 chance in ACT 4), this face has a 1 in 5 chance of showing. | 12 | |
the face shown in ACT 5.
technically, this face can also be shown in ACT 4. this face will only show in ACT 4 if variable 0027. !!!LoopQuest = 14, but if that's the case, you should be in ACT 5 anyway. |
13 |
0330. BarrelCount_AL
the number of barrels you've interacted with in all loops. incremented by one every time map 001:FinalTemplates > event 028:Barrel is run.
0331. BarrelCount_TL
the number of barrels you've interacted with in this loop. incremented by one every time map 001:FinalTemplates > event 028:Barrel is run, and reset to 0 in common event 0102. LOOP_ResetSwitches.
0332. QQQ_SifGhostSeen_TL
the number of ghosts you've seen this loop. seeing the ghost on floor one (map 125:Hallway (Ghost1) > event 009:SifGhostVisible?) increments this by 1, floor two (map 126:Hallway (Ghost2) > event 009:SifGhostVisible?) increments by 2, and floor three (map 108:HallwayToKey(Ghost3) > event 010:SifGhostVisible?) increments by 4.
0333. TriedKillingFriend_AL
the number of times you've tried using Your Dagger on a friend. incremented by one every time common event 0067. ITEM_suicide is run and Isabeau, Mirabelle, Odile, or Bonnie is affected by Suicide, and not Siffrin.
0334. LoopDaggerConvo
used to record what you've chosen when talking to look about using Your Dagger to Loop.
value | meaning | trigger (simple) | trigger (technical) |
---|---|---|---|
0 | you have not had the dagger convo (yet) | start the game | TBA |
1 | you've had the dagger convo, and decided not to use your dagger to loop back | don't take Your Dagger | common event 0162. PreDialogue > dagger convo > choose (Yeah, no other way.), or "I won't. It was just an idea.", or "Okay, FINE, I'll stop thinking about it." |
2 | you've had the dagger convo, and decided to take your dagger | gain Your Dagger | common event 0162. PreDialogue > dagger convo > choose "And who are you to tell me what to do?!" |
4 | you've had the follow-up convo, and decided to keep your dagger | keep Your Dagger | common event 0162. PreDialogue > follow-up convo > choose "Why do you care?" or "But I'll still keep it." (Keep your dagger.) or "...I'll keep it." (Keep your dagger.) |
5 | you've had the follow-up convo, and decided to give up your dagger | give up Your Dagger | common event 0162. PreDialogue > follow-up convo > choose "I don't want to be able to do that anymore." (Stop being able to use your dagger on yourself.) |
0335. PillarCount_AL
the number of pillars you've interacted with in all loops. incremented by one every time common event 0188:ColumnsEventA is run.
0336. PillarCount_TL
the number of pillars you've interacted with in this loop. incremented by one every time common event 0188:ColumnsEventA is run, except for in ACT 1, and reset to 0 in common event 0102. LOOP_ResetSwitches.
0337. QQQ_SifGhostSeen_AL
the number of ghosts you've seen in all loops. seeing the ghost on floor one (map 125:Hallway (Ghost1) > event 009:SifGhostVisible?), floor two (map 126:Hallway (Ghost2) > event 009:SifGhostVisible?), and floor three (map 108:HallwayToKey(Ghost3) > event 010:SifGhostVisible?) all increment this variable by 1.
0338. SilverCoinHelp
TBA
0339. CalledLoop #
the number of times you've called Loop. incremented by one when common event 0168. CallLoop is run, if variable 0002. ACT<<CanBeSeen>> ≠ 5, switch 0178. GoTalkToLoop_TL is OFF, and variable 0126. CurrentPostion is 2, 3, or 4.
0340. SawForgetNamesConvo_AL
a variable telling you whether or not you've seen the forgot names convo. could be a switch, but isn't.
value | meaning | trigger (simple) | trigger (technical) |
---|---|---|---|
0 | you haven't had the forgot names convo yet | start of game | TBA |
1 | you've had the forgot names convo | have the forgot names convo | common events 0116. LOOP_specialdeathevents > don't get the loop milestone or forgot loops monologues > variable 0002. ACT<<CanBeSeen>> ≥ 4, variable 0339. CalledLoop # ≥ 10, variable 0125. JustTeleported #, variable 0003. Random # = 4, and variable 0340. SawForgetNamesConvo_AL = 0 |
0341. [--DIALOGUE THINGS--]
0342. FireflyIsa
TBA
0343. FinishedAct2_AL
TBA
0344. ReadtheColorBook #
TBA
0345. EnemyDistract
the text shown when an enemy doesn't attack you. not all of these are used.
enemy (simple) | troop (technical) | value (english) | value (japanese) |
---|---|---|---|
TRISTESSE | troop 0003. Goomba1_Rock or troop 0004. Goomba1_Paper or troop 0005. Goomba1_Scissors | is distracted. | が気を取られている。 |
DÉTRESSE | troop 0009. Goomba2_Rock or troop 0010. Goomba2_Paper or troop 0011. Goomba2_Scissors | is distracted. | が気を取られている。 |
DEUIL | troop 0012. Shield | cries softly. | は静かに泣いている。 |
MISÈRE | troop 0015. Goomba3_Rock or troop 0016. Goomba3_Paper or troop 0017. Goomba3_Scissors | stares at you. | はこちらをにらんでいる。 |
TOURMENT | troop 0018. Knots | tries to untangle itself. | は体を自由にしようとしている。 |
DÉSESPOIR | troop 0019. EXP | stares at you. | はこちらをにらんでいる。 |
ACCABLEMENT | troop 0025. Midboss2 | gazes at the other Sadness. | はもう片方の哀し身を見ている。 |
first tutorial TRISTESSE | troop 0027. TutoSadness1 | looks at you. | はこちらを見ている。 |
second tutorial TRISTESSE | troop 0028. TutoSadness2 | stares at you. | はこちらをにらんでいる。 |
third tutorial TRISTESSE | troop 0029. TutoSadness3 | glares at you. | はこちらを見つめている。 |
MAL DU PAYS | troop 0037. MAL DU PAYS | is silent. | は沈黙している。 |
friends | troop 0038. VS FRIENDS | don't know what to do. | は何をすべきか分かっていない。 |
0346. LoopWhatToDoAct2
TBA
0347. MeadowNapTaker#
TBA
0348. LoopTalkCount_AL
TBA
0349. HumanQuota#_AL
the number of times you poked your party members in the gardening room.
0350. BumpIntoTable#_AL
TBA
0351. Country_Saidit_AL
TBA
0352. Country_Didn'tSayit_AL
TBA
0353. GotToTheEnd#times
TBA
0354. FoundWeaponAgain#
TBA
0355. TutoEvents
TBA
0356. MessedUpType
TBA
0357. friend ally family
determines how the party is referred to. variables 0283. friend/ally, 0284. friends/allies, and 0285. a friend/an ally are set according to this variable in common event 0054. !!!TEXT VARIABLES.
value | meaning | trigger (simple) | trigger (technical) |
---|---|---|---|
0 | friends | start of the game | TBA |
1 | allies | seeing the first snack break for the first time | map 037:FLOOR 2, START > event 001:Event, if variable 0010. Self Var EventCheck_0 = 1 |
2 | family members | seeing the third friendquest snack break for the first time | map 023:THE KING > event 008:Event > tab 3 (runs if switch 0147. EventSwitchAutorun6 is ON) |
0358. memoryofvictory
TBA
0359. BumpIntoTable#_AL
TBA
0360.
0361. [--MORE VARIABLES--]
0362. Self Var_EventCheck_6
TBA
0363. Self Var_EventCheck_7
TBA
0364. Self Var_EventCheck_8
TBA
0365. Self Var_EventCheck_9
TBA
0366. Self Var_EventCheck_10
TBA
0367. RandomX
TBA
0368. RandomY
TBA
0369. MusicChange_TL
determines how much Dormont's music is slowed down in a loop, if at all.
changed in common event 0102. LOOP_ResetSwitches, and referenced in common events 0091. VillageMusicToOutside and 0092. VillageMusicToInside.
ACT | value | meaning |
1 & 2 & 6 | 0 | music will stay at 100% speed/pitch |
3 | random number 30...60 | 1/30 chance of music being 80% speed/pitch outside, and 90% inside |
4 | random number 50...60 | 1/10 chance of music being 80% speed/pitch outside, and 90% inside |
5 | 61 | music will be 50% speed/pitch |
0370. TempVarForMath
TBA
0371. KeyboardorGamepad
used to determine if the player is using a keyboard or controller. only ever checked at the start of the game.
value | meaning |
---|---|
0 | keyboard |
1 | controller |
0372. Damage_Bonniequest
TBA
0373. Midboss3_Rock
TBA
0374. Midboss3_Paper
TBA
0375. Midboss3_Scissors
TBA
0376. TutoKeys
TBA
0377. FakeLoopAdded
TBA
0378. Turn#(Act5)
TBA
0379. MiraProfile
TBA
0380.
0381. [--MORE QUESTS--]
0382. LoopquesttalktoHHM_AL
TBA
0383. WeirdPointsVillage_TL
TBA
0384. WeirdPointsFL1_TL
TBA
0385. WeirdPointsFL2_TL
TBA
0386. WeirdPointsFL3_TL
TBA
0387. LoopFamilyMembersCringe
TBA
0388. #timesFastForwarded
the number of times you've fast forwarded. doesn't seem to serve any practical purpose, but is a fun statistic to check!
incremented once every time common event 0018. FastForwardSkipNOSIF is run while the player is holding the fast forward button.
0389. IntroQuestionsToKing
TBA
0390. MirasmallQuest
TBA
0391. OdilesmallQuest
TBA
0392. WeirdPointsTotal
TBA
0393. CraftSmells
TBA
0394. IsaJoke_AL
the number of times you've chosen "(Stay silent.)" when talking to Isabeau in Dormont, determining the number of jokes he tries to make.
increments by 1 every time "(Stay silent.)" is chosen in common event 0130. !!!IsabeauDormontConvo.
value | meaning |
---|---|
1 | Isabeau stops at the first joke |
2 | Isabeau stops at the second joke |
3 | Isabeau tells all 3 jokes and Siffrin laughs hysterically |
4+ | Isabeau tells all 3 jokes and Siffrin laughs in a totally not unhinged way |
0395. CraftSmells
TBA
0396. LoopFlower
roughly the number of times you've offered loop the Bright Flower, up to 4.
incremented in common event 0058. ITEM_brightflower, if switch 0175. NearLoop is ON, switch 0093. GaveFlowerLoop_TL is OFF, variable 0002. ACT<<CanBeSeen>> ≤ 4, and if the corresponding conditions are met.
value | meaning | conditions |
---|---|---|
1 | you've offered Loop the flower for the first time (dialogue) | if variable 0396. LoopFlower = 0 |
2 | you've offered Loop the flower at least twice (dialogue) | if variable 0396. LoopFlower = 1 |
3 | you've since offered Loop the flower during ACT 4 (dialogue) | if variable 0396. LoopFlower = 0 and variable 0002. ACT<<CanBeSeen>> = 4 |
4 | you've given Loop the flower and they've accepted it for the first time (dialogue); Loop will accept the flower from now on (dialogue) | if variable 0396. LoopFlower = 3 |
0397. LoopConvosActuallyHeard
TBA
0398. BattledLoopLostWon
whether you won or lost the fight against Loop in ACT 6, determining which dialogue plays.
value | meaning | trigger (simple) | trigger (technical) |
---|---|---|---|
1 | Siffrin lost, Loop won | starting the Loop fight | map 215:Village Tree (LOOP) > event 007:Tree+LoopCutscene > tab 3 |
2 | Siffrin won, Loop lost | winning the Loop fight | common event 0264:LoopbattleEnd if variable 0414. LoopDeathCount ≥ 5 |
0399.
0400.
0401. -ACT 5&6-
0402. Floor3Loop_Count
TBA
0403. Floor3Loop_toFloor
TBA
0404. Floor3Loop_toHallway
TBA
0405. Floor3Loop_ToStars
TBA
0406. Floor3Loop_toKey3-2
TBA
0407. Floor3Loop_toBreakRoom
TBA
0408. Floor3Loop_toKey3-1
TBA
0409. Floor3Loop_ToEnd
TBA
0410. SnackItem
TBA
0411. IsaLoopCount
TBA
0412. IsaLoopCount(notlooping)
TBA
0413. KingSlows
TBA
0414. LoopDeathCount
TBA
0415. ItemCheck
TBA
0416.
0417. "expdoubled"
TBA