ISAT VARIABLES
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
TBA
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
game language | value |
---|---|
english | |
japanese |
0016. Self Var EventCheck_1
TBA
0017. Self Var EventCheck_2
TBA
0018. Self Var EventCheck_3
TBA
0019. Self Var EventCheck_4
TBA
0020. Self Var EventCheck_5
TBA
0021. [--STORY SPECIFIC--]
this is just a header
0022. TalkToEveryoneVillageTL
probably the amount of your party you've talked to this loop in dormont but i haven't checked
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 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
TBA
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 (king room) | 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 wish spreadsheets | 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 what the thing she drew on the note is | 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
TBA
0045. LoopQuestionsIntro_AL
TBA
0046. NameboxName
name in the namebox during dialogue. set as needed.
0047. QQQ_ChateauCastle_AL
TBA
0048. ChangeGodBlessing_TL
TBA
0049.
0050. odileintro_AL
TBA
0051. bonnieintro_AL
TBA
0052. isaintro_AL
TBA
0053. QQQ_mirabellefan_AL
TBA
0054. LoopConvoSeenThisLoop?
TBA
0055. CurrentLoopConvo#
TBA
0056. LoopConvosSkipped#
TBA
0057. GivenFlower_TL
TBA
0058. QQQ_MakeHimSayIt_AL
TBA
0059. QQQ_MakeHimSayItFriend_TL
TBA
0060. AskedChangeGodBlessing#_AL
TBA
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#
TBA
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
TBA
0085. FirstEncounterTuto_AL
TBA
0086. CheckAdminRoom_AL
TBA
0087. Floor2_TearsChoice_TL
TBA
0088. Bosses_AL
TBA
0089. QQQ_KeyKnife_AL
TBA
0090. QQQ_BondingEarrings_AL
TBA
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
TBA
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. (with or without friendquests?)
0107. SpecialEnd #
number of special ends??? i don't know exactly what those are
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.
hover over the text in the meaning column to see the corresponding image! (ACT 3 & 4 use the same image)
value | meaning | 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 a new loop during ACT 2 | same trigger as ACT 2, or common event 0102. LOOP_ResetSwitches |
3 | ACT 3 | start a new loop during ACT 3 | common event 0102. LOOP_ResetSwitches, or same trigger as ACT 3 |
4 | ACT 4 | 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 a new loop during ACT 6 | 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
TBA
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