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

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

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
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

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 The Change God statue in Dormont with closed cat-like eyes and two dots for a nose.
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 The Change God statue in Dormont with a funny face consisting of bright eyes and a happy, toothy smile.
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 The Change God statue in Dormont with a face like the :] (colon left-square-bracket) emoticon.
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 The Change God statue in Dormont with a sad, crying face.
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 The Change God statue in Dormont with cat-like eyes and a wide yawning mouth, showing pointed teeth.
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 The Change God statue in Dormont with a face similar to Loop. It has starry dimples, raised eyebrows, and squinting eyes.
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 The Change God statue in Dormont featuring eight eyes and a cat-like mouth.
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 The Change God statue in Dormont with a face based on a Daruma.
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 The Change God statue in Dormont with a large swirl where the face normally is.
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 The Change God statue in Dormont with open cat-like eyes and two dots for a nose.
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 The Change God statue in Dormont with a completely black face and pupils. Parts of the statue have black cracks and the face looks like it is dripping.
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 The Change God statue in Dormont with a face similar to Siffrin's. It has an eye patch and long hair.
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 Change God statue in Dormont with Mirabelle's drawing of its face. It has two misaligned eyes and a scribble for a mouth.
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 The glitched Change God statue in Dormont during Act 5.

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?!"

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 all loops. 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 this loop. 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?) increments 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 relating to the forgot names convo.

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