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.

random id requirements conversation
0 none template
1 none "Aren't you bored?"
2 none "Since I remember, isn't there a chance?"
3 none "So, are you a star?"
4 v44 ≥ 5 and s189 is ON "You know, don't you. What your Fighter is trying so hard to say to you!"
5 ACT = 2 "Are you getting on my nerves on purpose?"
6 ACT ≥ 3 "Why 'stardust'?"
7 ACT ≤ 2 and 2 ≤ v349 ≤ 3 Touch Therapy 1
8 4 ≤ v349 ≤ 8 Touch Therapy 2
9 v349 ≥ 12 Touch Therapy 3
10 ACT ≤ 3 and Loop ≥ 5 "What do you think of my allies?"
11 ACT ≤ 3 "What do you do, when I'm not here?"
12 ACT = 3 "Why don't you tell your little team about the loops you're stuck in?"
13 v348 ≥ 20 "Did you know your eyes have different shades?"
14 ACT = 4 "I can tell you've never let yourself think about what would happen if you managed to break the loop."
15 ACT = 2 "Can you read my thoughts?"
16 v334 ≥ 1 "What's the difference between looping with a Tear, and looping because of my dagger?"
17 ACT = 3 "Are you jealous of my allies?"
18 v110 ≥ 10 "You've been... Using that dagger of yours quite often, aren't you?"
19 ACT = 4 and v334 = 4 "So. You like theater, huh?"
20 v104 ≥ 1 and v24 ≤ 3 "The King really likes stars."
21 Loop ≥ 20 "You're like, REALLY quiet, aren't you?"
22 ACT ≥ 3 "So! I'm sure you must have questions about me at this point."
23 s243 is OFF "HOLD UP!!! ME!!! I WANT TO CHAT!!!"

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
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?!"
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

0418.
0419.
0420.