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 | 星 | |
3 | 1-2 | Two of Swords | ソードの2 |
3-5 | Five of Wands | ワンドの5 | |
6 | The Hermit | 隠者 | |
7 | Six of Pentacles | ペンタクルの6 | |
4 | 1-2 | Eight of Swords | ソードの8 |
3-5 | The Hanged Man | 吊るされた男 | |
6 | Five of Pentacles | ペンタクルの5 | |
7 | Ten of Swords | ソードの10 | |
5 | N/A | The Fool | 愚者 |
0290. Snacks
changes the text for the Eternal Snacks in the menu. references switch 0289. RE_ateeternalsnacks. updated in common event 0054. !!!TEXT VARIABLES.
switch | value (english) | value (japanese) |
---|---|---|
OFF | Wh-- How did those snacks get here?! | え――このお菓子はどこから?! |
ON | A bunch of snacks given to you by Bonnie. | ボニーがくれた大量のお菓子。 |
0291. MemoryOfSkirmish
changes the text for the Memory of Skirmish in the menu. updated in common event 0054. !!!TEXT VARIABLES.
ACT | value (english) | value (japanese) |
---|---|---|
1 | Pew! Bam! Kapow! Easy-peasy! | ピュー! バン! カポッ! かーんたーん! |
2 | Not gonna be done anytime soon. | すぐには終わりそうにない。 |
3+ | Too many to count. | 数え切れないほど多くをこなした。 |
0292. GiftFormirabelle
changes the text for the Loving Fanmail in the menu. updated in common event 0054. !!TEXT VARIABLES according to the value of switch 0056. QQQ_OpenedMirabellesGift_TL.
s56 | value (english) | value (japanese) |
---|---|---|
OFF | A gift for Mirabelle. It's lovingly wrapped. | ミラベルへの贈り物。かわいらしい包みに入っている。 |
ON | A gift for Mirabelle. It can't be gifted anymore. | ミラベルへの贈り物。もう渡すことはできない。 |
0293. BattleTextChange
TBA
0294. UseItem
action text when using an item in battle--item name follows immediately after. updated in common event 0054. !!TEXT VARIABLES.
ACT | value (english) | value (japanese) |
---|---|---|
1-4 | Bonnie runs in with a | ボニーの支援: |
5-6 | You use a | 使用: |
0295. FriendquestPrompts
TBA
0296. "time"
for the text in battles, eg. "Siffrin time!" or "シフランのターン!". updated in common event 0054. !!TEXT VARIABLES.
language | value |
---|---|
english |
time
|
japanese |
のターン
|
0297. "mirabelle"
used in name boxes. updated in common event 0054. !!TEXT VARIABLES.
language | value |
---|---|
english | MIRABELLE |
japanese | ミラベル |
0298. "isabeau"
used in name boxes. updated in common event 0054. !!TEXT VARIABLES.
language | value |
---|---|
english | ISABEAU |
japanese | イザボー |
0299. "odile"
used in name boxes. updated in common event 0054. !!TEXT VARIABLES.
language | value |
---|---|
english | ODILE |
japanese | オディール |
0300. "bonnie"
used in name boxes. updated in common event 0054. !!TEXT VARIABLES.
language | value |
---|---|
english | BONNIE |
japanese | ボニー |
0301. [--SAVE ITEMS--]
0302. SaveItem
TBA
0303. SourTonicArray
TBA
0304. SuperSourArray
TBA
0305. CraftedWaterArray
TBA
0306. PepperArray
TBA
0307. GingerArray
TBA
0308. ThymeArray
TBA
0309. SweetArray
TBA
0310. SuperSweetArray
TBA
0311. SaltyArray
TBA
0312. CompareItemValue
TBA
0313. [MORE TEXT]
0314. "the king"
used in name boxes. updated in common event 0054. !!TEXT VARIABLES.
language | value |
---|---|
english | THE KING |
japanese | 王 |
0315. "the hhm"
used in name boxes. updated in common event 0054. !!TEXT VARIABLES.
language | value |
---|---|
english | THE HEAD HOUSEMAIDEN |
japanese | 侍祭長 |
0316. "loop"
used in name boxes. updated in common event 0054. !!TEXT VARIABLES.
language | value |
---|---|
english | LOOP |
japanese | ループ |
0317. "attack"
used in the battle menu. updated in common event 0054. !!TEXT VARIABLES.
language | value |
---|---|
english | Attack |
japanese | 攻撃 |
0318. "guard"
used in the battle menu. updated in common event 0054. !!TEXT VARIABLES.
language | value |
---|---|
english | Guard |
japanese | 防御 |
0319. "button"
used,,, somewhere probably??? updated in common event 0054. !!TEXT VARIABLES.
language | value |
---|---|
english | (empty string) |
japanese | ボタン |
0320. Isaagi
TBA
0321. [--LITTLE THINGS--]
0322. OdileWeaponNotice
the number of times you've interacted with equipment you already have in this loop.
incremented once every time common event 0135. WeaponFoundAgain is run, and triggers some dialogue when it reaches 4. reset to 0 in common event 0102. LOOP_ResetSwitches.
0323. SifAgiChange
TBA
0324. IsaAgiChange
TBA
0325. PillarBrokenOrNot
TBA
0326. StatueCount_TL
the amount of Change God statues you've interacted with this loop.
incremented once every time map 001:FinalTemplates > event 003:Statue is run. doesn't increment in ACT 5 or 6. reset to 0 in common event 0102. LOOP_ResetSwitches.
0327. LoopNothingToSay
TBA
0328. LoopLastConvo
TBA
0329. ChangeGodFace
the face the Change God statue in Dormont uses this loop.
condition | value | face |
---|---|---|
the default face. this is the face shown if it doesn't get changed.
in ACT 4, the face has a 1 in 5 chance of changing at all, and if switch 0215. MiraChangeGod_AL is OFF, this face has a 1 in 4 chance of showing. |
0 | |
one of the faces that can be shown in ACT 2. the face has a 1 in 30 chance of changing at all, and if it does, this face has a 1 in 3 chance of showing. | 1 | |
one of the faces that can be shown in ACT 2. the face has a 1 in 30 chance of changing at all, and if it does, this face has a 1 in 3 chance of showing. | 2 | |
one of the faces that can be shown in ACT 2. the face has a 1 in 30 chance of changing at all, and if it does, this face has a 1 in 3 chance of showing. | 3 | |
one of the faces that can be shown in ACT 3. the face has a 1 in 15 chance of changing at all. if it does, and switch 0215. MiraChangeGod_AL is OFF, this face has a 2 in 5 chance of showing. if it's on, it has a 1 in 5 chance. | 4 | |
one of the faces that can be shown in ACT 3. the face has a 1 in 15 chance of changing at all, and if it does, this face has a 1 in 5 chance of showing. | 5 | |
one of the faces that can be shown in ACT 3. the face has a 1 in 15 chance of changing at all, and if it does, this face has a 1 in 5 chance of showing. | 6 | |
one of the faces that can be shown in ACT 3. the face has a 1 in 15 chance of changing at all, and if it does, this face has a 1 in 5 chance of showing. | 7 | |
one of the faces that can be shown in ACT 4. the face has a 1 in 5 chance of changing at all. if it does, and variable 0027. !!!LoopQuest ≠ 14, this face has a 1 in 5 chance of showing. | 8 | |
one of the faces that can be shown in ACT 4. the face has a 1 in 5 chance of changing at all. if it does, and variable 0027. !!!LoopQuest ≠ 14, this face has a 1 in 5 chance of showing. | 9 | |
one of the faces that can be shown in ACT 4. the face has a 1 in 5 chance of changing at all. if it does, and variable 0027. !!!LoopQuest ≠ 14, this face has a 1 in 5 chance of showing. | 10 | |
one of the faces that can be shown in ACT 4. the face has a 1 in 5 chance of changing at all. if it does, and variable 0027. !!!LoopQuest ≠ 14, this face has a 1 in 5 chance of showing. | 11 | |
one of the faces that can be shown in ACT 3 & 4, but will only ever show if switch 0215. MiraChangeGod_AL is ON. if the face changes at all (1 in 15 chance in ACT 3, 1 in 5 chance in ACT 4), this face has a 1 in 5 chance of showing. | 12 | |
the face shown in ACT 5.
technically, this face can also be shown in ACT 4. this face will only show in ACT 4 if variable 0027. !!!LoopQuest = 14, but if that's the case, you should be in ACT 5 anyway. |
13 |
0330. BarrelCount_AL
the number of barrels you've interacted with in all loops. incremented by one every time map 001:FinalTemplates > event 028:Barrel is run.
0331. BarrelCount_TL
the number of barrels you've interacted with in this loop. incremented by one every time map 001:FinalTemplates > event 028:Barrel is run, and reset to 0 in common event 0102. LOOP_ResetSwitches.
0332. QQQ_SifGhostSeen_TL
the number of ghosts you've seen this loop. seeing the ghost on floor one (map 125:Hallway (Ghost1) > event 009:SifGhostVisible?) increments this by 1, floor two (map 126:Hallway (Ghost2) > event 009:SifGhostVisible?) increments by 2, and floor three (map 108:HallwayToKey(Ghost3) > event 010:SifGhostVisible?) increments by 4.
0333. TriedKillingFriend_AL
the number of times you've tried using Your Dagger on a friend. incremented by one every time common event 0067. ITEM_suicide is run and Isabeau, Mirabelle, Odile, or Bonnie is affected by Suicide, and not Siffrin.
0334. LoopDaggerConvo
used to record what you've chosen when talking to look about using Your Dagger to loop.
value | meaning | trigger (simple) | trigger (technical) |
---|---|---|---|
0 | you have not had the dagger convo (yet) | start the game | TBA |
1 | you've had the dagger convo, and decided not to use your dagger to loop back | don't take Your Dagger | common event 0162. PreDialogue > dagger convo > choose (Yeah, no other way.), or "I won't. It was just an idea.", or "Okay, FINE, I'll stop thinking about it." |
2 | you've had the dagger convo, and decided to take your dagger | gain Your Dagger | common event 0162. PreDialogue > dagger convo > choose "And who are you to tell me what to do?!" |
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 |