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		<title>List of Script Variables</title>
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		<summary type="html">&lt;p&gt;Delta L: Documented SPECIAL_EPISODE_CONQUEST.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists all the variables available on the scripting engine. They can be read or written to from scripts.&lt;br /&gt;
&lt;br /&gt;
Some variables store a single value, whereas others can store multiple bitflags.&lt;br /&gt;
&lt;br /&gt;
== List of variables ==&lt;br /&gt;
&lt;br /&gt;
=== 0x0 - VERSION ===&lt;br /&gt;
Seems to be used to keep track of save file versions. It&#039;s stored in the save file when the game is saved. When loading a save file, if the version value in it doesn&#039;t match the value of this variable, the save file is deleted.&lt;br /&gt;
&lt;br /&gt;
=== 0x1 - CONDITION ===&lt;br /&gt;
&lt;br /&gt;
=== 0x2 - SCENARIO_SELECT ===&lt;br /&gt;
&lt;br /&gt;
=== 0x3 - SCENARIO_MAIN ===&lt;br /&gt;
Stores game progress. The first value correlates with the MAIN value (mostly aligns with the story chapter), while the second is generally used to track progress within that MAIN. &lt;br /&gt;
&lt;br /&gt;
=== 0x4 - SCENARIO_SIDE ===&lt;br /&gt;
Like SCENARIO_MAIN, but for special episode progress.&lt;br /&gt;
&lt;br /&gt;
=== 0x5 - SCENARIO_SUB1 ===&lt;br /&gt;
&lt;br /&gt;
=== 0x6 - SCENARIO_SUB2 ===&lt;br /&gt;
&lt;br /&gt;
=== 0x7 - SCENARIO_SUB3 ===&lt;br /&gt;
&lt;br /&gt;
=== 0x8 - SCENARIO_SUB4 ===&lt;br /&gt;
&lt;br /&gt;
=== 0x9 - SCENARIO_SUB5 ===&lt;br /&gt;
&lt;br /&gt;
=== 0xa - SCENARIO_SUB6 ===&lt;br /&gt;
&lt;br /&gt;
=== 0xb - SCENARIO_SUB7 ===&lt;br /&gt;
&lt;br /&gt;
=== 0xc - SCENARIO_SUB8 ===&lt;br /&gt;
As far as is currently known, SCENARIO_SUB1 through SCENARIO_SUB8 are completely unused by the base-game! Perhaps they were intended to store side-quest progress of some sort?&lt;br /&gt;
&lt;br /&gt;
=== 0xd - SIDE02_TALK ===&lt;br /&gt;
Three bit flags that keeps track of the neighbors Igglybuff talked to in Special Episode 2&lt;br /&gt;
&lt;br /&gt;
=== 0xe - SIDE06_ROOM ===&lt;br /&gt;
Three bit flags that keeps track of the Limestone Cavern paths Team Charm visited in Special Episode 4&lt;br /&gt;
&lt;br /&gt;
=== 0xf - SIDE08_BOSS2ND ===&lt;br /&gt;
True if the player lose against Sableyes in Barren Valley Clearing in Special Episode 5&lt;br /&gt;
&lt;br /&gt;
=== 0x10 - SIDE01_BOSS2ND ===&lt;br /&gt;
&lt;br /&gt;
=== 0x11 - SCENARIO_MAIN_BIT_FLAG ===&lt;br /&gt;
&lt;br /&gt;
=== 0x12 - SCENARIO_TALK_BIT_FLAG ===&lt;br /&gt;
&lt;br /&gt;
=== 0x13 - SCENARIO_BALANCE_FLAG ===&lt;br /&gt;
Starts at 0 and gets increased as the player completes certain story events. Controls bag size and the spawn threshold value of pokémon, which restricts spawning of some species until this variable reaches a certain value.&lt;br /&gt;
&lt;br /&gt;
==== Value changes ====&lt;br /&gt;
This table lists the exact story spots where the value of the flag is increased.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Flag value&lt;br /&gt;
!Story chapter&lt;br /&gt;
!Story event&lt;br /&gt;
!Scene&lt;br /&gt;
!Script&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|Start of a new game&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|End of chapter&lt;br /&gt;
|V03P12A&lt;br /&gt;
|m03a1314.ssb&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|Expedition members are announced&lt;br /&gt;
|G01P04A&lt;br /&gt;
|m08a0301.ssb&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|9&lt;br /&gt;
|End of chapter&lt;br /&gt;
|P04P01C&lt;br /&gt;
|m10a1213.ssb&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|13&lt;br /&gt;
|End of chapter&lt;br /&gt;
|V16P02A&lt;br /&gt;
|m16a0702.ssb&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|15&lt;br /&gt;
|End of chapter&lt;br /&gt;
|V19P06A&lt;br /&gt;
|m19b1014.ssb&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Post-game 1&lt;br /&gt;
|After graduating and moving to Sharpedo Bluff&lt;br /&gt;
|H02P99A&lt;br /&gt;
|s01p1103.ssb&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Game complete&lt;br /&gt;
|The Ursarings tell Hero and Partner they can evolve&lt;br /&gt;
(After unlocking Marine Resort) &lt;br /&gt;
|T01P01A&lt;br /&gt;
|m00p1401.ssb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bag size ====&lt;br /&gt;
This table lists the maximum bag size depending on the current value of &amp;lt;code&amp;gt;SCENARIO_BALANCE_FLAG&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Flag value&lt;br /&gt;
!Bag size&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|48&lt;br /&gt;
|}&lt;br /&gt;
Values higher than 7 will read garbage data and cause crashes.&lt;br /&gt;
&lt;br /&gt;
If &amp;lt;code&amp;gt;PERFORMANCE_PROGRESS_LIST[2]&amp;lt;/code&amp;gt; is 0, the bag will only have 1 slot, regardless of the value of &amp;lt;code&amp;gt;SCENARIO_BALANCE_FLAG&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== 0x14 - SCENARIO_BALANCE_DEBUG ===&lt;br /&gt;
If &amp;gt;= 0, overrides the value of &amp;lt;code&amp;gt;SCENARIO_BALANCE_FLAG&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== 0x15 - CRYSTAL_COLOR_01 ===&lt;br /&gt;
Used to keep track of the current color of the first crystal during the Crystal Cave puzzle.&lt;br /&gt;
&lt;br /&gt;
=== 0x16 - CRYSTAL_COLOR_02 ===&lt;br /&gt;
Used to keep track of the current color of the second crystal during the Crystal Cave puzzle.&lt;br /&gt;
&lt;br /&gt;
=== 0x17 - CRYSTAL_COLOR_03 ===&lt;br /&gt;
Used to keep track of the current color of the third crystal during the Crystal Cave puzzle.&lt;br /&gt;
&lt;br /&gt;
Outside of this puzzle, these 3 variables are completely unused by the base game!&lt;br /&gt;
&lt;br /&gt;
=== 0x18 - COMPULSORY_SAVE_POINT ===&lt;br /&gt;
Used in cutscene saves for the game to know the coroutine it needs to jump to after reloading a save. Only used in the main story.&lt;br /&gt;
&lt;br /&gt;
=== 0x19 - COMPULSORY_SAVE_POINT_SIDE ===&lt;br /&gt;
Used in cutscene saves for the game to know the coroutine it needs to jump to after reloading a save. Only used in special episode.&lt;br /&gt;
&lt;br /&gt;
=== 0x1a - SCENARIO_SELECT_BACKUP ===&lt;br /&gt;
A carbon copy of SCENARIO_SELECT used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
Is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x1b - SCENARIO_MAIN_BIT_FLAG_BACKUP ===&lt;br /&gt;
A carbon copy of SCENARIO_SELECT used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
Is otherwise unused, and is a huge list of flags that can be used locally, or in places the player is unable to save!&lt;br /&gt;
&lt;br /&gt;
=== 0x1c - GROUND_ENTER ===&lt;br /&gt;
&lt;br /&gt;
=== 0x1d - GROUND_ENTER_LINK ===&lt;br /&gt;
&lt;br /&gt;
=== 0x1e - GROUND_GETOUT ===&lt;br /&gt;
&lt;br /&gt;
=== 0x1f - GROUND_MAP ===&lt;br /&gt;
&lt;br /&gt;
=== 0x20 - GROUND_PLACE ===&lt;br /&gt;
&lt;br /&gt;
=== 0x21 - GROUND_ENTER_BACKUP ===&lt;br /&gt;
A carbon copy of GROUND_ENTER used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x22 - GROUND_ENTER_LINK_BACKUP ===&lt;br /&gt;
A carbon copy of GROUND_ENTER_LINK used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x23 - GROUND_GETOUT_BACKUP ===&lt;br /&gt;
A carbon copy of GROUND_GETOUT used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x24 - GROUND_MAP_BACKUP ===&lt;br /&gt;
A carbon copy of GROUND_MAP used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x25 - GROUND_PLACE_BACKUP ===&lt;br /&gt;
A carbon copy of GROUND_PLACE used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x26 - DUNGEON_SELECT ===&lt;br /&gt;
&lt;br /&gt;
=== 0x27 - DUNGEON_ENTER ===&lt;br /&gt;
Keeps track of what dungeon the player entered. &lt;br /&gt;
&lt;br /&gt;
=== 0x28 - DUNGEON_ENTER_MODE ===&lt;br /&gt;
&lt;br /&gt;
=== 0x29 - DUNGEON_ENTER_INDEX ===&lt;br /&gt;
&lt;br /&gt;
=== 0x2a - DUNGEON_ENTER_FREQUENCY ===&lt;br /&gt;
&lt;br /&gt;
=== 0x2b - DUNGEON_RESULT ===&lt;br /&gt;
&lt;br /&gt;
=== 0x2c - GROUND_START_MODE ===&lt;br /&gt;
&lt;br /&gt;
=== 0x2d - DUNGEON_ENTER_BACKUP ===&lt;br /&gt;
A carbon copy of DUNGEON_ENTER used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x2e - DUNGEON_ENTER_MODE_BACKUP ===&lt;br /&gt;
A carbon copy of DUNGEON_ENTER_MODE used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x2f - DUNGEON_ENTER_INDEX_BACKUP ===&lt;br /&gt;
A carbon copy of DUNGEON_ENTER_INDEX used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x30 - DUNGEON_ENTER_FREQUENCY_BACKUP ===&lt;br /&gt;
A carbon copy of DUNGEON_ENTER_FREQUENCY used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x31 - DUNGEON_RESULT_BACKUP ===&lt;br /&gt;
A carbon copy of DUNGEON_RESULT used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x32 - GROUND_START_MODE_BACKUP ===&lt;br /&gt;
A carbon copy of DUNGEON_START_MODE used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x33 - REQUEST_CLEAR_COUNT ===&lt;br /&gt;
Stores the number of jobs the player has completed at certain points in the story to determine when the next story event will occur.&lt;br /&gt;
&lt;br /&gt;
=== 0x34 - PLAYER_KIND ===&lt;br /&gt;
&lt;br /&gt;
=== 0x35 - ATTENDANT1_KIND ===&lt;br /&gt;
&lt;br /&gt;
=== 0x36 - ATTENDANT2_KIND ===&lt;br /&gt;
&lt;br /&gt;
=== 0x37 - PLAYER_KIND_BACKUP ===&lt;br /&gt;
&lt;br /&gt;
=== 0x38 - ATTENDANT1_KIND_BACKUP ===&lt;br /&gt;
&lt;br /&gt;
=== 0x39 - ATTENDANT2_KIND_BACKUP ===&lt;br /&gt;
&lt;br /&gt;
=== 0x3a - FRIEND_SUM ===&lt;br /&gt;
&lt;br /&gt;
=== 0x3b - UNIT_SUM ===&lt;br /&gt;
&lt;br /&gt;
=== 0x3c - CARRY_GOLD ===&lt;br /&gt;
Stores the current amount of money carried by the player.&lt;br /&gt;
&lt;br /&gt;
=== 0x3d - BANK_GOLD ===&lt;br /&gt;
Stores the current amount of money stored in Duskull&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
=== 0x3e - HERO_FIRST_KIND ===&lt;br /&gt;
&lt;br /&gt;
=== 0x3f - HERO_FIRST_NAME ===&lt;br /&gt;
&lt;br /&gt;
=== 0x40 - PARTNER_FIRST_KIND ===&lt;br /&gt;
&lt;br /&gt;
=== 0x41 - PARTNER_FIRST_NAME ===&lt;br /&gt;
&lt;br /&gt;
=== 0x42 - HERO_TALK_KIND ===&lt;br /&gt;
&lt;br /&gt;
=== 0x43 - PARTNER_TALK_KIND ===&lt;br /&gt;
&lt;br /&gt;
=== 0x44 - RANDOM_REQUEST_NPC03_KIND ===&lt;br /&gt;
&lt;br /&gt;
=== 0x45 - CONFIG_COLOR_KIND ===&lt;br /&gt;
&lt;br /&gt;
=== 0x46 - ROM_VARIATION ===&lt;br /&gt;
&lt;br /&gt;
=== 0x47 - LANGUAGE_TYPE ===&lt;br /&gt;
&lt;br /&gt;
=== 0x48 - GAME_MODE ===&lt;br /&gt;
Keeps track of the current game mode.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!ID&lt;br /&gt;
!Mode&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Top menu&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Normal play, including overworld and dungeons&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Special episode&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Rescue&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
There might be more valid values.&lt;br /&gt;
&lt;br /&gt;
=== 0x49 - EXECUTE_SPECIAL_EPISODE_TYPE ===&lt;br /&gt;
&lt;br /&gt;
=== 0x4a - SPECIAL_EPISODE_TYPE ===&lt;br /&gt;
&lt;br /&gt;
=== 0x4b - SPECIAL_EPISODE_OPEN ===&lt;br /&gt;
Keeps track of what Special Episodes are unlocked.&lt;br /&gt;
&lt;br /&gt;
The following is the list of scripts where the Special Episodes are unlocked in the base-game:&lt;br /&gt;
&lt;br /&gt;
- SPECIAL_EPISODE_OPEN[0] (Bidoof&#039;s Wish): V03P12A - m03a1314&lt;br /&gt;
&lt;br /&gt;
- SPECIAL_EPISODE_OPEN[1] (Igglybuff the Prodigy): P04P01C - m10a1213&lt;br /&gt;
&lt;br /&gt;
- SPECIAL_EPISODE_OPEN[2] (Today&#039;s Oh My Gosh): G01P04A - m16a0105&lt;br /&gt;
&lt;br /&gt;
- SPECIAL_EPISODE_OPEN[3] (Here Comes Team Charm!): D01P11A - m20a0101&lt;br /&gt;
&lt;br /&gt;
- SPECIAL_EPISODE_OPEN[4] (In the Future of Darkness): H02P99A - s01p1103&lt;br /&gt;
&lt;br /&gt;
=== 0x4c - SPECIAL_EPISODE_OPEN_OLD ===&lt;br /&gt;
Keeps track of what Special Episodes were started. Used to show an exclamation mark if the episode is opened but wasn&#039;t started.&lt;br /&gt;
&lt;br /&gt;
=== 0x4d - SPECIAL_EPISODE_CONQUEST ===&lt;br /&gt;
Keeps track of what Special Episodes did the player finished. Also unlocks the Special Episode&#039;s respective Clear Icons.&lt;br /&gt;
&lt;br /&gt;
Note: This specific script variable is not in any script. It is actually triggered by an &#039;&#039;&#039;adventure_log&#039;&#039;&#039; command.&lt;br /&gt;
&lt;br /&gt;
The following is the list of the &#039;&#039;&#039;adventure_log&#039;&#039;&#039; that triggers this Script Variable and its location for each Special Episode:&lt;br /&gt;
&lt;br /&gt;
- SPECIAL_EPISODE_CONQUEST[0] (Bidoof&#039;s Wish): Triggered by &#039;&#039;&#039;adventure_log&#039;&#039;&#039; = 1000; in S04P01A - n03a3103&lt;br /&gt;
&lt;br /&gt;
- SPECIAL_EPISODE_CONQUEST[1] (Igglybuff the Prodigy): Triggered by &#039;&#039;&#039;adventure_log&#039;&#039;&#039; = 1001; in S04P01A - n03a1704&lt;br /&gt;
&lt;br /&gt;
- SPECIAL_EPISODE_CONQUEST[2] (Today&#039;s Oh My Gosh): Triggered by &#039;&#039;&#039;adventure_log&#039;&#039;&#039; = 1002; in S04P01A - n04a2606&lt;br /&gt;
&lt;br /&gt;
- SPECIAL_EPISODE_CONQUEST[3] (Here Comes Team Charm!): Triggered by &#039;&#039;&#039;adventure_log&#039;&#039;&#039; = 1003; in S04P01A - n06a3909&lt;br /&gt;
&lt;br /&gt;
- SPECIAL_EPISODE_CONQUEST[4] (In the Future of Darkness): Triggered by &#039;&#039;&#039;adventure_log&#039;&#039;&#039; = 1004; in S04P01A - n09a2212&lt;br /&gt;
&lt;br /&gt;
=== 0x4e - PERFORMANCE_PROGRESS_LIST ===&lt;br /&gt;
List of flags used to keep track of unlocked features and achievements. See [[Performance Progress Flags]] for the full list.&lt;br /&gt;
&lt;br /&gt;
=== 0x4f - DUNGEON_OPEN_LIST ===&lt;br /&gt;
List of unlocked dungeons. One bit per dungeon ID.&lt;br /&gt;
&lt;br /&gt;
=== 0x50 - DUNGEON_ENTER_LIST ===&lt;br /&gt;
&lt;br /&gt;
=== 0x51 - DUNGEON_ARRIVE_LIST ===&lt;br /&gt;
&lt;br /&gt;
=== 0x52 - DUNGEON_CONQUEST_LIST ===&lt;br /&gt;
List of completed dungeons. One bit per dungeon ID.&lt;br /&gt;
&lt;br /&gt;
=== 0x53 - DUNGEON_PRESENT_LIST ===&lt;br /&gt;
&lt;br /&gt;
=== 0x54 - DUNGEON_REQUEST_LIST ===&lt;br /&gt;
&lt;br /&gt;
=== 0x55 - WORLD_MAP_MARK_LIST_NORMAL ===&lt;br /&gt;
&lt;br /&gt;
=== 0x56 - WORLD_MAP_MARK_LIST_SPECIAL ===&lt;br /&gt;
&lt;br /&gt;
=== 0x57 - WORLD_MAP_LEVEL ===&lt;br /&gt;
&lt;br /&gt;
=== 0x58 - POSITION_X ===&lt;br /&gt;
&lt;br /&gt;
=== 0x59 - POSITION_Y ===&lt;br /&gt;
&lt;br /&gt;
=== 0x5a - POSITION_HEIGHT ===&lt;br /&gt;
&lt;br /&gt;
=== 0x5b - POSITION_DIRECTION ===&lt;br /&gt;
&lt;br /&gt;
=== 0x5c - EVENT_LOCAL ===&lt;br /&gt;
Used as scratch paper by the base game, and is reset between scripts.&lt;br /&gt;
&lt;br /&gt;
=== 0x5d - DUNGEON_EVENT_LOCAL ===&lt;br /&gt;
Used as scratch paper by the base game (possibly while within dungeons?), and is reset between scripts. &lt;br /&gt;
&lt;br /&gt;
=== 0x5e - STATION_ITEM_STATIC ===&lt;br /&gt;
&lt;br /&gt;
=== 0x5f - STATION_ITEM_TEMP ===&lt;br /&gt;
&lt;br /&gt;
=== 0x60 - DELIVER_ITEM_STATIC ===&lt;br /&gt;
&lt;br /&gt;
=== 0x61 - DELIVER_ITEM_TEMP ===&lt;br /&gt;
&lt;br /&gt;
=== 0x62 - BIT_FUWARANTE_LOCAL ===&lt;br /&gt;
Keeps track of the Sky Peak stations the player visited. Used in the script for Drifblim&#039;s Gondola.&lt;br /&gt;
&lt;br /&gt;
=== 0x63 - LOTTERY_RESULT ===&lt;br /&gt;
Used to track what result should occur during the Recycle Shop Prize Ticket Lottery. Has no other use.&lt;br /&gt;
&lt;br /&gt;
=== 0x64 - ITEM_BACKUP ===&lt;br /&gt;
Unlikely to be a backup flag. Conveniently sized for item_GetVariable to extract the item ID and metadata.&lt;br /&gt;
&lt;br /&gt;
Used somewhere in Sky Peak&lt;br /&gt;
&lt;br /&gt;
=== 0x65 - ITEM_BACKUP_KUREKURE ===&lt;br /&gt;
Used somewhere in Sky Peak&lt;br /&gt;
&lt;br /&gt;
=== 0x66 - ITEM_BACKUP_TAKE ===&lt;br /&gt;
Used somewhere in Sky Peak&lt;br /&gt;
&lt;br /&gt;
=== 0x67 - ITEM_BACKUP_GET ===&lt;br /&gt;
Used somewhere in Sky Peak&lt;br /&gt;
&lt;br /&gt;
=== 0x68 - REQUEST_THANKS_RESULT_KIND ===&lt;br /&gt;
&lt;br /&gt;
=== 0x69 - REQUEST_THANKS_RESULT_VARIATION ===&lt;br /&gt;
&lt;br /&gt;
=== 0x6a - SUB30_TREASURE_DISCOVER ===&lt;br /&gt;
If set to true, Wynaut tells hero and partner that a treasure was found. &lt;br /&gt;
&lt;br /&gt;
=== 0x6b - SUB30_SPOT_DISCOVER ===&lt;br /&gt;
If set to true, Wynaut tells hero and partner that a new unexplored area was discovered. &lt;br /&gt;
&lt;br /&gt;
=== 0x6c - RECYCLE_COUNT ===&lt;br /&gt;
Stores the number of recycles the player has done. Is only updated by the base-game at the end of each day.&lt;br /&gt;
&lt;br /&gt;
=== 0x6d - SUB30_SPOT_LEVEL ===&lt;br /&gt;
Keeps track of what dungeon was discovered by Project P. &lt;br /&gt;
&lt;br /&gt;
=== 0x6e - TEAM_RANK_EVENT_LEVEL ===&lt;br /&gt;
&lt;br /&gt;
=== 0x6f - PLAY_OLD_GAME ===&lt;br /&gt;
True if the player answered yes to the question on the personality quiz that asks if you played Explorers of Time or Darkness. Increases the recruit rate of certain pokémon if you haven&#039;t recruited them yet.&lt;br /&gt;
&lt;br /&gt;
=== 0x70 - NOTE_MODIFY_FLAG ===&lt;br /&gt;
&lt;br /&gt;
=== 0x71 - SUB30_PROJECTP ===&lt;br /&gt;
If true, the player has viewed the Project P cutscene, and the recycle shop is capable of being upgraded.&lt;br /&gt;
&lt;br /&gt;
=== 0x72 - SUM ===&lt;br /&gt;
&lt;br /&gt;
=== 0x401 - LOCAL0 ===&lt;br /&gt;
Unknown if used in vanilla, is reset on entering a new script like $EVENT_LOCAL. &lt;br /&gt;
&lt;br /&gt;
=== 0x402 - LOCAL1 ===&lt;br /&gt;
Unknown if used in vanilla, is reset on entering a new script like $EVENT_LOCAL. &lt;br /&gt;
&lt;br /&gt;
=== 0x402 - LOCAL2 ===&lt;br /&gt;
Broken, do not use unless you know what you are doing!&lt;br /&gt;
&lt;br /&gt;
=== 0x403 - LOCAL3 ===&lt;br /&gt;
Broken, do not use unless you know what you are doing!{{NavScriptTerms}}&lt;br /&gt;
[[Category:Documentation]]&lt;/div&gt;</summary>
		<author><name>Delta L</name></author>
	</entry>
	<entry>
		<id>https://wiki.skytemple.org/index.php?title=List_of_Script_Variables&amp;diff=960</id>
		<title>List of Script Variables</title>
		<link rel="alternate" type="text/html" href="https://wiki.skytemple.org/index.php?title=List_of_Script_Variables&amp;diff=960"/>
		<updated>2025-04-06T06:07:50Z</updated>

		<summary type="html">&lt;p&gt;Delta L: Added the exact script location of SPECIAL_EPISODE_OPEN[2] (Sunflora) and [4] (Grovyle + Dusknoir). Also corrected SPECIAL_EPISODE_OPEN[0]&amp;#039;s (Bidoof&amp;#039;s Wish) location.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists all the variables available on the scripting engine. They can be read or written to from scripts.&lt;br /&gt;
&lt;br /&gt;
Some variables store a single value, whereas others can store multiple bitflags.&lt;br /&gt;
&lt;br /&gt;
== List of variables ==&lt;br /&gt;
&lt;br /&gt;
=== 0x0 - VERSION ===&lt;br /&gt;
Seems to be used to keep track of save file versions. It&#039;s stored in the save file when the game is saved. When loading a save file, if the version value in it doesn&#039;t match the value of this variable, the save file is deleted.&lt;br /&gt;
&lt;br /&gt;
=== 0x1 - CONDITION ===&lt;br /&gt;
&lt;br /&gt;
=== 0x2 - SCENARIO_SELECT ===&lt;br /&gt;
&lt;br /&gt;
=== 0x3 - SCENARIO_MAIN ===&lt;br /&gt;
Stores game progress. The first value correlates with the MAIN value (mostly aligns with the story chapter), while the second is generally used to track progress within that MAIN. &lt;br /&gt;
&lt;br /&gt;
=== 0x4 - SCENARIO_SIDE ===&lt;br /&gt;
Like SCENARIO_MAIN, but for special episode progress.&lt;br /&gt;
&lt;br /&gt;
=== 0x5 - SCENARIO_SUB1 ===&lt;br /&gt;
&lt;br /&gt;
=== 0x6 - SCENARIO_SUB2 ===&lt;br /&gt;
&lt;br /&gt;
=== 0x7 - SCENARIO_SUB3 ===&lt;br /&gt;
&lt;br /&gt;
=== 0x8 - SCENARIO_SUB4 ===&lt;br /&gt;
&lt;br /&gt;
=== 0x9 - SCENARIO_SUB5 ===&lt;br /&gt;
&lt;br /&gt;
=== 0xa - SCENARIO_SUB6 ===&lt;br /&gt;
&lt;br /&gt;
=== 0xb - SCENARIO_SUB7 ===&lt;br /&gt;
&lt;br /&gt;
=== 0xc - SCENARIO_SUB8 ===&lt;br /&gt;
As far as is currently known, SCENARIO_SUB1 through SCENARIO_SUB8 are completely unused by the base-game! Perhaps they were intended to store side-quest progress of some sort?&lt;br /&gt;
&lt;br /&gt;
=== 0xd - SIDE02_TALK ===&lt;br /&gt;
Three bit flags that keeps track of the neighbors Igglybuff talked to in Special Episode 2&lt;br /&gt;
&lt;br /&gt;
=== 0xe - SIDE06_ROOM ===&lt;br /&gt;
Three bit flags that keeps track of the Limestone Cavern paths Team Charm visited in Special Episode 4&lt;br /&gt;
&lt;br /&gt;
=== 0xf - SIDE08_BOSS2ND ===&lt;br /&gt;
True if the player lose against Sableyes in Barren Valley Clearing in Special Episode 5&lt;br /&gt;
&lt;br /&gt;
=== 0x10 - SIDE01_BOSS2ND ===&lt;br /&gt;
&lt;br /&gt;
=== 0x11 - SCENARIO_MAIN_BIT_FLAG ===&lt;br /&gt;
&lt;br /&gt;
=== 0x12 - SCENARIO_TALK_BIT_FLAG ===&lt;br /&gt;
&lt;br /&gt;
=== 0x13 - SCENARIO_BALANCE_FLAG ===&lt;br /&gt;
Starts at 0 and gets increased as the player completes certain story events. Controls bag size and the spawn threshold value of pokémon, which restricts spawning of some species until this variable reaches a certain value.&lt;br /&gt;
&lt;br /&gt;
==== Value changes ====&lt;br /&gt;
This table lists the exact story spots where the value of the flag is increased.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Flag value&lt;br /&gt;
!Story chapter&lt;br /&gt;
!Story event&lt;br /&gt;
!Scene&lt;br /&gt;
!Script&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|Start of a new game&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|End of chapter&lt;br /&gt;
|V03P12A&lt;br /&gt;
|m03a1314.ssb&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|Expedition members are announced&lt;br /&gt;
|G01P04A&lt;br /&gt;
|m08a0301.ssb&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|9&lt;br /&gt;
|End of chapter&lt;br /&gt;
|P04P01C&lt;br /&gt;
|m10a1213.ssb&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|13&lt;br /&gt;
|End of chapter&lt;br /&gt;
|V16P02A&lt;br /&gt;
|m16a0702.ssb&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|15&lt;br /&gt;
|End of chapter&lt;br /&gt;
|V19P06A&lt;br /&gt;
|m19b1014.ssb&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Post-game 1&lt;br /&gt;
|After graduating and moving to Sharpedo Bluff&lt;br /&gt;
|H02P99A&lt;br /&gt;
|s01p1103.ssb&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Game complete&lt;br /&gt;
|The Ursarings tell Hero and Partner they can evolve&lt;br /&gt;
(After unlocking Marine Resort) &lt;br /&gt;
|T01P01A&lt;br /&gt;
|m00p1401.ssb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bag size ====&lt;br /&gt;
This table lists the maximum bag size depending on the current value of &amp;lt;code&amp;gt;SCENARIO_BALANCE_FLAG&amp;lt;/code&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Flag value&lt;br /&gt;
!Bag size&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|48&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|48&lt;br /&gt;
|}&lt;br /&gt;
Values higher than 7 will read garbage data and cause crashes.&lt;br /&gt;
&lt;br /&gt;
If &amp;lt;code&amp;gt;PERFORMANCE_PROGRESS_LIST[2]&amp;lt;/code&amp;gt; is 0, the bag will only have 1 slot, regardless of the value of &amp;lt;code&amp;gt;SCENARIO_BALANCE_FLAG&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== 0x14 - SCENARIO_BALANCE_DEBUG ===&lt;br /&gt;
If &amp;gt;= 0, overrides the value of &amp;lt;code&amp;gt;SCENARIO_BALANCE_FLAG&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== 0x15 - CRYSTAL_COLOR_01 ===&lt;br /&gt;
Used to keep track of the current color of the first crystal during the Crystal Cave puzzle.&lt;br /&gt;
&lt;br /&gt;
=== 0x16 - CRYSTAL_COLOR_02 ===&lt;br /&gt;
Used to keep track of the current color of the second crystal during the Crystal Cave puzzle.&lt;br /&gt;
&lt;br /&gt;
=== 0x17 - CRYSTAL_COLOR_03 ===&lt;br /&gt;
Used to keep track of the current color of the third crystal during the Crystal Cave puzzle.&lt;br /&gt;
&lt;br /&gt;
Outside of this puzzle, these 3 variables are completely unused by the base game!&lt;br /&gt;
&lt;br /&gt;
=== 0x18 - COMPULSORY_SAVE_POINT ===&lt;br /&gt;
Used in cutscene saves for the game to know the coroutine it needs to jump to after reloading a save. Only used in the main story.&lt;br /&gt;
&lt;br /&gt;
=== 0x19 - COMPULSORY_SAVE_POINT_SIDE ===&lt;br /&gt;
Used in cutscene saves for the game to know the coroutine it needs to jump to after reloading a save. Only used in special episode.&lt;br /&gt;
&lt;br /&gt;
=== 0x1a - SCENARIO_SELECT_BACKUP ===&lt;br /&gt;
A carbon copy of SCENARIO_SELECT used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
Is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x1b - SCENARIO_MAIN_BIT_FLAG_BACKUP ===&lt;br /&gt;
A carbon copy of SCENARIO_SELECT used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
Is otherwise unused, and is a huge list of flags that can be used locally, or in places the player is unable to save!&lt;br /&gt;
&lt;br /&gt;
=== 0x1c - GROUND_ENTER ===&lt;br /&gt;
&lt;br /&gt;
=== 0x1d - GROUND_ENTER_LINK ===&lt;br /&gt;
&lt;br /&gt;
=== 0x1e - GROUND_GETOUT ===&lt;br /&gt;
&lt;br /&gt;
=== 0x1f - GROUND_MAP ===&lt;br /&gt;
&lt;br /&gt;
=== 0x20 - GROUND_PLACE ===&lt;br /&gt;
&lt;br /&gt;
=== 0x21 - GROUND_ENTER_BACKUP ===&lt;br /&gt;
A carbon copy of GROUND_ENTER used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x22 - GROUND_ENTER_LINK_BACKUP ===&lt;br /&gt;
A carbon copy of GROUND_ENTER_LINK used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x23 - GROUND_GETOUT_BACKUP ===&lt;br /&gt;
A carbon copy of GROUND_GETOUT used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x24 - GROUND_MAP_BACKUP ===&lt;br /&gt;
A carbon copy of GROUND_MAP used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x25 - GROUND_PLACE_BACKUP ===&lt;br /&gt;
A carbon copy of GROUND_PLACE used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x26 - DUNGEON_SELECT ===&lt;br /&gt;
&lt;br /&gt;
=== 0x27 - DUNGEON_ENTER ===&lt;br /&gt;
Keeps track of what dungeon the player entered. &lt;br /&gt;
&lt;br /&gt;
=== 0x28 - DUNGEON_ENTER_MODE ===&lt;br /&gt;
&lt;br /&gt;
=== 0x29 - DUNGEON_ENTER_INDEX ===&lt;br /&gt;
&lt;br /&gt;
=== 0x2a - DUNGEON_ENTER_FREQUENCY ===&lt;br /&gt;
&lt;br /&gt;
=== 0x2b - DUNGEON_RESULT ===&lt;br /&gt;
&lt;br /&gt;
=== 0x2c - GROUND_START_MODE ===&lt;br /&gt;
&lt;br /&gt;
=== 0x2d - DUNGEON_ENTER_BACKUP ===&lt;br /&gt;
A carbon copy of DUNGEON_ENTER used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x2e - DUNGEON_ENTER_MODE_BACKUP ===&lt;br /&gt;
A carbon copy of DUNGEON_ENTER_MODE used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x2f - DUNGEON_ENTER_INDEX_BACKUP ===&lt;br /&gt;
A carbon copy of DUNGEON_ENTER_INDEX used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x30 - DUNGEON_ENTER_FREQUENCY_BACKUP ===&lt;br /&gt;
A carbon copy of DUNGEON_ENTER_FREQUENCY used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x31 - DUNGEON_RESULT_BACKUP ===&lt;br /&gt;
A carbon copy of DUNGEON_RESULT used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x32 - GROUND_START_MODE_BACKUP ===&lt;br /&gt;
A carbon copy of DUNGEON_START_MODE used while the game is saving to ensure that data is never lost by interrupting the save.&lt;br /&gt;
&lt;br /&gt;
As far as we know, is otherwise unused!&lt;br /&gt;
&lt;br /&gt;
=== 0x33 - REQUEST_CLEAR_COUNT ===&lt;br /&gt;
Stores the number of jobs the player has completed at certain points in the story to determine when the next story event will occur.&lt;br /&gt;
&lt;br /&gt;
=== 0x34 - PLAYER_KIND ===&lt;br /&gt;
&lt;br /&gt;
=== 0x35 - ATTENDANT1_KIND ===&lt;br /&gt;
&lt;br /&gt;
=== 0x36 - ATTENDANT2_KIND ===&lt;br /&gt;
&lt;br /&gt;
=== 0x37 - PLAYER_KIND_BACKUP ===&lt;br /&gt;
&lt;br /&gt;
=== 0x38 - ATTENDANT1_KIND_BACKUP ===&lt;br /&gt;
&lt;br /&gt;
=== 0x39 - ATTENDANT2_KIND_BACKUP ===&lt;br /&gt;
&lt;br /&gt;
=== 0x3a - FRIEND_SUM ===&lt;br /&gt;
&lt;br /&gt;
=== 0x3b - UNIT_SUM ===&lt;br /&gt;
&lt;br /&gt;
=== 0x3c - CARRY_GOLD ===&lt;br /&gt;
Stores the current amount of money carried by the player.&lt;br /&gt;
&lt;br /&gt;
=== 0x3d - BANK_GOLD ===&lt;br /&gt;
Stores the current amount of money stored in Duskull&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
=== 0x3e - HERO_FIRST_KIND ===&lt;br /&gt;
&lt;br /&gt;
=== 0x3f - HERO_FIRST_NAME ===&lt;br /&gt;
&lt;br /&gt;
=== 0x40 - PARTNER_FIRST_KIND ===&lt;br /&gt;
&lt;br /&gt;
=== 0x41 - PARTNER_FIRST_NAME ===&lt;br /&gt;
&lt;br /&gt;
=== 0x42 - HERO_TALK_KIND ===&lt;br /&gt;
&lt;br /&gt;
=== 0x43 - PARTNER_TALK_KIND ===&lt;br /&gt;
&lt;br /&gt;
=== 0x44 - RANDOM_REQUEST_NPC03_KIND ===&lt;br /&gt;
&lt;br /&gt;
=== 0x45 - CONFIG_COLOR_KIND ===&lt;br /&gt;
&lt;br /&gt;
=== 0x46 - ROM_VARIATION ===&lt;br /&gt;
&lt;br /&gt;
=== 0x47 - LANGUAGE_TYPE ===&lt;br /&gt;
&lt;br /&gt;
=== 0x48 - GAME_MODE ===&lt;br /&gt;
Keeps track of the current game mode.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!ID&lt;br /&gt;
!Mode&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Top menu&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Normal play, including overworld and dungeons&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Special episode&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Rescue&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
There might be more valid values.&lt;br /&gt;
&lt;br /&gt;
=== 0x49 - EXECUTE_SPECIAL_EPISODE_TYPE ===&lt;br /&gt;
&lt;br /&gt;
=== 0x4a - SPECIAL_EPISODE_TYPE ===&lt;br /&gt;
&lt;br /&gt;
=== 0x4b - SPECIAL_EPISODE_OPEN ===&lt;br /&gt;
Keeps track of what Special Episodes are unlocked.&lt;br /&gt;
&lt;br /&gt;
Where these episodes are unlocked in the base-game:&lt;br /&gt;
&lt;br /&gt;
- SPECIAL_EPISODE_OPEN[0] (Bidoof&#039;s Wish): V03P12A - m03a1314&lt;br /&gt;
&lt;br /&gt;
- SPECIAL_EPISODE_OPEN[1] (Igglybuff the Prodigy): P04P01C - m10a1213&lt;br /&gt;
&lt;br /&gt;
- SPECIAL_EPISODE_OPEN[2] (Today&#039;s Oh My Gosh): G01P04A - m16a0105&lt;br /&gt;
&lt;br /&gt;
- SPECIAL_EPISODE_OPEN[3] (Here Comes Team Charm!): D01P11A - m20a0101&lt;br /&gt;
&lt;br /&gt;
- SPECIAL_EPISODE_OPEN[4] (In the Future of Darkness): H02P99A - s01p1103&lt;br /&gt;
&lt;br /&gt;
=== 0x4c - SPECIAL_EPISODE_OPEN_OLD ===&lt;br /&gt;
Keeps track of what Special Episodes were started. Used to show an exclamation mark if the episode is opened but wasn&#039;t started.&lt;br /&gt;
&lt;br /&gt;
=== 0x4d - SPECIAL_EPISODE_CONQUEST ===&lt;br /&gt;
Keeps track of what Special Episodes did the player finished.&lt;br /&gt;
&lt;br /&gt;
=== 0x4e - PERFORMANCE_PROGRESS_LIST ===&lt;br /&gt;
List of flags used to keep track of unlocked features and achievements. See [[Performance Progress Flags]] for the full list.&lt;br /&gt;
&lt;br /&gt;
=== 0x4f - DUNGEON_OPEN_LIST ===&lt;br /&gt;
List of unlocked dungeons. One bit per dungeon ID.&lt;br /&gt;
&lt;br /&gt;
=== 0x50 - DUNGEON_ENTER_LIST ===&lt;br /&gt;
&lt;br /&gt;
=== 0x51 - DUNGEON_ARRIVE_LIST ===&lt;br /&gt;
&lt;br /&gt;
=== 0x52 - DUNGEON_CONQUEST_LIST ===&lt;br /&gt;
List of completed dungeons. One bit per dungeon ID.&lt;br /&gt;
&lt;br /&gt;
=== 0x53 - DUNGEON_PRESENT_LIST ===&lt;br /&gt;
&lt;br /&gt;
=== 0x54 - DUNGEON_REQUEST_LIST ===&lt;br /&gt;
&lt;br /&gt;
=== 0x55 - WORLD_MAP_MARK_LIST_NORMAL ===&lt;br /&gt;
&lt;br /&gt;
=== 0x56 - WORLD_MAP_MARK_LIST_SPECIAL ===&lt;br /&gt;
&lt;br /&gt;
=== 0x57 - WORLD_MAP_LEVEL ===&lt;br /&gt;
&lt;br /&gt;
=== 0x58 - POSITION_X ===&lt;br /&gt;
&lt;br /&gt;
=== 0x59 - POSITION_Y ===&lt;br /&gt;
&lt;br /&gt;
=== 0x5a - POSITION_HEIGHT ===&lt;br /&gt;
&lt;br /&gt;
=== 0x5b - POSITION_DIRECTION ===&lt;br /&gt;
&lt;br /&gt;
=== 0x5c - EVENT_LOCAL ===&lt;br /&gt;
Used as scratch paper by the base game, and is reset between scripts.&lt;br /&gt;
&lt;br /&gt;
=== 0x5d - DUNGEON_EVENT_LOCAL ===&lt;br /&gt;
Used as scratch paper by the base game (possibly while within dungeons?), and is reset between scripts. &lt;br /&gt;
&lt;br /&gt;
=== 0x5e - STATION_ITEM_STATIC ===&lt;br /&gt;
&lt;br /&gt;
=== 0x5f - STATION_ITEM_TEMP ===&lt;br /&gt;
&lt;br /&gt;
=== 0x60 - DELIVER_ITEM_STATIC ===&lt;br /&gt;
&lt;br /&gt;
=== 0x61 - DELIVER_ITEM_TEMP ===&lt;br /&gt;
&lt;br /&gt;
=== 0x62 - BIT_FUWARANTE_LOCAL ===&lt;br /&gt;
Keeps track of the Sky Peak stations the player visited. Used in the script for Drifblim&#039;s Gondola.&lt;br /&gt;
&lt;br /&gt;
=== 0x63 - LOTTERY_RESULT ===&lt;br /&gt;
Used to track what result should occur during the Recycle Shop Prize Ticket Lottery. Has no other use.&lt;br /&gt;
&lt;br /&gt;
=== 0x64 - ITEM_BACKUP ===&lt;br /&gt;
Unlikely to be a backup flag. Conveniently sized for item_GetVariable to extract the item ID and metadata.&lt;br /&gt;
&lt;br /&gt;
Used somewhere in Sky Peak&lt;br /&gt;
&lt;br /&gt;
=== 0x65 - ITEM_BACKUP_KUREKURE ===&lt;br /&gt;
Used somewhere in Sky Peak&lt;br /&gt;
&lt;br /&gt;
=== 0x66 - ITEM_BACKUP_TAKE ===&lt;br /&gt;
Used somewhere in Sky Peak&lt;br /&gt;
&lt;br /&gt;
=== 0x67 - ITEM_BACKUP_GET ===&lt;br /&gt;
Used somewhere in Sky Peak&lt;br /&gt;
&lt;br /&gt;
=== 0x68 - REQUEST_THANKS_RESULT_KIND ===&lt;br /&gt;
&lt;br /&gt;
=== 0x69 - REQUEST_THANKS_RESULT_VARIATION ===&lt;br /&gt;
&lt;br /&gt;
=== 0x6a - SUB30_TREASURE_DISCOVER ===&lt;br /&gt;
If set to true, Wynaut tells hero and partner that a treasure was found. &lt;br /&gt;
&lt;br /&gt;
=== 0x6b - SUB30_SPOT_DISCOVER ===&lt;br /&gt;
If set to true, Wynaut tells hero and partner that a new unexplored area was discovered. &lt;br /&gt;
&lt;br /&gt;
=== 0x6c - RECYCLE_COUNT ===&lt;br /&gt;
Stores the number of recycles the player has done. Is only updated by the base-game at the end of each day.&lt;br /&gt;
&lt;br /&gt;
=== 0x6d - SUB30_SPOT_LEVEL ===&lt;br /&gt;
Keeps track of what dungeon was discovered by Project P. &lt;br /&gt;
&lt;br /&gt;
=== 0x6e - TEAM_RANK_EVENT_LEVEL ===&lt;br /&gt;
&lt;br /&gt;
=== 0x6f - PLAY_OLD_GAME ===&lt;br /&gt;
True if the player answered yes to the question on the personality quiz that asks if you played Explorers of Time or Darkness. Increases the recruit rate of certain pokémon if you haven&#039;t recruited them yet.&lt;br /&gt;
&lt;br /&gt;
=== 0x70 - NOTE_MODIFY_FLAG ===&lt;br /&gt;
&lt;br /&gt;
=== 0x71 - SUB30_PROJECTP ===&lt;br /&gt;
If true, the player has viewed the Project P cutscene, and the recycle shop is capable of being upgraded.&lt;br /&gt;
&lt;br /&gt;
=== 0x72 - SUM ===&lt;br /&gt;
&lt;br /&gt;
=== 0x401 - LOCAL0 ===&lt;br /&gt;
Unknown if used in vanilla, is reset on entering a new script like $EVENT_LOCAL. &lt;br /&gt;
&lt;br /&gt;
=== 0x402 - LOCAL1 ===&lt;br /&gt;
Unknown if used in vanilla, is reset on entering a new script like $EVENT_LOCAL. &lt;br /&gt;
&lt;br /&gt;
=== 0x402 - LOCAL2 ===&lt;br /&gt;
Broken, do not use unless you know what you are doing!&lt;br /&gt;
&lt;br /&gt;
=== 0x403 - LOCAL3 ===&lt;br /&gt;
Broken, do not use unless you know what you are doing!{{NavScriptTerms}}&lt;br /&gt;
[[Category:Documentation]]&lt;/div&gt;</summary>
		<author><name>Delta L</name></author>
	</entry>
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