List of Script Variables: Difference between revisions

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Added descriptions to variables I recognize.
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=== 0x3 - SCENARIO_MAIN ===
=== 0x3 - SCENARIO_MAIN ===
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.


=== 0x4 - SCENARIO_SIDE ===
=== 0x4 - SCENARIO_SIDE ===
Like SCENARIO_MAIN, but for special episode progress.


=== 0x5 - SCENARIO_SUB1 ===
=== 0x5 - SCENARIO_SUB1 ===
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=== 0xc - SCENARIO_SUB8 ===
=== 0xc - SCENARIO_SUB8 ===
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?


=== 0xd - SIDE02_TALK ===
=== 0xd - SIDE02_TALK ===
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=== 0x17 - CRYSTAL_COLOR_03 ===
=== 0x17 - CRYSTAL_COLOR_03 ===
Used to keep track of the current color of the third crystal during the Crystal Cave puzzle.
Used to keep track of the current color of the third crystal during the Crystal Cave puzzle.
Outside of this puzzle, these 3 variables are completely unused by the base game!


=== 0x18 - COMPULSORY_SAVE_POINT ===
=== 0x18 - COMPULSORY_SAVE_POINT ===
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=== 0x1a - SCENARIO_SELECT_BACKUP ===
=== 0x1a - SCENARIO_SELECT_BACKUP ===
A carbon copy of SCENARIO_SELECT used while the game is saving to ensure that data is never lost by interrupting the save.
Is otherwise unused!


=== 0x1b - SCENARIO_MAIN_BIT_FLAG_BACKUP ===
=== 0x1b - SCENARIO_MAIN_BIT_FLAG_BACKUP ===
A carbon copy of SCENARIO_SELECT used while the game is saving to ensure that data is never lost by interrupting the save.
Is otherwise unused, and is a huge list of flags that can be used locally, or in places the player is unable to save!


=== 0x1c - GROUND_ENTER ===
=== 0x1c - GROUND_ENTER ===
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=== 0x21 - GROUND_ENTER_BACKUP ===
=== 0x21 - GROUND_ENTER_BACKUP ===
A carbon copy of GROUND_ENTER used while the game is saving to ensure that data is never lost by interrupting the save.
As far as we know, is otherwise unused!


=== 0x22 - GROUND_ENTER_LINK_BACKUP ===
=== 0x22 - GROUND_ENTER_LINK_BACKUP ===
A carbon copy of GROUND_ENTER_LINK used while the game is saving to ensure that data is never lost by interrupting the save.
As far as we know, is otherwise unused!


=== 0x23 - GROUND_GETOUT_BACKUP ===
=== 0x23 - GROUND_GETOUT_BACKUP ===
A carbon copy of GROUND_GETOUT used while the game is saving to ensure that data is never lost by interrupting the save.
As far as we know, is otherwise unused!


=== 0x24 - GROUND_MAP_BACKUP ===
=== 0x24 - GROUND_MAP_BACKUP ===
A carbon copy of GROUND_MAP used while the game is saving to ensure that data is never lost by interrupting the save.
As far as we know, is otherwise unused!


=== 0x25 - GROUND_PLACE_BACKUP ===
=== 0x25 - GROUND_PLACE_BACKUP ===
A carbon copy of GROUND_PLACE used while the game is saving to ensure that data is never lost by interrupting the save.
As far as we know, is otherwise unused!


=== 0x26 - DUNGEON_SELECT ===
=== 0x26 - DUNGEON_SELECT ===
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=== 0x2d - DUNGEON_ENTER_BACKUP ===
=== 0x2d - DUNGEON_ENTER_BACKUP ===
A carbon copy of DUNGEON_ENTER used while the game is saving to ensure that data is never lost by interrupting the save.
As far as we know, is otherwise unused!


=== 0x2e - DUNGEON_ENTER_MODE_BACKUP ===
=== 0x2e - DUNGEON_ENTER_MODE_BACKUP ===
A carbon copy of DUNGEON_ENTER_MODE used while the game is saving to ensure that data is never lost by interrupting the save.
As far as we know, is otherwise unused!


=== 0x2f - DUNGEON_ENTER_INDEX_BACKUP ===
=== 0x2f - DUNGEON_ENTER_INDEX_BACKUP ===
A carbon copy of DUNGEON_ENTER_INDEX used while the game is saving to ensure that data is never lost by interrupting the save.
As far as we know, is otherwise unused!


=== 0x30 - DUNGEON_ENTER_FREQUENCY_BACKUP ===
=== 0x30 - DUNGEON_ENTER_FREQUENCY_BACKUP ===
A carbon copy of DUNGEON_ENTER_FREQUENCY used while the game is saving to ensure that data is never lost by interrupting the save.
As far as we know, is otherwise unused!


=== 0x31 - DUNGEON_RESULT_BACKUP ===
=== 0x31 - DUNGEON_RESULT_BACKUP ===
A carbon copy of DUNGEON_RESULT used while the game is saving to ensure that data is never lost by interrupting the save.
As far as we know, is otherwise unused!


=== 0x32 - GROUND_START_MODE_BACKUP ===
=== 0x32 - GROUND_START_MODE_BACKUP ===
A carbon copy of DUNGEON_START_MODE used while the game is saving to ensure that data is never lost by interrupting the save.
As far as we know, is otherwise unused!


=== 0x33 - REQUEST_CLEAR_COUNT ===
=== 0x33 - REQUEST_CLEAR_COUNT ===
Stores the number of jobs the player has completed at certain points in the story to determine when the next story event will occur.


=== 0x34 - PLAYER_KIND ===
=== 0x34 - PLAYER_KIND ===
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=== 0x5c - EVENT_LOCAL ===
=== 0x5c - EVENT_LOCAL ===
Used as scratch paper by the base game, and is reset between scripts.


=== 0x5d - DUNGEON_EVENT_LOCAL ===
=== 0x5d - DUNGEON_EVENT_LOCAL ===
Used as scratch paper by the base game (possibly while within dungeons?), and is reset between scripts.


=== 0x5e - STATION_ITEM_STATIC ===
=== 0x5e - STATION_ITEM_STATIC ===
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=== 0x63 - LOTTERY_RESULT ===
=== 0x63 - LOTTERY_RESULT ===
Used to track what result should occur during the Recycle Shop Prize Ticket Lottery. Has no other use.


=== 0x64 - ITEM_BACKUP ===
=== 0x64 - ITEM_BACKUP ===
Unlikely to be a backup flag. Conveniently sized for item_GetVariable to extract the item ID and metadata.


=== 0x65 - ITEM_BACKUP_KUREKURE ===
=== 0x65 - ITEM_BACKUP_KUREKURE ===
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=== 0x6c - RECYCLE_COUNT ===
=== 0x6c - RECYCLE_COUNT ===
Stores the number of recycles the player has done. Is only updated by the base-game at the end of each day.


=== 0x6d - SUB30_SPOT_LEVEL ===
=== 0x6d - SUB30_SPOT_LEVEL ===