List of Script Variables: Difference between revisions
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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 === |
Latest revision as of 05:58, 20 October 2024
This page lists all the variables available on the scripting engine. They can be read or written to from scripts.
Some variables store a single value, whereas others can store multiple bitflags.
List of variables
0x0 - VERSION
Seems to be used to keep track of save file versions. It's stored in the save file when the game is saved. When loading a save file, if the version value in it doesn't match the value of this variable, the save file is deleted.
0x1 - CONDITION
0x2 - SCENARIO_SELECT
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
Like SCENARIO_MAIN, but for special episode progress.
0x5 - SCENARIO_SUB1
0x6 - SCENARIO_SUB2
0x7 - SCENARIO_SUB3
0x8 - SCENARIO_SUB4
0x9 - SCENARIO_SUB5
0xa - SCENARIO_SUB6
0xb - SCENARIO_SUB7
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
Three bit flags that keeps track of the neighbors Igglybuff talked to in Special Episode 2
0xe - SIDE06_ROOM
Three bit flags that keeps track of the Limestone Cavern paths Team Charm visited in Special Episode 4
0xf - SIDE08_BOSS2ND
True if the player lose against Sableyes in Barren Valley Clearing in Special Episode 5
0x10 - SIDE01_BOSS2ND
0x11 - SCENARIO_MAIN_BIT_FLAG
0x12 - SCENARIO_TALK_BIT_FLAG
0x13 - SCENARIO_BALANCE_FLAG
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.
Value changes
This table lists the exact story spots where the value of the flag is increased.
Flag value | Story chapter | Story event | Scene | Script |
---|---|---|---|---|
0 | 1 | Start of a new game | - | - |
1 | 3 | End of chapter | V03P12A | m03a1314.ssb |
2 | 6 | Expedition members are announced | G01P04A | m08a0301.ssb |
3 | 9 | End of chapter | P04P01C | m10a1213.ssb |
4 | 13 | End of chapter | V16P02A | m16a0702.ssb |
5 | 15 | End of chapter | V19P06A | m19b1014.ssb |
6 | Post-game 1 | After graduating and moving to Sharpedo Bluff | H02P99A | s01p1103.ssb |
7 | Game complete | The Ursarings tell Hero and Partner they can evolve
(After unlocking Marine Resort) |
T01P01A | m00p1401.ssb |
Bag size
This table lists the maximum bag size depending on the current value of SCENARIO_BALANCE_FLAG
.
Flag value | Bag size |
---|---|
0 | 16 |
1 | 24 |
2 | 32 |
3 | 40 |
4 | 40 |
5 | 40 |
6 | 48 |
7 | 48 |
Values higher than 7 will read garbage data and cause crashes.
If PERFORMANCE_PROGRESS_LIST[2]
is 0, the bag will only have 1 slot, regardless of the value of SCENARIO_BALANCE_FLAG
.
0x14 - SCENARIO_BALANCE_DEBUG
If >= 0, overrides the value of SCENARIO_BALANCE_FLAG
.
0x15 - CRYSTAL_COLOR_01
Used to keep track of the current color of the first crystal during the Crystal Cave puzzle.
0x16 - CRYSTAL_COLOR_02
Used to keep track of the current color of the second crystal during the Crystal Cave puzzle.
0x17 - CRYSTAL_COLOR_03
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
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.
0x19 - COMPULSORY_SAVE_POINT_SIDE
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.
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
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
0x1d - GROUND_ENTER_LINK
0x1e - GROUND_GETOUT
0x1f - GROUND_MAP
0x20 - GROUND_PLACE
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
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
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
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
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
0x27 - DUNGEON_ENTER
Keeps track of what dungeon the player entered.
0x28 - DUNGEON_ENTER_MODE
0x29 - DUNGEON_ENTER_INDEX
0x2a - DUNGEON_ENTER_FREQUENCY
0x2b - DUNGEON_RESULT
0x2c - GROUND_START_MODE
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
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
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
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
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
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
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
0x35 - ATTENDANT1_KIND
0x36 - ATTENDANT2_KIND
0x37 - PLAYER_KIND_BACKUP
0x38 - ATTENDANT1_KIND_BACKUP
0x39 - ATTENDANT2_KIND_BACKUP
0x3a - FRIEND_SUM
0x3b - UNIT_SUM
0x3c - CARRY_GOLD
Stores the current amount of money carried by the player.
0x3d - BANK_GOLD
Stores the current amount of money stored in Duskull's bank.
0x3e - HERO_FIRST_KIND
0x3f - HERO_FIRST_NAME
0x40 - PARTNER_FIRST_KIND
0x41 - PARTNER_FIRST_NAME
0x42 - HERO_TALK_KIND
0x43 - PARTNER_TALK_KIND
0x44 - RANDOM_REQUEST_NPC03_KIND
0x45 - CONFIG_COLOR_KIND
0x46 - ROM_VARIATION
0x47 - LANGUAGE_TYPE
0x48 - GAME_MODE
Keeps track of the current game mode.
ID | Mode |
---|---|
0 | Top menu |
1 | |
2 | Normal play, including overworld and dungeons |
3 | Special episode |
4 | Rescue |
5 |
There might be more valid values.
0x49 - EXECUTE_SPECIAL_EPISODE_TYPE
0x4a - SPECIAL_EPISODE_TYPE
0x4b - SPECIAL_EPISODE_OPEN
Keeps track of what Special Episodes are unlocked.
0x4c - SPECIAL_EPISODE_OPEN_OLD
Keeps track of what Special Episodes were started. Used to show an exclamation mark if the episode is opened but wasn't started.
0x4d - SPECIAL_EPISODE_CONQUEST
Keeps track of what Special Episodes did the player finished.
0x4e - PERFORMANCE_PROGRESS_LIST
List of flags used to keep track of unlocked features and achievements. See Performance Progress Flags for the full list.
0x4f - DUNGEON_OPEN_LIST
List of unlocked dungeons. One bit per dungeon ID.
0x50 - DUNGEON_ENTER_LIST
0x51 - DUNGEON_ARRIVE_LIST
0x52 - DUNGEON_CONQUEST_LIST
List of completed dungeons. One bit per dungeon ID.
0x53 - DUNGEON_PRESENT_LIST
0x54 - DUNGEON_REQUEST_LIST
0x55 - WORLD_MAP_MARK_LIST_NORMAL
0x56 - WORLD_MAP_MARK_LIST_SPECIAL
0x57 - WORLD_MAP_LEVEL
0x58 - POSITION_X
0x59 - POSITION_Y
0x5a - POSITION_HEIGHT
0x5b - POSITION_DIRECTION
0x5c - EVENT_LOCAL
Used as scratch paper by the base game, and is reset between scripts.
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
0x5f - STATION_ITEM_TEMP
0x60 - DELIVER_ITEM_STATIC
0x61 - DELIVER_ITEM_TEMP
0x62 - BIT_FUWARANTE_LOCAL
Keeps track of the Sky Peak stations the player visited. Used in the script for Drifblim's Gondola.
0x63 - LOTTERY_RESULT
Used to track what result should occur during the Recycle Shop Prize Ticket Lottery. Has no other use.
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
0x66 - ITEM_BACKUP_TAKE
0x67 - ITEM_BACKUP_GET
0x68 - REQUEST_THANKS_RESULT_KIND
0x69 - REQUEST_THANKS_RESULT_VARIATION
0x6a - SUB30_TREASURE_DISCOVER
If set to true, Wynaut tells hero and partner that a treasure was found.
0x6b - SUB30_SPOT_DISCOVER
If set to true, Wynaut tells hero and partner that a new unexplored area was discovered.
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
Keeps track of what dungeon was discovered by Project P.
0x6e - TEAM_RANK_EVENT_LEVEL
0x6f - PLAY_OLD_GAME
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't recruited them yet.