List of Script Variables

Revision as of 19:54, 20 April 2025 by SergeyThePiplup (talk | contribs) (Some changes of wording.)

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

Completely unused. Purpose unknown...

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

True if Snover has betrayed bidoof in Special Episode 1. Used to determine whether Snover will be an ally in Star Cave or not.

0x11 - SCENARIO_MAIN_BIT_FLAG

Has many purposes, sometimes have hardcoded or technical effects, but not always. Here's a few I know off the top of my head:

Number Where's used
0 Unused.
1 Gets set to 1 right after waking up in the guild. Used for the game to determine when partner dialogue should be changed to just "Good morning, [hero]...".
2 Unused.
3 Will end the current day if EVENT_DIVIDE is run.
4 Similar to 3. Seems to be related to missions
5 Gets set to 1 if the player decides to go the wrong way during an expedition.
6, 7, 8 Used to remember how the game was saved last.
9 Used in G01P04A/um07. When it's not set, the game spawns triggers. Upon walkng to them, Croagunk calls hero and partner to tell that the Croagunk Swap Shop is now opened.
10 Gets set to 1 when it's a day to do jobs.
11 Gets set to 1 when it's a day to do sentry duty.
12, 13 Marowak Dojo First Entry/ Final Maze Opening
14-23 Used in Marowak's Dojo. If none of them are set, the player finished all the dojo dungeons.
24 Gets set when the player finishes all dojo dungeons. Used to only show a cutscene about the full dojo completion once.
25 Gets set to 0 before the check whether it's set to 1 or not during a cutscene after finishing the Final Maze.
26, 27 Unused
28 Gets set to 1 when the player finishes Final Maze. Used to give another cutscene if the Final Maze gets finished again.
29 Gets set to 1 if the player decides to go back to the previous location(or back to the town) from the checkpoint.
30 Seems to be used in TITLE_TEST to distinguish between Time and Darkness.
31 Gets set to 1 when the player presses Go Rescue for the first time.
32 Gets set to 1 when the player presses Standby Adventure for the first time.
33-39 Used after collecting one of the seven treasures. If none of them are set, the game gives a Seven Treasures collection checkmark.
40 Gets set if the player interacts with anything on the Pelipper Island. If set, the game will save upon leaving the island.
41 Gets set to 1 when Chimecho tells hero and partner that they're now able to change team leader. Used to only show this cutscene once.
42 Gets set to 1 when the partner says good morning to hero in Sharpedo Bluff, while $SCENARIO_MAIN is 29, 92. Used to only show this cutscene once, as it's called in coroutine EVENT_DIVIDE_AFTER, that is called really often.
43-45 Aegis Cave's ice, rock and steel puzzles completion.
46 Gets set to 1 if the player Drifblim's Gondola. Used to show a cutscene where Drifblim thanks hero and partner for using his service.
47 Gets set to 1 when player talks with Ampharos about Sneasel's Sky Gift.
48 Gets set to 1 when the player gets Sneasel's gift.
49 Gets set to 1 when the player leaves the station clearing after getting Sneasel's gift.
50-60 Sky Gift had been sent to Wigglytuff, Chatot, Diglett, Dugtrio, Sunflora, Loudred, Corphish, Chimecho, Bidoof, Croagunk and partner respectively.
61 Gets set to 1 when the player gives an item to Happiny.
62-73 Wigglytuff, Chatot, Diglett, Dugtrio, Sunflora, Loudred, Corphish, Chimecho, Bidoof, Croagunk, partner and Happiny respectively sent a Sky Gift to hero.
74-77 Used to decide whether Happiny will appear on the 1st/3rd/5th/7th Station Clearing respectively. Happiny will always spawn on the 1st station if ITEM_BACKUP_GET = ITEM_BACKUP_TAKE.
78-81 Used to decide whether Numel will appear on the 1st/3rd/5th/7th Station Clearing respectively.
82 Gets set to 1 if the player already swapped items with Numel in the current attempt to climb to Sky Peak Summit.
83-87 Used to decide whether Happiny will appear on the 1st/3rd/5th/7th Station/Summit Clearing respectively.
88 Gets set to 1 when the player claims Jumpluff's gift.
89 Used to decide whether Delibird should appear on the 9th Station Clearing. The chance of it being set is 50% each climbing attempt.
90 Gets set to 1 when the player claims Delibird's gift.
91 Gets set to 1 if the player gives an item to Heracross.
92 Used to decide if a bottle should appear on the beach. The chance of it being set is 10%
93 Used to decide if a client should appear in the cafe. The chance of it being set is 80%
94 Gets set to 1 if the player receives a Gracidea.
95 Gets set to 1 when Ursaring says that hero and partner can evolve.
96 Gets set to 1 when Krabby says that bottles can appear on the beach.
97 Gets set to 1 when Chimecho asks hero if recruits can stay at the cafe.
98 Gets set to 1 in m00a01a. Doesn't seem to be used anywhere else.
99-128 Unused.

0x12 - SCENARIO_TALK_BIT_FLAG

Up through [200] are in use, and they primarily exist to remember if you've already talked with an NPC (therefore playing modified or shorter dialogue the second time around). For example, every merchant in treasure town comments on your accomplishments (like defeating Darkrai) the first time you talk to them. Whether that conversation has happened yet is tracked with 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

The map ID the player is currently in the enter scene for.

0x1d - GROUND_ENTER_LINK

0x1e - GROUND_GETOUT

The map ID of the enter scene the player was on before the current one. Usually used to decide where the player should enter from on the next map.

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

Is written on selecting a dungeon from the crossroads (and probably elsewhere). Generally used by the base game to remember the dungeon ID that the player is about to enter or has just exited.

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.

The following is the list of scripts where the Special Episodes are unlocked in the base-game:

- SPECIAL_EPISODE_OPEN[0] (Bidoof's Wish): V03P12A - m03a1314

- SPECIAL_EPISODE_OPEN[1] (Igglybuff the Prodigy): P04P01C - m10a1213

- SPECIAL_EPISODE_OPEN[2] (Today's Oh My Gosh): G01P04A - m16a0105

- SPECIAL_EPISODE_OPEN[3] (Here Comes Team Charm!): D01P11A - m20a0101

- SPECIAL_EPISODE_OPEN[4] (In the Future of Darkness): H02P99A - s01p1103

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. Also unlocks the Special Episode's respective Clear Icons.

Note: This specific script variable is not in any script. It is actually triggered by an adventure_log command.

The following is the list of the adventure_log that triggers this Script Variable and its location for each Special Episode:

- SPECIAL_EPISODE_CONQUEST[0] (Bidoof's Wish): Triggered by adventure_log = 1000; in S04P01A - n03a3103

- SPECIAL_EPISODE_CONQUEST[1] (Igglybuff the Prodigy): Triggered by adventure_log = 1001; in S04P01A - n03a1704

- SPECIAL_EPISODE_CONQUEST[2] (Today's Oh My Gosh): Triggered by adventure_log = 1002; in S04P01A - n04a2606

- SPECIAL_EPISODE_CONQUEST[3] (Here Comes Team Charm!): Triggered by adventure_log = 1003; in S04P01A - n06a3909

- SPECIAL_EPISODE_CONQUEST[4] (In the Future of Darkness): Triggered by adventure_log = 1004; in S04P01A - n09a2212

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. If true, and the dungeon isn't on some blacklist, you can enter this dungeon from the crossroads/dojo/igglybuff's house/pelipper standby adventure.

Setting a dungeon to DMODE_OPEN or DMODE_OPEN_AND_REQUEST enables the matching bit in this field!

0x50 - DUNGEON_ENTER_LIST

Unused??? HUGE Bitfield perfect for storing dungeon-specific data... I think.

0x51 - DUNGEON_ARRIVE_LIST

Unused??? HUGE Bitfield perfect for storing dungeon-specific data.

0x52 - DUNGEON_CONQUEST_LIST

List of completed dungeons. One bit per dungeon ID. Automatically set on clearing any dungeon.

In many cases, this bitfield renders other flags or variables redundant in a vanilla setting, especially certain $PERFORMANCE_PROGRESS_LIST flags that are always enabled after clearing certain dungeons for the first time.

0x53 - DUNGEON_PRESENT_LIST

Unused??? HUGE Bitfield perfect for storing dungeon-specific data.

0x54 - DUNGEON_REQUEST_LIST

List of dungeons that no longer have story progression. On completing a dungeon with this bit enabled, the player will enter [INSERT THE RIGHT COROUTINE HERE] in unionall.

Setting a dungeon to DMODE_REQUEST or DMODE_OPEN_AND_REQUEST enables the matching bit in this field!

Contrary to the name, this field alone is insufficient for missions to show up on the job board! Only dungeon in DMODE_OPEN_AND_REQUEST can have missions, and other (hardcoded) conditions must be met.

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.

Used somewhere in Sky Peak

0x65 - ITEM_BACKUP_KUREKURE

Happiny requests the item stored in this variable if found on Sky Peak. Pulled from an item table each day (?)

0x66 - ITEM_BACKUP_TAKE

Numel requests the item stored in this variable if found on Sky Peak. Pulled from an item table each day (?)

0x67 - ITEM_BACKUP_GET

Numel gives this item stored in this variable if found on Sky Peak. Pulled from an item table each day (?)

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

Has some correlation with guild rank? Unsure, I don't trust this variable.

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.

0x70 - NOTE_MODIFY_FLAG

0x71 - SUB30_PROJECTP

If true, the player has viewed the Project P cutscene, and the recycle shop is capable of being upgraded.

0x72 - SUM

0x401 - LOCAL0

Unknown if used in vanilla, is reset on entering a new script like $EVENT_LOCAL.

NOTE: Is unique for every routine in a script! $LOCAL0 in ``def 0`` is distinct from $LOCAL0 in ``def 1``!

0x402 - LOCAL1

Unknown if used in vanilla, is reset on entering a new script like $EVENT_LOCAL.

NOTE: Is unique for every routine in a script! $LOCAL1 in ``def 0`` is distinct from $LOCAL1 in ``def 1``!

0x402 - LOCAL2

Broken, do not use unless you know what you are doing!

0x403 - LOCAL3

Broken, do not use unless you know what you are doing!