Skip to content

Variables

gold edited this page Sep 1, 2024 · 4 revisions

0001. Loop #

number of loops, not including fake loops. incremented by 1 at the start of each loop.

0002. ACT<<CanBeSeen>>

act number

value start trigger (colloquial) start trigger (technical)
1 start of game common event 0009. StartingGameSwitches
2 first death map 086:DeathCorridor > event 016:Death
3 first time beating the king
4 the king killing bonnie
5 head housemaiden can't help you variable #0027. !!!LoopQuest = 14 at loop's start
6 after falling map 053:EPILOGUE > event 006:Event

0003. Random #

random number. rerolled whenever needed

0004. Enemy Troop ID

the last enemy you fought.

value meaning
1 TRISTESSE
2 DÉPIT, CHAGRIN, PEINE
3 ANGOISSE, DEUIL
4 MISÈRE
5 THE KING
6 RANCOEUR, AMERTUME
7 ANXIÉTÉ
9 TOURMENT
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

0006. Current Position X

0007. Current Position Y

0008. TeleportUnlocked #

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. the amount added is determined by variable #0377. FakeLoopAdded.

this is how the game determines this variable's count, simplified and in pseudocode:

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

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#

0013. LastUsedItem/Skill

0014. SpecialEvent #_TL

0015. SPACE BEFORE CHOICE

game language value
english                 
japanese

0016. Self Var_EventCheck_1

0017. Self Var_EventCheck_2

0018. Self Var_EventCheck_3

0019. Self Var_EventCheck_4

0020. Self Var_EventCheck_5

0021. [--STORY SPECIFIC--]

0022. TalkToEveryoneVillageTL

amount of your party you've talked to this loop in dormont

0023. TreeWish

which wish you chose at the start of the game. used when referencing it later on to determine dialogue, but that's it

value meaning
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
0 start of act 3
1 talk to loop at the start of act 3
2 first time asking the king all three intro questions
3 read craftonomy book for time craft
4 "So you're using Time Craft?"
5 look at the newspaper
6 look at the star window
7 "What should I remember?"
8 diary
9 mirror picture
10 "Where are you from?" (say it)
11 meadow post say it
12 "Let's stop fighting." (bonnie)
13 meadow freakout post bonnie
14 talk to loop about wish craft

0025. TalkToEveryoneFinalRoomTL

0026. SawSafeRoomEvent_TL

0027. !!!LoopQuest

where you are in regards to loopquest.

value trigger technical trigger
1 talk to loop for the first time in act 3
2
3
4*
ask the king intro questions
read craftonomy book
talk to head housemaiden first time after starting loopquest
5 read craftonomy book after talking to head housemaiden, wake up in meadow after talking to head housemaiden
6 loop asks to hang out
7 hang out with loop
8 read journal with a star on the cover (king room)
9 talk to loop after reading that book
10 read storage room book
11 read book in secret library
12 look at wish spreadsheet after asking about dormont's wishes
13 talk to loop
14 talk to the head housemaiden about wish craft map 020:LastRoom > event 001:HeadHousemaiden > tab 6

* these three can happen in any order

0028.

0029. CanFindSkillNow

0030. !!!ACT5_UntrustEnds

0031. MandatoryMonstersBeaten#_TL

0032. SavePointAppears_AL

stores the save points you can see.

value meaning
1 (tba)
2 previous, plus Map 076:FLOOR 1, START

0033. [--FRIENDQUEST--]

0034. !!!FriendsQuestAL

0035. Miraquest_AL

0036. Odilequest_TL

0037. Bonniequest_TL

0038. Bonniefoods_AL

0039. BonnieListening_AL

0040. Isaquest_AL

0041. [--VILLAGE--]

0042. It'sARibbon!_AL

0043. isa!!!!!_TL

0044. QQQ_IsaWon'tTouchYou_AL

0045. LoopQuestionsIntro_AL

0046. NameboxName

name in the namebox during dialogue. set as needed.

0047. QQQ_ChateauCastle_AL

0048. ChangeGodBlessing_TL

0049.

0050. odileintro_AL

0051. bonnieintro_AL

0052. isaintro_AL

0053. QQQ_mirabellefan_AL

0054. LoopConvoSeenThisLoop?

value trigger
["empty"] common event 0009. StartingGameSwitches

0055. CurrentLoopConvo#

0056. LoopConvosSkipped#

0057. GivenFlower_TL

0058. QQQ_MakeHimSayIt_AL

0059. QQQ_MakeHimSayItFriend_TL

0060. AskedChangeGodBlessing#_AL

0061. QQQ_TimesFished#

0062. ChateauCastleIssue#

0063.
0064.
0065.
0066.
0067.
0068.
0069.

0070. [--HOUSE--]

0071. KeysKnowledge_AL

0072. Floor1_OpenedDoors_TL

0073. Floor2_OpenedDoors_TL

0074. Floor3_OpenedDoors_TL

0075. KeyLoopbackKnowledge_AL

0076. Floor2_AdminRock_TL

0077. Floor1_Tears_TL

0078. Floor2_Tears_TL

0079. Floor3_Tears_TL

0080. Floor1_Rock_AL

0081. Floor1_Events_TL

0082. Floor2_Events_TL

0083. Floor3_Events_TL

0084. PotionJoke_TL

0085. FirstEncounterTuto_AL

0086. CheckAdminRoom_AL

0087. Floor2_TearsChoice_TL

0088. Bosses_AL

0089. QQQ_KeyKnife_AL

0090. QQQ_BondingEarrings_AL

0091. LockedRoomHouseFL1_TL

0092. LockedRoomHouseFL3_TL

0093. CoinFlip_TL

0094. QQQ_BombQuest_AL

0095. LockedRoomHouseFL2_TL

0096.
0097.
0098.
0099.
0100.

0101. [--DEATH REASONS--]

0102. Banana Death #

number of banana deaths.

0103. Monster Death #

number of deaths to a sadness.

0104. King Death #

number of deaths to the king.

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 #

0108. FirstTrap Death #

number of deaths to the if-you-feel-safe-it-activates-o-trap.

0109. Pineapple Death #

number of deaths to eating pineapple.

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

0123. ArrowSelector X

0124. ArrowSelector Y

0125. JustTeleported #

0126. CurrentPosition

represents your current position in the current loop.

value location technical trigger(s)
1 dormont common event 0009: StartingGameSwitches (and more tba)
2 floor 1
3 floor 2
4 floor 3
5 the king
6 the end

0127. TitleActPicture# (PERSISTENT)

determines the picture on the title screen.

value trigger technical trigger
1 start act 1 common event 0009: StartingGameSwitches
2 start act 2
3 start act 3
4 start act 4
5 start act 5 variable #0027. !!!LoopQuest = 14 at loop's start
6 start act 6 map 053:EPILOGUE > event 006:Event

0128. MemoriesOwned#

0129. TeleportSelector1

0130. TeleportSelector2

0131. KeySelector

did you choose to unlock all doors when teleporting?

value meaning
1 no

0132. KeySelector X

0133. KeySelector Y

0134. LoopResetSwitches

0135. SavePointCode

value meaning
1 last saved at map 076:FLOOR 1, START

0136. SavedEquipment

0137. TextSpeed

0138. TextPosition X

0139. TextPosition Y

0140. MemoriesIcon

0141. PlaceName

0142. ArrowSelectorMath

0143. #MemoriesNeededToTeleport

0144. TeleportText

0145. TextTeleport:WithDoorsOpened?

0146. MemoriesBattle #

0147. MemoriesConflict #

0148. MemoriesTutorial_AL

0149. SifAgiUp

0150. IsaAgiUp

0151. MiraAgiUp

0152. MemoryOverflow

0153. Math

0154.
0155.
0156.
0157.
0158.
0159.
0160.

0161. [--BATTLE--]

0162. BonnieAction

0163. TutoTurn#_TL

0164. TutoPoints#_TL

0165. BombEnemyTickTock

0166. CurrentAtk

0167. Atk1

0168. Atk2

0169. Atk3

0170. Turn #

number of turns that have passed (0-indexed? 1-indexed?)

0171. battleimg1

0172. battleimg2

0173. battleimg3

0174. battleimg4

0175. battleimg5

0176. Atk4

0177. Atk5

0178. EnemiesDead#

0179. Combo?

0180. FinalBlow

0181. [--SAVE CODE CORNER--]

0182. -Floor1 (start)-

0183. Items_F1S

0184. IsaEXP_F1S

the maximum amount of experience saved for isabeau at the start of floor 1. experience is set to this when looping back to this location.

0185. MiraEXP_F1S

the maximum amount of experience saved for mirabelle at the start of floor 1. experience is set to this when looping back to this location.

0186. OdileEXP_F1S

the maximum amount of experience saved for odile at the start of floor 1. experience is set to this when looping back to this location.

0187.
0188.
0189.
0190.
0191.

0192. -Floor1 (done)-

0193. Items_F1D

0194. IsaEXP_F1D

the maximum amount of experience saved for isabeau at the end of floor 1. experience is set to this when looping back to this location.

0195. MiraEXP_F1D

the maximum amount of experience saved for mirabelle at the end of floor 1. experience is set to this when looping back to this location.

0196. OdileEXP_F1D

the maximum amount of experience saved for odile at the end of floor 1. experience is set to this when looping back to this location.

0197.
0198.
0199.
0200.

0201. -Floor2 (start)-

0202. Items_F2S

0203. IsaEXP_F2S

the maximum amount of experience saved for isabeau at the start of floor 2. experience is set to this when looping back to this location.

0204. MiraEXP_F2S

the maximum amount of experience saved for mirabelle at the start of floor 2. experience is set to this when looping back to this location.

0205. OdileEXP_F2S

the maximum amount of experience saved for odile at the start of floor 2. experience is set to this when looping back to this location.

0206.
0207.
0208.
0209.
0210.

0211. -Floor2 (done)-

0212. Items_F2D

0213. IsaEXP_F2D

the maximum amount of experience saved for isabeau at the end of floor 2. experience is set to this when looping back to this location.

0214. MiraEXP_F2D

the maximum amount of experience saved for mirabelle at the end of floor 2. experience is set to this when looping back to this location.

0215. OdileEXP_F2D

the maximum amount of experience saved for odile at the end of floor 2. experience is set to this when looping back to this location.

0216.
0217.
0218.
0219.
0220.

0221. -Floor3 (start)-

0222. Items_F3S

0223. IsaEXP_F3S

the maximum amount of experience saved for isabeau at the start of floor 3. experience is set to this when looping back to this location.

0224. MiraEXP_F3S

the maximum amount of experience saved for mirabelle at the start of floor 3. experience is set to this when looping back to this location.

0225. OdileEXP_F3S

the maximum amount of experience saved for odile at the start of floor 3. experience is set to this when looping back to this location.

0226.
0227.
0228.
0229.
0230.

0231. -Floor3 (done)-

0232. Items_F3D

0233. IsaEXP_F3D

the maximum amount of experience saved for isabeau at the end of floor 3. experience is set to this when looping back to this location.

0234. MiraEXP_F3D

the maximum amount of experience saved for mirabelle at the end of floor 3. experience is set to this when looping back to this location.

0235. OdileEXP_F3D

the maximum amount of experience saved for odile at the end of floor 3. experience is set to this when looping back to this location.

0236.
0237.
0238.
0239.
0240.

0241. -king-

0242. Items_FK

0243. IsaEXP_FK

the maximum amount of experience saved for isabeau at the start of the king's floor. experience is set to this when looping back to this location.

0244. MiraEXP_FK

the maximum amount of experience saved for mirabelle at the start of the king's floor. experience is set to this when looping back to this location.

0245. OdileEXP_FK

the maximum amount of experience saved for odile at the start of the king's floor. experience is set to this when looping back to this location.

0246.

0247. -CURRENT-

0248. Items_CURRENT

0249. IsaEXP_CURRENT

isabeau's current experience.

0250. SifEXP_CURRENT

siffrin's current experience.

0251. MiraEXP_CURRENT

mirabelle's current experience.

0252. IsaEXP_CURRENT

isabeau's current experience. (again??)

0253. OdileEXP_CURRENT

odile's current experience.

0254.
0255.
0256.
0257.
0258.
0259.
0260.

0261. [--PROFILE MENU--]

0262. SifLevel

siffrin's current level.

0263. MiraLevel

mirabelle's current level.

0264. IsaLevel

isabeau's current level.

0265. OdileLevel

odile's current level.

0266. BonnieLevel

bonnie's current level.

0267. SifExpNextLvl

the amount of experience siffrin needs to level up. 0 when there is no next level.

0268. MiraExpNextLvl

the amount of experience mirabelle needs to level up. 0 when there is no next level.

0269. IsaExpNextLvl

the amount of experience isabeau needs to level up. 0 when there is no next level.

0270. OdileExpNextLvl

the amount of experience odile needs to level up. 0 when there is no next level.

0271. Jackpot_imgX

0272. Jackpot_img1Y

0273. Jackpot_img2Y

0274. Jackpot_img3Y

0275. Jackpot_img4Y

0276. Jackpot_img5Y

0277. SecretSkillATK

0278. SiffrinAgi

0279. OdileAgi

0280. MiraAgi

0281. [--TEXT CHANGE--]

0282. SilverCoin

text for the silver coin in the menu

act value
1, 2 Some change you got from buying a croissant.
3, 4 A nice silver coin that has followed you even through time.
5 A coin.
6 Your coin. There’s only one like it in the Universe.

0283. friend/ally

changes how the party is addressed in sentences, usually in skill descriptions. v357 is checked in common event 0054. !!!TEXT VARIABLES and this variable is set accordingly. first checks if the act is 5, and if it isn't, checks the value of variable #0357. friend ally family.

reference value
act = 5 actor
v357 = 0 friend
v357 = 1 ally
v357 = 2 family member

0284. friends/allies

changes how the party is addressed in sentences, usually in skill descriptions. v357 is checked in common event 0054. !!!TEXT VARIABLES and this variable is set accordingly. first checks if the act is 5, and if it isn't, checks the value of variable #0357. friend ally family.

reference value
act = 5 actors
v357 = 0 friends
v357 = 1 allies
v357 = 2 family members

0285. a friend/an ally

changes how the party is addressed in sentences, usually in skill descriptions. v357 is checked in common event 0054. !!!TEXT VARIABLES and this variable is set accordingly. first checks if the act is 5, and if it isn't, checks the value of variable #0357. friend ally family.

reference value
act = 5 an actor
v357 = 0 a friend
v357 = 1 an ally
v357 = 2 a family member

0286. !\.

determines whether sentences certain are ended with "!" or "." depending on the act. status is checked in common event 0054. !!!TEXT VARIABLES and this variable is set accordingly.

act value
≤2 !
>2 .

0287. ReminderNote

text for the reminder note in the menu. status is checked in common event 0054. !!!TEXT VARIABLES and this variable is set accordingly.

loop value
≤2 A note Mirabelle wrote for you and your sieve-like brain.
[Press \v[376] to interact!]
>2 A note Mirabelle wrote for you.
But you know what to do.

0288. Key 3-4

text for the key found at the start of floor 3. status is checked in common event 0054. !!!TEXT VARIABLES and this variable is set accordingly.

value at time of check new value after check
0 A key adorned with a keychain shaped like a mask. It doesn't have an expression.
1 A useless key. Can't be used on the gate.

0289. TarotCard

text for the drawn card in the menu. status is checked in common event 0054. !!!TEXT VARIABLES and this variable is set accordingly.

0290. Snacks

text for the eternal snacks in the menu. references the switch 0289. RE_ateeternalsnacks. status is checked in common event 0054. !!!TEXT VARIABLES and this variable is set accordingly.

switch value
s289 = OFF Wh-- How did those snacks get here?!
s289 = ON A bunch of snacks given to you by Bonnie.

0291. MemoryOfSkirmish

text for the memory of skirmish in the menu. status is checked in common event 0054. !!!TEXT VARIABLES and this variable is set accordingly.

act value
1 Pew! Bam! Kapow! Easy-peasy!
2 Not gonna be done anytime soon.
≥3 Too many to count.

0292. GiftFormirabelle

text for the fanmail in the menu. references the switch 0056. QQQ_OpenedMirabellesGift_TL. status is checked in common event 0054. !!!TEXT VARIABLES and this variable is set accordingly.

switch value
s56 = OFF A gift for Mirabelle. It's lovingly wrapped.
s56 = ON A gift for Mirabelle. It can't be gifted anymore.

0294. UseItem

text when using an item in battle. item name comes immediately after. status is checked in common event 0054. !!!TEXT VARIABLES and this variable is set accordingly.

act value
≥5 You use a
<5 Bonnie runs in with a

0295. FriendquestPrompts

0296. "time"

for the text in battles, eg. "Siffrin time!" or "シフランのターン!". status is checked in common event 0054. !!!TEXT VARIABLES and this variable is set accordingly.

game language value
english  time
japanese のターン

0297. "mirabelle"

used in name boxes. status is checked in common event 0054. !!!TEXT VARIABLES and this variable is set accordingly.

game language value
english MIRABELLE
japanese ミラベル

0298. "isabeau"

used in name boxes. status is checked in common event 0054. !!!TEXT VARIABLES and this variable is set accordingly.

game language value
english ISABEAU
japanese イザボー

0299. "odile"

used in name boxes. status is checked in common event 0054. !!!TEXT VARIABLES and this variable is set accordingly.

game language value
english ODILE
japanese オディール

0300. "bonnie"

used in name boxes. status is checked in common event 0054. !!!TEXT VARIABLES and this variable is set accordingly.

game language value
english BONNIE
japanese ボニー

0301. [--SAVE ITEMS--]

0302. SaveItem

0303. SourTonicArray

0304. SuperSourArray

0305. CraftedWaterArray

0306. PepperArray

0307. GingerArray

0308. ThymeArray

0309. SweetArray

0310. SuperSweetArray

0311. SaltyArray

0312. CompareItemValue

0313. [MORE TEXT]

0314. "the king"

used in name boxes

game language value
english THE KING
japanese

0315. "the hhm"

used in name boxes

game language value
english THE HEAD HOUSEMAIDEN
japanese 侍祭長

0316. "loop"

used in name boxes

game language value
english LOOP
japanese ループ

0317. "attack"

game language value
english Attack
japanese 攻撃

0318. "guard"

game language value
english Guard
japanese 防御

0319. "button"

game language value
english (empty string)
japanese ボタン

0320. Isaagi

0321. [--LITTLE THINGS--]

0322. OdileWeaponNotice

0323. SifAgiChange

0324. IsaAgiChange

0325. PillarBrokenOrNot

0326. StatueCount_TL

0327. LoopNothingToSay

0328. LoopLastConvo

0329. ChangeGodFace

0330. BarrelCount_AL

number of barrels you've interacted in all loops.

0331. BarrelCount_TL

number of barrels you've interacted with in this loop.

0332. QQQ_SifGhostSeen_TL

number of ghosts you've seen in this loop.

0333. TriedKillingFriend_AL

number of times you've tried using your dagger on a friend.

0334. LoopDaggerConvo

0335. PillarCount_AL

number of pillars you've interacted with in all loops.

0336. PillarCount_TL

number of pillars you've interacted with in this loop.

0337. QQQ_SifGhostSeen_AL

number of ghosts you've seen in all loops.

0338. SilverCoinHelp

0339. CalledLoop #

0340. SawForgetNamesConvo_AL

[--DIALOGUE THINGS--]

0342. FireflyIsa

whether or not you've joked about there being a firefly in the favor tree with isabeau.

0343. FinishedAct2_AL

whether or not you've finished act 2.

0344. ReadtheColorBook #

0345. EnemyDistract

the action text of enemies when they do nothing for a turn.

0346. LoopWhatToDoAct2

0347. MeadowNapTaker#

0348. LoopTalkCount_AL

0349. HumanQuota#_AL

number of times you've walked past everyone in the garden room

0350. BumpIntoTable#_AL

number of times you've bumped into the counter in the kitchen

0351. Country_Saidit_AL

the number of times you tried to say the country's name in kingquest.

0352. Country_Didn'tSayit_AL

the number of times you didn't try to say the country's name in kingquest.

0353. GotToTheEnd#times

0354. FoundWeaponAgain#

0355. TutoEvents

0356. MessedUpType

0357. friend ally family

determines which term is used for variables #0283. friend/ally, #0284. friends/allies, and #0357. friend ally family. takes effect when common event 0054: !!!TEXT VARIABLES is run.

value trigger
0 (friend) start of game
1 (ally) first time event 037:FLOOR 2, START > 001:Event is run
2 (family) friendquest variant of event 023:THE KING > 008:Event

0358. memoryofvictory

text for the memory of victory in the menu. status is checked in common event 0054. !!!TEXT VARIABLES and this variable is set accordingly.

act value
2 Victory feels good!!!
>2 Victory is meaningless, but it still feels good.

0359. keyknife description

changes the description of the keyknife/knifekey depending on whether or not it's sharpened. status is checked in common event 0054. !!!TEXT VARIABLES and this variable is set accordingly.

item value
knifekey This KeyKnife currently also moonlights as a KnifeKey. So versatile!
keyknife This knife should let you cut through the King's hair, but probably just once.
0360.

0361. [--MORE VARIABLES--]

0362. Self Var_EventCheck_6

0363. Self Var_EventCheck_7

0364. Self Var_EventCheck_8

0365. Self Var_EventCheck_9

0366. Self Var_EventCheck_10

0367. RandomX

0368. RandomY

0369. MusicChange_TL

0370. TempVarForMath

0371. KeyboardorGamepad

0372. Damage_Bonniequest

0373. Midboss3_Rock

0374. Midboss3_Paper

0375. Midboss3_Scissors

0376. TutoKeys

the name of the key the game wants to refer to in a tutorial, according to your controls.

0377. FakeLoopAdded

number of fake loops added in a given loop. randomly rerolled at the start of each loop, so long as it's beyond act 2 and siffrin does not have memory of self equipped.

see #0009. LOOP<<fakeloop CanBeSeen>> for more information.

0378. Turn#(Act5)

0379. MiraProfile

changes the text in mirabelle's profile depending on the information you have about the change god. references the switch RE_changeMiraProfile. status is checked in common event 0054. !!!TEXT VARIABLES and this variable is set accordingly.

switch value
OFF A Housemaiden from the town
of Dormont, blessed by
the Change God.
ON A Housemaiden from the town
of Dormont, thought to be
blessed by the Change God.
0380.

0381. [--MORE QUESTS--]

0382. LoopquesttalktoHHM_AL

0383. WeirdPointsVillage_TL

0384. WeirdPointsFL1_TL

0385. WeirdPointsFL2_TL

0386. WeirdPointsFL3_TL

0387. LoopFamilyMembersCringe

0388. #timesFastForwarded

0389. IntroQuestionsToKing

0390. MirasmallQuest

0391. OdilesmallQuest

0392. WeirdPointsTotal

0393. CraftSmells

(yes there's two of these for some reason)

0394. IsaJoke_AL

0395. CraftSmells

(yes there's two of these for some reason)

0396. LoopFlower

0397. LoopConvosActuallyHeard

0398. BattledLoopLostWon

0399.
0400.

0401. -ACT 5&6-

0402. Floor3Loop_Count

0403. Floor3Loop_toFloor

0404. Floor3Loop_toHallway

0405. Floor3Loop_ToStars

0406. Floor3Loop_toKey3-2

0407. Floor3Loop_toBreakRoom

0408. Floor3Loop_toKey3-1

0409. Floor3Loop_ToEnd

0410. SnackItem

0411. IsaLoopCount

0412. IsaLoopCount(notlooping)

0413. KingSlows

0414. LoopDeathCount

0415. ItemCheck

0416.

0417. "expdoubled"

0418.
0419.
0420.

Main

How Tos

Understanding game files

Lists of things

Clone this wiki locally