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Variables
number of loops, not including fake loops. incremented by 1 at the start of each loop.
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 |
random number. rerolled whenever needed
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 |
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)
determines siffrin's internal dialogue when there is some alongside their external dialogue. checks the language and sets the value accordingly.
game language | value |
---|---|
english | |
japanese |
|
amount of your party you've talked to this loop in dormont
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 |
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 |
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
stores the save points you can see.
value | meaning |
---|---|
1 | (tba) |
2 | previous, plus Map 076:FLOOR 1, START |
name in the namebox during dialogue. set as needed.
value | trigger |
---|---|
["empty"] |
common event 0009. StartingGameSwitches |
number of banana deaths.
number of deaths to a sadness.
number of deaths to the king.
number of tear deaths.
number of times talking to the head housemaiden sent you back to the start. (with or without friendquests?)
number of deaths to the if-you-feel-safe-it-activates-o-trap.
number of deaths to eating pineapple.
number of suicides.
number of times talking to the head housemaiden during friendquest loops sent you back to the start.
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 |
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 |
did you choose to unlock all doors when teleporting?
value | meaning |
---|---|
1 | no |
value | meaning |
---|---|
1 | last saved at map 076:FLOOR 1, START |
number of turns that have passed (0-indexed? 1-indexed?)
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
isabeau's current experience.
siffrin's current experience.
mirabelle's current experience.
isabeau's current experience. (again??)
odile's current experience.
siffrin's current level.
mirabelle's current level.
isabeau's current level.
odile's current level.
bonnie's current level.
the amount of experience siffrin needs to level up. 0 when there is no next level.
the amount of experience mirabelle needs to level up. 0 when there is no next level.
the amount of experience isabeau needs to level up. 0 when there is no next level.
the amount of experience odile needs to level up. 0 when there is no next level.
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. |
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 |
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 |
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 |
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 | . |
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. |
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. |
text for the drawn card in the menu. status is checked in common event 0054. !!!TEXT VARIABLES and this variable is set accordingly.
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. |
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. |
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. |
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 |
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 |
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 |
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 |
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 |
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 |
used in name boxes
game language | value |
---|---|
english | THE KING |
japanese | 王 |
used in name boxes
game language | value |
---|---|
english | THE HEAD HOUSEMAIDEN |
japanese | 侍祭長 |
used in name boxes
game language | value |
---|---|
english | LOOP |
japanese | ループ |
game language | value |
---|---|
english | Attack |
japanese | 攻撃 |
game language | value |
---|---|
english | Guard |
japanese | 防御 |
game language | value |
---|---|
english | (empty string) |
japanese | ボタン |
number of barrels you've interacted in all loops.
number of barrels you've interacted with in this loop.
number of ghosts you've seen in this loop.
number of times you've tried using your dagger on a friend.
number of pillars you've interacted with in all loops.
number of pillars you've interacted with in this loop.
number of ghosts you've seen in all loops.
whether or not you've joked about there being a firefly in the favor tree with isabeau.
whether or not you've finished act 2.
the action text of enemies when they do nothing for a turn.
number of times you've walked past everyone in the garden room
number of times you've bumped into the counter in the kitchen
the number of times you tried to say the country's name in kingquest.
the number of times you didn't try to say the country's name in kingquest.
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 |
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. |
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. |
the name of the key the game wants to refer to in a tutorial, according to your controls.
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.
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. |
(yes there's two of these for some reason)
(yes there's two of these for some reason)