Undertale/Deltarune Reference

caution

No decompiled code or any other copyright-protected content may be replicated on this wiki. It is expected that you reference the decompiled code from your owned copy of the game.

Getting Started

GameMaker Basic Overview

Preface

This section is not meant to be a GameMaker tutorial, please refer to the GameMaker Docs if you are searching for in-depth help or specific functions. This section is simply meant to provide a quick albeit simple description of the elements of GameMaker you will most likely be interacting with.

Elements of a GameMaker Game


Sprites

Sprites1 are collections of images/textures, usually associated to an object. Sprites are usually prefixed with spr. The textures themselves are sourced from TexturePages.

Sounds

Sounds2 are audio files, they are sometimes built into the game itself but other times can be found in either the game/chapter's folder or the /mus folder

Objects

Objects3 may or may not contain sprites and contain code. Objects are usually prefixed with obj. An object can have 7 different types of code.

  1. CREATE

    It is run when the object is created, either by instance_create in some other code, or at the start of a room that contains the object.

  2. STEP

    It is run once a frame. It contains the bulk of what the object does.

  3. ALARM

    It is run when that particular alarm reaches 0. Alarms are always counting down when they aren't being explicitly set. Set it to 30, it'll count down 29.. 28.. and run the code when it hits 0. To set an alarm you would use alarm[x] = frames_to_count_down_for.

    Be warned, there can only be 12 alarms inside of an object.

  4. DRAW It overrides the normal visual behavior of the object. Normally, it just checks if it's visible, and if it is, it draws its sprite at its position, every frame (the background is also redrawn, but you can get funny caterpillars if there's no background).

    Caution: Draw code still doesn't run if the object is not visible

  5. OTHER

    It is triggers under other conditions, like event_user() calls (10-19), being outside a room, etc

  6. DESTROY

    It runs when the object is destroyed

  7. COLLISION

    It runs when the object collides with (touches; it won't necessarily stop motion) a specified object. You can set it to collide with a "parent" object, and assign that as the parent to other objects, and it will still count when it collides with the "children"

depracation warning

In modern GameMaker sound is depracated and as such the link page may contain functions which do not work when modding Undertale and Deltarune.

Tread the page below with caution: 2: Sounds GameMaker Page

WAD Files

When a GameMaker game is compiled and distributed, all of the game's logic and most of its assets are stored in a WAD ("Where's All the Data?") file. The default name for the WAD file will change based on what operating system the game was compiled for.

Operating SystemWAD File Name
Windowsdata.win
Linuxgame.unx
macOS / iOSgame.ios
Androidgame.droid

Note that the WAD file is not the .exe file, which also usually exists in the same directory where the WAD file is.

The default location of the WAD file depends on which operating system the game was downloaded on.

UNDERTALE

The following are the default WAD file paths for UNDERTALE if it was installed through Steam:

Operating SystemDefault UNDERTALE WAD File Path
WindowsC:\Program Files (x86)\Steam\steamapps\common\Undertale\data.win
Linux~/.local/share/Steam/steamapps/common/Undertale/assets/game.unx
macOS~/Library/Application Support/Steam/steamapps/common/Undertale/UNDERTALE.app/Contents/Resources/game.ios

DELTARUNE Demo

The WAD files for the DELTARUNE demo can be found in the following places if installed through Steam:

Operating SystemDefault DELTARUNE Demo WAD File Path
WindowsC:\Program Files (x86)\Steam\steamapps\common\DELTARUNEdemo\data.win
macOS~/Library/Application Support/Steam/steamapps/common/DELTARUNEdemo/DELTARUNE.app/Contents/Resources/game.ios

DELTARUNE

Instead of having all of DELTARUNE's logic in one WAD file, the purchasable release of DELTARUNE contains a Chapter Select WAD file and then individual WAD files for each chapter. The Chapter Select WAD file can be found in the following directories:

Operating SystemDefault DELTARUNE Chapter Select WAD File Path
WindowsC:\Program Files (x86)\Steam\steamapps\common\DELTARUNE\data.win
macOS~/Library/Application Support/Steam/steamapps/common/DELTARUNE/DELTARUNE.app/Contents/Resources/game.ios

The directory that contains the Chapter Select WAD file also contains folders for each chapter, with each folder containing the WAD file for that chapter. The folders are named as follows, with X representing the chapter number:

Operating SystemDefault DELTARUNE Chapter Folder Name
WindowschapterX_windows
macOSchapterX_mac

For example, a Windows installation with the first five chapters installed might look like the following (with irrelevant files and folders discarded):

.
.
└── DELTARUNE/
    ├── chapter1_windows/
    │   └── data.win
    ├── chapter2_windows/
    │   └── data.win
    ├── chapter3_windows/
    │   └── data.win
    ├── chapter4_windows/
    │   └── data.win
    ├── chapter5_windows/
    │   └── data.win
    ├── data.win
    └── DELTARUNE.exe

UTMT

Sharing Mods

While directly sharing WAD files technically works as a way to share mods, it is considered a form of piracy and is often looked down upon within the modding community. Therefore, to not expose the full WAD file to the public, one of the following methods is recommended instead.

Delta Patcher

Delta Patcher is a software designed to create and apply .xdelta files. A .xdelta file is a type of patch file that stores the differences between two specific files. In the modding scene, Delta Patcher is used to create patches for WAD files, and it is one of the most common patching methods as it is relatively easy to make and apply patches.

Because of the way .xdelta patches store file changes, the original WAD file used to create the patch and the WAD file being patched must be the exact same for the patch to be guaranteed to work. In other words, any difference between the original WAD file used to create the patch and the WAD file that is being patched, even if small, may make a .xdelta patch incompatible. This also makes it very difficult for multiple patches to be usable on the same WAD file.

By default, Delta Patcher opens in patch application mode. To swap between applying and creating a patch, click on the blue button with two arrows in the bottom right.

Creating a patch

To create a patch, place the vanilla WAD file in the "Original file" entry and the modded WAD file in the "Modified file" entry. Then, enter a location in the "XDelta patch" entry where the .xdelta patch will be saved.

An optional description may also be added which will show up when the .xdelta patch is selected to be applied.

Having "Add Checksum to patch" on in the settings (accessible via the cog in the bottom right) will stop the patch from being applied if the source WAD files are not the same, assuming the person patching has the "Checksum validation" setting applied.

Applying a patch

To apply a patch, select the vanilla WAD file in the "Original file" entry. Then, choose the .xdelta patch file in the "XDelta patch" entry.

In the settings, "Checksum validation" will make the patch not apply if the incorrect WAD file was chosen and the person who made the patch turned on "Add Checksum to patch" when they were making the patch. This will cause a XD3_INVALID_INPUT error, and if this should happen, you should ensure you are using the same exact same WAD file version as the patch creator. Turning off this setting will attempt to apply the patch regardless if the WAD file and the patch file are incompatible, which may or may not work as intended.

Turning on "Backup original file" creates a new WAD file instead of irreversibly applying the patch to the WAD file directly. This new file is called the same as the original WAD file, but with PATCHED added to the end of the filename (so applying a patch to a data.win file will be saved as dataPATCHED.win).

CSX Scripts

UTMT's scripting interface can be interacted with using .csx files. These files, written in C#, allow one to use and manipulate UTMT's internal data structures and functions.

In the UTMT GUI, the "Scripts" dropdown menu in the top left corner contains a variety of builtin .csx scripts used for various purposes, such as importing assets or running a find and replace. The files for these scripts are located in the "Scripts" folder in the UTMT executable directory.

It is also possible to create custom .csx scripts. When distributing a mod, .csx scripts can be used to import assets and code entries without dependence on the game version, which is an advantage over some other mod patching methods.

Running a custom script

There are two ways to run a custom .csx script with the GUI:

  1. Hover over the "Scripts" dropdown, click "Run other script...", and then select the .csx file.
  2. Locate the directory where the UTMT executable resides, drop the .csx script in the "Scripts" folder, and then run the script from the "Scripts" dropdown in the GUI.

The latter method makes the script accessible straight from the GUI, which is useful for general usage scripts. However, the former method might be preferred for more complicated scripts or for scripts that require other files to be present, such as .pngs for importing sprites.

Global Variables

global.plot

In UT/DR global.plot is a float used to determine where in the plot the game is in, 0 being the start.

Example Usage

if (global.plot < 12)
    global.plot = 12;

global.flag

global.flag is an array used for pretty much anything that can happen. From decisions to storing specific values flags can be extremly diverse with their usage.

Example Usage

if (global.flag[23])
    global.flag[920]++
All Flags in UNDERTALE

The following data is sourced from tomat.dev

Volatile values are flags that are changed often at runtime, so not easy to manually set.

Bool values are true/false conditions.

Range values can be any number.

Counter values increment as the condition is met.

caution

The names in the following section are fan-given, searching for them will not net any resuts

Flag Name Type Comments
1..3 unused
4 undyne_trigger_override debug bool When 1, upon encountering Undyne, she will treat you as if you killed no monsters, even if you killed one.
5 fun range Chosen randomly when you start a new run, set to 0 after specific events.
6 hardmode bool
7 true_pacifist bool Post-Asriel fight status.
8 disable_random_encounters bool Receive Undyne's letter or kill Mettaton Neo. Needs confirmation if it works when set manually.
9 unaccessed
10 spared_last volatile bool
11 escaped_last volatile bool
12 killed_last volatile bool
13 bored_last volatile bool Let the battle take too long. Occurs only in the ruins.
14 status_dummy range 0 if you run away from the Dummy; 1 if you kill it; 2 if you talk to it, 3 if you bore it. The Mad Dummy's dialogue will be affected.
15 in_battle volatile bool
16 type_heart_transition volatile bool Occurs when triggering "quick" battles (i.e. Undyne's spears, lasers).
17..18 unaccessed
19 unused
20 animation_index volatile range
21 cooked_noodles bool
22 name_color range Set when you talk to the frog in the ruins. When sparing monsters: 0 for yellow names, 1 for white, 2 for pink. Also a small easter egg in the trash area if not equal to 0.
23 spared counter
24 escaped counter
25 dialogues_skipped counter
26 murderlevel_override debug range If set to anything other than 0, overrides the calculated murder level.
27 spared_specific bool If you spare specific opponents, certain events that occur with a high murder level won't happen. Similar to a "redemption" flag. If you spare any of those monsters, the game is less desolated.
28 fast_text_skip debug bool Keeping C pressed during dialogue will quickly skip sentences.
29 unused
30 tutorial_froggit_encountered bool
31 pushed_rock_1 bool
32 pushed_rock_2 bool
33 pushed_rock_3 bool
34 candy_taken range
35 pushed_rock_4 bool
36 spared_napstablook bool
37 waited_toriel bool Wait for Toriel to call you when she asks to stay in a room.
38..39 unused
40 greeted_toriel counter
41 flirted_toriel counter
42 call_mom_toriel bool In combination with flirted_toriel above, affects a few dialogues.
43 ruins_switches_pressed counter When greater than 25, changes the displayed text upon pressing a switch.
44 disobeyed_toriel counter Try to exit the ruins without asking Toriel about it first.
45 status_toriel range 0 when you enter Toriel's house for the first time, 1 when you try to leave the ruins, 3 when you fight Toriel, 4 if you kill her, 5 if you spare her.
46 choice_flavor range
47 status_creepy_tundra range Plays the creepy soundscape and shows Sans' shadow in the foreground.
48..49 unused
50 know_water_sausage bool Read about water sausages in Toriel's room. Makes you recognize the plant in Toriel's living room.
51 wrong_switches_pressed counter After a while, gives you a hint about which switch to press.
52 status_doggo range 1 if you kill Doggo, 2 if you throw him a stick and spare him.
53 status_dogcouple range 1 if you kill Dogamy and/or Dogaressa, 2 if you damage them first and then throw a stick.
54 status_greaterdog range 1 if you kill Greater Dog, 2 if you throw him a stick and spare him, 3 if you ignore him repeatedly.
55 status_lesserdog range 1 if you kill Lesser Dog, 2 if you pet him until his neck extends at max. If 2, room_ruins6 will be filled with broken dog structures.
56 status_snowman range 1 if you get a Snowman Piece from the snowman in room_tundra6A, 2 if you get another piece after disposing of the first one, 4 if you use the Snowman Piece in front of the him, 5 if you talk to the him when the flag is 4.
57 status_snowdrake range 1 if you laugh at Snowdrake's joke; 2 if you kill him, all future instances of Snowdrake with Chilldrakes.
58 choice_harder_puzzle range
59 spider_donations_total range
60 nicecream_donations_total range
61 unused
62 choice_ate_left_spaghetti range
63 xoxo_resets counter Affects the dialogue with Sans after the puzzle. Slightly different result if equals to 0 and M1 under the Sans category in undertale.ini is greater than 1.
64 toggled_snow_switch bool
65 got_snowpoff_gold bool
66 flirted_papyrus_fight bool
67 status_papyrus range -1..-3: be defeated by Papyrus, affects the notes he leaves you in the garage. 0 if you spare Papyrus, 1 if you kill him.
68 fought_papyrus bool
69 bpants_alt_dialogue debug bool Very slightly changes the dialogue with Burgerpants.
70 progress_tundra_battles counter
71 unused
72 status_inn range 1 if you stay a night, 2 if you stay a night with less than 80 gold and the flag set to 0.
73 stayed_inn bool
74 betrayed_gyftrot Set if you "betray" Gyftrot by putting a present after removing some gifts off him. Unaccessed
75 armor_papyrus_inquiry range Equals to the id of the armor you're wearing upon the first call. The combination of these affects the dialogue you get in Papyrus' second phone call.
76 choice_papyrus_inquiry range 0 if you tell Papyrus you are wearing the armor he specified, 1 otherwise.
77 armor_undyne_saw range Equals to the id of the armor Undyne saw you wear.
78 strong_tough_glove volatile bool Use a punchcard in battle while wearing the Tough Glove, increases attack.
79 nicecream_business bool 8 if you buy a nicecream in room_tundra8. Upon the second encounter, will affect Nicecream Guy's mood and determine whether he'll start dispensing punchcards.
80 punchcards_bought counter
81 status_shyren range 1 if you kill Shyren; 2 if you encourage Shyren to the max, affects the Amalgamate's dialogue in the room after the True Pacifist ending.
82 papyrus_sink_event_occurred bool
83 got_couch_gold bool
84 unaccessed Would affect the dialogue in room_water_mushroom, but it can't be accessed normally.
85 have_umbrella volatile bool
86 music_statue_on bool
87 unused
88 dated_papyrus counter 4 is the max, set when you complete the date.
89 dated_sans1 counter 2 is the max, set when you complete the first date with Sans at Grillbys.
90 choice_mkid_umbrella range 1 if you meet Monster Kid without an umbrella; 2 if, with flag set to 1, you get an umbrella and talk to them; 3 if, with flag set to 2, you dispose of the umbrella and talk to them again.
91 interacted_garbage_savepoint bool
92 status_stable range Would affect the status of the stable. It's cut-out content.
93 dated_napstablook range 1 if you talk to Napstablook in their house, 3 if you feel like garbage with them, 9 if you refuse to feel like garbage.
94 current_napstablook_song volatile range
95 aaron_woshua_event bool
96 conversation_emblem counter Gerson's conversation.
97 creepy_friend_seen bool Would prevent the NPC in room_water_prebird from repeating himself. Cut-out content.
98 saved_mkid range 0 if, when Monster Kid slips and is about fall, you exit the room; 1 if you let Undyne save them; 2 if you save them.
99 undyne_difficulty volatile counter Makes the fight more or less difficult, depending on a few factors (saved Monster Kid, how many times you died, etc.).
100 got_ribbon bool
101 unused
102 got_toyknife bool
103 got_bscotch_pie bool
104 got_quiche bool
105 got_tutu bool
106 got_ballet_shoes bool
107 got_artifact bool
108 got_spacefood bool
109 got_instant_noodles bool
110 got_frying_pan bool
111 got_apron bool
112 got_glamburger_trashcan bool
113 got_gold_trashcan bool
114 got_dagger bool
115 got_locket bool
116..129 unused
130 spared_froggit bool
131 spared_whimsun bool
132 spared_moldsmal bool
133 spared_loox bool
134 spared_vegetoid bool
135 spared_migosp bool
136 spared_snowdrake bool
137 spared_icecap bool
138 spared_gyftrot bool
139 spared_doggo bool
140 unused
141 spared_lesserdog bool
142 spared_greatdog bool
143 spared_aaron bool
144 spared_moldsmalx bool
145 spared_woshua bool
146 spared_temmie bool
147 spared_maddummy bool
148 spared_vulkin bool
149 spared_tsunderplane bool
150 spared_pyrope bool
151 spared_finalfroggit bool
152 spared_whimsalot bool
153 spared_astigmatism bool
154 spared_madjick bool
155 spared_finalknight bool
156 spared_endogeny bool
157..190 unused
191 conversation_toriel_pacifist counter
192 conversation_sans_pacifist counter
193 conversation_undyne_pacifist counter
194 unlock_napsta_pacifist bool Talk to Undyne until it invites you to go talk to Napstablook. They will be in their courtyard.
195 conversation_papyrus_pacifist counter
196 conversation_alphys_pacifist counter
197 conversation_asgore_pacifist counter
198 conversation_mettaton_pacifist counter
199 conversation_napstablook_pacifist counter
200 kills_area_pointer range Assigned when moving between areas. Points at the area-specific kill counter.
201 kills counter
202 kills_ruins counter
203 kills_tundra counter
204 kills_water counter
205 kills_hotland counter
206..220 unused
221 genocide_ruins bool
222 genocide_tundra bool
223 genocide_water bool
224 genocide_hotland bool
225 genocide_core bool
226..249 unused
250 nicecream_business2 volatile range Nicecream Guy's outlook of his business will depend on your interactions with him.
251 killed_undyne_ex bool
252 killed_glad_dummy bool
253 killed_snowman counter Take pieces of the snowman to kill him.
254 interacted_crosswords bool
255 robbed_snowdin bool
256 robbed_core bool
257..259 unused
260 used_recovery_item bool Affects the neutral ending.
261 interacted_fakedog bool Interact with the fake dog in the dev room.
262 delivered_seatea bool
263 delivered_cinnabun bool
264 delivered_hotdog bool
265 tem_sell_parameter1 range
266 tem_sell_parameter2 range
267 status_hotel range 1 the first time you stay at the hotel, 2 if you stay at the hotel again.
268 unused
269 allergy_tem_talked bool
270 glowshrooms_on bool Doesn't seem to have any effect, set when you turn 4 glowshrooms on in the mushrooms path puzzle.
271 fighting_sans volatile bool
272 geeettttttt_dunked_on volatile bool
273..274 unused
275 tundra_stick_broken range 1 when you walk past the stick, 2 when you walk further ahead.
276 temmie_college_paid bool
277 fun_call_occurred bool
278 completed_tile_puzzle bool Affects a dialogue with Papyrus on the phone.
279 interacted_clamgirl bool
280 conversation_elderpuzzles counter
281 status_sosorry range 1 if you kill So Sorry, 2 if you spare him.
282 encountered_glyde bool Encounter Glyde.
283 check_papyrus_kitchen_again bool After the date, go in Papyrus' kitchen. Prevents Glyde from appearing and affects the dialogue with Papyrus on the phone.
284 undyne_spears_anger bool When Undyne throws her 100th spear, be in room_water8.
285 unaccessed volatile range Something to do with the spear tile generation, but is unaccessed.
286 conversation_toriel_sms counter
287 conversation_sms_parameters volatile range Unclear specifics, but has to do with the amount of SMS you'll receive.
288 failed_defusing bool
289 stepped_green_tile bool
290..299 unused
300..311 dimensional_box_A range Equals to the id of the stored item. Used in storage scripts.
312..323 dimensional_box_B range
324..349 unused
350 status_undyne range 1 if you kill Undyne, 2 if you spare her, but don't give water to Undyne in Hotland.
351 undyne_hp_left range Equals to the HP Undyne died with. Unaccessed.
352 fought_undyne bool
353 poured_water_ground counter Affects the dialogue with Clamguy, creates a puddle after a while.
354 conversation_papyrus_calls counter
355 choice_maddummy range 0 if you don't interact with the Mad Dummy; 1 if you punch it; 2 if you don't.
356 completed_piano_puzzle bool
357 progress_water_battles counter
358 progress_water2_battles counter
359 unused
360..364 rain_parameters volatile range Seems to affect the rain's rendering.
365 unused
366 have_water volatile bool
367 disable_alphys_calls bool Reach the lab in a genocide run.
368 disable_alphys_statuses bool
369 conversation_alphys_statuses counter
370 quick_battle bool Enter a quick battle (i.e. lasers, spears).
371 laser1_off bool
372 laser2_on bool
373 laser2_off bool
374 completed_shoot_puzzle1 bool
375 completed_shoot_puzzle2 bool
376 conveyor_puzzle_variable volatile range Unclear, seems to be used as a position variable. Doesn't seem important.
377 failed_jetpack_segment bool
378 hot_dogs_money_spent range
379 conversation_hotdogs counter
380 headdogs counter Buy a hot dog with no space in your inventory.
381 reached_headdogs_limit bool Buy a hot dog with 30 hot dogs on your head.
382 muffet_bribe_price range Various values, depending on your performance, gold, etc.
383 muffet_bribe_money_spent range Total bribes.
384 unused
385 status_yellow_button range 1 if yellow button available, 2 if yellow button pressed.
386 reset_bridgeseed_puzzle range Unclear specifics, but seems unimportant.
387 won_ball_game bool Win the ball game in an extremely short time.
388 fall_animation_parameters range Something to do with the fall animation. Not worth looking into.
389 dated_undyne range 4 after you head outside of the flaming house.
390 undyne_expression volatile range Unclear, but it seems to determine the sprite for Undyne's expression.
391 choice_meal_grillby range
392 unused
393 unclear volatile range Internal to Madjick's battle.
394 unused
395 bombs_defused counter
396 fought_muffet bool
397 killed_muffet bool
398 current_elevator_floor range
399 completed_shoot_puzzle3 bool
400 completed_shoot_puzzle4 bool
401 asked_papyrus_rg bool Call Papyrus when the Royal Guards are in the room. Slightly affects the dialogue with the guards when you spare them.
402 killed_rg bool Affects the dialogue during Papyrus' and Undyne's phone call.
403 spider_sale_big_spendings bool Buy a 9999 gold spider bakery sale item. Unaccessed.
404 laser3_off bool Disable the third laser despite of Alphys' phone call.
405 conversation_wares counter Bratty and Catty's conversations.
406 conversation_mettaton counter
407 conversation_alphys counter
408 progress_hotland_battles counter
409 got_napstablook_friend_req bool
410..412 unused
413 dated_sans2 range 2 after you eat at the restaurant with Sans.
414 got_alphys_advice1 bool
415 got_alphys_advice2 bool
416 got_alphys_advice3 bool
417 got_alphys_advice4 bool
418..421 unclear volatile range Pre-castle specific flags, seem to affect whether you can proceed or not and are naturally set as you progress.
422 unused
423 progress_core_battles counter
424 turn_mettaton range 1 if you can turn Mettaton, 2 when you turn Mettaton.
425 killed_mettaton bool 1: kill Mettaton.
426 progress_core_battles2 counter Incremental values: as you battle unique monsters in the core.
427..429 unused
430 alphys_expression volatile range Unclear, but it seems to determine the sprite for Alphy's expression.
431 current_final_floor bool Determines which direction the elevator will go.
432 rode_long_elevator bool
433 unlocked_mettaton_house bool
434 choice_flamey_challenge range 1 if you remember his name, else 2.
435 status_bpants range 1 if you buy something from Burgerpants, 2 if you talk to him afterwards.
436 conversation_mtt counter Burgerpants' MTT conversation.
437 conversation_girls counter Burgerpants' conversation about Bratty and Catty.
438..439 unused
440 water_taken_amount counter
441 water_wasted_amount counter
442 got_gun bool
443 got_cowboy_hat bool
444 got_mystery_key bool
445 got_face_steak bool
446..449 unused
450 progress_early_story counter
451 unused
452 have_castle_key1 bool
453 have_castle_key2 bool
454 unlocked_latchkey bool
455 early_story_parameter1 range Seem to determine which step of the story to tell next.
456 early_story_parameter2 range
457 told_asgore_ready bool
458 experience_cosmic_garbage bool
459 riverman_destination volatile range 1..3 being the destination when talking to the riverman.
460 got_tem_village_hint bool
461 tem_boat_version volatile bool 1: the riverman's boat will be cat-shaped.
462 called_already range Allows the second part of the call to occur when calling twice. Every room has two or more conversation parts.
463..464 unused
465 papyrus_and_undyne bool After Undyne's date, calling Papyrus includes Undyne in the conversation.
466..469 unused
470 conversation_undyne_mad bool Call Papyrus and Undyne in room_fire_lasers1. Just a counter used for this specific call, allowing the third part to occur.
471..474 unused
475 killed_flowey bool Not sure about this one.
476 killed_asgore bool
477..479 unused
480 completed_truelab bool
481..492 truelab_events range Various values. Only affects what happens in the lab, used to progress through.
493 dated_alphys range 12 after you exit the true lab.
494 status_undyne_letter range 3 if you receive Undyne's Letter EX.
495 popato_chisps_bought counter
496 conversation_onionsan counter
497 got_sans_room_key bool
498 unused
499 seen_cast bool
500 fighting_asriel volatile bool
501 conversation_asriel_fight counter
502 but_it_refused volatile bool Flag 500 must be 1. Can't die.
503 dreamed_asriel_fight volatile bool
504 unused
505..508 saved_lost_soul bool
509 toggle_final_beam volatile bool Sets the HP to decimal values.
510 plot_over range 2 if you complete the True Pacifist boss fight, 1 if you talk to Asriel in the ruins after the True Pacifist boss fight.
511 conversation_asriel2 counter Progress through the conversation with Asriel in the ruins.
512 choice_left_toriel bool Determines the type of the final scene in the bedroom.
All Flags in DELTARUNE

The following data is sourced from Tenna Save Editor

Volatile values are flags that are changed often at runtime, so not easy to manually set.

Bool values are true/false conditions.

Number values can be any number.

Map values map to certain specific values as outlined in their description.

caution

The names in the following section are fan-given, searching for them will not net any resuts

Flag Name Type Description
6 TEXT_SKIP_DISABLED - Disable text skip - volatile
bool
Volatile. Prevents you from skipping text in some cutscenes.
7 DARK_WORLD_MENU_DISABLED - Disable Dark World menu - bool Prevents you from opening the Dark World menu and affects music when leaving shops.
8 SIMPLIFIED_VFX_ENABLED - Simplify VFX - bool Set from the Dark World menu.
9 BATTLE_MUSIC_STATE - Battle music - map Volatile. Allows or prevents the game from playing Rude Buster at the start of an encounter.
0 = Default state
1 = In battle
2 = Starting boss music
10 WRIST_PROTECTOR_ENABLED - Wrist Protector - bool Whether you have the Wrist Protector. Enabled by default since the Chapter 1&2 release.
11 AUTO_RUN_ENABLED - Auto-run - bool Whether you have enabled auto-run.
12 SCREEN_SHAKE_DISABLED - Disable screen shake - bool Keeps the game screen from shaking. Intended to be set from the Dark World menu.
13 OLD_ATTACK_CONTROLS_ENABLED - Old attack controls - bool Use Z, X, and C, not just Z, to time attacks.
14 BATTLE_MENU_SELECTION_REMEMBERED - Remember battle selection - bool Prevents the game from resetting your selection to "FIGHT" each turn.
15 SOUND_VOLUME - Sound effect volume - number Volume of sound effects.
16 MUSIC_VOLUME - Music volume - number Volume of music.
17 AUDIO_VOLUME - Master audio volume - number Volume of all audio.
20 OTHER_TEXT_COMMAND - Other text command - volatile
number
Volatile. Controls how some characters' overworld sprites interact with their dialogue, among other things.
21 DOOR_FREEZE_TIMER - Door freeze timer - volatile
number
Volatile. Controls timing of room fades.
22 X_SLOWING_DISABLED - Disable X slowing - bool Added in 1.08. Pressing Z while holding C in combat toggles it. Becomes debug-only in 1.09.
23 CAN_CLIMB - Climb unlocked - bool Whether you can climb walls using the Claimb Claws.
29 SUSIE_SHOW_EYES - Susie shows eyes - bool Makes Susie show her eyes at the end of Chapter 1. Ignored in Chapter 2; she shows her eyes anyway.
30 RALSEI_HAT_STATE - Ralsei hat state - map Controls Ralsei's face selection. Ignored in Chapter 2; he's hatless anyway.
0 = Hat
1 = Hood
2 = Hatless
31 LOUD_STEPS_DISABLED - Disable loud steps - bool Stops the echoing step sound found in the ?????? area, Great Door field, and Jevil's room.
32 EQUIP_COMMENTS_HIDDEN - Hide equip comments - bool Prevents Susie and Ralsei from commenting on items you give them when in room_man.
33 CHOICE_TIME_TAKEN - Choice time taken - volatile
number
Volatile. The time, in frames, you take to make a choice. Used by Sans.
34 PARTY_ACTS_DISABLED - Party ACTs disabled - bool Initialized to 1, reset to 0 when unlocking S-Action and R-Action.
35 GAME_OVER_MODE - Game over mode - map Controls what the game does on game over. Usually 0.
0 = Normal Game Over
1 = Party Dojo
2 = Immediate respawn?
36 DOJO_FAILURE - Dojo failure - bool Set when losing Party Dojo battles (i.e. when flag 35 is 1). Affects prize and dialogue.
37 DOJO_ACTIVE - Dojo battle active - bool Alters battle win text and prevents you from gaining money outside of prizes.
38 BATTLE_END_MESSAGE_DISABLED - Hide battle-end message - bool Disables the battle end message. Used for SnowGraving Berdly and Party Dojo.
39 DOJO_BATTLE_ABORTED - Dojo aborted - bool Something to do with immediately ending Party Dojo battles, also used in the Jackenstein fight.
40 VIOLENCE_COUNT - Violences - number Total number of enemies defeated through FIGHTing. Can be reduced by obtaining forgiveness from Rudinn or Hathy.
41 SPARE_COUNT - Spares - number Total number of enemies SPAREd. Unaccessed.
42 PACIFY_COUNT - Pacifies - number Total number of enemies Pacify/Sleep Mist-ed. Unaccessed.
43 UNCONTROLLED_SUSIE_VIOLENCE_COUNT - Susie auto-violences - number Violences committed by Susie while not under player control. In SURVEY_PROGRAM and Chapter 1&2 it's never set due to a bug. It is possible to get the Chapter 1 Overthrow ending even if this is 1.
44 KILL_COUNT - Kills - number Total number of enemies you killed. Includes SnowGrave and killing Pipis.
45 FREEZE_COUNT - Freezes - number Total number of enemies you froze.
49 LAST_ENCOUNTER_TP - Last battle TP - number Amount of TP gained in last encounter, used for Tenna's scoring system.
50 LAST_ENCOUNTER_OUTCOME - Last battle result - map Volatile. Contains what you did in the last encounter. For multiple enemies, priority is Violence > Spare > Pacify > IceShock.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
51 LAST_ENEMY_1_OUTCOME - Enemy 1 result - map Volatile. What you did to the top monster in the last encounter.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
52 LAST_ENEMY_2_OUTCOME - Enemy 2 result - map Volatile. What you did to the middle monster in the last encounter.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
53 LAST_ENEMY_3_OUTCOME - Enemy 3 result - map Volatile. What you did to the bottom monster in the last encounter.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
54 ENCOUNTER_RESULT_FLAG_ID - Battle-result pointer - volatile
number
Volatile. Contains a numerical value representing the current encounter, which is used to permanently store the outcome of that encounter in a flag.
55 FROZEN_ENEMY_X - Frozen enemy X - volatile
number
Volatile. Used to return enemies to the correct spot in the overworld when frozen.
56 FROZEN_ENEMY_Y - Frozen enemy Y - volatile
number
Volatile. Used to return enemies to the correct spot in the overworld when frozen.
60 DOJO_NEXT_ENCOUNTER - Dojo next encounter - map Volatile. Used to chain encounters for the Party Dojo All Stars challenge.
0 = Default state
90 = Werewires
91 = Smorgasbord
92 = Tasques + Maus
93 = Swatchlings
94 = Werewerewires
61 RECRUITING_DISABLED - Recruiting disabled - bool Prevents you from recruiting enemies in Party Dojo battles.
62 NON_NARRATIVE_BATTLE_INTRO - Non-narrative intro - bool Used when Noelle enters her first battle and when Susie wants to demonstrate UltimateHeal to not use the normal battle introduction typer.
63 LAST_ENEMY_WAS_VIOLENCED - Last enemy violenced - volatile
bool
Volatile. Triggers "You/Noelle became stronger" when violencing enemies.
64 STORAGE_CAPACITY - Storage capacity - number The amount of items you can keep in your pockets. Always 24 in Chapters 2 and 3, 36 in Chapter 4, code exists to set it to 48 in Chapter 6 and later.
65 LEVEL_UP_COUNT_CH2 - Level-ups - number The number of times you have leveled up by violently defeating an encounter. Used for certain increases that only occur every 2, 4, or 10 encounters.
66 AT_MAGIC_GAIN_COUNT_CH2 - AT/Magic gains - number The number of times your AT and Magic have increased due to leveling up (every ten encounters). Used to prevent overly increasing them when sealing the fountain.
100 OBTAINED_GLOWSHARD - Got Glowshard - bool Whether you obtained the Glowshard. Prevents it from re-appearing.
101 DARK_CANDY_TREE_1_TAKEN - First candy tree - map How much Dark Candy you've taken from the first Dark Candy tree.
0 = None
1 = One candy
2 = Both candies
102 DARK_CANDY_TREE_2_TAKEN - Second candy tree - map How much Dark Candy you've taken from the second Dark Candy tree.
0 = None
1 = One candy
2 = Both candies
103 OBTAINED_BROKEN_CAKE_PIECE - Got Broken Cake - bool Whether you took a piece of the Broken Cake.
104 OBTAINED_WHITE_RIBBON - Got White Ribbon - bool Whether you got the White Ribbon.
105 OBTAINED_IRON_SHACKLE - Got Iron Shackle - bool Whether you took the Iron Shackle.
106 ATE_MOSS_CH1 - Ate Moss - bool Whether you ate the moss in Chapter 1. Allows you to obtain the Moss Finder title.
107 OBTAINED_DANCER_REVIVE_MINT - Got the dancer-room Revive Mint - bool Whether you got the Revive Mint from the Scissor Dancers room.
108 OBTAINED_RAGGER - Got Ragger - bool Whether you got the Ragger. Affects the Royal Coat Rack's dialogue about it.
109 OBTAINED_DICE_BRACE - Got Dice Brace - bool Whether you got the Dice Brace.
110 OBTAINED_BLOXER_ROOM_MONEY - Got the Bloxer-room money - bool Whether you got the 40D$ from that room with Bloxers.
111 UNUSED_BLOXER_ROOM_REVIVE_MINT - Got Bloxer Mint - bool Whether you got a Revive Mint from that room with Bloxers. Unused because there isn't actually a Revive Mint chest in that room.
112 OBTAINED_JEVIL_REWARD - Got Jevil reward - bool Whether you got the Jevilstail/Devilsknife from a chest. It appears outside the room if your inventory is full after the battle.
113 OBTAINED_CLUBS_SANDWICH - Got Clubswich - bool Whether you got the Clubs Sandwich.
114 OBTAINED_CASTLE_REVIVE_MINT - Got the Card Castle Revive Mint - bool Whether you got the Revive Mint from that chest that appears when you interact with the portraits.
115 OBTAINED_BROKEN_KEY_A - Got Key A - bool Whether you got the Broken Key A. Also set if you defeat the Knight in Chapter 3 due to an encounterflag reuse.
116 OBTAINED_BROKEN_KEY_B - Got Key B - bool Whether you got the Broken Key B.
117 OBTAINED_BROKEN_KEY_C - Got Key C - bool Whether you got the Broken Key C.
118 OBTAINED_FIRST_GLOW_WRIST - Got the first Glow Wrist - bool Whether you got the first Glow Wrist.
119 OBTAINED_NUBERT_TREASURE - Got Nubert's Fiber Scarf - bool Whether you got the Fiber Scarf.
120 OBTAINED_SECOND_GLOW_WRIST - Got the second Glow Wrist - bool Whether you got that other Glow Wrist.
121 TENNA_ENCOUNTER_OUTCOME - Tenna - map Tracks the state of the Tenna battle.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
122 OBTAINED_TENSION_BIT - Got Tension Bit - bool Whether you got the Tension Bit.
123 OBTAINED_THIRD_REVIVE_MINT_CH2 - Got the third Revive Mint - bool Whether you got the THIRD Revive Mint.
125 UNUSED_REVIVE_DUST_FLAG - Revive Dust flag - number Unused. Intended for obtaining the Revive Dust, but overwritten by 137.
126 OBTAINED_TRASH_CAN_20_DOLLARS - Got $20 from the trash can - bool Whether you got 20D$ from the twenty-dollar trash can.
127 OBTAINED_TRASH_CAN_80_DOLLARS - Got $80 from the trash can - bool Whether you got 80D$ from the eighty-dollar trash can.
128 OBTAINED_TRASH_CAN_CD_BAGEL - Got a CD Bagel from the trash can - bool Whether you got a CD Bagel from the CD Bagel trash can.
129 OBTAINED_RAGGER_2 - Got Ragger 2 - bool Whether you got the Ragger2.
130 OBTAINED_BOUNCE_BLADE - Got Bounce Blade - bool Whether you got the Bounce Blade.
131 OBTAINED_SECOND_TRASH_CAN_20_DOLLARS - Got the second trash-can $20 - bool Whether you got 20D$ from the other twenty-dollar trash can.
132 OBTAINED_SECOND_TRASH_CAN_CD_BAGEL - Got the second trash-can CD Bagel - bool Whether you got a CD Bagel from the other CD Bagel trash can.
133 OBTAINED_ONE_DOLLAR_CHEST - Got $1 from the chest - bool Whether you got the $1 from the one-dollar treasure chest.
134 OBTAINED_PINK_RIBBON - Got Pink Ribbon - bool Whether you got the Pink Ribbon.
135 OBTAINED_CD_BAGEL_CHEST - Got the CD Bagel chest - bool Whether you got a CD Bagel from the CD Bagel treasure chest.
136 OBTAINED_SECRET_DARK_CANDY - Got the secret Dark Candy - bool Whether you got a Dark Candy from the secret Dark Candy location.
137 OBTAINED_REVIVE_DUST - Got Revive Dust - bool Whether you got the Revive Dust.
138 OBTAINED_FOURTH_REVIVE_MINT - Got the fourth Revive Mint - bool Whether you got the fourth Revive Mint from a painting.
139 OBTAINED_MANSION_GLOWSHARD - Got the Mansion Glowshard - bool Whether you got the Glowshard in Queen's Mansion, found by activating all the platters behind the door on the 2F moving vases room.
140 OBTAINED_TRASH_CAN_DARK_CANDY - Got Dark Candy from the trash can - bool Whether you got a Dark Candy from the Dark Candy trash can.
141 OBTAINED_CHAIN_MAIL - Got Chain Mail - bool Whether you got the Chain Mail armor.
142 OBTAINED_SPAMTON_REWARD - Got Spamton reward - bool Whether you got the Dealmaker/Puppet Scarf from a chest. There's one immediately after you beat Spamton, and one back at My Castle Town.
176 SOUND_OF_JUSTICE_SUSIE_ENCOUNTER_OUTCOME - Susie - map Tracks the state of the Susie-only stage of the Sound of Justice Battle, always 2.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
177 TITAN_SPAWN_ENCOUNTER_OUTCOME - Spawn - map Tracks the state of the Titan Spawn encounter.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
186 SOUND_OF_JUSTICE_KRIS_ENCOUNTER_OUTCOME - Kris - map Tracks the state of the Kris stage of the Sound of Justice Battle, always 2.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
200 RAN_IN_SCHOOL - Ran to Susie at school - bool Whether you ran to Susie in the Chapter 1 school scene. Unaccessed.
201 SOLVED_EYE_PUZZLE - Solved the eye puzzle - bool Whether you solved the eye puzzle in the ?????? area.
202 DARK_AREA_MOVEMENT_CHOICE - Susie approach - map How you proceeded once finding Susie in the ?????? area.
0 = Walked
1 = Ran
2 = Wrong way
203 SKIPPED_PROPHECY - Skipped - bool Whether you skipped Ralsei's prophecy. Lancer explains it instead.
204 RALSEI_SUBJECT_RESPONSE - Ralsei subject answer - map How you answered Ralsei when he said he had no subjects... that is, unused.
0 = Default state
1 = I'll be your subject
2 = Keep dreaming
205 RALSEI_TUTORIAL_OUTCOME - Outcome - map What happened during Ralsei's tutorial.
0 = Skipped tutorial
1 = Success
2 = Hug Ralsei (in unused version of tutorial)
3 = Beat up Ralsei
4 = Beat up dummy
5 = Continued defending
6 = Missed dummy
206 LEARNED_TO_RUN - Learned to run - bool Set to 1 whether Ralsei explains it or you demonstrate. Just prevents him from asking again.
207 MANUAL_DISPOSAL_PROGRESS - Manual disposal - map Your progress on being a terrible person. Ralsei gives you a trash can for the manual instead of a stand, in case you ever want to trash it again.
0 = Default state
1 = Dropped once
2 = Dropped twice
208 RE_CONVINCED_RUDINN - Re-convinced Rudinn - bool Whether you Convinced Rudinn after failing to do. Unused, since it works first try now.
209 SAW_FIELD_SONG - Saw the Field title card - bool Prevents you from seeing the Field of Hopes and Dreams title every single room.
210 LANCER_PRE_HATHY_DIALOGUE - Lancer dialogue - map Alters Lancer's dialogue if interacted with prior to the triple Hathy fight.
0 = Default state
1 = Talked
2 = Did not talk
211 C_ROUND_OUTCOME - Outcome - map What happened to C. Round. Can skip Ralsei telling Susie not to fight.
0 = Default state
1 = Complimented by Susie
2 = Warned
3 = Attacked by Kris/Ralsei
212 VANDALIZED_BOX_PUZZLE_STATE - Progress - map Progress on the vandalized box puzzle.
0 = Default state
1 = Initiated puzzle
2 = Failure (unused)
214 TEAM_NAME - Team name - map The name of your team.
0 = The Guys
1 = The $!$? Squad
2 = The Lancer Fan Club
3 = The Fun Gang
215 TALKED_TO_JIGSAW_JOE - Talked to Jigsaw Joe - bool Whether you talked to Joe (and were inevitably offered a tutorial). Makes him help with the Warp Door.
216 DONATED_TO_HOLE - Donated to the hole - bool Whether you put a dollar in the donation hole.
217 SOLVED_FIRST_ROUXLS_PUZZLE - Solved Rouxls's first puzzle - bool Whether you solved Rouxls's first puzzle.
218 SOLVED_SECOND_ROUXLS_PUZZLE - Solved Rouxls's second puzzle - bool Whether you solved Rouxls's second puzzle.
220 THRASH_MACHINE_HEAD - Head - map Your Thrash Machine's head.
0 = Laser
1 = Sword
2 = Flame
3 = Duck
-1 = In design
221 THRASH_MACHINE_BODY - Body - map Your Thrash Machine's chassis.
0 = Plain
1 = Wheel
2 = Tank
3 = Duck
-1 = In design
222 THRASH_MACHINE_SHOE - Shoe - map Your Thrash Machine's... well, there's a lot of variance here.
0 = Shoes
1 = Wheels
2 = Treads
3 = Duck
-1 = In design
223 THRASH_MACHINE_HEAD_COLOR - Head color - color Your Thrash Machine's head color.
224 THRASH_MACHINE_BODY_COLOR - Body color - color Your Thrash Machine's chassis color.
225 THRASH_MACHINE_SHOE_COLOR - Shoe color - color Your Thrash Machine's shoe color.
226 MADE_THRASH_MACHINE - Designed the Thrash Machine - bool Whether you designed the Thrash Machine yet.
229 LANCER_FOLLOW_DIALOGUE_PROGRESS - Lancer dialogue - map How far Lancer has followed you after joining the team.
0 = Default state
1 = Monogrammed track jackets
3 = Just chill with us
4 = Stop making fun of me
5 = Darkberry Teacakes (unused)
6 = A candy tree!
7 = My teeth are disintegrating!
8 = Does your dad seem happy?
9 = I also feel kinda...
10 = ...maybe.
11 = That's the FOUNTAIN!
12 = All we gotta do is crush them.
99 = Max value (unused)
231 JAIL_INTERACTION_COUNT - Object interactions - number The number of times you have interacted with objects while in jail. The cutscene is triggered by talking to Ralsei after 3+ interactions.
232 INTERACTED_WITH_SALSA - Interacted with the salsa stump - bool Whether you interacted with the salsa stump. NOT what you actually did; that isn't saved.
233 ASKED_ROYAL_COAT_RACK_ABOUT_CHEST - Asked the Royal Coat Rack about the chest - bool Whether you talked to the Royal Coat Rack before taking the Ragger. Changes their dialogue if you take it without asking.
234 SOLVED_CLOVER_PUZZLE - Solved the Clover suit puzzle - bool Whether you solved the suits puzzle before the Clover fight.
235 UNUSED_CLOVER_PUZZLE_BARRIER_FLAG - Clover puzzle barrier - bool Unused barrier flag for the suits puzzle before the Clover fight.
236 TALKED_TO_ALL_CLOVER_HEADS - Talked to all Clover faces - bool Set when talking to all of Clover before her fight. Alters her dialogue.
237 SOLVED_DARK_PUZZLE - Solved - bool Whether you solved the puzzle in the darknening room. It does not save if you did it without going in the middle.
238 SUSIE_BOUGHT_SNACK - Susie's snack - bool Whether Susie and Lancer bought their Hearts Donut yet.
239 CARD_CASTLE_ELEVATOR_FLOOR - Elevator floor - map Volatile. Tracks the floor you're currently on when in elevators.
0 = Basement B1
1 = Floor 1F
2 = Floor 5F
3 = ???? (JEVIL)
240 CARD_CASTLE_ELEVATOR_UNLOCKED - Unlocked - bool Whether you have unlocked the Card Castle elevator by going to floor 5F.
241 JEVIL_PROGRESS - Progress - map Your progress with JEVIL. Alters Seam's dialogue.
0 = Default state
1 = Talked to JEVIL
5 = Opened door
6 = Fought
7 = Spared
242 JEVIL_REWARD_CHEST_ITEM - Overflow chest - map The item in the chest outside JEVIL's room, if you don't have enough storage space for it. See also flag 112.
0 = Default state
1 = Devilsknife
2 = Jevilstail
243 RUDINN_DIALOGUE_OUTCOME - Rudinn - map The status of your talking to Rudinn in Card Castle. Special dialogue if set to 3 but you then hurt Rudinns.
0 = Default state
1 = Apologized
2 = Did not apologize
3 = Did not need to apologize
244 TALKED_TO_HATHY - Talked to Hathy - bool Whether you talked to Hathy in Card Castle. Only set if you had two or fewer Hathy kills.
245 SUMMONED_BLUH_CHEST - Summoned the Bluh Chest - bool Whether you interacted with all four Bluh Paintings, summoning the Bluh Chest.
246 CHECKED_K_ROUND - Checked K. Round - bool Whether you Checked K. Round the first time, changing its act to Checkers (including in the second fight).
247 SPARED_KING - Spared King - bool Whether you exhausted King rather than fighting him.
248 VIOLENT_ENDING_CH1 - Violent ending - bool Whether you got the bad (beat people up) ending in Chapter 1. Minor dialogue differences in Castle Town.
249 SPARED_LANCER - Spared Lancer and Susie - bool Whether you spared Lancer and Susie.
250 THRASH_MACHINE_REMATCH_COUNT - Rematches - number The number of times you fought Lancer and Susie, thus requiring them to blow up a Thrash Machine. Unique dialogue at 1 and 2.
251 SHORTCUT_DOOR_HELP - Warp Door restored - bool Whether Jigsaw Joe helped restore the Warp Door. No functional change.
252 INSPECTED_BEDS_CH1 - Inspected the beds - bool Whether you inspected all four beds in Chapter 1, becoming a Bed Inspector.
253 TRADED_TOP_CAKE - Traded the Top Cake - bool Whether you returned the TopCake, receiving a SpinCake in its place.
254 TALKED_TO_STARWALKER_CH1 - Talked to original  *Starwalker* - bool Whether you talked to the original Starwalker. That's foresight.
255 RUDY_DIALOGUE_PROGRESS_CH1 - Dialogue progress - map Progress talking with Rudolph Holiday in Chapter 1.
0 = Default state
1 = Noelle left
2 = Talked to Rudy
256 TALKED_TO_BERDLY_AT_HOSPITAL_WINDOW - Talked to Berdly at the hospital window - bool Whether you talked to Berdly about visiting the hospital window to have something thrown at him. Slightly alters his dialogue about How to Draw Dragons.
257 PUT_FINGERS_IN_PICNIC_TABLE - Put fingers in the picnic table - bool Whether you tried to put your fingers in the picnic table.
258 ONION_STATUS_CH1 - Friendship - map Onion's status.
0 = Default state
1 = Talking (volatile)
2 = Befriended
3 = Rejected
259 ONION_PLAYER_NAME - Your name - map The name you told Onion was yours.
0 = Default state
1 = Kris
2 = Hippopotamus
260 ONION_NAME - Onion's name - map The name you told Onion was theirs.
0 = Default state
1 = Onion
2 = Beauty
3 = Asriel II
4 = Disgusting
261 QC_DIALOGUE_PROGRESS_CH1 - Dialogue progress - map Tracks your talking with QC.
0 = Default state
1 = Received Hot Chocolate
2 = Full inventory
262 BOUQUET_QUEST_PROGRESS_CH1 - Bouquet quest - map Progress toward failing to redeem Toriel and Asgore's relationship in Chapter 1.
0 = Default state
1 = In flower shop
2 = Received bouquet
3 = Gave to Toriel
4 = Disposed of
263 ASGORE_FRIDGE_EGG_STATUS - Fridge egg - map The Chapter 1 egg status, with regards to Asgore's fridge. Each stage correlates with an egg quantity in the fridge.
0 = (0) Default state
1 = (1) Egg dropped/fridge inspected eggless
2 = (2) Egg put in fridge
264 ASGORE_STAIRS_ENTRY_X - Asgore stairs door side - volatile
number
Volatile. Persists the different door sides when going upstairs in Asgore's fridge via Kris's x-coordinate.
265 TALKED_TO_CATTY_CH1 - Talked to Catty - bool Whether you talked to Catty in Chapter 1.
267 UNUSED_TORIEL_DIALOGUE_PROGRESS - Toriel talk - map Progress talking to Toriel in an unused variant.
0 = Headband
1 = Go to bed
-10 = Kris...?
268 CALLED_TORIEL_FROM_HOME - Called home from house - bool Whether you called Toriel's home phone, while at home. Unaccessed.
269 TALKED_TO_ALPHYS_CH1 - Talked to Alphys - bool Whether you met Alphys after school in Chapter 1. Alters her dialogue the morning of Chapter 2.
270 TALKED_TO_UNDYNE_CH1 - Talked to Undyne - bool Whether you met Undyne in Chapter 1.
271 BURGERPANTS_DIALOGUE_PROGRESS_CH1 - Burgerpants - map Progress chatting with BurgerPizzaSodaCandyPants.
0 = Default state
1 = Mask off
2 = Talked
272 TORIEL_CALL_COUNT - Toriel calls - number The number of times you called Toriel after school. If zero when leaving the school, she calls you instead, incrementing the flag.
273 SANS_DIALOGUE_PROGRESS_CH1 - Dialogue progress - map Progress chatting up the funny bone man in Chapter 1.
0 = Default state
1 = Talked
2 = Invited over
274 SANS_PHONE_PROGRESS - Phone number - map Your progress toward being called an idiot baby.
0 = Default state
1 = Received number
2 = Called
275 IDIOT_BABY_STATUS - Idiot baby - map What you are.
0 = None
1 = Idiot
2 = Baby
3 = Idiot Baby
276 NOELLE_DIALOGUE_PROGRESS_CH1 - Dialogue progress - map Your progress talking to Noelle outside her house in Chapter 1. If 2, she gives Susie the Light Candy in Chapter 2.
0 = Default state
1 = Talked
2 = Talked about Susie
277 HOME_RETURN_COUNT_CH1 - Returns - number The number of times you have returned home at the end of Chapter 1. Special dialogue at 0, 1, and 7; stops counting at 8.
278 USED_RUDY_SINK_CH1 - Used Rudy's sink - bool Whether you used the sink in Chapter 1 (of the 1&2 demo). Rudy comments on you "loving that sink".
279 LOADED_LEGACY_FILE - Loaded legacy file - bool Set to 1 while loading a Chapter 1 file (which has different room offsets). If 1 on an old file, you might load into a Chapter 2 room.
280 SHADOW_CRYSTAL_USE_CH1 - Shadow Crystal usage - map Your Shadow Crystal usage in Chapter 1. Unique dialogue if less than 2.
0 = Default state
1 = Saw toys
2 = Not useful
281 GLASS_USE_ALONE_CH1 - Glass usage without Susie - map Your Glass usage without Susie around/in Chapter 1.
0 = Default state
1 = Saw through hand
2 = Not useful (Ch1)
290 SOLVED_DICE_BRACE_PUZZLE - Solved the Dice Brace puzzle - bool Whether you solved the suits puzzle to obtain Dice Brace.
291 FOREST_MAZE_PROGRESS - Forest maze progress - volatile
number
Volatile. Counts the number of correct rooms you've gone through in the maze. Find Susie at 4, done at 9.
292 FOREST_MAZE_FAILURE_COUNT - Forest maze wrong turns - volatile
number
Volatile. Counts how much you've taken the wrong choice in the forest maze. Jumps straight to 3 (dead end) if you got lost before or found Susie.
293 LANCER_DEAD_END_COUNT - Lancer dead ends - number The number of times you found the Lancer dead end.
294 SUSIE_DEAD_END_COUNT - Susie dead ends - number The number of times you found the Susie dead end.
295 TALKED_TO_TOPCHEF_AFTER_RETURNING_TOP_CAKE - Talked to Topchef after returning the Top Cake - bool Whether you talked to Topchef in the pacifist end after returning the Topcake. He thinks Susie is Clover's mom.
296 VISITED_JAIL - Visited jail - bool Whether you visited the jail. No effects in the Chapter 1&2 demo.
300 HUGGED_DUMMY_CH2 - Hugged - bool Whether you hugged the dummy in Chapter 2. Some slight dialogue changes.
301 KING_JAIL_DIALOGUE_PROGRESS - King dialogue - map Whether you talked to King in jail before visiting Cyber World.
0 = Default state
1 = Talked
2 = Left
302 TOY_DELIVER_PROGRESS - Toy delivery - map Your progress in delivering Ralsei's first batch of subjects.
0 = Default state
1 = Ball on head
2 = Toys delivered
303 BEEN_CALLED_NORMAL - Saw Alphys and Toriel talk - bool Whether you saw Alphys and Toriel talking about you. Alters Toriel's dialogue if called.
304 SUSIE_ATE_CAKE - Susie ate the cake - bool Whether Susie ate Ralsei's entire cake (yet).
305 TOLD_MOM_STUDYING - Told Toriel about studying - bool Whether you told Toriel you were going to be studying with Susie over the phone, with or without mentioning the trash orb.
306 TOLD_MOM_ORB - Called Toriel with the trash orb - bool Whether you called Toriel while just around the corner with a trash orb on your head. Also sets flag 305.
307 PLUSH_RECIPIENT - Plush recipient - map Records who you gave the plush to. In pre-1.08 versions, there's a bug resetting it to 1 before the acid river ride
0 = Default state
1 = Ralsei
2 = Susie
3 = Noelle
4 = Berdly
308 SAW_EGGS_HUSBAND - Saw the Asgore egg scene - bool Whether you've seen Asgore make a fool of himself in public.
309 SPAMTON_QUEST_PROGRESS - Quest progress - map Your progress in learning about the power of NEO.
0 = Default state
1 = Spared Spamton
3 = Purchased KeyGen
4 = Used KeyGen
5 = Entered basement
7 = Disk Loaded
8 = Disk inserted
9 = Defeated Spamton NEO
310 FIRST_CHEESE_DESTROYED - First cheese destroyed - bool Whether the first cheese on the left was destroyed.
311 DESTROYED_CHEESE_ALONE - Triggered first cheese alone - bool Whether you triggered the first cheese without Noelle, prompting slightly different text when interacting with it.
312 TALKED_TO_SEAM_CH2 - Talked to Seam - bool Set when you talk to Seam in Chapter 2, preventing them from repeating themselves.
313 OBTAINED_SPINCAKE_CH2 - Got SpinCake (fresh) - bool Whether you received a fresh Spincake since Chapter 2.
314 MR_SOCIETY_LEFT - Mr. Society - bool Whether Mr. Society, the bishop, flew up the cliff after being talked to.
315 SAW_SHELTER_SCENE - Saw the shelter scene - bool Whether Monster Kid and Snowy fled Susie at the bunker. They go home.
316 SAW_HOSPITAL_SCENE - Saw hospital scene - bool Whether Noelle went home in Chapter 2 yet (yes, either route).
317 POLICE_SCENE_PROGRESS - Dogs - map Tracks the state of the police station dog scene.
0 = Default state
1 = Dogs escaped
2 = Alarm playing
319 FERRIS_WHEEL_SCENE_PROGRESS - Ferris wheel scene state - map Tracks progress through the Ferris wheel scene.
0 = Default state
1 = On Ferris wheel
2 = Off Ferris wheel
3 = WHAT? WHAT? WHAT?
320 SAW_KING_QUEEN_REUNION - Saw King and Queen reunite - bool Whether you've seen the touching reunion of King and Queen.
324 SPAMTON_STRESS_RESPONSE - Post-NEO stress response - map What you said- made Kris say- after fighting Spamton NEO.
0 = Default state
1 = OK
2 = Not OK
325 RALSEI_PHOTO_STATE - Photo - map The purty picture you took with Ralsei. Affects his title and whether he hugs Kris after Spamton NEO.
0 = Default state
1 = Hugged
2 = Peace sign
3 = Rude gesture
4 = No pose
326 ROUXLS_PIRATE_HAT - Rouxls wearing pirate hat - bool Whether Rouxls Kaard is currently wearing a pirate hat.
327 SEATED_HEAD_HATHY_WITH_WEREWEREWIRE - Seated Head Hathy with Werewerewire - bool Whether you interacted with a Head Hathy or Werewerewire together at the cafe. Alters Werewerewire narration if subsequently moved away from Head Hathy.
329 TALKED_TO_SPAMTON_ABOUT_KNIGHT - Talked to Spamton about the Knight - bool Whether you talked with Spamton about the Knight, changing his talk option to Friends.
330 FOUND_TASQUE_SWITCH - Found the Tasque-maze switch - bool Whether you found the switch that controls the faint hint in the Tasque maze.
331 SAW_FERRIS_SCENE - Saw the Ferris wheel scene - bool Set to 1 after the Ferris wheel scene, even if skipped.
332 FOUND_MAZE_SWITCH - Found the old maze switch - bool Whether you found the old variant of the Tasque-maze switch.
333 SOLVED_AGREE2ALL_PUZZLE - Solved AGREE2ALL puzzle - bool Whether you solved the AGREE2ALL puzzle.
335 SHOVEL_DOOR_OPEN - Opened the shovel door - bool Whether you opened the door to the room filled with 999 shovels.
336 SUSIE_AVOID_ALPHYS - Susie avoiding Alphys - bool Whether Susie is waiting due east of you rather than come close to Alphys.
337 ALVIN_DIALOGUE_PROGRESS - Alvin - map Tracks how much you talk to Alvin about his father and the hammer, and whether he mumbles to himself as you leave.
0 = Default state
1 = Talked once
2 = Talked twice
3 = Heard mumbling
339 FOUND_BASEMENT_SWITCH - Found the basement switch - bool Whether you activated the secret backdoor to the mansion's basement. Alter's Hacker's dialogue.
340 FOUND_SHORTCUT_OUT - Found the basement shortcut - bool Whether you flipped the less-secret switch to connect the basement to the foyer. Also set on entry into the foyer on Snowgrave.
341 SUSIE_AVOID_CATTI - Susie avoiding diner - bool Whether Susie has told you she isn't going into the diner (Catti's working there!)
342 CHOCOLATE_RECIPIENT - Chocolate recipient - map Who did you give the Box of Heart-Shaped Chocolates to?
0 = Default value
1 = Ate alone
2 = Shared with Susie
3 = Gave to Alphys
4 = Returned to Sans
343 MADE_HIGH_FIVE - Made the giant high-five - bool Whether you pulled the lever to make a giant high-five and progress the swan ride.
344 SOLVED_FIRST_SAUCER_PUZZLE - Solved first saucer puzzle - bool Looks to be set to 1 when completing the first shell game-style saucer puzzle.
345 SAW_TOILET_STATUE - Checked the Berdly toilet statue - bool Whether you interacted with the Berdly statue in the toilet. Spawns the NPC outside waiting for the statue to finish in there.
346 SOLVED_SAUCER_SHORTCUT - Solved the saucer shortcut - bool Whether you've unlocked a shortcut in Mansion by doing a saucer puzzle. I don't know which.
347 SEEN_STATUE_COUNT - Toilet statue interactions - number The number of times you interacted with the Berdly statue with Noelle with you. She has unique comments up to 8 on how obsessed you are with it.
349 FROZEN_CHICKEN - Froze the chicken - bool Whether there is a large ice crystal you cannot see into blocking the way.
350 FEDORA_PLUGBOY_WEREWIRED - Werewired Fedora Plugboy - bool Whether you walked far enough away for the fedora'd Plugboy to get Werewired offscreen.
351 UNUSED_CYBER_MAZE_HINT - Queen screen maze hint - bool Unused flag for a hint popup in room_dw_cyber_maze_queenscreen.
352 SOLVED_VIROVIROKUN_DODGE - Solved Viro Dodge - bool Whether you got the key in room_dw_cyber_viro_ring.
353 SEAM_TWO_CRYSTALS_DIALOGUE_PROGRESS - Talk Two Crystals - map How much you've talked to Seam since obtaining both Shadow Crystals.
0 = Default state
1 = Gave both
2 = Talked about mantle
354 CD_BAGELS_PURCHASED - CD Bagels - number The number of CD Bagels you purchased from K_K. He stops selling them at six, in case somebody orders 400.
356 LANCER_CARED_FOR - Cared for Lancer - bool Whether statue-Lancer has been pushed to the table and given his adorable bib.
357 RECRUITED_HACKER - Recruited - bool Whether you talked to Hacker after collecting all three Blue Checksmarks.
358 ENTERED_BASEMENT_COUNT - Basement entries - number Tracks how many times you entered the basement alone. Does not go past 1 until you've seen Susie stealing Ralsei's glasses, after which it gets set to 2.
359 MET_HACKER - Met Hacker - map Whether you talked to Hacker. Note that the 2 state isn't directly used; see flag 357.
0 = Default state
1 = Talked
2 = Recruited
360 APPROACHED_CHEESE_MAZE - Approached Cheese Maze - bool Whether you've approached the cheese maze, destroying the lone cheese or triggering Noelle dialogue if it's already destroyed.
361 DID_RIGHT_CHEESE_FIGHT - Did Right Cheese Fight - bool Unused right-cheese encounter flag.
362 MAUSWHEEL_DEFEATED - Defeated Mauswheel - bool Whether you defeated Mauswheel on the normal route, freeing the Swatchlings.
366 TASQUE_RELEASED - Released Tasque - bool Makes one particular Tasque persist after leaving the wall screen in Field.
367 OBTAINED_CHESTMARK - Got Chestmark 1 - bool Whether you got the Blue Checksmark from a treasure chest.
368 SOLVED_MICE_2 - Solved Mice 2 - map Progress on solving the second mice puzzle.
0 = Default state
1 = Forcefield down
0.5 = Mice in hole
369 NOELLE_SAW_RALSEI_AND_SUSIE - Had Noelle see Ralsei and Susie - bool Whether Noelle gave her one-time dialogue about seeing Ralsei and Susie having fun.
370 SOLVED_MANSION_TRAFFIC - Solved Mansion Traffic - bool Whether the traffic challenge at the end of floor 1F was completed, opening the room with the backdoor switch.
371 FOUGHT_TASQUE_MANAGER - Fought Tasque Manager - bool Whether you fought Tasque Manager.
373 UNLOCKED_EAST_BASEMENT - Unlocked East Basement - bool Whether you disabled the forcefield in the basement with the final boss. Yeah, the teacups.
374 MICE_RECEIVED_20_DOLLARS - Gave the mice $20 - bool Whether the mice got $20. Alters Mousemillian's dialogue.
375 MICE_RECEIVED_1_DOLLAR - Gave the mice $1 - bool Whether the mice got $1. Alters Mousemillian's dialogue.
376 SWATCHLING_VASE_ROOM_PROGRESS - Vase room - map Progress in the room with the Swatchling and the bridges and the unavoidable vase.
0 = Default state
1 = Swatchling freed
2 = Vase spawned
377 MOUSE_LOTTERY_RESULT_1 - Mouselottery Solved - bool Whether the mice have triggered the blue house.
378 MOUSE_LOTTERY_RESULT_2 - Mouselottery Solved 2 - bool Whether the mice have triggered the red house.
379 NOELLE_BEAT_FEAR - Helped Noelle overcome her fear - bool Whether Noelle stopped being afraid of mice.
380 CALLED_MOM_AFTER_LAB - Called Mom After Lab - bool Whether you called Toriel after leaving the computer lab. Prevents her from repeating her dialogue.
381 DOG_OPENED_DOOR - Had the dog open the door - bool Whether the dog, ah, forced open the double door in the bajillion platters room in the mansion.
382 DINING_HALL_COMPLETE - Completed the dining hall - bool Whether you finished the ultimate dining hall puzzle.
383 SOLVED_FORCEFIELD_1 - Solved Forcefield 1 - bool Whether you successfully activated both switches in the first forcefield puzzle, disabling it forever.
384 FOUGHT_CHEESE_MAZE - Fought Cheese Maze - bool Whether you touched the cheese maze, triggering an encounter and destroying it.
385 VASE_BALANCING_OUTCOME - Balance Pot Status - map What happened in the vase-balancing minigame.
0 = Default state
1 = Dropped pot
2 = Success
386 VISITED_SPAMTON - Visited Spamton - map Prevents you from getting repeat dialogue every single time you visit Spamton's shop.
0 = Default state
1 = First time in shop
2 = Exited
387 RETURNED_CASTLE_TOWN - Saw Queen introduce herself to Castle Town - bool Whether you've seen Queen introduce herself to Castle Town.
388 OBTAINED_NO_RECRUITS - Sealed the Fountain with no recruits - bool Whether you sealed the Fountain with no recruits at all, on the normal route anyway.
389 FOUGHT_BRIDGE_WEREWIRE - Fought Bridge Werewire - bool Whether you fought the Werewire in the acid lake bridge room, unlocking the Revive Dust chest.
390 SOLVED_APPLE_PUZZLE - Solved Apple Puzzle - bool Whether you unlocked the way to NUBERT'S TREASURE.
391 ENCOUNTERED_FIRST_VIROVIROKUN - Fought First Viro - bool Tracks whether you've encountered the first Virovirokun. When set, it will fly around in a circle instead of staying still.
392 MANSION_THIRD_FLOOR_SHORTCUT_UNLOCKED - 3F bookcase shortcut (Snowgrave) - bool Unlocks a mansion shortcut early on the Snowgrave Route.
393 STOLE_SUSIE_STATUE - Stole Susie statue - bool Whether you stole the Susie statue from Noelle's room.
394 STOLE_ICE_E_STATUE - Stole Ice-E statue - bool Whether you stole the Ice-E statue from Noelle's room.
395 OPENED_SIDE_A_PAINTING - Opened Side A painting - bool Whether a painting opened a passageway.
396 OPENED_SIDE_PAINTING_B - Opened Side B painting - bool Whether a painting opened a passageway.
397 ACTIVATED_QUEEN_PAINTINGS - Activated Queen's paintings - bool Whether Queen warned you not to take your eyes off her paintings, and activated the painting fireballs.
398 ACTIVATED_MINT_PAINTING - Activated mint painting - bool Whether you activated the Revive Mint painting with a different painting.
399 ACTIVATED_PAINTING_EXIT - Activated the painting exit - bool Whether you disabled a fire painting blocking the exit by interacting with a different painting.
400 MANSION_VASE_TUTORIAL_PROGRESS - Vase Intro Status - map Your progress in learning the basics of Queen's Mansion.
0 = Default state
1 = Learned rules
2 = Broke vase
407 OBTAINED_CHESTMARK_2 - Got Chestmark 2 - bool Whether you got the second Chest-Checksmark.
408 SAW_SWEET_CAPN_CAKES_FLYBY - Saw Sweet Cap'n Cakes fly by - bool Whether you saw Sweet Cap'n Cakes fly by after fighting them.
409 INSPECTED_KRIS_BED - Inspected Kris's bed - bool Whether you inspected your own bed. Necessary to retain your Bed Inspector title.
410 INSPECTED_SUSIE_BED - Inspected Susie's bed - bool Whether you inspected Susie's bed. Necessary to retain your Bed Inspector title.
411 INSPECTED_LANCER_BED - Inspected Lancer's bed - bool Whether you inspected Lancer's bed. Necessary to retain your Bed Inspector title.
412 INSPECTED_CLOVER_BED - Inspected Clover's bed - bool Whether you inspected Clover's bed. Necessary to retain your Bed Inspector title. Only obtainable on v1.09+ due to a bug.
413 INSPECTED_NOELLE_BED - Inspected Noelle's bed - bool Whether you inspected Noelle's bed. Necessary to retain your Bed Inspector title.
414 BED_INSPECTOR_CH2 - Earned Bed Inspector - bool Whether you retained your Bed Inspector title. That is, got slightly different Noelle bed dialogue. Only obtainable on v1.09+ due to a bug.
415 MICE_ATTACK_REASON - Mice Attack Reason - map What you told Noelle about the mice attacking her. The question was, "What do I look like, the girl from the Nutcracker?"
0 = Default state
1 = They like you
2 = Unknown
3 = You look like her
416 TRIGGERED_CYBER_FIELD_TEMP_SAVE - Triggered Field Tempsave - bool Whether you returned to the Cyber Field hub after defeating Sweet Cap'n Cakes and triggered a tempsave.
417 TRIGGERED_TRASH_ZONE_TEMP_SAVE - Triggered Trash Tempsave - bool Whether you reached Cyber City by falling into the dump and triggered a tempsave.
418 OBTAINED_SHOE - Got Shoe - bool Whether you got a free sample from Cyber Shoes. Alters Lancer's dialogue and prevents a Mansion tempsave from happening (reused flag).
419 TASQUE_MANAGER_RESPONSE - Tasque Manager Response - map Whether you got all or most of Tasque Manager's questions correct. She starts with 100% if all, 50% if you miss the last due to her phrasing.
0 = Default state
1 = All correct
2 = Thought alphabetical
420 SOLVED_GIASFCLFEBREBREBEHR_PUZZLE - Solved the typing puzzle - bool Whether you solved the Giasfclfebrebrebrebehr typing puzzle, earning the third Blue Checksmark.
421 NOELLE_RELATIONSHIP_RESPONSE - Noelle Friend - map Whether you told Noelle you were "something else." Necessary for Snowgrave.
0 = Friends
1 = Something else
422 TALKED_TO_METTATON_CH2 - Talked to Mettaton - bool Whether you talked to Mettaton in Chapter 2. They don't repeat themselves.
423 STOLEN_BAGELS - Stolen Bagels - number How many CD Bagels you stole on the Snowgrave Route (0-4).
424 TALKED_TO_ONION_CH2 - Talked to Onion - bool Whether you talked to Onionsan in Chapter 2.
425 ONION_WAS_MISSED - Missed - map What you told Onion.
0 = Default state
1 = Missed
2 = Did not miss
426 SWATCHLING_COMBO - Swatchling fight combo - map Volatile. The current combination of Swatchlings you are fighting. Later ones are harder, generally.
0 = ROB
1 = BGY
2 = ROY
3 = BYR
4 = RBY
5 = BYG
6 = RYB
7 = BRY
8 = YGO
-1 = RRB
427 UNLOCKED_MINT_CHEST - Unlocked the mint chest - bool Whether Virovirokun triggered the hidden path to the Revive Mint chest.
428 SAW_SWEET - Saw Sweet - bool Whether you saw Sweet right after the first teacup ride. Prevents him from appearing multiple times.
429 STATUE_SINK_PROGRESS - Statue sink - number The amount by which the statue of Queen has sunk into the acid, in frames, so it persists even if you leave.
430 TOOK_AZZY_MONEY - Took Asriel's $5 - bool Whether you took five bucks from Asriel's drawer.
431 TALKED_TO_JIGSAW_JOE_CH2 - Talked to Jigsaw Joe - bool Whether you talked to Jigsaw Joe yet in the Party Dojo, which he introduces.
432 TOLD_TO_EXPLORE - Told To Explore - bool Whether Ralsei told you and Susie to explore the Castle Town yet.
433 TOLD_TO_RUN_CH2 - Told to run - bool Whether Susie reminded you that you can run in this game (if you fail to do so in the chapter).
434 HEARD_SPAMTON_DEAL_EXPLANATION - Heard Spamton explain the deal - bool Whether Spamton told you about our deal and the machine in the basement. Prevents him from skipping it if you buy KeyGen first.
435 HOUSE_GAME_WINNER - House Game Winner - map Who won Rouxls's house minigame.
0 = Default state
1 = Rouxls
2 = Kris
3 = Draw
436 CALLED_MOM_BUSY - Called home during the ending - bool Whether you called home during the Chapter 2 end sequence. Unique dialogue the first time, then everyone's too busy to pick it up.
437 FESTIVAL_COMPANION_RESPONSE - Fave Party Member 2 - map Who you told Susie you would take to the festival in the Chapter 2 end cutscene. Unaccessed.
0 = Default state
1 = Noelle
2 = Ralsei
3 = Susie
4 = ...
438 TUTORIAL_VIROVIROKUN_LOCATION - Tutor Viro Location - map Where you fought the tutorial Virovirokun. Persists its ice statue in Snowgrave.
0 = Default state
1 = Progressed
2 = Backtracked
439 DEPOSITED_EGG_CH2 - Deposited the egg - bool Whether you put the egg in the egg basket in Sans's store.
440 INTERACTED_WITH_FERRIS_POSTER - Checked the Ferris wheel poster - bool Whether you interacted with the Ferris wheel poster with Noelle. One-time event.
441 TALKED_TO_DATING_SHOES_ADDISON - Talked to the Dating Shoes Addison - bool Whether you talked to the Addison selling Dating Shoes. One-time event. See also flag 421.
442 LEARNED_TEACUPS - Learned the teacup controls - bool Whether you've taken your first teacup ride and possibly gotten a tutorial on operating it.
443 TOLD_SAVE_TOWN - Heard Ralsei explain saving - bool Whether Ralsei told you to feel free to SAVE and take a break in Castle Town.
444 TOLD_VISIT_TOWN - Heard Susie suggest Castle Town - bool Whether Susie told you to go back and check out Castle Town, if you went down south first.
445 READ_CLEANING_POSTER - Read the cleaning poster - bool Whether you interacted with the poster for Queen Cleaning Agent with Noelle behind you. Interesting dialogue exclusive to non-Snowgrave.
446 WENT_WEIRD_DOOR - Went Weird Door - bool Whether you brought Noelle all the way back to the gray door. Unique dialogue about its creepiness, but not required for Snowgrave.
447 BROKE_BALLOON_CHEESE - Broke Balloon Cheese - bool Whether the balloon cheese, found right before the mice basket puzzle, was dropped.
448 FINISHED_BIG_FORCEFIELD - Finished Big Forcefield - bool Whether you finished and disabled the right-side forcefields in that room where Noelle stands on a button forever.
449 EASTER_EGG_FORCEFIELD - Triggered the forcefield easter egg - bool Whether you disabled the Easter egg forcefield (with the balloons) by all getting in one teacup.
450 BALLOON_TEACUP_EASTER_EGG_PROGRESS - Teacup easter egg - map Progress in the balloon-teacup Easter egg.
0 = Default state
1 = Read sign
2 = Rode teacups
451 TALKED_TO_SANS_ABOUT_PAPYRUS - Talked to Sans about Papyrus - bool Whether you talked to Sans about Papyrus in both chapters 1 and 2; talking in Chapter 2 only isn't saved.
452 TOLD_WRONGWAY - Told Wrongway - bool Whether Noelle questioned if you were going the right way while backtracking further into the trash zone.
453 TALKED_TO_SPAMTON_BEHIND_BASEMENT_DOOR - Talked to Spamton behind the basement door - bool Whether you talked to Spamton through the basement door while he was changing forms. He doesn't repeat himself.
454 OBTAINED_DEALMAKER - Got Dealmaker - bool Whether you spared Spamton NEO.
455 RIDE_WITH_ME - Ride With Me - bool Whether you said "Noelle will ride with me" on Snowgrave. Unaccessed.
456 DEFEATED_SNOWGRAVE_NEO - Defeated SnowGrave NEO - bool Whether you defeated Spamton NEO on Snowgrave.
457 SPARED_BERDLY_ALL_THREE_TIMES - Spared all three - bool Whether you spared Berdly all three times, keeping him from breaking his arm.
458 HOUSES_HIT - Houses hit - number The number of houses you hit with the swan boat, converted to TP at the start of the Rouxls fight. Maximum 7.
459 PUT_DISK_MANNEQUIN - Put the disk in the mannequin - bool Whether you tried to put the LoadedDisk into the Mannequin. It doesn't repeat.
460 OBTAINED_JEVIL_HOLE - Got the Jevil-hole item - bool Whether you got the Jevil item from the Castle Town hole. Accessed, but not necessary.
461 INTERACTED_WITH_SINK_CH2 - Used the sink - bool Whether you interacted with Rudy's sink in Chapter 2. See also flag 278.
462 CARS_HIT - Cars hit - number The number of cars you hit. If less than 3 and you're otherwise pacifistic enough, you get the Castle Town tiny car.
463 READ_CYBERPEDIA - Read the Cyberpedia - bool Whether you read Ralsei's editable Cyberpedia entry.
464 TALKED_TO_SWATCH_ABOUT_TOPCHEF - Talked to Swatch about Topchef - bool Whether you talked to Swatch in the Castle Town Cafe about removing Topchef. Poor man.
465 CAR_PART_COMPLETED - Completed the car section - bool Whether you completed the car sequence. You can't get the tiny car on Snowgrave, even with all recruits, because of this.
466 JUNKBALL_DROPPED - Dropped the junk ball - bool Whether you dropped the Ball of Junk at any point. Unaccessed.
467 CHESTMARK_OPENED - Opened Chestmark - bool Keeps you from opening the Chestmark chest multiple times.
468 SPAMTON_NO_ROOM - Spamton No Room - map Whether you had no room after defeating Spamton NEO. Spawns the chest.
0 = Default state
1 = No room Pacifist
2 = No room Snowgrave
469 CANT_GO_BACK_TIP - Saw the no-return tip - bool Whether the save point reminded you that you can't go back to the Cyber World if you overwrite your save in Castle Town. Consider this carefully!
500 RUDINN_FIGHT_COUNT - First Rudinn fight count - number The number of times you've fought the first Rudinn. Changes its encounter text.
501 TRIPLE_HATHY_OUTCOME - Triple Hathy encounter state - map Tracks an unused room_field2 encounter state and related dialogue.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
502 PONMAN_FIGHT_COUNT - Ponman fight count - number The number of times you fought Ponmen. Minor changes to the overworld chasing Ponmen.
503 SUSIE_COMPLIMENT_COUNT - Susie complimented Rudinn Ranger - bool Whether Susie has attempted to compliment Rudinn Ranger. Free ham sandwich day does not repeat.
504 SUSIE_FLIRT_COUNT - Susie flirt attempts on Head Hathy - number The number of times you used X-Flirt on Head Hathy. She tries the first time, makes Ralsei try the second, and you take over from the third.
505 FOUGHT_RABBICK - Fought Rabbick - bool Whether you fought any Rabbicks. If so, they run slower in the forest maze. Also set when you fight Clover.
506 FOUGHT_BLOXER - Fought Bloxer - bool Whether you fought Bloxer. If so, they don't chase you as diligently.
507 FOUGHT_RUDINN_RANGER - Fought Rudinn Ranger - bool Whether you fought Rudinn Ranger. If so, they don't chase you at all.
508 FOUGHT_HATHYX - Fought Head Hathy - bool Whether you fought Head Hathy. If so, they don't chase you at all.
509 PIPPINS_BRIBE_ACT_COUNT - Pippins Ralsei ACT - number Number of Bribe ACTs used on Pippins. Unique dialogue first time.
510 PIPPINS_CHEAT_ACT_COUNT - Pippins Susie ACT - number Number of Cheat ACTs used on Pippins.
511 USED_S_ACTION_ON_SHUTTAH - Used Susie's ACT on Shuttah - bool Whether you've used S-Action during a Shuttah battle. Randomizes flavortext on repeat.
512 USED_R_ACTION_ON_SHUTTAH - Used Ralsei's ACT on Shuttah - bool Whether you've used R-Action during a Shuttah battle. Reduces flavortext on repeat.
513 SHUTTAH_KRIS_PIC - Shuttah Kris photo - bool Whether you took a photo of Kris during the Shuttah fight. Alters repeat dialogue.
514 SHUTTAH_SUSIE_PIC - Shuttah Susie photo - bool Whether you took a photo of Susie during the Shuttah fight. Alters repeat dialogue.
515 SHUTTAH_RALSEI_PIC - Shuttah Ralsei photo - bool Whether you took a photo of Ralsei during the Shuttah fight. Alters repeat dialogue.
520 RUDINN_VIOLENCES - Rudinns beaten up - number The number of Rudinns you have beat up. Subtracted from flag 40 if you apologize.
521 HATHY_VIOLENCES - Hathys beaten up - number The number of Hathys you have beat up. Subtracted from flag 40 if 2 or less and you apologize.
522 CLOVER_VIOLENCE - Violence - bool Whether you beat up Clover the first time. You can't apologize.
523 RUDINN_HIT_BY_SUSIE_COUNT - Susie Rudinn whacks - number Intended for Susie beating up Rudinns, but unset. See flag 43.
524 HATHY_HIT_BY_SUSIE_COUNT - Susie Hathy whacks - number Intended for Susie beating up Hathys, but unset. See flag 43.
525 FIRST_WEREWIRE_ENCOUNTER_OUTCOME - Werewire - map Tracks the state of the first random Werewire encounter.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
526 FIRST_TASQUE_ENCOUNTER_OUTCOME - Tasque - map Tracks the state of the first random Tasque encounter, the one that jumps out at you. Then it's reused for like Giga Queen deaths or something, which is a little broken.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
527 FIRST_VIROVIROKUN_ENCOUNTER_OUTCOME - Virovirokun - map Tracks the state of the first Virovirokun encounter, the one en route to AGREE2ALL. Also reused for Giga Queen stuff, doing Round 1 hitless causes this to be set to 1.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
528 SECOND_SMORGASBORD_ENCOUNTER_OUTCOME - Smorgasbord - map Tracks the state of the Smorgasboard 2 encounter.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
529 BERDLY_1_ENCOUNTER_OUTCOME - First fight - map Tracks the state of the first Berdly battle. Used to determine if he breaks his arm.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
530 FIRST_POPPUP_ENCOUNTER_OUTCOME - Poppup - map Tracks the state of the first Poppup encounter, before you meet Noelle.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
531 TUTORIAL_VIROVIROKUN_ENCOUNTER_OUTCOME - Virovirokun - map Tracks the state of the Virovirokun that tells Noelle how to battle.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
532 AMBYU_LANCE_ENCOUNTER_OUTCOME - Ambyu-Lance - map Tracks the state of the first Ambyu-Lance encounter.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
533 ANTIVIRUS_VIROVIROKUN_ENCOUNTER_OUTCOME - Ambyu-Lance + Virovirokun - map Tracks the state of the Ambyu-Lance + Virovirokun encounter.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
534 DOUBLE_WEREWIRE_ENCOUNTER_OUTCOME - 2 Werewires - map Tracks the state of the double Werewire encounter toward the middle of Cyber City.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
535 ERASER_VIROVIROKUN_ENCOUNTER_OUTCOME - 2 Virovirokuns - map Tracks the state of the double Virovirokun encounter blocking the way to the Bounce Blade.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
536 SINGLE_MAUS_ENCOUNTER_OUTCOME - Maus - map Tracks the state of the single Maus encounter when rubbing the cheese.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
537 CHEESE_MAUS_ENCOUNTER_OUTCOME - Maus - map Tracks the state of Maus encounters when bumping into cheese.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
538 POPPUP_MAUS_ENCOUNTER_OUTCOME - Poppup + Maus - map Tracks the state of the Poppup and Maus encounter after the last mouse puzzle.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
539 GLOW_WRIST_TASQUE_ENCOUNTER_OUTCOME - Tasque - map Tracks the state of the second random Tasque encounter, in the room with the Glow Wrist and checksmark.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
540 FIRST_SWATCHLING_ENCOUNTER_OUTCOME - Swatchling - map Tracks the state of the first Swatchling encounter when disrespecting the pottery.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
541 MULTIPLE_SWATCHLINGS_ENCOUNTER_OUTCOME - Swatchlings - map Tracks the state of the second Swatchling encounter, in the room full of vases.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
542 TASQUE_MANAGER_ENCOUNTER_OUTCOME - Tasque Manager - map Tracks the state of the Tasque Manager battle.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
543 MAUSWHEEL_ENCOUNTER_OUTCOME - Mauswheel - map Tracks the state of the Mauswheel battle.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
544 RUNNING_SWATCHLINGS_ENCOUNTER_OUTCOME - Swatchlings - map Tracks the state of the Swatchlings running after/from vases on 2F.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
545 ACID_WEREWIRE_ENCOUNTER_OUTCOME - Werewires - map Tracks the state of the Werewires on the acid lake.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
546 ROUXLS_ENCOUNTER_OUTCOME - Rouxls - map Tracks the state of the Rouxls/Thrash Machine battle.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
547 WEREWEREWIRE_ENCOUNTER_OUTCOME - Werewerewire - map Tracks the state of the Werewerewire encounter.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
548 QUEEN_ENCOUNTER_OUTCOME - Queen - map Tracks the state of the normal Queen battle. Used to determine if Berdly breaks his arm.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
549 SPAMTON_ENCOUNTER_OUTCOME - Spamton - map Tracks the state of the normal Spamton battle.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
550 BERDLY_2_ENCOUNTER_OUTCOME - Second fight - map Tracks the state of the second Berdly battle. Used to determine if he breaks his arm.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
551 GIGA_QUEEN_ENCOUNTER_OUTCOME - GIGA Queen - map Tracks the state saved for the GIGA Queen battle.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
552 SCRIPTED_ENCOUNTER_OUTCOME - Scripted battles - map Tracks the state of various scripted encounters that are non-repeatable anyway (first Werewires and Sweet Cap'n Cakes).
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
553 TRIPLE_AMBYU_LANCE_ENCOUNTER_OUTCOME - 3 Ambyu-Lances - map Tracks the state of the triple Ambyu-Lance encounter on Snowgrave in the big car room.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
554 TASQUE_VIROVIROKUN_ENCOUNTER_OUTCOME - Tasque + 2 Virovirokuns - map Tracks the state of the double Virovirokun single Tasque encounter on Snowgrave.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
555 SNOWGRAVE_MAICE_1_ENCOUNTER_OUTCOME - Maice - map Tracks the state of the first Maice encounter on Snowgrave (no cheese is involved).
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
556 FLEEING_TASQUE_ENCOUNTER_OUTCOME - Tasques - map Tracks the state of the Snowgrave Tasques that run away from you.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
557 DINING_HALL_PIPIS_ENCOUNTER_OUTCOME - Pipis encounter - map Tracks the state of the last Pipis encounter you had in the dining hall. Well, it would. Pipis don't chase you.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
558 RETURNING_TASQUE_ENCOUNTER_OUTCOME - Tasques + Swatchlings - map Tracks the state of the Tasques and Swatchlings found when backtracking to Tasque Manager's room.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
559 TRASH_ZONE_POPPUP_ENCOUNTER_OUTCOME - Poppups - map Tracks the state of the Poppups found when backtracking to the Trash Zone with Noelle.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
560 TRASH_ZONE_VIROVIROKUN_ENCOUNTER_OUTCOME - Virovirokun - map Tracks the state of the Virovirokun found when backtracking to the Trash Zone on Snowgrave.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
561 TRASH_ZONE_WEREWIRE_ENCOUNTER_OUTCOME - Werewire - map Tracks the state of the Werewire found when backtracking to the Trash Zone on Snowgrave.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
562 ROAD_AMBYU_LANCE_ENCOUNTER_OUTCOME - Ambyu-Lance - map Tracks the state of the Ambyu-Lance found in the middle of the road on Snowgrave.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
563 ROAD_TASQUE_ENCOUNTER_OUTCOME - Tasque - map Tracks the state of the Tasque found in the middle of the road on Snowgrave.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
564 ROAD_VIROVIROKUN_ENCOUNTER_OUTCOME - Virovirokun - map Tracks the state of the Virovirokun found in the middle of the road on Snowgrave.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
565 ROAD_WEREWIRE_ENCOUNTER_OUTCOME - Werewire - map Tracks the state of the Werewire found in the middle of the road on Snowgrave.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
566 SNOWGRAVE_MAICE_2_ENCOUNTER_OUTCOME - Maice - map Tracks the state of the second Maice encounter on Snowgrave.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
567 SNOWGRAVE_DOUBLE_POPPUP_ENCOUNTER_OUTCOME - 2 Poppups - map Tracks the state of the double Poppup encounter that hides under a cone on Snowgrave.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
569 SNOWGRAVE_WEREWEREWIRE_ENCOUNTER_OUTCOME - Werewerewire - map That's gotta be the most abbreviated one yet! Tracks the state of Werewerewire on Snowgrave, since it's found elsewhere.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
570 ULTIMATE_HEAL_AMBYU_LANCE_ENCOUNTER_OUTCOME - Ambyu-Lance - map Tracks the state of the Ambyu-Lance encounter where Susie demonstrates UltimateHeal.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
571 SPAMTON_NEO_ENCOUNTER_OUTCOME - Spamton NEO - map For some reason doesn't use "encounterflag" but tracks the state of Spamton NEO in case that's ever needed later. There are already like 2 flags for him anyway.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
572 VASE_POPPUP_ENCOUNTER_OUTCOME - Poppup - map Tracks the state of the Poppup under the vase near where Susie and Ralsei leave you.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
580 BOARD_1_OASIS_SHADOWGUY_ENCOUNTER_OUTCOME - 2 Shadowguys - map Tracks the state of the Shadowguy encounter in the room on the left of the oasis in Board 1.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
581 BOARD_1_BLOCK_ROOM_SHADOWGUY_ENCOUNTER_OUTCOME - 3 Shadowguys - map Tracks the state of the Shadowguy encounter in the block-pushing room in Board 1.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
582 BOARD_2_SHRINE_PIPPINS_ENCOUNTER_OUTCOME - 2 Pippins - map Tracks the state of the Pippins encounter in the room on the left of the Kodakoda shrine in Board 2.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
583 BOARD_2_CONTROLLER_PIPPINS_ENCOUNTER_OUTCOME - 3 Pippins - map Tracks the state of the Pippins encounter that Susie runs into using Kris's controller in Board 2.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
584 BOARD_2_SHUTTAH_ENCOUNTER_OUTCOME - Shuttah - map Tracks the state of the Shuttah boss battle in Board 2.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
585 ROUXLS_WEATHER_ENCOUNTER_OUTCOME - Rouxls + Weather Duo - map Tracks the state of the Rouxls Kaard throuple battle.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
586 ZAPPER_SHUTTAH_ENCOUNTER_OUTCOME - Zapper + Shuttah - map Tracks the state of the Zapper + Shuttah encounter later in TV world.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
587 FIRST_WATERCOOLER_ENCOUNTER_OUTCOME - Watercooler - map Tracks the state of the Watercooler in the C-rank room.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
588 UNUSED_WATERCOOLER_ENCOUNTER_OUTCOME - Watercooler encounter - map Never set, would have tracked the state of a Watercooler encounter in the unused room_dw_b3bs_watercooler.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
589 FIRST_ZAPPER_ENCOUNTER_OUTCOME - Zapper - map Tracks the state of the Zapper in front of the suspicious door.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
590 FIRST_SHADOWGUY_ENCOUNTER_OUTCOME - Shadowguy + Shuttah - map Tracks the state of the first Shadow Guy + Shuttah encounter in TV World.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
591 FIRST_RIBBICK_ENCOUNTER_OUTCOME - Ribbick - map Tracks the state of the first Ribbick encounter in TV World.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
592 SECOND_WATERCOOLER_ENCOUNTER_OUTCOME - Watercooler + Shadowguys - map Tracks the state of the Watercooler encounter in TV World, along with the Shadowguys that drop down in the Susiezilla room.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
593 SECOND_RIBBICK_ENCOUNTER_OUTCOME - Ribbick - map Tracks the state of the second Ribbick encounter in TV World. Can turn into disguised rabbicks.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
605 RECRUITED_RUDINN - Recruited Rudinn - bool Set at the start of Chapter 2. You NEED at least one recruit.
606 RECRUITED_HATHY - Recruited Hathy - bool Set at the start of Chapter 2.
611 RECRUITED_PONMAN - Recruited Ponman - bool Set at the start of Chapter 2.
613 RECRUITED_RABBICK - Recruited Rabbick - bool Set at the start of Chapter 2.
614 RECRUITED_BLOXER - Recruited Bloxer - bool Set at the start of Chapter 2.
615 RECRUITED_JIGSAW - Recruited Jigsawry - bool Set at the start of Chapter 2.
620 RECRUITED_JEVIL - Recruited JEVIL - bool JEVIL recruit flag with recruit info.
622 RECRUITED_RUDINN_RANGER - Recruited Rudinn Ranger - bool Set at the start of Chapter 2.
623 RECRUITED_HEAD_HATHY - Recruited Head Hathy - bool Set at the start of Chapter 2.
630 RECRUITED_AMBYU_LANCE - Recruited Ambyu-Lance - bool Whether you recruited Ambyu-Lance.
631 RECRUITED_POPPUP - Recruited Poppup - bool Whether you recruited Poppup.
632 RECRUITED_TASQUE - Recruited Tasque - bool Whether you recruited Tasque.
633 RECRUITED_WEREWIRE - Recruited Werewire - bool Whether you recruited Plugboy, by which I mean Werewire.
634 RECRUITED_MAUS - Recruited Maus - bool Whether you recruited Maus.
635 RECRUITED_VIROVIROKUN - Recruited Virovirokun - bool Whether you recruited Virovirokun.
636 RECRUITED_SWATCHLING - Recruited Swatchling - bool Whether you recruited Swatchling.
640 RECRUITED_WEREWEREWIRE - Recruited Werewerewire - bool Whether you recruited Werewerewire. It doesn't appear for the powers combined scene.
642 RECRUITED_TASQUE_MANAGER - Recruited Tasque Manager - bool Whether you recruited Tasque Manager.
644 RECRUITED_MAUSWHEEL - Recruited Mauswheel - bool Whether you recruited Mauswheel.
654 RECRUITED_SHADOWGUY - Recruited Shadowguy - bool Recruit progress.
655 RECRUITED_SHUTTAH - Recruited Shuttah - bool Recruit progress.
656 RECRUITED_ZAPPER - Recruited Zapper - bool Recruit progress.
657 RECRUITED_RIBBICK - Recruited Ribbick - bool Recruit progress.
658 RECRUITED_COOLER - Recruited Watercooler - bool Recruit progress.
659 RECRUITED_PIPPINS - Recruited Pippins - bool Recruit progress.
660 RECRUITED_ELNINA - Recruited Elnina - bool Recruit progress.
661 RECRUITED_LANINO - Recruited Lanino - bool Recruit progress.
662 RECRUITED_GUEI - Recruited Guei - bool Recruit progress.
663 RECRUITED_BALTHIZARD - Recruited Balthizard - bool Recruit progress.
664 RECRUITED_BIBLIOX - Recruited Bibliox - bool Recruit progress.
665 RECRUITED_MIZZLE - Recruited Mizzle - bool Recruit progress.
666 RECRUITED_WICABEL - Recruited Wicabel - bool Recruit progress.
667 RECRUITED_WINGLADE - Recruited Winglade - bool Recruit progress.
668 RECRUITED_ORGANIKK - Recruited Organikk - bool Recruit progress.
669 RECRUITED_MISS_MIZZLE - Recruited Ms. Mizzle - bool Recruit progress.
670 RECRUITED_FLORADINN - Recruited Floradinn - bool Recruit progress.
671 RECRUITED_LEAFLING - Recruited Leafling - bool Recruit progress.
672 RECRUITED_SHI - Recruited Shi - bool Recruit progress.
673 RECRUITED_SHINOBEETLE - Recruited Shinobeetle - bool Recruit progress.
674 RECRUITED_KAWKAW - Recruited KawKaw - bool Recruit progress.
675 RECRUITED_SHEARY - Recruited Sheary - bool Recruit progress.
676 RECRUITED_NETSKIE - Recruited Netskie - bool Recruit progress.
677 RECRUITED_TERAKOTA - Recruited Terakota - bool Recruit progress.
700 COMPLETED_CHURCH_STICKER_FIGHT - Completed the church sticker fight - bool Viewed the cutscene of Kris and Susie placing stickers on each other at the church. Unaccessed as of chapter 4.
701 COMPLETED_DINER_SCENE_WITH_SUSIE - Completed the diner scene with Susie - bool Finished the cutscene of the diner with Susie.
702 DREW_SUSIE_AT_DINER - Drew Susie at the diner - bool Drew Susie during the diner cutscene.
703 WROTE_IN_DINER_CORNER - Wrote in the diner window - bool Wrote something in the corner during the diner cutscene. Unaccessed as of chapter 4.
704 ACTIVATED_UNUSED_DARKROOM_WALL_SWITCH - Activated the darkroom wall switch - bool Activated the switch in the unused room_dw_church_darkroom1_old.
705 LIT_ALL_UNUSED_CANDLES - Lit all candles - bool Whether all the candles were lit in an unused candle lighting room.
706 COMPLETED_CASTLE_TOWN_RETURN_SCENE_CH4 - Completed the Castle Town return scene - bool Finished the cutscene of returning to Castle Town and greeting Ralsei at the start of chapter 4.
707 NOELLE_SLAPPED_KRIS_WEIRD_ROUTE - Had Noelle slap Kris - bool Aborted the Weird Route late enough for Noelle to yell and slap you for your "prank".
708 KEPT_NOELLE_WATCH_AFTER_CH2 - Took Noelle's watch - bool Kept Noelle's watch in your equipment or inventory at the end of chapter 2.
709 HOLIDAY_GATE_STATE - Gate - bool Opened the gate of the Holiday residence. There is a bug where it is set to -1 if you kill a Titan Spawn because the game thinks it's recruitable.
710 SAW_EMPTY_RALSEI_ROOM - Ralsei's room - map Whether you saw the emptiness of Ralsei's room in Castle Town.
0 = Default state
1 = Susie ran off, followed by Ralsei
2 = Finished the Ralsei room cutscene
711 HEARD_RALSEI_PLUSH_DIALOGUE - Heard Ralsei's plush dialogue - bool Listened to Ralsei after interacting with his Ralsei plush (obtained in chapter 2) in his room.
712 LAKE_SITTING_SCENE_PROGRESS - Lake sitting - map Progress in cutscene after sitting down by the lake at the end of chapter 4. Interrupted by getting up.
0 = Default state
1 = Susie asks if you can hear a song
2 = Kris looks at Susie
3 = Susie asks if she got something on her face
4 = Given the option to say what's on your mind
5 = Susie gets up and says they should go
713 LAKE_CONVERSATION_RESPONSE - Beach festival reply - map Which option you picked when asked to say what's on your mind or nothing at the lake. Unaccessed as of chapter 4.
0 = Default state
1 = Say what's on your mind
2 = Say nothing
714 BERDLY_PHONE_CALL_PROGRESS - Berdly call - map Progress in the Berdly phone call at Noelle's house.
0 = Default state
1 = Picked up Noelle's phone
2 = Go with Berdly
3 = Sing the wrong number song
715 ASKED_ALVIN_ABOUT_SHELTER - Asked Alvin about the shelter - bool Talked to Alvin and picked "Enter the shelter" after his sermon.
716 PRAISED_ALVINS_SERMON - Praised Alvin's sermon - bool Talked to Alvin and picked the best option after his sermon.
717 ASKED_ALVIN_ABOUT_ASGORE - Asked Alvin about Asgore - bool Talked to Alvin and picked "Asgore" after his sermon.
718 MONSTER_KID_CHURCH_RESPONSE - Monster Kid response - map What you said to Monster Kid after Alvin's sermon.
0 = Default state
1 = Shelter
2 = Susie will not be tamed
719 MADE_ALPHYS_JUICE - Made Alphys's juice - bool Successfully created Alphys' juice combo at church.
720 ALPHYS_JUICE_OUTCOME - Alphys response - map Whether you gave Alphys her juice combo… or not.
0 = Default state
1 = Offer juice
2 = Drink juice in front of her
722 ALPHYS_SHELTER_REASON - Shelter reason - map The reason you gave to Alphys for asking about the shelter.
0 = Default state
1 = Architectural history research
2 = Put hay inside new house for Susie
723 ALPHYS_UNDYNE_CHURCH_RESPONSE - Undyne response - map Talked to Alphys about Undyne at church. An extra value is available if we gave her Undyne's chocolate in chapter 2.
0 = Default state
1 = Undyne / She gave you chocolates though
2 = It's because of me
726 HEARD_NOELLE_SANTA_EXPLANATION - Heard Noelle explain the Santas - bool Whether Noelle has explained the Santas.
727 HEARD_NOELLE_DEAD_SANTA_COMMENT - Heard Noelle's dead-Santa comment - bool Whether Noelle commented on Kris trying to "starve" the Santas.
728 SAW_UNUSED_TREAT_LAUNCHER_SCENE - Saw the treat-launcher scene - bool Viewed the cutscene of Noelle showing off the unused holiday treat launcher.
730 HEARD_NOELLE_CACTUS_COMMENT - Heard Noelle's cactus comment - bool Whether Noelle commented on the cactus being called Tsuntsun by Berdly.
731 CHECKED_NOELLE_BROWSING_HISTORY - Checked Noelle's browsing history - bool Checked Noelle's browsing history with Susie.
732 FOUND_CAT_PETTERZ_4 - Found Cat Petterz 4 - bool Noticed Cat Petterz 4 on Noelle's computer.
733 TOOK_NOELLE_DESK_PENCIL - Took Noelle's desk pencil - bool Took the pencil from Noelle's homework desk.
734 COMPLETED_RALSEI_SUSIE_FESTIVAL_TALK - Completed Ralsei and Susie's festival talk - bool Whether you completed the talk between Susie and Ralsei prior to Tenna's introduction in Chapter 3.
736 NOELLE_KITCHEN_PHONE_LINE - Phone line - map Tracks the current line in the spooky phone call to Kris in Noelle's kitchen.
0 = ... dark... fountain... next...
1 = ... Susie... must not get... guitar...
2 = ... need... soul...
3 = Without... soul... Kris... will...
4 = ... Susie... guitar... code... stop...
5 = ... police... sacrifice... next week...
6 = ... church... tonight...
7 = ... Kris... dark world... no soul... can't...
8 = ...... ...... ......
737 NOELLE_KITCHEN_SOUL_CAPTURE_PROGRESS - Soul capture - map Tracks the progress in the cutscene of Kris catching the Soul in Noelle's kitchen.
0 = Default state
1 = Kris caught Soul in kitchen
2 = Kris put back Soul in closet
738 NOELLE_KITCHEN_PIANO_SONG - Piano song - map Tracks the current piano song being played by Kris in Noelle's kitchen.
0 = Default state
1 = kris_piano_sevenfour
2 = kris_piano_quiz
3 = kris_piano_lancer_waltz
4 = kris_piano_rouxls
5 = kris_piano_waitingroom
6 = kris_piano_shop
7 = kris_piano_last_prophecy
8 = kris_piano_prophecy
9 = Kris played all songs (unused?)
739 NOELLE_PRESENT_1_X - Present 1 X position - number X coordinate of the first present in Noelle's present room.
740 NOELLE_PRESENT_2_X - Present 2 X position - number X coordinate of the second present in Noelle's present room.
741 NOELLE_PRESENT_3_X - Present 3 X position - number X coordinate of the third present in Noelle's present room.
742 NOELLE_BATHROOM_ASGORE_LINE - Mirror - map Tracks the current line in the Asgore cutscene in Noelle's bathroom.
0 = Default state
1 = Dum dee dum...
2 = Phew! Cleaning up sure works up an appetite.
3 = ... I wonder if the kitchen has any treats for me...
4 = ... No. Not now. I can't afford to take a break.
5 = Now, more than ever... I need to concentrate.
6 = ... to settle this once and for all.
7 = ... I've got to go look again.
744 SHOWED_FAMILY_PHOTO_TO_SUSIE - Showed the family photo to Susie - bool Showed to Susie the old family photo on your fridge.
745 SHOWED_ASRIEL_PHOTO_TO_SUSIE - Showed Asriel's photo to Susie - bool Showed to Susie the Asriel photo on your fridge.
746 OPENED_DRAGON_BOOK_DRAWER_FOR_SUSIE - Opened the dragon-book drawer for Susie - bool Opened the drawer containing How To Draw Dragons in front of Susie.
748 CLEANED_KRIS_ROOM_STAIN - Cleaned Kris's room stain - bool Cleaned up the stain with Susie in Kris's room.
750 TALKED_TO_BERDLY_AT_LIBRARBY - Talked to Berdly at the Librarby - bool Talked to Berdly at the Librarby.
751 DISCUSSED_PLANS_WITH_BERDLY_AT_LIBRARBY - Discussed study plans - bool Discussed plans with Berdly at the Librarby.
752 INTRODUCED_SUSIE_TO_RUDY_AFTER_CHURCH - Introduced Susie - bool Brought Susie to see Rudy at the hospital after church, if we didn't see him at the end of chapter 2 (flag 316).
753 BROUGHT_SUSIE_TO_RUDY_AFTER_CHURCH - Brought Susie to Rudy after church - bool Brought Susie to see Rudy at the hospital after church, if we did see him at the end of chapter 2 (flag 316).
754 USED_RUDY_SINK_CH4 - Used Rudy's sink - bool Interacted with Rudy's sink in chapter 4, after also doing it in chapter 1 (flag 278) and 2 (flag 461).
755 VISITED_BERDLY_IN_HOSPITAL_CH4 - Visited Berdly in the hospital - bool Visited Berdly's room at the hospital after church if his arm was injured in chapter 2.
756 CHANGED_BERDLY_HOSPITAL_WATER_BOTTLE - Changed Berdly's hospital water bottle - bool Changed Berdly's water bottle at the hospital during the Weird Route.
757 TURNED_UP_BERDLY_HOSPITAL_HEATER - Turned up Berdly's hospital heater - bool Turned up the space heater in Berdly's room at the hospital during the Weird Route.
758 SAW_SUSIE_POST_BERDLY_VISIT_SCENE - Saw Susie's post-Berdly hallway scene - bool Viewed the cutscene of Susie talking to Kris after exiting Berdly's hospital room if his arm was injured in chapter 2.
759 SUSIE_BERDLY_HOSPITAL_WEIRD_ROUTE_PROGRESS - Hallway visit state - map Tracks Susie talking before and after we enter Berdly's hospital room in the Weird Route.
0 = Default state
1 = Susie asked if Kris wants to go alone
2 = Susie talked to Kris after they come out
760 TALKED_TO_CATTY_IN_ALLEY - Talked to Catty in alley - bool Talked to Catty in the alley.
761 EAVESDROPPED_BLUE_BUNNY - Eavesdropped on bunny - bool Eavesdropped on Blue Bunny at the diner.
762 TALKED_TO_BRATTY_ABOUT_CATTY - Talked to Bratty about Catty - bool Talked to Bratty about Catty at the diner.
763 TALKED_TO_ALPHYS_CH4 - Talked to Alphys about milk - bool Talked to Alphys in Hometown in chapter 4, if we already talked to her in chapter 1 (flag 269).
764 ASKED_ALPHYS_TO_EXPLAIN_CH4 - Asked Alphys to explain - bool Talked to Alphys in Hometown in chapter 4 and asked her to explain herself, if we didn't talk to her in chapter 1 (flag 269).
765 SAW_SUSIE_SCARE_DOOR_KID_SCENE - Saw Susie scare the door kid - bool Viewed the cutscene of Susie scaring the kid behind one of the knockable doors.
767 TALKED_TO_CATTI_ABOUT_SUSIE_IN_HOMETOWN - Talked to Catti about Susie in Hometown - bool Talked to Catti about Susie in Hometown.
768 CHECKED_GERSON_GRAVE_WITH_SUSIE - Checked Gerson's grave with Susie - bool Interacted with Gerson's grave with Susie at the end of chapter 4.
769 CHECKED_SHELTER_WITH_SUSIE - Checked the shelter with Susie - bool Interacted with the Shelter with Susie at the end of chapter 4.
770 TRIED_TO_ENTER_SCHOOL_END_CH4 - Alphys's classroom - bool Tried to enter the school at the end of chapter 4.
771 LAKE_CUTSCENE_PROGRESS_CH4 - Beach scene - map Tracks the progress of the lake cutscene with Susie in chapter 4.
0 = Default state
1 = Susie remarks our weird friend is busy today
2 = Normal NPC when coming back
3 = Viewed the skipping stones cutscene
773 CHECKED_LAKE_TABLE_BEFORE_RAIN - Checked the lake table before the rain - bool Interacted with the table near the lake with Susie, before it started raining.
774 CHECKED_LAKE_TABLE_AFTER_RAIN - Checked the lake table after the rain - bool Interacted with the table near the lake with Susie, after it started raining.
775 CHECKED_BERDLY_DESK_WITH_EGGS - Checked Berdly's desk with the eggs - bool Interacted with Berdly's desk with the egg(s) on it in Alphys' class.
776 ASKED_BURGERPANTS_TO_CONTINUE - Asked burgerpants to continue - bool Picked 'Hear more' when talking to Burgerpants.
777 BURGERPANTS_DATE_PROGRESS - Date progress - map Tracks the progress of the Burgerpants date cutscene.
0 = Default state
1 = Burgerpants got cookies and left
2 = Talked to Nice Cream Guy
778 TORIEL_BLUSHING - Face draw cutscene - bool Whether Toriel is blushing. Used for the end of chapter 4.
779 TENNA_METTATON_GIFT_PROGRESS - Mettaton response - map Tracks the progress of giving Tenna to Mettaton.
0 = Default state
1 = Offered to give our TV
2 = Gave our TV
780 BROUGHT_TENNA_TO_SCHOOL - Brought Tenna to school - bool Brought Tenna to school.
782 USED_TREAT_CATCHER_WITH_SUSIE_AND_NOELLE - Used the Treat Catcher with Susie and Noelle - bool Interacted with the holiday treat catcher with Susie and Noelle at Noelle's house.
783 ORNAMENT_FINISHED_ROLLING - Ornament done - bool Whether the unused ornament in Noelle's house has finished rolling after falling.
784 NOELLE_FAN_ROTATING - Fan running - bool Whether the unused rotating fan in Noelle's house is rotating.
785 NOELLE_FAN_FRAME - Fan frame - number The current frame of the unused rotating fan in Noelle's house.
786 TALKED_TO_SANS_AT_GRILL - Talked to Sans at the grill - bool Talked to Sans in front of his grill in Hometown.
787 NOELLE_KITCHEN_PIANO_APPROACH_PROGRESS - Piano approach - map Tracks the progress of the cutscene of Kris walking to the piano in Noelle's kitchen.
0 = Default state
1 = Entered kitchen again after getting caught
2 = Kris walks to the left
3 = Kris walks down
4 = Kris walks to the right
788 SAW_LANCER_ROOM_RENOVATION_SCENE - Saw Lancer's renovated room - bool Viewed the cutscene about Lancer's room being renovated.
789 TALKED_TO_KING_ABOUT_KNIGHT - Talked to King about the Knight - bool Talked to King about the Knight.
790 SAW_TENNA_ENTERTAIN_KING_SCENE - Saw Tenna entertain King - bool Viewed the cutscene of Tenna entertaining King.
791 SAW_QUEEN_DRINKING_SCENE - Saw Queen drinking - bool Viewed the cutscene of Queen drinking in front of the giant speakers.
792 CASTLE_TOWN_ADDISON_LINEUP - Addison lineup - map Current lineup of the Addison booth in Castle Town.
0 = Lineup 1
1 = Lineup 2
2 = Lineup 3
3 = Lineup 4
793 SUSIE_CARRIED_LANCER - Had Susie carry Lancer - bool Whether Susie carried Lancer on her back in Castle Town.
794 RAIN_STATE - Rain effect state - map Activated when it's raining (mainly to control music and effects).
0 = Default state
1 = Chapter 4 ending (becomes state 2 after setting some parameters)
2 = Rain initialized (overrides other states)
3 = Used for certain room transitions (set back to 2 immediately if rain exists in the next room)
795 UNUSED_STAIRS_PROPHECY_COUNT - Legender prophecy seen - map How many of the two prophecies were seen in the two unused room_dw_church_stairs_topleft and room_dw_church_stairs_topright.
0 = Default state
1 = Saw one prophecy
2 = Saw both prophecies
797 CHECKED_SHELTER_PANEL - Checked the shelter panel - bool Checked the Shelter's panel.
798 SANS_SIGN_PROGRESS - Egg sign - map Tracks the progress of the Sans sign shenanigans.
0 = Default state
1 = Talked to Sans before checking the sign
2 = Checked Open sign
3 = Talked to Sans when sign says Open
4 = Went away and came back
5 = Talked to Sans when sign says Clopen
6 = Went away and came back
7 = Talked to Sans when sign is Sans
799 SAW_EGG_MAN_IN_DINER - Saw the Egg Man in the diner - bool Saw the Man in the diner, if you got the Egg in chapter 3.
800 CAFE_TOP_LEFT_RECRUIT - Top-left seat recruit - map The recruit seated in the top-left of the Cafe. Defaults to Jigsawry.
1 = Invalid (1)
5 = Rudinn
6 = Hathy
11 = Ponman
13 = Rabbick
14 = Bloxer
15 = Jigsawry
20 = JEVIL
22 = Rudinn Ranger
23 = Head Hathy
30 = Ambyu-Lance
31 = Poppup
32 = Tasque
33 = Werewire
34 = Maus
35 = Virovirokun
36 = Swatchling
40 = Werewerewire
42 = Tasque Manager
44 = Mauswheel
54 = Shadowguy
55 = Shuttah
56 = Zapper
57 = Ribbick
58 = Watercooler
59 = Pippins
60 = Elnina
61 = Lanino
62 = Guei
63 = Balthizard
64 = Bibliox
65 = Mizzle
66 = Wicabel
67 = Winglade
68 = Organikk
69 = Ms. Mizzle
70 = Floradinn
71 = Leafling
72 = Shi
73 = Shinobeetle
74 = KawKaw
75 = Sheary
76 = Netskie
77 = Terakota
801 CAFE_TOP_RIGHT_RECRUIT - Top-right seat recruit - map The recruit seated in the top-right of the Cafe. Defaults to Rudinn.
1 = Invalid (1)
5 = Rudinn
6 = Hathy
11 = Ponman
13 = Rabbick
14 = Bloxer
15 = Jigsawry
20 = JEVIL
22 = Rudinn Ranger
23 = Head Hathy
30 = Ambyu-Lance
31 = Poppup
32 = Tasque
33 = Werewire
34 = Maus
35 = Virovirokun
36 = Swatchling
40 = Werewerewire
42 = Tasque Manager
44 = Mauswheel
54 = Shadowguy
55 = Shuttah
56 = Zapper
57 = Ribbick
58 = Watercooler
59 = Pippins
60 = Elnina
61 = Lanino
62 = Guei
63 = Balthizard
64 = Bibliox
65 = Mizzle
66 = Wicabel
67 = Winglade
68 = Organikk
69 = Ms. Mizzle
70 = Floradinn
71 = Leafling
72 = Shi
73 = Shinobeetle
74 = KawKaw
75 = Sheary
76 = Netskie
77 = Terakota
802 CAFE_BOTTOM_LEFT_RECRUIT - Bottom-left seat recruit - map The recruit seated in the bottom-left of the Cafe. Defaults to Hathy.
1 = Invalid (1)
5 = Rudinn
6 = Hathy
11 = Ponman
13 = Rabbick
14 = Bloxer
15 = Jigsawry
20 = JEVIL
22 = Rudinn Ranger
23 = Head Hathy
30 = Ambyu-Lance
31 = Poppup
32 = Tasque
33 = Werewire
34 = Maus
35 = Virovirokun
36 = Swatchling
40 = Werewerewire
42 = Tasque Manager
44 = Mauswheel
54 = Shadowguy
55 = Shuttah
56 = Zapper
57 = Ribbick
58 = Watercooler
59 = Pippins
60 = Elnina
61 = Lanino
62 = Guei
63 = Balthizard
64 = Bibliox
65 = Mizzle
66 = Wicabel
67 = Winglade
68 = Organikk
69 = Ms. Mizzle
70 = Floradinn
71 = Leafling
72 = Shi
73 = Shinobeetle
74 = KawKaw
75 = Sheary
76 = Netskie
77 = Terakota
803 CAFE_BOTTOM_RIGHT_RECRUIT - Bottom-right seat recruit - map The recruit seated in the bottom-right of the Cafe. Defaults to Rudinn.
1 = Invalid (1)
5 = Rudinn
6 = Hathy
11 = Ponman
13 = Rabbick
14 = Bloxer
15 = Jigsawry
20 = JEVIL
22 = Rudinn Ranger
23 = Head Hathy
30 = Ambyu-Lance
31 = Poppup
32 = Tasque
33 = Werewire
34 = Maus
35 = Virovirokun
36 = Swatchling
40 = Werewerewire
42 = Tasque Manager
44 = Mauswheel
54 = Shadowguy
55 = Shuttah
56 = Zapper
57 = Ribbick
58 = Watercooler
59 = Pippins
60 = Elnina
61 = Lanino
62 = Guei
63 = Balthizard
64 = Bibliox
65 = Mizzle
66 = Wicabel
67 = Winglade
68 = Organikk
69 = Ms. Mizzle
70 = Floradinn
71 = Leafling
72 = Shi
73 = Shinobeetle
74 = KawKaw
75 = Sheary
76 = Netskie
77 = Terakota
810 COMPLETED_GRAZING - Completed the grazing challenge - bool Whether you beat the grazing challenge in the Party Dojo.
811 COMPLETED_DOJO_CLOVER - Completed the Clover dojo battle - bool Whether you beat Clover's rematch in the Party Dojo.
812 COMPLETED_TASQUE_MANAGER_SAYS - Completed Tasque Manager Says - bool Whether you beat the "Tasque Manager Says" challenge in the Party Dojo.
813 COMPLETED_ALLSTARS - Completed All Stars - bool Whether you beat the Ch2 All Stars challenge in the Party Dojo.
814 COMPLETED_JOE - Completed Joe's dojo battle - bool Whether you defeated Jigsaw Joe in the Party Dojo and took his life savings.
815 WEATHER_DUO_DOJO_OUTCOME - Lanino and Elnina - map Whether you defeated Lanino & Elnina in the chapter 4 Party/Love Dojo.
0 = Default state
2 = Won
831 HEARD_TORIEL_POST_CHURCH_INVITATION - Heard Toriel's post-church invitation - bool Viewed the cutscene of Toriel telling us to come by the church if we need anything.
832 TOOK_ASRIEL_DRAWER_MONEY_CH4 - Took Asriel's money - bool Whether you took five bucks from Asriel's drawer in chapter 4.
833 DINER_PAYMENT_REFUSED - Payment refused - bool Tried to get diner while not having the money for it.
834 SPLATTED_NEXT_TO_RALSEI - Splatted next to Ralsei - bool Showed compassion to Ralsei by splatting next to him in the church Dark World.
835 CHECKED_FIRST_SANCTUARY_PROPHECY_SAVE_POINT - Checked the First Sanctuary prophecy save point - bool Interacted with the save point under the prophecy panel at the start of the First Sanctuary.
836 TALKED_TO_GERSON_IN_STUDY - Talked to Gerson in his study - bool Talked to Gerson once he's installed in his study.
837 ASKED_GERSON_ABOUT_HIS_WORK_BEFORE_JACKENSTEIN - Asked Gerson about his work before Jackenstein - bool Asked Gerson in his study what he's doing, before healing Jackenstein.
838 ASKED_GERSON_ABOUT_KNIGHT_BEFORE_JACKENSTEIN - Asked Gerson about the Knight before Jackenstein - bool Asked Gerson in his study about the Knight, before healing Jackenstein.
841 UNUSED_HIDE_STUDY_ELIXIR - Study elixir state - map If activated, hides the elixir on the table of Gerson's study. Never set.
0 = Default state
2 = Hide elixir
844 SUSIE_COPIED_WALL_NOTES - Wall notes - bool Viewed the cutscene of Susie talking to Gerson and writing down the music notes on the wall.
845 THOUGHT_ABOUT_KNIGHT - Knight daydream rest - bool Viewed the cutscene of Kris thinking about the Knight. Unaccessed as of chapter 4.
846 THOUGHT_ABOUT_NOELLE_WEIRD_ROUTE - Drip vision rest - bool Viewed the cutscene of Kris thinking about Noelle in the Weird Route. Unaccessed as of chapter 4.
847 STUDY_SHEET_MUSIC_PROGRESS - Sheet music - map Tracks the progress of the cutscene of Kris playing the organ/piano and opening the central door in Gerson's study.
0 = Default state
1 = Used sheet music
2 = Kris played piano
3 = Unused (relies on unused flag 848)
848 UNUSED_ORGAN_FLAG - Organ shadow puzzle - number Set by unreachable code, might be related to a cut player-only solve.
849 SAW_JACKENSTEIN_TRUE_FACE - Saw Jackenstein's True face - bool Saw Jackenstein's True face after defeating him. Unaccessed as of chapter 4.
850 JACKENSTEIN_CUTSCENE_PROGRESS - Sheet music hunt - map Tracks the progress of the Jackenstein cutscenes.
0 = Default state
1 = Found both sets of four tones
2 = Solved piano puzzle
3 = Fell into THE DARK ZONE
4 = Jackenstein hit chandelier
5 = Susie healed Jackenstein
6 = Susie offered Kris to heal again
0.5 = Found one set of four tones
851 GERSON_CUTSCENE_PROGRESS - Tall bookcase - map Tracks the progress of the Gerson cutscenes.
0 = Default state
1 = Solved secret piano puzzle
2 = Fought Gerson
3 = Viewed post-battle cutscene
852 DEFEATED_HAMMER_OF_JUSTICE - Defeated - bool Whether you defeated the Hammer of Justice.
853 HAMMER_OF_JUSTICE_ATTEMPT_COUNT - Attempts - number Number of times you fought the Hammer of Justice.
854 RALSEI_DESIRES_RESPONSE - Ralsei room apology - map What you answered to Ralsei asking you if a Darkner should be starting to develop his own desires. Unaccessed as of chapter 4.
0 = Default state
1 = Please be yourself
2 = Of course not
855 TALKED_TO_SEAM_ABOUT_ADDISONS - Talked to Seam about the Addisons - bool Talked to Seam about taking everything from the Addisons to scare them.
856 GAVE_KNIGHT_SHADOW_CRYSTAL_TO_SEAM - Shadow Crystal - bool Whether you gave Seam the Knight's Shadow Crystal.
862 TALKED_TO_RUDY_ABOUT_ASGORE - Talked to Rudy about Asgore - bool Talked to Rudy about Asgore at church.
863 OBTAINED_SIDE_CLIMB_POWER_BAND - Got Power Band - bool Got the Power Band from the chest in the room with the Mizzle on top.
864 STOLE_LADDER_FOR_RALSEI - Stole the ladder for Ralsei - bool Stole the ladder in the bookshelf puzzle room to decorate Ralsei's room.
865 STOLE_PILLOW_FOR_RALSEI - Stole the cushion for Ralsei - bool Stole the pillow in the right piano piece room to decorate Ralsei's room.
866 TOLD_RALSEI_TO_SIT - Told Ralsei to sit - bool Told Ralsei to park his butt.
867 TALKED_TO_FIRE_EXTINGUISHER - Talked to the fire extinguisher - bool Talked to the most important Darkner.
868 GERSON_RECRUITED_GUEIS - Had Gerson recruit the Gueis - bool Whether Gerson recruited the Gueis.
869 SOLVED_INTRO_PIANO_PUZZLE - Solved the introductory piano puzzle - bool Solved the first piano puzzle.
871 OPENED_DARK_MAZE_CHEST - Opened the dark-maze chest - bool Opened the empty chest in the dark maze room.
872 DARKER_CANDY_BOWL_STATE - Darker Candy bowl - map Tracks what you did with the Darker Candy bowl.
0 = Default state
1 = Took one candy
3 = Spilled the bowl
873 CHECKED_LOCKED_CHURCH_DOOR - Locked door - bool Interacted with the locked church door before Susie got an idea.
874 TRIGGERED_GERSON_SILHOUETTE - Triggered Gerson's silhouette - bool Triggered the silhouette of Gerson walking away in the intro dark maze room.
875 RALSEI_SMILE_RESPONSE - Ralsei response - map What you told Ralsei after he told you he was smiling.
0 = Default state
1 = It's okay not to smile
2 = Good. Keep smiling
876 BOOKSHELF_PUZZLE_SHELF_1_X - Blue shelf X - number X coordinate of the first shelf in the bookshelf puzzle room.
877 BOOKSHELF_PUZZLE_SHELF_1_Y - Blue shelf Y - number Y coordinate of the first shelf in the bookshelf puzzle room.
878 BOOKSHELF_PUZZLE_SHELF_2_X - Red shelf X - number X coordinate of the second shelf in the bookshelf puzzle room.
879 BOOKSHELF_PUZZLE_SHELF_2_Y - Red shelf Y - number Y coordinate of the second shelf in the bookshelf puzzle room.
880 BOOKSHELF_PUZZLE_SHELF_3_X - Green shelf X - number X coordinate of the third shelf in the bookshelf puzzle room.
881 BOOKSHELF_PUZZLE_SHELF_3_Y - Green shelf Y - number Y coordinate of the third shelf in the bookshelf puzzle room.
882 RIGHT_PIANO_PIECE_SHELF_1_X - Shelf 1 X - number X coordinate of the first shelf in the right piano piece room.
883 RIGHT_PIANO_PIECE_SHELF_1_Y - Shelf 1 Y - number Y coordinate of the first shelf in the right piano piece room.
884 RIGHT_PIANO_PIECE_SHELF_2_X - Shelf 2 X - number X coordinate of the second shelf in the right piano piece room.
885 RIGHT_PIANO_PIECE_SHELF_2_Y - Shelf 2 Y - number Y coordinate of the second shelf in the right piano piece room.
886 PIANO_PUZZLE_RIGHT_HINT_STATE - Right melody - map Revealed the right piano hint for the piano puzzle.
0 = Default state
1 = Revealed hint
-1 = Solved piano puzzle
887 INTRO_PIANO_LEFT_HINT_REVEALED - Left hint - bool Revealed the left piano hint in the intro piano room.
888 INTRO_PIANO_RIGHT_HINT_REVEALED - Right hint - bool Revealed the right piano hint in the intro piano room.
889 DARK_MAZE_BOTTOM_HINT_REVEALED - Bottom hint - bool Revealed the bottom piano hint in the dark maze room.
890 DARK_MAZE_TOP_HINT_REVEALED - Top hint - bool Revealed the top piano hint in the dark maze room.
891 PIANO_PUZZLE_LEFT_HINT_STATE - Left melody - map Revealed the left piano hint for the piano puzzle.
0 = Default state
1 = Revealed hint
-1 = Solved piano puzzle
892 SOLVED_PIANO_PUZZLE - Solved - bool Solved the piano puzzle before Jackenstein.
893 PIANO_PUZZLE_WITHOUT_HINT_ATTEMPTS - No-hint attempts - map Tried to solve the piano puzzle without hint.
0 = Default state
1 = Interacted with piano once
1.1 = Interacted with piano more than once
894 OPENED_LEFT_PIANO_PIECE_CHEST - Opened the left piano-piece chest - bool Got the Scarlixir from the chest in the left piano piece room.
895 SUSIE_BASEMENT_DIALOGUE_LINE - Susie conversation - map Tracks the current line of Susie's dialogue alone in Noelle's basement during the Weird Route.
0 = Default state
1 = ... Damn, I've moved everything but I can't find anything...
2 = ... wonder how Kris's search is going.
3 = ... nothing to do but keep looking, I guess.
897 UNUSED_PIANO_HINT_PREVENTION_FLAG - Incomplete music dialogue - bool Flag never set, but would have prevented use of the piano after getting one of the two hints.
898 MONEY_FOUNTAIN_DONATION - Donation - number The amount of money you donated to the money fountain.
899 HOLY_WATERCOOLER_ENCOUNTER_OUTCOME - Holy Watercooler - map Tracks the state of the Holywatercooler encounter.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
900 VESSEL_HEAD - Head - map The head of your vessel.
0 = Bald
1 = Kris-like
2 = Left lock
3 = Middle part
4 = Thick hair
5 = Loose
6 = Balding line
7 = Refined
901 VESSEL_BODY - Body - map The body of your vessel.
0 = Long sleeves
1 = Short sleeves
2 = Baggy sleeves
3 = Baggier sleeves
4 = Zipper
5 = Buttons
902 VESSEL_LEGS - Legs - map The legs of your vessel.
0 = Wider on right
1 = Wider on right
2 = Wider on right
3 = Wider on right
4 = Wider on left
903 VESSEL_FOOD - What is its favorite food? - map Your vessel's favorite food.
0 = Sweet
1 = Soft
2 = Sour
3 = Salty
4 = Pain
5 = Cold
904 VESSEL_BLOOD - Your favorite blood type? - map Your favorite blood type.
0 = A
1 = AB
2 = B
3 = C
4 = D
905 VESSEL_COLOR - What color does it like most? - map Your vessel's favorite color.
0 = Red
1 = Blue
2 = Green
3 = Cyan
906 VESSEL_FEELING - How do you feel about your creation? (It will not hear.) - map How you feel about your vessel.
0 = Love
1 = Hope
2 = Disgust
3 = Fear
907 VESSEL_HONEST - Have you answered honestly? - bool Were you honest about your vessel choices?
908 VESSEL_SEIZURE - You acknowledge the possibility of pain and seizure. - bool Do you acknowledge the possibility of pain and seizure?
909 VESSEL_GIFT - Please give it a gift - map The gift you give your vessel. Stored in reverse order.
0 = Mind
1 = Kindness
-3 = Voice
-2 = Bravery
-1 = Ambition
910 EGG_ROOM_PROGRESS_CH1 - Room progress - map Your progress to finding... him.
0 = Default state
1 = Entered room
2 = Interacted with man
911 OBTAINED_EGG_CH1 - Got the egg - bool Set when entering Chapter 2 if you had or deposited the Chapter 1 egg, but not if you dropped it. Maybe. It checks the key item.
912 LANGUAGE_NAME - Language - map Language your name was entered in, used to display the correct font even if you change the game language later.
0 = English
1 = Japanese
913 INTERACTED_WITH_MAN_CAR - Saw man in car - bool Whether you saw the man wave at you from his car, if flag 910 up there was 2 (even if you refused the offer).
914 STARTING_CHAPTER - Starting chapter - number The chapter you started your current save file on, is 0 if the file was created on the current chapter.
915 SNOWGRAVE_ROUTE_PROGRESS - Progress - map Your progress on the Snowgrave Route. This is a big one.
0 = Default state
1 = Froze tutor Virovirokun
2 = Ready for Freeze Ring
3 = Got Freeze Ring
4 = Passed forcefield
5 = Froze mouse puzzle
6 = SnowGrave.
7 = Entered mansion
8 = Rouxls's condition explained
9 = Did not see Suselle scene
19 = Seen Noelle with Rudy
20 = Creeped Noelle out
1.5 = Froze Trash Zone enemies
1.75 = Froze roadway enemies
916 SNOWGRAVE_FAIL - Failed - bool Whether you failed the Snowgrave Route at any point, by any action. Reverts practically every effect of the route.
917 EGG_ROOM_PROGRESS_CH2 - Room progress - map Your progress to finding him. Again.
0 = Default state
1 = Killed by dog
2 = Entered egg room
3 = Interacted with man
918 OBTAINED_EGG_CH2 - Got the egg - bool Whether you got the Chapter 2 egg, for Temmie's collection.
919 NOELLE_LEVEL_UP_COUNT - Times Noelle Leveled - number Like flag 65 but for Noelle in particular. Unaccessed.
920 OBTAINED_MOSS_CH2 - Got the moss - bool Whether you got the Moss in Chapter 2 and the Moss Finder title.
921 ATE_MOSS_WITH_NOELLE - Ate moss with Noelle - bool Whether Noelle was with you when you found the Moss, earning the Moss Neutral title.
922 ATE_MOSS_WITH_SUSIE - Ate moss with Susie - bool Whether Susie was with you when you found the Moss, earning the Moss Enjoyer title.
923 FAILED_SNOWGRAVE_WITHOUT_THORN_RING - Forgot Ring - bool Whether you failed the Snowgrave route because of not having the Thorn Ring at Berdly. Unaccessed.
924 SNOWGRAVE_KILL_COMMAND_COUNT - Snowgrave Attempts - number The number of times you told Noelle to KILL HIM, KILL HIM NOW. (0-4)
925 ICESHOCKS - IceShock uses - number The number of IceShocks Noelle has used, finishing or not. Each increases her Coldness by 7.
926 ICESHOCKED_ENCOUNTERS - Iceshocked Encounters - number The number of encounters defeated with IceShock. Unaccessed.
928 CREEPY_STEPS - Creepy Steps - number The number of steps you take toward Noelle (0-3) after the hospital scene on Snowgrave. Yeah, that's a thing.
930 OBTAINED_EGG_CH3 - Got the egg - bool Whether you got the Chapter 3 egg.
931 OBTAINED_EGG_CH4 - Got the egg - bool Whether you got the Chapter 4 egg.
932 DAMAGE_TAKEN_COUNT_CH1 - Damage taken - number Number of times hit in Chapter 1, used for trophies.
933 ICE_E_PAIN_SCALE_VIEW_COUNT_CH1 - Ice-E pain-scale views - number Number of times you looked at the ICE-E pain scale in Chapter 1, used for trophies.
934 DAMAGE_TAKEN_COUNT_CH2 - Damage taken - number Number of times hit in Chapter 2, used for trophies.
935 ICE_E_PAIN_SCALE_VIEW_COUNT_CH2 - Ice-E pain-scale views - number Number of times you looked at the ICE-E pain scale in Chapter 2, used for trophies.
936 DAMAGE_TAKEN_COUNT_CH3 - Damage taken - number Number of times hit in Chapter 3, used for trophies.
937 DAMAGE_TAKEN_COUNT_CH4 - Damage taken - number Number of times hit in Chapter 4, used for trophies.
938 ICE_E_PAIN_SCALE_VIEW_COUNT_CH4 - Ice-E pain-scale views - number Number of times you looked at the ICE-E pain scale in Chapter 4, used for trophies.
939 TREASURE_CHEST_COUNT - Amount Treasure - number Number of chests opened, used for trophies.
950 SHADOW_FAILED_CH2 - Shadow failed - bool Whether you used the Shadow Crystal in Chapter 2 and saw nothing. 952 is more interesting.
951 GLASS_FAILED_CH2 - Glass failed - bool Whether you used the Glass in Chapter 2 and saw nothing. 953 and 281 are more interesting.
952 SHADOW_LAB - Shadow Lab - bool Whether you saw the computer lab using the Shadow Crystal.
953 GLASS_SUSIE_GLARE - Glass Susie Glare - bool Whether you saw Susie glare at you using the Glass.
954 GAVE_JEVIL_CRYSTAL - Jevil Crystal - bool Whether you gave Seam JEVIL's Shadow Crystal.
961 FAILED_SPAM_CRYSTAL - Failed Spam Crystal - bool Whether you got JEVIL's Shadow Crystal but failed to find Spamton's, and told Seam. They seem quite dejected...
1001 TINY_PYRAMID_STATE - Tiny pyramid puzzle - map Progress finding the even tinier pyramid in Desert Board. Resets to 0 if you enter Rouxls's shop.
0 = Default state
1 = Tiny pyramid mentioned
2 = Rouxls evicted
3 = Locked out
1002 FOUGHT_SHADOWMANTLE - Started the Shadow Mantle fight - bool Whether you've started the Shadow Mantle fight. Speeds up repeat fights, as your death isn't a real Game Over and doesn't reload a save.
1003 BOARD_LOSSES - Tenna show game overs - number Number of Game Overs attained in Tenna's show.
1004 OBTAINED_CROWD_TREASURE - Got the maze-crowd treasure - bool Whether you opened the chest in the lower-left corner of that maze with Zapper+Shuttah fights.
1005 FOUND_MAZE_CROWD - Found the maze crowd - bool Whether you triggered the cheering crowd in the upper-right corner of that maze with Zapper+Shuttah fights.
1006 FOREST_CUT_PROGRESS - Forest cut room count - number Number of repeating forest rooms passed through looking for the Ice Key.
1007 SWORDROUTE_EVICT - Kicked from original game - bool Whether you've (recently) done something to get yourself kicked out of the original game. Like dying.
1008 FOUND_SHADOWTEASE - Found shadow teaser message - bool Whether you found the "See you soon" hidden message in the Sword Route.
1009 SHADOWTEASE_EYES - Shadow teaser eyes - bool Whether you saw the teaser eyes on the side of the pyramid in Sword Board 1.
1010 SHADOWTEASE_GRIN - Shadow teaser grin - bool Whether you saw the teaser grin on the side of the pyramid in Sword Board 1.
1011 GAMESHOW_BATTLES - Gameshow battles entered - number Number of battles entered on Tenna's show? Unaccessed, but there's an empty code block here.
1012 GAMESHOW_NAME_1 - Letter 1 - map First letter selected for Kris's name on the game show.
Every number corresponds to a lettter.
0 = A,
1 = B,
2 = C, etc.
1013 GAMESHOW_NAME_2 - Letter 2 - map Second letter selected for Kris's name on the game show.
Every number corresponds to a lettter.
0 = A,
1 = B,
2 = C, etc.
1014 GAMESHOW_NAME_3 - Letter 3 - map Third letter selected for Kris's name on the game show.
Every number corresponds to a lettter.
0 = A,
1 = B,
2 = C, etc.
1017 FAVORITE_WEATHER_ATTACK - Favorite weather attack - map Whose attack you liked better, causing the Weather to not Stick Together.
0 = Elnina
1 = Lanino
1018 SAW_NOWHERE_PREREQUISITE_BOARD - Saw the Nowhere prerequisite board - bool Whether you saw the board that's a prerequisite for solving Nowhere. Unaccessed.
1019 QUIZ_RIGHT_ANSWERS - Quiz correct answers - number Number of correct answers (totalled on all characters) in the most recent of Tenna's quizzes. Slightly alters the Tenna-sphinx dialogue.
1020 OBTAINED_POWER_CROISSANT - Got the Power Croissant for Susie - bool Whether Susie has obtained the Power Croissant, allowing her to pick up boxes, pots, weeds, and Ralsei.
1021 COUCH_WALKAWAY_CH3 - Walked away - bool Whether the couch has begun walking away (if you go right then go back to it) at the start of Chapter 3.
1022 TENNA_BOARD_ABSENT - Tenna left board - bool Whether Tenna has left the current board, allowing for additional board interactions.
1023 CANT_GRAB_RALSEI - Cannot grab Ralsei - bool Prevents Susie from picking up Ralsei in Tenna's minigames.
1024 BOARD_TRANSITION_FREEZE - Board transition freeze - bool Volatile value used to freeze characters on Chapter 3 minigame transitions.
1025 UNUSED_BOARD_KEY_COUNT - Board key tracker - number Board 1 key count. Unaccessed. See flag 1122 instead. Also incremented if you buy the useless board 2 key.
1027 DROPPED_S_RANK_ROOM_STAR - S-rank star fallen - bool Whether you interacted with the stars in the S-Rank room, causing one of them to fall on the floor.
1028 OBTAINED_RAMB_BOARD_REWARD_1 - Ramb reward - map Whether you got the first board reward from Ramb (if available based on rank).
0 = Default state
1 = Got prize
2 = Got nothing (Z-Rank)
1029 RAMB_BACKSTAGE_DIALOGUE_PROGRESS - Ramb backstage talk - map How much you've talked with Ramb backstage.
0 = Default state
1 = Ramb moved away from the door the first time
2 =  "I'm glad you"re having REAL fun, Kris. (moves for the second time)"
3 = Talked round 3 (unused?)
1030 OBTAINED_RAMB_BOARD_REWARD_2 - Ramb reward - map Whether you got the second board reward from Ramb (if available based on rank).
0 = Default state
1 = Got prize
2 = Got nothing (Z-Rank)
1031 ENTERED_CHANGING_ROOM - Entered rank room - bool Whether you've interacted to enter the S- or Z-Rank room. Stops Susie's and Ralsei's dialogue on repeat.
1032 TALKED_TO_RAMB - Talked to Ramb first - bool Whether you've talked to Ramb at least once in the Green Room. Alters repeat interaction.
1033 TRIED_RACING - Tried racing game - bool Whether you've interacted with the TV with the racing game at least once. Alters repeat interaction.
1034 PLAYED_RACING_COUNT - Racing game plays - number Number of times you played the unseeable racing game.
1035 WON_RACING - Won racing game - bool Whether you won the racing game. Susie refuses to play any more afterward.
1037 RAL_CHEER_EQUIP_COUNT - Ralsei cheer equips - number Number of times you've equipped the Blue Ribbon to Ralsei, giving progress of a cheer chant.
1038 PIPIS_SOUNDS - Pipis inventory sounds - map Status of the Pipis in your inventory. Increases over time.
0 = Default state
1 = Chirping
2 = Clucking
1039 TENNA_PIPIS_STATE - Tenna Pipis bonus state - map State of Tenna's Pipis in the Bonus Zone (without Spamton).
0 = Default state
1 = Tenna panicked
2 = Got Pipis
1040 OBTAINED_HERO_PHOTO - Got the hero photo - bool Whether you've photographed the three heroes for Shuttah. The same flag is reused in some scrapped content.
1041 OBTAINED_HALF_FLOWER - Got the half-flower photo - bool Whether you've photographed the half flower in Board 2.
1042 OBTAINED_SPRING_PHOTO - Got the spring photo - bool Whether you've photographed the healing green spring in Board 2.
1043 OBTAINED_CACTUS_PHOTO - Got the cactus photo - bool Whether you've photographed the only cactus in Board 2.
1044 POINTS_CH3 - Points - number Your point total in Chapter 3.
1045 SUSIE_HEAL_PRACTICE_COUNT - Healing practice - number The number of times you have used UltraHeal/OKHeal/BetterHeal. Improves the spell. Caps at 5 in Chapter 3, 15 in Chapter 4.
1047 KNIGHT_BATTLE_OUTCOME_CH3 - Outcome - map Whether you beat the Knight... down to 80% of its health. Also saved to ini.
0 = Default state
1 = Won
2 = Lost
1048 LANCER_COST - Lancer purchase cost - map Amount spent on Lancer in Board 2. Decreases if he is photographed before purchase.
0 = Uninitialized
9 = 9 points
99 = 99 points
999 = 999 points
1049 BOARD_1_BATTLES - Board 1 Battles Count - number Number of battles engaged in on Board 1.
1050 DEFEATED_MANTLE - Defeated - bool Whether the Shadow Mantle boss was defeated.
1051 ADMITTED_CHEAT_COUNT - Cheater admits count - number Number of times you admitted to Zappers that you're a cheater, usually triggering a battle.
1052 TENNA_DELETED_GRASS - Tenna deleted grass - bool Whether Tenna deleted the grass to keep Susie from wasting time on it in the unused Board 3.
1054 TENNA_VOICE_PITCH - Tenna voice pitch - map Appears to be a volatile factor applied to Tenna's voice bite. Only used for his flashback.
0 = Uninitialized
1 = Full pitch
0.8 = 80% pitch
1055 SWORD_ROUTE_PROGRESS - Progress - map Progress on the Sword Route, the Chapter 3 side quest for the Shadow Mantle.
0 = Not started
1 = Got Ice Key
2 = She was used up.
3 = Got Shelter Key
4 = Entered red dungeon
5 = Entered shelter
6 = Defeated boss
1.5 = Entered Ice Palace
1056 KRIS_TENNA_CHAT - Kris talked with Tenna - bool Whether Tenna tried to justify himself to Kris between rounds.
1057 UNUSED_BACKSTAGE_SEQUENCE - Backstage sequence - number Unused tracker for a scrapped backstage sequence in Chapter 3.
1058 FOUND_ISLAND_TENNA - Found Tropic Tenna - bool Whether you found Tenna at the Tropic of Love on the original game, and heard his musings.
1059 ROUXLS_RULES_CARD_ENCOUNTER_OUTCOME - Rouxls battle - map Battle status of the Rouxls Kaard Rules Card battle.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
1060 OBTAINED_UNUSED_ELNINA_CONTROLLER - Got the Elnina controller - bool Whether you got the Elnina Controller for an unused game. The item ID got repurposed as the Odd Controller.
1061 SHADOWGUNNER_PHOTOS - Shadowmen photo count - number Number of photos taken of the Shadowmen shooting at you from trees. They have bunny ears after 5.
1062 OBTAINED_CURTAIN_SABER10 - Got the Curtain Saber - bool Whether you got the Saber10 from the quiet person behind the S-Rank curtain.
1066 HEARD_RAMB_FOUNTAIN_EXPLANATION - Heard Ramb explain the fountain - bool Whether Ramb explained (after Board 3) that he saw Kris make the fountain.
1067 OBTAINED_SHADOWMANTLE - Got Shadow Mantle - bool Whether you've opened the chest containing the Shadow Mantle.
1068 TALKED_TO_LANCER_IN_GREEN_ROOM - Talked to Lancer in the Green Room - bool Whether you've talked to Lancer in the Green Room (and he phased through the door).
1071 COUCH_SKIP_CH3 - Skipped intro - bool Whether you used the couch to skip to Board 1 in Chapter 3.
1073 LANCER_TV_NAME - Lancer Quiz Name - map What you (and Ralsei) named Lancer in Tenna's quiz.
0 = Lancer
1 = Dancer
2 = Prancer
3 = Mr. Generosity
1074 OBTAINED_IN_S_RANK_1 - Got first S-Rank access - bool Whether you've talked to the Zapper guarding the S-Rank room and gotten in for board 1.
1075 OBTAINED_IN_S_RANK_2 - Got second S-Rank access - bool Whether you've talked to the Zapper guarding the S-Rank room and gotten in for board 2.
1076 COUNTERFEIT_S_1 - Counterfeit Rank 1 - map Buying the counterfeit S-Rank for Board 1.
0 = Default state
1 = Have counterfeit
2 = Reset
1077 COUNTERFEIT_S_2 - Counterfeit Rank 2 - map Buying the counterfeit S-Rank for Board 2.
0 = Default state
1 = Have counterfeit
2 = Reset
1078 OBTAINED_MOSS_CH3 - Got moss - bool Whether you got the Moss in Chapter 3 and the Moss Mystery title.
1079 DRANK_OASIS - Drank the oasis dry - bool Whether you chose to deplete the oasis by drinking it. Dries up all the trees.
1080 SUSIEZILLA_LOSS_COUNT - Susiezilla losses - number Times lost at Suziezilla, up to 8.
1081 SUSIEZILLA_RESULT - Susiezilla result - map Exactly how much you won at Suziezilla.
0 = Default state
1 = Destroyed by Spamton's big shot without ever hitting him
2 = Declared win by Tenna
3 = Defeated final wave
1083 OBTAINED_LANCER_NAME_Q - Saw the Lancer-name question - bool Whether you've faced the question of Tenna forgetting Lancer's name. Unaccessed.
1084 RAMB_GAME_OPINION - Ramb game response - map Your choice to Ramb of whether you're enjoying Tenna's game.
0 = Default state
1 = Super fun
2 = Eh
1085 UNUSED_BOARD_PUZZLE_STARTED - Puzzle Started - bool Set when you enter an unused Chapter 3 room with a board puzzle.
1086 DEFEATED_DOOM_SHADOWMAN - Beat Doom Shadowman - bool Whether you've defeated the Shadowman on the Doom Board, to prompt the Zapper encounter instead.
1087 ENTERED_ICE_PALACE - Entered Ice Palace - bool Set upon entering the Ice Palace on Sword Board 2 as a checkpoint.
1088 CHEATED_DICE_VAL - Cheated dice value - map Number on the die in the unused room where a Pippins challenges you to roll even.
0 = Uninitialized
1 = 1
2 = 2
3 = 3
4 = 4
5 = 5
6 = 6
1089 COOKING_LOSSES_COUNT - Cooking losses - number Times lost at the cooking game.
1090 PARENT_LOCK_1_SCENE - Parent Lock 1 Intro - bool Whether you've completed specifically the introductory scene activating the puzzle for Parental Lock 1.
1091 SUSIE_NOTICE_SWORD - Susie noticed sword - map Status of Susie noticing Kris has a sword in the minigame if the OddController was obtained.
0 = Default state
1 = Sword used
2 = Susie commented
1092 BIBLIOX_QUEST_PROGRESS_CH3 - Bibliox quest - map Progress obtaining the TripTicket to Nowhere from the Bibliox.
0 = Default state
1 = Wardrobe mentioned
2 = Wardrobe appeared
3 = Wardrobe checked
4 = Got TripTicket
5 = Got post-Mantle hint
6 = Got alternate TripTicket
1093 JAILED_CHEATER - Cheater jailed - bool Whether you confessed to the Zapper that you are cheaters, and went into the highly escapable prison.
1094 PARENT_LOCK_1 - Parental Lock 1 Solved - bool Whether you solved the first parental lock in Chapter 3.
1095 PARENT_LOCK_2 - Parental Lock 2 Solved - bool Whether you solved the second parental lock in Chapter 3.
1096 RHYTHM_GAME_LOSSES - Rhythm game failures - number Total number of losses on the rock band game.
1097 UNUSED_ID_CARD_PUZZLE_FOUND - ID card puzzle found - bool Whether you found the water interaction in the unused ID card puzzle.
1098 CHEATER_PIP_LEFT - Cheater Pippins fled - bool Whether the unused dice-cheating Pippins have fled from being photographed.
1099 LANCER_CONTROL_NUM - Lancer controllers - number Number of Lancer Controllers obtained.
1100 OBTAINED_COOL_TRASHY_REWARD - Got Cool Trashy's reward - bool Whether you got Trashy's DeluxeDinner.
1101 POINT_CHEST_STATE - Found - map Progress with the 10-point chest in the dust pile at the start of Chapter 3.
0 = Default state
1 = Found chest
2 = Got points
1102 ZAPPER_SNEEZED - Zapper sneezed - bool Whether a Zapper left of the Chapter 3 starting area gave itself away by sneezing.
1103 ICE_KEY_FAIL - Ice key missing - bool Whether you reached the Ice Palace with no key, thus forgetting something important.
1104 OBTAINED_CUT_RIBBICK_ITEM - Got the cut Ribbick item - bool Set for a Ribbick trigger in an unused room.
1105 CUT_RIBBICK_FIGHTS - Cut Ribbick fights - number Counts up with a Ribbick trigger in an unused room.
1106 DID_CUT_WEATHER_PUZ - Cut weather puzzle - bool Flag for an unused puzzle involving a bridge and the Weather Duo.
1107 UNUSED_LANINA_PUZZLE_FOUND - Lanina puzzle found - bool Whether you found the water interaction in the unused Rouxls and Lanina puzzle.
1108 UNUSED_LANINA_PUZZLE_GRASS_COUNT - Lanina puzzle grass - number Amount of grass plucked by Susie in the unused Rouxls and Lanina puzzle. Just keeps you from re-plucking.
1109 PRE_EGG_BLOCK_X - Preegg block X - number X coordinate of the persistent block needed for the Ch3 egg.
1110 PRE_EGG_BLOCK_Y - Preegg block Y - number Y coordinate of the persistent block needed for the Ch3 egg.
1111 PRE_EGG_BLOCK_STATE - Block state - map Status of the puzzle with the persistent block needed for the Ch3 egg.
0 = Default state
1 = Block saved
2 = Puzzle solved
1112 SOLVED_NOWHERE_BLOCK_PUZZLE - Solved the Nowhere block puzzle - bool Whether you've solved the block puzzle to get to the Chapter 3 Bibliox with the TripTicket.
1113 GUARD_ZAPPER_BUTTONS - Guard Zapper buttons - map Progress with the Zapper guarding the cold area.
0 = Default state
1 = Played chest like bongos
2 = Shood off
1114 GUARD_ZAPPER_FOUGHT - Guard Zapper fought - bool Attempting to do nothing against the Zapper guarding the cold area.
1115 TENNA_MAILROOM_PROGRESS - Progress - map Progress entering Tenna's secret mail room.
0 = Default state
1 = Discovered
2 = Entered
3 = Found empty
1116 POINTS_FROM_BATTLE - Battle points current - number Number of points earned in battles on the current board. Used for the board score.
1117 POINTS_SPENT - Points spent - number Number of points spent on the current board. Used to include them in the board score as well as held points.
1118 LAST_MINIGAME_POINTS - Last minigame points - number Number of points earned in the last PHYSICAL CHALLENGE, tracked into the overall round evaluation.
1119 COOLER_BEG_COUNT - Watercooler beg count - number Number of times begged for mercy from Watercooler. Alters repeat flavortext.
1122 BOARD_KEY_COUNT - Count - number Board 1 key count. Used to award bonuses for extra keys. Also incremented if you buy the useless board 2 key.
1123 ENTERED_PARENT_0 - Entered parental room - bool Whether you've entered the room before the first Parental Lock, acknowledged by the party.
1124 TENNA_FALLING_OBJECT_NAME - Called falling Tenna - map What Tenna last called the falling objects on Board 1. Alters Board 2 dialogue.
0 = Default state
1 = Rocks
2 = Peaches
1125 STARTED_COWBOY_GAME - Started the first cowboy game - bool Whether you reached the first cowboy game in Chapter 3.
1126 UNUSED_SNEAK_TOP_LEFT_CAPTURE_COUNT - Sneak Caught Topleft - number Number of times captured in the top-left zone of the unused big sneaking section.
1127 UNUSED_SNEAK_TOP_RIGHT_CAPTURE_COUNT - Sneak Caught Topright - number Number of times captured in the top-right zone of the unused big sneaking section.
1128 UNUSED_SNEAK_BOTTOM_LEFT_CAPTURE_COUNT - Sneak Caught Botleft - number Number of times captured in the left zone of the unused big sneaking section.
1129 UNUSED_SNEAK_HARD_ZONE_1_CAPTURE_COUNT - Sneak Caught Hard1 - number Number of times captured in the first "hard" zone of the unused big sneaking section.
1130 UNUSED_SNEAK_HARD_ZONE_2_CAPTURE_COUNT - Sneak Caught Hard2 - number Number of times captured in the second "hard" zone of the unused big sneaking section.
1131 OVERWORLD_QUIZ_1 - Quiz 1 - bool Whether you completed the 1st overworld quiz while escaping.
1132 OVERWORLD_QUIZ_2 - Quiz 2 - bool Whether you completed the 2nd overworld quiz while escaping.
1133 PARENT_LOCK_1_START - Parental Lock 1 Started - bool Whether you got a wrong answer for the first parental lock, activating the screen with the puzzle.
1134 PARENT_LOCK_2_START - Parental Lock 2 Started - bool Whether you've activated the second parental lock puzzle by interacting with it.
1135 UNLOCKED_STEALTH - Unlocked stealth - bool Whether Susie has suggested the use of stealth.
1136 UNUSED_PA_ANNOUNCEMENT_FLAG - PA announcement - bool Never set, would have changed the logic of an incomplete "PA" system.
1137 FOUND_TRASH_SWITCH - Found the trash switch - bool Whether you've activated the trash switch at the end of the first stealth section.
1138 OBTAINED_UNUSED_WATERCOOLER_ITEM - Got the watercooler item - bool Whether you got an undefined item from an unused watercooler room in Chapter 3.
1139 OBTAINED_REVIVE_MINT_CH3 - Got Revive Mint - bool Whether you got the puzzle-locked Revive Mint in Chapter 3.
1140 OBTAINED_ONE_POINT - Got one point - bool Whether you got the chest with a singular point in the room with the Zapper who takes you nowhere.
1141 BIBLIOX_TALK_COUNT_CH3 - Bibliox talk count - number Number of times talked to the Chapter 3 in-game Bibliox. Dialogue does not reset.
1142 CAM_REMIND_SOLVE - Camera reminder puzzle - map Used for the unused camerareminder puzzle in Chapter 3.
0 = Default state
1 = Solved
2 = Solved with Ralsei
1143 COOLER_AVOID_NUM_COUNT - Watercooler Avoid Count - number Number of times you entered the room with the second Watercooler fight. They get closer up to 5 times, then block the way. Set to 50 after actually doing the fight.
1144 COOLER_2_FLIRT - Watercooler 2 Flirted - map Status flirting with the second Watercooler. Affects curtain flavortext.
0 = Default state
1 = Flirted
2 = Did not flirt
3 = Checked curtain after flirting
1146 INTERACTED_WITH_CURTAIN_COOLER - Interacted with the curtain after Watercooler - bool Whether you interacted with the curtain after fighting the second Watercooler.
1147 LAWNMOWER_BEAT_PAPER - Paper destroyed - bool Whether you used the lawnmower to destroy the Shadowmen's contracts. Earns their gratitude if not previously LOST.
1148 ROUXLS_SNACKS_CH3 - Rouxls Snacks Status - map Rouxls's progress when he shows up with the weather duo.
0 = Default state
1 = Showed up for snacks
2 = Took snacks and left
1150 PARENT_LOCK_3 - Parental Lock 3 Progress - map Progress with the third parental lock puzzle.
0 = Default state
1 = Activated
2 = Solved block puzzle
3 = Solved bridge puzzle
4 = Got camera
1.5 = Used TV
1151 SAW_SPAMTENNA_SCENE - Saw the Spamtenna scene - bool Whether you saw Tenna coat Spamton in foam in self-defense.
1152 HORSE_RALSEI - Ralsei horse - bool Whether Ralsei forgot to change out of his horse costume.
1153 HAY_RESPONSE - Hay Susie Reaction - map Set based on how Susie reacts to Ralsei considering eating hay. Depends on whether you've previously eaten moss.
0 = Default state
1 = It's for sleeping (no moss)
2 = Eat spinach (ate moss with Susie)
1154 BONUS_ZONE_TREASURE_1 - Treasure 1 - bool Whether you got the 1st treasure chest (of points) in Tenna's bonus zone.
1155 BONUS_ZONE_TREASURE_2 - Treasure 2 - bool Whether you got the 2nd treasure chest (of points) in Tenna's bonus zone.
1156 BONUS_ZONE_TREASURE_3 - Treasure 3 - bool Whether you got the 3rd treasure chest (of points) in Tenna's bonus zone.
1157 BONUS_ZONE_POINTS_1 - Points 1 - bool Whether you got the 1st coin in Tenna's bonus zone.
1158 BONUS_ZONE_POINTS_2 - Points 2 - bool Whether you got the 2nd coin in Tenna's bonus zone.
1159 BONUS_ZONE_POINTS_3 - Points 3 - bool Whether you got the 3rd coin in Tenna's bonus zone.
1160 BONUS_ZONE_POINTS_4 - Points 4 - bool Whether you got the 4th coin in Tenna's bonus zone.
1161 TENNA_BONUS_ZONE - Entered - bool Whether you've entered Tenna's Bonus Zone behind the green panel (prior to Pipis scene).
1162 BONUS_BIG_CHEST - Bonus Big Chest - bool Whether you've opened the giant test in Tenna's Bonus Zone (with a Pippins).
1163 CHECK_RECRUITS_CH3 - Recruits checked - bool Whether you checked the employee list in Chapter 3 to tell if you had missed any recruits.
1164 LIGHTMAZE_FOUGHT - Lightmaze Zapper Fought - bool Whether you fought the Zapper in the lightmaze room so unused, it has no exits.
1165 OVERWORLD_QUIZ_3 - Quiz 3 - bool Whether you completed an overworld quiz in the big maze room.
1166 OVERWORLD_QUIZ_4 - Quiz 4 - bool Whether you completed an overworld quiz in the big maze room.
1167 OVERWORLD_QUIZ_5 - Quiz 5 - bool Whether you completed an overworld quiz in the big maze room.
1168 OVERWORLD_QUIZ_6 - Quiz 6 - bool Whether you completed an overworld quiz in the big maze room.
1169 OBTAINED_UNUSED_LANINA_POINTS - Got Lanina's puzzle points - bool Whether you got a 100-point chest in the unused Rouxls and Lanina puzzle room.
1171 BOARD_2_BATTLES - Board 2 Battles Count - number Number of battles engaged in on Board 2.
1173 RANK_BOARD_1 - Board rank - map Your rank on Board 1.
-1 = ?
0 = Z
1 = C
2 = B
3 = A
4 = S
5 = T
1174 RANK_BOARD_2 - Board rank - map Your rank on Board 2.
-1 = ?
0 = Z
1 = C
2 = B
3 = A
4 = S
5 = T
1176 ODD_CONTROLLER_PROGRESS - Oddcontroller State - map Progress obtaining the OddController.
0 = Default state
1 = Tried game
2 = Got controller
1177 OBTAINED_TENNA_TIE - Got Tenna Tie - bool Whether you got the Tenna Tie from the Ball Machine.
1178 OBTAINED_EXECBUFFET - Got ExecBuffet - bool Whether you got the Executive Buffet from the Ball Machine.
1179 OBTAINED_TENSIONMAX - Got TensionMax - bool Whether you got the TensionMax from the Ball Machine.
1180 OBTAINED_REVIVEMINT - Got ReviveMint - bool Whether you got the Revive Mint from the Ball Machine.
1181 OBTAINED_BLUE_RIBBON - Got Blue Ribbon - bool Whether you got the Blue Ribbon from the Ball Machine.
1182 GACHA_LASTBET - Last bet - number Amount previously spent on the gumball machine in Chapter 3, used to compute gold prize odds. Resets upon earning a gold prize.
1184 SNEAKING_FAST - Sneaking Fast - bool Whether the party has decided to sneak really fast.
1185 S_RANK_ROOM_ANSWER - S Rank Room Answer - map What you told Susie you were doing in the S-Rank room.
0 = Default state
1 = Playing games
2 = Nothing
1186 S_RANK_RETURN_2 - S Rank Return 2 - bool Whether you've gotten the scene of Ralsei mentioning RPGs after returning from the Sword Island Board.
1187 Z_RANK_UNLOCK - Z Rank Door Unlock - map Whether you've talked to unlock the Z-Rank door. Changes for each board.
0 = Default state
1 = Open Board 1
2 = Open Board 2
1188 C_RANK_WATERCOOLER_ENCOUNTER_OUTCOME - Watercooler - map Status of the Watercooler encounter in the C-Rank room.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
1189 UNLOCKED_SUSIEZILLA - Unlocked - bool Whether you've purchased access to the Suziezilla game.
1190 CONTROL_UNJUMBLE - Controls Unjumbled - map Whether you chose to... keep your controls? It's reversed, Ralsei playing as Kris (board 2) is actually the 0 value.
0 = You can have a turn
1 = Let's all go back to normal
1191 MANHOLE_ACTIVATION_CH3 - Manhole used - map When you last used the Z-Rank manhole to reach the original game. Used to open the return manhole.
0 = Default state
1 = Opened after board 1
2 = Opened after board 2
1192 S_RANK_RETURN_3 - S Rank Return 3 - bool Whether you've gotten the scene of Susie and Ralsei racing after returning with the Shadow Mantle.
1193 COOKING_BEST_SCORE - Cooking score - number Highest score at the cooking minigame.
1194 COOKING_BEST_RANK - Cooking rank - map The corresponding rank to your cooking minigame high score.
-1 = ?
0 = Z
1 = C
2 = B
3 = A
4 = S
5 = T
1195 RAISE_BAT_HISCORE - High score - number Highest score on Raise Up Your Bat, Normal Mode
1196 RAISE_BAT_HIRANK - High rank - map Highest rank on Raise Up Your Bat, Normal Mode
-1 = ?
0 = Z
1 = C
2 = B
3 = A
4 = S
5 = T
1197 SUSIEZILLA_HIGH_SCORE - High score - number High score at Susiezilla.
1198 SUSIEZILLA_HIGH_RANK - High rank - map The corresponding rank to your Susiezilla high score.
-1 = ?
0 = Z
1 = C
2 = B
3 = A
4 = S
5 = T
1199 SUSIE_TENNA_CHAT_1 - Susie Tenna Chat 1 - bool Whether you saw Susie compliment Tenna's show between boards.
1200 RALSEI_FACE_THOUGHTS - Ralsei Face Thoughts - map Your commentary on Ralsei's face, if not watching Susie.
0 = Default state
1 = Seen it before
2 = It's unique
3 = It's cute
1201 TENNA_OPINION_SUSIE - Tenna Opinion Susie - map Your opinion on Tenna as given to Susie before Board 2.
0 = Default state
1 = He's fun
2 = He sucks
1202 OPENED_TRASH_CAN_1_CH3 - Opened trash can 1 - bool Whether you opened the 1st trash can in Chapter 3, with 10 points inside.
1203 OPENED_TRASH_CAN_2_CH3 - Opened trash can 2 - bool Whether you opened the 2nd trash can in Chapter 3, with nothing inside.
1204 OPENED_TRASH_CAN_3_CH3 - Opened trash can 3 - bool Whether you opened the 3rd trash can in Chapter 3, with the TVSlop.
1205 OPENED_TRASH_CAN_4_CH3 - Opened trash can 4 - bool Whether you opened the 4th trash can in Chapter 3, with nothing inside.
1206 OPENED_TRASH_CAN_5_CH3 - Opened trash can 5 - bool Whether you opened the 5th trash can in Chapter 3, with 2 points inside.
1207 OPENED_TRASH_CAN_6_CH3 - Opened trash can 6 - bool Whether you opened the 6th trash can in Chapter 3, with 50 points inside.
1208 SUSIE_TENNA_CHAT_2 - Susie Tenna Chat 2 - map Progress with Susie questioning Tenna's show between boards.
0 = Default state
1 = Started scene
2 = Finished scene
1209 OPENED_TRASH_CAN_7_CH3 - Opened trash can 7 - bool Whether you opened the 7th trash can in Chapter 3, with nothing inside.
1210 ELNINA_GREEN_ROOM_RESPONSE - Elnina Greenroom Talk - map What you told Elnina about her relationship in the Green Room.
0 = Default state
1 = You're strong and independent
2 = Your forecast is love
1211 LANINO_GREEN_ROOM_RESPONSE - Lanino Greenroom Talk - map What you told Lanino about his relationship in the Green Room.
0 = Default state
1 = You're strong and independent
2 = Your forecast is love
1212 SUSIEBRIDGE_STATE - Susiebridge State - map Progress on the unused Susie bridging minigame.
0 = Default state
1 = ???
2 = Complete
1213 OBTAINED_300_POINTS - Got 300 points - bool Whether you got the chest of points in the room with a Susie board puzzle.
1214 PARENTAL_LOCK_CONCERN_TARGET - Who Asked Okay - map Who you asked whether they were okay in the Chapter 3 parental lock room.
0 = Default state
1 = Susie
2 = Ralsei
3 = Neither
1215 SUSIE_REASSURANCE - Susie Reassurance Response - map What you said to Susie (if talking to her) in the parental lock room.
0 = Default state
1 = I'm not a dream (creepy)
2 = Your friendships are real (fake-heroic)
3 = Sucks to be you (unwittingly ironic)
1216 RALSEI_REASSURANCE - Ralsei Reassurance Response - map What you said to Ralsei (if talking to him) in the parental lock room.
0 = Default state
1 = It's ok to take it easy
2 = Stay on task
1217 ICECREAM_FOR_SUSIE - Icecream For Susie - map What you said to Ralsei about getting ice cream from him to Susie.
0 = Default state
1 = I'm not going with her
2 = I'm saying it's from me
3 = Of course
1218 FESTIVAL_RAL_WHOELSE - Festival Ralsei Whoelse - map Who you told Ralsei you're going to the festival with, if not Susie.
0 = Default state
1 = Noelle
2 = Ralsei
3 = Berdly (BERDLY!?)
4 = Not going
1219 SAW_SUSIEZILLA_INTRO - Saw the Susiezilla intro - bool Whether you completed the intro scene for the Susiezilla game.
1220 COMPLETED_SUSIEZILLA - Beat Susiezilla - bool Whether you reached the elusive BOARD CLEAR of the Suziezilla game.
1221 OBTAINED_COOLER_CRATER - Got the Watercooler crater points - bool Whether you got the 200 points from underneath the C-Rank Watercooler.
1222 OBTAINED_TENNA_STATUE - Got Golden Tenna - bool Whether you got the Golden Tenna Statue from the Ball Machine.
1223 OBTAINED_DOG_DOLLAR - Got Dog Dollar - bool Whether you got the Dog Dollar from the Ball Machine.
1224 OPENED_BONUS_ZONE - Opened - bool Whether you opened Tenna's secret bonus zone behind a green screen.
1225 OPENED_SAMS_ZONE - Opened - bool Whether you opened the secret zone where you can choose whether the talking cages love or hate. Behind a green screen.
1226 OBTAINED_1225_ROOM - Entered - bool Whether you entered the secret 1225 room in the Ball Machine game. Yes, the flag is so close.
1227 OBTAINED_ANTLION_PHOTO - Got the red-antlion photo - bool Whether you photographed the red antlion in Board 2.
1228 ENTERED_COLDPLACE - Entered Cold Place - bool Whether you've entered the Cold Place and such has been acknowledged by the party.
1229 LAST_SNEAK_TIMES_FOUND_COUNT - Times caught - number Number of times caught by the Zapper who later reveals he does not want to be there either.
1230 SNEAK_ZAPPER_STATE - Zapper state - map Progress with the Zapper who does not want to be there either.
0 = Default state
1 = Zapper joined
2 = Passed room
1231 PARENT_LOCK_3_DONE - Parental Lock 3 Done - bool Whether you solved the undefined parental lock in Chapter 3, optional on Sword Route.
1232 STARTED_COWBOY_GAME_2 - Started the second cowboy game - bool Whether you reached the second cowboy game in Chapter 3.
1233 PARENT_LOCK_3_USED - Parental Lock 3 Used - bool Whether you went through the door after the undefined parental lock in Chapter 3.
1234 SUSIEZILLA_BEST_TIME - Susiezilla Best Time - number The duration of your best Suziezilla run.
1235 TENNA_MAD_AT_STAFF - Tenna Mad At Staff - bool Whether you've seen the scene where Tenna gets mad the Darkners haven't found the Lightners yet.
1236 SAW_RAMB_QUIT_SCENE - Saw Ramb quit - bool Whether you've seen the scene where Tenna gets mad Ramb is quitting on him.
1237 OBTAINED_ROUXLS_BLOCK - Bought Rouxls's block - bool Whether you purchased Rouxls's block for 1 point.
1238 MOVED_RAMB_TO_FINAL_GAME - Moved Ramb to the final game - bool Whether you've moved Ramb to play the final game.
1239 RAMB_PETRIFICATION_LORE_PROGRESS - Ramb Petrify Story - map Your progress in learning about why Ramb petrified.
0 = Default state
1 = Spawned Pippins
2 = "No one will shed a tear for him."
1240 TALKED_TO_STARWALKER_CH3 - Talked to original  *Starwalker* - bool Whether you've talked to Starwalker in the first room after escaping Tenna.
1241 RAL_SUSPECT_ZAPPER - Ralsei Suspect Zapper - bool Whether you've interacted with the Zapper guarding the parental locks, preventing Ralsei's dialogue from repeating.
1242 BEST_FOOD_STACK - Best Food Stack - number Number of food items successfully served in a single simultaneous stack in the cooking minigame. Used to track the record on replay.
1243 ZAPPER_JAIL_2 - Zapper Jail 2 State - map Progress on the second highly ineffective jail you are placed in by a Zapper while sneaking.
0 = Default state
1 = Imprisoned
2 = Escaped
1244 OBTAINED_PARENTAL_LOCK_CAMERA - Got the Parental Lock camera - bool Whether you got the camera in the Parental Lock 3 puzzle.
1245 NUM_PARENT_PHOTOS - Parental Photos Num - number Number of photos taken in the Parental Lock 3 puzzle. The in-game console crashes after 8.
1246 OBTAINED_100_DIG - Dug up the 100-point hole - bool Whether you dug up the rare 100-point hole in the room with the many Lancers.
1248 LEVEL_UP_COUNT_CH3 - Level-ups - number The number of times you have leveled up by violently defeating an encounter. Used for certain increases that only occur every 2, 4, or 10 encounters.
1249 AT_MAGIC_GAIN_COUNT_CH3 - AT/Magic gains - number The number of times your AT and Magic have increased due to leveling up (every ten encounters).
1250 TALKED_TO_JAILED_PIPPINS - Talked to the jailed Pippins - bool Whether you've talked to the imprisoned Pippins selling TV Dinners. Alters repeat interaction.
1251 GOULDEN_SON_TALE - Tale - map Progress telling of Goulden Son.
0 = Default state
1 = Interacted with 2
2 = 2 knew of 1
3 = 1 became 3
4 = Told of 3
1.5 = Told of 2
1252 GOULDEN_SON_DESTINATION - Destination - map Used to determine which is Goulden Son and which is Goulden Son 2. The one you interact with first after the lights are gone will be Goulden Son.
0 = Default state
1 = Right is Goulden Son 2
2 = Left is Goulden Son 2
1253 OPENED_TRASH_CAN_8_CH3 - Opened trash can 8 - bool Whether you opened the 8th trash can in Chapter 3, with 120 points inside.
1254 STONE_LANCER_CH3 - Stone Lancer Seen - bool Whether you saw Lancer petrified in Chapter 3 (in the room where you get his controllers).
1255 SWORD_ROUTE_KILLS - Kills - number Number of enemies killed using your sword in the Chapter 3 minigames. Appears in Kris's stats.
1256 PLUCKED_GRASS_COUNT - Grass plucked - number The number of times Susie plucks grass in the Chapter 3 minigames. Appears in Susie's stats (up to 99).
1257 CARRIED_RALSEI_COUNT - Ralsei carried - number The number of times Ralsei was carried in the Chapter 3 minigames. Appears in Ralsei's stats (up to 99).
1258 RUN_REMINDER_CH3 - Run reminder - bool Whether Susie reminded you you can run at the start of Chapter 3.
1259 SECOND_RUN_REMINDER_CH3 - Run reminder 2 - bool Whether Ralsei reminded you you can run in Chapter 3.
1260 TALKED_TO_RALSEI_AT_EYE_PUZZLE - Talked to Ralsei at the eye puzzle - bool Whether you've talked to Ralsei at the Chapter 3 starting eye puzzle. Alters repeat dialogue.
1261 TALKED_TO_SUSIE_AT_EYE_PUZZLE - Talked to Susie at the eye puzzle - bool Whether you've talked to Susie at the Chapter 3 starting eye puzzle. Alters repeat dialogue.
1262 PARENT_LOCK_1_CLOSE_COUNT - Parental Lock 1 Close - number Number of times you got the first parental lock numbers, but in the wrong order. Ralsei has special dialogue for the first couple tries.
1263 ALMOST_BEAT_KNIGHT - Almost-beaten dialogue - bool Whether you've gotten the one-off pep talk from Gaster for reaching the damage threshold then dying.
1264 KNIGHT_DEATHS_COUNT - Deaths - number Number of times you died to the Knight -- it doesn't reset your save when you retry.
1265 PHASER_CANNONS - Phaser Cannons - bool Whether you performed the Phaser Cannons Easter Egg in the cooking minigame.
1266 MOVED_RAMB_AFTER_ROUND_2 - Moved Ramb after round 2 - bool Whether you've talked to Ramb after round 2 for him to move away from the door.
1267 LAWNMOWER_SCORE - Lawnmower score - number Score in Tenna's lawnmower minigame, minimum 1. Reused for a TVDinner chest.
1268 MINI_ATTACK_SUSIE - Mini Attack Susie - bool Whether the mini-Kris tried to attack Susie, causing her to offer to let Kris gnaw her hair.
1269 SHADOW_HOME - Shadow Home Seen - bool Whether you saw the smashed TV using the Shadow Crystal.
1270 SHADOW_FAILED_CH3 - Shadow failed - bool Whether you used the Shadow Crystal in Chapter 3 and saw nothing. 1269 is more interesting.
1271 GLASS_UNDYNE_FROZE - Glass Undyne Froze - bool Whether you used the Glass in Chapter 3 and saw Undyne frozen in ice. Unused; you cannot visit the Light World in Chapter 3.
1272 GLASS_FAILED_CH3 - Glass failed - bool Whether you used the Glass in Chapter 3 and saw nothing. 1271 is more interesting.
1273 GAMESHOW_NAME_JA - Japanese mode - bool Whether the start of Chapter 3 (naming Kris on the show) was played in Japanese.
1274 GAMESHOW_NAME_1_BACKUP - Backup letter 1 - map Secondary tracker for the first letter of Kris's name (used for safety with translation).
Every number corresponds to a lettter.
0 = A,
1 = B,
2 = C, etc.
1275 GAMESHOW_NAME_2_BACKUP - Backup letter 2 - map Secondary tracker for the second letter of Kris's name (used for safety with translation).
Every number corresponds to a lettter.
0 = A,
1 = B,
2 = C, etc.
1276 GAMESHOW_NAME_3_BACKUP - Backup letter 3 - map Secondary tracker for the third letter of Kris's name (used for safety with translation).
Every number corresponds to a lettter.
0 = A,
1 = B,
2 = C, etc.
1277 PIPPINS_BONUS_STOLE - Pippins chests - number Appears? to be the number of chests looted by Pippinses in Tenna's bonus zone.
1278 SWORDROUTE_SODA - Soda - map Status of the soda left by Susie after obtaining the Shadow Mantle.
0 = Default state
1 = Soda placed
2 = Soda collected
1279 RAISE_BAT_HARD_HISCORE - Hard score - number High score on Raise Up Your Bat, Hard Mode. (Unused in Chapter 3)
1280 RAISE_BAT_HARD_HIRANK - Hard rank - map Highest rank on Raise Up Your Bat, Hard Mode. (Unused in Chapter 3)
-1 = ?
0 = Z
1 = C
2 = B
3 = A
4 = S
5 = T
1312 PINK_COINS - Pink Coins - number Your amount of Pink Coins.
1365 SCISSORS_PUZZLE_FLAGS - Scissors puzzle flags - number Raw bitfield state for Chapter 5 scissors puzzle progress.
1391 VOICE_CLIPS_ENABLED - Voice Clips - bool Voice Clips toggle in settings.
1399 HOPSCHEF_PROGRESS_FLAG - Hop Chef progress - number Raw progress state for the Hop Chef challenge.
1404 RIBBON_CHEST_STATE - Ribbon chest state - map Tracks the Chapter 5 RedRibbon chest and first ribbon equip scenes.
0 = Default state
1 = Opened chest; Susie can equip ribbons
2 = First equipped ribbon on Kris
3 = First equipped ribbon on Susie
4 = First equipped ribbon on Ralsei
1411 FLOWERY_DOLLARS - Flowery Dollars - number Your amount of Flowery Dollars.
1421 THRASH_FIT_HAIR - Hair - map Thrash Fit hair variant.
0 = Normal
1 = Ponytail
2 = Royal Bob
3 = Duck Tiara
4 = Fresh Swish
5 = Princey
1422 THRASH_FIT_SHIRT - Shirt - map Thrash Fit shirt variant.
0 = Dark Jacket
1 = Rip Jacket
2 = Similar Hood
3 = Duck
4 = Lancer Shirt
5 = Royal Dress
6 = Swag Jacket
7 = Tuxusie
1423 THRASH_FIT_PANTS - Pants - map Thrash Fit pants variant.
0 = Susie Pant
1 = Shorter
2 = Bagi
3 = Duck
4 = White Pant
5 = Gray Pants
6 = Blackpants2
1424 THRASH_FIT_HAT - Hat - map Thrash Fit hat variant.
0 = No Hat
1 = Casual Hat
2 = Second Hat
3 = Tiara
4 = Silk
1425 THRASH_FIT_SHOES - Shoes - map Thrash Fit shoes variant.
0 = Susie Shoesy
1 = Brown Leg
2 = Black Flats
3 = Duck
4 = Glass Shoes
5 = Brown Shoe
6 = Blackshoes3
1435 TALKED_TORIEL_TOAST_REQUEST - Toriel toast request - map Toriel toast request answer.
0 = Default state
1 = Yes
2 = I'm busy
1438 LOOKED_AT_MICROWAVE - Looked at microwave - bool Looked at microwave while it was running.
1440 CASTLE_CLIMB_HISCORE - Castle climb high score - number Castle Town climbing minigame high score.
1443 SEEN_HOW_TO_DRAW_DRAGONS - Seen "How To Draw Dragons" - bool Seen "How To Draw Dragons" inside the drawer.
1500 MONEYFOUNTAIN_DONATION_OVER_100 - $100 Reward - bool Donated at least 100 Dark Dollars to the money fountain.
1501 CANDY_BOWL_PROGRESS - Cutscene - map Tracks your progress in the candy bowl cutscene.
0 = Default state
1 = Approached candy bowl
2 = Spilled candy bowl
1502 RIPPLE_WORSHIP_PROGRESS - Ripple progress - map Tracks your progress in the ripple worship room.
0 = Default state
1 = Opened the north path
2 = Revealed the piano notes
1503 GERSON_TEA_FINISHED - Organikk at fountain - bool Finished the tea party with Gerson.
1504 INTERACTED_WITH_CHURCH_CUPBOARD - Checked the church cupboard - bool Interacted with the cupboard while looking for the code to the church's locked door.
1505 INTERACTED_WITH_CHURCH_BOOKS - Checked the church books - bool Interacted with the books while looking for the code to the church's locked door.
1506 INTERACTED_WITH_CHURCH_CANDLES - Checked the church candles - bool Interacted with the candles before going inside.
1507 WHO_KRIS_PRAYED_FOR - Prayer target - map Who you decided to pray for in front of the hope candles.
0 = Default state
1 = Pray for Susie
2 = Pray for Noelle
3 = Pray for Asriel
1508 INTERACTED_WITH_CHURCH_BOOKSHELF - Checked the church bookshelf - bool Interacted with the bookshelf while looking for the code to the church's locked door.
1509 WHAT_CANDLES_ARE_FOR - Candles answer - map What you told Susie when she asked if the candles were for birthdays.
0 = Default state
1 = That's right
2 = Prayer
1510 OPENED_CHURCH_CLOSET - Opened the church closet - bool Viewed the cutscene of opening the church closet and getting jumpscared by Jackenstein.
1511 LISTENED_SUSIE_PIANO_STORY - Piano story - map Viewed the cutscene of Susie telling her story about smashing a piano.
0 = Default state
1 = Listen (it might be long)
2 = Not now
1512 WILL_KRIS_PLAY_AGAIN - Piano story response - map What you told Susie after her piano story. Unaccessed as of chapter 4.
0 = Default state
1 = I'll play again someday
2 = If you play too
3 = I'll never play again
1513 TALKED_TO_JACKENSTEIN_IN_STUDY - Talked to Jackenstein in the study - bool Talked to Jackenstein in Gerson's study.
1514 WOULD_YOU_LIKE_SUGAR - Sugar - map What you said to Ralsei asking if you would like sugar during his tea party.
0 = Default state
1 = No
2 = Yes
3 = Two lumps please
1515 WHO_EATS_THE_CAKE - Who eats the cake? - map What you said to Ralsei after he said he never had cake before during his tea party. Unaccessed as of chapter 4.
0 = Default state
1 = Ralsei eat the cake
2 = That's my cake
1516 RALSEI_HAS_A_SURPRISE - Surprise - bool Whether Ralsei told you he had a surprise if we went into our rooms in Castle Town.
1517 OBTAINED_WORSHIP_CHEST - Got the worship-room chest - bool Got the Mystic Band / Power Band from the chest in the worship room.
1519 GERSON_TEA_FANCY_A_DRINK - Secret piano tea answer - map What you said when Gerson asked if you would fancy a drink.
0 = Default state
1 = Yes
2 = No
3 = We already had tea
1521 GERSON_TEA_DRINK_IT - Waterfall tea answer - map What you did after getting sugar in your tea with Gerson.
0 = Default state
1 = Drink it
2 = Don't drink it
1523 GERSON_TEA_ARE_YOU_SURE - Third tearoom answer - map What you said when Gerson asked you if you were sure you didn't want to have tea now.
0 = Default state
1 = Not now
2 = Actually I will have tea
1524 CLIMBING_CHALLENGE_FIRST_TIME - First time - number How fast you did the first climbing challenge.
1525 CLIMBING_CHALLENGE_SECOND_TIME - Second time - number How fast you did the second climbing challenge.
1526 AWAKENED_MIZZLE_PROGRESS - Mizzle progress - map Tracks the progress of awakening the Mizzle protected by the cups.
0 = Default state
1 = First cup started charging
2 = Mizzle left
3 = Started exiting (triggers shortened return path)
1527 FINISHED_NOELLE_HOUSE_WEIRD - Saw the Noelle-house Weird Route cutscene - bool Viewed the cutscene after coming out of the Noelle's house during the Weird Route. Unaccessed as of chapter 4.
1528 HOMETOWN_WEIRD_CUTSCENE_PROGRESS - Hometown cutscene - map Tracks the progress of the cutscene in the Weird Route when you walk with Susie in the rain.
0 = Default state
1 = Got dialogue near Sans' store
2 = Got dialogue near church
1529 BROKE_KNIGHT_PROPHECY - Broke the Knight prophecy - bool Broke the Knight prophecy in the north prophecies room.
1530 ACTIVATED_TRUE_CLIMB_LEFT_SHORTCUT - Activated the left shortcut - bool Rung the left bell to activate the left shortcut in the climbing room leading to the grand piano.
1531 TALKED_TO_NUBERT_CH4 - Talked to Nubert in Castle Town - bool Talked to Nubert in Castle Town in chapter 4.
1532 TALKED_TO_RUDINN_CH4 - Talked to Rudinn in Castle Town - bool Talked to Rudinn in Castle Town in chapter 4.
1533 SLEPT_THROUGH_SERVICE - Church sermon choice A - map Whether you chose to sleep through service at church. Unaccessed as of chapter 4.
0 = Default state
1 = Sleep through service
2 = Watch service
1534 WHAT_YOU_DID_DURING_SERVICE - Church sermon choice B - map What you chose to do during service at church. Unaccessed as of chapter 4.
0 = Default state
1 = Let's play attention
2 = Look in pocket for fun
1535 INTERACTED_WITH_CHURCH_CHOIR_DOOR - Checked the choir door - bool Interacted with the church's choir room's door before going inside.
1536 INTERACTED_WITH_CHURCH_OFFICE_DOOR - Checked the church office door - bool Interacted with the church's office's door before going inside.
1537 OBTAINED_MONEYFOUNTAIN_CHEST - Got the Money Fountain chest - bool Got the Darker Candy / Scarlixir / Revive Mint / Bitter Tear / Gold Widow from the chest in the money fountain room.
1538 MOVED_MOVABLE_PIANO - Moved the movable piano - bool Moved a movable piano.
1539 OBTAINED_LIBRARYCONNECTOR_CHEST - Got the library-connector chest - bool Got the Rhapsotea from the chest in the Second Sanctuary's library connector room.
1540 OBTAINED_LIBRARY_CHEST - Got the library chest - bool Got the Revive Mint from the chest in the Second Sanctuary's library.
1541 BREAKABLE_BOOKSHELVES_STATE_ALT - Breakable Bookshelves State Alt - number Tracks the state of the breakable bookshelves in the unused alternate Second Sanctuary's library.
1543 REMOVED_PIANO_AND_BOOKSHELVES - Removed the piano and bookshelves - bool Flag never set, but would have removed the moving piano and bookshelves in the Second Sanctuary's library.
1544 ALERTED_MIZZLES - Alerted the Mizzles - bool Prevented future Mizzles to start a battle tired, by ringing the bell or waking up an initially tired Mizzle.
1545 OBTAINED_GALLERY_CHEST - Got the gallery chest - bool Got 500 Dark Dollars from the chest in the Second Sanctuary's gallery.
1547 SOLVED_GOLDEN_PIANO - Solved the golden piano - bool Played the golden piano and opened the fireplace secret passage in Gerson's study.
1548 INTERACTED_WITH_FIREPLACE_MURAL - Checked the fireplace mural - bool Interacted with the mural in Gerson's study and read about the cool axe.
1549 TALKED_TO_GERSON_ABOUT_MAGIC_AXE - Talked Gerson About Magic Axe - bool Talked to Gerson in his study about the Magic Axe.
1550 OPENED_GERSON_CHASE_CHEST - Opened the Gerson-chase chest - bool Got the Scarlixir from the chest in the Gerson chase room.
1551 SHOULD_CHECK_ON_RALSEI - Should Check On Ralsei - map What you said to Susie when asked if you should check on Ralsei, after rain starts if you haven't returned to Castle Town in chapter 4 yet.
0 = Default state
1 = Yeah
2 = Nah
1552 TALKED_TO_NAPSTABLOOK_ABOUT_UNDYNE - Talked to Napstablook about Undyne - bool Talked to Napstablook about Undyne.
1553 TALKED_TO_NAPSTABLOOK_ABOUT_SHELTER - Talked to Napstablook about the shelter - bool Talked to Napstablook about the Shelter.
1554 TALKED_TO_CATTI_ABOUT_SUSIE_IN_CHURCH - Talked to Catti about Susie in church - bool Talked to Catti about Susie.
1555 KRIS_SUSIE_LOCKED_OUT - Locked Kris and Susie out - bool Tried to enter Kris's house after rain started and realized it's locked.
1556 INTERACTED_WITH_GERSON_REMAINS - Checked Gerson's remains - bool Interacted with the glass container containing Gerson's remains after the cutscene where it's discovered.
1557 WHY_WE_SHOULD_ENTER_CHURCH - Why We Should Enter Church - map What you said to Susie after she suggested waiting outside the church's Dark World. Unaccessed as of chapter 4.
0 = Default state
1 = But we aren't logical
2 = But Mom could be in there
1558 NOELLE_BEDROOM_ASGORE_CURRENT_LINE - Asgore line - map Tracks the current line in the Asgore cutscene in Carol's bedroom.
0 = Default state
1 = We're almost there, aren't we, old friend?
2 = This time for sure... Tori will finally see.
3 = ... see what really happened.
4 = ... that I just wanted to... protect everyone...
5 = And this time, she'll have to believe me.
6 = ... they all will.
7 = Then...
8 = We'll all be a happy family again... won't we?
9 = ...
10 = It sure is beautiful, isn't it...?
11 = ... this black shard.
1559 KEPT_NOELLE_WAITING - Kept waiting - map Whether you did something after opening the gate at Noelle's house while she was waiting for you.
0 = Default state
1 = Had tea party with Ralsei
2 = Had diner with Susie
1560 GALLERY_CUTSCENE_PROGRESS - Gallery Cutscene Progress - number Tracks the progress of the unused Second Sanctuary's gallery cutscene. Mostly reused for the rotating tower monologue.
1561 PLAYED_MEGALOVANIA - Played MEGALOVANIA - bool Tried playing Megalovania on the piano and got ran over by the Annoying Dog.
1562 SEARCHED_DESS_BELONGINGS - Searched Dess's belongings - bool Dug through Dess' stuff in her room.
1563 TALKED_TO_NOELLE_AFTER_PHONE_THROW - Talked to Noelle after throwing away the phone - bool Talked to Noelle after Susie threw her phone.
1564 TALKED_TO_SUSIE_AFTER_PHONE_THROW - Talked to Susie after throwing away the phone - bool Talked to Susie after she threw Noelle's phone.
1565 ASKED_ASGORE_ABOUT_OUTFIT - Asked Asgore about outfit - bool Asked Asgore about his outfit after coming out of Noelle's house.
1566 ASKED_ASGORE_IF_OKAY - Asked Asgore if okay - bool Asked Asgore if he's okay after coming out of Noelle's house.
1567 PRESSED_KNIGHTCLIMBPOST_SWITCH - Pressed the Knight-climb bridge switch - bool Pressed the switch making a bridge at the end of the Second Sanctuary.
1569 SUSIE_LEARNED_BETTER_HEAL - Taught Susie BetterHeal - bool Whether Susie's OKHeal spell improved to BetterHeal, by winning against Gerson or starting the fight against the Sound of Justice.
1570 INTERACTED_WITH_ITEM_FOUNTAIN - Used the item fountain - bool Interacted with the item fountain in Gerson's study.
1571 ACTIVATED_TRUE_CLIMB_RIGHT_SHORTCUT - Activated the right shortcut - bool Rung the right bell to activate the right shortcut in the climbing room leading to the grand piano.
1572 SUSIE_BELLROOM_PROGRESS - Susie Bellroom Progress - map Tracks the progress of Susie in the bell room cutscene.
0 = Default state
1 = Moved to first point
2 = Moved to second point
1573 WINDOWS_LOOPED - Window loops - number Number of loops done in the Sanctuary's window room. At 8, the Egg door appears.
1574 INTERACTED_WITH_TV_BROKEN - Checked the broken TV - bool Interacted with the TV at Kris's house, if it wasn't repaired.
1575 SUGGESTED_TENNA_TO_METTATON - Suggested Tenna - bool Suggested Tenna to Mettaton, if it wasn't repaired.
1576 INTERACTED_WITH_TV_FIXED - Checked the fixed TV - bool Interacted with the TV at Kris's house, if it was repaired.
1577 TALKED_TO_SWATCH_IN_CAFE - Talked to Swatch - bool Talked to Swatch in the Cafe, if you've recruited Tasque Manager, Tasque and Shadowguy.
1578 TALKED_TO_JIGSAW_JOE_IN_LOVE_DOJO - Talked to Jigsaw Joe - bool Talked to Jigsaw Joe now that the dojo has become the Love Dojo.
1579 MADE_NOISE_IN_NOELLE_HOUSE_COUNT - Noise count - number Number of times you touched a dancing Santa or a bell and made noise in Noelle's house.
1580 LEVEL_UP_COUNT_CH4 - Times Leveled - number The number of times you have leveled up by violently defeating an encounter. Used for certain increases that only occur every 2, 4, or 10 encounters.
1581 OBTAINED_PROPHECYMAZE_CHEST - Got the prophecy-maze chest - bool Got the Scarlixir from the chest in the Second Sanctuary's statue maze room.
1582 OPENED_BOOKSHELF_PUZZLE_CHEST - Opened the bookshelf-puzzle chest - bool Got the Absorb Ax from the chest in the bookshelf puzzle room.
1583 SPAWN_CLOUD_DEATH_COUNT - Times Killed By Spawncloud - map Number of times you died from the spawns chasing you vertically (used to reduce their speed).
0 = Default state
1 = Died once
2 = Died twice
3 = Died thrice or more
1584 BREAKABLE_BOOKSHELVES_STATE - Bookshelves - number Tracks the state of the breakable bookshelves in the Second Sanctuary's library.
1585 MOVING_PIANO_XY - Piano coordinates - number Combination of X and Y coordinates of the moving piano.
1586 OBTAINED_RIGHTCONNECT_CHEST - Got the right-connector chest - bool Got the Winglade from the chest in the room on the right of Gerson's study.
1587 OBTAINED_MINORLEGEND_CHEST - Got the Minor Legend chest - bool Got the Rhapsotea from the chest in the Jockington prophecy room.
1588 OPENED_RIGHT_PIANO_PIECE_CHEST - Opened the right piano-piece chest - bool Got the Revive Mint from the chest in the right piano piece room.
1589 OPENED_TRUE_CLIMB_CHEST - Opened the True Climb chest - bool Got the Tension Gem from the chest in the climbing room.
1590 OBTAINED_JACKENSTEIN_CHEST - Got the Jackenstein chest - bool Got 500 Dark Dollars from the chest in the Jackenstein room.
1591 RALSEI_BLOODY_FACE - Bloody face - bool Whether Ralsei got blood on his face from Susie at the end of chapter 4.
1592 MOSS_OUTCOME_CH4 - Moss - map Whether you got the moss in chapter 4.
0 = Default state
1 = Consumed with gusto
2 = Left for the next person
1593 CHECKED_GERSON_TABLE_SECOND_SANCTUARY - Interacted Gerson Table Second Sanctuary - map Interacted with the table in Gerson's study in the Second Sanctuary.
0 = Default state
1 = Tried to take items
2 = Didn't try to take items
1594 RHAPSOTEA_EXTRA_DOLLARS - Rhapsotea Extra Dollars - number Number of dollars paid extra for the Rhapsoteas in Gerson's study in the Second Sanctuary.
1595 WAFER_ROOM_STATE - Room state - map Tracks your progression in obtaining the Third Sanctuary Waferguard chest. See also flag 1616.
0 = Default state
1 = Revealed chest
2 = Wafer obtained, area locked (nothing more to do, so the game has blocked off the area)
1596 SAW_ANGEL_PROPHECY - Saw the Angel prophecy - bool Viewed the cutscene of the gang looking at the angel prophecy.
1597 PURIFIED_COUNT - Purified - number Number of Titan spawns purified. The Purify ACT will always add two to this flag, even if you've already slain one.
1598 SLAIN_COUNT - Slain - number Number of Titan spawns slain.
1599 INTERACTED_WITH_CUPSTACK_LIFT - Used the cup-stack lift - bool Interacted with the cup stack lift.
1600 CHECKED_GERSON_STUDY_SAVE_POINT - Save point - map Interacted with the save point in Gerson's study.
0 = Default state
1 = First interaction
2 = Second interaction if mural wasn't checked yet
1601 INTERACTED_WITH_NORTHWEST_CONNECTOR_SAVE_POINT - Used the northwest-connector save point - bool Interacted with the save point in the north-west connector room.
1602 INTERACTED_WITH_PIANO_PUZZLE_SAVE_POINT - Used the piano-puzzle save point - bool Interacted with the save point in the piano puzzle room before Jackenstein.
1603 CHECKED_THIRD_SANCTUARY_MUSIC_SAVE_POINT - Interacted Superprophecies Savepoint - bool Interacted with the save point in the room where the Third Sanctuary music starts playing.
1604 GERSON_LEFT_ROOM_WITHOUT_OTHERS - Left Gerson's room without the others - bool Talked to Gerson after his walk is completed without Susie running ahead.
1605 ASKED_GERSON_ABOUT_KNIGHT_AFTER_SHEET_MUSIC - Talked Gerson Postsheet Knight - bool Talked to Gerson in his study about the Knight after using the sheet music.
1606 THIRD_SANCTUARY_MISSED_SOMETHING_RESPONSE - Missed-something response - map Your interaction when asked if you missed something on the other side of your mind.
0 = Default state
1 = Didn't miss anything (while not having the Egg)
2 = Already have the Egg
1607 ASKED_GERSON_ABOUT_HIS_WORK_AFTER_JACKENSTEIN - Talked Gerson Postjack Letter - bool Talked to Gerson in his study and asked him what he's doing after healing Jackenstein and before getting the sheet music.
1608 ASKED_GERSON_ABOUT_HIS_WORK_AFTER_SHEET_MUSIC - Talked Gerson Postsheet Letter - bool Talked to Gerson in his study and asked him what he's doing after getting the sheet music.
1609 TRIGGERED_FIRST_SANCTUARY_INTRO_TEMP_SAVE - Triggered the First Sanctuary temporary save - bool Entered the room with the prophecies at the start of the First Sanctuary (makes a temporary save).
1610 OBTAINED_PROPHECIES_CHEST - Got the prophecies chest - bool Got the Princess Ribbon from the chest next to the Tail of Hell prophecy.
1611 RETURNED_SECOND_JOCKINGTON_PROPHECY - Returned Second Jockington Prophecy - bool Returned from the second Jockington prophecy room in the Third Sanctuary. Unaccessed as of chapter 4.
1612 CHECKED_GERSON_TABLE_FIRST_SANCTUARY - Checked Gerson's table in the First Sanctuary - bool Interacted with the table in Gerson's study in the First Sanctuary.
1613 CHECKED_GERSON_TABLE_THIRD_SANCTUARY - Interacted Gerson Table Third Sanctuary - bool Interacted with the table in Gerson's study in the Third Sanctuary.
1614 OBTAINED_ENCOUNTER2_CHEST - Got the second-encounter chest - bool Got 100 Dark Dollars from the chest in the Third Sanctuary's dark maze room. Inaccessible as there isn't actually a chest in this room.
1615 STARTED_THIRD_SANCTUARY_MUSIC - Started the Third Sanctuary music - bool Entered the room where the Third Sanctuary music plays.
1616 OBTAINED_TREASURE_CHEST - Got the treasure chest - bool Got the Wafer Guard from the chest in the Third Sanctuary's treasure chest room.
1617 INTERACTED_WITH_USELESS_GLOVES - Checked the useless gloves - bool Interacted with the hidden chest with the gloves that make you worse at climbing.
1618 AT_MAGIC_GAIN_COUNT_CH4 - Times Gained AT - number The number of times your AT and Magic have increased due to leveling up (every ten encounters).
1619 CHURCH_CLUES_GATHERED - Clues gathered - map Number of clues gathered at church.
0 = Default state
1 = 1 clue
2 = 2 clues, ready to tell Susie
1620 OBTAINED_NOELLE_CLUE - Got Noelle's clue - bool Talked to Noelle about the locked door at church.
1621 OBTAINED_ALPHYS_CLUE - Got Alphys's clue - bool Talked to Alphys about the shelter at church.
1622 WASHED_HANDS_THERAPY - Washed hands during therapy - bool Used the sink to wash your hands after getting the Egg in chapter 4. Unaccessed as of chapter 4.
1623 GLASS_NOELLE_WHISPERING - Glass whisper - bool Used the Glass in Noelle's house in chapter 4.
1624 SHADOW_SANCTUARY - Sanctuary - bool Used the Shadow Crystal in the Sanctuary.
1625 SHADOW_FINAL_PROPHECY - Final prophecy - bool Used the Shadow Crystal in front of the final prophecy in the Third Sanctuary.
1626 SHADOW_FAILED_CH4 - Failed - bool Whether you used the Shadow Crystal in Chapter 4 and saw nothing. 1624 and 1625 are more interesting.
1627 PRESENTS_CHECKED - Presents - number Number of presents checked in Noelle's present room.
1628 CHAIR_SKIP_CH4 - Chair skip - bool Whether you used the chair to skip to the First Sanctuary in chapter 4.
1629 STARTED_GERSON_BATTLE - Started Gerson's battle - bool Started the battle against Gerson.
1630 TALKED_TO_MALIUS_ABOUT_NEW_FUSIONS - Talked to Malius about new fusions - bool Talked to Malius at the Bakery about NEW FUSIONS.
1631 SELECTED_MALIUS_LEAVE_OPTION - Talked Malius Leave - bool Selected Malius's Leave dialogue option in chapter 4.
1632 TALKED_TO_MALIUS_CH4 - Talked to Malius - bool Talked to Malius at the Bakery in chapter 4.
1633 TALKED_TO_TOPCHEF_CH4 - Talked to Topchef - bool Talked to Top Chef at the Bakery in chapter 4, if not currently eligible for a SpinCake.
1634 SPOOKY_HAND_PUSHED_BACK - Pushed back the Spooky Hand - bool Tried to go back after the final prophecy cutscene, and was pushed back by a mysterious hand out of view.
1635 KNOCKED_EAST_DOOR_END_CH4 - Knocked on the east door - bool Knocked on the door at the east of Hometown at the end of chapter 4.
1636 RUN_REMINDER_CH4 - Run Reminder - bool Whether Susie reminded you you can run at the start of Chapter 4.
1637 PUMPKIN_PROGRESS - Pumpkin Progress - map Tracks the progress of Ralsei's interaction with the pumpkin NPC after the Jackenstein battle.
0 = Default state
1 = Told a joke
2 = Told a story
1638 OBTAINED_DOGCLIMB_CHEST - Got the dog-climb chest - bool Got the Dog Dollar from the chest in the Annoying Dog climbing race room.
1639 USED_PARTY_ACTION_ON_GUEI - Used the party ACT on Guei - bool Used S-Action or R-Action during the first Guei encounter, or was reminded if you didn't.
1640 TITAN_ATTEMPT_COUNT - Attempts - number Number of times you fought the Titan.
1641 SOUND_OF_JUSTICE_ATTEMPT_COUNT - Attempts - number Number of times you fought the Sound of Justice.
1642 FINISHED_ANNOYING_DOG_RACE - Finished the Annoying Dog race - bool Finished the climbing race against the Annoying Dog.
1643 ENTERED_NOELLE_KITCHEN_COUNT - Entry count - number Number of times you entered Noelle's kitchen while being in the vent. Maximum 3.
1644 TOOK_SHADOW_CRYSTAL_IN_CLIFF - Took the Shadow Crystal at the cliff - bool Whether there is a Shadow Crystal to grab in the left cliff. Also requires other save data.
1645 UNLOCKED_MIKE_ZONE_DOOR - Unlocked the Mike Zone door - bool Unlocked the Mike zone door using the 6453 combination.
1646 OBTAINED_SHADOW_CRYSTAL_CH1 - Got the Shadow Crystal - bool Obtained the Shadow Crystal from Jevil in chapter 1.
1647 OBTAINED_SHADOW_CRYSTAL_CH2 - Got the Shadow Crystal - bool Obtained the Shadow Crystal from Spamton NEO in chapter 2.
1648 OBTAINED_SHADOW_CRYSTAL_CH3 - Got the Shadow Crystal - bool Obtained the Shadow Crystal from the Knight in chapter 3.
1649 OBTAINED_SHADOW_CRYSTAL_CH4 - Got the Shadow Crystal - bool Obtained the Shadow Crystal from Gerson in chapter 4.
1650 TALKED_TO_CUP_STACK_DURING_FINAL_CLIMB - Talked Cupstack Finalclimb - bool Talked to the cup stack in the fragile tower room.
1651 TEMMIE_SONG_LINE - Song line - map Tracks the current line of Temmie singing Don't forget in Alphys' classroom.
0 = When the light is running low
1 = And the shadows start to grow
2 = And the places that you know
3 = Seem like fantasy
1652 TALKED_TO_GERSON_AFTER_BATTLE - Talked to Gerson after the battle - bool Talked to Gerson in his study after defeating him and before saying goodbye to him.
1654 INTERACTED_WITH_CHAIRIEL_SUSIE - Interacted with Chairiel with Susie - bool Interacted with Chairiel in front of Susie.
1655 FIRST_ADDED_JUICE - First juice - bool Added juice to your glass at least once at church.
1656 WEIRD_ROUTE_FAIL_CH4 - Weird Route Fail - bool Aborted the Weird Route during chapter 4. Unaccessed as of chapter 4.
1657 TALKED_TO_RUDY_AT_CHURCH_WEIRD_ROUTE - Talked Rudy Church Weird - bool Talked to Rudy at church during the Weird Route.
1658 MIKE_PORTAL_UNLOCKED - Portal unlocked - bool Unlocked the way back to Castle Town by finishing chapter 4 and returning to the Third Sanctuary.
1659 MIKE_PORTAL_CUTSCENE - Cutscene - bool Viewed the cutscene of the pillar of light in the Third Sanctuary.
1660 MIKE_PORTAL_RETURN_CHOICE - Return choice - bool Chose or not to return to Castle Town after getting to the pillar of light for the first time.
1661 MIKE_PORTAL_TRIP_COUNT - Trips - number How many times Kris went into the pillar of light to come back to Castle Town.
1663 INTERACTED_WITH_MICROPHONE_CRYSTAL - Used the microphone crystal - bool Interacted with the microphone crystal in the Mike zone.
1664 CHECKED_KRIS_ROOM_SAVE_POINT - Used the save point in Kris's room - bool Interacted with the save point in Kris's room.
1665 INTERACTED_WITH_RUDY_FLOWERS_CH4 - Checked Rudy's flowers - bool Interacted with the flowers in Rudy's hospital room in chapter 4.
1666 TV_TIME_HISCORE - It's TV Time! Hiscore - number Score on the It's TV Time! rhythm game
1667 TV_TIME_HARD_HISCORE - It's TV Time! Hard Hiscore - number Score on the It's TV Time! rhythm game, Hard Mode
1668 KNOCK_YOU_DOWN_HISCORE - Knock You Down!! Hiscore - number Score on the Knock You Down!! rhythm game
1669 KNOCK_YOU_DOWN_HARD_HISCORE - Knock You Down!! Hard Hiscore - number Score on the Knock You Down!! rhythm game, Hard Mode
1688 JUSTICE_AXE_REWARD_STATE - Justice Axe - map Got the Justice Axe after winning against Gerson.
0 = Default state
1 = Got the axe
2 = Won the fight with inventory full
1689 ENTERED_MIKE_ZONE_ACCOMPANIED - Entered with party - bool Went past the Mike locked door with Susie and Ralsei.
1690 PET_FIRST_MIKE_STATUE - Pet the first Mike statue - bool Pet the first cat-eared statue in the Mike zone.
1691 DIDNT_PET_FIRST_MIKE_STATUE - Didnt Pet First Mike Statue - map Whether you chose not to pet the first statue in the Mike zone when prompted. Unaccessed as of chapter 4.
0 = Default state
2 = Chose Don't pet
1692 SAVED_TERRIFIED_MAUS - Saved the terrified Maus - bool Viewed the cutscene of the MAUS turning into the MOUSE.
1693 PET_CHEST_MIKE_STATUE - Pet the chest Mike statue - bool Pet the tall statue in the Mike hat room which had a chest behind it.
1694 MIKE_STATUES_STATE - Statues - number Tracks which statues have been pet.
1695 STARTED_MIKE_BATTLE - Started the Mike battle - bool Started the battle against Mike.
1696 SAW_FAKE_MIKES_POST_BATTLE_SCENE - Saw the fake Mikes' post-battle scene - bool Viewed the cutscene of the fake Mikes after defeating them.
1697 OPENED_MIKE_DOOR - Opened the Mike exit door - bool Opened the volume-controlled door before the Mike battle.
1698 BATTAT_HIGH_SCORE - Battat - number High score on the BATTAT minigame.
1699 JONGLER_HIGH_SCORE - Jongler - number High score on the JONGLER minigame.
1700 PLUEY_HIGH_SCORE - Pluey - number High score on the PLUEY minigame.
1701 MIC_SENSITIVITY - Mic Sensitivity - number Flag never set, but would have been a microphone sensitivity setting.
1702 UNLOCKED_MIKE_MINIGAMES - Unlocked - bool Unlocked the Mike minigames room after the Mike battle.
1703 OBTAINED_TV_ZONE_3_CHEST - Got the Mike hat-room chest - bool Got the TV Dinner from the chest in the Mike hat room.
1704 KRIS_NOELLE_ESCAPE_WEIRD_ABORT - Escape abort - map Failed to enter Kris's body in time during the Weird Route cutscene and let them escape with Noelle.
0 = Default state
1 = Let Kris and Noelle escape
2 = Got put back in closet
1747 TALKED_TORIEL_LAST_NIGHT - Talked with Toriel last night - map Talked with Toriel about her behavior night before Festival.
0 = Default state
1 = We were locked out
2 = You were way too loud
1780 BALTHIZARD_ENCOUNTER_OUTCOME - Balthizard - map Tracks the state of the Balthizard encounter at the start of the First Sanctuary.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
1781 BALTHIZARD_OLDMAN_ENCOUNTER_OUTCOME - Balthizard - map Tracks the state of the Balthizard encounter at the start of the First Sanctuary when coming back with Gerson.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
1782 SECOND_GUEI_ENCOUNTER_OUTCOME - Guei - map Tracks the state of the Guei encounter when Gerson turns the lights back on in the dark maze room.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
1783 FIRST_MIZZLE_ENCOUNTER_OUTCOME - Mizzle - map Tracks the state of the Mizzle encounter in the room to the right of Gerson's study.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
1784 WINGLADE_ENCOUNTER_OUTCOME - Winglade - map Tracks the state of the Winglade encounter at the start of the Second Sanctuary.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
1785 SECOND_ORGANIKK_ENCOUNTER_OUTCOME - Organikk - map Tracks the state of the Organikk encounter in the Second Sanctuary's library connector room.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
1786 FIRST_ORGANIKK_ENCOUNTER_OUTCOME - Organikk - map Tracks the state of the Organikk encounter in the Second Sanctuary's worship room.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
1787 STEEL_ENCOUNTER_OUTCOME - Winglade + Organikk - map Tracks the state of the Winglade/Organikk encounter in the Second Sanctuary's money fountain room.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
1788 FIRST_WICABEL_ENCOUNTER_OUTCOME - Wicabel - map Tracks the state of the Wicabel encounter in the Second Sanctuary's bell room.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
1789 FIRST_CACOPHONY_ENCOUNTER_OUTCOME - Wicabel + Organikk - map Tracks the state of the Wicabel/Organikk encounter in the Second Sanctuary's gallery.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
1790 SECOND_CACOPHONY_ENCOUNTER_OUTCOME - Wicabel + Organikk - map Tracks the state of the Wicabel/Organikk encounter in the Second Sanctuary's room to the right of Gerson's study.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
1791 FLAPPING_ENCOUNTER_OUTCOME - Bibliox + Winglade - map Tracks the state of the Bibliox/Winglade encounter in the Third Sanctuary's bookshelf maze room.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
1792 THIRD_CACOPHONY_ENCOUNTER_OUTCOME - 2 Organikks + Wicabel - map Tracks the state of the Organikk/Organikk/Wicabel encounter in the Third Sanctuary's dark maze room.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
1793 ELEMENTS_ENCOUNTER_OUTCOME - Balthizard + Mizzle + Guei - map Tracks the state of the Balthizard/Mizzle/Guei encounter in the Third Sanctuary's angel prophecy room.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
1794 SECOND_WICABEL_ENCOUNTER_OUTCOME - Wicabel - map Tracks the state of the Wicabel encounter in the Third Sanctuary's golden piano room.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
1795 FIRST_GUEI_ENCOUNTER_OUTCOME - Guei - map Tracks the state of the Guei encounter at the start of the First Sanctuary.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
1796 BIBLIOX_ENCOUNTER_OUTCOME - Bibliox - map Tracks the state of the Bibliox encounter in the library.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
1797 SCENTED_CANDLES_ENCOUNTER_OUTCOME - Guei + Balthizard - map Tracks the state of the Guei/Balthizard encounter if you touch a roaming flame in the library.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
1798 SECOND_MIZZLE_ENCOUNTER_OUTCOME - Miss Mizzle - map Tracks the state of the Mizzle encounter in the watercooler room.
0 = Default state
1 = Violenced (includes SnowGrave)
2 = Spared
3 = Pacified
4 = In combat (Ch. 1)
5 = Violenced by uncontrolled Susie (unused in demo due to a bug)
6 = Frozen
1846 PINK_PROGRESS - Pink progress - map Progress through the Pink encounter and hideout sequence.
0 = Door closed
1 = Door opened
1.5 = Save point before the boss
2 = Defeated boss
3 = Entered hideout
4 = Cutscene starts after buying 3 items in hideout
5 = Cutscene ends
1904 PLATMODE_JUMP_COUNT - Platform mode jump count - number Kris's jump count in platform mode.
1905 PLATMODE_SWING_COUNT - Platform mode swing count - number Kris's swing count in platform mode.
1908 DEFEATED_PINK - Defeated Pink - bool Whether you defeated Pink.

global.interact

Usage varies between games but generally is used to determine player state, please reference their specific articles as linked belowed

global.interact in UNDERTALE

global.interact in DELTARUNE

Example Usage

if (global.interact == 2 && dancing)
    global.flag[204]++

global.typer

global.typer is used to determine who is currently speaking

Below are the tables for their uses in both UNDERTALE and DELTARUNE

All Typers in UNDERTALE
All Typers in DELTARUNE
global.typerCharacter
2Silent in the Light World.
4Default while fighting.
5Default in the Light World.
6Default in the Dark World.
7Toriel
10Susie in the Light World.
12Noelle in the Light World.
13Berdly in the Light World.
14Sans.
17Undyne.
18Asgore
20Alphys
21Temmie
30Susie in the Dark World.
31Ralsei
32Lancer
33King
35Jevil
36King before face reveal.
40Silent in the Dark World.
45Ralsei while fighting.
46Lancer while fighting.
47Susie while fighting.
48King while fighting.
50Enemy balloon.
55Rudy
56Noelle in the Dark World.
57Berdly in the Dark World.
58Queen
59Noelle while fighting.
62Queen alt.
66Spamton while not fighting.
67Spamton NEO.
68Spamton while fighting.
77Berdly while fighting.
82Jackenstein (cute)
83Jackenstein
84Tenna
85Gerson
87Carol
666Mysterious Voice

UNDERTALE

Global Variables

global.interact

global.interact is used inside Undertale to determine the current state the game should be insde. The following is the usage for global.interact in UNDERTALE

global.interactDescription
0 Free movement, not interacting with anything
1Cutscene or when interacting with an object
2Specific to Ruins, post-spare Toriel cutscene in basement
3Room transition (entering battle, shops, and some cutscenes count as well)
4Used when falling through the floor. Examples are the cracked tiles in Ruins and falling off the Snowdin ice puzzle
5Menu is open. Setting to any other value will close the menu if it is open
6Specific to Ruins, used when Toriel leads you across the bridge of spikes
99Specific to Ruins, used when you flip a “plot switch” (wall-mounted switch to disable spikes) and during Toriel’s hand-holding cutscene in her house.

Text & Dialogue

Control Characters

SymbolDescription
[G]Represents Gold
[I]Represents the current ITEM (used when dropping items)
^[1-9]This is a control character that tells Undertale to wait a certain amount of frames before continuing to write dialogue.
It is most commonly used right before commas and ellipses.
Each number corresponds to a different amount of frames. Undertale runs at 30 frames per second.
1: 5 frames.
2: 10 frames.
3: 15 frames.
4: 20 frames.
5: 30 frames.
6: 40 frames.
7: 60 frames.
8: 90 frames.
9: 150 frames.
/This is a control character that tells Undertale to stop writing dialogue for the current message. This doesn’t end the conversation, as pressing [CONFIRM] advances the text to the next message.
/%This is a control character that tells Undertale to stop writing dialogue for the current message. After pressing [CONFIRM], the dialogue box goes away.
%%This is a control character that tells Undertale to immediately close the dialogue box after it is reached.
\When using a control character with a backslash () in it, you must escape the backslash with another backslash. For example, \\E1 is a valid control character that tells Undertale to change the current character’s emotion to index 1.
\E[alphanumeric]This a control character that tells Undertale to change the current face’s emotion.

The number or letter after “E” tells Undertale what emotion index to use.
0-9 uses index 0-9.
A-Z uses indexes 10-35.
a-z uses indexes 36-60.
[1-9]Refers to arguments 1-9 (these are temporary variables for specific dialogue or text, such as how much gold you gain or what armor Papyrus tells Undyne you were wearing)
\(capital letter)Changes the color of text to the right of it to that color (\X changes it back to white)
\C*When specifically at the end of the dialogue box signifies a choice.
\T(number)This a control character that tells Undertale to change the typer, which controls how text is displayed and heard.
The number or letter after “T” tells Undertale what typer to use.
\T0 = default
\TS = silent
\TF = Flowey
\Tf = also Flowey
\TT = Toriel
\Ts = Sans
\Tt = Sans's Toriel voice
\TP = Papyrus
\TA = Alphys
\Ta = Asgore
\TM = Mettaton
\TR = Asriel
\F(number)Changes the character who's portrait is shown in a dialogue box in the overworld, and also the expression of the second character in battle scenarios such as the alphys date.
\F0 = no portrait
\F1 = Toriel
\F3 = Sans
\F4 = Papyrus
\F5 = Undyne
\F6 = Alphys
\F7 = Asgore
\F8 = Mettaton EX
The second function is likely controlled in a similar fashion as \E
\MThis a control character that tells Undertale to change an overworld sprite using global.flag[20].
The number after “M” tells Undertale what to set the flag to.
^ on its ownThis (might) signify the end of monster dialogue and the start of an attack turn.
&Begins a new line in textbox, naming screen, and battle dialogue
#This is essentially a replacement for the \n character, it is a new line character

DELTARUNE

General

Global Variables

global.interact

global.interact is used inside Deltarune to determine the current state the game should be insde. The following is the usage for global.interact in DELTARUNE

global.interactDescription
0Free movement.
1Movement is locked due to dialogue.
2The party is in a battle.
3You are going through a room transition.
4Unused. Kris is using their sword out of battle.
5The menu is open.
6Movement is locked due to dialogue. The movement will automatically unlock once obj_dialoguer doesn’t exist.
7You are going through a room transition while climbing.

Text & Dialogue

Lang Files

All of DELTARUNE Chapter 1's dialogue is stored in the Chapter 1 lang folder, which is located in the same directory as where the Chapter 1 WAD file resides. The English and Japanese translations are named lang_en.json and lang_ja.json respectively.

The beginning of Chapter 1's lang_en.json is shown below:

{
  "date": "1540902565549",
  "DEVICE_CONTACT_slash_Step_0_gml_5_0": " ^9 ^8 %",
  "DEVICE_CONTACT_slash_Step_0_gml_6_0": " ARE YOU^6& THERE^6?\\M1 ^6 %",
  "DEVICE_CONTACT_slash_Step_0_gml_7_0": "^6 \\M0ARE WE^6&CONNECTED^6?\\M1 ^6 ^6 %%",
  ...
}

Each JSON file contains a date key whose value is a timestamp encoded in unix time. Each subsequent key is a dialogue ID (e.g. DEVICE_CONTACT_slash_Step_0_gml_5_0) with the appropriate translation as the corresponding value. The dialogue IDs are the same between the English and Japanese JSONs, making it easy for the game to find the correct text translation just from the text's dialogue ID.

Starting from Chapter 2, DELTARUNE's English dialogue no longer exists in a lang_en.json file but is instead embedded in the code of the WAD file. However, Japanese dialogue still remains in a lang_ja.json file.

Control Characters

SymbolDescription
^[1-9]This is a control character that tells Deltarune to wait a certain amount of frames before continuing to write dialogue.
It is most commonly used right before commas and ellipses.
Each number corresponds to a different amount of frames. Deltarune runs at 30 frames per second.
1: 5 frames.
2: 10 frames.
3: 15 frames.
4: 20 frames.
5: 30 frames.
6: 40 frames.
7: 60 frames.
8: 90 frames.
9: 150 frames.
/This is a control character that tells Deltarune to stop writing dialogue for the current message. This doesn’t end the conversation, as pressing [CONFIRM] advances the text to the next message.
/%This is a control character that tells Deltarune to stop writing dialogue for the current message. After pressing [CONFIRM], the dialogue box goes away.
%%This is a control character that tells Deltarune to immediately close the dialogue box after it is reached.
\When using a control character with a backslash () in it, you must escape the backslash with another backslash. For example, \\E1 is a valid control character that tells Deltarune to change the current character’s emotion to index 1.
\E[alphanumeric]This a control character that tells Deltarune to change the current face’s emotion.

The number or letter after “E” tells Deltarune what emotion index to use.
0-9 uses index 0-9.
A-Z uses indexes 10-35.
a-z uses indexes 36-60.
\FThis a control character that tells Deltarune to change the current face.
The number or letter after “F” tells Deltarune what face to use.
0: No face.
S: Susie.
R: Ralsei.
N: Noelle.
T: Toriel
L: Lancer.
A: Asgore
a: Alphys
B: Berdly
r: Rudy
u: Rouxls Kaard
K: King
\T(number)This a control character that tells Deltarune to change the typer, which controls how text is displayed and heard.
The number or letter after “T” tells Deltarune what typer to use.
0: Default
1: Silent in the Light World
A: Asgore
a: Alphys
N: Noelle
n: Noelle but with small text
B: Berdly
S: Susie
R: Ralsei
L: Lancer
X: Silent in the Dark World
r: Rudy
T: Toriel
J: Jevil
K: King
\f[0-9]This a control character that tells Deltarune to add a small face and text to the screen.
\*This a control character that tells Deltarune to type a keyboard button or draw a controller button sprite.
This is only used when a controller is connected by calling scr_get_input_name(), where the first variable is a number from 0-9.
0: Move down
1: Move right
2: Move up
3: Move left
4: Confirm 1 (Defaults to Z)
5: Cancel 1 (Defaults to X)
6: Menu 1 (Defaults to C)
7: Confirm 2 (Defaults to Enter)
8: Cancel 2 (Defaults to Shift)
9: Menu 2 (Defaults to Control)
\sThis a control character that tells Deltarune whether the text is skippable or not.
0: False
1: True
\cThis a control character that tells Deltarune to color the following text a different color.
The letter or number after “c” controls what color to use.
R: Red
B: Blue
Y: Yellow
G: Lime
W: White
X: Black
0: Reset
\CThis a control character that tells Deltarune to bring up a choicer.

The number after “C” tells Deltarune whether to use the old choicer, and how many choices there should be.
1: Old Choicer (How Undertale’s choicer looks)
2: New Choicer, 2 Choices
3: New Choicer: 3 Choices
4: New Choicer: 4 Choices
\MThis a control character that tells Deltarune to change an overworld sprite using global.flag[20].
The number after “M” tells Deltarune what to set the flag to.
\SThis a control character that tells Deltarune to play a sound while text is writing.
The number after “S” tells Deltarune which predefined sound to play using global.writersnd[0-9].
\IThis a control character that tells Deltarune to insert an image while text is writing.
The number after “I” tells Deltarune which predefined image to draw using global.writerimg[0-9].
#This is essentially a replacement for the \n character, it is a new line character

Battle Box and SOUL Modes

Relevant Scripts:

  • gml_Object_obj_growtangle_Create_0
  • gml_Object_obj_growtangle_Step_0
  • gml_Object_obj_growtangle_Step_2
  • gml_Object_obj_heart_Create_0
  • gml_Object_obj_heart_Draw_0
  • gml_Object_obj_heart_Step_0

The battle box is described by obj_growtangle. It's color is a 50% blend of c_green and c_lime.

growconMeaning
1Animate in
2Static
3Animate out

The animation is done using the growth variable and handled in gml_Object_obj_growtangle_Step_0.

note

In most chapters, the SOUL's hitbox is the SOUL sprite itself. However, in Chapter 3 only, its hitbox is its bounding rectangle.

Soul Modes

Red

The SOUL moves by 4 pixels (global.sp, wspeed) in each cardinal direction (or 2 if in focus mode). Note that the focus mode code takes the ceiling of half the speed, so setting wspeed to a different value may mean focus mode ends up being slower in one direction. Both gml_Object_obj_heart_Step_0 and gml_Object_obj_growtangle_Step_2 clamp the heart to bounds.

Invincibility frames are done using global.inv (remaining frames) and global.invc (total frames). global.inv is decremented every 4 game frames.

Items

Relevant Scripts:

  • gml_GlobalScript_scr_spell
  • gml_GlobalScript_scr_itemuse
  • gml_GlobalScript_scr_spelltext
  • gml_GlobalScript_scr_iteminfo
  • gml_GlobalScript_scr_iteminfo_all
  • gml_GlobalScript_scr_itemnamelist
  • gml_Object_obj_battlecontroller_Step_0
  • gml_GlobalScript_scr_itemdesc_single
Table of All Items
Item ID Item Name Description Value Item Target? Usable in Overworld?
0 --- EMPTY EMPTY EMPTY
1 Darker Candy Heals#120HP 120 1 - Selects an ally True
2 ReviveMint Heal#Downed#Ally 400 1 - Selects an ally True
3 Glowshard Sell#at#shops Value increases each Chapter 0 - No decision given False
4 Manual Read#out of#battle 1 2 - Selects an opponent False
5 BrokenCake Heals#20HP 5 1 - Selects an ally True
6 Top Cake Heals#team#160HP 150 2 - Selects an opponent True
7 Spincake Heals#team#XHP - X increases every chapter 5 2 - Selects an opponent True
8 Darkburger Heals#70HP 70 1 - Selects an ally True
9 LancerCookie Heals#50HP 10 1 - Selects an ally True
10 GigaSalad Heals#4HP 10 1 - Selects an ally True
11 ClubsSandwich Heals#team#70HP 70 2 - Selects an opponent True
12 HeartsDonut Healing#varies 40 1 - Selects an ally True
13 ChocDiamond Healing#varies 40 1 - Selects an ally True
14 Favwich Heals#ALL HP 10 1 - Selects an ally True
15 RouxlsRoux Heals#50 HP 50 1 - Selects an ally True
16 CD Bagel Heals#80 HP 100 1 - Selects an ally True
17 Mannequin Useless 300 0 - No decision given False
18 Rotten Tea Heals#10HP 2 1 - Selects an ally True
19 Rotten Tea Heals#10HP 2 1 - Selects an ally True
20 Rotten Tea Heals#10HP 2 1 - Selects an ally True
21 Rotten Tea Heals#10HP 2 1 - Selects an ally True
22 DD-Burger Heals#60HP 2x 110 1 - Selects an ally True
23 LightCandy Heals#120HP 200 1 - Selects an ally True
24 ButJuice Heals#100HP 200 1 - Selects an ally True
25 SpagettiCode Heals#team#30HP 180 2 - Selects an opponent True
26 JavaCookie Healing#varies 160 1 - Selects an ally True
27 TensionBit Raises#TP#32% 100 2 - Selects an opponent True
28 TensionGem Raises#TP#50% 300 2 - Selects an opponent True
29 TensionMax Raises#TP#Max 1000 2 - Selects an opponent True
30 ReviveDust Revives#team#25% 100 2 - Selects an opponent True
31 ReviveBrite Revives#team#100% 4000 2 - Selects an opponent True
32 S.POISON Hurts#party#member 110 1 - Selects an ally True
33 DogDollar Not#so#useful Value decreases each Chapter 0 - No decision given False
34 TVDinner Heals#100HP 200 1 - Selects an ally True
35 Pipis Does#nothing 0 1 - Selects an ally True
36 FlatSoda Heals#20HP 2 1 - Selects an ally True
37 TVSlop Heals#80HP 200 1 - Selects an ally True
38 ExecBuffet Heals#team#100HP 600 2 - Selects an opponent True
39 DeluxeDinner Heals#140HP 600 1 - Selects an ally True
40 PunchBowl Heals#team#200HP 600 2 - Selects an opponent True
41 Flavigne Heals#130HP 333 1 - Selects an ally True
42 GreenTea Heals#180HP 777 1 - Selects an ally True
43 OrangeJuice Heals#80HP 222 1 - Selects an ally True
60 AncientSweet Kris only#+400 1000 1 - Selects an ally True
61 Rhapsotea Heals#115HP 250 1 - Selects an ally True
62 Scarlixir Heals#160HP 450 1 - Selects an ally True
63 BitterTear Heals#All HP 0 1 - Selects an ally True
64 Schadenbrot Heals#team#200HP 600 2 - Selects an opponent True
65 TreeCake Heals#team#160HP 200 2 - Selects an opponent True
66 S.POTION Heals#party#member 500 1 - Selects an ally True
67 Raw Moon Raises#TP 16%#+100HP 222 1 - Selects an ally True
68 Phanta Raises#TP 16%#+100HP 222 1 - Selects an ally True
69 FlowerySoda Raises#TP 16%#+50HP 222 1 - Selects an ally True
70 Shikacola Heals#team#80HP 222 2 - Selects an opponent True

Items can be used during or outside of battle to various effects from healing to reviving to even tension

note

This is based on Chapter 2's code, reminder to go back and verify if this functions in all versions

Item Structure

In DELTARUNE items contain:

View gml_GlobalScript_scr_iteminfo to compare

  • An ID
    • This is used in the switch case statement inside of scr_spell to decide what code to run and is checked in scr_spelltext to decide which code to display upon use. When it comes to items it appears that their IDs are offset by +200 in spell related scripts.
  • Item Name
    • Known as global.itemname[id], this is the name that will show up inside of overworld.
  • Battle Alias
    • Known as itemnameb, this is the name that will show up during battle
  • Item Description
    • Known as itemdesc[id] in scr_itemdesc(), this is the description that will show up in the the overworld.
  • Battle Description
    • Known as itemdescb, this is the name that will show up during battle
  • Item Target
    • Known as target, this is the target of the item
      • 0 doesn't give a decision
      • 1 selects an ally
      • 2 selects an opponent
  • Value
    • Known as value, this is the amount of D$ you will gain from selling it at a shop.
  • Usability
    • Known as usable, this determines wether or not the item is usable in the overworld.

Key Items

Key Items do not appear in your invetory normally and as such have their own section

Key Items structure is much simpler, only containing a description. In scr_itemuse their ID's are offset by 300.

Light World Items

Light World Items are also quite simple, all scripts pertaining to them are prefixed with scr_litem

gml_GlobalScript_scr_litemname contains the names of Light World Items

gml_GlobalScript_scr_litemdesc contains the descriptions of Light World Items

gml_GlobalScript_scr_litemuseb handles using of Light World Items

gml_GlobalScript_scr_litemget is the recommended way to give a player a Light World item

global.item

global.item is an array which contains the entire inventory.

global.item[9] = 32

global.pocketitem

global.pocketitem is an array which contains the entire storage.

global.pocketitem[9] = 32

Scripts

This section is an overview of individual scripts related to spells

scr_spell

Handles how items are used during battle.

  • arg0/spell is the ID of the item to be used, offset by 200
  • arg1/caster is the caster of the spell
  • star is the star of the item's use/the one who is targetted by the item

tip

Tension items are not found in scr_spell, they can instead be found in gml_Object_obj_battlecontroller_Step_0 This is to make the item's give you TP before it switches to the next party member

Example Usage

    case 232:
        scr_healitemspell(999);
        item_use = true;
        break;

scr_spellinfo_all

Inserts the items from scr_iteminfo into the global versions of their respective functions.

global.itemvalue[i] = value;

scr_itemget

The recommended way to give a item to a party member. As of Chapter 2+ if it fails to give an item in the player's inventory it will attempt to give it to the player's storage.

  • arg0 is the party member
  • arg1 is the ID of the spell to be given

Example Usage

scr_itemget(32)

scr_itemuse

This is for when an item is used specifcally in the overworld.

tip

The usable variable here determines wether or not the item gets used up.

Example Usage

    case 32:
        usable = 1;
        scr_healitem_all(50);
        
        if (scr_havechar(2))
            scr_itemcomment(suspos, stringsetloc("Don't throw mints at me!", "scr_itemuse_slash_scr_itemuse_gml_538_0"));

Spells

Relevant Scripts:

  • gml_GlobalScript_scr_spell
  • gml_GlobalScript_scr_spelltext
  • gml_GlobalScript_scr_spellinfo
  • gml_GlobalScript_scr_spellinfo_all
  • gml_GlobalScript_scr_iteminfo
  • gml_Object_obj_battlecontroller_Step_0
Table of All Spells
Spell ID Spell Name Battle Alias Description Battle Description Cost Spell Target?
0 [EMPTY] None -1 ( actual TP amount -0.4%)
0 - No decision given
1 Rude Sword RudeSword Deals moderate Rude-elemental damage to#one foe. Depends on Attack & Magic. Rude#damage 125 ( actual TP amount 50.0%)
2 - Selects an opponent
2 Heal Prayer Heal Prayer Heavenly light restores a little HP to#one party member. Depends on Magic. Heal#ally 80 ( actual TP amount 32.0%)
1 - Selects an ally
3 Pacify Pacify SPARE a tired enemy by putting them to sleep. Spare#TIRED foe 40 ( actual TP amount 16.0%)
If Ralsei has the item with the ID 32 Pacify will cost 0 TP
2 - Selects an opponent
4 Rude Buster Rude Buster Deals moderate Rude-elemental damage to#one foe. Depends on Attack & Magic. Rude#damage 125 ( actual TP amount 50.0%)
If Susie has the item with the ID 7 Rude Buster will cost 40 TP
2 - Selects an opponent
5 Red Buster Red Buster Red#damage 0 ( actual TP amount 0.0%)
2 - Selects an opponent
6 Dual Heal Dual Heal Heal All#30 HP 0 ( actual TP amount 0.0%)
0 - No decision given
7 ACT ACT It's not magic, is it?#No, not something like this. Use#action 0 ( actual TP amount 0.0%)
0 - No decision given
8 SleepMist Sleep Mist A cold mist sweeps through,#sparing all TIRED enemies. Spare#TIRED foes 80 ( actual TP amount 32.0%)
0 - No decision given
9 IceShock IceShock Deals magical ICE damage to#one enemy. Damage#w/ ICE 40 ( actual TP amount 16.0%)
If Noelle has the item with the ID 13 IceShock will cost 50% less TP
2 - Selects an opponent
10 SnowGrave SnowGrave Deals the fatal damage to#all of the enemies. Fatal 250 ( actual TP amount 100.0%)
If Noelle has the item with the ID 13 SnowGrave will cost 50% less TP
0 - No decision given
11 BetterHeal BetterHeal A healing spell that has grown#with practice and confidence. Heal#ally It depends.
1 - Selects an ally
12 ReviveSong ReviveSong Revives a DOWNed ally and heals them.#Otherwise, heals a lot of HP. Revive#ally 212 ( actual TP amount 84.80000000000001%)
1 - Selects an ally

Spells are casted either during battle or in the Power menu (This goes nearly completly unusued however because TP gets turned into extra dark dollars after pretty much every battle.)

note

While the word "spells" may imply that this code is only used for spells you can cast this also applies to items in scr_spell. Pretty much everywhere else though this doesn't apply.

Spell Structure

In DELTARUNE spells contain:

View gml_GlobalScript_scr_spellinfo to compare

  • An ID
    • This is used in the switch case statement inside of scr_spell to decide what code to run and is checked in scr_spelltext to decide which code to display upon use.
  • Spell Name
    • Known as spellname, this is the name that will show up in the Power Menu
  • Battle Alias
    • Known as spellnameb, this is the name that will show up during battle
  • Spell Description
    • Known as spelldesc, this is the description that will show up in the Power Menu
  • Battle Description
    • Known as spelldescb, this is the description that will show up during battle
  • Spell Target
    • Known as spelltarget, this is the target of the spell
      • 0 doesn't give a decision
      • 1 selects an ally
      • 2 selects an opponent
  • TP Cost
    • Known as cost, this is the amount of TP it costs to use that spell. Please note that the TP cost will be 2/5 of what you put here. 80 cost = 32% TP
  • Overworld Usability
    • Known as spellusable, this determines wether or not the spell is usable in the overworld.
  • Spell Usability
    • Known as usable, this variable's use is currently unknown, it is most likely a remnant of scr_iteminfo.

global.spell

global.spell is a 2D array that stores the spell each party member currently has. The first value is the party member, the second is the ID for the spell in question.

global.spell[1][32]

global.spelldelay

global.spelldelay is the time it takes between spells to be casted during battle.

global.spelldelay = 32

Scripts

This section is an overview of individual scripts related to spells

scr_spell

Handles how spells are cast during battle.

  • arg0/spell is the ID of the spell to be cast
  • arg1/caster is the caster of the spell
  • star is the star of the attack/the one who is targetted by the attack

Example Usage

    case 32:
        healnum = global.battlemag[arg1] * 999;
        scr_heal(star, healnum);
        global.charinstance[star].healnum = healnum;
        global.spelldelay = 15;
        break;

scr_spell_overworld

Handles what happens when a spell is run in the overworld. Only used by Heal Prayer (ID:2)

Example Usage

    case 32:
        scr_healitem(global.charselect, 999);
        break;

scr_spellinfo_all

Inerts the spells from scr_spellinfo into the global versions of their respective functions

global.spellname[j][i] = spellname;

scr_spellget

only works in chapter 2+

The recommended way to give a spell to a party member.

  • arg0 is the party member
  • arg1 is the ID of the spell to be given

Example Usage

scr_spellget(4, 32)

Chapter 1

This guide will refer to DELTARUNE Chapter 1 Version 1.43

Chapter 2

This guide will refer to DELTARUNE Chapter 2 Version 1.49

Chapter 3

This guide will refer to DELTARUNE Chapter 3 Version 0.0.103

Chapter 3

This guide will refer to DELTARUNE Chapter 3 Version 0.0.105

Chapter 5

This guide will refer to DELTARUNE Chapter 5 Version 0.0.244

DELTARUNE Tutorials

DELTARUNE Tutorials

Replacing Localized Text

To replace Japanese text or Chapter 1 English text, edit the JSON lang files.

To replace Chapter 2+ English text, replace the dialogue in the WAD file (usually by opening UTMT, searching for the dialogue in the code via Ctrl+Shift+F, and then replacing it).

Custom Handling

You can add a custom handler for all localized text in Chapter 1 by using gml_GlobalScript_scr_84_get_lang_string.

function scr_84_get_lang_string(arg0) {
    var value = ds_map_find_value(global.lang_map, arg0);
    // do stuff with `value`
    return value;
}

In Chapter 2 onwards, alongside removing the lang strings from being easily accessible, the code to access them has been changed.

function scr_84_get_lang_string(arg0) {
    var lang_string_id = arg0;
    var str = ds_map_find_value(global.lang_map, lang_string_id);
    
    if (is_undefined(str))
    {
        if (!ds_map_find_value(global.lang_missing_map, lang_string_id))
            ds_map_add(global.lang_missing_map, lang_string_id, true);
        
        str = "--missing-string--";
    }
    
    // do stuff with `str`
    return str;
}

On top of that this script only runs if is_english() is false.


Instead of trying to use scr_84_get_lang_string(), try using msgsetloc() as shown below:

function msgsetloc(arg0, arg1, arg2)
{
    var msg_index = arg0;
    var str = arg1;
    var localized_string_id = arg2;
    
    if (!is_english())
        str = scr_84_get_lang_string(localized_string_id);
    
    msgset(msg_index, str);
}