Difference between revisions of "Riven variables"

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(jplaybeetle)
(adding variables that are in saved games)
Line 382: Line 382:
 
====twaffle====
 
====twaffle====
 
*t_Data var 30
 
*t_Data var 30
 +
 +
 +
==Saved Game Variables==
 +
====all_book====
 +
====auservolume====
 +
The volume set in the options.
 +
====azip====
 +
The state of zip mode. (0=off, 1=on)
 +
====currentcardid====
 +
Current card ID.
 +
====currentstackid====
 +
Current stack ID.
 +
====doingsetupscreens====
 +
====newpos====
 +
====playerhasbook====
 +
====rivenambients====
 +
====returncardid====
 +
Card ID used to return to after viewing a book on aspit.
 +
====returnstackid====
 +
Stack ID used to return to after viewing a book on aspit.
 +
====stackvarsinitialized====
 +
====tblue====
 +
====tgreen====
 +
====themarble====
 +
====torange====
 +
====transitionsenabled====
 +
(0=transitions disabled, 1=transitions enabled)
 +
====transitionmode====
 +
Speed of the transitions.
 +
====tred====
 +
====tviolet====
 +
====tyellow====
 +
====waterenabled====
 +
(0=water effects disabled, 1=water effects enabled)

Revision as of 18:19, 14 July 2008

Riven
Mohawk Overview
BLST CARD FLST HSPT
MLST NAME PLST RMAP
SFXE SLST tBMP tMOV
tWAV VARS VERS ZIPS
Scripts Variables
External commands

This page is an attempt to discern the function of every variable in the game.

Contents

a_Data

acathstate

  • p_Data var 15

adoit

  • b_Data var 0, g_Data var 1, j_Data var 5, o_Data var 5, p_Data var 0, r_Data var 1, t_Data var 0

agehn

  • o_Data var 2, r_Data var 0, t_Data var 7

aova

  • b_Data var 25, g_Data var 28, j_Data var 12, o_Data var 6, t_Data var 14

apower

  • b_Data var 45, g_Data var 16, j_Data var 32, t_Data var 31

State of the power provided by the fire-marbles in the huge golden dome. 0=no power, 1=power on. Makes the domes work when set to 1.

araw

  • b_Data var 24, g_Data var 2, j_Data var 29, r_Data var 4, t_Data var 13, t_Data var 13

atemp

  • j_Data var 26

atrap

  • a_Data var 0

atrapbook

  • a_Data var 1, o_Data var 3, p_Data var 14, r_Data var 3

domecheck

  • b_Data var 46, g_Data var 17, j_Data var 35, p_Data var 22, t_Data var 37

Used in dome scope mechanisms. Apparently, *_domecheck() externals set this to let scripts know if the scope button was hit at the right time (0=no, 1=yes).

b_Data

bbacklock

  • b_Data var 21

bbait

  • b_Data var 39

bbigbridge

  • b_Data var 6, t_Data var 41

bbirds

  • b_Data var 36

bblrarm

  • b_Data var 2

bblrdoor

  • b_Data var 3

bblrgrt

  • b_Data var 4

bblrsw

  • b_Data var 34

bblrvalve

  • b_Data var 32

bblrwtr

  • b_Data var 5

Presence of water in the boiler. 0 = empty, 1 = filled.

bbook

  • b_Data var 44, o_Data var 13

bbrlever

  • b_Data var 9, t_Data var 40

bcavedoor

  • b_Data var 16

bcpipegr

  • b_Data var 26

bcratergg

  • b_Data var 1

bdome

  • b_Data var 43

bdrwr

  • b_Data var 23

bfans

  • b_Data var 15

bfmdoor

  • b_Data var 42

bidvlv

  • b_Data var 30

blab

  • b_Data var 11

blabbook

  • b_Data var 28

blabeye

  • b_Data var 27

blabfrontdr

  • b_Data var 17

blabbackdr

  • b_Data var 20

bfrontlock

  • b_Data var 18

bheat

  • b_Data var 33

bmagcar

  • b_Data var 12, g_Data var 7, j_Data var 44

bpipdr

  • b_Data var 47, j_Data var 43

bprs

  • b_Data var 37

bstove

  • b_Data var 29

btrap

  • b_Data var 35

bvalve

  • b_Data var 31

Position of the steam valve located at the center of the lake (card 415). 0: steam to the ytram mechanism; 1: steam to the boiler controls; 2: steam to the chipper.

bvise

  • b_Data var 19

bytram

  • b_Data var 22

bytramtime

  • b_Data var 40

bytrap

  • b_Data var 38

bytrapped

  • b_Data var 41

g_Data

gbook

  • g_Data var 15, o_Data var 12

gcathtime

  • g_Data var 26

gcathstate

  • g_Data var 27

gdome

  • g_Data var 10

gemagcar

  • g_Data var 19, j_Data var 39

gimagecurr

  • g_Data var 13

gimagemax

  • g_Data var 14

glkbtns

  • g_Data var 8

glkbridge

  • g_Data var 9

glview

  • g_Data var 25

glviewpos

  • j_Data var 33

gnmagrot

  • b_Data var 13, g_Data var 4

gnmagcar

  • b_Data var 14, g_Data var 3

gpinup

  • g_Data var 11

gpinpos

  • g_Data var 12

grview

  • g_Data var 21

grviewpos

  • g_Data var 22

gscribe

  • g_Data var 18

gsubelev

  • g_Data var 0

gsubdr

  • g_Data var 5

gwhark

  • g_Data var 6

gwharktime

  • g_Data var 24

j_Data

jwmagcar

  • g_Data var 20

jbeetle

  • j_Data var 1

jbeetlepool

  • j_Data var 23

jbook

  • j_Data var 31, o_Data var 11

jbridge1

  • j_Data var 13

jbridge2

  • j_Data var 14

jbridge3

  • j_Data var 15

jbridge4

  • j_Data var 17

jbridge5

  • j_Data var 16

jccb

  • j_Data var 0

Controls when to play some background bird animations.

jdome

  • j_Data var 3

jdrain

  • j_Data var 27

jgallows

  • j_Data var 9

State of the gallows floor: 0=closed, 1=open.

jgate

  • j_Data var 2

jgirl

  • j_Data var 37

jladder

  • j_Data var 30

jleftpos

  • j_Data var 47

jpeek

  • j_Data var 34

jplaybeetle

  • j_Data var 4

Seems managed by a set of equivalent external commands to control when to play the random beetle movies in the jungle (it is set to 1 in that case).

jprebel

  • j_Data var 18

jprisondr

  • j_Data var 11

jprisonsecdr

  • j_Data var 19

jrbook

  • j_Data var 22

jrightpos

  • j_Data var 48

jsouthpathdr

  • j_Data var 6

jschooldr

  • j_Data var 42

jsub

  • j_Data var 10

jsubdir

  • j_Data var 24

jsubhatch

  • j_Data var 25

jsubsw

  • j_Data var 41

jsunners

  • j_Data var 45, t_Data var 11

jsunnertime

  • j_Data var 46

jthronedr

  • j_Data var 7

jtunneldr

  • j_Data var 21

jtunnellamps

  • j_Data var 20

jvillagepeople

  • j_Data var 40

jwarning

  • j_Data var 8

jwharkpos

  • j_Data var 49

jwharkram

  • j_Data var 28

jwmouth

  • j_Data var 36

State of the whark mouth in the jungle. 0=closed, 1=open.

jwmagcar

  • j_Data var 38

Presence (1) or absence (0) of the maglev leading to gspit.

jymagcar

  • j_Data var 50, t_Data var 10

o_Data

oambient

  • o_Data var 1, p_Data var 4

obutton

  • o_Data var 4

ocage

  • o_Data var 0, p_Data var 3

odeskbook

  • o_Data var 7

omusicplayer

  • o_Data var 8

ostanddrawer

  • o_Data var 16

ostove

  • o_Data var 15

p_Data

elevbtn1

  • p_Data var 19

elevbtn2

  • p_Data var 20

elevbtn3

  • p_Data var 21

pbook

  • o_Data var 10, p_Data var 23

pcage

  • o_Data var 9, p_Data var 2, t_Data var 12

pcathtime

  • p_Data var 16

pcathcheck

  • p_Data var 17

pdome

  • p_Data var 1

pelevcombo

  • p_Data var 18

ptemp

  • g_Data var 23

r_Data

rrebel

  • r_Data var 2

Tracks the evolution of events in the rebel age.

rrebelview

  • r_Data var 5

rvillagetime

  • r_Data var 6

t_Data

tbars

  • t_Data var 2

tbeetle

  • t_Data var 28

tbook

  • o_Data var 14, t_Data var 38

tbookvalve

  • t_Data var 33

tcage

  • t_Data var 24

State of the prison at the beginning of the game. 0 = prison closed, 1 = open.

tcovercombo

  • t_Data var 23

tdl

  • t_Data var 16

tdome

  • t_Data var 29

tdomeelev

  • p_Data var 8, t_Data var 34

tdomeelevbtn

  • t_Data var 42

tgatebrhandle

  • t_Data var 36

tgatebridge

  • t_Data var 17

tgatestate

  • p_Data var 5, t_Data var 15

tgridoor

  • p_Data var 12, t_Data var 26

tgrodoor

  • p_Data var 11, t_Data var 27

tgrmdoor

  • p_Data var 7, t_Data var 25

tguard

  • t_Data var 9

timagedoor

  • t_Data var 1

tmagcar

  • j_Data var 51, p_Data var 6, t_Data var 3

Presence of the maglev on temple island. 0 = absent, 1 = present.

tsecdoor

  • p_Data var 9, t_Data var 6

State of the door from the temple tunnel to the temple. 0 = closed, 1 = open.

tsubbridge

  • p_Data var 13, t_Data var 32

ttelecover

  • t_Data var 19

State of the star fissure window cover under the telescope. 0 = closed, 1 = open.

ttelehandle

  • t_Data var 21

Position of the lever controlling telescope direction. 0 = up, 1 = down.

ttelepin

  • t_Data var 22

State of the telescope safety lever. 0 = locked, 1 = unlocked.

ttelescope

  • t_Data var 18

Position of the telescope. Seems to range from 1 to 5.

ttelevalve

  • t_Data var 20

State of the valve feeding steam to the telescope. 0 = off, 1 = on.

ttemple

  • t_Data var 8

ttempledoor

  • p_Data var 10, t_Data var 4

State of the huge door from the temple to the maglev. 0 = closed, 1 = open.

ttunneldoor

  • t_Data var 39

tviewer

  • t_Data var 5

twabrvalve

  • t_Data var 35

twaffle

  • t_Data var 30


Saved Game Variables

all_book

auservolume

The volume set in the options.

azip

The state of zip mode. (0=off, 1=on)

currentcardid

Current card ID.

currentstackid

Current stack ID.

doingsetupscreens

newpos

playerhasbook

rivenambients

returncardid

Card ID used to return to after viewing a book on aspit.

returnstackid

Stack ID used to return to after viewing a book on aspit.

stackvarsinitialized

tblue

tgreen

themarble

torange

transitionsenabled

(0=transitions disabled, 1=transitions enabled)

transitionmode

Speed of the transitions.

tred

tviolet

tyellow

waterenabled

(0=water effects disabled, 1=water effects enabled)