This is just a mess of things variable. I use the notation "V[#/#]" to indicate a variable. There are 15 (1to15) sets of 256 (0to255) variables. I think I heard that the savemap doesn't save all the banks.

The most important variable is GameMoment (GM) or the Plot Progression Value (PPV). This increases when the player progress in mandatory (story-related events).

Unmaintained list[edit | edit source]

<--Unmaintained list. You can see some variables analysis here.-->
  • LPA = V[1/3] = Aeris love points
  • LPT = V[1/4] = Tifa love points
  • LPY - V[1/5] = Yuffie love points
  • LPB - V[1/6] = Barret love points
  • V[1/21] = S1R, to do with timer
  • V[1/22] = S1R, to do with timer
  • V[1/23] = S1R, to do with timer
  • V[1/48] =
  • V[1/64to70] = Keyitems
  • V[1/71] = Unused
  • V[1/124] = Chocobo on map
  • V[1/164] = FC victory
  • V[1/182] = FC defeat
  • V[1/225] = In nmkin_5, timer. 00000100
  • GM = V[2/0] = Game moment (16-bit)
  • BC = V[2/24] = Number of battles.
  • BE = V[2/26] = Number of battles escaped.
  • V[2/80] = Gil for Fort Condor.
  • PC = V[3/9] = Player character/party leader. 0 to 8 are storyorder, 9AB, YCloud,Sephiroth,Choco (probably not for playercharacter, but for other character/portrait related things, sometimes)
  • V[3/11] = Boolean. 1 = Flower, 0 = No flower. Decided in md8_2.
  • V[3/88] = Stables bought.
  • V[3/89] = Stables filled.
  • V[5/2] = In md8_2, used to decide animations for Aeris.
  • V[5/11] = In smkin_1, counter for success opportunity. when reaches six, too late.
  • V[5/12] = In smkin_1, boolean for button press. 0 at 24f (24 frame), btn SELECT makes "1".
  • V[5/13] = In smkin_1, boolean to allow button press. 0 when Cloud can press.
  • V[6/0] = In md1_1, the triangle ID of Cloud
  • V[6/4] = In md1stin, the triangle ID of Cloud
  • V[6/6] = In md1_1, 62 (16-bit)
  • V[6/9] = In md1stin, 12 (16-bit)
  • V[13/31] = Maxed materia.
  • V[13/84] = LastCloud
  • V[13/85] = LastBarret
  • V[13/86] = LastTifa
  • V[13/87] = LastRedXIII
  • V[13/88] = LastCid
  • V[13/89] = LastYuffie
  • V[13/90] = LastCaitSith
  • V[13/92] = LastVincent

GameMoment[edit | edit source]

Debug rooms have been omitted from this table for being boring and irrelevant. I have also left out S1R refs to S5R GMs and vice-versa. Also, note to self, O81.

ID Invoked by Which leads to
0 New Game Go md1stin Play "opening"
Party 0FF
Lock c0
Set LP (LPA = 50; LPT = 30; LPY = 0; LPB = 0)
GM = 1
1 On md1stin in No0#M when if GM = 0 Enable control
6 On md1stin in No0#M when if V[6/4]==V[6/9]
if GM = 1
Battle 300
Enable control
7 On md1_1 in No0#M when if V[6/0] = V[6/6]
if GM < 7
Play mkup
Go md1_2
8 On md1_2 in No2#M when if GM < 8 -
11 On nmkin_1 in No12#M when move evb if GM < 11 Party 01F
Enable control
12 On elevtr1 in No5#M when if V[6/0]=8
if btn OK
if V[1/225]^(1<<0)
if GM < 12
Enable control
13 On nmkin_2 in No4#M when if GM < 13 -
14 On nmkin_3 in No4#T when talk Jessie if GM < 14 -
15 On nmkin_5 in No3#3 when No6#T Obtain M45
Enable control
27 On nmkin_5 in No1#M when if V[6/0]=V[6/7]
if GM < 27
Sets timer Makes timer appear
33 On nrthmk in No0#3 when No7#M if GM >= 27
if V[1/225]^(1<<7)
Play "northmk"
Go md8_4
36 On md8_1 in No0#M when if GM = 33 Play "mk8"
Remove 1*
Restore (HP and MP)
Enable control
39 On md8_2 in No0#M when if GM = 36 Enable control
48 On cargoin in No15#8 when No6#M Enable control
51 On tin_1 in No30#3 when No17#0 Enable control
63 On mds7st3 in No11#3 idc Enable control
69 On mds7pb_1 in No20#5
72 On mds7pb_1 in No19#5 Enable control
On mds7pb_1 in No20#22 GM = 105
78 On mds7pb_2 in No11#6 "{TIFA}! Let him go!"*
Enable control
81 On mds7pb_1 in No19#7 Enable control
On mds7pb_1 in No19#8 Enable control
84 On mds7 in No23#4 Go nivl_e1
On mds7pb_1 in No20#15 Go nivl_e1
90 On mds7 in No23#6 Enable control
96 On mds7pb_1 No20#14 Go trackin
105 On mds7pb_1 in No20#22 Go mds7pb_2
On mds7pb_2 in No12#15 *
Party 021
Restore (HP, MP, remove statuses)
Party 0FF
?
108 On mds7pb_1 in No25#7 Party 012*
Enable control
117 On tunnel_2 in No8#4 Select "Go down" Go sbway4_1
123 On smkin_5 in No1#M when if GM = 120 Enable control
127 On smkin_5 in No1#M when if V[6/0]=V[6/7]
if GM = 123
Enable control
128 On smkin_1 in No6#D when move ln1 if GM = 127
if V[5/11]<6
V[5/12]=1
Doors open*
Enable control
140 On southmk2 in No2#7 when No4#M Shinra appears
Hover appears
Battle 364
Party 012
Plays smk
Restore (HP, MP, statuses removed)
Remove F12*
Plays southmk
Go chrin_1b
143 On chrin_1a in No4#5 when if GM < 158 Party 03F
GM = 139
146 On chrin_1a in No4#5 when GM = 143
149 On chrin_1a in No4#5 when GM = 146
139 On chrin_1a in No4#5 when if GM = 139 Party 0FF
Go chrin_1b
152 On chrin_2 in No0#M when move ? if GM < 155
if GM < 152
Enable control (technically speaking a minigame ensues but idc)
155 On chrin_3b in No1#T when talk jump Go church
158 On church in No7#M when if GM = 155 No rndE
Go mds5_4
164 On ealin_1 in No0#M when ifnot GM = 158 Party- 3
Enable control
167 On ealin_2 in No0#M when if GM = 164 Go niv_cl
...
Enable control
170 On ealin_2 in No0#I when enter if GM = 167 Fade to black
Disable control
Restore (full HP and MP and remove status)
173 On eals_1 in No0#M when if GM = 170 Enable control
176 On mds5_3 in No2#M when move ? (toward Aeris at wall hole) if GM = 173 Party+ 3
Enable control
179 On mds6_2 in No0#3 when No2#M if GM = 176 GM = 183
183 On mds6_2 in No0#3 when No2#M GM = 185
185 On mds6_2 in No0#3 when No2#M Party- 3
Restore (full HP and MP)
Enable control
188 On mrkt2 in No13#3 when No0#M (via No2#1) if GM < 188 Party 03F
{AERIS} “This place is scary in a l... So we've got to find {TIFA} fast.”
Enable control
190 On mrkt3 in No16#Talk when talk fatman1 if not GM > 192
if not GM = 192
if not [completed HBI]
if GM >= 188
if not Member's Card
if "You know a girl named Tifa"
if GM < 190
Enable control
191 On colne_1 in No10#3 when talk doorman (No14) if GM <= 192
if V[3/162]:1 not set
Enable control
192 On mrkt_s1 in No4#7 when move over line01 (No3#Move, which exists only under other circumstances) if GM < 188
Select "I'm ready"
Enable control Default Cloud model to f_cloud (dlfb)
197 On mrkt_s1 in No10#5 when talk Tifa (No12#T) if [conditions] Party+ 0
Party+ 2
Party+ 3
Enable control
203 On colne_6 in No10#6 when ? if ? Party 023
Go blin70_1
206 On colne_6 in No0#M when if not GM = 290
if GM = 203
Disable control
<scene>
Party 032
x
Go colne_b1
209 On colne_6 in No1#7 when talk Tifa
or when talk Aeris
if ? Amend LP
Battle 386
Enable control
212 On mds7st1 in No12#3 when No2#M Enable control
215 On mds7plr1 in No1#M when if GM = 212 Go mds7plr2
GM = 218
218 On mds7plr2 in No14#3 when if GM = 215 Go mds7plr1
221 On mds7plr1 in No10#6 when if GM = 218 Remove Materia 3
GM = 221
Restore (HP and MP)
Party 02F
Enable control
236 On pillar3 in No11#3 when move ? Play fallpl
Go mds6_22
239 On mds6_22 in No0#M when if GM = 236 Party 0FF
Restore (full HP and MP)
Jump mds6_1
245 On blackbgc in No0#M when if GM = 245 Go mds6_1
248 On mds6_1 in No0#M when if GM = 245 Party 021
Enable control
251 On ealin_1 in No1#M when if GM = 248 Party 021
Go mds7st3
253 On mds7st32 in No4#1 when No3#M if GM = 251 Go ealin_12
255 On ealin_1 in No2#3 when No1#M ifnot GM = 248
if GM = 253
Enable control
257 On ealin_1 in No2#4 when ? (never runs?)
260 On blin1 in No14#4 (via No8#M) when if GM = 257
if not V[3/168]:0 = true
Disable control
<bunch of scripts>
V[3/168]:0 = true
Enable control
On blin59 in No8#I when enter blin59 if GM < 260 x
263 On eleout in No0#3 (via No7#Go) when press [OK] on machine if not GM = 311
if not GM = 284
if select "60F"
if GM < 263
Split party
Enable control
264 On blin66_1 in No2#M when if GM < 264 x
266 On blin66_2 in No0#M when if GM < 266 <Scene>
x
Go blin66_5
267 On blin66_2 in No0#M when if not GM < 266
if GM = 266
<Scene>
x
Go blin66_5
269 On blin66_2 in No0#M when if GM = 267 x
Go blin66_3?
270 On blin66_1 in No22#Move when move hw if GM = 269 x
Move Hojo
271 On blin66_1 in No22#Move when move hw if GM = 270 Disable control
{CLOUD} “Hojo…huh…?”
Sound #288
Open door
Move Hojo
Hide Hojo
V[5/21]=1
Enable control
x
in No28#Move when move houe
272 On blin66_1 in No1#3 (via No4#M) Disable control
when if GM = 271
Split party
{BARRET} “I remember him.”
{CLOUD} “This is the first time I'v...him. So…that's what he looks like…”
x
Enable control
Hide Hojo
273 On blin67_1 in No10#Move when move Untitled if GM = 272 x
Place Hojo
Move Hojo
Open door2
V[1/224] = 66
Move Hojo
Remove Hojo
275 On blin67_3 in No1#3 (via No7#Move) when move ln0 if GM = 273 Disable control
Party 012
{CLOUD} “Jenova…”
x
Go blin67_4
275 On blin67_3 in No1#3 (via No7#Move) when move ln0 if GM = 273 Disable control
Party 012
{CLOUD} “Jenova…”
x
Go blin67_4
278 On blin67_3 in No1#4 (via No0#M) when if GM = 275 Disable control
Dialogue
x
Enable control
284 On blin67_3 in No0#M when if GM >= 278
if GM < 284
Disable control
Music "none"
Available 34
Unlock 3214
Lock 0
Press [OK]
x
Go blin68_2
290 On eleout in No7#Go when press [OK] on machine if not GM = 311
if GM = 284
Go blin70_1
293 On blin70_2 in No0#M when if GM = 290 Disable control
<scene>
x
Party 1FF
Go blin67_2
296 On blin67_2 if GM = 293
if V[5/15] = 0
if V[5/15] = 1
if V[1/227] = 7
Let's just get some sleep
V[1/232]:4 = true
Restore (HP, MP, remove status)
Music "none"
Music "yado"
Enable control
302 On blin67_2 in No0#4 (via No2#T) when talk Aeris if V[5/20] = 2GM = 293
if V[5/15] = 0
if V[5/15] = 1
if V[1/227] = 7
Remove Red XIII Materia
Remove Barret Materia
x
Party 032
Go blin671b
in No0#4 (via No3#T) when talk Tifa
305 On blin70_2 in No0#M when if not GM = 290
if not GM = 203
ig GM = 302
Disable control
<scene>
x
Restore (HP, MP, remove status)
Party 0FF
Go blin70_1
308 On blin70_3 in No0#M when if GM = 305 Disable control
<scene>
x
Party 314
Go blin69_1
311 On blin69_1 in No0#M when if GM = 308 Dialogue
x
Dialogue
Control Aeris
Enable control
314 On eleout in No7#Go when press [OK] on machine if GM = 311 Battle 460
Party 0FF
Go blin70_3
320 On blin69_1 in No0#M when if not GM = 308
if GM = 314
Disable control
Press [START]
Dialogue
Battle 464
x
Enable control
323 On blin69_1 in No5#T when press [OK] on Tifa if GM < 320 Disable control
Dialogue
x
GM = 326
326 On blin69_1 in No5#T when press [OK] on Tifa if GM < 320 x
V[3/167]:2 = true
Party 314
Go blin1
314 On eleout in No7#Go when press [OK] on machine if GM = 311 Battle 460
Party 0FF
Go blin70_3
332 On blin1 in No19#Go1x when cross LINE0 if GM = 326 Disable line
Disable control
Music "none"
Music "chase"
Party 012
x
Jump blackbgb
335 On roadend in No3#3 (via No4#3, via No2#5, via No0#M) whenever {TIFA} “I guess it's goodbye{, }Midgar.”
Go mds5_5
341 On mds5_5 in No1#3 when move No8#5 if GM < 341 Party 0FF
Restore (HP, MP, remove status)
Party Menu
370 On blackbg9 in No1#M when if GM = 369 Party 0FF
Go elminn_2
566 On sea in No0#M whenever Go wm39
1025 On fship_1 in No1#M when if GM < 1025 Choose 2FF party
Enable control
1027 On fship_4 in No8#D when move evt1 if GM <1027 Enable control
1029 On fship_23 in No4#1 when ? if GM < 1029 Enable control
1031 On fship_23 in No10#T when talk Red XIII if GM < 1031 Enable control
1033 On fship_3 in No12#T when talk crew if PL (party leader) = 2
if GM < 1033
If V[3/22]^(1<<3)
Choose 2FF party
Enable control
1104 On fship_23 in No4#3 when ? ifnot GM < 1029
ifnot GM < 1102
if GM < 1104
Go blin66_6
1106 On blin66_6 in No2#M when if GM = 1104
Disable control
Music "sinraslo"
x
<scene>
Go fship_23
1108 On fship_23 in No4#4 when ? ifnot GM < 1029
ifnot GM < 1102
ifnot GM < 1104
if GM < 1108
Go fship_4
1110 on fship_3 in No12#T when talk crew ifnot PL = 2
if PL = 8
if GM < 1110
Choose 8FF party
Enable control
1122 On blackbgj in No1#M when if GM = 1120 Go zmind1
1180 On whitebg3 in No4#T when talk Cloud Go zmind1
1199 On fship_3 in No2#1 when ? ifnot GM < 1195
if GM < 1199
Enable control
1197 On fship_2 in No4#1 when ? if GM < 1199 Go fship_4
1250 On fship_3 In No3#D when move evt1 if GM = 1199
ifnot V[3/22]&(1<<6)
Go fship_25
1388 On fship_25 in No4#2 when ? ifnot GM < 1318
if GM < 1389
GM = 1389
Enable control.
1389 On fship_25 in No9#7 when move himei if GM = 1388
If V[3/23]^(1<<3)
Enable control
1566 On blin70_4 in No1#1 (via No0#M) when if GM < 1566 <scene>
Go loslake1
1568 On fship_25 in No11#T when talk Cait Sith if GM = 1566 Go wm44
1572 On blin70_4 in No1#1 (via No0#M) when if not GM < 1566
if GM < 1572
<scene>
Music "cannon"
Movie "weapon0"
Music "weapon"
x
Enable control
Go fship_12
1578 On blin70_4 in No1#1 (via No0#M) when if not GM < 1566
if not GM < 1572
if GM < 1578
<scene>
x
Enable control
Go md8_52
1580 On fship_25 in No4#4 when ? ifnot GM < 1318
ifnot GM < 1389
ifnot GM < 1566
ifnot GM < 1568
ifnot GM < 1578
if GM < 1580
Enable control
1591 On fship_24 in No1#M when ifnot GM = 1580
if GM = 1589
Go blin66_6
1596 On fship_24 in No1#M when ifnot GM = 1580
ifnot GM = 1589
if GM = 1593
Go wm44
1599 On fship_12 in No1#M when if GM = 1598 Enable control
1610 On fship_25 in No4#5 when ? ifnot GM < 1318
ifnot GM < 1389
ifnot GM < 1566
ifnot GM < 1568
ifnot GM < 1578
ifnot GM < 1580
ifnot GM < 1604
if GM < 1610
GM = 1612
1612 On fship_25 in No4#5 when GM = 1612 Go hill
1614 On fship_4 in No9#D when move evt2 if GM = 1612
if GM < 1614
Enable control
On fship_4 in No10#10 when? ifnot V[6/8]==73
ifnot GM = 1197
ifnot GM < 1027
ifnot GM < 1389
ifnot GM = 1391
if GM = 1612
Go fship_2
1620 On fship_2 in No4#2 when ? ifnot GM < 199
if GM = 1614
Go blackbgd

Variable analysis[edit | edit source]

I am making a mod for FFVII at the moment, and I need lots of variables to be able to do what I want. At the same time I am also occasionally looking at what variables do, and noting down their trigger. I'll list the ones I have figured out below.

V[1/0][edit | edit source]

Something to do with resting.

V[1/1][edit | edit source]

Well, nothing unless v[1/0] holds 16-bits.

V[1/2][edit | edit source]

Used only in a debug room where it is changed to 98. Either does nothing or is ordinarily triggered not-in-field.

V[1/3][edit | edit source]

Aeris's love points.

V[1/4][edit | edit source]

Tifa's love points.

V[1/5][edit | edit source]

Yuffie's love points.

V[1/6][edit | edit source]

Barret's love points.

V[1/7][edit | edit source]

Variable used for remembering 1st party member in Kalm.

V[1/8][edit | edit source]

Variable used for remembering 2nd party member in Kalm.

V[1/9][edit | edit source]

Variable used for remembering 3rd party member in Kalm.

V[1/10][edit | edit source]

Seemingly unused.

V[1/11][edit | edit source]

Seemingly unused.

V[1/12][edit | edit source]

Seemingly unused.

V[1/13][edit | edit source]

Seemingly unused.

V[1/14][edit | edit source]

Seemingly unused.

V[1/15][edit | edit source]

Seemingly unused.

V[1/16][edit | edit source]

Seemingly unused.

V[1/17][edit | edit source]

Seemingly unused.

V[1/18][edit | edit source]

It seems to be inherited in a few places, but never set. Both times its used it is mod3 and set into another variable. It looks random but I don't know. It's used in Domino's puzzle and when acquiring Yuffie. Although when acquiring Yuffie, the four options look like they output the exact same thing each time. Unless it has something to do with her level, I don't know.

V[1/19][edit | edit source]

Seemingly unused.

V[1/20][edit | edit source]

Seemingly unused.

V[1/21][edit | edit source]

A digit on the timer. Used in S1Reactor areas(minutes). Used on the train(ten-seconds). Used in the Gold Saucer (during Sith chase)(ten-seconds). Used in Rocket HM mission (where it is minutes and it checks every time the minute changes). Used in Corel train (I don't know what it does but the scenario only uses two variables despite there being three numbers). I'm not sure that's all true, but basically: timers.

V[1/22][edit | edit source]

Used as a seconds timer in the gym. Although from the looks of it it's also used in such a way that it's not supposed to be 0. So it looks like it only does not hold 0 when the timer has reduced to 0. It also appears to hold both seconds-values during the Round Square event, which uses a timer to rotate events despite not being a visible timer.

V[1/23][edit | edit source]

Used for timers too. These three variables only pertain to timer-scenarios, and these should probably avoid being used. Or at least they should only be used for non-permanent tasks when no timer is used.

V[1/24][edit | edit source]

Seemingly unused.

V[1/25][edit | edit source]

Seemingly unused.

V[1/26][edit | edit source]

Seemingly unused.

V[1/27][edit | edit source]

Seemingly unused.

V[1/28][edit | edit source]

Seemingly unused.

V[1/29][edit | edit source]

Seemingly unused.

V[1/30][edit | edit source]

It's used once, and seems to be used in the same fashion as [[V[1/0]|V[1/0]]] with the opcode (fd)CMUSC. I don't know whether it is set at this point, or the value already stored in the variable gets used. I also question whether it gets activated at all. And if it does then I question what change occurs if we switch it with v[1/0]. But then I have no idea what it does. I reckon if we figure out what it does we'll be able to remove it. It's used in one of Sephiroth's scripts in (775)jtemplc.

V[1/31][edit | edit source]

Well, if v[1/30] stores a word... otherwise nothing.

V[1/32][edit | edit source]

Seemingly unused.

V[1/33][edit | edit source]

Seemingly unused.

V[1/34][edit | edit source]

Seemingly unused.

V[1/35][edit | edit source]

Seemingly unused.

V[1/36][edit | edit source]

This is split into eight-bits. And its relevance is to the Train Graveyard. Although it uses stupid code that isn't just setting bits, it still works the same. I also don't remember this many items in the Train Graveyard.

In an interesting point for the item related to V[1/36]:0 and V[1/36]:3 is that the field model is always hidden. This is one of those times where they decide to use a pointless character model for no reason, and it is CMIF. I suppose it doesn't matter, but if I programmed it I would have used an item model regardless. Maybe it's a joke from the programmers because they can.

Unless specified otherwise, an item tied to a variable will either delete, or if a chest, the chest will open (except a few exceptions in Mt. Nibel-- possibly because of flashbacks, although that doesn't matter).

Trigger Action
0 (mds7st1)Hi-Potion (X=1349, Y=-2662, Z=0, t=203).
1 (mds7st1)Echo Screen (X=677, Y=-187, Z=0, t=201)
2 (mds7st2)Potion (X=441, Y=552, Z=0, t=201)
3 (mds7st2)Ether (X=-481, Y=755, Z=0, t=253).
4 (mds7st1)Hi-Potion (X=1848, Y=-2780, Z=352, t=53)
5 (mds7st1)Potion (X=1866, Y=-1340, Z=120, t=51)
6 (mds7st1)Potion (X=1651, Y=434, Z=0, t=111)
7 (mds7st2)Hi-Potion (X=1726, Y=3819, Z=352, t=193)

V[1/37][edit | edit source]

This is a variable related to the Great Glacier. And also the Wall Market? Late game items, the Sneak Glove from the guy at the Weapon Store and the Premium Heart use bits from here. Two bits also go spare.

Trigger Action
0 (hyou8_2)Elixir (X=-328, Y=1125, Z=0, t=39)
1 (hyou5_1)Potion (X=-12, Y=1345, Z=0, t=55)
2 (hyou5_3)Safety Bit (X=-464, Y=356, Z=0, t=95)
3 (hyou2)Mind Source (X=-143, Y=1634, Z=0, t=163)
4 (mkt_w)Bought Sneak Glove from dude at weapon store.
5 (mkt_ia)Received Premium Heart.
6 /Nothing/
7 /Nothing/

V[1/38][edit | edit source]

Seemingly unused.

V[1/39][edit | edit source]

Seemingly unused.

V[1/40][edit | edit source]

Seemingly unused.

V[1/41][edit | edit source]

Seemingly unused.

V[1/42][edit | edit source]

Seemingly unused.

V[1/43][edit | edit source]

Seemingly unused.

V[1/44][edit | edit source]

Seemingly unused.

V[1/45][edit | edit source]

Seemingly unused.

V[1/46][edit | edit source]

Seemingly unused.

V[1/47][edit | edit source]

Seemingly unused.

V[1/48][edit | edit source]

This is a range of items.

Trigger Action
0 (md8_3)Potion (X-4184, Y=17988, Z=376, t=110)
1 (ealin_2)Potion, Phoenix Down (X=-261, Y=235, Z=288, t=50)
2 (eals_1)Ether (X=1593, Y=71, Z=116, t=30)
3 (eals_1)Cover (X=758, Y=-179, Z=116, t=4)
4 (farm)Choco/Mog Materia from Chocobo. If your Materia is full the bit isn't switched.
5 (mds6_22)Sense (X=597, Y=-697, Z=0, t=60)
6 (crcin_2)Ramuh Materia. If Materia is full the bit isn't switched. (X=198, Y=528, Z=0, t=31)
7 (zz1)Obtained Mythril. This bit is reset when used at (zz2)Weapon seller and both items have not yet being bought. If bit is TRUE, item can be bought at weapon seller.

V[1/49][edit | edit source]

Trigger Action
0 (zz5)Mime Materia. But isn't switched if Materia full.
1 (zz6)HP<->MP Materia. Bit isn't switched if Materia full.
2 (zz7)Quadra Magic Materia. Bit isn't switched if Materia full.
3 (zz8)Knights of(the) Round Materia. Bit isn't switched if Materia full.
4 (las3_1)Elixir (X=938, Y=-228, Z=-251, t=7) AND Cid is sent and picks up Elixir
5 (las3_1)X-Potion (X=343, Y=-2048, Z=-385, t=114)
6 (las3_2)Turbo Ether (X=322, Y=-513, Z=-424, t=207) AND Tifa is sent and picks up Turbo Ether AND Cait Sith is sent and picks up X-Potion [PROGRAMMING ERROR, should be 5] Item disappears and becomes unobtainable from las3_2.
7 (las3_2)Vaccine (X=957, Y=-67, Z=-318, t=275) AND Yuffie is sent and picks up Vaccine and gives it to party. Item disappears and becomes unobtainable from las3_2. Since bit is not set if Yuffie does not relinquish Vaccine, item does not disappear.*(from what I gather)

V[1/50][edit | edit source]

Trigger Action
0 (las3_2)Magic Counter (X=-167, Y=-619, Z=-494, t=255)
1 (las3_3)Speed Source (X=548, Y=-974, Z=-1289, t=262) AND Red XIII is sent and picks up Speed Source
2 (las3_3)Turbo Ether (X=1157, Y=-50, Z=-1204, t=-233)
3 (las3_3)X-Potion (X=-137, Y=236, Z=-799, t=150)
4 (las3_3)Mega All (X=862, Y=-434, Z=-1306, t=186) AND Vincent is sent and picks up Mega All Item disappears and becomes unobtainable from las3_3.
5 (las4_1)Luck Source (X=621, Y=-101, Z=0, t=117)
6 (las3_1)Remedy (X=15, Y=-1157, Z=-347, t=179) AND Barret is sent and picks up Remedy Item disappears and becomes unobtainable from las3_1.
7 (zz1)Bolt Ring from Sleeping Man Sleeping Man will not give another Bolt Ring.

V[1/51][edit | edit source]

Trigger Action
0 (zz2)Obtained Gold Armlet from weapon seller. If Great Gospel not obtained, allow more Mythril[reset v[1/48]:7].
1 (zz2)Obtained Great Gospel from weapon seller. If Gold Armlet not obtained, allow more Mythril[reset v[1/48]:7].
2 (jetin1)Received Umbrella from Speed Square.
3 (jetin1)Received Flayer from Speed Square.
4 (zz4)Obtained Death Penalty and Chaos.
5 (ghotin_2)Received Elixir from cabinet.
6 (zz3)Chocobo relinquished Materia. Display Materia on ground (unless V[1/51]:7 is also set.
7 (zz3)Obtained Enemy Skill Materia from chocobo. Not set if Material full.

V[1/52][edit | edit source]

Seemingly unused.

V[1/53][edit | edit source]

Seemingly unused.

V[1/54][edit | edit source]

Seemingly unused.

V[1/55][edit | edit source]

Seemingly unused.

V[1/56][edit | edit source]

This variable contains the start of the Midgar Parts stuff. These variables can very easily be removed, and instead the keyitem variables could be used to have this puzzle work instead if you would like to free up some variables. Said variables also serve no purpose beyond the Shinra Bldg. part of the game, or before it if you would like to re-use them. If you still want to attach them to a variable you could make it a part of GM since this puzzle is part of linear events.

Trigger Action
0 (colne_4)Ether (X=-325, Y=113, Z=0, t=50)
1 (colne_6)Hyper (X=-19, Y=421, Z=-238, t=53)
2 (colne_3)Phoenix Down (X=446, Y=-384, Z=23, t=80)
3 (blinst_2)Floor (I forget the variable that is the floor)=4, Elixir (X=-136, Y=131, Z=2732, t=79)
4 [unused]
5 (cosmin7)Elixir, Magic Source (X=-617, Y=-322, Z=78, t=69)
6 (blin65_1)Midgar Parts chest opened (X=-982, Y=-681, Z=0, t=24)
7 (blin65_1)Midgar Parts chest opened (X=-872, Y=-524, Z=0, t=26)

V[1/57][edit | edit source]

Trigger Action
0 (blin65_1)Midgar Parts chest opened (X=-916, Y=141, Z=0, t=31)
1 (blin65_1)Midgar Parts chest opened (X=-996, Y=-92, Z=0, t=36)
2 (blin65_1)Midgar Parts chest opened (X=1008, Y=858, Z=0, t=113)
3 (blin65_1)Keycard 66 chest opened (X=772, Y=-4, Z=0, t=166)
4 (shpin_2)All Materia. (X=373, Y=-100, Z=0, t=59) Not set if Materia full.
5 (shpin_2)Ether (X=-323, Y=-483, Z=0, t=5)
6 (shpin_3)Wind Slash (X=332, Y=-629, Z=285, t=1)
7 (gidun_4)Fairy Ring (X=202, Y=-1558, Z=0, t=106)

V[1/58][edit | edit source]

Trigger Action
0 (gidun_4)X-Potion (X=596, Y=1299, Z=-6, t=148)
1 (gidun_1)Added Effect, bit not set if Materia full (X=-637, Y=687, Z=121, t=20)
2 (gidun_2)Black M-phone (X=-106, Y=-1008, Z=-237, t=246)
3 (gidun_2)Ether (X=98, Y=1715, Z=-237, t=186)
4 (cosmin6)Elixir (X=-32, Y=-327, Z=32, t=16)
5 (hideway3)HP Absorb, bit not set if Materia full (Chest)
6 (hideway1)Magic Shuriken (Chest)
7 (hideway2)Hairpin (Chest)

V[1/59][edit | edit source]

Trigger Action
0 (blin_61)Received Keycard 62 from grey suit. Grey suit deactivates GM<1008. Key item also activates at this time.
1 (uta_im)Received MP Absorb but not really. The game doesn't bother actually giving the player it. (X=198, Y=163, Z=0, t=25). At this point v[3/190] also activates.
2 (uttmpin4)Swift Bolt (X=239, Y=240, Z=8, t=54)
3 (uttmpin4)Elixir (X=249, Y=372, Z=8, t=44)
4 (blin2_i)Pile Bunker (X=-130, Y=329, Z=0, t=24) chest only openable when GM<1008 (after Northern Cave events; during Midgar raid)
5 (blin2_i)Master Fist (X=459, Y=332, Z=0, t=74) chest only openable when GM<1008
6 (blinst_2) Floor=3, Behemoth Horn (X=467, Y=58, Z=1606, t=165) chest only openable when GM<1008
7 (cosmin3)Full Cure (X=-974, Y=-220, Z=78, t=45) only accessible after Northern Cave events. GM<1008 Bartender in cosin3 will talk of selling Materia if this bit is 0.

V[1/60][edit | edit source]

Seemingly unused.

V[1/61][edit | edit source]

Seemingly unused.

V[1/62][edit | edit source]

Seemingly unused.

V[1/63][edit | edit source]

Seemingly unused.

V[1/64][edit | edit source]

This, and the following six variables are for key items. It's very fancy. It obviously makes this variable change the menu somewhere not in the field so you won't easily be able to replace these. However, most key items set variables when obtained. In possibly all circumstances you can replace the functionality of these variables with the key item variables. This means you can free up numerous variables being used for unnecessary purposes, and if you do you will only have to hack in the key item into the menu to be able to use the key item. The thing about VII is the key item appearing in the menu is usually useless, there's the other variable that gets set at the same time as you obtain the key item that gives it any functionality.

These are all Wall Market key items, and they mess with some other variables, I assume to get the numeric value that makes Corneo make his choice.

Trigger Action
0 (mkt_s1) Receive Cotton Dress based on earlier responses to man as part of Wall Market quest.
1 (mkt_s1) Receive Satin Dress from store.
2 (mkt_s1) Receive Silk Dress from store.
3 (mkt_mens) Win "Wig" at Men's Arena minigame.
4 (mkt_mens) Win "Dyed Wig" at Men's Arena minigame.
5 (mkt_mens) Win "Blonde Wig" at Men's Arena minigame.
6 (mkt_m) Get Glass Tiara from Materia man.
7 (mkt_m) Get Ruby Tiara from Materia man.

V[1/65][edit | edit source]

Trigger Action
0 (mk4_m) Get Diamond Tiara from Materia man.
1 (mktpb) Get the Cologne item from lady at pub. At the same time, v[1/66]:1 is unset.
2 (mktpb) Get the Flower Cologne item from lady at pub. At the same time, v[1/66]:2 is unset.
3 (mktpb) Get the Sexy Cologne item from lady at pub. At the same time v[1/66]:3 is unset.
4 (mrkt2) Get the Member's Card item from the dude at Wall Market. If you have the card you will be allowed entry to the Honeybee Inn if 192>GM>187. fatman1(No16) will also have different text in this scenario.
5 (onna_52) Get Lingerie in the Honeybee Inn.
6 [never gets activated (was it Mystery panties?)]
7 (onna_52) Get Bikini Briefs in the Honeybee Inn.

V[1/66][edit | edit source]

Trigger Action
0 (mkt_s2) Get Pharmacy Coupon from restaurant. This bit is made 0 when you hand in the Coupon to the dude at the store.
1 (mkt_s2) Get Disinfectant from dude at the store. Unset when receiving Cologne from lady at pub.
2 (mkt_s2) Get Deodorant from dude at the store. Unset when receiving Flower Cologne from lady at pub.
3 (mkt_s2) Get Digestive from dude at the store. Unset when receiving Sexy Cologne from lady at pub.
4 (convil_1) Receive Huge Materia from Fort Condor mission. Also set if the player fails NC and FC missions, yet succeeds at Rocket Town mission. Unset when in Planetarium(bugin1b).
5 (ncorel3) Receive Huge Materia from a successful North Corel mission. Also set if failed North Corel mission and succeeded at rocket mission. Unset when in Planetarium(bugin1b).
6 (subin_1a) Receive Huge Materia from sunken sub. This also appears in the red sub despite red sub meaning you failed and there's no Huge Materia to retrieve. Although the white sub has two places to set the item (one also in Cloud's scripts) while the red doesn't. I haven't investigated, but it's likely the script remains unused in both anyway. Also set if failed FC, NC, and JR missions, but succeeded at rocket mission. Unset when in Planetarium(bugin1b).
7 (rcktin4) Receive Huge Materia from rocket ONLY if you have all the other Huge Materia (calculated by mission succeeded variables, not key items). Unset when in Planetarium(bugin1b).

V[1/67][edit | edit source]

Trigger Action
0 (subin_1a/subin_1b) Received Key to Ancients.
1 1-[not used. A letter?]
2 [not used. A letter?]
3 (bonevil) Received Lunar Harp at Bone Village. Set at the same time as v[1/231]:3. This appears in the scripts twice, I assume it can be earned from two different areas of Bone Village? At two different times?
4 (sinin2_1) Received Key to the Basement. v[1/232]:1 is set at the same time.
5 (bonevil) Received Key to Sector 5. Set at the same time as v[15/38]:3.
6 (blin59) Received Keycard 60 from just-defeated guards. For some reason they put the text in Cloud's scripts rather than where the Keyitem bit is set. Unset when imprisoned (blin67_2 @GM=293).
7 (blin61) Received Keycard 62 from dude. Set at the same time as v[1/59]:0. Unset when imprisoned.

V[1/68][edit | edit source]

Trigger Action
0 (blin62_1) Received Keycard 65 from Domino. Set at the same time as V[3/179]:4. They bother to write out this for each potential answer, rather than just having the differences apart and the sames together. Unset when imprisoned.
1 (blin65_1) Received Keycard 66 from chest V[1/57]:3 (which is set now). V[1/224] also becomes "66" at this point. Unset when imprisoned.
2 (blin68_1) Received Keycard 68 from Hojo's man. Unset when imprisoned.
3 (blin65_1) A Midgar Parts. Set at the same time as V[1/56]:6. Unset after parts inserted. Checked for when inserting parts.
4 (blin65_1) A Midgar Parts. Set at the same time as V[1/56]:7. Unset after parts inserted. Checked for when inserting parts.
5 (blin65_1) A Midgar Parts. Set at the same time as V[1/57]:0. Unset after parts inserted. Checked for when inserting parts.
6 (blin65_1) A Midgar Parts. Set at the same time as V[1/57]:1. Unset after parts inserted. Checked for when inserting parts.
7 (blin65_1) A Midgar Parts. Set at the same time as V[1/57]:2. Unset after parts inserted. Checked for when inserting parts.

V[1/69][edit | edit source]

Trigger Action
0 (elminn_1)Given PHS. At same time something is done with V[2/28] to allow the PHS option in the menu. At same time V[3/131]:0 is set. Unset in (jumin)- when PHS gets removed from V[2/28], GM becomes 394 (shortly before Cloud goes to (above?)Junon alone). Returned in shpin_3, where V[2/28] has its PHS added once more.
1 (gldst)Bought Gold Ticket from lady, and at same time V[3/72]:7 is set (both before and after, redundantly). If value is 0, Gold Ticket buyable in (games_1) for GP, where V[3/72]:7 will be set if bought, and V[4/74] (GP variable) will have 300 removed.
2 (clsin2_2)Keystone obtained from Dio. Bit reset when Cait Sith gives it to Tseng (chorace2). Set again when Tseng gives it in (jtmpin1)ToA- and at this point V[5/17] becomes 1, and GM=604.
3 (semkin_7)Leviathan Scales obtained from chest V[15/141]:0, which is set when opened.
4 (snmin2)Glacier Map received. V[1/130]:6 gets set at this time, which dictates the map's appearance and also scenarios involving the map.
5 (blin63_1)Set when A Coupon key item, and at same time V[3/177]:1 is set. Unset if exchanged for Star Pendant, while V[3/185]:5 is set at this point. Unset when minigame reset. Checked for to see what items can be exchanged.
6 (blin63_1)Set when B Coupon key item, and at same time V[3/177]:3 i set. Unset if exchanged for Four Slot, while V[3/185]:7 is set at this point. Unset when minigame reset. Checked for to see what items can be exchanged.
7 (blin63_1)Set when C Coupon key item, and at same time V[3/177]:2 is set. Unset if exchanged for All Materia, while V[3/185]:6 is set at this point. Unset when minigame reset. Checked for to see what items can be exchanged.

V[1/70][edit | edit source]

Never edited the last five bits so I can't tell you what happens if you use them.

Trigger Action
0 It's the Black Materia. Obtained in (trnad_1). Lost in (trnad_1) when giving it to friend where V[1/133]:2 is set to 1, AND if Barret V[1/133]:0 is set to 1, OR Red XIII V[1/133]:1 is set to 1. The Black Materia is never received during the first time where you give it straight to Sephiroth.
1 (zz1)Mythril received from sleeping man. V[1/48]:7 is set at this time. Set to 0 when given to (zz2)Weapon seller, when V[11/132]:4 becomes 1. Also redundantly forced to be 0 when Gold Armlet obtained. Actually used to check if the player has Mythril before weapon seller asks for it.
2 (snmin1)Pick up Snowboard. At the same time V[1/130]:1 is set.
3 [no item]
4 [no item]
5 [no item]
6 [no item]
7 [no item]

V[1/71][edit | edit source]

I have the idea that eight variables were designated to key items and they just didn't end up needing this one. So this is a free variable as far as I know. I don't think it screws with anything in the menu.

V[3/18][edit | edit source]

$NibelFlashback+church

V[3/18] is one of the variables that relates to the Kalm flashback to Nibelheim. The most interesting thing about this variable is that two of the bits are also used in Midgar. This causes two problems. If you go back to the church and tell the kids they can look after the flowers, the Innkeeper's first text will not display, he will instead pose his question straight away. This same innkeeper is also home to our second problem. If you select the third option (about the town) in this dialogue, Aeris's ghost in Midgar can never appear. The same flag used for this text is also activated when you deactivate Aeris's ghost. Since it's activated before you even see the ghost, the game thinks you've already seen it.

How do we fix this? Well, find some spare bits elsewhere would be one way. But if we want to still use these variables: When the party leaves Midgar after you climb down from the highway (I don't recall if you can leave the Shinra Bldg. and return to the church), have the game reset V[3/18]:6 to 0. The party cannot return to the church after this point while the scene is still available. This is before Kalm so it will work fine.

When the party defeats Jenova-LIFE, have the game reset V[3/18]:7 to 0. Defeating Jenova-LIFE is when the ghost becomes available. You could also activate it any time between the Kalm flashback and Cloud re-entering the party, but I would place it with the ghost-activation variable (which is done through GM).

Trigger Action
0 After Sephiroth says you may visit family and friends.
1 Talk to Sephiroth once, then again and select the rest option.
2 Day after. After cameraman takes photo.
3 As the party heads to Mt. Nibel. -Change dialogue of some people in town
4 When going into the mansion after the Reactor events.
5 Talk to Sephiroth once.
6 -Re-visit the church and trigger the event where the girl and the boy asks to look after the flowers.
-Talk to the innkeeper before heading to Mt. Nibel.
-Do not repeat first things the innkeeper says
-
7 -Before the player has headed to Mt. Nibel, the player must have talked to the innkeeper once, then they must ask him about the town.
-Move past the line that deactivates Aeris's ghost.
If 0, Aeris's ghost can display; if 1, do not display, activate post-disappearance actions (Girl's dialogue changes).

V[3/207][edit | edit source]

$WM-Yuffie

I don't know how to read the scripts of the WM, but I assume that most of these do. The fact that after being activated they are never checked in the field indicates that, but mainly from when they are activated I can find out that. Others seem to relate to Yuffie. They could also be WM things and Yuffie, but I can't guess.

Trigger Action
0 Obtained Yuffie ?No more Yuffie WM fights.
1 After Cosmo Candle scene before leaving canyon ?fix buggy
2 After Cosmo Candle scene before leaving canyon ?fix buggy
3 Viewed Midgar Zolom scene ?Deactivate Zolom scene from WM.
4 ?
5 Yuffie stolen Materia
6 -Exiting Gongaga after ToA
-Yuffie gives Materia back
?Tiny Bronco re-placement
7 Whenever entering Cargo Ship ?Triggers WM Cargo Ship scenes

V[13/80][edit | edit source]

$Party-HM-Wutai

One interesting thing about this variable is V[13/80]:2. It activates when you get Vincent. The game uses two different methods at different times to figure out if Vincent is available: They do a check to see if he's available, or they do a check to see if you've done the sidequest. Having the sidequest variable checked would mean nothing to the player normally, but some scenes (such as those in Northern Cave) require the player to have completed the sidequest, so just hacking him in isn't fullproof.

Trigger Action
0 White sub obtained/Huge Materia mission won.
1 Aeris left party
2 Vincent joined party -Sometimes used to check whether Vincent was obtained.
3 First time controlling white sub/HM mission completed
4 First time controlling white sub/HM mission completed
5 Talk to Reno in Wutai by pagoda when agreeing to not kill each other before heading to Corneo -Allow Da-chao events to unfold.
6 After defeating Rapps.
7 -When in escape pod
-Redundantly activated later during Shinra Bldg. shot
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