Full variable explaination. Useful variables are in bold.
Name What it does
c.acts Used in Flowey editor mode for storing some numbers
c.att_param1 Parameter 1 of attack, used to pass data from g_monster to attack sprites
c.created If it's 1 battle starts, if it's 0 title screen shows.
c.customgameover g.gameovertext is set to its value when green flag clicked
c.customname Player's name. If it isn't set to anything, default name is used. Can't be changed in-battle.
c.displaymusic Displays music name while choosing it.
c.dmg1 and 2 To be honest I don't remember, probably something important.
c.guistate Keeps track of current gui page in advenced mode.
c.inv Amount of invicibility frames player has after being hit.
c.mon_hp g.mon_hp and g.mon_hp.max are set to its value when battle starts
c.music Current music.
c.numberofattacks Probably unused?
c.originalcreator If its value matches your username, EDIT button will show up in battle.
c.pl_hp g.pl_hp and g.pl_hp.max are set to its value after battle starts
c.randomtext 1 2 3 Random text tgat may appear in the menu.
c.randomtextbubble 1 2 3 Random things monster can say.
c.rtexttoggle Either "on" or "off" - enables/disables monster saying random things.
c.sID Sound ID used by monster
c.sparecounter Uses of ACT left to be able to SPARE monster
c.sparecounterreset c.sparecounter is set to its value after battle starts.
c.temp For storing some temporary information.
c.texttosimulate Used in text preview thing
c.version Version displayed in the editor menu.
g.addhp After item is used, it's value is shown as number of HP restored.
g.arenasize Bullet board's size, either 1 or 2.
g.att_var Used for attack sprites cloning. Aditionally, if set to end, all clones of attacks will despawn
g.bulletcount Probably unused?
g.custommusic Used in setting custom music
g.dmg_% % of damage to deal. Its value depends on g.dmg_b
g.dmg_b Its value depends on how far was cursor thing from the center of fight-thing after attacking
g.dmg_deal Result of damage calculation.
g.dmg_r Random value from 0 to 2
g.f_state State of battle.
g.gameover_music 1 - normal music, 2 - dogsong
g.gameovertext Text that appears on game over screen.
g.i Used in some things, kind of temporary variable.
g.karma Current Karma Points, requires g.karmaeffect set to 1 to work.
g.karmaeffect Either 0 or 1 - Turns karma effect off and on.
g.lv Player's LOVE. Can't be modified after battle starts (is set in g.undertaleprint sprite)
g.mon_att Monster's attack stat.
g.mon_def Monster's defense stat.
g.mon_hp Monster's current HP.
g.mon_hp.max Monster's max HP.
g.mon_spareable If it's 1 monster can be spared, else it can't.
g.pl_att Player's attack stat
g.pl_def Player's defense stat.
g.pl_hp Player's current HP.
g.pl_hp.last Player's HP on previous frame. Used by g.hpbar_draw sprite.
g.pl_hp.max Player's maximum HP.
g.pl_wp.att Player's weapon attack (even though there are no weapons… YET =) )
g.preboot Used by stuff that will happen before your turn thing.
g.random 1 and 2 Temporary variables.
g.shortusername Username cut to 6 characters.
g.soul.inv Current invincibility frames
g.soul_col Soul's color
g.soul_velx Unused yet
g.soul_vely Blue soul's Y velocity
g.turncounter Current turn in battle. Use it for progressive battles!
g.usedthing Action made by player this turn
text.actX Text that appears after using act X+1
text.check Text that appears after using ACT1
text.clear Used by my crappy text engine
text.encounter Text that will appear in the menu next turn.
text.flee Text after choosing flee
text.mon_text_bubble An unnecasary variable that overcomplicates monster's random text.
text.spare Text after SPARing monster
text.win Text after killing monster
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