Flag IDs
Flag IDs are used all over the games to reference progression, events or any other situation where global data needs to be stored.
In Yo-kai Watch 2:
FLAG_INFO_0flags are boolean; (they can be a1or0);FLAG_INFO_0entries are internally referred to asGlobalBitFlag; these can be edited in XQ viaget_global_bitflag()and it’s set equivalent, and read in conds viaGetGlobalBitFlag.FLAG_INFO_1flags are 8-bit unsigned integers (meaning a number from 0-255);FLAG_INFO_1entries are internally referred to asGlobalByteFlag; aFLAG_INFO_1can be read in conds viaGetGlobalByteFlag.FLAG_INFO_2flags are boolean;FLAG_INFO_2entries are internally referred to asGlobalTBoxFlags; Cond’s do have a CExpression Function calledGetGlobalTBoxFlagalthough it seems to be no-opped (atleast in yw1).FLAG_INFO_3flags are similar toFLAG_INFO_0but are deemed “temporary”. These can be read in conds via the CExpression function:GetTempBitFlag.FLAG_INFO_4flags are similar toFLAG_INFO_3but are 8-bit unsigned integers (meaning a number from 0-255). These can be read in conds via the CExpression function:GetTempByteFlag.
Note: Flags with the same ID can be in several
_INFO_*list’s. The most common example areFlagIDs present in bothFLAG_INFO_0andFLAG_INFO_1.
Note: This resource will NOT cover map-specific flags; just flags accessible in the game-scoped cfg.bin present at
data/res/sys/flag_config_0.01.cfg.binwhich requires no execution context.