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_0 flags are boolean; (they can be a 1 or 0); FLAG_INFO_0 entries are internally referred to as GlobalBitFlag; these can be edited in XQ via get_global_bitflag() and it’s set equivalent, and read in conds via GetGlobalBitFlag.
  • FLAG_INFO_1 flags are 8-bit unsigned integers (meaning a number from 0-255); FLAG_INFO_1 entries are internally referred to as GlobalByteFlag; a FLAG_INFO_1 can be read in conds via GetGlobalByteFlag.
  • FLAG_INFO_2 flags are boolean; FLAG_INFO_2 entries are internally referred to as GlobalTBoxFlags; Cond’s do have a CExpression Function called GetGlobalTBoxFlag although it seems to be no-opped (atleast in yw1).
  • FLAG_INFO_3 flags are similar to FLAG_INFO_0 but are deemed “temporary”. These can be read in conds via the CExpression function: GetTempBitFlag.
  • FLAG_INFO_4 flags are similar to FLAG_INFO_3 but 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 are FlagIDs present in both FLAG_INFO_0 and FLAG_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.bin which requires no execution context.


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