There are 64 global variables in total. They can hold a state of either true/false. You can see these in the quest debugger on the right-hand side.

To set a global variable from quest system, use a variable mapping then set it. Here's a condensed example from _BRISIEN.

Code: Select all

```
MetLadyBrisienna _S.06_ // Declare mapping
start task _S.06_ // Sets the global var
```

The name of each global var are found in Quests-GlobalVars.txt table. I'll post here for convenience.

Code: Select all

```
-- There are a total of 64 global variables
-- Classic saves store global state in SAVEVARS.DAT
-- Known globals have strings matching output from Template 1.11
schema: id,*name
0, LiftedCurse
1, GothrydGotTotem
2, KingOfWormsGotTotem
3, GortwogGotTotem
4, AkorithiGotTotem
5, Unused1
6, UnderkingGotTotem
7, EadwyreGotTotem
8, BrisiennaGotTotem
9, MedoraGotHorn
10, Unused2
11, GothrydEnding
12, KingOfWormsEnding
13, GortwogEnding
14, AkorithiEnding
15, Unused3
16, UnderkingEnding
17, EadwyreEnding
18, BrisiennaEnding
19, Unused4
20, Unused5
21, UnknownElysanna
22, Unused6
23, MorgiahSatisfied
24, Unused7
25, ElysannaSatisfied
26, Unused8
27, Unused9
28, BarenziahSatisfied
29, MyniseraSatisfied
30, Unused10
31, MetLadyBrisienna
32, Unused11
33, KingOfWormsSatisfied
34, Unused12
35, Unused13
36, FinishedMantellanCrux
37, Unused14
38, Unused15
39, Unused16
40, Unused17
41, Unused18
42, UnknownHelseth
43, LysandusSatisfied
44, Unused19
45, Unused20
46, Unused21
47, Unused22
48, Unused23
49, Unused24
50, Unused25
51, Unused26
52, Unused27
53, Unused28
54, Unused29
55, Unused30
56, Unused31
57, Unused32
58, Unused33
59, Unused34
60, Unused35
61, Unused36
62, Unused37
63, Unused38
-- Reused by Werefall
5, TookTheCure
10, OpenedShapeshifters
```

You can use any of the Unused# global vars for your own quests to coordinate shared state. The only time this might be an issue is if another quest author uses the same global var in their quests. So probably best to use them sparingly if possible.

Something I've considered is adding an secondary expanded quest variable system for better persistence of state between quests that won't have this limitation. But I'm not sure if I'll get to this any time soon.