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Unused fields

This page only contains unused fields either because nobody references them or because the fields is technically used, but not in a semantically useful way in practice.

Unreferenced fields

All these fields are never referenced and are therefore completely unknown besides their declaration.

Name type Is static? Is Private?
hudmovement Coroutine Yes No
shadowcaster Shader Yes No
reserveplayers List No No
dynamicfont Sprite[] No No
totalenemies const int = 4 No No
flaglimit const int = 10 No No
diaglimit const int = 20 No No
maxdata const int = 10 No No
max9box const int = 5 No No
maxitemtypes const int = 1 No No
totalitems const int = 256 No No
moneymax const int = 999 No No
hpmax const int = 999 No No
tpmax const int = 99 No No
regionalammount const int = 100 No No
maxdamage const int = 99 No No
chargelimit const int = 3 No No
maxfpsv const int = 2 No No
saveslots const int = 3 No No
maxletters const int = 500 No No
itemtime const int = 600 No No
levelcap const int = 27 No No
lowhp const int = 4 No No
defaultpartqueue const int = 3000 No No
beehs const int = 4500 No No
mkhs const int = 9500 No No
maxmedals const int = 120 No No
kerning const float = -2.0 No No
lineheight const float = 0.7 No No
spacing const float = 0.3 No No
punctuationdelay const float = 0.15 No No
defaultcamspeed const float = 0.1 No No
defaultcamoffsetspeed const float = 0.1 No No
defaultcamanglespeed const float = 0.1 No No
letterfixer const float = 0.07 No No
wordmulti const float = 25.0 No No
cookspeed const float = 2.5 No No
gamemonitor Transform Yes No
rtex RenderTexture No Yes
joytest bool Yes No
basefont int Yes No
existCheck List Yes Yes
distancemultiplier const float = 1.0 No No
holdkeytime Coroutine Yes No
holdkeytime const float = 7.0 No No
colormultiplier const float = 2.0 No Yes
deadzone const float = 0.5 No Yes
defaultcolorspeed const float = 5.9 No No
defaultsounddistance const float = 25.0 No No

Semantically unused fields

All these fields are referenced in some ways, but aren't semantically used in practice. Check the details columns for how the field is references, but still not used.

Name type Is static? Is Private? Details
lasttextcenter float Yes No During the SetText char loop, when processing a regular character in regular letter rendering, this fiels is set to position.x - maxlength / 2.0. While the value is technically used to set the centerx field of a ButtonSprite on their Start, centerx is never read so it makes this both fields semantically unused
textwidth float Yes No During the SetText char loop, when processing a regular character in regular letter rendering, this fiels is set to maxlength. While the value is technically used to set the textsize field of a ButtonSprite on their Start, textsize is never read so it makes both fields semantically unused
letters char[] Yes Yes Set to the return of the Data/Letters resource on LoadEssentials with ToString().ToCharArray(). This asset and the data is never used, but it contains 319 different characters
musicchannel int Yes No Used in 2 UNUSED overload of ChangeMusicVolume as the clipid parameter. Since that parameter is always 0 under normal gameplay (all music are normally played on music[0]), that field isn't used
lastinside int Yes No Set to the last inside id entered, but the game doesn't use this information in any meaningful ways
battlenoexp bool Yes No Set to false on StartBattle and to true only if expreward is 0 on ReturnToOverworld, but the game never reads the value
debugenalbed bool Yes No The game never writes to this field, but if the value were to be true, it would allow to load any map entity whose name contains debug as those aren't normally loaded in CreateEntities
vectorflags Vector3[] No No Set to a new array of 10 elements on SetVariables, but the game never acceses the array
intransition bool No No Set to true at the start of Transition and to false at the end of it so it indicates if a transition is in progress, but the game never reads this field
hudstats bool No No BattleControl.LateUpdate reads this field twice (once guarding an empty code block), but the game never writes true to this field so it's not effectively used. If it was true, it would cause the method to set hudcooldown to -100.0 if the message lock is grabbed
speedup bool No No Set to true at the start of ApplyBadges and when applying a SpeedUp BadgeEffects (which is also UNUSED), but because the game never reads this field, nothing happens
camoffsetspeed float No No Set before and after an event, on ResetCamera and on PlayerControl.DefaultCamOffset (an UNUSED method), but the game never reads this field
timeddemo bool Yes No The game never writes to this field, but if the value were to be true, it would prevent any save interaction which prevents to save the game and the moment DoClock notices that demotimer exceed 900 (it gets incremented every call so every in game seconds) and FreePlayer returns true while not in a battle, event 187 is started (an UNUSED event). This events ultimately ends with a game Reset while presenting a SetText message thanking the player for playing "this demo". This suggests this field guarded a now UNUSED feature where the game could be played in a 15 minutes demo before reseting itself
demotimer int No Yes See the timeddemo field explanation above, but it would only have been used if timeddemo is true which isn't normally possible. This would act as a seconds counter up to 900 seconds or 15 minutes before event 187 is started