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Savefile Data

Location

Hunterstory stores its savedata as a .sol file (search up flash sol file editors), in a file named keylog1337.sol.
Depending on what you use to run flash games, you may have to search up yourself where your save data gets placed. But here are some examples:

Savefile Description

Here’s a listing of every key within Hunterstory’s .sol file, and a description of what they do:
[Still a WIP]

NameTypeDescription
curmissionsNumberThe total number of missions started
alltotalpointsNumberTotal points earned over all missions (in contrast with totalscore)
alltotaldamageNumberTotal damage inflicted
alltotalwinsNumberTotal missions won
alltotallossesNumberTotal missions lost 
alltotalquitsNumberTotal missions quit
alltotalarrowsNumberTotal arrows fired (todo: more info about iron arrow, etc.)
alltotalcritsNumberTotal crits
canzakumBooleanWhether or not The Call Of Zakum is unlocked
totalscoreNumberTotal points earned over unique missions (in contrast with alltotalpoints)
skillpointsNumberNumber of skill points available
skillpageNumberJob level. 1 = 1st job, 6 = 6th job
rank(num)spNumber

Number of skill points allocated to (num)th job skills.
Only rank1sp - rank6sp is used, though keys for 7, 8, 9, and 9000 exist (seems like Crovy had big plans.)

crovykicksbuttBooleanEaster egg value. Set to false to earn the Cheater secret badge.
sk(1-25)Number

Number of skill points allotted to each skill.


1Bow Mastery8Steel Arrows15Power Knockback22Skip Arrow
2Critical Force9Iron Arrow16Bow Expertise23Judgement Arrows
3Arrow Blow10Arrow Bomb17Dragon Pulse24Go Outside
4Double Shot11Fury Arrows18Hurricane25B55 S.PIKE
5Critical Chance12Power Arrow19Pierce Arrow
6Bronze Arrows13Strafe20B-55 Arrow
7Bow Booster14MP Recovery21Advanced Booster

sk(num)damage
sk(num)mp
sk(num)arrows
sk(num)perf
sk(num)kb

Number

Pre-calculated values for skills (e.g. Arrow blow does “131”% damage and costs “5” MP.)
Values are added depending on the skill, for example, Bronze Arrows would define ..arrows but not any of the others.

bowwindupNumberUsed in bow power calculations. Should be equal to 0.6 + 0.015 * (Bow Booster + Advanced Bow Booster).
bowwindmaxNumberUsed in bow power calculations. Always equal to 20.
scoredisptypeNumber

Score display type. 1 for points, 2 for % S-Rank, 3 for %S.
Can be set even if you don’t have the proper item from the Curiosity Shop.

levelNumberCurrent level.
exptotalNumberCurrent EXP.
exptnlNumber

EXP needed to next level.
Changing this only affects the menu statistics; it gets recalculated during missions anyways.

mpNumberCurrent Max MP.
mprecovNumberCurrent MP recovery rate.
dexNumber

Current DEX, used in damage calculations. Generally equal to level * 5 plus whatever DEX ascension points.

watkNumberCurrent Weapon Attack.
mesosNumberCurrent mesos.
damageNumberHelper variable for calculating damage, equal to Math.round((watk * dex)/20).
damagexNumberThe x-position of the last monster that died. Doesn’t seem to serve any purpose besides this.
damageyNumberThe y-position of the last monster that died. Doesn’t seem to serve any purpose besides this.
mshotsNumberNumber of arrows shot during the last mission. Used for badges.
mhitNumberNumber of arrows that landed during the last mission.
pageoffsetNumberCurrent mission page.
bowpageoffsetNumberCurrent shop page.
badgepageoffset NumberCurrent badge page.
sbadgepageoffsetNumberCurrent secret badge page.
hasxbadgeBoolean

If true, displays the button to access the Secret Badge menu.
Set to true if badgex1 or badgex2 is true.

yourbowNumberBow you’re currently using. Counts incrementally up: 1 for the Beginner’s Bow, 45 for Crovy’s Lonely Bow, 46,47,… into the secret bows.
lastverNumber

Last version of Hunterstory that you played (that this save file was generated on).
For Hunterstory 1.27A, will be 122.
Crovy used this to do save file updates (ex. if your savefile was on lastver<101, Crovy would update the savefile with the ascension keys.)

spresetsNumberTotal SP resets used. Used to calculate SP reset cost; starts at 1.
bowsboughtNumberBows bought during this ascension, used for badges.
totalgpNumberTotal grade points.
badgeviewsNumberNumber of times the Badge menu has been viewed, used for badges.
dmggfxBooleanOptions > Maple Damage Numbers, true=on, false=off.
oopsBooleanOptions > Accident Prevention, true=on, false=off.
keyconfig(1-6)NumberSkill ID to activate for the given key. QWEASD in order.
keyconfig(1-6)sknoStringkeyconfig, but padded with zeros into a 2-character string. [research this more]

skillmax
expbonus
mesobonus
spbonus
dexbonus

NumberAllocated ascension bonus points.
ascentsNumberTotal ascents. (Listed as fame on the main screen.)

badge(1-99)

Boolean

Booleans for badge unlocks. badge87-badge99 aren’t used.
Maybe badge97-99 were originally used for secret badges.

badge(1-99)r

BooleanBooleans signaling this is a newly unlocked badge (so it gets highlighted red on the badge screen).

badgex(1-4)
badgex(1-4)r

Boolean

Secret badge keys.
badgex1,badgex2 always exist; badgex3 and badgex4 are only created when you unlock them.
the -r variables are also only created on unlock.

dynascoretypeBoolean

Whether you’ve bought the % Score Display upgrade from the Curiosity Shop.

valid83

Boolean

Used for badge 83, Progressive Ascent.
If valid83 is true when you ascend, it awards the badge.

lastMission83

Number

Used for badge 83, Progressive Ascent.
Keeps track of the ID of the last mission you’ve taken on.

specialtyNumberSet to a random number between 0 and 16777216. Unknown purpose.

safetySkillmax
safetyExpbonus
safetyMesobonus
safetySpbonus
safetyDexbonus
safetyAscents

NumberSaves bonus point allocation before the Honour patch.
gradessNumberPoints for an S-rank of the last-played mission.
gradesfBooleanWhether you failed the last-played mission.
missionidNumberMission ID of the last-played mission.
mmissNumberNumber of arrows that missed during the last mission.

missionscore(1-90)

NumberScore of the corresponding mission. Key does not exist for unplayed/failed missions.

missiongrade(1-90)

NumberGrade on the mission. 1=S, 2=AAA, 3=AA, 4=A, 5=B, 6=C, 7=D. Key does not exist for unplayed/failed missions.
experienceNumber

Incremented once each time you receive the “You will become (slightly) more experienced.” message given by the fortune cookie. (No relation to EXP!)