Pixi'VN Storage
When to use this skill
Use this skill whenever a task involves storing game state that must persist
across steps and saves: flags ("has the player met Liam?"), counters (gold,
affection points), arbitrary objects, or a custom class whose instances need
to survive save/load (e.g. a quest-tracking model). It does not cover
characters specifically (see the characters skill, which is itself built on
top of the pattern described here) or how the history/go-back system is
implemented internally (see the history skill).
Official docs (authoritative for terminology and recommended patterns):
storage,
flags,
storage classes,
temporary storage,
save & load.
import { storage, StoredClassModel } from "@drincs/pixi-vn";
(Also available from the narrower @drincs/pixi-vn/storage subpath — see pixi-vn-getting-started for when to prefer that.) storage is a ready-made singleton (StorageManagerInterface) — you never instantiate StorageManager yourself.
1. Simple variables: storage.set / storage.get
See pixi-vn.com/start/storage.
storage.set("test", "test1");
storage.get("test"); // "test1"
storage.set("Test", "test2"); // keys are case-sensitive, "Test" !== "test"
storage.get("nope"); // undefined
storage.set("variable1", { test: "test", test2: 1 }); // objects/arrays are fine too
storage.set("variable6", null);
storage.set("variable7", undefined); // undefined removes the key entirely
Allowed value types (StorageElementType, from
src/storage/types/StorageElementType.ts): strings, numbers, booleans,
null/undefined, plain objects and arrays of these — no functions, class
instances, or Maps/Sets. For anything richer, use a StoredClassModel (below).
Other storage methods:
storage.remove(key) — deletes a variable.
storage.flags.set(key, value: boolean) / storage.flags.get(key) — a
dedicated boolean-flag store (docs), kept
separate from set/get; flags default to false when never set. Keys are
case-sensitive here too. The docs recommend flags over storage.set for
booleans specifically because of save size: internally all active flags are
kept as a single array of names, which is much lighter to serialize than one
storage entry per boolean. A documented pattern is exposing a class boolean
property that's backed by a flag name (a string) instead of a literal
boolean, so the getter/setter transparently reads/writes
storage.flags.get/set.
storage.default = { key: value, ... } — sets the starting values used
when the game boots or after storage.clear(); if you later remove() a
key (or it was never set()), reading it falls back to this default instead
of undefined.
storage.clear() — wipes all stored variables (used by tests/new-game
flows), after which reads fall back to storage.default.
Temporary (label-scoped) variables
See pixi-vn.com/start/temp-storage.
storage.temp.set(key, value) behaves like storage.set for reads —
storage.get(key) checks temp variables first, then falls back to the
permanent store — but the value is deleted once the label it was set in
closes. It's for scratch state that should reset once the player moves on:
storage.temp.set("counter", counter + 1);
// ... reads still go through storage.get("counter")
storage.temp.remove("counter");
Per the docs' own description of the lifecycle: if the label that set the
temp variable calls another label (nested call, e.g. call), the variable
stays accessible from that child label too — it's only deleted once the
originating label itself closes. But if control moves on via jump
(closing the current label and starting a new one instead of nesting into
it), the temp variable is gone immediately, since it belonged to the
now-closed label. Implementation-wise this is tracked as a deadline against
how many labels are open on the call stack at the moment temp.set
runs — see tests/storage.test.ts, setTempVariable & getTempVariable,
where a temp counter set inside a called label keeps incrementing across
narration.continue() steps but is reset once narration.labels.closeCurrent()
/closeAll() unwind the label stack. Don't rely on temp variables for
state that must outlive the label that set it — use storage.set for that.
2. Custom persisted classes: StoredClassModel
See pixi-vn.com/start/stored-classes.
For a richer object whose instances need to persist (survive save/load) and
whose fields should be individually get/set, extend StoredClassModel
instead of storing a plain object with storage.set. Each instance is
identified by a categoryId (shared by all instances of that class) plus a
per-instance id; properties are read/written with the protected
getStorageProperty/setStorageProperty helpers:
import { StoredClassModel } from "@drincs/pixi-vn";
interface QuestProps {
title: string;
}
class QuestModel extends StoredClassModel implements QuestProps {
constructor(id: string, props: QuestProps) {
super("quest", id); // categoryId, instance id
this.defaultTitle = props.title;
}
readonly defaultTitle: string;
get title(): string {
return this.getStorageProperty<string>("title") ?? this.defaultTitle;
}
set title(value: string) {
this.setStorageProperty("title", value);
}
get completed(): boolean {
return this.getStorageProperty<boolean>("completed") ?? false;
}
set completed(value: boolean) {
this.setStorageProperty("completed", value);
}
}
const findLiam = new QuestModel("find_liam", { title: "Find Liam" });
findLiam.completed = true; // persists under the "quest" category
The constructor arg passed in (e.g. props.title) becomes the default, kept
in memory on the instance; setStorageProperty writes an override into
storage that takes priority when reading. Passing undefined to
setStorageProperty removes that property from storage (falling back to the
in-memory default on the next read). This is exactly the pattern
CharacterBaseModel uses for name/surname/age — see the characters
skill (the docs' own example uses a plain category name like "city"; the
library's built-in models happen to fence theirs as "___character___" to
avoid any accidental collision, but that underscore style is just a
convention, not a requirement — a plain string like "quest" or "city"
works the same way).
3. Reserved keys
Do not manually set/read storage keys that collide with the engine's own
bookkeeping. The docs' rule of thumb (storage
docs) is: system
variables use a ___-fenced prefix, so avoid that prefix in your own keys.
The full reserved key list lives in the SYSTEM_RESERVED_STORAGE_KEYS
constant (src/constants.ts) — in practice most entries are plain namespaced
strings without the ___ fence ("dialogue", "dialogue:step_counter",
"choice:options", "input:value", "input:info", "character",
"label:opened", "choices:made", etc.), with "___glue___" being the one
that actually uses the fenced style. Either way, treat every value in that
constant as off-limits for your own storage.set/flag keys, to avoid
confusion when inspecting exported save data.
4. Relation to save/load and history
Building save/load itself (the Game.exportGameState()/restoreGameState() flow, and how to
persist the result) is covered by pixi-vn-saves — you generally don't touch storage directly for
that; every variable set through storage is included automatically. The same is true for
step-by-step rewind: a snapshot of storage is captured at each recorded history step, so storage
variables participate in "go back" too, not just save/load — see pixi-vn-history. storage.clear()
resets variables back to whatever was set via storage.default, which is what tests use to get a
clean slate between scenarios.
Related skills
pixi-vn-getting-started, pixi-vn-saves, pixi-vn-characters, pixi-vn-history, pixi-vn-narration