Pixi'VN Storage

SkillFiles & storage

Use when reading or writing persistent game variables in a @drincs/pixi-vn game — simple flags/counters via `storage`, custom persisted classes via `StoredClassModel`, temporary (label-scoped) variables, and how any of this survives save/load and history go-back. Load this before writing any `storage.set`/`storage.get`/`storage.flags.set` code or a class that extends `StoredClassModel`.

Available today. Use it from your connected AI after setup.

Connect ahel once, and every AI you use reads what you have installed.

Then ask your AI: use the Pixi'VN Storage skill

What this skill tells your AI

The instructions your AI receives, as published by drincs-productions/pixi-vn in skills/storage/SKILL.md and read by ahel’s review.

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

Signals

GitHub stars
145
Forks
9
Last commit
Sep 2026
Advanced
Catalog kind
skill
Gateway key
pixi-vn-storage
Source
github.com/drincs-productions/pixi-vn