Create dialogues, cutscenes, and interactive triggers — no code needed.

Events & Cutscenes

The event system lets you create interactive story moments, dialogues, gameplay triggers, and cinematic sequences — all visually, without writing any code.

Event Types

Zone Events

Placed directly on the map at specific tile coordinates. Each zone event has:
  • Position — X/Y tile coordinates on the map
  • Graphic — optional sprite to display on the map (a chest, a glowing crystal, etc.)
  • Pages — multiple event pages with different conditions and command sequences
  • Trigger — when the event activates: action button press, player touch, autorun, or parallel process

Common Events

Global events shared across all zones. Useful for reusable dialogue sequences, system-wide triggers, or conditional autorun events tied to switches.

Building Events

Events are built by adding commands in sequence. The editor shows a visual command list — click to add, drag to reorder, and double-click to edit parameters.

Dialogue & Input Commands

CommandWhat It Does
Show TextDisplay NPC dialogue with portrait and positioning
Show ChoicesPresent branching dialogue options the player can pick from
Input NumberAsk the player to enter a number
Select ItemAsk the player to choose an item from inventory
Show NotificationDisplay a toast popup
System MessageShow a server-style announcement

Game Progression Commands

CommandWhat It Does
Change GoldGive or take gold
Change ItemsGive or take items
Change EXPGrant experience points
Change LevelModify player level
Change HP / MP / StaminaModify vitals
Recover AllFull HP/MP/stamina restore
Change StateApply or remove a status effect
Change SkillTeach or remove an ability
Change Skill XPGrant skill-specific experience
Change EquipmentEquip or unequip items

Quest Commands

CommandWhat It Does
Start QuestBegin a quest for the player
Complete QuestMark a quest as done
Fail QuestFail an active quest
Advance Quest ObjectiveManually increment a quest counter

Flow Control

CommandWhat It Does
Conditional BranchIf/else decisions based on switches, variables, items, skills, quests, etc.
Loop / Loop EndRepeat a block of commands
Break LoopExit the current loop
Label / Jump to LabelNamed jump points for non-linear flow
Call Common EventRun a shared event as a subroutine
WaitPause for a set duration
Exit EventStop the event immediately

Variables & Switches

CommandWhat It Does
Control SwitchesSet boolean flags (on/off) — used for tracking story progress
Control VariablesMath on variables: set, add, subtract, multiply, divide, modulo
Control Self-SwitchFlags specific to one event instance
Control TimerStart or stop a visual countdown timer

Variable sources include constants, other variables, random ranges, and game data (player gold, HP, position, level, etc.).

Movement & Teleportation

CommandWhat It Does
Transfer PlayerTeleport the player to a different zone + coordinates
Set Event LocationMove an event to a new position on the map
Set Movement RouteScript NPC walking paths

Visual Effects

CommandWhat It Does
Fadeout / Fadein ScreenScreen fade transitions
Tint ScreenColor overlay (e.g., red flash for damage, blue for underwater)
Flash ScreenBrief bright flash
Shake ScreenCamera shake
Show AnimationPlay a VFX on a character
Show BalloonDisplay an emotion icon above a character
Set WeatherChange the current weather
Show/Move/Rotate/Tint PictureDisplay and animate UI images

Audio

CommandWhat It Does
Play/Fadeout BGMBackground music control
Play/Fadeout BGSAmbient sound control
Play/Stop SESound effects

MMO-Specific

CommandWhat It Does
Open ShopOpen an NPC shop for the player
Spawn MobSpawn a specific mob at a location
Apply/Remove Status EffectAdd or remove buffs/debuffs
Show/Close Custom UIDisplay custom interface panels

Conditional Branches

The Conditional Branch command is the backbone of dynamic content. You can test:

  • Switches — is flag #N on or off?
  • Variables — is variable #N equal to / greater than / less than a value?
  • Item count — does the player have N of item X?
  • Skill level — is the player's skill at level N?
  • Quest status — is quest X active / completed / failed?
This lets you create branching stories, unlockable dialogue, and conditional rewards — all without code.

Example: Simple Quest Dialogue

Here's how you might set up a quest-giving NPC event:

1. Show Text — "Well met, traveler. The forest is overrun with slimes." 2. Show Choices — "I'll help!" / "Not interested." 3. If "I'll help!": - Conditional Branch — check if quest "Clear the Forest" is not started - Show Text — "Excellent! Defeat 10 Forest Slimes and return to me." - Start Quest — "Clear the Forest" - If quest already active: Show Text — "Still working on it? Keep at it!" 4. If "Not interested": - Show Text — "Come back if you change your mind." - Exit Event