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
| Command | What It Does |
|---|
| Show Text | Display NPC dialogue with portrait and positioning |
| Show Choices | Present branching dialogue options the player can pick from |
| Input Number | Ask the player to enter a number |
| Select Item | Ask the player to choose an item from inventory |
| Show Notification | Display a toast popup |
| System Message | Show a server-style announcement |
Game Progression Commands
| Command | What It Does |
|---|
| Change Gold | Give or take gold |
| Change Items | Give or take items |
| Change EXP | Grant experience points |
| Change Level | Modify player level |
| Change HP / MP / Stamina | Modify vitals |
| Recover All | Full HP/MP/stamina restore |
| Change State | Apply or remove a status effect |
| Change Skill | Teach or remove an ability |
| Change Skill XP | Grant skill-specific experience |
| Change Equipment | Equip or unequip items |
Quest Commands
| Command | What It Does |
|---|
| Start Quest | Begin a quest for the player |
| Complete Quest | Mark a quest as done |
| Fail Quest | Fail an active quest |
| Advance Quest Objective | Manually increment a quest counter |
Flow Control
| Command | What It Does |
|---|
| Conditional Branch | If/else decisions based on switches, variables, items, skills, quests, etc. |
| Loop / Loop End | Repeat a block of commands |
| Break Loop | Exit the current loop |
| Label / Jump to Label | Named jump points for non-linear flow |
| Call Common Event | Run a shared event as a subroutine |
| Wait | Pause for a set duration |
| Exit Event | Stop the event immediately |
Variables & Switches
| Command | What It Does |
|---|
| Control Switches | Set boolean flags (on/off) — used for tracking story progress |
| Control Variables | Math on variables: set, add, subtract, multiply, divide, modulo |
| Control Self-Switch | Flags specific to one event instance |
| Control Timer | Start 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
| Command | What It Does |
|---|
| Transfer Player | Teleport the player to a different zone + coordinates |
| Set Event Location | Move an event to a new position on the map |
| Set Movement Route | Script NPC walking paths |
Visual Effects
| Command | What It Does |
|---|
| Fadeout / Fadein Screen | Screen fade transitions |
| Tint Screen | Color overlay (e.g., red flash for damage, blue for underwater) |
| Flash Screen | Brief bright flash |
| Shake Screen | Camera shake |
| Show Animation | Play a VFX on a character |
| Show Balloon | Display an emotion icon above a character |
| Set Weather | Change the current weather |
| Show/Move/Rotate/Tint Picture | Display and animate UI images |
Audio
| Command | What It Does |
|---|
| Play/Fadeout BGM | Background music control |
| Play/Fadeout BGS | Ambient sound control |
| Play/Stop SE | Sound effects |
MMO-Specific
| Command | What It Does |
|---|
| Open Shop | Open an NPC shop for the player |
| Spawn Mob | Spawn a specific mob at a location |
| Apply/Remove Status Effect | Add or remove buffs/debuffs |
| Show/Close Custom UI | Display 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