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 editor — New Common Event drawer with Settings and Visuals tabs for triggers and event visuals
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