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 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

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

Events & Cutscenes — ED5 MMO Studio Docs | ED5 MMO Studio