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.

Event Movement

Each page has its own movement settings, so the same event can pace in one state and stand still in another. You set them per page in the event editor's Movement group, beside Trigger and Priority:

SettingWhat It Does
Move typeFixed (stays put), Random (wanders a tile at a time), Approach (walks toward the nearest player), or Custom route (follows the steps you author)
Move speedHow fast it covers a tile, 1–6. 4 (Normal) is about a quarter-second per tile; each step of the dial halves or doubles that, from x8 Slower to x4 Faster
Move frequencyHow long it waits between steps, 1–5. Highest never pauses, Normal waits a second, Lowest waits two
Walking animationPlays the sprite's walk cycle while it moves. On by default
Stepping animationIdles in place with a gentle step even when it isn't going anywhere
Direction fixLocks the facing so the sprite never turns

Facing uses the RPG Maker numbering — 2 down, 4 left, 6 right, 8 up — and picks the matching row of the character's walk block.

Speed and frequency are two separate dials and it is worth keeping them straight: speed is how quickly the event crosses a tile, frequency is how long it stands still afterwards. A fast event that rarely moves is speed 6 / frequency 1; a slow constant patrol is speed 2 / frequency 5. Both are imported from RPG Maker projects and keep their original values, so a map you bring over paces the way it did there.

Editing Many Events at Once

You can select a group of events and change, copy, move or delete them together, both for the events on a map and for common events.

Where to find it

  • Map events: Zones → open a map → Events mode → the Events panel in the sidebar.
  • Common events: the book icon at the top of that same Events panel opens Common Events. The Common Events tab of the Events page has bulk Edit and Delete too.

Map events: how to use it

1. Tick the checkbox beside each event in the Events panel, or Ctrl-click (Cmd-click on Mac) the rows. Select all ticks every event the search box is showing, so search for "chest" first to pick every chest on the map. 2. A bar with Edit, Duplicate, Move and Delete appears at the bottom of the panel. 3. Pick an action (see the table below). 4. Save the map. Bulk changes are map edits like any other and are not kept until you save.

ActionWhat it does
EditOpens a form. Tick only the fields you want to change. Anything you leave unticked keeps each event's own value
DuplicateCopies each event one tile down and to the right, including its pages, conditions and commands. The copies become the selection, so you can Move them into place next
MoveShifts every selected event by the X and Y tiles you enter. Negative numbers move left and up
DeleteRemoves the selected events from the map after you confirm

Map events: fields you can bulk edit

Page settings are written to every page of each event, so a chest with a closed page and an open page gets the change on both.

FieldWhat it does
TriggerAction Button, Player Touch, Event Touch, Autorun or Parallel
PriorityWhether the event draws below, level with, or above characters
MovementFixed, Random or Approach
Move speed1 (x8 slower) to 6 (x4 faster). 4 is normal
Move frequency1 (lowest) to 5 (highest)
Walking animationPlays the walk cycle while the event moves
Stepping animationSteps in place even while standing still
Direction fixStops the sprite from turning
ThroughPlayers and other events can walk over it
Show name on mapThe event's name label in the editor. Players never see it

Common events

1. In Common Events, tick the events you want in the list on the left. Select all sits above the list. 2. Use Edit to set Trigger (None, Autorun or Parallel) and Trigger switch on all of them. Use Duplicate to copy them, or Delete to remove them. 3. Click Save to keep an Edit or a Duplicate. Delete takes effect as soon as you confirm, just like the trash icon on a single event.

Gotchas

  • Edit and Duplicate only apply to scripted (core) events. Quick placed events have no pages, so if your selection mixes both kinds, those two buttons act on the core events only. Move and Delete work on both.
  • A move that would push any event off the map is refused. Nothing moves at all, so the group keeps its shape. Use a smaller offset, or move the events at the edge on their own.
  • Commands, conditions, graphics and custom movement routes are not in the bulk form. Each event keeps its own. Edit those in the event editor.
  • Deleting a common event makes any event that calls it silently skip the call.
  • Select all only picks what you can see. Events hidden by the search box are never changed.
  • Priority now works everywhere. Priorities set in the event editor used to be saved in a form the game ignored, so every event drew level with characters. The game now reads those saved values correctly on a server running this version or later. Events that run in Client Runtime only pick up the fix after you set their Priority again and save. Selecting them all and using bulk Edit does it in one pass.
  • There is no feature flag. Bulk editing is part of the event system.

Bound NPC — an event that is an NPC's script

A Bound NPC turns a map event into the script of a real NPC. The event stops being a thing on the map: it has no sprite, its tile does nothing, and it runs when the player talks to that NPC instead. The NPC is the body; the event is what it says and does.

This is how you keep an RPG Maker townsperson's logic once it has become a proper NPC. In RPG Maker a villager is a map event — a character graphic plus its dialogue, choices, item gifts, quest steps and shop calls. After the villager is made into an NPC (so it has a nameplate, can walk its routine, and shows up in the NPC editor), bind the old event to it and the player sees one villager who still says and does everything the original did.

Where to set it

Zones → open a map → double-click the event → Details → Bound NPC.

How to set it up

1. Make sure the NPC exists in Database → NPCs and is placed in the same zone as the event. 2. Open the event in the zone editor (double-click it on the map). 3. In the Details card, pick the NPC from the Bound NPC dropdown. Type to search by name. 4. Click Save, then save the map. The binding reaches your game the same way any other event edit does. 5. Walk up to the NPC in game and talk to it — the event's page runs.

To undo it, set Bound NPC back to None: the event becomes an ordinary event on its tile again, with its own sprite.

Fields

FieldWhat it does
Bound NPCThe NPC whose conversation runs this event. None (the default) = an ordinary map event triggered from its own tile

Everything else on the event — pages, conditions, commands, self switches — works exactly as before. Only how the event starts changes.

What runs when the player talks to the NPC

  • The event's active page is chosen exactly as for an Action Button press: the highest-numbered page whose conditions the player meets. A villager who says something new after a quest step keeps doing so.
  • Pages with an Action Button, Player Touch or Event Touch trigger all run on talk (RPG Maker's action button fires all three).
  • If the active page has no commands — or there is no bound event at all — the NPC's own window opens instead (its greeting, shop, quests, roles). So a bound event with an empty "after the story" page hands the conversation back to the NPC.
  • Talking to the NPC again while its script is still running (a text box is open) does nothing — the script keeps the conversation.

Gotchas

  • The event is invisible and has no tile. It is never drawn, never clickable, and standing on or next to its tile does nothing. It only runs through the NPC — or through its own Autorun / Parallel pages.
  • Autorun and Parallel pages still run on their own, exactly as on an ordinary event. They are not started by talking to the NPC.
  • One event per talk. If several events in the zone are bound to the same NPC, they are tried in the zone's event order and the first whose active page has something to run wins; the rest are skipped for that conversation. Keep it to one bound event per NPC per zone unless you are deliberately using conditions to hand off between them.
  • The binding is per zone. The event only answers for that NPC while the NPC stands in the event's zone.
  • Commands aimed at "This Event" (movement routes, balloons, animations, Set Event Location) act on the invisible event, not on the NPC. To move or emote the villager, target the NPC.
  • Bound events always run on the server, even if the event is set to Client Runtime.
  • Erase Event on a bound event removes the script for that player, so the NPC falls back to its own window.
  • There is no feature flag — Bound NPC is part of the event system.

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 Bag SlotsAdd, remove or set the player's extra bag slots (more bag pages) — see Bag Slots & Pages
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

#### A route's facing is temporary

A movement route changes how an event looks — the direction it stands in. That is a look, not a fact about your world, so a few seconds after a one-off route finishes the event goes back to the facing its page authors.

This is what makes the classic door event work on a shared map. A door that opens with Play SE → Set Movement Route (turn) → Transfer Player is a door that shuts again for the next player, instead of standing open for everybody until the server restarts.

It does not happen when:

The eventWhy it keeps its new facing
Has a repeating routeA loop never finishes; it owns the look while it runs
Has Autonomous Movement other than FixedA wandering or patrolling event owns its own facing — it is never snapped back mid-patrol
Has Direction Fix ticked on the pageYou pinned the facing
Turns Direction Fix on inside the route, and leaves it onSame, said in the route instead
Has no graphic on the pageThere is no authored look to return to

So: if a route is supposed to park an event facing a new way for good — a lever thrown, a statue turned — end the route with Direction Fix ON, or say it on the page. Everything else swings back, which is almost always what a door wants.

Republishing a map also resets this, so an admin publish puts every event back to its authored graphic.

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

Cinematic Sequencer

Event commands are perfect for dialogue and in-line scripted moments, but for fully directed cutscenes there's a dedicated Cinematics editor — a timeline sequencer. Instead of a linear command list, you arrange tracks on a timeline:

  • Camera — pans, zooms, and focus targets over time
  • Actors — move and animate characters/NPCs along the timeline
  • Dialogue — timed lines and portraits
  • VFX — trigger visual effects at exact moments
  • Audio — music, ambience, and SFX cues (see Sound Studio)
A finished cinematic can be played from an event with the Play Cinematic command, so you can trigger it from dialogue choices, map triggers, or quest steps. Use event-command cutscenes for quick scripted beats, and the Cinematics sequencer for set-piece moments that need precise timing.