Event Content List
Event content is each individual command you assemble on the Event tab. Items like "show text", "play a sound", and "start a battle" are each a reusable piece representing an in-game action; you combine them to build complex events.
About this page
This page is the complete list of event content. It organizes all 74 items by category and briefly explains the purpose of each. Click a Japanese name link to jump to the individual detail page (full properties, usage, typical flows, combination examples) for each event content.
How to Add Event Content
- On the Event tab, select the target event
- Press the Add New button in the event content list
- The "Add Event Content" dialog opens
- Buttons are arranged by category
- Press the button for the event content you want to add
- The event content is added to the list; now edit its properties
12 Categories
| Category | Use | Count |
|---|---|---|
| Message | Text / windows / choices / buttons | 12 |
| Image | Control of images overlaid on the game screen | 8 |
| Screen | Full-screen effects | 4 |
| Flow | Event flow control (variables / branches / loops / jumps) | 17 |
| Timing | Waiting | 1 |
| Audio | Sound playback / stop | 2 |
| Control | Game state / system screen invocation | 7 |
| Battle | Battle start / encounter control | 2 |
| Player Character | Player character display / appearance | 2 |
| Minimap | Minimap display / exploration record | 4 |
| 3D Dungeon | 3D dungeon mode control | 3 |
| Character/Party | Parameter / item / state / member operations | 12 |
Total: 74 items
Message
Handles text messages, windows, choices, and buttons.
| Name (in-game display) | English name (internal) | Use |
|---|---|---|
| Show Window | Show Window | Show a new window on the screen |
| Show Text | Show Text | Show a text message inside a window (supports line breaks / special notation) |
| Hide Text | Hide Text | Hide the currently displayed text |
| Hide Window | Hide Window | Close the window |
| Hide All Windows | Hide All Windows | Close all open windows at once |
| Shake Window | Shake Window | Shake the specified window as an effect |
| Add Choice | Add Choice | Add a single choice to the selection window |
| Show Selection Window | Show Selection Window | Show the previously added choices as a selection window and wait for the player to choose |
| Reset Choices | Reset Choices | Reset the previously added choices |
| Add Button | Add Button | Add a single button to be displayed |
| Show Buttons | Show Buttons | Show the previously added buttons on the screen |
| Reset Buttons | Reset Buttons | Reset the previously added buttons |
Image
Control images overlaid on the game screen.
| Name | English name | Use |
|---|---|---|
| Show Image | Show Image | Show an image on the game screen |
| Move Image | Move Image | Move an image that is currently shown |
| Shake Image | Shake Image | Shake an image that is currently shown |
| Rotate Image | Rotate Image | Rotate an image that is currently shown |
| Scale Image | Scale Image | Scale an image that is currently shown |
| Play Animated Image | Play Animated Image | Play an animated image |
| Hide Image | Hide Image | Hide the specified image |
| Hide All Images | Hide All Images | Hide every image currently shown at once |
Screen
Full-screen effects for the game.
| Name | English name | Use |
|---|---|---|
| Shake Screen | Shake Screen | Shake the entire screen (explosion effects, etc.) |
| Fade-out Screen | Fade-out Screen | Fade the whole screen to black |
| Fade-in Screen | Fade-in Screen | Fade the darkened screen back in |
| Move Camera (2D only) | Move Camera | Move the camera position (2D mode only; not available in 3D) |
Flow
Event-flow control. Variables, conditional branches, loops, event jumps, and so on.
| Name | English name | Use |
|---|---|---|
| Assign Variable | Assign Variable | Assign a value to a variable (supports formulas) |
| Set Local Flag | Set Local Flag | Set a local flag (a flag valid only in the current object) |
| Set Move Route | Set Move Route | Specify an object's movement route (path) |
| Change Map | Change Map | Switch to a different map |
| Change Object | Change Object | Change an object's attributes (position, template, etc.) |
| Show Number Input | Show Number Input | Let the player enter a number |
| Show Text Input | Show Text Input | Let the player enter text |
| Set Label | Set Label | Place a label to be used as a jump target by "Move To Event" |
| Move To Event | Move To Event | Jump to the specified event or label |
| Return To Last Event | Return To Last Event | Return to the caller of the most recent "Move To Event" |
| Conditional Branch | Conditional Branch | Branch processing based on a condition (formula) |
| Else | Else | The branch run when the condition does not hold |
| End If | End If | Marks the end of a conditional branch |
| Loop | Loop | Loop start |
| Loop End | Loop End | Marks the end of a loop |
| Break Loop | Break Loop | Force-exit a loop |
| End Event | End Event | End the current event mid-way |
Timing
| Name | English name | Use |
|---|---|---|
| Wait | Wait | Wait for a specified number of seconds |
Audio
Sound playback and stop.
| Name | English name | Use |
|---|---|---|
| Play Sound | Play Sound | Play a sound (BGM / SE) |
| Stop Sound | Stop Sound | Stop a sound that is currently playing |
Control
Game state control and system screen invocation.
| Name | English name | Use |
|---|---|---|
| Change Function | Change Function | Enable or disable various game features |
| Display Log Screen | Display Log Screen | Show the log screen |
| Display Save Screen | Display Save Screen | Show the save screen |
| Display Load Screen | Display Load Screen | Show the load screen |
| Display Setting Screen | Display Setting Screen | Show the settings screen |
| Finish Game Process | Finish Game Process | End the game (exit the application) |
| Reset Game | Reset Game | Reset the game to the title screen |
Battle
Starting battle and controlling encounters.
| Name | English name | Use |
|---|---|---|
| Start Battle | Start Battle | Start a battle against the specified enemy group |
| Toggle Encounter | Toggle Encounter | Allow or disallow encounters (random battles) |
Player Character
Player character display and appearance control.
| Name | English name | Use |
|---|---|---|
| Set PC Visible | Set PC Visible | Show or hide the player character (PC) |
| Change PC Sprite | Change PC Sprite | Change the PC's walking sprite |
Minimap
Minimap display and exploration record.
| Name | English name | Use |
|---|---|---|
| Show Minimap | Show Minimap | Show the minimap |
| Hide Minimap | Hide Minimap | Hide the minimap |
| Mark Map All Explored | Mark Map All Explored | Mark every cell in the current map as explored (shortcut) |
| Clear Map Explored | Clear Map Explored | Clear all exploration records for the current map |
3D Dungeon
Control for 3D dungeon mode.
| Name | English name | Use |
|---|---|---|
| Set 3D Dungeon Enabled | Set 3D Dungeon Enabled | Enable or disable 3D dungeon mode |
| Set 3D Dungeon Config | Set 3D Dungeon Config | Override the appearance (ceiling / floor / wall textures, background, sounds) defined on the 3D Mode Settings tab |
| Reset 3D Dungeon Regions | Reset 3D Dungeon Regions | Reset per-region 3D setting overrides |
Character/Party
Change the parameters, items, states, and member composition of characters and the party.
Buttons are split by use case
Some event content in this category ("Change Parameter", "Change Item Info", "Add Item", "Show Item Select", and "Shop") are split into multiple buttons by use case. For example, "Change Parameter" is split into four buttons for "Char", "Party", "Party Item", and "Char Item", and is added with the target preset. The user just picks the button that matches the intent, and gets the appropriate initial setup. The internal data stored by each is the same event content, but the initial values differ by button.
| Name | English name | Use |
|---|---|---|
| Change Parameter | Change Parameter | Change parameters for a character, party, or item (split into 4 buttons: Char / Party / Party Item / Char Item) |
| Change Item Info | Change Item Info | Change an item's display info (name / icon) (split into 2 buttons: Party Item / Char Item) |
| Add Item | Add Item | Add an item to the party or a character (split into 2 buttons: Party / Char) |
| Remove Item | Remove Item | Remove the specified item |
| Add State | Add State | Add a state to a character |
| Remove State | Remove State | Remove a state from a character |
| Add Party Member | Add Party Member | Add a member to the party |
| Remove Party Member | Remove Party Member | Remove a member from the party |
| Show Item Select | Show Item Select | Show an item-selection window (split into 2 buttons: Party / Char) |
| Show Shop Buy | Show Shop Buy | Show a buy shop (split into 2 buttons: Party / Char) |
| Show Shop Sell | Show Shop Sell | Show a sell shop (split into 2 buttons: Party / Char) |
Combination Patterns
Many event content items do not do anything by themselves and only work when combined. Here are typical combination patterns.
Pattern 1: Basic message display
The most frequent combination. Open a window, show text, and close at the end.
- Show Window (number 0)
- Show Text (number 0, Wait Input ON)
- ... add more if there are multiple texts ...
- Hide Window (number 0)
Variation: To show several texts in sequence in a single window, just add more Show Text items.
Pattern 2: Window reuse pattern
To show different text in the same window, hide only the text and reuse.
- Show Window (number 0)
- Show Text (number 0) ← first message
- Hide Text (number 0) ← leave the window; hide only the text
- Show Text (number 0) ← next message
- Hide Window (number 0)
Pattern 3: Multiple windows simultaneously (name label + body)
Show the character name in a small window at the top and the body in a large window at the bottom simultaneously.
- Show Window (number 1, small, top) ← for the name
- Show Text (number 1, Wait Input OFF) ← "Hero"
- Show Window (number 0, large, bottom) ← for the body
- Show Text (number 0, Wait Input ON) ← body
- Hide All Windows ← close both at once
Pattern 4: Branching via choices
Show a question in text, present choices, and branch based on the selection.
- Show Window (number 0)
- Show Text (number 0) ← "Which do you choose?"
- Add Choice (text
Choice 1, eventevent_a) - Add Choice (text
Choice 2, eventevent_b) - Show Selection Window ← choices appear and the player picks
- (after selection, jumps automatically to each event)
Pattern 5: Handling choices inside the current event
Use choices without jumping to a separate event; branch inside the current event.
- Add Choice (text
Yes, event empty) - Add Choice (text
No, event empty) - Show Selection Window
- Conditional Branch (selection result is 0) ← "Yes" handling
- Else ← "No" handling
- End If
Pattern 6: Impact effect (window shake)
Combine shaking windows to express shock or impact.
- Show Window (number 0)
- Show Text (number 0) ← "It attacked!"
- Shake Window (number 0, Pitch (moment), strength 8, time 0.3, Is Wait ON)
- Show Text (number 0) ← next text after the shake ends
Pattern 7: Auto-advancing opening
Use Wait Input OFF + Wait to advance automatically without waiting for player input.
- Show Window (number 0, center of screen)
- Show Text (number 0, Wait Input OFF) ← "Long, long ago..."
- Wait (3 seconds)
- Show Text (number 0, Wait Input OFF) ← "...there was a hero."
- Wait (3 seconds)
- Hide Window (number 0)
Pattern 8: Scene-change cleanup
When several windows remain and you want to switch scenes, close them all together.
- ... several windows are open ...
- Hide All Windows ← close background message windows together
- Fade-out Screen
- Change Map
- Fade-in Screen
If buttons / choices were used, also reset them
Hide All Windows only targets background message windows. If you were using buttons or choices, also add Reset Buttons / Reset Choices.
Pattern 9: Free-position buttons on the screen (Add Button + Show Buttons)
Instead of a selection window, place buttons at arbitrary positions on the screen to accept user input.
- Show Window (number 0, background for the question)
- Show Text (number 0, Wait Input OFF) ← "Which do you choose?"
- Add Button (number 0, text
Yes, position 400, 400, eventevent_yes) - Add Button (number 1, text
No, position 680, 400, eventevent_no) - Show Buttons ← buttons are displayed and wait for user input
- (after a click, jumps; internal button data is auto-cleared)
Pattern 10: Swap buttons without clicking them
To swap buttons after a timer or another event, explicitly call Reset Buttons.
- Add Button × N (old buttons)
- Show Buttons
- (time passes / another event fires)
- Reset Buttons ← clear all old buttons (needed when swapping without a click)
- Add Button × M (new buttons)
- Show Buttons
The individual pages for each event content also mention related patterns under a "Typical Combinations" section. Look for the usage that matches your goal starting from the individual pages.
Related Pages
| Page | Related content |
|---|---|
| Event Tab | The tab for adding and editing event content |
| Formula Reference | Notation used in Assign Variable, Conditional Branch, etc. |
| Text Notation | Color changes, line breaks, variable expansion, etc., usable in Show Text |
| Translation / Multi-language | Multi-language support for text and choices |
Notes
A single event content split into multiple buttons
In the Character/Party category, items such as "Change Parameter" are split into multiple buttons by use case (Char / Party / Item etc.). The user picks the button that matches the intent and gets event content with the target preset. The internal data stored is the same, but the initial values differ by button.
2D-only / 3D-only
Some event content is exclusive to 2D or 3D mode:
- Move Camera: 2D mode only
- The three 3D-mode items (Set 3D Dungeon Enabled / Set 3D Dungeon Config / Reset 3D Dungeon Regions): valid in 3D mode
In battle vs on the field
Some event content cannot run during battle, or is only meaningful on the field. See each individual page for details.
