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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 ​

  1. On the Event tab, select the target event
  2. Press the Add New button in the event content list
  3. The "Add Event Content" dialog opens
  4. Buttons are arranged by category
  5. Press the button for the event content you want to add
  6. The event content is added to the list; now edit its properties

12 Categories ​

CategoryUseCount
MessageText / windows / choices / buttons12
ImageControl of images overlaid on the game screen8
ScreenFull-screen effects4
FlowEvent flow control (variables / branches / loops / jumps)17
TimingWaiting1
AudioSound playback / stop2
ControlGame state / system screen invocation7
BattleBattle start / encounter control2
Player CharacterPlayer character display / appearance2
MinimapMinimap display / exploration record4
3D Dungeon3D dungeon mode control3
Character/PartyParameter / item / state / member operations12

Total: 74 items

Message ​

Handles text messages, windows, choices, and buttons.

Name (in-game display)English name (internal)Use
Show WindowShow WindowShow a new window on the screen
Show TextShow TextShow a text message inside a window (supports line breaks / special notation)
Hide TextHide TextHide the currently displayed text
Hide WindowHide WindowClose the window
Hide All WindowsHide All WindowsClose all open windows at once
Shake WindowShake WindowShake the specified window as an effect
Add ChoiceAdd ChoiceAdd a single choice to the selection window
Show Selection WindowShow Selection WindowShow the previously added choices as a selection window and wait for the player to choose
Reset ChoicesReset ChoicesReset the previously added choices
Add ButtonAdd ButtonAdd a single button to be displayed
Show ButtonsShow ButtonsShow the previously added buttons on the screen
Reset ButtonsReset ButtonsReset the previously added buttons

Image ​

Control images overlaid on the game screen.

NameEnglish nameUse
Show ImageShow ImageShow an image on the game screen
Move ImageMove ImageMove an image that is currently shown
Shake ImageShake ImageShake an image that is currently shown
Rotate ImageRotate ImageRotate an image that is currently shown
Scale ImageScale ImageScale an image that is currently shown
Play Animated ImagePlay Animated ImagePlay an animated image
Hide ImageHide ImageHide the specified image
Hide All ImagesHide All ImagesHide every image currently shown at once

Screen ​

Full-screen effects for the game.

NameEnglish nameUse
Shake ScreenShake ScreenShake the entire screen (explosion effects, etc.)
Fade-out ScreenFade-out ScreenFade the whole screen to black
Fade-in ScreenFade-in ScreenFade the darkened screen back in
Move Camera (2D only)Move CameraMove the camera position (2D mode only; not available in 3D)

Flow ​

Event-flow control. Variables, conditional branches, loops, event jumps, and so on.

NameEnglish nameUse
Assign VariableAssign VariableAssign a value to a variable (supports formulas)
Set Local FlagSet Local FlagSet a local flag (a flag valid only in the current object)
Set Move RouteSet Move RouteSpecify an object's movement route (path)
Change MapChange MapSwitch to a different map
Change ObjectChange ObjectChange an object's attributes (position, template, etc.)
Show Number InputShow Number InputLet the player enter a number
Show Text InputShow Text InputLet the player enter text
Set LabelSet LabelPlace a label to be used as a jump target by "Move To Event"
Move To EventMove To EventJump to the specified event or label
Return To Last EventReturn To Last EventReturn to the caller of the most recent "Move To Event"
Conditional BranchConditional BranchBranch processing based on a condition (formula)
ElseElseThe branch run when the condition does not hold
End IfEnd IfMarks the end of a conditional branch
LoopLoopLoop start
Loop EndLoop EndMarks the end of a loop
Break LoopBreak LoopForce-exit a loop
End EventEnd EventEnd the current event mid-way

Timing ​

NameEnglish nameUse
WaitWaitWait for a specified number of seconds

Audio ​

Sound playback and stop.

NameEnglish nameUse
Play SoundPlay SoundPlay a sound (BGM / SE)
Stop SoundStop SoundStop a sound that is currently playing

Control ​

Game state control and system screen invocation.

NameEnglish nameUse
Change FunctionChange FunctionEnable or disable various game features
Display Log ScreenDisplay Log ScreenShow the log screen
Display Save ScreenDisplay Save ScreenShow the save screen
Display Load ScreenDisplay Load ScreenShow the load screen
Display Setting ScreenDisplay Setting ScreenShow the settings screen
Finish Game ProcessFinish Game ProcessEnd the game (exit the application)
Reset GameReset GameReset the game to the title screen

Battle ​

Starting battle and controlling encounters.

NameEnglish nameUse
Start BattleStart BattleStart a battle against the specified enemy group
Toggle EncounterToggle EncounterAllow or disallow encounters (random battles)

Player Character ​

Player character display and appearance control.

NameEnglish nameUse
Set PC VisibleSet PC VisibleShow or hide the player character (PC)
Change PC SpriteChange PC SpriteChange the PC's walking sprite

Minimap ​

Minimap display and exploration record.

NameEnglish nameUse
Show MinimapShow MinimapShow the minimap
Hide MinimapHide MinimapHide the minimap
Mark Map All ExploredMark Map All ExploredMark every cell in the current map as explored (shortcut)
Clear Map ExploredClear Map ExploredClear all exploration records for the current map

3D Dungeon ​

Control for 3D dungeon mode.

NameEnglish nameUse
Set 3D Dungeon EnabledSet 3D Dungeon EnabledEnable or disable 3D dungeon mode
Set 3D Dungeon ConfigSet 3D Dungeon ConfigOverride the appearance (ceiling / floor / wall textures, background, sounds) defined on the 3D Mode Settings tab
Reset 3D Dungeon RegionsReset 3D Dungeon RegionsReset 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.

NameEnglish nameUse
Change ParameterChange ParameterChange parameters for a character, party, or item (split into 4 buttons: Char / Party / Party Item / Char Item)
Change Item InfoChange Item InfoChange an item's display info (name / icon) (split into 2 buttons: Party Item / Char Item)
Add ItemAdd ItemAdd an item to the party or a character (split into 2 buttons: Party / Char)
Remove ItemRemove ItemRemove the specified item
Add StateAdd StateAdd a state to a character
Remove StateRemove StateRemove a state from a character
Add Party MemberAdd Party MemberAdd a member to the party
Remove Party MemberRemove Party MemberRemove a member from the party
Show Item SelectShow Item SelectShow an item-selection window (split into 2 buttons: Party / Char)
Show Shop BuyShow Shop BuyShow a buy shop (split into 2 buttons: Party / Char)
Show Shop SellShow Shop SellShow 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.

  1. Show Window (number 0)
  2. Show Text (number 0, Wait Input ON)
  3. ... add more if there are multiple texts ...
  4. 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.

  1. Show Window (number 0)
  2. Show Text (number 0) ← first message
  3. Hide Text (number 0) ← leave the window; hide only the text
  4. Show Text (number 0) ← next message
  5. 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.

  1. Show Window (number 1, small, top) ← for the name
  2. Show Text (number 1, Wait Input OFF) ← "Hero"
  3. Show Window (number 0, large, bottom) ← for the body
  4. Show Text (number 0, Wait Input ON) ← body
  5. 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.

  1. Show Window (number 0)
  2. Show Text (number 0) ← "Which do you choose?"
  3. Add Choice (text Choice 1, event event_a)
  4. Add Choice (text Choice 2, event event_b)
  5. Show Selection Window ← choices appear and the player picks
  6. (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.

  1. Add Choice (text Yes, event empty)
  2. Add Choice (text No, event empty)
  3. Show Selection Window
  4. Conditional Branch (selection result is 0) ← "Yes" handling
  5. Else ← "No" handling
  6. End If

Pattern 6: Impact effect (window shake) ​

Combine shaking windows to express shock or impact.

  1. Show Window (number 0)
  2. Show Text (number 0) ← "It attacked!"
  3. Shake Window (number 0, Pitch (moment), strength 8, time 0.3, Is Wait ON)
  4. 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.

  1. Show Window (number 0, center of screen)
  2. Show Text (number 0, Wait Input OFF) ← "Long, long ago..."
  3. Wait (3 seconds)
  4. Show Text (number 0, Wait Input OFF) ← "...there was a hero."
  5. Wait (3 seconds)
  6. Hide Window (number 0)

Pattern 8: Scene-change cleanup ​

When several windows remain and you want to switch scenes, close them all together.

  1. ... several windows are open ...
  2. Hide All Windows ← close background message windows together
  3. Fade-out Screen
  4. Change Map
  5. 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.

  1. Show Window (number 0, background for the question)
  2. Show Text (number 0, Wait Input OFF) ← "Which do you choose?"
  3. Add Button (number 0, text Yes, position 400, 400, event event_yes)
  4. Add Button (number 1, text No, position 680, 400, event event_no)
  5. Show Buttons ← buttons are displayed and wait for user input
  6. (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.

  1. Add Button × N (old buttons)
  2. Show Buttons
  3. (time passes / another event fires)
  4. Reset Buttons ← clear all old buttons (needed when swapping without a click)
  5. Add Button × M (new buttons)
  6. 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.

PageRelated content
Event TabThe tab for adding and editing event content
Formula ReferenceNotation used in Assign Variable, Conditional Branch, etc.
Text NotationColor changes, line breaks, variable expansion, etc., usable in Show Text
Translation / Multi-languageMulti-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:

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.