Flow Control
Conditional Branch

Function
Specifies event commands which branch processes so that it is possible to run special processes only when specified conditions are met. When [Create Else Branch] is enabled, it is possible to branch conditions when the specified conditions are not met.
Settings
Specifies the conditions from the below options along with the evaluation criteria.
- Switch
- Use the value of the specified switch as a criterion. Set the target switch and its value to (ON/OFF).
- Variable
- Use the value of the specified variable as a criterion. Set the variable used to evaluate conditions, the value to compare, and the method for comparison. When using a variable for the value to compare, select [Variable], and specify the value to reference.
- Self Switch
- Use the state of the specified self switch as a criterion. Set the target self switch and its value to (ON/OFF).
- Timer
- Use the remaining time on the timer as a criterion. Specify the remaining time and criterion (greater than/less than).
- Actor
- Use the specified actor as a criterion. Select the target actor, the content to reference (in party/name/class/skill/weapon/armor/state) and the evaluation criteria (specific item).
- Enemy
- Use the specified enemy during battle as a criterion. Select the target enemy and the evaluation criteria (appeared/state). This is only effective in battle events.
- Character
- Uses the direction of the player or map event as a criterion. Specify the target character and direction. This is only effective in map events.
- Vehicle
- Use whether the player is riding the specified vehicle (boat/ship/plane) as a criterion.
- Gold
- Use Gold possessed by the party as a criterion. Specify the amount and method for comparison (greater than/less than).
- Item
- Use whether the party possesses the specified item as a criterion.
- Weapon
- Use whether the party possesses the specified weapon as a criterion. When [Include Equipment] is enabled, the equipment that the actors are wearing will also be evaluated.
- Armor
- Use whether the party possesses the specified armor as a criterion. When [Include Equipment] is enabled, the equipment that the actors are wearing will also be evaluated.
- Button
- Use whether the specified button is pressed as a criterion.
- Script
- For advanced users: use the evaluation result of the script as a criterion.
Loop
Function
Adds the event commands [Loop] and [Repeat Above] which carry out repeated processes used for control. You can repeatedly run the event commands set in the rows found between these two commands. It is also possible to use a "multiloop" which runs additional loops inside other loops.
Remarks
- Event commands between [Loop] and [Repeat Above] will be repeated indefinitely. Use the event commands such as [Break Loop] to end repeated processes.
Break Loop
Function
Stops the process being repeated using the [Loop] event command. When this is run, the process will skip to the event command specified in the row after [Repeat Above]. There are no parameters to set.
Exit Event Processing
Function
Stops processing of the contents. Event commands after this will not be processed. There are no parameters to set.
Common Event

Function
Invokes common events. After the common event that was invoked is finished processing, the game will move to the next event command.
Settings
- Common Event
- Specify the common event to run.
Label

Function
Creates a jump location for processes via the [Jump to Label] event command.
Settings
- Label Name
- Specify the name of the label.
Jump to Label

Function
The line to be processed moves to the location of the specified label. The event command of the row following the label that the process moved to will be processed.
Settings
- Label Name
- Specify the label name of the jump location. Only labels belonging to the same event page can be specified.
Comment

Function
Sets comments displayed in the contents list. Has no effect on the game.
Settings
- Comment
- Set the text to be displayed as comments.