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

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.