Flow control

【Conditional branch】

Create conditions for specific processing.

 

Create a branch when the condition is not met

Specifies whether to create a branch if the condition is not met.

 

Multiple Selection

Specify whether to set multiple conditions.To specify multiple conditions, specify [AND] or [OR]. In the case of AND, the condition must apply to all of the multiple conditions, and in the case of OR, the condition must apply to one of the multiple conditions.

 

Terms

Switch

The condition is the state of the specified switch. Select a switch and specify its state as [ON] or [OFF].

 

Variable

Conditional on the value of the specified variable.

Variable

Select a variable and specify a conditional expression. Select a conditional expression from among [=][≧][≤][>][<][≠].

ConstantSpecifies a constant value to be compared with the variable that is the condition.
VariableSpecify the value to be compared with the variable that is the condition, in another variable.

 

Self-switch The condition is the state of the specified self-switch.Select the self-switch and specify the state as [ON] or [OFF].Only map events are valid.

 

Timer The remaining time of the timer is used as the condition.Specify the conditional expression and the value to be compared.Select a conditional expression from [≧] and [≦].

 

Actor

Conditioned on the information of the specified actor.

Actor

Select an actor.

I'm at the party.The condition is whether or not the specified actor is in the party.
NameThe condition is whether the name of the specified actor is the same as the string entered. If a match is found, the condition is satisfied.
BusinessThe condition is whether the occupation of the specified actor is the same as the selected occupation. If a match is found, the condition is satisfied.
SkillThe condition is whether the specified actor is available with the selected skill. If available, the condition is satisfied.
WeaponThe condition is whether or not the specified actor is equipped with the selected weapon. If equipped, the condition is met.
Defensive armament指定したアクターが、選択された防具を装備しているかどうかが条件となります。装備している場合、条件を満たすことになります。
StateThe condition is whether or not the specified actor has the selected state added. If so, the condition is satisfied.

 

Enemy character

Conditioned on the information of the specified enemy character.Only valid for battle events.

Enemy character Specify the enemy character.The enemy character is selected from the enemy characters that appear in the battle.

AppearanceThe condition is whether or not the specified enemy character is participating in the battle. If they are participating, the condition is met.
StateThe condition is whether or not the selected state is added to the specified enemy character. If so, the condition is satisfied.

 

Character The orientation of the player or event is a condition.The condition is whether the orientation of the specified event matches the specified direction.If they match, the condition is satisfied.

 

Character

Specify the event. Select from [Player][This Event] and the event list.

 

Direction

Specify the orientation. Select from [Down], [Left], [Right], and [Up].

 

Vehicle The condition is whether the player is on the designated vehicle or not.If the player is riding the vehicle, it is the time when the condition is satisfied.

 

Money possessed The condition is the amount of money the party has.Select a conditional expression and specify the value to be compared.Select from [≧],[≦],[<].

 

Item The condition is whether or not the party has the specified item.If they have the item, it will be around the time the condition is fulfilled.

 

Weapon The condition is whether or not the party has the specified weapon.If they have it, it will be around the time the condition is met.

Includes equipmentInclude or specify equipment.

 

Defensive armament The condition is whether the party has the specified armor.If they have it, it will be the time when the condition is fulfilled.

Includes equipmentInclude or specify equipment.

 

Button The condition is that the specified button is pressed.Select a button from [Decide], [Cancel], [Shift], [Down], [Left], [Right], [Up], [Page Up], [Page Down], and specify the status from [is pressed], [is triggered], or [is repeated].

 

【Loop】

Create a process to be repeated.

 

【Loop interruption】

Escape the most inner loop.

 

【Interruption of event processing】

Terminates event processing during execution.

 

【Common event】

Calls a common event.Moves to the next process upon completion of the called common event.

 

【Label】

Set labels for jumps.Fill in the label name.

 

【label jump】

Moves the process to the selected label. Only labels within the same page of this event are valid. You cannot move to a label in another event or on another page of the same event.

 

【Annotation】

Sets annotations to be displayed in the execution content.It does not affect the game.