Events

Activate Actor

Runs the ‘Talked to / Activated’ trigger of the selected actor

Related Actor – The actor that will be passed in and accessible via the ‘relate’ actor


Activate Field

Runs the ‘Activated’ trigger of the selected field


Activate Highlighted Field

Runs the ‘Activated’ trigger of a selected field


Actor Collision Branch

Checks to see if an actor is colliding with a solid object. Depending on if it’s true or false it will take one of two paths

Actor – The actor checked
Map – The map where the collision is checked
X – The X co-ordinate of the collision
Y – The Y co-ordinate of the collision
Z – The Z co-ordinate of the collision
Direction – The direction of the collision


Actor Created Branch

Checks to see if an actor has been created

Map – The map the actor is on
Actor – The actor checked


Actor Loop

Plays a script for every actor located within a map

Variable – A variable that holds the current actor’s scripting ID
Map – The map that it’s looking in
Actor Template – An optional template the actor loop searches for. Selecting ‘(None)’ will read all of the actors on the map, regardless of template
Include Non-Existent – Whether to also include actors that are non-existent


Actor Template Branch

Checks to see if the selected actor is a specific actor template. Each selected template will have its own path and the last path is if it’s none of the selected templates

Actor – The actor checked
Actor Template – The actor template it’s checking for


Actor Touching Actor Branch

Checks to see if an actor is colliding with another actor

Actor – The actor checked
Map – The map the actor is on
X – The X co-ordinate of the map the actor is on
Y – The Y co-ordinate of the map the actor is on
Z – The Z co-ordinate of the map the actor is on
Direction – The direction of the collision
Against Actor – The actor collided with


Actor Variable Operation

Sets an actor variable to another value


Add Control

Adds a control

Control – The control to which an input will be added
Key – The new key that will be assigned to this control


Add Control

Adds a control

Control – The control to which an input will be added
Key – The new key that will be assigned to this control


Add Global Variable

Adds a global variable; meant for editor-use only

Name – Identifier name
Default Value – Initial global variable value


Add Parallax

Adds a parallax layer to the selected map; keep in mind, parallax values may become offset

Insert Index – The parallax index the layer should be inserted to; -1 = furthest background, -9999 = closest background, 1 = furthest foreground, 9999 = closest foreground
Sprite – The parallax Sprite
Color – The parallax color/alpha
X Pan Ratio – The position of the parallax along the horizontal axis
Y Pan Ratio – The position of the parallax along the vertical axis
Screen Height Ratio – The value in which the parallax Sprite is scaled
Horizontal Scrolling – The speed in which the parallax moves along the horizontal (X) axis
Vertical Scrolling – The speed in which the parallax moves along the vertical (Y) axis
Tile Horizontal – Tiles the parallax along the horizontal (X) axis
Tile Vertical – Tiles the parallax along the vertical (Y) axis
Pan with Camera Orbit – Pans the parallax in the direction of the camera’s horizontal orbit
Center on Map – Centers the parallax on the Map


Add Switch

Adds a switch; meant for editor-use only

Name – Identifier name
Default Value – Initial switch value


Add to Collection

Adds a value to a collection

Collection – The collection a value is added to
Value – The value added to the collection


Add/Remove Actor Variable

Adds or removes an actor variable

Action – If the variable should be added or removed from the actor
Name – The name of the variable to add/remove from the actor
Value – The starting value of the new actor variable, if applicable


Add/Remove Experience

Changes the amount of experience a party member has

Amount – The amount of experience being added or removed


Add/Remove Experience

Changes the amount of experience a party member has

Amount – The amount of experience being added or removed


Add/Remove Interface Variable

Adds or removes an interface variable

Action – If the variable should be added or removed from the interface
Name – The name of the variable to add/remove from the interface
Value – The starting value of the new interface variable, if applicable


Add/Remove Item

Adds or removes the selected item from the player’s item collection


Add/Remove Map Variable

Adds or removes an map variable

Action – If the variable should be added or removed from the map
Name – The name of the variable to add/remove from the map
Value – The starting value of the new map variable, if applicable


Advanced Message Box

Displays set text and specified choices based on advanced options. Missing font characters will appear as ? – Edit fonts in Font Editor

Message – The written text shown
Face – Displays the face of the selected actor
Face Alignment – Determines if the face is shown on the left or right side of the text
Horizontal Position – Changes the horizontal position of the message box. Left (0), Middle (1) or Right (2)
Vertical Position – Changes the vertical position of the message box. Top (0), Middle (1) or Bottom (2)
Width – Changes the width of the message box. If set to 0 the message box will resize to fit the screen width
Height – Changes the height of the message box. If set to 0 the message box will resize to fit the written text. Negative values fit the minimum amount of lines needed and allows for additional expansion
Border – Hide or show the border
Background – Hide or show the background
Auto-Close
Allow Input – Determines whether you can input text or not
Initial Input Text – The text that first appears in the input box when the message box appears
Choices – Multiple choices have their own paths


Allow Name Change

Allows the player to change the party member’s name

Member – Member having their name changed
Message – The text that appears above the input box


Associate Selection with Other Field

Changes a fields association to another field


Attach Sprite

Attaches the selected sprite to an actor

Sprite – The sprite attached
Color – The color of the sprite
Finish Behavior – Changes if it re-plays the sprite or if it disappears after being played once
Already Attached – If there is one already attached it replaces the previous one or adds onto it
Rotate with Actor – If the attached sprite should rotate with the actor


Award Steam Achievement

Awards a specific Steam achievement for the current user; see Steamworks documentation for details

Achievement API Name – The API Name of the Steam Achievement you wish to award


Cancel Interface

Runs the ‘Cancelled Interface’ trigger


Chance Branch

Chooses a path based on the set probability. Depending on if the set probability is chosen or not it takes one of two paths

Probability – The odds of choosing the left path


Change Accelerating

Changes the acceleration of an actor (-1 is reverse, 0 is no accelerating at all and 1 is forward)


Change Acceleration

Changes the acceleration at which the selected actor moves (in pixels per millisecond squared)


Change Action Icon

Changes the action icon of an actor


Change Active Interface

Changes which interface is active. Fields on active interfaces are the only ones that can be navigated

New Active Interface – The interface that becomes active
Current Active Interface – Turn the last active interface on or off


Change Actor Template

Changes an actor’s template into a different template; if the template is changeable, the actor will reset to its ‘Default Actor’


Change AI Focussed Actor

Changes which actor an actor with AI is focusing on


Change Aim/Look Angle Y

Changes the aim angle of an actor on the Y Axis


Change All Layer Colors

Changes all layers of an actor to a specific color


Change Auto-Movement Style

Changes which auto-movement style the actor is using


Change Background Color 1

Changes the background color 1 of the selected map


Change Background Color 2

Changes the background color 2 of the selected map


Change Body/Clothing Color

Changes the color of a specific layer on an actor

Category – The Sprite category you wish to color
Layer – The Sprite color layer (1-8) you wish to color
Color – The new color/alpha of the Body/Clothing
Duration – The time for the color change to take effect


Change Body/Clothing Sprite

Changes which body/clothing sprite the actor is using/wearing


Change Cloud Density

Changes the density of the clouds on the selected map


Change Collection Columns

Changes the number of collection entry columns of a field


Change Collection Offset X

Changes the collection entry horizontal offset of a field


Change Collection Offset Y

Changes the collection entry vertical offset of a field


Change Color 1

Changes the selected fields primary color


Change Color 2

Changes the selected fields secondary color


Change Color

Changes the color of the selected door


Change Color

Changes the color of all of the fields in an interface


Change Color

Changes the color of the selected light


Change Controlled Member

Changes which party member is currently controlled


Change Controlled Member

Changes which party member is currently controlled


Change Current Statistic

Changes the current value of the selected actor’s statistic


Change Current Velocity

Sets the current velocity of an actor


Change Cursor Color

Changes the color of the cursor (only applies to custom cursor graphics)


Change Cursor Sprite

Changes the cursor graphic


Change Destroyed Action Icon

Changes the destroyed action icon of an actor


Change Display Name

Change the display name of an actor. Display names can be changed without it affecting scripts associated with that actor


Change Display Name

Change the display name of a field. Display names can be changed without it affecting scripts associated with that field


Change Display Text Interval Option

Sets the interval in which text is displayed. Applies to current machine/remembered even when a game session ends


Change Distance

Changes the pixel distance of the camera from the focus location when in 3D perspective


Change Distance

Changes the pixel distance of the camera from the focus location when in 3D perspective


Change Driver

Changes who is driving the vehicle


Change Effect

Changes which image an effect uses


Change Elapsed Time

Sets the time the timer/spawner has been running


Change Existence

Changes the existence of an actor. If non-existent the actor’s scripts will not play, their collision is disabled and they cannot be attacked or interacted with


Change Existence

Changes the selected field existence


Change Experience

Changes the amount of experience a party member has


Change Experience

Changes the amount of experience a party member has


Change Facing Cardinal Direction

Changes which cardinal direction the actor is facing on the Z Axis


Change Facing Direction Based on Movement

Changes the facing direction of the selected actor based on which direction they are moving


Change Falling Speed

Changes how quickly an actor can fall


Change Field Selectability

Changes the select-ability of a field


Change Field Shadow Color

Changes the color of a selected fields shadow


Change Focus Offset

Changes the focus offset of the selected field

X – The fields new X focus offset
Y – The fields new Y focus offset
Z – The fields new Z focus offset
Duration – How long it takes to change the focus offset


Change Focus Offset

Changes the focus offset of the selected field

X – The fields new X focus offset
Y – The fields new Y focus offset
Z – The fields new Z focus offset
Duration – How long it takes to change the focus offset


Change Fog Color

Changes the color of the fog on the selected map


Change Fog Start Distance

Changes the fogs start distance for the selected map


Change Fog Visibility Distance

Change the visibility distance of the fog on the selected map


Change Font

Changes the selected text fields font


Change Forward/Backward Movement

Makes the player move forward or backwards based on their facing direction. Uses actor Speed (forward), Reverse Speed (backward), Acceleration (if set) and Gas/Health (if below 33%)


Change FOV

Changes the field of view angle of the camera


Change FOV

Changes the field of view angle of the camera


Change Gas Level

Changes how much fuel an actor has


Change Glow

Changes the glow color of an actor


Change Glow

Changes the color of a selected fields glow


Change Graph End Angle

Changes the ending angle of a graph field


Change Graph Start Angle

Changes the starting angle of a graph field


Change Health

Changes the amount of health an actor has


Change Horizontal Orbit

Changes the horizontal (left/right) angle of the camera


Change Horizontal Orbit

Changes the horizontal (left/right) angle of the camera


Change Ignore Cursor

Changes if the cursor should ignore the actor


Change Ignore Cursor

Changes if the cursor should ignore the field


Change Initial Delay

Change the initial time before the first tick/spawn


Change Interval

Change the time between ticks/spawns


Change Invincibility

Changes the actor’s invincibility. The actor still shows up but its collisions are disabled and they cannot lose health unless scripted to do so


Change Invincibility

Changes a doors invincibility. If invincible, no collision is present


Change Invisibility

Changes an actor’s visibility. The actor can still attack, be attacked or perform other scripts when invisible


Change Invisibility

Changes a doors visibility


Change Invisibility

Changes the selected fields visibility


Change Last Attacked

Changes the last actor that attacked this one


Change Last Damaged

Changes the last actor that this one attacked


Change Level

Changes the level of a party member


Change Level

Changes the level of a party member


Change Map Gravity

Changes the acceleration of gravity of the selected map

X – The gravity acceleration on the left/right axis
Y – The gravity acceleration on the up/down axis
Z – The gravity acceleration on the lower/higher axis; default value is -125 a (-0.00125)


Change Map Layer Color

Changes the color of a map at the specified layer (axis depends on camera)


Change Map Music

Changes which music the selected map uses


Change Map Shadow Color

Changes the color of tile shadows on the selected map


Change Maximum Framerate

Changes the game’s maximum framerate


Change Maximum Gas Level

Changes the maximum fuel level of an actor


Change Maximum Health

Changes what the maximum health of an actor is


Change Maximum Speed

Changes the speed at which the selected actor moves (in pixels per millisecond)


Change Maximum Statistic

Changes the maximum value of the selected actor’s statistic


Change Maximum Value

Changes the maximum value of a selected field


Change Minimum Framerate

Changes the game’s minimum framerate


Change Money

Changes how much money an actor has


Change Money

Changes how much money an actor has


Change Movement X

Moves the player left (-1), right (1) or not at all (0). Uses actor Speed and Acceleration (if set)


Change Movement Y

Moves the player up (-1), down (1) or not at all (0). Uses actor Speed and Acceleration (if set)


Change Movement Z

Moves the player lower (-1), higher (1) or not at all (0). Uses actor Speed and Acceleration (if set)


Change Name

Changes the display name of the selected party member


Change Name

Changes the display name of the selected party member


Change Open Style

Changes which way a door opens


Change Parallax Color

Changes the color of a parallax in a map


Change Parallax Sprite

Changes the sprite of a parallax in a map


Change Physics Specifications

Changes which physics specifications an actor has


Change Planar Roll

Changes the roll angle of the camera


Change Planar Roll

Changes the roll angle of the camera


Change Player Proximity

Changes the distance the player must be timer for it to start


Change Points

Changes how many points an actor has


Change Points

Changes how many points an actor has


Change Radius

Changes the radius of the selected light


Change Rain Density

Changes the density of rain on the selected map


Change Render Shading Option

Enables or disables shading (smoother lighting, dials and text). Applies to current machine/remembered even when a game session ends


Change Render Specular Option

Enables or disables rendering of high-light effects. Applies to current machine/remembered even when a game session ends


Change Render Translucency/Transparency Option

Enables or disables rendering translucent and transparent effects. Applies to current machine/remembered even when a game session ends


Change Reverse Speed

Changes how quickly an actor can reverse


Change Reward Experience

Changes the amount of experience an actor awards upon destruction


Change Reward Item Probability

Changes the probability the selected item is dropped when the actor is defeated


Change Reward Money

Changes how much money an actor drops when it’s defeated


Change Reward Points

Sets the amount of points an actor rewards when defeated


Change Rising Speed

Changes how quickly an actor can rise


Change Rising

Makes an actor rise or fall (-1 is falling, 0 is no movement at all and 1 is rising). Uses actor Rise Speed and Fall Speed


Change Rotation X

Changes the rotation of an actor on the X Axis


Change Rotation Y

Changes the rotation of an actor on the Y Axis


Change Rotation Z

Changes the rotation of an actor on the Z Axis


Change Route

Changes the route which an actor moves along

Movement – Move an actor tile by tile


Change Selected Field Value

Changes the text/value of the highlighted field


Change Selected Field

Changes if a selected field is highlighted


Change Shadow Color

Changes the color of the selected actor’s shadow


Change Solid

Changes the actor’s solid state


Change Sound Speed Option

Sets the speed in which sound will be played. Applies to current machine/remembered even when a game session ends


Change Sound/Music Volume Option

Sets the global game SFX and music volume. Applies to current machine/remembered even when a game session ends


Change Sound

Changes which sound is played by the speaker


Change Sprite

Changes the sprite of a selected field


Change Strafing

Changes the strafing movement of the selected actor. If facing left, strafing right will move the actor up and strafing left will move the actor down. Uses actor Speed, Acceleration (if set) and Gas/Health (if below 33%)


Change Sun Color

Changes the color of the sun on the selected map


Change Team

Changes the team of the selected actor


Change Text Display Style

Changes the field’s text display style


Change Text Height

Changes the height of the text of a field


Change Text/Value

Changes the text or value of a selected field


Change Tile

Changes a single tile on the selected map to another one

Layer – The layer the tile is switched on
Tile-Set – The tile-set of the replacement tile
Tile – The replacement tile
X – The X co-ordinate of the tile switched
Y – The Y co-ordinate of the tile switched
Z – The Z co-ordinate of the tile switched


Change Tint/Opacity Color

Changes the tint/opacity of an actor to a specific color


Change To Next/Prev Controlled Member

Changes the controlled party member to the next or previous one

Sequence – The direction to scroll through the party members


Change To Next/Prev Controlled Member

Changes the controlled party member to the next or previous one

Sequence – The direction to scroll through the party members


Change Total Expected Ticks/Spawns

Changes the amount of times an actor will be spawned


Change Turning Speed

Changes how sharply an actor will turn


Change Turning

Changes which way an actor is turning (-1 is left, 0 is no turning at all and 1 is right). Uses actor Turning Speed, Turning Range and Speed (if Acceleration is also set)


Change Velocity X

Changes the horizontal velocity of the selected actor


Change Velocity Y

Changes the vertical velocity of the selected actor


Change Velocity Z

Changes the rising/lowering velocity of the selected actor


Change Vertical Angle

Changes the vertical (up/down) angle of the camera


Change Vertical Angle

Changes the vertical (up/down) angle of the camera


Change View

Changes the camera to one of five views

View – ‘45’ changes the camera to a 45 degree angle. ‘top’ changes the camera to a birds-eye view. ‘front’ changes the camera to a flat view (used for Platform games). ‘side’ changes the camera to a side view and ‘3d’ changes the camera to a 3D perspective


Change View

Changes the camera to one of five views

View – ‘45’ changes the camera to a 45 degree angle. ‘top’ changes the camera to a birds-eye view. ‘front’ changes the camera to a flat view (used for Platform games). ‘side’ changes the camera to a side view and ‘3d’ changes the camera to a 3D perspective


Change Visual Range

Changes the visual rendering pixel distance


Change Visual Range

Changes the visual rendering pixel distance


Change Voice Speed Option

Sets the speed at which the text will be read by voice. Applies to current machine/remembered even when a game session ends


Change Voice Volume Option

Sets the volume at which the voice is speaking. Applies to current machine/remembered even when a game session ends


Change Volume

Changes how loud a song is

Song – The song having its volume changed
Volume – How loud the song will be changed to (0 is no sound at all and 1 is the maximum)
Duration – How long it takes to change the volume


Change Walking Animation Scale

Changes the actor’s walking animation scaling, or 0 for it to be based on speed


Change Zoom

Changes the camera’s zoom multiplier (default is 1.0)


Change Zoom

Changes the camera’s zoom multiplier (default is 1.0)


Clear Collection

Removes the values that a collection is holding

Collection – The collection cleared


Clear Table

Removes all entries inside the selected table

Table – The table cleared


Close Connection

Closes connection with the server or all connected clients

Client ID – Connecting client to close (0 for all); ignored for closing connection with server


Close File

Closes an opened file based on its file slot

File Slot – An identifying number used to reference the open file


Collection Contains Branch

Checks to see if a collection has a certain value. Depending on if it contains the value or not it will take one of two paths

Collection – The collection checked for a value
Value – The value it’s looking for


Collection Count Branch

Checks to see if a collection has a certain amount of entries. Depending on if it has the set amount of entries or not it will take one of two paths

Collection – The collection checked for a certain amount of entries
Count – The amount of entries in the collection


Collection Loop

Plays a script for every line in a collection

Variable – A variable that tells you the data of the line being read
Collection – The collection being read
Order – The order in which the collection is being read from, top to bottom or bottom to top


Comment

Performs no action; can be used to explain certain functions to other developers


Comparison Branch

Compares the expression to the value. Depending on if it’s true or false it will take one of two paths

Expression – Initial value being compared
Operator – Mathematical symbols used to compare the values. ‘= (Equal)’ checks if the value is the same as the expression. ‘<> (Not Equal)’ checks if the value is not the same as the expression. ‘< (Less Than)’ checks if the value is smaller than the expression. ‘> (Greater Than)’ checks if the value is larger than the expression. ‘<= (Less Than Or Equal To)’ checks if the value is smaller or the same as the expression. ‘>= (Greater Than Or Equal To)’ checks if the value is larger than or the same as the expression. ‘Like (Similar)’ checks if the expression is similar to the value. ‘StartsWith’ checks if the expression starts with a specific string of text. ‘EndsWith’ checks if the expression ends with a specific string of text. ‘Contains’ checks if the expression contains a string of text
Value – The desired value you are comparing the expression to


Condition Branch

Returns whether a value is true (1) or false (0)

Expression – The value checked to see if the condition has been met or not


Connect to Game Server

Connects to a hosted game server where the client and server can exchange network messages

IP/Host – IP address or hostname of server to connect to
Port – Port number of server to connect to


Control Branch

Checks to see if the control(s) is/are pressed. Depending on if it’s pressed or not it will take one of two paths

Control – The control(s) checked


Control Turret

Take control of a turret


Control Vehicle

Take control of a vehicle


Copy Collection

Copies a collection and pastes it into another

Destination – The collection that is receiving information
Source – The collection that is giving information


Copy Game

Copies the selected game

Name – New name to give to the copied game


Create Actor

Creates a completely new actor based off an actor template

Actor Template – The actor template the actor is being created from
Scripting ID – The name of the new actor, used in scripting
X – The X position the actor is created to
Y – The Y position the actor is created to
Z – The Z position the actor is created to
Direction – The direction the actor is facing after creation
Re-position if blocked – If set, the actor will be re-positioned if something is blocking


Cursor Action Down

Runs the cursor action code when the mouse button is pressed


Cursor Action Up

Runs the cursor action code when the mouse button is pressed and released


Delay

Prevents a script from continuing for a set amount of time

Time – How long the script is paused for


Delete Actor

Deletes the selected actor permanently (only use this event if the selected actor is never required again)


Delete Field

Deletes the selected field permanently. Useful for deleting spawned fields


Delete Game

Deletes the selected game


Delete Light

Removes a light from the map


Delete Saved Game in Slot

Deletes a saved game in the set slot

Slot # – The save game slot to delete


Delete Table Row

Removes an entire row or column from the table

Table – The table which the row/column will be removed from
Axis – The axis where the row/column will be removed from (1 = X, 2 = Y and 3 = Z)
Value – The removed row/column


Delete Zone

Removes a zone from the map


Destroy/Revive Actor

Sets the HP of an actor to 0 or adds HP to an actor with 0

State – Destroy or revive


Detach Sprite

Detaches one or all of a sprites attached to an actor

Sprite – The sprite detached
Number – Detaches one or all of the selected sprites


Detonate Equipment

Detonates any placed equipment which can be detonated remotely

Area of Equipment – Equipment area for the item detonated


Difference Branch

Checks to see if the two values are within the set difference. Depending on if it isn’t within the difference or it’s within the difference it will take one of two paths

Value 1 – The first value
Value 2 – The second value
Difference – How far apart the values are


Direction Branch

Checks to see if the expression is between the start and end directions. Depending on if it’s between them or not it will take one of two paths

Expression – The direction checked
Start – The starting angle
End – The ending angle


Display Log Text

Shows a message in the bottom-left hand corner

Message – The message shown


Do Action

Makes the selected actor do an action, such as talking to another actor or opening a door. Activates the ‘Talked to / Activated’ trigger on the selected target


Door Action

Used in ‘Went to open door’ trigger. Opens the door once the conditions are met


Edit Element of Collection

Changes a value in a collection

Collection – The collection changed
Entry # – The entry number of the value changed
Value – The new value from the entry


Edit Element of Table

Edits the value of an element inside a table

Table – The table edited
Value – The new value for the selected element
X – The X co-ordinate of the element edited
Y – The Y co-ordinate of the element edited
Z – The Z co-ordinate of the element edited


Enable/Disable Actor

Changes if the actor can move or not


Enable/Disable AI

Turns the generic AI on or off


Enable/Disable Blocking of Zone

Enables or disables the zone from blocking


Enable/Disable Field

Changes the enabled/disabled state of the selected field


Enable/Disable Free Camera

Enables or disables the camera being free from the edge of the map


Enable/Disable Idle Pose

Changes if the actor’s ‘Idle’ pose should be disabled


Enable/Disable Input Set (All)

Turns an input set on or off for all players


Enable/Disable Input Set (Player)

Turns an input set on or off for a specific player


Enable/Disable Lighting

Enables or disables lighting of the selected actor


Enable/Disable Saving

Enables or disables the ability to save the game


Enable/Disable Screen Timeout

Changes whether the screen should timeout after a system-specified amount of user inactivity


Enable/Disable Sounds Option

Enables or disables sound effects and music. Applies to current machine/remembered even when a game session ends


Enable/Disable Voice Option

Enables or disables voice. Applies to current machine/remembered even when a game session ends


Enable/Disable Zone

Enables or disables the zone from triggering


Endless Loop

Continues to repeat the script(s) inside until an ‘Exit Loop’ event is used


Equip Item

Equips the selected equipment to an actor

Area of Equipment – Equipment area to equip the item
Equipment – Item being equipped
Add Item First – Adds the item first and equips it or equips it if the Actor has one or more in its inventory


Equip Next/Prev Item

Changes the equipped item in the set equipment area to the next or previous one

Area of Equipment – Equipment area having it’s equipped item changed
Sequence – Selects the next or previous item in the item collection


Equipment Branch

Checks to see what equipment the selected actor has equipped in a certain equipment area. Depending on if it’s equipped or not it will take one of two paths

Actor – Which actor to check
Area of Equipment – The equipment area the item is equipped to
Equipment – Equipment being checked if it’s equipped


Execute JavaScript (HTML5)

Executes JavaScript commands in HTML5 games

Commands – Javascript commands


Execute Shell Command

Executes a command using DOS. This feature is not available to games uploaded to the web-site due to security concerns


Exit Loop

Used namely with the ‘Endless Loop’ event to exit a loop


Exit Script

Forces the script to stop and exit completely


Exit Vehicle

Ejects the actors inside of a vehicle

Collision – ‘Ignore’ ejects the actors while disregarding collision. ‘Cancel’ doesn’t eject them if they collide with something


Face Direction of Actor

Makes an actor face the direction of another actor

Destination Actor – Actor being faced towards
Axis – axis that the actor is facing


Face Direction of Location

Makes an actor face towards a specific location

X – The X co-ordinate of the location
Y – The Y co-ordinate of the location
Z – The Z co-ordinate of the location
Axis – axis that the actor is facing


Fade In

Fades the screen in

Transition – ‘Instant’ fades the screen instantly. ‘Normal’ fades in based on a set time
Time – How long it takes to fade in


Fade In

Fades the screen in

Transition – ‘Instant’ fades the screen instantly. ‘Normal’ fades in based on a set time
Time – How long it takes to fade in


Fade Out

Fades the screen to the set color

Transition – ‘Instant’ fades the screen instantly. ‘Normal’ fades out based on a set time
Color – The color faded to
Time – How long it takes to fade out


Fade Out

Fades the screen to the set color

Transition – ‘Instant’ fades the screen instantly. ‘Normal’ fades out based on a set time
Color – The color faded to
Time – How long it takes to fade out


Field Loop

Plays a script for every field located within an interface

Variable – A variable that holds the current field’s scripting ID
Interface – The map that it’s looking in
Spawner (optional) – An optional source spawner field the loop searches through. Selecting ‘(None)’ will read all of the fields on the interface, regardless of source
Include Non-Existent – Whether to also include fields that are non-existent


Fill Table

Fills the table with the selected data based on co-ordinates

Table – The table that is edited
Value – The value that is placed
Start X – The X starting point
Start Y – The Y starting point
Start Z – The Z starting point
End X – The X ending point
End Y – The Y ending point
End Z – The Z ending point


Flash Actor

Flashes a color on the actor for a set amount of times for a set duration

Color/Strength – The color being flashed and the opacity of the color on the actor
Count – How many times the color flashes
Time – How long it takes for all of the flashing to end


Flash Screen

Flashes the screen a certain number of times for a set duration

Color/Strength – The color and opacity of the flash
Count – How many times the flash occurs
Time – How long the flashing occurs


Flash Screen

Flashes the screen a certain number of times for a set duration

Color/Strength – The color and opacity of the flash
Count – How many times the flash occurs
Time – How long the flashing occurs


Force Focus on Actor

Forces the camera to focus on an actor


Force Focus on Actor

Forces the camera to focus on an actor


Force Focus on Map

Forces the camera to focus on a map


Force Focus on Map

Forces the camera to focus on a map


Force Process of Map

Changes whether a map should be entirely processed regardless of camera focus


Fully Exit Script Tree

Forces the script and every script that called this script to stop and exit completely


Hide Screen Sprite

Hides a sprite that is being directly displayed

Sprite – The sprite being hidden
Fade Out Time – How long until the sprite is transparent


Hide Screen Sprite

Hides a sprite that is being directly displayed

Sprite – The sprite being hidden
Fade Out Time – How long until the sprite is transparent


Host Game Server

Hosts a game server where other clients can connect to exchange network messages

IP – IP address or hostname of server
Port – Port number server will use


Input Box

Displays set text and allows saving of text to a variable

Message – Written text shown
Save Input Into – The variable the inputted text is saved to


Insert Inside Collection

Inserts a value into a collection

Collection – The colelction added to
Entry # – The entry number the value is inserted to
Value – The value inserted


Interface Loop

Plays a script for every interface in the project

Variable – A variable that holds the current interface’s scripting ID


Interface Variable Operation

Sets an interface variable to another value


Item Held Branch

Checks to see if the actor has the set quantity of an item. Depending on if it’s equal to/greater than or less than the set quantity it will take one of two paths

Player Has Item – The item’s quantity checked
Minimum Quantity – The smallest possible quantity held
Include Equipment – Checks equipment as well


Item/Magic Usage Branch

Checks to see how and where the selected item(s) or magic can be used. Depending on if it has the selected usage(s) or not it will take one of two paths

Item/Magic – The item(s) or magic having their usage(s) checked
Usages – ‘Continuous’ checks if it can be used continuously while the control is held. ‘Menu’ checks if it can be used from the menu. ‘Battle’ checks if it can be used outside of the menu. ‘Living’ checks if can be used on living actors. ‘Dead’ checks if it can be used on dead actors. ‘Party’ checks if it can be used on the whole party. ‘Sellable’ checks if it can be sold or not


Join/Leave Party

Adds or removes a party member to or from the party


Join/Leave Party

Adds or removes a party member to or from the party


Jump Actor

Makes the selected actor jump in the air


Launch Webpage in Browser

Opens their default browser to a specified web address


Learn/Unlearn Magic

Gives a party member new magic or removes magic already learned

Magic – Magic being learned or unlearned
Action – Learning or un-learning the magic


Learn/Unlearn Magic

Gives a party member new magic or removes magic already learned

Magic – Magic being learned or unlearned
Action – Learning or un-learning the magic


Light Loop

Plays a script for every light located within a map

Variable – A variable that holds the current light’s scripting ID
Map – The map that it’s looking in


Line Collision Branch

Checks to see if anything is colliding along a line. Depending on if it collides or not it takes one of two paths

Map – The map checked
Source X – The starting X co-ordinate
Source Y – The starting Y co-ordinate
Source Z – The starting Z co-ordinate
Destination X – The ending X co-ordinate
Destination Y – The ending Y co-ordinate
Destination Z – The ending Z co-ordinate
Ignore a Team 1 (optional) – Ignores a specific team
Ignore a Team 2 (optional) – Ignores a specific team
Ignore an Actor 1 (optional) – Ignores a specific actor
Ignore an Actor 2 (optional) – Ignores a specific actor


Line Sweep Branch

Performs a collision line sweep to determine the exact location and actor involved in a regular line collision accessible by ‘Line Collision/Sweep Actor’ and ‘Line Sweep X/Y/Z’ use values. Depending on if it collides or not it takes one of two paths

Map – The map checked
Source X – Source X position
Source Y – Source Y position
Source Z – Source Z position
Destination X – Destination X position
Destination Y – Destination Y position
Destination Z – Destination Z position
Ignore a Team 1 (optional) – Ignores the selected team
Ignore a Team 2 (optional) – Ignores the selected team
Ignore an Actor 1 (optional) – Ignores the selected actor
Ignore an Actor 2 (optional) – Ignores the selected actor
Accuracy – Number of pixels of accuracy; lower number is more accurate, higher number performs quicker


Listen for Game

Waits for connection to receive game


Load Game from Slot

Loads a saved game from the set save slot

Slot # – Load game slot


Load/Unload Item

Loads or unloads items to memory

Load/Unload – Load or unload the item from memory


Load/Unload Sound/Music

Loads or unloads sound resources to memory

Load/Unload – Load or unload the sound from memory


Load/Unload Sprite

Loads or unloads sprites to memory

Load/Unload – Load or unload the sprite from memory


Load/Unload Tile-Set

Loads or unloads tile-sets to memory

Load/Unload – Load or unload the tile-set from memory


Lock/Unlock Camera

Locks or unlocks the camera from moving


Lock/Unlock Camera

Locks or unlocks the camera from moving


Lock/Unlock Music

Changes if the music stays the same when the map is changed


Manipulate Actor Interface

Makes the actor’s interface and its contents accessible to scripting; if this event is not called a second time to stop it, changes to the interface will be lost

Access – Manipulation access


Map Loaded Branch

Checks to see if the specified map has been created

Map – The map to check


Map Loop

Plays a script for every map in the project

Variable – A variable that holds the current map’s scripting ID


Map Variable Operation

Changes the value of a map variable


Memorize Music

Saves the music that is currently playing


Memorize Position

Saves the actor’s position


Message Box

Displays set text and specified choices. Multiple choices have their own paths. Missing font characters will appear as ? – Edit fonts in Font Editor

Message – The written text shown
Choice 1 – The first selectable choice shown
Choice 2 – The second selectable choice shown
Choice 3 – The third selectable choice shown
Choice 4 – The fourth selectable choice shown
Choice 5 – The fifth selectable choice shown


Multi-Comparison Branch

Checks to see if the expression is equal to up to ten different values

Expression – Initial value being compared
Value 1 – The first desired value you are comparing the expression to
Value 2 – The second desired value you are comparing the expression to
Value 3 – The third desired value you are comparing the expression to
Value 4 – The fourth desired value you are comparing the expression to
Value 5 – The fifth desired value you are comparing the expression to
Value 6 – The sixth desired value you are comparing the expression to
Value 7 – The seventh desired value you are comparing the expression to
Value 8 – The eighth desired value you are comparing the expression to
Value 9 – The ninth desired value you are comparing the expression to
Value 10 – The tenth desired value you are comparing the expression to


Multi-Control Branch

Checks to see if any of the selected controls are being pressed. Each selected control will have its own path and the last path is if nothing is pressed

Control – The control(s) checked


Navigate Interface

Changes the selected field based on the direction from the currently selected field

Direction – The direction to move the selector to


Numeric Loop

Loops a script by increasing a variable until the ending value is reached

Variable – The variable that is being increased
Starting Value – The number the variable starts at
Ending Value – The number the variable ends at (should be higher than starting value)
Increment – The amount the variable is increased


Once Branch

The first time this event runs it will take the left path. Every other time it runs it will take the right path


Open File for Text Append

Opens a file from a drive for specifically appending text to it into a numbered file slot

File Slot – An identifying number used to reference the open file
Filename – The path where the file is located


Open File

Opens a file from a drive for reading or writing into a numbered file slot

File Slot – An identifying number used to reference the open file
Filename – The path where the file is located
Access – Open file to read from or write to
Type – Open as text file or non-text file


Open/Close Door

Opens or closes a door


Pan Camera

Moves the camera to a certain place on the map

Map – The map panned on
X – The X co-ordinate panned to
Y – The Y co-ordinate panned to
Z – The Z co-ordinate panned to
Time – How long it takes the camera to pan to the set co-ordinates


Pan Camera

Moves the camera to a certain place on the map

Map – The map panned on
X – The X co-ordinate panned to
Y – The Y co-ordinate panned to
Z – The Z co-ordinate panned to
Time – How long it takes the camera to pan to the set co-ordinates


Pan Interface

Moves the camera to a certain place on the interface

X – The X co-ordinate panned to
Y – The Y co-ordinate panned to
Duration – How long it takes the camera to pan to the set co-ordinates


Pause/Resume Game

Pauses or resumes the game


Play Custom Pose

Starts playing a custom pose for a specific amount of time

Pose – The custom pose is being played
Time – How long the custom pose is played


Play Game

Plays the selected game


Play Memorized Music

Plays the music that was last memorised. This includes volume, pitch and position

Fade In Time – How long the music rises to the set volume from no sound


Play Music

Plays a song at a different volume or pitch

Song – The song played
Fade In Time – How long the music rises to the set volume from no sound
Volume – How loud the song will be played for (0 is no sound at all and 1 is the maximum)
Pitch – Changes how high or low a song plays (0 is the lowest pitch, 1 is the default and 2 is the maximum)
Current Music – Replaces the previous song or plays along with it
Play – ‘Forever’ repeats the song over and over again. ‘Once’ plays the song a single time
Start From – ‘Beginning’ starts the song at the start. ‘Original’ starts it where it was last turned off


Play Sound At Location

Plays a sound at a specific location on a map

Sound – The sound played
Map – The map the sound is played on
X – The X co-ordinate on the map the sound is played
Y – The Y co-ordinate on the map the sound is played
Z – The Z co-ordinate on the map the sound is played
Volume – The volume of the sound played (0 is no sound at all and 1 is the maximum)
Pitch – How low or high pitched the sound is played at (0 is the lowest pitch, 1 is the default and 2 is the highest)


Play Sound

Plays a sound at a certain volume and pitch

Sound – The sound played
Volume – The volume of the sound played (0 is no sound at all and 1 is the maximum)
Pitch – How low or high pitched the sound is played at (0 is the lowest pitch, 1 is the default and 2 is the highest)


Play Sprite

Plays a sprite at a certain point on an interface

Sprite – The sprite played
X – The X co-ordinate the sprite is played at
Y – The Y co-ordinate the sprite is played at
Layer – Whether to display the sprite in front or behind fields
Magnification – The scaling of the sprite (1.0 is the default magnification)
Color – The color and opacity of the sprite
Movement Speed – How fast the sprite is moving
Movement Direction – The direction the sprite is moving in
Finish Behavior – Stays or disappears


Play Sprite

Plays a sprite at a certain point on a map

Sprite – The sprite played
X – The X co-ordinate the sprite is played at
Y – The Y co-ordinate the sprite is played at
Z – The Z co-ordinate the sprite is played at
Magnification – The scaling of the sprite (1.0 is the default magnification)
Color – The color and opacity of the sprite
Movement Speed – How fast the sprite is moving
Movement Direction – The direction the sprite is moving in
Finish Behavior – Stays or disappears


Position Actor

Changes where the selected actor is located based on position and map

Map – Which map the actor is being positioned on
X – The X co-ordinate of the map the actor is being positioned on
Y – The Y co-ordinate of the map the actor is being positioned on
Z – The Z co-ordinate of the map the actor is being positioned on
Change Direction – Change the facing direction of the actor or not
Direction – The direction the actor is facing after being positioned (only applied if ‘Change Direction’ is true)
Re-position if blocked – If set, the actor will be re-positioned if something is blocking


Position Cursor

Positions the cursor at the set screen co-ordinates on Windows

X – The X co-ordinate the cursor is positioned at
Y – The Y co-ordinate the cursor is positioned at


Position Field

Positions the selected field at the set co-ordinates

X – The X co-ordinate the field is positioned at
Y – The Y co-ordinate the field is positioned at
Z – The Z co-ordinate the field is positioned at
Duration – How long it takes to move the field to the new position


Position Light

Positions a selected light at the specified co-ordinates

Map – The map the light is moving on
X – The X co-ordinate the light is moving to
Y – The Y co-ordinate the light is moving to
Z – The Z co-ordinate the light is moving to


Position Speaker

Positions a speaker on a map

Map – The map the speaker is positioned on
X – The X co-ordinate on the map
Y – The Y co-ordinate on the map
Z – The Z co-ordinate on the map


Position to Memorized

Positions the actor to the memorized position


Position Zone

Re-positions a zone on a map

Left – The co-ordinate of the left side
Top – The co-ordinate of the top side
Right – The co-ordinate of the right side
Bottom – The co-ordinate of the bottom side
Floor – The co-ordinate of the floor side
Ceiling – The co-ordinate of the ceiling side


Pre-Load Map

Pre-loads the selected map. Useful for loading several maps at the beginning of a game to reduce loading screens

Map – The map being pre-loaded


Push

Moves an actor for a period of time with a specified velocity

Direction – The direction you wish to push the Actor in
Axis – The Z/Y/X axis you wish to push the Actor in (use Z for 45 degree projects and Y for platformers)
Velocity – The speed in which to push the Actor
Duration – The time it takes to push the Actor


Query Webpage into Table

Query a webpage’s content formed with JSON into a table

URL – The web address that specifies the webpage you wish to query
Table – The table where the queried data will be stored upon retrieval
Option 1 – A parameter (POST variable) to send when querying the webpage
Value 1 – The value of the specified option
Option 2 – A parameter (POST variable) to send when querying the webpage
Value 2 – The value of the specified option
Option 3 – A parameter (POST variable) to send when querying the webpage
Value 3 – The value of the specified option
Option 4 – A parameter (POST variable) to send when querying the webpage
Value 4 – The value of the specified option
Option 5 – A parameter (POST variable) to send when querying the webpage
Value 5 – The value of the specified option


Query Webpage into Variable

Query a webpage’s content directly into a variable

URL – The web address that specifies the webpage you wish to query
Variable – The variable where the queried data will be stored upon retrieval
Option 1 – A parameter (POST variable) to send when querying the webpage
Value 1 – The value of the specified option
Option 2 – A parameter (POST variable) to send when querying the webpage
Value 2 – The value of the specified option
Option 3 – A parameter (POST variable) to send when querying the webpage
Value 3 – The value of the specified option
Option 4 – A parameter (POST variable) to send when querying the webpage
Value 4 – The value of the specified option
Option 5 – A parameter (POST variable) to send when querying the webpage
Value 5 – The value of the specified option


Quit Game

Turns the game off completely


Raise Script Error

Used with a ‘Custom Event’ to produce a script error when incorrect parameters are entered

Error – The error message to display


Random Branch

Randomly picks a path to take every time it runs

Possibilities – The amount of paths it’s able to take
Possible Consecutive – ‘Same’ means there is a possibility for the same path to be taken twice. ‘Different’ will make sure that a different path is chosen every time


Random Probabilities Branch

Generates random possibilities based on probability weight

Probability 1 – The weight of the first probability
Probability 2 – The weight of the second probability
Probability 3 – The weight of the third probability
Probability 4 – The weight of the fourth probability
Probability 5 – The weight of the fifth probability
Probability 6 – The weight of the sixth probability
Probability 7 – The weight of the seventh probability
Probability 8 – The weight of the eighth probability
Probability 9 – The weight of the ninth probability
Probability 10 – The weight of the tenth probability
Possible Consecutive – ‘Same’ means there is a possibility for the same path to be taken twice. ‘Different’ will make sure that a different path is chosen every time


Range Branch

Checks to see if the expression is between the minimum and maximum values. Depending on if it’s less than the minimum value, between the two values or greater than the maximum value it will take one of three paths

Expression – The value checked to see if it is within range
Minimum – The smallest value possible
Maximum – The largest value possible


Reload Equipment (Manual)

Reloads the ammunition in the equipped item to a set amount

Area of Equipment – Equipment area the equipment is checked for
Amount – Amount of ammunition to be reloaded


Reload Equipment

Reloads the ammunition of the selected area of equipment to the maximum possible value pre-defined

Area of Equipment – Equipment area the equipment is checked for


Remove Control

Removes a control

Control – The control from which the input is being removed
Key – The key that should be unassigned to this control


Remove Control

Removes a control

Control – The control from which the input is being removed
Key – The key that should be unassigned to this control


Remove from Collection at Index

Removes a value from a certain entry number from a collection

Collection – The collection having a value removed
Entry # – The entry number the value is removed from


Remove from Collection

Removes a value from a collection

Collection – The collection having a value removed
Value – The value removed


Remove Parallax

Removes a parallax layer from the selected map; keep in mind, parallax values may become offset

Parralax – The parallax index to remove


Rename Game

Renames the selected game

New Name – New name to give to the game


Repeat Loop

Repeats the script(s) inside for a set amount of times

Number of Times – How many times the script(s) inside is/are repeated


Reset Interface

Removes spawned fields, resets field values/settings and also resets interface variables to their default values


Reset Map

Resets a map back to its default settings

Loading Screen – Show the loading screen interface or not


Reset Table

Removes all elements inside the table and sets its size to invalid

Table – The table being reset


Reset Timer/Spawn

Restarts a timers/spawners ticks


Resize Actor

Changes the size of an actor’s sprites (1.0 is the default size)

X Magnification – Changes the X scale of the sprite
Y Magnification – Changes the Y scale of the sprite
Z Magnification – Changes the Z scale of the sprite
Duration – How long it takes to scale the actor to the new size


Resize Field

Changes the size of the selected field

X – The fields new X size
Y – The fields new Y size
Z – The fields new Z size
Duration – How long it takes to scale the field to the new size


Resize Table

Resizes the selected table

Table – The table resized
Clear – Clears the data within the table resized
X – The new X size of the table
Y – The new Y size of the table
Z – The new Z size of the table


Restart Game

Restarts the game completely


Return Camera

Returns the camera to its last focussed actor

Time – How long it takes the camera to return


Return Camera

Returns the camera to its last focussed actor

Time – How long it takes the camera to return


Return Value

Returns the selected value. Used in damage scripts, custom events and any other script that needs to return a value

Value – The value to return


Reverse Numeric Loop

Loops a script by decreasing a variable until the ending value is reached

Variable – The variable that is being increased
Starting Value – The number the variable starts at
Ending Value – The number the variable ends at (should be lower than starting value)
Decrement – The amount the variable is decreased


Rotate Static Effect Field

Changes the angle of rotation of a static effect field


Save Game Exists Branch

Checks to see if a saved game exists in a certain slot. Depending on if it’s existent or not it will take one of two paths

Slot # – The slot checked for a saved game


Save Game to Slot

Saves the game to a certain slot

Slot # – Save game slot


Save Setting

Saves a value that can be loaded using the ‘Load Setting’ use value

Section – A divider name used to organise settings
Key – The variable or setting name
Value – The value or variable to save
File – An optional file name to store the settings; SETTINGS.INI otherwise


Seek Music

Jumps to a certain point in a song

Song – The song seeked
Time – The point of the song to seek to


Set Game Speed

Changes the game speed which affects how fast or slow everything happens


Set Inn Done

Changes if the inn has been completed or not


Set Last Input Text

Changes the previously inputted text


Set Last Selected Choice Number

Sets the last selected choice to a selected number. 0 to n-1 where n is the number of choices


Set Message Box Done

Changes if the message box has been completed or not


Set Previous Inn Transaction Successful

Changes if the last transaction was successful or not


Set Previous Shop Transaction Successful

Sets the last transaction to successful


Set Save/Load Game Done

Changes if the save/load interface has been completed or not


Set Shop Done

Sets the shop to done


Set Steam Statistic

Sets a specific Steam statistic for the current user; see Steamworks documentation for details

Stat API Name – The Statistic API Name for the Steam Statistic you wish to set
Type – The type of numerical value (INT = A whole number (no decimal place) | FLOAT = A floating-point number (decimal place)
Value – The numerical value to set the Steam Statistic to


Shake Screen

Shakes the camera back and forth a number of times for a set duration

Direction – The direction the camera shakes in
Strength (pixels) – How many pixels the camera shakes back and forth
Count – How many times the camera shakes
Time – How long the shaking lasts


Shake Screen

Shakes the camera back and forth a number of times for a set duration

Direction – The direction the camera shakes in
Strength (pixels) – How many pixels the camera shakes back and forth
Count – How many times the camera shakes
Time – How long the shaking lasts


Show Inn

Shows the ‘Inn’ interface, used to heal all player statistics. Depending on if a transaction is made or not it will take one of two paths

Greeting Text – The text that first appears when the inn is shown
Price – The cost to sleep at the inn
Yes Button Label – The text for the ‘Yes’ selection
No Button Label – The text for the ‘No’ selection
Good Night Message – The text that appears after a successful transaction
Cannot Afford Message – The text that appears when you don’t have enough money
Sleeping Music – Music that is played while you sleep at the inn


Show Load Game

Brings up the default load game menu


Show Save Game

Brings up the default save game menu


Show Screen Sprite

Shows a sprite at a specified screen location

Sprite – The sprite being displayed
X – The X co-ordinate the sprite is shown at
Y – The Y co-ordinate the sprite is shown at
Horizontal Alignment
Vertical Alignment
Color Tint – The color and opacity of the sprite
Fade In Time – How long until the sprite is fully opaque


Show Screen Sprite

Shows a sprite at a specified screen location

Sprite – The sprite being displayed
X – The X co-ordinate the sprite is shown at
Y – The Y co-ordinate the sprite is shown at
Horizontal Alignment
Vertical Alignment
Color Tint – The color and opacity of the sprite
Fade In Time – How long until the sprite is fully opaque


Show Shop

Shows the ‘Shop’ interface, used to purchase items. Depending on if the transaction is successful or not it takes one of two paths

Greeting Text – The text that first appears when the shop is shown
Anything Else Text – The text that appears after a successful transaction
Buy Button Label – The text for the ‘Buy’ selection
Sell Button Label – The text for the ‘Sell’ selection
Finish Button Label – The text for the ‘Exit’ selection
Choose Item Text (Buy) – The text that appears when you are choosing to buy an item
Choose Quantity Text (Buy) – The text for the amount of the item you are buying
Transaction Complete Text (Buy) – The text that appears after a successful transaction
Choose Item Text (Sell) – The text that appears when are choosing to sell an item
Choose Quantity Text (Sell) – The text for the amount of the item you are selling
Transaction Complete Text (Sell) – The text that appears after a successful transaction
Buy Cost Factor – The amount the shop is selling the item for based on the base item cost. Cost factor 1 is the base item cost
Sell Value Factor – The amount the player can sell the item based on the base item cost. Cost factor 1 is the base item cost
Player Selling Items – The player’s item(s) available to sell
Items Available – Items available to buy from the shop


Show/Hide HUD

Show or hide the HUD interface


Show/Hide Interface

Turns the selected interface on or off

Turn – Changes if the interface is on or off
Interaction – ‘Overlay’ will block interfaces behind it while ‘Parallel’ will not
Bring to Front – Changes if the interface is shown above other interfaces or not


Simulate Control

Simulates pressing a control without the user doing it themselves


Simulate Control

Simulates pressing a control without the user doing it themselves


Simulate Item/Magic Destination

Simulate an actor recieving damage that would have been received from a projectile/slash of an item/magic

Destination – The actor the item/magic is used on
Item/Magic – The item/magic used


Simulate Item/Magic Source

Simulate an actor to use an item/magic without producing projectiles/slashing that deals damage and without considering ammution clip

Item/Magic – The item/magic used
Direction – The direction the item/magic is used
Accuracy – ‘Perfect’ will use the item/magic in the exact direction. ‘Regular’ will use the accuracy set for it
Use Stats/Ammo – Whether stats and ammution should be deducated from the actor


Slide

Moves an actor by a certain distance in the specified amount of time

Direction – The direction you wish to slide the Actor in
Axis – The Z/Y/X axis you wish to slide the Actor in (use Z for 45 degree projects and Y for platformers)
Distance – The total distance the slided Actor should travel
Duration – The time it takes to slide the Actor


Sort Collection

Sorts a collection based on options

Collection – The collection sorted
Order – ‘Descending’ is largest number or letter to smallest. ‘Ascending’ is smallest number or letter to largest
Type – ‘Numerical’ sorts by number. ‘Alphabetical’ sorts by letter


Sort Table Row

Sorts a row or column inside a table

Table – The table which will be sorted
Axis – The axis where the sorting will take place (1 = X, 2 = Y and 3 = Z)
Order – ‘Descending’ is largest number or letter to smallest. ‘Ascending’ is smallest number or letter to largest
Type – ‘Numerical’ sorts by number. ‘Alphabetical’ sorts by letter
X – The starting point X co-ordinate
Y – The starting point Y co-ordinate
Z – The starting point Z co-ordinate


Spawn Actor

Spawns an actor based off another actor

Source – The actor the new actor is being spawned from
Scripting ID – The name of the newly spawned actor, used in scripting
X – The X position the actor is spawned to
Y – The Y position the actor is spawned to
Z – The Z position the actor is spawned to
Direction – The direction the actor is facing when spawned
Re-position if blocked – If set, the actor will be re-positioned if something is blocking


Spawn Field

Spawns a new field from another

Source – The source of the new field
Include Associates – Changes if associated fields are included or not
Scripting ID – The scripting ID of the spawned field
X – The X location of the spawned field
Y – The Y location of the spawned field
Update Immediately – Updates its contents so that information can be extracted from it immediately


Spawn Item

Spawns an item at a certain point on the map

Item – The item spawned
Quantity – The number of times the item is spawned
Ammunition – How much ammunition is spawned
Experience – How much experience is spawned
Money – How much money is spawned
Points – How many points are spawned
Treasure Chest – The effect used to represent the treasure chest
X – The X co-ordinate of the map to spawn the item
Y – The Y co-ordinate of the map to spawn the item
Z – The Z co-ordinate of the map to spawn the item
Disable Lighting – Whether to disable lighting on the spawned item


Spawn Light

Spawns a light based off another light

Source – The light the new light is being spawned from
Scripting ID – The name of the newly spawned light, used in scripting
X – The X position the light is spawned to
Y – The Y position the light is spawned to
Z – The Z position the light is spawned to


Spawn Zone

Spawns a zone based off another zone

Source – The zone the new zone is being spawned from
Scripting ID – The name of the newly spawned zone, used in scripting
Left – The co-ordinate of the left side
Top – The co-ordinate of the top side
Right – The co-ordinate of the right side
Bottom – The co-ordinate of the bottom side
Floor – The co-ordinate of the floor side
Ceiling – The co-ordinate of the ceiling side


Speaker Loop

Plays a script for every speaker located within a map

Variable – A variable that holds the current speaker’s scripting ID
Map – The map that it’s looking in


Start Extension

Starts the movement of an actor’s extension

Speed – The speed that the extension is moving at


Start Flashing Actor

Starts flashing a color on the actor

Color/Strength – The color being flashed and the opacity of the color on the actor
Flash Duration – How long each flash lasts


Start Flashing Screen

Flashes the screen until scripted to stop

Color/Strength – The color and opacity of the flash
Flash Duration – How long a flash lasts


Start Flashing Screen

Flashes the screen until scripted to stop

Color/Strength – The color and opacity of the flash
Flash Duration – How long a flash lasts


Start Shaking Screen

Starts shaking the screen back and forth until scripted to stop

Direction – The direction the camera shakes in
Strength (pixels) – How many pixels the camera shakes back and forth
Shake Duration – How long a shake lasts


Start Shaking Screen

Starts shaking the screen back and forth until scripted to stop

Direction – The direction the camera shakes in
Strength (pixels) – How many pixels the camera shakes back and forth
Shake Duration – How long a shake lasts


Start/Stop Custom Pose

Starts or stops the custom pose of the selected actor. Setting the pose to ‘(None)’ stops the playing of the custom pose


Start/Stop Timer/Spawn

Starts or stops a timer or spawner


Start/Stop Using Equipment

Start or stop using the current weapon


Start/Stop Using Weapon

Starts or stops the actor from using a weapon


Stop Extension

Stops an actor’s extension from moving

Speed – The speed that the extension slows to stop


Stop Flashing Actor

Stops the flashing of a color on the actor


Stop Flashing Screen

Stops the flashing of the screen


Stop Flashing Screen

Stops the flashing of the screen


Stop Music

Stops the music that is currently playing

Fade Out Time – How long the music lowers to no sound


Stop Push/Slide

Stops any and all applied Push or Slide events


Stop Shaking Screen

Stops the screen from shaking


Stop Shaking Screen

Stops the screen from shaking


Stop Specific Music

Stops a specific song that is playing

Song – The song stopped
Fade Out Time – How long the music lowers to no sound


Stop Walk

Discontinues movements from ‘Walk to Location’, ‘Walk to Closest Location’, ‘Walk to Cursor’ and ‘Take Specific Movements’ events


Sub Script

Used to contain and organise large scripts into one event. Double-click to enter the sub script


Switch Branch

Checks to see if the switch is on or off. Depending on if it’s on or off it will take one of two paths

Switch – The switch checked


Switch Exclusive Input Set (All)

Changes which input set is used by all players


Switch Exclusive Input Set (Player)

Changes which input set is used for a specific player

Player – The specified player to change their exclusive input set


Switch Operation

Changes the state of a switch. This can be used with the ‘Switch Branch’ event to determine its state

Switch – Switch changed
Action – ‘Toggle’ will flick between the on/off state of the switch, so if it’s on it will turn off and vice versa


Switch Tile-Set

Switches one tile-set on the map to another

Layer – The layer the tile-sets are switched on
Original – The tile-set to look for
Replacement – The new tile-set to switch to


Switch Tile

Switches all of one tile on the map to another one

Layer – The layer the tiles are switched on
Original Tile-Set – The tile-set the tile is switched on
Original Tile – The tile to look for
Replacement Tile-Set – The tile-set of the tile to switch to
Replacement Tile – The tile to switch to


Table Axis Loop

Plays a script for every element in a defined axis inside the table

Table – The table being looped
Axis – The axis that defines the plane being looped
Variable – A variable that tells you the data of the element being read
X – The starting point in X co-ordinate
Y – The starting point in Y co-ordinate
Z – The starting point in Z co-ordinate


Table Loop

Plays a script for every element in a table

Table – The table being looped
Variable X – The variable that will go through the X axis
Variable Y – The variable that will go through the Y axis
Variable Z – The variable that will go through the Z axis


Take Movement in Direction

Moves the actor in the direction specified

Direction – The direction the actor moves in
Amount (Pixels) – The distance the actor moves (in pixels)
Face – The direction the actor faces


Take Specific Movements

Moves an actor tile by tile in the direction you set

Movement – Move an actor tile by tile


Timer/Spawn Loop

Plays a script for every timer/spawn located within a map/interface

Variable – A variable that holds the current timer/spawn’s scripting ID
Map/Interface – The map/interface that it’s looking in


Times Branch

Takes the left path for the amount of times specified. After that it will take the right path

Number of Times – How many times it takes the left path


Turn On/Off Alarm

Turns the alarm on or off. When the alarm is on the enemy is always aware of the player


Turn On/Off Fog

Turns the fog on or off


Turn On/Off Light

Changes if a light is on or off


Turn On/Off Speaker

Turns a speaker on or off


Unequip Item

Un-equips an item from the selected area of equipment

Area of Equipment – Equipment area the item is located
Remove Item After – Remove the item from the actor’s inventory after un-equipping


Unload Map

Unloads the selected map


Unspawn Fields

Removes all fields that were spawned by the chosen field. You must select the field which was used to spawn the other fields


Update Interface

Updates all field values and settings in the selected interface


Use Item

Uses an actor’s item on another actor

Destination – The actor the item is used on
Item – The item used
Direction – The direction which the item is used
Accuracy – ‘Perfect’ will use the item in the exact direction. ‘Regular’ will use the accuracy set for the item
Add Item First – Adds the item first and uses it or uses one in the actor’s inventory if it has it


Use Magic

Uses an actor’s magic on another actor

Destination – The actor the magic is used on
Magic – The magic used
Direction – The direction the magic is used
Accuracy – ‘Perfect’ will use the magic in the exact direction. ‘Regular’ will use the accuracy set for the magic


Use Weapon

Uses the equipped weapon of the selected actor in the direction specified

Direction – Direction to use weapon
Accuracy – ‘Perfect’ will always fire in the set direction. ‘Regular’ uses the accuracy set for the weapon


Variable Operation

Changes a variable to the set value based on the operator used


Voice Speak

Uses voice system, if enabled, to read out text

Text – Text to read aloud


Wait for Camera

Waits for the camera to stop moving


Wait for Camera

Waits for the camera to stop moving


Wait for Control

Pauses a script until the selected control(s) are pressed

Multiple – The control(s) pressed at the same time or any
Control – The control(s) waiting to be pressed


Wait for Control

Pauses a script until the selected control(s) are pressed

Multiple – The control(s) pressed at the same time or any
Control – The control(s) waiting to be pressed


Wait for Interfaces

Pauses the script until the selected interface is turned off


Wait for Movement

Waits for the selected actor’s ‘Walk to Location’, ‘Walk to Closest Location’, ‘Walk to Cursor’ or ‘Take Specific Movements’ events to end before resuming the script (used to continue a script after movement is done)


Wait for Music

Pauses a script until the music stops playing


Wait for Text Display

Waits for the text to show before continuing with the rest of the script


Walk to Closest Location

Moves the actor to the closest destination based on a set of co-ordinates

Map – The map the actor is moving on
X – The X co-ordinate of the map the actor is moving to
Y – The Y co-ordinate of the map the actor is moving to
Z – The Z co-ordinate of the map the actor is moving to
Direction – The direction the actor faces after moving
Walk Through Allied Characters – Changes if the actor can walk through its allies or not


Walk to Cursor

Moves the actor to the closest destination based on the location of the cursor

Direction – The direction the actor faces after moving
Walk Through Allied Characters – Changes if the actor can walk through its allies or not


Walk to Location

Moves the actor to a specific destination on the map. Depending on if the actor is able to walk to the destination or not it will take one of two paths

Actor – The actor to move
Map – The map the actor is moving on
X – The X co-ordinate of the map the actor is moving to
Y – The Y co-ordinate of the map the actor is moving to
Z – The Z co-ordinate of the map the actor is moving to
Direction – The direction the actor faces after moving
Walk Through Allied Actors – Changes if the actor can walk through its allies or not


Write Line

Writes a line of text to a file slot

File Slot – An identifying number used to reference the open file
Text – The line of text to write to the open file


Write Number

Writes an integer number to a file slot

File Slot – An identifying number used to reference the open file
Number – The number to write to the open file


Write Text

Writes text to a file slot

File Slot – An identifying number used to reference the open file
Text – The text to write to the open file


Zone Loop

Plays a script for every zone located within a map

Variable – A variable that holds the current zone’s scripting ID
Map – The map that it’s looking in