Editor
Documentation

Events and scripts

Cutscenes that play when the player steps somewhere or talks to someone.

A script is a short list of actions played in order, like a small cutscene: someone walks up, says something, hands over a gift, starts a battle, and the story moves on. The player can't move while it plays.

Scripts run in two places:

  • Event areas on the Events layer play their script when the player steps in.
  • People, Pokémon and signs can have a script that plays when the player talks to them.

Event areas

Select the Events layer in the side panel and drag over the map to draw an area. It opens for editing right away. Click an area to edit it, drag it to move it, and set its exact position and size in the panel.

SettingWhat it does
NameShown on the map in the editor, and in problems.
X, Y, Width, HeightWhere the area is, in tiles.
Plays only the first timeOn: once per player. Off: every time the player steps in.
Starts afterOnly plays once this story step is done.
Stops afterNever plays again once this story step is done.

Draw an area across a whole path, like a row of 5 tiles from one fence to the other, so the player can't walk around it.

An area plays when the player steps onto one of its tiles. Starting Play on top of one doesn't play it.

Scripts on people

Open someone on the People layer and press Add a script in their Script section. It starts with them saying their dialogue.

A person's script plays instead of their usual part: their dialogue, battle, healing, shop or gift. With Plays only the first time on, they go back to their usual part afterwards. Their story settings still apply: they show up and leave with the story, wait for Needs first, and their completes step is done when the script ends.

Actions

Press Add action to add one at the end, and use the arrows to reorder.

ActionWhat it does
SayShows a message. Pick who says it for their name and portrait, or Nobody for narration.
Ask Yes/NoAsks a question with a YES/NO window, then plays the actions under If they answer YES or If they answer NO.
If…Checks something about the player, then plays the actions under Then or Otherwise. See Branches.
Walk upSomeone notices the player (!) and walks to the tile next to them, then they face each other.
WalkSomeone, or the player, walks some steps. Steps that are blocked are skipped.
FaceSomeone, or the player, turns to face a direction.
Walk backSomeone walks back to where they stand on the map.
WaitPauses, up to 10 seconds.
BattleBattles a trainer of the map, or a wild Pokémon placed on it. The script stops if the player loses.
Give itemPuts items in the bag.
Take itemTakes items from the bag, like a toll or a trade. Use If… first to check the player has them.
Give PokémonAdds a Pokémon to the party (or the PC box when the party is full). The player can nickname it.
Choose a starterThe player picks one of up to six Pokémon from the Professor's bag. A game with this event lets new trainers start without a partner.
Give moneyAdds money, or takes it away with an amount below 0.
HealHeals the whole party.
Story stepCompletes a story step: its banner shows, people come and go and gates open.
WarpTakes the player to a tile of another map. The script ends there.

Branches

Ask Yes/No and If… hold two lists of actions, one for each answer, and the script carries on after them. Branches can hold any action, other questions and checks included.

CheckTrue when the player…
Has an itemHas at least that many of an item in the bag.
Did a story stepHas completed a story step.
Has moneyHas at least that much money.
Has a Pokémon in the partyHas that species in their party.
Has badgesHas at least that many badges of this town.

For example, a man selling a Magikarp: Ask Yes/No "Would you buy a Magikarp for ₽500?", and under YES, If… Has money 500: Give money −500, Give Pokémon Magikarp. Otherwise, Say "You don't have enough money!".

Scripts only move people of the same map, and only those present at that point of the story. Removing someone from the map removes the actions about them (their messages stay, as narration).

Recipe: the rival runs up

  1. In the Story layer, add a step Meet the rival.
  2. On the People layer, add the rival standing out of the way. In their Story settings, set Leaves to Meet the rival.
  3. On the Events layer, drag an area across the path out of town.
  4. Add these actions:
    • Walk up: the rival
    • Say: the rival, "Hey! You're the new trainer? Let's see what you've got!"
    • Battle: the rival (make them a trainer with a team first)
    • Say: the rival, "Not bad… See you around!"
    • Walk back: the rival
    • Story step: Meet the rival

The rival runs up, battles, walks off and fades away. The area plays once, and the next step of the story starts.

Recipe: Mom stops you at the door

Draw a one-tile area in front of the door, set Stops after to the step where the player gets their first Pokémon, and turn off Plays only the first time:

  • Say: Mom, "Wait! It's dangerous to go out without a Pokémon."
  • Walk: the player, one step back up

Every time the player tries to leave too early they're stopped, until they get a Pokémon.

See Story and events for steps and gates, and Collision for ledges, water and ice.

On this page