Temporal Flux Event Encyclopedia

The inner framework and cogs of Chrono Trigger are comprised of event code, which scripts everything that happens in the game. From a simple text message appearing in a room to a complex burst of magic energy that causes panic in a grand hall, everything stems from these commands. Mastery of the event code is mastery of the game itself, and though it requires some study and trial and error to learn, knowledge of it is the most useful asset to Chrono Trigger editors. This is a listing of all Event Commands, with an explanation of their function and how they should be properly used.

Check Inventory[edit]

The Check Inventory command can be used when the player needs a certain amount of gold or the right key item to proceed. After the command is updated in the events, further commands can be added below it in a drop down list (CheckX is an IF statement).

Check Gold[edit]

Enter the amount of gold required to proceed.

Check Inventory[edit]

Simply select the item required to proceed.

HP/MP[edit]

Use this command to restore HP, MP, or both. Just insert it in the healing object, and choose whether HP, MP, or both are to be restored when the object is activated.

Object Coordinates[edit]

Object coordinates decide where an object appears in the game. They are usually the very first command under a new Object heading. To specify the coordinates, go back to the map you are editing, and hover the mouse around until you find the exact spot you want the new object to appear at. The coordinates will be displayed in the lower right of the program. Simply input these coordinates into the Object Coordinates command in the event data.

Pause[edit]

The pause command inserts a delay between events. For instance, if you have an event that causes a screaming sound effect followed by an event that makes a sword-swinging sound effect, a "Pause" between them would delay the latter sound effect by a certain amount of time. The time can be inputted in terms of seconds, making this easily customizable. Just insert it between the two events of which the latter you want to delay.

Text[edit]

The text command encompasses several modes.

Load ASCII Text[edit]

Special Dialogues[edit]

Special dialogues include renaming characters, saving and loading, shopping, or selecting characters from the End of Time.

String Index[edit]

The String Index command specifies which strings offset to use dialogue from. It is always loaded in Object00 at the very beginning of event code, along with music commands. To specify a string index, use

Textbox[edit]

Textbox is the basic dialogue command, responsible for almost all the text in the game. (variants) The "position" command specifies whether it will appear at the top or bottom (personal). The "decision" box determines whether the textbox involves a decision the player must make. If it is checked "Yes," the "First Dec Line" and "Last Dec Line" must be specified. These refer to the actual lines of text in the textbox in the game. For instance,

This would be line 0.
This would be line 1.
This would be line 2.
This would be line 3.

When editing Strings, be mindful of when the dialogue concerning the decision stops, and when the choices should be listed. For instance, if my decision stuff went like this:

What do you think of the Masamune (this is line 0)
versus the Einlanzer? (this is line 1)
-> Luv it (this is line 2)
-> Hate it (this is line 3)

You would put "2" under First Dec Line and "3" under Last Dec Line. Also, do be mindful to include {line break} after line 1 and 2 in such a situation, so that there is room for the hand cursor to display without overlapping the decision text. To make the decision work, one must use the If(Result) command; please consult its section for that.

The "String Index" actually determines the dialogue string being used. In 2.0, all default CT information is whited out, and all user created information is shown. If a box is empty, you are free to use it; use the box below to write the text.

From: Modification