Clone Events v1.0Introduction
When you have heaps of events that are all exactly the same, and then you decide you want to make one small change, finding every single event and repeating that change can be a nightmare. This script will let you create an event once, and then clone it to any other map. If you decide you want to change something, you change one event on one map. That’s it.
How to Use
Paste into a new script slot below Materials. If there are conflicts with other scripts that alias the Game_Event.initialize method, place this script above those.
Set Your Preferences
CLONE_MAP - set this to nil if you want to copy events from any map, or to the map id (no leading zeros) if you want to keep all your source events on a single map.
USE_NAME - set this to true if you want to name your source events (all source events on the same map must have unique names), or to false if you want to refer to events via their ids (no leading zeros).
Create Your Source Events
Create the events to be copied just like you'd create any regular event. If CLONE_MAP is set to a map number, all of these source events should be on that map. If USE_NAME is set to true, all of the source events on a single map should have unique names
Create your Clones
On the map the player will visit, create a 'dummy' event (you can name it if you want, but you don't have to; you can also give it an event graphic if you want, which will help you identify/locate it later should the need arise).
This dummy event will have a single event page, with one event command - a comment.
If you are cloning events from any map (CLONE_MAP = nil) and using event names (USE_NAME = true),
<clone mapid eventname> <clone 18 ogre>
<clone mapid eventid> <clone 18 7>
<clone eventname> <clone ogre>
<clone eventid> <clone 7>
Get it here
Credit and Thanks
Free for use in commercial games. Give credit.
In response to erthia's request, I have converted this script for use in VX.