Completely destroy events spawned from a template map. This refers to an event you create in a map (called a template map), and instead of rebuilding it from scratch, you duplicate it to the current map. However, this isn’t a standard copy-paste (like Ctrl+C and Ctrl+V), as that would create two separate, independent events. This duplication is more like creating clones of a master blueprint.
Imagine you have a master design of a treasure chest in a game. You clone this chest to place it in multiple locations. These clones share all the properties of the original. If you change the master design, say, by locking the chest, all the cloned chests lock automatically without needing to adjust each one.
Destroying these events means wiping out all the clones by simply deleting the master design, making it fast and efficient.
Therefore, Destroy Spawned Event should only be used to eliminate event clones and cannot destroy regular RPG Maker events, which can be considered the parent/original event.
Imagine you have a master design of a treasure chest in a game. You clone this chest to place it in multiple locations. These clones share all the properties of the original. If you change the master design, say, by locking the chest, all the cloned chests lock automatically without needing to adjust each one.
Destroying these events means wiping out all the clones by simply deleting the master design, making it fast and efficient.
Therefore, Destroy Spawned Event should only be used to eliminate event clones and cannot destroy regular RPG Maker events, which can be considered the parent/original event.
2. Destroy Spawned Event Near
For example, imagine you have a game map with several "torch" events cloned from the template map, each tagged with a notetag "torch." You place a "water bucket" event on the map. When this function is triggered, all torch events with the "torch" notetag near the water bucket’s position are destroyed at once.
3. Destroy Dynamic Event
The Destroy Dynamic Event command is simply used to forcibly delete these events abruptly, depending entirely on your design choices.