Events are what bring your maps to life. They include NPCs, signposts, warps, scripts, and more. Open the *Events* tab above the map area, and let's dissect what's going on.
All of the events are visible on the map. The Event Details window on the right displays the properties of the currently-selected event. If you look closely, you'll see that the woman NPC near the Pokémon Center has a pink border around it because it's selected. To select a different event, simply click on an event in the map area. Alternatively, you can use the spinner at the top of the event properties window. Multiple events can be selected at the same time by holding ``Ctrl`` and clicking another event.
All events have X/Y coordinates. To move an Event, click and drag it to a new position on the map. Alternatively, you can use the X and Y spinners in the event properties.
Events also have an elevation, also known as Z coordinates (see image above). Elevations are explained in detail in the :ref:`Collision Types <collision-types>` section.
Object events are typically used for NPCs (non-player-characters). More technically, it's any event that has a sprite and the ability to move around. Object events are displayed using their assigned sprite, except for special cases. Any object event that uses a dynamic sprite will be displayed as a blue square with an `N` |dynamic-sprite|. Some examples of dynamic sprites are the player's rival and berry trees.
This is the local id of the object in the map. Some script values use this local id to specify object when using scripting commands such as `applymovement`.
Sprite
The sprite that is used by the object.
Movement
The movement type used by the object during normal gameplay.
Movement Radius X/Y
Movement types that involves walking or moving around the map can be bounded by a radius. The ensures that the object is always within the specified range from its original position.
Script
The script that executes when the player interacts with the object.
Event Flag
The flag value that controls if the object is visible. If the flag is set (equal to 1), then the object will be invisible. If the Event Flag is set to `0`, then the object will always be visible because `0` means "no flag".
The trainer type used by the object. If the object is a trainer, `TRAINER_TYPE_NORMAL` means that the trainer will spot the player in the object's line-of-sight.
If the object is a trainer, this property control how many tiles the trainer can see to spot the player for battle. If the object is a berry tree, this specifies the global id of the berry tree. Each berry tree in the game has a unique berry tree id.
Exclusive to pokefirered. Used to replace objects that are visible in a map's connection with their corresponding object on the connecting map. When checked, these objects will make odd use of other fields; its trainer type value will be the connecting map number, its Sight Radius / Berry Tree Id will be the connecting map group, and its z coordinate will be the object's local id on the connecting map.
Warp events are how the player is able to warp to other maps, such as entering a building. Double-clicking on a warp will automatically open the destination map and select the destination warp. This makes it very easy to navigate around in Porymap.
Trigger events are scripts that execute when the player walks over them. However, they only execute when a variable is equal some value. Typically, they execute once, set the variable's value to something else, and then never execute again because the variable's value no longer matches.
Weather trigger events are a very specific type of trigger. When the player walks over a weather trigger, the overworld's weather will transition to the specified weather type. This event type is unavailable for pokefirered projects; the functions to trigger weather changes were dummied out.
Sign events, or signposts, are simple interactable scripts. They are typically used for things like signs in front of buildings. The player's facing direction can be required to be a certain direction in order to interact with the sign. Signs are the first of three "BG" event types.
This is the event used to mark entrances to secret bases. This event will only be functional on certain metatiles. Unfortunately, they are hardcoded into the game's engine (see ``sSecretBaseEntranceMetatiles`` in ``src/secret_base.c``).
This event is used to control where a player will arrive when they white out or fly to the map. The white out functions a little differently between game versions. For pokeemerald and pokeruby players will arrive at the event's coordinates after a white out, while in pokefirered they will arrive on the map set in ``Respawn Map`` and at hardcoded coordinates (see ``SetWhiteoutRespawnWarpAndHealerNpc`` in ``src/heal_location.c``).
To add a new event, press the green plus button. |add-event-button| You can choose between the different types of events by clicking the small arrow on the right.
Clicking the ``Open Map Scripts`` button |open-map-scripts-button| will open the map's scripts file in your default text editor. If nothing happens when this button is clicked, you may need to associate a text editor with the `.inc` file extension.
The event editing tab also extends functionality to a few of the tool buttons described in :ref:`Editing Map Tiles <editing-map-tiles>`.
A brief description and animation is listed for each of the available tools below:
Pencil
When clicking on an existing event, the pencil tool will behave normally (as the standard cursor). It can also be used to "draw" events in a certain location. The event created will be a default-valued event of the same type as the currently selected event.
You can use the shift tool to move any number of events together. When a selected event is dragged, all other selected events will move with it. When a tile with no event is clicked, all events on the map can be dragged.