string:"eventName"	event name
number:"xTile"		X tile	(set in map editor)
number:"yTile"		Y tile	(set in map editor)
array:"setup_es"		"setup"  event script
array:"parallel_es"	"parallel"  event script
array:"talk_es"		"talk"  event script

* in game engine *
string:"charsetFile"	charset filename
number:"pose"		pose index
number:"direction"	direction

* event editor *
bool:"active"		whether the event editor itself is active
number:"eventIndex"	Index number of the event being edited
reference:"thisEvent"	Reference to the event object to copy to output_obj
object:"output_obj"	Copy of data to be written upon ok_btn
number:"newXTile"		Tile location for a new event being created
number:"newYTile"		Tile location for a new event being created
String:"defaultName"	If no valid name is specified, this event has this name
pane:"edit_pane"		Pane containing the script editor
	bool:"active"		whether the event editor itself is active
	number:"commandIndex"	Index number of the selected command.
	reference:"thisCommand"	Reference to the selected command object.
	object:"clipBoard_obj"	stores a copy of an event command object



The "image" variables are related more to the display of the event than the function of the event.
- It's possible to seperate the code from the graphical movieClip
- But it may be easier to organize if I keep related data together