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I mean, there are some scripts which optimizes certain areas of the stardard scripts such as this: https://sites.google.com/site/zeriabsjunk/scripts-/anti-event-lag-system
But that's not really for event speed. There is one thing I am doing.
Interpreter 1 from line 106
That static loop counter is silly, this is a much better freeze prevention:
There is also an issue on the battles
Scene_Battle 1 line 222
I.e. that code section ends up looking like this
Now remember that lag is the result of the processing cost each frame being bigger than the alot time dictated by the FPS.
By default RMXP has 40 FPS. This means each that each frame must be processed within 1/40th of a second. How much processing time it actually take depends on a bunch of different factors including the design and structure of your event code. It is possible to have very large events without suffering lag. It's also possible to have few badly designed events causing lag.
I cannot say whether you will run into problems again or not. RPG Maker VX Ace has the benefit of the (1.9.x) Ruby version running signficantly faster than the RPG Maker XP (1.8.x) Ruby version. The event command interpreter in RPG Maker 2003 is implemented in using much faster means.
I hope this helps you decide whether or not you want to risk trying RPG Maker XP again.
*hugs*
- Zeriab