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Anti-Lag Script vs. Call Script

I'm wondering. I'm using a view range script for monsters on the field, and the event of each monster must have a call script for view range on parallel process. The field is large, and therefor there are many monsters, and therefor the call scripts of each monster being called in parallel process is causing considerable lag.

The anti-lag script in other cases would halt the processing of these events until seen on screen, if say I used a less sophisticated solution. Unfortunately, the anti-lag script does not stop the processing of call script event commands.

I am wondering if there is a way to ensure that the anti-lag script does not read the call script command until seen on screen?


Edit: I've found a work around by using custom movement to activate a switch, which activates the monsters, which helps somewhat, but I would still like to know if this is possible.
 

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