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It lags because rendering a frame takes more time than what's allotted with the fps.
The difference between RMXP and RM2K3 is that the interpreter is written in an interpreted language (Ruby) which runs noticeable slower when many event commands have to be processed each frame.
With that being said it can be possible to create a CBS with events although the lack of variable referenced by another variable option makes it a lot harder. (And that you can process less event commands per frame)
It lags because rendering a frame takes more time than what's allotted with the fps.
The difference between RMXP and RM2K3 is that the interpreter is written in an interpreted language (Ruby) which runs noticeable slower when many event commands have to be processed each frame.
With that being said it can be possible to create a CBS with events although the lack of variable referenced by another variable option makes it a lot harder. (And that you can process less event commands per frame)
I made a CBS (Sideview FTW) with events, I used 8 Variables (Plus any additional for items), and set it all out in One common event so I can just call it whenever, I don't get ANY lag from it, heh.
I've made systems where there are 6 parallel processes or more running at once with over 150 events in the map, using around 50 variables, and my framerate stays at 35-40 FPS on an average computer. I don't see this as being a problem. What does lag is if you try to show multiple battle animations on the screen at once while all of this is going on.