Deltree: SephirothSpawn might hate me for it but try contacting him. He was writing a rewrite for the Interpreter class as a module instead of a class, with alleviates all of the lag. If he ever got that working, that would probably solve your problem.
I know I had a map with over 500 events for an invisible path that became visible as you got within range of them, and it lagged to death. Once I changed it to a single event handling the visibility of the tiles, I was able to fix the entire thing to almost no lag.
I know I had a map with over 500 events for an invisible path that became visible as you got within range of them, and it lagged to death. Once I changed it to a single event handling the visibility of the tiles, I was able to fix the entire thing to almost no lag.