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Basically I have several schedule parallel process events that move NPCs around depending on the time of day. The event starts by placing or removing the NPC depending on the time of day when the player enters the map. The event then switches to a new page where it acts as a parallel process and waits until a certain time passes before having the NPC move indoors or outdoors. It then switches to another new page and waits again for another certain time to pass. The event is reset to its default state whenever the player transitions to a different area. This is the event as it is:

https://i.imgur.com/Abq9ZKK.png

Ignore page 4. That just turns off the event since the NPC's schedule will eventually change. Anyway, I have roughly 13 of these parallel process schedule events running in the main city map. Currently I'm noticing any lag, and the events are working fine as is, however I've recently considered another way I could run these, mostly relying on switch/variable checks instead of checking with a parallel process. This is what the alternative method would look like:

https://i.imgur.com/qCWXieG.png

Would it be worth it to change all schedule events to look like this? Would it significantly decrease the risk of lag or otherwise boost performance? Or would any changes be insignificant compared to the current method?

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