You could make that you dont need a Parallel Event.
A Timestamp can help with this.
At start of Game you do:
Control Variable1 set to Game Data - PlayTime at this moment.
Control Variable1 add 13 Million to that Variable.
End this Event forever.
In your Game whenever you like you just do:
Control Variable2 set to Game Data - PlayTime at this moment.
Conditional Branch is Variable2 equal or more than Variable1
If yes: The long time Wait is over lets do a party.
If no: Nothing happens, the Timestamp isnt reached.
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Pro: This also works when Menu is open because Gametime continues to count up no matter what.
Pro: You dont need a Parallel Event process todo the counting with this solution.
Con: You need to event a Workaround if you dont want the Time to run when the Menu is open, same for other ocasions where
you dont want the Timer to count up.
???: Not sure if the Gametime counts up in battles, that would need testing. Also it would need workarounds if unwanted, in thatcase the manual counting mechanism could be a better fit. It realy all depends on the smal details. You could also combine your counting mechanism with the time stamp solution without using inbuild gametime value.
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Usage:
You can run the second code in a parallel Event like you did with your counting Mechanism.
or
You make a Parallel Event on each Map executing the Code and than use Eventcommand Erase. Thatway it only runs one time when map is entered each time.
or
Check it when using an Inn.
or
...