Near�s Anti-lag script.  If you have any other custom scripts, put this one above all of them in a class named Anti-Lag.  If your using the shadow and sun effects scripts by Rataime, you will need this.
#======================================
# ? Anti Event Lag Script
#======================================
# ?By: Near Fantastica
#   Date: 12.06.05
#   Version: 3
#======================================

#======================================
# ? Game_Map
#======================================

class Game_Map
#--------------------------------------------------------------------------
def in_range?(object)
   screne_x = $game_map.display_x
   screne_x -= 256
   screne_y = $game_map.display_y
   screne_y -= 256
   screne_width = $game_map.display_x
   screne_width += 2816
   screne_height = $game_map.display_y
   screne_height += 2176
   return false if object.real_x <= screne_x-32
   return false if object.real_x >= screne_width+32
   return false if object.real_y <= screne_y-32
   return false if object.real_y >= screne_height+32
   return true
end
#--------------------------------------------------------------------------
def update
   if $game_map.need_refresh
     refresh
   end
   if @scroll_rest > 0
     distance = 2 ** @scroll_speed
     case @scroll_direction
     when 2
       scroll_down(distance)
     when 4
       scroll_left(distance)
     when 6 
       scroll_right(distance)
     when 8 
       scroll_up(distance)
     end
     @scroll_rest -= distance
   end
   for event in @events.values
     if in_range?(event) or event.trigger == 3 or event.trigger == 4
       event.update
     end
   end
   for common_event in @common_events.values
     common_event.update
   end
   @fog_ox -= @fog_sx / 8.0
   @fog_oy -= @fog_sy / 8.0
   if @fog_tone_duration >= 1
     d = @fog_tone_duration
     target = @fog_tone_target
     @fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d
     @fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d
     @fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d
     @fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d
     @fog_tone_duration -= 1
   end
   if @fog_opacity_duration >= 1
     d = @fog_opacity_duration
     @fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d
     @fog_opacity_duration -= 1
   end
end
end

#======================================
# ? Spriteset_Map
#======================================

class Spriteset_Map
#--------------------------------------------------------------------------
def in_range?(object)
   screne_x = $game_map.display_x
   screne_x -= 256
   screne_y = $game_map.display_y
   screne_y -= 256
   screne_width = $game_map.display_x
   screne_width += 2816
   screne_height = $game_map.display_y
   screne_height += 2176
   return false if object.real_x <= screne_x
   return false if object.real_x >= screne_width
   return false if object.real_y <= screne_y
   return false if object.real_y >= screne_height
   return true
end
#--------------------------------------------------------------------------
def update
   if @panorama_name != $game_map.panorama_name or
      @panorama_hue != $game_map.panorama_hue
     @panorama_name = $game_map.panorama_name
     @panorama_hue = $game_map.panorama_hue
     if @panorama.bitmap != nil
       @panorama.bitmap.dispose
       @panorama.bitmap = nil
     end
     if @panorama_name != ""
       @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
     end
     Graphics.frame_reset
   end
   if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
     @fog_name = $game_map.fog_name
     @fog_hue = $game_map.fog_hue
     if @fog.bitmap != nil
       @fog.bitmap.dispose
       @fog.bitmap = nil
     end
     if @fog_name != ""
       @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
     end
     Graphics.frame_reset
   end
   @tilemap.ox = $game_map.display_x / 4
   @tilemap.oy = $game_map.display_y / 4
   @tilemap.update
   @panorama.ox = $game_map.display_x / 8
   @panorama.oy = $game_map.display_y / 8
   @fog.zoom_x = $game_map.fog_zoom / 100.0
   @fog.zoom_y = $game_map.fog_zoom / 100.0
   @fog.opacity = $game_map.fog_opacity
   @fog.blend_type = $game_map.fog_blend_type
   @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
   @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
   @fog.tone = $game_map.fog_tone
   i=0
   for sprite in @character_sprites
     if sprite.character.is_a?(Game_Event)
       if in_range?(sprite.character) or sprite.character.trigger == 3 or sprite.character.trigger == 4
         sprite.update
         i+=1
       end
     else
       sprite.update
       i+=1
     end
   end
   #p i
   @weather.type = $game_screen.weather_type
   @weather.max = $game_screen.weather_max
   @weather.ox = $game_map.display_x / 4
   @weather.oy = $game_map.display_y / 4
   @weather.update
   for sprite in @picture_sprites
     sprite.update
   end
   @timer_sprite.update
   @viewport1.tone = $game_screen.tone
   @viewport1.ox = $game_screen.shake
   @viewport3.color = $game_screen.flash_color
   @viewport1.update
   @viewport3.update
end
end
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