Ok, kind of have a question on what might be the wisest way to implement part of my new quest system. Right now you can select a list of areas that it will assign quests in. My problem is like with the mob quests I picks a mob and then does its various checks including a loop through all the areas in it's list and will continually loop until it picks a valid mob that fits all the checks. And same with objects it does get_random_room and then sees if it's area is in this list (looping through the list to check) and well their a lot of rooms out their esp with the large overlands we have. When I added this in and was testing I notice some times it took like 2 - 5 seconds of 'lag', before it would give me a quest. Now granted I only have 2 areas in the list for it to use out of like the 100 we have. But we plan on having a large world and having the quest mobs very specific to the areas around them. So what would be a wiser way if any to implement this to save all that CPU usage it's eating up?
Thanks for your thoughts a head of time!

