Thanks for all the input.
I think perhaps I have expressed myself wrong.
What I am perposing is that let's say when an item is used, the MainScript.ecl is launched. This will run in the background until all SubScript.ecl are complete. Then it will no longer need to run and shut down. The same way the scripts of an NPC run until the NPC is killed.
So we have 10 lines of code run as the MainScript.ecl. This code then detects, perhaps through reading CProps (yes I like CProps

) off an item, what SubScript.ecls need to run. The MainScript.ecl then exicutes a SubScript.ecl for the 9 Cprops in finds. As each SubScript.ecl is completed it should then discontinue and cease to exist. Eventualy getting to the point where the MainScript.ecl is all that is left running. When it then finds that all 9 SubScript.ecl are complete and no longer running it then discontinues itself.
It should look something like this:
Initial use : MainScript.ecl is launched (10 lines of code) -> Cprops read -> 9 SubScripts.ecl exicuted (90 lines of code) = 100 lines of code
A few seconds later : MainScript.ecl is still running (This is incase new Cprops are added and need to be controlled) (10 lines of code) -> 3 SubScripts.ecl complete thier tasks and discontinue (6 x 10 lines of code left running) = 70 lines of code currently running
All SubScript.ecl complete taskes : MainScript.ecl is still running (This is incase new Cprops are added and need to be controlled) (10 lines of code) -> No more SubScript.ecl = 10 lines of code (Only MainScript.ecl running)
MainScript.ecl Closes : All SubScript.ecl discontinues, no Cprops detected MainScript.ecl discontinues = 0 lines of code.
Can you see how at times, 70 lines (or whatever number of SubScript.ecl running) of code are in the server, or only 10 lines of code (if just MainScript.ecl), rather then always having all 100 lines of code until all 9 tasks are completed. Not to mention several tasks can be run simulatiously rather then qued.
Light and invis and equip etc all at pretty much the same time, rather then Light then Invis then Equip. These are minor SubScript.ecl idealisms, that would take only a brief instance and so running subscripts for them might not have a HUGE effect on server load. But lets say you were working with 10,000 lines of code (1000 + (9 x 1000)). I could see how having 9 scripts running LARGE tasks at the same time, might be well worth considering.
One of the key points here is that, MainScript.ecl, and each SubScript.ecl only exicutes once. And when complete discontinues and cashe for the script is removed. So the cashe would hopefuly be optamised at any given time.
Another point might be, that yes, "starting" a 100 line code might take less resourse then "starting" 10 small scripts. But what about over say a 1 minute period.
Let's say it takes 1 minute for the whole script to complete. If you have a 100 line code, for 1 whole minute you have 100 lines of code in the server.
But lets say you load 10 small scripts. For 5 seconds you have 100 lines, then from 6-30 seconds you have 70 lines of code, then from 31-55 you have 40 lines of code, then from 56-60 you have only 10.
Again, take these line of code numbers and multiply them by 10, 100 or even 1000. And as a shard as a whole, what is more effective? Where is the bigger drain, new scripts starting, or huge numbers of lines of code held up in the server?
Please more feedback would be greatly appreciated!