Actually, having each "event' be a parallel process is a good idea.. You don't need to call them, though - since they're on the field, they can just be called with a Move Event or a switch to make them disappear, really.
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Basically, every person that appears is a parallel process, on a two page event. First page is blank, with "Press Key" to trigger it. This will be our "dead" version. The second page is our "Alive" version, with the person in a slashing/firing/whatever motion, trigger is a Press Key again (no code to run), and still no Event Commands. Page 2 Precondition is just a switch like [0101:CubeForce1_Alive].
Basically, you just run down the line from there.
<>Message: Cube: Snide Comment!
<>Set Switch: [0100:QuinForce1_Alive] OFF
<>Set Switch: [0100:CubeForce1_Alive] OFF
<>Message: Quin: Snide Comment!
<>Set Switch: [0100:QuinForce4_Alive] OFF
<>Set Switch: [0100:CubeForce2_Alive] OFF
<>Message: CubeForceGuy: ARGGG
.......
<>Move Event: CubeEvent, Right, Right, Right, Right
Etc.
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Just have a little "map" of where the events are, and which ones should die. <>Wait commands will work fine for timing in between Snide Comments and such. Just make sure to set
You don't actually have to run code within those events to control what they're doing, luckily. Just use the Master Control Event (whatever you want to name it) to control all other events on the map.