RPG Maker Times

Smile Game Builder and RPG Maker Tutorials, Plugins, Resources, Windowskins

System Time/Date Script

EDIT: This tutorial will be moving to Scripts Tutorials and updated soon.

RMXP and RMVX has a built-in Time function that allows the display of the current date and time (based on the system clock). I found this by accident while sifting through the Help file – actually while searching for Bitmap and Sprite management – and after some experimentation discovered how to place it in windows.

To use it, there are two functions to be aware of:


This reads the current time and date from the system clock.

strftime(“%I:%M:%S %p”)

This converts the time into a string, using the time of day (in 12-hour format), minutes and seconds, as well as showing AM/PM.

So to add the time and date, we can add the following:

t = Time.now
time = t.strftime(“%I:%M:%S %p”)
date = t.strftime(“%a, %d %b, %Y”)

What this will do is store the time/date stamp format into variables and convert them to strings so that they can then be “drawn” in a window.

In RMXP, the following script can be used to replace the default. In RMVX, create a new script called Window_PlayTime:

# ** Window_PlayTime
# This window displays play time on the menu screen.
class Window_PlayTime #---------------------------------------------------------------
# * Object Initialization
def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
# * Refresh
def refresh
self.contents.font.size = 16
t = Time.now
time = t.strftime("%I:%M:%S %p")
date = t.strftime("%a, %d %b, %Y")
self.contents.font.color = normal_color
self.contents.draw_text(0, -2, 140, WLH, date, 1)
self.contents.draw_text(0, 14, 140, WLH, time, 1)
# * Frame Update
def update
if Graphics.frame_count / Graphics.frame_rate != @total_sec

RMXP will display the replacement time/date in the default “Play Time” window on the menu status.

To make this work in RMVX, add the following to Scene_Menu:

In the start definition routine, add

@window_playtime = Window_PlayTime.new
@window_playtime.x = X
@window_playtime.y = Y

where X and Y are the x- and y-coordinates for the window placement.

Add the following to the terminate definition routine:


This is to ensure that the window doesn’t stay onscreen when the status menu has been exited.

And finally, add the following to the update definition routine:


This is to ensure that the time refreshes every second while on the status menu.

The resultant “Play Time” window should now contain the current time and date, thus:

Tue, 19 May, 2009
12:33:22 PM

And that’s it, but the strftime element does have a number of different format options, which I’ll detail in the next entry.

10 thoughts on “System Time/Date Script

  1. is there any way you can take the actual time and date and place them in separate in-game variables? like day(0-6) hour (0-23) minute (o-59) or something along those lines? i wish to make an rpg that runs of real-time events.

  2. It isn’t in 10 parts – even I’d be in trouble if it was! This script is pretty much plug-n-play. Just place it under Main and it’ll place a window displaying the current (system) time/date. To change the position, alter the first two zeros in “span”.

    As far as using the Time/Date Formats with this script, you change the “time” and “date” variables depending on which how you’d like them to appear.

    Example: If you want the date appearing as “Sun, 05 Dec, 2010”, refer to the date/formats list and change the “date” to the following:

    t.strftime(“%a, %d %b, %Y”)

    And if you want the time appearing as “15:30”, again refer to the date/formats list and change the “time” to the following:


    When the PlayTime window is displayed, the time and date will appear in the specified format.



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