Note - tl;dr synopsis at bottom of post for your convenience. So, I have this game I'm working on that makes heavy use of time. Specifically every action taken uses up time and adds to the variables that track the time in game. Every step passes a little time, every command usable from menu passes time, every combat tracks it's length and adds to the counter. I love Yanfly's item synthesis plugin, it greatly simplifies item synthesis, but I'm wondering, and I'm not skilled at scripting so I might be missing a very obvious solution, but, what I'm trying to figure out is if there is a way to make this system add an amount to a variable (to pass the time it takes to craft the item) for each different craftable item. For example, say if you were going to make a potion, that might take 5 minutes, so I'd want to be able to put something into the potion's crafting section that added 5 to the minute tracking variable. I do see a workaround involving some extra common events to be called by the crafting system, but it would be very resource intensive (basically assign a variable to each craftable item, have it check each to see if they've changed and increase accordingly if they have, would work, but be very top heavy and in conjunction with other complex systems would contribute to slowdown running the game, an undesirable trait to say the least, not to mention the extra time it'd take, the additional variables reserved, and reduction to the effective modularity that the plugin provides). tl;dr I'm looking for a way to change a variable anytime an item is crafted using Yanfly's Item Synthesis Plugin, set per item. I suspect it can be done through some lunatic mode script, but I'm not familiar enough with scripting to work out the details. Additional Note - Doubt it matters, but in case it effects responses, the time system is not timer based and does not take real time into account.