This post started out as a question but I figured it out so here is what I've learned.
This is the bit of code that i am working on currently that allows you to check time.
#============================================================================= # * Get Event Time by Index #============================================================================= def self.event_time(index) evtime = { :year => Time_Events[index][:time][5], :month => Time_Events[index][:time][4], :day => Time_Events[index][:time][3], :hour => Time_Events[index][:time][2], :minute => Time_Events[index][:time][1], :second => Time_Events[index][:time][0], } return evtime end #============================================================================= # * Events Update? by Index #============================================================================= def self.events_update?(index) return false if $game_system.event_activation_states[index] == true time = false, st = system_time, et = event_time(index) et.each_key { |i| if et.is_a?(String) next else if st > et return true else if st == et time = true else return false end end end } return time endThe System Time is set up the same exact way. Whenever you check a time against another time you should start with the most priority.
For this example if the system time's year is greater then the event times year then obviously the rest of the times do not matter and so on.