I must clarify: there are two ways to count time in AGS.
First is using Timers. Timer counts game ticks, and depends on a game speed setting. Timers are considered to be a part of the game state, so their values may change when a game save is restored, for instance. They are also paused when the game is suspended, like when player alt+tabs from the game window.
For this reason they are best used for the in-game events.
Then, there's a DateTime struct which lets you use system time, when you need a "real" time, which does not depend on game speed or in-game events.
https://adventuregamestudio.github.io/ags-manual/DateTime.html
First is using Timers. Timer counts game ticks, and depends on a game speed setting. Timers are considered to be a part of the game state, so their values may change when a game save is restored, for instance. They are also paused when the game is suspended, like when player alt+tabs from the game window.
For this reason they are best used for the in-game events.
Then, there's a DateTime struct which lets you use system time, when you need a "real" time, which does not depend on game speed or in-game events.
https://adventuregamestudio.github.io/ags-manual/DateTime.html