I wanted to bring to your attention that both of these features (time played and steps taken) are already variables within the engine.
It would be easier if you just let people choose the two variables to set, and then control those variables throughout the script. If it is done this way, then people have more flexibility over what they can do with those variables.
This a small edited snippet from my own custom script that I use in my game. It's a part of a window scene where the player can see all his game statistics such as quests completed, npcs befriended, time played, steps taken, etc.
def info_window
# Defining the text that shows
label = "Steps Taken"
# This variable will appear next to "steps taken". Example, if the variable is currently at 54, it will say "Steps Taken: 54".
statistic = $game_variables[29]
#The actual display that uses the above
draw_text(winx, line_height * 10.5, contents.width, line_height, label, 0)
draw_text(winx, line_height * 10.5, contents.width, line_height, statistic, 2)
end
I'm just giving this to you as an example, as you can see it's easy to get a variable to display through a script. So if Variable #29 is set to "Steps Taken", then you don't actually need all that fluff trying to control it, since the engine already does this for you. In fact, part of the script you've included in your hash-up is exactly the source of that particular variable.
Anyway I'm just trying to help you out. Even though you said you're not a scripter, your script is clean and doesn't over-write a bunch of unrelated things. So +1 for effort and creativity, I guess it's a band-aid script to use if you don't intend to use any variables for time or steps at all (which is a shame, because it means you can't modify either of those two through events).