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Though what's the reason behind the timer? From a players perspective it's usually better to instead rather have a turn limit they can plan around than a time limit, especially when you're allowing the player to wait before inputing their actions, just to see that the timer keeps ticking. It's also easier to balance a battle when it for example takes 5 turns instead of needing to take into account how fast players input their stuff.
If you want to trigger a game over or a teleport of some sorts, you can use the tint screen-feature to turn it black without waiting time after the battle to make sure that the map isn't fading in.
I made a boulder trap that drags the player into battle when it touches them. The idea is for them to respond before a certain amount of time passes and it hits them. Also, does the turn limit function work when the ATB system is active?