标题: 这个时间脚本怎么用? [打印本页] 作者: 月下雪L 时间: 2013-7-21 20:05 标题: 这个时间脚本怎么用? #Advanced Game Time + Night/Day v1.4.2
#----------#
#Features: Provides a series of functions to set and recall current game time
# as well customizable tints based on current game time to give the
# appearance of night and day in an advanced and customizable way.
#
#Usage: Script calls:
# GameTime.sec? #current second
# GameTime.min? #current minute
# GameTime.hour? #current hour
# GameTime.hour_nom? #current hour (12-hour)
# GameTime.day? #current day of month
# GameTime.day_week? #current day of the week
# GameTime.day_year? #current day of the year
# GameTime.month? #current month
# GameTime.year? #current year
# GameTime.year_post("set") #changes the year post to set
# GameTime.pause_tint(true/false) #pauses/unpauses tint
# GameTime.notime(true/false) #stops time based on true/false
# GameTime.change(s,m,h,d,dw,mn,y) #manually set the time
# seconds,minutes,hours,days,weekday,months,years
# any can be nil to not be changed
# GameTime.set("handle",n) #increases a certain time portion
# valid arguments are:
# addsec,addmin,addhour,addday
# addmonth,addyear
# and:
# remsec,remmin,remhour,remday
# remmonth,remyear
# GameTime.clock?(true/false) #hides/shows the clock
# GameTime.save_time #saves the current time
# GameTime.load_time #loads the saved time
#
# Message Codes:
# GTSEC #Inputs the current second
# GTMIN #Inputs the current minute
# GTHOUR #Inputs the current hour
# GTDAYN #Inputs the day of the month
# GTDAYF #Inputs the day of the week (full)
# GTDAYA #Inputs the day of the week (abbreviated)
# GTMONN #Inputs the month of the year
# GTMONF #Inputs the name of the month (full)
# GTMONA #Inputs the name of the month (abbreviated)
# GTYEAR #Inputs the current year
#
# Map Note Tags: (These go in the note box of Map Properties)
# Notint #These maps will not tint!
# Notime #Stops time from moving in that map
#
#Customization: Set below, in comments.
#
#Examples: GameTime.pause_tint = false
# GameTime.change(nil,30,4,1,1,1,2012)
# GameTime.set("addyear",5)
# GameTime.clock?(true)
#
#----------#
#-- Script by: V.M of D.T
#
#- Questions or comments can be:
# posted on the thread for the script
# given by email: [email protected]
# provided on facebook: http://www.facebook.com/DaimoniousTailsGames
# posed on site: daimonioustails.wordpress.com
#
#--- Free to use in any non-commercial project with credit given
#-- License required for commercial project use
#_# BEGIN_CUSTOMIZATION #_#
#What time a new game starts at: [sec, min, hour, day, month, year]
START_TIME = [0,0,0,0,0,0]
#Wether or not to set time to PC (Real) Time
USE_REAL_TIME = false
#Time does not increase while the message window is visible:
NOTIMEMESSAGE = false
#Time does not increase unless you are on the map
PAUSE_IN_MENUS = true
#Time does not increase if you are in battle
NOBATTLETIME = false
#Clock is shown
USECLOCK = true
#Set to true to have the clock show up in the menu!
USECLOCK_MENU = true
#Set the format for the clock both in and out of menu
#1. hh:mm am/pm
#2. Sun dd hh:mm am/pm
#3. hh:mm (24 hour clock)
#4. Sun dd hh:mm (24 hour clock)
#5. Custom clock, see below
CLOCK_FORMAT = 5
MENU_CLOCK_FORMAT = 5
#Clock window background opacity
CLOCK_BACK = 255
#Button to be used to toggle the clock
CLOCK_TOGGLE = :SHIFT
#X and Y position of clock
CLOCK_X = 0
CLOCK_Y = 0
#Finetune the width of the clock window here:
CLOCK_WIDTH = 175
#Whether or not those little dots on the clock blink
USE_BLINK = true
#The speed at which they blink
BLINK_SPEED = 120
#Here is where you would insert the array of commands for the custom clock:
CUSTOM_CLOCK = ["weekshort"," ","day"," ","year","yearp"]
CUSTOM_CLOCK2 = ["hour12","blinky","min"," ","meri"]
#Available commands for CUSTOM_CLOCK:
# "sec" - seconds "min" - minutes
# "hour" - hour (24) "hour12" - hour (12)
# "meri" - AM/PM "day" - day of the month
# "weekshort" - day of the week abbr
# "weeklong" - day of the week long
# "month" - month "monthshort" - month name abbr
# "monthlong" - month name
# "year" - year "yearp" - year post
# "blinky" - those blinky dots
#Using KHAS lighting effects script? Turn this on to use that tint
USE_KHAS = false
#Using Victor Engine Light effects? Turn this on to use that tint
USE_VICTOR = false
#Variables that count down each gametime second/minute
TIMER_VARIABLES = []
#Use Tint in the Battles
BATTLE_TINT = false
#Time it takes for a second (or minute) to pass, in frames by default
#(Frame rate is 60 frames per second)
DEFAULT_TIMELAPSE = 60
#Variable ID containing the current speed of time!
TIMELAPSE_VARIABLE = 80
#Whether to use seconds or not
NOSECONDS = true
#Number of seconds in a minute
SECONDSINMIN = 60
#Number of minutes in an hour
MINUTESINHOUR = 60
#Number of hours in a day
HOURSINDAY = 24
#Names of the days (As little or as many days in the week as you want)
DAYNAMES = ["Sunday","Monday","Tuesday","Wednesday","Thursday","Friday","Saturday"]
#Day name abbreviations
DAYNAMESABBR = ["Sun","Mon","Tue","Wed","Thu","Fri","Sat"]
#Number of days in each month (Also represents number of months in a year)
MONTHS = [31,28,31,30,31,30,31,31,30,31,30,31]
#Names of the months
MONTHNAMES = ["January","February","March","April","May","June",
"July","August","September","October","November","December"]
#Abrreviated names of the months
MONTHNAMESABBR = ["Jan","Feb","Mar","Apr","May","Jun",
"Jul","Aug","Sep","Oct","Nov","Dec"]
#The default letters to be posted before the year in dates
DEFAULT_YEAR_POST = "AD"
#NOT YET IMPLEMENTED *IGNORE*
USE_PERIODS = true
#Gradual tint effects! (The hardest part)
#It may look daunting, and it is, but here is where you put the tint
#to be shown at each hour (the actual tint is usually somewhere in between)
#The number of Color.new objects here must equal the number of hours in a day
#Starts from hour 0 (or 12am)
#A color object is -> Color.new(r,g,b,a)
# Where r is red,g is green,b is blue,and a is opacity and all are (0-255)
TINTS = [Color.new(30,0,40,155),
Color.new(20,0,30,135),
Color.new(20,0,30,135),
Color.new(10,0,30,135),
Color.new(10,0,20,125),
Color.new(0,0,20,125),
Color.new(80,20,20,125),
Color.new(130,40,10,105),
Color.new(80,20,10,85),
Color.new(0,0,0,65),
Color.new(0,0,0,35),
Color.new(0,0,0,15),
Color.new(0,0,0,0),
Color.new(0,0,0,0),
Color.new(0,0,0,5),
Color.new(0,0,0,15),
Color.new(0,0,0,25),
Color.new(0,0,10,55),
Color.new(80,20,20,85),
Color.new(130,40,30,105),
Color.new(80,20,40,125),
Color.new(10,0,50,135),
Color.new(20,0,60,135),
Color.new(30,0,70,155)]
#NOT YET IMPLEMENTED *IGNORE*
PERIODS = [["Night",0,5],
["Morning",6,11],
["Afternoon",12,17],
["Evening",18,23]]
$gametimeclockvisible = true
#_# END CUSTOMIZATION #_#
module GameTime
def self.run
$game_time = Current_Time.new
$game_time_tint = Sprite_TimeTint.new
end
def self.update
return if $game_message.busy? and NOTIMEMESSAGE
if !SceneManager.scene.is_a?(Scene_Map) and PAUSE_IN_MENUS
return $game_time_tint.update if SceneManager.scene.is_a?(Scene_Title)
return $game_time_tint.update if SceneManager.scene.is_a?(Scene_File)
return unless SceneManager.scene.is_a?(Scene_Battle) and !NOBATTLETIME
end
$game_time.update
$game_time_tint = Sprite_TimeTint.new if $game_time_tint.disposed?
update_tint
end
def self.update_tint
$game_time_tint.update unless @pause_tint
end
def self.sec?
return $game_time.sec
end
def self.min?
return $game_time.min
end
def self.hour?
return $game_time.hour
end
def self.hour_nom?
hour = $game_time.hour
hour -= 12 if hour > 11
hour = 12 if hour == 0
return hour
end
def self.day?
return $game_time.day if USE_REAL_TIME
return $game_time.day + 1
end
def self.day_week?
return $game_time.dayweek
end
def self.day_year?
month = month? - 1
day = day?
while month > 0
day += MONTHS[month]
month -= 1
end
day
end
def self.day_name
return DAYNAMES[$game_time.dayweek-1] if USE_REAL_TIME
return DAYNAMES[$game_time.dayweek]
end
def self.day_name_abbr
return DAYNAMESABBR[$game_time.dayweek-1] if USE_REAL_TIME
return DAYNAMESABBR[$game_time.dayweek]
end
def self.month_name_abbr
return MONTHNAMESABBR[$game_time.month-1] if USE_REAL_TIME
return MONTHNAMESABBR[$game_time.month]
end
def self.month?
return $game_time.month if USE_REAL_TIME
return $game_time.month + 1
end
def self.month_name
return MONTHNAMES[$game_time.month-1] if USE_REAL_TIME
return MONTHNAMES[$game_time.month]
end
def self.year?
return $game_time.year
end
def self.pause_tint(set)
@pause_tint = set
end
def self.change(s = nil,m = nil,h = nil,d = nil,dw = nil, mn = nil,y = nil)
$game_time.manual(s,m,h,d,dw,mn,y)
end
def self.set(handle,n)
$game_time.forward(handle,n)
end
def self.clock?(set)
SceneManager.scene.clock_visible?(set)
end
def self.year_post(set)
$game_time.year_post = set
end
def self.save_time
$saved_game_time = $game_time.dup
end
def self.load_time
$game_time = $saved_game_time.dup
end
def self.no_time_map
note = $game_map.map_note
/Notime/ =~ note
return false unless $~
return true
end
def self.notime(set)
$game_time.notime = set
end
def initialize
reset_all_values
end
def reset_all_values
@sec = START_TIME[0] @min = START_TIME[1]
@hour = START_TIME[2] @day = START_TIME[3]
@dayweek = 0 @Month = START_TIME[4]
@year = START_TIME[5]
@notime = false
@year_post = DEFAULT_YEAR_POST
end
def update
return realtime if USE_REAL_TIME
return if GameTime.no_time_map or @notime
$game_variables[TIMELAPSE_VARIABLE] = DEFAULT_TIMELAPSE if $game_variables[TIMELAPSE_VARIABLE] <= 0
return unless Graphics.frame_count % $game_variables[TIMELAPSE_VARIABLE] == 0
NOSECONDS ? addmin(1) : addsec(1)
update_timers
end
def update_timers
return unless TIMER_VARIABLES.size > 0
for i in TIMER_VARIABLES
$game_variables -= 1 unless $game_variables == 0
end
end
def realtime
@sec = Time.now.sec
@sec = 0 if @sec == 60 @min = Time.now.min
@hour = Time.now.hour @day = Time.now.day
@dayweek = Time.now.wday @Month = Time.now.month
@year = Time.now.year
0
end
def addsec(s)
@sec += s
return unless @sec == SECONDSINMIN
@sec = 0
addmin(1)
end
def addmin(m)
@min += m
return unless @min == MINUTESINHOUR
@min = 0
addhour(1)
end
def addhour(h)
@hour += h
return unless @hour == HOURSINDAY
@hour = 0
addday(1)
end
def addday(d)
@day += d
@dayweek += d
@dayweek = 0 if @dayweek == DAYNAMES.size
return unless @day == MONTHS[@month]
@day = 0
addmonth(1)
end
def addmonth(mn)
@month += mn
return unless @month == MONTHS.size
@month = 0
addyear(1)
end
def addyear(y)
@year += y
end
def manual(s = nil,m = nil,h = nil,d = nil,dw = nil,mn = nil,y = nil)
@sec = s if !s.nil?
@sec = SECONDSINMIN - 1 if @sec >= SECONDSINMIN
@min = m if !m.nil?
@min = MINUTESINHOUR - 1 if @min >= MINUTESINHOUR
@hour = h if !h.nil?
@hour = HOURSINDAY - 1 if @hour >= HOURSINDAY
@day = d if !d.nil?
@day = MONTHS[@month] - 1 if @day >= MONTHS[@month]
@dayweek = dw if !dw.nil?
@dayweek = 0 if @dayweek >= DAYNAMES.size
@month = mn if !mn.nil?
@month = MONTHS.size - 1 if @month >= MONTHS.size
@year = y if !y.nil?
end
def forward(handle,n)
handle = handle.to_s + "(1)"
n.times do |s| eval(handle) end
end
def remsec(s)
@sec -= s
return unless @sec == -1
@sec = SECONDSINMIN
remmin(1)
end
def remmin(m)
@min -= m
return unless @min == -1
@min = MINUTESINHOUR
remhour(1)
end
def remhour(h)
@hour -= h
return unless @hour == -1
@hour = HOURSINDAY - 1
remday(1)
end
def remday(d)
@day -= d
@dayweek -= d
@dayweek = DAYNAMES.size - 1 if @dayweek == -1
return unless @day == -1
@day = MONTHS[@month] - 1
remmonth(1)
end
def remmonth(mn)
@month -= mn
return unless @month == -1
@month = MONTHS.size - 1
remyear(1)
end
def remyear(y)
@year -= y
end
end
class Sprite_TimeTint < Sprite_Base
def initialize(viewport = nil)
super(viewport)
self.z = 1
create_contents
update
@old_tint = [0,0,0,0]
@old_time = 0
end
def create_contents
self.bitmap = Bitmap.new(Graphics.width,Graphics.height)
self.visible = false
end
def update
return use_default if SceneManager.scene.is_a?(Scene_Battle) and BATTLE_TINT
return use_khas if USE_KHAS
return use_victor if USE_VICTOR
return use_default
end
def use_default
return if self.disposed?
create_contents if self.bitmap.height != Graphics.height
create_contents if self.bitmap.width != Graphics.width
self.visible = SceneManager.scene.is_a?(Scene_Map)
self.visible = true if SceneManager.scene.is_a?(Scene_Battle) and BATTLE_TINT
self.visible = false if SceneManager.scene.is_a?(Scene_Title)
self.visible = false if no_tint
self.bitmap.clear if no_tint
return unless self.visible
min = $game_time.min
return if min == @old_time
@old_time = min
rgba = get_new_tint(min)
return if rgba == @old_tint
@old_tint = rgba
self.bitmap.clear
self.bitmap.fill_rect(0,0,Graphics.width,Graphics.height,Color.new(rgba[0],rgba[1],rgba[2],rgba[3]))
end
def use_khas
begin
temp = $game_map.light_surface.opacity
rescue
return
end
self.visible = false
$game_map.effect_surface.change_color(1,0,0,0,0) if no_tint
return if no_tint
min = $game_time.min
return if min == @old_time
@old_time = min
rgba = get_new_tint(min)
return if rgba == @old_tint
@old_tint = rgba
$game_map.effect_surface.change_color(1,rgba[0],rgba[1],rgba[2],rgba[3])
end
def no_tint
return if $game_map.nil?
note = $game_map.map_note
/Notint/ =~ note
return false unless $~
return true
end
def use_victor
return if $game_map.nil?
self.visible = false
$game_map.screen.shade.change_color(0,0,0,0) if no_tint
$game_map.screen.shade.change_opacity(0) if no_tint
return if no_tint
$game_map.screen.shade.show if !$game_map.screen.shade.visible
min = $game_time.min
return if min == @old_time
@old_time = min
rgba = get_new_tint(min)
return if rgba == @old_tint
@old_tint = rgba
$game_map.screen.shade.change_color(rgba[0],rgba[1],rgba[2],0)
$game_map.screen.shade.change_opacity(rgba[3],0)
end
def get_new_tint(min)
ctint = TINTS[$game_time.hour]
ntint = TINTS[$game_time.hour + 1] unless $game_time.hour + 1 == HOURSINDAY
ntint = TINTS[0] if $game_time.hour + 1 == HOURSINDAY
r = ctint.red.to_f - ((ctint.red.to_f - ntint.red) * (min.to_f / MINUTESINHOUR))
g = ctint.green.to_f - ((ctint.green.to_f - ntint.green) * (min.to_f / MINUTESINHOUR))
b = ctint.blue.to_f - ((ctint.blue.to_f - ntint.blue) * (min.to_f / MINUTESINHOUR))
a = ctint.alpha.to_f - ((ctint.alpha.to_f - ntint.alpha) * (min.to_f / MINUTESINHOUR))
return [r,g,b,a]
end
end
class Window_GameClock < Window_Base
def initialize
super(CLOCK_X,CLOCK_Y,CLOCK_WIDTH,clock_height)
self.opacity = CLOCK_BACK unless SceneManager.scene.is_a?(Scene_Menu)
update
self.visible = $gametimeclockvisible unless SceneManager.scene.is_a?(Scene_Menu)
end
def clock_height
return 80 if !CUSTOM_CLOCK2.nil? and CLOCK_FORMAT == 5 and SceneManager.scene.is_a?(Scene_Map)
return 80 if !CUSTOM_CLOCK2.nil? and MENU_CLOCK_FORMAT == 5 and SceneManager.scene.is_a?(Scene_Menu)
return 56
end
def update
if NOSECONDS && @set_minute == $game_time.min
if Graphics.frame_count % BLINK_SPEED / 2 == 0 && USE_BLINK
return
end
end
contents.clear
@set_minute = $game_time.min if NOSECONDS
if SceneManager.scene.is_a?(Scene_Map)
v = CLOCK_FORMAT
else
v = MENU_CLOCK_FORMAT
end
string = normal_clock if v == 1
string = dated_clock if v == 2
string = military_clock if v == 3
string = dated_military_clock if v == 4
string = custom(CUSTOM_CLOCK) if v == 5
string2 = custom(CUSTOM_CLOCK2) if !CUSTOM_CLOCK2.nil? and v == 5
contents.draw_text(0,0,contents.width,24,string,1)
contents.draw_text(0,24,contents.width,24,string2,1) if !CUSTOM_CLOCK2.nil? and v == 5
end
def military_clock
hour = $game_time.hour
minute = $game_time.min
if hour < 10 then hour = " " + hour.to_s else hour.to_s end
if minute < 10 then minute = "0" + minute.to_s else minute.to_s end
string = hour.to_s + blinky + minute.to_s
return string
end
def dated_military_clock
hour = $game_time.hour
minute = $game_time.min
dayweek = DAYNAMESABBR[$game_time.dayweek]
day = $game_time.day
day += 1 unless USE_REAL_TIME
if hour < 10 then hour = " " + hour.to_s else hour.to_s end
if minute < 10 then minute = "0" + minute.to_s else minute.to_s end
if day < 10 then day = " " + day.to_s end
string = dayweek.to_s + " " + day.to_s + " "
string += hour.to_s + blinky + minute.to_s
return string
end
def normal_clock
meri = "AM"
hour = $game_time.hour
minute = $game_time.min
if hour > 11 then meri = "PM" end
if hour == 0 then hour = 12; meri = "AM" end
if hour > 12 then hour -= 12 end
if hour < 10 then hour = " " + hour.to_s else hour.to_s end
if minute < 10 then minute = "0" + minute.to_s else minute.to_s end
string = hour.to_s + blinky + minute.to_s + " " + meri
return string
end
def dated_clock
meri = "AM"
hour = $game_time.hour
minute = $game_time.min
dayweek = DAYNAMESABBR[$game_time.dayweek]
day = $game_time.day
day += 1 unless USE_REAL_TIME
if hour > 11 then meri = "PM" end
if hour == 0 then hour = 12; meri = "AM" end
if hour > 12 then hour -= 12 end
if hour < 10 then hour = " " + hour.to_s else hour.to_s end
if minute < 10 then minute = "0" + minute.to_s else minute.to_s end
if day < 10 then day = " " + day.to_s end
string = dayweek.to_s + " " + day.to_s + " "
string += hour.to_s + blinky + minute.to_s + " " + meri
return string
end
def blinky
return ":" unless USE_BLINK
return " " if Graphics.frame_count % BLINK_SPEED > (BLINK_SPEED / 2)
return ":"
end
def custom(array)
string = ""
for command in array
case command
when "sec"
sec = $game_time.sec
sec = "0" + sec.to_s if sec < 10
string += sec.to_s
when "min"
minute = $game_time.min
minute = "0" + minute.to_s if minute < 10
string += minute.to_s
when "hour"
hour = $game_time.hour
hour >= 12 ? meri = "PM" : meri = "AM"
hour = " " + hour.to_s if hour < 10
string += hour.to_s
when "hour12"
hour12 = $game_time.hour
hour12 -= 12 if hour12 > 12
hour12 = 12 if hour12 == 0
string += hour12.to_s
when "meri"
string += meri.to_s
when "weekshort"
dayweek = DAYNAMESABBR[$game_time.dayweek]
string += dayweek.to_s
when "weeklong"
dayweekn = DAYNAMES[$game_time.dayweek]
string += dayweekn.to_s
when "day"
day = $game_time.day
day += 1 unless USE_REAL_TIME
string += day.to_s
when "month"
month = $game_time.month
month += 1 unless USE_REAL_TIME
string += month.to_s
when "monthshort"
monthna = MONTHNAMESABBR[$game_time.month]
string += monthna.to_s
when "monthlong"
monthn = MONTHNAMES[$game_time.month]
string += monthn.to_s
when "year"
year = $game_time.year
string += year.to_s
when "yearp"
string += $game_time.year_post
when "blinky"
string += blinky
else
string += command.to_s
end
end
return string
end
end
end
GameTime.run
class Window_Base < Window
alias real_time_convert_escape_characters convert_escape_characters
def convert_escape_characters(text)
result = real_time_convert_escape_characters(text)
result.gsub!(/GTSEC/) { GameTime.sec? }
result.gsub!(/GTMIN/) { GameTime.min? }
result.gsub!(/GTHOUR/) { GameTime.hour? }
result.gsub!(/GTDAYN/) { GameTime.day? }
result.gsub!(/GTDAYF/) { GameTime.day_name }
result.gsub!(/GTDAYA/) { GameTime.day_name_abbr }
result.gsub!(/GTMONF/) { GameTime.month? }
result.gsub!(/GTMONN/) { GameTime.month_name }
result.gsub!(/GTMONA/) { GameTime.month_name_abbr }
result.gsub!(/GTYEAR/) { GameTime.year? }
result
end
end
class Scene_Base
alias game_time_update update
def update
game_time_update
GameTime.update
end
end
class Scene_Map
alias game_time_post_transfer post_transfer
alias game_time_init create_all_windows
alias game_time_map_update update
alias game_time_start start
def start
game_time_start
GameTime.update_tint
end
def create_all_windows
game_time_init
@gametimeclock = GameTime::Window_GameClock.new if USECLOCK
end
def post_transfer
GameTime.update_tint
game_time_post_transfer
end
def update
game_time_map_update
return unless USECLOCK
@gametimeclock.update unless SceneManager.scene != self
if Input.trigger?(CLOCK_TOGGLE) and @gametimeclock.nil? == false
@gametimeclock.visible ? @gametimeclock.visible = false : @gametimeclock.visible = true
$gametimeclockvisible = @gametimeclock.visible
end
end
def clock_visible?(set)
@gametimeclock.visible = set
end
def update_encounter
if $game_player.encounter
$game_time_tint.use_default
SceneManager.call(Scene_Battle)
end
end
end
class Game_Map
def map_note
return @map.note unless @map.nil?
end
end
class Scene_Menu
alias gt_start start
alias gt_update update
def start
gt_start
@clock = GameTime::Window_GameClock.new if USECLOCK_MENU
return if @clock.nil?
@clock.x = 0
@clock.y = @gold_window.y - @clock.height
@clock.width = @gold_window.width
@clock.create_contents
end
def update
gt_update
@clock.update unless @clock.nil?
@clock.contents.clear if SceneManager.scene != self and [email protected]?
end
end
class Scene_Battle
def pre_terminate
super
Graphics.fadeout(30) if SceneManager.scene_is?(Scene_Map)
Graphics.fadeout(60) if SceneManager.scene_is?(Scene_Title)
$game_time_tint.update
end
end
module DataManager
class << self
alias gametime_msc make_save_contents
alias gametime_esc extract_save_contents
alias gametime_sng setup_new_game
end
def self.make_save_contents
contents = gametime_msc
contents[:gametime] = $game_time
contents
end
def self.extract_save_contents(contents)
gametime_esc(contents)
$game_time = contents[:gametime]
end
def self.setup_new_game
gametime_sng
$game_time = GameTime::Current_Time.new
end
end