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发表于 2018-7-2 12:29:07
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//== 
// Game Time MV Version 1.1 
//== 
 
/*: 
 * @plugindesc Provides an in-game clock with date and tinting function! 
 * @author Vlue 
 * 
 * @param Real Time 
 * @desc Whether to use real (system) time or not - (default: false) 
 * @default false 
 * 
 * @param Pause Time (Message) 
 * @desc Whether to pause time while the message window is up - (default: false) 
 * @default false 
 * 
 * @param Pause Time (Menu) 
 * @desc Whether to pause time while the menu is open - (default: true) 
 * @default true 
 * 
 * @param Pause Time (Battle) 
 * @desc Whether to pause time during battle - (default: true) 
 * @default true 
 * 
 * @param Default Clock Format 
 * @desc (Map Clock) Off, Simple, Expanded, Full 
 * @default Simple 
 * 
 * @param Default Menu Clock Format 
 * @desc (Menu Clock) Off, Simple, Expanded, Full 
 * @default Simple 
 * 
 * @param Days of the Week 
 * @desc The names of the days of the week 
 * @default "Sunday","Monday","Tuesday","Wednesday","Thursday","Friday","Saturday" 
 * 
 * @param Month Names 
 * @desc The names of the months 
 * @default "January","February","March","April","May","June","July","August","September","October","November","December" 
 * 
 * @param Days in a Month 
 * @desc Define the number of days in each month 
 * @default 31,28,31,30,31,30,31,31,30,31,30,31 
 * 
 * @param Year Post 
 * @desc The post name of the year period (I.E. BC, AD) 
 * @default A.D. 
 * 
 * @param Twenty Four Hour Mode 
 * @desc Whether to display time in 12 or 24 hour segments 
 * @default false 
 * 
 * @param Clock Toggle Button 
 * @desc Toggles the clock on press (All known buttons unsure) 
 * @default shift 
 * 
 * @param Clock Window Details 
 * @desc Finetune the details of the clock window 
 * @default x: 576, y: 552, width: 240 
 * 
 * @param Menu Clock Window Details 
 * @desc Finetune the details of the menu clock window 
 * @default x: 0, y: 482, width: 240 
 * 
 * @param Blink Speed 
 * @desc The speed in which those little dots blink (0 to ignore) 
 * @default 120 
 * 
 * @param Default Timelapse 
 * @desc Number of frames it takes for one second to pass, in frames 
 * @default 60 
 * 
 * @param Use Seconds 
 * @desc Whether to use seconds or not (not using causes minutes to increase every timelapse) 
 * @default false 
 * 
 * @help Game Time MV! 1.1 
 *  Follow me on twitter: https://twitter.com/DaimoniousTails 
 *   Or facebook: https://www.facebook.com/DaimoniousTailsGames/ 
 *   for the most recent updates! 
 *  Find all of my work here: http://daimonioustails.weebly.com/ 
 * 
 *  Notes: 
 * Map notes take two tags: <time:false> and <tint:false> to prevent either time or tint from passing 
 * The tinting process will be automatically stopped whenever you manually tint the screen, no need to 
 *  pause it yourself. You will need to restart it though using the plugin command, when done 
 * 
 *  Script Calls: 
 * $gameTime.getTime("time") - returns current time value (second, minute, hour, day,  
 *   dayweek, month, year) 
 * $gameTime.inBetweenMin(m1,m2) - returns true if the current min is between m1 (including m1) and m2 
 * $gameTime.inBetweenHour(h1,h2) - returns true if the current hour is between h1 (including h1) and h2 
 * 
 *  Plugin Commands: 
 * GameTime pauseTint true/false        (pauses or unpauses the tint) 
 * GameTime pauseTime true/false        (pauses or unpauses time) 
 * GameTime set s m h d dw m y        (sets the current time to values (x to ignore) 
 *  I.e. GameTime set 0 0 6 x x 2 2005 - Sets time to the 6th hour, 2 month, and 2005th  
 *    year and ignoring day and month 
 * GameTime add value amount         (increments time by the value * amount) - second,  
 *   minute, hour, day, dayweek, month, year. 
 * GameTime clock format                (Changes the orientation of the clock - off, simple, expanded, full) 
 * GameTime year string         (Changes the year post date string) 
 * GameTime countdown varID minutes    (Sets a countdown timer in variable ID for x minutes) 
 * 
 *  Message Codes: 
 * GTSEC    - replaces with current second 
 * GTMIN        - replaces with current minute 
 * GTHOUR12        - replaces with current hour 
 * GTHOUR24 - replaces with current hour24 
 * GTDAYN        - replaces with current day (of month) 
 * GTDAYF        - replaces with current day (of week) 
 * GTMONN        - replaces with current day (number) 
 * GTMONF        - replaces with current day (name) 
 * GTYEAR        - repalces with current year 
 * GTMERI   - replaced by either AM or PM depending 
 * 
 *  Tint Values 
 * You may edit the tint values, but you will have to open up the plugin in a text editor  
 * and edit the values in there. (They will be the first thing you see at after the comments). 
 */ 
  
 var $gameTime = null; 
  
(function() { 
 
        var tints = [ [-68,-68,0,68], 
                                  [-68,-68,0,68], 
                                  [-68,-68,0,68], 
                                  [-68,-68,0,68], 
                                  [-68,-68,0,68], 
                                  [-68,-68,0,68], 
                                  [-48,-48,0,48], 
                                  [-28,-28,0,28], 
                                  [-8,-8,0,8], 
                                  [0,0,0,0], 
                                  [0,0,0,0], 
                                  [0,0,0,0], 
                                  [0,0,0,0], 
                                  [5,5,5,0], 
                                  [10,10,10,0], 
                                  [15,15,15,0], 
                                  [10,10,10,0], 
                                  [34,0,0,0], 
                                  [68,-17,17,0], 
                                  [68,-34,-34,0], 
                                  [34,-51,-17,34], 
                                  [-34,-68,0,68], 
                                  [-68,-68,0,68], 
                                  [-68,-68,0,68]  
        ] 
         
        var parameters = PluginManager.parameters('GameTime'); 
        var realTime = (parameters['Real Time'] || "false").toLowerCase() == "true"; 
        var messageTime = (parameters['Pause Time (Message)'] || "false").toLowerCase() == "true"; 
        var menuTime = (parameters['Pause Time (Menu)'] || "true").toLowerCase() == "true"; 
        var battleTime = (parameters['Pause Time (Battle)'] || "true").toLowerCase() == "true"; 
        var clockFormat = (parameters['Default Clock Format'] || "simple").toLowerCase(); 
        var clockMenuFormat = (parameters['Default Menu Clock Format'] || "simple").toLowerCase(); 
        var defaultDaysWeek = '"Sunday","Monday","Tuesday","Wednesday","Thursday","Friday","Saturday"' 
        var daysWeek = eval("[" + (parameters['Days of the Week'] || defaultDaysWeek) + "]"); 
        var defaultMonthNames = '"January","February","March","April","May","June","July","August","September","October","November","December"' 
        var monthNames = eval("[" + (parameters['Month Names'] || defaultMonthNames) + "]"); 
        var yearPost = (parameters['Year Post'] || "A.D."); 
        var hourtf = (parameters['Twenty Four Hour Mode'] || "false").toLowerCase() == "true"; 
        var toggleButton = (parameters['Clock Toggle Button'] || "shift").toLowerCase(); 
        var clockDetails = eval("( {" + (parameters['Clock Window Details'] || "x: 576, y: 552, width: 240") + "} )"); 
        var clockMenuDetails = eval("( {" + (parameters['Menu Clock Window Details'] || "x: 0, y: 482, width: 240") + "} )"); 
        var blinkSpeed = (parameters['Blink Speed'] || 120); 
        var timeLapse = (parameters['Default Timelapse'] || 60); 
        var daysMonth = eval("[" + (parameters['Days in a Month'] || "31,28,31,30,31,30,31,31,30,31,30,31") + "]"); 
        var useSeconds = (parameters['Use Seconds'] || "false").toLowerCase() == "true"; 
         
        TextManager.getErrorDetails = function() { 
                if($gameMap) { 
                        return "[Map: " + $gameMap._mapId + "] [Event: " + $gameMap._interpreter._eventId + "] : \n" 
                } 
        } 
         
        function GameTime() { 
                this.initialize.apply(this, arguments); 
        } 
        GameTime.prototype.initialize = function() { 
                this.old_time = -1; 
                this.old_tint = [0,0,0,0]; 
                this.pauseTint = false; 
                this.pauseTime = false; 
                this.currentTime = new Current_Time(); 
        } 
        GameTime.prototype.update = function() { 
                if(!this.pauseTime && !this.noTimeMap()) {this.currentTime.update();} 
                this.updateTint(); 
        } 
        GameTime.prototype.getTime = function(type) { 
                return this.currentTime.getTime(type); 
        } 
        GameTime.prototype.inBetweenMin = function(m1,m2) { 
                var min = this.getTime("minute"); 
                return min >= m1 && min < m2; 
        } 
        GameTime.prototype.inBetweenHour = function(h1,h2) { 
                var hour = this.getTime("hour"); 
                return hour >= h1 && hour < h2; 
        } 
        GameTime.prototype.updateTint = function() { 
                if(this.pauseTint) {return;} 
                if(this.noTintMap()) { 
                        $gameScreen.startTint([0,0,0,0],0); 
                        return;} 
                min = this.getTime("minute"); 
                if(min == this.old_time) {return;} 
                this.old_time = min; 
                rgba = this.get_new_tint(min); 
                if(rgba == this.old_tint) {return;} 
                this.old_tint = rgba; 
                $gameScreen.startTint(rgba,0); 
        } 
        GameTime.prototype.get_new_tint = function(min) { 
                var hour = this.getTime("hour"); 
                var ctint = tints[hour]; 
                var ntint = null; 
                if(hour + 1 != 24) {ntint = tints[hour+1];} else {ntint = tints[0];} 
                var r = ctint[0] - ((ctint[0] - ntint[0]) * (min / 60)); 
                var g = ctint[1] - ((ctint[1] - ntint[1]) * (min / 60)); 
                var b = ctint[2] - ((ctint[2] - ntint[2]) * (min / 60)); 
                var a = ctint[3] - ((ctint[3] - ntint[3]) * (min / 60)); 
                return [r,g,b,a]; 
        } 
        GameTime.prototype.setTime = function(args) { 
                this.currentTime.setTime(args); 
        } 
        GameTime.prototype.addTime = function(args) { 
                this.currentTime.addTime(args); 
        } 
        GameTime.prototype.noTimeMap = function() { 
                if($dataMap != null) { 
                        return $dataMap.note.indexOf("<time:false>") >= 0; 
                } 
                return false; 
        } 
        GameTime.prototype.noTintMap = function() { 
                if($dataMap != null) { 
                        return $dataMap.note.indexOf("<tint:false>") >= 0; 
                } 
                return false; 
        } 
         
         
        function Current_Time() { 
                this.sec = 0; 
                this.min = 0; 
                this.hour = 0; 
                this.day = 0; 
                this.dayweek = 0; 
                this.month = 0; 
                this.year = 1; 
                console.log(realTime); 
        } 
        Current_Time.prototype.setTime = function(args) { 
                if(args[1] != "x") {this.sec = args[1];} 
                if(args[2] && args[2] != "x") {this.min = Number(args[2]);} 
                if(args[3] && args[3] != "x") {this.hour = Number(args[3]);} 
                if(args[4] && args[4] != "x") {this.day = Number(args[4]);} 
                if(args[5] && args[5] != "x") {this.dayweek = Number(args[5]);} 
                if(args[6] && args[6] != "x") {this.month = Number(args[6]);} 
                if(args[7] && args[7] != "x") {this.year = Number(args[7]);} 
        } 
        Current_Time.prototype.addTime = function(args) { 
                var func = "this.add" + args[1] + "()"; 
                for(var i = 0;i < Number(args[2]);i++) { 
                        try { eval(func); } catch(err) { 
                                throw new Error(TextManager.getErrorDetails() +  
                                  "Incorrect time value (" + args[1] + ") called for: gametime set") 
                        } 
                } 
        } 
        Current_Time.prototype.update = function() { 
                if(realTime) { 
                        var date = new Date(); 
                        this.sec = date.getSeconds(); 
                        this.min = date.getMinutes(); 
                        this.hour = date.getHours(); 
                } else if(Graphics.frameCount % timeLapse == 0) { 
                        if(messageTime && $gameMessage.isBusy()) {return;} 
                        if(menuTime && SceneManager._scene.inMenu()) {return;} 
                        if(battleTime && SceneManager._scene.inBattle()) {return;} 
                        if(useSeconds) {this.addsec();} else {this.addmin();} 
                } 
        } 
        Current_Time.prototype.addsec = function() { 
                this.sec++; 
                if(this.sec == 60) { 
                        this.sec = 0; 
                        this.addmin(); 
                } 
        } 
        Current_Time.prototype.addmin = function() { 
                this.min++; 
                this.countdownTimers(); 
                if(this.min == 60) { 
                        this.min = 0; 
                        this.addhour(); 
                } 
        } 
        Current_Time.prototype.addhour = function() { 
                this.hour++; 
                if(this.hour == 24) { 
                        this.hour = 0; 
                        this.addday(); 
                } 
        } 
        Current_Time.prototype.addday = function() { 
                this.day++; 
                this.dayweek++; 
                if(this.dayweek == daysWeek.length) {this.dayweek = 0;} 
                if(this.day == daysMonth[this.month]) { 
                        this.day = 0 
                        this.addmonth(); 
                } 
        } 
        Current_Time.prototype.addmonth = function() { 
                this.month++; 
                if(this.month == monthNames.length) { 
                        this.month = 0; 
                        this.addyear(); 
                } 
        } 
        Current_Time.prototype.addyear = function() { 
                this.year++; 
        } 
        Current_Time.prototype.getTime = function(string) { 
                if(string == "second") {return this.sec;} 
                if(string == "minute") {return this.min;} 
                if(string == "hour")   {return this.hour;} 
                if(string == "day")           {return this.day;} 
                if(string == "dayweek"){return this.dayweek;} 
                if(string == "dayyear"){return this.dayyear();} 
                if(string == "month")  {return this.month;} 
                if(string == "year")   {return this.year;} 
                throw new Error(TextManager.getErrorDetails() + "Incorrect time value (" + string + ") called for: getTime") 
        } 
        Current_Time.prototype.dayyear = function() { 
                var month = getTime("month"); 
                var day = getTime("day"); 
                while(month > 0) { 
                        day += daysMonth[month]; 
                        month--; 
                } 
                return day; 
        } 
        Current_Time.prototype.countdownTimers = function() { 
                timers = $gameParty._countdownTimers; 
                for(var id in timers) { 
                        if(timers[id]) { 
                                $gameVariables.setValue(id, $gameVariables.value(id) - 1); 
                                if($gameVariables.value(id) <= 0) { 
                                        $gameParty.removeTimer(id); 
                                } 
                        } 
                } 
        } 
         
        function Window_GameTime() { 
                this.initialize.apply(this); 
        } 
        Window_GameTime.prototype = Object.create(Window_Base.prototype); 
        Window_GameTime.prototype.constructor = Window_GameTime; 
        Window_GameTime.prototype.initialize = function() { 
                var height = 72; 
                if(this.getFormat() == "full") {height += 36;} 
                var details = SceneManager._scene.inMenu() ? clockMenuDetails : clockDetails; 
                Window_Base.prototype.initialize.call(this, details.x,details.y,details.width,height); 
        } 
        Window_GameTime.prototype.update = function() { 
                Window_Base.prototype.update.call(this); 
                if(Input.isTriggered(toggleButton)) { 
                        this.visible = !this.visible;} 
                if(this.getFormat() == "off") {this.visible = false;} 
                if(this.visible) {this.refresh();} 
        } 
        Window_GameTime.prototype.refresh = function() { 
                this.contents.clear(); 
                var clockText = ""; 
                if(this.getFormat() == "simple") {clockText = this.normal_clock();} 
                if(this.getFormat() == "expanded") {clockText = this.dated_clock();} 
                if(this.getFormat() == "full") { 
                        clockText = this.full_clock(); 
                        this.drawText(this.dated_clock(),0,36,this.contents.width,0);} 
                this.drawText(clockText,0,0,this.contents.width,0); 
        } 
        Window_GameTime.prototype.normal_clock = function() { 
                var meri = ""; 
                var hour = $gameTime.getTime("hour"); 
                var minute = $gameTime.getTime("minute"); 
                if(!hourtf) { 
                        if(hour > 11) {meri = "PM";} else {meri = "AM";} 
                        if(hour == 0) {hour = 12;} 
                        if(hour > 12) {hour -= 12;} 
                } 
                if(hour < 10) {hour = " " + String(hour);} else {hour = String(hour);} 
                if(minute < 10) {minute = "0" + String(minute);} else {minute = String(minute);} 
                return hour + this.blinky() + minute + " " + meri; 
        } 
        Window_GameTime.prototype.dated_clock = function() { 
                var hour = $gameTime.getTime("hour"); 
                var minute = $gameTime.getTime("minute"); 
                var dayweek = daysWeek[$gameTime.getTime("dayweek")]; 
                var day = $gameTime.getTime("day") + 1; 
                var timeString = this.normal_clock(); 
                if(day < 10) {day = " " + String(day);} else {day = String(day);} 
                return monthNames[$gameTime.getTime("month")] + day + "日" + " " + dayweek + " " + timeString; 
        } 
        Window_GameTime.prototype.full_clock = function() { 
                return monthNames[$gameTime.getTime("month")] + ", " + $gameTime.getTime("year") + " " + $gameParty.yearPost(); 
        } 
        Window_GameTime.prototype.blinky = function() { 
                if(Graphics.frameCount % blinkSpeed > (blinkSpeed / 2)) {return " ";}  
                return ":"; 
        } 
        Window_GameTime.prototype.getFormat = function() { 
                if(SceneManager._scene.inMenu()) {return clockMenuFormat;} else {return clockFormat;} 
        } 
 
        var gameTime_DataManager_createGameObjects = DataManager.createGameObjects; 
        var gameTime_DataManager_makeSaveContents = DataManager.makeSaveContents; 
        var gameTime_DataManager_extractSaveContents = DataManager.extractSaveContents; 
        DataManager.createGameObjects = function() { 
                gameTime_DataManager_createGameObjects.call(this); 
                $gameTime = new GameTime(); 
        } 
        DataManager.makeSaveContents = function () { 
                var contents = gameTime_DataManager_makeSaveContents(this); 
                contents.time = $gameTime; 
                return contents; 
        } 
        DataManager.extractSaveContents = function(contents) { 
                gameTime_DataManager_extractSaveContents.call(this, contents); 
                $gameTime = contents.time; 
                var gt = new GameTime(); 
                var ct = new Current_Time(); 
                $gameTime.__proto__ = gt.__proto__; 
                $gameTime.currentTime.__proto__ = ct.__proto__; 
        } 
         
        var gameTime_Scene_Base_update = Scene_Base.prototype.update; 
        Scene_Base.prototype.update = function() { 
                gameTime_Scene_Base_update.call(this); 
                $gameTime.update(); 
        } 
         
        var gameTime_Scene_Map_createAllWindows = Scene_Map.prototype.createAllWindows; 
        var gameTime_Scene_Map_create = Scene_Map.prototype.create; 
        var gameTime_Scene_Map_update = Scene_Map.prototype.update; 
        Scene_Map.prototype.createAllWindows = function() { 
                this._gameTimeWindow = new Window_GameTime(); 
                this.addWindow(this._gameTimeWindow); 
                gameTime_Scene_Map_createAllWindows.call(this); 
        } 
        Scene_Map.prototype.create = function() { 
                gameTime_Scene_Map_create.call(this); 
                $gameTime.updateTint(); 
        } 
        Scene_Map.prototype.update = function() { 
                gameTime_Scene_Map_update.call(this); 
                if($gameMap._updateClock) { 
                        this._gameTimeWindow = new Window_GameTime(); 
                        this.addWindow(this._gameTimeWindow); 
                        $gameMap._updateClock = null; 
                } 
        } 
         
        var gameTime_Scene_Menu_create = Scene_Menu.prototype.create; 
        Scene_Menu.prototype.create = function() { 
                gameTime_Scene_Menu_create.call(this); 
                this._gameTimeWindow = new Window_GameTime(); 
                this.addWindow(this._gameTimeWindow); 
        } 
         
        Scene_Base.prototype.inMenu = function() {return false;} 
        Scene_Base.prototype.inBattle = function() {return false;} 
        Scene_Battle.prototype.inBattle = function() {return true;} 
        Scene_MenuBase.prototype.inMenu = function() {return true;} 
         
        var GameTime_Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; 
        Game_Interpreter.prototype.pluginCommand = function(command, args) { 
                GameTime_Game_Interpreter_pluginCommand.call(this, command, args); 
                if(command.toLowerCase() === 'gametime') { 
                        if(args[0] === 'pauseTint') { 
                                $gameTime.pauseTint = args[1] == "true";  
                        } 
                        if(args[0] === 'pauseTime') { 
                                $gameTime.pauseTime = args[1] == "true"; 
                        } 
                        if(args[0] === 'set') { 
                                $gameTime.setTime(args); 
                        } 
                        if(args[0] === 'add') { 
                                $gameTime.addTime(args); 
                        } 
                        if(args[0] === 'clock') { 
                                clockFormat = args[1]; 
                                $gameMap._updateClock = true; 
                        } 
                        if(args[0] === 'year') { 
                                $gameParty._yearPost = args[1]; 
                        } 
                        if(args[0] === 'countdown') { 
                                $gameParty.addTimer(Number(args[1]),Number(args[2])); 
                        } 
                } 
        } 
         
        Game_Party.prototype.yearPost = function() { 
                return this._yearPost || yearPost; 
        } 
        Game_Party.prototype.addTimer = function(varId, timer) { 
                if(!this._countdownTimers) { this._countdownTimers = {} }; 
                this._countdownTimers[varId] = true; 
                $gameVariables.setValue(varId, timer); 
        } 
        Game_Party.prototype.removeTimer = function(varId) { 
                if(!this._countdownTimers) { this._countdownTimers = {} }; 
                this._countdownTimers[varId] = false; 
        } 
         
        var GameTime_Window_Base_convertEscapeCharacters = Window_Base.prototype.convertEscapeCharacters; 
        Window_Base.prototype.convertEscapeCharacters = function(text) { 
                text = GameTime_Window_Base_convertEscapeCharacters.call(this, text); 
                text = text.replace(/\GTSEC/g, function() { 
                        return String($gameTime.getTime("second")); 
                }.bind(this)); 
                text = text.replace(/\GTMIN/g, function() { 
                        var min = $gameTime.getTime("minute") 
                        min = min < 10 ? "0" + min : min; 
                        return String(min); 
                }.bind(this)); 
                text = text.replace(/\GTHOUR12/g, function() { 
                        var hour = $gameTime.getTime("hour") 
                        if(hour > 12) {hour -= 12} 
                        if(hour == 0) {hour = 12} 
                        return String(hour); 
                }.bind(this)); 
                text = text.replace(/\GTHOUR24/g, function() { 
                        return String($gameTime.getTime("hour")); 
                }.bind(this)); 
                text = text.replace(/\GTDAYN/g, function() { 
                        return String($gameTime.getTime("day")+1); 
                }.bind(this)); 
                text = text.replace(/\GTDAYF/g, function() { 
                        return daysWeek[$gameTime.getTime("dayweek")]; 
                }.bind(this)); 
                text = text.replace(/\GTMONN/g, function() { 
                        return String($gameTime.getTime("month")+1); 
                }.bind(this)); 
                text = text.replace(/\GTMONF/g, function() { 
                        return monthNames[$gameTime.getTime("month")]; 
                }.bind(this)); 
                text = text.replace(/\GTYEAR/g, function() { 
                        return String($gameTime.getTime("month")+1); 
                }.bind(this)); 
                text = text.replace(/\GTMERI/g, function() { 
                        return $gameTime.getTime("hour") > 11 ? "PM" : "AM"; 
                }.bind(this)); 
                return text; 
        } 
         
        var GameTime_Game_Interpreter_command223 = Game_Interpreter.prototype.command223; 
        Game_Interpreter.prototype.command223 = function() { 
                $gameTime.pauseTint = true; 
                return GameTime_Game_Interpreter_command223.call(this); 
        } 
         
})(); 
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