it seems to be -1 for default tint (aka no tint) otherwise if you were to assign a red tint with 0x0000ff, then it would return 255 which I think is the alpha equivalent of hex?
Though I have just tried and turned off the Shader-Script entirely, then told Visionaire to wait two Seconds before executing Values.DebugText.String = tostring(Erlene.Tint), and then after another short Pause told it to give show me <vs=debugtext>, and although without the Shader I can clearly see the Character being tinted according to the Lightmap, the Value I am shown is still "-1". So, it must be something other than Default-Tint aka. no Tint...<div>
... or is the Character's lightmap-influenced Tint not saved in the Character's "Tint"? This has just now occurred to me, in which Case it would make Sense why this hasn't worked so far. But as far as I can tell, "the lightmap (if present) and scene brightness will be used for the tint of the character", so to my Understanding (or Lack thereof) the Tint according to the Lightmap should actually be accessible via the Character's Tint, without a manual Setting. Or is lightmap-influenced Tint just "no Tint"? But then, where and how do I get the Linghtmap-Influence-Tint via Lua?
EDIT: I guess it might be possible to load the current Scene's Lightmap into the Shader and use the Character's Position to calculate from that Lightmap-Image what Color it should be. I guess. I just hoped it would not have to be such a clunky Workaround. :/
</vs=debugtext>