IonBlue
The blue palette tint in force while an ion storm is running, where 1 leaves the blue channel unchanged.
Scenario lighting
- Applies to
- scenarios
- File
map file- Section
[Lighting]- Value
- floating point
- When omitted
- Context-dependentThe value this scenario's Blue key sets, read before it in the same section. With neither key present that is 1, leaving the blue channel unchanged.
While an ion storm runs, IonBlue replaces Blue as the multiplier on the blue channel of every terrain palette. It also tints the house color schemes that are shaded by lighting, which Blue never reaches. IonRed covers how the ion tints replace the ordinary ones, and the storm’s lighting covers when they switch on and off.
Random map generation
- Applies to
- random map generation
- File
map file- Section
[Lighting]- Value
- floating point
- When omitted
- Context-dependent1, the generated map's `Blue` value, which leaves the blue channel unchanged.
Random map generation reads this entry from the [Lighting] section of ION.INI, and only when the UseIonStorms option is on for the map being built. The file sets the storm lighting for every generated map. A loose ION.INI in the game directory takes precedence over one in an archive, as with any game file.
The value is the storm’s blue tint. It scales the blue channel of every terrain palette on the same scale as the ordinary tint keys: 1 leaves the channel unchanged, a value above 1 adds blue, a value below 1 removes some, and 0 removes the channel. The engine clamps the value to the range 0 through 2. The storm tints replace the map’s ordinary tint on the frame the storm breaks and are removed on the frame it ends, as they are for a scenario’s IonBlue.
[Lighting]IonBlue=0.34 ; the stock file's value: the storm removes most of the blue