IonGreen
The green palette tint in force while an ion storm is running, where 1 leaves the green channel unchanged.
Scenario lighting
- Applies to
- scenarios
- File
map file- Section
[Lighting]- Value
- floating point
- When omitted
- Context-dependentThe value this scenario's Green key sets, read before it in the same section. With neither key present that is 1, leaving the green channel unchanged.
While an ion storm runs, IonGreen replaces Green as the multiplier on the green channel of every terrain palette. It also tints the house color schemes that are shaded by lighting, which Green 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 `Green` value, which leaves the green 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 green tint. It scales the green channel of every terrain palette on the same scale as the ordinary tint keys: 1 leaves the channel unchanged, a value above 1 adds green, 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 IonGreen.
[Lighting]IonGreen=1.25 ; the stock file's value: the storm adds green