IonRed
The red palette tint in force while an ion storm is running, where 1 leaves the red channel unchanged.
Scenario lighting
- Applies to
- scenarios
- File
map file- Section
[Lighting]- Value
- floating point
- When omitted
- Context-dependentThe value this scenario's Red key sets, read earlier in the same section. With neither key present that is 1, leaving the red channel unchanged.
While an ion storm runs, IonRed replaces Red as the multiplier on the red channel of every terrain palette. It also tints the lit house color schemes, which Red never reaches. IonGreen and IonBlue do the same for the green and blue channels. The scale matches the ordinary tint keys: 1 leaves colors unchanged, 0 removes the channel, and values are clamped to the range 0 through 2.
The ion tint replaces the ordinary tint; the two are not combined. With Red=.7 and IonRed=1.2, a storm draws the red channel at 1.2.
The three ion tints are applied on the frame the storm breaks and removed on the frame it ends. Neither switch fades, so the whole map changes color in one step while its ambient level is still changing.
A terrain palette first built during a storm, such as one for a newly lit cell, takes the ion tints at once, so it matches the rest of the map.
Random map generation
- Applies to
- random map generation
- File
map file- Section
[Lighting]- Value
- floating point
- When omitted
- Context-dependent1, which leaves the red channel unchanged, because a generated map's ordinary red tint is always 1.
Random map generation reads this key from the [Lighting] section of ION.INI, and only for a map whose seed sets UseIonStorms=yes. A loose ION.INI in the game directory takes precedence over one in a MIX archive. The value applies to every generated map with ion storms.
The value is the storm’s red tint, and it works as a scenario’s IonRed does.
[Lighting]IonRed=1.62 ; the stock file's value