[Lighting]
Keys read from [Lighting].
18 of 18
| Key | Description | Value | When omitted |
|---|---|---|---|
Ambient | The scenario's overall light level, where 1 is full daylight. | floating point | 1 |
Blue | The scenario's blue palette tint, where 1 leaves the blue channel unchanged. | floating point | 1 |
Green | The scenario's green palette tint, where 1 leaves the green channel unchanged. | floating point | 1 |
Ground | A flat darkening subtracted from every cell's brightness, as a fraction of full light. | floating point | 0 |
IonAmbientScenario lighting | The overall light level in force while an ion storm is running, where 1 is full daylight. | floating point | Context-dependent |
IonAmbientRandom map generation | The overall light level in force while an ion storm is running, where 1 is full daylight. | floating point | Context-dependent |
IonBlueScenario lighting | The blue palette tint in force while an ion storm is running, where 1 leaves the blue channel unchanged. | floating point | Context-dependent |
IonBlueRandom map generation | The blue palette tint in force while an ion storm is running, where 1 leaves the blue channel unchanged. | floating point | Context-dependent |
IonGreenScenario lighting | The green palette tint in force while an ion storm is running, where 1 leaves the green channel unchanged. | floating point | Context-dependent |
IonGreenRandom map generation | The green palette tint in force while an ion storm is running, where 1 leaves the green channel unchanged. | floating point | Context-dependent |
IonGroundScenario lighting | The flat darkening subtracted from every cell while an ion storm is running, as a fraction of full light. | floating point | Context-dependent |
IonGroundRandom map generation | The flat darkening subtracted from every cell while an ion storm is running, as a fraction of full light. | floating point | Context-dependent |
IonLevelScenario lighting | The brightness added per height level while an ion storm is running, as a fraction of full light. | floating point | Context-dependent |
IonLevelRandom map generation | The brightness added per height level while an ion storm is running, as a fraction of full light. | floating point | Context-dependent |
IonRedScenario lighting | The red palette tint in force while an ion storm is running, where 1 leaves the red channel unchanged. | floating point | Context-dependent |
IonRedRandom map generation | The red palette tint in force while an ion storm is running, where 1 leaves the red channel unchanged. | floating point | Context-dependent |
Level | The brightness added for each height level a cell stands above the ground, or the height added to every cell of the map. | floating point | 0 |
Red | The scenario's red palette tint, where 1 leaves the red channel unchanged. | floating point | 1 |
No keys match the current filters.