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[Lighting]

MappingScenario formatmap file

Keys read from [Lighting].

18 of 18

KeyDescriptionValueWhen omitted
AmbientThe scenario's overall light level, where 1 is full daylight.floating point1
BlueThe scenario's blue palette tint, where 1 leaves the blue channel unchanged.floating point1
GreenThe scenario's green palette tint, where 1 leaves the green channel unchanged.floating point1
GroundA flat darkening subtracted from every cell's brightness, as a fraction of full light.floating point0
IonAmbientScenario lightingThe overall light level in force while an ion storm is running, where 1 is full daylight.floating pointContext-dependent
IonAmbientRandom map generationThe overall light level in force while an ion storm is running, where 1 is full daylight.floating pointContext-dependent
IonBlueScenario lightingThe blue palette tint in force while an ion storm is running, where 1 leaves the blue channel unchanged.floating pointContext-dependent
IonBlueRandom map generationThe blue palette tint in force while an ion storm is running, where 1 leaves the blue channel unchanged.floating pointContext-dependent
IonGreenScenario lightingThe green palette tint in force while an ion storm is running, where 1 leaves the green channel unchanged.floating pointContext-dependent
IonGreenRandom map generationThe green palette tint in force while an ion storm is running, where 1 leaves the green channel unchanged.floating pointContext-dependent
IonGroundScenario lightingThe flat darkening subtracted from every cell while an ion storm is running, as a fraction of full light.floating pointContext-dependent
IonGroundRandom map generationThe flat darkening subtracted from every cell while an ion storm is running, as a fraction of full light.floating pointContext-dependent
IonLevelScenario lightingThe brightness added per height level while an ion storm is running, as a fraction of full light.floating pointContext-dependent
IonLevelRandom map generationThe brightness added per height level while an ion storm is running, as a fraction of full light.floating pointContext-dependent
IonRedScenario lightingThe red palette tint in force while an ion storm is running, where 1 leaves the red channel unchanged.floating pointContext-dependent
IonRedRandom map generationThe red palette tint in force while an ion storm is running, where 1 leaves the red channel unchanged.floating pointContext-dependent
LevelThe brightness added for each height level a cell stands above the ground, or the height added to every cell of the map.floating point0
RedThe scenario's red palette tint, where 1 leaves the red channel unchanged.floating point1