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Night/Day


wz. As

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If you have the scripting knowledge or the patience to learn, (I don't have either right now I'm afraid. I'm going nuts with another problem.) you could probably have some outdoor script that changes floor tiles for you depending on what time of day it is. To keep it (relatively) simple, just create a couple of new terrain types with the same graphic as the one you want to use for the floor. Then use the te_icon_adjust property to lighten/darken the graphic and voila... You have three terrain graphics with the same pattern but different brightnesses. The scripting part might be a bit trickier, but I think it's doable.

 

That being said, that's a lot of work for a simple effect. It could look kinda neat though.

 

EDIT: Thinking more it, it would look cleaner if you created multiple terrains that were illuminated at different brightnesses with the te_light_radius property. The up side would be that you wouldn't have to try and figure which tiles needed to be illuminated and when. You could just change tiles to whatever amount of light you need. The down side is you would have at least one tile that would go straight from light to dark. You could combine the two techniques for a really nice effect, but it might take more work and tweaking than you'll want to do.

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The problem with your suggestions is that if the party were to stay in the dungeon for a long period of time, the lighting wouldn't be dynamically updated as per the day/night cycle. frown

Oh well, maybe I'll just have an in-between lighting at the entrance, and have it dark inside.

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Hmm... the outdoor script idea wasn't good. I think you could, however, use a terrain script for the effect I mentioned earlier. It should be able to update every 8 turns (or more if you'd like) just like a character. You could use that to switch terrain types. I think.

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