Control Eras/Ages switching of KeyColors

Zyxpsilon

Running Spider
Joined
Oct 29, 2009
Messages
3,250
Location
On Earth
For personal reasons and even if there once was a formal mod for this -- i'm only trying to edit the default code (directly, i don't want to bother with extra pure modding tasks just for that small fix) to enforce much less brutal contrast/lightness effect(s) while each Eras/Ages are switching.

A specific function controls that stuff from a XP2/GS file = EraCompletePopup.LUA ...
Code:
function RealizeColorKey( fadeTime:number )
    local localPlayerID:number = Game.GetLocalPlayer();
    if (localPlayerID ~= nil) then
        local gameEras:table = Game.GetEras();
        if (gameEras ~= nil) then
            if (gameEras:HasGoldenAge(localPlayerID)) then
                Events.EnableColorKey("dark_age_colorkey", .2, fadeTime);
                --Events.EnableColorKey("golden_age_colorkey", .3, fadeTime);
            elseif (gameEras:HasDarkAge(localPlayerID)) then
                Events.EnableColorKey("dark_age_colorkey", .5, fadeTime);
            else
                Events.DisableColorKey( fadeTime );
            end
        end
    end
end

Right now i've got the necessary swap (--line has the old method) for the GoldenAge event & also decided to maintain the DarkAge default state.

BUT -- there's nothing HEROIC related in the above code. Which is the worst of the bunch with much more sharp coloring effects (ugly goldish shades everywhere!).
Sooooooo -- would another elseif condition do the trick *IF* the engine actually supplies me/us with a proper "gameEras:HasHeroidAge" event to declare a third custom swapping step.. since the Normal/Age fallback call is driven by the last closing else with the [ Events.DisableColorKey( fadeTime ) ] instruction??

Please help, anyone?
 
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