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 ...
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?
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?