These lights use a Cycler sprite to pulsate with brightness. Check the "References - FAQ" section for details on the technicalities of lighting effects.
Make the sectors which you want to pulsate in brightness. With multiple adjacent sectors, you can create a travelling light effect.
The shade of the sectors determine the light's darkest point. The palette of the sectors will be permanent. Place a C[0,LightOffset]
(Speed[0,PulseSpeed]
) in each sector which will pulsate in brightness. The shade of the C
determines the light's brightest point. The LightOffset
value is the initial brightness offset of the light. The higher valued offsets light up first. Although the Speed
is optional, I recommend using it. The PulseSpeed
value ranges from 1 (slowest) to 1023 (fastest). Without a Speed
sprite, the Cycler would operate at a default value equivalent to a PulseSpeed
value of 256. To make a travelling light effect, use multiple Cyclers with incremental LightOffset
values, and multiple Speed
sprites with a constant PulseSpeed
value.
Note: Using the slowest PulseSpeed
value (1), you could easily simulate a day/night cycle.