New character attribute added to CharClasses.xml and ObjClasses.xml: lighting.
The lighting attribute can be left blank--if you leave it blank, the character will accept ambient global lighting, just as normal.
If you want a certain character or object to always have its own lighting color, however, stick in three parameters delimited by commas: Red, Green and Blue values. Just as with Global Lighting parameters, these are decimal numbers that can be anywhere from 0 to 2.0, with 1.0 being 100% color value.
E.G.
<Obj charname="none" spritetype="CampfireLit"...shadowType="Small" shadowY="36" lighting="1.6,1.2,0.7"...
Here, lighting="1.6,1.2,0.7" tells the game to increase the red value by 60%, the green value by 20%, and reduce the blue by 30%, no matter what the global lighting for the level is.
Another example:
<Char charname="Shadow/Emma" spritetype="Swordsman_F"...shadowType="Small" shadowY="32" lighting="0,0,0"...
Here, lighting="0,0,0" tells the game to turn the sprite completely black. We've just created a shadow version of one of our normal sprites!
You can see examples of this new attribute in action below.
NOTE: if you are working on a campaign, then once I update the build again, you're going to need to update your CharClasses.xml and ObjClasses.xml files; just add lighting="" in between the shadowY and ctr attributes for each character and object, and you'll be set. Suggestion: use ctrl + H (find and replace all) to make this process easier. Specifically, replace ctr=" with lighting="" ctr=" and you'll be good to go!