Despite applying enlightenment to players identically to Moonstorms, which do affect the world, and it's just a weird inconsistency.
Could be easily tweaked by changing:
function Map:IsInLunacyArea(x, y, z) return (TheWorld.state.isalterawake and TheWorld.state.isnight) or self:FindVisualNodeAtPoint(x, y, z, "lunacyarea") ~= nil end
To include the fullmoon and lunar rift check, so something like this:
function Map:IsInLunacyArea(x, y, z) local state = TheWorld.state return (state.isnight and (state.isalterawake or state.isfullmoon and TheWorld.components.riftspawner ~= nil and TheWorld.components.riftspawner:GetLunarRiftsEnabled()) ) or self:FindVisualNodeAtPoint(x, y, z, "lunacyarea") ~= nil end
(formatting is a little weird to not stretch it all in a single line)
Steps to Reproduce
- Have a full moon active while lunar rifts are enabled (and not having Moonstorms active).
- Notice how despite being basically identical to the Moonstorm enlightenment effect (without the moon phase style, which could be also changed..), Hounds won't turn into Horror Hounds, and Pengulls in winter won't spawn as Permafrost ones.
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