Credit for the JavaScript goes to The Pixie (Thank you)
NB: I suspect this will only be practical for those NOT using the default panes such as compass, etc, because of the custom width.
</game>
tag:<js><![CDATA[
<script>
events = [0];
onColour = 'black';
offColour = 'white';
state = false;
startTime = 0;
active = null;
function setTimer(col, s) {
if (active) return;
offColour = $('#gameBorder').css('background-color');
events = [0];
onColour = col;
d = new Date();
startTime = d.getTime();
active = setInterval(myTimer, 10);
ary = s.split(';');
count = 0;
for (i = 0; i < ary.length; i++) {
count += parseInt(ary[i]);
events.push(count);
}
counter = events.length;
}
function myTimer() {
timeNow = new Date();
lapsed = timeNow.getTime() - startTime;
for (var i = 0; i < events.length; i++) {
if (events[i] < lapsed) {
if (state) {
$('#gameBorder').css('background-color', offColour);
} else {
$('#gameBorder').css('background-color', onColour);
}
state = !state;
events[i] = 9999999999;
counter--;
}
}
if (counter < 1) {
clearInterval(active);
active = null;
}
}
</script>
]]></js>
JS.addText (game.js)
JS.eval ("$('#gamePanesRunning').css('background-color', 'transparent');")
JS.eval ("$('#gamePanes').css('background-color', 'transparent');")
And finally, where ever you want the lightning to trigger, use this script:
JS.eval ("setTimer('white', '50;20;50');")
The values in the last script set the number of flashes and duration of each. You may add as many 'flashes' as you like and vary the duration by using a higher/lower value. You must ensure there are an odd number of flashes in, other wise the sequence will finish on white.