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Editing 40d:Color

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{{av}}{{Quality|Exceptional|10:18, 7 June 2010 (UTC)}}
 
{{av}}{{Quality|Exceptional|10:18, 7 June 2010 (UTC)}}
'''Color''' is used to express various information, from a dwarf's [[profession]] to the natural color of a terrain feature to the material an item is made of.
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'''Color''' is used to express various information, from a dwarf's {{L|profession}} to the natural color of a terrain feature to the material an item is made of.
  
:* ''If looking for different colors for the game as seen on your computer screen, see [[color schemes]].''
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:* ''If looking for different colors for the game as seen on your computer screen, see {{L|color schemes}}.''
:* ''If looking for the different colors used to represent different dwarves, see [[Skill#Professions, colors, & skill categories|Skill categories]].)''
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:* ''If looking for the different colors used to represent different dwarves, see {{L|Skill#Professions, colors, & skill categories|Skill categories}}.)''
:* ''If looking for colors of items listed in the z-stocks menu, see [[Stocks#Color_Code|Stocks]].''
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:* ''If looking for colors of items listed in the z-stocks menu, see {{L|Stocks#Color_Code|Stocks}}.''
  
  
 
==Wall vs. floor color==
 
==Wall vs. floor color==
[[image:Towercaps-sandy.jpg|thumb|[[phyllite]] (to the left) has COLOR:0:7:1 and BASIC_COLOR:7:0.  The [[white sand]] present has COLOR:7:6:1 and so the actual floor color is 7:1 (white).]]
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[[image:Towercaps-sandy.jpg|thumb|{{L|phyllite}} (to the left) has COLOR:0:7:1 and BASIC_COLOR:7:0.  The {{L|white sand}} present has COLOR:7:6:1 and so the actual floor color is 7:1 (white).]]
  
While the foreground, background and brightness shown in the [[Matgloss token|MATGLOSS]] files will be applied to [[wall]]s, the [[stone|mineral]]'s "secondary" color will end up different.  Here is how it works:
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While the foreground, background and brightness shown in the {{L|Matgloss token|MATGLOSS}} files will be applied to {{L|wall}}s, the {{L|stone|mineral}}'s "secondary" color will end up different.  Here is how it works:
 
* If the BASIC_COLOR tag is specified, it will use that color.  Note that the BASIC_COLOR tag only has foreground and brightness as arguments.
 
* If the BASIC_COLOR tag is specified, it will use that color.  Note that the BASIC_COLOR tag only has foreground and brightness as arguments.
 
* If BASIC_COLOR is left out:
 
* If BASIC_COLOR is left out:
 
** The background color is forced to 0 (effectively stripping it).
 
** The background color is forced to 0 (effectively stripping it).
 
** If the foreground color is 0, the game will display it as dark grey, color 8 (in other words, color 0 with brightness 1).
 
** If the foreground color is 0, the game will display it as dark grey, color 8 (in other words, color 0 with brightness 1).
This is effective for [[stairs]], [[floor|floors]], [[ramp|ramps]], and [[construction|constructions]] (in the case of stone).  When stone is [[engraving|engraved]], it returns to the original color specified in MATGLOSS.  The relevant matgloss files are the ones that begin with "<tt>matgloss_stone_</tt>".
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This is effective for {{L|stairs}}, {{L|floor|floors}}, {{L|ramp|ramps}}, and {{L|construction|constructions}} (in the case of stone).  When stone is {{L|engraving|engraved}}, it returns to the original color specified in MATGLOSS.  The relevant matgloss files are the ones that begin with "<tt>matgloss_stone_</tt>".
  
 
== Modding color ==
 
== Modding color ==
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::::''(* See [[color scheme]] for information about how to change the actual various colors as displayed.)''
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::::''(* See {{L|color scheme}} for information about how to change the actual various colors as displayed.)''
  
  
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=== Color tokens ===
 
=== Color tokens ===
  
[[Dye]]s do not use color flags, they reference color tokens defined in descriptor_color_standard.txt. Color tokens are simply referenced by the token name, e.g. <code>[MILL_DYE:EMERALD]</code>. However, the defined RGB values are never actually displayed in-game - instead, the game uses one of the above 16 colors, choosing the one with the closest RGB values.
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{{L|Dye}}s do not use color flags, they reference color tokens defined in descriptor_color_standard.txt. Color tokens are simply referenced by the token name, e.g. <code>[MILL_DYE:EMERALD]</code>. However, the defined RGB values are never actually displayed in-game - instead, the game uses one of the above 16 colors, choosing the one with the closest RGB values.
  
 
The following colors are defined via tokens:
 
The following colors are defined via tokens:

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