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Difference between revisions of "40d:Color"
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==Wall vs. floor color== | ==Wall vs. floor color== | ||
− | While the foreground, background and brightness shown in the [[MATGLOSS]] files will be applied to [[wall|walls]], the [[mineral|stone]]'s "secondary" color will end up different. Here is how it works: | + | While the foreground, background and brightness shown in the [[Matgloss tokens|MATGLOSS]] files will be applied to [[wall|walls]], the [[mineral|stone]]'s "secondary" color will end up different. Here is how it works: |
* 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). |
Revision as of 02:50, 10 August 2009
Color is used to express various information, from a dwarf's profession, over the natural color of a terrain feature to the material an item is made of.
You may be looking for Color schemes, which contains color schemes different from DF's default.
Wall vs. floor color
While the foreground, background and brightness shown in the MATGLOSS files will be applied to walls, the stone's "secondary" color will end up different. Here is how it works:
- 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).
This is effective for stairs, floors, ramps, and constructions (in the case of stone). When stone is engraved, it returns to the original color specified in MATGLOSS. The relevant matgloss files are the ones that begin with "matgloss_stone_".
Modding color
Various moddable files use one of the the two color definitions below.
Color flags
Colors are primarily defined using the [COLOR:foreground:background:brightness] flag. The three arguments are:
- Foreground color [0-7]
- Background color [0-7]
- Brightness of the foreground color [0 or 1]
The brightness of the background color is always 0.
The following colors can be displayed:
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Sometimes the color numbers are part of another flag, e.g. the last three arguments of [EXTRACT:golden salve:6:0:1]
express the color yellow on black.
There's also a one-argument form of the COLOR
flag used to define the color of gems. In that case the argument is the foreground color, the background color is variable and the brightness of gems is always 1.
Interesting Color Effects
Values 8-15
If the brightness value is 1 or another nonzero number, it adds 8 to the foreground color. If the final value of the foreground or background is 8-15, it appears as a "bright" color. As these values can be manually typed in instead of using the brightness value, you can also give the background a bright color with this method.
Values higher than 15:
If the foreground color is higher than 15 for any reason, the tile or creature will take the color of whatever tile was in that position on the screen in the previous frame. If the background color value is higher than 15, it also acts this way, taking the background color of the previous tile to inhabit that location.
Color tokens
Dyes 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. [MILL_DYE:EMERALD]
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The following colors are defined via tokens:
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