Modding:Colors & Object Rendering: Difference between revisions

Fixed the xml and made some other minor updates.
imported>CaptainTechnicality54384
(Added in orange, cleaned up table source code to use color template)
(Fixed the xml and made some other minor updates.)
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| {{color | Y | █ }}
| {{color | Y | █ }}
|}
|}
 
In XML files, such as ObjectBlueprints.xml, the ampersand (&) must be replaced by the encoded ampersand (&)
{| class="wikitable tablesorter tablesorter-default stickyTableHeaders"
{| class="wikitable tablesorter tablesorter-default stickyTableHeaders"
!Prefix
!Prefix
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| colspan="1" |Foreground
| colspan="1" |Foreground
|&<nowiki><code></nowiki>
|&<nowiki><code></nowiki>
|<nowiki>&amp;<code></nowiki>
|&amp;amp;<nowiki><code></nowiki>
|-
|-
| colspan="1" |Background
| colspan="1" |Background
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= Render Part =
= Render Part =
ColorString contains the foreground and background string for the ascii and tiles.
ColorString contains the foreground and background string for the ascii and tiles. Example: <code>&B^r</code>


DetailColor changes the "third" color used only for tiles, not the ascii.
DetailColor changes the "third" color used only for tiles, not the ascii. DetailColor is always just a single character. Example: <code>g</code>


So ColorString="&M^g" would be foreground bright magenta with a background color of gree.
So <code>ColorString="&M^g"</code> would be foreground bright magenta with a background color of green.


TileColor overrides ColorString when tiles are being used.
TileColor overrides ColorString when tiles are being used.


Detail color takes just a single character.
If you want to color an item's display name, you enter color codes directly in the display name itself, for example the beaded bracelet:
 
If you want to color the display name, you enter color codes directly in the display name itself, for example the beaded bracelet:


<syntaxhighlight lang="xml">
<syntaxhighlight lang="xml">
<part Name="Render" DisplayName="&amp;amp;Cb&amp;amp;Be&amp;amp;ba&amp;amp;cd&amp;amp;Ce&amp;amp;Bd&amp;amp;y bracelet" ColorString="&amp;amp;C"></part>
<part Name="Render" DisplayName="&amp;Cb&amp;Be&amp;ba&amp;cd&amp;Ce&amp;Bd&amp;y bracelet" ColorString="&amp;C"></part>
</syntaxhighlight>
</syntaxhighlight>Most default text in the game is colored with the bright grey (&y) color, so you'll often see an <code>&y</code> at the end of strings to reset the color back to normal.