Modding:Colors & Object Rendering: Difference between revisions

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= Render Part =
= Render Part =
ColorString contains the foreground and (optionally) the background string for the ascii and tiles. Examples: <code>&B</code> or <code>&B^r</code>
ColorString contains the foreground and (optionally) the background string for the ascii and tiles. Examples: <code>&B</code> or <code>&B^r</code>
TileColor is identical to ColorString, but applies only to tiles. If this is not specified, a tile falls back to using the ColorString.


DetailColor changes the "third" color used only for tiles, not the ascii. DetailColor is always just a single character. Example: <code>g</code>  
DetailColor changes the "third" color used only for tiles, not the ascii. DetailColor is always just a single character. Example: <code>g</code>  
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So <code>ColorString="&M^g"</code> would be foreground bright magenta with a background color of green,
So <code>ColorString="&M^g"</code> would be foreground bright magenta with a background color of green,
{{qud char|&amp;M^g|Like this}}!
{{qud char|&amp;M^g|Like this}}!
TileColor overrides ColorString when tiles are being used.


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 an item's display name, you enter color codes directly in the display name itself, for example the beaded bracelet:

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