DDA is colorful game. You can use several foreground and background colors in various places:
- map data (terrain and furniture);
- item data;
- text data;
- etc.
Note: Map data objects can only have one color-related node defined (either color
or bgcolor
).
Whenever color is defined in JSON it should be defined in following format: Prefix_Foreground_Background
.
Prefix
can take one of following values:
c_
- default color prefix (can be omitted);i_
- optional prefix which indicates that foreground color should be inverted (special rules will be applied to foreground and background colors);h_
- optional prefix which indicates that foreground color should be highlighted (special rules will be applied to foreground and background colors).
Foreground
- defines mandatory color of foreground/ink/font.
Background
- defines optional color of background/paper.
Note: Not all foreground + background pairs are defined by their full name. Use in-game Color manager to see all color names.
Note: If color was not found by its name, then c_unset
is used for Foreground
and i_white
for Background
.
c_white
-white
color (with default prefixc_
);black
-black
color (default prefixc_
is omitted);i_red
- invertedred
color;dark_gray_white
-dark_gray
foreground color withwhite
background color;light_gray_light_red
-light_gray
foreground color withlight_red
background color;dkgray_red
-dark_gray
foreground color withred
background color (deprecated prefixdk
instead ofdark_
);ltblue_red
-light_blue
foreground color withred
background color (deprecated prefixlt
instead oflight_
).
Color code is short string which defines color and can be used, for example, in maps notes.
Note: Default RGB values are taken from file \data\raw\colors.json
.
Note: RGB values can be redefined in file \config\base_colors.json
.
There are two types of special color transformation which can affect both foreground and background color:
- inversion;
- highlight.
Note: Color rules can be redefined (for example, \data\raw\color_templates\no_bright_background.json
).