DoomRL > Modding
colour setting and keybinding questions
rchandra:
I was wondering if it's possible to change the colours of the following items in color.ini - and if so, what are the IDs:
staircase (stairs, rstairs, ystairs all had no effect)
the out-of-sight monster from Intuition 2 (alternately, blood on the floor)
Backpack
http://doom.chaosforge.org/wiki/index.php?title=Item_IDs is what I've been using for a ID reference, quite handy! the default colours of the objects would be nice additions, trying to remember if a given object is BLUE or LIGHTBLUE or LIGHTCYAN etc can be tough.
and with keybindings in doomrl.ini, how would one refer to the numeric keypad's "5" (numlock off, so the key between the arrows)?
Thanks and burnt imps in advance.
Game Hunter:
--- Quote from: rchandra on September 17, 2010, 03:12 ---and with keybindings in doomrl.ini, how would one refer to the numeric keypad's "5" (numlock off, so the key between the arrows)?
--- End quote ---
I tried a lot of possibilities for the "blank" numpad key and got nothin'. After looking around for what the key is considered when not used for 5, the key appears to have literally no mapping: in other words, I don't it's a flaw in the .ini, rather the keyboard ITSELF doesn't recognize such a button. I'd love to get a use out of it, too, as it'd make the run command a lot easier to perform (I use Del, which is close, but not as perfect as I hoped for).
rchandra:
num-5 definitely has a mapping - Joy2Key calls it CLEAR, a python reference called it BEGIN. neither worked. Dungeon Crawl uses it to wait, though I don't know what they call it.
hananakajima:
Im having problems getting the color.ini to work, i think. I would like to change the color of the shotgun shells to something easy to spot and have mucked about with the sID list from the wiki, but alas, no results. Can someone who have achieved results baby-step me through it?
rchandra:
putting the line
--- Code: ---SHELL = "GREEN";
--- End code ---
(or another colour)
at the end of color.ini should be all you need to do. Oh, and make sure the line
--- Code: ---#include "color.ini"
--- End code ---
is in doomrl.ini and not commented out.
here's my full file:
Spoiler (click to show/hide)
--- Code: ---// Custom coloring based on entity ID's. Search the DoomRL wiki
// for id's for entities. Colors can be:
// BLACK, BLUE, GREEN, CYAN, RED, MAGENTA, BROWN, LIGHTGRAY, DARKGRAY,
// LIGHTBLUE, LIGHTGREEN, LIGHTCYAN, LIGHTRED, LIGHTMAGENTA, YELLOW, WHITE
[Colors]
//most of the LIGHTRED is because RED is hard to see, at least for me - Rahul
RARMOR = "LIGHTRED";
CYBERDEMON = "LIGHTRED";
ANGEL = "LIGHTRED";
CHAINGUN = "LIGHTRED";
CAPTAIN = "LIGHTRED";
COMMANDO = "CYAN"; //match his rifle
BARON = "MAGENTA"; // looked like a bruiser, and can't change that one
DEMON = "LIGHTMAGENTA";
CACODEMON = "LIGHTMAGENTA";
MOD_POWER = "LIGHTRED"; // avoid conflict with the exotic mods
MOD_BULK = "LIGHTBLUE";
//shotgun(ners) were hard to distinguish from the pistol(ier)s and each other
SERGEANT = "GREEN";
SHOTGUN = "GREEN";
SHELL = "GREEN";
DSHOTGUN = "YELLOW";
//pistols etc. blend into the walls
FORMER = "WHITE";
PISTOL = "WHITE";
AMMO = "WHITE"; //10mm
SHGLOBE = "LIGHTRED"; //the health globes are coloured to match the health packs
LHGLOBE = "RED";
BPACK = "MAGENTA"; //berserk pack
MSGLOBE = "CYAN";
SCGLOBE = "LIGHTBLUE";
HPHASE = "CYAN";
PHASE = "LIGHTBLUE";
NUKE = "MAGENTA";
--- End code ---
hopefully that'll help you to make the changes you want :)
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