DRL > Discussion

Color bindings for fun and profit!

(1/3) > >>

tehtmi:
I was messing around with color bindings (in color.lua) to see if I could use them to gain an advantage in the game.  In fact, you can, but the advantage is quite small.  Anyway, here is my new color bindings file so y'all can see what is possible.  Some are more obtrusive than others.

(My favorite: bridge_dark = LIGHTGREY)


--- Code: ---BLACK       = 0
BLUE        = 1
GREEN       = 2
CYAN        = 3
RED         = 4
MAGENTA     = 5
BROWN       = 6
LIGHTGRAY   = 7
DARKGRAY    = 8
LIGHTBLUE   = 9
LIGHTGREEN  = 10
LIGHTCYAN   = 11
LIGHTRED    = 12
LIGHTMAGENTA= 13
YELLOW      = 14
WHITE       = 15

-- overrides color(MAGENTA, BLUE)
WATER = 21

-- overrides color(BROWN, BLUE)
ACID = 22

-- overrides color(LIGHTGRAY, BLUE)
LAVA = 23

-- Calculates the code with foreground color "front" and background color "back"
-- Three don't work (as noted above).
local color = function(front, back)
  return front + 16 * (back or 0)
end

Colors = {
  -- This thing is too easy to miss!
  dshotgun = LIGHTRED,
  -- For nostalgia's sake.
  chainsaw = RED,
  bfg9000 = MAGENTA,
  -- This is quite useful and unobtrusive.
  bridge_dark = LIGHTGRAY,
  -- This a bit cheaty, but it's nice for noticing locked vaults.
  -- Note: pwalls are those that cannot be destroyed!
  pwall_light = color(LIGHTGRAY, LIGHTGRAY),
  pwall_dark = color(DARKGRAY, DARKGRAY),
  prwall_light = color(RED, RED),
  prwall_dark = color(DARKGRAY, DARKGRAY),
  -- These are nice with automaps, or if you like to run around the level.
  -- after clearing it without being careful.
  acid_light = color(GREEN, GREEN),
  lava_light = color(LIGHTRED, LIGHTRED), 
  acid_dark = ACID,
  lava_dark = LAVA,
  pacid_light = color(GREEN, GREEN),
  pacid_dark = ACID,
  plava_light = color(LIGHTRED, LIGHTRED), 
  plava_dark = LAVA,
  -- These are mildly useful for remembering barrel types, or finding them
  -- out with automaps.
  barrel_light = YELLOW,
  barrel_dark = BROWN,
  barrela_light = LIGHTGREEN,
  barrela_dark = GREEN,
  barreln_light = LIGHTRED,
  barreln_dark = RED,
  -- For automaps/intuition and quick recognition.
  -- (To avoid confusion with large health globe.)
  bpack = MAGENTA
}

--- End code ---

Those foreground/background color bindings probably won't work for those of you not using windows.

Other possibilities: changing your favorite uniques and exotics to have special colors so you can recognize them with the automap.  And anything else you can think of!

(And kudos to whoever foiled my attempt to distinguish levers using color bindings :P)

Edit: Fixed water color (oops)

grommile:
My favorite:

sergeant = LIGHT_MAGNETA;

raekuul:

--- Code: ---Colors = {
ldoor = RED;
nukecell = YELLOW;
garmor = LIGHTGREEN;
barmor = LIGHTRED;
rarmor = LIGHTCYAN;
bpack = CYAN;
former = WHITE;
sergeant = GREEN;
captain = RED;
imp = YELLOW;
demon = LIGHTRED;
lostsoul = GREEN;
commando = CYAN;
arch = DARKGRAY;
cyberdemon = LIGHTMAGENTA;
jc = MAGENTA
}
--- End code ---

With a bright green ? for Intuition-detected Monsters

NOTES:
Since Locked Doors only appear in Halls of Carnage, what good does having separate color binding do?

Red 0 looks too much like a corpse for me to notice it half the time, so now it's Yellow.

Armors are color-coded according to match Former Humans.

JC and Cybie colored for humor. Arch colored for harder diff.

grommile:
I like to keep dangerous monsters high-contrast. Might be worth turning mancubi and revenants pink while I'm at it.

Deathwind:
Intuition's symbol and color are in the main config.lua, I set mine to yellow asterisks because of the arena master's staff

Navigation

[0] Message Index

[#] Next page

Go to full version