[Ohrrpgce] SVN: james/10377 Add support in battle for UI colors for Damage, Heal, Absorb, Poison, an

Ralph Versteegen teeemcee at gmail.com
Tue May 15 04:01:32 PDT 2018


OK. Might as well add UI colors as an option too, making use of
ColorIndex()!

I decided to work on some more savefile stuff instead of changing the harm
text color. In the process, I noticed that in some games the harm text UI
colours, and also other recent UI colors aren't getting initialised
correctly!
For example, http://castleparadox.com/gamelist-display.php?game=850
This game has no uicolors.bin lump. All colours after vehicle shadow get
initialised to garbage.

On 15 May 2018 at 14:02, James Paige <Bob at hamsterrepublic.com> wrote:

> We could change it still. I won't have time to change it myself before
> tonight's nightly build, but I can change it tomorrow easily, and we can
> add a note in the IMPORTANT nightly text file.
>
>
> On Monday, May 14, 2018, Ralph Versteegen <teeemcee at gmail.com> wrote:
>
>>
>>
>> On 15 May 2018 at 13:08, Ralph Versteegen <teeemcee at gmail.com> wrote:
>>
>>> This is great! I know Surlaw has been begging for this for years.
>>>
>>> Note, we have a problem with text slice colors. Unfortunately text and
>>> other slices were implemented with 0=default color, 1-255=color from master
>>> palette, and <=-1 typically meaning a UI color. (Implemented by ColorIndex
>>> in loading.rbas, until recently called SliceColr)
>>> This means that color 0 is not an option! In order to allow converting
>>> menus to slices in the future, I used the same color numbering scheme for
>>> menu item colors. I decided being able to use color 0 doesn't actually
>>> matter much. This does actually have an advantage: the master palette
>>> colors aren't offset by one, so you don't have to remember to add/subtract
>>> one when manipulating slice or menu item colors in a script, which I'm sure
>>> would trip many people up. And color 0 is often available as uiBackground
>>> anyway.
>>>
>>> The same problem now exists with converting damage text in battles to
>>> text slices, which now seems to be impossible.
>>>
>>
>> Well, I guess it would be possible to find the nearest match to color 0
>> amongst colors 1-255. The same hack that's also done with uiShadow, which
>> can't be 0.
>>
>>
>>>
>>> On 15 May 2018 at 10:45, <subversion at hamsterrepublic.com> wrote:
>>>
>>>> james
>>>> 2018-05-14 15:45:06 -0700 (Mon, 14 May 2018)
>>>> 79
>>>> Add support in battle for UI colors for Damage, Heal, Absorb, Poison,
>>>> and Regen
>>>> ---
>>>> U   wip/bmod.bi
>>>> U   wip/bmod.rbas
>>>> U   wip/bmodsubs.bas
>>>> U   wip/whatsnew.txt
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>>>>
>>>
>>>
>>
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