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Old June 29, 2010, 00:59   #5
Twilight
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Join Date: Jan 2009
Location: Sweden
Posts: 58
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Quote:
Originally Posted by d_m View Post
[SNIP]
I didn't commit the heavily colorized version of message.prf because I thought some of the colors were too distracting or hard to read (e.g. the purple identify messages). But overall I've been playing with the patch for a bit and it seems nice. Thanks!
I'm not giving up on a heavy use of colors just yet. Here's another heavily colored scheme I'm about to test for a new game. I tried to use brighter colors:

COMBAT:
Hits 'B' Light Blue 'Z' Deep Light Blue
Kills 'V' Light Violet'
Miss 's' Slate
Flee 'W' Light Slate

PLAYER:
Recover 'y' Yellow
Bad effects 'o' Orange
Buffs 'G' Light Green

MONSTER:
Attacks 'R' Light Red
Breaths 'P' Light Purple 'i' Magenta Pink
Spells 'M' Mustard

MISC:
Level, study 'Y' Light Yellow
ID, cursed, pseudo 'Y' Light Yellow
HP, bell, Hit wall 'r' Red
Lockpick, disarm 'U' Light Umber
Destroy (item) 'z' Blue Slate

DEFAULT:

STORE(1-5)
OPEN DOOR
TP_LEVEL
NOTHING_TO_OPEN
STAIRS_DOWN
STAIRS_UP
MONEY(1-3)
WIELD
ACT_ARTIFACT

I'll probably end up "turning off" most except for HP warning, player buffs/effects and recovery. Perhaps shriek and create traps as well.

Btw - perhaps something for the to do list?: defined message types for general breath (messages while blind) and item recharge.

Edit: switched lockpick and kills color for clarity
switched monster attack- and bad effect - color.
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Last edited by Twilight; June 29, 2010 at 17:53.
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