Where each Window.png color is used?

Discussion in 'RPG Maker MV' started by Pine Towers, May 15, 2017.

  1. Pine Towers

    Pine Towers Knight Hospitaller Veteran

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    Hi there!

    I'm making a custom window.png and got a few problems. I must follow the color code already made there else the game messes up the colors (like, red for health, blue for magic, green for TP...).
    But the way the colors in window.png are placed look like random! Is there written somewhere where each color is used? Like c[0] (default: white) is for letters, c[1] (default: light blue) is for x, and so on...

    Its driving me crazy because the color palette I'm using have different color than the default window.png and I would like to know where each c[x] is used to better change the colors to not "paint" anything "wrong" (like making the health bar gray and magic bar black).
     
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  2. ZServ

    ZServ Veteran Veteran

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  3. Pine Towers

    Pine Towers Knight Hospitaller Veteran

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    Thank you, @ZServ , but which c[x] are each color I already know. My problem is which c[x] is applied to each element of the game.

    Does the color of the HP bar is c[14]? MP is c[16]? TP? Item? The blinking cursor in the menu? That kind of information I can't find anywhere, making it only possible through trial-n-error.
     
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  4. ZServ

    ZServ Veteran Veteran

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    From rpg_windows.js:
    Code:
    Window_Base.prototype.normalColor = function() {
        return this.textColor(0);
    };
    
    Window_Base.prototype.systemColor = function() {
        return this.textColor(16);
    };
    
    Window_Base.prototype.crisisColor = function() {
        return this.textColor(17);
    };
    
    Window_Base.prototype.deathColor = function() {
        return this.textColor(18);
    };
    
    Window_Base.prototype.gaugeBackColor = function() {
        return this.textColor(19);
    };
    
    Window_Base.prototype.hpGaugeColor1 = function() {
        return this.textColor(20);
    };
    
    Window_Base.prototype.hpGaugeColor2 = function() {
        return this.textColor(21);
    };
    
    Window_Base.prototype.mpGaugeColor1 = function() {
        return this.textColor(22);
    };
    
    Window_Base.prototype.mpGaugeColor2 = function() {
        return this.textColor(23);
    };
    
    Window_Base.prototype.mpCostColor = function() {
        return this.textColor(23);
    };
    
    Window_Base.prototype.powerUpColor = function() {
        return this.textColor(24);
    };
    
    Window_Base.prototype.powerDownColor = function() {
        return this.textColor(25);
    };
    
    Window_Base.prototype.tpGaugeColor1 = function() {
        return this.textColor(28);
    };
    
    Window_Base.prototype.tpGaugeColor2 = function() {
        return this.textColor(29);
    };
    
    Window_Base.prototype.tpCostColor = function() {
        return this.textColor(29);
    };
    Edit: Alternatively, you can change these using Yanfly Core Engine.
     
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  5. Pine Towers

    Pine Towers Knight Hospitaller Veteran

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    @ZServ , that's exactly what I was looking for! And didn't notice that Yanfly (that little puffball) put it on its Core Engine for ease of modification! Thank you very much.
     
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