for reference
- Code:
// Skills being actively trained may get further distinction.
bool use_bright_colour = you.train[m_sk] == TRAINING_ENABLED
|| you.train[m_sk] == TRAINING_FOCUSED;
if (is_set(SKMF_HELP))
return DARKGREY;
else if (is_set(SKMF_RESKILL_TO) && m_sk == you.transfer_from_skill)
return BROWN;
else if (skm.get_state(SKM_VIEW) == SKM_VIEW_TRANSFER
&& (m_sk == you.transfer_from_skill
|| m_sk == you.transfer_to_skill))
{
return CYAN;
}
else if (skm.get_state(SKM_LEVEL) == SKM_LEVEL_ENHANCED
&& (you.skill(m_sk, 10, true) != you.skill(m_sk, 10, false)
// Drained a tiny but nonzero amount.
|| you.attribute[ATTR_XP_DRAIN] && you.skill_points[m_sk]))
{
if (you.skill(m_sk, 10, true) < you.skill(m_sk, 10, false))
return use_bright_colour ? LIGHTGREEN : GREEN;
else
return use_bright_colour ? LIGHTMAGENTA : MAGENTA;
}
else if (mastered())
return YELLOW;
else if (!you.training[m_sk])
return DARKGREY;
else if (skill_has_manual(m_sk))
{
if (is_set(SKMF_APTITUDE))
return LIGHTRED;
return use_bright_colour ? LIGHTRED : RED;
}
else if (you.train[m_sk] == TRAINING_FOCUSED)
return WHITE;
else
return LIGHTGREY;
colours used:
darkgrey (inactive, help mode)
yellow (mastered)
brown/cyan (ash skill transfer)
green/lightgreen (crosstrained)
lightmagenta/magenta (drained)
lightred/red (manuals)
white (focused)
lightgrey (default)
colours not used:
- lightcyan
- blue/lightblue
- black (not a good idea)