Alex wrote:Yes, you can run a script command when the player enters the room to change the foreground and background colours.
Section 19.3 of the QDK Tutorial covers this, but basically all you need to do is go the Advanced tab for the room, and put a script command in "When the player enters the room". You can use the "Change the background colour" and "Change the foreground colour" commands from the "Print" category.
Alex can I do colors like I want with Quest?
Here is an example: I want the alias to be cyan and the look to be dark green in this room and the floor description to be cyan. The code allows you to do the room description.
User view:
[cyan]You're in a dark forest. [dark green]Tall, ominous pine trees surround you, their thick, bristly branches hanging down and making it difficult to proceed in any direction. Almost all of the sunlight is blocked out by the densely packed trees, and the few rays which do filter down create dark, menacing shadows which seem to dance along the leafy forest floor. As you glance around, this location appears to be very similar to the rest of the forest, making it confusing to determine your exact location.
[cyan]]There is a garnet and a pearl lying on the forest floor.
Code:
define room <KRD044>
alias [cyan]<You're in a dark forest.>
look [dark green]<Tall, ominous pine trees surround you, their thick, bristly branches hanging down and making it difficult to proceed in any direction. Almost all of the sunlight is blocked out by the densely packed trees, and the few rays which do filter down create dark, menacing shadows which seem to dance along the leafy forest floor. As you glance around, this location appears to be very similar to the rest of the forest, making it confusing to determine your exact location.|n> [cyan]
north <KRD045>
south <KRD089>
east <KRD067>
west <KRD112>
script {
background <000000>
foreground <008000>
}
beforeturn override
end define