Refactoring Concept/Component documentation. Still not done
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# Colors
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*Note that the Documentation does not display colour the way it would look on the screen.*
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> Note that the Documentation does not display colour the way it would look on the screen.
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Color can be a very useful tool for your game. It can be used to increase readability and make your
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game more appealing visually.
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@ -130,8 +130,11 @@ For a detailed explanation of these caveats, see the [Understanding Color Tags](
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Tags) tutorial. But most of the time you might be better off to simply avoid `|*` and mark your text
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manually instead.
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### Xterm256 Colours
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## Xterm256 Colours
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```{sidebar}
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See the [Understanding Color Tags](../Howtos/Tutorial-Understanding-Color-Tags.md) tutorial, for more on the use of ANSI color tags and the pitfalls of mixing ANSI and Xterms256 color tags in the same context.
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```
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The _Xterm256_ standard is a colour scheme that supports 256 colours for text and/or background. It can be combined freely with ANSI colors (above), but some ANSI tags don't affect Xterm256 tags.
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While this offers many more possibilities than traditional ANSI colours, be wary that too many text
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@ -170,7 +173,3 @@ If you have a client that supports Xterm256, you can use
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to get a table of all the 256 colours and the codes that produce them. If the table looks broken up
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into a few blocks of colors, it means Xterm256 is not supported and ANSI are used as a replacement. You can use the `options` command to see if xterm256 is active for you. This depends on if your client told Evennia what it supports - if not, and you know what your client supports, you may have to activate some features manually.
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## More reading
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There is an [Understanding Color Tags](../Howtos/Tutorial-Understanding-Color-Tags.md) tutorial which expands on the use of ANSI color tags and the pitfalls of mixing ANSI and Xterms256 color tags in the same context.
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