Thanks! I'm not sure that example can help my case.
I know I can set a variable to any rgb value by code. Dealing with r,g,b individually makes matters more complicated. I mean, I could create instance variables for all components, but that would also mean copy/pasting them individually every time I change them.
The beauty of instance variables is that I can create different instances with individual properties by copy/pasting them in the editor, which is basically the only place where I can see my game elements and tweak them in context. For color that's more important than anything.
So since I'll need to do that step anyways, (setting the font color to see how it looks on a particular instance), it would be great to be able to just copy it from the color slot to a variable slot of the already selected instance, instead of going to the event sheet, finding the variable there and pasting the value so the game can set the variable for me.
If comparing font color by code would work, things would be even simpler. I could just have dedicated objects for my color presets, tweak the color of those and be done with it, because at runtime the game would just reference the template objects. That's what the whole idea of templates is all about, and it works great for sprites, but not for text.
By the way I'm not trying to do rocket sience here. ;)
I have one type of button with different colors based on context. Active, inactive, right answer, wrong answer. All I'm looking for is a convenient way to setup a template for each of those colors that I can edit intuitively.