amber
aqua
azure
beige
black
blue
brown
cerulean
crimson
cyan
darkgrey
emerald
flesh
gold
green
grey
ivory
jade
lavender
lemon
lightgrey
lime
midnight
navy
orange
peach
plum
pink
purple
random
rose
silver
skyblue
slate
tan
tangerine
turquoise
violet
white
wood
yellow
Also includes several intensity constants for making you own color tokens, as well as TEXT_COLOR_* constants.
Demo Requires Sou+HotU 1.68
v1.1 Reworked "random" token to avoid dark colors.
v1.2 Added JumbledText(), to display text with random shades falling between two colors.
Renamed RainbowText() to ChaoticText(). Added HiInt() and LoInt().
Added RGBColorText() Function.
Added ASCIIToInt() Function.
Added TEXT_COLOR_* Constants.
v1.3 Fixed error regarding use of 3-Digit keywords, keywords changed : "red" to "rose" and "tan" to beige"
Posted by Skitzo at 2008-07-28 23:18:22 Voted 9.50 on 07/28/08
Excellent script, thanks.
I agree with Kamiryn's comment. _________________________ NWN2 voicesets for NWN1
Posted by gs-Gamespy at 2008-04-22 00:08:35 Voted 10.00 on 04/22/08
Nice. :)
Posted by Kamiryn at 2008-04-04 15:20:54 Voted 9.00 on 04/04/08
Good idea! I've made similar things for my own projects but without uploading them as seperate files.
More than once I was thinking why Bioware did not make an ASCII(i) function. Did not knew how do it and actually it's so simple (not sure if it's your idea but nevertheless thank you).
Btw there seems to be a small bug in the ASCII function: while you check for values smaller than 0 or greater than 255 you still use the original value in GetSubString().
The only thing I would probably made differently is the ColorText function: I would use integers as colorcode and define some constants for the main colors (red = 16711680, blue = 255, green = 65280, perhaps random = -1). These constants could be used more or lesse directly to create the color codes (without lots of 'if/else if' or 'switch/case' statements.
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