| rdfs:comment
| - Text color is obtained, usually through scripting, by using color tokens around the text to be colored. Coloring can be used in the names and descriptions of objects, and in the chat/combat log. The latter, however, has been restricted to script use since version 1.28, when BioWare started stripping color tokens from player-entered chat text. For example, the string "Some reddish text" produces "Some reddish text" in the game, and uses characters easily typed. Getting a brighter red requires characters not found on a standard keyboard.
|
| abstract
| - Text color is obtained, usually through scripting, by using color tokens around the text to be colored. Coloring can be used in the names and descriptions of objects, and in the chat/combat log. The latter, however, has been restricted to script use since version 1.28, when BioWare started stripping color tokens from player-entered chat text. The token that begins colored text is a 6-character sequence starting with "", and having three characters in the middle to specify the color. The three characters are read as ASCII codes, giving values from 0 to 255 for (in order) red, green, and blue. While efficient from a programming standpoint, trying to use these tokens has been difficult in practice, since the highest "normal" character, the tilde (~), is not high enough to produce bright colors. It is also a rather cryptic approach from the perspective of those unfamiliar with ASCII. The closing token is simpler, always being the 4-character sequence "". This token tells the game that the remaining characters should get their default color; omitting this token at the end of text often seems to work, but it can occasionally confuse the game as to what color to use. For example, the string "Some reddish text" produces "Some reddish text" in the game, and uses characters easily typed. Getting a brighter red requires characters not found on a standard keyboard.
|