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Text, colour and formatting

Colour and alignment are control codes placed inside the string.

5 min read

Display Text Message prints a message on screen. There is no separate setting for colour or alignment - you put control codes inside the string itself, and each one applies to everything after it.

DisplayText("\x13\x03레벨 업! \x04현재 레벨: 12");
Centre-aligned, “Level up!” in yellow, the rest in white.
In-game colour codes
\x02Periwinkle, the default when no code is given.
\x03Yellow
\x04White
\x05Grey
\x06Red
\x07Lime
\x08Player 1 red
\x0EPlayer 2 blue
\x0FPlayer 3 teal
\x10Player 4 purple
\x11Player 5 orange
\x15Player 6 brown
\x16Player 7 white
\x17Player 8 yellow
\x18Player 9 green
\x19Player 10 lemon
\x1BPlayer 11 peach
\x1CPlayer 12 royal blue
\x1DPlayer 13 asparagus
\x1EPlayer 14 deep periwinkle
\x1FPlayer 15 cyan

The “Player N” names are just labels - anyone can use any of them and the colour is the same. In practice most maps live on \x04 white, \x07 lime, \x1F cyan and \x03 yellow.

Formatting codes
\x01Return to the second-to-last colour used on this line.
\x09Tab, for lining columns up.
\x0ANewline.
\x0CActs as a line break in game.
\x0DCarriage return, normally paired with \x0A.
\x12Right-align everything that follows.
\x13Centre-align everything that follows.
\x14Render the text invisible; overrides colour codes.

Multi-line panels are usually built by centring with \x13 and breaking lines with \r\n - that is what the long strings in the EPScript examples are doing.

A message goes only to the player running the trigger; for an announcement, list every player. And printing from a trigger that runs every cycle pushes the previous message off screen faster than anyone can read it.

The briefing screen uses a different colour set. UMS work almost never touches it, so the in-game table is all you need.

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