#How to change this text color
14 messages · Page 1 of 1 (latest)
elseif card_type == 'Default' or card_type == 'Enhanced' then
loc_vars = { playing_card = not not self.base.colour, value = self.base.value, suit = self.base.suit, colour = >> COLOUR HERE <<,
nominal_chips = self.base.nominal > 0 and self.base.nominal or nil,
bonus_chips = (self.ability.bonus + (self.ability.perma_bonus or 0)) > 0 and (self.ability.bonus + (self.ability.perma_bonus or 0)) or nil,
}
Find Card:generate_UIBox_ability_table() in card.lua and you can change colour in above part to the one you want
im a little new to this but when i try to change it i just get this
if you could send an example of where you had diamonds as purple I could probably figure it out a bit better
The easiest way would be copy and paste Card:generate_UIBox_ability_table() into your mod and change the colour part
I set colour = G.C.PURPLE to make it purple, you can find more colours in globals.lua
Ok I’ll try that, does that change the color for all suits? And if so how do I change only Diamond
That will change all suits, maybe you can do like this to make it diamond specific
elseif card_type == 'Default' or card_type == 'Enhanced' then
loc_vars = { playing_card = not not self.base.colour, value = self.base.value, suit = self.base.suit, colour = self.base.colour,
nominal_chips = self.base.nominal > 0 and self.base.nominal or nil,
bonus_chips = (self.ability.bonus + (self.ability.perma_bonus or 0)) > 0 and (self.ability.bonus + (self.ability.perma_bonus or 0)) or nil,
}
if self.base.suit == "Diamonds" then
loc_vars.colour = G.C.PURPLE
end
Not sure this will work though
I’ll let you know thank you
I wish I had the memory and knowledge to figure this stuff out but yea that works