You may think that the chat color is completely random for every player (excluding interns and admins), but it is not! If you look closely in the chat modules, you’ll find this:
local NAME_COLORS =
{
Color3.new(253/255, 41/255, 67/255), -- BrickColor.new("Bright red").Color,
Color3.new(1/255, 162/255, 255/255), -- BrickColor.new("Bright blue").Color,
Color3.new(2/255, 184/255, 87/255), -- BrickColor.new("Earth green").Color,
BrickColor.new("Bright violet").Color,
BrickColor.new("Bright orange").Color,
BrickColor.new("Bright yellow").Color,
BrickColor.new("Light reddish violet").Color,
BrickColor.new("Brick yellow").Color,
}
local function GetNameValue(pName)
local value = 0
for index = 1, #pName do
local cValue = string.byte(string.sub(pName, index, index))
local reverseIndex = #pName - index + 1
if #pName%2 == 1 then
reverseIndex = reverseIndex - 1
end
if reverseIndex%4 >= 2 then
cValue = -cValue
end
value = value + cValue
end
return value
end
local color_offset = 0
local function ComputeNameColor(pName)
return NAME_COLORS[((GetNameValue(pName) + color_offset) % #NAME_COLORS) + 1]
end
local function GetNameColor(speaker)
local player = speaker:GetPlayer()
if player then
if player.Team ~= nil then
return player.TeamColor.Color
end
end
return ComputeNameColor(speaker.Name)
end
Simply rip that from the chat modules, then modify it a bit and you can get the user’s predicted chat color as a Color3 value.
local NAME_COLORS =
{
Color3.new(253/255, 41/255, 67/255), -- BrickColor.new("Bright red").Color,
Color3.new(1/255, 162/255, 255/255), -- BrickColor.new("Bright blue").Color,
Color3.new(2/255, 184/255, 87/255), -- BrickColor.new("Earth green").Color,
BrickColor.new("Bright violet").Color,
BrickColor.new("Bright orange").Color,
BrickColor.new("Bright yellow").Color,
BrickColor.new("Light reddish violet").Color,
BrickColor.new("Brick yellow").Color,
}
local function GetNameValue(pName)
local value = 0
for index = 1, #pName do
local cValue = string.byte(string.sub(pName, index, index))
local reverseIndex = #pName - index + 1
if #pName%2 == 1 then
reverseIndex = reverseIndex - 1
end
if reverseIndex%4 >= 2 then
cValue = -cValue
end
value = value + cValue
end
return value
end
local color_offset = 0
local function ComputeNameColor(pName)
return NAME_COLORS[((GetNameValue(pName) + color_offset) % #NAME_COLORS) + 1]
end
local predictedColor = ComputeNameColor("typechecked")
It’s quite simple, yet cool. Want to make a custom chat but keep the player’s chat color? Use this!