The color table is like this:

To the left and right are two possible suggestion to make the color change after 4000 damage. As a lot of colors are already taken in the range from 0 to 4000, we can either make yellow go lighter or darker. This should then probably also apply to when a player heals and it shows the amount of life healed.
Oh and to make things really easy (if people like this) I think I know where you have to make the adjustments in the client code. So if I may be so bold to show you where:
File: NumberAniMgr.cpp
Function: DisplayChatAndNumber
in the NUMBER_ANIMATION_TYPE_DOWN_ case, change line
Code: Select all
else { Hcolor( 255, 255, 8 );}into (left suggestion)
Code: Select all
else if( number <= 5000 ) { Hcolor( 255, 255, 8 );}
else if( number <= 6000 ) { Hcolor( 210, 210, 8 );}
else if( number <= 8000 ) { Hcolor( 150, 150, 8 );}
else if( number <= 10000 ) { Hcolor( 100, 100, 8 );}
else { Hcolor( 50, 50, 8 );}
or (right suggestion)
Code: Select all
else if( number <= 5000 ) { Hcolor( 255, 255, 8 );}
else if( number <= 6000 ) { Hcolor( 255, 255, 50 );}
else if( number <= 8000 ) { Hcolor( 255, 255, 100 );}
else if( number <= 10000 ) { Hcolor( 255, 255, 150 );}
else { Hcolor( 255, 255, 200 );}
Oh and you can also change it in the NUMBER_ANIMATION_TYPE_UP_ case for healing.
Haven't tried the code myself, I only have the source code of an old Dragon Raja client. But I imagine this code hasn't changed over the years.


but yah it would be awsome if more colours for higher dmg. But darker yellow is ugly I'd prefer blue or maybe black 0.0








