ANSI Basics

This page is about how to use ANSI code to create colorful text on the game! This can be useful for adding some extra flair to your altmode name, descriptions, or poses. In order see ANSI colors, you must be using a client that supports it and have the appropriate flags set on your character. To set the flags, type @set me=xterm256, @set me=ansi, and @set me=color.
Basic ANSI tags are follows:
ANSI Tag	Color
R 	Red
C 	Cyan
M 	Magenta
Y 	Yellow
B 	Blue
X 	Black
W 	White
G 	Green
You can also precede each tag with "h" to make it a brighter version of the default. E.g. for "high" or "bright" blue, you would type hb for your ANSI tag.
If you are using a client that supports 256-color mode, you can type +colors to view a full list of XTERM256 colors. To invoke the ANSI function, insert the text you want colored as follows: [ansi(<colorcode>,<colored text>)]. So for example, if I typed [ansi(hr,This text is red.)] 
The output would be as follows:
This text is red.
Or if you wanted to use XTERM tags, you could type [ansi(+xterm9,This text is red.)] 
You'd get the same output:
This text is red.Remember to always precede your XTERM tag with a +.
Since the ANSI function uses commas to separate text from color code tags, any commas inside of your colored text string will need to be escaped with a backslash (\) to avoid the UNESCAPED COMMA error. 
Example: [ansi(+xterm11,Hello\, my name is Noveria.)]
Output: Hello, my name is Noveria.
category:Help