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HexColorText

Adds in custom hexadecimal colors with animated hyper text + DBC elements+ RPG elements
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HexColorText-1.5.9.8.jar

File nameHexColorText-1.5.9.1.jar
Uploaded
Oct 7, 2026
Downloads
11
Size
17.2 MB
Mod Loaders
Forge
File ID
9092679
Type
B
Beta
Supported game versions
  • 1.7.10

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:hexcolortext-1431306:9092679")

Learn more about Curse Maven

What's new

there is a lot of additions you can look through the hexhub menbu cus i kinda forgor:  {
  "tab": "news",
  "tag": "DRAGON WISH / ULTIMATE SHENLONG",
  "tagColor": "#FF765E",
  "tagStyle": "<pulse><glow #FF8A62><outline><grad #FFF1A8 #FFB347 #FF5A45 #D62945 scroll=0.18>",
  "tagBackgroundStyle": "gradient:#1B0907 #35100C #50170E #301018 #120708",
  "title": "Ultimate Shenlong Physical Summon, Visual Replacement and Wish Pipeline",
  "date": "2026-10-07",
  "bannerTitle": "ULTIMATE SHENLONG / DRAGON WISH UPDATE",
  "summary": "The Earth Dragon Ball H-formation summon can now upgrade into Ultimate Shenlong before interaction, use the NinjinEntities Ultimate dragon visual, display the correct Ultimate name and enter the dedicated two-wish Ultimate pipeline instead of falling back into the normal Shenlong wish menu.",
  "action": "news",
  "actionTitle": "Read Dragon Update",
  "actionSubtitle": "Ultimate Shenlong / H-Summon / Wishes",
  "details": [
    "H-FORMATION ULTIMATE ROLL — The physical Earth Dragon Ball summon now determines its Ultimate result when Shenlong initially spawns rather than waiting until the wish GUI opens.",
    "TEMPORARY TEST RATE — The Earth Shenlong-to-Ultimate upgrade chance is currently set to 90% for testing and can be returned to the intended production value after verification.",
    "NINJIN ULTIMATE VISUAL — Ultimate H-formation summons now render through the NinjinEntities DBGT dragon model/renderer path while preserving the real DBC dragon entity underneath for ritual and wish-state compatibility.",
    "ULTIMATE NAME — The physical upgraded dragon now displays as Ultimate Shenlong instead of retaining the normal Shenlong name.",
    "DRAGON SUCCESSOR SYNC — When DBC replaces its initial EntityDragon with EntityDragon2 after interaction, the Ultimate identity and visual state are carried into the successor entity.",
    "ULTIMATE WISH ROUTING — Clicking a physical Ultimate Shenlong now bypasses the stock orange Shenlong wish list and routes directly into the custom Ultimate Shenlong carousel.",
    "ULTIMATE WISH COUNT — Ultimate Shenlong receives its dedicated two-wish session instead of inheriting the normal single-wish Shenlong count.",
    "ULTIMATE INPUT FIX — Ultimate carousel choices can now be clicked or confirmed immediately even if the DBC wish state is still completing its server synchronization.",
    "ULTIMATE SESSION REPAIR — If an Ultimate choice packet arrives during the H-summon setup race, the server can reconstruct the recorded Ultimate session before granting the selected wish.",
    "NORMAL SHENLONG PATH — The non-Ultimate Earth summon remains normal Shenlong and continues through the managed normal/custom wish pipeline instead of being mixed with the Ultimate carousel."
  ]
},
{
  "tab": "news",
  "tag": "ITEMS / SOCKETS / DRAGON GIFTS",
  "tagColor": "#57E9FF",
  "tagStyle": "<pulse><glow #6EF6FF><outline><grad #E8FFFF #77EFFF #6D8CFF #B87CFF scroll=0.18>",
  "tagBackgroundStyle": "gradient:#06141B #082A35 #12394C #191B40 #090D18",
  "title": "Legacy Socket Restoration, Dragon Gift Damage and Item Progression Fixes",
  "date": "2026-10-07",
  "bannerTitle": "SOCKET / ITEM / DRAGON GIFT UPDATE",
  "summary": "Legacy socket stations and commands were restored, generic-attack weapons now receive their intended three-slot capacity, Dragon Gift weapons modify real melee damage instead of printing a disconnected stat, and Stronger/Origin/Durability behavior was hardened for old and newly rolled items.",
  "action": "news",
  "actionTitle": "Read Item Update",
  "actionSubtitle": "Sockets / Stronger / Origin / Durability",
  "details": [
    "LEGACY SOCKET GUIS — Legacy /hexsocket station, socket, opener and unsocketer routes once again open their original station/container GUIs instead of being redirected through the unified socket picker.",
    "UNIFIED SOCKET ACCESS — The newer unified socket interface remains available separately rather than replacing the established legacy workflow.",
    "GENERIC ATTACK WEAPONS — Items exposing generic.attackDamage are now classified as weapons for socket-capacity purposes, including custom items such as Dimension Sword and Vampire-style weapons.",
    "THREE-SOCKET WEAPON MAX — Generic melee weapons now receive the intended natural maximum of three socket slots rather than falling into the one-slot accessory/default classification.",
    "LEGACY SOCKET MIGRATION — Older implicit one- or two-slot weapon values can migrate upward to the correct natural capacity while explicit administrative maximum overrides remain respected.",
    "SOCKET LORE ICONS — The pinned lore viewer can render the actual empty-socket and filled-gem PNG artwork instead of relying only on text or font-icon parsing.",
    "DRAGON GIFT MELEE — I Want a Weapon rewards now increase the weapon's real melee/generic attack damage rather than creating a separate Main Attack lore value disconnected from combat.",
    "DRAGON GIFT MIGRATION — Existing Dragon Gift weapons can migrate away from the older fake Main Attack display while keeping unrelated RPG attributes intact.",
    "STRONGER BEFORE RARITY — Make My Item Stronger now works on equipment before rarity and RPGCore attributes have been rolled.",
    "PRE-RARITY STRONGER RULE — If rarity/attributes are absent, Stronger increases only the item's real generic melee attack and does not bank a hidden percentage bonus for future rolled attributes.",
    "POST-RARITY STRONGER — Once rarity and numeric attributes exist, later Stronger wishes can resume applying their normal rolled-stat bonus layer.",
    "NEGATIVE ATTRIBUTE BOOSTING — Beneficial item progression now moves negative penalties toward zero instead of multiplying them into increasingly negative values.",
    "ORIGIN STABILITY — Origin progression uses a stable base snapshot and wish-owned bonus layer so low percentage attributes no longer collapse into microscopic floating-point values.",
    "ORIGIN I-V — Stronger finishes its five-use track at Origin I while the dedicated Origin Upgrade wish advances Origin I through Origin V.",
    "FORTIFIED DURABILITY — Dragon durability wishes continue using the safe virtual-durability layer for high-durability 1.7.10 items while the tooltip reflects the effective fortified maximum.",
    "DRAGON TIER DURABILITY — Shenlong, Porunga and Ultimate Shenlong continue to provide increasingly stronger durability-per-wish bonuses."
  ]
},
{
  "tab": "news",
  "tag": "LORE / ITEM VIEWER / UI",
  "tagColor": "#86F6FF",
  "tagStyle": "<pulse><glow #7DF7FF><outline><grad #F3FFFF #74EAFF #886DFF #DE79FF scroll=0.20>",
  "tagBackgroundStyle": "gradient:#07131A #0B2731 #172C42 #251739 #0E0917",
  "title": "Clickable Pinned Lore Pages and Organized Item Details",
  "date": "2026-10-07",
  "bannerTitle": "ITEM LORE / PAGE VIEWER UPDATE",
  "summary": "The older hold-key lore page system has been replaced with a persistent clickable item-details viewer that reuses existing lore-page data, supports legacy items and organizes complex Hex equipment information into readable sections.",
  "action": "news",
  "actionTitle": "Read Lore Update",
  "actionSubtitle": "Pinned Viewer / Pages / Item Details",
  "details": [
    "PINNED LORE VIEWER — Tapping the configured Lore View key while hovering an item now pins its details instead of requiring the key to remain held.",
    "CLICKABLE TOOLTIP DESIGN — The pinned viewer was reduced from the oversized full overlay into a compact tooltip-style Hex panel that remains visually connected to the hovered item.",
    "PAGE CONTROLS — Previous, Next, numbered page buttons and a close button can be clicked directly.",
    "SCROLL NAVIGATION — Mouse wheel and configured page-navigation keys can move through stored item pages while the viewer remains open.",
    "INPUT PROTECTION — Mouse interaction inside the pinned viewer is consumed so inventory slots underneath are not accidentally clicked.",
    "TOOLTIP DEDUPLICATION — The ordinary hover tooltip is hidden while its pinned version is open to avoid rendering duplicate information.",
    "LEGACY ITEM SUPPORT — Existing HexLorePages data, older stored string pages, provider-generated pages and newer named pages can all feed the viewer.",
    "ORGANIZED SECTIONS — Item information can be grouped into sections including Overview, Attributes, Rarity, Progression, Enhancement, Sockets, Durability, Haki and History.",
    "LORE PAGE API — LorePagesAPI gained named-page support so systems can update a logical section without assuming that information must always live on page two.",
    "SCRIPT BRIDGE — Evolution and Combine script output can identify their pages as Progression and History while retaining compatibility with existing stored items.",
    "SOCKET VISUALS — Socket pages can explicitly draw socket and gem textures, including the empty socket PNG used by the Hex socket system.",
    "1.7.10 INPUT COMPATIBILITY — The viewer input implementation was adjusted around Forge 1.7.10's older GUI/input event model and supplemented with client-side key polling for reliability."
  ]
},
{
  "tab": "news",
  "tag": "SURVIVAL / MULTI-FIGHT AI",
  "tagColor": "#FF6A5D",
  "tagStyle": "<pulse><glow #FF816F><outline><grad #FFF09B #FFB343 #FF5B4A #D93044 scroll=0.18>",
  "tagBackgroundStyle": "gradient:#190907 #32100C #43170F #281014 #100708",
  "title": "Murasaki Clone and Red Ribbon Multi-Fight Rebuild",
  "date": "2026-10-07",
  "bannerTitle": "SURVIVAL / MULTI-ENEMY AI UPDATE",
  "summary": "Ninja Murasaki's shadows and Red Ribbon Army groups were rebuilt around fresh temporary CustomNPC bodies to eliminate inherited ghost movement, flying, patrol and collision state from saved clone templates while preserving their Survival combat roles.",
  "action": "news",
  "actionTitle": "Read Survival Update",
  "actionSubtitle": "Murasaki / Red Ribbon / Multi-Fight AI",
  "details": [
    "FRESH TEMPORARY BODIES — Murasaki shadows and Red Ribbon squad members no longer use the saved CustomNPC clone body directly. Fresh EntityCustomNpc instances are created and only the required visual/combat data is copied onto them.",
    "GHOST MOVEMENT FIX — The fresh-body approach prevents hidden saved-clone flight, no-clip, patrol, home-return and movement-ability state from controlling the temporary Survival fighters.",
    "GROUND SPAWNING — Multi-fight support NPCs are placed only at valid grounded positions instead of being left in airborne or terrain-intersecting clone positions.",
    "FORMATION CHANGE — Red Ribbon groups use controlled formation placement instead of a full radial circle around the primary opponent with fighters facing unrelated directions.",
    "PLAYER FACING — Newly created multi-fight NPCs are initialized facing the Survival player.",
    "DOUBLE TARGET OWNERSHIP — The player is assigned through both Minecraft's attack/revenge targeting and the CustomNPC combat wrapper so the support fighter and its underlying AI agree on the same target.",
    "HARD PURSUIT — Temporary multi-fight NPCs receive repeated pursuit enforcement rather than being allowed to fall back into stale patrol or flee navigation.",
    "MURASAKI SHADOW COMBAT — Murasaki's shadows now participate in the normal Survival combat/aggro update rather than functioning as visual support entities with only occasional movement correction.",
    "RR COMBAT — Red Ribbon gunner/bazooka behavior remains available while the fighters receive close-range combat fallback and player reacquisition.",
    "AGGRESSIVE FACTION — Fresh Murasaki shadows and Red Ribbon soldiers are explicitly placed into the Aggressive CustomNPC faction instead of inheriting the default Friendly faction.",
    "NO RESPAWN — Temporary multi-fight support NPCs now use the no-respawn death cycle and should remain dead once defeated instead of returning after the CustomNPC respawn timer.",
    "ANTI-STACKING RETAINED — Red Ribbon fighters can still spread apart to avoid occupying the same position, but pursuit is reapplied afterward so separation does not become a flee command.",
    "MULTI-FIGHT FOUNDATION — The new temporary-body approach can be reused for later grouped Survival encounters such as Saibamen or other squad-style fights."
  ]
},
{
  "tab": "news",
  "tag": "HAKI / NEW SKILL",
  "tagColor": "#C76BFF",
  "tagStyle": "<pulse><glow #B96CFF><outline><grad #F8E4FF #CB83FF #795DFF #FF5F9F scroll=0.22>",
  "tagBackgroundStyle": "gradient:#100719 #231033 #35154A #24113B #0B0712",
  "title": "Ground Slash AOE Haki Ability Design",
  "date": "2026-10-07",
  "bannerTitle": "HEXHAKI / GROUND SLASH",
  "summary": "A new Haki ground-slam ability is being designed around a short aerial leap, weapon-driven landing strike and randomized radial Haki slash eruption, with tier scaling, mastered chaining and a hidden third-cast finisher.",
  "action": "news",
  "actionTitle": "Read Haki Preview",
  "actionSubtitle": "Ground Slash / AOE / Mastery",
  "details": [
    "GROUND SLASH — New Haki ability concept built as a radial AOE counterpart to the existing Conqueror-style area abilities.",
    "AERIAL STARTUP — Casting launches the player several blocks upward before driving them back into a weapon-first ground slam.",
    "DBC PLAYER ANIMATION — The skill is intended to use the existing HexHaki/DBC player-model animation bridge for the leap, weapon raise, downward slash and landing recovery instead of remaining a static effect.",
    "RADIAL HAKI SLASHES — The impact can erupt between six and twelve Haki slash columns in randomized directions around the landing point.",
    "EXISTING SLASH REUSE — The radial eruption can reuse the established Right-Shift Haki column/spike slash effect rather than introducing a completely separate particle geometry system.",
    "IMPACT PARTICLES — Ground contact adds debris, dust, Haki sparks, impact rings and type-specific particles around the slam origin.",
    "HAKI TYPE SUPPORT — Damage/effects are intended to respect the player's applicable Haki type and the same coating/mastery rules used by existing HexHaki skills.",
    "WEAPON SUPPORT — Different supported weapon families can influence the visual slash presentation while still following the normal Hex weapon eligibility and damage rules.",
    "TIER SCALING — Skill levels increase radius, directional slash count, damage and resource requirements while adjusting cooldown progression.",
    "RESOURCE COSTS — Ki and stamina costs scale by tier and should continue through the existing DBC/HexHaki resource-reduction systems.",
    "MASTERY CHAIN — Mastered Ground Slash allows a second chained cast using the same short chaining rules used by other mastered HexHaki attacks.",
    "HIDDEN THIRD CAST — A concealed final chain is planned after the mastered two-cast sequence, using a larger finisher pattern rather than simply repeating the normal slam.",
    "HAKI RULE COMPATIBILITY — The ability is intended to inherit the current Haki unlock, mastery, cooldown, weapon coating, damage scaling, reduction and chain restrictions instead of creating parallel rule logic.",
    "ABILITY ICON — The Ground Slash skill receives a transparent-background pixel-art icon designed to match the existing HexHaki skill icon set."
  ]
},

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