I would so this with a folder of team color swatches and a volatile texture script tied to your datalinq keys.
Here's an example from my most recent project, in this case we are pulling from a folder of player image mattes, but the approach is the same:
'IMG SET SCRIPTS
dim Keys as xpDatalinqKeys
Dim Key as xpDatalinqKey
Dim NumKey as xpDatalinqKey
dim TEAM as xptextObject
'NEW VOLATILE TEXTURE SCRIPT
Dim HeadMattePath as string
HeadMattePath = "D:\2019 TV\Images\_HeadshotsMATTE\BLT\"
'Engine.DebugMessage("test", 1)
Self.GetDatalinqKeys(Keys)
Keys.GetKeyByName("H or A", Key)
Keys.getKeyByName("Jersey", Numkey)
Self.GetObjectByName("Home or Away?", TEAM)
TEAM.text = Key.AsString
dim PlayerImg, PlayerMask as xpBaseObject
dim PlayerImgMat, PlayerMaskMat as xpMaterial
dim PlayerImgSha, PlayerMaskSha as xpBaseShader
dim MatFilePath as String
'set file to mask head shot 1--------------------------------
Keys.getKeyByName("Jersey", NumKey)
Self.GetObjectByName("P-MATTE Head-1", PlayerMask)
PlayerMask.SetVolatileTextureFile(0, HeadMattePath & NumKey.asString & ".png")
You should be able to switch out the key bits above with the things that relate specifically to your setup, like file path, object name, and the specific DL key. But this works extremely well over here for a very similar purpose.
Hope this helps
#XPression