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Mile
23 Jan 2008, 00:04
I have problem. When I tried to create some new quests (event unite) I failed to sucessfully change flag and politcolors. Color 1, color 2 and ornament's numbers (in Kingdoms 800,1000 or 1200) are totaly difrent from numbers in (event_unite) change_flag.
Example:
Unite Almohads
change_flag = 985859
change_politcolor = 119
Kingdoms_1000
name = Almohads
color1 = 11
color2 = 15
ornament = 3
polit_color = 119

I can't find any similarity between numbers. Also I don't know how to change politcolor. Can anyone help me?

Mile
26 Jan 2008, 03:46
Please guys help me!

Doux
26 Jan 2008, 14:20
It's a good question, but I don't know the answer, sadly. Frujin would know, and maybe Elvain and Mephistopheles as well.

elvain
27 Jan 2008, 13:58
I knew the answer, but now I really don't have time to look for it and answer, I will try when I get back home maybe? somewhen after february 5th

Mile
28 Jan 2008, 02:43
Thnx lad!

elvain
8 Feb 2008, 13:03
so I finally got it. Here you go:

example is England:
color1 = 4
color2 = 15
ornament = 10 (all from kingdoms_1000.ini)
flag = 984074 (from unite_england.ini)

type numbers from kingdomsXXX.ini separately in advanced calculator in Dec system and switch them to Hex system

but 4 - 4
15 - F
10 - A

and if you put F040A in Hex and convert it into Dec the result is: 984074 - flag of england

so the pattern is: put Hex equivalents of color2, then "0!, color1, "0" ornament and you get the flag number

I hope it is understandable

Doux
9 Feb 2008, 11:53
Ah, that's great information!

Mile
14 Feb 2008, 03:43
so I finally got it. Here you go:

example is England:
color1 = 4
color2 = 15
ornament = 10 (all from kingdoms_1000.ini)
flag = 984074 (from unite_england.ini)

type numbers from kingdomsXXX.ini separately in advanced calculator in Dec system and switch them to Hex system

but 4 - 4
15 - F
10 - A

and if you put F040A in Hex and convert it into Dec the result is: 984074 - flag of england

so the pattern is: put Hex equivalents of color2, then "0!, color1, "0" ornament and you get the flag number

I hope it is understandable

Many thanx!!! I'll try tomorrow!!! You are great!!!

Mile
15 Feb 2008, 00:31
It works!!!! Man, you are really Knight of Honour!!! Thank you so much!!!!

poster
24 Mar 2008, 06:56
for those of you that are doing 'beyond the basics' editing... this doesnt work.

the real synthax is _ _, _ _, _ _. since its in hex coding.

so if u only got single case variables, yeah its easy. ex: 4-0F-0C.

but understand that the synthax does start on the mystic 4!

so in my case for instance where i had a white background with a red horse, the values where ==> color1=15, my background , 15 is F in hex
color2=4, my red horse , 4 is just 4 :P
ornament= 19!, my horse per se... see 19 is 13 in hex so... we had a problem...

anyhoe, like i said the synthax goes, _4-0F-13. then after many crashes of all sorts following elvains assumptions i figured it woundt make sense for hex to be in odd number casings, like 00-00-013 o.O? since usually they are standard and pretty much 00 all the time, per se anyhow.

so i hope that helps :).

remember, the general synthax is color2,color1, scheme(ornament); Or 00-00-00, where u dont need to input the first 0, if u have a single case value.

good luck to all you modders out there, cheers!

elvain
24 Mar 2008, 11:33
I thought it is pretty obvious that those 0s are added in order to have 2 figures in the second and third combinations, so if you actualy have them, there is no need to add 0 ;)

I didn't mean the manual to be followed literaly

Ljudislav
26 Nov 2008, 19:36
I'm bad at mathematics,
if 15 is F
17 is 11?

so if I have:
color1 = 4
color2 = 15
ornament = 17

its F04011? and I type in my calculator F0411? and get 984081?

elvain
29 Nov 2008, 21:14
I'm bad at mathematics,
if 15 is F
17 is 11?

so if I have:
color1 = 4
color2 = 15
ornament = 17

its F04011? and I type in my calculator F0411? and get 984081?
yes, this should be right ;)