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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?
It's a good question, but I don't know the answer, sadly. Frujin would know, and maybe Elvain and Mephistopheles as well.
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
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
Ah, that's great information!
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!!!
It works!!!! Man, you are really Knight of Honour!!! Thank you so much!!!!
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!
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?
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 ;)