Tiberius,
Amnio probably has it right with the 0 being default.
Amnio,
You would have to find the instances that you wanted to edit and add a bit to them. The operations used are 1105 (display_log_message) and 1106 (display_message). I'm not entirely sure the difference between the two, but the way both operations work is the first operator in them is the string ID, and the second operator is the hex color code. If you don't put a hex color code it uses the default color.
Rob de Hard,
Sounds like an interesting game, bandit invasion! You could reduce the number of parties spawned to make it just one or two really big parties roaming around, so it wouldn't be such a massive invasion.
Cynos,
Yep.
ivan-the-viking,
Good luck. I've never really looked into it. A quick peek reveals that the item has 3 lines of code attached to it. It gets trigger results (I think it's the party and troop id of the wearer) and then calls the shield_item_set_banner script with those and the reference to a tableau number as the script parameters. The script gets the appropriate banner based on party and troop id, and then applies it to the tableau material. Since I haven't done any heraldic item modding I don't know for sure, but you would probably have to do some editing beyond simply copy/pasting the script to get it to show up properly on the armor. It's probably a material thing with the heraldic armor's surcoat part set to the material that's getting the texture applied to it in the script. I'm probably wrong, I can't even really remember how the M&B item editing stuff works anymore
Amnio probably has it right with the 0 being default.
Amnio,
You would have to find the instances that you wanted to edit and add a bit to them. The operations used are 1105 (display_log_message) and 1106 (display_message). I'm not entirely sure the difference between the two, but the way both operations work is the first operator in them is the string ID, and the second operator is the hex color code. If you don't put a hex color code it uses the default color.
is where it tells you "X has been besieged by Y of Z." To add color to the message, you would need to change the 1 to a 2 (so that it uses 2 operators instead of 1) and add a color code right after the 1585267068834414695. So it would look like:1105 1 1585267068834414695
for the hex color FF2222. This would make all of those messages display in red. The one that tells you a village has been looted is1105 2 1585267068834414695 16720418
1105 1 1585267068834414692
Rob de Hard,
Sounds like an interesting game, bandit invasion! You could reduce the number of parties spawned to make it just one or two really big parties roaming around, so it wouldn't be such a massive invasion.
Cynos,
Yep.
ivan-the-viking,
Good luck. I've never really looked into it. A quick peek reveals that the item has 3 lines of code attached to it. It gets trigger results (I think it's the party and troop id of the wearer) and then calls the shield_item_set_banner script with those and the reference to a tableau number as the script parameters. The script gets the appropriate banner based on party and troop id, and then applies it to the tableau material. Since I haven't done any heraldic item modding I don't know for sure, but you would probably have to do some editing beyond simply copy/pasting the script to get it to show up properly on the armor. It's probably a material thing with the heraldic armor's surcoat part set to the material that's getting the texture applied to it in the script. I'm probably wrong, I can't even really remember how the M&B item editing stuff works anymore