Editing Player Profiles

Well done Colin.

btw what do you think this .big is for?
 

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Just links to the animation files I reckon.
I feel that I've cracked special skills but its a little bit contradictory. Players have bytes they shouldn't have which still work but don't seem to affect anything else... That said I'm 99% sure this is correct.
For combinations simply add the bytes.

Code:
[b]Special Skills - bytes 213 and 214[/b]
Defensive Wall 01 00
Diver 02 00
Slogger 08 00
Demon Hooker 10 00
Spin expert 20 00
Partnership breaker 80 00
Strike bowler 00 01
Miser 00 02
Trickster 00 04
Work horse 00 08
Bullet arm 00 10
Velcro hand 00 20
Acrobat 00 40
Max total BB 7F (add them all together)
 
barmyarmy said:
Just links to the animation files I reckon.
I feel that I've cracked special skills but its a little bit contradictory. Players have bytes they shouldn't have which still work but don't seem to affect anything else... That said I'm 99% sure this is correct.
For combinations simply add the bytes.

Code:
[b]Special Skills - bytes 213 and 214[/b]
Defensive Wall 01 00
Diver 02 00
Slogger 08 00
Demon Hooker 10 00
Spin expert 20 00
Partnership breaker 80 00
Strike bowler 00 01
Miser 00 02
Trickster 00 04
Work horse 00 08
Bullet arm 00 10
Velcro hand 00 20
Acrobat 00 40
Max total BB 7F (add them all together)

Yes correct,and other aspects such as bowling skills,batting strengths & weaknesses etc also all add up.

These are a few things Ive found earlier,maybe it might help you save some time.

Code:
Special Attributes 

Batting

Defensive Wall-0100

Diver-0200

Slogger-800

Demon Hooker-1000

Spin Expert-2000

Bowling

Partnership Breaker8000

Strike Bowler0001

Miser0002

Trickster0004

Work Horse0008


Combining two skills is adding their individual values,eg if a player is both a Diver and a

Miser Bowler then the value is 0200+0002=0202,or if he is a demon hooker,a partnership breaker

and a workhorse his values is 2000+8000+0008=A008



Bowling Skills


Outswinger-300

Inswinger-500

Legcutter-900

Offcutter-1100

Yorker-2100

Bouncer-4100

Reverse Swing-8100


Batting Weaknesses

The Googly-0100

Sweeping-0200

Short Pitched Bowling-0400

Hooking-0800

Yorker-2000

The Slower Ball-4000

OffStump Awareness-8000

Batting Strengths Backfoot

Square Cut-4000

Backfoot Cover Drive-8000

Backfoot Straight Drive-0001

Backfoot OnDrive-0002

Glance Off Hips-0004

Hook-0008

Pull-0010

Batting Strengths Frontfoot

Square Drive-0100

Cover Drive-0200

Straight Drive-0400

OnDrive-0800

Legglance-1000

Sweep-2000
 
I looked through what you posted. I was just confused by the byte numbers you had put. The way of cracking it is certainly easier than the decimal method I've been using. So you can all ignore the pascal's sequence stuff!
 
barmyarmy said:
I looked through what you posted. I was just confused by the byte numbers you had put.


lol,true I didnt know how to calculate them exactly at that time.So its good that youre doing them again.Cheers.
 
This is what I've been compiling. I've edited it into the first post: (one thing to be careful of with the offsets is that you make player code byte 01 and not byte 00)

edited. See first post.
 
Good,this is what I was exactly looking for,so that I can skip these and look at the remaining,come the 22nd i.e.

btw Im pretty sure 222 doesnt stand for player height.
 
sid_19840 said:
Good,this is what I was exactly looking for,so that I can skip these and look at the remaining,come the 22nd i.e.

btw Im pretty sure 222 doesnt stand for player height.

That was from what Ajit posted. I haven't checked most of these.
 
I've just been reading that. That byte is only ever 00 or 01 for non-created players though. Never 10 or 20.
 
barmyarmy said:
I've just been reading that. That byte is only ever 00 or 01 for non-created players though. Never 10 or 20.

Yes Ive noticed it(I think its also 03 for some,if I remember correctly for dravid or ntini).Yet it baffles me that it is the byte that changes the skin tone for the created player's.
 
sid_19840 said:
Yes Ive noticed it(I think its also 03 for some,if I remember correctly for dravid or ntini).Yet it baffles me that it is the byte that changes the skin tone for the created player's.

Ok, but it doesn't for the regular players. Butcher is 00, Ponting is 03 etc.
 
barmyarmy said:
Ok, but it doesn't for the regular players. Butcher is 00, Ponting is 03 etc.

It doesnt change for the created player's either when I try to change,but when I change the skin tones for a created player,this is the only byte that change's.

EDIT-btw the first few bytes after player name,is for stats,but Im not sure exactly which is for what.
 
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I've got the correct byte for ingame player skins. It's 221 and seems to go up to 18 (hex).
I'm going to play around with it.

I'm not sure we'll be able to see it in the player editor but I think it should work ingame if we change it. I've checked it against about 50 players they all seem to group correctly. I'll try ingame...

Well that works for the editor but makes no difference ingame for players in and xml and players not in it. Hmm...
 
barmyarmy said:
Right I've cracked the byte :)
Reminds me of A level maths...
Here's the data:
Code:
[b]byte 363 - available bowling deliveries[/b] 
 
F/FM/M delivery codes 
0 = straight 
1 = outswinger 
2 = inswinger 
3 = leg cutter 
4 = off cutter 
5 = yorker 
6 = bouncer 
7 = slower ball/ reverse swing 
 
LS/LCM delivery codes 
0 = leg break 
1 = googly 
2 = top spinner 
3 = full flight 
4 = zooter 
5 = flipper 
 
OS/SLA delivery codes 
0 = off break 
1 = arm ball 
2 = doosra 
3 = full flight 
4 = teesra 
 
Decimal bytes for comination of codes 
01 = 0 
03 = 0,1 
05 = 0,2 
07 = 0,1,2 
09 = 0,3 
11 = 0,1,3 
13 = 0,2,3 
15 = 0,1,2,3 
17 = 0,4 
19 = 0,1,4 
21 = 0,2,4 
23 = 0,3,4 
25 = 0,1,2,4 
27 = 0,1,3,4 
29 = 0,2,3,4 
31 = 0,1,2,3,4 
33 = 0,5 
etc 
65 = 0,6 
etc 
97 = 0,5,6 
etc 
129 = 0,7 
etc 
161 = 0,5,7 
etc 
193 = 0,6,7 
etc 
225 = 0,5,6,7
If I remember correctly we used binary numbers for calculating these attributes in c2004... Its bit strange that you can't remember anything :rolleyes:

First lets take a bowler if he can bowl a particular ball then use 1 or else use 0. So if he can bowl straight, outswinger, inswinger, leg cutter, off cutter and yorker then his number will be 1111100 . Now reverse it so that it becomes 0011111 which is 31(in decimal system).
 

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