by David Dunham

In this How To I finally tackle the world of EV plug ins. Specifically how to convert an EV ship resource in an EV plug into a Ship resource in an EVO plug in. This article will not tell you how to make a plug in, only how to convert one that has already been made. If you would like to know how to make a plug in from scratch, you need to read these articles written by Cajun, my predecessor here at the tech support desk.

**http://www.AmbrosiaSW.com/Ambrosia_Times/November_96/3.6HowTo.html**

**http://www.AmbrosiaSW.com/Ambrosia_Times/May_97/4.3HowTo.html**

**http://www.AmbrosiaSW.com/Ambrosia_Times/July_97/4.4HowTo.html**

In these articles, Cajun covers plug in creation in a much more in depth way
than I will be here. The big difference between EV and EVO is the index numbers
and their conventions. These differences are explained pretty fully in the EV
Objects Formulas, on which I will be relying very heavily in this article,
thanks to Thierry and Dyna Systemes. The EVO Objects formulas are available
at:
` http://www.AmbrosiaSW.com/Products/Add_Ons/EVOverride_AddOns.html`
To create a ship resource in EV the index numbers must be between the values of
154 and 190. So the NewShip id # is greater than 154 and less than 190. For
EVO the range is from 175 to 190, NewShip id # is greater than 175 and less
than 190.

So to get your NewShip ID # in EVO take your NewShip ID # from EV and add to it until it is greater than or equal to 175. For all you kids who asked what they would ever need algebra for in the real world, remember this(?) - Let's say that number is X ;-), so that:

`175 < [EV NewShip ID# + X] = EVO NewShip ID # < 190`

In EV: `154 < ID # of NewShip < 190 but `

in EVO: `175
< ID # of NewShip < 190`

Now to calculate the position of your new ship by subtracting 128 from the NewShip ID #.

`posShip = ID # NewShip - 128 `
Therefore:
`EVO posShip = (EV NewShip ID# + X) - 128`
You also need to create 6 PICT resources.

From EVO Objects formulas:

1. a 36 frame grid whose width and height must be a multiple of 8.

` `

2. Its corresponding mask:1050 < ID # of ShipSprites < 1998 This should be an even number.

ID # of ShipMask = ID # of ShipSprites + 1

ID # of TargetPICT = 3000 + posShip

EVO ID # of TargetPICT = 3000 + [(EV NewShip ID# + X) - 128]

ID # ShipYardPICT = 5000 + posShip

EVO ID # ShipYardPICT = 5000 + [(EV NewShip ID# + X) - 128]

ID # ThumbnailPICT = 5101 + posShip

EVO ID # ThumbnailPICT = 5101 + [(EV NewShip ID# + X) - 128]

ID # CommPICT = 5300 + posShipTherefore:

EVO ID # CommPICT = 5300 + [(EV NewShip ID# + X) - 128]

ID # ShipSpin = ID # NewShip

EVO ID # ShipSpin = ID # EV NewShip + X

ID # ShipShortName = 3600 + posShip

EVO ID # ShipShortName = 3600 + [(EV NewShip ID# + X) - 128]2. Ship's long name. This is the complete name of the ship.

ID # ShipFullName = 3700 + posShip

EVO ID # ShipFullName = 3700 + [(EV NewShip ID# + X) - 128]

ID # ShipCommName = 3800 + posShip

EVO ID # ShipCommName = 3800 + [(EV NewShip ID# + X) - 128]

ID # IndependentShipName = 3900 + posShip

ID # IndependentShipName = 3900 + [(EV NewShip ID# + X) - 128]

ID # ShipBuyDesc = 2000 + posShip

ID # ShipBuyDesc = 2000 + [(EV NewShip ID# + X) - 128]

ID # ShipHireDesc = 2100 + posShip

ID # ShipHireDesc = 2100 + [(EV NewShip ID# + X) - 128]

For more info consult the EVO objects formulas and EV/EVO Bible, both available on the EVO add ons page at:

**http://www.AmbrosiaSW.com/Products/Add_Ons/EVOverride_AddOns.html**

You can also get the EV plug in package on the EV add ons page. This deals with EV plug ins only, but with the info in the Objects Formulas and the EVO Bible, you should be able to get your plug in up and running. Good luck, and most of all, have fun!!