View Full Version : Debugging: Bad Armor
Ghill
November 22nd, 2009, 11:35 PM
AAAAAAAAAAAAAARRRRRRRRRRRRRGGGGGGGGGGGGG!!!
I was working on a mod, finished it, and am trying to create a game using it. Every time I try, it says "bad armor for new monster". I began deconstructing the mod to find out what was wrong. I gave up after I had removed all armor I had created, all armor added to any unit, and all but three units from the mod, and was still getting a "bad armor for new monster" crash.
What can cause that other then "bad armor"?
[I would include the file, but it doesn't want to upload...]
Ghill
November 22nd, 2009, 11:46 PM
HERE is the code.
Thilock_Dominus
November 23rd, 2009, 01:10 AM
Maybe this:
#newmonster 2505 --
#name "Owwun Battle Champion"
#spr1 "./Ghill Mod/Owwun Warrior [1].tga"
#spr2 "./Ghill Mod/Owwun Warrior [2].tga"
#size 4
#str 17
#hp 30
#mor 16
#eyes 3
#ap 8
#mapmove 2
#reinvigoration 2
#maxage 30
#descr "Owwun Battle Champions are the biggest, strongest, and most successful of the Owwun."
#att 13
#def 14
#itemslots 15518
#armor 352 --Ceramic great shield
#armor 353 --Ceramic full plate
#weapon 704 --Heavy slasher
#weapon 705 --Disk blade
#weapon 14 --Maul
#ambidextrous
#poorleader
#gcost 100
#end
Are you sure that itemslots# are correct?
Stavis_L
November 23rd, 2009, 11:42 AM
To expand on Thilock_Dominus' comment:
The problem may not be with the armor per se, but with the assignment of the armor to the unit (i.e. a slots problem.)
15518
4 hand --> 30
1 head --> 128
1 body --> 1024
1 foot --> 2048
2 misc --> 12288
So: 1 head, 1 body, 1 foot, 4 hands, 2 misc
Total of 9 slots (vs. 7 "normal"). Not sure, but I think this is greater than max number of slots assigned to any vanilla unit, and might be your problem. All the 4 handed units in the base game have only 1 misc slot. Try cutting out one of the other slots to see if it resolves the issue.
Also, note that in your "Monsters" comment section (beginning line 154) you might want to take out all of the "#" symbols. I'm not sure how the parser is supposed to handle comments, but in practice, I find that it frequently will try to parse it even if the mod command does not begin the line.
Illuminated One
November 23rd, 2009, 12:01 PM
I had the same problem - replacing the numbers with strings
i.e. #armor "Ceramic great shield" instead of #armor 352
fixed it.
Stavis_L
November 23rd, 2009, 01:49 PM
I had the same problem - replacing the numbers with strings
i.e. #armor "Ceramic great shield" instead of #armor 352
fixed it.
++ Good call. Didn't even notice, but the #armor command does not accept armor numbers as arguments (see section 10.14 of the modding manual.) That's almost certainly the issue (though I'd still have reservations re: the slots.)
Ghill
November 23rd, 2009, 07:01 PM
It works now! Thanks guys!
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