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				November 22nd, 2009, 11:35 PM
			
			
			
		  
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				Debugging: Bad Armor
	
			 
             
			
		
		
		
		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...] 
		
	
		
		
		
		
		
		
			
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                        Last edited by Ghill; November 22nd, 2009 at 11:43 PM..
                    
                    
				
			
		
		
	
		
		
	
	
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				November 22nd, 2009, 11:46 PM
			
			
			
		  
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				Re: Debugging: Bad Armor
			 
             
			
		
		
		
		HERE is the code. 
		
	
		
		
			
		
		
		
		
		
		
		
			
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				November 23rd, 2009, 01:10 AM
			
			
			
		  
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				Re: Debugging: Bad Armor
			 
             
			
		
		
		
		Maybe this: 
	Code: 
	#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?  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				November 23rd, 2009, 11:42 AM
			
			
			
		  
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				Re: Debugging: Bad Armor
			 
             
			
		
		
		
		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. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 23rd, 2009, 12:01 PM
			
			
			
		  
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				Re: Debugging: Bad Armor
			 
             
			
		
		
		
		I had the same problem - replacing the numbers with strings 
 
i.e. #armor "Ceramic great shield" instead of #armor 352 
 
fixed it. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 23rd, 2009, 01:49 PM
			
			
			
		  
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				Re: Debugging: Bad Armor
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				
					Originally Posted by  Illuminated One
					 
				 
				I had the same problem - replacing the numbers with strings 
 
i.e. #armor "Ceramic great shield" instead of #armor 352 
 
fixed it. 
			
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 ++  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.)  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 23rd, 2009, 07:01 PM
			
			
			
		  
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				Re: Debugging: Bad Armor
			 
             
			
		
		
		
		It works now! Thanks guys! 
		
	
		
		
		
		
		
		
			
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