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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #11  
Old May 17th, 2008, 04:36 AM
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Default Re: Bad armor for monster - help please

#additem "Jade Armor" works perfectly in map files. That name is what you use when you mod the item. The DB also lists what armor it gives, which references an entry in the armor table, which happens to be armor #107, Jade Scale Armor.

So #armor "Jade Scale Armor" is the one you are looking for. Attention to detail is required when modding, specifically what name weapons and armor you get from items if you want to assign said things natively to units via mod.
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  #12  
Old May 18th, 2008, 03:53 PM

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Default Re: Bad armor for monster - help please

#armor "Jade Scale Armor" gives the unit a Jade Scale Amor, id 107, not Jade Armor, id 176. Their base stats are identical, but Jade Armor is magical, providing quickness.
#armor "Jade Armor" is the line that did not work for me. The DB lists them as corresponding but, at least in my game, the Jade Scale does not provide quickness.

Because on a second read it looks very confusing - when in my previous post I mention creating mundane armor with the same statts I meant that I create the unit with an identical mundane armor(the very same Jade Scale Armor), and duplicate the quickness effect through #onebattlespell.

I apologise if I'm beeing to dense or too much trouble.
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  #13  
Old May 18th, 2008, 05:01 PM
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Default Re: Bad armor for monster - help please

There is NO armor #176. Jade Armor is ITEM #176, while Jade Scale Armor is ARMOR #107. This is an important distinction. Assigning an armor or weapon to a unit does NOT give that unit the abilities gained from equipping an item that gives that same armor or weapon. I.e. no fire immunity from intrinsic Fire Plate, no shock immunity from intrinsic Copper Plate, no cold resistance from intrinsic Frost Brand etc etc. You need to mod those abilities to the unit separately. Intrinsic quickness cannot be modded.
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