Armor Mod no longer working under 1.08b

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TheLastBrunnenG
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The following armor worked fine under 1.06 and earlier but crashes upon loading under 1.08b (I hadn't tried 1.07 or 1.08). Error message is "Crash loading: 0xD001A396", which is the UNID I use for it. Changing its UNID has no effect. Debug log doesn't mention anything. Any ideas what's causing the crash?

Code: Select all

	<!-- Graviton Plate -->

	<ItemType UNID="&itGravitonPlate;"
			name=			"[segment(s) of ]graviton plate"
			level=				"10"
			value=			"42500"
			frequency=			"rare"
			numberAppearing=	"1d4"
			mass=			"10000"
			modifiers=			"MinorItem; Rasiermesser"

			description=		"Graviton plate uses active repulsor fields to deflect matter and kinetic attacks away from the ship's hull. Rasiermesser's invention is effective but power-hungry."

			sortName=			"graviton.10"
			>

		<Image imageID="&rsItems1;" imageX="0" imageY="0" imageWidth="96" imageHeight="96"/>

		<Armor
				hitPoints=		"500"
				hpBonus=		"  +0, +600, +0, +300, +0, +150, +0, +0, +0, +50, +25"
				reflect=		"kinetic; blast"
				repairTech=		"10"
				installCostAdj=	"200"
				repairCostAdj=	"300"
				powerUse=	"100"
				/>

	</ItemType>
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sdw195
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armors need to have 2 +0, at the start of hp bonus, thats something i learned while helping WTS make an armor pack
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Atarlost
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They don't need two leading +0s. The kinetic and laser resistant armors have other numbers in those slots.

What they may need is an even number of damagetypes. You have eleven. Try putting another +0 at the end in the singularity slot.
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digdug
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the problem is that you cannot have a hpBonus AND a reflect of the same damagetype or you get that crash error.
What you have to do is to replace the hpBonuses of reflected damagetypes with ***

like this (this one works)

Code: Select all

       <!-- Graviton Plate -->

   <ItemType UNID="&itGravitonPlate;"
         name=         "[segment(s) of ]graviton plate"
         level=            "10"
         value=         "42500"
         frequency=         "rare"
         numberAppearing=   "1d4"
         mass=         "10000"
         modifiers=         "MinorItem; Rasiermesser"

         description=      "Graviton plate uses active repulsor fields to deflect matter and kinetic attacks away from the ship's hull. Rasiermesser's invention is effective but power-hungry."

         sortName=         "graviton.10"
         >

      <Image imageID="&rsItems1;" imageX="0" imageY="0" imageWidth="96" imageHeight="96"/>

      <Armor
            hitPoints=      "500"
            hpBonus=      "+0, ***, +0, ***, +0, +150, +0, +0, +0, +50, +25, +0"
            reflect=      "kinetic; blast"
            repairTech=      "10"
            installCostAdj=   "200"
            repairCostAdj=   "300"
            powerUse=   "100"
            />

   </ItemType>
TheLastBrunnenG
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Thanks, digdug! Kudos to all on the swift replies.
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alterecco
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Wow, that was obscure... is there somewhere we can document that?
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WillyTheSquid
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digdug wrote:the problem is that you cannot have a hpBonus AND a reflect of the same damagetype or you get that crash error.
What you have to do is to replace the hpBonuses of reflected damagetypes with ***

like this (this one works)

Code: Select all

       <!-- Graviton Plate -->

   <ItemType UNID="&itGravitonPlate;"
         name=         "[segment(s) of ]graviton plate"
         level=            "10"
         value=         "42500"
         frequency=         "rare"
         numberAppearing=   "1d4"
         mass=         "10000"
         modifiers=         "MinorItem; Rasiermesser"

         description=      "Graviton plate uses active repulsor fields to deflect matter and kinetic attacks away from the ship's hull. Rasiermesser's invention is effective but power-hungry."

         sortName=         "graviton.10"
         >

      <Image imageID="&rsItems1;" imageX="0" imageY="0" imageWidth="96" imageHeight="96"/>

      <Armor
            hitPoints=      "500"
            hpBonus=      "+0, ***, +0, ***, +0, +150, +0, +0, +0, +50, +25, +0"
            reflect=      "kinetic; blast"
            repairTech=      "10"
            installCostAdj=   "200"
            repairCostAdj=   "300"
            powerUse=   "100"
            />

   </ItemType>
This armor is included in, and works fine under, the current ArmorPack testing version. :)
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