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Editing 40d Talk:Armor token

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[METAL] overrides [LEATHER] and cloth.  Any item, [HARD] or [SOFT], which can be made of metal, ''will'' be made of metal.  For the Elves, it's the [METAL] tag which determines what can and can't be made of wood; they consider wood to be a "metal" apparently.  I don't know which entity token is responsible for that behavior, but I successfully got them to wear "rope reed wicker armor" which was [HARD] and had no material tokens at all, as well as "birch slatted armor" which had [HARD][METAL].
 
[METAL] overrides [LEATHER] and cloth.  Any item, [HARD] or [SOFT], which can be made of metal, ''will'' be made of metal.  For the Elves, it's the [METAL] tag which determines what can and can't be made of wood; they consider wood to be a "metal" apparently.  I don't know which entity token is responsible for that behavior, but I successfully got them to wear "rope reed wicker armor" which was [HARD] and had no material tokens at all, as well as "birch slatted armor" which had [HARD][METAL].
  
Note that [METAL_ARMOR_LEVELS] influences whether an item '''can''' be made of metal or not.  If an NPC is not a military profession, they will not wear armor, and thus they '''cannot''' wear metal when [METAL_ARMOR_LEVELS] is present, and the item will be generated as a lesser material for them (mainly caps).
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Note that [METAL_ARMOR_LEVELS] influences whether an item '''can''' be made of metal or not.  If an NPC is not a military profession, they will not wear armor, and thus they '''cannot''' wear metal, and the item will be generated as a lesser material for them (mainly caps).
  
 
In the absence of [SOFT], [LEATHER] overrides cloth.  A [HARD] item, or one with neither [SOFT] nor [HARD], which has the [LEATHER] token but lacks [METAL], will ''always'' be made of leather, as long as the equipping race has leather available (i.e., as long as they have [USE_ANIMAL_PRODUCTS]).  If they cannot use leather, they'll use cloth.
 
In the absence of [SOFT], [LEATHER] overrides cloth.  A [HARD] item, or one with neither [SOFT] nor [HARD], which has the [LEATHER] token but lacks [METAL], will ''always'' be made of leather, as long as the equipping race has leather available (i.e., as long as they have [USE_ANIMAL_PRODUCTS]).  If they cannot use leather, they'll use cloth.
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Note that this guide only covers generation of equipment on NPCs (guys in towns, caravan guys, diplomats, ambush parties, siegers, thieves, immigrants, etc.).  I suspect that [HARD] affects whether you can make something out of cloth at the clothier's shop, but I need to test that.
 
Note that this guide only covers generation of equipment on NPCs (guys in towns, caravan guys, diplomats, ambush parties, siegers, thieves, immigrants, etc.).  I suspect that [HARD] affects whether you can make something out of cloth at the clothier's shop, but I need to test that.
 
I also just noticed that caps have ''both'' [SOFT] and [HARD].  I'm ''guessing'' that [HARD] causes items not to wear (i.e., items with neither [SOFT] nor [HARD] will wear out), and that [SOFT] only makes leather no longer take priority over cloth, but this needs some serious testing.
 
  
 
--[[User:Arrkhal|Arrkhal]] 00:19, 5 February 2010 (UTC)
 
--[[User:Arrkhal|Arrkhal]] 00:19, 5 February 2010 (UTC)
 
:Caps can be made of both leather and cloth, and I'm fairly certain that cloth caps (and maybe leather ones as well) will wear out while metal ones last forever. --[[User:Quietust|Quietust]] 19:05, 5 February 2010 (UTC)
 
:Caps can be made of both leather and cloth, and I'm fairly certain that cloth caps (and maybe leather ones as well) will wear out while metal ones last forever. --[[User:Quietust|Quietust]] 19:05, 5 February 2010 (UTC)

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