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Editing v0.31:Armor token

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{{Quality|Exceptional|08:43, 9 June 2010 (UTC)}}{{av}}
 
{{Quality|Exceptional|08:43, 9 June 2010 (UTC)}}{{av}}
  
The tokens for all types of [[armor]] on all slots, including [[shield]]s. Usage column gives information on what types of '''armor''' the token might be restricted to.
+
The tokens for all types of {{l|armor}} on all slots, including {{l|shield}}s. Usage column gives information on what types of '''armor''' the token might be restricted to.
  
 
These tokens can only be placed within an ITEM_ARMOR, ITEM_GLOVES, ITEM_SHOES, ITEM_SHIELD, ITEM_HELM, or ITEM_PANTS object definition, most do not function in weapon objects.
 
These tokens can only be placed within an ITEM_ARMOR, ITEM_GLOVES, ITEM_SHOES, ITEM_SHIELD, ITEM_HELM, or ITEM_PANTS object definition, most do not function in weapon objects.
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3 - plate
 
3 - plate
 
| All
 
| All
| What category this item falls under. Defaults to 1 for shields, 0 for everything else. Clothing-category armor is subject to [[wear]].
+
| What category this item falls under. Defaults to 1 for shields, 0 for everything else.
  
 
|-
 
|-
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| SOFT
 
| SOFT
 
|  
 
|  
| All but ITEM_SHIELD
+
| All
| Randomly generated equipped armor will have an equal probability of being made of leather or cloth, when this token is present and [METAL] is absent. Further uses of this tag are unknown.
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| Item can {{L|wear}} when worn.  Opposite of [HARD]. Randomly generated equipped armor will have an equal probability of being made of leather or cloth, when this token is present and [METAL] is absent.
  
 
|-
 
|-
 
| HARD
 
| HARD
 
|  
 
|  
| All but ITEM_SHIELD
+
| All
| Unknown function. No tag defaults to [HARD].
+
| Item does not {{L|wear}} when worn.  Opposite of [SOFT]. No tag defaults to [HARD].
  
 
|-
 
|-
 
| METAL
 
| METAL
 
|  
 
|  
| All but ITEM_SHIELD
+
| All
 
| Item can be made with metal. Randomly generated equipped armor will always be made out of metal whenever possible.
 
| Item can be made with metal. Randomly generated equipped armor will always be made out of metal whenever possible.
  
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| BARRED
 
| BARRED
 
|  
 
|  
| All but ITEM_SHIELD
+
| All
 
| Can be crafted out of bone. Randomly generated equipped armor will never be made out of bone.
 
| Can be crafted out of bone. Randomly generated equipped armor will never be made out of bone.
  
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| SCALED
 
| SCALED
 
|  
 
|  
| All but ITEM_SHIELD
+
| All
 
| Can be crafted from shell. Randomly generated equipped armor will never be made of shell.
 
| Can be crafted from shell. Randomly generated equipped armor will never be made of shell.
  
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| LEATHER
 
| LEATHER
 
|  
 
|  
| All but ITEM_SHIELD
+
| All
 
| Item can be made from leather. Randomly generated equipped armor with [LEATHER] will not be made of cloth, unless [SOFT] is also present.
 
| Item can be made from leather. Randomly generated equipped armor with [LEATHER] will not be made of cloth, unless [SOFT] is also present.
  
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| SHAPED
 
| SHAPED
 
|  
 
|  
| All but ITEM_SHIELD
+
| All
 
| Only one shaped piece of clothing can be worn on a single body slot at a time.
 
| Only one shaped piece of clothing can be worn on a single body slot at a time.
  
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| CHAIN_METAL_TEXT
 
| CHAIN_METAL_TEXT
 
|  
 
|  
| All but ITEM_SHIELD
+
| All
 
| Metal versions of this item will have "chain" added between the material and item name.
 
| Metal versions of this item will have "chain" added between the material and item name.
  
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| STRUCTURAL_ELASTICITY_WOVEN_THREAD
 
| STRUCTURAL_ELASTICITY_WOVEN_THREAD
 
|
 
|
| All but ITEM_SHIELD
+
| All
 
|  
 
|  
  
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| STRUCTURAL_ELASTICITY_CHAIN_METAL
 
| STRUCTURAL_ELASTICITY_CHAIN_METAL
 
|  
 
|  
| All but ITEM_SHIELD
+
| All
 
|  
 
|  
  
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| STRUCTURAL_ELASTICITY_CHAIN_ALL
 
| STRUCTURAL_ELASTICITY_CHAIN_ALL
 
|  
 
|  
| All but ITEM_SHIELD
+
| All
 
| Seems to make blunt attacks more damaging. Further testing is needed.
 
| Seems to make blunt attacks more damaging. Further testing is needed.
  
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| LAYER_SIZE
 
| LAYER_SIZE
 
| value
 
| value
| All but ITEM_SHIELD
+
| All
| What the size of this item in question is, when it is put on. See [[Armor]] for more on item sizes and layering. Defaults to 10.
+
| What the size of this item in question is, when it is put on. See {{L|Armor}} for more on item sizes and layering. Defaults to 10.
  
 
|-
 
|-
 
| LAYER_PERMIT
 
| LAYER_PERMIT
 
| value
 
| value
| All but ITEM_SHIELD
+
| All
| The maximum number of items allowed on that body slot. If the body slot's layer value is over this, no more of this item can be put on. See [[Armor]] for more on item sizes and layering. Defaults to 10.
+
| The maximum number of items allowed on that body slot. If the body slot's layer value is over this, no more of this item can be put on. See {{L|Armor}} for more on item sizes and layering. Defaults to 10.
  
 
|-
 
|-
 
| LAYER
 
| LAYER
 
| UNDER, OVER, ARMOR, COVER
 
| UNDER, OVER, ARMOR, COVER
| All but ITEM_SHIELD
+
| All
 
| How this item is layered. The [LAYER_PERMIT:#] of a [LAYER:ARMOR] item overrides the [LAYER_PERMIT:#] of other items on the same ITEM_<name1>, unless it is a [LAYER:COVER] items. Defaults to UNDER.
 
| How this item is layered. The [LAYER_PERMIT:#] of a [LAYER:ARMOR] item overrides the [LAYER_PERMIT:#] of other items on the same ITEM_<name1>, unless it is a [LAYER:COVER] items. Defaults to UNDER.
  
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| COVERAGE
 
| COVERAGE
 
| % value
 
| % value
| All but ITEM_SHIELD
+
| All
 
| Coverage determines how often attacks and contaminants get through clothes.  Armor with a 5% coverage value, for example, will be near useless because 95% of attacks will bypass it completely.  Temperature effects are also influenced by coverage. Defaults to 100.
 
| Coverage determines how often attacks and contaminants get through clothes.  Armor with a 5% coverage value, for example, will be near useless because 95% of attacks will bypass it completely.  Temperature effects are also influenced by coverage. Defaults to 100.
  

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