Difference between revisions of "Armor"

278 bytes added ,  09:48, 10 June 2020
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'''Type:''' <code>ARMO</code>
'''Type:''' <code>ARMO</code>
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'''Papyrus:''' [[Armor Script]]
'''Papyrus:''' [[Armor Script]], [[ObjectReference Script]]


An Armor form is an item that characters can equip and wear. Armor forms contain data for the item's gameplay effects and for the way it looks when dropped in the game world; Armors refer to [[ArmorAddon]]s to define how the armor looks on a character model when it's actually being worn. A single Armor can refer to multiple ArmorAddons, to cover multiple body parts (like the Helmeted Cage Armor) or to make the armor available to multiple species with different body plans (like the Welding Goggles).
An Armor form is an item that characters can equip and wear. Armor forms contain data for the item's gameplay effects and for the way it looks when dropped in the game world; Armors refer to [[ArmorAddon]]s to define how the armor looks on a character model when it's actually being worn. A single Armor can refer to multiple ArmorAddons, to cover multiple body parts (like the Helmeted Cage Armor) or to make the armor available to multiple species with different body plans (like the Welding Goggles). The [[Armor]] [[:Category:Object Classes|object]] is found within the [[Object Window]] under the [[:Category:Items|Items Category]].


== Editor Dialog ==
== Editor Dialog ==
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*{{Template:Editor:Property:Name}}
*{{Template:Editor:Property:Name}}
*{{Template:Editor:Property:Value}}
*{{Template:Editor:Property:Value}}
*'''Enchanting:''' The [[Enchantment]] applied to this armor item. Enchantments are responsible for special bonuses, legendary effects, and additional text.
*{{Template:Editor:Property:Enchanting}} Enchantments applied to this armor are responsible for special bonuses, legendary effects, and additional text.
*'''Template Armor:'''  
*'''Template Armor:'''  
*{{Template:Editor:Property:Weight}}
*{{Template:Editor:Property:Weight}}
*'''Health:''' The armor's base health. This is used by Power Armor pieces, which break and need to be repaired when their current health reaches zero.
*{{Template:Editor:Property:Health}} This is used by Power Armor pieces, which break and need to be repaired when their current health reaches zero.
*'''Armor Rating:''' The amount of armor points this item grants the wearer.
*'''Armor Rating:''' The amount of armor points this item grants the wearer.
*'''Equip Type:''' Used for weapons
*{{Template:Editor:Property:Equip Type}}
*'''Stagger Rating:'''  
*'''Stagger Rating:'''  
*{{Template:Editor:Property:Preview Transform}}
*{{Template:Editor:Property:Preview Transform}}
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*{{Template:Editor:Property:Pickup Sound}}
*{{Template:Editor:Property:Pickup Sound}}
*{{Template:Editor:Property:Putdown Sound}}
*{{Template:Editor:Property:Putdown Sound}}
*'''[[Instance Naming]]:''' A set of prefixes that can be added to this item's name (on a per-reference basis) depending on what keywords and [[Object Mod]]s it has.
*{{Template:Editor:Property:Instance Naming}}
*{{Template:Editor:Property:Add Destruction Data}}
*{{Template:Editor:Property:Add Destruction Data}}
*'''Ragdoll Constraint Template:'''  
*'''Ragdoll Constraint Template:'''  
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**'''Biped Object:''' The body parts and armor slots that this item uses. The item will be mutually exclusive with armors that cover any of the same parts. The parts shown will depend on the selected Race.  The selected slots must be a superset of the slots occupied by the armor addons.
**'''Biped Object:''' The body parts and armor slots that this item uses. The item will be mutually exclusive with armors that cover any of the same parts. The parts shown will depend on the selected Race.  The selected slots must be a superset of the slots occupied by the armor addons.
*'''Male and Female Definitions:'''
*'''Male and Female Definitions:'''
**'''World Model:''' The 3D model used by this armor, when it's viewed in the inventory or left lying around in the world.
**{{Template:Editor:Property:World Model}}
**'''Icon Image:''' This doesn't appear to be used in-game.
**{{Template:Editor:Property:Icon|property=Icon Image}}
**'''Message Icon:''' This doesn't appear to be used in-game.
**{{Template:Editor:Property:Message Icon}}
*'''Show All''' An editor control that has no impact on the ARMO record
*'''Models:''' A list of [[ArmorAddon]] forms that this armor uses. The Armor form only defines the item itself; ArmorAddon forms define how the item appears on a character, when that character wears it.
*'''Models:''' A list of [[ArmorAddon]] forms that this armor uses. The Armor form only defines the item itself; ArmorAddon forms define how the item appears on a character, when that character wears it.
**'''AddonIndex:''' Organizes [[ArmorAddon]]s into groups.   
**'''AddonIndex:''' Organizes [[ArmorAddon]]s into groups.   
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**'''ArmorAddon:''' The ID of the [[ArmorAddon]].
**'''ArmorAddon:''' The ID of the [[ArmorAddon]].
*'''Damage Type Resistances:''' A list of [[Damage Type]]s, and the amount of resistance to each this armor offers when worn.
*'''Damage Type Resistances:''' A list of [[Damage Type]]s, and the amount of resistance to each this armor offers when worn.
*{{Template:Editor:Property:Description}} This doesn't appear to be used in-game by [[Armor]].
*{{Template:Editor:Property:Description}} {{Template:Editor:PropertyObsolete}}
*{{Template:Editor:Property:Keywords}} Some of these have special effects, such as preventing only the player from wearing an item.
*{{Template:Editor:Property:Keywords}} Some of these have special effects, such as preventing only the player from wearing an item.
*{{Template:Editor:Property:Papyrus Script}} Scripts attached here should extend [[ObjectReference Script|ObjectReference]], not [[Armor Script|Armor]].
*{{Template:Editor:Property:Papyrus Script}} In most cases, attaching an [[ObjectReference Script]] is more useful than attaching an [[Armor Script]].


== Notes ==
== Notes ==
* Items with an index of 0 will appear all the time.  Items with an index of 1 or more can be made to appear using OMODs to change the iAddonIndex
* If an armor addon is not appearing in game, check for a conflict between its equipment slots and the equipment slots specified by the armor.
* If an armor addon is not appearing in game, check for a conflict between its equipment slots and the equipment slots specified by the armor.
* Even though the CreationKit editor will not allow the same addon to appear in the models list more than once, it is possible to accomplish this using F04Edit, and it works in game.
* Even though the CreationKit editor will not allow the same addon to appear in the models list more than once, it is possible to accomplish this using F04Edit, and it works in game.
* Let's say you have a piece of armor with two addons with separate indexes: 1) a pair of pants and 2) a shirtEven though they are separate indexes, their SCLP data will be combined so that even if you're only wearing the shirt, any over armor on the legs will be scaled up as through you're wearing the pants and even if you're only wearing the pants, any over armor on the chest will be scaled up as though you're wearing the shirt.  
* Needs confirmation, but when multiple ARMA records have SCLP data, only the data from a single record is applied; the data is not compositedThe ARMA record that's selected may not even be active (e.g., the SCLP data from from ARMA with index 2 can be used even when the iAddonIndex is 1).
* At the workbench, the order in which the attach points appear is controlled by the [[FormList]] do_ModMenuSlotKeywordList.  Attach points not in this list will appear below APs that are in the list and be roughly in the reverse order they were added to the Attach Parent Slots list.


== See Also ==
== See Also ==
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[[Category:Editor Reference]]
[[Category:Editor Reference]]
[[Category:Object_Classes]]
[[Category:Object Classes]]
[[Category:Items]]
[[Category:Items]]
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