Added 3 Whole Artifacts
Added the Crown and Sword of St. Wenceslas and the Codex Gigus and added them to characters (Duke of Bohemia, Duchess of Moravia and the King of Sweden) Lastly added a few files from the base-game to make templates and artifact visuals easier to find (and create)
This commit is contained in:
parent
7581ab67c0
commit
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14 changed files with 813 additions and 17 deletions
59
common/artifacts/templates/NEOW_templates.txt
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59
common/artifacts/templates/NEOW_templates.txt
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# New Era Old World Artifacts Templates
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codex_template = {
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can_equip = {
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always = yes
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}
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can_benefit = {
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NEOW_christian_book_artifact_trigger = yes
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}
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can_reforge = {
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NEOW_christian_book_artifact_trigger = yes
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}
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can_repair = {
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always = yes
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}
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fallback = {
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learning = 2
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stress_gain_mult = 0.15
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negate_health_penalty_add = 0.10
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catholic_religion_opinion = 20
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}
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ai_score = {
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value = 100
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}
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unique = yes
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}
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sword_wenceslas_template = {
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can_equip = {
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always = yes
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}
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can_benefit = {
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#NEOW_is_czech_king_trigger = yes
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}
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can_reforge = {
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#NEOW_is_czech_king_trigger = yes
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}
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fallback = {
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monthly_piety = 0.35
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court_grandeur_baseline_add = 5
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courtier_and_guest_opinion = 5
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}
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ai_score = {
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value = 100
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}
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unique = yes
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}
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40
common/artifacts/templates/_templates.info
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40
common/artifacts/templates/_templates.info
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# The optional scripted base component of an artifact containing triggers and effects that cannot be read during artifact creation.
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# Determines for example if a given character can wield an artifact or get its full benefits.
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# Root scope is character for all triggers, but the artifact can be accessed via scope:artifact
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example_template = {
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# can this character equip this artifact?
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can_equip = {
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always = yes
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}
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# can this character benefit from the full modifiers of the artifact?
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can_benefit = {
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is_christian_trigger = yes
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}
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# can this character reforge this artifact (turn this artifact into another)
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can_reforge = {
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is_christian_trigger = yes
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}
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# can this character repair this artifact (restore its durability)
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can_repair = {
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always = no
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}
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# if a given character does not pass the "can_benefit" trigger then this modifier will be applied instead.
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fallback = {
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monthly_prestige = 0.3
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}
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# Adds the final value to the AI equipping score, note the can_benefit takes precedence over the score when AI equipping
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# artifact_ai_will_equip_score in game/common/scripted_values/00_artifact_values.txt also effect the final score
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ai_score = {
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value = 100
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}
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# Artifacts with this templates show as unique, default = no
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unique = yes
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}
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460
common/artifacts/types/00_types.txt
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460
common/artifacts/types/00_types.txt
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#########################
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# Personal Artifacts #
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#########################
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# Crowns
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helmet = {
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slot = helmet
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required_features = { crown_decoration decoration_material_wire }
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optional_features = { decoration_material_gem }
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}
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helmet_simple = {
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slot = helmet
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}
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# Regalia/Crown Jewels
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regalia = {
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slot = regalia
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required_features = {
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# Core regalia components:
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regalia_scepter regalia_clothes regalia_accessory
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# Necessary regalia materials:
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decoration_material_wire # Base material for the scepter and accessory
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decoration_material_gem # Gems decorating the scepter and accessory
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generic_material_cloth # Base textile for the robe/cape.
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decoration_material_embroidery # Thread for embroidering the robe/cape.
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}
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}
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regalia_simple = {
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slot = regalia
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}
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seal_of_investiture = {
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slot = regalia
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required_features = {
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decoration_material_slate # Base material for seal's foundation
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decoration_material_ink # Ink required for the calligraphy
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}
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}
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seal_of_investiture_court = {
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slot = pedestal
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required_features = {
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decoration_material_slate # Base material for seal's foundation
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decoration_material_ink # Ink required for the calligraphy
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}
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}
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# Armor
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armor_mail = {
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slot = armor
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required_features = { armor_material armor_helmet }
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optional_features = {
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# Armor-specific
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armor_decoration generic_material_cloth
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# General decorations
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decoration_pattern decoration_material_inlay decoration_material_wire armor_property
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}
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}
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armor_plate = {
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slot = armor
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required_features = { armor_material armor_helmet }
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optional_features = {
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# Armor-specific
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armor_decoration generic_material_cloth
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# General decorations
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decoration_pattern decoration_material_inlay decoration_material_wire armor_property
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}
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}
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armor_scale = {
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slot = armor
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required_features = { armor_material armor_helmet }
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optional_features = {
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# Armor-specific
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armor_decoration generic_material_cloth
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# General decorations
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decoration_pattern decoration_material_inlay decoration_material_wire armor_property
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}
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}
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armor_lamellar = {
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slot = armor
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required_features = { armor_material generic_material_cordage generic_material_cloth armor_helmet}
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optional_features = {
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# Armor-specific
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armor_decoration
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# General decorations
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decoration_pattern decoration_material_inlay decoration_material_wire armor_property
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}
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}
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armor_laminar = {
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slot = armor
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required_features = { armor_material generic_material_cordage generic_material_cloth armor_helmet }
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optional_features = {
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# Armor-specific
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armor_decoration
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# General decorations
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decoration_pattern decoration_material_inlay decoration_material_wire armor_property
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}
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}
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armor_brigandine = {
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slot = armor
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required_features = { armor_material generic_material_cloth armor_helmet }
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optional_features = {
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# Armor-specific
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armor_decoration
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# General decorations
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decoration_pattern decoration_material_inlay decoration_material_wire armor_property
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}
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}
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# Weapons
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axe = {
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slot = primary_armament
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required_features = { head_metal shaft_wood }
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optional_features = {
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# Axe-specific:
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head_decoration shaft_decoration
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# General decorations:
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decoration_pattern decoration_material_inlay decoration_material_inlay_HSB decoration_material_wire
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}
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}
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hammer = {
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slot = primary_armament
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required_features = { head_metal shaft_wood }
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optional_features = {
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# Hammer-specific:
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head_decoration shaft_decoration
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# General decorations:
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decoration_pattern decoration_material_inlay decoration_material_inlay_HSB decoration_material_wire
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}
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}
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mace = {
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slot = primary_armament
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required_features = { head_metal handle_metal }
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optional_features = {
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# Mace-specific:
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head_decoration metal_handle_decoration
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# General decorations:
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decoration_pattern decoration_material_inlay decoration_material_wire
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}
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}
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spear = {
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slot = primary_armament
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required_features = { head_metal shaft_wood }
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optional_features = {
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# Spear-specific:
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head_decoration shaft_decoration
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# General decorations:
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decoration_pattern decoration_material_inlay decoration_material_inlay_HSB decoration_material_wire
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}
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}
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sword = {
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slot = primary_armament
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required_features = { blade_metal }
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optional_features = {
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# Sword-specific:
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blade_decoration hilt_decoration
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# General decorations:
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decoration_pattern decoration_material_inlay decoration_material_wire
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}
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}
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dagger = {
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slot = primary_armament
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required_features = { blade_metal }
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optional_features = {
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# Dagger-specific:
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blade_decoration hilt_decoration
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# General decorations:
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decoration_pattern decoration_material_inlay decoration_material_wire
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}
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}
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# Trinkets
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miscellaneous = {
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slot = miscellaneous
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optional_features = { book_subject book_cover_material book_topic book_title book_decoration decoration_pattern generic_material_wood decoration_material_gem decoration_material_inlay_HSB }
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can_reforge = no
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}
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# Journals
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journal = {
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slot = journal
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optional_features = { book_subject book_cover_material book_topic book_title book_decoration decoration_pattern generic_material_wood decoration_material_gem decoration_material_inlay_HSB }
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can_reforge = no
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}
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# For artefacts that we *don't* want to start as court artefacts, because you might not have Royal Court, but which will generally be expected to convert into one at the earliest opportunity.
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miscellaneous_when_not_court = {
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slot = miscellaneous
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# Just add to this list as new DLC court artefacts are designed.
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optional_features = { sculpture_material generic_material_wood decoration_material_inlay goblet_material }
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}
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brooch = {
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slot = miscellaneous
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required_features = { brooch_decoration decoration_material_wire }
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optional_features = { brooch_centerpiece brooch_adornment decoration_material_gem }
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can_reforge = no
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}
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necklace = {
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slot = miscellaneous
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required_features = { decoration_material_wire decoration_material_gem }
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can_reforge = no
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}
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ring = {
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slot = miscellaneous
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required_features = { ring_decoration generic_material_metal }
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optional_features = { ring_centerpiece ring_adornment decoration_material_wire decoration_material_gem }
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can_reforge = no
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}
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animal_trinket = {
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slot = miscellaneous
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required_features = { animal_trinket_type }
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can_reforge = no
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}
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bird_feather = {
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slot = miscellaneous
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required_features = { bird_feather_type }
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can_reforge = no
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}
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#########################
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# Court Artifacts #
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#########################
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# 'Sculptures', or large free-standing artifacts including statues, chests, cabinets, etc.
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sculpture = {
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slot = sculpture
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default_visuals = statue
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required_features = { sculpture_material }
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optional_features = { generic_material_wood }
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}
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chest = {
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slot = sculpture
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required_features = { generic_material_wood wood_decoration }
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optional_features = { decoration_pattern decoration_material_inlay_HSB }
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}
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box = {
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slot = pedestal
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required_features = { box_material box_decoration }
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optional_features = { decoration_pattern decoration_material_inlay }
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}
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cabinet = {
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slot = sculpture
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required_features = { generic_material_wood wood_decoration }
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optional_features = { decoration_pattern decoration_material_inlay_HSB}
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}
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goblet = {
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slot = pedestal
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required_features = { goblet_material decoration_material_gem }
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}
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scientific_apparatus = {
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slot = sculpture
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default_visuals = statue
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required_features = { sculpture_material }
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optional_features = { generic_material_wood decoration_material_inlay }
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}
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jug = {
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slot = pedestal
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required_features = { goblet_material decoration_material_inlay }
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}
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brooch_pedestal = {
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slot = pedestal
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required_features = { brooch_decoration decoration_material_wire }
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optional_features = { brooch_centerpiece brooch_adornment decoration_material_gem }
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}
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necklace_pedestal = {
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slot = pedestal
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required_features = { decoration_material_wire decoration_material_gem }
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}
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bowl = {
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slot = pedestal
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required_features = { generic_material_metal decoration_pattern }
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}
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plate = {
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slot = pedestal
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required_features = { generic_material_metal decoration_pattern }
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}
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urn = {
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slot = pedestal
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required_features = { generic_material_earthware decoration_pattern }
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}
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tun_barrel = {
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slot = sculpture
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required_features = { generic_material_wood }
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}
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scepter_pedestal = {
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slot = pedestal
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}
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# Small artifacts which should be displayed on a pedestal including goblets, large gemstones, reliquaries, etc.
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pedestal = {
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slot = pedestal
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default_visuals = rock
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}
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# Wall decorations, including tapestries, animal hides, weapon displays, etc.
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tapestry = {
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slot = wall_big
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required_features = { generic_material_cloth tapestry_scene }
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}
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animal_skull = {
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slot = wall_small
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required_features = { animal_skull_type generic_material_wood }
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}
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animal_hide = {
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slot = wall_small
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required_features = { animal_hide_type }
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}
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animal_hide_big = {
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slot = wall_big
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required_features = { animal_hide_type }
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}
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wall_big = {
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slot = wall_big
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default_visuals = wall_shield
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}
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wall_small = {
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slot = wall_small
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default_visuals = animal_trophy
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}
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wall_shield = {
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slot = wall_small
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default_visuals = wall_shield
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required_features = { head_metal shaft_wood decoration_pattern decoration_material_inlay_HSB }
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}
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# kite shields are too big for wall_small
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wall_shield_special = {
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slot = wall_big
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default_visuals = wall_shield
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required_features = { head_metal shaft_wood decoration_pattern decoration_material_inlay_HSB }
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}
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wall_icon_court_large = {
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slot = wall_big
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default_visuals = icon_court_large
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required_features = { icon_decoration }
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}
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wall_icon_court_small = {
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slot = wall_small
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default_visuals = icon_court_small
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required_features = { icon_decoration }
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}
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# Thrones
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throne = { # Any throne created mid-game through Inspirations must have these:
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slot = throne
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required_features = { generic_material_wood generic_material_cloth }
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}
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throne_special = { # Special historical thrones, such as Solomon's or Charlemagne's, do not enforce the material requirements due to their unique construction.
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slot = throne
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optional_features = { generic_material_wood generic_material_cloth }
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}
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# Books
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book = {
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slot = book
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required_features = { book_subject book_cover_material }
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optional_features = { book_topic book_title book_decoration decoration_pattern generic_material_wood decoration_material_gem decoration_material_inlay_HSB }
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}
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chronicle = {
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slot = book
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optional_features = { book_topic book_title book_decoration decoration_pattern generic_material_wood decoration_material_gem decoration_material_inlay_HSB }
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}
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# Alchemy
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elixir = {
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slot = pedestal
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required_features = { decoration_pattern glass_decoration }
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optional_features = { elixir_type decoration_material_inlay decoration_material_wire }
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}
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panacea = {
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slot = pedestal
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required_features = { box_material box_decoration }
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optional_features = { decoration_pattern decoration_material_inlay }
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}
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philosophers_stone = {
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slot = pedestal
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required_features = { box_material box_decoration }
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optional_features = { decoration_pattern decoration_material_inlay }
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}
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# Tournaments
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pas_darmes_token = {
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slot = miscellaneous
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required_features = { generic_material_cloth decoration_pattern }
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}
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pas_darmes_spurs = {
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slot = miscellaneous
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required_features = { generic_material_metal }
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}
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tournament_favor = {
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slot = miscellaneous
|
||||
required_features = { generic_material_cloth decoration_pattern }
|
||||
}
|
||||
|
||||
# Bows
|
||||
longbow = {
|
||||
slot = primary_armament
|
||||
required_features = { longbow_wood bow_string }
|
||||
}
|
||||
|
||||
composite = {
|
||||
slot = primary_armament
|
||||
required_features = { composite_wood composite_horn bow_string }
|
||||
}
|
||||
|
||||
bow = {
|
||||
slot = primary_armament
|
||||
required_features = { bow_wood bow_string }
|
||||
}
|
||||
|
||||
crossbow = {
|
||||
slot = primary_armament
|
||||
required_features = { bow_wood bow_string }
|
||||
}
|
||||
13
common/artifacts/types/_types.info
Normal file
13
common/artifacts/types/_types.info
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
Structure:
|
||||
|
||||
key = {
|
||||
slot = inventory slot type
|
||||
# A feature from each of these groups will be assigned automatically on creation
|
||||
required_features = { group group group }
|
||||
# These feature groups can be added after creation in script
|
||||
optional_features = { group group group }
|
||||
# optional field with no gameplay effect. Only needed for automatic test artifact generation
|
||||
default_visuals = visuals_key
|
||||
}
|
||||
|
||||
The artifact_KEY is also used as a loc key in some contexts. E.G., "artifact_helmet"
|
||||
5
common/artifacts/visuals/NEOW_artifacts_visuals.txt
Normal file
5
common/artifacts/visuals/NEOW_artifacts_visuals.txt
Normal file
|
|
@ -0,0 +1,5 @@
|
|||
sword_wenceslas = {
|
||||
default_type = pedestal
|
||||
icon = { reference = artifact_sword_wenceslas.dds }
|
||||
asset = { reference = ep1_northern_sword_01_a_entity }
|
||||
}
|
||||
26
common/artifacts/visuals/_visuals.info
Normal file
26
common/artifacts/visuals/_visuals.info
Normal file
|
|
@ -0,0 +1,26 @@
|
|||
# Determines the visuals of an artifact and ties together 2d and 3d visuals
|
||||
# Picks a random valid one based on the triggers, passes in the scopes from the creation/reforge like the text does
|
||||
|
||||
example = {
|
||||
icon = "icon_name.dds"
|
||||
asset = "asset_name"
|
||||
|
||||
# optional field with no gameplay effect. Only needed for automatic test artifact generation
|
||||
default_type = type_key
|
||||
|
||||
icon = {
|
||||
trigger = {
|
||||
<trigger>
|
||||
#root scope is the owner
|
||||
#scope:artifact is the artifact being made
|
||||
#scope:artifact.creator is how to access the creator when different from the owner
|
||||
}
|
||||
reference = "icon_name.dds"
|
||||
}
|
||||
asset = {
|
||||
trigger = {
|
||||
<trigger>
|
||||
}
|
||||
reference = "asset_name"
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue