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)
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14 changed files with 813 additions and 17 deletions
59
common/artifacts/templates/NEOW_templates.txt
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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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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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