moar fixes
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34 changed files with 3704 additions and 657 deletions
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@ -6,4 +6,4 @@ key = {
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weight = script value # Same scopes as trigger
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}
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The artifact_feature_KEY is also used as a loc key in some contexts. E.G., "feature_sword_hilt_silver"
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The feature_KEY is also used as a loc key in some contexts. E.G., "feature_sword_hilt_silver"
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@ -1,36 +1,54 @@
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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 this character equip this artifact?
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# Root scope: character
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# scope:artifact = the 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 this character benefit from the full modifiers of the artifact?
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# Root scope: character
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# scope:artifact = 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 this character reforge this artifact (turn this artifact into another)
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# Root scope: character
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# scope:artifact = the artifact.
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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 this character repair this artifact (restore its durability)
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# Root scope: character
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# scope:artifact = the artifact.
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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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# Is this artifact a holy relic for a faith?
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# Relics can be enshrined into holy sites
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#
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# Root scope: faith to enshrine for
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# scope:artifact = the artifact
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is_holy_relic = {
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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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# (only when equipped to a character)
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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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# Root scope: character (the AI owner)
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ai_score = {
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value = 100
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}
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@ -1,13 +1,15 @@
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Structure:
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key = {
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slot = inventory slot type
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slot = inventory slot flag
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# A feature from each of these groups will be assigned automatically on creation
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required_features = { group group group }
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# These feature groups can be added after creation in script
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optional_features = { group group group }
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# optional field with no gameplay effect. Only needed for automatic test artifact generation
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default_visuals = visuals_key
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# Can artifacts of this type be reforged, default = yes
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can_reforge = yes
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}
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The artifact_KEY is also used as a loc key in some contexts. E.G., "artifact_helmet"
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@ -8,6 +8,13 @@ example = {
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# optional field with no gameplay effect. Only needed for automatic test artifact generation
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default_type = type_key
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# Support entity type for the court scene, looked up in the support_type block of the court scene settings
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# pedestal is an old alias of this field
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support_type = "tall"
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# Optional entity used when the artifact is shown on a character portrait, same format as asset. Falls back to asset
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portrait_asset = "asset_name"
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icon = {
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trigger = {
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<trigger>
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