moar fixes

This commit is contained in:
Fishedotjpg 2026-10-30 20:15:46 +00:00
parent 3fdde12c9d
commit 29408a5477
34 changed files with 3704 additions and 657 deletions

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@ -6,4 +6,4 @@ key = {
weight = script value # Same scopes as trigger
}
The artifact_feature_KEY is also used as a loc key in some contexts. E.G., "feature_sword_hilt_silver"
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 @@
# The optional scripted base component of an artifact containing triggers and effects that cannot be read during artifact creation.
# Determines for example if a given character can wield an artifact or get its full benefits.
# Root scope is character for all triggers, but the artifact can be accessed via scope:artifact
example_template = {
# can this character equip this artifact?
# Can this character equip this artifact?
# Root scope: character
# scope:artifact = the artifact.
can_equip = {
always = yes
}
# can this character benefit from the full modifiers of the artifact?
# Can this character benefit from the full modifiers of the artifact?
# Root scope: character
# scope:artifact = the artifact.
can_benefit = {
is_christian_trigger = yes
}
# can this character reforge this artifact (turn this artifact into another)
# Can this character reforge this artifact (turn this artifact into another)
# Root scope: character
# scope:artifact = the artifact.
can_reforge = {
is_christian_trigger = yes
}
# can this character repair this artifact (restore its durability)
# Can this character repair this artifact (restore its durability)
# Root scope: character
# scope:artifact = the artifact.
can_repair = {
always = no
}
# if a given character does not pass the "can_benefit" trigger then this modifier will be applied instead.
# Is this artifact a holy relic for a faith?
# Relics can be enshrined into holy sites
#
# Root scope: faith to enshrine for
# scope:artifact = the artifact
is_holy_relic = {
always = no
}
# If a given character does not pass the "can_benefit" trigger then this modifier will be applied instead.
# (only when equipped to a character)
fallback = {
monthly_prestige = 0.3
}
# Adds the final value to the AI equipping score, note the can_benefit takes precedence over the score when AI equipping
# artifact_ai_will_equip_score in game/common/scripted_values/00_artifact_values.txt also effect the final score
# Root scope: character (the AI owner)
ai_score = {
value = 100
}

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@ -1,13 +1,15 @@
Structure:
key = {
slot = inventory slot type
slot = inventory slot flag
# 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
# Can artifacts of this type be reforged, default = yes
can_reforge = yes
}
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 = {
# optional field with no gameplay effect. Only needed for automatic test artifact generation
default_type = type_key
# Support entity type for the court scene, looked up in the support_type block of the court scene settings
# pedestal is an old alias of this field
support_type = "tall"
# Optional entity used when the artifact is shown on a character portrait, same format as asset. Falls back to asset
portrait_asset = "asset_name"
icon = {
trigger = {
<trigger>