# 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. example_template = { # 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? # Root scope: character # scope:artifact = the artifact. can_benefit = { is_christian_trigger = yes } # 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) # Root scope: character # scope:artifact = the artifact. can_repair = { always = no } # 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 } # Artifacts with this templates show as unique, default = no unique = yes }