low_high_wealth_cutoff = 50 # The mid-point between the minimum wealth of an artifact and the maximum wealth of an artifact. Currently minimum and maximum are 0 and 100, respectively. reforge_artifact_cost = { value = { # Base cost is the missing durability - It shouldn't matter how often, or when, you repair an artifact value = scope:artifact.artifact_max_durability subtract = scope:artifact.artifact_durability desc = "BASE" } if = { # Multiply base cost with artifact rarity - Except for trinkets limit = { scope:artifact = { rarity = illustrious } } multiply = { value = 4 desc = reforge_artifact_durability_desc } } else_if = { limit = { scope:artifact = { rarity = famed } } multiply = { value = 3 desc = reforge_artifact_durability_desc } } else_if = { limit = { scope:artifact = { rarity = masterwork } } multiply = { value = 2 desc = reforge_artifact_durability_desc } } } # Used by AI when scoring artifacts for equipping # Will be added to the score of # code calculation: quality + wealth + (rarity * NDefines::NInventory::ARTIFACT_RARITY_AI_SCORE_MULT) + Scripted Template ai_score (if artifact has a scripted template) # The score of this will be added to the score of above # Best artifact will be selected to be equipped, and only artifacts with scores above 0 will be equipped. # root: character - owner of the Artifact # scope:artifact: artifact # scope:current_weight: is the score from the code calculation artifact_ai_will_equip_score = { if = { # To prevent the AI from equipping actively detrimental artifacts limit = { exists = scope:artifact scope:artifact = { has_variable = cursed_artifact } } add = { value = -10000 } } } # Used by AI when scoring artifacts for reforging # Will be added to the score of # code calculation: quality + wealth + (rarity * NDefines::NInventory::ARTIFACT_RARITY_AI_SCORE_MULT) + Scripted Template ai_score (if artifact has a scripted template) # The score of this will be added to the score of above # Best artifact will be selected to be reforged, and only artifacts with scores above 0 will be reforged. # Only artifacts that are not good enough for equipping, will be considered for reforging # root: character - owner of the Artifact # scope:artifact: artifact # scope:current_weight: is the score from the code calculation artifact_ai_will_reforge_score = { if = { limit = { scope:artifact = { artifact_slot_type = miscellaneous } } multiply = { value = 0 } } if = { limit = { root = { gold < 200 } } multiply = { value = 0 } } if = { limit = { root = { is_at_war = yes } } multiply = { value = 0 } } } artifact_rarity = { value = 1 if = { limit = { rarity = common } add = 1 } else_if = { limit = { rarity = masterwork } add = 2 } else_if = { limit = { rarity = famed } add = 3 } else_if = { limit = { rarity = illustrious } add = 4 } } cheese_artifact_strength = { value = scope:cheese_artifact.artifact_max_durability subtract = scope:cheese_artifact.artifact_durability multiply = -1 } very_low_mummy_quality = 0 low_mummy_quality = 100 medium_mummy_quality = 250 high_mummy_quality = 500 very_high_mummy_quality = 1000 mummy_quality = { value = 0 # Am I a good person? if = { limit = { num_virtuous_traits >= 1 } add = 50 } if = { # 100 limit = { num_virtuous_traits >= 2 } add = 50 } if = { # 250 limit = { num_virtuous_traits >= 3 } add = 250 } # Am I a bad person? if = { limit = { num_sinful_traits >= 1 } add = -25 } if = { # -50 limit = { num_sinful_traits >= 2 } add = -25 } if = { # -100 limit = { num_sinful_traits >= 3 } add = -50 } # Am I a prestigious person? if = { limit = { highest_held_title_tier >= tier_county } add = 25 } if = { # 50 limit = { highest_held_title_tier >= tier_duchy } add = 25 } if = { # 100 limit = { highest_held_title_tier >= tier_kingdom } add = 50 } if = { # 250 limit = { highest_held_title_tier >= tier_empire } add = 150 } # Am I a HoF? if = { limit = { primary_title = { is_head_of_faith = yes } } add = 100 } # Traits that would make someone a good mummy probably if = { limit = { has_trait = pilgrim NOT = { faith = { has_doctrine_parameter = forbidden_from_pilgrimage } } } add = 25 } if = { limit = { has_trait = tourney_participant } add = 25 } if = { # Other lifestyles get 25 limit = { any_trait_in_category = { category = lifestyle count >= 1 } } add = 25 } if = { limit = { OR = { has_trait = education_intrigue_5 has_trait = education_diplomacy_5 has_trait = education_stewardship_5 has_trait = education_martial_5 has_trait = education_learning_5 } } add = 25 } #Living Legend and Saints get more value if = { limit = { OR = { has_trait = legend has_trait = saint } } multiply = 1.5 } }