58 lines
1.7 KiB
Text
58 lines
1.7 KiB
Text
# 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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example_template = {
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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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# 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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# 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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# 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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# 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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# Artifacts with this templates show as unique, default = no
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unique = yes
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}
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