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(16:50, 22 August 2020 Gandalf The Black) |
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* An artifact with an active trigger but without owner will never be considered active | * An artifact with an active trigger but without owner will never be considered active | ||
* An artifact without an active trigger will always be considered active, even if not owned. | * An artifact without an active trigger will always be considered active, even if not owned. | ||
* ROOT is the owner and FROM is the artifact | |||
|<pre> | |<pre> | ||
active = { | active = { | ||
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Pictures: | Pictures: | ||
* The pictures are set in gfx | * The pictures are set in C:\Users\Your user name\Documents\Paradox Interactive\Crusader Kings II\gfx\interface\inventory\artifacts | ||
Example for mods: | |||
C:\Users\Your user name\Documents\Paradox Interactive\Crusader Kings II\mod\A Game of Thrones\gfx\interface\inventory\artifacts | |||
* The link between the GFX code and the picture is in Vanilla file interface/domestic_treasury.gfx | * The link between the GFX code and the picture is in Vanilla file interface/domestic_treasury.gfx | ||
* You can use artifact backgrounds (arti_bg.dds, arti_bg_glow.dds, arti_bg_small.dds, and arti_bg_glow_small.dds) in gfx/interface/inventory/artifacts to make artifacts that follow the style of the vanilla artifacts | * You can use artifact backgrounds (arti_bg.dds, arti_bg_glow.dds, arti_bg_small.dds, and arti_bg_glow_small.dds) in gfx/interface/inventory/artifacts to make artifacts that follow the style of the vanilla artifacts | ||
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<references/> | <references/> | ||
[[Category: | [[Category: 模组制作]] | ||
{{ModdingNavbox}} | {{ModdingNavbox}} | ||
[[en:Artifact modding]] |
2020年12月25日 (五) 20:20的最新版本
Artifacts are part of free patch 2.7 and don't actually require Monks and Mystics expansion (though most vanilla artifacts are part of the expansion).
They allow classical-RPG concepts of treasury (stash) and equipable slots (inventory).
Artifacts
Variable | Type | Description | Example |
---|---|---|---|
quality | int | quality = 2
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flags | List<string> | Flags that can be checked with has_artifact_flag condition.
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flags = { chest hermetics very_rare }
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active | Character conditions | Conditions for the artifact to be usable by a character. See is_artifact_active condition.
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active = { is_adult = yes } |
allowed_gift | Character conditions | Conditions for the trigger artifact_can_be_gifted_to .
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stacking | bool | If no, can only have a single copy of this artifact in one's possession. Defaults to "yes". | stacking = no
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indestructible | bool | Whether destroy_artifact has any affect. Defaults to "no".
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indestructible = yes
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picture | gfx | Defines the gfx name, typically GFX_<artifact_name>
2 images are needed:
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picture = "GFX_strange_chest"
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<modifier> | Character modifiers | Modifiers given by the artifact when it is equipped. |
martial = 2 monthly_character_piety = -2 tech_growth_modifier = 0.05 combat_rating = 2 |
slot | string | Associated slot to equip the artifact. New slots can be added dynamically. | slot = crown
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Localization:
- <artifact_name>: name of the artifact
- <artifact_name>_desc: description of the arftifact
- <slot>: name of the equipment slot
Pictures:
- The pictures are set in C:\Users\Your user name\Documents\Paradox Interactive\Crusader Kings II\gfx\interface\inventory\artifacts
Example for mods: C:\Users\Your user name\Documents\Paradox Interactive\Crusader Kings II\mod\A Game of Thrones\gfx\interface\inventory\artifacts
- The link between the GFX code and the picture is in Vanilla file interface/domestic_treasury.gfx
- You can use artifact backgrounds (arti_bg.dds, arti_bg_glow.dds, arti_bg_small.dds, and arti_bg_glow_small.dds) in gfx/interface/inventory/artifacts to make artifacts that follow the style of the vanilla artifacts
Slots
Artifacts can be equipped or unequipped. Number of equipped artifacts are limited by dynamic "slots":
slots = { weapon = 1 ceremonial_weapon = 1 scepter = 1 crown = 1 wrist = 1 neck = 1 torso = 1 library = 4 }
Artifact spawns
Determines the generation of artifacts at the begining of a game.
Variable | Type | Description | Example |
---|---|---|---|
max_amount | int | How many artifacts do we hand out? Default is 4,294,967,295 | max_amount = 1
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spawn_date | date | What date should it claim to have been created? Note that this could be in the future; the spawn chance should be handled in spawn_chance. If a date at or before 1.1.1 is used, it'll state "Unknown Date". | spawn_date = -1.1.1
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spawn_chance | MTTH | Decides whether an artifact spawn should execute or not. Range is 0-100. Default behaviour is to always spawn. | # 50% chance to execute an artifact spawn spawn_chance = { value = 50 } |
weight | MTTH | Character scope, evaluates a potential artifact holder score, which is then used for randomizing who gets an artifact. Default behavior is for everyone to have the same chance. |
# Only christians have a chance of getting an artifact weight = { value = 0 additive_modifier = { value = 100 religion_group = christian } } |
artifacts | clause | List of keys and MTTH for which artifact is spawned. | # 50% chance that the person will get a golden_platypus artifacts ={ golden_platypus = { value = 1 } crystal_platypus = { value = 1 } } |
Migrate from traits
Here is the equivalence to replace traits into artifacts:
Behavior | Trait | Artifact |
---|---|---|
Possession | has_trait = xxx | has_artifact = xxx |
Creation | add_trait = xxx | add_artifact = xxx |
Destruction | remove_trait = xxx | destroy_artifact = xxx |
Transfer |
FROM = { remove_trait = xxx } ROOT = { add_trait = xxx } |
random_artifact = { artifact_type = xxx transfer_artifact = { from = FROM to = ROOT } } |
Uniqueness | xxx = { cached = yes } trait, and xxx = { always = yes }
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References
模组制作
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其他 | 故障排除 • 验证器 • 控制台指令 • 编辑游戏存档 • Steam创意工坊 • EU4转档器模组制作 |