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
|
flags
|
List<string>
|
Flags that can be checked with has_artifact_flag condition.
|
flags = { chest hermetics very_rare }
|
active
|
Character conditions
|
Conditions for the artifact to be usable by a character. See is_artifact_active condition.
- 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.
- ROOT is the owner and FROM is the artifact
|
active = {
is_adult = yes
}
|
allowed_gift
|
Character conditions
|
Conditions for the trigger artifact_can_be_gifted_to .
|
stacking
|
bool
|
If no, can only have a single copy of this artifact in one's possession. Defaults to "yes".
|
stacking = no
|
indestructible
|
bool
|
Whether destroy_artifact has any affect. Defaults to "no".
|
indestructible = yes
|
picture
|
gfx
|
Defines the gfx name, typically GFX_<artifact_name>
2 images are needed:
- 118x118px for GFX_<artifact_name>
- 59x59px for GFX_<artifact_name>_small
|
picture = "GFX_strange_chest"
|
<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
|
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
|
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
|
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 }
|
?
|
References