宝物模组制作

本页面所适用的版本可能已经过时,最后更新于2.7
(重定向自Artifact modding


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