Possible false positives:
--- Error 1 of 2 ---
At <mod>\events\mnm_hermetics_events.txt [character_event\option\if\random_artifact\tooltip] (Line 3288, column 5):
Invalid node "tooltip" in scope ArtifactMaybeLimitCommand (value is: <a complex type>)
--- Error 2 of 2 ---
At <mod>\events\mnm_hermetics_events.txt [character_event\option\if\random_artifact\hidden_effect] (Line 3289, column 5):
Invalid node "hidden_effect" in scope ArtifactMaybeLimitCommand (value is: <a complex type>)
Here's the code:
Hard to test, but as far as I can tell, that's working fine.
The new hidden_effect (also hidden_trigger) function the same way as hidden_tooltip.
--- Error 1 of 2 ---
At <mod>\events\mnm_hermetics_events.txt [character_event\option\if\random_artifact\tooltip] (Line 3288, column 5):
Invalid node "tooltip" in scope ArtifactMaybeLimitCommand (value is: <a complex type>)
--- Error 2 of 2 ---
At <mod>\events\mnm_hermetics_events.txt [character_event\option\if\random_artifact\hidden_effect] (Line 3289, column 5):
Invalid node "hidden_effect" in scope ArtifactMaybeLimitCommand (value is: <a complex type>)
Here's the code:
Code:
#Artifacts get stolen
if = {
limit = { FROM = { has_character_flag = great_theft } }
random_artifact = {
limit = {
has_artifact_flag = hermetics
has_artifact_flag = text
}
tooltip = { destroy_artifact = yes }
hidden_effect = {
transfer_artifact = {
from = ROOT
to = FROM
}
}
}
}
Hard to test, but as far as I can tell, that's working fine.
The new hidden_effect (also hidden_trigger) function the same way as hidden_tooltip.