# p42 Artifacts and items - indoor furniture layer.
42 = {
	0 = { # 0 - blank
		factor = 1
		modifier = {
			factor = 100
			has_game_rule = { name = blg_artifacts value = off }
		}
	}

	1 = { # a - Big Relic
		factor = 100
		trigger = {
			blg_artifact_relic_chest = yes
		}
	}

	2 = { # b - Harp
		factor = 10
		trigger = {
			blg_artifact_harp = yes
		}
	}

	3 = { # c - Sampo
		factor = 100
		trigger = {
			blg_artifact_sampo = yes
		}
	}

	4 = { # d - Small Relic
		factor = 2
		trigger = {
			blg_artifact_relic_case = yes
		}
	}

	5 = { # e - Holy Grail
		factor = 100
		trigger = {
			blg_artifact_grail = yes
		}
	}

	6 = { # f - Bowl
		factor = 10
		trigger = {
			blg_artifact_bowl = yes
		}
	}

	7 = { # g - Horn
		factor = 10
		trigger = {
			blg_artifact_horn = yes
		}
	}

	8 = { # h - Hunting Trophy
		factor = 100
		trigger = {
			has_character_flag = achievement_great_hunter
			has_character_flag = white_stag
		}
	}

	9 = { # i - Hunting Trophy
		factor = 100
		trigger = {
			has_character_flag = achievement_great_hunter
			has_character_flag = white_bear
		}
	}

	10 = { # j - Hunting Trophy
		factor = 100
		trigger = {
			has_character_flag = achievement_great_hunter
			has_character_flag = white_tiger
		}
	}

	11 = { # k - Hunting Trophy
		factor = 100
		trigger = {
			has_character_flag = achievement_great_hunter
			has_character_flag = white_lion
		}
	}

	12 = { # l - Tablet
		factor = 10
		trigger = {
			blg_artifact_tablet = yes
		}
	}

	13 = { # m - Jade Dragon
		factor = 10
		trigger = {
			blg_artifact_jadedragon = yes
		}
	}

	14 = { # n - Water clock
		factor = 10
		trigger = {
			blg_artifact_waterclock = yes
		}
	}

	15 = { # o - Glass candle
		factor = 50
		trigger = {
			blg_artifact_candle = yes
		}
	}
}
