Interaction · Friendly actions
Add Artifact to Estate
Put an Artifact on display in the Cabinet of Curiosities at the …
What you need
You
To send it
Also needed: not imprisoned
To see it in the menu
- Your domicile:
has_domicile_parameter = can_receive_artifacts
- If played by the AI:
has_any_unequipped_artifact = yes- Character artifact (at least 5): Is not equipped
- The target is you
Which artifact you can pick
- Any character artifact:
None of these
- Any scheme: Escorted artifact is scope:target
- The target: Is not equipped
Add Artifact to Estate is a friendly character interaction in Crusader Kings III. You need: Is not imprisoned. Accepted automatically. Patch 1.20.1.2, from game/common/character_interactions/06_ep3_interactions.txt.
Quick answers (2)
- What are the requirements for Add Artifact to Estate in CK3?
- You: Is not imprisoned. (patch 1.20.1.2)
- Will the AI accept Add Artifact to Estate?
- Yes: it is accepted automatically.
Will they accept?
The other character has no choice: the game accepts it automatically.
What happens
Effects
- … is put on display in the …
- You will no longer be able to equip or retrieve the Artifact. This is a permanent decision.
• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists
Who can use it and sees it (is_available, is_shown) (14 lines of game script)
is_available = domicile ?= {
has_domicile_parameter = can_receive_artifacts
}
trigger_if = {
limit = {
is_ai = yes
}
has_any_unequipped_artifact = yes
any_character_artifact = {
count >= 5
is_equipped = no
}
}
is_shown = scope:recipient = scope:actorAs written in game/common/character_interactions/06_ep3_interactions.txt.
Can be sent when (is_valid…) (7 lines of game script)
scope:actor = {
custom_description = {
text = any_unequipped_artifact_tt
has_any_unequipped_artifact = yes
}
is_imprisoned = no
}As written in game/common/character_interactions/06_ep3_interactions.txt.
Effects (on_send, on_accept, on_decline) (144 lines of game script)
on_accept = scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = cabinet_of_curiosities_interaction_notification
left_icon = scope:actor
right_icon = scope:target
custom_tooltip = artifact_added_to_domicile_tt
if = {
limit = {
scope:target = {
is_unique = yes
}
}
house = {
if = {
limit = {
has_variable = ep3_legacy_domicile_artifact_counter_unique
}
change_variable = {
name = ep3_legacy_domicile_artifact_counter_unique
add = 1
}
}
else = {
set_variable = {
name = ep3_legacy_domicile_artifact_counter_unique
value = 1
}
}
}
}
scope:target = {
if = {
limit = {
rarity = common
}
scope:actor.house = {
if = {
limit = {
has_variable = ep3_legacy_domicile_artifact_counter_common
}
change_variable = {
name = ep3_legacy_domicile_artifact_counter_common
add = 1
}
}
else = {
set_variable = {
name = ep3_legacy_domicile_artifact_counter_common
value = 1
}
}
}
}
else_if = {
limit = {
rarity = masterwork
}
scope:actor.house = {
if = {
limit = {
has_variable = ep3_legacy_domicile_artifact_counter_masterwork
}
change_variable = {
name = ep3_legacy_domicile_artifact_counter_masterwork
add = 1
}
}
else = {
set_variable = {
name = ep3_legacy_domicile_artifact_counter_masterwork
value = 1
}
}
}
}
else_if = {
limit = {
rarity = famed
}
scope:actor.house = {
if = {
limit = {
has_variable = ep3_legacy_domicile_artifact_counter_famed
}
change_variable = {
name = ep3_legacy_domicile_artifact_counter_famed
add = 1
}
}
else = {
set_variable = {
name = ep3_legacy_domicile_artifact_counter_famed
value = 1
}
}
}
}
else_if = {
limit = {
rarity = illustrious
}
scope:actor.house = {
if = {
limit = {
has_variable = ep3_legacy_domicile_artifact_counter_illustrious
}
change_variable = {
name = ep3_legacy_domicile_artifact_counter_illustrious
add = 1
}
}
else = {
set_variable = {
name = ep3_legacy_domicile_artifact_counter_illustrious
value = 1
}
}
}
}
}
}
custom_tooltip = add_artifact_to_domicile_warning
hidden_effect = {
destroy_artifact = scope:target
house = {
if = {
limit = {
has_variable = ep3_legacy_domicile_artifact_counter
}
change_variable = {
name = ep3_legacy_domicile_artifact_counter
add = 1
}
}
else = {
set_variable = {
name = ep3_legacy_domicile_artifact_counter
value = 1
}
}
}
}
}As written in game/common/character_interactions/06_ep3_interactions.txt.
- Category
- Friendly actions
- In the menu
- main list
- ID
cabinet_of_curiosities_interaction
Source: game/common/character_interactions/06_ep3_interactions.txt and the English localisation, Crusader Kings III 1.20.1.2. “You” is the character who sends it (scope:actor, or a puppet acting for you); “the character you target” is the recipient. “…” marks words the game fills in at play time (a name, a title).