CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Interaction · Friendly actions

Add Artifact to Estate

No costAccepted automatically

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.

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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:actor

As 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).

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