Interaction · Hostile actions
Steal Artifact (Scheme)
The recipient will no longer own what's rightfully mine!
What you need
You
To send it
If
- You › Any character artifact › You:
has_artifact_claim = prev
Then
- I cannot Steal Artifact from at this time
- You › Any character artifact › You:
If
- You: Your Government is Adventurer
- The character you target:
None of these
- Any character artifact › You:
has_artifact_claim = prev
- Any character artifact › You:
Then
To see it in the menu
- If played by the AI:
- Intrigue at least 5
has_outstanding_artifact_claims = yesNone of these
- Any scheme:
One of these
scheme_type = murderor
scheme_type = abductor
scheme_type = claim_throneor
scheme_type = fabricate_hookor
scheme_type = steal_back_artifact
- Any scheme:
- Ai greed at least -20
- Is not imprisoned
None of these
- The target is you
- The character you target: Is imprisoned by you
One of these
- The character you target › Any character artifact:
can_be_claimed_by = scope:puppet_or_actor
or
All of these
- The character you target:
has_any_artifact = yes
- You:
One of these
- Employs a Master Thief
or
Any character active contract:task_contract_type = laamp_steal_artifact_contract- Task contract target is scope:recipient
- The character you target:
- The character you target › Any character artifact:
Which artifact you can pick
If
- You:
None of these
- Employs a Master Thief
- Any character active contract:
task_contract_type = laamp_steal_artifact_contract- Task contract object is scope:target
Then
- You:
has_artifact_claim = scope:target
- You:
- The target: Does not have “is tribute mission artifact” (a variable the game's script sets)
Steal Artifact (Scheme) is a hostile character interaction in Crusader Kings III. Accepted automatically. Patch 1.20.1.2, from game/common/character_interactions/00_artifact_interactions.txt.
Quick answers (1)
- Will the AI accept Steal Artifact (Scheme)?
- Yes: it is accepted automatically.
Will they accept?
The other character has no choice: the game accepts it automatically.
What happens
Effects
- Stress and fulfillment impact: by trait: Vengeful -30, Honest +20, Just -15
• 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) (48 lines of game script)
is_available = trigger_if = {
limit = {
is_ai = yes
}
intrigue >= low_skill_rating
has_outstanding_artifact_claims = yes
NOT = {
any_scheme = {
OR = {
scheme_type = murder
scheme_type = abduct
scheme_type = claim_throne
scheme_type = fabricate_hook
scheme_type = steal_back_artifact
}
}
}
ai_greed >= low_negative_ai_value
is_imprisoned = no
}
is_shown = exists = scope:puppet_or_actor
NOR = {
scope:recipient = scope:puppet_or_actor
scope:recipient = {
is_imprisoned_by = scope:puppet_or_actor
}
}
OR = {
scope:recipient = {
any_character_artifact = {
can_be_claimed_by = scope:puppet_or_actor
}
}
AND = {
scope:recipient = {
has_any_artifact = yes
}
scope:puppet_or_actor ?= {
OR = {
employs_court_position = master_thief_camp_officer
any_character_active_contract = {
task_contract_type = laamp_steal_artifact_contract
var:task_contract_target ?= scope:recipient
}
}
}
}
}As written in game/common/character_interactions/00_artifact_interactions.txt.
Can be sent when (is_valid…) (94 lines of game script)
trigger_if = {
limit = {
scope:puppet_or_actor = {
any_character_artifact = {
scope:puppet_or_actor = {
has_artifact_claim = prev
}
}
}
}
custom_description = {
text = steal_back_artifact_can_start_scheme
subject = scope:puppet_or_actor
object = scope:recipient
scope:puppet_or_actor = {
can_start_scheme = {
type = steal_back_artifact
target_character = scope:recipient
}
}
scope:recipient = {
has_any_artifact = yes
}
}
}
trigger_if = {
limit = {
scope:puppet_or_actor = {
NOR = {
employs_court_position = master_thief_camp_officer
any_character_task_contract = {
task_contract_type = laamp_steal_artifact_contract
var:task_contract_target ?= scope:recipient
}
}
}
}
custom_description = {
text = steal_back_artifact_must_have_claim_blocker
subject = scope:puppet_or_actor
object = scope:recipient
scope:recipient = {
any_character_artifact = {
scope:puppet_or_actor = {
has_artifact_claim = prev
}
}
}
}
}
custom_description = {
object = scope:recipient
text = you_have_been_caught_trying_to_steal_artifact_from_target
scope:recipient = {
NOT = {
has_opinion_modifier = {
target = scope:puppet_or_actor
modifier = attempted_to_steal_artifact_from_me
}
}
}
}
custom_description = {
object = scope:recipient
text = you_have_recently_stolen_artifact_from_target
scope:recipient = {
NOT = {
has_opinion_modifier = {
target = scope:puppet_or_actor
modifier = stole_artifact_from_me
}
}
}
}
trigger_if = {
limit = {
scope:puppet_or_actor = {
is_landless_adventurer = yes
}
scope:recipient = {
NOT = {
any_character_artifact = {
scope:puppet_or_actor = {
has_artifact_claim = prev
}
}
}
}
}
ep3_laamp_diplo_range_trigger = {
TARGET = scope:recipient
LAAMP = scope:puppet_or_actor
}
}As written in game/common/character_interactions/00_artifact_interactions.txt.
Effects (on_send, on_accept, on_decline) (179 lines of game script)
on_accept = scope:puppet_or_actor = {
stress_and_fulfillment_impact = {
vengeful = medium_stress_impact_loss
honest = minor_stress_impact_gain
just = minor_stress_impact_loss
}
}
hidden_effect = {
scope:puppet_or_actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = start_stealing_back_artifact_notification
left_icon = scope:puppet_or_actor
right_icon = scope:recipient
if = {
limit = {
any_character_active_contract = {
task_contract_type = laamp_steal_artifact_contract
var:task_contract_target ?= scope:recipient
}
}
random_character_active_contract = {
task_contract_type = laamp_steal_artifact_contract
limit = {
var:task_contract_target ?= scope:recipient
}
save_scope_as = scheme_contract
}
if = {
limit = {
scope:agent_focus_success ?= yes
}
begin_contract_scheme_with_agents_effect = {
SCHEME_TYPE = steal_back_artifact
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
TASK_CONTRACT = scope:scheme_contract
AGENT_1 = agent_thief
AGENT_2 = agent_thief
AGENT_3 = agent_thug
AGENT_4 = agent_infiltrator
AGENT_5 = agent_lookout
}
}
else_if = {
limit = {
scope:agent_focus_speed ?= yes
}
begin_contract_scheme_with_agents_effect = {
SCHEME_TYPE = steal_back_artifact
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
TASK_CONTRACT = scope:scheme_contract
AGENT_1 = agent_infiltrator
AGENT_2 = agent_infiltrator
AGENT_3 = agent_footpad
AGENT_4 = agent_thief
AGENT_5 = agent_lookout
}
}
else_if = {
limit = {
scope:agent_focus_secrecy ?= yes
}
begin_contract_scheme_with_agents_effect = {
SCHEME_TYPE = steal_back_artifact
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
TASK_CONTRACT = scope:scheme_contract
AGENT_1 = agent_lookout
AGENT_2 = agent_alibi
AGENT_3 = agent_decoy
AGENT_4 = agent_thief
AGENT_5 = agent_infiltrator
}
}
else = {
begin_contract_scheme_with_agents_effect = {
SCHEME_TYPE = steal_back_artifact
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
TASK_CONTRACT = scope:scheme_contract
AGENT_1 = agent_thief
AGENT_2 = agent_thief
AGENT_3 = agent_infiltrator
AGENT_4 = agent_infiltrator
AGENT_5 = agent_lookout
}
}
}
else = {
if = {
limit = {
scope:agent_focus_success ?= yes
}
begin_scheme_with_agents_effect = {
SCHEME_TYPE = steal_back_artifact
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
AGENT_1 = agent_thief
AGENT_2 = agent_thief
AGENT_3 = agent_thug
AGENT_4 = agent_infiltrator
AGENT_5 = agent_lookout
}
}
else_if = {
limit = {
scope:agent_focus_speed ?= yes
}
begin_scheme_with_agents_effect = {
SCHEME_TYPE = steal_back_artifact
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
AGENT_1 = agent_infiltrator
AGENT_2 = agent_infiltrator
AGENT_3 = agent_footpad
AGENT_4 = agent_thief
AGENT_5 = agent_lookout
}
}
else_if = {
limit = {
scope:agent_focus_secrecy ?= yes
}
begin_scheme_with_agents_effect = {
SCHEME_TYPE = steal_back_artifact
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
AGENT_1 = agent_lookout
AGENT_2 = agent_alibi
AGENT_3 = agent_decoy
AGENT_4 = agent_thief
AGENT_5 = agent_infiltrator
}
}
else = {
begin_scheme_with_agents_effect = {
SCHEME_TYPE = steal_back_artifact
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
AGENT_1 = agent_thief
AGENT_2 = agent_thief
AGENT_3 = agent_infiltrator
AGENT_4 = agent_infiltrator
AGENT_5 = agent_lookout
}
}
}
scope:new_scheme ?= {
set_variable = {
name = target_artifact
value = scope:target
}
}
show_as_tooltip = {
stress_and_fulfillment_impact = {
vengeful = medium_stress_impact_loss
honest = minor_stress_impact_gain
just = minor_stress_impact_loss
}
}
}
}
if = {
limit = {
scope:is_puppet_action ?= yes
scope:actor != scope:recipient
}
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = start_stealing_back_artifact_notification_puppeteer
left_icon = scope:puppet_or_actor
right_icon = scope:recipient
}
}
}
}As written in game/common/character_interactions/00_artifact_interactions.txt.
- Category
- Hostile actions
- Starts the scheme
- Steal Artifact
- In the menu
- main list
- ID
start_stealing_back_artifact
Source: game/common/character_interactions/00_artifact_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.