﻿sc_attacker_injury_check_UI = {
	value = 0
	if = {
		limit = {
			exists = var:sc_attacker_duel_success_score
		}
		if = {
			limit = {
				exists = var:sc_attacker_injury_risk_check
			}
			value = var:sc_attacker_injury_risk_check
			subtract = var:sc_attacker_duel_success_score
			divide = 100
		}
	}
	else = {
		if = {
			limit = {
				exists = var:sc_defender_injury_risk_check
			}
			value = var:sc_defender_injury_risk_check
			subtract = var:sc_defender_duel_success_score
			divide = 100
		}
	}
}

sc_defender_injury_check_UI = {
	value = 0
	if = {
		limit = {
			exists = var:sc_defender_injury_risk_check
		}
		value = var:sc_defender_injury_risk_check
		subtract = var:sc_defender_duel_success_score
		divide = 100
	}
}

sc_attacker_injury_check_grey = {
	value = 0
	if = {
		limit = {
			exists = var:sc_attacker_injury_risk_check
		}
		value = var:sc_attacker_injury_risk_check
		divide = var:sc_attacker_duel_success_score
	}
}

sc_defender_injury_check_grey = {
	value = 0
	if = {
		limit = {
			exists = var:sc_defender_injury_risk_check
		}
		value = var:sc_defender_injury_risk_check
		divide = var:sc_defender_duel_success_score
	}
}
sc_attacker_bar = {
	value = 100
	subtract = sc_defender_bar
	if = {
		limit = {
			sc_defender_bar = 50
			is_ai = yes
		}
		add = 2
	}
	min = 1
}

sc_defender_bar = {
	value = 51
	if = {
		limit = {
			exists = var:sc_defender_success_check
		}
		#there is something very weird with layout stretch factors. I do this nudging so the middle point is actually in the middle. Maybe it's worth switching to a progresbar, but I'm unsure whether highlight icons will work with it.
		if = {
			limit = {
				var:sc_defender_success_check = 0
			}
			if = {
				limit = {
					is_ai = yes
				}
				value = 49
			}
			else = {
				value = 51
			}
		}
		else = {
			value = var:sc_defender_success_check
			divide = var:success_threshold
			divide = 2
			multiply = 100
			add = 50
			min = 1
			max = 100
		}
	}
}

sc_defender_highlight = {
	value = 0.1
	if = {
		limit = {
			exists = var:sc_defender_success_check
		}
		value = var:sc_defender_success_check
		if = {
			limit = {
				var:sc_defender_success_check < 0
			}
			multiply = -1
		}
	}
	else_if = {
		limit = {
			exists = var:sc_attacker_success_check
		}
		value = var:sc_attacker_success_check
		if = {
			limit = {
				var:sc_attacker_success_check < 0
			}
			multiply = -1
			add = 20
		}
	}
	divide = 125
	divide = 1.3
	# add = 0.05
}

sc_defender_half = {
	value = var:success_threshold
	divide = 2
}
#
# single_combat_injury_very_unlikely_value = -50
# single_combat_injury_unlikely_value = -10
# single_combat_injury_neutral_value = 10
# single_combat_injury_likely_value = 40
#
# single_combat_success_almost_impossible_value = -70
# single_combat_success_very_unlikely_value = -45
# single_combat_success_unlikely_value = -20
# single_combat_success_likely_value = 20
# single_combat_success_very_likely_value = 45
# single_combat_success_almost_certain_value = 70
test_value = 10

defender_risk_check = {
	value = 0
	if = {
		limit = {
			exists = var:sc_defender_injury_risk_check
		}
		value = var:sc_defender_injury_risk_check
	}
}

attacker_risk_check = {
	value = 0
	if = {
		limit = {
			exists = var:sc_attacker_injury_risk_check
		}
		value = var:sc_attacker_injury_risk_check
	}
}

success_check = {
	value = 0
	if = {
		limit = {
			has_variable = sc_attacker_success_check
		}
		value = var:sc_attacker_success_check
	}
	if = {
		limit = {
			has_variable = sc_defender_success_check
		}
		value = var:sc_defender_success_check
	}
}


injury_risk = {
	value = 0
	if = {
		limit = {
			has_variable = sc_defender_injury_risk_check
		}
		value = var:sc_defender_injury_risk_check
	}
	if = {
		limit = {
			has_variable = sc_attacker_injury_risk_check
		}
		value = var:sc_attacker_injury_risk_check
	}
}

injury_bonus = {
	value = 0
	if = {
		limit = {
			has_variable = sc_defender_injury_bonus
		}
		value = var:sc_defender_injury_bonus
	}
	else_if = {
		limit = {
			has_variable = sc_attacker_injury_bonus
		}
		value = var:sc_attacker_injury_bonus
	}
}
