﻿#Scripted Modifiers based on a character's Religion or Faith.
religion_scaled_virtuous_traits_modifier = {
	modifier = {
		add = {
			add = $BASE_VALUE$
			multiply = $CHARACTER$.num_virtuous_traits
		}
		$CHARACTER$ = {
			num_virtuous_traits > 0
		}
	}
}

religion_scaled_sinful_traits_modifier = {
	modifier = {
		add = {
			add = $BASE_VALUE$
			multiply = $CHARACTER$.num_sinful_traits
		}
		$CHARACTER$ = {
			num_sinful_traits > 0
		}
	}
}

religion_demand_conversion_default_modifier = {
	opinion_modifier = {
		opinion_target = scope:actor
		who = scope:recipient
		multiplier = 1
	}

	modifier = {
		desc = ASK_FOR_CONVERSION_RECIPIENT_LEARNING
		add = {
			value = scope:actor.learning
			subtract = scope:recipient.learning
		}
	}

	#modifier = {
	#	desc = ASK_FOR_CONVERSION_ACTOR_LEARNING
	#	add = {
	#		value = scope:actor.learning
	#		multiply = 5
	#	}
	#}
	modifier = {
		desc = SCHEME_WEAK_HOOK_USED
		add = 50
		scope:hook = yes
	}
	modifier = {
		desc = RELIGIOUS_HEAD_INTERACTION_SAVIOR
		add = 30
		scope:actor = {
			has_trait = savior
		}
	}
	modifier = {
		desc = RELIGIOUS_HEAD_INTERACTION_DIVINE_BLOOD
		add = 15
		scope:actor = {
			has_trait = divine_blood
		}
	}
	modifier = {
		desc = ASK_FOR_CONVERSION_RECIPIENT_IS_ZEALOUS
		add = -50
		scope:recipient = {
			has_trait = zealous
		}
	}
	modifier = {
		desc = ASK_FOR_CONVERSION_RECIPIENT_IS_CYNICAL
		add = 30
		scope:recipient = {
			has_trait = cynical
		}
	}
	modifier = {
		desc = ASK_FOR_CONVERSION_RECIPIENT_IS_HERESIARCH
		add = -100
		scope:recipient = {
			has_trait = heresiarch
		}
	}

	modifier = {
		desc = ASK_FOR_CONVERSION_RECIPIENT_FERVOR
		scope:actor.faith.fervor != scope:recipient.faith.fervor
		add = {
			value = scope:actor.faith.fervor
			subtract = scope:recipient.faith.fervor
		}
	}

	modifier = {
		desc = ASK_FOR_CONVERSION_REBIRTH
		trigger = {
			scope:recipient = {
				target_is_liege_or_above = scope:actor
			}
			scope:recipient.faith = {
				has_doctrine_parameter = demand_rebirth_resistance_active
			}
		}
		add = -25
	}

	modifier = {
		desc = ASK_FOR_CONVERSION_TAQIYA
		trigger = {
			scope:recipient = {
				target_is_liege_or_above = scope:actor
			}
			scope:recipient.faith = {
				religion = religion:islam_religion
				has_doctrine_parameter = sanctioned_false_conversion
			}
		}
		add = -20
	}

	modifier = {
		desc = ASK_FOR_CONVERSION_SANCTIONED_FALSE_CONVERSION
		trigger = {
			scope:recipient = {
				target_is_liege_or_above = scope:actor
			}
			scope:recipient.faith = {
				NOT = { religion = religion:islam_religion }
				has_doctrine_parameter = sanctioned_false_conversion
			}
		}
		add = -20
	}

	modifier = {
		desc = ASK_FOR_CONVERSION_ADAPTIVENESS
		trigger = {
			scope:recipient = {
				target_is_liege_or_above = scope:actor
			}
			scope:recipient.faith = {
				has_doctrine_parameter = tenet_adaptive_conversion_resistance
			}
		}
		add = -20
	}

	modifier = {
		desc = ASK_FOR_CONVERSION_DECLINING_IS_A_CRIME
		trigger = {
			scope:recipient = {
				target_is_liege_or_above = scope:actor
			}
			scope:actor = {
				refusing_conversion_is_crime_trigger = {
					CHARACTER = scope:recipient
				}
			}
		}
		add = 50
	}
		
	modifier = {
		add = intimidated_external_reason_value
		scope:recipient = {
			has_dread_level_towards = {
				target = scope:actor
				level = 1
			}
		}
		desc = INTIMIDATED_REASON
	}
	modifier = {
		add = cowed_external_reason_value
		scope:recipient = {
			has_dread_level_towards = {
				target = scope:actor
				level = 2
			}
		}
		desc = COWED_REASON
	}

	modifier = {
		add = 50
		scope:recipient = {
			exists = dynasty
			dynasty = { has_dynasty_perk = fp1_adventure_legacy_3 }
		}
		desc = FP1_ADVENTURE_LEGACY_3_REASON
	}

	modifier = { # Cultural Tradition, harder to convert
		add = -50
		scope:recipient = {
			culture = {
				has_cultural_parameter = harder_to_convert_character_faith
			}
		}
		desc = CULTURE_HARD_TO_CONVERT_REASON
	}
}

sun_trial_death_modifier = {
	modifier = {
		add = {
			if = {
				limit = { health <= fine_health }
				value = health
				subtract = fine_health
				multiply = -10 # Since number will be negative, we have to flip it to increase the death chance.
			}
		}
	}
	modifier = {
		add = {
			if = {
				limit = {
					imprisoner = {
						capital_province = {
							OR = {
								terrain = desert
								terrain = desert_mountains
							}
						}
					}
				}
				value = 100 # 85% base chance of death in the desert.
			}
			else_if = {
				limit = {
					imprisoner = {
						capital_province = {
							OR = {
								terrain = mountains
								terrain = drylands
								terrain = steppe
								terrain = jungle
							}
						}
					}
				}
				value = 50 # 80% base chance of death in the barren or dangerous terrain.
			}
		}
	}
}

sun_trial_survival_modifier = {
	modifier = {
		add = {
			if = {
				limit = { health > fine_health }
				value = health
				subtract = fine_health
				multiply = 10
			}
		}
	}
	modifier = {
		has_trait = stubborn
		add = 20
	}
}