﻿namespace = inspirational

inspirational.0001 = {
	type = character_event
	hidden = yes

	immediate = {
		better_inspiration_completion_effect = yes
	}
}

inspirational.0002 = {
	type = character_event
	title = inspirational.0002.t
	desc = inspirational.0002.desc
	theme = realm
	left_portrait = {
		character = scope:inspiration_owner
		animation = personality_dishonorable
	}
	trigger = {
		exists = house
		scope:inspiration = {
			has_inspiration_type = smith_inspiration
			inspiration_owner = {
				intrigue >= high_skill_rating
				var:artifact_smith_type = flag:smith_type_ring
				NOT = {
					has_variable = artifact_decoder_ring
					has_variable = artifact_signet_ring
					has_character_flag = had_event_inspirational_0002
				}
			}
		}
	}
	immediate = {
		scope:inspiration_owner = {
			add_character_flag = {
				flag = had_event_inspirational_0002
				years = 20
			}
			add_character_flag = {
				flag = fund_smith_inspiration_event_cooldown
				days = { 30 60 }
			}
		}
	}
	option = {
		name = inspirational.0002.a
		custom_tooltip = inspirational.0002.decoder.tt
		scope:inspiration_owner = {
			set_variable = {
				name = artifact_decoder_ring
				value = yes
			}
		}
		ai_chance = {
			base = 10
			modifier = {
				add = -10
				any_character_artifact = {
					has_artifact_feature = ring_centerpiece_decoder
				}
			}
		}
	}
	option = {
		name = inspirational.0002.b
		scope:inspiration_owner = {
			change_artifact_quality_effect = { AMOUNT = 4 }
		}
		ai_chance = {
			base = 10
		}
	}
}

inspirational.0003 = {
	type = character_event
	title = inspirational.0003.t
	desc = inspirational.0003.desc
	theme = realm
	left_portrait = {
		character = scope:inspiration_owner
		animation = personality_honorable
	}
	trigger = {
		NOT = {
			scope:inspiration_sponsor = {
				any_character_artifact = {
					has_variable = signet_house
					var:signet_house = scope:inspiration_sponsor.house
				}
			}
		}
		scope:inspiration_sponsor = {
			exists = house.house_head
			house.house_head = scope:inspiration_sponsor
		}
		scope:inspiration = {
			has_inspiration_type = smith_inspiration
			inspiration_owner = {
				smith_inspiration_average_skill_value >= 10
				var:artifact_smith_type = flag:smith_type_ring
				NOT = {
					has_variable = artifact_decoder_ring
					has_variable = artifact_signet_ring
					has_character_flag = had_event_inspirational_0003
				}
			}
		}
	}
	immediate = {
		scope:inspiration_owner = {
			add_character_flag = {
				flag = had_event_inspirational_0003
				years = 20
			}
			add_character_flag = {
				flag = fund_smith_inspiration_event_cooldown
				days = { 30 60 }
			}
		}
	}
	option = {
		name = inspirational.0003.a
		custom_tooltip = inspirational.0003.signet.tt
		scope:inspiration_owner = {
			set_variable = {
				name = artifact_signet_ring
				value = yes
			}
		}
		ai_chance = {
			base = 10
			modifier = {
				add = -10
				any_character_artifact = {
					has_variable = signet_house
					var:signet_house = root.house
				}
			}
		}
	}
	option = {
		name = inspirational.0003.b
		add_prestige = 100
		scope:inspiration_owner = {
			change_artifact_quality_effect = { AMOUNT = 2 }
		}
		ai_chance = {
			base = 10
		}
	}
}

inspirational.0004 = {
	type = character_event
	title = inspirational.0004.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:antiquarian }
				desc = artifact.4010.desc.antiquarian_intro
			}
			desc = artifact.4010.desc.servant_intro
		}
		desc = inspirational.0004.desc
	}
	theme = stewardship_wealth_focus
	cooldown = { years = 10 }
	left_portrait = {
		character = scope:antiquarian
		animation = personality_zealous
	}
	right_portrait = {
		character = ROOT
		animation = happiness
	}
	artifact = { # To display the artifact in the event-window
	    target = scope:this_artifact
	    position = lower_center_portrait
	}

	trigger = {
		any_character_artifact = {
			artifact_type = throne 
			exists = var:inspirational_throne
			var:inspirational_throne >= 5
			NOT = { has_variable = inspired_throne }
		}
	}

	immediate = {
		random_character_artifact = {
			limit = { 
				artifact_type = throne 
				exists = var:inspirational_throne
				var:inspirational_throne >= 5
				NOT = { has_variable = inspired_throne }
			}
			save_scope_as = this_artifact
		}
		inspirational_throne_modifier_add_effect = yes
		scope:this_artifact = {
			set_artifact_name = inspirational_throne_name
		}
		if = {
			limit = {
				employs_court_position = antiquarian_court_position
				any_court_position_holder = {
					type = antiquarian_court_position
					is_available_ai_adult = yes
				}
			}
			random_court_position_holder = {
				type = antiquarian_court_position
				limit = { is_available_ai_adult = yes }
				save_scope_as = antiquarian
			}
		}
	}

	option = {
		name = artifact.4010.a
	}
}

# Killer weapon

scripted_trigger inspirational_0010_valid_weapon_trigger = {
	artifact_slot_type = primary_armament
	has_variable = artifact_battles_won_var
	OR = {
		AND = {
			NOT = { has_variable = artifact_killer_var }				
			var:artifact_battles_won_var >= 15
		}
		AND = {
			has_variable = artifact_killer_var
			var:artifact_killer_var = 15
			var:artifact_battles_won_var >= 30
		}
		AND = {
			has_variable = artifact_killer_var
			var:artifact_killer_var = 30
			var:artifact_battles_won_var >= 50
		}
		AND = {
			has_variable = artifact_killer_var
			var:artifact_killer_var = 50
			var:artifact_battles_won_var >= 100
		}
	}
	NOR = {
		has_variable = cursed_artifact_var
		has_variable = blessed_artifact_var
		has_variable = historical_unique_artifact
		has_variable = artifact_duel_weapon_var
	}
}

inspirational.0010 = {
	type = character_event
	title = artifact.4010.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:antiquarian }
				desc = artifact.4010.desc.antiquarian_intro
			}
			desc = artifact.4010.desc.servant_intro
		}
		desc = artifact.4010.desc
	}
	theme = stewardship_wealth_focus
	cooldown = { years = 10 }
	left_portrait = {
		character = scope:antiquarian
		animation = personality_zealous
	}
	right_portrait = {
		character = ROOT
		animation = happiness
	}
	artifact = { # To display the artifact in the event-window
	    target = scope:this_artifact
	    position = lower_center_portrait
	}

	trigger = {
		any_character_artifact = {
			inspirational_0010_valid_weapon_trigger = yes
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			any_character_artifact = {
				inspirational_0010_valid_weapon_trigger = yes
				has_variable = artifact_battles_won_var
				var:artifact_battles_won_var > 30
			}
			add = 1
		}
		modifier = {
			any_character_artifact = {
				inspirational_0010_valid_weapon_trigger = yes
				has_variable = artifact_battles_won_var
				var:artifact_battles_won_var > 50
			}
			add = 2
		}
		modifier = {
			any_character_artifact = {
				inspirational_0010_valid_weapon_trigger = yes
				has_variable = artifact_battles_won_var
				var:artifact_battles_won_var > 100
			}
			add = 5
		}
		modifier = {
			is_at_war = yes
			factor = 0.5
		}
	}

	immediate = {
		random_character_artifact = {
			limit = {
				artifact_slot_type = primary_armament
				has_variable = artifact_battles_won_var
				NOR = {
					has_variable = blessed_artifact_var
					has_variable = historical_unique_artifact
					has_variable = cursed_artifact_var
					has_variable = artifact_duel_weapon_var
				}
				trigger_if = {
					limit = {
						NOT = { has_variable = artifact_killer_var }
					}
					var:artifact_battles_won_var >= 15
					is_equipped = yes
				}
				trigger_else_if = {
					limit = {
						has_variable = artifact_killer_var
						var:artifact_killer_var = 15				
					}
					var:artifact_battles_won_var >= 30
					is_equipped = yes
				}
				trigger_else_if = {
					limit = {
						has_variable = artifact_killer_var
						var:artifact_killer_var = 30			
					}
					var:artifact_battles_won_var >= 50
					is_equipped = yes
				}
				trigger_else_if = {
					var:artifact_battles_won_var >= 100
					is_equipped = yes
				}
				trigger_else_if = {
					limit = {
						NOT = { has_variable = artifact_killer_var }
					}
					var:artifact_battles_won_var >= 15
				}
				trigger_else_if = {
					limit = {
						has_variable = artifact_killer_var
						var:artifact_killer_var = 15				
					}
					var:artifact_battles_won_var >= 30
				}
				trigger_else_if = {
					limit = {
						has_variable = artifact_killer_var
						var:artifact_killer_var = 30			
					}
					var:artifact_battles_won_var >= 50
				}
				trigger_else = {
					var:artifact_battles_won_var >= 100
				}
			}
			save_scope_as = this_artifact
		}
		if = {
			limit = {
				employs_court_position = antiquarian_court_position
				any_court_position_holder = {
					type = antiquarian_court_position
					is_available_ai_adult = yes
				}
			}
			random_court_position_holder = {
				type = antiquarian_court_position
				limit = { is_available_ai_adult = yes }
				save_scope_as = antiquarian
			}
		}
		if = {
			limit = { exists = scope:this_artifact }
			scope:this_artifact = {
				if = {
					limit = {
						NOT = { has_variable = artifact_killer_var }
					}
					set_variable = {
						name = artifact_killer_var
						value = 15
					}
					set_artifact_name = artifact_killer_1_name
					set_artifact_description = artifact_killer_1_desc
					add_artifact_modifier = artifact_killer_1_artifact_modifier
				}
				else_if = {
					limit = {
						has_variable = artifact_killer_var
						var:artifact_killer_var = 15
					}
					change_variable = {
						name = artifact_killer_var
						add = 15
					}
					set_artifact_name = artifact_killer_2_name
					set_artifact_description = artifact_killer_2_desc
					add_artifact_modifier = artifact_killer_2_artifact_modifier
				}
				else_if = {
					limit = {
						has_variable = artifact_killer_var
						var:artifact_killer_var = 30
					}
					change_variable = {
						name = artifact_killer_var
						add = 20
					}
					set_artifact_name = artifact_killer_3_name
					set_artifact_description = artifact_killer_3_desc
					add_artifact_modifier = artifact_killer_3_artifact_modifier
				}
				else_if = {
					limit = {
						has_variable = artifact_killer_var
						var:artifact_killer_var = 50
					}
					change_variable = {
						name = artifact_killer_var
						add = 50
					}
					set_artifact_name = artifact_killer_4_name
					set_artifact_description = artifact_killer_4_desc
					add_artifact_modifier = artifact_killer_4_artifact_modifier
				}
			}
		}
	}

	option = {
		name = artifact.4010.a
	}
}

# Glorious armor

scripted_trigger inspirational_0020_valid_armor_trigger = {
	artifact_slot_type = armor
	has_variable = artifact_battles_won_var
	OR = {
		AND = {
			NOT = { has_variable = artifact_armor_var }
			var:artifact_battles_won_var >= 15
		}
		AND = {
			has_variable = artifact_armor_var
			var:artifact_armor_var = 15
			var:artifact_battles_won_var >= 30
		}
		AND = {
			has_variable = artifact_armor_var
			var:artifact_armor_var = 30
			var:artifact_battles_won_var >= 50
		}
		AND = {
			has_variable = artifact_armor_var
			var:artifact_armor_var = 50
			var:artifact_battles_won_var >= 100
		}
	}
	NOR = {
		has_variable = cursed_artifact_var
		has_variable = blessed_artifact_var
		has_variable = historical_unique_artifact
	}
}

inspirational.0020 = {
	type = character_event
	title = artifact.4020.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:antiquarian }
				desc = artifact.4010.desc.antiquarian_intro
			}
			desc = artifact.4010.desc.servant_intro
		}
		desc = artifact.4020.desc
	}
	theme = stewardship_wealth_focus
	cooldown = { years = 10 }
	left_portrait = {
		character = scope:antiquarian
		animation = personality_zealous
	}
	right_portrait = {
		character = ROOT
		animation = happiness
	}
	artifact = { # To display the artifact in the event-window
	    target = scope:this_artifact
	    position = lower_center_portrait
	}

	trigger = {
		any_character_artifact = {
			inspirational_0020_valid_armor_trigger = yes
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			any_character_artifact = {
				inspirational_0020_valid_armor_trigger = yes
				has_variable = artifact_battles_won_var
				var:artifact_battles_won_var > 30
			}
			add = 1
		}
		modifier = {
			any_character_artifact = {
				inspirational_0020_valid_armor_trigger = yes
				has_variable = artifact_battles_won_var
				var:artifact_battles_won_var > 50
			}
			add = 2
		}
		modifier = {
			any_character_artifact = {
				inspirational_0020_valid_armor_trigger = yes
				has_variable = artifact_battles_won_var
				var:artifact_battles_won_var > 100
			}
			add = 5
		}
		modifier = {
			is_at_war = yes
			factor = 0.5
		}
	}

	immediate = {
		random_character_artifact = {
			limit = {
				artifact_slot_type = armor
				has_variable = artifact_battles_won_var
				NOR = {
					has_variable = blessed_artifact_var
					has_variable = historical_unique_artifact
					has_variable = cursed_artifact_var
				}
				trigger_if = {
					limit = {
						NOT = { has_variable = artifact_armor_var }
					}
					var:artifact_battles_won_var >= 15
					is_equipped = yes
				}
				trigger_else_if = {
					limit = {
						has_variable = artifact_armor_var
						var:artifact_armor_var = 15				
					}
					var:artifact_battles_won_var >= 30
					is_equipped = yes
				}
				trigger_else_if = {
					limit = {
						has_variable = artifact_armor_var
						var:artifact_armor_var = 30			
					}
					var:artifact_battles_won_var >= 50
					is_equipped = yes
				}
				trigger_else_if = {
					var:artifact_battles_won_var >= 100
					is_equipped = yes
				}
				trigger_else_if = {
					limit = {
						NOT = { has_variable = artifact_armor_var }
					}
					var:artifact_battles_won_var >= 15
				}
				trigger_else_if = {
					limit = {
						has_variable = artifact_armor_var
						var:artifact_armor_var = 15				
					}
					var:artifact_battles_won_var >= 30
				}
				trigger_else_if = {
					limit = {
						has_variable = artifact_armor_var
						var:artifact_armor_var = 30			
					}
					var:artifact_battles_won_var >= 50
				}
				trigger_else = {
					var:artifact_battles_won_var >= 100
				}
			}
			save_scope_as = this_artifact
		}
		if = {
			limit = {
				employs_court_position = antiquarian_court_position
				any_court_position_holder = {
					type = antiquarian_court_position
					is_available_ai_adult = yes
				}
			}
			random_court_position_holder = {
				type = antiquarian_court_position
				limit = { is_available_ai_adult = yes }
				save_scope_as = antiquarian
			}
		}
		if = {
			limit = { exists = scope:this_artifact }
			scope:this_artifact = {
				if = {
					limit = {
						NOT = { has_variable = artifact_armor_var }
					}
					set_variable = {
						name = artifact_armor_var
						value = 15
					}
					set_artifact_name = artifact_armor_1_name
					set_artifact_description = artifact_armor_1_desc
					add_artifact_modifier = artifact_armor_1_artifact_modifier
				}
				else_if = {
					limit = {
						has_variable = artifact_armor_var
						var:artifact_armor_var = 15
					}
					change_variable = {
						name = artifact_armor_var
						add = 15
					}
					set_artifact_name = artifact_armor_2_name
					set_artifact_description = artifact_armor_2_desc
					add_artifact_modifier = artifact_armor_2_artifact_modifier
				}
				else_if = {
					limit = {
						has_variable = artifact_armor_var
						var:artifact_armor_var = 30
					}
					change_variable = {
						name = artifact_armor_var
						add = 20
					}
					set_artifact_name = artifact_armor_3_name
					set_artifact_description = artifact_armor_3_desc
					add_artifact_modifier = artifact_armor_3_artifact_modifier
				}
				else_if = {
					limit = {
						has_variable = artifact_armor_var
						var:artifact_armor_var = 50
					}
					change_variable = {
						name = artifact_armor_var
						add = 50
					}
					set_artifact_name = artifact_armor_4_name
					set_artifact_description = artifact_armor_4_desc
					add_artifact_modifier = artifact_armor_4_artifact_modifier
				}
			}
		}
	}

	option = {
		name = artifact.4010.a
	}
}
