﻿story_cycle_pet_eagle = {
	visible = yes

	icon = {
		trigger = {
			always = yes
		}
		reference = "gfx/interface/icons/laws/nomadic_authority_3.dds" #Unop: Was a boring feather, replaced with a majestic eagle since it exists
	}
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_mountains.dds"
	}
	
	visualization = {
		custom_string_key = "EAGLE_INFORMATION_STRING"
		modifiers = {
			eagle_story_modifier
			weak_eagle_modifier
			very_weak_eagle_modifier
			strong_eagle_modifier
			skilled_eagle_modifier
			#Unop: All the modifier below were missing
			brave_eagle_story_modifier
			curious_eagle_story_modifier
			loyal_eagle_story_modifier
			calm_eagle_story_modifier
			wise_eagle_story_modifier
			cunning_eagle_story_modifier
			observant_eagle_story_modifier
			protective_eagle_story_modifier
			aggressive_eagle_story_modifier
			eagle_hunter_childhood_modifier
		}
	}
    on_setup = {
        story_owner = {
            if = {
				limit = {
					NOT = { exists = var:eagle_gender }
				}
				assign_eagle_gender_effect = { GENDER = random }
			}
			if = {
				limit = {
					NOT = { exists = var:eagle_age_variable }
				}
				set_variable = {
					name = eagle_age_variable
					value = 1
				}
			}
        }
        if = {
			limit = {
				NOT = { exists = var:eagle_gender }
				exists = story_owner.var:eagle_gender
			}
			if = {
				limit = {
					story_owner.var:eagle_gender = flag:male
				}
				set_variable = {
					name = eagle_gender
					value = flag:male
				}
			}
			else_if = {
				limit = {
					story_owner.var:eagle_gender = flag:female
				}
				set_variable = {
					name = eagle_gender
					value = flag:female
				}
			}
		}
		else = {
			assign_eagle_gender_effect = { GENDER = random }
		}
		
		if = {
			limit = {
				NOT = { exists = var:eagle_age_variable }
				exists = story_owner.var:eagle_age_variable
			}
			set_variable = {
				name = eagle_age_variable
				value = story_owner.var:eagle_age_variable
			}
		}
		else = {
			set_variable = {
				name = eagle_age_variable
				value = 1
			}
		}
    }

    on_end = {
        story_owner = {
			if = {
				limit = {
					is_alive = yes
				}
				remove_eagle_story_modifiers_effect = yes
				remove_variable = story_cycle_eagle_name
				remove_variable = eagle_age_variable
				remove_variable = eagle_gender
				add_character_flag = had_eagle_story
			}
        }
	}

	on_owner_death = {
		scope:story = { end_story = yes }
	}

    # Name your Eagle
    effect_group = {
		days = { 2 4 }
		chance = 100
	
		triggered_effect = {
			trigger = {
				NOT = { exists = story_owner.var:story_cycle_eagle_name }
			}
			effect = {
				story_owner = {
					trigger_event = pet_animal.3001
				}
			}
		}
	}

    #To save the name in the story's scope (can for some reason not be done in the naming event itself)
	effect_group = {
		days = 5
		chance = 100
	
		triggered_effect = {
			trigger = {
				exists = story_owner.var:story_cycle_eagle_name
			}
			effect = {
				set_variable = {
					name = story_cycle_eagle_name
					value = scope:story.story_owner.var:story_cycle_eagle_name
				}
			}
		}
	}

    #Age the eagle
	effect_group = {
		days = 365

		trigger = {
			exists = story_owner.var:eagle_age_variable
		}

		triggered_effect = {
			trigger = { always = yes }
			effect = {
				story_owner = {
					change_variable = {
						name = eagle_age_variable
						add = 1
					}
				}
				change_variable = { #Unop: Since the variable is duplicated on BOTH the story itself and the owner of the story, need to also sync the story variable
					name = eagle_age_variable
					add = 1
				}
			}
		}
	}

    # Time to let eagle go (or not)
	effect_group = {
		days = { 7000 10000 }
		chance = 100
	
		triggered_effect = {
			trigger = {
				exists = story_owner.var:story_cycle_eagle_name
				story_owner = {
					NOT = {
						has_character_flag = eagle_is_missing
					}
				}
			}
			effect = {
				story_owner = {
					trigger_event = pet_animal.3020
				}
			}
		}
	}

    # Eagle dies
	effect_group = {
		days = { 18000 25000 }
		chance = 100
	
		triggered_effect = {
			trigger = {
				exists = story_owner.var:story_cycle_eagle_name
				story_owner = {
					NOT = {
						has_character_flag = eagle_is_missing
					}
					NOT = {
						has_character_flag = eagle_marked_for_death
					}
				}
			}
			effect = {
				story_owner = {
					add_character_flag = {
						flag = eagle_is_dying
					}
					trigger_event = pet_animal.3199
				}
			}
		}
	}

    effect_group = { # Something happens - random events
		days = { 365 600 }
		chance = 25

		trigger = {
			exists = story_owner.var:story_cycle_eagle_name
			story_owner = {
				NOT = {
					has_character_flag = eagle_is_dying
				}
			}
		}

		triggered_effect = {
			trigger = { always = yes  }
			effect = {
				story_owner = {
					trigger_event = {
						on_action = ongoing_eagle_events
					}
				}
			}
		}
	}

}