﻿namespace = at_decision_events

scripted_effect at_1010_buy_artifact_effect = {
	# Save permanent scopes for at_buy_artifact_interaction_effect
	save_scope_as = actor
	save_scope_as = buyer
	$MERCHANT$ = { save_scope_as = seller }
	$ARTIFACT$ = { save_scope_as = artifact }

	at_buy_artifact_interaction_effect = {
		ARTIFACT_PRICE = scope:artifact.at_artifact_ask_price_value
	}

	# Clear permanent scopes
	clear_saved_scope = actor
	clear_saved_scope = buyer
	clear_saved_scope = seller
	clear_saved_scope = artifact
}

scripted_trigger at_1010_can_buy_artifact_trigger = {
	save_temporary_scope_as = actor
	save_temporary_scope_as = buyer
	$MERCHANT$ = { save_temporary_scope_as = seller }
	$ARTIFACT$ = { save_temporary_scope_as = artifact }
	short_term_gold >= scope:artifact.at_artifact_ask_price_value
}

scripted_trigger at_1010_ai_will_buy_artifact_trigger = {
	save_temporary_scope_as = actor
	save_temporary_scope_as = buyer
	$MERCHANT$ = { save_temporary_scope_as = seller }
	$ARTIFACT$ = { save_temporary_scope_as = artifact }
	save_temporary_opinion_value_as = { name = opinion_of_seller target = scope:seller }
	at_buy_artifact_ai_will_do_value > 0
}

scripted_trigger at_1010_done_with_craftsmen_trigger = {
	exists = scope:bought_weapon
	exists = scope:bought_armor
	exists = scope:bought_accessory
}

# Visiting Location: the Craftsman District
# Rewrite of ep3_laamp_decision_event.1060
# Needs scopes:
# * visiting_location
# * visiting_partner
# * been_to_weaponsmith, been_to_armorer, been_to_jeweler - Visited merchants, use for loc
# * bought_weapon, bought_armor, bought_accessory - Merchants from whom a slave has been bought, disable corresponding merchants
# Sets scopes:
# * weaponsmith, armorer, jeweler - Merchants
# * been_to_craftsmen - Set to yes (to specify that the event has already been triggered)
# * finished_craftsmen - Set to yes if artifacts of every type have been bought
# * last_location - Set to flag:craftsmen
#
at_decision_events.1010 = {
	type = character_event
	title = ep3_laamp_decision_event.1060.t
	window = visit_settlement_window

	desc = {
		# Intro
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = scope:been_to_craftsmen }
				}
				desc = ep3_laamp_decision_event.1060.desc
			}
			random_valid = {
				triggered_desc = {
					trigger = {
						scope:last_location ?= flag:main_square
					}
					desc = ep3_laamp_decision_event.1060.desc_returned_01
				}
				triggered_desc = {
					trigger = {
						scope:last_location ?= flag:main_square
					}
					desc = ep3_laamp_decision_event.1060.desc_returned_02
				}
			}
			triggered_desc = {
				trigger = {
					scope:last_location ?= flag:weaponsmith
				}
				desc = ep3_laamp_decision_event.1060.desc_returned_from_weaponsmith
			}
			triggered_desc = {
				trigger = {
					scope:last_location ?= flag:armorer
				}
				desc = ep3_laamp_decision_event.1060.desc_returned_from_armorer
			}
			triggered_desc = {
				trigger = {
					scope:last_location ?= flag:jeweler
				}
				desc = ep3_laamp_decision_event.1060.desc_returned_from_jeweler
			}
		}
		# Outro
		first_valid = {
			triggered_desc = {
				trigger = {
					exists = scope:visiting_partner
					NOT = { exists = scope:been_to_craftsmen }
				}
				desc = ep3_laamp_decision_event.1060.desc_outro_partner
			}
			triggered_desc = {
				trigger = {
					NOT = { exists = scope:been_to_craftsmen }
				}
				desc = ep3_laamp_decision_event.1060.desc_outro
			}
			triggered_desc = {
				trigger = {
					exists = scope:visiting_partner
					at_1010_done_with_craftsmen_trigger = yes
				}
				desc = ep3_laamp_decision_event.1060.desc_outro_return_partner_finished
			}
			triggered_desc = {
				trigger = {
					at_1010_done_with_craftsmen_trigger = yes
				}
				desc = ep3_laamp_decision_event.1060.desc_outro_return_finished
			}
			random_valid = {
				triggered_desc = {
					trigger = {
						exists = scope:visiting_partner
					}
					desc = ep3_laamp_decision_event.1060.desc_outro_return_partner_01
				}
				triggered_desc = {
					trigger = {
						exists = scope:visiting_partner
					}
					desc = ep3_laamp_decision_event.1060.desc_outro_return_partner_02
				}
				triggered_desc = {
					trigger = {
						exists = scope:visiting_partner
					}
					desc = ep3_laamp_decision_event.1060.desc_outro_return_partner_03
				}
			}
			random_valid = {
				triggered_desc = {
					desc = ep3_laamp_decision_event.1060.desc_outro_return_01
				}
				triggered_desc = {
					desc = ep3_laamp_decision_event.1060.desc_outro_return_02
				}
				triggered_desc = {
					desc = ep3_laamp_decision_event.1060.desc_outro_return_03
				}
			}
		}
	}

	theme = stewardship
	override_background = {
		trigger = {
			scope:visiting_location = {
				OR = {
					vls_has_tribal_like_holding_trigger = yes
					vls_has_nomad_like_holding_trigger = yes
				}

			}
		}
		reference = army_camp
	}
	override_background = { reference = market }

	# Root and their partner
	left_portrait = {
		trigger = { exists = scope:visiting_partner }
		character = scope:visiting_partner
		triggered_animation = {
			trigger = { at_1010_done_with_craftsmen_trigger = yes }
			animation = boredom
		}
		animation = survey
	}
	center_portrait = {
		character = root
		triggered_animation = {
			trigger = { has_trait = greedy }
			animation = stress
		}
		animation = personality_forgiving
	}

	# The craftsmen, if they are available
	lower_left_portrait = {
		trigger = {
			NOT = { exists = scope:bought_weapon }
		}
		character = scope:weaponsmith
	}
	lower_center_portrait = {
		trigger = {
			NOT = { exists = scope:bought_armor}
		}
		character = scope:armorer
	}
	lower_right_portrait = {
		trigger = {
			NOT = { exists = scope:bought_accessory }
		}
		character = scope:jeweler
	}

	immediate = {
		# Find craftsmen
		if = {
			limit = {
				NOT = { exists = scope:weaponsmith }
			}
			at_get_merchant_effect = {
				TYPE = weaponsmith
				LOCATION = scope:visiting_location
				CHARACTER = root
				MERCHANT = weaponsmith
			}
		}
		if = {
			limit = {
				NOT = { exists = scope:armorer }
			}
			at_get_merchant_effect = {
				TYPE = armorer
				LOCATION = scope:visiting_location
				CHARACTER = root
				MERCHANT = armorer
			}
		}
		if = {
			limit = {
				NOT = { exists = scope:jeweler }
			}
			at_get_merchant_effect = {
				TYPE = jeweler
				LOCATION = scope:visiting_location
				CHARACTER = root
				MERCHANT = jeweler
			}
		}

		# Save vanilla scopes for localization
		scope:weaponsmith = { save_scope_as = laamp_weaponsmith_craftsman }
		scope:armorer = { save_scope_as = laamp_armorer_craftsman }
		scope:jeweler = { save_scope_as = laamp_jeweler_craftsman }
	}

	# Visit weaponsmith
	option = {
		name = {
			text = {
				first_valid = {
					triggered_desc = {
						trigger = { exists = scope:been_to_weaponsmith }
						desc = ep3_laamp_decision_event.1060.a_second
					}
					desc = ep3_laamp_decision_event.1060.a
				}
			}
		}

		trigger = {
			custom_tooltip = {
				text = ep3_laamp_decision_event.1060.a.cooldown.tt
				NOT = { exists = scope:bought_weapon }
			}
		}
		show_as_unavailable = { always = yes }

		reason = visit_weaponsmith
		highlight_portrait = scope:weaponsmith

		save_scope_value_as = { name = been_to_craftsmen value = yes }
		save_scope_value_as = { name = last_location value = flag:craftsmen }

		# Go to weaponsmith
		custom_tooltip = ep3_laamp_decision_event.1060.a.tt
		trigger_event = at_decision_events.1011

		ai_chance = {
			base = 100
			modifier = {
				exists = scope:been_to_weaponsmith
				factor = 0.5
			}
		}
	}

	# Visit armorer
	option = {
		name = {
			text = {
				first_valid = {
					triggered_desc = {
						trigger = { exists = scope:been_to_armorer }
						desc = ep3_laamp_decision_event.1060.b_second
					}
					desc = ep3_laamp_decision_event.1060.b
				}
			}
		}

		trigger = {
			custom_tooltip = {
				text = ep3_laamp_decision_event.1060.b.cooldown.tt
				NOT = { exists = scope:bought_armor }
			}
		}
		show_as_unavailable = { always = yes }

		reason = visit_armorsmith
		highlight_portrait = scope:armorer

		save_scope_value_as = { name = been_to_craftsmen value = yes }
		save_scope_value_as = { name = last_location value = flag:craftsmen }

		# Go to armorer
		custom_tooltip = ep3_laamp_decision_event.1060.b.tt
		trigger_event = at_decision_events.1013

		ai_chance = {
			base = 100
			modifier = {
				exists = scope:been_to_armorer
				factor = 0.5
			}
		}
	}

	# Visit jeweler
	option = {
		name = {
			text = {
				first_valid = {
					triggered_desc = {
						trigger = { exists = scope:been_to_jeweler }
						desc = ep3_laamp_decision_event.1060.c_second
					}
					desc = ep3_laamp_decision_event.1060.c
				}
			}
		}

		trigger = {
			custom_tooltip = {
				text = ep3_laamp_decision_event.1060.c.cooldown.tt
				NOT = { exists = scope:bought_accessory }
			}
		}
		show_as_unavailable = { always = yes }

		reason = visit_jeweler
		highlight_portrait = scope:jeweler

		save_scope_value_as = { name = been_to_craftsmen value = yes }
		save_scope_value_as = { name = last_location value = flag:craftsmen }

		# Go to jeweler
		custom_tooltip = ep3_laamp_decision_event.1060.c.tt
		trigger_event = at_decision_events.1015

		ai_chance = {
			base = 100
			modifier = {
				exists = scope:been_to_jeweler
				factor = 0.5
			}
		}
	}

	# Do something else
	option = {
		name = {
			text = {
				first_valid = {
					triggered_desc = {
						trigger = { at_1010_done_with_craftsmen_trigger = yes }
						desc = ep3_laamp_decision_event.1060.e_second
					}
					desc = ep3_laamp_decision_event.1060.e
				}
			}
		}

		if = {
			limit = { at_1010_done_with_craftsmen_trigger = yes }
			save_scope_value_as = { name = finished_craftsmen value = yes }
		}
		save_scope_value_as = { name = been_to_craftsmen value = yes }
		save_scope_value_as = { name = last_location value = flag:craftsmen }

		# Go back to main square
		custom_tooltip = ep3_laamp_decision_event.return.tt
		trigger_event = at_decision_events.1000

		ai_chance = {
			base = 50
		}
	}
}

# Visiting Location: the Weaponsmith
# Rewrite of ep3_laamp_decision_event.1061
# Needs scopes:
# * visiting_location
# * visiting_partner
# * weaponsmith - The weaponsmith
# Sets scopes:
# * first_weapon, second_weapon, third_weapon - Artifacts for sale
# * been_to_weaponsmith - Set to yes (to specify that the event has already been triggered)
# * bought_weapon - Set to yes if a weapon has been bought
# * last_location - Set to flag:weaponsmith
#
at_decision_events.1011 = {
	type = character_event
	title = ep3_laamp_decision_event.1061.t
	window = visit_settlement_window

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = scope:been_to_weaponsmith }
					exists = scope:recurring_weaponsmith
				}
				desc = ep3_laamp_decision_event.1061.desc_reused_weaponsmith
			}
			triggered_desc = {
				trigger = {
					NOT = { exists = scope:been_to_weaponsmith }
				}
				desc = ep3_laamp_decision_event.1061.desc
			}
			random_valid = {
				triggered_desc = {
					desc = ep3_laamp_decision_event.1061.desc_returned_01
				}
				triggered_desc = {
					desc = ep3_laamp_decision_event.1061.desc_returned_02
				}
			}
		}
	}

	theme = stewardship
	override_sound = { reference = "event:/SFX/Events/Themes/sfx_event_theme_type_martial" }
	override_background = { reference = armory }

	left_portrait = {
		trigger = { exists = scope:visiting_partner }
		character = scope:visiting_partner
		animation = marshal_random_weapon
	}
	center_portrait = {
		character = root
		animation = thinking
	}
	right_portrait = {
		character = scope:weaponsmith
		camera = camera_event_scheme_far_right
		animation = inspect_weapon
	}

	artifact = {
		target = scope:first_weapon
		position = lower_left_portrait
	}
	artifact = {
		target = scope:second_weapon
		position = lower_center_portrait
	}
	artifact = {
		target = scope:third_weapon
		position = lower_right_portrait
	}

	immediate = {
		# Override background
		location.province_owner = { save_scope_as = bg_override_char }

		# Get artifacts for sale
		if = {
			limit = {
				NOR = {
					exists = scope:first_weapon
					exists = scope:second_weapon
					exists = scope:third_weapon
				}
			}
			scope:weaponsmith = {
				# Get artifact list
				at_get_artifacts_effect = {
					TYPE = weapon
					LOCATION = scope:visiting_location
				}

				# Save artifact scopes
				random_in_list = {
					list = artifacts
					save_scope_as = first_weapon
				}
				random_in_list = {
					list = artifacts
					limit = {
						this != scope:first_weapon
					}
					save_scope_as = second_weapon
				}
				random_in_list = {
					list = artifacts
					limit = {
						NOR = {
							this = scope:first_weapon
							this = scope:second_weapon
						}
					}
					save_scope_as = third_weapon
				}
			}
		}

		# Remember the weaponsmith
		vls_remember_merchant_character_effect = {
			TYPE = weaponsmith
			CHARACTER = scope:weaponsmith
		}

		# Save vanilla scopes for localization
		scope:first_weapon ?= { save_scope_as = 1061_first_weapon }
		scope:second_weapon ?= { save_scope_as = 1061_second_weapon }
		scope:third_weapon ?= { save_scope_as = 1061_third_weapon }
	}

	# Buy first artifact
	option = {
		name = ep3_laamp_decision_event.1061.a

		trigger = {
			at_1010_can_buy_artifact_trigger = {
				MERCHANT = scope:weaponsmith
				ARTIFACT = scope:first_weapon
			}
		}
		show_as_unavailable = { always = yes }

		# Actually buy the artifact
		at_1010_buy_artifact_effect = {
			MERCHANT = scope:weaponsmith
			ARTIFACT = scope:first_weapon
		}

		# Update scopes
		save_scope_value_as = { name = bought_weapon value = yes }
		save_scope_value_as = { name = been_to_weaponsmith value = yes }
		save_scope_value_as = { name = last_location value = flag:weaponsmith }

		# Go back to craftsmen district
		custom_tooltip = ep3_laamp_decision_event.1061.return.tt
		trigger_event = at_decision_events.1010

		ai_chance = {
			base = 0
			modifier = {
				at_1010_ai_will_buy_artifact_trigger = {
					MERCHANT = scope:weaponsmith
					ARTIFACT = scope:first_weapon
				}
				add = 100
			}
		}
	}

	# Buy second artifact
	option = {
		name = ep3_laamp_decision_event.1061.b

		trigger = {
			at_1010_can_buy_artifact_trigger = {
				MERCHANT = scope:weaponsmith
				ARTIFACT = scope:second_weapon
			}
		}
		show_as_unavailable = { always = yes }

		# Actually buy the artifact
		at_1010_buy_artifact_effect = {
			MERCHANT = scope:weaponsmith
			ARTIFACT = scope:second_weapon
		}

		# Update scopes
		save_scope_value_as = { name = bought_weapon value = yes }
		save_scope_value_as = { name = been_to_weaponsmith value = yes }
		save_scope_value_as = { name = last_location value = flag:weaponsmith }

		# Go back to craftsmen district
		custom_tooltip = ep3_laamp_decision_event.1061.return.tt
		trigger_event = at_decision_events.1010

		ai_chance = {
			base = 0
			modifier = {
				at_1010_ai_will_buy_artifact_trigger = {
					MERCHANT = scope:weaponsmith
					ARTIFACT = scope:second_weapon
				}
				add = 100
			}
		}
	}

	# Buy third artifact
	option = {
		name = ep3_laamp_decision_event.1061.c

		trigger = {
			at_1010_can_buy_artifact_trigger = {
				MERCHANT = scope:weaponsmith
				ARTIFACT = scope:third_weapon
			}
		}
		show_as_unavailable = { always = yes }

		# Actually buy the artifact
		at_1010_buy_artifact_effect = {
			MERCHANT = scope:weaponsmith
			ARTIFACT = scope:third_weapon
		}

		# Update scopes
		save_scope_value_as = { name = bought_weapon value = yes }
		save_scope_value_as = { name = been_to_weaponsmith value = yes }
		save_scope_value_as = { name = last_location value = flag:weaponsmith }

		# Go back to craftsmen district
		custom_tooltip = ep3_laamp_decision_event.1061.return.tt
		trigger_event = at_decision_events.1010

		ai_chance = {
			base = 0
			modifier = {
				at_1010_ai_will_buy_artifact_trigger = {
					MERCHANT = scope:weaponsmith
					ARTIFACT = scope:third_weapon
				}
				add = 100
			}
		}
	}

	# Do something else
	option = {
		name = ep3_laamp_decision_event.1061.d

		# Update scopes
		save_scope_value_as = { name = been_to_weaponsmith value = yes }
		save_scope_value_as = { name = last_location value = flag:weaponsmith }

		# Go back to craftsmen district
		custom_tooltip = ep3_laamp_decision_event.1061.return.tt
		trigger_event = at_decision_events.1010

		ai_chance = {
			base = 1
		}
	}
}

# Visiting Location: the Armorer
# Rewrite of ep3_laamp_decision_event.1063
# Needs scopes:
# * visiting_location
# * visiting_partner
# * armorer - The armorer
# Sets scopes:
# * first_armor, second_armor, third_armor - Artifacts for sale
# * been_to_armorer - Set to yes (to specify that the event has already been triggered)
# * bought_armor - Set to yes if an armor has been bought
# * last_location - Set to flag:armorer
#
at_decision_events.1013 = {
	type = character_event
	title = ep3_laamp_decision_event.1063.t
	window = visit_settlement_window

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = scope:been_to_armorer }
					exists = scope:recurring_armorer
				}
				desc = ep3_laamp_decision_event.1063.desc_reused_armorer
			}
			triggered_desc = {
				trigger = {
					NOT = { exists = scope:been_to_armorer }
				}
				desc = ep3_laamp_decision_event.1063.desc
			}
			random_valid = {
				triggered_desc = {
					desc = ep3_laamp_decision_event.1063.desc_returned_01
				}
				triggered_desc = {
					desc = ep3_laamp_decision_event.1063.desc_returned_02
				}
			}
		}
	}

	theme = stewardship
	override_sound = { reference = "event:/SFX/Events/Themes/sfx_event_theme_type_generic" }
	override_background = { reference = armory }

	left_portrait = {
		trigger = { exists = scope:visiting_partner }
		character = scope:visiting_partner
		animation = personality_content
	}
	center_portrait = {
		character = root
		animation = thinking
	}
	right_portrait = {
		character = scope:armorer
		camera = camera_event_scheme_far_right
		animation = personality_bold
	}

	artifact = {
		target = scope:first_armor
		position = lower_left_portrait
	}
	artifact = {
		target = scope:second_armor
		position = lower_center_portrait
	}
	artifact = {
		target = scope:third_armor
		position = lower_right_portrait
	}

	immediate = {
		# Override background
		location.province_owner = { save_scope_as = bg_override_char }

		# Get artifacts for sale
		if = {
			limit = {
				NOR = {
					exists = scope:first_armor
					exists = scope:second_armor
					exists = scope:third_armor
				}
			}
			scope:armorer = {
				# Get artifact list
				at_get_artifacts_effect = {
					TYPE = armor
					LOCATION = scope:visiting_location
				}

				# Save artifact scopes
				random_in_list = {
					list = artifacts
					save_scope_as = first_armor
				}
				random_in_list = {
					list = artifacts
					limit = {
						this != scope:first_armor
					}
					save_scope_as = second_armor
				}
				random_in_list = {
					list = artifacts
					limit = {
						NOR = {
							this = scope:first_armor
							this = scope:second_armor
						}
					}
					save_scope_as = third_armor
				}
			}
		}

		# Remember the armorer
		vls_remember_merchant_character_effect = {
			TYPE = armorer
			CHARACTER = scope:armorer
		}

		# Save vanilla scopes for localization
		scope:first_armor ?= { save_scope_as = 1063_first_armor }
		scope:second_armor ?= { save_scope_as = 1063_second_armor }
		scope:third_armor ?= { save_scope_as = 1063_third_armor }
	}

	# Buy first artifact
	option = {
		name = ep3_laamp_decision_event.1063.a

		trigger = {
			at_1010_can_buy_artifact_trigger = {
				MERCHANT = scope:armorer
				ARTIFACT = scope:first_armor
			}
		}
		show_as_unavailable = { always = yes }

		# Actually buy the artifact
		at_1010_buy_artifact_effect = {
			MERCHANT = scope:armorer
			ARTIFACT = scope:first_armor
		}

		# Update scopes
		save_scope_value_as = { name = bought_armor value = yes }
		save_scope_value_as = { name = been_to_armorer value = yes }
		save_scope_value_as = { name = last_location value = flag:armorer }

		# Go back to craftsmen district
		custom_tooltip = ep3_laamp_decision_event.1061.return.tt
		trigger_event = at_decision_events.1010

		ai_chance = {
			base = 0
			modifier = {
				at_1010_ai_will_buy_artifact_trigger = {
					MERCHANT = scope:armorer
					ARTIFACT = scope:first_armor
				}
				add = 100
			}
		}
	}

	# Buy second artifact
	option = {
		name = ep3_laamp_decision_event.1063.b

		trigger = {
			at_1010_can_buy_artifact_trigger = {
				MERCHANT = scope:armorer
				ARTIFACT = scope:second_armor
			}
		}
		show_as_unavailable = { always = yes }

		# Actually buy the artifact
		at_1010_buy_artifact_effect = {
			MERCHANT = scope:armorer
			ARTIFACT = scope:second_armor
		}

		# Update scopes
		save_scope_value_as = { name = bought_armor value = yes }
		save_scope_value_as = { name = been_to_armorer value = yes }
		save_scope_value_as = { name = last_location value = flag:armorer }

		# Go back to craftsmen district
		custom_tooltip = ep3_laamp_decision_event.1061.return.tt
		trigger_event = at_decision_events.1010

		ai_chance = {
			base = 0
			modifier = {
				at_1010_ai_will_buy_artifact_trigger = {
					MERCHANT = scope:armorer
					ARTIFACT = scope:second_armor
				}
				add = 100
			}
		}
	}

	# Buy third artifact
	option = {
		name = ep3_laamp_decision_event.1063.c

		trigger = {
			at_1010_can_buy_artifact_trigger = {
				MERCHANT = scope:armorer
				ARTIFACT = scope:third_armor
			}
		}
		show_as_unavailable = { always = yes }

		# Actually buy the artifact
		at_1010_buy_artifact_effect = {
			MERCHANT = scope:armorer
			ARTIFACT = scope:third_armor
		}

		# Update scopes
		save_scope_value_as = { name = bought_armor value = yes }
		save_scope_value_as = { name = been_to_armorer value = yes }
		save_scope_value_as = { name = last_location value = flag:armorer }

		# Go back to craftsmen district
		custom_tooltip = ep3_laamp_decision_event.1061.return.tt
		trigger_event = at_decision_events.1010

		ai_chance = {
			base = 0
			modifier = {
				at_1010_ai_will_buy_artifact_trigger = {
					MERCHANT = scope:armorer
					ARTIFACT = scope:third_armor
				}
				add = 100
			}
		}
	}

	# Do something else
	option = {
		name = ep3_laamp_decision_event.1063.e

		# Update scopes
		save_scope_value_as = { name = been_to_armorer value = yes }
		save_scope_value_as = { name = last_location value = flag:armorer }

		# Go back to craftsmen district
		custom_tooltip = ep3_laamp_decision_event.1061.return.tt
		trigger_event = at_decision_events.1010

		ai_chance = {
			base = 1
		}
	}
}

# Visiting Location: the Jeweler
# Rewrite of ep3_laamp_decision_event.1065
# Needs scopes:
# * visiting_location
# * visiting_partner
# * jeweler - The jeweler
# Sets scopes:
# * first_accessory, second_accessory, third_accessory - Artifacts for sale
# * been_to_jeweler - Set to yes (to specify that the event has already been triggered)
# * bought_accessory - Set to yes if an accessory has been bought
# * last_location - Set to flag:jeweler
#
at_decision_events.1015 = {
	type = character_event
	title = ep3_laamp_decision_event.1065.t
	window = visit_settlement_window

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = scope:been_to_jeweler }
					exists = scope:recurring_jeweler
				}
				desc = ep3_laamp_decision_event.1065.desc_reused_jeweler
			}
			triggered_desc = {
				trigger = {
					NOT = { exists = scope:been_to_jeweler }
				}
				desc = ep3_laamp_decision_event.1065.desc
			}
			random_valid = {
				triggered_desc = {
					desc = ep3_laamp_decision_event.1065.desc_returned_01
				}
				triggered_desc = {
					desc = ep3_laamp_decision_event.1065.desc_returned_02
				}
			}
		}
	}

	theme = stewardship
	override_sound = { reference = "event:/SFX/Events/Themes/sfx_event_theme_type_generic" }
	override_background = { reference = physicians_study }

	left_portrait = {
		trigger = { exists = scope:visiting_partner }
		character = scope:visiting_partner
		animation = war_over_tie
	}
	center_portrait = {
		character = root
		animation = thinking
	}
	right_portrait = {
		character = scope:jeweler
		camera = camera_event_scheme_far_right
		animation = chess_cocky
	}

	artifact = {
		target = scope:first_accessory
		position = lower_left_portrait
	}
	artifact = {
		target = scope:second_accessory
		position = lower_center_portrait
	}
	artifact = {
		target = scope:third_accessory
		position = lower_right_portrait
	}

	immediate = {
		# Override background
		location.province_owner = { save_scope_as = bg_override_char }

		# Get artifacts for sale
		if = {
			limit = {
				NOR = {
					exists = scope:first_accessory
					exists = scope:second_accessory
					exists = scope:third_accessory
				}
			}
			scope:jeweler = {
				# Get artifact list
				at_get_artifacts_effect = {
					TYPE = accessory
					LOCATION = scope:visiting_location
				}

				# Save artifact scopes
				random_in_list = {
					list = artifacts
					save_scope_as = first_accessory
				}
				random_in_list = {
					list = artifacts
					limit = {
						this != scope:first_accessory
					}
					save_scope_as = second_accessory
				}
				random_in_list = {
					list = artifacts
					limit = {
						NOR = {
							this = scope:first_accessory
							this = scope:second_accessory
						}
					}
					save_scope_as = third_accessory
				}
			}
		}

		# Remember the jeweler
		vls_remember_merchant_character_effect = {
			TYPE = jeweler
			CHARACTER = scope:jeweler
		}

		# Save vanilla scopes for localization
		scope:first_accessory ?= { save_scope_as = 1065_first_accessory }
		scope:second_accessory ?= { save_scope_as = 1065_second_accessory }
		scope:third_accessory ?= { save_scope_as = 1065_third_accessory }
	}

	# Buy first artifact
	option = {
		name = ep3_laamp_decision_event.1065.a

		trigger = {
			at_1010_can_buy_artifact_trigger = {
				MERCHANT = scope:jeweler
				ARTIFACT = scope:first_accessory
			}
		}
		show_as_unavailable = { always = yes }

		# Actually buy the artifact
		at_1010_buy_artifact_effect = {
			MERCHANT = scope:jeweler
			ARTIFACT = scope:first_accessory
		}

		# Update scopes
		save_scope_value_as = { name = bought_accessory value = yes }
		save_scope_value_as = { name = been_to_jeweler value = yes }
		save_scope_value_as = { name = last_location value = flag:jeweler }

		# Go back to craftsmen district
		custom_tooltip = ep3_laamp_decision_event.1061.return.tt
		trigger_event = at_decision_events.1010

		ai_chance = {
			base = 0
			modifier = {
				at_1010_ai_will_buy_artifact_trigger = {
					MERCHANT = scope:jeweler
					ARTIFACT = scope:first_accessory
				}
				add = 100
			}
		}
	}

	# Buy second artifact
	option = {
		name = ep3_laamp_decision_event.1065.b

		trigger = {
			at_1010_can_buy_artifact_trigger = {
				MERCHANT = scope:jeweler
				ARTIFACT = scope:second_accessory
			}
		}
		show_as_unavailable = { always = yes }

		# Actually buy the artifact
		at_1010_buy_artifact_effect = {
			MERCHANT = scope:jeweler
			ARTIFACT = scope:second_accessory
		}

		# Update scopes
		save_scope_value_as = { name = bought_accessory value = yes }
		save_scope_value_as = { name = been_to_jeweler value = yes }
		save_scope_value_as = { name = last_location value = flag:jeweler }

		# Go back to craftsmen district
		custom_tooltip = ep3_laamp_decision_event.1061.return.tt
		trigger_event = at_decision_events.1010

		ai_chance = {
			base = 0
			modifier = {
				at_1010_ai_will_buy_artifact_trigger = {
					MERCHANT = scope:jeweler
					ARTIFACT = scope:second_accessory
				}
				add = 100
			}
		}
	}

	# Buy third artifact
	option = {
		name = ep3_laamp_decision_event.1065.c

		trigger = {
			at_1010_can_buy_artifact_trigger = {
				MERCHANT = scope:jeweler
				ARTIFACT = scope:third_accessory
			}
		}
		show_as_unavailable = { always = yes }

		# Actually buy the artifact
		at_1010_buy_artifact_effect = {
			MERCHANT = scope:jeweler
			ARTIFACT = scope:third_accessory
		}

		# Update scopes
		save_scope_value_as = { name = bought_accessory value = yes }
		save_scope_value_as = { name = been_to_jeweler value = yes }
		save_scope_value_as = { name = last_location value = flag:jeweler }

		# Go back to craftsmen district
		custom_tooltip = ep3_laamp_decision_event.1061.return.tt
		trigger_event = at_decision_events.1010

		ai_chance = {
			base = 0
			modifier = {
				at_1010_ai_will_buy_artifact_trigger = {
					MERCHANT = scope:jeweler
					ARTIFACT = scope:third_accessory
				}
				add = 100
			}
		}
	}

	# Do something else
	option = {
		name = ep3_laamp_decision_event.1065.d

		# Update scopes
		save_scope_value_as = { name = been_to_jeweler value = yes }
		save_scope_value_as = { name = last_location value = flag:jeweler }

		# Go back to craftsmen district
		custom_tooltip = ep3_laamp_decision_event.1061.return.tt
		trigger_event = at_decision_events.1010

		ai_chance = {
			base = 1
		}
	}
}
