﻿DI_artifact_select_char = {
	scope = character
	
	saved_scopes = {
		target # player character
	}

	effect = {
		scope:target = {
			set_variable = {
				name = DI_artifact_selected_char
				value = prev
			}
		}
	}
}

### Select Character Init ###
DI_artifact_select_char_init = {
	scope = character

	effect = {
		if = {
			limit = {
				NOT = { has_variable = DI_artifact_selected_char }
			}
			set_variable = {
				name = DI_artifact_selected_char
				value = this
			}
		}
	}
}

DI_take_artifact = {
	scope = character
	
	saved_scopes = {
		selected_artifact # artifact
	}

	effect = {
		save_scope_as = new_owner
		
		scope:selected_artifact = {
			set_owner = scope:new_owner
		}
	}
}

DI_destroy_artifact = {
	scope = character

	saved_scopes = {
		selected_artifact # artifact
	}
	
	effect = {
		scope:selected_artifact = { save_scope_as = selected_artifact }
		destroy_artifact = scope:selected_artifact
	}
}

DI_get_artifact_list = {
	scope = character
	
	effect = {
		save_scope_as = target

		every_in_list = {
			variable = pinned_characters

			every_character_artifact  = {
				scope:target = {
					add_to_variable_list = { name = DI_artifact_list target = prev }
				}
			}
		}
	}
}

DI_clear_artifact_list = {
	scope = character
	
	effect = {
		clear_variable_list = DI_artifact_list
	}
}

### Artifact Types ###
### Weapons ###
# artifact weapon axe
DI_artifact_weapon_axe = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_type value = flag:axe }
	}
}

# artifact weapon dagger
DI_artifact_weapon_dagger = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_type value = flag:dagger }
	}
}

# artifact weapon hammer
DI_artifact_weapon_hammer = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_type value = flag:hammer }
	}
}

# artifact weapon mace
DI_artifact_weapon_mace = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_type value = flag:mace }
	}
}

# artifact weapon spear
DI_artifact_weapon_spear = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_type value = flag:spear }
	}
}

# artifact weapon sword
DI_artifact_weapon_sword = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_type value = flag:sword }
	}
}

### Armor ###
# artifact armor mail
DI_artifact_armor_mail = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_type value = flag:armor }
		set_variable = { name = DI_artifact_armor_type value = flag:armor_type_mail }
	}
}

# artifact armor brigandine
DI_artifact_armor_brigandine = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_type value = flag:armor }
		set_variable = { name = DI_artifact_armor_type value = flag:armor_type_brigandine }
	}
}

# artifact armor laminar
DI_artifact_armor_laminar = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_type value = flag:armor }
		set_variable = { name = DI_artifact_armor_type value = flag:armor_type_laminar }
	}
}

# artifact armor lamellar
DI_artifact_armor_lamellar = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_type value = flag:armor }
		set_variable = { name = DI_artifact_armor_type value = flag:armor_type_lamellar }
	}
}

# artifact armor scale
DI_artifact_armor_scale = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_type value = flag:armor }
		set_variable = { name = DI_artifact_armor_type value = flag:armor_type_scale }
	}
}

# artifact armor plate
DI_artifact_armor_plate = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_type value = flag:armor }
		set_variable = { name = DI_artifact_armor_type value = flag:armor_type_plate }
	}
}

### Regalia ###
# artifact crown
DI_artifact_crown = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_type value = flag:crown }
	}
}

# artifact regalia
DI_artifact_regalia = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_type value = flag:regalia }
	}
}

### Trinkets ###
# Necklace
DI_artifact_necklace = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_type value = flag:necklace }
	}
}

# Brooch
DI_artifact_brooch = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_type value = flag:brooch }
	}
}

### Throne ###
# Throne
DI_artifact_throne = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_type value = flag:throne }
	}
}

### Pedestals ###
# small box
DI_artifact_small_box = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_type value = flag:small_box }
	}
}

# medium box
DI_artifact_medium_box = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_type value = flag:medium_box }
	}
}

# goblet
DI_artifact_goblet = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_type value = flag:goblet }
	}
}

### Furniture ###
# cabinet
DI_artifact_cabinet = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_type value = flag:cabinet }
	}
}

# chest
DI_artifact_chest = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_type value = flag:chest }
	}
}

# divan
DI_artifact_divan = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_type value = flag:divan }
	}
}

# table
DI_artifact_table = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_type value = flag:table }
	}
}

### Ornament ###
# small shield
DI_artifact_small_shield = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_type value = flag:small_shield }
	}
}

# large shield
DI_artifact_large_shield = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_type value = flag:large_shield }
	}
}

# tapestry
DI_artifact_tapestry = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_type value = flag:tapestry }
	}
}

### Artifact Quality ###
# common
DI_artifact_quality_common = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_quality value = flag:common }
	}
}

# mastework
DI_artifact_quality_masterwork = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_quality value = flag:masterwork }
	}
}

# famed
DI_artifact_quality_famed = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_quality value = flag:famed }
	}
}

# illustrious
DI_artifact_quality_illustrious = {
	scope = character
	
	effect = {
		set_variable = { name = DI_artifact_quality value = flag:illustrious }
	}
}

### Artifact Creation Scripts ###
DI_create_artifact = {
	scope = character
	
	effect = {
		# Common Artifact Check
		if = {
			limit = {
				var:DI_artifact_quality = flag:common
			}

			# Weapon
			if = {
				limit = {
					var:DI_artifact_type = flag:axe
				}

				DI_create_artifact_weapon = { RARITY = common TYPE = axe ARTIFACT_WEAPON_TYPE = flag:artifact_weapon_type_axe }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:dagger
				}

				DI_create_artifact_weapon = { RARITY = common TYPE = dagger ARTIFACT_WEAPON_TYPE = flag:artifact_weapon_type_dagger }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:hammer
				}

				DI_create_artifact_weapon = { RARITY = common TYPE = hammer ARTIFACT_WEAPON_TYPE = flag:artifact_weapon_type_hammer }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:mace
				}

				DI_create_artifact_weapon = { RARITY = common TYPE = mace ARTIFACT_WEAPON_TYPE = flag:artifact_weapon_type_mace }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:spear
				}

				DI_create_artifact_weapon = { RARITY = common TYPE = spear ARTIFACT_WEAPON_TYPE = flag:artifact_weapon_type_spear }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:sword
				}

				DI_create_artifact_weapon = { RARITY = common TYPE = sword ARTIFACT_WEAPON_TYPE = flag:artifact_weapon_type_sword }
			}
			# Armor
			else_if = {
				limit = {
					var:DI_artifact_type = flag:armor
					var:DI_artifact_armor_type = flag:armor_type_mail
				}

				DI_create_artifact_armor = { RARITY = common TYPE = armor ARTIFACT_ARMOR_TYPE = flag:armor_type_mail ARMOR_TYPE = armor_mail }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:armor
					var:DI_artifact_armor_type = flag:armor_type_brigandine
				}

				DI_create_artifact_armor = { RARITY = common TYPE = armor ARTIFACT_ARMOR_TYPE = flag:armor_type_brigandine ARMOR_TYPE = armor_brigandine }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:armor
					var:DI_artifact_armor_type = flag:armor_type_laminar
				}

				DI_create_artifact_armor = { RARITY = common TYPE = armor ARTIFACT_ARMOR_TYPE = flag:armor_type_laminar ARMOR_TYPE = armor_laminar }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:armor
					var:DI_artifact_armor_type = flag:armor_type_lamellar
				}

				DI_create_artifact_armor = { RARITY = common TYPE = armor ARTIFACT_ARMOR_TYPE = flag:armor_type_lamellar ARMOR_TYPE = armor_lamellar }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:armor
					var:DI_artifact_armor_type = flag:armor_type_scale
				}

				DI_create_artifact_armor = { RARITY = common TYPE = armor ARTIFACT_ARMOR_TYPE = flag:armor_type_scale ARMOR_TYPE = armor_scale }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:armor
					var:DI_artifact_armor_type = flag:armor_type_plate
				}

				DI_create_artifact_armor = { RARITY = common TYPE = armor ARTIFACT_ARMOR_TYPE = flag:armor_type_plate ARMOR_TYPE = armor_plate }
			}
			# crown
			else_if = {
				limit = {
					var:DI_artifact_type = flag:crown
				}

				DI_create_artifact_crown = { RARITY = common TYPE = crown }
			}
			# regalia
			else_if = {
				limit = {
					var:DI_artifact_type = flag:regalia
				}

				DI_create_artifact_regalia = { RARITY = common TYPE = regalia }
			}
			# necklace
			else_if = {
				limit = {
					var:DI_artifact_type = flag:necklace
				}

				DI_create_artifact_necklace = { RARITY = common TYPE = necklace }
			}
			# brooch
			else_if = {
				limit = {
					var:DI_artifact_type = flag:brooch
				}

				DI_create_artifact_brooch = { RARITY = common TYPE = brooch }
			}
			# throne
			else_if = {
				limit = {
					var:DI_artifact_type = flag:throne
				}

				DI_create_artifact_throne = { RARITY = common TYPE = throne }
			}
			# small box
			else_if = {
				limit = {
					var:DI_artifact_type = flag:small_box
				}

				DI_create_artifact_box = { NAME = artifact_box_small_name RARITY = common VISUALS = small_box TYPE = box DESC = artifact_box_small_description }
			}
			# medium box
			else_if = {
				limit = {
					var:DI_artifact_type = flag:medium_box
				}

				DI_create_artifact_box = { NAME = artifact_box_medium_name RARITY = common VISUALS = medium_box TYPE = box DESC = artifact_box_medium_description }
			}
			# goblet
			else_if = {
				limit = {
					var:DI_artifact_type = flag:goblet
				}

				DI_create_artifact_goblet = { NAME = artifact_goblet_name RARITY = common TYPE = goblet VISUALS = goblet }
			}
			# cabinet
			else_if = {
				limit = {
					var:DI_artifact_type = flag:cabinet
				}

				DI_create_artifact_cabinet = { NAME = artifact_cabinet_name RARITY = common TYPE = cabinet VISUALS = cabinet }
			}
			# chest
			else_if = {
				limit = {
					var:DI_artifact_type = flag:chest
				}

				DI_create_artifact_chest = { NAME = artifact_chest_name RARITY = common TYPE = chest VISUALS = chest }
			}
			# divan
			else_if = {
				limit = {
					var:DI_artifact_type = flag:divan
				}

				DI_create_artifact_divan = { NAME = artifact_diwan_name RARITY = common TYPE = cabinet VISUALS = diwan }
			}
			# table
			else_if = {
				limit = {
					var:DI_artifact_type = flag:table
				}

				DI_create_artifact_table = { NAME = artifact_table_name RARITY = common TYPE = cabinet VISUALS = table }
			} 
			# small shield
			else_if = {
				limit = {
					var:DI_artifact_type = flag:small_shield
				}

				DI_create_artifact_shield = { NAME = artifact_wall_shield_name RARITY = common TYPE = wall_shield VISUALS = wall_shield DESC = artifact_wall_shield_description }
			}
			# large shield
			else_if = {
				limit = {
					var:DI_artifact_type = flag:large_shield
				}

				DI_create_artifact_shield = { NAME = artifact_wall_shield_name RARITY = common TYPE = wall_shield_special VISUALS = wall_shield_medi DESC = artifact_wall_shield_description }
			}
			# tapestry
			else_if = {
				limit = {
					var:DI_artifact_type = flag:tapestry
				}

				DI_create_artifact_tapestry = { NAME = artifact_wall_tapestry_name RARITY = common TYPE = tapestry VISUALS = tapestry }
			}
		}
		# Masterwork Artifact Check
		else_if = {
			limit = {
				var:DI_artifact_quality = flag:masterwork
			}

			# Weapon
			if = {
				limit = {
					var:DI_artifact_type = flag:axe
				}

				DI_create_artifact_weapon = { RARITY = masterwork TYPE = axe ARTIFACT_WEAPON_TYPE = flag:artifact_weapon_type_axe }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:dagger
				}

				DI_create_artifact_weapon = { RARITY = masterwork TYPE = dagger ARTIFACT_WEAPON_TYPE = flag:artifact_weapon_type_dagger }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:hammer
				}

				DI_create_artifact_weapon = { RARITY = masterwork TYPE = hammer ARTIFACT_WEAPON_TYPE = flag:artifact_weapon_type_hammer }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:mace
				}

				DI_create_artifact_weapon = { RARITY = masterwork TYPE = mace ARTIFACT_WEAPON_TYPE = flag:artifact_weapon_type_mace }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:spear
				}

				DI_create_artifact_weapon = { RARITY = masterwork TYPE = spear ARTIFACT_WEAPON_TYPE = flag:artifact_weapon_type_spear }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:sword
				}

				DI_create_artifact_weapon = { RARITY = masterwork TYPE = sword ARTIFACT_WEAPON_TYPE = flag:artifact_weapon_type_sword }
			}
			# Armor
			else_if = {
				limit = {
					var:DI_artifact_type = flag:armor
					var:DI_artifact_armor_type = flag:armor_type_mail
				}

				DI_create_artifact_armor = { RARITY = masterwork TYPE = armor ARTIFACT_ARMOR_TYPE = flag:armor_type_mail ARMOR_TYPE = armor_mail }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:armor
					var:DI_artifact_armor_type = flag:armor_type_brigandine
				}

				DI_create_artifact_armor = { RARITY = masterwork TYPE = armor ARTIFACT_ARMOR_TYPE = flag:armor_type_brigandine ARMOR_TYPE = armor_brigandine }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:armor
					var:DI_artifact_armor_type = flag:armor_type_laminar
				}

				DI_create_artifact_armor = { RARITY = masterwork TYPE = armor ARTIFACT_ARMOR_TYPE = flag:armor_type_laminar ARMOR_TYPE = armor_laminar }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:armor
					var:DI_artifact_armor_type = flag:armor_type_lamellar
				}

				DI_create_artifact_armor = { RARITY = masterwork TYPE = armor ARTIFACT_ARMOR_TYPE = flag:armor_type_lamellar ARMOR_TYPE = armor_lamellar }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:armor
					var:DI_artifact_armor_type = flag:armor_type_scale
				}

				DI_create_artifact_armor = { RARITY = masterwork TYPE = armor ARTIFACT_ARMOR_TYPE = flag:armor_type_scale ARMOR_TYPE = armor_scale }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:armor
					var:DI_artifact_armor_type = flag:armor_type_plate
				}

				DI_create_artifact_armor = { RARITY = masterwork TYPE = armor ARTIFACT_ARMOR_TYPE = flag:armor_type_plate ARMOR_TYPE = armor_plate }
			}
			# crown
			else_if = {
				limit = {
					var:DI_artifact_type = flag:crown
				}

				DI_create_artifact_crown = { RARITY = masterwork TYPE = crown }
			}
			# regalia
			else_if = {
				limit = {
					var:DI_artifact_type = flag:regalia
				}

				DI_create_artifact_regalia = { RARITY = masterwork TYPE = regalia }
			}
			# necklace
			else_if = {
				limit = {
					var:DI_artifact_type = flag:necklace
				}

				DI_create_artifact_necklace = { RARITY = masterwork TYPE = necklace }
			}
			# brooch
			else_if = {
				limit = {
					var:DI_artifact_type = flag:brooch
				}

				DI_create_artifact_brooch = { RARITY = masterwork TYPE = brooch }
			}
			# throne
			else_if = {
				limit = {
					var:DI_artifact_type = flag:throne
				}

				DI_create_artifact_throne = { RARITY = masterwork TYPE = throne }
			}
			# small box
			else_if = {
				limit = {
					var:DI_artifact_type = flag:small_box
				}

				DI_create_artifact_box = { NAME = artifact_box_small_name RARITY = masterwork VISUALS = small_box TYPE = box DESC = artifact_box_small_description }
			}
			# medium box
			else_if = {
				limit = {
					var:DI_artifact_type = flag:medium_box
				}

				DI_create_artifact_box = { NAME = artifact_box_medium_name RARITY = masterwork VISUALS = medium_box TYPE = box DESC = artifact_box_medium_description }
			}
			# goblet
			else_if = {
				limit = {
					var:DI_artifact_type = flag:goblet
				}

				DI_create_artifact_goblet = { NAME = artifact_goblet_name RARITY = masterwork TYPE = goblet VISUALS = goblet }
			}
			# cabinet
			else_if = {
				limit = {
					var:DI_artifact_type = flag:cabinet
				}

				DI_create_artifact_cabinet = { NAME = artifact_cabinet_name RARITY = masterwork TYPE = cabinet VISUALS = cabinet }
			}
			# chest
			else_if = {
				limit = {
					var:DI_artifact_type = flag:chest
				}

				DI_create_artifact_chest = { NAME = artifact_chest_name RARITY = masterwork TYPE = chest VISUALS = chest }
			}
			# divan
			else_if = {
				limit = {
					var:DI_artifact_type = flag:divan
				}

				DI_create_artifact_divan = { NAME = artifact_diwan_name RARITY = masterwork TYPE = cabinet VISUALS = diwan }
			}
			# table
			else_if = {
				limit = {
					var:DI_artifact_type = flag:table
				}

				DI_create_artifact_table = { NAME = artifact_table_name RARITY = masterwork TYPE = cabinet VISUALS = table }
			} 
			# small shield
			else_if = {
				limit = {
					var:DI_artifact_type = flag:small_shield
				}

				DI_create_artifact_shield = { NAME = artifact_wall_shield_name RARITY = masterwork TYPE = wall_shield VISUALS = wall_shield DESC = artifact_wall_shield_description }
			}
			# large shield
			else_if = {
				limit = {
					var:DI_artifact_type = flag:large_shield
				}

				DI_create_artifact_shield = { NAME = artifact_wall_shield_name RARITY = masterwork TYPE = wall_shield_special VISUALS = wall_shield_medi DESC = artifact_wall_shield_description }
			}
			# tapestry
			else_if = {
				limit = {
					var:DI_artifact_type = flag:tapestry
				}

				DI_create_artifact_tapestry = { NAME = artifact_wall_tapestry_name RARITY = masterwork TYPE = tapestry VISUALS = tapestry }
			}			
		}
		# Famed Artifact Check
		else_if = {
			limit = {
				var:DI_artifact_quality = flag:famed
			}

			# Weapon
			if = {
				limit = {
					var:DI_artifact_type = flag:axe
				}

				DI_create_artifact_weapon = { RARITY = famed TYPE = axe ARTIFACT_WEAPON_TYPE = flag:artifact_weapon_type_axe }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:dagger
				}

				DI_create_artifact_weapon = { RARITY = famed TYPE = dagger ARTIFACT_WEAPON_TYPE = flag:artifact_weapon_type_dagger }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:hammer
				}

				DI_create_artifact_weapon = { RARITY = famed TYPE = hammer ARTIFACT_WEAPON_TYPE = flag:artifact_weapon_type_hammer }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:mace
				}

				DI_create_artifact_weapon = { RARITY = famed TYPE = mace ARTIFACT_WEAPON_TYPE = flag:artifact_weapon_type_mace }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:spear
				}

				DI_create_artifact_weapon = { RARITY = famed TYPE = spear ARTIFACT_WEAPON_TYPE = flag:artifact_weapon_type_spear }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:sword
				}

				DI_create_artifact_weapon = { RARITY = famed TYPE = sword ARTIFACT_WEAPON_TYPE = flag:artifact_weapon_type_sword }
			}
			# Armor
			else_if = {
				limit = {
					var:DI_artifact_type = flag:armor
					var:DI_artifact_armor_type = flag:armor_type_mail
				}

				DI_create_artifact_armor = { RARITY = famed TYPE = armor ARTIFACT_ARMOR_TYPE = flag:armor_type_mail ARMOR_TYPE = armor_mail }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:armor
					var:DI_artifact_armor_type = flag:armor_type_brigandine
				}

				DI_create_artifact_armor = { RARITY = famed TYPE = armor ARTIFACT_ARMOR_TYPE = flag:armor_type_brigandine ARMOR_TYPE = armor_brigandine }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:armor
					var:DI_artifact_armor_type = flag:armor_type_laminar
				}

				DI_create_artifact_armor = { RARITY = famed TYPE = armor ARTIFACT_ARMOR_TYPE = flag:armor_type_laminar ARMOR_TYPE = armor_laminar }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:armor
					var:DI_artifact_armor_type = flag:armor_type_lamellar
				}

				DI_create_artifact_armor = { RARITY = famed TYPE = armor ARTIFACT_ARMOR_TYPE = flag:armor_type_lamellar ARMOR_TYPE = armor_lamellar }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:armor
					var:DI_artifact_armor_type = flag:armor_type_scale
				}

				DI_create_artifact_armor = { RARITY = famed TYPE = armor ARTIFACT_ARMOR_TYPE = flag:armor_type_scale ARMOR_TYPE = armor_scale }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:armor
					var:DI_artifact_armor_type = flag:armor_type_plate
				}

				DI_create_artifact_armor = { RARITY = famed TYPE = armor ARTIFACT_ARMOR_TYPE = flag:armor_type_plate ARMOR_TYPE = armor_plate }
			}
			# crown
			else_if = {
				limit = {
					var:DI_artifact_type = flag:crown
				}

				DI_create_artifact_crown = { RARITY = famed TYPE = crown }
			}
			# regalia
			else_if = {
				limit = {
					var:DI_artifact_type = flag:regalia
				}

				DI_create_artifact_regalia = { RARITY = famed TYPE = regalia }
			}
			# necklace
			else_if = {
				limit = {
					var:DI_artifact_type = flag:necklace
				}

				DI_create_artifact_necklace = { RARITY = famed TYPE = necklace }
			}
			# brooch
			else_if = {
				limit = {
					var:DI_artifact_type = flag:brooch
				}

				DI_create_artifact_brooch = { RARITY = famed TYPE = brooch }
			}
			# throne
			else_if = {
				limit = {
					var:DI_artifact_type = flag:throne
				}

				DI_create_artifact_throne = { RARITY = famed TYPE = throne }
			}
			# small box
			else_if = {
				limit = {
					var:DI_artifact_type = flag:small_box
				}

				DI_create_artifact_box = { NAME = artifact_box_small_name RARITY = famed VISUALS = small_box TYPE = box DESC = artifact_box_small_description }
			}
			# medium box
			else_if = {
				limit = {
					var:DI_artifact_type = flag:medium_box
				}

				DI_create_artifact_box = { NAME = artifact_box_medium_name RARITY = famed VISUALS = medium_box TYPE = box DESC = artifact_box_medium_description }
			}
			# goblet
			else_if = {
				limit = {
					var:DI_artifact_type = flag:goblet
				}

				DI_create_artifact_goblet = { NAME = artifact_goblet_name RARITY = famed TYPE = goblet VISUALS = goblet }
			}
			# cabinet
			else_if = {
				limit = {
					var:DI_artifact_type = flag:cabinet
				}

				DI_create_artifact_cabinet = { NAME = artifact_cabinet_name RARITY = famed TYPE = cabinet VISUALS = cabinet }
			}
			# chest
			else_if = {
				limit = {
					var:DI_artifact_type = flag:chest
				}

				DI_create_artifact_chest = { NAME = artifact_chest_name RARITY = famed TYPE = chest VISUALS = chest }
			}
			# divan
			else_if = {
				limit = {
					var:DI_artifact_type = flag:divan
				}

				DI_create_artifact_divan = { NAME = artifact_diwan_name RARITY = famed TYPE = cabinet VISUALS = diwan }
			}
			# table
			else_if = {
				limit = {
					var:DI_artifact_type = flag:table
				}

				DI_create_artifact_table = { NAME = artifact_table_name RARITY = famed TYPE = cabinet VISUALS = table }
			} 
			# small shield
			else_if = {
				limit = {
					var:DI_artifact_type = flag:small_shield
				}

				DI_create_artifact_shield = { NAME = artifact_wall_shield_name RARITY = famed TYPE = wall_shield VISUALS = wall_shield DESC = artifact_wall_shield_description }
			}
			# large shield
			else_if = {
				limit = {
					var:DI_artifact_type = flag:large_shield
				}

				DI_create_artifact_shield = { NAME = artifact_wall_shield_name RARITY = famed TYPE = wall_shield_special VISUALS = wall_shield_medi DESC = artifact_wall_shield_description }
			}
			# tapestry
			else_if = {
				limit = {
					var:DI_artifact_type = flag:tapestry
				}

				DI_create_artifact_tapestry = { NAME = artifact_wall_tapestry_name RARITY = famed TYPE = tapestry VISUALS = tapestry }
			}			
		}
		# Illustrious Artifact Check
		else_if = {
			limit = {
				var:DI_artifact_quality = flag:illustrious
			}

			# Weapon
			if = {
				limit = {
					var:DI_artifact_type = flag:axe
				}

				DI_create_artifact_weapon = { RARITY = illustrious TYPE = axe ARTIFACT_WEAPON_TYPE = flag:artifact_weapon_type_axe }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:dagger
				}

				DI_create_artifact_weapon = { RARITY = illustrious TYPE = dagger ARTIFACT_WEAPON_TYPE = flag:artifact_weapon_type_dagger }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:hammer
				}

				DI_create_artifact_weapon = { RARITY = illustrious TYPE = hammer ARTIFACT_WEAPON_TYPE = flag:artifact_weapon_type_hammer }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:mace
				}

				DI_create_artifact_weapon = { RARITY = illustrious TYPE = mace ARTIFACT_WEAPON_TYPE = flag:artifact_weapon_type_mace }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:spear
				}

				DI_create_artifact_weapon = { RARITY = illustrious TYPE = spear ARTIFACT_WEAPON_TYPE = flag:artifact_weapon_type_spear }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:sword
				}

				DI_create_artifact_weapon = { RARITY = illustrious TYPE = sword ARTIFACT_WEAPON_TYPE = flag:artifact_weapon_type_sword }
			}
			# Armor
			else_if = {
				limit = {
					var:DI_artifact_type = flag:armor
					var:DI_artifact_armor_type = flag:armor_type_mail
				}

				DI_create_artifact_armor = { RARITY = illustrious TYPE = armor ARTIFACT_ARMOR_TYPE = flag:armor_type_mail ARMOR_TYPE = armor_mail }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:armor
					var:DI_artifact_armor_type = flag:armor_type_brigandine
				}

				DI_create_artifact_armor = { RARITY = illustrious TYPE = armor ARTIFACT_ARMOR_TYPE = flag:armor_type_brigandine ARMOR_TYPE = armor_brigandine }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:armor
					var:DI_artifact_armor_type = flag:armor_type_laminar
				}

				DI_create_artifact_armor = { RARITY = illustrious TYPE = armor ARTIFACT_ARMOR_TYPE = flag:armor_type_laminar ARMOR_TYPE = armor_laminar }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:armor
					var:DI_artifact_armor_type = flag:armor_type_lamellar
				}

				DI_create_artifact_armor = { RARITY = illustrious TYPE = armor ARTIFACT_ARMOR_TYPE = flag:armor_type_lamellar ARMOR_TYPE = armor_lamellar }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:armor
					var:DI_artifact_armor_type = flag:armor_type_scale
				}

				DI_create_artifact_armor = { RARITY = illustrious TYPE = armor ARTIFACT_ARMOR_TYPE = flag:armor_type_scale ARMOR_TYPE = armor_scale }
			}
			else_if = {
				limit = {
					var:DI_artifact_type = flag:armor
					var:DI_artifact_armor_type = flag:armor_type_plate
				}

				DI_create_artifact_armor = { RARITY = illustrious TYPE = armor ARTIFACT_ARMOR_TYPE = flag:armor_type_plate ARMOR_TYPE = armor_plate }
			}
			# crown
			else_if = {
				limit = {
					var:DI_artifact_type = flag:crown
				}

				DI_create_artifact_crown = { RARITY = illustrious TYPE = crown }
			}
			# regalia
			else_if = {
				limit = {
					var:DI_artifact_type = flag:regalia
				}

				DI_create_artifact_regalia = { RARITY = illustrious TYPE = regalia }
			}
			#necklace
			else_if = {
				limit = {
					var:DI_artifact_type = flag:necklace
				}

				DI_create_artifact_necklace = { RARITY = illustrious TYPE = necklace }
			}
			# brooch
			else_if = {
				limit = {
					var:DI_artifact_type = flag:brooch
				}

				DI_create_artifact_brooch = { RARITY = illustrious TYPE = brooch }
			}
			# throne
			else_if = {
				limit = {
					var:DI_artifact_type = flag:throne
				}

				DI_create_artifact_throne = { RARITY = illustrious TYPE = throne }
			}
			# small box
			else_if = {
				limit = {
					var:DI_artifact_type = flag:small_box
				}

				DI_create_artifact_box = { NAME = artifact_box_small_name RARITY = illustrious VISUALS = small_box TYPE = box DESC = artifact_box_small_description }
			}
			# medium box
			else_if = {
				limit = {
					var:DI_artifact_type = flag:medium_box
				}

				DI_create_artifact_box = { NAME = artifact_box_medium_name RARITY = illustrious VISUALS = medium_box TYPE = box DESC = artifact_box_medium_description }
			}
			# goblet
			else_if = {
				limit = {
					var:DI_artifact_type = flag:goblet
				}

				DI_create_artifact_goblet = { NAME = artifact_goblet_name RARITY = illustrious TYPE = goblet VISUALS = goblet }
			}
			# cabinet
			else_if = {
				limit = {
					var:DI_artifact_type = flag:cabinet
				}

				DI_create_artifact_cabinet = { NAME = artifact_cabinet_name RARITY = illustrious TYPE = cabinet VISUALS = cabinet }
			}
			# chest
			else_if = {
				limit = {
					var:DI_artifact_type = flag:chest
				}

				DI_create_artifact_chest = { NAME = artifact_chest_name RARITY = illustrious TYPE = chest VISUALS = chest }
			}
			# divan
			else_if = {
				limit = {
					var:DI_artifact_type = flag:divan
				}

				DI_create_artifact_divan = { NAME = artifact_diwan_name RARITY = illustrious TYPE = cabinet VISUALS = diwan }
			}
			# table
			else_if = {
				limit = {
					var:DI_artifact_type = flag:table
				}

				DI_create_artifact_table = { NAME = artifact_table_name RARITY = illustrious TYPE = cabinet VISUALS = table }
			} 
			# small shield
			else_if = {
				limit = {
					var:DI_artifact_type = flag:small_shield
				}

				DI_create_artifact_shield = { NAME = artifact_wall_shield_name RARITY = illustrious TYPE = wall_shield VISUALS = wall_shield DESC = artifact_wall_shield_description }
			}
			# large shield
			else_if = {
				limit = {
					var:DI_artifact_type = flag:large_shield
				}

				DI_create_artifact_shield = { NAME = artifact_wall_shield_name RARITY = illustrious TYPE = wall_shield_special VISUALS = wall_shield_medi DESC = artifact_wall_shield_description }
			}
			# tapestry
			else_if = {
				limit = {
					var:DI_artifact_type = flag:tapestry
				}

				DI_create_artifact_tapestry = { NAME = artifact_wall_tapestry_name RARITY = illustrious TYPE = tapestry VISUALS = tapestry }
			}
		}
	}
}


