﻿axe = {
	icon = {
		trigger = {
			artifact_should_use_gfx_type_trigger = { TYPE = african_unit }
		}
		reference = artifact_african_axe.dds
	}
	icon = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = mongol_unit } }
		reference = artifact_steppe_axe.dds
	}
	icon = {
		trigger = {
			NOR = {
				artifact_should_use_gfx_type_trigger = { TYPE = african_unit }
				artifact_should_use_gfx_type_trigger = { TYPE = mongol_unit }
			}
		}
		reference = artifact_axe.dds
		reference = artifact_axe_1.dds
		reference = artifact_axe_2.dds
		reference = artifact_axe_3.dds
		reference = artifact_axe_4.dds
		reference = artifact_axe_5.dds
	}


	#Goes by Unit type unless mediterranean
	# Mediterranean
	asset = {
        trigger = {
        	artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building }
        	artifact_should_use_gfx_type_trigger = { TYPE = eastern_unit }
        }
        reference = ep1_mediterranean_axe_01_a_portrait_entity # In cases where we do not have a unique model, use closest visual neighbor
    }
    # African
	asset = {
		trigger = {
			artifact_should_use_gfx_type_trigger = { TYPE = african_unit }
		}
		reference = ep1_african_axe_01_a_portrait_entity # In cases where we do not have a unique model, use closest visual neighbor
	}
	# Indian
	asset = {
		trigger = {
			artifact_should_use_gfx_type_trigger = { TYPE = indian_unit }
		}
		reference = ep1_indian_axe_01_a_portrait_entity
	}
	# MENA
	asset = {
		trigger = {
			OR = {
				artifact_should_use_gfx_type_trigger = { TYPE = iberian_christian_unit }
				artifact_should_use_gfx_type_trigger = { TYPE = iberian_muslim_unit }
			}
		}
		reference = ep1_mena_axe_01_a_portrait_entity # In cases where we do not have a unique model, use closest visual neighbor
	}
	asset = {
		trigger = {
			artifact_should_use_gfx_type_trigger = { TYPE = mena_unit }
		}
		reference = ep1_mena_axe_01_a_portrait_entity
	}
	# Northern
	asset = {
		trigger = {
			artifact_should_use_gfx_type_trigger = { TYPE = northern_unit }
		}
		reference = ep1_northern_axe_01_a_portrait_entity
	}
	# Steppe
	asset = {
		trigger = {
			artifact_should_use_gfx_type_trigger = { TYPE = mongol_unit }
		}
		reference = ep1_steppe_axe_01_a_portrait_entity # In cases where we do not have a unique model, use closest visual neighbor
	}
	# Western
    asset = {
        trigger = {
        	NOT = { artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } }
        	artifact_should_use_gfx_type_trigger = { TYPE = eastern_unit }
        }
        reference = ep1_western_axe_01_a_portrait_entity
    }
	asset = {
		trigger = {
			artifact_should_use_gfx_type_trigger = { TYPE = western_unit }
		}
		reference = ep1_western_axe_01_a_portrait_entity
	}
	asset = {
		trigger = {
			artifact_should_use_gfx_type_trigger = { TYPE = iranian_unit }
		}
		reference = ep1_mena_axe_01_a_portrait_entity #TODO FP3 CD: Change 
	}
}

hammer = {
	icon = "artifact_hammer.dds"
	# MENA
	asset = {
		trigger = {
			OR = {
				artifact_should_use_gfx_type_trigger = { TYPE = iberian_christian_unit }
				artifact_should_use_gfx_type_trigger = { TYPE = iberian_muslim_unit }
			}
		}
		reference = ep1_mena_hammer_01_a_portrait_entity # In cases where we do not have a unique model, use closest visual neighbor
	}
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = african_unit } }
		reference = ep1_mena_hammer_01_a_portrait_entity # In cases where we do not have a unique model, use closest visual neighbor
	}
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = indian_unit } }
		reference = ep1_mena_hammer_01_a_portrait_entity # In cases where we do not have a unique model, use closest visual neighbor
	}
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = mena_unit } }
		reference = ep1_mena_hammer_01_a_portrait_entity
	}
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = mongol_unit } }
		reference = ep1_mena_hammer_01_a_portrait_entity # In cases where we do not have a unique model, use closest visual neighbor
	}
	# Western
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = northern_unit } }
		reference = ep1_western_hammer_01_a_portrait_entity # In cases where we do not have a unique model, use closest visual neighbor
	}
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = western_unit } }
		reference = ep1_western_hammer_01_a_portrait_entity
	}
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = eastern_unit } }
		reference = ep1_western_hammer_01_a_portrait_entity
	}
	asset = {
		trigger = {
			artifact_should_use_gfx_type_trigger = { TYPE = iranian_unit }
		}
		reference = ep1_mena_hammer_01_a_portrait_entity #TODO FP3 CD: Change 
	}
}

spear = {
	icon = "artifact_spear.dds"
	icon = "artifact_spear_1.dds"
	icon = "artifact_spear_2.dds"
	# African
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = african_unit } }
		reference = ep1_african_spear_01_a_portrait_entity
	}
	# Indian
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = indian_unit } }
		reference = ep1_indian_spear_01_a_portrait_entity
	}
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = mongol_unit } }
		reference = ep1_indian_spear_01_a_portrait_entity # In cases where we do not have a unique model, use closest visual neighbor
	}
	# MENA
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = mena_unit } }
		reference = ep1_mena_spear_01_a_portrait_entity
	}
	# Western
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = northern_unit } }
		reference = ep1_western_spear_01_a_portrait_entity # In cases where we do not have a unique model, use closest visual neighbor
	}
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = western_unit } }
		reference = ep1_western_spear_01_a_portrait_entity
	}
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = eastern_unit } }
		reference = ep1_western_spear_01_a_portrait_entity
	}
	asset = {
		trigger = {
			artifact_should_use_gfx_type_trigger = { TYPE = iranian_unit }
		}
		reference = ep1_mena_spear_01_a_portrait_entity #TODO FP3 CD: Change 
	}
}

mace = {
	icon = {
		trigger = {
			artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building }
		}
		reference = artifact_byzantine_mace.dds
		reference = artifact_byzantine_mace_1.dds
		reference = artifact_byzantine_mace_2.dds
		reference = artifact_byzantine_mace_3.dds
		reference = artifact_byzantine_mace_4.dds
		reference = artifact_byzantine_mace_5.dds
	}
	icon = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = mongol_unit } }
		reference = artifact_steppe_mace.dds
	}
	icon = {
		trigger = {
			NOR = {
				artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building }
				artifact_should_use_gfx_type_trigger = { TYPE = mongol_unit }
			}
		}
		reference = artifact_mace.dds
	}

	#3D Assets:
	# Mediterranean
	asset = {
		trigger = {
			artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building }
			artifact_should_use_gfx_type_trigger = { TYPE = eastern_unit }
		}
		reference = ep1_byzantine_mace_01_a_portrait_entity
	}
	# African
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = african_unit } }
		reference = ep1_african_mace_01_a_portrait_entity
	}
	# Indian
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = indian_unit } }
		reference = ep1_indian_mace_01_a_portrait_entity
	}
	# MENA
	asset = {
		trigger = {
			OR = {
				artifact_should_use_gfx_type_trigger = { TYPE = iberian_christian_unit }
				artifact_should_use_gfx_type_trigger = { TYPE = iberian_muslim_unit }
			}
		}
		reference = ep1_mena_mace_01_a_portrait_entity # In cases where we do not have a unique model, use closest visual neighbor
	}
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = mena_unit } }
		reference = ep1_mena_mace_01_a_portrait_entity
	}
	# Steppe
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = mongol_unit } }
		reference = ep1_steppe_mace_01_a_portrait_entity # In cases where we do not have a unique model, use closest visual neighbor
	}
	# Western
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = northern_unit } }
		reference = ep1_western_mace_01_a_portrait_entity # In cases where we do not have a unique model, use closest visual neighbor
	}
	asset = {
		trigger = {
			NOT = { artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } }
			artifact_should_use_gfx_type_trigger = { TYPE = eastern_unit }
		}
		reference = ep1_western_mace_01_a_portrait_entity
	}
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = western_unit } }
		reference = ep1_western_mace_01_a_portrait_entity
	}
}

dagger = {
	icon = {
		trigger = {
			prestige < 9999999
		}
		reference = "artifact_dagger.dds"
	}
	icon = {
		trigger = {
			prestige < 9999999
		}
		reference = "artifact_dagger_1.dds"
	}
	icon = {
		trigger = {
			prestige < 9999999
		}
		reference = "artifact_dagger_2.dds"
	}
	icon = {
		trigger = {
			prestige < 9999999
		}
		reference = "artifact_dagger_3.dds"
	}
	icon = {
		trigger = {
			prestige < 9999999
		}
		reference = "artifact_dagger_4.dds"
	}
	icon = {
		trigger = {
			prestige < 9999999
		}
		reference = "artifact_dagger_5.dds"
	}
	# FP2
	asset = { # placing this higher because it is the more specific version, otherwise it would always be replaced with the MENA one
		trigger = {
			OR = {
				artifact_should_use_gfx_type_trigger = { TYPE = iberian_christian_unit }
				artifact_should_use_gfx_type_trigger = { TYPE = iberian_muslim_unit }
			}
		}
		reference = fp2_iberian_muslim_dagger_01_a_portrait_entity
	}
	# Indian
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = african_unit } }
		reference = ep1_indian_dagger_01_a_portrait_entity # In cases where we do not have a unique model, use closest visual neighbor
	}
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = indian_unit } }
		reference = ep1_indian_dagger_01_a_portrait_entity
	}
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = mongol_unit } }
		reference = ep1_indian_dagger_01_a_portrait_entity # In cases where we do not have a unique model, use closest visual neighbor
	}
	# MENA
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = mena_unit } }
		reference = ep1_mena_dagger_01_a_portrait_entity # In cases where we do not have a unique model, use closest visual neighbor
	}
	# FP1
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = northern_unit } }
		reference = portrait_prop_fp1_spymasters_dagger_01_entity # In cases where we do not have a unique model, use closest visual neighbor
	}
	# Western
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = western_unit } }
		reference = portrait_prop_western_dagger_01_entity
	}
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = eastern_unit } }
		reference = portrait_prop_western_dagger_01_entity
	}
}

sword = {
	icon = {
		trigger = {
			artifact_should_use_gfx_type_trigger = { TYPE = african_unit }
		}
		reference = artifact_african_sword.dds
	}
	icon = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = northern_unit } }
		reference = artifact_northern_sword.dds
	}
	icon = {
		trigger = {
			NOR = {
				artifact_should_use_gfx_type_trigger = { TYPE = african_unit }
				artifact_should_use_gfx_type_trigger = { TYPE = northern_unit }
			}
		}
		reference = artifact_sword.dds
	}
	icon = {
		trigger = {
			prestige < 9999999
		}
		reference = "artifact_sword.dds"
	}
	icon = {
		trigger = {
			prestige < 9999999
		}
		reference = "artifact_sword_1.dds"
	}
	icon = {
		trigger = {
			prestige < 9999999
		}
		reference = "artifact_sword_2.dds"
	}
	icon = {
		trigger = {
			prestige < 9999999
		}
		reference = "artifact_sword_3.dds"
	}
	icon = {
		trigger = {
			prestige < 9999999
		}
		reference = "artifact_sword_4.dds"
	}
	icon = {
		trigger = {
			prestige < 9999999
		}
		reference = "artifact_sword_5.dds"
	}
	# FP2 - Placed at the top so that fp2 specific assets trump generic MENA and Western ones
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = iberian_muslim_unit } }
		reference = fp2_iberian_muslim_sword_01_a_portrait_entity
	}
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = iberian_christian_unit } }
		reference = fp2_iberian_christian_sword_01_a_portrait_entity
	}
	#Iranian for FP3
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = iranian_unit } }
		reference = ep1_mena_sword_01_a_portrait_entity #TODO FP3 CD: look into changing
	}
	# African
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = african_unit } }
		reference = ep1_mena_sword_01_a_portrait_entity # In cases where we do not have a unique model, use closest visual neighbor
	}
	# Indian
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = indian_unit } }
		reference = ep1_indian_sword_01_a_portrait_entity
	}
	# African
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = african_unit } }
		reference = ep1_african_sword_01_a_portrait_entity
	}
	# MENA
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = mena_unit } }
		reference = ep1_mena_sword_01_a_portrait_entity
	}
	# Steppe
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = mongol_unit } }
		reference = ep1_steppe_sword_01_a_portrait_entity 
	}
	# Byzantine
	asset = {
		trigger = {
			artifact_should_use_gfx_type_trigger = { TYPE = eastern_unit }
			artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building }
		}
		reference = ep1_byzantine_sword_01_a_portrait_entity
	}
	# Western
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = northern_unit } }
		reference = ep1_western_sword_01_a_portrait_entity # In cases where we do not have a unique model, use closest visual neighbor
	}
	asset = {
		trigger = {
			artifact_should_use_gfx_type_trigger = { TYPE = eastern_unit }
			NOT = { artifact_should_use_gfx_type_trigger = { TYPE = mediterranean_building } }
		}
		reference = ep1_western_sword_01_b_portrait_entity
	}
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = western_unit } }
		reference = ep1_western_sword_01_a_portrait_entity
	}
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = western_unit } }
		reference = ep1_western_sword_01_b_portrait_entity
	}
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = western_unit } }
		reference = ep1_western_sword_02_a_portrait_entity
	}
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = western_unit } }
		reference = ep1_western_sword_02_b_portrait_entity
	}
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = western_unit } }
		reference = ep1_western_sword_03_a_portrait_entity
	}
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = western_unit } }
		reference = ep1_western_sword_03_b_portrait_entity
	}
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = western_unit } }
		reference = ep1_western_sword_04_a_portrait_entity
	}
	asset = {
		trigger = { artifact_should_use_gfx_type_trigger = { TYPE = western_unit } }
		reference = ep1_western_sword_04_b_portrait_entity
	}
}

longsword = { # Longsword
	icon = {
		reference = artifact_longsword.dds
	}
	asset = {
		reference = ep2_western_longsword_01_a_portrait_entity
	}
	asset = {
		reference = ep2_western_longsword_01_b_portrait_entity
	}
}
