﻿# get_building_name_effect - assigns a randomised name to your legendary building

more_legends_get_building_name_effect = {
	random_list = {
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_shrine }
				NOT = {
					has_character_flag = shrine_of_highgod
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:shrine_of_highgod
				}
			}
			else = {
				add_character_flag = shrine_of_highgod
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_shrine }
				NOT = {
					has_character_flag = province_shrine
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:province_shrine
				}
			}
			else = {
				add_character_flag = province_shrine
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_shrine }
				NOT = {
					has_character_flag = shrine_of_healthgod
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:shrine_of_healthgod
				}
			}
			else = {
				add_character_flag = shrine_of_healthgod
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_shrine }
				NOT = {
					has_character_flag = shrine_of_fertilitygod
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:shrine_of_fertilitygod
				}
			}
			else = {
				add_character_flag = shrine_of_fertilitygod
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_shrine }
				NOT = {
					has_character_flag = shrine_of_wealthgod
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:shrine_of_wealthgod
				}
			}
			else = {
				add_character_flag = shrine_of_wealthgod
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_shrine }
				NOT = {
					has_character_flag = shrine_of_wisdom
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:shrine_of_wisdom
				}
			}
			else = {
				add_character_flag = shrine_of_wisdom
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_shrine }
				NOT = {
					has_character_flag = shrine_of_courage
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:shrine_of_courage
				}
			}
			else = {
				add_character_flag = shrine_of_courage
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_shrine }
				NOT = {
					has_character_flag = wargods_rest
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:wargods_rest
				}
			}
			else = {
				add_character_flag = wargods_rest
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_shrine }
				scope:legendary_province = { exists = var:legendary_figure }
				NOT = {
					has_character_flag = figures_mount
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:figures_mount
				}
			}
			else = {
				add_character_flag = figures_mount
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_shrine }
				scope:legendary_province = { exists = var:legendary_figure }
				NOT = {
					has_character_flag = figures_temple
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:figures_temple
				}
			}
			else = {
				add_character_flag = figures_temple
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_shrine }
				scope:legendary_province = { exists = var:legendary_figure }
				NOT = {
					has_character_flag = figures_shrine
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:figures_shrine
				}
			}
			else = {
				add_character_flag = figures_shrine
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_shrine }
				scope:legendary_province = { exists = var:legendary_figure }
				NOT = {
					has_character_flag = figures_rest
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:figures_rest
				}
			}
			else = {
				add_character_flag = figures_rest
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_shrine }
				scope:legendary_province = { exists = var:legendary_figure }
				NOT = {
					has_character_flag = figure_at_province
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:figure_at_province
				}
			}
			else = {
				add_character_flag = figure_at_province
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = haunted_palace }
				OR = {
					is_female = yes
					any_spouse = { is_female = yes }
				}
				NOT = {
					has_character_flag = queens_palace
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:queens_palace
				}
			}
			else = {
				add_character_flag = queens_palace
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = haunted_palace }
				OR = {
					is_male = yes
					any_spouse = { is_male = yes }
				}
				NOT = {
					has_character_flag = kings_palace
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:kings_palace
				}
			}
			else = {
				add_character_flag = kings_palace
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = haunted_palace }
				NOT = {
					has_character_flag = province_hall
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:province_hall
				}
			}
			else = {
				add_character_flag = province_hall
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = haunted_palace }
				scope:legendary_province = { exists = var:legendary_figure }
				NOT = {
					has_character_flag = dynasty_hall
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:dynasty_hall
				}
			}
			else = {
				add_character_flag = dynasty_hall
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = haunted_palace }
				scope:legendary_province = { exists = var:legendary_figure }
				NOT = {
					has_character_flag = dynasty_house
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:dynasty_house
				}
			}
			else = {
				add_character_flag = dynasty_house
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = haunted_palace }
				scope:legendary_province = { exists = var:legendary_figure }
				NOT = {
					has_character_flag = figures_manor
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:figures_manor
				}
			}
			else = {
				add_character_flag = figures_manor
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = haunted_palace }
				scope:legendary_province = { exists = var:legendary_figure }
				NOT = {
					has_character_flag = location_house
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:location_house
				}
			}
			else = {
				add_character_flag = location_house
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_statue }
				scope:legendary_province = { exists = var:legendary_figure }
				NOT = {
					has_character_flag = figures_glory
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:figures_glory
				}
			}
			else = {
				add_character_flag = figures_glory
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_statue }
				scope:legendary_province = { exists = var:legendary_figure }
				NOT = {
					has_character_flag = figure_at_province
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:figure_at_province
				}
			}
			else = {
				add_character_flag = figure_at_province
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_statue }
				scope:legendary_province = { exists = var:legendary_figure }
				NOT = {
					has_character_flag = great_statue_of_figure
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:great_statue_of_figure
				}
			}
			else = {
				add_character_flag = great_statue_of_figure
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_statue }
				NOT = {
					has_character_flag = hero_of_province
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:hero_of_province
				}
			}
			else = {
				add_character_flag = hero_of_province
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_statue }
				NOT = {
					has_character_flag = great_statue_at_province
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:great_statue_at_province
				}
			}
			else = {
				add_character_flag = great_statue_at_province
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_statue }
				NOT = {
					has_character_flag = heros_honor
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:heros_honor
				}
			}
			else = {
				add_character_flag = heros_honor
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_watchtower }
				NOT = {
					has_character_flag = great_tower_of_province
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:great_tower_of_province
				}
			}
			else = {
				add_character_flag = great_tower_of_province
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_watchtower }
				NOT = {
					has_character_flag = province_watchtower
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:province_watchtower
				}
			}
			else = {
				add_character_flag = province_watchtower
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_watchtower }
				NOT = {
					has_character_flag = province_castle
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:province_castle
				}
			}
			else = {
				add_character_flag = province_castle
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_watchtower }
				scope:legendary_province = { exists = var:legendary_figure }
				NOT = {
					has_character_flag = figures_tower
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:figures_tower
				}
			}
			else = {
				add_character_flag = figures_tower
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_watchtower }
				scope:legendary_province = { exists = var:legendary_figure }
				NOT = {
					has_character_flag = dynasty_tower
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:dynasty_tower
				}
			}
			else = {
				add_character_flag = dynasty_tower
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_hunting_lodge }
				NOT = {
					has_character_flag = province_lodge
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:province_lodge
				}
			}
			else = {
				add_character_flag = province_lodge
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_hunting_lodge }
				NOT = {
					has_character_flag = great_lodge_of_province
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:great_lodge_of_province
				}
			}
			else = {
				add_character_flag = great_lodge_of_province
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_hunting_lodge }
				NOT = {
					has_character_flag = lodge_of_wargod
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:lodge_of_wargod
				}
			}
			else = {
				add_character_flag = lodge_of_wargod
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_hunting_lodge }
				scope:legendary_province = { exists = var:legendary_figure }
				NOT = {
					has_character_flag = figures_lodge
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:figures_lodge
				}
			}
			else = {
				add_character_flag = figures_lodge
			}
		}
		10 = {
			trigger = {
				scope:legendary_province = { has_building = legendary_hunting_lodge }
				scope:legendary_province = { exists = var:legendary_figure }
				NOT = {
					has_character_flag = dynasty_lodge
				}
			}
			if = {
				limit = { is_ai = yes }
				set_variable = {
					name = leg_b_name
					value = flag:dynasty_lodge
				}
			}
			else = {
				add_character_flag = dynasty_lodge
			}
		}
	}
}

more_legends_legendary_building_0001_cleanup = {
	if = {
		limit = {
			has_character_flag = shrine_of_highgod
		}
		remove_character_flag = shrine_of_highgod
	}
	if = {
		limit = {
			has_character_flag = province_shrine
		}
		remove_character_flag = province_shrine
	}
	if = {
		limit = {
			has_character_flag = shrine_of_healthgod
		}
		remove_character_flag = shrine_of_healthgod
	}
	if = {
		limit = {
			has_character_flag = shrine_of_fertilitygod
		}
		remove_character_flag = shrine_of_fertilitygod
	}
	if = {
		limit = {
			has_character_flag = shrine_of_wealthgod
		}
		remove_character_flag = shrine_of_wealthgod
	}
	if = {
		limit = {
			has_character_flag = shrine_of_wisdom
		}
		remove_character_flag = shrine_of_wisdom
	}
	if = {
		limit = {
			has_character_flag = shrine_of_courage
		}
		remove_character_flag = shrine_of_courage
	}
	if = {
		limit = {
			has_character_flag = wargods_rest
		}
		remove_character_flag = wargods_rest
	}
	if = {
		limit = {
			has_character_flag = figures_mount
		}
		remove_character_flag = figures_mount
	}
	if = {
		limit = {
			has_character_flag = figures_temple
		}
		remove_character_flag = figures_temple
	}
	if = {
		limit = {
			has_character_flag = figures_shrine
		}
		remove_character_flag = figures_shrine
	}
	if = {
		limit = {
			has_character_flag = figures_rest
		}
		remove_character_flag = figures_rest
	}
	if = {
		limit = {
			has_character_flag = figure_at_province
		}
		remove_character_flag = figure_at_province
	}
	if = {
		limit = {
			has_character_flag = queens_palace
		}
		remove_character_flag = queens_palace
	}
	if = {
		limit = {
			has_character_flag = kings_palace
		}
		remove_character_flag = kings_palace
	}
	if = {
		limit = {
			has_character_flag = province_hall
		}
		remove_character_flag = province_hall
	}
	if = {
		limit = {
			has_character_flag = dynasty_hall
		}
		remove_character_flag = dynasty_hall
	}
	if = {
		limit = {
			has_character_flag = dynasty_house
		}
		remove_character_flag = dynasty_house
	}
	if = {
		limit = {
			has_character_flag = figures_manor
		}
		remove_character_flag = figures_manor
	}
	if = {
		limit = {
			has_character_flag = location_house
		}
		remove_character_flag = location_house
	}
	if = {
		limit = {
			has_character_flag = figures_glory
		}
		remove_character_flag = figures_glory
	}
	if = {
		limit = {
			has_character_flag = figure_at_province
		}
		remove_character_flag = figure_at_province
	}
	if = {
		limit = {
			has_character_flag = great_statue_of_figure
		}
		remove_character_flag = great_statue_of_figure
	}
	if = {
		limit = {
			has_character_flag = hero_of_province
		}
		remove_character_flag = hero_of_province
	}
	if = {
		limit = {
			has_character_flag = great_statue_at_province
		}
		remove_character_flag = great_statue_at_province
	}
	if = {
		limit = {
			has_character_flag = heros_honor
		}
		remove_character_flag = heros_honor
	}
	if = {
		limit = {
			has_character_flag = great_tower_of_province
		}
		remove_character_flag = great_tower_of_province
	}
	if = {
		limit = {
			has_character_flag = province_watchtower
		}
		remove_character_flag = province_watchtower
	}
	if = {
		limit = {
			has_character_flag = province_castle
		}
		remove_character_flag = province_castle
	}
	if = {
		limit = {
			has_character_flag = figures_tower
		}
		remove_character_flag = figures_tower
	}
	if = {
		limit = {
			has_character_flag = dynasty_tower
		}
		remove_character_flag = dynasty_tower
	}
	if = {
		limit = {
			has_character_flag = province_lodge
		}
		remove_character_flag = province_lodge
	}
	if = {
		limit = {
			has_character_flag = great_lodge_of_province
		}
		remove_character_flag = great_lodge_of_province
	}
	if = {
		limit = {
			has_character_flag = lodge_of_wargod
		}
		remove_character_flag = lodge_of_wargod
	}
	if = {
		limit = {
			has_character_flag = figures_lodge
		}
		remove_character_flag = figures_lodge
	}
	if = {
		limit = {
			has_character_flag = dynasty_lodge
		}
		remove_character_flag = dynasty_lodge
	}
	if = {
		limit = {
			exists = var:leg_b_name
		}
		remove_variable = leg_b_name
	}
}
