﻿property_profit_pulse = {
	trigger = {
		OR = {
			has_character_modifier = house_modifier
			has_character_modifier = farm_modifier
			has_character_modifier = shop_modifier
			has_character_modifier = hired_employee_modifier
			has_character_modifier = workforce_modifier
			has_character_modifier = homestead_modifier
		}
	}
	effect = {
		# Initialize total gold
		set_variable = {
			name = total_gold
			value = 0  # Starting value for total gold
		}
		
		# Check for each modifier and adjust total gold accordingly
		if = {
			limit = { has_character_modifier = farm_modifier }
			change_variable = {
				name = total_gold
				add = 1  # Add gold for farm
			}
		}
		if = {
			limit = { has_character_modifier = shop_modifier }
			change_variable = {
				name = total_gold
				add = 1  # Add gold for shop
			}
		}
		if = {
			limit = { has_character_modifier = hired_employee_modifier }
			change_variable = {
				name = total_gold
				add = 1  # Add gold for hired employee
			}
		}
		if = {
			limit = { has_character_modifier = workforce_modifier }
			change_variable = {
				name = total_gold
				add = 2  # Add gold for workforce
			}
		}
		if = {
			limit = { has_character_modifier = homestead_modifier }
			change_variable = {
				name = total_gold
				add = 2  # Add gold for homestead
			}
		}
		if = {
			limit = { has_character_modifier = privileged_workforce_modifier }
			change_variable = {
				name = total_gold
				add = -2  # Subtract gold for privileged_workforce
			}
		}

		# Now add total gold to the character
		add_gold = var:total_gold

		# Only send message if you actually made any money
		if = {
			limit = { var:total_gold > 0 }  # Check if the total gold is greater than 0
			send_interface_toast = {
				title = property_profit_title
				custom_tooltip = property_profit_tooltip
			}
		}
	}
	random_events = { # Property events
		 chance_to_happen = 50
		 60 = 0
		 20 = rtr.0004 # Workforce strike
	    }
}
sell_property_on_action = {
trigger = {
		OR = {
			has_character_modifier = house_modifier
			has_character_modifier = farm_modifier
			has_character_modifier = shop_modifier
			has_character_modifier = hired_employee_modifier
			has_character_modifier = workforce_modifier
			has_character_modifier = homestead_modifier
		}
	}
	effect = { sell_property_effect = yes }
}	
