﻿purchase_property_interaction_effect = {
	scope:actor = {
		# Purchase House
		if = { 
			limit = { 
				NOT = { has_character_modifier = house_modifier has_character_modifier = homestead_modifier } 
			}
			send_interface_toast = {
			    title = purchase_property_interaction.toast
				add_character_modifier = house_modifier
				add_stewardship_lifestyle_xp = major_lifestyle_xp
			}
		}

		# Purchase Farm (Requires House)
		else_if = {
			limit = { 
				has_character_modifier = house_modifier
				NOT = { has_character_modifier = farm_modifier }
			}
			send_interface_toast = {
			    title = purchase_property_interaction.toast
				add_character_modifier = farm_modifier
				add_stewardship_lifestyle_xp = major_lifestyle_xp
			}
		}

		# Purchase Shop (Requires Farm)
		else_if = {
			limit = { 
				has_character_modifier = farm_modifier
				NOT = { has_character_modifier = shop_modifier }
			}
			send_interface_toast = {
			    title = purchase_property_interaction.toast
				add_character_modifier = shop_modifier
				add_stewardship_lifestyle_xp = major_lifestyle_xp
			}
		}

		# Hire Employee (Requires Shop)
		else_if = {
			limit = { 
				has_character_modifier = shop_modifier
				NOT = { has_character_modifier = hired_employee_modifier }
			}
			send_interface_toast = {
			    title = purchase_property_interaction.toast
				add_character_modifier = hired_employee_modifier
				add_stewardship_lifestyle_xp = major_lifestyle_xp
			}
		}

		# Purchase Workforce (Requires Employee)
		else_if = {
			limit = { 
				has_character_modifier = hired_employee_modifier
				NOT = { has_character_modifier = workforce_modifier }
			}
			send_interface_toast = {
			    title = purchase_property_interaction.toast
				add_character_modifier = workforce_modifier
				remove_character_modifier = hired_employee_modifier
				add_stewardship_lifestyle_xp = major_lifestyle_xp
			}
		}

		# Purchase Homestead (Requires Workforce)
		else_if = {
			limit = { 
			    OR = {
				has_character_modifier = workforce_modifier
				has_character_modifier = privileged_workforce_modifier }
				NOT = { has_character_modifier = homestead_modifier }
			}
			send_interface_toast = {
			    title = purchase_property_interaction.toast
				add_character_modifier = homestead_modifier
				add_stewardship_lifestyle_xp = major_lifestyle_xp
			}
		}
	}
}

sell_property_effect = {
		# Initialize total gold
		set_variable = {
			name = total_value
			value = 0  # Starting value for total gold
		}

		if = {
			limit = { has_character_modifier = house_modifier }
			change_variable = {
				name = total_value
				add = 100  # Add gold for selling farm
			}
			remove_character_modifier = house_modifier
		}
		
		
		if = {
			limit = { has_character_modifier = farm_modifier }
			change_variable = {
				name = total_value
				add = 100  # Add gold for selling farm
			}
			remove_character_modifier = farm_modifier
		}
		if = {
			limit = { has_character_modifier = shop_modifier }
			change_variable = {
				name = total_value
				add = 100  # Add gold for selling shop
			}
			remove_character_modifier = shop_modifier
		}
		if = {
			limit = { has_character_modifier = hired_employee_modifier }
			change_variable = {
				name = total_value
				add = 100  # Add gold for selling hired employee
			}
			remove_character_modifier = hired_employee_modifier
		}
		if = {
			limit = { OR = { has_character_modifier = workforce_modifier has_character_modifier = privileged_workforce_modifier } }
			change_variable = {
				name = total_value
				add = 100  # Add gold for selling workforce
			}
			remove_character_modifier = workforce_modifier
			remove_character_modifier = privileged_workforce_modifier
		}
		if = {
			limit = { has_character_modifier = homestead_modifier }
			change_variable = {
				name = total_value
				add = 100  # Add gold for selling homestead
			}
			remove_character_modifier = homestead_modifier
		}

		# Now add total gold to the character
		hidden_effect = { add_gold = var:total_value }

		# Only send message if you actually made any money
		if = {
			limit = { var:total_value > 0 }  # Sell for all worth
			send_interface_toast = {
				title = sell_property_title
				custom_tooltip = sell_property_tooltip
			}
			remove_variable = total_value
		}
}
