﻿#EK NOTE: Removing ones in here that we actually don't need.
#Events for error suppression. Please make sure we don't need these. TODO_CODE

namespace = error_suppression

#Show relation event
error_suppression.0001 = {
	hidden = yes
	orphan = yes
	
	trigger = {
		is_married = yes
	}
	
	option = {
		name = OK_BUTTON
		
		add_character_modifier = {
			modifier = matilda_of_canossa_modifier
		}
		add_character_modifier = {
			modifier = ep3_master_todor_modifier
		}
		add_character_modifier = {
			modifier = police_chief_of_baghdad_modifier
		}
		add_character_modifier = {
			modifier = guiscard_modifier
		}

		
		# "Variable 'has_scripted_appearance' is used but is never set"
		# It's used in history, but we read the history after we check for these unused variable errors.
		add_character_flag = easteregg
		add_character_flag = has_scripted_appearance
		add_character_flag = has_scripted_weight
		add_character_flag = has_scripted_clothes
		add_character_flag = no_headgear
		add_character_flag = no_drunkard_visual
		add_character_flag = lady_in_shadows
		
		if = { limit = {
			# "Variable 'has_scripted_appearance' is set but is never used"
			# In no-graphics we never read the portrait script that uses these flags, so then the above fix causes issues.
			has_character_flag = easteregg
			has_character_flag = has_scripted_appearance
			has_character_flag = has_scripted_weight
			has_character_flag = has_scripted_clothes
			has_character_flag = no_headgear
			has_character_flag = no_drunkard_visual
			has_character_flag = lady_in_shadows
			is_target_in_variable_list = {
				name = artifact_rewards
				target = root
			}
			is_target_in_variable_list = {
				name = trait_rewards
				target = root
			}
			exists = var:reichskrone
			exists = var:pope_hat
			has_variable = show_historical_gui
			has_variable = nerge_activity
		} }
	}
}
# EP1 achievement variable erroring from not being used outside of ep1_achievements.txt
error_suppression.0002 = {
	hidden = yes
	orphan = yes
	
	trigger = {
		any_character_artifact = {
			exists = var:last_person_to_steal 
		}
	}
	
	option = {
		name = OK_BUTTON
	}
}
# Memory events to make sure they appear in the right order chronologically
error_suppression.0003 = {
	hidden = yes
	
	immediate = {
		create_character_memory = {
			type = imprisoned_other
			
			participants = {
				imprisoned = scope:prisoner_memory
			}
		}
	}
	
	option = {
		name = OK_BUTTON
	}
}

#Suppression of legend properties
#EK DISABLED
#error_suppression.0004 = {
#	hidden = yes
#	orphan = yes
	
#	trigger = {
#		var:dummy ?= flag:kumari_kandam
#		var:dummy ?= flag:prester_john_kingdom
#		var:dummy ?= flag:china
#		var:dummy ?= flag:bald_mountain
#		var:dummy ?= flag:olympus
#		var:dummy ?= flag:beyul
#		var:dummy ?= flag:hindustan
#		var:dummy ?= flag:irum
#		var:dummy ?= flag:atlantis
#		var:dummy ?= flag:himavanta
#		var:dummy ?= flag:mahishmati
#		var:dummy ?= flag:albion
#	}
	
#	option = {
#		name = OK_BUTTON
#		set_variable = {
#			name = dummy
#			value = 1
#		}
#	}
#}
