﻿namespace = RegRew_event_war_diarch

RegRew_event_war_diarch.0001 = {
	type = character_event
	hidden = yes
	trigger = {
		always = yes
	}
	immediate = {
		if = {
			limit = {
				is_commanding_army = no
			}
			remove_character_flag = diarchy_away_in_war
			if = {
				limit = {
					has_variable = RegRew_diarch_war_temp_var
				}
				remove_variable = RegRew_diarch_war_temp_var
			}
		}
		else_if = {
			limit = {
				is_commanding_army = yes
			}
			if = {
				limit = {
					NOT = { has_variable = RegRew_diarch_war_temp_var }
				}
				set_variable = {
					name = RegRew_diarch_war_temp_var
					value = 0
				}
			}
			if = {
				limit = { is_ai = no }
				trigger_event = {
					id = RegRew_event_war_diarch.0001
					months = 1
				}
				change_variable = {
					name = RegRew_diarch_war_temp_var
					add = 1
				}
			}
			else_if = {
				limit = { is_ai = yes }
				trigger_event = {
					id = RegRew_event_war_diarch.0001
					months = 2
				}
				change_variable = {
					name = RegRew_diarch_war_temp_var
					add = 2
				}
			}
			if = {
				limit = {
					var:RegRew_diarch_war_temp_var = RegRew_diarch_war_max_temp
				}
				trigger_event = RegRew_event_war_diarch.0002
			}
		}
	}
}


RegRew_event_war_diarch.0002 = {
	type = character_event
	theme = crown
	title = RegRew_event_war_diarch.0002.t
	desc = RegRew_event_war_diarch.0002.desc
	override_background = { reference = terrain_scope }
	left_portrait = {
		character = root
		animation = horse_sword_shield
		camera = camera_event_horse_very_left
	}
	lower_center_portrait = scope:diarch
	right_portrait = {
		character = scope:knight
		animation = jockey_gallop
		camera = camera_event_horse_right_facing_left
	}
	trigger = {
		is_commanding_army = yes
		RegRew_is_at_war_diarch_trigger = yes
		has_active_diarchy = yes
	}
	immediate = {
		diarch ?= { save_scope_as = diarch }
		random_knight = {
			limit = { 
				is_in_army = yes
			}
			save_scope_as = knight
		}
		if = {
			limit = {
				has_diarchy_type = temporary_regency
			}
			hidden_effect = {
				end_diarchy = yes
				try_start_diarchy = regency
			}
			custom_tooltip = RegRew_event_war_diarch.0002.ct
		}
		change_diarchy_swing = RegRew_diarch_war_swing_value
	}
	
	option = {
		name = RegRew_event_war_diarch.0002.a
		if = {
			limit = { has_personality_dominant_trigger = yes }
			add_stress = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
		}
	}
}