﻿# Ambitions - script values for the progress line (new in 1.3)
# Scope: character

amb_progress_current_value = {
	value = 0
	if = {
		limit = { var:amb_active = flag:hoard }
		value = gold
	}
	else_if = {
		limit = { var:amb_active = flag:devotion }
		value = piety
	}
	else_if = {
		limit = { var:amb_active = flag:renown }
		value = prestige
	}
	else_if = {
		limit = { var:amb_active = flag:fear }
		value = dread
	}
	else_if = {
		limit = { var:amb_active = flag:fruitful }
		every_child = {
			limit = { is_alive = yes }
			add = 1
		}
	}
	else_if = {
		limit = { var:amb_active = flag:skill_martial }
		value = martial
	}
	else_if = {
		limit = { var:amb_active = flag:skill_diplomacy }
		value = diplomacy
	}
	else_if = {
		limit = { var:amb_active = flag:skill_learning }
		value = learning
	}
	else_if = {
		limit = { var:amb_active = flag:skill_intrigue }
		value = intrigue
	}
	else_if = {
		limit = { var:amb_active = flag:skill_stewardship }
		value = stewardship
	}
}

amb_progress_target_value = {
	value = 0
	if = {
		limit = {
			OR = {
				var:amb_active = flag:hoard
				var:amb_active = flag:devotion
			}
		}
		value = 1000
	}
	else_if = {
		limit = { var:amb_active = flag:renown }
		value = 1500
	}
	else_if = {
		limit = { var:amb_active = flag:fear }
		value = 50
	}
	else_if = {
		limit = { var:amb_active = flag:fruitful }
		value = 4
	}
	else = {
		value = 15
	}
}

# The Judgment (new in 1.4): counters that read 0 when never set
amb_n_fulfilled_value = {
	value = 0
	if = {
		limit = { has_variable = amb_n_fulfilled }
		value = var:amb_n_fulfilled
	}
}

amb_n_failed_value = {
	value = 0
	if = {
		limit = { has_variable = amb_n_failed }
		value = var:amb_n_failed
	}
}

amb_n_vows_kept_value = {
	value = 0
	if = {
		limit = { has_variable = amb_n_vows_kept }
		value = var:amb_n_vows_kept
	}
}

amb_n_vows_broken_value = {
	value = 0
	if = {
		limit = { has_variable = amb_n_vows_broken }
		value = var:amb_n_vows_broken
	}
}
