﻿###########################
# Ammunition Events
###########################

add_namespace = Ammo

# New ace has been promoted
country_event = {
	id = Ammo.1
	title = "Starting Ammunition for Countries"
	desc = Ammo.1.d

	picture = event_ammo

	is_triggered_only = yes

	option = {
		log = "[GetDateText]: [This.GetName]: Ammo.1.a executed"
		name = Ammo.1.a
		
		set_variable = { ammunition_daily = 100 }

			# base gain
			set_variable = { modifier_gain = modifier@daily_ammunition_gain }
			divide_variable = { modifier_gain = 1000 }
			add_to_variable = { ammunition_daily = modifier_gain }

			# factor
			set_variable = { ammunition_factor_calc = 1 }
			add_to_variable = { ammunition_factor_calc = modifier@ammunition_factor }
			clamp_variable = { 
				var = ammunition_factor_calc 
				min = 0 
				#max = 0
			}

			multiply_variable = { ammunition_daily = ammunition_factor_calc }


			add_to_variable = { ammunition_variable = ammunition_daily }
			
			set_variable = { ammunition_balance = ammunition_daily }
			subtract_from_variable = { ammunition_balance = daily_ammo_need }
			set_variable = { ammunition_balance_int = ammunition_balance }
			if = {
				limit = {
					check_variable = { ammunition_balance < 0 }
				}
				multiply_variable = { ammunition_balance_int = -1 }
			}



			set_variable = { ammunition_max = 0 }
			add_to_variable = { ammunition_max = owned_controlled_states }
			multiply_variable = { ammunition_max = 10 }
			set_variable = { ammunition_storage = modifier@ammunition_capacity_k }
			add_to_variable = { ammunition_max = ammunition_storage }

			clamp_variable = { 
				var = ammunition_variable 
				min = 0 
				max = ammunition_max
			}




			set_variable = { ammunition_penalty = daily_ammo_need }
			subtract_from_variable = { ammunition_penalty = ammunition_daily }
			divide_variable = { ammunition_penalty = daily_ammo_need }
			multiply_variable = { ammunition_penalty = -1 }
			if = {
				limit = {
					check_variable = { ammunition_balance < 0 }
					check_variable = { ammunition_variable < ammunition_balance_int }
					NOT = {
						has_dynamic_modifier = { modifier = ammunition_effects }
					}
				}
				add_dynamic_modifier = { modifier = ammunition_effects }
			}
	}
}
