﻿

DC_Budget_IncreaseModifier = {
	hidden_effect = { remove_modifier = $modifier$ }
	if = {
		limit = {
			NOT = { has_variable = $var$ }
		}
		set_variable = {
			name = $var$
			value = 1
		}
	}
	else = {
		change_variable = {
			name = $var$
			add = 1
		}
	}
	if = {
		limit = {
			has_variable = $var$
		}
		add_modifier = {
			name = $modifier$
			multiplier = var:$var$
			months = -1
		}
	}
	else = {
		add_modifier = {
			name = $modifier$
			months = -1
		}
	}
}
DC_Budget_DecreaseModifier = {
	hidden_effect = { remove_modifier = $modifier$ }
	if = {
		limit = {
			NOT = { has_variable = $var$ }
		}
		set_variable = {
			name = $var$
			value = -1
		}
	}
	else = {
		change_variable = {
			name = $var$
			subtract = 1
		}
	}
	if = {
		limit = {
			has_variable = $var$
		}
		add_modifier = {
			name = $modifier$
			multiplier = var:$var$
			months = -1
		}
	}
	else = {
		add_modifier = {
			name = $modifier$
			months = -1
		}
	}
}

DC_Var_IncreaseModifier = {
	hidden_effect = { remove_modifier = $modifier$ }
	if = {
		limit = {
			NOT = { has_variable = $var$ }
		}
		set_variable = {
			name = $var$
			value = 1
		}
	}
	else = {
		change_variable = {
			name = $var$
			add = {
				if = {
					limit = {
						has_variable = DC_VarIncreaseTenth
					}
					value = 0.1
				}
				else_if = {
					limit = {
						has_variable = DC_VarIncreaseHundredth
					}
					value = 0.01
				}
				else = {
					value = 1
				}
			}
		}
	}
	if = {
		limit = {
			has_variable = $var$
		}
		add_modifier = {
			name = $modifier$
			multiplier = var:$var$
		}
	}
	else = {
		add_modifier = {
			name = $modifier$
		}
	}
}

DC_Var_DecreaseModifier = {
	hidden_effect = { remove_modifier = $modifier$ }
	if = {
		limit = {
			NOT = { has_variable = $var$ }
		}
		set_variable = {
			name = $var$
			value = -1
		}
	}
	else = {
		change_variable = {
			name = $var$
			subtract = {
				if = {
					limit = {
						has_variable = DC_VarIncreaseTenth
					}
					value = 0.1
				}
				else_if = {
					limit = {
						has_variable = DC_VarIncreaseHundredth
					}
					value = 0.01
				}
				else = {
					value = 1
				}
			}
		}
	}
	if = {
		limit = {
			has_variable = $var$
		}
		add_modifier = {
			name = $modifier$
			multiplier = var:$var$
		}
	}
	else = {
		add_modifier = {
			name = $modifier$
		}
	}
}

# $modifier$
# $var$
# $IncraseBool$
# $multiplys$
DC_Var_ChangeModifier = {
	hidden_effect = { remove_modifier = $modifier$ }
	if = {
		limit = {
			NOT = { has_variable = $var$ }
		}
		set_variable = {
			name = $var$
			value = 1
		}
	}
	else = {
		change_variable = {
			name = $var$
			add = {
				if = {
					limit = {
						root.var:$IncraseBool$ = yes
					}
					value = 1
				}
				else = {
					value = -1
				}
				multiply = $multiplys$
			}
		}
	}
	if = {
		limit = {
			has_variable = $var$
		}
		add_modifier = {
			name = $modifier$
			multiplier = var:$var$
		}
	}
	else = {
		add_modifier = {
			name = $modifier$
		}
	}
}

# $modifier$
# $IncraseBool$
# $multiplys$
DC_Var_ChangeModifierAutovar = {
	hidden_effect = { remove_modifier = $modifier$ }
	if = {
		limit = {
			NOT = { has_variable = $modifier$var }
		}
		if = {
			limit = {
				root.var:$IncraseBool$ = yes
			}
			set_variable = {
				name = $modifier$var
				value = 1
			}
		}
		else = {
			set_variable = {
				name = $modifier$var
				value = -1
			}
		}
	}
	else = {
		change_variable = {
			name = $modifier$var
			add = {
				if = {
					limit = {
						root.var:$IncraseBool$ = yes
					}
					value = 1
				}
				else = {
					value = -1
				}
				multiply = $multiplys$
			}
		}
	}
	if = {
		limit = {
			has_variable = $modifier$var
		}
		add_modifier = {
			name = $modifier$
			multiplier = var:$modifier$var
			months = -1
		}
	}
	else = {
		add_modifier = {
			name = $modifier$
			months = -1
		}
	}
}

DC_remove_army_modifiers = {
	#Army Modifiers
	remove_modifier = DecisionCheat_ArmyAdjustment_unitprovincecapture_modifier
	remove_modifier = DecisionCheat_ArmyAdjustment_unitoccupation_modifier
	remove_modifier = DecisionCheat_ArmyAdjustment_unitadvancementspeed_modifier
	remove_modifier = DecisionCheat_ArmyAdjustment_unitkillrate_modifier
	remove_modifier = DecisionCheat_ArmyAdjustment_unitmoraledamage_modifier
	remove_modifier = DecisionCheat_ArmyAdjustment_unitsupplyconsumption_modifier
	remove_modifier = DecisionCheat_ArmyAdjustment_unitexperiencegain_modifier
	remove_modifier = DecisionCheat_ArmyAdjustment_unitdevastation_modifier
	remove_modifier = DecisionCheat_ArmyAdjustment_unit_army_offense_add_modifier
	remove_modifier = DecisionCheat_ArmyAdjustment_unit_army_defense_add_modifier
}
DC_remove_navy_modifiers = {
	#Navy Modifiers
	remove_modifier = DecisionCheat_NavyAdjustment_navycombat_modifier
}
DC_remove_budget_modifiers = {
	#Budget Modifiers
	remove_modifier = DecisionCheat_Budget_TaxConsumption_Modifier
	remove_modifier = DecisionCheat_Budget_TaxLand_Modifier
	remove_modifier = DecisionCheat_Budget_TaxIncome_Modifier
	remove_modifier = DecisionCheat_Budget_TaxPerCapita_Modifier
	remove_modifier = DecisionCheat_Budget_TaxDividends_Modifier
	remove_modifier = DecisionCheat_Budget_WelfarePayments_Modifier
	remove_modifier = DecisionCheat_Budget_GovernmentWage_Modifier
	remove_modifier = DecisionCheat_Budget_MilitaryWage_Modifier
	remove_modifier = DecisionCheat_Budget_BuildingMinmumyWage_Modifier
}
DC_remove_government_modifiers = {
	#Government Modifiers
	remove_modifier = DecisionCheat_GovernmentAdjustment_country_legitimacy_min_modifier
	remove_modifier = DecisionCheat_political_movement_radicalism_add_modifier
	remove_modifier = DecisionCheat_country_diplomatic_reputation_add_modifier
	remove_modifier = DecisionCheat_GovernmentAdjustment_government_dividends_efficiency_modifier
	remove_modifier = DecisionCheat_GovernmentAdjustment_government_dividends_reinvestment_modifier
	remove_modifier = DecisionCheat_country_suppression_attraction_factor
	remove_modifier = DecisionCheat_country_suppression_cost_mult
	remove_modifier = DecisionCheat_country_bolster_attraction_factor
	remove_modifier = DecisionCheat_country_bolster_cost_mult
	remove_modifier = DecisionCheat_country_gold_reserve_limit_mult
	remove_modifier = DecisionCheat_country_support_separatism_resistance_mult
	remove_modifier = DecisionCheat_country_support_separatism_strength_mult
	remove_modifier = DecisionCheat_country_revolution_progress_mult
	remove_modifier = DecisionCheat_country_secession_progress_mult
	remove_modifier = DecisionCheat_country_revolution_clock_time_add
	remove_modifier = DecisionCheat_country_secession_clock_time_add
	remove_modifier = country_institution_size_change_speed_mult_institution_police
}
DC_remove_interest_group_modifiers = {
	#Interest Group Modifiers
	remove_modifier = DecisionCheatInterestGroup_all_approval_Modifier
	remove_modifier = DecisionCheatInterestGroup_in_government_approval_Modifier
	remove_modifier = DecisionCheatInterestGroup_in_opposition_approval_Modifier
	remove_modifier = DecisionCheatInterestGroup_ig_armed_forces_approval_Modifier
	remove_modifier = DecisionCheatInterestGroup_ig_devout_approval_Modifier
	remove_modifier = DecisionCheatInterestGroup_ig_industrialists_approval_Modifier
	remove_modifier = DecisionCheatInterestGroup_ig_intelligentsia_approval_Modifier
	remove_modifier = DecisionCheatInterestGroup_ig_landowners_approval_Modifier
	remove_modifier = DecisionCheatInterestGroup_ig_petty_bourgeoisie_approval_Modifier
	remove_modifier = DecisionCheatInterestGroup_ig_rural_folk_approval_Modifier
	remove_modifier = DecisionCheatInterestGroup_ig_trade_unions_approval_Modifier
	remove_modifier = DecisionCheatInterestGroup_polstr_ig_armed_forces_Modifier
	remove_modifier = DecisionCheatInterestGroup_polstr_ig_devout_Modifier
	remove_modifier = DecisionCheatInterestGroup_polstr_ig_industrialists_Modifier
	remove_modifier = DecisionCheatInterestGroup_polstr_ig_intelligentsia_Modifier
	remove_modifier = DecisionCheatInterestGroup_polstr_ig_landowners_Modifier
	remove_modifier = DecisionCheatInterestGroup_polstr_ig_petty_bourgeoisie_Mod
	remove_modifier = DecisionCheatInterestGroup_polstr_ig_rural_folk_Modifier
	remove_modifier = DecisionCheatInterestGroup_polstr_ig_trade_unions_Modifier
	remove_modifier = DecisionCheatInterestGroup_ig_armed_forces_pop_attraction_Modifier
	remove_modifier = DecisionCheatInterestGroup_ig_devout_pop_attraction_Modifier
	remove_modifier = DecisionCheatInterestGroup_ig_industrialists_pop_attraction_Modifier
	remove_modifier = DecisionCheatInterestGroup_ig_intelligentsia_pop_attraction_Modifier
	remove_modifier = DecisionCheatInterestGroup_ig_landowners_pop_attraction_Modifier
	remove_modifier = DecisionCheatInterestGroup_ig_petty_bourgeoisie_pop_attraction_Modifier
	remove_modifier = DecisionCheatInterestGroup_ig_rural_folk_pop_attraction_Modifier
	remove_modifier = DecisionCheatInterestGroup_ig_trade_unions_pop_attraction_Modifier
}
DC_remove_population_modifiers = {
	#Population Modifiers
	remove_modifier = DecisionCheat_PopAdjustment_workingadultratio_modifier
	remove_modifier = DecisionCheat_PopAdjustment_dependent_wage_modifier
	remove_modifier = DecisionCheat_PopAdjustment_dependent_wage_add_modifier
	remove_modifier = DecisionCheat_PopAdjustment_birth_rate_add_modifier
	remove_modifier = DecisionCheat_PopAdjustment_mortality_add_modifier
	remove_modifier = DecisionCheat_PopAdjustment_standard_of_living_add_modifier
}



DC_remove_all_modifiers = {
	#Army Modifiers
	DC_remove_army_modifiers = yes
	#Navy Modifiers
	DC_remove_navy_modifiers = yes
	#Budget Modifiers
	DC_remove_budget_modifiers = yes
	#Government Modifiers
	DC_remove_government_modifiers = yes
	#Interest Group Modifiers
	DC_remove_interest_group_modifiers = yes
	#Population Modifiers
	DC_remove_population_modifiers = yes
}











# $building_type$
DC_CreateBuildingLevel_Effect = {
	every_scope_state = {
		limit = {
			has_decree = DecisionCheatDecree_MarkState
		}
		if = {
			limit = {
				OR = {
					any_scope_building = {
						is_building_type = $building_type$
						level < 10
					}
					NOT = { has_building = $building_type$ }
				}
			}
			create_building = {
				building = $building_type$
				level = 10
			}
		}
		else_if = {
			limit = {
				any_scope_building = {
					is_building_type = $building_type$
					level < 50
				}
			}
			create_building = {
				building = $building_type$
				level = 50
			}
		}
		else_if = {
			limit = {
				any_scope_building = {
					is_building_type = $building_type$
					level < 100
				}
			}
			create_building = {
				building = $building_type$
				level = 100
			}
		}
		else_if = {
			limit = {
				any_scope_building = {
					is_building_type = $building_type$
					level < 300
				}
			}
			create_building = {
				building = $building_type$
				level = 300
			}
		}
		else_if = {
			limit = {
				any_scope_building = {
					is_building_type = $building_type$
					level < 500
				}
			}
			create_building = {
				building = $building_type$
				level = 500
			}
		}
		else_if = {
			limit = {
				any_scope_building = {
					is_building_type = $building_type$
					level < 1000
				}
			}
			create_building = {
				building = $building_type$
				level = 1000
			}
		}	
	}
}

# $building_type$
DC_CreateBuildingLevel_Second_Effect = {
	every_scope_state = {
		limit = {
			has_decree = DecisionCheatDecree_MarkState
		}
		
	}
}














