﻿artifacts_gui_toggle = {
	scope = character
	is_shown = {
		has_variable = artifacts_gui_toggle
	}
	effect = {
		if = {
			limit = {has_variable = artifacts_gui_toggle}
			remove_variable = artifacts_gui_toggle
		}
		else = {
			set_variable = artifacts_gui_toggle
		}
	}
}
artifacts_gui_close = {
	scope = character
	is_shown = {always = yes}
	effect = {remove_variable = artifacts_gui_toggle}
}
artifacts_save_scope = {
	scope = character
	is_shown = {always = yes}
	effect = {save_scope_as = artifact_person}
}
artifacts_has_no_artifacts = {# Shows text
	scope = character
	is_shown = {NOT = {has_any_artifact = yes}}
}
artifacts_clicked = {# Fires when any artifact is clicked in the window
	scope = character
	is_shown = {}
	effect = {}
}
artifacts_tooltip = { #Not currently hooked up to anything
	is_shown = {always = no}
	effect = {}
}
artifacts_equipped = { #Shows "Equipped" in green when selected artifact is equipped
	scope = character
	is_shown = {
		is_artifact_equipped = {ARTIFACT = Scope:SELECTION}
	}
}
artifacts_destroy_artifact = { #Button which destroys selection
	scope = character
	is_shown = {
		has_variable = artifact_selection
		NOT = {is_selection_indestructible = yes}}
	effect = {
		for_all_artifacts_no_arguments = {APPLY = destroy_artifact_if_selected}
	}
}
artifacts_equip_artifact = {# Triggers when the "Equip" button is clicked
	scope = character
	is_shown = {
		has_variable = artifact_selection
		NOT = {
			is_selection_equipped = yes
		}
	}
	effect = {
		for_all_slots = {APPLY = unequip_selected_type_artifacts}
		for_all_artifacts_no_arguments = {APPLY = equip_selected_artifact}

		if = {
			# This one gets to be special
			limit = {
				has_variable = artifact_1_selected
				faith = faith:catholic
				highest_held_title_tier >= tier_empire
			}
			unequip_headgear_artifacts = yes
			add_equipped_artifact = {ARTIFACT = artifact_1}
			add_character_modifier = {
				modifier = artifact_1_modifier
			}
			remove_character_modifier = artifact_1_passive
			#add_character_flag = artifact_1_equipped
		}
		else_if = {#In case the previous didn't fire and you shouldn't be allowed to wear the crown.
			limit = {has_variable = artifact_1_selected}
			remove_equipped_artifact = {ARTIFACT = artifact_1}
		}
		else_if = {
			limit = {
				has_variable = artifact_nightblood_selected
			}
			trigger_event = nightblood.1
		}
		else_if = {
			limit = {
				has_variable = artifact_type_four_biochromatic_entity_selected
			}
			trigger_event = awakening.6
		}
	}
}
artifacts_unequip_artifact = {# Triggers when the Unequip button is clicked
	scope = character
	is_shown = {
		has_variable = artifact_selection
		is_selection_equipped = yes
	}
	effect = {
		for_all_artifacts_no_arguments = {APPLY = unequip_selected_artifact }
	}
}

artifacts_gift_confirm = {
	scope = character
	is_shown = {
		always = yes
	}
	effect = {
		transfer_selected_gift_artifacts = { FROM = root TO = var:artifact_recipient }
		var:artifact_recipient = {
			add_opinion = {
				target = root
				modifier = gave_artifacts_opinion
			}
		}
	}
}

artifacts_cant_artifact = {
	scope = character
	is_shown = {
		has_variable = artifact_selection
		is_selection_indestructible = yes
	}
}

artifacts_save_character = {
	scope = character
	effect = {
		if = {
			limit = { has_variable = artifact_person }
			remove_variable = artifact_person
			save_scope_as = artifact_person
		}
		else = {
			set_variable = artifact_person
		}
	}
}