﻿namespace = artifact_siege

# The chance, out of 100, that any 1 artifact is gained after a siege
@artifact_gain_chance = 1

artifact_siege.0001 = {
	hidden = yes
	
	### Copied from vanilla
	
	trigger = {
		scope:county.holder = scope:previous_controller
		OR = {
			any_war_enemy = { this = scope:previous_controller }
			any_war_enemy = { any_vassal_or_below = { this = scope:previous_controller } }
		}
	}

	immediate = {
		save_scope_as = occupant
		scope:barony.holder = { save_scope_as = artifact_holder }
		scope:barony = { save_scope_as = artifact_barony }

		# Depending on if the occupier is an attacker or defender in this war, get the primary attacker/defender of the siege.
		scope:war = {
			if = {
				limit = {
					is_attacker = scope:occupant
				}
				# If occupier is an attacker, the war's primary attacker is also the primary attacker in this siege (the attackers have occupied one of the defender's provinces).
				primary_attacker = {
					save_scope_as = primary_siege_attacker
				}
				primary_defender = {
					save_scope_as = primary_siege_defender
				}
			}
			else = {
				# Otherwise the occupier is a defender, so the primary defender in the war is the primary attacker in the siege (the defenders have occupied one of the attacker's provinces).
				primary_defender = {
					save_scope_as = primary_siege_attacker
				}
				primary_attacker = {
					save_scope_as = primary_siege_defender
				}
			}
		}
		
	###

		#this is not a very efficient solution, but if you come up with a better one let me know
		#call the above effect on every artifact
		artifact_changing_hands_calculator = {
			OCCUPIED = scope:previous_controller
			OCCUPIER = scope:primary_siege_attacker
			CHANCE = @artifact_gain_chance
			ARTIFACT = artifact_1
		}
		artifact_changing_hands_calculator = {
			OCCUPIED = scope:previous_controller
			OCCUPIER = scope:primary_siege_attacker
			CHANCE = @artifact_gain_chance
			ARTIFACT = artifact_2
		}
		artifact_changing_hands_calculator = {
			OCCUPIED = scope:previous_controller
			OCCUPIER = scope:primary_siege_attacker
			CHANCE = @artifact_gain_chance
			ARTIFACT = artifact_3
		}
		artifact_changing_hands_calculator = {
			OCCUPIED = scope:previous_controller
			OCCUPIER = scope:primary_siege_attacker
			CHANCE = @artifact_gain_chance
			ARTIFACT = artifact_4
		}
		artifact_changing_hands_calculator = {
			OCCUPIED = scope:previous_controller
			OCCUPIER = scope:primary_siege_attacker
			CHANCE = @artifact_gain_chance
			ARTIFACT = artifact_5
		}
		artifact_changing_hands_calculator = {
			OCCUPIED = scope:previous_controller
			OCCUPIER = scope:primary_siege_attacker
			CHANCE = @artifact_gain_chance
			ARTIFACT = artifact_6
		}
		artifact_changing_hands_calculator = {
			OCCUPIED = scope:previous_controller
			OCCUPIER = scope:primary_siege_attacker
			CHANCE = @artifact_gain_chance
			ARTIFACT = artifact_7
		}
		artifact_changing_hands_calculator = {
			OCCUPIED = scope:previous_controller
			OCCUPIER = scope:primary_siege_attacker
			CHANCE = @artifact_gain_chance
			ARTIFACT = artifact_8
		}
		artifact_changing_hands_calculator = {
			OCCUPIED = scope:previous_controller
			OCCUPIER = scope:primary_siege_attacker
			CHANCE = @artifact_gain_chance
			ARTIFACT = artifact_9
		}
		artifact_changing_hands_calculator = {
			OCCUPIED = scope:previous_controller
			OCCUPIER = scope:primary_siege_attacker
			CHANCE = @artifact_gain_chance
			ARTIFACT = artifact_10
		}
	}
}

artifact_siege.0002 = {
	title = artifact_siege.0002.t
	desc = artifact_siege.0002.desc
	theme = battle
	left_portrait = { 
		character = root
		animation = happiness
	}
	
	option = {
		name = artifact_siege.0002.a
	}
}

artifact_siege.0003 = {
	title = artifact_siege.0003.t
	desc = artifact_siege.0003.desc
	theme = battle
	left_portrait = {
		character = root
		animation = anger
	}
	
	option = {
		name = artifact_siege.0003.a
	}
}

namespace = artifact_hunt

artifact_hunt.0001 = { #start of the hunt
	title = artifact_hunt.0001.t
	theme = martial
	desc = artifact_hunt.0001.desc
	type = character_event
	
	option = {
		name = artifact_hunt.0001.a
		random = {
			chance = 100
			random_list = {
				20 = {
					trigger_event = artifact_hunt.0002 #diplomacy
				}
				20 = {
					trigger_event = artifact_hunt.0003 #martial
				}
				20 = {
					trigger_event = artifact_hunt.0004 #intrigue
				}
				20 = {
					trigger_event = artifact_hunt.0005 #learning
				}
				20 = {
					trigger_event = artifact_hunt.0006 #stewardship
				}
			}
		}
	}
	option = { #no thanks
		name = artifact_hunt.0001.b
	}
}
artifact_hunt.0002 = {
	title = artifact_hunt.0002.t
	theme = diplomacy
	desc = artifact_hunt.0002.desc
	type = character_event
	
	option = {
		name = artifact_hunt.0002.a
		duel = {
			skill = diplomacy
			value = 10
			20 = {#success
				trigger_event = artifact_hunt.0007
			}
			10 = {#failure
				trigger_event = artifact_hunt.0008
			}
		}
	}
	option = { #nothanks
		name = artifact_hunt.0003.b
	} 
}
artifact_hunt.0003 = {
	title = artifact_hunt.0003.t
	theme = martial
	desc = artifact_hunt.0003.desc
	type = character_event
	
	option = {
		name = artifact_hunt.0003.a
		duel = {
			skill = martial
			value = 10
			20 = {#success
				trigger_event = artifact_hunt.0007
			}
			10 = {#failure
				trigger_event = artifact_hunt.0008
			}
		}
	}
	option = { #nothanks
		name = artifact_hunt.0003.b
	} 
}
artifact_hunt.0004 = {
	title = artifact_hunt.0004.t
	theme = intrigue
	desc = artifact_hunt.0004.desc
	type = character_event
	
	option = {
		name = artifact_hunt.0004.a
		duel = {
			skill = intrigue
			value = 10
			20 = {#success
				trigger_event = artifact_hunt.0007
			}
			10 = {#failure
				trigger_event = artifact_hunt.0008
			}
		}
	}
	option = { #nothanks
		name = artifact_hunt.0004.b
	} 
}
artifact_hunt.0005 = {
	title = artifact_hunt.0005.t
	theme = learning
	desc = artifact_hunt.0005.desc
	type = character_event
	
	option = {
		name = artifact_hunt.0005.a
		duel = {
			skill = learning
			value = 10
			20 = {#success
				trigger_event = artifact_hunt.0007
			}
			10 = {#failure
				trigger_event = artifact_hunt.0008
			}
		}
	}
	option = { #nothanks
		name = artifact_hunt.0005.b
	} 
}
artifact_hunt.0006 = {
	title = artifact_hunt.0006.t
	theme = stewardship
	desc = artifact_hunt.0006.desc
	type = character_event
	
	option = {
		name = artifact_hunt.0006.a
		duel = {
			skill = stewardship
			value = 10
			20 = {#success
				trigger_event = artifact_hunt.0007
			}
			10 = {#failure
				trigger_event = artifact_hunt.0008
			}
		}
	}
	option = { #nothanks
		name = artifact_hunt.0006.b
	} 
}
artifact_hunt.0007 = {
	title = artifact_hunt.0007.t
	theme = learning
	desc = artifact_hunt.0007.desc
	type = character_event
	
	#will change when a list of valid random artifacts is created
	option = {
		name = artifact_hunt.0007.a
		add_artifact = {ARTIFACT = artifact_2}
	}
	option = { #nothanks
		name = artifact_hunt.0007.b
	} 
}
artifact_hunt.0008 = {
	title = artifact_hunt.0008.t
	theme = learning
	desc = artifact_hunt.0008.desc
	type = character_event
	
	option = { #you fail
		name = artifact_hunt.0008.a
	} 
}