﻿
namespace = artifact

# An artifact has changed owners.
artifact.0011 = {
	scope = artifact
	hidden = yes

	trigger = {
		NOT = { has_variable = suppress_artifact_notifications } 
	}

	immediate = {
		save_scope_as = this_artifact
		if = {
			limit = {
				scope:old_owner = { is_alive = yes }
			}
			scope:old_owner = {
				send_interface_toast = {
					type = msg_artifact_lost
					title = artifact.0011.t
					left_icon = scope:owner
					right_icon = scope:this_artifact
					custom_tooltip = artifact.0011.tooltip
				}
			}
		}
		
		scope:owner = {
			trigger_event = {
				id = artifact.0012
				days = 0
			}
		}
		hidden_effect = {
			if = {
				limit = { has_variable = desecrated_artifact_var }
				remove_variable = desecrated_artifact_var
			}
		}
	}
}

artifact.0012 = {
	hidden = yes

	immediate = {
		scope:owner = {
			send_interface_toast = {
				type = msg_artifact_gained
				right_icon = scope:this_artifact
			}
		}
	}
}



# An artifact has been destroyed through damage!
artifact.0021 = {
	scope = artifact
	hidden = yes

	immediate = {
		save_scope_as = this_artifact
		if = {
			limit = {
				exists = scope:owner
				scope:owner = { is_alive = yes }
			}
			scope:owner = {
				send_interface_toast = {
					title = artifact.0021.t
					right_icon = scope:this_artifact
					destroy_artifact = scope:this_artifact
				}
			}
		}
	}
}

##################################################
# The Bell Tolls / Peace and Quiet
# by Ewan Cowhig Croft
# 0101 - 0110
##################################################

#	The Bells of Santiago de Compostela get a new lease on life.
artifact.0101 = {
	scope = artifact
	hidden = yes

	trigger = {
		has_variable = artefact_santiago_bells
	}

	immediate = {
		# Islamic conversions.
		if = {
			limit = {
				has_artifact_modifier = bells_of_santiago_modifier
				scope:owner = {
					OR = {
						religion = religion:islam_religion
						# Non-Christian Islamic syncretics also have a vested interest in getting in on this.
						AND = {
							faith = { has_doctrine = tenet_islamic_syncretism }
							NOT = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
						}
					}
				}
			}
			# Reforge into an aquamanile, for the first time.
			if = {
				limit = { var:artefact_santiago_bells = 0 }
				scope:owner = { save_scope_as = reforger }
				# We're using the miscellaneous category.
				if = {
					limit = { artifact_type = miscellaneous_when_not_court }
					reforge_artifact = {
						modifier = former_bells_of_santiago_modifier
						template = fp2_santiago_aquamanile_template
						type = miscellaneous_when_not_court
						visuals = fp2_santiago_aquamanile
						name = fp2_santiago_aquamanile
						description = fp2_santiago_aquamanile_desc
					}
				}
				# We're into court artefacts.
				else = {
					reforge_artifact = {
						modifier = former_bells_of_santiago_modifier
						template = fp2_santiago_aquamanile_template
						type = jug
						visuals = fp2_santiago_aquamanile
						name = fp2_santiago_aquamanile
						description = fp2_santiago_aquamanile_desc
					}
				}
				change_variable = {
					name = artefact_santiago_bells
					add = 1
				}
			}
			# Reforge back into an aquamanile after them dastardly Christians de-jug'd it.
			else_if = {
				limit = { var:artefact_santiago_bells >= 1 }
				scope:owner = { save_scope_as = reforger }
				# We're using the miscellaneous category.
				if = {
					limit = { artifact_type = miscellaneous_when_not_court }
					reforge_artifact = {
						modifier = former_bells_of_santiago_modifier
						template = fp2_santiago_aquamanile_template
						type = miscellaneous_when_not_court
						visuals = fp2_santiago_aquamanile
						name = fp2_santiago_aquamanile
						description = fp2_santiago_aquamanile_melted_desc
					}
				}
				# We're into court artefacts.
				else = {
					reforge_artifact = {
						modifier = former_bells_of_santiago_modifier
						template = fp2_santiago_aquamanile_template
						type = jug
						visuals = fp2_santiago_aquamanile
						name = fp2_santiago_aquamanile
						description = fp2_santiago_aquamanile_melted_desc
					}
				}
				change_variable = {
					name = artefact_santiago_bells
					add = 1
				}
				# If we're high enough up the melting chain, start a tally.
				if = {
					limit = { var:artefact_santiago_bells >= 5 }
					set_artifact_description = fp2_santiago_aquamanile_melted_tally_desc
				}
			}
		}
		# Christian conversions.
		else_if = {
			limit = {
				has_artifact_modifier = former_bells_of_santiago_modifier
				scope:owner = {
					OR = {
						OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
						# Non-Islamic Christian syncretics also have a vested interest in getting in on this.
						AND = {
							faith = { has_doctrine = tenet_christian_syncretism }
							NOT = { religion = religion:islam_religion }
						}
					}
				}
			}
			# Reforge back into bells.
			scope:owner = { save_scope_as = reforger }
			# We're using the miscellaneous category.
			if = {
				limit = { artifact_type = miscellaneous_when_not_court }
				reforge_artifact = {
					modifier = bells_of_santiago_modifier
					visuals = fp2_santiago_bells
					template = fp2_santiago_bells_template
					type = miscellaneous_when_not_court
					name = fp2_santiago_bells
					description = fp2_santiago_bells_melted_desc
				}
			}
			# We're into court artefacts.
			else = {
				reforge_artifact = {
					modifier = bells_of_santiago_modifier
					visuals = fp2_santiago_bells
					template = fp2_santiago_bells_template
					type = sculpture
					name = fp2_santiago_bells
					description = fp2_santiago_bells_melted_desc
				}
			}
			change_variable = {
				name = artefact_santiago_bells
				add = 1
			}
			# If we're high enough up the melting chain, start a tally.
			if = {
				limit = { var:artefact_santiago_bells >= 4 }
				set_artifact_description = fp2_santiago_bells_melted_tally_desc
			}
		}
	}
}

# An artifact is about to change owner from succession
# Handles damage taken, and notification for the inheritor
artifact.0031 = {
	scope = artifact
	hidden = yes

	immediate = {
		save_scope_as = this_artifact
		if = {
			limit = {
				has_variable = artifact_succession_title #Is this an artifact that should follow a title?
				var:artifact_succession_title = { is_title_created = yes } #Does the title the artifact should follow exist?
				scope:old_owner = var:artifact_succession_title.previous_holder #Is the old owner of the artifact also the holder of the title the artifact should follow?
				NOR = {
					AND = {
						has_variable = banner_dynasty
						var:banner_dynasty != scope:owner.dynasty
					}
					AND = {
						has_variable = banner_house
						var:banner_house != scope:owner.house
					}				
				}
			}
			var:artifact_succession_title = {
				holder = {
					save_scope_as = new_owner
				}
			}
			set_owner = { #The artifact goes to the heir to the title it should follow. In a fraction of a tick this will be the new title holder.
				target = scope:new_owner
				history = {
					type = inherited
					recipient = scope:new_owner
				}
			}
		}
		else_if = {
			limit = { exists = var:banner_house.house_head }
			set_owner = {
				target = var:banner_house.house_head
				history = {
					type = inherited
					recipient = var:banner_house.house_head
				}
			}
		}
		else_if = { #this effect fires before the dynasty head change, but after the scope:old_owner death, so scope:old_owner can be still a dynast
			limit = { exists = var:banner_dynasty.dynast }
			if = {
				limit = {
					scope:old_owner != var:banner_dynasty.dynast
				}
				var:banner_dynasty.dynast = { save_scope_as = new_banner_owner }
			}
			else = { #hence this
				scope:old_owner.house.house_head = {
					save_scope_as = new_banner_owner
				}
			}
			set_owner = {
				target = scope:new_banner_owner
				history = {
					type = inherited
					recipient = scope:new_banner_owner
				}
			}
		}
		if = {
			limit = {
				NOR = {
					#An equipped court artifact of previous owner
					has_variable = equipped_court_succession
					#A historicool artifact
					has_variable = historical_unique_artifact
					#Inherited with special title
					has_variable = artifact_succession_title
					#Inherited from close relative
					scope:old_owner = { is_close_family_of = scope:owner }
					#Inherited by election
					AND = {
						exists = scope:old_owner.primary_title
						scope:old_owner.primary_title = { has_title_law_flag = elective_succession_law }
					}
					# Succession caused the heir to change primary
					trigger_if = {
						limit = { exists = scope:old_primary }
						scope:old_primary = scope:owner.primary_title
					}
					trigger_else = {
						always = yes
					}
				}
			}
			if = {
				limit = {
					scope:old_owner = {
						OR = {
							is_close_or_extended_family_of = scope:owner
							is_great_grandchild_of = scope:owner
							is_great_grandparent_of = scope:owner
						}
					}
					artifact_durability > 1 # We want to avoid destroying an artifact with an already low durability
				}
				# Remove 50% of remaining durability
				add_durability = {
					value = artifact_durability
					multiply = -0.50
				}
			}
			else_if = {
				limit = {
					NOT = { has_variable = artifact_succession_title }
				}
				random_list = {
					25 = {
						# Remove 50% of remaining durability
						add_durability = {
							value = artifact_durability
							multiply = -0.50
						}
					}
					25 = {
						# Remove 75% of remaining durability
						add_durability = {
							value = artifact_durability
							multiply = -0.75
						}
					}
					50 = {
						# Remove 100% of remaining durability (do not destroy yet, will cause errors!)
						set_variable = destroy_me
					}
				}
			}
		}
		# Cleanup variables of equipped court artifacts
		if = {
			limit = {
				has_variable = equipped_court_succession
			}
			remove_variable = equipped_court_succession
		}
		if = {
			# If the artifact has no durability left, destroy it now.
			limit = {
				OR = {
					exists = var:destroy_me
					artifact_durability <= 0
				}
			}
			destroy_artifact = root
			# NOTE: We must not run ANY script after we destroy an artifact, or we will cause errors
		}
		else_if = {
			limit = {
				NAND = {
					exists = scope:owner.last_played_character
					scope:owner.last_played_character = scope:old_owner
				}
			}
			scope:owner = {
				send_interface_toast = {
					type = msg_artifact_gained
					right_icon = scope:this_artifact
				}
			}
			hidden_effect = {
				if = {
					limit = { has_variable = desecrated_artifact_var }
					remove_variable = desecrated_artifact_var
				}
			}
		}
	}
}

artifact.1000 = {
	scope = artifact
	hidden = yes

	immediate = {
		if = {
			#You took too long and your treasure map broke from decay!
			limit = { has_variable = 1025_treasure_map }
			save_scope_as = decayed_artifact
			scope:owner = { trigger_event = ep3_contract_event.0040 }
		}
		else_if = {
			# Artifact is a character artifact (not a court artifact)
			limit = {
				category = inventory
				exists = scope:owner
				scope:owner = {
					has_royal_court = yes
					is_alive = yes
				}
				OR = {
					artifact_slot_type = primary_armament
					artifact_slot_type = armor
					artifact_slot_type = regalia
					artifact_slot_type = helmet
				}
			}
			save_scope_as = this_artifact
			scope:owner = {
				trigger_event = {
					id = artifact.1001
					days = 0
				}
			}
		}
		else = {
			trigger_event = {
				id = artifact.0021
				days = 0
			}
		}
	}
}

scripted_effect reforge_as_court_artifact_effect = {
	hidden_effect_new_object = {
		if = {
			limit = {
				artifact_type = axe
			}
			reforge_artifact = {
				type = pedestal
				modifier = artifact_placeholder_modifier
				visuals = axe_court
				decaying = no
			}
		}
		else_if = {
			limit = {
				artifact_type = hammer
			}
			reforge_artifact = {
				type = pedestal
				modifier = artifact_placeholder_modifier
				visuals = hammer_court
				decaying = no
			}
		}
		else_if = {
			limit = {
				artifact_type = spear
			}
			reforge_artifact = {
				type = pedestal
				modifier = artifact_placeholder_modifier
				visuals = spear_court
				decaying = no
			}
		}
		else_if = {
			limit = {
				artifact_type = mace
			}
			reforge_artifact = {
				type = pedestal
				modifier = artifact_placeholder_modifier
				visuals = mace_court
				decaying = no
			}
		}
		else_if = {
			limit = {
				artifact_type = dagger
			}
			reforge_artifact = {
				type = pedestal
				modifier = artifact_placeholder_modifier
				visuals = dagger_court
				decaying = no
			}
		}
		else_if = {
			limit = {
				artifact_type = sword
			}
			reforge_artifact = {
				type = pedestal
				modifier = artifact_placeholder_modifier
				visuals = sword_court
				decaying = no
			}
		}
		else_if = {
			limit = {
				artifact_slot_type = armor
			}
			reforge_artifact = {
				type = pedestal
				modifier = artifact_placeholder_modifier
				visuals = armor_court
				decaying = no
			}
		}
		else_if = {
			limit = {
				artifact_slot_type = helmet
			}
			reforge_artifact = {
				type = pedestal
				modifier = artifact_placeholder_modifier
				visuals = crown_court
				decaying = no
			}
		}
		else_if = {
			limit = {
				artifact_slot_type = regalia
			}
			reforge_artifact = {
				type = pedestal
				modifier = artifact_placeholder_modifier
				visuals = regalia_court
				decaying = no
			}
		}
		else = {
			reforge_artifact = {
				type = pedestal
				modifier = artifact_placeholder_modifier
				visuals = small_box
				decaying = no
			}
		}

		add_scaled_artifact_modifier_grandeur_small_effect = yes
		add_scaled_artifact_modifier_prestige_effect = yes
	}
}

artifact.1001 = {
	type = character_event
	title = artifact.1001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:antiquarian }
				desc = artifact.1001.desc.antiquarian
			}
			desc = artifact.1001.desc.servant
		}
		first_valid = {
			triggered_desc = {
				trigger = { scope:this_artifact = { artifact_slot_type = primary_armament } }
				desc = artifact.1001.desc.weapon
			}
			desc = artifact.1001.desc.other
		}
	}
	theme = stewardship_wealth_focus
	left_portrait = {
		character = root
		animation = worry
	}
	right_portrait = {
		character = scope:antiquarian
		animation = war_over_tie
	}
	artifact = { # To display the artifact in the event-window
		target = scope:this_artifact
		position = lower_center_portrait
	}

	immediate = {
		random_dummy_gender_servant_effect = yes 	#needed for loc
		if = {
			limit = {
				employs_court_position = antiquarian_court_position
				any_court_position_holder = {
					type = antiquarian_court_position
				}
			}
			random_court_position_holder = {
				type = antiquarian_court_position
				save_scope_as = antiquarian
			}
		}
	}

	option = {
		name = artifact.1001.a
		# Flag that this is free for DLC artefacts that could become courtly ones...
		if = {
			limit = { exists = scope:this_artifact.var:dlc_potential_court_artefact }
			custom_tooltip = artifact.1001.a.tt.free
		}
		# ... or else costs a nominal fee.
		else = { remove_short_term_gold = medium_gold_value }
		scope:this_artifact = {
			reforge_as_court_artifact_effect = yes
		}
		send_interface_toast = {
			title = artifact.0012.t
			left_icon = scope:this_artifact
			show_as_tooltip = {
				scope:this_artifact = {
					set_owner = root
				}
			}
		}
		custom_tooltip = artifact.1001.a.tt
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				scope:this_artifact = {
					rarity = common
				}
			}
			modifier = {
				factor = 0
				is_at_war = yes
			}
			modifier = {
				factor = 0
				gold < medium_gold_value
			}
		}
	}

	option = {
		name = artifact.1001.b
		show_as_tooltip = { destroy_artifact = scope:this_artifact }
		scope:this_artifact = { trigger_event = artifact.0021 }
		ai_chance = {
			base = 100
			modifier = {
				add = -95
				scope:this_artifact = {
					OR = {
						rarity = illustrious
						rarity = famed
					}
				}
			}
		}
	}
}

# Outcome of challenge to a duel for artifact

scripted_effect artifact_2002_apply_effect = {
	if = {
		limit = {
			scope:target = {
				can_be_claimed_by = scope:sc_loser
			}
		}
		scope:sc_loser = {
			if = {
				limit = {
					OR = {
						has_variable = remove_claim_flag
						has_personal_artifact_claim = scope:target
					}
				}
				if = {
					limit = {
						NOT = { has_variable = remove_claim_flag }
					}
					set_variable = remove_claim_flag
				}
				remove_personal_artifact_claim = scope:target
			}
		}
	}
	scope:target = {
		if = {
			limit = {
				OR = {
					has_variable = set_owner_flag
					artifact_owner = scope:sc_loser
				}
			}
			if = {
				limit = {
					NOT = { has_variable = set_owner_flag }
				}
				set_variable = set_owner_flag
			}
			set_owner = {
				target = scope:sc_victor
				history = {
					actor = scope:sc_loser
					recipient = scope:sc_victor
					type = won_in_duel
				}
			}
		}
	}
}
artifact.2001 = {
	hidden = yes

	immediate = {
		# Fire the follow-up stuff; delay this by a day so the toasts appear _after_ the final event.
		trigger_event = {
			id = artifact.2002
			days = 1
		}
	}
}

artifact.2002 = {
	hidden = yes

	immediate = {
		artifact_2002_apply_effect = yes
		# Send out a toast to the victor.
		scope:sc_victor = {
			send_interface_toast = {
				title = perk_interaction.0101.victor_toast.t
				left_icon = scope:sc_loser
				right_icon = scope:target
				show_as_tooltip = { artifact_2002_apply_effect = yes }
			}
		}
		# And to the loser.
		scope:sc_loser = {
			send_interface_toast = {
				title = perk_interaction.0101.loser_toast.t
				left_icon = scope:sc_victor
				right_icon = scope:target
				show_as_tooltip = { artifact_2002_apply_effect = yes }
			}
			if = {
				limit = { has_variable = remove_claim_flag }
				remove_variable = remove_claim_flag
			}
		}
		scope:target = {
			if = {
				limit = { has_variable = set_owner_flag }
				remove_variable = set_owner_flag
			}
		}
	}
}

### Degraded Artifacts Events ###

# Reuse Materials

artifact.3000 = {
	type = character_event
	title = artifact.3000.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					exists = scope:antiquarian
					scope:antiquarian = { has_court_position = armorer_camp_officer }
				}
				desc = artifact.3000.desc.armorer_intro
			}
			triggered_desc = {
				trigger = { exists = scope:antiquarian }
				desc = artifact.3000.desc.antiquarian_intro
			}
			desc = artifact.3000.desc.servant_intro
		}
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:antiquarian }
				desc = artifact.3000.desc.antiquarian
			}
			desc = artifact.3000.desc.servant
		}
	}
	theme = stewardship_wealth_focus
	cooldown = { years = 5 }
	left_portrait = {
		character = root
		animation = worry
	}
	right_portrait = {
		character = scope:antiquarian
		animation = war_over_win
	}
	artifact = { # To display the artifact in the event-window
		target = scope:this_artifact
		position = lower_center_portrait
	}

	weight_multiplier = {
		base = 1
		modifier = {
			is_at_war = yes
			factor = 0.3
		}
	}

	trigger = {
		trigger_if = {
			limit = { exists = scope:artifact }
			scope:artifact = {
				artifact_durability <= define:NInventory|ARTIFACT_LOW_DURABILITY
				OR = {
					artifact_slot_type = primary_armament
					artifact_slot_type = armor
					artifact_type = cabinet
					artifact_type = chest
					artifact_type = throne
					artifact_type = sculpture
					artifact_type = regalia
				}
			}
		}
		trigger_else = {
			any_character_artifact = {
				artifact_durability <= define:NInventory|ARTIFACT_LOW_DURABILITY
				OR = {
					artifact_slot_type = primary_armament
					artifact_slot_type = armor
					artifact_type = cabinet
					artifact_type = chest
					artifact_type = throne
					artifact_type = sculpture
					artifact_type = regalia
				}
			}
		}
	}

	immediate = {
		if = {
			limit = {
				NOT = { exists = scope:artifact }
			}
			random_character_artifact = {
				limit = {
					artifact_durability <= define:NInventory|ARTIFACT_LOW_DURABILITY
					OR = {
						artifact_slot_type = primary_armament
						artifact_slot_type = armor
						artifact_type = cabinet
						artifact_type = chest
						artifact_type = throne
						artifact_type = sculpture
						artifact_type = regalia
					}
				}
				save_scope_as = this_artifact
				save_scope_as = artifact
			}
		}
		else = {
			scope:artifact = {
				save_scope_as = this_artifact
			}
		}
		if = {
			limit = {
				employs_court_position = armorer_camp_officer
				any_court_position_holder = {
					type = armorer_camp_officer
					is_available_ai_adult = yes
				}
			}
			random_court_position_holder = {
				type = armorer_camp_officer
				limit = { is_available_ai_adult = yes }
				save_scope_as = antiquarian
			}
		}
		else_if = {
			limit = {
				employs_court_position = antiquarian_court_position
				any_court_position_holder = {
					type = antiquarian_court_position
					is_available_ai_adult = yes
				}
			}
			random_court_position_holder = {
				type = antiquarian_court_position
				limit = { is_available_ai_adult = yes }
				save_scope_as = antiquarian
			}
		}
		else = {
			random_dummy_gender_servant_effect = yes
		}
	}

	# Option A: reuse
	option = {
		name = artifact.3000.a
		if = {
			limit = {
				scope:this_artifact = {
					OR = {
						artifact_slot_type = primary_armament
						artifact_slot_type = armor
					}
				}
			}
			add_character_modifier = artifact_3000_reusing_artifact_weapon_modifier
		}
		else_if = {
			limit = {
				scope:this_artifact = {
					OR = {
						artifact_type = cabinet
						artifact_type = chest
						artifact_type = throne
						artifact_type = sculpture
					}
				}
			}
			add_character_modifier = artifact_3000_reusing_artifact_wood_modifier
		}
		else_if = {
			limit = {
				scope:this_artifact = {
					artifact_type = regalia
				}
			}
			add_character_modifier = artifact_3000_reusing_artifact_jewels_modifier
		}
		destroy_artifact = scope:this_artifact
		ai_chance = {
			base = 100
		}
	}

	# Option B: you can still save it
	option = {
		name = artifact.3000.b
		if = {
			limit = { exists = scope:antiquarian }
			scope:this_artifact = {
				add_durability = {
					value = artifact_durability
					multiply = 7
					max = 60
				}
			}
		}
		else = {
			scope:this_artifact = {
				add_durability = {
					value = artifact_durability
					multiply = 4
					max = 50
				}
			}
		}
		remove_short_term_gold = {
			value = scope:this_artifact.artifact_durability
			multiply = 1.5
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = -0.5
			}
			modifier = {
				gold < scope:this_artifact.artifact_durability
				add = -100
			}
		}
	}

	#Option C: get angry
	option = {
		name = artifact.3000.c
		if = {
			limit = {
				exists = scope:antiquarian
			}
			scope:antiquarian = {
				add_opinion = {
					target = root
					modifier = insult_opinion
					opinion = -20
				}
			}
		}
		stress_impact = {
			compassionate = minor_stress_impact_gain
			calm = minor_stress_impact_gain
			trusting = minor_stress_impact_gain
			irritable = minor_stress_impact_loss
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_greed = -1
			}
		}
	}
}

artifact.3001 = {
	type = character_event
	title = artifact.3001.t
	desc = artifact.3001.desc
	theme = stewardship_wealth_focus
	right_portrait = {
		character = scope:inspiration_owner
		animation = happiness
	}

	weight_multiplier = {
		base = 1
	}

	trigger = {
		exists = scope:inspiration
		scope:inspiration = {
			scope:inspiration_owner = {
				is_available_ai_adult = yes
			}
			OR = {
				AND = {
					OR = {
						has_inspiration_type = weapon_inspiration
						has_inspiration_type = armor_inspiration
					}
					scope:inspiration_sponsor = {
						has_character_modifier = artifact_3000_reusing_artifact_weapon_modifier
					}
				}
				AND = {
					has_inspiration_type = artisan_inspiration
					scope:inspiration_sponsor = {
						has_character_modifier = artifact_3000_reusing_artifact_wood_modifier
					}
				}
				AND = {
					has_inspiration_type = smith_inspiration
					scope:inspiration_sponsor = {
						has_character_modifier = artifact_3000_reusing_artifact_jewels_modifier
					}
				}
			}
		}
	}

	option = {
		name = artifact.3001.a
		if = {
			limit = {
				scope:inspiration = {
					OR = {
						has_inspiration_type = weapon_inspiration
						has_inspiration_type = armor_inspiration
					}
				}
				has_character_modifier = artifact_3000_reusing_artifact_weapon_modifier
			}
			add_gold = {
				value = scope:inspiration.inspiration_gold_invested
				multiply = 0.4
			}
			remove_character_modifier = artifact_3000_reusing_artifact_weapon_modifier
		}
		else_if = {
			limit = {
				scope:inspiration = {
					has_inspiration_type = artisan_inspiration
				}
				has_character_modifier = artifact_3000_reusing_artifact_wood_modifier
			}
			add_gold = {
				value = scope:inspiration.inspiration_gold_invested
				multiply = 0.3
			}
			remove_character_modifier = artifact_3000_reusing_artifact_wood_modifier
		}
		else_if = {
			limit = {
				scope:inspiration = {
					has_inspiration_type = smith_inspiration
				}
				has_character_modifier = artifact_3000_reusing_artifact_jewels_modifier
			}
			add_gold = {
				value = scope:inspiration.inspiration_gold_invested
				multiply = 0.3
			}
			remove_character_modifier = artifact_3000_reusing_artifact_jewels_modifier
		}
	}
}

# Sell it for gold

artifact.3010 = {
	type = character_event
	title = artifact.3010.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					exists = scope:antiquarian
					scope:antiquarian = { has_court_position = armorer_camp_officer }
				}
				desc = artifact.3000.desc.armorer_intro
			}
			triggered_desc = {
				trigger = { exists = scope:antiquarian }
				desc = artifact.3000.desc.antiquarian_intro
			}
			desc = artifact.3000.desc.servant_intro
		}
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:antiquarian }
				desc = artifact.3010.desc.antiquarian
			}
			desc = artifact.3010.desc.servant
		}
	}
	theme = stewardship_wealth_focus
	cooldown = { years = 5 }
	left_portrait = {
		character = ROOT
		animation = worry
	}
	right_portrait = {
		character = scope:antiquarian
		animation = war_over_win
	}
	artifact = { # To display the artifact in the event-window
		target = scope:this_artifact
		position = lower_center_portrait
	}

	trigger = {
		trigger_if = {
			limit = { exists = scope:artifact }
			scope:artifact = {
				artifact_durability <= define:NInventory|ARTIFACT_LOW_DURABILITY
			}
		}
		trigger_else = {
			any_character_artifact = {
				artifact_durability <= define:NInventory|ARTIFACT_LOW_DURABILITY
			}
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			is_at_war = yes
			factor = 0.3
		}
	}

	immediate = {
		if = {
			limit = {
				NOT = { exists = scope:artifact }
			}
			random_character_artifact = {
				limit = {
					artifact_durability <= define:NInventory|ARTIFACT_LOW_DURABILITY
				}
				save_scope_as = this_artifact
				save_scope_as = artifact
			}
		}
		else = {
			scope:artifact = {
				save_scope_as = this_artifact
			}
		}
		if = {
			limit = {
				employs_court_position = armorer_camp_officer
				any_court_position_holder = {
					type = armorer_camp_officer
					is_available_ai_adult = yes
				}
			}
			random_court_position_holder = {
				type = armorer_camp_officer
				limit = { is_available_ai_adult = yes }
				save_scope_as = antiquarian
			}
		}
		else_if = {
			limit = {
				employs_court_position = antiquarian_court_position
				any_court_position_holder = {
					type = antiquarian_court_position
					is_available_ai_adult = yes
				}
			}
			random_court_position_holder = {
				type = antiquarian_court_position
				limit = { is_available_ai_adult = yes }
				save_scope_as = antiquarian
			}
		}
		else = {
			random_dummy_gender_servant_effect = yes
		}
	}

	# Option A: sell to a scrap collector
	option = {
		name = artifact.3010.a
		if = {
			limit = {
				exists = scope:antiquarian
			}
			add_gold = {
				value = scope:this_artifact.artifact_wealth_quality_average_value
				multiply = 3.5
			}
		}
		else = {
			add_gold = {
				value = scope:this_artifact.artifact_wealth_quality_average_value
				multiply = 2.5
			}
		}
		hidden_effect = { destroy_artifact = scope:this_artifact }
		custom_tooltip = artifact.3010.a.tt
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = 1
			}
		}
	}

	# Option B: keep it
	option = {
		name = artifact.3010.b
		ai_chance = {
			base = 100
		}
	}
}

# The Antiquarian changes the Type of Artifact

artifact.3020 = {
	type = character_event
	title = artifact.3020.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:antiquarian = { has_court_position = armorer_camp_officer }
				}
				desc = artifact.3000.desc.armorer_intro
			}
			desc = artifact.3000.desc.antiquarian_intro
		}
		desc = artifact.3020.desc
	}
	theme = stewardship_wealth_focus
	cooldown = { years = 5 }
	left_portrait = {
		character = root
		animation = worry
	}
	right_portrait = {
		character = scope:antiquarian
		animation = war_over_tie
	}
	artifact = { # To display the artifact in the event-window
		target = scope:this_artifact
		position = lower_center_portrait
	}

	trigger = {
		trigger_if = {
			limit = { exists = scope:artifact }
			scope:artifact = {
				artifact_durability <= define:NInventory|ARTIFACT_LOW_DURABILITY
				OR = {
					artifact_slot_type = primary_armament
					artifact_slot_type = armor
					artifact_slot_type = helmet
					artifact_slot_type = regalia
				}
			}
		}
		trigger_else = {
			any_character_artifact = {
				artifact_durability <= define:NInventory|ARTIFACT_LOW_DURABILITY
				OR = {
					artifact_slot_type = primary_armament
					artifact_slot_type = armor
					artifact_slot_type = helmet
					artifact_slot_type = regalia
				}
			}
		}
		trigger_if = {
			limit = { has_government = landless_adventurer_government }
			employs_court_position = antiquarian_court_position
			any_court_position_holder = {
				type = antiquarian_court_position
				is_available_ai_adult = yes
			}
		}
		trigger_else = {
			employs_court_position = armorer_camp_officer
			any_court_position_holder = {
				type = armorer_camp_officer
				is_available_ai_adult = yes
			}
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			is_at_war = yes
			factor = 0.3
		}
	}

	immediate = {
		if = {
			limit = {
				NOT = { exists = scope:artifact }
			}
			random_character_artifact = {
				limit = {
					artifact_durability <= define:NInventory|ARTIFACT_LOW_DURABILITY
					OR = {
						artifact_slot_type = primary_armament
						artifact_slot_type = armor
						artifact_slot_type = helmet
						artifact_slot_type = regalia
					}
				}
				save_scope_as = this_artifact
				save_scope_as = artifact
			}
		}
		else = {
			scope:artifact = {
				save_scope_as = this_artifact
			}
		}
		if = {
			limit = { has_government = landless_adventurer_government }
			random_court_position_holder = {
				type = armorer_camp_officer
				limit = { is_available_ai_adult = yes }
				save_scope_as = antiquarian
			}
		}
		else = {
			random_court_position_holder = {
				type = antiquarian_court_position
				limit = { is_available_ai_adult = yes }
				save_scope_as = antiquarian
			}
		}
		hidden_effect = {
			save_scope_as = owner #for loc
			scope:antiquarian = {
				create_artifact = {
					name = keepsake_trinket_name
					description = keepsake_trinket_description
					type = miscellaneous
					visuals = small_box
					modifier = artifact_monthly_prestige_2_modifier
					save_scope_as = keepsake_trinket
				}
			}
			if = {
				limit = {
					scope:this_artifact = { artifact_slot_type = primary_armament }
				}
				scope:keepsake_trinket = {
					add_artifact_modifier = artifact_prowess_1_modifier
				}
			}
			else_if = {
				limit = {
					scope:this_artifact = { artifact_slot_type = armor }
				}
				scope:keepsake_trinket = {
					add_artifact_modifier = artifact_scheme_resistance_add_1_modifier
				}
			}
			else_if = {
				limit = {
					scope:this_artifact = { artifact_slot_type = helmet }
				}
				scope:keepsake_trinket = {
					add_artifact_modifier = artifact_parochial_vassal_opinion_1_modifier
				}
			}
			else_if = {
				limit = {
					scope:this_artifact = { artifact_slot_type = regalia }
				}
				scope:keepsake_trinket = {
					add_artifact_modifier = artifact_monthly_dynasty_prestige_1_modifier
				}
			}
		}
	}

	# Option A: Make it a trinket
	option = {
		name = artifact.3020.a
		scope:keepsake_trinket = {
			set_owner = root
		}
		hidden_effect = { destroy_artifact = scope:this_artifact }
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = 0.5
			}
		}
	}

	# Option B: repair it!
	option = {
		name = artifact.3020.b
		if = {
			limit = { exists = scope:antiquarian }
			scope:this_artifact = {
				add_durability = {
					value = artifact_durability
					multiply = 7
					max = 60
				}
			}
		}
		remove_short_term_gold = {
			value = scope:this_artifact.artifact_durability
			multiply = 1.5
		}
		hidden_effect = { destroy_artifact = scope:keepsake_trinket }
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = -0.5
			}
		}
	}
}

# The Antiquarian tries a new preservation technique

artifact.3030 = {
	type = character_event
	title = artifact.3030.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:antiquarian = { has_court_position = armorer_camp_officer }
				}
				desc = artifact.3000.desc.armorer_intro
			}
			desc = artifact.3000.desc.antiquarian_intro
		}
		desc = artifact.3030.desc
	}
	theme = stewardship_wealth_focus
	cooldown = { years = 5 }
	left_portrait = {
		character = root
		animation = worry
	}
	right_portrait = {
		character = scope:antiquarian
		animation = war_over_win
	}
	artifact = { # To display the artifact in the event-window
		target = scope:this_artifact
		position = lower_center_portrait
	}

	trigger = {
		trigger_if = {
			limit = { exists = scope:artifact }
			scope:artifact = {
				artifact_durability <= define:NInventory|ARTIFACT_LOW_DURABILITY
			}
		}
		trigger_else = {
			any_character_artifact = {
				artifact_durability <= define:NInventory|ARTIFACT_LOW_DURABILITY
			}
		}
		trigger_if = {
			limit = { has_government = landless_adventurer_government }
			employs_court_position = antiquarian_court_position
			any_court_position_holder = {
				type = antiquarian_court_position
				is_available_ai_adult = yes
			}
		}
		trigger_else = {
			employs_court_position = armorer_camp_officer
			any_court_position_holder = {
				type = armorer_camp_officer
				is_available_ai_adult = yes
			}
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			is_at_war = yes
			factor = 0.3
		}
	}

	immediate = {
		if = {
			limit = {
				NOT = { exists = scope:artifact }
			}
			random_character_artifact = {
				limit = {
					artifact_durability <= define:NInventory|ARTIFACT_LOW_DURABILITY
				}
				save_scope_as = this_artifact
				save_scope_as = artifact
			}
		}
		else = {
			scope:artifact = {
				save_scope_as = this_artifact
			}
		}
		if = {
			limit = { has_government = landless_adventurer_government }
			random_court_position_holder = {
				type = armorer_camp_officer
				limit = { is_available_ai_adult = yes }
				save_scope_as = antiquarian
			}
		}
		else = {
			random_court_position_holder = {
				type = antiquarian_court_position
				limit = { is_available_ai_adult = yes }
				save_scope_as = antiquarian
			}
		}
	}

	# Option A: try the technique
	option = {
		name = artifact.3030.a
		scope:antiquarian = {
			duel = {
				skill = learning
				value = high_skill_rating
				10 = {
					#big success
					compare_modifier = {
						value = scope:duel_value
						multiplier = medium_positive_duel_skill_multiplier #+50 when extremely skilled meets avarage
						min = -20
					}
					desc = artifact.3030.a.bigsuccess
					root = {
						send_interface_toast = {
							title = artifact.3030.a.bigsuccess.t
							scope:this_artifact = {
								add_durability = {
									value = artifact_max_durability
									subtract = artifact_durability
								}
								set_max_durability = {
									value = artifact_max_durability
									add = {
										value = artifact_max_durability
										multiply = 0.3
									}
								}
							}
						}
					}
				}
				40 = {
					#success
					desc = artifact.3030.a.success
					compare_modifier = {
						value = scope:duel_value
						multiplier = low_positive_duel_skill_multiplier #+25 when extremely skilled meets avarage
					}
					root = {
						send_interface_toast = {
							title = artifact.3030.a.success.t
							scope:this_artifact = {
								add_durability = {
									value = artifact_durability
									multiply = 10
									max = artifact_max_durability
								}
							}
						}
					}
				}
				40 = {
					#failure
					desc = artifact.3030.a.failure
					compare_modifier = {
						value = scope:duel_value
						multiplier = low_negative_duel_skill_multiplier  #+-25 when extremely skilled meets avarage
					}
					root = {
						send_interface_toast = {
						title = artifact.3030.a.failure.t
							scope:this_artifact = {
								add_durability = {
									value = artifact_durability
									multiply = -1
									add = 1
								}
							}
						}
					}
				}
				10 = {
					#big failure
					desc = artifact.3030.a.bigfailure
					compare_modifier = {
						value = scope:duel_value
						multiplier = medium_negative_duel_skill_multiplier  #-50 when extremely skilled meets avarage
					}
					root = {
						send_interface_toast = {
							title = artifact.3030.a.bigfailure.t
							destroy_artifact = scope:this_artifact
						}
					}
				}
			}
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_boldness = 0.75
			}
		}
	}

	# Option B: NO
	option = {
		name = artifact.3030.b
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_boldness = -0.75
			}
		}
	}
}

# A vassal offers to pay for the reforging in exchange for something

artifact.3040 = {
	type = character_event
	title = artifact.3040.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:antiquarian }
				desc = artifact.3040.desc.antiquarian
			}
			desc = artifact.3040.desc.no_antiquarian
		}
	}
	theme = stewardship_wealth_focus
	cooldown = { years = 5 }
	left_portrait = scope:antiquarian
	right_portrait = {
		character = scope:vassal
		animation = schadenfreude
	}
	artifact = { # To display the artifact in the event-window
		target = scope:this_artifact
		position = lower_center_portrait
	}

	trigger = {
		trigger_if = {
			limit = { exists = scope:artifact }
			scope:artifact = {
				artifact_durability <= define:NInventory|ARTIFACT_LOW_DURABILITY
			}
		}
		trigger_else = {
			any_character_artifact = {
				artifact_durability <= define:NInventory|ARTIFACT_LOW_DURABILITY
			}
		}
		any_vassal = {
			gold >= major_gold_value
			is_available_ai_adult = yes
			can_add_hook = {
				type = favor_hook
				target = root
			}
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			is_at_war = yes
			factor = 0.3
		}
	}

	immediate = {
		if = {
			limit = {
				NOT = { exists = scope:artifact }
			}
			random_character_artifact = {
				limit = {
					artifact_durability <= define:NInventory|ARTIFACT_LOW_DURABILITY
				}
				save_scope_as = this_artifact
				save_scope_as = artifact
			}
		}
		else = {
			scope:artifact = {
				save_scope_as = this_artifact
			}
		}
		random_vassal = {
			limit = {
				gold >= major_gold_value
				is_available_ai_adult = yes
				can_add_hook = {
					type = favor_hook
					target = root
				}
			}
			save_scope_as = vassal
		}
		if = {
			limit = {
				employs_court_position = antiquarian_court_position
				any_court_position_holder = {
					type = antiquarian_court_position
					is_available_ai_adult = yes
				}
			}
			random_court_position_holder = {
				type = antiquarian_court_position
				limit = { is_available_ai_adult = yes }
				save_scope_as = antiquarian
			}
		}
	}

	# Option A: accept the offer, owe a favor
	option = {
		name = artifact.3040.a
		scope:vassal = {
			remove_short_term_gold = scope:this_artifact.reforge_artifact_cost
			add_hook = {
				type = favor_hook
				target = root
			}
		}
		scope:this_artifact = {
			add_durability = {
				value = artifact_max_durability
				max = artifact_max_durability
			}
		}
		ai_chance = {
			base = 100
		}
	}

	#Option B: use a favor
	option = {
		name = artifact.3040.b
		trigger = {
			has_hook_of_type = {
				type = favor_hook
				target = scope:vassal
			}
		}
		scope:vassal = {
			remove_short_term_gold = scope:this_artifact.reforge_artifact_cost
		}
		remove_hook = {
			type = favor_hook
			target = scope:vassal
		}
		scope:this_artifact = {
			add_durability = {
				value = artifact_max_durability
				max = artifact_max_durability
			}
		}
		ai_chance = {
			base = 200
		}
	}

	# Option C: refuse
	option = {
		name = artifact.3040.c
		scope:vassal = {
			add_opinion = {
				target = root
				modifier = refusal_opinion
				opinion = -20
			}
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_sociability = -0.5
			}
		}
	}
}

# A high-quality artifact is reaching 0 durability

artifact.3050 = {
	scope = artifact
	hidden = yes

	trigger = {
		artifact_durability <= define:NInventory|ARTIFACT_VERY_LOW_DURABILITY
		artifact_wealth_quality_average_value >= 75
	}

	immediate = {
		save_scope_as = this_artifact
		scope:owner = {
			send_interface_message = {
				type = event_stewardship_good_with_text
				left_icon = scope:this_artifact
				title = artifact.3050.t
				desc = artifact.3050.desc
			}
		}
	}
}


### Artifact modifiers events ###

# Cursed artifact

scripted_trigger artifact_4000_cursed_history_trigger = {
	#One of the following has to be true:
	OR = {
		AND = {
			has_variable = stolen_artifact
			var:stolen_artifact >= 5
		}
		AND = {
			previous_owner ?= {
				is_alive = no
				exists = killer
			}
			OR = {
				AND = {
					exists = previous_owner_level_2
					previous_owner_level_2 = {
						is_alive = no
						exists = killer
					}
				}
				AND = {
					exists = previous_owner_level_3
					previous_owner_level_3 = {
						is_alive = no
						exists = killer
					}
				}
			}
		}
		has_variable = ghost_cabinet
	}
	NOR = {
		has_variable = cursed_artifact_var
		has_variable = blessed_artifact_var
		has_variable = artifact_named_crown_var
		has_variable = artifact_killer_var
		has_variable = artifact_armor_var
		has_variable = historical_unique_artifact
	}
}

scripted_trigger artifact_4000_cursed_creepy_trigger = {
	OR = {
		ep1_artifact_durability_lower_equal_percent_trigger = { PERCENT = 0.49 }
		artifact_age >= 50
	}
	NOR = {
		has_variable = cursed_artifact_var
		has_variable = blessed_artifact_var
		has_variable = artifact_named_crown_var
		has_variable = artifact_killer_var
		has_variable = artifact_armor_var
		has_variable = historical_unique_artifact
	}
}

artifact.4000 = {
	type = character_event
	title = artifact.4000.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:antiquarian }
				desc = artifact.4000.desc.antiquarian_intro
			}
			desc = artifact.4000.desc.servant_intro
		}
		first_valid = {
			triggered_desc = {
				trigger = { #stolen
					has_variable = stolen_artifact
					var:stolen_artifact >= 5
				}
				desc = artifact.4000.desc.stolen
			}
			triggered_desc = {
				trigger = { #assassinated
					exists = scope:this_artifact.previous_owner
					scope:this_artifact.previous_owner = {
						is_alive = no
						exists = killer
					}
					OR = {
						AND = {
							exists = scope:this_artifact.previous_owner_level_2
							scope:this_artifact.previous_owner_level_2 = {
								is_alive = no
								exists = killer
							}
						}
						AND = {
							exists = scope:this_artifact.previous_owner_level_3
							scope:this_artifact.previous_owner_level_3 = {
								is_alive = no
								exists = killer
							}
						}
					}
				}
				desc = artifact.4000.desc.assassinated
			}
			triggered_desc = {
				trigger = { #ghost
					has_variable = ghost_cabinet
				}
				desc = artifact.4000.desc.ghost
			}
			desc = artifact.4000.desc.fallback
		}
		desc = artifact.4000.desc.end
	}
	theme = stewardship_wealth_focus
	cooldown = { years = 15 }
	left_portrait = {
		character = root
		animation = worry
	}
	right_portrait = {
		trigger = { exists = scope:antiquarian }
		character = scope:antiquarian
		animation = personality_irrational
	}
	artifact = { # To display the artifact in the event-window
		target = scope:this_artifact
		position = lower_center_portrait
	}

	weight_multiplier = {
		base = 1
		modifier = {
			is_at_war = yes
			factor = 0.5
		}
	}

	trigger = {
		OR = {
			any_character_artifact = {	#it has creepy history
				artifact_4000_cursed_history_trigger = yes
			}
			AND = {		#it's old and you are creepy
				dread >= 75
				any_character_artifact = {
					artifact_4000_cursed_creepy_trigger = yes
				}
			}
		}
	}

	immediate = {
		if = {
			limit = {
				employs_court_position = antiquarian_court_position
				any_court_position_holder = {
					type = antiquarian_court_position
					is_available_ai_adult = yes
				}
			}
			random_court_position_holder = {
				type = antiquarian_court_position
				limit = { is_available_ai_adult = yes }
				save_scope_as = antiquarian
			}
		}
		else_if = {
			limit = {
				employs_court_position = armorer_camp_officer
				any_court_position_holder = {
					type = armorer_camp_officer
					is_available_ai_adult = yes
				}
			}
			random_court_position_holder = {
				type = armorer_camp_officer
				limit = { is_available_ai_adult = yes }
				save_scope_as = antiquarian
			}
		}
		else = {
			random_dummy_gender_servant_effect = yes
		}
		random_character_artifact = {
			limit = {
				artifact_4000_cursed_history_trigger = yes
			}
			alternative_limit = {
				artifact_4000_cursed_creepy_trigger = yes
			}
			save_scope_as = this_artifact
		}
	}

	#Option A: call for a holy man
	option = {
		name = artifact.4000.a
		trigger_event = {
			id = artifact.4001
			days = 35
		}
		remove_short_term_gold = minor_gold_value
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_zeal = 1
			}
		}
	}

	#Option B: embrace the cursed reputation
	option = {
		name = artifact.4000.b
		scope:this_artifact = {
			set_variable = {
				name = cursed_artifact_accepted_var
				years = 30
			}
		}
		ai_chance = {
			base = 90
			modifier = {
				add = 50
				has_trait = sadistic
			}
			modifier = {
				add = 50
				has_trait = callous
			}
			modifier = {
				add = 100
				has_trait = torturer
			}
		}
	}

	after = {
		scope:this_artifact = {
			set_artifact_name = artifact.4000.cursed_name
			set_artifact_description = artifact.4000.cursed_desc
			set_variable = {
				name = cursed_artifact_var
			}
			add_artifact_modifier = cursed_artifact_modifier
		}
	}
}

artifact.4001 = { # Holy man intervention
	type = character_event
	title = artifact.4001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:antiquarian }
				desc = artifact.4001.desc.antiquarian_intro
			}
			desc = artifact.4001.desc.servant_intro
		}
		desc = artifact.4001.desc
	}
	theme = stewardship_wealth_focus
	left_portrait = {
		character = ROOT
		animation = worry
	}
	right_portrait = {
		character = scope:holy_man
		animation = personality_zealous
	}
	artifact = { # To display the artifact in the event-window
		target = scope:this_artifact
		position = lower_center_portrait
	}

	trigger = {
		scope:this_artifact = {
			artifact_owner = root
			NOT = { has_variable = attempted_blessing_var }
		}
	}

	immediate = {
		if = {
			limit = {
				employs_court_position = antiquarian_court_position
				any_court_position_holder = {
					type = antiquarian_court_position
					is_available_ai_adult = yes
				}
			}
			random_court_position_holder = {
				type = antiquarian_court_position
				limit = { is_available_ai_adult = yes }
				save_scope_as = antiquarian
			}
		}
		else_if = {
			limit = {
				employs_court_position = armorer_camp_officer
				any_court_position_holder = {
					type = armorer_camp_officer
					is_available_ai_adult = yes
				}
			}
			random_court_position_holder = {
				type = armorer_camp_officer
				limit = { is_available_ai_adult = yes }
				save_scope_as = antiquarian
			}
		}
		else = {
			random_dummy_gender_servant_effect = yes
		}
		create_character = {
			location = root.capital_province
			culture = root.culture
			template = local_saint_template
			save_scope_as = holy_man
		}
		scope:this_artifact = {
			set_variable = {
				name = attempted_blessing_var
				years = 15
			}
		}
	}

	option = {
		name = artifact.4001.a
		scope:holy_man = {
			duel = {
				skill = learning
				value = high_skill_rating
				50 = {
					desc = artifact.4001.a.success.desc
					compare_modifier = {
						value = scope:duel_value
						multiplier = 2.5
					}
					root = {
						send_interface_toast = {
							title = artifact.4001.a.success
							left_icon = scope:this_artifact
							scope:this_artifact = {
								remove_artifact_modifier = cursed_artifact_modifier
								remove_variable = cursed_artifact_var
							}
						}
					}
				}
				50 = {
					desc = artifact.4001.a.failure.desc
					compare_modifier = {
						value = scope:duel_value
						multiplier = -2.5
					}
					root = {
						send_interface_toast = {
							title = artifact.4001.a.failure
							left_icon = scope:this_artifact
						}
					}
				}
			}
		}
	}
	after = {
		scope:holy_man = {
			silent_disappearance_effect = yes
		}
	}
}

artifact.4002 = {		#you own a cursed artifact
	type = character_event
	title = artifact.4002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:antiquarian }
				desc = artifact.4002.desc.antiquarian_intro
			}
			desc = artifact.4002.desc.servant_intro
		}
		desc = artifact.4002.desc
	}
	theme = stewardship_wealth_focus
	left_portrait = {
		character = ROOT
		animation = worry
	}
	right_portrait = {
		character = scope:antiquarian
		animation = personality_zealous
	}
	artifact = { # To display the artifact in the event-window
		target = scope:this_artifact
		position = lower_center_portrait
	}

	trigger = {
		any_character_artifact = {
			has_variable = cursed_artifact_var
			NOR = {
				has_variable = attempted_blessing_var
				has_variable = cursed_artifact_accepted_var
				has_variable = artifact_named_crown_var
				has_variable = artifact_killer_var
				has_variable = artifact_armor_var
				has_variable = blessed_artifact_var
				has_variable = historical_unique_artifact
			}
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			is_at_war = yes
			factor = 0.3
		}
	}

	immediate = {
		random_character_artifact = {
			limit = {
				has_variable = cursed_artifact_var
				NOR = {
					has_variable = attempted_blessing_var
					has_variable = cursed_artifact_accepted_var
					has_variable = artifact_named_crown_var
					has_variable = artifact_killer_var
					has_variable = artifact_armor_var
					has_variable = blessed_artifact_var
					has_variable = historical_unique_artifact
				}
			}
			save_scope_as = this_artifact
		}
		if = {
			limit = {
				employs_court_position = antiquarian_court_position
				any_court_position_holder = {
					type = antiquarian_court_position
					is_available_ai_adult = yes
				}
			}
			random_court_position_holder = {
				type = antiquarian_court_position
				limit = { is_available_ai_adult = yes }
				save_scope_as = antiquarian
			}
		}
		else_if = {
			limit = {
				employs_court_position = armorer_camp_officer
				any_court_position_holder = {
					type = armorer_camp_officer
					is_available_ai_adult = yes
				}
			}
			random_court_position_holder = {
				type = armorer_camp_officer
				limit = { is_available_ai_adult = yes }
				save_scope_as = antiquarian
			}
		}
		else = {
			random_dummy_gender_servant_effect = yes
		}
	}
	#Option A: call for a holy man
	option = {
		name = artifact.4000.a
		trigger_event = {
			id = artifact.4001
			days = 35
		}
		remove_short_term_gold = minor_gold_value
		scope:this_artifact = {
			set_variable = {
				name = attempted_blessing_var
				years = 15
			}
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_zeal = 1
			}
		}
	}

	#Option B: embrace the cursed reputation
	option = {
		name = artifact.4000.b
		scope:this_artifact = {
			set_variable = {
				name = cursed_artifact_accepted_var
				years = 30
			}
		}
		if = {
			limit = {
				scope:this_artifact = {
					has_artifact_modifier = cursed_artifact_modifier
				}
			}
			scope:this_artifact = {
				remove_artifact_modifier = cursed_artifact_modifier
				add_artifact_modifier = very_cursed_artifact_modifier
			}
		}
		ai_chance = {
			base = 90
			modifier = {
				add = 50
				has_trait = sadistic
			}
			modifier = {
				add = 50
				has_trait = callous
			}
			modifier = {
				add = 100
				has_trait = torturer
			}
		}
	}
}

# Killer weapon

scripted_trigger artifact_4010_valid_weapon_trigger = {
	artifact_slot_type = primary_armament
	has_variable = artifact_battles_won_var
	OR = {
		AND = {
			NOT = { has_variable = artifact_killer_var }
			var:artifact_battles_won_var >= 15
		}
		AND = {
			has_variable = artifact_killer_var
			var:artifact_killer_var = 15
			var:artifact_battles_won_var >= 30
		}
		AND = {
			has_variable = artifact_killer_var
			var:artifact_killer_var = 30
			var:artifact_battles_won_var >= 50
		}
		AND = {
			has_variable = artifact_killer_var
			var:artifact_killer_var = 50
			var:artifact_battles_won_var >= 100
		}
	}
	NOR = {
		has_variable = cursed_artifact_var
		has_variable = blessed_artifact_var
		has_variable = historical_unique_artifact
		has_variable = artifact_duel_weapon_var
	}
}

artifact.4010 = {
	type = character_event
	title = artifact.4010.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:antiquarian }
				desc = artifact.4010.desc.antiquarian_intro
			}
			desc = artifact.4010.desc.servant_intro
		}
		desc = artifact.4010.desc
	}
	theme = stewardship_wealth_focus
	cooldown = { years = 10 }
	left_portrait = {
		character = ROOT
		animation = happiness
	}
	right_portrait = {
		character = scope:antiquarian
		animation = personality_zealous
	}
	artifact = { # To display the artifact in the event-window
		target = scope:this_artifact
		position = lower_center_portrait
	}

	trigger = {
		any_character_artifact = {
			artifact_4010_valid_weapon_trigger = yes
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			any_character_artifact = {
				artifact_4010_valid_weapon_trigger = yes
				has_variable = artifact_battles_won_var
				var:artifact_battles_won_var > 30
			}
			add = 1
		}
		modifier = {
			any_character_artifact = {
				artifact_4010_valid_weapon_trigger = yes
				has_variable = artifact_battles_won_var
				var:artifact_battles_won_var > 50
			}
			add = 2
		}
		modifier = {
			any_character_artifact = {
				artifact_4010_valid_weapon_trigger = yes
				has_variable = artifact_battles_won_var
				var:artifact_battles_won_var > 100
			}
			add = 5
		}
		modifier = {
			is_at_war = yes
			factor = 0.5
		}
	}

	immediate = {
		random_character_artifact = {
			limit = {
				artifact_slot_type = primary_armament
				has_variable = artifact_battles_won_var
				NOR = {
					has_variable = blessed_artifact_var
					has_variable = historical_unique_artifact
					has_variable = cursed_artifact_var
					has_variable = artifact_duel_weapon_var
				}
				trigger_if = {
					limit = {
						NOT = { has_variable = artifact_killer_var }
					}
					var:artifact_battles_won_var >= 15
				}
				trigger_else_if = {
					limit = {
						has_variable = artifact_killer_var
						var:artifact_killer_var = 15
					}
					var:artifact_battles_won_var >= 30
				}
				trigger_else_if = {
					limit = {
						has_variable = artifact_killer_var
						var:artifact_killer_var = 30
					}
					var:artifact_battles_won_var >= 50
				}
				trigger_else = {
					var:artifact_battles_won_var >= 100
				}
			}
			save_scope_as = this_artifact
		}
		if = {
			limit = {
				employs_court_position = antiquarian_court_position
				any_court_position_holder = {
					type = antiquarian_court_position
					is_available_ai_adult = yes
				}
			}
			random_court_position_holder = {
				type = antiquarian_court_position
				limit = { is_available_ai_adult = yes }
				save_scope_as = antiquarian
			}
		}
		else_if = {
			limit = {
				employs_court_position = armorer_camp_officer
				any_court_position_holder = {
					type = armorer_camp_officer
					is_available_ai_adult = yes
				}
			}
			random_court_position_holder = {
				type = armorer_camp_officer
				limit = { is_available_ai_adult = yes }
				save_scope_as = antiquarian
			}
		}
		scope:this_artifact = {
			if = {
				limit = {
					NOT = { has_variable = artifact_killer_var }
				}
				set_variable = {
					name = artifact_killer_var
					value = 15
				}
				set_artifact_name = artifact_killer_1_name
				set_artifact_description = artifact_killer_1_desc
				add_artifact_modifier = artifact_killer_1_artifact_modifier
			}
			else_if = {
				limit = {
					has_variable = artifact_killer_var
					var:artifact_killer_var = 15
				}
				change_variable = {
					name = artifact_killer_var
					add = 15
				}
				set_artifact_name = artifact_killer_2_name
				set_artifact_description = artifact_killer_2_desc
				add_artifact_modifier = artifact_killer_2_artifact_modifier
			}
			else_if = {
				limit = {
					has_variable = artifact_killer_var
					var:artifact_killer_var = 30
				}
				change_variable = {
					name = artifact_killer_var
					add = 20
				}
				set_artifact_name = artifact_killer_3_name
				set_artifact_description = artifact_killer_3_desc
				add_artifact_modifier = artifact_killer_3_artifact_modifier
			}
			else_if = {
				limit = {
					has_variable = artifact_killer_var
					var:artifact_killer_var = 50
				}
				change_variable = {
					name = artifact_killer_var
					add = 50
				}
				set_artifact_name = artifact_killer_4_name
				set_artifact_description = artifact_killer_4_desc
				add_artifact_modifier = artifact_killer_4_artifact_modifier
			}
		}
	}

	option = {
		name = artifact.4010.a
	}
}

# Glorious armor

scripted_trigger artifact_4020_valid_armor_trigger = {
	artifact_slot_type = armor
	has_variable = artifact_battles_won_var
	OR = {
		AND = {
			NOT = { has_variable = artifact_armor_var }
			var:artifact_battles_won_var >= 15
		}
		AND = {
			has_variable = artifact_armor_var
			var:artifact_armor_var = 15
			var:artifact_battles_won_var >= 30
		}
		AND = {
			has_variable = artifact_armor_var
			var:artifact_armor_var = 30
			var:artifact_battles_won_var >= 50
		}
		AND = {
			has_variable = artifact_armor_var
			var:artifact_armor_var = 50
			var:artifact_battles_won_var >= 100
		}
	}
	NOR = {
		has_variable = cursed_artifact_var
		has_variable = blessed_artifact_var
		has_variable = historical_unique_artifact
	}
}

artifact.4020 = {
	type = character_event
	title = artifact.4020.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:antiquarian }
				desc = artifact.4010.desc.antiquarian_intro
			}
			desc = artifact.4010.desc.servant_intro
		}
		desc = artifact.4020.desc
	}
	theme = stewardship_wealth_focus
	cooldown = { years = 10 }
	left_portrait = {
		character = ROOT
		animation = happiness
	}
	right_portrait = {
		character = scope:antiquarian
		animation = personality_zealous
	}
	artifact = { # To display the artifact in the event-window
		target = scope:this_artifact
		position = lower_center_portrait
	}

	trigger = {
		any_character_artifact = {
			artifact_4020_valid_armor_trigger = yes
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			any_character_artifact = {
				artifact_4020_valid_armor_trigger = yes
				has_variable = artifact_battles_won_var
				var:artifact_battles_won_var > 30
			}
			add = 1
		}
		modifier = {
			any_character_artifact = {
				artifact_4020_valid_armor_trigger = yes
				has_variable = artifact_battles_won_var
				var:artifact_battles_won_var > 50
			}
			add = 2
		}
		modifier = {
			any_character_artifact = {
				artifact_4020_valid_armor_trigger = yes
				has_variable = artifact_battles_won_var
				var:artifact_battles_won_var > 100
			}
			add = 5
		}
		modifier = {
			is_at_war = yes
			factor = 0.5
		}
	}

	immediate = {
		random_character_artifact = {
			limit = {
				artifact_slot_type = armor
				has_variable = artifact_battles_won_var
				NOR = {
					has_variable = blessed_artifact_var
					has_variable = historical_unique_artifact
					has_variable = cursed_artifact_var
				}
				trigger_if = {
					limit = {
						NOT = { has_variable = artifact_armor_var }
					}
					var:artifact_battles_won_var >= 15
				}
				trigger_else_if = {
					limit = {
						has_variable = artifact_armor_var
						var:artifact_armor_var = 15
					}
					var:artifact_battles_won_var >= 30
				}
				trigger_else_if = {
					limit = {
						has_variable = artifact_armor_var
						var:artifact_armor_var = 30
					}
					var:artifact_battles_won_var >= 50
				}
				trigger_else = {
					var:artifact_battles_won_var >= 100
				}
			}
			save_scope_as = this_artifact
		}
		if = {
			limit = {
				employs_court_position = antiquarian_court_position
				any_court_position_holder = {
					type = antiquarian_court_position
					is_available_ai_adult = yes
				}
			}
			random_court_position_holder = {
				type = antiquarian_court_position
				limit = { is_available_ai_adult = yes }
				save_scope_as = antiquarian
			}
		}
		else_if = {
			limit = {
				employs_court_position = armorer_camp_officer
				any_court_position_holder = {
					type = armorer_camp_officer
					is_available_ai_adult = yes
				}
			}
			random_court_position_holder = {
				type = armorer_camp_officer
				limit = { is_available_ai_adult = yes }
				save_scope_as = antiquarian
			}
		}
		scope:this_artifact = {
			if = {
				limit = {
					NOT = { has_variable = artifact_armor_var }
				}
				set_variable = {
					name = artifact_armor_var
					value = 15
				}
				set_artifact_name = artifact_armor_1_name
				set_artifact_description = artifact_armor_1_desc
				add_artifact_modifier = artifact_armor_1_artifact_modifier
			}
			else_if = {
				limit = {
					has_variable = artifact_armor_var
					var:artifact_armor_var = 15
				}
				change_variable = {
					name = artifact_armor_var
					add = 15
				}
				set_artifact_name = artifact_armor_2_name
				set_artifact_description = artifact_armor_2_desc
				add_artifact_modifier = artifact_armor_2_artifact_modifier
			}
			else_if = {
				limit = {
					has_variable = artifact_armor_var
					var:artifact_armor_var = 30
				}
				change_variable = {
					name = artifact_armor_var
					add = 20
				}
				set_artifact_name = artifact_armor_3_name
				set_artifact_description = artifact_armor_3_desc
				add_artifact_modifier = artifact_armor_3_artifact_modifier
			}
			else_if = {
				limit = {
					has_variable = artifact_armor_var
					var:artifact_armor_var = 50
				}
				change_variable = {
					name = artifact_armor_var
					add = 50
				}
				set_artifact_name = artifact_armor_4_name
				set_artifact_description = artifact_armor_4_desc
				add_artifact_modifier = artifact_armor_4_artifact_modifier
			}
		}
	}

	option = {
		name = artifact.4010.a
	}
}

# Official crown
scripted_trigger artifact_4030_valid_empire_crown = {
	artifact_slot_type = helmet
	AND = {
		root = { highest_held_title_tier = tier_empire }
		previous_owner ?= { highest_held_title_tier = tier_empire }
		exists = previous_owner_level_2
		previous_owner_level_2 = { highest_held_title_tier = tier_empire }
		exists = previous_owner_level_3
		previous_owner_level_3 = { highest_held_title_tier = tier_empire }
	}
	NOR = {
		has_variable = artifact_named_crown_var
		has_variable = cursed_artifact_var
		has_variable = blessed_artifact_var
		has_variable = historical_unique_artifact
	}
}

scripted_trigger artifact_4030_valid_people_crown = {
	artifact_slot_type = helmet
	AND = {
		root = {
			primary_title = { save_temporary_scope_as = crown_title }
		}
		previous_owner ?= { has_primary_title = scope:crown_title }
		exists = previous_owner_level_2
		previous_owner_level_2 = { has_primary_title = scope:crown_title }
		exists = previous_owner_level_3
		previous_owner_level_3 = { has_primary_title = scope:crown_title }
	}
	NOR = {
		has_variable = artifact_named_crown_var
		has_variable = cursed_artifact_var
		has_variable = blessed_artifact_var
		has_variable = historical_unique_artifact
	}
}

artifact.4030 = {
	type = character_event
	title = artifact.4030.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:antiquarian }
				desc = artifact.4030.desc.antiquarian_intro
			}
			desc = artifact.4030.desc.servant_intro
		}
		first_valid = {
			triggered_desc = {
				trigger = {
					root = { highest_held_title_tier = tier_empire }
					exists = scope:this_artifact.previous_owner
					scope:this_artifact.previous_owner = { highest_held_title_tier = tier_empire }
					exists = scope:this_artifact.previous_owner_level_2
					scope:this_artifact.previous_owner_level_2 = { highest_held_title_tier = tier_empire }
					exists = scope:this_artifact.previous_owner_level_3
					scope:this_artifact.previous_owner_level_3 = { highest_held_title_tier = tier_empire }
				}
				desc = artifact.4030.desc_emperor
			}
			desc = artifact.4030.desc_kingdom
		}
	}
	theme = stewardship_wealth_focus
	cooldown = { years = 30 }
	left_portrait = {
		character = ROOT
		animation = happiness
	}
	right_portrait = {
		character = scope:antiquarian
		animation = personality_zealous
	}
	artifact = { # To display the artifact in the event-window
		target = scope:this_artifact
		position = lower_center_portrait
	}

	trigger = {
		any_character_artifact = {
			OR = {
				artifact_4030_valid_empire_crown = yes
				artifact_4030_valid_people_crown = yes
			}
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			is_at_war = yes
			factor = 0.5
		}
	}

	immediate = {
		primary_title = {
			save_scope_as = primary_title_scope
		}
		if = {
			limit = {
				employs_court_position = antiquarian_court_position
				any_court_position_holder = {
					type = antiquarian_court_position
					is_available_ai_adult = yes
				}
			}
			random_court_position_holder = {
				type = antiquarian_court_position
				limit = { is_available_ai_adult = yes }
				save_scope_as = antiquarian
			}
		}
		else_if = {
			limit = {
				employs_court_position = armorer_camp_officer
				any_court_position_holder = {
					type = armorer_camp_officer
					is_available_ai_adult = yes
				}
			}
			random_court_position_holder = {
				type = armorer_camp_officer
				limit = { is_available_ai_adult = yes }
				save_scope_as = antiquarian
			}
		}
		else = {
			random_dummy_gender_servant_effect = yes
		}
		random_character_artifact = {
			limit = {
				OR = {
					artifact_4030_valid_empire_crown = yes
					artifact_4030_valid_people_crown = yes
				}
			}
			save_scope_as = this_artifact
		}
		scope:this_artifact = {
			set_variable = artifact_named_crown_var
			if = {
				limit = {
					artifact_4030_valid_empire_crown = yes
				}
				set_artifact_name = artifact_emperors_crown_name
				set_artifact_description = artifact_emperors_crown_desc
				add_artifact_modifier = artifact_emperors_crown_artifact_modifier
			}
			else = {	#3 generations of owners have the same main title
				set_artifact_name = artifact_crown_special_name
				set_artifact_description = artifact_crown_special_desc
				add_artifact_modifier = artifact_crown_artifact_modifier
			}
		}
	}

	option = {
		name = artifact.4010.a
	}
}

scripted_trigger artifact_4040_relevant_courtier_trigger = {
	OR = {
		prowess >= 20
		has_trait = education_martial_3
		has_trait = education_martial_4
		has_trait = education_martial_5
		has_trait = lifestyle_blademaster
		has_trait = berserker
		has_trait = varangian
		has_trait = desert_warrior
		has_trait = winter_soldier
		has_trait = jungle_stalker
		has_trait = rough_terrain_expert
		has_trait = forest_fighter
		has_trait = open_terrain_expert
		has_trait = reaver
	}
}

# Helpful courtier improves artifact
artifact.4040 = {
	type = character_event
	title = artifact.4040.t
	desc = artifact.4040.desc
	theme = stewardship_wealth_focus
	cooldown = { years = 30 }
	left_portrait = {
		character = ROOT
		animation = happiness
	}
	right_portrait = {
		character = scope:helpful
		animation = personality_honorable
	}
	artifact = { # To display the artifact in the event-window
		target = scope:this_artifact
		position = lower_center_portrait
	}

	trigger = {
		any_character_artifact = {
			OR = {
				artifact_slot_type = armor
				artifact_slot_type = primary_armament
			}
			NOR = {
				has_variable = cursed_artifact_var
				has_variable = artifact_improved_var
			}
		}
		OR = {
			any_courtier_or_guest = {
				artifact_4040_relevant_courtier_trigger = yes
			}
			any_knight = {
				artifact_4040_relevant_courtier_trigger = yes
			}
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			is_at_war = yes
			factor = 0.3
		}
	}

	immediate = {
		random_character_artifact = {
			limit = {
				OR = {
					artifact_slot_type = armor
					artifact_slot_type = primary_armament
				}
				NOR = {
					has_variable = cursed_artifact_var
					has_variable = artifact_improved_var
				}
			}
			save_scope_as = this_artifact
		}
		if = {
			limit = {
				any_courtier_or_guest = {
					artifact_4040_relevant_courtier_trigger = yes
				}
			}
			random_courtier_or_guest = {
				limit = {
					artifact_4040_relevant_courtier_trigger = yes
				}
				save_scope_as = helpful
			}
		}
		else = {
			random_knight = {
				limit = {
					artifact_4040_relevant_courtier_trigger = yes
				}
				save_scope_as = helpful
			}
		}
	}

	#Option A: accept
	option = {
		name = artifact.4040.a
		scope:this_artifact = {
			set_variable = {
				name = artifact_improved_var
				years = 100
			}
		}
		if = {
			limit = {
				scope:helpful = {
					can_add_hook = {
						target = root
						type = favor_hook
					}
				}
			}
			scope:helpful = {
				add_hook = {
					target = root
					type = favor_hook
				}
			}
		}
		else = {
			pay_short_term_gold = {
				target = scope:helpful
				gold = minor_gold_value
			}
		}
		custom_tooltip = artifact.4040.a.tt
		hidden_effect = {
			if = {
				limit = {
					scope:helpful = {
						has_trait = reaver
					}
					scope:this_artifact = {
						NOR = {
							has_artifact_modifier = artifact_raid_speed_2_modifier
							has_artifact_modifier = artifact_raid_speed_3_modifier
							has_artifact_modifier = artifact_raid_speed_4_modifier
						}
					}
				}
				scope:this_artifact = {
					add_artifact_modifier = artifact_raid_speed_2_modifier
				}
			}
			else_if = {
				limit = {
					scope:helpful = {
						has_trait = open_terrain_expert
					}
					scope:this_artifact = {
						NOT = {
							has_artifact_modifier = artifact_heavy_cavalry_toughness_2_modifier
						}
					}
				}
				scope:this_artifact = {
					add_artifact_modifier = artifact_heavy_cavalry_toughness_2_modifier
				}
			}
			else_if = {
				limit = {
					scope:helpful = {
						OR = {
							has_trait = forest_fighter
							has_trait = jungle_stalker
							has_trait = desert_warrior
							has_trait = winter_soldier
							has_trait = berserker
						}
					}
					scope:this_artifact = {
						NOR = {
							has_artifact_modifier = artifact_heavy_infantry_toughness_2_modifier
							has_artifact_modifier = artifact_heavy_infantry_toughness_3_modifier
						}
					}
				}
				scope:this_artifact = {
					add_artifact_modifier = artifact_heavy_infantry_toughness_2_modifier
				}
			}
			else_if = {
				limit = {
					scope:helpful = {
						has_trait = rough_terrain_expert
						has_trait = lifestyle_blademaster
					}
					scope:this_artifact = {
						NOR = {
							has_artifact_modifier = artifact_knight_effectiveness_2_modifier
							has_artifact_modifier = artifact_knight_effectiveness_3_modifier
							has_artifact_modifier = artifact_knight_effectiveness_4_modifier
						}
					}
				}
				scope:this_artifact = {
					add_artifact_modifier = artifact_knight_effectiveness_2_modifier
				}
			}
			else_if = {
				limit = {
					scope:this_artifact = {
						NOR = {
							has_artifact_modifier = artifact_prowess_4_modifier
							has_artifact_modifier = artifact_prowess_5_modifier
							has_artifact_modifier = artifact_prowess_6_modifier
						}
					}
				}
				scope:this_artifact = {
					add_artifact_modifier = artifact_prowess_4_modifier
				}
			}
			else = {
				scope:this_artifact = {
					add_artifact_modifier = artifact_heavy_infantry_toughness_3_modifier
				}
			}
		}
		ai_chance = {
			base = 150
		}
	}

	#Option B: refuse
	option = {
		name = artifact.4040.b
		ai_chance = {
			base = 50
			modifier = {
				has_trait = arrogant
				add = 50
			}
		}
	}
}

# Stress damage
artifact.4050 = {
	type = character_event
	title = artifact.4050.t
	desc = artifact.4050.desc
	theme = stewardship_wealth_focus
	cooldown = { years = 20 }
	left_portrait = {
		character = root
		animation = rage
	}
	artifact = { # To display the artifact in the event-window
		target = scope:this_artifact
		position = lower_center_portrait
	}

	trigger = {
		is_landed = yes
		OR = {
			AND = {
				has_trait = irritable
				stress_level >= 1
			}
			AND = {
				has_trait = wrathful
				stress_level >= 2
			}
			AND = {
				NOT = { has_trait = calm }
				stress_level >= 3
			}
		}
		any_character_artifact = {
			OR = {
				artifact_slot_type = primary_armament
				artifact_slot_type = helmet
				artifact_slot_type = regalia
				artifact_slot_type = book
				artifact_slot_type = pedestal
				artifact_slot_type = miscellaneous
			}
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			is_at_war = yes
			factor = 0.5
		}
	}

	immediate = {
		random_character_artifact = {
			limit = {
				OR = {
					artifact_slot_type = primary_armament
					artifact_slot_type = helmet
					artifact_slot_type = regalia
					artifact_slot_type = book
					artifact_slot_type = pedestal
					artifact_slot_type = miscellaneous
				}
			}
			save_scope_as = this_artifact
		}
		scope:this_artifact = {
			# Remove 50% of remaining durability
			add_durability = {
				value = artifact_durability
				multiply = -0.50
			}
		}
	}

	option = {
		name = artifact.4050.a
		stress_impact = {
			base = medium_stress_impact_loss
			wrathful = major_stress_impact_loss
			irritable = massive_stress_impact_loss
		}
	}
}

#Blessed artifact

scripted_trigger artifact_4060_valid_artifact_trigger = {
	OR = {
		artifact_slot_type = primary_armament
		artifact_slot_type = helmet
		artifact_slot_type = regalia
		artifact_slot_type = sculpture
		artifact_slot_type = armor
		artifact_slot_type = throne
	}
	NOR = {
		has_variable = cursed_artifact_var
		has_variable = artifact_named_crown_var
		has_variable = artifact_killer_var
		has_variable = artifact_armor_var
		has_variable = blessed_artifact_var
	}
}

artifact.4060 = {
	type = character_event
	title = artifact.4060.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:antiquarian }
				desc = artifact.4001.desc.antiquarian_intro
			}
			desc = artifact.4001.desc.servant_intro
		}
		desc = artifact.4060.desc
	}
	theme = stewardship_wealth_focus
	cooldown = { years = 30 }
	left_portrait = {
		character = root
		animation = thinking
	}
	right_portrait = {
		character = scope:holy_man
		animation = personality_zealous
	}
	lower_right_portrait = {
		trigger = { exists = scope:antiquarian }
		character = scope:antiquarian
	}
	artifact = { # To display the artifact in the event-window
		target = scope:this_artifact
		position = lower_center_portrait
	}

	trigger = {
		any_character_artifact = {
			artifact_4060_valid_artifact_trigger = yes
		}
		piety_level >= 3
		NOT = {
			has_trait = arbitrary
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			is_at_war = yes
			factor = 0.3
		}
	}

	immediate = {
		random_character_artifact = {
			limit = {
				artifact_4060_valid_artifact_trigger = yes
			}
			save_scope_as = this_artifact
		}
		if = {
			limit = {
				employs_court_position = antiquarian_court_position
				any_court_position_holder = {
					type = antiquarian_court_position
					is_available_ai_adult = yes
				}
			}
			random_court_position_holder = {
				type = antiquarian_court_position
				limit = { is_available_ai_adult = yes }
				save_scope_as = antiquarian
			}
		}
		else = {
			random_dummy_gender_servant_effect = yes
		}
		create_character = {
			location = root.capital_province
			culture = root.culture
			template = local_saint_template
			save_scope_as = holy_man
		}
	}

	#Option A: accept the blessing
	option = {
		name = artifact.4060.a
		scope:this_artifact = {
			set_variable = blessed_artifact_var
			add_artifact_modifier = blessed_artifact_modifier
			set_artifact_name = artifact_4060_blessed_artifact_name
			set_artifact_description = artifact_4060_blessed_artifact_desc
		}
		remove_short_term_gold = medium_gold_value
		stress_impact = {
			cynical = major_stress_impact_gain
			greedy = major_stress_impact_gain
			zealous = major_stress_impact_loss
		}
	}

	#Option B: refuse
	option = {
		name = artifact.4060.b
		stress_impact = {
			cynical = major_stress_impact_loss
			zealous = major_stress_impact_gain
		}
	}
}

# Desecrated relic

scripted_trigger artifact_4070_valid_relic_trigger = {
	has_variable = relic
	trigger_if = {
		limit = {
			var:relic = flag:christian
		}
		previous_owner ?= {
			NOT = { OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } }
		}
	}
	trigger_else_if = {
		limit = {
			var:relic = flag:islamic
		}
		previous_owner ?= {
			NOT = { faith.religion = religion:islam_religion }
		}
	}
	trigger_else_if = {
		limit = {
			var:relic = flag:buddhism
		}
		previous_owner ?= {
			NOT = { faith.religion = religion:buddhism_religion }
		}
	}
	trigger_else_if = {
		limit = {
			var:relic = flag:zoroastr
		}
		previous_owner ?= {
			NOT = { faith.religion = religion:zoroastrianism_religion }
		}
	}
	trigger_else_if = {
		limit = {
			var:relic = flag:jainism
		}
		previous_owner ?= {
			NOT = { faith.religion = religion:jainism_religion }
		}
	}
	trigger_else_if = {
		limit = {
			var:relic = flag:judaism
		}
		previous_owner ?= {
			NOT = { faith.religion = religion:judaism_religion }
		}
	}
	trigger_else_if = {
		limit = {
			var:relic = flag:germanic
		}
		previous_owner ?= {
			NOT = { faith.religion = religion:germanic_religion }
		}
	}
	trigger_else_if = {
		limit = {
			var:relic = flag:slavic
		}
		previous_owner ?= {
			NOT = { faith.religion = religion:slavic_religion }
		}
	}
	trigger_else_if = {
		limit = {
			var:relic = flag:boog
		}
		previous_owner ?= {
			NOT = { faith.religion = religion:west_african_roog_religion }
		}
	}
	trigger_else_if = {
		limit = {
			var:relic = flag:hinduism
		}
		previous_owner ?= {
			NOT = { faith.religion = religion:hinduism_religion }
		}
	}
	trigger_else_if = {
		limit = {
			var:relic = flag:finno_ugric_religion
		}
		previous_owner ?= {
			NOT = { faith.religion = religion:finno_ugric_religion }
		}
	}
	trigger_else = {
		always = no #Can't be a desecrated relic with no associated religion
	}
}

artifact.4070 = {
	type = character_event
	title = artifact.4070.t
	desc = artifact.4070.desc
	theme = stewardship_wealth_focus
	cooldown = { years = 15 }
	left_portrait = {
		character = root
		animation = worry
	}
	right_portrait = {
		character = scope:chaplain
		animation = personality_zealous
	}
	artifact = { # To display the artifact in the event-window
		target = scope:this_artifact
		position = lower_center_portrait
	}

	trigger = {
		is_landed = yes
		cp:councillor_court_chaplain ?= { is_available_ai_adult = yes }
		any_character_artifact = {
			artifact_4070_valid_relic_trigger = yes
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			is_at_war = yes
			factor = 0.3
		}
	}

	immediate = {
		if = {
			limit = {
				exists = cp:councillor_court_chaplain
				cp:councillor_court_chaplain = { is_available_ai_adult = yes }
			}
			cp:councillor_court_chaplain = {
				save_scope_as = chaplain
			}
		}
		random_character_artifact = {
			limit = {
				artifact_4070_valid_relic_trigger = yes
			}
			save_scope_as = this_artifact
		}
		scope:this_artifact = {
			add_artifact_modifier = desecrated_artifact_modifier
			set_variable = desecrated_artifact_var
		}
	}

	#Option A: religious cerimony
	option = {
		name = artifact.4070.a
		remove_short_term_gold = major_gold_value
		scope:this_artifact = {
			remove_artifact_modifier = desecrated_artifact_modifier
			remove_variable = desecrated_artifact_var
		}
		add_piety = medium_piety_gain
		ai_chance = {
			base = 105
			ai_value_modifier = {
				ai_zeal = 1
			}
			modifier = {
				gold < major_gold_value
				factor = 0
			}
		}
	}

	#Option B: just superstition
	option = {
		name = artifact.4070.b
		add_piety = medium_piety_loss
		ai_chance = {
			base = 150
			ai_value_modifier = {
				ai_zeal = -1
			}
		}
	}
}

# Many duels won

scripted_trigger artifact_4080_valid_weapon_trigger = {
	artifact_slot_type = primary_armament
	has_variable = artifact_duel_var
	OR = {
		AND = {
			NOT = { has_variable = artifact_duel_weapon_var }
			var:artifact_duel_var >= 5
		}
		AND = {
			has_variable = artifact_duel_weapon_var
			var:artifact_duel_weapon_var = 5
			var:artifact_duel_var >= 10
		}
		AND = {
			has_variable = artifact_duel_weapon_var
			var:artifact_duel_weapon_var = 10
			var:artifact_duel_var >= 20
		}
		AND = {
			has_variable = artifact_duel_weapon_var
			var:artifact_duel_weapon_var = 20
			var:artifact_duel_var >= 30
		}
	}
	NOR = {
		has_variable = cursed_artifact_var
		has_variable = blessed_artifact_var
		has_variable = historical_unique_artifact
		has_variable = artifact_killer_var
	}
}

artifact.4080 = {
	type = character_event
	title = artifact.4080.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:antiquarian }
				desc = artifact.4010.desc.antiquarian_intro
			}
			desc = artifact.4010.desc.servant_intro
		}
		desc = artifact.4080.desc
	}
	theme = stewardship_wealth_focus
	cooldown = { years = 10 }
	left_portrait = {
		character = ROOT
		animation = happiness
	}
	right_portrait = {
		character = scope:antiquarian
		animation = personality_zealous
	}
	artifact = { # To display the artifact in the event-window
		target = scope:this_artifact
		position = lower_center_portrait
	}

	trigger = {
		any_character_artifact = {
			artifact_4080_valid_weapon_trigger = yes
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			any_character_artifact = {
				artifact_4080_valid_weapon_trigger = yes
				has_variable = artifact_duel_var
				var:artifact_duel_var > 10
			}
			add = 1
		}
		modifier = {
			any_character_artifact = {
				artifact_4080_valid_weapon_trigger = yes
				has_variable = artifact_duel_var
				var:artifact_duel_var > 20
			}
			add = 2
		}
		modifier = {
			any_character_artifact = {
				artifact_4080_valid_weapon_trigger = yes
				has_variable = artifact_duel_var
				var:artifact_duel_var > 30
			}
			add = 5
		}
		modifier = {
			is_at_war = yes
			factor = 0.5
		}
	}

	immediate = {
		random_character_artifact = {
			limit = {
				artifact_4080_valid_weapon_trigger = yes
			}
			save_scope_as = this_artifact
		}
		if = {
			limit = {
				employs_court_position = antiquarian_court_position
				any_court_position_holder = {
					type = antiquarian_court_position
					is_available_ai_adult = yes
				}
			}
			random_court_position_holder = {
				type = antiquarian_court_position
				limit = { is_available_ai_adult = yes }
				save_scope_as = antiquarian
			}
		}
		scope:this_artifact = {
			if = {
				limit = {
					NOT = { has_variable = artifact_duel_weapon_var }
				}
				set_variable = {
					name = artifact_duel_weapon_var
					value = 5
				}
				set_artifact_name = artifact_duel_weapon_1_name
				set_artifact_description = artifact_duel_weapon_1_desc
				add_artifact_modifier = artifact_duel_weapon_1_modifier
			}
			else_if = {
				limit = {
					has_variable = artifact_duel_weapon_var
					var:artifact_duel_weapon_var = 5
				}
				change_variable = {
					name = artifact_duel_weapon_var
					add = 5
				}
				set_artifact_name = artifact_duel_weapon_2_name
				set_artifact_description = artifact_duel_weapon_2_desc
				add_artifact_modifier = artifact_duel_weapon_2_modifier
			}
			else_if = {
				limit = {
					has_variable = artifact_duel_weapon_var
					var:artifact_duel_weapon_var = 10
				}
				change_variable = {
					name = artifact_duel_weapon_var
					add = 10
				}
				set_artifact_name = artifact_duel_weapon_3_name
				set_artifact_description = artifact_duel_weapon_3_desc
				add_artifact_modifier = artifact_duel_weapon_3_modifier
			}
			else_if = {
				limit = {
					has_variable = artifact_duel_weapon_var
					var:artifact_duel_weapon_var = 20
				}
				change_variable = {
					name = artifact_duel_weapon_var
					add = 10
				}
				set_artifact_name = artifact_duel_weapon_4_name
				set_artifact_description = artifact_duel_weapon_4_desc
				add_artifact_modifier = artifact_duel_weapon_4_modifier
			}
		}
	}

	option = {
		name = artifact.4010.a
	}
}

artifact.4090 = { #Embed a relic in pommel by Daniel Moore
	type = character_event
	title = artifact.4090.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:antiquarian }
				desc = artifact.4090.desc.antiquarian
			}
			desc = artifact.4090.desc
		}
	}
	theme = stewardship_wealth_focus
	cooldown = { years = 10 }
	left_portrait = {
		character = root
		animation = happiness
	}
	right_portrait = {
		character = scope:antiquarian
		animation = personality_zealous
	}
	artifact = {
		target = scope:this_artifact
		position = lower_left_portrait
	}

	artifact = {
		target = scope:that_artifact
		position = lower_right_portrait
	}


	trigger = {
		any_character_artifact = {
			artifact_slot_type = primary_armament
			NOT = {
				has_variable = added_relic
			}
		}

		any_character_artifact = {
			exists = var:relic
		}
		OR = {
			employs_court_position = antiquarian_court_position
			employs_court_position = armorer_camp_officer
		}
	}

	immediate = {
		if = {
			limit = {
				employs_court_position = antiquarian_court_position
				any_court_position_holder = {
					type = antiquarian_court_position
				}
			}
			random_court_position_holder = {
				type = antiquarian_court_position
				save_scope_as = antiquarian
			}
		}
		else_if = {
			limit = {
				employs_court_position = armorer_camp_officer
				any_court_position_holder = {
					type = armorer_camp_officer
					is_available_ai_adult = yes
				}
			}
			random_court_position_holder = {
				type = armorer_camp_officer
				limit = { is_available_ai_adult = yes }
				save_scope_as = antiquarian
			}
		}

		random_character_artifact = {
			limit = {
				artifact_slot_type = primary_armament
				NOT = {
					has_variable = added_relic
				}
			}
			save_scope_as = this_artifact
		}

		random_character_artifact = {
			limit = {
				exists = var:relic
			}
			save_scope_as = that_artifact
		}
	}

	option = {
		name = artifact.4090.a
		scope:this_artifact = {
			set_artifact_name = relic_weapon_name
			set_artifact_description = artifact_weapon_relic_desc
			set_variable = added_relic
			hidden_effect = {
				copy_artifact_modifiers = scope:that_artifact
				set_artifact_rarity = illustrious
			}
		}

		send_interface_toast = {
			title = artifact.4090.a.tt
			left_icon = root
			right_icon = scope:this_artifact
			custom_tooltip = embedded_not_destroyed_tooltip
		}

		scope:that_artifact = {
			hidden_effect = {
				destroy_artifact = this
			}
		}

		stress_impact = {
			zealous = minor_stress_gain
			lazy  = minor_stress_gain
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_zeal = -1
			}
		}
	}


	option = {
		name = artifact.4090.b
		add_piety = 100
		stress_impact = {
			zealous = minor_stress_loss
			lazy  = minor_stress_loss
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_zeal = 1
			}
		}
	}

}

# Your soldier found a banner after winning a battle!
artifact.6000 = {
	scope = combat_side
	hidden = yes

	trigger = {
		side_primary_participant = {
			has_royal_court = yes
		}
		enemy_side.side_primary_participant = {
			is_landed = yes # We don't want to collect banners from peasant revolts...
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			side_primary_participant = {
				has_royal_court = yes
				has_court_type = court_warlike
			}
			add = 1
		}
		modifier = {
			side_primary_participant = {
				exists = side_primary_participant.dynasty
				dynasty = { has_dynasty_perk = fp1_pillage_legacy_4 }
			}
			add = 1
		}
	}

	immediate = {
		if = {
			limit = {
				exists = enemy_side.side_commander
			}
			enemy_side.side_commander = {
				save_scope_as = enemy_commander
			}
		}
		if = {
			limit = {
				exists = side_commander
			}
			side_commander = {
				save_scope_as = friendly_commander
			}
		}
		enemy_side.side_primary_participant = {
			save_scope_as = enemy_battle_owner
		}
		combat.location = {
			save_scope_as = combat_location
		}

		side_primary_participant = {
			trigger_event = { id = artifact.6001 }
		}
	}
}

artifact.6001 = {
	type = character_event
	title = artifact.6001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:friendly_commander = { this = root }
				}
				desc = artifact.6001.desc.commander
			}
			desc = artifact.6001.desc
		}
		first_valid = {
			triggered_desc = {
				trigger = { has_character_flag = found_banner_looting }
				desc = artifact.6001.desc.looting
			}
			desc = artifact.6001.desc.killed_defender
		}
	}
	theme = battle
	left_portrait = {
		character = scope:friendly_commander
		animation = celebrate_sword
	}
	artifact = { # To display the artifact in the event-window
		target = scope:newly_created_artifact
		position = lower_center_portrait
	}

	trigger = {
		# based on where the scope is set, they might not exist when the event is fired
		exists = scope:enemy_commander
		exists = scope:friendly_commander
	}

	immediate = {
		hidden_effect = {
			set_variable = {
				name = epic_battle_location
				value = scope:combat_location
			}
			random_list = { # Pick a random desc
				10 = { # Soldier found it while looting
					add_character_flag = found_banner_looting
				}
				10 = { # Taken from a valiant last stand
					add_character_flag = found_banner_killing_defenders
				}
			}
			random_list = { # Pick a CoA for the banner...
				10 = { # ... From the enemy commander
					trigger = {
						scope:enemy_commander = {
							is_ruler = yes
						}
					}
					set_variable = {
						name = epic_loser
						value = scope:enemy_commander
					}
					create_artifact_wall_banner_effect = {
						OWNER = root
						CREATOR = scope:enemy_commander
						TARGET = scope:enemy_commander.primary_title
					}
				}
				30 = { # ... From the opposing leader (army owner)
					set_variable = {
						name = epic_loser
						value = scope:enemy_battle_owner
					}
					create_artifact_wall_banner_effect = {
						OWNER = root
						CREATOR = scope:enemy_commander
						TARGET = scope:enemy_battle_owner.primary_title
					}
				}
			}
		}
	}

	option = { # Add it to the collection!
		name = artifact.6001.a
		scope:enemy_battle_owner = {
			send_interface_toast = {
				title = artifact.6001.toast
				left_icon = root
				right_icon = scope:newly_created_artifact
				show_as_tooltip = {
					scope:newly_created_artifact = {
						set_owner = { target = root }
					}
				}
				add_personal_artifact_claim = scope:newly_created_artifact
				add_prestige = minor_prestige_loss
			}
		}
	}

	option = { # We don't need this useless trinket!
		name = artifact.6001.b

		add_prestige = minor_prestige_gain
		destroy_artifact = scope:newly_created_artifact
	}

	after = {
		remove_character_flag = found_banner_looting
		remove_character_flag = found_banner_killing_defenders
		remove_variable = epic_battle_location
		remove_variable = epic_loser
	}
}

artifact.7000 = {
	type = character_event
	title = artifact.7000.t
	desc = artifact.7000.desc
	theme = prison
	left_portrait = {
		character = root
		animation = personality_vengeful
	}
	right_portrait = {
		character = scope:skull_boiler
		triggered_animation = {
			trigger = {
				scope:skull_boiler = {
					NOT = {
						has_court_position = executioner_court_position
					}
				}
			}
			animation = disbelief
		}
		triggered_animation = {
			trigger = {
				scope:skull_boiler = {
					has_court_position = executioner_court_position
				}
			}
			animation = personality_vengeful
		}
	}
	lower_left_portrait = scope:skull_to_boil

	cooldown = { years = 10 }

	trigger = {
		any_courtier = {
			is_available_ai_adult = yes
		}
	}

	immediate = {
		random_courtier = {
			limit = {
				is_available_ai_adult = yes
				has_court_position = executioner_court_position
			}
			alternative_limit = {
				is_available_ai_adult = yes
				OR = {
					has_court_position = antiquarian_court_position
					has_court_position = court_physician_court_position
				}
			}
			alternative_limit = {
				is_available_ai_adult = yes
			}
			save_scope_as = skull_boiler
		}
	}

	option = {
		name = artifact.7000.a

		custom_tooltip = artifact.7000.a.boil_skull

		scope:skull_boiler = {
			if = {
				limit = {
					has_court_position = executioner_court_position
				}
			}
			else_if = {
				limit = {
					OR = {
						has_court_position = antiquarian_court_position
						has_court_position = court_physician_court_position
					}
				}
				add_opinion = {
					target = root
					modifier = disgusted_opinion
					opinion = -30
				}
			}
			else = {
				add_opinion = {
					target = root
					modifier = absolutely_horrified_opinion
				}
			}
		}

		hidden_effect_new_object = {
			create_artifact_pedestal_human_skull_effect = {
				OWNER = root
				CREATOR = scope:skull_boiler
				DESKULLED = scope:skull_to_boil
			}
			scope:newly_created_artifact = {
				set_artifact_description = artifact_rival_skull
			}
		}
	}

	option = {
		name = artifact.7000.b

	}
}
