# add_grace_trivial_effect
# add_grace_minor_effect
# add_grace_medium_effect
# add_grace_major_effect
# add_grace_massive_effect
# add_grace_super_huge_effect
# detract_grace_trivial_effect
# detract_grace_minor_effect
# detract_grace_medium_effect
# detract_grace_major_effect
# detract_grace_massive_effect
# detract_grace_super_huge_effect

# set_china_boon_cd_effect
# set_china_tribute_cd_effect

# leave_court_for_china_effect
# return_to_china_effect

# china_spawn_commander_effect
# china_war_spawn_troops_effect
# china_war_spawn_troops_no_disband_effect
# china_war_modify_variables_by_status_effect
# china_war_modify_variables_by_century_effect

# check_likes_or_dislikes_THIS_effect
# print_china_status_update_effect
# print_china_policy_update_effect
# print_china_ruler_update_effect

# abort_kow_tow_effect
# return_to_travel_tombola_effect
# return_to_china_tombola_effect
# clean_up_after_kow_tow_effect

# add_chinese_artifact_effect

# Grace effects
add_grace_trivial_effect = {
	add_offmap_currency = {
		offmap = offmap_china
		value = 100
	}
}

add_grace_minor_effect = {
	add_offmap_currency = {
		offmap = offmap_china
		value = 200
	}
}

add_grace_medium_effect = {
	add_offmap_currency = {
		offmap = offmap_china
		value = 300
	}
}

add_grace_major_effect = {
	add_offmap_currency = {
		offmap = offmap_china
		value = 500
	}
}

add_grace_massive_effect = {
	add_offmap_currency = {
		offmap = offmap_china
		value = 1000
	}
}

add_grace_super_huge_effect = {
	add_offmap_currency = {
		offmap = offmap_china
		value = 2000
	}
}

detract_grace_trivial_effect = {
	add_offmap_currency = {
		offmap = offmap_china
		value = -100
	}
}

detract_grace_minor_effect = {
	add_offmap_currency = {
		offmap = offmap_china
		value = -200
	}
}

detract_grace_medium_effect = {
	add_offmap_currency = {
		offmap = offmap_china
		value = -300
	}
}

detract_grace_major_effect = {
	add_offmap_currency = {
		offmap = offmap_china
		value = -500
	}
}

detract_grace_massive_effect = {
	add_offmap_currency = {
		offmap = offmap_china
		value = -1000
	}
}

detract_grace_super_huge_effect = {
	add_offmap_currency = {
		offmap = offmap_china
		value = -2000
	}
}

# Added via tribute to China decisions... Always one year.
set_china_boon_cd_effect = {
	add_character_modifier = {
		name = jd_china_boon_cd
		years = 1 # If this is changed, edit china_offmap_boon_decisions_enabled_trigger_cd_tt
		hidden = yes
	}
}

# Added via tribute to China decisions... Always one year
set_china_tribute_cd_effect = {
	add_character_modifier = {
		name = jd_china_tribute_cd
		years = 1
		hidden = yes
	}
}

# NOTE: this does not set a "killer", meaning if you want them to be ORDERED to go to China, a killer needs to be set (eg: "killer = ROOT")
leave_court_for_china_effect = {
	custom_tooltip = {
		text = will_leave_for_china_tt

		set_character_flag = ignore_refund
		death = { death_reason = death_went_to_china }
	}
}

# NOTE: this does not set a "killer", meaning if you want them to be ORDERED to go to China, a killer needs to be set (eg: "killer = ROOT")
return_to_china_effect = {
	custom_tooltip = {
		text = will_return_to_china_tt

		set_character_flag = ignore_refund
		death = { death_reason = death_went_back_to_china }
	}
}

# Utilizes local_china_war_minimum_commander_martial variable to spawn characters with at least that amount of martial skill
china_spawn_commander_effect = {
	create_random_soldier = {
		random_traits = yes
		religion = liege
		culture = liege
		dynasty = none
		female = no
		age = 28
	}

	new_character = {
		unsafe_give_minor_title = title_commander

		if = {
			limit = {
				NOT = { trait = brilliant_strategist }
			}

			# Make sure they have a tier 3 or tier 4 education
			remove_trait = misguided_warrior
			remove_trait = tough_soldier
			add_trait = skilled_tactician
		}

		# Give a chance to get Chinese commander traits
		if = {
			limit = { can_have_more_leadership_traits = yes }

			random_list = {
				30 = {
					trigger = {
						NOT = { trait = master_of_flame }
					}

					add_trait = master_of_flame
				}

				30 = {
					trigger = {
						NOT = { trait = logistics_expert }
					}

					add_trait = logistics_expert
				}

				30 = {
					trigger = {
						NOT = { trait = levy_coordinator }
					}

					add_trait = levy_coordinator
				}

				30 = {
					trigger = {
						NOT = { trait = sapper }
					}

					add_trait = sapper
				}

				90 = { }
			}
		}

		# Increase the martial skill with base or martial traits until the minimum is reached
		while = {
			limit = { martial < local_china_war_minimum_commander_martial }

			random_list = {
				40 = { change_martial = 1 }

				5 = {
					trigger = {
						NOR = {
							trait = strong
							trait = brawny

							calc_true_if = {
								amount >= 3

								trait = strong
								trait = brawny
								trait = shrewd
								trait = duelist
								trait = hunter
								trait = strategist
								trait = architect
								trait = diligent
								trait = brave
								trait = ambitious
							}
						}
					}

					add_trait = strong
				}

				5 = {
					trigger = {
						NOR = {
							trait = strong
							trait = brawny

							calc_true_if = {
								amount >= 3

								trait = strong
								trait = brawny
								trait = shrewd
								trait = duelist
								trait = hunter
								trait = strategist
								trait = architect
								trait = diligent
								trait = brave
								trait = ambitious
							}
						}
					}

					add_trait = brawny
				}

				5 = {
					trigger = {
						NOR = {
							trait = shrewd
							trait = genius

							calc_true_if = {
								amount >= 3

								trait = strong
								trait = brawny
								trait = shrewd
								trait = duelist
								trait = hunter
								trait = strategist
								trait = architect
								trait = diligent
								trait = brave
								trait = ambitious
							}
						}
					}

					add_trait = shrewd
				}

				5 = {
					trigger = {
						NOR = {
							trait = duelist
							trait = hunter
							trait = strategist
							trait = architect

							calc_true_if = {
								amount >= 3

								trait = strong
								trait = brawny
								trait = shrewd
								trait = duelist
								trait = hunter
								trait = strategist
								trait = architect
								trait = diligent
								trait = brave
								trait = ambitious
							}
						}
					}

					add_trait = duelist
				}

				5 = {
					trigger = {
						NOR = {
							trait = duelist
							trait = hunter
							trait = strategist
							trait = architect

							calc_true_if = {
								amount >= 3

								trait = strong
								trait = brawny
								trait = shrewd
								trait = duelist
								trait = hunter
								trait = strategist
								trait = architect
								trait = diligent
								trait = brave
								trait = ambitious
							}
						}
					}

					add_trait = hunter
				}

				5 = {
					trigger = {
						NOR = {
							trait = duelist
							trait = hunter
							trait = strategist
							trait = architect

							calc_true_if = {
								amount >= 3
								trait = strong
								trait = brawny
								trait = shrewd
								trait = duelist
								trait = hunter
								trait = strategist
								trait = architect
								trait = diligent
								trait = brave
								trait = ambitious
							}
						}
					}

					add_trait = strategist
				}

				5 = {
					trigger = {
						NOR = {
							trait = duelist
							trait = hunter
							trait = strategist
							trait = architect

							calc_true_if = {
								amount >= 3

								trait = strong
								trait = brawny
								trait = shrewd
								trait = duelist
								trait = hunter
								trait = strategist
								trait = architect
								trait = diligent
								trait = brave
								trait = ambitious
							}
						}
					}

					add_trait = architect
				}

				5 = {
					trigger = {
						NOR = {
							trait = diligent

							calc_true_if = {
								amount >= 3

								trait = strong
								trait = brawny
								trait = shrewd
								trait = duelist
								trait = hunter
								trait = strategist
								trait = architect
								trait = diligent
								trait = brave
								trait = ambitious
							}
						}
					}

					add_trait = diligent
				}

				5 = {
					trigger = {
						NOR = {
							trait = brave

							calc_true_if = {
								amount >= 3

								trait = strong
								trait = brawny
								trait = shrewd
								trait = duelist
								trait = hunter
								trait = strategist
								trait = architect
								trait = diligent
								trait = brave
								trait = ambitious
							}
						}
					}

					add_trait = brave
				}

				5 = {
					trigger = {
						NOR = {
							trait = ambitious

							calc_true_if = {
								amount >= 3

								trait = strong
								trait = brawny
								trait = shrewd
								trait = duelist
								trait = hunter
								trait = strategist
								trait = architect
								trait = diligent
								trait = brave
								trait = ambitious
							}
						}
					}

					add_trait = ambitious
				}
			}
		}
	}
}

china_war_spawn_troops_effect = {
	# Requires the current things to function properly:
	# event_target:spawn_province
	# variable: china_war_troop_quality
	# variable: china_war_troop_quantity

	while = {
		limit = {
			check_variable = {
				which = local_china_war_troop_quantity
				value >= 1
			}
		}

		change_variable = {
			which = local_china_war_troop_quantity
			value = -1
		}

		if = {
			limit = {
				check_variable = {
					which = local_china_war_troop_quality
					value < 2
				}
			}

			spawn_unit = {
				owner = THIS
				province = event_target:spawn_province
				home = event_target:spawn_province
				# attrition = 1
				disband_on_peace = yes
				merge = yes

				troops = {
					archers = { 168 168 }
					light_infantry = { 284 284 }
					heavy_infantry = { 0 0 }
					pikemen = { 0 0 }
					light_cavalry = { 41 41 }
					knights = { 0 0 }
				}
			}
		}
		else_if = {
			limit = {
				check_variable = {
					which = local_china_war_troop_quality
					value == 2
				}
			}

			spawn_unit = {
				owner = THIS
				province = event_target:spawn_province
				home = event_target:spawn_province
				# attrition = 1
				disband_on_peace = yes
				merge = yes

				troops = {
					archers = { 148 148 }
					light_infantry = { 264 264 }
					heavy_infantry = { 0 0 }
					pikemen = { 0 0 }
					light_cavalry = { 81 81 }
					knights = { 0 0 }
				}
			}
		}
		else_if = {
			limit = {
				check_variable = {
					which = local_china_war_troop_quality
					value == 3
				}
			}

			spawn_unit = {
				owner = THIS
				province = event_target:spawn_province
				home = event_target:spawn_province
				# attrition = 1
				disband_on_peace = yes
				merge = yes

				troops = {
					archers = { 144 144 }
					light_infantry = { 221 221 }
					heavy_infantry = { 49 49 }
					pikemen = { 0 0 }
					light_cavalry = { 79 79 }
					knights = { 0 0 }
				}
			}
		}
		else_if = {
			limit = {
				check_variable = {
					which = local_china_war_troop_quality
					value == 4
				}
			}

			spawn_unit = {
				owner = THIS
				province = event_target:spawn_province
				home = event_target:spawn_province
				# attrition = 1
				disband_on_peace = yes
				merge = yes

				troops = {
					archers = { 144 144 }
					light_infantry = { 203 203 }
					heavy_infantry = { 66 66 }
					pikemen = { 19 19 }
					light_cavalry = { 61 61 }
					knights = { 0 0 }
				}
			}
		}
		else_if = {
			limit = {
				check_variable = {
					which = local_china_war_troop_quality
					value == 5
				}
			}

			spawn_unit = {
				owner = THIS
				province = event_target:spawn_province
				home = event_target:spawn_province
				# attrition = 1
				disband_on_peace = yes
				merge = yes

				troops = {
					archers = { 136 136 }
					light_infantry = { 134 134 }
					heavy_infantry = { 102 102 }
					pikemen = { 41 41 }
					light_cavalry = { 80 80 }
					knights = { 0 0 }
				}
			}
		}
		else_if = {
			limit = {
				check_variable = {
					which = local_china_war_troop_quality
					value == 6
				}
			}

			spawn_unit = {
				owner = THIS
				province = event_target:spawn_province
				home = event_target:spawn_province
				# attrition = 1
				disband_on_peace = yes
				merge = yes

				troops = {
					archers = { 122 122 }
					light_infantry = { 71 71 }
					heavy_infantry = { 85 85 }
					pikemen = { 78 78 }
					light_cavalry = { 113 113 }
					knights = { 24 24 }
				}
			}
		}
		else = {
			spawn_unit = {
				owner = THIS
				province = event_target:spawn_province
				home = event_target:spawn_province
				# attrition = 1
				disband_on_peace = yes
				merge = yes

				troops = {
					archers = { 107 107 }
					light_infantry = { 22 22 }
					heavy_infantry = { 106 106 }
					pikemen = { 96 96 }
					light_cavalry = { 111 111 }
					knights = { 51 51 }
				}
			}
		}
	}
}

china_war_spawn_troops_no_disband_effect = {
	# Requires the current things to function properly:
	# event_target:spawn_province
	# variable: china_war_troop_quality
	# variable: china_war_troop_quantity

	while = {
		limit = {
			check_variable = {
				which = local_china_war_troop_quantity
				value >= 1
			}
		}

		change_variable = {
			which = local_china_war_troop_quantity
			value = -1
		}

		if = {
			limit = {
				check_variable = {
					which = local_china_war_troop_quality
					value < 2
				}
			}

			spawn_unit = {
				owner = THIS
				province = event_target:spawn_province
				home = event_target:spawn_province
				attrition = 0.1
				disband_on_peace = no
				merge = yes

				troops = {
					archers = { 168 168 }
					light_infantry = { 284 284 }
					heavy_infantry = { 0 0 }
					pikemen = { 0 0 }
					light_cavalry = { 41 41 }
					knights = { 0 0 }
				}
			}
		}
		else_if = {
			limit = {
				check_variable = {
					which = local_china_war_troop_quality
					value == 2
				}
			}

			spawn_unit = {
				owner = THIS
				province = event_target:spawn_province
				home = event_target:spawn_province
				attrition = 0.1
				disband_on_peace = no
				merge = yes

				troops = {
					archers = { 148 148 }
					light_infantry = { 264 264 }
					heavy_infantry = { 0 0 }
					pikemen = { 0 0 }
					light_cavalry = { 81 81 }
					knights = { 0 0 }
				}
			}
		}
		else_if = {
			limit = {
				check_variable = {
					which = local_china_war_troop_quality
					value == 3
				}
			}

			spawn_unit = {
				owner = THIS
				province = event_target:spawn_province
				home = event_target:spawn_province
				attrition = 0.1
				disband_on_peace = no
				merge = yes

				troops = {
					archers = { 144 144 }
					light_infantry = { 221 221 }
					heavy_infantry = { 49 49 }
					pikemen = { 0 0 }
					light_cavalry = { 79 79 }
					knights = { 0 0 }
				}
			}
		}
		else_if = {
			limit = {
				check_variable = {
					which = local_china_war_troop_quality
					value == 4
				}
			}

			spawn_unit = {
				owner = THIS
				province = event_target:spawn_province
				home = event_target:spawn_province
				attrition = 0.1
				disband_on_peace = no
				merge = yes

				troops = {
					archers = { 144 144 }
					light_infantry = { 203 203 }
					heavy_infantry = { 66 66 }
					pikemen = { 19 19 }
					light_cavalry = { 61 61 }
					knights = { 0 0 }
				}
			}
		}
		else_if = {
			limit = {
				check_variable = {
					which = local_china_war_troop_quality
					value == 5
				}
			}

			spawn_unit = {
				owner = THIS
				province = event_target:spawn_province
				home = event_target:spawn_province
				attrition = 0.1
				disband_on_peace = no
				merge = yes

				troops = {
					archers = { 136 136 }
					light_infantry = { 134 134 }
					heavy_infantry = { 102 102 }
					pikemen = { 41 41 }
					light_cavalry = { 80 80 }
					knights = { 0 0 }
				}
			}
		}
		else_if = {
			limit = {
				check_variable = {
					which = local_china_war_troop_quality
					value == 6
				}
			}

			spawn_unit = {
				owner = THIS
				province = event_target:spawn_province
				home = event_target:spawn_province
				attrition = 0.1
				disband_on_peace = no
				merge = yes

				troops = {
					archers = { 122 122 }
					light_infantry = { 71 71 }
					heavy_infantry = { 85 85 }
					pikemen = { 78 78 }
					light_cavalry = { 113 113 }
					knights = { 24 24 }
				}
			}
		}
		else = {
			spawn_unit = {
				owner = THIS
				province = event_target:spawn_province
				home = event_target:spawn_province
				attrition = 0.1
				disband_on_peace = no
				merge = yes

				troops = {
					archers = { 107 107 }
					light_infantry = { 22 22 }
					heavy_infantry = { 106 106 }
					pikemen = { 96 96 }
					light_cavalry = { 111 111 }
					knights = { 51 51 }
				}
			}
		}
	}
}

china_war_modify_variables_by_status_effect = {
	# variable: china_war_troop_quality
	# variable: china_war_troop_quantity
	# variable: china_war_minimum_commander_martial
	# variable: china_war_target_match_mult

	if = {
		limit = {
			offmap_china = { has_status = china_stable }
		}

		change_variable = { which = local_china_war_troop_quality value = 1 }
		change_variable = { which = local_china_war_minimum_commander_martial value = 3 }
	}
	else_if = {
		limit = {
			offmap_china = { has_status = china_unrest }
		}

		change_variable = { which = local_china_war_troop_quantity value = -6 }
		change_variable = { which = local_china_war_target_match_mult value = -0.15 }
	}
	else_if = {
		limit = {
			offmap_china = { has_status = china_civil_war }
		}

		change_variable = { which = local_china_war_troop_quantity value = -6 }
		change_variable = { which = local_china_war_target_match_mult value = -0.25 }
		change_variable = { which = local_china_war_troop_quality value = -1 }
		change_variable = { which = local_china_war_minimum_commander_martial value = -6 }
	}
	else_if = {
		limit = {
			offmap_china = {
				OR = {
					has_status = china_jurchen_invasion
					has_status = china_mongol_invasion
				}
			}
		}

		change_variable = { which = local_china_war_troop_quantity value = -7 }
		change_variable = { which = local_china_war_target_match_mult value = -0.4 }
		change_variable = { which = local_china_war_troop_quality value = -1 }
		change_variable = { which = local_china_war_minimum_commander_martial value = -2 }
	}
	else_if = {
		limit = {
			offmap_china = { has_status = china_famine }
		}

		change_variable = { which = local_china_war_troop_quantity value = -4 }
		change_variable = { which = local_china_war_target_match_mult value = -0.30 }
		change_variable = { which = local_china_war_troop_quality value = -2 }
		change_variable = { which = local_china_war_minimum_commander_martial value = -2 }
	}
	else_if = {
		limit = {
			offmap_china = { has_status = china_plague }
		}

		change_variable = { which = local_china_war_troop_quantity value = -6 }
		change_variable = { which = local_china_war_target_match_mult value = -0.35 }
		change_variable = { which = local_china_war_troop_quality value = -1 }
		change_variable = { which = local_china_war_minimum_commander_martial value = -4 }
	}
	else_if = {
		limit = {
			offmap_china = { has_status = china_golden_age }
		}

		change_variable = { which = local_china_war_target_match_mult value = 0.65 }
		change_variable = { which = local_china_war_troop_quality value = 2 }
		change_variable = { which = local_china_war_minimum_commander_martial value = 5 }
	}
}

china_war_modify_variables_by_century_effect = {
	if = {
		limit = { year >= 1300 }

		change_variable = {
			which = local_china_war_troop_quantity
			value = 8
		}

		change_variable = {
			which = local_china_war_target_match_mult
			value = 0.05
		}

		change_variable = {
			which = local_china_war_troop_quality
			value = 1
		}
	}
	else_if = {
		limit = { year >= 1200 }

		change_variable = {
			which = local_china_war_troop_quantity
			value = 7
		}

		change_variable = {
			which = local_china_war_target_match_mult
			value = 0.05
		}

		change_variable = {
			which = local_china_war_troop_quality
			value = 1
		}
	}
	else_if = {
		limit = { year >= 1100 }

		change_variable = {
			which = local_china_war_troop_quantity
			value = 5
		}

		change_variable = {
			which = china_war_target_match_mult
			value = 0.05
		}
	}
	else_if = {
		limit = { year >= 1000 }

		change_variable = {
			which = local_china_war_troop_quantity
			value = 4
		}
	}
	else_if = {
		limit = { year >= 900 }

		change_variable = {
			which = local_china_war_troop_quantity
			value = 3
		}
	}
	else_if = {
		limit = { year >= 800 }

		change_variable = {
			which = local_china_war_troop_quantity
			value = 2
		}
	}
}

# Checks whether the Emperor likes target and shows tooltips (used in event JD.10010)
check_likes_or_dislikes_THIS_effect = {
	if = { # If the current Emperor LIKES target
		limit = { is_liked_by_China_trigger = yes }
		custom_tooltip = { text = emperor_likes_THIS_tt }
	}
	else_if = { # If the current Emperor DISLIKES target
		limit = { is_disliked_by_China_trigger = yes }
		custom_tooltip = { text = emperor_dislikes_THIS_tt }
	}
	else_if = { # If the current Emperor LIKES *and* DISLIKES target
		limit = { is_liked_and_disliked_by_China = yes }
		custom_tooltip = { text = emperor_has_ambiguous_feelings_of_THIS_tt }
	}
}

print_china_status_update_effect = {
	log = "----------------"
	log = "China Logging:"
	log = "China's status of [This.GetPrevStatus] ended after [global_temp_status_years.GetValue] years."
	log = "China's new status is [This.GetStatus]."
	log = "----------------"

	set_variable = {
		which = global_temp_status_years
		value = 0
	}

	trigger_switch = {
		on_trigger = has_status

		china_stable = {
			change_variable = {
				which = global_amount_of_times_china_stable
				value = 1
			}
		}

		china_unrest = {
			change_variable = {
				which = global_amount_of_times_china_unrest
				value = 1
			}
		}

		china_civil_war = {
			change_variable = {
				which = global_amount_of_times_china_civil_war
				value = 1
			}
		}

		china_mongol_invasion = {
			change_variable = {
				which = global_amount_of_times_china_mongol_invasion
				value = 1
			}
		}

		china_jurchen_invasion = {
			change_variable = {
				which = global_amount_of_times_china_jurchen_invasion
				value = 1
			}
		}

		china_famine = {
			change_variable = {
				which = global_amount_of_times_china_famine
				value = 1
			}
		}

		china_plague = {
			change_variable = {
				which = global_amount_of_times_china_plague
				value = 1
			}
		}

		china_golden_age = {
			if = {
				limit = { has_policy = china_expansionist }

				change_variable = {
					which = global_amount_of_times_china_golden_age_expansionist
					value = 1
				}
			}
			else = {
				change_variable = {
					which = global_amount_of_times_china_golden_age
					value = 1
				}
			}
		}
	}
}

print_china_policy_update_effect = {
	log = "----------------"
	log = "China Logging:"
	log = "China's policy of [This.GetPrevPolicy] ended after [global_temp_policy_years.GetValue] years."
	log = "China's new policy is [This.GetPolicy]."
	log = "----------------"

	set_variable = {
		which = global_temp_policy_years
		value = 0
	}

	trigger_switch = {
		on_trigger = has_policy

		china_open = {
			# Currently nothing
		}

		china_isolationist = {
			change_variable = {
				which = global_amount_of_times_china_isolationist_policy
				value = 1
			}
		}

		china_expansionist = {
			change_variable = {
				which = global_amount_of_times_china_expansionist_policy
				value = 1
			}
		}
	}
}

print_china_ruler_update_effect = {
	log = "----------------"
	log = "Ruler of China died at the age of [From.GetAgeYears]."
	log = "New Ruler of China is [Root.GetBestName] ([From.GetCulture], From.GetReligion])."
	log = "----------------"
}

abort_kow_tow_effect = {
	if = {
		limit = {
			NOT = { has_character_flag = kow_tow_hide_abort_notification }
		}

		character_event = { id = JD.32299 }
	}

	clear_delayed_event = { id = JD.32005 }
	clear_delayed_event = { id = JD.32200 }
	clear_delayed_event = { id = JD.32113 }
	clear_delayed_event = { id = JD.32111 }
	clear_delayed_event = { id = JD.32210 }
	clear_delayed_event = { id = JD.32290 }
	clr_character_flag = went_on_kow_tow_pilgrimage
	clean_up_after_kow_tow_effect = yes
}

return_to_travel_tombola_effect = {
	hidden_effect = {
		event_target:kow_tow_traveler = {
			subtract_variable = {
				which = local_china_kow_tow_travel_events
				value = 1
			}

			character_event = {
				id = JD.32005 # Travel Tombola
				days = 90
				random = 60
			}
		}
	}
}

return_to_china_tombola_effect = {
	hidden_effect = {
		event_target:kow_tow_traveler = {
			subtract_variable = {
				which = local_china_kow_tow_travel_events
				value = 1
			}

			character_event = {
				id = JD.32210 # Within China Tombola
				days = 70
				random = 30
			}
		}
	}
}

clean_up_after_kow_tow_effect = {
	remove_trait = kow_tow_travels
	clr_character_flag = do_not_disturb

	clr_character_flag = read_the_guanzi
	clr_character_flag = missed_loved_one
	clr_character_flag = met_mercenaries
	clr_character_flag = met_traveling_merchant
	clr_character_flag = visited_market
	clr_character_flag = kow_tow_invited_by_local_lord
	clr_character_flag = kow_tow_heavy_rain
	clr_character_flag = kow_tow_played_go
	clr_character_flag = kow_tow_hide_abort_notification
	clr_character_flag = kow_tow_visited_temple
}

# Used in event JD.15016 (possible to use elsewhere!)
add_chinese_artifact_effect = {
	hidden_effect = {
		random_list = {
			10 = {
				trigger = {
					ROOT = {
						NOT = { has_artifact = chinese_artwork }
					}
				}

				add_artifact = chinese_artwork

				new_artifact = {
					set_name = chinese_artwork_name
				}
			}

			10 = {
				trigger = {
					ROOT = {
						NOT = { has_artifact = chinese_calligraphy }
					}
				}

				add_artifact = chinese_calligraphy

				new_artifact = {
					set_name = chinese_calligraphy_name
				}
			}

			10 = {
				trigger = {
					ROOT = {
						NOT = { has_artifact = chinese_sculpture }
					}
				}

				add_artifact = chinese_sculpture

				new_artifact = {
					set_name = chinese_sculpture_name
				}
			}

			10 = {
				trigger = {
					ROOT = {
						NOT = { has_artifact = chinese_ceremonial_robes }
					}
				}

				add_artifact = chinese_ceremonial_robes
			}

			10 = {
				trigger = {
					offmap_china = {
						offmap_prev_ruler = {
							always = yes
						}
					}
				}

				add_artifact = chinese_prev_emperor_sculpture

				new_artifact = {
					set_name = chinese_figurine_name
				}
			}

			10 = {
				trigger = {
					ROOT = {
						NOT = { has_artifact = chinese_arm_protector }
					}
				}

				add_artifact = chinese_arm_protector

				new_artifact = {
					set_name = chinese_arm_protector_name
				}
			}

			10 = {
				trigger = {
					ROOT = {
						NOT = { has_artifact = chinese_serpent_spear }
					}
				}

				add_artifact = chinese_serpent_spear
			}

			10 = {
				trigger = {
					ROOT = {
						NOT = { has_artifact = chinese_ji }
					}
				}

				add_artifact = chinese_ji
			}

			10 = {
				trigger = {
					ROOT = {
						NOT = { has_artifact = chinese_crossbow }
					}
				}

				add_artifact = chinese_crossbow
			}

			10 = {
				trigger = {
					ROOT = {
						NOT = { has_artifact = chinese_bronze_sculpture }
					}
				}

				add_artifact = chinese_bronze_sculpture

				new_artifact = {
					set_name = chinese_bronze_sculpture_name
				}
			}

			10 = {
				trigger = {
					ROOT = {
						NOT = { has_artifact = chinese_book_health }
					}
				}

				add_artifact = chinese_book_health

				new_artifact = {
					set_name = chinese_book_health_name
				}
			}

			10 = {
				trigger = {
					ROOT = {
						NOT = { has_artifact = chinese_book_law }
					}
				}

				add_artifact = chinese_book_law

				new_artifact = {
					set_name = chinese_book_law_name
				}
			}

			10 = {
				trigger = {
					ROOT = {
						NOT = { has_artifact = chinese_book_history }
					}
				}

				add_artifact = chinese_book_history

				new_artifact = {
					set_name = chinese_book_history_name
				}
			}

			10 = {
				trigger = {
					ROOT = {
						NOT = { has_artifact = chinese_book_economy }
					}
				}

				add_artifact = chinese_book_economy

				new_artifact = {
					set_name = chinese_book_economy_name
				}
			}

			1 = {
				trigger = {
					ROOT = {
						NOT = { has_artifact = chinese_painting_of_glitterhoof }
					}
				}

				add_artifact = chinese_painting_of_glitterhoof
			}

			10 = {
				trigger = {
					ROOT = {
						NOT = { has_artifact = chinese_tapestry }
					}
				}

				random_independent_ruler = {
					limit = {
						any_realm_province = {
							trade_route = silk_road
							held_under_PREV = yes
						}
					}

					random_realm_province = {
						limit = {
							trade_route = silk_road
							held_under_PREV = yes
						}

						save_event_target_as = tapestry_target
					}
				}

				add_artifact = chinese_tapestry

				new_artifact = {
					set_name = chinese_tapestry_name
				}
			}

			10 = {
				trigger = {
					ROOT = {
						NOT = { has_artifact = chinese_tapestry_grand }
					}
				}

				add_artifact = chinese_tapestry_grand

				new_artifact = {
					set_name = chinese_tapestry_grand_name
				}
			}
		}

		new_artifact = {
			save_event_target_as = chinese_artifact
		}
	}
}