# save_drinking_character_effect
# wonder_stage_completion_sound_effect
# wonder_name_change_effect
# wonder_desc_change_effect
# add_random_book_effect
# generate_looted_wonder_artifact_effect

# Find someone to reference... (event_target:drinking_buddy)
save_drinking_character_effect = {
	if = {
		limit = { # Do you have any friends?
			any_friend = {
				is_landed = yes
			}
		}

		random_friend = {
			limit = { is_landed = yes }
			save_event_target_as = drinking_buddy
		}
	}
	else = { # In case you do not...
		any_courtier_or_vassal = {
			score_value = { # Prioritizes selecting some kind of loved person...
				value = 1
				beloved_target_selection_score = yes
			}

			save_event_target_as = drinking_buddy
		}
	}
}

wonder_stage_completion_sound_effect = {
	event_target:target_wonder = {
		trigger_switch = {
			on_trigger = wonder_stage

			4 = {
				any_player = {
					limit = {
						OR = {
							character = ROOT
							is_within_diplo_range = ROOT
						}
					}

					if = {
						limit = { event_target:target_wonder = { has_wonder_flag = statue_horse } }
						sound_effect = wonder_complete_final_tier_horse
					}
					else = {
						sound_effect = wonder_complete_final_tier
					}
				}
			}

			3 = {
				ROOT = {
					sound_effect = wonder_complete_third_tier
				}
			}

			2 = {
				ROOT = {
					sound_effect = wonder_complete_second_tier
				}
			}

			1 = {
				ROOT = {
					sound_effect = wonder_complete_first_tier
				}
			}

			fallback = {
				ROOT = {
					sound_effect = wonder_complete_third_tier
				}
			}
		}
	}
}

wonder_name_change_effect = {
	# Takes earlier changes into account...
	trigger_switch = {
		on_trigger = has_wonder_flag

		wonder_name_1 = { # First run always get an update
			clr_wonder_flag = wonder_name_1
			set_wonder_flag = wonder_name_2
		}

		wonder_name_2 = {
			random = {
				chance = 90
				clr_wonder_flag = wonder_name_2
				set_wonder_flag = wonder_name_3
			}
		}

		wonder_name_3 = {
			random = {
				chance = 80
				clr_wonder_flag = wonder_name_3
				set_wonder_flag = wonder_name_4
			}
		}

		wonder_name_4 = {
			random = {
				chance = 70
				clr_wonder_flag = wonder_name_4
				set_wonder_flag = wonder_name_5
			}
		}

		wonder_name_5 = {
			random = {
				chance = 60
				clr_wonder_flag = wonder_name_5
				set_wonder_flag = wonder_name_6
			}
		}

		wonder_name_6 = {
			random = {
				chance = 50
				clr_wonder_flag = wonder_name_6
				set_wonder_flag = wonder_name_7
			}
		}

		wonder_name_7 = { # Enough now
			break = yes
		}

		fallback = { # # If this is the first name change...
			set_wonder_flag = wonder_name_1
		}
	}

	set_name = wonder_name_text_update
	log = "STEP 2: [target_wonder.GetName] is the new name."
}

wonder_desc_change_effect = {
	# Takes earlier changes into account...
	trigger_switch = {
		on_trigger = has_wonder_flag

		wonder_desc_1 = {
			clr_wonder_flag = wonder_desc_1
			set_wonder_flag = wonder_desc_2
		}

		wonder_desc_2 = {
			clr_wonder_flag = wonder_desc_2
			set_wonder_flag = wonder_desc_3
		}

		wonder_desc_3 = {
			clr_wonder_flag = wonder_desc_3
			set_wonder_flag = wonder_desc_4
		}

		wonder_desc_4 = {
			clr_wonder_flag = wonder_desc_4
			set_wonder_flag = wonder_desc_5
		}

		wonder_desc_5 = {
			clr_wonder_flag = wonder_desc_5
			set_wonder_flag = wonder_desc_6
		}

		wonder_desc_6 = {
			clr_wonder_flag = wonder_desc_6
			set_wonder_flag = wonder_desc_7
		}

		wonder_desc_7 = { # Enough now
			break = yes
		}

		fallback = { # If this is the first name change...
			set_wonder_flag = wonder_desc_1
		}
	}

	set_description = wonder_desc_text_update
	log = "STEP 2: [target_wonder.GetDesc] is the new desc."
}

add_random_book_effect = {
	hidden_effect = {
		random_list = {
			50 = { add_artifact = magnum_opus_astrology_stars_1 }
			50 = { add_artifact = magnum_opus_astrology_planets_1 }
			50 = { add_artifact = court_etiquette_1 }
			50 = { add_artifact = kama_sutra }
			50 = { add_artifact = in_honor_of_roots_beloved_1 }
			50 = { add_artifact = the_art_of_love }
			50 = { add_artifact = the_iliad }
			50 = { add_artifact = the_odyssey }
			50 = { add_artifact = speculum_regale }
			50 = { add_artifact = cookbook_3_roman }
			50 = { add_artifact = cookbook_3_arabic }
			50 = { add_artifact = a_history_of_churches }
		}
	}
}

generate_looted_wonder_artifact_effect = {
	if = {
		limit = {
			OR = {
				has_wonder_flag = gives_artifact_bells
				has_wonder_upgrade_flag = gives_artifact_bells
			}
		}

		PREV = {
			add_artifact = wonder_artifact_bells

			new_artifact = {
				set_name = looted_wonder_artifact_bells_rename
				set_description = looted_wonder_artifact_bells_desc
				set_creation_date = 1.1.1
				save_event_target_as = looted_artifact
			}
		}

		if = {
			limit = { has_wonder_upgrade = upgrade_bells }
			destroy_wonder_upgrade = upgrade_bells
		}

		if = {
			limit = { has_wonder_upgrade = upgrade_bells_golden }
			destroy_wonder_upgrade = upgrade_bells_golden
		}
	}
	else_if = {
		limit = {
			OR = {
				has_wonder_flag = gives_artifact_book
				has_wonder_upgrade_flag = gives_artifact_book
			}
		}

		PREV = {
			add_random_book_effect = yes

			new_artifact = {
				set_creation_date = 1.1.1
				save_event_target_as = looted_artifact
			}
		}
	}
}