###########################
#
#	Plus crown laws
#
###########################

###########################
#
#	Law groups
#
###########################

law_groups = {
	kingdom_lockout_group = {} #Kingdom Lockout - Plus
}

de_jure_laws = {
	# Kingdom Lockout Laws
	kingdom_lockout_0 = { # None
		group = kingdom_lockout_group

		potential = {
			real_tier = EMPEROR

			holder_scope = {
				is_nomadic = no
				is_tribal = no
			}
		}

		allow = {
			show_only_failed_conditions = yes

			trigger_if = {
				limit = {
					OR = {
						has_law = kingdom_lockout_0
						has_law = kingdom_lockout_1
						has_law = kingdom_lockout_2
					}
				}

				has_law = kingdom_lockout_1
			}
		}

		pass_effect = {
			# log = "kingdom_lockout_0 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "kingdom_lockout_0 ([This.GetFullBaseName])"
			revoke_law = kingdom_lockout_1
			revoke_law = kingdom_lockout_2
		}

		ai_will_do = {
			factor = 0
		}
	}

	kingdom_lockout_1 = { # Anyone
		group = kingdom_lockout_group

		potential = {
			is_law_potential = kingdom_lockout_0
		}

		allow = {
			show_only_failed_conditions = yes

			OR = {
				has_law = kingdom_lockout_0
				has_law = kingdom_lockout_2
			}

			trigger_if = {
				limit = { has_dlc = "Conclave" }

				show_only_failed_conditions = yes

				OR = {
					has_law = ze_administration_laws_1
					has_law = ze_administration_laws_2
				}
			}
			trigger_else = {
				show_only_failed_conditions = yes
				has_law = imperial_administration
			}

			OR = {
				has_law = crown_authority_3
				has_law = crown_authority_4
			}

			holder_scope = {
				show_scope_change = no

				trigger_if = {
					limit = { NOT = { has_law = kingdom_lockout_2 } }
					plus_law_prestige_trigger_1 = yes
				}
			}
		}

		pass_effect = {
			# log = "kingdom_lockout_1 pass ([This.GetFullBaseName])"

			if = {
				limit = { NOT = { has_law = kingdom_lockout_2 } }
				plus_law_change_prestige_effect_1 = yes
			}
		}

		effect = {
			# log = "kingdom_lockout_1 ([This.GetFullBaseName])"

			tooltip = { # pass_effect doesn't generate tooltips
				if = {
					limit = { NOT = { has_law = kingdom_lockout_2 } }
					plus_law_change_prestige_effect_1 = yes
				}
			}

			revoke_law = kingdom_lockout_0
			revoke_law = kingdom_lockout_2
		}

		ai_will_do = {
			factor = 1

			trigger = {
				has_law = kingdom_lockout_0
			}
		}
	}

	kingdom_lockout_2 = { # Liege
		group = kingdom_lockout_group

		vassal_opinion = -5

		potential = {
			is_law_potential = kingdom_lockout_0
		}

		allow = {
			show_only_failed_conditions = yes

			has_law = kingdom_lockout_1
			has_law = crown_authority_4

			holder_scope = {
				show_scope_change = no

				OR = {
					trigger_if = {
						limit = { has_dlc = "Conclave" }
						has_law = ze_administration_laws_2
					}
					trigger_else = {
						has_law = imperial_administration
					}

					government = theocratic_feudal_government
					government = chinese_imperial_government
				}
			}

			holder_scope = {
				show_scope_change = no
				plus_law_prestige_trigger_2 = yes
			}
		}

		pass_effect = {
			# log = "kingdom_lockout_2 pass ([This.GetFullBaseName])"
			plus_law_change_prestige_effect_2 = yes
		}

		effect = {
			# log = "kingdom_lockout_2 ([This.GetFullBaseName])"

			tooltip = { # pass_effect doesn't generate tooltips
				plus_law_change_prestige_effect_2 = yes
			}

			revoke_law = kingdom_lockout_0
			revoke_law = kingdom_lockout_1
		}

		ai_will_do = {
			factor = 1
		}
	}
}