# Triggers for artifacts, items and weapons.

# Artifacts that can be used in combat.
blg_combat_artifacts = {
	blg_animal_eagle = yes
}

### Artifacts:

# Banner of Mohammed.
blg_artifact_banner_mohammad = {
	always = no
}

# Derafsh Kaviani banner.
blg_artifact_derafsh_kaviani = {
	any_artifact = {
		is_artifact_active = yes
		artifact_type = black_cat_banner
	}
}

# Bowl.
blg_artifact_bowl = {
	always = no
}

# Glass candle.
blg_artifact_candle = {
	always = no
}

# Babr-e-Bayan leopard skin.
blg_babr_e_bayan = {
	always = no
}

# Eye glasses.
blg_artifact_glasses = {
	NOT = { has_game_rule = { name = blg_artifacts value = off } }
	any_artifact = {
		is_artifact_active = yes
		OR = {
			artifact_type = hermetic_glasses
			artifact_type = urim_and_thummim
		}
	}
}

# Holy Grail.
blg_artifact_grail = {
	OR = {
		has_artifact = holy_grail
		has_artifact = holy_chalice
		has_artifact = st_stanleys_chalice
		has_artifact = golden_drinking_chalice
	}
}

# Harp.
blg_artifact_harp = {
	any_artifact = {
		is_artifact_active = yes
		OR = {
			artifact_type = ate_harp_of_florentino
			has_artifact_flag = harp
		}
	}
}

# Horn.
blg_artifact_horn = {
	any_artifact = {
		is_artifact_active = yes
		artifact_type = horn_gabriel
	}
}

# Chinese jade dragon.
blg_artifact_jadedragon = {
	has_artifact = jade_dragon
}

# Mjolnir hammer.
blg_artifact_mjolnir = {
	always = no
}

# Large relic chest.
blg_artifact_relic_chest = {
	OR = {
		has_artifact = ate_ark_of_the_covenant
		has_artifact = papal_tiara
		has_artifact = demon_core
		has_artifact = chest_of_booty
	}
}

# Small relic case.
blg_artifact_relic_case = {
	any_artifact = {
		is_artifact_active = yes
		OR = {
			artifact_type = holy_foreskin
			artifact_type = sariraka_actual_body_part
			artifact_type = random_world_mythological_heart_1
			artifact_type = random_world_mythological_blood
			artifact_type = random_world_mythological_eye
			has_artifact_flag = bodypart
			has_artifact_flag = remains
			has_artifact_flag = saint_item
		}
	}
}

# Finnish Sampo.
blg_artifact_sampo = {
	any_artifact = {
		is_artifact_active = yes
		artifact_type = ate_sampo
	}
}

# Scepter for Bön head.
blg_artifact_scepter_bon = {
	OR = {
		any_artifact = {
			is_artifact_equipped = yes
			artifact_type = scepter_midewiwin_fylkir
		}
		trait = dead_scepter_midewiwin_fylkir
	}
}

# Scepter for Hellenic head.
blg_artifact_scepter_hellenic = {
	always = no
}

# Scroll.
blg_artifact_scroll = {
	any_artifact = {
		is_artifact_active = yes
		OR = {
			artifact_type = the_declaration
			artifact_type = chinese_calligraphy
			artifact_type = fine_calligraphy
			has_artifact_flag = scroll
			has_artifact_flag = map
		}
	}
}

# Indian staffs.
blg_artifact_staff = {
	society_member_of = monastic_order_hindu
}

# Sheperds crook.
blg_artifact_staff_crook = {
	society_member_of = monastic_order_benedictine
}

# Black staff.
blg_artifact_staff_black = {
	always = no
}

# Branch staff.
blg_artifact_staff_branch = {
	any_artifact = {
		is_artifact_equipped = yes
		artifact_type = living_thyrsus
	}
}

# Indian danda staff.
blg_artifact_staff_danda = {
	any_artifact = {
		is_artifact_equipped = yes
		artifact_type = elaborate_danda
	}
}

# Humble staff.
blg_artifact_staff_of_moses = {
	any_artifact = {
		is_artifact_equipped = yes
		artifact_type = staff_of_moses
	}
}

# Skull staff.
blg_artifact_staff_skull = {
	always = no
}

# Staff of Majesty.
blg_artifact_staff_3 = {
	any_artifact = {
		is_artifact_equipped = yes
		quality >= 3
		has_artifact_flag = staff
	}
}

# Gold Staff.
blg_artifact_staff_2 = {
	any_artifact = {
		is_artifact_equipped = yes
		quality == 2
		has_artifact_flag = staff
	}
}

# Silver Staff.
blg_artifact_staff_1 = {
	any_artifact = {
		is_artifact_equipped = yes
		quality == 1
		has_artifact_flag = staff
	}
}

# Stone tablet.
blg_artifact_tablet = {
	any_artifact = {
		is_artifact_active = yes
		OR = {
			has_artifact_flag = tablet
			artifact_type = black_slab
		}
	}
}

# African totem staff.
blg_artifact_totem = {
	any_artifact = {
		is_artifact_equipped = yes
		has_artifact_flag = totem
	}
}

# Chinese water clock.
blg_artifact_waterclock = {
	always = no
}

### Artifact headgear:

# HRE crown.
blg_crown_hre = {
	OR = {
		any_artifact = {
			is_artifact_equipped = yes
			artifact_type = crown_hcc
		}
		trait = dead_crown_hcc
	}
}

# Byzantine crown.
blg_crown_byzantine = {
	OR = {
		any_artifact = {
			is_artifact_equipped = yes
			artifact_type = crown_lion_judah
		}
		trait = dead_crown_judah
	}
}

# Diamond Crown.
blg_crown_diamond = {
	OR = {
		any_artifact = {
			is_artifact_equipped = yes
			artifact_type = cursed_diamond_crown
		}
		trait = dead_cursed_diamond_crown
	}
}

# Nico hat.
blg_crown_lombardy = {
	OR = {
		any_artifact = {
			is_artifact_equipped = yes
			artifact_type = brazilian_beret
		}
		trait = dead_brazilian_beret
	}
}

# Imperial Laurels.
blg_crown_laurels = {
	OR = {
		any_artifact = {
			is_artifact_equipped = yes
			OR = {
				artifact_type = dogwood_crown
				artifact_type = restored_dogwood_crown
			}
		}
		trait = dead_dogwood_crown
	}
}

# Pahlavi crown.
blg_crown_pahlavi = {
	OR = {
		any_artifact = {
			is_artifact_equipped = yes
			artifact_type = crown_california
		}
		trait = dead_crown_california
	}
}

# Germanic Fylkir crown.
blg_crown_fylkir = {
	OR = {
		any_artifact = {
			is_artifact_equipped = yes
			artifact_type = crown_fylkir
		}
		trait = dead_crown_fylkir
		AND = {
			rightful_religious_head = ROOT
			blg_priest = yes
			religion_openly_norse_or_reformed_trigger = yes
		}
	}
}

# Texan crown.
blg_crown_tengri = {
	OR = {
		any_artifact = {
			is_artifact_equipped = yes
			artifact_type = crown_texas
		}
		trait = dead_crown_texas
	}
}

# Finnish religious crown.
blg_crown_finnish = {
	OR = {
		any_artifact = {
			is_artifact_equipped = yes
			artifact_type = crown_revelationist_fylkir
		}
		trait = dead_crown_revelationist_fylkir
		AND = {
			rightful_religious_head = ROOT
			blg_priest = yes
			religion = revelationist_reformed
		}
		any_artifact = {
			is_artifact_equipped = yes
			artifact_type = crown_raven_tales_fylkir
		}
		trait = dead_crown_raven_tales_fylkir
		AND = {
			rightful_religious_head = ROOT
			blg_priest = yes
			religion = raven_tales_reformed
		}
	}
}

# African religious crown.
blg_crown_african = {
	OR = {
		any_artifact = {
			is_artifact_equipped = yes
			artifact_type = crown_aria_de_machete_fylkir
		}
		trait = dead_crown_aria_de_machete_fylkir
	}
}

# Slavic religious crown.
blg_crown_slavic = {
	OR = {
		any_artifact = {
			is_artifact_equipped = yes
			artifact_type = crown_trailwalker_fylkir
		}
		trait = dead_crown_trailwalker_fylkir
		AND = {
			rightful_religious_head = ROOT
			blg_priest = yes
			religion = trailwalker_reformed
		}
		any_artifact = {
			is_artifact_equipped = yes
			artifact_type = crown_occultist_fylkir
		}
		trait = dead_crown_occultist_fylkir
		AND = {
			rightful_religious_head = ROOT
			blg_priest = yes
			religion = occultist_reformed
		}
	}
}

# Baltic religious crown.
blg_crown_baltic = {
	OR = {
		any_artifact = {
			is_artifact_equipped = yes
			artifact_type = crown_celtic_fylkir
		}
		trait = dead_crown_celtic_fylkir
		AND = {
			rightful_religious_head = ROOT
			blg_priest = yes
			religion = celtic_pagan_reformed
		}
	}
}

# Aztec religious crown.
blg_crown_aztec = {
	any_artifact = {
		is_artifact_equipped = yes
		OR = {
			artifact_type = crown_mouse_ears
			artifact_type = crown_minnie_ears
		}
	}
}

# Zunist religious crown.
blg_crown_zunist = {
	always = no
}

# Crowned Crusader Helmet.
blg_helmet_crusader = {
	any_artifact = {
		is_artifact_equipped = yes
		artifact_type = crown_crusader_king
	}
}

# Winged Crusader Helmet.
blg_helmet_winged = {
	any_artifact = {
		is_artifact_equipped = yes
		artifact_type = crown_winged_helmet
	}
}

# Wrapped Crusader Helmet.
blg_helmet_wrapped = {
	any_artifact = {
		is_artifact_equipped = yes
		artifact_type = crown_wrapped_helmet
	}
}

# African warrior lodge masks.
blg_artifact_mask_any = {
	any_artifact = {
		is_artifact_equipped = yes
		OR = {
			artifact_type = crown_african_mask_1
			artifact_type = crown_african_mask_2
			artifact_type = crown_african_mask_3
			artifact_type = crown_african_mask_4
			artifact_type = crown_african_mask_5
			artifact_type = crown_african_mask_6
			artifact_type = crown_african_mask_7
			artifact_type = crown_african_mask_8
		}
	}
}

blg_artifact_mask_1 = {
	any_artifact = {
		is_artifact_equipped = yes
		artifact_type = crown_african_mask_1
	}
}

blg_artifact_mask_2 = {
	any_artifact = {
		is_artifact_equipped = yes
		artifact_type = crown_african_mask_2
	}
}

blg_artifact_mask_3 = {
	any_artifact = {
		is_artifact_equipped = yes
		artifact_type = crown_african_mask_3
	}
}

blg_artifact_mask_4 = {
	any_artifact = {
		is_artifact_equipped = yes
		artifact_type = crown_african_mask_4
	}
}

blg_artifact_mask_5 = {
	any_artifact = {
		is_artifact_equipped = yes
		artifact_type = crown_african_mask_5
	}
}

blg_artifact_mask_6 = {
	any_artifact = {
		is_artifact_equipped = yes
		artifact_type = crown_african_mask_6
	}
}

blg_artifact_mask_7 = {
	any_artifact = {
		is_artifact_equipped = yes
		artifact_type = crown_african_mask_7
	}
}

blg_artifact_mask_8 = {
	any_artifact = {
		is_artifact_equipped = yes
		artifact_type = crown_african_mask_8
	}
}

# Unicorn transformation for horses.
blg_artifact_unicorn = {
	any_artifact = {
		is_artifact_equipped = yes
		artifact_type = crown_unicorn_helmet
	}
}

### Weapon triggers, used from artifact scope:

# Badly flagged axe tier 2 inclusion.
blg_weapon_axe_2 = {
	artifact_type = loot_axe
}

# Badly flagged sword tier 3 inclusion.
blg_weapon_sword_3 = {
	artifact_type = sword_from_heaven
}

# Dagger non-artifact
blg_weapon_dagger_flag = {
	always = no
}

blg_weapon_dagger = {
	has_artifact_flag = dagger
}

blg_weapon_flail = {
	OR = {
		has_artifact_flag = flail
		artifact_type = mace_tier_3_shatterer
		artifact_type = mace_tier_4_shatterer
	}
}

blg_weapon_greatsword = {
	OR = {
		has_artifact_flag = greatsword
		artifact_type = zweihander_sword
	}
}

blg_weapon_hammer = {
	OR = {
		has_artifact_flag = hammer
		artifact_type = mace_tier_3_foe_hammer
		artifact_type = mace_tier_4_foe_hammer
	}
}

blg_weapon_polearm = {
	OR = {
		has_artifact_flag = polearm
		artifact_type = chinese_ji
		artifact_type = golden_lance
	}
}

# Scimitar non-artifact
blg_weapon_scimitar_flag = {
	has_character_flag = weapon_is_scimitar
}

# Scimitar tier 1/2
blg_weapon_scimitar_1 = {
	OR = {
		has_artifact_flag = scimitar
		artifact_type = scimitar_tier_1_new
		artifact_type = scimitar_tier_2_new
		artifact_type = saber_tier_1_new
		artifact_type = saber_tier_2_new
	}
}

# Scimitar tier 3/4
blg_weapon_scimitar_2 = {
	OR = {
		has_artifact_flag = scimitar
		artifact_type = scimitar_tier_3_golden
		artifact_type = scimitar_tier_3_fortune
		artifact_type = scimitar_tier_3_conquest
		artifact_type = scimitar_tier_4_golden
		artifact_type = scimitar_tier_4_fortune
		artifact_type = scimitar_tier_4_conquest
		artifact_type = golden_fencing_saber
		artifact_type = al_intisar
		artifact_type = ate_juans_machete
		artifact_type = ate_sword_of_st_peter
		artifact_type = saber_tier_3_horse_sunder
		artifact_type = saber_tier_3_throat_cutter
		artifact_type = saber_tier_3_liberator
		artifact_type = saber_tier_4_horse_sunder
		artifact_type = saber_tier_4_throat_cutter
		artifact_type = saber_tier_4_liberator
	}
}

blg_weapon_staff = {
	has_artifact_flag = staff
}

blg_weapon_trident = {
	OR = {
		has_artifact_flag = trident
		artifact_type = lance_tier_3_trident
		artifact_type = lance_tier_4_trident
	}
}
