# p36 Special scepters and items, front layer.
36 = {
	0 = { # 0 - blank
		factor = 3

		modifier = {
			factor = 100
			prisoner = yes
			NOR = {
				has_character_modifier = pet_rat_dungeon
				has_character_modifier = rats_in_cell
			}
		}

		modifier = {
			factor = 100
			OR = {
				AND = {
					in_command = yes
					OR = {
						war = yes
						liege = { war = yes }
						in_battle = yes
						in_siege = yes
						employer = { mercenary = yes }
						employer = { holy_order = yes }
					}
				}
				has_character_flag = add_duel_xp
			}
			NOR = {
				has_character_modifier = pet_hunting_eagle
				any_artifact = {
					is_artifact_equipped = yes
					OR = {
						artifact_type = spear_of_destiny
						artifact_type = mjolnir
					}
				}
			}
		}
	}

	1 = { # a - Bon Scepter
		factor = 100
		hide_layers = { 39 = {} }
		hide_layers = { 40 = {} }

		trigger = {
			OR = {
				AND = {
					is_priest = yes
					rightful_religious_head = ROOT
					religion_openly_bon_or_reformed_trigger = yes
				}
				any_artifact = {
					is_artifact_equipped = yes
					artifact_type = scepter_bon_fylkir
				}
				trait = dead_scepter_bon_fylkir
			}
		}
	}

	2 = { # b - Hellenic Scepter
		factor = 100
		hide_layers = { 39 = {} }
		hide_layers = { 40 = {} }

		trigger = {
			OR = {
				AND = {
					is_priest = yes
					rightful_religious_head = ROOT
					religion_openly_hellenic_or_reformed_trigger = yes
				}
				any_artifact = {
					is_artifact_equipped = yes
					OR = {
						artifact_type = scepter_hellenic_fylkir
						artifact_type = spear_of_destiny
					}
				}
				trait = dead_scepter_hellenic_fylkir
			}
		}
	}

	3 = { # c - Mjolnir
		factor = 100
		hide_layers = { 39 = {} }
		hide_layers = { 40 = {} }

		trigger = {
			any_artifact = {
				is_artifact_equipped = yes
				artifact_type = mjolnir
			}
		}
	}

	4 = { # d - Jeweled Danda
		factor = 100

		trigger = {
			any_artifact = {
				is_artifact_equipped = yes
				artifact_type = elaborate_danda
			}
		}
	}

	5 = { # e - Black Staff
		factor = 0
	}

	6 = { # f - Branch Staff
		factor = 0
	}

	7 = { # g - Skull Staff
		factor = 0
	}

	8 = { # h - African Totem Scepter
		factor = 100

		trigger = {
			any_artifact = {
				is_artifact_equipped = yes
				has_artifact_flag = totem
			}
		}
	}

	9 = { # i - Staff of Majesty
		factor = 100

		trigger = {
			any_artifact = {
				is_artifact_equipped = yes
				quality >= 3
				has_artifact_flag = staff
			}
		}
	}

	10 = { # j - Gold Staff
		factor = 100

		trigger = {
			any_artifact = {
				is_artifact_equipped = yes
				quality == 2
				has_artifact_flag = staff
			}
		}
	}

	11 = { # k - Silver Staff
		factor = 100

		trigger = {
			any_artifact = {
				is_artifact_equipped = yes
				quality == 1
				has_artifact_flag = staff
			}
		}
	}

	12 = { # l - Shepherds Crook
		factor = 1

		trigger = {
			OR = {
				society_member_of = monastic_order_benedictine
				society_member_of = monastic_order_monophysite
			}
		}
	}

	13 = { # m - Indian Staff
		factor = 1

		trigger = {
			society_member_of = monastic_order_hindu
		}
	}

	14 = { # n - Indian Staff
		factor = 100

		trigger = {
			OR = {
				society_member_of = monastic_order_hindu
				any_artifact = {
					is_artifact_equipped = yes
					artifact_type = staff_of_moses
				}
			}
		}

		modifier = {
			factor = 0.01
			society_member_of = monastic_order_hindu
		}
	}

	15 = { # o - Scepter
		factor = 25

		trigger = {
			any_artifact = {
				is_artifact_equipped = yes
				quality >= 3
				has_artifact_flag = scepter
			}
		}
	}

	16 = { # p - Scepter
		factor = 25

		trigger = {
			any_artifact = {
				is_artifact_equipped = yes
				quality == 2
				has_artifact_flag = scepter
			}
		}
	}

	17 = { # q - Scepter
		factor = 25

		trigger = {
			any_artifact = {
				is_artifact_equipped = yes
				quality == 1
				has_artifact_flag = scepter
			}
		}
	}

	18 = { # r - Crutch
		factor = 50

		trigger = {
			OR = {
				trait = one_legged
				trait = mangled
				has_character_modifier = swollen_ankle
			}
		}
	}

	19 = { # s - Dagger
		factor = 25

		trigger = {
			any_artifact = {
				is_artifact_equipped = yes
				quality > 1
				has_artifact_flag = dagger
				has_artifact_flag = jewelry
			}
		}
	}

	20 = { # t - Dagger
		factor = 10

		trigger = {
			any_artifact = {
				is_artifact_equipped = yes
				quality == 1
				has_artifact_flag = dagger
				has_artifact_flag = jewelry
			}
		}
	}

	21 = { # u - Book
		factor = 1

		trigger = {
			any_artifact = {
				is_artifact_equipped = yes
				OR = {
					has_artifact_flag = book
					has_artifact_flag = antiquity_book
				}
			}
		}
	}

	22 = { # v - Scroll
		factor = 10

		trigger = {
			any_artifact = {
				is_artifact_active = yes
				OR = {
					artifact_type = letter_of_mohammad
					artifact_type = cyrus_cylinder
					artifact_type = chinese_calligraphy
				}
			}
		}
	}

	23 = { # w - Ingredients
		factor = 1

		trigger = {
			any_artifact = {
				is_artifact_active = yes
				OR = {
					has_artifact_flag = ingredient
					has_artifact_flag = herb
				}
			}
		}
	}

	24 = { # x - Eagle
		factor = 10

		trigger = {
			has_character_modifier = pet_hunting_eagle
		}
	}

	25 = { # y - Rat
		factor = 10

		trigger = {
			OR = {
				has_character_modifier = pet_rat_dungeon
				has_character_modifier = rats_in_cell
			}
			in_command = no
		}
	}

	26 = { # z - Snake
		factor = 10

		trigger = {
			OR = {
				death_reason = death_accident_snakes
				death_reason = death_murder_snakes
				death_reason = death_murder_unknown_snakes
				death_reason = death_execution_snake_pit
				has_character_modifier = pet_snake
				has_character_modifier = friend_of_snakes
				has_character_flag = diwali_snake_charmer
			}
		}
	}
}
