namespace = diysword

#This is the beginning of the chain.
character_event = {
	id = diysword.1
	
	desc = "Follow the prompts to build a customized sword for your dynasty."
	title = "Create your own sword."
	is_triggered_only = yes
	
	option = {
		name = "Continue"
		character_event = { id = diysword.2 }
		wealth = -1000
	}
	
	option = {
		ai_chance = { 
			factor = 9999
		}
		name = "Choose a random sword"
		set_character_flag = has_created_diy_sword
		random_list = {
			10 = { add_artifact = mpcprd }
			10 = { add_artifact = mpcpro }
			10 = { add_artifact = mpcpd }
			10 = { add_artifact = mpcpo }
			10 = { add_artifact = mubprd }
			10 = { add_artifact = mubpro }
			10 = { add_artifact = mubpro }
			10 = { add_artifact = mubpo }
			10 = { add_artifact = lpcprd }
			10 = { add_artifact = lpcpro }
			10 = { add_artifact = lpcpd }
			10 = { add_artifact = lpcpo }
			10 = { add_artifact = lubprd }
			10 = { add_artifact = lubpro }
			10 = { add_artifact = lubpd }
			10 = { add_artifact = lubpo }
		}
		wealth = -1000
	}
	
	option = {
		name = "Cancel"
	}

}

#Martial or Stewardship
character_event = {
	id = diysword.2
	
	desc = "Martial +3 or Stewardship +3?"
	title = "Choose your stats"
	is_triggered_only = yes
	
	option = {
		name = "Martial +3"
		set_character_flag = diy_sword_m
		character_event = { id = diysword.3 }
		
	}
	
	option = {
		name = "Stewardship +3"
		set_character_flag = diy_sword_l
		character_event = { id = diysword.3 }
	}

}

#Personal Combat or Unit Buff
character_event = {
	id = diysword.3
	
	desc = "Personal Combat +15 (+20 is max bonus) or Unit Buff +5% attack and moral attack?"
	title = "Choose your stats"
	is_triggered_only = yes
	
	option = {
		name = "Personal Combat +15"
		set_character_flag = diy_sword_pc
		character_event = { id = diysword.4 }
		
	}
	
	option = {
		name = "Unit Buff"
		set_character_flag = diy_sword_ub
		character_event = { id = diysword.4 }
	}

}

#Prestige or Piety
character_event = {
	id = diysword.4
	
	desc = "Prestige or Piety? Both add 0.75 per month."
	title = "Choose your stats"
	is_triggered_only = yes
	
	option = {
		name = "Prestige"
		set_character_flag = diy_sword_pr
		character_event = { id = diysword.5 }
		
	}
	
	option = {
		name = "Piety"
		set_character_flag = diy_sword_p
		character_event = { id = diysword.5 }
	}

}

#Personal comabt or Piety
character_event = {
	id = diysword.5
	
	desc = "Personal Combat or Vassal Opinion +5?"
	title = "Choose your stats"
	is_triggered_only = yes
	
	option = {
		name = "Personal Combat +10(+5 if prev. PC chosen, +20 max value)"
		set_character_flag = diy_sword_d
		character_event = { id = diysword.6 }
		
	}
	
	option = {
		name = "Opinion +5"
		set_character_flag = diy_sword_o
		character_event = { id = diysword.6 }
	}

}

character_event = {
	id = diysword.6
	desc = "Your personalized sword has been added to your treasury."
	title = "Sword added"
	is_triggered_only = yes
	
	option = {
		name = "Okay"
		set_character_flag = has_created_diy_sword
		#prepare for the holy mess of if statements this is my life now. Forget finals week!
		
		#mpcprd
		if = {
			limit = {
				AND = {
					has_character_flag = diy_sword_m
					has_character_flag = diy_sword_pc
					has_character_flag = diy_sword_pr
					has_character_flag = diy_sword_d
				}
			}
			clr_character_flag = diy_sword_m
			clr_character_flag = diy_sword_pc
			clr_character_flag = diy_sword_pr
			clr_character_flag = diy_sword_d
			
			add_artifact = mpcprd
			
		}
		
		#mpcpro
		if = {
			limit = {
				AND = {
					has_character_flag = diy_sword_m
					has_character_flag = diy_sword_pc
					has_character_flag = diy_sword_pr
					has_character_flag = diy_sword_o
				}
			}
			clr_character_flag = diy_sword_m
			clr_character_flag = diy_sword_pc
			clr_character_flag = diy_sword_pr
			clr_character_flag = diy_sword_o
			
			add_artifact = mpcpro
			
		}
		
		#mpcpd
		if = {
			limit = {
				AND = {
					has_character_flag = diy_sword_m
					has_character_flag = diy_sword_pc
					has_character_flag = diy_sword_p
					has_character_flag = diy_sword_d
				}
			}
			clr_character_flag = diy_sword_m
			clr_character_flag = diy_sword_pc
			clr_character_flag = diy_sword_p
			clr_character_flag = diy_sword_d
			
			add_artifact = mpcpd
			
		}
		
		#mpcpo
		if = {
			limit = {
				AND = {
					has_character_flag = diy_sword_m
					has_character_flag = diy_sword_pc
					has_character_flag = diy_sword_p
					has_character_flag = diy_sword_o
				}
			}
			clr_character_flag = diy_sword_m
			clr_character_flag = diy_sword_pc
			clr_character_flag = diy_sword_p
			clr_character_flag = diy_sword_o
			
			add_artifact = mpcpo
			
		}
		
		#mubprd
		if = {
			limit = {
				AND = {
					has_character_flag = diy_sword_m
					has_character_flag = diy_sword_ub
					has_character_flag = diy_sword_pr
					has_character_flag = diy_sword_d
				}
			}
			clr_character_flag = diy_sword_m
			clr_character_flag = diy_sword_ub
			clr_character_flag = diy_sword_pr
			clr_character_flag = diy_sword_d
			
			add_artifact = mubprd
			
		}
		
		#mubpro
		if = {
			limit = {
				AND = {
					has_character_flag = diy_sword_m
					has_character_flag = diy_sword_ub
					has_character_flag = diy_sword_pr
					has_character_flag = diy_sword_o
				}
			}
			clr_character_flag = diy_sword_m
			clr_character_flag = diy_sword_ub
			clr_character_flag = diy_sword_pr
			clr_character_flag = diy_sword_o
			
			add_artifact = mubpro
			
		}
		
		#mubpro
		if = {
			limit = {
				AND = {
					has_character_flag = diy_sword_m
					has_character_flag = diy_sword_ub
					has_character_flag = diy_sword_pr
					has_character_flag = diy_sword_o
				}
			}
			clr_character_flag = diy_sword_m
			clr_character_flag = diy_sword_ub
			clr_character_flag = diy_sword_pr
			clr_character_flag = diy_sword_o
			
			add_artifact = mubpro
			
		}
		
		#mubpo
		if = {
			limit = {
				AND = {
					has_character_flag = diy_sword_m
					has_character_flag = diy_sword_ub
					has_character_flag = diy_sword_p
					has_character_flag = diy_sword_o
				}
			}
			clr_character_flag = diy_sword_m
			clr_character_flag = diy_sword_ub
			clr_character_flag = diy_sword_p
			clr_character_flag = diy_sword_o
			
			add_artifact = mubpo
			
		}
		
		#lpcprd
		if = {
			limit = {
				AND = {
					has_character_flag = diy_sword_l
					has_character_flag = diy_sword_pc
					has_character_flag = diy_sword_pr
					has_character_flag = diy_sword_d
				}
			}
			clr_character_flag = diy_sword_l
			clr_character_flag = diy_sword_pc
			clr_character_flag = diy_sword_pr
			clr_character_flag = diy_sword_d
			
			add_artifact = lpcprd
			
		}
		
		#lpcpro
		if = {
			limit = {
				AND = {
					has_character_flag = diy_sword_l
					has_character_flag = diy_sword_pc
					has_character_flag = diy_sword_pr
					has_character_flag = diy_sword_o
				}
			}
			clr_character_flag = diy_sword_l
			clr_character_flag = diy_sword_pc
			clr_character_flag = diy_sword_pr
			clr_character_flag = diy_sword_o
			
			add_artifact = lpcpro
			
		}
		
		#lpcpd
		if = {
			limit = {
				AND = {
					has_character_flag = diy_sword_l
					has_character_flag = diy_sword_pc
					has_character_flag = diy_sword_p
					has_character_flag = diy_sword_d
				}
			}
			clr_character_flag = diy_sword_l
			clr_character_flag = diy_sword_pc
			clr_character_flag = diy_sword_p
			clr_character_flag = diy_sword_d
			
			add_artifact = lpcpd
			
		}
		
		#lpcpo
		if = {
			limit = {
				AND = {
					has_character_flag = diy_sword_l
					has_character_flag = diy_sword_pc
					has_character_flag = diy_sword_p
					has_character_flag = diy_sword_o
				}
			}
			clr_character_flag = diy_sword_l
			clr_character_flag = diy_sword_pc
			clr_character_flag = diy_sword_p
			clr_character_flag = diy_sword_o
			
			add_artifact = lpcpo
			
		}
		
		#lubprd
		if = {
			limit = {
				AND = {
					has_character_flag = diy_sword_l
					has_character_flag = diy_sword_ub
					has_character_flag = diy_sword_pr
					has_character_flag = diy_sword_d
				}
			}
			clr_character_flag = diy_sword_l
			clr_character_flag = diy_sword_ub
			clr_character_flag = diy_sword_pr
			clr_character_flag = diy_sword_d
			
			add_artifact = lubprd
			
		}
		
		#lubpro
		if = {
			limit = {
				AND = {
					has_character_flag = diy_sword_l
					has_character_flag = diy_sword_ub
					has_character_flag = diy_sword_pr
					has_character_flag = diy_sword_o
				}
			}
			clr_character_flag = diy_sword_l
			clr_character_flag = diy_sword_ub
			clr_character_flag = diy_sword_pr
			clr_character_flag = diy_sword_o
			
			add_artifact = lubpro
			
		}
		
		#lubpd
		if = {
			limit = {
				AND = {
					has_character_flag = diy_sword_l
					has_character_flag = diy_sword_ub
					has_character_flag = diy_sword_p
					has_character_flag = diy_sword_d
				}
			}
			clr_character_flag = diy_sword_l
			clr_character_flag = diy_sword_ub
			clr_character_flag = diy_sword_p
			clr_character_flag = diy_sword_d
			
			add_artifact = lubpd
			
		}
		
		#lubpo
		if = {
			limit = {
				AND = {
					has_character_flag = diy_sword_l
					has_character_flag = diy_sword_ub
					has_character_flag = diy_sword_p
					has_character_flag = diy_sword_o
				}
			}
			clr_character_flag = diy_sword_l
			clr_character_flag = diy_sword_ub
			clr_character_flag = diy_sword_p
			clr_character_flag = diy_sword_o
			
			add_artifact = lubpo
			
		}

	}
	
}

#Debugger event for adding all swords
character_event = {
	id = diysword.69
	is_triggered_only = yes
	
	add_artifact = mpcprd
	add_artifact = mpcpro
	add_artifact = mpcpd
	add_artifact = mpcpo
	add_artifact = mubprd
	add_artifact = mubpro
	add_artifact = mubpro
	add_artifact = mubpo
	add_artifact = lpcprd
	add_artifact = lpcpro
	add_artifact = lpcpd
	add_artifact = lpcpo
	add_artifact = lubprd
	add_artifact = lubpro
	add_artifact = lubpd
	add_artifact = lubpo


}
