

#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 = wonder_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 = {
	if = { # if this is the first name change...
        limit = {
            NOR = {
                has_wonder_flag = wonder_name_1
                has_wonder_flag = wonder_name_2
                has_wonder_flag = wonder_name_3
                has_wonder_flag = wonder_name_4
                has_wonder_flag = wonder_name_5
                has_wonder_flag = wonder_name_6
                has_wonder_flag = wonder_name_7
            }
        }
        set_wonder_flag = wonder_name_1
    }
    else = { # 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 = 10
					break = yes
				}
                clr_wonder_flag = wonder_name_2
                set_wonder_flag = wonder_name_3
            }
            wonder_name_3 = {
                random = {
					chance = 20 
					break = yes
				}
                clr_wonder_flag = wonder_name_3
                set_wonder_flag = wonder_name_4
            }
            wonder_name_4 = {
                random = {
					chance = 30 
					break = yes
				}
                clr_wonder_flag = wonder_name_4
                set_wonder_flag = wonder_name_5
            }
            wonder_name_5 = {
            	random = {
					chance = 40 
					break = yes
				}
                clr_wonder_flag = wonder_name_5
                set_wonder_flag = wonder_name_6
            }
            wonder_name_6 = {
            	random = {
					chance = 50
					break = yes
				}
                clr_wonder_flag = wonder_name_6
                set_wonder_flag = wonder_name_7
            }
            wonder_name_7 = { #Enough now
            	break = yes
            }
        }
    }
    set_name = wonder_name_text_update
    log = "STEP 2: [target_wonder.GetName] is the new name."
}
wonder_desc_change_effect = {
	if = { # if this is the first name change...
        limit = {
            NOR = {
                has_wonder_flag = wonder_desc_1
                has_wonder_flag = wonder_desc_2
                has_wonder_flag = wonder_desc_3
                has_wonder_flag = wonder_desc_4
                has_wonder_flag = wonder_desc_5
                has_wonder_flag = wonder_desc_6
                has_wonder_flag = wonder_desc_7                    
            }
        }
        set_wonder_flag = wonder_desc_1
    }
    else = { # 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
            }
        }
    }
    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_illiad
            }
            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
            }

        }
    }
}