############################################
# Mistborn Mod - Metal Supply Events
# Namespace: mistborn_metal
############################################

namespace = mistborn_metal

# ============================================================
# 0001 - Metal Reserves Running Low
# Fires on yearly pulse for Allomancers without metal_reserves_abundant
# ============================================================
mistborn_metal.0001 = {
	type = character_event
	title = mistborn_metal.0001.t
	desc = mistborn_metal.0001.desc
	theme = intrigue
	override_background = {
		reference = "gfx/interface/illustrations/event_scenes/corridor.dds"
	}

	trigger = {
		is_allomancer_trigger = yes
		NOT = { has_character_modifier = metal_reserves_abundant }
		NOT = { has_character_modifier = metal_reserves_low }
		NOT = { has_character_modifier = metal_reserves_depleted }
	}

	weight_multiplier = {
		base = 1
		modifier = {
			factor = 2
			is_at_war = yes
		}
	}

	immediate = {
		# Grant the low modifier
		add_character_modifier = {
			modifier = metal_reserves_low
			years = 1
		}
	}

	# Buy more metals (noble route)
	option = {
		name = mistborn_metal.0001.a
		trigger = {
			gold >= 50
			NOT = { is_skaa_trigger = yes }
		}
		remove_short_term_gold = 50
		remove_character_modifier = metal_reserves_low
		add_character_modifier = {
			modifier = metal_reserves_abundant
			years = 2
		}
		ai_chance = {
			base = 80
		}
	}

	# Seek the black market
	option = {
		name = mistborn_metal.0001.b
		trigger = {
			intrigue >= 8
		}
		remove_short_term_gold = 20
		random_list = {
			70 = {
				remove_character_modifier = metal_reserves_low
				add_character_modifier = {
					modifier = metal_reserves_abundant
					years = 1
				}
			}
			30 = {
				increase_lord_ruler_attention_effect = yes
				custom_tooltip = mistborn_metal.0001.b.fail
			}
		}
		ai_chance = {
			base = 40
		}
	}

	# Ration supplies — keep the low modifier but extend awareness
	option = {
		name = mistborn_metal.0001.c
		add_stress = 20
		custom_tooltip = mistborn_metal.0001.c.tt
		ai_chance = {
			base = 10
		}
	}
}

# ============================================================
# 0010 - Metal Reserves Depleted
# Fires for Allomancers with metal_reserves_low who haven't resupplied
# ============================================================
mistborn_metal.0010 = {
	type = character_event
	title = mistborn_metal.0010.t
	desc = mistborn_metal.0010.desc
	theme = intrigue
	override_background = {
		reference = "gfx/interface/illustrations/event_scenes/corridor.dds"
	}

	trigger = {
		is_allomancer_trigger = yes
		has_character_modifier = metal_reserves_low
		NOT = { has_character_modifier = metal_reserves_abundant }
		NOT = { has_character_modifier = metal_reserves_depleted }
	}

	weight_multiplier = {
		base = 1
	}

	immediate = {
		remove_character_modifier = metal_reserves_low
		add_character_modifier = {
			modifier = metal_reserves_depleted
			years = 1
		}
	}

	# Desperate — we must find metals now
	option = {
		name = mistborn_metal.0010.a
		trigger = {
			gold >= 75
			NOT = { is_skaa_trigger = yes }
		}
		remove_short_term_gold = 75
		remove_character_modifier = metal_reserves_depleted
		add_character_modifier = {
			modifier = metal_reserves_abundant
			years = 2
		}
		ai_chance = {
			base = 90
		}
	}

	# Risk the black market
	option = {
		name = mistborn_metal.0010.b
		trigger = {
			intrigue >= 6
		}
		remove_short_term_gold = 15
		random_list = {
			60 = {
				remove_character_modifier = metal_reserves_depleted
				add_character_modifier = {
					modifier = metal_reserves_abundant
					years = 1
				}
			}
			40 = {
				increase_lord_ruler_attention_effect = yes
				custom_tooltip = mistborn_metal.0010.b.fail
			}
		}
		ai_chance = {
			base = 50
		}
	}

	# Endure the emptiness
	option = {
		name = mistborn_metal.0010.c
		add_stress = 40
		ai_chance = {
			base = 5
		}
	}
}

# ============================================================
# 0020 - Metal Supply Windfall
# Rare event: a lucky break provides metals for free
# ============================================================
mistborn_metal.0020 = {
	type = character_event
	title = mistborn_metal.0020.t
	desc = mistborn_metal.0020.desc
	theme = intrigue
	override_background = {
		reference = "gfx/interface/illustrations/event_scenes/corridor.dds"
	}

	trigger = {
		is_allomancer_trigger = yes
		OR = {
			has_character_modifier = metal_reserves_low
			has_character_modifier = metal_reserves_depleted
		}
	}

	weight_multiplier = {
		base = 0.1
	}

	immediate = {
		remove_character_modifier = metal_reserves_low
		remove_character_modifier = metal_reserves_depleted
	}

	# Accept the windfall
	option = {
		name = mistborn_metal.0020.a
		add_character_modifier = {
			modifier = metal_reserves_abundant
			years = 2
		}
		ai_chance = {
			base = 100
		}
	}
}

# ============================================================
# 0030 - Wartime Metal Scarcity
# Fires during wars for Allomancer characters — metal consumed faster
# ============================================================
mistborn_metal.0030 = {
	type = character_event
	title = mistborn_metal.0030.t
	desc = mistborn_metal.0030.desc
	theme = war
	override_background = {
		reference = "gfx/interface/illustrations/event_scenes/battlefield.dds"
	}

	trigger = {
		is_allomancer_trigger = yes
		is_at_war = yes
		has_character_modifier = metal_reserves_abundant
	}

	weight_multiplier = {
		base = 0.3
	}

	immediate = {
	}

	# Accept the accelerated consumption
	option = {
		name = mistborn_metal.0030.a
		remove_character_modifier = metal_reserves_abundant
		add_character_modifier = {
			modifier = metal_reserves_low
			years = 1
		}
		ai_chance = {
			base = 30
		}
	}

	# Ration metals carefully — keep abundant but take a stress hit
	option = {
		name = mistborn_metal.0030.b
		add_stress = 30
		custom_tooltip = mistborn_metal.0030.b.tt
		ai_chance = {
			base = 50
		}
	}

	# Spend gold to resupply from wartime merchants
	option = {
		name = mistborn_metal.0030.c
		trigger = {
			gold >= 100
		}
		remove_short_term_gold = 100
		custom_tooltip = mistborn_metal.0030.c.tt
		ai_chance = {
			base = 70
		}
	}
}
