﻿# CULTIVATION BREAKTHROUGH DECISIONS
# Player must have unlocked breakthrough perk (flag) but not yet have the trait
# Triggers breakthrough attempt event

# Qi Gathering Breakthrough
attempt_qi_gathering_breakthrough_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm_martial.dds"
	}
	
	decision_group_type = major
	sort_order = 200
	
	title = attempt_qi_gathering_breakthrough_decision
	desc = attempt_qi_gathering_breakthrough_decision_desc
	selection_tooltip = attempt_qi_gathering_breakthrough_decision_tooltip
	confirm_text = attempt_qi_gathering_breakthrough_confirm
	
	is_shown = {
		has_character_flag = can_attempt_qi_gathering_breakthrough
		NOT = { has_trait = cultivation_qi_gathering }
	}
	
	is_valid = {
		has_character_flag = can_attempt_qi_gathering_breakthrough
		NOT = { has_trait = cultivation_qi_gathering }
	}
	
	effect = {
		trigger_event = cultivation_breakthrough.1000
	}
	
	ai_check_interval = 60
	ai_potential = { always = yes }
	ai_will_do = {
		base = 100
	}
}

# Qi Refining Breakthrough
attempt_qi_refining_breakthrough_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm_martial.dds"
	}
	
	decision_group_type = major
	sort_order = 201
	
	title = attempt_qi_refining_breakthrough_decision
	desc = attempt_qi_refining_breakthrough_decision_desc
	selection_tooltip = attempt_qi_refining_breakthrough_decision_tooltip
	confirm_text = attempt_qi_refining_breakthrough_confirm
	
	is_shown = {
		has_character_flag = can_attempt_qi_refining_breakthrough
		NOT = { has_trait = cultivation_qi_refining }
	}
	
	is_valid = {
		has_character_flag = can_attempt_qi_refining_breakthrough
		NOT = { has_trait = cultivation_qi_refining }
	}
	
	effect = {
		trigger_event = cultivation_breakthrough.1100
	}
	
	ai_check_interval = 60
	ai_potential = { always = yes }
	ai_will_do = {
		base = 100
	}
}

# Qi Building Breakthrough
attempt_qi_building_breakthrough_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm_martial.dds"
	}
	
	decision_group_type = major
	sort_order = 202
	
	title = attempt_qi_building_breakthrough_decision
	desc = attempt_qi_building_breakthrough_decision_desc
	selection_tooltip = attempt_qi_building_breakthrough_decision_tooltip
	confirm_text = attempt_qi_building_breakthrough_confirm
	
	is_shown = {
		has_character_flag = can_attempt_qi_building_breakthrough
		NOT = { has_trait = cultivation_qi_building }
	}
	
	is_valid = {
		has_character_flag = can_attempt_qi_building_breakthrough
		NOT = { has_trait = cultivation_qi_building }
	}
	
	effect = {
		trigger_event = cultivation_breakthrough.1200
	}
	
	ai_check_interval = 60
	ai_potential = { always = yes }
	ai_will_do = {
		base = 100
	}
}

# Core Formation Breakthrough
attempt_core_formation_breakthrough_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm_martial.dds"
	}
	
	decision_group_type = major
	sort_order = 203
	
	title = attempt_core_formation_breakthrough_decision
	desc = attempt_core_formation_breakthrough_decision_desc
	selection_tooltip = attempt_core_formation_breakthrough_decision_tooltip
	confirm_text = attempt_core_formation_breakthrough_confirm
	
	is_shown = {
		has_character_flag = can_attempt_core_formation_breakthrough
		NOT = { has_trait = cultivation_core_formation }
	}
	
	is_valid = {
		has_character_flag = can_attempt_core_formation_breakthrough
		NOT = { has_trait = cultivation_core_formation }
	}
	
	effect = {
		trigger_event = cultivation_breakthrough.1300
	}
	
	ai_check_interval = 60
	ai_potential = { always = yes }
	ai_will_do = {
		base = 100
	}
}

# Nascent Soul Breakthrough
attempt_nascent_soul_breakthrough_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm_martial.dds"
	}
	
	decision_group_type = major
	sort_order = 204
	
	title = attempt_nascent_soul_breakthrough_decision
	desc = attempt_nascent_soul_breakthrough_decision_desc
	selection_tooltip = attempt_nascent_soul_breakthrough_decision_tooltip
	confirm_text = attempt_nascent_soul_breakthrough_confirm
	
	is_shown = {
		has_character_flag = can_attempt_nascent_soul_breakthrough
		NOT = { has_trait = cultivation_nascent_soul }
	}
	
	is_valid = {
		has_character_flag = can_attempt_nascent_soul_breakthrough
		NOT = { has_trait = cultivation_nascent_soul }
	}
	
	effect = {
		trigger_event = cultivation_breakthrough.1400
	}
	
	ai_check_interval = 60
	ai_potential = { always = yes }
	ai_will_do = {
		base = 100
	}
}

# Heavenly Being Breakthrough
attempt_heavenly_being_breakthrough_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm_martial.dds"
	}
	
	decision_group_type = major
	sort_order = 205
	
	title = attempt_heavenly_being_breakthrough_decision
	desc = attempt_heavenly_being_breakthrough_decision_desc
	selection_tooltip = attempt_heavenly_being_breakthrough_decision_tooltip
	confirm_text = attempt_heavenly_being_breakthrough_confirm
	
	is_shown = {
		has_character_flag = can_attempt_heavenly_being_breakthrough
		NOT = { has_trait = cultivation_heavenly_being }
	}
	
	is_valid = {
		has_character_flag = can_attempt_heavenly_being_breakthrough
		NOT = { has_trait = cultivation_heavenly_being }
	}
	
	effect = {
		trigger_event = cultivation_breakthrough.1500
	}
	
	ai_check_interval = 60
	ai_potential = { always = yes }
	ai_will_do = {
		base = 100
	}
}

# Four-Axis Breakthrough
attempt_four_axis_breakthrough_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm_martial.dds"
	}
	
	decision_group_type = major
	sort_order = 206
	
	title = attempt_four_axis_breakthrough_decision
	desc = attempt_four_axis_breakthrough_decision_desc
	selection_tooltip = attempt_four_axis_breakthrough_decision_tooltip
	confirm_text = attempt_four_axis_breakthrough_confirm
	
	is_shown = {
		has_character_flag = can_attempt_four_axis_breakthrough
		NOT = { has_trait = cultivation_four_axis }
	}
	
	is_valid = {
		has_character_flag = can_attempt_four_axis_breakthrough
		NOT = { has_trait = cultivation_four_axis }
	}
	
	effect = {
		trigger_event = cultivation_breakthrough.1600
	}
	
	ai_check_interval = 60
	ai_potential = { always = yes }
	ai_will_do = {
		base = 100
	}
}

# Integration Breakthrough
attempt_integration_breakthrough_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm_martial.dds"
	}
	
	decision_group_type = major
	sort_order = 207
	
	title = attempt_integration_breakthrough_decision
	desc = attempt_integration_breakthrough_decision_desc
	selection_tooltip = attempt_integration_breakthrough_decision_tooltip
	confirm_text = attempt_integration_breakthrough_confirm
	
	is_shown = {
		has_character_flag = can_attempt_integration_breakthrough
		NOT = { has_trait = cultivation_integration }
	}
	
	is_valid = {
		has_character_flag = can_attempt_integration_breakthrough
		NOT = { has_trait = cultivation_integration }
	}
	
	effect = {
		trigger_event = cultivation_breakthrough.1700
	}
	
	ai_check_interval = 60
	ai_potential = { always = yes }
	ai_will_do = {
		base = 100
	}
}

# Star Shattering Breakthrough
attempt_star_shattering_breakthrough_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm_martial.dds"
	}
	
	decision_group_type = major
	sort_order = 208
	
	title = attempt_star_shattering_breakthrough_decision
	desc = attempt_star_shattering_breakthrough_decision_desc
	selection_tooltip = attempt_star_shattering_breakthrough_decision_tooltip
	confirm_text = attempt_star_shattering_breakthrough_confirm
	
	is_shown = {
		has_character_flag = can_attempt_star_shattering_breakthrough
		NOT = { has_trait = cultivation_star_shattering }
	}
	
	is_valid = {
		has_character_flag = can_attempt_star_shattering_breakthrough
		NOT = { has_trait = cultivation_star_shattering }
	}
	
	effect = {
		trigger_event = cultivation_breakthrough.1800
	}
	
	ai_check_interval = 60
	ai_potential = { always = yes }
	ai_will_do = {
		base = 100
	}
}

# Sacred Vessel Breakthrough
attempt_sacred_vessel_breakthrough_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm_martial.dds"
	}
	
	decision_group_type = major
	sort_order = 209
	
	title = attempt_sacred_vessel_breakthrough_decision
	desc = attempt_sacred_vessel_breakthrough_decision_desc
	selection_tooltip = attempt_sacred_vessel_breakthrough_decision_tooltip
	confirm_text = attempt_sacred_vessel_breakthrough_confirm
	
	is_shown = {
		has_character_flag = can_attempt_sacred_vessel_breakthrough
		NOT = { has_trait = cultivation_sacred_vessel }
	}
	
	is_valid = {
		has_character_flag = can_attempt_sacred_vessel_breakthrough
		NOT = { has_trait = cultivation_sacred_vessel }
	}
	
	effect = {
		trigger_event = cultivation_breakthrough.1900
	}
	
	ai_check_interval = 60
	ai_potential = { always = yes }
	ai_will_do = {
		base = 100
	}
}

# Entering Nirvana Breakthrough
attempt_entering_nirvana_breakthrough_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm_martial.dds"
	}
	
	decision_group_type = major
	sort_order = 210
	
	title = attempt_entering_nirvana_breakthrough_decision
	desc = attempt_entering_nirvana_breakthrough_decision_desc
	selection_tooltip = attempt_entering_nirvana_breakthrough_decision_tooltip
	confirm_text = attempt_entering_nirvana_breakthrough_confirm
	
	is_shown = {
		has_character_flag = can_attempt_entering_nirvana_breakthrough
		NOT = { has_trait = cultivation_entering_nirvana }
	}
	
	is_valid = {
		has_character_flag = can_attempt_entering_nirvana_breakthrough
		NOT = { has_trait = cultivation_entering_nirvana }
	}
	
	effect = {
		trigger_event = cultivation_breakthrough.2000
	}
	
	ai_check_interval = 60
	ai_potential = { always = yes }
	ai_will_do = {
		base = 100
	}
}
# True Immortal Breakthrough
attempt_true_immortal_breakthrough_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm_martial.dds"
	}
	
	decision_group_type = major
	sort_order = 211
	
	title = attempt_true_immortal_breakthrough_decision
	desc = attempt_true_immortal_breakthrough_decision_desc
	selection_tooltip = attempt_true_immortal_breakthrough_decision_tooltip
	confirm_text = attempt_true_immortal_breakthrough_confirm
	
	is_shown = {
		has_character_flag = can_attempt_true_immortal_breakthrough
		NOT = { has_trait = cultivation_true_immortal }
	}
	
	is_valid = {
		has_character_flag = can_attempt_true_immortal_breakthrough
		NOT = { has_trait = cultivation_true_immortal }
	}
	
	effect = {
		trigger_event = cultivation_breakthrough.2100
	}
	
	ai_check_interval = 60
	ai_potential = { always = yes }
	ai_will_do = {
		base = 100
	}
}