###########################################
#                                         #
# RIP Flavor Events		           		  #
# ID RIP.4010 - RIP.4499                  #
# ID RIP.29000 -
#                                         #
###########################################

#Court physician events written by Alexander Oltner & Mathilda Bjarnehed
#Mourning events written by Mathilda Bjarnehed
#Maimed events written by Mathilda Bjarnehed
#Child reaction events written by Mathilda Bjarnehed
#Suicide events written by Mathilda Bjarnehed
#Chess with death events written by Mathilda Bjarnehed

namespace = RIP

###COURT PHYSICIAN FLAVOR EVENTS###

### Court Physician recommends that you "Take it Easy"

character_event = {
	id = RIP.4010
	desc = EVTDESC_RIP_4010
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_religion

	min_age = 16
	capable_only = yes
	only_playable = yes
	prisoner = no
	
	is_triggered_only = yes
	
	trigger = {
		has_dlc = "Reapers"
		NOR = { 
			has_character_flag = stress_relief
			is_tribal = yes
			is_nomadic = yes
			trait = slothful
		}
		OR = {
			NOT = { health = 5 }
			trait = stressed
			trait = diligent
			trait = wroth
		}
		any_courtier_or_vassal = {
			liege = { character = ROOT }
			has_minor_title = title_court_physician
			OR = {
				has_character_flag = is_court_physician
				trait = physician
			}
		}
		NOT = { character = 108500 } #Not for learning scenario character! 
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 2
			trait = diligent
		}
		modifier = {
			factor = 2
			trait = stressed
		}
		modifier = {
			factor = 1.5
			any_courtier_or_vassal = {
				liege = { character = ROOT }
				has_minor_title = title_court_physician
				OR = {
					has_character_flag = is_court_physician
					trait = physician
				}
				learning = 16
			}
		}
		modifier = {
			factor = 0.2
			any_courtier_or_vassal = {
				liege = { character = ROOT }
				has_minor_title = title_court_physician
				OR = {
					has_character_flag = is_court_physician
					trait = physician
				}
				NOT = {
					learning = 14
				}
			}
		}
		modifier = {
			factor = 0.1
			any_courtier_or_vassal = {
				liege = { character = ROOT }
				has_minor_title = title_court_physician
				OR = {
					has_character_flag = is_court_physician
					trait = physician
				}
				NOT = {
					learning = 10
				}
			}
		}
	}
	
	immediate = {
		random_courtier_or_vassal = {
			limit = {
				liege = { character = ROOT }
				has_minor_title = title_court_physician
				OR = {
					has_character_flag = is_court_physician
					trait = physician
				}
			}
			save_event_target_as = physician_target
		}
		set_character_flag = stress_relief
	}

	option = {
		name = EVTOPTA_RIP_4010
		prestige = -50
		if = {
			limit = {
				trait = stressed
			}
			random = {
				chance = 50
				remove_trait = stressed
				hidden_tooltip = {
					character_event = { id = 38313 days = 1 } # Notify lost Stressed
				}
			}
		}
		if = {
			limit = {
				trait = diligent
			}
			remove_trait = diligent
		}
		add_character_modifier = {
			modifier = taking_it_easy
			duration = 10950
		}
	}
	
	option = {
		name = EVTOPTB_RIP_4010
		prestige = 50
		if = {
			limit = {
				NOT = { trait = stressed }
			}
			random = {
				chance = 30
				add_trait = stressed
				hidden_tooltip = {
					character_event = {
						id = 38282 #Notify Stressed
					}
				}
			}
		}
		if = {
			limit = {
				NOT = { trait = diligent }
			}
			random = {
				chance = 30
				add_trait = diligent
				hidden_tooltip = {
					character_event = {
						id = 38256 #Notify Diligent
					}
				}
			}
		}
	}
}

### Court Physician gifts you a guide dog

character_event = {
	id = RIP.4011
	desc = EVTDESC_RIP_4011
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_religion

	min_age = 16
	capable_only = yes
	only_playable = yes
	prisoner = no
	
	is_triggered_only = yes
	
	trigger = {
		has_dlc = "Reapers"
		trait = blinded
		NOR = {
			has_character_modifier = guide_dog
			has_character_flag = denied_guide_dog
			is_tribal = yes
			is_nomadic = yes
		}
		any_courtier_or_vassal = {
			liege = { character = ROOT }
			has_minor_title = title_court_physician
			OR = {
				has_character_flag = is_court_physician
				trait = physician
			}
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.5
			any_courtier_or_vassal = {
				liege = { character = ROOT }
				has_minor_title = title_court_physician
				OR = {
					has_character_flag = is_court_physician
					trait = physician
				}
				learning = 16
			}
		}
		modifier = {
			factor = 0.2
			any_courtier_or_vassal = {
				liege = { character = ROOT }
				has_minor_title = title_court_physician
				OR = {
					has_character_flag = is_court_physician
					trait = physician
				}
				NOT = {
					learning = 14
				}
			}
		}
		modifier = {
			factor = 0.1
			any_courtier_or_vassal = {
				liege = { character = ROOT }
				has_minor_title = title_court_physician
				OR = {
					has_character_flag = is_court_physician
					trait = physician
				}
				NOT = {
					learning = 10
				}
			}
		}
	}
	
	immediate = {
		random_courtier_or_vassal = {
			limit = {
				liege = { character = ROOT }
				has_minor_title = title_court_physician
				OR = {
					has_character_flag = is_court_physician
					trait = physician
				}
			}
			save_event_target_as = physician_target
		}
	}
	
	option = {
		name = EVTOPTA_RIP_4011
		tooltip_info = charitable
		
		trigger = {
			trait = charitable
		}
		
		transfer_scaled_wealth = {
			to = event_target:physician_target
			value = 0.3
		}
		
		event_target:physician_target = {
			opinion = {
				modifier = opinion_was_praised
				who = ROOT
				years = 10
			}
		}
		
		add_character_modifier = {
			modifier = guide_dog
			duration = -1
		}
		hidden_tooltip = { character_event = { id = RIP.4012 days = 3500 random = 2000 } } # Dog dies
	}

	option = {
		name = EVTOPTB_RIP_4011
		add_character_modifier = {
			modifier = guide_dog
			duration = -1
		}
		hidden_tooltip = { character_event = { id = RIP.4012 days = 3500 random = 2000 } } # Dog dies
	}
	
	option = {
		name = EVTOPTC_RIP_4011
		
		event_target:physician_target = {
			opinion = {
				modifier = opinion_insulted
				who = ROOT
				years = 10
			}
			set_character_flag = denied_guide_dog
		}
	}
}

# Guide Dog Dies
character_event = {
	id = RIP.4012
	desc = EVTDESC_RIP_4012
	picture = GFX_evt_hunting_scene
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes

	trigger = {
		has_character_modifier = guide_dog
	}
	
	option = { # She taught me a lot
		name = EVTOPTA_RIP_4012
		remove_character_modifier = guide_dog
		prestige = 5
	}
	option = { # Give in to despair
		name = EVTOPTB_RIP_4012
		remove_character_modifier = guide_dog
		if = {
			limit = {
				NOT = {
					trait = depressed
				}
			}
			random = {
				chance = 50
				add_trait = depressed
				hidden_tooltip = {
					character_event = {
						id = 38288 #Notify Depressed
					}
				}
			}
		}
	}
}

### Court Physician suggests fertility treatment

character_event = {
	id = RIP.4013
	desc = EVTDESC_RIP_4013
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_religion

	min_age = 16
	capable_only = yes
	only_playable = yes
	prisoner = no
	only_men = yes
	has_dlc = "Reapers"
	is_married = yes
	
	is_triggered_only = yes
	
	trigger = {
		spouse = {
			NOT = { age = 45 }
			is_pregnant = no
			ai = yes
		}
		NOR = { 
			has_character_flag = fertility_treatment
			is_ascetic_trigger = yes
			trait = celibate
			trait = eunuch
			num_of_children = 1
			is_merchant_republic = yes
		}
		any_courtier_or_vassal = {
			#is_female = no
			ai = yes
			liege = { character = ROOT }
			has_minor_title = title_court_physician
			OR = {
				has_character_flag = is_court_physician
				trait = physician
			}
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 2
			age = 40
		}
		modifier = {
			factor = 2
			age = 60
		}
		modifier = {
			factor = 1.5
			any_courtier_or_vassal = {
				liege = { character = ROOT }
				has_minor_title = title_court_physician
				OR = {
					has_character_flag = is_court_physician
					trait = physician
				}
				learning = 16
			}
		}
	}
	
	immediate = {
		random_courtier_or_vassal = {
			limit = {
				ai = yes
				liege = { character = ROOT }
				has_minor_title = title_court_physician
				OR = {
					has_character_flag = is_court_physician
					trait = physician
				}
			}
			save_event_target_as = physician_target
		}
		spouse = {
			save_event_target_as = spouse_target
		}
	}

	option = { # Yes, I need children!
		name = EVTOPTA_RIP_4013
		custom_tooltip = {
			text = fertility_treatment_custom_tooltip
			hidden_tooltip = {
				set_character_flag = fertility_treatment
				event_target:physician_target = {
					character_event = { id = RIP.4014 }
				}
			}
		}
	}
	
	option = { # No, I know I can do it without help
		name = EVTOPTB_RIP_4013
		prestige = 5
	}
}

# Fertility treatment outcome tombola
character_event = {
	id = RIP.4014
	hide_window = yes
	
	is_triggered_only = yes
	
	immediate = {
		random_list = {
			10 = { # Physician seduces and impregnates your spouse
				modifier = {
					factor = 0
					event_target:physician_target = {
						is_female = yes
					}
				}
				modifier = {
					factor = 0
					event_target:spouse_target = {
						is_lover = FROM
					}
				}
				modifier = {
					factor = 0
					event_target:spouse_target = {
						is_friend = FROM
					}
				}
				modifier = {
					factor = 0
					OR = {
						is_ascetic_trigger = yes
						trait = celibate
						trait = eunuch
						trait = chaste
					}
				}
				modifier = {
					factor = 0.1
					NOR = {
						trait = deceitful
						trait = lustful
						trait = hedonist
						trait = seducer
					}
				}
				modifier = {
					factor = 5
					AND = {
						OR = { 
							trait = deceitful
							trait = lustful
							trait = hedonist
							trait = seducer
						}
						event_target:spouse_target = {
							OR = { 
								trait = deceitful
								trait = lustful
								trait = hedonist
								trait = seductress
							}
						}
					}
				}
				
				FROM = { character_event = { id = RIP.4015 } }
			}
			
			10 = { # Physician concocts a herbal mixture that is TOO effective...
				modifier = {
					factor = 0
					has_game_rule = {
						name = supernatural_events
						value = off
					}
				}
				modifier = {
					factor = 0.5
					FROM = { ai = yes }
				}
				modifier = {
					factor = 5
					trait = lunatic
				}
				modifier = {
					factor = 5
					trait = possessed
				}
				
				FROM = {
					set_character_flag = fertility_increased_too_much
					character_event = { id = RIP.4016 days = 14 random = 7 }
				}
			}
			
			50 = { # Physician concocts a herbal mixture that increases your fertility
				modifier = {
					factor = 2
					learning = 14
				}
				modifier = {
					factor = 2
					learning = 18
				}
				
				FROM = {
					set_character_flag = fertility_increased
					character_event = { id = RIP.4016 days = 14 random = 7 }
				}
			}
			
			30 = { # Physician concocts a herbal mixture that DECREASES your fertility
				modifier = {
					factor = 0.1
					learning = 12
				}
				modifier = {
					factor = 2
					NOT = { learning = 10 }
				}
				modifier = {
					factor = 2
					NOT = { learning = 8 }
				}
				modifier = {
					factor = 2
					has_character_flag = physician_is_quack
				}
				
				FROM = {
					set_character_flag = fertility_decreased
					character_event = { id = RIP.4016 days = 14 random = 7 }
				}
			}
		}
	}
}

# Wife seduced and impregnated
character_event = {
	id = RIP.4015
	desc = EVTDESC_RIP_4015
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_religion
	
	is_triggered_only = yes
	
	trigger = {
		event_target:physician_target = {
			is_alive = yes
		}
		event_target:spouse_target = {
			is_alive = yes
		}
	}
	
	immediate = {
		event_target:spouse_target = {
			add_lover = event_target:physician_target
			impregnate_cuckoo = event_target:physician_target
		}
	}

	option = { # Something is fishy here!
		name = EVTOPTA_RIP_4015
		tooltip_info = paranoid
		
		trigger = {
			trait = paranoid
		}
		
		event_target:spouse_target = {
			father_of_unborn_known = yes
		}

	}
	
	option = { # But... you didn't do anything?
		name = EVTOPTB_RIP_4015
		
		trigger = {
			NOT = { trait = paranoid }
		}

	}
}

# You receive the concoction, last chance to back out!
character_event = {
	id = RIP.4016
	desc = EVTDESC_RIP_4016
	picture = GFX_evt_performing_experiments
	border = GFX_event_normal_frame_religion
	
	is_triggered_only = yes
	
	trigger = {
		event_target:physician_target = {
			is_alive = yes
		}
	}
	
	immediate = {

	}

	option = { # Drink it
		name = EVTOPTA_RIP_4016
		
		custom_tooltip = {
			text = drink_the_concoction_custom_tooltip
			hidden_tooltip = {
				if = {
					limit = {
						has_character_flag = fertility_increased_too_much
					}
					character_event = { id = RIP.4017 days = 3 random = 5 }
				}
				if = {
					limit = {
						has_character_flag = fertility_increased
					}
					character_event = { id = RIP.4018 days = 14 random = 7 }
				}
				if = {
					limit = {
						has_character_flag = fertility_decreased
					}
					character_event = { id = RIP.4019 days = 14 random = 7 }
				}
			}
		}
		
	}
	
	option = { # Back out
		name = EVTOPTB_RIP_4016
		
		ai_chance = {
			factor = 0
		}
		
		prestige = -5
		event_target:physician_target = {
			opinion = {
				modifier = opinion_insulted
				who = ROOT
				years = 10
			}
		}
	}
}

# The concoction works TOO well!
character_event = {
	id = RIP.4017
	desc = EVTDESC_RIP_4017
	picture = GFX_evt_performing_experiments
	border = GFX_event_normal_frame_religion
	
	is_triggered_only = yes
	hide_new = yes
	
	trigger = {

	}
	
	immediate = {
		random_realm_character = {
			limit = {
				prisoner = no
				is_female = yes
				NOT = { character = ROOT }
				NOT = { character = event_target:lover_2 }
				NOT = { character = event_target:lover_3 }
				NOT = { age = 45 }
				is_marriage_adult = yes
				is_pregnant = no
				NOT = { trait = incapable }
				has_lover = no
				NOT = {
					spouse = { 
						character = ROOT
					} 
				}
				NOT = {
					consort = {
						character = ROOT
					}
				}
			}
			impregnate = ROOT
			save_event_target_as = lover_1
		}
		random_realm_character = {
			limit = {
				prisoner = no
				is_female = yes
				NOT = { character = ROOT }
				NOT = { character = event_target:lover_1 }
				NOT = { character = event_target:lover_3 }
				NOT = { age = 45 }
				is_marriage_adult = yes
				is_pregnant = no
				NOT = { trait = incapable }
				has_lover = no
				NOT = {
					spouse = { 
						character = ROOT
					} 
				}
				NOT = {
					consort = {
						character = ROOT
					}
				}
			}
			impregnate = ROOT
			save_event_target_as = lover_2
		}
		random_realm_character = {
			limit = {
				prisoner = no
				is_female = yes
				NOT = { character = ROOT }
				NOT = { character = event_target:lover_1 }
				NOT = { character = event_target:lover_2 }
				NOT = { character = ROOT }
				NOT = { age = 45 }
				is_marriage_adult = yes
				is_pregnant = no
				NOT = { trait = incapable }
				has_lover = no
				NOT = {
					spouse = { 
						character = ROOT
					} 
				}
				NOT = {
					consort = {
						character = ROOT
					}
				}
			}
			impregnate = ROOT
			save_event_target_as = lover_3
		}
		random_realm_character = {
			limit = {
				prisoner = no
				is_female = no
				is_adult = yes
				has_lover = no
				trait = homosexual
				NOT = { character = ROOT }
				NOT = { trait = incapable }
				NOT = { character = event_target:lover_h_2 }
			}
			save_event_target_as = lover_h_1
		}
		random_realm_character = {
			limit = {
				prisoner = no
				is_female = no
				is_adult = yes
				has_lover = no
				trait = homosexual
				NOT = { character = ROOT }
				NOT = { trait = incapable }
				NOT = { character = event_target:lover_h_1 }
			}
			save_event_target_as = lover_h_2
		}
	}

	option = { # Worked TOO well!
		name = EVTOPTA_RIP_4017
		
		if = {
			limit = {
				trait = chaste
			}
			remove_trait = chaste
		}
		add_trait = lustful
		if = {
			limit = {
				NOT = { trait = homosexual }
			}  
			add_trait = homosexual
		}
		fertility = 0.25
		
		any_spouse = {
			limit = {
				prisoner = no
				NOT = { trait = incapable }
			}
			hidden_tooltip = {
				if = {
					limit = {
						NOT = { age = 45 }
						is_female = yes
						is_pregnant = no
					}
					impregnate = ROOT
				}
			}
			if = {
				limit = {
					NOT = { is_lover = ROOT }
				}
				add_lover = ROOT
			}
		}
		
		any_consort = {
			limit = {
				prisoner = no
				NOT = { trait = incapable }
				NOT = { is_senior_consort_party = yes }
			}
			hidden_tooltip = {
				if = {
					limit = {
						NOT = { age = 45 }
						is_female = yes
						is_pregnant = no
					}
					impregnate = ROOT
				}
			}
			if = {
				limit = {
					NOT = { is_lover = ROOT }
				}
				add_lover = ROOT
			}
		}
		event_target:lover_1 = {
			add_lover = ROOT
		}
		event_target:lover_2 = {
			add_lover = ROOT
		}
		event_target:lover_3 = {
			add_lover = ROOT
		}
		event_target:lover_h_1 = {
			add_lover = ROOT
		}
		event_target:lover_h_2 = {
			add_lover = ROOT
		}
	}
}

# Successful fertility treatment!
character_event = {
	id = RIP.4018
	desc = EVTDESC_RIP_4018
	picture = GFX_evt_performing_experiments
	border = GFX_event_normal_frame_religion
	
	is_triggered_only = yes
	
	trigger = {
		event_target:physician_target = {
			is_alive = yes
		}
	}
	
	immediate = {
		event_target:spouse_target = {
			impregnate = ROOT
		}
	}

	option = { # Fantastic, I shall reward you!
		name = EVTOPTA_RIP_4018
		
		trigger = {
			trait = charitable
		}
		
		prestige = 15
		
		fertility = 0.1
		
		transfer_scaled_wealth = {
			to = event_target:physician_target
			value = 0.3
		}
		
		event_target:physician_target = {
			opinion = {
				modifier = opinion_was_praised
				who = ROOT
				years = 10
			}
		}
		
	}
	
	option = { # You have done well
		name = EVTOPTB_RIP_4018
		
		prestige = 5
		fertility = 0.1
	}
}

# Botched fertility treatment!
character_event = {
	id = RIP.4019
	desc = EVTDESC_RIP_4019
	picture = GFX_evt_experiments_failed
	border = GFX_event_normal_frame_religion
	
	is_triggered_only = yes
	
	trigger = {
		event_target:physician_target = {
			is_alive = yes
		}
	}
	
	immediate = {
		event_target:spouse_target = {
			impregnate = ROOT
		}
	}

	option = { # I shall have your head for this!
		name = EVTOPTA_RIP_4019
		
		fertility = -0.05
		
		if = {
			limit = {
				NOR = {
					trait = kind
					trait = wroth
				}
			}
			add_trait = wroth
		}
		
		if = {
			limit = {
				trait = kind
			}
			remove_trait = kind
		}
		
		opinion = {
			who = event_target:physician_target
			modifier = opinion_traitor
		}
		
		event_target:physician_target = {
			imprison = ROOT
		}
		
	}
	
	option = { # Oh well
		name = EVTOPTB_RIP_4019
		
		prestige = -5
		fertility = -0.05
	}
}

# Court Physician Friend teaches you medicine
character_event = {
	id = RIP.4020
	desc = EVTDESC_RIP_4020
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_religion
	
	min_age = 16
	capable_only = yes
	only_playable = yes
	prisoner = no
	war = no
	has_dlc = "Reapers"
	
	is_triggered_only = yes
	
	trigger = {
		NOT = {
			has_character_flag = physician_learning
		}
		any_courtier_or_vassal = {
			liege = { character = ROOT }
			has_minor_title = title_court_physician
			OR = {
				has_character_flag = is_court_physician
				trait = physician
			}
			is_friend = ROOT
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 2
			trait = scholar
		}
		modifier = {
			factor = 2
			trait = mystic
		}
		modifier = {
			factor = 1.5
			any_courtier_or_vassal = {
				liege = { character = ROOT }
				has_minor_title = title_court_physician
				OR = {
					has_character_flag = is_court_physician
					trait = physician
				}
				is_friend = ROOT
				learning = 16
			}
		}
		modifier = {
			factor = 0.2
			any_courtier_or_vassal = {
				liege = { character = ROOT }
				has_minor_title = title_court_physician
				OR = {
					has_character_flag = is_court_physician
					trait = physician
				}
				is_friend = ROOT
				NOT = {
					learning = 14
				}
			}
		}
		modifier = {
			factor = 0.1
			any_courtier_or_vassal = {
				liege = { character = ROOT }
				has_minor_title = title_court_physician
				OR = {
					has_character_flag = is_court_physician
					trait = physician
				}
				is_friend = ROOT
				NOT = {
					learning = 10
				}
			}
		}
	}
	
	immediate = {
		random_courtier_or_vassal = {
			limit = {
				liege = { character = ROOT }
				has_minor_title = title_court_physician
				OR = {
					has_character_flag = is_court_physician
					trait = physician
				}
				is_friend = ROOT
			}
			save_event_target_as = physician_target
		}
		set_character_flag = physician_learning
	}

	option = { # This seems interesting!
		name = EVTOPTA_RIP_4020
		
		custom_tooltip = {
		text = physician_learning_custom_tooltip
			hidden_tooltip = {
				random_list = {
					15 = {
						modifier = {
							factor = 3
							trait = scholar
						}
						modifier = {
							factor = 2
							trait = mystic
						}
						modifier = {
							factor = 2
							trait = diligent
						}
						modifier = {
							factor = 2
							trait = patient
						}
						set_character_flag = physician_learning_excellent_outcome
					}
					20 = {
						modifier = {
							factor = 3
							trait = scholar
						}
						modifier = {
							factor = 2
							trait = mystic
						}
						modifier = {
							factor = 2
							trait = diligent
						}
						modifier = {
							factor = 2
							trait = patient
						}
						set_character_flag = physician_learning_good_outcome
					}
					50 = {
						set_character_flag = physician_learning_middling_outcome
					}
					10 = {
						modifier = {
							factor = 2
							trait = wroth
						}
						modifier = {
							factor = 2
							trait = arbitrary
						}
						set_character_flag = physician_learning_poor_outcome
					}
					5 = {
						modifier = {
							factor = 2
							trait = wroth
						}
						modifier = {
							factor = 2
							trait = arbitrary
						}
						set_character_flag = physician_learning_disastrous_outcome
					}
				}
				character_event = { id = RIP.4021 days = 7 random = 10 }
			}
		}

	}
	
	option = { # Rather not disturb
		name = EVTOPTB_RIP_4020
		
		prestige = 5
	}
}

# Court Physician Friend teaches you medicine RESULT
character_event = {
	id = RIP.4021
	picture = GFX_evt_performing_experiments
	border = GFX_event_normal_frame_religion
	
	is_triggered_only = yes
	
	desc = {
		text = EVTDESC_RIP_4021_EXCELLENT
		picture = GFX_evt_performing_experiments
		trigger = {
			has_character_flag = physician_learning_excellent_outcome
		}
	}
	
	desc = {
		text = EVTDESC_RIP_4021_GOOD
		picture = GFX_evt_performing_experiments
		trigger = {
			has_character_flag = physician_learning_good_outcome
		}
	}
	
	desc = {
		text = EVTDESC_RIP_4021_MIDDLING
		picture = GFX_evt_performing_experiments
		trigger = {
			has_character_flag = physician_learning_middling_outcome
		}
	}
	
	desc = {
		text = EVTDESC_RIP_4021_BAD
		picture = GFX_evt_experiments_failed
		trigger = {
			has_character_flag = physician_learning_poor_outcome
		}
	}
	
	desc = {
		text = EVTDESC_RIP_4021_TERRIBLE
		picture = GFX_evt_experiments_failed
		trigger = {
			has_character_flag = physician_learning_disastrous_outcome
		}
	}
	
	option = {
		name = EVTOPTA_RIP_4021
		trigger = {
			has_character_flag = physician_learning_excellent_outcome
		}
		
		prestige = 5
		
		change_learning = 2
		add_character_modifier = {
			name = invigorated
			duration = 5475
		}
		
	}
	
	option = {
		name = EVTOPTB_RIP_4021
		trigger = {
			has_character_flag = physician_learning_good_outcome
		}
		
		prestige = 5
		
		change_learning = 1
		add_character_modifier = {
			name = new_insights
			duration = 1095
		}
		
	}
	
	option = {
		name = EVTOPTC_RIP_4021
		trigger = {
			has_character_flag = physician_learning_middling_outcome
		}
		
		prestige = 5
		
		change_learning = 1
		
	}
	
	option = {
		name = EVTOPTD_RIP_4021
		trigger = {
			has_character_flag = physician_learning_poor_outcome
		}
		
		prestige = -5
		
		change_learning = 1
		
		add_trait = headache
		set_character_flag = disease_not_serious 
		hidden_tooltip = { character_event = { id = RIP.11009 days = 100 random = 365 } }
		
	}
	
	option = {
		name = EVTOPTE_RIP_4021
		trigger = {
			has_character_flag = physician_learning_disastrous_outcome
		}
		
		prestige = -5
		
		add_trait = infection
		hidden_tooltip = {
			character_event = { id = RIP.11001 days = 365 random = 1095 }
		}
		
	}

}

# Court Physician wants you to invest in provincial apothecaries
character_event = {
	id = RIP.4022
	desc = EVTDESC_RIP_4022
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_religion
	
	min_age = 16
	capable_only = yes
	only_playable = yes
	prisoner = no
	war = no
	has_dlc = "Reapers"
	
	is_triggered_only = yes
	
	trigger = {
		higher_tier_than = COUNT
		NOT = {
			has_character_flag = physician_apothecaries
		}
		any_courtier_or_vassal = {
			liege = { character = ROOT }
			has_minor_title = title_court_physician
			OR = {
				has_character_flag = is_court_physician
				trait = physician
			}
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 2
			trait = charitable
		}
		modifier = {
			factor = 2
			trait = diligent
		}
		modifier = {
			factor = 1.5
			any_courtier_or_vassal = {
				liege = { character = ROOT }
				has_minor_title = title_court_physician
				OR = {
					has_character_flag = is_court_physician
					trait = physician
				}
				learning = 16
			}
		}
		modifier = {
			factor = 0.2
			any_courtier_or_vassal = {
				liege = { character = ROOT }
				has_minor_title = title_court_physician
				OR = {
					has_character_flag = is_court_physician
					trait = physician
				}
				NOT = {
					learning = 14
				}
			}
		}
		modifier = {
			factor = 0.1
			any_courtier_or_vassal = {
				liege = { character = ROOT }
				has_minor_title = title_court_physician
				OR = {
					has_character_flag = is_court_physician
					trait = physician
				}
				NOT = {
					learning = 10
				}
			}
		}
	}
	
	immediate = {
		random_courtier_or_vassal = {
			limit = {
				liege = { character = ROOT }
				has_minor_title = title_court_physician
				OR = {
					has_character_flag = is_court_physician
					trait = physician
				}
			}
			save_event_target_as = physician_target
		}
		set_character_flag = physician_apothecaries
	}

	option = { # I will invest in this!
		name = EVTOPTA_RIP_4022
		
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0
				NOT = { treasury = 300 }
			}
		}
		
		scaled_wealth = -0.5
		
		prestige = 50
		
		custom_tooltip = {
			text = physician_apothecaries_custom_tooltip
			hidden_tooltip = {
				any_demesne_province = {
					limit = {
						NOR = {
							any_province_holding = {
								has_siege = yes
							}
							any_province_holding = {
								is_occupied = yes
							}
							has_disease = yes
						}
					}
					change_variable = { which = prosperity_value value = 15 }
				}
			}
		}
		
	}
	
	option = { # I can't afford it
		name = EVTOPTB_RIP_4022
		ai_chance = {
			factor = 50
		}
	}
}

###Court physician wants to write book###
character_event = {
	id = RIP.4030
	desc = EVTDESC_RIP_4030
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_religion

	only_playable = yes
	min_age = 16
	capable_only = yes
	prisoner = no

	is_triggered_only = yes

	trigger = {
		any_courtier_or_vassal = {
			liege = { character = ROOT }
			has_minor_title = title_court_physician
			NOT = { has_character_flag = physician_wants_to_research }
		}
	}


	immediate = { 
		random_courtier_or_vassal = {
			limit = {
				liege = { character = ROOT }
				has_minor_title = title_court_physician
				NOT = { has_character_flag = physician_wants_to_research }
			}

			save_event_target_as = physician
			set_character_flag = physician_wants_to_research 
		}
	}

	#Sure
	option = {
		name = EVTOPTA_RIP_4030
		custom_tooltip = { text = EVTOPTA_RIP_4030_TOOLTIP }

		scaled_wealth = { value = -0.2 min = -20 }

		reverse_opinion = {
			who = event_target:physician
			modifier = opinion_grateful
			years = 5
		}

		hidden_tooltip = { event_target:physician = { character_event = { id = RIP.4031 days = 3 } } } 
	}

	#Nope
	option = {
		name = EVTOPTB_RIP_4030
		custom_tooltip = { text = EVTOPTB_RIP_4030_TOOLTIP }

		reverse_opinion = {
			who = event_target:physician
			modifier = opinion_disappointed
			years = 5
		}
	}
}

#Notification of patronage
character_event = {
	id = RIP.4031
	desc = EVTDESC_RIP_4031
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_religion
	
	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_4031
		custom_tooltip = { text = EVTOPTA_RIP_4031_TOOLTIP }

		treasury = 20

		hidden_tooltip = { 
			random_list = { 
				#Writes a great book
				15 = {
					modifier = {
						factor = 1.5
						is_smart_trigger = yes
					}
					modifier = {
						factor = 1.5
						physician_good_trigger = yes
					}
					modifier = {
						factor = 1.2
						learning = 25
					}
					modifier = {
						factor = 1.2
						learning = 20
					}
					modifier = {
						factor = 1.2
						learning = 15
					}
					modifier = {
						factor = 0.8
						NOT = { learning = 15 }
					}
					modifier = {
						factor = 0.8
						NOT = { learning = 10 }
					}

					random_list = {
						10 = { set_character_flag = physician_great_book_1 }
						10 = { set_character_flag = physician_great_book_2 }
						10 = { set_character_flag = physician_great_book_3 }
					}

					FROM = { character_event = { id = RIP.4032 days = 400 } } 
					character_event = { id = RIP.4033 days = 401 } 
				}
				#Writes a good book
				35 = { 
					modifier = {
						factor = 1.2
						learning = 25
					}
					modifier = {
						factor = 1.2
						learning = 20
					}
					modifier = {
						factor = 1.2
						learning = 15
					}
					modifier = {
						factor = 0.8
						NOT = { learning = 15 }
					}
					modifier = {
						factor = 0.8
						NOT = { learning = 10 }
					}

					set_character_flag = physician_good_book

					FROM = { character_event = { id = RIP.4032 days = 400 } } 
					character_event = { id = RIP.4033 days = 401 } 
				}
				#Writes a meh book
				35 = {
					set_character_flag = physician_meh_book

					FROM = { character_event = { id = RIP.4032 days = 400 } } 
					character_event = { id = RIP.4033 days = 401 } 
				}
				#Writes a laughable book
				15 = {
					modifier = {
						factor = 1.5
						is_dumb_trigger = yes
					}
					modifier = {
						factor = 1.5
						physician_bad_trigger = yes
					}
					modifier = {
						factor = 0.8
						learning = 25
					}
					modifier = {
						factor = 0.8
						learning = 20
					}
					modifier = {
						factor = 0.8
						learning = 15
					}
					modifier = {
						factor = 1.2
						NOT = { learning = 15 }
					}
					modifier = {
						factor = 1.2
						NOT = { learning = 10 }
					}

					set_character_flag = physician_bad_book

					FROM = { character_event = { id = RIP.4032 days = 400 } } 
					character_event = { id = RIP.4033 days = 401 } 
				}
			}
		}
	}
}

#Patron notification outcome
character_event = {
	id = RIP.4032
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_religion

	desc = {
		trigger = { FROM = { has_character_flag = physician_great_book_1 } }
		text = EVTDESC_RIP_4032_GREAT_1
		picture = GFX_evt_doctor_crazy_treatment
	}
	desc = {
		trigger = { FROM = { has_character_flag = physician_great_book_2 } }
		text = EVTDESC_RIP_4032_GREAT_2
		picture = GFX_evt_doctor_crazy_treatment
	}
	desc = {
		trigger = { FROM = { has_character_flag = physician_great_book_3 } }
		text = EVTDESC_RIP_4032_GREAT_3
		picture = GFX_evt_doctor_crazy_treatment
	}
	desc = {
		trigger = { FROM = { has_character_flag = physician_good_book } }
		text = EVTDESC_RIP_4032_GOOD
		picture = GFX_evt_library
	}
	desc = {
		trigger = { FROM = { has_character_flag = physician_meh_book } }
		text = EVTDESC_RIP_4032_MEH
		picture = GFX_evt_performing_experiments
	}
	desc = {
		trigger = { FROM = { has_character_flag = physician_bad_book } }
		text = EVTDESC_RIP_4032_BAD
		picture = GFX_evt_experiments_failed
	}

	trigger = {
		FROM = {
			is_alive = yes
			prisoner = no
			OR = {
				has_character_flag = physician_great_book_1
				has_character_flag = physician_great_book_2
				has_character_flag = physician_great_book_3
				has_character_flag = physician_good_book
				has_character_flag = physician_meh_book
				has_character_flag = physician_bad_book
			}
		}
	}
	
	is_triggered_only = yes

	#Good book outcome 
	option = {
		trigger = { FROM = { has_character_flag = physician_good_book } }

		name = EVTOPTB_RIP_4032

		tooltip = { FROM = { change_learning = 1 } }
	}

	#Meh book outcome
	option = {
		trigger = { FROM = { has_character_flag = physician_meh_book } }

		name = EVTOPTC_RIP_4032
	}

	#Bad outcome
	option = {
		trigger = { FROM = { has_character_flag = physician_bad_book } }

		name = EVTOPTD_RIP_4032
		custom_tooltip = { text = EVTOPTD_RIP_4032_TOOLTIP }

		prestige = -50

		tooltip = {
			FROM = {
				if = {
					limit = { is_dumb_trigger = no }
					add_trait = dull
				}
			}
		}

		opinion = {
			who = FROM
			modifier = opinion_disappointed
			years = 5
		}
	}
	#Great book outcome
	option = {
		trigger = {
			OR = {
				FROM = { has_character_flag = physician_great_book_1 }
				FROM = { has_character_flag = physician_great_book_2 }
				FROM = { has_character_flag = physician_great_book_3 }
			}
		}

		name = EVTOPTA_RIP_4032
		custom_tooltip = { text = EVTOPTA_RIP_4032_TOOLTIP }

		prestige = 100

		tooltip = {
			FROM = {
				if = {
					limit = { trait = physician }
					change_learning = 2
				}
				if = { 
					limit = { NOT = { trait = physician } }
					add_trait = physician
				}
			}
		}

		opinion = {
			who = FROM
			modifier = opinion_impressed
			years = 5
		}
	}
}

#Doctor notification outcome
character_event = {
	id = RIP.4033
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_religion

	desc = {
		trigger = { has_character_flag = physician_great_book_1 }
		text = EVTDESC_RIP_4033_GREAT_1
		picture = GFX_evt_doctor_crazy_treatment
	}
	desc = {
		trigger = { has_character_flag = physician_great_book_2 }
		text = EVTDESC_RIP_4033_GREAT_2
		picture = GFX_evt_doctor_crazy_treatment
	}
	desc = {
		trigger = { has_character_flag = physician_great_book_3 }
		text = EVTDESC_RIP_4033_GREAT_3
		picture = GFX_evt_doctor_crazy_treatment
	}
	desc = {
		trigger = { has_character_flag = physician_good_book }
		text = EVTDESC_RIP_4033_GOOD
		picture = GFX_evt_library
	}
	desc = {
		trigger = { has_character_flag = physician_meh_book }
		text = EVTDESC_RIP_4033_MEH
		picture = GFX_evt_experiments_failed
	}
	desc = {
		trigger = { has_character_flag = physician_bad_book }
		text = EVTDESC_RIP_4033_BAD
		picture = GFX_evt_bloody_tools
	}
	
	is_triggered_only = yes

	immediate = {
		character_event = { id = RIP.4034 days = 10 }
	}

	#Great book outcome
	option = {
		trigger = {
			OR = {
				has_character_flag = physician_great_book_1
				has_character_flag = physician_great_book_2
				has_character_flag = physician_great_book_3
			}
		}

		name = EVTOPTA_RIP_4033
		custom_tooltip = { text = EVTOPTA_RIP_4033_TOOLTIP }

		prestige = 15

		
		if = {
			limit = { trait = physician }
			change_learning = 2
		}
		if = { 
			limit = { NOT = { trait = physician } }
			add_trait = physician
		}

		tooltip = {
			FROMFROM = {
				opinion = {
					who = ROOT
					modifier = opinion_impressed
					years = 5
				}
			}
		}
	}

	#Good book outcome 
	option = {
		trigger = { has_character_flag = physician_good_book }

		name = EVTOPTB_RIP_4033
		
		change_learning = 1 
	}

	#Meh book outcome
	option = {
		trigger = { has_character_flag = physician_meh_book }

		name = EVTOPTC_RIP_4033
	}

	#Bad book outcome outcome
	option = {
		trigger = { has_character_flag = physician_bad_book }

		name = EVTOPTD_RIP_4033
		custom_tooltip = { text = EVTOPTD_RIP_4033_TOOLTIP }

		prestige = -50

		if = {
			limit = { is_dumb_trigger = no }
			add_trait = dull
		}

		tooltip = {
			FROMFROM = {
				opinion = {
					who = ROOT
					modifier = opinion_disappointed
					years = 5
				}
			}
		}
	}
}

character_event = {
	id = RIP.4034

	hide_window = yes
	is_triggered_only = yes

	option = {
		clr_character_flag = physician_great_book_1
		clr_character_flag = physician_great_book_2
		clr_character_flag = physician_great_book_3
		clr_character_flag = physician_good_book
		clr_character_flag = physician_meh_book
		clr_character_flag = physician_bad_book
	}
}


###Court Physician training events###
character_event = {
	id = RIP.4040

	hide_window = yes
	is_triggered_only = yes

	trigger = {
		any_courtier_or_vassal = {
			liege = { character = ROOT }
			has_minor_title = title_court_physician
		}
	}

	option = {
		random_courtier_or_vassal = {
			limit = {
				liege = { character = ROOT }
				has_minor_title = title_court_physician
			}

			random_list = {

				#Nothing happens
				20 = { }
				#Receives training
				10 = {
					modifier = { 
						factor = 1.8
						NOT = { learning = 6 }
					}
					modifier = { 
						factor = 1.6
						NOT = { learning = 8 }
					}
					modifier = {
						factor = 1.5
						NOT = { learning = 10 }
					}
					modifier = {
						factor = 1.4
						NOT = { learning = 12 }
					}
					modifier = {
						factor = 1.2
						NOT = { learning = 14 }
					}
					modifier = {
						factor = 1.2
						NOT = { learning = 16 }
					}
					modifier = {
						factor = 0
						trait = physician
					}
					ROOT = { character_event = { id = RIP.4041 } }
				}
			}
		}
	}
}

#Training: buy herbs/tools/books/
character_event = {
	id = RIP.4041
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes

	desc = {
		trigger = { has_character_flag = physician_books }
		text = EVTDESC_RIP_4041_BOOKS
		picture = GFX_evt_court_physician
	}
	desc = {
		trigger = { has_character_flag = physician_herbs }
		text = EVTDESC_RIP_4041_HERBS
		picture = GFX_evt_garden

	}
	desc = {
		trigger = { has_character_flag = physician_tools }
		text = EVTDESC_RIP_4041_TOOLS
		picture = GFX_evt_bloody_tools
	}
	desc = {
		trigger = { has_character_flag = physician_lab_equipment }
		text = EVTDESC_RIP_4041_LAB_EQUIPMENT
		picture = GFX_evt_performing_experiments
	}

	immediate = {
		random_courtier_or_vassal = {
			limit = {
				liege = { character = ROOT }
				has_minor_title = title_court_physician
			}
			save_event_target_as = physician
		}

		random_list = {
			10 = { set_character_flag = physician_books }
			10 = { set_character_flag = physician_herbs }
			10 = { set_character_flag = physician_tools }
			10 = { set_character_flag = physician_lab_equipment }
		}
	}

	#Yes
	option = {
		name = EVTOPTA_RIP_4041
		custom_tooltip = { text = EVTOPTA_RIP_4041_TOOLTIP }

		scaled_wealth = { value = -0.15 min = -10 }

		ai_chance = {
			factor = 10
			modifier = {
				factor = 1.5
				trait = charitable
			}
			modifier = {
				factor = 1.5
				is_smart_trigger = yes
			}
			modifier = {
				factor = 1.5
				has_disease_trigger = yes
			}
			modifier = { 
				factor = 0
				NOT = { treasury = 10 }
			}
		}

		#Outcome
		hidden_tooltip = {
			save_event_target_as = physician_liege

			#outcome
			event_target:physician = {
				random_list = {
					#Best outcome 
					25 = {
						modifier = {
							factor = 1.5
							is_smart_trigger = yes
						}
						modifier = {
							factor = 1.5
							physician_good_trigger = yes
						}
						modifier = {
							factor = 1.2
							learning = 25
						}
						modifier = {
							factor = 1.2
							learning = 20
						}
						modifier = {
							factor = 1.2
							learning = 15
						}
						modifier = {
							factor = 0.8
							NOT = { learning = 15 }
						}
						modifier = {
							factor = 0.8
							NOT = { learning = 10 }
						}

						character_event = { id = RIP.4042 days = 30 } 
					}
					#Good outcome
					50 = {
						modifier = {
							factor = 1.5
							is_dumb_trigger = yes
						}
						modifier = {
							factor = 1.5
							physician_bad_trigger = yes
						}
						modifier = {
							factor = 0.8
							learning = 25
						}
						modifier = {
							factor = 0.8
							learning = 20
						}
						modifier = {
							factor = 0.8
							learning = 15
						}
						modifier = {
							factor = 1.2
							NOT = { learning = 15 }
						}
						modifier = {
							factor = 1.2
							NOT = { learning = 10 }
						}

						character_event = { id = RIP.4044 days = 30 } 
					}
					#Fail
					25 = {
						character_event = { id = RIP.4046 days = 30 } 
					}
				}
			}
		}
	}

	#No
	option = {
		name = EVTOPTB_RIP_4041
		custom_tooltip = { text = EVTOPTB_RIP_4041_TOOLTIP }

		ai_chance = {
			factor = 10
			modifier = {
				factor = 1.5
				trait = greedy
			}
			modifier = {
				factor = 1.5
				is_dumb_trigger = yes
			}
		}

		clr_character_flag = physician_books
		clr_character_flag = physician_herbs
		clr_character_flag = physician_tools
		clr_character_flag = physician_lab_equipment
	}
}

#Best outcome training herbs/lab/book/tools, physician notification
character_event = {
	id = RIP.4042
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_religion

	desc = {
		trigger = { FROM = { has_character_flag = physician_books } }
		text = EVTDESC_RIP_4042_BOOKS
		picture = GFX_evt_court_physician
	}
	desc = {
		trigger = { FROM = { has_character_flag = physician_herbs } }
		text = EVTDESC_RIP_4042_HERBS
		picture = GFX_evt_performing_experiments

	}
	desc = {
		trigger = { FROM = { has_character_flag = physician_tools } }
		text = EVTDESC_RIP_4042_TOOLS
		picture = GFX_evt_bloody_tools
	}
	desc = {
		trigger = { FROM = { has_character_flag = physician_lab_equipment } }
		text = EVTDESC_RIP_4042_LAB_EQUIPMENT
		picture = GFX_evt_performing_experiments
	}

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_4042

		change_learning = 2

		hidden_tooltip = {
			if = {
				limit = { NOT = { trait = physician } }
				if = {
					limit = { check_variable = { which = training_level value = 1 } }
					change_variable = { which = training_level value = 1 }
				}
				if = {
					limit = { NOT = { check_variable = { which = training_level value = 1 } } }
					set_variable = { which = training_level value = 1 }
				}
				if = {
					limit = { check_variable = { which = training_level value = 3 } }
					character_event = { id = RIP.4060 days = 7 }
				}
			}

			FROM = { character_event = { id = RIP.4043 } } 
		}
	}
}

#Best outcome training herbs/lab/book/tools, liege notification
character_event = {
	id = RIP.4043
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_religion

	desc = {
		trigger = { has_character_flag = physician_books }
		text = EVTDESC_RIP_4043_BOOKS
		picture = GFX_evt_court_physician
	}
	desc = {
		trigger = { has_character_flag = physician_herbs }
		text = EVTDESC_RIP_4043_HERBS
		picture = GFX_evt_performing_experiments

	}
	desc = {
		trigger = { has_character_flag = physician_tools }
		text = EVTDESC_RIP_4043_TOOLS
		picture = GFX_evt_bloody_tools
	}
	desc = {
		trigger = { has_character_flag = physician_lab_equipment }
		text = EVTDESC_RIP_4043_LAB_EQUIPMENT
		picture = GFX_evt_performing_experiments
	}

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_4043

		tooltip = { FROM = { change_learning = 2 } }

		clr_character_flag = physician_books
		clr_character_flag = physician_herbs
		clr_character_flag = physician_tools
		clr_character_flag = physician_lab_equipment
	}
}

#Good outcome training herbs/lab/book/tools, physician notification
character_event = {
	id = RIP.4044
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_religion

	desc = {
		trigger = { FROM = { has_character_flag = physician_books } }
		text = EVTDESC_RIP_4044_BOOKS
		picture = GFX_evt_court_physician
	}
	desc = {
		trigger = { FROM = { has_character_flag = physician_herbs } }
		text = EVTDESC_RIP_4044_HERBS
		picture = GFX_evt_performing_experiments

	}
	desc = {
		trigger = { FROM = { has_character_flag = physician_tools } }
		text = EVTDESC_RIP_4044_TOOLS
		picture = GFX_evt_bloody_tools
	}
	desc = {
		trigger = { FROM = { has_character_flag = physician_lab_equipment } }
		text = EVTDESC_RIP_4044_LAB_EQUIPMENT
		picture = GFX_evt_performing_experiments
	}

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_4044

		change_learning = 1

		hidden_tooltip = {
			if = {
				limit = { NOT = { trait = physician } }
				if = {
					limit = { check_variable = { which = training_level value = 1 } }
					change_variable = { which = training_level value = 1 }
				}
				if = {
					limit = { NOT = { check_variable = { which = training_level value = 1 } } }
					set_variable = { which = training_level value = 1 }
				}
				if = {
					limit = { check_variable = { which = training_level value = 3 } }
					character_event = { id = RIP.4060 days = 7 }
				}
			}

			FROM = { character_event = { id = RIP.4045 } } 
		}
	}
}

#Good outcome training herbs/lab/book/tools, liege notification
character_event = {
	id = RIP.4045
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_religion

	desc = {
		trigger = { has_character_flag = physician_books }
		text = EVTDESC_RIP_4045_BOOKS
		picture = GFX_evt_court_physician
	}
	desc = {
		trigger = { has_character_flag = physician_herbs }
		text = EVTDESC_RIP_4045_HERBS
		picture = GFX_evt_performing_experiments

	}
	desc = {
		trigger = { has_character_flag = physician_tools }
		text = EVTDESC_RIP_4045_TOOLS
		picture = GFX_evt_bloody_tools
	}
	desc = {
		trigger = { has_character_flag = physician_lab_equipment }
		text = EVTDESC_RIP_4045_LAB_EQUIPMENT
		picture = GFX_evt_performing_experiments
	}

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_4045

		tooltip = { FROM = { change_learning = 1 } }

		clr_character_flag = physician_books
		clr_character_flag = physician_herbs
		clr_character_flag = physician_tools
		clr_character_flag = physician_lab_equipment
	}
}

#Fail outcome training herbs/lab/book/tools, physician notification
character_event = {
	id = RIP.4046
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_religion

	desc = {
		trigger = { FROM = { has_character_flag = physician_books } }
		text = EVTDESC_RIP_4046_BOOKS
		picture = GFX_evt_library
	}
	desc = {
		trigger = { FROM = { has_character_flag = physician_herbs } }
		text = EVTDESC_RIP_4046_HERBS
		picture = GFX_evt_experiments_failed

	}
	desc = {
		trigger = { FROM = { has_character_flag = physician_tools } }
		text = EVTDESC_RIP_4046_TOOLS
		picture = GFX_evt_bloody_tools
	}
	desc = {
		trigger = { FROM = { has_character_flag = physician_lab_equipment } }
		text = EVTDESC_RIP_4046_LAB_EQUIPMENT
		picture = GFX_evt_experiments_failed
	}

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_4046
		custom_tooltip = { text = EVTOPTA_RIP_4046_TOOLTIP }

		hidden_tooltip = { FROM = { character_event = { id = RIP.4047 } } }
	}
}

#Fail outcome training herbs/lab/book/tools, liege notification
character_event = {
	id = RIP.4047
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_religion

	desc = {
		trigger = { has_character_flag = physician_books }
		text = EVTDESC_RIP_4047_BOOKS
		picture = GFX_evt_library
	}
	desc = {
		trigger = { has_character_flag = physician_herbs }
		text = EVTDESC_RIP_4047_HERBS
		picture = GFX_evt_experiments_failed

	}
	desc = {
		trigger = { has_character_flag = physician_tools }
		text = EVTDESC_RIP_4047_TOOLS
		picture = GFX_evt_bloody_tools
	}
	desc = {
		trigger = { has_character_flag = physician_lab_equipment }
		text = EVTDESC_RIP_4047_LAB_EQUIPMENT
		picture = GFX_evt_experiments_failed
	}

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_4047
		custom_tooltip = { text = EVTOPTA_RIP_4047_TOOLTIP }

		clr_character_flag = physician_books
		clr_character_flag = physician_herbs
		clr_character_flag = physician_tools
		clr_character_flag = physician_lab_equipment
	}
}

#Now a physician notfication for physician
character_event = {
	id = RIP.4060
	desc = EVTDESC_RIP_4060
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes 

	trigger = {
		NOT = { trait = physician }
	}

	option = {
		name = EVTOPTA_RIP_4060

		add_trait = physician
		hidden_tooltip = { liege = { character_event = { id = RIP.4061 } } }
	} 
}

#Now a physician notification for liege 
character_event = {
	id = RIP.4061
	desc = EVTDESC_RIP_4061
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_4061

		tooltip = { FROM = { add_trait = physician } }
	} 
}

# A Physician-Missionary arrives in a Tribal or Nomadic Court
character_event = {
	id = RIP.4100
	desc = EVTDESC_RIP_4100
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_religion

	min_age = 16
	capable_only = yes
	only_playable = yes
	prisoner = no
	
	is_triggered_only = yes
	
	trigger = {
		has_dlc = "Reapers"
		higher_tier_than = BARON
		OR = {
			is_tribal = yes
			is_nomadic = yes
		}
		OR = {
			NOT = {
				has_character_flag = tribal_physician
			}
			had_character_flag = { flag = tribal_physician days = 9125 }
		}
		NOT = {
			any_courtier_or_vassal = {
				liege = { character = ROOT }
				has_minor_title = title_court_physician
			}
		}
		any_independent_ruler = {
			ai = yes
			is_adult = yes
			is_feudal = yes
			higher_tier_than = DUKE
			NOT = { religion_group = ROOT }
			is_within_diplo_range = ROOT
			mercenary = no
			holy_order = no
			controls_religion = no
			primary_title = {
				is_landless_type_title = no
			}
			OR = {
				NOT = { religion_group = pagan_group }
				AND = {
					religion_group = pagan_group
					is_reformed_religion = yes
				}
			}
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 2.5
			num_of_symptoms = 1
		}
		modifier = {
			factor = 2.5
			is_ill = yes
		}
		modifier = {
			factor = 1.5
			trait = cynical
		}
	}
	
	immediate = {
		set_character_flag = tribal_physician
		random_independent_ruler = {
			limit = {
				ai = yes
				is_adult = yes
				is_feudal = yes
				higher_tier_than = DUKE
				NOT = { religion_group = ROOT }
				is_within_diplo_range = ROOT
				mercenary = no
				holy_order = no
				controls_religion = no
				primary_title = {
					is_landless_type_title = no
				}
				OR = {
					NOT = { religion_group = pagan_group }
					AND = {
						religion_group = pagan_group
						is_reformed_religion = yes
					}
				}
			}
			create_character = {
				religion = THIS
				culture = THIS
				dynasty = none
				age = 35
				random_traits = yes
				female = no
				attributes = {
					learning = 6
				}
				health = 6
				trait = scholarly_theologian
				trait = zealous
				trait = physician
				flag = is_court_physician
			}
			new_character = {
				remove_trait = cynical
				remove_trait = mystic
				remove_trait = poet
				remove_trait = socializer
				remove_trait = gamer
				remove_trait = hedonist
				remove_trait = duelist
				remove_trait = hunter
				remove_trait = strategist
				remove_trait = administrator
				remove_trait = architect
				remove_trait = gardener
				remove_trait = schemer
				remove_trait = impaler
				remove_trait = seducer
				remove_trait = seductress
				remove_trait = theologian
				remove_trait = scholar
				save_event_target_as = missionary_physician_target
				move_character = ROOT
			}
			save_event_target_as = origin_realm_of_missionary_physician_target
		}
	}

	option = { # Recruit him
		name = EVTOPTA_RIP_4100
		
		ai_chance = {
			factor = 70
			modifier = {
				factor = 5
				trait = cynical
			}
		}
		
		event_target:missionary_physician_target = {
			show_scope_change = no
			opinion = {
				modifier = opinion_loyal_servant
				who = ROOT
				years = 10
			}
			give_minor_title = title_court_physician
		}
		
		if = {
			limit = { controls_religion = no }
			hidden_tooltip = {
				character_event = { id = RIP.4101 days = 30 random = 30 }
			}
		}
		
	}
	
	option = { # Seize his assets and execute him!
		name = EVTOPTB_RIP_4100
		
		ai_chance = {
			factor = 30
			modifier = {
				factor = 5
				trait = zealous
			}
		}
		
		wealth = 50
		event_target:missionary_physician_target = {
			show_scope_change = no
			death = {
				death_reason = death_execution_burning
				killer = ROOT
			}
		}
		event_target:origin_realm_of_missionary_physician_target = {
			show_scope_change = no
			opinion = {
				modifier = opinion_dishonorable_scum
				who = ROOT
				years = 15
			}
		}
	}
}

# Convert to the physicians religion?
character_event = {
	id = RIP.4101
	desc = EVTDESC_RIP_4101
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes
	
	trigger = {
		event_target:missionary_physician_target = {
			NOT = { religion_group = ROOT }
		}
		controls_religion = no
	}
	
	option = {
		name = EVTOPTA_RIP_4101
		
		ai_chance = {
			factor = 60
			modifier = {
				factor = 2
				trait = humble
			}
			modifier = {
				factor = 2
				trait = craven
			}
		}
		
		event_target:missionary_physician_target = {
			opinion = {
				modifier = opinion_did_not_trust_me
				who = ROOT
				years = 10
			}
		}
	}

	option = {
		name = EVTOPTB_RIP_4101
		
		ai_chance = {
			factor = 5
			modifier = {
				factor = 3
				trait = cynical
			}
			modifier = {
				factor = 1.5
				trait = arbitrary
			}
			modifier = {
				factor = 1.5
				trait = trusting
			}
			modifier = {
				factor = 0.75
				NOT = {
					year = 900
				}
			}
			modifier = {
				factor = 0.25
				OR = {
					culture_group = baltic
					culture_group = finno_ugric  # The most stubborn pagans
				}
			}
			modifier = {
				factor = 0.25
				culture_group = east_slavic # Like alcohol
				event_target:missionary_physician_target = {
					religion_group = muslim
				}
			}
			modifier = {
				factor = 0.25
				culture_group = north_germanic # Vikings do like their alcohol
				event_target:missionary_physician_target = {
					religion_group = muslim
				}
			}
			modifier = {
				factor = 0.25
				trait = paranoid
			}
			modifier = {
				factor = 0
				NOT = {
					religion_group = pagan_group
				}
			}
		}
		
		event_target:missionary_physician_target = {
			opinion = {
				modifier = opinion_glad
				who = ROOT
				years = 10
			}
		}
		if = {
			limit = {
				religion_group = pagan_group
			}
			add_trait = sympathy_pagans
		}
		religion = event_target:missionary_physician_target
		prestige = -500
		piety = 250
		hidden_tooltip = {
			any_courtier = {
				limit = { 
					is_close_relative = ROOT
					NOT = { trait = zealous }
					NOT = { has_character_flag = ai_flag_refuse_conversion }
					NOT = { trait = stubborn }
				}
				religion = event_target:missionary_physician_target
			}
			any_spouse = {
				limit = { 
					is_consort = no
					NOT = { trait = zealous }
					NOT = { has_character_flag = ai_flag_refuse_conversion }
					NOT = { trait = stubborn }
				}
				religion = event_target:missionary_physician_target
			}
		}
		custom_tooltip = { text = EVTOPTB_RIP_4101_TT }
	}
	
	option = {
		name = EVTOPTC_RIP_4101
		
		ai_chance = {
			factor = 30
			modifier = {
				factor = 5
				trait = zealous
			}
			modifier = {
				factor = 2
				trait = stubborn
			}
			modifier = {
				factor = 2
				trait = cruel
			}
		}
		
		wealth = 50
		event_target:missionary_physician_target = {
			death = {
				death_reason = death_execution_burning
				killer = ROOT
			}
		}
		event_target:origin_realm_of_missionary_physician_target = {
			opinion = {
				modifier = opinion_dishonorable_scum
				who = ROOT
				years = 15
			}
		}
	}
}

####################################
# RIP Prosperity Increasing Events #
####################################

# Steward suggests building new roads
character_event = {
	id = RIP.4300
	desc = EVTDESC_RIP_4300
	picture = GFX_evt_culture_change
	border = GFX_event_normal_frame_economy
	
	min_age = 16
	capable_only = yes
	only_playable = yes
	prisoner = no
	war = no
	has_dlc = "Reapers"
	
	is_triggered_only = yes
	
	trigger = {
		is_tribal = no
		is_nomadic = no
		higher_tier_than = COUNT
		job_treasurer = {
			stewardship = 5
		}
		any_demesne_province = {
			NOT = {
				has_province_modifier = new_roads
			}
			any_province_holding = {
				OR = {
					holding_type = city
					holding_type = castle
					holding_type = tribal
				}
			}
			NOR = {
				has_province_modifier = depopulated_1
				has_province_modifier = depopulated_2
				has_province_modifier = depopulated_3
				has_province_modifier = prosperity_modifier_3
				any_province_holding = {
					has_siege = yes
				}
				any_province_holding = {
					is_occupied = yes
				}
				has_disease = yes
			}
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 2.5
			has_ambition = obj_see_the_realm_prosper
		}
		modifier = {
			factor = 1.5
			trait = architect
		}
		modifier = {
			factor = 1.5
			trait = diligent
		}
		modifier = {
			factor = 1.5
			job_treasurer = {
				stewardship = 12
			}
		}
		modifier = {
			factor = 1.5
			job_treasurer = {
				stewardship = 18
			}
		}
	}
	
	immediate = {
		job_treasurer = {
			save_event_target_as = councillor_target
		}
		random_demesne_province = {
			limit = {
				NOT = {
					has_province_modifier = new_roads
				}
				any_province_holding = {
					OR = {
						holding_type = city
						holding_type = castle
						holding_type = tribal
					}
				}
				NOR = {
					has_province_modifier = depopulated_1
					has_province_modifier = depopulated_2
					has_province_modifier = depopulated_3
					has_province_modifier = prosperity_modifier_3
					any_province_holding = {
						has_siege = yes
					}
					any_province_holding = {
						is_occupied = yes
					}
					has_disease = yes
				}
			}
			save_event_target_as = prosperity_target
		}
	}

	option = { # A wise investment
		name = EVTOPTA_RIP_4300
		
		ai_chance = {
			factor = 30
			modifier = {
				factor = 0
				NOT = { treasury = 300 }
			}
		}
		
		scaled_wealth = -0.1
		
		prestige = 25
		
		event_target:prosperity_target = {
			show_scope_change = no
			add_province_modifier = {
				name = new_roads
				duration = 730
			}
		}
		
		custom_tooltip = {
			text = increase_prosperity_event_custom_tooltip
			hidden_tooltip = {
				event_target:prosperity_target = {
					change_variable = { which = prosperity_value value = 15 }
				}
			}
		}
	}
	
	option = { # I can't afford it
		name = EVTOPTB_RIP_4300
		ai_chance = {
			factor = 70
		}
	}
}

# Lord Spiritual suggests building shrines
character_event = {
	id = RIP.4301
	desc = EVTDESC_RIP_4301
	picture = GFX_evt_tribal_shrine
	border = GFX_event_normal_frame_economy
	
	min_age = 16
	capable_only = yes
	only_playable = yes
	prisoner = no
	war = no
	has_dlc = "Reapers"
	
	is_triggered_only = yes
	
	trigger = {
		is_tribal = no
		is_nomadic = no
		higher_tier_than = COUNT
		job_spiritual = {
			learning = 5
		}
		any_demesne_province = {
			NOT = {
				has_province_modifier = new_shrines
			}
			any_province_holding = {
				OR = {
					holding_type = city
					holding_type = castle
					holding_type = tribal
				}
			}
			NOR = {
				has_province_modifier = depopulated_1
				has_province_modifier = depopulated_2
				has_province_modifier = depopulated_3
				has_province_modifier = prosperity_modifier_3
				any_province_holding = {
					has_siege = yes
				}
				any_province_holding = {
					is_occupied = yes
				}
				has_disease = yes
			}
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 2.5
			has_ambition = obj_see_the_realm_prosper
		}
		modifier = {
			factor = 1.5
			trait = architect
		}
		modifier = {
			factor = 1.5
			trait = diligent
		}
		modifier = {
			factor = 1.5
			job_spiritual = {
				stewardship = 12
			}
		}
		modifier = {
			factor = 1.5
			job_spiritual = {
				stewardship = 18
			}
		}
	}
	
	immediate = {
		job_spiritual = {
			save_event_target_as = councillor_target
		}
		random_demesne_province = {
			limit = {
				NOT = {
					has_province_modifier = new_shrines
				}
				any_province_holding = {
					OR = {
						holding_type = city
						holding_type = castle
						holding_type = tribal
					}
				}
				NOR = {
					has_province_modifier = depopulated_1
					has_province_modifier = depopulated_2
					has_province_modifier = depopulated_3
					has_province_modifier = prosperity_modifier_3
					any_province_holding = {
						has_siege = yes
					}
					any_province_holding = {
						is_occupied = yes
					}
					has_disease = yes
				}
			}
			save_event_target_as = prosperity_target
		}
	}

	option = { # A wise investment
		name = EVTOPTA_RIP_4301
		
		ai_chance = {
			factor = 30
			modifier = {
				factor = 0
				NOT = { treasury = 300 }
			}
		}
		
		scaled_wealth = -0.1
		
		piety = 25
		
		event_target:prosperity_target = {
			show_scope_change = no
			add_province_modifier = {
				name = new_shrines
				duration = 730
			}
		}
		
		custom_tooltip = {
			text = increase_prosperity_event_custom_tooltip
			hidden_tooltip = {
				event_target:prosperity_target = {
					change_variable = { which = prosperity_value value = 15 }
				}
			}
		}
	}
	
	option = { # I can't afford it
		name = EVTOPTB_RIP_4301
		ai_chance = {
			factor = 70
		}
	}
}

# Marshal suggests building outposts
character_event = {
	id = RIP.4302
	desc = EVTDESC_RIP_4302
	picture = GFX_evt_powerful_tower
	border = GFX_event_normal_frame_economy
	
	min_age = 16
	capable_only = yes
	only_playable = yes
	prisoner = no
	war = no
	has_dlc = "Reapers"
	
	is_triggered_only = yes
	
	trigger = {
		is_tribal = no
		is_nomadic = no
		higher_tier_than = COUNT
		job_marshal = {
			martial = 5
		}
		any_demesne_province = {
			NOT = {
				has_province_modifier = peasants_protected
			}
			any_province_holding = {
				OR = {
					holding_type = city
					holding_type = castle
					holding_type = tribal
				}
			}
			NOR = {
				has_province_modifier = depopulated_1
				has_province_modifier = depopulated_2
				has_province_modifier = depopulated_3
				has_province_modifier = prosperity_modifier_3
				any_province_holding = {
					has_siege = yes
				}
				any_province_holding = {
					is_occupied = yes
				}
				has_disease = yes
			}
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 2.5
			has_ambition = obj_see_the_realm_prosper
		}
		modifier = {
			factor = 1.5
			trait = architect
		}
		modifier = {
			factor = 1.5
			trait = diligent
		}
		modifier = {
			factor = 1.5
			job_marshal = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.5
			job_marshal = {
				martial = 18
			}
		}
	}
	
	immediate = {
		job_marshal = {
			save_event_target_as = councillor_target
		}
		random_demesne_province = {
			limit = {
				NOT = {
					has_province_modifier = peasants_protected
				}
				any_province_holding = {
					OR = {
						holding_type = city
						holding_type = castle
						holding_type = tribal
					}
				}
				NOR = {
					has_province_modifier = depopulated_1
					has_province_modifier = depopulated_2
					has_province_modifier = depopulated_3
					has_province_modifier = prosperity_modifier_3
					any_province_holding = {
						has_siege = yes
					}
					any_province_holding = {
						is_occupied = yes
					}
					has_disease = yes
				}
			}
			save_event_target_as = prosperity_target
		}
	}

	option = { # A wise investment
		name = EVTOPTA_RIP_4302
		
		ai_chance = {
			factor = 30
			modifier = {
				factor = 0
				NOT = { treasury = 300 }
			}
		}
		
		scaled_wealth = -0.1
		
		prestige = 25
		
		event_target:prosperity_target = {
			show_scope_change = no
			add_province_modifier = {
				name = peasants_protected
				duration = 730
			}
		}
		
		custom_tooltip = {
			text = increase_prosperity_event_custom_tooltip
			hidden_tooltip = {
				event_target:prosperity_target = {
					change_variable = { which = prosperity_value value = 15 }
				}
			}
		}
	}
	
	option = { # I can't afford it
		name = EVTOPTB_RIP_4302
		ai_chance = {
			factor = 70
		}
	}
}

# Spymaster suggests setting up local messenger stations
character_event = {
	id = RIP.4303
	desc = EVTDESC_RIP_4303
	picture = GFX_evt_courier
	border = GFX_event_normal_frame_economy
	
	min_age = 16
	capable_only = yes
	only_playable = yes
	prisoner = no
	war = no
	has_dlc = "Reapers"
	
	is_triggered_only = yes
	
	trigger = {
		is_tribal = no
		is_nomadic = no
		higher_tier_than = COUNT
		job_spymaster = {
			intrigue = 5
		}
		any_demesne_province = {
			NOT = {
				has_province_modifier = messenger_stations
			}
			any_province_holding = {
				OR = {
					holding_type = city
					holding_type = castle
					holding_type = tribal
				}
			}
			NOR = {
				has_province_modifier = depopulated_1
				has_province_modifier = depopulated_2
				has_province_modifier = depopulated_3
				has_province_modifier = prosperity_modifier_3
				any_province_holding = {
					has_siege = yes
				}
				any_province_holding = {
					is_occupied = yes
				}
				has_disease = yes
			}
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 2.5
			has_ambition = obj_see_the_realm_prosper
		}
		modifier = {
			factor = 1.5
			trait = architect
		}
		modifier = {
			factor = 1.5
			trait = diligent
		}
		modifier = {
			factor = 1.5
			job_spymaster = {
				intrigue = 12
			}
		}
		modifier = {
			factor = 1.5
			job_spymaster = {
				intrigue = 18
			}
		}
	}
	
	immediate = {
		job_spymaster = {
			save_event_target_as = councillor_target
		}
		random_demesne_province = {
			limit = {
				NOT = {
					has_province_modifier = messenger_stations
				}
				any_province_holding = {
					OR = {
						holding_type = city
						holding_type = castle
						holding_type = tribal
					}
				}
				NOR = {
					has_province_modifier = depopulated_1
					has_province_modifier = depopulated_2
					has_province_modifier = depopulated_3
					has_province_modifier = prosperity_modifier_3
					any_province_holding = {
						has_siege = yes
					}
					any_province_holding = {
						is_occupied = yes
					}
					has_disease = yes
				}
			}
			save_event_target_as = prosperity_target
		}
	}

	option = { # A wise investment
		name = EVTOPTA_RIP_4303
		
		ai_chance = {
			factor = 30
			modifier = {
				factor = 0
				NOT = { treasury = 300 }
			}
		}
		
		scaled_wealth = -0.1
		
		prestige = 25
		
		event_target:prosperity_target = {
			show_scope_change = no
			add_province_modifier = {
				name = messenger_stations
				duration = 730
			}
		}
		
		custom_tooltip = {
			text = increase_prosperity_event_custom_tooltip
			hidden_tooltip = {
				event_target:prosperity_target = {
					change_variable = { which = prosperity_value value = 15 }
				}
			}
		}
	}
	
	option = { # I can't afford it
		name = EVTOPTB_RIP_4303
		ai_chance = {
			factor = 70
		}
	}
}

# Chancellor suggests sponsoring local harvest festivals
character_event = {
	id = RIP.4304
	desc = EVTDESC_RIP_4304
	picture = GFX_evt_dancing
	border = GFX_event_normal_frame_economy
	
	min_age = 16
	capable_only = yes
	only_playable = yes
	prisoner = no
	war = no
	has_dlc = "Reapers"
	
	is_triggered_only = yes
	
	trigger = {
		is_tribal = no
		is_nomadic = no
		higher_tier_than = COUNT
		job_chancellor = {
			diplomacy = 5
		}
		any_demesne_province = {
			NOT = {
				has_province_modifier = harvest_festivals
			}
			any_province_holding = {
				OR = {
					holding_type = city
					holding_type = castle
					holding_type = tribal
				}
			}
			NOR = {
				has_province_modifier = depopulated_1
				has_province_modifier = depopulated_2
				has_province_modifier = depopulated_3
				has_province_modifier = prosperity_modifier_3
				any_province_holding = {
					has_siege = yes
				}
				any_province_holding = {
					is_occupied = yes
				}
				has_disease = yes
			}
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 2.5
			has_ambition = obj_see_the_realm_prosper
		}
		modifier = {
			factor = 1.5
			trait = architect
		}
		modifier = {
			factor = 1.5
			trait = diligent
		}
		modifier = {
			factor = 1.5
			job_chancellor = {
				diplomacy = 12
			}
		}
		modifier = {
			factor = 1.5
			job_chancellor = {
				diplomacy = 18
			}
		}
	}
	
	immediate = {
		job_chancellor = {
			save_event_target_as = councillor_target
		}
		random_demesne_province = {
			limit = {
				NOT = {
					has_province_modifier = harvest_festivals
				}
				any_province_holding = {
					OR = {
						holding_type = city
						holding_type = castle
						holding_type = tribal
					}
				}
				NOR = {
					has_province_modifier = depopulated_1
					has_province_modifier = depopulated_2
					has_province_modifier = depopulated_3
					has_province_modifier = prosperity_modifier_3
					any_province_holding = {
						has_siege = yes
					}
					any_province_holding = {
						is_occupied = yes
					}
					has_disease = yes
				}
			}
			save_event_target_as = prosperity_target
		}
	}

	option = { # A wise investment
		name = EVTOPTA_RIP_4304
		
		ai_chance = {
			factor = 30
			modifier = {
				factor = 0
				NOT = { treasury = 300 }
			}
		}
		
		scaled_wealth = -0.1
		
		prestige = 25
		
		event_target:prosperity_target = {
			show_scope_change = no
			add_province_modifier = {
				name = harvest_festivals
				duration = 730
			}
		}
		
		custom_tooltip = {
			text = increase_prosperity_event_custom_tooltip
			hidden_tooltip = {
				event_target:prosperity_target = {
					change_variable = { which = prosperity_value value = 15 }
				}
			}
		}
	}
	
	option = { # I can't afford it
		name = EVTOPTB_RIP_4304
		ai_chance = {
			factor = 70
		}
	}
}

# You decide upon personally visiting a province
character_event = {
	id = RIP.4305
	desc = EVTDESC_RIP_4305
	picture = GFX_evt_noble_haughty_talking_to_peasants
	border = GFX_event_normal_frame_economy
	
	min_age = 16
	capable_only = yes
	only_playable = yes
	prisoner = no
	war = no
	has_dlc = "Reapers"
	
	is_triggered_only = yes
	
	trigger = {
		is_tribal = no
		is_nomadic = no
		NOT = { is_inaccessible_trigger = yes }
		higher_tier_than = COUNT
		stewardship = 6
		any_demesne_province = {
			NOT = {
				has_province_modifier = inspired_peasantry
			}
			any_province_holding = {
				OR = {
					holding_type = city
					holding_type = castle
					holding_type = tribal
				}
			}
			NOR = {
				has_province_modifier = depopulated_1
				has_province_modifier = depopulated_2
				has_province_modifier = depopulated_3
				has_province_modifier = prosperity_modifier_3
				any_province_holding = {
					has_siege = yes
				}
				any_province_holding = {
					is_occupied = yes
				}
				has_disease = yes
			}
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 2.5
			has_ambition = obj_see_the_realm_prosper
		}
		modifier = {
			factor = 1.5
			trait = architect
		}
		modifier = {
			factor = 1.5
			trait = diligent
		}
	}
	
	immediate = {
		random_demesne_province = {
			limit = {
				NOT = {
					has_province_modifier = inspired_peasantry
				}
				any_province_holding = {
					OR = {
						holding_type = city
						holding_type = castle
						holding_type = tribal
					}
				}
				NOR = {
					has_province_modifier = depopulated_1
					has_province_modifier = depopulated_2
					has_province_modifier = depopulated_3
					has_province_modifier = prosperity_modifier_3
					any_province_holding = {
						has_siege = yes
					}
					any_province_holding = {
						is_occupied = yes
					}
					has_disease = yes
				}
			}
			save_event_target_as = prosperity_target
		}
	}

	option = { # A wise investment
		name = EVTOPTA_RIP_4305
		
		ai_chance = {
			factor = 30
			modifier = {
				factor = 0
				NOT = { treasury = 300 }
			}
		}
		
		scaled_wealth = -0.1
		
		prestige = 25
		
		event_target:prosperity_target = {
			show_scope_change = no
			add_province_modifier = {
				name = inspired_peasantry
				duration = 730
			}
		}
		
		custom_tooltip = {
			text = increase_prosperity_event_custom_tooltip
			hidden_tooltip = {
				event_target:prosperity_target = {
					change_variable = { which = prosperity_value value = 15 }
				}
			}
		}
	}
	
	option = { # I can't afford it
		name = EVTOPTB_RIP_4305
		ai_chance = {
			factor = 70
		}
	}
}

#################
# RIP Nicknames #
#################

character_event = { # Execution nicknames
	id = RIP.4400
	hide_window = yes
	is_triggered_only = yes
	
	trigger = {
		death_execution_trigger = yes
		killer = { always = yes }
		has_dlc = "Reapers"
	}
	
	immediate = {
		killer = {
			if = {
				limit = {
					has_nickname = no
					is_adult = yes
					NOT = { trait = incapable }
				}
				random_list = {
					5 = {
						give_nickname = nick_the_butcher
						modifier = {
							factor = 0
							NOR = {
								trait = cruel
								trait = wroth
								trait = impaler
							}
						}
					}
					50 = {
						give_nickname = nick_the_impaler
						modifier = {
							factor = 0
							NOT = { ROOT = { death_reason = death_execution_impaling } }
						}
					}
					50 = {
						give_nickname = nick_the_flayer
						modifier = {
							factor = 0
							NOT = { ROOT = { death_reason = death_execution_flaying } }
						}
					}
					50 = {
						give_nickname = nick_the_cleansing_flame
						modifier = {
							factor = 0
							NAND = {
								NOT = { religion = ROOT }
								trait = zealous
								piety = 100
								ROOT = { death_reason = death_execution_burning } 
							}
						}
					}
					50 = {
						give_nickname = nick_the_witch_hunter
						modifier = {
							factor = 0
							NAND = {
								OR = {
									NOT = { religion = ROOT }
									ROOT = { has_character_modifier = modifier_witch }
									ROOT = { has_character_modifier = suspected_witch }
									ROOT = { has_character_modifier = known_witch }
									ROOT = { has_character_flag = bg_accused_witch }
									ROOT = { has_character_flag = physician_witch }
								}
								trait = zealous
								piety = 100
								ROOT = {
									is_female = yes
									OR = {
										death_reason = death_execution_burning 
										death_reason = death_execution_drowning_pit 
									}
								} 
							}
						}
					}
					50 = {
						give_nickname = nick_the_vengeful
						modifier = {
							factor = 0
							NOT = {
								is_rival = ROOT
							}
						}
					}
					50 = {
						give_nickname = nick_the_betrayer
						modifier = {
							factor = 0
							NOT = {
								is_friend = ROOT
							}
						}
					}
					500 = {
						give_nickname = nick_the_kingslayer
						modifier = {
							factor = 0
							NAND = {
								is_nomadic = no
								liege = {
									is_nomadic = no
									character = ROOT
									OR = {
										tier = KING
										tier = EMPEROR
									}
								}
							}
						}
					}
					15 = {
						give_nickname = nick_son_of_evilgod
						modifier = {
							factor = 0
							NOR = {
								NOT = { piety = -50 }
								trait = possessed
								is_any_kinslayer_trigger = yes
							}
						}
					}
					4 = {
						give_nickname = nick_the_tyrant
						modifier = {
							factor = 0
							NOT = {
								any_vassal = {
									has_opinion_modifier = { who = ROOT modifier = opinion_tyrant }
								}
							}
						}
					}
					4 = {
						give_nickname = nick_the_oppressor
						modifier = {
							factor = 0
							NOT = {
								any_vassal = {
									has_opinion_modifier = { who = ROOT modifier = opinion_tyrant }
								}
							}
						}
					}
					100 = {}
				}
			}
		}
	}
}


###MOURNING FLAVOR EVENTS###

#Lovers/rivals/friends 
character_event = {
	id = RIP.29000

	hide_window = yes
	is_triggered_only = yes

	trigger = {
		OR = {
			any_lover = {
				is_alive = yes
				NOT = { is_inaccessible_or_incapable_trigger = yes }
			}
			any_friend = {
				is_alive = yes
				NOT = { is_inaccessible_or_incapable_trigger = yes }
			}
			any_rival = {
				is_alive = yes
				NOT = { is_inaccessible_or_incapable_trigger = yes }
			}
		}
		NOR = {
			death_no_trace_trigger = yes
			death_in_china_trigger = yes
		}
	}

	option = {
		save_event_target_as = rip_dead

		spouse = { save_event_target_as = rip_widow }

		random_child = { 
			limit = {
				is_adult = yes
				NOT = { is_inaccessible_or_incapable_trigger = yes }
			}
			save_event_target_as = rip_child
		}

		#Lover event
		random_lover = {
			limit = {
				NOT = { is_inaccessible_or_incapable_trigger = yes }
				NOT = { has_character_modifier = grief_timer }
			}
			character_event = { id = RIP.29001 days = 20 } 
		}

		#Friend event
		random_friend = {
			limit = {
				NOT = { is_inaccessible_or_incapable_trigger = yes }
				NOT = { has_character_modifier = grief_timer }
			}
			save_event_target_as = rip_friend_1

			ROOT = { 
				random_friend = {
					limit = { 
						NOT = { is_inaccessible_or_incapable_trigger = yes }
						NOR = {
							is_rival = event_target:rip_friend_1
							character = event_target:rip_friend_1
							is_friend = event_target:rip_friend_1
							is_lover = event_target:rip_friend_1
							is_close_relative = event_target:rip_friend_1
						}
					}
					save_event_target_as = rip_friend_2
				}
			}

			random_list = {
				75 = { 
					trigger = {
						NOT = { event_target:rip_dead = { killer = { character = event_target:rip_friend_1 } } } #Prevent crocodile tears.
					}
					character_event = { id = RIP.29005 days = 30 } 
				}
				25 = { 
					modifier = {
						factor = 0
						ROOT = { 
							NOT = { 
								any_child = { 
									age = 12 
									NOR = {
										character = event_target:rip_friend_1 
										is_rival = event_target:rip_friend_1 
										is_friend = event_target:rip_friend_1  
										is_lover = event_target:rip_friend_1
									} 
								} 
							} 
						}
					}
					character_event = { id = RIP.29020 days = 30 } 
				}
			}	
		}

		#Rival event
		random_rival = {
			limit = {
				NOT = { is_inaccessible_or_incapable_trigger = yes }
				NOT = { has_character_modifier = grief_timer }
			}
			save_event_target_as = rip_enemy_1

			liege = {
				any_courtier = {
					limit = { 
						NOT = { is_inaccessible_or_incapable_trigger = yes }
						NOR = {
							is_rival = event_target:rip_enemy_1
							character = event_target:rip_enemy_1
							is_friend = event_target:rip_enemy_1
							is_lover = event_target:rip_enemy_1
						}
					}
					save_event_target_as = rip_new_enemy
				}
			}

			ROOT = { 
				random_rival = {
					limit = { 
						NOT = { is_inaccessible_or_incapable_trigger = yes }
						NOR = {
							is_rival = event_target:rip_enemy_1
							character = event_target:rip_enemy_1
							is_friend = event_target:rip_enemy_1
							is_lover = event_target:rip_enemy_1
						}
					}
					save_event_target_as = rip_enemy_2
				}
				random_child = {
					limit = { 
						NOT = { is_inaccessible_or_incapable_trigger = yes }
						NOR = {
							is_rival = event_target:rip_enemy_1
							character = event_target:rip_enemy_1
							is_friend = event_target:rip_enemy_1
							is_lover = event_target:rip_enemy_1
						}
					}
					save_event_target_as = rip_new_enemy
				}
				random_friend = {
					limit = { 
						NOT = { is_inaccessible_or_incapable_trigger = yes }
						NOR = {
							is_rival = event_target:rip_enemy_1
							character = event_target:rip_enemy_1
							is_friend = event_target:rip_enemy_1
							is_lover = event_target:rip_enemy_1
						}
					}
					save_event_target_as = rip_new_enemy
				}
			}

			character_event = { id = RIP.29010 days = 40 } 
		}
	}	
}

#Lover
character_event = {
	id = RIP.29001
	desc = EVTDSC_RIP_29001
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_death

	is_triggered_only = yes

	immediate = {
		add_character_modifier = {
			modifier = grief_timer
			years = 10
			hidden = yes
		}
	}

	#Visit their tomb
	option = {
		name = EVTOPTA_RIP_29001
		custom_tooltip = { text = EVTOPTA_RIP_29001_TOOLTIP }

		if = { 
			limit = { 
				event_target:rip_widow = { always = yes }
				NOT = { event_target:rip_widow = { character = ROOT } }
			}
			hidden_tooltip = { event_target:rip_widow = { character_event = { id = RIP.29002 days = 7 } } }
			break = yes
		}

		hidden_tooltip = { character_event = { id = RIP.29004 days = 7 } }

		ai_chance = { factor = 10 } 
	}

	#Stay in room and cry
	option = {
		trigger = {
			NOR = {
				trait = cruel
				trait = cynical
				trait = depressed
			}
		}
		name = EVTOPTB_RIP_29001
		custom_tooltip = { text = EVTOPTB_RIP_29001_TOOLTIP }

		if = { 
			limit = { NOT = { trait = depressed } } 
			
			random = {
				chance = 50
				add_trait = depressed
				hidden_tooltip = {
					character_event = {
						id = 38288 #Notify Depressed
					}

					#Recover from depression
					random_list = {
						10 = { character_event = { id = RIP.29015 days = 200 random = 600 } } 
						20 = { 
							modifier = {
								factor = 0
								has_character_modifier = pet_cat
							}
							character_event = { id = RIP.29016 days = 200 random = 600 } 
						} 
						10 = { 
							modifier = {
								factor = 0
								NOT = {
									any_child = {
										age = 3
										NOT = { age = 12 }
									}
								}
							}
							character_event = { id = RIP.29017 days = 200 random = 600 } 
						} 
						20 = { } #Nothing
					}
				}
			}
		}

		ai_chance = { factor = 15 } 
	}

	option = {
		trigger = { trait = depressed }
		name = EVTOPTD_RIP_29001
		custom_tooltip = { text = EVTOPTD_RIP_29001_TOOLTIP }

		death = { death_reason = death_suicide_hanging }

		ai_chance = { factor = 1 } 
	}

	#Face the world. You're a badass!
	option = {
		trigger = {
			NOR = {
				trait = kind
				trait = craven
			}
		}

		name = EVTOPTC_RIP_29001
		custom_tooltip = { text = EVTOPTC_RIP_29001_TOOLTIP }

		random_list = {
			33 = { 
				modifier = {
					factor = 0
					trait = cynical
				}
				add_trait = cynical 
				hidden_tooltip = { character_event = { id = 38258 } }
			}
			33 = { 
				modifier = {
					factor = 0
					trait = cruel
				}
				add_trait = cruel 
				hidden_tooltip = { character_event = { id = 38259 } }
			}
			33 = {
				#Nothing
			}
		}

		ai_chance = { factor = 10 } 
	}
}

#Widow finds lover at tomb
character_event = {
	id = RIP.29002
	desc = EVTDSC_RIP_29002
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_death

	is_triggered_only = yes

	#Let it mourn
	option = {
		trigger = { 
			NOR = {
				trait = cruel
				trait = envious
				trait = wroth
			}
		}
		name = EVTOPTA_RIP_29002

		if = {
			limit = { NOT = { trait = kind } }
			add_trait = kind
		}

		FROM = { hidden_tooltip = { character_event = { id = RIP.29004 days = 3 } } }
	}

	#Lash out
	option = {
		trigger = { NOT = { trait = kind } }

		ai_chance = { factor = 3 } 

		name = EVTOPTB_RIP_29002

		if = {
			limit = { NOT = { is_rival = FROM } } 
			add_rival = FROM
		}

		FROM = { hidden_tooltip = { character_event = { id = RIP.29003 days = 3 } } }

		if = {
			limit = { NOT = { trait = envious } }
			add_trait = envious
		}
	}
}

#Lover visits tomb, meets widow
character_event = {
	id = RIP.29003
	desc = EVTDSC_RIP_29003
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_quarrel

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29003
		add_rival = FROM
	}
}

#Lover visits tomb, finds memento
character_event = {
	id = RIP.29004
	desc = EVTDSC_RIP_29004
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_death

	is_triggered_only = yes
	hide_from = yes

	option = {
		name = EVTOPTA_RIP_29004
		add_character_modifier = {
			name = lovers_memento
			duration = -1
		}

	}
}


#Death of a friend
character_event = {
	id = RIP.29005
	desc = EVTDSC_RIP_29005
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_death

	is_triggered_only = yes

	immediate = {
		add_character_modifier = {
			modifier = grief_timer
			years = 10
			hidden = yes
		}
	}

	#Go out drinking
	option = {
		name = EVTOPTA_RIP_29005
		custom_tooltip = { text = EVTOPTA_RIP_29005_TOOLTIP }

		hidden_tooltip = {
			if = {
				limit = { event_target:rip_friend_2 = { always = yes } }
				event_target:rip_friend_2 = { character_event = { id = RIP.29006 days = 3 } }
				break = yes
			}

			random_courtier = {
				limit = { block_general_event_trigger = no NOT = { is_friend = ROOT } ai = yes }
				character_event = { id = RIP.29006 days = 3 }
				break = yes
			}

			character_event = { id = RIP.29008 days = 3 }
		}

		ai_chance = { factor = 20 }

	}

	#Be alone
	option = {
		trigger = {
			NOR = {
				trait = cruel
				trait = cynical
				trait = depressed
			}
		}
		name = EVTOPTB_RIP_29005
		custom_tooltip = { text = EVTOPTB_RIP_29001_TOOLTIP }

		if = { 
			limit = { NOT = { trait = depressed } } 
			
			random = {
				chance = 50
				add_trait = depressed
				hidden_tooltip = {
					character_event = {
						id = 38288 #Notify Depressed
					}

					#Recover from depression
					random_list = {
						10 = { character_event = { id = RIP.29015 days = 200 random = 600 } } 
						20 = { 
							modifier = {
								factor = 0
								has_character_modifier = pet_cat
							}
							character_event = { id = RIP.29016 days = 200 random = 600 } 
						} 
						10 = { 
							modifier = {
								factor = 0
								NOT = {
									any_child = {
										age = 3
										NOT = { age = 12 }
									}
								}
							}
							character_event = { id = RIP.29017 days = 200 random = 600 } 
						} 
						20 = { } #Nothing
					}
				}
			}
		}

		ai_chance = { factor = 10 }
	}

	#Suicide
	option = {
		trigger = { trait = depressed }
		name = EVTOPTD_RIP_29001
		custom_tooltip = { text = EVTOPTD_RIP_29001_TOOLTIP }

		death = { death_reason = death_suicide_hanging }

		ai_chance = { factor = 1 } 
	}

	#Get rid of all of your friends
	option = {
		name = EVTOPTD_RIP_29005
		custom_tooltip = { text = EVTOPTD_RIP_29005_TOOLTIP }
		trigger = { 
			any_friend = { is_alive = yes } 
		}
		any_friend = { remove_friend = ROOT } 

		ai_chance = { factor = 5 }
	}
}

#Ping new friend
character_event = {
	id = RIP.29006
	desc = EVTDSC_RIP_29006
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_brothel

	is_triggered_only = yes

	#Approach
	option = {
		name = EVTOPTA_RIP_29007_A
		hidden_tooltip = { FROM = { character_event = { id = RIP.29007 } } }
		custom_tooltip = { text = EVTOPTA_RIP_29006_TOOLTIP }

		ai_chance = { factor = 3 } 
	}

	#Leave alone
	option = {	
		name = EVTOPTB_RIP_29006
		hidden_tooltip = { FROM = { character_event = { id = RIP.29008 } } }
		custom_tooltip = { text = EVTOPTB_RIP_29006_TOOLTIP }

		ai_chance = { factor = 1 } 
	}
}

#Meet new friend
character_event = {
	id = RIP.29007
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_brothel

	is_triggered_only = yes

	desc = {
		trigger = { event_target:rip_friend_2 = { always = yes } }
		text = EVTDSC_RIP_29007_A
	}
	desc = {
		trigger = { NOT = { event_target:rip_friend_2 = { always = yes } } }
		text = EVTDSC_RIP_29007_B
	}

	#Let's be friends
	option = {
		name = {
			trigger = { event_target:rip_friend_2 = { always = yes } }
			text = EVTOPTA_RIP_29007_A
		}
		name = {
			trigger = { NOT = { event_target:rip_friend_2 = { always = yes } } }
			text = EVTOPTA_RIP_29007_B
		}

		add_friend = FROM

		hidden_tooltip = { FROM = { character_event = { id = RIP.29009 days = 3 } } }

		ai_chance = { factor = 3 } 
	}

	#I don't want your company!
	option = {
		name = EVTOPTB_RIP_29007
		custom_tooltip = { text = EVTOPTB_RIP_29007_TOOLTIP }

		reverse_opinion = {
			modifier = opinion_rejected_friend
			who = FROM
			years = 3
		}

		hidden_tooltip = { character_event = { id = RIP.29008 days = 3 } }
		hidden_tooltip = { FROM = { character_event = { id = RIP.29009 days = 3 } } }

		ai_chance = { factor = 1 } 
	}
}

#Become a drunkard
character_event = {
	id = RIP.29008
	desc = EVTDSC_RIP_29008
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_drunk

	is_triggered_only = yes
	hide_from = yes

	option = {
		name = EVTOPTB_RIP_29008
		if = { 
			limit = { NOT = { trait = drunkard } }
			add_trait = drunkard
		}
	}
}

#Did approaching the drinking friend of friend work?
character_event = {
	id = RIP.29009
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_feast

	is_triggered_only = yes

	desc = {
		trigger = { is_friend = FROM }
		text = EVTDSC_RIP_29009_A
		picture = GFX_evt_feast
	}
	desc = {
		trigger = { NOT = { is_friend = FROM } }
		text = EVTDSC_RIP_29009_B
		picture = GFX_evt_quarrel
	}

	option = {
		name = {
			trigger = { is_friend = FROM }
			text = EVTOPTA_RIP_29009_A
		}
		name = {
			trigger = { NOT = { is_friend = FROM } }
			text = EVTOPTA_RIP_29009_B
		}
	}	
}

#Death of a rival
character_event = {
	id = RIP.29010
	desc = EVTDSC_RIP_29010
	border = GFX_event_normal_frame_war
	picture = GFX_evt_death

	is_triggered_only = yes

	immediate = {
		add_character_modifier = {
			modifier = grief_timer
			years = 10
			hidden = yes
		}
	}

	#Steal skull
	option = {
		name = EVTOPTA_RIP_29010
		custom_tooltip = { text = EVTOPTA_RIP_29010_TOOLTIP }
		
		trigger = {
			OR = {
				trait = cruel
				trait = wroth
				trait = impaler
				trait = lunatic
				trait = possessed
				trait = arbitrary
			}
		}

		hidden_tooltip = {
			random_list = {
				#Fail
				40 = {
					modifier = {
						factor = 0
						OR = {
							NOT = { event_target:rip_widow = { always = yes } }
							NOT = { event_target:rip_child = { always = yes } }
							event_target:rip_widow = { character = ROOT }
							event_target:rip_child = { character = ROOT }
						}
					}

					if = {
						limit = { event_target:rip_widow = { NOT = { character = ROOT } } }
						event_target:rip_widow = { character_event = { id = RIP.29011 days = 7 } }
						break = yes
					}
					if = {
					limit = { event_target:rip_child = { NOT = { character = ROOT } } }
					event_target:rip_child = { character_event = { id = RIP.29011 days = 7 } }
					}
				}
				#Success
				60 = {
					modifier = {
						factor = 1.2
						intrigue = 9
					}
					modifier = {
						factor = 1.2
						intrigue = 12
					}
					modifier = {
						factor = 1.2
						intrigue = 15
					}
					modifier = {
						factor = 1.2
						intrigue = 18
					}
					modifier = {
						factor = 1.2
						intrigue = 21
					}

					character_event = { id = RIP.29013 days = 7 }
				}
			}
		}

		ai_chance = { factor = 2 } 
	}

	#Enemy of my enemy
	option = {
		trigger = { event_target:rip_enemy_2 = { is_alive = yes } }
		name = EVTOPTB_RIP_29010
		custom_tooltip = { text = EVTOPTB_RIP_29010_TOOLTIP }

		add_friend = event_target:rip_enemy_2

		ai_chance = { factor = 10 } 
	}

	#Get a new enemy
	option = {
		trigger = { event_target:rip_new_enemy = { is_alive = yes } }
		name = EVTOPTC_RIP_29010
		custom_tooltip = { text = EVTOPTC_RIP_29010_TOOLTIP }

		add_rival = event_target:rip_new_enemy

		ai_chance = { factor = 5 } 

	}
	#Repent
	option = {
		trigger = {
			OR = {
				any_rival = { is_alive = yes }
				trait = cruel
				trait = envious
				NOT = { trait = kind }
			}
		}

		name = EVTOPTD_RIP_29010
		custom_tooltip = { text = EVTOPTD_RIP_29010_TOOLTIP }

		if = {
			limit = {
				NOR = {
					trait = cruel
					trait = envious
					trait = kind
				}
			}
			add_trait = kind
		}
		if = { 
			limit = {
				trait = envious
				NOT = { trait = cruel }
			}
			remove_trait = envious
		}
		if = {
			limit = { trait = cruel }
			remove_trait = cruel
		}

		random_rival = { remove_rival = ROOT }
		ai_chance = { factor = 5 } 
	}

	#No time
	option = {
		name = EVTOPTE_RIP_29010
		custom_tooltip = { text = EVTOPTE_RIP_29010_TOOLTIP }

		if = { 
			limit = { trait = stressed }
			remove_trait = stressed
		}
		if = { 
			limit = { trait = depressed }
			remove_trait = depressed
		}

		ai_chance = { factor = 15 } 
	}
}

#Spouse/child catches someone trying to steal skull
character_event = {
	id = RIP.29011
	desc = EVTDSC_RIP_29011
	border = GFX_event_normal_frame_intrigue
	picture = GFX_evt_bloody_tools

	is_triggered_only = yes

	#Imprison
	option = {
		trigger = { is_ruler = yes }

		name = EVTOPTA_RIP_29011
		
		#adds rival
		if = {
			limit = {
				NOT = { is_rival = FROM }
			}
			add_rival = FROM
		}

		#If they are your liege, you become a traitor
		if = {
			limit = { is_liege_or_above = FROM }

			reverse_opinion = {
				modifier = opinion_traitor
				who = FROM
				years = 20
			}
		}

		#If you are their liege, they become a traitor
		if = {
			limit = { FROM = { is_liege_or_above = ROOT } }
			opinion = {
				modifier = opinion_traitor
				who = FROM
				years = 20
			}
		}

		FROM = { imprison = ROOT }

		hidden_tooltip = { 
			FROM = { 
				set_character_flag = rip_imprisoned
				character_event = { id = RIP.29012 } 
			} 
		}

		ai_chance = {
			factor = 1

			modifier = {
				factor = 3
				trait = wroth
			}
		}
	}

	#Get out
	option = {
		name = EVTOPTB_RIP_29011

		if = {
			limit = {
				NOT = { is_rival = FROM }
			}
			add_rival = FROM
		}

		#If you are their liege, they become a traitor
		if = {
			limit = { FROM = { is_liege_or_above = ROOT } }
			opinion = {
				modifier = opinion_traitor
				who = FROM
				years = 20
			}
		}

		custom_tooltip = { text = EVTOPTB_RIP_29011_TOOLTIP }

		ai_chance = {
			factor = 5
		}

		hidden_tooltip = { FROM = { character_event = { id = RIP.29012 } } }
	}
}

#Effects of getting caught
character_event = {
	id = RIP.29012
	border = GFX_event_normal_frame_intrigue
	picture = GFX_evt_bloody_tools

	is_triggered_only = yes

	desc = {
		trigger = { has_character_flag = rip_imprisoned }
		text = EVTDSC_RIP_29012_A
		picture = GFX_evt_into_the_dungeon
	}
	desc = {
		trigger = { NOT = { has_character_flag = rip_imprisoned } }
		text = EVTDSC_RIP_29012_B
		picture = GFX_evt_bloody_tools
	}

	option = {
		name = EVTOPTA_RIP_29012

		add_rival = FROM

		#If they are your liege, you become a traitor
		if = {
			limit = { is_liege_or_above = FROM }
			reverse_opinion = {
				modifier = opinion_traitor
				who = FROM
				years = 20
			}
		}

		add_character_modifier = {
			name = graverobber
			years = 10
		}

		if = {
			limit = { has_character_flag = rip_imprisoned }

			imprison = FROM

			#If you are their liege, they become a traitor
			if = {
				limit = { FROM = { is_liege_or_above = ROOT } }
				opinion = {
					modifier = opinion_traitor
					who = FROM
					years = 20
				}
			}

			clr_character_flag = rip_imprisoned
		}
	}
}

#Successfully steal skull
character_event = {
	id = RIP.29013
	border = GFX_event_normal_frame_intrigue
	desc = EVTDSC_RIP_29013
	picture = GFX_evt_bloody_tools

	is_triggered_only = yes
	hide_from = yes

	option = {
		name = EVTOPTA_RIP_29013
		custom_tooltip = { text = EVTOPTA_RIP_29013_TT }

		hidden_effect = {
			add_artifact = rival_skull
			new_artifact = {
				set_original_owner = event_target:rip_dead
			}
		}

		hidden_tooltip = {
			event_target:rip_widow = { character_event = { id = RIP.29014 } }
			event_target:rip_dead = { any_child = { character_event = { id = RIP.29014 } } }
		}
	}
}

#Notification of stolen skull
character_event = {
	id = RIP.29014
	border = GFX_event_normal_frame_intrigue
	desc = EVTDSC_RIP_29014
	show_from_from_from = yes
	picture = GFX_evt_bloody_tools

	is_triggered_only = yes

	trigger = { NOT = { character = FROM } }

	option = {
		name = EVTOPTA_RIP_29014

		random_list = {
			30 = {
				modifier = {
					factor = 0
					trait = stressed
				}
				add_trait = stressed
				hidden_tooltip = { character_event = { id = 38282 } }
			}
			20 = {
				modifier = {
					factor = 0
					trait = depressed
				}
				add_trait = depressed
				hidden_tooltip = { character_event = { id = 38288 } }
			}
			60 = {
				#Nothing
			}
		}
	}
}

#Done mourning, faith 
character_event = {
	id = RIP.29015
	border = GFX_event_normal_frame_religion
	desc = EVTDSC_RIP_29015
	picture = GFX_evt_bishop

	trigger = { trait = depressed }

	is_triggered_only = yes
	hide_from = yes

	option = {
		name = EVTOPTA_RIP_29015
		remove_trait = depressed

		if = { 
			limit = { NOR = { trait = cynical trait = zealous } }
			add_trait = zealous 
		}
		if = {
			limit = { trait = cynical }
			remove_trait = cynical
		}
	}
	option = {
		name = EVTOPTB_RIP_29015

		if = { 
			limit = { NOR = { trait = cynical trait = zealous } }
			add_trait = cynical 
		}
		if = {
			limit = { trait = zealous }
			remove_trait = zealous
		}	
	}
}

#Done mourning, cat
character_event = {
	id = RIP.29016
	border = GFX_event_normal_frame_diplomacy
	desc = EVTDSC_RIP_29016
	picture = GFX_evt_cat

	trigger = { trait = depressed }

	is_triggered_only = yes
	hide_from = yes

	option = {
		name = EVTOPTA_RIP_29016
		remove_trait = depressed

		add_cat_effect = yes

	}
	option = {
		name = EVTOPTB_RIP_29016
	}
}

#Done mourning, child
character_event = {
	id = RIP.29017

	hide_window = yes
	is_triggered_only = yes

	trigger = { 
		trait = depressed 

		any_child = {
			age = 3
			NOT = { age = 16 }
		}
	}

	option = {
		random_child = { 
			limit = { age = 3 NOT = { age = 13 } }
			character_event = { id = RIP.29018 }
		}
	} 
}

character_event = {
	id = RIP.29018

	hide_window = yes
	is_triggered_only = yes

	option = { FROM = { character_event = { id = RIP.29019 } } } 
}

character_event = {
	id = RIP.29019
	border = GFX_event_normal_frame_diplomacy
	desc = EVTDSC_RIP_29019
	picture = GFX_evt_family

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29019
		custom_tooltip = { text = EVTOPTA_RIP_29019_TOOLTIP }
		remove_trait = depressed

		add_friend = FROM
		
	}
	option = {
		name = EVTOPTB_RIP_29019
		custom_tooltip = { text = EVTOPTB_RIP_29019_TOOLTIP }
		reverse_opinion = {
		 	who = FROM
		 	modifier = opinion_neglectful_parent
		}
	}
}

#You promised friend to look after their child
character_event = {
	id = RIP.29020
	border = GFX_event_normal_frame_religion
	desc = EVTDSC_RIP_29020
	picture = GFX_evt_death

	is_triggered_only = yes

	immediate = {
		add_character_modifier = { 
			modifier = grief_timer
			years = 10
			hidden = yes
		}
	
		event_target:rip_dead = {
			if = {
				limit = { any_child = { ai = no } }

				random_child = {
					limit = { ai = no NOR = { is_rival = ROOT is_friend = ROOT is_lover = ROOT character = ROOT } }
					save_event_target_as = rip_heir
				}
				break = yes
			}
			if = {
				limit = { any_child = { is_heir = yes } NOR = { is_rival = ROOT is_friend = ROOT is_lover = ROOT character = ROOT } }

				random_child = {
					limit = { is_heir = yes }
					save_event_target_as = rip_heir
				}
				break = yes
			}
			random_child = {
				limit = { age = 12 NOR = { is_rival = ROOT is_friend = ROOT is_lover = ROOT character = ROOT } }
				save_event_target_as = rip_heir
			}
		}
	}

	#Approach
	option = {
		name = EVTOPTA_RIP_29020
		custom_tooltip = { text = EVTOPTA_RIP_29020_TOOLTIP }
		hidden_tooltip = { event_target:rip_heir = { character_event = { id = RIP.29021 days = 7 } } }
		event_target:rip_heir = {
			set_character_flag = rip_flag
			clr_character_flag = rip_flag
		}

		ai_chance = {
			factor = 7
			modifier = {
				factor = 2
				OR = {
					trait = gregarious
					trait = kind
					trait = just
				}
			}
		}
	}

	#Or become lovers...?
	option = {
		trigger = { 
			#Must be appropriate love target
			event_target:rip_heir = { 
				is_adult = yes 
				NOT = { is_close_relative = ROOT }
				root_attraction_trigger = yes
			}

			#Root must be motivated
			OR = { 
				event_target:rip_heir = { has_fair_trait_trigger = yes }
				trait = lustful 
				trait = seducer 
				trait = seductress 
				AND = {
					age = 40
					has_lover = no
					is_married = no
				}
			}

			#Root can't be unmotivated
			NOR = {
				trait = chaste
				trait = celibate
			} 
		}
		name = EVTOPTC_RIP_29020
		custom_tooltip = { text = EVTOPTC_RIP_29020_TOOLTIP }
		hidden_tooltip = { event_target:rip_heir = { character_event = { id = RIP.29024 days = 7 } } }

		event_target:rip_heir = {
			set_character_flag = rip_flag
			clr_character_flag = rip_flag
		}

		if = {
			limit = { NOT = { trait = lustful } }
			random = {
				chance = 50
				add_trait = lustful 
				hidden_tooltip = { character_event = { id = 38272 } } #Notify Lustful
			}
		}

		ai_chance = { factor = 15 }	
	}

	#Don't approach
	option = {
		name = EVTOPTB_RIP_29020
		custom_tooltip = { text = EVTOPTB_RIP_29020_TOOLTIP }

		if = {
			limit = { NOR = { trait = shy trait = gregarious } }
			random = {
				chance = 50
				add_trait = shy
				hidden_tooltip = { character_event = { id = 38263 } } #Notify Shy
			}
		}
		if = {
			limit = { trait = gregarious } 
			random = {
				chance = 50
				remove_trait = gregarious
				hidden_tooltip = { character_event = { id = 38297 } } #Notify remove gregarious
			}
		}
		ai_chance = {
			factor = 3
			modifier = {
				factor = 2
				OR = {
					trait = shy
					trait = cruel
					trait = arbitrary
				}
			}
		}	
	}
}

#Getting approached by dead parent's friend
character_event = {
	id = RIP.29021
	border = GFX_event_normal_frame_diplomacy
	desc = EVTDSC_RIP_29021
	picture = GFX_evt_death

	is_triggered_only = yes

	#Let's be friends 
	option = {
		name = EVTOPTA_RIP_29021
		
		add_friend = FROM
		hidden_tooltip = { FROM = { character_event = { id = RIP.29022 } } }

		ai_chance = {
			factor = 7
			modifier = {
				factor = 2
				OR = {
					trait = gregarious
					trait = kind
					trait = just
				}
			}
		}
	}

	#I am fine on my own
	option = {
		name = EVTOPTB_RIP_29021
		
		reverse_opinion = {
			who = FROM
			modifier = opinion_rejected_friend
			years = 5
		}
		hidden_tooltip = { FROM = { character_event = { id = RIP.29023 } } }

		ai_chance = {
			factor = 3
			modifier = {
				factor = 2
				OR = {
					trait = shy
					trait = cruel
					trait = arbitrary
				}
			}
		}	
	}
}

#Confirmed friendship
character_event = {
	id = RIP.29022
	border = GFX_event_normal_frame_diplomacy
	desc = EVTDSC_RIP_29022
	picture = GFX_evt_courtiers_talking

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29022
		
		tooltip = { add_friend = FROM }
	}
}

#Denied friendship
character_event = {
	id = RIP.29023
	border = GFX_event_normal_frame_diplomacy
	desc = EVTDSC_RIP_29023
	picture = GFX_evt_quarrel

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29023
		
		tooltip = {
			opinion = {
				who = FROM
				modifier = opinion_rejected_friend
				years = 5
			}
		}
	}
}

#Getting approached by dead parent's friend, lover
character_event = {
	id = RIP.29024
	border = GFX_event_normal_frame_diplomacy
	desc = EVTDSC_RIP_29024
	picture = GFX_evt_death

	is_triggered_only = yes

	#Let's be lovers
	option = {
		name = EVTOPTA_RIP_29024
		
		add_lover = FROM
		hidden_tooltip = { FROM = { character_event = { id = RIP.29025 } } }

		ai_chance = {
			factor = 1
			modifier = {
				factor = 5
				OR = {
					trait = lustful
					trait = seducer
					trait = seductress
				}
			}
			modifier = {
				factor = 0
				OR = {
					FROM = { root_attraction_trigger = no }
					trait = celibate
				}
			}
		}
	}

	#No!
	option = {
		name = EVTOPTB_RIP_29024
		
		reverse_opinion = {
			who = FROM
			modifier = opinion_advance_rejected
			years = 10
		}

		hidden_tooltip = { FROM = { character_event = { id = RIP.29026 } } }

		ai_chance = {
			factor = 3
			modifier = {
				factor = 2
				OR = {
					trait = shy
					trait = chaste
					is_ascetic_trigger = yes
					is_married = yes
				}
			}
			modifier = {
				factor = 5
				has_lover = yes
			}
		}	
	}
}

#COnfirmed lovers
character_event = {
	id = RIP.29025
	border = GFX_event_normal_frame_diplomacy
	desc = EVTDSC_RIP_29025
	picture = GFX_evt_lovers

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29022
		
		tooltip = { add_lover = FROM }
	}
}

#Denied lover
character_event = {
	id = RIP.29026
	border = GFX_event_normal_frame_diplomacy
	desc = EVTDSC_RIP_29026
	picture = GFX_evt_quarrel

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29023
		
		tooltip = {
			opinion = {
				who = FROM
				modifier = opinion_advance_rejected
				years = 10
			}
		}
	}
}


###MAIMED FLAVOUR EVENTS###

#Disfigured events
character_event = {
	id = RIP.29100

	is_triggered_only = yes
	hide_window = yes
	
	only_playable = yes

	trigger = {
		trait = disfigured
		NOT = { trait = severely_injured }
		block_general_event_trigger = no 
	}

	option = {
		random_list = {
			#Golden mask
			10 = { 
				modifier = {
					factor = 0
					OR = {
						any_lover = { is_alive = yes }
						has_character_modifier = golden_mask
					}
				}
				character_event = { id = RIP.29101 }
			} 
			#Scaring the children
			10 = {
				modifier = {
					factor = 0
					NOR = {
						is_married = yes
						any_child = {
							age = 2
							NOT = { age = 13 }
							NOT = { trait = brave }
							NOT = { trait = willful }
							NOT = { trait = rowdy }
						}
					}
				}
				random_spouse = { 
					limit = {
						any_child = {
							age = 2
							NOT = { age = 13 }
							NOT = { trait = brave }
							NOT = { trait = willful }
							NOT = { trait = rowdy }
						}
					}
					character_event = { id = RIP.29102 } 
				}
			}
			#Phantom pain
			10 = {
				modifier = {
					factor = 0
					OR = {
						NOT = { any_courtier_or_vassal = { has_minor_title = title_court_physician } }
						has_character_modifier = phantom_pain
					}
				}
				character_event = { id = RIP.29500 }
			}
			#Masquerade
			10 = {
				modifier = {
					factor = 0
					OR = {
						any_courtier = { has_character_modifier = forced_mask }
						any_courtier = { has_character_modifier = attending_masquerade }
					}
				}
				character_event = { id = RIP.29104 }
			}		
		}
	}
}

#Golden mask
character_event = {
	id = RIP.29101
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_courtiers_talking

	desc = {
		trigger = { prefers_men_trigger = yes }
		text = EVTDSC_RIP_29101_A
	}
	desc = {
		trigger = { prefers_men_trigger = no }
		text = EVTDSC_RIP_29101_B
	}

	is_triggered_only = yes

	option = {
		name = {
			trigger = { prefers_men_trigger = yes }
			text = EVTOPTA_RIP_29101_A
		}
		name = {
			trigger = { prefers_men_trigger = no }
			text = EVTOPTA_RIP_29101_B
		}

		custom_tooltip = { text = EVTOPTA_RIP_29101_TOOLTIP }

		scaled_wealth = { value = -0.2 min = -25 }
		add_character_modifier = {
			name = golden_mask 
			duration = -1
		}
		hidden_tooltip = {
			remove_trait = disfigured
			add_trait = disfigured
		}
	}
	
	option = {
		name = EVTOPTB_RIP_29101
		custom_tooltip = { text = EVTOPTB_RIP_29101_TOOLTIP }
	}
}


#Scaring the children
character_event = {
	id = RIP.29102

	is_triggered_only = yes
	hide_window = yes

	immediate = {
		random_child = {
			limit = {
				age = 2
				NOT = { age = 13 }
				NOT = { trait = brave }
				NOT = { trait = willful }
				NOT = { trait = rowdy }
			}
			save_event_target_as = rip_scared_child
		}
	}

	option = { FROM = { character_event = { id = RIP.29103 } } }
	
}

character_event = {
	id = RIP.29103
	desc = EVTDSC_RIP_29103
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_child_play

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29103
		custom_tooltip = { text = EVTOPTA_RIP_29103_TOOLTIP }

		reverse_opinion = {
			who = FROM
			modifier = opinion_did_not_take_my_advice
		}

		random = {
			chance = 50

			event_target:rip_scared_child = {

				opinion = {
					who = ROOT
					modifier = opinion_repulsed_deformity
				}

				if = {
					limit = { 
						NOR = {
							trait = craven 
							trait = berserker 
						} 
						NOT = { has_dlc = "Zeus" } 
					}
					add_trait = craven
				}
				if = {
					limit = { NOT = { trait = timid } has_dlc = "Zeus" }
					add_trait = timid
				}
			}
		}
	}

	option = {
		name = EVTOPTB_RIP_29103
		custom_tooltip = { text = EVTOPTB_RIP_29103_TOOLTIP }

		random = {
			chance = 50
			add_trait = depressed
			hidden_tooltip = {
				character_event = {
					id = 38288 #Notify Depressed
				}
			}
		}
	}
}

#Masquerade
character_event = {
	id = RIP.29104
	desc = EVTDSC_RIP_29104
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_scandal

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29104
		custom_tooltip = { text = EVTOPTA_RIP_29104_TOOLTIP }
		scaled_wealth = { value = -0.25 min = -25 }


		hidden_tooltip = {
			set_character_flag = do_not_disturb

			#Invitations
			any_courtier = {
				character_event = { id = RIP.29112 days = 3 }
			}
			any_vassal = {
				character_event = { id = RIP.29112 days = 3 }
			}

			if = {
				limit = {
					OR = {
						trait = lunatic
						trait = envious
					}
				}
				character_event = { id = RIP.29105 days = 20 }
			}
			if = {
				limit = {
					NOR = {
						trait = lunatic
						trait = envious
					}
				}
				character_event = { id = RIP.29110 days = 20 }
			}
		}
	}

	option = {
		name = EVTOPTB_RIP_29104
		custom_tooltip = { text = EVTOPTB_RIP_29104_TOOLTIP }
	}
}

#Notice of masquerade ball starting
character_event = {
	id = RIP.29112
	desc = EVTDSC_RIP_29112
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_scandal

	desc = {	
		trigger = { has_dlc = "Way of Life" }
		picture = GFX_evt_dancing
		text = EVTDSC_RIP_29112
	}
	desc = {	
		trigger = { NOT = { has_dlc = "Way of Life" } }
		picture = GFX_evt_courtiers_talking
		text = EVTDSC_RIP_29112
	}

	is_triggered_only = yes

	#Attend
	option = {
		name = EVTOPTA_RIP_29112
		
		add_character_modifier = {
			name = attending_masquerade
			duration = -1
		}
		
		set_character_flag = do_not_disturb

		character_event = { id = RIP.29114 days = 100 }

		ai_chance = { 
			factor = 30
			modifier = { 
				factor = 2
				OR = {
					trait = gregarious
					trait = disfigured
					trait = hedonist
					trait = gluttonous
					trait = socializer
				}
			} 
		}
	}

	#Decline
	option = {
		name = EVTOPTB_RIP_29112

		reverse_opinion = {
			modifier = opinion_declined_party
			who = FROM
			years = 10 
		}

		hidden_tooltip = {
			remove_character_modifier = attending_masquerade 
		}
		ai_chance = { 
			factor = 1 
			modifier = {
				factor = 20
				OR = {
					trait = shy
					trait = paranoid
				}
			}
		}
	}
}

#Masquerade for crazy people
character_event = {
	id = RIP.29105
	border = GFX_event_normal_frame_intrigue
	picture = GFX_evt_suspicious_noble
	desc = {	
		trigger = { has_dlc = "Way of Life" }
		picture = GFX_evt_dancing
		text = EVTDSC_RIP_29105
	}
	desc = {	
		trigger = { NOT = { has_dlc = "Way of Life" } }
		picture = GFX_evt_suspicious_noble
		text = EVTDSC_RIP_29105
	}

	is_triggered_only = yes

	#YES (lunatic)
	option = {
		trigger = { trait = lunatic }
		name = EVTOPTA_RIP_29105
		custom_tooltip = { text = EVTOPTA_RIP_29105_TOOLTIP }

		tooltip_info = lunatic

		if = {
			limit = { NOT = { trait = lunatic } }
			random = {
				chance = 50
				add_trait = lunatic
				character_event = { id = 38304 } 
			}
		}

		hidden_tooltip = { character_event = { id = RIP.29106 } }
	}

	#YES (envious)
	option = {
		trigger = { trait = envious NOT = { trait = lunatic } }
		name = EVTOPTA_RIP_29105
		custom_tooltip = { text = EVTOPTA_RIP_29105_TOOLTIP }

		tooltip_info = envious

		if = {
			limit = { NOT = { trait = lunatic } }
			random = {
				chance = 50
				add_trait = lunatic
				character_event = { id = 38304 } 
			}
		}

		hidden_tooltip = { character_event = { id = RIP.29106 } }
	}

	#Nah
	option = {
		name = EVTOPTB_RIP_29105
		custom_tooltip = { text = EVTOPTB_RIP_29105_TOOLTIP }

		hidden_tooltip = {
		
			any_realm_character = {
				limit = { has_character_modifier = attending_masquerade }
				opinion = {
					modifier = opinion_great_masquerade
					who = ROOT
					years = 10
				}

				character_event = { id = RIP.29113 }

				remove_character_modifier = attending_masquerade
			}
		}
	}
}

#Reactions to crazy (ruler)
character_event = {
	id = RIP.29106
	desc = EVTDSC_RIP_29106
	border = GFX_event_normal_frame_intrigue
	picture = GFX_evt_scandal

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29106
		custom_tooltip = { text = EVTOPTA_RIP_29106_TOOLTIP }

		hidden_tooltip = {
			clr_character_flag = do_not_disturb
			set_character_flag = crazy_masked_ruler
			save_event_target_as = rip_masked_ruler

			any_realm_character = {
				limit = { has_character_modifier = attending_masquerade }

				character_event = { id = RIP.29107 }

			}
		}
	}
}

#Reactions to crazy ruler (everyone else)
character_event = {
	id = RIP.29107
	desc = EVTDSC_RIP_29107
	border = GFX_event_normal_frame_intrigue
	picture = GFX_evt_scandal

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29107
		custom_tooltip = { text = EVTOPTA_RIP_29107_TOOLTIP }

		hidden_tooltip = { 
			clr_character_flag = do_not_disturb
			remove_character_modifier = attending_masquerade 
			character_event = { id = RIP.29108 days = 100 } 
		}

		opinion = {
			who = FROM
			modifier = opinion_insane_ruler
			months = 1200
		}

		add_character_modifier = {
			name = forced_mask
			duration = -1
		}

		
	}
}

#Checking crazy ruler
character_event = {
	id = RIP.29108

	hide_window = yes
	is_triggered_only = yes

	option = {
		if = {
			limit = { liege = { has_character_flag = crazy_masked_ruler } }
			character_event = { id = RIP.29108 days = 100 } 
		}
		if = {
			limit = { liege = { NOT = { has_character_flag = crazy_masked_ruler } } }
			character_event = { id = RIP.29109 }
		}
	}
}

#Rejoice we can take mask of
character_event = {
	id = RIP.29109
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_feast

	desc = {
		trigger = { event_target:rip_masked_ruler = { is_alive = no } }
		text = EVTDSC_RIP_29109_A
	}

	desc = {
		trigger = { event_target:rip_masked_ruler = { is_alive = yes } }
		text = EVTDSC_RIP_29109_B
	}

	is_triggered_only = yes

	immediate = {
		remove_character_modifier = forced_mask
	}

	option = {
		name = EVTOPTA_RIP_29109
		custom_tooltip = { text = EVTOPTA_RIP_29109_TOOLTIP }

		tooltip = { remove_character_modifier = forced_mask }
	}
}

#29110 nice masquerade
character_event = {
	id = RIP.29110
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_courtiers_talking

	desc = {	
		trigger = { has_dlc = "Way of Life" }
		picture = GFX_evt_dancing
		text = EVTDSC_RIP_29110
	}
	desc = {	
		trigger = { NOT = { has_dlc = "Way of Life" } }
		picture = GFX_evt_courtiers_talking
		text = EVTDSC_RIP_29110
	}

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29110
		custom_tooltip = { text = EVTOPTA_RIP_29110_TOOLTIP }

		add_character_modifier = {
			name = great_dancer
			years = 10
		}

		hidden_tooltip = {
			clr_character_flag = do_not_disturb

			any_realm_character = {
				limit = { has_character_modifier = attending_masquerade }
				opinion = {
					modifier = opinion_great_masquerade
					who = ROOT
					years = 10
				}

				remove_character_modifier = attending_masquerade

				character_event = { id = RIP.29113 }
			}
		}
	}
}

#Notice of masquerade ball ending well
character_event = {
	id = RIP.29113
	desc = EVTDSC_RIP_29113
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_scandal

	desc = {	
		trigger = { has_dlc = "Way of Life" }
		picture = GFX_evt_dancing
		text = EVTDSC_RIP_29113
	}
	desc = {	
		trigger = { NOT = { has_dlc = "Way of Life" } }
		picture = GFX_evt_courtiers_talking
		text = EVTDSC_RIP_29113
	}

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29113

		clr_character_flag = do_not_disturb

		tooltip = { 
			opinion = {
				modifier = opinion_great_masquerade
				who = FROM
				years = 10
			}
		}
	}
}

#Cleanup event attending_masquerade
character_event = {
	id = RIP.29114

	is_triggered_only = yes
	hide_window = yes

	option = {
		if = {
			limit = { has_character_modifier = attending_masquerade }
			remove_character_modifier = attending_masquerade
		}
		clr_character_flag = do_not_disturb
	}
}



#one-eyed events
character_event = {
	id = RIP.29200

	is_triggered_only = yes
	hide_window = yes
	
	only_playable = yes

	trigger = {
		trait = one_eyed
		NOT = { trait = severely_injured }
		block_general_event_trigger = no 
	}

	option = {
		random_list = {
			#Rock thrown at you
			10 = { 
				modifier = {
					factor = 0
					NOR = {
						any_child = { age = 4 NOT = { age = 16 } at_location = ROOT }
						any_courtier = { age = 4 NOT = { age = 16 } }
					}
				}
				character_event = { id = RIP.29201 }
			} 
			#Glass eye
			10 = {
				modifier = {
					factor = 0
					has_character_modifier = glass_eye
				}
				character_event = { id = RIP.29205 }
			}
			#Phantom pain
			10 = {
				modifier = {
					factor = 0
					OR = {
						NOT = { any_courtier_or_vassal = { has_minor_title = title_court_physician } }
						has_character_modifier = phantom_pain
					}
				}
				character_event = { id = RIP.29500 }
			}
		}
	}
}

#Rock thrown at you
character_event = {
	id = RIP.29201
	desc = EVTDSC_RIP_29201
	border = GFX_event_normal_frame_war
	picture = GFX_evt_child_bully 

	is_triggered_only = yes

	immediate = {
		random_child = {
			limit = { age = 4 NOT = { age = 16 } at_location = ROOT }
			save_event_target_as = rip_throwing_child
		}

		if = {
			limit = { NOT = { event_target:rip_throwing_child = { always = yes } } }
			random_courtier = {
				limit = { age = 4 NOT = { age = 16 } }
				save_event_target_as = rip_throwing_child
			}
		}
	}

	#Catch
	option = {
		name = EVTOPTA_RIP_29201
		
		random_list = {
			#Success
			60 = {
				custom_tooltip = { text = EVTOPTA_RIP_29201_SUCCESS }
				hidden_tooltip = { character_event = { id = RIP.29202 } } 
			}

			#Fail
			40 = {
				custom_tooltip = { text = EVTOPTA_RIP_29201_FAILURE }
				hidden_tooltip = { character_event = { id = RIP.29203 } } 
			}
		}
	}

	#Throw yourself at ground
	option = {
		name = EVTOPTB_RIP_29201
		custom_tooltip = { text = EVTOPTB_RIP_29201_TOOLTIP }

		if = {
			limit = { NOR = { trait = craven trait = berserker } }

			random = {
				chance = 20
				add_trait = craven
				set_character_flag = became_craven
			}
		}
		hidden_tooltip = { character_event = { id = RIP.29204 } }
	}
}

#Successful catch
character_event = {
	id = RIP.29202
	desc = EVTDSC_RIP_29202
	border = GFX_event_normal_frame_war
	picture = GFX_evt_guardian

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29202

		prestige = 25
		change_martial = 1

		reverse_opinion = {
			who = event_target:rip_throwing_child
			modifier = opinion_impressed
			years = 5
		}
	}
}

#Failed catch
character_event = {
	id = RIP.29203
	desc = EVTDSC_RIP_29203
	border = GFX_event_normal_frame_war
	picture = GFX_evt_doctor_tending_to_sick

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29203

		hidden_tooltip = { remove_trait = one_eyed }
		add_trait = blinded
		if = {
			limit = { NOT = { trait = severely_injured } }
			add_trait = severely_injured
			resolve_severely_injured_effect = yes
		}

		reverse_opinion = {
			who = event_target:rip_throwing_child
			modifier = opinion_afraid
			years = 10
		}
	}
}

#Throwing yourself on the ground
character_event = {
	id = RIP.29204
	desc = EVTDSC_RIP_29204
	border = GFX_event_normal_frame_war
	picture = GFX_evt_scandal

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29204

		prestige = -25

		if = {
			limit = { has_character_flag = became_craven }
			tooltip = { add_trait = craven }
			clr_character_flag = became_craven
		}

		reverse_opinion = {
			who = event_target:rip_throwing_child
			modifier = opinion_scolded
		}
	}
}

#Fake eye
character_event = {
	id = RIP.29205
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_courtiers_talking

	desc = {
		trigger = { prefers_men_trigger = yes }
		text = EVTDSC_RIP_29205_A
	}
	desc = {
		trigger = { prefers_men_trigger = no }
		text = EVTDSC_RIP_29205_B
	}

	is_triggered_only = yes

	#Get eye made
	option = {
		name = EVTOPTA_RIP_29205
		custom_tooltip = { text = EVTOPTA_RIP_29205_TOOLTIP }

		scaled_wealth = { value = -0.1 min = -15 }

		add_character_modifier = {
			name = glass_eye 
			duration = -1
		}
		hidden_tooltip = {
			remove_trait = one_eyed
			add_trait = one_eyed
		}

	}
	#Don't get eye made
	option = {
		name = EVTOPTB_RIP_29101
		custom_tooltip = { text = EVTOPTB_RIP_29101_TOOLTIP }
	}
}

#one-handed events
character_event = {
	id = RIP.29300

	is_triggered_only = yes
	hide_window = yes
	
	only_playable = yes

	trigger = {
		trait = one_handed
		NOT = { trait = severely_injured }
		block_general_event_trigger = no 
	}

	option = {
		random_list = {
			#Becoming ambidextrous
			10 = { 
				modifier = {
					factor = 0
					OR = {	
						has_character_modifier = martially_ambidextrous
						has_artifact = prosthetic_hand_metal
						trait = blinded
					}
				}
				character_event = { id = RIP.29301 }
			} 
			#Getting a prosthetic hand
			10 = {
				modifier = {
					factor = 0
					OR = {	
						has_artifact = prosthetic_hand_gold
						has_artifact = prosthetic_hand_metal
					}
				}
				character_event = { id = RIP.29305 }
			}
			#Phantom pain
			10 = {
				modifier = {
					factor = 0
					OR = {
						NOT = { any_courtier_or_vassal = { has_minor_title = title_court_physician } }
						has_character_modifier = phantom_pain
					}
				}
				character_event = { id = RIP.29500 }
			}
		}
	}
}

#Becoming ambidextrous
character_event = {
	id = RIP.29301
	desc = EVTDSC_RIP_29301
	border = GFX_event_normal_frame_war
	picture = GFX_evt_melee

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29301
		custom_tooltip = { text = EVTOPTA_RIP_29301_TOOLTIP }

		random_list = {
			#Success
			33 = {
				modifier = {
					factor = 1.2
					martial = 9
				}
				modifier = {
					factor = 1.2
					martial = 12
				}
				modifier = {
					factor = 1.2
					martial = 15
				}
				modifier = {
					factor = 1.2
					martial = 18
				}
				modifier = {
					factor = 1.2
					martial = 21
				}

				custom_tooltip = { text = EVTOPTA_RIP_29301_SUCCESS }
				hidden_tooltip = { character_event = { id = RIP.29302 days = 60 random = 60 } }
			}
			#Nothing
			33 = {
				custom_tooltip = { text = EVTOPTA_RIP_29301_FAILURE }
				hidden_tooltip = { character_event = { id = RIP.29303 days = 60 random = 60 } }
			}
			33 = {
				custom_tooltip = { text = EVTOPTA_RIP_29301_INJURY }
				hidden_tooltip = { character_event = { id = RIP.29304 days = 60 random = 60 } }
			}
		}
	}
	option = {
		name = EVTOPTB_RIP_29301
		custom_tooltip = { text = EVTOPTB_RIP_29301_TOOLTIP }

		change_learning = 1
	}
}

#Ambidextrous success
character_event = {
	id = RIP.29302
	desc = EVTDSC_RIP_29302
	border = GFX_event_normal_frame_war
	picture = GFX_evt_melee

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29302
		add_character_modifier = {
			name = martially_ambidextrous
			duration = -1
		}
	}
}

#Ambidextrous failure
character_event = {
	id = RIP.29303
	desc = EVTDSC_RIP_29303
	border = GFX_event_normal_frame_war
	picture = GFX_evt_melee

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29303
	}
}

#Ambidextrous injury
character_event = {
	id = RIP.29304
	desc = EVTDSC_RIP_29304
	border = GFX_event_normal_frame_war
	picture = GFX_evt_doctor_tending_to_sick

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29304

		random_list = {
			#One-legged
			20 = {
				modifier = {
					factor = 0
					trait = one_legged
				} 
				add_trait = one_legged
				hidden_tooltip = { add_trait = severely_injured resolve_severely_injured_effect = yes }
				hidden_tooltip = { character_event = { id = RIP.11503 } } #Notify one-legged
			}
			#One-eyed
			10 = { 
				modifier = {
					factor = 0
					trait = one_eyed
				} 
				add_trait = one_eyed 
				hidden_tooltip = { add_trait = severely_injured resolve_severely_injured_effect = yes }
				hidden_tooltip = { character_event = { id = RIP.11501 } } #Notify one-eyed
			}
			#Disfigured
			10 = { 
				modifier = {
					factor = 0
					trait = disfigured
				} 
				add_trait = disfigured 
				hidden_tooltip = { add_trait = severely_injured resolve_severely_injured_effect = yes }
				hidden_tooltip = { character_event = { id = RIP.11504 } } #Notify disfigured
			}
			#Mangled
			10 = {
				modifier = {
					factor = 0
					trait = mangled
				} 
				add_trait = mangled 
				hidden_tooltip = { add_trait = severely_injured resolve_severely_injured_effect = yes }
				hidden_tooltip = { character_event = { id = RIP.11505 } } #Notify mangled
			}
			10 = {
				modifier = {
					factor = 0
					NAND = {
						trait = one_legged
						trait = one_eyed
						trait = disfigured
						trait = mangled
					}
				} 
				add_trait = wounded
				hidden_tooltip = { character_event = { id = 38280 } } #Notify wounded
			}
		}
		tooltip = { add_trait = severely_injured }
	}
}

#Get fake hand
character_event = {
	id = RIP.29305
	desc = EVTDSC_RIP_29305
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_court_physician

	is_triggered_only = yes

	#Golden hand 
	option = {
		name = EVTOPTA_RIP_29305
		custom_tooltip = { text = EVTOPTA_RIP_29305_TOOLTIP }

		scaled_wealth = { value = -0.75 min = -100 }

		add_artifact = prosthetic_hand_gold
	}

	#Iron hand
	option = {
		name = EVTOPTB_RIP_29305
		custom_tooltip = { text = EVTOPTB_RIP_29305_TOOLTIP }

		scaled_wealth = { value = -0.50 min = -50 }

		add_artifact = prosthetic_hand_metal

		hidden_tooltip = {
			random = {
				chance = 50
				give_nickname = nick_iron_hand
			}
		}
	}

	#No prosthetic hand
	option = {
		name = EVTOPTC_RIP_29305
		custom_tooltip = { text = EVTOPTC_RIP_29305_TOOLTIP }
	}
}


#one-legged events
character_event = {
	id = RIP.29400

	is_triggered_only = yes
	hide_window = yes
	
	only_playable = yes

	trigger = {
		trait = one_legged
		NOT = { trait = severely_injured }
		block_general_event_trigger = no 
	}

	option = {
		random_list = {
			#Dancing
			10 = { 
				modifier = {
					factor = 0
					prefers_men_trigger = yes
					NOT = {
						any_courtier = {  
							is_female = no 
							block_general_event_trigger = no 
							NOT = { is_lover = ROOT } 
							NOT = { is_close_relative = ROOT } 
						}
					}
				}
				modifier = {
					factor = 0
					prefers_men_trigger = no
					NOT = {
						any_courtier = { 
							is_female = yes 
							block_general_event_trigger = no 
							NOT = { is_lover = ROOT } 
							NOT = { is_close_relative = ROOT }  
						}
					}
				}
				character_event = { id = RIP.29401 }
			} 
			#Prosthesis
			10 = {
				modifier = {
					factor = 0
					OR = {	
						has_artifact = prosthetic_leg_artifact
						has_character_modifier = peg_leg
					}
				}
				character_event = { id = RIP.29404 }
			}
			#Phantom pain
			10 = {
				modifier = {
					factor = 0
					OR = {
						NOT = { any_courtier_or_vassal = { has_minor_title = title_court_physician } }
						has_character_modifier = phantom_pain
					}
				}
				character_event = { id = RIP.29500 }
			}
		}
	}
}

#Dance with love interest?
character_event = {
	id = RIP.29401
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_courtiers_talking

	desc = {	
		trigger = { has_dlc = "Way of Life" }
		picture = GFX_evt_dancing
		text = EVTDSC_RIP_29401
	}
	desc = {	
		trigger = { NOT = { has_dlc = "Way of Life" } }
		picture = GFX_evt_courtiers_talking
		text = EVTDSC_RIP_29401
	}

	immediate = {
		if = {
			limit = { prefers_men_trigger = yes  }

			random_courtier = {
				limit = { is_female = no block_general_event_trigger = no NOT = { is_lover = ROOT } NOT = { is_close_relative = ROOT } }
				save_event_target_as = rip_love_interest
			}
		}

		if = {
			limit = { prefers_men_trigger = no }

			random_courtier = {
				limit = { is_female = yes block_general_event_trigger = no NOT = { is_lover = ROOT } NOT = { is_close_relative = ROOT } }
				save_event_target_as = rip_love_interest
			}
		}
	}

	is_triggered_only = yes

	#Try to dance
	option = {
		name = EVTOPTA_RIP_29401

		random_list = {
		 	60 = { character_event = { id = RIP.29402 tooltip = EVTOPTA_RIP_29401_SUCCESS } } 
		 	40 = { character_event = { id = RIP.29403 tooltip = EVTOPTA_RIP_29401_FAILURE } }
		}
	}

	#Avoid
	option = {
		name = EVTOPTB_RIP_29401
		custom_tooltip = { text = EVTOPTB_RIP_29401_TOOLTIP }

		random = {
			chance = 33
			add_trait = depressed
			hidden_tooltip = {
				character_event = {
					id = 38288 #Notify Depressed
				}
			}
		}
	}
}

#Dance success
character_event = {
	id = RIP.29402
	desc = EVTDSC_RIP_29402
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_courtiers_talking

	desc = {	
		trigger = { has_dlc = "Way of Life" }
		picture = GFX_evt_dancing
		text = EVTDSC_RIP_29402
	}
	desc = {	
		trigger = { NOT = { has_dlc = "Way of Life" } }
		picture = GFX_evt_courtiers_talking
		text = EVTDSC_RIP_29402
	}

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29402
		add_lover = event_target:rip_love_interest
	}
}



#Dance fail
character_event = {
	id = RIP.29403
	desc = EVTDSC_RIP_29403
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_scandal

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29403
	
		reverse_opinion = {
			who = event_target:rip_love_interest
			modifier = opinion_inept_dancer
		}
	}
}

#Prosthetic leg
character_event = {
	id = RIP.29404
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_court_physician

	desc = {
		trigger = { NOT = { event_target:jester = { always = yes } } }
		text = EVTDSC_RIP_29404_A
	}
	desc = {
		trigger = { event_target:jester = { always = yes } }
		text = EVTDSC_RIP_29404_B
	}

	is_triggered_only = yes

	immediate = {
		random_courtier = {
			limit = { has_minor_title = title_court_jester }
			save_event_target_as = jester
		}
		random_vassal = {
			limit = { has_minor_title = title_court_jester }
			save_event_target_as = jester
		}
	}

	#Fake leg
	option = {
		name = EVTOPTA_RIP_29404
		custom_tooltip = { text = EVTOPTA_RIP_29404_TOOLTIP }

		scaled_wealth = { value = -0.35 min = -35 }

		add_artifact = prosthetic_leg_artifact 
	}

	#Peg leg
	option = {
		name = EVTOPTB_RIP_29404
		custom_tooltip = { text = EVTOPTB_RIP_29404_TOOLTIP }

		scaled_wealth = { value = -0.20 min = -20 }

		add_character_modifier = {
			name = peg_leg 
			duration = -1
		}

		hidden_tooltip = {
			random = {
				chance = 50
				give_nickname = nick_peg_leg
			}
		}
	}

	#No prosthetic leg
	option = {
		name = EVTOPTC_RIP_29404
		custom_tooltip = { text = EVTOPTC_RIP_29404_TOOLTIP }
	}
}


#Phantom pain emerges
character_event = {
	id = RIP.29500
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_doctor_tending_to_sick

	desc = {
		trigger = { trait = disfigured }
		text = EVTDSC_RIP_29500_NOSE
	}
	desc = {
		trigger = { trait = one_eyed }
		text = EVTDSC_RIP_29500_EYE
	}
	desc = {
		trigger = { trait = one_handed }
		text = EVTDSC_RIP_29500_HAND
	}
	desc = {
		trigger = { trait = one_legged }
		text = EVTDSC_RIP_29500_LEG
	}
	

	is_triggered_only = yes
	hide_from = yes

	immediate = {
		any_courtier_or_vassal = {
			limit = { has_minor_title = title_court_physician }
			save_event_target_as = rip_physician
		}
	}

	option = {
		name = EVTOPTA_RIP_29500

		add_character_modifier = { 
			name = phantom_pain
			duration = -1
		}

		hidden_tooltip = { character_event = { id = RIP.29501 days = 30 random = 60 } } 
	}
}

#Court physician suggests treatments
character_event = {
	id = RIP.29501
	desc = EVTDSC_RIP_29501
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_court_physician

	is_triggered_only = yes

	trigger = {
		has_character_modifier = phantom_pain
	}

	option = {
		name = EVTOPTA_RIP_29501

		random_list = {
		 	50 = { character_event = { id = RIP.29502 tooltip = EVTOPTA_RIP_29501_SUCCESS days = 30 } } 
		 	50 = { character_event = { id = RIP.29503 tooltip = EVTOPTA_RIP_29501_FAILURE days = 15 } } #Gives food poisoning
		}
	}

	option = {
		name = EVTOPTB_RIP_29501

		random_list = {
		 	80 = { character_event = { id = RIP.29502 tooltip = EVTOPTA_RIP_29501_SUCCESS days = 30 } } 
		 	20 = { character_event = { id = RIP.29504 tooltip = EVTOPTB_RIP_29501_FAILURE days = 15 } } #Gives infirm
		}
	}


	option = {
		name = EVTOPTC_RIP_29501
		custom_tooltip = { text = EVTOPTC_RIP_29501_TOOLTIP }
	}
}

#Phantom pain gone
character_event = {
	id = RIP.29502
	desc = EVTDSC_RIP_29502
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_prospering_province

	is_triggered_only = yes

	trigger = {
		has_character_modifier = phantom_pain
	}

	option = {
		name = EVTOPTA_RIP_29502

		remove_character_modifier = phantom_pain
	}
}

#Failed mild treatment
character_event = {
	id = RIP.29503
	desc = EVTDSC_RIP_29503
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_doctor_tending_to_sick

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29503

		if = {
			limit = { NOT = { has_character_flag = developing_illness } }

			tooltip = { add_trait = diarrhea }
			set_character_flag = got_food_poisoning 
			set_character_flag = developing_illness
			hidden_tooltip = { character_event = { id = RIP.5002 } }
		}	
	}
}

#Failed extreme treatment
character_event = {
	id = RIP.29504
	desc = EVTDSC_RIP_29504
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_doctor_crazy_treatment

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29504

		if = { 
			limit = { NOT = { trait = infirm } }
			add_trait = infirm
		}

		opinion = {
			modifier = opinion_traitor
			who = event_target:rip_physician
		}
	}
}

#Spouse/lover/child or lover takes care of you  
character_event = {
	id = RIP.29511

	is_triggered_only = yes

	hide_window = yes

	trigger = {
		OR = {
			any_child = { is_alive = yes }
			any_lover = { is_alive = yes }
			any_spouse = { is_alive = yes }
		}
		OR = {
			trait = severely_injured
			AND = {
				has_character_modifier = bedridden_illness
				OR = {
					trait = gout
					trait = cancer
					trait = has_typhoid_fever
					trait = flu
				}
			}
		}
	}

	option = {
		random_spouse = {
			limit = { 
				NOT = { has_minor_title = title_court_physician } 
				NOT = { is_lover = ROOT }
				block_general_event_trigger = no
			}
			save_event_target_as = caretaker
		}

		if = {
			limit = { NOT = { event_target:caretaker = { always = yes } } }
			random_child = {
				limit = { 
					liege = { character = ROOT }
					age = 16
					NOT = { has_minor_title = title_court_physician } 
				}
				save_event_target_as = caretaker
			}
		}

		if = {
			limit = { NOT = { event_target:caretaker = { always = yes } } }
			random_lover = {
				limit = { 
					NOT = { has_minor_title = title_court_physician } 
					block_general_event_trigger = no
				}
				save_event_target_as = caretaker
			}
		}

		event_target:caretaker = { character_event = { id = RIP.29505 } }

	}
}

#Take care of sick person?
character_event = {
	id = RIP.29505
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_doctor_tending_to_sick

	desc = {
		trigger = { FROM = { trait = severely_injured } }
		text = EVTDSC_RIP_29505_A
	}
	desc = {
		trigger = { FROM = { NOT = { trait = severely_injured } } }
		text = EVTDSC_RIP_29505_B
	}

	is_triggered_only = yes

	#Yes
	option = {
		name = EVTOPTA_RIP_29505
		custom_tooltip = { text = EVTOPTA_RIP_29505_TOOLTIP }

		hidden_tooltip = { FROM = { character_event = { id = RIP.29506 } } }

		ai_chance = {
			factor = 60
			
			modifier = {
				trait = kind
				factor = 2
			}
			modifier = {
				opinion = { who = FROM value = 40 }
				factor = 2
			}
		}
	}

	#Yes, but badly...
	option = {
		trigger = {	NOT = { opinion = { who = FROM value = 20 } } }

		name = EVTOPTB_RIP_29505
		custom_tooltip = { text = EVTOPTB_RIP_29505_TOOLTIP }

		set_character_flag = bad_caretaker
		hidden_tooltip = { FROM = { character_event = { id = RIP.29506 } } }

		ai_chance = {
			factor = 15
			
			modifier = {
				trait = ambitious
				factor = 2
			}
			modifier = {
				trait = cruel
				factor = 2
			}
			modifier = {
				trait = deceitful
				factor = 2
			}
			modifier = {
				trait = honest
				factor = 0.5
			}
			modifier = {
				NOT = { opinion = { who = FROM value = -20 } }
				factor = 2
			}
		}
	}

	#No 
	option = {
		name = EVTOPTC_RIP_29505

		ai_chance = {
			factor = 40
		}
	}
}

#Relation offers to take care
character_event = {
	id = RIP.29506
	desc = EVTDSC_RIP_29506
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_doctor_tending_to_sick

	is_triggered_only = yes

	trigger = {
		OR = {
			trait = severely_injured
			AND = {
				has_character_modifier = bedridden_illness
				OR = {
					trait = gout
					trait = cancer
					trait = has_typhoid_fever
					trait = flu
				}
			}
		}
	}

	#Yes
	option = {
		name = EVTOPTA_RIP_29506 
		custom_tooltip = { text = EVTOPTA_RIP_29506_TOOLTIP }

		hidden_tooltip = {
			random_list = {
				60 = {
					modifier = {
						factor = 1.3
						physician_good_trigger = yes
					}
					modifier = {
						factor = 1.3
						is_smart_trigger = yes
					}
					modifier = {
						factor = 1.3
						learning = 12
					}

					character_event = { id = RIP.29507 days = 14 }
				}
				40 = {
					modifier = {
						factor = 5
						FROM = { has_character_flag = bad_caretaker }
					}
					modifier = {
						factor = 1.3
						physician_bad_trigger = yes
					}
					modifier = {
						factor = 1.3
						is_dumb_trigger = yes
					}
					modifier = {
						factor = 1.3
						NOT = { learning = 8 }
					}

					character_event = { id = RIP.29509 days = 14 }
				}
			}
		}
	}

	#No
	option = {
		name = EVTOPTB_RIP_29506
	
		prestige = 20

		reverse_opinion = {
			who = FROM
			modifier = opinion_ungrateful
			years = 3
		}
	}
}

#Recieving good care
character_event = {
	id = RIP.29507
	desc = EVTDSC_RIP_29507
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_doctor_tending_to_sick

	is_triggered_only = yes


	option = {
		name = EVTOPTA_RIP_29507

		add_character_modifier = {
			name = good_care
			duration = 365
		}

		event_target:caretaker = { character_event = { id = RIP.29508 } }

		if = {
			limit = {
				NOT = { event_target:caretaker = { is_child_of = ROOT } }
				NOT = { is_lover = event_target:caretaker }
				NOT = { event_target:caretaker = { has_character_flag = bad_caretaker } }
			}

			event_target:caretaker = { set_character_flag = make_lover }
			tooltip = { add_lover = event_target:caretaker }
		}

		if = {
			limit = {
				event_target:caretaker = { is_child_of = ROOT }
				NOT = { is_friend = event_target:caretaker }
				NOT = { event_target:caretaker = { has_character_flag = bad_caretaker } }
			}

			event_target:caretaker = { set_character_flag = make_friend }
			tooltip = { add_friend = event_target:caretaker }
		}

		tooltip = {
			opinion = {
				who = event_target:caretaker
				modifier = opinion_grateful
				years = 10
			}
		}
	}
}

#You took good care
character_event = {
	id = RIP.29508
	desc = EVTDSC_RIP_29508
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_doctor_tending_to_sick

	is_triggered_only = yes

	option = {
		name = {
			trigger = { NOT = { has_character_flag = bad_caretaker } }
			text = EVTOPTA_RIP_29508
		}
		name = {
			trigger = { has_character_flag = bad_caretaker }
			text = EVTOPTB_RIP_29508
		}

		clr_character_flag = bad_caretaker

		if = {
			limit = { has_character_flag = make_lover }
			FROM = { add_lover = ROOT }
			clr_character_flag = make_lover
		}
		if = {
			limit = { has_character_flag = make_friend }
			add_friend = FROM
			clr_character_flag = make_friend
		}
		
		reverse_opinion = {
			who = FROM
			modifier = opinion_grateful
			years = 10
		}
	}
}

#Recieving bad care
character_event = {
	id = RIP.29509
	desc = EVTDSC_RIP_29509
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_doctor_tending_to_sick

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29509

		add_character_modifier = {
			name = bad_care
			duration = 365
		}

		event_target:caretaker = { character_event = { id = RIP.29510 } }

		tooltip = {
			opinion = {
				who = event_target:caretaker
				modifier = opinion_neglected
				years = 10
			}
		}
	}
}

#You took bad care
character_event = {
	id = RIP.29510
	desc = EVTDSC_RIP_29510
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_doctor_tending_to_sick

	is_triggered_only = yes

	option = {
		name = {
			trigger = { NOT = { has_character_flag = bad_caretaker } }
			text = EVTOPTA_RIP_29510
		}
		name = {
			trigger = { has_character_flag = bad_caretaker }
			text = EVTOPTB_RIP_29510
		}

		clr_character_flag = bad_caretaker
		
		reverse_opinion = {
			who = FROM
			modifier = opinion_neglected
			years = 10
		}
	}
}


###REACTION CHILD###
character_event = {
	id = RIP.29600

	is_triggered_only = yes
	hide_window = yes
	
	only_playable = yes

	option = {
		mother = {
			if = { 
				limit = { 
					is_ruler = yes 
					dynasty = ROOT
					NOT = { num_of_children = 2 }
				}
				character_event = { id = RIP.29601 days = 7 }
			}
		}
		father = {
			if = { 
				limit = { 
					is_ruler = yes 
					dynasty = ROOT
					NOT = { num_of_children = 2 }
				}
				character_event = { id = RIP.29601 days = 7 }
			}
		}

		#Finally a son
		mother = {
			if = {
				limit = {
					is_ruler = yes

					#First male will inherit
					NOT = {
						primary_title = {
							AND = {
								has_law = true_cognatic_succession
								has_law = enatic_cognatic_succession
								has_law = enatic_succession
							}
						}
					} 
					OR = {
						primary_title = { has_law = succ_primogeniture }
						primary_title = { has_law = succ_gavelkind }
					}

					#Child is legitimate and not firsborn
					dynasty = ROOT
					ROOT = { NOT = { trait = bastard } }
					ROOT = { is_female = no }
					num_of_children = 2
					
					#There is no other legitimate son
					NOT = {
						any_child =	{
							NOT = { character = ROOT }
							is_female = no
							dynasty = ROOT
							NOT = { trait = bastard }
						}
					}
				}
				character_event = { id = RIP.29602 days = 7 }
			}


		}

		father = {
			if = {
				limit = {
					is_ruler = yes

					#First male will inherit
					NOT = {
						primary_title = {
							AND = {
								has_law = true_cognatic_succession
								has_law = enatic_cognatic_succession
								has_law = enatic_succession
							}
						}
					} 
					OR = {
						primary_title = { has_law = succ_primogeniture }
						primary_title = { has_law = succ_gavelkind }
					}

					#Child is legitimate and not firsborn
					dynasty = ROOT
					ROOT = { NOT = { trait = bastard } }
					ROOT = { is_female = no }
					num_of_children = 2
					
					#There is no other legitimate son
					NOT = {
						any_child =	{
							NOT = { character = ROOT }
							is_female = no
							dynasty = ROOT
							NOT = { trait = bastard }
						}
					}
				}
				character_event = { id = RIP.29602 days = 7 }

			}
		}
	}
}

#Reactions to firstborn
character_event = {
	id = RIP.29601
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_birth 

	trigger = {
		FROM = { is_child_of = ROOT }
		NOT = { has_character_modifier = good_relationship_omen }
		NOT = { has_character_modifier = bad_relationship_omen }
	}

	immediate = {
		#Child is ugly
		if = {
			limit = { FROM = { trait = ugly } }
			set_character_flag = text_ugly
			break = yes
		}

		#Child is weak/sickly/inbred
		if = {
			limit = { 
				FROM = { 
					OR = {
						trait = sickly
						trait = inbred
						trait = weak 
					}
				} 
			}
			set_character_flag = text_weak
			break = yes
		}

		#Child is strong
		if = {
			limit = { FROM = { trait = strong } }
			set_character_flag = text_strong
			break = yes
		}

		#Child is bastard
		if = {
			limit = { FROM = { trait = bastard } }
			set_character_flag = text_bastard
			break = yes
		}
		#Female won't inherit
		if = {
			limit = {
				FROM = { is_female = yes }
				OR = {
					primary_title = { has_law = agnatic_succession }
					primary_title = { has_law = succ_patrician_elective }
					religion_group = muslim
				}	
			}
			set_character_flag = text_girl_cant_inherit
			break = yes
		}
		#Firstborn will inherit
		if = {
			limit = {
				FROM = {
					OR = {
						AND = {
							is_female = yes
							ROOT = {
								primary_title = {
									OR = {
										has_law = true_cognatic_succession
										has_law = enatic_cognatic_succession
										has_law = enatic_succession
									}
								}
							}
						}
						is_female = no
					}
				}
				OR = {
					has_law = succ_primogeniture
					has_law = succ_gavelkind
				}
			}
			set_character_flag = text_firstborn_inherits
			break = yes
		}
		#All other outcomes
		set_character_flag = text_unsure_future
	}

	desc = {
		trigger = { has_character_flag = text_bastard }
		text = EVTDSC_RIP_29601_A
	}
	desc = {
		trigger = { has_character_flag = text_girl_cant_inherit }
		text = EVTDSC_RIP_29601_B
	}
	desc = {
		trigger = { has_character_flag = text_firstborn_inherits }
		text = EVTDSC_RIP_29601_C
	}
	desc = {
		trigger = { has_character_flag = text_unsure_future }
		text = EVTDSC_RIP_29601_D
	}
	desc = {
		trigger = { has_character_flag = text_ugly }
		text = EVTDSC_RIP_29601_E
	}
	desc = {
		trigger = { has_character_flag = text_weak }
		text = EVTDSC_RIP_29601_F
	}
	desc = {
		trigger = { has_character_flag = text_strong }
		text = EVTDSC_RIP_29601_G
	}

	is_triggered_only = yes

	option = {
		name = {
			trigger = { has_character_flag = text_bastard }
			text = EVTOPTA_RIP_29601_A
		}
		name = {
			trigger = { has_character_flag = text_girl_cant_inherit }
			text = EVTOPTA_RIP_29601_B
		}
		name = {
			trigger = { has_character_flag = text_firstborn_inherits }
			text = EVTOPTA_RIP_29601_C
		}
		name = {
			trigger = { has_character_flag = text_unsure_future }
			text = EVTOPTA_RIP_29601_A
		}
		name = {
			trigger = { has_character_flag = text_ugly }
			text = EVTOPTA_RIP_29601_D
		}
		name = {
			trigger = { has_character_flag = text_weak }
			text = EVTOPTA_RIP_29601_E
		}
		name = {
			trigger = { has_character_flag = text_strong }
			text = EVTOPTA_RIP_29601_F
		}

		hidden_tooltip = {
			if = { 
				limit = { has_character_flag = text_firstborn_inherits }
				FROM = { prestige = 50 }
			}
		}

		if = {
			limit = {
				OR = {
					has_character_flag = text_firstborn_inherits
					has_character_flag = text_strong
				}
				NOT = { FROM = { mother = { character = ROOT } } }
			}
			
			FROM = { mother = { save_event_target_as = firstborn_mother } }

			opinion = {
				who = event_target:firstborn_mother
				modifier = opinion_mother_of_my_child
				years = 5
			}
		}

		clr_character_flag = text_bastard
		clr_character_flag = text_girl_cant_inherit
		clr_character_flag = text_firstborn_inherits
		clr_character_flag = text_unsure_future
		clr_character_flag = text_ugly
		clr_character_flag = text_weak
		clr_character_flag = text_strong
	}
}


#Firstborn son
character_event = {
	id = RIP.29602
	desc = EVTDSC_RIP_29602
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_birth 

	is_triggered_only = yes

	option = {
		FROM = { prestige = 50 }
		name = EVTOPTA_RIP_29601_C

		if = {
			limit = {
				NOT = { FROM = { mother = { character = ROOT } } }
			}
			
			FROM = { mother = { save_event_target_as = firstborn_mother } }

			opinion = {
				who = event_target:firstborn_mother
				modifier = opinion_mother_of_my_child
				years = 5
			}
		}
	}
}


###RECRUIT PRISONER EVENTS###

# Imprisoned courtier defects to gaoler (from decision "recruit_prisoner")
character_event = {
	id = RIP.29700
	desc = EVTDSC_RIP_29700
	border = GFX_event_normal_frame_intrigue
	picture = GFX_evt_into_the_dungeon

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29700
	}
}

### old ruler on deathbed talking about their child's similarities to parent

character_event = {
	id = RIP.29800
	hide_window = yes

	is_triggered_only = yes

	trigger = {
		OR = {
			ai = no
			has_game_rule = {
				name = supernatural_events
				value = unrestricted
			}
		}
		death_reason = death_natural
		NOT = {
			has_game_rule = {
				name = supernatural_events
				value = off
			}
		}
		current_heir = {
			is_child_of = ROOT
			NOR = { 
				trait = reincarnation
				trait = incapable
				prisoner = yes
				is_inaccessible_trigger = yes
			}
		}
		OR = {
			father_even_if_dead = {
				is_alive = no
			}
			mother_even_if_dead = {
				is_alive = no
			}
		}
	}

	immediate = {
		random_list = {
			50 = {
				modifier = {
					factor = 0
					father_even_if_dead = {
						is_alive = yes
					}
				}
				father_even_if_dead = {
					save_event_target_as = reincarnation_target
				}
			}
			50 = {
				modifier = {
					factor = 0
					mother_even_if_dead = {
						is_alive = yes
					}
				}
				mother_even_if_dead = {
					save_event_target_as = reincarnation_target
				}
			}
		}
		current_heir = {
			character_event = {
				id = RIP.29801
				days = 10
				random = 10
			}
		}
	}
	
	option = {
	
	}
}

character_event = {
	id = RIP.29801
	desc = {
		trigger = {
			event_target:reincarnation_target = { is_female = no }
		}
		text = EVTDESC_RIP_29801
	}
	desc = {
		trigger = {
			event_target:reincarnation_target = { is_female = yes }
		}
		text = EVTDESC_RIP_29801_B
	}
	picture = GFX_evt_into_the_dungeon

	ai = no

	trigger = {
		OR = {
			father = { character = FROM }
			mother = { character = FROM }
		}
		NOR = { 
			trait = reincarnation
			trait = incapable
			prisoner = yes
			is_inaccessible_trigger = yes
		}
	}

	immediate = {
			ROOT = { set_reincarnation = event_target:reincarnation_target }

	}

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29801
		character_event = {
			days = 20
			id = RIP.29802
			TOOLTIP = EVTOPTA_RIP_29801_TOOLTIP
		}
	}

	option = {
		name = EVTOPTB_RIP_29801
		custom_tooltip = {
			text = EVTOPTB_RIP_29801_TOOLTIP
		}
	}
}

character_event = {
	id = RIP.29802
	desc = EVTDESC_RIP_29802
	picture = GFX_evt_into_the_dungeon
	hide_from = yes

	ai = no


	trigger = {
		NOR = { 
			trait = reincarnation
			trait = incapable
			prisoner = yes
			is_inaccessible_trigger = yes
		}
	}

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29802
		custom_tooltip = {
			text = EVTOPTA_RIP_29802_TOOLTIP
		}
		hidden_tooltip = {
			random_list = {
				50 = {
					#get possessed, reincarnation trait
					character_event = { id = RIP.29803 days = 10 }
				}
				50 = {
					#find some money
					character_event = { id = RIP.29804 days = 10 }
				}
			}
		}
	}

	option = {
		name = EVTOPTB_RIP_29802
		custom_tooltip = {
			text = EVTOPTB_RIP_29802_TOOLTIP
		}
		prestige = 50
	}
}

#get reincarnation, and possessed
character_event = {
	id = RIP.29803
	desc = EVTDESC_RIP_29803
	picture = GFX_evt_into_the_dungeon

	ai = no

	trigger = {
		NOR = { 
			trait = reincarnation
			trait = incapable
			prisoner = yes
			is_inaccessible_trigger = yes
		}
	}

	is_triggered_only = yes

	option = { #what is happening to meeeeeee
		name = EVTOPTA_RIP_29803
		add_trait = possessed
		add_trait = reincarnation
	}
}

#found valuables
character_event = {
	id = RIP.29804
	desc = EVTDESC_RIP_29804
	picture = GFX_evt_into_the_dungeon

	ai = no

	trigger = {
		NOR = {
			trait = reincarnation
			trait = incapable
			prisoner = yes
			is_inaccessible_trigger = yes
		}
	}

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29804
		scaled_wealth = 0.5
	}
}

#child is reborn ancestor
character_event = {
	id = RIP.29805
	hide_window = yes

	is_triggered_only = yes

	trigger = {
		NOT = {
			has_game_rule = {
				name = supernatural_events
				value = off
			}
		}
		OR = {
			religion = manichean
			religion = west_african_pagan_reformed
			religion = west_african_pagan
		}
		OR = {
			father = {
				ai = no
				is_reincarnated = no
				father_even_if_dead = {
					OR = {
						is_alive = no
						father_even_if_dead = {
							is_alive = no
						}
					}
				}
				NOT = {
					any_sibling = {
						is_reincarnated = yes
					}
				}
			}
			mother = {
				ai = no
				is_reincarnated = no
				father_even_if_dead = {
					OR = {
						is_alive = no
						father_even_if_dead = {
							is_alive = no
						}
					}
				}
				NOT = {
					any_sibling = {
						is_reincarnated = yes
					}
				}
			}
		}
		NOT = {
			any_sibling = {
				is_reincarnated = yes
			}
		}
	}

	option = {
		if = {
			limit = {
				father = { 
					ai = no
				}
			}
			if = {
				limit = {
					father = {
						father_even_if_dead = {
							father_even_if_dead = {
								is_alive = no
							}
						}
					}
				}
				father = {
					father_even_if_dead = {
						father_even_if_dead = {
							ROOT = {
								set_reincarnation = PREV
							}
						}
					}
				}
			}
			if = {
				limit = {
					is_reincarnated = no
				}
				father = {
					father_even_if_dead = {
						ROOT = {
							set_reincarnation = PREV
						}
					}
				}
			}
			
			father = {
				character_event = {
					id = RIP.29806
					days = 30
				}
			}
		}
		if = {
			limit = {
				mother = { ai = no }
				is_reincarnated = no
			}
			if = {
				limit = {
					mother = {
						father_even_if_dead = {
							father_even_if_dead = {
								is_alive = no
							}
						}
					}
				}
				mother = {
					father_even_if_dead = {
						father_even_if_dead = {
							ROOT = {
								set_reincarnation = PREV
							}
						}
					}
				}
			}
			if = {
				limit = {
					is_reincarnated = no
				}
				mother = {
					father_even_if_dead = {
						ROOT = {
							set_reincarnation = PREV
						}
					}
				}
			}
			
			mother = {
				character_event = {
					id = RIP.29806
					days = 30
				}
			}
		}
	}
}

# Reincarnation: Player notices the similarities
character_event = {
	id = RIP.29806
	desc = EVTDESC_RIP_29806
	picture = GFX_evt_into_the_dungeon

	ai = no

	trigger = {
		NOT = {
			block_general_event_trigger = yes
		}
	}

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_29806
		piety = 100
		FROM = {
			add_trait = reincarnation
		}
	}

	option = {
		name = EVTOPTB_RIP_29806
		if = {
			limit = {
				NOR = { 
					trait = zealous
					trait = cynical
				}
			}
			add_trait = cynical
		}
	}
}

#######################################
# LIEGE INTERFERES IN VASSAL WARS
# by Henrik Fhraeus
#######################################

# Vassal is asked by Liege to stop war of aggression against another vassal
letter_event = {
	id = RIP.30000
	desc = EVTDESC_RIP_30000
	border = GFX_event_letter_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_30000 # Ask for money
		ai_chance = {
			factor = 100
			modifier = {
				factor = 5.0
				trait = greedy
			}
			modifier = {
				factor = 2.0
				trait = envious
			}
		}
		tooltip = {
			FROMFROM = {
				transfer_scaled_wealth = {
					value = 0.2
					to = ROOT
					min = 20
				}
			}
		}
		FROMFROM = {
			character_event = { id = RIP.30003 days = 3 }
		}
	}
	option = {
		name = EVTOPTB_RIP_30000 # Ask for a Favor
		ai_chance = {
			factor = 100
			modifier = {
				factor = 3.0
				trait = deceitful 
			}
			modifier = {
				factor = 3.0
				trait = ambitious
			}
		}
		trigger = {
			has_dlc = "Conclave"
			FROMFROM = { NOT = { owes_favor_to = ROOT } }
		}
		FROMFROM = {
			character_event = { id = RIP.30007 days = 3 }
		}
	}
	
	option = {
		name = EVTOPTC_RIP_30000 # Ask for nothing
		ai_chance = {
			factor = 100
			modifier = {
				factor = 0
				is_rival = FROMFROM
			}
			modifier = {
				factor = 20.0
				OR = {
					is_friend = FROMFROM
					is_lover = FROMFROM
				}
			}
			modifier = {
				factor = 2.0
				opinion = {
					who = FROMFROM
					value = 50
				}
			}
			modifier = {
				factor = 4.0
				opinion = {
					who = FROMFROM
					value = 90
				}
			}
		}
		
		tooltip = {
			reverse_opinion = {
				who = FROMFROM
				modifier = opinion_very_grateful
				years = 5
			}
		}
		
		FROMFROM = {
			character_event = { id = RIP.30001 days = 3 }
		}
	}
	
	option = {
		name = EVTOPTD_RIP_30000 # Refuse
		
		trigger = {
			FROMFROM = {
				NOR = {
					has_law = ze_administration_laws_1
					has_law = ze_administration_laws_2
				}
			}
		}
		
		ai_chance = {
			factor = 100
			modifier = {
				factor = 20.0
				is_rival = FROMFROM
			}
			modifier = {
				factor = 2.0
				NOT = {
					opinion = {
						who = FROMFROM
						value = -25
					}
				}
			}
			modifier = {
				factor = 2.0
				NOT = {
					opinion = {
						who = FROMFROM
						value = -50
					}
				}
			}
			modifier = {
				factor = 2.0
				NOT = {
					opinion = {
						who = FROMFROM
						value = -75
					}
				}
			}
		}
		
		tooltip = {
			reverse_opinion = {
				who = FROMFROM
				modifier = opinion_refused_to_end_war
				years = 5
			}
		}
		FROMFROM = {
			character_event = { id = RIP.30006 days = 3 }
		}
	}
	
	option = {
		name = EVTOPTD_RIP_30000_TRAITOR # Refuse and become a traitor
		
		trigger = {
			FROMFROM = {
				OR = {
					has_law = ze_administration_laws_1
					has_law = ze_administration_laws_2
				}
			}
		}
		
		ai_chance = {
			factor = 20
			modifier = {
				factor = 20.0
				is_rival = FROMFROM
			}
			modifier = {
				factor = 2.0
				NOT = {
					opinion = {
						who = FROMFROM
						value = -25
					}
				}
			}
			modifier = {
				factor = 2.0
				NOT = {
					opinion = {
						who = FROMFROM
						value = -50
					}
				}
			}
			modifier = {
				factor = 2.0
				NOT = {
					opinion = {
						who = FROMFROM
						value = -75
					}
				}
			}
		}
		
		tooltip = {
			reverse_opinion = {
				who = FROMFROM
				modifier = opinion_traitor
				years = 5
			}
		}
		FROMFROM = {
			character_event = { id = RIP.30006 days = 3 }
		}
	}
	
}

# Vassal agrees, asking for nothing
letter_event = {
	id = RIP.30001
	desc = EVTDESC_RIP_30001
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EXCELLENT
		
		event_target:target_defender = {
			character_event = { id = RIP.30002 }
		}
		
		opinion = {
			who = FROM
			modifier = opinion_very_grateful
			years = 5
		}
		
		FROM = {
			any_war = {
				limit = {
					defender = { character = event_target:target_defender }
					attacker = { character = FROM }
				}
				end_war = whitepeace
			}
			set_pacified = {
                years = 1
            }
		}
	}
}

# The other vassal is notified
letter_event = {
	id = RIP.30002
	desc = EVTDESC_RIP_30002
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_RIP_30002
		opinion = {
			who = FROM
			modifier = opinion_very_grateful
			years = 5
		}
	}
}

# Vassal agrees, asking for money
letter_event = {
	id = RIP.30003
	desc = EVTDESC_RIP_30003
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_RIP_30003 # Very well...
		ai_chance = {
			factor = 100
			modifier = {
				factor = 0
				NOT = { scaled_wealth = 0.2 }
			}
		}
		
		event_target:target_defender = {
			character_event = { id = RIP.30002 }
		}
		
		tooltip = {
			transfer_scaled_wealth = {
				value = 0.2
				to = FROM
				min = 20
			}
		}
		
		FROM = {
			character_event = { id = RIP.30004 }
			any_war = {
				limit = {
					defender = { character = event_target:target_defender }
					attacker = { character = FROM }
				}
				end_war = whitepeace
			}
			set_pacified = {
                years = 3
            }
		}
	}
	
	option = {
		name = EVTOPTB_RIP_30003 # I can't afford that
		ai_chance = {
			factor = 1
		}
		FROM = {
			character_event = { id = RIP.30005 }
		}
	}
}

# The attacker is notified and given money
letter_event = {
	id = RIP.30004
	desc = EVTDESC_RIP_30004
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EXCELLENT
		FROM = {
			transfer_scaled_wealth = {
				value = 0.2
				to = ROOT
				min = 20
			}
		}
	}
}

# The attacker is notified - liege cannot afford to pay that much money
letter_event = {
	id = RIP.30005
	desc = EVTDESC_RIP_30005
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_RIP_30005
	}
}

# Vassal refuses liege's request. Liege is notified.
letter_event = {
	id = RIP.30006
	desc = EVTDESC_RIP_30006
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_RIP_30006
		
		trigger = {
			NOR = {
				has_law = ze_administration_laws_1
				has_law = ze_administration_laws_2
			}
		}
		
		opinion = {
			who = FROM
			modifier = opinion_refused_to_end_war
			years = 5
		}
	}
	
	option = {
		name = EVTOPTA_RIP_30006_TRAITOR
		
		trigger = {
			OR = {
				has_law = ze_administration_laws_1
				has_law = ze_administration_laws_2
			}
		}
		
		opinion = {
			who = FROM
			modifier = opinion_traitor
			years = 5
		}
	}
}

# Vassal agrees, asking for a Favor
letter_event = {
	id = RIP.30007
	desc = EVTDESC_RIP_30007
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_RIP_30003 # Very well...
		ai_chance = {
			factor = 100
		}
		
		event_target:target_defender = {
			character_event = { id = RIP.30002 }
		}
		
		reverse_add_favor = FROM
		
		opinion = {
			who = FROM
			modifier = opinion_grateful
			years = 5
		}
		
		FROM = {
			character_event = { id = RIP.30008 }
			any_war = {
				limit = {
					defender = { character = event_target:target_defender }
					attacker = { character = FROM }
				}
				end_war = whitepeace
			}
			set_pacified = {
                years = 3
            }
		}
	}
	
	option = {
		name = EVTOPTB_RIP_30007 # No
		ai_chance = {
			factor = 0
		}
		
		FROM = {
			character_event = { id = RIP.30009 }
		}
	}
}

# The attacker is notified about the favor
letter_event = {
	id = RIP.30008
	desc = EVTDESC_RIP_30008
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EXCELLENT
		tooltip = {
			add_favor = FROM
			reverse_opinion = {
				who = FROM
				modifier = opinion_grateful
				years = 5
			}
		}
	}
}

# The attacker is notified - liege not willing to owe a favor
letter_event = {
	id = RIP.30009
	desc = EVTDESC_RIP_30009
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_RIP_30005
	}
}

# Vassal is asked by Liege to stop war of aggression against another vassal - can't refuse since the liege calls in a favor
letter_event = {
	id = RIP.30010
	desc = EVTDESC_RIP_30010
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_RIP_30010
		
		any_war = {
			limit = {
				defender = { character = event_target:target_defender }
				attacker = { character = ROOT }
			}
			end_war = whitepeace
		}
		
		set_pacified = {
                years = 2
        }
		
		tooltip = {
			reverse_opinion = {
				who = FROMFROM
				modifier = opinion_grateful
				years = 5
			}
			
			reverse_remove_favor = FROMFROM
		}
		
		FROMFROM = {
			character_event = { id = RIP.30011 }
		}
	}
}

# Liege gets feedback on the stopped war. The favor is used up.
letter_event = {
	id = RIP.30011
	desc = EVTDESC_RIP_30011
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EXCELLENT
		
		event_target:target_defender = {
			character_event = { id = RIP.30002 }
		}
		
		opinion = {
			who = FROM
			modifier = opinion_grateful
			years = 5
		}
	}
}

# DEFENDER SURRENDER EVENTS

# Vassal is asked by Liege to surrender to another vassal on an ongoing war
letter_event = {
	id = RIP.30020
	desc = EVTDESC_RIP_30020
	border = GFX_event_letter_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_30000 # Ask for money
		ai_chance = {
			factor = 100
			modifier = {
				factor = 5.0
				trait = greedy 
			}
			modifier = {
				factor = 2.0
				trait = envious
			}
		}
		tooltip = {
			FROMFROM = {
				transfer_scaled_wealth = {
					value = 0.33
					to = ROOT
					min = 30
				}
			}
		}
		FROMFROM = {
			character_event = { id = RIP.30023 days = 3 }
		}
	}
	option = {
		name = EVTOPTB_RIP_30020 # Ask for a Favor
		ai_chance = {
			factor = 100
			modifier = {
				factor = 3.0
				trait = deceitful 
			}
			modifier = {
				factor = 3.0
				trait = ambitious
			}
		}
		trigger = {
			has_dlc = "Conclave"
			FROMFROM = { NOT = { owes_favor_to = ROOT } }
		}
		FROMFROM = {
			character_event = { id = RIP.30027 days = 3 }
		}
	}
	
	option = {
		name = EVTOPTC_RIP_30000 # Ask for nothing
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0
				is_rival = FROMFROM
			}
			modifier = {
				factor = 10.0
				OR = {
					is_friend = FROMFROM
					is_lover = FROMFROM
				}
			}
			modifier = {
				factor = 1.5
				opinion = {
					who = FROMFROM
					value = 50
				}
			}
			modifier = {
				factor = 2.0
				opinion = {
					who = FROMFROM
					value = 90
				}
			}
		}
		
		tooltip = {
			reverse_opinion = {
				who = FROMFROM
				modifier = opinion_very_grateful
				years = 10
			}
		}
		
		prestige = 100
		
		FROMFROM = {
			character_event = { id = RIP.30021 days = 3 }
		}
	}
	
	option = {
		name = EVTOPTD_RIP_30000 # Refuse
		
		trigger = {
			FROMFROM = {
				NOR = {
					has_law = ze_administration_laws_1
					has_law = ze_administration_laws_2
				}
			}
		}
		
		ai_chance = {
			factor = 100
			modifier = {
				factor = 20.0
				is_rival = FROMFROM
			}
			modifier = {
				factor = 2.0
				NOT = {
					opinion = {
						who = FROMFROM
						value = -25
					}
				}
			}
			modifier = {
				factor = 2.0
				NOT = {
					opinion = {
						who = FROMFROM
						value = -50
					}
				}
			}
			modifier = {
				factor = 2.0
				NOT = {
					opinion = {
						who = FROMFROM
						value = -75
					}
				}
			}
		}
		
		tooltip = {
			reverse_opinion = {
				who = FROMFROM
				modifier = opinion_refused_to_end_war
				years = 3
			}
		}
		FROMFROM = {
			character_event = { id = RIP.30026 days = 3 }
		}
	}
	
	option = {
		name = EVTOPTD_RIP_30000_TRAITOR # Refuse
		
		trigger = {
			FROMFROM = {
				OR = {
					has_law = ze_administration_laws_1
					has_law = ze_administration_laws_2
				}
			}
		}
		
		ai_chance = {
			factor = 20
			modifier = {
				factor = 20.0
				is_rival = FROMFROM
			}
			modifier = {
				factor = 2.0
				NOT = {
					opinion = {
						who = FROMFROM
						value = -25
					}
				}
			}
			modifier = {
				factor = 2.0
				NOT = {
					opinion = {
						who = FROMFROM
						value = -50
					}
				}
			}
			modifier = {
				factor = 2.0
				NOT = {
					opinion = {
						who = FROMFROM
						value = -75
					}
				}
			}
		}
		
		tooltip = {
			reverse_opinion = {
				who = FROMFROM
				modifier = opinion_traitor
				years = 3
			}
		}
		FROMFROM = {
			character_event = { id = RIP.30026 days = 3 }
		}
	}
}

# Vassal agrees, asking for nothing
letter_event = {
	id = RIP.30021
	desc = EVTDESC_RIP_30021
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EXCELLENT
		
		event_target:target_attacker = {
			character_event = { id = RIP.30022 }
		}
		
		opinion = {
			who = FROM
			modifier = opinion_very_grateful
			years = 10
		}
		
		FROM = {
			any_war = {
				limit = {
					attacker = { character = event_target:target_attacker }
					defender = { character = FROM }
				}
				end_war = success
			}
		}
	}
}

# The other vassal is notified
letter_event = {
	id = RIP.30022
	desc = EVTDESC_RIP_30022
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_RIP_30002
		opinion = {
			who = FROM
			modifier = opinion_very_grateful
			years = 10
		}
		reverse_add_favor = FROM
	}
}

# Vassal agrees, asking for money
letter_event = {
	id = RIP.30023
	desc = EVTDESC_RIP_30023
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_RIP_30003 # Very well...
		ai_chance = {
			factor = 100
			modifier = {
				factor = 0
				NOT = { scaled_wealth = 0.33 }
			}
		}
		
		event_target:target_attacker = {
			character_event = { id = RIP.30022 }
		}
		
		tooltip = {
			transfer_scaled_wealth = {
				value = 0.33
				to = FROM
				min = 30
			}
		}
		
		FROM = {
			character_event = { id = RIP.30024 }
			any_war = {
				limit = {
					attacker = { character = event_target:target_attacker }
					defender = { character = FROM }
				}
				end_war = success
			}
		}
	}
	
	option = {
		name = EVTOPTB_RIP_30003 # I can't afford that
		ai_chance = {
			factor = 1
		}
		FROM = {
			character_event = { id = RIP.30025 }
		}
	}
}

# The defender is notified and given money
letter_event = {
	id = RIP.30024
	desc = EVTDESC_RIP_30024
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EXCELLENT
		prestige = 100
		FROM = {
			transfer_scaled_wealth = {
				value = 0.33
				to = ROOT
				min = 30
			}
		}
	}
}

# The defender is notified - liege cannot afford to pay that much money
letter_event = {
	id = RIP.30025
	desc = EVTDESC_RIP_30025
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_RIP_30025
	}
}

# Vassal refuses liege's request. Liege is notified.
letter_event = {
	id = RIP.30026
	desc = EVTDESC_RIP_30026
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_RIP_30006
		trigger = {
			NOR = {
				has_law = ze_administration_laws_1
				has_law = ze_administration_laws_2
			}
		}
		
		opinion = {
			who = FROM
			modifier = opinion_refused_to_end_war
			years = 3
		}
	}
	
	option = {
		name = EVTOPTA_RIP_30006_TRAITOR
		
		trigger = {
			OR = {
				has_law = ze_administration_laws_1
				has_law = ze_administration_laws_2
			}
		}
		
		opinion = {
			who = FROM
			modifier = opinion_traitor
			years = 3
		}
	}
	
}

# Vassal agrees, asking for a Favor
letter_event = {
	id = RIP.30027
	desc = EVTDESC_RIP_30027
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_RIP_30003 # Very well...
		ai_chance = {
			factor = 100
		}
		
		event_target:target_attacker = {
			character_event = { id = RIP.30022 }
		}
		
		reverse_add_favor = FROM
		
		opinion = {
			who = FROM
			modifier = opinion_grateful
			years = 10
		}
		
		FROM = {
			character_event = { id = RIP.30028 }
			any_war = {
				limit = {
					attacker = { character = event_target:target_attacker }
					defender = { character = FROM }
				}
				end_war = success
			}
		}
	}
	
	option = {
		name = EVTOPTB_RIP_30007 # No
		ai_chance = {
			factor = 0
		}
		
		FROM = {
			character_event = { id = RIP.30029 }
		}
	}
}

# The defender is notified about the favor
letter_event = {
	id = RIP.30028
	desc = EVTDESC_RIP_30028
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EXCELLENT
		prestige = 100
		tooltip = {
			add_favor = FROM
			reverse_opinion = {
				who = FROM
				modifier = opinion_grateful
				years = 10
			}
		}
	}
}

# The defender is notified - liege not willing to owe a favor
letter_event = {
	id = RIP.30029
	desc = EVTDESC_RIP_30029
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_RIP_30005
	}
}

# Vassal is asked by Liege to surrender to another vassal - can't refuse since the liege calls in a favor
letter_event = {
	id = RIP.30030
	desc = EVTDESC_RIP_30030
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_RIP_30010
		
		any_war = {
			limit = {
				attacker = { character = event_target:target_attacker }
				defender = { character = FROM }
			}
			end_war = success
		}
		
		tooltip = {
			reverse_opinion = {
				who = FROMFROM
				modifier = opinion_very_grateful
				years = 10
			}
			
			reverse_remove_favor = FROMFROM
		}
		
		FROMFROM = {
			character_event = { id = RIP.30031 }
		}
	}
}

# Liege gets feedback on the surrender. The favor is used up.
letter_event = {
	id = RIP.30031
	desc = EVTDESC_RIP_30031
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EXCELLENT
		
		event_target:target_attacker = {
			character_event = { id = RIP.30022 }
		}
		
		opinion = {
			who = FROM
			modifier = opinion_very_grateful
			years = 10
		}
	}
}

#####################################################
# LIEGE DEMANDS GAVELKIND SUCCESSION LAW OF A VASSAL
# Decision: demand_gavelkind
#####################################################

# Liege asks the vassal to change succession law to Gavelkind
letter_event = {
	id = RIP.30040
	desc = EVTDESC_RIP_30040
	border = GFX_event_letter_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_30000 # Ask for money
		ai_chance = {
			factor = 100
			modifier = {
				factor = 5.0
				trait = greedy 
			}
			modifier = {
				factor = 2.0
				trait = envious
			}
		}
		tooltip = {
			FROMFROM = {
				transfer_scaled_wealth = {
					value = 0.25
					to = ROOT
					min = 25
				}
			}
		}
		FROMFROM = {
			character_event = { id = RIP.30043 days = 3 }
		}
	}
	option = {
		name = EVTOPTB_RIP_30040 # Ask for a Favor
		ai_chance = {
			factor = 100
			modifier = {
				factor = 3.0
				trait = deceitful 
			}
			modifier = {
				factor = 3.0
				trait = ambitious
			}
		}
		trigger = {
			has_dlc = "Conclave"
			FROMFROM = { NOT = { owes_favor_to = ROOT } }
		}
		FROMFROM = {
			character_event = { id = RIP.30047 days = 3 }
		}
	}
	
	option = {
		name = EVTOPTC_RIP_30000 # Ask for nothing
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0
				is_rival = FROMFROM
			}
			modifier = {
				factor = 10.0
				OR = {
					is_friend = FROMFROM
					is_lover = FROMFROM
				}
			}
			modifier = {
				factor = 1.5
				opinion = {
					who = FROMFROM
					value = 50
				}
			}
			modifier = {
				factor = 2.0
				opinion = {
					who = FROMFROM
					value = 90
				}
			}
		}
		
		tooltip = {
			reverse_opinion = {
				who = FROMFROM
				modifier = opinion_very_grateful
				years = 10
			}
		}
		
		prestige = 100
		
		FROMFROM = {
			character_event = { id = RIP.30041 days = 3 }
		}
	}
	
	option = {
		name = EVTOPTD_RIP_30000 # Refuse
		
		trigger = {
			FROMFROM = {
				NOR = {
					has_law = ze_administration_laws_1
					has_law = ze_administration_laws_2
				}
			}
		}
		
		ai_chance = {
			factor = 100
			modifier = {
				factor = 20.0
				is_rival = FROMFROM
			}
			modifier = {
				factor = 2.0
				NOT = {
					opinion = {
						who = FROMFROM
						value = -25
					}
				}
			}
			modifier = {
				factor = 2.0
				NOT = {
					opinion = {
						who = FROMFROM
						value = -50
					}
				}
			}
			modifier = {
				factor = 2.0
				NOT = {
					opinion = {
						who = FROMFROM
						value = -75
					}
				}
			}
		}
		
		tooltip = {
			reverse_opinion = {
				who = FROMFROM
				modifier = succ_law_change
				multiplier = 2
				years = 3
			}
		}
		FROMFROM = {
			character_event = { id = RIP.30046 days = 3 }
		}
	}
	
	option = {
		name = EVTOPTD_RIP_30000_TRAITOR # Refuse
		
		trigger = {
			FROMFROM = {
				OR = {
					has_law = ze_administration_laws_1
					has_law = ze_administration_laws_2
				}
			}
		}
		
		ai_chance = {
			factor = 20
			modifier = {
				factor = 20.0
				is_rival = FROMFROM
			}
			modifier = {
				factor = 2.0
				NOT = {
					opinion = {
						who = FROMFROM
						value = -25
					}
				}
			}
			modifier = {
				factor = 2.0
				NOT = {
					opinion = {
						who = FROMFROM
						value = -50
					}
				}
			}
			modifier = {
				factor = 2.0
				NOT = {
					opinion = {
						who = FROMFROM
						value = -75
					}
				}
			}
		}
		
		tooltip = {
			reverse_opinion = {
				who = FROMFROM
				modifier = opinion_traitor
				years = 3
			}
		}
		FROMFROM = {
			character_event = { id = RIP.30046 days = 3 }
		}
	}
}

# Vassal agrees, asking for nothing
letter_event = {
	id = RIP.30041
	desc = EVTDESC_RIP_30041
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EXCELLENT
		
		opinion = {
			who = FROM
			modifier = opinion_very_grateful
			years = 10
		}
		
		FROM = {
			primary_title = {
				add_law_w_cooldown = succ_gavelkind
			}
			set_character_flag = liege_forced_succ_law
		}
	}
}

# Vassal agrees, asking for money
letter_event = {
	id = RIP.30043
	desc = EVTDESC_RIP_30043
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_RIP_30043 # Very well...
		ai_chance = {
			factor = 100
			modifier = {
				factor = 0
				NOT = { scaled_wealth = 0.25 }
			}
		}
		
		tooltip = {
			transfer_scaled_wealth = {
				value = 0.25
				to = FROM
				min = 25
			}
		}
		
		FROM = {
			character_event = { id = RIP.30044 }
			primary_title = {
				add_law_w_cooldown = succ_gavelkind
			}
			set_character_flag = liege_forced_succ_law
		}
	}
	
	option = {
		name = EVTOPTB_RIP_30003 # I can't afford that
		ai_chance = {
			factor = 1
		}
		FROM = {
			character_event = { id = RIP.30045 }
		}
	}
}

# The vassal is notified and given money
letter_event = {
	id = RIP.30044
	desc = EVTDESC_RIP_30044
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EXCELLENT
		prestige = 100
		FROM = {
			transfer_scaled_wealth = {
				value = 0.25
				to = ROOT
				min = 25
			}
		}
	}
}

# The vassal is notified - liege cannot afford to pay that much money
letter_event = {
	id = RIP.30045
	desc = EVTDESC_RIP_30045
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_RIP_30045
	}
}

# Vassal refuses liege's request. Liege is notified.
letter_event = {
	id = RIP.30046
	desc = EVTDESC_RIP_30046
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_RIP_30006
		trigger = {
			NOR = {
				has_law = ze_administration_laws_1
				has_law = ze_administration_laws_2
			}
		}
		
		opinion = {
			who = FROM
			modifier = succ_law_change
			multiplier = 2
			years = 3
		}
	}
	
	option = {
		name = EVTOPTA_RIP_30006_TRAITOR
		
		trigger = {
			OR = {
				has_law = ze_administration_laws_1
				has_law = ze_administration_laws_2
			}
		}
		
		opinion = {
			who = FROM
			modifier = opinion_traitor
			years = 3
		}
	}
}

# Vassal agrees, asking for a Favor
letter_event = {
	id = RIP.30047
	desc = EVTDESC_RIP_30047
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_RIP_30043 # Very well...
		ai_chance = {
			factor = 100
		}
		
		reverse_add_favor = FROM
		
		opinion = {
			who = FROM
			modifier = opinion_grateful
			years = 10
		}
		
		FROM = {
			character_event = { id = RIP.30048 }
			primary_title = {
				add_law_w_cooldown = succ_gavelkind
			}
			set_character_flag = liege_forced_succ_law
		}
	}
	
	option = {
		name = EVTOPTB_RIP_30007 # No
		ai_chance = {
			factor = 0
		}
		
		FROM = {
			character_event = { id = RIP.30049 }
		}
	}
}

# The vassal is notified about the favor
letter_event = {
	id = RIP.30048
	desc = EVTDESC_RIP_30048
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EXCELLENT
		prestige = 100
		tooltip = {
			add_favor = FROM
			reverse_opinion = {
				who = FROM
				modifier = opinion_grateful
				years = 10
			}
		}
	}
}

# The vassal is notified - liege not willing to owe a favor
letter_event = {
	id = RIP.30049
	desc = EVTDESC_RIP_30049
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_RIP_30045
	}
}

# Vassal is asked by Liege to institute Gavelkind Law - can't refuse since the liege calls in a favor
letter_event = {
	id = RIP.30050
	desc = EVTDESC_RIP_30050
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_RIP_30010
		
		primary_title = {
			add_law_w_cooldown = succ_gavelkind
		}
		
		set_character_flag = liege_forced_succ_law
		
		tooltip = {
			reverse_opinion = {
				who = FROMFROM
				modifier = opinion_very_grateful
				years = 10
			}
			
			reverse_remove_favor = FROMFROM
		}
		
		FROMFROM = {
			character_event = { id = RIP.30051 }
		}
	}
}

# Liege gets feedback on the law change. The favor is used up.
letter_event = {
	id = RIP.30051
	desc = EVTDESC_RIP_30051
	border = GFX_event_letter_frame_war

	is_triggered_only = yes
	
	option = {
		name = EXCELLENT
		
		opinion = {
			who = FROM
			modifier = opinion_very_grateful
			years = 10
		}
	}
}


###################################################################
# Vassals appreciate when the liege builds stuff in their Holdings
# Fired from 'on_holding_building_start'
###################################################################
letter_event = {
	id = RIP.30100
	
	hide_window = yes

	is_triggered_only = yes
	
	immediate = {
		if = {
			limit = {
				NOT = { FROM = { holder_scope = { character = ROOT } } }
			}
			FROM = {
				holder_scope = {
					opinion = {
						who = ROOT
						modifier = opinion_built_building
						years = 5
					}
				}
			}
		}
	}
}

###SUICIDE EVENT CHAIN###

#Suicide, from commit_suicide_immortal and commit_suicide
character_event = {
	id = RIP.30200
	picture = GFX_evt_depopulated_town
	border = GFX_event_normal_frame_intrigue

	hide_from = yes

	desc = {
		trigger = { immortal = yes }
		text = EVTDESC_RIP_30200_A
	}
	desc = {
		trigger = {
			immortal = no
			NOR = {
				any_child = { is_alive = yes }
				any_lover = { is_alive = yes }
				any_friend = { is_alive = yes }
			}
		}
		text = EVTDESC_RIP_30200_B
	}
	desc = {
		trigger = {
			immortal = no
			OR = {
				any_child = { is_alive = yes }
				any_lover = { is_alive = yes }
				any_friend = { is_alive = yes }
			}
		}
		text = EVTDESC_RIP_30200_C
	}

	is_triggered_only = yes

	immediate = {
		character_event = { id = RIP.30201 days = 365 } #Cleanup

		random_rival = {
			limit = { block_general_event_trigger = no }
			save_event_target_as = suicide_duel_target
			
		}
	}

	#Challenge rival to duel
	option = {
		trigger = { 
			event_target:suicide_duel_target = { always = yes }
		}
		name = EVTOPTA_RIP_30200
		custom_tooltip = { text = EVTOPTA_RIP_30200_TOOLTIP }

		event_target:suicide_duel_target = { hidden_tooltip = { letter_event = { id = RIP.30202 days = 1 } } }

	}

	#Drink poison
	option = {
		name = EVTOPTB_RIP_30200

		hidden_tooltip = {
			random_list = {
				50 = {
					set_character_flag = suicide_success
					modifier = {
						factor = 2
						intrigue = 15
					}
					modifier = {
						factor = 10
						immortal = no
					}
				}
				50 = {
					modifier = {
						factor = 1.3
						health = 7
					}
					modifier = {
						factor = 1.3
						health = 8
					}
					modifier = {
						factor = 1.3
						health = 9
					}
					modifier = {
						factor = 1.3
						health = 10
					}
					modifier = {
						factor = 2
						NOT = { intrigue = 10 }
					}
					set_character_flag = suicide_fail
				}
			}
			character_event = { id = RIP.30207 days = 14 }
		}
	}

	#Hang yourself
	option = {
   		name = EVTOPTC_RIP_30200

   		hidden_tooltip = {
			random_list = {
				30 = {
					modifier = {
						factor = 10
						immortal = no
					}	
					set_character_flag = suicide_success
				}
				70 = {
					modifier = {
						factor = 0
						NOT = {
							any_courtier = {
								block_general_event_trigger = no 
								ai = yes
							}
						}
					}
					set_character_flag = suicide_fail
				}
			}
			character_event = { id = RIP.30208 days = 14 }
		}
	}

	#Throw yourself off a cliff
	option = {
		name = EVTOPTD_RIP_30200

		hidden_tooltip = {
			random_list = {
				50 = {
					modifier = {
						factor = 2
						is_weak_trigger = yes
					}
					modifier = {
						factor = 10
						immortal = no
					}
					set_character_flag = suicide_success
				}
				50 = {

					modifier = {
						factor = 1.3
						health = 7
					}
					modifier = {
						factor = 1.3
						health = 8
					}
					modifier = {
						factor = 1.3
						health = 9
					}
					modifier = {
						factor = 1.3
						health = 10
					}
					modifier = {
						factor = 2
						is_strong_trigger = yes
					}
					set_character_flag = suicide_fail
				}
			}
			character_event = { id = RIP.30209 days = 14 }
		}
	}
}

#Cleanup-event
character_event = {
	id = RIP.30201
	hide_window = yes
	is_triggered_only = yes

	option = {
		clr_character_flag = suicide_fail
		clr_character_flag = suicide_success
		clr_character_flag = lost_suicide_duel
		clr_character_flag = incapable_suicide_duel
		clr_character_flag = won_suicide_duel
		clr_character_flag = attempting_suicide
	}
}

#Rival recieves challenge
letter_event = {
	id = RIP.30202
	desc = EVTDESC_RIP_30202
	border = GFX_event_letter_frame_war

	is_triggered_only = yes

	#Yes
	option = {
		name = EVTOPTA_RIP_30202

		FROM = { letter_event = { id = RIP.30203 days = 14 } }

		ai_chance =  { 
			factor = 100 

			modifier = {
				factor = 0.01
				trait = craven
			}
		}
	}

	#No
	option = {
		name = EVTOPTB_RIP_30202

		FROM = { letter_event = { id = RIP.30204 days = 14 } }

		add_character_modifier = {
			name = wol_refused_duel
			years = 10
		}

		ai_chance =  { factor = 2 }
	}
}

#Recieve accept
letter_event = {
	id = RIP.30203
	desc = EVTDESC_RIP_30203
	border = GFX_event_letter_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_30203

		hidden_tooltip = { 
			random_list = {
				50 = {
					modifier = {
						factor = 2
						immortal = no
					}
					modifier = {
						factor = 1.5
						FROM = { combat_rating = 10 }
					}
					modifier = {
						factor = 1.5
						FROM = { combat_rating = 20 }
					}
					modifier = {
						factor = 1.5
						FROM = { combat_rating = 30 }
					}
					modifier = {
						factor = 1.5
						FROM = { combat_rating = 40 }
					}
					modifier = {
						factor = 1.5
						FROM = { combat_rating = 50 }
					}

					set_character_flag = lost_suicide_duel
				}
				20 = {
					modifier = {
						factor = 1.5
						FROM = { combat_rating = 10 }
					}
					modifier = {
						factor = 1.5
						FROM = { combat_rating = 20 }
					}
					modifier = {
						factor = 1.5
						FROM = { combat_rating = 30 }
					}
					modifier = {
						factor = 1.5
						FROM = { combat_rating = 40 }
					}
					modifier = {
						factor = 1.5
						FROM = { combat_rating = 50 }
					}
					set_character_flag = incapable_suicide_duel
				}
				30 = {
					modifier = {
						factor = 1.5
						FROM = { NOT = { combat_rating = 0 } }
					}
					set_character_flag = won_suicide_duel
				}
			}

			character_event = { id = RIP.30205 days = 14 } 
		}
	}
}

#Recieve decline
letter_event = {
	id = RIP.30204
	desc = EVTDESC_RIP_30204
	border = GFX_event_letter_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTA_RIP_30204
		custom_tooltip = { text = EVTOPTA_RIP_30204_TOOLTIP }
	}
}

#Duel outcome
character_event = {
	id = RIP.30205
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war

	desc = {
		trigger = { has_character_flag = lost_suicide_duel }
		text = EVTDESC_RIP_30205_LOST
	}
	desc = {
		trigger = { has_character_flag = won_suicide_duel }
		text = EVTDESC_RIP_30205_WON
	}
	desc = {
		trigger = { has_character_flag = incapable_suicide_duel }
		text = EVTDESC_RIP_30205_INCAPABLE
	}

	is_triggered_only = yes

	#You died in the duel
	option = {
		trigger = { has_character_flag = lost_suicide_duel }
		name = EVTOPTA_RIP_30205

		prestige = -100

		death = {
			death_reason = death_duel
			killer = event_target:suicide_duel_target
		}

		event_target:suicide_duel_target = {
			tooltip = { prestige = 100 }
			hidden_tooltip = { character_event = { id = RIP.30206 } }
		}
	}

	#Rival didn't kill you
	option = {
		trigger = { has_character_flag = won_suicide_duel }
		name = EVTOPTB_RIP_30205
		custom_tooltip = { text = EVTOPTA_RIP_30204_TOOLTIP }

		add_trait_wounded_effect = yes
		hidden_tooltip = { event_target:suicide_duel_target = { character_event = { id = RIP.30206 } } }
	}

	#Rival didn't kill you but you kill them
	option = {
		trigger = { 
			has_character_flag = won_suicide_duel 
			event_target:suicide_duel_target = { ai = yes }
			NOT = { trait = kind }
		}
		name = EVTOPTC_RIP_30205

		prestige = 100

		add_trait_wounded_effect = yes

		random = {
			chance = 50
			add_trait_wroth_effect = yes
		}

		event_target:suicide_duel_target = { 
			prestige = -100
			
			death = {
				death_reason = death_duel
				killer = ROOT
			}
		}
	}

	#You become incapable in the duel
	option = {
		trigger = { has_character_flag = incapable_suicide_duel }
		name = EVTOPTD_RIP_30205
		custom_tooltip = { text = EVTOPTA_RIP_30204_TOOLTIP }

		prestige = -100

		event_target:suicide_duel_target = {
			tooltip = { prestige = 100 }
			hidden_tooltip = { character_event = { id = RIP.30206 } }
		}

		add_trait = incapable
	}
}

#Rival outcome 
character_event = {
	id = RIP.30206
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war

	desc = {
		trigger = { 
			OR = {
				FROM = { has_character_flag = lost_suicide_duel }
				FROM = { has_character_flag = incapable_suicide_duel }
			}
		}
		text = EVTDESC_RIP_30206_WON
	}
	desc = {
		trigger = { FROM = { has_character_flag = won_suicide_duel } }
		text = EVTDESC_RIP_30206_LOST
	}
	
	is_triggered_only = yes

	option = {
		trigger = { FROM = { has_character_flag = lost_suicide_duel } }
		name = EVTOPTA_RIP_30206

		prestige = 100

		FROM = {
			tooltip = {
				prestige = -100
				death = {
					death_reason = death_duel
					killer = ROOT
				}
			}
		}
	}

	option = {
		trigger = { FROM = { has_character_flag = incapable_suicide_duel } }
		name = EVTOPTB_RIP_30206

		prestige = 100

		FROM = {
			tooltip = {
				prestige = -100
				add_trait = incapable
			}
		}
	}

	option = {
		trigger = { FROM = { has_character_flag = won_suicide_duel } }
		name = EVTOPTC_RIP_30206
	}
}



#Suicide attempt through poison
character_event = {
	id = RIP.30207
	picture = GFX_evt_performing_experiments
	border = GFX_event_normal_frame_intrigue

	hide_from = yes

	desc = {
		trigger = { has_character_flag = suicide_success }
		text = EVTDESC_RIP_30207_SUCCESS
		picture = GFX_evt_performing_experiments
	}
	desc = {
		trigger = { has_character_flag = suicide_fail }
		text = EVTDESC_RIP_30207_FAIL
		picture = GFX_evt_experiments_failed
	}

	is_triggered_only = yes

	option = {
		trigger = { has_character_flag = suicide_success }
		name = EVTOPTA_RIP_30207

		prestige = -200
		add_character_modifier = {
			modifier = suicide
			duration = -1
		}
		death = { death_reason = death_suicide_poison }
	}
	option = {
		trigger = { has_character_flag = suicide_fail }
		name = EVTOPTB_RIP_30207
		custom_tooltip = { text = EVTOPTA_RIP_30204_TOOLTIP }
		give_food_poisoning_effect = yes
	}
}

#Suicide attempt through hanging
character_event = {
	id = RIP.30208
	picture = GFX_evt_scandal
	border = GFX_event_normal_frame_intrigue

	hide_from = yes

	desc = {
		trigger = { has_character_flag = suicide_success }
		text = EVTDESC_RIP_30208_SUCCESS
	}
	desc = {
		trigger = { has_character_flag = suicide_fail }
		text = EVTDESC_RIP_30208_FAIL
	}

	is_triggered_only = yes

	immediate = {
		random_courtier = {
			limit = { 
				block_general_event_trigger = no 
				ai = yes
			}
			save_event_target_as = found_hanger
		}
	}

	option = {
		trigger = { has_character_flag = suicide_success }
		name = EVTOPTA_RIP_30207

		prestige = -200
		add_character_modifier = {
			modifier = suicide
			duration = -1
		}

		death = { death_reason = death_suicide_hanging }
	}
	option = {
		trigger = { has_character_flag = suicide_fail }
		name = EVTOPTB_RIP_30207
		custom_tooltip = { text = EVTOPTA_RIP_30204_TOOLTIP }
		
		prestige = -100

		opinion = {
			who = event_target:found_hanger
			modifier = opinion_distressing_encounter
			years = 5
		}
		reverse_opinion = {
			who = event_target:found_hanger
			modifier = opinion_distressing_encounter
			years = 5
		}
	}
}

#Suicide attempt through fall
character_event = {
	id = RIP.30209
	picture = GFX_evt_prospering_province
	border = GFX_event_normal_frame_intrigue

	hide_from = yes

	desc = {
		trigger = { has_character_flag = suicide_success }
		text = EVTDESC_RIP_30209_SUCCESS
	}
	desc = {
		trigger = { has_character_flag = suicide_fail }
		text = EVTDESC_RIP_30209_FAIL
	}

	is_triggered_only = yes

	option = {
		trigger = { has_character_flag = suicide_success }
		name = EVTOPTA_RIP_30207

		prestige = -200
		add_character_modifier = {
			modifier = suicide
			duration = -1
		}

		death = { death_reason = death_suicide_fall }
	}
	option = {
		trigger = { has_character_flag = suicide_fail }
		name = EVTOPTD_RIP_30205
		custom_tooltip = { text = EVTOPTA_RIP_30204_TOOLTIP }
		
		prestige = -100

		add_trait = incapable
	}
}


#Incapable suicide help request
character_event = {
	id = RIP.30210
	picture = GFX_evt_doctor_tending_to_sick
	border = GFX_event_normal_frame_intrigue

	desc = {
		trigger = { event_target:suicide_assistant = { always = yes } }
		text = EVTDESC_RIP_30210_A
	}
	desc = {
		trigger = { NOT = { event_target:suicide_assistant = { always = yes } } }
		text = EVTDESC_RIP_30210_B
	}

	is_triggered_only = yes

	immediate = {
		random_friend = {
			limit = { 
				block_general_event_trigger = no 
				NOT = { has_character_flag = refused_assisted_suicide }
			}
			save_event_target_as = suicide_assistant
		}
		if = {
			limit = { NOT = { event_target:suicide_assistant = { always = yes } } }
			random_lover = {
				limit = { 
					block_general_event_trigger = no 
					NOT = { has_character_flag = refused_assisted_suicide }
				}
				save_event_target_as = suicide_assistant
			}
		}
		if = {
			limit = { NOT = { event_target:suicide_assistant = { always = yes } } }
			host = {
				random_courtier = {
					limit = { 
						has_minor_title = title_court_physician 
						NOT = { has_character_flag = refused_assisted_suicide }
					}
					save_event_target_as = suicide_assistant
				}
			}
		}
		if = {
			limit = { NOT = { event_target:suicide_assistant = { always = yes } } }
			random_child = {
				limit = { 
					block_general_event_trigger = no 
					NOT = { has_character_flag = refused_assisted_suicide }
				}
				save_event_target_as = suicide_assistant
			}
		}
	}

	option = {
		trigger = { event_target:suicide_assistant = { always = yes } }
		name = EVTOPTA_RIP_30210

		hidden_tooltip = { event_target:suicide_assistant = { character_event = { id = RIP.30211 days = 5 } } }
	}

	option = {
		trigger = { NOT = { event_target:suicide_assistant = { always = yes } } }
		name = EVTOPTB_RIP_30210

		hidden_tooltip = {
			set_character_flag = suicide_success
			character_event = { id = RIP.30212 days = 5 } 
		}
	}
}

#Suicide request response
character_event = {
	id = RIP.30211
	picture = GFX_evt_doctor_tending_to_sick
	desc = EVTDESC_RIP_30211
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes

	#Yes
	option = {
		name = EVTOPTA_RIP_30211

		FROM = {
			tooltip = {
				death = {
					death_reason = death_murder_unknown_strangle
					killer = ROOT
				}
			}
			hidden_tooltip = { 
				set_character_flag = suicide_success
				character_event = { id = RIP.30212 } 
			}
		}

		ai_chance = {
			factor = 33

			modifier = {
				factor = 2
				is_benevolent_trigger = yes
			}
			modifier = {
				factor = 2
				trait = brave
			}
			modifier = {
				factor = 4
				trait = ambitious
				FROM = {
					current_heir = {
						character = ROOT
					}
				}
			}
		}
	}

	#No
	option = {
		name = EVTOPTB_RIP_30211

		opinion = {
			who = FROM
			modifier = opinion_distressing_encounter
			years = 5
		}
		reverse_opinion = {
			who = FROM
			modifier = opinion_distressing_encounter
			years = 5
		}

		set_character_flag = refused_assisted_suicide

		FROM = { 
			hidden_tooltip = { 
				set_character_flag = suicide_fail 
				character_event = { id = RIP.30212 } 
			}
		}

		ai_chance = {
			factor = 67

			modifier = {
				factor = 2
				is_evil_trigger = yes
			}
			modifier = {
				factor = 2
				trait = craven
			}
		}
	}
}
	

#Incapable suicide request outcome
character_event = {
	id = RIP.30212
	picture = GFX_evt_doctor_tending_to_sick
	border = GFX_event_normal_frame_intrigue

	desc = {
		trigger = { 
			has_character_flag = suicide_success 
			NOT = { FROM = { character = ROOT } }
		}
		text = EVTDESC_RIP_30212_SUCCESS_A
	}
	desc = {
		trigger = { 
			has_character_flag = suicide_success 
			FROM = { character = ROOT } 
		}
		text = EVTDESC_RIP_30212_SUCCESS_B
	}
	desc = {
		trigger = { has_character_flag = suicide_fail }
		text = EVTDESC_RIP_30212_FAIL
	}

	is_triggered_only = yes

	option = {
		trigger = { has_character_flag = suicide_success }
		name = EVTOPTA_RIP_30207

		death = {
			death_reason = death_murder_unknown_strangle
			killer = FROM
		}
	}

	option = {
		trigger = { has_character_flag = suicide_fail }
		name = EVTOPTB_RIP_30212
		custom_tooltip = { text = EVTOPTA_RIP_30204_TOOLTIP }
	}
}

###CHESS WITH DEATH###

character_event = {
	id = RIP.30220
	hide_window = yes

	min_age = 16
	only_playable = yes
	only_capable = yes
	war = no
	has_dlc = "Reapers"
	ai = no

	trigger = {
		NOT = {
			has_game_rule = {
				name = supernatural_events
				value = off
			}
		}
		OR = {
			religion_group = christian
			any_realm_province = { any_neighbor_province = { owner = { religion_group = christian } } } 
		}
		is_nomadic = no
		NOT = { has_character_flag = chess_with_death }
		immortal = no
		NOT = { has_character_flag = is_child_of_destiny }
	}

	is_triggered_only = yes

	weight_multiplier = {
		days = 1
		modifier = {
			factor = 2
			OR = {
				any_realm_province = { disease = bubonic_plague }
				any_realm_province = { any_neighbor_province = { disease = bubonic_plague } }
			}
		}
		modifier = {
			factor = 1.5
			age = 70
		}
		modifier = {
			factor = 1.4
			NOT = { health = 2 }
		}
		modifier = {
			factor = 1.2
			NOT = { health = 4 }
		}
		modifier = {
			factor = 1.3
			trait = gamer
		}
	}

	immediate = {
		set_character_flag = chess_with_death
		

		if = {
			limit = { religion_group = christian }
			random_list = {
				50 = {
					create_character = {
						random_traits = no
						age = 32
						dynasty = none
						female = yes
						trait = mastermind_theologian
						trait = nun
						trait = chaste
						trait = shrewd
						trait = gamer
						trait = patient
						trait = fatigue
						trait = on_pilgrimage 
						attributes = {
							martial = 5
						}
					}
					new_character = {
						save_event_target_as = death
						set_character_flag = is_death
					}
				}
				50 = {
					create_character = {
						random_traits = no
						age = 32
						dynasty = none
						female = no
						trait = mastermind_theologian
						trait = monk
						trait = chaste
						trait = shrewd
						trait = gamer
						trait = patient
						trait = fatigue 
						trait = on_pilgrimage
						attributes = {
							martial = 5
						}
					}
					new_character = {
						save_event_target_as = death
						set_character_flag = is_death
					}
				}
			}			
		}
		if = {
			limit = { NOT = { religion_group = christian } }
			random_list = {
				50 = {
					create_character = {
						random_traits = no
						age = 32
						dynasty = none
						female = yes
						name = Eugenia
						culture = italian
						race = italian
						religion = catholic
						trait = mastermind_theologian
						trait = nun
						trait = chaste
						trait = shrewd
						trait = gamer
						trait = patient
						trait = fatigue 
						trait = on_pilgrimage
						attributes = {
							martial = 5
						}
					}
					new_character = { save_event_target_as = death }
				}
				50 = {
					create_character = {
						random_traits = no
						age = 32
						dynasty = none
						female = no
						name = Augusto
						culture = italian
						race = italian
						religion = catholic
						trait = mastermind_theologian
						trait = monk
						trait = chaste
						trait = shrewd
						trait = gamer
						trait = patient
						trait = fatigue 
						trait = on_pilgrimage
						attributes = {
							martial = 5
						}
					}
					new_character = { save_event_target_as = death }
				}
			}			
		}

		set_character_flag = chess_30222	
		event_target:death = {
			health = 10

			character_event = { id = RIP.30221 }
		}
	}
}

#General ping event 
character_event = {
	id = RIP.30221
	hide_window = yes

	is_triggered_only = yes

	immediate = {
		FROM = {	
			trigger_switch = {
				on_trigger = has_character_flag
				chess_30222	= { character_event = { id = RIP.30222 } } #Seeing someone during a walk
				chess_30223 = { character_event = { id = RIP.30223 days = 5 } } #Talking to the nun/monk, they want room & board
				chess_30224 = { narrative_event = { id = RIP.30224 days = 14 random = 14 } } #Death comes for you
				chess_30225 = { character_event = { id = RIP.30225 days = 1 } } #Outcome of attacking death
				chess_30226 = { character_event = { id = RIP.30226 days = 5 } } #Picking chess pieces
				chess_30227 = { character_event = { id = RIP.30227 days = 3 } } #First move
				chess_30228 = { character_event = { id = RIP.30228 days = 1 } } #Outcome of first move
				chess_30229 = { character_event = { id = RIP.30229 days = 5 } } #Another tactic
				chess_30230 = { character_event = { id = RIP.30230 days = 1 } } #Outcome of the tactic
				chess_30231 = { character_event = { id = RIP.30231 days = 5 } } #Last move
				chess_30232 = { narrative_event = { id = RIP.30232 days = 1 } } #The end
			}
			clr_character_flag = chess_30222
			clr_character_flag = chess_30223
			clr_character_flag = chess_30224
			clr_character_flag = chess_30225
			clr_character_flag = chess_30226
			clr_character_flag = chess_30227
			clr_character_flag = chess_30228
			clr_character_flag = chess_30229
			clr_character_flag = chess_30230
			clr_character_flag = chess_30231
			clr_character_flag = chess_30232
		}
	}
}

#Notice someone when out on a walk
character_event = {
	id = RIP.30222
	picture = GFX_evt_garden
	desc = EVTDESC_RIP_30222
	border = GFX_event_normal_frame_religion

	hide_from = yes
	hide_new = yes
	is_triggered_only = yes

	#Have a chat
	option = {
		name = EVTOPTA_RIP_30222

		random = {
			chance = 20
			add_trait_gregarious_effect = yes			
		}
		random = {
			chance = 30
			remove_trait_shy_effect = yes
		}
	
		set_character_flag = walked_with_death
		set_character_flag = chess_30223
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	}

	#Want to be alone
	option = {
		name = EVTOPTB_RIP_30222

		random = {
			chance = 20
			add_trait_shy_effect = yes			
		}
		random = {
			chance = 30
			remove_trait_gregarious_effect = yes
		}

		set_character_flag = chess_30224
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }	
	}
}

#You talk, they want room and board
character_event = {
	id = RIP.30223
	picture = GFX_evt_wise_woman
	border = GFX_event_normal_frame_religion

	desc = {
		trigger = { 
			religion = FROM 
			FROM = { is_female = yes }
		}
		text = EVTDESC_RIP_30223_A
		picture = GFX_evt_wise_woman
	}
	desc = {
		trigger = { 
			religion = FROM 
			FROM = { is_female = no }
		}
		text = EVTDESC_RIP_30223_B
		picture = GFX_evt_monk
	}
	desc = {
		trigger = { 
			NOT = { religion = FROM }
			FROM = { is_female = yes }
		}
		text = EVTDESC_RIP_30223_C
		picture = GFX_evt_wise_woman
	}
	desc = {
		trigger = { 
			NOT = { religion = FROM }
			FROM = { is_female = no }
		}
		text = EVTDESC_RIP_30223_D
		picture = GFX_evt_monk
	}

	is_triggered_only = yes

	#Come stay with me
	option = {
		name = EVTOPTA_RIP_30223
		custom_tooltip = { text = EVTOPTA_RIP_30223_TOOLTIP }

		if = {
			limit = { NOT = { religion_group = christian } }
			remove_trait_zealous_effect = yes
			add_trait = sympathy_christendom
		}

		set_character_flag = invited_death
		set_character_flag = chess_30224
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	}

	#Have some money, sleep at the inn
	option = {
		name = EVTOPTB_RIP_30223
		custom_tooltip = { text = EVTOPTB_RIP_30223_TOOLTIP }

		scaled_wealth = { value = -0.1 min = -15 }

		set_character_flag = gave_death_money
		set_character_flag = chess_30224
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	}

	#Go away! 
	option = {
		name = {
			trigger = { religion_group = christian }
			text = EVTOPTC_RIP_30223_A
		}
		name = {
			trigger = { NOT = { religion_group = christian } }
			text = EVTOPTC_RIP_30223_B
		}

		custom_tooltip = { text = EVTOPTC_RIP_30223_TOOLTIP }

		if = {
			limit = { religion_group = christian }

			piety = -50

			random = {
				chance = 50
				remove_trait_zealous_effect = yes
			}
		}

		if = {
			limit = { NOT = { trait = charitable } }
			random = {
				chance = 50
				add_trait_greedy_effect = yes
			}
		}
		random = {
			chance = 50
			remove_trait_charitable_effect = yes
		}	

		set_character_flag = chess_30224
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	}
}

#The reveal
narrative_event = {
	id = RIP.30224
	title = EVTNAME_RIP_30224
	border = GFX_event_narrative_frame_intrigue
	picture = GFX_evt_shadow

	desc = {
		trigger = { has_character_flag = invited_death }
		text = EVTDESC_RIP_30224_A
	}
	desc = {
		trigger = { 
			NOT = { has_character_flag = invited_death }
			has_character_flag = walked_with_death
		}
		text = EVTDESC_RIP_30224_B
	}
	desc = {
		trigger = { 
			NOR = {
				has_character_flag = invited_death
				has_character_flag = walked_with_death
			}
		}
		text = EVTDESC_RIP_30224_C
	}

	is_triggered_only = yes

	immediate = {
		FROM = { 
			remove_trait = fatigue 
			remove_trait = on_pilgrimage
			remove_trait = nun
			remove_trait = monk
		}
		if = { 
			limit = {
				OR = {
					trait = seducer
					trait = seductress
				}
				same_sex = FROM
			}
			FROM = { add_trait = homosexual } #To "enable" seduction
		}
	}

	#Play chess with me!
	option = {
		name = EVTOPTA_RIP_30224
		custom_tooltip = { text = EVTOPTA_RIP_30224_TOOLTIP }

		set_character_flag = chess_30226
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	}

	#Do your worst!
	option = {
		name = EVTOPTB_RIP_30224
		custom_tooltip = { text = EVTOPTB_RIP_30224_TOOLTIP }

		random_list = {
			#You die
			80 = {	
				death = { death_reason = death_murder_unknown killer = FROM }

				hidden_tooltip = {
					FROM = {
						leave_court_effect = yes
		  				death = { death_reason = death_missing }
					}
				}
			}
			#You survive
			20 = {
				modifier = {
					factor = 0
					trait = wounded
					trait = mangled
					trait = one_eyed
					trait = one_handed
				}
				custom_tooltip = { text = EVTOPTB_RIP_30224_TOOLTIP_SURVIVE }
				set_character_flag = chess_30225
				hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
			}
		}

		clr_character_flag = walked_with_death
		clr_character_flag = invited_death
		clr_character_flag = gave_death_money
	}
}

#You survived but got injured
character_event = {
	id = RIP.30225
	picture = GFX_evt_bloody_tools
	desc = EVTDESC_RIP_30225
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	immediate = {
		random_list = {
			25 = {
				modifier = {
					factor = 0
					trait = wounded
				}
				set_character_flag = give_wounded
			}
			25 = {
				modifier = {
					factor = 0
					trait = mangled
				}
				set_character_flag = give_mangled
			}
			25 = {
				modifier = {
					factor = 0
					trait = one_eyed
				}
				set_character_flag = give_one_eyed
			}
			25 = {
				modifier = {
					factor = 0
					trait = one_handed
				}
				set_character_flag = give_one_handed
			}
		}
	}

	option = {
		name = EVTOPTB_RIP_30225

		trigger_switch = {
			on_trigger = has_character_flag
			give_wounded	= { add_trait_wounded_effect = yes }
			give_mangled	= { mangle_effect = yes }
			give_one_eyed	= { add_trait_one_eyed_effect = yes }
			give_one_handed	= { add_trait_one_handed_effect = yes }
		}

		clr_character_flag = give_wounded
		clr_character_flag = give_mangled
		clr_character_flag = give_one_eyed
		clr_character_flag = give_one_handed
		
		FROM = { death = { death_reason = death_murder_unknown killer = ROOT } } 
	}
}

#Chess starts, pick piece
character_event = {
	id = RIP.30226
	picture = GFX_evt_court_physician
	desc = EVTDESC_RIP_30226
	border = GFX_event_normal_frame_intrigue

	is_triggered_only = yes

	immediate = {
		set_variable = { which = chess_score value = 0 }

		if = {
			limit = { 
				OR = {
					has_character_flag = invited_death 
					has_character_flag = gave_death_money
				}
			}
			change_variable = { which = chess_score value = 1 }
			clr_character_flag = invited_death
			clr_character_flag = gave_death_money
		}
		clr_character_flag = walked_with_death
	}

	#White
	option = {
		name = EVTOPTA_RIP_30226
		custom_tooltip = { text = EVTOPTA_RIP_30226_TOOLTIP }

		set_character_flag = picked_white

		set_character_flag = chess_30227
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	} 
	
	#Black
	option = {
		name = EVTOPTB_RIP_30226
		custom_tooltip = { text = EVTOPTB_RIP_30226_TOOLTIP }

		hidden_tooltip = { change_variable = { which = chess_score value = 1 } }
		set_character_flag = picked_black

		set_character_flag = chess_30227
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	}
}

#First move
character_event = {
	id = RIP.30227
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_intrigue

	desc = {
		trigger = { has_character_flag = picked_black }
		text = EVTDESC_RIP_30226_BLACK	
	}
	desc = {
		trigger = { has_character_flag = picked_white }
		text = EVTDESC_RIP_30226_WHITE	
	}

	is_triggered_only = yes

	#Play it safe
	option = {
		name = EVTOPTA_RIP_30227

		random_list = {
			25 = {
				custom_tooltip = { text = CHESS_GOOD_MOVE }
				hidden_tooltip = { change_variable = { which = chess_score value = 1 } }
				set_character_flag = good_move
			}
			55 = {
				custom_tooltip = { text = CHESS_NEUTRAL_MOVE }
				set_character_flag = neutral_move
			}
			20 = {
				custom_tooltip = { text = CHESS_BAD_MOVE }
				hidden_tooltip = { change_variable = { which = chess_score value = -1 } }
				set_character_flag = bad_move
			}
		}

		set_character_flag = chess_30228
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	}

	#Play it risky
	option = {
		name = EVTOPTB_RIP_30227

		random_list = {
			20 = {
				custom_tooltip = { text = CHESS_GREAT_MOVE }
				set_character_flag = great_move
				hidden_tooltip = { change_variable = { which = chess_score value = 2 } }
			}
			40 = {
				custom_tooltip = { text = CHESS_GOOD_MOVE }
				set_character_flag = good_move
				hidden_tooltip = { change_variable = { which = chess_score value = 1 } }
			}
			40 = {
				custom_tooltip = { text = CHESS_TERRIBLE_MOVE }
				set_character_flag = bad_move
				hidden_tooltip = { change_variable = { which = chess_score value = -2 } }
			}	
		}

		set_character_flag = chess_30228
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	}

	#Deceitful
	option = {	
		trigger = { 
			trait = deceitful 
			NOT = { trait = schemer }
			NOT = {
				AND = {
					trait = strategist
					is_smart_trigger = yes
				}
			}
		}
		name = EVTOPTC_RIP_30227
		tooltip_info = deceitful

		custom_tooltip = { text = CHESS_GOOD_MOVE_100 }
		set_character_flag = good_move
		hidden_tooltip = { change_variable = { which = chess_score value = 1 } }

		set_character_flag = chess_30228
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	}

	#Master schemer
	option = {	
		trigger = { trait = schemer }
		name = EVTOPTC_RIP_30227
		tooltip_info = schemer

		custom_tooltip = { text = CHESS_GOOD_MOVE_100 }
		set_character_flag = good_move
		hidden_tooltip = { change_variable = { which = chess_score value = 1 } }

		set_character_flag = chess_30228
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	}

	#Gamer option
	option = {
		trigger = { trait = gamer }
		name = EVTOPTD_RIP_30227
		tooltip_info = gamer

		custom_tooltip = { text = CHESS_GREAT_MOVE_100 }
		set_character_flag = great_move
		hidden_tooltip = { change_variable = { which = chess_score value = 2 } }

		set_character_flag = chess_30228
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	}

	#Strategist option
	option = {
		trigger = { 
			trait = strategist 
		}
		name = EVTOPTD_RIP_30227
		tooltip_info = strategist

		custom_tooltip = { text = CHESS_GOOD_MOVE_100 }
		set_character_flag = good_move
		hidden_tooltip = { change_variable = { which = chess_score value = 1 } }

		set_character_flag = chess_30228
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	}

	#Genius option
	option = {
		trigger = {
			trait = genius
			NOT = { trait = gamer }
		}
		name = EVTOPTE_RIP_30227
		tooltip_info = genius


		custom_tooltip = { text = CHESS_GREAT_MOVE_100 }
		set_character_flag = great_move
		hidden_tooltip = { change_variable = { which = chess_score value = 2 } }


		set_character_flag = chess_30228
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	}

	#Quick
	option = {
		trigger = {
			trait = quick
			NOT = { trait = gamer }
		}
		name = EVTOPTE_RIP_30227
		tooltip_info = quick

		custom_tooltip = { text = CHESS_GOOD_MOVE_100 }
		set_character_flag = good_move
		hidden_tooltip = { change_variable = { which = chess_score value = 1 } }

		set_character_flag = chess_30228
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	}

	#Shrewd
	option = {
		trigger = {
			trait = shrewd
			NOT = { trait = gamer }
		}
		name = EVTOPTE_RIP_30227
		tooltip_info = shrewd

		custom_tooltip = { text = CHESS_GOOD_MOVE_100 }
		set_character_flag = good_move
		hidden_tooltip = { change_variable = { which = chess_score value = 1 } }

		set_character_flag = chess_30228
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	}
}

#Death reacts to you move
character_event = {
	id = RIP.30228
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_intrigue

	desc = {
		trigger = { has_character_flag = great_move }
		text = EVTDESC_RIP_30228_GREAT
	}
	desc = {
		trigger = { has_character_flag = good_move }
		text = EVTDESC_RIP_30228_GOOD
	}
	desc = {
		trigger = { has_character_flag = neutral_move }
		text = EVTDESC_RIP_30228_NEUTRAL
	}
	desc = {
		trigger = { has_character_flag = bad_move }
		text = EVTDESC_RIP_30228_BAD
	}

	is_triggered_only = yes

	option = {
		name = {
			trigger = { 
				OR = {
					has_character_flag = great_move 
					has_character_flag = good_move
				}
			}
			text = EVTOPTA_RIP_30228_A
		}
		name = {
			trigger = { 
				OR = {
					has_character_flag = bad_move 
					has_character_flag = neutral_move
				}
			}
			text = EVTOPTA_RIP_30228_B
		}
		
		custom_tooltip = { text = EVTOPTA_RIP_30228_TOOLTIP }
		clr_character_flag = great_move
		clr_character_flag = good_move
		clr_character_flag = neutral_move
		clr_character_flag = bad_move
		
		set_character_flag = chess_30229
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	}
}

#Some other tactic
character_event = {
	id = RIP.30229
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_intrigue

	desc = {
		trigger = { check_variable = { which = chess_score value = 3 } }
		text = EVTDESC_RIP_30229_GOOD
	}
	desc = {
		trigger = { 
			NOT = { check_variable = { which = chess_score value = 3 } }
			check_variable = { which = chess_score value = 1 } 
		}
		text = EVTDESC_RIP_30229_NEUTRAL
	}
	desc = {
		trigger = { NOT = { check_variable = { which = chess_score value = 1 } } }
		text = EVTDESC_RIP_30229_BAD
	}

	is_triggered_only = yes

	#Drinking competition 1
	option = {
		trigger = { trait = drunkard }
		tooltip_info = drunkard
		name = EVTOPTA_RIP_30229
		custom_tooltip = { text = EVTOPTA_RIP_30229_TOOLTIP }

		set_character_flag = chess_drinking_competition
		hidden_tooltip = { change_variable = { which = chess_score value = 2 } }

		set_character_flag = chess_30230
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	}

	#Drinking competition 2
	option = {
		trigger = { trait = hedonist }
		tooltip_info = hedonist
		name = EVTOPTA_RIP_30229
		custom_tooltip = { text = EVTOPTA_RIP_30229_TOOLTIP }

		set_character_flag = chess_drinking_competition
		hidden_tooltip = { change_variable = { which = chess_score value = 2 } }

		set_character_flag = chess_30230
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	}

	#Seduce (as man)
	option = {
		trigger = { 
			trait = seducer 
		}
		tooltip_info = seducer
		name = EVTOPTB_RIP_30229
		custom_tooltip = { text = EVTOPTB_RIP_30229_TOOLTIP }

		set_character_flag = chess_seduction
		hidden_tooltip = { change_variable = { which = chess_score value = 2 } }

		set_character_flag = chess_30230
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	}

	#Seduce (as woman)
	option = { 
		trigger = { 
			trait = seductress 
		}
		tooltip_info = seductress
		name = EVTOPTB_RIP_30229
		custom_tooltip = { text = EVTOPTB_RIP_30229_TOOLTIP }

		set_character_flag = chess_seduction
		hidden_tooltip = { change_variable = { which = chess_score value = 2 } }

		set_character_flag = chess_30230
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	}

	#Intimidate
	option = {
		trigger = { trait = impaler }
		tooltip_info = impaler
		name = EVTOPTC_RIP_30229
		custom_tooltip = { text = EVTOPTC_RIP_30229_TOOLTIP }

		set_character_flag = chess_intimidation
		hidden_tooltip = { change_variable = { which = chess_score value = 2 } }

		set_character_flag = chess_30230
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	}

	#Brag about past victories
	option = {
		trigger = { trait = gamer }
		tooltip_info = gamer
		name = EVTOPTF_RIP_30229
		custom_tooltip = { text = EVTOPTF_RIP_30229_TOOLTIP }

		set_character_flag = chess_brag
		hidden_tooltip = { change_variable = { which = chess_score value = 1 } }

		set_character_flag = chess_30230
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	}

	#Knock wine
	option = {
		name = EVTOPTD_RIP_30229
		custom_tooltip = { text = EVTOPTD_RIP_30229_TOOLTIP }

		random_list = {
			67 = {
				custom_tooltip = { text = CHESS_GOOD_TRICK }
				set_character_flag = good_trick
				hidden_tooltip = { change_variable = { which = chess_score value = 1 } }
			}
			33 = {
				custom_tooltip = { text = CHESS_BAD_TRICK }
				set_character_flag = bad_trick
			}
		}
		set_character_flag = chess_30230
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	}

	#Focus on the game, skips next event
	option = {
		name = EVTOPTE_RIP_30229

		random_list = {
			25 = {
				custom_tooltip = { text = CHESS_GOOD_MOVE }
				hidden_tooltip = { change_variable = { which = chess_score value = 1 } }
			}
			75 = {
				custom_tooltip = { text = CHESS_NEUTRAL_MOVE }
			}
		}

		set_character_flag = chess_30231
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	}
}

#Another tactic reaction
character_event = {
	id = RIP.30230
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_intrigue

	desc = {
		trigger = { has_character_flag = chess_drinking_competition }
		text = EVTDESC_RIP_30230_DRINKING
		picture = GFX_evt_drunk
	}
	desc = {
		trigger = { has_character_flag = chess_seduction }
		text = EVTDESC_RIP_30230_SEDUCTION
		picture = GFX_evt_lovers
	}
	desc = {
		trigger = { has_character_flag = chess_intimidation }
		text = EVTDESC_RIP_30230_INTIMIDATION
		picture = GFX_evt_impalement
	}
	desc = {
		trigger = { has_character_flag = chess_brag }
		text = EVTDESC_RIP_30230_BRAG
		picture = GFX_evt_courtiers_talking
	}
	desc = {
		trigger = { has_character_flag = good_trick }
		text = EVTDESC_RIP_30230_GOOD_TRICK
		picture = GFX_evt_drunk
	}
	desc = {
		trigger = { has_character_flag = bad_trick }
		text = EVTDESC_RIP_30230_BAD_TRICK
		picture = GFX_evt_drunk
	}

	is_triggered_only = yes

	option = {
		trigger = { NOT = { has_character_flag = bad_trick } }
		name = EVTOPTA_RIP_30230
		custom_tooltip = { text = EVTOPTA_RIP_30228_TOOLTIP }

		clr_character_flag = chess_drinking_competition
		clr_character_flag = chess_seduction
		clr_character_flag = chess_intimidation
		clr_character_flag = chess_brag
		clr_character_flag = good_trick

		#Randomness
		hidden_tooltip = {
			random_list = {
				50 = { change_variable = { which = chess_score value = -1 } }
				50 = {}
			}
		}

		set_character_flag = chess_30231
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	}

	option = {
		trigger = { has_character_flag = bad_trick } 
		name = EVTOPTB_RIP_30230
		custom_tooltip = { text = EVTOPTB_RIP_30230_TOOLTIP }

		clr_character_flag = bad_trick

		death = { death_reason = death_murder_unknown killer = FROM } 

		hidden_tooltip = { 
			FROM = {
				leave_court_effect = yes
				death = { death_reason = death_missing }
			}	
		}
	}
}

#Last move
character_event = {
	id = RIP.30231
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_intrigue

	desc = {
		trigger = { check_variable = { which = chess_score value = 5 } }
		text = EVTDESC_RIP_30231_GOOD
	}
	desc = {
		trigger = { 
			NOT = { check_variable = { which = chess_score value = 5 } }
			check_variable = { which = chess_score value = 4 } 
		}
		text = EVTDESC_RIP_30231_NEUTRAL
	}
	desc = {
		trigger = { NOT = { check_variable = { which = chess_score value = 4 } } }
		text = EVTDESC_RIP_30231_BAD
	}

	is_triggered_only = yes

	immediate = {
		hidden_tooltip = {
			random_spouse = {
				limit = {
					is_alive = yes
					ai = yes
					liege = { character = ROOT }
				}
				save_event_target_as = chess_sacrifice
			}
			random_friend = {
				limit = {
					is_alive = yes
					ai = yes
					liege = { character = ROOT }
				}
				save_event_target_as = chess_sacrifice
			}
			random_lover = {
				limit = {
					is_alive = yes
					ai = yes
					liege = { character = ROOT }
				}
				save_event_target_as = chess_sacrifice
			}
			random_child = {
				limit = {
					is_alive = yes
					ai = yes
					liege = { character = ROOT }
				}
				save_event_target_as = chess_sacrifice
			}
		}
	}

	#Trust my skill
	option = {
		name = EVTOPTA_RIP_30231

		random_list = {
			20 = {
				modifier = {
					factor = 0
					NOR = {
						trait = gamer
						is_smart_trigger = yes
					}
				}
				custom_tooltip = { text = CHESS_GREAT_MOVE }
				set_character_flag = great_move
				hidden_tooltip = { change_variable = { which = chess_score value = 2 } }
			}
			20 = {
				modifier = {
					factor = 1.5
					OR = {
						trait = gamer
						is_smart_trigger = yes
					}
				}
				custom_tooltip = { text = CHESS_GOOD_MOVE }
				set_character_flag = good_move
				hidden_tooltip = { change_variable = { which = chess_score value = 1 } }
			}
			50 = {
				modifier = {
					factor = 0.6
					OR = {
						trait = gamer
						is_smart_trigger = yes
					}
				}
				custom_tooltip = { text = CHESS_NEUTRAL_MOVE }
				set_character_flag = neutral_move
			}
			30 = {
				modifier = {
					factor = 0.67
					OR = {
						trait = gamer
						is_smart_trigger = yes
					}
				}
				custom_tooltip = { text = CHESS_BAD_MOVE }
				set_character_flag = bad_move
				hidden_tooltip = { change_variable = { which = chess_score value = -1 } }
			}
		}

		set_character_flag = chess_30232
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	}

	#Offer lover/friend
	option = {
		trigger = { event_target:chess_sacrifice = { always = yes } }
		name = {
			trigger = { any_spouse = { character = event_target:chess_sacrifice } }
			text = EVTOPTB_RIP_30231_A
		}
		name = {
			trigger = { any_friend = { character = event_target:chess_sacrifice } }
			text = EVTOPTB_RIP_30231_B
		}
		name = {
			trigger = { any_lover = { character = event_target:chess_sacrifice } }
			text = EVTOPTB_RIP_30231_C
		}
		name = {
			trigger = { any_child = { character = event_target:chess_sacrifice } }
			text = EVTOPTB_RIP_30231_D
		}

		event_target:chess_sacrifice = { save_event_target_as = kill_sacrifice }

		random_list = {
			15 = {
				custom_tooltip = { text = CHESS_GREAT_MOVE }
				set_character_flag = great_move
				hidden_tooltip = { change_variable = { which = chess_score value = 2 } }
			}
			35 = {
				custom_tooltip = { text = CHESS_GOOD_MOVE }
				set_character_flag = good_move
				hidden_tooltip = { change_variable = { which = chess_score value = 1 } }
			}
			35 = {
				custom_tooltip = { text = CHESS_NEUTRAL_MOVE }
				set_character_flag = neutral_move
			}
			15 = {
				custom_tooltip = { text = CHESS_BAD_MOVE }
				set_character_flag = bad_move
				hidden_tooltip = { change_variable = { which = chess_score value = -1 } }
			}
		}

		set_character_flag = chess_30232
		hidden_tooltip = { FROM = { character_event = { id = RIP.30221 } } }
	}
}

#The end of the game
narrative_event = {
	id = RIP.30232
	title = EVTNAME_RIP_30232
	border = GFX_event_narrative_frame_intrigue
	picture = GFX_evt_danse_macabre

	desc = {
		trigger = { check_variable = { which = chess_score value = 5 } }
		text = EVTDESC_RIP_30232_GOOD
	}
	desc = {
		trigger = { NOT = { check_variable = { which = chess_score value = 5 } } }
		text = EVTDESC_RIP_30232_BAD
	}

	immediate = {

	}

	is_triggered_only = yes

	option = {
		trigger = { check_variable = { which = chess_score value = 5 } }
		name = EVTOPTA_RIP_30232
		custom_tooltip = { text = EVTOPTB_RIP_302232_TOOLTIP }

		if = {
			limit = { NOT = { has_character_modifier = deaths_gift } }
			add_character_modifier = {
				name = deaths_gift
				duration = -1
			}
		}

		remove_disease_trait_effect = yes

		hidden_tooltip = { 
			FROM = {
				leave_court_effect = yes
				death = { death_reason = death_missing }
			}	
		}		
	}

	option = {
		trigger = { NOT = { check_variable = { which = chess_score value = 5 } } }
		name = EVTOPTB_RIP_30232
		custom_tooltip = { text = EVTOPTB_RIP_30230_TOOLTIP }

		death = { death_reason = death_murder_unknown killer = FROM } 
		if = {
			limit = { event_target:kill_sacrifice = { always = yes } }
			event_target:kill_sacrifice = { death = { death_reason = death_murder_unknown killer = FROM } }
		}

		hidden_tooltip = { 
			FROM = {
				leave_court_effect = yes
				death = { death_reason = death_missing }
			}
		}		
	}
}

#Death's gift
character_event = {
	id = RIP.30233
	desc = EVTDESC_TOG_7015
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_danse_macabre

	is_triggered_only = yes

	trigger = {
		has_disease_trigger = yes
	}

	option = {
		name = EVTOPTA_RIP_30233
		remove_disease_trait_effect = yes	
		remove_character_modifier = deaths_gift

		if = {
			limit = { trait = cynical }
			remove_trait = cynical
		}
	}
}

### Immortal rival events
narrative_event = {
	id = RIP.30300
	picture = GFX_evt_suspicious_noble
	border = GFX_event_narrative_frame_war
	title = RIP.30300.title
	
	immediate = {
		set_character_flag = immortal_rival_appeared
		if = {
			limit = {
				NOR = {
					has_character_flag = immortal_rival_highlander
					has_character_flag = immortal_rival_evildude
					has_character_flag = immortal_rival_goodguy
					has_character_flag = immortal_rival_shieldmaiden
					has_character_flag = immortal_rival_horse
				}
			}
			random_list = {
				100 = {
					set_character_flag = immortal_rival_highlander
				}
				100 = {
					modifier = {
						factor = 2
						is_virtous = yes
					}
					set_character_flag = immortal_rival_evildude
				}
				100 = {
					modifier = {
						factor = 2
						is_wicked = yes
					}
					modifier = {
						factor = 2
						OR = {				
							trait = lunatic
							trait = cruel
							trait = wroth
							trait = cannibal_trait
							trait = impaler
						}
					}
					set_character_flag = immortal_rival_goodguy
				}
				100 = {
					set_character_flag = immortal_rival_shieldmaiden					
					modifier = {
						factor = 2
						combat_rating = 30
					}
					modifier = {
						factor = 1.5
						combat_rating = 40
					}
				}
				25 = {
					modifier = {
						factor = 15
						any_courtier = {
							culture = horse
						}
					}
					modifier = {
						factor = 10
						any_courtier = {
							culture = horse
							trait = immortal
						}
					}
					set_character_flag = immortal_rival_horse
				}
			}
		}
	}

	desc = {
		trigger = { 
			has_character_flag = immortal_rival_highlander 
		}
		text = RIP.30300.d.highlander
	}
	desc = {
		trigger = { 
			has_character_flag = immortal_rival_evildude 
		}
		text = RIP.30300.d.evildude
	}
	desc = {
		trigger = { 
			has_character_flag = immortal_rival_goodguy 
		}
		text = RIP.30300.d.goodguy
	}
	desc = {
		trigger = { 
			has_character_flag = immortal_rival_shieldmaiden 
		}
		text = RIP.30300.d.shieldmaiden
	}
	desc = {
		trigger = { 
			has_character_flag = immortal_rival_horse 
		}
		text = RIP.30300.d.horse
	}

	is_triggered_only = yes
	
	only_playable = yes
	only_capable = yes
	
	trigger = {
		trait = immortal
		NOT = { has_character_flag = immortal_rival_appeared }
	}

	option = {
		name = RIP.30300.a
		trigger = {
			NOR = {
				trait = craven
				trait = lunatic
				trait = cruel
				trait = wroth
				trait = cannibal_trait
				trait = impaler
			}
		}
		character_event = { id = RIP.30301 days = 180 random = 100  tooltip = IMMORTAL_RIVAL_COMING_TOOLTIP }
	}
	option = {
		trigger = {
			trait = craven
		}
		name = RIP.30300.b
		character_event = { id = RIP.30301 days = 180 random = 100  tooltip = IMMORTAL_RIVAL_COMING_TOOLTIP }
	}
	option = {
		trigger = {
			OR = {				
				trait = lunatic
				trait = cruel
				trait = wroth
				trait = cannibal_trait
				trait = impaler
			}
		}
		name = RIP.30300.c
		character_event = { id = RIP.30301 days = 180 random = 100  tooltip = IMMORTAL_RIVAL_COMING_TOOLTIP }
	}

}

character_event = {
	id = RIP.30301
	picture = GFX_evt_end_of_days
	border = GFX_event_normal_frame_war
	#desc = RIP.30301.d
	#title = RIP.30301.title
	
	immediate = { 
		if = {
			limit = {
				has_character_flag = immortal_rival_highlander
			}
			create_character = {
				random_traits = no
				name = "Ramirez"
				dynasty = none
				religion = catholic
				culture = scottish
				female = no
				age = 1500
				immortal_age = 40
				attributes = {
					martial = 12
					diplomacy = 10
					stewardship = 9
					intrigue = 9
					learning = 15
				}
				health = 6
				fertility = 0.8
				trait = skilled_tactician
				trait = patient
				trait = immortal
				trait = just
				trait = duelist
				trait = cynical
				historical = yes
			}
		}
		if = {
			limit = {
				has_character_flag = immortal_rival_evildude
			}
			create_character = {
				random_traits = no
				name = "Uran"
				dynasty = culture
				religion = pagan
				culture = random
				female = no
				age = 1800
				immortal_age = 25
				attributes = {
					martial = 15
					diplomacy = 5
					stewardship = 4
					intrigue = 6
					learning = 8
				}
				health = 6
				fertility = 0.8
				trait = brilliant_strategist
				trait = wroth
				trait = immortal
				trait = proud
				trait = impaler
				trait = cynical
				trait = strong
				trait = berserker
				trait = envious
				historical = yes
			}
			new_character = { add_scarred_high_effect = yes }
		}
		if = {
			limit = {
				has_character_flag = immortal_rival_goodguy
			}
			create_character = {
				random_traits = no
				name = "Arthur"
				dynasty = none
				religion = catholic
				culture = breton
				female = no
				age = 950
				immortal_age = 30
				attributes = {
					martial = 16
					diplomacy = 12
					stewardship = 15
					intrigue = 8
					learning = 14
				}
				health = 6
				fertility = 0.8
				trait = brilliant_strategist
				trait = patient
				trait = immortal
				trait = just
				trait = kind
				trait = temperate
				trait = chaste
				trait = strategist
				historical = yes
			}
		}
		if = {
			limit = {
				has_character_flag = immortal_rival_shieldmaiden
			}
			create_character = {
				random_traits = no
				name = "Torhild"
				dynasty = none
				religion = norse_pagan
				culture = norse
				female = yes
				age = 1300
				immortal_age = 18
				attributes = {
					martial = 15
					diplomacy = 8
					stewardship = 8
					intrigue = 10
					learning = 12
				}
				health = 6
				fertility = 0.8
				trait = tough_soldier
				trait = lustful
				trait = immortal
				trait = kind
				trait = honest
				trait = robust
				trait = brave
				trait = sea_queen
				trait = hunter
				historical = yes
			}
		}
		if = {
			limit = {
				has_character_flag = immortal_rival_horse
			}
			create_character = {
				random_traits = no
				name = "Incitatus"
				dynasty = none
				religion = hellenic_pagan
				culture = horse
				female = no
				age = 2200
				immortal_age = 20
				attributes = {
					martial = 8
					diplomacy = 18
					stewardship = 12
					intrigue = 18
					learning = 16
				}
				health = 6
				fertility = 0.8
				trait = elusive_shadow
				trait = genius
				trait = fair
				trait = patient
				trait = immortal
				trait = cruel
				trait = wroth
				trait = strong
				trait = robust
				trait = stubborn
				trait = schemer
				trait = cynical
				trait = ares_own
				trait = horse
				historical = yes
			}
		}
		new_character = {
			add_rival = ROOT
			diplomatic_immunity = yes
			save_event_target_as = immortal_rival
		}
		character_event = { id = RIP.30308 days = 1 } #clears flags in one spot, hidden event
		hidden_effect = {
			if = {
				limit = {
					has_character_flag = immortal_rival_horse 
				}
				if = {	#horse councillor? 
					limit = {
						any_courtier = {
							ai = yes
							is_alive = yes
							culture = horse
							has_job_title = yes								
						}
					}
					random_courtier = {
							limit = {
								ai = yes
								is_alive = yes
								culture = horse
								has_job_title = yes	
							}
						save_event_target_as = immortal_horse_victim
						death = { death_reason = death_execution_horses killer = event_target:immortal_rival }				
					}
					break = yes
				}
				if = { #any horse?
					limit = {
						any_courtier = {
							ai = yes
							is_alive = yes
							culture = horse
							NOT = {
								event_target:immortal_rival = {
									character = THIS 
								}
							}
						}
					}
					random_courtier = {
							limit = {
								ai = yes
								is_alive = yes
								culture = horse
								NOT = {
									event_target:immortal_rival = {
										character = THIS 
									}
								}
							}
						save_event_target_as = immortal_horse_victim
						death = { death_reason = death_execution_horses killer = event_target:immortal_rival }	
					}
					break = yes
				}
				if = { #backup victim
					limit = {
						any_courtier = {
							ai = yes
							is_alive = yes
							OR = {
								has_job_title = yes
								is_close_relative = ROOT
								is_consort = ROOT
								is_married = ROOT
							}				
						}
					}
					random_courtier = {
							limit = {
								ai = yes
								is_alive = yes
								OR = {
									has_job_title = yes
									is_close_relative = ROOT
									is_consort = ROOT
									is_married = ROOT
								}
							}
						save_event_target_as = immortal_horse_victim
						death = { death_reason = death_execution_horses killer = event_target:immortal_rival }	
					}
				}
			}
		}
	}	
	
	desc = {
		trigger = { 
			has_character_flag = immortal_rival_highlander 
		}
		text = RIP.30301.d.highlander
	}
	desc = {
		trigger = { 
			has_character_flag = immortal_rival_evildude 
		}
		text = RIP.30301.d.evildude
	}
	desc = {
		trigger = { 
			has_character_flag = immortal_rival_goodguy 
		}
		text = RIP.30301.d.goodguy
	}
	desc = {
		trigger = { 
			has_character_flag = immortal_rival_shieldmaiden 
		}
		text = RIP.30301.d.shieldmaiden
	}
	desc = {
		trigger = { 
			has_character_flag = immortal_rival_horse 
			any_courtier = {
				culture = horse
			}
		}
		text = RIP.30301.d.horse
	}
	desc = {
		trigger = { 
			has_character_flag = immortal_rival_horse 
			NOT = {
				any_courtier = {
					culture = horse
				}
			}
		}
		text = RIP.30301.d.horse2
	}

	is_triggered_only = yes	

	option = { #fight. berserker and craven get the same option with custom text
		name = placeholdername_31 #RIP.30301.fight
		add_blood_splatter_effect = yes
		trigger = {
			health = 2
			NOR = {
				is_incapable = yes
				trait = severely_injured
				trait = infirm
				trait = craven
				trait = berserker
			}
		}
		if = {
			limit = {
				combat_rating_diff = { who = event_target:immortal_rival value = 50 }
			}
			custom_tooltip = { text = holmgang_chances_great } #Tooltip reuse FTW
			hidden_tooltip = {
				random_list = {
					84 = {
						long_character_event = { id = RIP.30302 days = 0 }
					}
					10 = {
						long_character_event = { id = RIP.30303 days = 0 }
					}
					5 = {
						long_character_event = { id =  RIP.30304 days = 0 }
					}
					1 = {
						long_character_event = { id =  RIP.30305 days = 0 }
					}
				}
			}
			break = yes
		}
		if = {
			limit = {
				combat_rating_diff = { who = event_target:immortal_rival value = 30 }
				NOT = {
					combat_rating_diff = { who = event_target:immortal_rival value = 50 }
				}
			}
			custom_tooltip = { text = holmgang_chances_very_good }
			hidden_tooltip = {
				random_list = {
					70 = {
						long_character_event = { id = RIP.30302 days = 0 }
					}
					15 = {
						long_character_event = { id = RIP.30303 days = 0 }
					}
					10 = {
						long_character_event = { id = RIP.30304 days = 0 }
					}
					5 = {
						long_character_event = { id =  RIP.30305 days = 0 }
					}
				}
			}
			break = yes
		}
		if = {
			limit = {
				combat_rating_diff = { who = event_target:immortal_rival value = 10 }
				NOT = {
					combat_rating_diff = { who = event_target:immortal_rival value = 30 }
				}
			}
			custom_tooltip = { text = holmgang_chances_good }
			hidden_tooltip = {
				random_list = {
					60 = {
						long_character_event = { id = RIP.30302 days = 0 }
					}
					20 = {
						long_character_event = { id = RIP.30303 days = 0 }
					}
					15 = {
						long_character_event = { id =  RIP.30304 days = 0 }
					}
					5 = {
						long_character_event = { id =  RIP.30305 days = 0 }
					}
				}
			}
			break = yes
		}
		if = {
			limit = {
				NOT = {
					combat_rating_diff = { who = event_target:immortal_rival value = 10 }
					event_target:immortal_rival = {
						combat_rating_diff = { who = ROOT value = 10 }
					}
				}
			}
			custom_tooltip = { text = holmgang_chances_even }
			hidden_tooltip = {
				random_list = {
					20 = {
						long_character_event = { id = RIP.30302 days = 0 }
					}
					20 = {
						long_character_event = { id = RIP.30303 days = 0 }
					}
					20 = {
						long_character_event = { id =  RIP.30304 days = 0 }
					}
					40 = {
						long_character_event = { id =  RIP.30305 days = 0 }
					}
				}
			}
			break = yes
		}
		if = {
			limit = {
				event_target:immortal_rival = {
					combat_rating_diff = { who = ROOT value = 10 }
				}
				NOT = {
					event_target:immortal_rival = {
						combat_rating_diff = { who = ROOT value = 30 }
					}
				}
			}
			custom_tooltip = { text = holmgang_chances_poor }
			hidden_tooltip = {
				random_list = {
					5 = {
						long_character_event = { id = RIP.30302 days = 0 }
					}
					15 = {
						long_character_event = { id = RIP.30303 days = 0 }
					}
					20 = {
						long_character_event = { id =  RIP.30304 days = 0 }
					}
					60 = {
						long_character_event = { id =  RIP.30305 days = 0 }
					}
				}
			}
			break = yes
		}
		if = {
			limit = {
				event_target:immortal_rival = {
					combat_rating_diff = { who = ROOT value = 30 }
				}
				NOT = {
					event_target:immortal_rival = {
						combat_rating_diff = { who = ROOT value = 50 }
					}
				}
			}
			custom_tooltip = { text = holmgang_chances_very_poor }
			hidden_tooltip = {
				random_list = {
					1 = {
						long_character_event = { id = RIP.30302 days = 0 }
					}
					4 = {
						long_character_event = { id = RIP.30303 days = 0 }
					}
					15 = {
						long_character_event = { id =  RIP.30304 days = 0 }
					}
					80 = {
						long_character_event = { id =  RIP.30305 days = 0 }
					}
				}
			}
			break = yes
		}
		if = {
			limit = {
				event_target:immortal_rival = {
					combat_rating_diff = { who = ROOT value = 50 }
				}
			}
			custom_tooltip = { text = holmgang_chances_terrible }
			hidden_tooltip = {
				random_list = {					
					1 = {
						long_character_event = { id = RIP.30303 days = 0 }
					}
					9 = {
						long_character_event = { id =  RIP.30304 days = 0 }
					}
					90 = {
						long_character_event = { id =  RIP.30305 days = 0 }
					}
				}
			}
			break = yes
		}
		
	}
	option = { #fight. berserker
		name = placeholdername_33 #RIP.30301.berserkfight
		add_blood_splatter_effect = yes
		trigger = {
			health = 2
			trait = berserker
			NOR = {
				is_incapable = yes
				trait = severely_injured
				trait = infirm
				trait = craven
			}
		}
		tooltip_info = berserker
		custom_tooltip = { text = placeholdername_5 }
		if = {
			limit = {
				combat_rating_diff = { who = event_target:immortal_rival value = 50 }
			}
			custom_tooltip = { text = holmgang_chances_great } #Tooltip reuse FTW
			hidden_tooltip = {
				random_list = {
					84 = {
						long_character_event = { id = RIP.30302 days = 0 }
					}
					10 = {
						long_character_event = { id = RIP.30303 days = 0 }
					}
					5 = {
						long_character_event = { id =  RIP.30304 days = 0 }
					}
					1 = {
						long_character_event = { id =  RIP.30305 days = 0 }
					}
				}
			}
			break = yes
		}
		if = {
			limit = {
				combat_rating_diff = { who = event_target:immortal_rival value = 30 }
				NOT = {
					combat_rating_diff = { who = event_target:immortal_rival value = 50 }
				}
			}
			custom_tooltip = { text = holmgang_chances_very_good }
			hidden_tooltip = {
				random_list = {
					70 = {
						long_character_event = { id = RIP.30302 days = 0 }
					}
					15 = {
						long_character_event = { id = RIP.30303 days = 0 }
					}
					10 = {
						long_character_event = { id = RIP.30304 days = 0 }
					}
					5 = {
						long_character_event = { id =  RIP.30305 days = 0 }
					}
				}
			}
			break = yes
		}
		if = {
			limit = {
				combat_rating_diff = { who = event_target:immortal_rival value = 10 }
				NOT = {
					combat_rating_diff = { who = event_target:immortal_rival value = 30 }
				}
			}
			custom_tooltip = { text = holmgang_chances_good }
			hidden_tooltip = {
				random_list = {
					60 = {
						long_character_event = { id = RIP.30302 days = 0 }
					}
					20 = {
						long_character_event = { id = RIP.30303 days = 0 }
					}
					15 = {
						long_character_event = { id =  RIP.30304 days = 0 }
					}
					5 = {
						long_character_event = { id =  RIP.30305 days = 0 }
					}
				}
			}
			break = yes
		}
		if = {
			limit = {
				NOT = {
					combat_rating_diff = { who = event_target:immortal_rival value = 10 }
					event_target:immortal_rival = {
						combat_rating_diff = { who = ROOT value = 10 }
					}
				}
			}
			custom_tooltip = { text = holmgang_chances_even }
			hidden_tooltip = {
				random_list = {
					20 = {
						long_character_event = { id = RIP.30302 days = 0 }
					}
					20 = {
						long_character_event = { id = RIP.30303 days = 0 }
					}
					20 = {
						long_character_event = { id =  RIP.30304 days = 0 }
					}
					40 = {
						long_character_event = { id =  RIP.30305 days = 0 }
					}
				}
			}
			break = yes
		}
		if = {
			limit = {
				event_target:immortal_rival = {
					combat_rating_diff = { who = ROOT value = 10 }
				}
				NOT = {
					event_target:immortal_rival = {
						combat_rating_diff = { who = ROOT value = 30 }
					}
				}
			}
			custom_tooltip = { text = holmgang_chances_poor }
			hidden_tooltip = {
				random_list = {
					5 = {
						long_character_event = { id = RIP.30302 days = 0 }
					}
					15 = {
						long_character_event = { id = RIP.30303 days = 0 }
					}
					20 = {
						long_character_event = { id =  RIP.30304 days = 0 }
					}
					60 = {
						long_character_event = { id =  RIP.30305 days = 0 }
					}
				}
			}
			break = yes
		}
		if = {
			limit = {
				event_target:immortal_rival = {
					combat_rating_diff = { who = ROOT value = 30 }
				}
				NOT = {
					event_target:immortal_rival = {
						combat_rating_diff = { who = ROOT value = 50 }
					}
				}
			}
			custom_tooltip = { text = holmgang_chances_very_poor }
			hidden_tooltip = {
				random_list = {
					1 = {
						long_character_event = { id = RIP.30302 days = 0 }
					}
					4 = {
						long_character_event = { id = RIP.30303 days = 0 }
					}
					15 = {
						long_character_event = { id =  RIP.30304 days = 0 }
					}
					80 = {
						long_character_event = { id =  RIP.30305 days = 0 }
					}
				}
			}
			break = yes
		}
		if = {
			limit = {
				event_target:immortal_rival = {
					combat_rating_diff = { who = ROOT value = 50 }
				}
			}
			custom_tooltip = { text = holmgang_chances_terrible }
			hidden_tooltip = {
				random_list = {					
					1 = {
						long_character_event = { id = RIP.30303 days = 0 }
					}
					9 = {
						long_character_event = { id =  RIP.30304 days = 0 }
					}
					90 = {
						long_character_event = { id =  RIP.30305 days = 0 }
					}
				}
			}
			break = yes
		}
		
	}
	option = { #fight. craven.
		name = placeholdername_31 #RIP.30301.fight
		trigger = {
			health = 2
			trait = craven
			NOR = {
				is_incapable = yes
				trait = severely_injured
				trait = infirm
				trait = berserker
			}
		}
		add_blood_splatter_effect = yes
		if = {
			limit = {
				combat_rating_diff = { who = event_target:immortal_rival value = 50 }
			}
			custom_tooltip = { text = holmgang_chances_great } #Tooltip reuse FTW
			hidden_tooltip = {
				random_list = {
					84 = {
						long_character_event = { id = RIP.30302 days = 0 }
					}
					10 = {
						long_character_event = { id = RIP.30303 days = 0 }
					}
					5 = {
						long_character_event = { id =  RIP.30304 days = 0 }
					}
					1 = {
						long_character_event = { id =  RIP.30305 days = 0 }
					}
				}
			}
			break = yes
		}
		if = {
			limit = {
				combat_rating_diff = { who = event_target:immortal_rival value = 30 }
				NOT = {
					combat_rating_diff = { who = event_target:immortal_rival value = 50 }
				}
			}
			custom_tooltip = { text = holmgang_chances_very_good }
			hidden_tooltip = {
				random_list = {
					70 = {
						long_character_event = { id = RIP.30302 days = 0 }
					}
					15 = {
						long_character_event = { id = RIP.30303 days = 0 }
					}
					10 = {
						long_character_event = { id = RIP.30304 days = 0 }
					}
					5 = {
						long_character_event = { id =  RIP.30305 days = 0 }
					}
				}
			}
			break = yes
		}
		if = {
			limit = {
				combat_rating_diff = { who = event_target:immortal_rival value = 10 }
				NOT = {
					combat_rating_diff = { who = event_target:immortal_rival value = 30 }
				}
			}
			custom_tooltip = { text = holmgang_chances_good }
			hidden_tooltip = {
				random_list = {
					60 = {
						long_character_event = { id = RIP.30302 days = 0 }
					}
					20 = {
						long_character_event = { id = RIP.30303 days = 0 }
					}
					15 = {
						long_character_event = { id =  RIP.30304 days = 0 }
					}
					5 = {
						long_character_event = { id =  RIP.30305 days = 0 }
					}
				}
			}
			break = yes
		}
		if = {
			limit = {
				NOT = {
					combat_rating_diff = { who = event_target:immortal_rival value = 10 }
					event_target:immortal_rival = {
						combat_rating_diff = { who = ROOT value = 10 }
					}
				}
			}
			custom_tooltip = { text = holmgang_chances_even }
			hidden_tooltip = {
				random_list = {
					20 = {
						long_character_event = { id = RIP.30302 days = 0 }
					}
					20 = {
						long_character_event = { id = RIP.30303 days = 0 }
					}
					20 = {
						long_character_event = { id =  RIP.30304 days = 0 }
					}
					40 = {
						long_character_event = { id =  RIP.30305 days = 0 }
					}
				}
			}
			break = yes
		}
		if = {
			limit = {
				event_target:immortal_rival = {
					combat_rating_diff = { who = ROOT value = 10 }
				}
				NOT = {
					event_target:immortal_rival = {
						combat_rating_diff = { who = ROOT value = 30 }
					}
				}
			}
			custom_tooltip = { text = holmgang_chances_poor }
			hidden_tooltip = {
				random_list = {
					5 = {
						long_character_event = { id = RIP.30302 days = 0 }
					}
					15 = {
						long_character_event = { id = RIP.30303 days = 0 }
					}
					20 = {
						long_character_event = { id =  RIP.30304 days = 0 }
					}
					60 = {
						long_character_event = { id =  RIP.30305 days = 0 }
					}
				}
			}
			break = yes
		}
		if = {
			limit = {
				event_target:immortal_rival = {
					combat_rating_diff = { who = ROOT value = 30 }
				}
				NOT = {
					event_target:immortal_rival = {
						combat_rating_diff = { who = ROOT value = 50 }
					}
				}
			}
			custom_tooltip = { text = holmgang_chances_very_poor }
			hidden_tooltip = {
				random_list = {
					1 = {
						long_character_event = { id = RIP.30302 days = 0 }
					}
					4 = {
						long_character_event = { id = RIP.30303 days = 0 }
					}
					15 = {
						long_character_event = { id =  RIP.30304 days = 0 }
					}
					80 = {
						long_character_event = { id =  RIP.30305 days = 0 }
					}
				}
			}
			break = yes
		}
		if = {
			limit = {
				event_target:immortal_rival = {
					combat_rating_diff = { who = ROOT value = 50 }
				}
			}
			custom_tooltip = { text = holmgang_chances_terrible }
			hidden_tooltip = {
				random_list = {					
					1 = {
						long_character_event = { id = RIP.30303 days = 0 }
					}
					9 = {
						long_character_event = { id =  RIP.30304 days = 0 }
					}
					90 = {
						long_character_event = { id =  RIP.30305 days = 0 }
					}
				}
			}
			break = yes
		}
		
	}
	option = { #die
		name = placeholdername_32 #RIP.30301.die
		custom_tooltip = { text =  placeholdername_35 } #RIP.30301.die.tooltip
			death = { death_reason = death_duel killer = event_target:immortal_rival }
	}
	option = { #persuade 
		trigger = {
			is_incapable = no
			diplomacy = 18
			OR = {
				NOT = {
					calc_true_if = {
						amount = 2
						intrigue = 18
						stewardship = 18
						learning = 18
					}
				}
				OR = {
					has_education_diplomacy_trigger = yes
					has_lifestyle_diplomacy_trigger = yes
				}
			}
		}
		tooltip_info = diplomacy
		name = placeholdername_18 #RIP.30301.persuade
		character_event = { id = RIP.30309 days = 0 }
	}
	option = { #trick
		trigger = {
			is_incapable = no
			intrigue = 18
			OR = {
				NOT = {
					calc_true_if = {
						amount = 2
						diplomacy = 18
						stewardship = 18
						learning = 18
					}
				}
				OR = {
					has_education_intrigue_trigger = yes
					has_lifestyle_intrigue_trigger = yes
				}			
			}
		}
		tooltip_info = intrigue
		name = placeholdername_10 #RIP.30301.trick
		character_event = { id = RIP.30310 days = 0 }
	}
	option = { #money power
		trigger = {
			is_incapable = no
			stewardship = 18
			OR = {
				NOT = {
					calc_true_if = {
						amount = 2
						diplomacy = 18
						intrigue = 18
						learning = 18
					}
				}
				OR = {
					has_education_stewardship_trigger = yes
					has_lifestyle_stewardship_trigger = yes
				}			
			}
		}
		tooltip_info = stewardship
		name = EVTOPTBLoR.410 #Guards!
		character_event = { id = RIP.30311 days = 0 }
	}
	option = { #debate
		trigger = {
			is_incapable = no
			learning = 18
			OR = {
				NOT = {
					calc_true_if = {
						amount = 2
						diplomacy = 18
						intrigue = 18
						stewardship = 18
					}
				}
				OR = {
					has_education_learning_trigger = yes
					has_lifestyle_learning_trigger = yes
					is_learned_trigger = yes
				}			
			}
		}
		tooltip_info = learning
		name = placeholdername_22 #RIP.30301.debate
		character_event = { id = RIP.30312 days = 0 }
	}
}

long_character_event = { # win - no wound
	id = RIP.30302
	desc = RIP.30302.d
	border = GFX_event_long_frame_war
	picture = GFX_evt_melee
	
	desc = {
		trigger = { 
			trait = berserker 
		}
		text = placeholdername_3 #RIP.30302.d.berserker
		
	}
	desc = {
		trigger = { 
			trait = craven 
		}
		text = placeholdername_7 #RIP.30302.d.craven
	}

	is_triggered_only = yes

	option = {
		trigger = {
			NOR = {
				trait = berserker
				trait = craven
			}
		}
		name = RIP.30302.a
		event_target:immortal_rival = {
			death = { death_reason = death_duel killer = ROOT }
		}
	}
	option = {
		trigger = {			
			trait = craven
		}
		name = placeholdername_8
		event_target:immortal_rival = {
			death = { death_reason = death_duel killer = ROOT }
		}
		custom_tooltip = { text = placeholdername_34 }
	}
	option = {
		trigger = {
			trait = berserker
		}
		name = placeholdername_4
		event_target:immortal_rival = {
			death = { death_reason = death_duel killer = ROOT }
		}
		custom_tooltip = { text = placeholdername_34 }
	}
}

long_character_event = { # win - wound
	id = RIP.30303
	desc = RIP.30303.d
	border = GFX_event_long_frame_war
	picture = GFX_evt_melee
	
	desc = {
		trigger = { 
			trait = berserker 
		}
		text = placeholdername_3 #RIP.30302.d.berserker
	}
	desc = {
		trigger = { 
			trait = craven 
		}
		text = placeholdername_7 #RIP.30302.d.craven
	}

	is_triggered_only = yes

	option = {
		trigger = {
			NOR = {
				trait = berserker
				trait = craven
			}
		}
		name = RIP.30303.a
		event_target:immortal_rival = {
			death = { death_reason = death_duel killer = ROOT }
		}
		add_trait_wounded_effect = yes
	}
	option = {
		trigger = {
			trait = craven
		}
		name = placeholdername_9
		event_target:immortal_rival = {
			death = { death_reason = death_duel killer = ROOT }
		}
		add_trait_wounded_effect = yes
		custom_tooltip = { text = placeholdername_34 }
	}
	option = {
		trigger = {
			trait = berserker
		}
		name = placeholdername_6
		event_target:immortal_rival = {
			death = { death_reason = death_duel killer = ROOT }
		}
		add_trait_wounded_effect = yes
		custom_tooltip = { text = placeholdername_34 }
	}
}

long_character_event = { # win - maimed
	id = RIP.30304
	desc = RIP.30304.d
	border = GFX_event_long_frame_war
	picture = GFX_evt_melee
	
	desc = {
		trigger = { 
			trait = berserker 
		}
		text = placeholdername_3 #RIP.30302.d.berserker
	}
	desc = {
		trigger = { 
			trait = craven 
		}
		text = placeholdername_7 #RIP.30302.d.craven
	}

	is_triggered_only = yes

	option = {
		name = RIP.30304.a
		event_target:immortal_rival = {
			death = { death_reason = death_duel killer = ROOT }
		}
		if = {
			limit = {
				can_be_maimed_trigger = yes
			}
				add_maimed_trait_effect = yes
			break = yes
		}
		add_trait_wounded_effect = yes
	}
	option = {
		trigger = {
			trait = craven
		}
		name = placeholdername_9
		event_target:immortal_rival = {
			death = { death_reason = death_duel killer = ROOT }
		}
		if = {
			limit = {
				can_be_maimed_trigger = yes
			}
				add_maimed_trait_effect = yes
			custom_tooltip = { text = placeholdername_34 }
			break = yes
		}
		add_trait_wounded_effect = yes
		custom_tooltip = { text = placeholdername_34 }
	}
	option = {
		trigger = {
			trait = berserker
		}
		name = placeholdername_6
		event_target:immortal_rival = {
			death = { death_reason = death_duel killer = ROOT }
		}
		if = {
			limit = {
				can_be_maimed_trigger = yes
			}
				add_maimed_trait_effect = yes
			custom_tooltip = { text = placeholdername_34 }	
			break = yes
		}
		add_trait_wounded_effect = yes
		custom_tooltip = { text = placeholdername_34 }
	}
}

long_character_event = { # loss - death
	id = RIP.30305
	desc = RIP.30305.d
	border = GFX_event_long_frame_war
	picture = GFX_evt_melee

	is_triggered_only = yes

	option = {
		name = RIP.30305.a
		long_character_event = { id = RIP.30306 days = 0 }
	}
}

long_character_event = { # loss - death2
	id = RIP.30306
	desc = RIP.30306.d
	border = GFX_event_long_frame_war
	picture = GFX_evt_beheading

	is_triggered_only = yes

	option = {
		name = RIP.30306.a
		death = { death_reason = death_duel killer = event_target:immortal_rival }
		hidden_effect = {
			event_target:immortal_rival = { 
				leave_court_and_die_effect = yes
			}
		}
	}
}

#character_event = { # loss - mercy
#	id = RIP.30307
#	desc = RIP.30307.d
#	border = GFX_event_normal_frame_war
#	picture = GFX_evt_suspicious_noble
#
#	is_triggered_only = yes
#
#	option = {
#		name = RIP.30307.a
#		
#	}
#}

character_event = { # flag clear
	id = RIP.30308
	hide_window = yes

	is_triggered_only = yes

	option = {
		clr_character_flag = immortal_rival_highlander
		clr_character_flag = immortal_rival_evildude
		clr_character_flag = immortal_rival_goodguy
		clr_character_flag = immortal_rival_shieldmaiden
		clr_character_flag = immortal_rival_horse		
	}
}

character_event = {
	id = RIP.30309
	desc = placeholdername_19 #RIP.30309.d
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_suspicious_noble

	is_triggered_only = yes

	option = {
		name = placeholdername_20# RIP.30309.a
		event_target:immortal_rival = { 
			add_friend = ROOT
		}
	}
	option = {
		name = placeholdername_21# RIP.30309.b
		trigger = {
			NOT = { trait = honest }
		}
		event_target:immortal_rival = {
			death = { death_reason = death_murder_butchered killer = ROOT }
		}
	}
}

character_event = { # trick
	id = RIP.30310
	desc = placeholdername_11# RIP.30310.d
	border = GFX_event_normal_frame_intrigue 
	picture = GFX_evt_suspicious_noble

	is_triggered_only = yes

	option = {
		name = placeholdername_12 #RIP.30310.a
		event_target:immortal_rival = {
			death = { death_reason = death_execution_crushing killer = ROOT }
		}
	}
	option = {
		trigger = {
			stewardship = 14
		}
		name = placeholdername_13 #RIP.30310.b	
		tooltip_info = stewardship
		capital_scope = {
			show_scope_change = no
			add_province_modifier = {
				name = trapped_immortal
				duration = -1
			}			
		}
	}
}

character_event = { # the power of money
	id = RIP.30311
	desc = placeholdername_14# RIP.30311.d
	border = GFX_event_normal_frame_economy
	picture = GFX_evt_suspicious_noble

	is_triggered_only = yes

	option = {
		name = placeholdername_15 #RIP.30311.a #prison
		event_target:immortal_rival = {
			imprison = ROOT
		}
	}
	option = {
		trigger = {
			OR = {
				trait = lunatic
				trait = possessed  
				trait = hunter
			}
		}
		name = placeholdername_17 #RIP.30311.e #platypus 
		tooltip_info = hunter
		custom_tooltip = { text = immortal_hunter_tooltip }
		event_target:immortal_rival = {
			death = { death_reason = death_platypus killer = ROOT }
		}
	}
	option = {
		trigger = {
			NOT = {
				trait = kind
			}
		}
		name = placeholdername_16 #RIP.30311.b	#burn
		event_target:immortal_rival = {
			death = { death_reason = death_execution_burning killer = ROOT }
		}
	}
	option = {
		trigger = {
			stewardship = 14
		}
		name = placeholdername_13 #RIP.30310.c	#work
		tooltip_info = stewardship
		event_target:immortal_rival = {
			death = { death_reason = death_missing killer = ROOT }
		}
		capital_scope = {
			show_scope_change = no
			add_province_modifier = {
				name = trapped_immortal
				duration = -1
			}			
		}
	}
}

character_event = { # debate
	id = RIP.30312
	desc = placeholdername_23 #RIP.30312.d
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_suspicious_noble

	is_triggered_only = yes

	option = {
		name = placeholdername_24 #RIP.30312.a #new
		character_event = { id = RIP.30313 days = 0 }
	}
	
	option = {
		name = placeholdername_25 #RIP.30312.b #refuse
		character_event = { id = RIP.30313 days = 0 }
	}
}

character_event = { # debate2
	id = RIP.30313
	desc = placeholdername_26 #RIP.30313.d
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_suspicious_noble

	is_triggered_only = yes

	option = {
		name = placeholdername_27 #RIP.30313.a #argue on
		character_event = { id = RIP.30314 days = 0 }
	}
	
	option = {
		name = placeholdername_28 #RIP.30313.b #kill
		event_target:immortal_rival = {
			death = { death_reason = death_accident killer = ROOT }
		}
	}
}

character_event = { # debate3
	id = RIP.30314
	desc = placeholdername_29 #RIP.30314.d
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_suspicious_noble

	is_triggered_only = yes

	option = {
		name = placeholdername_30 #RIP.30314.a
		event_target:immortal_rival = {
			death = { death_reason = death_missing killer = ROOT }
		}
	}

}

character_event = { # immortal suspicions 
	id = RIP.30315
	desc = placeholdername_43 #RIP.30315.d
	border = GFX_event_normal_frame_intrigue 
	picture = GFX_evt_suspicious_noble
	
	immediate = {
		most_popular_vassal = {
			limit = {
				ai = yes
				immortal = no
				NOT = { opinion = { who = ROOT value = 50 } }
				intrigue = 12 
			}
			save_event_target_as = immortal_suspector
		}
	}

	is_triggered_only = yes
	
	only_playable = yes
	only_capable = yes
	
	trigger = {
		immortal = yes
		age = 70
		NOR = { 
			has_character_flag = immortal_crisis
			has_character_flag = immortal_crisis_confirmed
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 2
			age = 100
		}
		modifier = {
			factor = 2
			age = 150
		}
		
		modifier = {
			factor = 2
			age = 200
		}
		
		modifier = {
			factor = 2
			age = 300
		}		

	}

	option = {
		name = EVTOPTA_CM_6000 #Sweet text reuse
		set_character_flag = immortal_crisis
		event_target:immortal_suspector = {
			opinion = { modifier = immortal_suspicions who = ROOT years = 100 } 
		}
	}
	
}

character_event = { # clean up immortal crisis 
	id = RIP.30316
	hide_window = yes

	is_triggered_only = yes
	
	only_playable = yes
	only_capable = yes
	
	trigger = {
		immortal = yes
		OR = {
			has_character_flag = immortal_crisis
			has_character_flag = immortal_crisis_confirmed
		}
		NOR = {
			any_vassal = {
				has_opinion_modifier = { who = ROOT  modifier = immortal_hate }
			}
			any_vassal = {
				has_opinion_modifier = { who = ROOT  modifier = immortal_suspicions }
			}
		}
	}

	option = {
		clr_character_flag = immortal_crisis
		clr_character_flag = immortal_crisis_confirmed
	}
	
}

character_event = { # suspicions spread 
	id = RIP.30317
	hide_window = yes

	is_triggered_only = yes
	
	only_playable = yes
	only_capable = yes
	
	immediate = {
		random_vassal = {
			limit = {
				ai = yes
				immortal = no
				NOR = { 
					opinion = { who = ROOT value = 50 }
					has_opinion_modifier = { who = ROOT modifier = immortal_suspicions }
					has_opinion_modifier = { who = ROOT modifier = immortal_loyalty }
					has_opinion_modifier = { who = ROOT modifier = immortal_hate }
				}
			}
			save_event_target_as = immortal_suspector
		}
	}
	
	trigger = {
		has_character_flag = immortal_crisis
		NOT = { has_character_flag = immortal_crisis_confirmed }
		any_vassal = {
			ai = yes
			immortal = no
			NOR = { 
				opinion = { who = ROOT value = 50 }
				has_opinion_modifier = { who = ROOT modifier = immortal_suspicions }
				has_opinion_modifier = { who = ROOT modifier = immortal_loyalty }
				has_opinion_modifier = { who = ROOT modifier = immortal_hate }
			}
		}
	}

	option = {
		name = RIP.30302.a	
		random_list = {
			90 = {
				event_target:immortal_suspector = {
					opinion = { modifier = immortal_suspicions who = ROOT years = 100 } 
				}
			}
			10 = {
				event_target:immortal_suspector = {
					opinion = { modifier = immortal_loyalty who = ROOT years = 100 } 
				}
			}
		}
	}
}

character_event = { # suspicions are confirmed
	id = RIP.30318
	desc = placeholdername_44 #RIP.30318.d
	border = GFX_event_normal_frame_intrigue
	picture = GFX_evt_suspicious_noble 

	is_triggered_only = yes
	
	only_playable = yes
	only_capable = yes
	
	trigger = {
		immortal = yes
		age = 70
		has_character_flag = immortal_crisis
		any_vassal = {
			ai = yes
			immortal = no
			has_opinion_modifier = { who = ROOT modifier = immortal_suspicions }
			intrigue = 16
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 2
			age = 100
		}
		modifier = {
			factor = 2
			age = 150
		}
		
		modifier = {
			factor = 2
			age = 200
		}
		
		modifier = {
			factor = 2
			age = 300
		}		

	}

	option = {
		name = CURSES
		set_character_flag = immortal_crisis_confirmed
		any_vassal = {
			limit = {
				has_opinion_modifier = { who = ROOT modifier = immortal_suspicions }
			}
			hidden_effect = { remove_opinion = { who = ROOT modifier = immortal_suspicions } }
			opinion = { modifier = immortal_hate who = ROOT years = 100 } 
		}
		clr_character_flag = immortal_crisis
	}
	
}

character_event = { # spare event
	id = RIP.30400
	desc = RIP.30302.d
	border = GFX_event_normal_frame_war
	picture = GFX_evt_suspicious_noble

	is_triggered_only = yes

	option = {
		name = RIP.30302.a
		
	}
	
}