#########################################
#
# Adventurers negotiation
#
#########################################

# Mathilda Bjarnehed

namespace = adv

character_event = {
	id = adv.001

	is_triggered_only = yes
	hide_window = yes

	immediate = {
		# Use the override if there is one, otherwise use FROM
		if = {
			limit = {
				event_target:adventurer_decision_target_override = {
					is_alive = yes
				}
			}

			event_target:adventurer_decision_target_override = {
				save_event_target_as = raiding_adventurer
			}
		}
		else = {
			FROM = {
				save_event_target_as = raiding_adventurer
			}
		}

		# Use the override if there is one, otherwise use ROOT
		if = {
			limit = {
				event_target:adventurer_decision_taker_override = {
					is_alive = yes
				}
			}

			event_target:adventurer_decision_taker_override = {
				save_event_target_as = adventurer_target
			}
		}
		else = {
			save_event_target_as = adventurer_target
		}

		# Stores how much money adventurer has
		event_target:raiding_adventurer = {
			export_to_variable = {
				which = local_adventurer_treasury
				value = wealth
			}
		}

		# Picks out a province to sell
		random_demesne_province = {
			limit = {
				is_capital = no
				num_of_settlements >= 1
				NOT = { has_province_modifier = nomad_agitation }
				owned_by = PREV
			}

			preferred_limit = {
				event_target:raiding_adventurer = {
					is_seafarer = yes
				}

				is_coastal = yes
			}

			# Base Value is 100
			set_variable = {
				which = local_price
				value = 100
			}

			# Each settlement is worth 100
			export_to_variable = {
				which = local_settlements_price
				value = num_of_settlements
			}

			multiply_variable = {
				which = local_settlements_price
				value = 100
			}

			change_variable = {
				which = local_price
				which = local_settlements_price
			}

			# Each empty holding is worth 25
			export_to_variable = {
				which = local_empty_holdings_price
				value = num_of_settlements
			}

			multiply_variable = {
				which = local_empty_holdings_price
				value = 25
			}

			change_variable = {
				which = local_price
				which = local_empty_holdings_price
			}

			# Haggling starts lower
			set_variable = {
				which = local_haggle_price
				which = local_price
			}

			multiply_variable = {
				which = local_haggle_price
				value = 0.7
			}

			# Checks that the adventurer has enough money to haggle
			if = {
				limit = {
					OR = {
						event_target:adventurer_target = {
							has_character_flag = peaceful_negotiation
						}

						event_target:raiding_adventurer = {
							wealth >= local_haggle_price
						}
					}
				}

				save_event_target_as = selling_province
			}
		}

		# If they can't afford your province, pick a vassal province (also a big chance to happen even if they can afford it)
		random_list = {
			20 = {
				trigger = { event_target:selling_province = { always = yes } }
				# Empty, your demesne province is kept as selling_province
			}

			80 = {
				random_vassal = {
					limit = {
						any_demesne_province = {
							is_capital = no
							num_of_settlements >= 1
							NOT = { has_province_modifier = nomad_agitation }
							owned_by = PREV
						}
					}

					preferred_limit = {
						event_target:raiding_adventurer = {
							is_seafarer = yes
						}

						any_demesne_province = {
							is_coastal = yes
							is_capital = no
							num_of_settlements >= 1
							NOT = { has_province_modifier = nomad_agitation }
							owned_by = PREV
						}
					}

					random_demesne_province = {
						limit = {
							is_capital = no
							num_of_settlements >= 1
							NOT = { has_province_modifier = nomad_agitation }
							owned_by = PREV
						}

						preferred_limit = {
							event_target:raiding_adventurer = {
								is_seafarer = yes
							}

							is_coastal = yes
						}

						# Base Value is 100
						set_variable = {
							which = local_price
							value = 100
						}

						# Each settlement is worth 100
						export_to_variable = {
							which = local_settlements_price
							value = num_of_settlements
						}

						multiply_variable = {
							which = local_settlements_price
							value = 100
						}

						change_variable = {
							which = local_price
							which = local_settlements_price
						}

						# Each empty holding is worth 25
						export_to_variable = {
							which = local_empty_holdings_price
							value = num_of_settlements
						}

						multiply_variable = {
							which = local_empty_holdings_price
							value = 25
						}

						change_variable = {
							which = local_price
							which = local_empty_holdings_price
						}

						# Haggling starts lower
						set_variable = {
							which = local_haggle_price
							which = local_price
						}

						multiply_variable = {
							which = local_haggle_price
							value = 0.7
						}

						save_event_target_as = selling_province
					}
				}
			}
		}

		if = {
			limit = { event_target:raiding_adventurer = { is_married = no } }

			random_child = {
				limit = {
					is_opposite_sex = event_target:raiding_adventurer
					is_marriage_adult = yes
					can_marry = yes
					NOT = { is_primary_heir = ROOT }
					is_ruler = no
					has_disability_trigger = no
					character_disease_trigger = no

					OR = {
						stewardship >= 5
						martial >= 5
						diplomacy >= 5
						intrigue >= 5
						learning >= 5
					}
				}

				preferred_limit = {
					OR = {
						stewardship >= 13
						martial >= 13
						diplomacy >= 13
						intrigue >= 13
						learning >= 15
						is_smart_trigger = yes
						has_attractive_trait_trigger = yes
						has_pleasant_personality_trigger = yes
					}

					NOR = {
						trait = celibate
						trait = homosexual
					}

					has_mental_disorder_trigger = no
					has_ugly_trait_trigger = no
					is_dumb_trigger = no
				}

				preferred_limit = {
					NOR = {
						trait = homosexual
						trait = celibate
					}

					is_dumb_trigger = no
					has_mental_disorder_trigger = no
					has_ugly_trait_trigger = no
				}

				preferred_limit = {
					is_dumb_trigger = no
					has_mental_disorder_trigger = no
					has_ugly_trait_trigger = no
				}

				preferred_limit = {
					has_ugly_trait_trigger = no
				}

				save_event_target_as = marriage_child
			}
		}

		# If a suitable deal can be made, fire the negotiation
		if = {
			limit = {
				OR = {
					event_target:selling_province = { always = yes }
					event_target:marriage_child = { always = yes }
				}
			}

			letter_event = { id = adv.003 }
		}
		else = {
			# Adventurer declares war
			raiding_adventurer_war_declaration_effect = yes

			# Logging for displaced prince...
			if = {
				limit = {
					event_target:raiding_adventurer = {
						has_character_flag = is_displaced_prince
					}
				}

				log = "Displaced royal: [raiding_adventurer.GetBestName] declared war over the province [selling_province.GetName], currently held by [Root.GetBestName]."
			}
		}
	}
}

# Negotiation start
letter_event = {
	id = adv.003
	border = GFX_event_letter_frame_war

	desc = {
		text = evt_ADV_3_desc_a
		trigger = {
			event_target:selling_province = { always = yes }
			event_target:marriage_child = { always = yes }
		}
	}
	desc = {
		text = evt_ADV_3_desc_b
		trigger = {
			event_target:selling_province = { always = yes }
			NOT = { event_target:marriage_child = { always = yes } }
		}
	}
	desc = {
		text = evt_ADV_3_desc_c
		trigger = {
			NOT = { event_target:selling_province = { always = yes } }
			event_target:marriage_child = { always = yes }
		}
	}

	is_triggered_only = yes

	# Sell your province
	option = {
		name = evt_ADV_3_opt_a

		trigger = { owns = event_target:selling_province }

		event_target:raiding_adventurer = {
			show_scope_change = no

			character_event = {
				id = adv.010
				days = 5
				tooltip = evt_ADV_3_opt_a_tt
			}
		}

		ai_chance = {
			factor = 20

			mult_modifier = {
				factor = 2
				trait = craven
			}

			mult_modifier = {
				factor = 1.3
				trait = greedy
			}

			mult_modifier = {
				factor = 1.3

				realm_levy_diff = {
					who = event_target:raiding_adventurer
					value < -1500
				}
			}

			mult_modifier = {
				factor = 1.5

				realm_levy_diff = {
					who = event_target:raiding_adventurer
					value < -3000
				}
			}

			mult_modifier = {
				factor = 1.5

				realm_levy_diff = {
					who = event_target:raiding_adventurer
					value < -5000
				}
			}
		}
	}

	# Sell vassal's province
	option = {
		name = evt_ADV_3_opt_a

		trigger = {
			NOT = { owns = event_target:selling_province }
		}

		event_target:raiding_adventurer = {
			show_scope_change = no

			character_event = {
				id = adv.010
				days = 5
				tooltip = evt_ADV_3_opt_b_tt
			}
		}

		tooltip = {
			prestige = -50

			event_target:selling_province = {
				show_scope_change = no

				owner = {
					show_scope_change = no

					opinion = {
						name = sold_my_province
						who = ROOT
						years = 100
					}
				}
			}

			if = {
				limit = {
					any_vassal = {
						NOT = { owns = event_target:selling_province }
					}
				}

				custom_tooltip = { text = evt_ADV_5_opt_a_tt }
			}
		}

		ai_chance = {
			factor = 30

			mult_modifier = {
				factor = 2
				trait = craven
			}

			mult_modifier = {
				factor = 2
				trait = greedy
			}

			mult_modifier = {
				factor = 1.3

				realm_levy_diff = {
					who = event_target:raiding_adventurer
					value < -1500
				}
			}

			mult_modifier = {
				factor = 1.5

				realm_levy_diff = {
					who = event_target:raiding_adventurer
					value < -3000
				}
			}

			mult_modifier = {
				factor = 1.5

				realm_levy_diff = {
					who = event_target:raiding_adventurer
					value < -5000
				}
			}
		}
	}

	# Agree to marriage
	option = {
		name = evt_ADV_3_opt_c

		trigger = {
			event_target:marriage_child = {
				character = yes
			}
		}

		custom_tooltip = {
			text = evt_ADV_3_opt_c_tt

			clr_character_flag = adventurer_unsafe_duchy_war
			clr_character_flag = adventurer_safe_duchy_war
			clr_character_flag = negotiating_with_adventurer

			set_looter_hostility_days = {
				who = event_target:raiding_adventurer
				days = 0
			}

			event_target:raiding_adventurer = {
				set_looter_hostility_days = {
					who = ROOT
					days = 0
				}
			}
		}

		event_target:marriage_child = {
			show_scope_change = no

			if = {
				limit = { is_female = no }
				add_spouse_matrilineal = event_target:raiding_adventurer
			}
			else = {
				add_spouse = event_target:raiding_adventurer
			}
		}

		log = "Raiding adventurer [raiding_adventurer.GetBestName]([raiding_adventurer.GetID]) got married to [marriage_child.GetBestName]([marriage_child.GetID]) after negotiations"

		# Logging for displaced prince...
		if = {
			limit = {
				event_target:raiding_adventurer = {
					has_character_flag = is_displaced_prince
				}
			}

			log = "Displaced royal: [raiding_adventurer.GetBestName] ([raiding_adventurer.GetID]) got married to [marriage_child.GetBestName]([marriage_child.GetID]) after negotiations"
		}


		ai_chance = {
			factor = 100

			mult_modifier = {
				factor = 2
				trait = craven
			}

			mult_modifier = {
				is_rival = event_target:marriage_child
				factor = 2
			}

			mult_modifier = {
				is_friend = event_target:marriage_child
				factor = 0.5
			}

			mult_modifier = {
				num_of_children >= 5
				factor = 1.3
			}

			mult_modifier = {
				factor = 1.3

				realm_levy_diff = {
					who = event_target:raiding_adventurer
					value < -1500
				}
			}

			mult_modifier = {
				factor = 1.5

				realm_levy_diff = {
					who = event_target:raiding_adventurer
					value < 3000
				}
			}

			mult_modifier = {
				factor = 1.5

				realm_levy_diff = {
					who = event_target:raiding_adventurer
					value < 5000
				}
			}
		}
	}

	# No deal
	option = {
		name = EVTOPTD_ADV_3

		trigger = {
			event_target:adventurer_target = {
				NOT = { has_character_flag = peaceful_negotiation }
			}
		}

		custom_tooltip = { text = EVTOPTD_ADV_3_TT }

		# Adventurer declares war
		raiding_adventurer_war_declaration_effect = yes

		# Logging for displaced prince...
		if = {
			limit = { event_target:raiding_adventurer = { has_character_flag = is_displaced_prince } }
			log = "Displaced royal: [raiding_adventurer.GetBestName] had [raiding_adventurer.GetHerHis] negotiation turned down, and instead declared war over the province [selling_province.GetName], currently held by [Root.GetBestName]."
		}

		ai_chance = {
			factor = 20

			mult_modifier = {
				factor = 1.3

				realm_levy_diff = {
					who = event_target:raiding_adventurer
					value >= 1000
				}
			}

			mult_modifier = {
				factor = 1.3

				realm_levy_diff = {
					who = event_target:raiding_adventurer
					value >= 2500
				}
			}

			mult_modifier = {
				factor = 2
				trait = brave
			}

			mult_modifier = {
				factor = 1.5
				trait = wroth
			}

			mult_modifier = {
				factor = 1.5
				trait = ambitious
			}
		}
	}

	# No deal - peaceful
	option = {
		name = EVTOPTE_ADV_3

		trigger = {
			event_target:adventurer_target = {
				has_character_flag = peaceful_negotiation
			}
		}

		custom_tooltip = { text = EVTOPTE_ADV_3_TT }

		clr_character_flag = peaceful_negotiation

		# Logging for displaced prince...
		if = {
			limit = { event_target:raiding_adventurer = { has_character_flag = is_displaced_prince } }
			log = "Displaced royal: [raiding_adventurer.GetBestName] had their negotiation turned down, no war was declared as the event was fired via a player-only decision"
		}

		ai_chance = {
			factor = 20

			mult_modifier = {
				factor = 1.3

				realm_levy_diff = {
					who = event_target:raiding_adventurer
					value >= 1000
				}
			}

			mult_modifier = {
				factor = 1.3

				realm_levy_diff = {
					who = event_target:raiding_adventurer
					value >= 2500
				}
			}

			mult_modifier = {
				factor = 2
				trait = brave
			}

			mult_modifier = {
				factor = 1.5
				trait = wroth
			}

			mult_modifier = {
				factor = 1.5
				trait = ambitious
			}
		}
	}
}

# They accept the offer
letter_event = {
	id = adv.004
	desc = EVTDESC_ADV_4
	border = GFX_event_letter_frame_diplomacy

	is_triggered_only = yes

	option = {
		name = EVTOPTA_ADV_4

		# Transfers the price of the selling province
		wealth = local_price

		hidden_effect = {
			multiply_variable = {
				which = local_price
				value = -1
			}

			event_target:raiding_adventurer = {
				wealth = local_price
				clr_character_flag = raiding_adventurer # flag set in hl_raiding_adventurers_events.txt
			}

			# Make it positive again for logging purposes, down below
			multiply_variable = {
				which = local_price
				value = -1
			}

			# Non-Aggression Pact
			opinion = {
				name = in_non_aggression_pact
				who = FROM
				years = 3
				origin_description = EVTTITLE_ADV_4
			}

			FROM = {
				opinion = {
					name = in_non_aggression_pact
					who = ROOT
					years = 3
					origin_description = EVTTITLE_ADV_4
				}
			}
		}

		# Changes opinions/prestige if not your province
		if = {
			limit = {
				event_target:selling_province = {
					NOT = { owned_by = ROOT }
				}
			}

			prestige = -50

			event_target:selling_province = {
				show_scope_change = no

				owner = {
					show_scope_change = no

					opinion = {
						name = sold_my_province
						who = ROOT
						years = 100
					}
				}
			}

			if = {
				limit = {
					any_vassal = {
						NOT = { owns = event_target:selling_province }
					}
				}

				custom_tooltip = {
					text = evt_ADV_5_opt_a_tt

					any_vassal = {
						limit = {
							NOT = { owns = event_target:selling_province }
						}

						opinion = {
							name = sold_vassal_province
							who = ROOT
							years = 5
						}
					}
				}
			}
		}

		# Government switch
		if = {
			limit = {
				is_nomadic = no

				event_target:raiding_adventurer = {
					is_nomadic = yes
				}
			}

			event_target:raiding_adventurer = {
				show_scope_change = no

				set_correct_feudal_government_type_effect = yes
			}
		}

		# Grants province and sets liege
		event_target:selling_province = {
			show_scope_change = no

			county = {
				show_scope_change = no

				grant_title = event_target:raiding_adventurer
			}
		}

		event_target:raiding_adventurer = {
			show_scope_change = no

			set_defacto_liege = ROOT
		}

		# Logging for displaced prince...
		if = {
			limit = { event_target:raiding_adventurer = { has_character_flag = is_displaced_prince } }
			log = "Displaced royal: [raiding_adventurer.GetBestName] settled after buying the province [selling_province.GetName] to the price of [local_price.GetValue] ducats, from [Root.GetBestName]."
		}
		else = {
			log = "Adventurer [raiding_adventurer.GetBestName] settled after buying the province [selling_province.GetName] to the price of [local_price.GetValue] ducats."
		}

		# Chance to convert to your religion (unless it's a Chinese royal...)
		hidden_effect = {
			event_target:raiding_adventurer = {
				if = {
					limit = {
						NOR = {
							religion = ROOT
							has_character_flag = is_displaced_prince
						}
					}

					character_event = { id = adv.020 }
				}
			}

			# Make country safe
			any_realm_province = {
				limit = { held_under_PREV = yes }

				add_province_modifier = {
					name = settled_adventurer
					years = 10
				}
			}

			event_target:raiding_adventurer = {
				any_unit = {
					set_can_toggle_looting = yes
					set_looting = no
					set_can_toggle_looting = no
				}

				set_looter_hostility_days = {
					who = ROOT
					days = 0
				}
			}

			set_looter_hostility_days = {
				who = event_target:raiding_adventurer
				days = 0
			}
		}
	}

	after = {
		clr_character_flag = adventurer_unsafe_duchy_war
		clr_character_flag = adventurer_safe_duchy_war
		clr_character_flag = negotiating_with_adventurer
	}
}

# Adventurer has a counter-offer
letter_event = {
	id = adv.005
	border = GFX_event_letter_frame_diplomacy

	desc = {
		text = EVTDESC_ADV_5
		trigger = { FROM = { has_character_flag = haggle_price } } # They have enough money and offer to haggle
	}
	desc = {
		text = EVTDESC_ADV_5_B
		trigger = { FROM = { has_character_flag = no_haggling } } # They do not have enough money to haggle and demand it for free
	}

	is_triggered_only = yes

	# Accept
	option = {
		name = EVTOPTA_ADV_5

		# Transfers the province offer made by the adventurer
		if = {
			limit = { FROM = { has_character_flag = haggle_price } }
			wealth = local_province_offer
		}

		hidden_effect = {
			if = {
				limit = { FROM = { has_character_flag = haggle_price } }

				event_target:raiding_adventurer = {
					multiply_variable = {
						which = local_province_offer
						value = -1
					}

					wealth = local_province_offer
					clr_character_flag = raiding_adventurer # flag set in hl_raiding_adventurers_events.txt

					# Make it positive again, for logging purposes
					multiply_variable = {
						which = local_province_offer
						value = -1
					}
				}
			}

			# Non-Aggression Pact
			opinion = {
				name = in_non_aggression_pact
				who = FROM
				years = 3
				origin_description = EVTTITLE_ADV_4
			}

			reverse_opinion = {
				name = in_non_aggression_pact
				who = FROM
				years = 3
				origin_description = EVTTITLE_ADV_4
			}
		}

		# Changes opinions/prestige if not your province
		if = {
			limit = {
				NOT = { owns = event_target:selling_province }
			}

			prestige = -50

			event_target:selling_province = {
				show_scope_change = no

				owner = {
					show_scope_change = no

					opinion = {
						name = sold_my_province
						who = ROOT
						years = 100
					}
				}
			}

			if = {
				limit = {
					any_vassal = {
						NOT = { owns = event_target:selling_province }
					}
				}

				custom_tooltip = {
					text = evt_ADV_5_opt_a_tt

					any_vassal = {
						limit = {
							NOT = { owns = event_target:selling_province }
						}

						opinion = {
							name = sold_vassal_province
							who = ROOT
							years = 5
						}
					}
				}
			}
		}

		# Government switch
		if = {
			limit = {
				is_nomadic = no

				event_target:raiding_adventurer = {
					is_nomadic = yes
				}
			}

			event_target:raiding_adventurer = {
				show_scope_change = no

				set_correct_feudal_government_type_effect = yes
			}
		}

		# Gives province and sets liege
		event_target:selling_province = {
			show_scope_change = no

			county = {
				show_scope_change = no

				grant_title = event_target:raiding_adventurer
			}
		}

		event_target:raiding_adventurer = {
			show_scope_change = no

			set_defacto_liege = ROOT
		}

		# Logging for displaced prince...
		if = {
			limit = { event_target:raiding_adventurer = { has_character_flag = is_displaced_prince } }
			log = "Displaced royal: [raiding_adventurer.GetBestName] settled after buying the province [selling_province.GetName] to the price of [local_province_offer.GetValue] ducats, from [Root.GetBestName]."
		}

		if = {
			limit = {
				FROM = { has_character_flag = no_haggling }
			}
			log = "Adventurer [raiding_adventurer.GetBestName] ([raiding_adventurer.GetID]) was given the province of [selling_province.GetName] after [raiding_adventurer.GetSheHe] couldn't afford to buy it."
		}
		else = {
			log = "Adventurer [raiding_adventurer.GetBestName] ([raiding_adventurer.GetID]) settled after buying the province [selling_province.GetName] to the haggle price of [local_province_offer.GetValue] ducats."
		}

		# Chance to convert to your religion (unless it's a Chinese royal...)
		hidden_effect = {
			event_target:raiding_adventurer = {
				if = {
					limit = {
						NOR = {
							religion = ROOT
							has_character_flag = is_displaced_prince
						}
					}
				}

				character_event = { id = adv.020 }
			}

			# Make country safe
			any_realm_province = {
				limit = { held_under_PREV = yes }

				add_province_modifier = {
					name = settled_adventurer
					years = 10
				}
			}

			event_target:raiding_adventurer = {
				any_unit = {
					set_can_toggle_looting = yes
					set_looting = no
					set_can_toggle_looting = no
				}

				set_looter_hostility_days = {
					who = ROOT
					days = 0
				}
			}

			set_looter_hostility_days = {
				who = event_target:raiding_adventurer
				days = 0
			}
		}

		ai_chance = {
			factor = 50

			mult_modifier = {
				factor = 2
				trait = craven
			}

			mult_modifier = {
				factor = 1.3
				trait = greedy
			}

			mult_modifier = {
				factor = 1.3

				realm_levy_diff = {
					who = event_target:raiding_adventurer
					value < -1500
				}
			}

			mult_modifier = {
				factor = 1.5

				realm_levy_diff = {
					who = event_target:raiding_adventurer
					value < -3000
				}
			}

			mult_modifier = {
				factor = 1.5

				realm_levy_diff = {
					who = event_target:raiding_adventurer
					value < -5000
				}
			}
		}
	}

	# Decline
	option = {
		name = EVTOPTD_ADV_5

		trigger = {
			event_target:adventurer_target = {
				NOT = { has_character_flag = peaceful_negotiation }
			}
		}

		custom_tooltip = { text = EVTOPTD_ADV_3_TT }

		# Adventurer declares war
		raiding_adventurer_war_declaration_effect = yes

		ai_chance = {
			factor = 50

			mult_modifier = {
				factor = 1.3

				realm_levy_diff = {
					who = event_target:raiding_adventurer
					value >= 1000
				}
			}

			mult_modifier = {
				factor = 1.3

				realm_levy_diff = {
					who = event_target:raiding_adventurer
					value >= 2500
				}
			}

			mult_modifier = {
				trait = brave
				factor = 2
			}

			mult_modifier = {
				trait = wroth
				factor = 1.5
			}

			mult_modifier = {
				trait = ambitious
				factor = 1.5
			}

			mult_modifier = {
				factor = 5

				event_target:raiding_adventurer = {
					NOT = { has_character_flag = haggle_price }
				}
			}

			mult_modifier = {
				factor = 1.5
				owns = event_target:selling_province
			}
		}
	}

	# Decline - peaceful
	option = {
		name = EVTOPTE_ADV_5

		trigger = {
			event_target:adventurer_target = {
				has_character_flag = peaceful_negotiation
			}
		}

		custom_tooltip = { text = EVTOPTE_ADV_3_TT }

		clr_character_flag = peaceful_negotiation

		ai_chance = {
			factor = 50

			mult_modifier = {
				factor = 1.3

				realm_levy_diff = {
					who = event_target:raiding_adventurer
					value >= 1000
				}
			}

			mult_modifier = {
				factor = 1.3

				realm_levy_diff = {
					who = event_target:raiding_adventurer
					value >= 2500
				}
			}

			mult_modifier = {
				trait = brave
				factor = 2
			}

			mult_modifier = {
				trait = wroth
				factor = 1.5
			}

			mult_modifier = {
				trait = ambitious
				factor = 1.5
			}

			mult_modifier = {
				factor = 5

				event_target:raiding_adventurer = {
					NOT = { has_character_flag = haggle_price }
				}
			}

			mult_modifier = {
				factor = 1.5
				owns = event_target:selling_province
			}
		}
	}

	after = {
		clr_character_flag = adventurer_unsafe_duchy_war
		clr_character_flag = adventurer_safe_duchy_war
		clr_character_flag = negotiating_with_adventurer

		event_target:raiding_adventurer = {
			clr_character_flag = haggle_price
		}
	}
}

# Raiding adventurer evaluates
character_event = {
	id = adv.010

	is_triggered_only = yes
	hide_window = yes

	immediate = {
		if = {
			limit = { wealth < local_price }
			log = "Adventurer [This.GetBestName]([This.GetID]) is forced to haggle since [This.GetSheHe] can't afford the province."
		}

		random_list = {
			50 = { # Deal
				trigger = { wealth >= local_price }

				mult_modifier = {
					factor = 2
					stewardship < 8
				}

				mult_modifier = {
					factor = 2
					practical_age >= 50
				}

				mult_modifier = {
					factor = 2
					trait = craven
				}

				mult_modifier = {
					factor = 2
					trait = content
				}

				mult_modifier = {
					factor = 2
					trait = charitable
				}

				mult_modifier = {
					factor = 2
					trait = just
				}

				event_target:adventurer_target = {
					letter_event = { id = adv.004 }
				}
			}

			50 = { # Haggle
				mult_modifier = {
					factor = 2
					stewardship >= 14
				}

				mult_modifier = {
					factor = 2
					trait = greedy
				}

				mult_modifier = {
					factor = 2
					trait = ambitious
				}

				mult_modifier = {
					factor = 2
					trait = arbitrary
				}

				if = {
					limit = { wealth >= local_haggle_price }

					set_variable = {
						which = local_province_offer
						which = local_haggle_price
					}

					set_character_flag = haggle_price
				}

				else_if = {
					limit = { wealth >= 100 }

					export_to_variable = {
						which = local_province_offer
						value = wealth
					}

					set_character_flag = haggle_price
					log = "[This.GetBestName]([This.GetID]) can't even afford the reduced haggle price - [This.GetSheHe] is offering what [This.GetSheHe] has instead."
				}

				else = {
					set_character_flag = no_haggling
					log = "[This.GetBestName]([This.GetID]) can't even afford the reduced haggle price."
				}

				event_target:adventurer_target = {
					letter_event = { id = adv.005 }
				}
			}
		}
	}
}

# Change religion etc. of settled adventurer
character_event = {
	id = adv.020

	is_triggered_only = yes
	hide_window = yes

	trigger = {
		NOT = { religion = liege }
	}

	immediate = {
		random_list = {
			80 = {
				mult_modifier = {
					factor = 5
					trait = cynical
				}

				mult_modifier = {
					factor = 5
					trait = content
				}

				mult_modifier = {
					factor = 5
					trait = craven
				}

				liege = {
					# Workaround for automatic usurpation of theocratic characters
					religion_scope = {
						save_event_target_as = target_religion
					}

					ROOT = {
						convert_religion_failsafe_effect = yes
					}

					letter_event = {
						id = adv.021
						days = 7
					}
				}

				any_courtier = {
					limit = { is_landed = no }

					# Workaround for automatic usurpation of theocratic characters
					liege = {
						religion_scope = {
							save_event_target_as = target_religion
						}
					}

					convert_religion_failsafe_effect = yes
				}
			}

			20 = {
				# Does not convert
				mult_modifier = {
					factor = 5
					trait = zealous
				}
			}
		}
	}
}

# Religion flip notification event
letter_event = {
	id = adv.021
	desc = EVTDESC_ADV_21

	is_triggered_only = yes

	ai = no

	option = {
		name = EXCELLENT
	}
}