namespace = EL

character_event = { # Can lead to adopting the culture of the bloodline founder
	id = EL.1
	desc = EL_1_DESC
	picture = GFX_evt_pagan_reformation
	border = GFX_event_normal_frame_religion

	# is_triggered_only = yes
	
	only_playable = yes
	only_capable = yes
	prisoner = no
	min_age = 16
	
	trigger = {
		is_landed = yes
		NOT = {
			has_game_rule = { 
				name = etl_allow_culture_event
				value = disabled
			}
		}
		OR = {
			ai = no
			has_game_rule = { 
				name = etl_allow_culture_event
				value = unlimited
			}
			AND = {
				has_game_rule = { 
					name = etl_allow_culture_event
					value = no_ai_dyn
				}
				NOT = {
					any_player = {
						dynasty = ROOT
					}
				}
			}
		}
		NOT = {
			has_character_flag = had_bloodline_culture_event
		}
		any_owned_bloodline = {
			bloodline_is_active_for = PREV
			founder = {
				NOT = {
					character = ROOT
				}
				is_alive = no
				NOT = { culture = ROOT }
			}
		}
		OR = {
			had_dynasty_flag = {
				flag = dyn_had_bloodline_culture_event
				years > 30
			}
			NOT = {
				has_dynasty_flag = dyn_had_bloodline_culture_event
			}
		}
	}
	
	mean_time_to_happen = {
		months = 2500
		modifier = {
			factor = 0.8
			has_focus = focus_scholarship
		}
		modifier = {
			factor = 0.6
			is_smart_trigger = yes
		}
		modifier = {
			factor = 0.8
			trait = scholar
		}
		modifier = {
			factor = 0.8
			trait = mystic
		}
		modifier = {
			factor = 0.8
			learning > 19
		}
		modifier = {
			factor = 5
			had_dynasty_flag = {
				flag = flag_dynasty_forged_bloodline
				years <= 30
			}
		}
		modifier = {
			factor = 0.5
			ai = no
		}
		modifier = {
			factor = 0.7
			any_owned_bloodline = {
				bloodline_is_active_for = PREV
				founder = {
					NOT = {
						character = ROOT
					}
					is_alive = no
					NOT = { culture = ROOT }
					culture = dragon_culture
				}
			}
		}
		# modifier = {
		# 	factor = 0.25
		# 	culture_group = target_bloodline_founder
		# }
	}
	
	immediate = {
		set_character_flag = had_bloodline_culture_event
		set_dynasty_flag = dyn_had_bloodline_culture_event

		random_owned_bloodline = {
			limit = {
				bloodline_is_active_for = PREV
				founder = {
					NOT = {
						character = ROOT
					}
					is_alive = no
					NOT = { culture = ROOT }
				}
			}
			preferred_limit = {
				founder = {
					culture = dragon_culture
				}
			}
			founder = {
				save_event_target_as = target_bloodline_founder
			}
		}
	}
	
	option = { # Instantly switch cultures
		name = EVTOPTC_EL_1
		tooltip_info = lunatic
		trigger = {
			trait = lunatic
			event_target:target_bloodline_founder = {
				NOT = {
					culture = dragon_culture
				}
			}
		}
		ai_chance = {
			factor = 20
		}
		culture = event_target:target_bloodline_founder
	}
	
	
	option = { # Study the ways of the past
		name = EVTOPTA_EL_1
		
		prestige = 5
		
		character_event = {
			id = EL.2
			days = 20
			random = 15
			#tooltip = EVTTOOLTIP_EL_1
		}
		
		ai_chance = {
			factor = 10
			modifier = {
				factor = 0
				OR = {
					trait = content
					trait = humble
				}
				
			}
		}
	}
	
	option = { # Move on
		name = EVTOPTB_HF_110
		piety = 5
		ai_chance = {
			factor = 1
		}
	}
}

character_event = { # Studying the life of founder
	id = EL.2
	desc = EL_2_DESC
	picture = GFX_evt_monk
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes
	
	option = { # Focus on the studies
		name = EVTOPTA_EL_2
		if = {
			limit = {
				NOT = { trait = diligent }
			}
			prestige = 50
			random = {
				chance = 50
				add_trait = diligent
			}
		}
		else = {
			prestige = 100
			random = {
				chance = 50
				add_trait = ambitious
			}
		}
		
		ai_chance = {
			factor = 10
			modifier = {
				factor = 5
				OR = {
					trait = diligent
					trait = ambitious
					learning > 12
				}
			}
		}
		
		if = {
			limit = {
				event_target:target_bloodline_founder = {
					culture = dragon_culture
				}
			}
			character_event = {
				id = EL.4
				days = 50
				random = 15
			}
		}
		else = {
			character_event = {
				id = EL.3
				days = 50
				random = 15
			}
		}
	}
	
	option = { # Gain a trait from them
		name = EVTOPTB_EL_2
		prestige = 25
		copy_random_personality_trait = event_target:target_bloodline_founder
		
		ai_chance = {
			factor = 10
			modifier = {
				factor = 5
				OR = {
					trait = proud
					trait = envious
				}
			}
		}
		
		if = {
			limit = {
				event_target:target_bloodline_founder = {
					culture = dragon_culture
				}
			}
			character_event = {
				id = EL.4
				days = 50
				random = 15
			}
		}
		else = {
			character_event = {
				id = EL.3
				days = 50
				random = 15
			}
		}
	}
	
	option = { # This wasn't for me
		name = EVTOPTC_EL_2
		
		piety = 5
		random = {
			chance = 50
			add_trait = content
		}
		
		ai_chance = {
			factor = 1
			modifier = {
				factor = 5
				trait = stressed
			}
			modifier = {
				factor = 5
				learning <= 8
			}
		}
	}
}

character_event = { # Finishing the studies
	id = EL.3
	desc = EL_3_DESC
	picture = GFX_evt_scientist
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes
	
	option = { # I feel closer to them
		name = EVTOPTA_EL_3
		
		prestige = 50
		culture = event_target:target_bloodline_founder
		
		ai_chance = {
			factor = 10
			modifier = {
				factor = 10
				OR = {
					trait = proud
					trait = ambitious
				}
			}
		}
		
	}
	
	option = { # I have learned so much
		name = EVTOPTB_EL_3
		tooltip_info = learning
		
		prestige = 100
		change_learning = 1
		
		trigger = {
			learning > 12
		}
		
		ai_chance = {
			factor = 15
			modifier = {
				factor = 5
				OR = {
					trait = diligent
					trait = patient
				}
			}
		}
		
	}
	
	option = { # Time to go back to my responsibilities
		name = EVTOPTC_EL_3
		
		prestige = 50
		random = {
			chance = 60
			change_diplomacy = 1
		}
		random = {
			chance = 60
			change_stewardship = 1
		}
		
		ai_chance = {
			factor = 10
			modifier = {
				factor = 2
				OR = {
					trait = cynical
					trait = stubborn
				}
			}
		}
	}
}

character_event = { # Were they really a dragon?
	id = EL.4
	desc = EL_4_DESC
	picture = GFX_evt_scientist
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes
	
	option = { # Maybe there is something to it?
		name = EVTOPTA_EL_4
		
		prestige = -50
		character_event = {
			id = EL.5
			days = 30
			random = 5
			tooltip = EVTTOOLTIP_EL_4
		}
		
		ai_chance = {
			factor = 10
			modifier = {
				factor = 5
				OR = {
					learning > 14
					trait = lunatic
					trait = possessed
					trait = quick
					trait = genius
					trait = ambitious
					trait = diligent
				}
			}
		}
		
	}
	
	option = { # Of course not! But this interesting nonetheless
		name = EVTOPTB_EL_4
		
		prestige = 50
		change_learning = 1
		
		ai_chance = {
			factor = 10
			modifier = {
				factor = 2
				OR = {
					learning >= 10
				}
			}
		}
		
	}
	
	option = { # I should focus more on real issues
		name = EVTOPTC_EL_4
		
		prestige = 50
		random = {
			chance = 60
			change_diplomacy = 1
		}
		random = {
			chance = 60
			change_stewardship = 1
		}
		
		ai_chance = {
			factor = 10
			modifier = {
				factor = 5
				OR = {
					learning < 10
					trait = slothful
				}
			}
		}
	}
}

## The Plan
# Diplomacy - asking about the location of the tomb			outside_tavern_hf
# Stewardship - traveling to the tomb						pilgrims_epic_journey_soa stone_church_soa
# Intrigue - taking the bone without angering the spirits	hooded_figure_hf
# Learning - brewing a potion								performing_experiments
# Martial - fighting off the fiery spirit					magic_ritual


character_event = { # Traveling to a local village to ask for the location of the tomb
	id = EL.5
	desc = EL_5_DESC
	picture = GFX_evt_outside_tavern_hf
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes
	
	option = { # Convince someone to tell you
		name = EVTOPTA_EL_5
		trigger = {
			OR = {
				diplomacy > 13
				trait = socializer
			}
			
		}
		tooltip_info = diplomacy
		
		character_event = {
			id = EL.6
			days = 30
			random = 5
		}
		
		ai_chance = {
			factor = 10
		}
		
	}
	
	option = { # Bribe someone to tell you
		name = EVTOPTB_EL_5
		
		scaled_wealth = {
			value = -0.5
			min = -25
			max = -250
		}
		prestige = -25
		
		character_event = {
			id = EL.6
			days = 30
			random = 5
		}
		
		ai_chance = {
			factor = 1
			modifier = {
				factor = 0
				trait = greedy
			}
		}
	}
	
	option = { # Surely I can find it on my own?
		name = EVTOPTC_EL_5
		
		prestige = -75
		
		character_event = {
			id = EL.6
			days = 90
			random = 15
		}
		
		ai_chance = {
			factor = 0.5
		}

		hidden_tooltip = {
			random_list = {
				5 = {
					give_ill_effect = yes
				}
				95 = {
				}
			}
		}
	}
}

character_event = { # Traveling to the tomb, harsh weather
	id = EL.6
	desc = EL_6_DESC
	picture = GFX_evt_pilgrims_epic_journey
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes
	
	option = { # Use your knowledge of the terrain to travel
		name = EVTOPTA_EL_6
		trigger = {
			OR = {
				stewardship > 13
				trait = gardener
				trait = administrator
			}
		}
		tooltip_info = stewardship
		
		character_event = {
			id = EL.7
			days = 30
			random = 5
		}
		
		ai_chance = {
			factor = 10
		}
		
	}
	
	option = { # What could even go wrong?
		name = EVTOPTB_EL_6
		
		random_list = {
			10 = {
				give_pneumonic_effect = yes
			}
			30 = {
				give_ill_effect = yes
			}
			60 = {
			}
		}
		
		character_event = {
			id = EL.7
			days = 40
			random = 5
		}
		
		ai_chance = {
			factor = 1
		}
	}
}

character_event = { # Bones of the ancestor are protected by angry spirits
	id = EL.7
	desc = EL_7_DESC
	picture = GFX_evt_hooded_figure_hf
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes
	
	option = { # Sneakily grab the bone
		name = EVTOPTA_EL_7
		trigger = {
			OR = {
				intrigue > 13
				trait = schemer
			}
		}
		tooltip_info = intrigue
		piety = -25
		
		random = {
			chance = 5
			give_ill_effect = yes
		}
		
		character_event = {
			id = EL.8
			days = 30
			random = 5
		}
		
		ai_chance = {
			factor = 10
		}
		
	}
	
	option = { # Just grab the bone
		name = EVTOPTB_EL_7
		piety = -50
		
		random_list = {
			15 = {
				give_ill_effect = yes
			}
			15 = {
				add_trait_wounded_effect = yes
			}
			30 = {
				add_trait = possessed
			}
			30 = {
				add_trait = lunatic
			}
			10 = {}
		}
		
		
		character_event = {
			id = EL.8
			days = 30
			random = 5
		}
		
		ai_chance = {
			factor = 1
		}
	}
	option = { # What am I doing? I need to leave!
		name = EVTOPTC_EL_7
		prestige = -50
		random = {
			chance = 50
			add_trait = craven
		}
		
		ai_chance = {
			factor = 1
			modifier = {
				factor = 0
				NOT = { trait = craven }
			}
		}
	}
}

## The Plan here:
# if all goes well, summons the fiery spirit, that should be easy to calm down
# if you fail a bit, summons the fiery spirit, that should require a martial check to survive
# if you fail a lot, just gain some debuffs

character_event = { # Brewing a potion of transformation out of the bone dust
	id = EL.8
	desc = EL_8_DESC
	picture = GFX_evt_performing_experiments
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes
	
	option = { # Use your knowledge for that
		name = {
			text = EVTOPTA_EL_8_A
			trigger = {
				learning >= 12
			}
		}
		name = {
			text = EVTOPTA_EL_8_B
			trigger = {
				learning < 12
			}
		}
		
		
		random_list = {
			5 = { # Rather good outcome
				character_event = {
					id = EL.9
					days = 30
					random = 5
					tooltip = EVTTOOLTIP_EL_8_A
				}
				
				mult_modifier = {
					factor = 0.5
					learning < 10
				}
				mult_modifier = {
					factor = 2
					learning > 15
				}
				mult_modifier = {
					factor = 5
					learning > 18
				}
				mult_modifier = {
					factor = 2
					trait = mystic
				}
				mult_modifier = {
					factor = 1.5
					trait = scholar
				}
				mult_modifier = {
					factor = 1.5
					trait = erudite
				}
				mult_modifier = {
					factor = 0.75
					trait = stubborn
				}
			}
			55 = { # Bad outcome
				character_event = {
					id = EL.10
					days = 30
					random = 5
					tooltip = EVTTOOLTIP_EL_8_B
				}
				
				mult_modifier = {
					factor = 0.1
					learning > 15
				}
				mult_modifier = {
					factor = 0.3
					learning > 12
				}
				mult_modifier = {
					factor = 0.5
					learning > 9
				}
			}
			40 = { # Really bad outcome
				character_event = {
					id = EL.11
					days = 30
					random = 5
					tooltip = EVTTOOLTIP_EL_8_C
				}
				
				mult_modifier = {
					factor = 0
					learning > 17
				}
				mult_modifier = {
					factor = 0.5
					learning > 9
				}
				mult_modifier = {
					factor = 0.1
					learning > 12
				}
				mult_modifier = {
					factor = 1.5
					diplomacy < 8
				}
				mult_modifier = {
					factor = 1.5
					stewardship < 8
				}
				mult_modifier = {
					factor = 1.5
					martial < 8
				}
				mult_modifier = {
					factor = 1.5
					intrigue < 8
				}
			}
		}
		
		ai_chance = {
			factor = 1
			modifier = {
				factor = 2
				learning > 9
			}
		}
	}
	option = { # What am I doing? I need to stop this!
		name = EVTOPTB_EL_8
		prestige = -50
		piety = 25
		
		ai_chance = {
			factor = 1
			modifier = {
				factor = 0
				NOT = { trait = craven }
			}
		}
	}
}

character_event = { # The Fiery Spirit is calm
	id = EL.9
	desc = EL_9_DESC
	picture = GFX_evt_magic_ritual
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes
	
	option = { # Calm it
		name = EVTOPTA_EL_9
		
		random_list = {
			90 = { # Success
				character_event = {
					id = EL.13
					days = 5
					random = 5
					tooltip = EVTTOOLTIP_EL_9_A
				}
				
				mult_modifier = {
					factor = 0.5
					martial < 9
				}
				mult_modifier = {
					factor = 2
					martial > 12
				}
				mult_modifier = {
					factor = 2
					trait = duelist
				}
				mult_modifier = {
					factor = 1.25
					trait = mystic
				}
				mult_modifier = {
					factor = 1.5
					trait = brave
				}
				mult_modifier = {
					factor = 1.25
					trait = ambitious
				}
				mult_modifier = {
					factor = 1.25
					trait = patient
				}
			}
			10 = { # Failure
				character_event = {
					id = EL.12
					days = 5
					random = 5
					tooltip = EVTTOOLTIP_EL_9_B
				}
				
				mult_modifier = {
					factor = 0
					martial > 15
				}
				mult_modifier = {
					factor = 1.5
					martial < 4
				}
				mult_modifier = {
					factor = 1.5
					martial < 5
				}
				mult_modifier = {
					factor = 1.5
					martial < 6
				}
				mult_modifier = {
					factor = 1.5
					martial < 7
				}
				mult_modifier = {
					factor = 1.5
					martial < 8
				}
				mult_modifier = {
					factor = 1.5
					martial < 9
				}
				mult_modifier = {
					factor = 1.25
					trait = stubborn
				}
				mult_modifier = {
					factor = 2
					trait = craven
				}
			}
		}
	}
}

character_event = { # The Fiery Spirit is angy
	id = EL.10
	desc = EL_10_DESC
	picture = GFX_evt_magic_ritual
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes
	
	option = { # Calm it
		name = EVTOPTA_EL_9
		
		random_list = {
			25 = { # Success
				character_event = {
					id = EL.13
					days = 5
					random = 5
					tooltip = EVTTOOLTIP_EL_9_A
				}
				
				mult_modifier = {
					factor = 0.5
					martial < 9
				}
				mult_modifier = {
					factor = 2
					martial > 12
				}
				mult_modifier = {
					factor = 2
					trait = duelist
				}
				mult_modifier = {
					factor = 1.25
					trait = mystic
				}
				mult_modifier = {
					factor = 1.5
					trait = brave
				}
				mult_modifier = {
					factor = 1.25
					trait = ambitious
				}
				mult_modifier = {
					factor = 1.25
					trait = patient
				}
			}
			75 = { # Failure
				character_event = {
					id = EL.12
					days = 5
					random = 5
					tooltip = EVTTOOLTIP_EL_9_B
				}
				
				mult_modifier = {
					factor = 0
					martial > 15
				}
				mult_modifier = {
					factor = 1.5
					martial < 4
				}
				mult_modifier = {
					factor = 1.5
					martial < 5
				}
				mult_modifier = {
					factor = 1.5
					martial < 6
				}
				mult_modifier = {
					factor = 1.5
					martial < 7
				}
				mult_modifier = {
					factor = 1.5
					martial < 8
				}
				mult_modifier = {
					factor = 1.5
					martial < 9
				}
				mult_modifier = {
					factor = 1.25
					trait = stubborn
				}
				mult_modifier = {
					factor = 2
					trait = craven
				}
			}
		}
	}
}

character_event = { # Fail the potion, try to damage control
	id = EL.11
	desc = EL_11_DESC
	picture = GFX_evt_experiments_failed
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes
	
	option = { # Calm it
		name = EVTOPTA_EL_11
		
		random_list = {
			40 = { # Success
				hidden_tooltip = {
					random = {
						chance = 15
						random_list = {
							50 = {give_food_poisoning_effect = yes}
							50 = {give_gout_effect = yes}
						}
					}
				}
				character_event = {
					id = EL.14
					days = 5
					random = 5
					tooltip = EVTTOOLTIP_EL_11_A
				}
				
				
				mult_modifier = {
					factor = 0.5
					martial < 6
				}
				mult_modifier = {
					factor = 1.5
					martial > 9
				}
				mult_modifier = {
					factor = 1.5
					martial > 12
				}
				mult_modifier = {
					factor = 1.5
					martial > 15
				}
				
				mult_modifier = {
					factor = 0.5
					learning < 6
				}
				mult_modifier = {
					factor = 1.5
					learning > 9
				}
				mult_modifier = {
					factor = 1.5
					learning > 12
				}
				mult_modifier = {
					factor = 1.5
					learning > 15
				}
				
				mult_modifier = {
					factor = 2
					trait = duelist
				}
				mult_modifier = {
					factor = 1.5
					trait = mystic
				}
				mult_modifier = {
					factor = 1.5
					trait = brave
				}
				mult_modifier = {
					factor = 1.25
					trait = patient
				}
			}
			60 = { # Failure
				character_event = {
					id = EL.12
					days = 5
					random = 5
					tooltip = EVTTOOLTIP_EL_11_B
				}
				
				mult_modifier = {
					factor = 0
					martial > 15
				}
				mult_modifier = {
					factor = 2
					martial < 4
				}
				mult_modifier = {
					factor = 2
					martial < 7
				}
				
				mult_modifier = {
					factor = 0.25
					learning > 12
				}
				mult_modifier = {
					factor = 2
					learning < 4
				}
				mult_modifier = {
					factor = 2
					learning < 7
				}
				
				mult_modifier = {
					factor = 2
					trait = craven
				}
			}
		}
	}
}

character_event = { # You fail your experiments, and now must suffer the consequences
	id = EL.12
	desc = EL_12_DESC
	picture = GFX_evt_burning_man_hf
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes
	
	option = { # Curses!
		name = EVTOPTA_EL_12
		
		random_list = {
			10 = {
				add_trait = wounded
			}
			10 = {
				add_trait = severely_injured
			}
			80 = {}
		}
		random_list = {
			10 = {
				give_pneumonic_effect = yes
			}
			10 = {
				give_has_tuberculosis_effect = yes
			}
			10 = {
				give_ill_effect = yes
			}
			10 = {
				give_dysentery_effect = yes
			}
			10 = {
				give_cancer_effect = yes
			}
		}
		random_list = {
			10 = {
				add_trait = dull
			}
			10 = {
				add_trait = feeble
			}
			30 = {
				add_trait = possessed
			}
			30 = {
				add_trait = lunatic
			}
			20 = {}
		}
	}
}

character_event = { # You succeed, and can now claim the draconian spirit
	id = EL.13
	desc = EL_13_DESC
	picture = GFX_evt_firey_silhouette_hf
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes
	
	immediate = {
		if = {
			limit = {
				is_female = yes
			}
			give_nickname = nick_the_dragoness 
		}
		else = {
			give_nickname = nick_the_dragon  
		}
	}
	
	option = { # Embrace your new form
		name = EVTOPTA_EL_13
		
		
		prestige = 500
		
		culture = dragon_culture
		set_graphical_culture = dragon_culture
		hidden_tooltip = {
			fertility = 0.25
		}
		add_trait = strong
	}
	option = { # Keep the spirit inside of you
		name = EVTOPTB_EL_13
		
		prestige = 250
		add_character_modifier = {
			name = dragon_spirit
		}
	}
}
character_event = { # You failed, but at least you are alive
	id = EL.14
	desc = EL_14_DESC
	picture = GFX_evt_scientist
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes
	
	option = { # At least I have learned something
		name = EVTOPTA_EL_14
		
		prestige = 50
		change_learning = 1
	}
}

