namespace = vampires

#hunger rises
character_event = {
    #Hunger rises
    id = vampires.1
    hide_from = yes
    title = EVTTITLEvampires.1
    picture = GFX_evt_vampires_hunger

    desc = {
        trigger = {
            has_character_modifier = vampires_hungry
        }
        text = EVTDESCAvampires.1
    }
    desc = {
        trigger = {
            has_character_modifier = vampires_hungry2
        }
        text = EVTDESCBvampires.1
    }
    desc = {
        trigger = {
            has_character_modifier = vampires_starving
        }
        text = EVTDESCCvampires.1
    }

#    # Feed from location when with high intrigue, chooses any "safe" courtier
#    option = {
#        name= {
#            text = EVTOPTDvampires.1
#        }
#        trigger = {
#            prisoner = no
#            OR = {
#                intrigue = 15
#                has_focus = focus_intrigue
#                trait = schemer
#            }
#            any_character = {
#                vampires_is_valid_feeding_target_potential = yes
#                vampires_is_feeding_taboo = no
#                vampires_is_obviously_unhealthy = no
#                is_easy_victim = yes
#            }
#        }
#        tooltip_info = intrigue
#        #potencial prey target at character's location
#        random_character = {
#            limit = {
#                vampires_is_valid_feeding_target_potential = yes
#                vampires_is_feeding_taboo = no
#                vampires_is_obviously_unhealthy = no
#                is_easy_victim = yes
#            }
#            preferred_limit = {
#                is_healthy_victim = no
#                is_easy_victim_preference = yes
#            }
#            preferred_limit = { is_easy_victim_preference = yes }
#
#            #feed ping event
#            character_event = {
#                id = vampires.4004
#            }
#        }
#    }
#
#    # Feed from location when with high martial, chooses any "safe" courtier
#    option = {
#        name= {
#            text = EVTOPTEvampires.1
#        }
#        trigger = {
#            prisoner = no
#            OR = {
#                martial = 20
#                combat_rating = 25
#                has_focus = focus_hunting
#                trait = hunter
#            }
#            any_character = {
#                vampires_is_valid_feeding_target_potential = yes
#                vampires_is_feeding_taboo = no
#                vampires_is_obviously_unhealthy = no
#                is_healthy_victim = yes
#            }
#        }
#        tooltip_info = combat_rating
#        #potencial prey target at character's location
#        random_character = {
#            limit = {
#                vampires_is_valid_feeding_target_potential = yes
#                vampires_is_feeding_taboo = no
#                vampires_is_obviously_unhealthy = no
#                is_healthy_victim = yes
#            }
#            preferred_limit = {
#                is_easy_victim = no
#                is_healthy_victim_preference  = yes
#            }
#            preferred_limit = { is_healthy_victim_preference  = yes }
#
#            #feed ping event
#            character_event = {
#                id = vampires.4004
#            }
#        }
#    }
#
#    # Feed from random location courtier option
#    option = {
#        name= {
#            text = EVTOPTCvampires.1
#        }
#        trigger = {
#            prisoner = no
#            any_character = {
#                vampires_is_valid_feeding_target_potential = yes
#            }
#        }
#        custom_tooltip = { text = TT_EVTOPTAvampires.1 }
#
#        #potencial prey target at character's location
#        random_character = {
#            limit = {
#                vampires_is_valid_feeding_target_potential = yes
#            }
#            preferred_limit = {
#                vampires_is_feeding_taboo = no
#                vampires_is_obviously_unhealthy = no
#                NOT = { intrigue = 5 } #keeping higher intrigue characters out of trouble when there are other options
#            }
#            preferred_limit = {
#                NOT = { intrigue = 10 } #keeping higher intrigue characters out of trouble when there are other options
#                vampires_is_obviously_unhealthy = no
#            }
#            #feed ping event
#            character_event = {
#                id = vampires.4004
#            }
#        }
#    }

    #search for target locally
    option = {
        name = {
            text = EVTOPTCvampires.1
        }
        trigger = {
            prisoner = no
            any_character = {
                vampires_is_valid_feeding_target = yes
                count >= 1
            }
        }

        character_event = {
            id = vampires.4005
        }
        ai_chance = { factor = 0 }
    }

    #The "OK" option
    option = {
        name = {
            text = EVTOPTAvampires.1
            trigger = {
                NOT = { has_character_modifier = vampires_starving }
            }
        }
        name = {
            text = EVTOPTBvampires.1
            trigger = {
                has_character_modifier = vampires_starving
            }
        }
        custom_tooltip = { text = TT_EVTOPTBvampires.1 }
    }

    trigger = {
        is_vampire = yes
        NOT = { has_character_modifier = vampires_starving }
    }

    mean_time_to_happen = {
        years = 5
    }

    immediate = {
        increase_hunger = yes
    }
}

#Frenzy
character_event = {
    id = vampires.3

    title = EVTTITLEvampires.3
    picture = GFX_evt_vampires_frenzy
    desc = EVTDESCvampires.3

    portrait = event_target:feeding_target

    option = {
        name = EVTOPTAvampires.3

        #death or embrace choice
        character_event = { id = vampires.3001 }
    }

    trigger = {
        is_vampire = yes
        prisoner = no
        has_character_modifier = vampires_starving
        any_character = {
            vampires_is_valid_feeding_target = yes
            count >= 1
        }
    }

    mean_time_to_happen = {
        years = 5
    }

    immediate = {
        reduce_hunger_fully = yes
        set_character_flag = vampires_suspicious_behaviour

        random_character = {
            limit = {
                vampires_is_valid_feeding_target = yes
            }
            save_event_target_as = feeding_target
        }
    }
}

#level up
character_event = {
    #power increases
    id = vampires.1001
    hide_from = yes

    title = EVTTITLEvampires.1001
    picture = GFX_evt_vampires_grows
    desc = EVTDESCvampires.1001
    option = {
    name = EVTOPTAvampires.1001
    }

    trigger = {
        trait = vampire
    }

    mean_time_to_happen = {
        years = 5
    }

    immediate = {
        add_trait = vampire2
        remove_trait = vampire
    }
}

character_event = {
    #power increases
    id = vampires.1002
    hide_from = yes

    title = EVTTITLEvampires.1001
    picture = GFX_evt_vampires_grows
    desc = EVTDESCvampires.1002
    option = {
    name = EVTOPTAvampires.1001
    }

    trigger = {
        trait = vampire2
    }

    mean_time_to_happen = {
        years = 25
    }

    immediate = {
        add_trait = vampire3
        remove_trait = vampire2
    }
}

character_event = {
    #power increases
    id = vampires.1003
    hide_from = yes

    title = EVTTITLEvampires.1001
    picture = GFX_evt_vampires_grows
    desc = EVTDESCvampires.1003
    option = {
    name = EVTOPTAvampires.1001
    }

    trigger = {
        trait = vampire3
    }

    mean_time_to_happen = {
        years = 70
    }

    immediate = {
        add_trait = vampire4
        remove_trait = vampire3
    }
}

character_event = {
    #power increases
    id = vampires.1004
    hide_from = yes

    title = EVTTITLEvampires.1001
    picture = GFX_evt_vampires_grows
    desc = EVTDESCvampires.1004
    option = {
    name = EVTOPTAvampires.1004
    }

    trigger = {
        trait = vampire4
    }

    mean_time_to_happen = {
        years = 100
    }

    immediate = {
        add_trait = vampire5
        remove_trait = vampire4
    }
}

#diablerie
character_event = {
    #diablerie
    #ROOT is the diablerist
    #FROM is the target

    id = vampires.2001
    is_triggered_only = yes

    title = EVTTITLEvampires.2001
    picture = GFX_evt_vampires_diablerie
    desc = EVTDESCvampires.2001
    option = {
        name = EVTOPTAvampires.2001

        reduce_hunger_fully = yes
        vampire_diablerie_level_up = yes

        FROM = {
            #inform the victim about being dead
            character_event = {
                id = vampires.2002
            }
        }
    }
    option = {
        name = EVTOPTBvampires.2001
        #Nothing happens
    }
}

character_event = {
    #being diablerised
    #ROOT is the victim
    #FROM is the diablerist

    id = vampires.2002
    is_triggered_only = yes

    title = EVTTITLEvampires.2002
    picture = GFX_evt_vampires_diablerie
    desc = EVTDESCvampires.2002
    option = {
        name = EVTOPTAvampires.2002
    }
    immediate= {
        death = {
            death_reason = death_vanished
            killer = FROM
        }
    }
}

#Suspicion rises
character_event = {
    id = vampires.5001
    hide_from = yes
    title = EVTTITLEvampires.5001
    picture = GFX_evt_vampires_suspicions

    desc = {
        trigger = {
            NOR = {
                has_character_modifier = vampires_suspected
                has_character_modifier = vampires_highly_suspected
                has_character_modifier = vampires_exposed
            }
        }
        text = EVTDESCAvampires.5001
    }
    desc = {
        trigger = {
            has_character_modifier = vampires_suspected
        }
        text = EVTDESCBvampires.5001
    }
    desc = {
        trigger = {
            has_character_modifier = vampires_highly_suspected
        }
        text = EVTDESCCvampires.5001
    }

    trigger = {
        is_vampire = yes
        has_character_flag = vampires_suspicious_behaviour
        NOT = { has_character_modifier = vampires_exposed }
    }

    mean_time_to_happen = {
        years = 1
    }

    immediate = {
        clr_character_flag = vampires_suspicious_behaviour #clear the flag to prevent further same event from happening again.
        #find a random vampire that is serving under the ruler
        random_courtier = {
            limit = {
                is_vampire = yes
                is_liege_or_above = root
            }
            save_event_target_as = scapegoat
        }
    }

    option = {
        name= {
            text = EVTOPTBvampires.5001
        }
        trigger = {
            event_target:scapegoat = {
                always = yes
            }
        }
        show_portrait = event_target:scapegoat

        event_target:scapegoat = {
            custom_tooltip = {
                text = TT_EVTOPTBvampires.5001
                character_event = { id = vampires.5003 }
            }            
        }

        ai_chance = {
            factor = 100
        }
    }

    option = {
        name= {
            text = EVTOPTAvampires.5001
        }
        
        increase_suspicion = yes

        ai_chance = { factor = 0 } #ai should go for the second option if available
    }
}

#suspicion drops
character_event = {
    id = vampires.5002
    hide_from = yes
    title = EVTTITLEvampires.5002
    picture = GFX_evt_vampires_suspicions

    desc = {
        text = EVTDESCAvampires.5002
    }

    trigger = {
        is_vampire = yes
        OR = {
            has_character_modifier = vampires_exposed
            has_character_modifier = vampires_highly_suspected
            has_character_modifier = vampires_suspected
        }
        NOT = { has_character_flag = vampires_suspicious_behaviour }
    }

    mean_time_to_happen = {
        years = 5
    }

    immediate = {
        reduce_suspicion = yes
    }

    option = {
        name= {
            text = EVTOPTAvampires.5002
        }
        #Nothing else happend
    }
}

character_event = {
    id = vampires.5003
    hide_from = yes
    title = EVTTITLEvampires.5003
    picture = GFX_evt_vampires_final_death

    desc = {
        text = EVTDESCAvampires.5003
    }

    trigger = {
        OR = {
            AND = {
                is_vampire = yes
                has_character_modifier = vampires_exposed
            }
            event_target:scapegoat = { always = yes}
        }
    }

    mean_time_to_happen = {
        years = 3
    }

    immediate = {
        death = {
            death_reason = death_execution_burning
        }
    }

    option = {
        name= {
            text = EVTOPTAvampires.5003
        }
        #Nothing else happend
    }
}

#cancel pregnancy if once of parents is a vampire
character_event = {
    id = vampires.6001
    is_triggered_only = yes
    hide_window = yes

    immediate = {
		if = {
			limit = {
				OR = {
					is_vampire = yes
					father_of_unborn = {
						is_vampire = yes
					}
				}
			}
            add_trait = pregnant
            set_character_flag = vampires_pregnant
		}
    }
}

#cancel pregnancy if once of parents is a vampire
character_event = {
    id = vampires.6002
    is_triggered_only = yes
    hide_window = yes

    immediate = {
		if = {
			limit = {
				has_character_flag = vampires_pregnant
			}
			cancel_pregnancy = yes
            remove_trait = pregnant
            clr_character_flag = vampires_pregnant
		}
    }
}