namespace = tttbg

character_event = {
	id = tttbg.1
	desc = desctttbg.1
	is_triggered_only = yes
	
	immediate = {
		any_character = {
			limit = {
				has_character_flag = selectedprisoner
				is_alive = yes
			}
			save_event_target_as = prisonertomove
			clr_character_flag = selectedprisoner
		}
	}
	
	option = {
		ai_chance = { factor = 100 }
		name = "Take the prisoner in."
		event_target:prisonertomove = { imprison = no }
		event_target:prisonertomove = { imprison = ROOT }
		clear_event_target = prisonertomove
	}
	option = {
		ai_chance = { factor = 0 }
		name = "We don't need them."
	}
}

character_event = {
	id = tttbg.2
	desc = desctttbg.2
	is_triggered_only = yes
	
	immediate = {
		any_character = {
			limit = {
				has_character_flag = selectedprisoner
				is_alive = yes
			}
			save_event_target_as = prisonertomove
			clr_character_flag = selectedprisoner
		}
		any_character = {
			limit = {
				has_character_flag = askingforprisoner
				is_alive = yes
			}
			save_event_target_as = jailortomove
			clr_character_flag = askingforprisoner
		}
	}
	
	option = {
		ai_chance = { factor = 0 
			modifier = {
				factor = 100
				event_target:jailortomove = {
					is_liege_of = ROOT
				}
			}
			modifier = {
				factor = 3
				trait = just
			}
			modifier = {
				factor = 3
				trait = shy
			}
			modifier = {
				factor = 3
				trait = craven
			}
			modifier = {
				factor = 3
				event_target:jailortomove = { reverse_opinion = { who = PREV value = 50 }
			}
			modifier = {
				factor = 3
				event_target:jailortomove = { reverse_opinion = { who = PREV value = 75 }
			}
			modifier = {
				factor = 3
				event_target:jailortomove = { reverse_opinion = { who = PREV value = 100 }
			}
		}
		name = "Hand over the prisoner."
		event_target:prisonertomove = { imprison = no }
		event_target:prisonertomove = { imprison = event_target:jailortomove }
		clear_event_target = prisonertomove
		clear_event_target = jailortomove
	}
	option = {
		ai_chance = { factor = 100 
			modifier = {
				factor = 0
				event_target:jailortomove = {
					is_liege_of = ROOT
				}
			}
			modifier = {
				factor = 3
				trait = wroth
			}
			modifier = {
				factor = 3
				trait = cruel
			}
			modifier = {
				factor = 3
				trait = stubborn
			}
			modifier = {
				factor = 3
				trait = impaler
			}
			modifier = {
				factor = 3
				trait = greedy
			}
		}
		name = "We shall keep the prisoner."
	}
}