namespace = RWBY

character_event = {
	id = "RWBY.380"
	desc = EVTDESCRWBY.334
	picture = GFX_Bloody_man
	
	trigger = {
		OR = {
			trait = huntsman
			has_character_flag = flag_graduation_quests
		}
		NOT = { has_character_flag = completed_graduation_quest}
		NOT = { has_character_flag = failed_graduation_quest}
	}
	mean_time_to_happen = {
		months = 1
	}
	option = {
	name = EVTDESCRWBY.335
	character_event = { id = RWBY.381}
		}
		
		
}

character_event = {
	id = "RWBY.381"
	desc = EVTDESCRWBY.336
	is_triggered_only = yes
	
	
	option = {
	name = EVTDESCRWBY.337
	character_event = { id = RWBY.383}
	wealth = -10
		}
		
	option = {
	name = EVTDESCRWBY.338
	character_event = { id = RWBY.382}
	prestige = -100
		}
		
}

character_event = {
	id = "RWBY.382"
	desc = EVTDESCRWBY.339
	is_triggered_only = yes
	
	option = {
	name = EVTDESCRWBY.340
	wealth = -20
	prestige = 100
		}
		
}

character_event = {
	id = "RWBY.383"
	desc = EVTDESCRWBY.341
	is_triggered_only = yes
	
	
	option = {
	name = EVTDESCRWBY.342
	random_list = {
						100 = {
							character_event = { id = RWBY.384}
						}
						
					}
		}
		
}

character_event = {
	id = "RWBY.384"
	desc = EVTDESCRWBY.343
	is_triggered_only = yes
	
	option = {
	name = EVTDESCRWBY.344
	character_event = { id = RWBY.385}
	set_character_flag = first_quest
		}
		
}

character_event = {
	id = "RWBY.385"
	desc = EVTDESCRWBY.345
	is_triggered_only = yes
	
	option = {
	name = EVTDESCRWBY.346
	character_event = { id = RWBY.386}
	prestige = -200
		}
	option = {
	name = EVTDESCRWBY.347
	character_event = { id = RWBY.388}
	
		}
	option = {
	name = EVTDESCRWBY.348
	character_event = { id = RWBY.389}
	prestige = 100
		}
		
}

character_event = {
	id = "RWBY.386"
	desc = EVTDESCRWBY.349
	is_triggered_only = yes
	
	option = {
	name = EVTDESCRWBY.350
	wealth = 200
	character_event = { id = RWBY.387}
		}
		
}


character_event = {
	id = "RWBY.387"
	desc = EVTDESCRWBY.351
	is_triggered_only = yes
	
	option = {
		name = EVTDESCRWBY.352
		wealth = 200
		set_character_flag = bad_person
			random_list = {
							10 = {
								character_event = { id = RWBY.390}
							}
							90 = {
								character_event = { id = RWBY.391}
							}
						
						}
	}
		
}

character_event = {
	id = "RWBY.388"
	desc = EVTDESCRWBY.353
	is_triggered_only = yes
	
	option = {
		name = EVTDESCRWBY.354
		prestige = 50
		set_character_flag = lazy_person
			random_list = {
							50 = {
								character_event = { id = RWBY.390}
							}
							50 = {
								character_event = { id = RWBY.391}
							}
						
						}
	}
		
}

character_event = {
	id = "RWBY.389"
	desc = EVTDESCRWBY.355
	is_triggered_only = yes
	
	option = {
		name = EVTDESCRWBY.356
		set_character_flag = good_person
			random_list = {
							60 = {
								modifier = {
								factor = 1.1
								trait = weak_aura
								}
								modifier = {
								factor = 1.3
								trait = medium_aura
								}
								modifier = {
								factor = 1.6
								trait = strong_aura
								}
								modifier = {
								factor = 2
								trait = master_aura
								}
								modifier = {
								factor = 0.1
								trait = broken_aura
								}
								modifier = {
								factor = 0.5
								trait = wounded
								}
								modifier = {
								factor = 0.1
								trait = severely_injured
								}
								character_event = { id = RWBY.390}
							}
							15 = {
							modifier = {
								factor = 0.9
								trait = weak_aura
								}
								modifier = {
								factor = 0.7
								trait = medium_aura
								}
								modifier = {
								factor = 0.4
								trait = strong_aura
								}
								modifier = {
								factor = 0.1
								trait = master_aura
								}
								modifier = {
								factor = 2
								trait = broken_aura
								}
								modifier = {
								factor = 1.5
								trait = wounded
								}
								modifier = {
								factor = 2
								trait = severely_injured
								}
								character_event = { id = RWBY.390}
								add_trait = wounded
							}
							25 = {
							modifier = {
								factor = 0.9
								trait = weak_aura
								}
								modifier = {
								factor = 0.7
								trait = medium_aura
								}
								modifier = {
								factor = 0.4
								trait = strong_aura
								}
								modifier = {
								factor = 0.1
								trait = master_aura
								}
								modifier = {
								factor = 2
								trait = broken_aura
								}
								modifier = {
								factor = 1.5
								trait = wounded
								}
								modifier = {
								factor = 2
								trait = severely_injured
								}
								character_event = { id = RWBY.391}
								add_trait = severely_injured
							}
						
						}
	}
		
}

character_event = {
	id = "RWBY.390"
	desc = EVTDESCRWBY.357
	is_triggered_only = yes
	
	option = {
	name = EVTDESCRWBY.358
	set_character_flag = completed_graduation_quest
	prestige = 400
	}
		
}

character_event = {
	id = "RWBY.391"
	desc = EVTDESCRWBY.359
	is_triggered_only = yes
	
	option = {
	name = EVTDESCRWBY.360
	set_character_flag = failed__graduation_quest
	random_list = {
							45 = {
								modifier = {
								factor = 0.9
								trait = weak_aura
								}
								modifier = {
								factor = 0.7
								trait = medium_aura
								}
								modifier = {
								factor = 0.4
								trait = strong_aura
								}
								modifier = {
								factor = 0.1
								trait = master_aura
								}
								modifier = {
								factor = 2
								trait = broken_aura
								}
								modifier = {
								factor = 1.5
								trait = wounded
								}
								modifier = {
								factor = 2
								trait = severely_injured
								}
								add_trait = wounded
							}
							15 = {
								modifier = {
								factor = 0.9
								trait = weak_aura
								}
								modifier = {
								factor = 0.7
								trait = medium_aura
								}
								modifier = {
								factor = 0.4
								trait = strong_aura
								}
								modifier = {
								factor = 0.1
								trait = master_aura
								}
								modifier = {
								factor = 2
								trait = broken_aura
								}
								modifier = {
								factor = 1.5
								trait = wounded
								}
								modifier = {
								factor = 2
								trait = severely_injured
								}
								add_trait = severely_injured
							}
							25 = {
								modifier = {
								factor = 0.9
								trait = weak_aura
								}
								modifier = {
								factor = 0.7
								trait = medium_aura
								}
								modifier = {
								factor = 0.4
								trait = strong_aura
								}
								modifier = {
								factor = 0.1
								trait = master_aura
								}
								add_trait = broken_aura
							}
							15 = {
								modifier = {
								factor = 1.5
								trait = weak_aura
								}
								modifier = {
								factor = 2
								trait = medium_aura
								}
								modifier = {
								factor = 2.5
								trait = strong_aura
								}
								modifier = {
								factor = 3
								trait = master_aura
								}
							}
						
						}
	prestige = -400
	}
		
}