namespace = nit_traits

#0 - Heroic tactic
character_event = {
	id = nit_traits.0
	desc = EVTDESCnit_traits.0
	picture = GFX_evt_mounted_combat_day_hf
	trigger =  {
		is_normal_person_trigger = yes
		in_command = yes
		in_battle = yes
		leader_traits = 0
		NOT = { trait = war_hero }
	}

	is_triggered_only = yes

	

	option = {
		name = EVTOPTAnit_traits.0

		set_character_flag = ht_ca #CounterAttack

		random_list = {
			34 = {
				character_event = {
					id = nit_traits.1
					tooltip = "Will launch a successful counterattack"
				}
				modifier = {
					factor = 2
					martial > 17
				}
				modifier = {
					factor = 1.66
					martial > 15
				}
				modifier = {
					factor = 1.33
					martial > 13
				}
				modifier = {
					factor = 1.4
					trait = brilliant_strategist
				}
				modifier = {
					factor = 1.2
					trait = skilled_tactician
				}
				modifier = {
					factor = 1.1
					trait = tough_soldier
				}
				modifier = {
					factor = 1.2
					trait = wroth
				}
			}
			33 = {
				character_event = {
					id = nit_traits.2
					tooltip = "Will launch a decent counterattack"
				}
			}
			33 = {
				character_event = {
					id = nit_traits.3
					tooltip = "Will launch a terrible counterattack"
				}
				modifier = {
					factor = 0.5
					martial > 17
				}
				modifier = {
					factor = 0.6
					martial > 15
				}
				modifier = {
					factor = 0.75
					martial > 13
				}
				modifier = {
					factor = 0.7
					trait = brilliant_strategist
				}
				modifier = {
					factor = 0.83
					trait = skilled_tactician
				}
				modifier = {
					factor = 0.91
					trait = tough_soldier
				}
				modifier = {
					factor = 0.83
					trait = wroth
				}
			}
		}
		ai_chance = {
			factor = 0.3
			modifier = {
				factor = 2
				trait = wroth
			}
		}
	}
	option = {
		name = EVTOPTBnit_traits.0

		set_character_flag = ht_ds #Defence stance

		random_list = {
			34 = {
				character_event = {
					id = nit_traits.1
					tooltip = "Will launch a successful counterattack"
				}
				modifier = {
					factor = 2
					martial > 17
				}
				modifier = {
					factor = 1.66
					martial > 15
				}
				modifier = {
					factor = 1.33
					martial > 13
				}
				modifier = {
					factor = 1.4
					trait = brilliant_strategist
				}
				modifier = {
					factor = 1.2
					trait = skilled_tactician
				}
				modifier = {
					factor = 1.1
					trait = tough_soldier
				}
				modifier = {
					factor = 1.2
					trait = patient
				}
			}
			33 = {
				character_event = {
					id = nit_traits.2
					tooltip = "Will launch a decent counterattack"
				}
			}
			33 = {
				character_event = {
					id = nit_traits.3
					tooltip = "Will launch a terrible counterattack"
					modifier = {
						factor = 0.5
						martial > 17
					}
					modifier = {
						factor = 0.6
						martial > 15
					}
					modifier = {
						factor = 0.75
						martial > 13
					}
					modifier = {
						factor = 0.7
						trait = brilliant_strategist
					}
					modifier = {
						factor = 0.83
						trait = skilled_tactician
					}
					modifier = {
						factor = 0.91
						trait = tough_soldier
					}
					modifier = {
						factor = 0.83
						trait = patient
					}
				}
			}
		}
		ai_chance = {
			factor = 0.3
			modifier = {
				factor = 2
				trait = patient
			}
		}
	}
	option = {
		name = EVTOPTCnit_traits.0

		set_character_flag = ht_tk #Trick

		random_list = {
			34 = {
				character_event = {
					id = nit_traits.1
					tooltip = "Will launch a successful counterattack"
				}
				modifier = {
					factor = 2
					martial > 17
				}
				modifier = {
					factor = 1.66
					martial > 15
				}
				modifier = {
					factor = 1.33
					martial > 13
				}
				modifier = {
					factor = 1.4
					trait = brilliant_strategist
				}
				modifier = {
					factor = 1.2
					trait = skilled_tactician
				}
				modifier = {
					factor = 1.1
					trait = tough_soldier
				}
				modifier = {
					factor = 1.2
					trait = deceitful
				}
			}
			33 = {
				character_event = {
					id = nit_traits.2
					tooltip = "Will launch a decent counterattack"
				}
			}
			33 = {
				character_event = {
					id = nit_traits.3
					tooltip = "Will launch a terrible counterattack"
					modifier = {
						factor = 0.5
						martial > 17
					}
					modifier = {
						factor = 0.6
						martial > 15
					}
					modifier = {
						factor = 0.75
						martial > 13
					}
					modifier = {
						factor = 0.7
						trait = brilliant_strategist
					}
					modifier = {
						factor = 0.83
						trait = skilled_tactician
					}
					modifier = {
						factor = 0.91
						trait = tough_soldier
					}
					modifier = {
						factor = 0.83
						trait = deceitful
					}
				}
			}
		}

		ai_chance = {
			factor = 0.3
			modifier = {
				factor = 2
				trait = deceitful
			}
		}
	}
}

#1 - HT Success
character_event = {
	id = nit_traits.1
	desc = EVTDESCnit_traits.1
	picture = GFX_evt_mounted_combat_day_hf

	is_triggered_only = yes

	option = {
		name = EVTOPTAnit_traits.1
		
		if = {
			limit = { has_character_flag = ht_ca }
			add_trait = aggressive_leader
		}
		else_if = {
			limit = { has_character_flag = ht_ds }
			add_trait = defensive_leader
		}
		else_if = {
			limit = { has_character_flag = ht_tk }
			add_trait = trickster
		}
		add_trait = war_hero
		prestige = 300
	}
}

#2 - HT Meh
character_event = {
	id = nit_traits.2
	desc = EVTDESCnit_traits.2
	picture = GFX_evt_mounted_combat_day_hf

	is_triggered_only = yes

	option = {
		name = EVTOPTAnit_traits.2
		
		if = {
			limit = { has_character_flag = ht_ca }
			add_trait = aggressive_leader
		}
		else_if = {
			limit = { has_character_flag = ht_ds }
			add_trait = defensive_leader
		}
		else_if = {
			limit = { has_character_flag = ht_tk }
			add_trait = trickster
		}
		prestige = 100
	}
}

#3 - HT Fail
character_event = {
	id = nit_traits.3
	desc = EVTDESCnit_traits.3
	picture = GFX_evt_mounted_combat_day_hf

	is_triggered_only = yes

	option = {
		name = EVTOPTAnit_traits.3
		
		prestige = -100
		remove_trait = war_hero
	}
}

#4 - Heroic action
character_event = {
	id = nit_traits.4
	desc = EVTDESCnit_traits.4
	picture = GFX_evt_mounted_combat_day_hf
	trigger =  {
		is_normal_person_trigger = yes
		in_command = yes
		in_battle = yes
		leader_traits = 0
		NOT = { trait = war_hero }
	}

	is_triggered_only = yes

	option = {
		name = EVTOPTAnit_traits.4

		character_event = {
			id = nit_traits.5
		}

		random_list = {
			50 = {
				modifier = {
					factor = 2
					combat_rating > 29
				}
				modifier = {
					factor = 1.66
					combat_rating > 19
				}
				modifier = {
					factor = 1.33
					combat_rating > 9
				}
				modifier = {
					factor = 1.4
					trait = strong
				}
				modifier = {
					factor = 1.2
					trait = robust
				}
				modifier = {
					factor = 1.1
					trait = sturdy
				}
				modifier = {
					factor = 0.8
					trait = wounded
				}
			}
			30 = {
				add_trait = wounded
				modifier = {
					factor = 1.2
					trait = feeble
				}
				modifier = {
					factor = 1.4
					trait = weak
				}
				modifier = {
					factor = 1.5
					combat_rating < 0
				}
				modifier = {
					factor = 2
					combat_rating < -10
				}
				modifier = {
					factor = 2
					trait = wounded
				}
			}
			15 = {
				add_trait = maimed
				modifier = {
					factor = 3
					trait = wounded
				}
				modifier = {
					factor = 1.2
					trait = feeble
				}
				modifier = {
					factor = 1.2
					trait = weak
				}
				modifier = {
					factor = 1.5
					combat_rating < 0
				}
				modifier = {
					factor = 2
					combat_rating < -10
				}
				modifier = {
					factor = 2
					trait = wounded
				}
			}
			5 = {
				death = {
					death_reason = death_battle
				}
				modifier = {
					factor = 4
					trait = wounded
				}
				modifier = {
					factor = 1.1
					trait = feeble
				}
				modifier = {
					factor = 1.2
					trait = weak
				}
				modifier = {
					factor = 1.5
					combat_rating < 0
				}
				modifier = {
					factor = 2
					combat_rating < -10
				}
				modifier = {
					factor = 2
					trait = wounded
				}
			}
		}
		
		ai_chance = {
			factor = 0.3
			modifier = {
				factor = 2
				trait = wroth
			}
			modifier = {
				factor = 2
				trait = proud
			}
			modifier = {
				factor = 2
				combat_rating > 29
			}
			modifier = {
				factor = 1.66
				combat_rating > 19
			}
			modifier = {
				factor = 1.33
				combat_rating > 9
			}
			modifier = {
				factor = 1.4
				trait = strong
			}
			modifier = {
				factor = 1.2
				trait = robust
			}
			modifier = {
				factor = 1.1
				trait = sturdy
			}
			modifier = {
				factor = 1.2
				trait = brave
			}
			modifier = {
				factor = 0.83
				trait = craven
			}
			modifier = {
				factor = 0.90
				trait = feeble
			}
			modifier = {
				factor = 0.8
				trait = weak
			}
			modifier = {
				factor = 0.66
				combat_rating < 0
			}
			modifier = {
				factor = 0.50
				combat_rating < -10
			}
		}
	}
	option = {
		name = EVTOPTBnit_traits.4

		add_trait = craven
	}
}

#5 - HA 2
character_event = {
	id = nit_traits.5
	desc = EVTDESCnit_traits.5
	picture = GFX_evt_mounted_combat_day_hf

	is_triggered_only = yes

	option = {
		name = EVTOPTAnit_traits.5
		random = {
			chance = 75
			add_trait = proud
		}
	}
	option = {
		name = EVTOPTBnit_traits.5
		random = {
			chance = 70
			add_trait = humble
		}
	}
	after = {
		add_trait = war_hero
	}
}

#6 - Tombola
character_event = {
	id = nit_traits.6
	desc = "NotShown"
	picture = GFX_evt_judged_by_ruler_ze
	trigger =  {
		is_normal_person_trigger = yes
		in_command = yes
		in_battle = yes
		leader_traits = 0
		NOT = { trait = war_hero }
	}

	hide_window = yes

	mean_time_to_happen = {
		days = 20
		modifier = {
			factor = 0.2
			martial > 25
		}
		modifier = {
			factor = 0.25
			martial > 20
		}
		modifier = {
			factor = 0.5
			martial > 15
		}
		modifier = {
			factor = 0.6
			trait = proud
		}
		modifier = {
			factor = 0.6
			trait = wroth
		}
		modifier = {
			factor = 1.5
			trait = humble
		}
		modifier = {
			factor = 1.5
			trait = patient
		}
		modifier = {
			factor = 1.5
			trait = arbitrary
		}
		modifier = {
			factor = 1.5
			trait = trusting
		}
		modifier = {
			factor = 6
			trait = imbecile
		}
		modifier = {
			factor = 4
			trait = inbred
		}
		modifier = {
			factor = 2
			trait = slow
		}
		modifier = {
			factor = 2
			martial < 5
		}
		modifier = {
			factor = 0.5
			trait = brilliant_strategist
		}
		modifier = {
			factor = 0.5
			trait = skilled_tactician
		}
		modifier = {
			factor = 0.5
			trait = tough_soldier
		}
		modifier = {
			factor = 0.75
			combat_rating > 9
		}
		modifier = {
			factor = 0.65
			combat_rating > 19
		}
		modifier = {
			factor = 0.5
			combat_rating > 29
		}
		modifier = {
			factor = 1.25
			combat_rating < 1
		}
		modifier = {
			factor = 1.50
			combat_rating < -9
		}
		modifier = {
			factor = 1.75
			combat_rating < -19
		}
	}

	immediate = {
    	if = { #Quick fix to reduce the amount of time the AI gets the events
    		limit = { ai = yes }
    		random = {
    			chance = 75
    			break = yes
    		}
    	}
		random_list = {
			40 = 0
			30 = {
				character_event = {
					id = nit_traits.0
				}
				modifier = {
					factor = 2
					combat_rating > 29
				}
				modifier = {
					factor = 1.66
					combat_rating > 19
				}
				modifier = {
					factor = 1.33
					combat_rating > 9
				}
			}
			30 = {
				character_event = {
					id = nit_traits.4
				}
				modifier = {
					factor = 2
					martial > 17
				}
				modifier = {
					factor = 1.66
					martial > 15
				}
				modifier = {
					factor = 1.33
					martial > 13
				}
				modifier = {
					factor = 1.4
					trait = brilliant_strategist
				}
				modifier = {
					factor = 1.2
					trait = skilled_tactician
				}
				modifier = {
					factor = 1.1
					trait = tough_soldier
				}
				modifier = {
					factor = 1.2
					trait = wroth
				}
			}
		}
	}

	option = {
		name = "NotShown"
	}
	
}

#12 - mecenate
character_event = {
	id = nit_traits.12
	desc = EVTDESCnit_traits.12
	picture = GFX_evt_emissary_kneeling

	trigger = {
		has_ambition = obj_become_mecenate
		NOR = {
			trait = mecenate
			has_character_flag = first_mec_hired
		}
	}

	mean_time_to_happen = {
		years = 2
		modifier = {
			trait = greedy
			factor = 2
		}
		modifier = {
			trait = charitable
			factor = 0.5
		}
		modifier = {
			factor = 0.5
			wealth > 400
		}
		modifier = {
			factor = 0.6
			wealth > 200
		}
		modifier = {
			factor = 0.7
			wealth > 100
		}
		modifier = {
			factor = 0.9
			wealth < 100
		}
		modifier = {
			factor = 1.5
			wealth < 50
		}
		modifier = {
			factor = 2
			wealth < 0
		}
		modifier = {
			factor = 4
			wealth < -50
		}
		modifier = {
			factor = 8
			wealth < -100
		}
	}

	option = {
		name = EVTOPTAnit_traits.12
		scaled_wealth = -0.1
		prestige = 200
		create_character = {
		set_character_flag = first_mec_hired
		create_character = {
			random_traits = yes
			dynasty = random
			religion = ROOT
			culture = ROOT
			female = no
			age = 48
			health = 6
			fertility = 0.6
			flag = mec_poet
			
			attributes = {
			diplomacy = 15
			martial = 3
			stewardship = 5
			intrigue = 6
			learning = 7
			}
			add_trait = poet
		}
	}
	option = {
		name = EVTOPTBnit_traits.12
		scaled_wealth = -0.1
		prestige = 200
		create_character = {
			dynasty = random
			religion = ROOT
			culture = ROOT
			female = no
			age = 48
			health = 6
			fertility = 0.6
			flag = mec_scholar
			
			add_trait = scholarly_theologian 
			add_trait = monk
			add_trait = erudite
			add_trait = content
			add_trait = honest
			add_trait = kind
			add_trait = humble
			add_trait = diligent
		}
		set_character_flag = first_mec_hired
	}
	option = {
		name = EVTOPTCnit_traits.12
		scaled_wealth = -0.2
		prestige = 500
		create_character = {
			dynasty = random
			religion = ROOT
			culture = ROOT
			female = no
			age = 48
			health = 6
			fertility = 0.6
			flag = mec_scholar
			
			add_trait = scholarly_theologian 
			add_trait = monk
			add_trait = erudite
			add_trait = content
			add_trait = honest
			add_trait = kind
			add_trait = humble
			add_trait = diligent
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = ROOT
			culture = ROOT
			female = no
			age = 48
			health = 6
			fertility = 0.6
			flag = mec_poet
			
			attributes = {
			diplomacy = 15
			martial = 3
			stewardship = 5
			intrigue = 6
			learning = 7
			}
			add_trait = poet
		}
		set_character_flag = first_mec_hired
		set_character_flag = second_mec_hired
	}
	option = {
		name = EVTOPTDnit_traits.12
		prestige = 200
		set_character_flag = first_mec_hired
	}
	after = {
		add_character_modifier = {
			modifier = mec_wait
			years = 1
			hidden = yes
		}
	}
}
#13 - Find a musician
character_event = {
	id = nit_traits.13
	desc = EVTDESCnit_traits.13
	picture = GFX_evt_children_talking

	is_triggered_only = yes

	option = {
		name = EVTOPTAnit_traits.13
		scaled_wealth = -0.01
		create_character = {
			random_traits = yes
			dynasty = random
			religion = ROOT
			culture = ROOT
			female = no
			age = 14
			health = 6
			fertility = 0.6
			flag = mec_musician
		
			attributes = {
			diplomacy = 8
			martial = 6
			stewardship = 2
			intrigue = 6
			learning = 6
			}
			add_trait = musician
		}
		ai_chance = {
			factor = 0.5
			modifier = {
				trait = greedy
				factor = 0.5
			}
			modifier = {
				trait = charitable
				factor = 2
			}
			modifier = {
				trait = envious
				factor = 0.5
			}
			modifier = {
				trait = kind
				factor = 2
			}
			modifier = {
				factor = 0.7
				wealth > 10
			}
			modifier = {
				factor = 1.1
				wealth < 10
			}
			modifier = {
				factor = 1.5
				wealth < 7.5
			}
			modifier = {
				factor = 8
				wealth < -50
			}
		}
		if = {
			limit = { NOT = { has_character_flag = second_mec_hired } }
			set_character_flag = second_mec_hired
		}
		if = {
			limit = { NOT = { has_character_flag = third_mec_hired } }
			set_character_flag = third_mec_hired
		}
	}
	option = {
		name = EVTOPTBnit_traits.13
	}
	after = {
		add_character_modifier = {
			modifier = mec_wait
			years = 1
			hidden = yes
		}
	}
}
#14 - Find a philosopher
character_event = {
	id = nit_traits.14
	desc = EVTDESCnit_traits.14
	picture = GFX_evt_jailbreak
	trigger = { has_character_flag = first_mec_hired }

	is_triggered_only = yes

	option = {
		character_event = {
			id = nit_traits.15
		}
	}
	option = {
		name = EVTOPTBnit_traits.14
		random = {
			chance = 25
			remove_trait = kind
			add_trait = cruel
		}
	}
}
#15 - Find a philosopher 2
character_event = {
	id = nit_traits.15
	desc = EVTDESCnit_traits.15
	picture = GFX_evt_emissary_kneeling

	is_triggered_only = yes

	immediate = {
		create_character = {
			random_traits = yes
			dynasty = random
			religion = ROOT
			culture = ROOT
			female = no
			age = 41
			health = 6
			fertility = 0.6
			flag = mec_philosopher
		
			attributes = {
			diplomacy = 6
			martial = 2
			stewardship = 2
			intrigue = 2
			learning = 10
			}
			add_trait = philosopher
		}
	}

	option = {
		name = EVTOPTAnit_traits.15
		scaled_wealth = -0.01
		new_character = {
			set_defacto_liege = ROOT
		}
		ai_chance = {
			factor = 0.5
			modifier = {
				trait = greedy
				factor = 0.5
			}
			modifier = {
				trait = charitable
				factor = 2
			}
			modifier = {
				trait = envious
				factor = 0.5
			}
			modifier = {
				trait = kind
				factor = 2
			}
			modifier = {
				factor = 0.7
				wealth > 10
			}
			modifier = {
				factor = 1.1
				wealth < 10
			}
			modifier = {
				factor = 1.5
				wealth < 7.5
			}
			modifier = {
				factor = 8
				wealth < -50
			}
		}
	}
	option = {
		name = EVTOPTBnit_traits.15
		new_character = { imprison = ROOT }
		random = {
			chance = 25
			remove_trait = kind
			add_trait = cruel
		}
	}
}
#16 - Find a physician
character_event = {
	id = nit_traits.16
	desc = EVTDESCnit_traits.16
	picture = GFX_evt_doctor_tending_to_sick

	is_triggered_only = yes

	option = {
		name = EVTOPTAnit_traits.16
		scaled_wealth = -0.01
		create_character = {
			random_traits = yes
			dynasty = random
			religion = ROOT
			culture = ROOT
			female = no
			age = 34
			health = 6
			fertility = 0.6
			flag = mec_physician
		
			attributes = {
			diplomacy = 8
			martial = 6
			stewardship = 2
			intrigue = 6
			learning = 6
			}
			add_trait = physician
			add_trait = quick
		}
		ai_chance = {
			factor = 0.5
			modifier = {
				trait = greedy
				factor = 0.5
			}
			modifier = {
				trait = charitable
				factor = 2
			}
			modifier = {
				trait = envious
				factor = 0.5
			}
			modifier = {
				trait = kind
				factor = 2
			}
			modifier = {
				factor = 0.7
				wealth > 10
			}
			modifier = {
				factor = 1.1
				wealth < 10
			}
			modifier = {
				factor = 1.5
				wealth < 7.5
			}
			modifier = {
				factor = 8
				wealth < -50
			}
		}
		if = {
			limit = { NOT = { has_character_flag = second_mec_hired } }
			set_character_flag = second_mec_hired
		}
		if = {
			limit = { NOT = { has_character_flag = third_mec_hired } }
			set_character_flag = third_mec_hired
		}
	}
	option = {
		name = EVTOPTBnit_traits.16
	}
}
#17 - Find someone
character_event = {
	id = nit_traits.17
	desc = EVTDESCnit_traits.17
	picture = GFX_evt_children_talking
	trigger = { mecenate_trigger = yes }

	mean_time_to_happen = {
		years = 3
		modifier = {
			trait = greedy
			factor = 2
		}
		modifier = {
			trait = charitable
			factor = 0.5
		}
		modifier = {
			trait = envious
			factor = 2
		}
		modifier = {
			trait = kind
			factor = 0.5
		}
		modifier = {
			factor = 0.7
			wealth > 10
		}
		modifier = {
			factor = 1.1
			wealth < 10
		}
		modifier = {
			factor = 1.5
			wealth < 7.5
		}
		modifier = {
			factor = 8
			wealth < -50
		}
	}
	hide_window = yes

	immediate = {
		random_list = {
			30 = { character_event = { id = nit_traits.13 } }
			30 = { character_event = { id = nit_traits.14 } }
			30 = { character_event = { id = nit_traits.16 } }
			10 = 0
		}
	}

	option = {
		name = "NotShown"
	}
	after = {
		add_character_modifier = {
			modifier = mec_wait
			years = 1
			hidden = yes
		}
	}
}
#18 - Check mecenate
character_event = {
	id = nit_traits.18
	desc = EVTDESCnit_traits.18
	picture = GFX_evt_bloodlines
	
	trigger = {
		has_character_flag = third_mec_hired
	}

	mean_time_to_happen = {
		days = 7
		modifier = {
			has_character_flag = third_mec_hired
			factor = 2
		}
	}

	option = {
		name = EVTOPTAnit_traits.18
		set_character_flag = mecenate
		prestige = 100
	}
	after = {
		clr_character_flag = first_mec_hired
		clr_character_flag = second_mec_hired
		clr_character_flag = third_mec_hired
	}
}
			
#Filosofo, con la decisione
#Musicista
#Mecenate (chiama poeta, musicista o filosofo)
#Rude