namespace = a_gm_control 
character_event = {
	id = a_gm_control.0 #init
	hide_window = yes 
	is_triggered_only = yes 
	immediate = {
		IF = {
			  limit = { has_character_flag = auto_give_minors_is_enabled}
			  
			  IF = {
				    limit = {
					      NOT = { 
						has_character_flag = a_gm_control_started
						has_character_flag = a_gm_control_reacting
						has_character_flag = a_gm_control_success
						}
					      }
				    character_event = { id = a_gm_control.1 days = 1}
				    }
			  }
		}
	option = {}
	}
character_event = {
	id = a_gm_control.1 #start
	hide_window = yes 
	is_triggered_only = yes 
	immediate = {
		IF = {
			  limit = {
				    NOT = {
					      is_alive = yes
					      has_character_flag = auto_give_minors_is_enabled
					    }
				  }
			  character_event = { id = a_gm_control.6}
			  break = yes
			}
		set_character_flag = a_gm_control_started
		clr_character_flag = a_gm_control_success
		clr_character_flag = a_gm_control_reacting
		character_event = { id = a_gm_distribute_minor.1}
		}
	option = {}
	}
character_event = {
	id = a_gm_control.2 #react
	hide_window = yes 
	is_triggered_only = yes 
	immediate = {
		IF = {
			  limit = {
				    NOT = {
					      is_alive = yes
					      has_character_flag = auto_give_minors_is_enabled
					    }
				  }
			  character_event = { id = a_gm_control.6}
			  break = yes
			}
		IF = {
			  limit = {
				    NOT = { 
					      has_character_flag = a_gm_control_reacting
					      has_character_flag = a_gm_control_started
					    }
				    has_character_flag = a_gm_control_success
				  }
			  set_character_flag = a_gm_control_reacting
			  character_event = { id = a_gm_control.1}
			}
		}
	option = {}
	}
character_event = {
	id = a_gm_control.3 #on death
	hide_window = yes 
	is_triggered_only = yes 
	has_character_flag = auto_give_minors_is_enabled 
	immediate = {
		ROOT = { 
			any_dynasty_member = {
				#find my dynastic heir, I don't care about actual heir.
				limit = {is_heir=yes}
				character_event = { id=a_gm_control.4 days=1}
				}
			}
		}
	option = {}
	}
character_event = {
	id = a_gm_control.4 #restart
	hide_window = yes 
	is_triggered_only = yes 
	immediate = {
		IF = {
			  limit = {
				    NOT = {
					      is_alive = yes
					      has_character_flag = auto_give_minors_is_enabled
					    }
				  }
			  character_event = { id = a_gm_control.6}
			  break = yes
			}
		if = {
			#on the off chance that more than one person of the same dynasty are autobuilding, and a heir.
			limit={ NOT = {has_character_flag = auto_give_minors_is_enabled} }
			set_character_flag = auto_give_minors_is_enabled
			character_event = {id=a_gm_control.0}
			}
		}
	option = {}
	}
character_event = {
	id = a_gm_control.5 #yearly pulse
	hide_window = yes 
	is_triggered_only = yes 
	has_character_flag = auto_give_minors_is_enabled 
	immediate = {
		IF = {
			  limit = {
				    NOT = {
					      is_alive = yes
					      has_character_flag = auto_give_minors_is_enabled
					    }
				  }
			  character_event = { id = a_gm_control.6}
			  break = yes
			}if = { limit = {had_character_flag={ flag=a_gm_control_started days=110}}
			  clr_character_flag = a_gm_control_started
			  }if = { limit = {had_character_flag={ flag=a_gm_control_reacting days=110}}
			  clr_character_flag = a_gm_control_reacting
			  }if = { limit = {had_character_flag={ flag=a_gm_control_success days=110}}
			  clr_character_flag = a_gm_control_success
			  }character_event ={ id=a_gm_control.1}
		}
	option = {}
	}
character_event = {
	id = a_gm_control.6 #cleanup
	hide_window = yes 
	is_triggered_only = yes 
	immediate = {
		clr_character_flag = a_gm_control_started
		clr_character_flag = a_gm_control_reacting
		clr_character_flag = a_gm_control_success
		}
	option = {}
	}
character_event = {
	id = a_gm_control.8 
	hide_window = yes 
	is_triggered_only = yes 
	has_character_flag = a_gm_minor_title_holder 
	immediate = {
		any_liege = {
			  limit = {
				    has_character_flag = auto_give_minors_is_enabled
				  }
			  character_event = { id = a_gm_control.1 days=1}
			}
		}
	option = {}
	}
