#######dragon update
### event 198 - 257

namespace = ani_plus

#### event 198 and 199 are created to prevent dragon character from changing culture
#### at the exception where an egg can become an adult
## event 198: on_action trigger, switch back to old culture if old is dragon
## event 199: removed (was an event to remove a flag preventing 198 to create an infinit loop)

# event 198 - preventing dragon to change culture (race)
#               except for switch between dragon egg and adult dragon
character_event = {
    id = ani_plus.198

    hide_window = yes
    is_triggered_only = yes

    immediate = {
        if = {
            limit = {
                has_character_flag = egg_dragon_culture
                NOT = { culture = dragon_culture }
            }
            culture = dragon_culture
            break = yes
        }

        if = {
            limit = {
                has_character_flag = red_dragon_culture
                NOT = { culture = red_dragon }
            }
            culture = red_dragon
            break = yes
        }

        if = {
            limit = {
                has_character_flag = yellow_dragon_culture
                NOT = { culture = yellow_dragon }
            }
            culture = yellow_dragon
            break = yes
        }

        if = {
            limit = {
                has_character_flag = blue_dragon_culture
                NOT = { culture = blue_dragon }
            }
            culture = blue_dragon
            break = yes
        }

        if = {
            limit = {
                has_character_flag = white_dragon_culture
                NOT = { culture = white_dragon }
            }
            culture = white_dragon
            break = yes
        }

        if = {
            limit = {
                has_character_flag = black_dragon_culture
                NOT = { culture = black_dragon }
            }
            culture = black_dragon
            break = yes
        }

        if = {
            limit = {
                OR = {
                    has_character_flag = egg_dragon_culture
                    has_character_flag = red_dragon_culture
                    has_character_flag = yellow_dragon_culture
                    has_character_flag = blue_dragon_culture
                    has_character_flag = white_dragon_culture
                    has_character_flag = black_dragon_culture
                }
            }
            clr_character_flag = egg_dragon_culture
            clr_character_flag = red_dragon_culture
            clr_character_flag = yellow_dragon_culture
            clr_character_flag = blue_dragon_culture
            clr_character_flag = white_dragon_culture
            clr_character_flag = black_dragon_culture

            break = yes
        }

        create_character = {
            culture = FROM
        }

        if = {
            limit = {
                new_character = {
                    culture_group = dragon_group
                    NOT = { culture = ROOT }
                }
                NOR = {
                    AND = { # is a child
                        NOT = { age = 16}
                        culture = dragon_culture
                    }
                    AND = { # was a child
                        age = 16
                        NOT = { culture = dragon_culture }
                        new_character = { culture = dragon_culture }
                    }
                }
            }

            new_character = {
                trigger_switch = {
                    on_trigger = culture
                    dragon_culture = {
                        ROOT = {
                            set_character_flag = egg_dragon_culture
                            culture = dragon_culture
                        }
                    }
                    red_dragon = {
                        ROOT = {
                            set_character_flag = red_dragon_culture
                            culture = red_dragon
                        }
                    }
                    yellow_dragon = {
                        ROOT = {
                            set_character_flag = yellow_dragon_culture
                            culture = yellow_dragon
                        }
                    }
                    blue_dragon = {
                        ROOT = {
                            set_character_flag = blue_dragon_culture
                            culture = blue_culture
                        }
                    }
                    white_dragon = {
                        ROOT = {
                            set_character_flag = white_dragon_culture
                            culture = white_culture
                        }
                    }
                    black_dragon = {
                        ROOT = {
                            set_character_flag = black_dragon_culture
                            culture = black_dragon
                        }
                    }
                }
            }
        }

        new_character = {
            death = yes
        }
    }
}

#### event 200 to 204 and 247: religious event force religion setting
## event 200: setting holy site randomly (on game start, even if game alway choosing the same provinces)
## event 201: setting character and province in game start by
#                   forcing dragon religion
#                   setting egg culture for dragon egg
#                   giving adult dragon their flag
#                   forcing gender succession law
## event 247: triggered by event 201 // create fort on dragon province
#                   delayed by 1 day because it seems that AI province destroy fort on day 1 after game start 
## event 202: converting character on birth or culture change
## event 203: converting province culture on religion change
## event 204: holding plundering


# event 200
character_event = {
    id = ani_plus.200

    hide_window = yes
    is_triggered_only = yes

    trigger = {
        NOT = { has_global_flag = dragon_holy_sites_set }
    }

    immediate = {
        set_black_dragon_holy_site_effect = yes
        set_white_dragon_holy_site_effect = yes
        set_red_dragon_holy_site_effect = yes
        set_blue_dragon_holy_site_effect = yes
        set_yellow_dragon_holy_site_effect = yes
    }

    after = {
        set_global_flag = dragon_holy_sites_set
    }
}

# event 201
character_event = {
    id = ani_plus.201

    hide_window = yes
    is_triggered_only = yes

    immediate = {
        any_character = {
            limit = {
                culture_group = dragon_group
                can_change_religion = yes
                NOT = { religion = Dragon_religion }
            }
            religion = Dragon_religion
            dragon_get_dragon_egg_culture_if_child_effect = yes
            dragon_get_true_adult_effect = yes
            
            set_government_type = dragon_tribal_gov
            any_demesne_title = {
                gender_succ = true_cognatic
            }
        }
        any_province = {
            limit = {
                has_owner = yes
                culture_group = dragon_group
                NOT = { religion = Dragon_religion }
            }
            if = {
                limit = {
                    holder_scope = {
                        ai = no
                    }
                }
                dragon_add_fort_to_province_effect = yes
            }
            else = {
                province_event = {
                    id = ani_plus.247
                    days = 1
                }
            }
        }
    }
}

# event 247
province_event = {
    id = ani_plus.247

    hide_window = yes
    is_triggered_only = yes

    trigger = {
        culture_group = dragon_group
        has_fort = no
    }

    immediate = {
        if = {
            limit = {
                holder_scope = {
                    culture_group = dragon_group
                    religion = Dragon_religion
                }
            }
            religion = Dragon_religion
            dragon_add_fort_to_province_effect = yes
        }
        else = {
            culture = holder_scope
        }
    }
}

# event 202
character_event = {
    id = ani_plus.202

    hide_window = yes
    is_triggered_only = yes

    trigger = {
        culture_group = dragon_group
        can_change_religion = yes
        NOT = { religion = Dragon_religion }
    }

    immediate = {
        religion = Dragon_religion
    }
}

# event 203
province_event = {
    id = ani_plus.203

    hide_window = yes
    
    trigger = {
        culture_group = dragon_group
        NOT = {
            religion = Dragon_religion
        }
    }

    mean_time_to_happen = {
        months = 1
    }

    immediate = {
        if = {
            limit = {
                holder_scope = {
                    culture_group = dragon_group
                }
            }

            religion = Dragon_religion
        }
        else = {
            culture = holder_scope
        }
    }
}

# event 204
province_event = {
    id = ani_plus.204

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council

    desc = DESC_ani_204

    trigger = {
        culture_group = dragon_group
        holder_scope = {
            culture_group = dragon_group

            war = no
            OR = {
                independent = yes 
                any_liege = {
                    war = no
                }
            }
        }

        county = {
            is_occupied = no
            any_de_jure_vassal_title = {
                OR = {
                    holding_type = castle
                    holding_type = city
                    holding_type = temple
                }
            }
        }
    }

    mean_time_to_happen = {
        months = 2

        modifier = {
            factor = 100

            holder_scope = {
                culture = dragon_culture
            }
        }
    }

    option = {
        name = OPT_ani_204

        county = {
            show_scope_change = no
            random_direct_de_jure_vassal_title = {
                limit = {
                    OR = {
                        holding_type = castle
                        holding_type = city
                        holding_type = temple
                    }
                }

                if = {
                    limit = {
                        has_any_building = yes
                    }

                    destroy_random_building = yes
                }
                else = {
                    destroy_settlement = yes
                }
            }

            holder_scope = {
                wealth = 200
            }
        }
    }
}

#### event 205 to 220: dragon lifetime events
## event 205: hidden event for adulthood (to show parent player)
## event 206: notification for culture change
#               and removing education trait (if conclave is disable)
#                   as education trait will be added after passing the 5 trials
## event 207: trial tombola for dragon -- moved to a decision to avoid trigger bug
## event 208-209: snow trial
## event 210: fire trial
## event 212: water trial
## event 214: sand trial
## event 216: poison trial
## event 218: conclusion (give education trait and intelligence trait)
## event 219: event to prevent dragon egg from hatching
## event 220: player notification for its unborn child death
## event 253: removing dragon egg culture on adult character (I don't know how it can happen, but need to be fixed)

# event 205
character_event = {
    id = ani_plus.205

    hide_window = yes
    is_triggered_only = yes

    trigger = {
        culture = dragon_culture
    }

    immediate = {
        if = {
            limit = {
                father = {
                    ai = no
                }
            }

            father = {
                character_event = { id = ani_plus.206 }
            }
        }
        else_if = {
            limit = {
                mother = {
                    ai = no
                }
            }
            
            mother = {
                character_event = { id = ani_plus.206 }
            }
        }
        else = {
            character_event = { id = ani_plus.206 }
        }
    }
}

# event 206
character_event = {
    id = ani_plus.206

    is_triggered_only = yes

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council
    desc = {
        trigger = {
            NOT = { character = FROM }
        }
        text = DESCA_ANI_206
    }
    desc = {
        trigger = {
            character = FROM
        }
        text = DESCB_ANI_206
    }

    option = {
        name = {
            text = OPTA_ANI_206
            trigger = {
                NOT = { character = FROM }
            }
        }

        FROM = {
            #removing education trait if conclave DLC disabled
            hidden_tooltip = {
                generate_tooltip = no

                remove_trait = amateurish_plotter
                remove_trait = flamboyant_schemer
                remove_trait = intricate_webweaver
                remove_trait = elusive_shadow

                remove_trait = naive_appeaser
                remove_trait = underhanded_rogue
                remove_trait = charismatic_negotiator
                remove_trait = grey_eminence

                remove_trait = indulgent_wastrel
                remove_trait = thrifty_clerk
                remove_trait = fortune_builder
                remove_trait = midas_touched

                remove_trait = misguided_warrior
                remove_trait = tough_soldier
                remove_trait = skilled_tactician
                remove_trait = brilliant_strategist

                remove_trait = detached_priest
                remove_trait = martial_cleric
                remove_trait = scholarly_theologian
                remove_trait = mastermind_theologian
            }

            random_list = {
                1 = {
                    modifier = {
                        factor = 0
                        NOT = {
                            has_character_flag = white_dragon_potential
                        }
                    }
                    
                    culture = white_dragon
                }
                1 = {
                    modifier = {
                        factor = 0
                        NOT = {
                            has_character_flag = black_dragon_potential
                        }
                    }

                    culture = black_dragon
                }
                1 = {
                    modifier = {
                        factor = 0
                        NOT = {
                            has_character_flag = blue_dragon_potential
                        }
                    }

                    culture = blue_dragon
                }
                1 = {
                    modifier = {
                        factor = 0
                        NOT = {
                            has_character_flag = red_dragon_potential
                        }
                    }

                    culture = red_dragon
                }
                1 = {
                    modifier = {
                        factor = 0
                        NOT = {
                            has_character_flag = yellow_dragon_potential
                        }
                    }

                    culture = yellow_dragon
                }
            }
            clr_character_flag = white_dragon_potential
            clr_character_flag = black_dragon_potential
            clr_character_flag = blue_dragon_potential
            clr_character_flag = red_dragon_potential
            clr_character_flag = yellow_dragon_potential

            hidden_tooltip = { # if already a ruler
                if = {
                    limit = {
                        is_ruler = yes
                    }
                    any_demesne_province = {
                        culture = PREV
                    }
                }
            }
        }
    }
}

# event 207 - removed

# event 208 - snow
character_event = {
    id = ani_plus.208

    is_triggered_only = yes
    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council

    desc = DESC_ANI_208

    option = {
        name = OPTA_ANI_208
        set_character_flag = dragon_snow_normal
        
        ai_chance = {
            factor = 10
            
            dragon_trial_choice_1_score = yes
        }
    }
    option = {
        name = OPTB_ANI_208
        set_character_flag = dragon_snow_hard

        ai_chance = {
            factor = 10

            dragon_trial_choice_2_score = yes
        }
    }
    option = {
        name = OPTC_ANI_208
        set_character_flag = dragon_snow_safe

        ai_chance = {
            factor = 10

            dragon_trial_choice_3_score = yes
        }
    }
    option = {
        name = OPTD_ANI_208
        set_character_flag = dragon_snow_all_for_all

        ai_chance = {
            factor = 10

            dragon_trial_choice_4_score = yes
        }
    }

    after = {
        hidden_tooltip = {
            random_list = {

				100 = {
					trigger = {
						NOT = {
							has_character_flag = dragon_snow_safe
						}
					}
					modifier = {
						factor = 0.80
						has_character_flag = dragon_snow_normal
					}
                    modifier = {
                        factor = 0.5
                        culture = white_dragon
                    }
                    modifier = {
                        factor = 1.5
                        NOT = { learning = 15}
                    }
					modifier = {
						factor = 2
						NOT = { learning = 10 }
					}
                    modifier = {
						factor = 2
						NOT = { learning = 5 } 
					}


					set_character_flag = dragon_snow_level_1
                    set_character_flag = dragon_education_level_1
				}
				100 = {
					trigger = {
						NOT = {
							has_character_flag = dragon_snow_all_for_all
						}
					}
                    modifier = {
                        factor = 0.75
                        culture = white_dragon
                    }
					modifier = {
						factor = 0.80
						has_character_flag = dragon_snow_normal
					}
                    modifier = {
                        factor = 2
                        NOT = { learning = 15}
                    }
					modifier = {
						factor = 1.5
						NOT = { learning = 10 }
					}
					
					set_character_flag = dragon_snow_level_2
                    set_character_flag = dragon_education_level_2
                    change_learning = 1
				}
				90 = {
					trigger = {
						NOR = {
							has_character_flag = dragon_snow_hard
						}
					}
                    modifier = {
                        factor = 0.80
                        has_character_flag = dragon_snow_all_for_all
                    }
                    modifier = {
                        factor = 1.25
                        culture = white_dragon
                    }
                    modifier = {
                        factor = 2
						learning = 10
                    }
                    modifier = {
                        factor = 1.5
						learning = 15
                    }

					set_character_flag = dragon_snow_level_3
                    set_character_flag = dragon_education_level_3
                    change_learning = 2
				}
				80 = {
					trigger = {
						NOR = {
							has_character_flag = dragon_snow_normal
							has_character_flag = dragon_snow_safe
						}
					}
                    modifier = {
                        factor = 0.80
                        has_character_flag = dragon_snow_all_for_all
                    }
                    modifier = {
                        factor = 1.5
                        culture = white_dragon
                    }
                    modifier = {
                        factor = 2
						learning = 10
                    }
					modifier = {
						factor = 2
                        learning = 15
					}
                    modifier = {
                        factor = 4
                        learning = 20
                    }

					set_character_flag = dragon_snow_level_4
                    set_character_flag = dragon_education_level_4
                    change_learning = 3
                }
            }

            clr_character_flag = dragon_snow_normal
            clr_character_flag = dragon_snow_hard
            clr_character_flag = dragon_snow_all_for_all
            clr_character_flag = dragon_snow_safe

            character_event = { id = ani_plus.209 }
        }
    }
}

# event 209
character_event = {
    id = ani_plus.209

    is_triggered_only = yes
    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council

    desc = DESC_ANI_209

    option = {
        name = OPTA_ANI_209
        trigger = {
            has_character_flag = dragon_education_level_1
        }

        hidden_tooltip = {
            change_variable = {
                which = dragon_education_score
                value = 1
            }
            clr_character_flag = dragon_education_level_1
        }
    }
    option = {
        name = OPTB_ANI_209
        trigger = {
            has_character_flag = dragon_education_level_2
        }
        hidden_tooltip = {
            change_variable = {
                which = dragon_education_score
                value = 2
            }
            clr_character_flag = dragon_education_level_2
        }
    }
    option = {
        name = OPTC_ANI_209
        trigger = {
            has_character_flag = dragon_education_level_3
        }

        hidden_tooltip = {
            change_variable = {
                which = dragon_education_score
                value = 3
            }
            clr_character_flag = dragon_education_level_3
        }
    }
    option = {
        name = OPTD_ANI_209
        trigger = {
            has_character_flag = dragon_education_level_4
        }
        hidden_tooltip = {
            change_variable = {
                which = dragon_education_score
                value = 4
            }
            clr_character_flag = dragon_education_level_4
        }
    }
    
    after = {
        if = {
            limit = {
                has_character_flag = snow_trial_realized
                has_character_flag = fire_trial_realized
                has_character_flag = water_trial_realized
                has_character_flag = sand_trial_realized
                has_character_flag = poison_trial_realized
            }
            if = {
                limit = {
                    father = {
                        ai = no
                    }
                }
                father = {
                    character_event = { id = ani_plus.218 }
                }
            }
            else_if = {
                limit = {
                    mother = {
                        ai = no
                    }
                }
                mother = {
                    character_event = { id = ani_plus.218 }
                }
            }
            else = {
                character_event = { id = ani_plus.218 }
            }
        }
    }
}

# event 210 - fire
character_event = {
    id = ani_plus.210

    is_triggered_only = yes
    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council

    desc = DESC_ANI_210

	# option has same localisation as the first event
    option = {
        name = OPTA_ANI_208
        set_character_flag = dragon_fire_normal
        
        ai_chance = {
            factor = 10
            
            dragon_trial_choice_1_score = yes
        }
    }
    option = {
        name = OPTB_ANI_208
        set_character_flag = dragon_fire_hard

        ai_chance = {
            factor = 10

            dragon_trial_choice_2_score = yes
        }
    }
    option = {
        name = OPTC_ANI_208
        set_character_flag = dragon_fire_safe

        ai_chance = {
            factor = 10

            dragon_trial_choice_3_score = yes
        }
    }
    option = {
        name = OPTD_ANI_208
        set_character_flag = dragon_fire_all_for_all

        ai_chance = {
            factor = 10

            dragon_trial_choice_4_score = yes
        }
    }

	after = {
		hidden_tooltip = {
			random_list = {

				100 = {
					trigger = {
						NOT = {
							has_character_flag = dragon_fire_safe
						}
					}
					modifier = {
						factor = 0.80
						has_character_flag = dragon_fire_normal
					}
                    modifier = {
                        factor = 0.5
                        culture = red_dragon
                    }
                    modifier = {
                        factor = 1.5
                        NOT = { martial = 15}
                    }
					modifier = {
						factor = 2
						NOT = { martial = 10 }
					}
                    modifier = {
						factor = 2
						NOT = { martial = 5 } 
					}


					set_character_flag = dragon_fire_level_1
                    set_character_flag = dragon_education_level_1
				}
				100 = {
					trigger = {
						NOT = {
							has_character_flag = dragon_fire_all_for_all
						}
					}
                    modifier = {
                        factor = 0.75
                        culture = red_dragon
                    }
					modifier = {
						factor = 0.80
						has_character_flag = dragon_fire_normal
					}
                    modifier = {
                        factor = 2
                        NOT = { martial = 15}
                    }
					modifier = {
						factor = 1.5
						NOT = { martial = 10 }
					}
					
					set_character_flag = dragon_fire_level_2
                    set_character_flag = dragon_education_level_2
                    change_martial = 1
				}
				90 = {
					trigger = {
						NOR = {
							has_character_flag = dragon_fire_hard
						}
					}
                    modifier = {
                        factor = 0.80
                        has_character_flag = dragon_fire_all_for_all
                    }
                    modifier = {
                        factor = 1.25
                        culture = red_dragon
                    }
                    modifier = {
                        factor = 2
						martial = 10
                    }
                    modifier = {
						factor = 1.5
                        martial = 15
					}

					set_character_flag = dragon_fire_level_3
                    set_character_flag = dragon_education_level_3
                    change_martial = 2
				}
				80 = {
					trigger = {
						NOR = {
							has_character_flag = dragon_fire_normal
							has_character_flag = dragon_fire_safe
						}
					}
                    modifier = {
                        factor = 0.80
                        has_character_flag = dragon_fire_all_for_all
                    }
                    modifier = {
                        factor = 1.5
                        culture = red_dragon
                    }
                    modifier = {
                        factor = 2
						martial = 10
                    }
					modifier = {
						factor = 2
                        martial = 15
					}
                    modifier = {
                        factor = 4
                        martial = 20
                    }

                    set_character_flag = dragon_fire_level_4
                    set_character_flag = dragon_education_level_4
                    change_martial = 3
                }
            }

            clr_character_flag = dragon_fire_normal
            clr_character_flag = dragon_fire_hard
            clr_character_flag = dragon_fire_all_for_all
            clr_character_flag = dragon_fire_safe

            character_event = { id = ani_plus.209 }
        }
    }
}

# event 211 - fused with event 209

# event 212 - water
character_event = {
    id = ani_plus.212

    is_triggered_only = yes
    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council

    desc = DESC_ANI_212

	# option has same localisation as the first event
    option = {
        name = OPTA_ANI_208
        set_character_flag = dragon_water_normal
        
        ai_chance = {
            factor = 10
            
            dragon_trial_choice_1_score = yes
        }
    }
    option = {
        name = OPTB_ANI_208
        set_character_flag = dragon_water_hard

        ai_chance = {
            factor = 10

            dragon_trial_choice_2_score = yes
        }
    }
    option = {
        name = OPTC_ANI_208
        set_character_flag = dragon_water_safe

        ai_chance = {
            factor = 10

            dragon_trial_choice_3_score = yes
        }
    }
    option = {
        name = OPTD_ANI_208
        set_character_flag = dragon_water_all_for_all

        ai_chance = {
            factor = 10

            dragon_trial_choice_4_score = yes
        }
    }

	after = {
		hidden_tooltip = {
			random_list = {

				100 = {
					trigger = {
						NOT = {
							has_character_flag = dragon_water_safe
						}
					}
					modifier = {
						factor = 0.80
						has_character_flag = dragon_water_normal
					}
                    modifier = {
                        factor = 0.5
                        culture = blue_dragon
                    }
                    modifier = {
                        factor = 1.5
                        NOT = { diplomacy = 15}
                    }
					modifier = {
						factor = 2
						NOT = { diplomacy = 10 }
					}
                    modifier = {
						factor = 2
						NOT = { diplomacy = 5 } 
					}


					set_character_flag = dragon_water_level_1
                    set_character_flag = dragon_education_level_1
				}
				100 = {
					trigger = {
						NOT = {
							has_character_flag = dragon_water_all_for_all
						}
					}
                    modifier = {
                        factor = 0.75
                        culture = blue_dragon
                    }
					modifier = {
						factor = 0.80
						has_character_flag = dragon_water_normal
					}
                    modifier = {
                        factor = 2
                        NOT = { diplomacy = 15}
                    }
					modifier = {
						factor = 1.5
						NOT = { diplomacy = 10 }
					}
					
					set_character_flag = dragon_water_level_2
                    set_character_flag = dragon_education_level_2
                    change_diplomacy = 1
				}
				90 = {
					trigger = {
						NOR = {
							has_character_flag = dragon_water_hard
						}
					}
                    modifier = {
                        factor = 0.80
                        has_character_flag = dragon_water_all_for_all
                    }
                    modifier = {
                        factor = 1.25
                        culture = blue_dragon
                    }
                    modifier = {
                        factor = 2
						diplomacy = 10
                    }
                    modifier = {
                        factor = 1.5
						diplomacy = 15
                    }
                    

					set_character_flag = dragon_water_level_3
                    set_character_flag = dragon_education_level_3
                    change_diplomacy = 2
				}
				80 = {
					trigger = {
						NOR = {
							has_character_flag = dragon_water_normal
							has_character_flag = dragon_water_safe
						}
					}
                    modifier = {
                        factor = 0.80
                        has_character_flag = dragon_water_all_for_all
                    }
                    modifier = {
                        factor = 1.5
                        culture = blue_dragon
                    }
                    modifier = {
                        factor = 2
						diplomacy = 10
                    }
					modifier = {
						factor = 2
                        diplomacy = 15
					}
                    modifier = {
                        factor = 4
                        diplomacy = 20
                    }

					set_character_flag = dragon_water_level_4
                    set_character_flag = dragon_education_level_4
                    change_diplomacy = 3
                }
            }

            clr_character_flag = dragon_water_normal
            clr_character_flag = dragon_water_hard
            clr_character_flag = dragon_water_all_for_all
            clr_character_flag = dragon_water_safe

            character_event = { id = ani_plus.209 }
        }
    }
}

# event 213 - fused with event 209

# event 214 - sand
character_event = {
    id = ani_plus.214

    is_triggered_only = yes
    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council

    desc = DESC_ANI_214

	# option has same localisation as the first event
    option = {
        name = OPTA_ANI_208
        set_character_flag = dragon_sand_normal
        
        ai_chance = {
            factor = 10
            
            dragon_trial_choice_1_score = yes
        }
    }
    option = {
        name = OPTB_ANI_208
        set_character_flag = dragon_sand_hard

        ai_chance = {
            factor = 10

            dragon_trial_choice_2_score = yes
        }
    }
    option = {
        name = OPTC_ANI_208
        set_character_flag = dragon_sand_safe

        ai_chance = {
            factor = 10

            dragon_trial_choice_3_score = yes
        }
    }
    option = {
        name = OPTD_ANI_208
        set_character_flag = dragon_sand_all_for_all

        ai_chance = {
            factor = 10

            dragon_trial_choice_4_score = yes
        }
    }

	after = {
		hidden_tooltip = {
			random_list = {

				100 = {
					trigger = {
						NOT = {
							has_character_flag = dragon_sand_safe
						}
					}
					modifier = {
						factor = 0.80
						has_character_flag = dragon_sand_normal
					}
                    modifier = {
                        factor = 0.5
                        culture = yellow_dragon
                    }
                    modifier = {
                        factor = 1.5
                        NOT = { stewardship = 15}
                    }
					modifier = {
						factor = 2
						NOT = { stewardship = 10 }
					}
                    modifier = {
						factor = 2
						NOT = { stewardship = 5 } 
					}


					set_character_flag = dragon_sand_level_1
                    set_character_flag = dragon_education_level_1
				}
				100 = {
					trigger = {
						NOT = {
							has_character_flag = dragon_sand_all_for_all
						}
					}
                    modifier = {
                        factor = 0.75
                        culture = yellow_dragon
                    }
					modifier = {
						factor = 0.80
						has_character_flag = dragon_sand_normal
					}
                    modifier = {
                        factor = 2
                        NOT = { stewardship = 15}
                    }
					modifier = {
						factor = 1.5
						NOT = { stewardship = 10 }
					}
					
					set_character_flag = dragon_sand_level_2
                    set_character_flag = dragon_education_level_2
                    change_stewardship = 1
				}
				90 = {
					trigger = {
						NOR = {
							has_character_flag = dragon_sand_hard
						}
					}
                    modifier = {
                        factor = 0.80
                        has_character_flag = dragon_sand_all_for_all
                    }
                    modifier = {
                        factor = 1.25
                        culture = yellow_dragon
                    }
                    modifier = {
                        factor = 2
						stewardship = 10
                    }
                    modifier = {
                        factor = 1.5
						stewardship = 15
                    }

					set_character_flag = dragon_sand_level_3
                    set_character_flag = dragon_education_level_3
                    change_stewardship = 2
				}
				80 = {
					trigger = {
						NOR = {
							has_character_flag = dragon_sand_normal
							has_character_flag = dragon_sand_safe
						}
					}
                    modifier = {
                        factor = 0.80
                        has_character_flag = dragon_sand_all_for_all
                    }
                    modifier = {
                        factor = 1.5
                        culture = yellow_dragon
                    }
                    modifier = {
                        factor = 2
						stewardship = 10
                    }
					modifier = {
						factor = 2
                        stewardship = 15
					}
                    modifier = {
                        factor = 4
                        stewardship = 20
                    }

					set_character_flag = dragon_sand_level_4
                    set_character_flag = dragon_education_level_4
                    change_stewardship = 3
                }
            }

            clr_character_flag = dragon_sand_normal
            clr_character_flag = dragon_sand_hard
            clr_character_flag = dragon_sand_all_for_all
            clr_character_flag = dragon_sand_safe

            character_event = { id = ani_plus.209 }
        }
    }
}

# event 215 - fused with event 209

# event 216 - poison
character_event = {
    id = ani_plus.216

    is_triggered_only = yes
    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council

    desc = DESC_ANI_216

	# option has same localisation as the first event
    option = {
        name = OPTA_ANI_208
        set_character_flag = dragon_poison_normal
        
        ai_chance = {
            factor = 10
            
            dragon_trial_choice_1_score = yes
        }
    }
    option = {
        name = OPTB_ANI_208
        set_character_flag = dragon_poison_hard

        ai_chance = {
            factor = 10

            dragon_trial_choice_2_score = yes
        }
    }
    option = {
        name = OPTC_ANI_208
        set_character_flag = dragon_poison_safe

        ai_chance = {
            factor = 10

            dragon_trial_choice_3_score = yes
        }
    }
    option = {
        name = OPTD_ANI_208
        set_character_flag = dragon_poison_all_for_all

        ai_chance = {
            factor = 10

            dragon_trial_choice_4_score = yes
        }
    }

	after = {
		hidden_tooltip = {
			random_list = {

				100 = {
					trigger = {
						NOT = {
							has_character_flag = dragon_poison_safe
						}
					}
					modifier = {
						factor = 0.80
						has_character_flag = dragon_poison_normal
					}
                    modifier = {
                        factor = 0.5
                        culture = black_dragon
                    }
                    modifier = {
                        factor = 1.5
                        NOT = { intrigue = 15}
                    }
					modifier = {
						factor = 2
						NOT = { intrigue = 10 }
					}
                    modifier = {
						factor = 2
						NOT = { intrigue = 5 } 
					}


					set_character_flag = dragon_poison_level_1
                    set_character_flag = dragon_education_level_1
				}
				100 = {
					trigger = {
						NOT = {
							has_character_flag = dragon_poison_all_for_all
						}
					}
                    modifier = {
                        factor = 0.75
                        culture = black_dragon
                    }
					modifier = {
						factor = 0.80
						has_character_flag = dragon_poison_normal
					}
                    modifier = {
                        factor = 2
                        NOT = { intrigue = 15}
                    }
					modifier = {
						factor = 1.5
						NOT = { intrigue = 10 }
					}
					
					set_character_flag = dragon_poison_level_2
                    set_character_flag = dragon_education_level_2
                    change_intrigue = 1
                }
				90 = {
					trigger = {
						NOR = {
							has_character_flag = dragon_poison_hard
						}
					}
                    modifier = {
                        factor = 0.80
                        has_character_flag = dragon_poison_all_for_all
                    }
                    modifier = {
                        factor = 1.25
                        culture = black_dragon
                    }
                    modifier = {
                        factor = 2
						intrigue = 10
                    }
                    modifier = {
                        factor = 1.5
						intrigue = 15
                    }

					set_character_flag = dragon_poison_level_3
                    set_character_flag = dragon_education_level_3
                    change_intrigue = 2
				}
				80 = {
					trigger = {
						NOR = {
							has_character_flag = dragon_poison_normal
							has_character_flag = dragon_poison_safe
						}
					}
                    modifier = {
                        factor = 0.80
                        has_character_flag = dragon_poison_all_for_all
                    }
                    modifier = {
                        factor = 1.5
                        culture = black_dragon
                    }
                    modifier = {
                        factor = 2
						intrigue = 10
                    }
					modifier = {
						factor = 2
                        intrigue = 15
					}
                    modifier = {
                        factor = 4
                        intrigue = 20
                    }

					set_character_flag = dragon_poison_level_4
                    set_character_flag = dragon_education_level_4
                    change_intrigue = 3
                }
            }

            clr_character_flag = dragon_poison_normal
            clr_character_flag = dragon_poison_hard
            clr_character_flag = dragon_poison_all_for_all
            clr_character_flag = dragon_poison_safe

            character_event = { id = ani_plus.209 }
        }
    }
}

# event 217 - fused with event 209

# event 218
character_event = {
    id = ani_plus.218

    is_triggered_only = yes
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_council

	desc = DESC_ANI_218

    immediate = {
        FROM = {
            set_character_flag = is_true_dragon_adult
    		add_dragon_university_score_effect = yes
        }
    }

	option = {
		name = OPT_ANI_218
		FROM = {
			trigger_switch = {
				on_trigger = culture
				black_dragon	= { set_black_dragon_education_effect = yes }
				white_dragon	= { set_white_dragon_education_effect = yes }
				blue_dragon		= { set_blue_dragon_education_effect = yes }
				yellow_dragon	= { set_yellow_dragon_education_effect = yes }
				red_dragon		= { set_red_dragon_education_effect = yes }
			}

			add_intelligence_trait_effect = yes
		}
	}

    after = {
        hidden_tooltip = {
            FROM = {
                # removing useless variable and flags
                set_variable = {
                    which = dragon_education_score
                    value = 0
                }
				clr_character_flag = snow_trial_realized
				clr_character_flag = fire_trial_realized
				clr_character_flag = water_trial_realized
				clr_character_flag = sand_trial_realized
				clr_character_flag = poison_trial_realized
				clr_character_flag = dragon_snow_level_1
				clr_character_flag = dragon_snow_level_2
				clr_character_flag = dragon_snow_level_3
				clr_character_flag = dragon_snow_level_4
				clr_character_flag = dragon_fire_level_1
				clr_character_flag = dragon_fire_level_2
				clr_character_flag = dragon_fire_level_3
				clr_character_flag = dragon_fire_level_4
				clr_character_flag = dragon_water_level_1
				clr_character_flag = dragon_water_level_2
				clr_character_flag = dragon_water_level_3
				clr_character_flag = dragon_water_level_4
				clr_character_flag = dragon_sand_level_1
				clr_character_flag = dragon_sand_level_2
				clr_character_flag = dragon_sand_level_3
				clr_character_flag = dragon_sand_level_4
				clr_character_flag = dragon_poison_level_1
				clr_character_flag = dragon_poison_level_2
				clr_character_flag = dragon_poison_level_3
				clr_character_flag = dragon_poison_level_4
            }
        }
    }
}

# event 219
character_event = {
    id = ani_plus.219

    border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_council

	desc = DESC_ANI_219

    culture = dragon_culture
    trigger = {
        culture = dragon_culture
    }

    mean_time_to_happen = {
        years = 30

        modifier = { # or delayed if hospital has incubator
            factor = 5
            location = {
                hospital_has_building = ho_drg_incubator
            }
        }
    }

    option = {
        name = OPT_ANI_219

        death = {
            death_reason = death_childbirth
        }

        if = {
            limit = {
                father = {
                    ai = no
                }
            }

            father = {
                character_event = { id = ani_plus.220}
            }
        }
        if = {
            limit = {
                mother = {
                    ai = no
                }
            }

            mother = {
                character_event = { id = ani_plus.220}
            }
        }
    }
}

# event 220
character_event = {
    id = ani_plus.220

    is_triggered_only = yes
    border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_council

	desc = DESCA_ANI_220

    desc = {
        text = DESCB_ANI_220
        trigger = {
            FROM = {
                location = {
                    hospital_has_building = ho_drg_incubator
                }
            }
        }
    }

    option = {
        name = OPTA_ANI_220
        
        show_portrait = FROM
    }

    option = {
        name = OPTB_ANI_220
        trigger = {
            ai = no
        }

        show_portrait = FROM
        add_artifact = dragon_egg_artifact
    }
}

# event 253
character_event = {
    id = ani_plus.253

    hide_window = yes
    religion = Dragon_religion
    culture = dragon_culture

    mean_time_to_happen = {
        days = 7
    }

    trigger = {
        is_adult = yes
        culture = dragon_culture
    }
    immediate = {
        random_list = {
            1 = { culture = black_dragon }
            1 = { culture = white_dragon }
            1 = { culture = blue_dragon }
            1 = { culture = red_dragon }
            1 = { culture = yellow_dragon }
        }
    }
}

#### event 221 to 222 : character conversion and conversion quest
## event 221: conversion quest on event ruler
## event 222: The dragon egg explode in the fort - convert every character in the province as a dragon

# event 221
character_event = {
    id = ani_plus.221

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council

    only_playable = yes

    trigger = {
        has_game_rule = {
            name = animals_conversion_ways
            value = animal_events
        }
        Is_really_animal_trigger = no

        OR = {
            lifestyle_traits == 0
            trait = impaler
        }

        NOT = { has_artifact = dragon_egg_artifact }
        wealth = 500

        capital_scope = {
            has_fort = yes
            OR = {
                is_black_dragon_province_trigger = yes
                is_white_dragon_province_trigger = yes
                is_red_dragon_province_trigger = yes
                is_blue_dragon_province_trigger = yes
                is_yellow_dragon_province_trigger = yes
            }
        }

        is_adult = yes
        is_incapable = no
        has_regent = no
    }

    mean_time_to_happen = {
        years = 1000

        modifier = {
            factor = 0.1  # ~100 years for players
            ai = no
        }
    }

    desc = DESC_ANI_221

    option = {
        name = OPTA_ANI_221

        wealth = -500
        add_artifact = dragon_egg_artifact
    }
    option = {
        name = OPTB_ANI_221
    }
}

# event 222
character_event = {
    id = ani_plus.222

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council

    only_playable = yes

    trigger = {
        has_artifact = dragon_egg_artifact

        capital_scope = {
            has_fort = yes
            OR = {
                is_black_dragon_province_trigger = yes
                is_white_dragon_province_trigger = yes
                is_red_dragon_province_trigger = yes
                is_blue_dragon_province_trigger = yes
                is_yellow_dragon_province_trigger = yes
            }
        }

        capital_scope = {
            ROOT = {
                location = {
                    province = PREVPREV
                }
            }
        }

        NOT = {
            culture_group = dragon_group
        }
    }

    mean_time_to_happen = {
        years = 2
    }

    desc = DESC_ANI_222

    option = {
        name = OPT_ANI_222
        convert_to_dragon_culture_effect = yes
        destroy_artifact = dragon_egg_artifact
    }
}

#### event 223 to 226: inheritance events
## event 223: setup to start succession tournament
## event 224: a duel
## event 225: tournament end
## event 226: hidden event to delay tournament start effect (for players)

# event 226
character_event = {
    id = ani_plus.226

    is_triggered_only = yes
    hide_window = yes

    trigger = {
        primary_title = {
            title = FROM
        }
        culture_group = dragon_group
    }

    immediate = {
        character_event = { id = ani_plus.223 days = 2 }

        if = { # setting holder culture (except if egg)
            limit = {
                NOT = {
                    culture = dragon_culture
                }
            }
            any_demesne_province = {
                culture = PREV
            }
        }
    }
}

# event 223
character_event = {
    id = ani_plus.223

    is_triggered_only = yes

    trigger = {
        culture_group = dragon_group
        any_sibling = {
            is_adult = yes
            is_ruler = no
            culture_group = dragon_group
            NOT = { has_character_flag = dragon_gave_up_tournament }
        }
    }

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council
    desc = DESC_ANI_223
    
    immediate = {
        any_demesne_title = {
            gender_succ = true_cognatic
        }
    }

    option = {
        name = OPT_ANI_223

        character_event = { id = ani_plus.224 }
    }
}

# event 224
character_event = {
    id = ani_plus.224

    is_triggered_only = yes

    trigger = {
        any_sibling = {
            is_adult = yes
            is_ruler = no
            culture_group = dragon_group
            NOT = { has_character_flag = dragon_gave_up_tournament }
        }
    }
    
    fail_trigger_effect = {
        character_event = { id = ani_plus.225 }
    }
    immediate = {
        random_sibling = {
            limit = {
                is_adult = yes
                is_ruler = no
                culture_group = dragon_group
                NOT = { has_character_flag = dragon_gave_up_tournament }
            }
            save_event_target_as = target_dragon_2nd_fighter
            if = {
                limit = {
                    OR = {
                        trait = content
                        trait = craven
                        trait = slothful
                        trait = shy
                    }
                }
                set_character_flag = dragon_gave_up_tournament
            }
        }
    }

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council
    desc = DESC_ANI_224

    option = {
        trigger = {
            event_target:target_dragon_2nd_fighter = {
                has_character_flag = dragon_gave_up_tournament
            }
        }
        name = OPTA_ANI_224

        event_target:target_dragon_2nd_fighter = {
            any_claim = {
                remove_claim = PREV
            }
        }
    }
    option = {
        trigger = {
            NOT = {
                event_target:target_dragon_2nd_fighter = {
                    has_character_flag = dragon_gave_up_tournament
                }
            }
        }
        name = OPTB_ANI_224

        random_list = {
            100 = { # ROOT victory
                modifier = {
                    factor = 2
                    combat_rating_diff = {
                        character = event_target:target_dragon_2nd_fighter
                        value > 0
                    }
                }
                modifier = {
                    factor = 0.5
                    combat_rating_diff = {
                        character = event_target:target_dragon_2nd_fighter
                        value < 0
                    }
                }
                modifier = {
                    factor = 1.75

                    culture = black_dragon
                    intrigue > event_target:target_dragon_2nd_fighter
                }
                modifier = {
                    factor = 1.75

                    culture = white_dragon
                    learning > event_target:target_dragon_2nd_fighter
                }
                modifier = {
                    factor = 1.75

                    culture = red_dragon
                    martial > event_target:target_dragon_2nd_fighter
                }
                modifier = {
                    factor = 1.75

                    culture = blue_dragon
                    diplomacy > event_target:target_dragon_2nd_fighter
                }
                modifier = {
                    factor = 1.75

                    culture = yellow_dragon
                    stewardship > event_target:target_dragon_2nd_fighter
                }

                event_target:target_dragon_2nd_fighter = {
                    death = {
                        killer = event_target:target_dragon_2nd_fighter
                        death_reason = death_duel
                    }
                }
                dragon_add_hidden_random_stat_effect = yes
            }
            100 = { # target_dragon_2nd_fighter victory
                modifier = {
                    factor = 0.5
                    combat_rating_diff = {
                        character = event_target:target_dragon_2nd_fighter
                        value > 0
                    }
                }
                modifier = {
                    factor = 2
                    combat_rating_diff = {
                        character = event_target:target_dragon_2nd_fighter
                        value < 0
                    }
                }
                modifier = {
                    factor = 1.75

                    event_target:target_dragon_2nd_fighter = {
                        culture = black_dragon
                        intrigue > ROOT
                    }
                }
                modifier = {
                    factor = 1.75
                    event_target:target_dragon_2nd_fighter = {
                        culture = white_dragon
                        learning > ROOT
                    }
                }
                modifier = {
                    factor = 1.75

                    event_target:target_dragon_2nd_fighter = {
                        culture = red_dragon
                        martial > ROOT
                    }
                }
                modifier = {
                    factor = 1.75

                    event_target:target_dragon_2nd_fighter = {
                        culture = blue_dragon
                        diplomacy > ROOT
                    }
                }
                modifier = {
                    factor = 1.75

                    event_target:target_dragon_2nd_fighter = {
                        culture = yellow_dragon
                        stewardship > ROOT
                    }
                }

                event_target:target_dragon_2nd_fighter = {
                    dragon_add_hidden_random_stat_effect = yes
                }
                abdicate_to = event_target:target_dragon_2nd_fighter
                death = {
                    killer = event_target:target_dragon_2nd_fighter
                    death_reason = death_duel
                }
            }
        }
    }
    
    after = {
        clear_event_target = target_dragon_2nd_fighter
        if = {
            limit = {
                is_alive = yes
            }
            character_event = { id = ani_plus.224 days = 1}
        }
    }
}

# event 225
character_event = {
    id = ani_plus.225

    is_triggered_only = yes

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council
    desc = DESC_ANI_225

    option = {
        name = OPT_ANI_225
    }
}

#### event 227 to 229: warfare events
## event 227: force women status law 
## event 228: removed
## event 229: remove tributaries on dragon war loss

# event 227
character_event = {
    id = ani_plus.227

    only_playable = yes

    hide_window = yes

    trigger = {
        government = dragon_tribal_gov
        NOT = { has_law = status_of_women_4 }
    }
    mean_time_to_happen = {
        months = 5
    }
    immediate = {
        primary_title = {
            add_law = status_of_women_4
        }
    }
}

# event 228 - removed

# event 229
character_event = {
    id = ani_plus.229

    is_triggered_only = yes
    hide_window = yes

    trigger = {
        FROM = {
            government = dragon_tribal_gov
        }
    }

    immediate = {
        FROM = {
            any_tributary = {
                remove_tributary = PREV
                any_realm_province = {
                    limit = {
                        has_fort = yes
                        fort_has_building = fo_drg_guardian_01
                    }
                    destroy_fort = THIS
                }
            }
        }
    }
}

#### event 230 to 233 and 246, 254 and 356: fort and culture province events
## event 230: a dragon absorb a province into his own realm
##              also convert that same province into his culture
## event 231: dragon notification for obtaining a new province
## event 232: top liege notification for losing a province
## event 233: removing influence if not tributary (and not in a revolt)
## event 234: dragon owned province without fort get independence
## event 246: updating culture if dragon is not a province ruler
## event 254 and 256: notification for top liege when loosing a province (event 234)

# event 230
province_event = {
    id = ani_plus.230

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council
    desc = DESC_ANI_230

    trigger = {
        has_fort = yes
        holder_scope = {
            top_liege = {
                is_tributary = {
                    type = dragon_vassal_tributary
                }
            }
            war = no
            OR = {
                independent = yes
                any_liege = {
                    war = no
                }
            }
        }
        fort_has_building = fo_drg_guardian_01
    }

    mean_time_to_happen = {
        years = 4000

        modifier = { # direct neighbor
            factor = 0.25

            any_neighbor_province = {
                has_owner = yes
                culture_group = dragon_group
            }
        }
        modifier = { # indirect neighbor
            factor = 0.375

            any_neighbor_province = {
                any_neighbor_province = {
                    has_owner = yes
                    culture_group = dragon_group
                }
            }

            NOT = {
                any_neighbor_province = {
                    has_owner = yes
                    culture_group = dragon_group
                }
            }
        }
        modifier = { # not that far away land neighbor
            factor = 0.5

            any_neighbor_province = {
                any_neighbor_province = {
                    any_neighbor_province = {
                        has_owner = yes
                        culture_group = dragon_group
                    }
                }
            }

            NOT = {
                any_neighbor_province = {
                    OR = {
                        AND = {
                            has_owner = yes
                            culture_group = dragon_group
                        }
                        any_neighbor_province = {
                            has_owner = yes
                            culture_group = dragon_group
                        }
                    }
                }
            }
        }

        modifier = { # 500 years if direct neighbor
            factor = 0.5
            fort_has_building = fo_drg_guardian_01
        }
        modifier = { # 250 years if direct neighbor
            factor = 0.5
            fort_has_building = fo_drg_guardian_02
        }
        modifier = { # 100 years if direct neighbor
            factor = 0.4
            fort_has_building = fo_drg_guardian_03
        }
        modifier = { # 50 years if direct neighbor
            factor = 0.5
            fort_has_building = fo_drg_guardian_04
        }
        modifier = { # 20 years if direct neighbor
            factor = 0.5
            fort_has_building = fo_drg_guardian_05
        }
        modifier = { # 12 years if direct neighbor
            factor = 0.6
            fort_has_building = fo_drg_guardian_06
        }
        modifier = { # 6 years if direct neighbor
            factor = 0.5
            fort_has_building = fo_drg_guardian_07
        }
        modifier = { # ~4 years if direct neighbor
            factor = 0.666
            fort_has_building = fo_drg_guardian_08
        }
        modifier = { # ~2 years if direct neighbor
            factor = 0.5
            fort_has_building = fo_drg_guardian_09
        }
        modifier = { # ~1 year if direct neighbor
            factor = 0.5
            fort_has_building = fo_drg_guardian_10
        }
    }

    immediate = {
        holder_scope = {
            top_liege = {
                suzerain = {
                    save_event_target_as = dragon_new_county_owner
                }
            }
        }

        event_target:dragon_new_county_owner = {
            character_event = { id = ani_plus.231 }
        }

        if = {
            limit = {
                holder_scope = {
                    NOT = { character = top_liege }
                }
            }
            letter_event = { id = ani_plus.232 }
        }
    }
    option = {
        name = OPT_ANI_230
        county = {
            gain_title = {
                target = event_target:dragon_new_county_owner
                type = usurp
            }
        }
        
        hidden_tooltip = { # updating county culture before being given
            culture = event_target:dragon_new_county_owner
        }
    }
}

# event 231
character_event = {
    id = ani_plus.231

    is_triggered_only = yes
    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council
    desc = DESC_ANI_231

    option = {
        name = OPT_ANI_231

        prestige = 150
    }
}

# event 232
letter_event = {
    id = ani_plus.232

    is_triggered_only = yes
    border = GFX_event_letter_frame_diplomacy
    desc = DESC_ANI_232

    option = {
        name = OPT_ANI_232
    }
}

# event 233
province_event = {
    id = ani_plus.233

    hide_window = yes

    trigger = {
        has_fort = yes
        fort_has_building = fo_drg_guardian_01
        NOT = { culture_group = dragon_group }

        holder_scope = {
            top_liege = {
                NOR = {
                    is_tributary = { type = dragon_vassal_tributary }
                    temporary = no
                }
            }
        }
    }
    
    mean_time_to_happen = {
        months = 30
    }

    immediate = {
        destroy_fort = ROOT
    }
}

# event 234
province_event = {
    id = ani_plus.234

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council
    desc = DESC_ANI_234

    trigger = {
        NOR = {
            has_fort = yes
            fort_has_building = fo_drg_guardian_01
            fort_is_building = fo_drg_guardian_01
        }
        holder_scope = {
            government = dragon_tribal_gov
        }
        
        is_occupied = no
    }
    mean_time_to_happen = {
        months = 1

        modifier = {
            factor = 240 # 20 years

            holder_scope = {
                OR = {
                    war = yes
                    any_liege = {
                        war = yes
                    }
                }
            }
        }
    }

    option = {
        name = OPT_ANI_234
        
        custom_tooltip = {
            text = TT_dragon_loose_province_fort
            
            if = {
                limit = {
                    NOT = {
                        culture_group = dragon_group
                    }
                }

                create_character = {
                    age = 20
                    attributes = {
                        martial = 20
                        diplomacy = 20
                        stewardship = 10
                        intrigue = 15
                        learning = 10
                    }
                    female = no
                    dynasty = none
                }
            }
            else = {
                create_character = {
                    age = 20
                    attributes = {
                        martial = 20
                        diplomacy = 20
                        stewardship = 10
                        intrigue = 15
                        learning = 10
                    }
                    female = no
                    dynasty = none
                    culture = random
                }
            }

            culture = new_character
            county = {
                gain_title_plus_barony_if_unlanded = new_character
            }

            new_character = {
                set_defacto_liege = THIS
                spawn_unit = {
                    province = PREV
                    home = PREV
                    owner = THIS
                    troops = {
                        pikemen = { 1000 1000 }
                    }
                    scaled_by_biggest_garrison = 1
                    disband_on_peace = no
                    cannot_inherit = yes
                    reinforces = no
                    merge = yes
                }
                spawn_unit = {
                    province = PREV
                    home = PREV
                    owner = THIS
                    troops = {
                        pikemen = { 1000 1000 }
                    }
                    scaled_by_biggest_garrison = 1
                    disband_on_peace = no
                    cannot_inherit = yes
                    reinforces = no
                    merge = yes
                }
                spawn_unit = {
                    province = PREV
                    home = PREV
                    owner = THIS
                    troops = {
                        pikemen = { 1000 1000 }
                    }
                    scaled_by_biggest_garrison = 1
                    disband_on_peace = no
                    cannot_inherit = yes
                    reinforces = no
                    merge = yes
                }

                wealth = 200
            }
            hidden_effect = {
                generate_tooltip = no
                random_character = {
                    limit = { NOT = { religion = Dragon_religion } }
                    preferred_limit = {
                        location = {
                            distance = {
                                where = ROOT
                                distance == 0
                            }
                        }
                    }
                    preferred_limit = {
                        location = {
                            distance = {
                                where = ROOT
                                distance <= 10
                            }
                        }
                    }
                    preferred_limit = {
                        location = {
                            distance = {
                                where = ROOT
                                distance <= 25
                            }
                        }
                    }
                    preferred_limit = {
                        location = {
                            distance = {
                                where = ROOT
                                distance <= 50
                            }
                        }
                    }
                    preferred_limit = {
                        location = {
                            distance = {
                                where = ROOT
                                distance <= 100
                            }
                        }
                    }
                    preferred_limit = {
                        location = {
                            distance = {
                                where = ROOT
                                distance <= 250
                            }
                        }
                    }
                    preferred_limit = {
                        location = {
                            distance = {
                                where = ROOT
                                distance <= 500
                            }
                        }
                    }
                    preferred_limit = {
                        location = {
                            distance = {
                                where = ROOT
                                distance <= 1000
                            }
                        }
                    }
                    preferred_limit = {
                        location = {
                            distance = {
                                where = ROOT
                                distance <= 2500
                            }
                        }
                    }
                    preferred_limit = {
                        location = {
                            distance = {
                                where = ROOT
                                distance <= 5000
                            }
                        }
                    }

                    new_character = {
                        religion = PREV
                    }
                }
                religion = new_character
            }
        }
        
        hidden_effect = {
            generate_tooltip = no
            holder_scope = {
                character_event = { id = ani_plus.256 }
            }
        }
    }
}

# event 246
province_event = {
    id = ani_plus.246

    hide_window = yes

    trigger = {
        culture_group = dragon_group
        holder_scope = {
            NOT = { culture_group = dragon_group }
        }
    }
    mean_time_to_happen = {
        months = 1
    }

    immediate = {
        culture = holder_scope
        religion = holder_scope
    }
}

# event 256 - setting portrait for letter 254
character_event = {
    id = ani_plus.256

    is_triggered_only = yes
    hide_window = yes

    trigger = {
        independent = no
    }
    immediate = {
        top_liege = {
            letter_event = { id = ani_plus.254 }
        }
    }
}

# event 254
letter_event = {
    id = ani_plus.254

    is_triggered_only = yes
    border = GFX_event_letter_frame_diplomacy
    desc = DESC_ANI_254

    option = {
        name = OPT_ANI_254
    }
}

#### event 235 to 245 and 248: instability events
## event 235: letter to non-dragon vassal to get their independance (at tributary price)
## event 236: lack of influence - loosing fort
## event 255: notification for loosing a fort
## event 237: lack of governance (and money)
## event 238: vassal rebellion - 3 possibilities:
#               1. death duel to calm down dragon
#               2. give vassal independence
#               3. let other vassal decide
## event 239: death duel choice - vassal notification
## event 240: death duel choice - duel itself
## event 241: death duel choice - notification duel win (and obtaining liege main title)
## event 242: independence choice - notification to give independence
## event 243: other vassal choice - vassal notification
## event 244: other vassal choice - result (liege)
## event 245: other vassal choice - vassal result notification

# event 235
letter_event = {
    id = ani_plus.235

    is_triggered_only = yes
    border = GFX_event_letter_frame_diplomacy
    desc = DESC_ANI_235

    option = {
        name = OPTA_ANI_235

        
        make_tributary = {
            who = FROMFROM
            tributary_type = dragon_vassal_tributary
        }

        ai_chance = {
            factor = 1

            modifier = {
                factor = 0
                OR = {
                    trait = charitable
                    trait = content
                }
            }
        }
    }
    option = {
        name = OPTB_ANI_235

        ai_chance = {
            factor = 1

            modifier = {
                factor = 0
                NOR = {
                    trait = charitable
                    trait = content
                }
            }
        }
    }
}

# event 236
province_event = {
    id = ani_plus.236

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council
    desc = DESC_ANI_236

    trigger = {
        culture_group = dragon_group
        has_fort = yes
        NOR = {
            fort_has_building = fo_drg_guardian_10
            fort_is_building = fo_drg_guardian_10
        }
        is_capital = no
    }

    mean_time_to_happen = {
        years = 2
        modifier = { # 1 year if no influence
            factor = 0.5

            NOR = {
                fort_has_building = fo_drg_guardian_01
                fort_is_building  = fo_drg_guardian_01
            }
        }
        modifier = {
            factor = 2

            holder_scope = {
                wealth = 500
            }
        }
        modifier = { # 5 years if influence lvl. 2
            factor = 2.5

            OR = {
                fort_has_building = fo_drg_guardian_02
                fort_is_building  = fo_drg_guardian_02
            }
        }
        modifier = { # 10 years if influence lvl. 3
            factor = 2

            OR = {
                fort_has_building = fo_drg_guardian_03
                fort_is_building  = fo_drg_guardian_03
            }
        }
        modifier = { # 20 years if influence lvl. 4
            factor = 2

            OR = {
                fort_has_building = fo_drg_guardian_04
                fort_is_building  = fo_drg_guardian_04
            }
        }
        modifier = { # 40 years if influence lvl. 5
            factor = 2

            OR = {
                fort_has_building = fo_drg_guardian_05
                fort_is_building  = fo_drg_guardian_05
            }
        }
        modifier = { # 70 years if influence lvl. 6
            factor = 1.75

            OR = {
                fort_has_building = fo_drg_guardian_06
                fort_is_building  = fo_drg_guardian_06
            }
        }
        modifier = { # ~100 years if influence lvl. 7
            factor = 1.428

            OR = {
                fort_has_building = fo_drg_guardian_07
                fort_is_building  = fo_drg_guardian_07
            }
        }
        modifier = { # ~250 years if influence lvl.8
            factor = 2.5

            OR = {
                fort_has_building = fo_drg_guardian_08
                fort_is_building  = fo_drg_guardian_08
            }
        }
        modifier = { # ~500 years if influence lvl.9
            factor = 2

            OR = {
                fort_has_building = fo_drg_guardian_09
                fort_is_building  = fo_drg_guardian_09
            }
        }
        modifier = {
            factor = 2
            holder_scope = {
                diplomacy = 15
            }
        }
        modifier = {
            factor = 0.5
            holder_scope = {
                NOT = { diplomacy = 5 }
            }
        }
        modifier = {
            factor = 4
            holder_scope = {
                stewardship = 15
            }
        }
        modifier = {
            factor = 0.5
            holder_scope = {
                NOT = { stewardship = 10 }
            }
        }
        modifier = {
            factor = 0.5
            holder_scope = {
                NOT = { stewardship = 5 }
            }
        }
        modifier = { # slow down a bit, cause i feel like 40 years = 25 years
            factor = 1.25
            always = yes
        }
        modifier = { # count guys take more care of their territories
            factor = 1.75 

            holder_scope = {
                tier = COUNT
            }
        }
    }

    option = {
        name = OPT_ANI_236

        destroy_fort = ROOT
        
        if = {
            limit = {
                holder_scope = {
                    independent = no
                }
            }
            hidden_tooltip = {
                generate_tooltip = no 

                holder_scope = {
                    character_event = { id = ani_plus.257 }
                }
            }
        }
    }
}

# event 257 - setting portrait for letter 255
character_event = {
    id = ani_plus.257

    is_triggered_only = yes
    hide_window = yes

    trigger = {
        independent = no
    }
    immediate = {
        top_liege = {
            letter_event = { id = ani_plus.255 }
        }
    }
}

# event 255
letter_event = {
    id = ani_plus.255

    is_triggered_only = yes
    border = GFX_event_letter_frame_diplomacy
    desc = DESC_ANI_255

    option = {
        name = OPT_ANI_255
    }
}

# event 237
province_event = {
    id = ani_plus.237

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council
    desc = DESC_ANI_237

    trigger = {
        is_capital = yes
        
        OR = {
            NOT = { fort_has_building = fo_drg_heart_1 }
            holder_scope = { wealth < 0 }
        }

        culture_group = dragon_group

        holder_scope = {
            any_vassal = {
                higher_tier_than = BARON
            }
            independent = yes
            government = dragon_tribal_gov
        }
    }

    mean_time_to_happen = {
        years = 10

        modifier = {
            factor = 10

            fort_has_building = fo_drg_heart_1
        }
        modifier = {
            factor = 10

            fort_has_building = fo_drg_heart_2
        }
        modifier = {
            factor = 0.1

            holder_scope = {
                NOT = { wealth = -450 }
            }
        }
        modifier = {
            factor = 0.2

            holder_scope = {
                NOT = { wealth = 0 }
            }
        }
        modifier = {
            factor = 0.5

            holder_scope = {
                NOT = { wealth = 200 }
            }
        }
        modifier = {
            factor = 2

            holder_scope = {
                wealth = 500
            }
        }
        modifier = {
            factor = 2

            holder_scope = {
                wealth = 1000
            }
        }
        modifier = {
            factor = 2

            holder_scope = {
                wealth = 2000
            }
        }
        modifier = {
            factor = 2

            holder_scope = {
                wealth = 5000
            }
        }
        modifier = {
            factor = 0.5

            holder_scope = {
                higher_tier_than = COUNT
            }
        }
        modifier = {
            factor = 0.5

            holder_scope = {
                higher_tier_than = DUKE
            }
        }
        modifier = {
            factor = 0.5

            holder_scope = {
                higher_tier_than = KING
            }
        }
    }

    option = {
        name = OPT_ANI_237

        holder_scope = {
            random_vassal = {
                limit = {
                    liege = {
                        character = PREVPREV
                    }
                    higher_tier_than = BARON
                }

                set_defacto_liege = THIS
            } 
        }
    }
}

# event 238
character_event = {
    id = ani_plus.238

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council
    desc = DESC_ANI_238

    is_triggered_only = yes
    
    immediate = {
        FROMFROM = {
            save_event_target_as = dragon_vassal_unsatisfied
        }
    }

    option = {
        name = OPTA_ANI_238
        show_portrait = event_target:dragon_vassal_unsatisfied

        event_target:dragon_vassal_unsatisfied = {
            letter_event = { id = ani_plus.239 }
        }
        ROOT = {
            custom_tooltip = {
                text = TT_dragon_duel_in_7_days
                character_event = { id = ani_plus.240 days = 7}
            }
        }


        ai_chance = {
            factor = 1

            modifier = {
                factor = 0

                OR = {
                    culture = dragon_culture
                    culture = blue_dragon
                    culture = white_dragon
                    culture = yellow_dragon
                }
            }
        }
    }
    option = {
        name = OPTB_ANI_238
        show_portrait = event_target:dragon_vassal_unsatisfied
        
        event_target:dragon_vassal_unsatisfied = {
            custom_tooltip = {
                text = TT_dragon_became_indep
                letter_event = { id = ani_plus.242}
            }
        }

        ai_chance = {
            factor = 0

            additive_modifier = {
                value = 1

                culture = dragon_culture
            }
        }
    }
    option = {
        name = OPTC_ANI_238
        trigger = {
            any_vassal = {
                liege = {
                    character = ROOT
                }
                NOT = {
                    character = event_target:dragon_vassal_unsatisfied
                }
                higher_tier_than = BARON
            }
        }
        show_portrait = event_target:dragon_vassal_unsatisfied

        event_target:dragon_vassal_unsatisfied = {
            letter_event = { id = ani_plus.243 }
        }
        ROOT = {
            custom_tooltip = {
                text = TT_dragon_vote_soon
                character_event = { id = ani_plus.244 days = 3 random = 5}
            }
        }

        ai_chance = {
            factor = 1

            modifier = {
                factor = 0

                OR = {
                    culture = dragon_culture
                    culture = red_dragon
                    culture = black_dragon
                }
            }
        }
    }
}

# event 239
letter_event = {
    id = ani_plus.239

    is_triggered_only = yes
    border = GFX_event_letter_frame_diplomacy
    desc = DESC_ANI_239

    option = {
        name = OPT_ANI_239
    }
}

# event 240
character_event = {
    id = ani_plus.240

    is_triggered_only = yes
    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council
    desc = DESC_ANI_240

    trigger = {
        ROOT = {
            is_alive = yes
        }
        FROM = {
            is_alive = yes
        }
    }

    option = {
        name = OPT_ANI_240

        random_list = {
            100 = { # liege victory
                modifier = {
                    factor = 2
                    combat_rating_diff = {
                        character = event_target:dragon_vassal_unsatisfied
                        value > 0
                    }
                }
                modifier = {
                    factor = 0.5
                    combat_rating_diff = {
                        character = event_target:dragon_vassal_unsatisfied
                        value < 0
                    }
                }
                modifier = {
                    factor = 1.75

                    culture = black_dragon
                    intrigue > event_target:dragon_vassal_unsatisfied
                }
                modifier = {
                    factor = 1.75

                    culture = white_dragon
                    learning > event_target:dragon_vassal_unsatisfied
                }
                modifier = {
                    factor = 1.75

                    culture = red_dragon
                    martial > event_target:dragon_vassal_unsatisfied
                }
                modifier = {
                    factor = 1.75

                    culture = blue_dragon
                    diplomacy > event_target:dragon_vassal_unsatisfied
                }
                modifier = {
                    factor = 1.75

                    culture = yellow_dragon
                    stewardship > event_target:dragon_vassal_unsatisfied
                }

                dragon_add_hidden_random_stat_effect = yes
                event_target:dragon_vassal_unsatisfied = {
                    custom_tooltip = {
                        text = TT_dragon_looses_death_duel
                        set_character_flag = dragon_looses_death_duel
                        character_event = { id = ani_plus.241 }
                    }
                }
            }
            100 = { # dragon_vassal_unsatisfied victory
                modifier = {
                    factor = 0.5
                    combat_rating_diff = {
                        character = event_target:dragon_vassal_unsatisfied
                        value > 0
                    }
                }
                modifier = {
                    factor = 2
                    combat_rating_diff = {
                        character = event_target:dragon_vassal_unsatisfied
                        value < 0
                    }
                }
                modifier = {
                    factor = 1.75

                    event_target:dragon_vassal_unsatisfied = {
                        culture = black_dragon
                        intrigue > ROOT
                    }
                }
                modifier = {
                    factor = 1.75
                    event_target:dragon_vassal_unsatisfied = {
                        culture = white_dragon
                        learning > ROOT
                    }
                }
                modifier = {
                    factor = 1.75

                    event_target:dragon_vassal_unsatisfied = {
                        culture = red_dragon
                        martial > ROOT
                    }
                }
                modifier = {
                    factor = 1.75

                    event_target:dragon_vassal_unsatisfied = {
                        culture = blue_dragon
                        diplomacy > ROOT
                    }
                }
                modifier = {
                    factor = 1.75

                    event_target:dragon_vassal_unsatisfied = {
                        culture = yellow_dragon
                        stewardship > ROOT
                    }
                }

                primary_title = {
                    save_event_target_as = dragon_main_title
                }

                custom_tooltip = {
                    text = TT_dragon_wins_death_duel
                    any_demesne_title = {
                        limit = {
                            tier = event_target:dragon_main_title
                        }
                        event_target:dragon_vassal_unsatisfied = {
                            usurp_title = {
                                target = PREV
                                type = duel
                            }
                        }
                    }

                    event_target:dragon_vassal_unsatisfied = {
                        set_character_flag = dragon_wins_death_duel
                        dragon_add_hidden_random_stat_effect = yes
                        character_event = { id = ani_plus.241 }
                    }


                    death = {
                        killer = event_target:dragon_vassal_unsatisfied
                        death_reason = death_duel
                    }
                }
            }
        }
    }
}

# event 241
character_event = {
    id = ani_plus.241

    is_triggered_only = yes
    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council
    desc = DESC_ANI_241

    option = {
        trigger = {
            has_character_flag = dragon_looses_death_duel
        }
        name = OPTA_ANI_241
        clr_character_flag = dragon_looses_death_duel

        death = {
            killer = FROM
            death_reason = death_duel
        }
    }

    option = {
        trigger = {
            has_character_flag = dragon_wins_death_duel
        }
        name = OPTB_ANI_241
        clr_character_flag = dragon_wins_death_duel
    }
}

# event 242
letter_event = {
    id = ani_plus.242

    is_triggered_only = yes
    border = GFX_event_letter_frame_diplomacy
    desc = DESC_ANI_242

    option = {
        name = OPT_ANI_242
        if = {
            limit = {
                liege = {
                    independent = yes
                }
            }
            set_defacto_liege = THIS
        }
        else = {
            liege = {
                liege = {
                    ROOT = {
                        set_defacto_liege = PREV
                    }
                }
            }
        }

        set_truce = {
            who = liege
            years = 1
        }

        hidden_tooltip = {
            generate_tooltip = no
            liege = {
                set_truce = {
                    who = ROOT
                    years = 5
                }
            }
        }
    }
}

# event 243
letter_event = {
    id = ani_plus.243
    
    is_triggered_only = yes
    border = GFX_event_letter_frame_diplomacy
    desc = DESC_ANI_243

    option = {
        name = OPT_ANI_243
    }
}

# event 244
character_event = {
    id = ani_plus.244

    is_triggered_only = yes
    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council
    desc = DESC_ANI_244

    trigger = {
        ROOT = {
            is_alive = yes
        }
        FROM = {
            is_alive = yes
        }
    }

    immediate = {
        set_variable = {
            which = local_dragon_vassal_score
            value = 0
        }
        any_vassal = {
            limit = {
                liege = {
                    character = ROOT
                }
                NOT = {
                    character = event_target:dragon_vassal_unsatisfied
                }
                higher_tier_than = BARON
            }

            if = {
                limit = {
                    likes_better_than = {
                        who = ROOT
                        than = event_target:dragon_vassal_unsatisfied
                    }
                }
                ROOT = {
                    change_variable = {
                        which = local_dragon_vassal_score
                        value = 1
                    }
                }
            }
            else = {
                ROOT = {
                    change_variable = {
                        which = local_dragon_vassal_score
                        value = -1
                    }
                }
            }
        }

        
        primary_title = {
            save_event_target_as = dragon_main_title
        }
    }

    option = {
        name = OPTA_ANI_244
        trigger = {
            check_variable = {
                which = local_dragon_vassal_score
                value >= 0
            }
        }
        
        event_target:dragon_vassal_unsatisfied = {
            custom_tooltip = {
                text = TT_dragon_imprisoned

                set_character_flag = dragon_looses_contest
                character_event = { id = ani_plus.245 }
            }
        }
    }
    option = {
        name = OPTB_ANI_244
        trigger = {
            check_variable = {
                which =  local_dragon_vassal_score
                value < 0
            }
        }

        custom_tooltip = {
            text = TT_dragon_won_contest
            event_target:dragon_vassal_unsatisfied = {
                set_character_flag = dragon_wins_contest
                character_event = { id = ani_plus.245 }
            }
            
            any_demesne_title = {
                limit = {
                    tier = event_target:dragon_main_title
                }
                event_target:dragon_vassal_unsatisfied = {
                    usurp_title = {
                        target = PREV
                        type = election
                    }
                }
            }
        }
    }
}

# event 245
character_event = {
    id = ani_plus.245

    is_triggered_only = yes
    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council
    desc = DESC_ANI_245

    option = {
        name = OPTA_ANI_245
        trigger = {
            has_character_flag = dragon_looses_contest
        }
        clr_character_flag = dragon_looses_contest

        imprison = FROM
    }
    option = {
        name = OPTB_ANI_245
        trigger = {
            has_character_flag = dragon_wins_contest
        }
        clr_character_flag = dragon_wins_contest
    }
}

#### event 248 - 251: prisoner interaction event
## event 248: enslaved human event -- 80% of chance to gain 100 gold // 20% chance to make the slave die
## event 249: liege notification for slave death
## event 250: dragon judgment event
## event 251: result liege notification
## event 252: prisoner notification (if alive)

# event 248
character_event = {
    id = ani_plus.248

    is_triggered_only = yes
    hide_window = yes
    trigger = {
        event_target:slave = {
            is_alive = yes
        }
    }

    immediate = {
        event_target:slave = {
            if = {
                limit = {
                    prisoner = no
                }
                
                remove_character_modifier = dragon_enslaved
                break = yes
            }
        }
        random_list = {
            9 = {
                wealth = 50
                character_event = { id = ani_plus.248 months = 1}
            }
            1 = {
                event_target:slave = {
                    death = {
                        death_reason = death_slavery
                        killer = ROOT
                    }
                }
                character_event = { id = ani_plus.249 }
            }
        }
    }
}

# event 249
character_event = {
    id = ani_plus.249

    is_triggered_only = yes

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council
    desc = DESC_ANI_249
    
    option = {
        name = OPT_ANI_249

        show_portrait = event_target:slave
    }
}

# event 250
character_event = {
    id = ani_plus.250

    is_triggered_only = yes

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council
    desc = DESC_ANI_250

    trigger = {
        prisoner = yes
        culture_group = dragon_group
    }

    option = {
        name = OPT_ANI_250

        custom_tooltip = {
            text = TT_dragon_trial
        }

        hidden_effect = {

            set_variable = {
                which = local_number_of_sub_trial_successed
                value = 0
            }

            while = {
                limit = {
                    NOT = { has_character_flag = dragon_fail_in_trial }
                }

                random_list = {
                    80 = { # sub-trial success
                        additive_modifier = {
                            value = 15
                            trait = genius
                        }
                        additive_modifier = {
                            value = 10
                            trait = quick
                        }
                        additive_modifier = {
                            value = -20
                            trait = slow
                        }
                        additive_modifier = {
                            value = -30
                            trait = imbecile
                        }

                        wealth = 100
                        change_variable = {
                            which = local_number_of_sub_trial_successed
                            value = 1
                        }
                    }
                    20 = { # sub-trial failed
                        additive_modifier = {
                            value = -15
                            trait = genius
                        }
                        additive_modifier = {
                            value = -10
                            trait = quick
                        }
                        additive_modifier = {
                            value = 20
                            trait = slow
                        }
                        additive_modifier = {
                            value = 30
                            trait = imbecile
                        }

                        set_character_flag = dragon_fail_in_trial
                    }
                }
            }
        }

        host = {
            character_event = { id = ani_plus.251 }
        }
    }
}

# event 251
character_event = {
    id = ani_plus.251

    is_triggered_only = yes

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council
    desc = DESC_ANI_251

    option = {
        name = OPT_ANI_251

        FROM = {
            if = {
                limit = {
                    check_variable = {
                        which = local_number_of_sub_trial_successed
                        value = 25
                    }
                }

                imprison = no
                character_event = { id = ani_plus.252 }
            }
            else = {
                hidden_tooltip = {
                    transfer_scaled_wealth = {
                        to = ROOT
                        value = all
                    }
                }
                death = {
                    death_reason = death_slavery
                    killer = ROOT
                }
            }
        }
    }
}

# event 252
character_event = {
    id = ani_plus.252

    is_triggered_only = yes

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council
    desc = DESC_ANI_252

    option = {
        name = OPT_ANI_252

        hidden_tooltip = {
            clr_character_flag = dragon_judgment_in_motion
            clr_character_flag = dragon_fail_in_trial
            set_variable = {
                which = local_number_of_sub_trial_successed
                value = 0
            }
        }
    }
}