namespace = knightly

#Taking a squire
character_event = {
	id = knightly.001
	desc = "161001_desc"
	picture = GFX_evt_child_sword
	is_triggered_only = yes
	option = {
		name = knightly.001.1
		ai_chance = {
			factor = 100
		}
		FROM = {
			add_trait = squire
			prestige = 10
			opinion = {
				modifier = opinion_squired_me
				who = ROOT
			}
		}
	}
}

#Knighting a character
character_event = {
	id = knightly.002
	desc = "161002_desc"
	picture = GFX_event_knighthood1
	is_triggered_only = yes
	option = {
		name = knightly.002.1
		ai_chance = {
			factor = 100
		}
		FROM = {
			give_minor_title = title_knight
			add_trait = knight
			prestige = 100
			opinion = {
				modifier = opinion_knighted_me
				who = ROOT
			}
		}
	}
}

#Knighting a squire
character_event = {
	id = knightly.003
	desc = "161003_desc"
	picture = GFX_event_knighthood1
	is_triggered_only = yes

	option = {
		name = knightly.003.1
		ai_chance = {
			factor = 100
		}
		FROM = {
			give_minor_title = title_knight
			remove_trait = squire
			add_trait = knight
			prestige = 100
			opinion = {
				modifier = opinion_knighted_me
				who = ROOT
			}
		}
	}
}

#Knighted for valor
character_event = {
	id = knightly.004
	desc = "161004_desc"
	picture = GFX_event_roy_knighting
	is_triggered_only = yes

	trigger = {
		is_ruler = yes
		is_feudal = yes
			OR = {
				religion_group = christian
				religion = valyrian_christ
			}
		martial = 12
		NOT = { trait = knight }
		NOR = {
			trait = craven
			trait = incapable
			trait = inbred
			trait = infirm
		}
	}

	option = {
		name = knightly.004.1
		ai_chance = {
			factor = 100
		}
		ROOT = { 
			give_minor_title = title_knight
			add_trait = knight
			prestige = 100
		}
	}
}

#Knighted after battle
character_event = {
	id = knightly.005
	desc = "161005_desc"
	picture = GFX_event_roy_knighting
	is_triggered_only = yes
		
	trigger = {
		is_feudal = yes
		in_command = yes
			OR = {
				religion_group = christian
				religion = valyrian_christ
			}
		martial = 10
		NOT = { trait = knight }
		NOT = {
			OR = {
				trait = craven
				trait = infirm
				trait = inbred
			}
		}
	}

	option = {
		name = knightly.005.1
		ai_chance = {
			factor = 100
		}
		ROOT = {
			give_minor_title = title_knight
			add_trait = knight
			prestige = 150
		}
	}
}

#Knighted for being a squire
character_event = {
	id = knightly.006
	desc = "161006_desc"
	picture = GFX_event_knighthood1

	is_triggered_only = yes
		
	trigger = {
		is_feudal = yes
		age = 16
		trait = squire
		NOT = {
			trait = knight
		}
	}

	option = {
		name = knightly.006.1
		give_minor_title = title_knight
		remove_trait = squire
		add_trait = knight
	}
}

#Local peasant boy wants to be your squire
character_event = {
	id = knightly.007
	desc = "161007_desc"
	picture = GFX_event_dunkegg
	is_triggered_only = yes
		
	trigger = {
		war = yes
		is_feudal = yes
		in_command = yes
		in_battle = no
		is_landed = yes
		NOT = { is_at_sea = yes }
			OR = {
				religion_group = christian
				religion = valyrian_christ
			}
		trait = knight
		NOT = {
			OR = {
				trait = craven
				trait = infirm
				trait = inbred
			}
		}
	}

	option = {
		name = knightly.007.1
		ai_chance = { factor = 100 }
		custom_tooltip = { text = squire1 }
			create_character = {
				random_traits = yes
				dynasty = random
				female = no
				age = 8
			}
			new_character = {
				set_guardian = ROOT	
				add_trait = squire
			}
	}
	option = {
		name = knightly.007.2
		custom_tooltip = { text = squire2 }
		random = {
			chance = 25
			add_trait = kind 
			}
			piety = 35
			prestige = 50
			scaled_wealth = -0.2
			character_event = { id = knightly.008 years = 8 }
	}
	option = {
		name = knightly.007.3
	}
}
#Young boy returns
character_event = {
	id = knightly.008
	desc = "161008_desc"
	picture = GFX_event_knighthood1

	is_triggered_only = yes

	option = {
		name = knightly.008.1
		create_random_soldier = {
			age = 16
			random_traits = yes
			trait = strong
			trait = duelist
			dynasty = none
			diplomacy = 5
			martial = 5
			intrigue = 5
			learning = 5
		}
		new_character = {
		give_minor_title = title_knight
		add_trait = knight
		}
	}
	option = {
		name = knightly.008.2
	}
}

#Training Squire
character_event = {
	id = knightly.100
	desc = EVTDESCknightly.100
	picture = GFX_event_roy_squire
	is_triggered_only = yes
	option = {
		name = knightlynvm
		}
	option = {
		name = EVTOPTBknightly.100
		ai_chance = { factor = 100 }
		FROM = { add_character_modifier = { modifier = trained_squire duration = 365 } }
		hidden_tooltip = {
			random_list = {
				7 = {
				modifier = {
					factor = 1.75
					ROOT = { martial = 15 } 
				}
				modifier = {
					factor = 2
					ROOT = { martial = 20 } 
				}
				modifier = {
					factor = 1.5
					ROOT = { martial = 12 }
				}				
				modifier = {
					factor = 1.75
					ROOT = { martial = 9 } 
				} 
				modifier = {
					factor = 1.5
					ROOT = { trait = strong }
				} 
				modifier = {
					factor = 1.5
					ROOT = { trait = genius }
				} 
				modifier = {
					factor = 1.75
					ROOT = { trait = duelist }
				} 
				character_event = { id = knightly.101 days = 2 } 
				}
				3 = { 
				modifier = {
					factor = 1.25
					ROOT = { NOT = { martial = 8 } }
				}
				modifier = {
					factor = 1.35
					ROOT = { NOT = { martial = 6 } }
				}
				modifier = {
					factor = 1.5
					ROOT = { NOT = { martial = 4 } }
				}				
				modifier = {
					factor = 2
					ROOT = { NOT = { martial = 2 } }
				} 
				modifier = {
					factor = 1.2
					ROOT = { NOT = { trait = strong } }
				} 
				modifier = {
					factor = 1.25
					ROOT = { trait = wounded }
				} 
				modifier = {
					factor = 1.2
					ROOT = { trait = stressed }
				} 
				modifier = {
					factor = 1.75
					ROOT = { trait = depressed }
				} 
				modifier = {
					factor = 1.75
					ROOT = { trait = feeble }
				} 
				modifier = {
					factor = 1.5
					FROM = { trait = feeble }
				} 
				modifier = {
					factor = 1.5
					FROM = { trait = stressed }
				} 
				modifier = {
					factor = 1.5
					FROM = { trait = depressed }
				} 
				modifier = {
					factor = 1.5
					FROM = { trait = wounded }
				} 
				character_event = { id = knightly.102 days = 2 } 
				}
			}
		}
	}
}
#Training successful
character_event = {
	id = knightly.101
	desc = EVTDESCknightly.101
	picture = GFX_event_roy_squire
	is_triggered_only = yes


	option = {
		name = EVTOPTAknightly.110
		ROOT = {
			random = {
				chance = 10
				change_martial = 1
			}
		
		}
		FROMFROM = {
			random = {
				chance = 50
				change_martial = 1
			}
			random = {
				chance = 10
				add_trait = strong
			}
			random = {
				chance = 15
				add_friend = ROOT
			}
		
		}
	}
}
#Training didn't go so well
character_event = {
	id = knightly.102
	desc = EVTDESCknightly.102
	picture = GFX_event_roy_squire
	is_triggered_only = yes

	option = {
		name = EVTOPTAknightly.102
		FROMFROM = {
			random = {
				chance = 25
				change_martial = -1
			}
			random = {
				chance = 5 
				add_trait = stressed
			}
			random = {
				chance = 10 
				add_trait = wounded
			}
		}
	}
}
#Squire fights fiercely in battle
character_event = {
	id = knightly.103
	hide_window = yes
	is_triggered_only = yes
	trigger = {
		any_ward = {
		trait = squire
		age = 10
		NOT = { age = 16 }
		martial = 10
		}
		in_command = yes
		trait = knight
	}

	immediate = {
		any_ward = {
		limit = {
		trait = squire
		age = 10
		NOT = { age = 16 }
		martial = 10
			}
		save_event_target_as = squireknight
		}
		character_event = { id = knightly.104 }
	}
}
#Squire fights fiercely in battle
character_event = {
	id = knightly.104
	desc = EVTDESCknightly.104
	picture = GFX_event_roy_knighting
	is_triggered_only = yes

	option = {
		name = EVTOPTAknightly.104
		event_target:squireknight = {
			add_character_modifier = { modifier = young_knight years = 10 }
			remove_trait = squire
			give_minor_title = title_knight
			add_trait = knight
			change_martial = 1
			prestige = 100
			random = {
				chance = 60
				add_trait = brave
			}
			random = {
				chance = 10
				add_trait = wounded
			}
			opinion = {
				modifier = opinion_knighted_me
				who = ROOT
			}
		}
		clear_event_target = squireknight
	}
	option = {
		name = EVTOPTBknightly.104
		event_target:squireknight = {
			prestige = 50
			change_martial = 1
			random = {
				chance = 60
				add_trait = brave
			}
			random = {
				chance = 10
				add_trait = wounded
			}
		}
		clear_event_target = squireknight
	}
}
#Noctian Knights flock to King's banner to fight heathens
character_event = {
	id = knightly.105
	desc = EVTDESCknightly.105
	picture = GFX_event_roy_warriors
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	trigger = {
		war = yes
		is_feudal = yes
		in_command = yes
		in_battle = no
		NOT = { is_at_sea = yes }
		religion_group = christian
		culture_group = east_african
		higher_tier_than = DUKE
		trait = knight
		NOT = {
			OR = {
				trait = craven
				trait = infirm
				trait = inbred
			}
		}
		any_current_enemy = {
		NOT = { religion_group = christian }
		NOT = { trait = knight }
		}
	}
	

	option = { #No
		name = EVTOPTBknightly.105
		prestige = 50
	}
	option = { #Accept Knights' help
		name = EVTOPTAknightly.105
		ai_chance = { factor = 100 }
			piety = 50
			capital_scope = {
				holder_scope = {
					IF = {
						limit = {
							ROOT = {
								trait = knight
							}
						}
						spawn_unit = {
							owner = THIS
							province = PREV
							leader = none
							troops = {
								knights = { 1000 1000 }

							}
							attrition = 1.0
							maintenance_multiplier = 0.1
							merge = yes
							disband_on_peace = yes
						}
					}
				}
			}
		}
	}

#For when the knight title disappears
character_event = {
	id = knightly.106
	hide_window = yes
	is_triggered_only = yes
	trigger = {
		any_courtier = {
		trait = knight
		age = 16
		NOT = { has_minor_title = title_knight }
		}
	}

	immediate = {
		any_courtier = {
		limit = {
		is_ruler = no
		trait = knight
		age = 16
		NOT = { has_minor_title = title_knight }	
			}
			give_minor_title = title_knight
		}
	}
}