### Event chain for Chinese Kow Tow ###

namespace = JD

character_event = {	#I begin my journey...
	id = JD.32000
	desc = EVTDESC_JD_32000
	has_dlc = "Jade Dragon"
	
	title = EVTTITLE_JD_KOWTOW
	
	picture = GFX_evt_china_open
    border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_JD_32000
		add_trait = kow_tow_travels
		
		hidden_tooltip = {
			character_event = { id = JD.32001 }
		}
	}
}

character_event = { #Hidden set-up event!
	id = JD.32001
	has_dlc = "Jade Dragon"
	hide_window = yes


	trigger = {
		trait = kow_tow_travels
	}
	
	is_triggered_only = yes
	
	immediate = {
		# Take distance into account for delay
		# 1513 = Jiuquan on the Eastern border
		capital_scope = {
			if = { # Near the far east
				limit = {
					distance = {
						where = 1513
						value < 500
					}
				}
				ROOT = {
					set_variable = {
						which = china_kow_tow_travel_events
						value = 1
					}
				}
			}
			else_if = { # Still on the eastern side of the map
				limit = {
					distance = {
						where = 1513
						value < 900
					}
				}
				ROOT = {
					set_variable = {
						which = china_kow_tow_travel_events
						value = 2
					}
				}
			}
			else = { # Approaching the Middle East
				#limit = {
				#	distance = {
				#		where = 1513
				#		value < 1500
				#	}
				#}
				ROOT = {
					set_variable = {
						which = china_kow_tow_travel_events
						value = 3
					}
				}
			}
			#else = { # In or around the Middle East and beyond
			#	ROOT = {
			#		set_variable = {
			#			which = china_kow_tow_travel_events
			#			value = 4
			#		}
			#	}
			#}
		}
		character_event = {
			id = JD.32005 # random travel event tombola
			days = 110
			random = 30
		}
	}
}

character_event = { # Travel Tombola
	id = JD.32005
	has_dlc = "Jade Dragon"
	hide_window = yes

	trigger = {
		trait = kow_tow_travels
	}
	
	is_triggered_only = yes
	
	immediate = {
		if = {
			limit = {
				NOT = {
					check_variable = {
						which = china_kow_tow_travel_events
						value = 1
					}
				}
			} 
			### No more travel events - Move on to entering China
			character_event = { id = JD.32200 days = 50 random = 30 }
			break = yes
		}
		
		# Fire a random travel event
		random_list = {
			50 = { # Unusually heavy rain, think of late parents.
				trigger = {
					NOT = { has_character_flag = kow_tow_heavy_rain }
					OR = {
						father_even_if_dead = {
							NOT = { is_alive = yes }
							death_in_china_trigger = no
						}
						mother_even_if_dead = {
							NOT = { is_alive = yes }
							death_in_china_trigger = no
						}
						any_sibling_even_if_dead = {
							NOT = { is_alive = yes }
							death_in_china_trigger = no
						}
					}
				}
				character_event = {
					id = JD.32100
				}
				break = yes
			}
			50 = {
				character_event = { id = JD.15010 }  # Homesick (I really miss <person>)
				trigger = {
					NOT = { has_character_flag = missed_loved_one }
					any_courtier_or_vassal = {
						OR = {
							is_lover = ROOT
							any_spouse = { character = ROOT }
							AND = {
								OR = {
									is_mother = ROOT
									is_father = ROOT
								}
								NOR = {
									is_lover = ROOT
									any_spouse = { character = ROOT }
								}
							}
							AND = {
								is_child_of = ROOT
								NOR = {
									is_lover = ROOT
									any_spouse = { character = ROOT }
								}
							}
							AND = {
								is_friend = ROOT
								NOR = {
									is_lover = ROOT
									any_spouse = { character = ROOT }
									is_mother = ROOT
									is_father = ROOT
									is_child_of = ROOT
								}
							}
						}
					}
				}
				break = yes
			}
			50 = {
				character_event = { id = JD.15017 }  # Meet traveling merchant
				trigger = {
					NOT = { has_character_flag = met_traveling_merchant }
					NOT = {
						any_artifact = {
							count = 15
							has_artifact_flag = chinese
						}
					}
				}
				break = yes
			}
			50 = { # Messenger invites you to the Lords keep, travel time > 1
				trigger = {
					NOT = { has_character_flag = kow_tow_invited_by_local_lord }
					OR = {
						AND = {
							NOT = {
								check_variable = {
									which = china_kow_tow_travel_events
									value = 2
								}
							}
							capital_scope = {
								distance = {
									where = 1513
									value >= 900
								}
							}
						}
						AND = {
							NOT = {
								check_variable = {
									which = china_kow_tow_travel_events
									value = 3
								}
							}
							capital_scope = {
								distance = {
									where = 1513
									value >= 1500
								}
							}
						}
					}
					any_playable_ruler = {
						ai = yes
						OR = {
							tier = COUNT
							tier = DUKE
						}
						capital_scope = {
							region = custom_eastern_access
						}
						NOT = {
							num_of_friends = 3
						}
						NOT = { block_general_event_trigger = yes }
					}
				}
				character_event = {
					id = JD.32110
				}
				break = yes
			}
			50 = {
				character_event = { id = JD.15000 }  # Mercenary encounter (1/3)
				trigger = {
					NOT = { has_character_flag = met_mercenaries }
					 any_independent_ruler = {
		                ai = yes
		                mercenary = yes
		                OR = {
		                	culture = han
		                	AND = {
		                		offmap_china = { has_status = china_jurchen_invasion }
		                		culture = jurchen
		                	}
		                	AND = {
		                		offmap_china = { has_status = china_mongol_invasion }
		                		culture = mongol
		                	}
		                }
						primary_title = {
							NOT = { has_raised_standing_troops = yes }
						}
		            }
				}
				break = yes
			}
		}
		
		### No more possible travel events - Continue to China anyway with extra delay
		character_event = { id = JD.32200 days = 150 random = 60 }
	}
}

character_event = {  # Unusually heavy rain, think of late parents.
	id = JD.32100
	has_dlc = "Jade Dragon"
	
	title = EVTTITLE_JD_KOWTOW
	
	desc = EVTDESC_JD_32100
	picture = GFX_evt_carriage_default
    border = GFX_event_normal_frame_diplomacy


	trigger = {
		trait = kow_tow_travels
	}
	
	hide_from = yes
	
	is_triggered_only = yes
	
	immediate = {
		hidden_effect = {
			set_character_flag = kow_tow_heavy_rain
			random_list = {
				50 = {
					trigger = {
						father_even_if_dead = {
							NOT = { is_alive = yes }
							death_in_china_trigger = no
						}
					}
					father_even_if_dead = {
						save_event_target_as = target_relative
					}
				}
				50 = {
					trigger = {
						mother_even_if_dead = {
							NOT = { is_alive = yes }
							death_in_china_trigger = no
						}
					}
					mother_even_if_dead = {
						save_event_target_as = target_relative
					}
				}
				50 = {
					trigger = {
						any_sibling_even_if_dead = {
							NOT = { is_alive = yes }
							death_in_china_trigger = no
						}
					}
					random_sibling_even_if_dead = {
						limit = {
							NOT = { is_alive = yes }
							death_in_china_trigger = no
						}
						save_event_target_as = target_relative
					}
				}
			}
		}
	}
	
	option = {
		# <Name> was such a X person
		name = {
			text = EVTOPTA_JD_32100_young
			trigger = {
				event_target:target_relative = {	
					NOT = { is_adult = yes }
				}
			}
		}
		name = {
			text = EVTOPTA_JD_32100_pious
			trigger = {
				event_target:target_relative = {
					is_pious_trigger = yes
				}
			}
		}
		name = {
			text = EVTOPTA_JD_32100_genius
			trigger = {
				event_target:target_relative = {
					trait = genius
				}
			}
		}
		name = {
			text = EVTOPTA_JD_32100_mystic
			trigger = {
				event_target:target_relative = {
					trait = mystic
				}
			}
		}
		name = {
			text = EVTOPTA_JD_32100_brave
			trigger = {
				event_target:target_relative = {
					OR = {
						trait = brave
						AND = {
							NOT = { trait = craven }
							OR = {
								trait = holy_warrior
								trait = unyielding_leader
								trait = inspiring_leader
								trait = experimenter
							}
						}
					}
				}
			}
		}
		name = {
			text = EVTOPTA_JD_32100_charming
			trigger = {
				event_target:target_relative = {
					is_attractive_trigger = yes
				}
			}
		}
		name = {
			text = EVTOPTA_JD_32100_just
			trigger = {
				event_target:target_relative = {
					trait = just
				}
			}
		}
		name = {
			text = EVTOPTA_JD_32100_kind
			trigger = {
				event_target:target_relative = {
					has_benevolent_trait_trigger = yes
				}
			}
		}
		name = {
			text = EVTOPTA_JD_32100_cruel
			trigger = {
				event_target:target_relative = {
					OR = {
						trait = cruel
						trait = impaler
						trait = greedy
						trait = wroth
						trait = deceitful
						trait = lunatic
						trait = possessed
					}
				}
			}
		}
		name = {
			text = EVTOPTA_JD_32100_learned
			trigger = {
				event_target:target_relative = {
					is_learned_trigger = yes
				}
			}
		}
		name = {
			text = EVTOPTA_JD_32100_good ### Fallback
			trigger = {
				always = yes
			}
		}
		event_target:target_relative = {
			show_portrait = yes
		}
		#show_portrait = event_target:target_relative
		###
		custom_tooltip = {
			text = EVTTOOLTIPA_JD_32100
		}
		add_character_modifier = {
			name = honoring_the_dead
			years = 5
		}
	}
	
	option = {
		name = EVTOPTB_JD_32100 # I need to focus on the journey
		
		add_character_modifier = {
			name = carrying_on
			years = 2
		}
	}
	
	after = {
		return_to_travel_tombola_effect = yes
	}
}

character_event = { # Messenger invites you to the Lords keep, travel time > 2
	id = JD.32110
	has_dlc = "Jade Dragon"
	
	title = EVTTITLE_JD_KOWTOW
	
	desc = EVTDESC_JD_32110
	picture = GFX_evt_courier
    border = GFX_event_normal_frame_diplomacy


	trigger = {
		trait = kow_tow_travels
	}
	
	is_triggered_only = yes
	
	portrait = event_target:target_host
	
	immediate = {
		set_character_flag = kow_tow_invited_by_local_lord
		random_playable_ruler = {
			limit = {
				ai = yes
				OR = {
					tier = COUNT
					tier = DUKE
				}
				capital_scope = {
					region = custom_eastern_access
				}
				NOT = {
					num_of_friends = 3
				}
				NOT = { block_general_event_trigger = yes }
			}
			save_event_target_as = target_host
		}
		
		# Bias towards rivals
		random_playable_ruler = {
			limit = {
				ai = yes
				OR = {
					tier = COUNT
					tier = DUKE
				}
				capital_scope = {
					region = custom_eastern_access
				}
				NOT = { block_general_event_trigger = yes }
				is_rival = ROOT
			}
			save_event_target_as = target_host
		}
	}
	
	option = { # An opportunity to get even
		name = EVTOPTA_JD_32110
		tooltip_info = schemer
		
		trigger = {
			trait = schemer
			event_target:target_host = {
				is_rival = ROOT
			}
		}
		custom_tooltip = {
			text = EVTTTOOLTIPA_JD_32110
		}
		
		character_event = {
			id = JD.32113
			days = 7
			random = 4
		}
	}
	
	option = { # I'll accept the invitation
		name = {
			text = EVTOPTB_JD_32110
			trigger = {
				NOT = {
					event_target:target_host = {
						is_rival = ROOT
					}
				}
			}
		}
		name = {
			text = EVTOPTB_JD_32110_RIVAL
			trigger = {
				event_target:target_host = {
					is_rival = ROOT
				}
			}
		}
		
		custom_tooltip = {
			text = EVTTTOOLTIPB_JD_32110
		}
		character_event = {
			id = JD.32111
			days = 7
			random = 4
		}
	}
	
	option = { # My tent does fine
		name = EVTOPTC_JD_32110
		
		random_list = {
			25 = {
				add_trait = content
			}
			25 = {
				add_trait = shy
			}
			50 = {
				# Nothing happens
			}
		}
		
		hidden_effect = { # End of path
			return_to_travel_tombola_effect = yes
		}
	}
}

character_event = { #Follow up from accepting the invitation
	id = JD.32111
	has_dlc = "Jade Dragon"
	
	title = EVTTITLE_JD_KOWTOW
	
	desc = { # Normal outcome
		text = EVTDESCA_JD_32111
		trigger = {
			NOR = {
				has_character_flag = possible_friendship
				has_character_flag = possible_murder
			}
		}
	}
	desc = { # Friendship outcome
		text = EVTDESCB_JD_32111
		trigger = {
			has_character_flag = possible_friendship
		}
	}
	desc = { # Murder attempt outcome
		text = EVTDESCC_JD_32111
		trigger = {
			has_character_flag = possible_murder
		}
	}
	picture = GFX_evt_feast
    border = GFX_event_normal_frame_diplomacy
	
	portrait = event_target:target_host
	
	is_triggered_only = yes


	trigger = {
		trait = kow_tow_travels
	}
	
	immediate = {
		hidden_effect = {
			random_list = {
				50 = { # Friendship outcome
					trigger = {
						NOT = {
							event_target:target_host = {
								OR = {
									is_rival = ROOT
									is_friend = ROOT
								}
							}
						}
					}
					set_character_flag = possible_friendship
				}
				25 = { # Murder attempt outcome
					trigger = {
						event_target:target_host = {
							is_rival = ROOT
						}						
					}
					modifier = {
						factor = 8
						event_target:target_host = {
							trait = deceitful
						}
					}
					set_character_flag = possible_murder
				}
				50 = {} # Normal outcome
			}
		}
	}
	
	option = {
		name = EVTOPTA_JD_32111 # Normal outcome
		
		trigger = {
			NOR = {
				has_character_flag = possible_friendship
				has_character_flag = possible_murder
			}
		}
		
		add_character_modifier = {
			modifier = good_nights_sleep
			months = 12
		}
		if = {
			limit = {
				is_rival = event_target:target_host
			}
			remove_rival = event_target:target_host
		}
	}
	
	option = {
		name = EVTOPTB_JD_32111 # Friendship outcome
		
		trigger = {
			has_character_flag = possible_friendship
		}
		
		add_character_modifier = {
			modifier = good_nights_sleep
			months = 5
		}
		add_friend = event_target:target_host
	}
	
	option = {
		name = EVTOPTC_JD_32111 # Friendship deny
		
		trigger = {
			has_character_flag = possible_friendship
		}
		
		add_character_modifier = {
			modifier = good_nights_sleep
			months = 5
		}
	}
	
	option = {
		name = EVTOPTD_JD_32111
		
		trigger = {
			has_character_flag = possible_murder
		}
		
		random_list = {
			50 = {
				death = {
					death_reason = death_murder_poison
					killer = event_target:target_host
				}
			}
			50 = {
				custom_tooltip = {
					text = EVTTOOLTIPD_JD_32111
				}
				character_event = { id = JD.32112 }
			}
		}
	}
	
	after = {
		clr_character_flag = possible_murder
		clr_character_flag = possible_friendship
		return_to_travel_tombola_effect = yes
	}
}

character_event = { #Follow up from option D
	id = JD.32112
	has_dlc = "Jade Dragon"
	
	title = EVTTITLE_JD_KOWTOW
	
	desc = EVTDESC_JD_32112
	picture = GFX_evt_drunk
    border = GFX_event_normal_frame_diplomacy
	
	portrait = event_target:target_host
	
	is_triggered_only = yes


	trigger = {
		trait = kow_tow_travels
	}
	
	option = {
		name = EVTOPTA_JD_32112
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			give_food_poisoning_effect = yes
			custom_tooltip = { text = EVTTTOOLTIPA_JD_32112 }
		}
		else = {
			add_character_modifier = {
				modifier = poisoned
				months = 6
			}
		}
	}
}

narrative_event = { #Follow up from option A
	id = JD.32113
	has_dlc = "Jade Dragon"
	
	title = EVTTITLE_JD_32113
	desc = {
		text = EVTDESCA_JD_32113
		trigger = {
			has_character_flag = successful_murder
		}
	}
	desc = {
		text = EVTDESCB_JD_32113
		trigger = {
			has_character_flag = successful_murder_but_caught
		}
	}
	desc = {
		text = EVTDESCC_JD_32113
		trigger = {
			NOR = { 
				has_character_flag = successful_murder
				has_character_flag = successful_murder_but_caught
			}
		}
	}
	#picture = GFX_evt_feast
    border = GFX_event_narrative_frame_intrigue
	
	portrait = event_target:target_host


	trigger = {
		trait = kow_tow_travels
	}
	
	is_triggered_only = yes
	
	immediate = {
		random_list = {
			15 = { # Target dies while you slip away in the shadows
				modifier = {
					factor = 3
					intrigue = 18
				}
				modifier = {
					factor = 2
					trait = elusive_shadow
				}
				
				set_character_flag = successful_murder
			}
			30 = { # Target dies, guards kill you
				set_character_flag = successful_murder_but_caught
			}
			30 = { # Target survives, guards kill you
				modifier = {
					factor = 0.6
					intrigue = 16
				}
				modifier = {
					factor = 0.5
					event_target:target_host = {
						trait = trusting
					}
				}
				modifier = {
					factor = 3
					event_target:target_host = {
						intrigue = 14
					}
				}
				modifier = {
					factor = 1.5
					event_target:target_host = {
						trait = paranoid
					}
				}
			}
		}
	}
	
	option = {
		name = EVTOPTA_JD_32113
		trigger = {
			has_character_flag = successful_murder
		}
		event_target:target_host = {
			death = {
				death_reason = death_murder_poison
				killer = ROOT
			}
		}
		change_intrigue = 1
		
		return_to_travel_tombola_effect = yes
	}
	option = {
		name = EVTOPTB_JD_32113
		trigger = {
			has_character_flag = successful_murder_but_caught
		}
		
		event_target:target_host = {
			death = {
				death_reason = death_murder_poison
				killer = ROOT
			}
		}
		death = {
			death_reason = death_murder
			killer = event_target:target_host
		}
	}
	option = {
		name = EVTOPTC_JD_32113
		trigger = {
			NOR = {
				has_character_flag = successful_murder
				has_character_flag = successful_murder_but_caught
			}
		}
		
		death = {
			death_reason = death_murder
			killer = event_target:target_host
		}
	}
	
	after = {
		clr_character_flag = successful_murder
		clr_character_flag = successful_murder_but_caught
	}
}

character_event = { # Enter China, choose path
	id = JD.32200
	has_dlc = "Jade Dragon"
	
	title = EVTTITLE_JD_KOWTOW
	desc = EVTDESC_JD_32200
	
	picture = GFX_evt_china_open
    border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes


	trigger = {
		trait = kow_tow_travels
	}
	
	immediate = {
		
	}
	
	option = { # Kow Tow before the Emperor
		name = EVTOPTA_JD_32200
		# Actually Kow Tow
		custom_tooltip = {
			text = EVTTOOLTIPA_JD_32200
			#set_character_flag = kow_tow_actually
		}
	}
	
	after = {
		hidden_tooltip = {
			set_variable = {
				which = china_kow_tow_travel_events
				value = 2
			}
			character_event = {
				id = JD.32210
				days = 40
				random = 25
			}
		}
	}
}

character_event = { # Within China Tombola
	id = JD.32210
	has_dlc = "Jade Dragon"
	hide_window = yes
	
	is_triggered_only = yes


	trigger = {
		trait = kow_tow_travels
	}
	
	immediate = {
		if = {
			limit = {
				NOT = {
					check_variable = {
						which = china_kow_tow_travel_events
						value = 1
					}
				}
			} 
			### No more travel events - Move on to China conclusion
			character_event = { id = JD.32290 days = 50 random = 30 }
			break = yes
		}
		
		# Fire a random travel event
		random_list = {
			50 = { # Visit Temple
				trigger = {
					NOT = { has_character_flag = kow_tow_visited_temple }
				}
				character_event = {
					id = JD.32216
				}
				break = yes
			}
			50 = { # Play GO
				trigger = {
					NOT = { has_character_flag = kow_tow_played_go }
				}
				modifier = {
					factor = 2
					trait = gamer
				}
				character_event = {
					id = JD.32211
				}
				break = yes
			}
			50 = { # Discuss the Writings of Master Guan
				character_event = { id = JD.15015 }
				trigger = {
					#has_character_flag = kow_tow_actually
					NOT = { has_character_flag = read_the_guanzi }
				}
			}
			50 = {  # Visit the markets
				trigger = { NOT = { has_character_flag = visited_market } }
				character_event = { id = JD.15016 }
			}
		}
	}
}

# You spot a group of people playing GO in the park
character_event = {
	id = JD.32211
	has_dlc = "Jade Dragon"
	
	title = EVTTITLE_JD_KOWTOW
	desc = EVTDESC_JD_32211
	
	picture = GFX_evt_garden
    border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes


	trigger = {
		trait = kow_tow_travels
	}
	
	immediate = {
		set_character_flag = kow_tow_played_go
	}
	
	option = { # Let me show you how it's done
		name = EVTOPTA_JD_32211
		trigger = {
			trait = gamer
		}
		tooltip_info = gamer
		
		wealth = 50
		if = {
			limit = {
				NOT = { trait = proud }
			}
			add_trait = proud
		}
		custom_tooltip = {
			text = EVTTOOLTIP_JD_GOOD_INFLUENCE_ON_EMPEROR_EVALUATION
			hidden_effect = {
				change_variable = {
					which = kow_tow_emperor_impression_evaluation
					value = 2
				}
			}
		}
	}
	
	option = { # Let me try that
		name = EVTOPTB_JD_32211
		trigger = {
			NOT = {
				trait = gamer
			}
		}
		
		random_list = {
			65 = {
				wealth = 25
			}
			35 = {
				wealth = -10
			}
		}
		custom_tooltip = {
			text = EVTTOOLTIP_JD_GOOD_INFLUENCE_ON_EMPEROR_EVALUATION
			hidden_effect = {
				change_variable = {
					which = kow_tow_emperor_impression_evaluation
					value = 2
				}
			}
		}
	}
	
	option = {
		name = EVTOPTC_JD_32211 # I'll just enjoy the park instead
		
		random_list = {
			50 = {
				add_trait = patient
			}
			50 = {
				add_trait = humble
			}
		}
	}
	
	after = {
		return_to_china_tombola_effect = yes
	}
}

# You visit a local temple
character_event = {
	id = JD.32216
	has_dlc = "Jade Dragon"
	
	title = EVTTITLE_JD_KOWTOW
	desc = EVTDESC_JD_32216
	
	picture = GFX_evt_china_diplomatic_incident
    border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes


	trigger = {
		trait = kow_tow_travels
	}
	
	immediate = {
		set_character_flag = kow_tow_visited_temple
	}
	
	option = { # Study their rituals
		name = EVTOPTA_JD_32216
		trigger = {
			NOR = {
				trait = zealous
				religion_group = indian_group # Eastern religion group
			}
		}
		add_trait = sympathy_indian # Sympathy for eastern religions
	}
	
	option = { # Join in the ceremony
		name = EVTOPTB_JD_32216
		
		if = {
			limit = {
				trait = zealous
				NOT = { religion_group = indian_group } # Eastern religion group 
			}
			remove_trait = zealous
		}
		random = {
			chance = 30
			add_trait = content
		}
		custom_tooltip = {
			text = EVTTOOLTIP_JD_GOOD_INFLUENCE_ON_EMPEROR_EVALUATION
			hidden_effect = {
				change_variable = {
					which = kow_tow_emperor_impression_evaluation
					value = 3
				}
			}
		}
	}
	
	option = { # Loudly criticize their heathen ways
		name = EVTOPTC_JD_32216
		trigger = {
			trait = zealous
			NOT = { religion_group = indian_group } # Eastern religion group 
		}
		
		piety = 30
		custom_tooltip = {
			text = EVTTOOLTIP_JD_BAD_INFLUENCE_ON_EMPEROR_EVALUATION
			hidden_effect = {
				subtract_variable = {
					which = kow_tow_emperor_impression_evaluation
					value = 5
				}
			}
		}
	}
	
	option = { # Study the symbolism used in their texts.
		name = EVTOPTD_JD_32216
		random = {
			chance = 15
			change_learning = 1
		}
	}
	
	after = {
		return_to_china_tombola_effect = yes
	}
}

character_event = { # audience w/ the Emperor
	id = JD.32290
	has_dlc = "Jade Dragon"
	
	title = EVTTITLE_JD_KOWTOW
	desc = {
		text = EVTDESCA_JD_32290 # Bad outcome
		picture = GFX_evt_chinese_bureaucrat
		trigger = {
			has_character_flag = kow_tow_bad_outcome
		}
	}
	desc = {
		text = EVTDESCB_JD_32290 # Okay outcome
		picture = GFX_evt_china_golden_age
		trigger = {
			has_character_flag = kow_tow_okay_outcome
		}
	}
	desc = {
		text = EVTDESCC_JD_32290 # Great outcome
		picture = GFX_evt_china_golden_age
		trigger = {
			has_character_flag = kow_tow_great_outcome
		}
	}
	picture = GFX_evt_china_golden_age
	
    border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes


	trigger = {
		trait = kow_tow_travels
	}
	
	immediate = {
		export_to_variable = {
			which = kow_tow_temp_calc
			value = diplomacy
		}
		divide_variable = {
			which = kow_tow_temp_calc
			value = 2
		}
		change_variable = {
			which = kow_tow_emperor_impression_evaluation
			which = kow_tow_temp_calc
		}
		set_variable = { # Clearing it for save game memory optimization
			which = kow_tow_temp_calc
			value = 0
		}
		if = {
			limit = {
				real_tier = KING
			}
			change_variable = {
				which = kow_tow_emperor_impression_evaluation
				value = 7
			}
		}
		else_if = {
			limit = {
				real_tier = EMPEROR
			}
			change_variable = {
				which = kow_tow_emperor_impression_evaluation
				value = 14
			}
		}
		
		if = {
			limit = {
				disliked_by_offmap = {
					type = offmap_china
				}
			}
			subtract_variable = {
				which = kow_tow_emperor_impression_evaluation
				value = 5
			}
		}
		else_if = {
			limit = {
				liked_by_offmap = {
					type = offmap_china
				}
			}
			change_variable = {
				which = kow_tow_emperor_impression_evaluation
				value = 5
			}
		}
		
		random_list = {
			45 = { # Bad outcome
				set_character_flag = kow_tow_bad_outcome
				trigger = {
					NOT = {
						check_variable = {	
							which = kow_tow_emperor_impression_evaluation
							value = 23
						}
					}
				}
				modifier = {
					factor = 0.85
					check_variable = {	
						which = kow_tow_emperor_impression_evaluation
						value = 12
					}
				}
				modifier = {
					factor = 0.85
					check_variable = {	
						which = kow_tow_emperor_impression_evaluation
						value = 13
					}
				}
				modifier = {
					factor = 0.85
					check_variable = {	
						which = kow_tow_emperor_impression_evaluation
						value = 14
					}
				}
				modifier = {
					factor = 0.85
					check_variable = {	
						which = kow_tow_emperor_impression_evaluation
						value = 15
					}
				}
				modifier = {
					factor = 0.85
					check_variable = {	
						which = kow_tow_emperor_impression_evaluation
						value = 17
					}
				}
				modifier = {
					factor = 0.85
					check_variable = {	
						which = kow_tow_emperor_impression_evaluation
						value = 19
					}
				}
				modifier = {
					factor = 0.85
					check_variable = {	
						which = kow_tow_emperor_impression_evaluation
						value = 21
					}
				}
			}
			45 = { # Okay outcome
				set_character_flag = kow_tow_okay_outcome
			}
			10 = { # Great outcome
				set_character_flag = kow_tow_great_outcome
				trigger = {
					check_variable = {	
						which = kow_tow_emperor_impression_evaluation
						value = 10
					}
				}
				modifier = {
					factor = 1.1
					check_variable = {	
						which = kow_tow_emperor_impression_evaluation
						value = 11 #FIX
					}
				}
				modifier = {
					factor = 1.1
					check_variable = {	
						which = kow_tow_emperor_impression_evaluation
						value = 12
					}
				}
				modifier = {
					factor = 1.1
					check_variable = {	
						which = kow_tow_emperor_impression_evaluation
						value = 13
					}
				}
				modifier = {
					factor = 1.1
					check_variable = {	
						which = kow_tow_emperor_impression_evaluation
						value = 14
					}
				}
				modifier = {
					factor = 1.1
					check_variable = {	
						which = kow_tow_emperor_impression_evaluation
						value = 15
					}
				}
				modifier = {
					factor = 1.1
					check_variable = {	
						which = kow_tow_emperor_impression_evaluation
						value = 17
					}
				}
				modifier = {
					factor = 1.1
					check_variable = {	
						which = kow_tow_emperor_impression_evaluation
						value = 19
					}
				}
				modifier = {
					factor = 1.1
					check_variable = {	
						which = kow_tow_emperor_impression_evaluation
						value = 21
					}
				}
				modifier = {
					factor = 1.1
					check_variable = {	
						which = kow_tow_emperor_impression_evaluation
						value = 23
					}
				}
				modifier = {
					factor = 1.1
					check_variable = {	
						which = kow_tow_emperor_impression_evaluation
						value = 25
					}
				}
				modifier = {
					factor = 1.1
					check_variable = {	
						which = kow_tow_emperor_impression_evaluation
						value = 27
					}
				}
				modifier = {
					factor = 1.1
					check_variable = {	
						which = kow_tow_emperor_impression_evaluation
						value = 29
					}
				}
				modifier = {
					factor = 1.1
					check_variable = {	
						which = kow_tow_emperor_impression_evaluation
						value = 31
					}
				}
				modifier = {
					factor = 1.1
					check_variable = {	
						which = kow_tow_emperor_impression_evaluation
						value = 33
					}
				}
			}
		}
	}
	
	option = {
		name = EVTOPTA_JD_32290 # Perform kow-tow before the Emperor
		trigger = {
			has_character_flag = kow_tow_bad_outcome
		}
		add_trait = kow_tow_completed_tier_1
		add_offmap_currency = {
			offmap = offmap_china
			value = 100
		}
		if = {
			limit = {
				is_nomadic = yes
			}
			prestige = -250
		}
		else = {
			trigger_switch = {
				on_trigger = real_tier
				DUKE = { prestige = -250 }
				KING = { prestige = -500 }
				EMPEROR = { prestige = -1000 }
			}
		}
	}
	
	option = {
		name = EVTOPTB_JD_32290 # Refuse the humiliation
		trigger = {
			has_character_flag = kow_tow_bad_outcome
		}
	}
	
	option = {
		name = EVTOPTC_JD_32290 # Perform kow-tow before the Emperor
		trigger = {
			has_character_flag = kow_tow_okay_outcome
		}
		add_trait = kow_tow_completed_tier_2
		add_offmap_currency = {
			offmap = offmap_china
			value = 100
		}
		if = {
			limit = {
				is_nomadic = yes
			}
			prestige = -250
		}
		else = {
			trigger_switch = {
				on_trigger = real_tier
				DUKE = { prestige = -250 }
				KING = { prestige = -500 }
				EMPEROR = { prestige = -1000 }
			}
		}
	}
	
	option = {
		name = EVTOPTD_JD_32290 # Perform kow-tow before the Emperor
		trigger = {
			has_character_flag = kow_tow_great_outcome
		}
		add_trait = kow_tow_completed_tier_3
		add_offmap_currency = {
			offmap = offmap_china
			value = 100
		}
		if = {
			limit = {
				is_nomadic = yes
			}
			prestige = -250
		}
		else = {
			trigger_switch = {
				on_trigger = real_tier
				DUKE = { prestige = -250 }
				KING = { prestige = -500 }
				EMPEROR = { prestige = -1000 }
			}
		}
	}
	
	after = {
		clr_character_flag = kow_tow_bad_outcome
		clr_character_flag = kow_tow_okay_outcome
		clr_character_flag = kow_tow_great_outcome
		clean_up_after_kow_tow_effect = yes
	}
}



#Kow-Tow traveling event: You encounter Mercenaries (how? Depends on the status of China)
character_event = {
    id = JD.15000
	has_dlc = "Jade Dragon"
	
	title = EVTTITLE_JD_KOWTOW
    border = GFX_event_normal_frame_diplomacy
    is_triggered_only = yes

    hide_window = yes

	trigger = {
		trait = kow_tow_travels
	}

    immediate = {
    	set_character_flag = met_mercenaries
        random_independent_ruler = {
            limit = {
                ai = yes
                #is_adult = yes
                #is_landed = yes
                mercenary = yes
                OR = {
                	culture = han
                	AND = {
                		offmap_china = { has_status = china_jurchen_invasion }
                		culture = jurchen
                	}
                	AND = {
                		offmap_china = { has_status = china_mongol_invasion }
                		culture = mongol
                	}
                }
				primary_title = {
					NOT = { has_raised_standing_troops = yes }
				}
            }
            save_event_target_as = other_ruler
        }
        
        offmap_china = {
            trigger_switch = {
                on_trigger = has_status
                china_stable = { ROOT = { set_character_flag = china_stable } }
                china_unrest = { ROOT = { set_character_flag = china_unrest } }
                china_civil_war = { ROOT = { set_character_flag = china_civil_war } }
                china_mongol_invasion = { ROOT = { set_character_flag = china_mongol_invasion } }
                china_jurchen_invasion = { ROOT = { set_character_flag = china_jurchen_invasion } }
                china_famine = { ROOT = { set_character_flag = china_famine } }
                china_plague = { ROOT = { set_character_flag = china_plague } }
                china_golden_age = { ROOT = { set_character_flag = china_golden_age } }
            }
        }

        event_target:other_ruler = {
            character_event = { id = JD.15001 }
        }
    }
}

character_event = { #PING EVENT for the Mercenary leader...
    id = JD.15001
	has_dlc = "Jade Dragon"
    hide_window = yes
    is_triggered_only = yes

    immediate = {
    	FROM = {
    		random_list = {
    			10 = {
    				character_event = { id = JD.15002 } #Mercenaries wants root to pay a "bridge fee"...
    				trigger = {
						OR = {
				    		has_character_flag = china_unrest
				    		has_character_flag = china_civil_war
				    		has_character_flag = china_mongol_invasion
				    		has_character_flag = china_jurchen_invasion
			    		}
    				}
    			}
    			10 = {
    				character_event = { id = JD.15003 } #Mercenaries are here to escort root...
    				trigger = {
						OR = {
				    		has_character_flag = china_stable
				    		has_character_flag = china_golden_age
				    		has_character_flag = china_unrest
			    		}
    				}
    			}
    			10 = {
    				character_event = { id = JD.15004 } #Meet a starving mercenary band...
    				trigger = {
						OR = {
				    		has_character_flag = china_famine
				    		has_character_flag = china_plague
			    		}
    				}
    			}
    		}
    	}
    }
}

character_event = { #Mercenaries wants root to pay a "bridge fee"...
    id = JD.15002
	has_dlc = "Jade Dragon"
	
	title = EVTTITLE_JD_KOWTOW
    desc = EVTDESC_JD_15002
    picture = GFX_evt_china_diplomatic_success
    border = GFX_event_normal_frame_diplomacy
    is_triggered_only = yes

	trigger = {
		trait = kow_tow_travels
	}

    option = { # Pay the fee to the bridge guards...
    	name = EVTOPTA_JD_15002

    	transfer_scaled_wealth = {
			to = FROM
			value = 0.25
			min = 50
		}
		
		prestige = -100

    	custom_tooltip = {
    		text = EVTOPTA_JD_15002_tt
    	}
    }
    option = { # Kill him (IMPALER ONLY)
    	name = EVTOPTC_JD_15002
    	tooltip_info = impaler
       	custom_tooltip = {
    		text = EVTOPTC_JD_15002_tt
    	}

    	FROM = { death = { death_reason = death_murder_butchered killer = FROM } }
    	trigger = {
    		trait = impaler
    	}
    }

    option = {
    	name = EVTOPTB_JD_15002

    	random_list = {
    		50 = {
		    	modifier = { is_strong_trigger = yes factor = 2 }
				modifier = { FROM = { is_weak_trigger = yes } factor = 2 }
				modifier = { combat_rating_diff = { who = FROM value = 10 } factor = 2 } 
				modifier = { attribute_diff = { character = FROM attribute = martial value = 3 } factor = 2 }

				#You get away
				custom_tooltip = { text = you_get_away_tt }
    		}
    		10 = {
    			modifier = { is_weak_trigger = yes factor = 1.5 }
    			hidden_effect = { add_maimed_trait_effect = yes }

    			#You get injured
    			custom_tooltip = { text = you_dont_get_away_tt }
    		}
    		5 = {
    			modifier = { is_weak_trigger = yes factor = 2 }
    			hidden_effect = { death = { death_reason = death_duel killer = FROM } }

    			#You are slain in personal combat!
    			custom_tooltip = { text = you_will_be_killed_in_a_duel_tt }
    		}
    	}
   	}

    after = {
        clr_character_flag = china_stable
        clr_character_flag = china_unrest
        clr_character_flag = china_civil_war
        clr_character_flag = china_mongol_invasion
        clr_character_flag = china_jurchen_invasion
        clr_character_flag = china_famine
        clr_character_flag = china_plague
        clr_character_flag = china_golden_age
        return_to_travel_tombola_effect = yes
    }
}

character_event = { #Mercenaries: "We're here to escort you!"
    id = JD.15003
	has_dlc = "Jade Dragon"
	
	title = EVTTITLE_JD_KOWTOW
    desc = EVTDESC_JD_15003 
    picture = GFX_evt_china_rebel_general
    border = GFX_event_normal_frame_diplomacy
    is_triggered_only = yes
    
	trigger = {
		trait = kow_tow_travels
	}

    option = { # Er, change of plans! (Hire bodygaurds)
    	name = EVTOPTA_JD_15003
    	custom_tooltip = {
    		text = EVTOPTA_JD_15003_tt
    	}
    	transfer_scaled_wealth = {
			to = FROM
			value = 0.5
			min = 10
		}
    	add_character_modifier = {
			name = hired_body_guards
			years = 3
		}
    }
    option = { #I think you have me confused with someone else...
    	name = EVTOPTB_JD_15003
    	custom_tooltip = {
    		text = EVTOPTB_JD_15003_tt
    	}    	
    }

    after = {
        clr_character_flag = china_stable
        clr_character_flag = china_unrest
        clr_character_flag = china_civil_war
        clr_character_flag = china_mongol_invasion
        clr_character_flag = china_jurchen_invasion
        clr_character_flag = china_famine
        clr_character_flag = china_plague
        clr_character_flag = china_golden_age
		return_to_travel_tombola_effect = yes
    }
}

character_event = { #We see starving people...
    id = JD.15004
	has_dlc = "Jade Dragon"
	
	title = EVTTITLE_JD_KOWTOW
    desc = EVTDESC_JD_15004
    picture = GFX_evt_china_famine
    border = GFX_event_normal_frame_diplomacy
    is_triggered_only = yes

	trigger = {
		trait = kow_tow_travels
	}

    immediate = {
	    hidden_effect = {
	    	#event_target:other_ruler = { trait = stressed }
	    }
    }
    
    option = { #Let's eat together, yes.
    	name = EVTOPTA_JD_15004
    	custom_tooltip = { text = EVTOPTA_JD_15004_tt }
		
		scaled_wealth = { value = -0.2 min = -25 }

		add_friend = event_target:other_ruler
		
		add_character_modifier = {
			name = the_kind
			years = 10
		}
		
		if = {
			limit = {
				trait = greedy
			}
			remove_trait = greedy
		}
		else_if = {
			limit = {
				NOT = {
					trait = charitable
				}
			}
			add_trait = charitable
		}
    }
    option = {
        name = EVTOPTB_JD_15004 #Come work for me! You, in particular!
        custom_tooltip = { text = EVTOPTB_JD_15004_tt }

    	scaled_wealth = { value = -0.05 min = -5 }

    	hidden_effect = {
	        event_target:other_ruler = {
	        	transfer_crown_on_abdication_effect = yes
	        	abdicate = yes
	        	move_character = ROOT
	        }
    	}

    	reverse_opinion = {
			who = event_target:other_ruler
			modifier = opinion_loyal_servant
			years = 100
		}
		hidden_effect = {
			event_target:other_ruler = {
				add_character_modifier = { name = mercenary_traditions duration = -1 }
			}
		}
    }
    option = { #We can't afford to take pity on strangers...!
        name = EVTOPTC_JD_15004
        custom_tooltip = { text = EVTOPTC_JD_15004_tt }
    }
	
	after = {
        clr_character_flag = china_stable
        clr_character_flag = china_unrest
        clr_character_flag = china_civil_war
        clr_character_flag = china_mongol_invasion
        clr_character_flag = china_jurchen_invasion
        clr_character_flag = china_famine
        clr_character_flag = china_plague
        clr_character_flag = china_golden_age
        return_to_travel_tombola_effect = yes
    }
}
	
#You feel homesick...
character_event = {
    id = JD.15010 #I really miss X.
	has_dlc = "Jade Dragon"
	
	title = EVTTITLE_JD_KOWTOW
    desc = EVTDESC_JD_15010
    picture = GFX_evt_carriage_default
    border = GFX_event_normal_frame_diplomacy
    is_triggered_only = yes

	trigger = {
		trait = kow_tow_travels
	}

    immediate = {
    	set_character_flag = missed_loved_one
        any_courtier_or_vassal = { #Select someone you sort of care about at least...!
    		limit = {
    			OR = {
					is_lover = ROOT
					any_spouse = { character = ROOT }
					AND = {
						OR = {
							is_mother = ROOT
							is_father = ROOT
						}
						NOR = {
							is_lover = ROOT
							any_spouse = { character = ROOT }
						}
					}
					AND = {
						is_child_of = ROOT
						NOR = {
							is_lover = ROOT
							any_spouse = { character = ROOT }
						}
					}
					AND = {
						is_friend = ROOT
						NOR = {
							is_lover = ROOT
							any_spouse = { character = ROOT }
							is_mother = ROOT
							is_father = ROOT
							is_child_of = ROOT
						}
					}
				}
    		}
		score_value = { #Prioritizes selecting an interesting courtier...
			value = 10
			interesting_courtier_selection_score = yes
		}
    		save_event_target_as = person_missed
    	}
    }

    option = { #I will write a letter to my lover...
        name = EVTOPTA_JD_15010        
        custom_tooltip = { text = will_receive_a_letter }
        event_target:person_missed = { set_character_flag = is_lover } #for follow up event

		scaled_wealth = { value = -0.1 min = -5 }

        tooltip = {
	        reverse_opinion = {
				who = event_target:person_missed
				modifier = opinion_love_letters
				years = 15
			}
		}

		trigger = {
			event_target:person_missed = {
				is_lover = ROOT
			}
		}
    }
    option = { #I will write a letter to my friend...
        name = EVTOPTB_JD_15010    
		custom_tooltip = { text = will_receive_a_letter }
		event_target:person_missed = { set_character_flag = is_friend } #for follow up event

		scaled_wealth = { value = -0.1 min = -5 }

		tooltip = {
	        reverse_opinion = {
				who = event_target:person_missed
				modifier = opinion_pen_pal
				years = 15
			}
		}

		trigger = {
			event_target:person_missed = {
				is_friend = ROOT
				NOR = {
					is_lover = ROOT
					any_spouse = { character = ROOT }
					is_mother = ROOT
					is_father = ROOT
					is_child_of = ROOT
				}
			}
		}
    }
    option = { #I will write a letter to my spouse...!
        name = EVTOPTC_JD_15010
        custom_tooltip = { text = will_receive_a_letter }
        event_target:person_missed = { set_character_flag = is_spouse } #for follow up event

        scaled_wealth = { value = -0.1 min = -5 }
        
        tooltip = {
	        reverse_opinion = {
				who = event_target:person_missed
				modifier = opinion_love_letters
				years = 15
			}	
		}

		trigger = {
			event_target:person_missed = {
				any_spouse = { character = ROOT }
				NOT = { is_lover = ROOT }
			}
		}
    }
    option = { #I will write a letter to my parent...
        name = EVTOPTD_JD_15010
        custom_tooltip = { text = will_receive_a_letter }
        event_target:person_missed = { set_character_flag = is_parent } #for follow up event

        scaled_wealth = { value = -0.1 min = -5 }

        tooltip = {
        	reverse_opinion = {
				who = event_target:person_missed
				modifier = opinion_delighted_parent
				years = 15
			}
		}
		trigger = {
			event_target:person_missed = {
				OR = {
					is_mother = ROOT
					is_father = ROOT
				}
				NOR = {
					is_lover = ROOT
					any_spouse = { character = ROOT }
				}
			}
		}
    }
    option = { #I will write a letter to my child...
        name = EVTOPTE_JD_15010
        custom_tooltip = { text = will_receive_a_letter }
        event_target:person_missed = { set_character_flag = is_child } #for follow up event

        scaled_wealth = { value = -0.1 min = -5 }
        
        tooltip = {
	        reverse_opinion = {
				who = event_target:person_missed
				modifier = opinion_pen_pal
				years = 15
			}
        }

		trigger = {
			OR = {
				is_mother = event_target:person_missed
				is_father = event_target:person_missed
			}
			event_target:person_missed = {
				NOR = {
					is_lover = ROOT
					any_spouse = { character = ROOT }
				}
			}
		}
    }
    option = { #No! Time is of the essence...!
        name = EVTOPTF_JD_15010
        hidden_effect = { set_character_flag = do_nothing }
    }

    after = {
    	if = { limit = { NOT = { has_character_flag = do_nothing } }
    		event_target:person_missed = { character_event = { id = JD.15011 } }
    	}
    	else = {
    		clr_character_flag = do_nothing
    	}
    	return_to_travel_tombola_effect = yes
    }
}

character_event = { # Selected target receives letter from you...!
    id = JD.15011
	has_dlc = "Jade Dragon"
	
	title = EVTTITLE_JD_KOWTOW
    picture = GFX_evt_recieve_letter
    border = GFX_event_normal_frame_diplomacy
    is_triggered_only = yes

    desc = {
    	text = EVTDESC_JD_15011_A
    	trigger = {
    		NOT = { is_child_of = FROM }
    	}
    }
    desc = {
    	text = EVTDESC_JD_15011_B
    	trigger = {
    		is_child_of = FROM
    	}
    }

    option = {
        name = {
        	text = EVTOPTA_JD_15011_A
        	trigger = { NOT = { is_child_of = FROM } }
        }
        name = {
        	text = EVTOPTA_JD_15011_B
        	trigger = { is_child_of = FROM }
        }

        if = {
        	limit = {
        		OR = {
        			has_character_flag = is_child
        			has_character_flag = is_friend
        		}

        	}
	        opinion = {
				who = FROM
				modifier = opinion_pen_pal
				years = 15
			}
        }
        if = {
			limit = {
				OR = {
					has_character_flag = is_lover
					has_character_flag = is_spouse
				}
			}
	        opinion = {
				who = FROM
				modifier = opinion_love_letters
				years = 15
			}
        }
        if = {
			limit = { has_character_flag = is_parent }
	        opinion = {
				who = FROM
				modifier = opinion_delighted_parent
				years = 15
			}
        }
    }
}

character_event = { #Learn about political philosophy or attempt to impress pretty [man/woman]
    id = JD.15015
	has_dlc = "Jade Dragon"
	
	title = EVTTITLE_JD_KOWTOW
    desc = EVTDESC_JD_15015
    picture = GFX_evt_chinese_bureaucrat
    border = GFX_event_normal_frame_diplomacy
    is_triggered_only = yes

	trigger = {
		trait = kow_tow_travels
	}

    immediate = {
    	set_character_flag = read_the_guanzi
    }

    option = { #I would love to hear more about political philosophy!
        name = EVTOPTA_JD_15015
        custom_tooltip = { text = EVTOPTA_JD_15015_TT } #They like your enthusiasm!
        custom_tooltip = {
			text = EVTTOOLTIP_JD_GOOD_INFLUENCE_ON_EMPEROR_EVALUATION
			hidden_effect = {
				change_variable = {
					which = kow_tow_emperor_impression_evaluation
					value = 3
				}
			}
		}
    }
    option = { #Actually, I'm already well familiar with 'the Guanzi', my lords (poet)
        name = EVTOPTB_JD_15015
        custom_tooltip = { text = EVTOPTB_JD_15015_TT } #They are impressed...!
        prestige = 50
        custom_tooltip = {
			text = EVTTOOLTIP_JD_GOOD_INFLUENCE_ON_EMPEROR_EVALUATION
			hidden_effect = {
				change_variable = {
					which = kow_tow_emperor_impression_evaluation
					value = 3
				}
			}
		}
        tooltip_info = poet
		trigger = { 
			trait = poet
			NOT = { trait = scholar }
		}
    }
    option = { #Actually, I'm already well familiar with 'the Guanzi', my lords. (scholar)
        name = EVTOPTB_JD_15015
        custom_tooltip = { text = EVTOPTB_JD_15015_TT } #They are impressed..!
        prestige = 100
        
        custom_tooltip = {
			text = EVTTOOLTIP_JD_GOOD_INFLUENCE_ON_EMPEROR_EVALUATION
			hidden_effect = {
				change_variable = {
					which = kow_tow_emperor_impression_evaluation
					value = 3
				}
			}
		}
        tooltip_info = scholar
		trigger = { trait = scholar }
    }
    option = { #I'd rather see the palace...
        name = EVTOPTC_JD_15015
        custom_tooltip = { text = EVTOPTC_JD_15015_TT } #They make sure you are accompanied...

        random = {
        	chance = 30
        	change_stewardship = 1
        }

        custom_tooltip = {
			text = EVTTOOLTIP_JD_BAD_INFLUENCE_ON_EMPEROR_EVALUATION
			hidden_effect = {
				subtract_variable = {
					which = kow_tow_emperor_impression_evaluation
					value = 5
				}
			}
		}
    }
    after = {
    	return_to_china_tombola_effect = yes
    }
}

character_event = { #Visit the market
    id = JD.15016
	has_dlc = "Jade Dragon"
	
	title = EVTTITLE_JD_KOWTOW
    desc = EVTDESC_JD_15016
    picture = GFX_evt_china_stable
    border = GFX_event_normal_frame_diplomacy
    is_triggered_only = yes

	trigger = {
		trait = kow_tow_travels
	}

    hide_from = yes
    immediate = {
    	set_character_flag = visited_market
    	hidden_effect = {
	    	offmap_china = {
				governor = {
					create_random_steward  = {
						age = 45
						random_traits = yes
						female = 50
						dynasty = none
						attributes = {
							stewardship = 3
						}
						health = 10
					}
					new_character = {
						save_event_target_as = chinese_trader
						give_nickname = nick_the_trader
	    				add_chinese_artifact_effect = yes
					}
				}
			}
    	}
    }

    option = { #What is that scent...? Mmhm!
        name = EVTOPTA_JD_15016
        custom_tooltip = { text = EVTOPTA_JD_15016_TT } #you partake in the local cuisine!

        random = {
        	chance = 50
        	add_trait_gluttonous_effect = yes
        }
        custom_tooltip = {
			text = EVTTOOLTIP_JD_GOOD_INFLUENCE_ON_EMPEROR_EVALUATION
			hidden_effect = {
				change_variable = {
					which = kow_tow_emperor_impression_evaluation
					value = 3
				}
			}
		}
    }
    option = { #Let's trade, you there!
        name = EVTOPTB_JD_15016
        custom_tooltip = { text = EVTOPTB_JD_15016_TT }
		
		scaled_wealth = { value = -0.6 min = -200 }

        hidden_effect = {
	        event_target:chinese_trader = {
	        	event_target:chinese_artifact = {
		        	transfer_artifact = {
						from = PREV
						to = PREVPREV
					}
	        	}
	        	death = { death_reason =  death_missing }
	        }
        }

        custom_tooltip = {
			text = EVTTOOLTIP_JD_GOOD_INFLUENCE_ON_EMPEROR_EVALUATION
			hidden_effect = {
				change_variable = {
					which = kow_tow_emperor_impression_evaluation
					value = 3
				}
			}
		}
		trigger = { #only if you don't already have a ton of chinese artifacts
			NOT = {
				any_artifact = {
					count = 13
					has_artifact_flag = chinese
				}			
			}
		}
    }

    option = { #Steal a Chinese artifact in the market!
        name = EVTOPTC_JD_15016
        custom_tooltip = { text = EVTOPTC_JD_15016_TT }
        tooltip_info = intrigue

		custom_tooltip = {
			text = EVTTOOLTIP_JD_BAD_INFLUENCE_ON_EMPEROR_EVALUATION
			hidden_effect = {
				subtract_variable = {
					which = kow_tow_emperor_impression_evaluation
					value = 3
				}
			}
		}

        hidden_effect = {
	        event_target:chinese_trader = {
	        	event_target:chinese_artifact = {
		        	transfer_artifact = {
						from = PREV
						to = PREVPREV
					}
	        	}
	        }
        }
        trigger = {
        	OR = {
        		trait = elusive_shadow
        		intrigue = 15
        	}
        }
    }

    option = { #I just wanna go home.
        name = EVTOPTD_JD_15016
    }

    after = {
    	return_to_china_tombola_effect = yes
    	hidden_effect = {
	        event_target:chinese_trader = { #removes the trader from the game, along with their artifact (if you didn't trade)...
	        	any_artifact = { destroy_artifact = yes }
	        	death = { death_reason =  death_missing }
	        }
        }
    }
}

character_event = { #Encounter a merchant..!
    id = JD.15017
	has_dlc = "Jade Dragon"
	
	title = EVTTITLE_JD_KOWTOW
    desc = EVTDESC_JD_15017
    picture = GFX_evt_china_stable
    border = GFX_event_normal_frame_diplomacy
    is_triggered_only = yes
   	portrait = event_target:chinese_trader

	trigger = {
		trait = kow_tow_travels
	}
    
    immediate = {
    	set_character_flag = met_traveling_merchant
		hidden_effect = {
	    	offmap_china = {
				governor = {
					create_random_intriguer  = {
						age = 25
						random_traits = yes
						female = 50
						dynasty = none
						attributes = {
							intrigue = 4
						}
					}
					new_character = {
						upgrade_education_effect = yes
						save_event_target_as = chinese_trader
	    				add_chinese_artifact_effect = yes
					}
				}
			}
    	}
    }

    option = {      
        name = EVTOPTA_JD_15017 #I'd love to take it off your hands!
        custom_tooltip = { text = EVTOPTA_JD_15017_TT }

		scaled_wealth = { value = -0.4 min = -150 }

        hidden_effect = {
	        event_target:chinese_trader = {
	        	event_target:chinese_artifact = {
		        	transfer_artifact = {
						from = PREV
						to = PREVPREV
					}
	        	}
	        	death = { death_reason =  death_missing }
	        }
        }
    }
    option = { #I could use a smooth-talker like you...
        name = EVTOPTB_JD_15017
        custom_tooltip = { text = EVTOPTB_JD_15017_TT }
        hidden_effect = {
	        event_target:chinese_trader = {
	        	show_scope_change = no
	        	move_character = ROOT
	        }
        }

        tooltip_info = kind
        trigger = { trait = kind }
    }
    option = {
        name = EVTOPTC_JD_15017 #Guards! Cut this man/woman down.
        custom_tooltip = { text = EVTOPTC_JD_15017_TT } #You steal the artifact.

        event_target:chinese_trader = {
        	show_scope_change = no
        	death = { death_reason = death_murder }
        }
        custom_tooltip = { text = EVTOPTA_JD_15017_TT } #it's transfered to you.
		hidden_effect = { #Steal the artifact
	        event_target:chinese_trader = {
	        	event_target:chinese_artifact = {
		        	transfer_artifact = {
						from = PREV
						to = PREVPREV
					}
	        	}
	        }
        }

        tooltip_info = deceitful
        trigger = { trait = deceitful }
    }
    option = {      
        name = EVTOPTD_JD_15017 #I have no use of whatever that is.
        custom_tooltip = { text = EVTOPTD_JD_15017_TT }
        hidden_effect = {
	        event_target:chinese_trader = { #removes the trader from the game, along with their artifact (if you didn't trade)...
	        	any_artifact = { destroy_artifact = yes }
	        	death = { death_reason =  death_missing }
	        }
        }
    }
    after = {
    	return_to_travel_tombola_effect = yes
    }
}

# Fired from on_policy_change
character_event = {
	id = JD.32298
	has_dlc = "Jade Dragon"
	hide_window = yes
	
	is_triggered_only = yes
	
	trigger = {
		FROM = {
			has_policy = china_isolationist
		}
	}
	
	immediate = {
		any_playable_ruler = {
			limit = {
				trait = kow_tow_travels
			}
			set_character_flag = kow_tow_abort_isolationist
			character_event = {
				id = JD.32299
			}
		}
	}
}

### Kowtow was aborted for some reason
character_event = {
	id = JD.32299
	has_dlc = "Jade Dragon"
	
	title = EVTTITLE_JD_KOWTOW
    
	desc = {
		text = EVTDESCA_JD_32299
		trigger = {
			has_character_flag = kow_tow_abort_war
		}
	}
	desc = {
		text = EVTDESCB_JD_32299
		trigger = {
			has_character_flag = kow_tow_abort_isolationist
		}
	}
	desc = {
		text = EVTDESCC_JD_32299
		trigger = {
			NOR = {
				has_character_flag = kow_tow_abort_war
				has_character_flag = kow_tow_abort_isolationist
			}
		}
	}
    picture = GFX_evt_china_isolationist
    border = GFX_event_normal_frame_diplomacy
	
	hide_from = yes
    
	is_triggered_only = yes

	immediate = {
		remove_trait = kow_tow_travels
	}
	
	option = {
		name = EVTOPTA_JD_32299
	}
	
	after = {
		clr_character_flag = kow_tow_abort_war
		clr_character_flag = kow_tow_abort_isolationist
		tooltip = {
			clean_up_after_kow_tow_effect = yes
		}
	}
}