###########################################
#                                         #
# Way of Life hunting events              #
#                                         #
# ID WoL.5000-WoL.5999                    #
#                                         #
###########################################

# Written by Tobias Bodlund

namespace = WoL

###########################################
# The Legendary White Stag/Bear/Tiger/Lion#
# ID WoL.5000-WoL.5199                    #
###########################################

# Hear rumors of legendary animal
narrative_event = {
	id = WoL.5001
	title = EVTTITLE_WoL_5001
	desc = EVTDESC_WoL_5001
	picture = GFX_evt_mysterious_forest
	border = GFX_event_narrative_frame_war

	is_triggered_only = yes # on_focus_pulse, random_events
	hide_new = yes

	only_playable = yes

	trigger = {
		has_focus = focus_hunting
		is_inaccessible_trigger = no
		in_command_trigger = no

		NOR = {
			religion = jain
			religion = cathar
			has_character_flag = epic_hunt
			has_character_flag = white_bear
			has_character_flag = white_stag
			has_character_flag = white_tiger
			has_character_flag = white_lion
		}
	}

	immediate = {
		set_character_flag = epic_hunt

		if = {
			limit = {
				capital_scope = {
					OR = {
						region = world_europe_south
						region = world_europe_west
						region = world_asia_minor
					}
				}
			}

			set_character_flag = white_stag
		}
		else_if = {
			limit = {
				capital_scope = {
					OR = {
						region = world_europe_north
						region = world_europe_east
						region = world_steppe
						region = world_himalayas
					}
				}
			}

			set_character_flag = white_bear
		}
		else_if = {
			limit = {
				capital_scope = {
					OR = {
						region = world_india
						region = world_persia
					}
				}
			}

			set_character_flag = white_tiger
		}
		else_if = {
			limit = {
				capital_scope = {
					OR = {
						region = world_middle_east
						region = world_africa
					}
				}
			}

			set_character_flag = white_lion
		}
	}


	option = {
		name = EVTOPTA_WoL_5001

		character_event = {
			id = WoL.5004 # Investigate
			days = 50
			random = 150
		}
	}

	option = {
		name = EVTOPTB_WoL_5001 # Not interested

		trigger = {
			NOT = { trait = hunter }
		}

		clr_character_flag = epic_hunt
	}
}

# Legendary animal has been sighted... decide whether to go on a hunt or not
character_event = {
	id = WoL.5004
	desc = EVTDESC_WoL_5004
	picture = GFX_evt_hunt
	border = GFX_event_normal_frame_war

	is_triggered_only = yes
	hide_new = yes

	trigger = {
		has_regent = no
		in_command_trigger = no
		NOT = { trait = pregnant }
		is_inaccessible_trigger = no
	}

	fail_trigger_effect = {
		repeat_event = {
			id = WoL.5004 # Try again later
			months = 1
		}
	}

	immediate = {
		capital_scope = {
			ROOT = {
				random_realm_province = {
					limit = {
						held_under_PREV = yes

						distance = {
							where = PREVPREV
							distance < 500
						}
					}

					save_event_target_as = target_province
				}
			}
		}
	}

	option = {
		name = EVTOPTA_WoL_5004

		character_event = {
			id = WoL.5010 # Set out on hunt!
			months = 2
		}

		end_inaccessibility_effect = yes # removes in hiding or in_seclusion

		add_character_modifier = {
			name = do_not_disturb
			days = 100
			hidden = yes
		}
	}

	option = {
		name = EVTOPTB_WoL_5004 # Not now

		trigger = {
			NOT = { trait = hunter }
		}

		clr_character_flag = epic_hunt
	}
}

# During normal hunt, gets glimpse of legendary animal
# CleanSlate: WoL.5007 moved to base_hunting_events.txt

# Hunt starts
character_event = {
	id = WoL.5010
	desc = EVTDESC_WoL_5010
	picture = GFX_evt_hunt
	border = GFX_event_normal_frame_war

	is_triggered_only = yes
	hide_new = yes

	option = {
		name = {
			text = EVTOPTA_WoL_5010
			trigger = {
				NOT = { has_character_flag = failed_epic_hunt }
			}
		}
		name = {
			text = EVTOPTB_WoL_5010
			trigger = { has_character_flag = failed_epic_hunt }
		}

		character_event = {
			id = WoL.5011 # Set out on hunt!
			days = 15
			random = 20
		}
	}
}

# Hunt outcome
character_event = {
	id = WoL.5011

	is_triggered_only = yes
	hide_window = yes

	immediate = {
		random_list = {
			 1 = {
				character_event = { id = WoL.5030 } # Actually finds and kills animal
			}

			10 = {
				set_character_flag = failed_epic_hunt
				character_event = { id = WoL.5035 } # Comes very close to animal and sees its majestic beauty
			}

			10 = {
				set_character_flag = failed_epic_hunt
				character_event = { id = WoL.5040 } # Meets other hunter obsessed with same animal, he joins your court, random character
			}

			10 = {
				set_character_flag = failed_epic_hunt
				character_event = { id = WoL.5045 } # Gets lost in the wilderness, bad experience
			}

			10 = {
				set_character_flag = failed_epic_hunt
				character_event = { id = WoL.5050 } # Gets lost in the wilderness, good experience
			}

			30 = {
				set_character_flag = failed_epic_hunt
				character_event = { id = WoL.5055 } # Uneventful hunt, returns home emptyhanded
			}

			10 = {
				set_character_flag = failed_epic_hunt
				character_event = { id = WoL.5060 } # Gets lost, finds cottage, meets strange old witch
			}

			10 = {
				set_character_flag = failed_epic_hunt
				character_event = { id = WoL.5065 } # Gets lost, finds cottage, meets attractive person of opposite sex...
			}
		}
	}
}

# Actually finds and kills animal
character_event = {
	id = WoL.5030
	desc = EVTDESC_WoL_5030
	picture = GFX_evt_mysterious_forest
	border = GFX_event_normal_frame_war

	is_triggered_only = yes
	hide_new = yes

	option = {
		name = EVTOPTA_WoL_5030 # Kill and get hunter trait

		if = {
			limit = { lifestyle_traits < 1 }
			add_trait = hunter
		}

		if = {
			limit = {
				ai = no
				is_ironman = yes
			}

			set_character_flag = achievement_great_hunter
		}
	}

	option = {
		name = EVTOPTB_WoL_5030 # Spare the animal's life
	}

	after = {
		prestige = 200
		remove_do_not_disturb_effect = yes
		clr_character_flag = failed_epic_hunt

		trigger_switch = {
			on_trigger = has_character_modifier

			hunting_white_stag = { remove_character_modifier = hunting_white_stag }
			hunting_white_bear = { remove_character_modifier = hunting_white_bear }
			hunting_white_tiger = { remove_character_modifier = hunting_white_tiger }
			hunting_white_lion = { remove_character_modifier = hunting_white_lion }
		}

		if = {
			limit = { has_nickname = no }
			give_nickname = nick_the_hunter
		}

		add_character_modifier = {
			name = master_hunter
			duration = -1
		}
	}
}

# Comes very close to animal and sees its majestic beauty
character_event = {
	id = WoL.5035
	desc = EVTDESC_WoL_5035
	picture = GFX_evt_mysterious_forest
	border = GFX_event_normal_frame_war

	is_triggered_only = yes
	hide_new = yes

	option = {
		name = EVTOPTA_WoL_5035

		trigger = { lifestyle_traits < 1 }

		add_trait = hunter

		if = {
			limit = { has_nickname = no }
			give_nickname = nick_the_hunter
		}
	}

	option = {
		name = EVTOPTB_WoL_5035
	}

	after = {
		if = {
			limit = {
				has_character_flag = white_stag
				NOT = { has_character_modifier = hunting_white_stag }
			}

			add_character_modifier = {
				name = hunting_white_stag
				duration = -1
			}
		}
		else_if = {
			limit = {
				has_character_flag = white_bear
				NOT = { has_character_modifier = hunting_white_bear }
			}

			add_character_modifier = {
				name = hunting_white_bear
				duration = -1
			}
		}
		else_if = {
			limit = {
				has_character_flag = white_tiger
				NOT = { has_character_modifier = hunting_white_tiger }
			}

			add_character_modifier = {
				name = hunting_white_tiger
				duration = -1
			}
		}
		else_if = {
			limit = {
				has_character_flag = white_lion
				NOT = { has_character_modifier = hunting_white_lion }
			}

			add_character_modifier = {
				name = hunting_white_lion
				duration = -1
			}
		}

		remove_do_not_disturb_effect = yes

		character_event = {
			id = WoL.5004 # Legendary animal sighted
			years = 1
			random = 1000
		}
	}
}

# Meets other hunter obsessed with same animal, he joins your court, random character
character_event = {
	id = WoL.5040
	desc = EVTDESC_WoL_5040
	picture = GFX_evt_hunt
	border = GFX_event_normal_frame_war

	is_triggered_only = yes
	hide_new = yes

	option = {
		name = EVTOPTA_WoL_5040 # Invite him to your court

		create_random_soldier = {
			random_traits = yes
			dynasty = none
			religion = ROOT
			culture = ROOT
			female = no
			age = 36
			add_trait = hunter
			add_trait = brave

			attributes = {
				martial = 8
			}
		}

		# Sometimes displays tooltip of previously created hunter,
		# since above character hasn't been created before option is clicked
		hidden_effect = {
			new_character = {
				give_nickname = nick_the_hunter
			}
		}
	}

	option = {
		name = EVTOPTB_WoL_5040 # Leave him be
	}

	option = {
		name = EVTOPTC_WoL_5040 # He's a rival, kill him!

		trigger = {
			OR = {
				trait = impaler
				trait = lunatic
				trait = wroth
				trait = paranoid
			}
		}

		remove_trait_silently_kind_effect = yes

		if = {
			limit = {
				NOT = { trait = cruel }
			}

			add_trait = cruel
		}

		if = {
			limit = {
				NOT = { trait = envious }
			}

			add_trait = envious
		}

		add_trait_fully_silently_paranoid_effect = yes
	}

	after = {
		if = {
			limit = {
				has_character_flag = white_stag
				NOT = { has_character_modifier = hunting_white_stag }
			}

			add_character_modifier = {
				name = hunting_white_stag
				duration = -1
			}
		}
		else_if = {
			limit = {
				has_character_flag = white_bear
				NOT = { has_character_modifier = hunting_white_bear }
			}

			add_character_modifier = {
				name = hunting_white_bear
				duration = -1
			}
		}
		else_if = {
			limit = {
				has_character_flag = white_tiger
				NOT = { has_character_modifier = hunting_white_tiger }
			}

			add_character_modifier = {
				name = hunting_white_tiger
				duration = -1
			}
		}
		else_if = {
			limit = {
				has_character_flag = white_lion
				NOT = { has_character_modifier = hunting_white_lion }
			}

			add_character_modifier = {
				name = hunting_white_lion
				duration = -1
			}
		}

		character_event = {
			id = WoL.5062 # Return home
			days = 5
		}

		character_event = {
			id = WoL.5004 # Legendary animal sighted
			years = 1
			random = 1000
		}
	}
}

# Gets lost in the wilderness, bad experience
character_event = {
	id = WoL.5045
	desc = EVTDESC_WoL_5045
	picture = GFX_evt_bandits
	border = GFX_event_normal_frame_war

	is_triggered_only = yes
	hide_new = yes

	option = {
		name = EVTOPTA_WoL_5045

		if = {
			limit = { is_ill = yes }

			if = {
				limit = { has_dlc = "Reapers" }

				add_trait = infection

				character_event = {
					id = RIP.11001
					years = 1
					random = 1095 # 3 years
				}
			}
			else_if = {
				limit = {
					NOT = { trait = pneumonic }
				}

				add_trait = pneumonic
			}
		}

		if = {
			limit = { trait = stressed }

			random = {
				chance = 20
				add_trait_depressed_effect = yes
			}
		}
		else = {
			random = {
				chance = 20
				add_trait_stressed_effect = yes
			}
		}

		random = {
			chance = 20
			add_trait_wroth_effect = yes
		}

		if = {
			limit = {
				has_character_flag = white_stag
				NOT = { has_character_modifier = hunting_white_stag }
			}

			add_character_modifier = {
				name = hunting_white_stag
				duration = -1
			}
		}
		else_if = {
			limit = {
				has_character_flag = white_bear
				NOT = { has_character_modifier = hunting_white_bear }
			}

			add_character_modifier = {
				name = hunting_white_bear
				duration = -1
			}
		}
		else_if = {
			limit = {
				has_character_flag = white_tiger
				NOT = { has_character_modifier = hunting_white_tiger }
			}

			add_character_modifier = {
				name = hunting_white_tiger
				duration = -1
			}
		}
		else_if = {
			limit = {
				has_character_flag = white_lion
				NOT = { has_character_modifier = hunting_white_lion }
			}

			add_character_modifier = {
				name = hunting_white_lion
				duration = -1
			}
		}

		character_event = {
			id = WoL.5062 # Return home
			days = 5
		}

		character_event = {
			id = WoL.5004 # Legendary animal sighted
			years = 1
			random = 1000
		}
	}
}

# Gets lost in the wilderness, good experience
character_event = {
	id = WoL.5050
	desc = EVTDESC_WoL_5050
	picture = GFX_evt_fishing
	border = GFX_event_normal_frame_war

	is_triggered_only = yes
	hide_new = yes

	option = {
		name = EVTOPTA_WoL_5050

		remove_trait_silently_slothful_effect = yes

		if = {
			limit = { is_weak_trigger = yes }

			random = {
				chance = 20

				if = {
					limit = { trait = weak }
					remove_trait = weak
				}

				if = {
					limit = { trait = frail }
					remove_trait = frail
				}
			}
		}
		else_if = {
			limit = { is_strong_trigger = no }

			random = {
				chance = 20
				add_trait = brawny
			}
		}

		if = {
			limit = {
				has_character_flag = white_stag
				NOT = { has_character_modifier = hunting_white_stag }
			}

			add_character_modifier = {
				name = hunting_white_stag
				duration = -1
			}
		}
		else_if = {
			limit = {
				has_character_flag = white_bear
				NOT = { has_character_modifier = hunting_white_bear }
			}

			add_character_modifier = {
				name = hunting_white_bear
				duration = -1
			}
		}
		else_if = {
			limit = {
				has_character_flag = white_tiger
				NOT = { has_character_modifier = hunting_white_tiger }
			}

			add_character_modifier = {
				name = hunting_white_tiger
				duration = -1
			}
		}
		else_if = {
			limit = {
				has_character_flag = white_lion
				NOT = { has_character_modifier = hunting_white_lion }
			}

			add_character_modifier = {
				name = hunting_white_lion
				duration = -1
			}
		}

		character_event = {
			id = WoL.5062 # Return home
			days = 5
		}

		character_event = {
			id = WoL.5004 # Legendary animal sighted
			years = 1
			random = 1000
		}
	}
}

# Uneventful hunt, returns home emptyhanded
character_event = {
	id = WoL.5055
	desc = EVTDESC_WoL_5055
	picture = GFX_evt_bad_news
	border = GFX_event_normal_frame_war

	is_triggered_only = yes
	hide_new = yes

	option = { # Blame self
		name = EVTOPTA_WoL_5055

		prestige = -20
		add_trait_fully_silently_humble_effect = yes
	}

	option = { # Blame servants
		name = EVTOPTB_WoL_5055

		if = {
			limit = {
				NOT = { trait = arbitrary }
			}

			remove_trait_silently_just_effect = yes
			add_trait = arbitrary
		}
		else = {
			add_trait_fully_silently_proud_effect = yes
		}
	}

	after = {
		if = {
			limit = {
				has_character_flag = white_stag
				NOT = { has_character_modifier = hunting_white_stag }
			}

			add_character_modifier = {
				name = hunting_white_stag
				duration = -1
			}
		}
		else_if = {
			limit = {
				has_character_flag = white_bear
				NOT = { has_character_modifier = hunting_white_bear }
			}

			add_character_modifier = {
				name = hunting_white_bear
				duration = -1
			}
		}
		else_if = {
			limit = {
				has_character_flag = white_tiger
				NOT = { has_character_modifier = hunting_white_tiger }
			}

			add_character_modifier = {
				name = hunting_white_tiger
				duration = -1
			}
		}
		else_if = {
			limit = {
				has_character_flag = white_lion
				NOT = { has_character_modifier = hunting_white_lion }
			}

			add_character_modifier = {
				name = hunting_white_lion
				duration = -1
			}
		}

		remove_do_not_disturb_effect = yes

		character_event = {
			id = WoL.5004 # Legendary animal sighted
			years = 1
			random = 1000
		}
	}
}

# Gets lost, finds cottage, meets strange old witch who promises to make you a better hunter
character_event = {
	id = WoL.5060
	desc = EVTDESC_WoL_5060
	picture = GFX_evt_pagan
	border = GFX_event_normal_frame_war

	is_triggered_only = yes
	hide_new = yes

	option = { # Drink potion
		name = EVTOPTA_WoL_5060

		wealth = -5

		character_event = {
			id = WoL.5061
			tooltip = potion_unforeseen_effects # This might have unforeseen effects...
		}
	}

	option = { # Don't drink potion, return home
		name = EVTOPTB_WoL_5060

		character_event = {
			id = WoL.5062 # Return home
			days = 3
		}
	}

	after = {
		remove_do_not_disturb_effect = yes

		character_event = {
			id = WoL.5004 # Legendary animal sighted
			years = 1
			random = 1000
		}
	}
}

# Drank the potion
character_event = {
	id = WoL.5061
	picture = GFX_evt_pagan
	border = GFX_event_normal_frame_war

	desc = {
		text = EVTDESC_WoL_5061_good
		trigger = {
			OR = {
				has_character_flag = potion_lustful
				has_character_flag = potion_brave
				has_character_flag = potion_diligent
			}
		}
	}
	desc = {
		text = EVTDESC_WoL_5061_bad
		trigger = {
			OR = {
				has_character_flag = potion_ill
				has_character_flag = potion_stressed
			}
		}
	}

	is_triggered_only = yes
	hide_new = yes

	immediate = {
		random_list = {
			20 = { set_character_flag = potion_ill}
			20 = { set_character_flag = potion_stressed }
			20 = { set_character_flag = potion_lustful }
			20 = { set_character_flag = potion_brave }
			20 = { set_character_flag = potion_diligent }
		}
	}

	option = { # Ill
		name = EVTOPTA_WoL_5061

		trigger = { has_character_flag = potion_ill }

		if = {
			limit = { is_ill = no }

			if = {
				limit = { has_dlc = "Reapers" }

				set_character_flag = disease_not_serious
				add_trait = diarrhea

				character_event = {
					id = RIP.11004
					days = 30
					random = 90
				}
			}
			else = {
				add_trait = ill
			}
		}

		clr_character_flag = potion_ill
	}

	option = { # Stressed
		name = EVTOPTA_WoL_5061

		trigger = { has_character_flag = potion_stressed }

		add_trait_silently_stressed_effect = yes
		clr_character_flag = potion_stressed
	}

	option = { # Lustful
		name = EVTOPTC_WoL_5061

		trigger = { has_character_flag = potion_lustful }

		add_trait_fully_silently_lustful_effect = yes
		clr_character_flag = potion_lustful
	}

	option = { # Brave
		name = EVTOPTC_WoL_5061

		trigger = { has_character_flag = potion_brave }

		add_trait_fully_silently_brave_effect = yes
		clr_character_flag = potion_brave
	}

	option = { # Diligent
		name = EVTOPTC_WoL_5061

		trigger = { has_character_flag = potion_diligent }

		add_trait_fully_silently_diligent_effect = yes
		clr_character_flag = potion_diligent
	}

	after = {
		character_event = {
			id = WoL.5062 # Return home
			days = 5
		}
	}
}

# Returns home after meeting witch or lover in woods
character_event = {
	id = WoL.5062
	desc = EVTDESC_WoL_5062
	picture = GFX_evt_rider_adventure
	border = GFX_event_normal_frame_war

	is_triggered_only = yes
	hide_new = yes

	option = { # No catch this time
		name = EVTOPTA_WoL_5062

		remove_do_not_disturb_effect = yes

		if = {
			limit = {
				has_character_flag = white_stag
				NOT = { has_character_modifier = hunting_white_stag }
			}

			add_character_modifier = {
				name = hunting_white_stag
				duration = -1
			}
		}
		else_if = {
			limit = {
				has_character_flag = white_bear
				NOT = { has_character_modifier = hunting_white_bear }
			}

			add_character_modifier = {
				name = hunting_white_bear
				duration = -1
			}
		}
		else_if = {
			limit = {
				has_character_flag = white_tiger
				NOT = { has_character_modifier = hunting_white_tiger }
			}

			add_character_modifier = {
				name = hunting_white_tiger
				duration = -1
			}
		}
		else_if = {
			limit = {
				has_character_flag = white_lion
				NOT = { has_character_modifier = hunting_white_lion }
			}

			add_character_modifier = {
				name = hunting_white_lion
				duration = -1
			}
		}
	}
}

# Gets lost, finds cottage, meets person of opposite sex, can choose to get busy or not
character_event = {
	id = WoL.5065
	picture = GFX_evt_rider_adventure
	border = GFX_event_normal_frame_war

	desc = {
		text = EVTDESC_WoL_5065_female_lover
		trigger = { has_character_flag = woods_female_lover }
	}
	desc = {
		text = EVTDESC_WoL_5065_male_lover
		trigger = { has_character_flag = woods_male_lover }
	}

	is_triggered_only = yes
	hide_new = yes

	immediate = {
		if = {
			limit = { prefers_men_trigger = yes }
			set_character_flag = woods_male_lover
		}
		else = {
			set_character_flag = woods_female_lover
		}
	}

	option = { # Have a romantic time...
		name = EVTOPTA_WoL_5065

		trigger = {
			NOT = { trait = celibate }
		}

		add_character_modifier = {
			name = good_times
			years = 2
		}

		add_trait_fully_silently_lustful_effect = yes

		character_event = { id = WoL.5066 }
	}

	option = { # Get out of there
		name = EVTOPTB_WoL_5065

		random = {
			chance = 20
			add_trait_fully_chaste_effect = yes
		}

		character_event = {
			id = WoL.5062 # Return home
			days = 5
		}
	}

	option = { # It's a trap! Attack!
		name = EVTOPTC_WoL_5065

		trigger = {
			OR = {
				trait = paranoid
				trait = lunatic
			}
		}

		custom_tooltip = { text = cottage_person_dies }

		if = {
			limit = {
				NOT = { trait = wroth }
			}

			remove_trait_silently_patient_effect = yes
			add_trait = wroth
		}
		else = {
			add_trait_fully_silently_paranoid_effect = yes
		}

		character_event = {
			id = WoL.5062 # Return home
			days = 5
		}
	}

	after = {
		character_event = {
			id = WoL.5004 # Legendary animal sighted
			years = 1
			random = 1000
		}
	}
}

# Getting busy, bring lover home or not?
character_event = {
	id = WoL.5066
	desc = EVTDESC_WoL_5066
	picture = GFX_evt_lovers
	border = GFX_event_normal_frame_war

	is_triggered_only = yes
	hide_new = yes

	option = { # It was nice but I've got to go
		name = EVTOPTA_WoL_5066
	}

	option = { # Bring home lover
		name = EVTOPTB_WoL_5066

		if = {
			limit = { has_character_flag = woods_female_lover }

			create_character = {
				random_traits = yes
				dynasty = none
				religion = ROOT
				culture = ROOT
				female = yes
				age = 17
				add_trait = intricate_webweaver
				add_trait = attractive
				add_trait = quick
				add_trait = lustful

				attributes = {
					intrigue = 10
				}
			}
		}
		else = {
			create_character = {
				random_traits = yes
				dynasty = none
				religion = ROOT
				culture = ROOT
				female = no
				age = 17
				add_trait = intricate_webweaver
				add_trait = attractive
				add_trait = quick
				add_trait = lustful

				attributes = {
					intrigue = 10
				}
			}
		}

		# Sometimes displays tooltip of previously created hunter,
		# since above character hasn't been created before option is clicked
		hidden_effect = {
			new_character = {
				give_nickname = nick_of_the_wilds

				if = {
					limit = { ROOT = { trait = homosexual } }
					add_trait = homosexual
					set_character_flag = revealed_homosexual@ROOT
				}

				add_lover = ROOT
				remove_trait = genius
				remove_trait = imbecile
				remove_trait = ugly
				remove_trait = slow
				remove_trait = chaste
			}
		}
	}

	after = {
		clr_character_flag = woods_female_lover
		clr_character_flag = woods_male_lover

		character_event = {
			id = WoL.5062 # Return home
			days = 5
		}
	}
}

###########################################
# Favorite hunting dog                    #
# ID WoL.5200-WoL.5299                    #
###########################################

# Accept or decline
character_event = {
	id = WoL.5202
	desc = EVTDESC_WoL_5202
	picture = GFX_evt_hunting_scene
	border = GFX_event_normal_frame_war

	is_triggered_only = yes # on_focus_pulse, random_events

	only_playable = yes

	trigger = {
		has_focus = focus_hunting

		# There must be someone to give the puppy
		OR = {
			any_courtier = {
				is_adult = yes
				is_incapable = no
				prisoner = no
			}

			any_spouse = {
				is_adult = yes
				is_incapable = no
				prisoner = no
			}

			any_friend = {
				is_adult = yes
				is_incapable = no
				prisoner = no
			}

			any_lover = {
				is_adult = yes
				is_incapable = no
				prisoner = no
			}
		}

		NOR = {
			has_character_modifier = pet_hunting_dog
			has_character_flag = offered_puppy
			has_character_flag = had_hunting_dog
			religion = jain
		}
	}

	immediate = {
		# Select puppy giver
		# TODO: replace chain with preferred limits?
		if = {
			limit = {
				num_of_friends >= 1

				any_friend = {
					is_adult = yes
					is_incapable = no
					prisoner = no
				}
			}

			random_friend = {
				limit = {
					is_adult = yes
					is_incapable = no
					prisoner = no
				}

				save_event_target_as = puppy_giver
			}

			set_character_flag = offered_puppy
		}
		else_if = {
			limit = {
				is_married = yes

				any_spouse = {
					is_incapable = no
					prisoner = no

					opinion = {
						who = ROOT
						value >= 0
					}
				}
			}

			random_spouse = {
				limit = {
					is_incapable = no
					prisoner = no

					opinion = {
						who = ROOT
						value >= 0
					}
				}

				save_event_target_as = puppy_giver
			}

			set_character_flag = offered_puppy
		}
		else_if = {
			limit = {
				has_lover = yes

				any_lover = {
					is_incapable = no
					prisoner = no
				}
			}

			random_lover = {
				limit = {
					is_incapable = no
					prisoner = no
				}

				save_event_target_as = puppy_giver
			}

			set_character_flag = offered_puppy
		}
		else_if = {
			limit = {
				any_courtier = {
					is_adult = yes
					is_incapable = no
					prisoner = no

					opinion = {
						who = ROOT
						value >= 0
					}
				}
			}

			random_courtier = {
				limit = {
					is_adult = yes
					is_incapable = no
					prisoner = no

					opinion = {
						who = ROOT
						value >= 0
					}
				}

				save_event_target_as = puppy_giver
			}

			set_character_flag = offered_puppy
		}
		else_if = {
			limit = {
				is_married = yes

				any_spouse = {
					is_incapable = no
					prisoner = no
				}
			}

			random_spouse = {
				limit = {
					is_incapable = no
					prisoner = no
				}

				save_event_target_as = puppy_giver
			}

			set_character_flag = offered_puppy
		}
		else_if = {
			limit = {
				any_courtier = {
					is_adult = yes
					is_incapable = no
					prisoner = no
				}
			}

			random_courtier = {
				limit = {
					is_adult = yes
					is_incapable = no
					prisoner = no
				}

				save_event_target_as = puppy_giver
			}

			set_character_flag = offered_puppy
		}
	}

	option = { # Accept
		name = EVTOPTA_WoL_5202

		character_event = { id = WoL.5203 }

		add_character_modifier = {
			name = pet_hunting_dog
			duration = -1
		}

		character_event = {
			id = WoL.5290 # Dog dies
			days = 3500
			random = 2000
		}

		character_event = {
			id = 77861 # Cat & dog
			days = 30
			random = 100
		}

		clr_character_flag = hunting_dog_already_killed
		set_character_flag = had_hunting_dog
	}

	option = { # Send it back
		name = EVTOPTB_WoL_5202

		reverse_opinion = {
			name = opinion_insulted
			who = event_target:puppy_giver
			years = 2
		}
	}

	option = { # Pay someone to discreetly dispose of it
		name = EVTOPTC_WoL_5202

		wealth = -10

		random = {
			chance = 30

			reverse_opinion = {
				name = insulted
				who = event_target:puppy_giver
				years = 5
			}
		}
	}

	after = {
		clr_character_flag = offered_puppy
	}
}

# Name puppy
character_event = {
	id = WoL.5203
	desc = EVTDESC_WoL_5203
	picture = GFX_evt_hunting_scene
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	immediate = {
		# Decide dog's personality...
		random_list = {
			90 = { set_character_flag = good_dog }
			10 = { set_character_flag = bad_dog }
		}
	}

	option = { # Faithful
		name = EVTOPTA_WoL_5203

		set_character_flag = dog_name_faithful
	}

	option = { # Hunter
		name = EVTOPTB_WoL_5203

		set_character_flag = dog_name_hunter
	}

	option = { # Tricky
		name = EVTOPTC_WoL_5203

		set_character_flag = dog_name_tricky
	}

	# TODO: Merge actions, with custom loc?
	option = { # Lucifer
		name = EVTOPTD_WoL_5203

		trigger = {
			religion_group = christian

			OR = {
				trait = cynical
				trait = possessed
				is_devil_worshiper_trigger = yes
			}
		}

		set_character_flag = dog_name_lucifer
	}

	option = { # Shaytan
		name = EVTOPTE_WoL_5203

		trigger = {
			religion_group = muslim

			OR = {
				trait = cynical
				trait = possessed
				is_devil_worshiper_trigger = yes
			}
		}

		set_character_flag = dog_name_shaytan
	}

	option = { # Fenrir
		name = EVTOPTF_WoL_5203

		trigger = {
			religion_openly_norse_or_reformed_trigger = yes

			OR = {
				trait = cynical
				trait = possessed
				is_devil_worshiper_trigger = yes
			}
		}

		set_character_flag = dog_name_fenrir
	}

	option = { # Erlik
		name = EVTOPTG_WoL_5203

		trigger = {
			religion_openly_tengri_or_reformed_trigger = yes

			OR = {
				trait = cynical
				trait = possessed
				is_devil_worshiper_trigger = yes
			}
		}

		set_character_flag = dog_name_erlik
	}

	option = { # Velnias
		name = EVTOPTH_WoL_5203

		trigger = {
			religion_openly_baltic_or_reformed_trigger = yes

			OR = {
				trait = cynical
				trait = possessed
				is_devil_worshiper_trigger = yes
			}
		}

		set_character_flag = dog_name_velnias
	}

	option = { # Tuoni
		name = EVTOPTI_WoL_5203

		trigger = {
			religion_openly_finnish_or_reformed_trigger = yes

			OR = {
				trait = cynical
				trait = possessed
				is_devil_worshiper_trigger = yes
			}
		}

		set_character_flag = dog_name_tuoni
	}

	option = { # Xolotl
		name = EVTOPTJ_WoL_5203

		trigger = {
			religion_openly_aztec_or_reformed_trigger = yes

			OR = {
				trait = cynical
				trait = possessed
				is_devil_worshiper_trigger = yes
			}
		}

		set_character_flag = dog_name_xolotl
	}

	option = { # Veles
		name = EVTOPTK_WoL_5203

		trigger = {
			religion_openly_slavic_or_reformed_trigger = yes

			OR = {
				trait = cynical
				trait = possessed
				is_devil_worshiper_trigger = yes
			}
		}

		set_character_flag = dog_name_veles
	}

	option = { # Guruhi
		name = EVTOPTL_WoL_5203

		trigger = {
			religion_openly_west_african_or_reformed_trigger = yes

			OR = {
				trait = cynical
				trait = possessed
				is_devil_worshiper_trigger = yes
			}
		}

		set_character_flag = dog_name_guruhi
	}

	option = { # Darkness
		name = EVTOPTM_WoL_5203

		trigger = {
			religion_openly_zun_or_reformed_trigger = yes

			OR = {
				trait = cynical
				trait = possessed
				is_devil_worshiper_trigger = yes
			}
		}

		set_character_flag = dog_name_darkness
	}

	option = { # Ahriman
		name = EVTOPTN_WoL_5203

		trigger = {
			religion_group = zoroastrian_group

			OR = {
				trait = cynical
				trait = possessed
				is_devil_worshiper_trigger = yes
			}
		}

		set_character_flag = dog_name_ahriman
	}

	option = { # Satan
		name = EVTOPTO_WoL_5203

		trigger = {
			religion_group = jewish_group

			OR = {
				trait = cynical
				trait = possessed
				is_devil_worshiper_trigger = yes
			}
		}

		set_character_flag = dog_name_satan
	}

	option = { # Vinayaka
		name = EVTOPTP_WoL_5203

		trigger = {
			religion = hindu

			OR = {
				trait = cynical
				trait = possessed
				is_devil_worshiper_trigger = yes
			}
		}

		set_character_flag = dog_name_vinayaka
	}

	option = { # Mara
		name = EVTOPTQ_WoL_5203

		trigger = {
			religion = buddhist

			OR = {
				trait = cynical
				trait = possessed
				is_devil_worshiper_trigger = yes
			}
		}

		set_character_flag = dog_name_mara
	}

	option = { # Punisher
		name = EVTOPTR_WoL_5203

		trigger = {
			religion = jain

			OR = {
				trait = cynical
				trait = possessed
				is_devil_worshiper_trigger = yes
			}
		}

		set_character_flag = dog_name_punisher
	}

	after = {
		character_event = {
			id = WoL.5204
			months = 5
		}
	}
}

# Puppy is growing and starts showing personality
character_event = {
	id = WoL.5204
	picture = GFX_evt_hunting_scene
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	desc = {
		text = EVTDESC_WoL_5204_good
		trigger = { has_character_flag = good_dog }
	}
	desc = {
		text = EVTDESC_WoL_5204_bad
		trigger = { has_character_flag = bad_dog }
	}

	option = {
		name = {
			text = EVTOPTA_WoL_5204
			trigger = { has_character_flag = good_dog }
		}
		name = {
			text = EVTOPTB_WoL_5204
			trigger = { has_character_flag = bad_dog }
		}

		prestige = 10
	}
}


## Random dog events...

# Dog makes you happier
character_event = {
	id = WoL.5210
	desc = EVTDESC_WoL_5210
	picture = GFX_evt_hunting_scene
	border = GFX_event_normal_frame_war

	is_triggered_only = yes # on_focus_pulse, random_events

	only_playable = yes
	only_capable = yes
	prisoner = no

	trigger = {
		has_character_modifier = pet_hunting_dog

		OR = {
			trait = stressed
			trait = depressed
		}
	}

	option = {
		name = EVTOPTA_WoL_5210

		remove_trait_silently_stressed_effect = yes
		remove_trait_silently_depressed_effect = yes
	}
}

# Dog makes you popular
character_event = {
	id = WoL.5211
	desc = EVTDESC_WoL_5211
	picture = GFX_evt_hunting_scene
	border = GFX_event_normal_frame_war

	is_triggered_only = yes # on_focus_pulse, random_events

	only_playable = yes
	only_capable = yes
	prisoner = no

	trigger = {
		has_character_modifier = pet_hunting_dog
		has_character_flag = good_dog

		OR = {
			trait = stressed
			trait = depressed
		}
	}

	option = {
		name = EVTOPTA_WoL_5211

		any_courtier = {
			show_scope_change = no

			limit = {
				trait = hunter
				is_adult = yes
			}

			opinion = {
				name = opinion_nice_dog
				who = ROOT
				years = 3
			}
		}

		any_courtier = {
			show_scope_change = no

			limit = { is_adult = no }

			opinion = {
				name = opinion_nice_dog_children
				who = ROOT
				years = 8
			}
		}
	}
}

# Dog makes you get out more - train dog?
character_event = {
	id = WoL.5220
	desc = EVTDESC_WoL_5220
	picture = GFX_evt_hunting_scene
	border = GFX_event_normal_frame_war

	is_triggered_only = yes # on_focus_pulse, random_events

	only_playable = yes
	only_capable = yes
	prisoner = no

	trigger = {
		has_character_modifier = pet_hunting_dog
		in_command_trigger = no
		NOT = { has_character_flag = training_dog }
	}

	immediate = {
		set_character_flag = training_dog
	}

	option = { # Train dog
		name = EVTOPTA_WoL_5220

		character_event = {
			id = WoL.5221
			months = 5
			random = 150
			tooltip = trains_dog
		}
	}

	option = { # Nah
		name = EVTOPTB_WoL_5220

		prestige = 20
	}
}

# Spending time outside training dog has its effects
character_event = {
	id = WoL.5221
	desc = EVTDESC_WoL_5221
	picture = GFX_evt_hunting_scene
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	trigger = {
		has_character_modifier = pet_hunting_dog
	}

	option = { # Train dog
		name = EVTOPT_WoL_5221

		if = {
			limit = { is_weak_trigger = yes }

			if = {
				limit = { trait = weak }
				remove_trait = weak
			}

			if = {
				limit = { trait = frail }
				remove_trait = frail
			}
		}
		else_if = {
			limit = {
				NOT = { trait = diligent }
			}

			remove_trait_silently_slothful_effect = yes
			add_trait = diligent
		}
		else = {
			health = 1
		}
	}
}

# Bad dog kills other dog
character_event = {
	id = WoL.5230
	desc = EVTDESC_WoL_5230
	picture = GFX_evt_hunting_scene
	border = GFX_event_normal_frame_war

	is_triggered_only = yes # on_focus_pulse, random_events

	only_playable = yes
	has_character_flag = bad_dog
	only_capable = yes
	prisoner = no

	trigger = {
		has_character_modifier = pet_hunting_dog
	}

	option = {
		name = UNFORTUNATE

		random_courtier = {
			show_scope_change = no

			limit = { ai = yes }

			opinion = {
				name = opinion_unhappy
				who = ROOT
				years = 8
			}
		}
	}
}

# Bad dog kills or wounds courtier
character_event = {
	id = WoL.5231
	desc = EVTDESC_WoL_5231
	picture = GFX_evt_hunting_scene
	border = GFX_event_normal_frame_war

	is_triggered_only = yes # on_focus_pulse, random_events

	only_playable = yes
	has_character_flag = bad_dog
	only_capable = yes
	prisoner = no

	trigger = {
		has_character_modifier = pet_hunting_dog
	}

	option = {
		name = EVTOPTA_WoL_5231

		random_courtier = {
			show_scope_change = no

			limit = { ai = yes }

			random_list = {
				50 = { }

				30 = {
					add_trait_silently_wounded_effect = yes

					opinion = {
						name = opinion_unhappy
						who = ROOT
						years = 8
					}
				}

				20 = {
					death = { death_reason = death_accident }

					custom_tooltip = {
						text = crazymurderdog_tooltip

						any_dynasty_member = {
							opinion = {
								name = accused_of_murder
								who = ROOT
								years = 5
							}
						}
					}
				}
			}
		}
	}

	option = {
		name = EVTOPTB_WoL_5231

		trigger = {
			OR = {
				trait = impaler
				trait = possessed
				trait = lunatic
				trait = cruel
			}
		}

		random_courtier = {
			show_scope_change = no

			limit = { ai = yes }

			random_list = {
				50 = { }

				30 = {
					add_trait_silently_wounded_effect = yes

					opinion = {
						name = opinion_unhappy
						who = ROOT
						years = 8
					}
				}

				20 = {
					death = { death_reason = death_accident }

					custom_tooltip = {
						text = crazymurderdog_tooltip

						any_dynasty_member = {
							opinion = {
								name = accused_of_murder
								who = ROOT
								years = 5
							}
						}
					}
				}
			}
		}

		prestige = 100

		custom_tooltip = {
			text = crazymurderdog_court_tooltip

			any_courtier = {
				opinion = {
					name = opinion_shocked
					who = ROOT
					years = 1
				}
			}
		}
	}
}


# Dog dies! Decide on funeral
character_event = {
	id = WoL.5290
	desc = EVTDESC_WoL_5290
	picture = GFX_evt_hunting_scene
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	trigger = {
		has_character_modifier = pet_hunting_dog
		NOT = { has_character_flag = hunting_dog_already_killed }
	}

	immediate = {
		remove_character_modifier = pet_best_friends
	}

	option = { # Bury him quietly
		name = EVTOPTA_WoL_5290
	}

	option = { # Throw a grand funeral
		name = EVTOPTB_WoL_5290
	}

	option = { # Lunatic option - build him a great pyramid - use dogs name
		name = EVTOPTC_WoL_5290

		trigger = {
			OR = {
				trait = lunatic
				trait = possessed
			}
		}

		scaled_wealth = -2

		capital_scope = {
			show_scope_change = no

			add_province_modifier = { # Powerful but extremely unusual
				name = pyramid
				duration = -1
			}
		}

		ai_chance = { factor = 0 }
	}

	after = {
		remove_character_modifier = pet_hunting_dog

		character_event = { id = WoL.5291 } # Clean-up

		if = {
			limit = {
				has_dlc = "Mystics"

				OR = {
					has_character_modifier = good_relationship_omen
					has_character_modifier = bad_relationship_omen
				}
			}

			set_character_flag = dog_death_omen

			character_event = {
				id = MNM.1213 # Scrying vision come true
				days = 35
				random = 30
			}
		}

		send_new_dog_event_effect = yes # Will only work for certain bloodlines...
	}
}

# Flag and delayed event clearing
character_event = {
	id = WoL.5291

	is_triggered_only = yes
	hide_window = yes

	immediate = {
		remove_character_modifier = pet_hunting_dog
		clear_delayed_event = { id = WoL.5290 }
		clear_delayed_event = { id = WoL.5204 }
		clear_delayed_event = { id = WoL.5221 }
		clr_character_flag = dog_name_faithful
		clr_character_flag = dog_name_hunter
		clr_character_flag = dog_name_tricky
		clr_character_flag = dog_name_lucifer
		clr_character_flag = dog_name_shaytan
		clr_character_flag = dog_name_fenrir
		clr_character_flag = dog_name_erlik
		clr_character_flag = dog_name_velnias
		clr_character_flag = dog_name_tuoni
		clr_character_flag = dog_name_xolotl
		clr_character_flag = dog_name_veles
		clr_character_flag = dog_name_guruhi
		clr_character_flag = dog_name_darkness
		clr_character_flag = dog_name_ahriman
		clr_character_flag = dog_name_satan
		clr_character_flag = dog_name_vinayaka
		clr_character_flag = dog_name_mara
		clr_character_flag = dog_name_punisher
	}
}