namespace = DA

character_event = {
	#Basic event information
	id = DA.01
	desc = DADesc.01

  is_triggered_only = yes
  
  
  picture = GFX_duel_sharingan
  option = {
    name = DAOpt.01
    ai_chance = {
      factor = 1
    }
	character_event = {id = DA.02}
	scaled_prestige = 2
  }
 
  option = {
    name = DAOpt.02
    ai_chance = {
		 factor = 0
	}
	random_list = {
		50 = {
			add_trait = craven
			
		}
		50 = {
		
		}
	}
	scaled_prestige = {value = -2 min = -100}
	clear_event_target = from_absorbtion
	clear_event_target  = root_absorbtion
  }
}

character_event = {
  #Basic event information
  id = DA.02
  desc = DADesc.02
  picture = GFX_arena_sharingan
  is_triggered_only = yes

  option = {
    name = DAOpt.03
    ai_chance = {
      factor = 1
    }
    random_list = {
		50 = {
			modifier = {
				factor = 1.05
				event_target:from_absorbtion = {
					combat_rating_diff = {
						character = event_target:root_absorbtion
						value = 5
					}
				}
			}
			modifier = {
				factor = 1.2
				event_target:from_absorbtion = {
					combat_rating_diff = {
						character = event_target:root_absorbtion
						value = 10
					}
				}
			}
			modifier = {
				factor = 1.5
				event_target:from_absorbtion = {
					combat_rating_diff = {
						character = event_target:root_absorbtion
						value = 20
					}
				}
			}
			modifier = {
				factor = 1.8
				event_target:from_absorbtion = {
					combat_rating_diff = {
						character = event_target:root_absorbtion
						value = 30
					}
				}
			}
			modifier = {
				factor = 1.9
				event_target:from_absorbtion = {
					combat_rating_diff = {
						character = event_target:root_absorbtion
						value = 40
					}
				}
			}
			modifier = {
				factor = 2.2
				event_target:from_absorbtion = {
					combat_rating_diff = {
						character = event_target:root_absorbtion
						value = 50
					}
				}
			}
			modifier = {
				factor = 3
				event_target:from_absorbtion = {
					combat_rating_diff = {
						character = event_target:root_absorbtion
						value = 60
					}
				}
			}
			modifier = {
				factor = 5
				event_target:from_absorbtion = {
					combat_rating_diff = {
						character = event_target:root_absorbtion
						value = 80
					}
				}
			}
			modifier = {
				factor = 8
				event_target:from_absorbtion = {
					combat_rating_diff = {
						character = event_target:root_absorbtion
						value = 100
					}
				}
			}
			modifier = {
				factor = 0.9
				event_target:from_absorbtion = {
					trait = dull
				}
			}
			modifier = {
				factor = 2.5
				event_target:from_absorbtion = {
					trait = genius
				}
			}
			modifier = {
				factor = 0.5
				event_target:from_absorbtion = {
					trait = imbecile
				}
			}
			modifier = {
				factor = 0.8
				event_target:from_absorbtion = {
					trait = slow
				}
			}
			modifier = {
				factor = 1.5
				event_target:from_absorbtion = {
					trait = quick
				}
			}
			modifier = {
				factor = 1.5
				event_target:from_absorbtion = {
					trait = robust
				}
			}
			modifier = {
				factor = 1.5
				event_target:from_absorbtion = {
					trait = sturdy
				}
			}
			modifier = {
				factor = 1.5
				event_target:from_absorbtion = {
					trait = shrewd
				}
			}
			modifier = {
				factor = 2.3
				event_target:from_absorbtion = {
					trait = duelist
				}
			}
			event_target:from_absorbtion = {
				character_event = {id = DA.03}
			}
		}
		50 = {
			modifier = {
				factor = 1.05
				event_target:root_absorbtion = {
					combat_rating_diff = {
						character = event_target:from_absorbtion
						value = 5
					}
				}
			}
			modifier = {
				factor = 1.2
				event_target:root_absorbtion = {
					combat_rating_diff = {
						character = event_target:from_absorbtion
						value = 10
					}
				}
			}
			modifier = {
				factor = 1.5
				event_target:root_absorbtion = {
					combat_rating_diff = {
						character = event_target:from_absorbtion
						value = 20
					}
				}
			}
			modifier = {
				factor = 1.8
				event_target:root_absorbtion = {
					combat_rating_diff = {
						character = event_target:from_absorbtion
						value = 30
					}
				}
			}
			modifier = {
				factor = 1.9
				event_target:root_absorbtion = {
					combat_rating_diff = {
						character = event_target:from_absorbtion
						value = 40
					}
				}
			}
			modifier = {
				factor = 2.2
				event_target:root_absorbtion = {
					combat_rating_diff = {
						character = event_target:from_absorbtion
						value = 50
					}
				}
			}
			modifier = {
				factor = 3
				event_target:root_absorbtion = {
					combat_rating_diff = {
						character = event_target:from_absorbtion
						value = 60
					}
				}
			}
			modifier = {
				factor = 5
				event_target:root_absorbtion = {
					combat_rating_diff = {
						character = event_target:from_absorbtion
						value = 80
					}
				}
			}
			modifier = {
				factor = 8
				event_target:root_absorbtion = {
					combat_rating_diff = {
						character = event_target:from_absorbtion
						value = 100
					}
				}
			}
			modifier = {
				factor = 0.9
				event_target:root_absorbtion = {
					trait = dull
				}
			}
			modifier = {
				factor = 2.5
				event_target:root_absorbtion = {
					trait = genius
				}
			}
			modifier = {
				factor = 0.5
				event_target:root_absorbtion = {
					trait = imbecile
				}
			}
			modifier = {
				factor = 0.8
				event_target:root_absorbtion = {
					trait = slow
				}
			}
			modifier = {
				factor = 1.5
				event_target:root_absorbtion = {
					trait = quick
				}
			}
			modifier = {
				factor = 1.5
				event_target:root_absorbtion = {
					trait = robust
				}
			}
			modifier = {
				factor = 1.5
				event_target:root_absorbtion = {
					trait = sturdy
				}
			}
			modifier = {
				factor = 1.5
				event_target:root_absorbtion = {
					trait = shrewd
				}
			}
			modifier = {
				factor = 2.3
				event_target:root_absorbtion = {
					trait = duelist
				}
			}
			event_target:from_absorbtion = {
				character_event = {id = DA.07}
			}
		}
	}
  }
}

character_event = {
  #Basic event information
  id = DA.03
  desc = DADesc.03

  is_triggered_only = yes
  picture = GFX_win_sharingan
  option = {
    name = DAOpt.04
    ai_chance = {
      factor = 10
    }
	event_target:from_absorbtion = {
		if = {
			random = {
				chance = 100
				modifier = {
					factor = 0
					event_target:root_absorbtion = {
						NOT = {
							trait = strong
						}
					}
				}
				add_trait = strong
			}
		}
		if = {
			random = {
				chance = 100
				modifier = {
					factor = 0
					event_target:root_absorbtion = {
						NOT = {
							trait = fair
						}
					}
				}
				add_trait = fair
			}
		}
		if = {
			random = {
				chance = 100
				modifier = {
					factor = 0
					event_target:root_absorbtion = {
						NOT = {
							trait = lefthanded
						}
					}
				}
				add_trait = lefthanded
			}
		}
		if = {
			random = {
				chance = 100
				modifier = {
					factor = 0
					event_target:root_absorbtion = {
						NOT = {
							trait = robust
						}
					}
				}
				add_trait = robust
			}
		}
		if = {
			random = {
				chance = 100
				modifier = {
					factor = 0
					event_target:root_absorbtion = {
						NOT = {
							trait = genius
						}
					}
				}
				add_trait = genius
			}
		}
		if = {
			random = {
				chance = 100
				modifier = {
					factor = 0
					event_target:root_absorbtion = {
						NOT = {
							trait = quick
						}
					}
				}
				
				modifier = {
					factor = 0
					event_target:from_absorbtion = {
						trait = genius
					}
				}
				add_trait = quick
			}
		}
		if = {
			random = {
				chance = 50
				modifier = {
					factor = 1
					event_target:root_absorbtion = {
						trait = pristine_blood
					}
				}
				modifier = {
					factor = 0
					event_target:root_absorbtion = {
						NOT = {
							trait = pristine_blood
						}
					}
				}
				character_event = {
					id = DA.05
				}
			}
		}
		
		if = {
			random = {
				chance = 50
				modifier = {
					factor = 1
					event_target:root_absorbtion = {
						trait = sun_blood
					}
				}
				modifier = {
					factor = 0
					event_target:root_absorbtion = {
						NOT = {
							trait = sun_blood
						}
					}
				}
				character_event = {
					id = DA.05
				}
			}
		}
		
		if = {
			random = {
				chance = 50
				modifier = {
					factor = 1
					event_target:root_absorbtion = {
						trait = grey_blood
					}
				}
				modifier = {
					factor = 0
					event_target:root_absorbtion = {
						NOT = {
							trait = grey_blood
						}
					}
				}
				character_event = {
					id = DA.05
				}
			}
		}
	}
	event_target:root_absorbtion = {
		if = {
			limit = {trait = strong}
			remove_trait = strong
			add_trait = severely_injured
			add_trait = scarred
		}
		if = {
			limit = {trait = fair}
			remove_trait = fair
			add_trait = ugly
			add_trait = scarred
		}
		if = {
			limit = {trait = robust}
			remove_trait = robust
			add_trait = severely_injured
			add_trait = scarred
		}
		if = {
			limit = {trait = lefthanded}
			add_trait = wounded
			add_trait = weak
		}
		if = {
			limit = {trait = genius}
			add_trait = wounded
			add_trait = imbecile
		}
		if = {
			limit = {trait = quick}
			add_trait = wounded
			add_trait = slow
		}
	}
  }
  option = {
    name = DAOpt.05
    ai_chance = {
      factor = 10
    }
	event_target:from_absorbtion = {
		if = {
			random = {
				chance = 100
				modifier = {
					factor = 0
					event_target:root_absorbtion = {
						NOT = {
							trait = strong
						}
					}
				}
				add_trait = strong
			}
		}
		if = {
			random = {
				chance = 100
				modifier = {
					factor = 0
					event_target:root_absorbtion = {
						NOT = {
							trait = fair
						}
					}
				}
				add_trait = fair
			}
		}
		if = {
			random = {
				chance = 100
				modifier = {
					factor = 0
					event_target:root_absorbtion = {
						NOT = {
							trait = lefthanded
						}
					}
				}
				add_trait = lefthanded
			}
		}
		if = {
			random = {
				chance = 100
				modifier = {
					factor = 0
					event_target:root_absorbtion = {
						NOT = {
							trait = robust
						}
					}
				}
				add_trait = robust
			}
		}
		if = {
			random = {
				chance = 100
				modifier = {
					factor = 0
					event_target:root_absorbtion = {
						NOT = {
							trait = genius
						}
					}
				}
				add_trait = genius
			}
		}
		if = {
			random = {
				chance = 100
				modifier = {
					factor = 0
					event_target:root_absorbtion = {
						NOT = {
							trait = quick
						}
					}
				}
				
				modifier = {
					factor = 0
					event_target:from_absorbtion = {
						trait = genius
					}
				}
				add_trait = quick
			}
		}
		if = {
			random = {
				chance = 50
				modifier = {
					factor = 1
					event_target:root_absorbtion = {
						trait = pristine_blood
					}
				}
				modifier = {
					factor = 0
					event_target:root_absorbtion = {
						NOT = {
							trait = pristine_blood
						}
					}
				}
				character_event = {
					id = DA.05
				}
			}
		}
		
		if = {
			random = {
				chance = 50
				modifier = {
					factor = 1
					event_target:root_absorbtion = {
						trait = sun_blood
					}
				}
				modifier = {
					factor = 0
					event_target:root_absorbtion = {
						NOT = {
							trait = sun_blood
						}
					}
				}
				character_event = {
					id = DA.05
				}
			}
		}
		
		if = {
			random = {
				chance = 50
				modifier = {
					factor = 1
					event_target:root_absorbtion = {
						trait = grey_blood
					}
				}
				modifier = {
					factor = 0
					event_target:root_absorbtion = {
						NOT = {
							trait = grey_blood
						}
					}
				}
				character_event = {
					id = DA.05
				}
			}
		}
	}
	event_target:root_absorbtion = {
		death = yes
	}
  }
  option = {
    name = DAOpt.06
    ai_chance = {
      factor = 0.1
    }
	prestige = 100
	random = {
		chance = 20
		add_trait = kind
	}
	event_target:root_absorbtion = {
		character_event = {id = DA.04}
	}
  }
}

character_event = {
	#Basic event information
	id = DA.04
	desc = DADesc.04
	is_triggered_only = yes

	option = {
		name = DAOpt.07
		prestige = -200
		clear_event_target = from_absorbtion
		clear_event_target  = root_absorbtion
	}
}

character_event = {
	#Basic event information
	id = DA.05
	desc = DADesc.05
	is_triggered_only = yes

	option = {
		name = DAOpt.08
		prestige = 200
		if{
			limit = {root_absorbtion = {trait = pristine_blood}}
			add_trait = pristine_blood
		}
		if{
			limit = {root_absorbtion = {trait = sun_blood}}
			add_trait = sun_blood
		}
		if{
			limit = {root_absorbtion = {trait = grey_blood}}
			character_event = {
				id = DA.06
			}
		}
		clear_event_target = from_absorbtion
		clear_event_target  = root_absorbtion
	}
}

character_event = {
	#Basic event information
	id = DA.06
	desc = DADesc.06
	is_triggered_only = yes

	option = {
		name = DAOpt.09
		prestige = 200
		random_list = {
			25 = {
				death = yes
			}
			
			75 = {
				add_trait = grey_blood
			}
		}
		clear_event_target = from_absorbtion
		clear_event_target  = root_absorbtion
	}
}


character_event = {
	#Basic event information
	id = DA.07
	desc = DADesc.07
	is_triggered_only = yes

	option = {
		name = DAOpt.10
		prestige = -200
		change_variable = { which = character_lost_control value = 1}
		random_list = {
			15 = {
				event_target:from_absorbtion = {death = yes}
			}
			
			15 = {
				event_target:root_absorbtion = {death = yes}
			}
			30 = {
				
			}
			20 = {
				add_trait = imbecile
			}
			20 = {
				random_list = {
					50 = {
						if{
							limit = {root_absorbtion = {trait = lustful}}
							add_trait = lustful
						}
					
					}
					50 = {
					
					}
				}
				random_list = {
					50 = {
						if{
							limit = {root_absorbtion = {trait = pride}}
							add_trait = pride
						}
					}
					50 = {
					
					}
				}
				random_list = {
					50 = {
						if{
							limit = {root_absorbtion = {trait = greedy}}
							add_trait = greedy
						}
					}
					50 = {
					
					}
				}
				random_list = {
					50 = {
						if{
							limit = {root_absorbtion = {trait = slothful}}
							add_trait = slothful
						}
					}
					50 = {
					
					}
				}
				random_list = {
					50 = {
						if{
							limit = {root_absorbtion = {trait = ambitious}}
							add_trait = ambitious
						}
					}
					50 = {
					
					}
				}
				random_list = {
					50 = {
						if{
							limit = {root_absorbtion = {trait = deceitful}}
							add_trait = deceitful
						}
					}
					50 = {
					
					}
				}
				random_list = {
					50 = {
						if{
							limit = {root_absorbtion = {trait = paranoid}}
							add_trait = paranoid
						}
					}
					50 = {
					
					}
				}
				random_list = {
					50 = {
						if{
							limit = {root_absorbtion = {trait = cruel}}
							add_trait = cruel
						}
					}
					50 = {
					
					}
				}
				random_list = {
					50 = {
						if{
							limit = {root_absorbtion = {trait = kind}}
							add_trait = kind
						}
					}
					50 = {
					
					}
				}
				random_list = {
					50 = {
						if{
							limit = {root_absorbtion = {trait = craven}}
							add_trait = craven
						}
					}
					50 = {
					
					}
				}
			}
		}
		clear_event_target = from_absorbtion
		clear_event_target  = root_absorbtion
	}
}

character_event = {
	#Basic event information
	id = DA.08
	desc = DADesc.08
	is_triggered_only = yes

	option = {
		name = DAOpt.11
		random_list = {
			10 = {
				character_event = {
					id = DA.09
				}
			}
			90 = {
				character_event = {
					id = DA.10
				}
			}
		}
	}
}
character_event = {
	#Basic event information
	id = DA.09
	desc = DADesc.09
	is_triggered_only = yes

	option = {
		name = DAOpt.12
		random_list = {
			5 = {
				death = yes
				modifier = {
					factor = 2
					trait = strong
				}
				modifier = {
					factor = 2
					trait = genius
				}
				modifier = {
					factor = 2
					trait = lefthanded
				}
				modifier = {
					factor = 2
					trait = fair
				}
			}
			95 = {
				random_list = {
					25 = {
						remove_trait = strong
					}
					25 = {
						remove_trait = genius
					}
					25 = {
						remove_trait = lefthanded
					}
					25 = {
						remove_trait = fair
					}
				}
				add_trait = scarred
				add_trait = severely_injured
				
				modifier = {
					factor = 1.1
					trait = ambitious
				}
				modifier = {
					factor = 1.1
					trait = hedonist
				}
				modifier = {
					factor = 1.1
					trait = shrewd
				}
				modifier = {
					factor = 1.1
					trait = paranoid
				}
			}
		}
	}
}
character_event = {
	#Basic event information
	id = DA.10
	desc = DADesc.10
	is_triggered_only = yes

	option = {
		name = DAOpt.13
		if{
			limit = {
				trait = strong
				NOT = {
					any_owned_bloodline = {
						has_bloodline_flag = strong_blood
					}
				}
			}
			remove_trait = strong
			create_bloodline = {
				type = is_strong_bloodline
			}
		}
		if{
			limit = {
				trait = genius
				NOT = {
					any_owned_bloodline = {
						has_bloodline_flag = genius_blood
					}
				}
			}
			remove_trait = genius
			create_bloodline = {
				type = is_genius_bloodline
			}
		}
		if{
			limit = {
				trait = lefthanded
				NOT = {
					any_owned_bloodline = {
						has_bloodline_flag = lefthanded_blood
					}
				}
			}
			remove_trait = lefthanded
			create_bloodline = {
				type = is_lefthanded_bloodline
			}
		}
		if{
			limit = {
				trait = fair
				NOT = {
					any_owned_bloodline = {
						has_bloodline_flag = fair_blood
					}
				}
			}
			remove_trait = fair
			create_bloodline = {
				type = is_attractive_bloodline
			}
		}
		if{
			limit = {
				OR = {
					AND = {
						any_owned_bloodline = {
							has_bloodline_flag = strong_blood
						}
						any_owned_bloodline = {
							has_bloodline_flag = genius_blood
						}
						any_owned_bloodline = {
							has_bloodline_flag = lefthanded_blood
						}
					}
					AND = {
						any_owned_bloodline = {
							has_bloodline_flag = strong_blood
						}
						any_owned_bloodline = {
							has_bloodline_flag = genius_blood
						}
						any_owned_bloodline = {
							has_bloodline_flag = fair_blood
						}
					}
					AND = {
						any_owned_bloodline = {
							has_bloodline_flag = strong_blood
						}
						any_owned_bloodline = {
							has_bloodline_flag = lefthanded_blood
						}
						any_owned_bloodline = {
							has_bloodline_flag = fair_blood
						}
					}
					AND = {
						any_owned_bloodline = {
							has_bloodline_flag = genius_blood
						}
						any_owned_bloodline = {
							has_bloodline_flag = lefthanded_blood
						}
						any_owned_bloodline = {
							has_bloodline_flag = fair_blood
						}
					}
				}
			}
			
			character_event = {
				id = DA.12
			}
			
		}
	}
}
character_event = {
	#Basic event information
	id = DA.11
	is_triggered_only = yes
	hide_window = yes
	

	immediate = {
		if{
			limit = {
				AND = {
					trait = refined_blood
					NOT = {
						trait = inherit_closed
						trait = inherit_awakened
						trait = inherit_ascended
					}
				}
			}
			add_trait = inherit_closed
		}
	}
}
character_event = {
	#Basic event information
	id = DA.12
	desc = DADesc.11
	is_triggered_only = yes
	
	trigger = {
		trait = refined_blood
		NOT = {
			has_character_flag = has_awakened
		}
		OR = {
			AND = {
				any_owned_bloodline = {
					has_bloodline_flag = strong_blood
				}
				any_owned_bloodline = {
					has_bloodline_flag = genius_blood
				}
				any_owned_bloodline = {
					has_bloodline_flag = lefthanded_blood
				}
			}
			AND = {
				any_owned_bloodline = {
					has_bloodline_flag = strong_blood
				}
				any_owned_bloodline = {
					has_bloodline_flag = genius_blood
				}
				any_owned_bloodline = {
					has_bloodline_flag = fair_blood
				}
			}
			AND = {
				any_owned_bloodline = {
					has_bloodline_flag = strong_blood
				}
				any_owned_bloodline = {
					has_bloodline_flag = lefthanded_blood
				}
				any_owned_bloodline = {
					has_bloodline_flag = fair_blood
				}
			}
			AND = {
				any_owned_bloodline = {
					has_bloodline_flag = genius_blood
				}
				any_owned_bloodline = {
					has_bloodline_flag = lefthanded_blood
				}
				any_owned_bloodline = {
					has_bloodline_flag = fair_blood
				}
			}
		}
		
	}
	
	mean_time_to_happen = {
		days = 50
	}

	option = {
		name = DAOpt.14
		if{
			limit = {
				
				OR = {
					AND = {
						any_owned_bloodline = {
							has_bloodline_flag = strong_blood
						}
						any_owned_bloodline = {
							has_bloodline_flag = genius_blood
						}
						any_owned_bloodline = {
							has_bloodline_flag = lefthanded_blood
						}
					}
					AND = {
						any_owned_bloodline = {
							has_bloodline_flag = strong_blood
						}
						any_owned_bloodline = {
							has_bloodline_flag = genius_blood
						}
						any_owned_bloodline = {
							has_bloodline_flag = fair_blood
						}
					}
					AND = {
						any_owned_bloodline = {
							has_bloodline_flag = strong_blood
						}
						any_owned_bloodline = {
							has_bloodline_flag = lefthanded_blood
						}
						any_owned_bloodline = {
							has_bloodline_flag = fair_blood
						}
					}
					AND = {
						any_owned_bloodline = {
							has_bloodline_flag = genius_blood
						}
						any_owned_bloodline = {
							has_bloodline_flag = lefthanded_blood
						}
						any_owned_bloodline = {
							has_bloodline_flag = fair_blood
						}
					}
				}
			}
			set_character_flag = has_enough_blood
			set_character_flag = has_awakened
			character_event = {
				id = DA.16
			}
		}
	}
}


character_event = {
	#Basic event information
	id = DA.13
	is_triggered_only = yes
	hide_window = yes
	

	immediate = {
		if{
			limit = {
				trait = refined_blood
			}
			if{
				limit = {
					OR = {
						father = {trait = strong}
						mother = {trait = strong}
					}
				}
				add_trait = strong
			}
			if{
				limit = {
					OR = {
						father = {trait = fair}
						mother = {trait = fair}
					}
				}
				add_trait = fair
			}
			if{
				limit = {
					OR = {
						father = {trait = lefthanded}
						mother = {trait = lefthanded}
					}
				}
				add_trait = lefthanded
			}
			if{
				limit = {
					OR = {
						father = {trait = genius}
						mother = {trait = genius}
					}
				}
				add_trait = genius
			}
			if{
				limit = {
					OR = {
						father = {trait = quick}
						mother = {trait = quick}
					}
				}
				add_trait = quick
			}
			if{
				limit = {
					OR = {
						father = {trait = pretty}
						mother = {trait = pretty}
					}
				}
				add_trait = pretty
			}
			if{
				limit = {
					OR = {
						father = {trait = tall}
						mother = {trait = tall}
					}
				}
				add_trait = tall
			}
			if{
				limit = {
					OR = {
						father = {trait = giant}
						mother = {trait = giant}
					}
				}
				add_trait = giant
			}
			
			if{
				limit = {
					OR = {
						real_father = {trait = strong}
						mother = {trait = strong}
					}
				}
				add_trait = strong
			}
			if{
				limit = {
					OR = {
						real_father = {trait = fair}
						mother = {trait = fair}
					}
				}
				add_trait = fair
			}
			if{
				limit = {
					OR = {
						real_father = {trait = lefthanded}
						mother = {trait = lefthanded}
					}
				}
				add_trait = lefthanded
			}
			if{
				limit = {
					OR = {
						real_father = {trait = genius}
						mother = {trait = genius}
					}
				}
				add_trait = genius
			}
			if{
				limit = {
					OR = {
						real_father = {trait = quick}
						mother = {trait = quick}
					}
				}
				add_trait = quick
			}
			if{
				limit = {
					OR = {
						real_father = {trait = pretty}
						mother = {trait = pretty}
					}
				}
				add_trait = pretty
			}
			if{
				limit = {
					OR = {
						real_father = {trait = tall}
						mother = {trait = tall}
					}
				}
				add_trait = tall
			}
			if{
				limit = {
					OR = {
						real_father = {trait = giant}
						mother = {trait = giant}
					}
				}
				add_trait = giant
			}
		}
	}
}




character_event = {
	#Basic event information
	id = DA.14
	desc = DADesc.12
	only_playable = yes
	only_capable = yes
	trigger = {
		trait = pristine_blood
		trait = refined_blood
		OR = {
			trait = h_sharingan_one
			trait = h_sharingan_two
			trait = h_sharingan_three
			trait = h_sharingan_four
			trait = h_sharingan_five
			trait = h_sharingan_ultime_one
			trait = h_sharingan_ultime_two
			trait = h_sharingan_last
		}
	}
	mean_time_to_happen = {
		years = 1
	}
	

	option = {
		name = DAOptA.15
		if{
			limit = {trait = h_sharingan_one}
			remove_trait = h_sharingan_one
		}
		if{
			limit = {trait = h_sharingan_two}
			remove_trait = h_sharingan_two
		}
		if{
			limit = {trait = h_sharingan_three}
			remove_trait = h_sharingan_three
		}
		if{
			limit = {trait = h_sharingan_four}
			remove_trait = h_sharingan_four
		}
		if{
			limit = {trait = h_sharingan_five}
			remove_trait = h_sharingan_five
		}
		if{
			limit = {trait = h_sharingan_ultime_one}
			remove_trait = h_sharingan_ultime_one
		}
		if{
			limit = {trait = h_sharingan_ultime_two}
			remove_trait = h_sharingan_ultime_two
		}
		if{
			limit = {trait = h_sharingan_last}
			remove_trait = h_sharingan_last
		}
		set_character_flag = absorbed_eyes
		character_event = {
			id = DA.16
		}
	}
	option = {
		name = DAOptB.15
	}
}
character_event = {
	#Basic event information
	id = DA.15
	desc = DADesc.13
	only_playable = yes
	only_capable = yes
	trigger = {
		trait = sun_blood
		trait = refined_blood
		OR = {
			trait = h_sun_one
			trait = h_sun_two
			trait = h_sun_three
			trait = h_sun_four
			trait = h_sun_five
			trait = h_sun_six
			trait = h_sun_last
		}
	}
	mean_time_to_happen = {
		years = 1
	}
	

	option = {
		name = DAOptA.16
		if{
			limit = {trait = h_sun_one}
			remove_trait = h_sun_one
		}
		if{
			limit = {trait = h_sun_two}
			remove_trait = h_sun_two
		}
		if{
			limit = {trait = h_sun_three}
			remove_trait = h_sun_three
		}
		if{
			limit = {trait = h_sun_four}
			remove_trait = h_sun_four
		}
		if{
			limit = {trait = h_sun_five}
			remove_trait = h_sun_five
		}
		if{
			limit = {trait = h_sun_six}
			remove_trait = h_sun_six
		}
		if{
			limit = {trait = h_sun_last}
			remove_trait = h_sun_last
		}
		set_character_flag = absorbed_eyes
		character_event = {
			id = DA.16
		}
	}
	option = {
		name = DAOptB.16
	}
}


character_event = {
	#Basic event information
	id = DA.16
	desc = DADesc.14
	is_triggered_only = yes
	

	option = {
		name = DAOpt.17
		if{
			limit = {
				AND = {
					OR = {
						trait = pristine_blood
						trait = sun_blood
					}
					NOT = { has_character_flag = has_enough_blood}
					NOT = { has_character_flag = absorbed_eyes}
					NOT = { trait = grey_blood}
				}
			}
			add_trait = inherit_awakened
		}
		if{
			limit = {
				AND = {
					NOT = { trait = pristine_blood}
					NOT = {	trait = sun_blood}
					has_character_flag = has_enough_blood
					NOT = { has_character_flag = absorbed_eyes}
					NOT = { trait = grey_blood}
				}
			}
			add_trait = inherit_awakened
		}
		if{
			limit = {
				AND = {
					trait = grey_blood
					NOT = { has_character_flag = has_enough_blood}
					NOT = { has_character_flag = absorbed_eyes}
				}
			}
			add_trait = inherit_normal
		}
		if{
			limit = {
				AND = {
					OR = {
						trait = pristine_blood
						trait = sun_blood
					}
					has_character_flag = has_enough_blood
					NOT = { has_character_flag = absorbed_eyes}
					NOT = { trait = grey_blood}
				}
			}
			add_trait = inherit_normal
		}
		if{
			limit = {
				AND = {
					OR = {
						trait = pristine_blood
						trait = sun_blood
					}
					NOT = { has_character_flag = has_enough_blood}
					has_character_flag = absorbed_eyes
					NOT = { trait = grey_blood}
				}
			}
			add_trait = inherit_normal
		}
		if{
			limit = {
				AND = {
					OR = {
						trait = pristine_blood
						trait = sun_blood
					}
					has_character_flag = has_enough_blood
					has_character_flag = absorbed_eyes
					NOT = { trait = grey_blood}
				}
			}
			add_trait = inherit_powered
		}
		if{
			limit = {
				AND = {
					trait = grey_blood
					NOT = { has_character_flag = has_enough_blood}
					has_character_flag = absorbed_eyes
				}
			}
			add_trait = inherit_powered
		}
		if{
			limit = {
				AND = {
					trait = grey_blood
					has_character_flag = has_enough_blood
					NOT = { has_character_flag = absorbed_eyes}
				}
			}
			add_trait = inherit_powered
		}
		if{
			limit = {
				AND = {
					trait = grey_blood
					has_character_flag = has_enough_blood
					has_character_flag = absorbed_eyes
				}
			}
			add_trait = inherit_ascended
		}
	}
}


character_event = {
	#Basic event information
	id = DA.17
	desc = DADesc.15
	only_playable = yes
	only_capable = yes
	trigger = {
		trait = grey_blood
		trait = refined_blood
		OR = {
			trait = h_grey_one
			trait = h_grey_two
			trait = h_grey_three
			trait = h_grey_four
			trait = h_grey_five
			trait = h_grey_last
		}
	}
	mean_time_to_happen = {
		years = 1
	}
	

	option = {
		name = DAOptA.15
		remove_trait = grey_scale_1
		remove_trait = grey_scale_2
		remove_trait = grey_scale_3
		remove_trait = grey_scale_4
		remove_trait = grey_scale_5
		if{
			limit = {trait = h_grey_one}
			remove_trait = h_grey_one
		}
		if{
			limit = {trait = h_grey_two}
			remove_trait = h_grey_two
		}
		if{
			limit = {trait = h_grey_three}
			remove_trait = h_grey_three
		}
		if{
			limit = {trait = h_grey_four}
			remove_trait = h_grey_four
		}
		if{
			limit = {trait = h_grey_five}
			remove_trait = h_grey_five
		}
		if{
			limit = {trait = h_grey_six}
			remove_trait = h_grey_six
		}
		if{
			limit = {trait = h_grey_last}
			remove_trait = h_grey_last
		}
		set_character_flag = absorbed_eyes
		character_event = {
			id = DA.16
		}
	}
	option = {
		name = DAOptB.15
	}
}