# add_society_currency_trivial_effect
# add_society_currency_tiny_effect
# add_society_currency_minor_effect
# add_society_currency_medium_effect
# add_society_currency_major_effect
# add_society_currency_large_effect
# add_society_currency_massive_effect
# detract_society_currency_trivial_effect
# detract_society_currency_tiny_effect
# detract_society_currency_minor_effect
# detract_society_currency_medium_effect
# detract_society_currency_major_effect

# add_mission_succeed_influence_effect
# add_mission_fail_influence_effect
# add_mission_decline_influence_effect

# clean_up_after_leaving_society_effect

# select_and_save_fellow_society_member_effect

add_society_currency_trivial_effect = {
	if = {
		limit = { is_in_society = yes }
		change_society_currency = 10
	}
}

add_society_currency_tiny_effect = {
	if = {
		limit = { is_in_society = yes }
		change_society_currency = 50
	}
}

add_society_currency_minor_effect = {
	if = {
		limit = { is_in_society = yes }
		change_society_currency = 100
	}
}

add_society_currency_medium_effect = {
	if = {
		limit = { is_in_society = yes }
		change_society_currency = 200
	}
}

add_society_currency_major_effect = {
	if = {
		limit = { is_in_society = yes }
		change_society_currency = 300
	}
}

add_society_currency_large_effect = {
	if = {
		limit = { is_in_society = yes }
		change_society_currency = 500
	}
}

add_society_currency_massive_effect = {
	if = {
		limit = { is_in_society = yes }
		change_society_currency = 1000
	}
}

detract_society_currency_trivial_effect = {
	if = {
		limit = { is_in_society = yes }
		change_society_currency = -15
	}
}

detract_society_currency_tiny_effect = {
	if = {
		limit = { is_in_society = yes }
		change_society_currency = -50
	}
}

detract_society_currency_minor_effect = {
	if = {
		limit = { is_in_society = yes }
		change_society_currency = -150
	}
}

detract_society_currency_medium_effect = {
	if = {
		limit = { is_in_society = yes }
		change_society_currency = -300
	}
}

detract_society_currency_major_effect = {
	if = {
		limit = { is_in_society = yes }
		change_society_currency = -500
	}
}

add_mission_succeed_influence_effect = {
	add_society_modifier = {
		modifier = successful_mission
		years = 10
	}
}

add_mission_fail_influence_effect = {
	add_society_modifier = {
		modifier = failed_mission
		years = 10
	}
}

add_mission_decline_influence_effect = {
	add_society_modifier = {
		modifier = declined_mission
		years = 2
	}
}

clean_up_after_leaving_society_effect = {
	hidden_effect = {
		clr_character_flag = do_not_disturb
		remove_character_modifier = quest_cooldown_timer

		# Powers, Missions and Interactions: the Assassins
		# quest_the_assassins_assassination
		# quest_the_assassins_collect_debt
		# quest_the_assassins_convert_province
		# quest_the_assassins_occupy_holding
		# quest_the_assassins_protege
		clr_character_flag = ongoing_recruitment
		clr_character_flag = approves_of_shia
		clr_character_flag = disapproves_of_shia
		clr_character_flag = willing_to_join
		clr_character_flag = unwilling_to_join
		clr_character_flag = assassins_attempted_recruitment
		clr_character_flag = escape_successful
		clr_character_flag = escape_injured
		clr_character_flag = escape_death
		clr_character_flag = escape_bribe

		# Powers, Missions and Interactions: Devil Worshipers
		clr_character_flag = attempted_corrupt_priest
		clr_character_flag = possessing_courtier
		clr_character_flag = desecration_in_progress
		clr_character_flag = desecration_violent
		clr_character_flag = desecration_at_home
		clr_character_flag = desecration_plotting
		clr_character_flag = approves_of_satanism
		clr_character_flag = disapproves_of_satanism
		clr_character_flag = has_ill_lover_loc
		clr_character_flag = has_ill_spouse_loc
		clr_character_flag = has_ill_child_loc
		clr_character_flag = has_money_troubles_loc
		clr_character_flag = has_some_illness_loc
		clr_character_flag = has_need_of_winning_battles_loc
		clr_character_flag = has_a_rival_loc
		clr_character_flag = is_weak_loc
		clr_character_flag = is_dumb_loc
		clr_character_flag = being_recruited_by_the_satanists
		clr_character_flag = being_recruited_by_the_trollcrafters
		clr_character_flag = being_recruited_by_the_cult_of_kali
		clr_character_flag = being_recruited_by_the_cold_ones
		clr_character_flag = being_recruited_by_the_plaguebringers
		clr_character_flag = being_recruited_by_the_vodouns
		clr_character_flag = being_recruited_by_the_bacchants
		### ACR ###
		clr_character_flag = being_recruited_by_the_unseelie
		clr_character_flag = being_recruited_by_the_coven
		clr_character_flag = being_recruited_by_the_sand_snakes

		# Powers, Missions and Interactions: Secret Religious
		clr_character_flag = sr_too_honest
		clr_character_flag = sr_too_wroth
		clr_character_flag = sr_too_slothful
		clr_character_flag = sr_too_trusting
		clr_character_flag = sr_too_indiscreet
		clr_character_flag = free_help
		clr_character_flag = help_for_cost
		clr_character_flag = conduct_secret_ceremony_timer
		remove_character_modifier = attempting_to_blend_in
		clr_character_flag = blending_in_timer
		clr_character_flag = attempting_to_convince_stubborn_courtier
		clr_character_flag = attempting_to_convince_concerned_friend
		clr_character_flag = blend_in_struggled_with_trait
		clr_character_flag = blend_in_attended_house_of_worship
		clr_character_flag = blend_in_general_progress
		# quest_secret_religious_societies_induct_ruler
		# quest_secret_religious_societies_sympathy_ruler

		# Powers, Missions and Interactions: Monastic orders
		clr_character_flag = monastic_orders_holy_seclusion
		clr_character_flag = monastic_orders_mission_charity
		clr_character_flag = monastic_orders_mission_theology
 		clr_character_flag = monastic_orders_mission_christian_pilgrimage
		clr_character_flag = monastic_orders_mission_dharmic_pilgrimage
		clr_character_flag = monastic_orders_mission_temple
		clr_character_flag = ascetic_arriving
		clr_character_flag = monastic_artifact_lover

		if = {
			limit = { NOT = { has_character_flag = flag_monastic_mid_theft } }
			clr_character_flag = monastic_artifact_seamless_robe_of_jesus
			clr_character_flag = monastic_artifact_crown_of_thorns
			clr_character_flag = monastic_artifact_fragment_of_true_cross
			clr_character_flag = monastic_artifact_holy_foreskin
			clr_character_flag = monastic_artifact_image_of_edessa
			clr_character_flag = monastic_artifact_elaborate_danda
			clr_character_flag = monastic_artifact_sariraka_actual_body_part
			clr_character_flag = monastic_artifact_sarira
		}

		clr_character_flag = suggestion_A_flag
		clr_character_flag = suggestion_B_flag
		clr_character_flag = 3264_deceitful_flag
		clr_character_flag = 3264_publish_flag
		clr_character_flag = 3264_depressed_flag
		clr_character_flag = 4202_visit_monastery_flag
		clr_character_flag = 4202_hire_someone_flag
		clr_character_flag = 4202_send_my_own_samples_flag
		clr_character_flag = 4212_woke_them_up_flag
		clr_character_flag = 4212_let_them_sleep_flag
		clr_character_flag = 4212_pranked_them_flag
		remove_character_modifier = in_meditation
		remove_character_modifier = doing_penance
		clr_character_flag = holy_seclusion_timer
		clr_character_flag = holy_seclusion_struggled_with_vice
		clr_character_flag = holy_seclusion_lustful
		clr_character_flag = holy_seclusion_gluttonous
		clr_character_flag = holy_seclusion_greedy
		clr_character_flag = holy_seclusion_slothful
		clr_character_flag = holy_seclusion_struggled_with_loneliness
		clr_character_flag = holy_seclusion_scripture_reading
		clr_character_flag = holy_seclusion_interrupting_child
		clr_character_flag = success_seculison_desc_A
		clr_character_flag = success_seculison_desc_B
		clr_character_flag = success_seculison_desc_C

		# Powers, Missions and Interactions: Hermetics
		clr_character_flag = power_hungry_scrying_flag
		clr_character_flag = relationship_focused_scrying_flag
		clr_character_flag = battle_focused_scrying_flag
		remove_character_modifier = writing_magnum_opus
		remove_character_modifier = acquire_ingredients_decision_cooldown_timer
		clr_character_flag = building_laboratory
		clr_character_flag = decided_on_glass
		clr_character_flag = decided_on_crucibles
		clr_character_flag = decided_on_tools
		clr_character_flag = decided_on_books
		clr_character_flag = bribed_guards
		clr_character_flag = guards_wake_up
		clr_character_flag = distraction_failed
		clr_character_flag = caught_stealing
		clr_character_flag = caught_destroying
		remove_scrying_omen_modifiers_effect = yes
		clr_character_flag = lab_destruction
		clr_character_flag = lab_damage
		clr_character_flag = lab_explosion_death

		# Warrior Lodges: everything
		if = {
			limit = {
				has_character_flag = call_to_legend_active
				has_character_modifier = out_traveling
			}
			remove_character_modifier = out_traveling # Should hopefully only remove this when relevant
		}

		clr_character_flag = call_to_legend_active
		clr_character_flag = start_bracket
		clr_character_flag = mid_bracket
		clr_character_flag = top_bracket
		clr_character_flag = call_it_a_day
		clr_character_flag = i_will_survive
		clr_character_flag = bloodline_quality_1
		clr_character_flag = bloodline_quality_2
		clr_character_flag = bloodline_quality_3
		clr_character_flag = player_was_involved

		# Tombola events...
		clr_character_flag = HF_legend_artifact
		clr_character_flag = HF_legend_feast
		clr_character_flag = HF_legend_skull
		clr_character_flag = HF_legend_eagle
		clr_character_flag = HF_legend_upgrade_weapon

		# Duel outcomes...
		clr_character_flag = WL_desc_A
		clr_character_flag = WL_desc_B
		clr_character_flag = WL_desc_C
		clr_character_flag = WL_desc_D
		clr_character_flag = WL_desc_E
		clr_character_flag = WL_desc_F
		clr_character_flag = had_WL_desc_A
		clr_character_flag = had_WL_desc_B
		clr_character_flag = had_WL_desc_C
		clr_character_flag = had_WL_desc_D
		clr_character_flag = had_WL_desc_E
		clr_character_flag = had_WL_desc_F
		clr_character_flag = WL_desc_X
		clr_character_flag = WL_desc_Y
		clr_character_flag = WL_desc_Z
	}
}

select_and_save_fellow_society_member_effect = { # [Runs for ROOT]
	### Scripted triggers involved:
	# block_general_event_trigger								- NOTE, if you want to reuse this and allow children be selected, this blocks it

	# root_has_terrible_opinion_modifier_of_this_trigger		- To not select folks that have HATRED between them...
	# this_has_terrible_opinion_modifier_of_root_trigger

	# root_potentially_platonically_interested_in_this_trigger	- In the best case, selects characters that have shared POSITIVE experiences...
	# potentially_platonically_interested_in_root_trigger
	# current_scope_and_root_make_sense_as_friendlies_trigger

	random_society_member = {
		limit = {
			same_society_as = ROOT
			NOT = { character = ROOT }
		}

		preferred_limit = {
			block_general_event_trigger = no
			current_scope_and_root_make_sense_as_friendlies_trigger = yes
		}

		preferred_limit = {
			block_general_event_trigger = no
			potentially_platonically_interested_in_root_trigger = yes
		}

		preferred_limit = {
			block_general_event_trigger = no
			root_potentially_platonically_interested_in_this_trigger = yes
		}

		preferred_limit = {
			block_general_event_trigger = no
			root_has_terrible_opinion_modifier_of_this_trigger = no
			this_has_terrible_opinion_modifier_of_root_trigger = no
		}

		preferred_limit = {
			block_general_event_trigger = no
			this_has_terrible_opinion_modifier_of_root_trigger = no
		}

		preferred_limit = {
			block_general_event_trigger = no
			root_has_terrible_opinion_modifier_of_this_trigger = no
		}

		preferred_limit = {
			prisoner = no
		}

		save_event_target_as = fellow_member
	}
}