namespace = ekevmisc

character_event = { #Tombola - ten years
	id = ekevmisc.0
	hide_window = yes
	
	is_triggered_only = yes
	
	immediate = {
		random_list = { #Daedric Whispers
			10 = { character_event = { id = ekevmisc.1 } }
			100 = {
				modifier = { #We want players to get the event less often than the AI.
					factor = 10 #Players get a more precise version through the Scholarship focus
					AND = { 
						ai = no
						NOT = { has_character_flag = whispers_silenced }
					}
				}
				modifier = {
					factor = 1.5
					has_character_flag = whispers_heeded
				}
				modifier = {
					factor = 3
					has_character_flag = whispers_silenced
				}
			}
		}
		random_list = { #Find an artifact
			10 = { character_event = { id = ekevmisc.2 } }
			100 = {
				modifier = {
					factor = 5 #Let's not flood the world with a great deluge of artifact spawns
					num_of_artifacts >= 4
				}
				modifier = { #Let's let players see this a little more often!
					factor = 0.25
					ai = no
				}
			}
		}
	}
}
#######
character_event = { #Daedric Whispers
	id = ekevmisc.1
	picture = GFX_evt_bad_news
	desc = {
		trigger = { religion_group = daedra }
		text = EVTDESCekevmisc1a
	}	
	desc = {
		trigger = { NOT = { religion_group = daedra } }
		text = EVTDESCekevmisc1b
	}
	is_triggered_only = yes
	trigger = {
		primary_title = {
			NOR = { 
				holy_order = yes
				rebel = yes
			}
		}
		controls_religion = no
	}

	option = { #Convert
		name = { #Grass is Greener
			text = ekevmisc1opta1 
			trigger = { religion_group = daedra }
		}
		
		name = { #Dark power is enticing...
			text = ekevmisc1opta2
			trigger = { NOT = { religion_group = daedra } }
		}
		trigger = {
			NOR = {
				trait = briarheart #Hagravens and Briarhearts will die if they convert
				trait = hagraven
				trait = zealous
				trait = cynical #Alternatively, remove cynical trait?
				trait = undead
			}
		}
		
		ai_chance = {
			factor = 10
			modifier = {
				factor = 1.20
				OR = {
					learning = 15
					trait = proud #Prideful characters less likely to worship in secrecy
				}
			}
		}
		clr_character_flag = whispers_silenced
		set_character_flag = whispers_heeded
		clear_secret_religion = yes
		random_daedra_conversion_open = yes
	}

	option = { #Convert secretly
		name = { #Grass is Greener, but we fear retribution
			text = ekevmisc1optb1 
			trigger = { religion_group = daedra }
		}
		
		name = { #Dark power is enticing but public veneration is risky.
			text = ekevmisc1optb2
			trigger = { NOT = { religion_group = daedra } }
		}
		
		trigger = {
			NOR = { 
				trait = briarheart #Hagravens and Briarhearts will die if they convert
				trait = hagraven
				trait = zealous
				trait = cynical
				trait = undead 
			}		
		}
		
		ai_chance = {
			factor = 20 # AI should prefer to be sneaky-like if they convert
			modifier = {
				factor = 0.80
				OR = {
					trait = proud #Prideful characters less likely to worship in secrecy
					trait = gregarious #Ditto
				}
			}
		}
		clr_character_flag = whispers_silenced
		set_character_flag = whispers_heeded
		random_daedra_conversion_secret = yes 
	}
	
	option = { #Don't convert
		name = { #Loyal Servant
			text = ekevmisc1optc1 
			trigger = { religion_group = daedra }
		}
		
		name = { #Won't be seduced
			text = ekevmisc1optc2
			trigger = { NOT = { religion_group = daedra } }
		}
		
		ai_chance = {
			factor = 30
			modifier = {
				factor = 0.4
				trait = arbitrary #yolo
			}
		}
		clr_character_flag = whispers_heeded
		set_character_flag = whispers_silenced
		piety = 100
	}
	
}

### ### ### ### ### ### ###
# Shiny thing event chain #
### ### ### ### ### ### ###

#Even the nameplate is sparkly!
#This is by far the stupidest thing I've ever made.

character_event = { #Character sees shiny thing
	id = ekevmisc.2
	desc = EVTDESCekevmisc2
	picture = GFX_evt_small_falls

	only_playable = yes #No courtiers existing solely to serve as artifact spawners
	is_triggered_only = yes

	option = { #Character takes shiny thing
		name = ekevmisc2opt1
		random_list = {
			80 = { generate_loot_generic = yes } #Acquire shiny thing
			20 = { long_character_event = { id = ekevmisc.3 } } #Shiny thing actually a cursed object a la morrowind, Dremora teleports behind you and draws katana.
			20 = { character_event = { id = ekevmisc.4 } } #Shiny thing actually a nest of magical enchanted hornets. Don't ask.
		}
	}
	option = { #Character ignores shiny thing
		name = ekevmisc2opt2
	}
}
long_character_event = { #Dremora defends cursed object
	id = ekevmisc.3
	desc = EVTDESCekevmisc3
	picture = GFX_evt_small_falls

	is_triggered_only = yes

	option = { 
		name = ekevmisc3opt1
		custom_tooltip = { text = nothingpersonnel }
		random_list = {
			40 = {
				set_character_flag = dremora_defeated
				modifier = {
					factor = 0
					combat_rating <= 10
				}
				modifier = {
					factor = 0.5
					combat_rating <= 20
				}
				modifier = {
					factor = 1.1
					combat_rating >= 40
				}
				modifier = {
					factor = 1.25
					combat_rating >= 80
				}
				modifier = {
					factor = 1.5
					combat_rating >= 120
				}
				modifier = {
					factor = 2
					combat_rating >= 160
				}
			}
			30 = {
				set_character_flag = dremora_wounded
				add_trait = wounded
				modifier = {
					factor = 3
					combat_rating <= 10
				}
				modifier = {
					factor = 2
					combat_rating <= 20
				}
				modifier = {
					factor = 0.75
					combat_rating >= 40
				}
				modifier = {
					factor = 0.5
					combat_rating >= 80
				}
				modifier = {
					factor = 0.25
					combat_rating >= 120
				}
				modifier = {
					factor = 0
					combat_rating >= 160
				}
			}
			20 = {
				set_character_flag = dremora_maimed
				add_trait = wounded
				modifier = {
					factor = 3
					combat_rating <= 10
				}
				modifier = {
					factor = 2
					combat_rating <= 20
				}
				modifier = {
					factor = 0.75
					combat_rating >= 40
				}
				modifier = {
					factor = 0.5
					combat_rating >= 80
				}
				modifier = {
					factor = 0.25
					combat_rating >= 120
				}
				modifier = {
					factor = 0
					combat_rating >= 160
				}
			}
			10 = {
				set_character_flag = dremora_killed
				modifier = {
					factor = 3
					combat_rating <= 10
				}
				modifier = {
					factor = 2
					combat_rating <= 20
				}
				modifier = {
					factor = 0.75
					combat_rating >= 40
				}
				modifier = {
					factor = 0.5
					combat_rating >= 80
				}
				modifier = {
					factor = 0.25
					combat_rating >= 120
				}
				modifier = {
					factor = 0
					combat_rating >= 160
				}
			}
		}
		long_character_event = { id = ekevmisc.5 days = 1 }
	}
}
character_event = { #Character accosted by swarm of bees
	id = ekevmisc.4
	desc = EVTDESCekevmisc4
	picture = GFX_evt_small_falls

	is_triggered_only = yes

	option = {
		name = ekevmisc4opt1
		custom_tooltip = { text = notthebees }
		random_list = {
			40 = { 
				set_character_flag = bee_escape 
				modifier = {
					factor = 1.2
					trait = agile
				}
			}
			30 = {
				set_character_flag = bee_wounded
				add_trait = wounded
				modifier = {
					factor = 3
					combat_rating <= 10
				}
				modifier = {
					factor = 2
					combat_rating <= 20
				}
				modifier = {
					factor = 0.75
					combat_rating >= 40
				}
				modifier = {
					factor = 0.5
					combat_rating >= 80
				}
				modifier = {
					factor = 0.25
					combat_rating >= 120
				}
				modifier = {
					factor = 0
					combat_rating >= 160
				}
				modifier = {
					factor = 0
					OR = {
					trait = undead
					trait = dremora
					}
				}
				modifier = {
					factor = 0.25
					trait = lycan
				}
			}
			20 = {
				set_character_flag = bee_maimed
				add_maimed_trait_effect = yes
				modifier = {
					factor = 3
					combat_rating <= 10
				}
				modifier = {
					factor = 2
					combat_rating <= 20
				}
				modifier = {
					factor = 0.75
					combat_rating >= 40
				}
				modifier = {
					factor = 0.5
					combat_rating >= 80
				}
				modifier = {
					factor = 0.25
					combat_rating >= 120
				}
				modifier = {
					factor = 0
					combat_rating >= 160
				}
				modifier = {
					factor = 0
					OR = {
					trait = lycan
					trait = undead
					trait = dremora
					}
				}
			}
			5 = {
				set_character_flag = bee_immune
				modifier = {
					factor = 0
					combat_rating <= 10
				}
				modifier = {
					factor = 0.5
					combat_rating <= 20
				}
				modifier = {
					factor = 1.1
					combat_rating >= 40
				}
				modifier = {
					factor = 1.25
					combat_rating >= 80
				}
				modifier = {
					factor = 1.5
					combat_rating >= 120
				}
				modifier = {
					factor = 2
					combat_rating >= 160
				}
				modifier = {
					factor = 10
					has_character_flag = immune_to_bees #Applied to those who have gotten this outcome before.
				}
			}
			5 = {
				set_character_flag = doctor_bees
				modifier = {
					factor = 0
					OR = {
						AND = {
							trait = lycan
							ai = yes
						}
						trait = undead
						trait = dremora
					}
				}
				modifier = { #At least some players should see the easter egg!
					factor = 3
					ai = no
				}
			}
			5 = {
				set_character_flag = bee_death
				modifier = {
					factor = 3
					combat_rating <= 10
				}
				modifier = {
					factor = 2
					combat_rating <= 20
				}
				modifier = {
					factor = 0.75
					combat_rating >= 40
				}
				modifier = {
					factor = 0.5
					combat_rating >= 80
				}
				modifier = {
					factor = 0.25
					combat_rating >= 120
				}
				modifier = {
					factor = 0
					combat_rating >= 160
				}
				modifier = {
					factor = 0
					OR = {
					trait = lycan
					trait = undead
					trait = dremora
					}
				}
			}
		}
		long_character_event = { id = ekevmisc.5 days = 1 } # Delay is just to make sure the flags are applied correctly. Just in case.
	}
	option = {
		name = ekevmisc4opt2
		trigger = {
			has_thuum = yes
		}
		custom_tooltip = { text = yesthebees }
		generate_loot_magic_ring = yes
		set_character_flag = shouted_at_bees
		random_list = {
			98 = { }
			2 = { 
				generate_loot_generic_legendary = yes
				set_character_flag = bee_loot
			}
		}
		long_character_event = { id = ekevmisc.5 days = 1 }
	}
	option = {
		name = ekevmisc4opt3
		trigger = {
			has_artifact = pet_badger
		}
		custom_tooltip = { text = badgeringthebees }
		generate_loot_magic_ring = yes
		set_character_flag = badgered_the_bees
		random_list = {
			98 = { }
			2 = { 
				generate_loot_generic_legendary = yes
				set_character_flag = bee_loot
			}
		}
		long_character_event = { id = ekevmisc.5 days = 1 }
	}
}
long_character_event = { #Aftermath
	id = ekevmisc.5
	picture = GFX_evt_small_falls

	desc = {
		trigger = { has_character_flag = bee_escape }
		text = EVTDESCekevmisc5a
	}	
	desc = {
		trigger = { has_character_flag = bee_wounded }
		text = EVTDESCekevmisc5b
	}	
	desc = {
		trigger = { has_character_flag = bee_maimed }
		text = EVTDESCekevmisc5c
	}	
	desc = {
		trigger = { has_character_flag = bee_death }
		text = EVTDESCekevmisc5d
	}	
	desc = {
		trigger = { has_character_flag = bee_immune }
		text = EVTDESCekevmisc5e
	}	
	desc = {
		trigger = { has_character_flag = doctor_bees }
		text = EVTDESCekevmisc5f
	}	
	desc = {
		trigger = {
			AND = { 
				has_character_flag = shouted_at_bees 
				NOT = { has_character_flag = bee_loot }
			} 
		}
		text = EVTDESCekevmisc5g
	}
	desc = {
		trigger = {
			AND = { 
				has_character_flag = shouted_at_bees 
				has_character_flag = bee_loot 
			} 
		}
		text = EVTDESCekevmisc5h
	}
	desc = {
		trigger = {
			AND = { 
				has_character_flag = badgered_the_bees
				NOT = { has_character_flag = bee_loot }
			} 
		}
		text = EVTDESCekevmisc5i
	}	
	desc = {
		trigger = {
			AND = { 
				has_character_flag = badgered_the_bees
				has_character_flag = bee_loot 
			} 
		}
		text = EVTDESCekevmisc5j
	}
	desc = {
		trigger = { has_character_flag = dremora_defeated }
		text = EVTDESCekevmisc5k
	}
	desc = {
		trigger = { has_character_flag = dremora_wounded }
		text = EVTDESCekevmisc5l
	}
	desc = {
		trigger = { has_character_flag = dremora_maimed }
		text = EVTDESCekevmisc5m
	}
	desc = {
		trigger = { has_character_flag = dremora_killed }
		text = EVTDESCekevmisc5n
	}
	
	is_triggered_only = yes

	option = {
		name = ekevmisc5opt1
		trigger = { has_character_flag = bee_escape }
		prestige = -10
	}
	option = {
		name = ekevmisc5opt2
		trigger = { has_character_flag = bee_wounded }
		prestige = -15
	}
	option = {
		name = ekevmisc5opt3
		trigger = { has_character_flag = bee_maimed }
		prestige = -20
	}
	option = {
		name = ekevmisc5opt4
		trigger = { has_character_flag = bee_death }
	}
	option = {
		name = ekevmisc5opt5
		trigger = { has_character_flag = bee_immune }
		prestige = 15
		add_trait = brave
		set_character_flag = immune_to_bees
	}
	option = {
		name = ekevmisc5opt6
		trigger = { has_character_flag = doctor_bees }
		prestige = 25
		add_artifact = pet_bees
	}
	option = {
		name = ekevmisc5opt7
		trigger = {
			AND = { 
				has_character_flag = shouted_at_bees 
				NOT = { has_character_flag = bee_loot }
			} 
		}
		prestige = 30
	}
	option = {
		name = ekevmisc5opt8
		trigger = {
			AND = { 
				has_character_flag = shouted_at_bees 
				has_character_flag = bee_loot 
			} 
		}
		prestige = 30
	}
	option = {
		name = ekevmisc5opt9
		trigger = {
			AND = { 
				has_character_flag = badgered_the_bees
				NOT = { has_character_flag = bee_loot }
			} 
		}
		prestige = 20
	}
	option = {
		name = ekevmisc5opt10
		trigger = {
			AND = { 
				has_character_flag = badgered_the_bees
				has_character_flag = bee_loot 
			} 
		}
		prestige = 20
	}
	option = {
		name = ekevmisc5opt11
		trigger = { has_character_flag = dremora_defeated }
		prestige = 20
		add_artifact = weapon_sword_of_edge
	}
	option = {
		name = ekevmisc5opt12
		trigger = { has_character_flag = dremora_wounded }
		prestige = 10
		add_trait = wounded
	}
	option = {
		name = ekevmisc5opt13
		trigger = { has_character_flag = dremora_maimed }
		prestige = 5
		add_maimed_trait_effect = yes
	}
	option = {
		name = ekevmisc5opt14
		trigger = { has_character_flag = dremora_killed }
		death = { death_reason = death_edgy }
	}
	
	after = {
		clr_character_flag = bee_escape 
		clr_character_flag = bee_wounded 
		clr_character_flag = bee_maimed 
		clr_character_flag = bee_death 
		clr_character_flag = bee_immune 
		clr_character_flag = doctor_bees 
		clr_character_flag = shouted_at_bees 
		clr_character_flag = bee_loot 
		clr_character_flag = badgered_the_bees 
		clr_character_flag = bee_loot 
		clr_character_flag = dremora_defeated 
		clr_character_flag = dremora_wounded 
		clr_character_flag = dremora_maimed 
		clr_character_flag = dremora_killed 
	}
}

###

character_event = { #Character purchases study materials
	id = ekevmisc.6
	desc = ekevmisc6desc
	picture = GFX_evt_tome #Library pic
	
	is_triggered_only = yes
	
	immediate = {
		set_character_flag = evlibraryvisiting
	}
	option = { #Yes
		name = ekevmisc6opta
		trigger = {	NOT = { has_character_flag = evlibrarystudying } }
		wealth = -100
		set_character_flag = evlibrarystudying
	}
	option = {
		name = ekevmisc6optc
		trigger = {
			ai = no #AI should use this decision for stat-padding, not buying books.
		}
		character_event = { id = ekevmisc.8 }
	}
	option = { #Nevermind
		name = ekevmisc6optb
		trigger = {
			ai = no
		}
	}
	after = {
		clr_character_flag = evlibraryvisiting
	}
}
character_event = { #Character receives results of studying
	id = ekevmisc.7
	desc = {
		trigger = {
			NOT = {
				has_character_flag = evlibraryfailure
			}
		}
		text = ekevmisc7desca
	}
	desc = {
		trigger = {
			has_character_flag = evlibraryfailure
		}
		text = ekevmisc7descb
	}
	picture = GFX_evt_tome
	
	trigger = {
		had_character_flag = { flag = evlibrarystudying days = 180 }
	}
	
	mean_time_to_happen = {
		months = 24
		modifier = {
			factor = 2
			is_long_lived = yes
		}
		modifier = {
			factor = 2
			is_immortal = yes
		}
		modifier = {
			factor = 0.6
			trait = genius
		}
		modifier = {
			factor = 0.7
			trait = quick
		}
		modifier = {
			factor = 0.8
			trait = shrewd
		}
		modifier = {
			factor = 0.8
			trait = erudite
		}
		modifier = {
			factor = 0.9
			trait = diligent
		}
		modifier = {
			factor = 1.3
			trait = slovenly
		}
		modifier = {
			factor = 0.01
			has_character_flag = evdebuglibrary
		}
	}
	
	immediate = { #Roll for results here to get a clean tooltip
		clr_character_flag = evlibrarystudying
		random_list = { #2/3 chance of success, 1/3 chance of failure
			10 = {
				set_character_flag = evlibrarydiplomacy 
				modifier = {
					factor = 0.1
					diplomacy = 30
				}
			}
			10 = {
				set_character_flag = evlibrarymartial
				modifier = {
					factor = 0.1
					martial = 30
				}
			}
			10 = {
				set_character_flag = evlibrarystewardship
				modifier = {
					factor = 0.1
					stewardship = 30
				}
			}
			10 = {
				set_character_flag = evlibraryintrigue
				modifier = {
					factor = 0.1
					intrigue = 30
				}
			}
			10 = {
				set_character_flag = evlibrarylearning
				modifier = {
					factor = 0.1
					learning = 30
				}
			}
			25 = {
				set_character_flag = evlibraryfailure
				modifier = {
					factor = 0.75
					trait = scholar
				}
			}
		}
	}

	option = { #Success - Study again
		name = ekevmisc7opta
		trigger = {
			NOT = { has_character_flag = evlibraryfailure }
		}
		if = {
			limit = {
				has_character_flag = evlibrarydiplomacy
			}
			change_diplomacy = 1
		}
		else_if = {
			limit = {
				has_character_flag = evlibrarymartial
			}
			change_martial = 1
		}
		else_if = {
			limit = {
				has_character_flag = evlibrarystewardship
			}
			change_stewardship = 1
		}
		else_if = {
			limit = {
				has_character_flag = evlibraryintrigue
			}
			change_intrigue = 1
		}
		else_if = {
			limit = {
				has_character_flag = evlibrarylearning
			}
			change_learning = 1
		}
		wealth = -100
		set_character_flag = evlibrarystudying
	}
	option = { #Success - Finished studying
		name = ekevmisc7optb
		trigger = {
			NOT = { has_character_flag = evlibraryfailure }
		}
		if = {
			limit = {
				has_character_flag = evlibrarydiplomacy
			}
			change_diplomacy = 1
		}
		else_if = {
			limit = {
				has_character_flag = evlibrarymartial
			}
			change_martial = 1
		}
		else_if = {
			limit = {
				has_character_flag = evlibrarystewardship
			}
			change_stewardship = 1
		}
		else_if = {
			limit = {
				has_character_flag = evlibraryintrigue
			}
			change_intrigue = 1
		}
		else_if = {
			limit = {
				has_character_flag = evlibrarylearning
			}
			change_learning = 1
		}
	}
	option = { #Failure - Study again
		name = ekevmisc7optc
		trigger = {
			has_character_flag = evlibraryfailure
			wealth = 100
		}
		wealth = -100
		set_character_flag = evlibrarystudying
	}
	option = { #Failure - Give up
		name = ekevmisc7optd
		trigger = {
			has_character_flag = evlibraryfailure
		}
	}
	
	after = { #Cleanup
		clr_character_flag = evlibrarydiplomacy
		clr_character_flag = evlibrarymartial
		clr_character_flag = evlibrarystewardship
		clr_character_flag = evlibraryintrigue
		clr_character_flag = evlibrarylearning
		clr_character_flag = evlibraryfailure
	}
}

character_event = { #Character buys book
	id = ekevmisc.8
	desc = ekevmisc8desc
	picture = GFX_evt_tome #Library pic
	
	is_triggered_only = yes
	
	option = { #Purchase book
		name = ekevmisc8opta
		trigger = {
			wealth = 150
		}
		wealth = -150
		custom_tooltip = { text = generate_EK_lore_book_text }
		hidden_tooltip = {
			generate_EK_lore_book = yes
		}
	}
	option = { #Nevermind
		name = nevermind
	}
}

character_event = { #AI unstupidifier
	id = ekevmisc.9
	hide_window = yes
	is_triggered_only = yes
	
	only_playable = yes
	ai = yes
	
	trigger = {
		NOT = { has_game_rule = { name = ai_lootboxes value = disabled } } #Happy now, Nanaki? :p
		primary_title = {
			higher_real_tier_than = COUNT
		}
	}
	
	immediate = {
		random_list = {
			100 = { modifier = { factor = 0 has_game_rule = { name = ai_lootboxes value = masochist } } }
			50 = { wealth = 100 modifier = { factor = 0 has_game_rule = { name = ai_lootboxes value = masochist } } modifier = { factor >= 0.5 wealth = 2000 } modifier >= { factor = 0.4 wealth = 3000 } modifier >= { factor = 0.2 wealth = 4000 } modifier >= { factor = 0.1 wealth = 5000 } }
			25 = { wealth = 175 modifier = { factor >= 0.5 wealth = 2000 } modifier >= { factor = 0.4 wealth = 3000 } modifier >= { factor = 0.2 wealth = 4000 } modifier >= { factor = 0.1 wealth = 5000 } }
			10 = { wealth = 250 modifier = { factor = 2.5 has_game_rule = { name = ai_lootboxes value = masochist } } modifier = { factor >= 0.5 wealth = 2000 } modifier >= { factor = 0.4 wealth = 3000 } modifier >= { factor = 0.2 wealth = 4000 } modifier >= { factor = 0.1 wealth = 5000 } }
			1 = { wealth = 500 modifier = { factor = 25 has_game_rule = { name = ai_lootboxes value = masochist } } modifier = { factor >= 0.5 wealth = 2000 } modifier >= { factor = 0.4 wealth = 3000 } modifier >= { factor = 0.2 wealth = 4000 } modifier >= { factor = 0.1 wealth = 5000 } }
		}
		random_list = {
			200 = { modifier = { factor = 0 has_game_rule = { name = ai_lootboxes value = masochist } } }
			30 = { culture_techpoints = 10 modifier = { factor = 0 has_game_rule = { name = ai_lootboxes value = masochist } } }
			30 = { military_techpoints = 10 modifier = { factor = 0 has_game_rule = { name = ai_lootboxes value = masochist } } }
			30 = { economy_techpoints = 10 modifier = { factor = 0 has_game_rule = { name = ai_lootboxes value = masochist } } }
			20 = { culture_techpoints = 20 }
			20 = { military_techpoints = 20 }
			20 = { economy_techpoints = 20 }
			10 = { culture_techpoints = 30 }
			10 = { military_techpoints = 30 }
			10 = { economy_techpoints = 30 }
			50 = { culture_techpoints = 50 modifier = { factor = 0 NOT = { has_game_rule = { name = ai_lootboxes value = masochist } } } }
			50 = { military_techpoints = 50 modifier = { factor = 0 NOT = { has_game_rule = { name = ai_lootboxes value = masochist } } } }
			50 = { economy_techpoints = 50 modifier = { factor = 0 NOT = { has_game_rule = { name = ai_lootboxes value = masochist } } } }
		}
	}
}

character_event = { #IT WORKS
	id = ekevmisc.10
	desc = ekevmisc10desc
	picture = GFX_evt_thieves
	
	is_triggered_only = yes
	only_playable = yes
	ai = no
	
	immediate = {
		set_character_flag = plotoptioneventopen
	}
	
	option = { #No plot invites!
		name = {
			text = ekevmisc10opt1a
			trigger = { NOT = { has_character_flag = declineplotsall } }
		}
		name = {
			text = ekevmisc10opt1b
			trigger = { has_character_flag = declineplotsall }
		}
		if = {
			limit = { has_character_flag = declineplotsall }
			clr_character_flag = declineplotsall
		}
		else = {
			set_character_flag = declineplotsall
		}
	}
	option = { #No artifact stealing!
		name = {
			text = ekevmisc10opt2a
			trigger = { NOT = { has_character_flag = declineplotssteal } }
		}
		name = {
			text = ekevmisc10opt2b
			trigger = { has_character_flag = declineplotssteal }
		}
		if = {
			limit = { has_character_flag = declineplotssteal }
			clr_character_flag = declineplotssteal
		}
		else = {
			set_character_flag = declineplotssteal
		}
	}
	option = { #No kidnapping!
		name = {
			text = ekevmisc10opt3a
			trigger = { NOT = { has_character_flag = declineplotskidnap } }
		}
		name = {
			text = ekevmisc10opt3b
			trigger = { has_character_flag = declineplotskidnap }
		}
		if = {
			limit = { has_character_flag = declineplotskidnap }
			clr_character_flag = declineplotskidnap
		}
		else = {
			set_character_flag = declineplotskidnap
		}
	}
	
	after = {
		clr_character_flag = plotoptioneventopen
	}
}

character_event = { #Hard Reset!
	id = ekevmisc.11
	hide_window = yes
	is_triggered_only = yes
	
	immediate = {
		any_character = {
			while = {
				limit = {
					wealth >= 2000
				}
				wealth = -500
			}
		}
	}
}

character_event = { #Save-game-law-fixer-resettlement
	id = ekevmisc.12
	hide_window = yes
	is_triggered_only = yes
	only_playable = yes
	
	immediate = {
		if = {
			limit = {
				is_landed = yes
				NOR = {
					has_law = resettlement_0
					has_law = resettlement_1
					has_law = resettlement_2
				}
			}
			if = {
				limit = {
					top_liege = { has_law = resettlement_0 }
				}
				add_law = { law = resettlement_0 cooldown = no opinion_effect = no }
			}
			else_if = {
				limit = {
					top_liege = { has_law = resettlement_1 }
				}
				add_law = { law = resettlement1 cooldown = no opinion_effect = no }
			}
			else_if = {
				limit = {
					top_liege = { has_law = resettlement_2 }
				}
				add_law = { law = resettlement2 cooldown = no opinion_effect = no }
			}
			else = {
				add_law = { law = resettlement1 cooldown = no opinion_effect = no }
			}
		}
	}
}

character_event = { #vassal_titular_kings maintenance
	id = ekevmisc.13
	hide_window = yes
	is_triggered_only = yes
	only_playable = yes
	
	immediate = {
		if = {
			limit = {
				is_landed = yes
			}
			if = { #Adds law if you are missing the law
				limit = {
					OR = {
						higher_real_tier_than = KING
						#top_liege = {
						#	higher_real_tier_than = KING
						#}
					}
					NOR = {
						has_law = vassal_titular_kings_0
						has_law = vassal_titular_kings_1
					}
				}
				add_law = { law = vassal_titular_kings_1 cooldown = no opinion_effect = no }
			}
			#if = { #Corrects law if vassal-liege mismatch
			#	limit = {
			#		OR = {
			#			#higher_real_tier_than = KING
			#			top_liege = {
			#				higher_real_tier_than = KING
			#			}
			#		}
			#		AND = {
			#			has_law = vassal_titular_kings_0
			#			top_liege = {
			#				has_law = vassal_titular_kings_1
			#			}
			#		}
			#	}
			#	revoke_law = vassal_titular_kings_0
			#	add_law = { law = vassal_titular_kings_1 cooldown = no opinion_effect = no }
			#}
			#else_if = { #Corrects law if vassal-liege mismatch
			#	limit = {
			#		OR = {
			#			#higher_real_tier_than = KING
			#			top_liege = {
			#				higher_real_tier_than = KING
			#			}
			#		}
			#		AND = {
			#			has_law = vassal_titular_kings_1
			#			top_liege = {
			#				has_law = vassal_titular_kings_0
			#			}
			#		}
			#	}
			#	revoke_law = vassal_titular_kings_1
			#	add_law = { law = vassal_titular_kings_0 cooldown = no opinion_effect = no }
			#}
		}
	}
}