### Events about Necromancy and Necromancers
namespace = necromancy

### Starts studying Necromancy - by decision
# Works a lot like seclusion/penance: Has opportunities to get/lose seclusion/penance points, if loses too much -> fails (can't try again for some years), if has won enough -> success (becomes a Necromancer)
long_character_event = {
	id = necromancy.1
	desc = necromancy.1.d
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	option = {
		name = necromancy.1.optA
		
		custom_tooltip = {
			text = NECROMANCY_STUDYING_BEGINS_CT
			hidden_tooltip = {
				set_variable = { which = necromancy_studying_points value = 25 }
				
				character_event = {
					id = necromancy.10
					days = 40
					random = 10
				}
			}
		}
		
		add_character_modifier = {
			name = learning_necromancy_modifier
			duration = -1
		}
	}
	
	option = {
		name = necromancy.1.optB
		
		hidden_tooltip = {
			clr_character_flag = is_studying_necromancy_flag
		}
	}
}

# Success
long_character_event = {
	id = necromancy.2
	desc = necromancy.2.d
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	option = {
		name = necromancy.2.optA
		
		become_necromancer = yes
		
		hidden_tooltip = {
			clr_character_flag = is_studying_necromancy_flag
			remove_character_modifier = learning_necromancy_modifier
		}
	}
}

# Utter failure - Shame on you, you're very bad at it >:C 
long_character_event = {
	id = necromancy.3
	desc = necromancy.3.d
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	option = {
		name = necromancy.3.optA
		
		prestige = -50
		
		custom_tooltip = {
			text = NECROMANCY_STUDYING_FAILURE_CT
			hidden_tooltip = {
				clr_character_flag = is_studying_necromancy_flag
				set_character_flag = has_failed_necromancy_flag
				remove_character_modifier = learning_necromancy_modifier
			}
		}
	}
}

# Opportunity - Small success
character_event = {
	id = necromancy.4
	desc = necromancy.4.d
	picture = GFX_evt_library
	
	is_triggered_only = yes
	hide_window = yes
	
	immediate = { change_variable = { which = necromancy_studying_points value = 10 } }
}

# Opportunity - Small setback
character_event = {
	id = necromancy.5
	desc = necromancy.5.d
	picture = GFX_evt_library
	
	is_triggered_only = yes
	hide_window = yes
	
	immediate = {  }
}

# Opportunity - Big success
character_event = {
	id = necromancy.6
	desc = necromancy.6.d
	picture = GFX_evt_library
	
	is_triggered_only = yes
	hide_window = yes
	
	immediate = { change_variable = { which = necromancy_studying_points value = 20 } }
}

# Opportunity - Big setback
character_event = {
	id = necromancy.7
	desc = necromancy.7.d
	picture = GFX_evt_library
	
	is_triggered_only = yes
	hide_window = yes
	
	immediate = { change_variable = { which = necromancy_studying_points value = -20 } }
}

# Test event for the opportunities
long_character_event = {
	id = necromancy.9
	desc = necromancy.9.d
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	option = {
		name = necromancy.9.optA
		
		custom_tooltip = {
			text = NECROMANCY_STUDYING_SMALL_SUCCESS_CT
			hidden_tooltip = {
				change_variable = { which = necromancy_studying_points value = 1 }
			}
		}
	}
	
	option = {
		name = necromancy.9.optB
		
		change_variable = { which = necromancy_studying_points value = -1 }
	}
}

##### Opportunities
### Tombola
long_character_event = {
	id = necromancy.10
	hide_window = yes
	
	is_triggered_only = yes
	
	trigger = {
		has_character_flag = is_studying_necromancy_flag
	}
	
	immediate = {
		if = {
			limit = { NOT = { check_variable = { which = necromancy_studying_points value = 1 } } }
			long_character_event = { id = necromancy.3 days = 7 random = 3 }
		}
		
		else_if = {
			limit = { check_variable = { which = necromancy_studying_points value = 100 } }
			long_character_event = { id = necromancy.50 days = 7 random = 3 }
		}
		
		else = {
			### What opportunity?
			random_list = {
				50 = {
					modifier = {
						factor = 1.2
						trait = ambitious
					}
					
					modifier = {
						factor = 1.2
						trait = diligent
					}
					
					random_list = {
						0 = {
							modifier = {
								factor = 0
								NOT = { has_character_flag = necromancy_studying_test_flag }
							}
							long_character_event = { id = necromancy.9 }
						}
					
						# Soul shaken
						10 = {
							modifier = {
								factor = 0
								has_character_flag = opportunity_soul_shaken
							}
							set_character_flag = opportunity_soul_shaken
							long_character_event = { id = necromancy.11 }
						}
						
						# (Not so) fresh corpses handling
						10 = {
							modifier = {
								factor = 0
								has_character_flag = opportunity_corpses_handling
							}
							set_character_flag = opportunity_corpses_handling
							long_character_event = { id = necromancy.13 }
						}
						
						# Reading Dark Books
						10 = {
							modifier = {
								factor = 0
								has_character_flag = opportunity_dark_books
							}
							set_character_flag = opportunity_dark_books
							long_character_event = { id = necromancy.15 }
						}
					}
				}
				
				# Small bonus
				25 = {
					long_character_event = { id = necromancy.17 }
				}
				
				# Nothing
				25 = {
					modifier = {
						factor = 1.2
						trait = content
					}
					
					modifier = {
						factor = 2
						trait = absent_minded
					}
					
					modifier = {
						factor = 2
						trait = slothful
					}
					
					modifier = {
						factor = 1.5
						trait = mage_1
					}
					
					modifier = {
						factor = 1.2
						trait = mage_2
					}
					
					modifier = {
						factor = 0.8
						trait = mage_4
					}
					
					modifier = {
						factor = 0.5
						trait = mage_5
					}
					
					long_character_event = { id = necromancy.18 }
				}
			}
			
			if = {
				limit = {
					has_character_flag = opportunity_soul_shaken
					has_character_flag = opportunity_corpses_handling
					has_character_flag = opportunity_dark_books
				}
				clr_character_flag = opportunity_soul_shaken
				clr_character_flag = opportunity_corpses_handling
				clr_character_flag = opportunity_dark_books
			}
				
			# Next event plox
			long_character_event = {
				id = necromancy.10
				days = 40
				random = 10
			}
		}
	}
}

### Soul shaken by the practices you learn and see
long_character_event = {
	id = necromancy.11
	desc = necromancy.11.d
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	option = { # Take it slowly...
		name = necromancy.11.optA
		
		random_list = {
			70 = {
				custom_tooltip = {
					text = NECROMANCY_STUDYING_LEARNING_SOUL_SHAKEN_SLOWLY_SUCCESS_CT
					set_character_flag = small_success
				}
			}
			30 = {
				custom_tooltip = {
					text = NECROMANCY_STUDYING_LEARNING_SOUL_SHAKEN_SLOWLY_FAILURE_CT
					set_character_flag = small_failure
				}
			}
		}
	}
	
	option = { # Press forward, my soul be damned!
		name = necromancy.11.optB
		
		random_list = {
			40 = {
				modifier = {
					factor = 1.25
					trait = cruel
				}
				modifier = {
					factor = 1.25
					trait = ruthless
				}
				modifier = {
					factor = 1.25
					trait = ambitious
				}
				modifier = {
					factor = 1.25
					trait = envious
				}
				modifier = {
					factor = 1.25
					trait = reckless
				}
				modifier = {
					factor = 1.25
					trait = impaler
				}
				
				custom_tooltip = {
					text = NECROMANCY_STUDYING_LEARNING_SOUL_SHAKEN_PRESS_SUCCESS_CT
					set_character_flag = big_success
				}
			}
			60 = {
				custom_tooltip = {
					text = NECROMANCY_STUDYING_LEARNING_SOUL_SHAKEN_PRESS_FAILURE_CT
					set_character_flag = big_failure
				}
			}
		}
	}
	
	after = {
		long_character_event = { id = necromancy.12 days = 14 }
	}
}

# Event result
long_character_event = {
	id = necromancy.12
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	desc = {
		trigger = { has_character_flag = small_success }
		text = necromancy.12.d.1
	}
	
	desc = {
		trigger = { has_character_flag = small_failure }
		text = necromancy.12.d.2
	}
	
	desc = {
		trigger = { has_character_flag = big_success }
		text = necromancy.12.d.3
	}
	
	desc = {
		trigger = { has_character_flag = big_failure }
		text = necromancy.12.d.4
	}
	
	option = {
		trigger = { has_character_flag = small_success }
		
		name = necromancy_small_success
		
		necromancy_learning_small_success = yes
	}
	
	option = {
		trigger = { has_character_flag = small_failure }
		
		name = necromancy_small_failure
		
		necromancy_learning_small_setback = yes
	}
	
	option = {
		trigger = { has_character_flag = big_success }
		
		name = necromancy_big_success
		
		necromancy_learning_big_success = yes
		
		random_list = {
			10 = {
				modifier = {
					factor = 0
					trait = ambitious
				}
				add_trait = ambitious
			}
			10 = {
				modifier = {
					factor = 0
					trait = cruel
				}
				add_trait = cruel
			}
			10 = {
				modifier = {
					factor = 0
					trait = ruthless
				}
				add_trait = ruthless
			}
			10 = {
				modifier = {
					factor = 0
					trait = envious
				}
				add_trait = envious
			}
			10 = {
				modifier = {
					factor = 0
					trait = reckless
				}
				add_trait = reckless
			}
		}
	}
	
	option = {
		trigger = { has_character_flag = big_failure }
		
		name = necromancy_big_failure
		
		necromancy_learning_big_setback = yes
		
		if = {
			limit = { NOT = { trait = stressed } }
			random = {
				chance = 50
				add_stressed = yes
			}
		}
		
		else_if = {
			limit = { NOT = { trait = lunatic } }
			random = {
				chance = 25
				add_trait = lunatic
			}
		}
	}
	
	after = {
		clr_character_flag = small_success
		clr_character_flag = small_failure
		clr_character_flag = big_success
		clr_character_flag = big_failure
	}
}

### Handling corpses, disgusting and unclean - but necessary
long_character_event = {
	id = necromancy.13
	desc = necromancy.13.d
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	option = { # Spend less time around corpses
		name = necromancy.13.optA
		
		random_list = {
			70 = {
				custom_tooltip = {
					text = NECROMANCY_STUDYING_LEARNING_CORPSES_HANDLING_SLOWLY_SUCCESS_CT
					set_character_flag = small_success
				}
			}
			30 = {
				custom_tooltip = {
					text = NECROMANCY_STUDYING_LEARNING_CORPSES_HANDLING_SLOWLY_FAILURE_CT
					set_character_flag = small_failure
				}
			}
		}
	}
	
	option = { # Who cares about appearances or health?
		name = necromancy.13.optB
		
		random_list = {
			40 = {
				modifier = {
					factor = 1.25
					trait = uncouth
				}
				modifier = {
					factor = 1.25
					trait = slovenly
				}
				modifier = {
					factor = 1.25
					health > 5
				}
				modifier = {
					factor = 1.25
					health > 6
				}
				modifier = {
					factor = 1.25
					health > 7
				}
				modifier = {
					factor = 1.25
					health > 8
				}
				modifier = {
					factor = 2
					is_disease_immune = yes
				}
				
				custom_tooltip = {
					text = NECROMANCY_STUDYING_LEARNING_CORPSES_HANDLING_PRESS_SUCCESS_CT
					set_character_flag = big_success
				}
			}
			60 = {
				custom_tooltip = {
					text = NECROMANCY_STUDYING_LEARNING_CORPSES_HANDLING_PRESS_FAILURE_CT
					set_character_flag = big_failure
				}
			}
		}
	}
	
	after = {
		long_character_event = { id = necromancy.14 days = 14 }
	}
}

# Event result
long_character_event = {
	id = necromancy.14
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	desc = {
		trigger = { has_character_flag = small_success }
		text = necromancy.14.d.1
	}
	
	desc = {
		trigger = { has_character_flag = small_failure }
		text = necromancy.14.d.2
	}
	
	desc = {
		trigger = { has_character_flag = big_success }
		text = necromancy.14.d.3
	}
	
	desc = {
		trigger = { has_character_flag = big_failure }
		text = necromancy.14.d.4
	}
	
	option = {
		trigger = { has_character_flag = small_success }
		
		name = necromancy_small_success
		
		necromancy_learning_small_success = yes
	}
	
	option = {
		trigger = { has_character_flag = small_failure }
		
		name = necromancy_small_failure
		
		necromancy_learning_small_setback = yes
	}
	
	option = {
		trigger = { has_character_flag = big_success }
		
		name = necromancy_big_success
		
		necromancy_learning_big_success = yes
		
		random_list = {
			10 = {
				modifier = {
					factor = 0
					trait = uncouth
				}
				add_trait = uncouth
			}
			10 = {
				modifier = {
					factor = 0
					trait = slovenly
				}
				add_trait = slovenly
			}
			10 = {
				health = 0.5
			}
		}
	}
	
	option = {
		trigger = { has_character_flag = big_failure }
		
		name = necromancy_big_failure
		
		necromancy_learning_big_setback = yes
		
		random_list = {
			25 = {
				modifier = {
					factor = 0
					is_disease_immune = yes
				}
				custom_tooltip = {
					text = NECROMANCY_STUDYING_LEARNING_CORPSES_HANDLING_PRESS_FAILURE_DISEASE_CT
					hidden_tooltip = {
						character_event = { id = 6010 }
					}
				}
			}
			75 = { health = -0.5 }
		}
	}
	
	after = {
		clr_character_flag = small_success
		clr_character_flag = small_failure
		clr_character_flag = big_success
		clr_character_flag = big_failure
	}
}

### Reading Dark Books, too difficult to understand
long_character_event = {
	id = necromancy.15
	desc = necromancy.15.d
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	option = { # Put the books aside for a while
		name = necromancy.15.optA
		
		random_list = {
			70 = {
				custom_tooltip = {
					text = NECROMANCY_STUDYING_LEARNING_DARK_BOOKS_SLOWLY_SUCCESS_CT
					set_character_flag = small_success
				}
			}
			30 = {
				custom_tooltip = {
					text = NECROMANCY_STUDYING_LEARNING_DARK_BOOKS_SLOWLY_FAILURE_CT
					set_character_flag = small_failure
				}
			}
		}
	}
	
	option = { # I *NEED* to understand!
		name = necromancy.15.optB
		
		random_list = {
			40 = {
				modifier = {
					factor = 1.25
					learning = 15
				}
				modifier = {
					factor = 1.25
					learning = 20
				}
				modifier = {
					factor = 1.25
					learning = 25
				}
				modifier = {
					factor = 1.25
					learning = 30
				}
				modifier = {
					factor = 1.25
					learning = 35
				}
				modifier = {
					factor = 1.25
					trait = erudite
				}
				
				custom_tooltip = {
					text = NECROMANCY_STUDYING_LEARNING_DARK_BOOKS_PRESS_SUCCESS_CT
					set_character_flag = big_success
				}
			}
			
			60 = {
				custom_tooltip = {
					text = NECROMANCY_STUDYING_LEARNING_DARK_BOOKS_PRESS_FAILURE_CT
					set_character_flag = big_failure
				}
			}
		}
	}
	
	option = { # Maybe someone at the Guild can help me..?
		trigger = {
			OR = {
				AND = {
					society_member_of = mages_guild_tamriel
					has_global_flag = mages_tamriel_necromancy_allowed
				}
				AND = {
					society_member_of = mages_guild_akavir
					has_global_flag = mages_akavir_necromancy_allowed
				}
			}
		}
		
		name = necromancy.15.optC
		
		random_list = {
			70 = {
				custom_tooltip = {
					text = NECROMANCY_STUDYING_BIG_SUCCESS_CT
					hidden_tooltip = {
						set_character_flag = big_success_special
					}
				}
			}
			
			30 = {
				custom_tooltip = {
					set_character_flag = small_failure_special
				}
			}
		}
	}
	
	after = {
		long_character_event = { id = necromancy.16 days = 14 }
	}
}

# Event result
long_character_event = {
	id = necromancy.16
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	desc = {
		trigger = { has_character_flag = small_success }
		text = necromancy.16.d.1
	}
	
	desc = {
		trigger = { has_character_flag = small_failure }
		text = necromancy.16.d.2
	}
	
	desc = {
		trigger = { has_character_flag = big_success }
		text = necromancy.16.d.3
	}
	
	desc = {
		trigger = { has_character_flag = big_failure }
		text = necromancy.16.d.4
	}
	
	desc = {
		trigger = { has_character_flag = big_success_special }
		text = necromancy.16.d.5
	}
	
	desc = {
		trigger = { has_character_flag = small_failure_special }
		text = necromancy.16.d.6
	}
	
	option = {
		trigger = { has_character_flag = small_success }
		
		name = necromancy_small_success
		
		necromancy_learning_small_success = yes
	}
	
	option = {
		trigger = { has_character_flag = small_failure }
		
		name = necromancy_small_failure
		
		necromancy_learning_small_setback = yes
	}
	
	option = {
		trigger = { has_character_flag = big_success }
		
		name = necromancy_big_success
		
		necromancy_learning_big_success = yes
		
		random = {
			chance = 10
			add_trait = erudite
		}
	}
	
	option = {
		trigger = { has_character_flag = big_failure }
		
		name = necromancy_big_failure
		
		necromancy_learning_big_setback = yes
		
		random = {
			chance = 10
			add_trait = dull
		}
	}
	
	option = {
		trigger = { has_character_flag = big_success_special }
		
		name = necromancy_big_success
		
		necromancy_learning_big_success = yes
	}
	
	option = {
		trigger = { has_character_flag = small_failure_special }
		
		name = necromancy_small_failure
		
		necromancy_learning_small_setback = yes
	}
	
	after = {
		clr_character_flag = small_success
		clr_character_flag = small_failure
		clr_character_flag = big_success
		clr_character_flag = big_failure
		
		clr_character_flag = big_success_special
		clr_character_flag = small_failure_special
	}
}

### Free small success
long_character_event = {
	id = necromancy.17
	desc = necromancy.17.d
	
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	option = {
		name = necromancy_small_success
		
		necromancy_learning_small_success = yes
	}
}

### Lost your time
long_character_event = {
	id = necromancy.18
	desc = necromancy.18.d
	
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	option = {
		name = necromancy_small_failure
		
		necromancy_learning_small_setback = yes
	}
}

### Final test...
long_character_event = {
	id = necromancy.50
	desc = necromancy.50.d
	title = necromancy.50.t
	
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	option = {
		name = necromancy.50.optA
		
		random_list = {
			20 = {
				# Learning
				modifier = {
					factor = 1.1
					learning = 10
				}
				modifier = {
					factor = 1.1
					learning = 15
				}
				modifier = {
					factor = 1.1
					learning = 20
				}
				modifier = {
					factor = 1.1
					learning = 25
				}
				modifier = {
					factor = 1.1
					learning = 30
				}
				modifier = {
					factor = 1.1
					learning = 35
				}
				# Education
				modifier = {
					factor = 1.1
					trait = mage_2
				}
				modifier = {
					factor = 1.1
					trait = mage_3
				}
				modifier = {
					factor = 1.1
					trait = mage_4
				}
				modifier = {
					factor = 1.1
					trait = mage_5
				}
				# Personality
				modifier = {
					factor = 1.1
					trait = ambitious
				}
				modifier = {
					factor = 1.1
					trait = cruel
				}
				modifier = {
					factor = 1.1
					trait = ruthless
				}
				modifier = {
					factor = 1.1
					trait = envious
				}
				modifier = {
					factor = 1.1
					trait = reckless
				}
				modifier = {
					factor = 1.1
					trait = impaler
				}
				# Congenital
				modifier = {
					factor = 1.1
					trait = quick
				}
				modifier = {
					factor = 1.2
					trait = genius
				}
				# Other
				modifier = {
					factor = 1.25
					trait = erudite
				}
				
				custom_tooltip = {
					text = NECROMANCY_STUDYING_FINAL_SUCCESS_CT
					set_character_flag = big_success
				}
			}
			
			80 = {
				custom_tooltip = {
					text = NECROMANCY_STUDYING_LEARNING_DARK_FINAL_SETBACK_CT
					set_character_flag = big_failure
				}
			}
		}
	}
	
	after = {
		long_character_event = { id = necromancy.51 days = 7 random = 3 }
	}
}

long_character_event = {
	id = necromancy.51
	title = necromancy.50.t
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	desc = {
		trigger = { has_character_flag = big_success }
		text = necromancy.51.d.1
	}
	desc = {
		trigger = { has_character_flag = big_failure }
		text = necromancy.51.d.2
	}
	
	
	option = {
		trigger = { has_character_flag = big_success }
		
		name = necromancy.51.optA
		
		custom_tooltip = {
			text = necromancy_studies_finished_success
			long_character_event = { id = necromancy.2 days = 7 random = 2 }
		}
	}
	
	option = {
		trigger = { has_character_flag = big_failure }
		
		name = necromancy.51.optB
		
		necromancy_learning_big_setback = yes
		
		long_character_event = { id = necromancy.10 days = 20 random = 5 }
	}
	
	after = {
		clr_character_flag = big_success
		clr_character_flag = big_failure
	}
}

##### Necromantic charges
### NC give free undead troops to necromancers (cannot disband them, cannot inherit them, they spawn at mid strength and replenish over time)
### NC are tied to your learning, artifacts, wonders, that kind of things
### Losing necromantic charges will disband an undead stack at random until you have enough charges to maintain your grip on your army
character_event = {
	id = necromancy.100
	desc = necromancy.100.d
	picture = GFX_evt_library

	only_rulers = yes
	
	trigger = {
		trait = necromancer
		NOT = { has_character_flag = necromantic_charges_flag }
	}
	
	mean_time_to_happen = { days = 1 } # In case a Necromancer becomes landed after being given the trait
	
	immediate = {
		set_character_flag = necromantic_charges_flag
		
		character_event = { id = necromancy.101 }
		# Also fired through the on_actions in the yearly_scope
		
		set_variable = { which = number_risen_dead_army value = 0 }
	}
	
	option = {
		name = necromancy.100.optA
		
		custom_tooltip = { text = necromantic_charges_ct }
	}
}

character_event = {
	id = necromancy.101
	desc = necromancy.101.d
	picture = GFX_evt_library
	
	hide_window = yes
	
	is_triggered_only = yes
	
	trigger = {
		trait = necromancer
		is_landed = yes
	}
	
	immediate = {
		calculate_necromantic_charges = yes
		calculate_risen_dead_armies = yes
		repeat_event = { id = necromancy.101 days = 30 }
	}
}

character_event = {
	id = necromancy.102
	desc = necromancy.102.d
	picture = GFX_evt_library

	only_rulers = yes
	
	trigger = {
		trait = necromancer
		OR = {
			has_earmarked_regiments = risen_dead_army_1
			has_earmarked_regiments = risen_dead_army_2
			has_earmarked_regiments = risen_dead_army_3
			has_earmarked_regiments = risen_dead_army_4
			has_earmarked_regiments = risen_dead_army_5
			has_earmarked_regiments = risen_dead_army_6
			has_earmarked_regiments = risen_dead_army_7
			has_earmarked_regiments = risen_dead_army_8
			has_earmarked_regiments = risen_dead_army_9
			has_earmarked_regiments = risen_dead_army_10
			has_earmarked_regiments = risen_dead_army_11
			has_earmarked_regiments = risen_dead_army_12
			has_earmarked_regiments = risen_dead_army_13
			has_earmarked_regiments = risen_dead_army_14
			has_earmarked_regiments = risen_dead_army_15
			has_earmarked_regiments = risen_dead_army_16
			has_earmarked_regiments = risen_dead_army_17
			has_earmarked_regiments = risen_dead_army_18
			has_earmarked_regiments = risen_dead_army_19
			has_earmarked_regiments = risen_dead_army_20
			has_earmarked_regiments = risen_dead_army_21			
		}
		
		check_variable = { which = number_risen_dead_army which = risen_dead_armies_limit }
	}
	
	mean_time_to_happen = { days = 7 }
	
	option = {
		name = necromancy.102.optA

		if = {
			limit = { has_earmarked_regiments = risen_dead_army_21 }
			disband_event_forces = risen_dead_army_21
			break = yes
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_20 }
			disband_event_forces = risen_dead_army_20
			break = yes
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_19 }
			disband_event_forces = risen_dead_army_19
			break = yes
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_18 }
			disband_event_forces = risen_dead_army_18
			break = yes
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_17 }
			disband_event_forces = risen_dead_army_17
			break = yes
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_16 }
			disband_event_forces = risen_dead_army_16
			break = yes
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_15 }
			disband_event_forces = risen_dead_army_15
			break = yes
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_14 }
			disband_event_forces = risen_dead_army_14
			break = yes
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_13 }
			disband_event_forces = risen_dead_army_13
			break = yes
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_12 }
			disband_event_forces = risen_dead_army_12
			break = yes
		}		
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_11 }
			disband_event_forces = risen_dead_army_11
			break = yes
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_10 }
			disband_event_forces = risen_dead_army_10
			break = yes
		}		
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_9 }
			disband_event_forces = risen_dead_army_9
			break = yes
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_8 }
			disband_event_forces = risen_dead_army_8
			break = yes
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_7 }
			disband_event_forces = risen_dead_army_7
			break = yes
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_6 }
			disband_event_forces = risen_dead_army_6
			break = yes
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_5 }
			disband_event_forces = risen_dead_army_5
			break = yes
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_4 }
			disband_event_forces = risen_dead_army_4
			break = yes
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_3 }
			disband_event_forces = risen_dead_army_3
			break = yes
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_2 }
			disband_event_forces = risen_dead_army_2
			break = yes
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_1 }
			disband_event_forces = risen_dead_army_1
			break = yes
		}
	}
	
	after = { calculate_risen_dead_armies = yes }
}

character_event = {
	id = necromancy.103
	desc = necromancy.103.d
	picture = GFX_evt_library

	only_rulers = yes
	
	trigger = {
		OR = {
			NOT = { trait = necromancer }
		}
		OR = {
			has_earmarked_regiments = risen_dead_army_1
			has_earmarked_regiments = risen_dead_army_2
			has_earmarked_regiments = risen_dead_army_3
			has_earmarked_regiments = risen_dead_army_4
			has_earmarked_regiments = risen_dead_army_5
			has_earmarked_regiments = risen_dead_army_6
			has_earmarked_regiments = risen_dead_army_7
			has_earmarked_regiments = risen_dead_army_8
			has_earmarked_regiments = risen_dead_army_9
			has_earmarked_regiments = risen_dead_army_10
			has_earmarked_regiments = risen_dead_army_11
			has_earmarked_regiments = risen_dead_army_12
			has_earmarked_regiments = risen_dead_army_13
			has_earmarked_regiments = risen_dead_army_14
			has_earmarked_regiments = risen_dead_army_15
			has_earmarked_regiments = risen_dead_army_16
			has_earmarked_regiments = risen_dead_army_17
			has_earmarked_regiments = risen_dead_army_18
			has_earmarked_regiments = risen_dead_army_19
			has_earmarked_regiments = risen_dead_army_20
			has_earmarked_regiments = risen_dead_army_21			
		}
	}
	
	mean_time_to_happen = { days = 7 }
	
	option = {
		name = necromancy.103.optA
		
		clr_character_flag = necromantic_charges_flag
		set_variable = { which = number_risen_dead_army value = 0 }

		if = {
			limit = { has_earmarked_regiments = risen_dead_army_21 }
			disband_event_forces = risen_dead_army_21
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_20 }
			disband_event_forces = risen_dead_army_20
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_19 }
			disband_event_forces = risen_dead_army_19
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_18 }
			disband_event_forces = risen_dead_army_18
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_17 }
			disband_event_forces = risen_dead_army_17
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_16 }
			disband_event_forces = risen_dead_army_16
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_15 }
			disband_event_forces = risen_dead_army_15
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_14 }
			disband_event_forces = risen_dead_army_14
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_13 }
			disband_event_forces = risen_dead_army_13
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_12 }
			disband_event_forces = risen_dead_army_12
		}		
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_11 }
			disband_event_forces = risen_dead_army_11
		}		
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_10 }
			disband_event_forces = risen_dead_army_10
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_9 }
			disband_event_forces = risen_dead_army_9
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_8 }
			disband_event_forces = risen_dead_army_8
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_7 }
			disband_event_forces = risen_dead_army_7
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_6 }
			disband_event_forces = risen_dead_army_6
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_5 }
			disband_event_forces = risen_dead_army_5
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_4 }
			disband_event_forces = risen_dead_army_4
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_3 }
			disband_event_forces = risen_dead_army_3
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_2 }
			disband_event_forces = risen_dead_army_2
		}
		if = {
			limit = { has_earmarked_regiments = risen_dead_army_1 }
			disband_event_forces = risen_dead_army_1
		}
		
		calculate_risen_dead_armies = yes
	}
}

## Corrupting an artifact
character_event = {
	id = necromancy.200
	desc = necromancy.200.d
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	# Corrupt a ring!
	option = {
		trigger = {
			NAND = {
				any_artifact = {
					artifact_type = ring_tainted
				}
				any_artifact = {
					artifact_type = ring_dark
				}
				any_artifact = {
					artifact_type = ring_of_necromancy
				}
			}
		}
		
		name = necromancy.200.optA
		
		custom_tooltip = { text = CORRUPT_RING_CT }
		
		set_character_flag = corrupts_ring
		
		character_event = { id = necromancy.201 days = 3 }
	}
	
	# Corrupt an amulet!
	option = {
		trigger = {
			NAND = {
				any_artifact = {
					artifact_type = amulet_tainted
				}
				any_artifact = {
					artifact_type = amulet_dark
				}
				any_artifact = {
					artifact_type = amulet_of_necromancy
				}
			}
		}
		
		name = necromancy.200.optB
		
		custom_tooltip = { text = CORRUPT_AMULET_CT }
		
		set_character_flag = corrupts_amulet
		
		character_event = { id = necromancy.201 days = 3 }
	}
	
	# Let's forget about it
	option = {
		name = necromancy.200.optC
		
		clr_character_flag = is_corrupting_artifact
	}
}

character_event = {
	id = necromancy.201
	desc = necromancy.201.d
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	immediate = {
		set_variable = { which = corruption_quality value = 2 }
		
		# If there already is a ring to be corrupted, we save it juuust in case
		if = {
			limit = {
				any_artifact = {
					OR = {
						AND = {
							ROOT = { has_character_flag = corrupts_ring }
							ring_can_be_corrupted = yes
						}
						AND = {
							ROOT = { has_character_flag = corrupts_amulet }
							amulet_can_be_corrupted = yes
						}
					}
					# Must be wearing it
					is_artifact_equipped = yes
					NOT = { has_artifact_flag = artifact_counted_1 }
				}
			}
			
			random_artifact = {
				limit = {
					OR = {
						AND = {
							ROOT = { has_character_flag = corrupts_ring }
							ring_can_be_corrupted = yes
						}
						AND = {
							ROOT = { has_character_flag = corrupts_amulet }
							amulet_can_be_corrupted = yes
						}
					}
					# Must be wearing it
					is_artifact_equipped = yes
				}
				
				set_artifact_flag = artifact_counted_1
				save_event_target_as = artifact_to_be_corrupted_1
			}
		}
		
		if = {
			limit = {
				any_artifact = {
					OR = {
						AND = {
							ROOT = { has_character_flag = corrupts_ring }
							ring_can_be_corrupted = yes
						}
						AND = {
							ROOT = { has_character_flag = corrupts_amulet }
							amulet_can_be_corrupted = yes
						}
					}
					# Must be wearing it
					is_artifact_equipped = yes
					NOR = {
						has_artifact_flag = artifact_counted_1
						has_artifact_flag = artifact_counted_2
					}
				}
			}
			
			random_artifact = {
				limit = {
					OR = {
						AND = {
							ROOT = { has_character_flag = corrupts_ring }
							ring_can_be_corrupted = yes
						}
						AND = {
							ROOT = { has_character_flag = corrupts_amulet }
							amulet_can_be_corrupted = yes
						}
					}
					# Must be wearing it
					is_artifact_equipped = yes
				}
		
				set_artifact_flag = artifact_counted_2
				save_event_target_as = artifact_to_be_corrupted_2
			}
		}
	}
	
	# Use the 1st ring I'm currently wearing
	option = {
		trigger = {
			event_target:artifact_to_be_corrupted_1 = { always = yes }
		}
		
		name = necromancy.201.optA
		
		# Let's destroy the artifact and change the corruption result with its quality
		if = {
			limit = {
				event_target:artifact_to_be_corrupted_1 = { quality == 4 }
			}
			custom_tooltip = {
				text = CORRUPTION_QUALITY_PLUS_PLUS_CT
				
				change_variable = { which = corruption_quality value = 2 }
			}
		}
		
		else_if = {
			limit = {
				event_target:artifact_to_be_corrupted_1 = { quality == 3 }
			}
			custom_tooltip = {
				text = CORRUPTION_QUALITY_PLUS_CT
				
				change_variable = { which = corruption_quality value = 1 }
			}
		}
		
		else_if = {
			limit = {
				event_target:artifact_to_be_corrupted_1 = { quality == 2 }
			}
			custom_tooltip = {
				text = CORRUPTION_QUALITY_NO_CHANGE_CT
			}
		}
		
		else_if = {
			limit = {
				event_target:artifact_to_be_corrupted_1 = { quality == 1 }
			}
			custom_tooltip = {
				text = CORRUPTION_QUALITY_MINUS_CT
				
				change_variable = { which = corruption_quality value = -1 }
			}
		}
		
		event_target:artifact_to_be_corrupted_1 = { destroy_artifact = yes }
		
		# Skip directly to the lifeforce payment
		character_event = { id = necromancy.204 days = 3 }
	}
	
	# Use the 2nd ring I'm currently wearing
	option = {
		trigger = {
			event_target:artifact_to_be_corrupted_2 = { always = yes }
		}
		
		name = necromancy.201.optB
		
		# Let's destroy the artifact and change the corruption result with its quality
		if = {
			limit = {
				event_target:artifact_to_be_corrupted_2 = { quality == 4 }
			}
			custom_tooltip = {
				text = CORRUPTION_QUALITY_PLUS_PLUS_CT
				
				change_variable = { which = corruption_quality value = 2 }
			}
		}
		
		else_if = {
			limit = {
				event_target:artifact_to_be_corrupted_2 = { quality == 3 }
			}
			custom_tooltip = {
				text = CORRUPTION_QUALITY_PLUS_CT
				
				change_variable = { which = corruption_quality value = 1 }
			}
		}
		
		else_if = {
			limit = {
				event_target:artifact_to_be_corrupted_2 = { quality == 2 }
			}
			custom_tooltip = {
				text = CORRUPTION_QUALITY_NO_CHANGE_CT
			}
		}
		
		else_if = {
			limit = {
				event_target:artifact_to_be_corrupted_2 = { quality == 1 }
			}
			custom_tooltip = {
				text = CORRUPTION_QUALITY_MINUS_CT
				
				change_variable = { which = corruption_quality value = -1 }
			}
		}
		
		event_target:artifact_to_be_corrupted_2 = { destroy_artifact = yes }
		
		# Skip directly to the lifeforce payment
		character_event = { id = necromancy.204 days = 3 }
	}
	
	# Use a ring I'm not currently wearing
	option = {
		trigger = {
			any_artifact = {
				OR = {
					AND = {
						ROOT = { has_character_flag = corrupts_ring }
						ring_can_be_corrupted = yes
					}
					AND = {
						ROOT = { has_character_flag = corrupts_amulet }
						amulet_can_be_corrupted = yes
					}
				}
				# Must not be wearing it
				NOT = { is_artifact_equipped = yes }
			}
		}
		
		name = necromancy.201.optC
		
		character_event = { id = necromancy.202 days = 3 }
	}
	
	# I'll buy a ring on the market
	option = {
		name = necromancy.201.optD
		
		custom_tooltip = { text = CORRUPT_ARTIFACT_BUY_CT }
		
		character_event = { id = necromancy.203 days = 3 }
	}
}

# We will target up to 3 random rings not currently worn by the Necromancer
# Should they have more, and the one they want to corrupt isn't there, they will be able to get this event again
# Some may ask why this isn't a targetted decision or something like that, and they would perhaps be right
character_event = {
	id = necromancy.202
	desc = necromancy.202.d
	picture = GFX_evt_library

	is_triggered_only = yes
	
	immediate = {
		# We clear the previous flags, if any
		clear_event_target = artifact_to_be_corrupted_1
		clear_event_target = artifact_to_be_corrupted_2
		clear_event_target = artifact_to_be_corrupted_3
		clear_event_target = artifact_to_be_corrupted_final
		
		any_artifact = {
			clr_artifact_flag = artifact_counted_1
			clr_artifact_flag = artifact_counted_2
			clr_artifact_flag = artifact_counted_3
		}
		
		clr_character_flag = may_need_more_events
		
		if = {
			limit = {
				any_artifact = {
					OR = {
						AND = {
							ROOT = { has_character_flag = corrupts_ring }
							ring_can_be_corrupted = yes
						}
						AND = {
							ROOT = { has_character_flag = corrupts_amulet }
							amulet_can_be_corrupted = yes
						}
					}
					# Must NOT be wearing it
					NOT = { is_artifact_equipped = yes }
					
					count = 3
				}
			}
			
			if = {
				limit = {
					any_artifact = {
						OR = {
							AND = {
								ROOT = { has_character_flag = corrupts_ring }
								ring_can_be_corrupted = yes
							}
							AND = {
								ROOT = { has_character_flag = corrupts_amulet }
								amulet_can_be_corrupted = yes
							}
						}
						# Must NOT be wearing it
						NOT = { is_artifact_equipped = yes }
						
						count = 4
					}
				}
				
				set_character_flag = may_need_more_events
			}
			
			random_artifact = {
				limit = {
					OR = {
						AND = {
							ROOT = { has_character_flag = corrupts_ring }
							ring_can_be_corrupted = yes
						}
						AND = {
							ROOT = { has_character_flag = corrupts_amulet }
							amulet_can_be_corrupted = yes
						}
					}
					# Must NOT be wearing it
					NOT = { is_artifact_equipped = yes }
					
					NOR = {
						has_artifact_flag = artifact_counted_1
						has_artifact_flag = artifact_counted_2
						has_artifact_flag = artifact_counted_3
					}
				}
				
				set_artifact_flag = artifact_counted_1
				save_event_target_as = artifact_to_be_corrupted_1
			}
			
			random_artifact = {
				limit = {
					OR = {
						AND = {
							ROOT = { has_character_flag = corrupts_ring }
							ring_can_be_corrupted = yes
						}
						AND = {
							ROOT = { has_character_flag = corrupts_amulet }
							amulet_can_be_corrupted = yes
						}
					}
					# Must NOT be wearing it
					NOT = { is_artifact_equipped = yes }
					
					NOR = {
						has_artifact_flag = artifact_counted_1
						has_artifact_flag = artifact_counted_2
						has_artifact_flag = artifact_counted_3
					}
				}
				
				set_artifact_flag = artifact_counted_2
				save_event_target_as = artifact_to_be_corrupted_2
			}
			
			random_artifact = {
				limit = {
					OR = {
						AND = {
							ROOT = { has_character_flag = corrupts_ring }
							ring_can_be_corrupted = yes
						}
						AND = {
							ROOT = { has_character_flag = corrupts_amulet }
							amulet_can_be_corrupted = yes
						}
					}
					# Must NOT be wearing it
					NOT = { is_artifact_equipped = yes }
					
					NOR = {
						has_artifact_flag = artifact_counted_1
						has_artifact_flag = artifact_counted_2
						has_artifact_flag = artifact_counted_3
					}
				}
				
				set_artifact_flag = artifact_counted_3
				save_event_target_as = artifact_to_be_corrupted_3
			}
		}
	
		else_if = {
			limit = {
				any_artifact = {
					OR = {
						AND = {
							ROOT = { has_character_flag = corrupts_ring }
							ring_can_be_corrupted = yes
						}
						AND = {
							ROOT = { has_character_flag = corrupts_amulet }
							amulet_can_be_corrupted = yes
						}
					}
					# Must NOT be wearing it
					NOT = { is_artifact_equipped = yes }
					
					count = 2
				}
			}
			
			random_artifact = {
				limit = {
					OR = {
						AND = {
							ROOT = { has_character_flag = corrupts_ring }
							ring_can_be_corrupted = yes
						}
						AND = {
							ROOT = { has_character_flag = corrupts_amulet }
							amulet_can_be_corrupted = yes
						}
					}
					# Must NOT be wearing it
					NOT = { is_artifact_equipped = yes }
					
					NOR = {
						has_artifact_flag = artifact_counted_1
						has_artifact_flag = artifact_counted_2
					}
				}
				
				set_artifact_flag = artifact_counted_1
				save_event_target_as = artifact_to_be_corrupted_1
			}
			
			random_artifact = {
				limit = {
					OR = {
						AND = {
							ROOT = { has_character_flag = corrupts_ring }
							ring_can_be_corrupted = yes
						}
						AND = {
							ROOT = { has_character_flag = corrupts_amulet }
							amulet_can_be_corrupted = yes
						}
					}
					# Must NOT be wearing it
					NOT = { is_artifact_equipped = yes }
					
					NOR = {
						has_artifact_flag = artifact_counted_1
						has_artifact_flag = artifact_counted_2
					}
				}
				
				set_artifact_flag = artifact_counted_2
				save_event_target_as = artifact_to_be_corrupted_2
			}
		}
		
		# 1 ring
		else_if = {
			limit = {
				any_artifact = {
					OR = {
						AND = {
							ROOT = { has_character_flag = corrupts_ring }
							ring_can_be_corrupted = yes
						}
						AND = {
							ROOT = { has_character_flag = corrupts_amulet }
							amulet_can_be_corrupted = yes
						}
					}
					# Must NOT be wearing it
					NOT = { is_artifact_equipped = yes }
					
					count = 1
				}
			}
			
			random_artifact = {
				limit = {
					OR = {
						AND = {
							ROOT = { has_character_flag = corrupts_ring }
							ring_can_be_corrupted = yes
						}
						AND = {
							ROOT = { has_character_flag = corrupts_amulet }
							amulet_can_be_corrupted = yes
						}
					}
					# Must NOT be wearing it
					NOT = { is_artifact_equipped = yes }
					
					NOR = {
						has_artifact_flag = artifact_counted_1
					}
				}
				
				set_artifact_flag = artifact_counted_1
				save_event_target_as = artifact_to_be_corrupted_1
			}
		}
	}
	
	option = {
		name = necromancy.202.optA

		# Let's destroy the artifact and change the corruption result with its quality
		if = {
			limit = {
				event_target:artifact_to_be_corrupted_1 = { quality == 4 }
			}
			custom_tooltip = {
				text = CORRUPTION_QUALITY_PLUS_PLUS_CT
				
				change_variable = { which = corruption_quality value = 2 }
			}
		}
		
		else_if = {
			limit = {
				event_target:artifact_to_be_corrupted_1 = { quality == 3 }
			}
			custom_tooltip = {
				text = CORRUPTION_QUALITY_PLUS_CT
				
				change_variable = { which = corruption_quality value = 1 }
			}
		}
		
		else_if = {
			limit = {
				event_target:artifact_to_be_corrupted_1 = { quality == 2 }
			}
			custom_tooltip = {
				text = CORRUPTION_QUALITY_NO_CHANGE_CT
			}
		}
		
		else_if = {
			limit = {
				event_target:artifact_to_be_corrupted_1 = { quality == 1 }
			}
			custom_tooltip = {
				text = CORRUPTION_QUALITY_MINUS_CT
				
				change_variable = { which = corruption_quality value = -1 }
			}
		}
		
		event_target:artifact_to_be_corrupted_1 = { destroy_artifact = yes }
		
		# Skip directly to the lifeforce payment
		character_event = { id = necromancy.204 days = 3 }
		
		hidden_tooltip = {
			clear_event_target = artifact_to_be_corrupted_1
			clear_event_target = artifact_to_be_corrupted_2
			clear_event_target = artifact_to_be_corrupted_3
			clear_event_target = artifact_to_be_corrupted_final
			
			any_artifact = {
				clr_artifact_flag = artifact_counted_1
				clr_artifact_flag = artifact_counted_2
				clr_artifact_flag = artifact_counted_3
			}
			
			clr_character_flag = may_need_more_events
		}
	}
	
	# Use 2nd ring
	option = {
		trigger = {
			event_target:artifact_to_be_corrupted_2 = { always = yes }
		}
		
		name = necromancy.202.optB
		
		# Let's destroy the artifact and change the corruption result with its quality
		if = {
			limit = {
				event_target:artifact_to_be_corrupted_2 = { quality == 4 }
			}
			custom_tooltip = {
				text = CORRUPTION_QUALITY_PLUS_PLUS_CT
				
				change_variable = { which = corruption_quality value = 2 }
			}
		}
		
		else_if = {
			limit = {
				event_target:artifact_to_be_corrupted_2 = { quality == 3 }
			}
			custom_tooltip = {
				text = CORRUPTION_QUALITY_PLUS_CT
				
				change_variable = { which = corruption_quality value = 1 }
			}
		}
		
		else_if = {
			limit = {
				event_target:artifact_to_be_corrupted_2 = { quality == 2 }
			}
			custom_tooltip = {
				text = CORRUPTION_QUALITY_NO_CHANGE_CT
			}
		}
		
		else_if = {
			limit = {
				event_target:artifact_to_be_corrupted_2 = { quality == 1 }
			}
			custom_tooltip = {
				text = CORRUPTION_QUALITY_MINUS_CT
				
				change_variable = { which = corruption_quality value = -1 }
			}
		}
		
		event_target:artifact_to_be_corrupted_2 = { destroy_artifact = yes }
		
		# Skip directly to the lifeforce payment
		character_event = { id = necromancy.204 days = 3 }
		
		hidden_tooltip = {
			clear_event_target = artifact_to_be_corrupted_1
			clear_event_target = artifact_to_be_corrupted_2
			clear_event_target = artifact_to_be_corrupted_3
			clear_event_target = artifact_to_be_corrupted_final
			
			any_artifact = {
				clr_artifact_flag = artifact_counted_1
				clr_artifact_flag = artifact_counted_2
				clr_artifact_flag = artifact_counted_3
			}
			
			clr_character_flag = may_need_more_events
		}
	}
	
	# Use 3rd ring
	option = {
		trigger = {
			event_target:artifact_to_be_corrupted_3 = { always = yes }
		}
		
		name = necromancy.202.optC
		
		# Let's destroy the artifact and change the corruption result with its quality
		if = {
			limit = {
				event_target:artifact_to_be_corrupted_3 = { quality == 4 }
			}
			custom_tooltip = {
				text = CORRUPTION_QUALITY_PLUS_PLUS_CT
				
				change_variable = { which = corruption_quality value = 2 }
			}
		}
		
		else_if = {
			limit = {
				event_target:artifact_to_be_corrupted_3 = { quality == 3 }
			}
			custom_tooltip = {
				text = CORRUPTION_QUALITY_PLUS_CT
				
				change_variable = { which = corruption_quality value = 1 }
			}
		}
		
		else_if = {
			limit = {
				event_target:artifact_to_be_corrupted_3 = { quality == 2 }
			}
			custom_tooltip = {
				text = CORRUPTION_QUALITY_NO_CHANGE_CT
			}
		}
		
		else_if = {
			limit = {
				event_target:artifact_to_be_corrupted_3 = { quality == 1 }
			}
			custom_tooltip = {
				text = CORRUPTION_QUALITY_MINUS_CT
				
				change_variable = { which = corruption_quality value = -1 }
			}
		}
		
		event_target:artifact_to_be_corrupted_3 = { destroy_artifact = yes }
		
		# Skip directly to the lifeforce payment
		character_event = { id = necromancy.204 days = 3 }
		
		hidden_tooltip = {
			clear_event_target = artifact_to_be_corrupted_1
			clear_event_target = artifact_to_be_corrupted_2
			clear_event_target = artifact_to_be_corrupted_3
			clear_event_target = artifact_to_be_corrupted_final
			
			any_artifact = {
				clr_artifact_flag = artifact_counted_1
				clr_artifact_flag = artifact_counted_2
				clr_artifact_flag = artifact_counted_3
			}
			
			clr_character_flag = may_need_more_events
		}
	}
	
	# Redo it plox
	option = {
		trigger = { has_character_flag = may_need_more_events }
		
		name = necromancy.202.optD
		
		custom_tooltip = { text = CORRUPT_ARTIFACT_REROLL_CT }
		character_event = { id = necromancy.202 days = 2 }
	}
}

# Get a ring from a local market
character_event = {
	id = necromancy.203
	desc = necromancy.203.d
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	option = {
		name = necromancy.203.optA
		
		scaled_wealth = { value = -0.25 min = -5  max = -50}

		custom_tooltip = {
			text = CORRUPTION_QUALITY_MINUS_CT
			
			change_variable = { which = corruption_quality value = -1 }
		}
		
		ai_chance = {
			factor = 20
			modifier = {
				factor = 2
				trait = greedy
			}
		}
	}
	
	option = {
		name = necromancy.203.optB
		
		scaled_wealth = { value = -0.5 min = -20  max = -200}

		custom_tooltip = {
			text = CORRUPTION_QUALITY_NO_CHANGE_CT
		}
		
		ai_chance = {
			factor = 70
			modifier = {
				factor = 0
				NOT = { scaled_wealth = { value = -0.5 min = -20  max = -200 } }
			}
		}
	}
	
	option = {
		name = necromancy.203.optC
		
		scaled_wealth = { value = -1 min = -50  max = -500}

		custom_tooltip = {
			text = CORRUPTION_QUALITY_PLUS_CT
			
			change_variable = { which = corruption_quality value = 1 }
		}
		
		ai_chance = {
			factor = 10
			modifier = {
				factor = 0
				NOT = { scaled_wealth = { value = -1 min = -50  max = -500 } }
			}
		}
	}
	
	after = {
		character_event = { id = necromancy.204 days = 3 }
	}
}

# Phew, quality with sacrifice of artifact = DONE
# Now let's do the lifeforce payment. Should be easier right? Please be easier
character_event = {
	id = necromancy.204
	desc = necromancy.204.d
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	# A minor tribute
	option = {
		name = necromancy.204.optA
		
		add_character_modifier = {
			name = corruption_ritual_health_tribute_minor
			years = 2
		}
		
		custom_tooltip = {
			text = CORRUPTION_QUALITY_MINUS_CT
			
			change_variable = { which = corruption_quality value = -1 }
		}
		
		ai_chance = {
			factor = 50
			modifier = {
				factor = 2
				trait = craven
			}
		}
	}
	
	# As much as required
	option = {
		name = necromancy.204.optB
		
		add_character_modifier = {
			name = corruption_ritual_health_tribute_medium
			years = 2
		}
		
		custom_tooltip = {
			text = CORRUPTION_QUALITY_NO_CHANGE_CT
		}
		
		ai_chance = {
			factor = 45
		}
	}
	
	# I would trade my life if needed!
	option = {
		name = necromancy.204.optC
		
		add_character_modifier = {
			name = corruption_ritual_health_tribute_major
			years = 2
		}
		
		health = -0.5
		
		custom_tooltip = {
			text = CORRUPTION_QUALITY_PLUS_CT
			
			change_variable = { which = corruption_quality value = 1 }
		}
		
		ai_chance = {
			factor = 5
			modifier = {
				factor = 2
				is_batshit_crazy = yes
			}
		}
	}
	
	after = {
		hidden_tooltip = {
			random_list = {
				33 = { character_event = { id = necromancy.205 days = 7 } }
				33 = { character_event = { id = necromancy.206 days = 7 } }
				33 = { character_event = { id = necromancy.210 days = 7 } }
			}
		}
	}
}

# That was easy
# Now, random events which can influence the quality of the resulting artifact
# Another Necromancer wishes to trade his services
character_event = {
	id = necromancy.205
	desc = necromancy.205.d
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	# Sure
	option = {
		name = necromancy.205.optA
		
		scaled_wealth = { value = -0.5 min = -20  max = -200}
		
		custom_tooltip = {
			text = CORRUPTION_QUALITY_PLUS_CT
			
			change_variable = { which = corruption_quality value = 1 }
		}
	}
	
	# Go away please
	option = {
		name = necromancy.205.optB
		
		custom_tooltip = {
			text = CORRUPTION_QUALITY_NO_CHANGE_CT
		}
	}
	
	after = {
		hidden_tooltip = {
			random_list = {
				33 = { character_event = { id = necromancy.206 days = 7 } }
				33 = { character_event = { id = necromancy.207 days = 7 } }
				33 = { character_event = { id = necromancy.210 days = 7 } }
			}
		}
	}
}

# The ritual is tainting your body and soul
character_event = {
	id = necromancy.206
	desc = necromancy.206.d
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	# Take it easy
	option = {
		name = necromancy.206.optA
		
		custom_tooltip = {
			text = CORRUPTION_QUALITY_MINUS_CT
			
			change_variable = { which = corruption_quality value = -1 }
		}
		
		ai_chance = {
			factor = 50
			modifier = {
				factor = 2
				trait = craven
			}
		}
	}
	
	# Press forward
	option = {
		name = necromancy.206.optB
		
		if = {
			limit = { NOT = { trait = stressed } }
			random = {
				chance = 50
				add_stressed = yes
			}
		}
		
		else = {
			health = -0.5
		}
		
		ai_chance = {
			factor = 45
		}
	}
	
	# Go even harder
	option = {
		name = necromancy.206.optC
		
		if = {
			limit = { NOT = { trait = stressed } }
			add_stressed = yes
		}
		
		if = {
			limit = { NOT = { trait = lunatic } }
			random = {
				chance = 25
				add_trait = lunatic
			}
		}
		
		if = {
			limit = { NOT = { trait = depressed } }
			random = {
				chance = 25
				add_depressed = yes
			}
		}
		
		if = {
			limit = { NOT = { trait = possessed } }
			random = {
				chance = 25
				add_trait = possessed
			}
		}
		
		health = -0.5
		
		custom_tooltip = {
			text = CORRUPTION_QUALITY_PLUS_CT
			
			change_variable = { which = corruption_quality value = 1 }
		}
		
		ai_chance = {
			factor = 5
			modifier = {
				factor = 2
				is_batshit_crazy = yes
			}
		}
	}
	
	after = {
		hidden_tooltip = {
			random_list = {
				33 = { character_event = { id = necromancy.207 days = 7 } }
				#33 = { character_event = { id = necromancy.208 days = 7 } }
				33 = { character_event = { id = necromancy.210 days = 7 } }
			}
		}
	}
}

# Rumors of an old ritual requiring a... Sacrifice
character_event = {
	id = necromancy.207
	desc = necromancy.207.d
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	# That won't be necessary
	option = {
		name = necromancy.207.optA
		
		custom_tooltip = {
			text = CORRUPTION_QUALITY_NO_CHANGE_CT
		}
		
		ai_chance = {
			factor = 50
			modifier = {
				factor = 2
				trait = craven
			}
		}
	}
	
	# A small sacrifice maybe...
	option = {
		name = necromancy.207.optB
		
		add_trait_wounded_effect = yes
		
		custom_tooltip = {
			text = CORRUPTION_QUALITY_PLUS_CT
			
			change_variable = { which = corruption_quality value = 1 }
		}
		
		ai_chance = {
			factor = 30
			modifier = {
				factor = 0.5
				OR = {
					has_injury_trigger = yes
					is_maimed_trigger = yes
				}
			}
		}
	}
	
	# Everything for the Dark Arts
	option = {
		name = necromancy.207.optC
		
		add_maimed_trait_effect = yes
		
		custom_tooltip = {
			text = CORRUPTION_QUALITY_PLUS_PLUS_CT
			
			change_variable = { which = corruption_quality value = 2 }
		}
		
		ai_chance = {
			factor = 20
			modifier = {
				factor = 0.1
				OR = {
					has_injury_trigger = yes
					is_maimed_trigger = yes
				}
			}
		}
	}
	
	after = {
		hidden_tooltip = {
			random_list = {
				#33 = { character_event = { id = necromancy.208 days = 7 } }
				#33 = { character_event = { id = necromancy.209 days = 7 } }
				33 = { character_event = { id = necromancy.210 days = 7 } }
			}
		}
	}
}

# The result!
character_event = {
	id = necromancy.210
	desc = necromancy.210.d
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	immediate = {
		if = {
			limit = {
				check_variable = { which = corruption_quality value <= 0 }
			}
			set_character_flag = give_no_artifact
		}
		
		else_if = {
			limit = {
				OR = {
					check_variable = { which = corruption_quality value == 1 }
					check_variable = { which = corruption_quality value == 2 }
				}
			}
			set_character_flag = give_artifact_tainted
		}
		
		else_if = {
			limit = {
				OR = {
					check_variable = { which = corruption_quality value == 3 }
					check_variable = { which = corruption_quality value == 4 }
				}
			}
			set_character_flag = give_artifact_dark
		}
		
		else_if = {
			limit = {
				OR = {
					check_variable = { which = corruption_quality value == 5 }
					check_variable = { which = corruption_quality value >= 6 }
					#check_variable = { which = corruption_quality value == 6 }
				}
			}
			set_character_flag = give_artifact_of_necromancy
		}
		
		#else_if = {
		#	limit = {
		#		check_variable = { which = corruption_quality value >= 7 }
		#	}
		#	set_character_flag = give_artifact_necromancer
		#}
	}
	
	option = {
		trigger = { has_character_flag = give_no_artifact }
		name = necromancy.210.optA
		
		prestige = -50
	}
	
	option = {
		trigger = { has_character_flag = give_artifact_tainted }
		name = necromancy.210.optB
		
		if = {
			limit = { has_character_flag = corrupts_ring }
			add_artifact = ring_tainted
		}
		
		else_if = {
			limit = { has_character_flag = corrupts_amulet }
			add_artifact = amulet_tainted
		}
	}
	
	option = {
		trigger = { has_character_flag = give_artifact_dark }
		name = necromancy.210.optC
		
		if = {
			limit = { has_character_flag = corrupts_ring }
			add_artifact = ring_dark
		}
		
		else_if = {
			limit = { has_character_flag = corrupts_amulet }
			add_artifact = amulet_dark
		}
	}
	
	option = {
		trigger = { has_character_flag = give_artifact_of_necromancy }
		name = necromancy.210.optD
		
		if = {
			limit = { has_character_flag = corrupts_ring }
			add_artifact = ring_of_necromancy
		}
		
		else_if = {
			limit = { has_character_flag = corrupts_amulet }
			add_artifact = amulet_of_necromancy
		}
	}
	
	#option = {
	#	trigger = { has_character_flag = give_artifact_necromancer }
	#	name = necromancy.210.optE
	#	
	#	if = {
	#		limit = { has_character_flag = corrupts_ring }
	#		add_artifact = ring_necromancer
	#	}
	#	
	#	else_if = {
	#		limit = { has_character_flag = corrupts_amulet }
	#		add_artifact = amulet_necromancer
	#	}
	#}
	
	after = {
		# I actually did forget about it
		clr_character_flag = is_corrupting_artifact
		# Woopsie doopsie
		clr_character_flag = give_no_artifact
		clr_character_flag = give_artifact_tainted
		clr_character_flag = give_artifact_dark
		clr_character_flag = give_artifact_of_necromancy
		clr_character_flag = corrupts_ring
		clr_character_flag = corrupts_amulet
	}
}				

### Old events DO NOT TOUCH
# The event below has been replaced by the decision and event chain!
#character_event = {
#	id = 516001
#	desc = EVTDESC5160001
#	picture = GFX_evt_library
	
#	min_age = 25
#	capable_only = yes
#	prisoner = no
	
#	trigger = {
#		in_command = no
#		OR = {
#			trait = ambitious
#			trait = cruel
#			trait = ruthless
#			trait = envious
#			trait = reckless
#			trait = impaler
#			has_character_flag = studying_necromancy
#		}
#		OR = {
#			trait = mage_1
#			trait = mage_2
#			trait = mage_3
#			trait = mage_4
#			trait = mage_5
#		}
#		NOT = { trait = kind }
#		NOT = { trait = just }
#		NOT = { religion = daedra_meridia }
#		NOT = { trait = necromancer }
#		NOT = { has_character_flag = darkevilnecromancy }
#	}
	
#	mean_time_to_happen = {
#		months = 300

#		modifier = {
#			factor = 1.2
#			trait = content
#		}
#		modifier = {
#			factor = 2
#			trait = absent_minded
#		}
#		modifier = {
#			factor = 1.4
#			trait = cynical
#		}
#		modifier = {
#			factor = 2
#			trait = zealous
#		}
#	}
	
#	option = {
#		name = EVTOPTA5160001
#		become_necromancer = yes
#		set_character_flag = darkevilnecromancy
#	}
#	option = {
#		name = EVTOPTB5160001
#		piety = 50
#		set_character_flag = darkevilnecromancy
#	}
#}

character_event = {
	id = 516002
	desc = azo_meridia_rebuke_necromancer
	picture = GFX_evt_undead


	trigger = {
		trait = necromancer
		religion = daedra_meridia
		NOT = { trait = lich }
	}

	mean_time_to_happen = {
		months = 1
	}

	option = {
		name = azo_meridia_necromancer_forgive
		piety = 1000
		lose_necromancer = yes
	}
	
	option = {
		name = azo_meridia_necromancer_reject
		custom_tooltip = { text = "Never! I will not..."	
			hidden_tooltip = {
				death = { death_reason = death_sacrificed }
			}
		}
	}
}