#namespace=LA_MORT
######################################
####### Divinite			   #######
######################################
#General ping event 
#character_event = {
#	id = LA_MORT. # RIP.30221
#	hide_window = yes
#
#	is_triggered_only = yes
#
#	immediate = {
#		FROM = {	
#			trigger_switch = {
#				on_trigger = has_character_flag
#				chess_30222	= {
#					character_event = {
#						id = LA_MORT. # RIP.30222 # Voir quelqu'un lors d'une promenade
#					}
#				}
#				chess_30223 = {
#					character_event = {
#						id = LA_MORT. # RIP.30223 # En parlant à la nonne/au moine, ils veulent du logement et de la nourriture
#						days = 5
#					}
#				}
#				chess_30224 = {
#					narrative_event = {
#						id = LA_MORT. # RIP.30224 # La mort vient pour toi
#						days = 14
#						random = 14
#					}
#				}
#				chess_30225 = {
#					character_event = {
#						id = LA_MORT. # RIP.30225 # Conséquences de l'attaque de la mort
#						days = 1
#					}
#				}
#				chess_30226 = {
#					character_event = {
#						id = LA_MORT. # RIP.30226 # Choisir des pièces d'échecs
#						days = 5
#					}
#				}
#				chess_30227 = {
#					character_event = {
#						id = LA_MORT. # RIP.30227 # Premier geste
#						days = 3
#					}
#				}
#				chess_30228 = {
#					character_event = {
#						id = LA_MORT. # RIP.30228 # Outcome of first move
#						days = 1
#					}
#				}
#				chess_30229 = {
#					character_event = {
#						id = LA_MORT. # RIP.30229 # Résultat du premier mouvement
#						days = 5
#					}
#				}
#				chess_30230 = {
#					character_event = {
#						id = LA_MORT. # RIP.30230 # Résultat de la tactique
#						days = 1
#					}
#				}
#				chess_30231 = {
#					character_event = {
#						id = LA_MORT. # RIP.30231 # Dernier mouvement
#						days = 5
#					}
#				}
#				chess_30232 = {
#					narrative_event = {
#						id = LA_MORT. # RIP.30232 # La fin
#						days = 1
#					}
#				}
#			}
#			clr_character_flag = chess_30222
#			clr_character_flag = chess_30223
#			clr_character_flag = chess_30224
#			clr_character_flag = chess_30225
#			clr_character_flag = chess_30226
#			clr_character_flag = chess_30227
#			clr_character_flag = chess_30228
#			clr_character_flag = chess_30229
#			clr_character_flag = chess_30230
#			clr_character_flag = chess_30231
#			clr_character_flag = chess_30232
#		}
#	}
#}
######################################
namespace=LA_MORT
######################################
####### Divinite			   #######
######################################
character_event = {
	id = LA_MORT.1 # RIP.30222 # Voir quelqu'un lors d'une promenade
	picture = GFX_evt_garden
	desc = EVTDESC_RIP_30222
	portrait = event_target:LaMortDivinite
	border = GFX_event_normal_frame_religion
	is_triggered_only = yes

	option = { # Discuter
		name = EVTOPTA_RIP_30222
		random = {
			chance = 20
			add_trait_gregarious_effect = yes			
		}
		random = {
			chance = 30
			remove_trait_shy_effect = yes
		}
		set_character_flag = walked_with_death
		set_character_flag = chess_30223
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.4 # RIP.30221
				}
			}
		}
	#	event_target:LaMortDivinite = {
	#		show_portrait = yes
	#	}
	}

	option = { # Je veux être seul
		name = EVTOPTB_RIP_30222
		random = {
			chance = 20
			add_trait_shy_effect = yes			
		}
		random = {
			chance = 30
			remove_trait_gregarious_effect = yes
		}
		set_character_flag = chess_30224
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.4 # RIP.30221
				}
			}
		}
	#	event_target:LaMortDivinite = {
	#		show_portrait = yes
	#	}
	}
}

character_event = {
	id = LA_MORT.2 # RIP.30223 # En parlant à la nonne/au moine, ils veulent du logement et de la nourriture
	picture = GFX_evt_wise_woman
	border = GFX_event_normal_frame_religion
	desc = {
		trigger = { 
			religion = FROM 
			FROM = { is_female = yes }
		}
		text = EVTDESC_RIP_30223_A
		picture = GFX_evt_wise_woman
	}
	desc = {
		trigger = { 
			religion = FROM 
			FROM = {
				is_female = no
			}
		}
		text = EVTDESC_RIP_30223_B
		picture = GFX_evt_monk
	}
	desc = {
		trigger = { 
			NOT = {
				religion = FROM
			}
			FROM = {
				is_female = yes
			}
		}
		text = EVTDESC_RIP_30223_C
		picture = GFX_evt_wise_woman
	}
	desc = {
		trigger = { 
			NOT = {
				religion = FROM
			}
			FROM = {
				is_female = no
			}
		}
		text = EVTDESC_RIP_30223_D
		picture = GFX_evt_monk
	}
	portrait = event_target:LaMortDivinite
	is_triggered_only = yes

	option = { # Viens avec moi
		name = EVTOPTA_RIP_30223
		custom_tooltip = {
			text = EVTOPTA_RIP_30223_TOOLTIP
		}

		if = {
			limit = {
				NOT = {
					religion_group = christian
				}
			}
			remove_trait_zealous_effect = yes
			add_trait = sympathy_christendom
		}

		set_character_flag = invited_death
		set_character_flag = chess_30224
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.4 # RIP.30221
				}
			}
		}
	#	event_target:LaMortDivinite = {
	#		show_portrait = yes
	#	}
	}

	option = { # J'ai de l'argent, je dors à l'auberge
		name = EVTOPTB_RIP_30223
		custom_tooltip = {
			text = EVTOPTB_RIP_30223_TOOLTIP
		}

		scaled_wealth = {
			value = -0.1
			min = -15
		}

		set_character_flag = gave_death_money
		set_character_flag = chess_30224
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.4 # RIP.30221
				}
			}
		}
	#	event_target:LaMortDivinite = {
	#		show_portrait = yes
	#	}
	}
 
	option = { # S'en aller!
		name = {
			trigger = {
				religion_group = christian
			}
			text = EVTOPTC_RIP_30223_A
		}
		name = {
			trigger = {
				NOT = {
					religion_group = christian
				}
			}
			text = EVTOPTC_RIP_30223_B
		}

		custom_tooltip = {
			text = EVTOPTC_RIP_30223_TOOLTIP
		}

		if = {
			limit = {
				religion_group = christian
			}

			piety = -50

			random = {
				chance = 50
				remove_trait_zealous_effect = yes
			}
		}

		if = {
			limit = {
				NOT = {
					trait = charitable
				}
			}
			random = {
				chance = 50
				add_trait_greedy_effect = yes
			}
		}
		random = {
			chance = 50
			remove_trait_charitable_effect = yes
		}	

		set_character_flag = chess_30224
		hidden_tooltip = {
			FROM = {
				haracter_event = {
					id = LA_MORT.4 # RIP.30221
				}
			}
		}
	#	event_target:LaMortDivinite = {
	#		show_portrait = yes
	#	}
	}
}

character_event = {
	id = LA_MORT.3 # JE SUIS LA MORT!!!
	picture = GFX_evt_garden
	desc = EVTDESC_RIP_LA_MORT
	portrait = event_target:LaMortDivinite
	border = GFX_event_normal_frame_religion
	hide_from = yes
	hide_new = yes
	is_triggered_only = yes

	option = { # Discuter
		name = EVTOPTA_RIP_LA_MORT

		hidden_tooltip = {
			FROM = {
				character_event = {
					id =  LA_MORT.4 # RIP.30221
				}
			}
		}
	#	event_target:LaMortDivinite = {
	#		show_portrait = yes
	#	}
	}
}

narrative_event = {
	id = LA_MORT.4 # RIP.30224 # La mort vient pour toi
	title = EVTNAME_RIP_30224
	portrait = event_target:LaMortDivinite
	border = GFX_event_narrative_frame_intrigue
	picture = GFX_evt_shadow

	desc = {
		trigger = {
			has_character_flag = invited_death
		}
		text = EVTDESC_RIP_30224_A
	}
	desc = {
		trigger = { 
			NOT = {
				has_character_flag = invited_death
			}
			has_character_flag = walked_with_death
		}
		text = EVTDESC_RIP_30224_B
	}
	desc = {
		trigger = { 
			NOR = {
				has_character_flag = invited_death
				has_character_flag = walked_with_death
			}
		}
		text = EVTDESC_RIP_30224_C
	}

	is_triggered_only = yes

	immediate = {
		FROM = { 
			remove_trait = fatigue 
			remove_trait = on_pilgrimage
			remove_trait = nun
			remove_trait = monk
		}
		if = { 
			limit = {
				OR = {
					trait = seducer
					trait = seductress
				}
				same_sex = FROM
			}
			FROM = {
				add_trait = homosexual # To "enable" seduction
			}
		}
	}

	option = { # Joue aux échecs avec moi !
		name = EVTOPTA_RIP_30224
		custom_tooltip = {
			text = EVTOPTA_RIP_30224_TOOLTIP
		}

		set_character_flag = chess_30226
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.6 # RIP.30221
				}
			}
		}
	}

	option = { # Fais de ton pire !
		name = EVTOPTB_RIP_30224
		custom_tooltip = {
			text = EVTOPTB_RIP_30224_TOOLTIP
		}

		random_list = {
			#You die
			80 = {	
				death = {
					death_reason = death_mort
					killer = event_target:LaMortDivinite
				}
			}
			#You survive
			20 = {
				modifier = {
					factor = 0
					trait = wounded
					trait = mangled
					trait = one_eyed
					trait = one_handed
				}
				custom_tooltip = {
					text = EVTOPTB_RIP_30224_TOOLTIP_SURVIVE
				}
				set_character_flag = chess_30225
				hidden_tooltip = {
					FROM = {
						character_event = {
							id = LA_MORT.5 # RIP.30221
						}
					}
				}
			}
		}
		clr_character_flag = walked_with_death
		clr_character_flag = invited_death
		clr_character_flag = gave_death_money
	}
}

character_event = {
	id = LA_MORT.5 # RIP.30225 # Tu as survécu mais tu as été blessé
	picture = GFX_evt_bloody_tools
	desc = EVTDESC_RIP_30225
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	immediate = {
		random_list = {
			25 = {
				modifier = {
					factor = 0
					trait = wounded
				}
				set_character_flag = give_wounded
			}
			25 = {
				modifier = {
					factor = 0
					trait = mangled
				}
				set_character_flag = give_mangled
			}
			25 = {
				modifier = {
					factor = 0
					trait = one_eyed
				}
				set_character_flag = give_one_eyed
			}
			25 = {
				modifier = {
					factor = 0
					trait = one_handed
				}
				set_character_flag = give_one_handed
			}
		}
	}

	option = {
		name = EVTOPTB_RIP_30225

		trigger_switch = {
			on_trigger = has_character_flag
			give_wounded	= {
				add_trait_wounded_effect = yes
			}
			give_mangled	= {
				mangle_effect = yes
			}
			give_one_eyed	= {
				add_trait_one_eyed_effect = yes
			}
			give_one_handed	= {
				add_trait_one_handed_effect = yes
			}
		}

		clr_character_flag = give_wounded
		clr_character_flag = give_mangled
		clr_character_flag = give_one_eyed
		clr_character_flag = give_one_handed
		
		hidden_tooltip = {
			FROM = {
				event_target:LaMortDivinite = {
					character_event = {
						id = LA_MORT.14
	#					days = 1
					}
				}
			}
		}
		
		clr_character_flag = LA_MORT_FLAG
	}
}

character_event = {
	id = LA_MORT.6 # RIP.30226 # Les échecs commencent, choisissez une pièce
	picture = GFX_evt_bad_news
	desc = EVTDESC_RIP_30226
	border = GFX_event_normal_frame_intrigue

	is_triggered_only = yes

	immediate = {
		set_variable = {
			which = chess_score value = 0
		}
		if = {
			limit = { 
				OR = {
					has_character_flag = invited_death 
					has_character_flag = gave_death_money
				}
			}
			change_variable = {
				which = chess_score value = 1
			}
			clr_character_flag = invited_death
			clr_character_flag = gave_death_money
		}
		clr_character_flag = walked_with_death
	}

	#White
	option = {
		name = EVTOPTA_RIP_30226
		custom_tooltip = {
			text = EVTOPTA_RIP_30226_TOOLTIP
		}

		set_character_flag = picked_white

		set_character_flag = chess_30227
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.7 # RIP.30221
				}
			}
		}
	} 
	
	#Black
	option = {
		name = EVTOPTB_RIP_30226
		custom_tooltip = {
			text = EVTOPTB_RIP_30226_TOOLTIP
		}

		hidden_tooltip = {
			change_variable = {
				which = chess_score value = 1
			}
		}
		set_character_flag = picked_black

		set_character_flag = chess_30227
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.7 # RIP.30221
				}
			}
		}
	}
}

character_event = {
	id = LA_MORT.7 # RIP.30227 # Premier geste
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_intrigue

	desc = {
		trigger = { has_character_flag = picked_black }
		text = EVTDESC_RIP_30226_BLACK	
	}
	desc = {
		trigger = { has_character_flag = picked_white }
		text = EVTDESC_RIP_30226_WHITE	
	}

	is_triggered_only = yes

	#Play it safe
	option = {
		name = EVTOPTA_RIP_30227

		random_list = {
			25 = {
				custom_tooltip = {
					text = CHESS_GOOD_MOVE
				}
				hidden_tooltip = {
					change_variable = {
						which = chess_score value = 1
					}
				}
				set_character_flag = good_move
			}
			55 = {
				custom_tooltip = {
					text = CHESS_NEUTRAL_MOVE
				}
				set_character_flag = neutral_move
			}
			20 = {
				custom_tooltip = {
					text = CHESS_BAD_MOVE
				}
				hidden_tooltip = {
					change_variable = {
						which = chess_score value = -1
					}
				}
				set_character_flag = bad_move
			}
		}

		set_character_flag = chess_30228
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.8 # RIP.30221
				}
			}
		}
	}

	#Play it risky
	option = {
		name = EVTOPTB_RIP_30227

		random_list = {
			20 = {
				custom_tooltip = { text = CHESS_GREAT_MOVE }
				set_character_flag = great_move
				hidden_tooltip = { change_variable = { which = chess_score value = 2 } }
			}
			40 = {
				custom_tooltip = { text = CHESS_GOOD_MOVE }
				set_character_flag = good_move
				hidden_tooltip = { change_variable = { which = chess_score value = 1 } }
			}
			40 = {
				custom_tooltip = { text = CHESS_TERRIBLE_MOVE }
				set_character_flag = bad_move
				hidden_tooltip = { change_variable = { which = chess_score value = -2 } }
			}	
		}

		set_character_flag = chess_30228
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.8 # RIP.30221
				}
			}
		}
	}

	option = { # Trompeuse
		trigger = { 
			trait = deceitful 
			NOT = { trait = schemer }
			NOT = {
				AND = {
					trait = strategist
					is_smart_trigger = yes
				}
			}
		}
		name = EVTOPTC_RIP_30227
		tooltip_info = deceitful

		custom_tooltip = { text = CHESS_GOOD_MOVE_100 }
		set_character_flag = good_move
		hidden_tooltip = { change_variable = { which = chess_score value = 1 } }

		set_character_flag = chess_30228
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.8 # RIP.30221
				}
			}
		}
	}

	option = { # Maître intrigant
		trigger = { trait = schemer }
		name = EVTOPTC_RIP_30227
		tooltip_info = schemer

		custom_tooltip = { text = CHESS_GOOD_MOVE_100 }
		set_character_flag = good_move
		hidden_tooltip = { change_variable = { which = chess_score value = 1 } }

		set_character_flag = chess_30228
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.8 # RIP.30221
				}
			}
		}
	}

	option = { # Option pour les joueurs
		trigger = { trait = gamer }
		name = EVTOPTD_RIP_30227
		tooltip_info = gamer

		custom_tooltip = { text = CHESS_GREAT_MOVE_100 }
		set_character_flag = great_move
		hidden_tooltip = { change_variable = { which = chess_score value = 2 } }

		set_character_flag = chess_30228
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.8 # RIP.30221
				}
			}
		}
	}

	option = { # Option Stratège
		trigger = { 
			trait = strategist 
		}
		name = EVTOPTD_RIP_30227
		tooltip_info = strategist

		custom_tooltip = { text = CHESS_GOOD_MOVE_100 }
		set_character_flag = good_move
		hidden_tooltip = { change_variable = { which = chess_score value = 1 } }

		set_character_flag = chess_30228
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.8 # RIP.30221
				}
			}
		}
	}

	option = { # Option Génie
		trigger = {
			trait = genius
			NOT = { trait = gamer }
		}
		name = EVTOPTE_RIP_30227
		tooltip_info = genius


		custom_tooltip = { text = CHESS_GREAT_MOVE_100 }
		set_character_flag = great_move
		hidden_tooltip = { change_variable = { which = chess_score value = 2 } }


		set_character_flag = chess_30228
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.8 # RIP.30221
				}
			}
		}
	}

	option = { # Rapide
		trigger = {
			trait = quick
			NOT = { trait = gamer }
		}
		name = EVTOPTE_RIP_30227
		tooltip_info = quick

		custom_tooltip = { text = CHESS_GOOD_MOVE_100 }
		set_character_flag = good_move
		hidden_tooltip = { change_variable = { which = chess_score value = 1 } }

		set_character_flag = chess_30228
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.8 # RIP.30221
				}
			}
		}
	}

	option = { # Astucieux
		trigger = {
			trait = shrewd
			NOT = { trait = gamer }
		}
		name = EVTOPTE_RIP_30227
		tooltip_info = shrewd

		custom_tooltip = { text = CHESS_GOOD_MOVE_100 }
		set_character_flag = good_move
		hidden_tooltip = { change_variable = { which = chess_score value = 1 } }

		set_character_flag = chess_30228
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.8 # RIP.30221
				}
			}
		}
	}
}

character_event = {
	id = LA_MORT.8 # RIP.30228 # La mort réagit à votre mouvement
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_intrigue

	desc = {
		trigger = {
			has_character_flag = great_move
		}
		text = EVTDESC_RIP_30228_GREAT
	}
	desc = {
		trigger = {
			as_character_flag = good_move
		}
		text = EVTDESC_RIP_30228_GOOD
	}
	desc = {
		trigger = {
			has_character_flag = neutral_move
		}
		text = EVTDESC_RIP_30228_NEUTRAL
	}
	desc = {
		trigger = {
			has_character_flag = bad_move
		}
		text = EVTDESC_RIP_30228_BAD
	}

	is_triggered_only = yes

	option = {
		name = {
			trigger = { 
				OR = {
					has_character_flag = great_move 
					has_character_flag = good_move
				}
			}
			text = EVTOPTA_RIP_30228_A
		}
		name = {
			trigger = { 
				OR = {
					has_character_flag = bad_move 
					has_character_flag = neutral_move
				}
			}
			text = EVTOPTA_RIP_30228_B
		}
		
		custom_tooltip = {
			text = EVTOPTA_RIP_30228_TOOLTIP
		}
		clr_character_flag = great_move
		clr_character_flag = good_move
		clr_character_flag = neutral_move
		clr_character_flag = bad_move
		
		set_character_flag = chess_30229
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.9 # RIP.30221
				}
			}
		}
	}
}

character_event = {
	id = LA_MORT.9 # RIP.30229 # Une autre tactique
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_intrigue

	desc = {
		trigger = { check_variable = { which = chess_score value = 3 } }
		text = EVTDESC_RIP_30229_GOOD
	}
	desc = {
		trigger = { 
			NOT = { check_variable = { which = chess_score value = 3 } }
			check_variable = { which = chess_score value = 1 } 
		}
		text = EVTDESC_RIP_30229_NEUTRAL
	}
	desc = {
		trigger = { NOT = { check_variable = { which = chess_score value = 1 } } }
		text = EVTDESC_RIP_30229_BAD
	}

	is_triggered_only = yes

	#Drinking competition 1
	option = {
		trigger = { trait = drunkard }
		tooltip_info = drunkard
		name = EVTOPTA_RIP_30229
		custom_tooltip = { text = EVTOPTA_RIP_30229_TOOLTIP }

		set_character_flag = chess_drinking_competition
		hidden_tooltip = { change_variable = { which = chess_score value = 2 } }

		set_character_flag = chess_30230
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.10 #RIP.30221
				}
			}
		}
	}

	option = { # Drinking competition 2
		trigger = { trait = hedonist }
		tooltip_info = hedonist
		name = EVTOPTA_RIP_30229
		custom_tooltip = { text = EVTOPTA_RIP_30229_TOOLTIP }

		set_character_flag = chess_drinking_competition
		hidden_tooltip = { change_variable = { which = chess_score value = 2 } }

		set_character_flag = chess_30230
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.10 #RIP.30221
				}
			}
		}
	}

	#Seduce (as man)
	option = {
		trigger = { 
			trait = seducer 
		}
		tooltip_info = seducer
		name = EVTOPTB_RIP_30229
		custom_tooltip = { text = EVTOPTB_RIP_30229_TOOLTIP }

		set_character_flag = chess_seduction
		hidden_tooltip = { change_variable = { which = chess_score value = 2 } }

		set_character_flag = chess_30230
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.10 # RIP.30221
				}
			}
		}
	}

	#Seduce (as woman)
	option = { 
		trigger = { 
			trait = seductress 
		}
		tooltip_info = seductress
		name = EVTOPTB_RIP_30229
		custom_tooltip = { text = EVTOPTB_RIP_30229_TOOLTIP }

		set_character_flag = chess_seduction
		hidden_tooltip = { change_variable = { which = chess_score value = 2 } }

		set_character_flag = chess_30230
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.10 # RIP.30221
				}
			}
		}
	}

	#Intimidate
	option = {
		trigger = {
			trait = impaler
		}
		tooltip_info = impaler
		name = EVTOPTC_RIP_30229
		custom_tooltip = {
			text = EVTOPTC_RIP_30229_TOOLTIP
		}

		set_character_flag = chess_intimidation
		hidden_tooltip = {
			change_variable = {
				which = chess_score
				value = 2
			}
		}

		set_character_flag = chess_30230
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.10 # RIP.30221
				}
			}
		}
	}

	#Brag about past victories
	option = {
		trigger = {
			trait = gamer
		}
		tooltip_info = gamer
		name = EVTOPTF_RIP_30229
		custom_tooltip = {
			text = EVTOPTF_RIP_30229_TOOLTIP
		}

		set_character_flag = chess_brag
		hidden_tooltip = {
			change_variable = {
				which = chess_score
				value = 1
			}
		}

		set_character_flag = chess_30230
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.10 # RIP.30221
				}
			}
		}
	}

	#Knock wine
	option = {
		name = EVTOPTD_RIP_30229
		custom_tooltip = {
			text = EVTOPTD_RIP_30229_TOOLTIP
		}

		random_list = {
			67 = {
				custom_tooltip = {
					text = CHESS_GOOD_TRICK
				}
				set_character_flag = good_trick
				hidden_tooltip = {
					change_variable = {
						which = chess_score
						value = 1
					}
				}
			}
			33 = {
				custom_tooltip = {
					text = CHESS_BAD_TRICK
				}
				set_character_flag = bad_trick
			}
		}
		set_character_flag = chess_30230
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.10 # RIP.30221
				}
			}
		}
	}

	#Focus on the game, skips next event
	option = {
		name = EVTOPTE_RIP_30229

		random_list = {
			25 = {
				custom_tooltip = {
					text = CHESS_GOOD_MOVE
				}
				hidden_tooltip = {
					change_variable = {
						which = chess_score
						value = 1
					}
				}
			}
			75 = {
				custom_tooltip = {
					text = CHESS_NEUTRAL_MOVE
				}
			}
		}

		set_character_flag = chess_30231
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.10 # RIP.30221
				}
			}
		}
	}
}

#Another tactic reaction
character_event = {
	id = LA_MORT.10 # RIP.30230
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_intrigue

	desc = {
		trigger = {
			has_character_flag = chess_drinking_competition
		}
		text = EVTDESC_RIP_30230_DRINKING
		picture = GFX_evt_drunk
	}
	desc = {
		trigger = {
			has_character_flag = chess_seduction
		}
		text = EVTDESC_RIP_30230_SEDUCTION
		picture = GFX_evt_lovers
	}
	desc = {
		trigger = {
			has_character_flag = chess_intimidation
		}
		text = EVTDESC_RIP_30230_INTIMIDATION
		picture = GFX_evt_impalement
	}
	desc = {
		trigger = {
			has_character_flag = chess_brag
		}
		text = EVTDESC_RIP_30230_BRAG
		picture = GFX_evt_courtiers_talking
	}
	desc = {
		trigger = {
			has_character_flag = good_trick
		}
		text = EVTDESC_RIP_30230_GOOD_TRICK
		picture = GFX_evt_drunk
	}
	desc = {
		trigger = {
			has_character_flag = bad_trick
		}
		text = EVTDESC_RIP_30230_BAD_TRICK
		picture = GFX_evt_drunk
	}

	is_triggered_only = yes

	option = {
		trigger = {
			NOT = {
				has_character_flag = bad_trick
			}
		}
		name = EVTOPTA_RIP_30230
		custom_tooltip = {
			text = EVTOPTA_RIP_30228_TOOLTIP
		}

		clr_character_flag = chess_drinking_competition
		clr_character_flag = chess_seduction
		clr_character_flag = chess_intimidation
		clr_character_flag = chess_brag
		clr_character_flag = good_trick

		#Randomness
		hidden_tooltip = {
			random_list = {
				50 = { change_variable = {
					which = chess_score
					value = -1
					}
				}
			}
		}

		set_character_flag = chess_30231
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.11 # RIP.30221
				}
			}
		}
	}

	option = {
		trigger = { has_character_flag = bad_trick } 
		name = EVTOPTB_RIP_30230
		custom_tooltip = {
			text = EVTOPTB_RIP_30230_TOOLTIP
		}

		clr_character_flag = bad_trick

		death = {
			death_reason = death_mort
			killer = event_target:LaMortDivinite
		}
	}
}

#Last move
character_event = {
	id = LA_MORT.11 # RIP.30231
	picture = GFX_evt_court_physician
	border = GFX_event_normal_frame_intrigue

	desc = {
		trigger = {
			check_variable = {
				which = chess_score
				value = 5
			}
		}
		text = EVTDESC_RIP_30231_GOOD
	}
	desc = {
		trigger = { 
			NOT = {
				check_variable = {
					which = chess_score
					value = 5
				}
			}
			check_variable = {
				which = chess_score
				value = 4
			} 
		}
		text = EVTDESC_RIP_30231_NEUTRAL
	}
	desc = {
		trigger = {
			NOT = {
				check_variable = {
					which = chess_score
					value = 4
				}
			}
		}
		text = EVTDESC_RIP_30231_BAD
	}

	is_triggered_only = yes

	immediate = {
		hidden_tooltip = {
			random_spouse = {
				limit = {
					is_alive = yes
					ai = yes
					liege = {
						character = ROOT
					}
				}
				save_event_target_as = chess_sacrifice
			}
			random_friend = {
				limit = {
					is_alive = yes
					ai = yes
					liege = {
						character = ROOT
					}
				}
				save_event_target_as = chess_sacrifice
			}
			random_lover = {
				limit = {
					is_alive = yes
					ai = yes
					liege = {
						character = ROOT
					}
				}
				save_event_target_as = chess_sacrifice
			}
			random_child = {
				limit = {
					is_alive = yes
					ai = yes
					liege = {
						character = ROOT
					}
				}
				save_event_target_as = chess_sacrifice
			}
		}
	}

	#Trust my skill
	option = {
		name = EVTOPTA_RIP_30231

		random_list = {
			20 = {
				modifier = {
					factor = 0
					NOR = {
						trait = gamer
						is_smart_trigger = yes
					}
				}
				custom_tooltip = {
					text = CHESS_GREAT_MOVE
				}
				set_character_flag = great_move
				hidden_tooltip = {
					change_variable = {
						which = chess_score
						value = 2
					}
				}
			}
			20 = {
				modifier = {
					factor = 1.5
					OR = {
						trait = gamer
						is_smart_trigger = yes
					}
				}
				custom_tooltip = {
					text = CHESS_GOOD_MOVE
				}
				set_character_flag = good_move
				hidden_tooltip = {
					change_variable = {
						which = chess_score
						value = 1
					}
				}
			}
			50 = {
				modifier = {
					factor = 0.6
					OR = {
						trait = gamer
						is_smart_trigger = yes
					}
				}
				custom_tooltip = {
					text = CHESS_NEUTRAL_MOVE
				}
				set_character_flag = neutral_move
			}
			30 = {
				modifier = {
					factor = 0.67
					OR = {
						trait = gamer
						is_smart_trigger = yes
					}
				}
				custom_tooltip = {
					text = CHESS_BAD_MOVE
				}
				set_character_flag = bad_move
				hidden_tooltip = {
					change_variable = {
						which = chess_score
						value = -1
					}
				}
			}
		}

		set_character_flag = chess_30232
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.12 # RIP.30221
				}
			}
		}
	}

	#Offer lover/friend
	option = {
		trigger = {
			event_target:chess_sacrifice = {
				always = yes
			}
		}
		name = {
			trigger = {
				any_spouse = {
					character = event_target:chess_sacrifice
				}
			}
			text = EVTOPTB_RIP_30231_A
		}
		name = {
			trigger = {
				any_friend = {
					character = event_target:chess_sacrifice
				}
			}
			text = EVTOPTB_RIP_30231_B
		}
		name = {
			trigger = {
				any_lover = {
					character = event_target:chess_sacrifice
				}
			}
			text = EVTOPTB_RIP_30231_C
		}
		name = {
			trigger = {
				any_child = {
					character = event_target:chess_sacrifice
				}
			}
			text = EVTOPTB_RIP_30231_D
		}

		event_target:chess_sacrifice = {
			save_event_target_as = kill_sacrifice
		}

		random_list = {
			15 = {
				custom_tooltip = {
					text = CHESS_GREAT_MOVE
				}
				set_character_flag = great_move
				hidden_tooltip = {
					change_variable = {
						which = chess_score
						value = 2
					}
				}
			}
			35 = {
				custom_tooltip = {
					text = CHESS_GOOD_MOVE
				}
				set_character_flag = good_move
				hidden_tooltip = {
					change_variable = {
						which = chess_score
						value = 1
					}
				}
			}
			35 = {
				custom_tooltip = {
					text = CHESS_NEUTRAL_MOVE
				}
				set_character_flag = neutral_move
			}
			15 = {
				custom_tooltip = {
					text = CHESS_BAD_MOVE
				}
				set_character_flag = bad_move
				hidden_tooltip = {
					change_variable = {
						which = chess_score
						value = -1
					}
				}
			}
		}
		set_character_flag = chess_30232
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = LA_MORT.12 # RIP.30221
				}
			}
		}
	}
}

#The end of the game
narrative_event = {
	id = LA_MORT.12 # RIP.30232
	title = EVTNAME_RIP_30232
	border = GFX_event_narrative_frame_intrigue
	picture = GFX_evt_danse_macabre

	desc = {
		trigger = {
			check_variable = {
				which = chess_score
				value = 5
			}
		}
		text = EVTDESC_RIP_30232_GOOD
	}
	desc = {
		trigger = {
			NOT = {
				check_variable = {
					which = chess_score
					value = 5
				}
			}
		}
		text = EVTDESC_RIP_30232_BAD
	}

	is_triggered_only = yes

	option = {
		trigger = {
			check_variable = {
				which = chess_score
				value = 5
			}
		}
		name = EVTOPTA_RIP_30232
		custom_tooltip = {
			text = EVTOPTB_RIP_302232_TOOLTIP
		}

	#	if = {
	#		limit = {
	#			NOT = {
	#				has_character_modifier = deaths_gift
	#			}
	#		}
	#		add_character_modifier = {
	#			name = deaths_gift
	#			duration = -1
	#		}
	#	}
	#	hidden_tooltip = {
	#		FROM = {
	#			character_event = {
	#				id = LA_MORT.13 # RIP.30221
	#				days = 365
	#			}
	#		}
	#	}
		remove_disease_trait_effect = yes
		
		hidden_tooltip = {
			FROM = {
				event_target:LaMortDivinite = {
					character_event = {
						id = LA_MORT.14
	#					days = 1
					}
				}
			}
		}
		
		clr_character_flag = LA_MORT_FLAG
	}

	option = {
		trigger = {
			NOT = {
				check_variable = {
					which = chess_score
					value = 5
				}
			}
		}
		name = EVTOPTB_RIP_30232
		custom_tooltip = {
			text = EVTOPTB_RIP_30230_TOOLTIP
		}
		death = {
			death_reason = death_mort
			killer = event_target:LaMortDivinite
		} 
		if = {
			limit = {
				event_target:kill_sacrifice = {
					always = yes
				}
			}
			event_target:kill_sacrifice = {
				death = {
					death_reason = death_mort
					killer = event_target:LaMortDivinite
				}
			}
		}
	}
}

#Death's gift
#character_event = {
#	id = LA_MORT.13 # RIP.30233
#	desc = EVTDESC_TOG_7015
#	border = GFX_event_normal_frame_religion
#	picture = GFX_evt_danse_macabre
#
#	is_triggered_only = yes
#
#	trigger = {
#		has_disease_trigger = yes
#	}
#
#	option = {
#		name = EVTOPTA_RIP_30233
#		remove_disease_trait_effect = yes	
#		remove_character_modifier = deaths_gift
#
#		if = {
#			limit = {
#				trait = cynical
#			}
#			remove_trait = cynical
#		}
#	}
#}

character_event = {
	id = LA_MORT.14 # RIP.30233
	desc = EVTDESC_NO_DEAD_DIVINITE
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_bad_news
	portrait = event_target:survivreDivinite

	is_triggered_only = yes

	trigger = {
		has_disease_trigger = yes
	}

	option = {
		name = OK
}



