#namespace = Suicider
######################################
####### Vatican				   #######
######################################
#character_event = {
#    id = Suicider.1
#    desc = EVTDESC_RIP_30200_C
#	picture = GFX_evt_pope
#	border = GFX_event_normal_frame_religion
#	is_triggered_only = yes
#
#	option = { # Drink poison
#		name = EVTOPTB_RIP_30200
#
#		hidden_tooltip = {
#			random_list = {
#				50 = {
#					set_character_flag = suicide_success
#					modifier = {
#						factor = 2
#						intrigue = 15
#					}
#					modifier = {
#						factor = 10
#						immortal = no
#					}
#				}
#				50 = {
#					modifier = {
#						factor = 1.3
#						health = 7
#					}
#					modifier = {
#						factor = 1.3
#						health = 8
#					}
#					modifier = {
#						factor = 1.3
#						health = 9
#					}
#					modifier = {
#						factor = 1.3
#						health = 10
#					}
#					modifier = {
#						factor = 2
#						NOT = { intrigue = 10 }
#					}
#					set_character_flag = suicide_fail
#				}
#			}
#			character_event = {
#				id = Suicider.2 # RIP.30207
#				days = 1
#			}
#		}
#	}	
#	option = { # Hang yourself
#   		name = EVTOPTC_RIP_30200
#
#   		hidden_tooltip = {
#			random_list = {
#				30 = {
#					modifier = {
#						factor = 10
#						immortal = no
#					}	
#					set_character_flag = suicide_success
#				}
#				70 = {
#					modifier = {
#						factor = 0
#						NOT = {
#							any_courtier = {
#								block_general_event_trigger = no 
#								ai = yes
#							}
#						}
#					}
#					set_character_flag = suicide_fail
#				}
#			}
#			character_event = {
#				id = Suicider.3 # RIP.30208
#				days = 1
#			}
#		}
#	}
#	option = { # Throw yourself off a cliff
#		name = EVTOPTD_RIP_30200
#
#		hidden_tooltip = {
#			random_list = {
#				50 = {
#					modifier = {
#						factor = 2
#						is_weak_trigger = yes
#					}
#					modifier = {
#						factor = 10
#						immortal = no
#					}
#					set_character_flag = suicide_success
#				}
#				50 = {
#
#					modifier = {
#						factor = 1.3
#						health = 7
#					}
#					modifier = {
#						factor = 1.3
#						health = 8
#					}
#					modifier = {
#						factor = 1.3
#						health = 9
#					}
#					modifier = {
#						factor = 1.3
#						health = 10
#					}
#					modifier = {
#						factor = 2
#						is_strong_trigger = yes
#					}
#					set_character_flag = suicide_fail
#				}
#			}
#			character_event = {
#				id = Suicider.4 # RIP.30209
#				days = 1
#			}
#		}
#	}	
#	option = {
#		name = EVTDESC_Suicide_1
#		FROM = {
#			clr_character_flag = suicide_flag
#		}
#    }
#}

#character_event = { # Suicide attempt through poison
#	id = Suicider.2 # RIP.30207
#	picture = GFX_evt_performing_experiments
#	border = GFX_event_normal_frame_intrigue
#
#	hide_from = yes
#
#	desc = {
#		trigger = { has_character_flag = suicide_success }
#		text = EVTDESC_RIP_30207_SUCCESS
#		picture = GFX_evt_performing_experiments
#	}
#	desc = {
#		trigger = { has_character_flag = suicide_fail }
#		text = EVTDESC_RIP_30207_FAIL
#		picture = GFX_evt_experiments_failed
#	}
#
#	is_triggered_only = yes
#
#	option = {
#		trigger = { has_character_flag = suicide_success }
#		name = EVTOPTA_RIP_30207
#
#		prestige = -200
#		add_character_modifier = {
#			modifier = suicide
#			duration = -1
#		}
#		death = { death_reason = death_suicide_poison }
#		FROM = {
#			clr_character_flag = suicide_fail
#			clr_character_flag = suicide_flag
#		}
#	}
#	option = {
#		trigger = { has_character_flag = suicide_fail }
#		name = EVTOPTB_RIP_30207
#		custom_tooltip = { text = EVTOPTA_RIP_30204_TOOLTIP }
#		give_food_poisoning_effect = yes
#		FROM = {
#			clr_character_flag = suicide_fail
#			clr_character_flag = suicide_flag
#		}
#	}
#}

#character_event = { # Suicide attempt through hanging
#	id = Suicider.3 # RIP.30208
#	picture = GFX_evt_scandal
#	border = GFX_event_normal_frame_intrigue
#
#	hide_from = yes
#
#	desc = {
#		trigger = { has_character_flag = suicide_success }
#		text = EVTDESC_RIP_30208_SUCCESS
#	}
#	desc = {
#		trigger = { has_character_flag = suicide_fail }
#		text = EVTDESC_RIP_30208_FAIL
#	}
#
#	is_triggered_only = yes
#
#	immediate = {
#		random_courtier = {
#			limit = { 
#				block_general_event_trigger = no 
#				ai = yes
#			}
#			save_event_target_as = found_hanger
#		}
#	}
#
#	option = {
#		trigger = { has_character_flag = suicide_success }
#		name = EVTOPTA_RIP_30207
#
#		prestige = -200
#		add_character_modifier = {
#			modifier = suicide
#			duration = -1
#		}
#
#		death = { death_reason = death_suicide_hanging }
#		FROM = {
#			clr_character_flag = suicide_fail
#			clr_character_flag = suicide_flag
#		}
#	}
#	option = {
#		trigger = { has_character_flag = suicide_fail }
#		name = EVTOPTB_RIP_30207
#		custom_tooltip = { text = EVTOPTA_RIP_30204_TOOLTIP }
#		
#		prestige = -100
#
#		opinion = {
#			who = event_target:found_hanger
#			modifier = opinion_distressing_encounter
#			years = 5
#		}
#		reverse_opinion = {
#			who = event_target:found_hanger
#			modifier = opinion_distressing_encounter
#			years = 5
#		}
#		FROM = {
#			clr_character_flag = suicide_fail
#			clr_character_flag = suicide_flag
#		}
#	}
#}

#character_event = { # Suicide attempt through fall
#	id = Suicider.4 # RIP.30209
#	picture = GFX_evt_prospering_province
#	border = GFX_event_normal_frame_intrigue
#
#	hide_from = yes
#
#	desc = {
#		trigger = { has_character_flag = suicide_success }
#		text = EVTDESC_RIP_30209_SUCCESS
#	}
#	desc = {
#		trigger = { has_character_flag = suicide_fail }
#		text = EVTDESC_RIP_30209_FAIL
#	}
#
#	is_triggered_only = yes
#
#	option = {
#		trigger = { has_character_flag = suicide_success }
#		name = EVTOPTA_RIP_30207
#
#		prestige = -200
#		add_character_modifier = {
#			modifier = suicide
#			duration = -1
#		}
#
#		death = { death_reason = death_suicide_fall }
#		FROM = {
#			clr_character_flag = suicide_fail
#			clr_character_flag = suicide_flag
#		}
#	}
#	option = {
#		trigger = { has_character_flag = suicide_fail }
#		name = EVTOPTD_RIP_30205
#		custom_tooltip = { text = EVTOPTA_RIP_30204_TOOLTIP }
#		
#		prestige = -100
#
#		add_trait = incapable
#		FROM = {
#			clr_character_flag = suicide_fail
#			clr_character_flag = suicide_flag
#		}
#	}
#}

