namespace = christmas_gifts
character_event = {
	id = christmas_gifts.0
	desc = {
		text = EVTDESCAchristmas_gifts.0
		trigger = {
			NOR = {
				trait = kinslayer
				trait = dishonorable1
				trait = dishonorable2
				trait = dishonorable3
				trait = dishonorable4
				trait = dishonorable5
				trait = dishonorable6
				trait = dishonorable7
				trait = dishonorable8
				trait = dishonorable9
				trait = dishonorable10
				trait = tyrant1
				trait = tyrant2
				trait = tyrant3
				trait = tyrant4
				trait = tyrant5
				trait = tyrant6
				trait = tyrant7
				trait = tyrant8
				trait = tyrant9
				trait = tyrant10
				trait = tyrant11
				trait = tyrant12
				trait = tyrant13
				trait = tyrant14
				trait = tyrant15
				trait = tyrant16
				trait = tyrant17
				trait = tyrant18
				trait = tyrant19
				trait = tyrant20
			}
		}
	}
	desc = {
		text = EVTDESCBchristmas_gifts.0
		trigger = {
			OR = {
				trait = kinslayer
				trait = dishonorable1
				trait = dishonorable2
				trait = dishonorable3
				trait = dishonorable4
				trait = tyrant1
				trait = tyrant2
				trait = tyrant3
				trait = tyrant4
			}
		}
	}
	desc = {
		text = EVTDESCCchristmas_gifts.0
		trigger = {
			OR = {
				trait = dishonorable5
				trait = dishonorable6
				trait = dishonorable7
				trait = dishonorable8
				trait = dishonorable9
				trait = dishonorable10
				trait = tyrant5
				trait = tyrant6
				trait = tyrant7
				trait = tyrant8
				trait = tyrant9
				trait = tyrant10
				trait = tyrant11
				trait = tyrant12
				trait = tyrant13
				trait = tyrant14
				trait = tyrant15
				trait = tyrant16
				trait = tyrant17
				trait = tyrant18
				trait = tyrant19
				trait = tyrant20
			}
		}
	}
	picture = GFX_evt_emissary
	is_triggered_only = yes

	option = {
		name = EVTOPTAchristmas_gifts.0
		trigger = {
			NOR = {
				trait = kinslayer
				trait = dishonorable1
				trait = dishonorable2
				trait = dishonorable3
				trait = dishonorable4
				trait = dishonorable5
				trait = dishonorable6
				trait = dishonorable7
				trait = dishonorable8
				trait = dishonorable9
				trait = dishonorable10
				trait = tyrant1
				trait = tyrant2
				trait = tyrant3
				trait = tyrant4
				trait = tyrant5
				trait = tyrant6
				trait = tyrant7
				trait = tyrant8
				trait = tyrant9
				trait = tyrant10
				trait = tyrant11
				trait = tyrant12
				trait = tyrant13
				trait = tyrant14
				trait = tyrant15
				trait = tyrant16
				trait = tyrant17
				trait = tyrant18
				trait = tyrant19
				trait = tyrant20
			}
		}
		random_list = {
			1 = { wealth = 500 }
			1 = { prestige = 100 }
			1 = { piety = 100 }
		}
		random = {
			chance = 20
			IF = {
				limit = {
					NOT = { has_character_flag = owns_valyrian_steel_sword }
				}
				add_trait = valyrian_steel
				set_character_flag = owns_valyrian_steel_sword
			}
		}
		random = {
			chance = 20
			IF = {
				limit = { trait = craven }
				remove_trait = craven
				add_trait = brave
			}
		}
		random = {
			chance = 20
			IF = {
				limit = { trait = shy }
				remove_trait = shy
				add_trait = gregarious
			}
		}
		random = {
			chance = 20
			IF = {
				limit = { trait = slothful }
				remove_trait = slothful
				add_trait = diligent
			}
		}
		random = {
			chance = 20
			IF = {
				limit = { trait = poor_warrior }
				remove_trait = poor_warrior
				add_trait = trained_warrior
			}
		}
		random = {
			chance = 20
			IF = {
				limit = { trait = trained_warrior }
				remove_trait = trained_warrior
				add_trait = skilled_warrior
			}
		}
		random = {
			chance = 20
			IF = {
				limit = { trait = skilled_warrior }
				remove_trait = skilled_warrior
				add_trait = master_warrior
			}
		}
		random = {
			chance = 20
			IF = {
				limit = { trait = has_grey_plague }
				remove_trait = has_grey_plague
			}		
			IF = {
				limit = { trait = has_bubonic_plague }
				remove_trait = has_bubonic_plague
			}	
			IF = {
				limit = { trait = has_greyscale }
				remove_trait = has_greyscale
			}	
			IF = {
				limit = { trait = has_bloody_flux }
				remove_trait = has_bloody_flux
			}	
			IF = {
				limit = { trait = infirm }
				remove_trait = infirm
			}	
			IF = {
				limit = { trait = maimed }
				remove_trait = maimed
			}
			IF = {
				limit = { trait = incapable }
				remove_trait = incapable
			}
			IF = {
				limit = { trait = wounded }
				remove_trait = wounded
			}
			IF = {
				limit = { trait = has_pox }
				remove_trait = has_pox
			}
			IF = {
				limit = { trait = leper }
				remove_trait = leper
			}
			IF = {
				limit = { trait = depressed }
				remove_trait = depressed
			}
			IF = {
				limit = { trait = syphilitic }
				remove_trait = syphilitic
			}
			IF = {
				limit = { trait = pneumonic }
				remove_trait = pneumonic
			}	
			IF = {
				limit = { trait = ill }
				remove_trait = ill
			}
			IF = {
				limit = { trait = lunatic }
				remove_trait = lunatic
			}
			IF = {
				limit = { trait = stressed }
				remove_trait = stressed
			}
			IF = {
				limit = { trait = drunkard }
				remove_trait = drunkard
			}
			IF = {
				limit = { trait = has_aztec_disease }
				remove_trait = has_aztec_disease
			}
			IF = {
				limit = { trait = has_red_death }
				remove_trait = has_red_death
			}
			IF = {
				limit = { trait = has_butterfly_fever }
				remove_trait = has_butterfly_fever
			}
		}
	}
	option = {
		name = EVTOPTBchristmas_gifts.0
		trigger = {
			OR = {
				trait = kinslayer
				trait = dishonorable1
				trait = dishonorable2
				trait = dishonorable3
				trait = dishonorable4
				trait = tyrant1
				trait = tyrant2
				trait = tyrant3
				trait = tyrant4
			}
		}
		add_character_modifier = { name = got_coal days = 365 }
		random = {
			chance = 20
			prestige = -100
		}
		random = {
			chance = 20
			piety= -100
		}
	}
	option = {
		name = EVTOPTCchristmas_gifts.0
		trigger = {
			OR = {
				tier = COUNT
				AND = {
					tier = DUKE
					NOT = { any_vassal = { tier = COUNT } }
				}
			}
			OR = {
				trait = dishonorable5
				trait = dishonorable6
				trait = dishonorable7
				trait = dishonorable8
				trait = dishonorable9
				trait = dishonorable10
				trait = tyrant5
				trait = tyrant6
				trait = tyrant7
				trait = tyrant8
				trait = tyrant9
				trait = tyrant10
				trait = tyrant11
				trait = tyrant12
				trait = tyrant13
				trait = tyrant14
				trait = tyrant15
				trait = tyrant16
				trait = tyrant17
				trait = tyrant18
				trait = tyrant19
				trait = tyrant20
			}
		}
		random_realm_lord = {
			limit = {
				tier = DUKE
				same_liege = ROOT
				NOR = {
					trait = kinslayer
					trait = dishonorable1
					trait = dishonorable2
					trait = dishonorable3
					trait = dishonorable4
					trait = dishonorable5
					trait = dishonorable6
					trait = dishonorable7
					trait = dishonorable8
					trait = dishonorable9
					trait = dishonorable10
					trait = tyrant1
					trait = tyrant2
					trait = tyrant3
					trait = tyrant4
					trait = tyrant5
					trait = tyrant6
					trait = tyrant7
					trait = tyrant8
					trait = tyrant9
					trait = tyrant10
					trait = tyrant11
					trait = tyrant12
					trait = tyrant13
					trait = tyrant14
					trait = tyrant15
					trait = tyrant16
					trait = tyrant17
					trait = tyrant18
					trait = tyrant19
					trait = tyrant20
				}
			}
			character_event = { id = christmas_gifts.1 }
		}
	}
	option = {
		name = EVTOPTCchristmas_gifts.0
		trigger = {
			OR = {
				tier = DUKE
				AND = {
					tier = KING
					NOT = { any_vassal = { tier = DUKE } }
				}
			}
			OR = {
				trait = dishonorable5
				trait = dishonorable6
				trait = dishonorable7
				trait = dishonorable8
				trait = dishonorable9
				trait = dishonorable10
				trait = tyrant5
				trait = tyrant6
				trait = tyrant7
				trait = tyrant8
				trait = tyrant9
				trait = tyrant10
				trait = tyrant11
				trait = tyrant12
				trait = tyrant13
				trait = tyrant14
				trait = tyrant15
				trait = tyrant16
				trait = tyrant17
				trait = tyrant18
				trait = tyrant19
				trait = tyrant20
			}
		}
		random_vassal = {
			limit = {
				tier = COUNT
				NOR = {
					trait = kinslayer
					trait = dishonorable1
					trait = dishonorable2
					trait = dishonorable3
					trait = dishonorable4
					trait = dishonorable5
					trait = dishonorable6
					trait = dishonorable7
					trait = dishonorable8
					trait = dishonorable9
					trait = dishonorable10
					trait = tyrant1
					trait = tyrant2
					trait = tyrant3
					trait = tyrant4
					trait = tyrant5
					trait = tyrant6
					trait = tyrant7
					trait = tyrant8
					trait = tyrant9
					trait = tyrant10
					trait = tyrant11
					trait = tyrant12
					trait = tyrant13
					trait = tyrant14
					trait = tyrant15
					trait = tyrant16
					trait = tyrant17
					trait = tyrant18
					trait = tyrant19
					trait = tyrant20
				}
			}
			character_event = { id = christmas_gifts.1 }
		}
	}
	option = {
		name = EVTOPTCchristmas_gifts.0
		trigger = {
			OR = {
				tier = KING
				AND = {
					tier = EMPEROR
					NOT = { any_vassal = { tier = KING } }
				}
			}
			OR = {
				trait = dishonorable5
				trait = dishonorable6
				trait = dishonorable7
				trait = dishonorable8
				trait = dishonorable9
				trait = dishonorable10
				trait = tyrant5
				trait = tyrant6
				trait = tyrant7
				trait = tyrant8
				trait = tyrant9
				trait = tyrant10
				trait = tyrant11
				trait = tyrant12
				trait = tyrant13
				trait = tyrant14
				trait = tyrant15
				trait = tyrant16
				trait = tyrant17
				trait = tyrant18
				trait = tyrant19
				trait = tyrant20
			}
		}
		random_vassal = {
			limit = {
				tier = DUKE
				NOR = {
					trait = kinslayer
					trait = dishonorable1
					trait = dishonorable2
					trait = dishonorable3
					trait = dishonorable4
					trait = dishonorable5
					trait = dishonorable6
					trait = dishonorable7
					trait = dishonorable8
					trait = dishonorable9
					trait = dishonorable10
					trait = tyrant1
					trait = tyrant2
					trait = tyrant3
					trait = tyrant4
					trait = tyrant5
					trait = tyrant6
					trait = tyrant7
					trait = tyrant8
					trait = tyrant9
					trait = tyrant10
					trait = tyrant11
					trait = tyrant12
					trait = tyrant13
					trait = tyrant14
					trait = tyrant15
					trait = tyrant16
					trait = tyrant17
					trait = tyrant18
					trait = tyrant19
					trait = tyrant20
				}
			}
			character_event = { id = christmas_gifts.1 }
		}
	}
	option = {
		name = EVTOPTCchristmas_gifts.0
		trigger = {
			tier = EMPEROR
			any_vassal = { tier = KING }
			NOT = { character = ROOT }
			OR = {
				trait = dishonorable5
				trait = dishonorable6
				trait = dishonorable7
				trait = dishonorable8
				trait = dishonorable9
				trait = dishonorable10
				trait = tyrant5
				trait = tyrant6
				trait = tyrant7
				trait = tyrant8
				trait = tyrant9
				trait = tyrant10
				trait = tyrant11
				trait = tyrant12
				trait = tyrant13
				trait = tyrant14
				trait = tyrant15
				trait = tyrant16
				trait = tyrant17
				trait = tyrant18
				trait = tyrant19
				trait = tyrant20
			}
		}
		random_vassal = {
			limit = {
				tier = KING
				NOR = {
					trait = kinslayer
					trait = dishonorable1
					trait = dishonorable2
					trait = dishonorable3
					trait = dishonorable4
					trait = dishonorable5
					trait = dishonorable6
					trait = dishonorable7
					trait = dishonorable8
					trait = dishonorable9
					trait = dishonorable10
					trait = tyrant1
					trait = tyrant2
					trait = tyrant3
					trait = tyrant4
					trait = tyrant5
					trait = tyrant6
					trait = tyrant7
					trait = tyrant8
					trait = tyrant9
					trait = tyrant10
					trait = tyrant11
					trait = tyrant12
					trait = tyrant13
					trait = tyrant14
					trait = tyrant15
					trait = tyrant16
					trait = tyrant17
					trait = tyrant18
					trait = tyrant19
					trait = tyrant20
				}
			}
			character_event = { id = christmas_gifts.1 }
		}
	}
}
character_event = {
	id = christmas_gifts.1
	desc = EVTDESCchristmas_gifts.1
	picture = GFX_evt_emissary
	is_triggered_only = yes

	immediate = {
		FROM = {
			primary_title = {
				add_pressed_claim = ROOT
			}
		}
	}

	option = {
		name = EVTOPTAchristmas_gifts.1
		wealth = 200
		random_claim = {
			limit = { holder_scope = { character = FROM } }
			reverse_war = {
				target = ROOT
				casus_belli = claim
			}
		}
		capital_scope = {
			holder_scope = {
				spawn_unit = {
					owner = THIS
					province = PREV
					leader = none
					troops = {
						knights = { 50 50 }
						light_cavalry = { 150 150 }
						light_infantry = { 300 300 }
						heavy_infantry = { 200 200 }
						archers = { 300 300 }
					}
					attrition = 1.0
					reinforcing = no
					maintenance_multiplier = 0.1
					merge = yes
				}
				spawn_unit = {
					owner = THIS
					province = PREV
					leader = none
					troops = {
						knights = { 50 50 }
						light_cavalry = { 150 150 }
						light_infantry = { 300 300 }
						heavy_infantry = { 200 200 }
						archers = { 300 300 }
					}
					attrition = 1.0
					reinforcing = no
					maintenance_multiplier = 0.1
					merge = yes
				}
				spawn_unit = {
					owner = THIS
					province = PREV
					leader = none
					troops = {
						knights = { 50 50 }
						light_cavalry = { 150 150 }
						light_infantry = { 300 300 }
						heavy_infantry = { 200 200 }
						archers = { 300 300 }
					}
					attrition = 1.0
					reinforcing = no
					maintenance_multiplier = 0.1
					merge = yes
				}
				spawn_unit = {
					owner = THIS
					province = PREV
					leader = none
					troops = {
						knights = { 50 50 }
						light_cavalry = { 150 150 }
						light_infantry = { 300 300 }
						heavy_infantry = { 200 200 }
						archers = { 300 300 }
					}
					attrition = 1.0
					reinforcing = no
					maintenance_multiplier = 0.1
					merge = yes
				}
				spawn_unit = {
					owner = THIS
					province = PREV
					leader = none
					troops = {
						knights = { 50 50 }
						light_cavalry = { 150 150 }
						light_infantry = { 300 300 }
						heavy_infantry = { 200 200 }
						archers = { 300 300 }
					}
					attrition = 1.0
					reinforcing = no
					maintenance_multiplier = 0.1
					merge = yes
				}
			}
		}
	}
}
character_event = {
	id = christmas_gifts.10
	hide_window = yes
	is_triggered_only = yes

	trigger = {
		ai = no
		war = no
		real_month_of_year = 11
		ruled_years = 2
	}

	immediate = {
		random = {
			chance = 20
			character_event = { id = christmas_gifts.0 }
		}
	}
}