namespace = DecVend

character_event = {				# event to confirm the declaree does intend to declare, further info
	id = DecVend.101
	desc = EVTDESCDecVend.101
	picture = GFX_evt_bloody_knife_hf
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTADecVend.101
		ai_chance = { factor = 7 }
		
		hidden_tooltip = {
			add_blood_splatter_effect = yes
			sound_effect = assassins_occupy_infidel_holding
			if = {			# only send notif to player when player isn't already rival
				limit = { 
					FROM = { ai = no } 
					NOT = { is_rival = FROM }
				} 
				FROM = {
					character_event = { id = DecVend.201 }
				}
			}
		}
		
		add_rival = FROM
		add_character_modifier = { 
			name = vendetta_modifier    
			years = 5
		}
	}
	
	option = {		
		name = EVTOPTBDecVend.101
		ai_chance = { factor = 3 }
		if = {
			limit = { ai = yes }
			set_character_flag = refuse_vendetta_flag 
		}
	}	
}

character_event = {				# target of the feud is notified they are a target
	id = DecVend.201
	desc = EVTDESCDecVend.201
	picture = GFX_evt_family_feud_republic
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	immediate = {
		sound_effect = assassins_occupy_infidel_holding
	}
	
	option = {
		name = EVTOPTADecVend.201
		ai_chance = { factor = 10 }
	}
}

character_event = {				# lose modifier, vendetta resolved by whatever means
	id = DecVend.301
	desc = EVTDESCDecVend.301
	picture = GFX_evt_skulls_hf
	border = GFX_event_normal_frame_war
	
	mean_time_to_happen = { days = 30 }
	
	trigger = {
		has_character_modifier = vendetta_modifier
		num_of_rivals < 1 			# rivals dead or gone
	}
		
	option = {
		name = EVTOPTADecVend.301
		ai_chance = { factor = 10 }
		remove_character_modifier = vendetta_modifier
	}
}







