namespace = touch_grass_ev
character_event = {
	id = touch_grass_ev.1
	picture = "GFX_evt_hunt"
	desc = "EVTDESC_touch_grass_ev_1"
	
	is_triggered_only = yes
	
	immediate = {
		if = {
			limit = {
				capital_scope = {
					OR = {
						region = world_europe_south
						region = world_europe_west
						region = world_asia_minor
					}
				}
			}
			set_character_flag = journey_to_nature_central_south
		}
		if = {
			limit = {
				capital_scope = {
					OR = {
						region = world_europe_north
						region = world_europe_east
						region = world_steppe
					}
				}
			}
			set_character_flag = journey_to_nature_central
		}
		if = {
			limit = {
				capital_scope = {
					OR = {
						region = world_india
						region = world_persia
					}
				}
			}
			set_character_flag = journey_to_nature_middle_east
		}
		if = {
			limit = {
				capital_scope = {
					OR = {
						region = world_middle_east
						region = world_africa
					}
				}
			}
			set_character_flag = journey_to_nature_africa
		}
	}	

	option = {
		name = "EVTDESC_touch_grass_ev_1a"
		trigger = {
			has_character_flag = journey_to_nature_central_south
		}
		hidden_effect = {
			if = {
				limit = { NOT = { has_character_flag = epic_hunt } }
				clr_character_flag = journey_to_nature_africa
				clr_character_flag = journey_to_nature_middle_east
				clr_character_flag = journey_to_nature_central
				character_event = { id = touch_grass_ev.2 days = 20 }
			}
		}
	}
	option = {
		name = "EVTDESC_touch_grass_ev_1b"
		trigger = {
			has_character_flag = journey_to_nature_central
		}
		hidden_effect = {
			#if = {
				#limit = { NOT = { has_character_flag = epic_hunt } }
				clr_character_flag = journey_to_nature_africa
				clr_character_flag = journey_to_nature_middle_east
				clr_character_flag = journey_to_nature_central_south
				character_event = { id = touch_grass_ev.2 days = 20 }
			#}
		}
	}
	option = {
		name = "EVTDESC_touch_grass_ev_1c"
		trigger = {
			has_character_flag = journey_to_nature_middle_east
		}
		hidden_effect = {
			if = {
				limit = { NOT = { has_character_flag = epic_hunt } }
				clr_character_flag = journey_to_nature_africa
				clr_character_flag = journey_to_nature_central
				clr_character_flag = journey_to_nature_central_south
				character_event = { id = touch_grass_ev.2 days = 20 }
			}
		}
	}
	option = {
		name = "EVTDESC_touch_grass_ev_1d"
		trigger = {
			has_character_flag = journey_to_nature_africa
		}
		hidden_effect = {
			if = {
				limit = { NOT = { has_character_flag = epic_hunt } }
				clr_character_flag = journey_to_nature_middle_east
				clr_character_flag = journey_to_nature_central
				clr_character_flag = journey_to_nature_central_south
				character_event = { id = touch_grass_ev.2 days = 20 }
			}
		}
	}


}

#forests
character_event = {
	id = touch_grass_ev.2
	desc = "EVTDESC_touch_grass_ev_2" #You find yourself in a middle of a forest.You can hear the birds singing and the wind blowing on the leaves.How do you feel?
	picture = "GFX_evt_hunt"

	min_age =  16
	capable_only = yes
	prisoner = no
	only_playable = yes
	is_triggered_only = yes
	#trigger = {
		#has_character_modifier = journey_to_nature
		#has_character_flag = journey_to_nature_central_south
		#NOT = { has_character_flag = journey_to_nature_init_event_fired }
	#}
	
	immediate = {
		set_character_flag = journey_to_nature_init_event_fired
		clr_character_flag = journey_to_nature_central_south
		clr_character_flag = journey_to_nature_africa
		clr_character_flag = journey_to_nature_middle_east
		clr_character_flag = journey_to_nature_central
	}

	#mean_time_to_happen = {
		#months = 1

	#}

	option = {
		name = "EVTDESC_touch_grass_ev_2a"#I feel so calm.like all the problems have just dissapeared.I am on with nature and the nature is one with me.
		trigger = {
			NOT = {
				OR = {
					trait = craven
					trait = shy
				}
			}
		}
		
		hidden_tooltip = {
			add_character_modifier = {
				modifier = one_with_nature_cooldown_mod
				years = 2
				hidden = yes
			}
		}
		character_event = { id = touch_grass_ev.100 days = 20 }
	}

	option = {
		name = "EVTDESC_touch_grass_ev_2b"#Actualy i dont like it here there too mouch sunlight and insects and i want to go home!
		tooltip_info = craven
		trigger = {
			OR = {
				trait = craven
				trait = shy
			}
		}
		character_event = { id = touch_grass_ev.102 days = 20 }
	}
	option = {
		name = "EVTDESC_touch_grass_ev_2c"#Its touch but I have to power trough.
		trigger = {
			OR = {
				trait = craven
				trait = shy
			}
		}
		character_event = { id = touch_grass_ev.101 days = 20 }
		
	}
	

	option = {
		name = "EVTDESC_touch_grass_ev_2d"#hmmm...i guess its fine but you know what is also fine...staying home.
		trigger = {
			#trait = arbitrary
			NOT = { trait = craven }
			NOT = { trait = shy }
		}
		character_event = { id = touch_grass_ev.103 days = 20 }
		
	}
}






#happy ending.
character_event = {
	id = touch_grass_ev.100
	desc = "EVTDESC_touch_grass_ev_100"#You Are nature incarnate.
	picture = "GFX_evt_hunt"

	is_triggered_only = yes

	

	immediate = {
		remove_character_modifier = journey_to_nature
		clr_character_flag = do_not_disturb
		clr_character_flag = journey_to_nature_init_event_fired
		clr_character_flag = journey_to_nature_central_south
		clr_character_flag = journey_to_nature_africa
		clr_character_flag = journey_to_nature_middle_east
		clr_character_flag = journey_to_nature_central
	}

	option = {
		name = "EVTDESC_touch_grass_ev_100a"
		prestige = 10
		remove_trait = stressed
		add_trait = one_with_nature
		set_character_flag = one_with_nature
	}
}
#was shy so needs to try again.
character_event = {
	id =touch_grass_ev.101
	desc = "EVTDESC_touch_grass_ev_101"
	picture = "GFX_evt_hunt"

	is_triggered_only = yes


	immediate = {
		remove_character_modifier = journey_to_nature
		clr_character_flag = do_not_disturb
		clr_character_flag = journey_to_nature_init_event_fired
		clr_character_flag = journey_to_nature_central_south
		clr_character_flag = journey_to_nature_africa
		clr_character_flag = journey_to_nature_middle_east
		clr_character_flag = journey_to_nature_central
	}

	option = {
		name = "EVTDESC_touch_grass_ev_101a"
		remove_trait = craven
		remove_trait = shy
		prestige = 10
	}
}
#coward
character_event = {
	id = touch_grass_ev.102
	desc = "EVTDESC_touch_grass_ev_102"
	picture = "GFX_evt_hunt"

	is_triggered_only = yes

	

	immediate = {
		remove_character_modifier = journey_to_nature
		clr_character_flag = do_not_disturb
		clr_character_flag = journey_to_nature_init_event_fired
		clr_character_flag = journey_to_nature_central_south
		clr_character_flag = journey_to_nature_africa
		clr_character_flag = journey_to_nature_middle_east
		clr_character_flag = journey_to_nature_central
	}

	option = {
		name = "EVTDESC_touch_grass_ev_102a"
		prestige = -10
	}
}
#indifferent
character_event = {
	id = touch_grass_ev.103
	desc = "EVTDESC_touch_grass_ev_103"
	picture = "GFX_evt_hunt"

	is_triggered_only = yes

	

	immediate = {
		remove_character_modifier = journey_to_nature
		clr_character_flag = do_not_disturb
		clr_character_flag = journey_to_nature_init_event_fired
		clr_character_flag = journey_to_nature_central_south
		clr_character_flag = journey_to_nature_africa
		clr_character_flag = journey_to_nature_middle_east
		clr_character_flag = journey_to_nature_central
	}

	option = {
		name = "EVTDESC_touch_grass_ev_103a"
		remove_trait = stressed
		prestige = 10
	}
}

