namespace = prisoner

# Neural pacification
character_event = {
	id = prisoner.100
	desc = "EVTDESCPRISONER100"
	picture = GFX_evt_thrown_into_dungeon
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTPRISONER100"
		if = {
			limit = { trait = maimed }
			random = {
				chance = 25
				tooltip = { host = { ROOT = { death = { death_reason = death_dungeon killer = PREV } } } }
				set_character_flag = flag_pacify_killed
			}
		}
		if = {
			limit = {
				NOT = { trait = maimed }
				trait = wounded
			}
			random_list = {
				90 = {
					remove_trait = wounded
					add_trait = maimed
					set_character_flag = flag_pacify_maimed
				}
				10 = {
					tooltip = { host = { ROOT = { death = { death_reason = death_dungeon killer = PREV } } } }
					set_character_flag = flag_pacify_killed
				}
			}
		}
		if = {
			limit = {
				NOT = { trait = maimed }
				NOT = { trait = wounded }
			}
			random = {
				chance = 50
				add_trait = wounded
				set_character_flag = flag_pacify_wounded
			}
		}
		if = {
			limit = {
				NOT = { trait = content }
				NOT = { trait = ambitious }
			}
			random = {
				chance = 50
				add_trait = content
				set_character_flag = flag_pacify_content
			}
		}
		if = {
			limit = {
				NOT = { trait = neurotic }
				NOT = { trait = confident }
			}
			random = {
				chance = 50
				add_trait = neurotic
				set_character_flag = flag_pacify_neurotic
			}
		}
		if = {
			limit = {
				NOT = { trait = cold }
				NOT = { trait = friendly }
			}
			random = {
				chance = 50
				add_trait = friendly
				set_character_flag = flag_pacify_friendly
			}
		}
		if = {
			limit = {
				NOT = { trait = proud }
				NOT = { trait = humble }
			}
			random = {
				chance = 50
				add_trait = humble
				set_character_flag = flag_pacify_humble
			}
		}
		if = {
			limit = { trait = ambitious }
			random = {
				chance = 50
				remove_trait = ambitious
				set_character_flag = flag_pacify_ambitious
			}
		}
		if = {
			limit = { trait = confident }
			random = {
				chance = 50
				remove_trait = confident
				set_character_flag = flag_pacify_confident
			}
		}
		if = {
			limit = { trait = cold }
			random = {
				chance = 50
				remove_trait = cold
				set_character_flag = flag_pacify_cold
			}
		}
		if = {
			limit = { trait = proud }
			random = {
				chance = 50
				remove_trait = proud
				set_character_flag = flag_pacify_proud
			}
		}
		hidden_tooltip = { host = { character_event = { id = prisoner.101 } } }
	}
}
character_event = {
	id = prisoner.101
	desc = "EVTDESCPRISONER101"
	picture = GFX_evt_thrown_into_the_dungeon
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTCONFIRM"
		clr_character_flag = flag_prisoner_interaction
		hidden_tooltip = { any_vassal = { character_event = { id = prisoner.102 } } }
		FROM = {
			if = {
				limit = { has_character_flag = flag_pacify_killed }
				death = { death_reason = death_dungeon killer = ROOT }
				father = {
					opinion = { who = ROOT modifier = opinion_killed_close_kin }
					hidden_tooltip = { character_event = { id = prisoner.103 } }
				}
				mother = {
					opinion = { who = ROOT modifier = opinion_killed_close_kin }
					hidden_tooltip = { character_event = { id = prisoner.103 } }
				}
				any_sibling = {
					opinion = { who = ROOT modifier = opinion_killed_close_kin }
					hidden_tooltip = { character_event = { id = prisoner.103 } }
				}
				any_child = {
					opinion = { who = ROOT modifier = opinion_killed_close_kin }
					hidden_tooltip = { character_event = { id = prisoner.103 } }
				}
				clr_character_flag = flag_pacify_killed
			}
			if = {
				limit = { has_character_flag = flag_pacify_maimed }
				add_trait = maimed
				clr_character_flag = flag_pacify_maimed
			}
			if = {
				limit = { has_character_flag = flag_pacify_wounded }
				add_trait = wounded
				clr_character_flag = flag_pacify_wounded
			}
			if = {
				limit = { has_character_flag = flag_pacify_content }
				add_trait = content
				clr_character_flag = flag_pacify_content
			}
			if = {
				limit = { has_character_flag = flag_pacify_neurotic }
				add_trait = neurotic
				clr_character_flag = flag_pacify_neurotic
			}
			if = {
				limit = { has_character_flag = flag_pacify_friendly }
				add_trait = friendly
				clr_character_flag = flag_pacify_friendly
			}
			if = {
				limit = { has_character_flag = flag_pacify_humble }
				add_trait = humble
				clr_character_flag = flag_pacify_humble
			}
			if = {
				limit = { has_character_flag = flag_pacify_ambitious }
				remove_trait = ambitious
				clr_character_flag = flag_pacify_ambitious
			}
			if = {
				limit = { has_character_flag = flag_pacify_confident }
				remove_trait = confident
				clr_character_flag = flag_pacify_confident
			}
			if = {
				limit = { has_character_flag = flag_pacify_cold }
				remove_trait = cold
				clr_character_flag = flag_pacify_cold
			}
			if = {
				limit = { has_character_flag = flag_pacify_proud }
				remove_trait = proud
				clr_character_flag = flag_pacify_proud
			}
		}
	}
}
character_event = {
	id = prisoner.102
	desc = "EVTDESCPRISONER102"
	notification = yes
	show_from_from = yes
	is_triggered_only = yes
	
	option = { name = "EVTOPTCONFIRM" }
}
character_event = {
	id = prisoner.103
	desc = "EVTDESCPRISONER103"
	picture = GFX_evt_death
	is_triggered_only = yes
	
	option = { name = "EVTOPTCONFIRM" }
}