namespace = trait_flavour

################################################
# Various trait events from VIET
################################################
# Slothful - Don't Like Working
character_event = {
	id = trait_flavour.1
	desc = EVTDESCtrait_flavour.1
	picture = GFX_evt_garden
	
	is_triggered_only = yes
	
	min_age = 15
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		war = no
		in_command = no
		trait = slothful
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 3
			trait = content
		}
		modifier = {
			factor = 1.5
			trait = gluttonous
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.6
			trait = ambitious
		}
		modifier = {
			factor = 0.9
			trait = just
		}
		modifier = {
			factor = 0.9
			trait = brave
		}
		modifier = {
			factor = 0.9
			trait = proud
		}
	}
	
	option = { #Go Sleep
		name = EVTOPTAtrait_flavour.1
		prestige = -1
	}
	option = { #EAT!
		name = EVTOPTBtrait_flavour.1
		random_list = {
			75 = { }
			25 = { add_trait = gluttonous }
		}
	}
	option = { #Good enough
		name = EVTOPTCtrait_flavour.1
		tooltip_info = content
		trigger = { 
			trait = content
		}
		scaled_wealth = 0.05
	}
	option = { #Don't want to deal with people
		name = EVTOPTDtrait_flavour.1
		random_list = {
			75 = { }
			25 = { add_trait = shy }
		}
	}
}
# Diligent - feel asleep working last night
character_event = {
	id = trait_flavour.2
	desc = EVTDESCtrait_flavour.2
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	min_age = 15
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		war = no
		in_command = no
		trait = diligent
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 4
			trait = stressed
		}
		modifier = {
			factor = 2.5
			trait = ambitious
		}
		modifier = {
			factor = 0.6
			trait = content
		}
		modifier = {
			factor = 0.9
			trait = gluttonous
		}
	}
	
	option = { #Maybe take a break
		name = EVTOPTAtrait_flavour.2
		add_character_modifier = {
			name = taking_a_break
			duration = 90
		}
		random_list = {
			80 = { }
			20 = { remove_trait = diligent }
		}
	}
	option = { #WORK HARDER
		name = EVTOPTBtrait_flavour.2
		prestige = 5
		random_list = {
			50 = { }
			25 = {
				if = {
					limit = { NOT = { has_dlc = "Reapers" } }
					add_trait = ill
				}
				if = { 
					limit = { has_dlc = "Reapers" }
					add_symptom_effect = yes
				}
			}
			25 = { add_trait = stressed }
		}
	}
	option = { #Pray for strength
		name = EVTOPTCtrait_flavour.2
		tooltip_info = zealous
		trigger = {
			trait = zealous
		}
		piety = 5
		random_list = {
			70 = { }
			15 = { 
				if = {
					limit = { NOT = { has_dlc = "Reapers" } }
					add_trait = ill
				}
				if = { 
					limit = { has_dlc = "Reapers" }
					add_symptom_effect = yes
				}
			}
			15 = { add_trait = stressed }
		}
	}
	option = { #This is nothing
		name = EVTOPTDtrait_flavour.2
		tooltip_info = strong
		trigger = {
			is_strong_trigger = yes
			base_health = 4
		}
		prestige = 10
	}
}
# Greedy - coin purse on the ground during Summer Fair
character_event = {
	id = trait_flavour.3
	desc = EVTDESCtrait_flavour.3
	picture = GFX_evt_market
	
	is_triggered_only = yes
	
	min_age = 15
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		war = no
		in_command = no
		has_character_modifier = holding_summer_fair
		trait = greedy
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 2
			trait = arbitrary
		}
		modifier = {
			factor = 2
			trait = deceitful
		}
		modifier = {
			factor = 1.5
			trait = cynical
		}
		modifier = {
			factor = 0.7
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = content
		}
	}
	
	option = { #All mine
		name = EVTOPTAtrait_flavour.3
		add_character_modifier = {
			name = the_greedy
			duration = 90
		}
		wealth = 5
	}
	option = { #Give back to owner
		name = EVTOPTBtrait_flavour.3
		tooltip_info = kind
		trigger = {
			trait = kind
		}
		piety = 5
		random_list = {
			75 = { }
			25 = { remove_trait = greedy }
		}
	}
	option = { #Too lazy
		name = EVTOPTCtrait_flavour.3
		tooltip_info = slothful
		trigger = {
			trait = slothful
		}
		random_list = {
			80 = { }
			20 = { remove_trait = greedy }
		}
	}
	option = { #Justice does not allow this
		name = EVTOPTDtrait_flavour.3
		tooltip_info = just
		trigger = {
			trait = just
		}
		prestige = 5
		random_list = {
			70 = { }
			30 = { remove_trait = greedy }
		}
	}
}
# Charitable - Beggar Girl
character_event = {
	id = trait_flavour.4
	desc = EVTDESCtrait_flavour.4
	picture = GFX_evt_market
	
	is_triggered_only = yes
	
	min_age = 15
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		war = no
		in_command = no
		trait = charitable
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 5
			trait = kind
		}
		modifier = {
			factor = 2
			trait = just
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.4
			trait = cruel
		}
		modifier = {
			factor = 0.5
			trait = arbitrary
		}
		modifier = {
			factor = 0.8
			trait = lustful
		}
		modifier = {
			factor = 0.65
			trait = shy
		}
	}
	
	option = { #Have my coin purse
		name = EVTOPTAtrait_flavour.4
		add_character_modifier = {
			name = the_kind
			duration = 90
		}
		wealth = -3
	}
	option = { #Bring them into monastery
		name = EVTOPTBtrait_flavour.4
		tooltip_info = kind
		trigger = {
			trait = kind
		}
		piety = 5
		random_list = {
			80 = { }
			20 = { add_trait = zealous }
		}
	}
	option = { #Share tasty food
		name = EVTOPTCtrait_flavour.4
		tooltip_info = gluttonous
		trigger = {
			trait = gluttonous
		}
		prestige = 5
	}
	option = { #Bring them into court as servants
		name = EVTOPTDtrait_flavour.4
		ai_chance = {
			factor = 20
		}
		tooltip_info = kind
		trigger = {
			trait = kind
			prestige = 200
		}
		wealth = -15
		add_character_modifier = {
			name = the_kind
			duration = 365
		}
	}
}
# Content - Fine with illness or disability
character_event = {
	id = trait_flavour.5
	desc = EVTDESCtrait_flavour.5
	picture = GFX_evt_recovery
	
	is_triggered_only = yes
	
	min_age = 15
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		war = no
		in_command = no
		trait = content
		OR = {
			is_ill = yes
			trait = pneumonic
			trait = has_tuberculosis
			trait = has_typhoid_fever
			trait = has_typhus
			trait = has_bubonic_plague
			trait = has_measles
			trait = has_small_pox
			trait = wounded
			is_maimed_trigger = yes
		}
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 4
			trait = slothful
		}
		modifier = {
			factor = 2
			is_strong_trigger = yes
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.6
			is_weak_trigger = yes
		}
		modifier = {
			factor = 0.5
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 0.6
			trait = envious
		}
	}
	
	option = { #Happy with situation
		name = EVTOPTAtrait_flavour.5
		prestige = 5
	}
	option = { #Wil of God!
		name = EVTOPTBtrait_flavour.5
		tooltip_info = zealous
		trigger = {
			trait = zealous
		}
		piety = 5
	}
	option = { #Strong
		name = EVTOPTCtrait_flavour.5
		ai_chance = {
			factor = 1000
		}
		tooltip_info = strong
		trigger = {
			is_strong_trigger = yes
			base_health = 4
		}
		prestige = 15
	}
	option = { #Esoteric philosophical nonsense
		name = EVTOPTDtrait_flavour.5
		tooltip_info = scholar
		trigger = {
			trait = scholar
		}
		wealth = -15
		add_character_modifier = {
			name = deep_contemplation
			duration = 120
		}
	}
}
# Ambitious - Ruler wants to improve image
character_event = {
	id = trait_flavour.6
	desc = EVTDESCtrait_flavour.6
	picture = GFX_evt_holy_emperor
	
	is_triggered_only = yes
	
	min_age = 15
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		trait = ambitious
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 3
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 1.2
			trait = envious
		}
		modifier = {
			factor = 0.6
			trait = slothful
		}
		modifier = {
			factor = 0.5
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
	}
	
	option = { #Glory and honor
		name = EVTOPTAtrait_flavour.6
		random_list = {
			50 = { }
			35 = { add_trait = brave }
			15 = { add_trait = gregarious }
		}
	}
	option = { #Good rule
		name = EVTOPTBtrait_flavour.6
		random_list = {
			50 = { }
			25 = { add_trait = just }
			25 = { add_trait = charitable }
		}
	}
	option = { #Pious leader
		name = EVTOPTCtrait_flavour.6
		random_list = {
			50 = { }
			25 = { add_trait = zealous }
			25 = { add_trait = chaste }
		}
	}
	option = { #Feared
		name = EVTOPTDtrait_flavour.6
		ai_chance = {
			factor = 1
			
			modifier = {
				factor = 0.1
				trait = kind
			}
			modifier = {
				factor = 0.1
				trait = trusting
			}
			modifier = {
				factor = 0.1
				trait = just
			}
		}
		random_list = {
			50 = { }
			25 = { add_trait = cruel }
			25 = { add_trait = cynical }
		}
	}
}
# Arbitrary - Silence after arbitrary sentencing
character_event = {
	id = trait_flavour.7
	desc = EVTDESCtrait_flavour.7
	picture = GFX_evt_emissary
	
	is_triggered_only = yes
	
	min_age = 15
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		war = no
		in_command = no
		trait = arbitrary
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 2
			trait = wroth
		}
		modifier = {
			factor = 1.5
			trait = envious
		}
		modifier = {
			factor = 1.5
			trait = proud
		}
		modifier = {
			factor = 1.5
			trait = greedy
		}
		modifier = {
			factor = 1.5
			trait = impaler
		}
		modifier = {
			factor = 0.9
			trait = scholar
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 0.6
			trait = patient
		}
	}
	
	option = { #What?
		name = EVTOPTAtrait_flavour.7
		prestige = -10
	}
	
	option = { #Remains silent with everybody
		name = EVTOPTBtrait_flavour.7
		tooltip_info = shy
		trigger = {
			trait = shy
		}
		ai_chance = {
			factor = 5
		}
	}
}
# Just - Peasants love it
character_event = {
	id = trait_flavour.8
	desc = EVTDESCtrait_flavour.8
	picture = GFX_evt_market
	
	is_triggered_only = yes
	
	min_age = 15
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		war = no
		in_command = no
		trait = just
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 2.5
			trait = kind
		}
		modifier = {
			factor = 2
			trait = charitable
		}
		modifier = {
			factor = 1.5
			trait = humble
		}
		modifier = {
			factor = 1.5
			trait = honest
		}
		modifier = {
			factor = 2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
		modifier = {
			factor = 0.6
			trait = cruel
		}
	}
	
	option = { #Justice prevails!
		name = EVTOPTAtrait_flavour.8
		prestige = 10
	}
	option = { #Justice is blind (thanks richvh)
		name = EVTOPTBtrait_flavour.8
		ai_chance = {
			factor = 50
		}
		tooltip_info = blinded
		trigger = {
			trait = blinded
		}
		prestige = 10
		add_character_modifier = {
			name = justice_is_blind
			duration = 365
		}
	}
}
# Wroth - anger means none dare cross
character_event = {
	id = trait_flavour.9
	desc = EVTDESCtrait_flavour.9
	picture = GFX_evt_courtiers_talking
	
	is_triggered_only = yes
	
	min_age = 15
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		is_ruler = yes
		trait = wroth
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 1.4
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.7
			trait = shy
		}
		modifier = {
			factor = 0.95
			trait = kind
		}
		modifier = {
			factor = 0.95
			trait = temperate
		}
		modifier = {
			factor = 0.95
			trait = humble
		}
	}
	
	option = { #I RULE!
		name = EVTOPTAtrait_flavour.9
		random_list = {
			20 = { }
			20 = { add_trait = cruel }
			20 = { add_trait = greedy }
			20 = { add_trait = ambitious }
			20 = { add_trait = arbitrary }
		}
	}
	option = { #Must be a good ruler
		name = EVTOPTBtrait_flavour.9
		random_list = {
			60 = { prestige = 5 }
			20 = { add_trait = patient }
			20 = { add_trait = just }
		}
	}
	option = { #Want people to trust me :(
		name = EVTOPTCtrait_flavour.9
		ai_chance = {
			factor = 10
		}
		tooltip_info = kind
		trigger = {
			trait = kind
		}
		random_list = {
			50 = { prestige = 5 }
			20 = { add_trait = patient }
			30 = { change_diplomacy = 1 }
		}
	}
	option = { #Enemies fear me
		name = EVTOPTDtrait_flavour.9
		ai_chance = {
			factor = 5
		}
		tooltip_info = brave
		trigger = {
			trait = brave
		}
		random_list = {
			70 = { prestige = 5 }
			30 = { change_martial = 1 }
		}
	}
}
# Patient - Listening to the opinions of others
character_event = {
	id = trait_flavour.10
	desc = EVTDESCtrait_flavour.10
	picture = GFX_evt_emissary
	
	is_triggered_only = yes
	
	min_age = 15
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		trait = patient
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 2
			trait = gregarious
		}
		modifier = {
			factor = 1.5
			trait = kind
		}
		modifier = {
			factor = 1.5
			trait = just
		}
		modifier = {
			factor = 1.3
			trait = humble
		}
		modifier = {
			factor = 0.7
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 0.5
			trait = arbitrary
		}
		modifier = {
			factor = 0.6
			trait = proud
		}
	}
	
	option = { #Every opinion is flawed
		name = EVTOPTAtrait_flavour.10
		random_list = {
			40 = { }
			20 = { add_trait = cynical }
			20 = { add_trait = humble }
			20 = { add_trait = arbitrary }
		}
	}
	option = { #Everyone deserves to be heard
		name = EVTOPTBtrait_flavour.10
		random_list = {
			40 = { }
			20 = { add_trait = kind }
			20 = { add_trait = just }
			20 = { add_trait = humble }
		}
	}
	option = { #I want to be a great ruler
		name = EVTOPTCtrait_flavour.10
		random_list = {
			40 = { }
			20 = { add_trait = ambitious }
			20 = { add_trait = proud }
			20 = { add_trait = envious }
		}
	}
}
# Envious - Why is everyone better than me?
character_event = {
	id = trait_flavour.11
	desc = EVTDESCtrait_flavour.11
	picture = GFX_evt_scandal
	
	is_triggered_only = yes
	
	min_age = 15
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		trait = envious
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 2.5
			trait = ambitious
		}
		modifier = {
			factor = 1.5
			trait = diligent
		}
		modifier = {
			factor = 1.5
			trait = proud
		}
		modifier = {
			factor = 1.3
			trait = humble
		}
		modifier = {
			factor = 1.3
			trait = deceitful
		}
		modifier = {
			factor = 0.9
			trait = kind
		}
		modifier = {
			factor = 0.6
			trait = humble
		}
		modifier = {
			factor = 0.5
			trait = content
		}
		modifier = {
			factor = 0.9
			trait = slothful
		}
	}
	
	option = { #I am worthless
		name = EVTOPTAtrait_flavour.11
		random_list = {
			40 = { }
			15 = { add_trait = depressed }
			15 = { add_trait = humble }
			15 = { add_trait = craven }
			15 = { add_trait = shy }
		}
	}
	option = { #I don't try hard enough
		name = EVTOPTBtrait_flavour.11
		random_list = {
			40 = { }
			30 = { add_trait = stressed }
			15 = { add_trait = ambitious }
			15 = { add_trait = diligent }
		}
	}
	option = { #No one looks at my achievements
		name = EVTOPTCtrait_flavour.11
		random_list = {
			55 = { }
			15 = { add_trait = arbitrary }
			15 = { add_trait = proud }
			15 = { add_trait = shy }
		}
	}
	option = { #Maybe shouldn't worry
		name = EVTOPTDtrait_flavour.11
		random_list = {
			40 = { add_trait = content }
			30 = { remove_trait = envious }
			30 = { add_trait = kind }
		}
	}
}
# Kind - Help a recently deceased impoverished noble's orphaned child
character_event = {
	id = trait_flavour.12
	desc = EVTDESCtrait_flavour.12
	picture = GFX_evt_scandal
	
	is_triggered_only = yes
	
	min_age = 15
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		war = no
		in_command = no
		is_ruler = yes
		trait = kind
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 4
			trait = charitable
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.9
			trait = paranoid
		}
		modifier = {
			factor = 0.6
			trait = greedy
		}
		modifier = {
			factor = 0.7
			trait = shy
		}
		modifier = {
			factor = 0.7
			trait = slothful
		}
	}
	
	option = { #Squire of a knight
		name = EVTOPTAtrait_flavour.12
		prestige = 15
	}
	option = { #Monastery
		name = EVTOPTBtrait_flavour.12
		tooltip_info = zealous
		trigger = {
			trait = zealous
		}
		piety = 15
	}
	option = { #Raise at court
		name = EVTOPTCtrait_flavour.12
		trigger = {
			prestige = 100
			wealth = 100
		}
		wealth = -20
		create_character = {
			dynasty = random
			age = 6
		}
	}
}
# Craven - foolish while sparring
character_event = {
	id = trait_flavour.13
	desc = EVTDESCtrait_flavour.13
	picture = GFX_evt_melee
	
	is_triggered_only = yes
	
	min_age = 15
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		war = no
		in_command = no
		trait = craven
		NOT = { is_maimed_trigger = yes }
		NOT = { trait = wounded }
		NOT = { trait = infirm }
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 2
			is_weak_trigger = yes
		}
		modifier = {
			factor = 1.1
			trait = gluttonous
		}
		modifier = {
			factor = 1.1
			trait = paranoid
		}
		modifier = {
			factor = 1.1
			trait = shy
		}
		modifier = {
			factor = 1.1
			trait = slothful
		}
		modifier = {
			factor = 0.7
			trait = ambitious
		}
		modifier = {
			factor = 0.7
			is_strong_trigger = yes
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
	}
	
	option = { #Don't hurt me!
		name = EVTOPTAtrait_flavour.13
		prestige = -5
	}
	option = { #No, I must look good in front of the others
		name = EVTOPTBtrait_flavour.13
		trigger = {
			OR = {
				trait = proud
				trait = diligent
			}
		}
		random_list = {
			40 = { remove_trait = craven }
			30 = { add_trait = brave }
			30 = { }
		}
		prestige = 5
	}
	option = { #Haha! Tricked you!
		name = EVTOPTCtrait_flavour.13
		trigger = {
			trait = deceitful
		}
		tooltip_info = deceitful
		prestige = 10
		random_list = {
			50 = { remove_trait = craven }
			50 = { }
		}
	}
}
# Brave - defeated bandit
character_event = {
	id = trait_flavour.14
	desc = EVTDESCtrait_flavour.14
	picture = GFX_evt_melee
	
	is_triggered_only = yes
	
	min_age = 15
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		war = no
		in_command = no
		is_ruler = no
		is_female = no
		trait = brave
		NOT = { is_maimed_trigger = yes }
		NOT = { trait = wounded }
		NOT = { trait = infirm }
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 2
			is_strong_trigger = yes
		}
		modifier = {
			factor = 1.5
			trait = lunatic
		}
		modifier = {
			factor = 1.1
			trait = ambitious
		}
		modifier = {
			factor = 1.1
			trait = paranoid
		}
		modifier = {
			factor = 1.1
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 0.7
			trait = trusting
		}
		modifier = {
			factor = 0.5
			is_weak_trigger = yes
		}
		modifier = {
			factor = 0.8
			is_ill = yes
		}
	}
	
	option = { #Ah nothing
		name = EVTOPTAtrait_flavour.14
		prestige = 5
		random_list = {
			60 = { }
			40 = { add_trait = humble }
		}
	}
	option = { #None fear me!
		name = EVTOPTBtrait_flavour.14
		random_list = {
			50 = { remove_trait = proud }
			10 = { add_trait = cruel }
			40 = { }
		}
		prestige = 5
	}
	option = { #Spare the man
		name = EVTOPTCtrait_flavour.14
		trigger = {
			trait = kind
		}
		tooltip_info = kind
		prestige = 5
		add_character_modifier = {
			name = the_merciful
			duration = 365
		}
	}
	option = { #Torture him personally
		name = EVTOPTDtrait_flavour.14
		trigger = {
			trait = cruel
		}
		tooltip_info = cruel
		prestige = 5
		piety = -5
		add_character_modifier = {
			name = the_cruel
			duration = 365
		}
	}
}
#Humble - character learns from a peasant
character_event = {
	id = trait_flavour.15
	desc = EVTDESCtrait_flavour.15
	picture = GFX_evt_bandits
	
	is_triggered_only = yes
	
	min_age = 15
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		war = no
		in_command = no
		trait = humble
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 2.5
			trait = gregarious
		}
		modifier = {
			factor = 2.5
			trait = kind
		}
		modifier = {
			factor = 1.2
			OR = {
				trait = quick
				trait = shrewd
			}
		}
		modifier = {
			factor = 1.4
			trait = scholar
		}
		modifier = {
			factor = 1.2
			trait = genius
		}
		modifier = {
			factor = 0.5
			trait = envious
		}
		modifier = {
			factor = 0.6
			trait = shy
		}
		modifier = {
			factor = 0.7
			trait = cruel
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
	}
	
	option = { #Learn something from everybody
		name = EVTOPTAtrait_flavour.15
		piety = 10
		random_list = {
			50 = { }
			10 = { change_diplomacy = 1 }
			10 = { change_martial = 1 }
			10 = { change_stewardship = 1 }
			10 = { change_intrigue = 1 }
			10 = { change_learning = 1 }
		}
	}
}
# Lustful - Ugly Wench
character_event = {
	id = trait_flavour.16
	desc = EVTDESCtrait_flavour.16
	picture = GFX_evt_brothel
	
	is_triggered_only = yes
	
	min_age = 15
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		trait = lustful
		war = no
		in_command = no
		is_female = no
		NOT = { trait = eunuch }
		NOT = { trait = celibate }
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 3
			trait = hedonist
		}
		modifier = {
			factor = 1.5
			trait = gregarious
		}
		modifier = {
			factor = 1.4
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.7
			trait = shy
		}
		modifier = {
			factor = 0.7
			trait = humble
		}
		modifier = {
			factor = 0.7
			trait = temperate
		}
		modifier = {
			factor = 0.3
			has_lover = yes
		}
	}
	
	option = { #I'll sleep with anything
		name = EVTOPTAtrait_flavour.16
		add_character_modifier = {
			name = lustful_ruler
			duration = 365
		}
		piety = -10
	}
	option = { #Maybe should have standards
		name = EVTOPTBtrait_flavour.16
		random_list = {
			75 = { }
			25 = { remove_trait = lustful }
		}
	}
	option = { #Can't see her anyways
		name = EVTOPTCtrait_flavour.16
		ai_chance = {
			factor = 50
		}
		tooltip_info = blinded
		trigger = {
			trait = blinded
		}
		add_character_modifier = {
			name = lustful_ruler
			duration = 365
		}
		piety = -5
	}
	option = { #When the lights are blown out...
		name = EVTOPTDtrait_flavour.16
		ai_chance = {
			factor = 5
		}
		tooltip_info = scholar
		trigger = {
			trait = scholar
		}
		add_character_modifier = {
			name = deep_contemplation
			duration = 60
		}
		piety = -5
	}
}
# Chaste - Pretty young maiden
character_event = {
	id = trait_flavour.17
	desc = EVTDESCtrait_flavour.17
	picture = GFX_evt_lovers
	
	is_triggered_only = yes
	
	min_age = 15
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		trait = chaste
		in_command = no
		is_female = no
		NOT = { trait = celibate }
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 3
			has_lover = no
		}
		modifier = {
			factor = 2
			trait = gregarious
		}
		modifier = {
			factor = 1.5
			trait = shy
		}
		modifier = {
			factor = 3
			trait = hedonist
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
		modifier = {
			factor = 0.6
			trait = homosexual
		}
		modifier = {
			factor = 0.9
			trait = just
		}
		modifier = {
			factor = 0.9
			trait = slothful
		}
		modifier = {
			factor = 0.9
			trait = content
		}
		modifier = {
			factor = 0.2
			has_lover = yes
		}
	}
	
	option = { #Stay clean
		name = EVTOPTAtrait_flavour.17
		random_list = {
			50 = { prestige = 5 }
			50 = { piety = 5 }
		}
	}
	option = { #God will give strength!
		name = EVTOPTBtrait_flavour.17
		piety = 10
	}
	option = { #Can't see her anyways
		name = EVTOPTCtrait_flavour.17
		tooltip_info = blinded
		trigger = {
			trait = blinded
		}
		random_list = {
			50 = { prestige = 5 }
			50 = { piety = 5 }
		}
	}
	option = { #Homosexual
		name = EVTOPTDtrait_flavour.17
		ai_chance = {
			factor = 500
		}
		tooltip_info = homosexual
		trigger = {
			trait = homosexual
		}
		prestige = 5
	}
}
# Temperate - some people say character doesn't enjoy life enough
character_event = {
	id = trait_flavour.18
	desc = EVTDESCtrait_flavour.18
	picture = GFX_evt_feast
	
	is_triggered_only = yes
	
	min_age = 15
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		war = no
		in_command = no
		trait = temperate
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 2
			trait = diligent
		}
		modifier = {
			factor = 2
			trait = depressed
		}
		modifier = {
			factor = 2
			trait = stressed
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = chaste
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 0.6
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = lustful
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 0.9
			NOT = { lifestyle_traits = 1 }
		}
	}
	
	option = { #I'm a prude
		name = EVTOPTAtrait_flavour.18
		add_character_modifier = {
			name = the_prude
			duration = 365
		}
	}
	option = { #Lighten up?
		name = EVTOPTBtrait_flavour.18
		random_list = {
			50 = { }
			15 = { add_trait = gregarious }
			35 = { 
				remove_trait = temperate
				gain_weight_medium_effect = yes
				weight_trait_check_effect = yes
			}
		}
	}
	option = { #I am enjoying life
		name = EVTOPTCtrait_flavour.18
		ai_chance = {
			factor = 2
		}
		tooltip_info = gregarious
		trigger = {
			trait = gregarious
			NOT = { trait = depressed }
			NOT = { trait = stressed }
		}
		prestige = 10
	}
}
# Paranoid - character thinks he/she just saw an assassin
character_event = {
	id = trait_flavour.19
	desc = EVTDESCtrait_flavour.19
	picture = GFX_evt_shadow
	
	is_triggered_only = yes
	
	min_age = 15
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		trait = paranoid
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 4
			trait = lunatic
		}
		modifier = {
			factor = 4
			trait = possessed
		}
		modifier = {
			factor = 2
			trait = stressed
		}
		modifier = {
			factor = 1.2
			trait = cruel
		}
		modifier = {
			factor = 1.3
			trait = cynical
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 0.7
			trait = brave
		}
		modifier = {
			factor = 0.7
			trait = slothful
		}
		modifier = {
			factor = 0.7
			OR = {
				trait = slow
				trait = dull
			}
		}
	}
	
	option = { #Seeing... things?
		name = EVTOPTAtrait_flavour.19
		add_character_modifier = {
			name = the_paranoid
			duration = 365
		}
	}
	option = { #Uses knowledge
		name = EVTOPTBtrait_flavour.19
		ai_chance = {
			factor = 10
		}
		tooltip_info = learning
		trigger = {
			learning = 13
		}
	}
	option = { #Run away!
		name = EVTOPTCtrait_flavour.19
		ai_chance = {
			factor = 5
		}
		tooltip_info = craven
		trigger = {
			trait = craven
		}
		add_character_modifier = {
			name = paranoid_coward
			duration = 365
		}
	}
}
# Trusting - character got pranked by a courtier
character_event = {
	id = trait_flavour.20
	desc = EVTDESCtrait_flavour.20
	picture = GFX_evt_scandal
	
	is_triggered_only = yes
	
	min_age = 15
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		war = no
		in_command = no
		is_ruler = yes
		trait = trusting
		any_courtier = {
			is_adult = yes
			NOT = { 
				trait = craven
				trait = kind
				trait = trusting
				trait = shy
			}
			OR = {
				trait = gregarious
				trait = cruel
				trait = hedonist
			}
		}
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 4
			trait = imbecile
		}
		modifier = {
			factor = 4
			OR = {
				trait = slow
				trait = dull
			}
		}
		modifier = {
			factor = 1.5
			trait = kind
		}
		modifier = {
			factor = 2
			trait = blinded
		}
		modifier = {
			factor = 1.5
			trait = craven
		}
		modifier = {
			factor = 1.1
			trait = slothful
		}
		modifier = {
			factor = 0.9
			trait = diligent
		}
		modifier = {
			factor = 0.7
			trait = brave
		}
		modifier = {
			factor = 0.7
			OR = {
				trait = quick
				trait = shrewd
			}
		}
		modifier = {
			factor = 0.7
			trait = genius
		}
	}
	
	option = { #Must stop being gullible
		name = EVTOPTAtrait_flavour.20
		random_list = {
			20 = { }
			20 = { remove_trait = trusting }
			20 = { add_trait = deceitful }
			20 = { add_trait = diligent }
			20 = { add_trait = depressed }
		}
		random_courtier = {
			limit = {
				is_adult = yes
				NOT = { 
					trait = craven
					trait = kind
					trait = trusting
					trait = shy
				}
				OR = {
					trait = gregarious
					trait = cruel
					trait = hedonist
				}
			}
			reverse_opinion = {
				modifier = opinion_afraid
				who = ROOT
				years = 1
			}
		}
	}
	option = { #Fine with that
		name = EVTOPTBtrait_flavour.20
		tooltip_info = content
		trigger = { trait = content }
		piety = 5
		random_courtier = {
			limit = {
				is_adult = yes
				NOT = { 
					trait = craven
					trait = kind
					trait = trusting
					trait = shy
				}
				OR = {
					trait = gregarious
					trait = cruel
					trait = hedonist
				}
			}
			opinion = {
				modifier = opinion_confused
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = opinion_cautious
				who = ROOT
				years = 1
			}
		}
	}
	option = { #Punish
		name = EVTOPTCtrait_flavour.20
		ai_chance = {
			factor = 15
		}
		tooltip_info = cruel
		trigger = {
			trait = cruel
		}
		random_courtier = {
			limit = {
				is_adult = yes
				NOT = { 
					trait = craven
					trait = kind
					trait = trusting
					trait = shy
				}
				OR = {
					trait = gregarious
					trait = cruel
					trait = hedonist
				}
			}
			opinion = {
				modifier = opinion_afraid
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = opinion_angry
				who = ROOT
				years = 1
			}
		}
	}
}
# Deceitful - Never show true self
character_event = {
	id = trait_flavour.21
	desc = EVTDESCtrait_flavour.21
	picture = GFX_evt_whispers
	
	is_triggered_only = yes
	
	min_age = 15
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		trait = deceitful
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 2.5
			trait = shy
		}
		modifier = {
			factor = 1.5
			trait = envious
		}
		modifier = {
			factor = 1.1
			trait = ambitious
		}
		modifier = {
			factor = 0.5
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 0.95
			trait = kind
		}
	}
	
	option = { #Risky
		name = EVTOPTAtrait_flavour.21
		random_list = {
			25 = { }
			25 = { add_trait = envious }
			25 = { add_trait = shy }
			25 = { add_trait = paranoid }
		}
	}
	option = { #Nobody understands
		name = EVTOPTBtrait_flavour.21
		random_list = {
			20 = { }
			30 = { add_trait = shy }
			20 = { add_trait = envious }
			20 = { add_trait = craven }
			10 = { add_trait = depressed }
		}
	}
	option = { #Crazy
		name = EVTOPTCtrait_flavour.21
		ai_chance = {
			factor = 50
		}
		tooltip_info = lunatic
		trigger = { 
			trait = lunatic
		}
		random_list = {
			50 = { }
			35 = { add_trait = shy }
			15 = { add_trait = paranoid }
		}
	}
	option = { #Possessed
		name = EVTOPTDtrait_flavour.1
		ai_chance = {
			factor = 50
		}
		tooltip_info = possessed
		trigger = { 
			trait = possessed
		}
		random_list = {
			50 = { }
			35 = { add_trait = shy }
			15 = { add_trait = paranoid }
		}
	}
}
# Honest - character meets an incompetent merchant
character_event = {
	id = trait_flavour.22
	desc = EVTDESCtrait_flavour.22
	picture = GFX_evt_market
	
	is_triggered_only = yes
	
	min_age = 15
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		war = no
		in_command = no
		trait = honest
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 2.5
			trait = gregarious
		}
		modifier = {
			factor = 1.5
			trait = diligent
		}
		modifier = {
			factor = 1.1
			trait = just
		}
		modifier = {
			factor = 1.1
			trait = charitable
		}
		modifier = {
			factor = 0.7
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
	}
	
	option = { #Harsh words
		name = EVTOPTAtrait_flavour.22
		prestige = 5
	}
	option = { #Buy merchandise anyways
		name = EVTOPTBtrait_flavour.22
		ai_chance = {
			factor = 25
		}
		trigger = {
			OR = {
				trait = kind
				trait = charitable
			}
			NOT = { trait = greedy }
		}
		add_character_modifier = {
			name = the_kind
			duration = 90
		}
	}
	option = { #Give advice
		name = EVTOPTCtrait_flavour.22
		ai_chance = {
			factor = 200
		}
		tooltip_info = stewardship
		trigger = { 
			stewardship = 13
		}
		random_list = {
			50 = { }
			50 = { add_trait = kind }
		}
		add_character_modifier = {
			name = the_kind
			duration = 365
		}
	}
}
# Cruel - subjects fear character
character_event = {
	id = trait_flavour.23
	desc = EVTDESCtrait_flavour.23
	picture = GFX_evt_shadowy_cabal
	
	is_triggered_only = yes
	
	min_age = 15
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		is_ruler = yes
		trait = cruel
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 2
			trait = arbitrary
		}
		modifier = {
			factor = 1.5
			trait = proud
		}
		modifier = {
			factor = 1.3
			trait = envious
		}
		modifier = {
			factor = 1.1
			trait = paranoid
		}
		modifier = {
			factor = 0.7
			trait = shy
		}
		modifier = {
			factor = 0.9
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
	}
	
	option = { #Blood
		name = EVTOPTAtrait_flavour.23
		prestige = 1
	}
	option = { #To be feared, not loved
		name = EVTOPTBtrait_flavour.23
		ai_chance = {
			factor = 25
		}
		trigger = {
			OR = {
				trait = cynical
				trait = scholar
				learning = 13
			}
			NOT = { 
				trait = kind
				trait = trusting
			}
		}
		piety = -5
		prestige = 5
	}
	option = { #Just
		name = EVTOPTCtrait_flavour.23
		ai_chance = {
			factor = 25
		}
		tooltip_info = just
		trigger = { 
			trait = just
		}
		prestige = 5
	}
}

################################################
# Lustful or chaste from Prince and the Thane
################################################
# Lustful turning to hedonist (on_decade_pulse)
character_event = {
	id = trait_flavour.50
	desc = EVTDESCtrait_flavour.50
	picture = GFX_evt_brothel
	
	min_age = 15
	capable_only = yes
	prisoner = no
	
	is_triggered_only = yes
	
	trigger = {
		NOT = { trait = hedonist }
		trait = lustful
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTOPTAtrait_flavour.50
		add_trait = hedonist
	}
	option = {
		name = EVTOPTBtrait_flavour.50
		piety = 15
    random = {
			chance = 35
			remove_trait = lustful
			hidden_tooltip = { character_event = { id = trait_notification.5 } }
		}
	}
}
# Lustful turning to chaste (on_decade_pulse)
character_event = {
	id = trait_flavour.51
	desc = EVTDESCtrait_flavour.51
	picture = GFX_evt_garden
	
	min_age = 30
	capable_only = yes
	prisoner = no
	
	is_triggered_only = yes
	
	trigger = {
		NOT = { trait = hedonist }
		trait = lustful
		is_married = yes
	}
	
	weight_multiplier = {
		days = 1
	}

	option = {
		name = EVTOPTAtrait_flavour.51
		piety = 20
		add_trait = chaste
	}
	
	option = {
		name = EVTOPTBtrait_flavour.51
		prestige = 10
	}
}
# Chaste turning to celibate (on_decade_pulse)
character_event = {
	id = trait_flavour.52
	desc = EVTDESCtrait_flavour.52
	picture = GFX_evt_garden
	
	min_age = 30
	capable_only = yes
	prisoner = no
	
	is_triggered_only = yes
	
	trigger = {
		NOT = { trait = celibate }
		trait = chaste
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTOPTAtrait_flavour.52
		piety = 20
		add_trait = celibate
	}
	
	option = {
		name = EVTOPTBtrait_flavour.52
		piety = -10
		random = { 
			chance = 0
			remove_trait = chaste
			hidden_tooltip = { character_event = { id = 38303 } }
		}
	}
}

################################################
# Racist/tolerant flavor events
################################################
# Dwarf kills man in tavern brawl (on_bi_yearly_pulse)
character_event = {
	id = trait_flavour.100
	desc = EVTDESCtrait_flavour.100
	picture = GFX_evt_throne_room
	
	is_triggered_only = yes
	
	min_age = 15
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		is_ruler = yes
		trait = human_race
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTOPTAtrait_flavour.100
		prestige = 10
		random = {
			chance = 10
			add_trait = just
			hidden_tooltip = { character_event = { id = 38267 } }
		}
	}
	option = {
		name = EVTOPTBtrait_flavour.100
		trigger = {
			NOT = { trait = racist }
		}
		random = {
			chance = 25
			add_trait = racist
			hidden_tooltip = { character_event = { id = trait_notification.2 } }
		}
	}
	option = {
		name = EVTOPTCtrait_flavour.100
		trigger = {
			trait = racist
		}
		random = {
			chance = 10
			add_trait = impaler
			hidden_tooltip = {character_event = { id = 38291 } }
		}
	}
	option = {
		name = EVTOPTDtrait_flavour.100
		prestige = -10
		random = {
			chance = 15
			add_trait = arbitrary
			hidden_tooltip = {character_event = { id = 38266 } }
		}
	}
}

################################################
# Alchemist flavor events
################################################
# Increase fertility
character_event = {
	id = trait_flavour.200
	desc = EVTDESCtrait_flavour.200
	picture = GFX_evt_throne_room
	
	is_triggered_only = yes
	
	min_age = 20
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		trait = alchemist
		war = no
		in_command = no
		NOT = { fertility = 0.5 }
		NOT = {
			trait = fertile_nonhuman
			trait = fertile_sorcerer
		}
	}
	
	weight_multiplier = {
		days = 1
		modifier = { factor = 2 trait = diligent }
		modifier = { factor = 2 trait = lustful }
		modifier = { factor = 0.5 trait = chaste }
	}
	
	option = { # Try potion
		name = EVTOPTAtrait_flavour.200
		prestige = 10
		custom_tooltip = {
			text = alchemist_fertility_potion
			hidden_tooltip = {
				random_list = {
					60 = { character_event = { id = trait_flavour.201 days = 5 } }
					40 = { character_event = { id = trait_flavour.202 days = 5 } }
				}
			}
		}
	}
	option = { # Don't try potion
		name = EVTOPTBtrait_flavour.200
		random = {
			chance = 25
			add_trait = chaste
			hidden_tooltip = { character_event = { id = 38274 } }
		}
	}
}
# Potion worked
character_event = {
	id = trait_flavour.201
	desc = EVTDESCtrait_flavour.201
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAtrait_flavour.201
		fertility = 0.05
	}
}
# Potion didn't work
character_event = {
	id = trait_flavour.202
	desc = EVTDESCtrait_flavour.202
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAtrait_flavour.202
	}
}
# Increase health
character_event = {
	id = trait_flavour.210
	desc = EVTDESCtrait_flavour.210
	picture = GFX_evt_throne_room
	
	is_triggered_only = yes
	
	min_age = 20
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		trait = alchemist
		war = no
		in_command = no
		NOT = { health = 5 }
	}
	
	weight_multiplier = {
		days = 1
		modifier = { factor = 2 trait = diligent }
		modifier = { factor = 2 is_weak_trigger = yes }
		modifier = { factor = 0.5 trait = content }
	}
	
	option = { # Try potion
		name = EVTOPTAtrait_flavour.210
		prestige = 10
		custom_tooltip = {
			text = alchemist_health_potion
			hidden_tooltip = {
				random_list = {
					60 = { character_event = { id = trait_flavour.211 days = 5 } }
					30 = { character_event = { id = trait_flavour.212 days = 5 } }
					10 = { character_event = { id = trait_flavour.213 days = 5 } }
				}
			}
		}
	}
	option = { # Don't try potion
		name = EVTOPTBtrait_flavour.210
		random = {
			chance = 25
			add_trait = content
			hidden_tooltip = { character_event = { id = 38274 } }
		}
	}
}
# Potion worked
character_event = {
	id = trait_flavour.211
	desc = EVTDESCtrait_flavour.211
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAtrait_flavour.211
		health = 1
	}
}
# Potion didn't work
character_event = {
	id = trait_flavour.212
	desc = EVTDESCtrait_flavour.212
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAtrait_flavour.212
	}
}
# Potion had reverse effect
character_event = {
	id = trait_flavour.213
	desc = EVTDESCtrait_flavour.213
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAtrait_flavour.213
		health = -0.5
	}
}
# Gathering ingredients
character_event = {
	id = trait_flavour.220
	desc = EVTDESCtrait_flavour.220
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	min_age = 20
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		trait = alchemist
		trait = greedy
		war = no
		in_command = no
	}
	
	weight_multiplier = {
		days = 1
		modifier = { factor = 2 	trait = diligent }
		modifier = { factor = 2 trait = greedy }
		modifier = { factor = 0.5 trait = charitable }
	}
	
	option = { # Buy from market
		name = EVTOPTAtrait_flavour.220
		character_event = { id = trait_flavour.221 days = 3 tooltip = EVTTOOLTIPtrait_flavour.221 }
	}
	option = { # Gather yourself
		name = EVTOPTBtrait_flavour.220
		character_event = { id = trait_flavour.222 days = 3 tooltip = EVTTOOLTIPtrait_flavour.222 }
	}
	option = { # Gather yourself
		name = EVTOPTBtrait_flavour.220
		random = {
			chance = 25
			remove_trait = alchemist
			hidden_tooltip = { character_event = { id = trait_notification.6 } }
		}
	}
}
# Buying ingredients from market
character_event = {
	id = trait_flavour.221
	desc = EVTDESCtrait_flavour.221
	picture = GFX_evt_market
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAtrait_flavour.221
		scaled_wealth = -0.1
	}
}
# Gathering ingredients himself
character_event = {
	id = trait_flavour.222
	desc = EVTDESCtrait_flavour.222
	picture = GFX_evt_bandits
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAtrait_flavour.222
		random_list = { 
			65 = { }
			20 = {
				add_trait = diligent
				hidden_tooltip = { character_event = { id = 38256 } }
			}
			15 = {
				add_trait = wounded
				hidden_tooltip = { character_event = { id = 38280 } }
			}
		}
	}
}
# Making friends with witcher
character_event = {
	id = trait_flavour.230
	desc = EVTDESCtrait_flavour.230
	picture = GFX_evt_courtiers_talking
	
	is_triggered_only = yes
	
	min_age = 20
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		trait = alchemist
		any_courtier = {
			trait = witcher
			NOT = { is_friend = ROOT }
		}
		war = no
		in_command = no
	}
	
	weight_multiplier = {
		days = 1
		modifier = { factor = 2 trait = gregarious }
		modifier = { factor = 2 trait = tolerant }
		modifier = { factor = 0.5 trait = racist }
		modifier = { factor = 0.5 trait = shy }
		modifier = { factor = 2 has_ambition = obj_make_a_friend }
	}
	
	option = {
		name = EVTOPTAtrait_flavour.230
		random_courtier = { 
			limit = {
				trait = witcher
				NOT = { is_friend = ROOT }
			}
			character_event = { id = trait_flavour.231 days = 1 tooltip = EVTTOOLTIPtrait_flavour.231 }
		}
	}
	option = {
		name = EVTOPTBtrait_flavour.230
		random = {
			chance = 10
			add_trait = racist
			hidden_tooltip = { character_event = { id = trait_notification.2 } }
		}
	}
}
# Making friends with witcher - Witcher's reply
character_event = {
	id = trait_flavour.231
	
	hide_window = yes
	is_triggered_only = yes
	
	option = { # Accept
		name = OK
		FROM = { character_event = { id = trait_flavour.232 days = 1 } }
	}
	option = { # Refuse
		name = OK
		FROM = { character_event = { id = trait_flavour.233 days = 1 } }
	}
}
# Made friends with witcher
character_event = {
	id = trait_flavour.232
	desc = EVTDESCtrait_flavour.232
	picture = GFX_evt_courtiers_talking
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAtrait_flavour.233
		opinion = { modifier = opinion_grateful who = FROM years = 4 }
	}
}
# Didn't make friends with witcher
character_event = {
	id = trait_flavour.233
	desc = EVTDESCtrait_flavour.233
	picture = GFX_evt_courtiers_talking
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAtrait_flavour.233
		opinion = { modifier = opinion_sad who = FROM years = 4 }
	}
}
# Explosions, fires and odor
character_event = {
	id = trait_flavour.240
	desc = EVTDESCtrait_flavour.240
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	min_age = 20
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = { culture = wilderness}
		trait = alchemist
		trait = diligent
		OR = {
			is_married = yes
			any_courtier = {
				age = 15
				in_command = no
				NOT = { trait = alchemist }
			}
		}
		war = no
		in_command = no
	}
	
	weight_multiplier = {	
		factor = 1
	}
	
	option = {
		name = EVTOPTAtrait_flavour.240
		trigger = {
			is_married = yes
		}
		spouse = {
			character_event = { id = trait_flavour.241 days = 2 tooltip = EVTTOOLTIPtrait_flavour.241 }
		}
	}
	option = {
		name = EVTOPTAtrait_flavour.240
		trigger = {
			is_married = no
		}
		random_courtier = {
			limit = {
				age = 15
				in_command = no
				NOT = { trait = alchemist }
			}
			character_event = { id = trait_flavour.242 days = 2 tooltip = EVTTOOLTIPtrait_flavour.242 }
		}
	}
	option = {
		name = EVTOPTBtrait_flavour.240
		if = {
			limit = {
				is_married = yes
				spouse = {
					is_alive = yes
					prisoner = no
					is_abroad = no
				}
			}
			spouse = {
				opinion = { modifier = opinion_glad who = ROOT years = 5 }
			}
		}
		random = {
			chance = 20
			remove_trait = alchemist
			hidden_tooltip = { character_event = { id = trait_notification.6 } }
		}
	}
}
# Explosions, fires and odor - Spouse worries, intervention?
character_event = {
	id = trait_flavour.241
	desc = EVTDESCtrait_flavour.241
	picture = GFX_evt_quarrel
	
	is_triggered_only = yes
	
	option = { # Intervention!
		name = EVTOPTAtrait_flavour.241
		FROM = { character_event = { id = trait_flavour.243 tooltip = EVTTOOLTIPtrait_flavour.243 } }
	}
	option = {
		name = EVTOPTBtrait_flavour.241
	}
}
# Explosions, fires and odor - Courtier worries, intervention?
character_event = {
	id = trait_flavour.242
	desc = EVTDESCtrait_flavour.242
	picture = GFX_evt_quarrel
	
	is_triggered_only = yes
	
	option = { # Intervention!
		name = EVTOPTAtrait_flavour.242
		FROM = { character_event = { id = trait_flavour.243 tooltip = EVTTOOLTIPtrait_flavour.243 } }
	}
	option = {
		name = EVTOPTBtrait_flavour.242
	}
}
# Explosions, fires and odor - Intervention
character_event = {
	id = trait_flavour.243
	desc = EVTDESCtrait_flavour.243
	picture = GFX_evt_quarrel
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA3553
		add_character_modifier = { name = crazy_alchemist duration = 365 }
		FROM = { opinion = { modifier = opinion_disappointed who = ROOT years = 2 } }
	}
	option = {
		name = EVTOPTB3553
		add_character_modifier = { name = theoretical_alchemist duration = 365 }
		FROM = { opinion = { modifier = opinion_relieved who = ROOT years = 2 } }
	}
}
