#############################################
#
# EVENTS FOR SECRET BEARS
#
#############################################
# Text by Dee Majek
# Script by Magne Skjran
#############################################

namespace = bear

# Bear generation
character_event = {
	id = bear.7
	
	hide_window = yes
	is_triggered_only = yes
	
	only_playable = yes
	
	trigger = {
		OR = {
			is_feudal = yes
			is_patrician = yes
		}
	}
	
	immediate = {
		random_list = {
			9999 = {}
			1 = {
				modifier = {
					factor = 10
					trait = lunatic
				}
				modifier = {
					factor = 3
					trait = paranoid
				}
				modifier = {
					factor = 0.2
					trait = trusting
				}
			
				random_close_relative = {
					limit = {
						NOT = { has_character_flag = secret_bear }
						prisoner = no
						host = { character = ROOT }
						is_adult = yes
						age < 40
						is_incapable = no
						ai = yes
					}
					set_character_flag = secret_bear
				}
				character_event = {
					id = bear.1
				}
			}
		}
	}
}

# Troubled Sleep
character_event = {
	id = bear.1
	
	title = bear.1.title
	desc = bear.1.desc
	picture = GFX_evt_drunk
	
	is_triggered_only = yes
	
	only_playable = yes
	prisoner = no
	war = no # Don't want to annoy the player during a war
	only_capable = yes
	
	trigger = {
		OR = {
			is_feudal = yes
			is_patrician = yes
		}
		any_close_relative = {
			has_character_flag = secret_bear
			prisoner = no
			host = { character = ROOT }
			is_inaccessible_trigger = no
			ai = yes
		}
		NOT = { has_character_flag = secret_bear_chain }
		is_inaccessible_trigger = no
	}
	
	immediate = {
		random_close_relative = {
			limit = {
				has_character_flag = secret_bear
				prisoner = no
				host = { character = ROOT }
				is_inaccessible_trigger = no
				ai = yes
			}
			save_event_target_as = bear_character
		}
		set_character_flag = secret_bear_chain
	}
	
	option = {
		name = bear.1.a
		event_target:bear_character = {
			opinion = {
				who = ROOT
				modifier = opinion_annoyed
				years = 5
			}
		}
	}
	option = {
		name = bear.1.b
		add_character_modifier = {
			modifier = bad_nights_sleep
			months = 6
		}
	}
	
	after = {
		character_event = {
			id = bear.2
			days = 30
			random = 30
		}
	}
}

# A Hairy Situation
character_event = {
	id = bear.2
	
	title = bear.2.title
	desc = bear.2.desc
	picture = GFX_evt_courtiers_talking
	
	is_triggered_only = yes
	
	prisoner = no
	only_capable = yes
	
	trigger = {
		event_target:bear_character = {
			prisoner = no
			host = { character = ROOT }
			is_alive = yes
			ai = yes
		}
	}
	
	fail_trigger_effect = {
		if = {
			limit = {
				event_target:bear_character = { prisoner = yes }
			}
			repeat_event = { id = bear.2 days = 30 }
		}
		else = {
			event_target:bear_character = { clr_character_flag = secret_bear }
			clr_character_flag = secret_bear_chain
		}
	}
	
	option = {
		name = bear.2.a
	}
	option = {
		name = bear.2.b
	}
	
	after = {
		character_event = {
			id = bear.3
			days = 30
			random = 30
		}
	}
}

# Tongue-Tied
character_event = {
	id = bear.3
	
	title = bear.3.title
	desc = bear.3.desc
	picture = GFX_evt_scandal
	
	is_triggered_only = yes
	
	prisoner = no
	only_capable = yes
	
	trigger = {
		event_target:bear_character = {
			prisoner = no
			host = { character = ROOT }
			is_alive = yes
			ai = yes
		}
	}
	
	fail_trigger_effect = {
		clr_character_flag = secret_bear_chain
	}
	
	immediate = {
		random_close_relative = {
			limit = {
				NOT = { character = event_target:bear_character }
				prisoner = no
				is_adult = yes
				host = { character = ROOT }
			}
			save_event_target_as = family_member
		}
	}
	
	option = {
		trigger = {
			is_married = yes
			spouse = {
				NOR = {
					character = event_target:bear_character
					character = event_target:family_member
				}
			}
		}
		name = bear.3.a
		spouse = {
			opinion = {
				who = ROOT
				modifier = opinion_flattered
				years = 5
			}
		}
	}
	option = {
		trigger = {
			event_target:family_member = { always = yes }
		}
		name = bear.3.b
		event_target:family_member = {
			opinion = {
				who = ROOT
				modifier = opinion_flattered
				years = 5
			}
		}
	}
	option = {
		name = bear.3.c
		piety = 50
	}
	
	after = {
		character_event = {
			id = bear.4
			days = 30
			random = 30
		}
		clear_event_target = family_member
	}
}

# Sweet Thief
character_event = {
	id = bear.4
	
	title = bear.4.title
	desc = bear.4.desc
	picture = GFX_evt_library
	hide_from = yes
	
	is_triggered_only = yes
	
	prisoner = no
	only_capable = yes
	
	trigger = {
		event_target:bear_character = {
			prisoner = no
			host = { character = ROOT }
			is_alive = yes
			ai = yes
		}
	}
	
	fail_trigger_effect = {
		clr_character_flag = secret_bear_chain
	}
	
	option = {
		trigger = {
			job_marshal = { always = yes }
		}
		name = bear.4.a
		job_marshal = {
			opinion = {
				who = ROOT
				modifier = opinion_flattered
				years = 5
			}
		}
	}
	option = {
		trigger = {
			job_spymaster = { always = yes }
		}
		name = bear.4.b
		job_spymaster = {
			opinion = {
				who = ROOT
				modifier = opinion_flattered
				years = 5
			}
		}
	}
	option = {
		name = bear.4.c
		piety = 50
	}
	
	after = {
		character_event = {
			id = bear.5
			days = 30
			random = 30
		}
	}
}

# Poignant Portraitry
character_event = {
	id = bear.5
	
	title = bear.5.title
	desc = bear.5.desc
	picture = GFX_evt_monk
	
	is_triggered_only = yes
	
	prisoner = no
	only_capable = yes
	
	trigger = {
		event_target:bear_character = {
			prisoner = no
			host = { character = ROOT }
			is_alive = yes
			ai = yes
		}
	}
	
	fail_trigger_effect = {
		clr_character_flag = secret_bear_chain
	}
	
	option = {
		name = bear.5.a
	}
	option = {
		name = bear.5.b
	}
	
	after = {
		character_event = {
			id = bear.6
			days = 30
			random = 30
		}
	}
}

# Bearly Legal
long_character_event = {
	id = bear.6
	
	title = bear.6.title
	desc = bear.6.desc
	picture = GFX_evt_feast
	
	is_triggered_only = yes
	
	prisoner = no
	only_capable = yes
	
	trigger = {
		event_target:bear_character = {
			prisoner = no
			host = { character = ROOT }
			is_alive = yes
			ai = yes
		}
	}
	
	fail_trigger_effect = {
		clr_character_flag = secret_bear_chain
	}
	
	immediate = {
		event_target:bear_character = {
			culture_scope = { save_event_target_as = original_culture }
			gfx_culture_scope = { save_event_target_as = original_gfx_culture }
			set_graphical_culture = bear
			culture = bear
			clr_character_flag = secret_bear
		}
	}
	
	option = {
		name = bear.6.a
	}
	option = {
		name = bear.6.undo
		custom_tooltip = {
			text = UNDO_BEAR_TRANSFORMATION
			event_target:bear_character = {
				set_graphical_culture = event_target:original_culture
				culture = event_target:original_gfx_culture
			}
		}
	}
	option = {
		name = bear.6.b
		trigger = {
			NOT = { trait = hunter }
		}
	}
	option = {
		name = bear.6.d
		trigger = {
			NOR = {
				trait = cannibal_trait
				trait = lunatic
			}
		}
	}
	option = {
		tooltip_info = cannibal_trait
		name = bear.6.e
		trigger = {
			trait = cannibal_trait
		}
		event_target:bear_character = {
			death = {
				death_reason = death_execution_eaten
				killer = ROOT
			}
		}
	}
	option = {
		tooltip_info = lunatic
		name = bear.6.e
		trigger = {
			NOT = { trait = cannibal_trait }
			trait = lunatic
		}
		event_target:bear_character = {
			death = {
				death_reason = death_execution_eaten
				killer = ROOT
			}
		}
	}
	option = {
		tooltip_info = hunter
		name = bear.6.f
		trigger = {
			trait = hunter
		}
		event_target:bear_character = {
			death = {
				death_reason = death_execution_hunt
				killer = ROOT
			}
		}
		prestige = 100
	}
	
	after = {
		clr_character_flag = secret_bear_chain
	}
}
