namespace = neurowie_event

########################Dołączać############################

#Zapytanie inicjacja
character_event = {
    id = neurowie_event.1
	hide_window = yes
    is_triggered_only = yes
    trigger = {
    	FROM = { leader = { society_member_of = neurowie } }
    }
    immediate = {
    	FROM = { leader = { character_event = { id = neurowie_event.2 } } } #przywódca
    }
}

#zurruckkommend
character_event = {
    id = neurowie_event.2
	hide_window = yes
    is_triggered_only = yes
    immediate = {
    	FROM = { letter_event = { id = neurowie_event.3 } } #zurruckkommend
    }
}

#Powitanie
letter_event = {
    id = neurowie_event.3
    desc = desc_neurowie_event.3
    border = GFX_event_letter_frame_war
	
    is_triggered_only = yes

    option = { #join the society
        name = optA_neurowie_event.3
		FROM = { ROOT = { join_prev_neurowie_society = yes } } 
		transfer_scaled_wealth = { to = FROM value = 0.1  min = 5 max = 10 } 
    }
    option = { #don't
        name = optB_neurowie_event.3
    }
}

########################Dla AI skrypty###########################

character_event = { #zmuś ciuli do frakcji
	id = neurowie_event.4
	hide_window = yes
	
	only_rulers = yes #ograniczyć lagi
	is_triggered_only = yes
	has_dlc = "Mystics"
	
	immediate = {
		if = {
			limit = { #if he's already a member, will force a rank up 25% of the time
				ai = yes
				prisoner = no
				NOT = { 
					trait = incapable
					trait = weak 
					trait = inbred  
				}
				NOT = { society_member_of = neurowie }
				is_female = no
				age = 25
				is_slav_religion = yes
				martial = 10
			}
			random_list = {
				75 = {  }
				25 = { 
					join_society = neurowie 
					if = {
						limit = {
							NOT = {
								society = {
									any_society_member = {
										is_society_grandmaster = yes
									}
								}
							}
						}
						set_society_grandmaster = yes
					}
					random_list = { # Artificially increase society influence for balance purposes
						75 = {
							modifier = {
								factor = 0
								society_influence >= 30
							}
							add_mission_succeed_influence_effect = yes
						}
						25 = {
						}
					}
				}
			}
		}
		if = {
			limit = { #if he's already a member, will force a rank up 25% of the time
				any_courtier = {
					ai = yes
					trait =  on_neuri_dziecie 
					NOT = { society_member_of = neurowie }
					NOT = { age = 50 }
					is_slav_religion = yes
				}
			}
			random_courtier = {
				limit = { 
					trait =  on_neuri_dziecie 
					NOT = { society_member_of = neurowie }
					NOT = { age = 50 }
					is_slav_religion = yes
				}
				join_society = neurowie 
				change_martial = 4
				if = {
					limit = {
						NOT = {
							society = {
								any_society_member = {
									is_society_grandmaster = yes
								}
							}
						}
					}
					set_society_grandmaster = yes
				}
			}
			random_courtier = {
				limit = {
					ai = yes
					prisoner = no
					NOT = { 
						trait = incapable
						trait = weak 
						trait = inbred  
					}
					NOT = { society_member_of = neurowie }
					is_female = no
					age = 25
					is_slav_religion = yes
					martial = 10
				}
				75 = {  }
				25 = { 
					join_society = neurowie
					random_list = { # Artificially increase society influence for balance purposes
						75 = {
							modifier = {
								factor = 0
								society_influence >= 30
						}
							add_mission_succeed_influence_effect = yes
						}
						25 = {
						}
					}
				}
				if = {
					limit = {
						NOT = {
							society = {
								any_society_member = {
									is_society_grandmaster = yes
								}
							}
						}
					}
					set_society_grandmaster = yes
				}
			}
		}
	}
}

#######################Rank UP#############################

# Hidden start: Send the rank-up request to the current Grandmaster (delayed event on self, from decision to rank up)
character_event = {
	id = neurowie_event.5

	hide_window = yes

	trigger = { #has pressed the button
		has_character_flag = has_sent_request_to_rank_up
	}
	
	is_triggered_only = yes

	immediate = {
		if = { #if he's still a member
			limit = { is_in_society = yes }
			random_society_member = { #will send the request to a random top rank member of the same society
				limit = {
					is_society_grandmaster = yes
					same_society_as = ROOT
				}
				character_event = { id = neurowie_event.6 } # send request to Grand Master.
			}
		}
		if = { #if he's not a member
			limit = { is_in_society = no }
			clr_character_flag = has_sent_request_to_rank_up
		}
	}
}

# Grandmaster gets the rank-up request
character_event = {
	id = neurowie_event.6
	
	hide_window = yes

	is_triggered_only = yes

	immediate = {
		event_target:rank_up_target = { letter_event = { id = neurowie_event.7 } } #send it back
	}
}

#Grand master approves my request
letter_event = {
	id = neurowie_event.7
	desc = desc_neurowie_event.7
	border = GFX_event_letter_frame_war

	trigger = {
		society_rank < 4 #cannot rank up past 4
		has_character_flag = has_sent_request_to_rank_up
	}
	
	is_triggered_only = yes

	#Rank up approved
	option = {
		name = optA_neurowie_event.7
		if = { limit = { society_rank < 4 } #if not max rank, rank up
			society_rank_up = 1
		}
		clr_character_flag = has_sent_request_to_rank_up
	}
}

#################################MISSIONS######################################

#10 - polowanie bandytów	20
#11 - pojedynek
#12 - medytacje				30
#13 - wilcze dziecko		40
#14 - zabij randoma			50
#15 - wylecz się z choroby	
#16 - ujawnij się

#Losowanie misji
character_event = {
    id = neurowie_event.8
	hide_window = yes
	
    is_triggered_only = yes
	is_in_society = yes
	only_capable = yes

	trigger = {
		society_member_of = neurowie
		has_any_quest = no #cannot have more than 1 shown
		NOT = { has_character_modifier = quest_cooldown_timer } #to avoid spam and delay it for people who refused a quest.
		is_society_grandmaster = no
		NOT = { is_inaccessible_trigger = yes }
	}
	immediate = {
		random_society_member = {
			limit = {
				is_society_grandmaster = yes
				society_member_of = neurowie
			}
			save_event_target_as = grand_master
		}
		random_list = {
			15 = { 
				modifier = {
					factor = 10
					any_demesne_province = {
						OR = { 
							has_province_modifier = highway_robber_band
							has_province_modifier = smugglers_ring
							has_province_modifier = thieves_guild
						}
					}
				}
				event_target:grand_master = { character_event = { id = neurowie_event.100 } }
			}
			15 = { 
				modifier = {
					factor = 0
					NOT = { num_of_rivals = 1 }
				}
				event_target:grand_master = { character_event = { id = neurowie_event.101 } }
			}
			15 = { 
				modifier = {
					factor = 1.3
					is_tribal = no
				}
				modifier = {
					factor = 0.85
					trait = byzsla_slavic_chasnik
				}
				modifier = {
					factor = 1.3
					war = no
				}
				modifier = {
					factor = 1.1
					wealth = 60
				}
				modifier = {
					factor = 1.1
					wealth = 100
				}
				modifier = {
					factor = 1.1
					wealth = 200
				}
				modifier = {
					factor = 0
					NOT = {
						any_demesne_province = {
							OR = { 
								NOT = { terrain = arctic }
								NOT = { terrain = desert }
							}
						}
					}
				}
				event_target:grand_master = { character_event = { id = neurowie_event.102 } }
			}
			15 = { 
				modifier = {
					factor = 0
					NOT = { num_of_children = 1 }
				}
				modifier = {
					factor = 0
					NOT = {
						any_child = {
							OR = {
								NOT = { has_character_flag = wilcze_dziecko_flaga }
								NOT = { female = yes }
								NOT = { trait = on_neuri_dziecie }
							}
						}
					}
				}
				event_target:grand_master = { character_event = { id = neurowie_event.103 } }
			}
			15 = { 
				modifier = {
					factor = 0
					NOT = {
						is_landed = yes
					}
				}
				event_target:grand_master = { character_event = { id = neurowie_event.104 } }
			}
			16 = { 
				event_target:grand_master = { character_event = { id = neurowie_event.105 } }
			}
			30 = { 
				modifier = {
					factor = 0
					NOT = { trait = in_hiding }
				}
				event_target:grand_master = { character_event = { id = neurowie_event.106 } }
			}
		}
	}
}

#10 - polowanie bandytów	20+

society_quest_event = { 
	id = neurowie_event.10 
	border = GFX_event_normal_frame_war
	
	desc = desc_neurowie_event.10
	
	is_triggered_only = yes
	
	option = {
		name = ACCEPT
		set_quest = quest_neurowie_bandyci
	}
	option = {
		name = DECLINE
		custom_tooltip = { text = decline_quest_tooltip }

		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}
	}
} 

#11 - pojedynek

society_quest_event = { 
	id = neurowie_event.11
	border = GFX_event_normal_frame_war
	
	desc = desc_neurowie_event.11
	
	is_triggered_only = yes
	
	quest_target = event_target:bspm_cel_duelu
	immediate = {
		add_character_modifier = {
			name = neuri_obraza
			duration = 500
		}
		society = {
			random_list = {
				50 = {
					trigger = {
						any_society_member = {
							is_rival = ROOT
							NOT = { age = 70 }
						}
					}
					random_society_member = {
						limit = {
							is_rival = ROOT
							NOT = { age = 70 }
						}
						save_event_target_as = bspm_cel_duelu
					}
				}
				5 = {
					random_society_member = {
						limit = {
							NOT = { age = 70 }
						}
						save_event_target_as = bspm_cel_duelu
					}
				}
			}
		}
	}
	
	option = {
		name = ACCEPT
		event_target:bspm_cel_duelu = {
			set_quest_target = {
				id = quest_neurowie_duel
				holder = ROOT
			}
			set_character_flag = bspm_cel_duelu_quest
		}
		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1365
		}
	}
	option = {
		name = DECLINE
		custom_tooltip = { text = decline_quest_tooltip }
		prestige = -50
		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}
	}
}

#12 - medytacje				30

society_quest_event = { 
	id = neurowie_event.12 
	border = GFX_event_normal_frame_war
	
	desc = {
		trigger = { is_tribal = yes }
		text = desc_neurowie_event.12_DZICZ
	}
	desc = {
		trigger = { is_tribal = no }
		text = desc_neurowie_event.12_CYWIL
	}
	
	is_triggered_only = yes
	
	option = {
		name = ACCEPT
		set_quest = bspm_metydacja
	}
	option = {
		name = DECLINE
		custom_tooltip = { text = decline_quest_tooltip }
		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}
	}
}

#13 - wilcze dziecko		40

society_quest_event = { 
	id = neurowie_event.13
	border = GFX_event_normal_frame_war
	
	desc = desc_neurowie_event.13
	trigger = {
		num_of_children = 1
		any_child = {
			NOT = { is_female = yes }
		}
		NOT = {
			any_child = {
				has_character_flag = bspm_wilcze_dziecko_flaga
			}
		}
	}
	is_triggered_only = yes
	quest_target = event_target:bspm_cel_wilcze_dziecko
	immediate = {
		random_child = {
			limit = {
				NOT = { is_female = yes }
				age = 12
				NOT = { age = 16 }
				NOT = { 
					OR = {
						trait = incapable
						trait = weak 
						trait = inbred  
					}
					trait = on_neuri_dziecie
				}
			}
			save_event_target_as = bspm_cel_wilcze_dziecko
		}
	}
	
	option = {
		name = ACCEPT
		event_target:bspm_cel_wilcze_dziecko = {
			set_quest_target = {
				id = bspm_wilcze_dziecko
				holder = ROOT
			}
		}
	}
	option = {
		name = DECLINE
		custom_tooltip = { text = decline_quest_tooltip }
		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}
	}
}

#14 - zabij randoma		50

society_quest_event = { 
	id = neurowie_event.14
	border = GFX_event_normal_frame_war
	
	desc = desc_neurowie_event.14
	trigger = {
		is_landed = yes
	}
	is_triggered_only = yes
	quest_target = event_target:bspm_cel_ciul
	immediate = {
		random_realm_character = {
			limit = {
				age = 16
				NOT = { 
					OR = {
						trait = incapable
						trait = inbred  
					}
				}
			}
			save_event_target_as = bspm_cel_ciul
		}
	}
	
	option = {
		name = ACCEPT
		event_target:bspm_cel_ciul = {
			set_quest_target = {
				id = bspm_misja_zabij_randoma
				holder = ROOT
			}
		}
		hidden_tooltip = {
			character_event = {
				id = neurowie_event.52
				days = 730
			}
			if = {
				limit = { ai = yes }
				event_target:bspm_cel_ciul = { add_rival = ROOT }
			}
		}
	}
	option = {
		name = DECLINE
		custom_tooltip = { text = decline_quest_tooltip }
		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}
	}
}

#15 - wylecz się z choroby	

society_quest_event = { 
	id = neurowie_event.15
	border = GFX_event_normal_frame_war
	
	desc = desc_neurowie_event.15
	is_triggered_only = yes
	
	option = {
		name = ACCEPT
		set_quest = bspm_misja_trzymaj_zdrowie
		hidden_tooltip = {
			character_event = {
				id = neurowie_event.60
				days = 730
			}
		}
	}
	option = {
		name = DECLINE
		custom_tooltip = { text = decline_quest_tooltip }
		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}
	}
}

#16 - ujawnij się

society_quest_event = { 
	id = neurowie_event.16
	border = GFX_event_normal_frame_war
	
	desc = desc_neurowie_event.16
	is_triggered_only = yes
	
	trigger = {
		trait = in_hiding
	}
	
	option = {
		name = ACCEPT
		remove_trait = in_hiding
		change_society_currency = 30
		clr_character_flag = do_not_disturb
		add_character_modifier = {
			name = mod_confused
			duration = 500
		}
		random = {
			chance = 50
			change_intrigue = -1
		}
		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}
	}
	option = {
		name = DECLINE
		add_mission_fail_influence_effect = yes
		add_character_modifier = {
			name = the_suspicious
			duration = 500
		}
		change_society_currency = -250
		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}
	}
}

###########
#Polowanie na bandytów
##
# 20 - przygotowania
# 21 - wymarsz
# 22 - cykl losowy
# 23 - brak śladów
# 24 - znalezienie śladu
# 25 - zaskoczony przez bandytów
# 26 - walka udana
# 27 - porażka
# 28 - oszust
# 29 - choroba
###########

# 20 - przygotowania

character_event = {
	id = neurowie_event.20 
	picture = GFX_evt_hunt
	
	desc = desc_neurowie_event.20
	is_triggered_only = yes
	
	option = {			#zrób to uczciwie
		name = optA_neurowie_event.20
		custom_tooltip = {
			text = uczciwie_TT
			set_character_flag = uczciwa_flaga
			character_event = {
				id = neurowie_event.21
				days = 7
				random = 7
			}
		}
	}
	option = {			#przygotuj lepszy sprzęt
		name = optB_neurowie_event.20
		wealth = -10
		custom_tooltip = {
			text = nieuczciwie_TT1
			set_character_flag = nieuczciwa_flaga1
			character_event = {
				id = neurowie_event.21
				days = 7
				random = 7
			}
		}
	}
	option = {			#weź na pomoc giermka
		name = optC_neurowie_event.20
		wealth = -30
		custom_tooltip = {
			text = nieuczciwie_TT2
			set_character_flag = nieuczciwa_flaga2
			character_event = {
				id = neurowie_event.21
				days = 7
				random = 7
			}
		}
	}
}

# 21 - wymarsz

character_event = {
	id = neurowie_event.21
	picture = GFX_evt_bandits
	
	desc = desc_neurowie_event.21
	is_triggered_only = yes
	
	immediate = {
		character_event = { id = neurowie_event.22 days = 30 random = 30 }
	}
	
	option = {			#zrób to uczciwie
		name = optA_neurowie_event.21
		
		add_trait = on_neuri_test
	}
}

character_event = { 
	id = neurowie_event.22 
	
	is_triggered_only = yes
	hide_window = yes
	
	immediate = {
		if = {
			limit = { has_character_flag = misja_bandyci_lowy_start }
			character_event = { id = neurowie_event.22 days = 30 random = 30 }
		}
		random_list = {
			20 = {
				modifier = {
					factor = 1.3
					NOT = { intrigue = 10 }
				}
				modifier = {
					factor = 0.8
					trait = genius
				}
				modifier = {
					factor = 0.5
					trait = shrewd
				}
				character_event = { id = neurowie_event.23 }
			}
			20 = {
				modifier = {
					factor = 1.5
					intrigue = 15
				}
				modifier = {
					factor = 1.3
					trait = shrewd
				}
				modifier = {
					factor = 2
					trait = hunter
				}
				modifier = {
					factor = 1.1
					has_character_flag = nieuczciwa_flaga2
				}
				character_event = { id = neurowie_event.24 }
			}
			20 = {
				modifier = {
					factor = 1.5
					NOT = { intrigue = 7 }
				}
				modifier = {
					factor = 0.3
					trait = shrewd
				}
				modifier = {
					factor = 0.9
					has_character_flag = nieuczciwa_flaga2
				}
				character_event = { id = neurowie_event.25 }
			}
			20 = {
				modifier = {
					factor = 1.3
					NOT = { health = 6 }
				}
				modifier = {
					factor = 0.6
					trait = strong
				}
				modifier = {
					factor = 0.9
					trait = shrewd
				}
				modifier = {
					factor = 0.8
					has_character_flag = nieuczciwa_flaga1
				}
				character_event = { id = neurowie_event.29 }
			}
		}
	}
}

# 23 - brak śladów

character_event = {
	id = neurowie_event.23
	picture = GFX_evt_bandits
	
	desc = desc_neurowie_event.23
	is_triggered_only = yes
	trigger = {
		has_quest = quest_neurowie_bandyci
	}
	option = {			
		name = optA_neurowie_event.23
		random = {
			chance = 5
			add_trait = stressed
		}
		set_character_flag = flaga_ai_nieudana1
		if = {
			limit = { has_character_flag = flaga_ai_nieudana1 }
			set_character_flag = flaga_ai_nieudana2
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 10
				trait = brave
			}
		}
	}
	option = {			
		name = optB_neurowie_event.23
		remove_trait = on_neuri_test
		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}
		if = {
			limit = { ai = no }
			random = {
				chance = 5
				add_trait = drunkard
			}
		}
		clr_character_flag = misja_bandyci_lowy_start
		clr_character_flag = nieuczciwa_flaga1
		clr_character_flag = nieuczciwa_flaga2
		clr_character_flag = uczciwa_flaga
		clr_character_flag = flaga_ai_nieudana1
		clr_character_flag = flaga_ai_nieudana2
		clr_quest = { id = quest_neurowie_bandyci failure = yes }
		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 900
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 2
				has_character_flag = flaga_ai_nieudana1
			}
			modifier = {
				factor = 1000
				has_character_flag = flaga_ai_nieudana2
			}
		}
	}
}

# 24 - znalezienie śladu

character_event = {
	id = neurowie_event.24
	picture = GFX_evt_bandits
	
	trigger = {
		has_quest = quest_neurowie_bandyci
	}
	desc = desc_neurowie_event.24
	is_triggered_only = yes
	
	option = {
		name = optA_neurowie_event.24
		custom_tooltip = {
			text = atak_TT1
			random_list = {
				70 = {
					modifier = {
						factor = 1.5
						trait = hunter
					}
					modifier = {
						factor = 1.5
						trait = duelist
					}
					modifier = {
						factor = 1.1
						martial = 10
					}
					modifier = {
						factor = 1.3
						martial = 13
					}
					modifier = {
						factor = 1.5
						martial = 17
					}
					modifier = {
						factor = 1.7
						martial = 20
					}
					modifier = {
						factor = 1.3
						has_character_flag = nieuczciwa_flaga1
					}
					modifier = {
						factor = 1.7
						has_character_flag = nieuczciwa_flaga2
					}
					character_event = { id = neurowie_event.26 }
				}
				40 = {
					character_event = { id = neurowie_event.27 }
				}
			}
		}
	}
	option = {			
		name = optB_neurowie_event.24
		custom_tooltip = {
			text = atak_TT1
			
		custom_tooltip = {
			text = atak_TT1
			random_list = {
				90 = {
					modifier = {
						factor = 1.5
						trait = hunter
					}
					modifier = {
						factor = 1.5
						trait = duelist
					}
					modifier = {
						factor = 1.1
						martial = 10
					}
					modifier = {
						factor = 1.3
						martial = 13
					}
					modifier = {
						factor = 1.5
						martial = 17
					}
					modifier = {
						factor = 1.7
						martial = 20
					}
					modifier = {
						factor = 1.3
						has_character_flag = nieuczciwa_flaga1
					}
					modifier = {
						factor = 1.7
						has_character_flag = nieuczciwa_flaga2
					}
					character_event = { id = neurowie_event.26 }
					}
					20 = {
						character_event = { id = neurowie_event.27 }
					}
					20 = {
						modifier = {
							factor = 0.9
							intrigue = 13
						}
						modifier = {
							factor = 0.7
							intrigue = 15
						}
						modifier = {
							factor = 0.1
							intrigue = 20
						}
						character_event = { id = neurowie_event.25 }
					}
				}
			}
		}
	}
}

# 25 - zaskoczony przez bandytów


character_event = {
	id = neurowie_event.25
	picture = GFX_evt_bandits
	
	trigger = {
		has_quest = quest_neurowie_bandyci
	}
	desc = desc_neurowie_event.25
	is_triggered_only = yes
	
	option = {
		name = optA_neurowie_event.25
		custom_tooltip = {
			text = walka_tt
			random_list = {
				25 = { 
					modifier = {
						factor = 0.9
						trait = hunter
					}
					modifier = {
						factor = 0.5
						trait = duelist
					}
					modifier = {
						factor = 0.9
						martial = 10
					}
					modifier = {
						factor = 0.8
						martial = 13
					}
					modifier = {
						factor = 0.8
						martial = 17
					}
					modifier = {
						factor = 0.6
						martial = 20
					}
					modifier = {
						factor = 0.9
						has_character_flag = nieuczciwa_flaga1
					}
					modifier = {
						factor = 0.7
						has_character_flag = nieuczciwa_flaga2
					}
					death = { 
						death_reason = death_duel 
					} 
				}
				40 = {
					modifier = {
						factor = 0.9
						trait = hunter
					}
					modifier = {
						factor = 0.5
						trait = duelist
					}
					modifier = {
						factor = 0.9
						martial = 10
					}
					modifier = {
						factor = 0.8
						martial = 13
					}
					modifier = {
						factor = 0.8
						martial = 17
					}
					modifier = {
						factor = 0.6
						martial = 20
					}
					modifier = {
						factor = 0.9
						has_character_flag = nieuczciwa_flaga1
					}
					modifier = {
						factor = 0.7
						has_character_flag = nieuczciwa_flaga2
					}
					character_event = { id = neurowie_event.27 }
				}
				40 = {
					character_event = { id = neurowie_event.26 }
				}
				15 = { 
					character_event = { id = neurowie_event.26 } 
				}
			}
		}
	}
	option = {
		name = optB_neurowie_event.25
		prestige = -100
		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 900
		}
		if = {
			limit = {
				NOT = {
					trait = brave
					trait = byzsla_slavic_noble_junak 
					trait = byzsla_slavic_chasnik
				}
			}
			random = {
				chance = 75
				add_trait_brave_effect = yes
			}
		}
		if = {
			limit = {
				trait = brave
			}
			random = {
				chance = 75
				remove_trait = brave
			}
		}
		remove_trait = on_neuri_test
		clr_character_flag = misja_bandyci_lowy_start
		clr_character_flag = nieuczciwa_flaga1
		clr_character_flag = nieuczciwa_flaga2
		clr_character_flag = uczciwa_flaga
		clr_character_flag = flaga_ai_nieudana1
		clr_character_flag = flaga_ai_nieudana2
		clr_quest = { id = quest_neurowie_bandyci failure = yes }
		ai_chance = {
			factor = 1
			modifier = {
				factor = 2
				has_character_flag = flaga_ai_nieudana1
			}
			modifier = {
				factor = 1000
				has_character_flag = flaga_ai_nieudana2
			}
		}
	}
}

# 26 - walka udana


character_event = {
	id = neurowie_event.26
	picture = GFX_evt_bandits
	
	trigger = {
		has_quest = quest_neurowie_bandyci
	}
	desc = desc_neurowie_event.26
	is_triggered_only = yes
	
	option = {
		name = optA_neurowie_event.26
		if = {
			limit = { has_character_flag = uczciwa_flaga }
			prestige = 50
		}
		random = {
			chance = 25
			add_trait_wroth_effect = yes
		}
		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 900
		}
		hidden_tooltip = {
			if = {
				limit = { has_character_flag = nieuczciwa_flaga1 }
				random = {
					chance = 20
					character_event = {
						id = neurowie_event.28
						days = 20
						random = 10
					}
				}
			}
			if = {
				limit = { has_character_flag = nieuczciwa_flaga2 }
				random = {
					chance = 40
					character_event = {
						id = neurowie_event.28
						days = 20
						random = 10
					}
				}
			}
		}
		clr_character_flag = misja_bandyci_lowy_start
		clr_character_flag = nieuczciwa_flaga1
		clr_character_flag = nieuczciwa_flaga2
		clr_character_flag = uczciwa_flaga
		clr_character_flag = flaga_ai_nieudana1
		clr_character_flag = flaga_ai_nieudana2
		clr_quest = quest_neurowie_bandyci 
		add_society_currency_minor_effect = yes
		remove_trait = on_neuri_test
		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}
		if = {
			limit = {
				any_demesne_province = {
					OR = { 
						has_province_modifier = highway_robber_band
						has_province_modifier = smugglers_ring
						has_province_modifier = thieves_guild
					}
				}
			}
			custom_tooltip = {
				text = bandyci_win_tt
				random_demesne_province = {
					limit = {
						OR = { 
							has_province_modifier = highway_robber_band
							has_province_modifier = smugglers_ring
							has_province_modifier = thieves_guild
						}
					}
					random = {
						chance = 30
						remove_province_modifier = highway_robber_band
						remove_province_modifier = smugglers_ring
						remove_province_modifier = thieves_guild
					}
				}
			}
		}
	}
}

# 27 - porażka

character_event = {
	id = neurowie_event.27
	picture = GFX_evt_bandits
	
	trigger = {
		has_quest = quest_neurowie_bandyci
	}
	desc = desc_neurowie_event.27
	is_triggered_only = yes
	
	option = {
		name = optA_neurowie_event.27
		random_list = {
			30 = {}
			20 = { health = -1 }
			20 = { health = -2 }
		}
		clr_character_flag = misja_bandyci_lowy_start
		clr_character_flag = nieuczciwa_flaga1
		clr_character_flag = nieuczciwa_flaga2
		clr_character_flag = uczciwa_flaga
		clr_character_flag = flaga_ai_nieudana1
		clr_character_flag = flaga_ai_nieudana2
		clr_quest = { id = quest_neurowie_bandyci failure = yes }
		remove_trait = on_neuri_test
		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}
	}
}

# 28 - oszust

character_event = {
	id = neurowie_event.28
	picture = GFX_evt_bandits
	
	desc = desc_neurowie_event.28
	is_triggered_only = yes
	
	option = {
		name = optA_neurowie_event.28
		change_society_currency = -25
	}
}

# 29 - choroba

character_event = {
	id = neurowie_event.29
	picture = GFX_evt_drunk
	
	trigger = {
		has_quest = quest_neurowie_bandyci
	}
	desc = desc_neurowie_event.29
	is_triggered_only = yes
	
	option = {
		name = optA_neurowie_event.29
		if = {
			limit = {
				NOT = {
					has_dlc = "Reapers"
				}
			}
			add_trait = ill
		}
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			add_symptom_effect = yes
		}
		remove_trait = on_neuri_test
		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}
		if = {
			limit = { ai = no }
			random = {
				chance = 5
				add_trait = drunkard
			}
		}
		clr_character_flag = misja_bandyci_lowy_start
		clr_character_flag = nieuczciwa_flaga1
		clr_character_flag = nieuczciwa_flaga2
		clr_character_flag = uczciwa_flaga
		clr_character_flag = flaga_ai_nieudana1
		clr_character_flag = flaga_ai_nieudana2
		clr_quest = { id = quest_neurowie_bandyci failure = yes }
		ai_chance = {
			factor = 1
			modifier = {
				factor = 2
				has_character_flag = flaga_ai_nieudana1
			}
			modifier = {
				factor = 1000
				has_character_flag = flaga_ai_nieudana2
			}
		}
	}
}

###########
#Metydacje
##
# 30 - rozpoczęcie
# 31 - losowanie myśli
# 32 - obserwacja piękna przyrody/tęsknota za kochanką
# 33 - podczas polowania/tęsknota za dobrym jedzeniem
# 34 - obserwacja stada zwierząt/rozmyślenia o dzieciach
# 35 - hartowanie sie
# 36 - ogólnie o życiu
# 37 - choroba
# 38 - heretyckie myśli
# 39 - zakończenie
###########

# 30 - rozpoczęcie

character_event = {
	id = neurowie_event.30
	picture = GFX_evt_wolf
	
	desc = desc_neurowie_event.30
	is_triggered_only = yes
	
	immediate = {
		set_variable = { which = "wilkosc" value = 1 } 
		character_event = {
			id = neurowie_event.31
			days = 15
			random = 15
		}
	}
	option = {
		name = optA_neurowie_event.30
		add_trait = on_neuri_test
	}
	option = {
		name = {
			text = klasyk_optB_neurowie_event.30
			trigger = {
				or = {
					religion = slavic_pagan
					religion = slavic_pagan_reformed
					religion = old_slavic_pagan
				}
			}
		}
		name = {
			text = chors_optB_neurowie_event.30
			trigger = {
				OR = {
					religion = chram_vales
					religion = chram_roda
				}
			}
		}
		piety = -100
		change_variable = { which = "wilkosc" value = -1 } 
		add_trait = on_neuri_test
	}
	option = {
		name = optC_neurowie_event.30
		change_society_currency = -50
		change_variable = { which = "wilkosc" value = 1 } 
		add_trait = on_neuri_test
	}
}

# 31 - losowanie myśli

character_event = {
	id = neurowie_event.31
	hide_window = yes
	
	is_triggered_only = yes
	trigger = {
		has_quest = bspm_metydacja
	}
	
	immediate = {
		if = {
			limit = { has_character_flag = bspm_metydacja_start }
			character_event = { id = neurowie_event.31 days = 10 random = 10 }
		}
		if = {
			limit = { has_character_flag = bspm_metydacja_flaga_2 }
			random = {
				chance = 75
				character_event = {
					id = neurowie_event.39
					days = 5
				}
			}
		}
		random_list = {
			20 = {
				modifier = {
					factor = 1.3
					trait = lustful
				}
				modifier = {
					factor = 1.3
					OR = {
						trait = seducer
						trait = seductress
					}
				}
				modifier = {
					factor = 1.1
					trait = poet
				}
				character_event = {
					id = neurowie_event.32		# 32 - obserwacja piękna przyrody/tęsknota za kochanką
				}
			}
			20 = {
				modifier = {
					factor = 1.15
					trait = greedy
				}
				modifier = {
					factor = 1.15
					trait = hunter
				}
				modifier = {
					factor = 1.3
					trait = gluttonous
				}
				character_event = {
					id = neurowie_event.33		# 33 - podczas polowania/tęsknota za dobrym jedzeniem
				}
			}
			20 = {
				modifier = {
					factor = 1.15
					trait = hunter
				}
				character_event = {
					id = neurowie_event.34		# 34 - obserwacja stada zwierząt/rozmyślenia o dzieciach
				}
			}
			30 = {
				character_event = {
					id = neurowie_event.35		# 35 - hartowanie sie
				}
			}
			15 = {
				modifier = {
					factor = 1.2
					NOT = { lifestyle_traits = 1 } 
				}
				character_event = {
					id = neurowie_event.36		# 36 - ogólnie o życiu
				}
			}
			15 = {
				character_event = {
					id = neurowie_event.37		# 37 - choroba
				}
			}
			15 = {
				character_event = {
					id = neurowie_event.38		# 38 - heretyckie myśli
				}
			}
		}
	}
}

# 32 - obserwacja piękna przyrody/tęsknota za kochanką

character_event = {
	id = neurowie_event.32
	picture = GFX_evt_lovers
	
	trigger = {
		has_quest = bspm_metydacja
	}
	desc = desc_neurowie_event.32
	is_triggered_only = yes
	
	option = {
		name = optA_neurowie_event.32			#tęskno mi za nią
		if = {
			limit = { has_character_flag = bspm_metydacja_start }
			set_character_flag = bspm_metydacja_flaga_1 
		}
		if = {
			limit = { has_character_flag = bspm_metydacja_flaga_1 }
			random = { chance = 50 set_character_flag = bspm_metydacja_flaga_2 }
		}
		trigger = {
			NOT = { any_spouse = { is_lover = ROOT } }
		}
		add_character_modifier = {
			name = sweet_temptation
			duration = 720
		}
		random_spouse = {
			limit = {
				NOT = { is_lover = ROOT }
			}
			random = {
				chance = 30
				add_lover = ROOT
			}
			reverse_opinion = {
				who = ROOT
				modifier = opinion_marital_love
			}
		}
		change_variable = { which = "wilkosc" value = -1 } 
	}
	option = {
		name = optB_neurowie_event.32			#nie mogę być niewolnikiem miłości
		if = {
			limit = { has_character_flag = bspm_metydacja_start }
			set_character_flag = bspm_metydacja_flaga_1 
		}
		if = {
			limit = { has_character_flag = bspm_metydacja_flaga_1 }
			random = { chance = 50 set_character_flag = bspm_metydacja_flaga_2 }
		}
		trigger = {
			any_spouse = { is_lover = ROOT }
		}
		random_spouse = {
			limit = {
				is_lover = ROOT
			}
			remove_lover = ROOT
		}
		change_variable = { which = "wilkosc" value = 1 } 
	}
	option = {
		name = optC_neurowie_event.32			#jak wrócę napiszę poemat na ten temat
		if = {
			limit = { has_character_flag = bspm_metydacja_start }
			set_character_flag = bspm_metydacja_flaga_1 
		}
		if = {
			limit = { has_character_flag = bspm_metydacja_flaga_1 }
			random = { chance = 50 set_character_flag = bspm_metydacja_flaga_2 }
		}
		if = {
			limit = { trait = poet }
			add_character_modifier = {
				name = mysterious_charm
				duration = 365
			}
			random = {
				chance = 20
				change_diplomacy = 1
			}
		}
		if = {
			limit = { 
				NOT = { trait = poet } 
				NOT = { lifestyle_traits = 1 } 
			}
			random_list = {
				30 = { add_trait = poet }
				70 = { 
					add_character_modifier = {
						name = aspiring_poet
						duration = 365
					}
				}
			}
		}
		if = {
			limit = { 
				NOT = { trait = poet } 
				lifestyle_traits = 1
			}
			add_character_modifier = {
				name = aspiring_poet
				duration = 365
			}
		}
		change_variable = { which = "wilkosc" value = -1 } 
	}
	option = {
		name = optD_neurowie_event.32			#to są uczucia mięczaków
		if = {
			limit = { has_character_flag = bspm_metydacja_start }
			set_character_flag = bspm_metydacja_flaga_1 
		}
		if = {
			limit = { has_character_flag = bspm_metydacja_flaga_1 }
			random = { chance = 50 set_character_flag = bspm_metydacja_flaga_2 }
		}
		if = {
			limit = { NOT = { trait = cynical } }
			random = {
				chance = 20
				add_trait_cynical_effect = yes
			}
		}
		add_character_modifier = {
			name = the_strong
			duration = 365
		}
		add_character_modifier = {
			name = stay_strong
			duration = 365
		}
		change_variable = { which = "wilkosc" value = 1 } 
	}
}

# 33 - podczas polowania/tęsknota za dobrym jedzeniem

character_event = {
	id = neurowie_event.33

	picture = GFX_evt_wolf
	trigger = {
		has_quest = bspm_metydacja
	}
	
	desc = desc_neurowie_event.33
	is_triggered_only = yes
	
	option = {
		name = optB_neurowie_event.33			#walcz z dekadencją
		if = {
			limit = { has_character_flag = bspm_metydacja_start }
			set_character_flag = bspm_metydacja_flaga_1 
		}
		if = {
			limit = { has_character_flag = bspm_metydacja_flaga_1 }
			random = { chance = 50 set_character_flag = bspm_metydacja_flaga_2 }
		}
		remove_trait_silently_gluttonous_effect = yes
		remove_trait_silently_greedy_effect = yes
		add_trait = temperate
		change_variable = { which = "wilkosc" value = 1 } 
	}
	option = {
		name = optC_neurowie_event.33			#zwalcz uczucie jedząc więcej
		if = {
			limit = { has_character_flag = bspm_metydacja_start }
			set_character_flag = bspm_metydacja_flaga_1 
		}
		if = {
			limit = { has_character_flag = bspm_metydacja_flaga_1 }
			random = { chance = 50 set_character_flag = bspm_metydacja_flaga_2 }
		}
		random = {
			chance = 60
			add_character_modifier = {
				name = byzsla_obzarstwo
				duration = 1000
			}
		}
		add_trait_gluttonous_effect = yes
		random = {
			chance = 45
			change_martial = 1
		}
		random = {
			chance = 45
			change_intrigue = 1
		}
		random = {
			chance = 45
			change_stewardship = -1
		}
		change_variable = { which = "wilkosc" value = 1 } 
	}
	option = {
		name = optD_neurowie_event.33			#to jest zło
		if = {
			limit = { has_character_flag = bspm_metydacja_start }
			set_character_flag = bspm_metydacja_flaga_1 
		}
		if = {
			limit = { has_character_flag = bspm_metydacja_flaga_1 }
			random = { chance = 50 set_character_flag = bspm_metydacja_flaga_2 }
		}
		piety = 100
		random = {
			chance = 33
			remove_trait_silently_gluttonous_effect = yes
		}
		random = {
			chance = 33
			remove_trait_silently_greedy_effect = yes
		}
		random = {
			chance = 65
			change_stewardship = 1
		}
		change_variable = { which = "wilkosc" value = -1 } 
	}
	option = {
		name = optA_neurowie_event.33			#prawdziwa tęsknota
		if = {
			limit = { has_character_flag = bspm_metydacja_start }
			set_character_flag = bspm_metydacja_flaga_1 
		}
		if = {
			limit = { has_character_flag = bspm_metydacja_flaga_1 }
			random = { chance = 50 set_character_flag = bspm_metydacja_flaga_2 }
		}
		random_list = {
			60 = {
				add_character_modifier = {
					name = byzsla_obzarstwo
					duration = 200
				}
			}
			40 = {
				add_character_modifier = {
					name = well_fed
					duration = 200
				}
			}
		}
		add_trait_gluttonous_effect = yes 
		random = {
			chance = 75
			change_diplomacy = 1
		}
		change_variable = { which = "wilkosc" value = -1 } 
	}
}

# 34 - obserwacja stada zwierząt/rozmyślenia o dzieciach
	
character_event = {
	id = neurowie_event.34
	
	picture = GFX_evt_dziki
	
	trigger = {
		has_quest = bspm_metydacja
	}
	desc = desc_neurowie_event.34
	is_triggered_only = yes

	option = {
		name = optA_neurowie_event.34			#Dzieci mnie za mocno ograniczają
		if = {
			limit = { has_character_flag = bspm_metydacja_start }
			set_character_flag = bspm_metydacja_flaga_1 
		}
		if = {
			limit = { has_character_flag = bspm_metydacja_flaga_1 }
			random = { chance = 50 set_character_flag = bspm_metydacja_flaga_2 }
		}
		trigger = {
			num_of_children = 1
		}
		remove_trait = content
		add_character_modifier = {
			name = byzsla_japiszon
			duration = 720
		}
		change_variable = { which = "wilkosc" value = -1 } 
		
	}
	option = {
		name = optB_neurowie_event.34			#dzieci to błogosławieństwo
		if = {
			limit = { has_character_flag = bspm_metydacja_start }
			set_character_flag = bspm_metydacja_flaga_1 
		}
		if = {
			limit = { has_character_flag = bspm_metydacja_flaga_1 }
			random = { chance = 50 set_character_flag = bspm_metydacja_flaga_2 }
		}
		trigger = {
			num_of_children = 1
		}
		add_character_modifier = {
			name = byzsla_dziecki_szczecia
			duration = 720
		}
		change_variable = { which = "wilkosc" value = 1 } 
	}
	option = {
		name = optC_neurowie_event.34			#muszę mieć więcej dzieci
		if = {
			limit = { has_character_flag = bspm_metydacja_start }
			set_character_flag = bspm_metydacja_flaga_1 
		}
		if = {
			limit = { has_character_flag = bspm_metydacja_flaga_1 }
			random = { chance = 50 set_character_flag = bspm_metydacja_flaga_2 }
		}
		trigger = {
			NOT = { num_of_children = 1 }
		}
		change_variable = { which = "wilkosc" value = 1 } 
		add_character_modifier = {
			name = sweet_temptation
			duration = 720
		}
	}
	option = {
		name = optD_neurowie_event.34			#trzeba wspierać swoich
		if = {
			limit = { has_character_flag = bspm_metydacja_start }
			set_character_flag = bspm_metydacja_flaga_1 
		}
		if = {
			limit = { has_character_flag = bspm_metydacja_flaga_1 }
			random = { chance = 50 set_character_flag = bspm_metydacja_flaga_2 }
		}
		random = {
			chance = 50
			change_diplomacy = 1
		}
		change_variable = { which = "wilkosc" value = 1 } 
	}
	option = {
		name = optE_neurowie_event.34			#trzeba wspierać słabszych
		if = {
			limit = { has_character_flag = bspm_metydacja_start }
			set_character_flag = bspm_metydacja_flaga_1 
		}
		if = {
			limit = { has_character_flag = bspm_metydacja_flaga_1 }
			random = { chance = 50 set_character_flag = bspm_metydacja_flaga_2 }
		}
		random = {
			chance = 50
			change_stewardship = 1
		}
		change_variable = { which = "wilkosc" value = -1 } 
	}
}
# 35 - hartowanie sie
character_event = {
	id = neurowie_event.35		# 35 - hartowanie sie
	
	picture = GFX_evt_wolf
	
	trigger = {
		has_quest = bspm_metydacja
	}
	desc = desc_neurowie_event.35
	is_triggered_only = yes
	
	option = {
		name = optA_neurowie_event.35			#hartowanie się
		if = {
			limit = { has_character_flag = bspm_metydacja_start }
			set_character_flag = bspm_metydacja_flaga_1 
		}
		if = {
			limit = { has_character_flag = bspm_metydacja_flaga_1 }
			random = { chance = 50 set_character_flag = bspm_metydacja_flaga_2 }
		}
		random = {
			chance = 20
			health = -1
		}
		random = {
			chance = 70
			change_martial = 1
		}
		change_variable = { which = "wilkosc" value = 1 } 
	}
	option = {
		name = optB_neurowie_event.35			#ryzyko nie jest konieczne
		if = {
			limit = { has_character_flag = bspm_metydacja_start }
			set_character_flag = bspm_metydacja_flaga_1 
		}
		if = {
			limit = { has_character_flag = bspm_metydacja_flaga_1 }
			random = { chance = 50 set_character_flag = bspm_metydacja_flaga_2 }
		}
		random = {
			chance = 20
			change_martial = 1
		}
		change_variable = { which = "wilkosc" value = -1 } 
	}
}
# 36 - ogólnie o życiu
character_event = {
	id = neurowie_event.36		# 36 - ogólnie o życiu
	picture = GFX_evt_wolf
	
	trigger = {
		has_quest = bspm_metydacja
	}
	desc = desc_neurowie_event.36
	is_triggered_only = yes
	
	option = {
		name = optA_neurowie_event.36			#
		if = {
			limit = { has_character_flag = bspm_metydacja_start }
			set_character_flag = bspm_metydacja_flaga_1 
		}
		if = {
			limit = { has_character_flag = bspm_metydacja_flaga_1 }
			random = { chance = 50 set_character_flag = bspm_metydacja_flaga_2 }
		}
		random = {
			chance = 40
			add_trait = stressed
		}
		change_variable = { which = "wilkosc" value = 1 } 
	}
	option = {
		name = optB_neurowie_event.36			#
		if = {
			limit = { has_character_flag = bspm_metydacja_start }
			set_character_flag = bspm_metydacja_flaga_1 
		}
		if = {
			limit = { has_character_flag = bspm_metydacja_flaga_1 }
			random = { chance = 50 set_character_flag = bspm_metydacja_flaga_2 }
		}
		random = {
			chance = 40
			add_trait = depressed
		}
		change_variable = { which = "wilkosc" value = -1 } 
	}
}
# 37 - choroba
character_event = {
	id = neurowie_event.37		# 37 - choroba
	picture = GFX_evt_illness
	
	trigger = {
		has_quest = bspm_metydacja
	}
	desc = desc_neurowie_event.37
	is_triggered_only = yes

	option = {
		name = optA_neurowie_event.37			#
		if = {
			limit = { has_character_flag = bspm_metydacja_start }
			set_character_flag = bspm_metydacja_flaga_1 
		}
		if = {
			limit = { has_character_flag = bspm_metydacja_flaga_1 }
			random = { chance = 50 set_character_flag = bspm_metydacja_flaga_2 }
		}
		random = {
			chance = 50
			give_ill_effect = yes
		}
		if = {
			limit = {
				check_variable = { which = "wilkosc" value = 3 }
				NOT = { check_variable = { which = "wilkosc" value = 5 } }
			}
			change_variable = { which = "wilkosc" value = -1 } 
		}
		if = {
			limit = {
				check_variable = { which = "wilkosc" value = 5 }
			}
			change_variable = { which = "wilkosc" value = -2 } 
		}
		if = {
			limit = {
				NOT = { check_variable = { which = "wilkosc" value = 2 } }
				check_variable = { which = "wilkosc" value = 1 }
			}
			change_variable = { which = "wilkosc" value = 1 } 
		}
		if = {
			limit = {
				NOT = { check_variable = { which = "wilkosc" value = 0 } }
			}
			change_variable = { which = "wilkosc" value = 2 } 
		}
	}
}
# 38 - heretyckie myśli
character_event = {
	id = neurowie_event.38		# 38 - heretyckie myśli
	picture = GFX_evt_wolf
	
	trigger = {
		has_quest = bspm_metydacja
	}
	desc = desc_neurowie_event.38
	is_triggered_only = yes

	immediate = {
		if = {
			limit = {
				check_variable = { which = "wilkosc" value = 3 }
				NOT = { check_variable = { which = "wilkosc" value = 5 } }
			}
			change_variable = { which = "wilkosc" value = -1 } 
		}
		if = {
			limit = {
				check_variable = { which = "wilkosc" value = 5 }
			}
			change_variable = { which = "wilkosc" value = -2 } 
		}
		if = {
			limit = {
				NOT = { check_variable = { which = "wilkosc" value = 2 } }
				check_variable = { which = "wilkosc" value = 1 }
			}
			change_variable = { which = "wilkosc" value = 1 } 
		}
		if = {
			limit = {
				NOT = { check_variable = { which = "wilkosc" value = 0 } }
			}
			change_variable = { which = "wilkosc" value = 2 } 
		}
	}
	option = {
		name = optA_neurowie_event.38			#
		if = {
			limit = { has_character_flag = bspm_metydacja_start }
			set_character_flag = bspm_metydacja_flaga_1 
		}
		if = {
			limit = { has_character_flag = bspm_metydacja_flaga_1 }
			random = { chance = 50 set_character_flag = bspm_metydacja_flaga_2 }
		}
		if = { 
			limit = { religion = chram_vales }
			set_secret_religion = old_slavic_pagan
			add_trait = cynical
		}
		if = { 
			limit = { religion = slavic_pagan_reformed }
			set_secret_religion = old_slavic_pagan
			add_trait = cynical
		}
		if = { 
			limit = { religion = chram_roda }
			set_secret_religion = old_slavic_pagan
			add_trait = cynical
		}
		if = { 
			limit = { 
				OR = {
					religion = old_slavic_pagan 
					religion = slavic_pagan
				}
			}
			piety = 100
			add_trait = zealous
		}
		random_list = {
			30 = { economy_techpoints = -20 }
			30 = { culture_techpoints = -20 }
			30 = { military_techpoints = -20 }
			30 = {  }
		}
	}
	option = {
		name = optB_neurowie_event.38			#
		if = {
			limit = { has_character_flag = bspm_metydacja_start }
			set_character_flag = bspm_metydacja_flaga_1 
		}
		if = {
			limit = { has_character_flag = bspm_metydacja_flaga_1 }
			random = { chance = 50 set_character_flag = bspm_metydacja_flaga_2 }
		}
		if = { 
			limit = { 
				OR = {
					religion = old_slavic_pagan 
					religion = slavic_pagan
				}
			}
			random_list = {
				30 = { economy_techpoints = 20 }
				30 = { culture_techpoints = 20 }
				30 = { military_techpoints = 20 }
				30 = {  }
			}
		}
		if = { 
			limit = { 
				NOT = {
					OR = {
						religion = old_slavic_pagan 
						religion = slavic_pagan
					}
				}
			}
			piety = 100
			add_trait = zealous
		}
	}
}
# 39 - koniec
character_event = {
	id = neurowie_event.39
	picture = GFX_evt_wolf
	
	trigger = {
		has_quest = bspm_metydacja
	}
	desc = {
		trigger = {
			check_variable = { which = "wilkosc" value = 4 }
		}
		text = desc_neurowie_event.39_zly
	}
	desc = {
		trigger = {
			NOT = { check_variable = { which = "wilkosc" value = 1 } }
		}
		text = desc_neurowie_event.39_gorszy
	}
	desc = {
		trigger = {
				NOT = { check_variable = { which = "wilkosc" value = 4 } }
				check_variable = { which = "wilkosc" value = 1 }
		}
		text = desc_neurowie_event.39_dobry
	}
	is_triggered_only = yes
	
	immediate = {
		clr_character_flag = bspm_metydacja_start
		clr_character_flag = bspm_metydacja_flaga_1
		clr_character_flag = bspm_metydacja_flaga_2
	}
	option = {
		trigger = {
			check_variable = { which = "wilkosc" value = 4 }
		}
		name = optA_neurowie_event.39
		change_society_currency = 200
		change_martial = 2
		clr_quest = { id = bspm_metydacja failure = yes }
		add_trait = lunatic
		remove_trait = on_neuri_test
		random = {
			chance = 70
			remove_trait = drunkard
		}
		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}
	}
	option = {
		trigger = {
			NOT = { check_variable = { which = "wilkosc" value = 1 } }
		}
		name = optB_neurowie_event.39
		clr_quest = { id = bspm_metydacja failure = yes }
		change_society_currency = -50
		change_learning = 2
		remove_trait = on_neuri_test
		random = {
			chance = 70
			remove_trait = stressed
		}
		random = {
			chance = 70
			remove_trait = depressed
		}
		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}
	}
	option = {
		trigger = {
			NOT = { check_variable = { which = "wilkosc" value = 4 } }
			check_variable = { which = "wilkosc" value = 1 }
		}
		name = optC_neurowie_event.39
		clr_quest = bspm_metydacja
		change_society_currency = 100
		add_mission_succeed_influence_effect = yes
		change_martial = 1
		change_intrigue = 1
		remove_trait = on_neuri_test
		random = {
			chance = 50
			remove_trait = stressed
		}
		random = {
			chance = 50
			remove_trait = depressed
		}
		random = {
			chance = 50
			remove_trait = drunkard
		}
		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}
	}
}


###########
#Wilcze dziecko
##
# 40 - ping
# 41 - Rozpoczęcie
# 42 - dobiegł (sukces)
# 43 - zaginął (ded)
# 44 - nie dobiegł (porażka)
# 45 - za stary
# 46 - za stary ping
# 47 - losowanie
# 48 - 
# 49 - 
###########

# 40 - ping

character_event = {
	id = neurowie_event.40
	is_triggered_only = yes
	hide_window = yes
	
	immediate = {
		father = {
			character_event = {
				id = neurowie_event.41
			}
		}
	}
}

# 41 - Rozpoczęcie

character_event = {
	id = neurowie_event.41
	is_triggered_only = yes
	picture = "GFX_evt_guardian"
	
	desc = desc_neurowie_event.41
	
	option = {
		name = optA_neurowie_event.41
		hidden_tooltip = {
			FROM = { character_event = { id = neurowie_event.47 } }
		}
	}
}

# 42 - dobiegł (sukces)

character_event = {
	id = neurowie_event.42
	is_triggered_only = yes
	picture = GFX_evt_throne_room_slavic_pagan
	
	desc = desc_neurowie_event.42
	
	option = {
		name = optA_neurowie_event.42
		clr_quest = bspm_wilcze_dziecko
		add_mission_succeed_influence_effect = yes
		prestige = 50
		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}
		opinion = { modifier = proud_pos who = FROM years = 5 } 
		FROM = {
			prestige = 100
			opinion = { modifier = proud_pos who = ROOT years = 5 } 
		}
		hidden_tooltip = {
			clr_character_flag = wilcze_dziecko_flaga
		}
	}
}

# 43 - zaginął (ded)

character_event = {
	id = neurowie_event.43
	is_triggered_only = yes
	picture = GFX_evt_bad_news
	
	desc = desc_neurowie_event.43
	
	immediate = {
		FROM = {
			death = { death_reason = death_missing } 
		}
	}
	
	option = {
		name = optA_neurowie_event.43
		clr_quest = { id = bspm_wilcze_dziecko failure = yes }
		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}
		FROM = {
			mother = {
				add_rival = ROOT
			}
		}
		prestige = -80
		hidden_tooltip = {
			clr_character_flag = wilcze_dziecko_flaga
		}
	}
}

# 44 - nie dobiegł (porażka)

character_event = {
	id = neurowie_event.44
	is_triggered_only = yes
	picture = "GFX_evt_guardian"
	
	desc = desc_neurowie_event.44
	option = {
		name = optA_neurowie_event.44
		clr_quest = { id = bspm_wilcze_dziecko failure = yes }
		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}
		prestige = -30
		hidden_tooltip = {
			clr_character_flag = wilcze_dziecko_flaga
		}
	}
}

# 47 - losowanie

character_event = {
	id = neurowie_event.47
	is_triggered_only = yes
	hide_window = yes
	
	immediate = {
		father = {
			random_list = {
				60 = { character_event = { id = neurowie_event.44 days = 3 } }
				30 = { character_event = { id = neurowie_event.42 days = 3 } }
				5 = { character_event = { id = neurowie_event.43 days = 3 } }
			}
		}
	}
}

# 45 - za stary

character_event = {
	id = neurowie_event.45
	is_triggered_only = yes
	hide_window = yes
	
	trigger = {
		father = {
			ROOT = {
				is_quest_target_of = PREV
			}
			society_member_of = neurowie
			has_quest = bspm_wilcze_dziecko
		}
	}
	
	immediate = {
		father = {
			character_event = { id = neurowie_event.46 }
		}
	}
}

# 46 - za stary ping

character_event = {
	id = neurowie_event.46
	is_triggered_only = yes
	
	picture = "GFX_evt_guardian"
	
	desc = desc_neurowie_event.46
	option = {
		name = optA_neurowie_event.44
		clr_quest = { id = bspm_wilcze_dziecko failure = yes }
		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}
		prestige = -30
		hidden_tooltip = {
			clr_character_flag = wilcze_dziecko_flaga
		}
	}
}

#50 - random dednął
#51 - random dednął ping
#52 - za późno 
#53 - okazja na morderstwo
#54 - morderstwo udane
#55 - morderstwo udane ale ujawnione
#56 - morderstwo nieudane 
#57 - morderstwo nieudane ping
#58 - za późno ping
#59 - za późno pong

character_event = {
	id = neurowie_event.50
	hide_window = yes
	is_triggered_only = yes
	
	trigger = {
		OR = {
			any_liege = {
				society_member_of = neurowie
				has_quest = bspm_misja_zabij_randoma
				ROOT = {
					is_quest_target_of = PREV
				}
			}
			any_liege = {
				any_realm_character = {
					society_member_of = neurowie
					has_quest = bspm_misja_zabij_randoma
					ROOT = {
						is_quest_target_of = PREV
					}
				}
			}
			any_realm_character = {
				society_member_of = neurowie
				has_quest = bspm_misja_zabij_randoma
				ROOT = {
					is_quest_target_of = PREV
				}
			}
		}
	}
	immediate = {
		set_character_flag = dupadupa
		any_liege = {
			limit = {
				society_member_of = neurowie
				has_quest = bspm_misja_zabij_randoma
				ROOT = {
					is_quest_target_of = PREV
				}
			}
			character_event = {
				id = neurowie_event.51
			}
		}
		any_realm_character = {
			limit = {
				society_member_of = neurowie
				has_quest = bspm_misja_zabij_randoma
				ROOT = {
					is_quest_target_of = PREV
				}
			}
		}
		character_event = {
			id = neurowie_event.51
		}
	}
}

#51 - random dednął ping

character_event = {
	id = neurowie_event.51
	is_triggered_only = yes
	
	picture = GFX_evt_emissary
	
	desc = desc_neurowie_event.51
	option = {
		name = optA_neurowie_event.51
		clr_quest = bspm_misja_zabij_randoma
		add_mission_succeed_influence_effect = yes
		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}
	}
}

#52 - za późno

character_event = {
	id = neurowie_event.52
	is_triggered_only = yes
	hide_window = yes
	trigger = {
		society_member_of = neurowie
		has_quest = bspm_misja_zabij_randoma
	}
	immediate ={
		society = {
			any_society_member = {
				limit = { is_society_grandmaster = yes }
				character_event = { id = neurowie_event.58 }
			}
		}
	}
}

#58 - za późno ping

character_event = {
	id = neurowie_event.58
	is_triggered_only = yes
	hide_window = yes
	immediate ={
		FROM = {
			character_event = { id = neurowie_event.59 }
		}
	}
}

#59 - za późno pong

character_event = {
	id = neurowie_event.59
	is_triggered_only = yes
	
	picture = GFX_evt_emissary
	
	desc = desc_neurowie_event.52
	option = {
		name = optA_neurowie_event.52
		clr_quest = { id = bspm_misja_zabij_randoma failure = yes }
		society = {
			any_society_member = {
				limit = { is_society_grandmaster = yes }
				opinion = {
					modifier = opinion_disappointed
					who = ROOT
					years = 5
				}
			}
		}
		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}
	}
}

#53 - okazja na morderstwo

character_event = {
	id = neurowie_event.53
	is_triggered_only = yes
	
	picture = GFX_evt_bandits
	
	trigger = {
		society_member_of = neurowie
		has_quest = bspm_misja_zabij_randoma
	}
	desc = desc_neurowie_event.53
	option = {
		name = optA_neurowie_event.53
		change_society_currency = -100
		custom_tooltip = {
			text = bbb1
			random_list = {
				30 = { 
					random_realm_character = {
						limit = {
							is_quest_target_of = ROOT
						}
						death = {
							death_reason = death_murder_beheading
						}
					}
				}
				40 = {
					random_realm_character = {
						limit = {
							is_quest_target_of = ROOT
						}
						death = {
							death_reason = death_murder_beheading
							killer = ROOT
						}
					}
				}
				50 = {	}
			}
		}
	}
	option = {
		name = optB_neurowie_event.53
		custom_tooltip = {
			text = bbb
			random_list = {
				20 = { 
					random_realm_character = {
						limit = {
							is_quest_target_of = ROOT
						}
						death = {
							death_reason = death_murder_beheading
						}
					}
				}
				30 = {
					random_realm_character = {
						limit = {
							is_quest_target_of = ROOT
						}
						death = {
							death_reason = death_murder_beheading
							killer = ROOT
						}
					}
				}
				50 = {	}
			}
		}
	}
	option = {
		name = optC_neurowie_event.53
		prestige = 10
	}
}

#60 - sprawdzenie czyś zdrowy 

character_event = {
	id = neurowie_event.60
	is_triggered_only = yes
	hide_window = yes
	immediate ={
		society = {
			random_society_member = {
				limit = {
					is_society_grandmaster = yes
					society_member_of = neurowie
				}
				character_event = { id = neurowie_event.61 }
			}
		}
	}
}

character_event = {
	id = neurowie_event.61
	is_triggered_only = yes
	hide_window = yes
	immediate ={
		FROM = {
			character_event = { id = neurowie_event.62 }
		}
	}
}

character_event = {
	id = neurowie_event.62
	is_triggered_only = yes
	
	picture = GFX_evt_emissary
	
	desc = {
		trigger = {
			OR = {
				has_disease_trigger = yes
				has_minor_disease_trigger = yes
				is_ill_trigger = yes
				is_ill = yes
			}
		}
		text = zla_desc_neurowie_event.62
	}
	desc = {
		trigger = {
			NOT = {
				OR = {
					has_disease_trigger = yes
					has_minor_disease_trigger = yes
					is_ill_trigger = yes
					is_ill = yes
				}
			}
		}
		text = dobra_desc_neurowie_event.62
	}
	option = {
		trigger = {
			OR = {
				has_disease_trigger = yes
				has_minor_disease_trigger = yes
				is_ill_trigger = yes
				is_ill = yes
			}
		}
		name = optA_neurowie_event.62
		clr_quest = { id = bspm_misja_trzymaj_zdrowie failure = yes }
		society = {
			any_society_member = {
				limit = { is_society_grandmaster = yes }
				opinion = {
					modifier = opinion_disappointed
					who = ROOT
					years = 5
				}
			}
		}
		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}
	}
	option = {
		trigger = {
			NOT = {
				OR = {
					has_disease_trigger = yes
					has_minor_disease_trigger = yes
					is_ill_trigger = yes
					is_ill = yes
				}
			}
		}
		name = optB_neurowie_event.62
		clr_quest = bspm_misja_trzymaj_zdrowie
		add_mission_succeed_influence_effect = yes
		random = {
			chance = 20
			health = 1
		}
		random = {
			chance = 20
			fertility = 0.1
		}
		society = {
			any_society_member = {
				limit = { is_society_grandmaster = yes }
				opinion = {
					modifier = opinion_satisfied
					who = ROOT
					years = 5
				}
			}
		}
		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}
	}
}

#63 - wycie do księżyca

character_event = {
	id = neurowie_event.63
	is_triggered_only = yes
	
	picture = GFX_evt_tribal_shrine
	desc = desc_neurowie_event.63
	option = {
		name = optA_neurowie_event.63
		change_society_currency = -150
		add_character_modifier = {
			modifier = bspm_neuri_wycie_sila
			duration = 200
		}
	}
	option = {
		name = optB_neurowie_event.63
		change_society_currency = -150
		add_character_modifier = {
			modifier = bspm_neuri_wycie_spryt
			duration = 200
		}
	}
	option = {
		name = optC_neurowie_event.63
		trigger = {
			society_rank = 3
		}
		change_society_currency = -150
		add_character_modifier = {
			modifier = bspm_neuri_wycie_super
			duration = 200
		}
	}
}

#64 - zmysl wilka

character_event = {
	id = neurowie_event.64
	is_triggered_only = yes
	
	picture = GFX_evt_tribal_shrine
	desc = desc_neurowie_event.64
	option = {
		name = optA_neurowie_event.64
		change_society_currency = -500
		add_character_modifier = {
			modifier = bspm_neuri_zmysly
			duration = 720
		}
	}
}

#65 - zaproszenie do plemienia

character_event = {
	id = neurowie_event.65
	hide_window = yes

	is_triggered_only = yes

	immediate = {
		random_list = {
			33 = {
				create_character = {
					random_traits = yes
					dynasty = none
					religion = ROOT
					female = no
					age = 23
					health = 8
				}
				new_character = { save_event_target_as = target_wilczek }
			}
			33 = {
				create_character = {
					random_traits = yes
					dynasty = none
					religion = ROOT
					female = no
					age = 35
					health = 10
				}
				new_character = { save_event_target_as = target_wilczek }
			}
			33 = {
				create_character = {
					random_traits = yes
					dynasty = none
					religion = ROOT
					female = no
					age = 46
					health = 8
				}
				new_character = { save_event_target_as = target_wilczek }
			}
		}
		event_target:target_wilczek = {
			join_society =  neurowie
			remove_education_effect = yes
			random_list = {
				42 = { add_trait = brilliant_strategist }
				43 = { add_trait = skilled_tactician }
				15 = { add_trait = elusive_shadow }
			}
			random_list = {
				33 = { change_martial = 2 }
				33 = { change_martial = 3 }
				33 = { change_martial = 4 }
			}
			random = {
				chance = 5
				add_trait = lunatic
			}
			random_list = {
				5 = {
					add_trait = genius
					remove_trait = imbecile
					remove_trait = quick
					remove_trait = slow
				}
				5 = {
					add_trait = quick
					remove_trait = imbecile
					remove_trait = genius
					remove_trait = slow
				}
				20 = {
					add_trait = strong
					remove_trait = weak
				}
				20 = {
					add_trait = robust
				}
				20 = { }
			}
			random = {
				chance = 35
				add_trait = ugly
				remove_trait = fair
			}
			random_list = {
				30 = { add_trait = duelist }
				30 = { add_trait = hunter }
				30 = { add_trait = strategist }
				10 = { add_trait = impaler }
				10 = { add_trait = gamer }
			}
			remove_trait = slothful 
			remove_trait = craven 
			remove_trait = trusting
			random = {
				chance = 15
				add_trait = paranoid
			}
			random = {
				chance = 10
				add_trait = one_eyed
			}
			random = {
				chance = 10
				add_trait = on_neuri_dziecie
			}
			random = {
				chance = 5
				modifier  = {
					factor = 4
					culture = serbian
				}
				add_trait = byzsla_slavic_noble_junak
			}
			random = {
				chance = 5
				modifier  = {
					factor = 4
					culture = pommeranian
				}
				add_trait = byzsla_slavic_chasnik
			}
			random = {
				chance = 45
				add_trait = brave
			}
			random = {
				chance = 25
				add_trait = proud
			}
			random = {
				chance = 45
				add_trait = wroth 
			}
			random = {
				chance = 25
				add_trait = ambitious 
			}
			random = {
				chance = 33
				add_trait = zealous 
			}
			character_event = { id = neurowie_event.66 }	
		}
	}
}

#66 - zaproszenie do plemienia (ping)

character_event = {
	id = neurowie_event.66
	hide_window = yes

	is_triggered_only = yes

	immediate = {
		FROM = { character_event = { id = neurowie_event.67 } }
	}
}

#67 - zaproszenie do plemienia (pong)

character_event = {
	id = neurowie_event.67
	picture = GFX_evt_rider_adventure

	desc = desc_neurowie_event.67

	is_triggered_only = yes

	option = {
		name = optA_neurowie_event.67
		reverse_opinion = {
			who = FROM
			modifier = opinion_loyal_servant
		}
	}
}

#68 - wilcze znmię

character_event = {
	id = neurowie_event.68
	picture = GFX_evt_wolf
	hide_from = yes
	desc = desc_neurowie_event.68

	is_triggered_only = yes

	option = {
		name = optA_neurowie_event.68
		add_character_modifier = {
			name = byzsla_znamie_wilka_mod
			duration = 720
		}
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = neurowie_event.69
				}
			}
		}
	}
}

#69 - wilcze znmię (ping)

character_event = {
	id = neurowie_event.69
	picture = GFX_evt_wolf
	desc = desc_neurowie_event.69

	is_triggered_only = yes

	option = {
		name = optA_neurowie_event.69
	}
}

#70 - ugryzienie dziecka

character_event = {
	id = neurowie_event.70
	picture = GFX_evt_guardian
	desc = desc_neurowie_event.70

	is_triggered_only = yes

	option = {
		name = optA_neurowie_event.70
		change_martial = 2
		change_intrigue = 1
		random = {
			chance = 35
			add_trait = on_neuri_dziecie
		}

		if = {
			limit = { has_dlc = "Reapers" }
			random_list = {
				40 = { add_trait = infection }
				40 = { add_trait = vomiting }
				20 = {  }
			}
		}
		if = {
			limit = { NOT = { has_dlc = "Reapers" } }
			random = {
				chance = 70
				add_trait = ill
			}
			random = {
				chance = 10
				health = -1
			}
		}
		FROM = {
			character_event = { id = neurowie_event.71 }
		}
	}
}

#71 - ugryzienie dziecka (ping)

character_event = {
	id = neurowie_event.71
	picture = GFX_evt_guardian
	desc = desc_neurowie_event.71

	is_triggered_only = yes

	option = {
		name = optA_neurowie_event.71
	}
}

#72 - uwolnij szał

character_event = {
	id = neurowie_event.72
	picture = GFX_evt_tribal_shrine
	desc = desc_neurowie_event.72

	is_triggered_only = yes

	option = {
		name = optA_neurowie_event.72
		change_society_currency = -1000
		add_character_modifier = {
			name = neuri_szal
			duration = 365
		}
	}
}

########### randomowe
#80 - bieganie jak wilk

character_event = { 
	id = neurowie_event.80
	hide_window = yes
	only_playable = yes
	only_capable = yes
	prisoner = no
	is_in_society = yes
	
	is_triggered_only = yes
	
	trigger = {
		society_member_of = neurowie
		war = no
		is_ill = no
	}
	immediate = {
		society = {
			random_society_member = {
				limit = {
					ai = yes
					is_incapable = no
					prisoner = no
					NOT = { is_inaccessible_trigger = yes }
					is_ill = no
					NOT = { character = ROOT }
					in_command = no
				}
				character_event = { id = neurowie_event.81 }
			}
		}
	}
}
#ping na rzeź
character_event = {
	id = neurowie_event.81
	hide_window = yes
	
	is_triggered_only = yes
	
	immediate = {
		FROM = { character_event = { id = neurowie_event.82 } }
	}
}
#event właściwy
character_event = {
	id = neurowie_event.82
	picture = GFX_evt_wolf
	border = GFX_event_normal_frame_diplomacy
	desc = desc_neurowie_event.82
	
	is_triggered_only = yes
	
	option = {
		name = optA_neurowie_event.82
		FROM = { character_event = { id = neurowie_event.83 } }
	}
	option = {
		name = optB_neurowie_event.82
		detract_society_currency_minor_effect = yes
		reverse_opinion = { who = FROM modifier = opinion_coward years = 5 }
	}
}
#ping
character_event = {
	id = neurowie_event.83
	hide_window = yes
	
	is_triggered_only = yes
	
	immediate = {
		FROM = { character_event = { id = neurowie_event.84 } }
	}
}
#rezultat losowy na 5 wariantów na raz 
character_event = {
	id = neurowie_event.84
	picture = GFX_evt_wolf
	border = GFX_event_normal_frame_diplomacy
	is_triggered_only = yes
	immediate = {
		random_list = {
			100 = {
				set_character_flag = wyscig_spoko
			}
			70 = {
				set_character_flag = wyscig_przyjazn
			}
			70 = {
				set_character_flag = wyscig_rywal
			}
			40 = {
				set_character_flag = wyscig_zlamany
			}
			40 = {
				set_character_flag = wyscig_zgubienie
			}
		}
		random = {
			chance = 60
			random_list = {
				10 = { set_character_flag = odstresowanie_flaga }
				10 = { set_character_flag = dedepresja_flaga }
				10 = { set_character_flag = niestrach_flaga }
				10 = { set_character_flag = nielen_flaga }
				40 = {  }
			}
		}
	}
	desc = {
		trigger = { has_character_flag = wyscig_spoko }
		text = spoko_desc_neurowie_event.84
	}
	desc = {
		trigger = { has_character_flag = wyscig_przyjazn }
		text = przyjazn_desc_neurowie_event.84
	}
	desc = {
		trigger = { has_character_flag = wyscig_rywal }
		text = rywal_desc_neurowie_event.84
	}
	desc = {
		trigger = { has_character_flag = wyscig_zlamany }
		text = zlamany_desc_neurowie_event.84
	}
	desc = {
		trigger = { has_character_flag = wyscig_zgubienie }
		text = zgubienie_desc_neurowie_event.84
	}
	
	option = {
		if = {
			limit = {
				has_character_flag = odstresowanie_flaga
				NOT = { has_character_flag = wyscig_zlamany }
				NOT = { has_character_flag = wyscig_rywal }
			}
			if = {
				limit = { trait = stressed }
				remove_trait = stressed
			}
		}
		if = {
			limit = {
				has_character_flag = dedepresja_flaga
				NOT = { has_character_flag = wyscig_zlamany }
				NOT = { has_character_flag = wyscig_rywal }
			}
			if = {
				limit = { trait = depressed }
				remove_trait = depressed
			}
		}
		if = {
			limit = {
				has_character_flag = niestrach_flaga
				NOT = { has_character_flag = wyscig_zgubienie }
			}
			if = {
				limit = { trait = craven }
				remove_trait = craven
			}
			if = {
				limit = { NOT = { trait = craven } }
				add_trait = brave
			}
		}
		if = {
			limit = {
				has_character_flag = nielen_flaga
			}
			if = {
				limit = { trait = slothful }
				remove_trait = slothful
			}
			if = {
				limit = { NOT = { trait = slothful } }
				add_trait = diligent
			}
		}
		name = {
			text = optA_neurowie_event.84
			trigger = { has_character_flag = wyscig_spoko }
		}
		if = { 
			limit = { has_character_flag = wyscig_spoko }
			FROM = {
				opinion = { who = ROOT modifier = opinion_enjoyed_feast  }
				reverse_opinion = { who = ROOT modifier = opinion_enjoyed_feast  }
			}
		}
		name = {
			text = optB_neurowie_event.84
			trigger = { has_character_flag = wyscig_przyjazn }
		}
		if = { 
			limit = { has_character_flag = wyscig_przyjazn }
			add_friend = FROM
			opinion = { who = FROM modifier = opinion_enjoyed_feast  }
			reverse_opinion = { who = FROM modifier = opinion_enjoyed_feast  }
		}
		name = {
			text = optC_neurowie_event.84
			trigger = { has_character_flag = wyscig_rywal }
		}
		if = { 
			limit = { has_character_flag = wyscig_rywal }
			add_rival = FROM
		}
		name = {
			text = optD_neurowie_event.84
			trigger = { has_character_flag = wyscig_zlamany }
		}
		if = { 
			limit = { has_character_flag = wyscig_zlamany }
			add_maimed_trait_effect = yes
		}
		name = {
			text = optE_neurowie_event.84
			trigger = { has_character_flag = wyscig_zgubienie }
		}
		if = { 
			limit = { has_character_flag = wyscig_zgubienie }
			FROM = {
				death = { death_reason = death_missing }
			}
		}
		add_society_currency_minor_effect = yes
		clr_character_flag = wyscig_zgubienie
		clr_character_flag = wyscig_przyjazn
		clr_character_flag = wyscig_rywal
		clr_character_flag = wyscig_spoko
		clr_character_flag = wyscig_zlamany
		clr_character_flag = nielen_flaga
		clr_character_flag = dedepresja_flaga
		clr_character_flag = odstresowanie_flaga
		clr_character_flag = niestrach_flaga
	}
}

# 85 - rzeź leśników (z zaproszeniem)

character_event = { 
	id = neurowie_event.85
	hide_window = yes
	only_playable = yes
	only_capable = yes
	prisoner = no
	is_in_society = yes
	
	is_triggered_only = yes
	
	trigger = {
		society_member_of = neurowie
		war = no
		is_ill = no
	}
	immediate = {
		society = {
			random_society_member = {
				limit = {
					ai = yes
					is_incapable = no
					prisoner = no
					NOT = { is_inaccessible_trigger = yes }
					is_ill = no
					NOT = { character = ROOT }
					in_command = no
				}
				character_event = { id = neurowie_event.86 }
			}
		}
	}
}
#ping na rzeź
character_event = {
	id = neurowie_event.86
	hide_window = yes
	
	is_triggered_only = yes
	
	immediate = {
		FROM = { character_event = { id = neurowie_event.87 } }
	}
}
#event właściwy
character_event = {
	id = neurowie_event.87
	picture = GFX_evt_wolf
	border = GFX_event_normal_frame_diplomacy
	desc = desc_neurowie_event.87
	
	is_triggered_only = yes
	option = {
		name = optA_neurowie_event.87
		FROM = { character_event = { id = neurowie_event.88 } }
	}
	option = {
		name = optB_neurowie_event.87
		detract_society_currency_minor_effect = yes
		piety = 100
		reverse_opinion = { who = FROM modifier = opinion_coward years = 5 }
	}
}
#ping
character_event = {
	id = neurowie_event.88
	hide_window = yes
	
	is_triggered_only = yes
	
	immediate = {
		FROM = { character_event = { id = neurowie_event.89 } }
	}
}
#rezultat losowy na 5 wariantów na raz 
character_event = {
	id = neurowie_event.89
	picture = GFX_evt_wolf
	border = GFX_event_normal_frame_diplomacy
	is_triggered_only = yes
	immediate = {
		random_list = {
			30 = {
				set_character_flag = rzez_bez_swiadkow
			}
			30 = {
				set_character_flag = rzez_ze_swiadkami_terror
			}
		}
		random = {
			chance = 80
			random_list = {
				10 = { set_character_flag = rzez_dworzanin_ded }
				10 = { set_character_flag = rzez_wilki_mile }
				10 = { set_character_flag = rzez_wilki_niemile }
				10 = { set_character_flag = rzez_okrutny }
				10 = { set_character_flag = rzez_odwaga }
				10 = { set_character_flag = rzez_kompan_ded }
				40 = {  }
			}
		}
	}
	desc = {
		trigger = { 
			has_character_flag = rzez_bez_swiadkow 
			NOT = {
				AND = {
					has_character_flag = rzez_dworzanin_ded
					any_courtier = {
						OR = {
							NOT = { character = ROOT }
							NOT = { character = FROM }
							NOT = { is_married = ROOT }
						}
						is_adult = yes
						prisoner = no
						is_ruler = no
						is_female = no
						NOT = { trait = incapable }
						NOT = { same_society_as = ROOT }
					}
				}
				has_character_flag = rzez_wilki_mile
				has_character_flag = rzez_wilki_niemile
				has_character_flag = rzez_kompan_ded
			}
		}
		text = A_desc_neurowie_event.84
	}
	desc = {
		trigger = { 
			has_character_flag = rzez_bez_swiadkow
			has_character_flag = rzez_dworzanin_ded
			any_courtier = {
				OR = {
					NOT = { character = ROOT }
					NOT = { character = FROM }
					NOT = { is_married = ROOT }
				}
				is_adult = yes
				prisoner = no
				is_ruler = no
				is_female = no
				NOT = { trait = incapable }
				NOT = { same_society_as = ROOT }
			}
		}
		text = AB_desc_neurowie_event.84
	}
	desc = {
		trigger = { 
			has_character_flag = rzez_bez_swiadkow
			has_character_flag = rzez_wilki_mile
		}
		text = AC_desc_neurowie_event.84
	}
	desc = {
		trigger = { 
			has_character_flag = rzez_bez_swiadkow
			has_character_flag = rzez_wilki_niemile
		}
		text = AD_desc_neurowie_event.84
	}
	desc = {
		trigger = { 
			has_character_flag = rzez_bez_swiadkow
			has_character_flag = rzez_kompan_ded
		}
		text = AE_desc_neurowie_event.84
	}
	desc = {
		trigger = { 
			has_character_flag = rzez_ze_swiadkami_terror
			NOT = {
				AND = {
					has_character_flag = rzez_dworzanin_ded
					any_courtier = {
						OR = {
							NOT = { character = ROOT }
							NOT = { character = FROM }
							NOT = { is_married = ROOT }
						}
						is_adult = yes
						prisoner = no
						is_ruler = no
						is_female = no
						NOT = { trait = incapable }
						NOT = { same_society_as = ROOT }
					}
				}
				has_character_flag = rzez_wilki_mile
				has_character_flag = rzez_wilki_niemile
				has_character_flag = rzez_kompan_ded
			}
		}
		text = B_desc_neurowie_event.84
	}
	desc = {
		trigger = { 
			has_character_flag = rzez_ze_swiadkami_terror
			has_character_flag = rzez_dworzanin_ded
			any_courtier = {
				OR = {
					NOT = { character = ROOT }
					NOT = { character = FROM }
					NOT = { is_married = ROOT }
				}
				is_adult = yes
				prisoner = no
				is_ruler = no
				is_female = no
				NOT = { trait = incapable }
				NOT = { same_society_as = ROOT }
			}
		}
		text = BB_desc_neurowie_event.84
	}
	desc = {
		trigger = { 
			has_character_flag = rzez_ze_swiadkami_terror
			has_character_flag = rzez_wilki_mile
		}
		text = BC_desc_neurowie_event.84
	}
	desc = {
		trigger = { 
			has_character_flag = rzez_ze_swiadkami_terror
			has_character_flag = rzez_wilki_niemile
		}
		text = BD_desc_neurowie_event.84
	}
	desc = {
		trigger = { 
			has_character_flag = rzez_ze_swiadkami_terror
			has_character_flag = rzez_kompan_ded
		}
		text = BE_desc_neurowie_event.84
	}
	
	option = {
		name = optA_neurowie_event.84
		if = { 
			limit = {
				has_character_flag = rzez_bez_swiadkow 
				NOT = {
					AND = {
						has_character_flag = rzez_dworzanin_ded
						any_courtier = {
							OR = {
								NOT = { character = ROOT }
								NOT = { character = FROM }
								NOT = { is_married = ROOT }
							}
							is_adult = yes
							prisoner = no
							is_ruler = no
							is_female = no
							NOT = { trait = incapable }
							NOT = { same_society_as = ROOT }
						}
					}
					has_character_flag = rzez_wilki_mile
					has_character_flag = rzez_wilki_niemile
					has_character_flag = rzez_kompan_ded
				}
			}
			FROM = {
				opinion = { modifier = opinion_complicity who = ROOT }
			}
			opinion = { modifier = opinion_complicity who = FROM }
			if = {
				limit = { NOT = { FROM = { is_friend = ROOT } } }
				random = {
					chance = 33
					add_friend = FROM
				}
			}
		}
		if = {
			limit = {
				has_character_flag = rzez_bez_swiadkow
				has_character_flag = rzez_dworzanin_ded
				any_courtier = {
					OR = {
						NOT = { character = ROOT }
						NOT = { character = FROM }
						NOT = { is_married = ROOT }
					}	
					is_adult = yes
					prisoner = no
					is_ruler = no
					is_female = no
					NOT = { trait = incapable }
					NOT = { same_society_as = ROOT }
				}
			}
			FROM = {
				opinion = { modifier = opinion_complicity who = ROOT }
			}
			opinion = { modifier = opinion_complicity who = FROM }
			random_courtier = {
				limit = {
					OR = {
						NOT = { character = ROOT }
						NOT = { character = FROM }
						NOT = { is_married = ROOT }
					}
					is_adult = yes
					prisoner = no
					is_ruler = no
					is_female = no
					NOT = { trait = incapable }
					NOT = { same_society_as = ROOT }
				}
				death = {
					death_reason = death_murder_unknown
					killer = ROOT
				}
				if = {
					limit = { 
						is_foe = ROOT 
					}
					ROOT = {
						add_artifact = rival_skull
						new_artifact = {
							set_original_owner = PREV
						}
					}
				}
			}
			prestige = -2
		}
		if = {
			limit = {
				has_character_flag = rzez_bez_swiadkow
				has_character_flag = rzez_wilki_mile
			}
			FROM = {
				opinion = { modifier = opinion_complicity who = ROOT }
			}
			opinion = { modifier = opinion_complicity who = FROM }
			random_demesne_province = {
				limit = { NOT = { has_province_modifier = blessed_lands } }
				add_province_modifier = {
					name = blessed_lands
					duration = 365
				}
			}
		}
		if = {
			limit = {
				has_character_flag = rzez_bez_swiadkow
				has_character_flag = rzez_wilki_niemile
			}
			FROM = {
				opinion = { modifier = opinion_complicity who = ROOT }
			}
			opinion = { modifier = opinion_complicity who = FROM }
			random = {
				chance = 33
				health = -1
			}
		}
		if = {
			limit = {
				has_character_flag = rzez_bez_swiadkow
				has_character_flag = rzez_kompan_ded
			}
			FROM = {
				death = {
					death_reason = death_murder_unknown
				}
			}
			random = {
				chance = 33
				change_stewardship = 1
			}
			random = {
				chance = 33
				change_martial = 1
			}
		}
		if = { 
			limit = {
				has_character_flag = rzez_ze_swiadkami_terror 
				NOT = {
					AND = {
						has_character_flag = rzez_dworzanin_ded
						any_courtier = {
							OR = {
								NOT = { character = ROOT }
								NOT = { character = FROM }
								NOT = { is_married = ROOT }
							}
							is_adult = yes
							prisoner = no
							is_ruler = no
							is_female = no
							NOT = { trait = incapable }
							NOT = { same_society_as = ROOT }
						}
					}
					has_character_flag = rzez_wilki_mile
					has_character_flag = rzez_wilki_niemile
					has_character_flag = rzez_kompan_ded
				}
			}
			FROM = {
				opinion = { modifier = opinion_complicity who = ROOT }
			}
			opinion = { modifier = opinion_complicity who = FROM }
			if = {
				limit = { NOT = { FROM = { is_friend = ROOT } } }
				random = {
					chance = 20
					add_friend = FROM
				}
			}
			random_demesne_province = {
				add_province_modifier = {
					name = neuri_strach
					duration = 365
				}
			}
		}
		if = {
			limit = {
				has_character_flag = rzez_ze_swiadkami_terror
				has_character_flag = rzez_dworzanin_ded
				any_courtier = {
					OR = {
						NOT = { character = ROOT }
						NOT = { character = FROM }
						NOT = { is_married = ROOT }
					}
					is_adult = yes
					prisoner = no
					is_ruler = no
					is_female = no
					NOT = { trait = incapable }
					NOT = { same_society_as = ROOT }
				}
			}
			FROM = {
				opinion = { modifier = opinion_complicity who = ROOT }
			}
			opinion = { modifier = opinion_complicity who = FROM }
			random_courtier = {
				limit = {
					OR = {
						NOT = { character = ROOT }
						NOT = { character = FROM }
						NOT = { is_married = ROOT }
					}
					is_adult = yes
					prisoner = no
					is_ruler = no
					is_female = no
					NOT = { trait = incapable }
					NOT = { same_society_as = ROOT }
				}
				death = {
					death_reason = death_murder_unknown
					killer = ROOT
				}
				if = {
					limit = { 
						is_foe = ROOT 
					}
					ROOT = {
						add_artifact = rival_skull
						new_artifact = {
							set_original_owner = PREV
						}
					}
				}
			}
			prestige = -2
			random_demesne_province = {
				add_province_modifier = {
					name = neuri_strach
					duration = 365
				}
			}
		}
		if = {
			limit = {
				has_character_flag = rzez_ze_swiadkami_terror
				has_character_flag = rzez_wilki_mile
			}
			FROM = {
				opinion = { modifier = opinion_complicity who = ROOT }
			}
			opinion = { modifier = opinion_complicity who = FROM }
			random_demesne_province = {
				limit = { NOT = { has_province_modifier = blessed_lands } }
				add_province_modifier = {
					name = blessed_lands
					duration = 365
				}
				add_province_modifier = {
					name = neuri_strach
					duration = 365
				}
			}
		}
		if = {
			limit = {
				has_character_flag = rzez_ze_swiadkami_terror
				has_character_flag = rzez_wilki_niemile
			}
			FROM = {
				opinion = { modifier = opinion_complicity who = ROOT }
			}
			opinion = { modifier = opinion_complicity who = FROM }
			random = {
				chance = 33
				health = -1
			}
			random_demesne_province = {
				add_province_modifier = {
					name = neuri_strach
					duration = 365
				}
			}
		}
		if = {
			limit = {
				has_character_flag = rzez_ze_swiadkami_terror
				has_character_flag = rzez_kompan_ded
			}
			FROM = {
				death = {
					death_reason = death_murder_unknown
				}
			}
			random = {
				chance = 20
				change_stewardship = 1
			}
			random = {
				chance = 20
				change_martial = 1
			}
			random_demesne_province = {
				add_province_modifier = {
					name = neuri_strach
					duration = 365
				}
			}
		}
		if = {
			limit = { 
				has_character_flag = rzez_odwaga 
				trait = craven
			}
			remove_trait = craven
		}
		if = {
			limit = { 
				has_character_flag = rzez_odwaga 
				NOT = { trait = craven }
			}
			add_trait = brave
		}
		if = {
			limit = { 
				has_character_flag = rzez_okrutny 
				trait = kind
			}
			remove_trait = kind
		}
		if = {
			limit = { 
				has_character_flag = rzez_okrutny 
				NOT = { trait = kind }
			}
			add_trait = cruel
		}
		add_society_currency_minor_effect = yes
		clr_character_flag = rzez_bez_swiadkow
		clr_character_flag = rzez_ze_swiadkami_terror
		clr_character_flag = rzez_dworzanin_ded
		clr_character_flag = rzez_wilki_mile
		clr_character_flag = rzez_wilki_niemile
		clr_character_flag = rzez_okrutny
		clr_character_flag = rzez_odwaga
		clr_character_flag = rzez_kompan_ded
	}
}
#		zwołanie małej rady 



#100 - pingi questów
#10 - polowanie bandytów	20
#11 - pojedynek
#12 - medytacje				30
#13 - wilcze dziecko		40
#14 - zabij randoma			50
#15 - wylecz się z choroby	
#16 - ujawnij się

character_event = {
	id = neurowie_event.100
	hide_window = yes

	is_triggered_only = yes

	immediate = {
		FROM = { society_quest_event = { id = neurowie_event.10 } }
	}
}
character_event = {
	id = neurowie_event.101
	hide_window = yes

	is_triggered_only = yes

	immediate = {
		FROM = { society_quest_event = { id = neurowie_event.11 } }
	}
}

character_event = {
	id = neurowie_event.102
	hide_window = yes

	is_triggered_only = yes

	immediate = {
		FROM = { society_quest_event = { id = neurowie_event.12 } }
	}
}

character_event = {
	id = neurowie_event.103
	hide_window = yes

	is_triggered_only = yes

	immediate = {
		FROM = { society_quest_event = { id = neurowie_event.13 } }
	}
}

character_event = {
	id = neurowie_event.104
	hide_window = yes

	is_triggered_only = yes

	immediate = {
		FROM = { society_quest_event = { id = neurowie_event.14 } }
	}
}

character_event = {
	id = neurowie_event.105
	hide_window = yes

	is_triggered_only = yes

	immediate = {
		FROM = { society_quest_event = { id = neurowie_event.15 } }
	}
}

character_event = {
	id = neurowie_event.106
	hide_window = yes

	is_triggered_only = yes

	immediate = {
		FROM = { society_quest_event = { id = neurowie_event.16 } }
	}
}