namespace = witch_event

###JOINING###
#From on_character_ask_to_join_society (Doesn't show up)
character_event = {
    id = witch_event.0001
	hide_window = yes
    is_triggered_only = yes
    trigger = {
    	FROM = { leader = { society_member_of = witchhunters } }
    }
    immediate = {
    	FROM = { leader = { character_event = { id = witch_event.0002 } } }
    }
}

#Ping event (Doesn't show up)
character_event = {
    id = witch_event.0002
	hide_window = yes
    is_triggered_only = yes
    immediate = {
    	FROM = { letter_event = { id = witch_event.0003 } }
    }
}

#Welcome letter
letter_event = {
    id = witch_event.0003
    desc = EVTDESCwitch_event.0003 #Shamefully borrowing from the Pomandres

    is_triggered_only = yes
	
	immediate = { set_character_flag = society_join_block }

    option = {
        name = EVTOPTAwitch_event.0003
		ai_chance = {
			factor = 100
		}

		join_society = witchhunters
		if = {
			limit = {
				NOT = { trait = monster_hunter }
			}
			add_trait = monster_hunter
		}
		random_list = {
			90 = {
			}
			10 = {
				add_trait = infection
			}
		}
		
		clr_character_flag = society_join_block
    }
	option = {
        name = EVTOPTBwitch_event.0003
		ai_chance = {
			factor = 0
		}
		
		reverse_opinion = {
			who = FROM
			modifier = opinion_offended
			years = 15
		}
		if = {
			limit = { NOT = { trait = craven } }
			random_list = {
				75 = {
					add_trait_craven_effect = yes
				}
				25 = {
				}
			}
		}
		
		set_character_flag = witchhunters_join_block
		clr_character_flag = society_join_block
    }
}


###Wardog Training###
# Select giver
character_event = {
	id = witch_event.0004

	hide_window = yes
	
	is_triggered_only = yes

	immediate = {
		if = {
			limit = {
				num_of_friends = 1
				any_society_member = {
					NOT = { trait = incapable }
					society_member_of = witchhunters
					prisoner = no
					is_adult = yes
					is_friend = ROOT
				}
			}
			random_society_member = {
				limit = {
					NOT = { trait = incapable }
					society_member_of = witchhunters
					prisoner = no
					is_adult = yes
					is_friend = ROOT
				}
				character_event = { id = witch_event.0005 }
			}
			set_character_flag = offered_puppy
			break = yes
		}
		if = {
			limit = {
				any_society_member = {
					NOT = { trait = incapable }
					society_member_of = witchhunters
					prisoner = no
					is_adult = yes
					is_society_grandmaster = yes
				}
			}
			random_society_member = {
				limit = {
					NOT = { trait = incapable }
					society_member_of = witchhunters
					prisoner = no
					is_adult = yes
					is_society_grandmaster = yes
				}
				character_event = { id = witch_event.0005 }
			}
			set_character_flag = offered_puppy
			break = yes
		}
		if = {
			limit = {
				any_society_member = {
					NOT = { trait = incapable }
					society_member_of = witchhunters
					prisoner = no
					is_adult = yes
				}
			}
			random_society_member = {
				limit = {
					NOT = { trait = incapable }
					society_member_of = witchhunters
					prisoner = no
					is_adult = yes
				}
				character_event = { id = witch_event.0005 }
			}
			set_character_flag = offered_puppy
			break = yes
		}
	}
}

# Giver of puppy
character_event = {
	id = witch_event.0005

	hide_window = yes
	
	is_triggered_only = yes

	immediate = {
		FROM = { character_event = { id = witch_event.0006 } }
	}
}

# Accept or decline
character_event = {
	id = witch_event.0006
	desc = EVTDESC_witch_event.0006
	picture = GFX_evt_hunting_scene
	border = GFX_event_normal_frame_war

	is_triggered_only = yes
	
	option = { # Accept
		name = EVTOPTA_witch_event.0006
		hidden_tooltip = { character_event = { id = witch_event.0007 } }
		add_character_modifier = {
			modifier = war_dog_untrained
			duration = -1
		}
		hidden_tooltip = { character_event = { id = witch_event.0016 days = 3500 random = 2000 } } # Dog dies
		hidden_tooltip = { character_event = { id = witch_event.0008 days = 30 random = 100 } } # Cat & dog 
		#hidden_tooltip = { character_event = { id = witch_event.0007 days = 350 random = 20 } } # Dog starts showing personality
		clr_character_flag = offered_puppy
		set_character_flag = had_hunting_dog
	}
	option = { # Changed my mind
		name = EVTOPTB_witch_event.0006
		reverse_opinion = {
			modifier = opinion_insulted
			who = FROM
			years = 1
		}
		clr_character_flag = offered_puppy
		clr_character_flag = training_wardog
	}
	option = { # Pay someone to discreetly dispose of it
		name = EVTOPTC_witch_event.0006
		wealth = -10
		random = {
			chance = 30
			reverse_opinion = {
				modifier = insulted
				who = FROM
				years = 5
			}
		}
		clr_character_flag = offered_puppy
		clr_character_flag = training_wardog
	}
}

# Name puppy
character_event = {
	id = witch_event.0007
	desc = EVTDESC_witch_event.0007
	picture = GFX_evt_hunting_scene
	border = GFX_event_normal_frame_war

	is_triggered_only = yes
	
	immediate = {
		random_list = {
			80 = { set_character_flag = good_dog }  # Decide dog's personality...
			20 = { set_character_flag = bad_dog }
		}
	}
	
	option = { # Faithful
		name = EVTOPTA_witch_event.0007
		tooltip_info = zealous
		trigger = { trait = zealous }
		set_character_flag = dog_name_faithful
		hidden_tooltip = { character_event = { id = witch_event.0010 days = 150 } }
	}
	option = { # Warrior
		name = EVTOPTB_witch_event.0007
		set_character_flag = dog_name_warrior
		hidden_tooltip = { character_event = { id = witch_event.0010 days = 150 } }
	}
	option = { # Tracker
		name = EVTOPTC_witch_event.0007
		set_character_flag = dog_name_tracker
		hidden_tooltip = { character_event = { id = witch_event.0010 days = 150 } }
	}
	option = { # Tricky
		name = EVTOPTD_witch_event.0007
		set_character_flag = dog_name_tricky
		hidden_tooltip = { character_event = { id = witch_event.0010 days = 150 } }
	}
}

#Cat & dog
character_event = {
	id = witch_event.0008
	desc = EVTDESC_witch_event.0008
	picture = GFX_evt_burning_house
	
	is_triggered_only = yes

	hide_from = yes

	only_playable = yes
	prisoner = no
	only_capable = yes

	trigger = {
		has_character_modifier = pet_cat
		has_character_modifier = war_dog_untrained
		NOT = { has_character_modifier = pet_best_friends }
	}

	immediate = {
		random_friend = {
			limit = {
				age = 8
				prisoner = no
				ai = yes
				is_inaccessible_trigger = no
				NOR = { 
					trait = incapable 
			 		trait = cruel 
			 		has_character_modifier = pet_cat
			 		has_character_modifier = war_dog_untrained
			 	}
			}
			save_event_target_as = animal_caretaker
		}
		if = {
			limit = { NOT = { event_target:animal_caretaker = { always = yes } } } 
			random_courtier = {
				limit = {
					age = 8
					prisoner = no
					ai = yes
					is_inaccessible_trigger = no
					NOR = { 
						trait = incapable 
				 		trait = cruel 
				 		has_character_modifier = pet_cat
				 		has_character_modifier = war_dog_untrained
				 	}
				}
				save_event_target_as = animal_caretaker
			}
		}
	}

	#They will figure it out
	option = {
		name = EVTOPTA_witch_event.0008
		custom_tooltip = { text = EVTOPTA_witch_event.0008_TOOLTIP }

		hidden_tooltip = { character_event = { id = witch_event.0009 days = 30 random = 30 } }
	}

	#Get rid of wardog
	option = {
		name = EVTOPTB_witch_event.0008

		remove_character_modifier = war_dog_untrained
		
		detract_society_currency_tiny_effect = yes
	}

	#Get rid of cat
	option = {
		trigger = { event_target:animal_caretaker = { always = yes } }
		name = EVTOPTC_witch_event.0008

		remove_character_modifier = pet_cat

		event_target:animal_caretaker = {
			add_character_modifier = {
				name = pet_cat
				duration = -1
			}
			hidden_tooltip = { 
				character_event = { id = 77802 days = 2555 random = 1000 }  # Cat dies
				character_event = { id = 77855 days = 100 } 
			}
		}
	}
}

#Outcome of dog & cat "figuring it out"
character_event = {
	id = witch_event.0009
	picture = GFX_evt_cat

	hide_from = yes

	desc = {
		trigger = { NOT = { has_character_modifier = war_dog_untrained } }
		text = EVTDESC_witch_event.0009_A
	}
	desc = {
		trigger = { NOT = { has_character_modifier = pet_cat } }
		text = EVTDESC_witch_event.0009_B
	}
	desc = {
		trigger = { 
			has_character_modifier = war_dog_untrained 
			has_character_modifier = pet_cat
		} 
		text = EVTDESC_witch_event.0009_C
	}
	
	is_triggered_only = yes

	immediate = {
		random_list = {
			25 = { remove_character_modifier = war_dog_untrained }
			25 = { remove_character_modifier = pet_cat }
			50 = {  }
		}
	}

	option = {
		trigger = { NOT = { has_character_modifier = war_dog_untrained } }
		name = EVTOPTA_witch_event.0009
		tooltip = { remove_character_modifier = war_dog_untrained }

		random = {
			chance = 75
			add_trait_depressed_effect = yes
		}
	}

	option = {
		trigger = { NOT = { has_character_modifier = war_dog_untrained } }
		name = EVTOPTB_witch_event.0009
		custom_tooltip = { text = EVTOPTB_witch_event.0009_TOOLTIP }

		remove_character_modifier = pet_cat
		tooltip = { remove_character_modifier = war_dog_untrained }
	}

	option = {
		trigger = { NOT = { has_character_modifier = pet_cat } }
		name = EVTOPTC_witch_event.0009
		tooltip = { remove_character_modifier = pet_cat }

		random = {
			chance = 75
			add_trait_depressed_effect = yes
		}
	}

	option = {
		trigger = { NOT = { has_character_modifier = pet_cat } }
		name = EVTOPTD_witch_event.0009
		custom_tooltip = { text = EVTOPTD_witch_event.0009_TOOLTIP }

		detract_society_currency_tiny_effect = yes
		remove_character_modifier = war_dog_untrained
		tooltip = { remove_character_modifier = pet_cat }
	}

	option = {
		trigger = { 
			has_character_modifier = war_dog_untrained 
			has_character_modifier = pet_cat
		} 
		name = EVTOPTE_witch_event.0009

		add_character_modifier = {
			name = pet_best_friends 
			duration = -1
		}
	}
}

# Puppy is growing and starts showing personality
character_event = {
	id = witch_event.0010
	picture = GFX_evt_hunting_scene
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	desc = {
		trigger = {
			has_character_flag = good_dog
		}
		text = EVTDESC_witch_event.0010_good
	}
	desc = {
		trigger = {
			has_character_flag = bad_dog
		}
		text = EVTDESC_witch_event.0010_bad
	}
	
	option = {
		name = EVTOPTA_witch_event.0010
		trigger = {
			has_character_flag = good_dog
		}
		add_society_currency_minor_effect = yes
		hidden_tooltip = { character_event = { id = witch_event.0014 days = 30 random = 30 } } # Start training dog
	}
	option = {
		name = EVTOPTB_witch_event.0010
		trigger = {
			has_character_flag = bad_dog
		}
		detract_society_currency_tiny_effect = yes
		hidden_tooltip = { character_event = { id = witch_event.0014 days = 30 random = 30 } } # Start training dog
	}
}

# Dog makes you happier
character_event = {
	id = witch_event.0011
	desc = EVTDESC_witch_event.0011
	picture = GFX_evt_hunting_scene
	border = GFX_event_normal_frame_war

	is_triggered_only = yes
	
	only_playable = yes
	only_capable = yes
	prisoner = no
	
	trigger = {
		OR = {
			has_character_modifier = war_dog_untrained
			has_character_modifier = war_dog_trained
		}
		OR = {
			trait = stressed
			trait = depressed
		}
	}
	
	option = {
		name = EVTOPTA_witch_event.0011
		if = {
			limit = { trait = stressed }
			remove_trait = stressed
		}
		if = {
			limit = { trait = depressed }
			remove_trait = depressed
		}
	}
}

# Bad dog kills other dog
character_event = {
	id = witch_event.0012
	desc = EVTDESC_witch_event.0012
	picture = GFX_evt_hunting_scene
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	only_playable = yes
	only_capable = yes
	prisoner = no

	trigger = {
		OR = {
			has_character_modifier = war_dog_untrained
			has_character_modifier = war_dog_trained
		}
		has_character_flag = bad_dog
	}

	option = {
		name = EVTOPTA_RoI_161
		detract_society_currency_tiny_effect = yes
		random_courtier = {
			limit = {
				ai = yes
			}
			opinion = {
				modifier = opinion_unhappy
				who = ROOT
				years = 8
			}
		}
	}
}

# Bad dog kills or wounds courtier
character_event = {
	id = witch_event.0013
	desc = EVTDESC_witch_event.0013
	picture = GFX_evt_hunting_scene
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	only_playable = yes
	only_capable = yes
	prisoner = no

	trigger = {
		OR = {
			has_character_modifier = war_dog_untrained
			has_character_modifier = war_dog_trained
		}
		has_character_flag = bad_dog
	}

	option = {
		name = EVTOPTA_witch_event.0013
		detract_society_currency_minor_effect = yes
		random_courtier = {
			random_list = {
				50 = {
				}
				30 = {
					add_trait = wounded
					opinion = {
						modifier = opinion_unhappy
						who = ROOT
						years = 8
					}
				}
				20 = {
					death = {
						death_reason = death_accident
					}
					custom_tooltip = { text = crazymurderdog_tooltip }
					hidden_tooltip = {
						any_dynasty_member = {
							opinion = {
								modifier = accused_of_murder
								who = ROOT
								years = 5
							}
						}
					}
				}
			}
		}
	}
	option = {
		name = EVTOPTB_witch_event.0013
		trigger = {
			OR = {
				trait = impaler
				trait = possessed
				trait = lunatic
				trait = cruel
			}
		}
		random_courtier = {
			random_list = {
				50 = {
				}
				30 = {
					add_trait = wounded
					opinion = {
						modifier = opinion_unhappy
						who = ROOT
						years = 8
					}
				}
				20 = {
					death = {
						death_reason = death_accident
					}
					custom_tooltip = { text = crazymurderdog_tooltip }
					hidden_tooltip = {
						any_dynasty_member = {
							opinion = {
								modifier = accused_of_murder
								who = ROOT
								years = 5
							}
						}
					}
				}
			}
		}
		
		prestige = 100
		
		custom_tooltip = { text = crazymurderdog_court_tooltip }
		hidden_tooltip = {	
			any_courtier = {
				opinion = {
					modifier = opinion_shocked
					who = ROOT
					years = 1
				}
			}
		}
	}
}

# Start training wardog
character_event = {
	id = witch_event.0014
	picture = GFX_evt_hunting_scene
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	only_playable = yes
	only_capable = yes
	prisoner = no
	
	desc = {
		trigger = {
			has_character_flag = good_dog
		}
		text = EVTDESC_witch_event.0014_good
	}
	desc = {
		trigger = {
			has_character_flag = bad_dog
		}
		text = EVTDESC_witch_event.0014_bad
	}
	
	trigger = {
		OR = {
			has_character_modifier = war_dog_untrained
			has_character_modifier = war_dog_trained
		}
	}
	
	immediate = {
		clr_character_flag = training_wardog
		random_list = {
			60 = {
				modifier = {
					factor = 2
					martial = 14
				}
				modifier = {
					factor = 2
					has_character_flag = good_dog
				}
				modifier = {
					factor = 0.5
					has_character_flag = bad_dog
				}
				modifier = {
					factor = 2
					trait = genius
				}
				modifier = {
					factor = 0.5
					trait = imbecile
				}
				modifier = {
					factor = 1.6
					trait = quick
				}
				modifier = {
					factor = 0.7
					trait = slow
				}
				modifier = {
					factor = 0.6
					trait = inbred
				}
				modifier = {
					factor = 1.4
					trait = shrewd
				}
				modifier = {
					factor = 0.8
					trait = dull
				}
				modifier = {
					factor = 1.3
					trait = wroth
				}
				modifier = {
					factor = 1.4
					trait = brave
				}
				modifier = {
					factor = 1.6
					trait = diligent
				}
				modifier = {
					factor = 0.7
					trait = slothful
				}
				modifier = {
					factor = 1.6
					trait = ambitious
				}
				modifier = {
					factor = 0.7
					trait = content
				}
				set_character_flag = trained_wardog
			}
			40 = {
				modifier = {
					factor = 2
					NOT = { martial = 10 }
				}
				modifier = {
					factor = 0.8
					has_character_flag = good_dog
				}
				modifier = {
					factor = 2
					has_character_flag = bad_dog
				}
				modifier = {
					factor = 0.5
					trait = genius
				}
				modifier = {
					factor = 2
					trait = imbecile
				}
				modifier = {
					factor = 2
					trait = lunatic
				}
				modifier = {
					factor = 0.7
					trait = quick
				}
				modifier = {
					factor = 1.6
					trait = slow
				}
				modifier = {
					factor = 1.8
					trait = inbred
				}
				modifier = {
					factor = 0.8
					trait = shrewd
				}
				modifier = {
					factor = 1.4
					trait = dull
				}
				modifier = {
					factor = 1.4
					trait = craven
				}
				modifier = {
					factor = 1.3
					trait = shy
				}
				modifier = {
					factor = 0.7
					trait = diligent
				}
				modifier = {
					factor = 1.6
					trait = slothful
				}
				modifier = {
					factor = 0.7
					trait = ambitious
				}
				modifier = {
					factor = 1.6
					trait = content
				}
				modifier = {
					factor = 0.7
					trait = erudite
				}
				set_character_flag = training_wardog_failed
			}
		}
	}
	
	option = { # Going well
		name = EVTOPTA_witch_event.0014
		trigger = {
			has_character_flag = good_dog
		}
		custom_tooltip = { text = trains_dog }
		hidden_tooltip = { character_event = { id = witch_event.0015 days = 150 random = 150 } }
	}
	option = { # Going badly
		name = EVTOPTB_witch_event.0014
		trigger = {
			has_character_flag = bad_dog
		}
		detract_society_currency_tiny_effect = yes
		hidden_tooltip = { character_event = { id = witch_event.0015 days = 150 random = 150 } }
	}
}

# Spending time training wardog has its effects
character_event = {
	id = witch_event.0015
	#desc = EVTDESC_witch_event.0015
	picture = GFX_evt_hunting_scene
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	desc = {
		trigger = {
			has_character_flag = trained_wardog
		}
		text = EVTDESC_witch_event.0015_good
	}
	desc = {
		trigger = {
			has_character_flag = training_wardog_failed
		}
		text = EVTDESC_witch_event.0015_bad
	}
	
	trigger = {
		OR = {
			has_character_modifier = war_dog_untrained
			has_character_modifier = war_dog_trained
		}
	}
	
	option = { # Train dog
		name = EVTOPTA_witch_event.0015
		trigger = {
			has_character_flag = dog_name_faithful
		}
		if = {
			limit = {
				has_character_flag = trained_wardog
			}
			remove_character_modifier = war_dog_untrained
			add_character_modifier = {
				modifier = war_dog_trained
				duration = -1
			}
			
			add_society_currency_minor_effect = yes
		}
		if = {
			limit = {
				has_character_flag = training_wardog_failed
			}
			detract_society_currency_minor_effect = yes
		}
		
		if = {
			limit = {
				is_weak_trigger = no
				NOT = { trait = diligent }
			}
			random_list = {
				90 = {
				}
				10 = {
					add_trait = diligent
				}
			}
		}
		if = {
			limit = {
				is_weak_trigger = yes
			}
			random_list = {
				85 = {
				}
				15 = {
					remove_trait = weak
					remove_trait = feeble
				}
			}
		}
	}
	option = { # Train dog
		name = EVTOPTB_witch_event.0015
		trigger = {
			has_character_flag = dog_name_warrior
		}
		if = {
			limit = {
				has_character_flag = trained_wardog
			}
			remove_character_modifier = war_dog_untrained
			add_character_modifier = {
				modifier = war_dog_trained
				duration = -1
			}
			
			add_society_currency_minor_effect = yes
		}
		if = {
			limit = {
				has_character_flag = training_wardog_failed
			}
			detract_society_currency_minor_effect = yes
		}
		
		if = {
			limit = {
				is_weak_trigger = no
				NOT = { trait = diligent }
			}
			random_list = {
				90 = {
				}
				10 = {
					add_trait = diligent
				}
			}
		}
		if = {
			limit = {
				is_weak_trigger = yes
			}
			random_list = {
				85 = {
				}
				15 = {
					remove_trait = weak
					remove_trait = feeble
				}
			}
		}
	}
	option = { # Train dog
		name = EVTOPTC_witch_event.0015
		trigger = {
			has_character_flag = dog_name_tracker
		}
		if = {
			limit = {
				has_character_flag = trained_wardog
			}
			remove_character_modifier = war_dog_untrained
			add_character_modifier = {
				modifier = war_dog_trained
				duration = -1
			}
			
			add_society_currency_minor_effect = yes
		}
		if = {
			limit = {
				has_character_flag = training_wardog_failed
			}
			detract_society_currency_minor_effect = yes
		}
		
		if = {
			limit = {
				is_weak_trigger = no
				NOT = { trait = diligent }
			}
			random_list = {
				90 = {
				}
				10 = {
					add_trait = diligent
				}
			}
		}
		if = {
			limit = {
				is_weak_trigger = yes
			}
			random_list = {
				85 = {
				}
				15 = {
					remove_trait = weak
					remove_trait = feeble
				}
			}
		}
	}
	option = { # Train dog
		name = EVTOPTD_witch_event.0015
		trigger = {
			has_character_flag = dog_name_tricky
		}
		if = {
			limit = {
				has_character_flag = trained_wardog
			}
			remove_character_modifier = war_dog_untrained
			add_character_modifier = {
				modifier = war_dog_trained
				duration = -1
			}
			
			add_society_currency_minor_effect = yes
		}
		if = {
			limit = {
				has_character_flag = training_wardog_failed
			}
			detract_society_currency_minor_effect = yes
		}
		
		if = {
			limit = {
				is_weak_trigger = no
				NOT = { trait = diligent }
			}
			random_list = {
				90 = {
				}
				10 = {
					add_trait = diligent
				}
			}
		}
		if = {
			limit = {
				is_weak_trigger = yes
			}
			random_list = {
				85 = {
				}
				15 = {
					remove_trait = weak
					remove_trait = feeble
				}
			}
		}
	}
}

# Dog dies! Decide on funeral
character_event = {
	id = witch_event.0016
	desc = EVTDESC_witch_event.0016
	picture = GFX_evt_hunting_scene
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	trigger = {
		OR = {
			has_character_modifier = war_dog_untrained
			has_character_modifier = war_dog_trained
		}
	}

	immediate = {
		remove_character_modifier = pet_best_friends
	}
	
	option = { # Bury him quietly
		name = EVTOPTA_witch_event.0016
		remove_character_modifier = war_dog_untrained
		remove_character_modifier = war_dog_trained
		hidden_tooltip = { character_event = { id = witch_event.0017 } }
	}
	option = { # Throw a grand funeral
		name = EVTOPTB_witch_event.0016
		remove_character_modifier = war_dog_untrained
		remove_character_modifier = war_dog_trained
		hidden_tooltip = { character_event = { id = witch_event.0017 } }
	}
	option = { # Lunatic option - build him a great pyramid - use dogs name
		name = EVTOPTC_witch_event.0016
		trigger = {
			ai = no
			OR = {
				trait = lunatic
				trait = possessed
			}
			has_character_flag = dog_name_faithful
		}
		scaled_wealth = -2
		capital_scope = {
			add_province_modifier = { # Powerful but extremely unusual
				name = pyramid
				duration = -1
			}
		}
		remove_character_modifier = war_dog_untrained
		remove_character_modifier = war_dog_trained
		hidden_tooltip = { character_event = { id = witch_event.0017 } }
	}
	option = { # Lunatic option - build him a great pyramid - use dogs name
		name = EVTOPTD_witch_event.0016
		trigger = {
			ai = no
			OR = {
				trait = lunatic
				trait = possessed
			}
			has_character_flag = dog_name_warrior
		}
		scaled_wealth = -2
		capital_scope = {
			add_province_modifier = { # Powerful but extremely unusual
				name = pyramid
				duration = -1
			}
		}
		remove_character_modifier = war_dog_untrained
		remove_character_modifier = war_dog_trained
		hidden_tooltip = { character_event = { id = witch_event.0017 } }
	}
	option = { # Lunatic option - build him a great pyramid - use dogs name
		name = EVTOPTE_witch_event.0016
		trigger = {
			ai = no
			OR = {
				trait = lunatic
				trait = possessed
			}
			has_character_flag = dog_name_tracker
		}
		scaled_wealth = -2
		capital_scope = {
			add_province_modifier = { # Powerful but extremely unusual
				name = pyramid
				duration = -1
			}
		}
		remove_character_modifier = war_dog_untrained
		remove_character_modifier = war_dog_trained
		hidden_tooltip = { character_event = { id = witch_event.0017 } }
	}
	option = { # Lunatic option - build him a great pyramid - use dogs name
		name = EVTOPTF_witch_event.0016
		trigger = {
			ai = no
			OR = {
				trait = lunatic
				trait = possessed
			}
			has_character_flag = dog_name_tricky
		}
		scaled_wealth = -2
		capital_scope = {
			add_province_modifier = { # Powerful but extremely unusual
				name = pyramid
				duration = -1
			}
		}
		remove_character_modifier = war_dog_untrained
		remove_character_modifier = war_dog_trained
		hidden_tooltip = { character_event = { id = witch_event.0017 } }
	}
	after = {
		hidden_effect = {
			if = {
				limit = {
					has_dlc = "Mystics"
					OR = {
						has_character_modifier = good_relationship_omen
						has_character_modifier = bad_relationship_omen
					}
				}
			}
			set_character_flag = dog_death_omen
			character_event = { id = MNM.1213 days = 35 random = 30 } # Scrying vision come true
		}
	}
}

# Dog flag and delayed event clearing
character_event = {
	id = witch_event.0017
	hide_window = yes
	is_triggered_only = yes
	
	immediate = {
		remove_character_modifier = war_dog_untrained
		remove_character_modifier = war_dog_trained
		clear_delayed_event = { id = witch_event.0016 }
		clear_delayed_event = { id = witch_event.0010 }
		clear_delayed_event = { id = witch_event.0014 }
		clear_delayed_event = { id = witch_event.0015 }
		clr_character_flag = dog_name_faithful
		clr_character_flag = dog_name_warrior
		clr_character_flag = dog_name_tracker
		clr_character_flag = dog_name_tricky
	}
}


###Purchase Crossbow###
# Select smith
character_event = {
    id = witch_event.0018
    desc = EVTDESC_witch_event.0018
    picture = GFX_evt_weaponsmith
    border = GFX_event_normal_frame_economy

    hide_from = yes
    is_triggered_only = yes

    immediate = { #Selecting gender of the weapon smith
    	hidden_effect = {
    		job_marshal = {
    			save_event_target_as = my_helpful_marshal
    		}
	    	random_list = {
				15 = { #Woman
					modifier = { factor = 2 primary_title = { has_law = status_of_women_2 } }
					modifier = { factor = 2 primary_title = { has_law = status_of_women_3 } }
					modifier = { factor = 2 primary_title = { has_law = status_of_women_4 } }
					modifier = { factor = 6 has_game_rule = { name = gender value = all } } 
					create_random_steward  = {
	        			age = 45
		        		random_traits = yes
		        		female = yes
		        		dynasty = none
		        		attributes = {
		        			stewardship = 3
		        		}
						#trait = monster_hunter
		        		historical = yes
		        	}
		        	new_character = { 
		        		save_event_target_as = smith
		        		set_character_flag = ai_flag_refuse_marriage
		        		set_character_flag = ai_flag_refuse_concubinage
		        		set_character_flag = cannot_marry
               			set_character_flag = no_court_invites
						will_not_marry_effect = yes
						
						join_society = witchhunters
		        	}
				} 
				85 = { #Man
		        	create_random_steward  = {
		        		age = 45
		        		random_traits = yes
		        		female = no
		        		dynasty = none
		        		attributes = {
		        			stewardship = 3
		        		}
						#trait = monster_hunter
		        		historical = yes
					}
		        	new_character = {
		        		save_event_target_as = smith
		        		set_character_flag = ai_flag_refuse_marriage
		        		set_character_flag = cannot_marry
               			set_character_flag = no_court_invites
						will_not_marry_effect = yes
						
						join_society = witchhunters
					}
				}
			}
			event_target:smith = {
				health = 3
        		give_nickname = nick_the_weaponsmith
        		random_list = { #Stewardship
        			15 = { change_stewardship = 1 }
        			25 = { change_stewardship = 3 }
        			20 = { change_stewardship = 5 }
        			10 = { change_stewardship = 7 }
        		}
        		random_list = { #Personality
        			1 = { add_trait = greedy }
        			1 = { add_trait = envious }
        			1 = { add_trait = charitable }
        			1 = { add_trait = diligent }
        			1 = { add_trait = deceitful }
        		}
        		random = {
        			chance = 30
        			modifier = {
        				factor = 2
        				trait = indulgent_wastrel
        			}
        			upgrade_education_effect = yes
        		}
			}
    	}

    	#Province for loc
    	random_province = { 
    		limit = { owner = { is_within_diplo_range = ROOT } }
    		save_event_target_as = neighbor_province
    	}
    	random_demesne_province = {
    		limit = { any_neighbor_province = { NOT = { owner = { character = ROOT } } } }
    		random_neighbor_province = {
    			limit = { NOT = { owner = { character = ROOT } } }
    			save_event_target_as = neighbor_province
    		}
    	}
    }

    #Yes, invite them!
    option = { 
        name = EVTOPTA_witch_event.0018
        custom_tooltip = { text = EVTOPTA_witch_event.0018_TT }
        event_target:my_helpful_marshal = {
        	show_portrait = yes
        }
        reverse_opinion = {
        	who = event_target:my_helpful_marshal
        	modifier = opinion_was_praised
        }
        hidden_effect = {
        	save_event_target_as = smith_employer
        	event_target:smith = { 
        		character_event = { id = witch_event.0019 days = 7 } 
        	}
        }
    }

    #Don't invite them
    option = {
        name = EVTOPTB_witch_event.0018
        custom_tooltip = { text = EVTOPTB_witch_event.0018_TT }
        hidden_effect = {
        	event_target:smith = { 
        		leave_court_and_die_effect = yes
        	}
        }
    }
}

#Ping event for weaponsmith
character_event = {
    id = witch_event.0019
    hide_window = yes
    is_triggered_only = yes

	immediate = { event_target:smith_employer = { character_event = { id = witch_event.0020 } } }
}

#How much are you willing to pay?
character_event = {
    id = witch_event.0020
    desc =  EVTDESC_witch_event.0020
    picture = GFX_evt_weaponsmith
    border = GFX_event_normal_frame_economy

    is_triggered_only = yes

    #The best money can buy
    option = { 
        name = EVTOPTA_witch_event.0020
        trigger = { 
        	tier = EMPEROR
        }
        custom_tooltip = { text = EVTOPTA_witch_event.0020_TT_EMPEROR }

        scaled_wealth = { value = -3.5 min = -400 max = -2000 }

        hidden_effect = {
        	event_target:smith = { set_character_flag = expensive_weapons }
        	set_character_flag = expensive_weapons
			random_list = {
				55 = { #Success
        			modifier = { factor = 0.7 FROM = { stewardship <= 2 } }
        			modifier = { factor = 0.7 FROM = { stewardship <= 4 } }
        			modifier = { factor = 0.7 FROM = { stewardship <= 6 } }
        			modifier = { factor = 0.7 FROM = { stewardship <= 8 } }
        			modifier = { factor = 0.7 FROM = { stewardship <= 10 } }
        			modifier = { factor = 1.1 FROM = { stewardship >= 10 } }
        			modifier = { factor = 1.1 FROM = { stewardship >= 12 } }
        			modifier = { factor = 1.1 FROM = { stewardship >= 14 } }
        			modifier = { factor = 1.1 FROM = { stewardship >= 16 } }
        			modifier = { factor = 1.1 FROM = { stewardship >= 18 } }
        			modifier = { factor = 1.1 FROM = { stewardship >= 20 } }
        			modifier = { factor = 1.3 FROM = { trait = greedy } }
        			modifier = { factor = 1.3 FROM = { trait = diligent } }
        			modifier = { factor = 1.3 FROM = { trait = patient } }
        			modifier = { factor = 1.3 FROM = { is_smart_trigger = yes } }
        			set_character_flag = smith_success
				}
				45 = { #Fail
					set_character_flag = smith_fail
				}
			}
        	character_event = { id = witch_event.0021 days = 50 random = 100 }
        	#character_event = { id = MNM.9133 days = 20 random = 5 } #Tombola for random events
        }
    	ai_chance = {
    		factor = 33
    		modifier = {
    			tier = EMPEROR
    			factor = 10
    		}
    		modifier = {
    			OR = {
    				tier = KING	
    				tier = DUKE
    			}
    			factor = 3
    		}
    		modifier = {
    			NAND = {
    				wealth = 400
    				yearly_income = 40
    			}
    			factor = 0
    		}
    	}
    }

    #Something nice
    option = {
        name = {
        	trigger = {
        		tier = EMPEROR
        	}
        	text = EVTOPTB_witch_event.0020
        }
        name = {
        	trigger = {
        		tier = KING
        	}
        	text = EVTOPTB_witch_event.0020_KING
        }

        trigger = {
        	higher_tier_than = DUKE
        }
        if = {
            limit = {
            	tier = EMPEROR
            }
            custom_tooltip = { text = EVTOPTB_witch_event.0020_TT_EMPEROR}
        }
        else_if = {
            limit = {
            	tier = KING
            }
            custom_tooltip = { text = EVTOPTB_witch_event.0020_TT_KING}
        }

        scaled_wealth = { value = -2.5 min = -180 max = -500 }

        hidden_effect = {
        	event_target:smith = { set_character_flag = good_weapons }
        	set_character_flag = good_weapons
			random_list = {
				70 = { #Success
        			modifier = { factor = 0.7 FROM = { stewardship <= 2 } }
        			modifier = { factor = 0.7 FROM = { stewardship <= 4 } }
        			modifier = { factor = 0.7 FROM = { stewardship <= 6 } }
        			modifier = { factor = 0.7 FROM = { stewardship <= 8 } }
        			modifier = { factor = 0.7 FROM = { stewardship <= 10 } }
        			modifier = { factor = 1.1 FROM = { stewardship >= 10 } }
        			modifier = { factor = 1.1 FROM = { stewardship >= 12 } }
        			modifier = { factor = 1.1 FROM = { stewardship >= 14 } }
        			modifier = { factor = 1.1 FROM = { stewardship >= 16 } }
        			modifier = { factor = 1.1 FROM = { stewardship >= 18 } }
        			modifier = { factor = 1.1 FROM = { stewardship >= 20 } }
        			modifier = { factor = 1.3 FROM = { trait = greedy } }
        			modifier = { factor = 1.3 FROM = { trait = diligent } }
        			modifier = { factor = 1.3 FROM = { trait = patient } }
        			modifier = { factor = 1.3 FROM = { is_smart_trigger = yes } }
        			set_character_flag = smith_success
				}
				30 = { #Fail
					set_character_flag = smith_fail
				}
			}
        	character_event = { id = witch_event.0021 days = 50 random = 100 }
        	#character_event = { id = MNM.9133 days = 20 random = 5 } #Tombola for random events
        }
		ai_chance = {
    		factor = 33
    		modifier = {
    			OR = {
    				tier = KING	
    				tier = DUKE
    			}
    			factor = 10
    		}
    		modifier = {
    			lower_tier_than = DUKE
    			factor = 3
    		}
    		modifier = {
    			tier = EMPEROR
    			factor = 3
    		}
    		modifier = {
    			NAND = {
    				wealth = 180
    				yearly_income = 18
    			}
    			factor = 0
    		}
    	}
    }
   
   	#I can't afford that much
    option = {
        name = {
        	trigger = {
        		tier = EMPEROR
        	}
        	text = EVTOPTC_witch_event.0020
        }
        name = {
        	trigger = {
        		tier = KING
        	}
        	text = EVTOPTC_witch_event.0020_KING
        }
        name = {
        	trigger = {
        		NOT = {
        			tier = EMPEROR
        			tier = KING
        		}
        	}
        	text = EVTOPTC_witch_event.0020_GENERIC
        }

        if = {
            limit = {
            	tier = EMPEROR
            }
            custom_tooltip = { text = EVTOPTC_witch_event.0020_TT_EMPEROR }
        }
        else_if = {
            limit = {
            	tier = KING
            }
            custom_tooltip = { text = EVTOPTC_witch_event.0020_TT_KING }
        }
        else_if = {
            limit = {
        		NOT = {
        			tier = EMPEROR
        			tier = KING
        		}
            }
			custom_tooltip = { text = EVTOPTC_witch_event.0020_TT_GENERIC }
        }

        scaled_wealth = { value = -1.25 min = -50 max = -100 }

        hidden_effect = {
        	event_target:smith = { set_character_flag = cheap_weapons }
        	set_character_flag = cheap_weapons
			set_character_flag = smith_success
        	character_event = { id = witch_event.0021 days = 50 random = 100 }
        	#character_event = { id = MNM.9133 days = 20 random = 5 } #Tombola for random events
        }

        ai_chance = {
    		factor = 33
    		modifier = {
    			tier = COUNT
    			factor = 10
    		}
    		modifier = {
    			OR = {
    				tier = KING	
    				tier = DUKE
    			}
    			factor = 3
    		}
    		modifier = {
    			NAND = {
    				wealth = 75
    				yearly_income = 7.5
    				religion_group = pagan_group
    			}
    			factor = 0
    		}
    	}
    }

    #Actually, no
    option = {
        name = EVTOPTD_witch_event.0020
        #custom_tooltip = { text = EVTOPTD_witch_event.0020_TT }

       	ai_chance = { 
            factor = 15 
            modifier = {
                NOR = {
                    has_education_martial_trigger = yes
                    has_lifestyle_martial_trigger = yes
                }
                factor = 20
            }
        }
        clr_character_flag = weaponsmith
        clr_character_flag = armorsmith
        hidden_effect = { FROM = { character_event = { id = MNM.9110 days = 5 } } }
    }
}	

#Ping event for checking if Weaponsmith died
character_event = {
	id = witch_event.0021
    hide_window = yes

    is_triggered_only = yes
    
    trigger = { event_target:smith = { is_alive = yes } }

    fail_trigger_effect = { character_event = { id = witch_event.0027 } }

    immediate = {
    	trigger_switch = {
    		on_trigger = has_character_flag
    		smith_success = { event_target:smith = { character_event = { id = witch_event.0022 } } }
    		smith_fail = { event_target:smith = { character_event = { id = witch_event.0025 } } }
		}
		clr_character_flag = smith_success
		clr_character_flag = smith_fail
    }
}

#Ping event for success 
character_event = {
	id = witch_event.0022
    hide_window = yes

    is_triggered_only = yes

    immediate = {
    	if = {
    		limit = { NOT = { event_target:smith_employer = { is_alive = yes } } }
    		liege = { save_event_target_as = smith_employer }
    	}

    	trigger_switch = {
    		on_trigger = has_character_flag
    		amazing_weapons 		= { event_target:smith_employer = { character_event = { id = witch_event.0023 } } }
    		expensive_weapons		= { event_target:smith_employer = { character_event = { id = witch_event.0023 } } }
    		good_weapons			= { event_target:smith_employer = { character_event = { id = witch_event.0024 } } }
    		cheap_weapons			= { event_target:smith_employer = { character_event = { id = witch_event.0024 } } }
    	}
    }
}

#Expensive or Amazing crossbow done
character_event = {
    id = witch_event.0023
    desc = EVTDESC_witch_event.0023
    picture = GFX_evt_weaponsmith
    border = GFX_event_normal_frame_economy

    is_triggered_only = yes

    option = {      
        name = EVTOPTA_witch_event.0023
        if = {
			limit = { FROM = { has_character_flag = amazing_weapons } }
			add_artifact = crossbow_tier_4_bolter
		}
		if = {
			limit = { FROM = { has_character_flag = expensive_weapons } }
			add_artifact = crossbow_tier_3_bolter
		}
    }
    option = {      
        name = EVTOPTB_witch_event.0023
        if = {
			limit = { FROM = { has_character_flag = amazing_weapons } }
			add_artifact = crossbow_tier_4_witchbane
		}
		if = {
			limit = { FROM = { has_character_flag = expensive_weapons } }
			add_artifact = crossbow_tier_3_witchbane
		}
    }

    option = {
        name = EVTOPTC_witch_event.0023
		if = {
			limit = { FROM = { has_character_flag = amazing_weapons } }
			add_artifact = crossbow_tier_4_eagle
		}
		if = {
			limit = { FROM = { has_character_flag = expensive_weapons } }
			add_artifact = crossbow_tier_3_eagle
		}
    }

    after = {
    	hidden_effect = { FROM = { character_event = { id = MNM.9127 days = 5 } } }
    	clr_character_flag = amazing_weapons
    	clr_character_flag = expensive_weapons
		clr_character_flag = good_weapons
		clr_character_flag = cheap_weapons
		clr_character_flag = weaponsmith
    }
}

#Good/Cheap weapon done
character_event = {
    id = witch_event.0024
	
	desc = {
    	trigger = {
    		tier = EMPEROR
    	}
    	text = EVTDESC_witch_event.0024
    }
    desc = {
    	trigger = {
    		tier = KING
    	}
    	text = EVTDESC_witch_event.0024_KING
    }
    desc = {
    	trigger = {
    		tier = GENERIC
    	}
    	text = EVTDESC_witch_event.0024_GENERIC
    }
	
    picture = GFX_evt_weaponsmith
    border = GFX_event_normal_frame_economy

    is_triggered_only = yes

    option = { 
        name = EVTOPTA_witch_event.0024
        if = {
            limit = { FROM = { has_character_flag = good_weapons } }
            hidden_tooltip = {
            	add_artifact = crossbow_tier_2_new
            }
            set_character_flag = crossbow_tier_2   
            #new_artifact = {
            #	set_name = artifact_name
            #	set_description = artifact_description_smith_tier_2
            #}
        }
		if = {
            limit = { FROM = { has_character_flag = cheap_weapons } }
            hidden_tooltip = {
            	add_artifact = crossbow_tier_1_new
            }
            set_character_flag = crossbow_tier_1
            #new_artifact = {
            #	set_name = artifact_name
            #	set_description = artifact_description_smith_tier_1
            #}
        }
    }
    after = {
    	hidden_effect = { FROM = { character_event = { id = MNM.9127 days = 5 } } }
    	clr_character_flag = amazing_weapons
    	clr_character_flag = expensive_weapons
		clr_character_flag = good_weapons
		clr_character_flag = cheap_weapons
		clr_character_flag = weaponsmith
        clr_character_flag = crossbow_tier_2
		clr_character_flag = crossbow_tier_1
    }
}

#Ping event for problems 
character_event = {
	id = witch_event.0025
    hide_window = yes

    is_triggered_only = yes

    immediate = {
    	if = {
    		limit = { NOT = { event_target:smith_employer = { is_alive = yes } } }
    		liege = { save_event_target_as = smith_employer }
    	}

    	event_target:smith_employer = { character_event = { id = witch_event.0026 } }
    }
}

#Potentially better
character_event = {
    id = witch_event.0026
    desc = EVTDESC_witch_event.0026
    picture = GFX_evt_merchant_caravan
    border = GFX_event_normal_frame_economy

    is_triggered_only = yes
    
    #I want my expensive stuff
    option = {
    	trigger = { FROM  = { has_character_flag = expensive_weapons } }
        name = EVTOPTA_witch_event.0026
        custom_tooltip = { text = EVTOPTA_witch_event.0026_TT }

        scaled_wealth = { value = -2 min = -300 max = -1000 }

        hidden_effect = {
        	FROM = {
        		clr_character_flag = expensive_weapons
        		set_character_flag = amazing_weapons
        	}
        	clr_character_flag = expensive_weapons
        	set_character_flag = amazing_weapons
        }
    }

    #Settle for less expensive stuff
    option = {
    	trigger = { FROM  = { has_character_flag = expensive_weapons } }
        name = EVTOPTB_witch_event.0026
        custom_tooltip = { text = EVTOPTB_witch_event.0026_TT }
    }

    #I want my good stuff
    option = {
    	trigger = { FROM  = { has_character_flag = good_weapons } }
        name = EVTOPTC_witch_event.0026
        custom_tooltip = { text = EVTOPTA_witch_event.0026_TT }

        scaled_wealth = { value = -1.25 min = -100 max = -500 }

        hidden_effect = {
        	FROM = {
        		clr_character_flag = good_weapons
        		set_character_flag = expensive_weapons
        	}
        	clr_character_flag = good_weapons
        	set_character_flag = expensive_weapons
        }
    }

    #Settle for less good stuff
    option = {
    	trigger = { FROM  = { has_character_flag = good_weapons } }
        name = EVTOPTD_witch_event.0026
        custom_tooltip = { text = EVTOPTB_witch_event.0026_TT }
    }

    after = { 
    	hidden_effect = { 
    		clr_character_flag = smith_fail
    		set_character_flag = smith_success 
    		character_event = { id = witch_event.0021 days = 50 random = 100 }
    	}
    }
}

#Weaponsmith died
character_event = {
    id = witch_event.0027
    desc = EVTDESC_MNM_9112
    picture = GFX_evt_weaponsmith
    border = GFX_event_normal_frame_economy

    hide_from = yes

    is_triggered_only = yes
    
    #Returned leftover money
    option = {
    	trigger = { has_character_flag = expensive_weapons }
        name = EVTOPTA_MNM_9112

        scaled_wealth = { value = 3.5 min = 230 }
    }

    #Returned leftover money
    option = {
    	trigger = { has_character_flag = good_weapons }
        name = EVTOPTB_MNM_9112

        scaled_wealth = { value = 1.8 min = 100 }
    }

    #Returned leftover money
    option = {
    	trigger = { has_character_flag = cheap_weapons }
        name = EVTOPTC_MNM_9112

        scaled_wealth = { value = 0.8 min = 40 }
    }
    after = {
    	clr_character_flag = amazing_weapons
    	clr_character_flag = expensive_weapons
		clr_character_flag = good_weapons
		clr_character_flag = cheap_weapons
		clr_character_flag = weaponsmith
		clr_character_flag = smith_success
		clr_character_flag = smith_fail
    }
}


###Rebuild Fort Dawnguard###
# Begin construction
character_event = {
	id = witch_event.0028
	desc = EVTDESC_witch_event.0028
    picture = GFX_evt_construction_site
    border = GFX_event_normal_frame_economy
	
	is_triggered_only = yes
	
	#Send a letter to grandmaster
    option = {
        name = EVTOPTA_witch_event.0028
		trigger = { is_society_grandmaster = no }
		ai_chance = {
			factor = 100
		}

        wealth = -250
		any_society_member = {
			limit = {
				society_member_of = witchhunters
				is_society_grandmaster = yes
			}
			save_event_target_as = current_witch_grandmaster
			letter_event = { id = witch_event.0029 days = 7 }
		}
		
		custom_tooltip = { text = EVTOPTA_witch_event.0028_TOOLTIP }
		hidden_tooltip = { character_event = { id = witch_event.0031 days = 180 } }
    }
	
	#Its good to be grandmaster
    option = {
        name = EVTOPTB_witch_event.0028
		trigger = { is_society_grandmaster = yes }
		ai_chance = {
			factor = 100
		}

        wealth = -300
		
		custom_tooltip = { text = EVTOPTB_witch_event.0028_TOOLTIP }
		hidden_tooltip = { character_event = { id = witch_event.0031 days = 180 } }
    }

    #I've changed my mind
    option = {
        name = EVTOPTC_witch_event.0028
		ai_chance = {
			factor = 0
		}
    }
}

# Grandmaster informed about reconstruction
letter_event = {
    id = witch_event.0029
    desc = EVTDESCwitch_event.0029

    is_triggered_only = yes

    option = {
        name = EVTOPTAwitch_event.0029
		trigger = { wealth = 25 }
		wealth = -50
		add_society_currency_medium_effect = yes
		hidden_tooltip = {
			FROM = { character_event = { id = witch_event.0030 days = 7 } }
		}
    }
	
	option = {
        name = EVTOPTBwitch_event.0029
		detract_society_currency_minor_effect = yes
    }
}

# Grandmaster refuses to pay rest
letter_event = {
    id = witch_event.0030
    desc = EVTDESCwitch_event.0030

    is_triggered_only = yes

    option = {
        name = EVTOPTAwitch_event.0029
		wealth = -50
		opinion = {
			modifier = insulted
			who = FROM
			years = 5
		}
    }
}

# Ping event for checking if builder is alive
character_event = {
	id = witch_event.0031
    hide_window = yes

    is_triggered_only = yes

	trigger = {
		is_alive = yes
		any_demesne_title = { title = c_ulm }
	}
	
    fail_trigger_effect = {
		clr_global_flag = fort_dawnguard_being_rebuilt
		if = {
			limit = {
				event_target:current_witch_grandmaster = { is_alive = yes }
			}
			event_target:current_witch_grandmaster = { character_event = { id = witch_event.0034 } }
		}
	}
	
    immediate = {
		252 = { province_event = { id = witch_event.0032 } }
    }
}

# Castle has been erected
province_event = {
	id = witch_event.0032
	desc = EVTDESC_witch_event.0032
	picture = "GFX_evt_castle_construction"
	border = GFX_event_normal_frame_economy
	
	is_triggered_only = yes
	
	immediate = {
		clr_global_flag = fort_dawnguard_being_rebuilt
		set_global_flag = fort_dawnguard_rebuilt
		d_dawnguard_company = {
			owner = { save_event_target_as = dawnguard_company_captian }
		}
	}
	
	option = {
		name = EVTOPTA_witch_event.0032
		FROM = {
			add_character_modifier = {
				modifier = rebuilt_fort_dawnguard
				duration = -1
			}
			add_society_currency_massive_effect = yes
		}
		
		build_holding = {
		   title = b_goppingen
		   type = castle
		   holder = event_target:dawnguard_company_captian
		}
		b_goppingen = { set_name = b_fort_dawnguard }
		hidden_tooltip = {
			owner = {
				narrative_event = { id = witch_event.0033 days = 7 }
			}
		}
	}
}

# News spread about the new castle
narrative_event = {
	id = witch_event.0033
	title = EVTNAME_witch_event.0033
	desc = EVTDESC_witch_event.0033
	picture = "GFX_evt_magnificent_castle"
	
	major = yes
	only_rulers = yes
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_witch_event.0033
		trigger = { society_member_of = witchhunters }
	}
	option = {
		name = EVTOPTB_witch_event.0033
		trigger = {
			NOT = { society_member_of = witchhunters }
		}
	}
}

# Builder no longer can complete project
character_event = {
	id = witch_event.0034
	desc = EVTDESC_witch_event.0034
    picture = GFX_evt_construction_site
	
	is_triggered_only = yes
	
	#Send a letter to grandmaster
    option = {
        name = EVTOPTA_witch_event.0034
    }
}

###Request Aid###
# Ping event for company
character_event = {
	id = witch_event.0035
	desc = EVTDESC_witch_event.0035

    is_triggered_only = yes
	
	#Accept
    option = {
		name = EVTOPTA_witch_event.0035
		ai_chance = {
			factor = 90
			modifier = {
    			monthly_income < 1
    			factor = 50
    		}
		}
		event_target:dawnguard_aid_requester = { character_event = { id = witch_event.0036 } }
    }
	
	#Refuse
	option = {
		name = EVTOPTB_witch_event.0035
		ai_chance = {
			factor = 10
			modifier = {
    			monthly_income < 1
    			factor = 50
    		}
		}
		event_target:dawnguard_aid_requester = { character_event = { id = witch_event.0037 } }
    }
}
# Agreed to Help
letter_event = {
	id = witch_event.0036
	desc = EVTDESC_witch_event.0036
	
	is_triggered_only = yes
	
    option = {
        name = EVTOPTA_witch_event.0036
		#custom_tooltip = { text = EVTOPTA_witch_event.0036_TOOLTIP }
		
		location = {
			ROOT = {
				spawn_unit = {
					province = PREV
					owner = ROOT
					home = ROOT
					earmark = dawnguard_aid_troops
					troops = {
						archers = { 450 450 }
						pikemen = { 250 250 }
						heavy_infantry = { 500 500 }
					}
					attrition = 0.5
					disband_on_peace = yes
					maintenance_multiplier = 0
				}
			}
		}
    }
}
# Refused to Help
letter_event = {
	id = witch_event.0037
	desc = EVTDESC_witch_event.0037
	
	is_triggered_only = yes
	
    option = {
        name = EVTOPTA_witch_event.0037
		add_society_currency_medium_effect = yes
    }
}