namespace = HNT

narrative_event = {
	id = HNT.1000
	title = HNT1000T
	desc = HNT1000
	picture = "GFX_evt_hunt"

	is_triggered_only = yes

	option = {
		trigger = {
			NOT = {health_traits = 1}
			OR = {
				AND = {
					war = no
					OR = {
						independent = yes
						NOT = {
							any_liege = {
								war = yes
							}
						}
					}
					has_regent = no
					prisoner = no
				}
				independent = yes
			}
		}
		ai_chance = {
			factor = 60
			modifier = {
				factor = 2
				trait = brave
			}
			modifier = {
				factor = 100
				trait = hunter
			}
			modifier = {
				factor = 2
				martial = 10
			}
			modifier = {
				factor = 2
				intrigue = 10
			}
		}
		
		hidden_tooltip = {
		#First Hunt
			random_list = {
				20 = { #Success
					character_event = {id = 36015 days = 5 random = 5}
				}
				35 = { #Success
					character_event = {id = 36020 days = 5 random = 5}
				}
				35 = { #Success
					character_event = {id = 36035 days = 5 random = 5}
				}
				10 = { #Fail
				}
			}
			
			#Hunting Murder Plot
			character_event = {id = 36001 days = 10 random = 1}
			
			#Flavour
			random_list = {
				5 = {
					character_event = {id = 36025 days = 13 random = 1}
				}
				5 = {
					character_event = {id = 36030 days = 13 random = 2}
				}
				5 = {
					character_event = {id = 36050 days = 13 random = 3}
				}
				75 = {
				}
				5 = { #Hunt?
					character_event = {id = 36040 days = 13 random = 4}
				}
				5 = { #Hunt?
					character_event = {id = 36045 days = 13 random = 5}
				}
				
			}
		
			random_list = {
				80 = { #Fail
				}
				10 = { #Success
					character_event = {id = 36000 days = 20 random = 3}
				}
				10 = { #Success
					character_event = {id = 36010 days = 20 random = 5}
				}
			}
			
			character_event = {id = HNT.8000 days = 28 random = 4}

			narrative_event = {id = 36090 days = 40}
			
			
		}
		
		name = HNT1000A
		add_trait = at_hunting
	}
	
	option = {
		trigger = {
			OR = {
				independent = no
				health_traits = 1
			}
		}
		ai_chance = {
			factor = 40
			modifier = {
				factor = 2
				trait = craven
			}
		}
		name = HNT1000B
	}
}



character_event = {
	id = HNT.2000
	desc = HNT2000
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T

	option = {
		
		random_list = {
			60 = {
			}
			10 = { 
				if = {
					limit = {
						NOT = { trait = diligent }
					}
					add_trait = diligent
					hidden_tooltip = {
						character_event = {
							id = 38256 #Notify Diligent
						}
					}
				}
				if = {
					limit = {
						trait = diligent
					}
					prestige = 25
				}						
			}
			30 = {
				change_intrigue = 1
				if = {
					limit = {
						OR = {
							trait = longbow1
							trait = archery1
							trait = mongol_bow1
							trait = longbow2
							trait = archery2
							trait = mongol_bow2
							trait = longbow3
							trait = archery3
							trait = mongol_bow3
							trait = longbow4
							trait = archery4
							trait = mongol_bow4
						}
					}
					character_event = {id = HNT.200 days = 1 tooltip = ARCHERY_UP}
				}
			}
		}
		
		name = HNT2000A
	}
}


character_event = {
	id = HNT.2001
	desc = HNT2001
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T

	option = {
		random_list = {
			80 = {
			}
			10 = { 
				if = {
					limit = {
						NOT = { trait = diligent }
					}
					add_trait = diligent
					hidden_tooltip = {
						character_event = {
							id = 38256 #Notify Diligent
						}
					}
				}
				if = {
					limit = {
						trait = diligent
					}
					prestige = 10
				}						
			}
			10 = {
				change_intrigue = 1
				if = {
					limit = {
						OR = {
							trait = longbow1
							trait = archery1
							trait = mongol_bow1
							trait = longbow2
							trait = archery2
							trait = mongol_bow2
							trait = longbow3
							trait = archery3
							trait = mongol_bow3
							trait = longbow4
							trait = archery4
							trait = mongol_bow4
						}
					}
					character_event = {id = HNT.200 days = 1 tooltip = ARCHERY_UP}
				}
			}
		}
		
		name = HNT2001A
	}
}

character_event = {
	id = HNT.3201
	desc = HNT3201
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T

	option = {

		random_list = {
			20 = {
				modifier = {
					factor = 1.5
					intrigue = 10
				}
				modifier = {
					factor = 1.5
					intrigue = 15
				}
				modifier = {
					factor = 1.5
					intrigue = 20
				}
				modifier = {
					factor = 1.5
					intrigue = 25
				}
				modifier = {
					factor = 1.5
					intrigue = 30
				}
				modifier = {
					factor = 1.5
					OR = {
						trait = archery1
						trait = longbow1
						trait = mongol_bow1
					}
				}
				modifier = {
					factor = 1.6
					OR = {
						trait = archery2
						trait = longbow2
						trait = mongol_bow2
					}
				}
				modifier = {
					factor = 1.7
					OR = {
						trait = archery3
						trait = longbow3
						trait = mongol_bow3
					}
				}
				modifier = {
					factor = 1.8
					OR = {
						trait = archery4
						trait = longbow4
						trait = mongol_bow4
					}
				}
				modifier = {
					factor = 2.0
					OR = {
						trait = archery5
						trait = longbow5
						trait = mongol_bow5
					}
				}
				character_event = {id = HNT.2001 days = 1 tooltip = HNT2000T1}
				set_character_flag = huntw
				FROM = {
					opinion = {modifier = cptb who = ROOT months = 12}
					character_event = {id = HNT.3001 days = 1 tooltip = HNT3001T1}
					set_character_flag = huntw
				}
				
			}
			80 = {
				character_event = {id = HNT.2101 days = 1 tooltip = HNT2100T2}
				FROM = {
					opinion = {modifier = cptn who = ROOT months = 12}
					character_event = {id = HNT.3101 days = 1 tooltip = HNT3101T1}
				}
			}
		}
		
		name = HNT3201A
	}
}


character_event = {
	id = HNT.3203
	desc = HNT3203
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T
	
	option = {

		random_list = {
			25 = {
				modifier = {
					factor = 1.5
					combat_rating = 2
				}
				modifier = {
					factor = 1.5
					combat_rating = 4
				}
				modifier = {
					factor = 1.5
					combat_rating = 6
				}
				modifier = {
					factor = 1.5
					combat_rating = 8
				}
				modifier = {
					factor = 1.5
					combat_rating = 10
				}
				modifier = {
					factor = 2
					OR = {
						trait = spear1
						trait = kontos1
					}
				}
				modifier = {
					factor = 2.2
					OR = {
						trait = spear2
						trait = kontos2
					}
				}
				modifier = {
					factor = 2.4
					OR = {
						trait = spear3
						trait = kontos3
					}
				}
				modifier = {
					factor = 2.6
					OR = {
						trait = spear4
						trait = kontos4
					}
				}
				modifier = {
					factor = 3
					OR = {
						trait = spear5
						trait = kontos5
					}
				}
				character_event = {id = HNT.2003 days = 1 tooltip = HNT2000T1}
				set_character_flag = hbear
				FROM = {
					opinion = {modifier = cptb who = ROOT months = 12}
					character_event = {id = HNT.3003 days = 1 tooltip = HNT3001T1}
					set_character_flag = hbear
				}
				
			}
			75 = {
				character_event = {id = HNT.2103 days = 1 tooltip = HNT2000T2}
				FROM = {
					opinion = {modifier = cptn who = ROOT months = 12}
					character_event = {id = HNT.3103 days = 1 tooltip = HNT3101T1}
				}
			}
		}
		
		name = HNT3203A
	}
}


character_event = {
	id = HNT.2002
	desc = HNT2002
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T
	
	option = {
		
		random_list = {
			85 = {
			
			}
			
			10 = { 
				if = {
					limit = {
						NOT = { trait = diligent }
					}
					add_trait = diligent
					hidden_tooltip = {
						character_event = {
							id = 38256 #Notify Diligent
						}
					}
				}
				if = {
					limit = {
						trait = diligent
					}
					prestige = 25
				}						
			}
			5 = {
				change_martial = 1
				if = {
					limit = {
						OR = {
							trait = spear1
							trait = spear2
							trait = spear3
							trait = spear4
							trait = kontos1
							trait = kontos2
							trait = kontos3
							trait = kontos4
						}
					}
					character_event = {id = HNT.201 days = 1 tooltip = SPEAR_UP}
				}
			}
		}
		
		name = HNT2002A
	}
}





character_event = {
	id = HNT.2003
	desc = HNT2003
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T

	option = {
		
		random_list = {
			85 = {
			
			}
			
			10 = { 
				if = {
					limit = {
						NOT = { trait = diligent }
					}
					add_trait = diligent
					hidden_tooltip = {
						character_event = {
							id = 38256 #Notify Diligent
						}
					}
				}
				if = {
					limit = {
						trait = diligent
					}
					prestige = 25
				}						
			}
			5 = {
				change_martial = 1
				if = {
					limit = {
						OR = {
							trait = spear1
							trait = spear2
							trait = spear3
							trait = spear4
							trait = kontos1
							trait = kontos2
							trait = kontos3
							trait = kontos4
						}
					}
					character_event = {id = HNT.201 days = 1 tooltip = SPEAR_UP}
				}
			}
		}
		
		name = HNT2003A
	}
}


character_event = {
	id = HNT.2004
	desc = HNT2004
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T

	option = {
		
		random_list = {
			85 = {
			
			}
			
			10 = { 
				if = {
					limit = {
						NOT = { trait = diligent }
					}
					add_trait = diligent
					hidden_tooltip = {
						character_event = {
							id = 38256 #Notify Diligent
						}
					}
				}
				if = {
					limit = {
						trait = diligent
					}
					prestige = 25
				}						
			}
			5 = {
				change_martial = 1
				if = {
					limit = {
						OR = {
							trait = spear1
							trait = spear2
							trait = spear3
							trait = spear4
							trait = kontos1
							trait = kontos2
							trait = kontos3
							trait = kontos4
						}
					}
					character_event = {id = HNT.201 days = 1 tooltip = SPEAR_UP}
				}
			}
		}
		
		name = HNT2004A
	}
}

character_event = {
	id = HNT.2104
	desc = HNT2104
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T

	option = {
		name = HNT2104A
	}
}

character_event = {
	id = HNT.2103
	desc = HNT2103
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T

	option = {
		name = HNT2103A
	}
}

character_event = {
	id = HNT.2102
	desc = HNT2102
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T

	option = {
		name = HNT2102A
	}
}

character_event = {
	id = HNT.2100
	desc = HNT2100
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T

	option = {
		name = HNT2100A
	}
}

character_event = {
	id = HNT.2101
	desc = HNT2101
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T

	option = {
		name = HNT2101A
	}
}

character_event = {
	id = HNT.3001
	desc = HNT3001
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T

	option = {
		name = HNT3001A
	}
}

character_event = {
	id = HNT.3101
	desc = HNT3101
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T

	option = {
		name = HNT3101A
	}
}


character_event = {
	id = HNT.3003
	desc = HNT3003
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T

	option = {
		name = HNT3003A
	}
}

character_event = {
	id = HNT.3103
	desc = HNT3103
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T

	option = {
		name = HNT3103A
	}
}



character_event = {
	id = HNT.200
	desc = HNT200
	picture = GFX_evt_hunt
	
	is_triggered_only = yes
	title = HNT1000T
	
	immediate = {
		if = {
			limit = {has_nickname = no}
			random = {
				chance = 3
				give_nickname = nick_the_hunter
			}
			random = {
				chance = 2
				give_nickname = nick_the_headshot
			}
		}
	}
	option = {
		if = {
			limit = {
				trait = archery4
			}
			remove_trait = archery4
			add_trait = archery5
		}
		if = {
			limit = {
				trait = archery3
			}
			remove_trait = archery3
			add_trait = archery4
		}
		if = {
			limit = {
				trait = archery2
			}
			remove_trait = archery2
			add_trait = archery3
		}
		
		if = {
			limit = {
				trait = archery1
			}
			remove_trait = archery1
			add_trait = archery2
		}
		if = {
			limit = {
				trait = longbow4
			}
			remove_trait = longbow4
			add_trait = longbow5
		}
		if = {
			limit = {
				trait = longbow3
			}
			remove_trait = longbow3
			add_trait = longbow4
		}
		if = {
			limit = {
				trait = longbow2
			}
			remove_trait = longbow2
			add_trait = longbow3
		}
		
		if = {
			limit = {
				trait = longbow1
			}
			remove_trait = longbow1
			add_trait = longbow2
		}
		if = {
			limit = {
				trait = mongol_bow4
			}
			remove_trait = mongol_bow4
			add_trait = mongol_bow5
		}
		if = {
			limit = {
				trait = mongol_bow3
			}
			remove_trait = mongol_bow3
			add_trait = mongol_bow4
		}
		if = {
			limit = {
				trait = mongol_bow2
			}
			remove_trait = mongol_bow2
			add_trait = mongol_bow3
		}
		
		if = {
			limit = {
				trait = mongol_bow1
			}
			remove_trait = mongol_bow1
			add_trait = mongol_bow2
		}
		
		name = HNT200A
	}
	
}



character_event = {
	id = HNT.201
	desc = HNT201
	picture = GFX_evt_hunt
	
	is_triggered_only = yes
	title = HNT1000T
	
	immediate = {
		if = {
			limit = {has_nickname = no}
			random = {
				chance = 2
				give_nickname = nick_the_hunter
			}
		}
	}
	option = {
		if = {
			limit = {
				trait = spear4
			}
			remove_trait = spear4
			add_trait = spear5
		}
		if = {
			limit = {
				trait = spear4
			}
			remove_trait = spear4
			add_trait = spear5
		}
		if = {
			limit = {
				trait = spear3
			}
			remove_trait = spear3
			add_trait = spear4
		}
		if = {
			limit = {
				trait = spear2
			}
			remove_trait = spear2
			add_trait = spear3
		}
		if = {
			limit = {
				trait = spear1
			}
			remove_trait = spear1
			add_trait = spear2
		}
		if = {
			limit = {
				trait = kontos4
			}
			remove_trait = kontos4
			add_trait = kontos5
		}
		if = {
			limit = {
				trait = kontos4
			}
			remove_trait = kontos4
			add_trait = kontos5
		}
		if = {
			limit = {
				trait = kontos3
			}
			remove_trait = kontos3
			add_trait = kontos4
		}
		if = {
			limit = {
				trait = kontos2
			}
			remove_trait = kontos2
			add_trait = kontos3
		}
		if = {
			limit = {
				trait = kontos1
			}
			remove_trait = kontos1
			add_trait = kontos2
		}
		
		name = HNT201A
	}
	
}





character_event = {
	id = HNT.5000
	desc = HNT5000
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T

	option = {
		ai_chance = {
			factor = 60
			modifier = {
				factor = 2
				trait = just
			}
		}
		piety = 50
		add_trait = kind
		name = HNT5000A
	}
	option = {
		ai_chance = {
			factor = 40
			modifier = {
				factor = 2
				trait = slothful
			}
		}
		piety = -50
		add_trait = cruel
		name = HNT5000B
	}
}

character_event = {
	id = HNT.5001
	desc = HNT5001
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T

	option = {
		ai_chance = {
			factor = 50
			modifier = {
				factor = 2
				trait = kind
			}
			modifier = {
				factor = 2
				trait = charitable
			}
		}
		prestige = -25
		add_trait = charitable
		custom_tooltip = {
			text = GIFT_BOAR
			hidden_tooltip = {
				clr_character_flag = hboar
				FROM = {
					set_character_flag = hboar
					character_event = {id = HNT.5002 days = 1}
				}
				
			}
		}
		reverse_opinion = {
			modifier = giftb
			who = FROM
			years = 2
		}
		name = HNT5001A
	}
	option = {
		ai_chance = {
			factor = 50
			modifier = {
				factor = 2
				trait = just
			}
		}
		prestige = 25
		add_trait = just
		hidden_tooltip = {
			FROM = {
				character_event = {id = HNT.5003 days = 1}
			}
		}
		name = HNT5001B
	}
}

character_event = {
	id = HNT.5002
	desc = HNT5002
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T
	
	option = {
		name = HNT5002A
	}
}

character_event = {
	id = HNT.5003
	desc = HNT5003
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T
	
	option = {
		name = HNT5003A
	}
}


character_event = {
	id = HNT.5004
	desc = "EVTDESC36030"
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T
	
	option = {
		ai_chance = {
			factor = 60
			modifier = {
				factor = 2
				trait = diligent
			}
		}
		name = "EVTOPTA36030"
		piety = 25
		random = {
			chance = 10
			add_trait = kind
		}
	}

	option = {
		ai_chance = {
			factor = 40
			modifier = {
				factor = 2
				trait = slothful
			}
		}
		piety = -25
		random = {
			chance = 10
			add_trait = craven
		}
		name = "EVTOPTB36030"
		FROM = {
			character_event = {id = HNT.5000 days = 1 random = 3 tooltip = HNT5000T1}
			opinion = {
				modifier = htde
				who = ROOT
				years = 2
			}
			tooltip = {
				random_list = {
					50 = {add_trait = kind}
					50 = {add_trait = cruel}
				}
			}
			
		}
	}
	
}

character_event = {
	id = HNT.5005
	
	hide_window = yes
	is_triggered_only = yes
	title = HNT1000T

	immediate = {
		FROM = {
			character_event = {id = HNT.5004 days = 1 random = 1}
		}
	}
}



character_event = {
	id = HNT.8000
	desc = HNT8000
	title = HNT1000T
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T
	
	trigger = {
		OR = {
			has_character_flag = huntw
			has_character_flag = huntm
		}
		OR = {
			has_character_flag = hdeer
			has_character_flag = hhare
			has_character_flag = hwolf
			has_character_flag = hbear
			has_character_flag = hboar
		}
	}
	
	option = {
		if = {
			limit = {
				NOT = {trait = hunting_trophy}
			}
			add_trait = hunting_trophy
		}
		
		hidden_tooltip = {
			if = {
				limit = {
					top_liege = {
						ai = no
						NOT = {
							character = ROOT
						}
					}
				}
				top_liege = {
					character_event = {id = HNT.8001 days = 1 random = 2}
				}
			}
			
			top_liege = {
				any_realm_lord = {
					limit = {
						ai = no
						NOT = {
							character = ROOT
						}
					}
					character_event = {id = HNT.8001 days = 1 random = 2}
				}
			}
		}
		
		prestige = 100
		name = HNT8000A
	}
}

character_event = {
	id = HNT.8001
	desc = HNT8001
	title = HNT1000T
	picture = "GFX_evt_hunt"

	is_triggered_only = yes
	title = HNT1000T

	option = {
		tooltip = {
			FROM = {
				add_trait = hunting_trophy
			}
		}
		name = HNT8001A
	}
}

