namespace = LRN

#DAGGER
character_event = {
	id = LRN.98
	desc = LRN098
	picture = "GFX_evt_child_bully"
	
	min_age = 11
	max_age = 15
	capable_only = yes
	
	trigger = {
		NOT = {has_character_flag = wpn}
		NOT = {has_character_modifier = devt}
		has_guardian = no
		prisoner = no
		
	}
	
	mean_time_to_happen = {
		years = 4

		modifier = {
			trait = weak
			factor = 0.05
		}
		modifier = {
			trait = deceitful
			factor = 0.5
		}
		modifier = {
			martial = 6
			factor = 1.2
		}
		modifier = {
			martial = 9
			factor = 1.3
		}
	}
	
	option = {
		set_character_flag = wpn
		add_character_modifier = {
			name = dgr
			hidden = yes
			duration = -1
		}
		add_character_modifier = {
			name = devt
			hidden = yes
			duration = 3650
		}
		name = LRN098A
		change_intrigue = 4
		add_trait = dagger1
	}
}

character_event = {
	id = LRN.99
	desc = LRN098
	picture = "GFX_evt_child_bully"
	
	min_age = 4
	max_age = 15
	capable_only = yes
	
	trigger = {
		NOT = {has_character_flag = wpn}
		NOT = {has_character_modifier = devt}
		has_guardian = yes
		prisoner = no
		OR = {
			NOT = {
				religion = norse_pagan
				religion = norse_pagan_reformed
			}
			is_female = yes
		}
		
	}
	
	mean_time_to_happen = {
		years = 10
		modifier = {
			trait = weak
			factor = 0.05
		}
		modifier = {
			trait = deceitful
			factor = 0.5
		}
		modifier = {
			martial = 6
			factor = 1.2
		}
		modifier = {
			martial = 9
			factor = 1.3
		}
	}
	
	option = {
		ai_chance = {
			factor = 20
			modifier = {
				factor = 2
				trait = deceitful
			}
			modifier = {
				factor = 2
				intrigue = 7
			}
			modifier = {
				factor = 3
				intrigue = 10
			}
			modifier = {
				factor = 4
				trait = envious
			}
			modifier = {
				factor = 2
				trait = greedy
			}
			
			modifier = {
				factor = 0.25
				martial = 8
			}
			
			modifier = {
				factor = 2.0
				is_female = yes
			}
			
			modifier = {
				factor = 0
				trait = trusting
			}
			
			modifier = {
				factor = 0
				guardian = {trait = brilliant_strategist}
			}
			modifier = {
				factor = 0.25
				guardian = {trait = skilled_tactician}
			}
			modifier = {
				factor = 0.5
				guardian = {trait = tough_soldier}
			}
			modifier = {
				factor = 2.5
				guardian = {trait = misguided_warrior}
			}
			modifier = {
				factor = 2.5
				guardian = {trait = elusive_shadow}
			}
			
			
		}

		
		set_character_flag = wpn
		add_character_modifier = {
			name = dgr
			hidden = yes
			duration = -1
		}
		name = LRN098A
		change_intrigue = 2
		add_trait = dagger1
	}
	
	option = {
		ai_chance = {
			factor = 60
			modifier = {
				factor = 20
				martial = 5
			}
			modifier = {
				factor = 2.2
				martial = 9
			}
			modifier = {
				factor = 1.2
				martial = 5
			}
			
			modifier = {
				factor = 2
				trait = kind
			}
			modifier = {
				factor = 2
				trait = charitable
			}
			modifier = {
				factor = 5
				trait = just
			}
			modifier = {
				factor = 2.5
				age = 12
			}
			
		}
		piety = 50
		add_character_modifier = {
			name = devt
			hidden = yes
			duration = 3650
		}
		change_learning = 1
		name = LRN099B
		
	}
}


#OTHER WEAPONS
character_event = {
	id = LRN.100
	desc = LRN100
	picture = "GFX_evt_child_sword"
	
	min_age = 12
	max_age = 16
	
	trigger = {
		has_guardian = yes
		NOT = {has_character_flag = cwpn}
		NOT = {has_character_flag = wpn}
	}
	immediate = {
		set_character_flag = cwpn
	}
	mean_time_to_happen = {
		months = 36
		modifier = {
			trait = genius
			factor = 0.8
		}
		modifier = {
			trait = quick
			factor = 0.8
		}	
		modifier = {
			trait = slow
			factor = 1.25
		}
		modifier = {
			trait = imbecile
			factor = 2.0
		}
		modifier = {
			trait = craven
			factor = 2.0
		}
		modifier = {
			trait = inbred
			factor = 3.0
		}
		modifier = {
			trait = strong
			factor = 0.8
		}
		modifier = {
			trait = weak
			factor = 1.2
		}
	}
	
	option = {
		name = LRN100A
		hidden_tooltip = {
			guardian = {
				character_event = {
					id = LRN.101
				}
			}
		}
	}
	
}

#Fosterling is not hurt by the weapon
character_event = {
	id = LRN.101
	desc = LRN101
	picture = "GFX_evt_child_bully"
	
	is_triggered_only = yes
	
	
	option = {#4 M
		name = LRN101F # Discourage
		trigger = {
			FROM = {
				is_female = no
			}
		}
		ai_chance = {
			factor = 25
			modifier = {
				factor = 1.25
				trait = greedy
			}
			modifier = {
				factor = 1.5
				NOT = {martial = 13}
			}
			modifier = {
				factor = 0.25
				religion = norse_pagan
			}
			modifier = {
				factor = 0.25
				religion = norse_pagan_reformed
			}
		}
		FROM = {
			hidden_tooltip = {
			
				character_event = {
					id = LRN.102
				}
			
			}
		}
	}
	
	option = { #4 F
		name = LRN101G
		trigger = {
			FROM = {
				is_female = yes
			}
		}
		ai_chance = {
			factor = 15
			modifier = {
				factor = 1.25
				trait = cruel
			}
			modifier = {
				factor = 0.1
				is_female = yes
			}
			modifier = {
				factor = 1.25
				trait = zealous
			}
			modifier = {
				factor = 2.5
				NOT = {martial = 13}
			}
		}
		FROM = {
			hidden_tooltip = {
				character_event = {
					id = LRN.103
				}
			}
			opinion = {
				modifier = opinion_sad
				who = ROOT
				years = 5
			}
		}
	}
	
	option = {#2c M
		name = LRN101I
		
		trigger = {
			OR = {
				culture = polish
				trait = bulawa1
				trait = bulawa2
				trait = bulawa3
				trait = bulawa4
				trait = bulawa5
			}
		}
		
		ai_chance = { 
			factor = 25
			modifier = {
				factor = 2
				NOT = {
					religion_group = pagan_group
				}
			}
		}

		FROM = {
			hidden_tooltip = {
				character_event = {
					id = LRN.113
				}
			}
			tooltip = {add_trait = bulawa1}
			opinion = {
				modifier = opinion_happy_with_guardian
				who = ROOT
				years = 5
			}
		}
	}
	
	option = {#1MF
		name = LRN101A
		trigger = {
			OR = {
				NOT = {
					OR = {
						culture_group = altaic
						culture_group = iranian
						culture_group = arabic
						culture_group = east_african
						
					}
				}
				trait = swordsman1
				trait = swordsman2
				trait = swordsman3
				trait = swordsman4
				trait = swordsman5
			}
		}
		ai_chance = { 
			factor = 20
			modifier = {
				factor = 0.5
				FROM = {is_female = yes}
			}
			modifier = {
				factor = 5
				OR = {
					FROM = {liege_of = ROOT}
					FROM = {
						father = {
							liege_of = ROOT
						}
					}
				}
			}
			modifier = {
				factor = 2
				trait = kind
			}
			modifier = {
				factor = 2
				martial = 15
			}
			modifier = {
				factor = 0.25
				trait = greedy
			}
			modifier = {
				factor = 1.5
				martial = 15
			}
			modifier = {
				factor = 2.5
				OR = {
					trait = swordsman1
					trait = swordsman2
					trait = swordsman3
					trait = swordsman4
					trait = swordsman5
				}
			}
			modifier = {
				factor = 1.8
				culture = frankish
			}
		}
		if = {
			limit = {is_ruler = yes}
			wealth = -1
		}
		FROM = {
			hidden_tooltip = {
				character_event = {
					id = LRN.105
				}
			}
			tooltip = {add_trait = swordsman1}
			opinion = {
				modifier = opinion_happy_with_guardian
				who = ROOT
				years = 5
			}
		}
	}
	
	option = {#1MF
		name = LRN101A
		trigger = {
			OR = {
				culture_group = altaic
				culture_group = iranian
				culture_group = arabic
				culture_group = east_african
				trait = scimitar1
				trait = scimitar2
				trait = scimitar3
				trait = scimitar4
				trait = scimitar5
			}
		}
		ai_chance = { 
			factor = 40
			modifier = {
				factor = 0.2
				FROM = {is_female = yes}
			}
			modifier = {
				factor = 5
				OR = {
					FROM = {liege_of = ROOT}
					FROM = {
						father = {
							liege_of = ROOT
						}
					}
				}
			}
			modifier = {
				factor = 2
				trait = kind
			}
			modifier = {
				factor = 2
				martial = 15
			}
			modifier = {
				factor = 0.25
				trait = greedy
			}
			modifier = {
				factor = 1.5
				martial = 15
			}
			modifier = {
				factor = 2.5
				culture_group = arabic
			}
		}
		
		wealth = -1
		FROM = {
			hidden_tooltip = {
				character_event = {
					id = LRN.110
				}
			}
			tooltip = {add_trait = scimitar1}
			opinion = {
				modifier = opinion_happy_with_guardian
				who = ROOT
				years = 5
			}
		}
	}
	
	
	
	option = {#2a M
		name = LRN101B
		
		trigger = {
			OR = {
				trait = axe1
				trait = axe2
				trait = axe3
				trait = axe4
				trait = axe5
				is_tribal = yes
				religion_group = pagan_group
				culture = norman
				culture = saxon
				culture = old_saxon
			}
			NOT = {
				culture = hungarian
				culture = alan
				culture = bolghar
			}
			is_female = no
			FROM = {is_female = no}
		}
		
		ai_chance = { 
			factor = 35
			
			modifier = {
				factor = 2
				trait = brave
			}
			modifier = {
				factor = 1.5
				martial = 15
			}
			modifier = {
				factor = 2
				trait = arbitrary
			}
			modifier = {
				factor = 0.25
				NOT = {martial = 12}
			}
			modifier = {
				factor = 2
				trait = cruel
			}
			modifier = {
				factor = 4
				culture = norse
			}
			modifier = {
				factor = 2
				trait = viking
			}
		}

		
		FROM = {
			hidden_tooltip = {
				character_event = {
					id = LRN.104
				}
			}
			tooltip = {add_trait = axe1}
			opinion = {
				modifier = opinion_happy_with_guardian
				who = ROOT
				years = 5
			}
		}
	}
	
	option = {#2a M2
		name = LRN101B
		
		trigger = {
			OR = {
				trait = fokos1
				trait = fokos2
				trait = fokos3
				trait = fokos4
				trait = fokos5
				is_tribal = yes
				is_nomadic = yes
				religion_group = pagan_group
			}
			OR = {
				culture = hungarian
				culture = alan
				culture = bolghar
			}
			is_female = no
			FROM = {is_female = no}
		}
		
		ai_chance = { 
			factor = 35
			
			modifier = {
				factor = 2
				trait = brave
			}
			modifier = {
				factor = 1.5
				martial = 15
			}
			modifier = {
				factor = 2
				trait = arbitrary
			}
			modifier = {
				factor = 0.25
				NOT = {martial = 12}
			}
			modifier = {
				factor = 2
				trait = cruel
			}
			modifier = {
				factor = 4
				culture = hungarian
			}
		}

		
		
		FROM = {
			hidden_tooltip = {
				character_event = {
					id = LRN.120
				}
			}
			tooltip = {add_trait = fokos1}
			opinion = {
				modifier = opinion_happy_with_guardian
				who = ROOT
				years = 5
			}
		}
	}
	
	
	
	option = {#2c M
		name = LRN101H
		
		trigger = {
			OR = {
				trait = mace1
				trait = mace2
				trait = mace3
				trait = mace4
				trait = mace5
				is_feudal = yes
				religion_group = christian
			}
			is_female = no
			FROM = {is_female = no}
		}
		
		ai_chance = { 
			factor = 10
			
			modifier = {
				factor = 2
				trait = brave
			}
			modifier = {
				factor = 1.5
				martial = 15
			}
			modifier = {
				factor = 2
				trait = arbitrary
			}
			modifier = {
				factor = 0.25
				NOT = {martial = 12}
			}
		}

		
		
		FROM = {
			hidden_tooltip = {
				character_event = {
					id = LRN.109
				}
			}
			tooltip = {add_trait = mace1}
			opinion = {
				modifier = opinion_happy_with_guardian
				who = ROOT
				years = 5
			}
		}
	}
	
	
	option = {#2b M
		name = LRN101C
		trigger = {
			FROM = {is_female = no}
			OR = {
				culture = scottish
				culture = norse
				culture = dutch
				culture = italian
				culture = greek
				culture = manden
				culture = nahuatl
			}
		}
		ai_chance = { 
			factor = 35
			
			modifier = {
				factor = 2
				trait = brave
			}
			
			modifier = {
				factor = 1.5
				martial = 15
			}
			
			modifier = {
				factor = 1.1
				trait = greedy
			}
			
			modifier = {
				factor = 1.5
				trait = arbitrary
			}
			
			
			modifier = {
				factor = 0.25
				NOT = {martial = 12}
			}
			
			modifier = {
				factor = 2
				trait = cruel
			}
			modifier = {
				factor = 1.5
				culture = manden
			}
			modifier = {
				factor = 1.8
				culture = nahuatl
			}
			modifier = {
				factor = 1.6
				OR = {
					trait = spear1
					trait = spear2
					trait = spear3
					trait = spear4
					trait = spear5
				}
			}
		}
		
		FROM = {
			hidden_tooltip = {
				character_event = {
					id = LRN.108
				}
			}
			tooltip = {add_trait = spear1}
			opinion = {
				modifier = opinion_happy_with_guardian
				who = ROOT
				years = 5
			}
		}
	}
	
	option = {#3a MF
		name = LRN101D
		trigger = {
			OR = {
				trait = archery1
				trait = archery2
				trait = archery3
				trait = archery4
				trait = archery5
				religion_group = muslim
				is_female = yes
			}
			is_nomadic = no
		}
		ai_chance = { 
			factor = 10
			modifier = {
				factor = 2
				trait = kind
			}
			modifier = {
				factor = 0
				FROM = {
					NOT = {
						intrigue = 10
					}
				}
			}
		}
		FROM = {
			tooltip = {add_trait = archery1}
			hidden_tooltip = {
				character_event = {
					id = LRN.106
				}
			}
			opinion = {
				modifier = opinion_happy_with_guardian
				who = ROOT
				years = 5
			}
		}
	}
	
	option = {#3a MF
		name = LRN101D
		
		trigger = {
			OR = {
				trait = mongol_bow1
				trait = mongol_bow2
				trait = mongol_bow3
				trait = mongol_bow4
				trait = mongol_bow5
				is_nomadic = yes
			}
		}
		
		ai_chance = { 
			factor = 50
			modifier = {
				factor = 2
				trait = kind
			}
			modifier = {
				factor = 0
				FROM = {
					NOT = {
						intrigue = 10
					}
				}
			}
		}
		FROM = {
			tooltip = {add_trait = mongol_bow1}
			hidden_tooltip = {
				character_event = {
					id = LRN.111
				}
			}
			opinion = {
				modifier = opinion_happy_with_guardian
				who = ROOT
				years = 5
			}
		}
	}
	
	option = {#3a MF
		name = LRN101D
		trigger = {
			OR = {
				trait = longbow1
				trait = longbow2
				trait = longbow3
				trait = longbow4
				trait = longbow5
				culture = english
				culture = welsh
			}
			is_nomadic = no
		}
		ai_chance = { 
			factor = 50
			modifier = {
				factor = 2
				trait = kind
			}
			modifier = {
				factor = 0
				FROM = {
					NOT = {
						intrigue = 10
					}
				}
			}
		}
		FROM = {
			tooltip = {add_trait = longbow1}
			hidden_tooltip = {
				character_event = {
					id = LRN.112
				}
			}
			opinion = {
				modifier = opinion_happy_with_guardian
				who = ROOT
				years = 5
			}
		}
	}
	
	option = {#3b MF
		name = LRN101E
		trigger = {
			OR = {
				trait = dagger1
				trait = dagger2
				trait = dagger3
				trait = dagger4
				trait = dagger5
			}
		}
		ai_chance = {
			factor = 10
			modifier = {
				factor = 0.01
				OR = {
					religion = norse_pagan
					religion = norse_pagan_reformed
				}
			}
			modifier = {
				factor = 0.25
				martial = 14
			}
			modifier = {
				factor = 1.5
				trait = deceitful
			}
			modifier = {
				factor = 1.25
				intrigue = 16
			}
			modifier = {
				factor = 1.5
				intrigue = 24
			}
			modifier = {
				factor = 1.5
				trait = paranoid
			}
			
			modifier = {
				factor = 1.5
				trait = arbitrary
			}
			
			modifier = {
				factor = 10.0
				trait = possessed
			}
			
			modifier = {
				factor = 1.5
				intrigue = 16
			}
			
			modifier = {
				factor = 1.1
				OR = {
					trait = dagger1
					trait = dagger2
					trait = dagger3
					trait = dagger4
					trait = dagger5
				}
			}
		}
		FROM = {
			tooltip = {add_trait = dagger1}
			hidden_tooltip = {
				character_event = {
					id = LRN.107
				}
			}
		}
	}
	
}

# No Weapon
character_event = {
	id = LRN.102
	desc = LRN102
	picture = "GFX_evt_guardian"
	
	is_triggered_only = yes
	
	option = {
		name = LRN102A
	}
}

character_event = {
	id = LRN.103
	desc = LRN103
	picture = "GFX_evt_guardian"
	
	is_triggered_only = yes
	
	option = {
		name = LRN103A
		random_list = {
			50 = {}
			30 = {
				add_trait = swordsman1
				set_character_flag = wpn
			}
			20 = {
				add_trait = archery1
				set_character_flag = bow
				set_character_flag = wpn
			}
		}
	}
}

character_event = {
	id = LRN.104
	desc = LRN104
	picture = "GFX_evt_guardian"
	
	is_triggered_only = yes
	
	option = {
		add_trait = axe1
		set_character_flag = wpn
		name = LRN104A
	}
}

character_event = {
	id = LRN.105
	desc = LRN105
	picture = "GFX_evt_guardian"
	
	is_triggered_only = yes
	
	option = {
		add_trait = swordsman1
		set_character_flag = wpn
		name = LRN105A
	}
}



character_event = {
	id = LRN.106
	desc = LRN106
	picture = "GFX_evt_guardian"
	
	is_triggered_only = yes
	
	option = {
		add_trait = archery1
		set_character_flag = bow
		set_character_flag = wpn
		name = LRN106A
	}
}

character_event = {
	id = LRN.107
	desc = LRN107 
	picture = "GFX_evt_guardian"
	
	is_triggered_only = yes
	
	option = {
		add_trait = dagger1
		add_character_modifier = {
			name = dgr
			hidden = yes
			duration = -1
		}
		set_character_flag = wpn
		name = LRN107A
	}
}


character_event = {
	id = LRN.108
	desc = LRN108
	picture = "GFX_evt_guardian"
	
	is_triggered_only = yes
	
	option = {
		add_trait = spear1
		set_character_flag = wpn
		name = LRN108A
	}
}

character_event = {
	id = LRN.109
	desc = LRN109
	picture = "GFX_evt_guardian"
	
	is_triggered_only = yes
	
	option = {
		add_trait = mace1
		set_character_flag = wpn
		name = LRN109A
	}
}

character_event = {
	id = LRN.110
	desc = LRN105
	picture = "GFX_evt_guardian"
	
	is_triggered_only = yes
	
	option = {
		add_trait = scimitar1
		set_character_flag = wpn
		name = LRN105A
	}
}

character_event = {
	id = LRN.111
	desc = LRN106
	picture = "GFX_evt_guardian"
	
	is_triggered_only = yes
	
	option = {
		add_trait = mongol_bow1
		set_character_flag = bow
		set_character_flag = wpn
		name = LRN106A
	}
}

character_event = {
	id = LRN.112
	desc = LRN106
	picture = "GFX_evt_guardian"
	
	is_triggered_only = yes
	
	option = {
		add_trait = longbow1
		set_character_flag = bow
		set_character_flag = wpn
		name = LRN106A
	}
}

character_event = {
	id = LRN.113
	desc = LRN113
	picture = "GFX_evt_guardian"
	
	is_triggered_only = yes
	
	option = {
		add_trait = bulawa1
		set_character_flag = wpn
		name = LRN113A
	}
}


character_event = {
	id = LRN.120
	desc = LRN104
	picture = "GFX_evt_guardian"
	
	is_triggered_only = yes
	
	option = {
		add_trait = fokos1
		set_character_flag = wpn
		name = LRN104A
	}
}