namespace = PAR
character_event = {
	id = PAR.100
	desc = PAR100
	picture = GFX_evt_spymaster
	border = GFX_event_normal_frame_intrigue

	min_age = 6
	max_age = 55
	capable_only = yes
	prisoner = no
	
	trigger = {
		has_character_modifier = dgr
		NOT = {trait = stealth_assassin}
	}
	
	mean_time_to_happen = {
		months = 480
		modifier = {
			has_ambition = obj_master_weapon
			factor = 0.8
		}
		modifier = {
			factor = 0.9
			trait = paranoid
		}
		modifier = {
			factor = 0.9
			trait = deceitful
		}
		modifier = {
			factor = 0.9
			trait = cruel
		}
		modifier = {
			factor = 0.9
			trait = proud
		}
		modifier = {
			factor = 0.9
			trait = greedy
		}
		modifier = {
			factor = 0.9
			trait = envious
		}
		modifier = {
			factor = 0.9
			trait = ambitious
		}
		modifier = {
			factor = 0.9
			trait = quick
		}
		modifier = {
			factor = 0.9
			trait = genius
		}
		modifier = {
			has_job_title = job_spymaster
			factor = 0.75
		}
		modifier = {
			has_job_title = job_chancellor
			factor = 0.8
		}
		modifier = {
			factor = 2.0
			trait = trusting
		}
		modifier = {
			factor = 1.8
			NOT = {age = 19}
		}
		
		modifier = {
			factor = 0.8
			AND = {
				age = 19
				NOT = {age = 39}
			}
		}
		
		modifier = {
			factor = 1.5
			age = 39
		}
		
		modifier = {
			factor = 2
			trait = dagger2
		}
		
		modifier = {
			factor = 3.5
			trait = dagger3
		}
		
		modifier = {
			factor = 4.5
			trait = dagger4
		}
		
		modifier = {
			factor = 0.9
			intrigue = 16
		}
		
		modifier = {
			factor = 0.9
			intrigue = 20
		}
		
		modifier = {
			factor = 0.9
			intrigue = 24
		}
		
		modifier = {
			factor = 0.9
			trait = scarred
		}
		
		modifier = {
			trait = slow
			factor = 2.5
		}
		
		modifier = {
			trait = imbecile
			factor = 3.5
		}
		modifier = {
			trait = inbred
			factor = 1.5
		}
		
		
		modifier = {
			factor = 2.0
			NOT = {health = 1}
		}
		
		modifier = {
			factor = 2.0
			NOT = {health = 2}
		}
		modifier = {
			factor = 2.0
			NOT = {health = 3}
		}
	}

	option = {
		name = EXCELLENT
		if = {
			limit = {
				trait = dagger5
			}
			add_trait = stealth_assassin
			break = yes
		}
		if = {
			limit = {
				trait = dagger4
			}
			remove_trait = dagger4
			add_trait = dagger5
			break = yes
		}
		if = {
			limit = {
				trait = dagger3
			}
			remove_trait = dagger3
			add_trait = dagger4
			break = yes
		}
		if = {
			limit = {
				trait = dagger2
			}
			remove_trait = dagger2
			add_trait = dagger3
			break = yes
		}
		if = {
			limit = {
				trait = dagger1
			}
			remove_trait = dagger1
			add_trait = dagger2
			break = yes
		}
		
		
		
	}
}


# character_event = {
	# id = PAR.101
	# desc = PAR101
	# picture = GFX_evt_melee
	# border = GFX_event_normal_frame_war

	# min_age = 6
	# max_age = 55
	# capable_only = yes
	# prisoner = no
	
	# trigger = {
		# has_job_title = job_marshal
		# has_job_action = action_train_troops
		# has_character_flag = wpn
		# NOT = {has_character_modifier = dgr}
		# OR = {
			# trait = swordsman1
			# trait = axe1
			# trait = spear1
			# trait = archery1
			# trait = mace1
			# trait = ulfberht1
			# trait = mongol_bow1
			# trait = longbow1
			# trait = kontos1
			# trait = scimitar1
			# trait = fokos1
		# }
	# }
	
	# mean_time_to_happen = {
		# months = 720
		
		# modifier = {
			# factor = 4.0
			# liege = {
				# war = yes
			# }
		# }
		# modifier = {
			# has_ambition = obj_master_weapon
			# factor = 0.8
		# }
		# modifier = {
			# factor = 0.8
			# trait = brave
		# }

		# modifier = {
			# factor = 4.0
			# trait = craven
		# }
		# modifier = {
			# trait = genius
			# factor = 0.6
		# }
		# modifier = {
			# trait = quick
			# factor = 0.7
		# }	
		# modifier = {
			# trait = slow
			# factor = 1.7
		# }
		# modifier = {
			# trait = imbecile
			# factor = 2.5
		# }
		# modifier = {
			# trait = strong
			# factor = 0.6
		# }
		# modifier = {
			# trait = weak
			# factor = 1.4
		# }	
		# modifier = {
			# factor = 0.8
			# NOT = {age = 25}
		# }
		# modifier = {
			# factor = 1.5
			# age = 35
		# }
		# modifier = {
			# factor = 2.5
			# age = 60
		# }
		
		# modifier = {
			# factor = 1.5
			# NOT = {health = 0}
		# }
		# modifier = {
			# factor = 1.5
			# NOT = {health = -1}
		# }
		# modifier = {
			# factor = 1.5
			# NOT = {health = -2}
		# }
		# modifier = {
			# factor = 2.0
			# NOT = {health = 3}
		# }
	# }

	# option = {
		# name = EXCELLENT

		# if = {
			# limit = {
				# trait = swordsman1
			# }
			# remove_trait = swordsman1
			# add_trait = swordsman2
		# }

		
		# if = {
			# limit = {
				# trait = spear1
			# }
			# remove_trait = spear1
			# add_trait = spear2
		# }

		# if = {
			# limit = {
				# trait = axe1
			# }
			# remove_trait = axe1
			# add_trait = axe2
		# }
		# if = {
			# limit = {
				# trait = fokos1
			# }
			# remove_trait = fokos1
			# add_trait = fokos2
		# }

		# if = {
			# limit = {
				# trait = archery1
			# }
			# remove_trait = archery1
			# add_trait = archery2
		# }
		

		# if = {
			# limit = {
				# trait = mace1
			# }
			# remove_trait = mace1
			# add_trait = mace2
		# }
		

		# if = {
			# limit = {
				# trait = ulfberht1
			# }
			# remove_trait = ulfberht1
			# add_trait = ulfberht2
		# }
		
		
		# if = {
			# limit = {
				# trait = mongol_bow1
			# }
			# remove_trait = mongol_bow1
			# add_trait = mongol_bow2
		# }
		

		# if = {
			# limit = {
				# trait = longbow1
			# }
			# remove_trait = longbow1
			# add_trait = longbow2
		# }
		


		
		# if = {
			# limit = {
				# trait = kontos1
			# }
			# remove_trait = kontos1
			# add_trait = kontos2
		# }
		

		
		# if = {
			# limit = {
				# trait = scimitar1
			# }
			# remove_trait = scimitar1
			# add_trait = scimitar2
		# }
		
		
		
	# }
# }


