namespace = LYKIF

character_event = {		#you trie to abandon a child
  #Basic event information
  id = LYKIF.01
  picture = GFX_evt_bandits
  
	desc = {
		trigger = {
			capital_scope = {
					NOT = {terrain = desert}
					NOT = {terrain = mountain}
				}
		}
		picture = GFX_evt_bandits
		text = EVTDESCLYKIF.01
	}

	desc = {
		trigger = {
			capital_scope = {
				terrain = desert
			}
		}
			picture = GFX_evt_sand_desert
			text = EVTDESCLYKIF.012
	}
	
	desc = {
		trigger = {
			capital_scope = {
				terrain = mountain
			}
		}
			picture = GFX_evt_bandits
			text = EVTDESCLYKIF.013
	}
  
  #Fast event triggers
  is_triggered_only = yes

  option = {
		name = EVTOPTALYKIF.011
		ai_chance = {
		  factor = 1
		}
		FROM = { opinion = { modifier = opinion_kid_beeing_betrayed who = ROOT years = 10 }
				add_trait = paranoid
		}
		if = {
			limit = {
				FROM = { age = 7 }
			}
			FROM = {
				random_list = {
					80 = {	#the kid die
						modifier = {
						  factor = 1.3
						  trait = affectionate
						}
						modifier = {
						  factor = 1.2
						  trait = indolent
						}
						modifier = {
						  factor = 1.1
						  trait = timid
						}
						modifier = {
						  factor = 1.2
						  trait = dwarf
						}
						modifier = {
						  factor = 1.2
						  trait = slow
						}
						modifier = {
						  factor = 1.4
						  trait = imbecile
						}
						modifier = {
						  factor = 1.2
						  trait = weak
						}
						ROOT = { 
							character_event = { id = LYKIF.02 days = 5 } #display a message about the kid dying
						}
						custom_tooltip = { text = EVTTOOLTIPLYKIF.02 }
					}
					20 = {	#the kid survive
						modifier = {
						  factor = 1.3
						  trait = strong
						}
						modifier = {
						  factor = 1.2
						  trait = rowdy
						}
						modifier = {
						  factor = 1.1
						  trait = fussy
						}
						modifier = {
						  factor = 1.3
						  trait = broading
						}
						modifier = {
						  factor = 1.1
						  trait = willful
						}
						modifier = {
						  factor = 1.4
						  trait = genius
						}
						ROOT = {
							hidden_tooltip = {
								random_list = {
									60 = { character_event = { id = LYKIF.04 days = 20 } } #display a message about the kid surviving
									40 = { character_event = { id = LYKIF.05 days = 20 } } #display a message about the kid surviving and going to another court
								}
							}
						}
						custom_tooltip = { text = EVTTOOLTIPLYKIF.04 }
					}
				}
			}
		}
		else = {
			random_list = {
				90 = {	#the kid is killed by beast
					custom_tooltip = { text = EVTTOOLTIPLYKIF.02 }
					ROOT = { character_event = { id = LYKIF.02 days = 10 } }
				}
				10 = {	#the kid is found by hunters
					custom_tooltip = { text = EVTTOOLTIPLYKIF.03 }
					ROOT = { character_event = { id = LYKIF.03  days = 10 } }
				}
			}
		}
	}
  
  option = {
    name = EVTOPTBLYKIF.012
    ai_chance = {
      factor = 98
    }
	clr_character_flag = let_a_kid_into_the_forest
  }
}

character_event = {
  #Basic event information
  id = LYKIF.02
  picture = GFX_evt_child_play
  #Fast event triggers
  is_triggered_only = yes
  
  desc = {
		trigger = {
			capital_scope = {
					NOT = {terrain = desert}
					NOT = {terrain = mountain}
				}
		}
			text = EVTDESCLYKIF.02
	}

	desc = {
		trigger = {
			capital_scope = {
				terrain = desert
			}
		}
		text = EVTDESCLYKIF.022
	}
	
	desc = {
		trigger = {
			capital_scope = {
				terrain = mountain
			}
		}
		text = EVTDESCLYKIF.023
	}
	
  option = {
	name = EVTOPTALYKIF.021
	piety = -50
	FROMFROM = { death = { death_reason = death_accident }  }
	ai_chance = {
	  factor = 1
	}
	clr_character_flag = let_a_kid_into_the_forest
  }
}

character_event = {
  #Basic event information
  id = LYKIF.03
  picture = GFX_evt_hunt
  desc = {
		trigger = {
			capital_scope = {
					NOT = {terrain = desert}
					NOT = {terrain = mountain}
				}
		}
		picture = GFX_evt_hunt
		text = EVTDESCLYKIF.03
	}

	desc = {
		trigger = {
			capital_scope = {
				terrain = desert
			}
		}
		picture = GFX_evt_merchant_caravan
		text = EVTDESCLYKIF.032
	}
	desc = {
		trigger = {
			capital_scope = {
				terrain = mountain
			}
		}
		text = EVTDESCLYKIF.033
	}
  
  
  
  #Fast event triggers
  is_triggered_only = yes

  option = {
    name = EVTOPTALYKIF.031
    ai_chance = {
      factor = 1
    }
	clr_character_flag = let_a_kid_into_the_forest
  }
}
character_event = {		#the child survive and came back
  #Basic event information
  id = LYKIF.04
  picture = GFX_evt_bad_news
  desc = {
		trigger = {
			capital_scope = {
					NOT = {terrain = desert}
					NOT = {terrain = mountain}
				}
		}
		text = EVTDESCLYKIF.04
	}
	desc = {
		trigger = {
			capital_scope = {
				terrain = desert
			}
		}
		text = EVTDESCLYKIF.042
	}
	desc = {
		trigger = {
			capital_scope = {
				terrain = mountain
			}
		}
		text = EVTDESCLYKIF.043
	}
  
  
  #Fast event triggers
  is_triggered_only = yes

  option = {
    name = EVTOPTALYKIF.041
	custom_tooltip = { text = EVTTOOLTIPLYKIF.041 }
	ai_chance = {
	  factor = 1
	}
	piety = -200
	prestige = -50
	add_trait = stressed
	hidden_tooltip = { remove_trait = honest }
	random_list = {
		1 = {
			custom_tooltip = { text = EVTTOOLTIPLYKIF.042 }
			hidden_tooltip = {
				FROMFROM = {
					add_trait = strong
					add_trait = brave
				}
			}
		}
		1 = {
			custom_tooltip = { text = EVTTOOLTIPLYKIF.043 }
			hidden_tooltip = {
				FROMFROM = {
					add_trait = weak
					add_trait = craven
				}
			}
		}
	}
	FROMFROM = {
		hidden_tooltip = { 
			random = {
				chance = 20	 
				add_trait = robust
			}
			random = {
				chance = 20	 
				add_trait = shrewd
			}
		}
		add_rival = ROOT
		hidden_tooltip = {
			mother = {
				opinion = { modifier = attempted_murder_of_child who = ROOT years = 10 }
			}
			father = {
				opinion = { modifier = attempted_murder_of_child who = ROOT years = 10 }
			}
		}
	}
	effect = {
		hidden_tooltip = {
			any_courtier = {
				opinion = { modifier = opinion_tried_to_abandon_kid who = ROOT years = 5 }
			}
			any_child  = {
				opinion = { modifier = opinion_tried_to_abandon_kid who = ROOT years = 5 }
			}
		}
	}
	clr_character_flag = let_a_kid_into_the_forest
  }
}




character_event = {			#the child survive and came to another courts
  #Basic event information
  id = LYKIF.05
  desc = EVTDESCLYKIF.05
  picture = GFX_evt_bad_news
  #Fast event triggers
  is_triggered_only = yes

  option = {
    name = EVTOPTALYKIF.051
	ai_chance = {
	  factor = 1
	}
	custom_tooltip = { text = EVTTOOLTIPLYKIF.041 }
	piety = -200
	prestige = -50
	add_trait = stressed
	hidden_tooltip = {
		remove_trait = honest 
		any_demesne_title  = {
			add_claim = FROMFROM
		}
	}
	random_neighbor_independent_ruler{
		FROMFROM = {move_character = PREV}
	}
	random_list = {
		1 = {
			custom_tooltip = { text = EVTTOOLTIPLYKIF.042 }
			hidden_tooltip = {
				FROMFROM = {
					add_trait = strong
					add_trait = brave
				}
			}
		}
		1 = {
			custom_tooltip = { text = EVTTOOLTIPLYKIF.043 }
			hidden_tooltip = {
				FROMFROM = {
					add_trait = weak
					add_trait = craven
				}
			}
		}
	}
	FROMFROM = {
		hidden_tooltip = { 
			random = {
				chance = 20	 
				add_trait = robust
			}
			random = {
				chance = 20	 
				add_trait = shrewd
			}
		}
		add_rival = ROOT
		hidden_tooltip = {
			mother = {
				opinion = { modifier = attempted_murder_of_child who = ROOT years = 10 }
			}
			father = {
				opinion = { modifier = attempted_murder_of_child who = ROOT years = 10 }
			}
		}
	}
	hidden_tooltip = {
		effect = {
			any_courtier = {
				opinion = { modifier = opinion_tried_to_abandon_kid who = ROOT years = 5 }
			}
			any_child  = {
				opinion = { modifier = opinion_tried_to_abandon_kid who = ROOT years = 5 }
			}
		}
	}
	clr_character_flag = let_a_kid_into_the_forest
  }
}






character_event = {			#you trie to abandon a child in the sea
  #Basic event information
  id = LYKIF.06
  picture = GFX_evt_merchant_ship_at_sea_republic
  desc = EVTDESCLYKIF.06
  #Fast event triggers
  is_triggered_only = yes

  option = {
		name = EVTOPTALYKIF.011
		ai_chance = {
		  factor = 1
		}
		FROM = { opinion = { modifier = opinion_kid_beeing_betrayed who = ROOT years = 10 }
				add_trait = paranoid
		}
		if = {
			limit = {
				FROM = { age = 7 }
			}
			FROM = {
				random_list = {
					90 = {	#the kid die
						modifier = {
						  factor = 1.3
						  trait = affectionate
						}
						modifier = {
						  factor = 1.2
						  trait = indolent
						}
						modifier = {
						  factor = 1.1
						  trait = timid
						}
						modifier = {
						  factor = 1.2
						  trait = dwarf
						}
						modifier = {
						  factor = 1.2
						  trait = slow
						}
						modifier = {
						  factor = 1.4
						  trait = imbecile
						}
						modifier = {
						  factor = 10.0
						  trait = weak
						}
						ROOT = { 
							character_event = { id = LYKIF.07 days = 5 } #display a message about the kid dying
						}
						custom_tooltip = { text = EVTTOOLTIPLYKIF.02 }
					}
					10 = {	#the kid survive
						modifier = {
						  factor = 3.0
						  trait = strong
						}
						modifier = {
						  factor = 1.2
						  trait = rowdy
						}
						modifier = {
						  factor = 1.1
						  trait = fussy
						}
						modifier = {
						  factor = 1.3
						  trait = broading
						}
						modifier = {
						  factor = 1.1
						  trait = willful
						}
						modifier = {
						  factor = 1.4
						  trait = genius
						}
						ROOT = {
							hidden_tooltip = {
								random_list = {
									50 = { character_event = { id = LYKIF.04 days = 20 } } #display a message about the kid surviving
									50 = { character_event = { id = LYKIF.05 days = 20 } } #display a message about the kid surviving and going to another court
								}
							}
						}
						custom_tooltip = { text = EVTTOOLTIPLYKIF.04 }
					}
				}
			}
		}
		else = {
			custom_tooltip = { text = EVTTOOLTIPLYKIF.07 }
			ROOT = { character_event = { id = LYKIF.07 days = 10 } }
			}
		}
	}
  
  option = {
    name = EVTOPTBLYKIF.012
    ai_chance = {
      factor = 98
    }
	clr_character_flag = let_a_kid_into_the_forest
  }
}

character_event = {
  #Basic event information
  id = LYKIF.07
  picture = GFX_evt_merchant_ship_at_sea_republic
  #Fast event triggers
  is_triggered_only = yes
  desc = EVTDESCLYKIF.07
	
  option = {
	name = EVTOPTALYKIF.071
	piety = -50
	FROMFROM = { death = { death_reason = death_accident_drowning }  }
	ai_chance = {
	  factor = 1
	}
	clr_character_flag = let_a_kid_into_the_forest
  }
}