namespace = luckyruler
character_event = {
	id = luckyruler.1
	title = EVTNAMEluckyruler.0001
	desc = EVTDESCluckyruler.0001
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes

	immediate = {
		random_playable_ruler = {
			limit = { 
				AND = {
					tier = KING
					ai = yes
					is_landed = yes
					any_spouse = { ai = yes }
					any_child = { ai = yes }
					current_heir = { ai = yes }
					is_theocracy = no
					NOT = {
						trait = lucky
						has_character_flag = lucky_king_flag
					}
				}
			}
			set_character_flag = lucky_king_flag
		}
		random_playable_ruler = {
			limit = { 
				AND = {
					tier = DUKE
					ai = yes
					is_landed = yes
					any_spouse = { ai = yes }
					any_child = { ai = yes }
					current_heir = { ai = yes }
					is_theocracy = no
					NOT = {
						trait = lucky
						has_character_flag = lucky_duke_flag
					}
				}
			}
			set_character_flag = lucky_duke_flag
		}
		random_playable_ruler = {
			limit = { 
				AND = {
					tier = COUNT
					ai = yes
					is_landed = yes
					any_spouse = { ai = yes }
					any_child = { ai = yes }
					current_heir = { ai = yes }
					is_theocracy = no
					NOT = {
						trait = lucky
						has_character_flag = lucky_count_flag
					}
				}
			}
			set_character_flag = lucky_count_flag
		}
	}
	option = {
		name = EVTOPTAluckyruler.0001
		#Make a random king lucky
		any_playable_ruler = {
			limit = { 
				has_character_flag = lucky_king_flag
				NOT = { trait = lucky }
			}
			character_event = { id = luckyruler.2 }
			custom_tooltip = { text = EVTOPTAluckyruler_tooltip }
		}
		character_event = { id = luckyruler.4 }
	}
	option = {
		name = EVTOPTBluckyruler.0001
		#Make a random duke lucky
		any_playable_ruler = {
			limit = { 
				has_character_flag = lucky_duke_flag
				NOT = { trait = lucky }
			}
			character_event = { id = luckyruler.2 }
			custom_tooltip = { text = EVTOPTBluckyruler_tooltip }
		}
		character_event = { id = luckyruler.4 }
	}
	option = {
		name = EVTOPTCluckyruler.0001
		#Make a random count lucky
		any_playable_ruler = {
			limit = { 
				has_character_flag = lucky_count_flag
				NOT = { trait = lucky }
			}
			character_event = { id = luckyruler.2 }
			custom_tooltip = { text = EVTOPTCluckyruler_tooltip }
		}
		character_event = { id = luckyruler.4 }
	}
	option = {
		name = EVTOPTDluckyruler.0001
		#Nevermind
		character_event = { id = luckyruler.4 }
	}
}
character_event = {
	id = luckyruler.2
	hide_window = yes
	
	is_triggered_only = yes
	
	immediate = {
		add_trait = lucky 
	}
	option = { name = OK }
}
character_event = {
	id = luckyruler.3
	hide_window = yes

	only_playable = yes
	is_triggered_only = yes
	
	trigger = {
		ai = yes
		trait = lucky
	}
	immediate = {
		if = {
		limit = { current_heir = { ai = yes } }
			current_heir = {
				add_trait = lucky
			}
			if = {
				limit = { tier = KING }
				current_heir = {
					set_character_flag = lucky_king_flag
				}
			}
			else_if = {
				limit = { tier = DUKE }
				current_heir = {
					set_character_flag = lucky_duke_flag
				}
			}
			else_if = {
				limit = { tier = COUNT }
				current_heir = {
					set_character_flag = lucky_count_flag
				}
			}
		}
		else_if = {
			limit = { has_character_flag = lucky_king_flag }
			random_playable_ruler = {
				limit = { 
					AND = {
						tier = KING
						ai = yes
						is_landed = yes
						any_spouse = { ai = yes }
						any_child = { ai = yes }
						current_heir = { ai = yes }
						is_theocracy = no
						NOT = {
							trait = lucky
							has_character_flag = lucky_king_flag
						}
					}
				}
				add_trait = lucky
				set_character_flag = lucky_king_flag
			}
		}
		else_if = {
			limit = { has_character_flag = lucky_duke_flag }
			random_playable_ruler = {
				limit = { 
					AND = {
						tier = DUKE
						ai = yes
						is_landed = yes
						any_spouse = { ai = yes }
						any_child = { ai = yes }
						current_heir = { ai = yes }
						is_theocracy = no
						NOT = {
							trait = lucky
							has_character_flag = lucky_duke_flag
						}
					}
				}
				add_trait = lucky
				set_character_flag = lucky_duke_flag
			}
		}
		else_if = {
			limit = { has_character_flag = lucky_count_flag }
			random_playable_ruler = {
				limit = { 
					AND = {
						tier = COUNT
						ai = yes
						is_landed = yes
						any_spouse = { ai = yes }
						any_child = { ai = yes }
						current_heir = { ai = yes }
						is_theocracy = no
						NOT = {
							trait = lucky
							has_character_flag = lucky_count_flag
						}
					}
				}
				add_trait = lucky
				set_character_flag = lucky_count_flag
			}
		}
	}
	option = { name = OK }
}
character_event = {
	id = luckyruler.4
	hide_window = yes
	
	is_triggered_only = yes
	
	immediate = {
		any_playable_ruler = {
			limit = { NOT = { trait = lucky } }
			clr_character_flag = lucky_king_flag
			clr_character_flag = lucky_duke_flag
			clr_character_flag = lucky_count_flag
		}
	}
	option = { name = OK }
}