# Written by Flavio

namespace = HF
#############################################

#Fired after inducting a child into a Warrior Lodge.

#############################################

	# Child starts focusing on combat training #

#############################################
#Hidden random list of events for child.
character_event = {
	id = HF.25400
	hide_window = yes

	is_triggered_only = yes

	trigger = { 
		has_dlc = "Holy Fury"
		NOT = { age = 20 }
		NOT = { trait = incapable }
		society_member_of = event_target:warrior_lodge_to_join
		event_target:recruiting_parent = { 
			same_society_as = ROOT 		#Events will keep firing as long as both parent and child are in the same society and capable.
			NOT = { trait = incapable }
		}
	}

	immediate = {
		#Child forsakes Learning studies for training.
		#Child forsakes Stewardship studies for training.
		#Child forsakes Diplomacy studies for training.
		#Brawny for Shrewd switch.
		#Brawny for Groomed switch.
		#Hero wants to make child brave.
		#Hero wants to strengthen feeble/sturdy child.
		#Hero wants to train child. (duel exp).

		#First, check if child wanted to be a warrior in the first place.

		if = {
			limit = {
				NOR = {
					has_education_martial_trigger = yes
					has_lifestyle_martial_trigger = yes
					trait = brave
					trait = rowdy
					has_focus = focus_ch_struggle
					has_focus = focus_ed_martial
					has_focus = focus_war
					has_focus = focus_hunting
					has_character_flag = flag_child_is_a_warrior #Only first time.
				}
			}
			random = {
				chance = 20
				modifier = {
					factor = 0.75
					trait = wroth
				}
				modifier = {
					factor = 0.75
					trait = haughty
				}
				modifier = {
					factor = 1.5
					trait = slothful
				}
				modifier = {
					factor = 1.5
					trait = indolent
				}
				modifier = {
					factor = 1.5
					trait = fussy
				}
				modifier = {
					factor = 1.75
					trait = timid
				}
				modifier = {
					factor = 1.5
					trait = shy
				}
				modifier = {
					factor = 2
					trait = craven
				}
				modifier = {
					factor = 1.5
					trait = feeble
				}
				modifier = {
					factor = 1.25
					trait = sturdy
				}
				modifier = {
					factor = 0.5
					trait = robust
				}
				modifier = {
					factor = 1.5
					trait = weak
				}
				modifier = {
					factor = 0.5
					trait = strong
				}
				modifier = {
					factor = 1.5
					NOT = { martial = 6 }
				}
				modifier = {
					factor = 1.75
					NOT = { martial = 3 }
				}
				modifier = {
					factor = 2
					is_female = yes
					NOR = { 
						has_religion_feature = religion_matriarchal
						AND = {	# MOD
							has_game_rule = {
								name = flavor_events
								value = enatic
							}
							religion = norse_pagan
						}
						has_religion_feature = religion_equal
						AND = {	# MOD
							has_game_rule = {
								name = flavor_events
								value = equal
							}
							religion = norse_pagan
						}
						has_religion_feature = religion_feature_bon
					}
				}
				modifier = {
					factor = 2
					is_female = no
					OR = { 
						has_religion_feature = religion_matriarchal
						AND = {	# MOD
							has_game_rule = {
								name = flavor_events
								value = enatic
							}
							religion = norse_pagan
						}
					}
				}
				ROOT = { character_event = { id = HF.25425 days = 150 random = 150 } } #Child gets event first this time, just in case it's not an AI.
				break = yes
			}
		}
		set_character_flag = flag_child_is_a_warrior
		random_list = {
			25 = { #Child forsakes Learning studies for training.
				event_target:recruiting_parent = { character_event = { id = HF.25401 days = 250 random = 150 } }
			}
			25 = { #Child forsakes Stewardship studies for training.
				event_target:recruiting_parent = { character_event = { id = HF.25404 days = 250 random = 150 } }
			}
			25 = { #Child forsakes Diplomacy studies for training.
				event_target:recruiting_parent = { character_event = { id = HF.25407 days = 250 random = 150 } }
			}
			15 = { #Brawny for Shrewd switch.
				trigger = { NOR = { trait = robust trait = sturdy trait = feeble } } #Only if from average physical shape.
				event_target:recruiting_parent = { character_event = { id = HF.25410 days = 250 random = 150 } }
			}
			15 = { #Brawny for Groomed switch.
				trigger = { NOT = { trait = robust trait = sturdy trait = feeble } }
				event_target:recruiting_parent = { character_event = { id = HF.25413 days = 250 random = 150 } }
			}
			15 = { #Hero wants to make child brave.
				trigger = { 
					NOT = { trait = brave } 
					any_society_member = { #A potential hero teacher exists.
						same_society_as = ROOT
						NOT = { trait = incapable }
						NOT = { trait = craven }
						society_rank = 4
						NOT = { event_target:recruiting_parent = { character = PREV } }
						NOR = { 
							character = ROOT 
							is_rival = ROOT
							is_rival = event_target:recruiting_parent
						}
					}
				}
				if = { 
					limit = { 
						event_target:child_hero_mentor = { 
							is_alive = yes 
							same_society_as = ROOT
							NOT = { trait = incapable }
							NOT = { trait = craven }
							society_rank = 4
							NOT = { event_target:recruiting_parent = { character = PREV } }
							NOR = { 
								character = ROOT 
								is_rival = ROOT
								is_rival = event_target:recruiting_parent
							}
						} 
					} 
					#If similar event already picked one in the past and he is still available, do nothing.
				}
				else = { #Otherwise save hero as target for training.
					random_society_member = { #A potential hero teacher exists.
						limit = {
							same_society_as = ROOT
							NOT = { trait = incapable }
							NOT = { trait = craven }
							society_rank = 4
							NOT = { event_target:recruiting_parent = { character = PREV } }
							NOR = { 
								character = ROOT 
								is_rival = ROOT
								is_rival = event_target:recruiting_parent
							}
						}
						save_event_target_as = child_hero_mentor
					}
				}
				event_target:recruiting_parent = { character_event = { id = HF.25416 days = 350 random = 250 } }
			}
			15 = { #Hero wants to strengthen feeble/sturdy child.
				trigger = { 
					OR = { 
						trait = sturdy 
						trait = feeble 
					} 
					any_society_member = { #A potential hero teacher exists.
						same_society_as = ROOT
						NOT = { trait = incapable }
						society_rank = 4
						NOT = { event_target:recruiting_parent = { character = PREV } }
						NOR = { 
							trait = feeble
							trait = sturdy
							character = ROOT 
							is_rival = ROOT
							is_rival = event_target:recruiting_parent
						}
					}
				}
				if = { 
					limit = { 
						event_target:child_hero_mentor = { 
							is_alive = yes 
							same_society_as = ROOT
							NOT = { trait = incapable }
							society_rank = 4
							NOT = { event_target:recruiting_parent = { character = PREV } }
							NOR = { 
								trait = feeble
								trait = sturdy
								character = ROOT 
								is_rival = ROOT
								is_rival = event_target:recruiting_parent
							}
						} 
					} 
					#If similar event already picked one in the past and he is still available, do nothing.
				}
				else = { #Otherwise save hero as target for training.
					random_society_member = { #A potential hero teacher exists.
						limit = {
							same_society_as = ROOT
							NOT = { trait = incapable }
							society_rank = 4
							NOT = { event_target:recruiting_parent = { character = PREV } }
							NOR = { 
								trait = feeble
								trait = sturdy
								character = ROOT 
								is_rival = ROOT
								is_rival = event_target:recruiting_parent
							}
						}
						save_event_target_as = child_hero_mentor
					}
				}
				event_target:recruiting_parent = { character_event = { id = HF.25418 days = 350 random = 250 } }
			}
			5 = { #Hero wants to train child (duel exp)
				trigger = { 
					any_society_member = { #A potential hero teacher exists.
						same_society_as = ROOT
						NOT = { trait = incapable }
						society_rank = 4
						NOT = { event_target:recruiting_parent = { character = PREV } }
						NOR = { 
							character = ROOT 
							is_rival = ROOT
							is_rival = event_target:recruiting_parent
						}
					}
				}
				if = { 
					limit = { 
						event_target:child_hero_mentor = { 
							is_alive = yes 
							same_society_as = ROOT
							NOT = { trait = incapable }
							society_rank = 4
							NOT = { event_target:recruiting_parent = { character = PREV } }
							NOR = { 
								character = ROOT 
								is_rival = ROOT
								is_rival = event_target:recruiting_parent
							}
						} 
					} 
					#If similar event already picked one in the past and he is still available, do nothing.
				}
				else = { #Otherwise save hero as target for training.
					random_society_member = { #A potential hero teacher exists.
						limit = {
							same_society_as = ROOT
							NOT = { trait = incapable }
							society_rank = 4
							NOT = { event_target:recruiting_parent = { character = PREV } }
							NOR = { 
								character = ROOT 
								is_rival = ROOT
								is_rival = event_target:recruiting_parent
							}
						}
						save_event_target_as = child_hero_mentor
					}
				}
				event_target:recruiting_parent = { character_event = { id = HF.25423 days = 150 random = 150 } }
			}
		}
	}
}

#Child forsakes Learning studies for training.
character_event = {
	id = HF.25401
	title = EVTTITLEHF25400_CHILDS_TRAINING
	desc = EVTDESCHF25401
	picture = GFX_evt_child_sword
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = FROM


	trigger = {
		has_dlc = "Holy Fury"
		FROM = { 
			NOT = { age = 20 }
			NOT = { trait = incapable }
			society_member_of = event_target:warrior_lodge_to_join
			same_society_as = ROOT
		}
	}

	is_triggered_only = yes

	option = { 
		name = EVTOPTAHF25401
		tooltip = {  
			FROM = {
				change_martial = 1
				change_learning = -2
			}
		}
		hidden_tooltip = { 
			FROM = { character_event = { id = HF.25402 } } 
		}
		ai_chance = { factor = 100 }
	}
	option = { 
		name = EVTOPTBHF25401
		tooltip = {  
			FROM = {
				if = {
					limit = { trait = stressed }
					random = {
						chance = 15
						health = -1.0
					}
				}
				if = {
					limit = { NOT = { trait = stressed } }
					random = {
						chance = 15
						add_trait = stressed
					}
				}
			}
		}
		hidden_tooltip = { 
			FROM = { character_event = { id = HF.25403 } } 
		}
		ai_chance = { factor = 10 }
	}
}

#Child loses Learning for Martial.
character_event = {
	id = HF.25402
	title = EVTTITLEHF25400_MY_TRAINING
	desc = EVTDESCHF25402
	picture = GFX_evt_child_sword
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = FROM

	is_triggered_only = yes

	option = { 
		name = EVTOPTAHF25402
		change_martial = 1
		change_learning = -2
	}
	after = { hidden_tooltip = { character_event = { id = HF.25400 } } } #Umbrella again.
}

#Conflincted orders stress out child.
character_event = {
	id = HF.25403
	title = EVTTITLEHF25400_MY_TRAINING
	desc = EVTDESCHF25403
	picture = GFX_evt_child_sword
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = FROM

	is_triggered_only = yes

	option = { 
		name = EVTOPTAHF25403
		if = {
			limit = { trait = stressed }
			random = {
				chance = 15
				health = -1.0
			}
		}
		if = {
			limit = { NOT = { trait = stressed } }
			random = {
				chance = 15
				add_trait = stressed
			}
		}
	}
	after = { hidden_tooltip = { character_event = { id = HF.25400 } } } #Umbrella again.
}

#Child forsakes Stewardship studies for training.
character_event = {
	id = HF.25404
	title = EVTTITLEHF25400_CHILDS_TRAINING
	desc = EVTDESCHF25404
	picture = GFX_evt_child_sword
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = FROM


	trigger = {
		has_dlc = "Holy Fury"
		FROM = { 
			NOT = { age = 20 }
			NOT = { trait = incapable }
			society_member_of = event_target:warrior_lodge_to_join
			same_society_as = ROOT
		}
	}

	is_triggered_only = yes

	option = { 
		name = EVTOPTAHF25404
		tooltip = {  
			FROM = {
				change_martial = 1
				change_stewardship = -1
			}
		}
		hidden_tooltip = { 
			FROM = { character_event = { id = HF.25405 } } 
		}
		ai_chance = { factor = 100 }
	}
	option = { 
		name = EVTOPTBHF25404
		tooltip = {  
			FROM = {
				if = {
					limit = { trait = stressed }
					random = {
						chance = 15
						health = -1.0
					}
				}
				if = {
					limit = { NOT = { trait = stressed } }
					random = {
						chance = 15
						add_trait = stressed
					}
				}
			}
		}
		hidden_tooltip = { 
			FROM = { character_event = { id = HF.25406 } } 
		}
		ai_chance = { factor = 10 }
	}
}

#Child loses Stewardship for Martial.
character_event = {
	id = HF.25405
	title = EVTTITLEHF25400_MY_TRAINING
	desc = EVTDESCHF25405
	picture = GFX_evt_child_sword
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = FROM

	is_triggered_only = yes

	option = { 
		name = EVTOPTAHF25405
		change_martial = 1
		change_stewardship = -1
	}
	after = { hidden_tooltip = { character_event = { id = HF.25400 } } } #Umbrella again.
}

#Conflincted orders stress out child.
character_event = {
	id = HF.25406
	title = EVTTITLEHF25400_MY_TRAINING
	desc = EVTDESCHF25406
	picture = GFX_evt_child_sword
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = FROM

	is_triggered_only = yes

	option = { 
		name = EVTOPTAHF25406
		if = {
			limit = { trait = stressed }
			random = {
				chance = 15
				health = -1.0
			}
		}
		if = {
			limit = { NOT = { trait = stressed } }
			random = {
				chance = 15
				add_trait = stressed
			}
		}
	}
	after = { hidden_tooltip = { character_event = { id = HF.25400 } } } #Umbrella again.
}

#Child forsakes Diplomatic studies for training.
character_event = {
	id = HF.25407
	title = EVTTITLEHF25400_CHILDS_TRAINING
	desc = EVTDESCHF25407
	picture = GFX_evt_child_sword
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = FROM

	trigger = {
		has_dlc = "Holy Fury"
		FROM = { 
			NOT = { age = 20 }
			NOT = { trait = incapable }
			society_member_of = event_target:warrior_lodge_to_join
			same_society_as = ROOT
		}
	}

	is_triggered_only = yes

	option = { 
		name = EVTOPTAHF25407
		tooltip = {  
			FROM = {
				change_martial = 1
				change_diplomacy = -1
			}
		}
		hidden_tooltip = { 
			FROM = { character_event = { id = HF.25408 } } 
		}
		ai_chance = { factor = 100 }
	}
	option = { 
		name = EVTOPTBHF25407
		tooltip = {  
			FROM = {
				if = {
					limit = { trait = stressed }
					random = {
						chance = 15
						health = -1.0
					}
				}
				if = {
					limit = { NOT = { trait = stressed } }
					random = {
						chance = 15
						add_trait = stressed
					}
				}
			}
		}
		hidden_tooltip = { 
			FROM = { character_event = { id = HF.25409 } } 
		}
		ai_chance = { factor = 10 }
	}
}

#Child loses Diplomacy for Martial.
character_event = {
	id = HF.25408
	title = EVTTITLEHF25400_MY_TRAINING
	desc = EVTDESCHF25408
	picture = GFX_evt_child_sword
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = FROM

	is_triggered_only = yes

	option = { 
		name = EVTOPTAHF25408
		change_martial = 1
		change_diplomacy = -1
	}
	after = { hidden_tooltip = { character_event = { id = HF.25400 } } } #Umbrella again.
}

#Conflincted orders stress out child.
character_event = {
	id = HF.25409
	title = EVTTITLEHF25400_MY_TRAINING
	desc = EVTDESCHF25409
	picture = GFX_evt_child_sword
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = FROM

	is_triggered_only = yes

	option = { 
		name = EVTOPTAHF25409
		if = {
			limit = { trait = stressed }
			random = {
				chance = 15
				health = -1.0
			}
		}
		if = {
			limit = { NOT = { trait = stressed } }
			random = {
				chance = 15
				add_trait = stressed
			}
		}
	}
	after = { hidden_tooltip = { character_event = { id = HF.25400 } } } #Umbrella again.
}

#Child forsaking intellectual activities for physical training.
character_event = {
	id = HF.25410
	title = EVTTITLEHF25400_CHILDS_TRAINING
	desc = EVTDESCHF25410
	picture = GFX_evt_child_sword
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = FROM

	trigger = {
		has_dlc = "Holy Fury"
		FROM = { 
			NOT = { age = 20 }
			NOT = { trait = incapable }
			society_member_of = event_target:warrior_lodge_to_join
			same_society_as = ROOT
		}
	}

	is_triggered_only = yes

	option = { #A smart fighter is a good fighter.
		name = EVTOPTAHF25410
		trigger = { is_smart_trigger = yes }
		tooltip_info_custom = available_due_to_smart
		tooltip = {  
			FROM = {
				change_martial = 1
				change_intrigue = 1
			}
		}
		hidden_tooltip = { 
			FROM = { character_event = { id = HF.25411 } } 
		}
		ai_chance = { factor = 100 }
	}
	option = { 
		name = EVTOPTBHF25410
		tooltip = {  
			FROM = {
				if = { #First remove brains.
					limit = { trait = dull }
					change_diplomacy = -1
					change_stewardship = -1
					change_intrigue = -1
					change_learning = -1
				} 
				else_if = { 
					limit = { NOR = { trait = dull trait = shrewd } }
					add_trait = dull
				}
				else_if = { 
					limit = { trait = shrewd }
					remove_trait = shrewd
				}

				if = { #Then add brawn.
					limit = { trait = robust }
					health = 0.5 #Safety check, shouldn't fire if already Brawny.
				} 
				else_if = { 
					limit = { NOR = { trait = feeble trait = sturdy trait = robust } }
					add_trait = robust 
				} 
				else_if = { 
					limit = { trait = feeble }
					remove_trait = feeble
				}
				else_if = { 
					limit = { trait = sturdy }
					remove_trait = sturdy
				}
			}
		}
		hidden_tooltip = { 
			FROM = { character_event = { id = HF.25412 } } 
		}
		ai_chance = { factor = 100 }
	}
}

#Child learns lesson from smart fighter.
character_event = {
	id = HF.25411
	title = EVTTITLEHF25400_MY_TRAINING
	desc = EVTDESCHF25411
	picture = GFX_evt_child_sword
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = FROM

	is_triggered_only = yes

	option = { 
		name = EVTOPTAHF25411
		change_martial = 1
		change_intrigue = 1
	}
	after = { hidden_tooltip = { character_event = { id = HF.25400 } } } #Umbrella again.
}

#Child is strong but dumb.
character_event = {
	id = HF.25412
	title = EVTTITLEHF25400_MY_TRAINING
	desc = EVTDESCHF25412
	picture = GFX_evt_child_sword
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = FROM

	is_triggered_only = yes

	option = { 
		name = EVTOPTAHF25412
		if = { #First remove brains.
			limit = { trait = dull }
			change_diplomacy = -1
			change_stewardship = -1
			change_intrigue = -1
			change_learning = -1
		} 
		else_if = { 
			limit = { NOR = { trait = dull trait = shrewd } }
			add_trait = dull
		}
		else_if = { 
			limit = { trait = shrewd }
			remove_trait = shrewd
		}

		if = { #Then add brawn.
			limit = { trait = robust }
			health = 0.5 #Safety check, shouldn't fire if already Brawny.
		} 
		else_if = { 
			limit = { NOR = { trait = feeble trait = sturdy trait = robust } }
			add_trait = robust 
		} 
		else_if = { 
			limit = { trait = feeble }
			remove_trait = feeble
		}
		else_if = { 
			limit = { trait = sturdy }
			remove_trait = sturdy
		}
	}
	after = { hidden_tooltip = { character_event = { id = HF.25400 } } } #Umbrella again.
}

#Child forsaking grooming for physical training.
character_event = {
	id = HF.25413
	title = EVTTITLEHF25400_CHILDS_TRAINING
	desc = {
		text = EVTDESCAHF25413
		trigger = { 
			FROM = { 
				is_female = no
			}
		}
	}
	desc = {
		text = EVTDESCBHF25413
		trigger = { 
			FROM = { 
				is_female = yes
			}
		}
	}
	picture = GFX_evt_child_sword
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = FROM

	trigger = {
		has_dlc = "Holy Fury"
		FROM = { 
			NOT = { age = 20 }
			NOT = { trait = incapable }
			society_member_of = event_target:warrior_lodge_to_join
			same_society_as = ROOT
		}
	}

	is_triggered_only = yes

	option = { #Intolerable.
		name = EVTOPTAHF25413
		trigger = { trait = groomed }
		tooltip_info = groomed
		tooltip = {  
			FROM = {
				if = {
					limit = { trait = stressed }
					random = {
						chance = 15
						health = -1.0
					}
				}
				if = {
					limit = { NOT = { trait = stressed } }
					random = {
						chance = 15
						add_trait = stressed
					}
				}
			}
		}
		hidden_tooltip = { 
			FROM = { character_event = { id = HF.25414 } } 
		}
		ai_chance = { factor = 100 }
	}
	option = { #Intolerable.
		name = EVTOPTAHF25413
		trigger = { trait = proud NOT = { trait = groomed } }
		tooltip_info = proud
		tooltip = {  
			FROM = {
				if = {
					limit = { trait = stressed }
					random = {
						chance = 15
						health = -1.0
					}
				}
				if = {
					limit = { NOT = { trait = stressed } }
					random = {
						chance = 15
						add_trait = stressed
					}
				}
			}
		}
		hidden_tooltip = { 
			FROM = { character_event = { id = HF.25414 } } 
		}
		ai_chance = { factor = 100 }
	}
	option = { 
		name = EVTOPTBHF25413
		tooltip = {  
			FROM = {
				if = { #First remove looks.
					limit = { trait = uncouth }
					change_diplomacy = -3
					change_intrigue = -1
				} 
				else_if = { 
					limit = { NOR = { trait = uncouth trait = groomed } }
					add_trait = uncouth
				}
				else_if = { 
					limit = { trait = groomed }
					remove_trait = groomed
				}

				if = { #Then add brawn.
					limit = { trait = robust }
					health = 0.5 #Safety check, shouldn't fire if already Brawny.
				} 
				else_if = { 
					limit = { NOR = { trait = feeble trait = sturdy trait = robust } }
					add_trait = robust 
				} 
				else_if = { 
					limit = { trait = feeble }
					remove_trait = feeble
				}
				else_if = { 
					limit = { trait = sturdy }
					remove_trait = sturdy
				}
			}
		}
		hidden_tooltip = { 
			FROM = { character_event = { id = HF.25415 } } 
		}
		ai_chance = { factor = 100 }
	}
}

#Conflincted orders stress out child.
character_event = {
	id = HF.25414
	title = EVTTITLEHF25400_MY_TRAINING
	desc = EVTDESCHF25414
	picture = GFX_evt_child_sword
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = FROM

	is_triggered_only = yes

	option = { 
		name = EVTOPTAHF25414
		if = {
			limit = { trait = stressed }
			random = {
				chance = 15
				health = -1.0
			}
		}
		if = {
			limit = { NOT = { trait = stressed } }
			random = {
				chance = 15
				add_trait = stressed
			}
		}
	}
	after = { hidden_tooltip = { character_event = { id = HF.25400 } } } #Umbrella again.
}

#Child is strong but uncouth.
character_event = {
	id = HF.25415
	title = EVTTITLEHF25400_MY_TRAINING
	desc = EVTDESCHF25415
	picture = GFX_evt_child_sword
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = FROM

	is_triggered_only = yes

	option = { 
		name = EVTOPTAHF25415
		if = { #First remove looks.
			limit = { trait = uncouth }
			change_diplomacy = -2
			change_intrigue = -2
		} 
		else_if = { 
			limit = { NOR = { trait = uncouth trait = groomed } }
			add_trait = uncouth
		}
		else_if = { 
			limit = { trait = groomed }
			remove_trait = groomed
		}

		if = { #Then add brawn.
			limit = { trait = robust }
			health = 0.5 #Safety check, shouldn't fire if already Brawny.
		} 
		else_if = { 
			limit = { NOR = { trait = feeble trait = sturdy trait = robust } }
			add_trait = robust 
		} 
		else_if = { 
			limit = { trait = feeble }
			remove_trait = feeble
		}
		else_if = { 
			limit = { trait = sturdy }
			remove_trait = sturdy
		}
	}
	after = { hidden_tooltip = { character_event = { id = HF.25400 } } } #Umbrella again.
}

#Hero tries to make child brave.
character_event = {
	id = HF.25416
	title = EVTTITLEHF25400_CHILDS_BRAVERY
	desc = EVTDESCHF25416
	picture = GFX_evt_child_sword
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = event_target:child_hero_mentor

	is_triggered_only = yes

	trigger = {
		has_dlc = "Holy Fury"
		FROM = { 
			NOT = { age = 20 }
			NOT = { trait = incapable }
			society_member_of = event_target:warrior_lodge_to_join
			same_society_as = ROOT
		}
	}
	#Allow it.
	#Forbid it.

	option = { 
		name = EVTOPTAHF25416
		tooltip = {
			FROM = {
				random_list = { 
					25 = { add_trait = brave }
					60 = { 
						if = { 
							limit = { trait = craven } 
							remove_trait = craven
						}
						add_trait = wounded 
					}
					15 = { death = { death_reason = death_accident_generic_beast } }
				} 
			} 
		} 
		hidden_tooltip = { FROM = { character_event = { id = HF.25417 } } }
		ai_chance = { factor = 100 }
	} 
	option = { 
		name = EVTOPTBHF25416
		detract_society_currency_minor_effect = yes
		hidden_tooltip = { FROM = { character_event = { id = HF.25400 } } } #Umbrella again.
		ai_chance = { factor = 0 }
	} 
}

#Child is left in the wilderness, to build character, obviously.
character_event = {
	id = HF.25417
	title = EVTTITLEHF25400_MY_BRAVERY
	desc = EVTDESCHF25417
	picture = GFX_evt_mysterious_forest
	border = GFX_event_normal_frame_war
	portrait = event_target:child_hero_mentor

	is_triggered_only = yes

	option = { 
		name = EVTOPTAHF25417
		random_list = { 
			25 = { 
				add_trait = brave 
				hidden_tooltip = { character_event = { id = 38270 } }
			}
			60 = { 
				if = { 
					limit = { trait = craven } 
					remove_trait = craven
					hidden_tooltip = { character_event = { id = 38296 } }
				}
				add_trait = wounded 
			}
			15 = { death = { death_reason = death_accident_generic_beast } }
		}
		ai_chance = { factor = 0 }
	} 
	after = { hidden_tooltip = { character_event = { id = HF.25400 } } } #Umbrella again.
}

#Hero tries to train sturdy/feeble child.
character_event = {
	id = HF.25418
	title = EVTTITLEHF25400_CHILDS_SHAPE
	desc = {
		text = EVTDESCAHF25418
		trigger = { 
			FROM = { 
				trait = sturdy
			}
		}
	}
	desc = {
		text = EVTDESCBHF25418
		trigger = { 
			FROM = { 
				trait = feeble
			}
		}
	}
	picture = GFX_evt_child_sword
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = event_target:child_hero_mentor

	is_triggered_only = yes

	trigger = {
		has_dlc = "Holy Fury"
		FROM = { 
			NOT = { age = 20 }
			NOT = { trait = incapable }
			society_member_of = event_target:warrior_lodge_to_join
			same_society_as = ROOT
		}
	}
	#Allow it.
	#Forbid it.

	option = { 
		name = EVTOPTAHF25418
		custom_tooltip = { text = TT_EVTOPTAHF25418 }
		hidden_tooltip = { FROM = { character_event = { id = HF.25419 } } }
		ai_chance = { factor = 100 }
	} 
	option = { 
		name = EVTOPTBHF25418
		detract_society_currency_minor_effect = yes
		hidden_tooltip = { FROM = { character_event = { id = HF.25400 } } } #Umbrella again.
		ai_chance = { factor = 0 }
	} 
}

#Child scolded by hero to get in better shape.
character_event = {
	id = HF.25419
	title = EVTTITLEHF25400_MY_SHAPE
	desc = {
		text = EVTDESCAHF25419
		trigger = { 
			FROM = { 
				trait = sturdy
			}
		}
	}
	desc = {
		text = EVTDESCBHF25419
		trigger = { 
			FROM = { 
				trait = feeble
			}
		}
	}
	picture = GFX_evt_guardian
	border = GFX_event_normal_frame_war
	portrait = event_target:child_hero_mentor

	is_triggered_only = yes

	#Child listens
	#Child ignores.

	option = { 
		name = EVTOPTAHF25419
		if = { 
			limit = { NOT = { trait = stressed } } 
			random = { chance = 15 add_trait = stressed } 
		}
		if = { 
			limit = { trait = sturdy } 
			remove_trait = sturdy
			hidden_tooltip = { FROM = { character_event = { id = HF.25420 days = 50 } } }
		}
		if = { 
			limit = { trait = feeble } 
			remove_trait = feeble
			hidden_tooltip = { FROM = { character_event = { id = HF.25421 days = 50 } } }
		}
		ai_chance = { 
			factor = 50 
			modifier = { 
				factor = 1.5
				has_focus = focus_ch_struggle
			}
			modifier = { 
				factor = 1.75
				has_focus = focus_ed_martial
			}
			modifier = { 
				factor = 1.75
				trait = diligent
			}
		}
	} 
	option = { 
		name = EVTOPTBHF25419
		hidden_tooltip = { FROM = { character_event = { id = HF.25422 days = 50 } } }
		ai_chance = { 
			factor = 50 
			modifier = { 
				factor = 1.5
				trait = slothful
			}
			modifier = { 
				factor = 1.5
				trait = indolent
			}
			modifier = { 
				factor = 1.5
				trait = fussy
			}
			modifier = { 
				factor = 1.75
				trait = sturdy
				trait = gluttonous
			}
			modifier = { 
				factor = 1.75
				trait = feeble
				trait = temperate
			}
			modifier = { 
				factor = 1.25
				trait = craven
			}
		}
	}
	after = { hidden_tooltip = { character_event = { id = HF.25400 } } } #Umbrella again.
}

#Parent notified that child is no longer Sturdy.
character_event = {
	id = HF.25420
	title = EVTTITLEHF25400_CHILDS_SHAPE
	desc = EVTDESCAHF25420
	picture = GFX_evt_child_sword
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = event_target:child_hero_mentor

	is_triggered_only = yes

	option = { 
		name = EVTOPTAHF25420
		if = { 
			limit = { same_society_as = FROM } 
			add_society_currency_trivial_effect = yes
		}
		ai_chance = { factor = 0 }
	} 
}

#Parent notified that child is no longer Feeble.
character_event = {
	id = HF.25421
	title = EVTTITLEHF25400_CHILDS_SHAPE
	desc = EVTDESCAHF25420
	picture = GFX_evt_child_sword
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = event_target:child_hero_mentor

	is_triggered_only = yes

	option = { 
		name = EVTOPTAHF25420
		if = { 
			limit = { same_society_as = FROM } 
			add_society_currency_trivial_effect = yes
		}
		ai_chance = { factor = 0 }
	} 
}

#Child is still Sturdy/Feeble.
character_event = {
	id = HF.25422
	title = EVTTITLEHF25400_CHILDS_SHAPE
	desc = {
		text = EVTDESCAHF25422
		trigger = { 
			FROM = { 
				trait = sturdy
			}
		}
	}
	desc = {
		text = EVTDESCBHF25422
		trigger = { 
			FROM = { 
				trait = feeble
			}
		}
	}
	picture = GFX_evt_child_sword
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = event_target:child_hero_mentor

	is_triggered_only = yes

	option = { 
		name = EVTOPTAHF25422
		if = { 
			limit = { same_society_as = FROM } 
			detract_society_currency_tiny_effect = yes
		}
		ai_chance = { factor = 0 }
	} 
}

#Hero tries to train child.
character_event = {
	id = HF.25423
	title = EVTTITLEHF25400_CHILDS_TRAINING
	desc = EVTDESCAHF25423
	picture = GFX_evt_child_sword
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = event_target:child_hero_mentor

	is_triggered_only = yes

	trigger = {
		has_dlc = "Holy Fury"
		FROM = { 
			NOT = { age = 20 }
			NOT = { trait = incapable }
			society_member_of = event_target:warrior_lodge_to_join
			same_society_as = ROOT
		}
	}
	#Allow it.
	#Forbid it.

	option = { 
		name = EVTOPTAHF25423
		tooltip = { 
			FROM = { 
				if = { 
					limit = { NOT = { trait = wounded } } 
					random = { chance = 25 add_trait = wounded } 
				}
				add_one_duel_experience_modifier = yes
			}
		}
		hidden_tooltip = { FROM = { character_event = { id = HF.25424 } } }
		ai_chance = { factor = 100 }
	} 
	option = { 
		name = EVTOPTBHF25423
		detract_society_currency_minor_effect = yes
		hidden_tooltip = { FROM = { character_event = { id = HF.25400 } } } #Umbrella again.
		ai_chance = { factor = 0 }
	} 
}

#Child is given tough training.
character_event = {
	id = HF.25424
	title = EVTTITLEHF25400_MY_TRAINING
	desc = EVTDESCHF25424
	picture = GFX_evt_child_sword
	border = GFX_event_normal_frame_war
	portrait = event_target:child_hero_mentor

	is_triggered_only = yes

	option = { 
		name = EVTOPTAHF25424
		if = { 
			limit = { NOT = { trait = wounded } } 
			random = { chance = 25 add_trait = wounded } 
		}
		add_one_duel_experience_modifier = yes
		ai_chance = { factor = 0 }
	} 
	after = { hidden_tooltip = { character_event = { id = HF.25400 } } } #Umbrella again.
}

###################################################################################

# The child was not interested in being a warrior.

character_event = {
	id = HF.25425
	title = EVTTITLEHF25425_NOT_A_FIGHTER
	desc = {
		text = EVTDESCAHF25425
		trigger = { 
			ROOT = { 
				has_character_flag = flag_prospective_child_warrior_is_lazy
			}
		}
	}
	desc = {
		text = EVTDESCBHF25425
		trigger = { 
			ROOT = { 
				has_character_flag = flag_prospective_child_warrior_is_scholar
			}
		}
	}
	desc = {
		text = EVTDESCCHF25425
		trigger = { 
			ROOT = { 
				has_character_flag = flag_prospective_child_warrior_is_lady
			}
		}
	}
	desc = {
		text = EVTDESCDHF25425
		trigger = { 
			ROOT = { 
				has_character_flag = flag_prospective_child_warrior_is_coward
			}
		}
	}

	picture = GFX_evt_child_reading
	border = GFX_event_normal_frame_war
	hide_new = yes

	is_triggered_only = yes

	immediate = {
		#First determine why is that.
		random_list = {
			20 = {
				trigger = {
					NOR = {
						trait = diligent
						trait = conscientious
					}
				}
				modifier = {
					factor = 2
					trait = slothful
				}
				modifier = {
					factor = 2
					trait = indolent
				}
				set_character_flag = flag_prospective_child_warrior_is_lazy
			}
			20 = {
				modifier = {
					factor = 2
					has_focus = focus_ed_learning
				}
				modifier = {
					factor = 2
					trait = diligent
				}
				modifier = {
					factor = 2
					trait = conscientious
				}
				set_character_flag = flag_prospective_child_warrior_is_scholar
			}
			20 = {
				trigger = {
					OR = {
						AND = { 
							is_female = yes
							NOR = { 
								has_religion_feature = religion_matriarchal
								AND = {	# MOD
									has_game_rule = {
										name = flavor_events
										value = enatic
									}
									religion = norse_pagan
								}
							}
						}
						AND = { 
							is_female = no
							OR = { 
								has_religion_feature = religion_matriarchal
								AND = {	# MOD
									has_game_rule = {
										name = flavor_events
										value = enatic
									}
									religion = norse_pagan
								}
							}
						}
					}
				}
				modifier = {
					factor = 2
					trait = groomed
				}
				modifier = {
					factor = 2
					trait = proud
				}
				modifier = {
					factor = 2
					trait = fussy
				}
				modifier = {
					factor = 0.5
					trait = uncouth
				}
				set_character_flag = flag_prospective_child_warrior_is_lady
			}
			20 = {
				modifier = {
					factor = 2.5
					trait = timid
				}
				modifier = {
					factor = 3
					trait = craven
				}
				set_character_flag = flag_prospective_child_warrior_is_coward
			}

		}
	} 

	#Complain.
	#Endure.

	option = { 
		name = EVTOPTAHF25425
		hidden_tooltip = { event_target:recruiting_parent = { character_event = { id = HF.25426 } } } #Inducting Parent receives complaint.
		ai_chance = { factor = 100 }
	}
	option = { 
		name = EVTOPTBHF25425
		if = { 
			limit = { NOT = { trait = stressed } } 
			random = { chance = 25 add_trait = stressed } 
		}
		ai_chance = { factor = 0 }
	}
}

# Parent receives complaint.
character_event = {
	id = HF.25426
	title = EVTTITLEHF25425_NOT_A_FIGHTER
	desc = {
		text = EVTDESCAHF25426
		trigger = { 
			FROM = { 
				has_character_flag = flag_prospective_child_warrior_is_lazy
			}
		}
	}
	desc = {
		text = EVTDESCBHF25426
		trigger = { 
			FROM = { 
				has_character_flag = flag_prospective_child_warrior_is_scholar
			}
		}
	}
	desc = {
		text = EVTDESCCHF25426
		trigger = { 
			FROM = { 
				has_character_flag = flag_prospective_child_warrior_is_lady
			}
		}
	}
	desc = {
		text = EVTDESCDHF25426
		trigger = { 
			FROM = { 
				has_character_flag = flag_prospective_child_warrior_is_coward
			}
		}
	}

	picture = GFX_evt_child_reading
	border = GFX_event_normal_frame_war
	hide_new = yes

	is_triggered_only = yes

	option = { #But thou must.
		name = EVTOPTAHF25426
		custom_tooltip = { text = TT_EVTOPTAHF25426 }
		hidden_tooltip = { FROM = { character_event = { id = HF.25427 } } }
		ai_chance = { factor = 0 }
	}

	option = { #Let him go.
		name = EVTOPTBHF25426
		trigger = { NOT = { trait = stubborn } } 
		FROM = { 
			leave_society = yes 
			set_character_flag = flag_child_abandoned_lodge
		} 
		tiered_prestige_negative_effect = yes
		detract_society_currency_minor_effect = yes
		ai_chance = { factor = 0 }
	} 
}
# Son receives denial of parent.
character_event = {
	id = HF.25427
	title = EVTTITLEHF25425_NOT_A_FIGHTER
	desc = EVTDESCAHF25427
	picture = GFX_evt_child_reading
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = FROM

	is_triggered_only = yes

	#Child endures, becomes depressed.
	#Child flees home, never to return.
	#Child commits suicide.

	immediate = { 
		if = { 
			limit = { 
				any_independent_ruler = { 
					is_within_diplo_range = FROM
					NOR = { 
						character = ROOT 
						character = FROM
						same_society_as = FROM
						same_society_as = ROOT
					}
				}
			}
			random_independent_ruler = { 
				limit = { 
					is_within_diplo_range = FROM
					NOR = { 
						character = ROOT 
						character = FROM
						same_society_as = FROM
						same_society_as = ROOT
					}
				}
				preferred_limit = {
					is_rival = FROM
				}
				preferred_limit = {
					religion = ROOT
					culture = ROOT
				}
				preferred_limit = {
					religion = ROOT
				}
				save_event_target_as = fleeing_target
			}
		}
	}
	option = { 
		name = EVTOPTAHF25427
		trigger = { NOT = { trait = depressed } }
		add_trait = depressed
		hidden_tooltip = { FROM = { character_event = { id = HF.25428 days = 25 } } }
		clr_character_flag = flag_prospective_child_warrior_is_lazy
		clr_character_flag = flag_prospective_child_warrior_is_scholar
		clr_character_flag = flag_prospective_child_warrior_is_lady
		clr_character_flag = flag_prospective_child_warrior_is_coward
		ai_chance = { factor = 40 }
	}
	option = { 
		name = EVTOPTBHF25427
		trigger = { 
			is_ruler = no 
			host = { character = FROM } 
			event_target:fleeing_target = { is_alive = yes } 
		} 
		tooltip = { 
			FROM = { 
				show_scope_change = no 
				transfer_scaled_wealth = { to = ROOT value = 0.5 min = 100 max = 250 } 
			} 
		} 
		hidden_tooltip = { FROM = { character_event = { id = HF.25429 } } }
		hidden_tooltip = { 
			move_character = event_target:fleeing_target
			set_character_flag = no_court_invites
			leave_society = yes 
			set_character_flag = flag_child_abandoned_lodge
			character_event = { id = HF.25431 days = 450 random = 250 } #Whatever happened to X?
		}
		ai_chance = { 
			factor = 50
		}
	}
	option = { 
		name = EVTOPTCHF25427
		trigger = { age = 16 }
		death = { death_reason = death_suicide }
		hidden_tooltip = { FROM = { character_event = { id = HF.25430 } } }
		ai_chance = { factor = 10 }
	}
}

#Parent notified of depression.
character_event = {
	id = HF.25428
	title = EVTTITLEHF25425_NOT_A_FIGHTER
	desc = EVTDESCAHF25428
	picture = GFX_evt_child_reading
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = FROM

	is_triggered_only = yes

	option = { 
		name = {
			text = EVTOPTAHF25428_A
			trigger = {
				trait = kind
			}
		}
		name = {
			text = EVTOPTAHF25428_B
			trigger = {
				NOT = { trait = kind }
			}
		}
		if = { 
			limit = { 
				trait = kind 
				NOT = { trait = stressed }
			} 
			add_trait = stressed
		}
		ai_chance = { factor = 100 }
	}
}

#Parent notified of escape.
character_event = {
	id = HF.25429
	title = EVTTITLEHF25425_NOT_A_FIGHTER
	desc = EVTDESCAHF25429
	picture = GFX_evt_spymaster
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = FROM

	is_triggered_only = yes

	option = { 
		name = {
			text = EVTOPTAHF25429_A
			trigger = {
				trait = kind
			}
		}
		name = {
			text = EVTOPTAHF25429_B
			trigger = {
				NOT = { trait = kind }
			}
		}
		name = {
			text = EVTOPTAHF25429_C
			trigger = {
				is_evil_trigger = yes
			}
		}
		transfer_scaled_wealth = { to = FROM value = 0.5 min = 100 max = 250 } 
		if = { 
			limit = { 
				trait = kind 
				NOT = { trait = stressed }
			} 
			add_trait = stressed
		}
		if = { 
			limit = { 
				is_evil_trigger = yes
				NOR = { 
					is_rival = FROM 
					num_of_rivals = 3
				}
			} 
			add_rival = FROM
		}
		ai_chance = { factor = 100 }
	}
}

#Parent notified of suicide.
character_event = {
	id = HF.25430
	title = EVTTITLEHF25425_NOT_A_FIGHTER
	desc = EVTDESCAHF25430
	picture = GFX_evt_spymaster
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = FROM

	is_triggered_only = yes

	option = { 
		name = {
			text = EVTOPTAHF25430_A
			trigger = {
				trait = kind
			}
		}
		name = {
			text = EVTOPTAHF25430_B
			trigger = {
				NOT = { trait = kind }
			}
		}
		name = {
			text = EVTOPTAHF25430_C
			trigger = {
				is_evil_trigger = yes
			}
		}
		if = { 
			limit = { 
				trait = kind 
				NOT = { trait = depressed }
			} 
			add_trait = depressed
		}
		ai_chance = { factor = 100 }
	}
}

#Child's random future abroad. (courtier event)
character_event = {
	id = HF.25431
	hide_window = yes

	is_triggered_only = yes

	trigger = { 
		is_ruler = no
		NOR = {
			top_liege = { character = FROMFROM }
			trait = incapable
		}
	}

	immediate = { 
		if = {
			limit = {
				has_character_flag = flag_prospective_child_warrior_is_lazy
			}
			#Child has become debauched hedonist
			change_martial = -3
			add_trait = sturdy
			add_trait = slothful
			add_trait = gluttonous
			add_trait = drunkard
			FROMFROM = { character_event = { id = HF.25432 } } #Inform parent of disgrace.
			if = { 
				limit = { has_nickname = no }
				random_list = {  
					25 = { give_nickname = nick_the_merry }
					25 = { give_nickname = nick_the_drunkard }
					25 = { give_nickname = nick_the_fat }
					50 = { }
				}
			}
		}
		if = {
			limit = {
				has_character_flag = flag_prospective_child_warrior_is_scholar
			}
			#Child has become frail bookworm
			change_martial = -3
			add_trait = feeble
			add_trait = erudite
			add_trait = craven
			add_trait = uncouth
			FROMFROM = { character_event = { id = HF.25433 } } #Inform parent of disgrace.
			if = { 
				limit = { has_nickname = no }
				random_list = {  
					25 = { give_nickname = nick_the_frail }
					25 = { give_nickname = nick_the_recluse }
					25 = { give_nickname = nick_the_wise }
					50 = { }
				}
			}
		}
		if = {
			limit = {
				has_character_flag = flag_prospective_child_warrior_is_lady
			}
			#Child has become vapid courtier
			change_martial = -3
			add_trait = dull
			add_trait = proud
			add_trait = content
			add_trait = groomed
			FROMFROM = { character_event = { id = HF.25434 } } #Inform parent of disgrace.
			if = { 
				limit = { has_nickname = no }
				random_list = {  
					25 = { give_nickname = nick_the_frail }
					25 = { give_nickname = nick_the_fair }
					25 = { give_nickname = nick_the_gracious }
					50 = { }
				}
			}
		}
		if = {
			limit = {
				has_character_flag = flag_prospective_child_warrior_is_coward
			}
			#Child has become paranoid loner
			change_martial = -3
			add_trait = paranoid
			add_trait = craven
			add_trait = uncouth
			add_trait = shy
			FROMFROM = { character_event = { id = HF.25435 } } #Inform parent of disgrace.
			if = { 
				limit = { has_nickname = no }
				random_list = {  
					25 = { give_nickname = nick_the_shadow }
					25 = { give_nickname = nick_the_whisperer }
					25 = { give_nickname = nick_the_twitchy }
					50 = { }
				}
			}
		}
	}
}

#Parent notified of lazy son. 
character_event = {
	id = HF.25432
	title = EVTTITLEHF25425_NOT_A_FIGHTER
	desc = EVTDESCAHF25432
	picture = GFX_evt_spymaster
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = FROM

	is_triggered_only = yes

	option = { 
		name = EVTOPTAHF25432
		ai_chance = { factor = 100 }
	}
}
#Parent notified of bookworm son. 
character_event = {
	id = HF.25433
	title = EVTTITLEHF25425_NOT_A_FIGHTER
	desc = EVTDESCAHF25433
	picture = GFX_evt_spymaster
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = FROM

	is_triggered_only = yes

	option = { 
		name = EVTOPTAHF25433
		ai_chance = { factor = 100 }
	}
}
#Parent notified of vapid son. 
character_event = {
	id = HF.25434
	title = EVTTITLEHF25425_NOT_A_FIGHTER
	desc = EVTDESCAHF25434
	picture = GFX_evt_spymaster
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = FROM

	is_triggered_only = yes

	option = { 
		name = EVTOPTAHF25434
		ai_chance = { factor = 100 }
	}
}
#Parent notified of coward son. 
character_event = {
	id = HF.25435
	title = EVTTITLEHF25425_NOT_A_FIGHTER
	desc = EVTDESCAHF25435
	picture = GFX_evt_spymaster
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = FROM

	is_triggered_only = yes

	option = { 
		name = EVTOPTAHF25435
		ai_chance = { factor = 100 }
	}
}