﻿#Events for managing death of characters

namespace = death_management

# Finds everyone who should care about the death and clean stuff up
scripted_trigger death_management_0001_valid_for_death_event_trigger = {
	NOR = {
		this = scope:dead_character
		block_death_event_trigger = { DEAD = scope:dead_character }
		is_player_heir_of_trigger = { CHARACTER = scope:dead_character }
		is_in_list = send_death_management_0002
	}
}

# Calculates how much Stress a character should gain/lose from the death of someone they care about (in some fashion, love or hate) and saves that value for later event usage.
# This must be run before the character actually dies, as death removes all extant relationships and opinion modifiers.
scripted_effect calculate_stress_gain_loss_from_deceased_character_effect = {
	save_scope_value_as = {
		name = deceased_character_stress
		value = {
			# Dying characters was the centre of this character's world.
			if = {
				limit = {
					has_character_flag = dead_ritual_best_friend
					has_relation_best_friend = $DYING_CHARACTER$
				}
				value = monumental_stress_gain
			}
			# Dying character was extremely close to this character.
			else_if = {
				limit = {
					OR = {
						has_relation_soulmate = $DYING_CHARACTER$
						has_relation_best_friend = $DYING_CHARACTER$
					}
				}
				value = major_stress_gain
			}
			# Dying character was close and/or otherwise important to this character.
			else_if = {
				limit = {
					OR = {
						has_relation_lover = $DYING_CHARACTER$
						has_relation_friend = $DYING_CHARACTER$
						AND = {
							reverse_opinion = {
								target = $DYING_CHARACTER$
								value >= 75
							}
							NOT = { has_relation_rival = $DYING_CHARACTER$ }
						}
					}
				}
				value = medium_stress_gain
			}
			# Dying character was strongly disliked, rivaled, or was an obstacle to this character's ambitions.
			else_if = {
				limit = {
					OR = {
						has_relation_rival = $DYING_CHARACTER$
						reverse_opinion = {
							target = $DYING_CHARACTER$
							value < -20
						}
						AND = {
							is_heir_of = $DYING_CHARACTER$
							ai_greed >= 50
						}
					}
				}
				if = {
					limit = {
						NOT = { has_trait = forgiving }
					}
					value = minor_stress_loss
				}
			}
			# Dying character was only moderately important to this character (siblings who weren't very close, for example).
			## Characters who are less important than this shouldn't gain/lose stress at all (councillors, vassals, lieges, etc.).
			else = {
				value = minor_stress_gain
			}
			# Callous characters are less affected by the deaths of others, both positively and negatively.
			if = {
				limit = { has_trait = callous }
				multiply = 0.5
			}
			# Sadistic and Vengeful characters are fully affected (but will probably have fewer friends and more enemies to begin with).
		}
	}
	
}

death_management.0001 = {
	type = character_event

	hidden = yes

	immediate = {
		save_scope_as = dead_character

		### CHECKING STATUSES & HANDLING LOANS ###
		
		#To save imprisoner & prisons status
		if = {
			limit = {
				is_in_prison_type = dungeon
				exists = imprisoner
			}
			imprisoner = {
				save_scope_as = prison_holder
			}
		}
		else_if = {
			limit = {
				is_in_prison_type = house_arrest
			}
			imprisoner = {
				save_scope_as = house_arrest_holder
			}
		}

		#To save battle
		if = {
			limit = { has_variable = battle_death_enemy }
			var:battle_death_enemy = { save_scope_as = battle_death_enemy }
			remove_variable = battle_death_enemy
		}
		if = {
			limit = { has_variable = battle_death_leader }
			var:battle_death_leader = { save_scope_as = battle_death_leader }
			remove_variable = battle_death_leader
		}
		if = {
			limit = { has_variable = battle_death_location }
			var:battle_death_location = { save_scope_as = battle_death_location }
			remove_variable = battle_death_location
		}

		#To make heir inherit a loan (make them have a money claim)
		if = {
			limit = {
				exists = var:owes_me_money
				var:owes_me_money = {
					is_alive = yes
					NOR = {
						this = scope:dead_character
						is_player_heir_of_trigger = { CHARACTER = scope:dead_character }
					}
				}
				exists = player_heir
			}
			player_heir = {
				save_scope_as = new_loan_holder
				if = {
					limit = {
						NOT = { exists = var:owes_me_money }
					}
					set_variable = {
						name = original_lender
						value = root
					}
					set_variable = {
						name = owes_me_money
						value = root.var:owes_me_money
					}
				}
			}
			var:owes_me_money = {
				remove_variable = loan_holder
				if = {
					limit = {
						exists = scope:new_loan_holder
						scope:new_loan_holder = {
							prev = root.var:owes_me_money
						}
					}
					set_variable = {
						name = loan_holder
						value = scope:new_loan_holder
					}
				}
			}
		}

		#Does someone owe my Holy Order money?
		if = {
			limit = {
				exists = var:owes_me_money
				var:owes_me_money = {
					is_alive = yes
					NOR = {
						this = scope:dead_character
						is_player_heir_of_trigger = { CHARACTER = scope:dead_character }
					}
					has_character_flag = borrow_from_holy_order
				}
				faith = {
					any_faith_holy_order = {
						leader = {
							this = scope:dead_character
						}
					}
				}
			}
			faith = {
				random_faith_holy_order = {
					limit = {
						leader = { this = scope:dead_character }
					}
					save_scope_as = order
				}
			}
			
			var:owes_me_money = {
				trigger_event = {
					id = holy_order.0201
					days = 1
				}
			}
		}
		if = {
			limit = {
				exists = var:owes_me_money
				var:owes_me_money = { is_alive = yes }
				NOT = { exists = player_heir }
				NOT = {
					var:owes_me_money = {
						has_character_flag = borrow_from_holy_order
					}
				}
			}
			var:owes_me_money = {
				remove_variable = loan_holder
				remove_variable = loan_amount_owed
			}
		}

		#To make the heir inherit a loan (make them owe someone money)
		if = {
			limit = {
				exists = var:loan_holder
				exists = var:loan_amount_owed
				var:loan_holder = {
					is_alive = yes
					NOR = {
						this = scope:dead_character
						is_player_heir_of_trigger = { CHARACTER = scope:dead_character }
					}
				}
				exists = player_heir
			}
			player_heir = {
				set_variable = {
					name = original_loan_holder
					value = root
				}
				set_variable = {
					name = loan_holder
					value = this
				}
				set_variable = {
					name = loan_amount_owed
					value = root.var:loan_amount_owed
				}
			}
		}

		
		#SEND EVENT ABOUT DEATH

		#Send event about relevant death to consorts
		every_consort = {
			limit = { death_management_0001_valid_for_death_event_trigger = yes }
			add_to_list = send_death_management_0002

			#If heir's spouse dies
			if = {
				limit = {
					any_parent = {
						exists = primary_heir
						primary_heir = { is_consort_of = scope:dead_character }
						death_management_0001_valid_for_death_event_trigger = yes
					}
				}
				random_parent = {
					limit = {
						exists = primary_heir
						primary_heir = { is_consort_of = scope:dead_character }
						death_management_0001_valid_for_death_event_trigger = yes
						any_courtier = { is_consort_of = scope:dead_character }
						is_ai = no #priority to players, who are the only people these are *really* relevant for
					}
					alternative_limit = {
						exists = primary_heir
						primary_heir = { is_consort_of = scope:dead_character }
						death_management_0001_valid_for_death_event_trigger = yes
						is_ai = no #priority to players, who are the only people these are *really* relevant for
					}
					alternative_limit = {
						exists = primary_heir
						primary_heir = { is_consort_of = scope:dead_character }
						death_management_0001_valid_for_death_event_trigger = yes
					}
					primary_heir = { save_scope_as = spouse_of_dead_character }
					save_scope_as = parent_of_spouse_of_dead_character
					add_to_list = send_death_management_0002
				}
			}
		}
		#Send event about relevant death to betrothed
		if = {
			limit = {
				exists = betrothed
				# Grand Weddings and their betrothals have their own invalidation
				has_been_promised_grand_wedding = no
				betrothed = { has_been_promised_grand_wedding = no }
			}
			betrothed = {
				if = {
					limit = { death_management_0001_valid_for_death_event_trigger = yes }
					add_to_list = send_death_management_0002
				}
				save_scope_as = betrothed_of_dead_character
				add_to_list = send_death_management_0002_betrothed
				random_parent = { #The parent who most likely set up/agreed to the betrothal
					limit = {
						any_courtier = { this = scope:betrothed_of_dead_character }
						death_management_0001_valid_for_death_event_trigger = yes
						is_ai = no #priority to players, who are the only people these are *really* relevant for
					}
					alternative_limit = {
						any_courtier = { this = scope:betrothed_of_dead_character }
						death_management_0001_valid_for_death_event_trigger = yes
					}
					save_scope_as = parent_of_betrothed_of_dead_character
					add_to_list = send_death_management_0002
				}
			}	
		}
		#Send event about relevant death to parents
		every_parent = {
			limit = { death_management_0001_valid_for_death_event_trigger = yes }
			add_to_list = send_death_management_0002
		}

		#Send event about relevant death to "predecessor" if heir
		if = {
			limit = {
				any_heir_title = {
					count >= 1
				}
			}
			every_heir_title = {
				limit = { exists = holder }
				holder = {
					if = {
						limit = {
							player_heir = scope:dead_character
							NOT = {
								is_in_list = title_holder_list
							}
							death_management_0001_valid_for_death_event_trigger = yes
						}
						add_to_list = title_holder_list
					}
				}
			}
		}
		every_in_list = {
			list = title_holder_list
			add_to_list = send_death_management_0002
		}

		#Send event about relevant death to children
		every_child = {
			limit = { death_management_0001_valid_for_death_event_trigger = yes }
			add_to_list = send_death_management_0002
		}
		#Send event about relevant death to siblings
		every_sibling = {
			limit = { death_management_0001_valid_for_death_event_trigger = yes }
			add_to_list = send_death_management_0002
		}
		#Send event about relevant death to lovers
		every_relation = {
			type = lover
			limit = {
				is_alive = yes
				death_management_0001_valid_for_death_event_trigger = yes
			}
			add_to_list = send_death_management_0002_lover
			if = {
				limit = {
					OR = {
						has_relation_soulmate = scope:dead_character
						has_opinion_modifier = {
							target = scope:dead_character
							modifier = love_opinion
							value >= 40
						}
					}
				}
				add_character_flag = {
					flag = important_lover
					days = 3
				}
			}
			add_to_list = send_death_management_0002
		}
		#Send event about relevant death to friends
		every_relation = {
			type = friend
			limit = {
				is_alive = yes
				death_management_0001_valid_for_death_event_trigger = yes
				NOT = { has_relation_best_friend = scope:dead_character }
			}
			add_to_list = send_death_management_0002_friend
			add_to_list = send_death_management_0002
		}
		#Send event about relevant death to best friends
		every_relation = {
			type = best_friend
			limit = {
				is_alive = yes
				OR = {
					death_management_0001_valid_for_death_event_trigger = yes
					has_character_flag = dead_ritual_best_friend
				}
			}
			add_to_list = send_death_management_0002_best_friend
			add_to_list = send_death_management_0002
		}
		#Send event about relevant death to rivals
		every_relation = {
			type = rival
			limit = {
				is_alive = yes
				death_management_0001_valid_for_death_event_trigger = yes
				NOT = {
					has_relation_nemesis = scope:dead_character
				}
			}
			add_to_list = send_death_management_0002_rival
			add_to_list = send_death_management_0002
		}
		#Send event about relevant death to Wards
		every_relation = {
			type = ward
			limit = {
				is_alive = yes
			}
			if = {
				limit = { is_foreign_court_guest = yes }
				return_to_court = yes
			}
			if = {
				limit = { death_management_0001_valid_for_death_event_trigger = yes }
				add_to_list = send_death_management_0002
			}

			#Send event about relevant death to Ward's parent if they have no other relationship to the Educator
			every_parent = {
				limit = {
					is_ai = no
					is_alive = yes
					death_management_0001_valid_for_death_event_trigger = yes
				}
				add_to_list = send_death_management_0002 #Child's educator's death notification
			}
		}
		#For liege if they're a councillor
		if = {
			limit = {
				exists = liege
				liege = {
					NOT = {
						this = root
					}
					death_management_0001_valid_for_death_event_trigger = yes
				}
				is_councillor_of = liege
			}
			liege = {
				save_scope_as = liege_of_dead_character_councillor
				add_to_list = send_death_management_0002
			}
		}
		##For liege if they're a powerful vassal
		#if = {
		#	limit = {	
		#		exists = liege
		#		liege = {
		#			NOT = {
		#				this = root
		#			}
		#			death_management_0001_valid_for_death_event_trigger = yes
		#		}
		#		is_powerful_vassal_of = liege
		#	}
		#	liege = {
		#		save_scope_as = liege_of_dead_character
		#		add_to_list = send_death_management_0002
		#	}
		#}

		#Check for a prison owner
		if = {
			limit = {
				exists = scope:prison_holder
			}
			scope:prison_holder = {
				if = {
					limit = { death_management_0001_valid_for_death_event_trigger = yes }
					add_to_list = send_death_management_0002
				}
			}
		}

		#For pinned characters
		every_pinning_character = {
			limit = { death_management_0001_valid_for_death_event_trigger = yes }
			add_to_list = send_death_management_0002
		}

		#Send death_management.0002
		every_in_list = {
			list = send_death_management_0002

			# Calculate and save how much stress we should gain/lose from this character's death.
			calculate_stress_gain_loss_from_deceased_character_effect = {
				DYING_CHARACTER = root
			}

			# Queue up a death notification event.
			trigger_event = {
				id = death_management.0002
				delayed = yes
			}

			#To block any death notification  events sent after this for 3 days
			add_death_event_blocker_effect = { DEAD = root } 
		}
	}
}

#Someone you care about (in some capacity) has died
death_management.0002 = {
	type = character_event

	hidden = yes

	trigger = {
		trigger_if = {
			limit = {
				exists = scope:killer
			}
			NOT = { this = scope:killer } #Killers already know
		}
		NOT = { has_character_flag = bp1_yearly_2020_suppress_death_events }
	}

	on_trigger_fail = {
		if = {
			limit = {
				has_character_flag = bp1_yearly_2020_suppress_death_events
			}
			remove_character_flag = bp1_yearly_2020_suppress_death_events
		}
	}

	immediate = { #Finds most important relation for notification & mourning events

		if = {
			limit = { #To block the player from getting events about themselves dying
				NOT = {
					is_player_heir_of_trigger = { CHARACTER = scope:dead_character }
				}
			}
			if = { #Spouse
				limit = {
					exists = scope:prison_holder
					NOT = { this = scope:prison_holder }
					any_consort = { even_if_dead = yes this = scope:dead_character }
				}
				trigger_event = death_management.2000 #Spouse death in dungeon notification
			}
			
			else_if = { #Spouse
				limit = {
					exists = scope:prison_holder
					this = scope:prison_holder
					any_consort = { even_if_dead = yes this = scope:dead_character }
				}
				trigger_event = death_management.3000 #Spouse death in YOUR dungeon notification
			}

			else_if = { #Spouse
				limit = {
					exists = scope:house_arrest_holder
					any_consort = { even_if_dead = yes this = scope:dead_character }
				}
				trigger_event = death_management.4000 #Spouse death in house arrest notification
			}

			else_if = { #Spouse
				limit = {
					exists = scope:battle_death_leader
					any_consort = { even_if_dead = yes this = scope:dead_character }
				}
				trigger_event = death_management.1200 #Spouse death in battle
			}

			else_if = { #Spouse
				limit = {
					any_consort = { even_if_dead = yes this = scope:dead_character }
				}
				trigger_event = death_management.1000 #Spouse death notification
			}

			else_if = { #Heir
				limit = {
					exists = scope:prison_holder
					NOT = { this = scope:prison_holder }
					is_in_list = title_holder_list
				}
				trigger_event = death_management.2007 #Heir death in dungeon notification
			}

			else_if = { #Heir
				limit = {
					exists = scope:prison_holder
					this = scope:prison_holder
					is_in_list = title_holder_list
					is_close_or_extended_family_of = scope:dead_character
				}
				trigger_event = death_management.3007 #Heir death in YOUR dungeon notification
			}

			else_if = { #Heir
				limit = {
					exists = scope:house_arrest_holder
					is_in_list = title_holder_list
					is_close_or_extended_family_of = scope:dead_character
				}
				trigger_event = death_management.4007 #Heir death in house arrest notification
			}

			else_if = { #Heir
				limit = {
					exists = scope:battle_death_leader
					is_in_list = title_holder_list
					is_close_or_extended_family_of = scope:dead_character
				}
				trigger_event = death_management.1207 #Heir death in battle notification
			}

			else_if = { #Heir
				limit = {
					is_in_list = title_holder_list
					is_close_or_extended_family_of = scope:dead_character
				}
				trigger_event = death_management.1007 #Heir death notification (for family)
			}

			else_if = { #Heir
				limit = {
					is_in_list = title_holder_list
				}
				send_interface_message = { #Heir death notification (for others)
					type = character_has_died
					desc = death_management.1007.a.tt
					left_icon = scope:dead_character
				}
			}

			else_if = { #Betrothed
				limit = {
					exists = scope:prison_holder
					NOT = { this = scope:prison_holder }
					is_in_list = send_death_management_0002_betrothed
				}
				trigger_event = death_management.2008 #Betrothed death in dungeon notification
			}

			else_if = { #Betrothed
				limit = {
					exists = scope:prison_holder
					this = scope:prison_holder
					is_in_list = send_death_management_0002_betrothed
				}
				trigger_event = death_management.3008 #Betrothed death in YOUR dungeon notification
			}

			else_if = { #Betrothed
				limit = {
					exists = scope:house_arrest_holder
					is_in_list = send_death_management_0002_betrothed
				}
				trigger_event = death_management.4008 #Betrothed death in house arrest notification
			}

			else_if = { #Betrothed
				limit = {
					is_in_list = send_death_management_0002_betrothed
				}
				send_interface_message = {
					type = character_has_died
					desc = death_management.betrothed.desc
					left_icon = scope:dead_character	
				}
			}

			else_if = { #Child
				limit = {
					exists = scope:prison_holder
					NOT = { this = scope:prison_holder }
					any_child = { even_if_dead = yes this = scope:dead_character }
				}
				trigger_event = death_management.2001 #Child death in dungeon notification
			}

			else_if = { #Child
				limit = {
					exists = scope:prison_holder
					this = scope:prison_holder
					any_child = { even_if_dead = yes this = scope:dead_character }
				}
				trigger_event = death_management.3001 #Child death in YOUR dungeon notification
			}

			else_if = { #Child
				limit = {
					exists = scope:house_arrest_holder
					any_child = { even_if_dead = yes this = scope:dead_character }
				}
				trigger_event = death_management.4001 #Child death in house arrest notification
			}

			else_if = { #Child
				limit = {
					exists = scope:battle_death_leader
					any_child = { even_if_dead = yes this = scope:dead_character }
				}
				trigger_event = death_management.1201 #Child death in battle notification
			}

			else_if = { #Child
				limit = {
					any_child = { even_if_dead = yes this = scope:dead_character }
				}
				trigger_event = death_management.1001 #Child death notification
			}

			else_if = { #Parent
				limit = {
					exists = scope:prison_holder
					NOT = { this = scope:prison_holder }
					any_parent = { even_if_dead = yes this = scope:dead_character }
				}
				trigger_event = death_management.2002 #Parent death in dungeon notification
			}

			else_if = { #Parent
				limit = {
					exists = scope:prison_holder
					this = scope:prison_holder
					any_parent = { even_if_dead = yes this = scope:dead_character }
				}
				trigger_event = death_management.3002 #Parent death in YOUR dungeon notification
			}

			else_if = { #Parent
				limit = {
					exists = scope:house_arrest_holder
					any_parent = { even_if_dead = yes this = scope:dead_character }
				}
				trigger_event = death_management.4002 #Parent death in house arrest notification
			}

			else_if = { #Parent died in battle
				limit = {
					exists = scope:battle_death_leader
					any_parent = { even_if_dead = yes this = scope:dead_character }
				}
				trigger_event = death_management.1202 #Parent death in battle notification
			}

			else_if = { #Parent
				limit = {
					any_parent = { even_if_dead = yes this = scope:dead_character }
				}
				send_interface_message = {
					type = character_has_died
					desc = death_management.parent.desc
					left_icon = scope:dead_character	

					if = {
						limit = {
							NOT = {
								scope:dead_character = {
									age >= 65
									death_reason = death_old_age
								}
							}
						}
						add_stress = scope:deceased_character_stress
					}
				}
			}

			else_if = { #Sibling
				limit = {
					any_sibling = { even_if_dead = yes this = scope:dead_character }
				}
				send_interface_message = {
					type = character_has_died
					desc = death_management.sibling.desc
					left_icon = scope:dead_character
					
					if = {
						limit = {
							NOT = {
								scope:dead_character = {
									age >= 65
									death_reason = death_old_age
								}
							}
						}
						add_stress = scope:deceased_character_stress
					}
				}
			}

			else_if = { #Best friend died in battle
				limit = {
					exists = scope:battle_death_leader
					is_in_list = send_death_management_0002_lover
				}
				trigger_event = death_management.1204 #Lover death in battle notification
			}

			else_if = { #Lover
				limit = {
					is_in_list = send_death_management_0002_lover
				}
				if = {
					limit = {
						has_character_flag = important_lover
					}
					remove_character_flag = important_lover
					trigger_event = death_management.1004 #Lover death notification
				}
				else = {
					send_interface_message = {
						type = lover_has_died
						desc = death_management.lover.desc
						left_icon = scope:dead_character

						add_stress = scope:deceased_character_stress
					}
				}
			}

			else_if = { #Friend
				limit = {
					is_in_list = send_death_management_0002_friend
				}
				send_interface_message = {
					type = friend_has_died
					title = friend_death_notification_title
					desc = death_management.friend.desc
					left_icon = scope:dead_character

					add_stress = scope:deceased_character_stress	
				}
			}

			else_if = { #Best friend died in battle
				limit = {
					exists = scope:battle_death_leader
					is_in_list = send_death_management_0002_best_friend
				}
				trigger_event = death_management.1205 #Best friend death in battle notification
			}

			else_if = { #Best Friend
				limit = {
					is_in_list = send_death_management_0002_best_friend
					has_bp1_dlc_trigger = no
				}
				trigger_event = death_management.1005 #Best Friend death notification
			}

			else_if = { #Rival in your dungeon
				limit = {
					exists = scope:prison_holder
					scope:prison_holder = root
					is_in_list = send_death_management_0002_rival
				}
				trigger_event = death_management.3006 #Rival death notification
			}

			else_if = { #Rival died in battle
				limit = {
					exists = scope:battle_death_leader
					is_in_list = send_death_management_0002_rival
				}
				trigger_event = death_management.1206 #Rival death in battle notification
			}

			else_if = { #Rival
				limit = {
					is_in_list = send_death_management_0002_rival
				}
				trigger_event = death_management.1006 #Rival death notification
			}

			else_if = {
				limit = {
					any_relation = { type = guardian even_if_dead = yes this = scope:dead_character }
				}
				trigger_event = death_management.1010 #Educator death notification
			}

			else_if = { #Parent of spouse (if primary heir)
				limit = {
					exists = scope:parent_of_spouse_of_dead_character
					this = scope:parent_of_spouse_of_dead_character
				}
				if = {
					limit = {
						tier_difference = {
							target = scope:dead_character
							value >= 4
						}
					}
					trigger_event = death_management.1008 #Spouse of child death notification
				}
				else = {
					send_interface_message = {
						type = character_has_died
						desc = death_management.spouse_child.desc
						left_icon = scope:dead_character	
					}
				}
			}

			else_if = { #Parent of betrothed
				limit = {
					exists = scope:parent_of_betrothed_of_dead_character
					this = scope:parent_of_betrothed_of_dead_character
				}
				if = {
					limit = {
						tier_difference = {
							target = scope:dead_character
							value >= 4
						}
					}
					trigger_event = death_management.1009 #Betrothed of child death notification
				}
				else = {
					send_interface_message = {
						type = character_has_died
						desc = death_management.betrothed_child.desc
						left_icon = scope:dead_character	
					}
				}
			}

			else_if = {
				limit = {
					any_child = {
						any_relation = { type = guardian even_if_dead = yes this = scope:dead_character }
					}
				}
				random_child = {
					limit = { any_relation = { type = guardian even_if_dead = yes this = scope:dead_character } }
					save_scope_as = ward_of_dead_character
				}
				send_interface_message = { #Child's educator's death notification
					type = character_has_died
					desc = death_management.educator.desc
					left_icon = scope:dead_character
				}
			}

			else_if = {
				limit = {
					exists = scope:prison_holder
					this = scope:prison_holder
				}
				send_interface_message = { #A prisoner died notification
					type = character_has_died
					desc = death_management.prisoner.desc
					left_icon = scope:dead_character
				}
			}

			else_if = {
				limit = {
					exists = scope:liege_of_dead_character_councillor
					this = scope:liege_of_dead_character_councillor
				}
				send_interface_message = {
					type = councillor_has_died
					desc = death_management.liege_councillor.desc
					left_icon = scope:dead_character
				}
			}

			#else_if = {
			#	limit = {
			#		exists = scope:liege_of_dead_character
			#		this = scope:liege_of_dead_character
			#	}
			#	send_interface_message = {
			#		type = character_has_died
			#		desc = death_management.liege.desc
			#		left_icon = scope:dead_character
			#	}
			#}

			else_if = {
				limit = {
					any_pinned_character = { this = scope:dead_character }
				}
				send_interface_message = {
					type = character_has_died
					desc = death_management.pinned.desc
					left_icon = scope:dead_character
				}
			}
		}
	}
}


######################################################
# NOTIFICATION EVENTS
# 1000-1999
######################################################

#Notification about dead spouse
death_management.1000 = {
	type = character_event
	title = death_management.1000.t
	desc = {
		triggered_desc = {
			trigger = {
				exists = scope:killer
			}
			desc = death_management.1000.murder
		}
		first_valid = {
			triggered_desc = {
				trigger = {
					OR = {
						has_variable = bloody_wedding_murder_family_var
						has_variable = bloody_wedding_murder_solo_var
						has_variable = bloody_wedding_murder_spouse_var
					}
				}
				desc = death_management.1000.murder_wedding
			}
			triggered_desc = {
				trigger = {
					exists = scope:like
				}
				desc = death_management.1000.like
			}
			triggered_desc = {
				trigger = {
					exists = scope:dislike
				}
				desc = death_management.1000.dislike
			}
			desc = death_management.1000.neutral
		}
	}
	theme = death
	override_background = {
		trigger = { is_travelling = yes }
		reference = terrain
	}
	left_portrait = scope:dead_character
	lower_right_portrait = {
		character = scope:killer
		trigger = { exists = scope:known_killer }
	}

	trigger = {
		NOT = { has_character_flag = knows_of_spouse_death_flag }
	}

	immediate = {
		play_music_cue = mx_cue_death

		if = {
			limit = {
				reverse_opinion = {
					target = scope:dead_character
					value >= 10
				}
				scope:dead_character = { has_any_bad_relationship_with_root_trigger = no }
				OR = {
					opinion = {
						target = scope:dead_character
						value >= 10
					}
					scope:dead_character = { has_friendly_relationship_with_root_trigger = yes }
				}
			}
			save_scope_value_as = {
				name = like
				value = yes
			}
		}
		else_if = {
			limit = {
				OR = {
					has_any_bad_relationship_with_root_trigger = yes
					opinion = {
						target = scope:dead_character
						value < -30
					}
				}
			}
			save_scope_value_as = {
				name = dislike
				value = yes
			}
		}
		else = {
			save_scope_value_as = {
				name = neutral
				value = yes
			}
		}
		if = {
			limit = {
				exists = scope:killer
				scope:killer = {
					OR = {
						# No Secret because everyone knows
						NOT = {
							any_secret = {
								secret_type = secret_murder
								secret_target = scope:dead_character
							}
						}
						# Secret, but you happen to know
						any_secret = {
							secret_type = secret_murder
							secret_target = scope:dead_character
							is_known_by = root
						}
					}
				}
			}
			save_scope_value_as = {
				name = known_killer
				value = yes
			}
		}
	}
	
	#My beloved spouse!
	option = {
		trigger = {
			exists = scope:like
		}
		name = death_management.1000.a

		stress_impact = {
			base = medium_stress_impact_gain
			callous = minor_stress_impact_loss
		}
		stress_save_deceased_character_for_mental_break = {
			TARGET = scope:dead_character
			FLAG = spouse
		}
	}

	#That's a shame
	option = {
		trigger = {
			exists = scope:neutral
		}
		name = death_management.1000.b

		if = {
			limit = {
				OR = {
					has_any_bad_relationship_with_root_trigger = yes
					opinion = {
						target = scope:dead_character
						value < -30
					}
				}
			}
		}
		else = {
			stress_impact = {
				base = minor_stress_impact_gain
				callous = minor_stress_impact_loss
			}
		}
		stress_save_deceased_character_for_mental_break = {
			TARGET = scope:dead_character
			FLAG = spouse
		}
	}
	
	#What a relief!
	option = {
		trigger = {
			exists = scope:dislike
		}
		exclusive = yes
		name = death_management.1000.c

		stress_impact = {
			base = minor_stress_impact_loss
		}
	}
	after = {
		if = {
			limit = {
				exists = scope:known_killer
			}
			custom_tooltip = death_management.1000.killed.tt
		}
		else = {
			custom_tooltip = death_management.1001.tt
		}
	}
}

#Notification for parent of dead child
death_management.1001 = {
	type = character_event
	title = death_management.1001.t
	desc = {
		triggered_desc = {
			trigger = {
				exists = scope:killer
			}
			desc = death_management.1001.murder
		}
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:dead_character = {
						age < 16
					}
				}
				desc = death_management.1001.child
			}
			triggered_desc = {
				trigger = {
					reverse_opinion = {
						target = scope:dead_character
						value >= 40
					}
				}
				desc = death_management.1001.like
			}
			triggered_desc = {
				trigger = {
					reverse_opinion = {
						target = scope:dead_character
						value < 0
					}
				}
				desc = death_management.1001.dislike
			}
			desc = death_management.1001.neutral
		}
	}
	theme = death
	override_background = {
		trigger = { is_travelling = yes }
		reference = terrain
	}
	left_portrait = scope:dead_character
	lower_right_portrait = {
		character = scope:killer
		trigger = { exists = scope:known_killer }
	}

	immediate = {
		play_music_cue = mx_cue_death
		if = {
			limit = {
				exists = scope:killer
				scope:killer = {
					OR = {
						# No Secret because everyone knows
						NOT = {
							any_secret = {
								secret_type = secret_murder
								secret_target = scope:dead_character
							}
						}
						# Secret, but you happen to know
						any_secret = {
							secret_type = secret_murder
							secret_target = scope:dead_character
							is_known_by = root
						}
					}
				}
			}
			save_scope_value_as = {
				name = known_killer
				value = yes
			}
		}
	}
	
	#Good child
	option = {
		trigger = {
			scope:dead_character = {
				is_adult = yes
			}
			reverse_opinion = {
				target = scope:dead_character
				value >= 40
			}
		}
		name = death_management.1001.a

		stress_impact = {
			base = minor_stress_impact_gain
		}
		stress_save_deceased_character_for_mental_break = {
			TARGET = scope:dead_character
			FLAG = child
		}
	}

	#Neutral
	option = {
		trigger = {
			scope:dead_character = {
				is_adult = yes
			}
			reverse_opinion = {
				target = scope:dead_character
				value < 40
			}
			reverse_opinion = {
				target = scope:dead_character
				value >= 0
			}
		}
		name = death_management.1000.b

		stress_impact = {
			base = minor_stress_impact_gain
		}
		stress_save_deceased_character_for_mental_break = {
			TARGET = scope:dead_character
			FLAG = child
		}
	}
	
	#Relieved
	option = {
		trigger = {
			scope:dead_character = {
				is_adult = yes
			}
			reverse_opinion = {
				target = scope:dead_character
				value < 0
			}
		}
		name = death_management.1001.c

		stress_impact = {
			base = minor_stress_impact_loss
		}
	}

	#Little child...
	option = {
		trigger = {
			scope:dead_character = {
				is_adult = no
			}
		}
		name = death_management.1001.d

		stress_impact = {
			base = minor_stress_impact_gain
		}
		stress_save_deceased_character_for_mental_break = {
			TARGET = scope:dead_character
			FLAG = child
		}
	}
	after = {
		if = {
			limit = {
				exists = scope:known_killer
			}
			custom_tooltip = death_management.1000.killed.tt
		}
		else = {
			custom_tooltip = death_management.1001.tt
		}
	}
}

# Sound Foundations stat removal
death_management.1002 = {
	hidden = yes
	orphan = yes # TODO [CD] - Figure out why

	immediate = {
		every_parent = { sound_foundations_random_removal_effect = yes }
	}
}

# Friendly Counsel
# Called from on action: death & on action: remove friendship 
death_management.1003 = {
	hidden = yes

	immediate = {
		every_relation = {
			type = friend
			add_to_temporary_list = death_management_1002_friendly_counsel_friends
		}
		every_relation = {
			type = best_friend
			add_to_temporary_list = death_management_1002_friendly_counsel_friends
		}
		every_in_list = {
			list = death_management_1002_friendly_counsel_friends
			friendly_counsel_random_removal_effect = yes
		}
	}
}

#Dead lover
death_management.1004 = {
	type = character_event
	title = death_management.1004.t
	desc = death_management.1004.desc
	theme = death
	override_background = {
		trigger = { is_travelling = yes }
		reference = terrain
	}
	left_portrait = scope:dead_character

	immediate = {
		play_music_cue = mx_cue_death
	}
	
	option = {
		name = death_management.1004.a

		add_stress = scope:deceased_character_stress
		stress_save_deceased_character_for_mental_break = {
			TARGET = scope:dead_character
			FLAG = lover
		}
	}

	after = {
		if = {
			limit = {
				exists = scope:killer
			}
			custom_tooltip = death_management.1000.killed.tt
		}
		else = {
			custom_tooltip = death_management.1004.a.tt
		}
	}
}

#Dead best friend
death_management.1005 = {
	type = character_event
	title = death_management.1005.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:dead_ritual_best_friend }
				desc = death_management.1005.desc.ritual_best_friend
			}
			desc = death_management.1005.desc
		}
	}
	theme = death
	override_background = {
		trigger = { is_travelling = yes }
		reference = terrain
	}
	left_portrait = scope:dead_character

	immediate = {
		play_music_cue = mx_cue_death
		# Remove the best friend flag, if it's around, but note that it was here for loc.
		if = {
			limit = { has_character_flag = dead_ritual_best_friend }
			remove_character_flag = dead_ritual_best_friend
			save_scope_as = dead_ritual_best_friend
		}
	}
	
	option = {
		name = death_management.1005.a

		add_stress = scope:deceased_character_stress
		stress_save_deceased_character_for_mental_break = {
			TARGET = scope:dead_character
			FLAG = friend
		}
	}
	after = {
		if = {
			limit = {
				exists = scope:killer
			}
			custom_tooltip = death_management.1000.killed.tt
		}
		else = {
			custom_tooltip = death_management.1005.a.tt
		}
	}
}

#Dead rival
death_management.1006 = {
	type = character_event
	title = death_management.1006.t
	desc = death_management.1006.desc
	theme = death
	override_background = {
		trigger = { is_travelling = yes }
		reference = terrain
	}
	left_portrait = scope:dead_character

	immediate = {
		play_music_cue = mx_cue_death
		add_stress = scope:deceased_character_stress
		if = {
			limit = {
				exists = scope:killer
			}
			custom_tooltip = death_management.1000.killed.tt
			if = {
				limit = {
					scope:killer = root
				}
				add_prestige = medium_prestige_gain
			}
		}
		else = {
			custom_tooltip = death_management.1006.a.tt
		}
	}
	
	option = {
		name = death_management.1000.c
		trigger = {
			NOT = {
				existing_feud_against_target_trigger = { TARGET = scope:dead_character }
			}
		}
	}

	option = { # Continue
		name = death_management.1006.d
		trigger = {
			existing_feud_against_target_trigger = { TARGET = scope:dead_character }
			NOT = {
				any_owned_story = {
					story_type = story_cycle_house_feud
					house_feud_wiped_out_trigger = yes
				}
			}
		}
		custom_tooltip = house_feud_continue_tt
		ai_chance = {
			base = 25
			ai_value_modifier = {
				ai_vengefulness = 1
				ai_boldness = 1
			}
		}
	}

	option = { # End
		name = death_management.1006.e
		trigger = {
			existing_feud_against_target_trigger = { TARGET = scope:dead_character }
			NOT = {
				any_owned_story = {
					story_type = story_cycle_house_feud
					house_feud_wiped_out_trigger = yes
				}
			}
		}
		random_owned_story = {
			limit = { story_type = story_cycle_house_feud }
			save_scope_as = story
		}
		show_as_tooltip = { house_feud_end_modifier_effect = yes }
		house_feud_end_story_effect = yes
		ai_chance = {
			base = 25
			ai_value_modifier = {
				ai_vengefulness = -1
				ai_boldness = -1
			}
		}
	}

	option = { # Wipe end
		name = death_management.1006.f
		trigger = {
			existing_feud_against_target_trigger = { TARGET = scope:dead_character }
			any_owned_story = {
				story_type = story_cycle_house_feud
				house_feud_wiped_out_trigger = yes
			}
		}
	}
}

#Dead heir
death_management.1007 = {
	type = character_event
	title = death_management.1007.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					exists = scope:killer
				}
				desc = death_management.1007.start_murder
			}
			desc = death_management.1007.start
		}
		first_valid = {
			triggered_desc = {
				trigger = {	scope:dead_character.highest_held_title_tier >= root.highest_held_title_tier }
				desc = death_management.1007.same_or_higher_tier
			}
			triggered_desc = {
				trigger = {
					OR = {
						AND = {
							is_male = yes
							scope:dead_character = { is_male = yes }
						}
						AND = {
							is_female = yes
							scope:dead_character = { is_female = yes }
						}
					}
				}
				desc = death_management.1007.mytitle
			}
			desc = death_management.1007.ruler
		}
		desc = death_management.1007.end
	}
	theme = death
	override_background = {
		trigger = { is_travelling = yes }
		reference = terrain
	}
	left_portrait = scope:dead_character
	lower_right_portrait = {
		trigger = { exists = scope:known_killer }
		character = scope:killer
	}

	trigger = {
		exists = player_heir
	}

	immediate = {
		play_music_cue = mx_cue_death
		if = {
			limit = {
				exists = scope:killer
				scope:killer = {
					OR = {
						# No Secret because everyone knows
						NOT = {
							any_secret = {
								secret_type = secret_murder
								secret_target = scope:dead_character
							}
						}
						# Secret, but you happen to know
						any_secret = {
							secret_type = secret_murder
							secret_target = scope:dead_character
							is_known_by = root
						}
					}
				}
			}
			save_scope_value_as = {
				name = known_killer
				value = yes
			}
		}
	}
	
	option = {
		name = death_management.1007.a

		stress_impact = {
			base = minor_stress_impact_gain
		}
	}

	after = {
		if = {
			limit = {
				exists = scope:known_killer
			}
			custom_tooltip = death_management.1000.killed.tt
		}
		else = {
			custom_tooltip = death_management.1007.a.tt
		}
	}
}

#Death of child's spouse (if child is primary heir)
death_management.1008 = {
	type = character_event
	title = death_management.1009.t
	desc = death_management.1008.desc
	theme = death
	override_background = {
		trigger = { is_travelling = yes }
		reference = terrain
	}
	left_portrait = scope:dead_character
	lower_left_portrait = scope:spouse_of_dead_character

	immediate = {
		play_music_cue = mx_cue_death
	}

	option = {
		name = death_management.1008.a
	}

	after = {
		if = {
			limit = {
				exists = scope:killer
			}
			custom_tooltip = death_management.1000.killed.tt
		}
		else = {
			custom_tooltip = death_management.1008.a.tt
		}
	}
}

#Death of child's betrothed
death_management.1009 = {
	type = character_event
	title = death_management.1009.t
	desc = death_management.1009.desc
	theme = death
	override_background = {
		trigger = { is_travelling = yes }
		reference = terrain
	}
	left_portrait = scope:dead_character
	lower_left_portrait = scope:betrothed_of_dead_character

	trigger = {
		
	}

	immediate = {
		play_music_cue = mx_cue_death
	}

	option = {
		name = {
			trigger = { age <= 16 }
			text = death_management.1009.a
		}
		name = {
			trigger = { age > 16 }
			text = death_management.1008.a
		}
	}

	after = {
		if = {
			limit = {
				exists = scope:killer
			}
			custom_tooltip = death_management.1000.killed.tt
		}
		else = {
			custom_tooltip = death_management.1009.a.tt
		}
	}
}


#Death of child's Educator - event for child
death_management.1010 = {
	type = character_event
	title = death_management.1010.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					exists = scope:killer
					scope:killer = root
				}
				desc = death_management.1010.murderer
			}
			triggered_desc = {
				trigger = { age < 12 }
				desc = death_management.1010.under_12
			}
			desc = death_management.1010.12_or_over
		}
	}
	theme = death
	override_background = {
		trigger = { is_travelling = yes }
		reference = terrain
	}

	immediate = {
		play_music_cue = mx_cue_death
	}
	
	option = {
		name = {
			text = death_management.1010.under_12_liked_educator
			trigger = {
				age < 12
				opinion = {
					target = scope:dead_character
					value > 0
				}
				trigger_if = {
					limit = {
						exists = scope:killer
					}
					NOT = { scope:killer = root }
				}
			}
		}
		name = {
			text = death_management.1010.under_12_disliked_educator
			trigger = {
				age < 12
				opinion = {
					target = scope:dead_character
					value <= 0
				}
				trigger_if = {
					limit = {
						exists = scope:killer
					}
					NOT = { scope:killer = root }
				}
			}
		}
		name = {
			text = death_management.1010.over_12_liked_educator
			trigger = {
				age >= 12
				opinion = {
					target = scope:dead_character
					value > 0
				}
				trigger_if = {
					limit = {
						exists = scope:killer
					}
					NOT = { scope:killer = root }
				}
			}
		}
		name = {
			text = death_management.1010.over_12_disliked_educator
			trigger = {
				OR = {
					AND = {
						age >= 12
						opinion = {
							target = scope:dead_character
							value <= 0
						}
					}
					AND = {
						exists = scope:killer
						scope:killer = root
					}
				}
			}
		}
		custom_tooltip = death_management.1010.a.tt
	}
}

######################################################
# NOTIFICATION EVENTS - BATTLE DEATH EVENTS
# 1200-1207
######################################################

scripted_effect death_in_battle_memory_effect = {
	if = {
		limit = {
			this = scope:portrait_scope
			is_alive = yes
		}
		if = {
			limit = { exists = scope:battle_death_killer }
			create_character_memory = {
				type = witnessed_death_battle_$TYPE$_killer
				
				participants = {
					dead_relation = scope:dead_character
					relation_killer = scope:battle_death_killer
				}
			}
		}
		else = {
			create_character_memory = {
				type = witnessed_death_battle_$TYPE$
				
				participants = {
					dead_relation = scope:dead_character
				}
			}
		}
		random_memory = {
			limit = {
				OR = {
					has_memory_type = witnessed_death_battle_good_killer
					has_memory_type = witnessed_death_battle_bad_killer
					has_memory_type = witnessed_death_battle_good
					has_memory_type = witnessed_death_battle_bad
				}
				NOT = { has_variable = battle_location }
			}
			set_variable = {
				name = battle_location
				value = scope:battle_death_location
			}
		}
	}
}

scripted_effect death_in_battle_scope_effect = {
	if = {
        limit = {
            is_in_army = yes
            OR = {
                this = scope:battle_death_enemy
                this = scope:battle_death_leader
            }
        }
        save_scope_as = portrait_scope
    }
    else = {
        scope:dead_character = { save_scope_as = portrait_scope }
    }
    scope:dead_character = {
    	if = {
    		limit = {
    			exists = killer
    			scope:killer = {
					is_alive = yes
    			}
    		}
    		killer = {
    			save_scope_as = battle_death_killer
    			set_signature_weapon_effect = yes
    		}
    		show_as_tooltip = {
	    		death = {
	    			death_reason = death_battle
	    			killer = scope:battle_death_killer
	    		}
		    }
    	}
	    else = {
	    	show_as_tooltip = {
	    		death = { death_reason = death_battle }
	    	}
		}
	}
}

scripted_effect set_and_inform_slayer_rivalry_effect = {
	save_scope_as = avenger
	scope:battle_death_killer = {
        send_interface_message = {
        	type = send_interface_message_bad
			left_icon = scope:avenger
			right_icon = scope:dead_character
			title = death_battle_new_rivalry_title
        	set_relation_rival = {
        		target = scope:avenger
        		reason = rival_killed_heir
				involved_character = scope:dead_character
        	}
        }
    }
}

scripted_trigger set_and_inform_slayer_rivalry_trigger = {
	exists = scope:battle_death_killer
    can_set_relation_rival_trigger = { CHARACTER = scope:battle_death_killer }
}

# Spouse dies in battle
death_management.1200 = {
	type = character_event
    title = death_management.1200.t
    desc = {
     	# Intro 1 - In battle or reading a letter?
        first_valid = { 
            triggered_desc = { # Died in battle you were part of
                trigger = { this = scope:portrait_scope }
                desc = death_management.intro.witnessed # generic
            }
            triggered_desc = { # Died in a battle involving your army
                trigger = {
                    OR = {
                        this = scope:battle_death_enemy
                        this = scope:battle_death_leader
                    }
                }
                desc = death_management.intro.war # generic
            }
            desc = death_management.intro # generic
        }
        # Intro 2 - In battle or reading a letter?
        first_valid = {
        	triggered_desc = { # You saw them die, friendly
                trigger = {
                	this = scope:portrait_scope
                	this = scope:battle_death_enemy
                }
                desc = death_management.intro.enemy # generic
            }
        	triggered_desc = { # You saw them die, enemy
                trigger = {
                	this = scope:portrait_scope
                	this = scope:battle_death_leader
                }
                desc = death_management.intro.friendly # generic
            }
            desc = death_management.intro.letter.spouse # unique
        }
        # Death details
        first_valid = {
            triggered_desc = { # You saw them die, enemy
                trigger = {
                	this = scope:portrait_scope
                	this = scope:battle_death_enemy
                }
                desc = death_management.death.witnessed.enemy # generic
            }
            triggered_desc = { # You saw them die, friendly
                trigger = {
                    this = scope:portrait_scope
                	this = scope:battle_death_leader
                }
                desc = death_management.death.witnessed.friendly # generic
            }
            triggered_desc = { # They died on other side
                trigger = { scope:battle_death_enemy = root }
                desc = death_management.death.war.enemy # generic
            }
            triggered_desc = { # They died on your side
                trigger = { scope:battle_death_leader = root }
                desc = death_management.death.war.friendly # generic
            }
            desc = death_management.death.uninvolved # generic
 		}
 		# Killer details
 		first_valid = {
            triggered_desc = { # On other side
                trigger = {
                	this = scope:portrait_scope
                	scope:battle_death_enemy = root
                	exists = scope:battle_death_killer
                }
                desc = death_management.killer.witnessed.enemy # generic
            }
            triggered_desc = { # On same side
                trigger = {
                	this = scope:portrait_scope
                	scope:battle_death_leader = root
                	exists = scope:battle_death_killer
                }
                desc = death_management.killer.witnessed.friendly # generic
            }
            triggered_desc = { # In some other battle
                trigger = { exists = scope:battle_death_killer }
                desc = death_management.killer # generic
            }
            triggered_desc = { # In some other battle
                trigger = {
					NOT = {
						exists = scope:battle_death_killer
					}
				}
                desc = death_management.no_killer # generic
            }
 		}
        desc = death_management.1200.desc # unique
    }
    theme = death
    override_background = { reference = battlefield  }
    left_portrait = {
        character = scope:portrait_scope
        triggered_animation = {
            trigger = {
                OR = {
                    this = scope:battle_death_enemy
                    this = scope:battle_death_leader
                }
            }
            animation = grief
        }
        triggered_animation = {
            trigger = { always = yes }
            animation = idle
        }
    }
    lower_right_portrait = {
        character = scope:battle_death_killer
        trigger = {
        	exists = scope:battle_death_killer
        	NOT = { scope:battle_death_killer = root }
        }
    }
    lower_center_portrait = {
        character = scope:dead_character
        trigger = { scope:portrait_scope = root }
    }

    immediate = {
    	play_music_cue = mx_cue_death
        death_in_battle_scope_effect = yes
        # Taken from death.management.1000
		if = {
			limit = {
				reverse_opinion = {
					target = scope:dead_character
					value >= 10
				}
				scope:dead_character = { has_any_bad_relationship_with_root_trigger = no }
				OR = {
					opinion = {
						target = scope:dead_character
						value >= 10
					}
					scope:dead_character = { has_friendly_relationship_with_root_trigger = yes }
				}
			}
			save_scope_value_as = {
				name = like
				value = yes
			}
			death_in_battle_memory_effect = { TYPE = good }
		}
		else_if = {
			limit = {
				OR = {
					has_any_bad_relationship_with_root_trigger = yes
					opinion = {
						target = scope:dead_character
						value < -30
					}
				}
			}
			save_scope_value_as = {
				name = dislike
				value = yes
			}
			death_in_battle_memory_effect = { TYPE = bad }
		}
		else = {
			save_scope_value_as = {
				name = neutral
				value = yes
			}
			death_in_battle_memory_effect = { TYPE = good }
		}
	}
	
	# New rival
	option = {
        name = death_management.1200.a
        trigger = {
        	NOT = { exists = scope:dislike }
            set_and_inform_slayer_rivalry_trigger = yes
        }
        stress_impact = {
			base = medium_stress_impact_gain
			callous = minor_stress_impact_loss
		}
		stress_save_deceased_character_for_mental_break = {
			TARGET = scope:dead_character
			FLAG = spouse
		}
        set_and_inform_slayer_rivalry_effect = yes
    }

	#My beloved spouse!
	option = {
		name = death_management.1200.b
		trigger = { exists = scope:like }
		stress_impact = {
			base = medium_stress_impact_gain
			callous = minor_stress_impact_loss
		}
		stress_save_deceased_character_for_mental_break = {
			TARGET = scope:dead_character
			FLAG = spouse
		}
	}

	#That's a shame
	option = {
		trigger = { exists = scope:neutral }
		name = death_management.1200.c
		if = {
			limit = {
				OR = {
					has_any_bad_relationship_with_root_trigger = yes
					opinion = {
						target = scope:dead_character
						value < -30
					}
				}
			}
		}
		else = {
			stress_impact = {
				base = minor_stress_impact_gain
				callous = minor_stress_impact_loss
			}
		}
		stress_save_deceased_character_for_mental_break = {
			TARGET = scope:dead_character
			FLAG = spouse
		}
	}
	
	#What a relief!
	option = {
		trigger = { exists = scope:dislike }
		exclusive = yes
		name = death_management.1200.d
		stress_impact = {
			base = minor_stress_impact_loss
		}
	}
}

# Child dies in battle
death_management.1201 = {
	type = character_event
    title = death_management.1201.t
    desc = {
     	# Intro 1 - In battle or reading a letter?
        first_valid = { 
            triggered_desc = { # Died in battle you were part of
                trigger = { this = scope:portrait_scope }
                desc = death_management.intro.witnessed # generic
            }
            triggered_desc = { # Died in a battle involving your army
                trigger = {
                    OR = {
                        this = scope:battle_death_enemy
                        this = scope:battle_death_leader
                    }
                }
                desc = death_management.intro.war # generic
            }
            desc = death_management.intro # generic
        }
        # Intro 2 - In battle or reading a letter?
        first_valid = {
        	triggered_desc = { # You saw them die, friendly
                trigger = {
                	this = scope:portrait_scope
                	this = scope:battle_death_enemy
                }
                desc = death_management.intro.enemy # generic
            }
        	triggered_desc = { # You saw them die, enemy
                trigger = {
                	this = scope:portrait_scope
                	this = scope:battle_death_leader
                }
                desc = death_management.intro.friendly # generic
            }
            desc = death_management.intro.letter.family # unique
        }
        # Death details
        first_valid = {
            triggered_desc = { # You saw them die, enemy
                trigger = {
                	this = scope:portrait_scope
                	this = scope:battle_death_enemy
                }
                desc = death_management.death.witnessed.enemy # generic
            }
            triggered_desc = { # You saw them die, friendly
                trigger = {
                    this = scope:portrait_scope
                	this = scope:battle_death_leader
                }
                desc = death_management.death.witnessed.friendly # generic
            }
            triggered_desc = { # They died on other side
                trigger = { scope:battle_death_enemy = root }
                desc = death_management.death.war.enemy # generic
            }
            triggered_desc = { # They died on your side
                trigger = { scope:battle_death_leader = root }
                desc = death_management.death.war.friendly # generic
            }
            desc = death_management.death.uninvolved # generic
 		}
 		# Killer details
 		first_valid = {
            triggered_desc = { # On other side
                trigger = {
                	this = scope:portrait_scope
                	scope:battle_death_enemy = root
                	exists = scope:battle_death_killer
                }
                desc = death_management.killer.witnessed.enemy # generic
            }
            triggered_desc = { # On same side
                trigger = {
                	this = scope:portrait_scope
                	scope:battle_death_leader = root
                	exists = scope:battle_death_killer
                }
                desc = death_management.killer.witnessed.friendly # generic
            }
            triggered_desc = { # In some other battle
                trigger = { exists = scope:battle_death_killer }
                desc = death_management.killer # generic
            }
            triggered_desc = { # In some other battle
                trigger = {
					NOT = {
						exists = scope:battle_death_killer
					}
				}
                desc = death_management.no_killer # generic
            }
 		}
        desc = death_management.1201.desc # unique
    }
    theme = death
    override_background = { reference = battlefield  }
    left_portrait = {
        character = scope:portrait_scope
        triggered_animation = {
            trigger = {
                OR = {
                    this = scope:battle_death_enemy
                    this = scope:battle_death_leader
                }
            }
            animation = grief
        }
        triggered_animation = {
            trigger = { always = yes }
            animation = idle
        }
    }
    lower_right_portrait = {
        character = scope:battle_death_killer
        trigger = {
        	exists = scope:battle_death_killer
        	NOT = { scope:battle_death_killer = root }
        }
    }
    lower_center_portrait = {
        character = scope:dead_character
        trigger = { scope:portrait_scope = root }
    }

    immediate = {
        play_music_cue = mx_cue_death
        death_in_battle_scope_effect = yes
      	death_in_battle_memory_effect = { TYPE = good }
        # Taken from death_management.1001
        if = {
        	limit = {
        		reverse_opinion = {
					target = scope:dead_character
					value >= 0
				}
        	}
			stress_save_deceased_character_for_mental_break = {
				TARGET = scope:dead_character
				FLAG = child
			}
			if = {
	        	limit = {
	        		reverse_opinion = {
						target = scope:dead_character
						value >= 40
					}
	        	}
				stress_impact = { base = medium_stress_impact_gain }
			}
			else_if  = {
				limit = {
	        		reverse_opinion = {
						target = scope:dead_character
						value >= 0
					}
	        	}
				stress_impact = { base = minor_stress_impact_gain }
			}
        }
		else = {
			stress_impact = { base = minor_stress_impact_loss }
		}
    }

    # New rival
    option = { 
        name = death_management.1201.a
        trigger = {
        	reverse_opinion = {
				target = scope:dead_character
				value >= 0
			}
            set_and_inform_slayer_rivalry_trigger = yes
        }
        set_and_inform_slayer_rivalry_effect = yes
    }
    
    #Good child
	option = {
		name = death_management.1201.b
		trigger = {
			scope:dead_character = { is_adult = yes }
			reverse_opinion = {
				target = scope:dead_character
				value >= 40
			}
		}
	}

	#Neutral
	option = {
		name = death_management.1201.c
		trigger = {
			scope:dead_character = { is_adult = yes }
			reverse_opinion = {
				target = scope:dead_character
				value < 40
			}
			reverse_opinion = {
				target = scope:dead_character
				value >= 0
			}
		}
	}
	
	#Relieved
	option = {
		name = death_management.1201.d
		trigger = {
			scope:dead_character = { is_adult = yes }
			reverse_opinion = {
				target = scope:dead_character
				value < 0
			}
		}
	}
}

# Parent dies in battle
death_management.1202 = {
	type = character_event
    title = death_management.1202.t
    desc = {
     	# Intro 1 - In battle or reading a letter?
        first_valid = { 
            triggered_desc = { # Died in battle you were part of
                trigger = { this = scope:portrait_scope }
                desc = death_management.intro.witnessed # generic
            }
            triggered_desc = { # Died in a battle involving your army
                trigger = {
                    OR = {
                        this = scope:battle_death_enemy
                        this = scope:battle_death_leader
                    }
                }
                desc = death_management.intro.war # generic
            }
            desc = death_management.intro # generic
        }
        # Intro 2 - In battle or reading a letter?
        first_valid = {
        	triggered_desc = { # You saw them die, friendly
                trigger = {
                	this = scope:portrait_scope
                	this = scope:battle_death_enemy
                }
                desc = death_management.intro.enemy # generic
            }
        	triggered_desc = { # You saw them die, enemy
                trigger = {
                	this = scope:portrait_scope
                	this = scope:battle_death_leader
                }
                desc = death_management.intro.friendly # generic
            }
            desc = death_management.intro.letter.family # unique
        }
        # Death details
        first_valid = {
            triggered_desc = { # You saw them die, enemy
                trigger = {
                	this = scope:portrait_scope
                	this = scope:battle_death_enemy
                }
                desc = death_management.death.witnessed.enemy # generic
            }
            triggered_desc = { # You saw them die, friendly
                trigger = {
                    this = scope:portrait_scope
                	this = scope:battle_death_leader
                }
                desc = death_management.death.witnessed.friendly # generic
            }
            triggered_desc = { # They died on other side
                trigger = { scope:battle_death_enemy = root }
                desc = death_management.death.war.enemy # generic
            }
            triggered_desc = { # They died on your side
                trigger = { scope:battle_death_leader = root }
                desc = death_management.death.war.friendly # generic
            }
            desc = death_management.death.uninvolved # generic
 		}
 		# Killer details
 		first_valid = {
            triggered_desc = { # On other side
                trigger = {
                	this = scope:portrait_scope
                	scope:battle_death_enemy = root
                	exists = scope:battle_death_killer
                }
                desc = death_management.killer.witnessed.enemy # generic
            }
            triggered_desc = { # On same side
                trigger = {
                	this = scope:portrait_scope
                	scope:battle_death_leader = root
                	exists = scope:battle_death_killer
                }
                desc = death_management.killer.witnessed.friendly # generic
            }
            triggered_desc = { # In some other battle
                trigger = { exists = scope:battle_death_killer }
                desc = death_management.killer # generic
            }
            triggered_desc = { # In some other battle
                trigger = {
					NOT = {
						exists = scope:battle_death_killer
					}
				}
                desc = death_management.no_killer # generic
            }
 		}
        desc = death_management.1202.desc # unique
    }
    theme = death
    override_background = { reference = battlefield  }
    left_portrait = {
        character = scope:portrait_scope
        triggered_animation = {
            trigger = {
                OR = {
                    this = scope:battle_death_enemy
                    this = scope:battle_death_leader
                }
            }
            animation = grief
        }
        triggered_animation = {
            trigger = { always = yes }
            animation = idle
        }
    }
    lower_right_portrait = {
        character = scope:battle_death_killer
        trigger = {
        	exists = scope:battle_death_killer
        	NOT = { scope:battle_death_killer = root }
        }
    }
    lower_center_portrait = {
        character = scope:dead_character
        trigger = { scope:portrait_scope = root }
    }

    immediate = {
        play_music_cue = mx_cue_death
    	death_in_battle_scope_effect = yes
    	death_in_battle_memory_effect = { TYPE = good }
        if = {
			limit = {
				opinion = {
					target = scope:dead_character
					value >= 60
				}
			}
			stress_impact = {
				base = medium_stress_impact_gain
			}
		}
		else = {
			stress_impact = {
				base = minor_stress_impact_gain
			}
		}
    }
    
    option = {
        name = death_management.1202.a
    }

    option = {
        name = death_management.1202.b
        trigger = {
            set_and_inform_slayer_rivalry_trigger = yes
        }
        set_and_inform_slayer_rivalry_effect = yes
    }
}

# Lover dies in battle
death_management.1204 = {
	type = character_event
    title = death_management.1204.t
    desc = {
     	# Intro 1 - In battle or reading a letter?
        first_valid = { 
            triggered_desc = { # Died in battle you were part of
                trigger = { this = scope:portrait_scope }
                desc = death_management.intro.witnessed # generic
            }
            triggered_desc = { # Died in a battle involving your army
                trigger = {
                    OR = {
                        this = scope:battle_death_enemy
                        this = scope:battle_death_leader
                    }
                }
                desc = death_management.intro.war # generic
            }
            desc = death_management.intro # generic
        }
        # Intro 2 - In battle or reading a letter?
        first_valid = {
        	triggered_desc = { # You saw them die, friendly
                trigger = {
                	this = scope:portrait_scope
                	this = scope:battle_death_enemy
                }
                desc = death_management.intro.enemy # generic
            }
        	triggered_desc = { # You saw them die, enemy
                trigger = {
                	this = scope:portrait_scope
                	this = scope:battle_death_leader
                }
                desc = death_management.intro.friendly # generic
            }
            desc = death_management.intro.letter.lover # unique
        }
        # Death details
        first_valid = {
            triggered_desc = { # You saw them die, enemy
                trigger = {
                	this = scope:portrait_scope
                	this = scope:battle_death_enemy
                }
                desc = death_management.death.witnessed.enemy # generic
            }
            triggered_desc = { # You saw them die, friendly
                trigger = {
                    this = scope:portrait_scope
                	this = scope:battle_death_leader
                }
                desc = death_management.death.witnessed.friendly # generic
            }
            triggered_desc = { # They died on other side
                trigger = { scope:battle_death_enemy = root }
                desc = death_management.death.war.enemy # generic
            }
            triggered_desc = { # They died on your side
                trigger = { scope:battle_death_leader = root }
                desc = death_management.death.war.friendly # generic
            }
            desc = death_management.death.uninvolved # generic
 		}
 		# Killer details
 		first_valid = {
            triggered_desc = { # On other side
                trigger = {
                	this = scope:portrait_scope
                	scope:battle_death_enemy = root
                	exists = scope:battle_death_killer
                }
                desc = death_management.killer.witnessed.enemy # generic
            }
            triggered_desc = { # On same side
                trigger = {
                	this = scope:portrait_scope
                	scope:battle_death_leader = root
                	exists = scope:battle_death_killer
                }
                desc = death_management.killer.witnessed.friendly # generic
            }
            triggered_desc = { # In some other battle
                trigger = { exists = scope:battle_death_killer }
                desc = death_management.killer # generic
            }
            triggered_desc = { # In some other battle
                trigger = {
					NOT = {
						exists = scope:battle_death_killer
					}
				}
                desc = death_management.no_killer # generic
            }
 		}
        desc = death_management.1204.desc # unique
    }
    theme = death
    override_background = { reference = battlefield  }
    left_portrait = {
        character = scope:portrait_scope
        triggered_animation = {
            trigger = {
                OR = {
                    this = scope:battle_death_enemy
                    this = scope:battle_death_leader
                }
            }
            animation = grief
        }
        triggered_animation = {
            trigger = { always = yes }
            animation = idle
        }
    }
    lower_right_portrait = {
        character = scope:battle_death_killer
        trigger = {
        	exists = scope:battle_death_killer
        	NOT = { scope:battle_death_killer = root }
        }
    }
    lower_center_portrait = {
        character = scope:dead_character
        trigger = { scope:portrait_scope = root }
    }

    immediate = {
        play_music_cue = mx_cue_death
    	death_in_battle_scope_effect = yes
    	death_in_battle_memory_effect = { TYPE = good }
    	# Taken from death_management.1004
        add_stress = scope:deceased_character_stress
		stress_save_deceased_character_for_mental_break = {
			TARGET = scope:dead_character
			FLAG = lover
		}
    }
    
    option = {
        name = death_management.1204.a
    }

    option = {
        name = death_management.1204.b
        trigger = {
            set_and_inform_slayer_rivalry_trigger = yes
        }
        set_and_inform_slayer_rivalry_effect = yes
    }
}

# Best friend dies in battle
death_management.1205 = {
	type = character_event
    title = death_management.1205.t
    desc = {
     	# Intro 1 - In battle or reading a letter?
        first_valid = { 
            triggered_desc = { # Died in battle you were part of
                trigger = { this = scope:portrait_scope }
                desc = death_management.intro.witnessed # generic
            }
            triggered_desc = { # Died in a battle involving your army
                trigger = {
                    OR = {
                        this = scope:battle_death_enemy
                        this = scope:battle_death_leader
                    }
                }
                desc = death_management.intro.war # generic
            }
            desc = death_management.intro # generic
        }
        # Intro 2 - In battle or reading a letter?
        first_valid = {
        	triggered_desc = { # You saw them die, friendly
                trigger = {
                	this = scope:portrait_scope
                	this = scope:battle_death_enemy
                }
                desc = death_management.intro.enemy # generic
            }
        	triggered_desc = { # You saw them die, enemy
                trigger = {
                	this = scope:portrait_scope
                	this = scope:battle_death_leader
                }
                desc = death_management.intro.friendly # generic
            }
            desc = death_management.intro.letter.friend # unique
        }
        # Death details
        first_valid = {
            triggered_desc = { # You saw them die, enemy
                trigger = {
                	this = scope:portrait_scope
                	this = scope:battle_death_enemy
                }
                desc = death_management.death.witnessed.enemy # generic
            }
            triggered_desc = { # You saw them die, friendly
                trigger = {
                    this = scope:portrait_scope
                	this = scope:battle_death_leader
                }
                desc = death_management.death.witnessed.friendly # generic
            }
            triggered_desc = { # They died on other side
                trigger = { scope:battle_death_enemy = root }
                desc = death_management.death.war.enemy # generic
            }
            triggered_desc = { # They died on your side
                trigger = { scope:battle_death_leader = root }
                desc = death_management.death.war.friendly # generic
            }
            desc = death_management.death.uninvolved # generic
 		}
 		# Killer details
 		first_valid = {
            triggered_desc = { # On other side
                trigger = {
                	this = scope:portrait_scope
                	scope:battle_death_enemy = root
                	exists = scope:battle_death_killer
                }
                desc = death_management.killer.witnessed.enemy # generic
            }
            triggered_desc = { # On same side
                trigger = {
                	this = scope:portrait_scope
                	scope:battle_death_leader = root
                	exists = scope:battle_death_killer
                }
                desc = death_management.killer.witnessed.friendly # generic
            }
            triggered_desc = { # In some other battle
                trigger = { exists = scope:battle_death_killer }
                desc = death_management.killer # generic
            }
            triggered_desc = { # In some other battle
                trigger = {
					NOT = {
						exists = scope:battle_death_killer
					}
				}
                desc = death_management.no_killer # generic
            }
 		}
        desc = death_management.1205.desc # unique
    }
    theme = death
    override_background = { reference = battlefield  }
    left_portrait = {
        character = scope:portrait_scope
        triggered_animation = {
            trigger = {
                OR = {
                    this = scope:battle_death_enemy
                    this = scope:battle_death_leader
                }
            }
            animation = grief
        }
        triggered_animation = {
            trigger = { always = yes }
            animation = idle
        }
    }
    lower_right_portrait = {
        character = scope:battle_death_killer
        trigger = {
        	exists = scope:battle_death_killer
        	NOT = { scope:battle_death_killer = root }
        }
    }
    lower_center_portrait = {
        character = scope:dead_character
        trigger = { scope:portrait_scope = root }
    }

    immediate = {
    	play_music_cue = mx_cue_death
    	death_in_battle_scope_effect = yes
    	death_in_battle_memory_effect = { TYPE = good }
        add_stress = scope:deceased_character_stress
		stress_save_deceased_character_for_mental_break = {
			TARGET = scope:dead_character
			FLAG = friend
		}
    }
    
    # Oh no
    option = {
        name = death_management.1205.a
    }

    # New rival
    option = {
        name = death_management.1205.b
        trigger = {
            set_and_inform_slayer_rivalry_trigger = yes
        }
        set_and_inform_slayer_rivalry_effect = yes
    }
}

# Rival dies in battle
death_management.1206 = {
	type = character_event
    title = death_management.1206.t
    desc = {
     	# Intro 1 - In battle or reading a letter?
        first_valid = { 
            triggered_desc = { # Died in battle you were part of
                trigger = { this = scope:portrait_scope }
                desc = death_management.intro.witnessed # generic
            }
            triggered_desc = { # Died in a battle involving your army
                trigger = {
                    OR = {
                        this = scope:battle_death_enemy
                        this = scope:battle_death_leader
                    }
                }
                desc = death_management.intro.war # generic
            }
            desc = death_management.intro # generic
        }
        # Intro 2 - In battle or reading a letter?
        first_valid = {
        	triggered_desc = { # You saw them die, friendly
                trigger = {
                	this = scope:portrait_scope
                	this = scope:battle_death_enemy
                }
                desc = death_management.intro.enemy # generic
            }
        	triggered_desc = { # You saw them die, enemy
                trigger = {
                	this = scope:portrait_scope
                	this = scope:battle_death_leader
                }
                desc = death_management.intro.friendly # generic
            }
            desc = death_management.intro.letter.rival # unique
        }
        # Death details
        first_valid = {
            triggered_desc = { # You saw them die, enemy
                trigger = {
                	this = scope:portrait_scope
                	this = scope:battle_death_enemy
                }
                desc = death_management.death.witnessed.enemy # generic
            }
            triggered_desc = { # You saw them die, friendly
                trigger = {
                    this = scope:portrait_scope
                	this = scope:battle_death_leader
                }
                desc = death_management.death.witnessed.friendly # generic
            }
            triggered_desc = { # They died on other side
                trigger = { scope:battle_death_enemy = root }
                desc = death_management.death.war.enemy # generic
            }
            triggered_desc = { # They died on your side
                trigger = { scope:battle_death_leader = root }
                desc = death_management.death.war.friendly # generic
            }
            desc = death_management.death.uninvolved # generic
 		}
 		# Killer details
 		first_valid = {
            triggered_desc = { # On other side
                trigger = {
                	this = scope:portrait_scope
                	scope:battle_death_enemy = root
                	exists = scope:battle_death_killer
                }
                desc = death_management.killer.witnessed.enemy # generic
            }
            triggered_desc = { # On same side
                trigger = {
                	this = scope:portrait_scope
                	scope:battle_death_leader = root
                	exists = scope:battle_death_killer
                }
                desc = death_management.killer.witnessed.friendly # generic
            }
            triggered_desc = { # In some other battle
                trigger = { exists = scope:battle_death_killer }
                desc = death_management.killer # generic
            }
            triggered_desc = { # In some other battle
                trigger = {
					NOT = {
						exists = scope:battle_death_killer
					}
				}
                desc = death_management.no_killer # generic
            }
 		}
        desc = death_management.1206.desc # unique
    }
    theme = death
    override_background = { reference = battlefield  }
    left_portrait = {
        character = scope:portrait_scope
        triggered_animation = {
            trigger = {
                OR = {
                    this = scope:battle_death_enemy
                    this = scope:battle_death_leader
                }
            }
            animation = grief
        }
        triggered_animation = {
            trigger = { always = yes }
            animation = fear
        }
    }
    lower_right_portrait = {
        character = scope:battle_death_killer
        trigger = {
        	exists = scope:battle_death_killer
        	NOT = { scope:battle_death_killer = root }
        }
    }
    lower_center_portrait = {
        character = scope:dead_character
        trigger = { scope:portrait_scope = root }
    }

    immediate = {
    	play_music_cue = mx_cue_death
    	death_in_battle_scope_effect = yes
    	death_in_battle_memory_effect = { TYPE = bad }
    	# Taken from death_management.1006
    	add_stress = scope:deceased_character_stress
	}
    
    option = {
        name = death_management.1206.a
    }

    option = {
        name = death_management.1206.b
        trigger = {
            set_and_inform_slayer_rivalry_trigger = yes
        }
        set_and_inform_slayer_rivalry_effect = yes
    }

    option = {
        name = death_management.1206.c
        trigger = {
        	exists = scope:battle_death_killer
        	is_attracted_to_gender_of = scope:battle_death_killer
        }
        reverse_add_opinion = {
        	target = scope:battle_death_killer
        	modifier = flattered_opinion
        	opinion = 10
        }
        if = {
        	limit = {
        		can_start_scheme = {
        			type = seduce
        			target = scope:battle_death_killer
        		}
        	}
        	start_scheme = {
        		type = seduce
        		target = scope:battle_death_killer
        	}
        	hidden_effect = {
				random_scheme = {
					limit = {
						scheme_type = seduce
						scheme_target = scope:battle_death_killer
					}
					add_scheme_modifier = {
						type = extra_success_chance_modifier
					}
				}
			}
        }
    }
}

# Heir dies in battle
death_management.1207 = {
	type = character_event
    title = death_management.1207.t
    desc = {
     	# Intro 1 - In battle or reading a letter?
        first_valid = { 
            triggered_desc = { # Died in battle you were part of
                trigger = { this = scope:portrait_scope }
                desc = death_management.intro.witnessed # generic
            }
            triggered_desc = { # Died in a battle involving your army
                trigger = {
                    OR = {
                        this = scope:battle_death_enemy
                        this = scope:battle_death_leader
                    }
                }
                desc = death_management.intro.war # generic
            }
            desc = death_management.intro # generic
        }
        # Intro 2 - In battle or reading a letter?
        first_valid = {
        	triggered_desc = { # You saw them die, friendly
                trigger = {
                	this = scope:portrait_scope
                	this = scope:battle_death_enemy
                }
                desc = death_management.intro.enemy # generic
            }
        	triggered_desc = { # You saw them die, enemy
                trigger = {
                	this = scope:portrait_scope
                	this = scope:battle_death_leader
                }
                desc = death_management.intro.friendly # generic
            }
            desc = death_management.intro.letter.heir # unique
        }
        # Death details
        first_valid = {
            triggered_desc = { # You saw them die, enemy
                trigger = {
                	this = scope:portrait_scope
                	this = scope:battle_death_enemy
                }
                desc = death_management.death.witnessed.enemy # generic
            }
            triggered_desc = { # You saw them die, friendly
                trigger = {
                    this = scope:portrait_scope
                	this = scope:battle_death_leader
                }
                desc = death_management.death.witnessed.friendly # generic
            }
            triggered_desc = { # They died on other side
                trigger = { scope:battle_death_enemy = root }
                desc = death_management.death.war.enemy # generic
            }
            triggered_desc = { # They died on your side
                trigger = { scope:battle_death_leader = root }
                desc = death_management.death.war.friendly # generic
            }
            desc = death_management.death.uninvolved # generic
 		}
 		# Killer details
 		first_valid = {
            triggered_desc = { # On other side
                trigger = {
                	this = scope:portrait_scope
                	scope:battle_death_enemy = root
                	exists = scope:battle_death_killer
                }
                desc = death_management.killer.witnessed.enemy # generic
            }
            triggered_desc = { # On same side
                trigger = {
                	this = scope:portrait_scope
                	scope:battle_death_leader = root
                	exists = scope:battle_death_killer
                }
                desc = death_management.killer.witnessed.friendly # generic
            }
            triggered_desc = { # In some other battle
                trigger = { exists = scope:battle_death_killer }
                desc = death_management.killer # generic
            }
            triggered_desc = { # In some other battle
                trigger = {
					NOT = {
						exists = scope:battle_death_killer
					}
				}
                desc = death_management.no_killer # generic
            }
 		}
        desc = death_management.1207.desc # unique
    }
    theme = death
    override_background = { reference = battlefield  }
    left_portrait = {
        character = scope:portrait_scope
        triggered_animation = {
            trigger = {
                OR = {
                    this = scope:battle_death_enemy
                    this = scope:battle_death_leader
                }
            }
            animation = grief
        }
        triggered_animation = {
            trigger = { always = yes }
            animation = idle
        }
    }
    lower_right_portrait = {
        character = scope:battle_death_killer
        trigger = {
        	exists = scope:battle_death_killer
        	NOT = { scope:battle_death_killer = root }
        }
    }
    lower_center_portrait = {
        character = scope:dead_character
        trigger = { scope:portrait_scope = root }
    }

    immediate = {
        play_music_cue = mx_cue_death
    	death_in_battle_scope_effect = yes
    	death_in_battle_memory_effect = { TYPE = good }
    	# Taken from death_management.1007
		stress_impact = { base = minor_stress_impact_gain }
	}
    
    option = {
        name = death_management.1207.a
    }

    option = {
        name = death_management.1207.b
        trigger = {
            set_and_inform_slayer_rivalry_trigger = yes
        }
        set_and_inform_slayer_rivalry_effect = yes
    }
}

######################################################
# NOTIFICATION EVENTS - DUNGEON DEATH OR MURDER
# 2000-2999
######################################################

#Notification about dead spouse - Dungeon or murder
death_management.2000 = {
	type = character_event
	title = {
		first_valid = {
			triggered_desc = {
				trigger = {
					exists = scope:prison_holder
					NOT = {	scope:prison_holder = root }
				}
				desc = death_management.2000.t
			}
			triggered_desc = {
				trigger = {
					exists = scope:killer
					scope:killer = root
				}
				desc = death_management.2000.t.root_killer
			}
			desc = death_management.2000.t.no_killer
		}
	}
	desc = {
		first_valid = {
			triggered_desc = { # Special desc for killing own spouse
				trigger = {
					exists = scope:killer
					scope:killer = root
				}
				desc = death_management.2000.murderer
			}
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value >= medium_positive_opinion
					}
				}
				desc = {
					desc = death_management.2000.like
					first_valid = {
						triggered_desc = {
							trigger = {
								exists = scope:killer
								scope:killer = scope:prison_holder
							}
							desc = death_management.2000.like_end_killer
						}
						desc = death_management.2000.like_end
					}
				}
			}
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value < medium_positive_opinion
					}
					opinion = {
						target = scope:dead_character
						value >= low_negative_opinion
					}
				}
				desc = {
					desc = death_management.2000.neutral
					first_valid = {
						triggered_desc = {
							trigger = {
								exists = scope:killer
								scope:killer = scope:prison_holder
							}
							desc = death_management.2000.neutral_end_killer
						}
						desc = death_management.2000.neutral_end
					}
				}
			}
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value < low_negative_opinion
					}
				}
				desc = {
					desc = death_management.2000.dislike
					first_valid = {
						triggered_desc = {
							trigger = {
								exists = scope:killer
								scope:killer = scope:prison_holder
							}
							desc = death_management.2000.dislike_end_killer
						}
						triggered_desc = {
							trigger = {
								exists = scope:killer
								NOT = { scope:killer = scope:prison_holder }
							}
							desc = death_management.2000.dislike_end_unknown_killer
						}
						desc = death_management.2000.dislike_end_no_killer
					}
				}
			}
		}
	}
	theme = death
	left_portrait = scope:dead_character

	immediate = {
		play_music_cue = mx_cue_death
		if = {
			limit = {
				exists = scope:killer
				scope:killer = {
					any_secret = {
						secret_type = secret_murder
						secret_target = scope:dead_character
						is_known_by = root
					}
				}
			}
			scope:killer = {
				save_scope_as = prison_holder
			}
		}
	}
	
	#My beloved spouse!
	option = {
		trigger = {
			opinion = {
				target = scope:dead_character
				value >= medium_positive_opinion
			}
			OR = {
				NOT = { exists = scope:prison_holder }
				AND = {
					exists = scope:prison_holder
					NOT = { scope:prison_holder = root }
				}
			}
		}
		name = death_management.2000.a
		if = {
			limit = {
				exists = scope:prison_holder
			}
			custom_tooltip = death_management.1000.killed.tt
		}
		else = {
			custom_tooltip = death_management.2000.tt
		}
	}

	#That's a shame
	option = {
		trigger = {
			opinion = {
				target = scope:dead_character
				value < medium_positive_opinion
			}
			opinion = {
				target = scope:dead_character
				value >= neutral_opinion
			}
			OR = {
				NOT = { exists = scope:prison_holder }
				AND = {
					exists = scope:prison_holder
					NOT = { scope:prison_holder = root }
				}
			}
		}
		name = death_management.2000.b
		if = {
			limit = {
				exists = scope:prison_holder
			}
			custom_tooltip = death_management.1000.killed.tt
		}
		else = {
			custom_tooltip = death_management.2000.tt
		}
	}
	
	#What a relief!
	option = {
		trigger = {
			opinion = {
				target = scope:dead_character
				value < neutral_opinion
			}
			OR = {
				NOT = { exists = scope:prison_holder }
				AND = {
					exists = scope:prison_holder
					NOT = { scope:prison_holder = root }
				}
			}
		}
		name = death_management.2000.c
		if = {
			limit = {
				exists = scope:prison_holder
			}
			custom_tooltip = death_management.1000.killed.tt
		}
		else = {
			custom_tooltip = death_management.2000.tt
		}
	}

	# What a way to go
	option = {
		trigger = {
			exists = scope:prison_holder
			root = scope:prison_holder
		}
		name = death_management.2000.d
	}

	after = {
		if = {
			limit = {
				NOT = { exists = scope:prison_holder }
			}
			add_opinion = {
				modifier = loved_one_dungeon_death
				target = scope:prison_holder
			}
		}
	}
}

#Dead heir - Dungeon
death_management.2007 = {
	type = character_event
	title = death_management.2007.t
	desc = {
		desc = death_management.2007.start
		first_valid = {
			triggered_desc = {
				trigger = {
					OR = {
						AND = {
							is_male = yes
							scope:dead_character = { is_male = yes }
						}
						AND = {
							is_female = yes
							scope:dead_character = { is_female = yes }
						}
					}
				}
				desc = death_management.2007.mytitle
			}
			desc = death_management.2007.ruler
		}
		desc = death_management.2007.end
	}
	theme = death
	left_portrait = scope:dead_character
	right_portrait = scope:new_heir

	immediate = {
		play_music_cue = mx_cue_death
		if = {
			limit = { exists = player_heir }
			player_heir = {
				save_scope_as = new_heir
			}
		}
		if = {
			limit = {
				exists = scope:killer
				scope:killer = {
					NOT = {
						any_secret = {
							secret_type = secret_murder
							secret_target = scope:dead_character
							is_known_by = root
						}
					}
				}
			}
			scope:killer = {
				save_scope_as = prison_holder
			}
		}
	}

	
	option = {
		name = death_management.2007.a
		if = {
			limit = {
				exists = scope:prison_holder
			}
			custom_tooltip = death_management.1000.killed.tt
		}
		else = {
			custom_tooltip = death_management.2007.a.tt
		}
		if = {
			limit = { exists = scope:new_heir }
			custom_tooltip = death_management.2007.a.new_heir.tt
		}

		stress_impact = {
			base = minor_stress_impact_gain
		}
	}
	after = {
		if = {
			limit = {
				NOT = { exists = scope:prison_holder }
			}
			add_opinion = {
				modifier = loved_one_dungeon_death
				target = scope:prison_holder
			}
		}
	}
}

#Notification for parent of dead child - Dungeon
death_management.2001 = {
	type = character_event
	title = death_management.2001.t
	desc = {
		desc = death_management.2001.opening
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:dead_character = {
						age < 16
					}
				}
				desc = death_management.2001.child
			}
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value >= 40
					}
				}
				desc = {
					desc = death_management.2001.like
					first_valid = {
						triggered_desc = {
							trigger = {
								exists = scope:prison_holder
							}
							desc = death_management.2001.like_end_killer
						}
						desc = death_management.2001.like_end
					}
				}
			}
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value < 40
					}
					opinion = {
						target = scope:dead_character
						value >= 0
					}
				}
				desc = death_management.2001.neutral
			}
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value < 0
					}
				}
				desc = {
					desc = death_management.2001.dislike
					first_valid = {
						triggered_desc = {
							trigger = {
								exists = scope:prison_holder
							}
							desc = death_management.2001.dislike_end_killer
						}
						desc = death_management.2001.dislike_end
					}
				}
			}
		}
	}
	theme = death
	left_portrait = scope:dead_character

	immediate = {
		play_music_cue = mx_cue_death
		if = {
			limit = {
				exists = scope:killer
				scope:killer = {
					OR = {
						any_secret = {
							secret_type = secret_murder
							secret_target = scope:dead_character
							is_known_by = root
						}
						NOT = {
							any_secret = {
								secret_type = secret_murder
								secret_target = scope:dead_character
							}
						}
					}
				}
			}
			scope:killer = {
				save_scope_as = prison_holder
			}
		}
	}

	#Liked child
	option = {
		trigger = {
			scope:dead_character = {
				is_adult = yes
			}
			opinion = {
				target = scope:dead_character
				value >= 0
			}
		}
		name = death_management.2000.b
		if = {
			limit = {
				exists = scope:prison_holder
			}
			custom_tooltip = death_management.1000.killed.tt
		}
		else = {
			custom_tooltip = death_management.2001.tt
		}

		stress_impact = {
			base = minor_stress_impact_gain
		}
		stress_save_deceased_character_for_mental_break = {
			TARGET = scope:dead_character
			FLAG = child
		}
	}
	
	#Relieved
	option = {
		trigger = {
			scope:dead_character = {
				is_adult = yes
			}
			opinion = {
				target = scope:dead_character
				value < 0
			}
		}
		name = death_management.2001.c
		if = {
			limit = {
				exists = scope:killer
			}
			custom_tooltip = death_management.1000.killed.tt
		}
		else = {
			custom_tooltip = death_management.2001.tt
		}

		stress_impact = {
			base = minor_stress_impact_loss
		}
	}

	#Little child...
	option = {
		trigger = {
			scope:dead_character = {
				is_adult = no
			}
		}
		name = death_management.2001.d
		if = {
			limit = {
				exists = scope:killer
			}
			custom_tooltip = death_management.1000.killed.tt
		}
		else = {
			custom_tooltip = death_management.2001.tt
		}

		stress_impact = {
			base = medium_stress_impact_gain
		}
		stress_save_deceased_character_for_mental_break = {
			TARGET = scope:dead_character
			FLAG = child
		}
	}
	after = {
		if = {
			limit = {
				NOT = { exists = scope:killer }
			}
			add_opinion = {
				modifier = loved_one_dungeon_death
				target = scope:prison_holder
			}
		}
	}
}


#Dead parent - Dungeon
death_management.2002 = {
	type = character_event
	title = death_management.2002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { age < 14 }
				desc = death_management.2002.child
			}
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value >= 30
					}
				}
				desc = death_management.2002.like
			}
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value < 30
					}
					opinion = {
						target = scope:dead_character
						value >= 0
					}
				}
				desc = death_management.2002.neutral
			}
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value < 0
					}
				}
				desc = death_management.2002.dislike
			}
		}
	}
	theme = death
	left_portrait = scope:dead_character

	immediate = {
		play_music_cue = mx_cue_death
		if = {
			limit = {
				exists = scope:killer
				scope:killer = {
					any_secret = {
						secret_type = secret_murder
						secret_target = scope:dead_character
						is_known_by = root
					}
				}
			}
			scope:killer = {
				save_scope_as = prison_holder
			}
		}
	}
	
	#Like
	option = {
		trigger = {
			age >= 14
			opinion = {
				target = scope:dead_character
				value >= 40
			}
		}
		name = death_management.2002.a
		if = {
			limit = {
				exists = scope:killer
			}
			custom_tooltip = death_management.1000.killed.tt
		}
		else = {
			custom_tooltip = death_management.2002.tt
		}

		stress_impact = {
			base = minor_stress_impact_gain
		}
		stress_save_deceased_character_for_mental_break = {
			TARGET = scope:dead_character
			FLAG = parent
		}
	}

	#Neutral
	option = {
		trigger = {
			age >= 14
			opinion = {
				target = scope:dead_character
				value < 40
			}
			opinion = {
				target = scope:dead_character
				value >= 0
			}
		}
		name = death_management.2002.b
		if = {
			limit = {
				exists = scope:killer
			}
			custom_tooltip = death_management.1000.killed.tt
		}
		else = {
			custom_tooltip = death_management.2002.tt
		}
		stress_save_deceased_character_for_mental_break = {
			TARGET = scope:dead_character
			FLAG = parent
		}
	}
	
	#Dislike
	option = {
		trigger = {
			age >= 14
			opinion = {
				target = scope:dead_character
				value < 0
			}
		}
		name = death_management.2002.c
		if = {
			limit = {
				exists = scope:killer
			}
			custom_tooltip = death_management.1000.killed.tt
		}
		else = {
			custom_tooltip = death_management.2002.tt
		}


		stress_impact = {
			base = minor_stress_impact_loss
		}
	}

	#Child reacts
	option = {
		trigger = {
			age < 14
		}
		name = death_management.2002.d
		if = {
			limit = {
				exists = scope:killer
			}
			custom_tooltip = death_management.1000.killed.tt
		}
		else = {
			custom_tooltip = death_management.2002.tt
		}

		stress_impact = {
			base = medium_stress_impact_gain
		}
		stress_save_deceased_character_for_mental_break = {
			TARGET = scope:dead_character
			FLAG = parent
		}
	}
	after = {
		if = {
			limit = {
				NOT = { exists = scope:killer }
			}
			add_opinion = {
				modifier = loved_one_dungeon_death
				target = scope:prison_holder
			}
		}
	}
}

#Dead betrothed - Dungeon
death_management.2008 = {
	type = character_event
	title = death_management.2008.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value >= 40
					}
				}
				desc = {
					desc = death_management.2008.desc.like
					first_valid = {
						triggered_desc = {
							trigger = {
								exists = scope:prison_holder
							}
							desc = death_management.2008.like_end_killer
						}
						desc = death_management.2008.like_end
					}
				}
			}
			triggered_desc = {
				trigger = {
					OR = {
						opinion = {
							target = scope:dead_character
							value < 10
						}
						AND = {
							has_personality_benevolent_trigger = no
							OR = {
								has_trait = callous
								has_trait = sadistic
								has_trait = lunatic
								has_trait = possessed
								has_trait = leper
								has_trait = disfigured
								has_trait = beauty_bad_2
								has_trait = beauty_bad_3
								has_trait = intellect_bad_2
								has_trait = intellect_bad_3
								has_trait = clubfooted
								has_trait = hunchbacked
								has_trait = dwarf
								has_trait = inbred
							}
						}
					}
				}
				desc = {
					first_valid = {
						triggered_desc = {
							trigger = {
								exists = scope:prison_holder
							}
							desc = death_management.2008.dislike_killer
						}
						desc = death_management.2008.dislike
					}
				}
			}
			desc = death_management.2008.desc.neutral
		}
	}
	theme = death
	left_portrait = scope:dead_character

	immediate = {
		play_music_cue = mx_cue_death
		if = {
			limit = {
				exists = scope:killer
				scope:killer = {
					any_secret = {
						secret_type = secret_murder
						secret_target = scope:dead_character
						is_known_by = root
					}
				}
			}
			scope:killer = {
				save_scope_as = prison_holder
			}
		}
	}

	option = { #Like/neutral
		trigger = {
			NOR = {
				opinion = {
					target = scope:dead_character
					value < 10
				}
				AND = {
					has_personality_benevolent_trigger = no
					OR = {
						has_trait = callous
						has_trait = sadistic
						has_trait = lunatic
						has_trait = possessed
						has_trait = leper
						has_trait = disfigured
						has_trait = beauty_bad_2
						has_trait = beauty_bad_3
						has_trait = intellect_bad_2
						has_trait = intellect_bad_3
						has_trait = clubfooted
						has_trait = hunchbacked
						has_trait = dwarf
						has_trait = inbred
					}
				}
			}
		}
		name = death_management.2008.a
		if = {
			limit = {
				exists = scope:killer
			}
			custom_tooltip = death_management.1000.killed.tt
		}
		else = {
			custom_tooltip = death_management.2002.tt
		}

		if = {
			limit = {
				opinion = {
					target = scope:dead_character
					value >= 60
				}
			}
			stress_impact = {
				base = medium_stress_impact_gain
			}
		}
		else = {
			stress_impact = {
				base = minor_stress_impact_gain
			}
		}
	}

	option = { #Dislike
		trigger = {
			OR = {
				opinion = {
					target = scope:dead_character
					value < 10
				}
				AND = {
					has_personality_benevolent_trigger = no
					OR = {
						has_trait = callous
						has_trait = sadistic
						has_trait = lunatic
						has_trait = possessed
						has_trait = leper
						has_trait = disfigured
						has_trait = beauty_bad_2
						has_trait = beauty_bad_3
						has_trait = intellect_bad_2
						has_trait = intellect_bad_3
						has_trait = clubfooted
						has_trait = hunchbacked
						has_trait = dwarf
						has_trait = inbred
					}
				}
			}
		}
		name = death_management.2008.b
		if = {
			limit = {
				exists = scope:killer
			}
			custom_tooltip = death_management.1000.killed.tt
		}
		else = {
			custom_tooltip = death_management.2002.tt
		}

		stress_impact = {
			base = minor_stress_impact_loss
		}
	}
	after = {
		if = {
			limit = {
				NOT = { exists = scope:killer }
			}
			add_opinion = {
				modifier = loved_one_dungeon_death
				target = scope:prison_holder
			}
		}
	}
}




######################################################
# NOTIFICATION EVENTS - YOUR DUNGEON DEATH
# 3000-3999
######################################################

#Dead heir - Your dungeon
death_management.3007 = {
	type = character_event
	title = death_management.3007.t
	desc = {
		desc = death_management.3007.start
		first_valid = {
			triggered_desc = {
				trigger = {
					OR = {
						AND = {
							is_male = yes
							scope:dead_character = { is_male = yes }
						}
						AND = {
							is_female = yes
							scope:dead_character = { is_female = yes }
						}
					}
				}
				desc = death_management.3007.mytitle
			}
			desc = death_management.3007.ruler
		}
		desc = death_management.3007.end
	}
	theme = death
	left_portrait = scope:dead_character
	right_portrait = scope:new_heir

	immediate = {
		play_music_cue = mx_cue_death
		primary_heir = {
			save_scope_as = new_heir
		}
	}

	
	option = {
		name = death_management.3007.a
		custom_tooltip = death_management.3007.a.tt

		stress_impact = {
			base = minor_stress_impact_gain
		}
	}
}


#Notification about dead spouse - Your dungeon
death_management.3000 = {
	type = character_event
	title = death_management.3000.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value >= 40
					}
				}
				desc = death_management.3000.like
			}
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value < 40
					}
					opinion = {
						target = scope:dead_character
						value >= 0
					}
				}
				desc = death_management.3000.neutral
			}
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value < 0
					}
				}
				desc = death_management.3000.dislike
			}
		}
	}
	theme = death
	left_portrait = scope:dead_character

	immediate = {
		play_music_cue = mx_cue_death
	}
	
	#My beloved spouse!
	option = {
		trigger = {
			opinion = {
				target = scope:dead_character
				value >= 40
			}
		}
		name = death_management.3000.a
		custom_tooltip = death_management.3000.tt

		stress_impact = {
			base = minor_stress_impact_gain
		}
		stress_save_deceased_character_for_mental_break = {
			TARGET = scope:dead_character
			FLAG = spouse
		}
	}

	#That's a shame
	option = {
		trigger = {
			opinion = {
				target = scope:dead_character
				value < 40
			}
			opinion = {
				target = scope:dead_character
				value >= 0
			}
		}
		name = death_management.3000.b
		custom_tooltip = death_management.3000.tt

		stress_save_deceased_character_for_mental_break = {
			TARGET = scope:dead_character
			FLAG = spouse
		}
	}
	
	#What a relief!
	option = {
		trigger = {
			opinion = {
				target = scope:dead_character
				value < 0
			}
		}
		name = death_management.3000.c
		custom_tooltip = death_management.3000.tt


		stress_impact = {
			base = medium_stress_impact_loss
		}
	}
}

#Notification for parent of dead child - Your dungeon
death_management.3001 = {
	type = character_event
	title = death_management.3001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:dead_character = {
						age < 16
					}
				}
				desc = death_management.3001.child
			}
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value >= 40
					}
				}
				desc = death_management.3001.like
			}
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value < 40
					}
					opinion = {
						target = scope:dead_character
						value >= 0
					}
				}
				desc = death_management.3001.neutral
			}
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value < 0
					}
				}
				desc = death_management.3001.dislike
			}
		}
	}
	theme = death
	left_portrait = scope:dead_character

	immediate = {
		play_music_cue = mx_cue_death
	}
	
	#Good child
	option = {
		trigger = {
			scope:dead_character = {
				is_adult = yes
			}
			opinion = {
				target = scope:dead_character
				value >= 50
			}
		}
		name = death_management.3001.a
		custom_tooltip = death_management.3001.tt

		stress_impact = {
			base = minor_stress_impact_gain
		}
		stress_save_deceased_character_for_mental_break = {
			TARGET = scope:dead_character
			FLAG = child
		}
	}

	#Neutral
	option = {
		trigger = {
			scope:dead_character = {
				is_adult = yes
			}
			opinion = {
				target = scope:dead_character
				value < 50
			}
			opinion = {
				target = scope:dead_character
				value >= 0
			}
		}
		name = death_management.3000.b
		custom_tooltip = death_management.3001.tt

		stress_save_deceased_character_for_mental_break = {
			TARGET = scope:dead_character
			FLAG = child
		}
	}
	
	#Relieved
	option = {
		trigger = {
			scope:dead_character = {
				is_adult = yes
			}
			opinion = {
				target = scope:dead_character
				value < 0
			}
		}
		name = death_management.3001.c
		custom_tooltip = death_management.3001.tt


		stress_impact = {
			base = medium_stress_impact_loss
		}
	}

	#Little child...
	option = {
		trigger = {
			scope:dead_character = {
				is_adult = no
			}
		}
		name = death_management.3001.d
		custom_tooltip = death_management.3001.tt

		stress_impact = {
			base = medium_stress_impact_gain
		}
		stress_save_deceased_character_for_mental_break = {
			TARGET = scope:dead_character
			FLAG = child
		}
	}
}


#Dead parent - Your dungeon
death_management.3002 = {
	type = character_event
	title = death_management.3002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { age < 14 }
				desc = death_management.3002.child
			}
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value >= 40
					}
				}
				desc = death_management.3002.like
			}
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value < 40
					}
					opinion = {
						target = scope:dead_character
						value >= 0
					}
				}
				desc = death_management.3002.neutral
			}
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value < 0
					}
				}
				desc = death_management.3002.dislike
			}
		}
	}
	theme = death
	left_portrait = scope:dead_character

	immediate = {
		play_music_cue = mx_cue_death
	}
	
	#Like
	option = {
		trigger = {
			age >= 14
			opinion = {
				target = scope:dead_character
				value >= 40
			}
		}
		name = death_management.3002.a
		custom_tooltip = death_management.3002.tt

		stress_impact = {
			base = minor_stress_impact_gain
		}
		stress_save_deceased_character_for_mental_break = {
			TARGET = scope:dead_character
			FLAG = parent
		}
	}

	#Neutral
	option = {
		trigger = {
			age >= 14
			opinion = {
				target = scope:dead_character
				value < 40
			}
			opinion = {
				target = scope:dead_character
				value >= 0
			}
		}
		name = death_management.3002.b
		custom_tooltip = death_management.3002.tt

		stress_save_deceased_character_for_mental_break = {
			TARGET = scope:dead_character
			FLAG = parent
		}
	}
	
	#Dislike
	option = {
		trigger = {
			age >= 14
			opinion = {
				target = scope:dead_character
				value < 0
			}
		}
		name = death_management.3002.c
		custom_tooltip = death_management.3002.tt


		stress_impact = {
			base = medium_stress_impact_loss
		}
	}

	#Child reacts
	option = {
		trigger = {
			age < 14
		}
		name = death_management.3002.d
		custom_tooltip = death_management.3002.tt


		stress_impact = {
			base = medium_stress_impact_gain
		}
		stress_save_deceased_character_for_mental_break = {
			TARGET = scope:dead_character
			FLAG = parent
		}
	}
}


#Dead Rival - Your Dungeon
death_management.3006 = {
	type = character_event
	title = death_management.3006.t
	desc = death_management.3006.desc
	theme = death
	left_portrait = scope:dead_character

	immediate = {
		play_music_cue = mx_cue_death
		custom_tooltip = death_management.3006.a.tt
		add_prestige = medium_prestige_gain
		stress_impact = {
			base = major_stress_impact_loss
		}
	}

	option = {
		name = death_management.3006.a
		trigger = {
			NOT = {
				existing_feud_against_target_trigger = { TARGET = scope:dead_character }
			}
		}
	}

	option = { # Continue
		name = death_management.3006.b
		trigger = {
			existing_feud_against_target_trigger = { TARGET = scope:dead_character }
			NOT = {
				any_owned_story = {
					story_type = story_cycle_house_feud
					house_feud_wiped_out_trigger = yes
				}
			}
		}
		custom_tooltip = house_feud_continue_tt
		ai_chance = {
			base = 25
			ai_value_modifier = {
				ai_vengefulness = 1
				ai_boldness = 1
			}
		}
	}

	option = { # End
		name = death_management.3006.c
		trigger = {
			existing_feud_against_target_trigger = { TARGET = scope:dead_character }
			NOT = {
				any_owned_story = {
					story_type = story_cycle_house_feud
					house_feud_wiped_out_trigger = yes
				}
			}
		}
		show_as_tooltip = { house_feud_end_modifier_effect = yes }
		house_feud_end_story_effect = yes
		ai_chance = {
			base = 25
			ai_value_modifier = {
				ai_vengefulness = -1
				ai_boldness = -1
			}
		}
	}

	option = { # Wipe end
		name = death_management.3006.d
		trigger = {
			existing_feud_against_target_trigger = { TARGET = scope:dead_character }
			any_owned_story = {
				story_type = story_cycle_house_feud
				house_feud_wiped_out_trigger = yes
			}
		}
		random_owned_story = {
			limit = {
				story_type = story_cycle_house_feud
				house_feud_wiped_out_trigger = yes
			}
			show_as_tooltip = {
				house_feud_end_modifier_effect = yes
				end_story = yes
			}
		}
	}
}



#Dead betrothed - Your dungeon
death_management.3008 = {
	type = character_event
	title = death_management.3008.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value >= 40
					}
				}
				desc = death_management.3008.desc.like
			}
			triggered_desc = {
				trigger = {
					OR = {
						opinion = {
							target = scope:dead_character
							value < 10
						}
						AND = {
							has_personality_benevolent_trigger = no
							OR = {
								has_trait = callous
								has_trait = sadistic
								has_trait = lunatic
								has_trait = possessed
								has_trait = leper
								has_trait = disfigured
								has_trait = beauty_bad_2
								has_trait = beauty_bad_3
								has_trait = intellect_bad_2
								has_trait = intellect_bad_3
								has_trait = clubfooted
								has_trait = hunchbacked
								has_trait = dwarf
								has_trait = inbred
							}
						}
					}
				}
				desc = death_management.3008.desc.dislike
			}
			desc = death_management.3008.desc.neutral
		}
	}
	theme = death
	left_portrait = scope:dead_character

	immediate = {
		play_music_cue = mx_cue_death
	}

	option = { #Like/neutral
		trigger = {
			NOR = {
				opinion = {
					target = scope:dead_character
					value < 10
				}
				AND = {
					has_personality_benevolent_trigger = no
					OR = {
						has_trait = callous
						has_trait = sadistic
						has_trait = lunatic
						has_trait = possessed
						has_trait = leper
						has_trait = disfigured
						has_trait = beauty_bad_2
						has_trait = beauty_bad_3
						has_trait = intellect_bad_2
						has_trait = intellect_bad_3
						has_trait = clubfooted
						has_trait = hunchbacked
						has_trait = dwarf
						has_trait = inbred
					}
				}
			}
		}
		name = death_management.3008.a
		custom_tooltip = death_management.3008.a.tt

		if = {
			limit = {
				opinion = {
					target = scope:dead_character
					value >= 60
				}
			}
			stress_impact = {
				base = minor_stress_impact_gain
			}
		}
	}

	option = { #Dislike
		trigger = {
			OR = {
				opinion = {
					target = scope:dead_character
					value < 10
				}
				AND = {
					has_personality_benevolent_trigger = no
					OR = {
						has_trait = callous
						has_trait = sadistic
						has_trait = lunatic
						has_trait = possessed
						has_trait = leper
						has_trait = disfigured
						has_trait = beauty_bad_2
						has_trait = beauty_bad_3
						has_trait = intellect_bad_2
						has_trait = intellect_bad_3
						has_trait = clubfooted
						has_trait = hunchbacked
						has_trait = dwarf
						has_trait = inbred
					}
				}
			}
		}
		name = death_management.3008.b
		custom_tooltip = death_management.3008.a.tt

		stress_impact = {
			base = medium_stress_impact_loss
		}
	}
}


######################################################
# NOTIFICATION EVENTS - HOUSE ARREST DEATH
# 4000-4999
######################################################

#Notification about dead spouse - House arrest
death_management.4000 = {
	type = character_event
	title = death_management.4000.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value >= 40
					}
				}
				desc = {
					desc = death_management.4000.like_opening
					first_valid = {
						triggered_desc = {
							trigger = {
								this = scope:house_arrest_holder
							}
							desc = death_management.4000.like_my_prison
						}
						triggered_desc = {
							trigger = {
								NOT = { this = scope:house_arrest_holder }
							}
							desc = death_management.4000.like
						}
					}
				}
			}
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value < 40
					}
					opinion = {
						target = scope:dead_character
						value >= 0
					}
				}
				desc = {
					desc = death_management.4000.neutral_opening
					first_valid = {
						triggered_desc = {
							trigger = {
								this = scope:house_arrest_holder
							}
							desc = death_management.4000.neutral_my_prison
						}
						triggered_desc = {
							trigger = {
								NOT = { this = scope:house_arrest_holder }
							}
							desc = death_management.4000.neutral
						}
					}
				}
			}
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value < 0
					}
				}
				desc = {
					first_valid = {
						triggered_desc = {
							trigger = {
								this = scope:house_arrest_holder
							}
							desc = death_management.4000.dislike_my_prison
						}
						triggered_desc = {
							trigger = {
								NOT = { this = scope:house_arrest_holder }
							}
							desc = death_management.4000.dislike
						}
					}
				}
			}
		}
	}
	theme = death
	left_portrait = scope:dead_character

	immediate = {
		play_music_cue = mx_cue_death
	}
	
	#My beloved spouse!
	option = {
		trigger = {
			opinion = {
				target = scope:dead_character
				value >= 40
			}
		}
		name = death_management.4000.a
		custom_tooltip = death_management.4000.tt

		if = {
			limit = {
				NOT = { this = scope:house_arrest_holder }
			}
			stress_impact = {
				base = medium_stress_impact_gain
			}
			stress_save_deceased_character_for_mental_break = {
				TARGET = scope:dead_character
				FLAG = spouse
			}
		}
		else = {
			stress_impact = {
				base = minor_stress_impact_gain
			}
			stress_save_deceased_character_for_mental_break = {
				TARGET = scope:dead_character
				FLAG = spouse
			}
		}
	}

	#That's a shame
	option = {
		trigger = {
			opinion = {
				target = scope:dead_character
				value < 40
			}
			opinion = {
				target = scope:dead_character
				value >= 0
			}
		}
		name = death_management.4000.b
		custom_tooltip = death_management.4000.tt

		if = {
			limit = {
				NOT = { this = scope:house_arrest_holder }
			}
			stress_impact = {
				base = minor_stress_impact_gain
			}
			stress_save_deceased_character_for_mental_break = {
				TARGET = scope:dead_character
				FLAG = spouse
			}
		}
	}
	
	#What a relief!
	option = {
		trigger = {
			opinion = {
				target = scope:dead_character
				value < 0
			}
		}
		name = death_management.4000.c
		custom_tooltip = death_management.4000.tt

		if = {
			limit = {
				NOT = { this = scope:house_arrest_holder }
			}
			stress_impact = {
				base = minor_stress_impact_loss
			}
		}
		else = {
			stress_impact = {
				base = medium_stress_impact_loss
			}
		}
	}
}

#Dead heir - House arrest
death_management.4007 = {
	type = character_event
	title = death_management.4007.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					this = scope:house_arrest_holder
				}
				desc = death_management.4007.start_my_prison
			}
			triggered_desc = {
				trigger = {
					NOT = { this = scope:house_arrest_holder }
				}
				desc = death_management.4007.start
			}
		}
		first_valid = {
			triggered_desc = {
				trigger = {
					OR = {
						AND = {
							is_male = yes
							scope:dead_character = { is_male = yes }
						}
						AND = {
							is_female = yes
							scope:dead_character = { is_female = yes }
						}
					}
				}
				desc = death_management.4007.mytitle
			}
			desc = death_management.4007.ruler
		}
		desc = death_management.4007.end
		desc = death_management.4007.end.heir
	}
	theme = death
	left_portrait = scope:dead_character
	right_portrait = scope:new_heir

	immediate = {
		play_music_cue = mx_cue_death
		if = {
			limit = {
				exists = player_heir
			}
			player_heir = {
				save_scope_as = new_heir
			}
		}
	}

	
	option = {
		name = death_management.4007.a
		trigger = {
			NOT = { this = scope:house_arrest_holder }
		}
		custom_tooltip = death_management.4007.a.tt
		if = {
			limit = { exists = scope:new_heir }
			custom_tooltip = death_management.4007.a.tt.heir
		}

		stress_impact = {
			base = minor_stress_impact_gain
		}
	}

	option = {
		name = death_management.4007.b
		trigger = {
			this = scope:house_arrest_holder
		}
		custom_tooltip = death_management.4007.a.tt
		if = {
			limit = { exists = scope:new_heir }
			custom_tooltip = death_management.4007.a.tt.heir
		}

		stress_impact = {
			base = minor_stress_impact_gain
		}
	}
}

#Notification for parent of dead child - House arrest
death_management.4001 = {
	type = character_event
	title = death_management.4001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:dead_character = {
						age < 16
					}
				}
				desc = {
					first_valid = {
						triggered_desc = {
							trigger = {
								this = scope:house_arrest_holder
							}
							desc = death_management.4001.child_my_prison
						}
						triggered_desc = {
							trigger = {
								NOT = { this = scope:house_arrest_holder }
							}
							desc = death_management.4001.child
						}
					}
				}
			}
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value >= 40
					}
				}
				desc = {
					first_valid = {
						triggered_desc = {
							trigger = {
								this = scope:house_arrest_holder
							}
							desc = death_management.4001.like_my_prison
						}
						triggered_desc = {
							trigger = {
								NOT = { this = scope:house_arrest_holder }
							}
							desc = death_management.4001.like
						}
					}
				}
			}
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value < 40
					}
					opinion = {
						target = scope:dead_character
						value >= 0
					}
				}
				desc = {
					desc = death_management.4001.neutral_opening
					first_valid = {
						triggered_desc = {
							trigger = {
								this = scope:house_arrest_holder
							}
							desc = death_management.4001.neutral_my_prison
						}
						triggered_desc = {
							trigger = {
								NOT = { this = scope:house_arrest_holder }
							}
							desc = death_management.4001.neutral
						}
					}
				}
			}
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value < 0
					}
				}
				desc = {
					desc = death_management.4001.dislike_opening
					first_valid = {
						triggered_desc = {
							trigger = {
								this = scope:house_arrest_holder
							}
							desc = death_management.4001.dislike_my_prison
						}
						triggered_desc = {
							trigger = {
								NOT = { this = scope:house_arrest_holder }
							}
							desc = death_management.4001.dislike
						}
					}
					desc = death_management.4001.dislike_end
				}
			}
		}
	}
	theme = death
	left_portrait = scope:dead_character

	immediate = {
		play_music_cue = mx_cue_death
	}
	
	#Good child
	option = {
		trigger = {
			scope:dead_character = {
				is_adult = yes
			}
			opinion = {
				target = scope:dead_character
				value >= 50
			}
		}
		name = death_management.4001.a
		custom_tooltip = death_management.4001.tt

		if = {
			limit = {
				NOT = { this = scope:house_arrest_holder }
			}
			stress_impact = {
				base = medium_stress_impact_gain
			}
			stress_save_deceased_character_for_mental_break = {
				TARGET = scope:dead_character
				FLAG = child
			}
		}
		else = {
			stress_impact = {
				base = minor_stress_impact_gain
			}
			stress_save_deceased_character_for_mental_break = {
				TARGET = scope:dead_character
				FLAG = child
			}
		}
	}

	#Neutral
	option = {
		trigger = {
			scope:dead_character = {
				is_adult = yes
			}
			opinion = {
				target = scope:dead_character
				value < 50
			}
			opinion = {
				target = scope:dead_character
				value >= 0
			}
		}
		name = death_management.4000.b
		custom_tooltip = death_management.4001.tt

		if = {
			limit = {
				NOT = { this = scope:house_arrest_holder }
			}
			stress_impact = {
				base = minor_stress_impact_gain
			}
			stress_save_deceased_character_for_mental_break = {
				TARGET = scope:dead_character
				FLAG = child
			}
		}
	}
	
	#Relieved
	option = {
		trigger = {
			scope:dead_character = {
				is_adult = yes
			}
			opinion = {
				target = scope:dead_character
				value < 0
			}
		}
		name = death_management.4001.c
		custom_tooltip = death_management.4001.tt


		if = {
			limit = {
				NOT = { this = scope:house_arrest_holder }
			}
			stress_impact = {
				base = minor_stress_impact_loss
			}
		}
		else = {
			stress_impact = {
				base = medium_stress_impact_loss
			}
		}
	}

	#Little child...
	option = {
		trigger = {
			scope:dead_character = {
				is_adult = no
			}
		}
		name = death_management.4001.d
		custom_tooltip = death_management.4001.tt

		if = {
			limit = {
				NOT = { this = scope:house_arrest_holder }
			}
			stress_impact = {
				base = medium_stress_impact_gain
			}
			stress_save_deceased_character_for_mental_break = {
				TARGET = scope:dead_character
				FLAG = child
			}
		}
		else = {
			stress_impact = {
				base = minor_stress_impact_gain
			}
			stress_save_deceased_character_for_mental_break = {
				TARGET = scope:dead_character
				FLAG = child
			}
		}
	}
}


#Dead parent - House arrest
death_management.4002 = {
	type = character_event
	title = death_management.4002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { age < 14 }
				desc = death_management.4002.child
			}
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value >= 40
					}
				}
				desc = {
					desc = death_management.4002.like_opening
					first_valid = {
						triggered_desc = {
							trigger = {
								this = scope:house_arrest_holder
							}
							desc = death_management.4002.like_my_prison
						}
						triggered_desc = {
							trigger = {
								NOT = { this = scope:house_arrest_holder }
							}
							desc = death_management.4002.like
						}
					}
				}
			}
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value < 40
					}
					opinion = {
						target = scope:dead_character
						value >= 0
					}
				}
				desc = {
					desc = death_management.4002.neutral_opening
					first_valid = {
						triggered_desc = {
							trigger = {
								this = scope:house_arrest_holder
							}
							desc = death_management.4002.neutral_my_prison
						}
						triggered_desc = {
							trigger = {
								NOT = { this = scope:house_arrest_holder }
							}
							desc = death_management.4002.neutral
						}
					}
				}
			}
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value < 0
					}
				}
				desc = {
					desc = death_management.4002.dislike_opening
					first_valid = {
						triggered_desc = {
							trigger = {
								this = scope:house_arrest_holder
							}
							desc = death_management.4002.dislike_my_prison
						}
						triggered_desc = {
							trigger = {
								NOT = { this = scope:house_arrest_holder }
							}
							desc = death_management.4002.dislike
						}
					}
				}
			}
		}
	}
	theme = death
	left_portrait = scope:dead_character

	immediate = {
		play_music_cue = mx_cue_death
	}
	
	#Like
	option = {
		trigger = {
			age >= 14
			opinion = {
				target = scope:dead_character
				value >= 40
			}
		}
		name = death_management.4002.a
		custom_tooltip = death_management.4002.tt

		if = {
			limit = {
				NOT = { this = scope:house_arrest_holder }
			}
			stress_impact = {
				base = minor_stress_impact_gain
			}
			stress_save_deceased_character_for_mental_break = {
				TARGET = scope:dead_character
				FLAG = parent
			}
		}
	}

	#Neutral
	option = {
		trigger = {
			age >= 14
			opinion = {
				target = scope:dead_character
				value < 40
			}
			opinion = {
				target = scope:dead_character
				value >= 0
			}
		}
		name = death_management.4002.b
		custom_tooltip = death_management.4002.tt
	}
	
	#Dislike
	option = {
		trigger = {
			age >= 14
			opinion = {
				target = scope:dead_character
				value < 0
			}
		}
		name = death_management.4002.c
		custom_tooltip = death_management.4002.tt


		if = {
			limit = {
				NOT = { this = scope:house_arrest_holder }
			}
			stress_impact = {
				base = minor_stress_impact_loss
			}
		}
		else = {
			stress_impact = {
				base = medium_stress_impact_loss
			}
		}
	}

	#Child reacts
	option = {
		trigger = {
			age < 14
		}
		name = death_management.4002.d
		custom_tooltip = death_management.4002.tt

		if = {
			limit = {
				NOT = { this = scope:house_arrest_holder }
			}
			stress_impact = {
				base = medium_stress_impact_gain
			}
			stress_save_deceased_character_for_mental_break = {
				TARGET = scope:dead_character
				FLAG = parent
			}
		}
		else = {
			stress_impact = {
				base = minor_stress_impact_gain
			}
			stress_save_deceased_character_for_mental_break = {
				TARGET = scope:dead_character
				FLAG = parent
			}
		}
	}
}

#Dead betrothed - House arrest
death_management.4008 = {
	type = character_event
	title = death_management.4008.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					opinion = {
						target = scope:dead_character
						value >= 40
					}
				}
				desc = {
					first_valid = {
						triggered_desc = {
							trigger = {
								this = scope:house_arrest_holder
							}
							desc = death_management.4008.desc.like_my_prison
						}
						triggered_desc = {
							trigger = {
								NOT = { this = scope:house_arrest_holder }
							}
							desc = death_management.4008.desc.like
						}
					}
				}
			}
			triggered_desc = {
				trigger = {
					OR = {
						opinion = {
							target = scope:dead_character
							value < 10
						}
						AND = {
							has_personality_benevolent_trigger = no
							OR = {
								has_trait = callous
								has_trait = sadistic
								has_trait = lunatic
								has_trait = possessed
								has_trait = leper
								has_trait = disfigured
								has_trait = beauty_bad_2
								has_trait = beauty_bad_3
								has_trait = intellect_bad_2
								has_trait = intellect_bad_3
								has_trait = clubfooted
								has_trait = hunchbacked
								has_trait = dwarf
								has_trait = inbred
							}
						}
					}
				}
				desc = {
					first_valid = {
						triggered_desc = {
							trigger = {
								this = scope:house_arrest_holder
							}
							desc = death_management.4008.desc.dislike_my_prison
						}
						triggered_desc = {
							trigger = {
								NOT = { this = scope:house_arrest_holder }
							}
							desc = death_management.4008.desc.dislike
						}
					}
				}
			}
			desc = {
				first_valid = {
					triggered_desc = {
						trigger = {
							this = scope:house_arrest_holder
						}
						desc = death_management.4008.desc.neutral_my_prison
					}
					triggered_desc = {
						trigger = {
							NOT = { this = scope:house_arrest_holder }
						}
						desc = death_management.4008.desc.neutral
					}
				}
			}
		}
	}
	theme = death
	left_portrait = scope:dead_character

	immediate = {
		play_music_cue = mx_cue_death
	}

	option = { #Like/neutral
		trigger = {
			NOR = {
				opinion = {
					target = scope:dead_character
					value < 10
				}
				AND = {
					has_personality_benevolent_trigger = no
					OR = {
						has_trait = callous
						has_trait = sadistic
						has_trait = lunatic
						has_trait = possessed
						has_trait = leper
						has_trait = disfigured
						has_trait = beauty_bad_2
						has_trait = beauty_bad_3
						has_trait = intellect_bad_2
						has_trait = intellect_bad_3
						has_trait = clubfooted
						has_trait = hunchbacked
						has_trait = dwarf
						has_trait = inbred
					}
				}
			}
		}
		name = death_management.4008.a
		custom_tooltip = death_management.4008.a.tt

		if = {
			limit = {
				opinion = {
					target = scope:dead_character
					value >= 60
				}
			}
			if = {
				limit = {
					NOT = { this = scope:house_arrest_holder }
				}
				stress_impact = {
					base = medium_stress_impact_gain
				}
			}
			else = {
				stress_impact = {
					base = minor_stress_impact_gain
				}
			}
		}
		else = {
			if = {
				limit = {
					NOT = { this = scope:house_arrest_holder }
				}
				stress_impact = {
					base = minor_stress_impact_gain
				}
			}
		}
	}

	option = { #Dislike
		trigger = {
			OR = {
				opinion = {
					target = scope:dead_character
					value < 10
				}
				AND = {
					has_personality_benevolent_trigger = no
					OR = {
						has_trait = callous
						has_trait = sadistic
						has_trait = lunatic
						has_trait = possessed
						has_trait = leper
						has_trait = disfigured
						has_trait = beauty_bad_2
						has_trait = beauty_bad_3
						has_trait = intellect_bad_2
						has_trait = intellect_bad_3
						has_trait = clubfooted
						has_trait = hunchbacked
						has_trait = dwarf
						has_trait = inbred
					}
				}
			}
		}
		name = death_management.4008.b
		custom_tooltip = death_management.4008.a.tt

		if = {
			limit = {
				NOT = { this = scope:house_arrest_holder }
			}
			stress_impact = {
				base = minor_stress_impact_loss
			}
		}
		else = {
			stress_impact = {
				base = medium_stress_impact_loss
			}
		}
	}
}


######################################################
# OTHER DEATH MAINTENANCE EVENTS
# 4000-4999
######################################################

#Sets a variable on the pregnant mother so that the dead spouse will be assumed to be the child's father
death_management.0099 = {
	type = character_event
	hidden = yes
	
	trigger = {
		any_spouse = {
			is_pregnant = yes
			this = prev.primary_spouse
			pregnancy_real_father = {
				NOT = { is_consort_of = prev }
			}
		}
	}

	immediate = {
		save_scope_as = dead_spouse
		random_spouse = {
			limit = {
				is_pregnant = yes
				pregnancy_real_father = {
					NOT = { is_consort_of = prev }
				}
			}
			save_scope_as = spouse_with_secret
		}
		scope:spouse_with_secret = {
			set_variable = {
				name = dead_spouse
				value = scope:dead_spouse
				days = 730
			}
		}
	}
}

#Removes rejected_from_marriage_bed_modifier from spouses
death_management.0098 = {
	type = character_event
	hidden = yes
	
	trigger = {
		any_spouse = {
			this = prev.primary_spouse
			has_character_modifier = rejected_from_marriage_bed_modifier
		}
	}

	immediate = {
		every_spouse = {
			remove_character_modifier = rejected_from_marriage_bed_modifier
		}
	}
}


#Sets a flag if the dead one was someone you loved (to make suicide available)
death_management.0097 = {
	type = character_event
	hidden = yes

	immediate = {
		save_scope_as = dead_character
		every_relation = {
			type = soulmate
			limit = {
				NOT = { is_in_list = loved_ones_left_behind }
				NOT = { has_trait = callous }
			}
			add_to_list = loved_ones_left_behind
			set_variable = {
				name = mourning_soulmate
				value = scope:dead_character
			}
		}
		every_parent = {
			limit = {
				NOT = { is_in_list = loved_ones_left_behind }
				NOT = { has_trait = callous }
				OR = {
					opinion = {
						target = scope:dead_character
						value >= 70
					}
					reverse_opinion = {
						target = scope:dead_character
						value >= 70
					}
				}
				NOR = {
					has_relation_rival = scope:dead_character
					has_relation_potential_rival = scope:dead_character
				}
			}
			add_to_list = loved_ones_left_behind
			set_variable = {
				name = mourning_parent
				value = scope:dead_character
			}
		}
		every_relation = {
			type = best_friend
			limit = {
				NOT = { is_in_list = loved_ones_left_behind }
				NOT = { has_trait = callous }
				NOR = {
					has_relation_rival = scope:dead_character
					has_relation_potential_rival = scope:dead_character
				}
			}
			add_to_list = loved_ones_left_behind
			set_variable = {
				name = mourning_friend
				value = scope:dead_character
			}
		}

		#Add flag
		every_in_list = {
			list = loved_ones_left_behind
			add_character_flag = {
				flag = make_suicide_available
				years = 10
			}
		}
	}
}

# Flags that we need to update the opinions of any other spouses (if they exist) of our spouse/concubine after we die.
death_management.0096 = {
	type = character_event
	hidden = yes
	
	immediate = {
		every_consort = {
			save_scope_as = surviving_consort
			every_consort = {
				limit = { NOT = { this = root }}
				trigger_event = {
					id = death_management.0095
					days = 1
				}
			}
		}
	}
}

# Actually updates the opinions of other spouses/concubines.
death_management.0095 = {
	type = character_event
	hidden = yes
	
	immediate = {
		update_active_consort_opinion_effect = { PARTNER = scope:surviving_consort }
	}
}

#Clan Succession Laws: delaying reducing of house unity on house head death, to prevent premature changing of succession laws
death_management.0100 = {
	type = character_event
	hidden = yes
	
	immediate = {
		house = {
			# Needs to be add_unity_value and not add_unity_interaction_effect because add_unity_interaction_effect does not allow only one person to affect unity
			# Value and character scopes are saved in on_death effect
			add_unity_value = {
				value = scope:unity_change
				character = scope:dead_house_head
				desc = clan_unity_house_head_died.desc
			}
		}
	}
}


### KNOW THYSELF PERK: Death is coming soon
death_management.9998 = {
	type = character_event
	title = death_management.9998.t
	desc = death_management.9998.desc
	theme = death
	left_portrait = root
	trigger = {
		NOT = { has_character_flag = had_death_management_9998_recently }
	}
	option = {
		name = death_management.9998.a
		flavor = death_management.9998.a.tt
		hidden_effect = {
			add_character_flag = {
				flag = had_death_management_9998_recently
				days = 370
			}
		}
	}
}


### NATURAL DEATH BY EVENT
death_management.9999 = {
	hidden = yes

	trigger = {
		is_alive = yes
	}

	immediate = {
		death = natural
	}
}
