﻿namespace = hth

##################################################
### Hiraeth - Dynasty Legacies Overhaul Events ###
##################################################

# 0001 - Name Ancestral Seat
# 0003 - Consult the Archives
# 0008 - Visit Shady Merchant

hth.0001 = { ## Name Ancestral Seat
	type = character_event
	hidden = yes
	immediate = {
		save_scope_as = hth_ancestral_seat_founder
		capital_county = { save_scope_as = hth_ancestral_seat_target }
		dynasty = {
			every_dynasty_member = {
				add_pressed_claim = scope:hth_ancestral_seat_target
				send_interface_toast = {
					type = event_toast_effect_good
					title = hth.0001.a.success
					left_icon = scope:hth_ancestral_seat_founder
					custom_tooltip = hth_ancestral_seat_tt
				}
			}
		}
		scope:hth_ancestral_seat_target = { 
			add_county_modifier = { modifier = hth_ancestral_seat }
		}
		add_character_flag = hth_founded_ancestral_seat
	}
}
hth.0003 = { ### Consult the Archives
	type = character_event
	title = hth.0003.t
	desc = {
		random_valid = {
			triggered_desc = {
				desc = hth.0003.desc.a
			}
			triggered_desc = {
				desc = hth.0003.desc.b
			}
			triggered_desc = {
				desc = hth.0003.desc.c
			}
		}
	}
	theme = learning
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = { has_trait = lunatic }
			animation = ecstasy
		}
		triggered_animation = {
			trigger = { has_trait = depressed }
			animation = sadness
		}
		triggered_animation = {
			trigger = { has_trait = craven }
			animation = personality_coward
		}
		triggered_animation = {
			trigger = { has_trait = arrogant }
			animation = boredom
		}
		animation = worry
	}
	option = { ### Diplomacy
		name = hth.0003.a
		skill = diplomacy
		custom_tooltip = hth.0003.a.tt
		custom_tooltip = hth.0003.skill.tt
		random_list = {
			50 = {
				modifier = {
					learning >= 25
					add = 5000
				}
				modifier = {
					learning >= 20
					add = 100
				}
				modifier = {
					learning >= 19
					add = 90
				}
				modifier = {
					learning >= 18
					add = 80
				}
				modifier = {
					learning >= 17
					add = 70
				}
				modifier = {
					learning >= 16
					add = 60
				}
				modifier = {
					learning >= 15
					add = 50
				}
				modifier = {
					learning >= 14
					add = 40
				}
				modifier = {
					learning >= 13
					add = 30
				}
				modifier = {
					learning >= 12
					add = 20
				}
				modifier = {
					learning >= 11
					add = 10
				}
				modifier = {
					add = 500
					has_trait = scholar
				}
				modifier = {
					add = 25
					has_trait = patient
				}
				send_interface_toast = {
					type = event_toast_effect_good
					title = hth.0003.a.success
					left_icon = root
					add_character_modifier = { modifier = hth_insight_diplomacy years = 10 }
				}				
			}
			50 = {
				modifier = {
					learning = 0
					add = 5000
				}
				modifier = {
					learning <= 1
					add = 100
				}
				modifier = {
					learning <= 2
					add = 90
				}
				modifier = {
					learning <= 3
					add = 80
				}
				modifier = {
					learning <= 4
					add = 70
				}
				modifier = {
					learning <= 5
					add = 60
				}
				modifier = {
					learning <= 6
					add = 50
				}
				modifier = {
					learning <= 7
					add = 40
				}
				modifier = {
					learning <= 8
					add = 30
				}
				modifier = {
					learning <= 9
					add = 20
				}
				modifier = {
					learning <= 10
					add = 10
				}
				modifier = {
					has_trait = impatient
					add = 25
				}
				send_interface_toast = {
					type = event_toast_effect_bad
					title = hth.0003.a.failure
					left_icon = root
					custom_tooltip = hth.0003.failure
					stress_impact = { impatient = minor_stress_impact_gain }
				}				
			}
		}
		ai_chance = {
			base = 25
		}
	}
	option = { ### Martial
		name = hth.0003.b
		skill = martial
		custom_tooltip = hth.0003.b.tt
		custom_tooltip = hth.0003.skill.tt
		random_list = {
			50 = {
				modifier = {
					learning >= 25
					add = 5000
				}
				modifier = {
					learning >= 20
					add = 100
				}
				modifier = {
					learning >= 19
					add = 90
				}
				modifier = {
					learning >= 18
					add = 80
				}
				modifier = {
					learning >= 17
					add = 70
				}
				modifier = {
					learning >= 16
					add = 60
				}
				modifier = {
					learning >= 15
					add = 50
				}
				modifier = {
					learning >= 14
					add = 40
				}
				modifier = {
					learning >= 13
					add = 30
				}
				modifier = {
					learning >= 12
					add = 20
				}
				modifier = {
					learning >= 11
					add = 10
				}
				modifier = {
					add = 500
					has_trait = scholar
				}
				modifier = {
					add = 25
					has_trait = patient
				}
				send_interface_toast = {
					type = event_toast_effect_good
					title = hth.0003.a.success
					left_icon = root
					add_character_modifier = { modifier = hth_insight_martial years = 10 }
				}				
			}
			50 = {
				modifier = {
					learning = 0
					add = 5000
				}
				modifier = {
					learning <= 1
					add = 100
				}
				modifier = {
					learning <= 2
					add = 90
				}
				modifier = {
					learning <= 3
					add = 80
				}
				modifier = {
					learning <= 4
					add = 70
				}
				modifier = {
					learning <= 5
					add = 60
				}
				modifier = {
					learning <= 6
					add = 50
				}
				modifier = {
					learning <= 7
					add = 40
				}
				modifier = {
					learning <= 8
					add = 30
				}
				modifier = {
					learning <= 9
					add = 20
				}
				modifier = {
					learning <= 10
					add = 10
				}
				modifier = {
					has_trait = impatient
					add = 25
				}
				send_interface_toast = {
					type = event_toast_effect_bad
					title = hth.0003.a.failure
					left_icon = root
					custom_tooltip = hth.0003.failure
					stress_impact = { impatient = minor_stress_impact_gain }
				}				
			}
		}
		ai_chance = {
			base = 25
			modifier = { 
				add = 150
				is_at_war = yes
			}
		}
	}
	option = { ### Stewardship
		name = hth.0003.c
		skill = stewardship
		custom_tooltip = hth.0003.c.tt
		custom_tooltip = hth.0003.skill.tt
		random_list = {
			50 = {
				modifier = {
					learning >= 25
					add = 5000
				}
				modifier = {
					learning >= 20
					add = 100
				}
				modifier = {
					learning >= 19
					add = 90
				}
				modifier = {
					learning >= 18
					add = 80
				}
				modifier = {
					learning >= 17
					add = 70
				}
				modifier = {
					learning >= 16
					add = 60
				}
				modifier = {
					learning >= 15
					add = 50
				}
				modifier = {
					learning >= 14
					add = 40
				}
				modifier = {
					learning >= 13
					add = 30
				}
				modifier = {
					learning >= 12
					add = 20
				}
				modifier = {
					learning >= 11
					add = 10
				}
				modifier = {
					add = 500
					has_trait = scholar
				}
				modifier = {
					add = 25
					has_trait = patient
				}
				send_interface_toast = {
					type = event_toast_effect_good
					title = hth.0003.a.success
					left_icon = root
					add_character_modifier = { modifier = hth_insight_stewardship years = 10 }
				}				
			}
			50 = {
				modifier = {
					learning = 0
					add = 5000
				}
				modifier = {
					learning <= 1
					add = 100
				}
				modifier = {
					learning <= 2
					add = 90
				}
				modifier = {
					learning <= 3
					add = 80
				}
				modifier = {
					learning <= 4
					add = 70
				}
				modifier = {
					learning <= 5
					add = 60
				}
				modifier = {
					learning <= 6
					add = 50
				}
				modifier = {
					learning <= 7
					add = 40
				}
				modifier = {
					learning <= 8
					add = 30
				}
				modifier = {
					learning <= 9
					add = 20
				}
				modifier = {
					learning <= 10
					add = 10
				}
				modifier = {
					has_trait = impatient
					add = 25
				}
				send_interface_toast = {
					type = event_toast_effect_bad
					title = hth.0003.a.failure
					left_icon = root
					custom_tooltip = hth.0003.failure
					stress_impact = { impatient = minor_stress_impact_gain }
				}				
			}
		}
		ai_chance = {
			base = 25
		}
	}
	option = { ### Intrigue
		name = hth.0003.d
		skill = intrigue
		custom_tooltip = hth.0003.d.tt
		custom_tooltip = hth.0003.skill.tt
		random_list = {
			50 = {
				modifier = {
					learning >= 25
					add = 5000
				}
				modifier = {
					learning >= 20
					add = 100
				}
				modifier = {
					learning >= 19
					add = 90
				}
				modifier = {
					learning >= 18
					add = 80
				}
				modifier = {
					learning >= 17
					add = 70
				}
				modifier = {
					learning >= 16
					add = 60
				}
				modifier = {
					learning >= 15
					add = 50
				}
				modifier = {
					learning >= 14
					add = 40
				}
				modifier = {
					learning >= 13
					add = 30
				}
				modifier = {
					learning >= 12
					add = 20
				}
				modifier = {
					learning >= 11
					add = 10
				}
				modifier = {
					add = 500
					has_trait = scholar
				}
				modifier = {
					add = 25
					has_trait = patient
				}
				send_interface_toast = {
					type = event_toast_effect_good
					title = hth.0003.a.success
					left_icon = root
					add_character_modifier = { modifier = hth_insight_intrigue years = 10 }
				}				
			}
			50 = {
				modifier = {
					learning = 0
					add = 5000
				}
				modifier = {
					learning <= 1
					add = 100
				}
				modifier = {
					learning <= 2
					add = 90
				}
				modifier = {
					learning <= 3
					add = 80
				}
				modifier = {
					learning <= 4
					add = 70
				}
				modifier = {
					learning <= 5
					add = 60
				}
				modifier = {
					learning <= 6
					add = 50
				}
				modifier = {
					learning <= 7
					add = 40
				}
				modifier = {
					learning <= 8
					add = 30
				}
				modifier = {
					learning <= 9
					add = 20
				}
				modifier = {
					learning <= 10
					add = 10
				}
				modifier = {
					has_trait = impatient
					add = 25
				}
				send_interface_toast = {
					type = event_toast_effect_bad
					title = hth.0003.a.failure
					left_icon = root
					custom_tooltip = hth.0003.failure
					stress_impact = { impatient = minor_stress_impact_gain }
				}				
			}
		}
		ai_chance = {
			base = 0
			modifier = { 
				add = 50
				ai_vengefulness >= high_positive_ai_value
			}
			modifier = { 
				add = 200
				any_scheme = {
					scheme_owner = {
						this = root
					}
					scheme_type = murder
				}
			}
		}
	}
	option = { ### Learning
		name = hth.0003.e
		skill = learning
		custom_tooltip = hth.0003.e.tt
		custom_tooltip = hth.0003.skill.tt
		random_list = {
			50 = {
				modifier = {
					learning >= 25
					add = 5000
				}
				modifier = {
					learning >= 20
					add = 100
				}
				modifier = {
					learning >= 19
					add = 90
				}
				modifier = {
					learning >= 18
					add = 80
				}
				modifier = {
					learning >= 17
					add = 70
				}
				modifier = {
					learning >= 16
					add = 60
				}
				modifier = {
					learning >= 15
					add = 50
				}
				modifier = {
					learning >= 14
					add = 40
				}
				modifier = {
					learning >= 13
					add = 30
				}
				modifier = {
					learning >= 12
					add = 20
				}
				modifier = {
					learning >= 11
					add = 10
				}
				modifier = {
					add = 500
					has_trait = scholar
				}
				modifier = {
					add = 25
					has_trait = patient
				}
				send_interface_toast = {
					type = event_toast_effect_good
					title = hth.0003.a.success
					left_icon = root
					add_character_modifier = { modifier = hth_insight_learning years = 10 }
				}				
			}
			50 = {
				modifier = {
					learning = 0
					add = 5000
				}
				modifier = {
					learning <= 1
					add = 100
				}
				modifier = {
					learning <= 2
					add = 90
				}
				modifier = {
					learning <= 3
					add = 80
				}
				modifier = {
					learning <= 4
					add = 70
				}
				modifier = {
					learning <= 5
					add = 60
				}
				modifier = {
					learning <= 6
					add = 50
				}
				modifier = {
					learning <= 7
					add = 40
				}
				modifier = {
					learning <= 8
					add = 30
				}
				modifier = {
					learning <= 9
					add = 20
				}
				modifier = {
					learning <= 10
					add = 10
				}
				modifier = {
					has_trait = impatient
					add = 25
				}
				send_interface_toast = {
					type = event_toast_effect_bad
					title = hth.0003.a.failure
					left_icon = root
					custom_tooltip = hth.0003.failure
					stress_impact = { impatient = minor_stress_impact_gain }
				}				
			}
		}
		ai_chance = {
			base = 25
			modifier = { 
				add = 100
				health < 4
			}
		}
	}
	option = { ### Change your mind
		name = hth.0003.f
		remove_decision_cooldown = hth_consult_the_archives_decision
		ai_chance = {
			base = 0
		}
	}
}
hth.0008 = { ### Visit Shady Merchant
	type = character_event
	title = hth.0008.t
	desc = {
		first_valid = {
			triggered_desc = {
				desc = hth.0008.desc.c
				trigger = {
					has_trait = blind
					has_character_flag = hth_met_shady_sam
				}
			}
			triggered_desc = {
				desc = hth.0008.desc.b
				trigger = {
					has_character_flag = hth_met_shady_sam
				}
			}
			triggered_desc = {
				desc = hth.0008.desc
			}
		}
	}
	override_background = { reference = alley_night }
	theme = intrigue
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = { has_trait = sadistic }
			animation = scheme
		}
		triggered_animation = {
			trigger = { has_trait = lunatic }
			animation = ecstasy
		}
		triggered_animation = {
			trigger = { has_trait = depressed }
			animation = sadness
		}
		triggered_animation = {
			trigger = { has_trait = craven }
			animation = personality_coward
		}
		triggered_animation = {
			trigger = { has_trait = arrogant }
			animation = boredom
		}
		animation = personality_cynical
	}
	right_portrait = {
		character = scope:shady_sam
		animation = schadenfreude
	}
	immediate = {
		create_character = {
			name = "The Shady Merchant"
			age = { 65 70 }
			trait = lifestyle_herbalist
			trait = cynical
			trait = albino
			trait = greedy
			intrigue = 10
			random_traits = yes
			gender_female_chance = 0
			dynasty = none
			faith = this.faith
			culture = this.culture
			save_scope_as = shady_sam
			employer = root
		}
	}
	option = { # Murder Toad
		name = hth.0008.d
		trait = scholar
		trigger = {
			has_trait = scholar
			NOT = { has_character_flag = hth_purchased_murder_frog }
		}
		send_interface_toast = {
			type = event_toast_effect_good
			title = hth.0008.a.frog.buy
			left_icon = root
			remove_short_term_gold = major_gold_value
			add_character_modifier = { modifier = hth_poison_6 }
			stress_impact = { honest = minor_stress_impact_gain }
		}
		add_character_flag = hth_purchased_murder_frog
		ai_chance = {
			base = 25
		}
	}
	option = { # Hashishiyah
		name = hth.0008.e
		trait = comfort_eater
		trigger = {
			has_trait = comfort_eater
			has_game_rule = hth_historical
			NOT = { has_character_flag = hth_hashishiyah }
		}
		send_interface_toast = {
			type = event_toast_effect_good
			title = hth.0008.a.substance.buy
			left_icon = root
			remove_short_term_gold = major_gold_value
			add_trait = hashishiyah
			add_character_flag = hth_hashishiyah
		}
		ai_chance = {
			base = 25
		}
	}
	option = { # Major Poisons
		name = hth.0008.a
		remove_short_term_gold = major_gold_value
		random_list = {
			1 = {
				send_interface_toast = {
					type = event_toast_effect_good
					title = hth.0008.a.poison.buy
					left_icon = root
					stress_impact = { honest = minor_stress_impact_gain }
					if = {
						limit = {
							has_game_rule = hth_historical
						}
						add_character_modifier = { modifier = hth_poison_1 years = 5 }
					}
					else_if = {
						limit = {
							has_game_rule = hth_alternate
						}
						add_character_modifier = { modifier = hth_poison_1_alt years = 5 }
					}
					else_if = {
						limit = {
							has_game_rule = hth_elder_kings
						}
						add_character_modifier = { modifier = hth_poison_1_ek years = 5 }
					}
				}
			}
			1 = {
				send_interface_toast = {
					type = event_toast_effect_good
					title = hth.0008.a.poison.buy
					left_icon = root
					stress_impact = { honest = minor_stress_impact_gain }
					if = {
						limit = {
							has_game_rule = hth_historical
						}
						add_character_modifier = { modifier = hth_poison_2 years = 5 }
					}
					else_if = {
						limit = {
							has_game_rule = hth_alternate
						}
						add_character_modifier = { modifier = hth_poison_2_alt years = 5 }
					}
					else_if = {
						limit = {
							has_game_rule = hth_elder_kings
						}
						add_character_modifier = { modifier = hth_poison_2_ek years = 5 }
					}
				}
			}
		}
		ai_chance = {
			base = 0
			modifier = { 
				add = 25
				gold >= major_gold_value
			}
			modifier = { 
				add = 25
				ai_vengefulness > medium_positive_ai_value
			}
		}
	}
	option = { # Medium Poisons
		name = hth.0008.b
		remove_short_term_gold = medium_gold_value
		random_list = {
			1 = {
				send_interface_toast = {
					type = event_toast_effect_good
					title = hth.0008.a.poison.buy
					left_icon = root
					stress_impact = { honest = minor_stress_impact_gain }
					if = {
						limit = {
							has_game_rule = hth_historical
						}
						add_character_modifier = { modifier = hth_poison_3 years = 5 }
					}
					else_if = {
						limit = {
							has_game_rule = hth_alternate
						}
						add_character_modifier = { modifier = hth_poison_3_alt years = 5 }
					}
					else_if = {
						limit = {
							has_game_rule = hth_elder_kings
						}
						add_character_modifier = { modifier = hth_poison_3_ek years = 5 }
					}
				}
			}
			1 = {
				send_interface_toast = {
					type = event_toast_effect_good
					title = hth.0008.a.poison.buy
					left_icon = root
					stress_impact = { honest = minor_stress_impact_gain }
					if = {
						limit = {
							has_game_rule = hth_historical
						}
						add_character_modifier = { modifier = hth_poison_4 years = 5 }
					}
					else_if = {
						limit = {
							has_game_rule = hth_alternate
						}
						add_character_modifier = { modifier = hth_poison_4_alt years = 5 }
					}
					else_if = {
						limit = {
							has_game_rule = hth_elder_kings
						}
						add_character_modifier = { modifier = hth_poison_4_ek years = 5 }
					}
				}
			}
		}
		ai_chance = {
			base = 0
			modifier = { 
				add = 25
				gold >= medium_gold_value
			}
			modifier = { 
				add = 25
				ai_vengefulness = medium_positive_ai_value
			}
		}
	}
	option = { # Minor Poisons
		name = hth.0008.c
		send_interface_toast = {
			type = event_toast_effect_good
			title = hth.0008.a.poison.buy
			left_icon = root
			stress_impact = { honest = minor_stress_impact_gain }
			remove_short_term_gold = minor_gold_value
			add_prestige = minor_prestige_loss
			if = {
				limit = {
					has_game_rule = hth_historical
				}
				add_character_modifier = { modifier = hth_poison_5 years = 5 }
			}
			else_if = {
				limit = {
					has_game_rule = hth_alternate
				}
				add_character_modifier = { modifier = hth_poison_5_alt years = 5 }
			}
			else_if = {
				limit = {
					has_game_rule = hth_elder_kings
				}
				add_character_modifier = { modifier = hth_poison_5_ek years = 5 }
			}
		}
		ai_chance = {
			base = 0
			modifier = { 
				add = 25
				gold < medium_gold_value
			}
			modifier = { 
				add = 25
				ai_vengefulness < medium_positive_ai_value
			}
		}
	}
	option = { ## Reconsider
		name = hth.0008.f
		remove_decision_cooldown = hth_visit_shady_merchant_decision
		ai_chance = {
			base = 0
		}
	}
	after = {
		hidden_effect = {
			scope:shady_sam = {
				death = {
					death_reason = death_disappearance
				}
			}
		}
		add_character_flag = hth_met_shady_sam 
	}
}