﻿on_game_start = {
	on_actions = {
		qs_game_start_setup_effect
	}
}
on_death  = {
	on_actions = {
		qs_inherit_debt_on_death_effect
	}
}
on_imprison  = {
	on_actions = {
		qs_remove_in_hiding_trait_effect
	}
}
five_year_playable_pulse = {
	on_actions = {
		qs_ai_in_hiding_effect
	}
}
qs_game_start_setup_effect = {
	effect = {
		set_global_variable = {
			name = qs_enabled
			value = 1
		}
	}
}
qs_inherit_debt_on_death_effect = {
	effect = {
		if = {
			limit = {
				has_character_modifier = qs_debt_to_moneylenders
				exists = primary_heir
				NOT = { has_variable = qs_debt_inherit_skipped_enabled }
				primary_heir = {
					NOT = { has_character_modifier = qs_debt_to_moneylenders }
				}
			}
			root = { save_scope_as = qs_debtor }
			primary_heir = {
				send_interface_message = {
					type = event_generic_bad_with_text
					title = qs_inherited_debt.t
					desc = qs_inherited_debt.desc
					left_icon = root
					add_character_modifier = qs_debt_to_moneylenders
				}
			}
		}
		else_if = {
			limit = {
				has_character_modifier = qs_debt_to_moneylenders
				exists = primary_heir
				primary_heir = {
					has_character_modifier = qs_debt_to_moneylenders
				}
			}
			root = { save_scope_as = qs_debtor }
			primary_heir = {
				send_interface_message = {
					type = event_generic_bad_with_text
					title = qs_inherited_debt.t
					desc = qs_inherited_debt_alt.desc
					left_icon = root
					remove_short_term_gold = 350
				}
			}
		}
	}
}
qs_remove_in_hiding_trait_effect = {
	effect = {
		if = {
			limit = {
				has_trait = qs_in_hiding
			}
			remove_trait = qs_in_hiding
		}
		if = {
			limit = {
				has_character_flag = qs_character_is_in_hiding
			}
			remove_character_flag = qs_character_is_in_hiding
		}
		if = {
			limit = {
				has_character_flag = qs_character_sent_into_hiding
			}
			remove_character_flag = qs_character_sent_into_hiding
		}
		if = {
			limit = {
				has_character_flag = qs_character_sent_into_hiding_timer
			}
			remove_character_flag = qs_character_sent_into_hiding_timer
		}
	}
}
qs_ai_in_hiding_effect = {
	effect = {
		if = {
			limit = {
				is_ai = yes
				has_character_flag = qs_character_sent_into_hiding
				has_global_variable = qs_enabled # exists only to get rid of errors for an unused variable
				NOT = { has_trait = depressed_1 }
			}
			random = {
				chance = 5
				add_trait = depressed_1
			}
		}
	}
}