﻿####################
# mod_features
####################

namespace = mod_features

mod_features.0001 = { 
	type = character_event
	title = mod_features.0001.t
	desc = mod_features.0001.desc
	theme = default
	override_background = { reference = farmland }
	right_portrait = {
		character = root
		animation = personality_rational

	}

	trigger = { 
	is_ai = no }

	immediate = {
	
	}
	option = {
		name = mod_features.0001.a
		root = {trigger_event = mod_features.0002}
		}
	option = {
		name = mod_features.0001.b
		remove_variable = is_in_features_event
		}
	}

mod_features.0002 = { ### FLOW OF INFORMATION
	type = character_event
	title = mod_features.0002.t
	desc = mod_features.0002.desc
	theme = default
	override_background = { reference = farmland }
	right_portrait = {
		character = root
		animation = chancellor

	}

	trigger = { 
	is_ai = no }

	immediate = {
	
	}
	option = {
		name = mod_features.0002.a
		trigger_event = mod_features.0003
		}
	option = {
		name = mod_features.0002.b
		remove_variable = is_in_features_event
		}
	}

mod_features.0003 = { ### Information availability
	type = character_event
	title = mod_features.0003.t
	desc = mod_features.0003.desc
	theme = default
	override_background = { reference = farmland }
	right_portrait = {
		character = root
		animation = personality_cynical

	}

	trigger = { 
	is_ai = no }

	immediate = {
	
	}
	option = {
		name = mod_features.0003.a
		trigger_event = mod_features.0004
		}
	option = {
		name = mod_features.0003.b
		trigger_event = mod_features.0002
		}
	option = {
		name = mod_features.0003.c
		remove_variable = is_in_features_event
		}
	}
	
mod_features.0004 = { ### Nuances and rules
	type = character_event
	title = mod_features.0004.t
	desc = mod_features.0004.desc
	theme = default
	override_background = { reference = farmland }
	right_portrait = {
		character = root
		animation = eyeroll

	}

	trigger = { 
	is_ai = no }

	immediate = {
	
	}
	option = {
		name = mod_features.0004.a
		trigger_event = mod_features.0005
		}
	option = {
		name = mod_features.0004.b
		trigger_event = mod_features.0003
		}
	option = {
		name = mod_features.0004.c
		remove_variable = is_in_features_event
		}
	}
	
mod_features.0005 = { ### Getting info
	type = character_event
	title = mod_features.0005.t
	desc = mod_features.0005.desc
	theme = default
	override_background = { reference = farmland }
	right_portrait = {
		character = root
		animation = personality_irrational

	}

	trigger = { 
	is_ai = no }

	immediate = {
	
	}
	option = {
		name = mod_features.0005.a
		trigger_event = mod_features.0006
		}
	option = {
		name = mod_features.0005.b
		trigger_event = mod_features.0004
		}
	option = {
		name = mod_features.0005.c
		remove_variable = is_in_features_event
		}
	}
	
mod_features.0006 = { ### wrap up
	type = character_event
	title = mod_features.0006.t
	desc = mod_features.0006.desc
	theme = default
	override_background = { reference = farmland }
	right_portrait = {
		character = root
		animation = personality_content

	}

	trigger = { 
	is_ai = no }

	immediate = {
	
	}
	option = {
		name = mod_features.0006.a
		trigger_event = mod_features.0005
		}
	option = {
		name = mod_features.0006.b
		remove_variable = is_in_features_event
		}
	}