﻿ttd_check_residence_and_save_as_temporary_scope_effect = {
	$CHARACTER$ = {
		if = { # Get characters's permanent location if possible
			limit = { is_landed = yes }
			capital_province = { save_temporary_scope_as = $SCOPE_NAME$ }
		}
		else_if = {
			limit = { is_courtier = yes }
			liege = { capital_province = { save_temporary_scope_as = $SCOPE_NAME$ } }
		}
		else_if = {
			limit = { is_pool_guest = yes }
			host = { capital_province = { save_temporary_scope_as = $SCOPE_NAME$ } }
		}
		else_if = {
			limit = {
				is_landed = no
				is_courtier = no
				is_pool_guest = no
			}
			location = { save_temporary_scope_as = $SCOPE_NAME$ }
		}
	}
}

ttd_cancel_far_off_realm_travel_clean_up_effect = {
	if = {
		limit = { has_character_flag = ttd_nearby_realm }
		remove_character_flag = ttd_nearby_realm
	}
	if = {
		limit = { has_variable = ttd_far_off_target }
		remove_variable = ttd_far_off_target
	}
	remove_variable = ttd_far_off_location
	if = {
		limit = { has_variable = ttd_far_off_host }
		remove_variable = ttd_far_off_host
	}
}

ttd_learn_foreign_tactic_effect = {
	random_list = {
		1 = {
			trigger = { ttd_can_learn_foreign_tactic_forder_tirgger = { LOCATION = $LOCATION$ } }
			add_trait = forder
		}
		1 = {
			trigger = { ttd_can_learn_foreign_tactic_forest_fighter_tirgger = { HOST_CULTURE = $HOST_CULTURE$ LOCATION = $LOCATION$ } }
			modifier = {
				$HOST_CULTURE$ = { has_cultural_parameter = forest_fighter_trait_more_common }
				add = 1
			}
			add_trait = forest_fighter
		}
		1 = {
			trigger = { ttd_can_learn_foreign_tactic_open_terrain_expert_tirgger = { HOST_CULTURE = $HOST_CULTURE$ LOCATION = $LOCATION$ } }
			add_trait = open_terrain_expert
		}
		1 = {
			trigger = { ttd_can_learn_foreign_tactic_rough_terrain_expert_tirgger = { HOST_CULTURE = $HOST_CULTURE$ LOCATION = $LOCATION$ } }
			modifier = {
				$HOST_CULTURE$ = { has_cultural_parameter = rough_terrain_expert_trait_more_common }
				add = 1
			}
			add_trait = rough_terrain_expert
		}
		1 = {
			trigger = { ttd_can_learn_foreign_tactic_desert_warrior_tirgger = { HOST_CULTURE = $HOST_CULTURE$ LOCATION = $LOCATION$ } }
			modifier = {
				$HOST_CULTURE$ = { has_cultural_parameter = desert_warrior_trait_more_common }
				add = 1
			}
			add_trait = desert_warrior
		}
		1 = {
			trigger = { ttd_can_learn_foreign_tactic_jungle_stalker_tirgger = { HOST_CULTURE = $HOST_CULTURE$ LOCATION = $LOCATION$ } }
			modifier = {
				$HOST_CULTURE$ = { has_cultural_parameter = jungle_stalker_trait_more_common }
				add = 1
			}
			add_trait = jungle_stalker
		}
		1 = {
			trigger = { ttd_can_learn_foreign_tactic_winter_soldier_tirgger = { HOST_CULTURE = $HOST_CULTURE$ LOCATION = $LOCATION$ } }
			modifier = {
				$LOCATION$ = { has_province_modifier = winter_harsh_modifier }
				add = 1
			}
			modifier = {
				$HOST_CULTURE$ = { has_cultural_parameter = winter_soldier_trait_more_common }
				add = 1
			}
			add_trait = winter_soldier
		}
	}
}

tdd_seduce_local_night_effect = {
	# Warn the character about possible negative consequences.
	custom_tooltip = stress_threshold.1011.rakish.tt

	# Negative consequences of the night.
	random_list = {
		50 = {
			trigger = {
				is_attracted_to_men = yes
			}
			set_variable = {
				name = had_recent_sex
				value = flag:male
			}
			give_homosexual_secret_or_nothing_with_target_effect = { CHARACTER = dummy_male }
		}
		50 = {
			trigger = {
				is_attracted_to_women = yes
			}
			set_variable = {
				name = had_recent_sex
				value = flag:female
			}
		}
	}
	hidden_effect = {
		#Adultery suspicion
		random = {
			chance = 5
			random_spouse = {
				limit = { is_ai = no }
				alternative_limit = { always = yes }
				trigger_event = adultery.0001
			}
		}

		# Possible STD transmission
		random_list = {
			89 = {
				#Nothing
			}
			10 = {
				contract_disease_notify_effect = { DISEASE = lovers_pox }
			}
			1 = {
				contract_disease_notify_effect = { DISEASE = great_pox }
			}
		}

		#Possibility to start peasant story cycle
		random = {
			chance = 5
			if = {
				limit = {
					NOT = { has_character_flag = had_story_cycle_peasant_affair }
					is_ruler = yes
				}
				create_character = {
					location = var:ttd_far_off_location
					template = beautiful_peasant_character
					gender_female_chance = root_attraction_based_female_chance
					faith = var:ttd_far_off_location.county.faith
					culture = var:ttd_far_off_location.county.culture
					save_scope_as = beautiful_peasant
				}
				scope:beautiful_peasant = {
					set_sexuality = bisexual
				}
				if = {
					limit = {
						is_male = yes
						NOT = { has_trait = eunuch }
						exists = scope:beautiful_peasant
						scope:beautiful_peasant = {
							is_female = yes
							age < define:NChildbirth|MAX_FEMALE_REPRODUCTION_AGE
						}
					}
					random = {
						chance = pregnancy_chance
						add_character_flag = {
							flag = peasant_is_pregnant
							days = 560
						}
					}
				}
				set_variable = {
					name = story_peasant_affair_target
					value = scope:beautiful_peasant
				}
				create_story = story_peasant_affair
			}
		}
	}

	add_stress = major_stress_impact_loss
}

