namespace = eps_misc

################################
#      Unsolicited Poet	       #
################################

eps_misc.0001 = {
	type = character_event
	title = eps_misc.0001.t
	desc = eps_misc.0001.desc
	theme = education
	
	left_portrait = {
		character = root
		animation = chaplain
	}

	right_portrait = {
		character = scope:annoyed_courtier
		animation = pain
	}
	
	cooldown = { years = 10 }

	trigger = {
		is_playable_character = yes
		is_available_at_peace_adult = yes
		any_courtier_or_guest = {
			is_available_ai_adult = yes
		} 
		
		OR = {
			has_trait = eccentric
			has_trait = lifestyle_poet
			has_trait = gregarious
		}
	}

	immediate = {
		random_courtier_or_guest = {
			limit = {
				is_available_ai_adult = yes
			}
			save_scope_as = annoyed_courtier
		}
	}

	
	option = { # Let it Out!
		name = eps_misc.0001.a
		scope:annoyed_courtier = {
			add_opinion = {
				modifier = annoyed_opinion
				target = root
			}
		}


		stress_impact = {
			base = medium_stress_impact_loss
			gregarious = minor_stress_loss
			poet = medium_stress_loss
		}			
	}
	option = { # Hold it in...
		name = eps_misc.0001.b
		stress_impact = {
			base = minor_stress_impact_gain
		}			
	}	
}


################################
#   It is quiet...too quiet	   #
################################

eps_misc.0002 = { 
	type = character_event
	title = eps_misc.0002.t
	desc =  eps_misc.0002.desc
	theme = secret

	left_portrait = {
		character = root
		animation = worry
	}

	cooldown = { years = 20 }

	trigger = {
		is_playable_character = yes
		is_available_at_peace_adult = yes
		
		any_courtier_or_guest = {
			is_available_ai_adult = yes
			OR = {
				has_trait = murderer
				has_trait = kinslayer
				has_trait = torturer
				has_trait = paranoid
				has_trait = sadistic
				has_intrigue_lifestyle_trait_trigger = yes
			}
		} 

		OR = {
			has_trait = paranoid
            #has_trait = observant
            has_trait = education_intrigue
            has_intrigue_lifestyle_trait_trigger = yes
		}
	}

	immediate = {
        # Save a random dangerous courtier
        random_courtier_or_guest = {
            limit = {
                is_available_ai_adult = yes
                OR = {
                    has_trait = murderer
                    has_trait = kinslayer
                    has_trait = torturer
                    has_trait = paranoid
                    has_trait = sadistic
                    has_intrigue_lifestyle_trigger = yes
                }
            }
            save_scope_as = suspicious_courtier
        }
    }

	option = { # I panic and run
		name = eps_misc.0002.a
		tooltip = {
            scope:suspicious_courtier = {
                character = scope:suspicious_courtier
                text = eps_misc.0002.a.tt
            }
        }

		ai_chance = {
			base = 40
			modifier = {
				OR = {
					has_trait = craven
					has_trait = paranoid
				}
				factor = 2
			}
		}
		
		random_list = {
            5 = {  # 10% chance of bad outcome
				death = {
					death_reason = death_accident
				}
            }
            95 = {
                add_stress = { 
                    amount = 30
                    trait = brave
                    modifier = -15
                }
            }            
        }
		# Fleeing animation
	}

	option = { # I stand my ground
		name = eps_misc.0002.b
        tooltip = {
            scope:suspicious_courtier = {
                character = scope:suspicious_courtier
                text = eps_misc.0002.b.tt
            }
        }

		ai_chance = {
            base = 60
            modifier = {
                OR = {
                    has_trait = brave
                    has_trait = calm
                    has_trait = martial_education
                }
                factor = 1.5
            }
        }

		random_list = {
            10 = {  # 15% chance of confrontation
                add_trait = wounded
                scope:suspicious_courtier = {
                    imprison = yes
                    add_character_modifier = {
                        modifier = attempted_murderer_modifier
                        years = 10
                    }
                }
            }
			10 = {  # 15% chance of confrontation
				death = {
					death_reason = death_murder
					killer = scope:suspicious_courtier
				}
            }
            90 = {
                add_prestige = small_prestige_gain
            }                 
        }
    }		
}

################################
# Laughter is the Best Medicine#
################################

eps_misc.0003 = { 	
	type = character_event
	title = eps_misc.0003.t
	desc = eps_misc.0003.desc
	theme = lover_relation
	sound = social_laughter

	left_portrait = {
		character = root
		animation = laugh
	}
	
	right_portrait = {
		character = scope:lover
		animation = love
	}

	cooldown = { years = 10}
	min_age = 16
	is_triggered_only = no
	
	trigger = {
        is_playable_character = yes
        is_available_at_peace_adult = yes
        stress >= 30
        any_relation = {
            type = lover
            is_available_ai_adult = yes
        }
        NOT = { has_character_flag = recently_laughed }
    }

	# immediate = {
	# 	random_relation = { 
	# 		type = lover 
	# 		save_scope_as = lover 
	# 	}
	# }

	immediate = {
		#set up joke system
		random_relation = { 
			type = lover 
			save_scope_as = lover 
		}

        # Prevent event spam
        set_character_flag = recently_laughed
        scope:lover = { set_character_flag = recently_told_joke }
    }

	weight_multiplier = {
		base = 1
		modifier = {
			add = 0.5
			any_relation = {
				type = lover
				has_trait = gregarious
			}
		}
		modifier = {
            add = 0.3
            has_trait = content
        }
        modifier = {
            add = -0.5
            has_trait = depressed
        }
	}

	option = { # You laugh at the joke
		name = eps_misc.0003.a
		add_opinion = {
			target = scope:lover
			modifier = love_opinion
			opinion = 20
		}
		scope:lover = {
			add_stress = medium_stress_loss
			add_opinion = {
				target = root
				modifier = love_opinion
				opinion = 20
			}
		}
		stress_impact = {
			base = medium_stress_loss
			gregarious = medium_stress_loss
			shy = medium_stress_impact_gain
		}
		ai_chance = {
			base = 50
			modifier = {
				OR = {
					has_trait = gregarious
					has_trait = compassionate
				}
				factor = 1.5
			}
		}
	}

	option = { # You don't laugh because it wasn't funny
		name = eps_misc.0003.b
		scope:lover = {
			add_opinion = {
				modifier = angry_opinion
				target = root
				opinion = -10
			}
		}
		stress_impact = {
			callous =  medium_stress_loss
			generous = medium_stress_gain
			compassionate = minor_stress_gain
		}
		
		ai_chance = {
			base = 50
			modifier = {
				OR = {
					has_trait = callous
					has_trait = sadistic
				}
				factor = 2
			}
		}
	}

    option = { #You reprimand lover for blasphemous joke
		name = eps_misc.0003.c
		scope:lover = {
			add_opinion = {
				modifier = angry_opinion
				target = root
				opinion = -20
			}
		}
		stress_impact = {
			base = minor_stress_gain
			zealous = medium_stress_loss
			sadistic = medium_stress_loss
		}
		ai_chance = {
			base = 50
			modifier = {
				has_trait = zealous
				factor = 2
			}
		}
	}

    after = {
        clr_character_flag = recently_laughed
    }
}

################################
#     A Flower in the Wind     #
################################

eps_misc.0004 = {
	type = character_event
	title = eps_misc.0004.t
	desc = eps_misc.0004.desc
	theme = romance_scheme

	left_portrait = {
		character = root
		animation = flirtation
	}

	right_portrait = {
		character = scope:crush
		animation = idle
	}

	cooldown = { years = 20 }

	trigger = {
		
		NOT = {
			has_trait = chaste
			has_trait = shy
			has_trait = brave
			has_trait = arrogant
		}
		OR = {
			has_sexuality = heterosexual
			has_sexuality = bisexual
			has_sexuality = homosexual
		}
		OR = {
			any_vassal = {
				save_good_crush_character_trigger_check = yes
			}
			any_vassal = {
				any_child = {
					save_good_crush_character_trigger_check = yes
				}
			}
			any_courtier_or_guest = {
				save_good_crush_character_trigger_check = yes
			}
		}
	}
	
	weight_multiplier = {
		base = 1
		modifier = {
			add = -0.2
			has_trait = pensive
		}
		modifier = {
			add = 0.2
			has_trait = charming
		}
		modifier = {
			add = -0.2
			has_trait = beauty_bad
		}
		modifier = {
			add = 0.2
			has_trait = beauty_good
		}
		modifier = {
			add = 0.2
			has_trait = lustful
		}
	}

	immediate = {
		play_music_cue = "mx_cue_touching_moment"
		every_vassal = {
			limit = {
				save_good_crush_character_trigger_check = yes
			}
			add_to_list = crushes
		}
		every_vassal = {
			every_child = {
				limit = {
					save_good_crush_character_trigger_check = yes
				}
				add_to_list = crushes
			}
		}
		every_courtier_or_guest = {
			limit = {
				save_good_crush_character_trigger_check = yes
			}
			add_to_list = crushes
		}
		if = {
			limit = {
				is_independent_ruler = no
				exists = liege
				liege = {
					save_good_crush_character_trigger_check = yes
				}
			}
			liege = {
				add_to_list = crushes
			}
		}
		if = {
			limit = {
				is_independent_ruler = no
				exists = liege
				liege = {
					any_vassal = {
						save_good_crush_character_trigger_check = yes
					}
				}
			}
			liege = {
				every_vassal = {
					limit = {
						save_good_crush_character_trigger_check = yes
					}
					add_to_list = crushes
				}
			}
		}
		if = {
			limit = {
				is_independent_ruler = no
				exists = liege
				liege = {
					any_vassal = {
						any_child = {
							save_good_crush_character_trigger_check = yes
						}
					}
				}
			}
			liege = {
				every_vassal = {
					every_child = {
						limit = {
							save_good_crush_character_trigger_check = yes
						}
						add_to_list = crushes
					}
				}
			}
		}
		if = {
			limit = {
				is_independent_ruler = no
				exists = liege
				liege = {
					any_courtier_or_guest = {
						save_good_crush_character_trigger_check = yes
					}
				}
			}
			liege = {
				every_courtier_or_guest = {
					limit = {
						save_good_crush_character_trigger_check = yes
					}
					add_to_list = crushes
				}
			}
		}
		
		random_in_list = {
			list = crushes
			weight = {
				base = 1
				modifier = {
					add = 10
					is_independent_ruler = no
					exists = liege
					is_primary_heir_of = liege
				}
				modifier = {
					add = 5
					is_independent_ruler = no
					exists = liege
					is_heir_of = liege
				}
				modifier = {
					add = 10
					any_parent = {
						is_powerful_vassal_of = root
					}
				}
				modifier = {
					add = 5
					any_parent = {
						is_vassal_of = root
					}
				}
				modifier = {
					add = 10
					is_of_major_interest_to_root_trigger = yes
				}
				modifier = {
					add = 5
					is_of_minor_interest_to_root_trigger = yes
				}
			}
			save_scope_as = crush
		}
	}
	
	option = {
		name = eps_misc.0004.a
		set_relation_crush = scope:crush
		add_stress = minor_stress_impact_loss
		save_scope_as = crush_holder
		scope:crush = {
			trigger_event = childhood.0012
		}

		random_list = {

			50 = {
				add_trait = brave
				}
			50 = {
				add_trait = arrogant
				}				 
			}	
		
		ai_chance = {
			base = 60
		}
	}

	option = { # I don't woo
		name = eps_misc.0004.b
		add_trait = shy
		stress_impact = {
			base = miniscule_stress_impact_loss
			shy = minor_stress_impact_loss
			lustful = miniscule_stress_impact_gain
			content = miniscule_stress_impact_loss
		}

		ai_chance = {
			base = 40
		}
	}
}

################################
#      Eww (Vomit on Crush)    #
################################

eps_misc.0005 = {
	type = character_event
	title = eps_misc.0005.t
	desc = eps_misc.0005.desc
	theme = romance_scheme

	
	left_portrait = scope:crush
	
	right_portrait = {
		character = root
		animation = shame
	}

	cooldown = { years = 20 }

	trigger = {
		OR = {
			any_vassal = {
				is_available_ai_child = yes
				root = { has_relation_crush = prev }
			}
			any_vassal = {
				any_child = {
					is_available_ai_child = yes
					root = { has_relation_crush = prev }
				}
			}
			any_courtier_or_guest = {
				is_available_ai_child = yes
				root = { has_relation_crush = prev }
			}
		}
	}
	
	weight_multiplier = {
		base = 1
		modifier = {
			add = 0.2
			has_trait = pensive
		}
		modifier = {
			add = -0.2
			has_trait = charming
		}
		modifier = {
			add = 0.2
			has_trait = shy
		}
		modifier = {
			add = -0.2
			has_trait = gregarious
		}
		modifier = {
			add = 0.2
			has_trait = impatient
		}
		modifier = {
			add = 0.2
			has_trait = eccentric
		}
		modifier = {
			add = -0.2
			has_trait = patient
		}
	}


	immediate = {
		random_relation = { type = crush save_scope_as = crush }
	}
	
	option = { # Eww!
		name = eps_misc.0005.a
		stress_impact = {
			base = minor_stress_impact_gain
			shy = medium_stress_impact_gain
		}
		random_list = {
			10 = {
				desc = eps_misc.0005.a.failure
				send_interface_toast = {
					type = event_toast_effect_bad
					left_icon = ROOT
					title = eps_misc.0005.a.failure
					scope:crush = {
						add_opinion = {
							modifier = angry_opinion
							target = root
							opinion = -20
						}
					}
				}
			}
			10 = {
				desc = eps_misc.0005.a.success
				send_interface_toast = {
					type = event_toast_effect_good
					left_icon = ROOT
					title = eps_misc.0005.a.success
					scope:crush = {
						add_opinion = {
							target = root
							modifier = amused_opinion
							opinion = 10
						}
					}
				}
			}
		}
	}
}

################################
#    A War Beneath our Feet    #
################################

eps_misc.0006 = {
	type = character_event
	title = eps_misc.0006.t
	desc = eps_misc.0006.desc
	theme = battle
	override_background = { reference = garden }
	
	right_portrait = root

	cooldown = { years = 50 }

	trigger = {
		is_playable_character = yes
		is_available_at_peace_adult = yes
		has_domain = yes
		NOT = {
			OR = {
				has_trait = unyielding_defender
				has_trait = aggressive_attacker
			}
		}
	}
	
	weight_multiplier = {
		base = 1
		modifier = {
			add = 0.2
			has_trait = education_martial
		}
		modifier = {
			add = 0.2
			has_trait = ambitious
		}
		modifier = {
			add = -0.2
			has_trait = dull
		}
		modifier = {
			add = 0.2
			has_trait = patient
		}
		modifier = {
			add = -0.2
			has_trait = impatient
		}
	}
	
	option = { # Team Black!
		name = eps_misc.0006.a
		trigger = { NOT = { has_trait = unyielding_defender } }
		add_learning_lifestyle_xp = minor_lifestyle_xp
		add_trait = unyielding_defender
		stress_impact = {
			base = miniscule_stress_loss
			bossy = miniscule_stress_impact_gain
			ambitious = miniscule_stress_impact_gain
			rowdy = miniscule_stress_impact_gain
			patient = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 25
			ai_value_modifier = {
				ai_vengefulness = -1
				ai_energy = -0.5
				ai_greed = -0.5
			}
		}
	}
	
	option = { # Team Red!
		name = eps_misc.0006.b
		trigger = { NOT = { has_trait = aggressive_attacker } }
		add_martial_lifestyle_xp = minor_lifestyle_xp
		add_trait = aggressive_attacker
		stress_impact = {
			pensive = miniscule_stress_impact_gain
			content = miniscule_stress_impact_gain
			patient = miniscule_stress_impact_gain
			craven = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 25
			modifier = {
				has_trait = ambitious
				factor = 2
			}
			modifier = {
				has_trait = martial_education
				factor = 1.5
			}
		}
	}
	option = { # Team Fist
		name = eps_misc.0006.c
		add_prestige = miniscule_prestige_gain
		add_dread = minor_dread_gain
		stress_impact = {
			base = miniscule_stress_impact_loss
			sadistic = miniscule_stress_impact_loss
			compassionate = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 25
			modifier = {
				has_trait = sadistic
				factor = 2
			}
			modifier = {
				has_trait = lunatic
				factor = 1.5
			}
		}
	}

	option = { # Does this really matter?
		name = eps_misc.0006.d
		add_stress = miniscule_stress_gain
		stress_impact = {
			base = miniscule_stress_impact_loss
			cynical = miniscule_stress_impact_loss
			zealous = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 25
			modifier = {
				has_trait = cynical
				factor = 2
			}
			modifier = {
				has_trait = content
				factor = 1.5
			}
		}
	}
}
################################
#  A good book on a rainy day  #
################################

eps_misc.0007 = {
	type = character_event
	title = eps_misc.0007.t
	desc = eps_misc.0007.desc
	theme = learning
	override_background = { reference = bedchamber}
	
	left_portrait = {
		character = root
		animation = personality_rational
	}

	cooldown = { years = 20 }
	

	trigger = {
		is_playable_character = yes
		is_available_at_peace_adult = yes
		learning >= medium_skill_rating
	}
	
	weight_multiplier = {
		base = 1
		modifier = {
			add = 0.2
			has_trait = shy
		}
		modifier = {
			add = -0.2
			has_trait = gregarious
		}
		modifier = {
			add = 0.2
			has_trait = lazy
		}
		modifier = {
			add = -0.2
			has_trait = diligent
		}
		modifier = {
			add = 0.2
			has_trait = content
		}
		modifier = {
			add = -0.2
			has_trait = ambitious
		}
	}
	
	option = { # Tale of legendary hero
		name = eps_misc.0007.a
		add_martial_lifestyle_xp = miniscule_lifestyle_xp
		stress_impact = {
			diligent = minor_stress_impact_gain
			ambitious = minor_stress_impact_gain
		}
	}

	option = { # Philosophical Text
		name = eps_misc.0007.b
		add_learning_lifestyle_xp = miniscule_lifestyle_xp
		stress_impact = {
			diligent = minor_stress_impact_gain
			ambitious = minor_stress_impact_gain
		}
	}
		
	option = { # Religous Text
		name = eps_misc.0007.c
		add_piety = minor_piety_gain
		stress_impact = {
			zealous = minor_stress_impact_loss
		}
	}			

	option = { # Don't actually feel like reading
		name = eps_misc.0007.d
	}
}

################################
#       A Day Most Grey        #
################################

eps_misc.0008 = {
	type = character_event
	title = eps_misc.0008.t
	desc = eps_misc.0008.desc
	theme = mental_health
	left_portrait = root
	right_portrait = scope:court_physician

	cooldown = { years = 20 }
	
	trigger = {
		is_playable_character = yes
		is_available_at_peace_adult = yes

		has_trait = depressed
	}


	option = { #try to get some work done
		name = eps_misc.0008.a
		add_stress = miniscule_stress_gain
		stress_impact = {
			diligent = minor_stress_impact_loss
			ambitious = minor_stress_impact_loss
		}
	}

	option = { #Stare quietly out the window
		name = eps_misc.0008.b
		add_prestige = minor_prestige_loss
		add_stress = medium_stress_gain
		stress_impact = {
			diligent = minor_stress_impact_gain
			ambitious = minor_stress_impact_gain
		}
	}
	option = { #Attempt to walk the grounds
		name = eps_misc.0008.c
		add_stress = medium_stress_gain
		trigger_event = eps_misc.0009
		stress_impact = {
			diligent = minor_stress_impact_gain
			ambitious = minor_stress_impact_gain
		}
	}	
	option = { #Nah, I'll go back to bed
		name = eps_misc.0008.d
		add_prestige = minor_prestige_loss
		add_character_modifier = {
			modifier = seduce_rested_modifier
			years = 5
		}
	}
}

eps_misc.0009 = {
	type = character_event
	title = eps_misc.0009.t
	desc = eps_misc.0009.desc
	theme = default
	override_background = { reference = garden }
	
	left_portrait = {
		character = root
		animation = personality_content
	}
	
	option = { # Took a quick walk outside
		name = eps_misc.0009.a
		add_prestige = miniscule_prestige_gain
		stress_impact = {
			base = miniscule_stress_impact_loss
			lazy = miniscule_stress_impact_loss
			calm = miniscule_stress_impact_loss
			content = miniscule_stress_impact_loss
		}
	}
}

################################
#      Two Kinds of Days       #
################################

eps_misc.0010 = {
	type = character_event
	title = eps_misc.0010.t
	desc = eps_misc.0010.desc
	theme = realm
	override_background = {
		reference = bedchamber
	}
	
	left_portrait = root

	cooldown = { years = 10 }

	trigger = {
		is_playable_character = yes
		is_available_at_peace_adult = yes
	}
	
	weight_multiplier = {
		base = 1
		modifier = {
			add = 0.2
			has_trait = diligent
		}
		modifier = {
			add = -0.2
			has_trait = lazy
		}
		modifier = {
			add = 0.2
			has_trait = ambitious
		}
		modifier = {
			add = -0.2
			has_trait = content
		}
		modifier = {
			add = -0.2
			has_trait = arbitrary
		}
		modifier = {
			add = -0.2
			has_trait = stubborn
		}
	}
	
	option = { # Get to Work
		name = eps_misc.0010.a
		add_prestige = minor_prestige_gain
		stress_impact = {
			base = minor_stress_impact_loss
			lazy = miniscule_stress_impact_gain
			diligent = miniscule_stress_impact_loss
			ambitious = miniscule_stress_impact_loss
		}		
	}
	
	option = { # Stay in Bed
		name = eps_misc.0010.b
		add_prestige = minor_prestige_loss
		stress_impact = {
			lazy = minor_stress_impact_loss
			diligent = minor_stress_impact_gain
			ambitious = minor_stress_impact_gain
		}		
	}
}

#########################################
#      A Reflection Through a Fog       #
#########################################

eps_misc.0011 = {
	type = character_event
	title = eps_misc.0011.t
	desc = eps_misc.0011.desc
	theme = mental_health

	left_portrait = root
	right_portrait = scope:court_physician

	cooldown = { years = 20 }
	

	trigger = {
		is_playable_character = yes
		is_available_at_peace_adult = yes

		has_trait = depressed
	}


	option = { #Is this a punishment
		name = eps_misc.0011.a
		add_stress = miniscule_stress_gain
		stress_impact = {
			zealous = minor_stress_impact_gain
		}
	}

	option = { #Take it easy
		name = eps_misc.0011.b
		add_prestige = minor_prestige_loss
		add_stress = medium_stress_gain
		stress_impact = {
			diligent = minor_stress_impact_gain
			ambitious = minor_stress_impact_gain
			lazy = minor_stress_impact_loss
		}
	}
	option = { #Ignore is and push through
		name = eps_misc.0011.c
		add_stress = medium_stress_gain
		stress_impact = {
			diligent = minor_stress_impact_gain
			ambitious = minor_stress_impact_gain
		}
	}	
}


################################
#       Mealtime Mayhem        #
################################

eps_misc.0012 = {
	type = character_event
	title = eps_misc.0012.t
	desc = eps_misc.0012.desc
	theme = family
	
	left_portrait = {
		character = root
		#outfit_tags = { nightgown }
		animation = disbelief
	}
	right_portrait = {
		character = scope:brat_child
		animation = manic
	}

	cooldown = { years = 12 }
	

	trigger = {
		is_available_adult = yes
		is_available_at_peace_adult = yes

		any_courtier = {
			child_not_infant_trigger = yes
			age >= 4
			is_available_ai = yes
			location = root.location
			OR = {
				is_child_of = root
				is_grandchild_of = root
				is_great_grandchild_of = root
			}
		}
	}

	immediate = {
		random_child = {
			limit = {
				child_not_infant_trigger = yes
				age >= 4
				is_available_ai = yes
				location = root.location
				OR = {
					is_child_of = root
					is_grandchild_of = root
					is_great_grandchild_of = root
				}
			}
			save_scope_as = brat_child
		}
	}

	option = { #But you said...
		name = eps_misc.0012.a
		add_stress = minor_stress_gain
		# stress_impact = {
		# 	zealous = medium_stress_impact_gain
		# }
	}

	option = { #Okay I'll get it
		name = eps_misc.0012.b
		add_prestige = minor_prestige_loss
		add_stress = minor_stress_gain
		stress_impact = {
			diligent = minor_stress_impact_gain
			lazy = minor_stress_impact_gain
		}
	}

	option = { #Go to bed now
		name = eps_misc.0012.c
		add_prestige = minor_prestige_gain
		add_stress = medium_stress_gain
		stress_impact = {
			sadistic = minor_stress_impact_loss
			callous = minor_stress_impact_loss
			compassionate = minor_stress_impact_gain
		}
	}
	###add an option that only appears if you are sadistic
}







#Lady in waiting spills something on you?!?!?
eps_misc.0013 = {
	type = character_event
	title = eps_misc.0013.t
	desc = eps_misc.0013.desc
	theme = family
	left_portrait = {
		character = root
		animation = disbelief
	}

	right_portrait = {
		character = scope:liw
		animation = disbelief
	}

	cooldown = { years = 20 }

	trigger = {
		is_available_adult = yes
		is_available_at_peace_adult = yes
	}



	immediate = {
		random_court_position_holder = {
			type = lady_in_waiting_court_position
			limit = {
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = liw
		}	
	}

	#option to forgive the servant
	option = {
		name = eps_misc.0013.a

	}

	#option to berate servant 
	option = { 
		name = eps_misc.0013.b

	}

	#sadistic only throw in dungeon option?
	option = {
		name = eps_misc.0013.c

		trigger = {
			OR = {
				has_trait = sadistic
				has_trait = callous
			}
		}
	}

	#lstful option?
	option = {
		name = eps_misc.0013.d

		trigger = {
			has_trait = lustful
		}

	}


}

