﻿namespace = bp2_yearly

##################################################
#	Wet Nurse Events
#	by Arkadiusz Majewski
#	7000	Wet Nurse is sick and can pass it down to a child
#	7001	Spouse is jealous about a Wet Nurse
#	7002	Turns out your relationship is incestous, due to having the same Wet Nurse
#	7003	Wet Nurse informs you about first words of your child
#	7004	Wet Nurse informs you about first steps of your child
#	7005	Wet Nurse informs you about first fallen teeth of your child
#	7006	Wet Nurse informs you about first fallen teeth of your child
#	7007	Hidden event to kick off either positive (7009, 7011) or negative (7008, 7010) paths
#	7008	Neglected child reflects on neglecting parent
#	7009	Cared child reflects on caring parent
#	7010	Neglected child demands something from you
#	7011	Cared child gives you something
#	7012	Child complains about fired Wet Nurse they liked
#	7013	Child grieves over dead Wet Nurse they liked
#	7014	Child and Wet Nurse connect over same faith/culture
#
#	Rites of Passage - events outcomes for the decision bp2_decision.0002
#	7021	duel
#	7022	Duel outcome
#	7023	scarification
#	7024	seclusion
#	7025	seclusion on arrival
#	7026	hair shaving
#	7027	cleansing with water
#	7028	cleansing with fire
#	7029	Completed rite memory follow up event - other tribal child does the rite, you can encourage them or let them back out
#
##################################################
scripted_effect contract_disease_from_wet_nurse_effect = {
	if = {
		limit = {
			scope:wet_nurse ?= { has_trait = bubonic_plague }
			can_contract_disease_trigger = { DISEASE = bubonic_plague }
		}
		contract_disease_effect = { DISEASE = bubonic_plague TREATMENT_EVENT = yes }
	}
	else_if = {
		limit = {
			scope:wet_nurse ?= { has_trait = smallpox }
			can_contract_disease_trigger = { DISEASE = smallpox }
		}
		contract_disease_effect = { DISEASE = smallpox TREATMENT_EVENT = yes }
	}
	else_if = {
		limit = {
			scope:wet_nurse ?= { has_trait = typhus }
			can_contract_disease_trigger = { DISEASE = typhus }
		}
		contract_disease_effect = { DISEASE = typhus TREATMENT_EVENT = yes }
	}
	else_if = {
		limit = {
			scope:wet_nurse ?= { has_trait = pneumonic }
			can_contract_disease_trigger = { DISEASE = pneumonic }
		}
		contract_disease_effect = { DISEASE = pneumonic TREATMENT_EVENT = yes }
	}
	else_if = {
		limit = {
			scope:wet_nurse ?= { has_trait = ill }
			can_contract_disease_trigger = { DISEASE = ill }
		}
		contract_disease_effect = { DISEASE = ill TREATMENT_EVENT = yes }
	}
	else = {
		add_character_modifier = {
			modifier = malnourished_modifier
			years = 5
		}
	}
}

bp2_yearly.7000 = { #Wet Nurse is sick and can pass it down to a child
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.7000.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:nursed_child ?= root}
				desc = bp2_yearly.7000.desc_child_liege
			}
			desc = bp2_yearly.7000.desc
		}
	}
	theme = family
	override_background = {
		reference = bp2_nursery
	}
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = {
				age < 12
			}
			animation = crying
		}
		triggered_animation = {
			trigger = {
				age >= 12
			}
			animation = worry
		}
	}
	right_portrait = {
		character = scope:wet_nurse
		triggered_animation = {
			trigger = {
				root = { age < 12 }
			}
			animation = sadness
		}
		triggered_animation = {
			trigger = {
				root = { age >= 12 }
			}
			animation = crying
		}
	}
	lower_right_portrait = {
		trigger = { NOT = { scope:nursed_child ?= root } }
		character = scope:nursed_child
	}
	
	cooldown = { years = 10 }

	trigger = {
		has_bp2_dlc_trigger = yes
		any_court_position_holder ?= {
			type = wet_nurse_court_position
			save_temporary_scope_as = wet_nurse_temp
		}
		scope:wet_nurse_temp = {
			OR = {
				health < 3
				has_short_disease_trigger = yes
				has_serious_disease_trigger  = yes
			}
		}
		OR = {
			AND = {
				is_available_adult = yes
				any_child ?= {
					has_relation_wet_nurse = scope:wet_nurse_temp
					is_ai = yes
					is_landed = no
					is_adult = no
					location = scope:wet_nurse_temp.location
				}
			}
			AND = {
				age >= 3
				is_available_child = yes
				is_landed = yes
				has_relation_wet_nurse = scope:wet_nurse_temp
				location = scope:wet_nurse_temp.location
			}
		}
	}
	immediate = {
		random_court_position_holder = {
			type = wet_nurse_court_position
			save_scope_as = wet_nurse
		}
		if = {
			limit = {
				is_available_adult = yes
			}
			random_child = {
				limit = {
					has_relation_wet_nurse = scope:wet_nurse
					is_ai = yes
					is_landed = no
					is_adult = no
					location = scope:wet_nurse.location
				}
				save_scope_as = nursed_child
			}
		}
		else = {
			save_scope_as = nursed_child
		}
		save_court_physician_as_effect = { SCOPE_NAME = court_physician }
		if = {
			limit = { scope:wet_nurse = { has_short_disease_trigger = yes} }
			scope:wet_nurse = {
				set_worst_disease_effect = yes
				save_scope_as = sick_character
			}
		}
	}

	
	# Can't be your fault, you are a good nurse
	option = {
		name = bp2_yearly.7000.a
		flavor = bp2_yearly.7000.a.tt
		random_list = {
			15 = {
				show_chance = no
				desc = bp2_yearly.7000.ill
				send_interface_toast = {
					title = bp2_yearly.7000.a.tt
					left_icon = root
					right_icon = scope:nursed_child
					scope:nursed_child = {
						contract_disease_from_wet_nurse_effect = yes
					}
				}
			}
			75 = {
				show_chance = no
				desc = bp2_yearly.7000.healthy
				send_interface_toast = {
					title = bp2_yearly.7000.a.tt
					left_icon = root
					right_icon = scope:nursed_child
					custom_tooltip = bp2_yearly.7000.healthy.tt
				}
			}
		}
		scope:wet_nurse = {
			add_character_modifier = {
				modifier = safe_disease_treatment_success_high_modifier
				days = disease_treatment_short_duration
			}
		}
		remove_short_term_gold = minor_gold_value
		stress_impact = {
			compassionate = medium_stress_impact_loss
			wrathful = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = wrathful
				add = -10
			}
			modifier = {
				has_trait = compassionate
				add = 10
			}
		}
	}
	# I'm disappointed and gonna fire you
	option = {
		name = bp2_yearly.7000.b
		revoke_court_position = {
			recipient = scope:wet_nurse
			court_position = wet_nurse_court_position
		}
		random_list = {
			10 = {
				show_chance = no
				desc = bp2_yearly.7000.ill
				send_interface_toast = {
					title = bp2_yearly.7000.b.tt
					left_icon = root
					right_icon = scope:nursed_child
			 		scope:nursed_child = {
			 			contract_disease_from_wet_nurse_effect = yes
			 		}
			 	}
			}
			90 = {
				show_chance = no
				desc = bp2_yearly.7000.healthy
				send_interface_toast = {
					title = bp2_yearly.7000.b.tt
					left_icon = root
					right_icon = scope:nursed_child
					custom_tooltip = bp2_yearly.7000.healthy.tt
				}
			}
		}
		stress_impact = {
			wrathful = minor_stress_impact_loss
			compassionate = minor_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				has_trait = compassionate
				add = -10
			}
		}
	}
	# I'm mad and gonna throw you in prison
	option = {
		name = {
			trigger = { is_adult = no }
			text = bp2_yearly.7000.c_child_liege
		}
		name = {
			trigger = { is_adult = yes }
			text = bp2_yearly.7000.c
	 	}
	 	rightfully_imprison_character_effect = {
			TARGET = scope:wet_nurse
			IMPRISONER = root
		}
		random_list = {
			5 = {
				show_chance = no
				desc = bp2_yearly.7000.ill
				send_interface_toast = {
					title = bp2_yearly.7000.b.tt
					left_icon = root
					right_icon = scope:nursed_child
					scope:nursed_child = {
						contract_disease_from_wet_nurse_effect = yes
					}
				}
			}
			95 = {
				show_chance = no
				desc = bp2_yearly.7000.healthy
				send_interface_toast = {
					title = bp2_yearly.7000.b.tt
					left_icon = root
					right_icon = scope:nursed_child
					custom_tooltip = bp2_yearly.7000.healthy.tt
				}
			}
		}
		stress_impact = {
			wrathful = medium_stress_impact_loss
			compassionate = medium_stress_impact_gain
		}
		ai_chance = {
			base = 5
			modifier = {
				has_trait = wrathful
				add = 10
			}
			modifier = {
				has_trait = compassionate
				add = -5
			}
		}
	}
}

bp2_yearly.7001 = { #Spouse is jealous about a Wet Nurse
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.7001.t
	desc = {
		desc = bp2_yearly.7001.desc
		first_valid = {
			triggered_desc = { 
				trigger = { has_relation_lover = scope:wet_nurse }
				desc = bp2_yearly.7001.desc_lover
			}
			desc = bp2_yearly.7001.desc_no_lover
		}
	}
	theme = family
	override_background = {
		reference = bp2_nursery
	}
	left_portrait = {
		character = root
		animation = dismissal
	}
	right_portrait = {
		character = scope:jealous_spouse
		animation = go_to_your_room
	}
	lower_right_portrait = scope:wet_nurse

	cooldown = { years = 10 }

	trigger = {
		has_bp2_dlc_trigger = yes
		is_available_adult = yes
		any_court_position_holder ?= {
			type = wet_nurse_court_position
			OR = {
				has_trait = beauty_good
				has_trait = physique_good
				has_trait = strong
				has_trait = loyal
				has_trait = lustful
			}
			save_temporary_scope_as = wet_nurse_temp
		}
		is_attracted_to_gender_of = scope:wet_nurse_temp
		any_spouse ?= {
			is_available_ai_adult = yes
			NOT = {
				any_known_secret = {
					secret_owner = root
					AND = {
						secret_type = secret_lover
						secret_target = scope:wet_nurse_temp
					}
				}
			}
			OR = {
				has_trait = fickle
				has_trait = vengeful
				has_trait = wrathful
				has_trait = arbitrary
				has_trait = paranoid
			}
		}
	}
	immediate = {
		random_court_position_holder = {
			type = wet_nurse_court_position
			save_scope_as = wet_nurse
		}
		random_spouse ?= {
			limit = {
				is_available_ai_adult = yes
				NOT = {
					any_known_secret = {
						secret_owner = root
						AND = {
							secret_type = secret_lover
							secret_target = scope:wet_nurse_temp
						}
					}
				}
				OR = {
					has_trait = fickle
					has_trait = vengeful
					has_trait = wrathful
					has_trait = arbitrary
					has_trait = paranoid
					root = {
						any_secret = {
							secret_type = secret_lover
							secret_target = scope:wet_nurse
						}
					}
				}
			}
			save_scope_as = jealous_spouse
		}
		if = {
			limit = {
				any_secret = {
					secret_type = secret_lover
					secret_target = scope:wet_nurse
					NOT = {
						any_secret_knower = { THIS = scope:jealous_spouse }
					}
				}
			}
			random_secret = {
				limit = {
					secret_type = secret_lover
					secret_target = scope:wet_nurse
					NOT = {
						any_secret_knower = { THIS = scope:jealous_spouse }
					}
				}
				save_scope_as = wet_nurse_secret_lover
			}
		}
	}

	option = { #try to convince your spouse it's not a big deal, although she is right
		name = bp2_yearly.7001.a
		trigger = {
			exists = scope:wet_nurse_secret_lover
		}
		reason = scope:wet_nurse_secret_lover
		custom_tooltip = bp2_yearly.7001.a.tt
		duel = {
			skill = intrigue
			target = scope:jealous_spouse
			# you comfort your spouse
			65 = {
				desc = bp2_yearly.7001.b.spouse_convinced
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				reverse_add_opinion = {
					target = scope:jealous_spouse
					modifier = relieved_opinion
					opinion = 10
				}
				reverse_add_opinion = {
					target = scope:wet_nurse
					modifier = protected_me_opinion
					opinion = 10
				}
			}
			# your spouse is right about your affair
			35 = {
				desc = bp2_yearly.7001.b.spouse_not_convinced
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				scope:wet_nurse_secret_lover = {
					reveal_to = scope:jealous_spouse
				}
			}
		}
		stress_impact = {
			compassionate = medium_stress_impact_loss
			wrathful = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = wrathful
				add = -10
			}
			modifier = {
				has_trait = compassionate
				add = 10
			}
		}
	}

	option = { #try to convince your spouse it's not a big deal, because it isn't or she already knows
		name = bp2_yearly.7001.b
		trigger = {
			NOT = { exists = scope:wet_nurse_secret_lover }
		}
		duel = {
			skill = diplomacy
			target = scope:jealous_spouse
			# you comfort your spouse
			65 = {
				desc = bp2_yearly.7001.b.spouse_convinced
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				modifier = { #you are a known liar
					factor = 0
					OR = {
						any_secret = {
							secret_type = secret_lover
							NOT = { secret_target = scope:jealous_spouse }
							any_secret_knower = { THIS = scope:jealous_spouse }
						}
						has_trait = adulterer
					}
				}
				reverse_add_opinion = {
					target = scope:jealous_spouse
					modifier = relieved_opinion
					opinion = 10
				}
			}
			35 = {
				trigger = {
					NOR = {
						any_secret = {
							secret_type = secret_lover
							NOT = { secret_target = scope:jealous_spouse }
							any_secret_knower = { THIS = scope:jealous_spouse }
						}
						has_trait = adulterer
					}
				}
				desc = bp2_yearly.7001.b.spouse_not_convinced
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				reverse_add_opinion = {
					target = scope:jealous_spouse
					modifier = cheater_opinion
					opinion = -30
				}
			}
			# you're a known liar
			100 = {
				trigger = {
					OR = {
						any_secret = {
							secret_type = secret_lover
							NOT = { secret_target = scope:jealous_spouse }
							any_secret_knower = { THIS = scope:jealous_spouse }
						}
						has_trait = adulterer
					}
				}
				desc = bp2_yearly.7001.tt
				reverse_add_opinion = {
					target = scope:jealous_spouse
					modifier = cheater_opinion
					opinion = -30
				}
			}
		}
		stress_impact = {
			compassionate = medium_stress_impact_loss
			wrathful = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = wrathful
				add = -10
			}
			modifier = {
				has_trait = compassionate
				add = 10
			}
		}
	}
	# Get rid of the problem, fire the nurse
	option = {
		name = bp2_yearly.7001.c
		revoke_court_position = {
	 		recipient = scope:wet_nurse
			court_position = wet_nurse_court_position
	 	}
 		reverse_add_opinion = {
			target = scope:jealous_spouse
			modifier = pleased_opinion
			opinion = 30
		}
		stress_impact = {
			wrathful = minor_stress_impact_loss
			compassionate = minor_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				has_trait = compassionate
				add = -10
			}
		}
	}
}

bp2_yearly.7002 = { #Turns out your relationship is incestous, due to having the same Wet Nurse
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.7002.t
	desc = bp2_yearly.7002.desc
	theme = family
	override_background = {
		reference = relaxing_room
	}
	left_portrait = {
		character = root
		animation = shock
	}
	right_portrait = {
		character = scope:court_chaplain
		animation = worry
	}
	lower_left_portrait = scope:spouse

	cooldown = { years = 10 }

	trigger = {
		has_bp2_dlc_trigger = yes
		is_available_adult = yes
		faith = {
			OR = {
				has_doctrine = doctrine_consanguinity_restricted
				has_doctrine = doctrine_consanguinity_cousins
			}
		}
		any_spouse ?= {
			is_ai = yes
			NOT = { is_close_family_of = root }
			has_same_wet_nurse_trigger = {
				SCOPE = this
				OTHER_SCOPE = root
			}
			save_temporary_scope_as = spouse_temp
		}
		cp:councillor_court_chaplain ?= {
			NOT = { has_character_flag = had_bp2_yearly_7002 }
			is_available_ai_adult = yes
		}
	}
	weight_multiplier = {
		base = 1
		#AGOT Disabled
		# modifier = {
		# 	add = 4
		# 	faith.religion ?= religion:islam_religion
		# }
		modifier = {
			add = 4
			scope:court_chaplain ?= {
				OR = {
					opinion = {
						target = root
						value <= -50
					}
					opinion = {
						target = scope:spouse_temp
						value <= -50
					}
					OR = {
						has_relation_rival = root
						has_relation_nemesis = root
					}
					OR = {
						has_relation_rival = scope:spouse_temp
						has_relation_nemesis = scope:spouse_temp
					}
				}
			}
		}
	}
	immediate = {
		random_spouse ?= {
			limit = {
				is_ai = yes
				NOT = { is_close_family_of = root }
				has_same_wet_nurse_trigger = {
					SCOPE = this
					OTHER_SCOPE = root
				}
			}
			save_scope_as = spouse
		}
		cp:councillor_court_chaplain ?= {
			save_scope_as = court_chaplain
		}
	}

	option = { #I guess it's incest?
		name = bp2_yearly.7002.a
		scope:spouse = {
			add_secret = {
				type = secret_incest
			}
		}
		reverse_add_opinion = {
			target = scope:spouse
			modifier = love_opinion
			opinion = 25
		}
		add_secret = {
			type = secret_incest
			target = scope:spouse
		}
		progress_towards_rival_effect = {
			REASON = rival_accused_of_perversion
			CHARACTER = scope:court_chaplain
			OPINION = default_rival_opinion
		}
		random_secret = {
			limit = { secret_type = secret_incest }
			reveal_to_without_events_effect = {
				CHARACTER = scope:court_chaplain
			}
		}
		create_character_memory = {
			type = incestous_marriage_wet_nurse
			participants = {
				spouse = scope:spouse
			}
		}
		stress_impact = {
			compassionate = medium_stress_impact_loss
			cynical = minor_stress_impact_loss
			zealous = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				has_trait = zealous
				add = -10
			}
			modifier = {
				OR = {
					has_trait = compassionate
					has_trait = cynical
				}
				add = 10
			}
		}
	}

	option = { #divorce them
		name = bp2_yearly.7002.b
		divorce_effect = {
			DIVORCER = root
			DIVORCEE = scope:spouse
		}
		reverse_add_opinion = {
			target = scope:court_chaplain
			modifier = took_my_advice_opinion
			opinion = 25
		}
		create_character_memory = {
			type = incestous_divorce_wet_nurse
			participants = {
				spouse = scope:spouse
			}
		}
		stress_impact = {
			zealous = medium_stress_impact_loss
			compassionate = minor_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				has_trait = compassionate
				add = -10
			}
			modifier = {
				has_trait = zealous
				add = 10
			}
			modifier = {
				OR = {
					has_relation_lover = scope:spouse
					has_relation_soulmate = scope:spouse
				}
				factor = 0
			}
		}
	}
	option = { #pay them off
		name = bp2_yearly.7002.c
		pay_short_term_gold = {
			target = scope:court_chaplain
			gold = minor_gold_value
		}
		reverse_add_opinion = {
			target = scope:spouse
			modifier = love_opinion
			opinion = 10
		}
		reverse_add_opinion = {
			target = scope:court_chaplain
			modifier = pleased_opinion
			opinion = 10
		}
		create_character_memory = {
			type = incestous_marriage_wet_nurse
			participants = {
				spouse = scope:spouse
			}
		}
		stress_impact = {
			compassionate = minor_stress_impact_loss
			greedy = minor_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				has_trait = greedy
				add = -10
			}
			modifier = {
				has_trait = compassionate
				add = 10
			}
		}
	}
	after = {
		scope:court_chaplain = {
			add_character_flag = had_bp2_yearly_7002
		}
	}
}

scripted_effect parental_neglect_effect = {
	if = {
		limit = {
			$RESENTING$ = {
				has_relation_nemesis = $RESENTED$
			}
		}
		send_interface_toast = {
			title = bp2_yearly.parental_neglect_effect
			left_icon = $RESENTING$
			right_icon = $RESENTED$
			add_opinion = {
				target = $RESENTED$
				modifier = hate_opinion
				opinion = -50
			}
		}
	}
	else_if = {
		limit = {
			$RESENTING$ = {
				has_relation_rival = $RESENTED$
			}
		}
		$RESENTING$ = {
			set_relation_nemesis = {
				target = $RESENTED$
				reason = rival_parent_neglect
			}
		}
	}
	else_if = {
		limit = {
			$RESENTING$ = {
				has_relation_potential_rival = $RESENTED$
			}
		}
		$RESENTING$ = {
			set_relation_rival = {
				target = $RESENTED$
				reason = rival_parent_neglect
			}
		}
	}
	else = {
		random = {
			chance = 20
			$RESENTING$ = {
				set_relation_potential_rival = {
					target = $RESENTED$
					reason = rival_parent_neglect
				}
			}
		}
	}
}

bp2_yearly.7003 = { #Wet Nurse informs you about first words of your child
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.7003.t
	desc = {
		desc = bp2_yearly.7003.desc
		first_valid = {
			triggered_desc = {
				trigger = { scope:first_word = flag:motto}
				desc = bp2_yearly.7003.desc_motto
			}
			triggered_desc = {
				trigger = { scope:first_word = flag:house}
				desc = bp2_yearly.7003.desc_house
			}
			triggered_desc = {
				trigger = { scope:first_word = flag:military}
				desc = bp2_yearly.7003.desc_military
			}
			triggered_desc = {
				trigger = { scope:first_word = flag:gold}
				desc = bp2_yearly.7003.desc_gold
			}
			triggered_desc = {
				trigger = { scope:first_word = flag:secret}
				desc = bp2_yearly.7003.desc_secret
			}
			triggered_desc = {
				trigger = { scope:first_word = flag:faith}
				desc = bp2_yearly.7003.desc_faith
			}
			triggered_desc = {
				trigger = { scope:first_word = flag:gibberish root = {is_male = yes}}
				desc = bp2_yearly.7003.desc_father
			}
			triggered_desc = {
				trigger = { scope:first_word = flag:gibberish root = {is_female = yes}}
				desc = bp2_yearly.7003.desc_mother
			}
		}
	}
	theme = family
	override_background = {
		reference = bp2_nursery
	}
	left_portrait = {
		character = root
		animation = happiness
	}
	right_portrait = {
		character = scope:nursed_child
		animation = clutching_toy
	}
	lower_right_portrait = scope:wet_nurse

	cooldown = { years = 25 }

	trigger = {
		has_bp2_dlc_trigger = yes
		is_available_adult = yes
		any_court_position_holder ?= {
			type = wet_nurse_court_position
			is_available_adult = yes
			location = root.location
		}
		any_child = {
			age < 5
			child_not_infant_trigger = yes
			is_available_ai = yes
			location = root.location
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			factor = 3
			any_child = {
				OR = {
					this = root.player_heir
					NOT = {
						any_sibling = {
							age > prev.age
						}
					}
					has_variable_list = neglect_reason
					has_variable_list = praise_reason
				}
			}
		}
	}

	immediate = {
		random_court_position_holder ?= {
			type = wet_nurse_court_position
			save_scope_as = wet_nurse
		}
		random_child = {
			limit = {
				age < 5
				child_not_infant_trigger = yes
				this = root.player_heir
				is_available_ai = yes
				location = root.location
			}
			alternative_limit = {
				age < 5
				child_not_infant_trigger = yes
				NOT = {
					any_sibling = {
						age > prev.age
					}
				}
				is_available_ai = yes
				location = root.location
			}
			alternative_limit = {
				age < 5
				child_not_infant_trigger = yes
				is_available_ai = yes
				location = root.location
			}
			weight = {
				base = 1
				modifier = {
					add = 50
					OR = {
						has_variable_list = neglect_reason
						has_variable_list = praise_reason
					}
				}
			}
			save_scope_as = nursed_child
		}
		scope:nursed_child = {
			random_list = {
				0 = {
					modifier = { 
						add = 10
						highest_skill = diplomacy
					}
					save_scope_value_as = {
						name = first_word
						value = flag:house
					}
				}
				0 = {
					modifier = { 
						add = 10
						OR = {
							highest_skill = prowess 
							highest_skill = martial
						}
					}
					save_scope_value_as = {
						name = first_word
						value = flag:military
					}
				}
				0 = {
					modifier = { 
						add = 10
						highest_skill = stewardship 
					}
					save_scope_value_as = {
						name = first_word
						value = flag:gold
					}
				}
				0 = {
					modifier = { 
						add = 10
						highest_skill = intrigue 
					}
					save_scope_value_as = {
						name = first_word
						value = flag:secret
					}
				}
				0 = {
					modifier = { 
						add = 10
						highest_skill = learning
					}
					save_scope_value_as = {
						name = first_word
						value = flag:faith
					}
				}
				5 = {
					save_scope_value_as = {
						name = first_word
						value = flag:gibberish
					}
				}
				0 = {
					modifier = { 
						add = 100
						has_trait = intellect_good
					}
					save_scope_value_as = {
						name = first_word
						value = flag:motto
					}
				}
			}
			set_variable = {
				name = nursed_child_parent_var
				value = root
			}
		}
	}

	option = { #This is lovely!
		name = bp2_yearly.7003.a
		switch = {
			trigger = scope:first_word
			flag:house = {
				add_prestige = miniscule_prestige_gain
			}
			flag:military = {
				add_prestige = miniscule_prestige_gain
			}
			flag:gold = {
				add_gold = 1
			}			
			flag:secret = {
				add_prestige = miniscule_prestige_gain
			}
			flag:faith = {
				add_piety = miniscule_piety_gain
			}
			flag:gibberish = {
				add_piety = miniscule_piety_gain
			}			
			flag:motto = {
				dynasty = { 
					add_dynasty_prestige = miniscule_dynasty_prestige_gain
				}
			}
		}
		scope:nursed_child = {
			add_to_variable_list = {
				name = praise_reason
				target = flag:word
			}
		}
		reverse_add_opinion = {
			target = scope:nursed_child
			modifier = grateful_child
		}
		stress_impact = {
			compassionate = medium_stress_impact_loss
			ambitious = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = ambitious
				add = -10
			}
			modifier = {
				has_trait = compassionate
				add = 10
			}
		}
	}

	option = { #What else they can?
		name = bp2_yearly.7003.b
		flavor = bp2_yearly.7003.b.tt
		scope:nursed_child = {
			add_stress = 50
			switch = {
				trigger = scope:first_word
				flag:house = {
					add_diplomacy_skill = 1
				}
				flag:military = {
					add_martial_skill = 1
				}
				flag:gold = {
					add_stewardship_skill = 1
				}			
				flag:secret = {
					add_intrigue_skill = 1
				}
				flag:faith = {
					add_learning_skill = 1
				}
				flag:gibberish = {
					add_learning_skill = 1
				}
				flag:motto = {
					add_trait = eccentric
				}
			}
			add_to_variable_list = {
				name = praise_reason
				target = flag:word
			}
		}
		stress_impact = {
			ambitious = medium_stress_impact_loss
			callous = minor_stress_impact_loss
			sadistic = minor_stress_impact_loss
			content = medium_stress_impact_gain
			compassionate = medium_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = content
				add = -10
			}
			modifier = {
				has_trait = compassionate
				add = -10
			}
			modifier = {
				has_trait = ambitious
				add = 10
			}
		}
	}

	option = { #I don't really care
		name = bp2_yearly.7003.c
		parental_neglect_effect = {
			RESENTING = scope:nursed_child
			RESENTED = root
		}
		scope:nursed_child = {
			add_to_variable_list = {
				name = neglect_reason
				target = flag:word
			}
		}
		stress_impact = {
			impatient = minor_stress_impact_loss
			callous = minor_stress_impact_loss
			sadistic = minor_stress_impact_loss
			wrathful = minor_stress_impact_loss
			compassionate = medium_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = compassionate
				add = -10
			}
			modifier = {
				has_trait = impatient
				add = 10
			}
		}
	}
}

bp2_yearly.7004 = { #Wet Nurse informs you about first steps of your child
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.7004.t
	desc = bp2_yearly.7004.desc
	theme = family
	override_background = {
		reference = bp2_nursery
	}
	left_portrait = {
		character = root
		animation = happiness
	}
	right_portrait = {
		character = scope:nursed_child
		animation = throne_room_bow_2
	}
	lower_right_portrait = scope:wet_nurse

	cooldown = { years = 25 }

	trigger = {
		has_bp2_dlc_trigger = yes
		is_available_adult = yes
		any_court_position_holder ?= {
			type = wet_nurse_court_position
			is_available_adult = yes
			location = root.location
		}
		any_child = {
			age < 5
			child_not_infant_trigger = yes
			is_available_ai = yes
			location = root.location
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			factor = 3
			any_child = {
				OR = {
					this = root.player_heir
					NOT = {
						any_sibling = {
							age > prev.age
						}
					}
					has_variable_list = neglect_reason
					has_variable_list = praise_reason
				}
			}
		}
	}

	immediate = {
		random_court_position_holder = {
			type = wet_nurse_court_position
			save_scope_as = wet_nurse
		}
		random_child = {
			limit = {
				age < 5
				child_not_infant_trigger = yes
				this = root.player_heir
				is_available_ai = yes
				location = root.location
			}
			alternative_limit = {
				age < 5
				child_not_infant_trigger = yes
				NOT = {
					any_sibling = {
						age > prev.age
					}
				}
				is_available_ai = yes
				location = root.location
			}
			alternative_limit = {
				age < 5
				child_not_infant_trigger = yes
				is_available_ai = yes
				location = root.location
			}
			weight = {
				base = 1
				modifier = {
					add = 50
					OR = {
						has_variable_list = neglect_reason
						has_variable_list = praise_reason
					}
				}
			}
			save_scope_as = nursed_child
		}
		scope:nursed_child = {
			set_variable = {
				name = nursed_child_parent_var
				value = root
			}
		}
	}

	option = { #This is lovely!
		name = bp2_yearly.7004.a
		add_prestige = miniscule_prestige_gain
		reverse_add_opinion = {
			target = scope:nursed_child
			modifier = grateful_child
		}
		scope:nursed_child = {
			add_to_variable_list = {
				name = praise_reason
				target = flag:step
			}
		}
		stress_impact = {
			compassionate = medium_stress_impact_loss
			ambitious = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = ambitious
				add = -10
			}
			modifier = {
				has_trait = compassionate
				add = 10
			}
		}
	}
	option = { #What else they can?
		name = bp2_yearly.7004.b
		flavor = bp2_yearly.7004.b.tt
		scope:nursed_child = {
			add_stress = 50
			add_prowess_skill = 1
			add_to_variable_list = {
				name = praise_reason
				target = flag:step
			}
		}
		stress_impact = {
			ambitious = medium_stress_impact_loss
			callous = minor_stress_impact_loss
			sadistic = minor_stress_impact_loss
			content = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = content
				add = -10
			}
			modifier = {
				has_trait = ambitious
				add = 10
			}
		}
	}

	option = { #I don't really care
		name = bp2_yearly.7004.c
		parental_neglect_effect = {
			RESENTING = scope:nursed_child
			RESENTED = root
		}
		scope:nursed_child = {
			add_to_variable_list = {
				name = neglect_reason
				target = flag:step
			}
		}
		stress_impact = {
			impatient = minor_stress_impact_loss
			callous = minor_stress_impact_loss
			sadistic = minor_stress_impact_loss
			wrathful = minor_stress_impact_loss
			compassionate = medium_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = compassionate
				add = -10
			}
			modifier = {
				has_trait = impatient
				add = 10
			}
		}
	}
}

bp2_yearly.7005 = { #Wet Nurse informs you about first fallen teeth of your child
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.7005.t
	desc = bp2_yearly.7005.desc
	theme = family
	override_background = {
		reference = bp2_nursery
	}
	left_portrait = {
		character = root
		animation = admiration
	}
	right_portrait = {
		character = scope:nursed_child
		animation = throne_room_cheer_2
	}
	lower_right_portrait = scope:wet_nurse

	cooldown = { years = 25 }

	trigger = {
		has_bp2_dlc_trigger = yes
		is_available_adult = yes
		any_court_position_holder ?= {
			type = wet_nurse_court_position
			is_available_adult = yes
			location = root.location
		}
		any_child = {
			child_not_teen_trigger = yes
			is_available_ai = yes
			location = root.location
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			factor = 3
			any_child = {
				OR = {
					this = root.player_heir
					NOT = {
						any_sibling = {
							age > prev.age
						}
					}
					has_variable_list = neglect_reason
					has_variable_list = praise_reason
				}
			}
		}
	}

	immediate = {
		random_court_position_holder ?= {
			type = wet_nurse_court_position
			save_scope_as = wet_nurse
		}
		random_child = {
			limit = {
				child_not_teen_trigger = yes
				this = root.player_heir
				is_available_ai = yes
				location = root.location
			}
			alternative_limit = {
				child_not_teen_trigger = yes
				NOT = {
					any_sibling = {
						age > prev.age
					}
				}
				is_available_ai = yes
				location = root.location
			}
			alternative_limit = {
				child_not_teen_trigger = yes	
				is_available_ai = yes
				location = root.location
			}
			weight = {
				base = 1
				modifier = {
					add = 50
					OR = {
						has_variable_list = neglect_reason
						has_variable_list = praise_reason
					}
				}
			}
			save_scope_as = nursed_child
		}
		hidden_effect = {
			scope:nursed_child = {
				create_artifact = {
					name = child_teeth_memorabilia
					description = child_teeth_memorabilia_desc
					type = miscellaneous
					visuals = pocket_pouch
					modifier = artifact_child_opinion_2_modifier
					modifier = artifact_monthly_minor_prestige_1_modifier
					save_scope_as = child_teeth
				}
				set_variable = {
					name = nursed_child_parent_var
					value = root
				}
			}
		}
	}

	option = { #This is lovely!
		name = bp2_yearly.7005.a
		add_prestige = miniscule_prestige_gain
		scope:child_teeth = {
			set_owner = scope:nursed_child
		}		
		scope:nursed_child = {
			add_to_variable_list = {
				name = praise_reason
				target = flag:tooth
			}
		}
		reverse_add_opinion = {
			target = scope:nursed_child
			modifier = grateful_child
		}
		stress_impact = {
			compassionate = medium_stress_impact_loss
			ambitious = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = ambitious
				add = -10
			}
			modifier = {
				has_trait = compassionate
				add = 10
			}
		}
	}
	option = { #I'll give you some coins
		name = bp2_yearly.7005.b
		pay_short_term_gold = {
			target = scope:nursed_child
			gold = tiny_gold_value
		}
		scope:child_teeth = {
			set_owner = root
		}
		reverse_add_opinion = {
			target = scope:nursed_child
			modifier = grateful_child
		}
		scope:nursed_child = {
			add_to_variable_list = {
				name = praise_reason
				target = flag:tooth
			}
		}
		stress_impact = {
			ambitious = medium_stress_impact_loss
			callous = minor_stress_impact_loss
			sadistic = minor_stress_impact_loss
			content = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = content
				add = -10
			}
			modifier = {
				has_trait = ambitious
				add = 10
			}
		}
	}

	option = { #I don't really care
		name = bp2_yearly.7005.c
		parental_neglect_effect = {
			RESENTING = scope:nursed_child
			RESENTED = root
		}
		scope:child_teeth = {
			set_owner = scope:wet_nurse
		}
		scope:nursed_child = {
			add_to_variable_list = {
				name = neglect_reason
				target = flag:tooth
			}
		}
		stress_impact = {
			impatient = minor_stress_impact_loss
			callous = minor_stress_impact_loss
			sadistic = minor_stress_impact_loss
			wrathful = minor_stress_impact_loss
			compassionate = medium_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = compassionate
				add = -10
			}
			modifier = {
				has_trait = impatient
				add = 10
			}
		}
	}
}

bp2_yearly.7006 = { #Wet Nurse informs you about first independent dress up of your child
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.7006.t
	desc = bp2_yearly.7006.desc
	theme = family
	override_background = {
		reference = bp2_nursery
	}
	left_portrait = {
		character = root
		outfit_tags = { nightgown }
		animation = laugh
	}
	right_portrait = {
		character = scope:nursed_child
		outfit_tags = { travel_cloak }
		animation = manic
	}
	lower_right_portrait = scope:wet_nurse

	cooldown = { years = 25 }

	trigger = {
		has_bp2_dlc_trigger = yes
		is_available_adult = yes
		any_court_position_holder ?= {
			type = wet_nurse_court_position
			is_available_adult = yes
			location = root.location
		}
		any_child = {
			child_not_teen_trigger = yes
			is_available_ai = yes
			location = root.location
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			factor = 3
			any_child = {
				OR = {
					this = root.player_heir
					NOT = {
						any_sibling = {
							age > prev.age
						}
					}
					has_variable_list = neglect_reason
					has_variable_list = praise_reason
				}
			}
		}
	}

	immediate = {
		random_court_position_holder ?= {
			type = wet_nurse_court_position
			save_scope_as = wet_nurse
		}
		random_child = {
			limit = {
				child_not_teen_trigger = yes
				this = root.player_heir
				is_available_ai = yes
				location = root.location
			}
			alternative_limit = {
				child_not_teen_trigger = yes
				NOT = {
					any_sibling = {
						age > prev.age
					}
				}
				is_available_ai = yes
				location = root.location
			}
			alternative_limit = {
				child_not_teen_trigger = yes
				is_available_ai = yes
				location = root.location
			}
			weight = {
				base = 1
				modifier = {
					add = 50
					OR = {
						has_variable_list = neglect_reason
						has_variable_list = praise_reason
					}
				}
			}
			save_scope_as = nursed_child
		}
		scope:nursed_child = {
			set_variable = {
				name = nursed_child_parent_var
				value = root
			}
		}
	}

	option = { #This is lovely!
		name = bp2_yearly.7006.a
		add_prestige = miniscule_prestige_gain
		reverse_add_opinion = {
			target = scope:nursed_child
			modifier = grateful_child
		}
		scope:nursed_child = {
			add_to_variable_list = {
				name = praise_reason
				target = flag:dress
			}
		}
		stress_impact = {
			compassionate = medium_stress_impact_loss
			ambitious = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = ambitious
				add = -10
			}
			modifier = {
				has_trait = compassionate
				add = 10
			}
		}
	}
	option = { #I'll give you a nickname, negative
		name = bp2_yearly.7006.b
		scope:nursed_child = {
			add_to_variable_list = {
				name = neglect_reason
				target = flag:dress
			}
		}
		reverse_add_opinion = {
			target = scope:nursed_child
			modifier = grateful_child
		}
		stress_impact = {
			ambitious = medium_stress_impact_loss
			callous = minor_stress_impact_loss
			sadistic = minor_stress_impact_loss
			content = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = content
				add = -10
			}
			modifier = {
				OR = {
					has_trait = ambitious
					has_trait = callous
					has_trait = sadistic
				}
				add = 10
			}
		}
	}

	option = { #I don't really care
		name = bp2_yearly.7005.c
		parental_neglect_effect = {
			RESENTING = scope:nursed_child
			RESENTED = root
		}
		scope:nursed_child = {
			add_to_variable_list = {
				name = neglect_reason
				target = flag:dress
			}
		}
		stress_impact = {
			impatient = minor_stress_impact_loss
			callous = minor_stress_impact_loss
			sadistic = minor_stress_impact_loss
			wrathful = minor_stress_impact_loss
			compassionate = medium_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = compassionate
				add = -10
			}
			modifier = {
				has_trait = impatient
				add = 10
			}
		}
	}
}

bp2_yearly.7007 = { #Hidden event to kick off either positive (7009, 7011) or negative (7008, 7010) paths
	hidden = yes

	trigger = {
		has_bp2_dlc_trigger = yes
		is_available_adult = yes
		OR = {
			has_variable_list = neglect_reason
			has_variable_list = praise_reason
		}
		any_parent = {
			is_alive = yes
		}
	}
	on_trigger_fail = {
		if = {
			limit = {
				OR = {
					has_variable = nursed_child_parent_var
					has_variable_list = neglect_reason
					has_variable_list = praise_reason
				}
			}
			clear_variable_list = neglect_reason
			clear_variable_list = praise_reason
			remove_variable = nursed_child_parent_var
		}
	}

	immediate = {
		save_scope_as = nursed_child
		if = {
			limit = {
				any_parent = {
					is_alive = yes
					scope:nursed_child.var:nursed_child_parent_var ?= this
				}
			}
			random_parent = {
				limit = {
					is_alive = yes
					scope:nursed_child.var:nursed_child_parent_var ?= this
				}
				save_scope_as = reflecting_parent
			}
		}
		else = {
			random_parent = {
				limit = {
					is_alive = yes
				}
				save_scope_as = reflecting_parent
			}
		}
		if = {
			limit = {
				scope:nursed_child = {
					has_variable_list = neglect_reason
				}
			}
			scope:nursed_child = {
				trigger_event = bp2_yearly.7008
			}
		}
		else = {
			scope:nursed_child = {
				trigger_event = bp2_yearly.7009
			}
		}
	}
}

scripted_effect take_parent_title_effect = {
	create_title_and_vassal_change = {
		type = granted
		save_scope_as = title_change
		add_claim_on_loss = no
	}
	scope:parent_title = {
		change_title_holder = {
			holder = scope:nursed_child
			change = scope:title_change
		}
	}
	resolve_title_and_vassal_change = scope:title_change
}

bp2_yearly.7008 = { #Neglected child reflects on neglecting parent
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.7008.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:nursed_child.var:nursed_child_parent_var ?= scope:reflecting_parent }
				desc = bp2_yearly.7008.desc
			}
			desc = bp2_yearly.7008.desc_dead_parent
		}
		triggered_desc = {
			trigger = {
				is_target_in_variable_list = {
					name = neglect_reason
					target = flag:word
				}
			}
			desc = bp2_yearly.7008.desc_word
		}
		triggered_desc = {
			trigger = {
				is_target_in_variable_list = {
					name = neglect_reason
					target = flag:step
				}
			}
			desc = bp2_yearly.7008.desc_step
		}
		triggered_desc = {
			trigger = {
				is_target_in_variable_list = {
					name = neglect_reason
					target = flag:tooth
				}
			}
			desc = bp2_yearly.7008.desc_tooth
		}
		triggered_desc = {
			trigger = {
				is_target_in_variable_list = {
					name = neglect_reason
					target = flag:dress
				}
			}
			desc = bp2_yearly.7008.desc_dress
		}
		desc = bp2_yearly.7008.desc_end
	}
	theme = family
	override_background = {
		reference = courtyard
	}

	left_portrait = {
		character = scope:nursed_child
		animation = anger
	}
	right_portrait = {
		character = scope:reflecting_parent
		animation = schadenfreude
	}
	lower_right_portrait = {
		trigger = { NOT = { scope:nursed_child.var:nursed_child_parent_var ?= scope:reflecting_parent } }
		character = scope:nursed_child.var:nursed_child_parent_var
	}

	immediate = {
		scope:reflecting_parent = {
			if = {
				limit = {
					any_held_title = {
						count > 1
						tier = tier_county
					}
				}
				random_held_title = {
					limit = { tier = tier_county }
					save_scope_as = parent_title
				}
			}
		}
	}

	option = { #I want your titles
		name = bp2_yearly.7008.a
		custom_tooltip = bp2_yearly.7008.tt
		trigger = { exists = scope:parent_title }
		show_as_tooltip = {
			random_list = {
				1 = {
					show_chance = no
					desc = bp2_yearly.7008.a.tt_good
					take_parent_title_effect = yes
				}
				1 = {
					show_chance = no
					desc = bp2_yearly.7008.a.tt_bad
					scope:nursed_child = {
						add_hook = {
							target = scope:reflecting_parent
							type = loyalty_hook
						}
					}
				}
			}
		}
		scope:reflecting_parent = {
			save_scope_value_as = {
				name = child_request
				value = flag:title
			}
			trigger_event = bp2_yearly.7010
		}
		stress_impact = {
			ambitious = medium_stress_impact_gain
			content = medium_stress_impact_loss
		}
		ai_chance = {
			base = 10
			modifier = {
				has_trait = ambitious
				add = 10
			}
			modifier = {
				has_trait = compassionate
				add = -10
			}
		}
	}

	option = { #I want gold
		name = bp2_yearly.7008.b
		custom_tooltip = bp2_yearly.7008.tt
		show_as_tooltip = {
			random_list = {
				1 = {
					show_chance = no
					desc = bp2_yearly.7008.a.tt_good
					scope:reflecting_parent = {
						pay_short_term_gold = {
							target = scope:nursed_child
							gold = massive_gold_value
						}
					}
				}
				1 = {
					show_chance = no
					desc = bp2_yearly.7008.a.tt_bad
					scope:nursed_child = {
						add_hook = {
							target = scope:reflecting_parent
							type = loyalty_hook
						}
					}
				}
			}
		}
		scope:reflecting_parent = {
			save_scope_value_as = {
				name = child_request
				value = flag:gold
			}
			trigger_event = bp2_yearly.7010
		}
		stress_impact = {
			greedy = medium_stress_impact_loss
			generous = medium_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				has_trait = generous
				add = -10
			}
			modifier = {
				has_trait = greedy
				add = 10
			}
		}
	}

	option = { #I hate you!
		name = {
			trigger = { scope:nursed_child.var:nursed_child_parent_var ?= scope:reflecting_parent }
			text = bp2_yearly.7008.c
		}
		name = {
			trigger = { NOT = { scope:nursed_child.var:nursed_child_parent_var ?= scope:reflecting_parent } }
			text = bp2_yearly.7008.c_dead_parent
		}
		custom_tooltip = bp2_yearly.7008.tt
		trigger = {
			OR = {
				has_trait = vengeful
				has_trait = ambitious
				has_trait = arrogant
				has_trait = callous
				has_trait = impatient
				has_trait = stubborn
				has_trait = wrathful
			}
		}
		show_as_tooltip = {
			random_list = {
				1 = {
					show_chance = no
					desc = bp2_yearly.7008.a.tt_good
					parental_neglect_effect = {
						RESENTING = root
						RESENTED = scope:reflecting_parent
					}
				}
				1 = {
					show_chance = no
					desc = bp2_yearly.7008.a.tt_bad
					scope:nursed_child = {
						add_hook = {
							target = scope:reflecting_parent
							type = loyalty_hook
						}
					}
				}
			}
		}
		scope:reflecting_parent = {
			save_scope_value_as = {
				name = child_request
				value = flag:hate
			}
			trigger_event = bp2_yearly.7010
		}
		stress_impact = {
			forgiving = minor_stress_impact_gain
			content = minor_stress_impact_gain
			humble = minor_stress_impact_gain
			compassionate = minor_stress_impact_gain
			patient = minor_stress_impact_gain
			fickle = minor_stress_impact_gain
			calm = minor_stress_impact_gain
			vengeful = minor_stress_impact_loss
			ambitious = minor_stress_impact_loss
			arrogant = minor_stress_impact_loss
			callous = minor_stress_impact_loss
			impatient = minor_stress_impact_loss
			stubborn = minor_stress_impact_loss
			wrathful = minor_stress_impact_loss
		}
		ai_chance = {
			base = 10
			modifier = {
				OR = {
					has_trait = vengeful
					has_trait = ambitious
					has_trait = arrogant
					has_trait = callous
					has_trait = impatient
					has_trait = stubborn
					has_trait = wrathful
				}
				add = 10
			}
			modifier = {
				OR = {
					has_trait = forgiving
					has_trait = content
					has_trait = humble
					has_trait = compassionate
					has_trait = patient
					has_trait = fickle
					has_trait = calm
				}
				add = -10
			}
		}
	}

	option = { #I forgive you
		name = bp2_yearly.7008.d
		trigger = {
			OR = {
				has_trait = forgiving
				has_trait = content
				has_trait = humble
				has_trait = compassionate
				has_trait = patient
				has_trait = fickle
				has_trait = calm
			}
		}
		add_character_modifier = {
			modifier = role_model_parent
			years = 15
		}
		stress_impact = {
			vengeful = minor_stress_impact_gain
			ambitious = minor_stress_impact_gain
			arrogant = minor_stress_impact_gain
			callous = minor_stress_impact_gain
			impatient = minor_stress_impact_gain
			stubborn = minor_stress_impact_gain
			wrathful = minor_stress_impact_gain
			forgiving = minor_stress_impact_loss
			content = minor_stress_impact_loss
			humble = minor_stress_impact_loss
			compassionate = minor_stress_impact_loss
			patient = minor_stress_impact_loss
			fickle = minor_stress_impact_loss
			calm = minor_stress_impact_loss
		}
		ai_chance = {
			base = 10
			modifier = {
				OR = {
					has_trait = vengeful
					has_trait = ambitious
					has_trait = arrogant
					has_trait = callous
					has_trait = impatient
					has_trait = stubborn
					has_trait = wrathful
				}
				add = -10
			}
			modifier = {
				OR = {
					has_trait = forgiving
					has_trait = content
					has_trait = humble
					has_trait = compassionate
					has_trait = patient
					has_trait = fickle
					has_trait = calm
				}
				add = 10
			}
		}
	}

	option = { #Like father like son
		name = bp2_yearly.7008.e
		scope:nursed_child = {
			clear_variable_list = neglect_reason
			clear_variable_list = praise_reason
			add_character_modifier = {
				modifier = child_like_parent_modifier
				years = 10
			}
		}
		stress_impact = {
			base = major_stress_loss
			impatient = minor_stress_impact_loss
			callous = minor_stress_impact_loss
			sadistic = minor_stress_impact_loss
			wrathful = minor_stress_impact_loss
			compassionate = medium_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = compassionate
				add = -10
			}
			modifier = {
				OR = {
					has_trait = impatient
					has_trait = callous
					has_trait = sadistic
					has_trait = wrathful
				}
				add = 10
			}
		}
	}
}
 
bp2_yearly.7009 = { #Cared child reflects on caring parent
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.7009.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:nursed_child.var:nursed_child_parent_var ?= scope:reflecting_parent }
				desc = bp2_yearly.7009.desc
			}
			desc = bp2_yearly.7009.desc_dead_parent
		}
		triggered_desc = {
			trigger = {
				scope:nursed_child = {
					is_target_in_variable_list = {
						name = praise_reason
						target = flag:word
					}
				}
			}
			desc = bp2_yearly.7009.desc_word
		}
		triggered_desc = {
			trigger = {
				scope:nursed_child = {
					is_target_in_variable_list = {
						name = praise_reason
						target = flag:step
					}
				}
			}
			desc = bp2_yearly.7009.desc_step
		}
		triggered_desc = {
			trigger = {
				scope:nursed_child = {
					is_target_in_variable_list = {
						name = praise_reason
						target = flag:tooth
					}
				}
			}
			desc = bp2_yearly.7009.desc_tooth
		}
		triggered_desc = {
			trigger = {
				scope:nursed_child = {
					is_target_in_variable_list = {
						name = praise_reason
						target = flag:dress
					}
				}
			}
			desc = bp2_yearly.7009.desc_dress
		}
		first_valid = {
			triggered_desc = {
				trigger = { scope:nursed_child.var:nursed_child_parent_var ?= scope:reflecting_parent }
				desc = bp2_yearly.7009.desc_end
			}
			desc = bp2_yearly.7009.desc_end_dead_parent
		}
	}
	theme = family
	override_background = {
		reference = garden
	}
	left_portrait = {
		character = scope:nursed_child
		animation = happiness
	}
	right_portrait = {
		character = scope:reflecting_parent
		animation = personality_content
	}
	lower_right_portrait = {
		trigger = { NOT = { scope:nursed_child.var:nursed_child_parent_var ?= scope:reflecting_parent } }
		character = scope:nursed_child.var:nursed_child_parent_var
	}

	option = { #I love my parent
		name = bp2_yearly.7009.a
		custom_tooltip = bp2_yearly.7008.tt
		show_as_tooltip = {
			random_list = {
				1 = {
					desc = bp2_yearly.7009.a.tt_good
					show_chance = no
					scope:nursed_child = {
						if = {
							limit = { NOT = { has_trait = loyal } }
							add_trait = loyal
						}
						else = {
							scope:nursed_child = {
								send_interface_toast = {
									title = bp2_yearly.7010.c.tt
									left_icon = scope:reflecting_parent
									add_opinion = {
										target = scope:nursed_child
										modifier = love_opinion
										opinion = 50
									}
								}
							}
						}
					}
				}
				1 = {
					desc = bp2_yearly.7009.a.tt_bad
					show_chance = no
					scope:reflecting_parent = {
						add_hook = {
							target = scope:nursed_child
							type = loyalty_hook
						}
					}
				}
			}
		}
		scope:reflecting_parent = {
			save_scope_value_as = {
				name = child_request
				value = flag:receive_love
			}
			trigger_event = bp2_yearly.7011
		}
		stress_impact = {
			compassionate = minor_stress_impact_loss
			honest = minor_stress_impact_loss
			arrogant = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = arrogant
				add = -10
			}
			modifier = {
				OR = {
					has_trait = compassionate
					has_trait = honest
				}
				add = 10
			}
		}
	}

	option = { #I'll be as good as them
		name = bp2_yearly.7009.b
		add_character_modifier = {
			modifier = parenting_by_example
			years = 15
		}
		custom_tooltip = bp2_yearly.7008.tt
		show_as_tooltip = {
			random_list = {
				1 = {
					desc = bp2_yearly.7009.a.tt_good
					show_chance = no
					scope:reflecting_parent = {
						add_character_modifier = {
							modifier = role_model_parent
							years = 15
						}
					}
				}
				1 = {
					desc = bp2_yearly.7009.a.tt_bad
					show_chance = no
					scope:reflecting_parent = {
						add_hook = {
							target = scope:nursed_child
							type = loyalty_hook
						}
					}
				}
			}
		}
		scope:reflecting_parent = {
			save_scope_value_as = {
				name = child_request
				value = flag:forwarded_love
			}
			trigger_event = bp2_yearly.7011
		}
		stress_impact = {
			ambitious = minor_stress_impact_loss
			arrogant = minor_stress_impact_loss
			lazy = minor_stress_impact_gain
			humble = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				OR = {
					has_trait = lazy
					has_trait = humble
				}
				add = -10
			}
			modifier = {
				OR = {
					has_trait = ambitious
					has_trait = arrogant
				}
				add = 10
			}
		}
	}

	option = { #Like father like son
		name = bp2_yearly.7009.c
		if = {
			limit = {
				scope:nursed_child = {
					OR = {
						has_variable = nursed_child_parent_var
						has_variable_list = neglect_reason
						has_variable_list = praise_reason
					}
				}
			}
			scope:nursed_child = {
				clear_variable_list = neglect_reason
				clear_variable_list = praise_reason
				remove_variable = nursed_child_parent_var
			}
		}
		stress_impact = {
			base = major_stress_loss
			impatient = minor_stress_impact_loss
			callous = minor_stress_impact_loss
			sadistic = minor_stress_impact_loss
			wrathful = minor_stress_impact_loss
			compassionate = medium_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = compassionate
				add = -10
			}
			modifier = {
				OR = {
					has_trait = impatient
					has_trait = callous
					has_trait = sadistic
					has_trait = wrathful
				}
				add = 10
			}
		}
	}
}

bp2_yearly.7010 = { #Neglected child demands something from you
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.7010.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:nursed_child.var:nursed_child_parent_var ?= scope:reflecting_parent }
				desc = bp2_yearly.7010.desc
			}
			desc = bp2_yearly.7010.desc_dead_parent
		}
		triggered_desc = {
			trigger = {
				scope:nursed_child = {
					is_target_in_variable_list = {
						name = neglect_reason
						target = flag:word
					}
				}
			}
			desc = bp2_yearly.7010.desc_word
		}
		triggered_desc = {
			trigger = {
				scope:nursed_child = {
					is_target_in_variable_list = {
						name = neglect_reason
						target = flag:step
					}
				}
			}
			desc = bp2_yearly.7010.desc_step
		}
		triggered_desc = {
			trigger = {
				scope:nursed_child = {
					is_target_in_variable_list = {
						name = neglect_reason
						target = flag:tooth
					}
				}
			}
			desc = bp2_yearly.7010.desc_tooth
		}
		triggered_desc = {
			trigger = {
				scope:nursed_child = {
					is_target_in_variable_list = {
						name = neglect_reason
						target = flag:dress
					}
				}
			}
			desc = bp2_yearly.7010.desc_dress
		}
		desc = bp2_yearly.7010.desc_end
		triggered_desc = {
			trigger = {
				scope:child_request = flag:hate
			}
			desc = {
				first_valid = {
					triggered_desc = {
						trigger = { scope:nursed_child.var:nursed_child_parent_var ?= scope:reflecting_parent }
						desc = bp2_yearly.7010.desc_hate
					}
					desc = bp2_yearly.7010.desc_hate_dead_parent
				}
			}
		}
		triggered_desc = {
			trigger = {
				scope:child_request = flag:gold
			}
			desc = bp2_yearly.7010.desc_gold
		}
		triggered_desc = {
			trigger = {
				scope:child_request = flag:title
			}
			desc = bp2_yearly.7010.desc_title
		}
	}
	theme = family
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = scope:reflecting_parent
		animation = war_defender
	}
	right_portrait = {
		character = scope:nursed_child
		animation = anger
	}
	lower_right_portrait = {
		trigger = { NOT = { scope:nursed_child.var:nursed_child_parent_var ?= scope:reflecting_parent } }
		character = scope:nursed_child.var:nursed_child_parent_var
	}

	option = { #I'm so sorry
		name = bp2_yearly.7010.a
		trigger = { NOT = { scope:child_request ?= flag:hate } }
		scope:nursed_child = {
			send_interface_toast = {
				title = bp2_yearly.7010.a.tt
				left_icon = scope:reflecting_parent
				if = {
					limit = { scope:child_request ?= flag:title }
					take_parent_title_effect = yes
				}
				else = {
					scope:reflecting_parent = {
						pay_short_term_gold = {
							target = scope:nursed_child
							gold = massive_gold_value
						}
					}
				}
			}
		}
		stress_impact = {
			compassionate = minor_stress_impact_loss
			generous = minor_stress_impact_loss
			greedy = minor_stress_impact_gain
			callous = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				OR = {
					has_trait = callous
					has_trait = greedy
				}
				add = -10
			}
			modifier = {
				OR = {
					has_trait = compassionate
					has_trait = generous
				}
				add = 10
			}
			modifier = {
				factor = 0
				AND = {
					short_term_gold < massive_gold_value
					scope:child_request ?= flag:gold
				}
			}
		}
	}
	option = { #How about a hook instead?
		name = bp2_yearly.7010.b
		scope:nursed_child = {
			send_interface_toast = {
				title = bp2_yearly.7010.b.tt
				left_icon = scope:reflecting_parent
				if = {
					limit = { has_hook = scope:reflecting_parent }
					use_hook = scope:reflecting_parent
				}
				add_hook = {
					target = scope:reflecting_parent
					type = loyalty_hook
				}
			}
		}
		stress_impact = {
			callous = minor_stress_impact_loss
			compassionate = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = compassionate
				add = -10
			}
			modifier = {
				has_trait = callous
				add = 10
			}
		}
	}

	option = { #I still don't really care
		name = bp2_yearly.7010.c
		scope:nursed_child = {
			send_interface_toast = {
				title = bp2_yearly.7010.c.tt
				left_icon = scope:reflecting_parent
				parental_neglect_effect = {
					RESENTING = scope:nursed_child
					RESENTED = root
				}
			}
		}
		stress_impact = {
			impatient = minor_stress_impact_loss
			callous = minor_stress_impact_loss
			sadistic = minor_stress_impact_loss
			wrathful = minor_stress_impact_loss
			compassionate = medium_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = compassionate
				add = -10
			}
			modifier = {
				OR = {
					has_trait = impatient
					has_trait = callous
					has_trait = sadistic
					has_trait = wrathful
				}
				add = 10
			}
			modifier = { #if the child is the player we wan't only one of the above outcomes
				scope:nursed_child = {
					is_ai = no
				}
				factor = 0
			}
		}
	}
	after = {
		if = {
			limit = {
				scope:nursed_child = {
					OR = {
						has_variable_list = neglect_reason
						has_variable_list = praise_reason
						has_variable = nursed_child_parent_var
					}
				}
			}
			scope:nursed_child = {
				clear_variable_list = neglect_reason
				clear_variable_list = praise_reason
				remove_variable = nursed_child_parent_var
			}
		}
	}
}

bp2_yearly.7011 = { #Cared child gives you something
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.7011.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:nursed_child.var:nursed_child_parent_var ?= scope:reflecting_parent }
				desc = bp2_yearly.7011.desc
			}
			desc = bp2_yearly.7011.desc_dead_parent
		}
		triggered_desc = {
			trigger = {
				scope:nursed_child = {
					is_target_in_variable_list = {
						name = praise_reason
						target = flag:word
					}
				}
			}
			desc = bp2_yearly.7011.desc_word
		}
		triggered_desc = {
			trigger = {
				scope:nursed_child = {
					is_target_in_variable_list = {
						name = praise_reason
						target = flag:step
					}
				}
			}
			desc = bp2_yearly.7011.desc_step
		}
		triggered_desc = {
			trigger = {
				scope:nursed_child = {
					is_target_in_variable_list = {
						name = praise_reason
						target = flag:tooth
					}
				}
			}
			desc = bp2_yearly.7011.desc_tooth
		}
		triggered_desc = {
			trigger = {
				scope:nursed_child = {
					is_target_in_variable_list = {
						name = praise_reason
						target = flag:dress
					}
				}
			}
			desc = bp2_yearly.7011.desc_dress
		}
		triggered_desc = {
			trigger = {
				scope:child_request = flag:receive_love
			}
			desc = bp2_yearly.7011.desc_receive_love
		}
		triggered_desc = {
			trigger = {
				scope:child_request = flag:forwarded_love
			}
			desc = bp2_yearly.7011.desc_forwarded_love
		}
	}
	theme = family
	override_background = {
		reference = garden
	}
	left_portrait = {
		character = scope:reflecting_parent
		animation = love
	}
	right_portrait = {
		character = scope:nursed_child
		animation = love
	}
	lower_right_portrait = {
		trigger = { NOT = { scope:nursed_child.var:nursed_child_parent_var ?= scope:reflecting_parent } }
		character = scope:nursed_child.var:nursed_child_parent_var
	}

	option = { #Thank you
		name = bp2_yearly.7011.a
		switch = {
			trigger = scope:child_request
			flag:receive_love = {
				scope:nursed_child = {
					send_interface_toast = {
						title = bp2_yearly.7011.a.tt
						left_icon = scope:reflecting_parent
						if = {
							limit = { NOT = { has_trait = loyal } }
							add_trait = loyal
						}
						else = {
							scope:reflecting_parent = {
								add_opinion = {
									target = scope:nursed_child
									modifier = love_opinion
									opinion = 50
								}
							}
						}
					}
				}
			}
			flag:forwarded_love = {
				scope:reflecting_parent = {
					add_character_modifier = {
						modifier = role_model_parent
						years = 15
					}
				}
			}
		}
		stress_impact = {
			compassionate = minor_stress_impact_loss
			callous = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = callous
				add = -10
			}
			modifier = {
				has_trait = compassionate
				add = 10
			}
		}
	}
	option = { #How about a hook instead?
		name = bp2_yearly.7011.b
		scope:nursed_child = {
			send_interface_toast = {
				title = bp2_yearly.7011.b.tt
				left_icon = scope:reflecting_parent
				scope:reflecting_parent = {
					if = {
						limit = { has_hook = scope:nursed_child }
						use_hook = scope:nursed_child
					}
					add_hook = {
						target = scope:nursed_child 
						type = loyalty_hook
					}
				}
			}
		}
		stress_impact = {
			callous = minor_stress_impact_loss
			compassionate = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = compassionate
				add = -10
			}
			modifier = {
				has_trait = callous
				add = 10
			}
		}
	}

	option = { #I still don't really care
		name = bp2_yearly.7011.c
		scope:nursed_child = {
			send_interface_toast = {
				title = bp2_yearly.7011.c.tt
				left_icon = scope:reflecting_parent
				add_opinion = {
					target = scope:reflecting_parent
					modifier = disappointed_opinion
					opinion = -10
				}
			}
		}
		stress_impact = {
			impatient = minor_stress_impact_loss
			callous = minor_stress_impact_loss
			sadistic = minor_stress_impact_loss
			wrathful = minor_stress_impact_loss
			compassionate = medium_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = compassionate
				add = -10
			}
			modifier = {
				OR = {
					has_trait = impatient
					has_trait = callous
					has_trait = sadistic
					has_trait = wrathful
				}
				add = 10
			}
			modifier = { #if the child is the player we wan't only one of the above outcomes
				scope:nursed_child = {
					is_ai = no
				}
				factor = 0
			}
		}
	}
	after = {
		if = {
			limit = {
				scope:nursed_child = {
					OR = {
						has_variable = nursed_child_parent_var
						has_variable_list = neglect_reason
						has_variable_list = praise_reason
					}
				}
			}
			scope:nursed_child = {
				clear_variable_list = neglect_reason
				clear_variable_list = praise_reason
				remove_variable = nursed_child_parent_var
			}
		}
	}
}

bp2_yearly.7012 = { #if any child has positive realtion with the fired nurse trigger an event about them complaining
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.7012.t
	desc = bp2_yearly.7012.desc
	theme = family
	override_background = {
		reference = council_chamber
	}

	left_portrait = {
		character = root
		animation = stressed_teacher
	}
	right_portrait = {
		character = scope:nursed_child
		animation = crying
	}
	lower_right_portrait = scope:former_wet_nurse

	cooldown = { years = 1 }

	trigger = {
		has_bp2_dlc_trigger = yes
		#handled in wet_nurse_title_revoked_effect
		#but double check if all relevant characters are still alive
		scope:nursed_child = {
			is_alive = yes
		}
	}

	immediate = {
		#nursed_child, former_wet_nurse and liege scopes handled in wet_nurse_title_revoked_effect
		random_court_position_holder ?= {
			type = wet_nurse_court_position
			save_scope_as = current_wet_nurse
		}
	}

	option = { #oops, I'll hire her back
		name = bp2_yearly.7012.a
	   	trigger = {
   			scope:former_wet_nurse = { can_be_employed_as = wet_nurse_court_position }
		}
		if = { #reappoint the former wet nurse, fire current one if exists
			limit = {
				exists = scope:current_wet_nurse
			}
			replace_court_position = {
				recipient = scope:former_wet_nurse
				holder = scope:current_wet_nurse
				court_position = wet_nurse_court_position
			}
		}
		else = {
			appoint_court_position = {
				recipient = scope:former_wet_nurse
				court_position = wet_nurse_court_position
			}
		}
		reverse_add_opinion = {
			target = scope:nursed_child
			modifier = pleased_opinion
			opinion = 20
		}
		add_character_modifier = {
			modifier = under_childs_boot_modifier
			years = 5
		}
		stress_impact = {
			compassionate = minor_stress_impact_loss
			fickle = minor_stress_impact_loss
			callous = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				add = -10
				has_trait = callous
			}
			modifier = {
				add = 10
				has_trait = compassionate
			}
			modifier = {
				add = 10
				has_trait = fickle
			}
		}
	}

	option = { #I make rules here, so understand
		name = bp2_yearly.7012.b
		duel = {
			skill = diplomacy
			value = decent_skill_rating
			50 = {
				desc = bp2_yearly.7012.b_win
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				reverse_add_opinion = {
					target = scope:nursed_child
					modifier = comforted_opinion
					opinion = 20
				}
				add_character_modifier = {
					modifier = bp2_good_parent_modifier
					years = 5
				}
			}
			50 = {
				desc = bp2_yearly.7012.b_loss
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				reverse_add_opinion = {
					target = scope:nursed_child
					modifier = confused_opinion
					opinion = -25
				}
			}
		}
		stress_impact = {
			compassionate = minor_stress_impact_loss
			callous = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				add = -10
				has_trait = callous
			}
			modifier = {
				add = 10
				has_trait = compassionate
			}
		}
	}

	option = { #I make rules here, so shut up
		name = bp2_yearly.7012.c
		reverse_add_opinion = {
			target = scope:nursed_child
			modifier = frustrated_opinion
			opinion = -10
		}
		stress_impact = {
			callous = minor_stress_impact_loss
			arbitrary = minor_stress_impact_loss
			stubborn = minor_stress_impact_loss
			compassionate = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				add = 10
				has_trait = callous
			}
			modifier = {
				add = 10
				has_trait = arbitrary
			}
			modifier = {
				add = 10
				has_trait = stubborn
			}
			modifier = {
				add = -10
				has_trait = compassionate
			}
		}
	}
}

bp2_yearly.7013 = { #child griefs over their dead wet nurse
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.7013.t
	desc = bp2_yearly.7013.desc
	theme = family
	override_background = {
		reference = bp2_nursery
	}

	left_portrait = {
		character = root
		animation = worry
	}
	right_portrait = {
		character = scope:nursed_child
		animation = crying
	}
	lower_right_portrait = scope:former_wet_nurse

	cooldown = { years = 1 }

	trigger = {
		has_bp2_dlc_trigger = yes
		#handled in on_death_relation_nursed_child
		#but double check if all relevant characters are still alive
		scope:nursed_child = {
			is_alive = yes
		}
		scope:liege = {
			is_alive = yes
		}
	}

	immediate = {
		#scopes assigned in on_death_relation_nursed_child
	}

	option = { #I'll get a new wet nurse asap
		name = bp2_yearly.7013.a
		custom_tooltip = bp2_yearly.7013.a.tt
		trigger_event = bp2_decision.0001
		reverse_add_opinion = {
			target = scope:nursed_child
			modifier = comforted_opinion
			opinion = 15
		}
		stress_impact = {
			compassionate = minor_stress_impact_loss
			fickle = minor_stress_impact_loss
			callous = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				add = -10
				has_trait = callous
			}
			modifier = {
				add = 10
				has_trait = compassionate
			}
			modifier = {
				add = 10
				has_trait = fickle
			}
		}
	}

	option = { #help with grief
		name = bp2_yearly.7013.b
		scope:nursed_child = {
			add_character_modifier = {
				modifier = parent_helped_grief_modifier
				years = 5
			}
		}
		stress_impact = {
			compassionate = minor_stress_impact_loss
			callous = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				add = -10
				has_trait = callous
			}
			modifier = {
				add = 10
				has_trait = compassionate
			}
		}
	}

	option = { #dead is dead
		name = bp2_yearly.7013.c
		reverse_add_opinion = {
			target = scope:nursed_child
			modifier = frustrated_opinion
			opinion = -10
		}
		stress_impact = {
			callous = minor_stress_impact_loss
			arbitrary = minor_stress_impact_loss
			stubborn = minor_stress_impact_loss
			compassionate = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				add = 10
				has_trait = callous
			}
			modifier = {
				add = 10
				has_trait = arbitrary
			}
			modifier = {
				add = 10
				has_trait = stubborn
			}
			modifier = {
				add = -10
				has_trait = compassionate
			}
		}
	}
}

bp2_yearly.7014 = { # Child and Wet Nurse connect over same faith/culture
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.7014.t
	desc = {
		desc = bp2_yearly.7014.desc
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:wet_nurse.culture = root.culture
					exists = scope:tradition
					exists = scope:tradition_2
				}
				desc = bp2_yearly.7014.desc_culture
			}
			triggered_desc = {
				trigger = { scope:wet_nurse.culture = root.culture }
				desc = bp2_yearly.7014.desc_culture_no_trad
			}
			triggered_desc = {
				trigger = { scope:wet_nurse.faith = root.faith }
				desc = bp2_yearly.7014.desc_faith
			}
		}
	}
	theme = family
	override_background = {
		reference = bp2_nursery
	}

	left_portrait = {
		character = root
		animation = crying
	}
	right_portrait = {
		character = scope:wet_nurse
		animation = love
	}
	cooldown = { years = 10 }

	trigger = {
		has_bp2_dlc_trigger = yes
		is_available_child = yes
		any_relation = {
			type = wet_nurse
			OR = {
				AND = { #search for a nurse that is courtier of your liege and you have the same faith or culture as her, but different than liege
					exists = liege
					is_courtier_of = liege
					OR = {
						AND = {
							faith = root.faith
							NOT = { faith = liege.faith }
						}
						AND = {
							culture = root.culture
							NOT = { culture = liege.culture }
						}
					}
				}
				AND = { #search for a nurse that is your courtier and you have the same faith or culture as her
					is_courtier_of = root
					OR = {
						faith = root.faith
						culture = root.culture
					}
				}
			}
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			add = 2
			is_hostage = yes
		}
	}

	immediate = {
		random_relation = {
			type = wet_nurse
			limit = {
				OR = {
					AND = { #search for a nurse that is courtier of your liege and you have the same faith or culture as her, but different than liege
						exists = liege
						is_courtier_of = liege
						OR = {
							AND = {
								faith = root.faith
								NOT = { faith = liege.faith }
							}
							AND = {
								culture = root.culture
								NOT = { culture = liege.culture }
							}
						}
					}
					AND = { #search for a nurse that is your courtier and you have the same faith or culture as her
						is_courtier_of = root
						OR = {
							faith = root.faith
							culture = root.culture
						}
					}
				}
			}
			save_scope_as = wet_nurse
		}
		if = {
			limit = {
				culture = {
					any_culture_tradition = {
						exists = this
						save_temporary_scope_as = temp_tradition	
					}
					any_culture_tradition = {
						exists = this
						NOT = { this = scope:temp_tradition	}
					}
				}
			}
			culture = { #used in loc only
				random_tradition = {
					save_scope_as = tradition
				}
				random_tradition = {
					limit = {
						NOT = { this = scope:tradition }
					}
					save_scope_as = tradition_2
				}
			}
		}
	}

	option = { #make friends with the wet nurse
		name = bp2_yearly.7014.a
		if = {
			limit = { NOT = { scope:wet_nurse.faith = root.faith } }
			progress_towards_friend_effect = {
				REASON = friend_matters_of_culture
				CHARACTER = scope:wet_nurse
				OPINION = default_friend_opinion
			}
		}
		else_if = {
			limit = { NOT = { scope:wet_nurse.culture = root.culture } }
			progress_towards_friend_effect = {
				REASON = friend_matters_of_faith
				CHARACTER = scope:wet_nurse
				OPINION = default_friend_opinion
			}
		}
		else = {
			progress_towards_friend_effect = {
				REASON = friend_child_special_attention
				CHARACTER = scope:wet_nurse
				OPINION = default_friend_opinion
			}
		}
		ai_chance = {
			base = 10
		}
	}

	option = { #get a cool modifier with culture/faith opinion
		name = bp2_yearly.7014.b
		if = {
			limit = { NOT = { scope:wet_nurse.faith = root.faith } }
			add_character_modifier = {
				modifier = wet_nurse_cultural_bonding_modifier
				years = 10
			}
		}
		else_if = {
			limit = { NOT = { scope:wet_nurse.culture = root.culture } }
			add_character_modifier = {
				modifier = wet_nurse_faith_bonding_modifier
				years = 10
			}
		}
		else = {
			add_character_modifier = {
				modifier = wet_nurse_bonding_modifier
				years = 10
			}
		}
		ai_chance = { #AI should take the 1st option more, so that other wet nurse events trigger more often
			base = 1
		}
	}
}

scripted_effect clean_rites_flags_success = {
	scope:teentribal ?= {
		create_character_memory = {
			type = completed_rites_of_passage
		}

		scope:new_memory = {
			set_variable = {
				name = rites_of_passage_type
				value = scope:teentribal.var:chosen_rite_memory
			}
		}
		remove_variable ?= cleansing_type
		remove_variable ?= chosen_rite_memory
		remove_character_flag ?= unproven_adult_flag
		clear_variable_list ?= possible_rites
	}
}

scripted_effect clean_rites_flags_failure = {
	scope:teentribal ?= {
		remove_variable ?= cleansing_type
		remove_variable ?= chosen_rite_memory
		clear_variable_list ?= possible_rites
		add_character_flag = unproven_adult_flag #flag to be able to take the decision again
	}
}

scripted_effect passage_rites_effect = {
	random_list = {
		9 = { #or lifestyle xp
			desc = passage_rites_effect.xp
			add_$LIFESTYLE$_lifestyle_xp = major_lifestyle_xp
		}
		9 = { #or a skill point
			desc = passage_rites_effect.skill
			add_$SKILL$_skill = 1
		}
		0 = { #have a chance to gain a personality trait
			desc = passage_rites_effect.trait
			modifier = {
				number_of_personality_traits < personality_trait_standard
				NOT = { has_trait = $TRAIT$ }
				NOT = { has_trait = $OPPOSITE_TRAIT$ }
				add = 2
			}
			add_trait = $TRAIT$
		}
	}
}

bp2_yearly.7021 = { #duel
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.7021.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:teentribal = root }
				desc = bp2_yearly.7021.desc_root
			}
			desc = bp2_yearly.7021.desc
		}
	}
	theme = family
	override_background = {
		reference = ep2_tournament
	}
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = {
				NOT = { this = scope:teentribal }
				is_adult = yes
			}
			animation = marshal
		}
		triggered_animation = {
			trigger = {
				var:signature_weapon = flag:axe
				age >= 14
				this = scope:teentribal
			}
			animation = aggressive_axe
		}
		triggered_animation = {
			trigger = {
				var:signature_weapon = flag:mace
				age >= 14
				this = scope:teentribal
			}
			animation = aggressive_mace
		}
		triggered_animation = {
			trigger = {
				var:signature_weapon = flag:sword
				age >= 14
				this = scope:teentribal
			}
			animation = aggressive_sword
		}
		triggered_animation = {
			trigger = {
				var:signature_weapon = flag:dagger
				age >= 14
				this = scope:teentribal
			}
			animation = aggressive_dagger
		}
		triggered_animation = {
			trigger = {
				var:signature_weapon = flag:spear
				age >= 14
				this = scope:teentribal
			}
			animation = aggressive_spear
		}
		triggered_animation = {
			trigger = {
				var:signature_weapon = flag:hammer
				age >= 14
				this = scope:teentribal
			}
			animation = aggressive_hammer
		}
		triggered_animation = {
			trigger = {
				is_adult = no
				NOT = { this = scope:teentribal }
			}
			animation = war_attacker
		}
		animation = throne_room_one_handed_passive_1
	}
	right_portrait = {
		trigger = {	NOT = { root = scope:teentribal } }
		character = scope:teentribal
		triggered_animation = {
			trigger = {
				scope:teentribal.var:signature_weapon = flag:axe
				scope:teentribal = { age >= 14 }
			}
			animation = celebrate_axe
		}
		triggered_animation = {
			trigger = {
				scope:teentribal.var:signature_weapon = flag:mace
				scope:teentribal = { age >= 14 }
			}
			animation = celebrate_mace
		}
		triggered_animation = {
			trigger = {
				scope:teentribal.var:signature_weapon = flag:sword
				scope:teentribal = { age >= 14 }
			}
			animation = celebrate_sword
		}
		triggered_animation = {
			trigger = {
				scope:teentribal.var:signature_weapon = flag:dagger
				scope:teentribal = { age >= 14 }
			}
			animation = celebrate_dagger
		}
		triggered_animation = {
			trigger = {
				scope:teentribal.var:signature_weapon = flag:spear
				scope:teentribal = { age >= 14 }
			}
			animation = celebrate_spear
		}
		triggered_animation = {
			trigger = {
				scope:teentribal.var:signature_weapon = flag:hammer
				scope:teentribal = { age >= 14 }
			}
			animation = celebrate_hammer
		}
		animation = throne_room_one_handed_passive_1
	}
	lower_left_portrait = {
		trigger = { exists = scope:family_duelist }
		character = scope:family_duelist
	}
	lower_center_portrait = {
		trigger = { exists = scope:duelist_1 }
		character = scope:duelist_1
	}
	lower_right_portrait = {
		trigger = { exists = scope:duelist_2 }
		character = scope:duelist_2
	}

	immediate = {
		if = {
			limit = { exists = scope:liege }
			scope:liege = {
				set_signature_weapon_effect = yes
			}
		}
		scope:teentribal = { set_signature_weapon_effect = yes }
		if = { #look for a family member
			limit = {
				any_close_or_extended_family_member = {
					is_ai = yes
					culture = root.culture
					can_start_single_combat_trigger = yes
					can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this }
				}
			}
			random_close_or_extended_family_member = {
				limit = {
					is_ai = yes
					culture = root.culture
					can_start_single_combat_trigger = yes
					can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this }
				}
				save_scope_as = family_duelist	
			}
		}
		else = { #find other duelist if there is no eligible family member
			if = { #first look in your court
				limit = {
					any_courtier_or_guest ?= {
						is_ai = yes
						culture = root.culture
						can_start_single_combat_trigger = yes
						can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this }
						NOR = {
							is_close_or_extended_family_of = root
							scope:family_duelist ?= this
						}
					}
				}
				random_courtier_or_guest ?= {
					limit = {
						is_ai = yes
						culture = root.culture
						can_start_single_combat_trigger = yes
						can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this }
						NOR = {
							is_close_or_extended_family_of = root
							scope:family_duelist ?= this
						}
					}
					save_scope_as = duelist_2
				}
			}
			else_if = { #then look in pool
				limit = {
					any_pool_character ?= {
						province = scope:rite_location
						is_ai = yes
						culture = root.culture
						can_start_single_combat_trigger = yes
						can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this }
						NOR = {
							is_close_or_extended_family_of = root
							scope:family_duelist ?= this
						}
					}
				}
				random_pool_character ?= {
					province = scope:rite_location
					limit = {
						is_ai = yes
						culture = root.culture
						can_start_single_combat_trigger = yes
						can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this }
						NOR = {
							is_close_or_extended_family_of = root
							scope:family_duelist ?= this
						}
					}
					save_scope_as = duelist_2
				}
			}
			else = { #create if still nothing
				create_character = {
					location = scope:rite_location
					template = pool_repopulate_prowess
					culture = root.culture
					faith = root.faith
					save_scope_as = duelist_2
				}
			}
		}
		if = { #first look in your court
			limit = {
				any_courtier_or_guest ?= {
					is_ai = yes
					culture = root.culture
					can_start_single_combat_trigger = yes
					can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this }
					NOR = {
						is_close_or_extended_family_of = root
						scope:duelist_2 ?= this
						scope:family_duelist ?= this
					}
					prowess >= average_skill_rating
				}
			}
			random_courtier_or_guest ?= {
				limit = {
					is_ai = yes
					culture = root.culture
					can_start_single_combat_trigger = yes
					can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this }
					NOR = {
						is_close_or_extended_family_of = root
						scope:duelist_2 ?= this
						scope:family_duelist ?= this
					}
					prowess >= average_skill_rating
				}
				save_scope_as = duelist_1
			}
		}
		else_if = { #then look in pool
			limit = {
				any_pool_character ?= {
					province = scope:rite_location
					is_ai = yes
					culture = root.culture
					can_start_single_combat_trigger = yes
					can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this }
					NOR = {
						is_close_or_extended_family_of = root
						scope:duelist_2 ?= this
						scope:family_duelist ?= this
					}
					prowess >= average_skill_rating
				}
			}
			random_pool_character ?= {
				province = scope:rite_location
				limit = {
					is_ai = yes
					culture = root.culture
					can_start_single_combat_trigger = yes
					can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this }
					NOR = {
						is_close_or_extended_family_of = root
						scope:duelist_2 ?= this
						scope:family_duelist ?= this
					}
					prowess >= average_skill_rating	
				}
				save_scope_as = duelist_1
			}
		}
		else = { #create if still nothing
			create_character = {
				location = scope:rite_location
				template = pool_repopulate_prowess
				culture = root.culture
				faith = root.faith
				save_scope_as = duelist_1
			}
		}
	}

	option = { #Challenge a family member
		name = {
			trigger = { scope:teentribal = root }
			text = bp2_yearly.7021.a_root
		}
		name = bp2_yearly.7021.a
		trigger = { exists = scope:family_duelist }
		custom_tooltip = bp2_yearly.7021.a.tt
		show_as_tooltip = {
			dynasty = {
				add_dynasty_prestige = minor_dynasty_prestige_gain
			}
		}
		configure_start_single_combat_effect = {
			SC_INITIATOR = root
			SC_ATTACKER = scope:teentribal
			SC_DEFENDER = scope:family_duelist
			FATALITY = no
			FIXED = no
			LOCALE = terrain_scope
			OUTPUT_EVENT = bp2_yearly.7022
			INVALIDATION_EVENT = fp1_tbc.0021
		}
		ai_chance = {
			base = 1
		}
	}

	option = { #Challenge anyone of your culture
		name = {
			trigger = { scope:teentribal = root }
			text = bp2_yearly.7021.b_root
		}
		name = bp2_yearly.7021.b
		custom_tooltip = bp2_yearly.7021.b.tt
		configure_start_single_combat_effect = {
			SC_INITIATOR = root
			SC_ATTACKER = scope:teentribal
			SC_DEFENDER = scope:duelist_1
			FATALITY = no
			FIXED = no
			LOCALE = terrain_scope
			OUTPUT_EVENT = bp2_yearly.7022
			INVALIDATION_EVENT = fp1_tbc.0021
		}
		ai_chance = {
			base = 1
		}
	}

	option = { #Pick the other challenger of your culture, available only if you don't have an eligible family member
		name = bp2_yearly.7021.c
		trigger = { exists = scope:duelist_2 }
		custom_tooltip = bp2_yearly.7021.c.tt
		configure_start_single_combat_effect = {
			SC_INITIATOR = root
			SC_ATTACKER = scope:teentribal
			SC_DEFENDER = scope:duelist_2
			FATALITY = no
			FIXED = no
			LOCALE = terrain_scope
			OUTPUT_EVENT = bp2_yearly.7022
			INVALIDATION_EVENT = fp1_tbc.0021
		}
		ai_chance = {
			base = 1
		}
	}

	option = { #I changed my mind
		name = bp2_yearly.7021.d
		custom_tooltip = bp2_yearly.7021.d.tt
		clean_rites_flags_failure = yes
		ai_chance = { #there is no reason for the AI to back out at this point
			base = 0
		}
	}
}

bp2_yearly.7022 = { #Duel outcome
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.7022.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					exists = scope:liege
					scope:teentribal = scope:sc_victor
				}
				desc = bp2_yearly.7022.desc_child_win
			}
			triggered_desc = {
				trigger = {
					exists = scope:liege
					scope:teentribal = scope:sc_loser
				}
				desc = bp2_yearly.7022.desc_child_lost
			}
			triggered_desc = {
				trigger = {
					scope:teentribal = scope:sc_victor
				}
				desc = bp2_yearly.7022.desc_root_win
			}
			triggered_desc = {
				trigger = {
					scope:teentribal = scope:sc_loser
				}
				desc = bp2_yearly.7022.desc_root_lost
			}
		}
	}
	theme = family
	override_background = {
		reference = ep2_tournament
	}
	left_portrait = {
		character = scope:sc_victor
		triggered_animation = {
			trigger = { scope:teentribal = scope:sc_victor }
			animation = manic
		}
		triggered_animation = {
			trigger = { scope:teentribal = scope:sc_loser }
			animation = personality_honorable
		}
	}
	right_portrait = {
		character = scope:sc_loser
		triggered_animation = {
			trigger = { scope:teentribal = scope:sc_victor }
			animation = throne_room_bow_1
		}
		triggered_animation = {
			trigger = { scope:teentribal = scope:sc_loser }
			animation = severelywounded
		}
	}

	immediate = {
		if = {
			limit = {
				scope:family_duelist ?= {
					OR = {
						this = scope:sc_victor
						this = scope:sc_loser
					}
				}
			}
			root.dynasty = {
				add_dynasty_prestige = minor_dynasty_prestige_gain
			}
		}
	}

	option = { #Good fight
		name = bp2_yearly.7022.a
		flavor = {
			first_valid = {
				triggered_desc = {
					trigger = {	scope:teentribal = scope:sc_victor }
					desc = bp2_yearly.7022.a_victory
				}
				desc = bp2_yearly.7022.a_loss
			}
		}
		scope:sc_victor ?= {
			if = {
				limit = {
					this = scope:teentribal
				}
				send_interface_toast = {
					title = bp2_yearly.7022.toast
					left_icon = scope:teentribal
					passage_rites_effect = {
						TRAIT = arrogant
						OPPOSITE_TRAIT = humble
						LIFESTYLE = martial
						SKILL = prowess
					}
				}
			}
		}
		scope:sc_loser ?= {
			if = {
				limit = {
					this = scope:teentribal
				}
				send_interface_toast = {
					title = bp2_yearly.7022.toast
					left_icon = scope:teentribal
					passage_rites_effect = {
						TRAIT = vengeful
						OPPOSITE_TRAIT = forgiving
						LIFESTYLE = intrigue
						SKILL = intrigue
					}
				}
			}
		}
		stress_impact = {
			vengeful = minor_stress_impact_loss
			forgiving = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = forgiving
				add = -10
			}
			modifier = {
				has_trait = vengeful
				add = 10
			}
		}
	}
	option = { #Have potential
		name = bp2_yearly.7022.b
		flavor = {
			first_valid = {
				triggered_desc = {
					trigger = {	scope:teentribal = scope:sc_victor }
					desc = bp2_yearly.7022.b_victory
				}
				desc = bp2_yearly.7022.b_loss
			}
		}
		scope:teentribal = {
			if = {
				limit = {
					NOT = { has_trait = lifestyle_blademaster }
				}
				add_trait = lifestyle_blademaster
			}
			else = {
				send_interface_toast = {
					title = bp2_yearly.7022.toast
					left_icon = scope:teentribal
					passage_rites_effect = {
						TRAIT = diligent
						OPPOSITE_TRAIT = lazy
						LIFESTYLE = martial
						SKILL = prowess
					}
				}
			}
		}
		stress_impact = {
			diligent = minor_stress_impact_loss
			lazy = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = lazy
				add = -10
			}
			modifier = {
				has_trait = diligent
				add = 10
			}
		}
	}
	option = { #Tasted blood and liked it
		name = bp2_yearly.7022.c
		flavor = {
			first_valid = {
				triggered_desc = {
					trigger = {	scope:teentribal = scope:sc_victor }
					desc = bp2_yearly.7022.c_victory
				}
				desc = bp2_yearly.7022.c_loss
			}
		}
		scope:sc_victor = {
			if = {
				limit = {
					this = scope:teentribal
				}
				send_interface_toast = {
					title = bp2_yearly.7022.toast
					left_icon = scope:teentribal
					passage_rites_effect = {
						TRAIT = sadistic
						OPPOSITE_TRAIT = compassionate
						LIFESTYLE = intrigue
						SKILL = intrigue
					}
				}
			}
		}
		scope:sc_loser ?= {
			if = {
				limit = {
					this = scope:teentribal
				}
				send_interface_toast = {
					title = bp2_yearly.7022.toast
					left_icon = scope:teentribal
					passage_rites_effect = {
						TRAIT = craven
						OPPOSITE_TRAIT = brave
						LIFESTYLE = stewardship
						SKILL = stewardship
					}
				}
			}
		}
		stress_impact = {
			sadistic = minor_stress_impact_loss
			craven = minor_stress_impact_loss
			compassionate = minor_stress_impact_gain
			brave = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = craven
				add = 10
			}
			modifier = {
				has_trait = sadistic
				add = 10
			}
			modifier = {
				has_trait = compassionate
				add = -10
			}
			modifier = {
				has_trait = brave
				add = -10
			}
		}
	}
	after = {
		if = {
			limit = { scope:teentribal = scope:sc_victor }
			scope:teentribal = {
				add_character_modifier = {
					modifier = proven_adult_modifier
					years = 10
				}
			}
		}
		else = {
			scope:teentribal = {
				add_character_modifier = {
					modifier = insecure_adult_modifier
					years = 10
				}
			}
		}
		clean_rites_flags_success = yes
	}
}

bp2_yearly.7023 = { #scarification
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.7023.t
	desc = bp2_yearly.7023.desc
	theme = family
	override_background = {
		reference = fp1_runestone_circle
	}
	left_portrait = {
		character = scope:teentribal
		animation = throne_room_curtsey_1
		remove_default_outfit = no
		outfit_tags = { nightgown }
	}
	right_portrait = {
		character = scope:priest
		animation = celebrate_dagger
	}

	option = { #Scarification
		name = bp2_yearly.7023.a
		flavor = bp2_yearly.7023.a.tt		
		send_interface_toast = {
			title = bp2_yearly.7023.a
			left_icon = scope:teentribal
			right_icon = scope:priest
			scope:teentribal = {
				passage_rites_effect = {
					TRAIT = brave
					OPPOSITE_TRAIT = craven
					LIFESTYLE = martial
					SKILL = martial
				}
				random_list = {
					50 = {
						show_chance = no
						desc = bp2_yearly.7023.a_nothing
					}
					45 = {
						show_chance = no
						desc = bp2_yearly.7023.a_scarred
						add_trait = scarred
					}
					5 = {
						show_chance = no
						desc = bp2_yearly.7023.a_wounded
						add_trait = wounded_1
					}
				}
			}
		}
		scope:teentribal = {
			add_character_modifier = {
				modifier = proven_adult_modifier
				years = 10
			}
		}
		clean_rites_flags_success = yes
		stress_impact = {
			brave = minor_stress_impact_loss
			craven = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = craven
				add = -10
			}
			modifier = {
				has_trait = brave
				add = 10
			}
		}
	}

	option = { #How about a symbolic one instead?
		name = bp2_yearly.7023.b
		flavor = bp2_yearly.7023.b.tt
		scope:teentribal = {
			send_interface_toast = {
				title = bp2_yearly.7023.b
				left_icon = scope:teentribal
				right_icon = scope:priest
				passage_rites_effect = {
					TRAIT = cynical
					OPPOSITE_TRAIT = zealous
					LIFESTYLE = intrigue
					SKILL = intrigue
				}	
			}
		}
		scope:teentribal = {
			add_character_modifier = {
				modifier = insecure_adult_modifier
				years = 10
			}	
		}	
		clean_rites_flags_success = yes
		stress_impact = {
			cynical = minor_stress_impact_loss
			zealous = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = zealous
				add = -10
			}
			modifier = {
				has_trait = cynical
				add = 10
			}
		}
	}

	option = { #I changed my mind
		name = bp2_yearly.7023.c
		custom_tooltip = bp2_yearly.7023.c.tt
		clean_rites_flags_failure = yes
		ai_chance = { #there is no reason for the AI to back out at this point
			base = 0
		}
	}
}

bp2_yearly.7024 = { #seclusion
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.7024.t
	desc = {
		desc = bp2_yearly.7024.desc
		triggered_desc = {
			trigger = { exists = scope:rite_location }
			desc = bp2_yearly.7024.desc_capital
		}
		triggered_desc = {
			trigger = { exists = scope:realm_location }
			desc = bp2_yearly.7024.desc_realm
		}
		triggered_desc = {
			trigger = { exists = scope:abroad_location }
			desc = bp2_yearly.7024.desc_abroad
		}
		desc = bp2_yearly.7024.desc_end
	}
	theme = family
	override_background = {
		reference = terrain_travel
	}
	left_portrait = {
		character = scope:teentribal
		animation = throne_room_bow_1
	}
	right_portrait = {
		character = scope:priest
		animation = go_to_your_room
	}

	immediate = {
		if = {
			limit = {
				any_realm_province = {
					NOT = { this = root.capital_province }
				}
			}
			random_realm_province = {
				limit = {
					NOT = { this = root.capital_province }
				}
				weight = {
					base = 1
					modifier = {
						add = 100
						has_holding = no
					}
				}
				save_scope_as = realm_location		
			}
		}
		random_neighboring_top_liege_realm_owner = {
			random_realm_province = {
				weight = {
					base = 1
					modifier = {
						add = 100
						has_holding = no
					}
				}
				save_scope_as = abroad_location	
			}
			save_scope_as = foreign_ruler
		}
	}

	option = { #go abroad
		name = bp2_yearly.7024.a
		trigger = { exists = scope:abroad_location }
		custom_tooltip = bp2_yearly.7024.a.abroad
		custom_tooltip = bp2_yearly.7024.a.tt
		scope:teentribal = {
			scope:abroad_location = {
				save_scope_as = seclusion_location
			}
			start_travel_plan = {
				destination = scope:abroad_location
				on_travel_planner_cancel_event = bp2_yearly.7024
				on_arrival_event = bp2_yearly.7025
				on_arrival_destinations = all_but_last
			}
		}
		if = {
			limit = { exists = scope:liege }
			scope:liege = {
				show_as_tooltip = {
					random_list = {
						1 = {
							desc = bp2_yearly.7024.win
							show_chance = no
							scope:teentribal = {
								add_character_modifier = {
									modifier = proven_adult_modifier
									years = 10
								}
								add_prestige = major_prestige_value
							}
						}
						1 = {
							desc = bp2_yearly.7024.lose
							show_chance = no
							scope:teentribal = {
								add_character_modifier = {
									modifier = insecure_adult_modifier
									years = 10
								}
								add_trait_xp = {
									trait = lifestyle_traveler
									track = danger
									value = 30
								}
								increase_wounds_no_death_effect = { REASON = wild_animal }
							}
						}
					}
				}
			}	
		}
		stress_impact = {
			ambitious = minor_stress_impact_loss
			lazy = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = lazy
				add = -10
			}
			modifier = {
				has_trait = ambitious
				add = 10
			}
		}
	}

	option = { #go nearby
		name = bp2_yearly.7024.b
		trigger = { exists = scope:realm_location }
		custom_tooltip = bp2_yearly.7024.b.realm
		custom_tooltip = bp2_yearly.7024.b.tt
		scope:teentribal = {
			scope:realm_location = {
				save_scope_as = seclusion_location
			}
			start_travel_plan = {
				destination = scope:realm_location
				on_travel_planner_cancel_event = bp2_yearly.7024
				on_arrival_event = bp2_yearly.7025
				on_arrival_destinations = all_but_last
			}
		}
		if = {
			limit = { exists = scope:liege }
			scope:liege = {
				show_as_tooltip = {
					random_list = {
						1 = {
							desc = bp2_yearly.7024.win
							show_chance = no
							scope:teentribal = {
								add_character_modifier = {
									modifier = proven_adult_modifier
									years = 10
								}
								add_trait_xp = {
									trait = lifestyle_traveler
									track = danger
									value = 20
								}
								add_prestige = medium_prestige_value
							}
						}
						1 = {
							desc = bp2_yearly.7024.lose
							show_chance = no
							scope:teentribal = {
								add_character_modifier = {
									modifier = insecure_adult_modifier
									years = 10
								}
								increase_wounds_no_death_effect = { REASON = wild_animal }
							}
						}
					}
				}
			}	
		}
		stress_impact = {
			arbitrary = minor_stress_impact_loss
			lazy = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = lazy
				add = -10
			}
			modifier = {
				has_trait = arbitrary
				add = 10
			}
		}
	}

	option = { #stay in capital holding
		name = bp2_yearly.7024.c
		custom_tooltip = bp2_yearly.7024.c.capital
		custom_tooltip = bp2_yearly.7024.c.tt
		scope:teentribal = {
			scope:rite_location = {
				save_scope_as = seclusion_location
			}
			trigger_event = bp2_yearly.7025
		}
		if = {
			limit = { exists = scope:liege }
			scope:liege = {
				show_as_tooltip = {
					random_list = {
						1 = {
							desc = bp2_yearly.7024.win
							show_chance = no
							scope:teentribal = {
								add_character_modifier = {
									modifier = proven_adult_modifier
									years = 10
								}
								add_prestige = minor_prestige_value
							}
						}
						1 = {
							desc = bp2_yearly.7024.lose
							show_chance = no
							scope:teentribal = {
								add_character_modifier = {
									modifier = insecure_adult_modifier
									years = 10
								}
								add_trait_xp = {
									trait = lifestyle_traveler
									track = danger
									value = 10
								}
								increase_wounds_no_death_effect = { REASON = wild_animal }
							}
						}
					}
				}
			}	
		}
		stress_impact = {
			lazy = minor_stress_impact_loss
			ambitious = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = ambitious
				add = -10
			}
			modifier = {
				has_trait = lazy
				add = 10
			}
		}
	}

	option = { #I changed my mind
		name = bp2_yearly.7024.d
		custom_tooltip = bp2_yearly.7024.d.tt
		clean_rites_flags_failure = yes
		ai_chance = { #there is no reason for the AI to back out at this point
			base = 0
		}
	}
}

bp2_yearly.7025 = { #seclusion on arrival
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.7025.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:abroad_location ?= scope:seclusion_location }
				desc = bp2_yearly.7025.desc_abroad
			}
			triggered_desc = {
				trigger = { scope:realm_location ?= scope:seclusion_location }
				desc = bp2_yearly.7025.desc_realm
			}
			desc = bp2_yearly.7025.desc_capital
		}
		first_valid = {
			triggered_desc = {
				trigger = { scope:teentribal.martial > scope:teentribal.learning }
				desc = bp2_yearly.7025.desc_fight
			}
			desc = bp2_yearly.7025.desc_outwit
		}
	}
	theme = family
	override_background = {
		reference = wilderness
	}
	left_portrait = {
		character = scope:teentribal
		triggered_animation = {
			trigger = { scope:teentribal.martial > scope:teentribal.learning }
			animation = hunting_shortbow_aim_arrow_default
		}
		animation = hunting_carcass_start
		outfit_tags = { beggar_rags }
		remove_default_outfit = no
	}

	immediate = {
		scope:teentribal = {
			select_local_animal_effect = { TYPE = dangerous }
		}
		if = { #set scope that should receive the toast notification of the outcome
			limit = { exists = scope:liege }
			scope:liege = {
				save_scope_as = receiver
			}
		}
		else = {
			save_scope_as = receiver
		}
	}

	option = { #try to outsmart the animal
		name = bp2_yearly.7025.a			
		duel = {
			skills = { learning intrigue }
			value = average_skill_rating
			50 = { #you outsmart the animal
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				desc = bp2_yearly.7025.a_win
				scope:receiver = {
					send_interface_toast = {
						title = bp2_yearly.7025.tt
						left_icon = scope:teentribal
						scope:teentribal = {
							if = {
								limit = { NOT = { has_trait = lifestyle_traveler } }
								add_trait = lifestyle_traveler
							}
							add_trait_xp = {
								trait = lifestyle_traveler
								track = danger
								value = {
									value = 0
									if = {
										limit = {scope:rite_location ?= scope:seclusion_location }
										add = 10
									}
									if = {
										limit = { scope:realm_location ?= scope:seclusion_location }
										add = 20
									}
									if = {
										limit = { scope:abroad_location ?= scope:seclusion_location }
										add = 30
									}
								}
							}
							add_character_modifier = {
								modifier = proven_adult_modifier
								years = 10
							}
							add_prestige = {
								value = 0
								if = {
									limit = {scope:rite_location ?= scope:seclusion_location }
									add = minor_prestige_value
								}
								if = {
									limit = { scope:realm_location ?= scope:seclusion_location }
									add = medium_prestige_value
								}
								if = {
									limit = { scope:abroad_location ?= scope:seclusion_location }
									add = major_prestige_value
								}
							}
						}
					}
				}
			}
			50 = { #you are not smarter than a predator animal
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				modifier = {
					add = 10
					scope:abroad_location ?= scope:seclusion_location 
				}
				modifier = {
					add = 5
					scope:realm_location ?= scope:seclusion_location 
				}
				desc = bp2_yearly.7025.a_lose
				scope:receiver = {
					send_interface_toast = {
						title = bp2_yearly.7025.tt
						left_icon = scope:teentribal
						scope:teentribal = {
							increase_wounds_no_death_effect = { REASON = wild_animal }
							add_character_modifier = {
								modifier = insecure_adult_modifier
								years = 10
							}
						}
					}
				}
			}
		}
		stress_impact = {
			compassionate = minor_stress_impact_loss
			craven = minor_stress_impact_loss
			callous = minor_stress_impact_gain
			brave = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = callous
				add = -10
			}
			modifier = {
				has_trait = brave
				add = -10
			}
			modifier = {
				has_trait = compassionate
				add = 10
			}
			modifier = {
				has_trait = craven
				add = 10
			}
		}
	}

	option = { #try to shoot the animal
		name = bp2_yearly.7025.b
		duel = {
			skills = { prowess martial }
			value = average_skill_rating
			50 = { #You knock out the animal
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				desc = bp2_yearly.7025.b_win
				scope:receiver = {
					send_interface_toast = {
						title = bp2_yearly.7025.tt
						left_icon = scope:teentribal
						scope:teentribal = {
							if = {
								limit = {
									#AGOT Modified
									#location = { terrain = jungle }
									location = { agot_is_jungle_terrain = yes }
									NOT = { has_trait = jungle_stalker }
								}
								add_trait = jungle_stalker
							}
							else_if = {
								limit = {
									#AGOT Modified
									#location = { terrain = desert }
									location = { agot_is_desert_terrain = yes }
									NOT = { has_trait = desert_warrior }
								}
								add_trait = desert_warrior
							}
							else_if = {
								limit = {
									#AGOT Modified
									#location = { terrain = drylands }
									location = { agot_is_drylands_terrain = yes }
									NOT = { has_trait = desert_warrior }
								}
								add_trait = desert_warrior
							}
							else_if = {
								limit = {
									#AGOT Modified
									#location = { terrain = desert_mountains }
									location = { agot_is_desert_mountains_terrain = yes }
									NOT = { has_trait = desert_warrior }
								}
								add_trait = desert_warrior
							}
							else_if = {
								limit = {
									#AGOT Modified
									#location = { terrain = oasis }
									location = { agot_is_oasis_terrain = yes }
									NOT = { has_trait = desert_warrior }
								}
								add_trait = desert_warrior
							}
							else_if = {
								limit = {
									#AGOT Modified
									#location = { terrain = mountains }
									location = { agot_is_mountains_terrain = yes }
									NOT = { has_trait = rough_terrain_expert }
								}
								add_trait = rough_terrain_expert
							}
							else_if = {
								limit = {
									#AGOT Modified
									#location = { terrain = wetlands }
									location = { agot_is_wetlands_terrain = yes }
									NOT = { has_trait = rough_terrain_expert }
								}
								add_trait = rough_terrain_expert
							}
							else_if = {
								limit = {
									#AGOT Modified
									#location = { terrain = hills }
									location = { agot_is_hills_terrain = yes }
									NOT = { has_trait = rough_terrain_expert }
								}
								add_trait = rough_terrain_expert
							}
							else_if = {
								limit = {
									#AGOT Modified
									#location = { terrain = farmlands }
									location = { agot_is_farmlands_terrain = yes }
									NOT = { has_trait = open_terrain_expert }
								}
								add_trait = open_terrain_expert
							}
							else_if = {
								limit = {
									#AGOT Modified
									#location = { terrain = plains }
									location = { agot_is_plains_terrain = yes }
									NOT = { has_trait = open_terrain_expert }
								}
								add_trait = open_terrain_expert
							}
							else_if = {
								limit = {
									#AGOT Modified
									#location = { terrain = steppe }
									location = { agot_is_steppe_terrain = yes }
									NOT = { has_trait = open_terrain_expert }
								}
								add_trait = open_terrain_expert
							}
							else_if = {
								limit = {
									#AGOT Modified
									#location = { terrain = forest }
									location = { agot_is_forest_terrain = yes }
									NOT = { has_trait = forest_fighter }
								}
								add_trait = forest_fighter
							}
							else_if = {
								limit = {
									#AGOT Modified
									#location = { terrain = taiga }
									location = { agot_is_taiga_terrain = yes }
									NOT = { has_trait = forest_fighter }
								}
								add_trait = forest_fighter
							}
							#AGOT Added
							else_if = {
								limit = {
									location = { agot_is_frozen_flats_terrain = yes }
									NOT = { has_trait = open_terrain_expert }
								}
								add_trait = open_terrain_expert
							}
							else_if = {
								limit = {
									location = { agot_is_glacier_terrain = yes }
									NOT = { has_trait = rough_terrain_expert }
								}
								add_trait = rough_terrain_expert
							}
							else_if = {
								limit = {
									location = { agot_is_canyon_terrain = yes }
									NOT = { has_trait = rough_terrain_expert }
								}
								add_trait = rough_terrain_expert
							}
							else_if = {
								limit = {
									location = { agot_is_cloudforest_terrain = yes }
									NOT = { has_trait = forest_fighter }
								}
								add_trait = forest_fighter
							}
							else_if = {
								limit = {
									location = { agot_is_highlands_terrain = yes }
									NOT = { has_trait = rough_terrain_expert }
								}
								add_trait = rough_terrain_expert
							}
							else_if = {
								limit = {
									location = { agot_is_taiga_bog_terrain = yes }
									NOT = { has_trait = forest_fighter }
								}
								add_trait = forest_fighter
							}
							else_if = {
								limit = {
									location = { agot_is_the_bog_terrain = yes }
									NOT = { has_trait = rough_terrain_expert }
								}
								add_trait = rough_terrain_expert
							}
							else_if = {
								limit = {
									NOT = { has_trait = lifestyle_traveler }
								}
								add_trait = lifestyle_traveler
								add_trait_xp = {
									trait = lifestyle_traveler
									track = danger
									value = {
										value = 0
										if = {
											limit = {scope:rite_location ?= scope:seclusion_location }
											add = 10
										}
										if = {
											limit = { scope:realm_location ?= scope:seclusion_location }
											add = 20
										}
										if = {
											limit = { scope:abroad_location ?= scope:seclusion_location }
											add = 30
										}
									}
								}					
							}
							add_character_modifier = {
								modifier = proven_adult_modifier
								years = 10
							}
						}
					}
				}
			}
			50 = { #you are not stronger than a predator animal
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				modifier = {
					add = 10
					scope:abroad_location ?= scope:seclusion_location
				}
				modifier = {
					add = 5
					scope:realm_location ?= scope:seclusion_location
				}
				desc = bp2_yearly.7025.b_lose
				scope:receiver = {
					send_interface_toast = {
						title = bp2_yearly.7025.tt
						left_icon = scope:teentribal
						scope:teentribal = {
							increase_wounds_no_death_effect = { REASON = wild_animal }
							add_character_modifier = {
								modifier = insecure_adult_modifier
								years = 10
							}
						}
					}
				}
			}
		}
		stress_impact = {
			wrathful = minor_stress_impact_loss
			callous = minor_stress_impact_loss
			compassionate = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = compassionate
				add = -10
			}
			modifier = {
				has_trait = callous
				add = 10
			}
			modifier = {
				has_trait = wrathful
				add = 10
			}
		}
	}

	after = {
		clean_rites_flags_success = yes
	}
}

bp2_yearly.7026 = { #hair shaving
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.7026.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:teentribal = root }
				desc = bp2_yearly.7026.desc_child
			}
			desc = bp2_yearly.7026.desc
		}
	}
	theme = family
	override_background = {
		reference = throne_room
	}
	left_portrait = {
		character = scope:teentribal
		animation = throne_room_curtsey_1
		remove_default_outfit = no
		outfit_tags = { nightgown }
	}
	right_portrait = {
		character = scope:priest
		animation = assassin
	}

	option = { #Shave it
		name = bp2_yearly.7026.a
		flavor = bp2_yearly.7026.a.tt
		send_interface_toast = {
			title = bp2_yearly.7026.a.toast
			left_icon = scope:teentribal
			scope:teentribal = {
				passage_rites_effect = {
					TRAIT = humble
					OPPOSITE_TRAIT = arrogant
					LIFESTYLE = diplomacy
					SKILL = diplomacy
				}
			}
		}
		scope:teentribal = {
			add_character_modifier = {
				modifier = proven_adult_modifier
				years = 10
			}
			add_character_modifier = {
				modifier = shaven_bald_modifier
				years = 3
			}
			add_piety = medium_piety_gain
		}
		clean_rites_flags_success = yes
		stress_impact = {
			compassionate = minor_stress_impact_loss
			callous = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = arrogant
				add = -10
			}
			modifier = {
				has_trait = humble
				add = 10
			}
		}
	}

	option = { #Just a bowl-cut please!
		name = bp2_yearly.7026.b
		flavor = bp2_yearly.7026.b.tt
		send_interface_toast = {
			title = bp2_yearly.7026.b.toast
			left_icon = scope:teentribal
			scope:teentribal = {
				passage_rites_effect = {
					TRAIT = content
					OPPOSITE_TRAIT = ambitious
					LIFESTYLE = stewardship
					SKILL = stewardship
				}
			}
		}
		scope:teentribal = {
			add_character_modifier = {
				modifier = insecure_adult_modifier
				years = 10
			}
			create_artifact = {
				name = tribal_hair
				description = tribal_hair.desc
				type = miscellaneous
				visuals = pocket_pouch
				modifier = artifact_prowess_1_modifier
				modifier = artifact_stress_gain_1_modifier
			}
		}
		clean_rites_flags_success = yes
		stress_impact = {
			humble = minor_stress_impact_loss
			arrogant = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = ambitious
				add = -10
			}
			modifier = {
				has_trait = content
				add = 10
			}
		}
	}
	
	option = { #I changed my mind
		name = bp2_yearly.7026.c
		custom_tooltip = bp2_yearly.7026.c.tt
		clean_rites_flags_failure = yes
		ai_chance = { #there is no reason for the AI to back out at this point
			base = 0
		}
	}
}

bp2_yearly.7027 = { #cleansing with water
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.7027.t
	desc = bp2_yearly.7027.desc
	theme = family
	override_background = {
		reference = fp1_runestone_circle
	}

	left_portrait = {
		character = scope:teentribal
		animation = throne_room_kneel_2
		remove_default_outfit = no
		outfit_tags = { beggar_rags }
	}
	right_portrait = {
		character = scope:priest
		animation = toast_goblet
		camera = camera_body_left
	}

	option = { #Submerge completely in the water
		name = bp2_yearly.7027.a
		flavor =  bp2_yearly.7027.a.tt
		send_interface_toast = {
			title = bp2_yearly.7027.tt
			left_icon = scope:teentribal
			scope:teentribal = {
				if = {
					limit = {
						num_sinful_traits > 0
					}
					random_list = {
						1 = {
							desc = passage_rites_effect.trait
							flip_sinful_trait_effect = yes
						}
						1 = {
							desc = passage_rites_effect.xp
							add_learning_lifestyle_xp = major_lifestyle_xp
						}
						1 = {
							desc = passage_rites_effect.skill
							add_learning_skill = 1
						}
					}
				}
				else_if = {
					passage_rites_effect = {
						TRAIT = zealous
						OPPOSITE_TRAIT = cynical
						LIFESTYLE = learning
						SKILL = learning
					}
				}
			}
		}
		scope:teentribal = {
			add_character_modifier = {
				modifier = proven_adult_modifier
				years = 10
			}
			add_piety = medium_piety_gain
			add_stress = minor_stress_gain
		}
		clean_rites_flags_success = yes
		stress_impact = {
			patient = minor_stress_impact_loss
			impatient = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = impatient
				add = -10
			}
			modifier = {
				has_trait = patient
				add = 10
			}
		}
	}
	option = { #Pour some water on the head
		name = bp2_yearly.7027.b
		flavor =  bp2_yearly.7027.b.tt
		send_interface_toast = {
			title = bp2_yearly.7027.tt
			left_icon = scope:teentribal
			scope:teentribal = {
				passage_rites_effect = {
					TRAIT = patient
					OPPOSITE_TRAIT = impatient
					LIFESTYLE = diplomacy
					SKILL = diplomacy
				}
			}
		}
		scope:teentribal = {
			add_character_modifier = {
				modifier = insecure_adult_modifier
				years = 10
			}
		}
		clean_rites_flags_success = yes
		stress_impact = {
			cynical = minor_stress_impact_loss
			zealous = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = zealous
				add = -10
			}
			modifier = {
				has_trait = cynical
				add = 10
			}
		}
	}
	option = { #I changed my mind
		name = bp2_yearly.7027.c
		custom_tooltip = bp2_yearly.7027.c.tt
		clean_rites_flags_failure = yes
		ai_chance = { #there is no reason for the AI to back out at this point
			base = 0
		}
	}
}

bp2_yearly.7028 = { #cleansing with fire
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.7028.t
	desc = bp2_yearly.7028.desc
	theme = family
	override_background = {
		reference = bp1_bonfire
	}

	left_portrait = {
		character = scope:teentribal
		animation = manic
	}
	right_portrait = {
		character = scope:priest
		animation = throne_room_two_handed_passive_1
	}

	option = { #Run through the fire pit
		name = bp2_yearly.7028.a
		flavor = bp2_yearly.7028.a.tt
		send_interface_toast = {
			title = bp2_yearly.7028.tt
			left_icon = scope:teentribal
			scope:teentribal = {
				if = {
					limit = {
						num_sinful_traits > 0
					}
					random_list = {
						1 = {
							desc = passage_rites_effect.trait
							flip_sinful_trait_effect = yes
						}
						1 = {
							desc = passage_rites_effect.xp
							add_learning_lifestyle_xp = major_lifestyle_xp
						}
						1 = {
							desc = passage_rites_effect.skill
							add_learning_skill = 1
						}
					}
				}
				else_if = {
					passage_rites_effect = {
						TRAIT = zealous
						OPPOSITE_TRAIT = cynical
						LIFESTYLE = learning
						SKILL = learning
					}
				}
			}
		}
		scope:teentribal = {
			add_character_modifier = {
				modifier = proven_adult_modifier
				years = 10
			}
			add_character_modifier = {
				modifier = scorched_soles_modifier
				years = 5
			}
			add_piety = medium_piety_gain
		}
		clean_rites_flags_success = yes
		stress_impact = {
			cynical = minor_stress_impact_loss
			zealous = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				scope:teentribal = {
					has_trait = zealous
				}
				add = -10
			}
			modifier = {
				scope:teentribal = {
					has_trait = cynical
				}
				add = 10
			}
		}
	}

	option = { #Put just a single step in the fire pit
		name = bp2_yearly.7028.b
		flavor = bp2_yearly.7028.b.tt
		send_interface_toast = {
			title = bp2_yearly.7028.tt
			left_icon = scope:teentribal
			scope:teentribal = {
				passage_rites_effect = {
					TRAIT = patient
					OPPOSITE_TRAIT = impatient
					LIFESTYLE = diplomacy
					SKILL = diplomacy
				}
			}
		}
		scope:teentribal = {
			add_character_modifier = {
				modifier = insecure_adult_modifier
				years = 10
			}
		}
		clean_rites_flags_success = yes
		stress_impact = {
			patient = minor_stress_impact_loss
			impatient = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				has_trait = impatient
				add = -10
			}
			modifier = {
				has_trait = patient
				add = 10
			}
		}
	}

	option = { #I changed my mind
		name = bp2_yearly.7028.c
		custom_tooltip = bp2_yearly.7028.c.tt
		clean_rites_flags_failure = yes
		ai_chance = { #there is no reason for the AI to back out at this point
			base = 0
		}
	}
}

bp2_yearly.7029 = { #Completed rite memory follow up event - other tribal child does the rite, you can encourage them or let them back out
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.7029.t
	desc = {
		desc = bp2_yearly.7029.desc
		switch = {
			trigger = scope:rite_memory.var:rites_of_passage_type
			flag:dueling_rite_memory = {
				desc = bp2_yearly.7029.desc_duel
			}
			flag:scarification_rite_memory = {
				desc = bp2_yearly.7029.desc_scarification
			}
			flag:seclusion_rite_memory = {
				desc = bp2_yearly.7029.desc_seclusion
			}
			flag:shaving_hair_rite_memory = {
				desc = bp2_yearly.7029.desc_hair_shaving
			}
			flag:fire_cleanse_rite_memory = {
				desc = bp2_yearly.7029.desc_fire_cleanse
			}
			flag:water_cleanse_rite_memory = {
				desc = bp2_yearly.7029.desc_water_cleanse
			}
		}
	}
	theme = family
	override_background = {
		trigger = {
			scope:rite_memory.var:rites_of_passage_type = flag:dueling_rite_memory
		}
		reference = ep2_tournament
	}
	override_background = {
		trigger = {
			scope:rite_memory.var:rites_of_passage_type = flag:scarification_rite_memory
		}
		reference = fp1_runestone_circle
	}
	override_background = {
		trigger = {
			scope:rite_memory.var:rites_of_passage_type = flag:seclusion_rite_memory
		}
		reference = terrain_travel
	}
	override_background = {
		trigger = {
			scope:rite_memory.var:rites_of_passage_type = flag:shaving_hair_rite_memory
		}
		reference = throne_room
	}
	override_background = {
		trigger = {
			scope:rite_memory.var:rites_of_passage_type = flag:fire_cleanse_rite_memory
		}
		reference = bp1_bonfire
	}
	override_background = {
		trigger = {
			scope:rite_memory.var:rites_of_passage_type = flag:water_cleanse_rite_memory
		}
		reference = fp1_runestone_circle
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}
	right_portrait = {
		character = scope:teentribal
		animation = crying
	}

	cooldown = { years = 5 }

	trigger = {
		has_bp2_dlc_trigger = yes
		is_landed = yes
		government_has_flag = government_is_tribal		
		any_memory = {
			has_memory_type = completed_rites_of_passage
			has_variable = rites_of_passage_type
		}
		any_courtier_or_guest = {
			character_can_rites_of_passage_trigger = yes
			is_available_ai = yes
			NOR = {
				is_close_or_extended_family_of = root
				this = root
				is_hostage_of = root
			}
		}
	}

	immediate = {
		random_memory = {
			limit = {
				has_memory_type = completed_rites_of_passage
				has_variable = rites_of_passage_type
			}
			save_scope_as = rite_memory
		}
		random_courtier_or_guest = {
			limit = {
				character_can_rites_of_passage_trigger = yes
				is_available_ai = yes
				NOR = {
					is_close_or_extended_family_of = root
					this = root
					is_hostage_of = root
				}
			}
			save_scope_as = teentribal
		}
	}

	option = {
		name = bp2_yearly.7029.a
		flavor = bp2_yearly.7029.a.tt
		random_list = {
			10 = {
				send_interface_toast = {
					title = bp2_yearly.7029.a.teaching
					left_icon = scope:teentribal
					switch = {
						trigger = scope:rite_memory.var:rites_of_passage_type
						flag:dueling_rite_memory = {
							scope:teentribal = {
								add_martial_skill = 3
							}
						}
						flag:scarification_rite_memory = {
							scope:teentribal = {
								add_intrigue_skill = 3
							}
						}
						flag:seclusion_rite_memory = {
							scope:teentribal = {
								add_stewardship_skill = 3
							}
						}
						flag:shaving_hair_rite_memory = {
							scope:teentribal = {
								add_diplomacy_skill = 3
								add_character_modifier = {
									modifier = shaven_bald_modifier
									years = 1
								}
							}
						}
						flag:fire_cleanse_rite_memory = {
							scope:teentribal = {
								add_learning_skill = 3
							}
						}
						flag:water_cleanse_rite_memory = {
							scope:teentribal = {
								add_learning_skill = 3
							}
						}
					}
				}
				modifier = {
					add = 10
					switch = {
						trigger = scope:rite_memory.var:rites_of_passage_type
						flag:dueling_rite_memory = {
							martial >= decent_skill_rating
						}
						flag:scarification_rite_memory = {
							intrigue >= decent_skill_rating
						}
						flag:seclusion_rite_memory = {
							stewardship >= decent_skill_rating
						}
						flag:shaving_hair_rite_memory = {
							diplomacy >= decent_skill_rating
						}
						flag:fire_cleanse_rite_memory = {
							learning >= decent_skill_rating
						}
						flag:water_cleanse_rite_memory = {
							learning >= decent_skill_rating
						}
					}
				}
				modifier = {
					add = 10
					switch = {
						trigger = scope:rite_memory.var:rites_of_passage_type
						flag:dueling_rite_memory = {
							martial >= very_high_skill_rating
						}
						flag:scarification_rite_memory = {
							intrigue >= very_high_skill_rating
						}
						flag:seclusion_rite_memory = {
							stewardship >= very_high_skill_rating
						}
						flag:shaving_hair_rite_memory = {
							diplomacy >= very_high_skill_rating
						}
						flag:fire_cleanse_rite_memory = {
							learning >= very_high_skill_rating
						}
						flag:water_cleanse_rite_memory = {
							learning >= very_high_skill_rating
						}
					}
				}
			}
			20 = {
				send_interface_toast = {
					title = bp2_yearly.7029.a.inspiration
					left_icon = scope:teentribal
					add_prestige = minor_prestige_gain
				}
				modifier = {
					add = 10
					prestige_level >= 3
				}
				modifier = {
					add = 10
					prestige_level >= 4
				}
			}
		}
		
		if = {
			limit = { has_character_modifier = insecure_adult_modifier }
			remove_character_modifier = insecure_adult_modifier
		}
		stress_impact = {
			compassionate = minor_stress_impact_loss
			callous = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				add = -10
				has_trait = callous
			}
			modifier = {
				add = 10
				has_trait = compassionate
			}
		}
	}

	option = {
		name = bp2_yearly.7029.b
		flavor = bp2_yearly.7029.b.tt
		random_list = {
			20 = {
				send_interface_toast = {
					title = bp2_yearly.7029.b.success
					left_icon = scope:teentribal
					switch = {
						trigger = scope:rite_memory.var:rites_of_passage_type
						flag:dueling_rite_memory = {
							scope:teentribal = {
								add_prowess_skill = 3
							}
						}
						flag:scarification_rite_memory = {
							scope:teentribal = {
								add_prowess_skill = 3
							}
						}
						flag:seclusion_rite_memory = {
							scope:teentribal = {
								add_prowess_skill = 3
							}
						}
						flag:shaving_hair_rite_memory = {
							scope:teentribal = {
								add_character_modifier = {
									modifier = tough_and_confident_modifier
									years = 10
								}
								add_character_modifier = {
									modifier = shaven_bald_modifier
									years = 1
								}
							}
						}
						flag:fire_cleanse_rite_memory = {
							scope:teentribal = {
								add_character_modifier = {
									modifier = tough_and_confident_modifier
									years = 10
								}
							}
						}
						flag:water_cleanse_rite_memory = {
							scope:teentribal = {
								add_character_modifier = {
									modifier = tough_and_confident_modifier
									years = 10
								}
							}
						}
					}
				}
				modifier = {
					add = 10
					switch = {
						trigger = scope:rite_memory.var:rites_of_passage_type
						flag:dueling_rite_memory = {
							scope:teentribal = { martial >= medium_skill_rating }
						}
						flag:scarification_rite_memory = {
							scope:teentribal = { intrigue >= medium_skill_rating }
						}
						flag:seclusion_rite_memory = {
							scope:teentribal = { stewardship >= medium_skill_rating }
						}
						flag:shaving_hair_rite_memory = {
							scope:teentribal = { diplomacy >= medium_skill_rating }
						}
						flag:fire_cleanse_rite_memory = {
							scope:teentribal = { learning >= medium_skill_rating }
						}
						flag:water_cleanse_rite_memory = {
							scope:teentribal = { learning >= medium_skill_rating }
						}
					}
				}
			}
			10 = {
				send_interface_toast = {
					title = bp2_yearly.7029.b.fail
					left_icon = scope:teentribal
					scope:teentribal = {
						add_character_modifier = {
							modifier = backdown_from_rite_modifier
							years = 10
						}
					}
				}
				modifier = {
					add = 10
					switch = {
						trigger = scope:rite_memory.var:rites_of_passage_type
						flag:dueling_rite_memory = {
							scope:teentribal = { martial < low_skill_rating }
						}
						flag:scarification_rite_memory = {
							scope:teentribal = { intrigue < low_skill_rating }
						}
						flag:seclusion_rite_memory = {
							scope:teentribal = { stewardship < low_skill_rating }
						}
						flag:shaving_hair_rite_memory = {
							scope:teentribal = { diplomacy < low_skill_rating }
						}
						flag:fire_cleanse_rite_memory = {
							scope:teentribal = { learning < low_skill_rating }
						}
						flag:water_cleanse_rite_memory = {
							scope:teentribal = { learning < low_skill_rating }
						}
					}
				}
			}
		}
		stress_impact = {
			callous = minor_stress_impact_loss
			compassionate = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			modifier = {
				add = 10
				has_trait = callous
			}
			modifier = {
				add = -10
				has_trait = compassionate
			}
		}
	}
}
