﻿namespace = yearly

####
# 7001 - marshal suspecting factions are going to target you - modified based on event by Isabella Welch
# 7005 - assassination attempt
###

scripted_trigger valid_coup_leader_trigger = {
	OR = {
		is_leading_faction_type = independence_faction
		is_leading_faction_type = liberty_faction
		is_leading_faction_type = claimant_faction
		#is_leading_faction_type = populist_faction
	}
	NOT = { has_council_position = councillor_marshal }
	OR = {
		has_trait = lunatic_1
		has_trait = possessed_1
		has_trait = eccentric
	}
	has_dread_level_towards = {
		target = root
		level = 0
	}
	is_ai = yes
}

### An insane faction leader attempts to kill the ruler, modified based on event by Isabella Welch

yearly.7001 = {
	type = character_event
	title = yearly.7001.t
	desc = yearly.7001.desc
	theme = martial

	override_background = {
		reference = bedchamber
	}
	left_portrait = {
		character = root
		animation = personality_bold
	}
	right_portrait = {
		character = scope:marshal
		animation = worry
	}
	
	trigger = {
		NOT = { has_character_flag = had_first_coup_event }
		any_vassal = {
			valid_coup_leader_trigger = yes
		}
		exists = cp:councillor_marshal
		cp:councillor_marshal = {
			is_ai = yes
		}
		any_vassal = {
			count >=3
			is_a_faction_member = no
		}
		has_ep1_dlc_trigger = yes
		has_royal_court = yes
	}

	weight_multiplier = {
		base = 1
	}

	immediate = {
		add_character_flag = had_first_coup_event
		cp:councillor_marshal = { save_scope_as = marshal }
		set_signature_weapon_effect = yes
		random_vassal = {
			limit = { valid_coup_leader_trigger = yes }
			save_scope_as = coup_leader
			joined_faction = {
				save_scope_as = coup_faction 
			}	
		}
	}
	
	option = { #ignore_dangers
		name = yearly.7001.a
		add_character_flag = ignored_guard_patrols
		change_current_court_grandeur = medium_court_grandeur_gain
		stress_impact = {
			brave = medium_stress_loss
			arbitrary = medium_stress_loss
			craven = massive_stress_gain
			paranoid = major_stress_gain
		}
	}

	option = { #likelier you will defend yourself
		name = yearly.7001.b
		add_character_flag = increased_guard_patrols
		change_current_court_grandeur = medium_court_grandeur_loss
				stress_impact = {
			brave = minor_stress_gain
			craven = medium_stress_loss
			paranoid = minor_stress_gain
		}
	}

	option = { #dread and defence
		name = yearly.7001.d
		add_character_flag = heavily_increased_guard_patrols
		duel = {
			skill = martial
			value = 14
			30 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				add_dread = medium_dread_gain
				send_interface_toast = {
					left_icon = scope:marshal
					title = yearly.7001.d.win.tt
					show_as_tooltip = { 
						scope:coup_faction = { #I am not 100% sure if this effect actually works
							every_faction_member = {
								custom = custom.all_faction_members
								leave_faction_with_cooldown_effect = {
									FACTION = scope:coup_faction
									YEARS = 20
								}
							}
						}
					}
				}
				scope:coup_faction = {
					every_faction_member = {
						custom = custom.all_faction_members
						leave_faction_with_cooldown_effect = {
							FACTION = scope:coup_faction
							YEARS = 20
						}
					}
				}
			}
			60 = {		
				compare_modifier = {
					value = scope:duel_value
					multiplier = -0.5
					min = -49
				}
				send_interface_toast = {
					left_icon = scope:marshal
					title = yearly.7001.d.tt
					show_as_tooltip = {
						every_courtier_or_guest = {
							custom = all_courtiers_and_guests
							add_opinion = {
								target = root
								modifier = frightened_in_court_opinion
								opinion = -5
							}
						}	
					}
				}
				change_current_court_grandeur = medium_court_grandeur_loss
				every_courtier_or_guest = {
					limit = {
						NOR = { 
							has_trait = brave
							has_trait = craven
						}
					}
					custom = all_courtiers_and_guests
					add_opinion = {
						target = root
						modifier = frightened_in_court_opinion
						opinion = -5
					}
				}
				every_courtier_or_guest = {
					limit = { has_trait = craven }
					custom = all_craven_in_the_court
					add_opinion = {
						target = root
						modifier = frightened_in_court_opinion
						opinion = -15
					}
				}
			}
		}
	}

	after = {
		hidden_effect = {
			duel = {
				skill = martial
				target = scope:coup_leader
				50 = {		
					compare_modifier = {
							value = scope:duel_value
						multiplier = 3.5
							min = -49
					}
					add_character_flag = ruler_won_duel
					set_variable = {
						name = coup_success
						value = -1
					}
				}
				50 = {		
					compare_modifier = {
						value = scope:duel_value
						multiplier = -3.5
						min = -49
						}
					add_character_flag = ruler_lost_duel
					set_variable = {
						name = coup_success
						value = 1
					}
				}
			}
			trigger_event = {
				id = yearly.7005
				days = { 3 5 }
			}	
		}
	}
}

scripted_effect attack_random_outcome_effect = { #figuring out who is going to get targeted by the attack
	random_list = {
		20 = {
			death = {
				death_reason = death_assassination
				killer = scope:coup_leader
			}
			compare_modifier = {
				value = scope:coup_leader.prowess
				multiplier = 0.5
			}
			if = {
				limit = { is_close_family_of = root }
				root = {
					add_opinion = {
						target = scope:coup_leader
						modifier = murdered_close_family_crime
					}
				}
			}
			else_if = {
				limit = { 
					OR = { 
						any_relation = {
							type = friend
							this = root
						}
						any_relation = {
							type = lover
							this = root
						}
						any_relation = {
							type = soulmate
							this = root
						}
					}
				}
				root = {
					add_opinion = {
						target = scope:coup_leader
						modifier = murdered_someone_close_to_me_crime
					}
				}
			}
			else = {
				root = {
					add_opinion = {
						target = scope:coup_leader
						modifier = plotting_against_liege_opinion
					}
				}
			}
		}
		40 = {
			increase_wounds_effect = { REASON = assassination }
			if = {
				limit = { is_close_family_of = root }
				root = {
					add_opinion = {
						target = scope:coup_leader
						modifier = attempted_murder_close_family_crime
					}
				}
			}
			else_if = {
				limit = { 
					OR = { 
						any_relation = {
							type = friend
							this = root
						}
						any_relation = {
							type = lover
							this = root
						}
						any_relation = {
							type = soulmate
							this = root
						}
					}
				}
				root = {
					add_opinion = {
						target = scope:coup_leader
						modifier = hurt_someone_close_to_me_crime
					}
				}
			}
			else = {
				root = {
					add_opinion = {
						target = scope:coup_leader
						modifier = plotting_against_liege_opinion
					}
				}
			}
		}
		20 = {
			add_trait = disfigured
			if = {
				limit = { is_close_family_of = root }
				root = {
					add_opinion = {
						target = scope:coup_leader
						modifier = attempted_murder_close_family_crime
					}
				}
			}
			else_if = {
				limit = { 
					OR = { 
						any_relation = {
							type = friend
							this = root
						}
						any_relation = {
							type = lover
							this = root
						}
						any_relation = {
							type = soulmate
							this = root
						}
					}
				}
				root = {
					add_opinion = {
						target = scope:coup_leader
						modifier = hurt_someone_close_to_me_crime
					}
				}
			}
			else = {
				root = {
					add_opinion = {
						target = scope:coup_leader
						modifier = plotting_against_liege_opinion
					}
				}
			}
		}
	}
}


yearly.7005 = {
	type = character_event
	title = yearly.7001.t
	left_portrait = {
		character = root
		animation = fear
	}
	right_portrait = {
		character = scope:coup_leader
		animation = severelywounded
	}
	lower_left_portrait = {
		character = scope:first_character_kill
	}
	lower_right_portrait = {
		trigger = {
			OR = {
				has_character_flag = kills_two_people
				has_character_flag = kills_three_people
			}
		}
		character = scope:second_character_kill
	}
	lower_center_portrait = {
		trigger = {
			has_character_flag = kills_three_people
		}
		character = scope:third_character_kill
	}
	theme = martial
	override_background = {
		reference = throne_room
	}
	desc = {
		first_valid = {
			triggered_desc = { #low sec
				trigger = { has_character_flag = ignored_guard_patrols }
				desc = yearly.7005.decreased_security
			}
			triggered_desc = {  #mid sec
				trigger = { has_character_flag = increased_guard_patrols }
				desc = yearly.7005.increased_security
			}
			triggered_desc = {  #max sec
				trigger = { has_character_flag = heavily_increased_guard_patrols }
				desc = yearly.7005.increased_security_max
			}
			
		}
		desc = yearly.7005.throne_approach
		first_valid = {
			triggered_desc = { #custom reasons for each faction to attack
				trigger = { has_character_flag = liberty_faction }
				desc = yearly.7005.liberty_faction
			}
			triggered_desc = {
				trigger = { has_character_flag = independence_faction }
				desc = yearly.7005.independence_faction
			}
			triggered_desc = {
				trigger = { has_character_flag = claimant_faction }
				desc = yearly.7005.claimant_faction
			}
			#triggered_desc = {
			#	trigger = { has_character_flag = populist_faction }
			#	desc = yearly.7005.populist_faction
			#}
		}
		desc = yearly.7005.weapon
		first_valid = {
			triggered_desc = {
				trigger = { has_character_flag = kills_one_person }
				desc = yearly.7005.single_death
			}
			triggered_desc = {
				trigger = { has_character_flag = kills_two_people }
				desc = yearly.7005.double_death
			}
			triggered_desc = {
				trigger = { has_character_flag = kills_three_people }
				desc = yearly.7005.triple_death
			}
			triggered_desc = {
				trigger = { AND = {
					has_character_flag = kills_no_people
					NOT = { has_character_flag = coup_ruler_strike }
					}
				}
				desc = yearly.7005.no_death
			}
		}
		first_valid = {
			triggered_desc = {
				trigger = { has_character_flag = coup_ruler_strike }
				desc = yearly.7005.coup_ruler_strike
			}
		}
		first_valid = {
			triggered_desc = {
				trigger = { has_character_flag = coup_ruler_death }
				desc = yearly.7005.ruler_death
			}
			triggered_desc = {
				trigger = { has_character_flag = coup_ruler_strike }
				desc = yearly.7005.part_failure
			}	
			
			desc = yearly.7005.failure
		}
	}	
	trigger = {
		scope:coup_leader = {
			is_available_ai_adult = yes
		}
		has_character_flag = had_first_coup_event
	}

	weight_multiplier = {
		base = 1
	}

	immediate = {
		scope:coup_leader = {
			set_signature_weapon_effect = yes
		}
		if = {
			limit = {
				exists = scope:coup_faction
			}
			scope:coup_faction = { #to disband them later if needed
				every_faction_member = {
					add_to_list = coup_faction_list
				}
			}
		}
		set_variable = { #to calculate how many people are going to die
			name = coup_success
			value = 0
		}
		## Determine how guarded or warned the ruler is
		if = {
			limit = {
				has_character_flag = ruler_lost_duel
			}
			change_variable = {
				name = coup_success
				add = 2
			}
		}
		if = {
			limit = {
				has_character_flag = ruler_won_duel
			}
			change_variable = {
				name = coup_success
				add = -1
			}
		}
		if = {
			limit = {
				has_character_flag = ignored_guard_patrols
			}
			change_variable = {
				name = coup_success
				add = 1
			}
		}
		
		if = {
			limit = {
				has_character_flag = heavily_increased_guard_patrols
			}
			change_variable = {
				name = coup_success
				add = -1
			}
		}
		#to have custom loc for the attack reasons for different faction types
		if = {
			limit = {
				scope:coup_leader = {
					is_leading_faction_type = liberty_faction
				}
			}
			add_character_flag = liberty_faction
		}
		else_if = {
			limit = {
				scope:coup_leader = {
					is_leading_faction_type = independence_faction
				}
			}
			add_character_flag = independence_faction
		}
		if = {
			limit = {
				scope:coup_leader = {
					is_leading_faction_type = claimant_faction
				}
			}
			add_character_flag = claimant_faction
		}
		#if = {
		#	limit = {
		#		scope:coup_leader = {
		#			is_leading_faction_type = populist_faction
		#		}
		#	}
		#	add_character_flag = populist_faction
		#}
		### Find some characters who might get attacked
		if = {
			limit = {
				exists = root.primary_spouse
				root.primary_spouse = {
					NOT = {
						is_in_list = coup_faction_list
					}
				}
			}
			root.primary_spouse = { add_to_list = character_kill_list }
		}
		if = {
			limit = {
				any_councillor = {
					exists = yes
					NOR = {
						has_council_position = councillor_marshal
						primary_spouse = this
						is_in_list = coup_faction_list
					}
				}
			}
			random_councillor = {
				limit = {
					NOR = { 
						has_council_position = councillor_marshal
						primary_spouse = this
						is_in_list = coup_faction_list
					}
				}
				add_to_list = character_kill_list
			}
		}
		if = {
			limit = {
				exists = root.primary_heir
				root.primary_heir = {
					NOT = {
						is_in_list = coup_faction_list
					}
				}
			}
			root.primary_heir = { add_to_list = character_kill_list }
		}

		if = {
			limit = {
				exists = root.father
				root.father = { 
					is_courtier_of = root 
					NOT = { is_in_list = coup_faction_list }
				}
			}
			root.father = { add_to_list = character_kill_list }
		}
		if = {
			limit = {
				exists = root.mother
				root.mother = { 
					is_courtier_of = root 
					NOT = { is_in_list = coup_faction_list } 
				}
			}
			root.mother = { add_to_list = character_kill_list }	
		}
		if = {
			limit = {
				any_powerful_vassal = {
					is_councillor = no
					exists = yes
					NOT = { is_in_list = coup_faction_list }
				}
			}
			random_vassal = {
				limit = {
					is_councillor = no
					NOT = { is_in_list = coup_faction_list }
					is_powerful_vassal = yes
				}
				add_to_list = character_kill_list
			}
		}
		random_vassal = {
			limit = { NOT = { is_in_list = coup_faction_list } }
			add_to_list = character_kill_list
		}
		random_vassal = {
			limit = {
				NOR = {
					is_in_list = coup_faction_list
					is_in_list = character_kill_list
				}
			}
			add_to_list = character_kill_list
		}
		random_vassal = {
			limit = { 
				NOR = {
					is_in_list = coup_faction_list
					is_in_list = character_kill_list
				}
			}
			add_to_list = character_kill_list
		}
		#attacking more important characters first
		random_in_list = {
			list = character_kill_list
			weight = {
				base = 1
				modifier  = {
					factor = 20
					exists = root.primary_spouse
					any_relation = {
						type = lover
						this = root.primary_spouse
					}
				}
				modifier  = {
					factor = 20
					exists = root.primary_spouse
					any_relation = {
						type = soulmate
						this = root.primary_spouse
					}
				}
				modifier = {
					factor = 20
					is_powerful_vassal = yes
				}
				modifier = {
					factor = 10
					is_close_family_of = root
				}
				modifier = {
					opinion = {
						target = root
						value > medium_positive_opinion
					}
					factor = 5
				}
			}
			save_scope_as = first_character_kill
		}
		random_in_list = {
			limit = {
				NOT = {
					scope:first_character_kill = this
				}
			}
			weight = {
				base = 1
				modifier  = {
					factor = 20
					exists = root.primary_spouse
					has_relation_lover = root.primary_spouse
				}
				modifier  = {
					factor = 20
					exists = root.primary_spouse
					has_relation_soulmate = root.primary_spouse
				}
				modifier = {
					factor = 20
					is_powerful_vassal = yes
				}
				modifier = {
					factor = 10
					is_close_family_of = root
				}
				modifier = {
					opinion = {
						target = root
						value > medium_positive_opinion
					}
					factor = 5
				}
			}			
			list = character_kill_list
			save_scope_as = second_character_kill
		}
		random_in_list = {
			limit = {
				NOR = {
					scope:first_character_kill = this
					scope:second_character_kill = this
				}
			}
			weight = {
				base = 1
				modifier  = {
					factor = 20
					exists = root.primary_spouse
					has_relation_lover = root.primary_spouse
				}
				modifier  = {
					factor = 20
					exists = root.primary_spouse
					has_relation_soulmate = root.primary_spouse
				}
				modifier = {
					factor = 20
					is_powerful_vassal = yes
				}
				modifier = {
					factor = 10
					is_close_family_of = root
				}
				modifier = {
					opinion = {
						target = root
						value > medium_positive_opinion
					}
					factor = 5
				}
			}			
			list = character_kill_list
			save_scope_as = third_character_kill
		}
		## Determine how wounded the characters become
		if = {
			limit = { var:coup_success = 0 }
			add_character_flag = kills_one_person
			scope:first_character_kill = {
				attack_random_outcome_effect = yes
			}
		}
		else_if = {
			limit = {
				var:coup_success = 1
			}
			add_character_flag = kills_two_people
			scope:first_character_kill = {
				attack_random_outcome_effect = yes
			}
			scope:second_character_kill = {
				attack_random_outcome_effect = yes
			}
		}
		else_if = {
			limit = {
				var:coup_success > 1
			}
			add_character_flag = kills_three_people
			scope:first_character_kill = {
				attack_random_outcome_effect = yes
			}
			scope:second_character_kill = {
				attack_random_outcome_effect = yes
			}
			scope:third_character_kill = {
				attack_random_outcome_effect = yes
			}
		}
		else = {
			add_character_flag = kills_no_people
		}
		if = {
			limit = { NOT = { has_character_flag = kills_no_people } }
			random_list = {
				5 = {
					compare_modifier = {
						value = var:coup_success
						multiplier = 0.5
					}
					add_character_flag = coup_ruler_strike
					add_character_flag = coup_ruler_death
				}
				40 = {
					increase_wounds_effect = { REASON = assassination }
					add_character_flag = coup_ruler_strike
					add_opinion = {
						target = scope:coup_leader
						modifier = attempted_murder_me_crime
					}
				}
				20 = {
					add_trait = disfigured
					add_character_flag = coup_ruler_strike
					add_opinion = {
						target = scope:coup_leader
						modifier = attempted_murder_me_crime
					}
				}
			}
		}
	}

	option = { #imprison them
		name = yearly.7005.a
		trigger = {
			NOT = { has_character_flag = coup_ruler_death }
		}
		rightfully_imprison_character_effect = {
			TARGET = scope:coup_leader
			IMPRISONER = root
		}
		stress_impact = {
			just = medium_stress_loss
			arbitrary = medium_stress_gain
		}
	}

	option = { #let them slit their own throat
		name = yearly.7005.b
		trigger = {
			NOT = { has_character_flag = coup_ruler_death }
		}
		scope:coup_leader = {
			death = {
				death_reason = death_refused_to_be_imprisoned
			}
		}
		stress_impact = {
			arbitrary = medium_stress_loss
		}
	}
	
	option = { #torture and imprison them
		name = yearly.7005.c
		custom_tooltip = yearly.7005.c.tt
		trigger = {
			NOT = { has_character_flag = coup_ruler_death }
		}
		rightfully_imprison_character_effect = {
			TARGET = scope:coup_leader
			IMPRISONER = root
		}
		scope:coup_leader = {
			add_trait = wounded_3
		}
		stress_impact = {
			just = major_stress_gain
			callous = medium_stress_loss
			sadistic = medium_stress_loss
		}
	}
	option = { #guess I'll die
		name = {
			trigger = {
				OR = {
					has_trait = theologian
					has_trait = zealous
				}
			}
			text = yearly.7005.devout.e
		}
		name = yearly.7005.e
		trigger = {
			has_character_flag = coup_ruler_death
		}
	}
	after = {
		if = {
			limit = {
				has_character_flag = coup_ruler_death
			}
			death = {
				death_reason = death_assassination
				killer = scope:coup_leader
			}
			scope:coup_leader = {
				add_trait = murderer
				death = {
					death_reason = death_while_couping
				}
			}
		}
		else = {
			remove_character_flag = ruler_lost_duel
			remove_character_flag = ruler_won_duel
			remove_character_flag = ignored_guard_patrols
			remove_character_flag = heavily_increased_guard_patrols
			remove_character_flag = increased_guard_patrols
			remove_character_flag = liberty_faction
			remove_character_flag = independence_faction
			remove_character_flag = claimant_faction
			#remove_character_flag = populist_faction
			remove_character_flag = kills_one_person
			remove_character_flag = kills_two_people
			remove_character_flag = kills_three_people
			remove_character_flag = kills_no_people
			remove_character_flag = coup_ruler_death
		}
	}
}


#AGOT Disabled
#Participate in a football game
#by Nick Meredith

# Set up event
# yearly.7010 = {
# 	type = character_event
# 	title = yearly.7010.t
# 	desc = yearly.7010.desc
# 	theme = recovery
# 	override_background = { reference = farmland }
# 	left_portrait = {
# 		character = root
# 		animation = idle
# 	}

# 	trigger = {
# 		is_landed = yes
# 		is_available_at_peace_adult = yes
# 		capital_province = {
# 			geographical_region = world_europe
# 		}
# 	}

# 	# Display interest
# 	option = {
# 		name = yearly.7010.a

# 		custom_tooltip = yearly.7010.tt.yes

# 		trigger_event = {
# 			id = yearly.7011
# 			days = { 1 3 }
# 		}
# 	}

# 	# Stay out of it
# 	option = {
# 		name = yearly.7010.b
# 	}
# }


# # Valet explains game
# yearly.7011 = {
# 	type = character_event
# 	title = yearly.7011.t
# 	desc = yearly.7011.desc
# 	theme = battle
# 	override_background = { reference = farmland }
# 	left_portrait = {
# 		character = root
# 		animation = personality_bold
# 	}

# 	immediate = {
# 		random_dummy_gender_soldier_effect = { 
# 			SCOPE_NAME = dummy_gender
# 		}
# 	}

# 	# I'm in!
# 	option = {
# 		name = yearly.7011.a

# 		add_internal_flag = dangerous

# 		custom_tooltip = yearly.7011.tt

# 		stress_impact = {
# 			athletic = minor_stress_impact_loss
# 			lazy = miniscule_stress_impact_gain
# 		}

# 		hidden_effect = {
# 			random_list = {
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7012
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7013
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7014
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7015
# 						days = { 1 3 }
# 					}
# 				}
# 			}
# 		}
# 	}


# 	# Typical commoner pastime, leave them to it
# 	option = {
# 		name = yearly.7011.b

# 		stress_impact = {
# 			athletic = minor_stress_impact_gain
# 			lazy = miniscule_stress_impact_loss
# 			craven = miniscule_stress_impact_loss
# 		}
# 	}
# }

# # Pre-game: Literal Under Armour
# yearly.7012 = {
# 	type = character_event
# 	title = yearly.7012.t
# 	desc = yearly.7012.desc
# 	theme = recovery
# 	override_background = { reference = market }
# 	left_portrait = {
# 		character = root
# 		animation = personality_cynical
# 	}

# 	# I'll buy it off you!
# 	option = {
# 		name = yearly.7012.a

# 		remove_short_term_gold = minor_gold_value

# 		stress_impact = {
# 			craven = miniscule_stress_impact_loss
# 			brave = minor_stress_impact_gain
# 		}

# 		trigger_event = {
# 			id = yearly.7020
# 			days = { 1 3 }
# 		}
# 	}

# 	# Give it up, old man
# 	option = {
# 		name = yearly.7012.b

# 		stress_impact = {
# 			ambitious = miniscule_stress_impact_gain
# 			craven = minor_stress_impact_gain
# 			deceitful = minor_stress_impact_gain
# 		}

# 		trigger_event = {
# 			id = yearly.7020
# 			days = { 1 3 }
# 		}
# 	}
# }


# # Pre-game: Wealthy merchant buys your best player
# yearly.7013 = {
# 	type = character_event
# 	title = yearly.7013.t
# 	desc = yearly.7013.desc
# 	theme = battle
# 	override_background = { reference = market }
# 	left_portrait = {
# 		character = root
# 		animation = disapproval
# 	}

# 	# Whatever he's paid you, I'll double it!
# 	option = {
# 		name = yearly.7013.a

# 		remove_short_term_gold = minor_gold_value
# 		custom_tooltip = yearly.7010.tt.win

# 		add_character_flag = retained_star

# 		stress_impact = {
# 			greedy = major_stress_impact_gain
# 		}

# 		trigger_event = {
# 			id = yearly.7020
# 			days = { 1 3 }
# 		}
# 	}

# 	# How dare he!
# 	option = {
# 		name = yearly.7013.b

# 		custom_tooltip = yearly.7010.tt.lose

# 		add_character_flag = lost_star

# 		trigger_event = {
# 			id = yearly.7020
# 			days = { 1 3 }
# 		}
# 	}

# 	# I reckon I can compensate...
# 	option = {
# 		name = yearly.7013.c

# 		trigger = {
# 			OR = {
# 				has_trait = physique_good_1
# 				has_trait = physique_good_2
# 				has_trait = physique_good_3
# 				has_trait = strong
# 				has_trait = giant
# 			}
# 		}

# 		add_prestige = minor_prestige_value

# 		add_character_flag = became_star

# 		stress_impact = {
# 			craven = minor_stress_impact_gain
# 			shy = minor_stress_impact_gain
# 		}

# 		trigger_event = {
# 			id = yearly.7020
# 			days = { 1 3 }
# 		}
# 	}
# }

# # Pre-game: Messing with pies
# yearly.7014 = {
# 	type = character_event
# 	title = yearly.7014.t

# 	desc = {
# 		# kick over cart vs poison pies

# 		first_valid = {

# 			triggered_desc = { # poison the pies
# 				trigger = {
# 					has_trait = lifestyle_herbalist
# 				}
# 				desc = yearly.7014.desc.1
# 			}
# 			desc = yearly.7014.desc # kick over the cart
# 		}
# 	}

# 	theme = battle
# 	override_background = { reference = market }
# 	left_portrait = {
# 		character = root
# 		animation = scheme
# 	}

# 	# Herbalist option - poison the pies
# 	option = {
# 		name = yearly.7014.a

# 		trigger = {
# 			has_trait = lifestyle_herbalist
# 		}

# 		stress_impact = {
# 			deceitful = miniscule_stress_impact_loss
# 		}

# 		add_character_flag = poisoned_pies

# 		custom_tooltip = yearly.7014.hemlock
# 		custom_tooltip = yearly.7010.tt.win

# 		trigger_event = {
# 			id = yearly.7020
# 			days = { 1 3 }
# 		}
# 	}

# 	# Overturn the cart
# 	option = {
# 		name = yearly.7014.b

# 		trigger = {
# 			NOT = {
# 				has_trait = lifestyle_herbalist
# 			}
# 		}

# 		custom_tooltip = yearly.7010.tt.win

# 		add_character_flag = yeeted_cart

# 		stress_impact = {
# 			gluttonous = minor_stress_impact_gain
# 		}

# 		trigger_event = {
# 			id = yearly.7020
# 			days = { 1 3 }
# 		}
# 	}

# 	# Even I'm not that evil
# 	option = {
# 		name = yearly.7014.c

# 		add_character_flag = left_cart

# 		trigger_event = {
# 			id = yearly.7020
# 			days = { 1 3 }
# 		}
# 	}
# }

# # Pre-game: Performance-Enhancing Draughts
# yearly.7015 = {
# 	type = character_event
# 	title = yearly.7015.t
# 	desc = yearly.7015.desc
# 	theme = battle
# 	override_background = { reference = market }
# 	left_portrait = {
# 		character = root
# 		animation = shock
# 	}

# 	immediate = {
# 		random_dummy_gender_effect = yes
# 	}

# 	# How much do you want for the drugs?
# 	option = {
# 		name = yearly.7015.a

# 		remove_short_term_gold = minor_gold_value

# 		add_character_modifier = {
# 			modifier = performance_enhancers_modifier
# 			months = 1
# 		}

# 		stress_impact = {
# 			greedy = minor_stress_impact_gain
# 			honest = major_stress_impact_gain
# 			just = minor_stress_impact_gain
# 		}

# 		add_character_flag = took_peds
# 	}

# 	# You should be ashamed!
# 	option = {
# 		name = yearly.7015.b

# 		add_character_flag = left_peds
# 	}

# 	after = {
# 		trigger_event = {
# 			id = yearly.7020
# 			days = { 1 3 }
# 		}
# 	}
# }

# # Game starts!
# yearly.7020 = {
# 	type = character_event
# 	title = yearly.7020.t
# 	desc = yearly.7020.desc
# 	theme = battle
# 	override_background = { reference = market }
# 	left_portrait = {
# 		character = root
# 		animation = personality_bold
# 	}

# 	option = {
# 		name = yearly.7020.a

# 		stress_impact = {
# 			craven = minor_stress_impact_gain
# 		}

# 		hidden_effect = {
# 			random_list = {
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7021
# 						days = { 1 3 }
# 						}
# 					}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7022
# 						days = { 1 3 }
# 						}
# 					}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7023
# 						days = { 1 3 }
# 						}
# 					}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7024
# 						days = { 1 3 }
# 					}
# 				}
# 			}
# 		}
# 	}

# 	# BERSERKER SMASH
# 	option = {
# 		name = yearly.7020.b

# 		trigger = {
# 			has_trait = berserker
# 		}

# 		stress_impact = {
# 			base = miniscule_stress_impact_loss
# 		}

# 		add_character_flag = berserker_start

# 		hidden_effect = {
# 			random_list = {
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7021
# 						days = { 1 3 }
# 						}
# 					}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7022
# 						days = { 1 3 }
# 						}
# 					}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7023
# 						days = { 1 3 }
# 						}
# 					}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7024
# 						days = { 1 3 }
# 					}
# 				}
# 			}
# 		}
# 	}
# }

# # First half: A villager comes at you with a rock!
# yearly.7021 = {
# 	type = character_event
# 	title = yearly.7021.t
# 	desc = yearly.7021.desc
# 	theme = battle
# 	left_portrait = {
# 		character = root
# 		animation = anger
# 	}

# 	# Hey, that's illegal!
# 	option = {
# 		name = yearly.7021.a

# 		add_internal_flag = dangerous

# 		random_list = {
# 			80 = {

# 			send_interface_toast = {
# 				title = yearly.7021.a.tt.lose
# 				left_icon = root
# 				add_prestige = minor_prestige_loss
# 				increase_wounds_effect = { REASON = fight }
# 				}

# 			add_character_flag = hit_with_rock

# 			}
			
# 			20 = {

# 			modifier = {
# 				add = 20
# 				prowess > 5
# 			}

# 			modifier = {
# 				add = 30
# 				prowess > 10
# 			}

# 			modifier = {
# 				add = 40
# 				prowess > 15
# 			}

# 			modifier = {
# 				add = 50
# 				prowess > 20
# 			}

# 			add_character_flag = stole_rock

# 			send_interface_toast = {
# 				title = yearly.7021.a.tt.win
# 				left_icon = root
# 				add_prestige = minor_prestige_gain
# 				}
# 			}
# 		}

# 		hidden_effect = {
# 			random_list = {
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7030
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7031
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7032
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7033
# 						days = { 1 3 }
# 					}
# 				}
# 			}
# 		}
# 	}

# 	# BERSERKER SMASH
# 	option = {
# 		name = yearly.7021.b

# 		trigger = {
# 			has_trait = berserker
# 		}

# 		trait = berserker

# 		add_character_flag = stole_rock

# 		send_interface_toast = {
# 			title = yearly.7021.a.tt.win
# 			left_icon = root
# 			add_prestige = minor_prestige_gain
# 			}

# 		hidden_effect = {
# 			random_list = {
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7030
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7031
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7032
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7033
# 						days = { 1 3 }
# 					}
# 				}
# 			}
# 		}
# 	}

# 	# Run away!
# 	option = {
# 		name = yearly.7021.c

# 		stress_impact = {
# 			craven = miniscule_stress_impact_loss
# 			brave = minor_stress_impact_gain
# 		}

# 		add_character_flag = hit_with_rock

# 		hidden_effect = {
# 			random_list = {
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7030
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7031
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7032
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7033
# 						days = { 1 3 }
# 					}
# 				}
# 			}
# 		}
# 	}
# }

# # First half: Player is getting seduced by a winsome lad/lass
# yearly.7022 = {
# 	type = character_event
# 	title = yearly.7022.t
# 	desc = yearly.7022.desc
# 	theme = battle
# 	left_portrait = {
# 		character = root
# 		animation = flirtation
# 	}

# 	immediate = {
# 		romance_target_gender_effect = { 
# 			SCOPE_NAME = dummy_gender }
# 		save_scope_as = same_gender
# 		}

# 	# Yoink!
# 	option = {
# 		name = yearly.7022.a

# 		stress_impact = {
# 			honest = minor_stress_impact_gain
# 			compassionate = medium_stress_impact_gain
# 			chaste = minor_stress_impact_gain
# 		}

# 		add_character_flag = stole_ball

# 		hidden_effect = {
# 			random_list = {
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7030
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7031
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7032
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7033
# 						days = { 1 3 }
# 					}
# 				}
# 			}
# 		}
# 	}

# 	# Ah, young love!
# 	option = {
# 		name = yearly.7022.b

# 		custom_tooltip = yearly.7010.tt.lose

# 		add_prestige = minor_prestige_value

# 		stress_impact = {
# 			chaste = miniscule_stress_impact_gain
# 			deceitful = miniscule_stress_impact_gain
# 		}

# 		add_character_flag = winsome_stranger

# 		hidden_effect = {
# 			random_list = {
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7030
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7031
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7032
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7033
# 						days = { 1 3 }
# 					}
# 				}
# 			}
# 		}
# 	}

# 	# Seduce them yourself
# 	option = {
# 		name = yearly.7022.c

# 		trigger = {
# 			OR = {
# 				has_trait = lustful
# 				has_trait = seducer
# 			}
# 		}

# 		trait = lustful
# 		trait = seducer

# 		add_character_flag = winsome_stranger

# 		stress_impact = {
# 			base = minor_stress_impact_loss
# 			rakish = miniscule_stress_impact_loss
# 		}

# 		hidden_effect = {
# 			random_list = {
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7030
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7031
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7032
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7033
# 						days = { 1 3 }
# 					}
# 				}
# 			}
# 		}
# 	}
# }

# # First half: Punching a priest
# yearly.7023 = {
# 	type = character_event
# 	title = yearly.7023.t
# 	desc = yearly.7023.desc
# 	theme = battle
# 	left_portrait = {
# 		character = root
# 		animation = stress
# 	}

# 	immediate = {
# 		random_dummy_gender_clergy_effect = yes
# 	}

# 	# Punch the priest in the face
# 	option = {
# 		name = yearly.7023.a

# 		add_piety = minor_piety_loss

# 		stress_impact = {
# 			base = miniscule_stress_impact_gain
# 			zealous = major_stress_impact_gain
# 			cynical = miniscule_stress_impact_loss
# 		}

# 		add_character_flag = punched_priest

# 		hidden_effect = {
# 			random_list = {
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7030
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7031
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7032
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7033
# 						days = { 1 3 }
# 					}
# 				}
# 			}
# 		}
# 	}

# 	# leave him be
# 	option = {
# 		name = yearly.7023.b

# 		stress_impact = {
# 			cynical = minor_stress_impact_gain
# 			callous = minor_stress_impact_gain
# 		}

# 		add_piety = miniscule_piety_gain

# 		add_character_flag = let_priest_go

# 		hidden_effect = {
# 				random_list = {
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7030
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7031
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7032
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7033
# 						days = { 1 3 }
# 					}
# 				}
# 			}
# 		}
# 	}
# }

# # First half: Damaging a local building
# yearly.7024 = {
# 	type = character_event
# 	title = yearly.7024.t
# 	desc = yearly.7024.desc
# 	theme = battle
# 	left_portrait = {
# 		character = root
# 		animation = shock
# 	}

# 	immediate = {
# 		random_held_title = {
# 			limit = {
# 				tier = tier_county
# 			}
# 		save_scope_as = damaged_building
# 		}
# 	}

# 	# I'll pay for the refurbishments
# 	option = {
# 		name = yearly.7024.a

# 		remove_short_term_gold = medium_gold_value

# 		stress_impact = {
# 			greedy = miniscule_stress_impact_gain
# 		}

# 		hidden_effect = {
# 			random_list = {
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7030
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7031
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7032
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7033
# 						days = { 1 3 }
# 					}
# 				}
# 			}
# 		}
# 	}

# 	# I won't pay for the refurbishments!
# 	option = {
# 		name = yearly.7024.b

# 		scope:damaged_building = {
# 			change_county_control = minor_county_control_loss
# 		}

# 		stress_impact = {
# 			generous = miniscule_stress_impact_gain
# 		}

# 		hidden_effect = {
# 			random_list = {
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7030
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7031
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7032
# 						days = { 1 3 }
# 					}
# 				}
# 				1 = {
# 					trigger_event = {
# 						id = yearly.7033
# 						days = { 1 3 }
# 					}
# 				}
# 			}
# 		}
# 	}
# }

# # Second half: Diving scum
# yearly.7030 = {
# 	type = character_event
# 	title = yearly.7030.t
# 	desc = yearly.7030.desc
# 	theme = battle
# 	left_portrait = {
# 		character = root
# 		animation = disbelief
# 	}

# 	# wtf ref!
# 	option = {
# 		name = yearly.7030.a

# 		stress_impact = {
# 			trusting = massive_stress_impact_gain
# 		}

# 		add_character_flag = let_cheater_go

# 		trigger_event = {
# 			id = yearly.7040
# 			days = { 1 3 }
# 		}
# 	}

# 	# Get him!
# 	option = {
# 		name = yearly.7030.b

# 		stress_impact = {
# 			paranoid = miniscule_stress_impact_gain
# 			vengeful = miniscule_stress_impact_gain
# 			trusting = massive_stress_impact_gain
# 		}

# 		random_list = {
# 			60 = {

# 				custom_tooltip = yearly.7030.b.win

# 				add_character_flag = caught_cheater

# 				send_interface_toast = {
# 					title = yearly.7030.b.win
# 					left_icon = root
# 					add_prestige = miniscule_prestige_gain
# 					}

# 				modifier = {
# 					add = 20
# 					prowess > 5
# 				}

# 				modifier = {
# 					add = 30
# 					prowess > 10
# 				}

# 				modifier = {
# 					add = 40
# 					prowess > 15
# 				}

# 				modifier = {
# 					add = 50
# 					prowess > 20
# 				}

# 				trigger_event = {
# 					id = yearly.7040
# 					days = { 1 3 }
# 				}
# 			}
			
		
# 			40 = {

# 				add_character_flag = let_cheater_go

# 				custom_tooltip = yearly.7030.b.lose

# 				send_interface_toast = {
# 					title = yearly.7030.b.lose
# 					left_icon = root
# 					add_prestige = miniscule_prestige_loss
# 				}

# 				trigger_event = {
# 					id = yearly.7040
# 					days = { 1 3 }
# 				}
# 			}
# 		}
# 	}


# 	# Damn you're gullible
# 	option = {
# 		name = yearly.7030.c

# 		trigger = {
# 			has_trait = trusting
# 			}

# 		trait = trusting

# 		add_character_flag = let_cheater_go

# 		stress_impact = {
# 			trusting = minor_stress_impact_loss
# 		}

# 		trigger_event = {
# 			id = yearly.7040
# 			days = { 1 3 }
# 		}
# 	}
# }

# # Second half: Bladed boots
# yearly.7031 = {
# 	type = character_event
# 	title = yearly.7031.t
# 	desc = yearly.7031.desc
# 	theme = battle
# 	left_portrait = {
# 		character = root
# 		animation = shock
# 	}

# 	# Get the shoes off him!
# 	option = {
# 		name = yearly.7031.a

# 		add_internal_flag = dangerous

# 		random_list = {
# 			50 = {

# 			add_character_flag = stole_shoes

# 			send_interface_toast = {
# 				title = yearly.7031.a.win
# 				left_icon = root
# 				}

# 			custom_tooltip = yearly.7031.a.win

# 			modifier = {
# 				add = 20
# 				prowess > 5
# 			}

# 			modifier = {
# 				add = 30
# 				prowess > 10
# 			}

# 			modifier = {
# 				add = 40
# 				prowess > 15
# 			}

# 			modifier = {
# 				add = 50
# 				prowess > 20
# 			}
# 		}
			
# 			50 = {

# 			add_character_flag = kicked_by_blades

# 			send_interface_toast = {
# 				title = yearly.7031.a.lose
# 				left_icon = root
# 				add_prestige = minor_prestige_loss
# 				increase_wounds_effect = { REASON = fight }
# 				}
# 			}
# 		}

# 		trigger_event = {
# 			id = yearly.7040
# 			days = { 1 3 }
# 		}
# 	}

# 	# Stay away from him
# 	option = {
# 		name = yearly.7031.b

# 		add_character_flag = kicked_by_blades

# 		trigger_event = {
# 			id = yearly.7040
# 			days = { 1 3 }
# 		}
# 	}

# 	# What a great idea...
# 	option = {
# 		name = yearly.7031.c

# 		trigger = {
# 			has_trait = sadistic
# 		}

# 		trait = sadistic

# 		add_dread = minor_dread_gain

# 		add_character_flag = kicked_by_blades

# 		stress_impact = {
# 			sadistic = miniscule_stress_impact_loss
# 		}

# 		trigger_event = {
# 			id = yearly.7040
# 			days = { 1 3 }
# 		}
# 	}
# }

# # Second half: Drinks break
# yearly.7032 = {
# 	type = character_event
# 	title = yearly.7032.t
# 	desc = yearly.7032.desc
# 	theme = battle
# 	left_portrait = {
# 		character = root
# 		animation = happiness
# 	}

# 	# Water please
# 	option = {
# 		name = yearly.7032.a

# 		add_character_flag = water_refreshments

# 		remove_short_term_gold = minor_gold_value

# 		trigger_event = {
# 			id = yearly.7040
# 			days = { 1 3 }
# 		}
# 	}

# 	# Beer please
# 	option = {
# 		name = yearly.7032.b

# 		trigger = {
# 			root = {
# 				drinks_alcohol_trigger = yes
# 			}
# 		}

# 		remove_short_term_gold = minor_gold_value

# 		add_character_flag = alcoholic_refreshments

# 		stress_impact = {
# 			gluttonous = miniscule_stress_impact_loss
# 			temperate = major_stress_impact_gain
# 		}

# 		trigger_event = {
# 			id = yearly.7040
# 			days = { 1 3 }
# 		}
# 	}

# 	# Bring me wine!
# 	option = {
# 		name = yearly.7032.c

# 		trigger = {
# 			root = {
# 				drinks_alcohol_trigger = yes
# 			}
# 			has_trait = lifestyle_reveler
# 		}

# 		add_character_flag = alcoholic_refreshments

# 		remove_short_term_gold = medium_gold_value

# 		trait = lifestyle_reveler

# 		stress_impact = {
# 			lifestyle_reveler = minor_stress_impact_loss
# 		}

# 		trigger_event = {
# 			id = yearly.7040
# 			days = { 1 3 }
# 		}
# 	}

# 	# I'd love a hashish cake...
# 	option = {
# 		name = yearly.7032.d

# 		trigger = {
# 			root = {
# 				drinks_alcohol_trigger = no
# 				OR = {
# 					has_trait = hashishiyah
# 					can_be_hashishiyah = yes
# 				}
# 			}
# 		}

# 		add_character_flag = alcoholic_refreshments

# 		remove_short_term_gold = medium_gold_value

# 		add_stress = minor_stress_loss

# 		trigger_event = {
# 			id = yearly.7040
# 			days = { 1 3 }
# 		}
# 	}
# }

# # Second half: Bowyer and dyer fight
# yearly.7033 = {
# 	type = character_event
# 	title = yearly.7033.t
# 	desc = yearly.7033.desc
# 	theme = battle
# 	left_portrait = {
# 		character = root
# 		animation = rage
# 	}

# 	# Break it up!
# 	option = {
# 		name = yearly.7033.a

# 		add_internal_flag = dangerous

# 		random_list = {
# 			50 = {

# 				add_character_flag = broke_up_fight

# 				custom_tooltip = yearly.7021.c.tt.escape

# 				send_interface_toast = {
# 					title = yearly.7033.a.win
# 					left_icon = root
# 				}

# 				modifier = {
# 					add = 20
# 					prowess > 5
# 				}

# 				modifier = {
# 					add = 30
# 					prowess > 10
# 				}

# 				modifier = {
# 					add = 40
# 					prowess > 15
# 				}

# 				modifier = {
# 					add = 50
# 					prowess > 20
# 				}
# 			}

# 			50 = {

# 				add_character_flag = escalated_fight

# 				send_interface_toast = {
# 					title = yearly.7033.a.lose
# 					left_icon = root
# 					add_prestige = minor_prestige_loss
# 					increase_wounds_effect = { REASON = fight }
# 				}
# 			}
# 		}

# 		trigger_event = {
# 			id = yearly.7040
# 			days = { 1 3 }
# 		}
# 	}

# 	# Leave them to it
# 	option = {
# 		name = yearly.7033.b

# 		custom_tooltip = yearly.7010.tt.lose

# 		add_character_flag = escalated_fight

# 		trigger_event = {
# 			id = yearly.7040
# 			days = { 1 3 }
# 		}
# 	}
# }

# # Match resolution holding event
# yearly.7040 = {
# 	type = character_event
# 	title = yearly.7040.t
# 	desc = yearly.7040.desc
# 	theme = battle
# 	left_portrait = {
# 		character = root
# 		animation = pain
# 	}

# 	# Victory decider
# 	option = {
# 		name = yearly.7040.a

# 		hidden_effect = {
# 			change_current_weight = -2
# 			random_list = {	# Big Victory - has more than 3 positive flags
# 				10 = {
# 					trigger_event = {
# 						id = yearly.7041
# 						days = { 1 3 }
# 					}
# 					modifier = {
# 						add = 100
# 						calc_true_if = {
# 							amount = 3
# 							has_character_flag = retained_star
# 							has_character_flag = became_star
# 							has_character_flag = poisoned_pies
# 							has_character_flag = yeeted_cart
# 							has_character_flag = took_peds
# 							has_character_flag = berserker_start
# 							has_character_flag = stole_rock
# 							has_character_flag = stole_ball
# 							has_character_flag = punched_priest
# 							has_character_flag = caught_cheater
# 							has_character_flag = stole_shoes
# 							has_character_flag = water_refreshments
# 							has_character_flag = broke_up_fight
# 						}
# 					}
# 				}
# 				10 = { 	# Victory - has between 1 and 3 positive flags
# 					trigger_event = {
# 						id = yearly.7042
# 						days = { 1 3 }
# 					}
# 					modifier = {
# 						add = 100
# 						calc_true_if = {
# 							amount = 2
# 							has_character_flag = retained_star
# 							has_character_flag = became_star
# 							has_character_flag = poisoned_pies
# 							has_character_flag = yeeted_cart
# 							has_character_flag = took_peds
# 							has_character_flag = berserker_start
# 							has_character_flag = stole_rock
# 							has_character_flag = stole_ball
# 							has_character_flag = punched_priest
# 							has_character_flag = caught_cheater
# 							has_character_flag = stole_shoes
# 							has_character_flag = water_refreshments
# 							has_character_flag = broke_up_fight
# 						}
# 					}
# 				}
# 				10 = {	# Draw - has 1 at most positive or negative flag
# 					trigger_event = {
# 						id = yearly.7043
# 						days = { 1 3 }
# 					}
# 					modifier = {
# 						add = 100
# 						calc_true_if = {
# 							amount = 1
# 							has_character_flag = retained_star
# 							has_character_flag = became_star
# 							has_character_flag = poisoned_pies
# 							has_character_flag = yeeted_cart
# 							has_character_flag = took_peds
# 							has_character_flag = berserker_start
# 							has_character_flag = stole_rock
# 							has_character_flag = stole_ball
# 							has_character_flag = punched_priest
# 							has_character_flag = caught_cheater
# 							has_character_flag = stole_shoes
# 							has_character_flag = water_refreshments
# 							has_character_flag = broke_up_fight
# 							has_character_flag = lost_star
# 							has_character_flag = left_cart
# 							has_character_flag = left_peds
# 							has_character_flag = hit_with_rock
# 							has_character_flag = winsome_stranger
# 							has_character_flag = let_priest_go
# 							has_character_flag = let_cheater_go
# 							has_character_flag = kicked_by_blades
# 							has_character_flag = alcoholic_refreshments
# 							has_character_flag = escalated_fight
# 						}
# 					}
# 				}
# 				10 = {	# Defeat - has between 1 and 3 negative flags
# 					trigger_event = {
# 						id = yearly.7044
# 						days = { 1 3 }
# 					}
# 					modifier = {
# 						add = 100
# 						calc_true_if = {
# 							amount = 2
# 							has_character_flag = lost_star
# 							has_character_flag = left_cart
# 							has_character_flag = left_peds
# 							has_character_flag = hit_with_rock
# 							has_character_flag = winsome_stranger
# 							has_character_flag = let_priest_go
# 							has_character_flag = let_cheater_go
# 							has_character_flag = kicked_by_blades
# 							has_character_flag = alcoholic_refreshments
# 							has_character_flag = escalated_fight
# 						}
# 					}
# 				}
# 				10 = {	# Big Defeat - has more than 3 negative flags
# 					trigger_event = {
# 						id = yearly.7045
# 						days = { 1 3 }
# 					}
# 					modifier = {
# 						add = 100
# 						calc_true_if = {
# 							amount = 3
# 							has_character_flag = lost_star
# 							has_character_flag = left_cart
# 							has_character_flag = left_peds
# 							has_character_flag = hit_with_rock
# 							has_character_flag = winsome_stranger
# 							has_character_flag = let_priest_go
# 							has_character_flag = let_cheater_go
# 							has_character_flag = kicked_by_blades
# 							has_character_flag = alcoholic_refreshments
# 							has_character_flag = escalated_fight
# 						}
# 					}
# 				}
# 			}
# 		}
# 	}

# 	after = {
# 		remove_character_flag = retained_star
# 		remove_character_flag = became_star
# 		remove_character_flag = poisoned_pies
# 		remove_character_flag = yeeted_cart
# 		remove_character_flag = took_peds
# 		remove_character_flag = berserker_start
# 		remove_character_flag = stole_rock
# 		remove_character_flag = stole_ball
# 		remove_character_flag = punched_priest
# 		remove_character_flag = caught_cheater
# 		remove_character_flag = stole_shoes
# 		remove_character_flag = water_refreshments
# 		remove_character_flag = broke_up_fight
# 		remove_character_flag = lost_star
# 		remove_character_flag = left_cart
# 		remove_character_flag = left_peds
# 		remove_character_flag = hit_with_rock
# 		remove_character_flag = winsome_stranger
# 		remove_character_flag = let_priest_go
# 		remove_character_flag = let_cheater_go
# 		remove_character_flag = kicked_by_blades
# 		remove_character_flag = alcoholic_refreshments
# 		remove_character_flag = escalated_fight
# 	}
# }

# yearly.7041 = {
# 	type = character_event
# 	title = yearly.7041.t
# 	desc = {
# 		desc = yearly.7041.desc
# 		desc = yearly.7041.desc.ending
# 	}
# 	theme = recovery
# 	override_background = { reference = market }
# 	left_portrait = {
# 		character = root
# 		animation = throne_room_cheer_2
# 	}

# 	# Have a celebratory drink
# 	option = {
# 		name = yearly.7041.a

# 		add_prestige = major_prestige_value
# 		add_character_modifier = {
# 			modifier = footballer_modifier
# 			years = 5
# 		}
# 	}

# 	# Commission a cup
# 	option = {
# 		name = yearly.7041.b
# 		trigger = { has_dlc_feature = royal_court }

# 		add_character_modifier = {
# 			modifier = footballer_modifier
# 			years = 5
# 		}

# 		save_scope_value_as = {
# 			name = quality
# 			value = 40
# 		}
# 		save_scope_value_as = {
# 			name = wealth
# 			value = 40
# 		}

# 		create_artifact = {
# 			name = football_cup
# 			description = football_cup_desc
# 			type = goblet
# 			visuals = goblet
# 			wealth = 40
# 			quality = 40
# 			modifier = artifact_monthly_prestige_1_modifier
# 			modifier = artifact_negate_prowess_penalty_add_1_modifier
# 		}
# 	}
# }

# yearly.7042 = {
# 	type = character_event
# 	title = yearly.7042.t
# 	desc = {
# 		desc = yearly.7042.desc
# 		desc = yearly.7041.desc.ending
# 	}
# 	theme = recovery
# 	override_background = { reference = market }
# 	left_portrait = {
# 		character = root
# 		animation = throne_room_cheer_2
# 	}

# 	# Have a celebratory drink
# 	option = {
# 		name = yearly.7042.a

# 		add_prestige = medium_prestige_value
# 		add_character_modifier = {
# 			modifier = footballer_modifier
# 			years = 2
# 		}
# 	}

# 	# Commission a cup
# 	option = {
# 		name = yearly.7042.b
# 		trigger = { has_dlc_feature = royal_court }

# 		add_character_modifier = {
# 			modifier = footballer_modifier
# 			years = 2
# 		}

# 		save_scope_value_as = {
# 			name = quality
# 			value = 40
# 		}
# 		save_scope_value_as = {
# 			name = wealth
# 			value = 40
# 		}

# 		create_artifact = {
# 			name = football_cup
# 			description = football_cup_desc
# 			type = goblet
# 			visuals = goblet
# 			wealth = 40
# 			quality = 40
# 			modifier = artifact_monthly_prestige_2_modifier
# 			modifier = artifact_negate_prowess_penalty_add_2_modifier
# 		}
# 	}
# }


# yearly.7043 = {
# 	type = character_event
# 	title = yearly.7043.t
# 	desc = {
# 		desc = yearly.7043.desc
# 		desc = yearly.7041.desc.ending
# 	}
# 	theme = recovery
# 	override_background = { reference = market }
# 	left_portrait = {
# 		character = root
# 		animation = war_over_tie
# 	}

# 	# Wander away listlessly
# 	option = {
# 		name = yearly.7043.a

# 		add_character_modifier = {
# 			modifier = footballer_health_modifier
# 			years = 1
# 		}
# 	}
# }

# yearly.7044 = {
# 	type = character_event
# 	title = yearly.7044.t
# 	desc = {
# 		desc = yearly.7044.desc
# 		desc = yearly.7041.desc.ending
# 	}
# 	theme = recovery
# 	override_background = { reference = market }
# 	left_portrait = {
# 		character = root
# 		animation = throne_room_applaud_1
# 	}

# 	# Be a gracious loser
# 	option = {
# 		name = yearly.7044.a

# 		stress_impact = {
# 			arrogant = major_stress_gain
# 			ambitious = minor_stress_gain
# 			gregarious = miniscule_stress_impact_loss
# 			humble = miniscule_stress_impact_loss
# 		}

# 		add_prestige = miniscule_prestige_value

# 		add_character_modifier = {
# 			modifier = footballer_health_modifier
# 			years = 1
# 		}
# 	}

# 	# Be a bad loser
# 	option = {
# 		name = yearly.7044.b

# 		stress_impact = {
# 			arrogant = minor_stress_loss
# 			ambitious = miniscule_stress_impact_loss
# 			gregarious = minor_stress_gain
# 			humble = minor_stress_gain
# 		}

# 		add_character_modifier = {
# 			modifier = footballer_health_modifier
# 			years = 2
# 		}
# 	}

# 	# Commission a participation trophy
# 	option = {
# 		name = yearly.7044.c

# 		trigger = {
# 			has_trait = arrogant
# 			has_dlc_feature = royal_court
# 		}

# 		trait = arrogant

# 		stress_impact = {
# 			arrogant = minor_stress_loss
# 		}

# 		save_scope_value_as = {
# 			name = quality
# 			value = 20
# 		}
# 		save_scope_value_as = {
# 			name = wealth
# 			value = 20
# 		}

# 		create_artifact = {
# 			name = participation_trophy
# 			description = participation_trophy_desc
# 			type = goblet
# 			visuals = goblet
# 			wealth = 20
# 			quality = 20
# 			modifier = artifact_stress_gain_1_modifier
# 			modifier = artifact_vassal_opinion_penalty_1_modifier
# 		}
# 	}
# }

# yearly.7045 = {
# 	type = character_event
# 	title = yearly.7045.t
# 	desc = {
# 		desc = yearly.7045.desc
# 		desc = yearly.7041.desc.ending
# 	}
# 	theme = recovery
# 	override_background = { reference = market }
# 	left_portrait = {
# 		character = root
# 		animation = loss_1
# 	}



# 	# Be a gracious loser
# 	option = {
# 		name = yearly.7045.a

# 		stress_impact = {
# 			arrogant = major_stress_gain
# 			ambitious = minor_stress_gain
# 			gregarious = miniscule_stress_impact_loss
# 			humble = miniscule_stress_impact_loss
# 		}

# 		add_prestige = miniscule_prestige_value

# 		add_character_modifier = {
# 			modifier = footballer_health_modifier
# 			years = 1
# 		}
# 	}

# 	# Be a bad loser
# 	option = {
# 		name = yearly.7045.b

# 		stress_impact = {
# 			arrogant = minor_stress_loss
# 			ambitious = miniscule_stress_impact_loss
# 			gregarious = minor_stress_gain
# 			humble = minor_stress_gain
# 		}

# 		add_character_modifier = {
# 			modifier = footballer_health_modifier
# 			years = 2
# 		}
# 	}

# 	# Commission a participation trophy
# 	option = {
# 		name = yearly.7045.c

# 		trigger = {
# 			has_trait = arrogant
# 			has_dlc_feature = royal_court
# 		}

# 		trait = arrogant

# 		stress_impact = {
# 			arrogant = minor_stress_loss
# 		}

# 		save_scope_value_as = {
# 			name = quality
# 			value = 20
# 		}
# 		save_scope_value_as = {
# 			name = wealth
# 			value = 20
# 		}

# 		create_artifact = {
# 			name = participation_trophy
# 			description = participation_trophy_desc
# 			type = goblet
# 			visuals = goblet
# 			wealth = 20
# 			quality = 20
# 			modifier = artifact_stress_gain_2_modifier
# 			modifier = artifact_vassal_opinion_penalty_1_modifier
# 		}
# 	}
# }

