﻿# character just about to die in root scope
# if a killer is known, it's set as scope:killer
#Triggered by code

on_death = {
	on_actions = { # Inheritance for unlanded players
	 unlanded_inheritance_on_action
	 rival_removal_on_action
	 heir_rtr_on_action
	}
}


unlanded_inheritance_on_action = {
 trigger = { is_ai = no is_ruler = no }
 effect = {
   save_scope_value_as = { name = inheritance_gold value = current_gold_value }	
        if = { limit = { num_of_relation_favorite_child < 1 }
		 random_child = {
	     limit = { is_alive = yes }
	     save_scope_as = heir_1
	     }
		 }
		 else = { random_child = { limit = { root = { has_relation_favorite_child = prev } } save_scope_as = heir_1 } }
		 if = { limit = { has_character_modifier = homestead_modifier } 
		 scope:heir_1 = { 
		 add_character_modifier = homestead_modifier
         add_character_flag = can_sell_produce}}
		 if = { limit = { has_character_modifier = house_modifier }
		 scope:heir_1 = { add_character_modifier = house_modifier }}
		 if = { limit = { has_character_modifier = farm_modifier }
		 scope:heir_1 = { 
		 add_character_modifier = farm_modifier 
		 add_character_flag = can_sell_produce }}
		 if = { limit = { has_character_modifier = shop_modifier }
		 scope:heir_1 = { add_character_modifier = shop_modifier }}
		 if = { limit = { has_character_modifier = hired_employee_modifier }
		 scope:heir_1 = { add_character_modifier = hired_employee_modifier }}
		 if = { limit = { has_character_modifier = workforce_modifier }
		 scope:heir_1 = { add_character_modifier = workforce_modifier }}
		 set_player_character = scope:heir_1
		 
		 scope:heir_1 = { add_gold = scope:inheritance_gold }
	}
}	
rival_removal_on_action = {
 trigger = { is_ai = no is_ruler = no has_trait = rtr_society_rank }
 effect = { remove_main_rivals_effect = yes }
}
heir_rtr_on_action = {
trigger = { exists = primary_heir is_ruler = yes }
effect = { 
 random_heir = { limit = { is_ai = no is_ruler = no } save_scope_as = heir }
        random_living_character = {
        save_scope_as = random
         }

        scope:heir = { set_player_character = scope:random }
		scope:random = { trigger_event = { on_action = heir_rtr_on_action_2 days = 1 } }
		
		}
}

heir_rtr_on_action_2 = { 
  effect = {set_player_character = scope:heir }
}