﻿society_rank_up_effect = {
	if = { # Gaining first level trait 
	 limit = { NOT = { has_trait = rtr_society_rank } }
	 add_trait = initiate
	} 
	else = {
		change_trait_rank = {
			trait = rtr_society_rank
			rank = 1
			max = 5
		}
		add_character_flag = recently_promoted
	}
	trigger_event = { on_action = bestowing_on_action days = 200 }
}

society_demote_effect = {
   change_trait_rank = {
			trait = rtr_society_rank
			rank = -1
			max = 5
		}
}		

return_to_court_effect = {
   return_to_court = yes
   set_knight_status = force
}

add_ranks_to_court_effect = {
    random_list = {
     1 = { add_trait = master }
	 9 = { add_trait = veteran }
	 30 = { add_trait = acolyte }
	 40 = { add_trait = novice }
	 20 = { add_trait = initiate }
	}
	if = { limit = { OR = { government_has_flag = government_is_mercenary government_has_flag = government_is_landless_adventurer } }
    add_trait = mercenary
	}
	if = { limit = { government_has_flag = government_is_holy_order } add_trait = order_member }
    set_knight_status = Forced
} 

start_mission_effect = {  
  random_list = {
	 100 = { 
	  modifier = { 
	   add = -99
	   has_character_flag = recent_letter_quest
	  }
	 trigger_event = rtr.0030
	 }
	 100 = {
	  modifier = { 
	   add = -99
	   has_character_flag = recent_advertise_quest
	  }
	 trigger_event = rtr.0036
	 }
	 100 = {
	  modifier = {
	   add = -99
	   has_character_flag = recent_intimidate_quest
	   }
	  trigger_event = rtr.0041
	 } 
	 100 = {
	  modifier = {
	   add = -99
	   has_character_flag = recent_hire_quest
	   }
	  trigger_event = rtr.0049
	 }
	 100 = {
	  modifier = {
	   add = -99
	   has_character_flag = recent_artifact_quest
	   }
	  trigger_event = rtr.0055 
	 }
	 100 = {
	  modifier = {
	   add = -99
	   has_character_flag = recent_ressuply_quest
	  }
	  
	  modifier = { 
	   add = -1000
	   exists_random_army_for_quest_trigger = no
	   }
	  trigger_event = rtr.0074 
      }
	  100 = {
	   trigger = { 
	   has_trait_rank = { trait = rtr_society_rank rank >= 3 } 
	   any_ruler = { has_variable = main_rival has_relation_nemesis = scope:actor }
	   }
	   modifier = {
	   add = -99
	   has_character_flag = recent_raid_quest
	  }
	  trigger_event = rtr.0095
	  }
	  100 = { # Contract
	   trigger = { has_trait_rank = { trait = rtr_society_rank rank >= 3 }
       any_ruler = { has_variable = main_rival has_relation_nemesis = scope:actor }
	   }
	   modifier = {
	   add = -99
	   has_character_flag = recent_estate_raid_quest
	   }
	   create_task_contract = { task_contract_type = mercenary_contract_0001 task_contract_tier = 1 location = liege.location task_contract_employer = liege }
	   pan_camera_to_province = liege.location
	  }
	  100 = {
	   trigger = { 
	   has_trait_rank = { trait = rtr_society_rank rank >= 4 } 
	   any_ruler = { has_variable = main_rival has_relation_nemesis = scope:actor }
	   }
	  trigger_event = rtr.0108
	  }
        	  
	}
}

remove_all_ranks_effect = {
   remove_trait = mercenary
   remove_trait = order_member
   remove_trait = devoted
   remove_trait = initiate
   remove_trait = novice
   remove_trait = acolyte 
   remove_trait = veteran 
   remove_trait = master 
   remove_trait = captain
   remove_variable = mercenary_exp
}   

remove_main_rivals_effect = {
 every_ruler = { limit = { has_relation_nemesis = root has_variable = main_rival } remove_relation_nemesis = root remove_variable = main_rival }
}