﻿namespace = rtr

rtr.0001 = { # Inspiration
    type = character_event 
    title = rtr_events.0001.t
	desc = rtr_events.0001.desc
	theme = stewardship
	
	left_portrait = {
	 character = root
	 animation = personality_honorable
	}
	
	option = {
	  name =  rtr_decisions.0001.a
	  create_inspiration = { type = weapon_inspiration }
	 }
	option = {
	  name =  rtr_decisions.0001.b
	  create_inspiration = { type = armor_inspiration }
	 } 
	option = {
	  name =  rtr_decisions.0001.c
	  create_inspiration = { type = book_inspiration }
	 } 
	option = {
	  name =  rtr_decisions.0001.d
	  create_inspiration = { type = weaver_inspiration }
	 } 
	option = {
	  name =  rtr_decisions.0001.e
	  create_inspiration = { type = adventure_inspiration }
	 }  
	option = {
	  name =  rtr_decisions.0001.f
	  create_inspiration = { type = artisan_inspiration }
	 }  
	option = {
	  name =  rtr_decisions.0001.g
	  create_inspiration = { type = smith_inspiration }
	 }  
	option = {
	  name =  rtr_decisions.0001.h
	  create_inspiration = { type = alchemy_inspiration }
	 }  
 
}	



rtr.0002 = { # Shop assistant job
	type = character_event
	title = rtr_events.0002.t
	desc = rtr_events.0002.desc
	theme = intrigue

	trigger = {
	 AND = {
		is_ai = no
		is_ruler = no}
	}
	
	left_portrait = {
		character = root
		animation = personality_honorable
	}
	
	
	option = { 
		name = rtr_job_decisions.0002.a
		flavor = rtr_job_decisions.0002.flavor.a
		add_character_modifier = shop_assistant_modifier
		
		add_character_flag = { flag = working }
	}
	option = { 
		name = rtr_job_decisions.0002.b
		
	}
}

rtr.0003 = { # Janitor job
	type = character_event
	title = rtr_events.0003.t
	desc = rtr_events.0003.desc
	theme = intrigue

	trigger = {
	 AND = {
		is_ai = no
		is_ruler = no}
	}
	
	left_portrait = {
		character = root
		animation = personality_honorable
	}
	
	
	option = { 
		name = rtr_job_decisions.0003.a
		flavor = rtr_job_decisions.0003.flavor.a
		add_character_modifier = janitor_modifier
		
		add_character_flag = { flag = working }
	}
	option = { 
		name = rtr_job_decisions.0003.b
	}
}

rtr.0004 = { # Workforce strike
	type = character_event
	title = rtr_events.0004.t
	desc = rtr_events.0004.desc
	theme = martial

	trigger = {
	 
	    has_character_modifier = workforce_modifier 
		is_ai = no
		is_ruler = no
	}
	
	left_portrait = {
		character = root
		animation = shock
	}
	
	
	option = { 
		name = rtr_strike_decisions.0004.a
		flavor = rtr_strike_decisions.0004.flavor.a
		remove_character_modifier = workforce_modifier
		add_character_modifier = privileged_workforce_modifier
	}
	option = { 
		name = rtr_strike_decisions.0004.b
		flavor = rtr_strike_decisions.0004.flavor.b
		remove_character_modifier = workforce_modifier
		add_stress = 60
	}
}

rtr.0005 = { # Beggar job
	type = character_event
	title = rtr_events.0005.t
	desc = rtr_events.0005.desc
	theme = intrigue

	trigger = {
	 AND = {
		is_ai = no
		is_ruler = no}
	}
	
	left_portrait = {
		character = root
		animation = personality_honorable
	}
	
	
	option = { 
		name = rtr_job_decisions.0005.a
		flavor = rtr_job_decisions.0005.flavor.a
		add_character_modifier = beggar_modifier
		add_character_flag = { flag = working }
	}
	option = { 
		name = rtr_job_decisions.0005.b
	}
}
rtr.0006 = { # Thief imprisoned
	type = character_event
	title = rtr_events.0006.t
	desc = rtr_events.0006.desc
	theme = intrigue
	
	override_background = {
		reference = alley
	}
	
	trigger = {
	 AND = {
		is_ai = no
		is_ruler = no}
	}
	
	left_portrait = {
		character = root
		animation = shock
	}
	
	
	option = { 
		name = rtr_imprisoned_decisions.0006.a
		root.liege_or_court_owner = {
		imprison = { target = root type = dungeon }
		add_opinion = { modifier = theft_opinion years = 4 target = root } }
		hidden_effect = {
		quit_job_effect = yes
		sell_property_effect = yes
		}
		
	}

}
rtr.0007 = { # Locust infestation
	type = character_event
	title = rtr_events.0007.t
	desc = rtr_events.0007.desc
	theme = administrative

	trigger = {
	 
		is_ai = no
		is_landed = yes
	}
	
	left_portrait = {
		character = root
		animation = dissaproval
	}
	override_background = {
		trigger = {
			root.location = { graphical_wilderness_desert_trigger = yes }
		}
		reference = wilderness_desert
	}
	override_background = {
		trigger = {
			root.location = {
				OR = {
					terrain = forest
					terrain = taiga
				}
				NOR = {
					geographical_region = world_africa
					geographical_region = world_india
					geographical_region = world_europe_west_iberia
					geographical_region = world_middle_east
				}
			}
		}
		reference = ep2_hunt_forest_hut
	}
	override_background = {
		trigger = {
			root.location = {
				OR = {
					terrain = forest
					terrain = taiga
				}
				OR = {
					geographical_region = world_africa
					geographical_region = world_india
					geographical_region = world_europe_west_iberia
					geographical_region = world_middle_east
				}
			}
		}
		reference = wilderness_forest
	}
	override_background = {
		trigger = {
			root.location = { graphical_wilderness_jungle_trigger = yes }
		}
		reference = wilderness_jungle
	}

	override_background = {
		trigger = {
			root.location = { graphical_wilderness_steppe_trigger = yes }
		}
		reference = ep2_travel_settlement_steppe
	}
	override_background = {
		trigger = {
			root.location = {
				graphical_wilderness_desert_trigger = yes
				county.culture = {
					has_cultural_parameter = unlock_maa_horse_archers
				}
			}
		}
		reference = ep2_travel_nomad_settlement_desert
	}
	override_background = {
		trigger = {
			root.location = {
				graphical_wilderness_desert_trigger = yes
				county.culture = {
					NOT = { has_cultural_parameter = unlock_maa_horse_archers }
				}
			}
		}
		reference = ep2_travel_settlement_desert
	}
	override_background = {
		trigger = {
			root.location = { graphical_hills_trigger = yes }
		}
		reference = ep2_travel_settlement_hills
	}
	override_background = {
		trigger = {
			root.location = { graphical_wilderness_mountains_trigger = yes }
		}
		reference = ep2_travel_settlement_mountains
	}
	override_background = {
		trigger = {
			root.location = {
				OR = {
					terrain = farmlands
					terrain = plains
					terrain = floodplains
				}
			}
		}
		reference = ep2_travel_settlement_farm
	}
	
	immediate = {
	random_character_active_contract = {
			limit = {
				has_task_contract_type = locust_infestation
			}
			save_scope_as = ongoing_contract
			
			# Save the location
			task_contract_location = {
				save_scope_as = tax_destination
			}
		}
	}	
	
	
	option = { 
		name = rtr_baron_decisions.0007.a
		remove_short_term_gold = 50
		  
		duel = {
			skill = stewardship
			value = 10
			50 = {
				desc = rtr_baron_decisions.0007.a.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 2.5
				}
				send_interface_toast = {
				title = rtr_baron_decisions.0007.a.success
				left_icon = scope:actor
				
					add_prestige = 100
		        root.primary_title.de_jure_liege = {
		        add_county_modifier = {
		        modifier = hunt_aided_peasants_modifier years = 3}}
                scope:ongoing_contract = {complete_task_contract = taxes_paid_partially }
				
			    }
								
			}
			50 = {
				desc = rtr_baron_decisions.0007.a.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -2.5
				}
				send_interface_toast = {
				title = rtr_baron_decisions.0007.a.failure
		        root.primary_title.title_province = {
		        add_province_modifier = { modifier = locust_problem_modifier years = 1 }}
				custom_tooltip = rtr_baron_decisions.0007.a.failure
				scope:ongoing_contract ?= {complete_task_contract = failure_standard}
				}
			}
		}  
	}
	option = { ## I can afford to take a little risk
		name = rtr_baron_decisions.0007.b
		add_prestige = -20
		duel = {
			skill = stewardship
			value = 10
			35 = {
				desc = rtr_baron_decisions.0007.b.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 2.5
				}
				send_interface_toast = {
				title = rtr_baron_decisions.0007.b.success
				add_prestige = 100
		        root.primary_title.de_jure_liege = {
		        add_county_modifier = {
		        modifier = hunt_aided_peasants_modifier years = 3}}
                scope:ongoing_contract = {complete_task_contract = taxes_paid_partially }}	
			}
			65 = {
				desc = rtr_baron_decisions.0007.b.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -2.5
				}
				send_interface_toast = {
				title = rtr_baron_decisions.0007.b.failure
		        root.primary_title.title_province = {
		        add_province_modifier = { modifier = locust_problem_modifier years = 1 }}
				scope:ongoing_contract ?= {complete_task_contract = failure_standard} }
			}
		}
        
	}

}

rtr.0008 = { # Merchant
	type = character_event
	title = rtr_events.0008.t
	desc = rtr_events.0008.desc
	theme = stewardship

	trigger = {
	 AND = {
		is_ai = no
		is_landed = yes}
	}
	
	left_portrait = {
		character = root
		animation = personality_honorable
	}
	
	
	option = { 
		name = rtr_baron_decisions.0008.a
		
	    show_as_tooltip = {
		random_list = {
		70 = { desc = rtr_chance.0008.a remove_short_term_gold = 15 root.primary_title.title_province = { add_province_modifier = {modifier = baron_profit_modifier years = 5}} }
		20 = { desc = rtr_chance.0008.b add_gold = 50 root.primary_title.title_province = { add_province_modifier = {modifier = baron_profit_modifier years = 5}} }
		10 = { desc = rtr_chance.0008.c remove_short_term_gold = 50 }
		}
		}
	}
	option = { 
		name = rtr_baron_decisions.0008.b
		add_prestige = -50
	}

}

rtr.0009 = { # International baron
	type = character_event
	title = rtr_events.0009.t
	desc = rtr_events.0009.desc
	theme = stewardship

	trigger = {
	 AND = {
		is_ai = no
		is_landed = yes}
		NOT = { has_character_modifier = multi_baron_modifier }
	}
	
	left_portrait = {
		character = root
		animation = personality_honorable
	}
	
	
	option = { 
		name = rtr_baron_decisions.0009.a
		remove_short_term_gold = 50
	    add_character_modifier = multi_baron_modifier
		add_stewardship_lifestyle_perk_points = 1
	}
	option = { 
		name = rtr_baron_decisions.0009.b
	}

}
rtr.0010 = { # Peasant gift
	type = character_event
	title = rtr_events.0010.t
	desc = rtr_events.0010.desc
	theme = stewardship

	trigger = {
	 AND = {
		is_ai = no
		is_landed = yes}
	}
	left_portrait = {
		character = root
		animation = personality_honorable
	}
	
	
	option = { 
		name = rtr_baron_decisions.0010.a
		add_gold = 15
	}
	option = { 
		name = rtr_baron_decisions.0010.b
		add_gold = 50
		root.primary_title.de_jure_liege = {
		add_county_modifier = { modifier = peasants_robbed_modifier years = 5 } }
		stress_impact = {
			content = major_stress_impact_gain
			just = major_stress_impact_gain
		}
	}

}
rtr.0011 = { # Herbalist perk
	type = character_event
	title = rtr_events.0011.t
	desc = rtr_events.0011.desc
	theme = stewardship

	trigger = {
		is_ai = no
		is_ruler = no
		NOT = { has_trait = lifestyle_herbalist }
	}
	
	left_portrait = {
		character = root
		animation = personality_honorable
	}
	
	
	option = { 
		name = rtr_decisions.0011.a
		add_trait = lifestyle_herbalist
		remove_short_term_gold = 10
		add_learning_lifestyle_perk_points = 1
	}
	option = { 
		name = rtr_decisions.0011.b
		add_character_flag = { flag = rejected_herb days = 500 }
	}
}

##### Stoke claim on tribal liege
rtr.0012 = {
	type = character_event
	title = rtr_events.0012.t
	desc = rtr_events.0012.desc
	theme = stewardship

	trigger = {
	 AND = {
		is_ai = no
		is_ruler = no}
	}
	
	left_portrait = {
		character = root
		animation = war_attacker
	}
	
	
	option = { 
		name = rtr_decisions.0012.a
		add_prestige = 100
		execute_decision = tribal_challenge_ruler_decision
		
	}
	option = { 
		name = rtr_decisions.0012.b
		add_prestige = 100
	}
}
##### Selecting your social status
rtr.0013 = {
	type = character_event
	title = rtr_events.0013.t
	desc = rtr_events.0013.desc
	theme = stewardship
		
	left_portrait = {
		character = root
		animation = war_attacker
	}
		
	option = { #Minor nobility
		name = rtr_decisions.0013.a
     
		flavor = rtr_decisions.0013.flavor.a
		add_prestige = zero_prestige
		
	}
	option = { #Lowborn
		name = rtr_decisions.0013.b
	
		flavor = rtr_decisions.0013.flavor.b
		add_character_flag = { flag = illiterate }
		remove_short_term_gold = current_gold_value
		every_claim = { add_to_list = claim_list }
		every_in_list = { 
		 list = claim_list
		 root = { remove_claim = prev }
		 }
		add_prestige = zero_prestige
		add_prestige_experience = -500
		every_child = { limit = { is_alive = yes } 
		set_house = house:house_lowborn 
        add_character_flag = { flag = illiterate }
        remove_short_term_gold = current_gold_value
		add_prestige = zero_prestige
		add_prestige_experience = -500
		}
		every_traveling_family_member = {
		                limit = { is_ruler = no }
						set_house = house:house_lowborn
                        add_character_flag = { flag = illiterate }
						dynasty = { add_dynasty_modifier = lowborn_modifier }
					}
		
	}
	option = { #Bastard
	    name = rtr_decisions.0013.c
		
		flavor = rtr_decisions.0013.flavor.c
		add_character_flag = { flag = illiterate }
		remove_short_term_gold = current_gold_value
		every_claim = { add_to_list = claim_list }
		every_in_list = { 
		 list = claim_list
		 root = { remove_claim = prev }
		 }
		add_prestige = zero_prestige
		add_prestige_experience = -1000
		every_child = { limit = { is_alive = yes } 
		set_house = house:house_lowborn 
        add_character_flag = { flag = illiterate } }
		every_traveling_family_member = {
		                limit = { is_ruler = no }
						set_house = house:house_lowborn
                        add_character_flag = { flag = illiterate }
						dynasty = { add_dynasty_modifier = lowborn_modifier }
					}
		add_trait = bastard		
	}
	option = { #Slave
	    name = rtr_decisions.0013.d
		flavor = rtr_decisions.0013.flavor.d
		add_character_flag = { flag = illiterate }
		remove_short_term_gold = current_gold_value
		every_claim = { add_to_list = claim_list }
		every_in_list = { 
		 list = claim_list
		 root = { remove_claim = prev }
		 }
		add_prestige = zero_prestige
		add_prestige_experience = -2000
		every_child = { limit = { is_alive = yes } 
		set_house = house:house_lowborn 
        add_character_flag = { flag = illiterate } }
		every_traveling_family_member = {
		                limit = { is_ruler = no }
						set_house = house:house_lowborn
                        add_character_flag = { flag = illiterate }
						dynasty = { add_dynasty_modifier = lowborn_modifier }
					}
					
		random_ruler = { limit = { is_landed_or_landless_administrative = yes is_at_same_location = root } save_scope_as = master }	
        if = { limit = {  NOT = { exists = scope:master }	} random_ruler = { limit = { is_landed_or_landless_administrative = yes in_diplomatic_range = root } save_scope_as = master } }
		rtr_enslave_effect = yes
	 }	
		
	
}	
### Learning to read & proclaiming nobility
rtr.0014 = { #Failed to learn how to read
	type = character_event
	title = rtr_events.0014.t
	desc = rtr_events.0014.desc
	theme = stewardship

	trigger = {
		is_ai = no
		is_ruler = no
	}
	
	left_portrait = {
		character = root
		animation = war_attacker
	}
	
	
	option = { 
		name = rtr_decisions.0014.a
		
		flavor = rtr_decisions.0014.flavor.a
		add_learning_lifestyle_xp = medium_lifestyle_experience
	}

}
rtr.0015 = { #Learned how to read
	type = character_event
	title = rtr_events.0015.t
	desc = rtr_events.0015.desc
	theme = stewardship

	trigger = {
		is_ai = no
		is_ruler = no
	}
	
	immediate = { play_music_cue = "mx_cue_positive_effect" }
	
	left_portrait = {
		character = root
		animation = war_attacker
	}
	
	
	option = { 
		name = rtr_decisions.0015.a
		flavor = rtr_decisions.0015.flavor.a
		remove_character_flag = illiterate
		add_learning_lifestyle_perk_points = 5
	}

}
rtr.0016 = { # Proclaimed nobility
	type = character_event
	title = rtr_events.0016.t
	desc = rtr_events.0016.desc
	theme = stewardship
	immediate = { play_music_cue = "mx_cue_epic_sacral_moment" }

	
	left_portrait = {
		character = root
		animation = war_attacker
	}
	
	
	option = { 
		name = rtr_decisions.0016.a
		flavor = rtr_decisions.0016.flavor.a
		set_house = house:house_noble
		every_child = { limit = { is_alive = yes } 
		set_house = house:house_noble 
        remove_character_flag = illiterate }
		remove_character_modifier = peasant_oppressed_modifier
	}

}
### Populist uprisings
rtr.0017 = { # Becoming oppressed
	type = character_event
	title = rtr_events.0017.t
	desc = rtr_events.0017.desc
	theme = martial

	trigger = {
		is_ai = no
		is_ruler = no
		NOT = { has_character_modifier = oppressed_modifier }
		OR = { 
		NOT = { has_faith = root.liege_or_court_owner.faith } 
		NOT = { has_culture = root.liege_or_court_owner.culture }
		}
	}
	
	left_portrait = {
		character = root
		animation = war_attacker
	}
	option = { 
		name = rtr_decisions.0017.a
		flavor = rtr_decisions.0017.flavor.a
        add_character_modifier = oppressed_modifier	
		add_prestige = -50
	}
}
### Peasant uprisings
rtr.0018 = { # Becoming oppressed
	type = character_event
	title = rtr_events.0018.t
	desc = rtr_events.0018.desc
	theme = martial

	trigger = {	 
		is_ai = no
		is_ruler = no
		dynasty = { has_dynasty_modifier = lowborn_modifier }
		NOT = {
		dynasty = { has_dynasty_modifier = priviliged_peasants_modifier} }
		NOT = {
		has_character_flag = recently_taxed }
	}
	
	left_portrait = {
		character = root
		animation = war_attacker
	}
	immediate = { remove_short_term_gold = 4 }
	
	
	
	option = { 
		name = rtr_decisions.0018.a
		flavor = rtr_decisions.0018.flavor.a
        add_character_modifier = peasant_oppressed_modifier	
		add_character_flag = { flag = recently_taxed days = 121 }
	}
}

### More regular events + Varangian Events

rtr.0019 = { # Joining the varangian guard
	type = character_event
	title = rtr_events.0019.t
	desc = rtr_events.0019.desc
	theme = martial

	trigger = {
	 AND = {
		is_ai = no
		is_ruler = no
	 }
	}
	
	left_portrait = {
		character = root
		animation = war_attacker
	}
	immediate = { add_character_flag = { flag = varangian_service years = 12 } }
	
	
	
	option = { 
		name = rtr_decisions.0019.a
		flavor = rtr_decisions.0019.flavor.a
        add_prestige = 500
	}
}

rtr.0020 = { # Finding & joining a mercenary band
	type = character_event
	title = rtr_events.0020.t
	desc = rtr_events.0020.desc
	theme = martial

	trigger = {
		is_ai = no
		is_ruler = no
	}
	
	immediate = { random_ruler = { limit = { government_has_flag = government_is_mercenary in_diplomatic_range = root } save_scope_as = mercenary_band } } 
	
	
	left_portrait = {
		character = scope:mercenary_band
		animation = war_attacker
	}

	option = { 
		name = rtr_decisions.0020.a
		flavor = rtr_decisions.0020.flavor.a
        open_interaction_window = { interaction = join_mercenary_court_interaction actor = root recipient = scope:mercenary_band }
		move_to_pool = yes
	}
	option = {
	    name = rtr_decisions.0020.b
		flavor = rtr_decisions.0020.flavor.b
	}	
}

rtr.0021 = { # Captured & Sold into Slavery - Danger event ( Escaped slave ) #
    type = character_event
	title = rtr_events.0021.t
	desc = rtr_events.0021.desc
	theme = travel_danger
	
	override_background = {
		reference = wilderness_scope
	}
	
	
	
	trigger = {
	    is_ai = no
		is_ruler = no
		NOT = { has_trait = mercenary has_trait = order_member }
		exists = dynasty
		has_trait = escaped_slave
		location = {
				NOT = {
				has_sea_danger_type = { TRAVEL = root.current_travel_plan }
			    }
				OR = {
		        travel_danger_type = {
					travel_plan = root.current_travel_plan
					type = army
				}
				travel_danger_type = {
					travel_plan = root.current_travel_plan
					type = occupation
				}
				travel_danger_type = {
					travel_plan = root.current_travel_plan
					type = raid
				}
				travel_danger_type = {
					travel_plan = root.current_travel_plan
					type = battle
				}
				travel_danger_type = {
				    travel_plan = root.current_travel_plan
					type = county_control
			   }
			   travel_danger_type = {
				    travel_plan = root.current_travel_plan
					type = owner_opinion
			   }
		}		
	 }	
    }
	immediate = { 
	 pause_travel_plan_mp = yes 
	 current_travel_plan = { delay_travel_plan = { days = 10 } }
	 every_traveling_family_member = { 
	 move_to_pool = yes }
	 random_ruler = { limit = { in_diplomatic_range = root is_landed_or_landless_administrative = yes } save_scope_as = master }
	} 
	
	
	left_portrait = {
		character = scope:master
		animation = war_attacker
	}
	
	option = { 
	name = rtr_decisions.0021.a
	flavor = rtr_decisions.0021.flavor.a
	random_list = {
		50 = { # Enslaved
			desc = rtr_chance.0021.a 
			modifier = {
				add = 25
				OR = {
					has_trait = weak
					has_trait = craven
					has_trait = physique_bad_1
				}
			}
			modifier = {
				add = 50
				OR = {
					has_trait = physique_bad_2
					has_trait = physique_bad_3
				}
			}
			root = {
				send_interface_toast = {
					type = event_toast_effect_bad
					title = rtr_decisions.0021.failure
				}
				current_travel_plan = { cancel_travel_plan = yes }
				move_to_pool = yes
				trigger_event = { id = rtr.0090 days = 3 }
			}
		}
		50 = { # Escaped
			desc = rtr_chance.0021.b
			modifier = {
				add = {
					value = prowess
					subtract = average_skill_rating
					multiply = 2
				}
			}
			root = {
				send_interface_toast = {
					type = event_toast_effect_good
					title = rtr_decisions.0021.success
				}
			}
		}
	}
}
after = { resume_travel_plan_mp = yes }

}

rtr.0022 = { # Exhausted
	type = character_event
	title = rtr_events.0022.t
	desc = rtr_events.0022.desc
	theme = prison

	trigger = {
	 has_trait = slave
	}
	
	left_portrait = {
		character = root
		animation = war_attacker
	}
	
	
	option = { 
		name = rtr_decisions.0022.a
		add_character_modifier = { modifier = exhausted_modifier days = 120 }
	}
}


#### Escape from slavery events
rtr.0023 = { # Escape attempt
    hidden = yes
	
    immediate = {
		liege = {
			save_scope_as = master
		}
		random_list = {
			45 = {
				trigger_event = {
					on_action = slave_escape_success
				}
				modifier = {
					add = {
						value = prowess
						subtract = average_skill_rating
						multiply = 2
					}
				}
				ai_value_modifier = {
					ai_energy = 0.5
				}
			}
			55 = {
				trigger_event = {
					on_action = slave_escape_failure
				}
				modifier = {
					add = {
						value = scope:master.intrigue
						subtract = average_skill_rating
						multiply = 2
					}
				}
				modifier = {
					add = 25
					OR = {
						has_trait = weak
						has_trait = craven
						has_trait = physique_bad_1
					}
				}
				modifier = {
					add = 50
					OR = {
						has_trait = physique_bad_2
						has_trait = physique_bad_3
					}
				}
			}
		}
	}
}

rtr.0024 = { # Successful escape!
    type = character_event
	title = rtr_events.0024.t
	desc = rtr_events.0024.desc
	theme = prison

	trigger = {
	 has_trait = slave
	}
	
	override_background = {
		reference = wilderness_scope
	}

	left_portrait = {
		character = root
		animation = ecstasy
	}
	lower_right_portrait = {
		character = scope:master
	}
	
	immediate = { 
	rtr_release_slave_and_remove_relation_effect = yes 
	add_trait = escaped_slave
	}
	
	
	option = { 
		name = rtr_decisions.0024.a
	}
}	

rtr.0025 = { # Escaped with family
    type = character_event
	title = rtr_events.0025.t
	desc = rtr_events.0025.desc
	theme = prison
	
	trigger = {
	 has_trait = slave
	 scope:master = { 
	 any_courtier = { 
	 is_close_family_trigger = { CHARACTER = root }
	 }
	 }
	}
    
    override_background = {
		reference = wilderness_scope
	}
	
	left_portrait = {
		character = root
		animation = ecstasy
	}
	right_portrait = {
		character = scope:fellow_slave
		animation = happiness
	}
	lower_right_portrait = {
		character = scope:master
	}
	
	immediate = {
	  scope:master = { random_courtier = { limit = { is_close_family_trigger = { CHARACTER = root } } save_scope_as = fellow_slave } }
	  every_traveling_family_member = { limit = { has_trait = slave } 
	  rtr_release_slave_and_remove_relation_effect = yes 
	  add_trait = escaped_slave
	  }
	}

    option = {
        name = rtr_decisions.0025.a
	}
}

rtr.0026 = { # Attempt foiled
    type = character_event
	title = rtr_events.0026.t
	desc = rtr_events.0026.desc
	theme = prison

    left_portrait = {
		character = root
		animation = shame
	}
	
	trigger = { has_trait = slave }

	immediate = {
		play_music_cue = "mx_cue_prison"
		scope:master = {
			add_opinion = {
				target = root
				modifier = respect_opinion
				opinion = -20
			}
		}
	}

    option = { 
        name = rtr_decisions.0026.a
		add_character_modifier = { modifier = stress_starvation years = 3 }
    }
}

rtr.0027 = { # Attempt foiled with family
	type = character_event
	title = rtr_events.0027.t
	desc = rtr_events.0027.desc
	theme = prison
	
	
	trigger = { 
    scope:master = { 
	 any_courtier = { 
	 is_close_family_trigger = { CHARACTER = root }
	 }
	 }
	}
	
	left_portrait = {
	    character = root
		animation = shame
	}
    right_portrait = {
		character = scope:fellow_slave
		animation = shame
	}
	
	immediate = {
		play_music_cue = "mx_cue_prison"
		scope:master = {
			add_opinion = {
				target = root
				modifier = respect_opinion
				opinion = -20
			}
		}
	    scope:master = { random_courtier = { limit = { is_close_family_trigger = { CHARACTER = root } } save_scope_as = fellow_slave } }
	}
	
	option = { 
        name = rtr_decisions.0027.a
		every_traveling_family_member = { limit = { has_trait = slave }
		add_character_modifier = stress_starvation
		add_trait = wounded_1
		}
    }
}
####################### MISC Chaplain interaction events ##########################
rtr.0028 = { # Bring back doctrine tenent after removal
    hidden = yes
	
    immediate = {
		root.faith = { add_doctrine = doctrine_clerical_succession_spiritual_fixed_appointment }
	}
}
###################### Mercenary and holy order society events #################### Currently undergoing rework due to last version being from pre 1.7

# Initiation
rtr.0029 = { 
	type = character_event
	title = rtr_events.0029.t
	desc = rtr_events.0029.desc
	theme = martial
	
	
	left_portrait = {
	    character = root
		animation = ecstasy
	}
    right_portrait = {
		character = liege
		animation = personality_honorable
	}
	
	immediate = {
		play_music_cue = "mx_cue_epic_sacral_moment"
		liege = {
			add_opinion = {
				target = root
				modifier = respect_opinion
				opinion = 20
				
			}
			save_scope_as = captain
		}
		change_variable = { name = mercenary_exp add = 250 }
		scope:captain.primary_title = { save_scope_as = the_band }
	}
	
	option = { 
        name = rtr_decisions.0029.a
		flavor = rtr_decisions.0029.flavor.a
		trigger_event = { on_action = rank_up_on_action }
		open_interaction_window = { interaction = start_mission_interaction actor = root recipient = root }
    }
}
# Quests
rtr.0030 = { # Deliever letter
	type = letter_event
	
	opening = { desc = rtr_events.0030.opening }
	
	sender = liege
	
	desc = rtr_events.0030.desc
	
	trigger = { 
	 has_trait = rtr_society_rank
	 
	}
	
	
	immediate = {
	 random_ruler = { limit = { in_diplomatic_range = root is_landed = yes } set_variable = letter_target save_scope_as = quest_target }
	}
	
	option = { 
        name = rtr_decisions.0030.a
		flavor = rtr_decisions.0030.flavor.a

		add_character_flag = active_mission
		add_character_flag = letter_quest
		open_interaction_window = { interaction = deliever_letter_interaction actor = root recipient = scope:quest_target }
    }
}

rtr.0031 = { # Attacked by rival mercenary band on the road
	type = character_event
	title = rtr_events.0031.t
	theme = martial
	
	left_portrait = {
	    character = root
		animation = shock
	}
	
	right_portrait = {
	    character = scope:enemy_scout
		animation = war_attacker
	}	
	
	override_background = {
		reference = wilderness_forest
	}
	
	desc = rtr_events.0031.desc
	
	trigger = { 
     has_character_flag = letter_quest
	}
	
	immediate = { 
	random_ruler = { limit = { government_has_flag = government_is_mercenary in_diplomatic_range = root } save_scope_as = rival_band_leader } scope:rival_band_leader.primary_title = { save_scope_as = rival_band } 
	scope:rival_band_leader = { random_knight = { save_scope_as = enemy_scout } }
	pause_travel_plan_mp = yes
	}
	
	
	
	option = { 
        name = rtr_decisions.0031.a
		
		random_list = {
			55 = {
				trigger_event = rtr.0034
				desc = rtr_chance.0031.a
				modifier = {
					add = {
						value = prowess
						subtract = low_skill_rating
						multiply = 4
					}
				}
				ai_value_modifier = {
					ai_energy = 0.5
				}
			}
		    45 = {
				trigger_event = rtr.0035
				
				desc = rtr_chance.0031.b
				
				modifier = {
					add = 25
					OR = {
						has_trait = weak
						has_trait = craven
						has_trait = physique_bad_1
					}
				}
				modifier = {
					add = 50
					OR = {
						has_trait = physique_bad_2
						has_trait = physique_bad_3
					}
				}
			}
		}
    }
}

rtr.0032 = { # Letter delievered
	type = character_event
	title = rtr_events.0032.t
	desc = rtr_events.0032.desc
	theme = stewardship
	
	
	trigger = { 
     has_character_flag = letter_quest
	}
	
	left_portrait = {
	    character = root
		animation = personality_honorable
	}
    right_portrait = {
		character = scope:quest_target
		animation = personality_honorable
	}
	
	immediate = {
		liege = {
			add_opinion = {
				target = root
				modifier = respect_opinion
				opinion = 20
				
			}
			save_scope_as = captain
		}
		random_ruler = { limit = { has_variable = letter_target } save_scope_as = quest_target }
		change_variable = { name = mercenary_exp add = 250 }
		remove_character_flag = letter_quest
		remove_character_flag = active_mission
		add_character_flag = { flag = recent_letter_quest years = 3 }
		pause_travel_plan_mp = yes
	}
	
	option = { 
        name = rtr_decisions.0032.a
		trigger_event = { on_action = rank_up_on_action }
		scope:quest_target = { remove_variable = quest_target }
		resume_travel_plan_mp = yes
		add_character_flag = { flag = quest_cooldown years = 1 }
		flavor = rtr_decisions.0032.flavor.a
    }
}

rtr.0033 = { # Letter Quest failed
	type = letter_event
	
	opening = { desc = rtr_events.0033.opening }
	
	sender = liege
	
	desc = rtr_events.0033.desc
	
	
	
	trigger = { 
     has_character_flag = letter_quest
	}
	
	left_portrait = {
	    character = root
		animation = shame
	}
    right_portrait = {
		character = scope:quest_target
		animation = personality_honorable
	}
	
	immediate = {
		liege = {
			add_opinion = {
				target = root
				modifier = respect_opinion
				opinion = -20
				
			}
		}
		add_character_flag = { flag = quest_cooldown years = 1 }
		remove_character_flag = letter_quest
		remove_character_flag = active_mission
		add_character_flag = { flag = recent_letter_quest years = 3 }
	}
	
	option = { 
        name = rtr_decisions.0033.a
		resume_travel_plan_mp = yes
    }
}

rtr.0034 = { # Defeated the bandits
	type = character_event
	title = rtr_events.0034.t
	desc = rtr_events.0034.desc
	theme = martial
	
	
	trigger = { 
     has_character_flag = letter_quest
	}
	
	override_background = {
		reference = wilderness_forest
	}
	
	left_portrait = {
	    character = root
		animation = ecstasy
	}
	
	option = { 
        name = rtr_decisions.0034.a
		trigger_event = rtr.0032
    }
}

rtr.0035 = { # Defeated by bandits
	type = character_event
	title = rtr_events.0035.t
	desc = rtr_events.0035.desc
	theme = martial
	
	override_background = {
		reference = wilderness_scope
	}
	
	trigger = { 
     has_character_flag = letter_quest
	}
	
	left_portrait = {
	    character = root
		animation = shame
	}
	
	immediate = { add_trait = wounded_1 }
	
	
	option = { 
        name = rtr_decisions.0035.a
		trigger_event = rtr.0033
    }
}

rtr.0036 = { # Advertise services
	type = letter_event
	
	opening = { desc = rtr_events.0036.opening }
	
	sender = liege
	
	desc = rtr_events.0036.desc
	
	trigger = { 
	 has_trait = rtr_society_rank
	 
	}
	
	
	immediate = {
	 random_ruler = { limit = { in_diplomatic_range = root any_courtier_or_guest = { is_adult = yes is_lowborn = yes } } save_scope_as = quest_destination }
	}
	
	option = { 
        name = rtr_decisions.0036.a
		flavor = rtr_decisions.0036.flavor.a

		add_character_flag = active_mission
		add_character_flag = advertise_quest
		
		start_travel_plan = {
						destination = scope:quest_destination.capital_province
			           	on_start_on_action = on_travel_relocation_start
			         	on_arrival_on_action = advertise_quest_on_action
			         	on_arrival_destinations = all_but_last
						players_use_planner = no
						return_trip = yes
					}
	   root.current_travel_plan = { save_scope_as = travel }
    }
}

rtr.0037 = { # Giving a speech (advertisement)
	type = character_event
	title = rtr_events.0037.t
	desc = rtr_events.0037.desc
	theme = martial
	
	
	override_background = {
		reference = alley_day
	}
	
	
	immediate = {
	scope:quest_destination = { random_courtier_or_guest = { limit = { is_adult = yes is_lowborn = yes } save_scope_as = potential_recruit } } 
	scope:potential_recruit = { add_character_flag = being_recruited }
	scope:quest_destination.capital_barony = { save_scope_as = capital } 
	liege = { save_scope_as = captain }
	scope:captain.primary_title = { save_scope_as = the_band }
	pause_travel_plan_mp = yes
	}
	
	trigger = { 
     has_character_flag = advertise_quest
	}
	
	left_portrait = {
	    character = root
		animation = admiration
	}
	
	right_portrait = {
	    character = scope:potential_recruit
	    animation = personality_rational
	}
	option = { # Recruit with martial
        name = rtr_decisions.0037.a
		random_list = {
			50 = { # Convinced
				desc = rtr_chance.0037.a
				modifier = {
					add = {
						value = martial
						subtract = low_skill_rating
						multiply = 2
					}
				}
				trigger_event = rtr.0039
			}
		    50 = { # Failed to convince				
				desc = rtr_chance.0037.b
				trigger_event = rtr.0038
			}
		}
		skill = martial
    }
	
	option = { # Recruit with stewardship
        name = rtr_decisions.0037.b
		random_list = {
			50 = { # Convinced
				desc = rtr_chance.0037.a
				modifier = {
					add = {
						value = stewardship
						subtract = low_skill_rating
						multiply = 2
					}
				}
				trigger_event = rtr.0039
			}
		    50 = { # Failed to convince				
				desc = rtr_chance.0037.b
				trigger_event = rtr.0038
			}
		}
		skill = stewardship
    }
	
	option = { # Recruit with learning
        name = rtr_decisions.0037.c
		random_list = {
			50 = { # Convinced
				desc = rtr_chance.0037.a
				modifier = {
					add = {
						value = learning
						subtract = low_skill_rating
						multiply = 2
					}
				}
				trigger_event = rtr.0039
			}
		    50 = { # Failed to convince
				desc = rtr_chance.0037.b
				trigger_event = rtr.0038
			}
		}
		skill = learning
    }
	
	option = { # Recruit with diplomacy
        name = rtr_decisions.0037.d
		random_list = {
			50 = { # Convinced
				desc = rtr_chance.0037.a
				modifier = {
					add = {
						value = diplomacy
						subtract = low_skill_rating
						multiply = 2
					}
				}
				trigger_event = rtr.0039
			}
		    50 = { # Failed to convince
				desc = rtr_chance.0037.b
				trigger_event = rtr.0038
			}
		}
		skill = diplomacy
    }
	
	option = { # Recruit with intrigue
        name = rtr_decisions.0037.e
		random_list = {
			50 = { # Convinced
				desc = rtr_chance.0037.a
				modifier = {
					add = {
						value = intrigue
						subtract = low_skill_rating
						multiply = 2
					}
				}
				trigger_event = rtr.0039
			}
		    50 = { # Failed to convince
				desc = rtr_chance.0037.b
				trigger_event = rtr.0038
			}
		}
		skill = intrigue
    }
	
}

rtr.0038 = { # Potential recruit refused
	type = character_event
	title = rtr_events.0038.t
	desc = rtr_events.0038.desc
	theme = martial
	
	override_background = {
		reference = alley_day
	}
	
	trigger = { 
     has_character_flag = advertise_quest
	}
	
	left_portrait = {
	    character = root
		animation = shame
	}
	
	immediate = { 
	 scope:potential_recruit = { remove_character_flag = being_recruited }
	 scope:travel = { add_companion = scope:potential_recruit }
	}
	
	option = { 
        name = rtr_decisions.0038.a
		trigger_event = rtr.0040
		
    }
}

rtr.0039 = { # Recruited potential recruit
	type = character_event
	title = rtr_events.0039.t
	desc = rtr_events.0039.desc
	theme = martial
	
	override_background = {
		reference = alley_day
	}
	
	trigger = { 
     has_character_flag = advertise_quest
	}
	
	left_portrait = {
	    character = root
		animation = personality_bold
	}
	right_portrait = {
	    character = liege
		animation = personality_rational
	}	
	
	immediate = { 
	 scope:potential_recruit = { remove_character_flag = being_recruited }
	 change_variable = { name = mercenary_exp add = 250 }
	}
	
	option = { 
        name = rtr_decisions.0039.a
		flavor = rtr_decisions.0039.flavor.a
		liege = { 
			add_courtier = scope:potential_recruit
			add_gold = 400 ## Recruiting bonus
			pay_short_term_gold = {
		    gold = 300
			target = scope:potential_recruit
			}
		}
	    scope:potential_recruit = {
 			set_variable = { name = mercenary_exp value = 0 }
		    trigger_event = { on_action = initiation_timer_on_action }
			set_knight_status = force
			if = { limit = { liege = { government_has_flag = government_is_mercenary } } 
			add_trait = mercenary
			}
			else = { add_trait = order_member }
		}
		liege = {
			add_opinion = {
				target = root
				modifier = respect_opinion
				opinion = 20
				
			}
		}
		resume_travel_plan_mp = yes 
		
		remove_character_flag = advertise_quest
		remove_character_flag = active_mission
		trigger_event = { on_action = rank_up_on_action }
		add_character_flag = { flag = quest_cooldown years = 1 }
		add_character_flag = { flag = recent_advertise_quest years = 3 }

		
    }
}

rtr.0040 = { # Advertise quest failed
	type = letter_event
	
	opening = { desc = rtr_events.0040.opening }
	
	sender = liege
	
	desc = rtr_events.0040.desc
	
	
	
	trigger = { 
     has_character_flag = advertise_quest
	}
	
	left_portrait = {
	    character = root
		animation = shame
	}
    right_portrait = {
		character = scope:quest_target
		animation = personality_honorable
	}
	
	immediate = {
		liege = {
			add_opinion = {
				target = root
				modifier = respect_opinion
				opinion = -20
				
			}
		}
		add_character_flag = { flag = quest_cooldown years = 1 }
		add_character_flag = { flag = recent_advertise_quest years = 3 }
		remove_character_flag = advertise_quest
		remove_character_flag = active_mission
	}
	
	option = { 
        name = rtr_decisions.0040.a
		resume_travel_plan_mp = yes
    }
}

rtr.0041 = { # Intimidate
	type = letter_event
	
	opening = { desc = rtr_events.0041.opening }
	
	sender = liege
	
	desc = rtr_events.0041.desc
	
	trigger = { 
	 has_trait = rtr_society_rank
	 
	}
	
	
	immediate = {
	 random_ruler = { limit = { in_diplomatic_range = root is_in_army = no } save_scope_as = quest_target }
	}
	
	option = { 
        name = rtr_decisions.0041.a
		flavor = rtr_decisions.0041.flavor.a
		start_travel_plan = {
						destination = scope:quest_target.capital_province
			           	on_start_on_action = on_travel_relocation_start
			         	on_arrival_on_action = intimidate_quest_on_action
			         	on_arrival_destinations = all_but_last
						players_use_planner = no
						return_trip = yes
					}
	   
		add_character_flag = intimidate_quest
		add_character_flag = active_mission
    }
}

rtr.0042 = { # Intimidate - Find a way into the target's castle
	type = character_event
	title = rtr_events.0042.t
	desc = rtr_events.0042.desc
	theme = intrigue
	
	override_background = {
		reference = alley_night
	}
	
	trigger = { 
     has_character_flag = intimidate_quest
	 has_trait = rtr_society_rank
	}
	
	left_portrait = {
	    character = root
		animation = personality_bold
	}
	
	
	immediate = {
	if = { limit = { scope:quest_target = { is_landed = yes } }
	 scope:quest_target.capital_barony = { save_scope_as = capital }
	 }
	 else = { scope:quest_target.location = { save_scope_as = capital } }
	 pause_travel_plan_mp = yes
	}
	
	option = { 
        name = rtr_decisions.0042.a
		flavor = rtr_decisions.0042.flavor.a
		random_list = {
		 50 = { desc = rtr_chance.0042.a trigger_event = rtr.0043 }
		 50 = { desc = rtr_chance.0042.b trigger_event = rtr.0044 }
		} 
    }
}

rtr.0043 = { # Confronted by guards attempting to sneak in targets castle
    type = character_event
	title = rtr_events.0043.t
	desc = rtr_events.0043.desc
	theme = intrigue
	
	override_background = {
		reference = corridor_night
	}
	
	trigger = { 
	 has_trait = rtr_society_rank
	}
	
	left_portrait = {
	    character = root
		animation = personality_bold
	}
		
	
	option = { 
        name = rtr_decisions.0043.a
		flavor = rtr_decisions.0043.flavor.a
		random_list = {
			60 = { # Defeated the guards
				desc = rtr_chance.0043.a
				modifier = {
					add = {
						value = prowess
						subtract = low_skill_rating
						multiply = 5
					}
				}
				trigger_event = rtr.0044
				send_interface_toast = {
				title = rtr_decisions.0043.victory
				custom_tooltip = rtr_decisions.0043.tt
				}
			}
			
		    40 = { # Defeated				
				desc = rtr_chance.0043.b
				modifier = {
					add = 25
					OR = {
						has_trait = weak
						has_trait = craven
						has_trait = physique_bad_1
					}
				}
				modifier = {
					add = 50
					OR = {
						has_trait = physique_bad_2
						has_trait = physique_bad_3
					}
				}
				scope:quest_target = { 
				 imprison = { target = root type = dungeon }
                 add_opinion = { modifier = attempted_murder_me_crime years = 4 target = root }				
                }
				remove_character_flag = active_mission
				remove_character_flag = intimidate_quest
				add_character_flag = { flag = quest_cooldown years = 1 }
				add_character_flag = { flag = recent_intimidate_quest years = 3 }
				add_trait = wounded_1
			}
		}
    }
}

rtr.0044 = { # Intimidate - Duel the target
	type = character_event
	title = rtr_events.0044.t
	desc = rtr_events.0044.desc
	theme = intrigue
	
	override_background = {
		reference = bedchamber
	}
	
	trigger = { 
	 has_trait = rtr_society_rank
	}
	
	left_portrait = {
	    character = root
		animation = personality_bold
	}
	
	right_portrait = {
	    character = scope:quest_target
		animation = war_attacker
	}	
		
	
	option = { 
        name = rtr_decisions.0044.a
		flavor = rtr_decisions.0044.flavor.a
		configure_start_single_combat_effect = {
			SC_INITIATOR = root
			SC_ATTACKER = root
			SC_DEFENDER = scope:quest_target
			FATALITY = no
			FIXED = no
			LOCALE = bedchamber
			OUTPUT_EVENT = rtr.0045
			INVALIDATION_EVENT = rtr.0046
		}
    }
}

rtr.0045 = { # Duel outcome checker
	hidden = yes 
	
	trigger = { 
	 has_trait = rtr_society_rank
	}
	
	
	immediate = {
	 if = { limit = { scope:sc_victor = root } # Victory
		 trigger_event = rtr.0046
      }
	 if = { limit = { scope:sc_victor = scope:quest_target } # Defeat
		duel_defeat_effect = yes
   		scope:quest_target = { 
				 imprison = { target = root type = dungeon }
                 add_opinion = { modifier = attempted_murder_me_crime years = 4 target = root }				
                }
				remove_character_flag = active_mission
				remove_character_flag = intimidate_quest
				add_character_flag = { flag = quest_cooldown years = 1 }
				add_character_flag = { flag = recent_intimidate_quest years = 3 }
	  }
	}
}

rtr.0046 = { # Intimidate - Duel Victory
	type = character_event
	title = rtr_events.0046.t
	desc = rtr_events.0046.desc
	theme = intrigue
	
	override_background = {
		reference = bedchamber
	}
	
	trigger = { 
     has_character_flag = intimidate_quest
	 has_trait = rtr_society_rank
	}
	
	left_portrait = {
	    character = root
		animation = personality_bold
	}
	
	right_portrait = {
	    character = scope:quest_target
		animation = personality_coward
	}	
	
	
	immediate = {
	 liege = { save_scope_as = captain }
	 add_character_flag = { flag = recent_intimidate_quest years = 3 }
	 change_variable = { name = mercenary_exp add = 250 }
	 add_character_flag = { flag = quest_cooldown years = 1 }
	 remove_character_flag = active_mission
	 remove_character_flag = intimidate_quest
	}
	
	option = { 
        name = rtr_decisions.0046.a
		flavor = rtr_decisions.0046.flavor.a
		
		scope:quest_target = { pay_short_term_gold = { gold = 300 target = scope:captain } }
		remove_character_flag = active_mission
		remove_character_flag = intimidate_quest
	    resume_travel_plan_mp = yes  
		scope:captain = {
		 add_opinion = {
    	 target = root
				 modifier = respect_opinion
				 opinion = 20
		   }
		 }
        trigger_event = { on_action = rank_up_on_action }		 
    }
}

rtr.0047 = { # Promoted from initiate to novice 
    type = letter_event
	
	opening = { desc = rtr_events.0047.opening }
	
	sender = liege
	
	desc = rtr_events.0047.desc
	
	trigger = { 
	 has_trait = rtr_society_rank
	 has_trait_rank = { trait = rtr_society_rank rank = 2 }
	 has_character_flag = recently_promoted
	}
	
	
	immediate = {
	 liege = { save_scope_as = captain }
	 scope:captain.primary_title = { save_scope_as = the_band }
	}
	
	option = { 
        name = rtr_decisions.0047.a
		flavor = rtr_decisions.0047.flavor.a
		trigger_event = rtr.0048
		remove_character_flag = recently_promoted
    }
}

rtr.0048 = { # Promoted from initiate to novice  - Bestowing ceremony
    type = character_event
	title = rtr_events.0048.t
	desc = rtr_events.0048.desc
	theme = martial
	
	
	left_portrait = {
	    character = root
		animation = ecstasy
	}
    right_portrait = {
		character = liege
		animation = personality_honorable
	}
	
	immediate = {
		play_music_cue = "mx_cue_epic_sacral_moment"
		liege = {
			add_opinion = {
				target = root
				modifier = respect_opinion
				opinion = 20
				
			}
			save_scope_as = captain
		}
		change_variable = { name = mercenary_exp add = 250 }
		scope:captain.primary_title = { save_scope_as = the_band }
	}
	
	option = { 
        name = rtr_decisions.0048.a
		flavor = rtr_decisions.0048.flavor.a
		create_and_grant_dagger_effect = yes
		add_character_flag = { flag = quest_cooldown years = 1 }
    }
}

rtr.0049 = { # Sword for hire - Hired by ruler to beat up some bandits
   type = letter_event 
   opening = { desc = rtr_events.0049.opening }
   desc = rtr_events.0049.desc
   
   trigger = { 
   has_trait = rtr_society_rank 
   
   }
   
   sender = scope:quest_target
   
   immediate = { 
   random_ruler = { limit = { in_diplomatic_range = root } save_scope_as = quest_target } 
   liege = { save_scope_as = captain }
   }
   
   option = {
    name = rtr_decisions.0049.a
	flavor = rtr_decisions.0049.flavor.a
    add_character_flag = hire_quest
    add_character_flag = active_mission
			start_travel_plan = {
						destination = scope:quest_target.capital_province
			           	on_start_on_action = on_travel_relocation_start
			         	on_arrival_on_action = sword_for_hire_quest_on_action
			         	on_arrival_destinations = all_but_last
						players_use_planner = no
						return_trip = yes
					}
	pan_camera_to_province = scope:quest_target.capital_province
   }
} 


rtr.0050 = { # Sword for hire - Explanation  
    type = character_event
	title = rtr_events.0050.t
	desc = rtr_events.0050.desc
	theme = martial
	
	override_background = { reference = tavern }
	
	trigger = { has_character_flag = hire_quest }
	
	left_portrait = {
	    character = root
		animation = war_attacker
	}
    right_portrait = {
		character = scope:quest_target
		animation = personality_honorable
	}
	
	immediate = {
	 create_bandit_characters_effect = yes
	}
	
	option = { 
        name = rtr_decisions.0050.a
		flavor = rtr_decisions.0050.flavor.a
		trigger_event = rtr.0051		
    }
}

rtr.0051 = { # Sword for hire - Confronting the bandits ( Battle 1 )
	type = character_event
	title = rtr_events.0051.t
	desc = rtr_events.0051.desc
	theme = martial
	
	override_background = { reference = tavern }

	
	trigger = { has_character_flag = hire_quest }
	
	left_portrait = {
	    character = root
		animation = personality_rational
	}
    right_portrait = {
		character = scope:bandit
		animation = war_attacker
	}
	
	immediate = {
	 scope:quest_target = { random_courtier_or_guest = { limit = { has_variable = event_bandit } save_scope_as = bandit } } # Random bandit enemy
	}
	
	option = { 
        name = rtr_decisions.0051.a
		flavor = rtr_decisions.0051.flavor.a
		configure_start_single_combat_effect = {
			SC_INITIATOR = root
			SC_ATTACKER = scope:bandit
			SC_DEFENDER = root
			FATALITY = yes
			FIXED = no
			LOCALE = tavern
			OUTPUT_EVENT = rtr.0085
			INVALIDATION_EVENT = rtr.0052
		}
    }
	option = {
	    name = rtr_decisions.0051.b
		flavor = rtr_decisions.0051.flavor.b
		sword_for_hire_diplomacy_check_effect = yes		
		skill = diplomacy
	}	
}
rtr.0052 = { # Sword for hire - Fight 2 trigger event
    hidden = yes
    immediate = { 
        # Duel
		scope:quest_target = { random_courtier_or_guest = { limit = { is_alive = yes has_variable = event_bandit } save_scope_as = bandit } } # Random bandit enemy
		configure_start_single_combat_effect = {
			SC_INITIATOR = root
			SC_ATTACKER = scope:bandit
			SC_DEFENDER = root
			FATALITY = yes
			FIXED = no
			LOCALE = tavern
			OUTPUT_EVENT = rtr.0086
			INVALIDATION_EVENT = rtr.0053
		}
	}
}	
rtr.0053 = { # Sword for hire - Fight 3 trigger event
    hidden = yes
    immediate = { 
        # Duel
		scope:quest_target = { random_courtier_or_guest = { limit = { has_variable = event_bandit } save_scope_as = bandit } } # Random bandit enemy
		configure_start_single_combat_effect = {
			SC_INITIATOR = root
			SC_ATTACKER = scope:bandit
			SC_DEFENDER = root
			FATALITY = yes
			FIXED = no
			LOCALE = tavern
			OUTPUT_EVENT = rtr.0087
			INVALIDATION_EVENT = rtr.0054
		}
	}
}	
rtr.0054 = { # Sword for hire - Quest completed
    type = character_event
	title = rtr_events.0054.t
	desc = rtr_events.0054.desc
	theme = martial
	
	override_background = { reference = tavern }
	
	trigger = { has_character_flag = hire_quest }
	
	left_portrait = {
	    character = root
		animation = war_attacker
	}
    right_portrait = {
		character = liege
		animation = personality_honorable
	}
	
	immediate = {
	 liege = {
			add_opinion = {
				target = root
				modifier = respect_opinion
				opinion = 20
				
			}
			save_scope_as = captain
		}
	 change_variable = { name = mercenary_exp add = 250 }	
	 scope:quest_target = { pay_short_term_gold = { target = root gold = 20 }	}
	 scope:captain.primary_title = { save_scope_as = the_band }
	}
	
	option = { 
        name = rtr_decisions.0054.a
		flavor = rtr_decisions.0054.flavor.a
		trigger_event = { on_action = rank_up_on_action }
		remove_character_flag = hire_quest
		remove_character_flag = active_mission
		add_character_flag = { flag = quest_cooldown years = 1 }
		add_character_flag = { flag = recent_hire_quest years = 3 }
        resume_travel_plan_mp = yes 
    }
}
rtr.0055 = { # Ancient Artifact	
    type = letter_event
	
	opening = { desc = rtr_events.0055.opening }
	
	sender = liege
	
	desc = rtr_events.0055.desc
	
	trigger = {
	 has_trait = rtr_society_rank
	 
	}
	
	immediate = { random_ruler = { limit = { NOT = { in_diplomatic_range = root } } save_scope_as = local_ruler } scope:local_ruler.capital_province = { save_scope_as = artifact_location } }
		
	option = {
	 name = rtr_decisions.0055.a
	 flavor = rtr_decisions.0055.flavor.a
	 add_character_flag = artifact_quest
	 add_character_flag = active_mission
	 start_travel_plan = {
						destination = scope:artifact_location
			           	on_start_on_action = on_travel_relocation_start
			         	on_arrival_on_action = artifact_quest_on_action
			         	on_arrival_destinations = all_but_last
						players_use_planner = no
						return_trip = yes
					}
	 pan_camera_to_province = scope:artifact_location
	 }
}

rtr.0056 = { # Ancient Artifact - Intentionally vague structure description
    type = character_event
    title = rtr_events.0056.t	
	desc = rtr_events.0056.desc
	theme = intrigue
	
	immediate = { location = { save_scope_as = artifact_location } pause_travel_plan_mp = yes }
	
	left_portrait = {
	    character = root
		animation = personality_honorable
	}

    override_background = {
		reference = wilderness_forest
	}

    option = {
     name = rtr_decisions.0056.a
	 trigger_event = rtr.0057
    }
    option = {
     name = rtr_decisions.0056.b
     flavor = rtr_decisions.0056.flavor.b
	 trigger_event = rtr.0073
    }
}

rtr.0057 = { # Ancient Artifact : Level 1 - Choices : Danger level low
    type = character_event
    title = rtr_events.0057.t	
	desc = rtr_events.0057.desc
	theme = intrigue
	
	immediate = { location = { save_scope_as = artifact_location } }
	
	left_portrait = {
	    character = root
		animation = personality_honorable
	}

    override_background = {
		reference = corridor_night
	}
	
	option = {
     name = rtr_decisions.0057.a
	 flavor = rtr_decisions.0057.flavor.a
	 hidden_effect = {
	 random_list = {
	  100 = { trigger_event = rtr.0058 }
	  100 = { trigger_event = rtr.0060 }
	 }
     }	 
    }
    option = {
     name = rtr_decisions.0057.b
     flavor = rtr_decisions.0057.flavor.b
	 hidden_effect = {
	 random_list = {
	 100 = { trigger_event = rtr.0059 }
	 100 = { trigger_event = rtr.0060 }
	 }
	 }
    }
}

rtr.0058 = { # Misfortune - Fell into icy water!	
    type = character_event
    title = rtr_events.0058.t	
	desc = rtr_events.0058.desc
	theme = intrigue
	
	immediate = {
	 play_music_cue = "mx_cue_illness" 
	 add_trait = ill
	}
	
	right_portrait = {
	    character = root
		animation = personality_shock
	}

    override_background = {
		reference = dungeon
	}
	
	option = {
	 name = rtr_decisions.0058.a
	 flavor = rtr_decisions.0058.flavor.a
	 trigger_event = rtr.0060
	}
}
rtr.0059 = { # Misfortune - Hit in the face by a swinging club!
    type = character_event
    title = rtr_events.0059.t	
	desc = rtr_events.0059.desc
	theme = intrigue
	
	immediate = {
	 add_trait = wounded_1
	}
	
	right_portrait = {
	    character = root
		animation = personality_shock
	}

    override_background = {
		reference = corridor_night
	}
	
	option = {
	 name = rtr_decisions.0059.a
	 flavor = rtr_decisions.0059.flavor.a
	 trigger_event = rtr.0060
	}
}
rtr.0060 = { # Ancient Artifact - Level 2 : Lever : Danger level Medium
    type = character_event
    title = rtr_events.0060.t	
	desc = rtr_events.0060.desc
	theme = intrigue
	
	right_portrait = {
	    character = root
		animation = personality_honorable
	}

    override_background = {
		reference = corridor_night
	}
	
	option = {
	 name = rtr_decisions.0060.a
	 flavor = rtr_decisions.0060.flavor.a
	 lever_pull_effect = yes
	}
	option = {
	 name = rtr_decisions.0060.b
	 flavor = rtr_decisions.0060.flavor.b
	 trigger_event = rtr.0064
	}
}
rtr.0061 = { # Misfortune! - Stabbed by a pike
    type = character_event
    title = rtr_events.0061.t	
	desc = rtr_events.0061.desc
	theme = intrigue
	
	left_portrait = {
	    character = root
		animation = personality_shock
	}
    
    override_background = {
		reference = corridor_night
	}

    immediate = {
	 remove_trait = wounded_1
	 add_trait = wounded_2
	}
 
    option = { 
     name = rtr_decisions.0061.a 
	 flavor = rtr_decisions.0061.flavor.a
	 trigger_event = rtr.0064
    }
}	
rtr.0062 = { # Lucky! - Exotic food drop
    type = character_event
    title = rtr_events.0062.t	
	desc = rtr_events.0062.desc
	theme = intrigue
	
	left_portrait = {
	    character = root
		animation = ecstasy
	}
    
    override_background = {
		reference = corridor_night
	}

    immediate = {
	 add_character_modifier = { modifier = calming_fruit_modifier years = 1 }
	}
 
    option = { 
     name = rtr_decisions.0062.a 
	 flavor = rtr_decisions.0062.flavor.a
	 trigger_event = rtr.0064
    }
}
rtr.0063 = {  # Lucky! - Discovered shortcut
    type = character_event
    title = rtr_events.0063.t	
	desc = rtr_events.0063.desc
	theme = intrigue
	
	left_portrait = {
	    character = root
		animation = ecstasy
	}
    
    override_background = {
		reference = corridor_night
	}

 
    option = { 
     name = rtr_decisions.0063.a
	 flavor = rtr_decisions.0063.flavor.a
     trigger_event = rtr.0067	 
    }
}	
rtr.0064 = { # Ancient Artifact : Level 3 - Obstacle course : Danger level High
    type = character_event
    title = rtr_events.0064.t	
	desc = rtr_events.0064.desc
	theme = intrigue
	
	left_portrait = {
	    character = root
		animation = personality_honorable
	}
    
    override_background = {
		reference = corridor_night
	}

 
    option = { 
     name = rtr_decisions.0064.a
     obstacle_course_effect = yes	 
	 flavor = rtr_decisions.0064.flavor.a
    }
	option = {
	 name = rtr_decisions.0064.b
	 flavor = rtr_decisions.0064.flavor.b
	 trigger_event = rtr.0073
	}
}
rtr.0065 = { # Misfortune! - Fell into spike pit
    type = character_event
    title = rtr_events.0065.t	
	desc = rtr_events.0065.desc
	theme = intrigue
	
	left_portrait = {
	    character = root
		animation = personality_shock
	}
    
    override_background = {
		reference = corridor_night
	}
	
	immediate = {
	remove_trait = wounded_1
	remove_trait = wounded_2
	add_trait = wounded_3
	}

    option = { 
     name = rtr_decisions.0065.a
	 flavor = rtr_decisions.0066.flavor.a
     trigger_event = rtr.0067	 
    }
}
rtr.0066 = { # Lucky! - Obstacle course cleared
 	type = character_event
    title = rtr_events.0066.t	
	desc = rtr_events.0066.desc
	theme = intrigue
	
	left_portrait = {
	    character = root
		animation = ecstasy
	}
    
    override_background = {
		reference = corridor_night
	}

    option = { 
     name = rtr_decisions.0066.a
	 flavor = rtr_decisions.0066.flavor.a
     trigger_event = rtr.0067	 
    }
}	
rtr.0067 = { # Ancient Artifact : Level 4 - Labyrinth : Danger level Extreme
	type = character_event
    title = rtr_events.0067.t	
	desc = rtr_events.0067.desc
	theme = intrigue
	
	left_portrait = {
	    character = root
		animation = personality_honorable
	}
    
    override_background = {
		reference = temple
	}

    option = { 
     name = rtr_decisions.0067.a
	 flavor = rtr_decisions.0067.flavor.a
	 hidden_effect = {
     labyrinth_effect = yes	
     }	 
    }
}
rtr.0068 = { # Death - Lost in the Labyrinth	
	type = character_event
    title = rtr_events.0068.t	
	desc = rtr_events.0068.desc
	theme = death
	
	left_portrait = {
	    character = root
		animation = personality_shock
	}
    
    override_background = {
		reference = corridor_night
	}

    option = { 
     name = rtr_decisions.0068.a
	 flavor = rtr_decisions.0068.flavor.a
     death = { death_reason = death_vanished }	 
    }
}
rtr.0069 = { # Death - Suffocated under sand
	type = character_event
    title = rtr_events.0069.t	
	desc = rtr_events.0069.desc
	theme = death
	
	immediate = {
     play_music_cue = mx_cue_stress
	}
	
	left_portrait = {
	    character = root
		animation = personality_shock
	}
    
    override_background = {
		reference = dungeon
	}

    option = { 
     name = rtr_decisions.0069.a
	 flavor = rtr_decisions.0069.flavor.a
     death = { death_reason = death_vanished }	 
    }
}	
rtr.0070 = { # 	Ancient Artifact - Artifact Found, No threats
    type = character_event
    title = rtr_events.0070.t	
	desc = rtr_events.0070.desc
	theme = intrigue
	
	left_portrait = {
	    character = root
		animation = ecstasy
	}
    
    override_background = {
		reference = throne_room_east
	}

    option = { 
     name = rtr_decisions.0070.a
     trigger_event = rtr.0072
    }
}
rtr.0071 = { # Ancient Artifact - Artifact Found, Attacked by rival explorer
	type = character_event
    title = rtr_events.0071.t	
	desc = rtr_events.0071.desc
	theme = intrigue
	
	left_portrait = {
	    character = root
		animation = personality_shock
	}
	right_portrait = {
	    character = scope:enemy_explorer
	}	
    
    override_background = {
		reference = throne_room_east
	}
	
	immediate = { 
	 if = { limit = { any_ruler = { has_variable = main_rival has_relation_nemesis = root } }
	   random_ruler = { limit = { has_variable = main_rival has_relation_nemesis = root } save_scope_as = rival_band_leader } scope:rival_band_leader.primary_title = { save_scope_as = rival_band } 
	  }
	  else = {
	random_ruler = { limit = {  government_has_flag = government_is_mercenary } save_scope_as = rival_band_leader } scope:rival_band_leader.primary_title = { save_scope_as = rival_band } 
	scope:rival_band_leader = { random_courtier = { save_scope_as = enemy_explorer } }
	}
    }

    option = { 
     name = rtr_decisions.0071.a
	 configure_start_single_combat_effect = {
			SC_INITIATOR = root
			SC_ATTACKER = scope:enemy_explorer
			SC_DEFENDER = root
			FATALITY = yes
			FIXED = no
			LOCALE = throne_room_east
			OUTPUT_EVENT = rtr.0082
			INVALIDATION_EVENT = perk_interaction.0102
	  }
    }
}
rtr.0072 = { # Ancient Artifact - Quest complete
    type = letter_event
	opening = { desc = rtr_events.0072.opening }
	desc = rtr_events.0072.desc
	sender = liege
	
	trigger = { has_character_flag = artifact_quest }
	
	
	immediate = {
	    liege = {
			add_opinion = {
				target = root
				modifier = respect_opinion
				opinion = 20
				
			}
			save_scope_as = captain		
			add_gold = 250
		}
		change_variable = { name = mercenary_exp add = 250 }
	}
	
	option = { 
        name = rtr_decisions.0072.a
		flavor = rtr_decisions.0072.flavor.a
		remove_character_flag = artifact_quest
		remove_character_flag = active_mission
		trigger_event = { on_action = rank_up_on_action }
		add_character_flag = { flag = quest_cooldown years = 1 }
		add_character_flag = { flag = recent_artifact_quest years = 3 }
		resume_travel_plan_mp = yes 
		scope:captain = {
		pay_short_term_gold = {
		    gold = 50
			target = root
		}	
		}
    }
}	
rtr.0073 = { # Ancient Artifact - Quest failed
    type = letter_event
	opening = { desc = rtr_events.0073.opening }
	desc = rtr_events.0073.desc
	sender = liege
	
	trigger = { has_character_flag = artifact_quest }
	
	
	immediate = {
	 liege = {
			add_opinion = {
				target = root
				modifier = respect_opinion
				opinion = -40
				
			}
			save_scope_as = captain
		}
	}
	
	option = { 
        name = rtr_decisions.0073.a
		resume_travel_plan_mp = yes
		remove_character_flag = artifact_quest
		remove_character_flag = active_mission
		add_character_flag = { flag = quest_cooldown years = 1 }
		add_character_flag = { flag = recent_artifact_quest years = 3 }
    }
}
rtr.0074 = { # 	Supply delivery
    type = letter_event
	
	opening = { desc = rtr_events.0074.opening }
	
	sender = liege
	
	desc = rtr_events.0074.desc
	
	trigger = {
	 has_trait = rtr_society_rank
	 
	}
	
	immediate = {
	 random_ruler = { limit = { is_at_war = yes has_raised_armies = yes is_landed = yes in_diplomatic_range = root } save_scope_as = owner }
	 scope:owner = { 
	 random_army = { save_scope_as = target_army } 
	}
	scope:target_army.location = { save_scope_as = army_location } 
	
	}
		
	option = {
	 name = rtr_decisions.0074.a
	 flavor = rtr_decisions.0074.flavor.a
	 add_character_flag = ressuply_quest
	 add_character_flag = active_mission
	 start_travel_plan = {
						destination = scope:owner.capital_province
			           	on_start_on_action = on_travel_relocation_start
			         	on_arrival_on_action = ressuply_quest_on_action
			         	on_arrival_destinations = all_but_last
						players_use_planner = no
						return_trip = yes
					}
	 pan_camera_to_province = scope:army_location
	 
	 }
}
rtr.0075 = { # Supply delivery - Skirmish
	type = character_event
    title = rtr_events.0075.t	
	desc = rtr_events.0075.desc
	theme = battle
	
	left_portrait = {
	    character = root
		animation = personality_honorable
	}
	right_portrait = {
	    character = scope:commander
		animation = aggressive_sword
	}	
    
    override_background = {
		reference = battlefield
	}
	
	immediate = { 
	 scope:target_army.location = { save_scope_as = army_location }
	 scope:target_army.army_commander = { save_scope_as = commander }
	 pause_travel_plan_mp = yes 
    }
	
	option = {
	 name = rtr_decisions.0075.a
	 flavor = rtr_decisions.0075.flavor.a
	 skirmish_effect = yes
	 }
}
rtr.0076 = { # Supply delivery - Skirmishers defeated
    type = character_event
    title = rtr_events.0076.t	
	desc = rtr_events.0076.desc
	theme = battle
	
	left_portrait = {
	    character = root
		animation = celebrate_dagger
	}
    right_portrait	= {
	    character = scope:commander
		animation = celebrate_sword
	}
   
    immediate = {
	 hidden_effect = { scope:army_commander = { add_gold = 50 } }
    }
    
    option = {
     name = rtr_decisions.0076.a
	 flavor = rtr_decisions.0076.flavor.a
	 scope:army_commander = {
	  pay_short_term_gold = { gold = 50 target = root }
	 }
	 trigger_event = { on_action = rank_up_on_action }
	 remove_character_flag = active_mission
	 remove_character_flag = ressuply_quest
	 change_variable = { name = mercenary_exp add = 250 }
	 add_character_flag = { flag = quest_cooldown years = 1 }
	 add_character_flag = { flag = recent_ressuply_quest years = 3 } 
	 resume_travel_plan_mp = yes
	}
}
rtr.0077 = { # Supply delivery - Captured in skirmish	
	type = character_event
    title = rtr_events.0077.t	
	desc = rtr_events.0077.desc
	theme = battle
	
	left_portrait = {
	    character = root
		animation = war_over_loss
	}
   
    immediate = {
     random_ruler = { limit = { has_variable = ressuply_army_owner } save_scope_as = owner }
     scope:owner = { random_war_enemy = { save_scope_as = skirmishers } }
	 liege = { save_scope_as = captain }
	 root = { current_travel_plan = { cancel_travel_plan = yes } }
     scope:skirmishers = { imprison = { target = root type = dungeon } }
      
	 remove_character_flag = active_mission
	 remove_character_flag = ressuply_quest
	 add_character_flag = { flag = quest_cooldown years = 1 }
	 add_character_flag = { flag = recent_ressuply_quest years = 3 } 
     add_trait = wounded_1	 
	 
	 scope:owner = { random_army = { limit = { has_variable = ressuply_army } save_scope_as = target_army } }
    }
    
    option = {
     name = rtr_decisions.0077.a
	 flavor = rtr_decisions.0077.flavor.a
	}
}	
rtr.0078 = { # Supply delivery - Army turned cannibals
    type = character_event
    title = rtr_events.0078.t	
	desc = rtr_events.0078.desc
	theme = battle
	
	left_portrait = {
	    character = root
		animation = personality_shock
	}
	
	right_portrait = {
	     character = scope:cannibal_knight
		 animation = lunatic
	}	 
   
    immediate = {
     random_ruler = { limit = { has_variable = ressuply_army_owner } save_scope_as = owner }
	 scope:owner = { random_army = { limit = { has_variable = ressuply_army } save_scope_as = target_army } }
	 scope:target_army.location = { save_scope_as = army_location }
     scope:owner = { random_knight = { save_scope_as = cannibal_knight } }	 
    }
    
    option = {
     name = rtr_decisions.0078.a
	 flavor = rtr_decisions.0078.flavor.a
	 cannibal_battle_effect = yes
	 }
	 
}
rtr.0079 = { # Supply delivery - Cannibals defeated
    type = character_event
    title = rtr_events.0079.t	
	desc = rtr_events.0079.desc
	theme = battle
	
	left_portrait = {
	    character = root
		animation = celebrate_dagger
	}
   
    immediate = {
	 liege = {
		add_opinion = {
		 target = root
		 modifier = respect_opinion
		 opinion = 10
		 
	     }
		save_scope_as = captain
	 }
	 change_variable = { name = mercenary_exp add = 250 }
	 random_ruler = { limit = { has_variable = ressuply_army_owner } save_scope_as = owner }
	 scope:owner = { random_army = { limit = { has_variable = ressuply_army } save_scope_as = target_army } }
    }
    
    option = {
     name = rtr_decisions.0079.a
	 flavor = rtr_decisions.0079.flavor.a
	 trigger_event = { on_action = rank_up_on_action }
     remove_character_flag = active_mission
	 remove_character_flag = ressuply_quest
	 add_character_flag = { flag = quest_cooldown years = 1 }
	 add_character_flag = { flag = recent_ressuply_quest years = 3 } 
	}
}
rtr.0080 = { # Supply delivery - Eaten by cannibals
    type = character_event
    title = rtr_events.0080.t	
	desc = rtr_events.0080.desc
	theme = death
	
	left_portrait = {
	    character = root
		animation = personality_shock
	}
   
    immediate = {
	 play_music_cue = mx_cue_stress
	 add_trait = wounded_3
	 add_trait = maimed
	 random_ruler = { limit = { has_variable = ressuply_army_owner } save_scope_as = owner }
	 scope:owner = { random_army = { limit = { has_variable = ressuply_army } save_scope_as = target_army } }
    }
    
    option = {
     name = rtr_decisions.0080.a
	 flavor = rtr_decisions.0080.flavor.a
	 death = { death_reason = death_ripped_apart_limb_by_limb }
	}
}
rtr.0081 = { # Promoted from novice to Acolyte - Bestowing ceremony
    type = character_event
	title = rtr_events.0081.t
	desc = rtr_events.0081.desc
	theme = martial
	
	
	left_portrait = {
	    character = root
		animation = ecstasy
	}
    right_portrait = {
		character = liege
		animation = personality_honorable
	}
	
	immediate = {
		play_music_cue = "mx_cue_epic_sacral_moment"
		liege = {
			add_opinion = {
				target = root
				modifier = respect_opinion
				opinion = 20
				
			}
			save_scope_as = captain
		}
		change_variable = { name = mercenary_exp add = 250 }
		scope:captain.primary_title = { save_scope_as = the_band }
		
		#Creating nemesis band
		if = { limit = { NOT = { any_ruler = { has_relation_nemesis = root has_variable = main_rival } } }  
		random_ruler = { limit = { OR = { government_has_flag = government_is_mercenary government_has_flag = government_is_holy_order } in_diplomatic_range = root } save_scope_as = main_rival set_variable = { name = main_rival years = 10 } }
	    scope:main_rival.primary_title = { save_scope_as = rival_title }	
		scope:main_rival = { set_relation_nemesis = { target = scope:captain } }
		set_relation_nemesis = { target = scope:main_rival }
	}
	}
	
	option = { 
        name = rtr_decisions.0081.a
		flavor = rtr_decisions.0081.flavor.a
		create_and_grant_armor_effect = yes
		add_character_flag = { flag = quest_cooldown years = 1 }
    }
}
rtr.0082 = { # Duel outcome checker (for artifact quest)
	hidden = yes 
	
	immediate = {
	 if = { limit = { scope:sc_victor = root } # Victory
		 trigger_event = rtr.0072
		 scope:sc_loser = { death = { death_reason = death_duel killer = root }
      }
	  }
	 else = { death = { death_reason = death_duel killer = scope:sc_victor } }
	}
}
rtr.0083 = { # Continuation of Sword for Hire event, diplomacy option rejected
    type = character_event
	title = rtr_events.0083.t
	desc = rtr_events.0083.desc
	theme = diplomacy
	
	override_background = { reference = tavern }

	
	trigger = { has_character_flag = hire_quest }
	
	left_portrait = {
	    character = root
		animation = war_attacker
	}
    right_portrait = {
		character = scope:bandit
		animation = war_attacker
	}
	
	immediate = {
	
	 scope:quest_target = { random_courtier_or_guest = { limit = { has_variable = event_bandit } save_scope_as = bandit } } # Random bandit enemy
	 add_diplomacy_lifestyle_xp = medium_lifestyle_experience
	}
	
	option = { 
        name = rtr_decisions.0083.a
		flavor = rtr_decisions.0083.flavor.a
		configure_start_single_combat_effect = {
			SC_INITIATOR = root
			SC_ATTACKER = scope:bandit
			SC_DEFENDER = root
			FATALITY = yes
			FIXED = no
			LOCALE = tavern
			OUTPUT_EVENT = rtr.0085
			INVALIDATION_EVENT = rtr.0052
		}
    }	
}	
rtr.0084 = { # Continuation of Sword for Hire event, diplomacy option accepted
    type = character_event
	title = rtr_events.0084.t
	desc = rtr_events.0084.desc
	theme = diplomacy
	
	override_background = { reference = tavern }

	
	trigger = { has_character_flag = hire_quest }
	
	left_portrait = {
	    character = root
		animation = personality_rational
	}
    right_portrait = {
		character = scope:bandit
		animation = personality_bold
	}
	
	immediate = { 
	 scope:quest_target = { random_courtier_or_guest = { limit = { has_variable = event_bandit } save_scope_as = bandit } } # Random bandit enemy
	 add_diplomacy_lifestyle_perk_points = 1
	}
	
	option = { 
        name = rtr_decisions.0084.a
		flavor = rtr_decisions.0084.flavor.a
        trigger_event = rtr.0054
		every_courtier_or_guest = { limit = { has_variable = event_bandit } death = { death_reason = death_vanished } }
	}	
}
rtr.0085 = { # Duel outcome checker 1 (for Sword For Hire quest)
	hidden = yes 
	
	immediate = {
	 if = { limit = { scope:sc_victor = root } # Victory
		 trigger_event = rtr.0052
		 scope:sc_loser = { death = { death_reason = death_duel killer = root }
      }
	  }
	 else = { death = { death_reason = death_duel killer = scope:sc_victor } }
	}
}
rtr.0086 = { # Duel outcome checker 2 (for Sword For Hire quest)
	hidden = yes 
	
	immediate = {
	 if = { limit = { scope:sc_victor = root } # Victory
		 trigger_event = rtr.0053
		 scope:sc_loser = { death = { death_reason = death_duel killer = root }
      }
	  }
	 else = { death = { death_reason = death_duel killer = scope:sc_victor } }
	}
}
rtr.0087 = { # Duel outcome checker 3 (for Sword For Hire quest)
	hidden = yes 
	
	immediate = {
	 if = { limit = { scope:sc_victor = root } # Victory
		 trigger_event = rtr.0054
		 scope:sc_loser = { death = { death_reason = death_duel killer = root }
      }
	  }
	 else = { death = { death_reason = death_duel killer = scope:sc_victor } }
	}
}


## AFTER RTP EVENT CHANGES
rtr.0089 = { # Slave escape choice event
    type = character_event
	title = rtr_events.0089.t
	desc = rtr_events.0089.desc
	theme = prison
	
	trigger = {
	 has_trait = slave
	 }
	
    
	left_portrait = {
		character = root
		animation = shock
	}

	lower_right_portrait = {
		character = scope:master
	}
	
	option = {
	name = rtr_decisions.0089.a
	flavor = rtr_decisions.0089.flavor.a
	trigger_event = rtr.0023
	}
	option = {
	name = rtr_decisions.0089.b
	flavor = rtr_decisions.0089.flavor.b
	}
	
}	  

rtr.0090 = { # Enslaved effect
 type = character_event
	title = rtr_events.0090.t
	desc = rtr_events.0090.desc
	theme = prison
	
    
	left_portrait = {
		character = root
		animation = shock
	}

	lower_right_portrait = {
		character = scope:master
	}
	
	option = {
	name = rtr_decisions.0090.a
	flavor = rtr_decisions.0090.flavor.a
	rtr_enslave_effect = yes
	set_relation_grudge = { target = scope:master reason = enslaved }
	}
}  

rtr.0091 = { # Slave random yearly event
  type = character_event
	title = rtr_events.0091.t
	desc = rtr_events.0091.desc
	theme = prison
	
    immediate = { liege = { save_scope_as = master } }
	
	override_background = {
	 reference = farmland
	}
	
	
	left_portrait = {
		character = root
		animation = shock
	}

	lower_right_portrait = {
		character = scope:master
	}
	
	option = {
	name = rtr_decisions.0091.a
	flavor = rtr_decisions.0091.flavor.a
	random_list = {
			50 = { # Not caught
				desc = rtr_chance.0091.a
				modifier = {
					add = {
						value = intrigue
						subtract = low_skill_rating
						multiply = 2
					}
				}
				send_interface_toast = {
				 title = rtr_chance.0091.a
				add_character_modifier = { modifier = well_fed_modifier days = 120 }
				}
			}
		    50 = { # Discovered
				desc = rtr_chance.0091.b
				send_interface_toast = {
				 title = rtr_chance.0091.b
				add_character_modifier = { modifier = stress_starvation days = 120 }
				}
			}
		}
		skill = intrigue
	}
	option = {
	name = rtr_decisions.0091.b
	flavor = rtr_decisions.0091.flavor.b
	}
}	
rtr.0092 = { # Slave random yearly event 2
  type = character_event
	title = rtr_events.0092.t
	desc = rtr_events.0092.desc
	theme = prison
	
    immediate = { liege = { save_scope_as = master } add_trait = ill }
	
	
	left_portrait = {
		character = root
		animation = shock
	}

	lower_right_portrait = {
		character = scope:master
	}
	
	option = {	
	name = rtr_decisions.0092.a
	flavor = rtr_decisions.0092.flavor.a
	random_list = {
			50 = { # Treatment accepted
				desc = rtr_chance.0092.a
				modifier = {
					add = 30
					scope:master = {
					ai_compassion >= low_positive_ai_value
					}
				 
				}
				modifier = {
					add = -10
					scope:master = {
					ai_compassion < low_positive_ai_value
					}
				 
				}
				send_interface_toast = {
				 title = rtr_chance.0092.a
				add_character_modifier = { modifier = safe_disease_treatment_success_low_modifier days = 120 }
				remove_trait = ill
				}
			}
		    50 = { # The master is not that kind			
				 desc = rtr_chance.0092.b
				 trigger_event = { id = rtr.0093 days = 1 }
			}
		}
	}
	option = {
	name = rtr_decisions.0092.b
	flavor = rtr_decisions.0092.flavor.b
	}
}	
rtr.0093 = { # Execution as a Slave
  type = character_event
	title = rtr_events.0093.t
	desc = rtr_events.0093.desc
	theme = death
	
    immediate = { liege = { save_scope_as = master } play_music_cue = "mx_cue_death" }
	
	
	left_portrait = {
		character = root
		animation = shock
	}

	lower_right_portrait = {
		character = scope:master
	}
	
	option = {
	name = rtr_decisions.0093.a
	flavor = rtr_decisions.0093.flavor.a
	execute_prisoner_effect = {
						VICTIM = root
						EXECUTIONER = scope:master
					}
	}
	option = {
	name = rtr_decisions.0093.b
	flavor = rtr_decisions.0093.flavor.b
	
	   random_list = { # Low chance of escape
			35 = {
				trigger_event = { id = rtr.0094 days = 1 }
				modifier = {
					add = {
						value = prowess
						subtract = average_skill_rating
						multiply = 2
					}
				}
				ai_value_modifier = {
					ai_energy = 0.5
				}
			}
			65 = {
				
					execute_prisoner_effect = {
						VICTIM = root
						EXECUTIONER = scope:master
					}
				
				modifier = {
					add = {
						value = scope:master.intrigue
						subtract = average_skill_rating
						multiply = 2
					}
				}
				modifier = {
					add = 25
					OR = {
						has_trait = weak
						has_trait = craven
						has_trait = physique_bad_1
					}
				}
				modifier = {
					add = 50
					OR = {
						has_trait = physique_bad_2
						has_trait = physique_bad_3
					}
				}
			}
		  }
		}
		
		
}

rtr.0094 = { # Successful escape from execution!
    type = character_event
	title = rtr_events.0094.t
	desc = rtr_events.0094.desc
	theme = prison

	trigger = {
	 has_trait = slave
	}
	
	override_background = {
		reference = wilderness_scope
	}

	left_portrait = {
		character = root
		animation = ecstasy
	}
	lower_right_portrait = {
		character = scope:master
	}
	
	immediate = { 
	rtr_release_slave_and_remove_relation_effect = yes 
	add_trait = escaped_slave
	play_music_cue = "mx_cue_positive_effect"
	}
	
	
	option = { 
		name = rtr_decisions.0094.a
		add_character_modifier = { modifier = strong_willed_modifier years = 5 }
	}
}	

rtr.0095 = { # Outpost Raid - Initial Plan
    type = letter_event
    opening = { desc = rtr_events.0095.opening }
    sender = liege
    desc = rtr_events.0095.desc
    
    trigger = { 
        has_trait_rank = { trait = rtr_society_rank rank >= 3 }
        NOT = { has_character_flag = recent_raid_quest }
    }

    immediate = {
        random_ruler = { limit = { has_relation_nemesis = root has_variable = main_rival } save_scope_as = outpost_target }
    }
    
    option = {
        name = rtr_decisions.0095.a
        flavor = rtr_decisions.0095.flavor.a
        start_travel_plan = {
            destination = scope:outpost_target.location
            on_start_on_action = on_travel_relocation_start
            on_arrival_on_action = raid_quest_on_action
            on_arrival_destinations = all_but_last
            players_use_planner = no
            return_trip = yes
        }
        
        add_character_flag = raid_quest
        add_character_flag = active_mission
    }
}

rtr.0096 = { # Outpost Raid - Choose Approach
    type = character_event
    title = rtr_events.0096.t
    desc = rtr_events.0096.desc
    theme = intrigue
    
    override_background = {
        reference = ep3_campfire
    }
	
	immediate = {  pause_travel_plan_mp = yes  }

    trigger = {
        has_character_flag = raid_quest
        has_trait = rtr_society_rank
    }

    left_portrait = {
        character = root
        animation = spymaster
    }

    option = {
        name = rtr_decisions.0096.a
        flavor = rtr_decisions.0096.flavor.a
        # Option to poison the camp's food
        random_list = {
            60 = { # Successful Poisoning
                desc = rtr_chance.0096.a
                trigger_event = rtr.0097
				modifier = {
				add = {
					value = intrigue
					subtract = average_skill_rating
					multiply = 2
				}
			}
				 
            }
            40 = { # Failed Poisoning
                desc = rtr_chance.0096.b
                trigger_event = rtr.0098
            }
        }
    }
    option = {
        name = rtr_decisions.0096.b
        flavor = rtr_decisions.0096.flavor.b
        # Option to initiate single combat with a knight
        scope:outpost_target = { random_knight = { save_scope_as = random_knight } }
        configure_start_single_combat_effect = {
            SC_INITIATOR = root
            SC_ATTACKER = root
            SC_DEFENDER = scope:random_knight
            FATALITY = yes
            FIXED = no
            LOCALE = ep3_campfire
            OUTPUT_EVENT = rtr.0099
            INVALIDATION_EVENT = perk_interaction.0103
        }
    }
}

rtr.0097 = { # Outpost Raid - Successful Poisoning
    type = character_event
    title = rtr_events.0097.t
    desc = rtr_events.0097.desc
    theme = intrigue

    override_background = {
        reference = ep3_campfire
    }

    trigger = {
        has_character_flag = raid_quest
        has_trait = rtr_society_rank
    }

    immediate = {
        # Reducing the outpost's manpower and resources
        scope:outpost_target = {
           random_knight = { death = { killer = root death_reason = death_poison } }
        }
    }

    option = {
        name = rtr_decisions.0097.a
        flavor = rtr_decisions.0097.flavor.a
        remove_character_flag = active_mission
        remove_character_flag = raid_quest
        add_character_flag = { flag = recent_raid_quest years = 1 }
        send_interface_toast = {
            title = rtr_decisions.0097.victory
            custom_tooltip = rtr_decisions.0097.tt
        }
        scope:outpost_target = { add_opinion = { modifier = attempted_murder_me_crime years = 5 target = root } }
    }
}

rtr.0098 = { # Outpost Raid - Failed Poisoning
    type = character_event
    title = rtr_events.0098.t
    desc = rtr_events.0098.desc
    theme = intrigue

    override_background = {
        reference = bp1_bonfire
    }

    trigger = {
        has_character_flag = raid_quest
        has_trait = rtr_society_rank
    }

    option = {
        name = rtr_decisions.0098.a
        flavor = rtr_decisions.0098.flavor.a
        random_list = {
            60 = { # Caught and imprisoned
                desc = rtr_chance.0098.a
                scope:outpost_target = {
                    imprison = { target = root type = dungeon }
                    add_opinion = { modifier = attempted_murder_me_crime years = 4 target = root }
                }
                remove_character_flag = active_mission
                remove_character_flag = raid_quest
                add_character_flag = { flag = recent_raid_quest years = 1 }
                add_trait = wounded_2
            }
            40 = { # Escaped but failed
                desc = rtr_chance.0098.b
				modifier = {
				add = {
					value = prowess
					subtract = average_skill_rating
					multiply = 1.5
				}
				}
                remove_character_flag = active_mission
                remove_character_flag = raid_quest
                add_character_flag = { flag = recent_raid_quest years = 1 }
            }
        }
    }
}

rtr.0099 = { # Outpost Raid - Duel Outcome
    hidden = yes

    trigger = {
        has_trait = rtr_society_rank
    }

    immediate = {
        if = { limit = { scope:sc_victor = root } # Victory in Duel
            trigger_event = rtr.0100
        }
        scope:sc_loser = { death = { death_reason = death_duel killer = scope:sc_victor } }
    }
}

rtr.0100 = { # Outpost Raid - Duel Victory
    type = character_event
    title = rtr_events.0100.t
    desc = rtr_events.0100.desc
    theme = warfare

    override_background = {
        reference = battlefield
    }

    trigger = {
        has_character_flag = raid_quest
        has_trait = rtr_society_rank
    }

    left_portrait = {
        character = root
        animation = personality_bold
    }

    right_portrait = {
        character = scope:random_knight
        animation = personality_coward
    }

    immediate = {
        liege = { save_scope_as = commander }
        change_variable = { name = mercenary_exp add = 250 }
        add_character_flag = { flag = recent_raid_quest years = 1 }
		if = { limit = { has_trait = lifestyle_blademaster }
		add_trait_xp = { trait = lifestyle_blademaster value = 50 }
		}
		else = { add_trait = lifestyle_blademaster }
    }

    option = {
        name = rtr_decisions.0100.a
        flavor = rtr_decisions.0100.flavor.a
        remove_character_flag = active_mission
        remove_character_flag = raid_quest
        resume_travel_plan_mp = yes
        scope:commander = {
            add_opinion = {
                target = root
                modifier = respect_opinion
                opinion = 30
            }
        }
        trigger_event = { on_action = rank_up_on_action }
    }
}

rtr.0101 = { # Raid estate of rival's supporter
	type = character_event
	title = rtr_events.0101.t
	desc = rtr_events.0101.desc
	theme = intrigue
	left_portrait = {
		character = root
		animation = spymaster
	}
	right_portrait = {
		character = scope:employer
		animation = personality_vengeful
	}
	lower_center_portrait = scope:target
	override_background = { reference = study }
	widget = {
		gui = "event_window_widget_scheme"
		container = "custom_widgets_container"
	}

	immediate = {
		scope:task_contract = {
			task_contract_employer = { save_scope_as = employer }
			var:target = { save_scope_as = target }
		}
		liege = { save_scope_as = captain }
		scope:captain.primary_title = { save_scope_as = the_band }
		add_character_flag = estate_raid_quest
		add_character_flag = active_mission
	}

	# Go for a balanced agent mix.
	option = {
		name = rtr_decisions.0101.d
		reason = give_me_balanced_agents
		flavor = EVENT_WINDOW_OPTION_AGENTS_BALANCED

		scope:scheme = {
			# Success.
			add_agent_slot = agent_assassin
			add_agent_slot = agent_assassin
			# Speed.
			add_agent_slot = agent_infiltrator
			add_agent_slot = agent_footpad
			# Secrecy.
			add_agent_slot = agent_lookout
		}

		# No stress, we're just selecting our starter batch.
		# AI always selects balanced agents.
		ai_chance = { base = 1000 }
	}

	# Focus on success chance agents.
	option = {
		name = rtr_decisions.0101.a
		reason = give_me_success_agents
		flavor = EVENT_WINDOW_OPTION_AGENTS_SUCCESS

		scope:scheme = {
			# Success.
			add_agent_slot = agent_assassin
			add_agent_slot = agent_assassin
			add_agent_slot = agent_thug
			# Speed.
			add_agent_slot = agent_infiltrator
			# Secrecy.
			add_agent_slot = agent_lookout
		}

		# No stress, we're just selecting our starter batch.
		# AI always picks the balanced config.
	}
	
	# Focus on speedy agents.
	option = {
		name = rtr_decisions.0101.b
		reason = give_me_speed_agents
		flavor = EVENT_WINDOW_OPTION_AGENTS_SPEED

		scope:scheme = {
			# Speed.
			add_agent_slot = agent_infiltrator
			add_agent_slot = agent_infiltrator
			add_agent_slot = agent_footpad
			# Success.
			add_agent_slot = agent_assassin
			# Secrecy.
			add_agent_slot = agent_lookout
		}

		# No stress, we're just selecting our starter batch.
		# AI always picks the balanced config.
	}
	
	# Focus on secrecy agents.
	option = {
		name = rtr_decisions.0101.c
		reason = give_me_secrecy_agents
		flavor = EVENT_WINDOW_OPTION_AGENTS_SECRECY

		scope:scheme = {
			# Secrecy.
			add_agent_slot = agent_lookout
			add_agent_slot = agent_lookout
			add_agent_slot = agent_decoy
			# Success.
			add_agent_slot = agent_assassin
			# Speed.
			add_agent_slot = agent_infiltrator
		}

		# No stress, we're just selecting our starter batch.
		# AI always picks the balanced config.
	}
	
	# Now show us the panel.
	after = {
		hidden_effect = {
			if = {
				limit = {
					domicile ?= { has_domicile_parameter = camp_unlocks_poisoner_scheme_agents }
				}
				scope:scheme = { add_agent_slot = agent_poisoner }
			}
		}
		open_view = {
			view = intrigue_window
			player = root
		}
	}
}

rtr.0102 = { 
	type = character_event
	title = scheme_critical_moments.8035.t
	desc = {
		desc = scheme_critical_moments.8035.desc
		first_valid = {
			triggered_desc = {
				trigger = { scope:owner = scope:owner.top_liege }
				desc = scheme_critical_moments.8035.emperor
			}			
			triggered_desc = {
				trigger = { exists = scope:scheme_permission }
				desc = scheme_critical_moments.8035.permission
			}
			desc = scheme_critical_moments.8035.crime
		}
	}
	theme = intrigue
	left_portrait = {
		character = scope:owner
		animation = menacing
	}
	lower_left_portrait = {
		character = scope:owner.top_liege
		trigger = {
			NOR = {
				scope:owner.top_liege = scope:owner
				scope:owner.top_liege = scope:target
			}
			exists = scope:scheme_discovered
		}
	}
	lower_right_portrait = scope:target
	override_background = { reference = study }

	trigger = {
		scope:scheme.scheme_target_character.house = {
			any_house_member = {
				age >= 8
				is_playable_character = no
				trigger_if = {
					limit = { exists = primary_spouse }
					primary_spouse = { is_landed = no }
				}
				top_liege = scope:scheme.scheme_target_character.top_liege
				NOT = { this = scope:scheme.scheme_target_character }
			}
		}
	}

	on_trigger_fail = {
		scope:scheme = {
			scheme_target_character = {
				save_scope_as = target
				domicile ?= { save_scope_as = target_domicile }
			}
			scheme_owner = { save_scope_as = owner }
		}
		trigger_event = scheme_critical_moments.8031
	}

	immediate = {
		scope:scheme = {
			scheme_target_character = {
				save_scope_as = target
				domicile ?= { save_scope_as = target_domicile }
			}
			scheme_owner = { save_scope_as = owner }
		}
	}

	option = {
		name = scheme_critical_moments.8035.a
		custom_tooltip = scheme_critical_moments.8035.a.tt
		save_scope_as = scheme_kill
		stress_impact = {
			forgiving = medium_stress_impact_gain
			compassionate = medium_stress_impact_gain
			just = medium_stress_impact_gain
		}
		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_compassion = -1
				ai_boldness = 1
				ai_vengefulness = 1
			}
			modifier = {
				NOT = { has_relation_rival = scope:owner }
				add = -1000
			}
		}
	}

	option = {
		name = scheme_critical_moments.8035.b
		custom_tooltip = scheme_critical_moments.8035.b.tt
		save_scope_as = scheme_maim
		stress_impact = {
			forgiving = medium_stress_impact_gain
			compassionate = medium_stress_impact_gain
			just = medium_stress_impact_gain
		}
		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_compassion = -0.5
				ai_boldness = 0.5
				ai_vengefulness = 0.5
			}
			modifier = {
				NOT = { has_relation_rival = scope:owner }
				factor = 0.5
			}
		}
	}

	option = {
		name = scheme_critical_moments.8035.c
		custom_tooltip = scheme_critical_moments.8035.c.tt
		custom_tooltip = scheme_critical_moments.8035.c.warning
		save_scope_as = scheme_imprison
		ai_chance = { base = 0 }
	}

	option = {
		name = scheme_critical_moments.8035.d
		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_compassion = 0.5
				ai_boldness = -0.5
				ai_vengefulness = -0.5
			}
		}
	}

	after = {
		custom_tooltip = scheme_critical_moments.8035.tt
		trigger_event = rtr.0103
	}
}

rtr.0103 = { # Success roll
	hidden = yes

	immediate = {
		scope:scheme = {
			scheme_target_character = {
				save_scope_as = target
				domicile ?= { save_scope_as = target_domicile }
			}
			scheme_owner = {
				save_scope_as = owner
				if = {
					limit = { var:raid_estate_permission ?= scope:target.house }
					save_scope_as = scheme_permission
				}
				#DISCOVERY ROLL
				random = {
					chance = scope:scheme.scheme_secrecy
					save_scope_value_as = {
						name = scheme_discovered
						value = yes
					}
				}
				#SUCCESS ROLL
				random = {
					chance = scope:scheme.scheme_success_chance
					save_scope_value_as = {
						name = scheme_successful
						value = yes
					}
				}
				if = {
					limit = { exists = scope:scheme_successful }
					save_scope_value_as = {
						name = gold
						value = {
							value = scope:target.tiny_gold_value
							multiply = scope:target_domicile.num_domicile_buildings
							add = scope:target.tiny_gold_value 
						}
					}
					if = { # Successful imprisonment always exposes involvement
						limit = { exists = scope:scheme_imprison }
						save_scope_value_as = {
							name = scheme_discovered
							value = yes
						}
					}
					scope:target_domicile = { destroy_random_estate_building_variable_effect = yes }
					scope:target.house = {
						every_house_member = {
							limit = {
								age >= 8
								is_playable_character = no
								trigger_if = {
									limit = { exists = primary_spouse }
									primary_spouse = { is_landed = no }
								}
								top_liege = scope:target.top_liege
								NOT = { this = scope:target }
							}
							add_to_list = target_house_members
						}
						ordered_in_list = {
							list = target_house_members
							limit = {
								trigger_if = {
									limit = { exists = scope:scheme_maim }
									NOR = {
										has_trait = blind
										has_trait = eunuch_1
										has_trait = disfigured
									}
								}
							}
							order_by = {
								value = 1
								if = {
									limit = { is_adult = yes }
									add = 10
								}
								if = {
									limit = { this = scope:target.player_heir }
									add = -10
								}
								if = {
									limit = {
										can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:target }
									}
									add = 10
								}
							}
							check_range_bounds = no
							max = 3
							add_to_list = target_victims
						}
						random_in_list = {
							list = target_victims
							limit = { is_heir_of = scope:target }
							alternative_limit = { is_child_of = scope:target }
							alternative_limit = { is_close_family_of = scope:target }
							alternative_limit = { always = yes }
							save_scope_as = flavor_victim
						}
					}
					random = {
						chance = {
							value = scope:scheme.scheme_success_chance
							divide = 2
						}
						save_scope_value_as = {
							name = scheme_critical_success
							value = yes
						}
					}
					# Bonus Rewards
					random_list = {
						10 = { # Steal an Artifact
							trigger = {
								scope:target = {
									any_character_artifact = { is_equipped = no }
								}
							}
							modifier = {
								exists = scope:scheme_discovered
								factor = 2
							}
							modifier = {
								exists = scope:scheme_critical_success
								factor = 2
							}
							scope:target = {
								random_character_artifact = {
									limit = { is_equipped = no }
									weight = {
										base = 1
										# Prefer worse artifacts
										modifier = {
											rarity = masterwork
											factor = 5
										}
										modifier = {
											rarity = common
											factor = 10
										}
										# Prefer equippable artifacts
										modifier = {
											scope:owner = { can_equip_artifact = prev }
											factor = 2
										}
										# Don't like banners
										modifier = {
											exists = var:banner_dynasty
											factor = 0.1
										}
										modifier = {
											exists = var:banner_house
											factor = 0.1
										}
									}
									save_scope_as = stolen_artifact
								}
							}
						}
						10 = { # Building
							trigger = {
								scope:target_domicile = {
									OR = {
										has_domicile_building_or_higher = living_quarters_01
										has_domicile_building_or_higher = trophy_room_01
										has_domicile_building_or_higher = office_01
										has_domicile_building_or_higher = servants_quarters_01
										has_domicile_building_or_higher = library_01
										has_domicile_building_or_higher = bath_01
										has_domicile_building_or_higher = guest_room_01
										has_domicile_building_or_higher = wine_cellar_01
										has_domicile_building_or_higher = prison_01
										has_domicile_building_or_higher = reception_hall_01
										has_domicile_building_or_higher = cabinet_of_curiosities_01
										has_domicile_building_or_higher = grand_solar_01
										has_domicile_building_or_higher = temple_small_01
										has_domicile_building_or_higher = barracks_01
										has_domicile_building_or_higher = watchtower_01
										has_domicile_building_or_higher = guardhouse_01
										has_domicile_building_or_higher = garden_01
										has_domicile_building_or_higher = stable_01
										has_domicile_building_or_higher = workshop_01
										has_domicile_building_or_higher = storage_01
										has_domicile_building_or_higher = grazing_land_01
										has_domicile_building_or_higher = grain_field_01
										has_domicile_building_or_higher = vineyard_01
										has_domicile_building_or_higher = olive_01
										has_domicile_building_or_higher = silk_01
									}
								}
							}
							random_list = {
								10 = { # Diplomacy Upgrade
									trigger = {
										ep3_raid_insight_trigger = { TYPE = living_quarters }
										scope:owner.domicile ?= {
											NOT = { has_domicile_building = living_quarters_04 }
										}
									}
									save_scope_value_as = { name = stolen_building value = flag:living_quarters }
								}
								10 = { # Martial Upgrade
									trigger = {
										ep3_raid_insight_trigger = { TYPE = trophy_room }
										scope:owner.domicile ?= {
											NOT = { has_domicile_building = trophy_room_04 }
										}
									}
									save_scope_value_as = { name = stolen_building value = flag:trophy_room }
								}
								10 = { # Stewardship Upgrade
									trigger = {
										ep3_raid_insight_trigger = { TYPE = office }
										scope:owner.domicile ?= {
											NOT = { has_domicile_building = office_04 }
										}
									}
									save_scope_value_as = { name = stolen_building value = flag:office }
								}
								10 = { # Intrigue Upgrade
									trigger = {
										ep3_raid_insight_trigger = { TYPE = servants_quarters }
										scope:owner.domicile ?= {
											NOT = { has_domicile_building = servants_quarters_04 }
										}
									}
									save_scope_value_as = { name = stolen_building value = flag:servants_quarters }
								}
								10 = { # Learning Upgrade
									trigger = {
										ep3_raid_insight_trigger = { TYPE = library }
										scope:owner.domicile ?= {
											NOR = {
												has_domicile_building = library_observatory_04
												has_domicile_building = library_education_04
											}
										}
									}
									save_scope_value_as = { name = stolen_building value = flag:library }
								}
								10 = { # Bath
									trigger = {
										ep3_raid_insight_trigger = { TYPE = bath }
										scope:owner.domicile ?= {
											NOT = { has_domicile_building = bath_04 }
										}
									}
									save_scope_value_as = { name = stolen_building value = flag:bath }
								}
								10 = { # Guest Room
									trigger = {
										ep3_raid_insight_trigger = { TYPE = guest_room }
										scope:owner.domicile ?= {
											NOT = { has_domicile_building = guest_room_06 }
										}
									}
									save_scope_value_as = { name = stolen_building value = flag:guest_room }
								}
								10 = { # Wine Cellar
									trigger = {
										ep3_raid_insight_trigger = { TYPE = wine_cellar }
										scope:owner.domicile ?= {
											NOT = { has_domicile_building = wine_cellar_03 }
										}
									}
									save_scope_value_as = { name = stolen_building value = flag:wine_cellar }
								}
								10 = { # Courtyard
									trigger = {
										ep3_raid_insight_trigger = { TYPE = courtyard }
										scope:owner.domicile ?= {
											NOT = { has_domicile_building = courtyard_04 }
										}
									}
									save_scope_value_as = { name = stolen_building value = flag:courtyard }
								}
								10 = { # Prison
									trigger = {
										ep3_raid_insight_trigger = { TYPE = prison }
										scope:owner.domicile ?= {
											NOT = { has_domicile_building = prison_04 }
										}
									}
									save_scope_value_as = { name = stolen_building value = flag:prison }
								}
								10 = { # Reception Hall
									trigger = {
										ep3_raid_insight_trigger = { TYPE = reception_hall }
										scope:owner.dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_3 }
										scope:owner.domicile ?= {
											NOT = { has_domicile_building = reception_hall_05 }
										}
									}
									save_scope_value_as = { name = stolen_building value = flag:reception_hall }
								}
								10 = { # Cabinet of Curiosities
									trigger = {
										ep3_raid_insight_trigger = { TYPE = cabinet_of_curiosities }
										scope:owner.dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_4 }
										scope:owner.domicile ?= {
											NOT = { has_domicile_building = cabinet_of_curiosities_03 }
										}
									}
									save_scope_value_as = { name = stolen_building value = flag:cabinet_of_curiosities }
								}
								10 = { # Grand Solar
									trigger = {
										ep3_raid_insight_trigger = { TYPE = grand_solar }
										scope:owner.house.house_head = { has_character_flag = ep3_construct_grand_solar }
										scope:owner.domicile ?= {
											NOT = { has_domicile_building = grand_solar_04 }
										}
									}
									save_scope_value_as = { name = stolen_building value = flag:grand_solar }
								}
								10 = { # Temple
									trigger = {
										scope:owner = {
											NOT = { has_character_modifier = raid_insight_temple }
										}
										scope:target_domicile = { has_domicile_building_or_higher = temple_small_01 }
										scope:owner.domicile ?= {
											NOR = {
												has_domicile_building = temple_crypt_06
												has_domicile_building = temple_large_06
												has_domicile_building = temple_monastery_06
											}
										}
									}
									save_scope_value_as = { name = stolen_building value = flag:temple }
								}
								10 = { # Watchtower
									trigger = {
										ep3_raid_insight_trigger = { TYPE = barracks }
										scope:owner.domicile ?= {
											NOT = { has_domicile_building = barracks_06 }
										}
									}
									save_scope_value_as = { name = stolen_building value = flag:barracks }
								}
								10 = { # Watchtower
									trigger = {
										ep3_raid_insight_trigger = { TYPE = watchtower }
										scope:owner.domicile ?= {
											NOT = { has_domicile_building = watchtower_06 }
										}
									}
									save_scope_value_as = { name = stolen_building value = flag:watchtower }
								}
								10 = { # Guardhouse
									trigger = {
										ep3_raid_insight_trigger = { TYPE = guardhouse }
										scope:owner.domicile ?= {
											NOT = { has_domicile_building = guardhouse_04 }
										}
									}
									save_scope_value_as = { name = stolen_building value = flag:guardhouse }
								}
								10 = { # Garden
									trigger = {
										ep3_raid_insight_trigger = { TYPE = garden }
										scope:owner.domicile ?= {
											NOR = {
												has_domicile_building = garden_leisure_06
												has_domicile_building = garden_fruit_06
											}
										}
									}
									save_scope_value_as = { name = stolen_building value = flag:garden }
								}
								10 = { # Stable
									trigger = {
										ep3_raid_insight_trigger = { TYPE = stable }
										scope:owner.domicile ?= {
											NOR = {
												has_domicile_building = stable_grand_06
												has_domicile_building = stable_kennel_06
												has_domicile_building = stable_chariot_06
											}
										}
									}
									save_scope_value_as = { name = stolen_building value = flag:stable }
								}
								10 = { # Workshop
									trigger = {
										ep3_raid_insight_trigger = { TYPE = workshop }
										scope:owner.domicile ?= {
											NOR = {
												has_domicile_building = workshop_carpenter_06
												has_domicile_building = workshop_mason_06
												has_domicile_building = workshop_textile_06
											}
										}
									}
									save_scope_value_as = { name = stolen_building value = flag:workshop }
								}
								10 = { # Storage
									trigger = {
										ep3_raid_insight_trigger = { TYPE = storage }
										scope:owner.domicile ?= {
											NOR = {
												has_domicile_building = storage_warehouse_04
												has_domicile_building = storage_granary_04
											}
										}
									}
									save_scope_value_as = { name = stolen_building value = flag:storage }
								}
								10 = { # Market
									trigger = {
										ep3_raid_insight_trigger = { TYPE = market }
										scope:owner.domicile ?= {
											NOT = { has_domicile_building = market_06 }
										}
									}
									save_scope_value_as = { name = stolen_building value = flag:market }
								}
								10 = { # Grazing Lands
									trigger = {
										ep3_raid_insight_trigger = { TYPE = grazing_land }
										scope:owner.domicile ?= {
											NOR = {
												has_domicile_building = grazing_land_06
												has_domicile_building = horse_pasture_06
												has_domicile_building = camel_pasture_06
												has_domicile_building = elephant_pasture_06
											}
										}
									}
									save_scope_value_as = { name = stolen_building value = flag:grazing_land }
								}
								10 = { # Grain Field
									trigger = {
										ep3_raid_insight_trigger = { TYPE = grain_field }
										scope:owner.domicile ?= {
											NOT = { has_domicile_building = grain_field_06 }
										}
									}
									save_scope_value_as = { name = stolen_building value = flag:grain_field }
								}
								10 = { # Vineyard
									trigger = {
										ep3_raid_insight_trigger = { TYPE = vineyard }
										scope:owner.domicile ?= {
											NOT = { has_domicile_building = vineyard_06 }
										}
									}
									save_scope_value_as = { name = stolen_building value = flag:vineyard }
								}
								10 = { # Olive Plantation
									trigger = {
										ep3_raid_insight_trigger = { TYPE = olive }
										scope:owner.domicile ?= {
											NOT = { has_domicile_building = olive_06 }
										}
									}
									save_scope_value_as = { name = stolen_building value = flag:olive }
								}
								10 = { # Silk Production
									trigger = {
										ep3_raid_insight_trigger = { TYPE = silk }
										scope:owner.house = { has_house_modifier = ep3_unlocked_silk }
										scope:owner.domicile ?= {
											NOT = { has_domicile_building = silk_06 }
										}
									}
									save_scope_value_as = { name = stolen_building value = flag:silk }
								}
							}	
						}
					}
					trigger_event = {
						id = rtr.0104
						days = 1
					}
				}
				else = {
					scope:scheme = {
						if = {
							limit = { exists = scope:scheme_discovered }
							random_scheme_agent_character = {
								limit = { is_alive = yes }
								weight = {
									base = 1
									modifier = {
										add = {
											value = 20
											subtract = intrigue
											subtract = prowess
										}
									}
								}
								save_scope_as = captured
							}
						}
					}
					trigger_event = {
						id = rtr.0105
						days = 1
					}	
				}
			}
		}
	}
}

scripted_effect rtr_raid_estate_success_effect = {
	raid_estate_success_public_effect = yes
	if = {
		limit = { exists = scope:stolen_artifact }
		scope:stolen_artifact = {
			set_owner = {
				target = scope:owner
				history = {
					location = scope:target_domicile.domicile_location
					actor = scope:owner
					recipient = scope:owner
					type = stolen
				}
			}
		}
	}
	else_if = {
		limit = { exists = scope:stolen_building }
		scope:owner = {
			switch = {
				trigger = scope:stolen_building
				flag:living_quarters = { ep3_raid_insight_effect = { TYPE = living_quarters } }
				flag:trophy_room = { ep3_raid_insight_effect = { TYPE = trophy_room } }
				flag:office = { ep3_raid_insight_effect = { TYPE = office } }
				flag:servants_quarters = { ep3_raid_insight_effect = { TYPE = servants_quarters } }
				flag:library = { ep3_raid_insight_effect = { TYPE = library } }
				flag:bath = { ep3_raid_insight_effect = { TYPE = bath } }
				flag:guest_room = { ep3_raid_insight_effect = { TYPE = guest_room } }
				flag:wine_cellar = { ep3_raid_insight_effect = { TYPE = wine_cellar } }
				flag:prison = { ep3_raid_insight_effect = { TYPE = prison } }
				flag:reception_hall = { ep3_raid_insight_effect = { TYPE = reception_hall } }
				flag:cabinet_of_curiosities = { ep3_raid_insight_effect = { TYPE = cabinet_of_curiosities } }
				flag:grand_solar = { ep3_raid_insight_effect = { TYPE = grand_solar } }
				flag:temple = { ep3_raid_insight_effect = { TYPE = temple } }
				flag:barracks = { ep3_raid_insight_effect = { TYPE = barracks } }
				flag:watchtower = { ep3_raid_insight_effect = { TYPE = watchtower } }
				flag:guardhouse = { ep3_raid_insight_effect = { TYPE = guardhouse } }
				flag:garden = { ep3_raid_insight_effect = { TYPE = garden } }
				flag:stable = { ep3_raid_insight_effect = { TYPE = stable } }
				flag:workshop = { ep3_raid_insight_effect = { TYPE = workshop } }
				flag:storage = { ep3_raid_insight_effect = { TYPE = storage } }
				flag:grazing_land = { ep3_raid_insight_effect = { TYPE = grazing_land } }
				flag:grain_field = { ep3_raid_insight_effect = { TYPE = grain_field } }
				flag:vineyard = { ep3_raid_insight_effect = { TYPE = vineyard } }
				flag:olive = { ep3_raid_insight_effect = { TYPE = olive } }
				flag:silk = { ep3_raid_insight_effect = { TYPE = silk } }
			}
		}
	}
	if = {
		limit = {
			NOT = { exists = scope:scheme_discovered }
		}
		scope:owner = {
			add_secret = {
				type = secret_raid_estate
				target = scope:target
			}
			random_secret = {
				limit = {
					secret_type = secret_raid_estate
					secret_target = scope:target
					NOT = { exists = var:house }
				}
				save_scope_as = secret
				set_variable = {
					name = house
					value = scope:target.house
				}
				if = {
					limit = { exists = scope:scheme_maim }
					set_variable = {
						name = maim
						value = flag:yes
					}
				}
				every_in_list = {
					list = target_victims
					save_scope_as = secret_victim
					scope:secret = {
						add_to_variable_list = {
							name = victims
							target = scope:secret_victim
						}
					}
				}
			}
		}
	}
	scope:owner = { 
	 change_variable = { name = mercenary_exp add = 250 }  # Cancel contract
        add_character_flag = { flag = recent_estate_raid_quest years = 1 }
		remove_character_flag = estate_raid_quest
		remove_character_flag = active_mission
		if = { limit = { has_trait = lifestyle_blademaster }
		add_trait_xp = { trait = lifestyle_blademaster value = 50 }
		}
		else = { add_trait = lifestyle_blademaster }
	}
}

scripted_effect rtr_raid_estate_failure_effect = {
	if = {
		limit = { exists = scope:scheme_discovered }
		if = {
			limit = { exists = scope:captured }
			scope:captured = {
				add_character_flag = {
					flag = was_abducted_block_notification_event
					days = 2
				}
			}
			rightfully_imprison_character_less_verbose_effect = {
				TARGET = scope:captured
				IMPRISONER = scope:target
			}
		}
		scope:owner = { # Cancel contract
		add_character_flag = { flag = recent_estate_raid_quest years = 1 }
		remove_character_flag = estate_raid_quest
		remove_character_flag = active_mission
		}
		scope:target.house.house_head = {
			add_opinion = {
				target = scope:owner
				modifier = attempted_raid_estate_crime
			}
		}
	}
}

# Success - Raid Estate
rtr.0104 = {
	type = character_event
	title = scheme_critical_moments.8032.t
	desc = {
		desc = scheme_critical_moments.8032.desc
		first_valid = {
			triggered_desc = {
				trigger = {
					exists = scope:scheme_kill
					any_in_list = {
						list = target_victims
						count > 0
					}
				}
				desc = scheme_critical_moments.8032.kill
			}
			triggered_desc = {
				trigger = {
					exists = scope:scheme_maim
					any_in_list = {
						list = target_victims
						count > 0
					}
				}
				desc = scheme_critical_moments.8032.maim
			}
			triggered_desc = {
				trigger = {
					exists = scope:scheme_imprison
					any_in_list = {
						list = target_victims
						count > 0
					}
				}
				desc = scheme_critical_moments.8032.imprison
			}
			desc = scheme_critical_moments.8032.fallback
		}
		first_valid = {
			triggered_desc = {
				trigger = { scope:owner = scope:owner.top_liege }
				desc = scheme_critical_moments.8032.emperor
			}
			triggered_desc = {
				trigger = { exists = scope:scheme_permission }
				desc = scheme_critical_moments.8032.permission
			}
			triggered_desc = {
				trigger = { exists = scope:scheme_discovered }
				desc = scheme_critical_moments.8032.crime
			}
			desc = scheme_critical_moments.8032.secret
		}
	}
	theme = intrigue
	left_portrait = {
		character = scope:target
		triggered_animation = {
			trigger = {
				exists = scope:scheme_kill
				any_in_list = {
					list = target_victims
					count > 0
				}
			}
			animation = grief
		}
		triggered_animation = {
			trigger = {
				exists = scope:scheme_maim
				any_in_list = {
					list = target_victims
					count > 0
				}
			}
			animation = rage
		}
		animation = disbelief
	}
	lower_left_portrait = scope:flavor_victim
	lower_right_portrait = {
		trigger = {
			scope:owner.top_liege != scope:owner
			scope:owner.top_liege != scope:target
			exists = scope:scheme_discovered
		}
		character = scope:owner.top_liege
	}
	override_background = { reference = burning_building }

	immediate = {
		play_music_cue = "mx_cue_murder"
		scope:target = { trigger_event = scheme_critical_moments.8034 } # Trigger the response event for the target
		rtr_raid_estate_success_effect = yes
		scope:captain.primary_title = { save_scope_as = the_band }
		if = {
			limit = {
				is_ai = no
				exists = scope:scheme_permission
				house ?= { is_powerful_family = no }
				scope:target.house ?= { is_powerful_family = yes }
			}
			add_achievement_global_variable_effect = {
				VARIABLE = achieved_i_got_a_permit_achievement
				VALUE = yes
			}
		}
	}

	option = {
		name = {
			trigger = { exists = scope:scheme_discovered }
			text = scheme_critical_moments.8032.a
		}
		name = {
			trigger = {
				NOT = { exists = scope:scheme_discovered }
			}
			text = scheme_critical_moments.8032.a.secret
		}
		trigger_event = { on_action = rank_up_on_action }
		random_list = {
		 50 = { 
		  add_trait = military_engineer
		 }
		 50 = { }
		}
		scope:scheme = { end_scheme = yes }
	}
}

rtr.0105 = { #Failure - Raid Estate
	type = character_event
	title = scheme_critical_moments.8033.t
	desc = {
		desc = scheme_critical_moments.8033.desc
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:captured }
				desc = scheme_critical_moments.8033.captured
			}
			triggered_desc = {
				trigger = { exists = scope:scheme_discovered }
				desc = scheme_critical_moments.8033.discovered
			}
			desc = scheme_critical_moments.8033.fallback
		}
		first_valid = {
			triggered_desc = {
				trigger = { scope:owner = scope:owner.top_liege }
				desc = scheme_critical_moments.8032.emperor
			}
			triggered_desc = {
				trigger = { exists = scope:scheme_permission }
				desc = scheme_critical_moments.8032.permission
			}
		}
	}
	theme = intrigue
	left_portrait = {
		character = scope:target
		animation = anger
	}
	right_portrait = {
		character = scope:captured
		animation = prisonhouse
		override_imprisonment_visuals = yes
	}
	lower_right_portrait = {
		trigger = {
			scope:owner.top_liege != scope:owner
			scope:owner.top_liege != scope:target
			exists = scope:scheme_discovered
		}
		character = scope:owner.top_liege
	}
	override_background = { reference = ep3_mediterranean_estate }

	immediate = {
		play_music_cue = "mx_cue_murder"
		scope:target = { trigger_event = scheme_critical_moments.8034 } # Trigger the response event for the target
		rtr_raid_estate_failure_effect = yes
		stress_impact = {
			base = minor_stress_impact_gain
			ambitious = minor_stress_impact_gain
			deceitful = minor_stress_impact_gain
		}
	}

	#Option A: Too bad
	option = {
		name = scheme_critical_moments.8033.a
		scope:scheme = { end_scheme = yes }
	}
}

rtr.0106 = { # Promoted from Acolyte to Veteran - Bestowing ceremony
    type = character_event
	title = rtr_events.0106.t
	desc = rtr_events.0106.desc
	theme = martial
	
	
	left_portrait = {
	    character = root
		animation = ecstasy
	}
    right_portrait = {
		character = liege
		animation = personality_honorable
	}
	
	immediate = {
		play_music_cue = "mx_cue_epic_sacral_moment"
		liege = {
			add_opinion = {
				target = root
				modifier = respect_opinion
				opinion = 20
				
			}
			save_scope_as = captain
		}
		change_variable = { name = mercenary_exp add = 250 }
		scope:captain.primary_title = { save_scope_as = the_band }
		
		#Creating nemesis band
		
	}
	
	option = { 
        name = rtr_decisions.0106.a
		flavor = rtr_decisions.0106.flavor.a
		create_and_grant_veteran_sword_effect = yes
		add_character_flag = { flag = quest_cooldown years = 1 }
    }
}

rtr.0107 = { # Finding & joining a Holy Order
	type = character_event
	title = rtr_events.0107.t
	desc = rtr_events.0107.desc
	theme = martial

	trigger = {
		is_ai = no
		is_ruler = no
	}
	
	immediate = { 

    root.faith = { save_scope_as = scoped_faith }
	scope:scoped_faith = {
	random_faith_ruler = { limit = { government_has_flag = government_is_holy_order } save_scope_as = holy_order } }
	}
	
	
	left_portrait = {
		character = scope:holy_order
		animation = war_attacker
	}

	option = { 
		name = rtr_decisions.0107.a
		flavor = rtr_decisions.0107.flavor.a
        open_interaction_window = { interaction = join_holy_order_interaction actor = root recipient = scope:holy_order }
		move_to_pool = yes
	}
	option = {
	    name = rtr_decisions.0107.b
		flavor = rtr_decisions.0107.flavor.b
	}	
}

rtr.0108 = { # Siege Plot - Initial Plan
    type = letter_event
    opening = { desc = rtr_events.0108.opening }
    sender = liege
    desc = rtr_events.0108.desc

    trigger = { 
        has_trait_rank = { trait = rtr_society_rank rank >= 4 }
        NOT = { has_character_flag = recent_siege_quest }
    }

    immediate = {
        random_ruler = { 
            limit = { has_relation_nemesis = root has_variable = main_rival  } 
            save_scope_as = enemy_leader 
        }
		liege = { save_scope_as = captain }
		scope:captain = { every_knight = { add_to_list = our_knights } }
    }
    
    option = {
        name = rtr_decisions.0108.a
        flavor = rtr_decisions.0108.flavor.a
        start_travel_plan = {
            destination = scope:enemy_leader.location
            on_start_on_action = on_travel_relocation_start
            on_arrival_on_action = siege_quest_on_action
            on_arrival_destinations = all_but_last
            players_use_planner = no
            return_trip = yes
        }
		root.current_travel_plan = { save_scope_as = travel }
        
		every_in_list = { 
		 list = our_knights
		  scope:travel = {
		   add_companion = prev
		  }
		}
        add_character_flag = siege_quest
        add_character_flag = active_mission
    }
}

rtr.0109 = { # Siege begins
	type = character_event
	title = rtr_events.0109.t
	desc = rtr_events.0109.desc
	theme = martial

	trigger = {
		is_ai = no
		is_ruler = no
	}
	
	override_background = {
		reference = battlefield
	}
	
	immediate = {
	 random_ruler = { 
            limit = { has_relation_nemesis = root has_variable = main_rival  } 
            save_scope_as = enemy_leader 
        }
		liege = { save_scope_as = captain }
	 play_music_cue = mx_cue_war_declared
	 scope:enemy_leader.martial = { save_scope_value_as = their_martial }
	 pause_travel_plan_mp = yes 
	 scope:captain = { every_knight = { add_to_list = our_knights } }
     scope:enemy_leader = { every_courtier = { add_to_list = their_knights } }
	}
	
	
	left_portrait = {
		character = root
		animation = war_attacker
	}

	option = { 
		name = rtr_decisions.0109.a
		flavor = rtr_decisions.0109.flavor.a
		
		duel = {
			skill = martial
			value = scope:their_martial
			60 = {
				desc = rtr_baron_decisions.0007.a.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 2.5
				}
				trigger_event = rtr.0110
			}
			40 = {
				desc = rtr_baron_decisions.0007.a.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -2.5
				}
				every_in_list = { list = our_knights death = { death_reason = death_battle killer = scope:enemy_leader } }
				death = { death_reason = death_battle killer = scope:enemy_leader }
				
			}
		}
	}
	option = { 
		name = rtr_decisions.0109.b
		flavor = rtr_decisions.0109.flavor.b
		trait = military_engineer
		trigger = { has_trait = military_engineer }
		trigger_event = rtr.0110
		
	}
}

rtr.0110 = { # Walls breached - TO BATTLE!
	type = character_event
	title = rtr_events.0110.t
	desc = rtr_events.0110.desc
	theme = martial

	trigger = {
		is_ai = no
		is_ruler = no
	}
	
	immediate = {
	 play_music_cue = mx_cue_war_declared
	 knight_battle_effect = yes
	 random_in_list = { list = their_knights limit = { is_alive = yes } save_scope_as = random_enemy }
	}
	
	override_background = {
		reference = courtyard
	}
	
	
	left_portrait = {
		character = root
		animation = war_attacker
	}
	right_portrait = {
	    character = scope:random_enemy
		animation = war_defender
	}

	option = { 
		name = rtr_decisions.0110.a
		flavor = rtr_decisions.0110.flavor.a		
		configure_start_single_combat_effect = {
            SC_INITIATOR = root
            SC_ATTACKER = root
            SC_DEFENDER = scope:random_enemy
            FATALITY = yes
            FIXED = no
            LOCALE = ep3_campfire
            OUTPUT_EVENT = rtr.0113
            INVALIDATION_EVENT = rtr.0111
        }
	}
}

rtr.0111 = { # The leader dies now
	type = character_event
	title = rtr_events.0111.t
	desc = rtr_events.0111.desc
	theme = martial

	trigger = {
		is_ai = no
		is_ruler = no
	}
	
	immediate = {
	 knight_battle_effect = yes
	}
	
	
	
	left_portrait = {
		character = root
		animation = war_attacker
	}
	right_portrait = {
		character = scope:enemy_leader
		animation = war_attacker
	}

	option = { 
		name = rtr_decisions.0111.a
		flavor = rtr_decisions.0111.flavor.a
		
		configure_start_single_combat_effect = {
            SC_INITIATOR = root
            SC_ATTACKER = root
            SC_DEFENDER = scope:enemy_leader
            FATALITY = yes
            FIXED = no
            LOCALE = ep3_campfire
            OUTPUT_EVENT = rtr.0114
            INVALIDATION_EVENT = rtr.0112
        }
	}
}

rtr.0112 = { # VICTORY IS OURS!
	type = character_event
	title = rtr_events.0112.t
	desc = rtr_events.0112.desc
	theme = martial

	trigger = {
		is_ai = no
		is_ruler = no
	}
	
	override_background = {
		reference = courtyard
	}
	
	immediate = {
	 remove_main_rivals_effect = yes
	 play_music_cue = mx_cue_peace_ensues
	 scope:enemy_leader.martial = { save_scope_value_as = their_martial }
	 every_in_list = { list = their_knights death = { death_reason = death_battle killer = root } }
	 destroy_title = scope:enemy_leader.primary_title
	 change_variable = { name = mercenary_exp add = 1000 }
	 scope:enemy_leader = { death = { death_reason = death_battle killer = root } }
	 if = { limit = { has_trait = lifestyle_blademaster }
		add_trait_xp = { trait = lifestyle_blademaster value = 50 }
		}
		else = { add_trait = lifestyle_blademaster }
	}
	
	
	left_portrait = {
		character = root
		animation = celebrate_sword
	}

	option = { 
		name = rtr_decisions.0112.a
		flavor = rtr_decisions.0112.flavor.a
		trigger_event = { on_action = rank_up_on_action }
		resume_travel_plan_mp = yes
	}
}

rtr.0113 = { # Siege - Duel Outcome 1
    hidden = yes

    trigger = {
        has_trait = rtr_society_rank
    }

    immediate = {
        if = { limit = { scope:sc_victor = root } # Victory in Duel
            trigger_event = { id = rtr.0111 days = 1 }
        }
        scope:sc_loser = { death = { death_reason = death_duel killer = scope:sc_victor } }
    }
}
rtr.0114 = { # Siege - Duel Outcome 2
    hidden = yes

    trigger = {
        has_trait = rtr_society_rank
    }

    immediate = {
        if = { limit = { scope:sc_victor = root } # Victory in Duel
            trigger_event = { id = rtr.0112 days = 1 }
        }
        scope:sc_loser = { death = { death_reason = death_duel killer = scope:sc_victor } }
    }
}

rtr.0115 = { # Promoted from Veteran to Master - Bestowing ceremony
    type = character_event
	title = rtr_events.0115.t
	desc = rtr_events.0115.desc
	theme = martial
	
	
	left_portrait = {
	    character = root
		animation = ecstasy
	}
    right_portrait = {
		character = liege
		animation = personality_honorable
	}
	
	immediate = {
		play_music_cue = "mx_cue_epic_sacral_moment"
		liege = {
			add_opinion = {
				target = root
				modifier = respect_opinion
				opinion = 20
				
			}
			save_scope_as = captain
		}
		change_variable = { name = mercenary_exp add = 250 }
		scope:captain.primary_title = { save_scope_as = the_band }
		
		#Creating nemesis band
		
	}
	
	option = { 
        name = rtr_decisions.0115.a
		flavor = rtr_decisions.0115.flavor.a
		create_and_grant_master_regalia_effect = yes
		add_character_flag = { flag = quest_cooldown years = 1 }
    }
}

## Lowborn version of slave traders, less odds of triggering
 rtr.0116 = { # Captured & Sold into Slavery - Danger event ( Lowborn ) #
    type = character_event
	title = rtr_events.0021.t
	desc = rtr_events.0021.desc
	theme = travel_danger
	
	override_background = {
		reference = wilderness_scope
	}
	
	
	
	trigger = {
	    is_ai = no
		is_ruler = no
		NOT = { has_trait = mercenary has_trait = escaped_slave }
		exists = dynasty
		dynasty = { has_dynasty_modifier = lowborn_modifier }
		
		location = {
				NOT = {
				has_sea_danger_type = { TRAVEL = root.current_travel_plan }
			    }
				OR = {
		        travel_danger_type = {
					travel_plan = root.current_travel_plan
					type = army
				}
				travel_danger_type = {
					travel_plan = root.current_travel_plan
					type = occupation
				}
				travel_danger_type = {
					travel_plan = root.current_travel_plan
					type = raid
				}
				travel_danger_type = {
					travel_plan = root.current_travel_plan
					type = battle
				}
				travel_danger_type = {
				    travel_plan = root.current_travel_plan
					type = county_control
			   }
			   travel_danger_type = {
				    travel_plan = root.current_travel_plan
					type = owner_opinion
			   }
		}		
	 }	
    }
	immediate = { 
	 pause_travel_plan_mp = yes 
	 current_travel_plan = { delay_travel_plan = { days = 10 } }
	 every_traveling_family_member = { 
	 move_to_pool = yes }
	 random_ruler = { limit = { in_diplomatic_range = root is_landed_or_landless_administrative = yes } save_scope_as = master }
	} 
	
	
	left_portrait = {
		character = scope:master
		animation = war_attacker
	}
	
	option = { 
	name = rtr_decisions.0021.a
	flavor = rtr_decisions.0021.flavor.a
	random_list = {
		50 = { # Enslaved
			desc = rtr_chance.0021.a 
			modifier = {
				add = 25
				OR = {
					has_trait = weak
					has_trait = craven
					has_trait = physique_bad_1
				}
			}
			modifier = {
				add = 50
				OR = {
					has_trait = physique_bad_2
					has_trait = physique_bad_3
				}
			}
			root = {
				send_interface_toast = {
					type = event_toast_effect_bad
					title = rtr_decisions.0021.failure
				}
				current_travel_plan = { cancel_travel_plan = yes }
				move_to_pool = yes
				trigger_event = { id = rtr.0090 days = 3 }
			}
		}
		50 = { # Escaped
			desc = rtr_chance.0021.b
			modifier = {
				add = {
					value = prowess
					subtract = average_skill_rating
					multiply = 2
				}
			}
			root = {
				send_interface_toast = {
					type = event_toast_effect_good
					title = rtr_decisions.0021.success
				}
			}
		}
	}
}
after = { resume_travel_plan_mp = yes }

}