﻿vts_generate_intrigue_trinket_effect = {
	random_list = {
		1 = {
			create_artifact = {
				name = vts_poisoner_vial
				description = vts_poisoner_vial_desc
				type = miscellaneous
				visuals = flask
				modifier = artifact_owned_hostile_scheme_success_chance_add_5_modifier
				wealth = 20
				quality = 20
				max_durability = 30
				generate_history = no
			}
		}
		1 = {
			create_artifact = {
				name = vts_assassin_blade
				description = vts_assassin_blade_desc
				type = dagger
				visuals = dagger
				modifier = artifact_prowess_3_modifier
				modifier = vts_artifact_assassin_blade_modifier
				wealth = 20
				quality = 20
				max_durability = 30
				generate_history = no
			}
		}
		1 = {
			create_artifact = {
				name = vts_assassin_crossbow
				description = vts_assassin_crossbow_desc
				type = crossbow
				visuals = crossbow
				modifier = artifact_prowess_3_modifier 
				modifier = vts_artifact_arbalest_modifier
				wealth = 20
				quality = 20
				max_durability = 30
				generate_history = no
			}
		}
	}
}
vts_generate_intrigue_trinket_effect_2 = {
	create_artifact = {
		name = vts_poisoner_vial
		description = vts_poisoner_vial_desc
		type = miscellaneous
		visuals = flask
		modifier = artifact_owned_hostile_scheme_success_chance_add_5_modifier
		wealth = 100
		quality = 100
		max_durability = 30
		generate_history = no
	}
	create_artifact = {
		name = vts_assassin_blade
		description = vts_assassin_blade_desc
		type = dagger
		visuals = dagger
		modifier = artifact_prowess_3_modifier
		modifier = vts_artifact_assassin_blade_modifier
		wealth = 100 
		quality = 100
		max_durability = 30
		generate_history = no
	}
	create_artifact = {
		name = vts_assassin_crossbow
		description = vts_assassin_crossbow_desc
		type = crossbow
		visuals = crossbow
		modifier = artifact_prowess_5_modifier 
		#modifier = artifact_wetlands_advantage_1_modifier 
		modifier = vts_artifact_arbalest_modifier
		wealth = 100
		quality = 100
		max_durability = 30
		generate_history = no
	}
}
vts_generate_crown_of_death_effect = {
	create_artifact = {
		name = vts_crown_of_death
		#save_scope_as = vts_intrigue_crown_trinket
		description = vts_crown_of_death_desc
		visuals = crown
		type = helmet
		modifier = vts_artifact_crown_of_death_modifier
		wealth = 20
		quality = 20
		max_durability = 10
		generate_history = no
	}
}
vts_generate_wanderer_stick_effect = {
	create_artifact = {
		name = vts_wanderer_stick
		description = vts_wanderer_stick_desc
		visuals = vts_wanderer_staff
		type = mace
		modifier = artifact_prowess_1_modifier
		modifier = vts_artifact_wanderer_staff_modifier
		wealth = 20
		quality = 20
		max_durability = 30
		generate_history = no
	}
}
vts_create_character_diplomacy_guest_effect = {
	create_character = {
		location = root.capital_province
		save_scope_as = vts_sworn_to_you
		template = knight
		dynasty = none
		culture = root.capital_province.culture
		faith = root.capital_province.faith
		trait = loyal
		prowess = root.diplomacy
	}
	add_visiting_courtier = scope:vts_sworn_to_you
	send_interface_message = {
		type = send_interface_message_good
		title = vts_special_guest_toast
		custom_tooltip = { text = vts_sworn_to_you_tt }
		left_icon = scope:vts_sworn_to_you
	}
}
vts_create_character_martial_guest_effect = {
	create_character = {
		location = scope:owner.location
		save_scope_as = vts_soldier
		template = knight
		dynasty = none
		culture = scope:owner.location.culture
		faith = scope:owner.location.faith
		after_creation = { add_character_modifier = vts_marching_with_you_modifier }
		gender_female_chance = 0 # placeholder
	}
	add_visiting_courtier = scope:vts_soldier
	send_interface_message = {
		type = send_interface_message_good
		title = vts_special_guest_toast
		custom_tooltip = { text = vts_soldier_tt }
		left_icon = scope:vts_soldier
	}
}
vts_create_character_stewardship_guest_effect = {
	create_character = {
		location = root.capital_province
		save_scope_as = vts_busybody
		template = royal_architect_court_position_template
		dynasty = none
		culture = root.capital_province.culture
		faith = root.capital_province.faith
		trait = loyal
		after_creation = { add_character_modifier = vts_busybody_modifier }
	}
	add_visiting_courtier = scope:vts_busybody
	send_interface_message = {
		type = send_interface_message_good
		title = vts_special_guest_toast
		custom_tooltip = { text = vts_busybody_tt }
		left_icon = scope:vts_busybody
	}
}
vts_create_character_stewardship_adventurer_guest_effect = {
	create_character = {
		save_scope_as = vts_quartermaster
		location = scope:owner.location
		dynasty = none
		template = travel_leader_court_position_template
		culture = root.location.culture
		faith = root.location.faith
		random_traits = yes
		after_creation = { add_character_modifier = vts_signed_up_for_this_modifier }
	}
	add_courtier = scope:vts_quartermaster
	send_interface_message = {
		type = send_interface_message_good
		title = vts_special_follower_toast
		custom_tooltip = { text = vts_quartermaster_tt }
		left_icon = scope:vts_quartermaster
	}
}
vts_create_character_wandering_guest_effect = {
	create_character = {
		location = scope:owner.location
		save_scope_as = vts_straggler
		dynasty = none
		culture = scope:owner.location.culture
		faith = scope:owner.location.faith
		gender_female_chance = 50
		random_traits = yes
		after_creation = { add_character_modifier = vts_straggler_modifier }
	}
	add_visiting_courtier = scope:vts_straggler
	send_interface_message = {
		type = send_interface_message_good
		custom_tooltip = { text = vts_straggler_tt }
		title = vts_special_guest_toast
		left_icon = scope:vts_straggler
	}
}
vts_give_childhood_trait_effect = {
	random_list = {
		1 = {
			trigger = { 
				NOT = { 
					has_trait = vts_rowdy 
				} 
			}
			add_trait = vts_rowdy
		}
		1 = {
			trigger = { 
				NOT = { 
					has_trait = vts_bossy
				} 
			}
			add_trait = vts_bossy
		}
		1 = {
			trigger = { 
				NOT = { 
					has_trait = vts_curious
				} 
			}
			add_trait = vts_curious
		}
		1 = {
			trigger = { 
				NOT = { 
					has_trait = vts_pensive
				} 
			}
			add_trait = vts_pensive
		}
		1 = {
			trigger = { 
				NOT = { 
					has_trait = vts_charming
				} 
			}
			add_trait = vts_charming
		}
	}
}
vts_change_personality_traits_effect = {
	if = {
		limit = {
			has_trait = brave
		}
		remove_trait = brave
		add_trait = craven
	}
	else_if = {
		limit = {
			has_trait = craven
		}
		remove_trait = craven
		add_trait = brave
	}
	if = {
		limit = {
			has_trait = calm
		}
		remove_trait = calm
		add_trait = wrathful
	}
	else_if = {
		limit = {
			has_trait = wrathful
		}
		remove_trait = wrathful
		add_trait = calm
	}
	if = {
		limit = {
			has_trait = chaste
		}
		remove_trait = chaste
		add_trait = lustful
	}
	else_if = {
		limit = {
			has_trait = lustful
		}
		remove_trait = lustful
		add_trait = chaste
	}
	if = {
		limit = {
			has_trait = content
		}
		remove_trait = content
		add_trait = ambitious
	}
	else_if = {
		limit = {
			has_trait = ambitious
		}
		remove_trait = ambitious
		add_trait = content
	}
	if = {
		limit = {
			has_trait = diligent
		}
		remove_trait = diligent
		add_trait = lazy
	}
	else_if = {
		limit = {
			has_trait = lazy
		}
		remove_trait = lazy
		add_trait = diligent
	}
	if = {
		limit = {
			has_trait = forgiving
		}
		remove_trait = forgiving
		add_trait = vengeful
	}
	else_if = {
		limit = {
			has_trait = vengeful
		}
		remove_trait = vengeful
		add_trait = forgiving
	}
	if = {
		limit = {
			has_trait = generous
		}
		remove_trait = generous
		add_trait = greedy
	}
	else_if = {
		limit = {
			has_trait = greedy
		}
		remove_trait = greedy
		add_trait = generous
	}
	if = {
		limit = {
			has_trait = gregarious
		}
		remove_trait = gregarious
		add_trait = shy
	}
	else_if = {
		limit = {
			has_trait = shy
		}
		remove_trait = shy
		add_trait = gregarious
	}
	if = {
		limit = {
			has_trait = honest
		}
		remove_trait = honest
		add_trait = deceitful
	}
	else_if = {
		limit = {
			has_trait = deceitful
		}
		remove_trait = deceitful
		add_trait = honest
	}
	if = {
		limit = {
			has_trait = humble
		}
		remove_trait = humble
		add_trait = arrogant
	}
	else_if = {
		limit = {
			has_trait = arrogant
		}
		remove_trait = arrogant
		add_trait = humble
	}
	if = {
		limit = {
			has_trait = just
		}
		remove_trait = just
		add_trait = arbitrary
	}
	else_if = {
		limit = {
			has_trait = arbitrary
		}
		remove_trait = arbitrary
		add_trait = just
	}
	if = {
		limit = {
			has_trait = patient
		}
		remove_trait = patient
		add_trait = impatient
	}
	else_if = {
		limit = {
			has_trait = impatient
		}
		remove_trait = impatient
		add_trait = patient
	}
	if = {
		limit = {
			has_trait = temperate
		}
		remove_trait = temperate
		add_trait = gluttonous
	}
	else_if = {
		limit = {
			has_trait = gluttonous
		}
		remove_trait = gluttonous
		add_trait = temperate
	}
	if = {
		limit = {
			has_trait = trusting
		}
		remove_trait = trusting
		add_trait = paranoid
	}
	else_if = {
		limit = {
			has_trait = paranoid
		}
		remove_trait = paranoid
		add_trait = trusting
	}
	if = {
		limit = {
			has_trait = zealous
		}
		remove_trait = zealous
		add_trait = cynical
	}
	else_if = {
		limit = {
			has_trait = cynical
		}
		remove_trait = cynical
		add_trait = zealous
	}
	if = {
		limit = {
			has_trait = compassionate
		}
		remove_trait = compassionate
		random_list = {
			1 = {
				add_trait = callous
			}
			1 = {
				add_trait = sadistic
			}
		}
	}
	else_if = {
		limit = {
			has_trait = callous
		}
		remove_trait = callous
		random_list = {
			1 = {
				add_trait = compassionate
			}
			1 = {
				add_trait = sadistic
			}
		}
	}
	else_if = {
		limit = {
			has_trait = sadistic
		}
		remove_trait = sadistic
		random_list = {
			1 = {
				add_trait = compassionate
			}
			1 = {
				add_trait = callous
			}
		}
	}
	if = {
		limit = {
			has_trait = stubborn
		}
		remove_trait = stubborn
		random_list = {
			1 = {
				add_trait = fickle
			}
			1 = {
				add_trait = eccentric
			}
		}
	}
	else_if = {
		limit = {
			has_trait = fickle
		}
		remove_trait = fickle
		random_list = {
			1 = {
				add_trait = stubborn
			}
			1 = {
				add_trait = eccentric
			}
		}
	}
	else_if = {
		limit = {
			has_trait = eccentric
		}
		remove_trait = eccentric
		random_list = {
			1 = {
				add_trait = stubborn
			}
			1 = {
				add_trait = fickle
			}
		}
	}
}