﻿### EK NOTE: Deactivated these events for the AI, so they just use the new nickname effect instead

###################
# Nickname Events
# by Jakub Potapczyk
###################

namespace = lifestyle_nicknames

# Scripted effects
scripted_effect give_self_nickname_effect = {
	hidden_effect = {
		random_list = {
			30 = {
				trigger_event = {
					id = lifestyle_nicknames.0011
					days = { 180 360 }	
				}
				modifier = {
					factor = 2
					OR = {
						has_trait = arrogant
						has_trait = humble
					}
				}
			}
			70 = {}
		}
	}
}

# Stewardship Nicknames
lifestyle_nicknames.0001 = { #Stewardship nickname for when the character is arrogant
	type = character_event
	title = lifestyle_nicknames.0001.t
	desc = lifestyle_nicknames.0001.desc
	theme = stewardship
	left_portrait = {
		character = root
		animation = steward
	}
	
	trigger = {
		is_ai = no #EK EDIT
		is_valid_for_narrow_yearly_events = yes
		OR = { # Has no nickname or a bad nickname
			has_any_nickname = no
			has_bad_nickname = yes
		}
		NOR = {
			has_character_flag = had_nickname_event
			has_character_flag = denied_nickname_event_stewardship
			has_trait = humble
			has_trait = content
			has_trait = shy
		}
		calc_true_if = {
			amount >= 2
			has_perk = avaricious_perk
			has_perk = administrator_perk
			has_perk = architect_perk
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			factor = 3
			OR = {
				has_trait = arrogant
				has_trait = ambitious
			}
		}
		modifier = {
			factor = 3
			has_perk = avaricious_perk
			has_perk = administrator_perk
			has_perk = architect_perk
		}
	}
	
	immediate = {
		add_character_flag = {
			flag = had_nickname_event
		}
	}

	option = { #Architect
		name = lifestyle_nicknames.0001.a
		
		set_nickname_effect = { NICKNAME = nick_the_architect }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		# random option selection for AI in case we enable these events for non-players in the future
		ai_chance = {
			base = 100
		}
	}
	
	option = { #Just
		name = lifestyle_nicknames.0001.b
		
		set_nickname_effect = { NICKNAME = nick_the_just }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
	}
	
	option = { # Lawgiver
		name = lifestyle_nicknames.0001.c
		
		set_nickname_effect = { NICKNAME = nick_the_lawgiver }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
	}

	option = { # None
		name = lifestyle_nicknames.0001.d
		flavor = {
			desc = lifestyle_nicknames.0001.tt
		}
		
		remove_character_flag = had_nickname_event
		add_piety = minor_piety_gain
		add_character_flag = {
			flag = denied_nickname_event_stewardship
		}
		
		ai_chance = {
			base = 100
		}
	}
}

lifestyle_nicknames.0002 = { #Stewardship nickname when the character is humble
	type = character_event
	title = lifestyle_nicknames.0001.t
	desc = lifestyle_nicknames.0002.desc
	theme = stewardship
	left_portrait = {
		character = root
		animation = steward
	}
	
	trigger = {
		is_ai = no #EK EDIT
		is_valid_for_narrow_yearly_events = yes
		OR = {
			exists = cp:councillor_steward
			employs_court_position = second_camp_officer
			any_councillor = {
				is_kurultai_trigger = yes
				highest_skill = stewardship
				stewardship >= high_skill_rating
			}
		}			
		OR = { # Has no nickname or a bad nickname
			has_any_nickname = no
			has_bad_nickname = yes
		}
		NOR = {
			has_character_flag = had_nickname_event
			has_character_flag = denied_nickname_event_stewardship
			has_trait = arrogant
			has_trait = ambitious
		}
		calc_true_if = {
			amount >= 2
			has_perk = avaricious_perk
			has_perk = administrator_perk
			has_perk = architect_perk
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			factor = 3
			OR = {
				has_trait = humble
				has_trait = generous
				has_trait = content
			}
		}
		modifier = {
			factor = 3
			has_perk = avaricious_perk
			has_perk = administrator_perk
			has_perk = architect_perk
		}
	}
	
	immediate = {
		cp:councillor_steward ?= {
			save_scope_as = my_steward
		}
		if = {
			limit = {
				NOT = { exists = scope:my_steward }
			}
			random_court_position_holder = {
				type = second_camp_officer
				save_scope_as = my_steward
			}
		}
		if = {
			limit = {
				NOT = { exists = scope:my_steward }
			}
			random_councillor = {
				limit = {
					is_kurultai_trigger = yes
					highest_skill = stewardship
					stewardship >= high_skill_rating	
				}
				save_scope_as = my_steward
			}
		}
		add_character_flag = {
			flag = had_nickname_event
		}
	}

	option = { # Generous
		name = lifestyle_nicknames.0002.a
		
		set_nickname_effect = { NICKNAME = nick_the_generous }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
	}
	
	option = { # Benevolent
		name = lifestyle_nicknames.0002.b
		
		set_nickname_effect = { NICKNAME = nick_the_benevolent }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
		
	}
	
	option = { # Elegant
		name = lifestyle_nicknames.0002.c
		
		set_nickname_effect = { NICKNAME = nick_the_elegant }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
			
		}
	}

	option = { # None
		name = lifestyle_nicknames.0002.d
		flavor = {
			desc = lifestyle_nicknames.0002.tt
		}
		
		remove_character_flag = had_nickname_event
		add_piety = minor_piety_gain		
		add_character_flag = {
			flag = denied_nickname_event_stewardship
		}
		
		ai_chance = {
			base = 100
		}
	}
}

# Diplomacy Nicknames
lifestyle_nicknames.0003 = { # Diplomatic nickname for someone who's arrogant
	type = character_event
	title = lifestyle_nicknames.0003.t
	desc = lifestyle_nicknames.0003.desc
	theme = diplomacy
	left_portrait = root
	
	trigger = {
		is_ai = no #EK EDIT
		is_valid_for_narrow_yearly_events = yes
		OR = { # Has no nickname or a bad nickname
			has_any_nickname = no
			has_bad_nickname = yes
		}
		NOR = {
			has_character_flag = had_nickname_event
			has_character_flag = denied_nickname_event_diplomacy
			has_trait = humble
			has_trait = content
			has_trait = shy
		}
		calc_true_if = {
			amount >= 2
			has_perk = august_perk
			has_perk = family_man_perk
			has_perk = diplomat_perk
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			factor = 3
			OR = {
				has_trait = arrogant
				has_trait = ambitious
			}
		}
		modifier = {
			factor = 3
			has_perk = august_perk
			has_perk = family_man_perk
			has_perk = diplomat_perk
		}
	}
	
	immediate = {
		add_character_flag = {
			flag = had_nickname_event
		}
	}


	option = { # Magnificent
		name = lifestyle_nicknames.0003.a
		
		set_nickname_effect = { NICKNAME = nick_the_magnificent }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
	}
	
	option = { # Magnanimous
		name = lifestyle_nicknames.0003.b
		
		set_nickname_effect = { NICKNAME = nick_the_magnanimous }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
	}
	
	option = { # Peacemaker
		name = lifestyle_nicknames.0003.c
		
		set_nickname_effect = { NICKNAME = nick_the_peacemaker }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
	}

	option = { # None
		name = lifestyle_nicknames.0003.d
		flavor = {
			desc = lifestyle_nicknames.0003.tt
		}
		
		remove_character_flag = had_nickname_event

		add_piety = minor_piety_gain		
		add_character_flag = {
			flag = denied_nickname_event_diplomacy
		}
		
		ai_chance = {
			base = 100
		}
	}
}

lifestyle_nicknames.0004 = { # Diplomatic nickname when the character is humble
	type = character_event
	title = lifestyle_nicknames.0003.t
	desc = lifestyle_nicknames.0004.desc
	theme = diplomacy
	left_portrait = root
	
	trigger = {
		is_ai = no #EK EDIT
		is_valid_for_narrow_yearly_events = yes
		is_landed = yes
		OR = { # Has no nickname or a bad nickname
			has_any_nickname = no
			has_bad_nickname = yes
		}
		NOR = {
			has_character_flag = had_nickname_event
			has_character_flag = denied_nickname_event_diplomacy
			has_trait = arrogant
			has_trait = ambitious
		}
		calc_true_if = {
			amount >= 2
			has_perk = august_perk
			has_perk = family_man_perk
			has_perk = diplomat_perk
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			factor = 3
			OR = {
				has_trait = humble
				has_trait = generous
				has_trait = content
			}
		}
		modifier = {
			factor = 3
			has_perk = august_perk
			has_perk = family_man_perk
			has_perk = diplomat_perk
		}
	}
	
	immediate = {
		add_character_flag = {
			flag = had_nickname_event
		}
	}

	option = { # Diplomat
		name = lifestyle_nicknames.0004.a
		
		set_nickname_effect = { NICKNAME = nick_the_diplomat }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
	}
	
	option = { # Kind
		name = lifestyle_nicknames.0004.b
		
		set_nickname_effect = { NICKNAME = nick_the_kind }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
	}
	
	option = { # Affable
		name = lifestyle_nicknames.0004.c
		
		set_nickname_effect = { NICKNAME = nick_the_affable }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
	}

	option = { # None
		name = lifestyle_nicknames.0004.d
		flavor = {
			desc = lifestyle_nicknames.0004.tt
		}
		
		remove_character_flag = had_nickname_event
		add_piety = minor_piety_gain		
		add_character_flag = {
			flag = denied_nickname_event_diplomacy
		}
		
		ai_chance = {
			base = 100
		}
	}
}

# Martial Nicknames
lifestyle_nicknames.0005 = { # Martial nickname for someone who's arrogant
	type = character_event
	title = lifestyle_nicknames.0005.t
	desc = lifestyle_nicknames.0005.desc
	theme = martial
	left_portrait = root
	
	trigger = {
		is_ai = no #EK EDIT
		is_valid_for_narrow_yearly_events = yes
		OR = { # Has no nickname or a bad nickname
			has_any_nickname = no
			has_bad_nickname = yes
		}
		NOR = {
			has_character_flag = had_nickname_event
			has_character_flag = denied_nickname_event_martial
			has_trait = humble
			has_trait = content
			has_trait = shy
		}
		calc_true_if = {
			amount >= 2
			has_perk = strategist_perk
			has_perk = overseer_perk
			has_perk = gallant_perk
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			factor = 3
			OR = {
				has_trait = arrogant
				has_trait = ambitious
			}
		}
		modifier = {
			factor = 3
			has_perk = strategist_perk
			has_perk = overseer_perk
			has_perk = gallant_perk
		}
	}
	
	immediate = {
		add_character_flag = {
			flag = had_nickname_event
		}
	}


	option = { # Conqueror
		name = lifestyle_nicknames.0005.a
		
		set_nickname_effect = { NICKNAME = nick_the_conqueror }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
	}
	
	option = { # Hard-ruler
		name = lifestyle_nicknames.0005.b
		
		set_nickname_effect = { NICKNAME = nick_haardraade }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
	}
	
	option = { # Noble
		name = lifestyle_nicknames.0005.c
		
		set_nickname_effect = { NICKNAME = nick_the_noble }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
	}

	option = { # None
		name = lifestyle_nicknames.0005.d
		flavor = {
			desc = lifestyle_nicknames.0005.tt
		}
		
		remove_character_flag = had_nickname_event
		add_piety = minor_piety_gain		
		add_character_flag = {
			flag = denied_nickname_event_martial
		}
		
		ai_chance = {
			base = 100
		}
	}
}

lifestyle_nicknames.0006 = { # Martial nickname when the character is humble
	type = character_event
	title = lifestyle_nicknames.0005.t
	desc = lifestyle_nicknames.0006.desc
	theme = martial
	left_portrait = {
		character = root
		animation = personality_content
	}
	right_portrait = {
		character = scope:my_marshal
		animation = flirtation
	}
	
	trigger = {
		is_ai = no #EK EDIT
		is_valid_for_narrow_yearly_events = yes
		OR = { # Has no nickname or a bad nickname
			has_any_nickname = no
			has_bad_nickname = yes
		}
		NOR = {
			has_character_flag = had_nickname_event
			has_character_flag = denied_nickname_event_martial
			has_trait = arrogant
			has_trait = ambitious
		}
		calc_true_if = {
			amount >= 2
			has_perk = strategist_perk
			has_perk = overseer_perk
			has_perk = gallant_perk
		}
		OR = {
			exists = cp:councillor_marshal
			employs_court_position = second_camp_officer
			any_councillor = {
				is_kurultai_trigger = yes
				highest_skill = martial
				martial >= high_skill_rating
			}			
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			factor = 3
			OR = {
				has_trait = humble
				has_trait = generous
				has_trait = content
			}
		}
		modifier = {
			factor = 3
			has_perk = strategist_perk
			has_perk = overseer_perk
			has_perk = gallant_perk
		}
	}
	
	immediate = {
		cp:councillor_marshal ?= { save_scope_as = my_marshal }
		if = {
			limit = {
				NOT = { exists = scope:my_marshal }
			}
			random_court_position_holder = {
				type = second_camp_officer
				save_scope_as = my_marshal
			}
		}
		if = {
			limit = {
				NOT = { exists = scope:my_marshal }
			}
			random_councillor = {
				limit = {
					is_kurultai_trigger = yes
					highest_skill = martial
					martial >= high_skill_rating
				}
				save_scope_as = my_marshal
			}
		}
		add_character_flag = {
			flag = had_nickname_event
		}
	}

	option = { # Tactician
		name = lifestyle_nicknames.0006.a
		
		set_nickname_effect = { NICKNAME = nick_the_tactician }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
	}
	
	option = { # Guardian
		name = lifestyle_nicknames.0006.b
		
		set_nickname_effect = { NICKNAME = nick_the_guardian }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
		
	}
	
	option = { # Valiant
		name = lifestyle_nicknames.0006.c
		
		set_nickname_effect = { NICKNAME = nick_the_valiant }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
			
		}
	}

	option = { # None
		name = lifestyle_nicknames.0006.d
		flavor = {
			desc = lifestyle_nicknames.0006.tt
		}
		
		remove_character_flag = had_nickname_event
		add_piety = minor_piety_gain
		add_character_flag = {
			flag = denied_nickname_event_martial
		}
		
		ai_chance = {
			base = 100
		}
	}
}

# Intrigue Nicknames
lifestyle_nicknames.0007 = { # Intrigue nickname for someone who's arrogant
	type = character_event
	title = lifestyle_nicknames.0007.t
	desc = lifestyle_nicknames.0007.desc
	theme = intrigue
	left_portrait = root
	
	trigger = {
		is_ai = no #EK EDIT
		is_valid_for_narrow_yearly_events = yes
		OR = { # Has no nickname or a bad nickname
			has_any_nickname = no
			has_bad_nickname = yes
		}
		NOR = {
			has_character_flag = had_nickname_event
			has_character_flag = denied_nickname_event_intrigue
			has_trait = humble
			has_trait = content
			has_trait = shy
		}
		calc_true_if = {
			amount >= 2
			has_perk = schemer_perk
			has_perk = seducer_perk
			has_perk = torturer_perk
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			factor = 3
			OR = {
				has_trait = arrogant
				has_trait = ambitious
			}
		}
		modifier = {
			factor = 3
			has_perk = schemer_perk
			has_perk = seducer_perk
			has_perk = torturer_perk
		}
	}
	
	immediate = {
		add_character_flag = {
			flag = had_nickname_event
		}
	}


	option = { # Shadow
		name = lifestyle_nicknames.0007.a
		
		set_nickname_effect = { NICKNAME = nick_the_shadow }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
	}
	
	option = { # Crow
		name = lifestyle_nicknames.0007.b
		
		set_nickname_effect = { NICKNAME = nick_the_crow }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
	}
	
	option = { # Impaler
		name = lifestyle_nicknames.0007.c
		
		set_nickname_effect = { NICKNAME = nick_the_impaler }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
	}

	option = { # None
		name = lifestyle_nicknames.0007.d
		flavor = {
			desc = lifestyle_nicknames.0007.tt
		}
		
		remove_character_flag = had_nickname_event
		add_piety = minor_piety_gain		
		add_character_flag = {
			flag = denied_nickname_event_intrigue
		}
		
		ai_chance = {
			base = 100
		}
	}
}

lifestyle_nicknames.0008 = { # Intrigue nickname when the character is humble
	type = character_event
	title = lifestyle_nicknames.0007.t
	desc = lifestyle_nicknames.0008.desc
	theme = intrigue
	left_portrait = root
	
	trigger = {
		is_ai = no #EK EDIT
		is_valid_for_narrow_yearly_events = yes
		OR = { # Has no nickname or a bad nickname
			has_any_nickname = no
			has_bad_nickname = yes
		}
		NOR = {
			has_character_flag = had_nickname_event
			has_character_flag = denied_nickname_event_intrigue
			has_trait = arrogant
			has_trait = ambitious
		}
		calc_true_if = {
			amount >= 2
			has_perk = schemer_perk
			has_perk = seducer_perk
			has_perk = torturer_perk
		}	
	}

	weight_multiplier = {
		base = 1
		modifier = {
			factor = 3
			OR = {
				has_trait = humble
				has_trait = generous
				has_trait = content
			}
		}
		modifier = {
			factor = 3
			has_perk = schemer_perk
			has_perk = seducer_perk
			has_perk = torturer_perk
		}
	}
	
	immediate = {
		add_character_flag = {
			flag = had_nickname_event
		}
	}

	option = { # Sly
		name = lifestyle_nicknames.0008.a
		
		set_nickname_effect = { NICKNAME = nick_the_sly }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
	}
	
	option = { # Whisperer
		name = lifestyle_nicknames.0008.b
		
		set_nickname_effect = { NICKNAME = nick_the_whisperer }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
		
	}
	
	option = { # Spider
		name = lifestyle_nicknames.0008.c
		
		set_nickname_effect = { NICKNAME = nick_the_spider }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100	
		}
	}

	option = { # None
		name = lifestyle_nicknames.0008.d
		flavor = {
			desc = lifestyle_nicknames.0008.tt
		}
		
		remove_character_flag = had_nickname_event
		add_piety = minor_piety_gain
		add_character_flag = {
			flag = denied_nickname_event_intrigue
		}
		
		ai_chance = {
			base = 100
		}
	}
}

# Learning Nicknames
lifestyle_nicknames.0009 = { # Learning nickname for someone who's arrogant
	type = character_event
	title = lifestyle_nicknames.0009.t
	desc = lifestyle_nicknames.0009.desc
	theme = learning
	left_portrait = {
		character = root
		animation = page_flipping
	}

	trigger = {
		is_ai = no #EK EDIT
		is_valid_for_narrow_yearly_events = yes
		OR = { # Has no nickname or a bad nickname
			has_any_nickname = no
			has_bad_nickname = yes
		}
		NOR = {
			has_character_flag = had_nickname_event
			has_character_flag = denied_nickname_event_learning
			has_trait = humble
			has_trait = content
			has_trait = shy
		}
		calc_true_if = {
			amount >= 2
			has_perk = whole_of_body_perk
			has_perk = scholar_perk
			has_perk = theologian_perk
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			factor = 3
			OR = {
				has_trait = arrogant
				has_trait = ambitious
			}
		}
		modifier = {
			factor = 3
			has_perk = whole_of_body_perk
			has_perk = scholar_perk
			has_perk = theologian_perk
		}
	}
	
	immediate = {
		add_character_flag = {
			flag = had_nickname_event
		}
	}


	option = { # Enlightened
		name = lifestyle_nicknames.0009.a
		
		set_nickname_effect = { NICKNAME = nick_the_enlightened }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
	}
	
	option = { # Truthseeker
		name = lifestyle_nicknames.0009.b
		
		set_nickname_effect = { NICKNAME = nick_the_truthseeker }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
		
	}
	
	option = { # Chronicler
		name = lifestyle_nicknames.0009.c
		
		set_nickname_effect = { NICKNAME = nick_the_chronicler }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
	}

	option = { # None
		name = lifestyle_nicknames.0009.d
		flavor = {
			desc = lifestyle_nicknames.0009.tt
		}
		
		remove_character_flag = had_nickname_event
		add_piety = minor_piety_gain		
		add_character_flag = {
			flag = denied_nickname_event_learning
		}
		
		ai_chance = {
			base = 100
		}
	}
}

lifestyle_nicknames.0010 = { # Learning nickname when the character is humble
	type = character_event
	title = lifestyle_nicknames.0009.t
	desc = lifestyle_nicknames.0010.desc
	theme = learning
	left_portrait = {
		character = root
		animation = page_flipping
	}
	
	trigger = {
		is_ai = no #EK EDIT
		is_valid_for_narrow_yearly_events = yes
		OR = { # Has no nickname or a bad nickname
			has_any_nickname = no
			has_bad_nickname = yes
		}
		NOR = {
			has_character_flag = had_nickname_event
			has_character_flag = denied_nickname_event_learning
			has_trait = arrogant
			has_trait = ambitious
		}
		calc_true_if = {
			amount >= 2
			has_perk = whole_of_body_perk
			has_perk = scholar_perk
			has_perk = theologian_perk
		}
		exists = cp:councillor_court_chaplain
	}

	weight_multiplier = {
		base = 1
		modifier = {
			factor = 3
			OR = {
				has_trait = humble
				has_trait = generous
				has_trait = content
			}
		}
		modifier = {
			factor = 3
			has_perk = whole_of_body_perk
			has_perk = scholar_perk
			has_perk = theologian_perk
		}
	}
	
	immediate = {
		cp:councillor_court_chaplain = {
			save_scope_as = my_chaplain
		}
		add_character_flag = {
			flag = had_nickname_event
		}
	}

	option = { # Sage
		name = lifestyle_nicknames.0010.a
		
		set_nickname_effect = { NICKNAME = nick_the_sage }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
	}
	
	option = { # Scholar
		name = lifestyle_nicknames.0010.b
		
		set_nickname_effect = { NICKNAME = nick_the_scholar }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
	}
	
	option = { # Historian
		name = lifestyle_nicknames.0010.c
		
		set_nickname_effect = { NICKNAME = nick_the_historian }
		give_self_nickname_effect = yes
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
	}

	option = { # None
		name = lifestyle_nicknames.0010.d
		flavor = {
			desc = lifestyle_nicknames.0010.tt
		}
		
		remove_character_flag = had_nickname_event
		
		add_piety = minor_piety_gain
		add_character_flag = {
			flag = denied_nickname_event_learning
		}
		
		ai_chance = {
			base = 100
		}
	}
}

# Follow-up Event
lifestyle_nicknames.0011 = { #Follow-up event
	type = character_event
	title = lifestyle_nicknames.0011.t
	desc = lifestyle_nicknames.0011.desc
	theme = crown
	left_portrait = root

	option = { # I shall keep this name!
		name = lifestyle_nicknames.0011.a
		flavor = {
			desc = lifestyle_nicknames.0011.a.tt
		}
		
		add_prestige = minor_prestige_loss
		stress_impact = {
			base = minor_stress_impact_gain
			arrogant = minor_stress_impact_loss
			humble = medium_stress_impact_gain
		}
		add_character_modifier = {
			modifier = bad_nickname_lifestyle_modifier
			years = 5
		}
		ai_chance = {
			base = 100
		}
	}
	
	option = { # Okay, okay! You have a point...
		name = lifestyle_nicknames.0011.b
		
		remove_nickname = yes
		stress_impact = {
			base = minor_stress_impact_loss
			arrogant = medium_stress_impact_gain
			humble = medium_stress_impact_loss
		}
		ai_chance = {
			base = 0
		}
	}
}

lifestyle_nicknames.1000 = { # You got a random nickname
	type = character_event
	title = lifestyle_nicknames.1000.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					is_imprisoned = yes
				}
				desc = lifestyle_nicknames.1000.desc_prison
			}
			desc = lifestyle_nicknames.1000.desc
		}
		first_valid = {
			triggered_desc = {
				trigger = {
					has_bad_nickname = no
				}
				desc = lifestyle_nicknames.1000.desc_good
			}
			desc = lifestyle_nicknames.1000.desc_bad
		}
		first_valid = {
			triggered_desc = {
				trigger = {
					has_bad_nickname = no
					scope:informer = {
						OR = {
							has_relation_rival = root
							opinion = {
								target = root
								value <= -30
							}
						}
					}
				}
				desc = lifestyle_nicknames.1000.end_good_bad
			}
			triggered_desc = {
				trigger = {
					has_bad_nickname = yes
					scope:informer = {
						OR = {
							has_relation_rival = root
							opinion = {
								target = root
								value <= -30
							}
						}
					}
				}
				desc = lifestyle_nicknames.1000.end_bad_bad
			}
			triggered_desc = {
				trigger = {
					has_bad_nickname = no
					scope:informer = {
						NOR = {
							has_relation_rival = root
							opinion = {
								target = root
								value <= -30
							}
						}
					}
				}
				desc = lifestyle_nicknames.1000.end_good_good
			}
			triggered_desc = {
				trigger = {
					has_bad_nickname = yes
					scope:informer = {
						NOR = {
							has_relation_rival = root
							opinion = {
								target = root
								value <= -30
							}
						}
					}
				}
				desc = lifestyle_nicknames.1000.end_bad_good
			}
		}
	}
	theme = crown
	
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = { 
				has_trait = incapable
			}
  			animation = personality_irrational
  		}
		triggered_animation = {
			trigger = { 
				has_bad_nickname = no
			}
  			animation = ecstasy
  		}
		triggered_animation = {
			trigger = { 
				has_bad_nickname = yes
			}
  			animation = eyeroll
  		}
	}
	
	right_portrait = {
		character = scope:informer
		triggered_animation = {
			trigger = {
				scope:nickname_getter = {
					has_bad_nickname = no
				}
				NOR = {
					has_relation_rival = root
					opinion = {
						target = root
						value <= -30
					}
				}
			}
  			animation = toast_goblet
  		}
		triggered_animation = {
			trigger = {
				scope:nickname_getter = {
					has_bad_nickname = no
				}
			}
  			animation = drink_goblet
  		}
		triggered_animation = {
			trigger = {
				scope:nickname_getter = {
					has_bad_nickname = yes
				}
				NOR = {
					has_relation_rival = root
					opinion = {
						target = root
						value <= -30
					}
				}
			}
  			animation = worry
  		}
		triggered_animation = {
			trigger = {
				scope:nickname_getter = {
					has_bad_nickname = yes
				}
			}
  			animation = schadenfreude
  		}
	}
	
	override_background = {
		trigger = { is_imprisoned = yes }
		reference = dungeon
	}
	
	override_background = {
		trigger = {
			OR = {
				AND = {
					exists = root.capital_province
					NOT = { location = root.capital_province}
				}
				is_travelling = yes
			}
		}
		reference = terrain
	}
	
	override_background = {
		trigger = { has_trait = incapable }
		reference = bedchamber
	}
	
	trigger = {
		
	}
	
	immediate = {
		save_scope_as = nickname_getter
		if = {
			limit = {
				has_bad_nickname = no
			}
			play_music_cue = mx_cue_positive_effect
		}
		else = {
			play_music_cue = "mx_cue_negative"
		}
		
		if = {
			limit = {
				exists = location
				OR = {
					is_travelling = yes
					is_imprisoned = yes
					AND = {
						exists = root.capital_province
						NOT = { location = root.capital_province }
					}
				}
				location = {
					any_character_in_location = {
						is_physically_able_ai_adult = yes
						NOT = { this = root }
					}
				}
			}
			location = {
				random_character_in_location = {
					limit = {
						is_physically_able_ai_adult = yes
						NOT = { this = root }
					}
					weight = {
						base = 1
						modifier = {
							add = 100
							is_travel_entourage_character = yes
						}
						modifier = {
							add = 100
							root = {
								has_bad_nickname = yes
							}
							OR = {
								has_relation_rival = root
								opinion = {
									target = root
									value <= -30
								}
							}
						}
						modifier = {
							add = 100
							root = {
								has_bad_nickname = no
							}
							has_any_good_relationship_with_character_trigger = { CHARACTER = root }
						}
					}
					save_scope_as = informer
				}
			}
		}
		else_if = {
			limit = {
				is_imprisoned = yes
				imprisoner = {
					any_courtier = {
						is_physically_able_ai_adult = yes
					}
				}
			}
			imprisoner = {
				random_courtier = {
					limit = {
						is_physically_able_ai_adult = yes
					}
					save_scope_as = informer
				}
			}
		}
		else_if = {
			limit = {
				any_courtier = {
					is_physically_able_ai_adult = yes
				}
			}
			random_courtier = {
				limit = {
					is_physically_able_ai_adult = yes
				}
				weight = {
					base = 1
					modifier = {
						add = 100
						is_travel_entourage_character = yes
					}
					modifier = {
						add = 100
						root = {
							has_bad_nickname = yes
						}
						OR = {
							has_relation_rival = root
							opinion = {
								target = root
								value <= -30
							}
						}
					}
					modifier = {
						add = 100
						root = {
							has_bad_nickname = no
						}
						has_any_good_relationship_with_character_trigger = { CHARACTER = root }
					}
				}
				save_scope_as = informer
			}
		}
		else = {
			create_character = {
				template = servant_character
				location = root.location
				dynasty = none
				save_scope_as = informer
			}
		}
		scope:informer = { assign_quirk_effect = yes }
	}

	option = {
		name = lifestyle_nicknames.1000.a
		
		trigger = {
			has_bad_nickname = no
			is_imprisoned = no
			NOT = { has_trait = incapable }
		}
		
		reverse_add_opinion = {
			modifier = impressed_opinion
			target = scope:informer
			opinion = 30
		}
		
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
	}

	option = {
		name = lifestyle_nicknames.1000.b
		
		trigger = {
			has_bad_nickname = yes
			is_imprisoned = no
			NOT = { has_trait = incapable }
		}
		
		if = {
			limit = {
				scope:informer = {
					OR = {
						has_relation_rival = root
						opinion = {
							target = root
							value <= -30
						}
					}
				}
			}
			reverse_add_opinion = {
				modifier = respect_opinion
				target = scope:informer
				opinion = -20
			}
		}
		else = {
			reverse_add_opinion = {
				modifier = pity_opinion
				target = scope:informer
				opinion = 5
			}
		}
		
		if = {
			limit = { is_ai = no }
			add_prestige = medium_prestige_loss
		}

		ai_chance = {
			base = 100
		}
	}

	option = {
		name = lifestyle_nicknames.1000.c
		
		trigger = {
			has_bad_nickname = no
			is_imprisoned = yes
			NOT = { has_trait = incapable }
		}
		
		reverse_add_opinion = {
			modifier = impressed_opinion
			target = scope:informer
			opinion = 30
		}
		
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
	}

	option = {
		name = lifestyle_nicknames.1000.d
		
		trigger = {
			has_bad_nickname = yes
			is_imprisoned = yes
			NOT = { has_trait = incapable }
		}
		
		if = {
			limit = {
				scope:informer = {
					OR = {
						has_relation_rival = root
						opinion = {
							target = root
							value <= -30
						}
					}
				}
			}
			reverse_add_opinion = {
				modifier = respect_opinion
				target = scope:informer
				opinion = -20
			}
		}
		else = {
			reverse_add_opinion = {
				modifier = pity_opinion
				target = scope:informer
				opinion = 5
			}
		}

		if = {
			limit = { is_ai = no }
			add_prestige = medium_prestige_loss
		}
		
		ai_chance = {
			base = 100
		}
	}

	option = {
		name = lifestyle_nicknames.1000.e
		
		trigger = {
			has_bad_nickname = no
			has_trait = incapable
		}
		
		reverse_add_opinion = {
			modifier = impressed_opinion
			target = scope:informer
			opinion = 30
		}
		
		add_prestige = medium_prestige_gain
		
		ai_chance = {
			base = 100
		}
	}

	option = {
		name = lifestyle_nicknames.1000.f
		
		trigger = {
			has_bad_nickname = yes
			has_trait = incapable
		}
		
		if = {
			limit = {
				scope:informer = {
					OR = {
						has_relation_rival = root
						opinion = {
							target = root
							value <= -30
						}
					}
				}
			}
			reverse_add_opinion = {
				modifier = respect_opinion
				target = scope:informer
				opinion = -20
			}
		}
		else = {
			reverse_add_opinion = {
				modifier = pity_opinion
				target = scope:informer
				opinion = 5
			}
		}

		if = {
			limit = { is_ai = no }
			add_prestige = medium_prestige_loss
		}
		
		ai_chance = {
			base = 100
		}
	}
}
