﻿namespace = clak_trait_coping_decisions

#Rowdy: clak_trait_coping_decisions.1001

#Pensive: clak_trait_coping_decisions.1100

#Curious: clak_trait_coping_decisions.1200

#Charming: clak_trait_coping_decisions.1300

#Bossy: clak_trait_coping_decisions.1400


###############
#	ROWDY
###############

#Enjoy some outdoor physical activity
clak_trait_coping_decisions.1001 = {
	type = character_event
	title = clak_trait_coping_decisions.1001.t
	desc = clak_trait_coping_decisions.1001.desc
	theme = mental_break
	override_background = { reference = wilderness }
	left_portrait = {
		character = root
		animation = personality_bold
	}	

	option = {
		name = clak_trait_coping_decisions.1001.a
		trait = rowdy
		add_character_modifier = {
			modifier = invigorated_modifier
			years = 1
		}
		add_stress = major_stress_loss

	}
}

###############
#	PENSIVE
###############

#Do some reading
clak_trait_coping_decisions.1100 = {
	type = character_event
	title = clak_trait_coping_decisions.1100.t
	desc = clak_trait_coping_decisions.1100.desc
	theme = mental_break
	override_background = { reference = study }
	left_portrait = {
		character = root
		animation = reading
	}

	option = {
		name = clak_trait_coping_decisions.1100.a
		trait = pensive
		add_character_modifier = {
			modifier = enlightened_mind_modifier
			years = 1
		}
		add_stress = major_stress_loss
	}
}


###############
#	CURIOUS
###############

#Satisfy curiosity
clak_trait_coping_decisions.1200 = {
	type = character_event
	title = clak_trait_coping_decisions.1200.t
	desc = clak_trait_coping_decisions.1200.desc
	theme = mental_break
	override_background = { reference = market }
	left_portrait = {
		character = root
		animation = thinking
	}

	option = {
		name = clak_trait_coping_decisions.1200.a
		trait = curious
		add_character_modifier = {
			modifier = active_imagination_modifier
			years = 1
		}
		add_stress = major_stress_loss
	}
}

###############
#	CHARMING
###############

#Social interaction
clak_trait_coping_decisions.1300 = {
	type = character_event
	title = clak_trait_coping_decisions.1300.t
	desc = clak_trait_coping_decisions.1300.desc
	theme = mental_break
	override_background = {reference = activity_feast }
	left_portrait = {
		character = root
		animation = personality_compassionate
	}

	option = {
		name = clak_trait_coping_decisions.1300.a
		add_character_modifier = {
			modifier = boosted_confidence_modifier
			years = 1
		}
		add_stress = major_stress_loss
	}
}

###############
#	BOSSY
###############

#Order someone around
clak_trait_coping_decisions.1400 = {
	type = character_event
	title = clak_trait_coping_decisions.1400.t
	desc = clak_trait_coping_decisions.1400.desc
	theme = mental_break
	override_background = { reference = courtyard }
	left_portrait = {
		character = root
		animation = personality_bold
	}

	option = {
		name = clak_trait_coping_decisions.1400.a
		trait = rowdy
		add_character_modifier = {
			modifier = large_and_in_charge_modifier
			years = 1
		}
		add_stress = major_stress_loss
	}
}