﻿namespace = sas_recruit_malefactor

scripted_trigger mediocre_rabble_rouser_trigger = {
	can_be_employed_as = rabble_rouser_court_position
	is_available_healthy_adult = yes
	OR = {
		diplomacy >= 7
		intrigue >= 7
	}
}

scripted_trigger good_rabble_rouser_trigger = {
	can_be_employed_as = rabble_rouser_court_position
	is_available_healthy_adult = yes
	OR = {
		diplomacy >= 14
		intrigue >= 14
	}
	OR = {
		has_trait = education_intrigue
		has_trait = education_diplomacy
	}
}

sas_recruit_malefactor.1001 = {
	type = character_event
	title = sas_recruit_malefactor.1001.t
	desc = sas_recruit_malefactor.1001.desc
	theme = intrigue
	
	left_portrait = {
		character = scope:mediocre_rabble_rouser
		animation = happiness
	}
	right_portrait = {
		character = scope:good_rabble_rouser
		animation = personality_honorable
	}

	immediate = {
		# Find a mediocre one
		if = { # check for a mediocre character in the pool
			limit = {
				any_pool_character = {
					province = root.capital_province
					mediocre_rabble_rouser_trigger = yes
				}
			}
			random_pool_character = {
				province = root.capital_province
				limit = { mediocre_rabble_rouser_trigger = yes }
				save_scope_as = mediocre_rabble_rouser
			}
		}
		else = { # otherwise create one
			create_character = {
				location = root.capital_province
				gender_female_chance = root_soldier_female_chance
				age = { 16 30 }
				culture = root.location.culture
				faith = root.location.faith
				random_traits_list = {
					count = 1
					education_diplomacy_1 = {}
					education_intrigue_1 = {}
					education_intrigue_2 = {}
				}
				random_traits = yes
				diplomacy = {
					max_template_decent_skill
					max_template_decent_skill
				}
				intrigue = {
					max_template_decent_skill
					max_template_decent_skill
				}
				save_scope_as = mediocre_rabble_rouser
			}
		}
		# Find a good one
		if = { # check for a GOOD character in the pool
			limit = {
				any_pool_character = {
					province = root.capital_province
					good_rabble_rouser_trigger = yes
				}
			}
			random_pool_character = {
				province = root.capital_province
				limit = { good_rabble_rouser_trigger = yes }
				save_scope_as = good_rabble_rouser
			}
		}
		else = { # otherwise create one
			create_character = {
				location = root.capital_province
				gender_female_chance = root_soldier_female_chance
				age = { 16 30 }
				culture = root.location.culture
				faith = root.location.faith
				random_traits_list = {
					count = 1
					education_diplomacy_1 = {}
					education_diplomacy_2 = {}
					education_diplomacy_3 = {}
					education_intrigue_1 = {}
					education_intrigue_2 = {}
					education_intrigue_3 = {}
				}
				random_traits_list = {
					count = 1
					brave = {}
					diligent = {}
					ambitious = {}
					generous = {}
					gregarious = {}
					loyal = {}
					lifestyle_wayfarer = {}
					peasant_leader = {}
					populist_leader = {}
					lifestyle_reveler = {}
					lifestyle_traveler = {}
				}
				random_traits = yes
				diplomacy = {
					max_template_decent_skill
					max_template_decent_skill
				}
				intrigue = {
					max_template_decent_skill
					max_template_decent_skill
				}
				save_scope_as = good_rabble_rouser
			}
		}
	}
	option = { 
		name = sas_recruit_malefactor.1001.a
		# custom_tooltip = sas_recruit_malefactor.1001.a.aptitude
		pay_treasury_or_gold = {
			target = scope:mediocre_rabble_rouser
			value = low_skill_court_physician_cost
		}
		hidden_effect = { add_courtier = scope:mediocre_rabble_rouser }
		court_position_grant_effect = {
			CANDIDATE = scope:mediocre_rabble_rouser
			POS = rabble_rouser
			EMPLOYER = root
		}
	}

	option = {
		name = sas_recruit_malefactor.1001.b
		# custom_tooltip = sas_recruit_malefactor.1001.b.aptitude
		pay_treasury_or_gold = {
			target = scope:good_rabble_rouser
			value = high_skill_court_physician_cost
		}
		hidden_effect = { add_courtier = scope:good_rabble_rouser }
		court_position_grant_effect = {
			CANDIDATE = scope:good_rabble_rouser
			POS = rabble_rouser
			EMPLOYER = root
		}
	}

	option = {
		name = sas_recruit_malefactor.1001.c
	}
}

scripted_trigger mediocre_femme_fatale_trigger = {
	can_be_employed_as = femme_fatale_court_position
	is_available_healthy_adult = yes
	intrigue >= 7
}

scripted_trigger good_femme_fatale_trigger = {
	can_be_employed_as = femme_fatale_court_position
	is_available_healthy_adult = yes
	intrigue >= 14
	has_trait = education_intrigue
}

sas_recruit_malefactor.1002 = {
	type = character_event
	title = sas_recruit_malefactor.1002.t
	desc = sas_recruit_malefactor.1002.desc
	theme = intrigue
	
	left_portrait = {
		character = scope:mediocre_femme_fatale
		animation = happiness
	}
	right_portrait = {
		character = scope:good_femme_fatale
		animation = personality_honorable
	}

	immediate = {
		# Find a mediocre one
		if = { # check for a mediocre character in the pool
			limit = {
				any_pool_character = {
					province = root.capital_province
					mediocre_femme_fatale_trigger = yes
				}
			}
			random_pool_character = {
				province = root.capital_province
				limit = { mediocre_femme_fatale_trigger = yes }
				save_scope_as = mediocre_femme_fatale
			}
		}
		else = { # otherwise create one
			create_character = {
				location = root.capital_province
				gender_female_chance = 100
				age = { 16 30 }
				culture = root.location.culture
				faith = root.location.faith
				dynasty = generate
				random_traits_list = {
					count = 1
					education_diplomacy_1 = {}
					education_intrigue_1 = {}
					education_intrigue_2 = {}
				}
				random_traits = yes
				diplomacy = {
					max_template_decent_skill
					max_template_decent_skill
				}
				intrigue = {
					max_template_decent_skill
					max_template_decent_skill
				}
				save_scope_as = mediocre_femme_fatale
			}
		}
		# Find a good one
		if = { # check for a GOOD character in the pool
			limit = {
				any_pool_character = {
					province = root.capital_province
					good_femme_fatale_trigger = yes
				}
			}
			random_pool_character = {
				province = root.capital_province
				limit = { good_femme_fatale_trigger = yes }
				save_scope_as = good_femme_fatale
			}
		}
		else = { # otherwise create one
			create_character = {
				location = root.capital_province
				gender_female_chance = 100
				age = { 16 30 }
				culture = root.location.culture
				faith = root.location.faith
				dynasty = generate
				random_traits_list = {
					count = 1
					education_diplomacy_1 = {}
					education_diplomacy_2 = {}
					education_diplomacy_3 = {}
					education_intrigue_1 = {}
					education_intrigue_2 = {}
					education_intrigue_3 = {}
				}
				random_traits_list = {
					count = 1
					lustful = {}
					ambitious = {}
					vengeful = {}
					deceitful = {}
					fickle = {}
					beauty_good_1 = {}
					adulterer = {}
				}
				random_traits = yes
				diplomacy = {
					max_template_decent_skill
					max_template_decent_skill
				}
				intrigue = {
					max_template_decent_skill
					max_template_decent_skill
				}
				save_scope_as = good_femme_fatale
			}
		}
	}
	option = { 
		name = sas_recruit_malefactor.1002.a
		# custom_tooltip = sas_recruit_malefactor.1002.a.aptitude
		pay_treasury_or_gold = {
			target = scope:mediocre_femme_fatale
			value = low_skill_court_physician_cost
		}
		hidden_effect = { add_courtier = scope:mediocre_femme_fatale }
		court_position_grant_effect = {
			CANDIDATE = scope:mediocre_femme_fatale
			POS = femme_fatale
			EMPLOYER = root
		}
	}

	option = {
		name = sas_recruit_malefactor.1002.b
		# custom_tooltip = sas_recruit_malefactor.1002.b.aptitude
		pay_treasury_or_gold = {
			target = scope:good_femme_fatale
			value = high_skill_court_physician_cost
		}
		hidden_effect = { add_courtier = scope:good_femme_fatale }
		court_position_grant_effect = {
			CANDIDATE = scope:good_femme_fatale
			POS = femme_fatale
			EMPLOYER = root
		}
	}

	option = {
		name = sas_recruit_malefactor.1002.c
	}
}

scripted_trigger mediocre_smuggler_trigger = {
	can_be_employed_as = smuggler_court_position
	is_available_healthy_adult = yes
	OR = {
		stewardship >= 7
		intrigue >= 7
	}
}

scripted_trigger good_smuggler_trigger = {
	can_be_employed_as = smuggler_court_position
	is_available_healthy_adult = yes
	OR = {
		stewardship >= 14
		intrigue >= 14
	}
	OR = {
		has_trait = education_stewardship
		has_trait = education_intrigue
	}
}

sas_recruit_malefactor.1003 = {
	type = character_event
	title = sas_recruit_malefactor.1003.t
	desc = sas_recruit_malefactor.1003.desc
	theme = intrigue
	
	left_portrait = {
		character = scope:mediocre_smuggler
		animation = happiness
	}
	right_portrait = {
		character = scope:good_smuggler
		animation = personality_honorable
	}

	immediate = {
		# Find a mediocre one
		if = { # check for a mediocre character in the pool
			limit = {
				any_pool_character = {
					province = root.capital_province
					mediocre_smuggler_trigger = yes
				}
			}
			random_pool_character = {
				province = root.capital_province
				limit = { mediocre_smuggler_trigger = yes }
				save_scope_as = mediocre_smuggler
			}
		}
		else = { # otherwise create one
			create_character = {
				location = root.capital_province
				gender_female_chance = root_soldier_female_chance
				age = { 16 30 }
				culture = root.location.culture
				faith = root.location.faith
				dynasty = generate
				random_traits_list = {
					count = 1
					education_stewardship_1 = {}
					education_intrigue_1 = {}
					education_intrigue_2 = {}
				}
				random_traits = yes
				stewardship = {
					max_template_decent_skill
					max_template_decent_skill
				}
				intrigue = {
					max_template_decent_skill
					max_template_decent_skill
				}
				save_scope_as = mediocre_smuggler
			}
		}
		# Find a good one
		if = { # check for a GOOD character in the pool
			limit = {
				any_pool_character = {
					province = root.capital_province
					good_smuggler_trigger = yes
				}
			}
			random_pool_character = {
				province = root.capital_province
				limit = { good_smuggler_trigger = yes }
				save_scope_as = good_smuggler
			}
		}
		else = { # otherwise create one
			create_character = {
				location = root.capital_province
				gender_female_chance = root_soldier_female_chance
				age = { 16 30 }
				culture = root.location.culture
				faith = root.location.faith
				random_traits_list = {
					count = 1
					education_stewardship_1 = {}
					education_stewardship_2 = {}
					education_stewardship_3 = {}
					education_intrigue_1 = {}
					education_intrigue_2 = {}
					education_intrigue_3 = {}
				}
				random_traits_list = {
					count = 1
					deceitful = {}
					diligent = {}
					paranoid = {}
					patient = {}
					greedy = {}
					logistician = {}
					loyal = {}
					pilgrim = {}
					lifestyle_traveler = {}
				}
				random_traits = yes
				stewardship = {
					max_template_decent_skill
					max_template_decent_skill
				}
				intrigue = {
					max_template_decent_skill
					max_template_decent_skill
				}
				save_scope_as = good_smuggler
			}
		}
	}
	option = { 
		name = sas_recruit_malefactor.1003.a
		# custom_tooltip = sas_recruit_malefactor.1003.a.aptitude
		pay_treasury_or_gold = {
			target = scope:mediocre_smuggler
			value = low_skill_court_physician_cost
		}
		hidden_effect = { add_courtier = scope:mediocre_smuggler }
		court_position_grant_effect = {
			CANDIDATE = scope:mediocre_smuggler
			POS = smuggler
			EMPLOYER = root
		}
	}

	option = {
		name = sas_recruit_malefactor.1003.b
		# custom_tooltip = sas_recruit_malefactor.1003.b.aptitude
		pay_treasury_or_gold = {
			target = scope:good_smuggler
			value = high_skill_court_physician_cost
		}
		hidden_effect = { add_courtier = scope:good_smuggler }
		court_position_grant_effect = {
			CANDIDATE = scope:good_smuggler
			POS = smuggler
			EMPLOYER = root
		}
	}

	option = {
		name = sas_recruit_malefactor.1003.c
	}
}

scripted_trigger mediocre_master_assassin_trigger = {
	can_be_employed_as = master_assassin_court_position
	is_available_healthy_adult = yes
	OR = {
		prowess >= 7
		intrigue >= 7
	}
}

scripted_trigger good_master_assassin_trigger = {
	can_be_employed_as = master_assassin_court_position
	is_available_healthy_adult = yes
	OR = {
		prowess >= 14
		intrigue >= 14
	}
	has_trait = education_intrigue
}

sas_recruit_malefactor.1004 = {
	type = character_event
	title = sas_recruit_malefactor.1004.t
	desc = sas_recruit_malefactor.1004.desc
	theme = intrigue
	
	left_portrait = {
		character = scope:mediocre_master_assassin
		animation = happiness
	}
	right_portrait = {
		character = scope:good_master_assassin
		animation = personality_honorable
	}

	immediate = {
		# Find a mediocre one
		if = { # check for a mediocre character in the pool
			limit = {
				any_pool_character = {
					province = root.capital_province
					mediocre_master_assassin_trigger = yes
				}
			}
			random_pool_character = {
				province = root.capital_province
				limit = { mediocre_master_assassin_trigger = yes }
				save_scope_as = mediocre_master_assassin
			}
		}
		else = { # otherwise create one
			create_character = {
				location = root.capital_province
				gender_female_chance = root_soldier_female_chance
				age = { 16 30 }
				culture = root.location.culture
				faith = root.location.faith
				random_traits_list = {
					count = 1
					education_intrigue_1 = {}
					education_intrigue_2 = {}
				}
				random_traits = yes
				prowess = {
					max_template_decent_skill
					max_template_decent_skill
				}
				intrigue = {
					max_template_decent_skill
					max_template_decent_skill
				}
				save_scope_as = mediocre_master_assassin
				after_creation = {
					set_to_lowborn = yes
				}
			}
		}
		# Find a good one
		if = { # check for a GOOD character in the pool
			limit = {
				any_pool_character = {
					province = root.capital_province
					good_master_assassin_trigger = yes
				}
			}
			random_pool_character = {
				province = root.capital_province
				limit = { good_master_assassin_trigger = yes }
				save_scope_as = good_master_assassin
			}
		}
		else = { # otherwise create one
			create_character = {
				location = root.capital_province
				gender_female_chance = root_soldier_female_chance
				age = { 16 30 }
				culture = root.location.culture
				faith = root.location.faith
				random_traits_list = {
					count = 1
					education_intrigue_1 = {}
					education_intrigue_2 = {}
					education_intrigue_3 = {}
				}
				random_traits_list = {
					count = 1
					lifestyle_blademaster = {}
					deceitful = {}
					murderer = {}
					order_member = {}
					faith_warrior = {}
					zealous = {}
					brave = {}
				}
				random_traits = yes
				prowess = {
					max_template_decent_skill
					max_template_decent_skill
				}
				intrigue = {
					max_template_decent_skill
					max_template_decent_skill
				}
				save_scope_as = good_master_assassin
				after_creation = {
					set_to_lowborn = yes
				}
			}
		}
	}
	option = { 
		name = sas_recruit_malefactor.1004.a
		# custom_tooltip = sas_recruit_malefactor.1004.a.aptitude
		pay_treasury_or_gold = {
			target = scope:mediocre_master_assassin
			value = low_skill_court_physician_cost
		}
		hidden_effect = { add_courtier = scope:mediocre_master_assassin }
		court_position_grant_effect = {
			CANDIDATE = scope:mediocre_master_assassin
			POS = master_assassin
			EMPLOYER = root
		}
	}

	option = {
		name = sas_recruit_malefactor.1004.b
		# custom_tooltip = sas_recruit_malefactor.1004.b.aptitude
		pay_treasury_or_gold = {
			target = scope:good_master_assassin
			value = high_skill_court_physician_cost
		}
		hidden_effect = { add_courtier = scope:good_master_assassin }
		court_position_grant_effect = {
			CANDIDATE = scope:good_master_assassin
			POS = master_assassin
			EMPLOYER = root
		}
	}

	option = {
		name = sas_recruit_malefactor.1004.c
	}
}