﻿namespace = agse_easter_egg_events

agse_easter_egg_events.1000 = {
	type = character_event
	title = agse_easter_egg_events.1000.t
	desc = agse_easter_egg_events.1000.desc
	theme = travel_martial
	override_background = { reference = terrain_scope }

	left_portrait = {
		character = scope:agse_viktor
		animation = disapproval
	}
	right_portrait = {
		character = scope:agse_squire
		animation = anger
	}
	lower_center_portrait = {
		character = root
		animation = thinking
	}

	trigger = {
		is_ai = no
		agse_knight_with_squire_trigger = yes
		exists = current_travel_plan
		is_location_valid_for_travel_event_on_land = yes
		NOT = { has_character_flag = agse_squire_event_cooldown }
		current_travel_plan = {
			NOT = { has_variable = agse_squire_event_fired }
			NOT = { has_travel_option = dragon_flight_option }
			any_entourage_character = {
				agse_valid_travel_squire_trigger = yes
				NOT = {
					is_target_in_variable_list = {
						name = agse_viktor_knights
						target = root
					}
				}
			}
		}
	}

	immediate = {
		current_travel_plan = {
			random_entourage_character = {
				limit = {
					agse_valid_travel_squire_trigger = yes
					NOT = {
						is_target_in_variable_list = {
							name = agse_viktor_knights
							target = root
						}
					}
				}
				save_scope_as = agse_squire
			}
			set_variable = {
				name = agse_squire_event_fired
				value = yes
			}
		}
		add_character_flag = {
			flag = agse_squire_event_cooldown
			months = 6
		}
		scope:agse_squire = {
			add_to_variable_list = {
				name = agse_viktor_knights
				target = root
			}
		}
		create_character = {
			gender = male
			random_traits = no
			age = 16
			location = root.location
			faith = root.location.faith
			culture = root.location.culture
			dynasty = none
			trait = brave
			trait = calm
			trait = arrogant
			trait = education_martial_4
			trait = education_martial_prowess_3
			trait = strong
			trait = lifestyle_blademaster
			after_creation = {
				set_to_lowborn = yes
				change_first_name = agse_viktor_starflame_name
				copy_inheritable_appearance_from = character:agse_viktor_starflame_portrait_source
				add_trait_xp = {
					trait = lifestyle_blademaster
					value = trait_third_level
				}
				add_character_flag = has_scripted_appearance
				add_character_flag = hair_trait_male_hair_mena_04
			}
			save_scope_as = agse_viktor
		}
		scope:agse_viktor = {
			trigger_event = {
				id = agse_easter_egg_events.1099
				days = 30
			}
		}
		debug_log = "AGSE: A Foreign Tongue fired."
	}

	option = {
		name = agse_easter_egg_events.1000.a
		flavor = agse_easter_egg_events.1000.a.flavor
		trait = patient
		scope:agse_squire = {
			agse_try_squire_personality_imprint_effect = { TRAIT = patient }
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
		}
		hidden_effect = {
			scope:agse_viktor = { silent_disappearance_effect = yes }
		}
		stress_impact = {
			patient = minor_stress_impact_loss
			impatient = minor_stress_impact_gain
		}
	}

	option = {
		name = agse_easter_egg_events.1000.b
		flavor = agse_easter_egg_events.1000.b.flavor
		trait = arrogant
		scope:agse_squire = {
			agse_try_squire_personality_imprint_effect = { TRAIT = arrogant }
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
		}
		hidden_effect = {
			scope:agse_viktor = { silent_disappearance_effect = yes }
		}
		stress_impact = {
			arrogant = minor_stress_impact_loss
			humble = minor_stress_impact_gain
		}
	}

	option = {
		name = agse_easter_egg_events.1000.c
		flavor = agse_easter_egg_events.1000.c.flavor
		trait = wrathful
		scope:agse_squire = {
			agse_try_squire_personality_imprint_effect = { TRAIT = wrathful }
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
		}
		trigger_event = agse_easter_egg_events.1001
		stress_impact = {
			wrathful = minor_stress_impact_loss
			calm = minor_stress_impact_gain
		}
	}
}

agse_easter_egg_events.1001 = {
	type = character_event
	window = duel_event
	title = agse_easter_egg_events.1001.t
	desc = agse_easter_egg_events.1001.desc
	theme = martial
	override_background = { reference = terrain_scope }

	left_portrait = {
		character = scope:agse_viktor
		scripted_animation = duel_wield_weapon
	}
	right_portrait = {
		character = scope:agse_squire
		scripted_animation = duel_wield_weapon
	}

	trigger = {
		exists = scope:agse_viktor
		exists = scope:agse_squire
		scope:agse_viktor = { is_alive = yes }
		scope:agse_squire = { is_alive = yes }
	}

	immediate = {
		debug_log = "AGSE: A Common Language fired."
	}

	option = {
		name = agse_easter_egg_events.1001.a
		flavor = agse_easter_egg_events.1001.a.flavor
		custom_tooltip = agse_easter_egg_events.1001.a.tt
		trigger_event = agse_easter_egg_events.1002
	}
}

agse_easter_egg_events.1002 = {
	type = character_event
	title = agse_easter_egg_events.1002.t
	desc = agse_easter_egg_events.1002.desc
	theme = travel_martial
	override_background = { reference = terrain_scope }

	left_portrait = {
		character = scope:agse_viktor
		animation = celebrate_wooden_sword
	}
	right_portrait = {
		character = scope:agse_squire
		animation = loss_1
	}
	lower_center_portrait = {
		character = root
		animation = shock
	}

	trigger = {
		exists = scope:agse_viktor
		exists = scope:agse_squire
		scope:agse_viktor = { is_alive = yes }
		scope:agse_squire = { is_alive = yes }
	}

	immediate = {
		debug_log = "AGSE: No Translation Needed fired."
	}

	option = {
		name = agse_easter_egg_events.1002.a
		flavor = agse_easter_egg_events.1002.a.flavor
		add_character_modifier = {
			modifier = agse_who_was_this_viktor_modifier
			years = 5
		}
		scope:agse_squire = {
			add_trait = wounded_2
			add_character_modifier = {
				modifier = agse_viktors_lesson_modifier
				years = 5
			}
			add_opinion = {
				target = root
				modifier = agse_let_viktor_fight_me_opinion
			}
		}
	}

	after = {
		if = {
			limit = { exists = scope:agse_viktor }
			scope:agse_viktor = { silent_disappearance_effect = yes }
		}
	}
}

agse_easter_egg_events.1099 = {
	type = character_event
	hidden = yes

	immediate = {
		if = {
			limit = { is_alive = yes }
			silent_disappearance_effect = yes
		}
	}
}
