﻿# Events for handling the Meet Peers activity

namespace = playdate

#####################
## SETUP AND MAINTENANCE EVENTS
## 0000-0999
## by Linnéa Thimrén
#####################
#playdate.0020 - The host has died during the feast - event for guests
#playdate.0021 - The host has been imprisoned - for host
#playdate.0022 - The host has been imprisoned - for guests
#playdate.9999 - Feast reroll event - in case no event is available

######################
## INVITATION AND START EVENTS
## 1000-2999
## by Linnéa Thimrén
######################
#playdate.1001 - Standard invitation event
#playdate.2001 - Generic start event for host
#playdate.2003 - No guests showed up
#playdate.2501 - Generic start event for guests

#################################
## ONGOING EVENTS
## 3000-8999
## by Linnéa Thimrén
#################################
#playdate.3001 - Get friend or victim
#playdate.3002 - Discover secret or spend time with your crush/friend
#playdate.3003 - Spend time with cat
#playdate.3004 - Spend time with dog
#playdate.3005 - Someone learns one of your secrets
#playdate.3006 - Book nerd
#playdate.3007 - Climb tree
#playdate.3008 - Go for a swim
#playdate.3009 - Snow fight!
#playdate.3010 - Go to local market
#playdate.3011 - Playing house
#playdate.3012 - Play at being knights
#playdate.3013 - Meet a witch
#playdate.3014 - Hang with a priest

###############################
## BP2 ONGOING EVENTS
## 5000 - 5999
## by Nick Meredith
###############################
#playdate.5001 - Do you want to play a game?
#playdate.5002 - Go and ask for a football back
#playdate.5003 - Another kid is much bigger and more skilled than you
#playdate.5004 - Another kid is watching from the sidelines
#playdate.5005 - Jump the fence into a garden to retrieve ball
#playdate.5006 - Kid attempts to take his ball and go home
#playdate.5007 - Someone is bullying a smaller kid than you
#playdate.5008 - Old person comes out to yell at you
#playdate.5009 - A kid is being trampled
#playdate.5010-11 - Overly-competitive parent watches on, heckles kids

#################################
## END EVENTS
## 9000-9999
## by Linnéa Thimrén
#################################
#playdate.9001 - Host end event
#playdate.9002 - Guest end event

#######################################################################################


#####################
## SETUP AND MAINTENANCE EVENTS
## 0000 - 0999
#####################

#The host has died during the feast - event for guests
# by Linnéa Thimrén
playdate.0020 = {
	type = character_event
	title = playdate.0020.t
	desc = playdate.0020.desc
	theme = playdate_activity
	override_icon = {
		reference = "gfx/interface/icons/event_types/type_illness.dds"
	}
	left_portrait = {
		character = scope:host
	}
	
	option = {
		name = playdate.0020.a
		custom_tooltip = playdate.0020.a.tt
	}
}


#The host has been imprisoned - for host
# by Linnéa Thimrén
playdate.0021 = {
	type = character_event
	title = playdate.0020.t
	desc = playdate.0021.desc
	theme = playdate_activity
	override_icon = {
		reference = "gfx/interface/icons/event_types/type_prison.dds"
	}
	left_portrait = {
		character = scope:host
		animation = prisondungeon
	}

	immediate = {
		hosted_successful_playdate_interrupted_effect = yes
	}
	
	option = {
		name = playdate.0021.a
	}
}

#The host has been imprisoned - for guests
# by Linnéa Thimrén
playdate.0022 = {
	type = character_event
	title = playdate.0020.t
	desc = playdate.0022.desc
	theme = playdate_activity
	override_icon = {
		reference = "gfx/interface/icons/event_types/type_prison.dds"
	}
	left_portrait = {
		character = scope:host
		animation = prisondungeon
	}
	
	option = {
		name = playdate.0021.a
	}
}

######################
## INVITATION AND START EVENTS
## 1000-2999
## by Linnéa Thimrén
######################

# Standard invitation event
# by Linnéa Thimrén
playdate.1001 = {
	type = letter_event
	opening = {
		desc = feast.1501.opening
	}
	desc = {
		desc = playdate.1001.opening_desc
		first_valid = {
			triggered_desc = {
				trigger = {
					OR = {
						reverse_opinion = {
							target = scope:sender
							value > 50
						}
						has_relation_friend = scope:sender
						scope:sender = { has_relation_crush = root }
					}
				}
				desc = playdate.1001.host_likes_me
			}
			triggered_desc = {
				trigger = {
					OR = {
						reverse_opinion = {
							target = scope:sender
							value < -1
						}
						has_relation_bully = scope:sender
						has_relation_victim = scope:sender
					}
				}
				desc = playdate.1001.host_dislikes_me
			}
			desc = playdate.1001.host_gets_along_with_me
		}
	}
	sender = scope:sender

	trigger = {
		is_available_for_child_activity_trigger = yes
		exists = scope:activity.activity_host
		NOT = { exists = var:is_handling_playdate_invitation }
	}

	on_trigger_fail = { #Trigger invitation again if it was blocked because the character was handling another invitation
		if = {
			limit = {
				is_available_for_child_activity_trigger = yes
				exists = var:is_handling_playdate_invitation
			}
			trigger_event = {
				id = playdate.1001
				days = 1
			}
		}
	}

	immediate = {
		scope:activity.activity_host = {
			save_scope_as = sender
		}
		scope:activity.activity_location = {
			barony = {
				save_scope_as = barony
			}
		}
		set_variable = {
			name = is_handling_playdate_invitation
			value = scope:sender
			days = 20
		}
	}

	option = {
		name = playdate.1001.a
		play_music_cue = mx_cue_banquet
		accept_activity_invite = scope:activity
		set_variable = {
			name = booked_for_a_party
			value = scope:sender
			days = 20
		}
		stress_impact = {
			gregarious = minor_stress_loss
			curious = minor_stress_loss
			shy = minor_stress_gain
		}
		ai_chance = {
			base = 100
			opinion_modifier = {
				opinion_target = scope:sender
			}
		}
	}

	option = {
		name = playdate.1001.b
		decline_activity_invite = scope:activity
		stress_impact = {
			shy = minor_stress_loss
			gregarious = minor_stress_gain
			curious = minor_stress_gain
		}
		if = {
			limit = {
				faith = {
					has_doctrine_parameter = mandatory_feast_attendance
				}
			}
			add_piety = medium_piety_loss
		}
		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_boldness = 0.2
			}
			modifier = {
				add = -50
				faith = {
					has_doctrine_parameter = mandatory_feast_attendance
				}
			}
		}
	}

	after = {
		remove_variable = is_handling_playdate_invitation
	}
}


# Your (AI) child has been invited to a playdate, allow them to go?
# by Linnéa Thimrén
playdate.1002 = {
	type = letter_event
	opening = {
		desc = feast.1501.opening
	}
	desc = {
		desc = playdate.1002.opening_desc
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:sender = {
						OR = {
							opinion = {
								target = scope:child_scope
								value > 50
							}
							has_relation_friend = scope:child_scope
							has_relation_crush = scope:child_scope
						}
					}
				}
				desc = playdate.1002.host_likes_child
			}
			triggered_desc = {
				trigger = {
					scope:sender = {
						OR = {
							opinion = {
								target = scope:child_scope
								value < -1
							}
							has_relation_bully = scope:child_scope
							has_relation_victim = scope:child_scope
						}
					}
				}
				desc = playdate.1002.host_dislikes_child
			}
			desc = playdate.1002.host_gets_along_with_child
		}
	}
	sender = scope:sender

	trigger = {
		scope:child_scope = {
			is_available_for_child_activity_trigger = yes
		}
		exists = scope:activity.activity_host
		NOT = { exists = var:is_handling_playdate_invitation }
	}

	on_trigger_fail = { #Trigger invitation again if it was blocked because the character was handling another invitation
		if = {
			limit = {
				scope:child_scope = {
					is_available_for_child_activity_trigger = yes
				}
				exists = var:is_handling_playdate_invitation
			}
			trigger_event = {
				id = playdate.1002
				days = 1
			}
		}
	}

	immediate = {
		scope:activity.activity_host = {
			save_scope_as = sender
		}
		scope:activity.activity_location = {
			barony = {
				save_scope_as = barony
			}
		}
		set_variable = {
			name = is_handling_playdate_invitation
			value = scope:sender
			days = 20
		}
	}

	option = {
		name = playdate.1002.a
		play_music_cue = mx_cue_banquet
		scope:child_scope = {
			accept_activity_invite = scope:activity
			set_variable = {
				name = booked_for_a_party
				value = scope:sender
				days = 20
			}
		}
		stress_impact = {
			gregarious = minor_stress_loss
			lifestyle_reveler = minor_stress_impact_loss
		}
	}

	option = {
		name = playdate.1002.b
		scope:child_scope = {
			decline_activity_invite = scope:activity
		}
		if = {
			limit = {
				faith = {
					has_doctrine_parameter = mandatory_feast_attendance
				}
			}
			add_piety = medium_piety_loss
		}
		stress_impact = {
			callous = minor_stress_loss
			compassionate = minor_stress_gain
		}
	}

	after = {
		remove_variable = is_handling_playdate_invitation
	}
}


## START EVENTS FOR HOST

# Generic start event for host
# by Linnéa Thimrén
scripted_trigger playdate_2001_guest_of_interest_1_trigger = {
	this != root
	playdate_default_participant_trigger = yes
	NOR = {
		has_relation_rival = root
		has_relation_bully = root
	}
	#Don't care about family-members in the same court
	NOR = {
		is_close_family_of = root
		is_in_the_same_court_as_or_guest = root
	}
	#To avoid awkward loc we don't want two siblings
	NOR = {
		AND = {
			exists = scope:guest_of_interest_1
			is_sibling_of = scope:guest_of_interest_1
		}
		AND = {
			exists = scope:guest_of_interest_2
			is_sibling_of = scope:guest_of_interest_2
		}
	}
}

scripted_trigger playdate_2001_guest_of_interest_4_trigger = {
	this != root
	playdate_default_participant_trigger = yes
	OR = {
		has_relation_rival = root
		has_relation_potential_rival = root
		has_relation_bully = root
	}
	NOR = {
		AND = {
			exists = scope:guest_of_interest_1
			this = scope:guest_of_interest_1
		}
		AND = {
			exists = scope:guest_of_interest_2
			this = scope:guest_of_interest_2
		}
		AND = {
			exists = scope:guest_of_interest_3
			this = scope:guest_of_interest_3
		}
	}
}

playdate.2001 = {
	type = activity_event
	title = playdate.2001.t
	desc = {
		desc = playdate.2001.desc_opening
		first_valid = {
			triggered_desc = {
			    trigger = {
					exists = scope:guest_of_interest_1
					exists = scope:guest_of_interest_2
					exists = scope:guest_of_interest_3
			    }
			    desc = playdate.2001.desc_guest_of_interest_1_2_3
			}
			triggered_desc = {
			    trigger = {
					exists = scope:guest_of_interest_1
					exists = scope:guest_of_interest_2
			    }
			    desc = playdate.2001.desc_guest_of_interest_1_and_2
			}
			triggered_desc = {
			    trigger = {
					exists = scope:guest_of_interest_1
			    }
			    desc = playdate.2001.desc_guest_of_interest_1
			}
			desc = playdate.2001.desc
		}
		triggered_desc = {
		    trigger = {
				exists = scope:guest_of_interest_4
		    }
		    desc = playdate.2001.desc_guest_of_interest_4
		}
	}
	theme = playdate_activity
	left_portrait = {
		character = root
		animation = clutching_ball
	}
	center_portrait = {
		character = scope:portrait_1
		animation = child_hobby_horse
		camera = camera_event_right
	}
	right_portrait = {
		character = scope:portrait_2
		animation = clutching_doll
	}
	lower_right_portrait = scope:portrait_3
	lower_center_portrait = scope:portrait_4

	trigger = {
		exists = scope:activity
		this = scope:activity.activity_host
	}

	immediate = {
		play_music_cue = mx_cue_banquet

		scope:activity = {
			#save down interesting scopes
			if = {
				limit = {
					any_attending_character = {
						playdate_2001_guest_of_interest_1_trigger = yes
					}
				}
				random_attending_character = {
					limit = { #Let's grab your liege if they're here
						playdate_2001_guest_of_interest_1_trigger = yes
						target_is_vassal_or_below = root
					}
					alternative_limit = { #Otherwise, a powerful vassal
						playdate_2001_guest_of_interest_1_trigger = yes
						is_powerful_vassal_of = root
					}
					alternative_limit = { #Or just any good relationship
						playdate_2001_guest_of_interest_1_trigger = yes
					}
					save_scope_as = guest_of_interest_1
					save_scope_as = portrait_1
				}
				if = {
					limit = {
						any_attending_character = {
							playdate_2001_guest_of_interest_1_trigger = yes
							this != scope:guest_of_interest_1
						}
					}
					random_attending_character = {
						limit = { #We would rather have someone interesting
							playdate_2001_guest_of_interest_1_trigger = yes
							OR = {
								root = { has_relation_crush = prev }
								has_relation_friend = root
							}
							this != scope:guest_of_interest_1
						}
						alternative_limit = { #We would rather have someone interesting
							playdate_2001_guest_of_interest_1_trigger = yes
							is_of_major_interest_to_root_trigger = yes
							this != scope:guest_of_interest_1
						}
						alternative_limit = {
							playdate_2001_guest_of_interest_1_trigger = yes
							this != scope:guest_of_interest_1
						}
						save_scope_as = guest_of_interest_2
						save_scope_as = portrait_2
					}
					if = {
						limit = {
							any_attending_character = {
								playdate_2001_guest_of_interest_1_trigger = yes
								NOR = {
									this = scope:guest_of_interest_1
									this = scope:guest_of_interest_2
								}
							}
						}
						random_attending_character = {
							limit = { #We would rather have someone interesting
								playdate_2001_guest_of_interest_1_trigger = yes
								is_of_major_interest_to_root_trigger = yes
								NOR = {
									this = scope:guest_of_interest_1
									this = scope:guest_of_interest_2
								}
							}
							alternative_limit = {
								playdate_2001_guest_of_interest_1_trigger = yes
								NOR = {
									this = scope:guest_of_interest_1
									this = scope:guest_of_interest_2
								}
							}
							save_scope_as = guest_of_interest_3
							save_scope_as = portrait_3
						}
					}
				}
			}
			if = {
				limit = {
					any_attending_character = {
						playdate_2001_guest_of_interest_4_trigger = yes
					}
				}
				random_attending_character = {
					limit = {
						playdate_2001_guest_of_interest_4_trigger = yes
					}
					save_scope_as = guest_of_interest_4
					save_scope_as = portrait_4
				}
			}
		}

		if = {
			limit = {
				NOT = {
					exists = scope:portrait_1
				}
			}
			scope:activity = {
				random_attending_character = {
					limit = {
						is_physically_able = yes
						this != root
					}
					save_scope_as = portrait_1
				}
			}
		}
	}

	option = {
		name = playdate.2001.a
		custom_tooltip = playdate.2001.a.tt
	}
}

# No guests showed up
# by Linnéa Thimrén
playdate.2003 = {
	type = character_event
	title = playdate.2003.t
	desc = playdate.2003.desc
	theme = playdate_activity
	left_portrait = {
		character = root
		animation = crying
	}

	option = {
		name = playdate.2003.a
		stress_impact = {
			base = minor_stress_impact_gain
			gregarious = medium_stress_impact_gain
			charming = medium_stress_impact_gain
			shy = minor_stress_impact_loss
			pensive = minor_stress_impact_loss
		}
	}
}


## START EVENTS FOR GUESTS

# Generic start event for guests
# by Linnéa Thimrén
playdate.2501 = {
	type = activity_event
	title = playdate.2501.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					OR = {
						has_relation_rival = scope:host
						has_relation_bully = scope:host
						has_relation_victim = scope:host
						reverse_opinion = {
							target = scope:host
							value < -40
						}
					}
				}
				desc = playdate.2501.dislikes_host
			}
			desc = playdate.2501.likes_host
		}
	}
	theme = playdate_activity
	left_portrait = {
		character = scope:activity.activity_host
		animation = happiness
	}
	right_portrait = {
		character = root
		triggered_animation = {
			trigger = {
				OR = {
					has_relation_rival = scope:host
					has_relation_bully = scope:host
					has_relation_victim = scope:host
					reverse_opinion = {
						target = scope:host
						value < -40
					}
				}
			}
			animation = boredom
		}
		animation = admiration
	}

	trigger = {
		this != scope:activity.activity_host
	}

	immediate = {
		play_music_cue = mx_cue_banquet
		trigger_event = { on_action = playdate_event_selection days = 15 }
	}

	option = {
		name = {
			trigger = {
				OR = {
					has_relation_rival = scope:activity.activity_host
					has_relation_bully = scope:activity.activity_host
					has_relation_victim = scope:activity.activity_host
					reverse_opinion = {
						target = scope:activity.activity_host
						value < -40
					}
				}
			}
			text = playdate.2501.a_dislike
		}
		name = {
			trigger = { always = yes }
			text = playdate.2501.a
		}
	}
}



#################################
## ONGOING EVENTS
## 3000-8999
## by Linnéa Thimrén
#################################

# Get friend or victim
# by Linnéa Thimrén
playdate.3001 = {
	type = activity_event
	title = playdate.3001.t
	desc = playdate.3001.desc
	theme = playdate_activity
	override_background = { reference = courtyard }
	left_portrait = {
		character = root
		animation = shock
	}
	center_portrait = {
		character = scope:peasant_child
		animation = rage
	}
	right_portrait = {
		character = scope:guest
		animation = fear
	}

	cooldown = { months = 3 }
	
	trigger = {
		scope:activity ?= {
			any_attending_character = {
				playdate_default_participant_trigger = yes
				this != root
				NOR = {
					has_relation_friend = root
					has_relation_victim = root
				}
			}
		}
	}

	immediate = {
		scope:activity = {
			random_attending_character = {
				limit = {
					this != root
					playdate_default_participant_trigger = yes
					NOR = {
						has_relation_friend = root
						has_relation_victim = root
					}
				}
				weight = {
					base = 1
					compare_modifier = { #More likely to pick someone bad at fighting
						value = prowess
						multiplier = -2
					}
					#More likely the closer to your age they are
					playdate_close_age_scripted_modifier = yes
				}
				save_scope_as = guest
			}
		}
		if = {
			limit = {
				is_ai = no
			}
			create_character = {
				template = child_peasant_character
				age = { 13 15 }
				location = root.location
				gender_female_chance = 50
				culture = root.location.culture
				faith = root.location.faith
				save_scope_as = peasant_child
			}
		}
	}

	option = { #help them
		name = playdate.3001.a
		set_relation_friend = { reason = friend_saved_as_children target = scope:guest }
		scope:activity = {
			add_activity_log_entry = {
				key = playdate_saved_from_bully_log
				tags = { good }
				score = 25
				character = root
				target = scope:guest
			}
		}
		scope:guest = {
			add_opinion = {
				target = root
				modifier = kindness_opinion
				opinion = 30
			}
		}
		random = {
			chance = 10
			send_interface_toast = {
				title = playdate.3001.a_injured
				left_icon = root
				increase_wounds_no_death_effect = { REASON = fight }
			}
		}
		stress_impact = {
			callous = medium_stress_impact_gain
			rowdy = medium_stress_impact_loss
			pensive = medium_stress_impact_gain
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_boldness = 0.75
			}
		}
	}

	option = { #scream for help
		name = playdate.3001.b
		scope:guest = {
			add_opinion = {
				target = root
				modifier = kindness_opinion
				opinion = 30
			}
		}
		stress_impact = {
			callous = medium_stress_impact_gain
			arrogant = medium_stress_impact_gain
			rowdy = minor_stress_impact_gain
			pensive = minor_stress_impact_loss
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_boldness = -1
			}
		}
	}

	option = { #join in
		name = playdate.3001.c
		if = {
			limit = {
				NOR = {
					has_relation_bully = scope:guest
					has_relation_victim = scope:guest
				}
			}
			set_relation_victim = scope:guest
		}
		scope:guest = {
			add_opinion = {
				target = root
				modifier = cruelty_opinion
				opinion = -30
			}
			increase_wounds_no_death_effect = { REASON = fight }
		}
		if = {
			limit = {
				exists = scope:peasant_child
			}
			scope:peasant_child = {
				add_opinion = {
					target = root
					modifier = cruelty_opinion
					opinion = 30
				}
			}
		}
		scope:activity = {
			add_activity_log_entry = {
				key = playdate_joined_beating_log
				tags = { bad }
				score = 25
				character = root
				target = scope:guest
			}
		}
		stress_impact = {
			rowdy = medium_stress_impact_loss
			callous = minor_stress_impact_loss
			sadistic = medium_stress_impact_loss
			compassionate = medium_stress_impact_gain
			pensive = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = -1
			}
		}
	}
}


# Discover secret or spend time with your crush/friend
# by Linnéa Thimrén
scripted_trigger playdate_3002_secret_trigger = {
	NOT = {
		any_secret_knower = { this = root }
	}
	save_temporary_scope_as = secret_temp
	secret_owner = { save_temporary_scope_as = owner_check }
	scope:activity = {
		any_attending_character = {
			this != scope:owner_check
		}
	}
	scope:activity = { #Is there a possible bystander character?
		any_attending_character = {
			this != root
			playdate_default_participant_trigger = yes
			NOT = {
				any_secret = {
					this = scope:secret_temp
				}
			}
		}
	}
}

scripted_trigger playdate_3002_close_participant_trigger = {
	playdate_default_participant_trigger = yes
	this != root
	NOT = { any_secret = { this = scope:secret } }
}

playdate.3002 = {
	type = activity_event
	title = playdate.3002.t
	desc = playdate.3002.desc
	theme = playdate_activity
	left_portrait = {
		character = scope:close_participant
		animation = chess_certain_win
	}
	center_portrait = {
		character = root
		animation = shock
	}
	right_portrait = {
		character = scope:secret_holder
		animation = eccentric
	}

	cooldown = { months = 3 }
	
	trigger = {
		scope:activity ?= {
			OR = {
				activity_location.county.holder = {
					any_courtier_or_guest = {
						this != root
						any_secret = {
							playdate_3002_secret_trigger = yes
						}
					}
				}
				any_attending_character = {
					this != root
					any_secret = {
						playdate_3002_secret_trigger = yes
					}
				}
			}
		}
	}

	weight_multiplier = {
		base = 0.5
		modifier = { #More likely to trigger if you have a crush/friend there to distract you
			add = 0.5
			scope:activity = {
				OR = {
					activity_location.county.holder = {
						any_courtier_or_guest = {
							any_secret = {
								playdate_3002_secret_trigger = yes
							}
						}
					}
					any_attending_character = {
						any_secret = {
							playdate_3002_secret_trigger = yes
						}
					}
				}
				any_attending_character = {
					playdate_default_participant_trigger = yes
					OR = {
						root = { has_relation_crush = prev }
						has_relation_friend = root
					}
				}
			}
		}
	}

	immediate = {
		scope:activity = {
			#Find a secret and a secret holder
			if = {
				limit = { #Does a participant have a secret?
					any_attending_character = {
						this != root
						any_secret = {
							playdate_3002_secret_trigger = yes
						}
					}
				}
				random_attending_character = {
					limit = {
						this != root
						any_secret = {
							playdate_3002_secret_trigger = yes
						}
					}
					save_scope_as = secret_holder
					random_secret = {
						limit = {
							playdate_3002_secret_trigger = yes
						}
						save_scope_as = secret
					}
				}
			}
			else = { #If no participant have a secret you get a random courtier's
				activity_location.county.holder = {
					random_courtier_or_guest = {
						limit = {
							this != root
							any_secret = {
								playdate_3002_secret_trigger = yes
							}
						}
						save_scope_as = secret_holder
						random_secret = {
							limit = {
								playdate_3002_secret_trigger = yes
							}
							save_scope_as = secret
						}
					}
				}
			}

			# Save crush/friend/person
			random_attending_character = {
				limit = {
					playdate_3002_close_participant_trigger = yes
					root = { has_relation_crush = prev }
				}
				alternative_limit = {
					playdate_3002_close_participant_trigger = yes
					has_relation_friend = root
				}
				alternative_limit = {
					playdate_3002_close_participant_trigger = yes
				}
				weight = {
					base = 1
					opinion_modifier = { #More likely to be picked if they like you
						opinion_target = root
						multiplier = 1
					}
				}
				save_scope_as = close_participant
			}
		}
	}

	option = { # Spend time with crush/friend
		name = playdate.3002.a
		
		scope:close_participant = {
			add_opinion = {
				target = root
				modifier = friendliness_opinion
				opinion = 40
			}
		}
		stress_impact = {
			charming = medium_stress_impact_loss
			curious = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
		}
	}

	option = { #Learn the secret!
		name = playdate.3002.b
		scope:secret = {
			reveal_to = root
		}
		scope:close_participant = {
			add_opinion = {
				target = root
				modifier = friendliness_opinion
				opinion = -10
			}
		}
		stress_impact = {
			charming = medium_stress_impact_gain
			curious = medium_stress_impact_loss
			bossy = minor_stress_impact_loss
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = -1
			}
		}
	}
}


# Spend time with cat
# by Linnéa Thimrén
scripted_trigger playdate_3003_guest_trigger = {
	playdate_default_participant_trigger = yes
	this != root
	any_owned_story = {
		OR = {
			story_type = story_cycle_pet_dog
			story_type = story_cycle_pet_cat
		}
	}
}

playdate.3003 = {
	type = activity_event
	title = playdate.3003.t
	desc = {
		desc = playdate.3003.desc_opening
		first_valid = {
			triggered_desc = {
			    trigger = {
					exists = scope:bonding_cat
			    }
			    desc = {
			    	desc = playdate.3003.desc_bonding_cat_opening
			    	desc = playdate.3003.desc_bonding_cat
			    }
			}
			triggered_desc = {
			    trigger = {
					exists = scope:bonding_dog
			    }
			    desc = {
			    	desc = playdate.3003.desc_bonding_dog_opening
			    	desc = playdate.3003.desc_bonding_dog
			    }
			}
		}
	}
	theme = playdate_activity
	override_background = {
		trigger = { exists = scope:bonding_dog }
		reference = ep2_dog_kennels
	}
	left_portrait = {
		character = root
		animation = clutching_ball
	}
	right_portrait = {
		character = scope:guest
		animation = ecstasy
	}

	cooldown = { months = 3 }

	trigger = {
		any_owned_story = {
			type = story_cycle_pet_cat
		}
		scope:activity ?= {
			any_attending_character = {
				playdate_3003_guest_trigger = yes
			}
		}
	}

	immediate = {
		scope:activity = {	
			random_attending_character = {
				limit = {
					playdate_3003_guest_trigger = yes
				}
				weight = {
					base = 1
					modifier = { #More likely to pick someone who has a dog so you can take it...
						add = 100
						any_owned_story = {
							type = story_cycle_pet_dog
						}
					}
				}
				save_scope_as = guest
				if = { # Is it a cat or a dog they have?
					limit = {
						any_owned_story = {
							type = story_cycle_pet_dog
						}
					}
					random_owned_story = {
						type = story_cycle_pet_dog
						save_scope_as = their_story
					}
					save_scope_value_as = {
						name = bonding_dog
						value = yes
					}
				}
				else = {
					random_owned_story = {
						type = story_cycle_pet_cat
						save_scope_as = their_story
					}
					save_scope_value_as = {
						name = bonding_cat
						value = yes
					}
				}
			}
		}
	}

	option = { # You have a cute animal!!
		name = {
			trigger = { exists = scope:bonding_cat }
			text = playdate.3003.a_cat
		}
		name = {
			trigger = { exists = scope:bonding_dog }
			text = playdate.3003.a_dog
		}

		progress_towards_friend_effect = {
			REASON = friend_pet
			CHARACTER = scope:guest
			OPINION = default_friend_opinion
		}
		stress_impact = {
			callous = minor_stress_impact_gain
			charming = medium_stress_impact_loss
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 0.75
			}
		}
	}

	option = { # Hmm, my dog now.
		name = playdate.3003.b
		trigger = {
			exists = scope:bonding_dog
			NOT = {
				any_owned_story = {
					type = story_cycle_pet_dog
				}
			}
		}
		scope:guest = {
			transfer_dog_story_cycle_to_effect = {
				CHARACTER = root
				STORY = scope:their_story
			}
		}
		if = {
			limit = {
				NOR = {
					has_relation_bully = scope:guest
					has_relation_victim = scope:guest
				}
			}
			set_relation_victim = scope:guest
			scope:guest = {
				add_opinion = {
					target = root
					modifier = hate_opinion
					opinion = -20
				}
			}
			scope:activity = {
				add_activity_log_entry = {
					key = playdate_stole_pet_log
					tags = { bad }
					score = 25
					character = root
					target = scope:guest
				}
			}
		}
		else = {
			progress_towards_rival_effect = {
				CHARACTER = scope:guest
				REASON = rival_guest_pet
				OPINION = default_rival_opinion
			}
		}
		stress_impact = {
			compassionate = medium_stress_impact_gain
			charming = medium_stress_impact_gain
			greedy = medium_stress_impact_loss
			bossy = medium_stress_impact_loss
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = 0.75
				ai_compassion = -0.75
			}
		}
	}

	option = { #Your pet looks like shit
		name = playdate.3003.c
		add_prestige = medium_prestige_gain
		progress_towards_rival_effect = {
			CHARACTER = scope:guest
			REASON = rival_pet_insulted
			OPINION = default_rival_opinion
		}
		stress_impact = {
			compassionate = medium_stress_impact_gain
			charming = medium_stress_impact_gain
			arrogant = medium_stress_impact_loss
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 0.75
			}
		}
	}
}


# Spend time with dog
# by Linnéa Thimrén
playdate.3004 = {
	type = activity_event
	title = playdate.3004.t
	desc = {
		desc = playdate.3004.desc_opening
		first_valid = {
			triggered_desc = {
			    trigger = {
					exists = scope:bonding_cat
			    }
			    desc = {	
			    	desc = playdate.3004.desc_bonding_cat_opening
			    	desc = playdate.3003.desc_bonding_cat
			    }
			}
			triggered_desc = {
			    trigger = {
					exists = scope:bonding_dog
			    }
			    desc = {
			    	desc = playdate.3004.desc_bonding_dog_opening
			    	desc = playdate.3003.desc_bonding_dog
			    }
			}
		}
	}
	theme = playdate_activity
	override_background = { reference = ep2_dog_kennels }
	left_portrait = {
		character = root
		animation = clutching_ball
	}
	right_portrait = {
		character = scope:guest
		animation = ecstasy
	}

	cooldown = { months = 3 }

	trigger = {
		any_owned_story = {
			type = story_cycle_pet_dog
		}
		scope:activity ?= {
			any_attending_character = {
				playdate_3003_guest_trigger = yes
			}
		}
	}

	immediate = {
		scope:activity = {	
			random_attending_character = {
				limit = {
					playdate_3003_guest_trigger = yes
				}
				weight = {
					base = 1
					modifier = { #More likely to pick someone who has a cat so you can take it...
						add = 100
						any_owned_story = {
							type = story_cycle_pet_cat
						}
					}
				}
				save_scope_as = guest
				if = { # Is it a cat or a cat they have?
					limit = {
						any_owned_story = {
							type = story_cycle_pet_cat
						}
					}
					random_owned_story = {
						type = story_cycle_pet_cat
						save_scope_as = their_story
					}
					save_scope_value_as = {
						name = bonding_cat
						value = yes
					}
				}
				else = {
					random_owned_story = {
						type = story_cycle_pet_dog
						save_scope_as = their_story
					}
					save_scope_value_as = {
						name = bonding_dog
						value = yes
					}
				}
			}
		}
	}

	option = { # You have a cute animal!!
		name = {
			trigger = { exists = scope:bonding_cat }
			text = playdate.3003.a_cat
		}
		name = {
			trigger = { exists = scope:bonding_dog }
			text = playdate.3003.a_dog
		}

		progress_towards_friend_effect = {
			REASON = friend_pet
			CHARACTER = scope:guest
			OPINION = default_friend_opinion
		}
		stress_impact = {
			callous = minor_stress_impact_gain
			charming = medium_stress_impact_loss
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 0.75
			}
		}
	}

	option = { # Hmm, my cat now.
		name = playdate.3004.b
		trigger = {
			exists = scope:bonding_cat
			NOT = {
				any_owned_story = {
					type = story_cycle_pet_cat
				}
			}
		}
		scope:guest = {
			transfer_cat_story_cycle_to_effect = {
				CHARACTER = root
				STORY = scope:their_story
			}
		}
		if = {
			limit = {
				NOR = {
					has_relation_bully = scope:guest
					has_relation_victim = scope:guest
				}
			}
			set_relation_victim = scope:guest
			scope:guest = {
				add_opinion = {
					target = root
					modifier = hate_opinion
					opinion = -20
				}
			}
			scope:activity = {
				add_activity_log_entry = {
					key = playdate_stole_pet_log
					tags = { bad }
					score = 25
					character = root
					target = scope:guest
				}
			}
		}
		else = {
			progress_towards_rival_effect = {
				CHARACTER = scope:guest
				REASON = rival_guest_pet
				OPINION = default_rival_opinion
			}
		}
		stress_impact = {
			compassionate = medium_stress_impact_gain
			charming = medium_stress_impact_gain
			greedy = medium_stress_impact_loss
			bossy = medium_stress_impact_loss
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = 0.75
				ai_compassion = -0.75
			}
		}
	}

	option = { #Your pet looks like shit
		name = playdate.3004.c
		add_prestige = medium_prestige_gain
		progress_towards_rival_effect = {
			CHARACTER = scope:guest
			REASON = rival_pet_insulted
			OPINION = default_rival_opinion
		}
		stress_impact = {
			compassionate = medium_stress_impact_gain
			charming = medium_stress_impact_gain
			arrogant = medium_stress_impact_loss
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 0.75
			}
		}
	}
}


# Someone learns one of your secrets
# by Linnéa Thimrén
playdate.3005 = {
	type = activity_event
	title = playdate.3005.t
	desc = playdate.3005.desc
	theme = playdate_activity
	left_portrait = {
		character = root
		animation = stress
	}
	right_portrait = {
		character = scope:guest
		animation = shock
	}
	lower_right_portrait = scope:secret_owner
	lower_center_portrait = scope:secret.secret_target

	cooldown = { months = 3 }
	
	trigger = {
		scope:activity ?= {
			any_attending_character = {
				playdate_default_participant_trigger = yes
				this != root
				save_temporary_scope_as = guest_check
				NOT = {
					any_known_secret = {
						OR = {
							secret_owner = root
							any_secret_knower = { this = root }
						}
					}
				}
			}
		}
		any_known_secret = {
			NOR = {
				secret_owner = root
				secret_owner = { this = scope:guest_check }
				any_secret_knower = { this = scope:guest_check }
			}
		}
	}

	immediate = {
		scope:activity = {
			random_attending_character = { #to save a participant who can learn your secret
				limit = {
					this != root
					playdate_default_participant_trigger = yes
					NOT = {
						any_known_secret = {
							OR = {
								secret_owner = root
								any_secret_knower = { this = root }
							}
						}
					}
				}
				save_scope_as = guest
			}
		}
		random_known_secret = {
			limit = {
				NOR = {
					secret_owner = root
					secret_owner = { this = scope:guest }
					any_secret_knower = { this = scope:guest }
				}
			}
			save_scope_as = secret
			reveal_to = scope:guest
		}
		scope:secret = {
			secret_owner = {
				save_scope_as = secret_owner
			}
			if = {
				limit = {
					exists = secret_target
				}
				secret_target = {
					save_scope_as = secret_target
				}
			}
		}
	}

	option = { # Just panic
		name = playdate.3005.a
				
		stress_impact = {
			charming = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_boldness = -0.5
			}
		}
	}

	option = { # Promise them a favor
		name = playdate.3005.b
		trigger = {
			scope:guest = {
				can_add_hook = {
					target = root
					type = favor_hook
				}
			}
		}
		custom_tooltip = promise_to_keep_secret
		scope:guest = {
			add_hook = {
				target = root
				type = favor_hook
			}
		}
		scope:secret = {
			set_variable = {
				name = promised_not_to_reveal
				value = scope:guest
			}
		}
		stress_impact = {
			arrogant = medium_stress_impact_gain
			ambitious = minor_stress_impact_gain
			paranoid = medium_stress_impact_gain
			charming = minor_stress_impact_loss
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_honor = -0.75
			}
		}
	}

	option = { # Pay them off
		name = playdate.3005.c
		trigger = {
			short_term_gold >= medium_gold_value
		}
		show_as_unavailable = {
			short_term_gold < medium_gold_value
		}
		custom_tooltip = promise_to_keep_secret
		pay_short_term_gold = {
			target = scope:guest
			gold = medium_gold_value
		}
		scope:secret = {
			set_variable = {
				name = promised_not_to_reveal
				value = scope:guest
			}
		}
		stress_impact = {
			greedy = medium_stress_impact_gain
			bossy = minor_stress_impact_loss
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = -0.75
			}
		}
	}

	option = { # Threaten them
		name = playdate.3005.d
		duel = {
			skill = prowess
			target = scope:guest
			20 = {
				desc = playdate.3005.d.success
				custom_tooltip = promise_to_keep_secret
				compare_modifier = {
					value = scope:duel_value
					multiplier = 1
					min = -19
				}
				send_interface_toast = {
					title = playdate.3005.d.success
					left_icon = scope:guest
					scope:guest = {
						add_opinion = {
							target = root
							modifier = respect_opinion
							opinion = 20
						}
					}
				}
				scope:secret = {
					set_variable = {
						name = promised_not_to_reveal
						value = scope:guest
					}
				}
			}
			10 = {
				desc = playdate.3005.d.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -0.5
				}
				send_interface_toast = {
					title = playdate.3005.d.failure
					left_icon = scope:guest
					scope:secret = {
						expose_secret = scope:guest
					}
				}
				scope:activity = {
					add_activity_log_entry = {
						key = playdate_revealed_secret_log
						tags = { bad }
						score = 10
						character = root
						target = scope:secret_owner
					}
				}
			}
		}
		stress_impact = {
			rowdy = medium_stress_impact_loss
			bossy = medium_stress_impact_loss
			compassionate = major_stress_impact_gain
			shy = medium_stress_impact_gain
			honest = minor_stress_impact_gain
			humble = minor_stress_impact_gain
			content = minor_stress_impact_gain
			pensive = medium_stress_impact_gain
			charming = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = -0.75
			}
		}
	}
}


# Book nerd - Bond with another nerd or gain learning
# by Linnéa Thimrén
scripted_trigger playdate_3006_fellow_nerd_trigger = {
	playdate_default_participant_trigger = yes
	this != root
	age >= 9
	OR = {
		has_trait_introverted_trigger = yes
		has_focus = education_learning
	}
}
playdate.3006 = {
	type = activity_event
	title = playdate.3006.t
	desc = playdate.3006.desc
	theme = playdate_activity
	left_portrait = {
		character = root
		animation = reading
	}
	right_portrait = {
		character = scope:fellow_nerd
		animation = reading
	}

	cooldown = { months = 3 }
	
	trigger = {
		OR = {
			has_trait_introverted_trigger = yes
			has_focus = education_learning
		}
		scope:activity ?= {
			any_attending_character = {
				playdate_3006_fellow_nerd_trigger = yes
			}
		}
	}

	weight_multiplier = {
		base = 0.5
		modifier = {
			add = 0.5
			has_focus = education_learning
		}
	}

	immediate = {
		set_random_informative_text_effect = yes
		scope:activity = {
			random_attending_character = {
				limit = {
					playdate_3006_fellow_nerd_trigger = yes
				}
				weight = {
					base = 1
					modifier = {
						add = 100
						has_relation_potential_friend = root
					}
					modifier = {
						add = 4
						has_focus = education_learning
					}
					#More likely the closer to your age they are
					playdate_close_age_scripted_modifier = yes
				}
				save_scope_as = fellow_nerd
			}
		}
	}

	option = { #Talk with them instead
		name = playdate.3006.a
		progress_towards_friend_effect = {
			REASON = friend_fellow_nerd
			CHARACTER = scope:fellow_nerd
			OPINION = default_friend_opinion
		}
		stress_impact = {
			diligent = medium_stress_impact_gain
			gregarious = medium_stress_impact_loss
			charming = medium_stress_impact_loss
			curious = medium_stress_impact_loss
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_compassion = 0.5
				ai_honor = 0.25
			}
		}
	}

	option = { #Focus on reading
		name = playdate.3006.b
		add_learning_skill = 1
		scope:fellow_nerd = {
			add_opinion = {
				target = root
				modifier = rude_opinion
				opinion = -30
			}
		}
		scope:activity = {
			add_activity_log_entry = {
				key = playdate_avid_reader_log
				tags = { good }
				score = 5
				character = root
			}
		}
		stress_impact = {
			callous = medium_stress_impact_loss
			shy = medium_stress_impact_loss
			diligent = minor_stress_impact_loss
			pensive = medium_stress_impact_loss
			bossy = minor_stress_impact_loss
			compassionate = medium_stress_impact_gain
			charming = medium_stress_impact_gain
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_boldness = -0.5
				ai_rationality = 0.25
			}
		}
	}
}



# Climb tree (or other appropriate object)
# by Linnéa Thimrén
playdate.3007 = {
	type = activity_event
	title = playdate.3007.t
	desc = playdate.3007.desc
	theme = playdate_activity
	override_background = {
		reference = terrain_activity
	}
	left_portrait = {
		character = root
		animation = happiness
	}
	
	right_portrait = {
		character = scope:participant
		animation = go_to_your_room
	}

	cooldown = { years = 3 }
	
	trigger = {
		scope:activity ?= {
			any_attending_character = {
				playdate_default_participant_trigger = yes
				this != root
			}
		}
	}

	weight_multiplier = {
		base = 0.5
		modifier = {
			add = 0.5
			scope:activity = {
				any_attending_character = {
					this != root
					playdate_default_participant_trigger = yes
					has_trait = rowdy
				}
			}
		}
	}

	immediate = {
		scope:activity = {
			random_attending_character = {
				limit = {
					this != root
					playdate_default_participant_trigger = yes
					has_trait = rowdy
				}
				alternative_limit = {
					playdate_default_participant_trigger = yes
				}
				weight = {
					base = 1
					ai_value_modifier = {
						ai_boldness = 0.75
					}
					#More likely the closer to your age they are
					playdate_close_age_scripted_modifier = yes
				}
				save_scope_as = participant
			}
		}
	}

	option = { # Climb the tree
		name = playdate.3007.a
		
		random_list = {
			90 = {
				desc = playdate.3007.a.success
				modifier = {
					add = -70
					OR = {
						has_trait = physique_bad
						has_trait = spindly
						has_trait = weak
					}
				}
				send_interface_toast = {		
					title = playdate.3007.a.success
					left_icon = root
					add_prowess_skill = 1
				}
				scope:activity = {
					add_activity_log_entry = {
						key = playdate_excellent_climbing_log
						tags = { good }
						score = 10
						character = root
					}
				}
			}
			10 = {
				desc = playdate.3007.a.failure
				send_interface_toast = {		
					title = playdate.3007.a.failure
					left_icon = root
					increase_wounds_no_death_effect = { REASON = fall }
				}
				scope:activity = {
					add_activity_log_entry = {
						key = hurt_while_climbing_log
						tags = { bad }
						score = 25
						character = root
					}
				}
			}
		}
		scope:participant = {
			add_opinion = {
				target = root
				modifier = respect_opinion
				opinion = 30
			}
		}
		stress_impact = {
			brave = medium_stress_impact_loss
			rowdy = medium_stress_impact_loss
			craven = medium_stress_impact_gain
			pensive = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
		}
	}

	option = { #No, I don't want to climb
		name = playdate.3007.b
		scope:participant = {
			add_opinion = {
				target = root
				modifier = respect_opinion
				opinion = -20
			}
		}
		add_prestige = medium_prestige_loss
		stress_impact = {
			brave = medium_stress_impact_gain
			rowdy = medium_stress_impact_gain
			craven = medium_stress_impact_loss
			lazy = medium_stress_impact_loss
			pensive = minor_stress_impact_loss
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_boldness = -1
				ai_energy = -0.75
			}
			modifier = {
				prestige <= medium_prestige_value
				factor = 0
			}
		}
	}
}

scripted_trigger appropriate_drowning_target_trigger = {
	playdate_default_participant_trigger = yes
	this != root
	this != scope:activity.activity_host
	OR = {
		has_trait = wounded 
		has_trait = maimed
		has_trait = physique_bad
		has_trait = weak
		has_trait = spindly
		has_trait = dwarf
		has_trait = weak
		has_trait = dull
		has_trait = intellect_bad
		has_trait = brave
		prowess <= 1
	}
	NOT = {
		any_sibling = {
			even_if_dead = yes
			is_alive = no
			death_reason = death_drowned
		}
	}
}

# Going for a swim - someone is about to drown
# by Linnéa Thimrén
playdate.3008 = {
	type = activity_event
	title = playdate.3008.t
	desc = playdate.3008.desc
	theme = playdate_activity
	override_background = {
		reference = docks
	}
	left_portrait = {
		character = root
		animation = fear
	}
	right_portrait = {
		character = scope:participant
		animation = pain
	}

	cooldown = { years = 3 }
	
	trigger = {
		OR = {
			root = scope:activity.activity_host
			is_ai = no
		}
		scope:activity ?= {
			root.location = {
				NOR = {
					terrain = desert
					terrain = steppe
					terrain = desert_mountains
					terrain = drylands
				}
			}
			any_attending_character = {
				appropriate_drowning_target_trigger = yes
			}
		}
	}

	immediate = {
		scope:activity = {
			random_attending_character = {
				limit = {
					appropriate_drowning_target_trigger = yes
				}
				weight = {
					base = 1
					modifier = {
						add = 4
						OR = {
							has_trait = physique_bad
							has_trait = spindly
							has_trait = weak
						}
					}
					ai_value_modifier = {
						ai_energy = 0.5
					}
				}
				save_scope_as = participant
			}
		}

		save_scope_as = host #in case of death notification event
	}

	option = { # Try to save them - might gain hook
		name = playdate.3008.a
		
		duel = {
			skill = prowess
			value = 6
			15 = {
				desc = playdate.3008.a.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 0.5
				}
				send_interface_toast = {		
					title = playdate.3008.a.success	
					left_icon = scope:participant		
					if = {
						limit = {
							can_add_hook = {
								target = scope:participant
								type = saved_my_life_hook
							}
						}
						add_hook = {
							target = scope:participant
							type = saved_my_life_hook
						}
					}
					scope:participant = {
						#Are their parents someone I care about? Then they're also grateful
						if = {
							limit = {
								any_parent = {
									is_ruler = yes
								}
							}
							every_parent = {
								limit = {
									is_ruler = yes
								}
								add_opinion = {
									target = root
									modifier = grateful_opinion
									opinion = 40
								}
							}
						}
					}
				}
				if = {
					limit = {
						can_set_relation_friend_trigger = { CHARACTER = scope:participant }
					}
					set_relation_friend = {
						reason = friend_saved_life
						target = scope:participant
					}
				}
			}
			6 = {
				desc = playdate.3008.a.failure
				send_interface_toast = {	
					title = playdate.3008.a.failure
					left_icon = scope:participant
					scope:participant = {
						save_scope_as = drowned_participant
						if = {
							limit = {
								any_parent = {
									is_ruler = yes
									is_alive = yes
									is_ai = no
								}
							}
							every_parent = {
								limit = {
									is_ruler = yes
									is_alive = yes
									is_ai = no
								}
								trigger_event = playdate.4000
							}
						}
						death = { death_reason = death_drowned }
					}
				}
			}
			1 = {
				desc = playdate.3008.a.critical_failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -0.5
				}
				send_interface_toast = {	
					title = playdate.3008.a.critical_failure
					left_icon = scope:participant				
					scope:participant = {
						save_scope_as = drowned_participant
						if = {
							limit = {
								any_parent = {
									is_ruler = yes
									is_alive = yes
									is_ai = no
								}
							}
							every_parent = {
								limit = {
									is_ruler = yes
									is_alive = yes
									is_ai = no
								}
								trigger_event = playdate.4000
							}
						}
						death = { death_reason = death_drowned }
					}
					add_character_modifier = {
						modifier = almost_drowned_modifier
						years = 5
					}
				}
			}
		}
		stress_impact = {
			callous = medium_stress_impact_gain
			brave = medium_stress_impact_loss
			rowdy = medium_stress_impact_loss
			pensive = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 0.5
				ai_honor = 0.25
			}
		}
	}

	option = { #Please, help!
		name = playdate.3008.b
		add_character_modifier = {
			modifier = playdate_showing_weakness_modifier
			years = 5
		}
		random_list = {
			80 = {
				desc = playdate.3008.b.success
				send_interface_toast = {	
					title = playdate.3008.b.success
					left_icon = scope:participant
					scope:participant = {
						add_opinion = {
							target = root
							modifier = grateful_opinion
							opinion = 30
						}
					}
				}
			}
			20 = {
				desc = playdate.3008.b.failure
				send_interface_toast = {
					title = playdate.3008.b.failure
					left_icon = scope:participant
					scope:participant = {
						save_scope_as = drowned_participant
						if = {
							limit = {
								any_parent = {
									is_ruler = yes
									is_alive = yes
									is_ai = no
								}
							}
							every_parent = {
								limit = {
									is_ruler = yes
									is_alive = yes
									is_ai = no
								}
								trigger_event = playdate.4000
							}
						}
						death = { death_reason = death_drowned }
					}
				}
			}
		}
		stress_impact = {
			arrogant = major_stress_impact_gain
			callous = medium_stress_impact_gain
			charming = minor_stress_impact_loss
		}
		ai_chance = {
			base = 50
			modifier = {
				add = 50
				prowess <= low_skill_rating
			}
			ai_value_modifier = {
				ai_boldness = -2
				ai_energy = -0.5
				ai_compassion = 0.5
			}
		}
	}

	option = { #No, I'll let them drown
		name = playdate.3008.c
		scope:participant = {
			#Their parents are not impressed
			if = {
				limit = {
					any_parent = {
						is_alive = yes
						is_ai = yes
					}
				}
				every_parent = {
					limit = {
						is_alive = yes
						is_ai = no
					}
					root = { #We need to do these jumps for the tooltip to show correctly
						progress_towards_rival_effect = {
							CHARACTER = prev
							REASON = rival_let_child_drown
							OPINION = default_rival_opinion
						}
					}
				}
			}
			save_scope_as = drowned_participant
			if = {
				limit = {
					any_parent = {
						is_alive = yes
						is_ai = no
					}
				}
				every_parent = {
					limit = {
						is_alive = yes
						is_ai = no
					}
					trigger_event = playdate.4000
				}
			}
			death = { death_reason = death_drowned }
		}
		stress_impact = {
			base = medium_stress_impact_gain
			compassionate = major_stress_impact_gain
			callous = medium_stress_impact_loss
			sadistic = medium_stress_impact_loss
			curious = medium_stress_impact_loss
		}
		ai_chance = {
			base = 45
			ai_value_modifier = {
				ai_boldness = -2
				ai_energy = -0.5
				ai_compassion = -1
			}
		}
	}
	after = {
		if = {
			limit = {
				scope:participant = {
					is_alive = no
				}
				exists = scope:activity
			}
			scope:activity = {
				add_activity_log_entry = {
					key = playdate_drowned_log
					tags = { bad }
					score = 100
					character = scope:participant
				}
			}
		}
	}
}



# Snow fight!
# by Linnéa Thimrén
scripted_trigger playdate_3009_second_participant_trigger = {
	playdate_default_participant_trigger = yes
	this != root
	this != scope:participant
}

playdate.3009 = {
	type = activity_event
	title = playdate.3009.t
	desc = {
		first_valid = {
			triggered_desc = {
			    trigger = {
					exists = scope:to_blame
			    }
			    desc = playdate.3009.desc_two
			}
			desc = playdate.3009.desc_opening
		}
		desc = playdate.3009.desc
	}
	theme = playdate_activity
	override_background = {
		reference = ep2_hunt_snowy_forest
	}
	left_portrait = {
		character = root
		animation = fear
	}
	center_portrait = {
		character = scope:to_blame
		animation = crying
	}
	right_portrait = {
		character = scope:participant
		animation = eccentric
	}

	cooldown = { months = 3 }
	
	trigger = {
		scope:activity ?= {
			any_attending_character = {
				playdate_default_participant_trigger = yes
				this != root
			}
			activity_location = {
				OR = {
					has_province_modifier = winter_mild_modifier
					has_province_modifier = winter_normal_modifier
					has_province_modifier = winter_harsh_modifier
				}
			}
		}
	}

	weight_multiplier = {
		base = 0.75
		modifier = {
			add = 0.25
			has_trait = rowdy
		}
	}

	immediate = {
		scope:activity = {
			random_attending_character = {
				limit = {
					playdate_default_participant_trigger = yes
					this != root
				}
				weight = {
					base = 1
					modifier = {
						add = 2
						has_trait = rowdy
					}
					#More likely the closer to your age they are
					playdate_close_age_scripted_modifier = yes
				}
				save_scope_as = participant
			}

			if = {
				limit = {
					any_attending_character = {
						playdate_3009_second_participant_trigger = yes
					}
				}
				random_attending_character = {
					limit = {
						playdate_3009_second_participant_trigger = yes
					}
					weight = {
						base = 1
						modifier = { #more likely to pick someone you don't like
							add = 5
							OR = {
								has_relation_rival = root
								has_relation_potential_rival = root
								has_relation_bully = root
							}
						}
					}
					save_scope_as = to_blame
				}
			}
		}
	}

	option = { #I will not back down!
		name = playdate.3009.a
		duel = {
			skill = prowess
			target = scope:participant
			40 = {
				desc = playdate.3009.a.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 1
					min = -19
				}
				send_interface_toast = {
					title = playdate.3009.a.success
					left_icon = scope:participant
					add_martial_skill = 1
					add_character_modifier = {
						modifier = playdate_shown_bravery_modifier
						years = 5
					}
				}
			}
			10 = {
				desc = playdate.3009.a.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -0.5
				}
				send_interface_toast = {
					title = playdate.3009.a.failure
					left_icon = scope:participant
					increase_wounds_no_death_effect = { REASON = fight }
				}
			}
		}
		progress_towards_friend_effect = {
			REASON = friend_snowball_fight
			CHARACTER = scope:participant
			OPINION = default_friend_opinion
		}
		stress_impact = {
			brave = medium_stress_impact_loss
			rowdy = medium_stress_impact_loss
			bossy = minor_stress_impact_loss
			craven = medium_stress_impact_gain
			pensive = minor_stress_impact_gain
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_boldness = 0.75
				ai_energy = 0.5
				ai_honor = 0.5
			}
		}
	}

	option = { #no, pls
		name = playdate.3009.b
		add_prestige = minor_prestige_loss
		scope:participant = {
			add_opinion = {
				target = root
				modifier = respect_opinion
				opinion = -15
			}
		}
		random = {
			chance = 25
			send_interface_toast = {
				title = skill_increased
				left_icon = root
				add_diplomacy_skill = 1
			}
		}
		stress_impact = {
			brave = medium_stress_impact_gain
			arrogant = medium_stress_impact_gain
			rowdy = medium_stress_impact_gain
			bossy = minor_stress_impact_gain
			craven = medium_stress_impact_loss
			charming = minor_stress_impact_loss
			pensive = minor_stress_impact_loss
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_boldness = -0.75
			}
		}
	}

	option = { #it was them, not me!!
		name = playdate.3009.c
		trigger = {
			exists = scope:to_blame
		}
		duel = {
			skill = diplomacy
			target = scope:to_blame
			20 = {
				desc = playdate.3009.c.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 1
					min = -19
				}
				add_intrigue_skill = 1
				send_interface_toast = {
					title = playdate.3009.c.success
					left_icon = scope:participant
					scope:participant = {
						add_opinion = {
							target = root
							modifier = trust_opinion
							opinion = 30
						}
					}
				}
				scope:participant = {
					if = {
						limit = {
							NOT = {
								has_relation_rival = scope:to_blame
							}
						}
						set_relation_rival = {
							target = scope:to_blame
							reason = rival_shifted_blame
						}
					}
				}
			}
			10 = {
				desc = playdate.3009.c.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -0.5
				}
				send_interface_toast = {
					title = playdate.3009.c.failure
					left_icon = scope:participant
					progress_towards_rival_effect = {
						CHARACTER = scope:participant
						REASON = rival_playdate_lie
						OPINION = 0
					}
					scope:participant = {
						add_opinion = {
							target = root
							modifier = respect_opinion
							opinion = -15
						}
					}
				}
			}
		}
		progress_towards_rival_effect = {
			CHARACTER = scope:to_blame
			REASON = rival_playdate_lie
			OPINION = default_rival_opinion
		}
		stress_impact = {
			deceitful = medium_stress_impact_loss
			curious = minor_stress_impact_loss
			charming = minor_stress_impact_loss
			honest = medium_stress_impact_gain
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_vengefulness = 0.75
				ai_honor = -0.75
			}
		}
	}
}



# Go to local market and try to make merchant accept leaves as currency
# by Linnéa Thimrén
playdate.3010 = {
	type = activity_event
	title = playdate.3010.t
	desc = playdate.3010.desc
	theme = playdate_activity
	override_background = {
		reference = market
	}
	left_portrait = {
		character = root
		animation = steward
	}
	center_portrait = {
		character = scope:participant
		animation = eccentric
	}
	right_portrait = {
		character = scope:merchant
		animation = laugh
	}

	cooldown = { months = 3 }
	
	trigger = {
		scope:activity ?= {
			any_attending_character = {
				playdate_default_participant_trigger = yes
				this != root
			}
		}
		NOT = {
			any_character_artifact = {
				has_variable = playdate_trinket
			}
		}
	}

	weight_multiplier = {
		base = 0.75
		modifier = {
			add = 0.25
			has_focus = education_stewardship
		}
	}

	immediate = {
		create_character = {
			template = merchant_template
			dynasty = none
			location = scope:activity.activity_location
			save_scope_as = merchant
		}
		scope:activity = {
			random_attending_character = {
				limit = {
					playdate_default_participant_trigger = yes
					this != root
				}
				weight = {
					base = 1
					modifier = {
						add = 2
						has_focus = education_stewardship
					}
					#More likely the closer to your age they are
					playdate_close_age_scripted_modifier = yes
				}
				save_scope_as = participant
			}
		}
		hidden_effect = {
			scope:merchant = {
				create_artifact = {
					name = playdate_minor_trinket_modifier
					description = playdate_minor_trinket_modifier_desc
					template = child_toy_template
					type = miscellaneous
					visuals = small_box
					modifier = artifact_monthly_prestige_1_modifier
					modifier = artifact_child_opinion_2_modifier
					save_scope_as = newly_created_artifact
				}
				hidden_effect_new_object = {
					scope:newly_created_artifact = {
						flag_as_trash_artifact = yes
						set_variable = {
							name = playdate_trinket
							value = yes
						}
					}
				}
			}
		}
	}

	option = { # Convince them to accept the payment
		name = playdate.3010.a
		duel = {
			skill = diplomacy
			value = 8
			40 = {
				desc = playdate.3010.a.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 1
					min = -19
				}
				send_interface_toast = {
					title = playdate.3010.a.success
					left_icon = root
					add_stewardship_skill = 1
					scope:participant = {
						add_opinion = {
							target = root
							modifier = respect_opinion
							opinion = 30
						}
					}
				}
				scope:activity = {
					add_activity_log_entry = {
						key = playdate_imaginary_currency_log
						tags = { good }
						score = 10
						character = root
					}
				}
			}
			10 = {
				desc = playdate.3010.a.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -0.5
				}
				send_interface_toast = {
					title = playdate.3010.a.failure
					left_icon = root
					add_character_modifier = {
						modifier = playdate_fumbling_merchant_modifier
						years = 5
					}
					scope:participant = {
						add_opinion = {
							target = root
							modifier = respect_opinion
							opinion = -15
						}
					}
				}
			}
		}
		stress_impact = {
			eccentric = minor_stress_impact_loss
			diligent = minor_stress_impact_loss
			gregarious = minor_stress_impact_loss
			ambitious = minor_stress_impact_loss
			bossy = medium_stress_impact_loss
			curious = minor_stress_impact_loss
			shy = medium_stress_impact_gain
			pensive = minor_stress_impact_gain
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_boldness = 0.75
				ai_energy = 0.5
				ai_rationality = -0.5
			}
		}
	}

	option = { # You have to give me stuff!! I'm a LORD
		name = playdate.3010.b
		
		trigger = { # To not spawn too many artifacts on unlanded characters
			is_ruler = yes
		}

		scope:activity.activity_location.county = {
			add_county_modifier = {
				modifier = harassing_merchants_modifier
				years = 10
			}
		}
		scope:newly_created_artifact = {
			set_owner = root
			add_artifact_history = {
				type = given
				recipient = root
			}
		}
		stress_impact = {
			honest = medium_stress_impact_gain
			just = medium_stress_impact_gain
			pensive = minor_stress_impact_gain
			charming = minor_stress_impact_gain
			greedy = minor_stress_impact_loss
			arrogant = medium_stress_impact_loss
			bossy = medium_stress_impact_loss
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_greed = 0.75
				ai_compassion = -0.25
				ai_honor = -0.75
			}
		}
	}

	option = { # Play store
		name = playdate.3010.c
		flavor = playdate.3010.c.tt
		add_character_modifier = {
			modifier = playdate_practicing_trade_modifier
			years = 10
		}
		hidden_effect = {
			education_point_acquisition_effect = yes
			scope:participant = { education_point_acquisition_effect = yes }
		}

		progress_towards_friend_effect = {
			REASON = friend_childhood_game
			CHARACTER = scope:participant
			OPINION = 0
		}
		
		stress_impact = {
			curious = medium_stress_impact_loss
			charming = minor_stress_impact_loss
		}
		ai_chance = {
			base = 100
		}
	}

	after = {
		hidden_effect = {
			if = {
				limit = {
					scope:newly_created_artifact = {
						artifact_owner = scope:merchant
					}
				}
				destroy_artifact = scope:newly_created_artifact
			}
			scope:merchant = {
				silent_disappearance_ai_effect = yes
			}
		}
	}
}


# Playing house
# by Linnéa Thimrén
scripted_trigger playdate_3011_friendly_participant_trigger = {
	playdate_default_participant_trigger = yes
	NOR = {
		has_relation_rival = root
		has_relation_victim = root
	}
}

scripted_trigger playdate_3011_disliked_participant_trigger = {
	playdate_default_participant_trigger = yes
	this != scope:participant
	OR = {
		opinion = {
			target = root
			value <= -20
		}
		has_relation_rival = root
		has_relation_potential_rival = root
		has_relation_victim = root
		has_relation_bully = root
	}
}

playdate.3011 = {
	type = activity_event
	title = playdate.3011.t
	desc = playdate.3011.desc
	theme = playdate_activity
	left_portrait = {
		character = root
		animation = child_hobby_horse
	}
	center_portrait = {
		character = scope:participant
		animation = happiness
		camera = camera_event_right
	}
	right_portrait = {
		character = scope:disliked_participant
		animation = clutching_doll
	}

	cooldown = { months = 3 }
	
	trigger = {
		scope:activity ?= {
			any_attending_character = {
				playdate_3011_friendly_participant_trigger = yes
			}
		}
	}

	weight_multiplier = {
		base = 0.75
		modifier = {
			add = 0.25
			scope:activity = { #more likely if there's someone you're crushing on
				any_attending_character = {
					playdate_3011_friendly_participant_trigger = yes
					root = { has_relation_crush = prev }
				}
			}
		}
		modifier = {
			add = 0.25
			scope:activity = { #more likely if there's someone you can crush on
				any_attending_character = {
					playdate_3011_friendly_participant_trigger = yes
					save_good_crush_character_trigger_check = yes
				}
			}
		}
	}

	immediate = {
		scope:activity = {
			random_attending_character = {
				limit = {
					playdate_3011_friendly_participant_trigger = yes
					root = { age > childhood_education_start_age }
					save_good_crush_character_trigger_check = yes #A possible crush?
				}
				alternative_limit = {
					playdate_3011_friendly_participant_trigger = yes
				}
				weight = {
					base = 1
					modifier = {
						add = 2
						root = { has_relation_crush = prev }
					}
					opinion_modifier = { #More likely to be picked if they like you
						opinion_target = root
						multiplier = 1
					}
					#More likely the closer to your age they are
					playdate_close_age_scripted_modifier = yes
				}
				save_scope_as = participant
				if = {
					limit = {
						root = { age > childhood_education_start_age }
						has_sexual_orientation_trigger = yes
						save_good_crush_character_trigger_check = yes #A possible crush?
					}
					save_scope_value_as = {
						name = possible_crush
						value = yes
					}
					hidden_effect = {
						#Add a crush from their side if appropriate
						if = {
							limit = {
								NOR = {
									has_relation_crush = root
									has_relation_bully = root
								}
								trigger_if = {
									limit = {
										OR = {
											has_sexuality = heterosexual
											has_sexuality = bisexual
											has_sexuality = homosexual
											has_sexuality = asexual
										}
									}
									is_attracted_to_gender_of = root
								}
							}
							random = {
								chance = 50
								set_relation_crush = root
							}
						}
					}
				}
			}
			#Is someone you dislike there?
			if = {
				limit = {
					any_attending_character = {
						playdate_3011_disliked_participant_trigger = yes
					}
				}
				random_attending_character = {
					limit = {
						playdate_3011_disliked_participant_trigger = yes
					}
					save_scope_as = disliked_participant
				}
			}
		}
	}

	option = { # We are the parents!
		name = playdate.3011.a
		if = {
			limit = {
				exists = scope:possible_crush
			}
			set_relation_crush = scope:participant
		}
		else = {
			progress_towards_friend_effect = {
				REASON = friend_childhood_game
				CHARACTER = scope:participant
				OPINION = 0
			}
		}
		scope:participant = {
			add_opinion = {
				target = root
				modifier = friendliness_opinion
				opinion = 20
			}
		}
		stress_impact = {
			charming = medium_stress_impact_loss
			bossy = minor_stress_impact_loss
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_boldness = 0.75
				ai_energy = 0.25
				ai_compassion = 0.25
			}
		}
	}

	option = { # Only if disliked_participant is the dog
		name = playdate.3011.b
		trigger = {
			exists = scope:disliked_participant
		}

		scope:participant = {
			add_opinion = {
				target = root
				modifier = friendliness_opinion
				opinion = 20
			}
		}
		progress_towards_rival_effect = {
			CHARACTER = scope:disliked_participant
			REASON = rival_playdate_bullied
			OPINION = default_rival_opinion
		}
		stress_impact = {
			bossy = medium_stress_impact_loss
			charming = medium_stress_impact_gain
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_vengefulness = 0.75
				ai_compassion = -0.50
				ai_honor = -0.25
			}
		}
	}

	option = { # No
		name = playdate.3011.c
		
		scope:participant = {
			add_opinion = {
				target = root
				modifier = refusal_opinion
				opinion = -20
			}
		}

		add_character_modifier = {
			modifier = playdate_boring_playmate_modifier
			years = 10
		}
		if = {
			limit = {
				has_focus = education_learning
			}
			custom_tooltip = playdate.3011.c.tt
			hidden_effect = {
				education_point_acquisition_effect = yes
			}
		}
		stress_impact = {
			pensive = medium_stress_impact_loss
			bossy = minor_stress_impact_loss
			curious = minor_stress_impact_loss
			charming = medium_stress_impact_gain
			rowdy = medium_stress_impact_gain
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_rationality = 0.50
				ai_energy = -0.25
				ai_boldness = -0.25
			}
		}
	}
}


# Play at being knights
# by Linnéa Thimrén
playdate.3012 = {
	type = activity_event
	title = playdate.3012.t
	desc = {
		first_valid = {
			triggered_desc = {
			    trigger = {
					exists = scope:knight
			    }
			    desc = playdate.3012.desc_knight
			}
			desc = playdate.3012.desc_no_knight
		}
		desc = playdate.3012.desc
	}
	theme = playdate_activity
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = root
		animation = admiration
	}
	center_portrait = {
		character = scope:participant
		animation = clutching_toy
	}
	right_portrait = {
		character = scope:knight
		animation = marshal
	}

	cooldown = { months = 3 }
	
	trigger = {
		scope:activity ?= {
			any_attending_character ?= {
				playdate_default_participant_trigger = yes
				this != root
			}
		}
	}

	weight_multiplier = {
		base = 0.75
		modifier = {
			add = 0.25
			has_trait = rowdy
		}
	}

	immediate = {
		scope:activity = {
			random_attending_character = {
				limit = {
					playdate_default_participant_trigger = yes
					this != root
				}
				weight = {
					base = 1
					modifier = {
						add = 2
						has_trait = rowdy
					}
					ai_value_modifier = {
						ai_boldness = 0.5
					}
					#More likely the closer to your age they are
					playdate_close_age_scripted_modifier = yes
				}
				save_scope_as = participant
			}
		}
		if = {
			limit = {
				any_knight = {
					is_available_ai_adult = yes
				}
			}
			random_knight = {
				limit = {
					is_available_ai_adult = yes
				}
				save_scope_as = knight
			}
		}
	}

	option = { #Learn the basics
		name = playdate.3012.a
		random_list = {
			80 = {
				desc = playdate.3012.a.success
				send_interface_toast = {
					title = playdate.3012.a.success
					left_icon = scope:participant
					add_prowess_skill = 1
					scope:participant = { add_prowess_skill = 1 }
				}
				scope:activity = {
					add_activity_log_entry = {
						key = playdate_trained_with_knights_log
						tags = { good }
						score = 25
						character = root
						target = scope:participant
					}
				}
			}
			15 = {
				desc = playdate.3012.a.neutral
				send_interface_toast = {
					title = playdate.3012.a.neutral
					left_icon = scope:participant
					add_stress = medium_stress_gain
				}
			}
			5 = {
				desc = playdate.3012.a.failure
				send_interface_toast = {
					title = playdate.3012.a.failure
					left_icon = scope:participant
					increase_wounds_no_death_effect = { REASON = training_accident }
				}
				scope:activity = {
					add_activity_log_entry = {
						key = playdate_training_injury_log
						tags = { bad }
						score = 25
						character = root
					}
				}
			}
		}
		progress_towards_friend_effect = {
			REASON = friend_childhood_knight
			CHARACTER = scope:participant
			OPINION = default_friend_opinion
		}
		stress_impact = {
			rowdy = medium_stress_impact_loss
			curious = medium_stress_impact_loss
			pensive = minor_stress_impact_gain
			craven = medium_stress_impact_gain
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_boldness = 0.75
				ai_energy = 0.5
				ai_rationality = -0.25
			}
		}
	}

	option = { #No I would rather watch
		name = playdate.3012.b
		add_martial_skill = 1
		scope:activity = {
			add_activity_log_entry = {
				key = playdate_observed_knights_log
				tags = { good }
				score = 10
				character = root
			}
		}
		scope:participant = {
			add_opinion = {
				target = root
				modifier = respect_opinion
				opinion = -20
			}
		}
		if = {
			limit = {
				exists = scope:knight
			}
			scope:knight = {
				add_opinion = {
					target = root
					modifier = refusal_opinion
					opinion = -10
				}
			}
		}
		
		stress_impact = {
			curious = medium_stress_impact_loss
			rowdy = medium_stress_impact_gain
			brave = medium_stress_impact_gain
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_energy = -0.75
				ai_boldness = -0.25
			}
		}
	}
}


# Meet a witch
# by Linnéa Thimrén
playdate.3013 = {
	type = activity_event
	title = playdate.3013.t
	desc = playdate.3013.desc
	theme = playdate_activity
	override_background = {
		reference = wilderness_forest
	}
	left_portrait = {
		character = root
		animation = clutching_toy
	}
	right_portrait = {
		character = scope:witch
		animation = happy_teacher
	}

	cooldown = { months = 3 }
	
	trigger = {
		OR = {
			scope:activity ?= {
				any_attending_character = {
					this != root
					age > root.age
					playdate_default_participant_trigger = yes
					is_witch_trigger = yes
				}
			}
			scope:activity.activity_location.barony.holder ?= {
				any_courtier_or_guest = {
					is_available_ai = yes
					age > root.age
					is_witch_trigger = yes
				}
			}
		}
	}

	immediate = {
		scope:activity = {
			if = {
				limit = {
					any_attending_character = {
						this != root
						age > root.age
						playdate_default_participant_trigger = yes
						is_witch_trigger = yes
					}
				}
				random_attending_character = {
					limit = {
						this != root
						age > root.age
						playdate_default_participant_trigger = yes
						is_witch_trigger = yes
					}
					weight = {
						base = 1
						compare_modifier = { #More likely the closer to your age they are
							value = {
								if = {
									limit = {
										age > root.age
									}
									add = age
									subtract = root.age
								}
								else = {
									add = root.age
									subtract = age
								}
							}
							multiplier = -0.1
						}
					}
					save_scope_as = witch
					hidden_effect = { add_trait = lifestyle_herbalist }
					if = {
						limit = {
							any_secret = {
								type = secret_witch
							}
						}
						random_secret = {
							type = secret_witch
							save_scope_as = secret
							reveal_to = root
						}
					}
				}
			}
			else = {
				scope:activity.activity_location.barony.holder = {
					random_courtier_or_guest = {
						limit = {
							is_available_ai = yes
							age > root.age
							is_witch_trigger = yes
						}
						save_scope_as = witch
						hidden_effect = { add_trait = lifestyle_herbalist }
						if = {
							limit = {
								any_secret = {
									type = secret_witch
								}
							}
							random_secret = {
								type = secret_witch
								save_scope_as = secret
								reveal_to = root
							}
						}
					}
				}
			}
		}
	}

	option = { #Teach me plants!
		name = playdate.3013.a
		random_list = {
			80 = {
				desc = playdate.3013.a.success
				send_interface_toast = {
					title = playdate.3013.a.success
					left_icon = scope:witch
					add_trait = lifestyle_herbalist
				}
				scope:activity = {
					add_activity_log_entry = {
						key = playdate_learned_herbalism_log
						tags = { good }
						score = 10
						character = root
					}
				}
			}
			20 = {
				desc = playdate.3013.a.failure
				send_interface_toast = {
					title = playdate.3013.a.failure
					left_icon = scope:witch
					add_stress = medium_stress_gain
				}
			}
		}
		stress_impact = {
			curious = major_stress_impact_loss
			rowdy = minor_stress_impact_gain
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_boldness = 0.75
				ai_energy = 0.5
				ai_rationality = -0.25
			}
			min = 1
		}
	}

	option = { #I want to be a witch!
		name = playdate.3013.b
		trigger = {
			NOR = {
				any_secret = { type = secret_witch }
				has_trait = witch
			}
		}
		give_witch_secret_or_trait_effect = yes
		hidden_effect = {
			if = {
				limit = {
					any_secret = {
						type = secret_witch
					}
				}
				random_secret = {
					type = secret_witch
					reveal_to = scope:witch
				}
			}
		}
		
		if = {
			limit = {
				OR = {
					trait_is_shunned_in_faith_trigger = {
						TRAIT = witch
						GENDER_CHARACTER = scope:witch
						FAITH = root.faith
					}
					trait_is_criminal_in_faith_trigger = {
						TRAIT = witch
						GENDER_CHARACTER = scope:witch
						FAITH = root.faith
					}
				}
			}
			stress_impact = {
				base = minor_stress_impact_gain
				zealous = major_stress_impact_gain
				curious = major_stress_impact_loss
			}
		}
		else = {
			stress_impact = {
				curious = major_stress_impact_loss
			}
		}
		ai_chance = {
			base = 25
			ai_value_modifier = {
				ai_rationality = 0.25
				ai_zeal = -2
				ai_boldness = 0.25
			}
			modifier = {
				factor = 0.33
				faith = { has_doctrine = doctrine_witchcraft_crime }
			}
			modifier = {
				factor = 0.66
				faith = { has_doctrine = doctrine_witchcraft_shunned }
			}
			modifier = {
				factor = 2
				faith = { has_doctrine = doctrine_witchcraft_virtuous }
			}
			min = 0
		}
	}

	option = { #I'll tell on you!
		name = playdate.3013.c
		trigger = {
			OR = {
				trait_is_shunned_in_faith_trigger = {
					TRAIT = witch
					GENDER_CHARACTER = scope:witch
					FAITH = root.faith
				}
				trait_is_criminal_in_faith_trigger = {
					TRAIT = witch
					GENDER_CHARACTER = scope:witch
					FAITH = root.faith
				}
			}
			exists = scope:secret
			scope:secret = {
				can_be_exposed_by = root
			}
		}
		scope:secret = {
			expose_secret = root
		}
		add_piety = medium_piety_gain
		
		stress_impact = {
			base = minor_stress_impact_loss
			zealous = major_stress_impact_loss
			curious = medium_stress_impact_gain
			charming = minor_stress_impact_gain
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_rationality = 0.75
				ai_zeal = 2
				ai_compassion = -0.75
				ai_boldness = -0.50
			}
		}
	}
}



# Hang with a priest
# by Linnéa Thimrén
scripted_trigger playdate_3014_participant_trigger = {
	playdate_default_participant_trigger = yes
	this != root
	OR = {
		has_focus = education_learning
		has_trait = pensive
	}
}

playdate.3014 = {
	type = activity_event
	title = playdate.3014.t
	desc = {
		first_valid = {
			triggered_desc = {
			    trigger = {
					exists = scope:participant
			    }
			    desc = playdate.3014.desc_participant
			}
			desc = playdate.3014.desc
		}
	}
	theme = playdate_activity
	override_background = {
		trigger = {
			NOR = {
				faith = { religion = religion:hinduism_religion }
				faith = { religion = religion:buddhism_religion }
				faith = { religion = religion:jainism_religion }
			}
		}
		reference = temple
	}
	override_background = {
		trigger = {
			OR = {
				faith = { religion = religion:hinduism_religion }
				faith = { religion = religion:buddhism_religion }
				faith = { religion = religion:jainism_religion }
			}
		}
		reference = study
	}
	left_portrait = {
		character = root
		animation = thinking
	}
	center_portrait = {
		character = scope:participant
		animation = clutching_ball
	}
	right_portrait = {
		character = scope:priest
		animation = reading
	}

	cooldown = { months = 3 }
	
	trigger = {
		exists = cp:councillor_court_chaplain
		scope:activity ?= {
			any_attending_character = {
				playdate_3014_participant_trigger = yes
			}
		}
	}

	weight_multiplier = { #Quite rare since it gives rare traits and secrets
		base = 0.25
		modifier = {
			add = 0.25
			has_focus = education_learning
		}
		modifier = {
			add = 0.50
			scope:activity = {
				any_attending_character = {
					playdate_3014_participant_trigger = yes
				}
			}
		}
	}

	immediate = {
		cp:councillor_court_chaplain = {
			save_scope_as = priest
		}
		scope:activity = {
			if = {
				limit = {
					any_attending_character = {
						playdate_3014_participant_trigger = yes
					}
				}
				random_attending_character = {
					limit = {
						playdate_3014_participant_trigger = yes
					}
					alternative_limit = {
						playdate_default_participant_trigger = yes
					}
					weight = {
						base = 1
						compare_modifier = { #More likely the closer to your age they are
							value = {
								if = {
									limit = {
										age > root.age
									}
									add = age
									subtract = root.age
								}
								else = {
									add = root.age
									subtract = age
								}
							}
							multiplier = -0.1
						}
					}
					save_scope_as = participant
					root = {
						progress_towards_friend_effect = {
							REASON = friend_childhood_religious_scrolls
							CHARACTER = scope:participant
							OPINION = 0
						}
					}
				}
			}
		}
	}

	option = { #Teach me/us writing!
		name = playdate.3014.a
		random_list = {
			50 = {
				desc = playdate.3014.a.success
				send_interface_toast = {
					title = playdate.3014.a.success
					left_icon = scope:priest
					right_icon = scope:participant
					if = {
						limit = {
							can_be_journaller = yes
						}
						add_trait = journaller
					}
					else = {
						add_learning_skill = 1
						scope:activity = {
							add_activity_log_entry = {
								key = playdate_studied_ancient_tomes_log
								tags = { good }
								score = 10
								character = root
							}
						}
					}
					if = {
						limit = {
							exists = scope:participant
						}
						scope:participant = {
							add_learning_skill = 1
						}
						scope:activity = {
							add_activity_log_entry = {
								key = playdate_studied_ancient_tomes_together_log
								tags = { good }
								score = 25
								character = root
								target = scope:participant
							}
						}
					}
				}
			}
			40 = {
				desc = playdate.3014.a.neutral
				trigger = {
					has_focus = education_learning
				}
				send_interface_toast = {
					title = playdate.3014.a.neutral
					left_icon = scope:priest
					right_icon = scope:participant
					if = {
						limit = {
							exists = scope:participant
							scope:participant = { has_focus = education_learning }
						}
						custom_tooltip = playdate.3014.a.tt_participant
						hidden_effect = {
							education_point_acquisition_effect = yes
							scope:participant = { education_point_acquisition_effect = yes }
						}
					}
					else = {
						custom_tooltip = playdate.3014.a.tt
						hidden_effect = { education_point_acquisition_effect = yes }
					}
				}
			}
			10 = {
				desc = playdate.3014.a.failure
				send_interface_toast = {
					title = playdate.3014.a.failure
					left_icon = scope:priest
					add_character_modifier = {
						modifier = playdate_struggling_with_writing_modifier
						years = 5
					}
				}
			}
		}
		
		scope:priest = {
			add_opinion = {
				target = root
				modifier = respect_opinion
				opinion = 20
			}
		}
		stress_impact = {
			curious = major_stress_impact_loss
			pensive = medium_stress_impact_loss
			calm = medium_stress_impact_loss
			rowdy = minor_stress_impact_gain
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_rationality = 0.75
				ai_energy = -0.25
			}
		}
	}

	option = { #Read us stories instead!
		name = playdate.3014.b
		
		scope:priest = {
			add_opinion = {
				target = root
				modifier = respect_opinion
				opinion = -10
			}
		}
		stress_impact = {
			base = medium_stress_impact_loss
			curious = medium_stress_impact_gain
			rowdy = medium_stress_impact_loss
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_energy = 0.50
				ai_zeal = -0.25
			}
		}
	}
}

# Play date language barrier 
# By Bianca Savazzi

scripted_trigger playdate_4001_paticipant_trigger = {
	playdate_default_participant_trigger = yes
	this != root
	is_ai = yes
	NOT = {
		knows_language_of_culture = root.culture
	}
}

playdate.4001 = {
	type = activity_event
	title = playdate.4001.t
	desc = {
		first_valid = {
			triggered_desc = {
			    trigger = {
					scope:participant = { has_trait_dominant_trigger = yes }
			    }
			    desc = playdate.4001.desc.rowdy
			}
			desc = playdate.4001.desc.pensive
		}
		desc = playdate.4001.desc
	}
	theme = playdate_activity
	left_portrait = {
		character = root
		animation = stress
	}
	right_portrait = {
		character = scope:participant
		animation = thinking
	}
	cooldown = { years = 2 }
	
	trigger = {
		scope:activity ?= {
			any_attending_character = {
				playdate_4001_paticipant_trigger = yes
				root = { NOT = { knows_language_of_culture = prev.culture } }
			}
		}
	}

	weight_multiplier = { #Quite rare since it gives rare traits and secrets
		base = 0.5
		modifier = {
			add = 0.25
			has_focus = education_learning
		}
	}

	immediate = {
		scope:activity = {
			if = {
				limit = {
					any_attending_character = {
						playdate_4001_paticipant_trigger = yes
						root = { NOT = { knows_language_of_culture = prev.culture } }
					}
				}
				random_attending_character = {
					limit = {
						playdate_4001_paticipant_trigger = yes
						root = { NOT = { knows_language_of_culture = prev.culture } }
					}
					save_scope_as = participant
				}
			}
		}
	}

	option = { #I'll teach them
		name = playdate.4001.a

		scope:participant = {
			if = {
				limit = {
					has_trait_dominant_trigger = yes 
				}
				add_opinion = {
					modifier = annoyed_opinion
					target = root
					opinion = -10
				}
			}
			else_if = {
				limit = {
					has_trait_introverted_trigger = yes 
				}
				add_opinion = {
					modifier = annoyed_opinion
					target = root
					opinion = -20
				}
			}
			if = {
				limit = {
					can_start_scheme = {
						type = learn_language
						target_character = root
					}
				}
				start_scheme = {
					type = learn_language
					target_character = root
				}
			}
			custom_tooltip = diplomacy_family.2250.b.tt
			hidden_effect = {
				random_scheme = {
					type = learn_language
					limit = {
						scheme_target_character = root
					}
					add_scheme_modifier = {
						type = extra_success_chance_modifier
					}
				}
			}
		}
				
		stress_impact = {
			pensive = medium_stress_impact_loss
			calm = medium_stress_impact_loss
			charming = medium_stress_impact_loss
			rowdy = minor_stress_impact_gain
			base = minor_stress_impact_gain
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_rationality = 0.75
				ai_energy = -0.25
			}
		}
	}

	option = { #I'll learn some
		name = playdate.4001.b

		scope:participant = {
			if = {
				limit = {
					has_trait_dominant_trigger = yes 
				}
				add_opinion = {
					modifier = annoyed_opinion
					target = root
					opinion = -20
				}
			}
			else_if = {
				limit = {
					has_trait_introverted_trigger = yes 
				}
				add_opinion = {
					modifier = pleased_opinion
					target = root
					opinion = 20
				}
			}
		}

		if = {
			limit = {
				can_start_scheme = {
					type = learn_language
					target_character = scope:participant
				}
			}
			start_scheme = {
				type = learn_language
				target_character = scope:participant
			}
			custom_tooltip = diplomacy_family.2250.b.tt
			hidden_effect = {
				random_scheme = {
					type = learn_language
					limit = {
						scheme_target_character = scope:participant
					}
					add_scheme_modifier = {
						type = extra_success_chance_modifier
					}
				}
			}
		}
		
		stress_impact = {
			curious = medium_stress_impact_loss
			rowdy = medium_stress_impact_gain
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_energy = 0.50
				ai_zeal = -0.25
			}
		}
	}

	option = { #I just wanna play...
		name = playdate.4001.c
		
		scope:participant = {
			if = {
				limit = {
					has_trait_dominant_trigger = yes 
				}
				add_opinion = {
					modifier = pleased_opinion
					target = root
					opinion = 20
				}
			}
			else_if = {
				limit = {
					has_trait_extroverted_trigger = yes 
				}
				add_opinion = {
					modifier = dismissive_opinion
					target = root
					opinion = -10
				}
			}
			else_if = {
				limit = {
					has_trait_introverted_trigger = yes 
				}
				add_opinion = {
					modifier = pleased_opinion 
					target = root
					opinion = 10
				}
			}
		}

		stress_impact = {
			base = medium_stress_impact_loss
			curious = medium_stress_impact_gain
			rowdy = major_stress_impact_loss
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_energy = 0.50
				ai_zeal = -0.25
			}
		}
	}
}

#######################
# BP2 Playdate Events #
#######################

# Another kid asks if you want to play
playdate.5001 = {
	type = activity_event
	content_source = dlc_009
	title = playdate.5001.t
	desc = playdate.5001.desc
	theme = playdate_activity
	override_background = { reference = courtyard }
	left_portrait = {
		character = root
		animation = thinking
	}
	right_portrait = {
		character = scope:participant
		animation = clutching_ball
	}
	cooldown = { years = 3 }
	
	trigger = {
		is_physically_able = yes
		has_bp2_dlc_trigger = yes
		NOT = {
			has_character_flag = playdate_sports
		}
		scope:activity = {
			any_attending_character = {
				this != root
				is_physically_able = yes
				count >= 3 #To ensure there's enough for an actual game of football
			}
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			add = 0.25
			has_focus = education_martial
		}
	}

	immediate = {
		scope:activity = {
			if = {
				limit = {
					any_attending_character = {
						this != root
						is_physically_able = yes
					}
				}
				random_attending_character = {
					limit = {
						this != root
						is_physically_able = yes
					}
					save_scope_as = participant
				}
			}
		}
	}

	option = { #Sure, I'll join
		name = playdate.5001.a

		custom_tooltip = playdate.5001.a.tt

		add_character_flag = {
			flag = playdate_sports
			years = 3
		}

		reverse_add_opinion = {
			target = scope:participant
			modifier = pleased_opinion
			opinion = 20
		}

		stress_impact = {
			pensive = minor_stress_impact_gain
			calm = minor_stress_impact_gain
			charming = minor_stress_impact_gain
			lazy = minor_stress_impact_gain
			rowdy = minor_stress_impact_loss
		}
		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				has_trait = lazy
			}
		}
	}

	option = { #I'd rather not
		name = playdate.5001.b

		reverse_add_opinion = {
			target = scope:participant
			modifier = disappointed_opinion
			opinion = -20
		}

		stress_impact = {
			curious = medium_stress_impact_loss
			pensive = medium_stress_impact_loss
			rowdy = medium_stress_impact_gain
		}

		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				has_trait = rowdy
			}
		}
	}
	after = {
		trigger_event = { on_action = playdate_event_selection days = 5 }
	}
}

# Kick ball into someone's garden, ask for it back
playdate.5002 = {
	type = activity_event
	content_source = dlc_009
	title = playdate.5002.t
	desc = playdate.5002.desc
	theme = playdate_activity
	override_background = { reference = garden }
	left_portrait = {
		character = root
		animation = stress
	}
	right_portrait = {
		character = scope:neighbour
		animation = clutching_ball
	}
	lower_right_portrait = scope:parent
	cooldown = { years = 3 }
	
	trigger = {
		has_bp2_dlc_trigger = yes
		is_physically_able = yes
		has_character_flag = playdate_sports
		scope:host = {
			any_courtier_or_guest = {
				is_physically_able_ai_adult = yes
				NOR = {
					is_close_or_extended_family_of = root
					is_close_or_extended_family_of = scope:host
				}
				OR = {
					any_character_artifact = {
						exists = this
					}
					root = { is_ai = no }
				}
			}
		}
	}

	immediate = {
		scope:host = {
			if = {
				limit = {
					any_courtier_or_guest = {
						is_physically_able_ai_adult = yes
						NOR = {
							is_close_or_extended_family_of = root
							is_close_or_extended_family_of = scope:host
						}
						any_character_artifact = {
							exists = this
						}
					}
				}
				random_courtier_or_guest = {
					limit = {
						is_physically_able_ai_adult = yes
						NOR = {
							is_close_or_extended_family_of = root
							is_close_or_extended_family_of = scope:host
						}
						any_character_artifact = {
							exists = this
						}
					}
					save_scope_as = neighbour
				}
			}
			else = {
				random_courtier_or_guest = {
					limit = {
						is_physically_able_ai_adult = yes
						NOR = {
							is_close_or_extended_family_of = root
							is_close_or_extended_family_of = scope:host
						}
					}
					save_scope_as = neighbour
					generate_trinket_effect = {
						TRINKET_RECEIVER = scope:neighbour
						TRINKET_GIVER = scope:host
						GRAB_ALL_TRINKETS = yes
						HISTORY_TYPE = given
					}
					if = {
						limit = { exists = scope:new_trinket }
						scope:new_trinket = {
							equip_artifact_to_owner = yes
						}
					}
				}
			}
		}
		scope:neighbour = {
			random_character_artifact = {
				save_scope_as = broken_artifact
			}
		}
		if = {
			limit = {
				any_parent = {
					this != scope:neighbour
					is_physically_able_ai_adult = yes
				}
			}
			random_parent = {
				limit = {
					this != scope:neighbour
					is_physically_able_ai_adult = yes
				}
				save_scope_as = parent
			}
		}
		scope:broken_artifact = {
			add_durability = -5
		}
	}

	option = { #My father will pay for this!
		name = playdate.5002.a

		trigger = {
			exists = scope:parent
		}
		
		random = {
			chance = 50
			send_interface_toast = {
				title = skill_increased
				left_icon = root
				add_stewardship_skill = 1
			}
		}

		scope:parent = {
			pay_short_term_gold = {
				target = scope:neighbour
				gold = 5
			}
			add_opinion = {
				target = root
				modifier = paid_for_damage_opinion
				opinion = -15
			}
		}
		
		scope:neighbour = {
			add_opinion = {
				target = root
				modifier = pleased_opinion
				opinion = 30
			}
		}

		stress_impact = {
			generous = minor_stress_impact_loss
			greedy = medium_stress_impact_gain
			charming = minor_stress_impact_loss
			rowdy = minor_stress_impact_gain
		}

		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				OR = {
					has_trait = greedy
					has_trait = rowdy
				}
			}
		}
	}

	option = { #Demand the ball back
		name = playdate.5002.b

		flavor = playdate.5002.b.tt
		
		random_list = {
			50 = {
				desc = playdate.5002.b.success
				send_interface_toast = {
					title = skill_increased
					left_icon = root
					add_martial_skill = 1
				}
				add_prestige = medium_prestige_gain
			}
			50 = {
				desc = playdate.5002.b.failure
				send_interface_toast = {
					title = playdate.5002.b.failure
					left_icon = root
					right_icon = scope:neighbour
					progress_towards_rival_effect = {
						REASON = rival_broken_football
						CHARACTER = scope:neighbour
						OPINION = default_rival_opinion
					}
				}
			}
		}

		stress_impact = {
			curious = minor_stress_impact_gain
			pensive = medium_stress_impact_gain
			rowdy = medium_stress_impact_loss
		}

		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				OR = {
					has_trait = curious
					has_trait = pensive
				}
			}
		}
	}

	option = { #Apologise and ask nicely
		name = playdate.5002.c

		random_list = {
			50 = {
				desc = playdate.5002.c.success
				send_interface_toast = {
					title = skill_increased
					left_icon = root
					add_diplomacy_skill = 1
					scope:neighbour = {
						add_opinion = {
							target = root
							modifier = sweet_child_opinion
							opinion = 30
						}
					}
				}
			}
			50 = {
				desc = playdate.5002.c.failure
				send_interface_toast = {
					title = playdate.5002.c.failure
					left_icon = root
					right_icon = scope:neighbour
					scope:neighbour = {
						add_opinion = {
							target = root
							modifier = irritated_opinion
							opinion = -15
						}
					}
				}
			}
		}

		stress_impact = {
			curious = medium_stress_impact_loss
			pensive = medium_stress_impact_loss
			rowdy = medium_stress_impact_gain
		}

		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				has_trait = rowdy
			}
		}
	}
}

# Another kid is more skilled than you
playdate.5003 = {
	type = activity_event
	content_source = dlc_009
	title = playdate.5003.t
	desc = playdate.5003.desc
	theme = playdate_activity
	override_background = { reference = courtyard }
	left_portrait = {
		character = root
		animation = clutching_ball
	}
	right_portrait = {
		character = scope:other_child
		animation = personality_honorable
	}
	cooldown = { years = 3 }
	
	trigger = {
		has_bp2_dlc_trigger = yes
		is_physically_able = yes
		has_character_flag = playdate_sports
		scope:activity = {
			any_attending_character = {
				is_physically_able_ai = yes
				this != root
				age > root.age #Just to ensure you're not 12 and getting rekt by a 5 year old
				prowess >= root.prowess
				NOR = {
					has_trait = physique_bad
					has_trait = weak
				}
			}
		}
	}

	immediate = {
		scope:activity = {
			random_attending_character = {
				limit = {
					is_physically_able_ai = yes
					this != root
					age > root.age #Just to ensure you're not 12 and getting rekt by a 5 year old
					prowess >= root.prowess
					NOR = {
						has_trait = physique_bad
						has_trait = weak
					}
				}
				save_scope_as = other_child
				save_scope_as = wound_target
			}
		}
	}

	option = { #Let's hack away at those shins, shall we?
		name = playdate.5003.a

		trigger = {
			OR = {
				has_trait = sadistic
				has_trait = callous
				has_trait = arbitrary
				has_trait = wrathful
				has_trait = bossy
				has_trait = rowdy
			}
		}
		
		random = {
			chance = 50
			send_interface_toast = {
				title = skill_increased
				left_icon = root
				add_intrigue_skill = 1
			}
		}

		scope:other_child = {
			custom_tooltip = other_perspective_increase_wounds_children_no_death_effect
			increase_wounds_children_no_death_effect = yes
		}
		scope:activity = {
			add_activity_log_entry = {
				key = playdate_kicked_in_shins_log
				tags = { bad }
				score = 25
				character = scope:other_child
				target = root
			}
		}

		progress_towards_rival_effect = {
			REASON = rival_kicked_shins
			CHARACTER = scope:other_child
			OPINION = default_rival_opinion
		}

		stress_impact = {
			base = minor_stress_impact_loss
			charming = medium_stress_impact_gain
			compassionate = medium_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = charming
					has_trait = compassionate
				}
			}
		}
	}

	option = { #Struggle to keep up
		name = playdate.5003.b

		duel = {
			skill = prowess
			target = scope:other_child
			# You manage it
			10 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				desc = playdate.5003.b.success
				
				modifier = {
					add = 20
					has_trait = strong
				}

				trigger = {
					NOT = {
						has_trait = athletic
					}
				}
				send_interface_toast = {
					title = playdate.5003.b.success
					left_icon = root
					right_icon = scope:other_child
					add_trait = athletic
				}
				scope:activity = {
					add_activity_log_entry = {
						key = playdate_outdid_skilled_player_log
						tags = { good }
						score = 25
						character = root
						target = scope:other_child
					}
				}
			}
			# You manage it
			40 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				desc = playdate.5003.b.success
				
				modifier = {
					add = 20
					has_trait = strong
				}

				send_interface_toast = {
					title = playdate.5003.b.success
					left_icon = root
					right_icon = scope:other_child
					add_prowess_skill = 2
				}
				scope:activity = {
					add_activity_log_entry = {
						key = playdate_outdid_skilled_player_log
						tags = { good }
						score = 25
						character = root
						target = scope:other_child
					}
				}
			}
			# They leave you in the dust
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				desc = playdate.5003.b.failure
				send_interface_toast = {
					title = playdate.5003.b.failure
					left_icon = root
					right_icon = scope:other_child
					
					add_prowess_skill = 1
					custom_tooltip = you_perspective_increase_wounds_children_no_death_effect
					increase_wounds_children_no_death_effect = yes
				}
			}
		}

		stress_impact = {
			curious = minor_stress_impact_gain
			pensive = medium_stress_impact_gain
			rowdy = medium_stress_impact_loss
		}

		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				OR = {
					has_trait = curious
					has_trait = pensive
				}
			}
		}
	}

	option = { #Try to learn something
		name = playdate.5003.c

		random = {
			chance = 50
			add_prowess_skill = 1
		}

		stress_impact = {
			curious = medium_stress_impact_loss
			pensive = medium_stress_impact_loss
			rowdy = medium_stress_impact_gain
		}

		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				has_trait = rowdy
			}
		}
	}
}

# Another kid is watching from the sidelines
playdate.5004 = {
	type = activity_event
	content_source = dlc_009
	title = playdate.5004.t
	desc = playdate.5004.desc
	theme = playdate_activity
	override_background = { reference = courtyard }
	left_portrait = {
		character = root
		animation = clutching_ball
	}
	right_portrait = {
		character = scope:other_child
		animation = worry
	}
	cooldown = { years = 3 }
	
	trigger = {
		has_bp2_dlc_trigger = yes
		has_character_flag = playdate_sports
		scope:activity = {
			any_attending_character = {
				this != root
				is_physically_able_ai = yes
				OR = {
					has_trait = shy
					has_trait = pensive
				}
			}
		}
	}

	immediate = {
		scope:activity = {
			random_attending_character = {
				limit = {
					this != root
					is_physically_able_ai = yes
					OR = {
						has_trait = shy
						has_trait = pensive
					}
				}
				save_scope_as = other_child
			}
		}
	}

	option = { #Drop out of the game and join them
		name = playdate.5004.a

		trigger = {
			OR = {
				has_trait = shy
				has_trait = pensive
				has_trait = curious
				has_trait = calm
				has_trait = compassionate
			}
		}

		custom_tooltip = playdate_5004_sports_removal

		remove_character_flag = playdate_sports #to take you out of the game

		scope:other_child = {
			add_stress = minor_stress_loss
		}

		if = {
			limit = {
				NOT = { has_relation_friend = scope:other_child }
			}
			set_relation_friend = {
				REASON = friend_joined_game
				TARGET = scope:other_child
			}
			scope:activity = {
				add_activity_log_entry = {
					key = playdate_became_friends_watching_football_log
					tags = { good }
					score = 10
					character = root
					target = scope:other_child
				}
			}
		}

		stress_impact = {
			base = minor_stress_impact_loss
			compassionate = minor_stress_impact_loss
			charming = minor_stress_impact_loss
			callous = medium_stress_impact_gain
			rowdy = medium_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = callous
					has_trait = rowdy
				}
			}
		}
	}

	option = { #Try to convince them to join in
		name = playdate.5004.b

		duel = {
			skill = diplomacy
			value = 6
			# You convince them to join in
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				desc = playdate.5004.b.success
				
				compatibility_modifier = {
					who = root
					compatibility_target = scope:other_child
					multiplier = 2
					max = 30
					min = -30
				}

				send_interface_toast = {
					title = playdate.5004.b.success
					left_icon = root
					right_icon = scope:other_child

					add_diplomacy_skill = 1

					progress_towards_friend_effect = {
						CHARACTER = scope:other_child
						REASON = friend_joined_ballgame
						OPINION = default_friend_opinion
					}
				}
				scope:activity = {
					add_activity_log_entry = {
						key = playdate_encouraged_shy_player_log
						tags = { good }
						score = 10
						character = root
						target = scope:other_child
					}
				}
			}
			# They ignore you
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				desc = playdate.5004.b.failure
				send_interface_toast = {
					title = playdate.5004.b.failure
					left_icon = root
					right_icon = scope:other_child

					reverse_add_opinion = {
						target = scope:other_child
						modifier = dismissive_opinion
						opinion = -20
					}
				}
			}
		}

		stress_impact = {
			curious = medium_stress_impact_loss
			rowdy = medium_stress_impact_loss
			arrogant = medium_stress_impact_gain
		}

		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				has_trait = arrogant
			}
		}
	}

	option = { #Try to learn something
		name = playdate.5004.c

		add_character_modifier = {
			modifier = bp2_understanding_modifier
			years = 10
		}

		stress_impact = {
			pensive = medium_stress_impact_loss
			rowdy = medium_stress_impact_gain
		}

		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				has_trait = rowdy
			}
		}
	}
}

# Hop a fence to get a ball?
playdate.5005 = {
	type = activity_event
	content_source = dlc_009
	title = playdate.5005.t
	desc = {
		desc = playdate.5005.desc
		triggered_desc = {
			trigger = {
				OR = {
					has_trait = bossy
					has_trait = stubborn
					has_trait = craven
					has_trait = lazy
				}
			}
			desc = playdate.5005.ending
		}
	}
	theme = playdate_activity
	override_background = { reference = courtyard }
	left_portrait = {
		character = root
		animation = grief
	}
	right_portrait = {
		trigger = {
			root = {
				OR = {
					has_trait = bossy
					has_trait = stubborn
					has_trait = craven
					has_trait = lazy
				}
			}
		}
		character = scope:bullied_kid
		animation = shame
	}
	cooldown = { years = 3 }

	trigger = {
		is_healthy = yes
		has_character_flag = playdate_sports
		scope:activity = {
			any_attending_character = {
				NOR = {
					this = root
					has_relation_victim = root
					has_relation_friend = root
				}
				is_physically_able_ai = yes
			}
		}
	}

	immediate = {
		scope:activity = {
			random_attending_character = {
				limit = {
					NOR = {
						this = root
						has_relation_victim = root
						has_relation_friend = root
					}
					is_physically_able_ai = yes
				}
				weight = {
					base = 1
					modifier = {
						add = 1000
						OR = {
							has_relation_bully = root
							has_relation_rival = root
						}
					}
					modifier = {
						add = 15
						has_personality_submissive_trigger = yes
					}
					modifier = {
						add = 5
						has_trait_submissive_trigger = yes
					}
				}
				save_scope_as = bullied_kid
				save_scope_as = wound_target
			}
		}
	}

	option = { #Force another kid to go and do it
		name = playdate.5005.a

		trigger = {
			OR = {
				has_trait = bossy
				has_trait = rowdy
				has_trait = stubborn
				has_trait = craven
				has_trait = lazy
			}
		}

		add_intrigue_skill = 1
		scope:activity = {
			add_activity_log_entry = {
				key = playdate_tricked_climber_log
				tags = { bad }
				score = 10
				character = root
				target = scope:bullied_kid
			}
		}

		hidden_effect = {
			scope:activity = {
				every_attending_character = {
					limit = {
						NOR = { 
							this = root 
							this = scope:bullied_kid
						}
					}
					add_opinion = {
						target = root
						modifier = pleased_opinion
						opinion = 15
					}
				}
			}
		}

		custom_tooltip = playdate.5005.b.success.tt

		scope:bullied_kid = {
			add_stress = minor_stress_gain

			random = {
				chance = 25
				custom_tooltip = other_perspective_increase_wounds_children_no_death_effect
				increase_wounds_children_no_death_effect = yes
			}
		}

		if = {
			limit = {
				can_set_relation_victim_trigger = { CHARACTER = scope:bullied_kid }
			}
			set_relation_victim = scope:bullied_kid
		}
		else = {
			progress_towards_rival_effect = {
				REASON = rival_bullied_kid
				CHARACTER = scope:bullied_kid
				OPINION = default_rival_opinion
			}
		}

		stress_impact = {
			base = minor_stress_impact_loss
			bossy = medium_stress_impact_loss
			compassionate = minor_stress_impact_gain
			charming = minor_stress_impact_gain
			rowdy = minor_stress_impact_loss
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = compassionate
					has_trait = charming
				}
			}
		}
	}

	option = { #Get another ball
		name = playdate.5005.more_balls
		
		trigger = {
			gold >= 10
		}
		
		remove_short_term_gold = 10

		random = {
			chance = 25
			send_interface_toast = {
				title = skill_increased
				left_icon = root
				add_stewardship_skill = 1
			}
		}

		hidden_effect = {
			scope:activity = {
				every_attending_character = {
					limit = {
						NOR = { 
							this = root 
							this = scope:bullied_kid
						}
					}
					add_opinion = {
						target = root
						modifier = pleased_opinion
						opinion = 15
					}
				}
			}
		}

		custom_tooltip = playdate.5005.b.success.tt

		stress_impact = {
			charming = medium_stress_impact_loss
			pensive = medium_stress_impact_loss
			generous = medium_stress_impact_loss
			greedy = medium_stress_impact_gain
			rowdy = minor_stress_impact_gain
		}

		
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = greedy
					has_trait = rowdy
				}
			}
		}
	}

	option = { #Hop the fence yourself
		name = playdate.5005.b

		duel = {
			skills = { prowess intrigue }
			value = 6
			# You find the ball and clamber back over
			30 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				desc = playdate.5005.b.success

				hidden_effect = {
					scope:activity = {
						every_attending_character = {
							limit = {
								this != root
							}
							add_opinion = {
								target = root
								modifier = impressed_opinion
								opinion = 15
							}
						}
					}
				}
				
				send_interface_toast = {
					title = playdate.5005.b.success
					left_icon = root
					
					add_prowess_skill = 1
					add_intrigue_skill = 1

					add_prestige = minor_prestige_gain

					custom_tooltip = playdate.5005.b.success.tt
				}
			}
			# You can't find the ball at all
			40 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				desc = playdate.5005.b.failure
				
				send_interface_toast = {
					title = playdate.5005.b.failure
					left_icon = root
					add_prowess_skill = 1
				}
			}
			# You can't find the ball and also take a little damage from the wall
			30 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				desc = playdate.5005.b.critfailure

				custom_tooltip = playdate.5005.b.failure.gameends

				remove_character_flag = playdate_sports

				hidden_effect = {
					scope:activity = {	
						every_attending_character = {
							limit = {
								this != root
							}
							add_opinion = {
								target = root
								modifier = disappointed_opinion
								opinion = -5
							}
						}
					}
				}

				send_interface_toast = {
					title = playdate.5005.b.critfailure
					left_icon = root

					custom_tooltip = you_perspective_increase_wounds_children_no_death_effect
					increase_wounds_children_no_death_effect = yes

					custom_tooltip = playdate.5005.b.failure.tt
				}
				scope:activity = {
					add_activity_log_entry = {
						key = playdate_hurt_climbing_wall_log
						tags = { bad }
						score = 10
						character = root
					}
				}
			}
		}

		stress_impact = {
			curious = minor_stress_impact_loss
			rowdy = miniscule_stress_impact_loss
			pensive = medium_stress_impact_gain
			craven = medium_stress_impact_gain
			lazy = medium_stress_impact_gain
		}

		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				OR = {
					has_trait = pensive
					has_trait = craven
					has_trait = lazy
				}
			}
		}
	}

	option = { #Give up and let it go
		name = playdate.5005.c

		remove_character_flag = playdate_sports
		custom_tooltip = playdate.5005.b.failure.gameends

		add_character_modifier = {
			modifier = bp2_careful_modifier
			years = 20
		}

		stress_impact = {
			stubborn = minor_stress_impact_gain
			diligent = minor_stress_impact_gain
			curious = minor_stress_impact_gain
			rowdy = medium_stress_impact_gain
			lazy = medium_stress_impact_loss
			pensive = medium_stress_impact_loss
		}

		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				OR = {
					has_trait = stubborn
					has_trait = diligent
					has_trait = curious
					has_trait = rowdy
				}
			}
		}
	}
}

# Another kid takes the ball and goes home
playdate.5006 = {
	type = activity_event
	content_source = dlc_009
	title = playdate.5006.t
	desc = playdate.5006.desc
	theme = playdate_activity
	override_background = { reference = courtyard }
	left_portrait = {
		character = root
		animation = worry
	}
	right_portrait = {
		character = scope:ball_kid
		animation = clutching_ball
	}
	center_portrait = {
		character = scope:bully_kid
		animation = laugh
	}
	cooldown = { years = 5 }

	trigger = {
		is_physically_able = yes
		has_character_flag = playdate_sports
		scope:activity = {
			any_attending_character = {
				is_physically_able_ai = yes
				NOR = {
					this = root
					has_trait = bossy
					has_trait = sadistic
					has_trait = rowdy
					has_trait = callous
					has_trait = wrathful
					has_relation_friend = root
					this = scope:activity.activity_host
				}
				save_temporary_scope_as = ball_kid_temp
			}
		}
		scope:activity = {
			any_attending_character = {
				is_physically_able_ai = yes
				OR = {
					has_trait = bossy
					has_trait = sadistic
					has_trait = rowdy
					has_trait = callous
					has_trait = wrathful
				}
				NOR = {
					this = scope:ball_kid_temp
					this = root
				}
			}
		}
	}

	immediate = {
		scope:activity = {
			random_attending_character = {
				limit = {
					is_physically_able_ai = yes
					NOR = {
						this = root
						has_trait = bossy
						has_trait = sadistic
						has_trait = rowdy
						has_trait = callous
						has_trait = wrathful
						has_relation_friend = root
						this = scope:activity.activity_host
					}
				}
				save_scope_as = ball_kid
				add_character_flag = playdate_sports
			}
		}
		scope:activity = {
			random_attending_character = {
				limit = {
					is_physically_able_ai = yes
					OR = {
						has_trait = bossy
						has_trait = sadistic
						has_trait = rowdy
						has_trait = callous
						has_trait = wrathful
					}
					NOR = {
						this = scope:ball_kid
						this = root
					}
				}
				save_scope_as = bully_kid
			}
		}
		scope:ball_kid = {
			if = {
				limit = {
					can_set_relation_bully_trigger = { CHARACTER = scope:bully_kid }
				}
				set_relation_bully = scope:bully_kid
			}
		}
	}

	option = { #Apologise on behalf of the other kid
		name = playdate.5006.a

		trigger = {
			OR = {
				has_trait = humble
				has_trait = charming
			}
		}

		flavor = playdate.5006.a.tt

		add_diplomacy_skill = 2
		scope:activity = {
			add_activity_log_entry = {
				key = playdate_convinced_ball_kid_log
				tags = { good }
				score = 25
				character = root
				target = scope:ball_kid
			}
		}

		reverse_add_opinion = {
			target = scope:ball_kid
			modifier = kindness_opinion
			opinion = 35
		}

		stress_impact = {
			base = medium_stress_impact_loss
			bossy = minor_stress_impact_gain
			pensive = minor_stress_impact_gain
			content = minor_stress_impact_loss
			arrogant = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = bossy
					has_trait = pensive
					has_trait = arrogant
				}
			}
		}
	}

	option = { #Try to reason with them
		name = playdate.5006.b

		duel = {
			skill = diplomacy
			target = scope:ball_kid
			# You convince them
			60 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				desc = playdate.5006.b.success

				send_interface_toast = {
					title = playdate.5006.b.success
					left_icon = root
					right_icon = scope:ball_kid

					add_diplomacy_skill = 1

					reverse_add_opinion = {
						target = scope:ball_kid
						modifier = kindness_opinion
						opinion = 20
					}
				}
			}
			# You fail to convince them
			40 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				desc = playdate.5006.b.failure

				remove_character_flag = playdate_sports
				
				send_interface_toast = {
					title = playdate.5006.b.failure
					left_icon = root
					right_icon = scope:ball_kid

					custom_tooltip = playdate.5005.b.failure.gameends

					scope:ball_kid = {
						remove_from_activity = scope:activity
					}
				}
			}
		}

		stress_impact = {
			calm = miniscule_stress_impact_loss
			compassionate = miniscule_stress_impact_loss
			impatient = miniscule_stress_impact_gain
			stubborn = miniscule_stress_impact_gain
			pensive = minor_stress_impact_loss
			rowdy = minor_stress_impact_gain
		}

		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				OR = {
					has_trait = impatient
					has_trait = stubborn
					has_trait = rowdy
				}
			}
		}
	}

	option = { #Demand the ball
		name = playdate.5006.d
		
		add_prestige = minor_prestige_gain
		
		reverse_add_opinion = {
			target = scope:ball_kid
			modifier = hate_opinion
			opinion = -20
		}
		
		reverse_add_opinion = {
			target = scope:bully_kid
			modifier = delightfully_devilish_opinion
			opinion = 20
			years = 10
		}
		
		scope:ball_kid = {
			remove_from_activity = scope:activity
		}

		stress_impact = {
			generous = medium_stress_impact_gain
			pensive = medium_stress_impact_gain
			charming = medium_stress_impact_gain
			compassionate = medium_stress_impact_gain
			sadistic = medium_stress_impact_loss
			callous = medium_stress_impact_loss
			wrathful = minor_stress_impact_loss
			vengeful = minor_stress_impact_loss
			rowdy = minor_stress_impact_loss
		}

		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				OR = {
					has_trait = generous
					has_trait = pensive
					has_trait = charming
					has_trait = compassionate
				}
			}
		}
	}

	option = { #Give up and let them go
		name = playdate.5006.c

		custom_tooltip = playdate.5005.b.failure.gameends

		remove_character_flag = playdate_sports

		stress_impact = {
			base = minor_stress_impact_gain
			stubborn = minor_stress_impact_gain
			diligent = minor_stress_impact_gain
			curious = minor_stress_impact_gain
			rowdy = medium_stress_impact_gain
			lazy = medium_stress_impact_loss
			pensive = minor_stress_impact_loss
		}

		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = stubborn
					has_trait = diligent
					has_trait = curious
					has_trait = rowdy
				}
			}
		}
	}

	after = {
		scope:ball_kid = {
			remove_character_flag = playdate_sports
		}
	}
}

# Someone is bullying another kid
playdate.5007 = {
	type = activity_event
	content_source = dlc_009
	title = playdate.5007.t
	desc = playdate.5007.desc
	theme = playdate_activity
	override_background = { reference = courtyard }
	left_portrait = {
		character = root
		animation = clutching_ball
	}
	center_portrait = {
		character = scope:bully_kid
		animation = laugh
	}
	right_portrait = {
		character = scope:sad_kid
		animation = crying
	}
	cooldown = { years = 3 }

	trigger = {
		is_physically_able = yes
		has_character_flag = playdate_sports
		scope:activity = {
			any_attending_character = {
				is_physically_able_ai = yes
				age > 9
				NOR = {
					this = root
					has_trait = sadistic
					has_trait = bossy
					this = scope:activity.activity_host
				}
				save_temporary_scope_as = sad_kid_temp
			}
		}
		scope:activity = {
			any_attending_character = {
				is_physically_able_ai = yes
				age > 9
				OR = {
					has_trait = sadistic
					has_trait = bossy
				}
				NOR = {
					this = scope:sad_kid_temp
					this = root
				}
			}
		}
	}

	immediate = {
		scope:activity = {
			random_attending_character = {
				limit = {
					is_physically_able_ai = yes
					age > 9
					NOR = {
						this = root
						has_trait = sadistic
						has_trait = bossy
						this = scope:activity.activity_host
					}
				}
				save_scope_as = sad_kid
			}
		}
		scope:activity = {
			random_attending_character = {
				limit = {
					is_physically_able_ai = yes
					age > 9
					OR = {
						has_trait = sadistic
						has_trait = bossy
					}
					NOR = {
						this = scope:sad_kid
						this = root
					}
				}
				save_scope_as = bully_kid
			}
		}

		scope:sad_kid = {
			progress_towards_rival_effect = {
				REASON = rival_bullied_football
				CHARACTER = scope:bully_kid
				OPINION = 0
			}
		}
	}

	option = { #Confront the bully
		name = playdate.5007.a

		flavor = playdate.5007.a.tt

		duel = {
			skills = { martial prowess }
			target = scope:bully_kid
			# You intimidate them into backing off
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				desc = playdate.5007.a.success

				send_interface_toast = {
					title = playdate.5007.a.success
					left_icon = root
					right_icon = scope:bully_kid

					add_prowess_skill = 1
					add_martial_skill = 1
				}
				scope:activity = {
					add_activity_log_entry = {
						key = playdate_defeated_football_bully_log
						tags = { good }
						score = 25
						character = root
						target = scope:bully_kid
					}
				}
			}
			# They beat you up a bit
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				desc = playdate.5007.a.failure

				remove_character_flag = playdate_sports
				
				send_interface_toast = {
					title = playdate.5007.a.failure
					left_icon = root
					right_icon = scope:sad_kid

					custom_tooltip = you_perspective_increase_wounds_children_no_death_effect
					increase_wounds_children_no_death_effect = yes

					scope:sad_kid = {
						remove_from_activity = scope:activity
					}
				}
				scope:activity = {
					add_activity_log_entry = {
						key = playdate_injured_defending_victim_log
						tags = { bad }
						score = 25
						character = root
						target = scope:bully_kid
					}
				}
			}
		}

		reverse_add_opinion = {
			target = scope:sad_kid
			modifier = grateful_opinion
			opinion = 20
		}

		stress_impact = {
			calm = minor_stress_impact_gain
			compassionate = miniscule_stress_impact_loss
			pensive = minor_stress_impact_gain
			brave = minor_stress_impact_loss
			wrathful = miniscule_stress_impact_loss
			rowdy = miniscule_stress_impact_loss
		}

		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				OR = {
					has_trait = calm
					has_trait = pensive
				}
			}
		}
	}

	option = { #Take them under your wing
		name = playdate.5007.b

		random = {
			chance = 50
			send_interface_toast = {
				title = skill_increased
				left_icon = root
				add_diplomacy_skill = 1
			}
		}

		progress_towards_friend_effect = {
			REASON = friend_befriended_football
			CHARACTER = scope:sad_kid
			OPINION = default_friend_opinion
		}

		reverse_add_opinion = {
			target = scope:bully_kid
			modifier = dismissive_opinion
			opinion = -20
		}

		stress_impact = {
			base = minor_stress_impact_loss
			compassionate = minor_stress_impact_loss
			pensive = minor_stress_impact_loss
			shy = minor_stress_impact_gain
			arrogant = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = shy
					has_trait = arrogant
				}
			}
		}
	}

	option = { #Stay out of it
		name = playdate.5007.c

		add_intrigue_skill = 1
		add_character_modifier = {
			modifier = bp2_cowardly_modifier
			years = 5
		}

		stress_impact = {
			craven = minor_stress_impact_loss
			brave = medium_stress_impact_gain
			gregarious = minor_stress_impact_gain
			shy = miniscule_stress_impact_loss
			compassionate = medium_stress_impact_gain
			callous = minor_stress_impact_loss
			sadistic = minor_stress_impact_loss
		}

		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				OR = {
					has_trait = brave
					has_trait = gregarious
					has_trait = compassionate
				}
			}
		}
	}
}

# Old person comes out to yell at you
playdate.5008 = {
	type = activity_event
	content_source = dlc_009
	title = playdate.5008.t
	desc = playdate.5008.desc
	theme = playdate_activity
	override_background = { reference = courtyard }
	left_portrait = {
		character = root
		animation = clutching_ball
	}
	right_portrait = {
		character = scope:old_timer
		animation = anger
	}
	cooldown = { years = 3 }

	trigger = {
		has_bp2_dlc_trigger = yes
		is_physically_able = yes
		has_character_flag = playdate_sports
		scope:activity.activity_host = {
			any_courtier_or_guest = {
				is_physically_able_ai_adult = yes
				NOR = {
					is_close_or_extended_family_of = root
					is_close_or_extended_family_of = scope:host
				}
				age >= 50
			}
		}
	}

	immediate = {
		scope:activity.activity_host = {
			random_courtier_or_guest = {
				limit = {
					is_physically_able_ai_adult = yes
					NOR = {
						is_close_or_extended_family_of = root
						is_close_or_extended_family_of = scope:host
					}
					age >= 50
				}
				save_scope_as = old_timer
			}
		}
	}

	option = { #The future is now, old man!
		name = playdate.5008.a
		
		add_intrigue_skill = 1

		progress_towards_rival_effect = {
			REASON = rival_football_noise
			CHARACTER = scope:old_timer
			OPINION = default_rival_opinion
		}

		add_character_modifier = {
			modifier = bp2_disrespects_elderly_modifier
			years = 10
		}

		stress_impact = {
			calm = minor_stress_impact_gain
			compassionate = minor_stress_impact_gain
			pensive = minor_stress_impact_gain
			brave = minor_stress_impact_loss
			wrathful = miniscule_stress_impact_loss
			rowdy = minor_stress_impact_loss
		}

		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				OR = {
					has_trait = calm
					has_trait = compassionate
					has_trait = pensive
				}
			}
		}
	}

	option = { #Sorry, we'll try to be more quiet
		name = playdate.5008.b

		random = {
			chance = 50
			send_interface_toast = {
				title = skill_increased
				left_icon = root
				add_diplomacy_skill = 1
			}
		}

		stress_impact = {
			compassionate = minor_stress_impact_loss
			pensive = minor_stress_impact_loss
			rowdy = medium_stress_impact_gain
			arrogant = medium_stress_impact_gain
		}

		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				OR = {
					has_trait = rowdy
					has_trait = arrogant
				}
			}
		}
	}
}

# A kid is getting trampled
playdate.5009 = {
	type = activity_event
	content_source = dlc_009
	title = playdate.5009.t
	desc = playdate.5009.desc
	theme = playdate_activity
	override_background = { reference = courtyard }
	left_portrait = {
		character = root
		animation = clutching_ball
	}
	right_portrait = {
		character = scope:small_kid
		animation = fear
	}
	cooldown = { years = 3 }
	
	trigger = {
		has_bp2_dlc_trigger = yes
		has_character_flag = playdate_sports
		scope:activity = {
			any_attending_character = {
				is_physically_able_ai = yes
				this != root
			}
		}
	}

	immediate = {
		scope:activity = {
			random_attending_character = {
				limit = {
					is_physically_able_ai = yes
					this != root
				}
				save_scope_as = small_kid
				save_scope_as = wound_target
			}
		}
		save_scope_value_as = { #For a bit of randomness in the random_list
			name = injury_value
			value = {
				integer_range = {
					min = 1
					max = 5
				}
			}
		}
	}

	option = { #Charge in to help them!
		name = playdate.5009.a

		duel = {
			skill = prowess
			value = 8
			# You rescue them heroically
			20 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				desc = playdate.5009.a.critical_success
				
				modifier = {
					add = 10
					has_trait = strong
				}

				modifier = {
					add = 10
					has_trait = athletic
				}

				modifier = {
					add = 10
					has_trait = physique_good
				}

				send_interface_toast = {
					title = playdate.5009.a.critical_success
					left_icon = root
					right_icon = scope:small_kid

					if = {
						limit = {
							NOR = {
								has_trait = strong
								has_trait = weak
								has_trait = physique_bad
							}
						}
						add_trait = strong
					}
					add_prowess_skill = 1
					scope:activity = {
						add_activity_log_entry = {
							key = playdate_rescued_from_fray_log
							tags = { good }
							score = 50
							character = root
 							target = scope:small_kid
						}
					}
				}
				min = 5
			}
			# You rescue them
			30 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				desc = playdate.5009.a.success
				
				modifier = {
					add = 10
					has_trait = strong
				}

				modifier = {
					add = 10
					has_trait = athletic
				}

				modifier = {
					add = 10
					has_trait = physique_good
				}

				send_interface_toast = {
					title = playdate.5009.a.success
					left_icon = root
					right_icon = scope:small_kid
					
					add_prowess_skill = 1
					scope:activity = {
						add_activity_log_entry = {
							key = playdate_rescued_from_fray_log
							tags = { good }
							score = 50
							character = root
 							target = scope:small_kid
						}
					}
				}
				min = 15
			}
			# You are able to shield them with your own body
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				desc = playdate.5009.a.failure

				send_interface_toast = {
					title = playdate.5009.a.failure
					left_icon = root
					right_icon = scope:small_kid

					custom_tooltip = you_perspective_increase_wounds_children_no_death_effect
					increase_wounds_children_no_death_effect = yes

					scope:small_kid = {
						custom_tooltip = other_perspective_increase_wounds_children_no_death_effect
						increase_wounds_children_no_death_effect = yes
					}
					scope:activity = {
						add_activity_log_entry = {
							key = playdate_failed_football_rescue_log
							tags = { bad }
							score = 50
							character = root
 							target = scope:small_kid
						}
					}
				}
			}
		}
		
		if = {
			limit = {
				can_set_relation_friend_trigger = { CHARACTER = scope:small_kid }
			}
			set_relation_friend = { reason = friend_saved_from_trampling target = scope:small_kid }
		}

		reverse_add_opinion = {
			target = scope:small_kid
			modifier = grateful_opinion
			opinion = 35
		}

		stress_impact = {
			compassionate = minor_stress_impact_loss
			gregarious = miniscule_stress_impact_loss
			brave = miniscule_stress_impact_loss
			craven = medium_stress_impact_gain
			callous = medium_stress_impact_gain
			sadistic = medium_stress_impact_gain
			rowdy = minor_stress_impact_loss
		}

		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				OR = {
					has_trait = craven
					has_trait = callous
					has_trait = sadistic
				}
			}
		}
	}

	option = { #Shout to stop it
		name = playdate.5009.c

		duel = {
			skills = { diplomacy martial }
			value = 8
			# They listen
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				desc = playdate.5009.c.success

				send_interface_toast = {
					title = playdate.5009.c.success
					left_icon = root
					right_icon = scope:small_kid
					
					add_martial_skill = 1
					scope:activity = {
						add_activity_log_entry = {
							key = playdate_rescued_from_fray_log
							tags = { good }
							score = 50
							character = root
 							target = scope:small_kid
						}
					}
				}
			}
			# No one listens
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				desc = playdate.5009.c.failure

				send_interface_toast = {
					title = playdate.5009.c.failure
					left_icon = root
					right_icon = scope:small_kid
					
					add_prestige = medium_prestige_loss

					scope:small_kid = {
						custom_tooltip = other_perspective_increase_wounds_children_no_death_effect
						increase_wounds_children_no_death_effect = yes
					}
					scope:activity = {
						add_activity_log_entry = {
							key = playdate_failed_football_rescue_log
							tags = { bad }
							score = 50
							character = root
 							target = scope:small_kid
						}
					}
				}
			}
		}
		
		if = {
			limit = {
				can_set_relation_friend_trigger = { CHARACTER = scope:small_kid }
			}
			set_relation_friend = { reason = friend_saved_from_trampling target = scope:small_kid }
		}

		reverse_add_opinion = {
			target = scope:small_kid
			modifier = grateful_opinion
			opinion = 35
		}

		stress_impact = {
			shy = medium_stress_impact_gain
			calm = medium_stress_impact_gain
			pensive = medium_stress_impact_gain
			callous = medium_stress_impact_gain
			sadistic = medium_stress_impact_gain
			compassionate = minor_stress_impact_loss
			gregarious = minor_stress_impact_loss
		}

		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				OR = {
					has_trait = callous
					has_trait = sadistic
					has_trait = shy
					has_trait = calm
				}
			}
		}
	}

	option = { #Leave them to their fate
		name = playdate.5009.b

		scope:small_kid = {
			duel = {
				skill = prowess
				value = 8
				#They survive with superficial injuries
				90 = {
					compare_modifier = {
						value = scope:duel_value
						multiplier = 3.5
						min = -49
					}
					desc = playdate.5009.b.failure
					
					modifier = {
						has_trait = physique_good
						add = 5
					}
					modifier = {
						has_trait = strong
						add = 5
					}
					
					root = {
						send_interface_toast = {
							title = playdate.5009.b.failure
							left_icon = root
							right_icon = scope:small_kid

							scope:small_kid = {
								custom_tooltip = other_perspective_increase_wounds_children_no_death_effect
								increase_wounds_children_no_death_effect = yes
							}

							root = {
								add_character_modifier = {
									modifier = bp2_self_preserving_modifier
									years = 15
								}
							}
						}
					}
				}
				#...they do not
				10 = {
					compare_modifier = {
						value = scope:duel_value
						multiplier = -3.5
						min = -49
					}
					desc = playdate.5009.b.critfailure

					modifier = {
						add = scope:injury_value
					}
					hidden_effect = {
						scope:activity = {
							every_attending_character = {
								if = {
									limit = {
										NOR = {
											has_trait = callous
											has_trait = sadistic
										}
									}
									add_stress = medium_stress_gain
								}
								else = {
									add_stress = minor_stress_loss
								}
							}
						}					
					}

					root = {
						send_interface_toast = {
							title = playdate.5009.b.critfailure
							left_icon = root
							right_icon = scope:small_kid

							scope:small_kid = {
								increase_wounds_no_death_effect = { REASON = wounds }
								random = {
									chance = 10
									add_trait = incapable
								}
							}

							root = {
								add_character_modifier = {
									modifier = bp2_guilt_ridden_modifier
									years = 5
								}
							}

							custom_tooltip = playdate_5009_every_child
						}
					}
					scope:activity = {
						add_activity_log_entry = {
							key = playdate_crippled_during_game_log
							tags = { bad }
							score = 50
							character = scope:small_kid
						}
					}
				}
			}
		}

		stress_impact = {
			craven = miniscule_stress_impact_loss
			shy = miniscule_stress_impact_loss
			callous = minor_stress_impact_loss
			sadistic = minor_stress_impact_loss
			brave = medium_stress_impact_gain
			just = medium_stress_impact_gain
			compassionate = major_stress_impact_gain
		}

		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				OR = {
					has_trait = brave
					has_trait = just
					has_trait = compassionate
				}
			}
		}
	}
}

# Overly-competitive parent watches on, heckles kids
playdate.5010 = {
	type = activity_event
	content_source = dlc_009
	title = playdate.5010.t
	desc = playdate.5010.desc
	theme = playdate_activity
	override_background = { reference = courtyard }
	left_portrait = {
		character = root
		animation = clutching_ball
	}
	center_portrait = {
		character = scope:embarrassed_child
		animation = shame
	}
	right_portrait = {
		character = scope:obnoxious_parent
		animation = throne_room_cheer_1
	}
	cooldown = { years = 3 }

	trigger = {
		is_physically_able = yes
		has_character_flag = playdate_sports
		scope:activity = {
			any_attending_character = {
				is_physically_able_ai = yes
				this != root
				any_parent = {
					is_available_ai_adult = yes
				}
				save_temporary_scope_as = parent_child
			}
		}
	}

	immediate = {
		scope:activity = {
			random_attending_character = {
				limit = {
					is_physically_able_ai = yes
					this != root
					any_parent = {
						is_available_ai_adult = yes
					}
				}
				weight = {
					base = 1
					modifier = {
						add = 1000
						location = root.location
					}
					modifier = {
						add = 100
						is_ruler = no
					}
				}
				save_scope_as = embarrassed_child
				random_parent = {
					limit = {
						is_available_ai_adult = yes
					}
					save_scope_as = obnoxious_parent
				}
			}
		}
	}

	option = { #Pretend they hit you
		name = playdate.5010.a

		trigger = {
			OR = {
				has_trait = callous
				has_trait = deceitful
				has_trait = arbitrary
			}
		}
		
		flavor = playdate.5010.a_flavor

		duel = {
			skill = intrigue
			value = average_skill_rating
			# Your ploy is convincing
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				desc = playdate.5010.a.success

				send_interface_toast = {
					title = playdate.5010.a.success
					left_icon = root
					add_intrigue_skill = 1
					custom_tooltip = playdate.5010.a.tt.success
				}
				
				trigger_event = playdate.5011
			}
			# Nobody believes you
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				desc = playdate.5010.a.failure
		
				send_interface_toast = {
					title = playdate.5010.a.failure
					left_icon = root
					right_icon = scope:obnoxious_parent

					reverse_add_opinion = {
						target = scope:obnoxious_parent
						modifier = angry_opinion
						opinion = -35
					}

					reverse_add_opinion = {
						target = scope:embarrassed_child
						modifier = annoyed_opinion
						opinion = -15
					}
				}
			}
		}		

		stress_impact = {
			base = miniscule_stress_impact_loss
			pensive = minor_stress_impact_gain
			charming = minor_stress_impact_gain
			honest = medium_stress_impact_gain
			just = medium_stress_impact_gain
			compassionate = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = pensive
					has_trait = charming
					has_trait = honest
					has_trait = just
					has_trait = compassionate
				}
			}
		}
	}

	option = { #Tell them to be quiet
		name = playdate.5010.b
		
		add_prestige = minor_prestige_gain
		
		random = {
			chance = 25
			send_interface_toast = {
				title = skill_increased
				left_icon = root
				add_martial_skill = 1
			}
		}

		progress_towards_rival_effect = {
			REASON = rival_obnoxious_parent
			CHARACTER = scope:obnoxious_parent
			OPINION = default_rival_opinion
		}

		stress_impact = {
			base = minor_stress_impact_loss
			calm = minor_stress_impact_gain
			wrathful = miniscule_stress_impact_loss
			impatient = miniscule_stress_impact_loss
			stubborn = miniscule_stress_impact_loss
			pensive = minor_stress_impact_gain
			rowdy = miniscule_stress_impact_loss
		}

		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				OR = {
					has_trait = calm
					has_trait = pensive
				}
			}
		}
	}

	option = { #Deal with it
		name = playdate.5010.c
		
		random = {
			chance = 25
			send_interface_toast = {
				title = skill_increased
				left_icon = root
				add_diplomacy_skill = 1
			}
		}

		add_character_modifier = {
			modifier = bp2_ringing_ears_modifier
			years = 5
		}

		stress_impact = {
			calm = miniscule_stress_impact_loss
			wrathful = minor_stress_impact_gain
			impatient = minor_stress_impact_gain
			stubborn = minor_stress_impact_gain
			pensive = miniscule_stress_impact_loss
			rowdy = minor_stress_impact_gain
		}

		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				OR = {
					has_trait = wrathful
					has_trait = impatient
					has_trait = stubborn
					has_trait = rowdy
				}
			}
		}
	}
}

# Followup event to 5010
playdate.5011 = {
	type = activity_event
	content_source = dlc_009
	title = playdate.5011.t
	desc = playdate.5011.desc
	theme = playdate_activity
	override_background = { reference = courtyard }
	left_portrait = {
		character = root
		animation = crying
	}
	center_portrait = {
		character = scope:responsible_adult
		animation = anger
	}
	right_portrait = {
		character = scope:obnoxious_parent
		animation = fear
	}
	
	trigger = {
		any_courtier_or_guest = {
			age > 20
			is_physically_able_ai_adult = yes
			exists = this
			this != scope:obnoxious_parent
		}
	}

	immediate = {
		random_courtier_or_guest = {
			limit = {
				age > 20
				is_physically_able_ai_adult = yes
				exists = this
				this != scope:obnoxious_parent
			}
			save_scope_as = responsible_adult
		}
	}

	option = { #Playact injured
		name = playdate.5011.a

		add_intrigue_skill = 2

		scope:responsible_adult = {
			add_opinion = {
				target = scope:obnoxious_parent
				modifier = disappointed_opinion
				opinion = -30
			}
		}

		set_relation_rival = {
			REASON = rival_playacted_hurt
			TARGET = scope:obnoxious_parent
		}
		scope:activity = {
			add_activity_log_entry = {
				key = playdate_faked_injury_log
				tags = { bad }
				score = 25
				character = root
				target = scope:obnoxious_parent
			}
		}

		stress_impact = {
			deceitful = minor_stress_impact_loss
			arbitrary = minor_stress_impact_loss
			callous = minor_stress_impact_loss
			just = medium_stress_impact_gain
			honest = medium_stress_impact_gain
			compassionate = minor_stress_impact_gain
		}

		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				OR = {
					has_trait = just
					has_trait = honest
					has_trait = compassionate
				}
			}
		}
	}

	option = { #Fess up
		name = playdate.5011.b
		
		random = {
			chance = 25
			send_interface_toast = {
				title = skill_increased
				left_icon = root
				add_diplomacy_skill = 1
			}
		}

		reverse_add_opinion = {
			target = scope:responsible_adult
			modifier = disappointed_opinion
			opinion = -15 # less because they sort of expect this from a child
		}

		stress_impact = {
			deceitful = medium_stress_impact_gain
			arbitrary = medium_stress_impact_gain
			callous = minor_stress_impact_gain
			just = minor_stress_impact_loss
			honest = minor_stress_impact_loss
			compassionate = miniscule_stress_impact_loss
		}

		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				OR = {
					has_trait = deceitful
					has_trait = arbitrary
					has_trait = callous
				}
			}
		}
	}
}

#################################
## END EVENTS
## 9000-9999
## by Linnéa Thimrén
#################################

scripted_trigger playdate_end_events_participant_trigger = {
	this != scope:host
	is_alive = yes
	is_imprisoned = no
}

# Host end event
# by Linnéa Thimrén
playdate.9001 = {
	type = activity_event
	title = playdate.9001.t
	desc = playdate.9001.desc
	theme = playdate_activity
	left_portrait = {
		character = scope:cheer_1
		animation = clutching_ball
	}
	center_portrait = {
		character = root
		animation = child_hobby_horse
	}
	right_portrait = {
		character = scope:cheer_2
		animation = ecstasy
	}

	immediate = {
		if = {
			limit = {
				has_character_flag = playdate_sports
			}
			remove_character_flag = playdate_sports
		}
		
		scope:activity = {
			random_attending_character = {
				limit = {
					is_physically_able = yes
					this != root
				}
				save_scope_as = cheer_1
			}
			random_attending_character = {
				limit = {
					is_physically_able = yes
					NOR = {
						this = root
						this = scope:cheer_1
					}
				}
				save_scope_as = cheer_2
			}
		}
	}
	
	option = {
		name = playdate.9001.a
		show_as_tooltip = {
			scope:activity = {
				add_activity_log_entry = {
					key = playdate_conc_reward
					score = 100 
					show_in_conclusion = yes
					character = root 
					root = { add_prestige = medium_prestige_gain }
					every_attending_character = {
						limit = { this != root }
						custom = every_guest_scope_tt
						add_opinion = {
							target = root
							modifier = hosted_successful_playdate_opinion
						}
					}
				}
			}
		}
	}
}


#Guest end event
# by Linnéa Thimrén
playdate.9002 = {
	type = activity_event
	title = playdate.9002.t
	desc = playdate.9002.desc
	theme = playdate_activity
	left_portrait = {
		character = root
		animation = happiness
	}
	right_portrait = {
		character = scope:host
		animation = happiness
	}

	immediate = {
		if = {
			limit = {
				has_character_flag = playdate_sports
			}
			remove_character_flag = playdate_sports
		}
	}

	option = {
		name = playdate.9002.a
		playdate_end_guest_effect = yes
		reverse_add_opinion = {
			target = scope:host
			modifier = attended_my_playdate_opinion
		}
	}
}

#Parent is notified that their child died during playdate
playdate.4000 = {
	type = character_event
	title = playdate.4000.t
	desc = playdate.4000.desc
	theme = death

	left_portrait = { 
		character = scope:participant
		animation = fear
	}

	lower_right_portrait = { 
		character = scope:host
	}

	immediate = {
		add_stress = major_stress_gain
	}

	option = { 
		name = playdate.4000.a
		reverse_add_opinion = {
			target = scope:host
			modifier = forgiven_opinion
		}
	}

	option = {
		name = playdate.4000.b
		reverse_add_opinion = {
			target = scope:host
			modifier = shamed_me_opinion
		}
	}

	option = {
		name = playdate.4000.c
		progress_towards_rival_effect = {
			CHARACTER = scope:host
			REASON = rival_let_child_drown_corresponding
			OPINION = default_rival_opinion
		}
	}
}
