﻿#Events run from the bp1_yearly_pulse on_action
namespace = bp1_yearly

# List of events in this file:
#
# 9001-9005		Someone ruins your favourite toy
#
# 9007-9015		doppelganger shenanigans
# 9016			Second-in-line wants to fight for the throne (and your attention)
# 9017			Different faith/culture child is feeling insecure
#

#####################################
# Destroying toy					#
# by James Beaumont					#
# 9001								#
#####################################

bp1_yearly.9001 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9001.t
	desc = {
		desc = bp1_yearly.9001.opening
		#What text we display depends on the relationship to the child
		first_valid = {
			triggered_desc = {
				trigger = {
					any_relation = {
						type = bully
						is_available = yes
					}
				}
				desc = bp1_yearly.9001.desc.bully
			}
			triggered_desc = {
				trigger = {
					any_relation = {
						type = guardian
						is_available = yes
					}
				}
				desc = bp1_yearly.9001.desc.mentor
			}
		}
	}
	theme = family
	left_portrait = {
		character = root
		animation = fear
	}
	right_portrait = {
		character = scope:bp1_yearly_9001_toy_hater
		animation = personality_vengeful
	}

	trigger = {
		has_dlc_feature = friends_and_foes
		NOT = { has_character_flag = had_event_bp1_yearly_9001 }
		is_adult = no # Should already be covered, but sanity checks never hurt
		NOR = { # Isn't already shy or the opposite
			has_trait = shy
			has_trait = gregarious
		}
		OR = {
			any_relation = {
				type = bully
				is_available = yes
			}
			any_relation = {
				type = guardian
				is_available = yes
			}
		}
	}

	weight_multiplier = {
		base = 1

	}

	immediate = {
		if = {
			limit = {
				any_relation = {
					type = bully
					is_available = yes
				}
			}
			random_relation = { # Bullies are slightly rarer, try to get that version of the event if possible
				type = bully
				limit = {
					is_available = yes
				}
				save_scope_as = bp1_yearly_9001_toy_hater
			}
		}
		else = {
			random_relation = {
				type = guardian
				limit = {
					is_available = yes
				}
				save_scope_as = bp1_yearly_9001_toy_hater
			}
		}
		save_scope_as = bp1_yearly_9001_shy_kid
		add_character_flag = had_event_bp1_yearly_9001
	}

	option = { # Throw the toy away with minimal provocation
		name = bp1_yearly.9001.a
		scope:bp1_yearly_9001_toy_hater = {
			progress_towards_rival_effect = {
				REASON = rival_threw_away_toy
				CHARACTER = scope:bp1_yearly_9001_shy_kid
				OPINION = default_rival_opinion
			}
		}
		stress_impact = {
			base = minor_stress_impact_gain
			pensive = minor_stress_impact_gain
			bossy = minor_stress_impact_gain
		}
	}

	option = {
		name = bp1_yearly.9001.b
		scope:bp1_yearly_9001_toy_hater = {
			trigger_event = {
				id = bp1_yearly.9002
				days = 5
			}
		}
		custom_tooltip = may_lead_to_vengeful
		custom_tooltip = may_lead_to_forgiving
		custom_tooltip = may_lead_to_shy
	}
}

bp1_yearly.9002 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9001.t
	desc = {
		desc = bp1_yearly.9002.desc.opening
		#What text we display depends on the relationship to the child
		first_valid = {
			triggered_desc = {
				trigger = {
					is_adult = no
				}
				desc = bp1_yearly.9002.desc.bully
			}
			triggered_desc = {
				trigger = {
					is_adult = yes
				}
				desc = bp1_yearly.9002.desc.mentor
			}
		}
	}
	theme = family
	left_portrait = {
		character = scope:bp1_yearly_9001_toy_hater
		animation = personality_vengeful
	}
	right_portrait = {
		character = scope:bp1_yearly_9001_shy_kid
		animation = fear
	}

	weight_multiplier = {
		base = 1

	}

	option = { # Trash the toy!
		name = bp1_yearly.9002.a
		if = {
			limit = {
				OR = { # Leave the trait decision to the kid if the kid is a player or they have no guardian
					scope:bp1_yearly_9001_shy_kid = { is_ai = no }
					NOT = {
						scope:bp1_yearly_9001_shy_kid = {
							any_relation = { type = guardian }
						}
					}
				}
			}
			scope:bp1_yearly_9001_shy_kid = {
				trigger_event = {
					id = bp1_yearly.9004 # End event, kid can choose to get one of two traits
					days = 5
				}
			}
		}
		else_if = {
			limit = { # Leave it to the guardian if the current scope is a bully
				is_adult = no
			}
			scope:bp1_yearly_9001_shy_kid = {
				random_relation = {
					type = guardian
					trigger_event = {
						id = bp1_yearly.9004 # End event, kid can choose to get one of two traits
						days = 5
					}
				}
			}
		}
		else = { # Current scope is the guardian
			scope:bp1_yearly_9001_shy_kid = {
				add_trait = vengeful
				create_character_memory = {
					type = destroyed_my_toy
					participants = {
						destroyer = scope:bp1_yearly_9001_toy_hater
					}
				}
			}
		}
		progress_towards_rival_effect = {
			REASON = rival_threw_away_toy
			CHARACTER = scope:bp1_yearly_9001_shy_kid
			OPINION = default_rival_opinion
		}
		stress_impact = {
			just = minor_stress_impact_gain
			compassionate = minor_stress_impact_gain
			forgiving = minor_stress_impact_gain
		}
		ai_chance = {
			base = 30
			modifier = {
				factor = 0
				OR = {
					has_trait = just
					has_trait = compassionate
					has_trait = forgiving
				}
			}
		}
	}

	option = { # Leave them alone
		name = bp1_yearly.9002.b
		if = {
			limit = {
				OR = { # Leave the trait decision to the kid if the kid is a player or they have no guardian
					scope:bp1_yearly_9001_shy_kid = { is_ai = no }
					NOT = {
						scope:bp1_yearly_9001_shy_kid = {
							any_relation = { type = guardian }
						}
					}
				}
			}
			scope:bp1_yearly_9001_shy_kid = {
				trigger_event = {
					id = bp1_yearly.9003 # End event, kid can choose to get one of two traits
					days = 5
				}
			}
		}
		else_if = {
			limit = { # Leave it to the guardian if the current scope is a bully
				is_adult = no
			}
			scope:bp1_yearly_9001_shy_kid = {
				random_relation = {
					type = guardian
					trigger_event = {
						id = bp1_yearly.9003 # End event, kid can choose to get one of two traits
						days = 5
					}
				}
			}
		}
		else = { # Current scope is the guardian
			scope:bp1_yearly_9001_shy_kid = {
				add_trait = shy
			}
		}
		stress_impact = {
			diligent = minor_stress_impact_gain
			sadistic = minor_stress_impact_gain
			callous = minor_stress_impact_gain
			vengeful = minor_stress_impact_gain
			bossy = minor_stress_impact_gain
		}
		ai_chance = {
			base = 30
			modifier = {
				factor = 0
				OR = {
					has_trait = diligent
					has_trait = sadistic
					has_trait = callous
					has_trait = vengeful
					has_trait = bossy
				}
			}
		}
	}

	option = { # Leave them alone, but teach them the importance of forgiveness
		name = bp1_yearly.9002.c
		trigger = {
			scope:bp1_yearly_9001_shy_kid = { is_ai = yes }
			is_adult = yes
		}
		scope:bp1_yearly_9001_shy_kid = { add_trait = forgiving }
		stress_impact = {
			sadistic = minor_stress_impact_gain
			callous = minor_stress_impact_gain
			vengeful = minor_stress_impact_gain
			bossy = minor_stress_impact_gain
		}
		ai_chance = {
			base = 30
			modifier = {
				factor = 0
				OR = {
					has_trait = sadistic
					has_trait = callous
					has_trait = vengeful
					has_trait = bossy
				}
			}
		}
	}
}

bp1_yearly.9003 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { is_adult = no }
				desc = bp1_yearly.9003.desc.child
			}
			triggered_desc = {
				trigger = { is_adult = yes }
				desc = bp1_yearly.9003.desc.mentor
			}
		}
	}
	theme = family
	left_portrait = {
		character = scope:bp1_yearly_9001_shy_kid
		animation = grief
	}
	right_portrait = {
		character = scope:bp1_yearly_9001_toy_hater
		animation = schadenfreude
	}

	option = { # I've learned that people are nice sometimes
		name = {
			trigger = { is_adult = no }
			text = bp1_yearly.9003.a.child
		}
		name = {
			trigger = { is_adult = yes }
			text = bp1_yearly.9003.a.mentor
		}
		scope:bp1_yearly_9001_shy_kid = { add_trait = compassionate }
		progress_towards_friend_effect = {
			CHARACTER = scope:bp1_yearly_9001_toy_hater
			OPINION = 0
			REASON = friend_not_destroy_toy
		}
		ai_chance = {
			base = 10
		}
	}

	option = { # I don't need people anymore!
		name = {
			trigger = { is_adult = no }
			text = bp1_yearly.9003.b.child
		}
		name = {
			trigger = { is_adult = no }
			text = bp1_yearly.9003.b.mentor
		}
		scope:bp1_yearly_9001_shy_kid = { add_trait = shy }
		ai_chance = {
			base = 10
		}
	}
}

bp1_yearly.9004 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9004.t
	desc = bp1_yearly.9004.desc
	theme = family
	left_portrait = {
		character = scope:bp1_yearly_9001_shy_kid
		animation = fear
	}
	right_portrait = {
		character = scope:bp1_yearly_9001_toy_hater
		animation = ecstasy
	}

	option = { # I will never forgive them!
		name = bp1_yearly.9004.a
		scope:bp1_yearly_9001_shy_kid = {
			add_trait = vengeful
			# Set up follow-up
			create_character_memory = {
				type = destroyed_my_toy
				participants = {
					destroyer = scope:bp1_yearly_9001_toy_hater
				}
			}
		}
		ai_chance = {
			base = 10
		}
	}

	option = { # I forgive them for what they did
		name = bp1_yearly.9004.b
		scope:bp1_yearly_9001_shy_kid = {
			add_trait = forgiving
		}
		stress_impact = {
			base = major_stress_impact_gain
			bossy = medium_stress_impact_gain
		}
		ai_chance = {
			base = 10
		}
	}

	option = { # I'll never talk to anyone again!
		name = bp1_yearly.9004.c
		scope:bp1_yearly_9001_shy_kid = {
			add_trait = shy
		}
		stress_impact = {
			base = medium_stress_impact_gain
		}
		ai_chance = {
			base = 10
		}
	}
}

bp1_yearly.9005 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9005.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:bp1_yearly_9001_toy_hater = {
						is_imprisoned_by = root
					}
				}
				desc = bp1_yearly.9005.desc.imprisoned
			}
			triggered_desc = {
				trigger = {
					scope:bp1_yearly_9001_toy_hater = {
						is_foreign_court_or_pool_guest_of = root
					}
				}
				desc = bp1_yearly.9005.desc.guest
			}
		}
		desc = bp1_yearly.9005.desc.outro
	}
	theme = family
	left_portrait = {
		character = root
		animation = schadenfreude
	}
	right_portrait = {
		character = scope:bp1_yearly_9001_toy_hater
		animation = fear
	}

	trigger = {
		any_memory = {
			memory_type = destroyed_my_toy
			memory_participant:destroyer = {
				is_available_ai_adult = yes
				OR = {
					is_imprisoned_by = root
					is_foreign_court_or_pool_guest_of = root
				}
			}
		}
		NOT = {
			any_memory = {
				memory_type = avenged_my_toy
			}
		}
		is_available_adult = yes
		NOT = {
			has_trait = forgiving
		}
	}

	immediate = {
		random_memory = {
			memory_type = destroyed_my_toy
			save_scope_as = destroyed_toy_memory
			memory_participant:destroyer = { save_scope_as = bp1_yearly_9001_toy_hater }
		}
	}

	option = { # Time for revenge!
		name = bp1_yearly.9005.a
		scope:bp1_yearly_9001_toy_hater = {
			random_list = {
				10 = { add_trait = one_legged }
				10 = { apply_maimed_trait_and_modifier_effect = yes }
				10 = {
					modifier = { # I won't go for the eyes if people think it's virtuous
						factor = 0.5
						faith = { trait_is_virtue = one_eyed }
					}
					add_trait = one_eyed
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_relation_rival = scope:bp1_yearly_9001_toy_hater
				}
			}
			set_relation_rival = {
				target = scope:bp1_yearly_9001_toy_hater
				reason = rival_toy_destruction
			}
		}
		else = {
			set_relation_nemesis = {
				target = scope:bp1_yearly_9001_toy_hater
				reason = rival_toy_destruction
				copy_reason = rival
			}
		}
		create_character_memory = {
			type = avenged_my_toy
			participants = {
				destroyer = scope:bp1_yearly_9001_toy_hater
			}
		}
		stress_impact = {
			compassionate = major_stress_impact_gain
			vengeful = medium_stress_impact_loss
			just = minor_stress_impact_gain
			wrathful = minor_stress_impact_loss
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.5
				OR = {
					has_trait = compassionate
					has_trait = just
				}
			}
		}
	}

	option = { # I will literally become a murderer for this childhood trauma
		name = bp1_yearly.9005.b
		trigger = {
			has_relation_rival = scope:bp1_yearly_9001_toy_hater
			scope:bp1_yearly_9001_toy_hater = {
				is_imprisoned_by = root
			}
		}
		scope:bp1_yearly_9001_toy_hater = {
			death = {
				killer = root
				death_reason = death_murder
			}
		}
		create_character_memory = {
			type = avenged_my_toy
			participants = {
				destroyer = scope:bp1_yearly_9001_toy_hater
			}
		}
		stress_impact = {
			compassionate = major_stress_impact_gain
			vengeful = medium_stress_impact_loss
			just = major_stress_impact_gain
			wrathful = medium_stress_impact_loss
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				NOT = { has_trait = wrathful }
				OR = {
					has_trait = compassionate
					has_trait = just
				}
			}
		}
	}

	option = { # Turn the other cheek like a beta
		name = bp1_yearly.9005.c
		destroy_character_memory = scope:destroyed_toy_memory
		stress_impact = {
			vengeful = massive_stress_impact_gain
		}
		ai_chance = {
			base = 0
		}
	}
}

############################################
#### Becoming friends over a common sin ####
############################################

scripted_trigger bp1_yearly_9006_both_have_same_sin = {
	faith = { trait_is_sin = $SINFUL_TRAIT$ }
	$SINFUL_COURTIER$.faith = { trait_is_sin = $SINFUL_TRAIT$ }
	has_trait = $SINFUL_TRAIT$
	$SINFUL_COURTIER$ = { has_trait = $SINFUL_TRAIT$ }
}

# You and a courtier bond over sin
bp1_yearly.9006 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9006.t
	desc = {
		desc = bp1_yearly.9006.desc.intro
		first_valid = {
			triggered_desc = {
				trigger = {
					# You both love sex
					bp1_yearly_9006_both_have_same_sin = {
						SINFUL_TRAIT = lustful
						SINFUL_COURTIER = scope:bp1_yearly_9006_sinful_courtier
					}
				}
				desc = bp1_yearly.9006.desc.lustful
			}
			triggered_desc = {
				trigger = {
					# You're both closet foodies
					bp1_yearly_9006_both_have_same_sin = {
						SINFUL_TRAIT = gluttonous
						SINFUL_COURTIER = scope:bp1_yearly_9006_sinful_courtier
					}
				}
				desc = bp1_yearly.9006.desc.gluttonous
			}
			triggered_desc = {
				trigger = {
					bp1_yearly_9006_both_have_same_sin = {
						SINFUL_TRAIT = vengeful
						SINFUL_COURTIER = scope:bp1_yearly_9006_sinful_courtier
					}
				}
				desc = bp1_yearly.9006.desc.vengeful
			}
			triggered_desc = {
				trigger = {
					bp1_yearly_9006_both_have_same_sin = {
						SINFUL_TRAIT = sadistic
						SINFUL_COURTIER = scope:bp1_yearly_9006_sinful_courtier
					}
				}
				desc = bp1_yearly.9006.desc.sadistic
			}
			triggered_desc = {
				trigger = {
					# You're both nerds in a religion of himbos
					bp1_yearly_9006_both_have_same_sin = {
						SINFUL_TRAIT = craven
						SINFUL_COURTIER = scope:bp1_yearly_9006_sinful_courtier
					}
				}
				desc = bp1_yearly.9006.desc.craven
			}
			triggered_desc = {
				trigger = {
					bp1_yearly_9006_both_have_same_sin = {
						SINFUL_TRAIT = arbitrary
						SINFUL_COURTIER = scope:bp1_yearly_9006_sinful_courtier
					}
				}
				desc = bp1_yearly.9006.desc.arbitrary
			}
			triggered_desc = {
				trigger = {
					bp1_yearly_9006_both_have_same_sin = {
						SINFUL_TRAIT = deceitful
						SINFUL_COURTIER = scope:bp1_yearly_9006_sinful_courtier
					}
				}
				desc = bp1_yearly.9006.desc.deceitful
			}
			triggered_desc = {
				trigger = {
					bp1_yearly_9006_both_have_same_sin = {
						SINFUL_TRAIT = chaste
						SINFUL_COURTIER = scope:bp1_yearly_9006_sinful_courtier
					}
				}
				desc = bp1_yearly.9006.desc.chaste
			}
			triggered_desc = {
				trigger = {
					bp1_yearly_9006_both_have_same_sin = {
						SINFUL_TRAIT = greedy
						SINFUL_COURTIER = scope:bp1_yearly_9006_sinful_courtier
					}
				}
				desc = bp1_yearly.9006.desc.greedy
			}
			triggered_desc = {
				trigger = {
					bp1_yearly_9006_both_have_same_sin = {
						SINFUL_TRAIT = wrathful
						SINFUL_COURTIER = scope:bp1_yearly_9006_sinful_courtier
					}
				}
				desc = bp1_yearly.9006.desc.wrathful
			}
			triggered_desc = {
				trigger = {
					bp1_yearly_9006_both_have_same_sin = {
						SINFUL_TRAIT = cynical
						SINFUL_COURTIER = scope:bp1_yearly_9006_sinful_courtier
					}
				}
				desc = bp1_yearly.9006.desc.cynical
			}
			triggered_desc = {
				trigger = {
					bp1_yearly_9006_both_have_same_sin = {
						SINFUL_TRAIT = ambitious
						SINFUL_COURTIER = scope:bp1_yearly_9006_sinful_courtier
					}
				}
				desc = bp1_yearly.9006.desc.ambitious
			}
			triggered_desc = {
				trigger = {
					bp1_yearly_9006_both_have_same_sin = {
						SINFUL_TRAIT = shy
						SINFUL_COURTIER = scope:bp1_yearly_9006_sinful_courtier
					}
				}
				desc = bp1_yearly.9006.desc.shy
			}
			triggered_desc = {
				trigger = {
					bp1_yearly_9006_both_have_same_sin = {
						SINFUL_TRAIT = callous
						SINFUL_COURTIER = scope:bp1_yearly_9006_sinful_courtier
					}
				}
				desc = bp1_yearly.9006.desc.callous
			}
			desc = bp1_yearly.9006.desc.generic
		}
		desc = bp1_yearly.9006.desc.outro
	}
	theme = crown
	override_background = { reference = corridor_day }
	left_portrait = {
		character = root
		animation = personality_rational
	}
	right_portrait = {
		character = scope:bp1_yearly_9006_sinful_courtier
		animation = admiration
	}

	trigger = {
		has_dlc_feature = friends_and_foes
		num_sinful_traits >= 1
		is_valid_for_narrow_yearly_events_adult = yes
		OR = {
			liege= {
				any_vassal = {
					this != root
					NOR = {
						has_any_good_relationship_with_character_trigger = { CHARACTER = root }
						has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
					}
					has_same_sinful_trait = root
				}
			}
			any_vassal = {
				NOR = {
					has_any_good_relationship_with_character_trigger = { CHARACTER = root }
					has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
				}
				has_same_sinful_trait = root
			}
			any_courtier = {
				NOR = {
					has_any_good_relationship_with_character_trigger = { CHARACTER = root }
					has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
				}
				has_same_sinful_trait = root
			}
		}
	}

	immediate = {
		if = {
			limit = {
				has_trait = craven
			}
			select_local_animal_effect = { TYPE = any } # Save scope to limit possible animals: any/big/small/dangerous/harmless/prowling
		}
		if = {
			limit = {
				liege = {
					any_vassal = {
						this != root
						NOR = {
							has_any_good_relationship_with_character_trigger = { CHARACTER = root }
							has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
						}
						has_same_sinful_trait = root
					}
				}
			}
			liege = {
				random_vassal = {
					limit = {
						this != root
						NOR = {
							has_any_good_relationship_with_character_trigger = { CHARACTER = root }
							has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
						}
						has_same_sinful_trait = root
					}
					save_scope_as = bp1_yearly_9006_sinful_courtier
				}
			}
		}
		else_if = {
			limit = {
				any_vassal = {
					NOR = {
						has_any_good_relationship_with_character_trigger = { CHARACTER = root }
						has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
					}
					highest_held_title_tier > 1 # Barons are barely people
					has_same_sinful_trait = root
				}
			}
			random_vassal = {
				limit = {
					NOR = {
						has_any_good_relationship_with_character_trigger = { CHARACTER = root }
						has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
					}
					highest_held_title_tier > 1
					has_same_sinful_trait = root
				}
				save_scope_as = bp1_yearly_9006_sinful_courtier
			}
		}
		else_if = {
			limit = {
				any_vassal = {
					NOR = {
						has_any_good_relationship_with_character_trigger = { CHARACTER = root }
						has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
					}
					has_same_sinful_trait = root
				}
			}
			random_vassal = {
				limit = {
					NOR = {
						has_any_good_relationship_with_character_trigger = { CHARACTER = root }
						has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
					}
					has_same_sinful_trait = root
				}
				save_scope_as = bp1_yearly_9006_sinful_courtier
			}
		}
		else_if = {
			limit = {
				any_courtier = {
					NOR = {
						has_any_good_relationship_with_character_trigger = { CHARACTER = root }
						has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
					}
					has_same_sinful_trait = root
				}
			}
			random_courtier = {
				limit = {
					NOR = {
						has_any_good_relationship_with_character_trigger = { CHARACTER = root }
						has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
					}
					has_same_sinful_trait = root
				}
				save_scope_as = bp1_yearly_9006_sinful_courtier
			}
		}
	}

	option = {
		name = bp1_yearly.9006.a
		if = {
			limit = {
				opinion = {
					target = scope:bp1_yearly_9006_sinful_courtier
					value >= -20
				}
			}
			set_relation_friend = { reason = friend_bonded_over_sins target = scope:bp1_yearly_9006_sinful_courtier }
		}
		else = {
			progress_towards_friend_effect = {
				CHARACTER = scope:bp1_yearly_9006_sinful_courtier
				OPINION = default_friend_opinion
				REASON = friend_bonded_over_sins
			}
		}
		add_piety = medium_piety_loss
		stress_impact = {
			zealous = massive_stress_impact_gain
			paranoid = massive_stress_impact_gain
		}
		if = {
			limit = {
				has_trait = shy
				scope:bp1_yearly_9006_sinful_courtier = {
					NOT = {
						has_trait = shy
					}
				}
			}
			stress_impact = {
				shy = massive_stress_impact_gain
			}
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = zealous
					has_trait = paranoid
					AND = {
						has_trait = shy
						scope:bp1_yearly_9006_sinful_courtier = {
							NOT = {
								has_trait = shy
							}
						}
					}
				}
			}
		}
	}

	option = {
		name = bp1_yearly.9006.b
		add_piety = minor_piety_gain
		stress_impact = {
			base = medium_stress_impact_gain
			gregarious = medium_stress_impact_gain
			cynical = medium_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = cynical
					has_trait = gregarious
				}
			}
		}
	}
}

##############################
#### doppelganger peasant ####
##############################
# You find the peasant on the street
bp1_yearly.9007 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9007.t
	desc = bp1_yearly.9007.desc
	theme = crown
	override_background = market
	left_portrait = {
		character = root
		animation = personality_rational
	}
	right_portrait = {
		character = scope:bp1_yearly_9007_doppelganger
		animation = beg
		triggered_outfit = {
			remove_default_outfit = no
			outfit_tags = { beggar_rags }
		}
	}

	trigger = {
		has_dlc_feature = friends_and_foes
		is_valid_for_narrow_yearly_events_adult = yes
		exists = house
		NOT = { has_character_flag = had_event_bp1_yearly_9007 }
		#Disabling the story for landless
		is_landless_adventurer = no
		is_landless_administrative = no
	}

	weight_multiplier = {
		base = 1
		modifier = {
			factor = 2
			has_trait = eccentric
		}
	}

	immediate = {
		create_character = {
			template = bp1_doppelganger_template
			dynasty = none
			location = root.capital_province
			save_scope_as = bp1_yearly_9007_doppelganger
		}
		scope:bp1_yearly_9007_doppelganger = {
			add_character_flag = blocked_from_leaving
		}
	}

	option = { # They should join me at court!
		trigger = { is_landed = yes }
		name = bp1_yearly.9007.a
		add_courtier = scope:bp1_yearly_9007_doppelganger
		progress_towards_friend_effect = {
			CHARACTER = scope:bp1_yearly_9007_doppelganger
			OPINION = default_friend_opinion
			REASON = friend_curiously_similar
		}
		# Set up follow-up
		hidden_effect = {
			set_variable = {
				name = my_doppelganger
				value = scope:bp1_yearly_9007_doppelganger
			}
		}
		create_story = story_doppelganger
		random_owned_story = {
			type = story_doppelganger
			set_variable = {
				name = doppelganger_character
				value = scope:bp1_yearly_9007_doppelganger
			}
		}
		stress_impact = {
			arrogant = medium_stress_impact_gain
			paranoid = medium_stress_impact_gain
			eccentric = medium_stress_impact_loss
		}
		ai_chance = {
			base = 10
		}
	}

	option = {
		name = bp1_yearly.9007.b
		trigger = {
			has_trait = sadistic
		}
		unknown_murder_effect = { VICTIM = scope:bp1_yearly_9007_doppelganger MURDERER = root REASON = death_murder }
		stress_impact = {
			compassionate = massive_stress_impact_gain
			lustful = medium_stress_impact_gain
			calm = medium_stress_impact_gain
			just = major_stress_impact_gain
			arrogant = medium_stress_impact_loss
			wrathful = medium_stress_impact_loss
			sadistic = medium_stress_impact_loss
			vengeful = medium_stress_impact_loss
		}
		ai_chance = {
			base = 10
		}
	}

	option = {
		name = bp1_yearly.9007.c
		scope:bp1_yearly_9007_doppelganger = {
			silent_disappearance_effect = yes
		}
		stress_impact = {
			eccentric = medium_stress_impact_gain
			compassionate = medium_stress_impact_gain
			paranoid = medium_stress_impact_gain
		}
		ai_chance = {
			base = 10
		}
	}
	after = {
		add_character_flag = had_event_bp1_yearly_9007
		create_character_memory = {
			type = found_my_clone
			participants = {
				doppelganger = scope:bp1_yearly_9007_doppelganger
			}
		}
	}
}

# The peasant proposes a lifestyle swap for fun
bp1_yearly.9008 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9008.t
	desc = bp1_yearly.9008.desc
	theme = family
	left_portrait = {
		character = root
		animation = personality_rational
	}
	right_portrait = {
		character = scope:bp1_yearly_9007_doppelganger
		animation = ecstasy
	}

	trigger = {
		is_valid_for_narrow_yearly_events_adult = yes
		exists = house
		NOT = { has_character_flag = had_event_bp1_yearly_9008 }
		exists = var:my_doppelganger
		var:my_doppelganger = { is_available_ai_adult = yes }
		NOR = {
			has_relation_nemesis = var:my_doppelganger
			has_relation_rival = var:my_doppelganger
		}
	}

	immediate = {
		var:my_doppelganger = { save_scope_as = bp1_yearly_9007_doppelganger }
	}

	option = { # Go ahead with it
		name = bp1_yearly.9008.a
		set_relation_best_friend = { reason = best_friend_switch_places copy_reason = friend target = scope:bp1_yearly_9007_doppelganger }
		add_character_modifier = {
			modifier = bp1_living_as_peasant_modifier
			years = 5
		}
		stress_impact = {
			arrogant = massive_stress_impact_gain
			ambitious = major_stress_impact_gain
			diligent = medium_stress_impact_gain
			paranoid = medium_stress_impact_gain
			honest = minor_stress_impact_gain
			lazy = minor_stress_impact_gain
			gluttonous = minor_stress_impact_gain
		}
		ai_chance = {
			base = 10
		}
	}

	option = { # Refuse
		name = bp1_yearly.9008.b
		stress_impact = {
			trusting = massive_stress_impact_gain
			humble = medium_stress_impact_gain
			content = medium_stress_impact_gain
			temperate = medium_stress_impact_gain
		}
		ai_chance = {
			base = 10
		}
	}

	after = { add_character_flag = had_event_bp1_yearly_9008 }
}

# The doppelganger is found sleeping with your spouse or lover
bp1_yearly.9009 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9009.t
	desc = {
		desc = bp1_yearly.9009.desc.intro
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:bp1_yearly_9009_lover = { has_trait = lustful }
				}
				desc = bp1_yearly.9009.desc.lustful
			}
			desc = bp1_yearly.9009.desc
		}
	}
	theme = family
	override_background = { reference = bedchamber }
	left_portrait = {
		character = scope:bp1_yearly_9009_lover
		animation = shock
	}
	right_portrait = {
		character = scope:bp1_yearly_9007_doppelganger
		animation = shock
	}
	lower_left_portrait = {
		character = root
		animation = shock
	}

	trigger = {
		is_valid_for_narrow_yearly_events_adult = yes
		exists = house
		NOT = { has_character_flag = had_event_bp1_yearly_9009 }
		exists = var:my_doppelganger
		var:my_doppelganger = { is_available_ai_adult = yes }
		OR = {
			any_relation = {
				type = lover
				save_temporary_scope_as = lover_1_scope
				is_available_ai_adult = yes
				NOT = { has_trait = pregnant }
				NOT = { scope:lover_1_scope = root.var:my_doppelganger }
				matching_gender_and_sexuality_trigger = {
					CHARACTER_1 = scope:lover_1_scope
					CHARACTER_2 = root.var:my_doppelganger
				}
			}
			any_spouse = {
				save_temporary_scope_as = spouse_1_scope
				is_available_ai_adult = yes
				NOT = { has_trait = pregnant }
				NOT = { scope:spouse_1_scope = root.var:my_doppelganger }
				matching_gender_and_sexuality_trigger = {
					CHARACTER_1 = scope:spouse_1_scope
					CHARACTER_2 = root.var:my_doppelganger
				}
			}
		}
	}

	immediate = {
		var:my_doppelganger = { save_scope_as = bp1_yearly_9007_doppelganger }
		if = {
			limit = {
				any_relation = {
					type = lover
					save_temporary_scope_as = lover_1_scope
					is_available_ai_adult = yes
					NOT = { has_trait = pregnant }
					scope:lover_1_scope != root.var:my_doppelganger
					matching_gender_and_sexuality_trigger = {
						CHARACTER_1 = scope:lover_1_scope
						CHARACTER_2 = root.var:my_doppelganger
					}
				}
			}
			random_relation = {
				type = lover
				limit = {
					save_temporary_scope_as = lover_1_scope
					is_available_ai_adult = yes
					NOT = { has_trait = pregnant }
					scope:lover_1_scope != root.var:my_doppelganger
					matching_gender_and_sexuality_trigger = {
						CHARACTER_1 = scope:lover_1_scope
						CHARACTER_2 = root.var:my_doppelganger
					}
				}
				save_scope_as = bp1_yearly_9009_lover
			}
		}
		else = {
			random_spouse = {
				limit = {
					save_temporary_scope_as = spouse_1_scope
					is_available_ai_adult = yes
					NOT = { has_trait = pregnant }
					scope:spouse_1_scope != root.var:my_doppelganger
					matching_gender_and_sexuality_trigger = {
						CHARACTER_1 = scope:spouse_1_scope
						CHARACTER_2 = root.var:my_doppelganger
					}
				}
				save_scope_as = bp1_yearly_9009_lover
			}
		}
		scope:bp1_yearly_9007_doppelganger = {
			set_relation_lover = { reason = lover_doppelganger_cucked target = scope:bp1_yearly_9009_lover involved_character = root }
			hidden_effect = {
				had_sex_with_effect = {
					CHARACTER = scope:bp1_yearly_9009_lover
					PREGNANCY_CHANCE = 50
				}
			}
		}
		create_character_memory = {
			type = spouse_committed_adultery
			participants = {
				spouse = scope:bp1_yearly_9009_lover
				adulterer = scope:bp1_yearly_9007_doppelganger
			}
		}
		scope:bp1_yearly_9009_lover = {
			add_character_flag = is_naked
		}
		scope:bp1_yearly_9007_doppelganger = {
			add_character_flag = is_naked
		}
	}

	option = { # Break it off with both of them
		name = bp1_yearly.9009.a
		if = {
			limit = {
				has_relation_best_friend = scope:bp1_yearly_9007_doppelganger
			}
			remove_relation_best_friend = scope:bp1_yearly_9007_doppelganger
		}
		else_if = {
			limit = {
				has_relation_friend = scope:bp1_yearly_9007_doppelganger
			}
			remove_relation_friend = scope:bp1_yearly_9007_doppelganger
		}
		if = {
			limit = {
				has_relation_lover = scope:bp1_yearly_9007_doppelganger
			}
			remove_relation_lover = scope:bp1_yearly_9007_doppelganger
		}
		if = {
			limit = {
				has_relation_lover = scope:bp1_yearly_9009_lover
			}
			remove_relation_lover = scope:bp1_yearly_9009_lover
		}
		progress_towards_rival_effect = {
			REASON = rival_slept_with_lover
			CHARACTER = scope:bp1_yearly_9007_doppelganger
			OPINION = default_rival_opinion
		}
		progress_towards_rival_effect = {
			REASON = rival_slept_with_doppelganger
			CHARACTER = scope:bp1_yearly_9009_lover
			OPINION = default_rival_opinion
		}
		stress_impact = {
			base = minor_stress_impact_gain
		}
		ai_chance = {
			base = 10
		}
	}

	option = { # Have the doppelganger imprisoned
		name = bp1_yearly.9009.b
		rightfully_imprison_character_effect = {
			TARGET = scope:bp1_yearly_9007_doppelganger
			IMPRISONER = root
		}
		stress_impact = {
			humble = medium_stress_impact_gain
		}
		ai_chance = {
			base = 10
		}
	}

	option = { # Let them be
		name = bp1_yearly.9009.c
		if = {
			limit = { accepts_adultery_without_penalty_trigger = no }
			stress_impact = {
				base = major_stress_impact_gain
				diligent = major_stress_impact_gain
				arrogant = massive_stress_impact_gain
			}
		}
		ai_chance = {
			base = 10
		}
	}

	option = { # Become a polycule
		name = bp1_yearly.9009.d
		trigger = {
			accepts_adultery_without_penalty_trigger = yes
			matching_gender_and_sexuality_trigger = {
				CHARACTER_1 = root
				CHARACTER_2 = scope:bp1_yearly_9007_doppelganger
			}
		}
		set_relation_lover = { reason = lover_my_own_clone_now_neither_of_us_will_be_virgins target = scope:bp1_yearly_9007_doppelganger }
		if = {
			limit = {
				NOT = {
					has_relation_lover = scope:bp1_yearly_9009_lover
				}
				matching_gender_and_sexuality_trigger = {
					CHARACTER_1 = root
					CHARACTER_2 = scope:bp1_yearly_9009_lover
				}
			}
			set_relation_lover = { reason = lover_doppelganger_threesome target = scope:bp1_yearly_9009_lover involved_character = scope:bp1_yearly_9007_doppelganger }
		}
		had_sex_with_effect = {
			CHARACTER = scope:bp1_yearly_9007_doppelganger
			PREGNANCY_CHANCE = 0
		}
		had_sex_with_effect = {
			CHARACTER = scope:bp1_yearly_9009_lover
			PREGNANCY_CHANCE = 50
		}
		stress_impact = {
		}
		ai_chance = {
			base = 10
		}
	}

	after = {
		add_character_flag = had_event_bp1_yearly_9009
		scope:bp1_yearly_9009_lover = {
			remove_character_flag = is_naked
		}
		scope:bp1_yearly_9007_doppelganger = {
			remove_character_flag = is_naked
		}
	}
}

# The doppelganger challenges you to a fight, claiming to be the real you
bp1_yearly.9010 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9010.t
	desc = {
		desc = bp1_yearly.9010.desc.intro
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:bp1_yearly_9007_doppelganger = { drinks_alcohol_trigger = yes }
				}
				desc = bp1_yearly.9010.desc.drunk
			}
			desc = bp1_yearly.9010.desc.stoner
		}
		desc = bp1_yearly.9010.desc.outro
	}
	theme = family
	left_portrait = {
		character = root
		animation = shock
	}
	right_portrait = {
		character = scope:bp1_yearly_9007_doppelganger
		animation = personality_vengeful
	}

	trigger = {
		is_valid_for_narrow_yearly_events_adult = yes
		exists = house
		NOT = { has_character_flag = had_event_bp1_yearly_9010 }
		exists = var:my_doppelganger
		var:my_doppelganger = { is_available_ai_adult = yes }
		NOR = {
			has_relation_friend = var:my_doppelganger
			has_relation_best_friend = var:my_doppelganger
			has_relation_lover = var:my_doppelganger
			has_relation_soulmate = var:my_doppelganger
		}
	}

	immediate = {
		var:my_doppelganger = { save_scope_as = bp1_yearly_9007_doppelganger }
		if = {
			limit = {
				NOT = { has_relation_nemesis = scope:bp1_yearly_9007_doppelganger }
			}
			set_relation_nemesis = {
				target = scope:bp1_yearly_9007_doppelganger
				reason = nemesis_doppelganger
			}
		}
	}

	option = { # Fight them for the throne!
		name = bp1_yearly.9010.a
		custom_tooltip = bp1_yearly.9010.a_tt
		# Scopes for duel fallback
		scope:bp1_yearly_9007_doppelganger = { save_scope_as = recipient }
		save_scope_as = actor
		configure_start_single_combat_effect = {
			SC_INITIATOR = root
			SC_ATTACKER = scope:bp1_yearly_9007_doppelganger
			SC_DEFENDER = root
			FATALITY = no
			FIXED = no
			LOCALE = throne_room
			OUTPUT_EVENT = bp1_yearly.9011
			INVALIDATION_EVENT = fp1_tbc.0102
		}
		stress_impact = {
			craven = medium_stress_impact_gain
			wrathful = minor_stress_impact_loss
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_trait = craven
			}
		}
	}

	option = { # Have the doppelganger imprisoned
		name = bp1_yearly.9010.b
		rightfully_imprison_character_effect = {
			TARGET = scope:bp1_yearly_9007_doppelganger
			IMPRISONER = root
		}
		add_trait = disputed_heritage

		random_owned_story = {
			type = story_doppelganger
			end_story = yes
		}
		stress_impact = {
			brave = medium_stress_impact_gain
			arrogant = medium_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = brave
					has_trait = arrogant
				}
			}
		}
	}

	after = { add_character_flag = had_event_bp1_yearly_9010 }
}

# doppelganger duel outcome
bp1_yearly.9011 = {
	hidden = yes
	immediate = {
		# Event for victorious doppelganger
		if = {
			limit = {
				scope:sc_victor = scope:recipient
			}
			scope:actor = {
				trigger_event = {
					id = bp1_yearly.9012
					days = 1
				}
			}
		}
		# The real you wins
		else = {
			trigger_event = {
				id = bp1_yearly.9013
				days = 1
			}
		}
	}
}

# The doppelganger wins
bp1_yearly.9012 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9012.t
	desc = bp1_yearly.9012.desc
	theme = crown
	left_portrait = {
		character = root
		animation = pain
	}
	right_portrait = {
		character = scope:bp1_yearly_9007_doppelganger
		animation = schadenfreude
	}

	trigger = {
		exists = var:my_doppelganger
		exists = house
	}

	immediate = {
		every_held_title = {
			add_to_list = titles_to_pressed_claim
		}
		every_claim = {
			pressed = yes
			add_to_list = titles_to_pressed_claim
		}
		every_claim = {
			pressed = no
			add_to_list = titles_to_unpressed_claim
		}
		var:my_doppelganger = { save_scope_as = bp1_yearly_9007_doppelganger }
		create_character_memory = {
			type = doppelganger_claimed_my_throne
			participants = {
				doppelganger = scope:bp1_yearly_9007_doppelganger
			}
		}
	}

	option = { # Show the player the outcome
		name = bp1_yearly.9012.a
		scope:bp1_yearly_9007_doppelganger = {
			give_nickname = nick_the_real
			change_first_name = { template_character = root }
			house ?= { set_house_name_from_house = root.house }
		}
		every_in_list = {
			list = titles_to_pressed_claim
			limit = { tier > tier_barony } #No baronies
			save_scope_as = title_to_claim
			scope:bp1_yearly_9007_doppelganger = {
				add_pressed_claim = scope:title_to_claim
			}
		}
		every_in_list = {
			list = titles_to_unpressed_claim
			save_scope_as = title_to_claim
			scope:bp1_yearly_9007_doppelganger = {
				add_unpressed_claim = scope:title_to_claim
			}
		}
		add_trait = disputed_heritage
		stress_impact = {
		}
		ai_chance = {
			base = 10
		}
	}
}

# You win
bp1_yearly.9013 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9012.t
	desc = bp1_yearly.9013.desc
	theme = crown
	left_portrait = {
		character = root
		animation = schadenfreude
	}
	right_portrait = {
		character = scope:bp1_yearly_9007_doppelganger
		animation = pain
	}

	trigger = {
		exists = var:my_doppelganger
		exists = house
	}

	immediate = {
		var:my_doppelganger = { save_scope_as = bp1_yearly_9007_doppelganger }
		create_character_memory = {
			type = doppelganger_claimed_my_throne_failed
			participants = {
				doppelganger = scope:bp1_yearly_9007_doppelganger
			}
		}
	}

	option = { # Good
		name = bp1_yearly.9013.a
		rightfully_imprison_character_effect = {
			TARGET = scope:bp1_yearly_9007_doppelganger
			IMPRISONER = root
		}
		stress_impact = {
		}
		ai_chance = {
			base = 10
		}
	}
}

# You have a romantic encounter with your double
bp1_yearly.9014 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9014.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					has_relation_lover = scope:bp1_yearly_9007_doppelganger
					can_set_relation_soulmate_trigger = { CHARACTER = scope:bp1_yearly_9007_doppelganger }
				}
				desc = bp1_yearly.9014.desc.soulmate
			}
			desc = bp1_yearly.9014.desc.lover
		}
	}
	theme = marriage
	left_portrait = {
		character = root
		animation = flirtation_left
	}
	right_portrait = {
		character = scope:bp1_yearly_9007_doppelganger
		animation = love
	}

	trigger = {
		is_valid_for_narrow_yearly_events_adult = yes
		exists = house
		NOT = { has_character_flag = had_event_bp1_yearly_9010 }
		exists = var:my_doppelganger
		var:my_doppelganger = { is_available_ai_adult = yes }
		OR = {
			NOT = { # Doesn't already have a relation to the doppelganger
				has_any_scripted_relation = var:my_doppelganger
			}
			has_relation_lover = var:my_doppelganger # Become soulmates
			has_relation_friend = var:my_doppelganger
		}
		OR = {
			# You are attracted to the same-sex
			matching_gender_and_sexuality_trigger = {
				CHARACTER_1 = root
				CHARACTER_2 = var:my_doppelganger
			}
			# You love yourself so much it doesn't matter
			has_trait = arrogant
		}
		NOT = { has_character_flag = rejected_advances_bp1_yearly_9014 } # Allows the event to repeat from Lover to Soulmate, but prevents it from repeating for people who opted out
	}

	immediate = {
		var:my_doppelganger = { save_scope_as = bp1_yearly_9007_doppelganger }
	}

	option = { # Embrace these feelings
		name = {
			trigger = { has_trait = arrogant }
			text = bp1_yearly.9014.a.arrogant
		}
		name = bp1_yearly.9014.a
		trigger = {
			NOT = { has_relation_soulmate = scope:bp1_yearly_9007_doppelganger }
		}
		if = {
			limit = {
				has_relation_lover = scope:bp1_yearly_9007_doppelganger
				can_set_relation_soulmate_trigger = { CHARACTER = scope:bp1_yearly_9007_doppelganger }
			}
			set_relation_soulmate = { reason = soulmate_doppelganger copy_reason = lover target = scope:bp1_yearly_9007_doppelganger }
		}
		else = {
			if = {
				limit = { NOT = { has_relation_lover = scope:bp1_yearly_9007_doppelganger } }
 				set_relation_lover = { reason = lover_my_own_clone_now_neither_of_us_will_be_virgins target = scope:bp1_yearly_9007_doppelganger }
 			}
		}
		stress_impact = {
			humble = medium_stress_impact_gain
			chaste = medium_stress_impact_gain
			zealous = medium_stress_impact_gain
		}
		ai_chance = {
			base = 10
		}
	}

	option = { # Suppress the feelings
		name = bp1_yearly.9014.b
		reverse_add_opinion = {
			target = scope:bp1_yearly_9007_doppelganger
			modifier = hurt_opinion
			opinion = -25
		}
		add_character_flag = rejected_advances_bp1_yearly_9014
		stress_impact = {
			lustful = major_stress_impact_gain
			arrogant = massive_stress_impact_gain
		}
		ai_chance = {
			base = 10
		}
	}
}

# Turns out you're long-lost twins
bp1_yearly.9015 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9015.t
	desc = bp1_yearly.9015.desc
	theme = family
	left_portrait = {
		character = root
		animation = disbelief
	}
	right_portrait = {
		character = scope:bp1_yearly_9015_living_parent
		animation = grief
	}

	trigger = {
		is_valid_for_narrow_yearly_events_adult = yes
		exists = house
		NOT = { has_character_flag = had_event_bp1_yearly_9015 }
		exists = var:my_doppelganger
		var:my_doppelganger = { is_available_ai_adult = yes }
		any_parent = {
			is_available_ai_adult = yes
			has_trait = honest
		}
	}


	weight_multiplier = {
		base = 0.1 # This should be very very rare
		modifier = { # Even rarer if it results in incest
			factor = 0.1
			var:my_doppelganger = {
				OR = {
					is_consort_of = root
					has_relation_lover = root
					has_relation_soulmate = root
				}
			}
			NOT = { faith = { has_doctrine_parameter = consanguinity_unrestricted_incest } }
		}
	}

	immediate = {
		random_parent = {
			limit = {
				is_available_ai_adult = yes
				has_trait = honest
			}
			save_scope_as = bp1_yearly_9015_living_parent
		}
		var:my_doppelganger = {
			save_scope_as = bp1_yearly_9007_doppelganger
			set_real_father = root.father
		}
		if = {
			limit = {
				scope:bp1_yearly_9007_doppelganger = {
					OR = {
						is_consort_of = root
						has_relation_lover = root
						has_relation_soulmate = root
					}
				}
			}
			if = {
				limit = {
					NOR = {
						has_trait = incestuous
						any_secret = { type = secret_incest }
					}
					is_adult = yes
					trait_is_shunned_or_criminal_in_faith_trigger = {
						TRAIT = incestuous
						GENDER_CHARACTER = scope:bp1_yearly_9007_doppelganger
						FAITH = root.faith
					}
				}
				add_secret = {
					type = secret_incest
				}
				random_secret = {
					type = secret_incest
					reveal_to = root
					reveal_to = scope:bp1_yearly_9015_living_parent
				}
			}
			scope:bp1_yearly_9007_doppelganger = {
				if = {
					limit = {
						NOR = {
							has_trait = incestuous
							any_secret = { type = secret_incest }
						}
						is_adult = yes
						trait_is_shunned_or_criminal_in_faith_trigger = {
							TRAIT = incestuous
							GENDER_CHARACTER = root
							FAITH = scope:bp1_yearly_9007_doppelganger.faith
						}
					}
					add_secret = {
						type = secret_incest
					}
					random_secret = {
						type = secret_incest
						reveal_to = root
						reveal_to = scope:bp1_yearly_9015_living_parent
					}
				}
			}
		}
	}

	option = { # Announce the news publicly!
		name = bp1_yearly.9015.a
		scope:bp1_yearly_9007_doppelganger = {
			if = {
				limit = { exists = root.father }
				set_father = root.father
			}
			if = {
				limit = { exists = root.mother }
				set_mother = root.mother
			}
			if = {
				limit = { exists = root.house }
				set_house = root.house
			}
			add_trait = twin
		}
		add_trait = twin
		if = { # My clone is known to be my lover, become incestuous
			limit = {
				scope:bp1_yearly_9007_doppelganger = { is_consort_of = root }
			}
			random_secret = {
				type = secret_incest
				expose_secret = root
			}
			scope:bp1_yearly_9007_doppelganger = {
				random_secret = {
					type = secret_incest
					expose_secret = root
				}
			}
		}
		if = { # Your religion thinks your incest is cool, give piety
			limit = {
				faith = { has_doctrine_parameter = divine_marriage_piety_gain_active }
				OR = {
					scope:bp1_yearly_9007_doppelganger = { is_consort_of = root }
					NOT = {
						sexual_activity_with_partner_is_criminal_in_faith_trigger = {
							PARTNER = scope:bp1_yearly_9007_doppelganger
							FAITH = root.faith
						}
					}
				}
			}
			add_piety = major_piety_gain
		}
		if = { # I'm not having sexual relations with my clone, become friends
			limit = {
				NOT = {
					has_any_scripted_relation = scope:bp1_yearly_9007_doppelganger
					scope:bp1_yearly_9007_doppelganger = { is_consort_of = root }
				}
			}
			if = {
				limit = {
					NOT = { has_relation_friend = scope:bp1_yearly_9007_doppelganger }
				}
				set_relation_friend = { reason = friend_long_lost_twin target = scope:bp1_yearly_9007_doppelganger }
			}
		}
		else_if = { # We're enemies, move closer to not being enemies
			limit = {
				NOT = { scope:bp1_yearly_9007_doppelganger = { is_consort_of = root } }
				OR = {
					has_relation_rival = scope:bp1_yearly_9007_doppelganger
					has_relation_nemesis = scope:bp1_yearly_9007_doppelganger
				}
			}
			scope:bp1_yearly_9007_doppelganger = {
				progress_towards_friend_effect = {
					CHARACTER = root
					OPINION = default_friend_opinion
					REASON = friend_curiously_similar
				}
			}
		}
		if = { # Stress gain for incest
			limit = {
				scope:bp1_yearly_9007_doppelganger = {
					OR = {
						is_consort_of = root
						has_relation_lover = root
						has_relation_soulmate = root
					}
				}
			}
			stress_impact = {
				humble = medium_stress_impact_gain
				deceitful = medium_stress_impact_gain
				chaste = medium_stress_impact_gain
			}
			if = {
				limit = {
					NOT = { faith = { has_doctrine_parameter = divine_marriage_piety_gain_active } }
				}
				stress_impact = {
					base = major_stress_impact_gain
					zealous = major_stress_impact_gain
				}
			}
		}
		else = { # Stress gain for not incest
			stress_impact = {
				deceitful = medium_stress_impact_gain
				humble = medium_stress_impact_gain
			}
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				scope:bp1_yearly_9007_doppelganger = {
					OR = {
						is_consort_of = root
						has_relation_lover = root
						has_relation_soulmate = root
					}
				}
				NOT = { faith = { has_doctrine_parameter = consanguinity_unrestricted_incest } }
			}
		}
	}

	option = { # Suppress information
		name = bp1_yearly.9015.b
		stress_impact = {
			arrogant = major_stress_impact_gain
			humble = major_stress_impact_gain
			content = major_stress_impact_gain
			honest = massive_stress_impact_gain
			trusting = massive_stress_impact_gain
		}
		if = { # Stress gain for incest
			limit = {
				scope:bp1_yearly_9007_doppelganger = {
					OR = {
						is_consort_of = root
						has_relation_lover = root
						has_relation_soulmate = root
					}
				}
				faith = { has_doctrine_parameter = divine_marriage_piety_gain_active }
			}
			stress_impact = {
				zealous = massive_stress_impact_gain
			}
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				scope:bp1_yearly_9007_doppelganger = {
					OR = {
						is_consort_of = root
						has_relation_lover = root
						has_relation_soulmate = root
					}
				}
				faith = { has_doctrine_parameter = consanguinity_unrestricted_incest }
			}
			modifier = {
				factor = 0
				has_trait = honest
			}
		}
	}

	after = { add_character_flag = had_event_bp1_yearly_9015 }
}

#####################################
# Uppity heir wants the throne		#
# by James Beaumont					#
# 9016								#
#####################################
bp1_yearly.9016 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9016.t
	desc = {
		desc = bp1_yearly.9016.desc.intro
		first_valid = {
			# Different descs to challenge why they think they deserve the throne more
			triggered_desc = {
				trigger = {
					NOT = {
						root.player_heir = {
							is_child_of = root
						}
					}
				}
				desc = bp1_yearly.9016.desc.not_a_child
			}
			triggered_desc = {
				trigger = {
					scope:bp1_yearly_9016_uppity_child = {
						NOR = {
							has_trait = legitimized_bastard
							has_trait = bastard
						}
					}
					root.player_heir = {
						OR = {
							has_trait = legitimized_bastard
							has_trait = bastard
						}
					}
				}
				desc = bp1_yearly.9016.desc.bastard
			}
			triggered_desc = {
				trigger = {
					scope:bp1_yearly_9016_uppity_child = {
						NOR = {
							has_trait = child_of_concubine
							has_trait = legitimized_bastard
							has_trait = bastard
						}
					}
					root.player_heir = {
						has_trait = child_of_concubine
					}
				}
				desc = bp1_yearly.9016.desc.child_of_concubine
			}
			triggered_desc = {
				trigger = {
					scope:bp1_yearly_9016_uppity_child = {
						NOT = {
							has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
						}
					}
					root.player_heir = {
						has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
					}
				}
				desc = bp1_yearly.9016.desc.rival
			}
			desc = bp1_yearly.9016.desc.fallback
		}
		desc = bp1_yearly.9016.desc.outro
	}
	theme = family
	override_background = feast
	left_portrait = {
		character = scope:bp1_yearly_9016_heir
		animation = shock
	}
	right_portrait = {
		character = scope:bp1_yearly_9016_uppity_child
		animation = rage
	}

	trigger = {
		has_dlc_feature = friends_and_foes
		is_landed = yes
		is_available_at_peace_adult = yes
		NOT = { has_character_flag = had_event_bp1_yearly_9016 }
		exists = root.player_heir
		root.player_heir = {
			is_available_ai_adult = yes
			# Consider if this should only be valid for your offspring or if uncles should be valid as well
		}
		any_child = {
			is_available_ai_adult = yes
			this != root.player_heir
			# Any of your children dislike or are indifferent to your current heir
			NOT = {
				has_any_good_relationship_with_character_trigger = {
					CHARACTER = root.player_heir
				}
			}
			OR = {
				has_trait = ambitious
				has_any_bad_relationship_with_character_trigger = { CHARACTER = root.player_heir }
			}
			root.primary_title = { # They must be close to succession
				place_in_line_of_succession = {
					target = prev
					value <= 4
				}
			}
		}
	}


	weight_multiplier = {
		base = 1
		modifier = { # Less rare if they hate your current heir
			factor = 10
			any_child = {
				is_available_ai_adult = yes
				has_any_bad_relationship_with_character_trigger = {
					CHARACTER = root.player_heir
				}
			}
		}
		modifier = { # Less rare if they think they could take your current heir in a fight
			factor = 2
			any_child = {
				is_available_ai_adult = yes
				prowess > root.player_heir.prowess
			}
		}
	}

	immediate = {
		random_child = {
			limit = {
				is_available_ai_adult = yes
				this != root.player_heir
				NOT = {
					has_any_good_relationship_with_character_trigger = {
						CHARACTER = root.player_heir
					}
				}
				root.primary_title = { # They must be close to succession
					place_in_line_of_succession = {
						target = prev
						value <= 4
					}
				}
			}
			weight = {
				modifier = {
					factor = 10
					any_child = {
						is_available_ai_adult = yes
						has_any_bad_relationship_with_character_trigger = {
							CHARACTER = root.player_heir
						}
					}
				}
				modifier = {
					factor = 2
					any_child = {
						is_available_ai_adult = yes
						prowess > root.player_heir.prowess
					}
				}
			}
			progress_towards_rival_effect = {
				REASON = rival_heir_wants_throne
				CHARACTER = root.player_heir
				OPINION = default_rival_opinion
			}
			save_scope_as = bp1_yearly_9016_uppity_child
		}
		root.player_heir = { save_scope_as = bp1_yearly_9016_heir }
	}

	option = { # Let them fight!
		name = bp1_yearly.9016.a
		trigger = {
			NOT = {
				culture ?= { has_cultural_tradition = tradition_mystical_ancestors }
			}
		}
		scope:bp1_yearly_9016_uppity_child = {
			progress_towards_rival_effect = {
				REASON = rival_heir_wants_throne
				CHARACTER = root.player_heir
				OPINION = default_rival_opinion
			}
			duel = {
				skill = prowess
				target = scope:bp1_yearly_9016_heir
				50 = {
					compare_modifier = {
						value = scope:duel_value
						multiplier = 2.5
					}
					root = {
						send_interface_toast = {
							title = 9016_uppity_child_wins
							left_icon = root
							right_icon = scope:bp1_yearly_9016_uppity_child
							set_designated_heir = scope:bp1_yearly_9016_uppity_child
						}
					}
				}
				50 = {
					compare_modifier = {
						value = scope:duel_value
						multiplier = -2.5
					}
					root = {
						send_interface_toast = {
							title = 9016_uppity_child_wins
							left_icon = root
							right_icon = scope:bp1_yearly_9016_heir
							scope:bp1_yearly_9016_uppity_child = {
								disinherit_effect = { DISINHERITOR = root }
							}
						}
					}
				}
			}
		}
		stress_impact = {
			arrogant = major_stress_impact_gain
			just = major_stress_impact_gain
			compassionate = major_stress_impact_gain
			craven = major_stress_impact_gain
			family_first = massive_stress_impact_gain # I hate it when you guys fight!
		}
		ai_chance = {
			base = 10

		}
	}

	option = { # Send the uppity heir to their room with no supper
		name = bp1_yearly.9016.b
		scope:bp1_yearly_9016_uppity_child = {
			progress_towards_rival_effect = {
				REASON = rival_heir_sent_to_bed
				CHARACTER = root
				OPINION = default_rival_opinion
			}
		}
		stress_impact = {
			arbitrary = major_stress_impact_gain
			brave = major_stress_impact_gain
			honest = massive_stress_impact_gain
			family_first = minor_stress_impact_gain
		}
	}

	after = { add_character_flag = had_event_bp1_yearly_9016 }
}

#################################################
# Uppity child is insecure about culture		#
# by James Beaumont								#
# 9017											#
#################################################

scripted_trigger bp1_yearly_9017_child_is_valid_trigger = {
	is_available_ai_adult = yes
	OR = { # They feel like they don't belong
		culture != root.culture
		faith != root.faith
	}
	root.primary_title = { # They must be relevant at least somewhat
		place_in_line_of_succession = {
			target = prev
			value <= 4
		}
	}
	OR = { # They must be in your realm
		is_courtier_of = root
		any_liege_or_above = { this = root }
	}
}

bp1_yearly.9017 = {
	type = character_event
	content_source = dlc_006
	title = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:bp1_yearly_9017_uppity_child = {
						culture != root.culture
					}
				}
				desc = bp1_yearly.9017.t.culture
			}
			triggered_desc = {
				trigger = {
					scope:bp1_yearly_9017_uppity_child = {
						faith != root.faith
					}
				}
				desc = bp1_yearly.9017.t.faith
			}
		}
	}
	desc = {
		desc = bp1_yearly.9017.desc.intro
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:bp1_yearly_9017_uppity_child = {
						culture != root.culture
					}
				}
				desc = bp1_yearly.9017.desc.culture
			}
			triggered_desc = {
				trigger = {
					scope:bp1_yearly_9017_uppity_child = {
						faith != root.faith
					}
				}
				desc = bp1_yearly.9017.desc.faith
			}
		}
		desc = bp1_yearly.9017.desc.outro
	}
	theme = family
	left_portrait = {
		character = root
		animation = personality_compassionate
	}
	right_portrait = {
		character = scope:bp1_yearly_9017_uppity_child
		animation = grief
	}

	trigger = {
		has_dlc_feature = friends_and_foes
		is_landed = yes
		is_available_at_peace_adult = yes
		NOT = { has_character_flag = had_event_bp1_yearly_9017 }
		any_child = {
			bp1_yearly_9017_child_is_valid_trigger = yes
		}
	}


	weight_multiplier = {
		base = 1
		modifier = { # More likely if faith is hostile or higher
			add = 5
			any_child = {
				bp1_yearly_9017_child_is_valid_trigger = yes
				faith = {
					faith_hostility_level = {
						target = root.faith
						value >= 2
					}
				}
			}
		}
		modifier = { # More likely if cultures don't get along
			add = 2
			any_child = {
				bp1_yearly_9017_child_is_valid_trigger = yes
				culture = {
					cultural_acceptance = {
						target = root.culture
						value <= 25
					}
				}
			}
		}
		modifier = { # More likely if cultures *really* don't get along
			add = 3
			any_child = {
				bp1_yearly_9017_child_is_valid_trigger = yes
				culture = {
					cultural_acceptance = {
						target = root.culture
						value <= 5
					}
				}
			}
		}
	}

	immediate = {
		random_child = {
			limit = {
				bp1_yearly_9017_child_is_valid_trigger = yes
			}
			weight = {
				modifier = {
					factor = 2
					culture != root.culture
					faith != root.faith
				}
			}
			save_scope_as = bp1_yearly_9017_uppity_child
		}
	}

	option = { # We should celebrate our differences!
		name = bp1_yearly.9017.a
		trigger = {
			root.culture != scope:bp1_yearly_9017_uppity_child.culture
		}
		if = {
			limit = {
				root.culture != scope:bp1_yearly_9017_uppity_child.culture
			}
			root.culture = {
				change_cultural_acceptance = {
					target = scope:bp1_yearly_9017_uppity_child.culture
					value = medium_cultural_acceptance_gain
					desc = cultural_acceptance_embraced_child
				}
			}
		}
		scope:bp1_yearly_9017_uppity_child = {
			progress_towards_friend_effect = {
				CHARACTER = root
				OPINION = default_friend_opinion
				REASON = friend_encouraged_differences
			}
		}
		stress_impact = {
			arrogant = major_stress_impact_gain
			callous = major_stress_impact_gain
			sadistic = major_stress_impact_gain
			vengeful = major_stress_impact_gain
		}
		if = {
			limit = {
				faith = {
					faith_hostility_level = {
						target = scope:bp1_yearly_9017_uppity_child.faith
						value >= 2
					}
				}
			}
			stress_impact = {
				zealous = massive_stress_impact_gain
			}
		}
		ai_chance = {
			base = 10

		}
	}

	option = { # We are different, but you're still my daughter/son
		name = {
			trigger = {
				scope:bp1_yearly_9017_uppity_child = {
					culture != root.culture
				}
			}
			text = bp1_yearly.9017.b.culture
		}
		name = {
			trigger = {
				scope:bp1_yearly_9017_uppity_child = {
					faith != root.faith
				}
			}
			text = bp1_yearly.9017.b.faith
		}
		scope:bp1_yearly_9017_uppity_child = {
			progress_towards_friend_effect = {
				CHARACTER = root
				OPINION = default_friend_opinion
				REASON = friend_encouraged_differences
			}
		}
		stress_impact = {
			arrogant = major_stress_impact_gain
			callous = major_stress_impact_gain
			sadistic = major_stress_impact_gain
			vengeful = major_stress_impact_gain
		}
		if = {
			limit = {
				faith = {
					faith_hostility_level = {
						target = scope:bp1_yearly_9017_uppity_child.faith
						value >= 2
					}
				}
			}
			stress_impact = {
				zealous = major_stress_impact_gain
			}
		}
	}

	option = { # The differences are too great, disinherit them
		name = bp1_yearly.9017.c
		trigger = {
			NOT = {
				culture ?= { has_cultural_tradition = tradition_mystical_ancestors }
			}
		}
		scope:bp1_yearly_9017_uppity_child = {
			disinherit_effect = { DISINHERITOR = root }
		}
		scope:bp1_yearly_9017_uppity_child = {
			progress_towards_rival_effect = {
				REASON = rival_was_disinherited
				CHARACTER = root
				OPINION = default_rival_opinion
			}
		}
		if = {
			limit = {
				root.culture != scope:bp1_yearly_9017_uppity_child.culture
			}
			root.culture = {
				change_cultural_acceptance = {
					target = scope:bp1_yearly_9017_uppity_child.culture
					value = medium_cultural_acceptance_loss
					desc = cultural_acceptance_rejected_child
				}
			}
		}
		stress_impact = {
			just = massive_stress_impact_gain
			compassionate = massive_stress_impact_gain
			forgiving = major_stress_impact_gain
			trusting = major_stress_impact_gain
			family_first = massive_stress_impact_gain
		}
	}

	after = { add_character_flag = had_event_bp1_yearly_9017 }
}

#################################################
# Illegitimate child feels excluded				#
# by James Beaumont								#
# 9018											#
#################################################

bp1_yearly.9018 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9018.t
	desc = {
		desc = bp1_yearly.9018.desc.intro
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:bp1_yearly_9018_illegitimate_child = {
						OR = {
							has_trait = bastard
							has_trait = legitimized_bastard
						}
					}
				}
				desc = bp1_yearly.9018.desc.bastard
			}
			triggered_desc = {
				trigger = {
					scope:bp1_yearly_9018_illegitimate_child = {
						has_trait = child_of_concubine
					}
				}
				desc = bp1_yearly.9018.desc.child_of_concubine
			}
		}
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = {
						has_trait = compassionate
					}
					OR = {
						has_trait = callous
						opinion = {
							target = scope:bp1_yearly_9018_illegitimate_child
							value <= -20
						}
					}
				}
				desc = bp1_yearly.9018.desc.outro.callous
			}
			desc = bp1_yearly.9018.desc.outro
		}
	}
	theme = family
	left_portrait = {
		character = root
		animation = personality_rational
	}
	right_portrait = {
		character = scope:bp1_yearly_9018_illegitimate_child
		animation = grief
	}
	lower_right_portrait = {
		character = scope:bp1_yearly_9018_bully
		animation = schadenfreude
	}

	trigger = {
		has_dlc_feature = friends_and_foes
		is_available_at_peace_adult = yes
		NOT = { has_character_flag = had_event_bp1_yearly_9018 }
		any_child = {
			is_adult = no
			age >= 6
			OR = {
				has_trait = bastard
				has_trait = legitimized_bastard
				has_trait = child_of_concubine
			}
			save_temporary_scope_as = bastard_scope
		}
		any_child = {
			is_adult = no
			age >= 6
			age >= scope:bastard_scope.age
			NOR = {
				has_trait = bastard
				has_trait = legitimized_bastard
				has_trait = child_of_concubine
				has_trait = compassionate
				has_trait = trusting
			}
		}
	}


	weight_multiplier = {
		base = 1
	}

	immediate = {
		random_child = {
			limit = {
				is_adult = no
				age >= 6
				OR = {
					has_trait = bastard
					has_trait = legitimized_bastard
					has_trait = child_of_concubine
				}
			}
			save_scope_as = bp1_yearly_9018_illegitimate_child
		}
		random_child = {
			limit = {
				is_adult = no
				age >= 6
				NOR = {
					has_trait = bastard
					has_trait = legitimized_bastard
					has_trait = child_of_concubine
					has_trait = compassionate
					has_trait = trusting
				}
			}
			save_scope_as = bp1_yearly_9018_bully
		}
	}

	option = { # You two should get along!
		name = bp1_yearly.9018.a
		scope:bp1_yearly_9018_illegitimate_child = {
			root = { save_scope_as = relationship_reason_involved_character }
			progress_towards_friend_effect = {
				CHARACTER = scope:bp1_yearly_9018_bully
				OPINION = default_friend_opinion
				REASON = friend_motivated_by_parent
			}
			clear_saved_scope = relationship_reason_involved_character
			progress_towards_friend_effect = {
				CHARACTER = root
				OPINION = default_friend_opinion
				REASON = friend_good_chats
			}
		}
		scope:bp1_yearly_9018_bully = {
			progress_towards_friend_effect = {
				CHARACTER = root
				OPINION = default_friend_opinion
				REASON = friend_good_chats
			}
		}
		stress_impact = {
			base = medium_stress_impact_gain
			arrogant = major_stress_impact_gain
			callous = major_stress_impact_gain
			sadistic = major_stress_impact_gain
			vengeful = major_stress_impact_gain
			family_first = major_stress_impact_loss
		}
		ai_chance = {
			base = 10

		}
	}

	option = { # GetGirlBoys will be GetGirlBoys
		name = bp1_yearly.9018.b
		scope:bp1_yearly_9018_illegitimate_child = {
			set_relation_victim = scope:bp1_yearly_9018_bully
			add_opinion = {
				target = root
				modifier = betrayed_me_opinion
				opinion = -25
			}
		}
		scope:bp1_yearly_9018_bully = {
			add_opinion = {
				target = root
				modifier = love_opinion
				opinion = 25
			}
		}
		stress_impact = {
			just = major_stress_impact_gain
			compassionate = major_stress_impact_gain
			forgiving = major_stress_impact_gain
			family_first = major_stress_impact_gain
		}
	}

	option = { # Let them fight for your compassion
		name = bp1_yearly.9018.c
		trigger = {
			OR = {
				has_trait = arbitrary
				has_trait = callous
			}
			NOT = {
				culture ?= { has_cultural_tradition = tradition_mystical_ancestors }
			}
		}
		scope:bp1_yearly_9018_illegitimate_child = {

			set_relation_nemesis = {
				target = scope:bp1_yearly_9018_bully
				involved_character = root
				copy_reason = rival
				reason = nemesis_fought_for_parents_compassion
			}

			duel = {
				skill = prowess
				target = scope:bp1_yearly_9018_bully
				50 = {
					compare_modifier = {
						value = scope:duel_value
						multiplier = 2.5
					}
					root = {
						send_interface_toast = {
							title = 9018_uppity_child_wins
							left_icon = root
							right_icon = scope:bp1_yearly_9018_illegitimate_child
							scope:bp1_yearly_9018_bully = {
								disinherit_effect = { DISINHERITOR = root }
							}
						}
					}
				}
				50 = {
					compare_modifier = {
						value = scope:duel_value
						multiplier = -2.5
					}
					root = {
						send_interface_toast = {
							title = 9018_bully_child_wins
							left_icon = root
							right_icon = scope:bp1_yearly_9018_bully
							scope:bp1_yearly_9018_illegitimate_child = {
								disinherit_effect = { DISINHERITOR = root }
							}
						}
					}
				}
			}
		}
		stress_impact = {
			just = massive_stress_impact_gain
			compassionate = massive_stress_impact_gain
			forgiving = major_stress_impact_gain
			trusting = major_stress_impact_gain
			family_first = massive_stress_impact_gain
		}
	}

	after = { add_character_flag = had_event_bp1_yearly_9018 }
}

#################################################
# Spouse proposes a gay threesome				#
# by James Beaumont								#
# 9019											#
#################################################

scripted_trigger bp1_yearly_9019_spouse_trigger = {
	is_available_at_peace_ai_adult = yes
	is_eunuch_trigger = no
	NOR = {
		has_trait = chaste
		has_trait = celibate
		has_trait = pregnant
	}
	OR = {
		# Many things can motivate this, desire for children, compassion for your partner's desires, just wanting a threesom, etc.
		has_trait = compassionate
		has_trait = deceitful
		has_trait = lustful
		has_trait = ambitious
		has_trait = arbitrary
		AND = {
			faith = { has_doctrine_parameter = homosexuality_accepted }
			NOT = {
				trait_is_shunned_in_faith_trigger = {
					TRAIT = adulterer
					FAITH = root.faith
					GENDER_CHARACTER = root
				}
			}
		}
	}
	# Zealous spouses generally shouldn't want to do this if their faith shuns it
	NAND = {
		OR = {
			faith = { has_doctrine_parameter = homosexuality_illegal }
			faith = { has_doctrine_parameter = homosexuality_shunned }
		}
		has_trait = zealous
	}
}

scripted_trigger bp1_yearly_9019_relation_trigger = {
	NOR = {
		is_close_family_of = root
		is_consort_of = root
		has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
	}
	OR = {
		AND = {
			is_male = yes
			root = { is_male = yes }
		}
		AND = {
			is_female = yes
			root = { is_female = yes }
		}
	}
	might_cheat_on_every_partner_trigger = yes
}

scripted_trigger bp1_yearly_9019_courtier_trigger = {
	is_adult = yes
	NAND = {
		OR = {
			faith = { has_doctrine_parameter = homosexuality_illegal }
			faith = { has_doctrine_parameter = homosexuality_shunned }
		}
		has_trait = zealous
	}
	NOR = {
		has_trait = chaste
		is_close_family_of = root
		is_consort_of = root
		has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
	}
	OR = {
		has_sexuality = homosexual
		has_sexuality = bisexual
	}
	OR = {
		AND = {
			is_male = yes
			root = { is_male = yes }
		}
		AND = {
			is_female = yes
			root = { is_female = yes }
		}
	}
	might_cheat_on_every_partner_trigger = yes
}

bp1_yearly.9019 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9019.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					has_sexuality = homosexual
				}
				desc = bp1_yearly.9019.desc.intro.gay
			}
			triggered_desc = {
				trigger = {
					has_sexuality = bisexual
				}
				desc = bp1_yearly.9019.desc.intro.bi
			}
		}
		desc = bp1_yearly.9019.desc.bridge
		first_valid = {
			triggered_desc = {
				trigger = {
					has_sexuality = homosexual
				}
				desc = bp1_yearly.9019.desc.bridge.gay
			}
			triggered_desc = {
				trigger = {
					has_sexuality = bisexual
				}
				desc = bp1_yearly.9019.desc.bridge.bi
			}
		}
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:bp1_yearly_9019_spouse = {
						has_trait = compassionate
					}
				}
				desc = bp1_yearly.9019.desc.compassionate
			}
			triggered_desc = {
				trigger = {
					scope:bp1_yearly_9019_spouse = {
						has_trait = lustful
					}
				}
				desc = bp1_yearly.9019.desc.lustful
			}
			desc = bp1_yearly.9019.desc.cynical
		}
		first_valid = {
			triggered_desc = {
				trigger = {
					OR = {
						has_relation_lover = scope:bp1_yearly_9019_lover
						has_relation_soulmate = scope:bp1_yearly_9019_lover
					}
				}
				desc = bp1_yearly.9019.desc.lover
			}
			triggered_desc = {
				trigger = {
					has_relation_friend = scope:bp1_yearly_9019_lover
				}
				desc = bp1_yearly.9019.desc.friend
			}
			desc = bp1_yearly.9019.desc.stranger
		}
		desc = bp1_yearly.9019.desc.outro
	}
	theme = family
	override_background = bedchamber
	left_portrait = {
		character = scope:bp1_yearly_9019_spouse
		animation = personality_compassionate
	}
	right_portrait = {
		character = scope:bp1_yearly_9019_lover
		animation = flirtation_left
	}
	lower_left_portrait = {
		character = root
		animation = shock
	}

	trigger = {
		has_dlc_feature = friends_and_foes
		is_available_at_peace_adult = yes
		OR = {
			has_sexuality = homosexual
			has_sexuality = bisexual
		}
		is_eunuch_trigger = no
		NOR = { # Can have sex and isn't already pregnant
			has_trait = celibate
			has_trait = pregnant
		}
		any_spouse = { bp1_yearly_9019_spouse_trigger = yes }
	}


	weight_multiplier = {
		base = 1
	}

	immediate = {
		random_spouse = {
			limit = { bp1_yearly_9019_spouse_trigger = yes }
			save_scope_as = bp1_yearly_9019_spouse
		}
		# Grab an existing lover if possible
		if = {
			limit = {
				any_relation = {
					type = lover
					bp1_yearly_9019_relation_trigger = yes
				}
			}
			random_relation = {
				type = lover
				limit = { bp1_yearly_9019_relation_trigger = yes }
				save_scope_as = bp1_yearly_9019_lover
			}
		}
		# Otherwise grab a courtier
		else_if = {
			limit = {
				any_courtier_or_guest = { bp1_yearly_9019_courtier_trigger = yes }
			}
			random_courtier_or_guest = {
				limit = { bp1_yearly_9019_courtier_trigger = yes }
				save_scope_as = bp1_yearly_9019_lover
			}
		}
		# Otherwise create a beautiful bisexual
		else = {
			create_character = {
				template = bp1_bisexual_partner_template
				location = root.capital_province
				save_scope_as = bp1_yearly_9019_lover
			}
		}
		# We're gonna have some monogamous threesomes happenin'.
		save_scope_as = ignore_cheating_error_check
		scope:bp1_yearly_9019_lover = {
			add_character_flag = is_naked
		}
	}

	option = { # Let's do this thing!
		name = bp1_yearly.9019.a
		had_sex_with_effect = {
			CHARACTER = scope:bp1_yearly_9019_lover
			PREGNANCY_CHANCE = 20
		}
		had_sex_with_effect = {
			CHARACTER = scope:bp1_yearly_9019_spouse
			PREGNANCY_CHANCE = 80
		}
		hidden_effect = { # Hidden to prevent tooltip errors, also largely implied by the event content
			scope:bp1_yearly_9019_lover = {
				had_sex_with_effect = {
					CHARACTER = scope:bp1_yearly_9019_spouse
					PREGNANCY_CHANCE = 50
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_relation_lover = scope:bp1_yearly_9019_lover
				}
			}
			set_relation_lover = { reason = lover_threesome_with_spouse target = scope:bp1_yearly_9019_lover involved_character = scope:bp1_yearly_9019_spouse }
		}
		progress_towards_friend_effect = {
			CHARACTER = scope:bp1_yearly_9019_spouse
			OPINION = default_friend_opinion
			REASON = friend_deviant_fun
		}
		create_character_memory = {
			type = had_a_threesome_memory
			participants = {
				partner_1 = scope:bp1_yearly_9019_spouse
				partner_2 = scope:bp1_yearly_9019_lover
			}
		}
		stress_impact = {
			chaste = major_stress_impact_gain
			shy = major_stress_impact_gain
			lustful = major_stress_impact_loss
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = chaste
					has_trait = shy
				}
			}
		}
	}

	option = { # Leave me and my new boyfriend alone!
		name = bp1_yearly.9019.b
		trigger = {
			OR = {
				has_trait = callous
				has_trait = arbitrary
				has_trait = lustful
			}
			NOT = {
				has_relation_lover = scope:bp1_yearly_9019_lover
			}
		}
		had_sex_with_effect = {
			CHARACTER = scope:bp1_yearly_9019_lover
			PREGNANCY_CHANCE = 50
		}
		set_relation_lover = { reason = lover_ignored_spouse target = scope:bp1_yearly_9019_lover involved_character = scope:bp1_yearly_9019_spouse }
		progress_towards_rival_effect = {
			REASON = rival_rejected_marital_bed
			CHARACTER = scope:bp1_yearly_9019_spouse
			OPINION = default_rival_opinion
		}
		stress_impact = {
			just = major_stress_impact_gain
			compassionate = major_stress_impact_gain
			family_first = major_stress_impact_gain
			lustful = major_stress_impact_loss
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = just
					has_trait = compassionate
					has_trait = family_first
				}
			}
		}
	}

	option = { # Refuse the threesom
		name = bp1_yearly.9019.c
		if = { # Lose piety if in gay-accepting Carnal Exaltation faith
			limit = {
				faith = {
					has_doctrine_parameter = homosexuality_accepted
					trait_is_virtue = lustful
				}
			}
			add_piety = minor_piety_loss
		}
		else = {
			add_piety = medium_piety_gain
		}
		reverse_add_opinion = {
			target = scope:bp1_yearly_9019_spouse
			modifier = hurt_opinion
			opinion = -25
		}
		stress_impact = {
			lustful = massive_stress_impact_gain
			family_first = major_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = lustful
					has_trait = family_first
				}
			}
			modifier = {
				factor = 2
				has_trait = chaste
			}
			modifier = {
				factor = 2
				NOT = { faith = { has_doctrine_parameter = homosexuality_accepted } }
				has_trait = zealous
			}
		}
	}
	after = {
		scope:bp1_yearly_9019_lover = {
			remove_character_flag = is_naked
		}
	}
}

#################################################
# Spouse wants to do something kinky			#
# by James Beaumont								#
# 9020											#
#################################################

bp1_yearly.9020 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9020.t
	desc = {
		desc = bp1_yearly.9020.desc.intro
		random_valid = {
			desc = bp1_yearly.9020.desc.goat
			desc = bp1_yearly.9020.desc.vegetable
			desc = bp1_yearly.9020.desc.bondage
			desc = bp1_yearly.9020.desc.feet
			triggered_desc = {
				trigger = {
					exists = faith.religious_head
					NOT = {
						faith.religious_head = root
						faith.religious_head = scope:bp1_yearly_9020_spouse
					}
				}
				desc = bp1_yearly.9020.desc.hof
			}
		}
		desc = bp1_yearly.9020.desc.outro
	}
	theme = family
	override_background = bedchamber
	left_portrait = {
		character = root
		animation = shock
	}
	right_portrait = {
		character = scope:bp1_yearly_9020_spouse
		animation = flirtation
	}

	trigger = {
		has_dlc_feature = friends_and_foes
		is_available_at_peace_adult = yes
		is_eunuch_trigger = no
		NOR = { # Can have sex and isn't already pregnant
			has_trait = celibate
			has_trait = pregnant
		}
		any_spouse = {
			is_available_at_peace_ai_adult = yes
			is_eunuch_trigger = no
			NOR = {
				has_trait = chaste
				has_trait = celibate
				has_trait = pregnant
			}
			is_deviant_trigger = yes
			# Zealous spouses generally shouldn't want to do this if their faith shuns it
			NAND = {
				OR = {
					faith = { has_doctrine_parameter = deviancy_illegal }
					faith = { has_doctrine_parameter = deviancy_shunned }
				}
				has_trait = zealous
			}
		}
	}


	weight_multiplier = {
		base = 1
	}

	immediate = {
		random_spouse = {
			limit = {
				is_eunuch_trigger = no
				NOR = {
					has_trait = chaste
					has_trait = celibate
					has_trait = pregnant
				}
				is_deviant_trigger = yes
				# Zealous spouses generally shouldn't want to do this if their faith shuns it
				NAND = {
					OR = {
						faith = { has_doctrine_parameter = deviancy_illegal }
						faith = { has_doctrine_parameter = deviancy_shunned }
					}
					has_trait = zealous
				}
			}
			if = {
				limit = {
					any_secret = {
						type = secret_deviant
					}
				}
				random_secret = {
					type = secret_deviant
					reveal_to = root
					save_scope_as = bp1_yearly_9020_spouse_secret
				}
			}
			save_scope_as = bp1_yearly_9020_spouse
		}
		scope:bp1_yearly_9020_spouse = {
			add_character_flag = is_naked
		}
	}

	option = { # I would do anything for love
		name = bp1_yearly.9020.a
		give_deviant_secret_or_trait_effect = yes
		had_sex_with_effect = {
			CHARACTER = scope:bp1_yearly_9020_spouse
			PREGNANCY_CHANCE = 75
		}
		progress_towards_lover_effect = {
			CHARACTER = scope:bp1_yearly_9020_spouse
			REASON = lover_spouse_indulged
			OPINION = default_lover_opinion
		}
		stress_impact = {
			chaste = major_stress_impact_gain
			shy = major_stress_impact_gain
			lustful = major_stress_impact_loss
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = chaste
					has_trait = shy
				}
			}
		}
	}

	option = { # but I won't do that
		name = bp1_yearly.9020.b
		reverse_add_opinion = {
			target = scope:bp1_yearly_9020_spouse
			modifier = disappointed_opinion
			opinion = -25
		}
		stress_impact = {
			lustful = massive_stress_impact_gain
			family_first = major_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = lustful
					has_trait = family_first
				}
			}
			modifier = {
				factor = 2
				has_trait = chaste
			}
		}
	}

	option = { # I would report you to the authorities for love
		name = bp1_yearly.9020.c
		trigger = {
			trait_is_shunned_or_criminal_in_my_or_lieges_faith_trigger = { TRAIT = deviant GENDER_CHARACTER = root }
			exists = scope:bp1_yearly_9020_spouse_secret
		}
		scope:bp1_yearly_9020_spouse_secret = {
			expose_secret = root
		}
		progress_towards_rival_effect = {
			REASON = rival_accused_of_perversion
			CHARACTER = scope:bp1_yearly_9020_spouse
			OPINION = default_rival_opinion
		}
		stress_impact = {
			lustful = massive_stress_impact_gain
			family_first = major_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = lustful
					has_trait = family_first
				}
			}
			modifier = {
				factor = 2
				has_trait = chaste
			}
			modifier = {
				factor = 2
				NOT = { faith = { has_doctrine_parameter = homosexuality_accepted } }
				has_trait = zealous
			}
		}
	}
	after = {
		scope:bp1_yearly_9020_spouse = {
			remove_character_flag = is_naked
		}
	}
}

#################################################
# Rival spouse is good in the bedroom			#
# by James Beaumont								#
# 9021											#
#################################################

bp1_yearly.9021 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9021.t
	desc = bp1_yearly.9021.desc
	theme = family
	override_background = bedchamber
	left_portrait = {
		character = root
		animation = anger
	}
	right_portrait = {
		character = scope:bp1_yearly_9021_rival_spouse
		animation = rage
	}

	trigger = {
		has_dlc_feature = friends_and_foes
		is_available_at_peace_adult = yes
		is_eunuch_trigger = no
		NOR = { # Can have sex and isn't already pregnant
			has_trait = celibate
			has_trait = pregnant
		}
		any_spouse = {
			is_available_at_peace_ai_adult = yes
			is_eunuch_trigger = no
			NOR = {
				has_trait = chaste
				has_trait = celibate
				has_trait = pregnant
			}
			has_relation_rival = root
			NOT = { has_relation_lover = root }
		}
	}

	weight_multiplier = {
		base = 1
	}

	immediate = {
		random_spouse = {
			limit = {
				is_available_at_peace_ai_adult = yes
				is_eunuch_trigger = no
				NOR = {
					has_trait = chaste
					has_trait = celibate
					has_trait = pregnant
				}
				has_relation_rival = root
			}
			save_scope_as = bp1_yearly_9021_rival_spouse
		}
		had_sex_with_effect = {
			CHARACTER = scope:bp1_yearly_9021_rival_spouse
			PREGNANCY_CHANCE = 50
		}
		add_character_flag = is_naked
		scope:bp1_yearly_9021_rival_spouse = {
			add_character_flag = is_naked
		}
	}

	option = { # We should do that again!
		name = bp1_yearly.9021.a
		set_relation_lover = { reason = lover_rival_spouse target = scope:bp1_yearly_9021_rival_spouse }
		stress_impact = {
			base = major_stress_impact_gain
			chaste = major_stress_impact_gain
			shy = major_stress_impact_gain
			lustful = major_stress_impact_loss
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = chaste
					has_trait = shy
				}
			}
		}
	}

	option = { # Try not to think about it too hard
		name = bp1_yearly.9021.b
		reverse_add_opinion = {
			target = scope:bp1_yearly_9021_rival_spouse
			modifier = disappointed_opinion
			opinion = -5
		}
		stress_impact = {
			lustful = massive_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_trait = lustful
			}
		}
	}
	after = {
		remove_character_flag = is_naked
		scope:bp1_yearly_9021_rival_spouse = {
			remove_character_flag = is_naked
		}
	}
}

#################################################
# Friend holds an intervention					#
# by James Beaumont								#
# 9022											#
#################################################

bp1_yearly.9022 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9022.t
	desc = {
		desc = bp1_yearly.9022.desc.intro
		first_valid = {
			triggered_desc = {
				trigger = {
					has_trait = hashishiyah
				}
				desc = bp1_yearly.9022.desc.hashishiyah
			}
			triggered_desc = {
				trigger = {
					has_trait = drunkard
				}
				desc = bp1_yearly.9022.desc.drunkard
			}
			triggered_desc = {
				trigger = {
					has_trait = rakish
				}
				desc = bp1_yearly.9022.desc.rakish
			}
			triggered_desc = {
				trigger = {
					has_trait = comfort_eater
				}
				desc = bp1_yearly.9022.desc.comfort_eater
			}
			triggered_desc = {
				trigger = {
					has_trait = inappetetic
				}
				desc = bp1_yearly.9022.desc.inappetetic
			}
			triggered_desc = {
				trigger = {
					has_trait = flagellant
				}
				desc = bp1_yearly.9022.desc.flagellant
			}
			triggered_desc = {
				trigger = {
					has_trait = reclusive
				}
				desc = bp1_yearly.9022.desc.reclusive
			}
		}
		desc = bp1_yearly.9022.desc.outro
	}
	theme = family
	override_background = bedchamber
	left_portrait = {
		character = root
		animation = paranoia
	}
	right_portrait = {
		character = scope:bp1_yearly_9022_friend
		animation = personality_compassionate
	}

	trigger = {
		has_dlc_feature = friends_and_foes
		is_available_at_peace_adult = yes
		NOT = { has_character_flag = had_event_bp1_yearly_9022 }
		OR = {
			has_trait = hashishiyah
			has_trait = drunkard
			has_trait = rakish
			has_trait = comfort_eater
			has_trait = inappetetic
			has_trait = flagellant
			has_trait = reclusive
		}
		any_relation = {
			type = friend
			is_available_at_peace_ai_adult = yes
			OR = {
				has_trait = compassionate
				ai_compassion >= 50
			}
		}
	}

	weight_multiplier = {
		base = 1
	}

	immediate = {
		random_relation = {
			type = friend
			limit = {
				is_available_at_peace_ai_adult = yes
				OR = {
					has_trait = compassionate
					ai_compassion >= 50
				}
			}
			save_scope_as = bp1_yearly_9022_friend
		}
	}

	option = { # Attempt to give up your vice
		name = bp1_yearly.9022.a
		if = {
			limit = { NOT = { has_relation_best_friend = scope:bp1_yearly_9022_friend  } }
			set_relation_best_friend = { reason = best_friend_help_overcome_vice copy_reason = friend target = scope:bp1_yearly_9022_friend }
		}
		duel = {
			skill = diplomacy # A battle of willpower
			target = scope:bp1_yearly_9022_friend
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 2.5
				}
				stress_impact = {
					base = medium_stress_impact_gain
					arrogant = medium_stress_impact_gain
				}
			}
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -2.5
				}
				if = {
					limit = { has_trait = hashishiyah }
					remove_trait = hashishiyah
				}
				else_if = {
					limit = { has_trait = drunkard }
					remove_trait = drunkard
				}
				else_if = {
					limit = { has_trait = rakish }
					remove_trait = rakish
				}
				else_if = {
					limit = { has_trait = comfort_eater }
					remove_trait = comfort_eater
				}
				else_if = {
					limit = { has_trait = inappetetic }
					remove_trait = inappetetic
				}
				else_if = {
					limit = { has_trait = flagellant }
					remove_trait = flagellant
				}
				else_if = {
					limit = { has_trait = reclusive }
					remove_trait = reclusive
				}
				create_character_memory = {
					type = lost_my_addiction_memory
					participants = {
						interventioner = scope:bp1_yearly_9022_friend
					}
				}
				stress_impact = {
					base = major_stress_impact_gain
					arrogant = major_stress_impact_gain
				}
			}
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_trait = arrogant
			}
		}
	}

	option = { # What is this? Get out!
		name = bp1_yearly.9022.b
		reverse_add_opinion = {
			target = scope:bp1_yearly_9022_friend
			modifier = disappointed_opinion
			opinion = -25
		}
		stress_impact = {
			humble = major_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_trait = humble
			}
		}
	}

	after = {
		add_character_flag = had_event_bp1_yearly_9022
	}
}

#################################################
# You realise you don't speak the same language	#
# by James Beaumont								#
# 9023											#
#################################################

bp1_yearly.9023 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9023.t
	desc = bp1_yearly.9023.desc
	theme = diplomacy
	override_background = feast
	left_portrait = {
		character = root
		animation = beg
	}
	right_portrait = {
		character = scope:bp1_yearly_9023_friend
		animation = rage
	}

	trigger = {
		has_dlc_feature = friends_and_foes
		is_available_at_peace_adult = yes
		NOT = { has_character_flag = had_event_bp1_yearly_9023 }
		any_relation = {
			type = friend
			is_available_at_peace_ai_adult = yes
			NOT = { knows_language_of_culture = root.culture }
			NOT = { root = { knows_language_of_culture = prev.culture } }
			NOT = {
				any_scheme = {
					type = learn_language
				}
			}
		}
		NOT = {
			any_scheme = {
				type = learn_language
			}
		}
	}


	weight_multiplier = {
		base = 1
	}

	immediate = {
		random_relation = {
			type = friend
			limit = {
				is_available_at_peace_ai_adult = yes
				NOT = { knows_language_of_culture = root.culture }
				NOT = { root = { knows_language_of_culture = prev.culture } }
			}
			save_scope_as = bp1_yearly_9023_friend
		}
		set_variable = {
			name = wrong_language_friend
			value = scope:bp1_yearly_9023_friend
		}
	}

	option = { # Uhhhh... como te llamas?
		name = bp1_yearly.9023.a
		duel = {
			skill = diplomacy
			target = scope:bp1_yearly_9023_friend
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 2.5
				}
				reverse_add_opinion = {
					target = scope:bp1_yearly_9023_friend
					modifier = flattered_opinion
					opinion = 5
				}
			}
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -2.5
				}
				progress_towards_rival_effect = {
					REASON = rival_linguistic_mishap
					CHARACTER = scope:bp1_yearly_9023_friend
					OPINION = default_rival_opinion
				}
			}
		}
		stress_impact = {
			diligent = major_stress_impact_gain
			compassionate = major_stress_impact_gain
			gregarious = major_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = diligent
					has_trait = compassionate
					has_trait = gregarious
					has_trait = shy
				}
			}
		}
	}

	option = { # Maybe I should learn their language
		name = bp1_yearly.9023.b
		start_scheme = {
			type = learn_language
			target_character = scope:bp1_yearly_9023_friend
		}
		stress_impact = {
			lazy = major_stress_impact_gain
			shy = major_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = lazy
					has_trait = shy
				}
			}
		}
	}

	option = { # Maybe they should learn my language!
		name = bp1_yearly.9023.c
		trigger = {
			has_trait = lazy
		}
		duel = {
			skill = diplomacy
			target = scope:bp1_yearly_9023_friend
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 2.5
				}
				scope:bp1_yearly_9023_friend = {
					start_scheme = {
						type = learn_language
						target_character = root
					}
				}
			}
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -2.5
				}
				progress_towards_rival_effect = {
					REASON = rival_linguistic_request
					CHARACTER = scope:bp1_yearly_9023_friend
					OPINION = default_rival_opinion
				}
			}
		}
		stress_impact = {
			diligent = major_stress_impact_gain
			compassionate = major_stress_impact_gain
			gregarious = major_stress_impact_gain
			just = major_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_trait = lazy
			}
		}
	}

	after = {
		add_character_flag = had_event_bp1_yearly_9023
	}
}

#################################################
# A friend visits you while you're sick			#
# by James Beaumont								#
# 9024											#
#################################################

bp1_yearly.9024 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9024.t
	desc = bp1_yearly.9024.desc
	theme = diplomacy
	override_background = feast
	left_portrait = {
		character = root
		animation = sick
	}
	right_portrait = {
		character = scope:bp1_yearly_9024_friend
		animation = personality_compassionate
	}

	trigger = {
		has_dlc_feature = friends_and_foes
		is_available_at_peace_adult = yes
		has_short_disease_trigger = yes
		any_relation = {
			type = friend
			is_available_at_peace_ai_adult = yes
			OR = {
				has_trait = compassionate
				has_trait = diligent
				has_trait = trusting
			}
		}
		NOT = {
			has_character_modifier = bp1_sickness_being_doted_on
		}
	}


	weight_multiplier = {
		base = 1
	}

	immediate = {
		random_relation = {
			type = friend
			limit = {
				is_available_at_peace_ai_adult = yes
				OR = {
					has_trait = compassionate
					has_trait = diligent
					has_trait = trusting
				}
			}
			save_scope_as = bp1_yearly_9024_friend
		}
	}

	option = { # Relax
		name = bp1_yearly.9024.a
		add_character_modifier = {
			modifier = bp1_sickness_being_doted_on
			years = 5
		}
		if = {
			limit = {
				NOR = {
					has_trait = diligent
					has_trait = paranoid
				}
			}
			stress_impact = {
				base = major_stress_impact_loss
			}
		}
		stress_impact = {
			shy = major_stress_impact_gain
			diligent = major_stress_impact_gain
			paranoid = major_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = diligent
					has_trait = paranoid
				}
			}
		}
	}

	option = { # Tell them to leave you alone
		name = bp1_yearly.9024.b
		trigger = {
			OR = {
				has_trait = diligent
				has_trait = shy
				has_trait = paranoid
			}
		}
		progress_towards_rival_effect = {
			REASON = rival_told_to_go_away
			CHARACTER = scope:bp1_yearly_9024_friend
			OPINION = default_rival_opinion
		}
		stress_impact = {
			trusting = major_stress_impact_gain
			lazy = major_stress_impact_gain
			gregarious = major_stress_impact_gain
			compassionate = major_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = trusting
					has_trait = lazy
					has_trait = gregarious
					has_trait = compassionate
				}
			}
		}
	}
}

#################################################
# You realise you hate your friend				#
# by James Beaumont								#
# 9025											#
#################################################

bp1_yearly.9025 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9025.t
	desc = bp1_yearly.9025.desc
	theme = friendly
	left_portrait = {
		character = root
		animation = disapproval
	}
	right_portrait = {
		character = scope:bp1_yearly_9025_friend
		animation = happiness
	}

	trigger = {
		has_dlc_feature = friends_and_foes
		is_available_at_peace_adult = yes
		exists = var:wrong_language_friend
		has_relation_friend = var:wrong_language_friend
		# You now know a common language
		OR = {
			knows_language_of_culture = var:wrong_language_friend.culture
			var:wrong_language_friend = { knows_language_of_culture = root.culture }
		}
		var:wrong_language_friend = {
			is_available_ai_adult = yes
		}
		# You have a reason to hate them
		number_of_opposing_personality_traits = {
			target = var:wrong_language_friend
			value >= 1
		}
	}


	weight_multiplier = {
		base = 1
	}

	immediate = {
		var:wrong_language_friend = {
			save_scope_as = bp1_yearly_9025_friend
		}
	}

	option = { # Wow, I hate this guy!
		name = bp1_yearly.9025.a
		downgrade_to_rival_effect = {
			CHARACTER = scope:bp1_yearly_9025_friend
			REASON = rival_better_understanding
		}
		stress_impact = {
			gregarious = major_stress_impact_gain
			trusting = major_stress_impact_gain
			loyal = major_stress_impact_gain
			compassionate = major_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = gregarious
					has_trait = trusting
					#has_trait = loyal
					has_trait = compassionate
				}
			}
		}
	}

	option = { # Try to fix the relationship
		name = bp1_yearly.9025.b
		duel = {
			skill = diplomacy
			target = scope:bp1_yearly_9025_friend
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 2.5
				}
				progress_towards_friend_effect = {
					CHARACTER = scope:bp1_yearly_9025_friend
					OPINION = default_friend_opinion
					REASON = friend_fix_relationship_success
				}
			}
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -2.5
				}
				progress_towards_rival_effect = {
					REASON = rival_fix_relationship_fail
					CHARACTER = scope:bp1_yearly_9025_friend
					OPINION = default_rival_opinion
				}
			}
		}
		stress_impact = {
			base = major_stress_impact_gain
			shy = major_stress_impact_gain
			lazy = medium_stress_impact_gain
			arrogant = medium_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = shy
					has_trait = lazy
					has_trait = arrogant
				}
			}
		}
	}

	after = { remove_variable = wrong_language_friend }
}

#################################################
# Totally not Marley's ghost					#
# by James Beaumont								#
# 9026											#
#################################################

bp1_yearly.9026 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9026.t
	desc = {
		desc = bp1_yearly.9026.desc.intro
		first_valid = {
			triggered_desc = {
				trigger = {
					any_secret = {
						type = secret_murder
					}
					exists = scope:bp1_yearly_9026_murder_victim
				}
				desc = bp1_yearly.9026.desc.secret_murderer
			}
			triggered_desc = {
				trigger = {
					has_trait = murderer
					exists = scope:bp1_yearly_9026_murder_victim
				}
				desc = bp1_yearly.9026.desc.murderer
			}
			triggered_desc = {
				trigger = { exists = scope:bp1_yearly_9026_murder_victim }
				desc = bp1_yearly.9026.desc.killer
			}
			# Traits should be in descending order of severity. These should largely be sins that are very directly harmful to others. Greedy, wrathful, etc should be high while lustful and gluttonous should be low.
			# High impact sins
			triggered_desc = {
				trigger = {
					has_trait = greedy
					faith = { trait_is_sin = greedy }
				}
				desc = bp1_yearly.9026.desc.greedy
			}
			triggered_desc = {
				trigger = {
					has_trait = wrathful
					faith = { trait_is_sin = wrathful }
				}
				desc = bp1_yearly.9026.desc.wrathful
			}
			triggered_desc = {
				trigger = {
					has_trait = torturer
					faith = { trait_is_sin = deceitful } # We don't make lifestyle traits sins/virtues so best to check an adjacent trait
				}
				desc = bp1_yearly.9026.desc.torturer
			}
			triggered_desc = {
				trigger = {
					has_trait = arbitrary
					faith = { trait_is_sin = arbitrary }
				}
				desc = bp1_yearly.9026.desc.arbitrary
			}
			triggered_desc = { # Let's assume callous is basically always bad
				trigger = {
					has_trait = callous
					NOT = { faith = { trait_is_virtue = callous } }
				}
				desc = bp1_yearly.9026.desc.callous
			}
			triggered_desc = { # Same for sadistic
				trigger = {
					has_trait = sadistic
					NOT = { faith = { trait_is_virtue = sadistic } }
				}
				desc = bp1_yearly.9026.desc.sadistic
			}
			triggered_desc = {
				trigger = {
					has_trait = vengeful
					faith = { trait_is_sin = vengeful }
				}
				desc = bp1_yearly.9026.desc.vengeful
			}
			# Medium impact sins
			triggered_desc = {
				trigger = {
					has_trait = deceitful
					faith = { trait_is_sin = deceitful }
				}
				desc = bp1_yearly.9026.desc.deceitful
			}
			triggered_desc = {
				trigger = {
					has_trait = impatient
					faith = { trait_is_sin = impatient }
				}
				desc = bp1_yearly.9026.desc.impatient
			}
			triggered_desc = {
				trigger = {
					has_trait = arrogant
					faith = { trait_is_sin = arrogant }
				}
				desc = bp1_yearly.9026.desc.arrogant
			}
			triggered_desc = {
				trigger = {
					has_trait = craven
					faith = { trait_is_sin = craven }
				}
				desc = bp1_yearly.9026.desc.craven
			}
			triggered_desc = {
				trigger = {
					has_trait = ambitious
					faith = { trait_is_sin = ambitious }
				}
				desc = bp1_yearly.9026.desc.ambitious
			}
			triggered_desc = {
				trigger = {
					has_trait = lazy
					faith = { trait_is_sin = lazy }
				}
				desc = bp1_yearly.9026.desc.lazy
			}
			# Low impact sins
			triggered_desc = {
				trigger = {
					has_trait = cynical
					faith = { trait_is_sin = cynical }
				}
				desc = bp1_yearly.9026.desc.cynical
			}
			triggered_desc = {
				trigger = {
					has_trait = shy
					faith = { trait_is_sin = shy }
				}
				desc = bp1_yearly.9026.desc.shy
			}
			triggered_desc = {
				trigger = {
					has_trait = gluttonous
					faith = { trait_is_sin = gluttonous }
				}
				desc = bp1_yearly.9026.desc.gluttonous
			}
			triggered_desc = {
				trigger = {
					has_trait = lustful
					faith = { trait_is_sin = lustful }
				}
				desc = bp1_yearly.9026.desc.lustful
			}
			triggered_desc = {
				trigger = {
					has_trait = temperate
					faith = { trait_is_sin = temperate }
				}
				desc = bp1_yearly.9026.desc.temperate
			}
			triggered_desc = {
				trigger = {
					has_trait = chaste
					faith = { trait_is_sin = chaste }
				}
				desc = bp1_yearly.9026.desc.chaste
			}
			triggered_desc = {
				trigger = {
					has_trait = honest
					faith = { trait_is_sin = honest }
				}
				desc = bp1_yearly.9026.desc.honest
			}
			desc = bp1_yearly.9026.desc.fallback
		}
		desc = bp1_yearly.9026.desc.outro
	}
	theme = skull
	override_background = corridor_night
	left_portrait = {
		character = root
		animation = lantern
		outfit_tags = { nightgown }
	}
	right_portrait = {
		character = scope:bp1_yearly_9026_dead_friend
		animation = laugh
		animate_if_dead = yes
	}

	trigger = {
		has_dlc_feature = friends_and_foes
		is_available_at_peace_adult = yes
		NOT = { has_character_flag = had_event_bp1_yearly_9026 }
		OR = {
			any_killed_character = { }
			num_sinful_traits >= 1
			AND = {
				has_trait = sadistic
				NOT = { faith = { trait_is_virtue = sadistic } }
			}
			AND = {
				has_trait = callous
				NOT = { faith = { trait_is_virtue = callous } }
			}
		}
		any_memory = {
			memory_type = friend_died
		}
	}

	immediate = {
		if = {
			limit = {
				any_killed_character = { }
			}
			if = {
				limit = {
					any_secret = {
						type = secret_murder
					}
				}
				random_secret = {
					type = secret_murder
					secret_target = {
						save_scope_as = bp1_yearly_9026_murder_victim
					}
				}
			}
			else_if = {
				limit = {
					has_trait = murderer
					any_killed_character = {
						death_reason = death_murder
					}
				}
				random_killed_character = {
					limit = {
						death_reason = death_murder
					}
					save_scope_as = bp1_yearly_9026_murder_victim
				}
			}
			else = {
				random_killed_character = {
					save_scope_as = bp1_yearly_9026_murder_victim
				}
			}
		}
		random_memory = {
			memory_type = friend_died
			limit = {
				exists = memory_participant:dead_relation
			}
			save_scope_as = dead_friend_memory
			memory_participant:dead_relation = { save_scope_as = bp1_yearly_9026_dead_friend }
		}
		create_story = story_being_visited_by_angry_ghosts
		random_owned_story = {
			type = story_being_visited_by_angry_ghosts
			set_variable = {
				name = first_ghost
				value = scope:bp1_yearly_9026_dead_friend
			}
			set_variable = {
				name = good_deeds
				value = 0
			}
			save_scope_as = marley_story_cycle_scope
		}
		create_character_memory = {
			type = haunted_by_a_friend_memory
			participants = {
				dead_relation = scope:bp1_yearly_9026_dead_friend
			}
		}
	}

	option = { # I repent! I repent!
		name = bp1_yearly.9026.a
		add_piety = medium_piety_gain
		bp1_yearly_9026_determine_sin_and_virtue = yes
		stress_impact = {
			base = major_stress_impact_gain
			arrogant = major_stress_impact_gain
			cynical = major_stress_impact_gain
			zealous = major_stress_impact_loss
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = arrogant
					has_trait = cynical
				}
			}
		}
	}

	option = { # There's more of gravy than of grave about you!
		name = bp1_yearly.9026.b
		duel = {
			skill = learning
			target = scope:bp1_yearly_9026_dead_friend
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 2.5
				}
				stress_impact = {
					cynical = major_stress_impact_loss
				}
				scope:marley_story_cycle_scope = { end_story = yes }
				custom_tooltip = end_marley_ghost_story_tt
			}
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -2.5
				}
				add_piety = medium_piety_loss
				bp1_yearly_9026_determine_sin_and_virtue = yes
			}
		}
		stress_impact = {
			base = minor_stress_impact_gain
			zealous = major_stress_impact_gain
			just = medium_stress_impact_gain
			compassionate = medium_stress_impact_gain
			humble = medium_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = zealous
					has_trait = just
					has_trait = compassionate
				}
			}
		}
	}


	after = { add_character_flag = had_event_bp1_yearly_9026 }
}

# Your act of repentance: generosity
bp1_yearly.9027 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9027.t
	desc = {
		desc = bp1_yearly.9027.desc.intro
		first_valid = {
			triggered_desc = {
				trigger = {
					has_trait = greedy
					faith = { trait_is_sin = greedy }
				}
				desc = bp1_yearly.9027.desc.greedy
			}
			desc = bp1_yearly.9027.desc.fallback
		}
		desc = bp1_yearly.9027.desc.outro
	}
	theme = stewardship
	override_background = market
	left_portrait = {
		character = root
		animation = stress
	}
	right_portrait = {
		character = scope:bp1_yearly_9027_peasant_begger
		animation = beg
	}

	trigger = {
		is_available_at_peace_adult = yes
		has_character_flag = had_event_bp1_yearly_9026
		NOT = { has_character_flag = had_event_bp1_yearly_9027 }
	}

	immediate = {
		create_character = {
			template = generic_peasant_character
			location = root.capital_province
			save_scope_as = bp1_yearly_9027_peasant_begger
		}
		random_owned_story = {
			type = story_being_visited_by_angry_ghosts
			var:first_ghost = {
				save_scope_as = bp1_yearly_9027_dead_friend
			}
		}
	}

	option = { # Stay true to your repentance
		name = bp1_yearly.9027.a
		remove_short_term_gold = medium_gold_value
		add_piety = medium_piety_gain
		root.capital_county = {
			add_county_modifier = {
				modifier = invested_in_province_modifier
				years = 5
			}
		}
		# For determining final event
		bp1_increase_good_deeds = yes
		stress_impact = {
			arrogant = medium_stress_impact_gain
			greedy = major_stress_impact_gain
			cynical = major_stress_impact_gain
			zealous = major_stress_impact_loss
		}
		ai_chance = {
			base = 10
			modifier = {
				short_term_gold < medium_gold_value
				factor = 0
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = arrogant
					has_trait = greedy
					has_trait = cynical
				}
			}
		}
	}

	option = { # Take advantage of their desperate situation
		name = bp1_yearly.9027.b
		trigger = {
			OR = {
				has_trait = greedy
				has_trait = callous
			}
		}
		remove_short_term_gold = minor_gold_value
		add_piety = medium_piety_loss
		root.capital_county = {
			add_county_modifier = {
				modifier = exploitative_lord_modifier
				years = 5
			}
		}
		# For determining final event
		bp1_decrease_good_deeds = yes
		stress_impact = {
			just = medium_stress_impact_gain
			humble = medium_stress_impact_gain
			compassionate = major_stress_impact_gain
			generous = massive_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				short_term_gold < minor_gold_value
				factor = 0
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = just
					has_trait = compassionate
					has_trait = humble
					has_trait = generous
				}
			}
		}
	}

	option = { # You want HOW much??
		name = bp1_yearly.9027.c
		add_piety = medium_piety_loss
		stress_impact = {
			just = medium_stress_impact_gain
			compassionate = medium_stress_impact_gain
			humble = medium_stress_impact_gain
			generous = major_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = just
					has_trait = compassionate
					has_trait = humble
					has_trait = generous
				}
			}
		}
	}

	after = {
		add_character_flag = had_event_bp1_yearly_9027
		scope:bp1_yearly_9027_peasant_begger = {
			silent_disappearance_effect = yes
		}
	}
}

# Ghostly visit: rival

bp1_yearly.9028 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9028.t
	desc = {
		desc = bp1_yearly.9028.desc.intro
		first_valid = {
			triggered_desc = {
				trigger = {
					any_killed_character = {
						this = scope:bp1_yearly_9028_dead_rival
					}
				}
				desc = bp1_yearly.9028.desc.murderer
			}
			desc = bp1_yearly.9028.desc.murderer.fallback
		}
		first_valid = {
			triggered_desc = {
				trigger = {
					OR = {
						has_trait = callous
						has_trait = sadistic
						has_trait = vengeful
					}
				}
				desc = bp1_yearly.9028.desc.callous
			}
			desc = bp1_yearly.9028.desc.fallback
		}
		desc = bp1_yearly.9028.desc.outro
	}
	theme = skull
	override_background = corridor_night
	left_portrait = {
		character = root
		animation = fear
		outfit_tags = { nightgown }
	}
	right_portrait = {
		character = scope:bp1_yearly_9028_dead_rival
		animation = anger
		animate_if_dead = yes
	}

	trigger = {
		is_available_at_peace_adult = yes
		has_character_flag = had_event_bp1_yearly_9027
		NOT = { has_character_flag = had_event_bp1_yearly_9028 }
		OR = {
			any_memory = {
				memory_type = rival_died
				memory_participant:dead_relation = { any_close_or_extended_family_member = { is_alive = yes } }
			}
			any_memory = {
				memory_type = successful_murder
				memory_participant:victim = { any_close_or_extended_family_member = { is_alive = yes } }
			}
		}
		any_owned_story = {
			type = story_being_visited_by_angry_ghosts
			NOT = { exists = var:second_ghost }
		}
	}

	immediate = {
		if = {
			limit = {
				any_memory = {
					memory_type = rival_died
					memory_participant:dead_relation = { any_close_or_extended_family_member = { is_alive = yes } }
				}
			}
			random_memory = {
				memory_type = rival_died
				save_scope_as = dead_rival_memory
				memory_participant:dead_relation = { save_scope_as = bp1_yearly_9028_dead_rival }
			}
		}
		else_if = {
			limit = {
				any_memory = {
					memory_type = successful_murder
					memory_participant:victim = { any_close_or_extended_family_member = { is_alive = yes } }
				}
			}
			random_memory = {
				memory_type = successful_murder
				save_scope_as = dead_rival_memory
				memory_participant:victim = { save_scope_as = bp1_yearly_9028_dead_rival }
			}
		}
		random_owned_story = {
			type = story_being_visited_by_angry_ghosts
			set_variable = {
				name = second_ghost
				value = scope:bp1_yearly_9028_dead_rival
			}
		}
		create_character_memory = {
			type = haunted_by_a_rival_memory
			participants = {
				dead_relation = scope:bp1_yearly_9028_dead_rival
			}
		}
	}

	option = { # I repent! I repent!
		name = bp1_yearly.9028.a
		add_piety = medium_piety_gain
		add_character_flag = had_event_bp1_promised_to_ammend_rivalry
		bp1_increase_good_deeds = yes
		stress_impact = {
			arrogant = medium_stress_impact_gain
			vengeful = major_stress_impact_gain
			zealous = minor_stress_impact_loss
			forgiving = minor_stress_impact_loss
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = arrogant
					has_trait = vengeful
					has_trait = cynical
				}
			}
		}
	}

	option = { # Not a chance!
		name = bp1_yearly.9028.b
		bp1_decrease_good_deeds = yes
		stress_impact = {
			zealous = major_stress_impact_gain
			just = medium_stress_impact_gain
			compassionate = medium_stress_impact_gain
			humble = medium_stress_impact_gain
			forgiving = major_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = zealous
					has_trait = just
					has_trait = compassionate
					has_trait = forgiving
				}
			}
		}
	}

	after = { add_character_flag = had_event_bp1_yearly_9028 }
}

# Ghostly visit: parent

bp1_yearly.9029 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9029.t
	desc = {
		desc = bp1_yearly.9029.desc.intro
		first_valid = {
			triggered_desc = {
				trigger = {
					any_sibling = {
						any_parent = { this = scope:bp1_yearly_9029_dead_parent }
						has_relation_rival = root
					}
				}
				desc = bp1_yearly.9029.desc.rival_sibling
			}
			triggered_desc = {
				trigger = {
					any_sibling = {
						has_relation_rival = root
					}
				}
				desc = bp1_yearly.9029.desc.rival_sibling_unrelated
			}
			triggered_desc = {
				trigger = {
					any_relation = {
						type = rival
					}
				}
				desc = bp1_yearly.9029.desc.rival
			}
		}
		desc = bp1_yearly.9029.desc.outro
	}
	theme = skull
	override_background = corridor_night
	left_portrait = {
		character = root
		animation = shock
		outfit_tags = { nightgown }
	}
	right_portrait = {
		character = scope:bp1_yearly_9029_dead_parent
		animation = personality_compassionate
		animate_if_dead = yes
	}

	trigger = {
		is_available_at_peace_adult = yes
		has_character_flag = had_event_bp1_yearly_9027
		NOT = { has_character_flag = had_event_bp1_yearly_9029 }
		any_parent = {
			even_if_dead = yes
			is_alive = no
		}
		any_relation = {
			type = rival
		}
		any_owned_story = {
			type = story_being_visited_by_angry_ghosts
			NOT = { exists = var:second_ghost }
		}
	}

	immediate = {
		random_parent = {
			even_if_dead = yes
			limit = {
				is_alive = no
			}
			save_scope_as = bp1_yearly_9029_dead_parent
		}
		if = {
			limit = {
				any_sibling = {
					any_parent = { this = scope:bp1_yearly_9029_dead_parent }
					has_relation_rival = root
				}
			}
			random_sibling = {
				limit = {
					any_parent = { this = scope:bp1_yearly_9029_dead_parent }
					has_relation_rival = root
				}
				save_scope_as = bp1_yearly_9029_rival
			}
		}
		else_if = {
			limit = {
				any_sibling = {
					has_relation_rival = root
				}
			}
			random_sibling = {
				limit = {
					has_relation_rival = root
				}
				save_scope_as = bp1_yearly_9029_rival
			}
		}
		else_if = {
			limit = {
				any_relation = {
					type = rival
				}
			}
			random_relation = {
				type = rival
				save_scope_as = bp1_yearly_9029_rival
			}
		}
		create_character_memory = {
			type = haunted_by_parent_memory
			participants = {
				dead_relation = scope:bp1_yearly_9029_dead_parent
			}
		}
	}

	option = { # I'll go be nice to my rival
		name = bp1_yearly.9029.a
		add_piety = medium_piety_gain
		random_owned_story = {
			type = story_being_visited_by_angry_ghosts
			set_variable = {
				name = second_ghost
				value = scope:bp1_yearly_9029_dead_parent
			}
			set_variable = {
				name = rival_ammends
				value = scope:bp1_yearly_9029_rival
			}
		}
		stress_impact = {
			arrogant = medium_stress_impact_gain
			vengeful = major_stress_impact_gain
			zealous = minor_stress_impact_loss
			forgiving = minor_stress_impact_loss
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = arrogant
					has_trait = vengeful
				}
			}
		}
	}

	option = { # Not a chance!
		name = bp1_yearly.9029.b
		random_owned_story = {
			type = story_being_visited_by_angry_ghosts
			set_variable = {
				name = second_ghost
				value = scope:bp1_yearly_9029_dead_parent
			}
		}
		bp1_decrease_good_deeds = yes
		stress_impact = {
			zealous = major_stress_impact_gain
			just = medium_stress_impact_gain
			compassionate = medium_stress_impact_gain
			humble = medium_stress_impact_gain
			forgiving = major_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = zealous
					has_trait = just
					has_trait = compassionate
					has_trait = forgiving
				}
			}
		}
	}

	after = { add_character_flag = had_event_bp1_yearly_9029 }
}

# Ghostly visit: dead friend again

bp1_yearly.9030 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9030.t
	desc = {
		desc = bp1_yearly.9030.desc.intro
		first_valid = {
			triggered_desc = {
				trigger = {
					#Check Pilgrimage triggers
					is_available_adult = yes
					is_at_war = no
					is_landed = yes
					faith = {
						NOT = { has_doctrine_parameter = forbidden_from_pilgrimage }
						any_holy_site = { exists = this }
					}
					#Check if all of your holy sites are on cooldown
					trigger_if = {
						limit = {
							any_memory = {
								has_variable = pilgrimage_destination
								memory_age_years < 5
							}
						}
						faith = {
							any_holy_site = {
								save_temporary_scope_as = site_check
								NOT = {
									root = {
										any_memory = {
											has_variable = pilgrimage_destination
											memory_age_years < 5
											var:pilgrimage_destination.barony = scope:site_check
										}
									}
								}
								add_to_temporary_list = holy_sites_not_on_cooldown
							}
						}
						any_in_list = {
							list = holy_sites_not_on_cooldown
							count > 0
						}
					}
					trigger_else = { always = yes }
				}
				desc = bp1_yearly.9030.desc.pilgrimage
			}
			desc = bp1_yearly.9030.desc.fallback
		}
	}
	theme = skull
	override_background = corridor_night
	left_portrait = {
		character = root
		animation = beg
		outfit_tags = { nightgown }
	}
	right_portrait = {
		character = scope:bp1_yearly_9026_dead_friend
		animation = anger
		animate_if_dead = yes
	}

	trigger = {
		is_available_at_peace_adult = yes
		has_character_flag = had_event_bp1_yearly_9027
		NOT = { has_character_flag = had_event_bp1_yearly_9030 }
		any_owned_story = {
			type = story_being_visited_by_angry_ghosts
			NOT = { exists = var:second_ghost }
		}
	}

	immediate = {
		random_owned_story = {
			type = story_being_visited_by_angry_ghosts
			var:first_ghost = { save_scope_as = bp1_yearly_9026_dead_friend }
			set_variable = {
				name = second_ghost
				value = scope:bp1_yearly_9026_dead_friend
			}
		}
	}

	option = { # I'll go on pilgrimage/become a big charity guy
		name = bp1_yearly.9030.a
		if = {
			limit = {
				#Only one modifier for _you_
				NOR = {
					has_character_modifier = ghost_pilgrimage_promised_modifier
					has_character_modifier = hajj_promised_modifier
					has_character_modifier = pilgrimage_promised_modifier
				}
				#Check Pilgrimage triggers
				is_available_adult = yes
				is_at_war = no
				is_landed = yes
				faith = {
					NOT = { has_doctrine_parameter = forbidden_from_pilgrimage }
					any_holy_site = { exists = this }
				}
				#Check if all of your holy sites are on cooldown
				trigger_if = {
					limit = {
						any_memory = {
							has_variable = pilgrimage_destination
							memory_age_years < 5
						}
					}
					faith = {
						any_holy_site = {
							save_temporary_scope_as = site_check
							NOT = {
								root = {
									any_memory = {
										has_variable = pilgrimage_destination
										memory_age_years < 5
										var:pilgrimage_destination.barony = scope:site_check
									}
								}
							}
							add_to_temporary_list = holy_sites_not_on_cooldown
						}
					}
					any_in_list = {
						list = holy_sites_not_on_cooldown
						count > 0
					}
				}
				trigger_else = { always = yes }
			}
			custom_tooltip = {
				text = bp1_yearly.9030.a.tt_pilgrimage
				add_character_modifier = ghost_pilgrimage_promised_modifier
			}
		}
		else = {
			add_trait = profligate
			remove_short_term_gold = medium_gold_value
			add_stress = medium_stress_loss
		}
		bp1_increase_good_deeds = yes
		stress_impact = {
			arrogant = medium_stress_impact_gain
			vengeful = major_stress_impact_gain
			zealous = minor_stress_impact_loss
			forgiving = minor_stress_impact_loss
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = arrogant
					has_trait = vengeful
				}
			}
		}
	}

	option = { # Not a chance!
		name = bp1_yearly.9030.b
		bp1_decrease_good_deeds = yes
		stress_impact = {
			zealous = major_stress_impact_gain
			just = medium_stress_impact_gain
			compassionate = medium_stress_impact_gain
			humble = medium_stress_impact_gain
			forgiving = major_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = zealous
					has_trait = just
					has_trait = compassionate
					has_trait = forgiving
				}
			}
		}
	}

	after = { add_character_flag = had_event_bp1_yearly_9030 }
}

# Redemption: making ammends with rival's family

bp1_yearly.9031 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9031.t
	desc = {
		desc = bp1_yearly.9031.desc.intro
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:bp1_yearly_9031_rival_family = {
						OR = {
							has_trait = sadistic
							has_trait = torturer
							has_trait = flagellant
						}
					}
				}
				desc = bp1_yearly.9031.desc.flagellant
			}
			triggered_desc = {
				trigger = {
					scope:bp1_yearly_9031_rival_family = {
						OR = {
							has_trait = vengeful
							has_trait = just
							has_trait = zealous
						}
					}
				}
				desc = bp1_yearly.9031.desc.debate
			}
			triggered_desc = {
				trigger = {
					scope:bp1_yearly_9031_rival_family = {
						OR = {
							has_trait = lazy
							has_trait = arbitrary
						}
					}
				}
				desc = bp1_yearly.9031.desc.cleanup
			}
			triggered_desc = {
				trigger = {
					scope:bp1_yearly_9031_rival_family = {
						has_trait = forgiving
					}
				}
				desc = bp1_yearly.9031.desc.unconditional
			}
			desc = bp1_yearly.9031.desc.fallback
		}
	}
	theme = skull
	override_background = corridor_night
	left_portrait = {
		character = root
		animation = beg
	}
	right_portrait = {
		character = scope:bp1_yearly_9031_rival_family
		animation = anger
	}

	trigger = {
		is_available_at_peace_adult = yes
		has_character_flag = had_event_bp1_yearly_9028
		any_owned_story = {
			type = story_being_visited_by_angry_ghosts
			exists = var:second_ghost
			var:second_ghost = {
				any_close_or_extended_family_member = { }
			}
		}
		has_character_flag = had_event_bp1_promised_to_ammend_rivalry
	}

	immediate = {
		random_owned_story = {
			type = story_being_visited_by_angry_ghosts
			var:second_ghost = {
				save_scope_as = bp1_yearly_9031_rival
				random_close_or_extended_family_member = {
					save_scope_as = bp1_yearly_9031_rival_family
				}
			}
		}
	}

	option = { # Grit my teeth and apologise
		name = {
			trigger = {
				scope:bp1_yearly_9031_rival_family = {
					has_trait = forgiving
				}
			}
			text = bp1_yearly.9031.a.forgiven
		}
		name = bp1_yearly.9031.a
		bp1_increase_good_deeds = yes
		progress_towards_friend_effect = {
			CHARACTER = scope:bp1_yearly_9031_rival_family
			OPINION = default_friend_opinion
			REASON = friend_forgiven_transgression
		}
		if = {
			limit = {
				scope:bp1_yearly_9031_rival_family = {
					OR = {
						has_trait = sadistic
						has_trait = torturer
						has_trait = flagellant
					}
				}
			}
			increase_wounds_effect = { REASON = whipping }
		}
		else_if = {
			limit = {
				scope:bp1_yearly_9031_rival_family = {
					OR = {
						has_trait = vengeful
						has_trait = just
						has_trait = zealous
					}
				}
			}
			duel = {
				skill = learning
				target = scope:bp1_yearly_9031_rival_family
				50 = {
					compare_modifier = {
						value = scope:duel_value
						multiplier = 2.5
					}
					add_piety = medium_piety_gain
					progress_towards_friend_effect = {
						CHARACTER = scope:bp1_yearly_9031_rival_family
						OPINION = default_friend_opinion
						REASON = friend_debate_win
					}
				}
				50 = {
					compare_modifier = {
						value = scope:duel_value
						multiplier = -2.5
					}
					add_piety = medium_piety_loss
				}
			}
		}
		else_if = {
			limit = {
				scope:bp1_yearly_9031_rival_family = {
					NOT = { has_trait = forgiving }
				}
				NOT = { has_trait = humble }
			}
			add_prestige = medium_prestige_loss
		}
		stress_impact = {
			base = medium_stress_impact_loss
			arrogant = medium_stress_impact_gain
			vengeful = major_stress_impact_gain
			zealous = minor_stress_impact_loss
			forgiving = medium_stress_impact_loss
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = arrogant
					has_trait = vengeful
				}
			}
		}
	}

	option = { # I will not grovel!
		name = {
			trigger = {
				scope:bp1_yearly_9031_rival_family = {
					has_trait = forgiving
				}
			}
			text = bp1_yearly.9031.b.forgiven
		}
		name = bp1_yearly.9031.b
		bp1_decrease_good_deeds = yes
		progress_towards_rival_effect = {
			REASON = rival_not_grovel
			CHARACTER = scope:bp1_yearly_9031_rival_family
			OPINION = default_rival_opinion
		}
		stress_impact = {
			zealous = major_stress_impact_gain
			just = medium_stress_impact_gain
			compassionate = medium_stress_impact_gain
			humble = medium_stress_impact_gain
			forgiving = major_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = zealous
					has_trait = just
					has_trait = compassionate
					has_trait = forgiving
				}
			}
		}
	}

	after = { add_character_flag = had_event_bp1_yearly_9031 }
}

# Redemption: making ammends with rival

bp1_yearly.9032 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9032.t
	desc = bp1_yearly.9032.desc
	theme = skull
	override_background = corridor_night
	left_portrait = {
		character = root
		animation = beg
	}
	right_portrait = {
		character = scope:bp1_yearly_9032_rival
		animation = anger
	}

	trigger = {
		is_available_at_peace_adult = yes
		has_character_flag = had_event_bp1_yearly_9028
		any_owned_story = {
			type = story_being_visited_by_angry_ghosts
			exists = var:second_ghost
			exists = var:rival_ammends
		}
	}

	immediate = {
		random_owned_story = {
			type = story_being_visited_by_angry_ghosts
			var:rival_ammends = {
				save_scope_as = bp1_yearly_9032_rival
			}
		}
	}

	option = { # Grit my teeth and apologise
		name = bp1_yearly.9032.a
		bp1_increase_good_deeds = yes
		progress_towards_friend_effect = {
			CHARACTER = scope:bp1_yearly_9032_rival
			OPINION = default_friend_opinion
			REASON = friend_apologise
		}
		stress_impact = {
			base = medium_stress_impact_loss
			arrogant = medium_stress_impact_gain
			vengeful = major_stress_impact_gain
			zealous = minor_stress_impact_loss
			forgiving = medium_stress_impact_loss
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = arrogant
					has_trait = vengeful
				}
			}
		}
	}

	option = { # I will not grovel!
		name = bp1_yearly.9032.b
		bp1_decrease_good_deeds = yes
		progress_towards_rival_effect = {
			REASON = rival_not_grovel
			CHARACTER = scope:bp1_yearly_9032_rival
			OPINION = default_rival_opinion
		}
		scope:bp1_yearly_9032_rival = {
			increase_wounds_effect = { REASON = fight }
		}
		stress_impact = {
			zealous = major_stress_impact_gain
			just = medium_stress_impact_gain
			compassionate = medium_stress_impact_gain
			humble = medium_stress_impact_gain
			forgiving = major_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = zealous
					has_trait = just
					has_trait = compassionate
					has_trait = forgiving
				}
			}
		}
	}

	after = { add_character_flag = had_event_bp1_yearly_9032 }
}

# Ending event, first ghost tells you how you did

bp1_yearly.9033 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9033.t
	desc = {
		desc = bp1_yearly.9033.desc.intro
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:ghost_story_scope = {
						var:good_deeds >= 1
					}
				}
				desc = bp1_yearly.9033.desc.did_well
			}
			triggered_desc = {
				trigger = {
					scope:ghost_story_scope = {
						var:good_deeds <= 0
					}
				}
				desc = bp1_yearly.9033.desc.did_bad
			}
			desc = bp1_yearly.9033.desc.did_okay
		}
		desc = bp1_yearly.9033.desc.outro
	}
	theme = skull
	override_background = corridor_night
	left_portrait = {
		character = root
		animation = beg
		outfit_tags = { nightgown }
	}
	right_portrait = {
		character = scope:bp1_yearly_9026_dead_friend
		triggered_animation = {
			trigger = {
				scope:ghost_story_scope = {
					var:good_deeds <= 0
				}
			}
			animation = anger
		}
		triggered_animation = {
			trigger = {
				scope:ghost_story_scope = {
					var:good_deeds > 0
				}
			}
			animation = personality_compassionate
		}
		animate_if_dead = yes
	}

	trigger = {
		is_available_at_peace_adult = yes
		OR = {
			has_character_flag = had_event_bp1_yearly_9030
			has_character_flag = had_event_bp1_yearly_9031
			has_character_flag = had_event_bp1_yearly_9032
		}
		any_owned_story = {
			type = story_being_visited_by_angry_ghosts
			exists = var:second_ghost
		}
	}

	immediate = {
		random_owned_story = {
			type = story_being_visited_by_angry_ghosts
			save_scope_as = ghost_story_scope
			var:first_ghost = { save_scope_as = bp1_yearly_9026_dead_friend }
		}
	}

	option = { # I did it!
		name = bp1_yearly.9033.a
		trigger = {
			scope:ghost_story_scope = {
				var:good_deeds > 0
			}
		}
		add_piety = medium_piety_gain

		stress_impact = {
			base = massive_stress_impact_loss
			cynical = medium_stress_impact_gain # Offset if you're cynical; you believe it less
		}
	}

	option = { # I failed
		name = bp1_yearly.9033.b
		trigger = {
			scope:ghost_story_scope = {
				var:good_deeds <= 0
			}
		}
		add_piety = medium_piety_loss
		stress_impact = {
			zealous = major_stress_impact_gain
			just = medium_stress_impact_gain
			compassionate = medium_stress_impact_gain
			humble = medium_stress_impact_gain
			forgiving = major_stress_impact_gain
		}
	}

	option = { # I will live every day like it's spooky ghost day!
		name = bp1_yearly.9033.c
		trigger = {
			scope:ghost_story_scope = {
				var:good_deeds > 1
			}
		}
		add_piety = major_piety_gain
		if = {
			limit = {
				any_owned_story = {
					type = story_being_visited_by_angry_ghosts
					var:trait_to_gain = 1
				}
			}
			if = {
				limit = { has_trait = greedy }
				remove_trait = greedy
			}
			add_trait = generous
		}
		else_if = {
			limit = {
				any_owned_story = {
					type = story_being_visited_by_angry_ghosts
					var:trait_to_gain = 2
				}
			}
			if = {
				limit = { has_trait = vengeful }
				remove_trait = vengeful
			}
			add_trait = forgiving
		}
		else_if = {
			limit = {
				any_owned_story = {
					type = story_being_visited_by_angry_ghosts
					var:trait_to_gain = 3
				}
			}
			if = {
				limit = { has_trait = callous }
				remove_trait = callous
			}
			if = {
				limit = { has_trait = sadistic }
				remove_trait = sadistic
			}
			add_trait = compassionate
		}
		stress_impact = {
			base = medium_stress_impact_gain
			cynical = medium_stress_impact_gain # Offset if you're cynical; you believe it less
		}
	}

	after = { scope:ghost_story_scope ?= { end_story = yes } }
}

# End of ghostly visit chain

#####################################
# Watery bog witch					#
# by James Beaumont					#
# 9034								#
#####################################

bp1_yearly.9034 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9034.t
	desc = {
		desc = bp1_yearly.9034.desc.intro
		#What text we display depends on the relationship to the child
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:bp1_yearly_9034_witch = { has_trait = giant }
				}
				desc = bp1_yearly.9034.desc.giant
			}
			triggered_desc = {
				trigger = {
					scope:bp1_yearly_9034_witch = { has_trait = hunchbacked }
				}
				desc = bp1_yearly.9034.desc.hunchbacked
			}
			triggered_desc = {
				trigger = {
					scope:bp1_yearly_9034_witch = { has_trait = beauty_bad }
				}
				desc = bp1_yearly.9034.desc.beauty_bad
			}
			triggered_desc = {
				trigger = {
					scope:bp1_yearly_9034_witch = { has_trait = albino }
				}
				desc = bp1_yearly.9034.desc.albino
			}
			triggered_desc = {
				trigger = {
					scope:bp1_yearly_9034_witch = { has_trait = scaly }
				}
				desc = bp1_yearly.9034.desc.scaly
			}
		}
		desc = bp1_yearly.9034.desc.outro
	}
	theme = witchcraft
	override_background = wilderness_wetlands
	left_portrait = {
		character = root
		animation = fear
	}
	lower_left_portrait = {
		character = scope:bp1_yearly_9034_friend
		animation = fear
	}
	right_portrait = {
		character = scope:bp1_yearly_9034_witch
		animation = rage
	}

	trigger = {
		has_dlc_feature = friends_and_foes
		is_available = yes
		is_adult = no
		OR = {
			any_held_county = {
				county_has_province_with_terrain = { terrain = wetlands }
			}
			location = { terrain = wetlands }
		}
		any_relation = {
			type = friend
			is_adult = no
			is_available_ai = yes
		}
		any_relation = {
			type = guardian
			is_available_ai_adult = yes
		}
	}

	weight_multiplier = {
		base = 1

	}

	immediate = {
		if = {
			limit = {
				any_held_county = {
					county_has_province_with_terrain = { terrain = wetlands }
				}
			}
			random_held_county = {
				limit = {
					county_has_province_with_terrain = { terrain = wetlands }
				}
				random_county_province = {
					limit = { terrain = wetlands }
					save_scope_as = bp1_yearly_9034_swampy_location
				}
			}
		}
		else = {
			location = { save_scope_as = bp1_yearly_9034_swampy_location }
		}
		random_relation = {
			type = friend
			limit = {
				is_adult = no
				is_available_ai = yes
			}
			save_scope_as = bp1_yearly_9034_friend
		}
		random_relation = {
			type = guardian
			limit = {
				is_available_ai_adult = yes
			}
			save_scope_as = bp1_yearly_9034_guardian
		}
		create_character = {
			template = witchy_template
			random_traits_list = {
				count = 1
				giant = {}
				hunchbacked = {}
				beauty_bad_1 = {}
				beauty_bad_2 = {}
				beauty_bad_3 = {}
				albino = {}
				scaly = {}
			}
			location = scope:bp1_yearly_9034_swampy_location
			save_scope_as = bp1_yearly_9034_witch
		}
	}

	option = { # Run from the horrifying bog witch!
		name = bp1_yearly.9034.a
		duel = {
			skill = prowess
			target = scope:bp1_yearly_9034_witch
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 2.5
				}
				send_interface_toast = {
					title = 9034_escaped_witch
					left_icon = root
					right_icon = scope:bp1_yearly_9034_witch
				}
			}
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -1
				}
				send_interface_toast = {
					title = 9034_failed_to_escape
					left_icon = root
					right_icon = scope:bp1_yearly_9034_witch
					increase_wounds_no_death_effect = { REASON = duel }
				}
			}
		}
		create_character_memory = {
			type = chased_by_bog_witch_memory
			participants = {
				witch = scope:bp1_yearly_9034_witch
			}
		}
		scope:bp1_yearly_9034_witch = {
			silent_disappearance_effect = yes
		}
		stress_impact = {
			brave = medium_stress_impact_gain
			rowdy = medium_stress_impact_gain
			curious = minor_stress_impact_gain
		}
	}

	option = { # Stand your ground like you're facing down a wolf
		name = bp1_yearly.9034.b
		custom_tooltip = {
			text = bp1_yearly_9034_witchy_goodbad_tt
			random_list = {
				# The good witch of the bog
				60 = {
					modifier = {
						factor = 0
						has_trait = wrathful
					}
					modifier = {
						factor = 2
						OR = {
							has_trait = honest
							has_trait = generous
							has_trait = forgiving
							has_trait = calm
							has_trait = patient
						}
					}
					trigger_event = bp1_yearly.9035
				}
				# The wicked witch of the bog
				40 = {
					modifier = {
						factor = 0
						has_trait = compassionate
					}
					modifier = {
						factor = 0.5
						OR = {
							has_trait = honest
							has_trait = generous
							has_trait = forgiving
							has_trait = calm
							has_trait = patient
						}
					}
					trigger_event = bp1_yearly.9036
				}
			}
		}
		stress_impact = {
			craven = massive_stress_impact_gain
			pensive = major_stress_impact_gain
			bossy = minor_stress_impact_gain
			zealous = minor_stress_impact_gain
		}
	}
}

# Good witch event

bp1_yearly.9035 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9035.t
	desc = bp1_yearly.9035.desc
	theme = witchcraft
	override_background = wilderness_wetlands
	left_portrait = {
		character = root
		animation = fear
	}
	right_portrait = {
		character = scope:bp1_yearly_9034_witch
		animation = personality_forgiving
	}

	immediate = {
		scope:bp1_yearly_9034_witch = {
			add_trait = lifestyle_herbalist
		}
		if = {
			limit = {
				employs_court_position = court_physician_court_position
			}
			random_court_position_holder = {
				type = court_physician_court_position
				save_scope_as = current_physician
			}
		}
		create_character_memory = {
			type = met_a_nice_witch_memory
			participants = {
				witch = scope:bp1_yearly_9034_witch
			}
		}
	}

	option = { # Employ the witch as your physician
		name = bp1_yearly.9035.a
		add_courtier = scope:bp1_yearly_9034_witch
		court_position_grant_effect = {
			POS = court_physician
			CANDIDATE = scope:bp1_yearly_9034_witch
			EMPLOYER = root
		}
		stress_impact = {
			pensive = major_stress_impact_gain
			bossy = minor_stress_impact_gain
			zealous = minor_stress_impact_gain
		}
		ai_chance = {
			base = 30
			modifier = {
				factor = 0
				OR = {
					has_trait = pensive
					has_trait = bossy
					has_trait = zealous
				}
			}
			modifier = {
				factor = 0
				employs_court_position = court_physician_court_position
			}
		}
	}

	option = { # Teach me how to witch
		name = bp1_yearly.9035.b
		trigger = { # Only players should be able to override their guardian
			is_ai = no
		}
		add_courtier = scope:bp1_yearly_9034_witch
		give_witch_secret_or_trait_effect = yes
		set_relation_guardian = scope:bp1_yearly_9034_witch
		set_relation_friend = { reason = friend_deviant_fun target = scope:bp1_yearly_9034_witch }
		stress_impact = {
			pensive = major_stress_impact_gain
			bossy = minor_stress_impact_gain
			zealous = minor_stress_impact_gain
		}
	}

	option = { # kbye
		name = bp1_yearly.9035.c
		scope:bp1_yearly_9034_witch = {
			silent_disappearance_effect = yes
		}
		ai_chance = {
			base = 30
			modifier = {
				factor = 0
				NOT = { employs_court_position = court_physician_court_position }
			}
		}
	}
}

# Evil witch event

bp1_yearly.9036 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9036.t
	desc = bp1_yearly.9036.desc
	theme = witchcraft
	override_background = wilderness_wetlands
	left_portrait = {
		character = root
		animation = fear
	}
	right_portrait = {
		character = scope:bp1_yearly_9034_witch
		animation = rage
	}

	option = { # Guardian, help me!
		name = bp1_yearly.9036.a
		scope:bp1_yearly_9034_guardian = {
			duel = {
				skill = prowess
				target = scope:bp1_yearly_9034_witch
				50 = {
					compare_modifier = {
						value = scope:duel_value
						multiplier = 2.5
					}
					root = {
						send_interface_toast = {
							title = bp1_yearly.9036.guardian_wins
							scope:bp1_yearly_9034_guardian = {
								if = {
									limit = {
										can_add_hook = {
											target = root
											type = favor_hook
										}
									}
									add_hook = {
										target = root
										type = favor_hook
									}
								}
							}
						}
					}
				}
				50 = {
					compare_modifier = {
						value = scope:duel_value
						multiplier = -2.5
					}
					root = {
						send_interface_toast = {
							title = bp1_yearly.9036.guardian_loses
							increase_wounds_effect = { REASON = duel }
						}
					}
				}
			}
		}
		create_character_memory = {
			type = assaulted_by_a_witch_memory
			participants = {
				witch = scope:bp1_yearly_9034_witch
			}
		}
		ai_chance = {
			base = 10
		}
	}
}


#####################################
# Bog mummy							#
# by James Beaumont					#
# 9037								#
#####################################

bp1_yearly.9037 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9037.t
	desc = bp1_yearly.9037.desc
	theme = skull
	override_background = wilderness_wetlands
	left_portrait = {
		character = root
		animation = fear
	}
	right_portrait = {
		character = scope:bp1_yearly_9037_corpse
		animation = idle
	}
	lower_left_portrait = scope:bp1_yearly_9037_guardian

	trigger = {
		has_dlc_feature = friends_and_foes
		is_available = yes
		is_adult = no
		NOT = {
			has_character_flag = had_event_bp1_yearly_9037
		}
		OR = {
			any_held_county = {
				county_has_province_with_terrain = { terrain = wetlands }
			}
			location = { terrain = wetlands }
		}
		any_relation = {
			type = guardian
			is_available_ai_adult = yes
		}
	}

	weight_multiplier = {
		base = 1

	}

	immediate = {
		if = {
			limit = {
				any_held_county = {
					county_has_province_with_terrain = { terrain = wetlands }
				}
			}
			random_held_county = {
				limit = {
					county_has_province_with_terrain = { terrain = wetlands }
				}
				random_county_province = {
					limit = { terrain = wetlands }
					save_scope_as = bp1_yearly_9037_swampy_location
				}
			}
		}
		else = {
			location = { save_scope_as = bp1_yearly_9037_swampy_location }
		}
		random_relation = {
			type = guardian
			limit = {
				is_available_ai_adult = yes
			}
			save_scope_as = bp1_yearly_9037_guardian
		}
		if = { # If the guardian has killed anyone, use their body
			limit = {
				scope:bp1_yearly_9037_guardian = {
					any_secret = {
						type = secret_murder
					}
				}
			}
			scope:bp1_yearly_9037_guardian = {
				random_secret = {
					type = secret_murder
					save_scope_as = bp1_yearly_9037_guardian_secret
					secret_target = { save_scope_as = bp1_yearly_9037_corpse }
				}
			}
		}
		else = { # Otherwise make a new body
			create_character = {
				template = servant_character
				location = scope:bp1_yearly_9037_swampy_location
				save_scope_as = bp1_yearly_9037_corpse
			}
			scope:bp1_yearly_9037_corpse = {
				death = { death_reason = death_drowned }
			}
		}
		create_character_memory = {
			type = found_a_bog_corpse_memory
			participants = {
				corpse = scope:bp1_yearly_9037_corpse
			}
		}
	}

	option = { # Guardian, I found a body!
		name = bp1_yearly.9037.a
		custom_tooltip = bp1_yearly.9037.custom
		hidden_effect = {
			random_list = {
				50 = {
					trigger = {
						scope:bp1_yearly_9037_guardian = {
							any_secret = {
								type = secret_murder
							}
						}
					}
					modifier = {
						factor = 2
						scope:bp1_yearly_9037_guardian = { has_trait = vengeful }
					}
					modifier = {
						factor = 2
						scope:bp1_yearly_9037_guardian = { has_trait = honest }
					}
					modifier = {
						factor = 2
						scope:bp1_yearly_9037_guardian = { has_trait = sadistic }
					}
					modifier = {
						factor = 2
						scope:bp1_yearly_9037_guardian = { has_trait = callous }
					}
					trigger_event = bp1_yearly.9038
				}
				50 = {
					modifier = {
						factor = 2
						scope:bp1_yearly_9037_guardian = { has_trait = forgiving }
					}
					modifier = {
						factor = 2
						scope:bp1_yearly_9037_guardian = { has_trait = deceitful }
					}
					modifier = {
						factor = 2
						scope:bp1_yearly_9037_guardian = { has_trait = compassionate }
					}
					trigger_event = bp1_yearly.9039
				}
			}
		}
		stress_impact = {
			craven = massive_stress_impact_gain
			pensive = major_stress_impact_gain
			bossy = minor_stress_impact_gain
			zealous = minor_stress_impact_gain
		}
		ai_chance = {
			base = 10
		}
	}

	option = { # Run away in terror
		name = bp1_yearly.9037.b
		stress_impact = {
			base = 5
			brave = medium_stress_impact_gain
			rowdy = medium_stress_impact_gain
			curious = minor_stress_impact_gain
		}
		ai_chance = {
			base = 10
		}
	}

	after = { add_character_flag = had_event_bp1_yearly_9037 }
}

# Guardian admits they killed someone

bp1_yearly.9038 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9038.t
	desc = {
		desc = bp1_yearly.9038.desc.intro
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:bp1_yearly_9037_guardian = {
						has_character_flag = bp1_yearly_9037_killer_guardian
					}
				}
				desc = bp1_yearly.9038.desc.killer
			}
			desc = bp1_yearly.9038.desc.not_killer
		}
	}
	theme = skull
	override_background = wilderness_wetlands
	left_portrait = {
		character = root
		animation = fear
	}
	right_portrait = {
		character = scope:bp1_yearly_9037_guardian
		animation = rage
	}
	lower_left_portrait = scope:bp1_yearly_9037_corpse

	weight_multiplier = {
		base = 1
	}

	immediate = {
		random_list = {
			50 = {
				modifier = {
					add = 50
					scope:bp1_yearly_9037_guardian = { has_trait = vengeful }
				}
				modifier = {
					add = 50
					scope:bp1_yearly_9037_guardian = { has_trait = callous }
				}
				modifier = {
					add = 50
					scope:bp1_yearly_9037_guardian = { has_trait = sadistic }
				}
				modifier = {
					add = 50
					scope:bp1_yearly_9037_guardian = { has_trait = wrathful }
				}
				modifier = {
					add = 50
					scope:bp1_yearly_9037_guardian = { has_trait = arbitrary }
				}
				modifier = {
					add = 50
					scope:bp1_yearly_9037_guardian = { has_trait = craven }
				}
				scope:bp1_yearly_9037_guardian = {
					add_character_flag = {
						flag = bp1_yearly_9037_killer_guardian
						years = 1
					}
				}
			}
			50 = {
				modifier = {
					factor = 0
					scope:bp1_yearly_9037_guardian = { has_trait = paranoid }
				}
				modifier = {
					add = 50
					scope:bp1_yearly_9037_guardian = { has_trait = compassionate }
				}
				modifier = {
					add = 50
					scope:bp1_yearly_9037_guardian = { has_trait = forgiving }
				}
				modifier = {
					add = 50
					scope:bp1_yearly_9037_guardian = { has_trait = trusting }
				}
				modifier = {
					add = 50
					scope:bp1_yearly_9037_guardian = { has_trait = just }
				}
				modifier = {
					add = 50
					scope:bp1_yearly_9037_guardian = { has_trait = content }
				}
				modifier = {
					add = 50
					scope:bp1_yearly_9037_guardian = { has_trait = calm }
				}
			}
		}
	}

	option = { # Wow, thanks for telling me that.
		name = bp1_yearly.9038.a
		trigger = {
			NOT = {
				scope:bp1_yearly_9037_guardian = {
					has_character_flag = bp1_yearly_9037_killer_guardian
				}
			}
		}
		scope:bp1_yearly_9037_guardian_secret = {
			reveal_to = root
		}
		ai_chance = {
			base = 10
		}
	}

	option = { # Run!
		name = bp1_yearly.9038.b
		trigger = {
			scope:bp1_yearly_9037_guardian = {
				has_character_flag = bp1_yearly_9037_killer_guardian
			}
		}
		scope:bp1_yearly_9037_guardian_secret = {
			expose_secret = root
		}
		add_prestige = minor_prestige_loss
		stress_impact = {
			brave = medium_stress_impact_gain
			trusting = medium_stress_impact_gain
			vengeful = medium_stress_impact_gain
			wrathful = medium_stress_impact_gain
			curious = minor_stress_impact_gain
		}
		ai_chance = {
			base = 10
		}
	}

	option = { # Try to throw them in the bog instead
		name = bp1_yearly.9038.c
		trigger = {
			scope:bp1_yearly_9037_guardian = {
				has_character_flag = bp1_yearly_9037_killer_guardian
			}
		}
		scope:bp1_yearly_9037_guardian_secret = {
			reveal_to = root
		}
		duel = {
			skill = prowess
			target = scope:bp1_yearly_9037_guardian
			70 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 2.5
				}
				send_interface_toast = {
					title = 9038_killed_guardian
					left_icon = root
					right_icon = scope:bp1_yearly_9037_guardian
					scope:bp1_yearly_9037_guardian = {
						death = { death_reason = death_drowned }
					}
					create_character_memory = {
						type = successful_murder
						participants = {
							victim = scope:bp1_yearly_9037_guardian
						}
					}
					add_prestige = major_prestige_gain
				}
			}
			30 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -2.5
				}
				send_interface_toast = {
					title = 9038_guardian_kills_you
					left_icon = root
					right_icon = scope:bp1_yearly_9037_guardian
					unknown_murder_effect = { VICTIM = root MURDERER = scope:bp1_yearly_9037_guardian REASON = death_murder }
				}
			}
		}
		stress_impact = {
			craven = major_stress_impact_gain
			forgiving = medium_stress_impact_gain
			compassionate = medium_stress_impact_gain
			calm = medium_stress_impact_gain
			pensive = medium_stress_impact_gain
			rowdy = minor_stress_impact_gain
		}
		ai_chance = {
			base = 10
		}
	}
}

bp1_yearly.9039 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9039.t
	desc = bp1_yearly.9039.desc
	theme = skull
	override_background = wilderness_wetlands
	left_portrait = {
		character = root
		animation = disbelief
	}
	right_portrait = {
		character = scope:bp1_yearly_9037_guardian
		animation = disbelief
	}
	lower_left_portrait = scope:bp1_yearly_9037_corpse

	option = { # Throw the bones in a box!
		name = bp1_yearly.9039.a
		create_artifact = {
			name = box_of_boggy_bones
			description = box_of_boggy_bones_desc
			type = miscellaneous
			visuals = small_box
			modifier = artifact_dread_gain_mult_2_modifier
			modifier = artifact_intrigue_per_stress_level_1_modifier
		}
		ai_chance = {
			base = 10
		}
	}

	option = { # Spread ghost stories about the bog man
		name = bp1_yearly.9039.b
		scope:bp1_yearly_9037_swampy_location = {
			county = {
				add_county_modifier = {
					modifier = ghost_stories_modifier
					years = 10
				}
			}
		}
		ai_chance = {
			base = 10
		}
	}
}


#####################################
# Haunted by your lover				#
# by James Beaumont					#
# 9040								#
#####################################

bp1_yearly.9040 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9040.t
	desc = bp1_yearly.9040.desc
	theme = seduction
	override_background = corridor_night
	left_portrait = {
		character = root
		animation = disbelief
	}
	right_portrait = {
		character = scope:bp1_yearly_9040_dead_lover
		animation = flirtation_left
		animate_if_dead = yes
	}

	trigger = {
		has_dlc_feature = friends_and_foes
		is_available_adult = yes
		any_memory = {
			OR = {
				has_memory_type = lover_died
				has_memory_type = soulmate_died
			}
		}
		NOT = {
			has_character_flag = had_event_bp1_yearly_9040
		}
	}

	weight_multiplier = {
		base = 1
	}

	immediate = {
		random_memory = {
			limit = {
				OR = {
					has_memory_type = lover_died
					has_memory_type = soulmate_died
				}
			}
			memory_participant:dead_relation = {
				save_scope_as = bp1_yearly_9040_dead_lover
			}
		}
	}

	option = { # Shag the sexy ghost
		name = bp1_yearly.9040.a
		add_character_modifier = {
			modifier = bp1_indulging_ghost_sex
			years = 5
		}
		stress_impact = {
			base = major_stress_impact_loss
			lustful = major_stress_impact_loss
			chaste = minor_stress_impact_gain
			loyal = minor_stress_impact_gain
		}
		ai_chance = {
			base = 10
		}
	}

	option = { # Withhold your desires, save yourself for your new spouse/lover
		name = bp1_yearly.9040.b
		add_character_modifier = {
			modifier = bp1_withholding_ghost_sex
			years = 5
		}
		stress_impact = {
			base = minor_stress_impact_gain
			lustful = major_stress_impact_gain
			compassionate = medium_stress_impact_gain
			chaste = minor_stress_impact_loss
		}
		ai_chance = {
			base = 10
		}
	}

	after = { add_character_flag = had_event_bp1_yearly_9040 }
}

#####################################
# Bonding over a dead parent		#
# by James Beaumont					#
# 9041								#
#####################################

bp1_yearly.9041 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9041.t
	desc = bp1_yearly.9041.desc
	theme = family
	override_background = { reference = corridor_day }
	left_portrait = {
		character = root
		animation = personality_compassionate
	}
	right_portrait = {
		character = scope:bp1_yearly_9041_sibling
		animation = grief
	}

	trigger = {
		has_dlc_feature = friends_and_foes
		is_available = yes
		is_adult = no
		age >= 6
		NOT = {
			has_character_flag = had_event_bp1_yearly_9041
		}
		any_sibling = {
			is_available_ai = yes
			# Check that they have had a potential friendship-building event already, else this will be extremely common
			has_relation_potential_friend = root
			age >= 6
			any_parent = {
				even_if_dead = yes
				# Check that they're dead
				is_alive = no
				# Make sure it's a shared parent
				is_parent_of = root
			}
		}
	}

	weight_multiplier = {
		base = 1
	}

	immediate = {
		random_sibling = {
			limit = {
				is_available_ai = yes
				has_relation_potential_friend = root
				age >= 6
				any_parent = {
					even_if_dead = yes
					# Check that they're dead
					is_alive = no
					# Make sure it's a shared parent
					is_parent_of = root
				}
			}
			save_scope_as = bp1_yearly_9041_sibling
			random_parent = {
				even_if_dead = yes
				limit = {
					# Check that they're dead
					is_alive = no
					# Make sure it's a shared parent
					is_parent_of = root
				}
				save_scope_as = bp1_yearly_9041_parent
			}
		}
	}

	option = { # Bond and become friends
		name = bp1_yearly.9041.a
		scope:bp1_yearly_9041_parent = { save_scope_as = relationship_reason_involved_character }
		upgrade_to_friend_effect = {
			CHARACTER = scope:bp1_yearly_9041_sibling
			REASON = generic_familial_bonding
		}
		stress_impact = {
			shy = major_stress_impact_gain
			pensive = major_stress_impact_gain
			bossy = minor_stress_impact_gain
			rowdy = medium_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = shy
					has_trait = pensive
					has_trait = bossy
					has_trait = rowdy
				}
			}
		}
	}

	option = { # Make fun of them for crying
		name = bp1_yearly.9041.b
		if = {
			limit = { NOT = { scope:bp1_yearly_9041_sibling = { has_relation_bully = root } } }
 			scope:bp1_yearly_9041_sibling = { set_relation_bully = root }
		}
		stress_impact = {
			gregarious = medium_stress_impact_gain
			compassionate = medium_stress_impact_gain
			forgiving = medium_stress_impact_gain
			loyal = medium_stress_impact_gain
			curious = minor_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = gregarious
					has_trait = compassionate
					has_trait = forgiving
					has_trait = loyal
					has_trait = curious
				}
			}
		}
	}

	after = { add_character_flag = had_event_bp1_yearly_9041 }
}

#####################################
# Food that looks like Jesus		#
# by James Beaumont					#
# 9042								#
#####################################

bp1_yearly.9042 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9042.t
	desc = bp1_yearly.9042.desc
	theme = faith
	override_background = throne_room
	left_portrait = {
		character = root
		animation = personality_cynical
	}
	right_portrait = {
		character = scope:bp1_yearly_9042_chaplain
		animation = ecstasy
	}

	trigger = {
		has_dlc_feature = friends_and_foes
		is_available_adult = yes
		faith_is_aniconic_trigger = no
		NOT = {
			has_character_flag = had_event_bp1_yearly_9042
		}
		exists = cp:councillor_court_chaplain
		cp:councillor_court_chaplain = {
			is_available_ai_adult = yes
			OR = {
				learning <= 7
				has_trait = intellect_bad
				has_trait = dull
				has_trait = trusting
			}
		}
	}

	weight_multiplier = {
		base = 1
	}

	immediate = {
		cp:councillor_court_chaplain = { save_scope_as = bp1_yearly_9042_chaplain }
	}

	option = { # Woah it *does* look like Jesus!
		name = bp1_yearly.9042.a
		upgrade_to_friend_effect = {
			CHARACTER = scope:bp1_yearly_9042_chaplain
			REASON = generic_desserts_in_shape_of_jesus
		}
		scope:bp1_yearly_9042_chaplain = { add_trait = loyal }
		create_artifact = {
			name = dessert_looks_like_god
			description = dessert_looks_like_god_desc
			type = miscellaneous
			visuals = small_box
			modifier = artifact_monthly_piety_1_modifier
			modifier = artifact_clergy_opinion_penalty_2_modifier
			save_scope_as = jesus_food_scope
		}
		scope:jesus_food_scope = {
			flag_as_trash_artifact = yes
			flag_as_unwanted_artifact = yes
		}
		add_piety = minor_piety_loss
		stress_impact = {
			zealous = major_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_trait = zealous

			}
		}
	}

	option = { # Accuse them of heresy
		name = bp1_yearly.9042.b
		trigger = {
			scope:bp1_yearly_9042_chaplain = {
				can_be_fired_from_council_trigger = { COURT_OWNER = root }
			}
		}
		downgrade_to_rival_effect = {
			CHARACTER = scope:bp1_yearly_9042_chaplain
			REASON = rival_accusations_of_heresy
		}
		duel = {
			skill = learning
			target = scope:bp1_yearly_9042_chaplain
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 2.5
				}
				root = {
					send_interface_toast = {
						title = 9042_you_win
						left_icon = root
						right_icon = scope:bp1_yearly_9042_chaplain
						fire_councillor = scope:bp1_yearly_9042_chaplain
						scope:bp1_yearly_9042_chaplain = { banish = yes }
						add_piety = medium_piety_gain
					}
				}
			}
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -2.5
				}
				root = {
					send_interface_toast = {
						title = 9042_you_lose
						left_icon = root
						right_icon = scope:bp1_yearly_9042_chaplain
						add_piety = medium_piety_loss
					}
				}
			}
		}
		stress_impact = {
			gregarious = medium_stress_impact_gain
			forgiving = medium_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = gregarious
					has_trait = forgiving
				}
			}
		}
	}

	option = { # Eat it
		name = bp1_yearly.9042.c
		trigger = {
			OR = {
				has_trait = cynical
				has_trait = gluttonous
				has_trait = comfort_eater
				has_trait = sadistic
			}
		}
		downgrade_to_rival_effect = {
			CHARACTER = scope:bp1_yearly_9042_chaplain
			REASON = rival_ate_jesus
		}
		add_character_modifier = {
			modifier = full_of_jesus_modifier
			years = 5
		}
		stress_impact = {
			zealous = minor_stress_impact_gain
			gluttonous = minor_stress_impact_gain
			comfort_eater = minor_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_trait = zealous
			}
		}
	}

	after = { add_character_flag = had_event_bp1_yearly_9042 }
}

#####################################################
# The Baby Eating Bishop of County and Kingdom		#
# by James Beaumont									#
# 9043												#
#####################################################

bp1_yearly.9043 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9043.t
	desc = bp1_yearly.9043.desc
	theme = secret
	override_background = temple
	left_portrait = {
		character = root
		animation = personality_rational
	}
	right_portrait = {
		character = scope:bp1_yearly_9043_chaplain
		animation = ecstasy
	}

	trigger = {
		has_dlc_feature = friends_and_foes
		is_available_adult = yes
		NOT = {
			has_character_flag = had_event_bp1_yearly_9043
		}
		exists = cp:councillor_court_chaplain
		cp:councillor_court_chaplain = {
			is_available_ai_adult = yes
			OR = {
				AND = {
					is_deviant_trigger = yes
					trait_is_shunned_or_criminal_in_my_or_lieges_faith_trigger = {
						TRAIT = deviant
						GENDER_CHARACTER = cp:councillor_court_chaplain
					}
				}
				AND = {
					is_cannibal_trigger = yes
					trait_is_shunned_or_criminal_in_my_or_lieges_faith_trigger = {
						TRAIT = cannibal
						GENDER_CHARACTER = cp:councillor_court_chaplain
					}
				}
			}
		}
	}

	weight_multiplier = {
		base = 1
	}

	immediate = {
		cp:councillor_court_chaplain = {
			save_scope_as = bp1_yearly_9043_chaplain
			if = {
				limit = {
					NOT = {
						is_cannibal_trigger = yes
					}
				}
				if = {
					limit = {
						trait_is_shunned_or_criminal_in_my_or_lieges_faith_trigger = {
							TRAIT = cannibal
							GENDER_CHARACTER = cp:councillor_court_chaplain
						}
					}
					add_secret = {
						type = secret_cannibal
					}
				}
				else = {
					add_trait = cannibal
				}
			}
			if = {
				limit = {
					NOT = {
						is_deviant_trigger = yes
					}
				}
				if = {
					limit = {
						trait_is_shunned_or_criminal_in_my_or_lieges_faith_trigger = {
							TRAIT = deviant
							GENDER_CHARACTER = cp:councillor_court_chaplain
						}
					}
					add_secret = {
						type = secret_deviant
					}
				}
				else = {
					add_trait = deviant
				}
			}
			every_secret = {
				limit = {
					OR = {
						secret_type = secret_cannibal
						secret_type = secret_deviant
					}
				}
				reveal_to = root
			}
		}
	}

	option = { # Show me your ways
		name = bp1_yearly.9043.a
		if = {
			limit = {
				AND = {
					OR = {
						is_attracted_to_gender_of = scope:bp1_yearly_9043_chaplain
						has_perk = unshackled_lust_perk
					}
					scope:bp1_yearly_9043_chaplain = {
						OR = {
							is_attracted_to_gender_of = root
							has_perk = unshackled_lust_perk
						}
					}
				}
				NOT = { has_relation_lover = scope:bp1_yearly_9043_chaplain }
			}
			set_relation_lover = { reason = lover_induled_in_forbidden_pleasures target = scope:bp1_yearly_9043_chaplain }
		}
		else = {
			upgrade_to_friend_effect = {
				CHARACTER = scope:bp1_yearly_9043_chaplain
				REASON = generic_ate_a_baby_together
			}
		}
		if = {
			limit = {
				NOT = {
					is_cannibal_trigger = yes
				}
			}
			if = {
				limit = {
					trait_is_shunned_or_criminal_in_my_or_lieges_faith_trigger = {
						TRAIT = cannibal
						GENDER_CHARACTER = root
					}
				}
				add_secret = {
					type = secret_cannibal
				}
			}
			else = {
				add_trait = cannibal
			}
		}
		if = {
			limit = {
				NOT = {
					is_deviant_trigger = yes
				}
			}
			if = {
				limit = {
					trait_is_shunned_or_criminal_in_my_or_lieges_faith_trigger = {
						TRAIT = deviant
						GENDER_CHARACTER = root
					}
				}
				add_secret = {
					type = secret_deviant
				}
			}
			else = {
				add_trait = deviant
			}
		}
		stress_impact = {
			calm = major_stress_impact_gain
			patient = major_stress_impact_gain
			brave = major_stress_impact_gain
			just = major_stress_impact_gain
			trusting = major_stress_impact_gain
			paranoid = major_stress_impact_gain
			compassionate = major_stress_impact_gain
			chaste = major_stress_impact_gain
			zealous = major_stress_impact_gain
			lustful = major_stress_impact_loss
			deviant = massive_stress_impact_loss
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_trait = calm
					has_trait = patient
					has_trait = brave
					has_trait = just
					has_trait = trusting
					has_trait = paranoid
					has_trait = compassionate
					has_trait = chaste
					has_trait = zealous
				}
			}
		}
	}

	option = { # Expose them!
		name = bp1_yearly.9043.b
		downgrade_to_rival_effect = {
			CHARACTER = scope:bp1_yearly_9043_chaplain
			REASON = rival_ate_baby
		}
		scope:bp1_yearly_9043_chaplain = {
			every_secret = {
				limit = {
					OR = {
						secret_type = secret_cannibal
						secret_type = secret_deviant
					}
				}
				expose_secret = root
			}
			give_nickname = nick_baby_eating
		}
		stress_impact = {
			lustful = medium_stress_impact_gain
			deviant = medium_stress_impact_gain
			forgiving = medium_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				add = -10
				OR = {
					has_trait = lustful
					has_trait = gregarious
					has_trait = forgiving
				}
			}
			modifier = {
				add = 100
				OR = {
					has_trait = just
					has_trait = honest
					has_trait = zealous
				}
			}
		}
	}

	option = { # Keep it to yourself
		name = bp1_yearly.9043.c
		stress_impact = {
			honest = medium_stress_impact_gain
			deviant = medium_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				add = -10
				OR = {
					has_trait = honest
					has_trait = deviant
				}
			}
		}
	}

	after = { add_character_flag = had_event_bp1_yearly_9043 }
}

#################################
# Executing a friend			#
# by James Beaumont				#
# 9044							#
#################################

bp1_yearly.9044 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9044.t
	desc = {
		desc = bp1_yearly.9044.desc
		first_valid = {
			triggered_desc = {
				trigger = {
					exists = scope:bp1_yearly_9044_memory_scope
				}
				desc = bp1_yearly.9044.desc.outro.memory
			}
			desc = bp1_yearly.9044.desc.outro.no_memory
		}
	}
	theme = skull
	override_background = gallows
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = {
				OR = {
					has_trait = callous
					has_trait = sadistic
					has_trait = disloyal
				}
			}
			animation = schadenfreude
		}
		triggered_animation = {
			trigger = {
				NOR = {
					has_trait = callous
					has_trait = sadistic
					has_trait = disloyal
				}
			}
			animation = sadness
		}
	}
	right_portrait = {
		character = scope:recipient
		animation = grief
		triggered_outfit = {
			remove_default_outfit = no
			outfit_tags = { beggar_rags }
		}
		animate_if_dead = yes
	}

	trigger = {
		has_dlc_feature = friends_and_foes
		is_available_adult = yes
	}

	weight_multiplier = {
		base = 1
	}

	immediate = {
		show_as_tooltip = {
			execute_prisoner_effect = {
				VICTIM = scope:recipient
				EXECUTIONER = scope:actor
			}
		}
		if = {
			limit = {
				any_memory = {
					has_memory_category = positive
					any_memory_participant = { this = scope:recipient }
					NOT = { has_memory_type = became_friends }
				}
			}
			random_memory = {
				limit = {
					has_memory_category = positive
					any_memory_participant = { this = scope:recipient }
					NOT = { has_memory_type = became_friends }
				}
				save_scope_as = bp1_yearly_9044_memory_scope
			}
		}
	}

	option = { # I feel bad about this
		name = {
			trigger = {
				OR = {
					has_trait = callous
					has_trait = sadistic
					has_trait = disloyal
				}
			}
			text = bp1_yearly.9044.a.indifferent
		}
		name = bp1_yearly.9044.a.guilty
	}
}

#################################
# Seeing an execution as a child#
# by James Beaumont				#
# 9045							#
#################################

bp1_yearly.9045 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9045.t
	desc = {
		desc = bp1_yearly.9045.desc.intro
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:recipient = { has_strong_religious_conviction_trigger = yes }
				}
				desc = bp1_yearly.9045.desc.zealous
			}
			triggered_desc = {
				trigger = {
					scope:recipient = { has_trait = brave }
				}
				desc = bp1_yearly.9045.desc.brave
			}
			desc = bp1_yearly.9045.desc.fallback
		}
		desc = bp1_yearly.9045.desc.outro
	}
	theme = skull
	override_background = gallows
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = {
				OR = {
					has_trait = callous
					has_trait = sadistic
				}
			}
			animation = schadenfreude
		}
		triggered_animation = {
			trigger = {
				NOR = {
					has_trait = callous
					has_trait = sadistic
				}
			}
			animation = shock
		}
	}
	right_portrait = {
		character = scope:recipient
		animation = grief
		triggered_outfit = {
			remove_default_outfit = no
			outfit_tags = { beggar_rags }
		}
		animate_if_dead = yes
	}

	trigger = {
		has_dlc_feature = friends_and_foes
		is_available = yes
		any_relation = {
			is_available_ai_adult = yes
			type = guardian
		}
	}

	weight_multiplier = {
		base = 1
	}

	immediate = {
		show_as_tooltip = {
			execute_prisoner_effect = {
				VICTIM = scope:recipient
				EXECUTIONER = scope:actor
			}
		}
		random_relation = {
			type = guardian
			save_scope_as = bp1_yearly_9045_guardian
		}
		add_character_flag = witnessed_execution_flag

		create_character_memory = {
			type = was_shown_execution_memory
			participants = {
				guardian = scope:bp1_yearly_9045_guardian
				victim = scope:recipient
			}
		}
	}

	option = { # How do I feel about this?
		name = {
			trigger = {
				has_trait = callous
			}
			text = bp1_yearly.9045.a.indifferent
		}
		name = {
			trigger = {
				has_trait = sadistic
			}
			text = bp1_yearly.9045.a.sadistic
		}
		name = bp1_yearly.9045.a.guilty
		if = {
			limit = {
				OR = {
					has_trait = callous
					has_trait = sadistic
				}
			}
			progress_towards_friend_effect = {
				CHARACTER = scope:bp1_yearly_9045_guardian
				OPINION = default_friend_opinion
				REASON = friend_appreciated_good_entertainment
			}
		}
		else = {
			progress_towards_rival_effect = {
				REASON = rival_child_saw_execution
				CHARACTER = scope:bp1_yearly_9045_guardian
				OPINION = default_rival_opinion
			}
		}
		stress_impact = {
			calm = major_stress_impact_gain
			patient = major_stress_impact_gain
			just = major_stress_impact_gain
			trusting = major_stress_impact_gain
			charming = major_stress_impact_gain
			compassionate = major_stress_impact_gain
			zealous = major_stress_impact_gain
			sadistic = massive_stress_impact_loss
		}
	}
}

#################################
# Child poops during baptism	#
# by James Beaumont				#
# 9046							#
#################################

bp1_yearly.9046 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9046.t
	desc = {
		desc = bp1_yearly.9046.desc.intro
		first_valid = {
			triggered_desc = {
				trigger = {
					OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
				}
				desc = bp1_yearly.9046.desc.christian
			}
			desc = bp1_yearly.9046.desc.not_christian
		}
			desc = bp1_yearly.9046.desc.outro
	}
	theme = family
	override_background = temple
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = {
				OR = {
					has_trait = callous
					has_trait = sadistic
				}
			}
			animation = schadenfreude
		}
		triggered_animation = {
			trigger = {
				NOR = {
					has_trait = callous
					has_trait = sadistic
				}
			}
			animation = shock
		}
	}
	right_portrait = {
		character = scope:bp1_yearly_9046_chaplain
		animation = anger
	}
	lower_right_portrait = {
		character = scope:bp1_yearly_9046_poopy_child
	}

	trigger = {
		has_dlc_feature = friends_and_foes
		is_available = yes
		any_child = {
			age <= 2
			is_available_ai = yes
		}
		exists = cp:councillor_court_chaplain
		cp:councillor_court_chaplain = {
			is_available_ai_adult = yes
		}
		NOR = {
			any_close_family_member = {
				even_if_dead = yes
				has_nickname = nick_the_dung_named
			}
			has_nickname = nick_the_dung_named
		}
	}

	weight_multiplier = {
		base = 1
	}

	immediate = {
		random_child = {
			limit = {
				age <= 2
				is_available_ai = yes
			}
			save_scope_as = bp1_yearly_9046_poopy_child
		}
		cp:councillor_court_chaplain = { save_scope_as = bp1_yearly_9046_chaplain }
	}

	option = { # That's hilarious
		name = {
			trigger = {
				OR = {
					has_trait = callous
					has_trait = sadistic
				}
			}
			text = bp1_yearly.9046.a.indifferent
		}
		name = bp1_yearly.9046.a
		scope:bp1_yearly_9046_poopy_child = {
			give_nickname = nick_the_dung_named
			progress_towards_rival_effect = {
				REASON = rival_laughed_at_child_pooping
				CHARACTER = root
				OPINION = default_rival_opinion
			}
		}
		stress_impact = {
			calm = minor_stress_impact_gain
			patient = minor_stress_impact_gain
			just = minor_stress_impact_gain
			trusting = minor_stress_impact_gain
			charming = minor_stress_impact_gain
			compassionate = minor_stress_impact_gain
			zealous = minor_stress_impact_gain
			family_first = major_stress_impact_gain
			sadistic = major_stress_impact_loss
		}
		ai_chance = {
			base = 10
			modifier = {
				add = -10
				OR = {
					has_trait = calm
					has_trait = patient
					has_trait = just
					has_trait = trusting
					has_trait = charming
					has_trait = zealous
				}
			}
			modifier = {
				add = 10
				OR = {
					has_trait = sadistic
					has_trait = callous
				}
			}
		}
	}

	option = { # We gotta cover this up
		name = bp1_yearly.9046.b
		stress_impact = {
			base = minor_stress_impact_gain
			honest = major_stress_impact_gain
			sadistic = major_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				add = -10
				OR = {
					has_trait = sadistic
					has_trait = callous
					has_trait = honest
				}
			}
		}
	}
}

#########################################
# Lover wants you to wear their hair	#
# by James Beaumont						#
# 9047									#
#########################################

bp1_yearly.9047 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9047.t
	desc = bp1_yearly.9047.desc
	theme = love
	left_portrait = {
		character = root
		animation = personality_rational
	}
	right_portrait = {
		character = scope:bp1_yearly_9047_lover
		animation = flirtation_left
	}

	trigger = {
		has_dlc_feature = friends_and_foes
		is_available = yes
		any_relation = {
			is_available_ai_adult = yes
			type = lover
			NOR = {
				has_trait = loyal
				has_trait = disloyal
			}
		}
		OR = {
			has_any_nickname = no
			has_bad_nickname = yes
		}
		NOT = { has_character_flag = had_event_bp1_yearly_9047 }
	}

	weight_multiplier = {
		base = 1
	}

	immediate = {
		random_relation = {
			type = lover
			limit = {
				is_available_ai_adult = yes
				NOR = {
					has_trait = loyal
					has_trait = disloyal
				}
			}
			save_scope_as = bp1_yearly_9047_lover
		}
		add_character_flag = had_event_bp1_yearly_9047
	}

	option = { # Of course I will wear your hair!
		name = bp1_yearly.9047.a
		if = {
			limit = {
				is_ai = yes
			}
			random = {
				chance = 10
				if = {
					limit = {
						scope:bp1_yearly_9047_lover = { is_female = yes }
					}
					give_nickname = nick_with_the_tress
				}
				else = {
					give_nickname = nick_with_the_lock
				}
			}
		}
		else = {
			if = {
				limit = {
					scope:bp1_yearly_9047_lover = { is_female = yes }
				}
				give_nickname = nick_with_the_tress
			}
			else = {
				give_nickname = nick_with_the_lock
			}
		}
		if = {
			limit = {
				has_trait = disloyal
			}
			remove_trait = disloyal
		}
		else = {
			add_trait = loyal
		}
		scope:bp1_yearly_9047_lover = {
			if = {
				limit = {
					has_trait = disloyal
				}
				remove_trait = disloyal
			}
			else = {
				add_trait = loyal
			}
		}
		stress_impact = {
			humble = medium_stress_impact_gain
			disloyal = medium_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				add = -10
				OR = {
					has_trait = humble
					has_trait = disloyal
				}
			}
		}
	}

	option = { # What? That's gross
		name = bp1_yearly.9047.b
		reverse_add_opinion = {
			target = scope:bp1_yearly_9047_lover
			modifier = hurt_opinion
			opinion = -25
		}
		stress_impact = {
			loyal = major_stress_impact_gain
			lustful = major_stress_impact_gain
			sadistic = major_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				add = -10
				OR = {
					has_trait = loyal
					has_trait = lustful
					has_trait = sadistic
				}
			}
		}
	}
}

#########################################
# Wrestling a rival						#
# by James Beaumont						#
# 9048									#
#########################################

bp1_yearly.9048 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9048.t
	desc = bp1_yearly.9048.desc
	theme = love
	left_portrait = {
		character = root
		animation = rage
	}
	right_portrait = {
		character = scope:bp1_yearly_9048_nemesis
		animation = personality_irrational
	}

	trigger = {
		has_dlc_feature = friends_and_foes
		is_available = yes
		OR = { # Is interested in war and fighting to some extent
			perks_in_martial_lifestyle >= 2
			has_trait = education_martial_prowess
		}
		any_relation = {
			type = nemesis
			is_available_ai_adult = yes
			OR = {
				has_trait = brave
				has_trait = impatient
				has_trait = wrathful
				has_trait = sadistic
			}
		}
		NOT = { has_character_flag = had_event_bp1_yearly_9048 }
	}

	weight_multiplier = {
		base = 1
	}

	immediate = {
		random_relation = {
			type = nemesis
			limit = {
				is_available_ai_adult = yes
				OR = {
					has_trait = brave
					has_trait = impatient
					has_trait = wrathful
					has_trait = sadistic
				}
			}
			save_scope_as = bp1_yearly_9048_nemesis
		}
		add_character_flag = had_event_bp1_yearly_9048
	}

	option = { # U wot m8
		name = bp1_yearly.9048.a
		if = {
			limit = {
				root.faith = { trait_is_virtue = brave }
			}
			add_piety = medium_piety_gain
		}
		duel = {
			skill = prowess
			target = scope:bp1_yearly_9048_nemesis
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 2.5
				}
				add_prestige = medium_prestige_gain
				trigger_event = bp1_yearly.9049
			}
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -2.5
				}
				send_interface_toast = {
					title = 9048_you_lose
					left_icon = root
					right_icon = scope:bp1_yearly_9048_nemesis
					add_prestige = minor_prestige_loss
					increase_wounds_no_death_effect = { REASON = duel }
				}
			}
		}
		stress_impact = {
			patient = medium_stress_impact_gain
			calm = medium_stress_impact_gain
			craven = medium_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				add = -10
				OR = {
					has_trait = patient
					has_trait = calm
					has_trait = craven
				}
			}
			modifier = {
				add = 10
				OR = {
					has_trait = brave
					has_trait = arrogant
				}
			}
			modifier = {
				add = 10
				prowess >= scope:bp1_yearly_9048_nemesis.prowess
				NOT = { has_trait = craven }
			}
		}
	}

	option = { # Don't hit me!
		name = bp1_yearly.9048.b
		add_prestige = minor_prestige_loss
		if = {
			limit = {
				root.faith = { trait_is_virtue = brave }
			}
			add_piety = minor_piety_loss
		}
		stress_impact = {
			brave = major_stress_impact_gain
			impatient = major_stress_impact_gain
			wrathful = major_stress_impact_gain
			arrogant = major_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				add = -10
				OR = {
					has_trait = brave
					has_trait = impatient
					has_trait = wrathful
					has_trait = arrogant
				}
			}
		}
	}
}

# Follow-up event, bite a chunk out of them?

bp1_yearly.9049 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9049.t
	desc = bp1_yearly.9049.desc
	theme = love
	left_portrait = {
		character = root
		animation = rage
	}
	right_portrait = {
		character = scope:bp1_yearly_9048_nemesis
		animation = shock
	}

	weight_multiplier = {
		base = 1
	}

	immediate = {
		scope:bp1_yearly_9048_nemesis = {
			increase_wounds_no_death_effect = { REASON = duel }
		}
	}

	option = { # Say goodbye to your flesh
		name = bp1_yearly.9049.a
		give_nickname = nick_irontooth
		scope:bp1_yearly_9048_nemesis = {
			increase_wounds_effect = { REASON = duel }
		}
		stress_impact = {
			patient = medium_stress_impact_gain
			calm = medium_stress_impact_gain
			craven = medium_stress_impact_gain
			forgiving = massive_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				add = -10
				OR = {
					has_trait = patient
					has_trait = calm
					has_trait = craven
					has_trait = forgiving
				}
			}
		}
	}

	option = { # This rivalry is over
		name = bp1_yearly.9049.b
		remove_relation_nemesis = scope:bp1_yearly_9048_nemesis
		stress_impact = {
			brave = major_stress_impact_gain
			impatient = major_stress_impact_gain
			wrathful = major_stress_impact_gain
			arrogant = major_stress_impact_gain
			forgiving = major_stress_impact_loss
		}
		ai_chance = {
			base = 10
			modifier = {
				add = -10
				OR = {
					has_trait = brave
					has_trait = impatient
					has_trait = wrathful
					has_trait = arrogant
				}
			}
			modifier = {
				add = 10
				has_trait = forgiving
			}
		}
	}

	option = { # This rivalry is over... forever
		name = bp1_yearly.9049.c
		trigger = {
			has_trait = vengeful
		}
		scope:bp1_yearly_9048_nemesis = {
			death = {
				killer = root
				death_reason = death_duel
			}
		}
		stress_impact = {
			just = major_stress_impact_gain
			patient = medium_stress_impact_gain
			calm = medium_stress_impact_gain
			vengeful = major_stress_impact_loss
			wrathful = major_stress_impact_loss
		}
		ai_chance = {
			base = 10
			modifier = {
				add = -10
				OR = {
					has_trait = just
					has_trait = patient
					has_trait = calm
				}
			}
		}
	}
}

#########################################
# Sharing war stories					#
# by James Beaumont						#
# 9050									#
#########################################

bp1_yearly.9050 = {
	type = character_event
	content_source = dlc_006
	title = bp1_yearly.9050.t
	desc = bp1_yearly.9050.desc
	theme = martial
	left_portrait = {
		character = root
		animation = rage
	}
	right_portrait = {
		character = scope:bp1_yearly_9050_friend
		animation = shock
	}

	weight_multiplier = {
		base = 1
	}

	trigger = {
		has_dlc_feature = friends_and_foes
		is_available_adult = yes
		any_memory = {
			has_memory_category = war
			has_memory_category = positive
		}
		any_relation = {
			type = friend
			is_available_ai_adult = yes
			OR = {
				root = {
					has_royal_court = yes
					has_court_type = court_warlike
				}
				has_trait = education_martial_prowess
				has_trait = education_martial
				has_trait = brave
			}
			any_memory = {
				has_memory_category = war
				has_memory_category = positive
			}
		}
		NOT = { has_character_flag = had_event_bp1_yearly_9050 }
	}

	immediate = {
		add_character_flag = had_event_bp1_yearly_9050
		random_memory = {
			limit = {
				has_memory_category = war
				has_memory_category = positive
			}
			save_scope_as = bp1_yearly_9050_my_memory
		}
		random_relation = {
			type = friend
			limit = {
				is_available_ai_adult = yes
				OR = {
					root = {
						has_royal_court = yes
						has_court_type = court_warlike
					}
					has_trait = education_martial_prowess
					has_trait = education_martial
					has_trait = brave
				}
				any_memory = {
					has_memory_category = war
					has_memory_category = positive
				}
			}
			save_scope_as = bp1_yearly_9050_friend
			random_memory = {
				limit = {
					has_memory_category = war
					has_memory_category = positive
				}
				save_scope_as = bp1_yearly_9050_friend_memory
			}
		}
	}

	option = { # Hahaha, what a story bp1_yearly_9050_friend
		name = bp1_yearly.9050.a
		reverse_add_opinion = {
			target = scope:bp1_yearly_9050_friend
			modifier = flattered_opinion
			opinion = 25
		}
		stress_impact = {
			brave = major_stress_impact_gain
			impatient = major_stress_impact_gain
			wrathful = major_stress_impact_gain
			arrogant = major_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				add = -10
				OR = {
					has_trait = brave
					has_trait = impatient
					has_trait = wrathful
					has_trait = arrogant
				}
			}
		}
	}

	option = { # MY story is clearly better
		name = bp1_yearly.9050.b
		reverse_add_opinion = {
			target = scope:bp1_yearly_9050_friend
			modifier = insult_opinion
			opinion = -25
		}
		duel = {
			skill = martial
			target = scope:bp1_yearly_9050_friend
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 2.5
				}
				add_prestige = medium_prestige_gain
			}
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -2.5
				}
				add_prestige = medium_prestige_loss
			}
		}
		stress_impact = {
			patient = medium_stress_impact_gain
			calm = medium_stress_impact_gain
			craven = medium_stress_impact_gain
			forgiving = massive_stress_impact_gain
			loyal = massive_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				add = -10
				OR = {
					has_trait = patient
					has_trait = calm
					has_trait = craven
					has_trait = forgiving
					has_trait = loyal
				}
			}
		}
	}
}
