﻿namespace = ep3_camp_temperament

####
# ep3_camp_temperament.0001-0009 - To Feed a Friend
# ep3_camp_temperament.0010-0019 - In Every Corner
# ep3_camp_temperament.0020-0029 - Hearsay
# ep3_camp_temperament.0030-0039 - Mutiny
# ep3_camp_temperament.0040-0049 - A Devoted Follower
####

##################################################
# To Feed a Friend
# by Veronica Pazos
##################################################

# Your followers chip in with some Provisions if you're low
ep3_camp_temperament.0001 = {
	type = character_event
	title = ep3_camp_temperament.0001.t
	desc = ep3_camp_temperament.0001.desc
	theme = laamp
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = {
				has_trait = paranoid
			}
			animation = paranoia
		}
		triggered_animation = {
			trigger = {
				has_trait = callous
			}
			animation = dismissal
		}
		triggered_animation = {
			trigger = {
				OR = {
					has_trait = compassionate
					has_trait = trusting
					has_trait = gregarious
				}
			}
			animation = wedding_happy_cry
		}
		animation = happiness
	}
	right_portrait = {
		character = scope:potential_friend
		animation = toast_goblet
	}
	lower_center_portrait = scope:friend_2
	lower_right_portrait = scope:friend_3
	cooldown = { years = 10 }
	override_background = { reference = corridor_day }

	trigger = { 
		has_domicile_temperament_high = yes
		domicile = { provisions <= provisions_privation_threshold_start }
		any_courtier = {
			is_available_healthy_ai_adult = yes
			has_good_opinion_of_root_trigger = yes
			count >= 3
		}
	}

	immediate = {
		random_courtier = {
			limit = {
				is_available_healthy_ai_adult = yes
				has_good_opinion_of_root_trigger = yes
			}
			weight = {
				base = 1
				modifier = {
					add = 5
					has_relation_potential_friend = root
				}
				modifier = {
					add = 2
					has_relation_friend = root
				}
				modifier = {
					add = 2
					is_knight_of = root
				}
				modifier = {
					add = 2
					has_any_court_position = yes
				}
			}
			save_scope_as = potential_friend
		}
		random_courtier = {
			limit = {
				is_available_healthy_ai_adult = yes
				this != scope:potential_friend
				has_good_opinion_of_root_trigger = yes
			}
			save_scope_as = friend_2
		}
		random_courtier = {
			limit = {
				is_available_healthy_ai_adult = yes
				this != scope:potential_friend
				this != scope:friend_2
				has_good_opinion_of_root_trigger = yes
			}
			save_scope_as = friend_3
		}
	}

	option = { # Let's eat all together!
		name = ep3_camp_temperament.0001.a
		trigger = {
			has_trait = gregarious
			NOR = {
				has_trait = paranoid
				has_trait = callous
			}
		}
		every_courtier = {
			add_opinion = {
				target = root
				opinion = 20
				modifier = grateful_opinion
			}
		}
		
		stress_impact = {
			gregarious = minor_stress_impact_loss
			disloyal = major_stress_impact_gain
			shy = major_stress_impact_gain
			gluttonous = major_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = shy
					has_trait = gluttonous
					has_trait = disloyal
				}
			}
			modifier = {
				factor = 2
				has_trait = gregarious
			}
		}
	}
	
	option = { # You're out to get me
		name = ep3_camp_temperament.0001.b
		trigger = {
			OR = {
				has_trait = paranoid
				has_trait = callous
			}
		}
		rightfully_imprison_character_less_verbose_effect = { 
			TARGET = scope:potential_friend
			IMPRISONER = root
		}
		add_dread = medium_dread_gain
		
		stress_impact = {
			paranoid = major_stress_impact_loss
			callous = major_stress_impact_loss
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 2
				OR = {
					has_trait = paranoid
					has_trait = callous
				}
			}
		}
	}
	
	option = { # Can we just sell them for some gold pls
		name = ep3_camp_temperament.0001.c
		add_gold = {
			value = medium_provisions_gain
			multiply = 0.1
		}
		
		stress_impact = {
			greedy = medium_stress_impact_loss
			gregarious = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = callous
					has_trait = paranoid
					has_trait = gregarious
				}
			}
			modifier = {
				factor = 2
				has_trait = greedy
			}
		}
	}
	
	option = { # I treasure _you_ the most
		name = ep3_camp_temperament.0001.d
		trigger = {
			NOR = {
				has_trait = paranoid
				has_trait = callous
			}
		}
		progress_towards_friend_effect = {
			REASON = friend_treasured_more_than_food
			CHARACTER = scope:potential_friend
			OPINION = default_friend_opinion
		}
		
		stress_impact = {
			trusting = medium_stress_impact_loss
			compassionate = medium_stress_impact_loss
			callous = medium_stress_impact_gain
			paranoid = medium_stress_impact_gain
			deceitful = medium_stress_impact_gain
			shy = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = callous
					has_trait = paranoid
					has_trait = deceitful
					has_trait = shy
				}
			}
			modifier = {
				factor = 2
				OR = {
					has_trait = deceitful
					has_trait = shy
				}
			}
		}
	}
	
	option = { # Thank you, amigos
		name = ep3_camp_temperament.0001.e
		domicile ?= {
			change_provisions = medium_provisions_gain
		}
		
		stress_impact = {
			callous = medium_stress_impact_gain
			paranoid = medium_stress_impact_gain
			gregarious = medium_stress_impact_gain 
		}
		ai_chance = {
			base = 100
			modifier = {
				add = -50
				OR = {
					has_trait = callous
					has_trait = paranoid
					has_trait = gregarious
				}
			}
			modifier = {
				factor = 3
				domicile = {
					provisions <= provisions_privation_threshold_low
				}
			}
		}
	}
}

##################################################
# In Every Corner
# by Veronica Pazos
##################################################

# You suspect your enemies come from within your own camp
ep3_camp_temperament.0010 = {
	type = character_event
	title = ep3_camp_temperament.0010.t
	desc = {
		desc = ep3_camp_temperament.0010.desc.intro
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:enemy = { is_spouse_of = root }
				}
				desc = ep3_camp_temperament.0010.desc.spouse
			}
			triggered_desc = {
				trigger = {
					scope:enemy = { is_child_of = root }
				}
				desc = ep3_camp_temperament.0010.desc.child
			}
			triggered_desc = {
				trigger = {
					scope:enemy = { has_relation_friend = root }
				}
				desc = ep3_camp_temperament.0010.desc.friend
			}
		}
	}
			
	theme = laamp
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = {
				has_trait = paranoid
			}
			animation = paranoia
		}
		triggered_animation = {
			trigger = {
				OR = {
					has_trait = callous
					has_trait = disloyal
					has_trait = wrathful
					has_trait = vengeful
				}
			}
			animation = anger
		}
		triggered_animation = {
			trigger = {
				OR = {
					has_trait = compassionate
					has_trait = trusting
					has_trait = gregarious
				}
			}
			animation = crying
		}
		animation = stress
	}
	right_portrait = {
		character = scope:enemy
		animation = go_to_your_room
	}
	cooldown = { years = 10 }
	override_background = { reference = corridor_night }
	override_effect_2d = {
		reference = rain	
	}

	trigger = { 
		has_domicile_temperament_low = yes
		any_courtier = {
			is_available_healthy_ai_adult = yes
			has_bad_opinion_of_root_trigger = yes
		}
	}

	immediate = {
		random_courtier = {
			limit = {
				is_available_healthy_ai_adult = yes
				has_bad_opinion_of_root_trigger = yes
			}
			weight = { # Let's grab someone interesting
				base = 1
				modifier = {
					add = 5
					is_spouse_of = root
				}
				modifier = {
					add = 5
					is_child_of = root
				}
				modifier = {
					add = 2
					has_relation_friend = root
				}
				modifier = {
					add = 2
					has_really_bad_opinion_of_root_trigger = yes
				}
			}
			save_scope_as = enemy
		}
	}

	option = { # Et tu, Brute?
		name = ep3_camp_temperament.0010.a
		flavor = {
			first_valid = {
				triggered_desc = {
					trigger = { # These people would know Latin
						location = { geographical_region = world_europe }
					}
					desc = ep3_camp_temperament.0010.a.flavor
				}
			}
		}
		trigger = {
			scope:enemy = {
				OR = {
					is_spouse_of = root
					is_child_of = root
				}
			}
		}
		add_internal_flag = special
		custom_tooltip = ep3_camp_temperament_0010_tt
		set_variable = {
			name = et_tu_brute_var
			value = scope:enemy
		}
		add_character_modifier = {
			modifier = ep3_heartbreak_modifier
			years = 15
		}
		stress_impact = {
			base = minor_stress_impact_gain # Always stressful to be betrayed by a close family member
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = compassionate
					has_trait = forgiving
				}
			}
			modifier = {
				factor = 2
				has_trait = vengeful
			}
		}
	}
	
	option = { # I'll pay you and shut up
		name = ep3_camp_temperament.0010.b
		trigger = {
			has_trait = ambitious
			NOT = { has_trait = vengeful }
		}
		pay_short_term_gold = {
			target = scope:enemy
			gold = minor_gold_value
		}
		scope:enemy = {
			add_opinion = {
				target = root
				modifier = bribed_opinion
				opinion = 15
			}
		}
		every_courtier = {
			limit = {
				this != scope:enemy
			}
			add_opinion = {
				target = root
				modifier = reputation_opinion
				opinion = 10
			}
		}
		stress_impact = {
			ambitious = minor_stress_impact_loss
			greedy = medium_stress_impact_gain
			vengeful = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 2
				OR = {
					has_trait = generous
					has_trait = callous
				}
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = greedy
					has_trait = vengeful
					gold <= medium_gold_value
				}
			}
		}
	}
	
	option = { # It's a PLOT
		name = ep3_camp_temperament.0010.c
		trigger = {
			has_trait = vengeful
			NOT = { has_trait = ambitious }
		}
		add_character_modifier = {
			modifier = ep3_determined_modifier
			years = 5
		}
		stress_impact = {
			calm = medium_stress_impact_gain
			compassionate = medium_stress_impact_gain
			forgiving = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = calm
					has_trait = compassionate
					has_trait = forgiving
				}
			}
			modifier = {
				factor = 2
				has_trait = vengeful
			}
		}
	}
	
	option = { # I'll give them some food to placate them
		name = ep3_camp_temperament.0010.d
		trigger = {
			NOT = { has_trait = vengeful }
		}
		domicile ?= {
			change_provisions = minor_provisions_loss
		}
		every_courtier = {
			add_opinion = {
				target = root
				modifier = grateful_opinion
				opinion = 10
			}
		}
		
		stress_impact = {
			vengeful = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = vengeful
					has_trait = greedy
					has_trait = wrathful
				}
			}
			modifier = {
				factor = 2
				OR = {
					has_trait = compassionate
					has_trait = forgiving
					domicile ?= { provisions <= provisions_privation_threshold_start }
				}
			}
		}
	}
	
	option = { # Opt out
		name = ep3_camp_temperament.0010.e
		
		stress_impact = {
			vengeful = medium_stress_impact_gain
			wrathful = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
		}
	}
}

##################################################
# Hearsay
# by Veronica Pazos
##################################################

scripted_effect ep3_camp_temperament_0020_secret_effect = {
	custom_tooltip = ep3_camp_temperament_0020_d_tt
	hidden_effect = {
		send_interface_toast = {
			title = ep3_camp_temperament_0020_d_tt
			left_icon = scope:secret_owner
			scope:secret = {
				reveal_to = root
			}
		}
	}
}

# Follower reveals secret from province holder or holder's liege
ep3_camp_temperament.0020 = {
	type = character_event
	title = ep3_camp_temperament.0020.t
	desc = ep3_camp_temperament.0020.desc
	theme = laamp
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = {
				has_trait = deceitful
			}
			animation = schadenfreude
		}
		triggered_animation = {
			trigger = {
				OR = {
					has_trait = journaller
					has_trait = lifestyle_poet
					has_trait = violet_poet
				}
			}
			animation = happiness
		}
		animation = interested
	}
	right_portrait = {
		character = scope:secret_giver
		animation = throne_room_bow_1
	}
	lower_right_portrait = scope:secret_owner
	cooldown = { years = 10 }

	trigger = { 
		has_domicile_temperament_high = yes
		any_courtier = {
			is_available_healthy_ai_adult = yes
		}
		OR = { # Holder or holder's liege have a secret
			domicile.domicile_location.county.holder ?= {
				any_secret = {
					NOT = { is_known_by = root }
				}
			}
			domicile.domicile_location.county.holder.top_liege ?= {
				any_secret = {
					NOT = { is_known_by = root }
				}
			}
		}
	}

	immediate = {
		random_list = {
			1 = {
				trigger = {
					domicile.domicile_location.county.holder ?= {
						any_secret = {
							NOT = { is_known_by = root }
						}
					}
				}
				domicile.domicile_location.county.holder = {
					save_scope_as = secret_owner
					random_secret = {
						limit = {
							NOT = {	is_known_by = root }
						}
						save_scope_as = secret
					}
				}
			}
			1 = {
				trigger = {
					domicile.domicile_location.county.holder.top_liege ?= {
						any_secret = {
							NOT = { is_known_by = root }
						}
					}
				}
				domicile.domicile_location.county.holder.top_liege = {
					save_scope_as = secret_owner
					random_secret = {
						limit = {
							NOT = {	is_known_by = root }
						}
						save_scope_as = secret
					}
				}
			}
		}
		random_courtier = {
			limit = {
				is_available_healthy_ai_adult = yes
			}
			weight = { # Find someone relevant
				base = 1
				modifier = {
					add = 2
					intrigue > medium_skill_rating
				}
				modifier = {
					add = 2
					has_any_court_position = yes
				}
				modifier = {
					add = 1
					OR = {
						has_trait = lustful
						has_trait = rakish
					}
				}
			}
			save_scope_as = secret_giver
		}
	}

	option = { # I need to write this down
		name = ep3_camp_temperament.0020.a
		trigger = {
			OR = {
				has_trait = journaller
				has_trait = lifestyle_poet
				has_trait = violet_poet
			}
		}
		ep3_camp_temperament_0020_secret_effect = yes
		add_character_modifier = {
			modifier = ep3_inspired_by_life
			years = 15
		}
		stress_impact = {
			journaller = medium_stress_impact_loss
			lifestyle_poet = medium_stress_impact_loss
			violet_poet = medium_stress_impact_loss
			deceitful = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				has_trait = deceitful
			}
			modifier = {
				factor = 2
				OR = {
					has_trait = journaller
					has_trait = lifestyle_poet
					has_trait = violet_poet
				}
			}
		}
	}
	
	option = { # Yummy yummy tasty gossip
		name = ep3_camp_temperament.0020.b
		trigger = {
			has_trait = deceitful
		}
		ep3_camp_temperament_0020_secret_effect = yes
		random_list = {
			1 = {
				scope:secret_giver = {
					add_intrigue_skill = 1
				}
			}
			1 = {
				scope:secret_giver = {
					add_intrigue_skill = 2
				}
			}
			1 = {
				scope:secret_giver = {
					add_intrigue_skill = 3
				}
			}
		}
		
		stress_impact = {
			callous = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				has_trait = callous
			}
		}
	}
	
	option = { # What were you doing slacking around huh
		name = ep3_camp_temperament.0020.c
		trigger = {
			can_add_hook = {
				target = scope:secret_giver
				type = strong_prostitute_blackmail_hook
			}
		}
		add_hook = {
			target = scope:secret_giver
			type = strong_prostitute_blackmail_hook
		}
		
		stress_impact = {
			diligent = medium_stress_impact_loss
			lustful = medium_stress_impact_gain
			rakish = medium_stress_impact_gain
			trusting = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = lustful
					has_trait = rakish
					has_trait = trusting
				}
			}
			modifier = {
				factor = 2
				has_trait = diligent
			}
		}
	}
	
	option = { # Tell me at once!
		name = ep3_camp_temperament.0020.d
		trigger = { # You have access to a better version of this option
			NOR = {
				has_trait = journaller
				has_trait = lifestyle_poet
				has_trait = violet_poet
				has_trait = deceitful
			}
		}
		ep3_camp_temperament_0020_secret_effect = yes
		
		stress_impact = {
			compassionate = medium_stress_impact_loss
			patient = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				has_trait = patient
			}
			modifier = {
				factor = 2
				has_trait = compassionate
			}
		}
	}
	
	option = { # Secrets are evil
		name = ep3_camp_temperament.0020.e
		add_piety = minor_piety_gain
		
		stress_impact = {
			zealous = medium_stress_impact_loss
			deceitful = medium_stress_impact_gain
			callous = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = deceitful
					has_trait = callous
				}
			}
			modifier = {
				factor = 2
				has_trait = zealous
			}
		}
	}
}

##################################################
# Mutiny!
# by Veronica Pazos
##################################################

# A follower tries to lead a mutiny against you
ep3_camp_temperament.0030 = {
	type = character_event
	title = ep3_camp_temperament.0030.t
	desc = {
		desc = ep3_camp_temperament.0030.desc.intro
		first_valid = {
			triggered_desc = {
				trigger = {
					domicile ?= {
						provisions <= provisions_privation_threshold_low
					}
				}
				desc = ep3_camp_temperament.0030.desc.no_food
			}
			desc = ep3_camp_temperament.0030.desc.other
		}
		desc = ep3_camp_temperament.0030.desc.outro
	}
	theme = laamp
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = {
				OR = {
					has_trait = compassionate
					has_trait = craven
				}
			}
			animation = worry
		}
		triggered_animation = {
			trigger = {
				OR = {
					has_trait = arrogant
					has_trait = wrathful
					has_trait = vengeful
					has_trait = callous
				}
			}
			animation = anger
		}
		animation = stress
	}
	right_portrait = {
		character = scope:cocky_follower
		animation = chess_cocky
	}
	lower_left_portrait = {
		trigger = {
			has_trait = craven
			NOR = {
				has_trait = vengeful
				has_trait = wrathful
				has_trait = callous
			}
			exists = scope:bus_follower
		}
		character = scope:bus_follower
	}
	cooldown = { years = 10 }
	override_background = { reference = bp1_bonfire }

	trigger = { 
		has_domicile_temperament_low = yes
		any_courtier = {
			is_available_healthy_ai_adult = yes
			has_bad_opinion_of_root_trigger = yes
		}
	}
	
	weight_multiplier = { #More likely to happen if they're starving
		base = 1
		modifier = {
			factor = 2
			domicile ?= {
				provisions <= provisions_privation_threshold_low
			}
		}
	}

	immediate = {
		random_courtier = {
			limit = {
				is_available_healthy_ai_adult = yes
				has_bad_opinion_of_root_trigger = yes
			}
			weight = { # Let's grab someone interesting
				base = 1
				modifier = {
					add = 5
					OR = {
						has_trait = gluttonous
						has_trait = comfort_eater
					}
					root.domicile ?= {
						provisions <= provisions_privation_threshold_low
					}
				}
				modifier = {
					add = 2
					is_spouse_of = root
				}
				modifier = {
					add = 2
					is_child_of = root
				}
				modifier = {
					add = 2
					has_really_bad_opinion_of_root_trigger = yes
				}
			}
			save_scope_as = cocky_follower
		}
		every_courtier = {
			limit = { # Including the cocky guy
				is_available_healthy_ai_adult = yes
				has_bad_opinion_of_root_trigger = yes
			}
			add_to_list = mutiniers
		}
		if = {
			limit = {
				any_courtier = {
					is_available_healthy_ai_adult = yes
					this != scope:cocky_follower
				}
			}
			random_courtier = {
				limit = {
					is_available_healthy_ai_adult = yes
					this != scope:cocky_follower
				}
				weight = {
					base = 1
					modifier = {
						add = 5
						has_court_position = second_camp_officer
					}
					modifier = {
						add = 2
						has_any_court_position = yes
					}
				}
				save_scope_as = bus_follower
			}
		}
	}

	option = { # It was actually this guy's fault
		name = ep3_camp_temperament.0030.a
		trigger = {
			has_trait = craven
			NOR = {
				has_trait = vengeful
				has_trait = wrathful
				has_trait = callous
			}
			exists = scope:bus_follower # If there's someone to actually throw under the bus
		}
		scope:bus_follower = {
			increase_wounds_effect = { REASON = beaten }
		}
		stress_impact = {
			craven = minor_stress_impact_loss
			deceitful = minor_stress_impact_loss
			brave = major_stress_impact_gain
			wrathful = major_stress_impact_gain
		}
		ai_chance = {
			base = 0 # Don't get people beaten up for no reason
			modifier = {
				add = 200
				has_trait = craven
			}
		}
	}
	
	option = { # I'm gonna beat you up
		name = ep3_camp_temperament.0030.b
		trigger = {
			has_trait = wrathful
			NOR = {
				has_trait = craven
				has_trait = calm
				has_trait = temperate
			}
		}
		duel = {
			skill = prowess
			target = scope:cocky_follower
			50 = {
				desc = ep3_camp_temperament.0030.b.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				send_interface_toast = {
					title = ep3_camp_temperament.0030.b.success
					left_icon = root
					right_icon = scope:cocky_follower
					scope:cocky_follower = {
						death = { death_reason = death_beaten }
					}
				}
			}
			50 = {
				desc = ep3_camp_temperament.0030.b.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				send_interface_toast = {
					title = ep3_camp_temperament.0030.b.failure
					left_icon = root
					right_icon = scope:cocky_follower
					increase_wounds_no_death_effect = { REASON = beaten }
				}
			}
		}
		stress_impact = {
			base = medium_stress_impact_gain
			wrathful = major_stress_impact_loss
			compassionate = major_stress_impact_gain
			calm = major_stress_impact_gain
		}
		ai_chance = {
			base = 0
			modifier = {
				add = 200
				has_trait = wrathful
			}
		}
	}
	
	option = { # You said what
		name = ep3_camp_temperament.0030.c
		reason = dread
		trigger = {
			dread >= 75
			NOT = { has_trait = craven }
		}
		# This should be enough reward
		scope:cocky_follower = {
			give_nickname = nick_brown_cheeks
			add_character_modifier = { #Forever
				modifier = ep3_poopy_pants
			}
		}
		# But we'll give you something else, I guess
		every_courtier = {
			limit = {
				this != scope:cocky_follower
				NOR = {
					has_trait = brave
					has_trait = callous
				}
			}
			add_opinion = {
				target = root
				opinion = 5
				modifier = respect_opinion
			}
		}
		add_dread = minor_dread_gain
		stress_impact = {
			vengeful = medium_stress_impact_loss
			calm = major_stress_impact_gain
			compassionate = major_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = calm
					has_trait = compassionate
				}
			}
			modifier = {
				factor = 2
				has_trait = vengeful
			}
		}
	}
	
	option = { # You can go if you want to
		name = ep3_camp_temperament.0030.d
		every_in_list = {
			list = mutiniers
			save_temporary_scope_as = followers_to_leave
			root = { remove_courtier_or_guest = scope:followers_to_leave }
		}
		every_courtier = {
			limit = {
				is_available_healthy_ai_adult = yes
				NOT = { is_in_list = mutiniers }
			}
			add_opinion = {
				target = root
				opinion = 10
				modifier = benevolent_to_mutiniers_opinion
			}
		}
		stress_impact = {
			calm = medium_stress_impact_loss
			temperate = medium_stress_impact_loss
			compassionate = medium_stress_impact_loss
			trusting = medium_stress_impact_loss
			callous = medium_stress_impact_gain
			wrathful = medium_stress_impact_gain
			vengeful = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = wrathful
					has_trait = vengeful
				}
			}
			modifier = {
				factor = 2
				OR = {
					has_trait = calm
					has_trait = temperate
					has_trait = compassionate
					has_trait = trusting
				}
			}
		}
	}
	
	option = { # Take the money and shut up
		name = ep3_camp_temperament.0030.e
		pay_short_term_gold = {
			target = scope:cocky_follower
			gold = medium_gold_value
		}
		every_courtier = {
			limit = {
				is_available_healthy_ai_adult = yes
				has_bad_opinion_of_root_trigger = yes
			}
			add_opinion = {
				target = root
				opinion = 10
				modifier = pleased_opinion
			}
		}
		stress_impact = {
			greedy = medium_stress_impact_gain
			wrathful = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				add = -50
				OR = {
					has_trait = greedy
					has_trait = wrathful
					gold <= medium_gold_value
				}
			}
		}
	}
}

##################################################
# A Devoted Follower
# by Veronica Pazos
##################################################

scripted_trigger ep3_camp_temperament_0040_valid_scheme_trigger = {
	scheme_owner = root
	exists = scheme_target_character
	any_scheme_agent_slot = { }
	NOR = {
		scheme_target_character = $FOLLOWER$
		any_scheme_agent_character = { this = $FOLLOWER$ }
	}
}

# Your follower offers themselves as an agent for your scheme
ep3_camp_temperament.0040 = {
	type = character_event
	title = ep3_camp_temperament.0040.t
	desc = ep3_camp_temperament.0040.desc
	theme = laamp
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = {
				has_trait = arrogant
			}
			animation = hero_flex
		}
		triggered_animation = {
			trigger = {
				has_trait = humble
			}
			animation = shame
		}
		triggered_animation = {
			trigger = {
				OR = {
					intrigue >= high_skill_rating
					has_focus = intrigue_skulduggery_focus
					has_trait = deceitful
				}
			}
			animation = scheme
		}
		animation = interested
	}
	right_portrait = {
		character = scope:follower
		animation = admiration
	}
	lower_right_portrait = scope:target
	cooldown = { years = 10 }
	override_background = { reference = corridor_day }

	trigger = { 
		has_domicile_temperament_high = yes
		any_courtier = {
			is_available_healthy_ai_adult = yes
			has_good_opinion_of_root_trigger = yes
			save_temporary_scope_as = follower_temp
			root = {
				any_scheme = {
					ep3_camp_temperament_0040_valid_scheme_trigger = { FOLLOWER = scope:follower_temp }
				}
			}
		}
	}

	immediate = {
		random_dummy_gender_soldier_effect = { SCOPE_NAME = dummy_gender }
		random_courtier = {
			limit = {
				is_available_healthy_ai_adult = yes
				has_good_opinion_of_root_trigger = yes
				save_temporary_scope_as = follower_temp
				root = {
					any_scheme = {
						ep3_camp_temperament_0040_valid_scheme_trigger = { FOLLOWER = scope:follower_temp }
						save_temporary_scope_as = scheme_temp
					}
				}
			}
			weight = {
				base = 2
				modifier = {
					add = 2
					has_trait = eccentric
				}
				modifier = {
					add = 1
					has_trait = gregarious
				}
				modifier = {
					add = 1
					diplomacy >= medium_skill_rating
				}
				modifier = {
					add = -1
					is_close_family_of = root
				}
			}
			save_scope_as = follower
			assign_quirk_effect = yes
			set_variable = {
				name = devotee_agent_var
				value = root
			}
		}
		scope:scheme_temp = {
			save_scope_as = my_scheme
			scheme_target_character = { save_scope_as = target }
		}
	}

	option = { # You're right, I'm great
		name = ep3_camp_temperament.0040.a
		trigger = {
			prestige_level >= 3
			NOR = {
				intrigue >= high_skill_rating
				has_focus = intrigue_skulduggery_focus
			}
		}
		add_character_modifier = {
			modifier = ep3_arrogant_schemer_modifier
			years = 15
		}
		stress_impact = {
			arrogant = major_stress_impact_loss
			gregarious = medium_stress_impact_loss
			humble = major_stress_impact_gain
			shy = major_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 2
				OR = {
					has_trait = arrogant
					has_trait = gregarious
				}
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = humble
					has_trait = shy
				}
			}
		}
	}
	
	option = { # I'll do the job myself
		name = ep3_camp_temperament.0040.b
		trigger = {
			OR = {
				intrigue >= high_skill_rating
				has_focus = intrigue_skulduggery_focus
			}
		}
		scope:my_scheme = {
			if = {
				limit = { scheme_agent_charges < opportunity_cap_value }
				change_opportunities = 1
			}
			add_scheme_modifier = {
				type = ep3_self_employed_scheme_modifier
			}
		}
		
		stress_impact = {
			arrogant = major_stress_impact_loss
			deceitful = medium_stress_impact_loss
			calm = medium_stress_impact_gain
			temperate = medium_stress_impact_gain
			humble = major_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = calm
					has_trait = temperate
					has_trait = humble
				}
			}
			modifier = {
				factor = 2
				OR = {
					has_trait = arrogant
					has_trait = deceitful
				}
			}
		}
	}
	
	option = { # What a great friend you are
		name = ep3_camp_temperament.0040.c
		progress_towards_friend_effect = {
			REASON = friend_my_biggest_fan
			CHARACTER = scope:follower
			OPINION = default_friend_opinion
		}
		
		stress_impact = {
			gregarious = medium_stress_impact_loss
			trusting = medium_stress_impact_loss
			callous = medium_stress_impact_gain
			shy = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = callous
					has_trait = shy
				}
			}
			modifier = {
				factor = 2
				OR = {
					has_trait = gregarious
					has_trait = trusting
				}
			}
		}
	}
	
	option = { # Sure, join in!
		name = ep3_camp_temperament.0040.d
		custom_tooltip = {
			text = ep3_camp_temperament.0040.d.tt
			scope:my_scheme = {
				add_agent_slot = agent_devotee
				random_scheme_agent_slot = {
					limit = {
						is_agent_slot_type = agent_devotee
						is_filled = no
					}
					save_scope_as = slot
					scope:follower = { add_to_agent_slot = scope:slot }
				}
			}
		}
		ai_chance = {
			base = 200 # Best option for the AI
		}
	}
	
	option = { # Just stay there and admire me
		name = ep3_camp_temperament.0040.e
		add_prestige = minor_prestige_gain
		
		stress_impact = {
			arrogant = major_stress_impact_loss
			humble = major_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				has_trait = humble
			}
			modifier = { # If AI is running low on Prestige
				factor = 2
				prestige <= medium_prestige_value
			}
		}
	}
}
