#############################################
#
# VARIOUS FLAVOR EVENTS
# ID 79000-79100
#
#############################################

# by Milla Isaksson
#############################################

# Shieldmaiden comes to the aid of her liege (from event 79010)
character_event = {
	id = 79000
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war

	desc = {
		text = EVTDESC_79000_A
		trigger = {
			FROM = { has_character_flag = protected_liege }
		}
	}
	desc = {
		text = EVTDESC_79000_B
		trigger = {
			FROM = { has_character_flag = protected_liege_well }
		}
	}

	is_triggered_only = yes

	immediate = {
		disallow_new_battle_events_effect = yes
	}

	option = {
		name = EVTOPTA_79000

		trigger = {
			FROM = { has_character_flag = protected_liege }
		}

		custom_tooltip = {
			text = EVTOPTA_79000_TOOLTIP
			FROM = { clr_character_flag = protected_liege }
		}

		add_character_modifier = {
			name = lucky_to_be_alive
			years = 1
		}

	}

	option = {
		name = EVTOPTB_79000

		trigger = {
			FROM = { has_character_flag = protected_liege_well }
		}

		custom_tooltip = {
			text = EVTOPTA_79000_TOOLTIP
			FROM = { clr_character_flag = protected_liege_well }
		}

		opinion = {
			name = opinion_loyal_shieldmaiden
			who = FROM
		}

		FROM = {
			show_scope_change = no

			opinion = {
				name = opinion_was_praised
				who = ROOT
			}

			add_character_modifier = {
				name = favored_shieldmaiden
				years = 3
			}
		}
	}

	after = {
		allow_new_battle_events_effect = yes
	}
}

### Shieldmaiden fights alongside her liege, but is struck down
character_event = {
	id = 79001
	desc = EVTDESC_79001
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war
	portrait = event_target:my_shieldmaiden

	is_triggered_only = yes # on_combat_pulse, random_events, via HFP.11000

	immediate = {
		random_courtier_or_vassal = {
			limit = {
				trait = shieldmaiden
				is_incapable = no
				prisoner = no
				has_minor_title = title_commander
			}

			save_event_target_as = my_shieldmaiden
		}
	}

	option = {
		name = EVTOPTA_79001

		show_portrait = event_target:my_shieldmaiden

		custom_tooltip = {
			text = EVTOPTA_79001_TOOLTIP

			save_event_target_as = shieldmaiden_liege

			event_target:my_shieldmaiden = {
				character_event = { id = 79002 }
			}
		}
	}

	after = {
		allow_new_battle_events_effect = yes
	}
}

# Shieldmaiden is injured
character_event = {
	id = 79002
	desc = EVTDESC_79002
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	immediate = {
		disallow_new_battle_events_effect = yes
	}

	option = {
		name = EVTOPTA_79002

		add_blood_splatter_effect = yes
		add_maimed_trait_effect = yes

		custom_tooltip = {
			text = EVTOPTA_79002_TOOLTIP

			FROM = {
				character_event = {
					id = 79003
					days = 20
					random = 10
				}
			}
		}
	}

	after = {
		allow_new_battle_events_effect = yes
	}
}

# Liege looks for Shieldmaiden, finds her alone, offers support
character_event = {
	id = 79003
	picture = GFX_evt_recovery
	border = GFX_event_normal_frame_war

	desc = {
		text = EVTDESC_79003_A
		trigger = {
			FROM = { trait = maimed }
		}
	}
	desc = {
		text = EVTDESC_79003_B
		trigger = {
			FROM = { trait = one_eyed }
		}
	}
	desc = {
		text = EVTDESC_79003_C
		trigger = {
			FROM = { trait = one_legged }
		}
	}
	desc = {
		text = EVTDESC_79003_D
		trigger = {
			FROM = { trait = one_handed }
		}
	}
	desc = {
		text = EVTDESC_79003_E
		trigger = {
			FROM = { trait = disfigured }
		}
	}
	desc = {
		text = EVTDESC_79003_F
		trigger = {
			FROM = { trait = mangled }
		}
	}
	desc = { # Fallback
		text = EVTDESC_79003_G
		trigger = {
			FROM = {
				NOR = {
					trait = maimed
					trait = one_eyed
					trait = one_legged
					trait = one_handed
					trait = disfigured
					trait = mangled
				}
			}
		}
	}

	is_triggered_only = yes

	prisoner = no

	trigger = {
		event_target:my_shieldmaiden = {
			trait = shieldmaiden
			is_alive = yes
			prisoner = no
			is_incapable = no
		}
	}

	# Let my physician look at you
	option = {
		name = EVTOPTA_79003

		custom_tooltip = {
			text = EVTOPTA_79003_TOOLTIP

			event_target:my_shieldmaiden = {
				set_character_flag = was_diagnosed_lucky
				character_event = { id = 79004 }
			}
		}

		tooltip = {
			FROM = {
				show_scope_change = no

				add_character_modifier = {
					name = lucky_to_be_alive
					years = 10
				}
			}
		}
	}

	# You're amazing
	option = {
		name = EVTOPTB_79003

		custom_tooltip = {
			text = EVTOPTB_79003_TOOLTIP

			event_target:my_shieldmaiden = {
				set_character_flag = was_offered_friendship
				character_event = { id = 79004 }
			}
		}

		tooltip = {
			opinion = {
				name = opinion_budding_friendship
				who = FROM
			}

			reverse_opinion = {
				name = opinion_budding_friendship
				who = FROM
			}
		}
	}

	# You're the best shieldmaiden ever
	option = {
		name = EVTOPTC_79003

		custom_tooltip = {
			text = EVTOPTC_79003_TOOLTIP

			event_target:my_shieldmaiden = {
				set_character_flag = was_praised
				character_event = { id = 79004 }
			}
		}

		tooltip = {
			opinion = {
				name = opinion_loyal_shieldmaiden
				who = FROM
			}

			reverse_opinion = {
				name = opinion_was_praised
				who = FROM
			}
		}
	}
}

# Shieldmaiden is offered support
character_event = {
	id = 79004
	picture = GFX_evt_recovery
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	desc = {
		text = EVTDESC_79004_A
		trigger = { has_character_flag = was_diagnosed_lucky }
	}
	desc = {
		text = EVTDESC_79004_B
		trigger = { has_character_flag = was_offered_friendship }
	}
	desc = {
		text = EVTDESC_79004_C
		trigger = { has_character_flag = was_praised }
	}

	option = {
		name = EVTOPTA_79004

		trigger_switch = {
			on_trigger = has_character_flag

			was_diagnosed_lucky = {
				add_character_modifier = {
					name = lucky_to_be_alive
					years = 10
				}
			}

			was_offered_friendship = {
				opinion = {
					name = opinion_budding_friendship
					who = FROM
				}

				reverse_opinion = {
					name = opinion_budding_friendship
					who = FROM
				}
			}

			was_praised = {
				opinion = {
					name = opinion_was_praised
					who = FROM
				}

				opinion = {
					name = opinion_loyal_shieldmaiden
					who = FROM
				}
			}
		}

		FROM = {
			character_event = {
				id = 79005
				days = 70
				random = 30
			}
		}
	}
}

# Liege and Shieldmaiden walk through gardens, are surprised by kitten
character_event = {
	id = 79005
	picture = GFX_evt_garden
	border = GFX_event_normal_frame_war

	desc = {
		text = EVTDESC_79005_A
		trigger = {
			FROM = { has_character_flag = was_diagnosed_lucky }
		}
	}
	desc = {
		text = EVTDESC_79005_B
		trigger = {
			FROM = { has_character_flag = was_offered_friendship }
		}
	}
	desc = {
		text = EVTDESC_79005_C
		trigger = {
			FROM = { has_character_flag = was_praised }
		}
	}

	is_triggered_only = yes

	prisoner = no

	trigger = {
		event_target:my_shieldmaiden = {
			trait = shieldmaiden
			is_alive = yes
			prisoner = no
			is_incapable = no
		}
	}

	# Oooh, can I keep it?
	option = {
		name = EVTOPTA_79005

		trigger = {
			NOT = { has_character_modifier = pet_cat }
		}

		custom_tooltip = {
			text = EVTOPTA_79005_TOOLTIP

			FROM = {
				set_character_flag = liege_took_cat
				character_event = { id = 79006 }
			}
		}

		add_cat_effect = yes

		tooltip = {
			if = {
				limit = {
					NOT = { is_friend = FROM }
				}

				add_friend = FROM
			}
		}
	}

	# Shieldmaiden should keep it!
	option = {
		name = EVTOPTB_79005

		trigger = {
			FROM = {
				NOT = { has_character_modifier = pet_cat }
			}
		}

		custom_tooltip = {
			text = EVTOPTB_79005_TOOLTIP

			FROM = {
				set_character_flag = I_got_cat
				character_event = { id = 79006 }
			}
		}

		tooltip = {
			FROM = {
				show_scope_change = no

				add_character_modifier = {
					name = pet_cat
					duration = -1
				}
			}

			if = {
				limit = {
					NOT = { is_friend = FROM }
				}

				add_friend = FROM
			}
		}
	}

	# Give it to my child!
	option = {
		name = EVTOPTC_79005

		trigger = {
			any_child = {
				is_adult = no
				at_location = ROOT
				NOT = { has_character_modifier = pet_cat }
			}
		}

		custom_tooltip = {
			text = EVTOPTC_79005_TOOLTIP

			FROM = {
				clr_character_flag = was_diagnosed_lucky
				clr_character_flag = was_offered_friendship
				clr_character_flag = was_praised
			}
		}

		random_child = {
			show_scope_change = no

			limit = {
				is_adult = no
				at_location = ROOT
				NOT = { has_character_modifier = pet_cat }
			}

			add_cat_effect = yes

			opinion = {
				who = ROOT
				name = opinion_gave_me_pet
			}

		}
	}

	# Let it be
	option = {
		name = EVTOPTD_79005

		custom_tooltip = {
			text = EVTOPTD_79005_TOOLTIP

			FROM = {
				set_character_flag = no_cat
				character_event = { id = 79006 }
			}
		}

		tooltip = {
			if = {
				limit = {
					NOT = { is_friend = FROM }
				}

				add_friend = FROM
			}
		}

		tiered_prestige_reward_effect = yes
	}
}

# Shieldmaiden post cat incident
character_event = {
	id = 79006
	picture = GFX_evt_garden
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	desc = {
		text = EVTDESC_79006_A
		trigger = { has_character_flag = liege_took_cat }
	}
	desc = {
		text = EVTDESC_79006_B
		trigger = { has_character_flag = I_got_cat }
	}
	desc = {
		text = EVTDESC_79006_C
		trigger = { has_character_flag = no_cat }
	}

	option = {
		name = {
			text = EVTOPTA_79006
			trigger = { has_character_flag = liege_took_cat }
		}
		name = {
			text = EVTOPTB_79006
			trigger = { has_character_flag = I_got_cat }
		}
		name = {
			text = EVTOPTC_79006
			trigger = { has_character_flag = no_cat }
		}

		if = {
			limit = { has_character_flag = I_got_cat }
			add_cat_effect = yes
		}

		if = {
			limit = {
				NOT = { is_friend = FROM }
			}

			add_friend = FROM
		}

		clr_character_flag = was_diagnosed_lucky
		clr_character_flag = was_offered_friendship
		clr_character_flag = was_praised
		clr_character_flag = liege_took_cat
		clr_character_flag = I_got_cat
		clr_character_flag = no_cat
	}
}

# Shieldmaiden training montage
character_event = {
	id = 79007
	desc = EVTDESC_79007
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war

	is_triggered_only = yes # on_yearly_pulse, random_events

	only_rulers = yes
	religion_group = pagan_group
	min_age = 16
	only_capable = yes
	prisoner = no

	trigger = {
		trait = shieldmaiden
		religion_openly_norse_or_reformed_trigger = yes
		martial < 17

		NOR = {
			has_character_modifier = fell_into_the_river
			has_character_modifier = lost_dog
		}
	}

	weight_multiplier = {
		factor = 5

		mult_modifier = {
			trait = ambitious
			factor = 2.0
		}
	}

	option = { # I'll go rowing every morning
		name = EVTOPTA_79007

		random_list = {
			50 = {
				mult_modifier = {
					factor = 1.1
					martial >= 10
				}

				mult_modifier = {
					factor = 1.1
					martial >= 12
				}

				mult_modifier = {
					factor = 1.1
					martial >= 14
				}

				mult_modifier = {
					factor = 1.1
					martial >= 16
				}

				change_martial = 1
			}

			50 = {
				add_character_modifier = {
					name = fell_into_the_river
					years = 2
				}
			}
		}
	}

	option = { # I'll take runs with my dog!
		name = EVTOPTB_79007

		trigger = { has_character_modifier = pet_hunting_dog }

		random_list = {
			70 = {
				mult_modifier = {
					factor = 1.1
					martial >= 10
				}

				mult_modifier = {
					factor = 1.1
					martial >= 12
				}

				mult_modifier = {
					factor = 1.1
					martial >= 14
				}

				mult_modifier = {
					factor = 1.1
					martial >= 16
				}

				change_martial = 2
			}

			30 = {
				add_character_modifier = {
					name = lost_dog
					duration = -1
				}

				character_event = {
					id = 79008 # dog returns
					days = 30
					random = 30
				}
			}
		}
	}

	option = { # Brand new armor is the way to go!

		name = EVTOPTC_79007

		scaled_wealth = -0.4

		add_character_modifier = {
			name = fake_it_til_you_make_it
			years = 2
		}
	}

	option = {
		name = EVTOPTD_79007

		custom_tooltip = { text = EVTOPTD_79007_TOOLTIP }
	}
}

# Shieldmaiden gets dog back (or not, if it died already)
character_event = {
	id = 79008
	border = GFX_event_normal_frame_war

	desc = {
		text = EVTDESC_79008_A
		picture = GFX_evt_hunting_scene
		trigger = { has_character_modifier = pet_hunting_dog }
	}
	desc = {
		text = EVTDESC_79008_B
		picture = GFX_evt_emissary
		trigger = {
			NOT = { has_character_modifier = pet_hunting_dog }
		}
	}

	is_triggered_only = yes

	option = {
		name = {
			text = EVTOPTA_79008
			trigger = { has_character_modifier = pet_hunting_dog }
		}
		name = {
			text = EVTOPTB_79008
			trigger = {
				NOT = { has_character_modifier = pet_hunting_dog }
			}
		}

		remove_character_modifier = lost_dog
	}
}

### Shieldmaiden intervenes in combat for her liege
character_event = {
	id = 79009
	desc = EVTDESC_79009
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war

	is_triggered_only = yes # on_combat_pulse, random_events, via HFP.11000

	immediate = {
		liege = { save_event_target_as = my_liege }
	}

	option = { # Throw my shield (defensive)
		name = EVTOPTA_79009

		custom_tooltip = { text = EVTOPTA_79009_TOOLTIP }

		random_list = {
			30 = { # Success
				good_soldier_outcome_score = yes

				hidden_effect = { change_martial = 1 }

				set_character_flag = protected_liege

				character_event = {
					id = 79010 # decent outcome
					tooltip = EVTOPTA_79009_TOOLTIP_1
				}
			}

			10 = { # Failure
				bad_soldier_outcome_score = yes

				set_character_flag = failed_to_protect_liege

				character_event = {
					id = 79010 # bad outcome
					tooltip = EVTOPTA_79009_TOOLTIP_2
				}
			}
		}

		ai_chance = {
			factor = 1

			mult_modifier = {
				factor = 1.2
				trait = craven
			}

			mult_modifier = {
				factor = 1.2
				trait = shy
			}

			mult_modifier = {
				factor = 1.2
				trait = paranoid
			}

			mult_modifier = {
				factor = 1.2
				trait = cynical
			}

			mult_modifier = {
				factor = 1.1
				martial < 10
			}

			mult_modifier = {
				factor = 1.1
				martial < 12
			}

			mult_modifier = {
				factor = 1.1
				martial < 15
			}
		}
	}

	option = { # Throw my spear (offensive)
		name = EVTOPTB_79009

		custom_tooltip = { text = EVTOPTB_79009_TOOLTIP }

		random_list = {
			20 = { # Success
				good_soldier_outcome_score = yes

				hidden_effect = { change_martial = 2 }

				set_character_flag = protected_liege_well

				character_event = {
					id = 79010 # great outcome
					tooltip = EVTOPTB_79009_TOOLTIP_1
				}
			}

			20 = { # Failure
				bad_soldier_outcome_score = yes

				set_character_flag = failed_terribly_to_protect_liege

				character_event = {
					id = 79010 # terrible outcome
					tooltip = EVTOPTB_79009_TOOLTIP_2
				}
			}
		}

		ai_chance = {
			factor = 1

			mult_modifier = {
				factor = 10
				is_friend = event_target:my_liege
			}

			mult_modifier = {
				factor = 10
				is_lover = event_target:my_liege
			}

			mult_modifier = {
				factor = 1.2
				trait = ambitious
			}

			mult_modifier = {
				factor = 1.2
				trait = brave
			}

			mult_modifier = {
				factor = 1.2
				trait = just
			}

			mult_modifier = {
				factor = 1.2
				martial >= 15
			}

			mult_modifier = {
				factor = 1.2
				martial >= 17
			}
		}
	}

	option = { # Let them die (betrayal!)
		name = EVTOPTC_79009

		trigger = {
			trigger_if = {
				limit = {
					opinion = {
						who = event_target:my_liege
						value >= 25
					}
				}

				trait = deceitful
			}
			trigger_else = {
				NOR = {
					trait = kind
					trait = honest
				}
			}
		}

		custom_tooltip = { text = EVTOPTC_79009_TOOLTIP }

		random_list = {
			10 = {
				mult_modifier = {
					factor = 1.1

					event_target:my_liege = {
						martial < 7
					}
				}

				mult_modifier = {
					factor = 1.1

					event_target:my_liege = {
						martial < 5
					}
				}

				mult_modifier = {
					factor = 1.1

					event_target:my_liege = {
						martial < 3
					}
				}

				mult_modifier = {
					factor = 1.1

					event_target:my_liege = {
						martial < 1
					}
				}

				mult_modifier = {
					factor = 2

					event_target:my_liege = {
						OR = {
							trait = slow
							trait = imbecile
							trait = dull
						}
					}
				}

				set_character_flag = liege_bites_the_dust

				character_event = {
					id = 79011 # liege is slain on the battlefield
					tooltip = EVTOPTC_79009_TOOLTIP_1
				}
			}

			10 = {
				mult_modifier = {
					factor = 2

					event_target:my_liege = {
						trait = duelist
					}
				}

				mult_modifier = {
					factor = 1.1

					event_target:my_liege = {
						combat_rating >= 10
					}
				}

				mult_modifier = {
					factor = 1.1

					event_target:my_liege = {
						combat_rating >= 20
					}
				}

				mult_modifier = {
					factor = 1.1

					event_target:my_liege = {
						combat_rating >= 30
					}
				}

				mult_modifier = {
					factor = 1.1

					event_target:my_liege = {
						combat_rating >= 40
					}
				}

				mult_modifier = {
					factor = 1.1

					event_target:my_liege = {
						martial >= 10
					}
				}

				mult_modifier = {
					factor = 1.1

					event_target:my_liege = {
						martial >= 12
					}
				}

				mult_modifier = {
					factor = 1.1

					event_target:my_liege = {
						martial >= 14
					}
				}

				mult_modifier = {
					factor = 1.1

					event_target:my_liege = {
						martial >= 16
					}
				}

				mult_modifier = {
					factor = 1.1

					event_target:my_liege = {
						martial >= 18
					}
				}

				mult_modifier = {
					factor = 1.1

					event_target:my_liege = {
						martial >= 20
					}
				}

				set_character_flag = liege_is_confounded

				character_event = {
					id = 79011 # liege handles themselves well, survives
					tooltip = EVTOPTC_79009_TOOLTIP_2
				}
			}
		}

		ai_chance = {
			factor = 1

			mult_modifier = {
				factor = 10

				opinion = {
					who = event_target:my_liege
					value < -25
				}
			}

			mult_modifier = {
				factor = 10
				is_primary_heir = event_target:my_liege
			}

			mult_modifier = {
				factor = 10
				is_rival = event_target:my_liege
			}

			mult_modifier = {
				factor = 0.5
				is_close_relative = event_target:my_liege
			}

			mult_modifier = {
				factor = 1.1
				has_focus = focus_intrigue
			}

			mult_modifier = {
				factor = 1.1
				trait = arbitrary
			}
		}
	}

	after = {
		allow_new_battle_events_effect = yes
	}
}

# Shieldmaiden: Battle aftermath (no betrayal)
character_event = {
	id = 79010
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	desc = {
		text = EVTDESC_79010_A
		trigger = { has_character_flag = protected_liege }
	}
	desc = {
		text = EVTDESC_79010_B
		trigger = { has_character_flag = failed_to_protect_liege }
	}
	desc = {
		text = EVTDESC_79010_C
		trigger = { has_character_flag = protected_liege_well }
	}
	desc = {
		text = EVTDESC_79010_D
		trigger = { has_character_flag = failed_terribly_to_protect_liege }
	}

	option = { # I succeeded!
		name = EVTOPTA_79010

		trigger = { has_character_flag = protected_liege }

		event_target:my_liege = {
			show_scope_change = no

			tooltip = {
				add_character_modifier = {
					name = lucky_to_be_alive
					years = 1
				}
			}

			character_event = { id = 79000 } # you have your liege's back
		}
	}

	option = { # I failed - liege is maimed
		name = EVTOPTB_79010

		trigger = { has_character_flag = failed_to_protect_liege }

		custom_tooltip = { text = EVTOPTB_79010_TOOLTIP }

		tooltip = {
			event_target:my_liege = {
				show_scope_change = no

				add_maimed_trait_effect = yes
			}

			add_character_modifier = {
				name = inattentive_soldier
				years = 3
			}
		}

		event_target:my_liege = {
			character_event = { id = 79013 } # liege is maimed, but survives
		}
	}

	option = { # I succeeded greatly!
		name = EVTOPTC_79010

		trigger = { has_character_flag = protected_liege_well }

		custom_tooltip = { text = EVTOPTC_79010_TOOLTIP }

		tooltip = {
			reverse_opinion = {
				name = opinion_loyal_shieldmaiden
				who = event_target:my_liege
			}

			opinion = {
				name = opinion_was_praised
				who = event_target:my_liege
			}

			add_character_modifier = {
				name = favored_shieldmaiden
				years = 10
			}
		}

		event_target:my_liege = {
			character_event = { id = 79000 } # you are praised
		}
	}

	option = { # I failed terribly!
		name = EVTOPTD_79010

		trigger = { has_character_flag = failed_terribly_to_protect_liege }

		custom_tooltip = { text = EVTOPTD_79010_TOOLTIP }

		tooltip = {
			add_maimed_trait_effect = yes

			add_character_modifier = {
				name = clumsy_shieldmaiden
				years = 3
			}
		}

		event_target:my_liege = {
			character_event = { id = 79013 } # you are maimed
		}
	}
}

# Shieldmaiden betrayed liege, aftermath
character_event = {
	id = 79011
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	desc = {
		text = EVTDESC_79011_A
		trigger = { has_character_flag = liege_bites_the_dust }
	}

	desc = {
		text = EVTDESC_79011_B
		trigger = { has_character_flag = liege_is_confounded }
	}

	option = { # Success! They got hurt/died
		name = EVTOPTA_79011

		trigger = { has_character_flag = liege_bites_the_dust }

		event_target:my_liege = {
			show_scope_change = no

			tooltip = {
				death = { death_reason = death_battle }
			}

			character_event = { id = 79012 } # liege is notified
		}
	}

	option = { # I failed - I'm suspected of being a crappy shieldmaiden
		name = EVTOPTB_79011

		trigger = { has_character_flag = liege_is_confounded }

		tooltip = {
			add_character_modifier = {
				name = bad_shieldmaiden
				years = 3
			}
		}

		event_target:my_liege = {
			character_event = { id = 79012 } # liege is notified
		}
	}
}


# Liege: liege is killed
character_event = {
	id = 79012
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war

	desc = {
		text = EVTDESC_79012_A
		trigger = {
			FROM = { has_character_flag = liege_bites_the_dust }
		}
	}
	desc = {
		text = EVTDESC_79012_B
		trigger = {
			FROM = { has_character_flag = liege_is_confounded }
		}

	}

	is_triggered_only = yes

	immediate = {
		disallow_new_battle_events_effect = yes

		if = {
			limit = { multiplayer = yes }
			death = { death_reason = death_battle }
		}
	}

	option = { # I am killed on the battlefield - OH NOES
		name = EVTOPTA_79012

		trigger = {
			FROM = { has_character_flag = liege_bites_the_dust }
		}

		FROM = { clr_character_flag = liege_bites_the_dust }

		if = {
			limit = { multiplayer = no }
			death = { death_reason = death_battle }
		}
		else = {
			tooltip = {
				death = { death_reason = death_battle }
			}
		}
	}

	option = { # My Shieldmaiden is the worst bodyguard ever
		name = EVTOPTB_79012

		trigger = {
			FROM = { has_character_flag = liege_is_confounded }
		}

		FROM = {
			show_scope_change = no

			add_character_modifier = {
				name = bad_shieldmaiden
				years = 3
			}

			clr_character_flag = liege_is_confounded
		}
	}

	after = {
		allow_new_battle_events_effect = yes
	}
}

# Liege: shieldmaiden or liege is injured/maimed
character_event = {
	id = 79013
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war

	desc = {
		text = EVTDESC_79013_A
		trigger = {
			FROM = { has_character_flag = failed_to_protect_liege }
		}
	}
	desc = {
		text = EVTDESC_79013_B
		trigger = {
			FROM = { has_character_flag = failed_terribly_to_protect_liege }
		}
	}

	is_triggered_only = yes

	immediate = {
		disallow_new_battle_events_effect = yes
	}

	option = { # I am badly injured
		name = EVTOPTA_79013

		trigger = {
			FROM = { has_character_flag = failed_to_protect_liege }
		}

		custom_tooltip = { text = EVTOPTA_79013_TOOLTIP }

		add_maimed_trait_effect = yes

		FROM = {
			show_scope_change = no

			add_character_modifier = {
				name = inattentive_soldier
				years = 3
			}

			clr_character_flag = failed_to_protect_liege
		}
	}

	option = { # My shieldmaiden is injured
		name = EVTOPTB_79013

		trigger = {
			FROM = { has_character_flag = failed_terribly_to_protect_liege }
		}

		custom_tooltip = { text = EVTOPTB_79013_TOOLTIP }

		FROM = {
			show_scope_change = no

			add_maimed_trait_effect = yes

			add_character_modifier = {
				name = clumsy_shieldmaiden
				years = 3
			}

			clr_character_flag = failed_terribly_to_protect_liege
		}
	}

	after = {
		allow_new_battle_events_effect = yes
	}
}

### Appointing a Shieldmaiden (sent to potential Shieldmaiden)
character_event = {
	id = 79020
	desc = EVTDESC_79020
	picture = GFX_evt_viking_throneroom_oldgods
	border = GFX_event_normal_frame_war

	is_triggered_only = yes # norse_minor_decisions.txt, make_shieldmaiden

	option = { # Heck yeah
		name = EVTOPTA_79020

		set_character_flag = special_marshal
		add_trait = shieldmaiden
		prestige = 100

		opinion = {
			name = opinion_shieldmaiden
			who = FROMFROM
		}

		FROMFROM = {
			character_event = { id = 79021 }
		}

		ai_chance = { factor = 100 }
	}

	option = { # Well, I don't wanna
		name = EVTOPTB_79020

		custom_tooltip = {
			text = EVTOPTB_79020_TOOLTIP

			add_character_modifier = {
				name = recently_relieved_shieldmaiden_timer
				years = 1
				hidden = yes
			}

			FROMFROM = {
				character_event = { id = 79022 }
			}
		}

		ai_chance = {
			factor = 1

			mult_modifier = {
				factor = 1000

				OR = {
					trait = severely_injured
					trait = one_eyed
					trait = blinded
					trait = one_legged
					trait = one_handed
					trait = disfigured
					trait = mangled
					trait = maimed
					trait = wounded
				}
			}

			mult_modifier = {
				factor = 100

				opinion = {
					who = liege
					value < 0
				}
			}
		}
	}
}

### Shieldmaiden accepts (sent to liege)
character_event = {
	id = 79021
	desc = EVTDESC_79021
	picture = GFX_evt_viking_throneroom_oldgods
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTA_79021

		hidden_effect = {
			wealth = -50
			prestige = 50
		}
	}
}

### Shieldmaiden refuses (sent to liege)
character_event = {
	id = 79022
	desc = EVTDESC_79022
	picture = GFX_evt_viking_throneroom_oldgods
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	ai = no

	option = {
		name = EVTOPTA_79022
	}
}

### Relieving Shieldmaiden of her duties (sent to target Shieldmaiden)
character_event = {
	id = 79023
	picture = GFX_evt_viking_throneroom_oldgods
	border = GFX_event_normal_frame_war

	desc = {
		text = EVTDESC_79023_A
		trigger = { has_character_modifier = fell_into_the_river }
	}
	desc = {
		text = EVTDESC_79023_B
		trigger = { has_character_modifier = favored_shieldmaiden }
	}
	desc = {
		text = EVTDESC_79023_C
		trigger = { has_character_modifier = inattentive_soldier }
	}
	desc = {
		text = EVTDESC_79023_D
		trigger = {
			OR = {
				has_character_modifier = lucky_to_be_alive
				trait = severely_injured
				trait = one_eyed
				trait = blinded
				trait = one_legged
				trait = one_handed
				trait = disfigured
				trait = mangled
				trait = maimed
				trait = wounded
			}
		}
	}
	desc = {
		text = EVTDESC_79023_E
		trigger = {
			NOR = {
				has_character_modifier = clumsy_shieldmaiden
				has_character_modifier = fell_into_the_river
			}
		}
	}

	is_triggered_only = yes # norse_minor_decisions.txt, relieve_shieldmaiden

	option = { # I understand
		name = EVTOPTA_79023

		custom_tooltip = { text = EVTOPTA_79023_TOOLTIP }

		random_list = {
			500 = {
				trigger = {
					had_character_flag = {
						flag = special_marshal
						years >= 20
					}
				}

				give_nickname = nick_the_valkyrie
			}

			10 = {
				trigger = {
					had_character_flag = {
						flag = special_marshal
						months >= 3
					}
				}

				give_nickname = nick_the_shieldmaiden
			}

			100 = {
				trigger = {
					OR = {
						has_character_modifier = clumsy_shieldmaiden
						has_character_modifier = fell_into_the_river
						has_character_modifier = inattentive_soldier
					}
				}

				give_nickname = nick_the_clumsy
			}

			10 = {
				trigger = {
					trait = brave

					had_character_flag = {
						flag = special_marshal
						months >= 3
					}
				}

				give_nickname = nick_the_fearless
			}

			10 = {
				trigger = {
					trait = impaler

					had_character_flag = {
						flag = special_marshal
						months >= 3
					}
				}

				give_nickname = nick_the_impaler
			}

			10 = {
				trigger = {
					martial >= 18

					had_character_flag = {
						flag = special_marshal
						months >= 3
					}
				}

				give_nickname = nick_bloodaxe
			}

			10 = {
				trigger = {
					practical_age < 30
					has_character_modifier = favored_shieldmaiden

					had_character_flag = {
						flag = special_marshal
						years >= 5
					}
				}

				give_nickname = nick_the_legendary
			}

			10 = {
				trigger = {
					has_character_modifier = favored_shieldmaiden

					had_character_flag = {
						flag = special_marshal
						months >= 3
					}
				}

				give_nickname = nick_the_defender
			}

			20 = {
				trigger = {
					OR = {
						has_character_modifier = lucky_to_be_alive
						trait = severely_injured
						trait = one_eyed
						trait = blinded
						trait = one_legged
						trait = one_handed
						trait = disfigured
						trait = mangled
						trait = maimed
						trait = wounded
					}
				}

				give_nickname = nick_the_survivor
			}
		}

		remove_opinion = {
			name = opinion_shieldmaiden
			who = FROMFROM
		}

		clr_character_flag = special_marshal
		remove_trait = shieldmaiden
	}
}