# New events by Galle
namespace = battle

### Pre-Battlefield-Duel Events
# battle.1	Begin Battlefield Duel Chain
# battle.2	Defender: Fight or Run?
# battle.3	Attacker: Fight or Run? (Begin Duel)
# battle.4	Defender Runs
# battle.5	Attacker Runs
# battle.6	Defender Calls Kingsguard
# battle.7	Attacker versus Kingsguard - Fight or Run? (Begin Duel)
# battle.8	Attacker or Defender Runs From Kingsguard
# battle.9	Attacker Calls Kingsguard
# battle.10	Defender versus Kingsguard - Fight or Run? (Begin Duel)
### Post-Battlefield-Duel Events
# battle.11	(End Duel) Victor Killed Opponent
# battle.12	(End Duel) Victor Takes Opponent Hostage
# battle.13	Opponent Imprisoned
# battle.14	(End Duel) Opponent Killed Kingsguard - Original Opponent Reacts
# battle.15	Victor Attacks Original Opponent (Begin Duel)
# battle.16	Kingsguard Killed Opponent - Original Opponent Reacts
# battle.17	Kingsguard Beat Opponent - Original Opponent Takes Opponent Hostage

#On-action combat event: Killed in action
character_event = {
	id = 242
	desc = EVTDESC242	
	picture = GFX_evt_death
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	trigger = {
		NOT = { trait = berserker }
		NOT = { trait = white_walker }
	}

	weight_multiplier = {
		days = 1
		
		bad_soldier_outcome_score = yes							
	}
	
	immediate = {
		#Check if Rhllor saves character
		if = {
			limit = { 
				religion = rhllor 
				OR = {
					trait = resurrected_by_rhllor
					AND = {
						OR = { 	
							trait = favored_by_rhllor
							trait = chosen_by_rhllor				
						}
						OR = {
							check_variable = { which = "red_god_magic" value = 10 }
							magic_returned_trigger = yes
						}
					}
				}	
			}
			random = {
				chance = 10
				modifier = {
					factor = 2
					trait = resurrected_by_rhllor
				}
				modifier = {
					factor = 2
					trait = chosen_by_rhllor
				}
				modifier = {
					factor = 2
					magic_returned_trigger = yes
				}
				modifier = {
					factor = 1.33
					check_variable = { which = "red_god_magic" value = 1 }
				}
				modifier = {
					factor = 1.5
					check_variable = { which = "red_god_magic" value = 5 }
				}
				set_character_flag = rhllor_resurrected
			}
		}
		#Check if maester saves character
		if = {
			limit = {
				has_character_flag = necromancy_target
				magic_returned_trigger = yes
				NOT = { has_character_flag = rhllor_resurrected }
				persistent_event_target:necromancer = {
					has_character_modifier = necromancer_maester
					is_alive = yes
					prisoner = no
					is_incapable = no
					OR = {
						at_location = PREV
						NOT = { is_inaccessible_trigger = yes }
					}
				}
			}
			set_character_flag = maester_resurrected
		}
		hidden_tooltip = {
			any_player = {
				limit = {
					OR = {
						any_current_enemy = { character = ROOT }
						is_liege_or_above = ROOT
						is_liege_of = ROOT
						dynasty = ROOT
						is_close_relative = ROOT
						is_married = ROOT
						is_friend = ROOT
						is_rival = ROOT
						is_lover = ROOT
						is_allied_with = ROOT
						has_opinion_modifier = { who = ROOT modifier = opinion_de_facto_liege }	
						has_opinion_modifier = { who = ROOT modifier = opinion_with_rebel_leader }
					}
					NOT = { character = ROOT }
				}
				character_event = { id = battle.750 }
			}
		}
	}
	
	option = {
		name = ALAS
		trigger = {
			NOT = { has_character_flag = rhllor_resurrected }
			NOT = { has_character_flag = maester_resurrected }
		}
		FROM = {
			if = {
				limit = { 
					NOR = { 
						is_vassal_or_below = ROOT
						character = ROOT
					}
				}
				ROOT = {
					death = {
						death_reason = death_battle
						killer = PREV
					}
				}
				hidden_tooltip = { character_event = { id = 249 } }
				break = yes
			}
		}	
		FROMFROM = {
			if = {
				limit = { 
					NOR = { 
						is_vassal_or_below = ROOT
						character = ROOT
					}
				}
				ROOT = {
					death = {
						death_reason = death_battle
						killer = PREV
					}
				}
				hidden_tooltip = { character_event = { id = 249 } }
				break = yes
			}
		}	
		death = {
			death_reason = death_battle
		}
	}

	option = {
		name = "EVTOPTBred_priest.10"
		trigger = {
			has_character_flag = rhllor_resurrected
		}
		character_event = { id = red_priest.38 tooltip = CUSTOMTOOLTIPrhllor_saved_me }
		clr_character_flag = rhllor_resurrected
		
	}	
	option = {
		name = "EVTOPTmaester_resurrected"
		trigger = {
			has_character_flag = maester_resurrected
		}
		character_event = { id = maester.105 tooltip = CUSTOMTOOLTIPmaester_saved_me }
		clr_character_flag = maester_resurrected
	}	
}

#On-action combat event: Wounded in action
character_event = {
	id = 243
	desc = EVTDESC243
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	trigger = {
		NOT = { trait = wounded }
		can_be_maimed_trigger = yes
		NOT = { trait = berserker }
		NOT = { trait = white_walker }
		is_alive = yes
	}
	
	weight_multiplier = {
		days = 1
		
		bad_soldier_outcome_score = yes			
	}
	
	immediate = {
		if = {
			limit = { NOT = { has_character_flag = eye_injury } }
			random = {
				chance = 1
				set_character_flag = new_eye_injury
			}
		}	
	}
	
	option = {
		name = CURSES
		add_trait_silently_wounded_effect = yes
		if = {
			limit = { has_character_flag = new_eye_injury } 
			clr_character_flag = new_eye_injury
			add_trait = one_eyed
		}
	}
}

#On-action combat event: Maimed in action
character_event = {
	id = 244
	desc = EVTDESC244
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war

	is_triggered_only = yes
	
	
	trigger = {
		NOT = { is_maimed_trigger = yes }
		NOT = { trait = mangled }
		NOR = { 
			trait = one_eyed
			trait = one_handed 
			trait = one_legged 
			trait = disfigured
		}
		NOT = { trait = berserker }
		NOT = { trait = white_walker }
		is_alive = yes
	}
	
	weight_multiplier = {
		days = 1
		
		bad_soldier_outcome_score = yes			
	}
	
	option = {
		name = CURSES
		add_maimed_trait_effect = yes
		hidden_tooltip = {
			any_player = {
				limit = {
					OR = {
						any_current_enemy = { character = ROOT }
						is_liege_or_above = ROOT
						is_liege_of = ROOT
						dynasty = ROOT
						is_close_relative = ROOT
						is_married = ROOT
						is_friend = ROOT
						is_rival = ROOT
						is_lover = ROOT
						is_allied_with = ROOT
						has_opinion_modifier = { who = ROOT modifier = opinion_de_facto_liege }	
						has_opinion_modifier = { who = ROOT modifier = opinion_with_rebel_leader }
					}
					NOT = { character = ROOT }
				}
				character_event = { id = battle.751 }
			}
		}
		if = {
			limit = { ai = no }
			chronicle = {
				entry = CHRONICLE_MAIMED_BATTLE
				picture = GFX_evt_battle
			}
		}
	}
}

#On-action combat event: Serious head injury in action
character_event = {
	id = 245
	#desc = EVTDESC245
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war

	is_triggered_only = yes
			
	desc = {
		picture = GFX_evt_battle
		text = EVTDESC245
		trigger = { has_character_flag = wounded_incapable }
	}
	desc = {
		picture = GFX_evt_battle
		text = 245.d2
		trigger = { has_character_flag = wounded_disfigured }
	}
	
	trigger = {
		NOT = { trait = incapable }
		NOT = { trait = white_walker }
		is_alive = yes
	}
	
	weight_multiplier = {
		days = 1
		
		bad_soldier_outcome_score = yes		
	}
	
	immediate = {
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			random_list = {
				60 = {
					modifier = {
						factor = 0
						trait = disfigured						
					}
					set_character_flag = wounded_disfigured
				}
				40 = {
					set_character_flag = wounded_incapable
				}
			}
		}
	}
	

	option = {
		name = CURSES
		if = {
			limit = {
				NOT = {
					has_dlc = "Reapers"
				}
			}
			add_trait = incapable
			break = yes
		}
		if = {
			limit = {
				has_dlc = "Reapers"
				has_character_flag = wounded_disfigured
			}
			add_trait = disfigured 
			add_trait = severely_injured 
			resolve_severely_injured_effect = yes
			clr_character_flag = wounded_disfigured
			break = yes
		}
		if = {
			limit = {
				has_character_flag = wounded_incapable
			}
			add_trait = incapable
			clr_character_flag = wounded_incapable
		}
		hidden_tooltip = {
			any_player = {
				limit = {
					OR = {
						any_current_enemy = { character = ROOT }
						is_liege_or_above = ROOT
						is_liege_of = ROOT
						dynasty = ROOT
						is_close_relative = ROOT
						is_married = ROOT
						is_friend = ROOT
						is_rival = ROOT
						is_lover = ROOT
						is_allied_with = ROOT
						has_opinion_modifier = { who = ROOT modifier = opinion_de_facto_liege }	
						has_opinion_modifier = { who = ROOT modifier = opinion_with_rebel_leader }
					}
					NOT = { character = ROOT }
				}
				character_event = { id = battle.752 }
			}
		}
		if = {
			limit = { ai = no }
			chronicle = {
				entry = CHRONICLE_INCAPABLE_BATTLE
				picture = GFX_evt_battle
			}
		}
	}
}

#On-action combat event: Character skill improves
character_event = {
	id = 246
	desc = EVTDESC246
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	
	trigger = {
		in_command = yes
		is_alive = yes
		OR = {
			trait = misguided_warrior
			trait = tough_soldier
			trait = skilled_tactician
		}
	}
	
	weight_multiplier = {
		days = 1
		
		good_soldier_outcome_score = yes	
	}

	option = {
		name = EXCELLENT
		if = {
			limit = {
				trait = skilled_tactician
			}
			remove_trait = skilled_tactician
			add_trait = brilliant_strategist
		}
		if = {
			limit = {
				trait = tough_soldier
			}
			remove_trait = tough_soldier
			add_trait = skilled_tactician
		}
		if = {
			limit = {
				trait = misguided_warrior
			}
			remove_trait = misguided_warrior
			add_trait = tough_soldier
		}
	}
}

#On-action combat event: Flat improvement to martial skill
character_event = {
	id = 247
	desc = EVTDESC247
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	in_command = yes
	
	trigger = {
		is_alive = yes
		NOT = { martial = 10 }
	}
	
	weight_multiplier = {
		days = 1
		good_soldier_outcome_score = yes	
	}

	option = {
		name = EXCELLENT
		change_martial = 1
	}
}

#On-action combat event: Tech Increase in Capital #AGOT: changed to increase martial
character_event = {
	id = 248
	desc = EVTDESC248
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	trigger = {
		is_alive = yes
		is_landed = yes
		OR = {
			trait = brilliant_strategist
			trait = skilled_tactician
		}
		NOT = { trait = white_walker }
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 3
			has_focus = focus_scholarship
		}
		good_soldier_outcome_score = yes	
	}

	option = {
		name = EXCELLENT
		add_character_modifier = {
			name = war_knowledge
			duration = 730
		}	
	}
}

#Opponent is informed that enemy commander has been killed
character_event = {
	id = 249
	desc = EVTDESC249
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	trigger = {
		is_alive = yes
	}

	option = {
		name = EVTOPTA249
	}
}
# #Opponent is informed that enemy commander has been killed
# character_event = {
	# id = 253
	# desc = EVTDESC253
	# picture = GFX_evt_battle
	# border = GFX_event_normal_frame_war
	
	# is_triggered_only = yes

	# trigger = {
		# is_alive = yes
	# }

	# option = {
		# name = ALAS
	# }
# }
#Liege informed vaassal has been killed
character_event = {
	id = battle.750
	desc = EVTDESCbattle.750
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	ai = no
	
	trigger = {
		OR = {
			war_with = FROM
			is_liege_or_above = FROM
			is_liege_of = FROM
			dynasty = FROM
			is_close_relative = FROM
			is_married = FROM
			is_friend = FROM
			is_rival = FROM
			is_lover = FROM
			is_allied_with = FROM
			has_opinion_modifier = { who = FROM modifier = opinion_de_facto_liege }	
			has_opinion_modifier = { who = FROM modifier = opinion_with_rebel_leader }
		}
		NOT = { character = FROM }
	}

	option = {
		name = EVTOPTAbattle.750
		FROMFROMFROM = { tooltip = { show_portrait = yes } }
	}
}
#Liege informed vaassal has been maimed
character_event = {
	id = battle.751
	desc = EVTDESCbattle.751
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	ai = no
	
	trigger = {
		OR = {
			war_with = FROM
			is_liege_or_above = FROM
			is_liege_of = FROM
			dynasty = FROM
			is_close_relative = FROM
			is_married = FROM
			is_friend = FROM
			is_rival = FROM
			is_lover = FROM
			is_allied_with = FROM
			has_opinion_modifier = { who = FROM modifier = opinion_de_facto_liege }	
			has_opinion_modifier = { who = FROM modifier = opinion_with_rebel_leader }
		}
		NOT = { character = FROM }
	}

	option = {
		name = EVTOPTAbattle.751
		tooltip = { FROM = { add_maimed_trait_effect = yes } }
		FROMFROMFROM = { tooltip = { show_portrait = yes } }
	}
}
#Liege informed vaassal has been made incapable
character_event = {
	id = battle.752
	desc = EVTDESCbattle.752
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	ai = no
	
	trigger = {
		OR = {
			war_with = FROM
			is_liege_or_above = FROM
			is_liege_of = FROM
			dynasty = FROM
			is_close_relative = FROM
			is_married = FROM
			is_friend = FROM
			is_rival = FROM
			is_lover = FROM
			is_allied_with = FROM
			has_opinion_modifier = { who = FROM modifier = opinion_de_facto_liege }	
			has_opinion_modifier = { who = FROM modifier = opinion_with_rebel_leader }
		}
		NOT = { character = FROM }
	}

	option = {
		name = EVTOPTAbattle.752
		tooltip = { FROM = { add_trait = incapable } }
		FROMFROMFROM = { tooltip = { show_portrait = yes } }
	}
}

#On-action combat event: Becoming Brave
character_event = {
	id = 270
	desc = EVTDESC270
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	trigger = {
		is_alive = yes
		NOT = { trait = brave }
		NOT = { trait = craven }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {			
			factor = 0.05
			personality_traits = 6 
		}
		good_soldier_outcome_score = yes	
	}

	option = {
		name = EXCELLENT
		add_trait = brave
		add_blood_splatter_effect = yes
	}
}

#On-action combat event: Becoming Craven
character_event = {
	id = 271
	desc = EVTDESC271
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	trigger = {
		is_alive = yes
		NOT = { trait = brave }
		NOT = { trait = craven }
		NOT = { trait = berserker }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 0.05
			personality_traits = 6 		
		}
		bad_soldier_outcome_score = yes	
	}

	option = {
		name = CURSES
		add_trait = craven
	}
}

#On-action combat event: Becoming Wroth
character_event = {
	id = 272
	desc = EVTDESC272
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	trigger = {
		is_alive = yes
		NOT = { trait = wroth }
		NOT = { trait = patient }
		NOT = { personality_traits = 6 }
	}
	
	weight_multiplier = {
		days = 1
	}

	option = {
		name = CURSES
		add_trait = wroth
		add_blood_splatter_effect = yes
	}
}

#On-action combat event: Becoming Patient
character_event = {
	id = 273
	desc = EVTDESC273
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war

	is_triggered_only = yes
	
	trigger = {
		is_alive = yes
		NOT = { trait = wroth }
		NOT = { trait = patient }
		NOT = { personality_traits = 6 }
	}
	
	weight_multiplier = {
		days = 1
	}

	option = {
		name = EXCELLENT
		add_trait = patient
	}
}

#On-action battle_won: Heroism shown.
character_event = {
	id = 260
	hide_window = yes
	
	is_triggered_only = yes

	trigger = {
		is_alive = yes
		NOT = { trait = white_walker }
	}
	
	weight_multiplier = {
		days = 1
		good_soldier_outcome_score = yes	
	}
	
	immediate = {
		random_list = {
			16 = { character_event = { id = 262 } }
			16 = { character_event = { id = 263 } }
			16 = { character_event = { id = 264 } }
			16 = { character_event = { id = 265 } }
			16 = { character_event = { id = 266 } }
			16 = { character_event = { id = 267 } }
		}
		if = {
			limit = {
				OR = {
					is_ruler = no
					liege = {
						NOT = { character = ROOT }
						FROM = {
							OR = {
								war_with = PREV
								reverse_has_opinion_modifier = { who = PREV modifier = opinion_looted }
								liege = { war_with = PREVPREV }
								liege = { reverse_has_opinion_modifier = { who = PREVPREV modifier = opinion_looted } }
							}
						}
					}
				}
			}
			set_character_flag = commander_for_liege
			change_variable = { which = "services_rendered" value = 1 }
		}	
		if = {
			limit = { 
				has_nickname = no 
				location = { NOT = { has_province_flag = prohibited_nickname_location } }
			}
			random_list = {
				500 = { 
					modifier = {
						factor = 2
						higher_tier_than = DUKE #less likely for high rank characters
					}
				}
				10 = { give_nickname = nick_of_the_hero_of_location }
				10 = { give_nickname = nick_of_the_lion_of_location }
				10 = { give_nickname = nick_of_the_sword_of_location }
				10 = { give_nickname = nick_of_the_star_of_location }
				10 = { give_nickname = nick_of_the_fist_of_location }
				10 = { 
					modifier = {
						factor = 0
						NOT = {
							OR = {
								dynasty = 496 #targaryen
								dynasty = 57 #blackfyre
								can_use_dragon_abilities_trigger = yes
							}
						}
					}
					give_nickname = nick_of_the_dragon_of_location 
				}
				25 = { 
					modifier = {
						factor = 0
						NOT = { dynasty = 59 } #Stark
					}
					give_nickname = nick_of_the_wolf_of_location 
				}
				10 = { give_nickname = nick_of_the_demon_of_location }
				10 = { give_nickname = nick_of_the_shield_of_location }
				10 = {
					modifier = {
						factor = 0
						OR = {
							culture_group = andal
							culture_group = first_men
							culture_group = iron_isles_culture
						}
					}
					give_nickname = nick_of_the_spear_of_location 
				}
				10 = { give_nickname = nick_of_the_axe_of_location }
				10 = { give_nickname = nick_of_the_hammer_of_location }
			}
		}
	}

	option = {
		name = EXCELLENT
	}
}


#On-action battle_won: Soldier Distinguishes himself.
character_event = {
	id = 261
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	hide_from = yes
	
	is_triggered_only = yes
	
	desc = {
		text = EVTDESC261
		trigger = {
			NOT = { female_warrior_culture_trigger = yes }
			NOR = {
				has_character_modifier = good_battle_omen
				has_character_modifier = bad_battle_omen
			}
		}
	}
	
	desc = {
		text = EVTDESC261B
		trigger = {
			female_warrior_culture_trigger = yes
			NOR = {
				has_character_modifier = good_battle_omen
				has_character_modifier = bad_battle_omen
			}
		}
	}
	desc = {
		trigger = {
			has_dlc = "Mystics"
			has_character_modifier = good_battle_omen
		}
		text = EVTDESC261_good_battle_omen
	}
	desc = {
		trigger = {
			has_dlc = "Mystics"
			has_character_modifier = bad_battle_omen
		}
		text = EVTDESC261_bad_battle_omen
	}

	
	trigger = {
		is_alive = yes
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 1.5
			trait = patient
		}		
		modifier = {
			factor = 1.5
			trait = just
		}		
		modifier = {
			factor = 1.5
			trait = diligent
		}		
		modifier = {
			factor = 0.2
			trait = deceitful
		}		
		modifier = {
			factor = 0.2
			trait = arbitrary
		}	
		modifier = {
			factor = 2
			has_character_modifier = good_battle_omen
		}
		modifier = {
			factor = 0.9
			has_character_modifier = bad_battle_omen
		}		
	}
	
	immediate = {
		capital_scope = {
			ROOT = {
				if = {
					limit = {
						NOT = { female_warrior_culture_trigger = yes }	
					}
					create_random_soldier = {
						random_traits = yes
						dynasty = random
						female = no
						religion = PREV
						culture = PREV
					}		
				}	
				else = {
					create_random_soldier = {
						random_traits = yes
						dynasty = random
						female = yes
						religion = PREV
						culture = PREV
					}		
				}	
				new_character = {
					save_event_target_as = soldier_target
					
					add_blood_splatter_effect = yes
					remove_trait = weak
					remove_trait = imbecile
					remove_trait = dwarf
					remove_trait = clubfooted
					remove_trait = hunchback
					remove_trait = inbred
					remove_trait = craven		
					random_list = {
						75 = { add_trait = trained_warrior }
						20 = { add_trait = skilled_warrior }
						5 = { add_trait = master_warrior }
					}
					random_list = {
						40 = { }
						10 = { add_trait = strong }
						10 = { add_trait = tall }
						10 = { add_trait = brave }
						10 = { remove_trait = slow add_trait = quick }
					}
					if = {
						limit = { has_knighthood_religion_trigger = yes }
						knight_character_effect = yes
					}				
				}
			}
		}
	}

	option = {
		name = EXCELLENT
		trigger = {
			NOR = {
				has_character_modifier = good_battle_omen
				has_character_modifier = bad_battle_omen
			}
		}
		event_target:soldier_target = {
			prestige = 50
		}	
	}
	option = {
		name = 261_OPTA
		trigger = {
			has_dlc = "Mystics"
			has_character_modifier = good_battle_omen
		}
		event_target:soldier_target = {
			prestige = 50
		}
		upgrade_seer_modifier_effect = yes
		
	}
	option = {
		name = 261_OPTB
		trigger = {
			has_dlc = "Mystics"
			has_character_modifier = bad_battle_omen
		}
		event_target:soldier_target = {
			prestige = 50
		}
		downgrade_seer_modifier_effect = yes	
	}
	after = {
		#remove_scrying_omen_modifiers_effect = yes
	}
}
# Heroism Shown 1
character_event = {
	id = 262
	desc = EVTDESC262
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	option = {
		name = EVTOPTA262
		if = {
			limit = { tier = EMPEROR }
			prestige = 100
		}
		if = {
			limit = { tier = KING }
			prestige = 75
		}
		if = {
			limit = { tier = DUKE }
			prestige = 50
		}
		if = {
			limit = { tier = COUNT }
			prestige = 30
		}
		if = {
			limit = { tier = BARON }
			prestige = 20
		}
		if = {
			limit = { is_ruler = no }
			prestige = 10
		}
		if = {
			limit = {
				has_character_flag = commander_for_liege
			}	
			liege = {
				opinion = {
					modifier = opinion_service_rendered
					who = ROOT
					years = 3
				}
			}
			clr_character_flag = commander_for_liege
		}
	}
}

# Heroism Shown 2
character_event = {
	id = 263
	desc = EVTDESC263
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	option = {
		name = EVTOPTA262
		if = {
			limit = { tier = EMPEROR }
			prestige = 100
		}
		if = {
			limit = { tier = KING }
			prestige = 75
		}
		if = {
			limit = { tier = DUKE }
			prestige = 50
		}
		if = {
			limit = { tier = COUNT }
			prestige = 30
		}
		if = {
			limit = { tier = BARON }
			prestige = 20
		}
		if = {
			limit = { is_ruler = no }
			prestige = 10
		}
		if = {
			limit = {
				has_character_flag = commander_for_liege
			}	
			liege = {
				opinion = {
					modifier = opinion_service_rendered
					who = ROOT
					years = 3
				}
			}
			clr_character_flag = commander_for_liege
		}
	}
}

# Heroism Shown 3
character_event = {
	id = 264
	desc = EVTDESC264
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	option = {
		name = EVTOPTA262
		if = {
			limit = { tier = EMPEROR }
			prestige = 100
		}
		if = {
			limit = { tier = KING }
			prestige = 75
		}
		if = {
			limit = { tier = DUKE }
			prestige = 50
		}
		if = {
			limit = { tier = COUNT }
			prestige = 30
		}
		if = {
			limit = { tier = BARON }
			prestige = 20
		}
		if = {
			limit = { is_ruler = no }
			prestige = 10
		}
		if = {
			limit = {
				has_character_flag = commander_for_liege
			}	
			liege = {
				opinion = {
					modifier = opinion_service_rendered
					who = ROOT
					years = 3
				}
			}
			clr_character_flag = commander_for_liege
		}
	}
}

# Heroism Shown 4
character_event = {
	id = 265
	desc = EVTDESC265
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	option = {
		name = EVTOPTA262
		if = {
			limit = { tier = EMPEROR }
			prestige = 100
		}
		if = {
			limit = { tier = KING }
			prestige = 75
		}
		if = {
			limit = { tier = DUKE }
			prestige = 50
		}
		if = {
			limit = { tier = COUNT }
			prestige = 30
		}
		if = {
			limit = { tier = BARON }
			prestige = 20
		}
		if = {
			limit = { is_ruler = no }
			prestige = 10
		}
		if = {
			limit = {
				has_character_flag = commander_for_liege
			}	
			liege = {
				opinion = {
					modifier = opinion_service_rendered
					who = ROOT
					years = 3
				}
			}
			clr_character_flag = commander_for_liege
		}
	}
}

# Heroism Shown 5
character_event = {
	id = 266
	desc = EVTDESC266
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	option = {
		name = EVTOPTA262
		if = {
			limit = { tier = EMPEROR }
			prestige = 100
		}
		if = {
			limit = { tier = KING }
			prestige = 75
		}
		if = {
			limit = { tier = DUKE }
			prestige = 50
		}
		if = {
			limit = { tier = COUNT }
			prestige = 30
		}
		if = {
			limit = { tier = BARON }
			prestige = 20
		}
		if = {
			limit = { is_ruler = no }
			prestige = 10
		}
		if = {
			limit = {
				has_character_flag = commander_for_liege
			}	
			liege = {
				opinion = {
					modifier = opinion_service_rendered
					who = ROOT
					years = 3
				}
			}
			clr_character_flag = commander_for_liege
		}
	}
}

# Heroism Shown 6
character_event = {
	id = 267
	desc = EVTDESC267
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	option = {
		name = EVTOPTA262
		if = {
			limit = { tier = EMPEROR }
			prestige = 100
		}
		if = {
			limit = { tier = KING }
			prestige = 75
		}
		if = {
			limit = { tier = DUKE }
			prestige = 50
		}
		if = {
			limit = { tier = COUNT }
			prestige = 30
		}
		if = {
			limit = { tier = BARON }
			prestige = 20
		}
		if = {
			limit = { is_ruler = no }
			prestige = 10
		}
		if = {
			limit = {
				has_character_flag = commander_for_liege
			}	
			liege = {
				opinion = {
					modifier = opinion_service_rendered
					who = ROOT
					years = 3
				}
			}
			clr_character_flag = commander_for_liege
		}
	}
}


#On-action battle_lost: Imprisoned by the enemy
character_event = {
	id = 250
	title = captured_in_battle
	desc = EVTDESC250
	picture = GFX_evt_into_the_dungeon
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	trigger = {
		is_alive = yes
		prisoner = no
		NOT = {
			character = FROM
		}
		NOT = { trait = white_walker }
	}
	
	weight_multiplier = {
		days = 1
		
		bad_soldier_outcome_score = yes	
		modifier = {
			factor = 0.5
			tier = duke
		}
		modifier = {
			factor = 0.25
			tier = king
		}
		modifier = {
			factor = 0.125
			tier = emperor
		}
		
		modifier = {
			FROM = { trait = norse_leader }
			factor = 1.5
		}
		
		modifier = {
			factor = 2 # if the enemy leader has a particular bloodline
			FROM = {
				any_owned_bloodline = {
					has_bloodline_flag = bloodline_fearsome
				}
			}
		}
		modifier = {
			factor = 3 # if the enemy leader was a warrior lodge member
			FROM = {
				is_member_of_any_warrior_lodge_trigger = yes
				society_rank > 1 #Must be rank 2 or higher
			}
		}
		
		modifier = {
			factor = 0.5 # has a wonder upgrade that allows you to run away easier
			any_realm_wonder = {
				OR = { 
					has_wonder_upgrade = upgrade_hidden_passageways
					has_wonder_upgrade = upgrade_cow_hidden_passageways
				}
			}
		}
	}
	
	immediate = {
		save_event_target_as = home_commander
		save_event_target_as = captured_commander
		location = { save_event_target_as = battlefield_location }
		FROM = { save_event_target_as = enemy_liege }
		#You are captured...
		imprison = event_target:enemy_liege #ROOT is imprisoned *by* enemy_liege.
	}
	
	option = {
		name = CURSES
		tooltip = {
			imprison = FROM		
			any_ward = {
				limit = { 
					at_location = FROM 
					NOT = { trait = dragon }
				}
				imprison = FROM
			}
		}	
		set_character_flag = captured_in_battle
		hidden_tooltip = {
			FROM = {
				character_event = { 
					id = 50020 # imprisoned_events.txt
				}
			}
		}
	}
}

# Leading attacker dies, will never trigger from code
letter_event = {
	id = 251
	is_triggered_only = yes
	border = GFX_event_letter_frame_war
	
	trigger = {
		ai = no
	}

	desc = EVTDESC251

	option = {
		name = OK
	}
}

# Leading defender dies, will never trigger from code
letter_event = {
	id = 252
	desc = EVTDESC251
	border = GFX_event_letter_frame_war
	
	is_triggered_only = yes

	trigger = {
		ai = no
	}
	
	option = {
		name = OK
	}
}

#Marshal: Unnecessary violence
character_event = {
	id = 255
	desc = EVTDESC255
	picture = GFX_evt_torture
	border = GFX_event_normal_frame_war
	
	capable_only = yes
	
	is_triggered_only = yes
	war = yes
	in_command = yes
	has_job_title = yes
	
	trigger = {	
		has_job_title = job_marshal
		trait = cruel
		NOT = { trait = honorable }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTOPTA255
		prestige = -20
		piety = -20
		hidden_tooltip = {
			liege = {
				character_event = {
					id = 256
				}
			}
		}
	}
}

#Liege: Marshal used unnecessary violence
character_event = {
	id = 256
	desc = EVTDESC256
	picture = GFX_evt_torture
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	only_capable = yes
	prisoner = no
	min_age = 14
	
	trigger = {
		NOT = { is_inaccessible_trigger = yes }
	}

	option = {
		name = EVTOPTA256 #That's the cruelty of war
		if = {
			limit = { higher_tier_than = DUKE }
			prestige = -40
		}	
		if = {
			limit = { tier = DUKE }
			prestige = -20
		}
		if = {
			limit = { lower_tier_than = DUKE }
			prestige = -10
		}
	}
	option = {
		name = EVTOPTB256 #Disapprove of his conduct
		opinion = {
			modifier = opinion_disapprove
			who = FROM
			years = 5
		}
	}
	option = {
		name = EVTOPTC256 #He's right, we should terrorise our enemy
		trigger = {
			NOT = { trait = kind }
		}
		opinion = {
			modifier = opinion_approves
			who = FROM
			years = 5
		}
		if = {
			limit = { higher_tier_than = DUKE }
			prestige = -80
		}	
		if = {
			limit = { tier = DUKE }
			prestige = -40
		}
		if = {
			limit = { lower_tier_than = DUKE }
			prestige = -20
		}
		if = {
			limit = { 
				NOT = { trait = cruel } 
				NOT = { personality_traits = 6 }
			}
			random = {
				chance = 25
				add_trait = cruel
				hidden_tooltip = {
					character_event ={
						id = 38259 #Notify Cruel
					}
				}
			}
		}	
	}
}


### Combat Trait Events

# Event 1
character_event = {
	id = 96500
	desc = EVTDESC96500
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	trigger = { 
		can_have_more_leadership_traits = yes
		is_alive = yes
	}
	
	weight_multiplier = {
		days = 1
		good_soldier_outcome_score = yes	
	}

	option = {
		name = EVTOPTK96500 # Jungle Terrain Specialization
		trigger = {
			location = { terrain = jungle }
			NOR = { 
				trait = rough_terrain_leader
				trait = flat_terrain_leader
				trait = mountain_terrain_leader
				trait = desert_terrain_leader
				trait = jungle_terrain_leader
			}
		}
		add_trait = jungle_terrain_leader
	}
	option = {
		name = EVTOPTL96500 # War elephants
		trigger = {
			location = {
				OR = {
					culture_group = moraqi_group
					culture_group = yi_ti_group
					culture = volantene
					culture = eastern_valyrian
					culture_group = ghiscari_group
					culture_group = qarth_group
					culture_group = jade_islands_group
				}
			}
			NOT = { trait = war_elephant_leader }
		}
		add_trait = war_elephant_leader
	}
	option = {
		name = EVTOPTA96500 # Rough Terrain Specialization
		trigger = {
			OR = {
				location = { terrain = forest }
				location = { terrain = hills }
			}
			NOR = { 
				trait = rough_terrain_leader
				trait = flat_terrain_leader
				trait = mountain_terrain_leader
				trait = desert_terrain_leader
				trait = jungle_terrain_leader
			}
		}
		add_trait = rough_terrain_leader
	}
	option = {
		name = EVTOPTB96500 # Flat Terrain Specialization
		trigger = {
			OR = {
				location = { terrain = plains }
				location = { terrain = farmlands }
				location = { terrain = steppe }
			}
			NOR = { 
				trait = rough_terrain_leader
				trait = flat_terrain_leader
				trait = mountain_terrain_leader
				trait = desert_terrain_leader
				trait = jungle_terrain_leader
			}
		}
		add_trait = flat_terrain_leader
	}
	option = {
		name = EVTOPTC96500 # Mountain Terrain Specialization
		trigger = {
			location = { terrain = mountain }
			NOR = { 
				trait = rough_terrain_leader
				trait = flat_terrain_leader
				trait = mountain_terrain_leader
				trait = desert_terrain_leader
				trait = jungle_terrain_leader
			}
		}
		add_trait = mountain_terrain_leader
	}
	option = {
		name = EVTOPTD96500 # Desert Terrain Leader
		trigger = {
			location = { terrain = desert }
			NOR = { 
				trait = rough_terrain_leader
				trait = flat_terrain_leader
				trait = mountain_terrain_leader
				trait = desert_terrain_leader
				trait = jungle_terrain_leader
			}
		}
		add_trait = desert_terrain_leader
	}
	option = {
		name = EVTOPTE96500 # Cavalry
		trigger = {
			NOR = { 
				trait = cavalry_leader
				trait = heavy_infantry_leader
				trait = light_foot_leader
			}
		}
		add_trait = cavalry_leader
	}
	option = {
		name = EVTOPTF96500 # Light Infantry
		trigger = {
			NOR = { 
				trait = cavalry_leader
				trait = heavy_infantry_leader
				trait = light_foot_leader
			}
		}
		add_trait = light_foot_leader
	}
	option = {
		name = EVTOPTG96500 # Heavy Infantry
		trigger = {
			NOR = { 
				trait = cavalry_leader
				trait = heavy_infantry_leader
				trait = light_foot_leader
			}
		}
		add_trait = heavy_infantry_leader
	}
}

# Event 2
character_event = {
	id = 96501
	desc = EVTDESC96500
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	trigger = { 
		can_have_more_leadership_traits = yes
		is_alive = yes
	}
	
	weight_multiplier = {
		days = 1
		good_soldier_outcome_score = yes	
	}

	option = { # Organizer
		name = EVTOPTA96502
		trigger = {
			NOT = { 
				trait = organizer
			}
		}
		add_trait = organizer
	}
	option = { # Experimenter
		name = EVTOPTB96502
		trigger = {
			NOT = { 
				trait = experimenter
			}
		}
		add_trait = experimenter
	}
	option = { # Holy Warrior
		name = EVTOPTC96502
		trigger = {
			trait = zealous
			NOR = { 
				trait = holy_warrior
				trait = cynical
			}
		}
		add_trait = holy_warrior
	}
	option = { # Unyielding
		name = EVTOPTD96502
		trigger = {
			NOT = { 
				trait = unyielding_leader
			}
		}
		add_trait = unyielding_leader
	}
}

# Event 3
character_event = {
	id = 96502
	desc = EVTDESC96500
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	trigger = { 
		can_have_more_leadership_traits = yes
		is_alive = yes
	}
	
	weight_multiplier = {
		days = 1
		good_soldier_outcome_score = yes	
	}
	
	option = {
		name = EVTOPTH96500 # Aggressive
		trigger = {
			NOR = { 
				trait = defensive_leader
				trait = aggressive_leader
			}
		}
		add_trait = aggressive_leader
	}
	option = {
		name = EVTOPTI96500 # Defensive
		trigger = {
			NOR = { 
				trait = defensive_leader
				trait = aggressive_leader
			}
		}
		add_trait = defensive_leader
	}
	option = {
		name = EVTOPTJ96500 # Inspiring
		trigger = {
			NOR = { 
				trait = inspiring_leader
				trait = back_seat_leader
			}
		}
		add_trait = inspiring_leader
	}
	option = { # Trickster
		name = EVTOPTH96501
		trigger = {
			NOT = { 
				trait = trickster
			}
		}
		add_trait = trickster
	}
	option = {
		name = EVTOPTZ96500 # Leads from rear
		trigger = {
			NOR = { 
				trait = inspiring_leader
				trait = back_seat_leader
			}
		}
		add_trait = back_seat_leader
	}
}

# Event 4
character_event = {
	id = 96503
	desc = EVTDESC96500
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	trigger = { 
		can_have_more_leadership_traits = yes
		is_alive = yes
	}
	
	weight_multiplier = {
		days = 1
		good_soldier_outcome_score = yes	
	}

	option = {
		name = EVTOPTA96500 # Rough Terrain Specialization
		trigger = {
			OR = {
				location = { terrain = forest }
				location = { terrain = hills }
			}
			NOR = { 
				trait = rough_terrain_leader
				trait = flat_terrain_leader
				trait = mountain_terrain_leader
				trait = desert_terrain_leader
				trait = jungle_terrain_leader
			}
		}
		add_trait = rough_terrain_leader
	}
	option = {
		name = EVTOPTB96500 # Flat Terrain Specialization
		trigger = {
			OR = {
				location = { terrain = plains }
				location = { terrain = farmlands }
				location = { terrain = steppe }
			}
			NOR = { 
				trait = rough_terrain_leader
				trait = flat_terrain_leader
				trait = mountain_terrain_leader
				trait = desert_terrain_leader
				trait = jungle_terrain_leader
			}
		}
		add_trait = flat_terrain_leader
	}
	option = {
		name = EVTOPTC96500 # Mountain Terrain Specialization
		trigger = {
			location = { terrain = mountain }
			NOR = { 
				trait = rough_terrain_leader
				trait = flat_terrain_leader
				trait = mountain_terrain_leader
				trait = desert_terrain_leader
				trait = jungle_terrain_leader
			}
		}
		add_trait = mountain_terrain_leader
	}
	option = {
		name = EVTOPTD96500 # Desert Terrain Leader
		trigger = {
			location = { terrain = desert }
			NOR = { 
				trait = rough_terrain_leader
				trait = flat_terrain_leader
				trait = mountain_terrain_leader
				trait = desert_terrain_leader
				trait = jungle_terrain_leader
			}
		}
		add_trait = desert_terrain_leader
	}
	option = { # Flanker
		name = EVTOPTI96501
		trigger = {
			NOT = { 
				trait = flanker
			}
		}
		add_trait = flanker
	}
	option = { # Narrow flank leader
		name = EVTOPTJ96501
		trigger = {
			OR = {
				location = { terrain = mountain }
				location = { terrain = hills }
				location = { terrain = forest }
			}
			NOT = { 
				trait = narrow_flank_leader
			}
		}
		add_trait = narrow_flank_leader
	}
	option = { # Siege leader
		name = EVTOPTK96501
		trigger = {
			siege = {
				is_attacker = yes
			}
			NOT = { 
				trait = siege_leader
			}
		}
		add_trait = siege_leader
	}
}

# battle.1	Begin Battlefield Duel Chain
character_event = { # Battlefield Duel Start
	id = battle.1
	desc = "EVTDESCbattle.1"
	border = "GFX_event_normal_frame_war"
	picture = GFX_evt_battle
	
	is_triggered_only = yes
	hide_window = yes
	
	immediate = {
		# Target lock
		if = {
			limit = { 
				is_ruler = yes
				war = yes
				# liege = { 
					# OR = {
						# war = no 
						# character = ROOT
					# }	
				# }
			}
			random_current_enemy = {
				limit = {
					OR = {
						AND = {						
							in_battle = yes
							at_location = ROOT
							prisoner = no
							is_alive = yes		
							NOT = { character = ROOT }
							NOT = { can_use_dragon_abilities_trigger = yes }
							NOT = { culture_group = unoccupied_group }
							NOT = { has_character_modifier = battlefield_fight }
						}
						any_realm_character = {						
							in_battle = yes
							at_location = ROOT
							prisoner = no
							is_alive = yes		
							NOT = { character = ROOT }
							NOT = { can_use_dragon_abilities_trigger = yes }
							NOT = { culture_group = unoccupied_group }
							NOT = { has_character_modifier = battlefield_fight }
							NOT = { is_liege_or_above = ROOT }
						}
					}	
				}
				if = {
					limit = {
						in_battle = yes
						at_location = ROOT
						prisoner = no
						is_alive = yes		
						NOT = { character = ROOT }						
						NOT = { can_use_dragon_abilities_trigger = yes }
						NOT = { culture_group = unoccupied_group }
						NOT = { has_character_modifier = battlefield_fight }
					}
					if = {
						limit = { ROOT = { can_use_dragon_abilities_trigger = yes } }
						random = {
							chance = 60
							character_event = { id = dragon.33 tooltip = "EVTTOOLTIPbattle.2" }
							break = yes
						}
					}	
					character_event = { id = battle.2 tooltip = "EVTTOOLTIPbattle.2" }
					break = yes
				}
				random_realm_character = {
					limit = {
						in_battle = yes
						at_location = ROOT
						prisoner = no
						is_alive = yes		
						NOT = { character = ROOT }						
						NOT = { can_use_dragon_abilities_trigger = yes }
						NOT = { culture_group = unoccupied_group }
						NOT = { has_character_modifier = battlefield_fight }
						NOT = { is_liege_or_above = ROOT }
					}
					if = {
						limit = { ROOT = { can_use_dragon_abilities_trigger = yes } }
						random = {
							chance = 60
							character_event = { id = dragon.33 tooltip = "EVTTOOLTIPbattle.2" }
							break = yes
						}
					}
					character_event = { id = battle.2 tooltip = "EVTTOOLTIPbattle.2" }
					break = yes
				}
			}
			random_playable_ruler = {
				limit = {
					war_with = ROOT
					OR = {
						AND = {						
							in_battle = yes
							at_location = ROOT
							prisoner = no
							is_alive = yes		
							NOT = { character = ROOT }
							NOT = { can_use_dragon_abilities_trigger = yes }
							NOT = { culture_group = unoccupied_group }
							NOT = { has_character_modifier = battlefield_fight }
						}
						any_realm_character = {						
							in_battle = yes
							at_location = ROOT
							prisoner = no
							is_alive = yes		
							NOT = { character = ROOT }
							NOT = { can_use_dragon_abilities_trigger = yes }
							NOT = { culture_group = unoccupied_group }
							NOT = { has_character_modifier = battlefield_fight }
							NOT = { is_liege_or_above = ROOT }
						}
					}	
				}
				if = {
					limit = {
						in_battle = yes
						at_location = ROOT
						prisoner = no
						is_alive = yes		
						NOT = { character = ROOT }						
						NOT = { can_use_dragon_abilities_trigger = yes }
						NOT = { culture_group = unoccupied_group }
						NOT = { has_character_modifier = battlefield_fight }
					}
					if = {
						limit = { ROOT = { can_use_dragon_abilities_trigger = yes } }
						random = {
							chance = 60
							character_event = { id = dragon.33 tooltip = "EVTTOOLTIPbattle.2" }
							break = yes
						}
					}
					character_event = { id = battle.2 tooltip = "EVTTOOLTIPbattle.2" }
					break = yes
				}
				random_realm_character = {
					limit = {
						in_battle = yes
						at_location = ROOT
						prisoner = no
						is_alive = yes		
						NOT = { character = ROOT }						
						NOT = { can_use_dragon_abilities_trigger = yes }
						NOT = { culture_group = unoccupied_group }
						NOT = { has_character_modifier = battlefield_fight }
						NOT = { is_liege_or_above = ROOT }
					}
					if = {
						limit = { ROOT = { can_use_dragon_abilities_trigger = yes } }
						random = {
							chance = 60
							character_event = { id = dragon.33 tooltip = "EVTTOOLTIPbattle.2" }
							break = yes
						}
					}
					character_event = { id = battle.2 tooltip = "EVTTOOLTIPbattle.2" }
					break = yes
				}
			}
		}
		if = {
			limit = { 
				liege = { NOT = { character = ROOT } }				
			}
			liege = {
				random_current_enemy = {
					limit = {
						OR = {
							AND = {						
								in_battle = yes
								at_location = ROOT
								prisoner = no
								is_alive = yes		
								NOT = { character = ROOT }
								NOT = { can_use_dragon_abilities_trigger = yes }
								NOT = { culture_group = unoccupied_group }
								NOT = { has_character_modifier = battlefield_fight }
								NOT = { is_liege_or_above = ROOT }
							}
							any_realm_character = {						
								in_battle = yes
								at_location = ROOT
								prisoner = no
								is_alive = yes		
								NOT = { character = ROOT }
								NOT = { can_use_dragon_abilities_trigger = yes }
								NOT = { culture_group = unoccupied_group }
								NOT = { has_character_modifier = battlefield_fight }
								NOT = { is_liege_or_above = ROOT }
							}
						}	
					}
					if = {
						limit = {
							in_battle = yes
							at_location = ROOT
							prisoner = no
							is_alive = yes		
							NOT = { character = ROOT }						
							NOT = { can_use_dragon_abilities_trigger = yes }
							NOT = { culture_group = unoccupied_group }
							NOT = { has_character_modifier = battlefield_fight }
							NOT = { is_liege_or_above = ROOT }
						}
						if = {
							limit = { ROOT = { can_use_dragon_abilities_trigger = yes } }
							random = {
								chance = 60
								character_event = { id = dragon.33 tooltip = "EVTTOOLTIPbattle.2" }
								break = yes
							}
						}
						character_event = { id = battle.2 tooltip = "EVTTOOLTIPbattle.2" }
						break = yes
					}
					random_realm_character = {
						limit = {
							in_battle = yes
							at_location = ROOT
							prisoner = no
							is_alive = yes		
							NOT = { character = ROOT }						
							NOT = { can_use_dragon_abilities_trigger = yes }
							NOT = { culture_group = unoccupied_group }
							NOT = { has_character_modifier = battlefield_fight }
							NOT = { is_liege_or_above = ROOT }
						}
						if = {
							limit = { ROOT = { can_use_dragon_abilities_trigger = yes } }
							random = {
								chance = 60
								character_event = { id = dragon.33 tooltip = "EVTTOOLTIPbattle.2" }
								break = yes
							}
						}
						character_event = { id = battle.2 tooltip = "EVTTOOLTIPbattle.2" }
						break = yes
					}
				}
				random_playable_ruler = {
					limit = {
						war_with = PREV
						OR = {
							AND = {						
								in_battle = yes
								at_location = ROOT
								prisoner = no
								is_alive = yes		
								NOT = { character = ROOT }
								NOT = { can_use_dragon_abilities_trigger = yes }
								NOT = { culture_group = unoccupied_group }
								NOT = { has_character_modifier = battlefield_fight }
								NOT = { is_liege_or_above = ROOT }
							}
							any_realm_character = {						
								in_battle = yes
								at_location = ROOT
								prisoner = no
								is_alive = yes		
								NOT = { character = ROOT }
								NOT = { can_use_dragon_abilities_trigger = yes }
								NOT = { culture_group = unoccupied_group }
								NOT = { has_character_modifier = battlefield_fight }
								NOT = { is_liege_or_above = ROOT }
							}
						}
					}
					if = {
						limit = {
							in_battle = yes
							at_location = ROOT
							prisoner = no
							is_alive = yes		
							NOT = { character = ROOT }						
							NOT = { can_use_dragon_abilities_trigger = yes }
							NOT = { culture_group = unoccupied_group }
							NOT = { has_character_modifier = battlefield_fight }
							NOT = { is_liege_or_above = ROOT }
						}
						if = {
							limit = { ROOT = { can_use_dragon_abilities_trigger = yes } }
							random = {
								chance = 60
								character_event = { id = dragon.33 tooltip = "EVTTOOLTIPbattle.2" }
								break = yes
							}
						}
						character_event = { id = battle.2 tooltip = "EVTTOOLTIPbattle.2" }
						break = yes
					}
					random_realm_character = {
						limit = {
							in_battle = yes
							at_location = ROOT
							prisoner = no
							is_alive = yes		
							NOT = { character = ROOT }						
							NOT = { can_use_dragon_abilities_trigger = yes }
							NOT = { culture_group = unoccupied_group }
							NOT = { has_character_modifier = battlefield_fight }
							NOT = { is_liege_or_above = ROOT }
						}
						if = {
							limit = { ROOT = { can_use_dragon_abilities_trigger = yes } }
							random = {
								chance = 60
								character_event = { id = dragon.33 tooltip = "EVTTOOLTIPbattle.2" }
								break = yes
							}
						}
						character_event = { id = battle.2 tooltip = "EVTTOOLTIPbattle.2" }
						break = yes
					}
				}
			}
		}
		if = {
			limit = { is_ruler = yes }
			random_opinion_modifier_target = {
				limit = {
					reverse_has_opinion_modifier = { who = ROOT modifier = opinion_looted }
					OR = {
						AND = {						
							in_battle = yes
							at_location = ROOT
							prisoner = no
							is_alive = yes		
							NOT = { character = ROOT }
							NOT = { can_use_dragon_abilities_trigger = yes }
							NOT = { culture_group = unoccupied_group }
							NOT = { has_character_modifier = battlefield_fight }
							NOT = { is_liege_or_above = ROOT }
						}
						any_realm_character = {						
							in_battle = yes
							at_location = ROOT
							prisoner = no
							is_alive = yes		
							NOT = { character = ROOT }
							NOT = { can_use_dragon_abilities_trigger = yes }
							NOT = { culture_group = unoccupied_group }
							NOT = { has_character_modifier = battlefield_fight }
							NOT = { is_liege_or_above = ROOT }
						}
					}
				}
				if = {
					limit = {
						in_battle = yes
						at_location = ROOT
						prisoner = no
						is_alive = yes		
						NOT = { character = ROOT }						
						NOT = { can_use_dragon_abilities_trigger = yes }
						NOT = { culture_group = unoccupied_group }
						NOT = { has_character_modifier = battlefield_fight }
						NOT = { is_liege_or_above = ROOT }
					}
					if = {
						limit = { ROOT = { can_use_dragon_abilities_trigger = yes } }
						random = {
							chance = 60
							character_event = { id = dragon.33 tooltip = "EVTTOOLTIPbattle.2" }
							break = yes
						}
					}
					character_event = { id = battle.2 tooltip = "EVTTOOLTIPbattle.2" }
					break = yes
				}
				random_realm_character = {
					limit = {
						in_battle = yes
						at_location = ROOT
						prisoner = no
						is_alive = yes		
						NOT = { character = ROOT }						
						NOT = { can_use_dragon_abilities_trigger = yes }
						NOT = { culture_group = unoccupied_group }
						NOT = { has_character_modifier = battlefield_fight }
						NOT = { is_liege_or_above = ROOT }
					}
					if = {
						limit = { ROOT = { can_use_dragon_abilities_trigger = yes } }
						random = {
							chance = 60
							character_event = { id = dragon.33 tooltip = "EVTTOOLTIPbattle.2" }
							break = yes
						}
					}
					character_event = { id = battle.2 tooltip = "EVTTOOLTIPbattle.2" }
					break = yes
				}
			}
		}	
		if = {
			limit = { 
				liege = { NOT = { character = ROOT } }				
			}
			liege = {
				random_opinion_modifier_target = {
					limit = {
						reverse_has_opinion_modifier = { who = PREV modifier = opinion_looted }
						OR = {
							AND = {						
								in_battle = yes
								at_location = ROOT
								prisoner = no
								is_alive = yes		
								NOT = { character = ROOT }
								NOT = { can_use_dragon_abilities_trigger = yes }
								NOT = { culture_group = unoccupied_group }
								NOT = { has_character_modifier = battlefield_fight }
								NOT = { is_liege_or_above = ROOT }
							}
							any_realm_character = {						
								in_battle = yes
								at_location = ROOT
								prisoner = no
								is_alive = yes		
								NOT = { character = ROOT }
								NOT = { can_use_dragon_abilities_trigger = yes }
								NOT = { culture_group = unoccupied_group }
								NOT = { has_character_modifier = battlefield_fight }
								NOT = { is_liege_or_above = ROOT }
							}
						}
					}
					if = {
						limit = {
							in_battle = yes
							at_location = ROOT
							prisoner = no
							is_alive = yes		
							NOT = { character = ROOT }						
							NOT = { can_use_dragon_abilities_trigger = yes }
							NOT = { culture_group = unoccupied_group }
							NOT = { has_character_modifier = battlefield_fight }
							NOT = { is_liege_or_above = ROOT }
						}
						if = {
							limit = { ROOT = { can_use_dragon_abilities_trigger = yes } }
							random = {
								chance = 60
								character_event = { id = dragon.33 tooltip = "EVTTOOLTIPbattle.2" }
								break = yes
							}
						}
						character_event = { id = battle.2 tooltip = "EVTTOOLTIPbattle.2" }
						break = yes
					}
					random_realm_character = {
						limit = {
							in_battle = yes
							at_location = ROOT
							prisoner = no
							is_alive = yes		
							NOT = { character = ROOT }						
							NOT = { can_use_dragon_abilities_trigger = yes }
							NOT = { culture_group = unoccupied_group }
							NOT = { has_character_modifier = battlefield_fight }
							NOT = { is_liege_or_above = ROOT }
						}
						if = {
							limit = { ROOT = { can_use_dragon_abilities_trigger = yes } }
							random = {
								chance = 60
								character_event = { id = dragon.33 tooltip = "EVTTOOLTIPbattle.2" }
								break = yes
							}
						}
						character_event = { id = battle.2 tooltip = "EVTTOOLTIPbattle.2" }
						break = yes
					}
				}
			}
		}	
	}
	
	option = {
		name = "EVTOPTAbattle.1"
		#hidden_tooltip = {
			#event_target:battle_duel_target = {
				#character_event = { id = battle.2 tooltip = "EVTTOOLTIPbattle.2" }
			#}
		#}	
	}
}
# battle.2	Defender: Fight or Run?
character_event = {
	id = battle.2
	desc = "EVTDESCbattle.2"
	picture = GFX_evt_battle
	border = "GFX_event_normal_frame_war"
	is_triggered_only = yes
	
	trigger = {
		NOT = { is_liege_or_above = FROM }
	}
	
	immediate = {
		FROM = { add_character_modifier = { name = battlefield_fight duration = 20 } }
		add_character_modifier = { name = battlefield_fight duration = 20 }
		clear_event_target = kingsguard_protector
		clear_event_target = bodyguard_protector
		if = {
			limit = {
				is_ruler = yes
				OR = {
					has_landed_title = e_iron_throne
					kingsguard = { liege = { character = ROOT } }
				}
			}
			kingsguard = {
				limit = {
					is_alive = yes
					OR = {
						AND = {
							liege = { character = ROOT }
							has_opinion_modifier = { who = ROOT modifier = loan_kingsguard }
						}
						ROOT = { has_landed_title = e_iron_throne }
					}	
					NOT = { trait = wounded }
					NOT = { has_severe_disability_trigger = yes }	
					OR = {
						location = { ROOT = { capital_scope = { province_id = PREVPREV } } }
						at_location = ROOT
					}	
					NOR = {
						war_with = ROOT
						any_liege = { war_with = ROOT }
					}
				}
				save_event_target_as = kingsguard_protector
			}
		}
		if = {
			limit = {
				is_ruler = yes
			}
			random_courtier = {
				limit = {
					is_alive = yes
					OR = {
						has_minor_title = title_bodyguard
						has_minor_title = title_bloodrider
					}	
					liege = { character = ROOT }
					OR = {
						at_location = ROOT
						in_command = no
					}	
					NOT = { trait = wounded }
					NOT = { has_severe_disability_trigger = yes }	
				}
				save_event_target_as = bodyguard_protector
			}
		}
		#chance of not being able to flee
		random = {
			chance = 15
			modifier = {
				factor = 0.25
				trait = back_seat_leader
			}		
			modifier = {
				factor = 2
				trait = aggressive_leader
			}	
			modifier = {
				factor = 2
				trait = duelist
			}
			modifier = {
				factor = 2
				trait = brave
			}
			modifier = {
				factor = 2
				trait = wroth
			}
			modifier = {
				factor = 0.5
				trait = craven
			}
			modifier = {
				factor = 0.5
				trait = patient
			}
			set_character_flag = cannot_flee_battle_duel
		}
	}
	
	option = {
		name = "EVTOPTAbattle.2" #Fight
		FROM = { character_event = { id = battle.3 tooltip = "EVTTOOLTIPbattle.3" } }
		ai_chance = {
			factor = 100
			
			modifier = { #Avoid fights
				factor = 0
				NOT = { combat_rating = -50 }
			}
			modifier = {
				factor = 1.33
				combat_rating_diff = { who = FROM value = 10 }
			}
			modifier = {
				factor = 1.33
				combat_rating_diff = { who = FROM value = 20 }
			}
			modifier = {
				factor = 1.33
				combat_rating_diff = { who = FROM value = 30 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 40 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 50 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 60 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 70 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 80 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 100 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 120 }
			}
			
			modifier = {
				factor = 3
				trait = duelist
			}
			modifier = {
				factor = 4
				trait = brave
			}
			modifier = {
				factor = 2
				trait = proud
			}
			modifier = {
				factor = 2
				trait = wroth
			}
		}
	}
	
	option = {
		name = "EVTOPTBbattle.2" #run
		trigger = { 
			NOT = { trait = berserker } 
			NOT = { has_character_flag = cannot_flee_battle_duel }
		}
		hidden_tooltip = { FROM = { character_event = { id = battle.4 } } }		
		remove_character_modifier = battlefield_fight
		if = {
			limit = { 
				NOT = { trait = craven } 
				NOT = { trait = brave } 
				NOT = { FROM = { combat_rating_diff = { who = ROOT value = 40 } } }
			}
			random = {
				chance = 25
				add_trait = craven
				hidden_tooltip = {
					character_event ={
						id = 38257 #Notify
					}
				}
			}	
		}
		if = {
			limit = { 
				trait = brave
				NOT = { FROM = { combat_rating_diff = { who = ROOT value = 40 } } }
			}
			random = {
				chance = 25
				remove_trait = brave
				# hidden_tooltip = {
					# character_event ={
						# id = 38257 #Notify
					# }
				# }
			}	
		}
		morale = -0.1
		ai_chance = {
			factor = 100
			
			modifier = {
				factor = 0
				trait = white_walker
			}
			modifier = {
				factor = 0
				FROM = { NOT = { combat_rating = -50 } }
			}
			modifier = {
				factor = 1.33
				FROM = { combat_rating_diff = { who = ROOT value = 10 } }
			}
			modifier = {
				factor = 1.33
				FROM = { combat_rating_diff = { who = ROOT value = 20 } }
			}
			modifier = {
				factor = 1.33
				FROM = { combat_rating_diff = { who = ROOT value = 30 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 40 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 50 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 60 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 70 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 80 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 100 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 120 } }
			}
			
			modifier = {
				factor = 4
				trait = craven
			}
			modifier = {
				factor = 2
				trait = humble
			}
			modifier = {
				factor = 2
				trait = patient
			}
		}
	}
	
	option = {
		name = "EVTOPTCbattle.3" #kingsguard
		trigger = {
			is_ruler = yes
			event_target:kingsguard_protector = { is_alive = yes }
		}		
		remove_character_modifier = battlefield_fight
		event_target:kingsguard_protector = {
			add_character_modifier = {
				name = battlefield_fight
				duration = 20
			}	
			character_event = { id = battle.6 tooltip = "EVTTOOLTIPbattle.6" }
		}
		ai_chance = {
			factor = 100
			
			modifier = {
				factor = 0.5
				trait = proud
			}
			modifier = {
				factor = 2
				trait = craven
			}
			modifier = {
				factor = 0
				event_target:kingsguard_protector = { NOT = { combat_rating = -50 } }
			}
			modifier = {
				factor = 10
				FROM = { NOT = { combat_rating = -50 } }
			}
			
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:kingsguard_protector value = 120 } }
			}
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:kingsguard_protector value = 100 } }
			}
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:kingsguard_protector value = 80 } }
			}
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:kingsguard_protector value = 70 } }
			}
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:kingsguard_protector value = 60 } }
			}
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:kingsguard_protector value = 50 } }
			}
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:kingsguard_protector value = 40 } }
			}
			modifier = {
				factor = 0.75
				FROM = { combat_rating_diff = { who = event_target:kingsguard_protector value = 30 } }
			}
			modifier = {
				factor = 0.75
				FROM = { combat_rating_diff = { who = event_target:kingsguard_protector value = 20 } }
			}			
			modifier = {
				factor = 0.75
				FROM = { combat_rating_diff = { who = event_target:kingsguard_protector value = 10 } }
			}
			modifier = {
				factor = 1.33
				event_target:kingsguard_protector = { combat_rating_diff = { who = FROM value = 10 } }
			}
			modifier = {
				factor = 1.33
				event_target:kingsguard_protector = { combat_rating_diff = { who = FROM value = 20 } }
			}
			modifier = {
				factor = 1.33
				event_target:kingsguard_protector = { combat_rating_diff = { who = FROM value = 30 } }
			}
			modifier = {
				factor = 1.5
				event_target:kingsguard_protector = { combat_rating_diff = { who = FROM value = 40 } }
			}
			modifier = {
				factor = 1.5
				event_target:kingsguard_protector = { combat_rating_diff = { who = FROM value = 50 } }
			}
			modifier = {
				factor = 1.5
				event_target:kingsguard_protector = { combat_rating_diff = { who = FROM value = 60 } }
			}
			modifier = {
				factor = 1.5
				event_target:kingsguard_protector = { combat_rating_diff = { who = FROM value = 70 } }
			}
			modifier = {
				factor = 1.5
				event_target:kingsguard_protector = { combat_rating_diff = { who = FROM value = 80 } }
			}
			modifier = {
				factor = 1.5
				event_target:kingsguard_protector = { combat_rating_diff = { who = FROM value = 100 } }
			}
			modifier = {
				factor = 1.5
				event_target:kingsguard_protector = { combat_rating_diff = { who = FROM value = 120 } }
			}			
		}
	}
	
	option = {
		name = "EVTOPTCbattle.3" #bodyguard
		trigger = {
			is_ruler = yes
			event_target:bodyguard_protector = { is_alive = yes }
		}	
		remove_character_modifier = battlefield_fight
		event_target:bodyguard_protector = {
			add_character_modifier = {
				name = battlefield_fight
				duration = 20
			}	
			character_event = { id = battle.6 tooltip = "EVTTOOLTIPbattle.6" }
		}
		ai_chance = {
			factor = 100
			modifier = {
				factor = 0.5
				trait = proud
			}
			modifier = {
				factor = 2
				trait = craven
			}
			modifier = {
				factor = 0
				event_target:bodyguard_protector = { NOT = { combat_rating = -50 } }
			}
			modifier = {
				factor = 10
				FROM = { NOT = { combat_rating = -50 } }
			}
			
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:bodyguard_protector value = 120 } }
			}
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:bodyguard_protector value = 100 } }
			}
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:bodyguard_protector value = 80 } }
			}
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:bodyguard_protector value = 70 } }
			}
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:bodyguard_protector value = 60 } }
			}
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:bodyguard_protector value = 50 } }
			}
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:bodyguard_protector value = 40 } }
			}
			modifier = {
				factor = 0.75
				FROM = { combat_rating_diff = { who = event_target:bodyguard_protector value = 30 } }
			}
			modifier = {
				factor = 0.75
				FROM = { combat_rating_diff = { who = event_target:bodyguard_protector value = 20 } }
			}			
			modifier = {
				factor = 0.75
				FROM = { combat_rating_diff = { who = event_target:bodyguard_protector value = 10 } }
			}
			modifier = {
				factor = 1.33
				event_target:bodyguard_protector = { combat_rating_diff = { who = FROM value = 10 } }
			}
			modifier = {
				factor = 1.33
				event_target:bodyguard_protector = { combat_rating_diff = { who = FROM value = 20 } }
			}
			modifier = {
				factor = 1.33
				event_target:bodyguard_protector = { combat_rating_diff = { who = FROM value = 30 } }
			}
			modifier = {
				factor = 1.5
				event_target:bodyguard_protector = { combat_rating_diff = { who = FROM value = 40 } }
			}
			modifier = {
				factor = 1.5
				event_target:bodyguard_protector = { combat_rating_diff = { who = FROM value = 50 } }
			}
			modifier = {
				factor = 1.5
				event_target:bodyguard_protector = { combat_rating_diff = { who = FROM value = 60 } }
			}
			modifier = {
				factor = 1.5
				event_target:bodyguard_protector = { combat_rating_diff = { who = FROM value = 70 } }
			}
			modifier = {
				factor = 1.5
				event_target:bodyguard_protector = { combat_rating_diff = { who = FROM value = 80 } }
			}
			modifier = {
				factor = 1.5
				event_target:bodyguard_protector = { combat_rating_diff = { who = FROM value = 100 } }
			}
			modifier = {
				factor = 1.5
				event_target:bodyguard_protector = { combat_rating_diff = { who = FROM value = 120 } }
			}
		}
	}
	after = {
		clr_character_flag = cannot_flee_battle_duel
	}
}
# battle.3	Attacker: Fight or Run? (Begin Duel)
character_event = {
	id = battle.3
	desc = "EVTDESCbattle.3"
	picture = GFX_evt_battle
	border = "GFX_event_normal_frame_war"
	
	is_triggered_only = yes
	
	immediate = {
		clear_event_target = kingsguard_protector
		clear_event_target = bodyguard_protector
		if = {
			limit = {
				is_ruler = yes
				OR = {
					has_landed_title = e_iron_throne
					kingsguard = { liege = { character = ROOT } }
				}
			}
			kingsguard = {
				limit = {
					is_alive = yes
					OR = {
						AND = {
							liege = { character = ROOT }
							has_opinion_modifier = { who = ROOT modifier = loan_kingsguard }
						}
						ROOT = { has_landed_title = e_iron_throne }
					}	
					NOT = { trait = wounded }
					NOT = { has_severe_disability_trigger = yes }	
					OR = {
						location = { ROOT = { capital_scope = { province_id = PREVPREV } } }
						at_location = ROOT
					}	
					NOR = {
						war_with = ROOT
						any_liege = { war_with = ROOT }
					}
				}
				save_event_target_as = kingsguard_protector
			}
		}
		if = {
			limit = {
				is_ruler = yes
			}
			random_courtier = {
				limit = {
					is_alive = yes
					OR = {
						has_minor_title = title_bodyguard
						has_minor_title = title_bloodrider
					}	
					liege = { character = ROOT }
					OR = {
						at_location = ROOT
						in_command = no
					}	
					NOT = { trait = wounded }
					NOT = { has_severe_disability_trigger = yes }	
				}
				save_event_target_as = bodyguard_protector
			}
		}
		#chance of not being able to flee
		random = {
			chance = 15
			modifier = {
				factor = 0.25
				trait = back_seat_leader
			}	
			modifier = {
				factor = 2
				trait = aggressive_leader
			}			
			modifier = {
				factor = 2
				trait = duelist
			}
			modifier = {
				factor = 2
				trait = brave
			}
			modifier = {
				factor = 2
				trait = wroth
			}
			modifier = {
				factor = 0.5
				trait = craven
			}
			modifier = {
				factor = 0.5
				trait = patient
			}
			set_character_flag = cannot_flee_battle_duel
		}
	}
	
	option = {
		name = "EVTOPTAbattle.3" #fight
		
		# Set context flags for duel
		set_character_flag = duel_context_battle
		FROM = { set_character_flag = duel_context_battle }
		set_character_flag = flag_battlefield_duel
		FROM = { set_character_flag = flag_battlefield_duel }
		set_character_flag = duel_can_be_draw
		FROM = { set_character_flag = duel_can_be_draw }
		
		# Begin duel
		hidden_tooltip = { e_rebels = { holder_scope = { character_event = { id = duel.0 } } } }
		ai_chance = {
			factor = 100
			modifier = { #Avoid fights
				factor = 0
				NOT = { combat_rating = -50 }
			}
			modifier = {
				factor = 1.33
				combat_rating_diff = { who = FROM value = 10 }
			}
			modifier = {
				factor = 1.33
				combat_rating_diff = { who = FROM value = 20 }
			}
			modifier = {
				factor = 1.33
				combat_rating_diff = { who = FROM value = 30 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 40 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 50 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 60 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 70 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 80 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 100 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 120 }
			}
			
			modifier = {
				factor = 3
				trait = duelist
			}
			modifier = {
				factor = 4
				trait = brave
			}
			modifier = {
				factor = 2
				trait = proud
			}
			modifier = {
				factor = 2
				trait = wroth
			}
		}
	}
	
	option = {
		name = "EVTOPTBbattle.3" #run
		trigger = { 
			NOT = { trait = berserker } 
			NOT = { has_character_flag = cannot_flee_battle_duel }
		}
		hidden_tooltip = { FROM = { character_event = { id = battle.5 } } }
		remove_character_modifier = battlefield_fight
		if = {
			limit = { 
				NOT = { trait = craven } 
				NOT = { trait = brave } 
				NOT = { FROM = { combat_rating_diff = { who = ROOT value = 40 } } }
			}
			random = {
				chance = 25
				add_trait = craven
				hidden_tooltip = {
					character_event ={
						id = 38257 #Notify
					}
				}
			}	
		}
		if = {
			limit = { 
				trait = brave
				NOT = { FROM = { combat_rating_diff = { who = ROOT value = 40 } } }
			}
			random = {
				chance = 25
				remove_trait = brave
				# hidden_tooltip = {
					# character_event ={
						# id = 38257 #Notify
					# }
				# }
			}	
		}
		morale = -0.1
		ai_chance = {
			factor = 100
			modifier = {
				factor = 0
				trait = white_walker
			}
			modifier = {
				factor = 0
				FROM = { NOT = { combat_rating = -50 } }
			}
			modifier = {
				factor = 1.33
				FROM = { combat_rating_diff = { who = ROOT value = 10 } }
			}
			modifier = {
				factor = 1.33
				FROM = { combat_rating_diff = { who = ROOT value = 20 } }
			}
			modifier = {
				factor = 1.33
				FROM = { combat_rating_diff = { who = ROOT value = 30 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 40 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 50 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 60 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 70 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 80 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 100 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 120 } }
			}
			
			modifier = {
				factor = 4
				trait = craven
			}
			modifier = {
				factor = 2
				trait = humble
			}
			modifier = {
				factor = 2
				trait = patient
			}
		}
	}
	
	option = {
		name = "EVTOPTCbattle.3" #kingsguard
		trigger = {
			is_ruler = yes
			event_target:kingsguard_protector = { is_alive = yes }
		}		
		event_target:kingsguard_protector = {
			add_character_modifier = {
				name = battlefield_fight
				duration = 20
			}
			character_event = { id = battle.9 tooltip = "EVTTOOLTIPbattle.9" }
		}
		remove_character_modifier = battlefield_fight
		ai_chance = {
			factor = 100
			modifier = {
				factor = 0.5
				trait = proud
			}
			modifier = {
				factor = 2
				trait = craven
			}
			modifier = {
				factor = 0
				event_target:kingsguard_protector = { NOT = { combat_rating = -50 } }
			}
			modifier = {
				factor = 10
				FROM = { NOT = { combat_rating = -50 } }
			}
			
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:kingsguard_protector value = 120 } }
			}
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:kingsguard_protector value = 100 } }
			}
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:kingsguard_protector value = 80 } }
			}
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:kingsguard_protector value = 70 } }
			}
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:kingsguard_protector value = 60 } }
			}
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:kingsguard_protector value = 50 } }
			}
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:kingsguard_protector value = 40 } }
			}
			modifier = {
				factor = 0.75
				FROM = { combat_rating_diff = { who = event_target:kingsguard_protector value = 30 } }
			}
			modifier = {
				factor = 0.75
				FROM = { combat_rating_diff = { who = event_target:kingsguard_protector value = 20 } }
			}			
			modifier = {
				factor = 0.75
				FROM = { combat_rating_diff = { who = event_target:kingsguard_protector value = 10 } }
			}
			modifier = {
				factor = 1.33
				event_target:kingsguard_protector = { combat_rating_diff = { who = FROM value = 10 } }
			}
			modifier = {
				factor = 1.33
				event_target:kingsguard_protector = { combat_rating_diff = { who = FROM value = 20 } }
			}
			modifier = {
				factor = 1.33
				event_target:kingsguard_protector = { combat_rating_diff = { who = FROM value = 30 } }
			}
			modifier = {
				factor = 1.5
				event_target:kingsguard_protector = { combat_rating_diff = { who = FROM value = 40 } }
			}
			modifier = {
				factor = 1.5
				event_target:kingsguard_protector = { combat_rating_diff = { who = FROM value = 50 } }
			}
			modifier = {
				factor = 1.5
				event_target:kingsguard_protector = { combat_rating_diff = { who = FROM value = 60 } }
			}
			modifier = {
				factor = 1.5
				event_target:kingsguard_protector = { combat_rating_diff = { who = FROM value = 70 } }
			}
			modifier = {
				factor = 1.5
				event_target:kingsguard_protector = { combat_rating_diff = { who = FROM value = 80 } }
			}
			modifier = {
				factor = 1.5
				event_target:kingsguard_protector = { combat_rating_diff = { who = FROM value = 100 } }
			}
			modifier = {
				factor = 1.5
				event_target:kingsguard_protector = { combat_rating_diff = { who = FROM value = 120 } }
			}	
		}
	}
	
	option = {
		name = "EVTOPTCbattle.3" #bodyguard
		trigger = {
			is_ruler = yes
			event_target:bodyguard_protector = { is_alive = yes }
		}	
		remove_character_modifier = battlefield_fight
		event_target:bodyguard_protector = {
			add_character_modifier = {
				name = battlefield_fight
				duration = 20
			}
			character_event = { id = battle.9 tooltip = "EVTTOOLTIPbattle.9" }
		}
		ai_chance = {
			factor = 100
			modifier = {
				factor = 0.5
				trait = proud
			}
			modifier = {
				factor = 2
				trait = craven
			}
			modifier = {
				factor = 0
				event_target:bodyguard_protector = { NOT = { combat_rating = -50 } }
			}
			modifier = {
				factor = 10
				FROM = { NOT = { combat_rating = -50 } }
			}
			
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:bodyguard_protector value = 120 } }
			}
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:bodyguard_protector value = 100 } }
			}
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:bodyguard_protector value = 80 } }
			}
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:bodyguard_protector value = 70 } }
			}
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:bodyguard_protector value = 60 } }
			}
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:bodyguard_protector value = 50 } }
			}
			modifier = {
				factor = 0.66
				FROM = { combat_rating_diff = { who = event_target:bodyguard_protector value = 40 } }
			}
			modifier = {
				factor = 0.75
				FROM = { combat_rating_diff = { who = event_target:bodyguard_protector value = 30 } }
			}
			modifier = {
				factor = 0.75
				FROM = { combat_rating_diff = { who = event_target:bodyguard_protector value = 20 } }
			}			
			modifier = {
				factor = 0.75
				FROM = { combat_rating_diff = { who = event_target:bodyguard_protector value = 10 } }
			}
			modifier = {
				factor = 1.33
				event_target:bodyguard_protector = { combat_rating_diff = { who = FROM value = 10 } }
			}
			modifier = {
				factor = 1.33
				event_target:bodyguard_protector = { combat_rating_diff = { who = FROM value = 20 } }
			}
			modifier = {
				factor = 1.33
				event_target:bodyguard_protector = { combat_rating_diff = { who = FROM value = 30 } }
			}
			modifier = {
				factor = 1.5
				event_target:bodyguard_protector = { combat_rating_diff = { who = FROM value = 40 } }
			}
			modifier = {
				factor = 1.5
				event_target:bodyguard_protector = { combat_rating_diff = { who = FROM value = 50 } }
			}
			modifier = {
				factor = 1.5
				event_target:bodyguard_protector = { combat_rating_diff = { who = FROM value = 60 } }
			}
			modifier = {
				factor = 1.5
				event_target:bodyguard_protector = { combat_rating_diff = { who = FROM value = 70 } }
			}
			modifier = {
				factor = 1.5
				event_target:bodyguard_protector = { combat_rating_diff = { who = FROM value = 80 } }
			}
			modifier = {
				factor = 1.5
				event_target:bodyguard_protector = { combat_rating_diff = { who = FROM value = 100 } }
			}
			modifier = {
				factor = 1.5
				event_target:bodyguard_protector = { combat_rating_diff = { who = FROM value = 120 } }
			}
		}
	}
	after = {
		clr_character_flag = cannot_flee_battle_duel
	}
}
# battle.4	Defender Runs
character_event = {
	id = battle.4
	desc = "EVTDESCbattle.4"
	picture = GFX_evt_battle
	border = "GFX_event_normal_frame_war"
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTAbattle.4"
		remove_character_modifier = battlefield_fight
		morale = 0.1
	}
}
# battle.5	Attacker Runs
character_event = {
	id = battle.5
	desc = "EVTDESCbattle.5"
	picture = GFX_evt_battle
	border = "GFX_event_normal_frame_war"
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTAbattle.5"
		remove_character_modifier = battlefield_fight
		morale = 0.1
	}
}
# battle.6	Defender Calls Kingsguard
character_event = {
	id = battle.6
	
	is_triggered_only = yes
	hide_window = yes
	
	immediate = {
		opinion = { who = FROM modifier = opinion_kingsguard_protection }
		FROMFROM = { character_event = { id = battle.7 } }
	}
	
	option = {
		name = OK	
	}
}
# battle.7	Attacker versus Kingsguard - Fight or Run? (Begin Duel)
character_event = {
	id = battle.7
	desc = "EVTDESCbattle.7"
	picture = GFX_kingsguard
	border = "GFX_event_normal_frame_war"
	is_triggered_only = yes
	show_from_from = yes
	
	option = {
		name = {
			text = "EVTOPTAbattle.7" #Fight
			trigger = { FROM = { trait = kingsguard } }
		}	
		name = {
			text = "EVTOPTCbattle.7" #Fight
			trigger = { FROM = { NOT = { trait = kingsguard } } }
		}
		name = {
			text = "EVTOPTDbattle.7" #Fight
			trigger = { 
				NOT = { trait = honorable }
				NOT = { opinion = { who = FROM value = 0 } }
			}
		}
		# Set context flags for duel
		set_character_flag = duel_context_battle
		FROM = { set_character_flag = duel_context_battle }
		set_character_flag = flag_battlefield_duel_vs_kingsguard
		FROM = { set_character_flag = flag_battlefield_duel_kingsguard }
		FROM = { set_character_flag = flag_duel_to_the_death }
		
		set_character_flag = duel_can_be_draw
		FROM = { set_character_flag = duel_can_be_draw }
		hidden_tooltip = {
			opinion = { who = FROMFROM modifier = opinion_kingsguard_protection }
		}
		
		# Begin duel
		hidden_tooltip = { e_rebels = { holder_scope = { character_event = { id = duel.0 } } } }
		
		ai_chance = {
			factor = 100
			modifier = { #Avoid fights
				factor = 0
				NOT = { combat_rating = -50 }
			}
			modifier = {
				factor = 1.33
				combat_rating_diff = { who = FROM value = 10 }
			}
			modifier = {
				factor = 1.33
				combat_rating_diff = { who = FROM value = 20 }
			}
			modifier = {
				factor = 1.33
				combat_rating_diff = { who = FROM value = 30 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 40 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 50 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 60 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 70 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 80 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 100 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 120 }
			}
			
			modifier = {
				factor = 3
				trait = duelist
			}
			modifier = {
				factor = 4
				trait = brave
			}
			modifier = {
				factor = 2
				trait = proud
			}
			modifier = {
				factor = 2
				trait = wroth
			}
		}
	}
	
	option = {
		name = "EVTOPTBbattle.7" #run
		trigger = { NOT = { trait = berserker } }
		hidden_tooltip = { FROM = { FROM = { character_event = { id = battle.8 } } } }	
		FROM = { 
			remove_character_modifier = battlefield_fight 
			hidden_tooltip = {
				remove_opinion = { who = ROOT_FROMFROM modifier = opinion_kingsguard_protection }
			}
		}
		remove_character_modifier = battlefield_fight
		if = {
			limit = { 
				NOT = { trait = craven } 
				NOT = { trait = brave } 
				NOT = { FROM = { combat_rating_diff = { who = ROOT value = 40 } } }
			}
			random = {
				chance = 25
				add_trait = craven
				hidden_tooltip = {
					character_event ={
						id = 38257 #Notify
					}
				}
			}	
		}
		if = {
			limit = { 
				trait = brave
				NOT = { FROM = { combat_rating_diff = { who = ROOT value = 40 } } }
			}
			random = {
				chance = 25
				remove_trait = brave
				# hidden_tooltip = {
					# character_event ={
						# id = 38257 #Notify
					# }
				# }
			}	
		}
		morale = -0.1
		ai_chance = {
			factor = 100
			modifier = {
				factor = 0
				trait = white_walker
			}
			modifier = {
				factor = 0
				FROM = { NOT = { combat_rating = -50 } }
			}
			modifier = {
				factor = 1.33
				FROM = { combat_rating_diff = { who = ROOT value = 10 } }
			}
			modifier = {
				factor = 1.33
				FROM = { combat_rating_diff = { who = ROOT value = 20 } }
			}
			modifier = {
				factor = 1.33
				FROM = { combat_rating_diff = { who = ROOT value = 30 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 40 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 50 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 60 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 70 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 80 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 100 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 120 } }
			}
			
			modifier = {
				factor = 4
				trait = craven
			}
			modifier = {
				factor = 2
				trait = humble
			}
			modifier = {
				factor = 2
				trait = patient
			}
		}
	}
}
# battle.8	Attacker or Defender Runs From Kingsguard
character_event = {
	id = battle.8
	desc = "EVTDESCbattle.8"
	picture = GFX_kingsguard
	border = "GFX_event_normal_frame_war"
	is_triggered_only = yes
	show_from_from = yes
	
	option = {
		name = "EVTOPTAbattle.8"
		morale = 0.1
	}
}
# battle.9	Attacker Calls Kingsguard
character_event = {
	id = battle.9
	is_triggered_only = yes
	
	option = {
		name = OK
		opinion = { who = FROM modifier = opinion_kingsguard_protection }
		FROM = { FROM = { character_event = { id = battle.10 } } }
	}
}

character_event = {
	id = battle.10
	desc = "EVTDESCbattle.10"
	picture = GFX_kingsguard
	border = "GFX_event_normal_frame_war"
	is_triggered_only = yes
	show_from_from = yes
	
	option = {
		name = {
			text = "EVTOPTAbattle.7" #Fight
			trigger = { FROM = { trait = kingsguard } }
		}	
		name = {
			text = "EVTOPTCbattle.7" #Fight
			trigger = { FROM = { NOT = { trait = kingsguard } } }
		}
		name = {
			text = "EVTOPTDbattle.7" #Fight
			trigger = { 
				NOT = { trait = honorable }
				NOT = { opinion = { who = FROM value = 0 } }
			}
		}
		
		# Set context flags for duel
		set_character_flag = duel_context_battle
		FROM = { set_character_flag = duel_context_battle }
		set_character_flag = flag_battlefield_duel_vs_kingsguard
		FROM = { set_character_flag = flag_battlefield_duel_kingsguard }
		FROM = { set_character_flag = flag_duel_to_the_death }
		
		set_character_flag = duel_can_be_draw
		FROM = { set_character_flag = duel_can_be_draw }
		hidden_tooltip = {
			opinion = { who = FROMFROM modifier = opinion_kingsguard_protection }
		}
		
		# Begin duel
		hidden_tooltip = { e_rebels = { holder_scope = { character_event = { id = duel.0 } } } }
		
		ai_chance = {
			factor = 100
			modifier = { #Avoid fights
				factor = 0
				NOT = { combat_rating = -50 }
			}
			modifier = {
				factor = 1.33
				combat_rating_diff = { who = FROM value = 10 }
			}
			modifier = {
				factor = 1.33
				combat_rating_diff = { who = FROM value = 20 }
			}
			modifier = {
				factor = 1.33
				combat_rating_diff = { who = FROM value = 30 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 40 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 50 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 60 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 70 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 80 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 100 }
			}
			modifier = {
				factor = 1.5
				combat_rating_diff = { who = FROM value = 120 }
			}
			
			modifier = {
				factor = 3
				trait = duelist
			}
			modifier = {
				factor = 4
				trait = brave
			}
			modifier = {
				factor = 2
				trait = proud
			}
			modifier = {
				factor = 2
				trait = wroth
			}
		}
	}
	
	option = {
		name = "EVTOPTBbattle.10" #run
		trigger = { NOT = { trait = berserker } }
		hidden_tooltip = { FROM = { FROM = { character_event = { id = battle.8 } } } }
		remove_character_modifier = battlefield_fight
		FROM = { 
			remove_character_modifier = battlefield_fight 
			hidden_tooltip = {
				remove_opinion = { who = ROOT_FROMFROM modifier = opinion_kingsguard_protection }
			}
		}
		if = {
			limit = { 
				NOT = { trait = craven } 
				NOT = { trait = brave } 
				NOT = { FROM = { combat_rating_diff = { who = ROOT value = 40 } } }
			}
			random = {
				chance = 25
				add_trait = craven
				hidden_tooltip = {
					character_event ={
						id = 38257 #Notify
					}
				}
			}	
		}
		if = {
			limit = { 
				trait = brave
				NOT = { FROM = { combat_rating_diff = { who = ROOT value = 40 } } }
			}
			random = {
				chance = 25
				remove_trait = brave
				# hidden_tooltip = {
					# character_event ={
						# id = 38257 #Notify
					# }
				# }
			}	
		}
		morale = -0.1
		ai_chance = {
			factor = 100
			modifier = {
				factor = 0
				trait = white_walker
			}
			modifier = {
				factor = 0
				FROM = { NOT = { combat_rating = -50 } }
			}
			modifier = {
				factor = 1.33
				FROM = { combat_rating_diff = { who = ROOT value = 10 } }
			}
			modifier = {
				factor = 1.33
				FROM = { combat_rating_diff = { who = ROOT value = 20 } }
			}
			modifier = {
				factor = 1.33
				FROM = { combat_rating_diff = { who = ROOT value = 30 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 40 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 50 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 60 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 70 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 80 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 100 } }
			}
			modifier = {
				factor = 1.5
				FROM = { combat_rating_diff = { who = ROOT value = 120 } }
			}
			
			modifier = {
				factor = 4
				trait = craven
			}
			modifier = {
				factor = 2
				trait = humble
			}
			modifier = {
				factor = 2
				trait = patient
			}
		}
	}
}
### Post-Battlefield-Duel Events
# battle.11	(End Duel) Victor Killed Opponent
character_event = {
	id = battle.11
	desc = "EVTDESCbattle.11"
	picture = GFX_evt_battle
	border = "GFX_event_normal_frame_war"
	
	is_triggered_only = yes
	show_from_from = yes
	
	option = {
		name = "EVTOPTAbattle.11"
		if = {
			limit = { 
				ai = no 
				FROMFROM = {
					OR = {
						is_ruler = yes
						liege = { is_close_relative = PREV }
						prestige = 250
						trait = skilled_warrior
						trait = master_warrior
					}
				}
			}
			chronicle = {
				entry = CHRONICLE_WON_BATTLE_DUEL_KILL
				portrait = [FromFrom.GetID]
			}
		}
		morale = 0.2
	}
}
# battle.12	(End Duel) Inform liege their vassal killed in combat
character_event = {
	id = battle.12
	desc = "EVTDESCbattle.12"
	picture = GFX_evt_battle
	border = "GFX_event_normal_frame_war"
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTAbattle.12"
		show_portrait = event_target:duel_round_winner
	}
}
# battle.13	Opponent Imprisoned
character_event = {
	id = battle.13
	desc = "EVTDESCbattle.13"
	picture = GFX_evt_battle
	border = "GFX_event_normal_frame_war"
	
	is_triggered_only = yes
	
	immediate = {
		hidden_tooltip = {
			liege = {
				if = {
					limit = {
						ai = no
						NOT = { character = ROOT }
						NOT = { character = FROM }
					}
					character_event = { id = battle.1399 }
				}
			}
		}	
	}
	
	option = {
		name = "EVTOPTAbattle.13"
		if = {
			limit = { ai = no }
			chronicle = {
				entry = CHRONICLE_LOST_BATTLE_DUEL_CAPTURED
				portrait = [From.GetID]
			}
		}
		FROM = {
			if = {
				limit = { 
					ai = no 
					ROOT = {
						OR = {
							is_ruler = yes
							liege = { is_close_relative = PREV }
							prestige = 250
							trait = skilled_warrior
							trait = master_warrior
						}
					}	
				}
				chronicle = {
					entry = CHRONICLE_WON_BATTLE_DUEL_HOSTAGE
					portrait = [Root.GetID]
				}
			}
		}
		tooltip = {
			if = {
				limit = { FROM = { is_ruler = yes } }
				hidden_tooltip = { character_event = { id = 50020 } } # "imprisoned_events.txt"
				ROOT = { imprison = FROM }
			}
			if = {
				limit = { FROM = { is_ruler = no } }
				FROM = {
					liege = { 
						hidden_tooltip = { character_event = { id = 50020 } } # "imprisoned_events.txt"
						ROOT = { imprison = PREV } 
					}
				}	
			}
		}
		set_character_flag = captured_in_battle	
	}
}
# battle.12	(End Duel) Inform liege their vassal was captured
character_event = {
	id = battle.1399
	desc = "EVTDESCbattle.1399"
	picture = GFX_evt_battle
	border = "GFX_event_normal_frame_war"
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTAbattle.1399"
		FROMFROM = { show_portrait = yes }
	}
}
# battle.14	(End Duel) Opponent Killed Kingsguard - Original Opponent Reacts
character_event = {
	id = battle.14
	desc = "EVTDESCbattle.14"
	picture = GFX_evt_battle
	border = "GFX_event_normal_frame_war"
	show_from_from = yes
	is_triggered_only = yes
	
	immediate = {
		reverse_remove_opinion = { who = FROM modifier = opinion_kingsguard_protection }
		reverse_remove_opinion = { who = FROMFROM modifier = opinion_kingsguard_protection }
	}
	
	option = {
		name = "EVTDESCbattle.15"
		FROM = { character_event = { id = battle.15 tooltip = "EVTTOOLTIPbattle.15" } }
	}
}
# battle.15	Victor Attacks Original Opponent (Begin Duel)
character_event = {
	id = battle.15
	desc = "EVTDESCbattle.15"
	picture = GFX_evt_battle
	border = "GFX_event_normal_frame_war"
	is_triggered_only = yes
	
	immediate = {
		add_character_modifier = {
			name = battlefield_fight
			duration = 20
		}
	}
	
	option = {
		name = "EVTOPTAbattle.15"
		
		# Set context flags for duel
		set_character_flag = duel_context_battle
		FROM = { set_character_flag = duel_context_battle }
		set_character_flag = flag_battlefield_duel
		FROM = { set_character_flag = flag_battlefield_duel }
		set_character_flag = duel_can_be_draw
		FROM = { set_character_flag = duel_can_be_draw }
		
		# Begin duel
		hidden_tooltip = { e_rebels = { holder_scope = { character_event = { id = duel.0 } } } }
	}
}
# battle.16	Kingsguard Killed Opponent - Original Opponent Reacts
character_event = {
	id = battle.16
	desc = "EVTDESCbattle.16"
	picture = GFX_kingsguard
	border = "GFX_event_normal_frame_war"
	is_triggered_only = yes
	show_from_from = yes
	
	immediate = {
		if = {
			limit = { 
				ai = no 
				FROMFROM = {
					OR = {
						is_ruler = yes
						liege = { is_close_relative = PREV }
						prestige = 250
						trait = skilled_warrior
						trait = master_warrior
					}
				}
			}
			chronicle = {
				entry = CHRONICLE_WON_BATTLE_DUEL_KILL_BODYGUARD
				portrait = [FromFrom.GetID]
			}
		}
		reverse_remove_opinion = { who = FROM modifier = opinion_kingsguard_protection }
		reverse_remove_opinion = { who = FROMFROM modifier = opinion_kingsguard_protection }
	}
	
	option = {
		name = "EVTOPTAbattle.16"
		morale = 0.1
		if = {
			limit = { FROM = { NOT = { trait = kingsguard } } }
			hidden_tooltip = {
				FROM = { change_variable = { which = "services_rendered" value = 1 } }
				opinion = {
					modifier = opinion_service_rendered
					who = FROM
					years = 3
				}
			}
		}
	}
}
# battle.17	Kingsguard Beat Opponent - Original Opponent Takes Opponent Hostage
character_event = {
	id = battle.17
	desc = "EVTDESCbattle.17"
	picture = GFX_kingsguard
	border = "GFX_event_normal_frame_war"
	is_triggered_only = yes
	show_from_from = yes
	
	immediate = {
		if = {
			limit = { 
				ai = no 
				FROMFROM = {
					OR = {
						is_ruler = yes
						liege = { is_close_relative = PREV }
						prestige = 250
						trait = skilled_warrior
						trait = master_warrior
					}
				}	
			}
			chronicle = {
				entry = CHRONICLE_WON_BATTLE_DUEL_HOSTAGE_BODYGUARD
				portrait = [FromFrom.GetID]
			}
		}		
		FROMFROM = {
			if = {
				limit = { ai = no }
				chronicle = {
					entry = CHRONICLE_LOST_BATTLE_DUEL_CAPTURED
					portrait = [From.GetID]
				}
			}
		}
		reverse_remove_opinion = { who = FROM modifier = opinion_kingsguard_protection }
		reverse_remove_opinion = { who = FROMFROM modifier = opinion_kingsguard_protection }
	}
	
	option = {
		name = "EVTOPTAbattle.17"
		FROMFROM = {
			hidden_tooltip = { character_event = { id = battle.13 } }	
			set_character_flag = captured_in_battle					
		}
		if = {
			limit = { is_ruler = yes }
			FROMFROM = { 
				imprison = ROOT 
				any_ward = {
					limit = { 
						at_location = ROOT 
						NOT = { trait = dragon }
					}
					imprison = ROOT 
					set_character_flag = captured_in_battle
				}
			}
		}
		if = {
			limit = { is_ruler = no }
			liege = { 
				FROMFROM = { 
					imprison = PREV 
					any_ward = {
						limit = { 
							at_location = ROOT 
							NOT = { trait = dragon }
						}
						imprison = PREVPREV
						set_character_flag = captured_in_battle
					}
				} 
			}
		}
		if = {
			limit = { FROM = { NOT = { trait = kingsguard } } }
			hidden_tooltip = {
				FROM = { change_variable = { which = "services_rendered" value = 1 } }
				opinion = {
					modifier = opinion_service_rendered
					who = FROM
					years = 3
				}
			}
		}
	}
}
# Opponent and bodyguard draw
character_event = {
	id = battle.1799
	desc = "EVTDESCbattle.1799"
	picture = GFX_evt_battle
	border = "GFX_event_normal_frame_war"
	show_from_from = yes
	is_triggered_only = yes
	
	immediate = {
		reverse_remove_opinion = { who = event_target:battlefield_duel_opponent modifier = opinion_kingsguard_protection }
		reverse_remove_opinion = { who = event_target:battlefield_duel_bodyguard modifier = opinion_kingsguard_protection }
	}
	
	option = {
		name = "EVTOPTAbattle.1799"	
		if = {
			limit = { event_target:battlefield_duel_bodyguard = { NOT = { trait = kingsguard } } }
			hidden_tooltip = {
				event_target:battlefield_duel_bodyguard = { change_variable = { which = "services_rendered" value = 1 } }
				opinion = {
					modifier = opinion_service_rendered
					who = event_target:battlefield_duel_bodyguard
					years = 3
				}
			}
		}
	}
}
#On-action combat event: Direwolf kills many men
character_event = {
	id = battle.18
	desc = EVTDESCbattle.18	
	picture = "GFX_wolf"
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	immediate = {
		FROMFROM = {
			if = {
				limit = { NOT = { character = ROOT } }
				character_event = { id = battle.19 }
				break = yes
			}	
		}	
		FROM = {
			if = {
				limit = { NOT = { character = ROOT } }
				character_event = { id = battle.19 }
			}
		}
	}
	
	option = {
		name = EXCELLENT
		morale = 0.1
	}
}
#Inform opponent
character_event = {
	id = battle.19
	desc = EVTDESCbattle.19	
	picture = "GFX_wolf"
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTbattle.19
		morale = -0.1
	}
}
#On-action combat event: Direwolf slain
character_event = {
	id = battle.20
	desc = EVTDESCbattle.20	
	picture = "GFX_wolf"
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	immediate = {
		FROMFROM = {
			if = {
				limit = { NOT = { character = ROOT } }
				character_event = { id = battle.21 }
				break = yes
			}	
		}	
		FROM = {
			if = {
				limit = { NOT = { character = ROOT } }
				character_event = { id = battle.21 }
			}
		}
	}
	
	option = {
		name = ALAS
		remove_trait = direwolf
		random = {
			chance = 50
			add_trait = depressed
			hidden_tooltip = {
				character_event = {
					id = 38288 #Notify Depressed
				}
			}
		}
		morale = -0.1
		if = {
			limit = { ai = no }
			chronicle = {
				entry = CHRONICLE_DIREWOLF_SLAIN
				picture = GFX_wolf
			}
		}
	}
}
#Inform opponent
character_event = {
	id = battle.21
	desc = EVTDESCbattle.21	
	picture = "GFX_wolf"
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTbattle.23
		FROM = { remove_trait = direwolf }
	}
}

#On-action combat event: Wolf kills many men
character_event = {
	id = battle.22
	desc = EVTDESCbattle.22	
	picture = "GFX_wolf"
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	immediate = {
		FROMFROM = {
			if = {
				limit = { NOT = { character = ROOT } }
				character_event = { id = battle.23 }
				break = yes
			}	
		}	
		FROM = {
			if = {
				limit = { NOT = { character = ROOT } }
				character_event = { id = battle.23 }
			}
		}
	}
	
	option = {
		name = EXCELLENT
		morale = 0.1
	}
}
character_event = {
	id = battle.23
	desc = EVTDESCbattle.23	
	picture = "GFX_wolf"
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTbattle.23
		morale = -0.1
	}
}
#On-action combat event: Wolf slain
character_event = {
	id = battle.24
	desc = EVTDESCbattle.24	
	picture = "GFX_wolf"
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	immediate = {
		FROMFROM = {
			if = {
				limit = { NOT = { character = ROOT } }
				character_event = { id = battle.25 }
				break = yes
			}	
		}	
		FROM = {
			if = {
				limit = { NOT = { character = ROOT } }
				character_event = { id = battle.25 }
			}
		}
	}
	
	option = {
		name = ALAS
		remove_trait = wolf
		random = {
			chance = 50
			add_trait = depressed
			hidden_tooltip = {
				character_event = {
					id = 38288 #Notify Depressed
				}
			}
		}
		morale = -0.1
	}
}
#Inform opponent
character_event = {
	id = battle.25
	desc = EVTDESCbattle.25	
	picture = "GFX_wolf"
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTbattle.23
		FROM = { remove_trait = wolf }
	}
}

#On-action combat event: Snowbear kills many men
character_event = {
	id = battle.26
	desc = EVTDESCbattle.26	
	picture = "GFX_snowbear"
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	immediate = {
		FROMFROM = {
			if = {
				limit = { NOT = { character = ROOT } }
				character_event = { id = battle.27 }
				break = yes
			}	
		}	
		FROM = {
			if = {
				limit = { NOT = { character = ROOT } }
				character_event = { id = battle.27 }
			}
		}
	}
	
	option = {
		name = EXCELLENT
		morale = 0.1
	}
}
#Inform opponent
character_event = {
	id = battle.27
	desc = EVTDESCbattle.27	
	picture = "GFX_snowbear"
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTbattle.27
		morale = -0.1
	}
}
#On-action combat event: Snowbear slain
character_event = {
	id = battle.28
	desc = EVTDESCbattle.28	
	picture = "GFX_snowbear"
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	immediate = {
		FROMFROM = {
			if = {
				limit = { NOT = { character = ROOT } }
				character_event = { id = battle.29 }
				break = yes
			}	
		}	
		FROM = {
			if = {
				limit = { NOT = { character = ROOT } }
				character_event = { id = battle.29 }
			}
		}
	}
	
	option = {
		name = ALAS
		remove_trait = snowbear
		random = {
			chance = 50
			add_trait = depressed
			hidden_tooltip = {
				character_event = {
					id = 38288 #Notify Depressed
				}
			}
		}
		morale = -0.1
		if = {
			limit = { ai = no }
			chronicle = {
				entry = CHRONICLE_SNOWBEAR_SLAIN
				picture = GFX_snowbear
			}
		}
	}
}
#Inform opponent
character_event = {
	id = battle.29
	desc = EVTDESCbattle.29	
	picture = "GFX_snowbear"
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTbattle.27
		FROM = { remove_trait = snowbear }
	}
}

#On-action combat event: Bear kills many men
character_event = {
	id = battle.30
	desc = EVTDESCbattle.30	
	picture = "GFX_brownbear"
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	immediate = {
		FROMFROM = {
			if = {
				limit = { NOT = { character = ROOT } }
				character_event = { id = battle.31 }
				break = yes
			}	
		}	
		FROM = {
			if = {
				limit = { NOT = { character = ROOT } }
				character_event = { id = battle.31 }
			}
		}
	}
	
	option = {
		name = EXCELLENT
		morale = 0.1
	}
}
#Inform opponent
character_event = {
	id = battle.31
	desc = EVTDESCbattle.31	
	picture = "GFX_brownbear"
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTbattle.31
		morale = -0.1
	}
}
#On-action combat event: Bear slain
character_event = {
	id = battle.32
	desc = EVTDESCbattle.32	
	picture = "GFX_brownbear"
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	immediate = {
		FROMFROM = {
			if = {
				limit = { NOT = { character = ROOT } }
				character_event = { id = battle.33 }
				break = yes
			}	
		}	
		FROM = {
			if = {
				limit = { NOT = { character = ROOT } }
				character_event = { id = battle.33 }
			}
		}
	}
	
	option = {
		name = ALAS
		remove_trait = brownbear
		random = {
			chance = 50
			add_trait = depressed
			hidden_tooltip = {
				character_event = {
					id = 38288 #Notify Depressed
				}
			}
		}
		morale = -0.1
		if = {
			limit = { ai = no }
			chronicle = {
				entry = CHRONICLE_BEAR_SLAIN
				picture = GFX_brownbear
			}
		}
	}
}
#Inform opponent
character_event = {
	id = battle.33
	desc = EVTDESCbattle.33	
	picture = "GFX_brownbear"
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTbattle.31
		FROM = { remove_trait = brownbear }
	}
}

#On-action combat event: Shadowcat kills many men
character_event = {
	id = battle.34
	desc = EVTDESCbattle.34	
	picture = "GFX_shadowcat"
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	trigger = { trait = shadowcat }

	weight_multiplier = {
		days = 1
		good_soldier_outcome_score = yes	
	}
	
	immediate = {
		FROMFROM = {
			if = {
				limit = { NOT = { character = ROOT } }
				character_event = { id = battle.35 }
				break = yes
			}	
		}	
		FROM = {
			if = {
				limit = { NOT = { character = ROOT } }
				character_event = { id = battle.35 }
			}
		}
	}
	
	option = {
		name = EXCELLENT
		morale = 0.1
	}
}
#Inform opponent
character_event = {
	id = battle.35
	desc = EVTDESCbattle.35	
	picture = "GFX_shadowcat"
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTbattle.35
		morale = -0.1
	}
}
#On-action combat event: Shadowcat slain
character_event = {
	id = battle.36
	desc = EVTDESCbattle.36	
	picture = "GFX_shadowcat"
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	trigger = { trait = shadowcat }

	weight_multiplier = {
		days = 1
		bad_soldier_outcome_score = yes		
	}
	
	immediate = {
		FROMFROM = {
			if = {
				limit = { NOT = { character = ROOT } }
				character_event = { id = battle.37 }
				break = yes
			}	
		}	
		FROM = {
			if = {
				limit = { NOT = { character = ROOT } }
				character_event = { id = battle.37 }
			}
		}
	}
	
	option = {
		name = ALAS
		remove_trait = shadowcat
		random = {
			chance = 50
			add_trait = depressed
			hidden_tooltip = {
				character_event = {
					id = 38288 #Notify Depressed
				}
			}
		}
		morale = -0.1
		if = {
			limit = { ai = no }
			chronicle = {
				entry = CHRONICLE_SHADOWCAT_SLAIN
				picture = GFX_shadowcat
			}
		}
	}
}
#Inform opponent
character_event = {
	id = battle.37
	desc = EVTDESCbattle.37	
	picture = "GFX_shadowcat"
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTbattle.35
		FROM = { remove_trait = shadowcat }
	}
}

# Battle flavour event - wounded soldier asks for death
character_event = {
	id = battle.40
	desc = EVTDESCbattle.40
	picture = "GFX_evt_battle"
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 0.15
			trait = back_seat_leader
		}
		modifier = {
			factor = 2
			trait = aggressive_leader
		}
	}
	
	option = {
		name = EVTOPTAbattle.40 # I will give mercy
		trigger = {
			NOT = { trait = impaler }
		}
		piety = 5
		prestige = -5
	}
	option = {
		name = EVTOPTBbattle.40 # Stand up and fight!
		trigger = {
			NOT = { trait = impaler }
		}
		piety = -5
		prestige = 5
	}
	option = {
		name = EVTOPTCbattle.40 # I'll have fun with you
		trigger = {
			trait = impaler
		}
		tooltip_info = impaler
		custom_tooltip = { text = TOOLTIPbattle.40 }
		piety = -20
		prestige = 10
	}
}

#Battle notification events for when player is commander for liege
character_event = { #won battle
	id = battle.50
	desc = EVTDESCbattle.50	
	picture = "GFX_evt_battle"
	border = GFX_event_normal_frame_war

	is_triggered_only = yes
	notification = yes
	ai = no
	
	trigger = {
		OR = {
			has_minor_title = title_commander
			has_job_title = job_marshal
		}	
		liege = {
			NOT = { character = ROOT }
			FROM = {
				OR = {
					war_with = PREV
					reverse_has_opinion_modifier = { who = PREV modifier = opinion_looted }
					liege = { war_with = PREVPREV }
					liege = { reverse_has_opinion_modifier = { who = PREVPREV modifier = opinion_looted } }
				}
			}
		}	
	}

	option = {
		name = OK
	}
}
character_event = { #lost battle
	id = battle.51
	desc = EVTDESCbattle.51
	picture = "GFX_evt_battle"
	border = GFX_event_normal_frame_war

	is_triggered_only = yes
	notification = yes
	ai = no
	
	trigger = {
		OR = {
			has_minor_title = title_commander
			has_job_title = job_marshal
		}
		liege = {
			NOT = { character = ROOT }
			FROM = {
				OR = {
					war_with = PREV
					reverse_has_opinion_modifier = { who = PREV modifier = opinion_looted }
					liege = { war_with = PREVPREV }
					liege = { reverse_has_opinion_modifier = { who = PREVPREV modifier = opinion_looted } }
				}
			}
		}	
	}

	option = {
		name = OK
	}
}