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

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


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

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

	option = {
		name = EVTOPTA_79000
		custom_tooltip = { text = EVTOPTA_79000_TOOLTIP }
		add_character_modifier = {
			name = lucky_to_be_alive
			duration = 365
		}
		hidden_tooltip = { FROM = { clr_character_flag = protected_liege } }

		trigger = { FROM = { has_character_flag = protected_liege } }
	}
	option = {
		name = EVTOPTB_79000
		custom_tooltip = { text = EVTOPTA_79000_TOOLTIP }
				
		opinion = {
			who = FROM
			modifier = opinion_loyal_shieldmaiden
		}
		FROM = {
			opinion = {
				who = ROOT
				modifier = opinion_was_praised
			}
			add_character_modifier = {
				name = favored_shieldmaiden
				duration = 1095
			}
			clr_character_flag = protected_liege_well
		}

		trigger = { FROM = { has_character_flag = protected_liege_well } }
	}
	after = {
		allow_new_battle_events_effect = yes
	}
}

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

	only_rulers = yes
	
	is_triggered_only = yes

	portrait = event_target:my_shieldmaiden
	
	trigger = {
		OR = {
			religion = norse_pagan
			religion = norse_pagan_reformed
			is_member_of_any_warrior_lodge_trigger = yes
		}
		age = 16
		NOT = { trait = incapable }

		any_courtier_or_vassal = {
			trait = shieldmaiden
			NOT = { 
				trait = incapable
				has_character_flag = had_shieldmaiden_battle_event # checking if the created flag exists
			}						
			prisoner = no
			has_minor_title = title_commander
		}
	}
	
	immediate = {
		disallow_new_battle_events_effect = yes
		random_courtier_or_vassal = {
			limit = {
				trait = shieldmaiden
				NOT = { 
					trait = incapable 
					has_character_flag = had_shieldmaiden_battle_event # checking if the created flag exists
				}
				prisoner = no
				has_minor_title = title_commander
			}
			save_event_target_as = my_shieldmaiden

		}
	}

	option = {
		name = EVTOPTA_79001
		custom_tooltip = { text = EVTOPTA_79001_TOOLTIP }

		show_portrait = event_target:my_shieldmaiden

		hidden_tooltip = {
			ROOT = { save_event_target_as = shieldmaiden_liege }
			event_target:my_shieldmaiden = {
				character_event = { id = 79002 }
			}
		}
		allow_new_battle_events_effect = yes
	}
}

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

	is_triggered_only = yes

	immediate = {
		disallow_new_battle_events_effect = yes
	}
	
	option = {
		name = EVTOPTA_79002
		custom_tooltip = { text = EVTOPTA_79002_TOOLTIP }
		add_blood_splatter_effect = yes
		add_maimed_trait_effect = yes
		set_character_flag = had_shieldmaiden_battle_event  # making a new flag to track the event
		hidden_tooltip = {
			FROM = {
				character_event = { id = 79003 days = 20 random = 10 }
			}
		}
		allow_new_battle_events_effect = yes
	}
}

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

	prisoner = no
	
	is_triggered_only = yes
	
	trigger = {
		event_target:my_shieldmaiden = {
			is_alive = yes
			prisoner = no
			NOT = { trait = incapable }
			trait = shieldmaiden
		}
	}
	
	desc = {
		text = EVTDESC_79003_A
		trigger = { FROM = { trait = maimed } }
	}
	desc = {
		text = EVTDESC_79003_B
		trigger = { FROM = { trait = one_eyed } }
	}
	desc = {
		text = EVTDESC_79003_C
		trigger = { FROM = { trait = one_legged } }
	}
	desc = {
		text = EVTDESC_79003_D
		trigger = { FROM = { trait = one_handed } }
	}
	desc = {
		text = EVTDESC_79003_E
		trigger = { FROM = { trait = disfigured } }
	}
	desc = {
		text = EVTDESC_79003_F
		trigger = { FROM = { trait = mangled } }
	}
	desc = { #Fallback
		text = EVTDESC_79003_G
		trigger = {
			FROM = {
				NOT = {
					trait = maimed
					trait = one_eyed
					trait = one_legged
					trait = one_handed
					trait = disfigured
					trait = mangled
				}
			}
		}
	}
	#Let my physician look at you
	option = {
		name = EVTOPTA_79003
		custom_tooltip = { text = EVTOPTA_79003_TOOLTIP }
		
		tooltip = {
			FROM = {
				show_scope_change = no
				add_character_modifier = {
					name = lucky_to_be_alive
					duration = -1
				}
			}
		}
		hidden_tooltip = {
			event_target:my_shieldmaiden = {
				set_character_flag = was_diagnosed_lucky
				character_event = { id = 79004 }
			}
		}
	}

	#You're amazing
	option = {
		name = EVTOPTB_79003
		custom_tooltip = { text = EVTOPTB_79003_TOOLTIP }

		tooltip = {
			opinion = {
				who = FROM
				modifier = opinion_budding_friendship
			}
			FROM = {
				show_scope_change = no
				opinion = {
					who = ROOT
					modifier = opinion_budding_friendship
				}
			}
		}
		hidden_tooltip = {
			event_target:my_shieldmaiden = {
				set_character_flag = was_offered_friendship
				character_event = { id = 79004 }
			}
		}
	}

	#You're the best shieldmaiden ever
	option = {
		name = EVTOPTC_79003
		custom_tooltip = { text = EVTOPTC_79003_TOOLTIP }

		tooltip = {
			opinion = {
				who = FROM
				modifier = opinion_loyal_shieldmaiden
			}
			FROM = {
				show_scope_change = no
				opinion = {
					who = ROOT
					modifier = opinion_was_praised
				}
			}
		}
		hidden_tooltip = {
			event_target:my_shieldmaiden = {
				set_character_flag = was_praised
				character_event = { id = 79004 }
			}
		}
	}
}

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

	is_triggered_only = yes

	desc = {
		text = EVTDESC_79004_A
		trigger = { has_character_flag = was_diagnosed_lucky }
	}
	desc = {
		text = EVTDESC_79004_B
		trigger = { has_character_flag = was_offered_friendship }
	}
	desc = {
		text = EVTDESC_79004_C
		trigger = { has_character_flag = was_praised }
	}
	
	option = {
		name = EVTOPTA_79004
		
		if = {
			limit = { has_character_flag = was_diagnosed_lucky }

			add_character_modifier = {
				name = lucky_to_be_alive
				duration = 3650
			}
		}
		if = {
			limit = { has_character_flag = was_offered_friendship }

			opinion = {
				who = FROM
				modifier = opinion_budding_friendship
			}
			FROM = {
				opinion = {
					who = ROOT
					modifier = opinion_budding_friendship
				}
			}
		}
		if = {
			limit = { has_character_flag = was_praised }

			opinion = {
				who = FROM
				modifier = opinion_was_praised
			}
			FROM = {
				opinion = {
					who = ROOT
					modifier = opinion_loyal_shieldmaiden
				}
			}
		}

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


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

	prisoner = no
	
	is_triggered_only = yes
	
	trigger = {
		event_target:my_shieldmaiden = {
			is_alive = yes
			prisoner = no
			NOT = { trait = incapable }
			trait = shieldmaiden
		}
	}

	desc = {
		text = EVTDESC_79005_A
		trigger = { FROM = { has_character_flag = was_diagnosed_lucky } }
	}
	desc = {
		text = EVTDESC_79005_B
		trigger = { FROM = { has_character_flag = was_offered_friendship } }
	}
	desc = {
		text = EVTDESC_79005_C
		trigger = { FROM = { has_character_flag = was_praised } }
	}
	
	#Oooh, can I keep it?
	option = {
		name = EVTOPTA_79005
		custom_tooltip = { text = EVTOPTA_79005_TOOLTIP }
		
		add_cat_effect = yes

		tooltip = { add_friend = FROM }

		hidden_tooltip = {
			FROM = {
				set_character_flag = liege_took_cat
				character_event = { id = 79006 }
			}
		}
		trigger = { NOT = {	has_character_modifier = pet_cat } }
	}

	#Shieldmaiden should keep it!
	option = {
		name = EVTOPTB_79005
		custom_tooltip = { text = EVTOPTB_79005_TOOLTIP }

		tooltip = {		
			FROM = {
				show_scope_change = no
				add_character_modifier = {
					name = pet_cat
					duration = -1
				}
			}
		}

		tooltip = { add_friend = FROM }

		hidden_tooltip = {
			FROM = {
				set_character_flag = I_got_cat
				character_event = { id = 79006 }
			}
		}
		trigger = { FROM = { NOT = { has_character_modifier = pet_cat } } }
	}

	#Give it to my child!
	option = {
		name = EVTOPTC_79005
		custom_tooltip = { text = EVTOPTC_79005_TOOLTIP }

		random_child = {
			show_scope_change = no
			limit = {
				at_location = ROOT
				is_adult = no
				NOT = { has_character_modifier = pet_cat }
			}
					
			add_cat_effect = yes

			opinion = {
				who = ROOT
				modifier = opinion_gave_me_pet
			}

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

		trigger = {
			any_courtier = {			
				is_child_of = ROOT
				at_location = ROOT
				is_adult = no
				NOT = { has_character_modifier = pet_cat }
			}
		}
	}

	#Let it be
	option = {
		name = EVTOPTD_79005
		custom_tooltip = { text = EVTOPTD_79005_TOOLTIP }
		
		tooltip = { add_friend = FROM }
		tiered_prestige_reward_effect = yes
		hidden_tooltip = {
			FROM = {
				set_character_flag = no_cat
				character_event = { id = 79006 }
			}
		}
	}
}

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

	is_triggered_only = yes

	desc = {
		text = EVTDESC_79006_A
		trigger = { has_character_flag = liege_took_cat }
	}
	desc = {
		text = EVTDESC_79006_B
		trigger = { has_character_flag = I_got_cat }
	}
	desc = {
		text = EVTDESC_79006_C
		trigger = { has_character_flag = no_cat }
	}
	
	option = {
		name = { 
			text = EVTOPTA_79006 
			trigger = { has_character_flag = liege_took_cat }
		}
		name = { 
			text = EVTOPTB_79006 
			trigger = { has_character_flag = I_got_cat }
		}
		name = { 
			text = EVTOPTC_79006 
			trigger = { has_character_flag = no_cat }
		}

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

		add_friend = FROM

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

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

	min_age = 16
	capable_only = yes
	only_rulers = yes
	prisoner = no
	
	is_triggered_only = yes
	
	trigger = {
		OR = {
			religion = norse_pagan
			religion = norse_pagan_reformed
		}
		trait = shieldmaiden

		NOR = { 
			martial = 17
			has_character_modifier = fell_into_the_river
			has_character_modifier = lost_dog
		}
	}

	weight_multiplier = {
		days = 1
		
		modifier = {
			NOT = { martial = 17 }
			factor = 5.0
		}
		modifier = {
			trait = ambitious
			factor = 2.0
		}	
	}

	option = { #I'll go rowing every morning	
		name = EVTOPTA_79007
		random_list = {
			50 = {
				modifier = {
					factor = 1.1
					martial = 10
				}
				modifier = {
					factor = 1.1
					martial = 12
				}
				modifier = {
					factor = 1.1
					martial = 14
				}
				modifier = {
					factor = 1.1
					martial = 16
				}
				change_martial = 1
			}
			50 = {
				add_character_modifier = {
					name = fell_into_the_river
					duration = 730
				}
			}
		}
	}

	option = { #I'll take runs with my dog!
		name = EVTOPTB_79007
		random_list = {
			70 = {
				modifier = {
					factor = 1.1
					martial = 10
				}
				modifier = {
					factor = 1.1
					martial = 12
				}
				modifier = {
					factor = 1.1
					martial = 14
				}
				modifier = {
					factor = 1.1
					martial = 16
				}
				change_martial = 2
			}
			30 = {
				add_character_modifier = {
					name = lost_dog
					duration = -1
				}
				hidden_tooltip = { character_event = { id = 79008 days = 30 random = 30 } } # dog returns
			}
		}
		trigger = {
			has_character_modifier = pet_hunting_dog
		}
	}

	option = { #Brand new armor is the way to go!
		name = EVTOPTC_79007
		scaled_wealth = -0.4
		add_character_modifier = {
			name = fake_it_til_you_make_it
			duration = 730
		}
	}
	
	option = {
		name = EVTOPTD_79007
		custom_tooltip = { text = EVTOPTD_79007_TOOLTIP }
	}
}


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

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

	is_triggered_only = yes
	
	option = {
		name = {
			text = EVTOPTA_79008
			trigger = { has_character_modifier = pet_hunting_dog }
		}
		name = {
			text = EVTOPTB_79008
			trigger = { NOT = { has_character_modifier = pet_hunting_dog } }
		}
		remove_character_modifier = lost_dog
	}
}

###Shieldmaiden intervenes in combat for her liege
character_event = {
	id = 79009
	desc = EVTDESC_79009
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	trigger = {
		OR = {
			religion = norse_pagan
			religion = norse_pagan_reformed
			liege = { is_member_of_any_warrior_lodge_trigger = yes }
		}
		trait = shieldmaiden

		liege = {
			at_location = ROOT
			age = 16
			prisoner = no
			NOT = { has_character_modifier = lucky_to_be_alive }
		}
		NOT = {
			trait = incapable
			prisoner = no
			has_character_modifier = favored_shieldmaiden
			has_character_modifier = bad_shieldmaiden
			has_character_modifier = clumsy_shieldmaiden
			has_character_modifier = inattentive_soldier
		}
	}

	immediate = {
		liege = {
			save_event_target_as = my_liege
		}
		disallow_new_battle_events_effect = yes
	}	

	option = { #Throw my shield (defensive)
		name = EVTOPTA_79009
		custom_tooltip = { text = EVTOPTA_79009_TOOLTIP }
		random_list = {
			30 = {
				good_soldier_outcome_score = yes
				#success
				hidden_tooltip = { change_martial = 1 }
				set_character_flag = protected_liege
				character_event = { id = 79010 tooltip = EVTOPTA_79009_TOOLTIP_1 } # decent outcome
			}
			10 = {
				bad_soldier_outcome_score = yes
				#fail
				set_character_flag = failed_to_protect_liege
				character_event = { id = 79010 tooltip = EVTOPTA_79009_TOOLTIP_2 } # bad outcome
			}
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = craven
			}
			modifier = {
				factor = 1.2
				trait = shy
			}
			modifier = {
				factor = 1.2
				trait = paranoid
			}
			modifier = {
				factor = 1.2
				trait = cynical
			}
			modifier = {
				factor = 1.1
				NOT = { martial = 10 }
			}
			modifier = {
				factor = 1.1
				NOT = { martial = 12 }
			}
			modifier = {
				factor = 1.1
				NOT = { martial = 15 }
			}
		}
	}

	option = { #Throw my spear (offensive)
		name = EVTOPTB_79009
		custom_tooltip = { text = EVTOPTB_79009_TOOLTIP }
		random_list = {
			20 = {
				good_soldier_outcome_score = yes
				#success
				hidden_tooltip = { change_martial = 2 }
				set_character_flag = protected_liege_well
				character_event = { id = 79010 tooltip = EVTOPTB_79009_TOOLTIP_1 } # great outcome
			}
			20 = {
				bad_soldier_outcome_score = yes
				#fail
				set_character_flag = failed_terribly_to_protect_liege
				character_event = { id = 79010 tooltip = EVTOPTB_79009_TOOLTIP_2 } # terrible outcome
			}
		}

		ai_chance = {
			factor = 1
			modifier = {
				factor = 10
				is_friend = event_target:my_liege
			}
			modifier = {
				factor = 10
				is_lover = event_target:my_liege
			}
			modifier = {
				factor = 1.2
				trait = ambitious
			}
			modifier = {
				factor = 1.2
				trait = brave
			}
			modifier = {
				factor = 1.2
				trait = just
			}
			modifier = {
				factor = 1.2
				martial = 15
			}
			modifier = {
				factor = 1.2
				martial = 17
			}
		}
	}

	option = { # Let them die (betrayal!)
		name = EVTOPTC_79009
		custom_tooltip = { text = EVTOPTC_79009_TOOLTIP }
		
		random_list = {
			10 = {
				modifier = {
					factor = 1.1
					event_target:my_liege = { NOT = { martial = 7 } }
				}
				modifier = {
					factor = 1.1
					event_target:my_liege = { NOT = { martial = 5 } }
				}
				modifier = {
					factor = 1.1
					event_target:my_liege = { NOT = { martial = 3 } }
				}
				modifier = {
					factor = 1.1
					event_target:my_liege = { NOT = { martial = 1 } }
				}
				modifier = {
					factor = 2
					event_target:my_liege = { 
						OR = {
							trait = slow
							trait = imbecile
							trait = dull
						}
					}
				}

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

			10 = {
				modifier = {
					factor = 2
					event_target:my_liege = { trait = duelist }
				}				
				modifier = {
					factor = 1.1
					event_target:my_liege = { combat_rating = 10 }
				}
				modifier = {
					factor = 1.1
					event_target:my_liege = { combat_rating = 20 }
				}
				modifier = {
					factor = 1.1
					event_target:my_liege = { combat_rating = 30 }
				}
				modifier = {
					factor = 1.1
					event_target:my_liege = { combat_rating = 40 }
				}
				modifier = {
					factor = 1.1
					event_target:my_liege = { martial = 10 }
				}
				modifier = {
					factor = 1.1
					event_target:my_liege = { martial = 12 }
				}
				modifier = {
					factor = 1.1
					event_target:my_liege = { martial = 14 }
				}
				modifier = {
					factor = 1.1
					event_target:my_liege = { martial = 16 }
				}
				modifier = {
					factor = 1.1
					event_target:my_liege = { martial = 18 }
				}
				modifier = {
					factor = 1.1
					event_target:my_liege = { martial = 20 }
				}
				set_character_flag = liege_is_confounded
				character_event = { id = 79011 tooltip = EVTOPTC_79009_TOOLTIP_2 } # liege handles themselves well, survives
			}
		}

		trigger = {
			OR = {
				trait = deceitful
				AND = {
					NOT = { 
						opinion = {
							who = event_target:my_liege
							value = 25
						}
					}
					NOT = {
						trait = kind 
						trait = honest
					}
				}
			}
		}

		ai_chance = {
			factor = 1
			
			modifier = {
				factor = 10
				NOT = {
					opinion = {
						who = event_target:my_liege
						value = -25
					}
				}
			}
			modifier = {
				factor = 10
				event_target:my_liege = {
					current_heir = {
						character = ROOT
					}
				}
			}
			modifier = {
				factor = 10
				is_rival = event_target:my_liege
			}
			modifier = {
				factor = 0.5
				event_target:my_liege = {
					is_close_relative = ROOT
   				}
			}
			modifier = {
				factor = 1.1
				has_focus = focus_intrigue
			}
			modifier = {
				factor = 1.1
				trait = arbitrary
			}
		}
	}

	after = {
		allow_new_battle_events_effect = yes
	}
}

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

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

	option = { #I succeeded!
		name = EVTOPTA_79010

		tooltip = {
			event_target:my_liege = {
				show_scope_change = no
				add_character_modifier = {
					name = lucky_to_be_alive
					duration = 365
				}
			}
		}

		hidden_tooltip = { event_target:my_liege = { character_event = { id = 79000 } } } # you have your liege's back
		trigger = { has_character_flag = protected_liege }
	}

	option = { #I failed - liege is maimed
		name = EVTOPTB_79010
		custom_tooltip = { text = EVTOPTB_79010_TOOLTIP }

		tooltip = {
			event_target:my_liege = {
				add_maimed_trait_effect = yes
			}
			add_character_modifier = {
				name = inattentive_soldier
				duration = 1095
			}
		}

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

		trigger = { has_character_flag = failed_to_protect_liege }
	}

	option = { #I succeeded greatly!
		name = EVTOPTC_79010
		custom_tooltip = { text = EVTOPTC_79010_TOOLTIP }

		tooltip = {
			event_target:my_liege = {
				show_scope_change = no
				opinion = {
					who = ROOT
					modifier = opinion_loyal_shieldmaiden
				}
			}	
			opinion = {
				who = event_target:my_liege
				modifier = opinion_was_praised
			}
			add_character_modifier = {
				name = favored_shieldmaiden
				duration = 3650
			}
		}

		hidden_tooltip = { event_target:my_liege = { character_event = { id = 79000 } } } # you are praised
		trigger = { has_character_flag = protected_liege_well }
	}

	option = { #I failed terribly!
		name = EVTOPTD_79010
		custom_tooltip = { text = EVTOPTD_79010_TOOLTIP }

		tooltip = { 
			add_maimed_trait_effect = yes
			add_character_modifier = {
				name = clumsy_shieldmaiden
				duration = 1095
			}
		}

		hidden_tooltip = { event_target:my_liege = { character_event = { id = 79013 } } } # you are maimed
		trigger = { has_character_flag = failed_terribly_to_protect_liege }
	}
}

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

	desc = {
		text = EVTDESC_79011_A
		trigger = { has_character_flag = liege_bites_the_dust }
	}
	desc = {
		text = EVTDESC_79011_B
		trigger = { has_character_flag = liege_is_confounded }
	}

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

		tooltip = {
			event_target:my_liege = {
				show_scope_change = no
				death = {
					death_reason = death_battle
				}
			}
		}

		hidden_tooltip = { event_target:my_liege = { character_event = { id = 79012 } } } # liege is notified
		
		trigger = { has_character_flag = liege_bites_the_dust }
	}

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

		tooltip = {
			add_character_modifier = {
				name = bad_shieldmaiden
				duration = 1095
			}
		}
		hidden_tooltip = { event_target:my_liege = { character_event = { id = 79012 } } } # liege is notified

		trigger = {
			has_character_flag = liege_is_confounded
		}
	}
}


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

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

	immediate = {
		disallow_new_battle_events_effect = yes
	}

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

		hidden_tooltip = { FROM = { clr_character_flag = liege_bites_the_dust } }

		death = { death_reason = death_battle }
		
		trigger = {
			FROM = { has_character_flag = liege_bites_the_dust }
		}
	}

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

		FROM = {
			show_scope_change = no
			add_character_modifier = {
				name = bad_shieldmaiden
				duration = 1095
			}
		}

		hidden_tooltip = { FROM = { clr_character_flag = liege_is_confounded } }

		trigger = {
			FROM = { has_character_flag = liege_is_confounded }
		}
	}
	after = {
		allow_new_battle_events_effect = yes
	}
}

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

	immediate = {
		disallow_new_battle_events_effect = yes
	}

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


	option = { #I am badly injured
		name = EVTOPTA_79013
		custom_tooltip = { text = EVTOPTA_79013_TOOLTIP }

		add_maimed_trait_effect = yes
		FROM = {
			show_scope_change = no
			add_character_modifier = {
				name = inattentive_soldier
				duration = 1095
			}
		}


		hidden_tooltip = { FROM = { clr_character_flag = failed_to_protect_liege } }
		
		trigger = {
			FROM = { has_character_flag = failed_to_protect_liege }
		}
	}

	option = { # My shieldmaiden is injured
		name = EVTOPTB_79013
		custom_tooltip = { text = EVTOPTB_79013_TOOLTIP }

		FROM = {
			show_scope_change = no
			add_maimed_trait_effect = yes
			add_character_modifier = {
				name = clumsy_shieldmaiden
				duration = 1095
			}
		}

		hidden_tooltip = { FROM = { clr_character_flag = failed_terribly_to_protect_liege } }

		trigger = {
			FROM = { has_character_flag = failed_terribly_to_protect_liege }
		}
	}
	after = {
		allow_new_battle_events_effect = yes
	}
}

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

	is_triggered_only = yes
	
	option = { #heck yeah
		name = EVTOPTA_79020
		set_character_flag = special_marshal		
		add_trait = shieldmaiden

		prestige = 100
		
		opinion = {
			who = FROMFROM
			modifier = opinion_shieldmaiden
		}
		hidden_tooltip = {
			FROMFROM = {
				character_event = { id = 79021 }
			}
		}
		ai_chance = {
			factor = 100
		}
	}
	option = { #well, I don't wanna
		name = EVTOPTB_79020
		custom_tooltip = { text = EVTOPTB_79020_TOOLTIP }
		hidden_tooltip = {
			#FROM = {
				add_character_modifier = {
 					modifier = recently_relieved_shieldmaiden_timer
 					days = 365
 					hidden = yes
				}
			#}
		}

		hidden_tooltip = {
			FROMFROM = {
				character_event = { id = 79022 }
			}
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1000
				OR = {
					trait = severely_injured
					trait = one_eyed
					trait = blinded
					trait = one_legged
					trait = one_handed
					trait = disfigured
					trait = mangled
					trait = maimed
					trait = wounded
				}
			}
			modifier = {
				factor = 100
				NOT = {
					opinion = {
						who = liege
						value = 0
					}
				}
			}
		}
	}
}

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

	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_79021
		hidden_tooltip = {
			wealth = -50
			prestige = 50
		}
	}
}

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

	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_79022
	}
}

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

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

	option = { #I understand
		name = EVTOPTA_79023
		custom_tooltip = { text = EVTOPTA_79023_TOOLTIP }
		
		#hidden_tooltip = {
			random_list = {
				500 = {
					modifier = {
						factor = 0
						NOT = { had_character_flag = { flag = special_marshal years = 20 } }
					}
					give_nickname = nick_the_valkyrie
				}
				10 = {
					modifier = {
						factor = 0
						NOT = { had_character_flag = { flag = special_marshal days = 90 } }
					}
					give_nickname = nick_the_shieldmaiden
				}
				100 = {
					modifier = {
						factor = 0
						NOR = { 
							has_character_modifier = clumsy_shieldmaiden
							has_character_modifier = fell_into_the_river
							has_character_modifier = inattentive_soldier
						}
					}
					give_nickname = nick_the_clumsy
				}
				10 = {
					modifier = {
						factor = 0
						NAND = {
							trait = brave
							had_character_flag = { flag = special_marshal days = 90 }
						}
					}
					give_nickname = nick_the_fearless
				}
				10 = {
					modifier = {
						factor = 0
						NAND = {
							trait = impaler
							had_character_flag = { flag = special_marshal days = 90 }
						}
					}
					give_nickname = nick_the_impaler
				}
				10 = {
					modifier = {
						factor = 0
						NAND = {
							martial = 18
							had_character_flag = { flag = special_marshal days = 90 }
						}
					}
					give_nickname = nick_bloodaxe
				}
				10 = {
					modifier = {
						factor = 0
						NAND = {
							has_character_modifier = favored_shieldmaiden
							had_character_flag = { flag = special_marshal years = 5 }
							NOT = { age = 30 }
						}
					}
					give_nickname = nick_the_legendary
				}
				10 = {
					modifier = {
						factor = 0
						NAND = {
							has_character_modifier = favored_shieldmaiden
							had_character_flag = { flag = special_marshal days = 90 }
						}
					}
					give_nickname = nick_the_defender
				}
				20 = {
					modifier = {
						factor = 0
						NOR = {
							trait = severely_injured
							has_character_modifier = lucky_to_be_alive
							trait = one_eyed
							trait = blinded
							trait = one_legged
							trait = one_handed
							trait = disfigured
							trait = mangled
							trait = maimed
							trait = wounded
						}
					}
					give_nickname = nick_the_survivor
				}
			}
			remove_opinion = {
				who = FROMFROM
				modifier = opinion_shieldmaiden
			}
		#}

		clr_character_flag = special_marshal		
		remove_trait = shieldmaiden

	}
}