############################################################
##################### Duel System V.02 #####################
############################################################

# Separated into new file, because there was just too much...
# Mostly chronologically used! As in, the higher up in the file,
# the earlier in the progress of a duel chain of some kind is where it's used.

# apply_degree_of_dishonorable_duel_effect
# apply_any_applicable_harsh_penalties_effect

# reset_duel_timers_effect

# set_dueling_weapon_effect

# evaluate_duel_result_score_effect
# evaluate_extra_duel_result_score_effect
# set_potential_injury_flag_effect
# send_duel_result_event_effect

# set_winner_flags_and_save_opponent_effect
# set_loser_flags_and_save_opponent_effect

# apply_selected_duel_injury_effect
# apply_duel_wounded_effect
# apply_random_minor_injury_effect

# apply_generic_duel_victory_effect
# apply_generic_duel_defeat_effect

# handle_claim_duel_result_effect
# remove_all_claims_for_combatant_1_effect
# remove_all_claims_for_combatant_2_effect
# apply_merciful_modifier_effect

# handle_warrior_lodge_induction_effect

# handle_poison_effect

# clean_up_after_duel_effect
# clr_duel_missions_effect
# rank_up_to_hero_level_effect
# send_notifications_after_champion_stand_in_effect
# clr_duel_flags_effect

# spread_cowardice_trait_effect
# increase_cowardly_status_effect
# increase_troublemaker_status_effect
# increase_duel_exp_modifier_effect
# increase_battle_experience_effect
# add_one_battlefield_experience_modifier
# small_chance_for_one_battlefield_experience_modifier
# add_one_duel_experience_modifier
# small_chance_for_one_duel_experience_modifier
# big_chance_for_one_duel_experience_modifier

# reset_warrior_lodge_joining_chain_effect

# find_cannon_fodder_commander_effect
# find_commander_to_the_rescue_effect
# duel_enemy_commander_effect
# apply_battlefield_duel_opinions_effect
# add_battle_PTSD_effect
# disallow_new_battle_events_effect
# allow_new_battle_events_effect
# clr_battle_nickname_flags_effect

# apply_opinion_reward_effect

# debug_battle_death_counter_effect
# set_battle_duels_option_flag_effect

# Needs to be run in the scope of the *opponent* (combatant_2) to check things correctly
apply_degree_of_dishonorable_duel_effect = {
	if = {
		limit = { # As long as the person issuing the duel does not have a mission to duel this target...
			NAND = {
				is_quest_target_of = event_target:combatant_1

				event_target:combatant_1 = {
					OR = {
						has_quest = quest_warrior_lodge_duel_honor
						has_quest = quest_warrior_lodge_duel_deadly
					}
				}
			}
		}

		# Major dishonor
		if = {
			limit = {
				OR = {
					practical_age > 80 # Target is old (but not immortal)...

					AND = { # Target is a child, while attacker is adult...
						is_adult = no
						event_target:combatant_1 = { is_adult = yes }
					}

					AND = { # Target is less than ten years old (while attacker is not)...
						age < 10
						event_target:combatant_1 = { age >= 10 }
					}

					AND = { # Target has a *serious* disease and has NOT been treated *well* for it...
						character_disease_trigger = yes
						well_treated_for_disease_trigger = no
					}

					AND = { # Target has ANY disease, and has been *badly* treated for it...
						is_ill = yes
						poorly_treated_for_disease_trigger = yes # This should exclude lovers_pox (as it doesn't get treated)
					}

					has_injury_trigger = yes			# Target has an injury (wounded, or severly injured)...
					has_severe_disability_trigger = yes	# Target has serious disability... (blind, mangled, etc)

					# Target has any disease, and has not been treated/treated well for it,
					# but is ALSO suffering from something from the medium category...
					AND = {
						OR = {
							character_disease_trigger = yes

							OR = { # lovers_pox excluded
								trait = scurvy
								trait = dancing_plague
								trait = ill
								trait = leper
							}
						}

						well_treated_for_disease_trigger = no

						OR = {
							practical_age >= 60					# Target is old
							is_maimed_trigger = yes				# Has a maimed trait
							has_medium_disability_trigger = yes # Limits the character to some extent
						}
					}
				}
			}

			custom_tooltip = {
				text = dishonorable_duel_major_tooltip

				event_target:combatant_1 = { # Hand out opinion malus with appropriate realm characters..
					any_realm_character = {
						limit = {
							OR = {
								trait = honest
								trait = kind
								trait = just
							}

							NOT = { character = event_target:combatant_1 }
						}

						opinion = {
							name = opinion_dishonorable_duel_major
							who = event_target:combatant_1
							years = 3
						}
					}
				}
			}
		}

		# Medium dishonor
		else_if = {
			limit = {
				OR = {
					practical_age >= 60					# Target is old
					has_medium_disability_trigger = yes # Limits the character to some extent
					character_disease_trigger = yes		# Target has a *serious* disease (disregarding treatments)

					# Target has any disease, and has not been treated/treated well for it, while ALSO suffering from something minor...
					AND = {
						OR = {
							character_disease_trigger = yes

							OR = { # lovers_pox excluded
								trait = scurvy
								trait = dancing_plague
								trait = ill
								trait = leper
							}
						}

						well_treated_for_disease_trigger = no

						OR = {
							practical_age >= 50		# Target is old
							is_maimed_trigger = yes # Has a maimed trait
						}
					}
				}
			}

			custom_tooltip = {
				text = dishonorable_duel_medium_tooltip

				event_target:combatant_1 = { # Hand out opinion malus with appropriate realm characters..
					any_realm_character = {
						limit = {
							OR = {
								trait = honest
								trait = kind
								trait = just
							}

							NOT = { character = event_target:combatant_1 }
						}

						opinion = {
							name = opinion_dishonorable_duel
							who = event_target:combatant_1
							years = 3
						}
					}
				}
			}
		}

		# Minor dishonor
		else_if = {
			limit = {
				OR = {
					practical_age >= 50		# Target is old...
					is_maimed_trigger = yes # Has a maimed trait
					has_bruises_trigger = yes
				}
			}

			custom_tooltip = {
				text = dishonorable_duel_minor_tooltip

				event_target:combatant_1 = { # Hand out opinion malus with appropriate realm characters..
					any_realm_character = {
						limit = {
							OR = {
								trait = honest
								trait = kind
								trait = just
							}

							NOT = { character = event_target:combatant_1 }
						}

						opinion = {
							name = opinion_dishonorable_duel_minor
							who = event_target:combatant_1
							years = 3
						}
					}
				}
			}
		}
	}
}

apply_any_applicable_harsh_penalties_effect = {
	if = {
		limit = {
			NOT = {
				has_game_rule = {
					name = dueling
					value = unrestricted
				}
			}
		}

		if = { # If BOTH a female target and a priest...!
			limit = {
				is_female = yes
				is_priest = yes
				is_member_of_roots_warrior_lodge_trigger = no

				# FROM and ROOT do NOT both have gender equality in some form
				NAND = {
					OR = {
						trait = brave
						gender_equality_trigger = yes
						religion_group = pagan_group
						is_nomadic = yes
						religion = buddhist
						religion = bogomilist

						# CK2Plus
						religion = tondrakian
						religion = mazdaki
						religion = messalian
						religion = cathar
					}

					event_target:combatant_1 = { # Same as FROM in this case
						OR = {
							gender_equality_trigger = yes
							religion_group = pagan_group
							is_nomadic = yes
							religion = buddhist
							religion = bogomilist

							# CK2Plus
							religion = tondrakian
							religion = mazdaki
							religion = messalian
							religion = cathar
						}
					}
				}

				event_target:combatant_1 = {
					NOT = { religion_group = pagan_group }
				}
			}

			custom_tooltip = { text = dueling_inappropriate_target_tt }

			# Instead of blocking the action completely...
			event_target:combatant_1 = {
				show_scope_change = no

				give_nickname = nick_priest_hater

				add_character_modifier = {
					name = uncivilized_dueler
					years = 10
				}
			}
		}

		else_if = { # If you're fighting a woman, and it'd be frowned upon within your religion/culture/laws because patriarchy
			limit = {
				is_female = yes
				is_member_of_roots_warrior_lodge_trigger = no

				# FROM and ROOT do NOT both have gender equality of some form
				NAND = {
					OR = {
						trait = brave
						gender_equality_trigger = yes
						religion_group = pagan_group
						is_nomadic = yes
						religion = buddhist
						religion = bogomilist

						# CK2Plus
						religion = tondrakian
						religion = mazdaki
						religion = messalian
						religion = cathar
					}

					event_target:combatant_1 = { # Same as FROM in this case
						OR = {
							gender_equality_trigger = yes
							religion_group = pagan_group
							is_nomadic = yes
							religion = buddhist
							religion = bogomilist

							# CK2Plus
							religion = tondrakian
							religion = mazdaki
							religion = messalian
							religion = cathar
						}
					}
				}
			}

			custom_tooltip = { text = dueling_inappropriate_target_tt }

			# Instead of blocking the action completely...
			event_target:combatant_1 = {
				show_scope_change = no

				add_character_modifier = {
					name = uncivilized_dueler
					years = 10
				}
			}
		}

		else_if = { # If they are a priest of some kind, while challenger is not pagan (as pagans don't care), fighting priests is frowned upon...
			limit = {
				is_priest = yes
				is_member_of_any_warrior_lodge_trigger = no

				event_target:combatant_1 = {
					NOT = { religion_group = pagan_group }
				}
			}

			custom_tooltip = { text = dueling_inappropriate_target_tt }

			event_target:combatant_1 = {
				show_scope_change = no

				add_character_modifier = {
					name = uncivilized_dueler
					years = 5
				}

				give_nickname = nick_priest_hater
			}
		}
	}
}

# Makes sure duelers can't choose to fight each other more often than once a year (from the duel_decision)...
# Also clears duel victory modifiers from before (if any present)
# ROOT is combatant_1
reset_duel_timers_effect = {
	if = {
		limit = { NOT = { has_character_modifier = recent_duel_timer } }

		add_character_modifier = {
			name = recent_duel_timer
			months = 6
			hidden = yes
		}
	}

	if = {
		limit = { has_character_modifier = recent_duel_victory }
		remove_character_modifier = recent_duel_victory
	}

	event_target:combatant_2 = {
		if = {
			limit = { NOT = { has_character_modifier = recent_duel_timer } }

			add_character_modifier = {
				name = recent_duel_timer
				months = 6
				hidden = yes
			}
		}

		if = {
			limit = { has_character_modifier = recent_duel_victory }
			remove_character_modifier = recent_duel_victory
		}
	}
}

set_dueling_weapon_effect = {
	if = { # First check if this a serious duel with real weapons or not...
		limit = { has_character_flag = mock_duel }

		# So you don't fight a practice duel with the Staff of Moses
	#	clear_event_target = dueling_weapon

		# Clear all old weapons (if any)
		clr_character_flag = weapon_is_sword
		clr_character_flag = weapon_is_scimitar
		clr_character_flag = weapon_is_axe
		clr_character_flag = weapon_is_mace
		clr_character_flag = weapon_is_spear
		clr_character_flag = weapon_is_staff
		clr_character_flag = weapon_is_hand

		# Select a weapon...
		random_list = {
			10 = { set_character_flag = weapon_is_sword }
			10 = { set_character_flag = weapon_is_spear }
			10 = { set_character_flag = weapon_is_staff }

			10 = {
				trigger = { NOT = { trait = one_handed } } # Probably shouldn't use both hands...
				set_character_flag = weapon_is_hand
			}
		}
	}
	else_if = { # If not, check if you have an artifact you can use...
		limit = {
			any_artifact = {
				is_dueling_weapon_artifact_and_equipped = yes
			}
		}

		random_artifact = {
			limit = { is_dueling_weapon_artifact_and_equipped = yes }

			if = {
				limit = {
					event_target:combatant_1 = {
						character = PREVPREV
					}
				}

				save_event_target_as = dueling_weapon_1 # For loc purposes, kept separate
			}
			else = { # Means you're the defender/combatant_2
				save_event_target_as = dueling_weapon_2 # For loc purposes, kept separate
			}
		}

		# Clear all old weapons (if any)
		clr_character_flag = weapon_is_sword
		clr_character_flag = weapon_is_scimitar
		clr_character_flag = weapon_is_axe
		clr_character_flag = weapon_is_mace
		clr_character_flag = weapon_is_spear
		clr_character_flag = weapon_is_staff
		clr_character_flag = weapon_is_hand
	}

	else_if = { # If no artifact, check that you haven't already used a real weapon before...
		limit = {
			NOR = {
				has_character_flag = weapon_is_sword
				has_character_flag = weapon_is_scimitar
				has_character_flag = weapon_is_axe
				has_character_flag = weapon_is_mace
				has_character_flag = weapon_is_spear
			}
		}

		# Clear mock weapons (if any)
		clr_character_flag = weapon_is_staff
		clr_character_flag = weapon_is_hand

		# Select a weapon...
		random_list = {
			10 = { set_character_flag = weapon_is_sword }

			10 = {
				set_character_flag = weapon_is_scimitar
				trigger = {
					capital_scope = {
						OR = {
							region = world_middle_east
							region = world_india
						}
					}
				}
			}

			10 = { set_character_flag = weapon_is_axe }
			10 = { set_character_flag = weapon_is_mace }
			10 = { set_character_flag = weapon_is_spear }
		}
	}
	else = {
		# Do nothing, use the weapon-flag you already have! :)
	}
}

#### DUELING OUTCOME EVALUATION ### DO NOT TOUCH
# ROOT is challenger
# FROM is target of duel
evaluate_duel_result_score_effect = {
	### Disclaimer:
	#	Assumes combatant_1 is ROOT
	#	combatant_2 is referred to by its event_target-name

	# Flow:
	#	 1. saves combatant_1's combat_rating as a variable
	#	 2. adds that to the result score
	#	 3. saves combatant_2's combat_rating as a variable
	#	 4. withdraws that from the score
	#	 5. Checks combat_rating diff
	#	 6. Saves as variable
	#	 7. Adds this to the score (might be plus or minus)
	#	 8. Set appropriate flags for special outcomes (double death, decapitation)


	# Reset duel result score to its default of 50.
	set_variable = {
		which = duel_result_score
		value = 50
	}

	# Attacker
	export_to_variable = {
		which = combat_rating_combatant_1
		value = combat_rating
		who = event_target:combatant_1
	}
	# Add attacker's combat rating to the score...
	change_variable = {
		which = duel_result_score # 50
		which = combat_rating_combatant_1 # 50 + X
	}

	# Defender
	export_to_variable = {
		which = combat_rating_combatant_2
		value = combat_rating
		who = event_target:combatant_2
	}
	# Withdraw defender's combat rating from the score...
	subtract_variable = {
		which = duel_result_score # (50 + X)
		which = combat_rating_combatant_2 # (50 + X) - Y
	}
}

# Used in HFP.10100
evaluate_extra_duel_result_score_effect = { # [SPECIAL CIRCUMSTANCES - OPTIONAL]
	### Disclaimer:
	#	Assumes combatant_1 is ROOT
	#	combatant_2 is referred to by its event_target-name

	###############################################################
	# 1. Extra bonuses to the duel score
	# 2. Extra minuses to the duel score
	# 3. Some flags set (for loc and special options)
	###############################################################

	################################################################
	# 1. BONUSES ADDED:	adds to the score...
	################################################################

	if = {
		limit = { religion_group = pagan_group }

		change_variable = {
			which = duel_result_score # (50 + X) - Y
			value = 3
		}
	}

	if = {
		limit = { trait = wroth }

		change_variable = {
			which = duel_result_score # (50 + X) - Y
			value = 1
		}
	}

	if = { # If you go after your rival, small bonus...
		limit = { is_rival = event_target:combatant_2 }

		change_variable = {
			which = duel_result_score # (50 + X) - Y
			value = 5
		}
	}

	if = { # If you go after someone who is romantically interested in you, small bonus (they might get distracted)...
		limit = {
			reverse_has_opinion_modifier = {
				who = event_target:combatant_2
				name = opinion_budding_romance
			}

			NOT = { is_lover = event_target:combatant_2 }
		}

		change_variable = {
			which = duel_result_score # (50 + X) - Y
			value = 6
		}
	}

	if = { # If you go after someone whom you hate, small bonus (if you are not stressed/depressed)...
		limit = {
			event_target:combatant_2 = {
				root_has_terrible_opinion_modifier_of_this_trigger = yes
			}

			NOR = {
				trait = stressed
				trait = depressed
			}
		}

		change_variable = {
			which = duel_result_score # (50 + X) - Y
			value = 12
		}
	}

	if = { # If you go after someone whom you have no feelings towards really, small bonus...
		limit = {
			opinion = {
				who = event_target:combatant_2
				value < 0
			}
		}

		change_variable = {
			which = duel_result_score # (50 + X) - Y
			value = 1
		}
	}

	#... fill up with more things...

	################################################################
	# 2. MINUSES ADDED: Withdraws numbers from the score...
	################################################################

	if = {
		limit = { event_target:combatant_2 = { trait = wroth } }
		subtract_variable = {
			which = duel_result_score # (50 + X) - Y
			value = 1
		}
	}

	if = {
		limit = { event_target:combatant_2 = { religion_group = pagan_group } }

		subtract_variable = {
			which = duel_result_score # (50 + X) - Y
			value = 3
		}
	}

	if = { # If you go after someone you care about, small malus...
		limit = {
			OR = {
				is_friend = event_target:combatant_2
				is_lover = event_target:combatant_2
			}
		}

		subtract_variable = {
			which = duel_result_score # (50 + X) - Y
			value = 3
		}
	}

	if = { # If you go after someone you are romantically interested in, small malus (you might get distracted)...
		limit = {
			has_opinion_modifier = {
				name = opinion_budding_romance
				who = event_target:combatant_2
			}

			NOT = { is_lover = event_target:combatant_2 }
		}

		subtract_variable = {
			which = duel_result_score # (50 + X) - Y
			value = 3
		}
	}

	if = { # If you go after someone whom you hate, while you are stressed/depressed...
		limit = {
			event_target:combatant_2 = {
				root_has_terrible_opinion_modifier_of_this_trigger = yes
			}

			OR = {
				trait = stressed
				trait = depressed
			}
		}

		subtract_variable = {
			which = duel_result_score # (50 + X) - Y
			value = 6
		}
	}

	if = { # If you are stressed AND depressed, malus...
		limit = {
			trait = stressed
			trait = depressed
		}

		subtract_variable = {
			which = duel_result_score # (50 + X) - Y
			value = 12
		}
	}

	if = { # If you go after someone who has no feelings towards you really, small malus (ie bonus for them)...
		limit = {
			reverse_opinion = {
				who = event_target:combatant_1
				value < 5
			}
		}

		subtract_variable = {
			which = duel_result_score # (50 + X) - Y
			value = 1
		}
	}

	# fill up with more things...

	################################################################
	# 2. SPECIAL FLAGS SET: Has a chance of opening up new text and
	#	 effects in the results... (for overview, see below)

	################################################################
	# intrigue_options_available
	# is_friendly_fight
	# is_family_fight
	# is_rival_fight
	# fight_could_spark_romance
	# fight_could_spark_rivalry
	# fight_could_spark_friendship
	################################################################

	if = {
		limit = {
			OR = {
				intrigue >= 15
				trait = elusive_shadow
				trait = master_schemer
			}
		}

		set_character_flag = intrigue_options_available # currently only for the attacker
	}

	if = {
		limit = { is_friend = event_target:combatant_2 }

		set_character_flag = is_friendly_fight
		event_target:combatant_2 = { set_character_flag = is_friendly_fight }
	}

	if = {
		limit = { is_close_relative = event_target:combatant_2 }

		set_character_flag = is_family_fight
		event_target:combatant_2 = { set_character_flag = is_family_fight }
	}

	if = {
		limit = { is_rival = event_target:combatant_2 }

		set_character_flag = is_rival_fight
		event_target:combatant_2 = { set_character_flag = is_rival_fight }
	}

	if = {
		limit = {
			event_target:combatant_2 = {
				NOT = { is_lover = ROOT }

				trigger_if = {
					limit = { is_close_relative = ROOT }

					religion_has_incest = yes
					ROOT = { religion_has_incest = yes }
				}

				possibly_romantically_interested_in_each_other_trigger = yes
			}
		}

		set_character_flag = fight_could_spark_romance
		event_target:combatant_2 = { set_character_flag = fight_could_spark_romance }
	}

	if = {
		limit = {
			event_target:combatant_2 = {
				OR = {
					potentially_interested_in_rivaling_root_trigger = yes
					root_potentially_interested_in_rivaling_this_trigger = yes
				}
			}
		}

		set_character_flag = fight_could_spark_rivalry
		event_target:combatant_2 = { set_character_flag = fight_could_spark_rivalry }
	}

	if = {
		limit = {
			event_target:combatant_2 = {
				NOT = { is_friend = ROOT }

				opinion = {
					who = ROOT
					value >= 5
				}

				reverse_opinion = {
					who = ROOT
					value >= 5
				}

				this_has_terrible_opinion_modifier_of_root_trigger = no
				root_has_terrible_opinion_modifier_of_this_trigger = no
			}
		}

		set_character_flag = fight_could_spark_friendship
		event_target:combatant_2 = { set_character_flag = fight_could_spark_friendship }
	}
}

# For giving out a maimed trait in the end, and for localization purposes... (apply_selected_duel_injury_effect)
set_potential_injury_flag_effect = {
	### Flags to handle potential injury (flag does not mean guarantee!)...
	# injury_both_eyes
	# injury_eye
	# injury_hand
	# injury_leg
	# injury_face
	# injury_mangled_body
	# injury_maimed (only without Reaper's Due)
	# injury_could_be_lethal (only if you have all the other injuries already)

	if = {
		limit = { has_dlc = "Reapers" }

		random_list = {
			10 = { # The eyes
				trigger = { NOT = { trait = blinded } }

				if = {
					limit = { trait = one_eyed }
					set_character_flag = injury_both_eyes
				}
				else = {
					set_character_flag = injury_eye
				}
			}

			10 = {
				trigger = { NOT = { trait = one_handed } }
				set_character_flag = injury_hand
			}

			10 = {
				trigger = { NOT = { trait = one_legged } }
				set_character_flag = injury_leg
			}

			2 = {
				trigger = { NOT = { trait = disfigured } }
				set_character_flag = injury_face
			}

			1 = {
				trigger = { NOT = { trait = mangled } }
				set_character_flag = injury_mangled_body
			}

			fallback = { # Only in case you already have ALL the other maimed traits?
				set_character_flag = injury_could_be_lethal
			}
		}

		event_target:combatant_2 = { # Run the same flag-setting for the opponent...
			random_list = {
				10 = { # The eyes
					trigger = { NOT = { trait = blinded } }

					mult_modifier = {
						factor = 0.01
						event_target:combatant_1 = { has_character_flag = injury_eye }
					}

					if = { limit = { trait = one_eyed }
						set_character_flag = injury_both_eyes
					}
					else = {
						set_character_flag = injury_eye
					}
				}

				10 = {
					trigger = { NOT = { trait = one_handed } }

					mult_modifier = {
						factor = 0.01
						event_target:combatant_1 = { has_character_flag = injury_hand }
					}

					set_character_flag = injury_hand
				}

				10 = {
					trigger = { NOT = { trait = one_legged } }

					mult_modifier = {
						factor = 0.01
						event_target:combatant_1 = { has_character_flag = injury_leg }
					}

					set_character_flag = injury_leg
				}

				2 = {
					trigger = { NOT = { trait = disfigured } }

					mult_modifier = {
						factor = 0.01
						event_target:combatant_1 = { has_character_flag = injury_face }
					}

					set_character_flag = injury_face
				}

				1 = {
					trigger = { NOT = { trait = mangled } }

					mult_modifier = {
						factor = 0.01
						event_target:combatant_1 = { has_character_flag = injury_mangled_body }
					}

					set_character_flag = injury_mangled_body
				}

				fallback = { # Only in case you already have ALL the other maimed traits?
					set_character_flag = injury_could_be_lethal
					# set_character_flag = injury_eunuch ?
				}
			}
		}
	}
	else = { # Without Reapers, chance to get the old trait (unless you already have it)...
		if = {
			limit = { trait = maimed }
			set_character_flag = injury_could_be_lethal
		}
		else = {
			set_character_flag = injury_maimed
		}

		event_target:combatant_2 = {
			if = {
				limit = { trait = maimed }
				set_character_flag = injury_could_be_lethal
			}
			else = {
				set_character_flag = injury_maimed
			}
		}
	}
}

send_duel_result_event_effect = { # Runs via the attacker/combatant_1
	### Disclaimer:
	#	Assumes combatant_1 is ROOT
	#	combatant_2 is referred to as its event_target-name

	###############################
	# duel_result_score/duelist_skill legend...

	# < 0 	: the worst	: low 		: (result_score: attacker is way WORSE than defender)
	# 0-15	: terrible 	: low
	# 15-30	: bad 		: low
	# 30-45	: ok 		: medium
	# 45-60	: decent 	: medium 	: the closer result_score is to here, the more evenly matched
	# 60-75	: good 		: medium
	# 75-90	: great 	: high
	# 90-105: fantastic	: high
	# > 105	: the best 	: high 		: (result_score: attacker is way BETTER than defender)
	################################

	###  Flags used:
	# title_challenge_duel			(NOT YET USED)
	# is_legendary_duel				(used in hf_warrior_lodge_legends_events)
	# mock_duel						(induction for Warrior Lodges)
	# intrigue_options_available

	## Flags I MIGHT use (but most likely for triggered descs, etc)
	# is_friendly_fight
	# is_family_fight
	# is_rival_fight
	# fight_could_spark_romance
	# fight_could_spark_rivalry
	# fight_could_spark_friendship

	#### 1. Not without war focus or Warrior lodges (LETHAL)
	#### 2. Make sure there is some kind of gating that checks whether a duel is:
			# A. For Honor (default, available for anyone)
			# B. To the Death (against your foes)
			# C. A Sparring Match (against anyone)
			# (D. Something else?)

	random_list = {
		5 = { # LETHAL for both...
			trigger = {
				NOR = {
					has_character_flag = mock_duel
					has_character_flag = is_legendary_duel
					has_character_flag = claim_duel@event_target:combatant_2
				}

				OR = {
					has_character_flag = is_battlefield_duel
					is_member_of_any_warrior_lodge_trigger = yes
					has_focus = focus_war

					# Special triggered event duels
					has_character_flag = flag_duel_no_draws
					event_target:combatant_2 = { has_character_flag = flag_duel_no_draws }
				}
			}

			additive_modifier = {
				value = 1
				duel_result_score_decent_trigger = yes # Score: fairly evenly matched
			}

			additive_modifier = { # Both have highest skill
				value = 1
				is_the_best_duelist_trigger = yes
				event_target:combatant_2 = { is_the_best_duelist_trigger = yes }
			}

			additive_modifier = { # Both have the worst skill
				value = 5
				is_the_worst_duelist_trigger = yes
				event_target:combatant_2 = { is_the_worst_duelist_trigger = yes }
			}

			if = {
				limit = { # Both have the best skill
					is_the_best_duelist_trigger = yes
					event_target:combatant_2 = { is_the_best_duelist_trigger = yes }
				}

				set_character_flag = elegant_double_KO
				event_target:combatant_2 = { set_character_flag = elegant_double_KO }
			}

			if = {
				limit = { # Both have the worst skill
					is_the_worst_duelist_trigger = yes
					event_target:combatant_2 = { is_the_worst_duelist_trigger = yes }
				}

				set_character_flag = clumsy_double_KO
				event_target:combatant_2 = { set_character_flag = clumsy_double_KO }
			}

			# Mostly to deal with Kinslayer effect and tooltips...
			set_character_flag = someone_died
			event_target:combatant_2 = { set_character_flag = someone_died }

			# To determine custom loc outcomes...
			set_character_flag = actually_injured
			set_character_flag = injury_kills

			event_target:combatant_2 = {
				set_character_flag = actually_injured
				set_character_flag = injury_kills
			}

			character_event = { id = HFP.10101 } # Double death event (attacker)

			event_target:combatant_2 = {
				character_event = {
					id = HFP.10102 # Double death event (defender)
					days = 1
				}
			}
		}

		5 = { # LETHAL for attacker...
			trigger = {
				NOR = {
					has_character_flag = mock_duel
					has_character_flag = is_legendary_duel
				}

				OR = {
					has_character_flag = claim_duel@event_target:combatant_2
					has_character_flag = is_battlefield_duel
					is_member_of_any_warrior_lodge_trigger = yes
					has_focus = focus_war
					has_character_flag = deadly_duel@event_target:combatant_2

					# Special triggered event duels
					has_character_flag = flag_duel_no_draws
					event_target:combatant_2 = { has_character_flag = flag_duel_no_draws }
				}
			}

			additive_modifier = {
				value = 5
				duel_result_score_low_group_trigger = yes # Score: you were outmatched
			}

			additive_modifier = {
				value = 10
				duel_result_score_the_worst_trigger = yes # Score: REALLY outmatched
			}

			additive_modifier = {
				value = 20
				is_bad_duelist_trigger = yes # Skill: bad
			}

			additive_modifier = {
				value = 30
				is_terrible_duelist_trigger = yes # Skill: terrible
			}

			additive_modifier = {
				value = 40
				is_the_worst_duelist_trigger = yes # Skill: the worst
			}

			additive_modifier = {
				value = 30
				has_character_flag = defender_using_poison@event_target:combatant_1 # Defender used poison
			}

			additive_modifier = {
				value = -25
				has_character_flag = poison_can_fail_against@event_target:combatant_1 # Attacker might catch the poison
			}

			additive_modifier = {
				value = 30

				event_target:dueling_weapon_2 = { # Defender is using a *gun*
					has_artifact_flag = gun
				}

				event_target:dueling_weapon_1 = {
					NOT = { has_artifact_flag = gun }
				}
			}

			if = { # This fight is taking place on the battlefield!
				limit = { has_character_flag = is_battlefield_duel }

				log = "BATTLE EVENTS: [combatant_1.GetBestName] should have died, but gets to offer [combatant_1.GetHerHim]self up as prisoner, to [combatant_2.GetBestName] instead."
				character_event = { id = HFP.11042 } # You can offer yourself up as their prisoner instead-event
			}
			else = { # Otherwise, regular duel death for the attacker...
				set_character_flag = someone_died
				set_character_flag = actually_injured
				set_character_flag = injury_kills

				event_target:combatant_2 = {
					set_character_flag = someone_died

					character_event = {
						id = HFP.10103 # "I decapitated someone!" event sent to winner...
						days = 1
					}
				}
			}
		}

		5 = { # LETHAL for defender...
			trigger = {
				NOR = {
					has_character_flag = mock_duel
					has_character_flag = is_legendary_duel
				}

				OR = {
					has_character_flag = claim_duel@event_target:combatant_2
					has_character_flag = is_battlefield_duel
					is_member_of_any_warrior_lodge_trigger = yes
					has_focus = focus_war
					has_character_flag = deadly_duel@event_target:combatant_2

					# Special triggered event duels
					has_character_flag = flag_duel_no_draws
					event_target:combatant_2 = { has_character_flag = flag_duel_no_draws }
				}
			}

			additive_modifier = {
				value = 5
				duel_result_score_high_group_trigger = yes # Score: they were outmatched
			}

			additive_modifier = {
				value = 10
				duel_result_score_the_best_trigger = yes # Score: REALLY outmatched
			}

			additive_modifier = {
				value = 20
				event_target:combatant_2 = { is_bad_duelist_trigger = yes } # Their Skill: bad
			}

			additive_modifier = {
				value = 30
				event_target:combatant_2 = { is_terrible_duelist_trigger = yes } # Their Skill: terrible
			}

			additive_modifier = {
				value = 40
				event_target:combatant_2 = { is_the_worst_duelist_trigger = yes } # Their Skill: the worst
			}

			additive_modifier = {
				value = 30
				has_character_flag = attacker_using_poison@event_target:combatant_2 # Attacker used poison
			}

			additive_modifier = {
				value = -25
				has_character_flag = poison_can_fail_against@event_target:combatant_2 # Defender might catch the poison
			}

			additive_modifier = {
				value = 30

				event_target:dueling_weapon_1 = { # Attacker is using a *gun*
					has_artifact_flag = gun
				}

				event_target:dueling_weapon_2 = {
					NOT = {	has_artifact_flag = gun }
				}
			}

			set_character_flag = someone_died

			event_target:combatant_2 = {
				set_character_flag = someone_died
				set_character_flag = actually_injured
				set_character_flag = injury_kills
			}

			character_event = { id = HFP.10103 } # "I decapitated someone!" event sent to winner...
		}

		10 = { # Attacker wounded someone...
			trigger = {
				NOR = {
					has_character_flag = is_legendary_duel
					has_character_flag = claim_duel@event_target:combatant_2

					# Special triggered event duels
					has_character_flag = flag_duel_no_draws
					event_target:combatant_2 = { has_character_flag = flag_duel_no_draws }
				}
			}

			additive_modifier = {
				value = 40
				duel_result_score_good_trigger = yes # Score: you did well
			}

			additive_modifier = {
				value = 60
				duel_result_score_great_trigger = yes  # Score: you did great
			}

			additive_modifier = {
				value = 80
				duel_result_score_fantastic_trigger = yes  # Score: you did fantastic
			}

			additive_modifier = {
				value = 100
				duel_result_score_the_best_trigger = yes  # Score: you did the best
			}

			additive_modifier = {
				value = 60
				duel_result_score_high_group_trigger = yes  # Score group: over all good (extra bonus)
			}

			additive_modifier = {
				value = 20
				duelist_skill_is_high_group_trigger = yes # Skill group: high
			}

			additive_modifier = {
				value = 20

				has_character_flag = mock_duel

				any_owned_bloodline = {
					has_bloodline_flag = bloodline_legendary_warrior
					bloodline_is_active_for = PREV
				}
			}

			event_target:combatant_2 = {
				# Determine if opponent'll end up with a serious injury (losing a limb), a severe one (severely injured trait) or only a mild one
				random_list = {
					10 = {
						set_character_flag = actually_injured

						random = { # Chance no limbs are actually chopped off, adding *only* Severely Injured trait...
							chance = 65
							set_character_flag = severely_injured

							additive_modifier = { # If you somehow ended up in here from a mock duel...
								value = 25
								has_character_flag = mock_duel
							}
						}

						additive_modifier = {
							value = 90 # Increased chance if attacker did well
							event_target:combatant_1 = { duel_result_score_high_group_trigger = yes }
						}

						additive_modifier = {
							value = 10
							event_target:combatant_1 = { is_great_duelist_trigger = yes }
						}

						additive_modifier = {
							value = 20
							event_target:combatant_1 = { is_fantastic_duelist_trigger = yes }
						}

						additive_modifier = {
							value = 30
							event_target:combatant_1 = { is_the_best_duelist_trigger = yes }
						}

						mult_modifier = {
							factor = 10
							is_rival = ROOT
						}

						mult_modifier = {
							factor = 0.01
							has_character_flag = mock_duel
						}
					}

					40 = {
						set_character_flag = mildly_injured

						additive_modifier = {
							event_target:combatant_1 = { duel_result_score_low_group_trigger = yes }
							value = 360 # increased chance if attacker did poorly
						}

						additive_modifier = {
							event_target:combatant_1 = { is_the_worst_duelist_trigger = yes }
							value = 120
						}

						additive_modifier = {
							event_target:combatant_1 = { is_terrible_duelist_trigger = yes }
							value = 80
						}

						additive_modifier = {
							event_target:combatant_1 = { is_bad_duelist_trigger = yes }
							value = 40
						}
					}
				}
			}

			if = {
				limit = { has_character_flag = notify_instigating_hero }

				clr_character_flag = notify_instigating_hero

				if = {
					limit = { has_character_flag = mildly_injured }
					set_character_flag = notify_mild_injury
				}
				else_if = {
					limit = { has_character_flag = severely_injured }
					set_character_flag = notify_severely_injured
				}

				event_target:hero_instigating_duel = {
					character_event = {
						id = HFP.501 # Send a notification event to the Hero who instigated the fight, if there was one
						days = 7
					}
				}
			}

			if = {
				limit = { has_character_flag = mock_duel } # Room for future variation :)
				character_event = { id = HFP.10105 } # "I wounded someone!" event
			}
			else = {
				character_event = { id = HFP.10105 } # "I wounded someone!" event
			}
		}

		10 = { # Defender wounded you...
			trigger = {
				NOR = {
					has_character_flag = is_legendary_duel
					has_character_flag = claim_duel@event_target:combatant_2

					# Special triggered event duels
					has_character_flag = flag_duel_no_draws
					event_target:combatant_2 = { has_character_flag = flag_duel_no_draws }
				}
			}

			additive_modifier = {
				value = 40
				duel_result_score_ok_trigger = yes # Score: you did "ok"
			}

			additive_modifier = {
				value = 60
				duel_result_score_bad_trigger = yes # Score: you did poorly
			}

			additive_modifier = {
				value = 80
				duel_result_score_terrible_trigger = yes # Score: you did terribly
			}

			additive_modifier = {
				value = 100
				duel_result_score_the_worst_trigger = yes # Score: you did the worst
			}

			additive_modifier = {
				value = 60
				duel_result_score_low_group_trigger = yes # Score group: outmatched (extra malus)
			}

			additive_modifier = {
				value = 20
				event_target:combatant_2 = { duelist_skill_is_high_group_trigger = yes } # Their Skill group: high
			}

			random_list = { # Determine if you'll end up with a serious (losing a limb) injury, a sever one (severely injured trait) or only a mild one
				10 = {
					set_character_flag = actually_injured

					random = { # Chance no limbs are actually chopped off, adding *only* Severely Injured trait...
						chance = 65
						set_character_flag = severely_injured

						additive_modifier = { # If you somehow ended up in here from a mock duel...
							value = 25
							has_character_flag = mock_duel
						}
					}

					additive_modifier = {
						value = 90
						duel_result_score_low_group_trigger = yes
					}

					additive_modifier = {
						value = 10
						event_target:combatant_2 = { is_great_duelist_trigger = yes }
					}

					additive_modifier = {
						value = 20
						event_target:combatant_2 = { is_fantastic_duelist_trigger = yes }
					}

					additive_modifier = {
						value = 30
						event_target:combatant_2 = { is_the_best_duelist_trigger = yes }
					}

					mult_modifier = {
						factor = 10
						is_rival = event_target:combatant_2
					}

					mult_modifier = {
						factor = 0.01
						has_character_flag = mock_duel
					}
				}

				40 = {
					set_character_flag = mildly_injured

					additive_modifier = {
						value = 360
						duel_result_score_high_group_trigger = yes
					}

					additive_modifier = {
						value = 120
						event_target:combatant_2 = { is_the_worst_duelist_trigger = yes }
					}

					additive_modifier = {
						value = 80
						event_target:combatant_2 = { is_terrible_duelist_trigger = yes }
					}

					additive_modifier = {
						value = 40
						event_target:combatant_2 = { is_bad_duelist_trigger = yes }
					}
				}
			}

			if = {
				limit = { has_character_flag = notify_instigating_hero }

				clr_character_flag = notify_instigating_hero

				if = {
					limit = { has_character_flag = mildly_injured }
					set_character_flag = notify_mild_injury
				}
				else_if = {
					limit = { has_character_flag = severely_injured }
					set_character_flag = notify_severely_injured
				}

				event_target:hero_instigating_duel = {
					character_event = {
						id = HFP.502 # Send a notification event to the Hero that instigated the fight, if there was one
						days = 7
					}
				}
			}

			event_target:combatant_2 = {
				character_event = { id = HFP.10105 } # "I wounded someone" event
			}
		}

		10 = { # combatant_2 (defender) runs away...
			trigger = {
				OR = {
					event_target:combatant_2 = {
						OR = {
							trait = craven
							trait = weak
						}
					}

					any_owned_bloodline = {
						has_bloodline_flag = bloodline_legendary_warrior
						bloodline_is_active_for = PREV
					}
				}
			}

			additive_modifier = {
				value = 10
				is_the_best_duelist_trigger = yes # Skill: the best
			}

			additive_modifier = {
				value = 10
				duelist_skill_is_high_group_trigger = yes # Skill group: high
				event_target:combatant_2 = { duelist_skill_is_low_group_trigger = yes } # Their Skill group: low
			}

			additive_modifier = {
				value = 10
				duel_result_score_high_group_trigger = yes # Score group: over all good
			}

			additive_modifier = {
				value = 10
				duel_result_score_the_best_trigger = yes # Score: you did the best
			}

			if = {
				limit = { has_character_flag = notify_instigating_hero }

				clr_character_flag = notify_instigating_hero

				if = {
					limit = { has_character_flag = mildly_injured }
					set_character_flag = notify_mild_injury
				}
				else_if = {
					limit = { has_character_flag = severely_injured }
					set_character_flag = notify_severely_injured
				}

				event_target:hero_instigating_duel = {
					character_event = {
						id = HFP.503 # Send a notification event to the Hero that instigated the fight, if there was one
						days = 7
					}
				}
			}

			if = {
				limit = {
					has_dlc = "Holy Fury"
					has_character_flag = is_legendary_duel # (special edition events)
				}

				character_event = { id = HF.12202 } # "They ran away - I won!" event (special edition)

				event_target:combatant_2 = {
					character_event = {
						id = HF.12203 # "I ran away and - I lost" event (special edition)
						days = 1
					}
				}
			}
			else = {
				if = { # If this was a Claim Duel (tribals only)...
					limit = { has_character_flag = claim_duel@event_target:combatant_2 }
					set_character_flag = use_tribal_victory_pic
				}

				character_event = { id = HFP.10107 } # "They ran away - I won!" event

				event_target:combatant_2 = {
					character_event = {
						id = HFP.10108 # "I ran away and - I lost" event
						days = 1
					}
				}
			}
		}

		10 = { # ROOT (attacker) runs away...
			trigger = {
				OR = {
					trait = craven
					trait = weak
				}

				NOT = { has_character_flag = is_legendary_duel }
			}

			additive_modifier = {
				value = 10
				is_the_worst_duelist_trigger = yes # Skill: the worst
			}

			additive_modifier = {
				value = 10
				duelist_skill_is_low_group_trigger = yes # Skill group: low
				event_target:combatant_2 = { duelist_skill_is_high_group_trigger = yes } # Their Skill group: high
			}

			additive_modifier = {
				value = 10
				duel_result_score_low_group_trigger = yes # Score group: low (outmatched)
			}

			additive_modifier = {
				value = 10
				duel_result_score_the_worst_trigger = yes # Score: you did the worst
			}

			if = {
				limit = { has_character_flag = notify_instigating_hero }

				clr_character_flag = notify_instigating_hero

				if = {
					limit = { has_character_flag = mildly_injured }
					set_character_flag = notify_mild_injury
				}
				else_if = {
					limit = { has_character_flag = severely_injured }
					set_character_flag = notify_severely_injured
				}

				event_target:hero_instigating_duel = {
					character_event = {
						id = HFP.504 # Send a notification event to the Hero that instigated the fight, if there was one
						days = 7
					}
				}
			}

			event_target:combatant_2 = {
				if = { #If this was a Claim Duel (tribals only)...
					limit = {
						event_target:combatant_1 = {
							has_character_flag = claim_duel@event_target:combatant_2
						}
					}

					set_character_flag = use_tribal_victory_pic
				}

				character_event = {
					id = HFP.10107 # "They ran away - I won" event
					days = 1
				}
			}

			character_event = { id = HFP.10108 } #"I ran away - I lost!" event
		}

		5 = { # Both wounded... (attacker wins?) -- "stalemates"
			trigger = {
				NOR = {
					has_character_flag = is_legendary_duel
					has_character_flag = claim_duel@event_target:combatant_2

					# Special triggered event duels
					has_character_flag = flag_duel_no_draws
					event_target:combatant_2 = { has_character_flag = flag_duel_no_draws }
				}
			}

			additive_modifier = {
				value = 5
				duel_result_score_high_group_trigger = yes # Score group: low (outmatched)
			}

			additive_modifier = {
				value = 5
				duel_result_score_decent_trigger = yes # Score: fairly evenly matched
			}

			additive_modifier = { # Both have highest skill
				value = 5
				is_the_best_duelist_trigger = yes
				event_target:combatant_2 = { is_the_best_duelist_trigger = yes }
			}

			additive_modifier = { # Both have the worst skill
				value = 5
				is_the_worst_duelist_trigger = yes
				event_target:combatant_2 = { is_the_worst_duelist_trigger = yes }
			}

			random_list = { # Determine if you'll end up with a serious injury (losing a limb), a sever one (severely injured trait) or only a mild one
				5 = {
					additive_modifier = {
						value = 90
						duel_result_score_low_group_trigger = yes # Score group: low (outmatched)
					}

					mult_modifier = {
						factor = 10
						is_rival = event_target:combatant_2
					}

					mult_modifier = {
						factor = 0.01
						has_character_flag = mock_duel
					}

					set_character_flag = actually_injured

					random = { # Chance no limbs are actually chopped off, adding *only* Severely Injured trait...
						chance = 65
						set_character_flag = severely_injured

						additive_modifier = { # If you somehow ended up in here from a mock duel...
							value = 25
							has_character_flag = mock_duel
						}
					}
				}

				50 = {
					additive_modifier = {
						value = 90
						duel_result_score_high_group_trigger = yes
					}
					set_character_flag = mildly_injured
				}
			}

			event_target:combatant_2 = {
				random_list = { # Determine if opponent'll end up with a serious injury (losing a limb), a sever one (severely injured trait) or only a mild one
					20 = {
						additive_modifier = {
							value = 90 # Increased chance if attacker did well
							event_target:combatant_1 = { duel_result_score_high_group_trigger = yes }
						}

						mult_modifier = {
							factor = 10
							is_rival = ROOT
						}

						mult_modifier = {
							factor = 0.01
							has_character_flag = mock_duel
						}

						set_character_flag = actually_injured

						random = { # Chance no limbs are actually chopped off, adding *only* Severely Injured trait...
							chance = 65
							set_character_flag = severely_injured

							additive_modifier = { # If you somehow ended up in here from a mock duel...
								value = 25
								has_character_flag = mock_duel
							}
						}
					}

					10 = {
						set_character_flag = mildly_injured

						additive_modifier = {
							value = 90 # Increased chance if attacker did poorly
							event_target:combatant_1 = { duel_result_score_low_group_trigger = yes }
						}
					}
				}
			}

			if = {
				limit = { has_character_flag = notify_instigating_hero }

				clr_character_flag = notify_instigating_hero

				if = {
					limit = { has_character_flag = mildly_injured }
					set_character_flag = notify_mild_injury
				}
				else_if = {
					limit = { has_character_flag = severely_injured }
					set_character_flag = notify_severely_injured
				}

				event_target:hero_instigating_duel = {
					character_event = {
						id = HFP.505 # Send a notification event to the Hero that instigated the fight, if there was one
						days = 7
					}
				}
			}

			character_event = { id = HFP.10109 } # "Both wounded - I won!" event
		}

		5 = { # Both wounded... (defender wins?) -- "stalemates"
			trigger = {
				NOR = {
					has_character_flag = is_legendary_duel
					has_character_flag = claim_duel@event_target:combatant_2

					# Special triggered event duels
					has_character_flag = flag_duel_no_draws
					event_target:combatant_2 = { has_character_flag = flag_duel_no_draws }
				}
			}

			additive_modifier = {
				value = 5
				duel_result_score_low_group_trigger = yes # Score group: low (outmatched)
			}

			additive_modifier = {
				value = 5
				duel_result_score_decent_trigger = yes # Score: fairly evenly matched
			}

			additive_modifier = { # Both have highest skill
				value = 5
				is_the_best_duelist_trigger = yes
				event_target:combatant_2 = { is_the_best_duelist_trigger = yes }
			}

			additive_modifier = { # Both have the worst skill
				value = 5
				is_the_worst_duelist_trigger = yes
				event_target:combatant_2 = { is_the_worst_duelist_trigger = yes }
			}

			random_list = { # Determine if you'll both end up with a serious injury (losing a limb), a sever one (severely injured trait) or only a mild one
				10 = {
					additive_modifier = {
						value = 90

						OR = {
							has_character_flag = is_rival_fight
							has_character_flag = fight_could_spark_rivalry
						}
					}

					mult_modifier = {
						factor = 10
						is_rival = event_target:combatant_2
					}

					mult_modifier = {
						factor = 0.01
						has_character_flag = mock_duel
					}

					set_character_flag = actually_injured
					event_target:combatant_2 = { set_character_flag = actually_injured }

					random = { # Chance no limbs are actually chopped off, adding *only* Severely Injured trait...
						chance = 65

						set_character_flag = severely_injured
						event_target:combatant_2 = { set_character_flag = severely_injured }

						additive_modifier = { # If you somehow ended up in here from a mock duel...
							value = 25
							has_character_flag = mock_duel
						}
					}
				}

				40 = {
					set_character_flag = mildly_injured
					event_target:combatant_2 = { set_character_flag = mildly_injured }

					additive_modifier = {
						value = 90

						OR = {
							has_character_flag = is_friendly_fight
							has_character_flag = fight_could_spark_romance
						}
					}
				}
			}

			if = {
				limit = { has_character_flag = notify_instigating_hero }

				clr_character_flag = notify_instigating_hero

				if = {
					limit = { has_character_flag = mildly_injured }
					set_character_flag = notify_mild_injury
				}
				if = {
					limit = { has_character_flag = severely_injured }
					set_character_flag = notify_severely_injured
				}

				event_target:hero_instigating_duel = {
					character_event = {
						id = HFP.506 # Send a notification event to the Hero that instigated the fight, if there was one
						days = 7
					}
				}
			}

			event_target:combatant_2 = {
				character_event = {
					id = HFP.10109 # "Both wounded - I won!" event
					days = 1
				}
			}
		}

		5 = { # LETHAL/PRISON for defender (BATTLE ONLY)...
			trigger = {
				has_character_flag = is_battlefield_duel
				is_landed = yes
				event_target:combatant_2 = { ai = yes }

				NOR = {
					has_character_flag = mock_duel
					has_character_flag = is_legendary_duel
					has_character_flag = claim_duel@event_target:combatant_2
				}

				OR = {
					is_member_of_any_warrior_lodge_trigger = yes
					has_focus = focus_war

					# Special triggered event duels
					has_character_flag = flag_duel_no_draws
					event_target:combatant_2 = { has_character_flag = flag_duel_no_draws }
				}
			}

			additive_modifier = {
				value = 5
				duel_result_score_high_group_trigger = yes # Score: they were outmatched
			}

			additive_modifier = {
				value = 10
				duel_result_score_the_best_trigger = yes # Score: REALLY outmatched
			}

			additive_modifier = {
				value = 20
				event_target:combatant_2 = { is_bad_duelist_trigger = yes } # Their Skill: bad
			}

			additive_modifier = {
				value = 30
				event_target:combatant_2 = { is_terrible_duelist_trigger = yes } # Their Skill: terrible
			}

			additive_modifier = {
				value = 40
				event_target:combatant_2 = { is_the_worst_duelist_trigger = yes } # Their Skill: the worst
			}

			event_target:combatant_2 = {
				character_event = { id = HFP.11045 } # "I might die - do I choose to live as a prisoner? For the enemy_commander...
			}

		}

		10 = { # LEGENDARY BLOODLINES: LETHAL for attacker...
			trigger = {
				has_dlc = "Holy Fury"
				is_member_of_any_warrior_lodge_trigger = yes
				has_character_flag = is_legendary_duel

				NOR = {
					has_character_flag = claim_duel@event_target:combatant_2
					has_character_flag = mock_duel
					has_character_flag = is_battlefield_duel

					# Special triggered event duels
					has_character_flag = flag_duel_no_draws
					event_target:combatant_2 = { has_character_flag = flag_duel_no_draws }
				}
			}

			additive_modifier = {
				value = 50
				duel_result_score_low_group_trigger = yes # Score: you were outmatched
			}

			additive_modifier = {
				value = 60
				duel_result_score_the_worst_trigger = yes # Score: REALLY outmatched
			}

			additive_modifier = {
				value = 40
				is_bad_duelist_trigger = yes # Skill: bad
			}

			additive_modifier = {
				value = 60
				is_terrible_duelist_trigger = yes # Skill: terrible
			}

			additive_modifier = {
				value = 80
				is_the_worst_duelist_trigger = yes # Skill: the worst
			}

			additive_modifier = {
				value = 20
				event_target:combatant_2 = { # Relative skill of theirs: they are better than ROOT
					duelist_skill_compared_to_prev_high_group_trigger = yes
				}
			}

			additive_modifier = {
				value = 40
				event_target:combatant_2 = { # Relative skill of theirs: WAY better
					is_the_best_dueler_compared_to_prev_trigger = yes
				}
			}

			additive_modifier = {
				value = 30
				event_target:combatant_2 = { # Relative skill of theirs: fantastic
					is_fantastic_dueler_compared_to_prev_trigger = yes
				}
			}

			additive_modifier = {
				value = 20
				event_target:combatant_2 = { # Relative skill of theirs: great
					is_great_dueler_compared_to_prev_trigger = yes
				}
			}

			additive_modifier = {
				value = 10
				event_target:combatant_2 = { # Relative skill of theirs: good
					is_good_dueler_compared_to_prev_trigger = yes
				}
			}

			set_character_flag = someone_died
			set_character_flag = actually_injured
			set_character_flag = injury_kills

			if = { # To avoid this breaking in edge case MPs (where you accidentally got the same target, or they had time to die SOMEHOW...
				limit = {
					event_target:combatant_2 = { is_alive = no }
				}

				clean_up_after_duel_effect = yes # Includes the "send_legendary_tombola_effect"
				clr_XYZ_desc_flag_effect = yes
			}

			else = { # Most cases: the target definitely still lives...
				event_target:combatant_2 = {
					set_character_flag = someone_died

					character_event = {
						id = HF.12200 # "I killed the enemy!" event sent to winner...
						days = 1
					}
				}
			}
		}

		10 = { # LEGENDARY BLOODLINES: LETHAL for defender...
			trigger = {
				has_dlc = "Holy Fury"
				is_member_of_any_warrior_lodge_trigger = yes
				has_character_flag = is_legendary_duel

				NOR = {
					has_character_flag = claim_duel@event_target:combatant_2
					has_character_flag = mock_duel
					has_character_flag = is_battlefield_duel

					# Special triggered event duels
					has_character_flag = flag_duel_no_draws
					event_target:combatant_2 = { has_character_flag = flag_duel_no_draws }
				}
			}

			additive_modifier = {
				value = 50
				duel_result_score_high_group_trigger = yes # Score: they were outmatched
			}

			additive_modifier = {
				value = 60
				duel_result_score_the_best_trigger = yes # Score: REALLY outmatched
			}

			additive_modifier = {
				value = 40
				event_target:combatant_2 = { is_bad_duelist_trigger = yes } # Their Skill: bad
			}

			additive_modifier = {
				value = 60
				event_target:combatant_2 = { is_terrible_duelist_trigger = yes } # Their Skill: terrible
			}

			additive_modifier = {
				value = 80
				event_target:combatant_2 = { is_the_worst_duelist_trigger = yes } # Their Skill: the worst
			}

			additive_modifier = {
				value = 20
				event_target:combatant_2 = { # Relative skill of theirs: they are worse than ROOT
					duelist_skill_compared_to_prev_low_group_trigger = yes
				}
			}

			additive_modifier = {
				value = 40
				event_target:combatant_2 = { # Relative skill of theirs: way worse
					is_the_worst_dueler_compared_to_prev_trigger = yes
				}
			}

			additive_modifier = {
				value = 30
				event_target:combatant_2 = { # Relative skill of theirs: terrible
					is_terrible_dueler_compared_to_prev_trigger = yes
				}
			}

			additive_modifier = {
				value = 20
				event_target:combatant_2 = { # Relative skill of theirs: bad
					is_bad_dueler_compared_to_prev_trigger = yes
				}
			}

			additive_modifier = {
				value = 10
				event_target:combatant_2 = { # Relative skill of theirs: not bad
					is_ok_dueler_compared_to_prev_trigger = yes
				}
			}

			event_target:combatant_2 = {
				set_character_flag = someone_died
				set_character_flag = actually_injured
				set_character_flag = injury_kills
			}

			if = { # To avoid this breaking in edge case MPs (where you accidentally got the same target, or they had time to die SOMEHOW...
				limit = {
					event_target:combatant_2 = { is_alive = no }
				}

				clean_up_after_duel_effect = yes # Includes the "send_legendary_tombola_effect"
				clr_XYZ_desc_flag_effect = yes
			}

			else = { # Most cases: the target definitely still lives...
				set_character_flag = someone_died
				character_event = { id = HF.12200 } # "I killed the enemy!" event sent to winner...
			}
		}

		1 = { # LEGENDARY BLOODLINES: LETHAL for both...
			trigger = {
				has_dlc = "Holy Fury"
				is_member_of_any_warrior_lodge_trigger = yes
				has_character_flag = is_legendary_duel

				NOR = {
					has_character_flag = WL_desc_X
					has_character_flag = WL_desc_Y
					has_character_flag = WL_desc_Z
					has_character_flag = claim_duel@event_target:combatant_2
					has_character_flag = mock_duel
					has_character_flag = is_battlefield_duel

					# Special triggered event duels
					has_character_flag = flag_duel_no_draws
					event_target:combatant_2 = { has_character_flag = flag_duel_no_draws }
				}
			}

			additive_modifier = {
				value = 1
				duel_result_score_decent_trigger = yes # Score: fairly evenly matched
			}

			additive_modifier = { # Both have highest skill
				value = 1
				is_the_best_duelist_trigger = yes
				event_target:combatant_2 = { is_the_best_duelist_trigger = yes }
			}

			additive_modifier = { # Both have the worst skill
				value = 5
				is_the_worst_duelist_trigger = yes
				event_target:combatant_2 = { is_the_worst_duelist_trigger = yes }
			}

			if = {
				limit = { # Both have the best skill
					is_the_best_duelist_trigger = yes
					event_target:combatant_2 = { is_the_best_duelist_trigger = yes }
				}

				set_character_flag = elegant_double_KO
				event_target:combatant_2 = { set_character_flag = elegant_double_KO }
			}

			if = {
				limit = { # Both have the worst skill
					is_the_worst_duelist_trigger = yes
					event_target:combatant_2 = { is_the_worst_duelist_trigger = yes }
				}

				set_character_flag = clumsy_double_KO
				event_target:combatant_2 = { set_character_flag = clumsy_double_KO }
			}

			# Mostly to deal with Kinslayer effect and tooltips...
			set_character_flag = someone_died
			event_target:combatant_2 = { set_character_flag = someone_died }

			# To determine custom loc outcomes...
			set_character_flag = actually_injured
			set_character_flag = injury_kills

			event_target:combatant_2 = {
				set_character_flag = actually_injured
				set_character_flag = injury_kills
			}

			character_event = { id = HF.12204 } # Double death event (attacker)

			event_target:combatant_2 = {
				character_event = {
					id = HF.12205 # Double death event (defender)
					days = 1
				}
			}
		}

		# 10 = {
			# OTHER OUTCOMES? ADD HERE!
		# }
	}
}

# For localisation purposes, mainly (can run from the immediate of duel result events!)...
set_winner_flags_and_save_opponent_effect = {
	save_event_target_as = root_character # for custom loc purposes!

	if = { # This means you were the attacker...
		limit = { character = event_target:combatant_1 }

		event_target:combatant_2 = {
			save_event_target_as = other_combatant
		}

		set_character_flag = is_victorious_attacker
	}
	else = { # This means you were the defender...
		event_target:combatant_1 = {
			save_event_target_as = other_combatant
		}

		set_character_flag = is_victorious_defender
	}

	if = {
		limit = {
			event_target:combatant_1 = {
				has_character_flag = mock_duel
			}
		}

		sound_effect = legendary_gathering_win
	}
	else_if = {
		limit = {
			event_target:combatant_1 = {
				has_character_flag = is_battlefield_duel
			}
		}

		sound_effect = win_battle
	}
	else = {
		sound_effect = duel_win
	}

	event_target:other_combatant = {
		save_event_target_as = kinslayer_target # To check for kinslayer, later on
	}
}

set_loser_flags_and_save_opponent_effect = {
	save_event_target_as = root_character

	if = { # This means you were the attacker...
		limit = { character = event_target:combatant_1 }

		event_target:combatant_2 = {
			save_event_target_as = other_combatant
		}

		set_character_flag = is_defeated_attacker
	}
	else = { # This means you were the defender...
		event_target:combatant_1 = {
			save_event_target_as = other_combatant
		}

		set_character_flag = is_defeated_defender
	}

	if = {
		limit = {
			event_target:combatant_1 = {
				has_character_flag = mock_duel
			}
		}

		sound_effect = legendary_gathering_lose
	}
	else_if = {
		limit = {
			event_target:combatant_1 = {
				has_character_flag = is_battlefield_duel
			}
		}

		sound_effect = lose_battle
	}
	else = {
		sound_effect = duel_lose
	}

	event_target:other_combatant = {
		save_event_target_as = kinslayer_target # To check for kinslayer, later on
	}
}

apply_selected_duel_injury_effect = { # To be used in combination with set_potential_injury_flag_effect...
	if = { # If mild injury
		limit = { has_character_flag = mildly_injured }
		apply_duel_wounded_effect = yes
	}
	else_if = {
		limit = { has_character_flag = severely_injured }
		add_severely_injured_effect = yes
	}
	else = { # If more than mildly/severely injured
		trigger_switch = {
			on_trigger = has_character_flag

			injury_both_eyes = {
				remove_trait = one_eyed
				add_trait = blinded
			}

			injury_eye = { add_trait = one_eyed }
			injury_hand = { add_trait = one_handed }
			injury_leg = { add_trait = one_legged }
			injury_face = { add_trait = disfigured }
			injury_mangled_body = { add_trait = mangled }
			injury_maimed = { add_trait = maimed }
		}

		# After all severe injuries...
		add_trait = severely_injured
		resolve_severely_injured_effect = yes

		if = { # In case character has *all* the maimed traits already...
			limit = {
				has_character_flag = injury_could_be_lethal	# If scope is so injured they are likely to die from it
				character = ROOT							# Will only show if the current scope is ROOT
			}

			custom_tooltip = {
				text = you_crawl_off_and_die_tt
			}
		}
	}
}

apply_duel_wounded_effect = { # To be used in particular in mock-duels (flag check before this effect!)...
	if = {
		limit = { NOT = { has_character_flag = skip_wounded_trait } }

		add_trait = wounded

		hidden_effect = {
			change_variable = { # While the variable stacks, actual scars are added only after the wound heals
				which = scarred_variable
				value = 2
			}
		}
	}

	trigger_switch = {
		on_trigger = has_character_flag

		injury_both_eyes = {
			add_character_modifier = {
				name = black_eye
				months = 10
			}
		}

		injury_eye = {
			add_character_modifier = {
				name = black_eye
				months = 10
			}
		}

		injury_hand = {
			add_character_modifier = {
				name = swollen_wrist
				months = 10
			}
		}

		injury_leg = {
			add_character_modifier = {
				name = swollen_ankle
				months = 10
			}
		}

		injury_face = {
			add_character_modifier = {
				name = concussion
				months = 10
			}
		}

		injury_mangled_body = {
			add_character_modifier = {
				name = cracked_ribs
				months = 10
			}
		}

		injury_maimed = {
			add_character_modifier = {
				name = badly_bruised
				months = 10
			}
		}

		injury_could_be_lethal = {
			apply_random_minor_injury_effect = yes
		}
	}
}

apply_random_minor_injury_effect = {
	random_list = {
		10 = {
			add_character_modifier = {
				name = black_eye
				months = 10
			}
		}

		10 = {
			add_character_modifier = {
				name = badly_bruised
				months = 10
			}
		}

		10 = {
			add_character_modifier = {
				name = swollen_wrist
				months = 10
			}
		}

		10 = {
			add_character_modifier = {
				name = swollen_ankle
				months = 10
			}
		}

		10 = {
			add_character_modifier = {
				name = sore_muscles
				months = 10
			}
		}

		10 = {
			add_character_modifier = {
				name = cracked_ribs
				months = 10
			}
		}

		10 = {
			add_character_modifier = {
				name = concussion
				months = 10
			}
		}
	}
}

# Checks some goodies, adds prestige, progresses achievement, kinslayer, shows relevant tooltips, etc...
apply_generic_duel_victory_effect = {
	if = {
		limit = { has_character_flag = mock_duel }

		prestige = 15
		# Run appropriate effects for joining or not joining the society
	}
	else = {
		if = {
			limit = { has_character_flag = is_rival_fight }

			prestige = 100
		}
		else = {
			prestige = 50
		}
	}

	if = {
		limit = { has_character_flag = someone_died }
		add_kinslayer_trait_effect = yes # Requires event_target:kinslayer_target (set in set_winner/loser_flags_and_save_opponent_effect)
	}

	if = {
		limit = {
			NOT = { has_character_flag = mock_duel } # Should not happen if mock_duel

			event_target:other_combatant = { # If they were so injured they were likely to die if injured
				has_character_flag = injury_could_be_lethal
			}
		}

		custom_tooltip = { text = they_crawl_off_and_die_tt }
	}

	if = {
		limit = {
			OR = {
				has_character_flag = is_victorious_attacker
				has_character_flag = is_victorious_defender
			}
		}

		add_character_modifier = {
			name = recent_duel_victory
			years = 1 # Also clears upon new duel!
		}

		character_event = { id = steam.021 } # Bring it On achievement check event
	}
}

# Is this even needed? Might be handled by apply_selected_duel_injury_effect
apply_generic_duel_defeat_effect = {
	if = {
		limit = { has_character_flag = mock_duel }

		# Run appropriate effects for joining or not joining the society
	}
	if = {
		limit = { has_character_flag = someone_died }

		# Any effects that might need to be added?
	}
	if = {
		limit = {
			OR = {
				has_character_flag = is_defeated_attacker
				has_character_flag = is_defeated_defender
			}
		}

		# Something
	}
}

handle_claim_duel_result_effect = {
	if = { # Only for CLAIM duels...
		limit = {
			event_target:combatant_1 = {
				has_character_flag = claim_duel@event_target:combatant_2
			}
		}

		if = {  # If you are the *attacker* ...
			limit = { character = event_target:combatant_1 }

			if = {
				limit = {
					OR = { # and you *won*...
						has_character_flag = is_victorious_attacker
						has_character_flag = is_victorious_defender
					}
				}

				if = { # and there are multiple titles you want...
					limit = { has_character_flag = wants_multiple_titles_from@event_target:combatant_2 }

					log = "[This.GetBestName] - I am the victorious winner and I seize titles!"

					custom_tooltip = {
						text = you_take_their_titles_and_all_under_it_tt

						event_target:combatant_2 = { # Seize titles from target...!
							any_demesne_title = {
								limit = { event_target:combatant_1 = { has_strong_claim = PREV } }

								event_target:combatant_1 = {
									usurp_title = {
										target = PREV
										type = duel
									}

									vassalize_or_take_under_title = {
										title = PREV
										enemy = event_target:combatant_2
										type = duel
									}
								}

								log = "[This.GetFullName] is seized by [combatant_1.GetBestName]"
							}
						}
					}
				}

				else_if = { # If it's only a matter of ONE title, usurp that one...
					limit = { has_character_flag = wants_single_title_from@event_target:combatant_2 }

					custom_tooltip = {
						text = you_take_their_title_and_all_under_it_attacker_tt

						event_target:target_title = {
							event_target:combatant_1 = {
								usurp_title = {
									target = event_target:target_title # Grab this one title...!
									type = duel
								}

								vassalize_or_take_under_title = {
									title = PREV
									enemy = event_target:combatant_2
									type = duel
								}
							}

							log = "[This.GetFullName] is seized by [combatant_1.GetBestName]"
						}
					}
				}

				if = {
					limit = {
						ai = no
						is_ironman = yes
					}

					set_character_flag = achievement_over_your_dead_body
				}
			}
			else = { # Means you lost...
				if = {
					limit = { has_character_flag = wants_single_title_from@event_target:combatant_2 }

					custom_tooltip = {
						text = your_claim_is_lost_attacker_tt

						remove_claim = event_target:target_title
						add_weak_pressed_claim = event_target:target_title
					}
				}
				else = {
					custom_tooltip = {
						text = your_claims_are_lost_tt

						event_target:combatant_2 = {
							any_demesne_title = {
								limit = { event_target:combatant_1 = { has_strong_claim = PREV } }

								remove_claim = event_target:combatant_1
								add_weak_pressed_claim = event_target:combatant_1
							}
						}
					}
				}

				if = { # If defender happens to have claims of their own, *they* take titles....
					limit = {
						event_target:combatant_1 = {
							any_demesne_title = {
								event_target:combatant_2 = { has_strong_claim = PREV }
							}
						}
					}

					custom_tooltip = { text = they_take_your_titles_tt } # Happens below, on defender side
				}
			}
		}

		###################################################

		else_if = { # If you are the *defender*...
			limit = { character = event_target:combatant_2 }

			if = {
				limit = {
					OR = { # and you *won*...
						has_character_flag = is_victorious_attacker
						has_character_flag = is_victorious_defender
					}
				}

				if = { # If defender happens to have claims of their own, *they* take titles....
					limit = {
						event_target:combatant_1 = {
							any_demesne_title = {
								event_target:combatant_2 = { has_strong_claim = PREV }
							}
						}
					}

					if = {
						limit = {
							ai = no
							is_ironman = yes
						}

						set_character_flag = achievement_over_your_dead_body
					}

					if = { # If claims on *multiple* titles...
						limit = {
							event_target:combatant_1 = {
								any_demesne_title = {
									count > 1
									event_target:combatant_2 = { has_strong_claim = PREV }
								}
							}
						}

						custom_tooltip = {
							text = you_take_their_titles_and_all_under_it_tt

							event_target:combatant_1 = { # Grab titles from target...!
								any_demesne_title = {
									limit = { event_target:combatant_2 = { has_strong_claim = PREV } }

									event_target:combatant_2 = {
										usurp_title = {
											target = PREV
											type = duel
										}

										vassalize_or_take_under_title = {
											title = PREV
											enemy = event_target:combatant_1
											type = duel
										}
									}

									log = "[This.GetFullName] is grabbed by [combatant_2.GetBestName]"
								}
							}
						}
					}
					else = { # Only one claim...
						custom_tooltip = {
							text = you_take_their_title_and_all_under_it_defender_tt

							event_target:combatant_1 = {
								random_demesne_title = {
									limit = { event_target:combatant_2 = { has_strong_claim = PREV } }

									event_target:combatant_2 = {
										usurp_title = {
											target = PREV
											type = duel
										}

										vassalize_or_take_under_title = {
											title = PREV
											enemy = event_target:combatant_1
											type = duel
										}
									}
								}
							}
						}
					}
				}
			}
			else = { # You *lost*...
				log = "CLAIM DUEL: I am [This.GetBestName] and all my titles (like [This.PrimaryTitle.GetName]) are belong to [combatant_1.GetBestName]"

				if = { # Attacker has claims, and they take the titles they came for....
					limit = {
						event_target:combatant_2 = {
							any_demesne_title = {
								event_target:combatant_1 = { has_strong_claim = PREV }
							}
						}
					}

					custom_tooltip = { text = they_take_your_titles_tt }
				}

				if = {
					limit = { # If losing defender has claims on any titles of the attacker...
						event_target:combatant_1 = {
							any_demesne_title = {
								event_target:combatant_2 = { has_strong_claim = PREV }
							}
						}
					}

					custom_tooltip = {
						text = your_claims_are_lost_tt

						event_target:combatant_1 = {
							any_demesne_title = {
								limit = {
									event_target:combatant_2 = { has_strong_claim = PREV }
								}

								remove_claim = event_target:combatant_2
								add_weak_pressed_claim = event_target:combatant_2
							}
						}
					}
				}
			}
		}
	}
}

remove_all_claims_for_combatant_1_effect = {
	if = {
		limit = { has_character_flag = wants_single_title_from@event_target:combatant_2 }

		custom_tooltip = {
			text = your_claim_is_lost_attacker_tt
			remove_claim = event_target:target_title
		}
	}
	else = {
		custom_tooltip = {
			text = your_claims_are_lost_tt

			event_target:combatant_2 = {
				any_demesne_title = {
					limit = { event_target:combatant_1 = { has_strong_claim = PREV } }
					remove_claim = event_target:combatant_1
				}
			}
		}

	}
}

remove_all_claims_for_combatant_2_effect = {
	custom_tooltip = {
		text = your_claims_are_lost_tt

		event_target:combatant_1 = {
			any_demesne_title = {
				limit = { event_target:combatant_2 = { has_strong_claim = PREV } }
				remove_claim = event_target:combatant_2
			}
		}
	}
}

apply_merciful_modifier_effect = { # For Claim Duels
	if = { # For attacker...
		limit = { character = event_target:combatant_1 }

		add_character_modifier = {
			name = merciful_attacker
			years = 5
		}
	}
	else = { # for defender...
		if = {
			limit = {
				sibling = event_target:combatant_1
				is_female = yes
			}

			add_character_modifier = {
				name = merciful_sister
				years = 5
			}
		}
		else_if = {
			limit = {
				sibling = event_target:combatant_1
				is_female = no
			}

			add_character_modifier = {
				name = merciful_brother
				years = 5
			}
		}
		else = {
			add_character_modifier = {
				name = merciful_defender
				years = 5
			}
		}
	}
}

handle_warrior_lodge_induction_effect = { # Will only affect those trying to join warrior lodges...
	hidden_effect = {
		if = {
			limit = { has_character_flag = awaiting_initiation_trial }

			if = {
				limit = { has_character_flag = mildly_injured }
				set_character_flag = was_mildly_injured
			}
			else_if = {
				limit = { has_character_flag = actually_injured }
				set_character_flag = was_actually_injured
			}

			if = {
				limit = {
					OR = {
						has_character_flag = is_victorious_attacker
						has_character_flag = is_victorious_defender
					}

					NOR = {
						has_character_flag = stalemate_won
						has_character_flag = stalemate_lost
					}
				}

				# Medium power boon upon joining
				set_character_flag = medium_reward

				# Small chance of befriending your duel target
				# Small chance of becoming rivals with your target
				# Small chance of getting wounded
			}

			if = {
				limit = {
					OR = {
						has_character_flag = is_defeated_attacker
						has_character_flag = is_defeated_defender
					}

					NOR = {
						has_character_flag = stalemate_won
						has_character_flag = stalemate_lost
					}
				}
				# Small chance of befriending your duel target
				# Small chance of becoming rivals with your target
				# High chance of getting wounded
			}

			if = {
				limit = {
					OR = {
						has_character_flag = stalemate_won
						has_character_flag = stalemate_lost
					}
				}

				# Low power boon upon joining
				set_character_flag = minor_reward

				# Big chance of befriending your duel target
				# Big chance of becoming rivals with your target
				# Medium chance of getting wounded
			}

			if = {
				limit = { has_character_modifier = warrior_lodge_failed_joining_cd }
				set_character_flag = duel_fled
			}

			character_event = {
				id = HF.10011 # Delayed gating event for final outcome...
				days = 10
			}
		}
	}
}

handle_poison_effect = { # Shows tooltips, etc
	if = { # Opponent used poison
		limit = {
			has_character_flag = add_duel_xp

			OR = {
				event_target:combatant_1 = { # If you are the person seeing the event
					character = ROOT
					character = PREV

					event_target:combatant_2 = {
						has_character_flag = defender_using_poison@event_target:combatant_1 # and they tried to poison you
					}
				}

				event_target:combatant_2 = { # If you are the person seeing the event
					character = ROOT
					character = PREV

					event_target:combatant_1 = {
						has_character_flag = attacker_using_poison@event_target:combatant_2 # and they tried to poison you
					}
				}
			}

			OR = { # and you lost
				has_character_flag = is_defeated_attacker
				has_character_flag = is_defeated_defender
			}
		}

		if = { # and you died
			limit = { has_character_flag = someone_died }

			custom_tooltip = { text = definitely_foul_play_tt }
		}
		else = { # but no one died
			custom_tooltip = { text = suspect_foul_play_tt }
		}
	}
	else_if = { # I used poison
		limit = {
			has_character_flag = add_duel_xp

			OR = {
				event_target:combatant_1 = { # If you are the person seeing the event
					character = ROOT
					character = PREV
					has_character_flag = attacker_using_poison@event_target:combatant_2 # and you tried to poison opponent
				}

				event_target:combatant_2 = { # If you are the person seeing the event
					character = ROOT
					character = PREV
					has_character_flag = defender_using_poison@event_target:combatant_1 # and you tried to poison opponent
				}
			}
		}

		if = {
			limit = {
				OR = { # but you lost
					has_character_flag = is_defeated_attacker
					has_character_flag = is_defeated_defender
				}
			}

			if = { # and you died
				limit = { has_character_flag = someone_died }
				custom_tooltip = { text = so_much_for_poison_tt }
			}
			else = { # but no one died
				custom_tooltip = { text = so_much_for_poison_tt } # vanilla uses same message for both here
			}
		}
		else_if = {
			limit = {
				OR = { # and you won
					has_character_flag = is_victorious_attacker
					has_character_flag = is_victorious_defender
				}
			}

			if = { # and someone died died
				limit = { has_character_flag = someone_died }
				custom_tooltip = { text = poison_was_very_effective_tt }
			}
			else = { # but no one died
				custom_tooltip = { text = poison_was_only_mildly_effective_tt }
			}
		}
	}
}

# Runs for both combatant_1 and 2
clean_up_after_duel_effect = {
	handle_poison_effect = yes

	if = {
		limit = {
			has_character_flag = add_duel_xp

			NAND = { # Can't be you who died if you lost
				has_character_flag = someone_died

				OR = {
					has_character_flag = is_defeated_attacker
					has_character_flag = is_defeated_defender
				}
			}
		}

		increase_duel_exp_modifier_effect = yes
	}

	hidden_effect = {
		if = { # Give troops to winner of event-duel
			limit = {
				has_character_flag = flag_pirate_fighting_mercenary_leader

				OR = {
					has_character_flag = is_victorious_attacker
					has_character_flag = is_victorious_defender
				}
			}

			character_event = { id = HF.23218 }
		}

	#	if = { # Courtier wrestles regency
	#		limit = {
	#			has_character_flag = flag_courtier_challenging_regent
	#
	#			OR = {
	#				has_character_flag = is_victorious_attacker
	#				has_character_flag = is_victorious_defender
	#			}
	#		}
	#
	#		character_event = { id = 61229 } # Courtier informed he wins, regent maimed (regency_events.txt)
	#	}
	}

	if = {
		limit = { NOT = { has_character_flag = skip_blood_effect } }

		add_blood_splatter_effect = yes
		clr_character_flag = skip_blood_effect
	}

	# If this was on the battlefield...
	apply_battlefield_duel_opinions_effect = yes
	send_notifications_after_champion_stand_in_effect = yes

	if = {
		limit = { is_alive = yes }

		hidden_effect = {
			set_variable = { # Reset duel score
				which = duel_result_score # 50 (TODO: figure out why 50)
				value = 0 # Set to zero so can be cleared on save
			}

			handle_warrior_lodge_induction_effect = yes

			# CK2Plus
			if = {
				# Celtic characters check for taking heads
				# TODO: do we need to set this before the fight? Probably not since only one round
				limit = {
					religion_openly_celtic_or_reformed_trigger = yes
					has_character_flag = someone_died
					has_character_flag = is_battlefield_duel
				}

				random = {
					chance = 50

					# Slow down gain of higher headhunter levels
					mult_modifier = {
						factor = 0.75
						trait = head1
					}

					mult_modifier = {
						factor = 0.75
						trait = head2
					}

					mult_modifier = {
						factor = 0.75
						trait = head3
					}

					mult_modifier = {
						factor = 0.75
						trait = head4
					}

					mult_modifier = {
						factor = 0.75
						trait = head5
					}

					# Overmatched opponents less likely to award a head
					mult_modifier = {
						factor = 0.1
						event_target:other_combatant = { is_the_worst_dueler_compared_to_prev_trigger = yes }
					}

					mult_modifier = {
						factor = 0.25
						event_target:other_combatant = { is_terrible_dueler_compared_to_prev_trigger = yes }
					}

					mult_modifier = {
						factor = 0.25
						event_target:other_combatant = { is_bad_dueler_compared_to_prev_trigger = yes }
					}

					mult_modifier = {
						factor = 0.5
						event_target:other_combatant = { is_ok_dueler_compared_to_prev_trigger = yes }
					}

					# Better opponents more likely to award a head
					mult_modifier = {
						factor = 2
						event_target:other_combatant = { is_good_dueler_compared_to_prev_trigger = yes }
					}

					mult_modifier = {
						factor = 4
						event_target:other_combatant = { is_great_dueler_compared_to_prev_trigger = yes }
					}

					mult_modifier = {
						factor = 4
						event_target:other_combatant = { is_fantastic_dueler_compared_to_prev_trigger = yes }
					}

					mult_modifier = {
						factor = 10
						event_target:other_combatant = { is_the_best_dueler_compared_to_prev_trigger = yes }
					}

					character_event = { id = Plus.800 }
					add_artifact = enemy_skull

					new_artifact = {
						set_original_owner = event_target:other_combatant
						set_description = enemy_skull_desc

						# Randomize names to avoid too much repetition
						random_list = {
							20 = { set_name = enemy_skull_named }

							20 = { # Only if not same culture
								trigger = {
									event_target:enemy_commander = {
										NOT = { culture = ROOT }
									}
								}

								set_name = enemy_skull_named_culture
							}

							20 = { }
						}
					}
				}
			}
		}
	}

	# If this was part of legendary journey (Warrior Lodge only)
	if = {
		limit = { has_character_flag = is_legendary_duel }

		if = { # You died!
			limit = { is_dying = yes }

			if = {
				limit = {
					check_variable = {
						which = legendary_event_progress
						value >= 15
					}
				}

				set_character_flag = call_it_a_day
			}

			character_event = { id = HF.12003 } # Send tombola instantly, in case of death...
		}

		else = { # You are still standing...!
			evaluate_legendary_progress_effect = yes # Evalutate status of progress flags, as usual...
			send_legendary_tombola_effect = yes
		}
	}

	rank_up_to_hero_level_effect = yes
	clr_duel_missions_effect = yes
	clr_duel_flags_effect = yes
}

clr_duel_missions_effect = {
	### For warrior lodge mission duels...
	if = {
		limit = { has_character_flag = failed_mission }

		detract_society_currency_medium_effect = yes

		clr_quest = {
			id = quest_warrior_lodge_duel_deadly
			failure = yes
		}

		clr_character_flag = failed_mission
	}
	else = { # Means you succeeded your mission!
		if = {
			limit = { character = event_target:combatant_1 } # If you are the attacker...

			if = {
				limit = {
					has_quest = quest_warrior_lodge_duel_honor
					quest_target = { character = event_target:combatant_2 }
				}

				if = {
					limit = {
						OR = {
							has_character_flag = is_victorious_attacker
							has_character_flag = is_victorious_defender
						}
					}

					add_society_currency_medium_effect = yes
				}
				else = {
					add_society_currency_minor_effect = yes
				}

				clr_quest = quest_warrior_lodge_duel_honor
			}
			else_if = {
				limit = {
					has_quest = quest_warrior_lodge_duel_deadly
					quest_target = { character = event_target:combatant_2 }
				}

				if = {
					limit = {
						OR = {
							has_character_flag = is_victorious_attacker
							has_character_flag = is_victorious_defender
						}
					}

					if = { # This missions gives more reward for deadly outcomes...
						limit = { has_character_flag = someone_died }
						add_society_currency_major_effect = yes
					}
					else = {
						add_society_currency_medium_effect = yes
					}
				}
				else = {
					detract_society_currency_minor_effect = yes
				}

				clr_quest = quest_warrior_lodge_duel_deadly
			}
		}
		else = { # Means you are player 2/defender...
			if = {
				limit = {
					has_quest = quest_warrior_lodge_duel_honor
					quest_target = { character = event_target:combatant_1 }
				}

				if = {
					limit = {
						OR = {
							has_character_flag = is_victorious_attacker
							has_character_flag = is_victorious_defender
						}
					}

					add_society_currency_medium_effect = yes
				}
				else = {
					add_society_currency_minor_effect = yes
				}

				clr_quest = quest_warrior_lodge_duel_honor
			}
			else_if = {
				limit = {
					has_quest = quest_warrior_lodge_duel_deadly
					quest_target = { character = event_target:combatant_1 }
				}

				if = {
					limit = {
						OR = {
							has_character_flag = is_victorious_attacker
							has_character_flag = is_victorious_defender
						}
					}

					if = { # this missions gives more reward for deadly outcomes...
						limit = { has_character_flag = someone_died }
						add_society_currency_major_effect = yes
					}
					else = {
						add_society_currency_medium_effect = yes
					}
				}
				else = {
					detract_society_currency_minor_effect = yes
				}
				clr_quest = quest_warrior_lodge_duel_deadly
			}
		}
	}
}

rank_up_to_hero_level_effect = {
	### For warrior lodge rank-up duels...
	if = {
		limit = { has_character_flag = fighting_to_rank_up } # Ensures it only runs for the player...
		if = {
			limit = {
				OR = {
					has_character_flag = is_victorious_attacker
					has_character_flag = is_victorious_defender
				}
			}

			if = { # If the target is still alive...
				limit = { event_target:combatant_2 = { is_alive = yes } }

				event_target:combatant_2 = {
					set_character_flag = may_join_society
					character_event = { id = HF.10061 } # Send outcome ping to the duel target...
				}
			}
			else = {
				event_target:my_society = { # Choose a hero target to deliver the news instead...
					any_society_member = {
						limit = { society_rank == 4 }

						score_value = { # Prioritizes selecting some kind of warrior...
							value = 10
							good_soldier_outcome_score = yes
						}

						save_event_target_as = hero_character
						set_character_flag = may_join_society
						character_event = { id = HF.10061 } # Send outcome...
					}
				}
			}
		}
		else = {
			if = { # If the target is still alive...
				limit = { event_target:combatant_2 = { is_alive = yes } }

				event_target:combatant_2 = {
					character_event = { id = HF.10061 } # Send outcome ping to the duel target...
				}
			}
			else = {
				event_target:my_society = { # Choose a hero target to deliver the news instead...
					any_society_member = {
						limit = { society_rank == 4 }

						score_value = { # Prioritizes selecting some kind of warrior...
							value = 10
							good_soldier_outcome_score = yes
						}

						save_event_target_as = hero_character
						character_event = { id = HF.10061 } # Send outcome...
					}
				}
			}
		}
	}
}

send_notifications_after_champion_stand_in_effect = {
	if = {
		limit = {
			has_character_flag = is_battlefield_duel
			character = event_target:commander_to_the_rescue # If you are the rescuer...
		}

		if = {
			limit = {
				NOR = {
					has_character_flag = is_defeated_attacker
					has_character_flag = is_defeated_defender
				}
			}

			set_character_flag = won_battlefield_duel
		}
		else = {
			set_character_flag = lost_battlefield_duel
		}

		hidden_effect = {
			event_target:home_commander = {
				character_event = { id = HFP.11040 } # Let the original *commander* know what happened...
			}

			if = {
				limit = { home_commander_and_liege_are_different_characters = yes }

				event_target:home_liege = {
					character_event = { id = HFP.11041 } # Let the original *liege* know what happened...
				}
			}
		}
	}
}

clr_duel_flags_effect = {
	hidden_effect = {
		# Clears all flags...
		clr_character_flag = flag_antagonizer_duel
		clr_character_flag = mock_duel
		clr_character_flag = deadly_duel # Not yet used?
		clr_character_flag = about_to_challenge_enemy_commander
		clr_character_flag = is_legendary_duel
		clr_character_flag = is_battlefield_duel
		clr_character_flag = battle_event_in_progess
		clr_character_flag = someone_died
		clr_character_flag = is_defeated_attacker
		clr_character_flag = is_defeated_defender
		clr_character_flag = is_victorious_attacker
		clr_character_flag = is_victorious_defender
		clr_character_flag = intrigue_options_available
		clr_character_flag = is_friendly_fight
		clr_character_flag = is_family_fight
		clr_character_flag = is_rival_fight
		clr_character_flag = fight_could_spark_romance
		clr_character_flag = fight_could_spark_rivalry
		clr_character_flag = fight_could_spark_friendship
		clr_character_flag = injury_both_eyes
		clr_character_flag = injury_eye
		clr_character_flag = injury_hand
		clr_character_flag = injury_leg
		clr_character_flag = injury_face
		clr_character_flag = injury_mangled_body
		clr_character_flag = injury_maimed
		clr_character_flag = injury_could_be_lethal
		clr_character_flag = clumsy_double_KO
		clr_character_flag = elegant_double_KO
		clr_character_flag = mildly_injured
		clr_character_flag = severely_injured
		clr_character_flag = actually_injured
		clr_character_flag = ignore_damage
		clr_character_flag = injury_kills
		clr_character_flag = desc_A
		clr_character_flag = desc_B
		clr_character_flag = desc_C
		clr_character_flag = desc_D
		clr_character_flag = desc_E
		clr_character_flag = stalemate_won
		clr_character_flag = stalemate_lost
		clr_character_flag = add_duel_xp
		clr_character_flag = target_was_threatened
		clr_character_flag = flag_duel_no_draws
		clr_character_flag = flag_pirate_fighting_mercenary_leader
		clr_character_flag = flag_courtier_challenging_regent
		clr_character_flag = claim_duel@event_target:combatant_2
		clr_character_flag = wants_multiple_titles_from@event_target:combatant_2
		clr_character_flag = wants_single_title_from@event_target:combatant_2
		clr_character_flag = is_spared_poisoner
		clr_character_flag = attacker_using_poison@event_target:combatant_2
		clr_character_flag = poison_can_fail_against@event_target:combatant_2
		clr_character_flag = defender_using_poison@event_target:combatant_1
		clr_character_flag = poison_can_fail_against@event_target:combatant_1
		clr_character_flag = use_tribal_victory_pic
	}
}

# increase_duel_exp_modifier_effect = { # Modifiers gotten at end-states a duel
#	if = {
#		limit = { has_duel_exp_modifier_trigger = yes }
#
#		custom_tooltip = {
#			text = increase_duel_exp_tt
#
#			trigger_switch = {
#				on_trigger = has_character_modifier
#
#				duel_exp_1 = {
#					remove_character_modifier = duel_exp_1
#
#					add_character_modifier = {
#			    		name = duel_exp_2
#			    		years = 7
#			    	}
#				}
#
#				duel_exp_2 = {
#					remove_character_modifier = duel_exp_2
#
#					add_character_modifier = {
#			    		name = duel_exp_3
#			    		years = 7
#			    	}
#				}
#
#				duel_exp_3 = {
#					remove_character_modifier = duel_exp_3
#
#					add_character_modifier = {
#			    		name = duel_exp_4
#			    		years = 7
#			    	}
#				}
#
#				duel_exp_4 = {
#					remove_character_modifier = duel_exp_4
#
#					add_character_modifier = {
#			    		name = duel_exp_5
#			    		years = 7
#			    	}
#				}
#
#				duel_exp_5 = {
#					remove_character_modifier = duel_exp_5
#
#					add_character_modifier = {
#			    		name = duel_exp_6
#			    		years = 7
#			    	}
#				}
#
#				duel_exp_6 = {
#					remove_character_modifier = duel_exp_6
#
#					add_character_modifier = {
#			    		name = duel_exp_7
#			    		years = 7
#			    	}
#				}
#
#				duel_exp_7 = {
#					remove_character_modifier = duel_exp_7
#
#					add_character_modifier = {
#			    		name = duel_exp_8
#			    		years = 7
#			    	}
#				}
#				duel_exp_8 = {
#					add_character_modifier = {
#			    		name = duel_exp_8
#			    		years = 7
#			    	}
#				}
#			}
#		}
#	}
#	else = {
#		add_character_modifier = {
#    		name = duel_exp_1
#    		years = 7
#    	}
#	}
# }

# Send an event to random subject, where they share in the guilt and shame and might be come Cowards themselves.
# Or angry, encouraging liege to stop being such a Coward
spread_cowardice_trait_effect = {
	any_courtier_or_vassal = {
		limit = {
			age >= 14

			NOR = {
				trait = craven
				has_character_flag = reacting_to_craven_duelist

				has_opinion_modifier = {
					name = opinion_declined_my_duel
					who = PREV
				}
			}

			is_inaccessible_or_incapable_trigger = no
		}

		score_value = { # Prioritizes selecting an interesting courtier...
			value = 10
			interesting_courtier_selection_score = yes
		}

		set_character_flag = reacting_to_craven_duelist

		character_event = {
			id = HF.16000 # Become Craven, like your liege!
			days = 10
			random = 5
		}
	}
}

# Run in combatant_2/defender scope, with FROM as combatant_1/attacker
increase_cowardly_status_effect = {
	add_character_modifier = {
		name = duels_declined # To track TOTAL amounts of challenges rejected
		duration = -1
		stacking = yes
		hidden = yes
	}

	if = {
		limit = {
			has_instances_of_character_modifier = {
				name = duels_declined
				amount >= 3
			}
		}

		hidden_effect = {
			if = {
				limit = { trait = craven }
				spread_cowardice_trait_effect = yes # Send event to random subject
			}
		}
	}

	if = {
		limit = {
			has_instances_of_character_modifier = {
				name = duels_declined
				amount >= 5
			}
		}

		hidden_effect = {
			spread_cowardice_trait_effect = yes # Send event to random subject
		}
	}

	if = {
		limit = {
			has_instances_of_character_modifier = {
				name = duels_declined
				amount >= 5 # TODO: Change this number, or one of the above numbers?
			}
		}

		hidden_effect = {
			spread_cowardice_trait_effect = yes # Send event to random subject
		}
	}

	else_if = {
		limit = {
			has_instances_of_character_modifier = {
				name = duels_declined
				amount >= 10
			}
		}

		give_nickname = nick_the_cowardly

		hidden_effect = {
			spread_cowardice_trait_effect = yes # Send event to random subject
		}
	}
}

increase_troublemaker_status_effect = {
	add_character_modifier = {
		name = trigger_happy # To track TOTAL amounts of challenges issued
		duration = -1
		stacking = yes
		hidden = yes
	}

	if = {
		limit = {
			has_instances_of_character_modifier = {
				name = trigger_happy
				amount >= 10
			}
		}

		give_nickname = nick_the_belligerent
	}
}

increase_duel_exp_modifier_effect = {
	# Add the Duel Experience Modifier - It is very mild, so it can be given out multiple times
	custom_tooltip = {
		text = increase_duel_exp_tt

		# You always get one level
		add_one_duel_experience_modifier = yes

		# If you're victorious, you gain one extra level, and two small chances for more
		if = {
			limit = {
				OR = {
					has_character_flag = is_victorious_attacker
					has_character_flag = is_victorious_defender
				}
			}

			add_one_duel_experience_modifier = yes
			small_chance_for_one_duel_experience_modifier = yes
			small_chance_for_one_duel_experience_modifier = yes
		}
		# If you're defeated you gain five small chances for more, as you may or may not pick something up
		if = {
			limit = {
				OR = {
					has_character_flag = is_defeated_attacker
					has_character_flag = is_defeated_defender
				}
			}

			small_chance_for_one_duel_experience_modifier = yes
			small_chance_for_one_duel_experience_modifier = yes
			small_chance_for_one_duel_experience_modifier = yes
			small_chance_for_one_duel_experience_modifier = yes
			small_chance_for_one_duel_experience_modifier = yes
		}

		# Apply hidden 'practical' duel experience, which can give you special modifiers
		if = {
			limit = { # Mock duels gives you Personal Combat Skill, but do not bring any other benefits
				NOT = { has_character_flag = mock_duel }
			}

			change_variable = {
				which = duel_experience_level
				value = 1
			}


			if = { # Victories give more experience levels
				limit = {
					OR = {
						has_character_flag = is_victorious_attacker
						has_character_flag = is_victorious_defender
					}
				}

				change_variable = {
					which = duel_experience_level
					value = 1
				}
			}

			if = { # Fighting Rivals give more experience levels
				limit = { has_character_flag = is_rival_fight }

				change_variable = {
					which = duel_experience_level
					value = 1
				}
			}

			if = { # Duels in Battles give more experience
				limit = { has_character_flag = is_battlefield_duel }

				change_variable = {
					which = duel_experience_level
					value = 1
				}
			}

			if = { # Sneaky experience is awarded when you use Intrigue
				limit = { has_character_flag = target_was_threatened } # Applied when a cornering is successful

				change_variable = {
					which = sneaky_duel_experience_level
					value = 1
				}
			}

			if = { # Ruthless experience is awarded when you kill someone in a duel
				limit = {
					has_character_flag = someone_died

					OR = {
						has_character_flag = is_victorious_attacker
						has_character_flag = is_victorious_defender
					}
				}

				change_variable = {
					which = ruthless_duel_experience_level
					value = 1
				}
			}
		}

		# Renown increases the more you fight in real duels, makes you more respected (and sexy)
		set_variable = {
			which = duel_experience_level_check
			which = duel_experience_level
		}

		divide_variable = {
			which = duel_experience_level_check
			value = 5
		}

		remove_character_modifiers = {
			name = duelist_renown
			amount = 999
		}

		while = {
			limit = {
				check_variable = {
					which = duel_experience_level_check
					value >= 1
				}
			}

			add_character_modifier = {
				name = duelist_renown
				duration = -1
				stacking = yes
			}

			change_variable = {
				which = duel_experience_level_check
				value = -1
			}
		}

		# Ruthlessness (If particularly violent and non-discriminating)
		set_variable = {
			which = ruthlessness_level_check
			which = ruthless_duel_experience_level
		}

		divide_variable = {
			which = ruthlessness_level_check
			value = 5
		}

		remove_character_modifiers = {
			name = ruthless_duelist
			amount = 999
		}

		while = {
			limit = {
				check_variable = {
					which = ruthlessness_level_check
					value >= 1
				}
			}

			add_character_modifier = {
				name = ruthless_duelist
				duration = -1
				stacking = yes
			}

			change_variable = {
				which = ruthlessness_level_check
				value = -1
			}
		}


		# Sneaky Duelist (If Intrigue is used)
		set_variable = {
			which = sneaky_level_check
			which = sneaky_duel_experience_level
		}

		divide_variable = {
			which = sneaky_level_check
			value = 5
		}

		remove_character_modifiers = {
			name = devious_duelist
			amount = 999
		}

		while = {
			limit = {
				check_variable = {
					which = sneaky_level_check
					value >= 1
				}
			}

			add_character_modifier = {
				name = devious_duelist
				duration = -1
				stacking = yes
			}

			change_variable = {
				which = sneaky_level_check
				value = -1
			}
		}


		# Particularly tenacious Duelists can gain the Duelist trait, but it's a low chance as it's so uber-powerful
		if = {
			limit = {
				check_variable = {
					which = duel_experience_level
					value >= 15
				}

				NOR = {
					has_character_flag = denied_duelist_trait
					lifestyle_traits >= 1
				}

				any_kill_list_character = {
					death_reason = death_duel
				}
			}

			random = {
				chance = 5

				character_event = {
					id = HFP.400 # Chance for Duelist
					days = 14
				}
			}
		}

		# Particularly Crafty, Ruthless and Experienced Duelists can gain a Legendary bloodline
		if = {
			limit = {
				has_dlc = "Holy Fury"
				trait = duelist
				check_variable = { which = duel_experience_level value >= 50 }
				check_variable = { which = ruthless_duel_experience_level value >= 20 }

				OR = {
					check_variable = { which = sneaky_duel_experience_level value >= 10 }
					check_variable = { which = duel_experience_level value >= 80 }
				}

				NOR = {
					any_owned_bloodline = {
						has_bloodline_flag = duelist_bloodline
						bloodline_is_active_for = PREV
					}

					has_character_flag = got_duelist_bloodline
				}
			}

			random = {
				chance = 20

				mult_modifier = { # Increased chance if no bloodline present
					factor = 2.5

					NOT = {
						any_owned_bloodline = {
							always = yes
						}
					}
				}

				set_character_flag = got_duelist_bloodline

				character_event = {
					id = HFP.402 # Duelist Bloodline Earned
					days = 14
				}
			}
		}
	}

	# Battle Experience is applied if you win a battlefield duel, as an added boon for your risk
	if = {
		limit = {
			has_character_flag = is_battlefield_duel

			OR = {
				has_character_flag = is_victorious_attacker
				has_character_flag = is_victorious_defender
			}
		}

		increase_battle_experience_effect = yes
	}
}

increase_battle_experience_effect = { # This effect is called from Duel Experience, but it can also be used in especially cool battle options
	# Add the Battlefield Experience Modifier - It is more powerful than battle experience, so use sparingly
	custom_tooltip = {
		text = increase_battlefield_exp_tt

		# You always get one level
		add_one_battlefield_experience_modifier = yes

		change_variable = {
			which = battlefield_experience_level
			value = 1
		}

		if = { # But you can gain more the more you've fought
			limit = {
				check_variable = {
					which = battlefield_experience_level
					value >= 5
				}
			}

			small_chance_for_one_battlefield_experience_modifier = yes
		}

		if = { # Keep fighting, learn more
			limit = {
				check_variable = {
					which = battlefield_experience_level
					value >= 10
				}
			}

			small_chance_for_one_battlefield_experience_modifier = yes
		}

		if = { # Real veterans are machines
			limit = {
				check_variable = {
					which = battlefield_experience_level
					value >= 15
				}
			}

			small_chance_for_one_battlefield_experience_modifier = yes
		}

		# Strategic Understanding increases your martial skill and boosts some command modifiers
		# custom_tooltip = { text = increase_strategic_understanding_tt } # Todo, how to show this?
		hidden_effect = {
			set_variable = {
				which = battlefield_experience_level_check
				which = battlefield_experience_level
			}

			divide_variable = {
				which = battlefield_experience_level_check
				value = 5
			}

			remove_character_modifiers = {
				name = strategic_understanding
				amount = 999
			}

			while = {
				limit = {
					check_variable = {
						which = battlefield_experience_level_check
						value >= 1
					}
				}

				add_character_modifier = {
					name = strategic_understanding
					duration = -1
					stacking = yes
				}

				change_variable = {
					which = battlefield_experience_level_check
					value = -1
				}
			}
		}

		# The Strategist Trait can be earned in Battle
		hidden_effect = {
			if = {
				limit = {
					check_variable = {
						which = battlefield_experience_level
						value >= 10
					}

					NOR = {
						has_character_flag = denied_strategist_trait
						lifestyle_traits >= 1
					}
				}

				random = {
					chance = 5

					character_event = {
						id = HFP.401 # Chance for Strategist
						days = 14
					}
				}
			}
		}
	}
}

add_one_battlefield_experience_modifier = {
	add_character_modifier = {
		name = battlefield_experience
		duration = -1
		stacking = yes
	}

	random = {
		chance = 10

		personal_combat_trait_advancement_score = yes
		character_event = { id = CombatTraits.0 }
	}
}

small_chance_for_one_battlefield_experience_modifier = {
	random = {
		chance = 30

		add_character_modifier = {
			name = battlefield_experience
			duration = -1
			stacking = yes
		}

		random = {
			chance = 10

			personal_combat_trait_advancement_score = yes
			character_event = { id = CombatTraits.0 }
		}
	}
}

add_one_duel_experience_modifier = {
	add_character_modifier = {
		name = duel_experience
		duration = -1
		stacking = yes
	}

	random = {
		chance = 25

		personal_combat_trait_advancement_score = yes
		character_event = { id = CombatTraits.10 }
	}
}

small_chance_for_one_duel_experience_modifier = {
	random = {
		chance = 30

		mult_modifier = {
			factor = 0.5
			has_character_flag = mock_duel
		}

		add_character_modifier = {
			name = duel_experience
			duration = -1
			stacking = yes
		}

		random = {
			chance = 25

			personal_combat_trait_advancement_score = yes
			character_event = { id = CombatTraits.10 }
		}
	}
}

big_chance_for_one_duel_experience_modifier = {
	random = {
		chance = 60

		mult_modifier = {
			factor = 0.5
			has_character_flag = mock_duel
		}

		add_character_modifier = {
			name = duel_experience
			duration = -1
			stacking = yes
		}

		random = {
			chance = 25

			personal_combat_trait_advancement_score = yes
			character_event = { id = CombatTraits.10 }
		}
	}
}

reset_warrior_lodge_joining_chain_effect = {
	hidden_effect = {
		clr_character_flag = society_join_block
		clr_character_flag = awaiting_initiation_trial
		clr_character_flag = mock_duel
		clr_character_flag = add_duel_xp
	}
}

# Run in immediate of events before duel_enemy_commander_effect to enable options! (use random chance?)
find_cannon_fodder_commander_effect = {
	if = { # Check for friendly commander to jump in and take the duel for you...
		limit = {
			any_unit_leader = { # Check if there is a unit leader with you, who doesn't hate you...}
				is_in_same_unit_as = ROOT
				ai = yes

				NOR = {
					character = ROOT
					has_character_flag = battle_event_in_progess
				}
			}
		}

		any_unit_leader = { # This person takes the fight for you...
			limit = {
				is_in_same_unit_as = ROOT
				ai = yes

				NOR = {
					character = ROOT
					has_character_flag = battle_event_in_progess
				}
			}

			score_value = {
				value = 1
				beloved_target_selection_score = yes
			}

			disallow_new_battle_events_effect = yes # To keep the tombola from spamming this character...
			save_event_target_as = commander_cannon_fodder
		}
	}
}

# Runs before duel_enemy_commander_effect. Won't always succeed.
find_commander_to_the_rescue_effect = {
	if = { # Check for friendly commander to jump in and take the duel for you...
		limit = {
			any_unit_leader = { # Check if there is a unit leader with you, who doesn't hate you...
				is_in_same_unit_as = ROOT
				ai = yes

				NOR = {
					character = ROOT
					has_character_flag = battle_event_in_progess
				}

				# this_has_terrible_opinion_modifier_of_root_extended_trigger = no
			}
		}

		random = {
			chance = 25

			any_unit_leader = { # This person takes the fight for you...
				limit = {
					is_in_same_unit_as = ROOT
					ai = yes

					NOR = {
						character = ROOT
						has_character_flag = battle_event_in_progess
					}

					# this_has_terrible_opinion_modifier_of_root_extended_trigger = no
				}

				score_value = {
					value = 1
					beloved_target_selection_score = yes
				}

				save_event_target_as = commander_to_the_rescue
			}
		}
	}
}

# Used in battles (on_combat_pulse)
duel_enemy_commander_effect = {
	custom_tooltip = {
		text = chase_down_enemy_commander_tt

		event_target:enemy_commander = {
			set_character_flag = add_duel_xp
			set_character_flag = is_battlefield_duel
			disallow_new_battle_events_effect = yes
		}

		find_commander_to_the_rescue_effect = yes

		if = {
			limit = {
				event_target:commander_to_the_rescue = { is_alive = yes } # Check for whether find_commander_to_the_rescue_effect found someone...
			}

			event_target:commander_to_the_rescue = {
				save_event_target_as = combatant_1 # Overwrites ROOT, who's no longer participating in duel
				set_character_flag = add_duel_xp
				set_character_flag = is_battlefield_duel
				set_character_flag = already_taking_a_duel # To make sure an AI isn't going through a ton of duels at once...

				set_dueling_weapon_effect = yes
				reset_duel_timers_effect = yes
				character_event = { id = HFP.10100 } # Actual Duel evaluation and result...

				if = {
					limit = { ROOT = { ai = no } }
					log = "BATTLE EVENT: [commander_to_the_rescue.GetBestName] took a duel for [Root.GetTitledFirstName]."
				}
			}
		}
		else = { # You have no champion, so going through with duel...
			set_character_flag = add_duel_xp
			set_character_flag = is_battlefield_duel
			reset_duel_timers_effect = yes

			if = {
				limit = { ROOT = { ai = no } }
				log = "BATTLE EVENT: [Root.GetBestName] started a duel against [enemy_commander.GetBestName]."
			}

			# Chooses a weapon for mainly loc purposes (but has a tiny effect on outcomes, too)...
			set_dueling_weapon_effect = yes # You get a weapon!
			event_target:combatant_2 = { set_dueling_weapon_effect = yes } # and YOU get a weapon!

			# Chooses a body part for injury (if it occurs), also for loc purposes (effect handles both characters)
			set_potential_injury_flag_effect = yes

			# Scripted effect requiring event-targets combatant_1 & combatant_2! RAW NUMBERS...
			evaluate_duel_result_score_effect = yes

			# Room for extra special calculations... (based on traits, and other special circumstances?)
			evaluate_extra_duel_result_score_effect = yes

			# Send the correct result event (from random_list)...
			send_duel_result_event_effect = yes
		}
	}
}

# Used at the end of battle duels...
apply_battlefield_duel_opinions_effect = {
	if = {
		limit = {
			has_character_flag = is_battlefield_duel

			NOR = {
				has_character_flag = fight_could_spark_friendship
				has_character_flag = fight_could_spark_romance
				has_character_flag = is_victorious_attacker
				has_character_flag = is_victorious_defender
			}

			event_target:other_combatant = {
				is_alive = yes
			}
		}

		opinion = {
			name = opinion_injured_me_in_battle
			who = event_target:other_combatant
			years = 15
		}
	}
	else_if = {
		limit = {
			has_character_flag = is_battlefield_duel

			OR = {
				has_character_flag = fight_could_spark_friendship
				has_character_flag = fight_could_spark_romance
			}

			NOR = {
				has_character_flag = is_victorious_attacker
				has_character_flag = is_victorious_defender
			}

			event_target:other_combatant = {
				is_alive = yes
			}
		}

		opinion = {
			name = opinion_impressed_me_in_battle
			who = event_target:other_combatant
			years = 15
		}
	}
	else_if = { # If this was an "uneventful" battlefield-duel...
		limit = {
			has_character_flag = is_battlefield_duel

			NOR = {
				has_character_flag = fight_could_spark_friendship
				has_character_flag = fight_could_spark_romance
			}
		}

		random = {
			chance = 50
			add_battle_PTSD_effect = yes # Chance to send delayed follow-up event
		}
	}
}

add_battle_PTSD_effect = {
	if = {
		limit = { NOT = { has_character_flag = has_PTSD } }

		hidden_effect = {
			set_character_flag = has_PTSD

			character_event = {
				id = HFP.11019 # PTSD follow up (normal version)
				years = 1
				random = 50
			}
		}
	}
}

disallow_new_battle_events_effect = {
	set_character_flag = battle_event_in_progess
}

allow_new_battle_events_effect = {
	clr_character_flag = battle_event_in_progess
}

clr_battle_nickname_flags_effect = {
	clr_character_flag = the_astrologer
	clr_character_flag = the_great_beast
	clr_character_flag = the_artist_ruler
	clr_character_flag = the_ambitious
	clr_character_flag = the_bloody
	clr_character_flag = the_diplomat
	clr_character_flag = the_kind_hearted
	clr_character_flag = the_generous
	clr_character_flag = the_executioner
	clr_character_flag = iron_fist
	clr_character_flag = stone_fist
	clr_character_flag = the_bulwark
	clr_character_flag = the_tower
	clr_character_flag = the_wall_of_title
	clr_character_flag = the_underdog
	clr_character_flag = the_ground_warrior
	clr_character_flag = lord_lady_of_the_terrain
	clr_character_flag = lord_lady_ground
	clr_character_flag = the_terrain_commander
}

apply_opinion_reward_effect = {
	if = { # As long as you are not BOTH characters...
		limit = { enemy_commander_and_liege_are_different_characters = yes }

		if = {
			limit = { event_target:enemy_commander = { character = ROOT } } # If ROOT is the enemy-commander

			show_portrait = event_target:enemy_liege
			show_portrait = event_target:home_commander

			trigger_switch = {
				on_trigger = has_character_flag

				fought_worse_warrior@event_target:home_commander = { # If it was a worse commander you killed...
					tooltip = {
						opinion = {
							name = opinion_impressed
							who = event_target:enemy_liege
							years = 10
						}
					}

					reverse_opinion = {
						name = opinion_was_praised
						who = event_target:enemy_liege
						years = 10
					}
				}

				fought_even_warrior@event_target:home_commander = {  # If it was an evenly matched commander you killed...
					tooltip = {
						opinion = {
							name = opinion_thoroughly_impressed
							who = event_target:enemy_liege
							years = 10
						}
					}

					reverse_opinion = {
						name = opinion_was_thoroughly_praised
						who = event_target:enemy_liege
						years = 10
					}
				}

				fought_great_warrior@event_target:home_commander = { # If it was a better commander you killed...
					tooltip = {
						opinion = {
							name = opinion_wildly_impressed
							who = event_target:enemy_liege
							years = 10
						}
					}

					reverse_opinion = {
						name = opinion_was_wildly_praised
						who = event_target:enemy_liege
						years = 10
					}
				}
			}
		}
		else_if = {
			limit = { event_target:enemy_liege = { character = ROOT } } # If ROOT is the enemy-liege

			show_portrait = event_target:enemy_commander
			show_portrait = event_target:home_commander

			if = {
				limit = { event_target:enemy_commander = { is_alive = yes } }

				event_target:enemy_commander = { # Scope setting to use the trigger-switch properly...
					show_scope_change = no

					trigger_switch = {
						on_trigger = has_character_flag

						fought_worse_warrior@event_target:home_commander = { # If it was a worse commander you killed...
							ROOT = {
								show_scope_change = no

								tooltip = {
									reverse_opinion = {
										name = opinion_was_praised
										who = event_target:enemy_commander
										years = 10
									}
								}

								opinion = {
									name = opinion_impressed
									who = event_target:enemy_commander
									years = 10
								}
							}
						}

						fought_even_warrior@event_target:home_commander = { # If it was an evenly matched commander you killed...
							ROOT = {
								show_scope_change = no

								tooltip = {
									reverse_opinion = {
										name = opinion_was_thoroughly_praised
										who = event_target:enemy_commander
										years = 10
									}
								}

								opinion = {
									name = opinion_thoroughly_impressed
									who = event_target:enemy_commander
									years = 10
								}
							}
						}

						fought_great_warrior@event_target:home_commander = { # If it was a better commander you killed...
							ROOT = {
								show_scope_change = no

								tooltip = {
									reverse_opinion = {
										name = opinion_was_wildly_praised
										who = event_target:enemy_commander
										years = 10
									}
								}

								opinion = {
									name = opinion_wildly_impressed
									who = event_target:enemy_commander
									years = 10
								}
							}
						}
					}
				}
			}
		}
	}

	character_event = {
		id = HFP.11044 # Clean-up reward-flags (mostly for MP safety)
		days = 20
	}
}

# For logging purposes...
debug_battle_death_counter_effect = {
	hidden_effect = {
		if = {
			limit = { has_character_flag = is_battlefield_duel }

			change_variable = {
				which = global_deaths_in_battle
				value = 1
			}

			liege = {
				set_character_flag = commanders_have_died_for_me

				change_variable = {
					which = my_commander_deaths_in_battle
					value = 1
				}
			}
		}
	}
}

set_battle_duels_option_flag_effect = {
	# Clean-up from before, for safety...
	clr_character_flag = high_PCS_opt
	clr_character_flag = duel_enemy_opt
	clr_character_flag = duel_enemy_opt_gain_brave
	clr_character_flag = duel_enemy_opt_is_brave

	random_list = {
		100 = { # Special option: High Combat-rating only (no enemy commander present)
			trigger = {
				duelist_skill_is_high_group_trigger = yes
				NOT = { event_target:enemy_commander = { always = yes } }
			}

			set_character_flag = high_PCS_opt
		}

		100 = { # Special option: Duel enemy commander instead (if you have great combat rating)
			trigger = {
				NOT = { trait = brave }

				event_target:enemy_commander = {
					is_alive = yes

					OR = {
						duelist_skill_compared_to_prev_low_group_trigger = yes # Means the enemy commander is the worst dueler out of the two
						duelist_skill_is_high_group_trigger = yes
					}
				}
			}

			set_character_flag = duel_enemy_opt
		}

		1 = {
			trigger = { # Special option: Duel enemy commander instead (but you have terrible Combat Rating - blocks option above + gives Brave)
				NOT = { trait = brave }

				event_target:enemy_commander = {
					is_alive = yes
					OR = {
						duelist_skill_compared_to_prev_high_group_trigger = yes # Means the enemy commander is the better dueler out of the two
						duelist_skill_is_low_group_trigger = yes # Means you suck
					}
				}
			}

			set_character_flag = duel_enemy_opt_gain_brave
		}

		1 = {
			trigger = { # Special option: Duel enemy commander instead (you are Brave already - unlocks dueling regardless, but should block the two above)
				trait = brave
				event_target:enemy_commander = { is_alive = yes }
			}

			set_character_flag = duel_enemy_opt_is_brave
		}
	}
}