namespace = DuelEngine
# New events by Galle
# Updated/extended by 'jordarkelf'
### Pre-Battlefield-Duel Events
# DuelEngine.500	Begin Battlefield Duel Chain
# DuelEngine.501	Defender: Fight or Run?
# DuelEngine.502	Attacker: Fight or Run? (Begin Duel)
# DuelEngine.503	Defender Runs
# DuelEngine.504	Attacker Runs
# DuelEngine.505	Someone flees mid-duel
### Post-Battlefield-Duel Events
# DuelEngine.510	(End Duel) Victor Killed Opponent
# DuelEngine.511	(End Duel) Victor Takes Opponent Hostage
# DuelEngine.512	Opponent Imprisoned

character_event = { # Battlefield Duel Start
    id = DuelEngine.500
    desc = EVTDESC_DuelEngine_500
    border = GFX_event_normal_frame_war
    picture = GFX_evt_battle

    is_triggered_only = yes # on_combat_pulse (random_events)

    weight_multiplier = { #on_action, multiplies with chance there
        days = 1
        modifier = {
            factor = 1.5
            trait = trained_warrior
        }
        modifier = {
            factor = 1.75
            trait = skilled_warrior
        }
        modifier = {
            factor = 2
            trait = master_warrior
        }
        modifier = {
            factor = 3
            trait = duelist
        }
        modifier = {
            factor = 1.5
            trait = brave
        }
        modifier = {
            factor = 0.5
            trait = craven
        }
        modifier = {
            factor = 5
            is_playable = yes #Want to give the player a little more fun
        }
		modifier = {
			factor = 5
			OR = {
				#Martial religions and cultures(glory in battle)
				culture = irish
				culture = gallawa
				culture = scottish
				culture = pictish
				culture_group = north_germanic
				culture = maghreb_arabic
				culture = bedouin_arabic
				culture = alan
				culture = pecheneg
				culture = bolghar
				culture = cuman
				culture = khazar
				culture = kurdish
				religion = aztec_pagan
				religion = celtic_pagan
				religion = german_pagan
				religion = norse_pagan
				religion = slavic_pagan
				religion = celtic_pagan_reformed
				religion = german_pagan_reformed
				religion = norse_pagan_reformed
				religion = slavic_pagan_reformed
			}
		}
    }

	trigger = {
		always = no # Disabled for now

		# Does not play well with others
		has_game_rule = {
			name = multiplayer_compatibility
			value = no
		}

		# Avoid crossing targets
		NOR = {
			has_character_modifier = battlefield_fight
			religion = jain
		}

		location = {
			# Find a war participating character
			any_province_character = {
				war_with = ROOT
				in_battle = yes
				prisoner = no
				is_alive = yes
				NOT = { has_character_modifier = battlefield_fight }

				OR = {
					is_ruler = yes
					ROOT = { is_ruler = yes }
				}
			}
		}
	}

	immediate = {
		add_character_modifier = {
			name = battlefield_fight
			duration = 20
		}

		save_event_target_as = battlefield_duel_combatant_1

		# Target Lock
		location = {
			# Find a war participating character
			random_province_character = {
				limit = {
					war_with = ROOT
					in_battle = yes
					prisoner = no
					is_alive = yes
					NOT = { has_character_modifier = battlefield_fight }

					OR = {
						is_ruler = yes
						ROOT = { is_ruler = yes }
					}
				}

				show_portrait = yes
				save_event_target_as = battlefield_duel_combatant_2

				add_character_modifier = {
					name = battlefield_fight
					duration = 20
				}

				log = "DEBUG.DUEL_ENGINE selected [This.GetBestName] as battlefield_duel_combatant_2"
				character_event = { id = DuelEngine.501 }
			}
		}
	}

	option  = {
		name = EVTOPTA_DuelEngine_500
	}
}

character_event = {
	id = DuelEngine.501
	desc = EVTDESC_DuelEngine_501
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTA_DuelEngine_501

		hidden_effect = {
			# Celtic characters flag for headhunting
			# (do this before the battle in case battle wounds change relevant factors,
			# also to influence decision-making in battle)
			if = {
				limit = { religion_openly_celtic_or_reformed_trigger = yes }

				random_list = {
					# Chance of Celtic characters taking a head, depends on some duel engine factors
					# more formidable the opponent, more likely to increase a headhunter level.
					1 = { # No head: more likely outcome for overmatched opponents
						# Skill-at-Arms Effects
						mult_modifier = {
							factor = 3
							trait = poor_warrior
						}

						mult_modifier = {
							factor = 6
							trait = trained_warrior
						}

						mult_modifier = {
							factor = 9
							trait = skilled_warrior
						}

						mult_modifier = {
							factor = 12
							trait = master_warrior
						}

						# Martial Education Effects
						mult_modifier = {
							factor = 1.5
							trait = misguided_warrior
						}

						mult_modifier = {
							factor = 3
							trait = tough_soldier
						}

						mult_modifier = {
							factor = 4.5
							trait = skilled_tactician
						}

						mult_modifier = {
							factor = 6
							trait = brilliant_strategist
						}

						# Various Martial Skills
						mult_modifier = {
							factor = 3
							trait = duelist
						}

						# Generic Combat Rating Difference
						mult_modifier = {
							factor = 1.25
							combat_rating_diff = { who = event_target:battlefield_duel_combatant_1 value >= 10 }
						}

						mult_modifier = {
							factor = 1.5
							combat_rating_diff = { who = event_target:battlefield_duel_combatant_1 value >= 30 }
						}

						mult_modifier = {
							factor = 1.75
							combat_rating_diff = { who = event_target:battlefield_duel_combatant_1 value >= 50 }
						}

						mult_modifier = {
							factor = 2
							combat_rating_diff = { who = event_target:battlefield_duel_combatant_1 value >= 70 }
						}

						mult_modifier = {
							factor = 2.5
							combat_rating_diff = { who = event_target:battlefield_duel_combatant_1 value >= 100 }
						}

						# Physical Strength Effects
						mult_modifier = {
							factor = 1.5
							trait = brawny
						}

						mult_modifier = {
							factor = 2
							trait = strong
						}

						mult_modifier = {
							factor = 2
							event_target:battlefield_duel_combatant_1 = { trait = weak }
						}

						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_1 = { trait = frail }
						}

						# Cunning/Intelligence Effects
						mult_modifier = {
							factor = 2
							trait = genius
						}

						mult_modifier = {
							factor = 1.5
							trait = quick
						}

						mult_modifier = {
							factor = 1.5
							trait = shrewd
						}

						mult_modifier = {
							factor = 2
							event_target:battlefield_duel_combatant_1 = { trait = imbecile }
						}

						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_1 = { trait = slow }
						}

						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_1 = { trait = dull }
						}

						# Personality Effects
						mult_modifier = {
							factor = 2
							trait = brave
						}

						mult_modifier = {
							factor = 2
							trait = wroth
						}

						mult_modifier = {
							factor = 2
							event_target:battlefield_duel_combatant_1 = { trait = craven }
						}

						mult_modifier = {
							factor = 1.5
							trait = deceitful
						}

						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_1 = { trait = honest }
						}

						# Wound Effects

						mult_modifier = {
							factor = 2
							event_target:battlefield_duel_combatant_1 = { trait = wounded }
						}

						mult_modifier = {
							factor = 4
							event_target:battlefield_duel_combatant_1 = {
								OR = {
									trait = severely_injured
									is_maimed_trigger = yes
								}
							}
						}

						# Health Effects
						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_1 = { is_ill = yes }
						}

						mult_modifier = {
							factor = 2
							event_target:battlefield_duel_combatant_1 = { trait = pneumonic }
						}

						mult_modifier = {
							factor = 8
							event_target:battlefield_duel_combatant_1 = { trait = leper }
						}

						mult_modifier = {
							factor = 4
							event_target:battlefield_duel_combatant_1 = { trait = infirm }
						}

						mult_modifier = {
							factor = 6
							event_target:battlefield_duel_combatant_1 = { has_epidemic_disease_trigger = yes }
						}

						# Body Shape Effects
						mult_modifier = {
							factor = 1.5
							trait = tall
						}

						mult_modifier = {
							factor = 1.5
							trait = agile
						}

						mult_modifier = {
							factor = 1.5
							trait = perceptive
						}

						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_1 = { trait = absentminded }
						}

						mult_modifier = {
							factor = 4
							event_target:battlefield_duel_combatant_1 = { trait = hunchback }
						}

						mult_modifier = {
							factor = 4
							event_target:battlefield_duel_combatant_1 = { trait = dwarf }
						}

						mult_modifier = {
							factor = 4
							event_target:battlefield_duel_combatant_1 = { trait = clubfooted }
						}

						mult_modifier = {
							factor = 2

							OR = {
								trait = lefthanded
								trait = ambidextrous
							}

							event_target:battlefield_duel_combatant_1 = {
								NOR = {
									trait = lefthanded
									trait = ambidextrous
								}
							}
						}
					}

					1 = { # Take a head
						# Slow down gain of higher headhunter levels
						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
						}

						# Skill-at-Arms Effects
						mult_modifier = {
							factor = 3
							event_target:battlefield_duel_combatant_1 = { trait = poor_warrior }
						}

						mult_modifier = {
							factor = 6
							event_target:battlefield_duel_combatant_1 = { trait = trained_warrior }
						}

						mult_modifier = {
							factor = 9
							event_target:battlefield_duel_combatant_1 = { trait = skilled_warrior }
						}

						mult_modifier = {
							factor = 12
							event_target:battlefield_duel_combatant_1 = { trait = master_warrior }
						}

						# Martial Education Effects
						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_1 = { trait = misguided_warrior }
						}

						mult_modifier = {
							factor = 3
							event_target:battlefield_duel_combatant_1 = { trait = tough_soldier }
						}

						mult_modifier = {
							factor = 4.5
							event_target:battlefield_duel_combatant_1 = { trait = skilled_tactician }
						}

						mult_modifier = {
							factor = 6
							event_target:battlefield_duel_combatant_1 = { trait = brilliant_strategist }
						}

						# Various Martial Traits
						mult_modifier = {
							factor = 3
							event_target:battlefield_duel_combatant_1 = { trait = duelist }
						}

						# Generic Combat Rating Difference
						mult_modifier = {
							factor = 1.25
							combat_rating_diff = { who = event_target:battlefield_duel_combatant_1 value <= -10 }
						}

						mult_modifier = {
							factor = 1.5
							combat_rating_diff = { who = event_target:battlefield_duel_combatant_1 value <= -30 }
						}

						mult_modifier = {
							factor = 1.75
							combat_rating_diff = { who = event_target:battlefield_duel_combatant_1 value <= -50 }
						}

						mult_modifier = {
							factor = 2
							combat_rating_diff = { who = event_target:battlefield_duel_combatant_1 value <= -70 }
						}

						mult_modifier = {
							factor = 2.5
							combat_rating_diff = { who = event_target:battlefield_duel_combatant_1 value <= -100 }
						}

						# Physical Strength Effects
						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_1 = { trait = brawny }
						}

						mult_modifier = {
							factor = 2
							event_target:battlefield_duel_combatant_1 = { trait = strong }
						}

						mult_modifier = {
							factor = 2
							trait = weak
						}

						mult_modifier = {
							factor = 1.5
							trait = frail
						}

						# Cunning/Intelligence Effects
						mult_modifier = {
							factor = 2
							event_target:battlefield_duel_combatant_1 = { trait = genius }
						}

						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_1 = { trait = quick }
						}

						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_1 = { trait = shrewd }
						}

						mult_modifier = {
							factor = 2
							trait = imbecile
						}

						mult_modifier = {
							factor = 1.5
							trait = slow
						}

						mult_modifier = {
							factor = 1.5
							trait = dull
						}

						# Personality Effects
						mult_modifier = {
							factor = 2
							event_target:battlefield_duel_combatant_1 = { trait = brave }
						}

						mult_modifier = {
							factor = 2
							event_target:battlefield_duel_combatant_1 = { trait = wroth }
						}

						mult_modifier = {
							factor = 2
							trait = craven
						}

						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_1 = { trait = deceitful }
						}

						mult_modifier = {
							factor = 1.5
							trait = honest
						}

						mult_modifier = {
							factor = 10
							trait = zealous
							NOT = { religion = event_target:battlefield_duel_combatant_1 }
						}

						# Wound Effects
						mult_modifier = {
							factor = 2
							trait = wounded
						}

						mult_modifier = {
							factor = 4

							OR = {
								trait = severely_injured
								is_maimed_trigger = yes
							}
						}

						mult_modifier = {
							factor = 999999
							is_incapable = yes
						}

						# Health Effects
						mult_modifier = {
							factor = 1.5
							is_ill = yes
						}

						mult_modifier = {
							factor = 2
							trait = pneumonic
						}

						mult_modifier = {
							factor = 8
							trait = leper
						}

						mult_modifier = {
							factor = 4
							trait = infirm
						}

						mult_modifier = {
							factor = 6
							has_epidemic_disease_trigger = yes
						}

						mult_modifier = {
							factor = 10
							trait = blinded
						}

						# Body Shape Effects
						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_1 = { trait = tall }
						}

						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_1 = { trait = agile }
						}

						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_1 = { trait = perceptive }
						}

						mult_modifier = {
							factor = 1.5
							trait = absentminded
						}

						mult_modifier = {
							factor = 4
							trait = hunchback
						}

						mult_modifier = {
							factor = 4
							trait = dwarf
						}

						mult_modifier = {
							factor = 4
							trait = clubfooted
						}

						mult_modifier = {
							factor = 2

							event_target:battlefield_duel_combatant_1 = {
								OR = {
									trait = lefthanded
									trait = ambidextrous
								}
							}

							NOR = {
								trait = lefthanded
								trait = ambidextrous
							}
						}

						set_character_flag = battle_celtic_headhunter
					}
				}
			}
		}

		log = "DEBUG.DUEL_ENGINE [battlefield_duel_combatant_2.GetBestName] decided to fight [battlefield_duel_combatant_1.GetBestName]"

		event_target:battlefield_duel_combatant_1 = {
			show_scope_change = no

			character_event = {
				id = DuelEngine.502
				tooltip = EVTTOOLTIP_DuelEngine_502
			}
		}

		ai_chance = {
			factor = 100

			mult_modifier = {
				factor = 3
				trait = poor_warrior
			}

			mult_modifier = {
				factor = 5
				trait = trained_warrior
			}

			mult_modifier = {
				factor = 7
				trait = skilled_warrior
			}

			mult_modifier = {
				factor = 9
				trait = master_warrior
			}

			mult_modifier = {
				factor = 3
				trait = duelist
			}

			mult_modifier = {
				factor = 10
				trait = brave
			}

			mult_modifier = {
				factor = 5
				trait = proud
			}

			mult_modifier = {
				factor = 1.5
				trait = wroth
			}

			mult_modifier = {
				factor = 1.5
				trait = strong
			}

			mult_modifier = {
				factor = 1.25
				trait = brawny
			}
		}
	}

	option = {
		name = EVTOPTB_DuelEngine_501

		log = "DEBUG.DUEL_ENGINE [battlefield_duel_combatant_2.GetBestName] decided to run from [battlefield_duel_combatant_1.GetBestName]"

		hidden_effect = {
			event_target:battlefield_duel_combatant_1 = {
				character_event = { id = DuelEngine.503 }
			}
		}

		random = {
			chance = 5 # Base chance if opponent is master_warrior

			additive_modifier = {
				value = 5
				event_target:battlefield_duel_combatant_1 = { trait = skilled_warrior }
			}

			additive_modifier = {
				value = 10
				event_target:battlefield_duel_combatant_1 = { trait = trained_warrior }
			}

			additive_modifier = {
				value = 15
				event_target:battlefield_duel_combatant_1 = { trait = poor_warrior }
			}

			additive_modifier = {
				value = 20
				event_target:battlefield_duel_combatant_1 = {
					NOR = {
						trait = poor_warrior
						trait = trained_warrior
						trait = skilled_warrior
						trait = master_warrior
					}
				}
			}

			add_trait_fully_craven_effect = yes
		}

		morale = -0.1

		ai_chance = {
			factor = 100

			mult_modifier = {
				factor = 2
				event_target:battlefield_duel_combatant_1 = { trait = poor_warrior }
			}

			mult_modifier = {
				factor = 3
				event_target:battlefield_duel_combatant_1 = { trait = trained_warrior }
			}

			mult_modifier = {
				factor = 4
				event_target:battlefield_duel_combatant_1 = { trait = skilled_warrior }
			}

			mult_modifier = {
				factor = 5
				event_target:battlefield_duel_combatant_1 = { trait = master_warrior }
			}

			mult_modifier = {
				factor = 3
				event_target:battlefield_duel_combatant_1 = { trait = duelist }
			}

			mult_modifier = {
				factor = 2
				event_target:battlefield_duel_combatant_1 = { trait = strong }
			}

			mult_modifier = {
				factor = 1.5
				event_target:battlefield_duel_combatant_1 = { trait = brawny }
			}

			mult_modifier = {
				factor = 10
				trait = craven
			}

			mult_modifier = {
				factor = 2
				trait = paranoid
			}

			mult_modifier = {
				factor = 2
				trait = weak
			}

			mult_modifier = {
				factor = 1.5
				trait = frail
			}

			mult_modifier = {
				factor = 2
				trait = dwarf
			}

			mult_modifier = {
				factor = 2
				trait = hunchback
			}

			mult_modifier = {
				factor = 2
				trait = leper
			}

			mult_modifier = {
				factor = 2

				trait = wounded

				NOR = {
					trait = lunatic
					trait = brave
					trait = proud
					trait = wroth
				}
			}

			mult_modifier = {
				factor = 4

				is_maimed_trigger = yes

				NOR = {
					trait = lunatic
					trait = brave
					trait = proud
					trait = wroth
				}
			}

			mult_modifier = {
				factor = 10

				trait = blinded

				NOR = {
					trait = lunatic
					trait = brave
					trait = proud
					trait = wroth
				}
			}
		}
	}
}

character_event = {
	id = DuelEngine.502
	desc = EVTDESC_DuelEngine_502
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	immediate = {
		log = "DEBUG:DUEL_ENGINE battlefield_duel_combatant_1 [This.GetBestName]"
		log = "DEBUG:DUEL_ENGINE battlefield_duel_combatant_2 [battlefield_duel_combatant_2.GetBestName]"
	}

	option = {
		name = EVTOPTA_DuelEngine_502

		# Set context flags for duel
		set_character_flag = flag_battlefield_duel
		event_target:battlefield_duel_combatant_2 = { set_character_flag = flag_battlefield_duel }

		hidden_tooltip = {
			# Celtic characters flag for headhunting
			# (do this before the battle in case battle wounds change relevant factors,
			# also to influence decision-making in battle)
			if = {
				limit = { religion_openly_celtic_or_reformed_trigger = yes }

				random_list = {
					# chance of Celtic characters taking a head, depends on some duel engine factors
					# more formidable the opponent, more likely to increase a headhunter level.
					1 = { # No head: more likely outcome for overmatched opponents
						# Skill-at-Arms Effects
						mult_modifier = {
							factor = 3
							trait = poor_warrior
						}

						mult_modifier = {
							factor = 6
							trait = trained_warrior
						}

						mult_modifier = {
							factor = 9
							trait = skilled_warrior
						}

						mult_modifier = {
							factor = 12
							trait = master_warrior
						}

						# Martial Education Effects
						mult_modifier = {
							factor = 1.5
							trait = misguided_warrior
						}

						mult_modifier = {
							factor = 3
							trait = tough_soldier
						}

						mult_modifier = {
							factor = 4.5
							trait = skilled_tactician
						}

						mult_modifier = {
							factor = 6
							trait = brilliant_strategist
						}

						# Various Martial Skills
						mult_modifier = {
							factor = 3
							trait = duelist
						}

						# Generic Combat Rating Difference
						mult_modifier = {
							factor = 1.25
							combat_rating_diff = { who = event_target:battlefield_duel_combatant_2 value >= 10 }
						}

						mult_modifier = {
							factor = 1.5
							combat_rating_diff = { who = event_target:battlefield_duel_combatant_2 value >= 30 }
						}

						mult_modifier = {
							factor = 1.75
							combat_rating_diff = { who = event_target:battlefield_duel_combatant_2 value >= 50 }
						}

						mult_modifier = {
							factor = 2
							combat_rating_diff = { who = event_target:battlefield_duel_combatant_2 value >= 70 }
						}

						mult_modifier = {
							factor = 2.5
							combat_rating_diff = { who = event_target:battlefield_duel_combatant_2 value >= 100 }
						}

						# Physical Strength Effects
						mult_modifier = {
							factor = 1.5
							trait = brawny
						}

						mult_modifier = {
							factor = 2
							trait = strong
						}

						mult_modifier = {
							factor = 2
							event_target:battlefield_duel_combatant_2 = { trait = weak }
						}

						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_2 = { trait = frail }
						}

						# Cunning/Intelligence Effects
						mult_modifier = {
							factor = 2
							trait = genius
						}

						mult_modifier = {
							factor = 1.5
							trait = quick
						}

						mult_modifier = {
							factor = 1.5
							trait = shrewd
						}

						mult_modifier = {
							factor = 2
							event_target:battlefield_duel_combatant_2 = { trait = imbecile }
						}

						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_2 = { trait = slow }
						}

						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_2 = { trait = dull }
						}

						# Personality Effects
						mult_modifier = {
							factor = 2
							trait = brave
						}

						mult_modifier = {
							factor = 2
							trait = wroth
						}

						mult_modifier = {
							factor = 2
							event_target:battlefield_duel_combatant_2 = { trait = craven }
						}

						mult_modifier = {
							factor = 1.5
							trait = deceitful
						}

						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_2 = { trait = honest }
						}

						# Wound Effects
						mult_modifier = {
							factor = 2
							event_target:battlefield_duel_combatant_2 = { trait = wounded }
						}

						mult_modifier = {
							factor = 4

							event_target:battlefield_duel_combatant_2 = {
								OR = {
									trait = severely_injured
									is_maimed_trigger = yes
								}
							}
						}

						# Health Effects
						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_2 = { is_ill = yes }
						}

						mult_modifier = {
							factor = 2
							event_target:battlefield_duel_combatant_2 = { trait = pneumonic }
						}

						mult_modifier = {
							factor = 8
							event_target:battlefield_duel_combatant_2 = { trait = leper }
						}

						mult_modifier = {
							factor = 4
							event_target:battlefield_duel_combatant_2 = { trait = infirm }
						}

						mult_modifier = {
							factor = 6
							event_target:battlefield_duel_combatant_2 = { has_epidemic_disease_trigger = yes }
						}

						# Body Shape Effects
						mult_modifier = {
							factor = 1.5
							trait = tall
						}

						mult_modifier = {
							factor = 1.5
							trait = agile
						}

						mult_modifier = {
							factor = 1.5
							trait = perceptive
						}

						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_2 = { trait = absentminded }
						}

						mult_modifier = {
							factor = 4
							event_target:battlefield_duel_combatant_2 = { trait = hunchback }
						}

						mult_modifier = {
							factor = 4
							event_target:battlefield_duel_combatant_2 = { trait = dwarf }
						}

						mult_modifier = {
							factor = 4
							event_target:battlefield_duel_combatant_2 = { trait = clubfooted }
						}

						mult_modifier = {
							factor = 2

							OR = {
								trait = lefthanded
								trait = ambidextrous
							}

							event_target:battlefield_duel_combatant_2 = {
								NOR = {
									trait = lefthanded
									trait = ambidextrous
								}
							}
						}
					}

					1 = { # Take a head
						# Slow down gain of higher headhunter levels
						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
						}

						# Skill-at-Arms Effects
						mult_modifier = {
							factor = 3
							event_target:battlefield_duel_combatant_2 = { trait = poor_warrior }
						}

						mult_modifier = {
							factor = 6
							event_target:battlefield_duel_combatant_2 = { trait = trained_warrior }
						}

						mult_modifier = {
							factor = 9
							event_target:battlefield_duel_combatant_2 = { trait = skilled_warrior }
						}

						mult_modifier = {
							factor = 12
							event_target:battlefield_duel_combatant_2 = { trait = master_warrior }
						}

						# Martial Education Effects
						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_2 = { trait = misguided_warrior }
						}

						mult_modifier = {
							factor = 3
							event_target:battlefield_duel_combatant_2 = { trait = tough_soldier }
						}

						mult_modifier = {
							factor = 4.5
							event_target:battlefield_duel_combatant_2 = { trait = skilled_tactician }
						}

						mult_modifier = {
							factor = 6
							event_target:battlefield_duel_combatant_2 = { trait = brilliant_strategist }
						}

						# Various Martial Traits
						mult_modifier = {
							factor = 3
							event_target:battlefield_duel_combatant_2 = { trait = duelist }
						}

						# Generic Combat Rating Difference
						mult_modifier = {
							factor = 1.25
							combat_rating_diff = { who = event_target:battlefield_duel_combatant_2 value <= -10 }
						}

						mult_modifier = {
							factor = 1.5
							combat_rating_diff = { who = event_target:battlefield_duel_combatant_2 value <= -30 }
						}

						mult_modifier = {
							factor = 1.75
							combat_rating_diff = { who = event_target:battlefield_duel_combatant_2 value <= -50 }
						}

						mult_modifier = {
							factor = 2
							combat_rating_diff = { who = event_target:battlefield_duel_combatant_2 value <= -70 }
						}
						modifier = {
							factor = 2.5
							combat_rating_diff = { who = event_target:battlefield_duel_combatant_2 value <= -100 }
						}

						# Physical Strength Effects
						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_2 = { trait = brawny }
						}

						mult_modifier = {
							factor = 2
							event_target:battlefield_duel_combatant_2 = { trait = strong }
						}

						mult_modifier = {
							factor = 2
							trait = weak
						}

						mult_modifier = {
							factor = 1.5
							trait = frail
						}

						# Cunning/Intelligence Effects
						mult_modifier = {
							factor = 2
							event_target:battlefield_duel_combatant_2 = { trait = genius }
						}

						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_2 = { trait = quick }
						}

						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_2 = { trait = shrewd }
						}

						mult_modifier = {
							factor = 2
							trait = imbecile
						}

						mult_modifier = {
							factor = 1.5
							trait = slow
						}

						mult_modifier = {
							factor = 1.5
							trait = dull
						}

						# Personality Effects
						mult_modifier = {
							factor = 2
							event_target:battlefield_duel_combatant_2 = { trait = brave }
						}

						mult_modifier = {
							factor = 2
							event_target:battlefield_duel_combatant_2 = { trait = wroth }
						}

						mult_modifier = {
							factor = 2
							trait = craven
						}

						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_2 = { trait = deceitful }
						}

						mult_modifier = {
							factor = 1.5
							trait = honest
						}

						mult_modifier = {
							factor = 10

							trait = zealous
							NOT = { religion = event_target:battlefield_duel_combatant_2 }
						}

						# Wound Effects
						mult_modifier = {
							factor = 2
							trait = wounded
						}

						mult_modifier = {
							factor = 4

							OR = {
								trait = severely_injured
								is_maimed_trigger = yes
							}
						}

						mult_modifier = {
							factor = 999999
							is_incapable = yes
						}

						# Health Effects
						mult_modifier = {
							factor = 1.5
							is_ill = yes
						}

						mult_modifier = {
							factor = 2
							trait = pneumonic
						}

						mult_modifier = {
							factor = 8
							trait = leper
						}

						mult_modifier = {
							factor = 4
							trait = infirm
						}

						mult_modifier = {
							factor = 6
							has_epidemic_disease_trigger = yes
						}

						mult_modifier = {
							factor = 10
							trait = blinded
						}

						# Body Shape Effects
						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_2 = { trait = tall }
						}

						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_2 = { trait = agile }
						}

						mult_modifier = {
							factor = 1.5
							event_target:battlefield_duel_combatant_2 = { trait = perceptive }
						}

						mult_modifier = {
							factor = 1.5
							trait = absentminded
						}

						mult_modifier = {
							factor = 4
							trait = hunchback
						}

						mult_modifier = {
							factor = 4
							trait = dwarf
						}

						mult_modifier = {
							factor = 4
							trait = clubfooted
						}

						mult_modifier = {
							factor = 2

							event_target:battlefield_duel_combatant_2 = {
								OR = {
									trait = lefthanded
									trait = ambidextrous
								}
							}

							NOR = {
								trait = lefthanded
								trait = ambidextrous
							}
						}

						set_character_flag = battle_celtic_headhunter
					}
				}
			}
		}

		# Begin duel
		hidden_effect = {
			e_rebels = {
				holder_scope = {
					character_event = { id = DuelEngine.0 }
				}
			}
		}

		ai_chance = {
			factor = 100

			mult_modifier = {
				factor = 3
				trait = poor_warrior
			}

			mult_modifier = {
				factor = 5
				trait = trained_warrior
			}

			mult_modifier = {
				factor = 7
				trait = skilled_warrior
			}

			mult_modifier = {
				factor = 9
				trait = master_warrior
			}

			mult_modifier = {
				factor = 3
				trait = duelist
			}

			mult_modifier = {
				factor = 10
				trait = brave
			}

			mult_modifier = {
				factor = 5
				trait = proud
			}

			mult_modifier = {
				factor = 1.5
				trait = wroth
			}

			mult_modifier = {
				factor = 1.5
				trait = strong
			}

			mult_modifier = {
				factor = 1.25
				trait = brawny
			}
		}
	}

	option = {
		name = EVTOPTB_DuelEngine_502

		hidden_effect = {
			event_target:battlefield_duel_combatant_2 = {
				clr_character_flag = battle_celtic_headhunter
				character_event = { id = DuelEngine.504 }
			}
		}

		random = {
			chance = 5 # Base chance if opponent is master_warrior

			additive_modifier = {
				value = 5
				event_target:battlefield_duel_combatant_2 = { trait = skilled_warrior }
			}

			additive_modifier = {
				value = 10
				event_target:battlefield_duel_combatant_2 = { trait = trained_warrior }
			}

			additive_modifier = {
				value = 15
				event_target:battlefield_duel_combatant_2 = { trait = poor_warrior }
			}

			additive_modifier = {
				value = 20
				event_target:battlefield_duel_combatant_2 = {
					NOR = {
						trait = poor_warrior
						trait = trained_warrior
						trait = skilled_warrior
						trait = master_warrior
					}
				}
			}

			add_trait_fully_craven_effect = yes
		}

		morale = -0.1

		ai_chance = {
			factor = 100

			mult_modifier = {
				factor = 2
				event_target:battlefield_duel_combatant_2 = { trait = poor_warrior }
			}

			mult_modifier = {
				factor = 3
				event_target:battlefield_duel_combatant_2 = { trait = trained_warrior }
			}

			mult_modifier = {
				factor = 4
				event_target:battlefield_duel_combatant_2 = { trait = skilled_warrior }
			}

			mult_modifier = {
				factor = 5
				event_target:battlefield_duel_combatant_2 = { trait = master_warrior }
			}

			mult_modifier = {
				factor = 3
				event_target:battlefield_duel_combatant_2 = { trait = duelist }
			}

			mult_modifier = {
				factor = 2
				event_target:battlefield_duel_combatant_2 = { trait = strong }
			}

			mult_modifier = {
				factor = 1.5
				event_target:battlefield_duel_combatant_2 = { trait = brawny }
			}

			mult_modifier = {
				factor = 10
				trait = craven
			}

			mult_modifier = {
				factor = 2
				trait = paranoid
			}

			mult_modifier = {
				factor = 2
				trait = weak
			}

			mult_modifier = {
				factor = 1.5
				trait = frail
			}

			mult_modifier = {
				factor = 2
				trait = dwarf
			}

			mult_modifier = {
				factor = 2
				trait = hunchback
			}

			mult_modifier = {
				factor = 2
				trait = leper
			}

			mult_modifier = {
				factor = 2

				trait = wounded

				NOR = {
					trait = lunatic
					trait = brave
					trait = proud
					trait = wroth
				}
			}

			mult_modifier = {
				factor = 4

				is_maimed_trigger = yes

				NOR = {
					trait = lunatic
					trait = brave
					trait = proud
					trait = wroth
				}
			}

			mult_modifier = {
				factor = 10

				trait = blinded

				NOR = {
					trait = lunatic
					trait = brave
					trait = proud
					trait = wroth
				}
			}
		}
	}
}

# DuelEngine.503	Defender Runs
character_event = {
	id = DuelEngine.503
	desc = EVTDESC_DuelEngine_503
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	is_triggered_only = yes


	option = {
		name = EVTOPTA_DuelEngine_503

		remove_character_modifier = battlefield_fight
		morale = 0.1
	}
}

# DuelEngine.504	Attacker Runs
character_event = {
	id = DuelEngine.504
	desc = EVTDESC_DuelEngine_504
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	is_triggered_only = yes

	option = {
		name = EVTOPTA_DuelEngine_504

		remove_character_modifier = battlefield_fight
		morale = 0.1
	}
}

character_event = { #run away mid-fight
	id = DuelEngine.505
	desc = EVTDESC_DuelEngine_505
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war

	desc = {
		text = EVTDESCB_DuelEngine_505
		trigger = { is_incapable = yes }
	}

	is_triggered_only = yes

	option = {
		name = {
			text = EVTOPTA_DuelEngine_505
			trigger = { is_incapable = no }
		}
		name = {
			text = EVTOPTB_DuelEngine_505
			trigger = { is_incapable = yes }
		}

		if = {
			limit = { is_incapable = no }

			random = {
				chance = 5 # Base chance if opponent is master_warrior

				additive_modifier = {
					value = 5
					FROM = { trait = skilled_warrior }
				}

				additive_modifier = {
					value = 10
					FROM = { trait = trained_warrior }
				}

				additive_modifier = {
					value = 15
					FROM = { trait = poor_warrior }
				}

				additive_modifier = {
					value = 20
					FROM = {
						NOR = {
							trait = poor_warrior
							trait = trained_warrior
							trait = skilled_warrior
							trait = master_warrior
						}
					}
				}

				add_trait_fully_craven_effect = yes
			}
		}

		if = {
			limit = { NOT = { at_location = FROM } }

			FROM = {
				show_scope_change = no
				morale = 0.2
			}
		}
		else = {
			morale = -0.2
		}
	}
}

# Battlefield duel end
character_event = {
	id = DuelEngine.510
	desc = EVTDESC_DuelEngine_510
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTA_DuelEngine_510

		if = {
			limit = { FROMFROM = { at_location = ROOT } }

			FROMFROM = {
				show_scope_change = no
				morale = -0.2
			}
		}
		else = {
			morale = 0.2
		}
	}
}

character_event = {
	id = DuelEngine.511
	desc = EVTDESC_DuelEngine_511
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war

	desc = {
		text = EVTDESCB_DuelEngine_511
		trigger = { FROMFROM = { is_incapable = yes } }
	}

	is_triggered_only = yes

	option = {
		name = EVTOPTA_DuelEngine_511

		name = {
			text = EVTOPTB_DuelEngine_511
			trigger = { FROMFROM = { is_incapable = yes } }
		}

		hidden_effect = {
			FROMFROM = { character_event = { id = DuelEngine.512 } }
		}
	}
}

character_event = {
	id = DuelEngine.512
	desc = EVTDESC_DuelEngine_512
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTA_DuelEngine_512

		imprison = FROM
		set_character_flag = captured_in_battle

		hidden_effect = {
			FROM = {
				character_event = { id = 50020 } # imprisoned_events.txt
			}
		}
	}
}