###########################################
#                                         #
# Warrior Lodge events                    #
# Fired from all overrun                  #
#                                         #
# ID HF.10000-HF.10071                    #
#                                         #
###########################################

namespace = HF

# From on_character_ask_to_join_society
# Set up for finding an appropriate Hero character, who will tell the new recruit about the initation duel
character_event = {
	id = HF.10003

	hide_window = yes
	is_triggered_only = yes # on_character_ask_to_join_society

	trigger = {
		NOR = {
			has_character_flag = is_being_recruited_to_warrior_lodge_by_parent
			has_character_flag = awaiting_initiation_trial
		}

		FROM = { leader = { is_member_of_any_warrior_lodge_trigger = yes } }
	}

	immediate = {
		set_character_flag = society_join_block
		set_character_flag = awaiting_initiation_trial
		save_event_target_as = new_recruit

		FROM = {
			save_event_target_as = warrior_lodge_to_join # used later for joining correct society

			if = {
				limit = {
					leader = { prisoner = yes }
					any_society_member = { prisoner = no }
				}

				random_society_member = {
					limit = { prisoner = no }

					preferred_limit = { society_rank == 4 }
					preferred_limit = { society_rank == 3 }
					preferred_limit = { society_rank == 2 }

					save_event_target_as = hero_character
					character_event = { id = HF.10004 }
				}
			}
			# Grandmaster is not in prison, or everyone is somehow in prison so just use the leader anyway
			else = {
				leader = {
					save_event_target_as = hero_character
					character_event = { id = HF.10004 }
				}
			}
		}
	}
}

# Event for hero character (unless MP, this is an AI)
character_event = {
	id = HF.10004
	desc = EVTDESC_HF_10004
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTA_HF_10004 # I'll put on my most intimidating face
		custom_tooltip = { text = EVTOPTA_HF_10004_TT }

		add_legend_progress_trivial_effect = yes
		event_target:new_recruit = { character_event = { id = HF.10005 } } # sends event to player
	}
}

# Do you want to accept the challenge to fight a member of the society, or not?
character_event = {
	id = HF.10005
	desc = EVTDESC_HF_10005
	picture = GFX_evt_teaching_moment
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	immediate = {
		if = {
			limit = {
				any_owned_bloodline = {
					has_bloodline_flag = bloodline_legendary_warrior
					bloodline_is_active_for = PREV
				}
			}
			random_owned_bloodline = {
				limit = {
					has_bloodline_flag = bloodline_legendary_warrior
					bloodline_is_active_for = PREV
				}

				preferred_limit = {
					founder = { NOT = { character = ROOT } }
				}

				founder = { save_event_target_as = founder_target }
			}
		}
	}

	desc = {
		text = EVTDESC_HF_10005 # Default desc
		trigger = {
			NOT = {
				any_owned_bloodline = {
					has_bloodline_flag = bloodline_legendary_warrior
					bloodline_is_active_for = PREV
				}
			}
		}
	}
	desc = {
		text = EVTDESC_HF_10005_bloodline # Bloodline special desc
		trigger = {
			any_owned_bloodline = {
				has_bloodline_flag = bloodline_legendary_warrior
				bloodline_is_active_for = PREV
			}
		}
	}

	option = { # I'll gladly fight to prove myself!
		name = {
			text = EVTOPTA_HF_10005 # default "Yeah, sure"
			trigger = {
				NOT = {
					any_owned_bloodline = {
						has_bloodline_flag = bloodline_legendary_warrior
						bloodline_is_active_for = PREV
					}
				}
			}
		}
		name = {
			text = EVTOPTA_HF_10005_bloodline
			trigger = {
				any_owned_bloodline = {
					has_bloodline_flag = bloodline_legendary_warrior
					bloodline_is_active_for = PREV
				}
			}
		}

		custom_tooltip = { text = EVTOPTA_HF_10005_TT }

		hidden_effect = {
			event_target:hero_character = { # Sends notification to the hero character
				set_character_flag = they_accepted@ROOT
				character_event = { id = HF.10006 }
			}
		}

		# FALLBACK:
		if = { # If FROM is no longer alive, clear relevant flags, etc...
			limit = { event_target:hero_character = { is_alive = no } }
			reset_warrior_lodge_joining_chain_effect = yes
		}

		ai_chance = { factor = 100 }
	}

	option = { # I changed my mind...
		name = EVTOPTB_HF_10005
		custom_tooltip = { text = EVTOPTB_HF_10005_TT }

		tooltip = {
			reverse_opinion = {
				name = opinion_disappointed
				who = event_target:hero_character
				years = 5
			}
		}

		clr_character_flag = society_join_block
		clr_character_flag = awaiting_initiation_trial

		hidden_effect = {
			event_target:hero_character = { # Sends notification to the hero character
				set_character_flag = they_declined@ROOT
				character_event = { id = HF.10006 }
			}
		}

		ai_chance = {
			factor = 1

			trigger = {
				NOT = { has_character_flag = is_being_recruited_to_warrior_lodge_by_parent }
			}
		}
	}
}

# The new recruit accepted/chickened out (for the hero character)
character_event = {
	id = HF.10006
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	immediate = {
		hidden_effect = { # Selects duel targets...
			if = {
				limit = { has_character_flag = they_accepted@FROM }

				society = {
					any_society_member = {
						score_value = {  # Prioritizes selecting a rank 1 member, who's available...!
							value = 1

							# Ranks...
							additive_modifier = {
								value = 100000
								society_rank == 1
							}
							additive_modifier = {
								value = 1000
								society_rank == 2
							}
							additive_modifier = {
								value = 10
								society_rank == 3
							}
							additive_modifier = {
								value = 1
								society_rank == 4
							}

							# The fighters should be somewhat evenly matched...
							additive_modifier = {
								value = 1000
								trigger_if = {
									limit = { duelist_skill_is_low_group_trigger = yes }
									FROM = { duelist_skill_is_low_group_trigger = yes }
								}
								trigger_else_if = {
									limit = { duelist_skill_is_medium_group_trigger = yes }
									FROM = { duelist_skill_is_medium_group_trigger = yes }
								}
								trigger_else = {
									duelist_skill_is_high_group_trigger = yes
									FROM = { duelist_skill_is_high_group_trigger = yes }
								}
							}

							# If recruit is bad duelist, the fighters should be as evenly bad as can be...
							additive_modifier = {
								value = 1000
								trigger_if = {
									limit = { is_the_worst_duelist_trigger = yes }
									FROM = { is_the_worst_duelist_trigger = yes }
								}
								trigger_else_if = {
									limit = { is_terrible_duelist_trigger = yes }
									FROM = { is_terrible_duelist_trigger = yes }
								}
								trigger_else = {
									is_bad_duelist_trigger = yes
									FROM = { is_bad_duelist_trigger = yes }
								}
							}

							# Relationship with FROM... (so new ones can form)
							additive_modifier = {
								value = 100
								NOR = {
									is_rival = FROM
									is_lover = FROM
									is_friend = FROM
								}
							}
							additive_modifier = {
								value = 100
								OR = {
									reverse_has_opinion_modifier = { who = FROM name = opinion_hate }
									reverse_has_opinion_modifier = { who = FROM name = opinion_tortured_me }
									reverse_has_opinion_modifier = { who = FROM name = opinion_mutilated_me }
									reverse_has_opinion_modifier = { who = FROM name = opinion_imprisoned }
								}
							}
							additive_modifier = {
								value = 200
								FROM = { PREV = { prev_is_lonely_this_romance_makes_sense_trigger = yes } }
							}

							# Shouldn't be in prison/incapable, etc...
							additive_modifier = {
								value = -5000
								block_general_event_trigger = yes
							}

							# Shouldn't be ROOT in this case...
							additive_modifier = {
								value = -1000
								character = ROOT
							}

							# Should *absolutely* preferably be an AI...
							additive_modifier = {
								value = -1000
								ai = no
							}

							# Shouldn't be sick, etc...
							additive_modifier = {
								value = -500
								OR = {
									has_character_modifier = bedridden_illness
									has_character_modifier = severe_illness
									character_disease_trigger = yes
									has_severe_disability_trigger = yes
								}
							}

							# Shouldn't be prone to dying and breaking the events...
							additive_modifier = {
								value = -500
								OR = {
									practical_age >= 60
									is_maimed_trigger = yes # has a maimed trait
								}
							}
						}

						save_event_target_as = duel_target
					}
				}
			}
		}
	}

	desc = {
		text = EVTDESC_HF_10006_yes
		trigger = {
			has_character_flag = they_accepted@FROM
		}
	}
	desc = {
		text = EVTDESC_HF_10006_no
		trigger = {
			has_character_flag = they_declined@FROM
		}
	}

	option = { # Let's find someone to duel them!
		name = EVTOPTA_HF_10006_yes
		show_portrait = event_target:duel_target
		trigger = { has_character_flag = they_accepted@FROM }
		custom_tooltip = { text = EVTOPTA_HF_10006_TT_1 }

		clr_character_flag = they_accepted@FROM

		hidden_effect = {
			event_target:new_recruit = {
				if = { # If FROM is no longer alive, clear relevant flags, etc...
					limit = { event_target:duel_target = { is_alive = no } }
					reset_warrior_lodge_joining_chain_effect = yes
				}
				else = {
					set_character_flag = mock_duel
					# REQUIRED event targets for setting up duel evaluation! (1 & 2)
					save_event_target_as = combatant_1 # the person issuing the duel..

					event_target:duel_target = {
						save_event_target_as = combatant_2 # the target of the duel...
						character_event = { id = HFP.10095 } # player challenges you to a duel
					}
				}
			}
		}
	}

	option = { # That little coward
		name = EVTOPTA_HF_10006_no
		trigger = { has_character_flag = they_declined@FROM }

		clr_character_flag = they_declined@FROM

		opinion = {
			who = FROM
			name = opinion_disappointed
			years = 5
		}
	}
}

character_event = { # Hero character's reaction, who then sends acceptance/refusal letter to player
	id = HF.10008
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war

	desc = {
		text = EVTDESC_HF_10008_they_succeeded_greatly
		trigger = {
			FROM = {
				NOR = {
					has_character_flag = was_mildly_injured
					has_character_flag = was_actually_injured
					has_character_flag = duel_fled
				}
			}
		}
	}
	desc = {
		text = EVTDESC_HF_10008_they_were_mildly_injured
		trigger = {
			FROM = { has_character_flag = was_mildly_injured }
		}
	}
	desc = {
		text = EVTDESC_HF_10008_they_were_seriously_injured
		trigger = {
			FROM = { has_character_flag = was_actually_injured }
		}
	}
	desc = {
		text = EVTDESC_HF_10008_they_fled
		trigger = {
			FROM = { has_character_flag = duel_fled }
		}
	}

	is_triggered_only = yes

	option = {
		name = {
			text = EVTOPTA_HF_10008_impressed
			trigger = {
				FROM = {
					NOR = {
						has_character_flag = was_mildly_injured
						has_character_flag = was_actually_injured
						has_character_flag = duel_fled
					}
				}
			}
		}
		name = {
			text = EVTOPTA_HF_10008_accepting
			trigger = {
				FROM = { has_character_flag = was_mildly_injured }
			}
		}
		name = {
			text = EVTOPTA_HF_10008_surprised
			trigger = {
				FROM = { has_character_flag = was_actually_injured }
			}
		}
		name = {
			text = EVTOPTA_HF_10008_unimpressed
			trigger = {
				FROM = { has_character_flag = duel_fled }
			}
		}
		if = {
			limit = {
				FROM = { has_character_flag = duel_fled }
			}
			custom_tooltip = { text = EVTOPTB_HF_10008_TT }
			FROM = { letter_event = { id = HF.10010 days = 5 } }
		}
		else = {
			custom_tooltip = { text = EVTOPTA_HF_10008_TT }
			add_legend_progress_trivial_effect = yes
			FROM = { letter_event = { id = HF.10009 days = 5 } }
		}
	}
}

letter_event = { # SUCCESS: Welcome to the society!
	id = HF.10009
	border = GFX_event_letter_frame_war

	is_triggered_only = yes

	trigger = {
		NOT = { has_character_flag = show_once_flag }
	}

	immediate = {
		set_character_flag = show_once_flag
	}

	desc = {
		text = EVTDESC_HF_10009_succeeded_greatly
		trigger = {
			NOR = {
				has_character_flag = was_mildly_injured
				has_character_flag = was_actually_injured
				has_character_flag = duel_fled
			}
		}
	}
	desc = {
		text = EVTDESC_HF_10009_was_mildly_injured
		trigger = { has_character_flag = was_mildly_injured }
	}
	desc = {
		text = EVTDESC_HF_10009_was_seriously_injured
		trigger = { has_character_flag = was_actually_injured }
	}

	option = {
		name = EVTOPTA_HF_10009

		join_society = event_target:warrior_lodge_to_join

		if = {
			limit = { has_character_flag = minor_reward }
			add_society_currency_minor_effect = yes
		}
		else_if = {
			limit = { has_character_flag = medium_reward }
			add_society_currency_medium_effect = yes
		}

		if = { # Give Sympathy trait if appropriate...
			limit = {
				NOT = { religion_group = pagan_group }
			}

			# Give Sympathy trait
			add_trait = sympathy_pagans
		}

		clr_character_flag = was_actually_injured
		clr_character_flag = was_mildly_injured
		clr_character_flag = awaiting_initiation_trial
		clr_character_flag = duel_fled
		clr_character_flag = minor_reward
		clr_character_flag = medium_reward
		clr_character_flag = show_once_flag

		### For characters who were recruited by their parents...
		if = {
			limit = {
				has_character_flag = is_being_recruited_to_warrior_lodge_by_parent
				event_target:recruiting_parent = { is_alive = yes }
			}

			custom_tooltip = { text = your_parent_will_be_proud_tt }
			tooltip = { # You are happy to have been recruited, and they are impressed you succeeded...
				opinion = {
					name = opinion_grateful
					who = event_target:recruiting_parent
					years = 5
				}
				reverse_opinion = {
					name = opinion_impressed
					who = event_target:recruiting_parent
					years = 5
				}
			}

			set_character_flag = passed_initiation
			event_target:recruiting_parent = { character_event = { id = HF.10013 } }
		}
		###

		clr_character_flag = society_join_block
	}
}

letter_event = { # FAILURE: You can't sit with us
	id = HF.10010
	desc = EVTDESC_HF_10010
#	picture = GFX_evt_melee
	border = GFX_event_letter_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTA_HF_10010
		custom_tooltip = { text = EVTOPTA_HF_10010_TT } # You will be blocked from joining for 10 years
		# add blocking modifier (hidden)

		clr_character_flag = was_actually_injured
		clr_character_flag = was_mildly_injured
		clr_character_flag = awaiting_initiation_trial
		clr_character_flag = duel_fled
		clr_character_flag = minor_reward
		clr_character_flag = medium_reward

		if = { # For characters who were recruited by their parents...
			limit = {
				has_character_flag = is_being_recruited_to_warrior_lodge_by_parent
				event_target:recruiting_parent = { is_alive = yes }
			}

			custom_tooltip = { text = notify_parent_recruiter_tt } # Your parent will be notified.
			set_character_flag = failed_initiation
			event_target:recruiting_parent = { character_event = { id = HF.10014 } }
		}

		clr_character_flag = society_join_block
	}
}

# In case the hero character has died or something odd happens:
### Gating event on player to make sure societies are joined correctly! [sent from clean up, after duels]
character_event = {
	id = HF.10011

	hide_window = yes
	is_triggered_only = yes

	immediate = {
		# sends outcome of the initiation duel to leader, who instantly sends a response to the player: Join us!/Banned for 10 years!
		if = { # check if original hero is still around...
			limit = {
				event_target:hero_character = {
					block_general_event_trigger = no
				}
			}
			event_target:hero_character = { character_event = { id = HF.10008 } }
		}
		else = { # Otherwise, look elsewhere...
			event_target:warrior_lodge_to_join = {
				if = { # Find a non-prisoner member to send the response...
					limit = {
						leader = { prisoner = yes }
						any_society_member = { prisoner = no }
					}

					random_society_member = {
						limit = { prisoner = no }

						preferred_limit = { society_rank == 4 }
						preferred_limit = { society_rank == 3 }
						preferred_limit = { society_rank == 2 }

						save_event_target_as = hero_character
						character_event = { id = HF.10008 }
					}
				}
				# Grandmaster is not in prison, or everyone is somehow in prison so just use the leader anyway
				else = {
					leader = {
						save_event_target_as = hero_character
						character_event = { id = HF.10008 }
					}
				}
			}
		}
	}
}


########################################################
# Recruit/Induct your Child into your Warrior Lodge
########################################################
character_event = { # Fires for the adult child (from decision)
	id = HF.10016
	desc = EVTDESC_HF_10016
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war

	is_triggered_only = yes # recruit_child_decision, hf_warrior_lodge_decisions.txt

	immediate = {
		# Find a non-prisoner member
		event_target:warrior_lodge_to_join = {
			any_society_member = {
				limit = { prisoner = no }

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

				save_event_target_as = hero_character
			}
		}

		if = { # If it failed to save anyone...
			limit = { NOT = { event_target:hero_character = { always = yes } } }
			# Means everyone is somehow in prison so just use the leader anyway...?
			event_target:warrior_lodge_to_join = { leader = { save_event_target_as = hero_character } }
		}
	}

	option = {
		name = EVTOPTA_HF_10016 # YES - It's what I always wanted

		trigger = { # Kids only say yes if they not already a secret member of some kind...
			trigger_if = { # CleanSlate: Why is there no condition to check if a society is secret?
				limit = { is_in_society = yes }
				society_is_criminal = no
				NOT = { society_member_of = the_assassins }
			}
		}

		custom_tooltip = { text = EVTOPTA_HF_10016_TT }

		set_character_flag = accepted_trial
		event_target:hero_character = {
			character_event = { id = HF.10004 } # Send regular "I wanna join"-event to high-ranking member
		}

		ai_chance = {
			factor = 100

			trigger = { is_in_society = no }
		}
	}

	option = {
		name = EVTOPTB_HF_10016 # NO - I will carve my own path

		trigger = { # Only show this option if parent does *not* have a mission to recruit you (or if you have somehow had time to join a secret society *before* they tried recruiting you)...
			OR = {
				NOT = {
					event_target:recruiting_parent = {
						has_quest = quest_warrior_lodge_recruit
						quest_target = { character = ROOT }
					}
				}

				trigger_if = {
					limit = { is_in_society = yes }

					OR = {
						society_is_criminal = yes
						society_member_of = the_assassins
					}
				}
			}
		}

		custom_tooltip = { text = EVTOPTB_HF_10016_TT }

		set_character_flag = refused_trial
		clr_character_flag = society_join_block
		clr_character_flag = awaiting_initiation_trial

		character_event = { id = HF.10015 years = 1 }

		ai_chance = {
			factor = 10

			mult_modifier = {
				factor = 1.5
				trait = stubborn
			}
		}
	}

	after = { # Answer is relayed to parent...
		event_target:recruiting_parent = {
			character_event = { id = HF.10012 days = 1 }
		}
	}
}

# Delayed clean up event (for child who turned down recruitment)
character_event = {
	id = HF.10015

	hide_window = yes
	is_triggered_only = yes

	immediate = {
		clr_character_flag = is_being_recruited_to_warrior_lodge_by_parent
		clr_character_flag = refused_trial
	}
}

# For the parent - Child said yes/no. If yes, you will updated after the trial again.
character_event = {
	id = HF.10012
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war

	desc = {
		text = EVTDESC_HF_10012_A
		trigger = {
			FROM = { has_character_flag = accepted_trial }
			NOT = { character = event_target:hero_character }
		}
	}
	desc = {
		text = EVTDESC_HF_10012_A_hero_is_parent
		trigger = {
			FROM = { has_character_flag = accepted_trial }
			character = event_target:hero_character
		}
	}
	desc = {
		text = EVTDESC_HF_10012_B
		trigger = {
			FROM = { has_character_flag = refused_trial }
			NOT = { character = event_target:hero_character }
		}
	}
	desc = {
		text = EVTDESC_HF_10012_B_hero_is_parent
		trigger = {
			FROM = { has_character_flag = refused_trial }
			character = event_target:hero_character
		}
	}

	is_triggered_only = yes

	option = {
		name = {
			text = EVTOPTA_HF_10012_1 # I was just waiting for you to be ready!
			trigger = { NOT = { character = event_target:hero_character } }
		}
		name = {
			text = EVTOPTA_HF_10012_2 # We'll do this the right way.
			trigger = { character = event_target:hero_character }
		}

		trigger = { FROM = { has_character_flag = accepted_trial } }

		if = {
			limit = { NOT = { character = event_target:hero_character } }
			custom_tooltip = { text = EVTOPTA_HF_10012_TT }
			show_portrait = event_target:hero_character
		}
	}

	option = {
		name = EVTOPTB_HF_10012 # Why, you ungrateful little...
		trigger = { FROM = { has_character_flag = refused_trial } }
		custom_tooltip = { text = EVTOPTB_HF_10012_TT }

		if = {
			limit = { NOT = { character = event_target:hero_character } }
			show_portrait = event_target:hero_character
		}
	}

	after = {
		FROM = {
			clr_character_flag = accepted_trial
			clr_character_flag = refused_trial
		}
	}
}

# For the parent - Child made it through the duel and has joined the Warrior Lodge!
character_event = {
	id = HF.10013
	picture = GFX_evt_camaraderie
	desc = EVTDESC_HF_10013_A #"I am one of you guys now!"
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	trigger = {
		NOT = { has_character_flag = show_only_once@FROM }
	}

	immediate = {
		set_character_flag = show_only_once@FROM
	}

	option = {
		name = EVTOPTA_HF_10013 # I knew you had it in you.
		trigger = { same_society_as = FROM }
		custom_tooltip = { text = EVTOPTA_HF_10013_TT }

		prestige = 20

		reverse_opinion = {
			name = opinion_grateful
			who = FROM
			years = 5
		}
		opinion = {
			name = opinion_impressed
			who = FROM
			years = 5
		}

		if = {
			limit = {
				has_quest = quest_warrior_lodge_recruit
				quest_target = { character = FROM }
			}
			clr_quest = quest_warrior_lodge_recruit
			add_society_currency_medium_effect = yes
		}

		add_legend_progress_trivial_effect = yes
	}

	### Only if left society: ###
	option = {
		name = EVTOPTB_HF_10013 # You make me regret my decision to leave...
		trigger = { NOT = { same_society_as = FROM } }
		custom_tooltip = { text = EVTOPTB_HF_10013_TT }

		random = {
			chance = 10
			add_trait_depressed_effect = yes
		}
	}

	option = {
		name = EVTOPTC_HF_10013 # I'm not impressed.
		trigger = { NOT = { same_society_as = FROM } }
		custom_tooltip = { text = EVTOPTC_HF_10013_TT }

		add_trait_partially_silently_cruel_effect = yes

		reverse_opinion = {
			name = opinion_disappointed
			who = FROM
			years = 5
		}
	}

	after = {
		clr_character_flag = show_only_once@FROM

		FROM = {
			clr_character_flag = passed_initiation
			clr_character_flag = is_being_recruited_to_warrior_lodge_by_parent
			character_event = { id = HF.25400 } # Flavor Tombola for underage recruits.
		}
	}
}

# For the parent - Child somehow failed to join Warrior Lodge...
character_event = {
	id = HF.10014
	picture = GFX_evt_teaching_moment
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	trigger = {
		NOT = { has_character_flag = show_only_once@FROM }
	}

	immediate = {
		set_character_flag = show_only_once@FROM
	}

	desc = {
		text = EVTDESC_HF_10014_A
		trigger = {
			FROM = { NOT = { has_character_flag = chickened_out } }
		}
	}
	desc = {
		text = EVTDESC_HF_10014_B
		trigger = {
			FROM = { has_character_flag = chickened_out }
		}
	}


	option = {
		name = EVTOPTA_HF_10014 # I'm still proud to call you family.
		custom_tooltip = { text = EVTOPTA_HF_10014_TT }

		add_trait_partially_silently_kind_effect = yes

		FROM = { set_character_flag = parent_was_supportive }
	}

	option = {
		name = EVTOPTB_HF_10014 # I expected more, honestly...
		custom_tooltip = { text = EVTOPTB_HF_10014_TT }

		prestige = 20

		if = {
			limit = { trait = kind }
			remove_trait = kind
		}
		else_if = {
			limit = {
				NOT = { trait = cruel }
			}

			add_trait = cruel
		}
		else_if = {
			limit = {
				NOT = { trait = honest }
			}

			add_trait = honest
		}

		FROM = { set_character_flag = parent_was_mean }
	}

	after = {
		clr_character_flag = show_only_once@FROM

		if = {
			limit = {
				has_quest = quest_warrior_lodge_recruit
				quest_target = { character = FROM }
			}

			clr_quest = {
				id = quest_warrior_lodge_recruit
				failure = yes
			}
		}

		FROM = {
			clr_character_flag = failed_initiation
			clr_character_flag = chickened_out
			clr_character_flag = is_being_recruited_to_warrior_lodge_by_parent
			character_event = { id = HF.10017 days = 5 }
		}
	}
}

# Adult Child receives parent's reaction to failure to join Warrior Lodge.
character_event = {
	id = HF.10017
	picture = GFX_evt_camaraderie
	border = GFX_event_normal_frame_war

	desc = {
		text = EVTDESC_HF_10017_A # They took it well.
		trigger = { has_character_flag = parent_was_supportive }
	}
	desc = {
		text = EVTDESC_HF_10017_B # They took it poorly.
		trigger = { has_character_flag = parent_was_mean }
	}

	is_triggered_only = yes

	trigger = {
		FROM = { is_alive = yes }
	}

	############### Good reaction #########
	option = {
		name = EVTOPTA_HF_10017_1 # Family is most important, after all.
		trigger = { has_character_flag = parent_was_supportive }

		if = {
			limit = { has_dlc = "Way of Life" }
			set_focus = focus_family
		}

		opinion = {
			name = comforted_opinion
			who = FROM
			years = 5
		}
	}

	option = {
		name = EVTOPTA_HF_10017_2 # I'm lucky to have him/her.
		trigger = { has_character_flag = parent_was_supportive }

		opinion = {
			name = comforted_opinion
			who = FROM
			years = 5
		}
	}

	############### Poor reaction #########
	option = {
		name = EVTOPTB_HF_10017_2 # This is not the end of my story!
		trigger = { has_character_flag = parent_was_mean }

		add_trait_silently_stressed_effect = yes
		add_trait_fully_silently_ambitious_effect = yes

		custom_tooltip = { text = EVTOPTB_HF_10017_TT }
	}

	option = {
		name = EVTOPTB_HF_10017_1 # I am an embarrassment.
		trigger = { has_character_flag = parent_was_mean }
	}
}


########################################################
# RANK 4 POWER - Choose Military Aspect/Lifestyle trait
########################################################

# START & END: Has either Duelist, Strategist, or Hunter already - Replace the existing trait
character_event = {
	id = HF.10020
	picture = GFX_evt_armory
	border = GFX_event_normal_frame_war

	desc = {
		text = EVTDESC_HF_10020_duelist
		picture = GFX_evt_battle
		trigger = { trait = duelist }
	}

	desc = {
		text = EVTDESC_HF_10020_strategist
		picture = GFX_evt_battle
		trigger = { trait = strategist }
	}

	desc = {
		text = EVTDESC_HF_10020_hunter
		picture = GFX_evt_battle
		trigger = { trait = hunter }
	}

	is_triggered_only = yes # choose_military_aspect, hf_warrior_lodge_decisions.txt

	option = { # Change to Duelist
		name = EVTOPTA_HF_10020
		trigger = { NOT = { trait = duelist } }

		if = { limit = { trait = strategist }
			remove_trait = strategist
		}

		if = { limit = { trait = hunter }
			remove_trait = hunter
		}

		add_trait = duelist
	}

	option = { # Change to Strategist
		name = EVTOPTB_HF_10020
		trigger = { NOT = { trait = strategist } }

		if = { limit = { trait = duelist }
			remove_trait = duelist
		}

		if = { limit = { trait = hunter }
			remove_trait = hunter
		}

		add_trait = strategist
	}

	option = { # Change to Hunter
		name = EVTOPTC_HF_10020
		trigger = { NOT = { trait = hunter } }

		if = { limit = { trait = duelist }
			remove_trait = duelist
		}

		if = { limit = { trait = strategist }
			remove_trait = strategist
		}

		add_trait = hunter
	}

	option = { # Change your mind
		name = EVTOPTD_HF_10020

		add_society_currency_minor_effect = yes
	}

	after = { clr_character_flag = choosing_military_aspect }
}


# START: No Previous Lifestyle trait - Choose one
character_event = {
	id = HF.10021
	desc = EVTDESC_HF_10021
	picture = GFX_evt_armory
	border = GFX_event_normal_frame_war

	is_triggered_only = yes # choose_military_aspect, hf_warrior_lodge_decisions.txt

	option = { # Choose Dueling
		name = EVTOPTA_HF_10021
		show_trait = duelist

		custom_tooltip = { text = EVTOPTA_HF_10021_tt }

		character_event = {
			id = HF.10022
			days = 20
			random = 20
		}

		ai_chance = {
			factor = 1

			mult_modifier = {
				factor = 1.1
				has_duel_exp_modifier_trigger = yes
			}
			mult_modifier = {
				factor = 3
				trait = brave
			}
		}
	}

	option = { # Choose Strategy
		name = EVTOPTB_HF_10021
		show_trait = strategist

		custom_tooltip = { text = EVTOPTB_HF_10021_tt }

		character_event = {
			id = HF.10025
			days = 20
			random = 20
		}

		ai_chance = {
			factor = 1

			mult_modifier = {
				factor = 1.5
				has_education_stewardship_trigger = yes
			}
		}
	}

	option = { # Choose Hunting
		name = EVTOPTC_HF_10021
		show_trait = hunter

		custom_tooltip = { text = EVTOPTC_HF_10021_tt }

		character_event = {
			id = HF.10030
			days = 20
			random = 20
		}

		ai_chance = {
			factor = 1

			mult_modifier = {
				factor = 5
				trait = falconer
			}
		}
	}

	option = { # Change your mind
		name = EVTOPTD_MNM_1900

		add_society_currency_minor_effect = yes
		clr_character_flag = choosing_military_aspect
	}
}

# Become a Duelist
character_event = {
	id = HF.10022
	desc = EVTDESC_HF_10022
	picture = GFX_evt_armory
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	immediate = {
		hidden_effect = {
			society = {
				random_society_member = { # save them as mentor...
					limit = {
						ai = yes
						NOT = { character = ROOT }
						block_general_event_trigger = no
						trait = duelist
					}
					save_event_target_as = mentor_target
				}
			}
		}
	}

	option = {
		name = EVTOPTA_HF_10022 # I will ask fellow society member for guidance!
		trigger = { event_target:mentor_target = { always = yes } }

		set_character_flag = opt_A

		if = { # if you already have a friend-opinion in place, become friends...
			limit = {
				OR = {
					reverse_has_opinion_modifier = { who = event_target:mentor_target name = opinion_budding_friendship }
					has_opinion_modifier = { who = event_target:mentor_target name = opinion_budding_friendship }
				}
			}
			tooltip = { add_friend = event_target:mentor_target }
		}
		else_if = { # if they don't hate you, they feel professionally praised...
			limit = {
				event_target:mentor_target = {
					potentially_interested_in_rivaling_root_trigger = no
				}
			}
			tooltip = {
				reverse_opinion = {
					name = opinion_was_praised
					who = event_target:mentor_target
					years = 10
				}
			}
		}
		else = { # otherwise, they probably hate you, but are strangely flattered by your request...
			tooltip = {
				reverse_opinion = {
					name = opinion_strangely_flattered
					who = event_target:mentor_target
					years = 10
				}
			}
		}

		prestige = -25

		if = {
			limit = { event_target:mentor_target = { is_alive = yes } }
			event_target:mentor_target = {
				character_event = { id = HF.10023 } # Ping, before trait is awarded
			}
		}
		else = { # so to not freeze the decision (in case MP and time ticks and they die)
			clr_character_flag = choosing_military_aspect
			add_society_currency_minor_effect = yes
		}

		ai_chance = {
			factor = 1

			mult_modifier = {
				factor = 2
				has_pleasant_personality_trigger = yes
			}
		}
	}

	option = {
		name = EVTOPTB_HF_10022 # hire someone to train you
		set_character_flag = opt_B
		clear_event_target = mentor_target

		scaled_wealth = { value = -0.4 min = -40 }

		add_trait_partially_silently_diligent_effect = yes

		add_character_modifier = {
			name = rigorous_practice
			years = 10
		}

		character_event = {
			id = HF.10024 # Lifestyle achieved: DUELIST
			months = 2
			random = 30
		}

		ai_chance = {
			factor = 1

			trigger = { wealth >= 50 }

			mult_modifier = {
				factor = 0.2
				trait = greedy
			}
			mult_modifier = {
				factor = 1.5
				trait = proud
			}
		}
	}

	option = {
		name = EVTOPTC_HF_10022 # go about it alone

		set_character_flag = opt_C
		clear_event_target = mentor_target

		character_event = {
			id = HF.10024 # Lifestyle achieved: DUELIST
			days = 90
			random = 30
		}

		ai_chance = { factor = 1 }
	}
}

#[Sidetrack from option A] - For the mentor: how involved do you wanna be?
character_event = {
	id = HF.10023
	desc = EVTDESC_HF_10023
	picture = GFX_evt_teaching_moment
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTA_HF_10023

		add_character_modifier = {
			name = duelist_mentor
			years = 2
		}
	}

	option = {
		name = EVTOPTB_HF_10023

		scaled_wealth = { value = -0.2 min = -20 }
	}

	after = {
		if = { # if you already have a friend-opinion in place, become friends...
			limit = {
				OR = {
					reverse_has_opinion_modifier = { who = FROM name = opinion_budding_friendship }
					has_opinion_modifier = { who = FROM name = opinion_budding_friendship }
				}
			}
			add_friend = FROM
		}
		else_if = { # if you don't hate them, feel professionally praised...
			limit = {
				FROM = { root_potentially_interested_in_rivaling_this_trigger = no }
			}
			reverse_opinion = {
				name = opinion_was_praised
				who = FROM
				years = 10
			}
		}
		else = { # otherwise, you probably hate them, but are strangely flattered by the request...
			reverse_opinion = {
				name = opinion_strangely_flattered
				who = FROM
				years = 10
			}
		}

		FROM = {
			character_event = {
				id = HF.10024 # Lifestyle achieved: DUELIST
				months = 2
				random = 30
			}
		}
	}
}

# Lifestyle achieved: DUELIST
character_event = {
	id = HF.10024
	picture = GFX_evt_duel_team
	border = GFX_event_normal_frame_war

	desc = { # fallback in case mentor died
		text = EVTDESC_HF_10024_mentor_died
		trigger = {
			has_character_flag = opt_A
			FROM = { is_alive = no }
		}
	}
	desc = {
		text = EVTDESC_HF_10024_A
		trigger = {
			has_character_flag = opt_A
			FROM = { is_alive = yes }
		}
	}
	desc = {
		text = EVTDESC_HF_10024_B
		trigger = {
			OR = {
				has_character_flag = opt_B
				has_character_flag = opt_C
			}
		}
	}

	is_triggered_only = yes

	option = {
		name = {
			text = EVTOPTA_HF_10024_A
			trigger = { has_character_flag = opt_A }
		}
		name = {
			text = EVTOPTA_HF_10024_B
			trigger = { has_character_flag = opt_B }
		}
		name = {
			text = EVTOPTA_HF_10024_C
			trigger = { has_character_flag = opt_C }
		}

		hidden_effect = {
			if = {
				limit = { lifestyle_traits > 0 }
				remove_lifestyle_trait_effect = yes
			}
		}

		add_trait = duelist
		add_legend_progress_trivial_effect = yes
		clr_character_flag = choosing_military_aspect
		clr_character_flag = opt_A
		clr_character_flag = opt_B
		clr_character_flag = opt_C
	}
}

# Become a Strategist
character_event = {
	id = HF.10025
	desc = EVTDESC_HF_10025
	picture = GFX_evt_upsetting_letter
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTA_HF_10025

		add_trait_silently_patient_effect = yes

		add_character_modifier = {
			name = hitting_the_books
			years = 2
		}

		ai_chance = {
			factor = 1

			mult_modifier = {
				factor = 4
				trait = brave
			}
			mult_modifier = {
				factor = 3
				trait = ambitious
			}
		}
	}

	option = {
		name = EVTOPTB_HF_10025

		add_trait_partially_silently_diligent_effect = yes

		add_character_modifier = {
			name = observing_the_troops
			years = 2
		}

		ai_chance = {
			factor = 1

			mult_modifier = {
				factor = 4
				trait = craven
			}
			mult_modifier = {
				factor = 3
				trait = erudite
			}
		}
	}

	after = {
		character_event = {
			id = HF.10026 # Lifestyle achieved: STRATEGIST
			months = 2
			random = 30
		}
	}
}

# Lifestyle achieved: STRATEGIST
character_event = {
	id = HF.10026
	desc = EVTDESC_HF_10026
	picture = GFX_evt_teaching_moment
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTA_HF_10026
		custom_tooltip = { text = EVTOPTA_HF_10026_tt }

		hidden_effect = {
			if = {
				limit = { lifestyle_traits > 0 }
				remove_lifestyle_trait_effect = yes
			}
		}

		add_trait = strategist
		add_legend_progress_trivial_effect = yes
		clr_character_flag = choosing_military_aspect
	}
}

# Become a Hunter
character_event = {
	id = HF.10030
	desc = EVTDESC_HF_10030
	picture = GFX_evt_hunt
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTA_HF_10030

		add_character_modifier = {
			name = tracker_student
			years = 10
		}

		ai_chance = {
			factor = 1

			mult_modifier = {
				factor = 4
				trait = erudite
			}
			mult_modifier = {
				factor = 4
				trait = honest
			}
		}
	}

	option = {
		name = EVTOPTB_HF_10030

		add_character_modifier = {
			name = trapper_student
			years = 10
		}

		ai_chance = {
			factor = 1

			mult_modifier = {
				factor = 5
				trait = deceitful
			}
			mult_modifier = {
				factor = 3
				trait = cynical
			}
		}
	}

	after = {
		character_event = {
			id = HF.10031 # Lifestyle achieved: HUNTER
			months = 2
			random = 30
		}
	}
}

# Lifestyle achieved: HUNTER
character_event = {
	id = HF.10031
	desc = EVTDESC_HF_10031
	picture = GFX_evt_hunt
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTA_HF_10031

		hidden_effect = {
			if = {
				limit = { lifestyle_traits > 0 }
				remove_lifestyle_trait_effect = yes
			}
		}

		if = {
			limit = { has_nickname = no }
			give_nickname = nick_the_hunter
		}

		add_trait = hunter
		add_legend_progress_trivial_effect = yes
		clr_character_flag = choosing_military_aspect
	}
}


########################################################
# RANK 2 POWER - Warrior Training
########################################################
character_event = {
	id = HF.10040
	picture = GFX_evt_teaching_moment
	border = GFX_event_normal_frame_war

	is_triggered_only = yes # warrior_training, hf_warrior_lodge_decisions.txt

	has_dlc = "Holy Fury"

	desc = {
		text = EVTDESC_HF_10040_A
		trigger = { has_religion_matching_joined_warrior_lodge_trigger = yes }
	}
	desc = {
		text = EVTDESC_HF_10040_B
		trigger = { has_religion_matching_joined_warrior_lodge_trigger = no }
	}

	picture = {
		picture = GFX_evt_horsemanship
		trigger = {
			OR = {
				society_member_of = warrior_lodge_tengri
				society_member_of = warrior_lodge_bon
			}
		}
	}

	immediate = {
		hidden_effect = { select_and_save_fellow_society_member_effect = yes }
	}

	option = { # Finally!
		name = EVTOPTA_HF_10040

		if = { # To punish characters of the "wrong" religion...
			limit = { has_religion_matching_joined_warrior_lodge_trigger = no }
			custom_tooltip = { text = EVTOPTA_HF_10040_piety_loss_tt }
			piety =-150
		}

		add_warrior_lodge_leader_trait_effect = yes
		add_legend_progress_trivial_effect = yes
		clr_character_flag = choosing_warrior_training
	}
}


########################################################
# RANK 1 POWER - Toughness (Bon only)
########################################################
character_event = {
	id = HF.10055
	picture = GFX_evt_religious_exultation
	border = GFX_event_normal_frame_war

	is_triggered_only = yes # warrior_toughness, hf_warrior_lodge_decisions.txt

	has_dlc = "Holy Fury"

	immediate = {
		clr_character_flag = pending_infection # So you don't get infected from something that is no longer there...

		random_list = { # Triggered text explains what happened exactly...
			   1 = {
				trigger = { trait = wounded } # -1 health
				set_character_flag = removed_wounded  # least severe, so low prio
			}
			 100 = {
				trigger = { trait = severely_injured } # -2 health
				set_character_flag = removed_severely_injured
			}
			 100 = {
				trigger = { trait = maimed } # -2 health
				set_character_flag = removed_maimed
			}
			1000 = {
				trigger = { trait = mangled } # -3 health
				set_character_flag = removed_mangled # most severe, so high prio
			}
			 100 = {
				trigger = { trait = infection } # -2 health
				set_character_flag = removed_infection
			}
		}
	}

	desc = {
		text = EVTDESC_HF_10055_WOUNDED
		trigger = { has_character_flag = removed_wounded }
	}
	desc = {
		text = EVTDESC_HF_10055_SEVERELY_INJURED
		trigger = { has_character_flag = removed_severely_injured }
	}
	desc = {
		text = EVTDESC_HF_10055_MAIMED
		trigger = { has_character_flag = removed_maimed }
	}
	desc = {
		text = EVTDESC_HF_10055_MANGLED
		trigger = { has_character_flag = removed_mangled }
	}
	desc = {
		text = EVTDESC_HF_10055_INFECTION
		trigger = { has_character_flag = removed_infection }
	}

	option = { # I feel better!
		name = EVTOPTA_HF_10055

		trigger_switch = {
			on_trigger = has_character_flag

			removed_wounded =          { remove_trait = wounded }
			removed_severely_injured = { remove_trait = severely_injured }
			removed_maimed =           { remove_trait = maimed }
			removed_mangled =          { remove_trait = mangled }
			removed_infection =        { remove_trait = infection }
		}

		# If you have it, also remove one minor injury-modifier (prioritizing the worst one)...
		trigger_switch = {
			on_trigger = has_character_modifier

			swollen_wrist = { remove_character_modifier = swollen_wrist } # -6 PCR
			black_eye =     { remove_character_modifier = black_eye     } # -4 PCR
			swollen_ankle = { remove_character_modifier = swollen_ankle } # -4 PCR
			concussion =    { remove_character_modifier = concussion    } # -4 PCR
			cracked_ribs =  { remove_character_modifier = cracked_ribs  } # -4 PCR
			badly_bruised = { remove_character_modifier = badly_bruised } # -3 PCR
			sore_muscles =  { remove_character_modifier = sore_muscles  } # -3 PCR
		}

		add_scarred_tiered_effect = yes
	}

	option = { #[God] is with me.
		name = EVTOPTB_HF_10055
		trigger = { NOT = { trait = zealous } }

		piety = 5

		trigger_switch = {
			on_trigger = has_character_flag

			removed_wounded          = { remove_trait = wounded }
			removed_severely_injured = { remove_trait = severely_injured }
			removed_maimed           = { remove_trait = maimed }
			removed_mangled          = { remove_trait = mangled }
			removed_infection        = { remove_trait = infection }
		}

		add_trait = zealous
		add_scarred_tiered_effect = yes
	}

	after = {
		hidden_effect = {
			random_list = {
				33 = { sound_effect = toughness_01 }
				33 = { sound_effect = toughness_02 }
				33 = { sound_effect = toughness_03 }
			}
		}

		clr_character_flag = using_toughness
		clr_character_flag = removed_wounded
		clr_character_flag = removed_severely_injured
		clr_character_flag = removed_maimed
		clr_character_flag = removed_mangled
		clr_character_flag = removed_infection
	}
}


########################################################
# RANK 1 POWER - Go Berserk (Norse only)
########################################################
character_event = {
	id = HF.10056
	picture = GFX_evt_duel_team
	border = GFX_event_normal_frame_war
	portrait = event_target:kinslayer_target

	desc = {
		text = EVTDESC_HF_10056_no_harm_1
		trigger = {
			has_character_flag = no_harm
			event_target:fellow_member = { always = yes }
		}
	}
	desc = {
		text = EVTDESC_HF_10056_no_harm_2
		trigger = {
			has_character_flag = no_harm
			event_target:my_beloved = { always = yes }
		}
	}
	desc = {
		text = EVTDESC_HF_10056_casualty
		trigger = { has_character_flag = someone_is_hurt }
	}

	is_triggered_only = yes # warrior_lodge_norse_go_berserk, hf_warrior_lodge_decisions.txt

	has_dlc = "Holy Fury"

	immediate = {
		hidden_effect = {
			# Play SFX...
			if = {
				limit = { is_female = yes }
				random_list = {
					33 = { sound_effect = berserk_female_01 }
					33 = { sound_effect = berserk_female_02 }
					33 = { sound_effect = berserk_female_03 }
				}
			}
			else = {
				random_list = {
					33 = { sound_effect = berserk_male_01 }
					33 = { sound_effect = berserk_male_02 }
					33 = { sound_effect = berserk_male_03 }
				}
			}

			random_list = { # Decide if someone actually gets hurt...
				20 = { set_character_flag = someone_is_hurt }
				80 = { set_character_flag = no_harm }
			}

			random_list = { # Find someone to get caught in the crossfire...
				50 = {
					trigger = {
						any_courtier_or_vassal = {
							is_adult = yes
							ai = yes
							prisoner = no
						}
					}

					any_courtier_or_vassal = { # event_target:my_beloved (might be platonic, children, etc)
						limit = {
							is_adult = yes
							ai = yes
							prisoner = no
						}
						score_value = { # Prioritizes selecting some kind of loved person...
							value = 1
							beloved_target_selection_score = yes
						}
						score_value = { # Prioritizes selecting some kind of not great warrior...
							value = 1
							bad_soldier_outcome_score = yes
						}
						save_event_target_as = my_beloved
						save_event_target_as = kinslayer_target
					}
				}
				50 = {
					trigger = {
						society = {
							any_society_member = {
								NOT = { character = ROOT }
								ai = yes
								prisoner = no
							}
						}
					}

					society = {
						any_society_member = { # event_target:fellow_member (could be anyone in your society)
							limit = {
								NOT = { character = ROOT }
								ai = yes
								prisoner = no
							}
							score_value = { # Prioritizes selecting some kind of not great warrior...
								value = 10
								bad_soldier_outcome_score = yes
							}
							save_event_target_as = fellow_member
							save_event_target_as = kinslayer_target
						}
					}
				}
			}
		}
	}

	option = { # I am stronger than ever!
		name = {
			text = EVTOPTA_HF_10056_1
			trigger = { has_character_flag = no_harm }
		}
		name = {
			text = EVTOPTA_HF_10056_2
			trigger = { has_character_flag = someone_is_hurt }
		}

		prestige = 15
		add_trait = berserker

		if = {
			limit = { has_character_flag = someone_is_hurt }

			event_target:kinslayer_target = {
				show_scope_change = no

				hidden_effect = {
					random_list = { # Find someone who cares about the person caught in the fury...
						10 = {
							trigger = {
								any_spouse = { NOT = { character = ROOT } }
							}
							random_spouse = {
								limit = { NOT = { character = ROOT } }
								save_event_target_as = potential_rival
							}
						}
						10 = {
							trigger = {
								any_friend = { NOT = { character = ROOT } }
							}
							random_friend = {
								limit = { NOT = { character = ROOT } }
								save_event_target_as = potential_rival
							}
						}
						10 = {
							trigger = {
								any_lover = { NOT = { character = ROOT } }
							}
							random_lover = {
								limit = { NOT = { character = ROOT } }
								save_event_target_as = potential_rival
							}
						}
						10 = {
							trigger = {
								current_heir = {
									is_adult = yes
									prisoner = no
									NOT = { character = ROOT }
									is_close_relative = event_target:kinslayer_target
								}
							}
							current_heir = {
								save_event_target_as = potential_rival
							}
						}
						10 = {
							trigger = {
								any_child = {
									is_adult = yes
									NOT = { character = ROOT }
								}
							}
							random_child = {
								limit = {
									is_adult = yes
									NOT = { character = ROOT }
								}
								save_event_target_as = potential_rival
							}
						}
					}
					event_target:potential_rival = { character_event = { id = HF.10057 days = 3 } } # Send them a choice to become rival or not...
				}

				death = {
					death_reason = death_berserker_rage
					killer = ROOT
				}
			}

			add_kinslayer_trait_effect = yes
		}
		else = {
			if = {
				limit = { is_married = event_target:kinslayer_target }

				reverse_opinion = {
					name = opinion_impressed_infatuated
					who = event_target:kinslayer_target
					years = 10
				}
			}
			else = {
				reverse_opinion = {
					name = opinion_impressed
					who = event_target:kinslayer_target
					years = 5
				}
			}
		}
	}

	option = { # W-wait, what did I do? [OPTIONAL: "only" maiming the other person]
		name = EVTOPTB_HF_10056

		trigger = {
			has_character_flag = someone_is_hurt
			NOT = { trait = kind }
		}

		add_trait = berserker

		event_target:kinslayer_target = {
			show_scope_change = no

			add_maimed_trait_effect = yes
		}

		add_trait_partially_silently_kind_effect = yes

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

			random = {
				chance = 5
				add_trait_lunatic_effect = yes
			}
		}
	}

	option = { # W-wait, what did I do? [OPTIONAL: "only" maiming the other person] KIND VERSION
		name = EVTOPTC_HF_10056
		tooltip_info = kind

		trigger = {
			has_character_flag = someone_is_hurt
			trait = kind
		}

		add_trait = berserker

		event_target:kinslayer_target = {
			show_scope_change = no

			add_maimed_trait_effect = yes
		}
	}

	after = {
		clr_character_flag = no_harm
		clr_character_flag = someone_is_hurt
		clr_character_flag = going_berserk
	}
}

# Ping to relation of the casualty. To become rivals, or nah?
character_event = {
	id = HF.10057
	desc = EVTDESC_HF_10057
	picture = GFX_evt_duel_team
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	has_dlc = "Holy Fury"
	only_capable = yes

	option = {
		name = EVTOPTA_HF_10057 # I will not let this insult stand!

		prestige = 10
		add_rival = FROM
		FROM = { character_event = { id = HF.10058 } }
	}

	option = {
		name = EVTOPTB_HF_10057 # My [relation] should have known better.

		add_trait_fully_silently_cruel_effect = yes
	}
}

# Someone has sworn to take vengeance upon you (fires for the original berserker)...
character_event = {
	id = HF.10058
	desc = EVTDESC_HF_10058
	picture = GFX_evt_upsetting_letter
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	has_dlc = "Holy Fury"
	ai = no

	option = {
		name = EVTOPTA_HF_10058 # I am sure we will settle this, in time..

		tooltip = { add_rival = FROM }
	}
}

### GO BERSERK - IN PRISON VERSION ###
character_event = {
	id = HF.10070
	title = HF_10070_title
	picture = GFX_evt_jailbreak
	border = GFX_event_normal_frame_war
	portrait = event_target:kinslayer_target

	is_triggered_only = yes # warrior_lodge_norse_go_berserk, hf_warrior_lodge_decisions.txt

	has_dlc = "Holy Fury"
	min_age = 16
	only_capable = yes
	prisoner = yes

	trigger = {
		OR = {
			has_character_modifier = the_oubliette
			has_character_modifier = the_dungeon
		}

		host = {
			any_courtier = {
				ai = yes
				is_incapable = no

				NOR = {
					character = ROOT
					is_friend = ROOT
				}

				trigger_if = {
					limit = { prisoner = no } # There is either another prisoner...

					NOR = { # Or someone "unimportant" around...
						is_lover = PREV
						is_friend = PREV
						is_rival = PREV
					}
				}
			}
		}
	}

	desc = {
		text = EVTDESC_HF_10070_A # You injured yourself, accosting courtier
		trigger = {
			has_character_flag = hurt_self
			event_target:crossfire_target = { prisoner = no }
		}
	}
	desc = {
		text = EVTDESC_HF_10070_B # You injured yourself, assaulting fellow prisoner
		trigger = {
			has_character_flag = hurt_self
			event_target:crossfire_target = { prisoner = yes }
		}
	}
	desc = {
		text = EVTDESC_HF_10070_C # You succeed to escape, hurting whoever gets in your way
		trigger = {
			has_character_flag = someone_is_hurt
		}
	}

	immediate = {
		# Play SFX...
		if = {
			limit = { is_female = yes }
			random_list = {
				33 = { sound_effect = berserk_female_01 }
				33 = { sound_effect = berserk_female_02 }
				33 = { sound_effect = berserk_female_03 }
			}
		}
		else = {
			random_list = {
				33 = { sound_effect = berserk_male_01 }
				33 = { sound_effect = berserk_male_02 }
				33 = { sound_effect = berserk_male_03 }
			}
		}

		random_list = { # Decide if someone else actually gets hurt...
			50 = { set_character_flag = someone_is_hurt }
			50 = { set_character_flag = hurt_self } # means *you* get harmed instead
		}

		host = { save_event_target_as = host_target }

		random_list = { # Find someone to get caught in the crossfire...
			100 = {
				trigger = {
					any_host_courtier = { # There is either another prisoner...
						prisoner = yes
						ai = yes
						is_incapable = no

						NOR = {
							character = ROOT
							is_friend = ROOT
						}
					}
				}
				random_host_courtier = { # There is either another prisoner...
					limit = {
						prisoner = yes
						ai = yes
						is_incapable = no

						NOR = {
							character = ROOT
							is_friend = ROOT
						}
					}
					preferred_limit = {
						is_unimportant_trigger = yes
					}
					save_event_target_as = crossfire_target
					save_event_target_as = kinslayer_target
				}
			}
			10 = {
				random_host_courtier = { # Or someone "unimportant" around...
					limit = {
						prisoner = no
						ai = yes
						is_incapable = no

						NOR = {
							character = ROOT
							is_friend = ROOT
							is_lover = PREV
							is_friend = PREV
							is_rival = PREV
						}
					}
					preferred_limit = {
						is_unimportant_trigger = yes
					}
					save_event_target_as = crossfire_target
					save_event_target_as = kinslayer_target
				}
			}
		}
	}

	option = { # I am stronger than ever!
		name = {
			text = EVTOPTA_HF_10070_1 # You injured yourself, accosting courtier
			trigger = {
				has_character_flag = hurt_self
				event_target:crossfire_target = { prisoner = no }
			}
		}
		name = {
			text = EVTOPTA_HF_10070_2 # You injured yourself, assaulting fellow prisoner
			trigger = {
				has_character_flag = hurt_self
				event_target:crossfire_target = { prisoner = yes }
			}
		}
		name = {
			text = EVTOPTA_HF_10070_3 # You succeed to escape, hurting whoever gets in your way
			trigger = { has_character_flag = someone_is_hurt }
		}

		if = {
			limit = { # Hurt courtier and self
				has_character_flag = hurt_self
				event_target:crossfire_target = { prisoner = no }
			}

			if = {
				limit = { NOT = { trait = one_handed } }
				random_list = {
					50 = {
						add_trait = one_handed

						hidden_effect = {
							add_trait = severely_injured
							# after all severe injuries...
							resolve_severely_injured_effect = yes
						}
					}
					50 = {
						add_character_modifier = {
							name = swollen_wrist
							years = 1
						}
					}
				}
			}
			else = {
				add_trait = severely_injured
				resolve_severely_injured_effect = yes
			}

			event_target:kinslayer_target = {
				show_scope_change = no

				add_maimed_trait_effect = yes
			}
		}
		else_if = {
			limit = { # Hurt other prisoner and self
				has_character_flag = hurt_self
				event_target:crossfire_target = { prisoner = yes }
			}

			add_maimed_trait_effect = yes

			event_target:kinslayer_target = {
				show_scope_change = no

				add_maimed_trait_effect = yes
			}

		}

		else_if = { # Succeeds in escaping and kills someone else (courtier/prisoner, doesn't matter)
			limit = { has_character_flag = someone_is_hurt }

			custom_tooltip = {
				text = you_break_out_of_prison_tt
				prisoner = no
			}

			event_target:kinslayer_target = {
				show_scope_change = no

				hidden_effect = {
					random_list = { # Find someone who cares about the person caught in the fury...
						10 = {
							trigger = {
								any_spouse = { NOT = { character = ROOT } }
							}
							random_spouse = {
								limit = { NOT = { character = ROOT } }
								save_event_target_as = potential_rival
							}
						}
						10 = {
							trigger = {
								any_friend = { NOT = { character = ROOT } }
							}
							random_friend = {
								limit = { NOT = { character = ROOT } }
								save_event_target_as = potential_rival
							}
						}
						10 = {
							trigger = {
								any_lover = { NOT = { character = ROOT } }
							}
							random_lover = {
								limit = { NOT = { character = ROOT } }
								save_event_target_as = potential_rival
							}
						}
						10 = {
							trigger = {
								current_heir = {
									is_adult = yes
									prisoner = no
									NOT = { character = ROOT }
									is_close_relative = event_target:kinslayer_target
								}
							}
							current_heir = {
								save_event_target_as = potential_rival
							}
						}
						10 = {
							trigger = {
								any_child = {
									is_adult = yes
									NOT = { character = ROOT }
								}
							}
							random_child = {
								limit = {
									is_adult = yes
									NOT = { character = ROOT }
								}
								save_event_target_as = potential_rival
							}
						}
					}
					event_target:potential_rival = { character_event = { id = HF.10071 days = 3 } } # Send them a choice to become rival or not...
				}

				if = { # if it found a potential enemy
					limit = { event_target:potential_rival = { always = yes } }

					if = {
						limit = { # check if they are the same character as the host
							event_target:potential_rival = { character = event_target:host_target }
						}
						event_target:potential_rival = { set_character_flag = i_am_hurt_and_original_captor }
					}
					else = {
						event_target:host_target = { character_event = { id = HF.10071 days = 1 } } # Also send this person a choice to become rival or not...
					}
				}

				if = {
					limit = { prisoner = yes }

					custom_tooltip = {
						text = fellow_prisoner_dies_tt

						death = {
							death_reason = death_berserker_rage
							killer = ROOT
						}
					}
				}
				else = {
					custom_tooltip = {
						text = courtier_dies_tt

						death = {
							death_reason = death_berserker_rage
							killer = ROOT
						}
					}
				}
			}

			add_kinslayer_trait_effect = yes
		}

		prestige = 15

		if = { limit = { NOT = { trait = berserker } }
			add_trait = berserker
		}
	}
	option = { # W-wait, what did I do? [OPTIONAL: "only" maiming the other person]
		name = EVTOPTB_HF_10070

		trigger = {
			has_character_flag = someone_is_hurt
			NOT = { trait = kind }
		}

		if = { limit = { NOT = { trait = berserker } }
			add_trait = berserker
		}

		add_trait_partially_silently_kind_effect = yes

		event_target:kinslayer_target = {
			show_scope_change = no

			add_maimed_trait_effect = yes
		}

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

			random = {
				chance = 5
				add_trait_lunatic_effect = yes
			}
		}
	}

	option = { # W-wait, what did I do? [OPTIONAL: "only" maiming the other person] KIND VERSION
		name = EVTOPTC_HF_10056
		tooltip_info = kind

		trigger = {
			has_character_flag = someone_is_hurt
			trait = kind
		}

		if = { limit = { NOT = { trait = berserker } }
			add_trait = berserker
		}

		event_target:kinslayer_target = {
			show_scope_change = no

			add_maimed_trait_effect = yes
		}
	}

	after = {
		clr_character_flag = hurt_self
		clr_character_flag = someone_is_hurt
		clr_character_flag = going_berserk
	}
}

# Ping to relation of the casualty. To become rivals, or nah?
character_event = {
	id = HF.10071
	title = HF_10070_title
	picture = GFX_evt_jailbreak
	border = GFX_event_normal_frame_war

	desc = {
		text = EVTDESC_HF_10071_A
		trigger = { has_character_flag = i_am_hurt_and_original_captor }
	}
	desc = {
		text = EVTDESC_HF_10071_B
		trigger = { NOT = { has_character_flag = i_am_hurt_and_original_captor } }
	}

	is_triggered_only = yes

	has_dlc = "Holy Fury"
	only_capable = yes

	option = {
		name = EVTOPTA_HF_10057 # I will not let this insult stand!

		prestige = 10
		add_rival = FROM
		FROM = { character_event = { id = HF.10058 } }
	}

	option = {
		name = EVTOPTB_HF_10057 # My [relation] should have known better.

		add_trait_fully_silently_cruel_effect = yes
	}

	after = {
		clr_character_flag = i_am_hurt_and_original_captor
	}
}


########################################################
# RANK 3 POWER - Inspire Warriors
########################################################
character_event = {
	id = HF.10059
	desc = EVTDESC_HF_10059
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war

	is_triggered_only = yes # warrior_lodge_inspire_warriors, hf_warrior_lodge_decisions.txt
	notification = yes

	has_dlc = "Holy Fury"

	option = { # Finally!
		name = EXCELLENT

		event_target:target_holding = { refill_holding_levy = yes }
		clr_character_flag = inspiring_warriors

		hidden_effect = {
			random_list = {
				33 = { sound_effect = inspire_warriors_01 }
				33 = { sound_effect = inspire_warriors_02 }
				33 = { sound_effect = inspire_warriors_03 }
			}
		}
	}
}


########################################################
# Maintenance AI population and rank up event
########################################################
# (fired from on_five_year_pulse)
# Root = Character
# From = Society
character_event = {
	id = HF.10050

	hide_window = yes
	is_triggered_only = yes # on_five_year_pulse

	only_independent = yes
	has_dlc = "Holy Fury"

	immediate = {
		# Make others join a warrior lodge...
		any_realm_lord = {
			count = 2

			limit = {
				ai = yes
				is_in_society = no
				has_secret_religion = no
				is_adult = yes
				block_general_event_trigger = no
				higher_real_tier_than = BARON

				OR = {
					has_religion_matching_empty_warrior_lodge_trigger = yes
					has_religion_matching_warrior_lodge_in_need_of_members_trigger = yes
				}
			}

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

			character_event = { id = HF.10051 }
		}
		any_realm_character = {
			limit = {
				ai = yes
				is_in_society = no
				has_secret_religion = no
				is_adult = yes
				block_general_event_trigger = no

				OR = {
					has_religion_matching_empty_warrior_lodge_trigger = yes
					has_religion_matching_warrior_lodge_in_need_of_members_trigger = yes
				}
			}

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

			character_event = { id = HF.10051 }
		}

		# And maybe join yourself?
		if = {
			limit = {
				ai = yes
				has_religion_matching_warrior_lodge_in_need_of_members_trigger = yes
				is_in_society = no
				has_secret_religion = no
				is_adult = yes
				block_general_event_trigger = no
			}

			log = "[Root.GetTitledName] is trying to joining a lodge!"
			character_event = { id = HF.10051 }
		}
	}
}

### Follow-up: If was eligible, AI joins a warrior lodge
character_event = {
	id = HF.10051

	hide_window = yes
	is_triggered_only = yes

	immediate = {
		if = {
			limit = {
				religion_openly_norse_or_reformed_trigger = yes
				can_join_society = warrior_lodge_norse
			}
			join_society = warrior_lodge_norse
		}
		else_if = {
			limit = {
				religion_openly_baltic_or_reformed_trigger = yes
				can_join_society = warrior_lodge_baltic
			}
			join_society = warrior_lodge_baltic
		}
		else_if = {
			limit = {
				religion_openly_finnish_or_reformed_trigger = yes
				can_join_society = warrior_lodge_finnish
			}
			join_society = warrior_lodge_finnish
		}
		else_if = {
			limit = {
				religion_openly_slavic_or_reformed_trigger = yes
				can_join_society = warrior_lodge_slavic
			}
			join_society = warrior_lodge_slavic
		}
		else_if = {
			limit = {
				religion_openly_west_african_or_reformed_trigger = yes
				can_join_society = warrior_lodge_west_african
			}
			join_society = warrior_lodge_west_african
		}
		else_if = {
			limit = {
				religion_openly_zun_or_reformed_trigger = yes
				can_join_society = warrior_lodge_zun
			}
			join_society = warrior_lodge_zun
		}
		else_if = {
			limit = {
				religion_openly_bon_or_reformed_trigger = yes
				can_join_society = warrior_lodge_bon
			}
			join_society = warrior_lodge_bon
		}
		else_if = {
			limit = {
				religion_openly_hellenic_or_reformed_trigger = yes
				can_join_society = warrior_lodge_hellenic
			}
			join_society = warrior_lodge_hellenic
		}
		else_if = {
			limit = {
				OR = {
					religion_openly_tengri_or_reformed_trigger = yes
					is_nomadic = yes
				}
				can_join_society = warrior_lodge_tengri
			}
			join_society = warrior_lodge_tengri
		}

		# CK2Plus
		else_if = {
            limit = {
				OR = {
					religion_openly_celtic_or_reformed_trigger = yes
					AND = {
						culture = irish
						is_tribal = yes
					}
				}
                can_join_society = warrior_lodge_celtic
            }
            join_society = warrior_lodge_celtic
        }
		else_if = {
            limit = {
				religion_openly_egyptian_or_reformed_trigger = yes
                can_join_society = warrior_lodge_egyptian
            }
            join_society = warrior_lodge_egyptian
        }
		else = {
			log = "[Root.GetTitledName] failed to join a society in event HF.10051"
		}

		if = {
			limit = { is_in_society = yes }

			log = "[Root.GetTitledName] joined [Root.Society.GetName] society!"
			apply_random_minor_injury_effect = yes # So it seems they were in a duel!

			if = {
				limit = {
					NOT = {
						society = {
							leader = { always = yes }
						}
					}
				}
				log = "[This.Society.GetName] is a society without a grandmaster and I am trying to be set as the grandmaster."
				set_society_grandmaster = yes # Set character as Grand Master (if there was none)
				add_society_currency_massive_effect = yes
			}

			any_player = { # Send notification to players that society is growing...
				limit = {
					same_society_as = ROOT
					society_rank == 4
				}

				character_event = {
					id = HF.10052
					days = 1
					random = 15
				}
			}
		}
	}
}

# Notification for players, that their warrior lodge is growing
character_event = {
	id = HF.10052
	desc = EVTDESC_HF_10052
	picture = GFX_evt_battle

	notification = yes
	is_triggered_only = yes
	hide_from = yes

	trigger = {
		NOT = { has_character_modifier = warrior_lodge_HF_10052_cooldown }
	}

	immediate = {
		add_character_modifier = {
			name = warrior_lodge_HF_10052_cooldown
			months = 1
			hidden = yes
		}
	}

	option = {
		name = EXCELLENT
	}
}

### Maintenance: Warrior Lodge Society spawns if it died (fired from on_society_destroyed)
# Root = Character
# From = Society
character_event = {
	id = HF.10053

	hide_window = yes
	is_triggered_only = yes # on_society_destroyed

	has_dlc = "Holy Fury"

	trigger = {
		FROM = { this_society_is_a_warrior_lodge_trigger = yes }
	}

	immediate = {
		FROM = { save_event_target_as = warrior_lodge_to_revive }

		if = {
			limit = { is_landed = yes }

			# Pick someone under you to lead the warrior lodge...
			any_courtier_or_vassal = {
				limit = {
					ai = yes
					is_adult = yes
					has_secret_religion = no
					is_in_society = no
					block_general_event_trigger = no

					OR = {
						has_religion_matching_warrior_lodge_to_revive_trigger = yes
						special_join_warrior_lodge_trigger = yes
						has_tribal_or_nomadic_government_trigger = yes
						NOT = { trait = zealous }
					}
				}

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

				join_society = event_target:warrior_lodge_to_revive
				add_society_currency_massive_effect = yes

				if = {
					limit = {
						NOT = {
							society = {
								leader = { always = yes }
							}
						}
					}
					set_society_grandmaster = yes # Set character as Grand Master
					add_society_currency_massive_effect = yes
				}
			}
		}
		else = {
			liege = {
				# Pick someone under your *liege* to lead the warrior lodge...
				any_courtier_or_vassal = {
					limit = {
						ai = yes
						is_in_society = no
						has_secret_religion = no
						is_adult = yes
						block_general_event_trigger = no

						OR = {
							has_religion_matching_warrior_lodge_to_revive_trigger = yes
							special_join_warrior_lodge_trigger = yes
							has_tribal_or_nomadic_government_trigger = yes
							NOT = { trait = zealous }
						}
					}

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

					join_society = event_target:warrior_lodge_to_revive

					if = {
						limit = {
							NOT = {
								society = {
									leader = { always = yes }
								}
							}
						}
						set_society_grandmaster = yes # Set character as Grand Master
						add_society_currency_massive_effect = yes
					}
				}
			}
		}
		log = "The revive event fired for [From.GetName]."
	}
}

### Maintenance: Rank up event (AI only)
character_event = {
	id = HF.10054

	hide_window = yes
	is_triggered_only = yes # on_society_bi_yearly_pulse

	has_dlc = "Holy Fury"
	ai = yes
	only_capable = yes
	prisoner = no

	trigger = {
		is_member_of_any_warrior_lodge_trigger = yes
		is_inaccessible_trigger = no
		society_can_rank_up = yes
		has_society_currency_minor_trigger = yes
	}

	immediate = {
		society = {
			save_event_target_as = my_warrior_lodge
		}

		random_list = {
			 50 = { }
			 50 = {
				trigger = { society_rank < 3 }
				society_rank_up = 1
				detract_society_currency_medium_effect = yes # at a worst, they are put at 0 currency
			}
			500 = {
				trigger = {
					society_rank == 3

					NOT = {
						is_society_rank_full = { # Checks if named society's rank is full
							society = event_target:my_warrior_lodge
							rank = 4
						}
					}
				}
				society_rank_up = 1
				detract_society_currency_medium_effect = yes # at a worst, they are put at 0 currency
			}
		}

		# If the warrior lodge has been blocked from the Legendary Gathering decision for 100 years...
		if = {
			limit = {
				event_target:my_warrior_lodge = {
					had_flag = {
						flag = used_legendary_gathering
						years >= 100
					}
				}
			}
			event_target:my_warrior_lodge = {
				clr_flag = used_legendary_gathering # So the whole thing is reset...
				clr_flag = block_society_progress
				set_society_progress = 0
			}
		}
	}
}

### Trying to rank up to Hero: To duel a current hero or not? (for players)
character_event = {
	id = HF.10060
	title = proving_your_worth_title
	desc = EVTDESC_HF_10060
	picture = GFX_evt_camaraderie
	border = GFX_event_normal_frame_war
	portrait = event_target:combatant_2

	is_triggered_only = yes

	has_dlc = "Holy Fury"
	ai = no

	immediate = {
		save_event_target_as = combatant_1

		event_target:my_society = { # choose a target...
			any_society_member = {
				limit = {
					society_rank == 4
					ai = yes
					prisoner = no
					is_incapable = no
					NOT = { has_character_flag = call_to_legend_active }
				}

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

				save_event_target_as = combatant_2
			}
		}
	}

	option = {
		name = EVTOPTA_HF_10060 # I have been itching for a fight anyway!

		change_society_currency = -2000
		set_character_flag = fighting_to_rank_up
		character_event = { id = HFP.10100 } # Send actual duel events...
	}

	option = {
		name = EVTOPTB_HF_10060 # Perhaps it is better I simply wait this out...

		clr_character_flag = has_sent_request_to_rank_up
	}
}

# Ping to opponent (provided they did not die)...
character_event = {
	id = HF.10061

	hide_window = yes
	is_triggered_only = yes

	trigger = {
		# OR = {
		#    event_target:other_combatant = { has_character_flag = fighting_to_rank_up }
		#    character = event_target:hero_character
		# }
	}

	immediate = {
		if = {
			limit = { has_character_flag = may_join_society }
			event_target:combatant_1 = { letter_event = { id = HF.10062 } } # Send rank-up request accepted-event...
		}
		else = {
			event_target:combatant_1 = { letter_event = { id = HF.10063 } } # Send rank-up request rejected-event...
		}
	}
}

# Hero admits defeat: "YES, you may take my place at rank 4"... (for player)
letter_event = {
	id = HF.10062
	border = GFX_event_letter_frame_intrigue

	desc = {
		text = EVTDESC_HF_10062_A
		trigger = { event_target:combatant_2 = { character = FROM } }
	}
	desc = {
		text = EVTDESC_HF_10062_B
		trigger = { event_target:combatant_2 = { NOT = { character = FROM } } }
	}

	is_triggered_only = yes

	has_dlc = "Holy Fury"
	ai = no

	option = {
		name = EVTOPTA_HF_10062 # Thank you for understanding.

		society_rank_up = 1
		clr_character_flag = has_sent_request_to_rank_up
		clr_character_flag = fighting_to_rank_up

		hidden_effect = { # Demote the other character...!
			if = { limit = { FROM = { character = event_target:combatant_2 } }
				FROM = { society_rank_down = 1 }
			}
		}
	}
}

# No, you may *not* take my place at rank 4... (for player)
letter_event = {
	id = HF.10063
	desc = EVTDESC_HF_10063_A
	border = GFX_event_letter_frame_intrigue

	is_triggered_only = yes

	has_dlc = "Holy Fury"
	ai = no

	option = {
		name = EVTOPTA_HF_10063 # I would angry, if I wasn't so humiliated...

		change_society_currency = 500
		clr_character_flag = has_sent_request_to_rank_up
		clr_character_flag = fighting_to_rank_up

		add_character_modifier = {
			name = lost_rank_up_duel_cooldown
			months = 20
			hidden = yes
		}
	}
}

##########################################################
################ Other Maintenance events ################
##########################################################

# CleanSlate: HFP.19000 moved to rip_seclusion_events.txt, renamed to RIP.12096
