# Written by Flavio

# ID HF.25600-HF.25631

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

			# Ritual Hunting #

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

# Norse: Hunting Great Wolf (male).
# Baltic: Hunting She-wolf (Medeina).
# Hellenics: Hunting Werewolf.

# Slavic: Hunting Eagle (Perun).
# Tengri: Hunting Eagle.
# Bon: Hunting Eagle.

# Finnish: Hunting Bear (Otso)

# WAfrican: Hunting Lion (River Warriors)
# Zunists: Hunting Lion (Fire Warriors)

### ACR ###
# Celtic: Hunting Great Wolf (male).
# Egyptian: Hunting Lion (River Warriors)

### CWS ###
#Christians: Hunting Werewolf.
#Muslims: Hunting Werewolf.
#Jewish: Hunting Werewolf.
#Aztec: Hunting Eagle.
#Mazdan: Hunting Eagle.
#Eastern: Hunting Lion

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

# First event.

# Preparation event: pick co-hunter. (strong, loyal, smart)
# Preparation event II: make sacrifice to endear gods. (warpaint/tattoo application) - Start setting variable to determine how well the hunt is going.

# Begin hunt.

# Flavor events: (increasing/decreasing hunt variable)
## Character is about to fall/drown/random. (might result in Friendship/Rivalry/Love)
## Characters looking for tracks. (intrigue)
## Characters need to examine carcass killed by target. (martial)
## Characters reflect upon their target. (learning)
## Characters find hermit, ask info on target. (diplomacy)
## Characters need to interpret old map and pathways. (stewardship)

## Lunatic/Possessed character goes on a Wild Hunt and kills partner.

# Prey is found and fought:
# If variable is too low, hunt will simply fail before this (prey will not be found).
# If variable is mid value, chance of wounding, loss of co-hunter.
# If the variable is high value, easy win.

# Post-hunting: pick trophy/take eagle egg to train (Tengri only).

# TODO: scoped_WL_co_hunter may still affect events if they die outside of you killing them in event chain

# Warrior Lodge Hero decides whether to start.
character_event = {
	id = HF.25600
	border = GFX_event_normal_frame_war

	desc = {
		text = EVTDESCAHF25600
		trigger = { has_character_flag = flag_hunting_wolf_norse }
	}
	desc = {
		text = EVTDESCBHF25600
		trigger = { has_character_flag = flag_hunting_wolf_baltic }
	}
	desc = {
		text = EVTDESCCHF25600
		trigger = { has_character_flag = flag_hunting_wolf_hellenic }
	}
	desc = {
		text = EVTDESCDHF25600
		trigger = { has_character_flag = flag_hunting_eagle_slavic }
	}
	desc = {
		text = EVTDESCEHF25600
		trigger = { has_character_flag = flag_hunting_eagle_tengri }
	}
	desc = {
		text = EVTDESCFHF25600
		trigger = {
			OR = {
				has_character_flag = flag_hunting_eagle_bon
				### CWS ###
				has_character_flag = flag_hunting_eagle_mazdan
			}
		}
	}
	desc = {
		text = EVTDESCGHF25600
		trigger = { has_character_flag = flag_hunting_bear_finnish }
	}
	desc = {
		text = EVTDESCHHF25600
		trigger = { has_character_flag = flag_hunting_lion_west_african }
	}
	desc = {
		text = EVTDESCIHF25600
		trigger = { has_character_flag = flag_hunting_lion_zun }
	}
	### ACR ###
	desc = {
		text = hf.25600.desc.celtic
		trigger = { has_character_flag = flag_hunting_wolf_celtic }
	}
	desc = {
		text = hf.25600.desc.egyptian
		trigger = { has_character_flag = flag_hunting_lion_egyptian }
	}
	### CWS ###
	desc = {
		trigger = { has_character_flag = flag_hunting_wolf_abrahamic }
		text = EVTDESCCHFCWS25600
	}
	desc = {
		trigger = { has_character_flag = flag_hunting_eagle_aztec }
		text = EVTDESCWSAZTEC25600 
	}
	desc = {
		trigger = { has_character_flag = flag_hunting_lion_eastern }
		text = EVTDESCWSEAST25600
	}
	picture = {
		picture = GFX_evt_mysterious_forest
		trigger = {
			OR = {
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
				### ACR ###
				has_character_flag = flag_hunting_wolf_celtic
				### CWS ###
				has_character_flag = flag_hunting_wolf_abrahamic
			}
		}
	}
	picture = {
		picture = GFX_evt_desert
		trigger = {
			OR = {
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
				### CWS ###
				has_character_flag = flag_hunting_eagle_aztec
				has_character_flag = flag_hunting_eagle_mazdan
			}
		}
	}
	picture = {
		picture = GFX_evt_midwinter_blot_oldgods
		trigger = { has_character_flag = flag_hunting_bear_finnish }
	}
	picture = {
		picture = GFX_evt_bandits
		trigger = {
			OR = {
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
				### ACR ###
				has_character_flag = flag_hunting_lion_egyptian
				### CWS ###
				has_character_flag = flag_hunting_lion_eastern
			}
		}
	}

	is_triggered_only = yes # on_society_bi_yearly_pulse, random_events
	hide_new = yes

	has_dlc = "Holy Fury"
	min_age = 16
	only_capable = yes
	prisoner = no
	in_command = no

	trigger = {
		is_member_of_any_warrior_lodge_trigger = yes
		society_rank >= 3
		is_inaccessible_trigger = no
		NOT = { has_character_flag = flag_WL_had_ritual_hunt_event }

		society = {
			any_society_member = { # Make sure there are enough friends to pick from.
				count >= 3 # At least a few other members should be around.

				ai = yes # Co-hunter used as buff, not receiving actual events.
				is_adult = yes
				in_command = no
				has_job_action = no
				prisoner = no
				is_incapable = no
				is_inaccessible_trigger = no
				NOT = { character = ROOT }
			}
		}
	}


	immediate = {
		hidden_effect = {
			set_character_flag = do_not_disturb
			set_character_flag = flag_WL_had_ritual_hunt_event # Fires once per character.
			WL_ritual_hunt_cleanup_effect = yes # Safety cleanup.

			trigger_switch = {
				on_trigger = society_member_of

				warrior_lodge_norse =        { set_character_flag = flag_hunting_wolf_norse }
				warrior_lodge_baltic =       { set_character_flag = flag_hunting_wolf_baltic }
				warrior_lodge_hellenic =     { set_character_flag = flag_hunting_wolf_hellenic }
				warrior_lodge_slavic =       { set_character_flag = flag_hunting_eagle_slavic }
				warrior_lodge_tengri =       { set_character_flag = flag_hunting_eagle_tengri }
				warrior_lodge_bon =          { set_character_flag = flag_hunting_eagle_bon }
				warrior_lodge_finnish =      { set_character_flag = flag_hunting_bear_finnish }
				warrior_lodge_west_african = { set_character_flag = flag_hunting_lion_west_african }
				warrior_lodge_zun =          { set_character_flag = flag_hunting_lion_zun }
				### ACR ###
				warrior_lodge_titan =		{ set_character_flag = flag_hunting_wolf_hellenic }
				warrior_lodge_celtic =		{ set_character_flag = flag_hunting_wolf_celtic }
				warrior_lodge_britannic =	{ set_character_flag = flag_hunting_wolf_celtic }
				warrior_lodge_egyptian =	{ set_character_flag = flag_hunting_lion_egyptian }
				### CWS ###
				warrior_lodge_cws_christian =	{ set_character_flag = flag_hunting_wolf_abrahamic }
				warrior_lodge_ws_muslim =		{ set_character_flag = flag_hunting_wolf_abrahamic }
				warrior_lodge_ws_jewish =		{ set_character_flag = flag_hunting_wolf_abrahamic }
				warrior_lodge_ws_aztec =		{ set_character_flag = flag_hunting_eagle_aztec }
				warrior_lodge_ws_mazdan =		{ set_character_flag = flag_hunting_eagle_mazdan }
				warrior_lodge_ws_eastern =		{ set_character_flag = flag_hunting_lion_eastern }
			}

			random_list = {
				33 = { sound_effect = pagan_cheering_01 }
				33 = { sound_effect = pagan_cheering_02 }
				33 = { sound_effect = pagan_cheering_03 }
			}

			society = {
				random_society_member = { # Then, try to scope for a strong character.
					limit = {
						ai = yes # Co-hunter used as buff, not receiving actual events.
						is_adult = yes
						in_command = no
						has_job_action = no
						prisoner = no
						is_incapable = no
						is_inaccessible_trigger = no
						NOT = { character = ROOT }
					}

					preferred_limit = { trait = strong }
					preferred_limit = { combat_rating >= 60 }
					preferred_limit = { combat_rating >= 50 }
					preferred_limit = { combat_rating >= 40 }
					preferred_limit = { combat_rating >= 30 }
					preferred_limit = { combat_rating >= 20 }
					preferred_limit = { combat_rating >= 10 }
					preferred_limit = { combat_rating >= 0 }
					preferred_limit = { is_weak_trigger = no }
					preferred_limit = { trait = brave }

					save_event_target_as = strong_hunting_partner
				}

				random_society_member = { # First scope for somebody that likes you.
					limit = {
						ai = yes # Co-hunter used as buff, not receiving actual events.
						is_adult = yes
						in_command = no
						has_job_action = no
						prisoner = no
						is_incapable = no
						is_inaccessible_trigger = no
						opinion = { who = ROOT value >= 20 }

						NOR = {
							is_rival = ROOT
							character = ROOT
							character = event_target:strong_hunting_partner
						}
					}

					preferred_limit = { is_lover = ROOT }
					preferred_limit = { is_friend = ROOT }
					preferred_limit = { opinion = { who = ROOT value >= 90 } }
					preferred_limit = { opinion = { who = ROOT value >= 80 } }
					preferred_limit = { opinion = { who = ROOT value >= 70 } }
					preferred_limit = { opinion = { who = ROOT value >= 60 } }
					preferred_limit = { opinion = { who = ROOT value >= 50 } }
					preferred_limit = { opinion = { who = ROOT value >= 40 } }
					preferred_limit = { opinion = { who = ROOT value >= 30 } }

					save_event_target_as = loyal_hunting_partner
				}
				random_society_member = { # Finally, try to scope for a smart character.
					limit = {
						ai = yes # Co-hunter used as buff, not receiving actual events.
						is_adult = yes
						in_command = no
						has_job_action = no
						prisoner = no
						is_incapable = no
						is_inaccessible_trigger = no

						NOR = {
							character = ROOT
							character = event_target:strong_hunting_partner
							character = event_target:loyal_hunting_partner
						}
					}

					preferred_limit = {
						OR = {
							is_smart_trigger = yes
							trait = midas_touched
							trait = elusive_shadow
							trait = grey_eminence
							trait = mastermind_theologian
						}

						OR = {
							diplomacy >= 12
							stewardship >= 12
							intrigue >= 12
							learning >= 12
						}
					}
					preferred_limit = {
						is_dumb_trigger = no

						OR = {
							diplomacy >= 12
							stewardship >= 12
							intrigue >= 12
							learning >= 12
						}
					}
					preferred_limit = {
						OR = {
							diplomacy >= 12
							stewardship >= 12
							intrigue >= 12
							learning >= 12
						}
					}
					preferred_limit = {
						OR = {
							is_smart_trigger = yes
							trait = midas_touched
							trait = elusive_shadow
							trait = grey_eminence
							trait = mastermind_theologian
						}

						OR = {
							diplomacy >= 10
							stewardship >= 10
							intrigue >= 10
							learning >= 10
						}
					}
					preferred_limit = {
						is_dumb_trigger = no

						OR = {
							diplomacy >= 10
							stewardship >= 10
							intrigue >= 10
							learning >= 10
						}
					}
					preferred_limit = {
						OR = {
							diplomacy >= 10
							stewardship >= 10
							intrigue >= 10
							learning >= 10
						}
					}
					preferred_limit = {
						OR = {
							is_smart_trigger = yes
							trait = midas_touched
							trait = elusive_shadow
							trait = grey_eminence
							trait = mastermind_theologian
						}

						OR = {
							diplomacy >= 8
							stewardship >= 8
							intrigue >= 8
							learning >= 8
						}
					}
					preferred_limit = {
						is_dumb_trigger = no

						OR = {
							diplomacy >= 8
							stewardship >= 8
							intrigue >= 8
							learning >= 8
						}
					}
					preferred_limit = {
						OR = {
							diplomacy >= 8
							stewardship >= 8
							intrigue >= 8
							learning >= 8
						}
					}
					preferred_limit = {
						OR = {
							is_smart_trigger = yes
							trait = midas_touched
							trait = elusive_shadow
							trait = grey_eminence
							trait = mastermind_theologian
						}

						OR = {
							diplomacy >= 6
							stewardship >= 6
							intrigue >= 6
							learning >= 6
						}
					}
					preferred_limit = {
						is_dumb_trigger = no

						OR = {
							diplomacy >= 6
							stewardship >= 6
							intrigue >= 6
							learning >= 6
						}
					}
					preferred_limit = {
						OR = {
							diplomacy >= 6
							stewardship >= 6
							intrigue >= 6
							learning >= 6
						}
					}
					save_event_target_as = smart_hunting_partner
				}
			}
		}
	}

	option = { # Pick strong co-hunter.
		name = EVTOPTAHF25600
		trigger = { event_target:strong_hunting_partner = { always = yes } }
		custom_tooltip = { text = TT_EVTOPTAHF25600 }

		event_target:strong_hunting_partner = {
			set_character_flag = do_not_disturb
			save_event_target_as = scoped_WL_co_hunter
		}

		character_event = { id = HF.25601 days = 12 } # Make sacrifice.
	}

	option = { # Pick smart co-hunter.
		name = EVTOPTBHF25600
		trigger = { event_target:smart_hunting_partner = { always = yes } }
		custom_tooltip = { text = TT_EVTOPTBHF25600 }

		event_target:smart_hunting_partner = {
			set_character_flag = do_not_disturb
			save_event_target_as = scoped_WL_co_hunter
		}

		character_event = { id = HF.25601 days = 12 } # Make sacrifice.
	}

	option = { # Pick loyal co-hunter.
		name = EVTOPTCHF25600
		trigger = { event_target:loyal_hunting_partner = { always = yes } }
		custom_tooltip = { text = TT_EVTOPTCHF25600 }

		event_target:loyal_hunting_partner = {
			set_character_flag = do_not_disturb
			save_event_target_as = scoped_WL_co_hunter
		}

		character_event = { id = HF.25601 days = 12 } # Make sacrifice.
	}

	option = { # Safety option, in case no partner exists. # TODO: Shouldn't be possible. Delete?
		name = EVTOPTZHF25600

		trigger = {
			NOR = {
				event_target:strong_hunting_partner = { always = yes }
				event_target:smart_hunting_partner = { always = yes }
				event_target:loyal_hunting_partner = { always = yes }
			}
		}

		character_event = { id = HF.25601 days = 12 } # Make sacrifice.
	}

	option = { # Do not. - End of line.
		name = EVTOPTDHF25600

		detract_society_currency_major_effect = yes
		tiered_piety_negative_effect = yes
		WL_ritual_hunt_cleanup_effect = yes

		ai_chance = { factor = 0 }
	}
}

# Before leaving: What do you sacrifice?
character_event = {
	id = HF.25601
	desc = EVTDESCHF25601
	picture = GFX_evt_religious_exultation
	border = GFX_event_normal_frame_diplomacy
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	only_capable = yes

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	option = { # Make great sacrifice. Gain Tattoo/Warpaint, piety, hunt_variable.
		name = EVTOPTAHF25601

		if = {
			limit = { ai = no } # Cheaty AI...

			scaled_wealth = {
				value = -0.5
				min = -50
				max = -150
			}
		}

		hidden_effect = {
			change_variable = { which = wl_ritual_hunting value = 10 }
			# Tattoos and Warpaint.
			add_blood_splatter_effect = yes

			if = {
				limit = { society_member_of = warrior_lodge_tengri }

				remove_character_modifier = tengri_warpaint_1 # Remove all previous paint that might still be lingering, for whatever reason.
				remove_character_modifier = tengri_warpaint_2
				remove_character_modifier = aztec_warpaint_1
				remove_character_modifier = aztec_warpaint_2
				remove_character_modifier = finnish_warpaint_1
				remove_character_modifier = finnish_warpaint_2
				remove_character_modifier = zun_warpaint_1
				remove_character_modifier = zun_warpaint_2

				random_list = {
					50 = {
						add_character_modifier = {
							name = tengri_warpaint_1
							years = 5
							hidden = yes
						}
					}
					50 = {
						add_character_modifier = {
							name = tengri_warpaint_2
							years = 5
							hidden = yes
						}
					}
				}
			}
			else_if = {
				limit = { society_member_of = warrior_lodge_finnish }

				remove_character_modifier = tengri_warpaint_1 # Remove all previous paint that might still be lingering, for whatever reason.
				remove_character_modifier = tengri_warpaint_2
				remove_character_modifier = aztec_warpaint_1
				remove_character_modifier = aztec_warpaint_2
				remove_character_modifier = finnish_warpaint_1
				remove_character_modifier = finnish_warpaint_2
				remove_character_modifier = zun_warpaint_1
				remove_character_modifier = zun_warpaint_2

				random_list = {
					50 = {
						add_character_modifier = {
							name = finnish_warpaint_1
							years = 5
							hidden = yes
						}
					}
					50 = {
						add_character_modifier = {
							name = finnish_warpaint_2
							years = 5
							hidden = yes
						}
					}
				}
			}
			else_if = {
				limit = { society_member_of = warrior_lodge_zun }

				remove_character_modifier = tengri_warpaint_1 # Remove all previous paint that might still be lingering, for whatever reason.
				remove_character_modifier = tengri_warpaint_2
				remove_character_modifier = aztec_warpaint_1
				remove_character_modifier = aztec_warpaint_2
				remove_character_modifier = finnish_warpaint_1
				remove_character_modifier = finnish_warpaint_2
				remove_character_modifier = zun_warpaint_1
				remove_character_modifier = zun_warpaint_2

				random_list = {
					50 = {
						add_character_modifier = {
							name = zun_warpaint_1
							years = 5
							hidden = yes
						}
					}
					50 = {
						add_character_modifier = {
							name = zun_warpaint_2
							years = 5
							hidden = yes
						}
					}
				}
			}
			else_if = {
				limit = {
					NOR = {
						trait = african_tattoo_1
						trait = african_tattoo_2
						trait = african_tattoo_3
						trait = african_tattoo_4
						trait = african_tattoo_5
						trait = african_tattoo_6
						trait = african_tattoo_7
						trait = african_tattoo_8
						trait = slavic_tattoo_1
						trait = slavic_tattoo_2
						trait = slavic_tattoo_3
						trait = slavic_tattoo_4
						trait = slavic_tattoo_5
						trait = slavic_tattoo_6
						trait = norse_tattoo_1
						trait = norse_tattoo_2
						trait = norse_tattoo_3
						trait = norse_tattoo_4
						trait = norse_tattoo_5
						trait = norse_tattoo_6
					}
				}

				if = {
					limit = {
						OR = {
							society_member_of = warrior_lodge_norse
							### ACR ###
							society_member_of = warrior_lodge_celtic
							society_member_of = warrior_lodge_titan
						}
					}
					random_list = {
						40 = { add_trait = norse_tattoo_1 }
						40 = { add_trait = norse_tattoo_2 }
						20 = { add_trait = norse_tattoo_3 }
						20 = { add_trait = norse_tattoo_4 }
						10 = { add_trait = norse_tattoo_5 }
						10 = { add_trait = norse_tattoo_6 }
					}
				}
				else_if = {
					limit = { society_member_of = warrior_lodge_west_african }

					random_list = {
						50 = { add_trait = african_tattoo_1 }
						50 = { add_trait = african_tattoo_2 }
						40 = { add_trait = african_tattoo_3 }
						40 = { add_trait = african_tattoo_4 }
						30 = { add_trait = african_tattoo_5 }
						30 = { add_trait = african_tattoo_6 }
						20 = { add_trait = african_tattoo_7 }
						20 = { add_trait = african_tattoo_8 }
					}
				}
				else_if = {
					limit = {
						OR = {
							society_member_of = warrior_lodge_slavic
							society_member_of = warrior_lodge_baltic
						}
					}
					random_list = {
						30 = { add_trait = slavic_tattoo_1 }
						30 = { add_trait = slavic_tattoo_2 }
						20 = { add_trait = slavic_tattoo_3 }
						20 = { add_trait = slavic_tattoo_4 }
						10 = { add_trait = slavic_tattoo_5 }
						10 = { add_trait = slavic_tattoo_6 }
					}
				}
			}

			# Tattoos and Warpaint. - For partner.
			event_target:scoped_WL_co_hunter = {
				show_scope_change = no

				if = {
					limit = { is_alive = yes }

					add_blood_splatter_effect = yes

					if = {
						limit = { society_member_of = warrior_lodge_tengri }

						remove_character_modifier = tengri_warpaint_1 # Remove all previous paint that might still be lingering, for whatever reason.
						remove_character_modifier = tengri_warpaint_2
						remove_character_modifier = aztec_warpaint_1
						remove_character_modifier = aztec_warpaint_2
						remove_character_modifier = finnish_warpaint_1
						remove_character_modifier = finnish_warpaint_2
						remove_character_modifier = zun_warpaint_1
						remove_character_modifier = zun_warpaint_2

						random_list = {
							50 = {
								add_character_modifier = {
									name = tengri_warpaint_1
									years = 5
									hidden = yes
								}
							}
							50 = {
								add_character_modifier = {
									name = tengri_warpaint_2
									years = 5
									hidden = yes
								}
							}
						}
					}
					else_if = {
						limit = { society_member_of = warrior_lodge_finnish }

						remove_character_modifier = tengri_warpaint_1 # Remove all previous paint that might still be lingering, for whatever reason.
						remove_character_modifier = tengri_warpaint_2
						remove_character_modifier = aztec_warpaint_1
						remove_character_modifier = aztec_warpaint_2
						remove_character_modifier = finnish_warpaint_1
						remove_character_modifier = finnish_warpaint_2
						remove_character_modifier = zun_warpaint_1
						remove_character_modifier = zun_warpaint_2

						random_list = {
							50 = {
								add_character_modifier = {
									name = finnish_warpaint_1
									years = 5
									hidden = yes
								}
							}
							50 = {
								add_character_modifier = {
									name = finnish_warpaint_2
									years = 5
									hidden = yes
								}
							}
						}
					}
					else_if = {
						limit = { society_member_of = warrior_lodge_zun }
						remove_character_modifier = tengri_warpaint_1 # Remove all previous paint that might still be lingering, for whatever reason.
						remove_character_modifier = tengri_warpaint_2
						remove_character_modifier = aztec_warpaint_1
						remove_character_modifier = aztec_warpaint_2
						remove_character_modifier = finnish_warpaint_1
						remove_character_modifier = finnish_warpaint_2
						remove_character_modifier = zun_warpaint_1
						remove_character_modifier = zun_warpaint_2

						random_list = {
							50 = {
								add_character_modifier = {
									name = zun_warpaint_1
									years = 5
									hidden = yes
								}
							}
							50 = {
								add_character_modifier = {
									name = zun_warpaint_2
									years = 5
									hidden = yes
								}
							}
						}
					}
					else_if = {
						limit = {
							NOR = {
								trait = african_tattoo_1
								trait = african_tattoo_2
								trait = african_tattoo_3
								trait = african_tattoo_4
								trait = african_tattoo_5
								trait = african_tattoo_6
								trait = african_tattoo_7
								trait = african_tattoo_8
								trait = slavic_tattoo_1
								trait = slavic_tattoo_2
								trait = slavic_tattoo_3
								trait = slavic_tattoo_4
								trait = slavic_tattoo_5
								trait = slavic_tattoo_6
								trait = norse_tattoo_1
								trait = norse_tattoo_2
								trait = norse_tattoo_3
								trait = norse_tattoo_4
								trait = norse_tattoo_5
								trait = norse_tattoo_6
							}
						}

						if = {
							limit = { society_member_of = warrior_lodge_norse }
							random_list = {
								40 = { add_trait = norse_tattoo_1 }
								40 = { add_trait = norse_tattoo_2 }
								20 = { add_trait = norse_tattoo_3 }
								20 = { add_trait = norse_tattoo_4 }
								10 = { add_trait = norse_tattoo_5 }
								10 = { add_trait = norse_tattoo_6 }
							}
						}
						else_if = {
							limit = {
								society_member_of = warrior_lodge_west_african
							}
							random_list = {
								50 = { add_trait = african_tattoo_1 }
								50 = { add_trait = african_tattoo_2 }
								40 = { add_trait = african_tattoo_3 }
								40 = { add_trait = african_tattoo_4 }
								30 = { add_trait = african_tattoo_5 }
								30 = { add_trait = african_tattoo_6 }
								20 = { add_trait = african_tattoo_7 }
								20 = { add_trait = african_tattoo_8 }
							}
						}
						else_if = {
							limit = {
								OR = {
									society_member_of = warrior_lodge_slavic
									society_member_of = warrior_lodge_baltic
								}
							}
							random_list = {
								30 = { add_trait = slavic_tattoo_1 }
								30 = { add_trait = slavic_tattoo_2 }
								20 = { add_trait = slavic_tattoo_3 }
								20 = { add_trait = slavic_tattoo_4 }
								10 = { add_trait = slavic_tattoo_5 }
								10 = { add_trait = slavic_tattoo_6 }
							}
						}
					}
				}
			}
		}

		ai_chance = {
			factor = 10

			mult_modifier = {
				factor = 1.5
				trait = zealous
			}
		}
	}

	option = { # Make medium sacrifice.
		name = EVTOPTBHF25601

		if = {
			limit = { ai = no } # Cheaty AI...

			scaled_wealth = {
				value = -0.35
				min = -25
				max = -50
			}
		}

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 5 } }

		ai_chance = { factor = 30 }
	}

	option = { # Make small sacrifice.
		name = EVTOPTCHF25601

		if = {
			limit = { ai = no } # Cheaty AI...

			scaled_wealth = {
				value = -0.25
				min =  -5
				max = -20
			}
		}

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 2 } }

		ai_chance = { factor = 40 }
	}

	option = { # Make no sacrifice.
		name = EVTOPTDHF25601

		ai_chance = {
			factor = 20

			mult_modifier = {
				factor = 1.5
				trait = cynical
			}
		}
	}

	after = {
		character_event = { id = HF.25602 }
	}
}

# The ritual hunt actually starts.
character_event = {
	id = HF.25602
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	desc = {
		text = EVTDESCAHF25602
		trigger = {
			event_target:scoped_WL_co_hunter = { is_alive = yes }
		}
	}
	desc = {
		text = EVTDESCBHF25602
		trigger = {
			event_target:scoped_WL_co_hunter = { is_alive = no }
		}
	}

	picture = {
		picture = GFX_evt_mysterious_forest
		trigger = {
			OR = {
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
				### ACR ###
				has_character_flag = flag_hunting_wolf_celtic
				### CWS ###
				has_character_flag = flag_hunting_wolf_abrahamic
			}
		}
	}
	picture = {
		picture = GFX_evt_desert
		trigger = {
			OR = {
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
				### CWS ###
				has_character_flag = flag_hunting_eagle_aztec
				has_character_flag = flag_hunting_eagle_mazdan
			}
		}
	}
	picture = {
		picture = GFX_evt_midwinter_blot_oldgods
		trigger = { has_character_flag = flag_hunting_bear_finnish }
	}
	picture = {
		trigger = {
			OR = {
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
				### ACR ###
				has_character_flag = flag_hunting_lion_egyptian
				### CWS ###
				has_character_flag = flag_hunting_lion_eastern
			}
		}
		picture = GFX_evt_bandits
	}

	is_triggered_only = yes

	only_capable = yes

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	option = {
		name = EVTOPTAHF25602

		hidden_effect = {
			if = {
				limit = { event_target:scoped_WL_co_hunter = { is_alive = no } }
				clear_event_target = scoped_WL_co_hunter # CleanSlate: If the co-hunter died somehow, make sure they don't affect the outcome
			}

			#  Flavor events: (increasing/decreasing hunt variable)
			## Character is about to fall/drown/random (might result in Friendship/Rivalry/Love)
			## Co-hunter is about to fall/drown/random (might result in Friendship/Rivalry/Love)
			## Characters looking for tracks (intrigue) - paranoid
			## Characters need to examine carcass killed by target (martial) - cruel
			## Characters reflect upon their target (learning) - scholar
			## Characters find hermit, ask info on target (diplomacy) - charitable
			## Characters need to interpret old map and pathways (stewardship) - administrator

			## Characters see a bad omen (low piety triggers) - theologian
			## Characters see a good omen (high piety triggers) - theologian

			## Lunatic/Possessed character goes on a Wild Hunt and kills partner

			random_list = {
				15 = { # Character is in trouble
					trigger = { event_target:scoped_WL_co_hunter = { is_alive = yes } }

					mult_modifier = {
						factor = 1.5
						trait = craven
					}
					mult_modifier = {
						factor = 1.5
						trait = dull
					}
					mult_modifier = {
						factor = 1.5
						trait = slow
					}
					mult_modifier = {
						factor = 1.5
						trait = imbecile
					}
					mult_modifier = {
						factor = 1.5
						trait = inbred
					}
					mult_modifier = {
						factor = 1.5
						trait = slothful
					}

					character_event = {
						id = HF.25603 # The hunter is about to fall
						days = 10
						random = 5
					}
				}

				15 = { # Co-hunter is in trouble
					trigger = {
						event_target:scoped_WL_co_hunter = { is_alive = yes }
					}

					mult_modifier = {
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = craven }
					}
					mult_modifier = {
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = dull }
					}
					mult_modifier = {
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = slow }
					}
					mult_modifier = {
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = imbecile }
					}
					mult_modifier = {
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = inbred }
					}
					mult_modifier = {
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = slothful }
					}

					character_event = {
						id = HF.25606 # The co-hunter is about to fall/drown/random etc.
						days = 10
						random = 5
					}
				}

				25 = { # Characters looking for tracks
					mult_modifier = {
						factor = 1.5
						event_target:scoped_WL_co_hunter = { intrigue >= 10 }
					}
					mult_modifier = {
						factor = 1.5
						event_target:scoped_WL_co_hunter = { intrigue >= 14 }
					}
					mult_modifier = {
						factor = 1.5
						event_target:scoped_WL_co_hunter = { intrigue >= 18 }
					}

					character_event = {
						id = HF.25608
						days = 10
						random = 5
					}
				}

				25 = { # Characters need to examine carcass
					mult_modifier = {
						factor = 1.5
						event_target:scoped_WL_co_hunter = { martial >= 10 }
					}
					mult_modifier = {
						factor = 1.5
						event_target:scoped_WL_co_hunter = { martial >= 14 }
					}
					mult_modifier = {
						factor = 1.5
						event_target:scoped_WL_co_hunter = { martial >= 18 }
					}

					character_event = {
						id = HF.25609
						days = 10
						random = 5
					}
				}

				25 = { # Characters reflect upon target
					mult_modifier = {
						factor = 1.5
						event_target:scoped_WL_co_hunter = { learning >= 10 }
					}
					mult_modifier = {
						factor = 1.5
						event_target:scoped_WL_co_hunter = { learning >= 14 }
					}
					mult_modifier = {
						factor = 1.5
						event_target:scoped_WL_co_hunter = { learning >= 18 }
					}

					character_event = {
						id = HF.25610
						days = 10
						random = 5
					}
				}

				25 = { # Characters persuade hermit for directions
					mult_modifier = {
						factor = 1.5
						event_target:scoped_WL_co_hunter = { diplomacy >= 10 }
					}
					mult_modifier = {
						factor = 1.5
						event_target:scoped_WL_co_hunter = { diplomacy >= 14 }
					}
					mult_modifier = {
						factor = 1.5
						event_target:scoped_WL_co_hunter = { diplomacy >= 18 }
					}

					character_event = {
						id = HF.25611
						days = 10
						random = 5
					}
				}

				25 = { # Characters need to interpret old map
					mult_modifier = {
						factor = 1.5
						event_target:scoped_WL_co_hunter = { stewardship >= 10 }
					}
					mult_modifier = {
						factor = 1.5
						event_target:scoped_WL_co_hunter = { stewardship >= 14 }
					}
					mult_modifier = {
						factor = 1.5
						event_target:scoped_WL_co_hunter = { stewardship >= 18 }
					}
					mult_modifier = {
						factor = 1.5
						has_character_flag = flag_picked_ritual_co_hunter_smart
					}

					character_event = {
						id = HF.25612
						days = 10
						random = 5
					}
				}

				25 = { # Characters see bad omen
					mult_modifier = {
						factor = 1.5
						event_target:scoped_WL_co_hunter = { learning >= 10 }
					}
					mult_modifier = {
						factor = 1.5
						piety < 50
					}
					mult_modifier = {
						factor = 1.5
						piety < 100
					}
					mult_modifier = {
						factor = 1.5
						piety < 150
					}

					character_event = {
						id = HF.25613
						days = 10
						random = 5
					}
				}

				5 = { # Characters see good omen
					mult_modifier = {
						factor = 1.5
						event_target:scoped_WL_co_hunter = { learning >= 10 }
					}
					mult_modifier = {
						factor = 1.5
						piety >= 250
					}
					mult_modifier = {
						factor = 1.5
						piety >= 350
					}
					mult_modifier = {
						factor = 1.5
						piety >= 450
					}
					mult_modifier = {
						factor = 1.5
						piety >= 550
					}

					character_event = {
						id = HF.25614
						days = 10
						random = 5
					}
				}

				100 = { # Lunatic/Possessed ruler starts a Wild Hunt
					trigger = {
						event_target:scoped_WL_co_hunter = { is_alive = yes }

						OR = {
							trait = possessed
							trait = lunatic

							trigger_if = {
								limit = { has_character_modifier = lycanthropy }

								OR = {
									has_character_flag = flag_hunting_wolf_norse
									has_character_flag = flag_hunting_wolf_baltic
									has_character_flag = flag_hunting_wolf_hellenic
									### ACR ###
									has_character_flag = flag_hunting_wolf_celtic
									### CWS ###
									has_character_flag = flag_hunting_wolf_abrahamic
								}
							}
						}
					}

					character_event = {
						id = HF.25615
						days = 10
						random = 5
					}
				}
			}
		}
	}
}


####################################
# Flavor events for the hunt.

# The hunter is about to fall.
character_event = {
	id = HF.25603
	desc = EVTDESCAHF25603
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	picture = {
		picture = GFX_evt_mysterious_forest
		trigger = {
			OR = {
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
				### ACR ###
				has_character_flag = flag_hunting_wolf_celtic
				### CWS ###
				has_character_flag = flag_hunting_wolf_abrahamic
			}
		}
	}
	picture = {
		picture = GFX_evt_desert
		trigger = {
			OR = {
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
				### CWS ###
				has_character_flag = flag_hunting_eagle_aztec
				has_character_flag = flag_hunting_eagle_mazdan
			}
		}
	}
	picture = {
		picture = GFX_evt_midwinter_blot_oldgods
		trigger = { has_character_flag = flag_hunting_bear_finnish }
	}
	picture = {
		picture = GFX_evt_bandits
		trigger = {
			OR = {
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
				### ACR ###
				has_character_flag = flag_hunting_lion_egyptian
				### CWS ###
				has_character_flag = flag_hunting_lion_eastern
			}
		}
	}

	is_triggered_only = yes

	only_capable = yes

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	# Combat rating saves.
	# Ask for help to co-hunter.
	# Default.

	option = {
		name = EVTOPTAHF25603
		tooltip_info = combat_rating
		trigger = { combat_rating >= 50 }
		custom_tooltip = { text = TT_EVTOPTAHF25603 }

		tiered_prestige_reward_effect = yes

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 3 } }

		ai_chance = { factor = 80 }
	}

	option = {
		name = EVTOPTBHF25603
		trigger = { event_target:scoped_WL_co_hunter = { is_alive = yes } }
		custom_tooltip = { text = TT_EVTOPTBHF25603 }

		hidden_effect = {
			event_target:scoped_WL_co_hunter = {
				random_list = {
					70 = { # Co-hunter helps you.
						mult_modifier = {
							factor = 1.5
							opinion = { who = ROOT value >= 20 }
						}
						mult_modifier = {
							factor = 1.5
							opinion = { who = ROOT value >= 40 }
						}
						mult_modifier = {
							factor = 1.5
							opinion = { who = ROOT value >= 60 }
						}
						mult_modifier = {
							factor = 1.75
							opinion = { who = ROOT value >= 80 }
						}
						mult_modifier = {
							factor = 1.75
							opinion = { who = ROOT value >= 100 }
						}
						mult_modifier = {
							factor = 1.5
							trait = kind
						}
						mult_modifier = {
							factor = 1.5
							trait = just
						}
						mult_modifier = {
							factor = 1.5
							trait = brave
						}
						mult_modifier = {
							factor = 1.75
							is_friend = ROOT
						}
						mult_modifier = {
							factor = 1.75
							is_lover = ROOT
						}
						ROOT = { character_event = { id = HF.25604 } }
					}
					30 = { # Co-hunter wavers.
						mult_modifier = {
							factor = 1.5
							opinion = { who = ROOT value < -20 }
						}
						mult_modifier = {
							factor = 1.5
							opinion = { who = ROOT value < -40 }
						}
						mult_modifier = {
							factor = 1.5
							opinion = { who = ROOT value < -60 }
						}
						mult_modifier = {
							factor = 1.75
							opinion = { who = ROOT value < -80 }
						}
						mult_modifier = {
							factor = 1.75
							opinion = { who = ROOT value < -90 }
						}
						mult_modifier = {
							factor = 1.75
							trait = deceitful
						}
						mult_modifier = {
							factor = 1.5
							trait = cruel
						}
						mult_modifier = {
							factor = 1.5
							trait = envious
						}
						mult_modifier = {
							factor = 1.5
							trait = arbitrary
						}
						mult_modifier = {
							factor = 1.5
							trait = craven
						}
						mult_modifier = {
							factor = 2
							is_rival = ROOT
						}
						ROOT = { character_event = { id = HF.25605 } }
					}
				}
			}
		}

		ai_chance = { factor = 70 }
	}

	option = {
		name = EVTOPTCHF25603

		random_list = {
			70 = {
				add_character_modifier = {
					name = badly_bruised
					months = 2
				}

				hidden_effect = { change_variable = { which = wl_ritual_hunting value = -3 } }
			}
			25 = {
				trigger = { NOT = { trait = wounded } }

				add_trait_wounded_effect = yes

				hidden_effect = { change_variable = { which = wl_ritual_hunting value = -6 } }
			}
			5 = {
				if = {
					limit = { can_be_maimed_trigger = yes }
					add_maimed_trait_effect = yes
				}
				else = {
					death = { death_reason = death_accident }
				}

				hidden_effect = { change_variable = { which = wl_ritual_hunting value = -9 } }
			}
		}

		ai_chance = { factor = 20 }
	}

	after = {
		character_event = {
			id = HF.25616 # Find prey.
			days = 20
			random = 15
		}
	}
}

# The co-hunter has helped you.
character_event = {
	id = HF.25604
	desc = EVTDESCAHF25604
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	picture = {
		picture = GFX_evt_mysterious_forest
		trigger = {
			OR = {
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
				### ACR ###
				has_character_flag = flag_hunting_wolf_celtic
				### CWS ###
				has_character_flag = flag_hunting_wolf_abrahamic
			}
		}
	}
	picture = {
		picture = GFX_evt_desert
		trigger = {
			OR = {
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
				### CWS ###
				has_character_flag = flag_hunting_eagle_aztec
				has_character_flag = flag_hunting_eagle_mazdan
			}
		}
	}
	picture = {
		picture = GFX_evt_midwinter_blot_oldgods
		trigger = { has_character_flag = flag_hunting_bear_finnish }
	}
	picture = {
		picture = GFX_evt_bandits
		trigger = {
			OR = {
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
				### ACR ###
				has_character_flag = flag_hunting_lion_egyptian
				### CWS ###
				has_character_flag = flag_hunting_lion_eastern
			}
		}
	}

	is_triggered_only = yes

	only_capable = yes

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	# Friendship.
	# Romance.
	# Default.
	# Envious is upset.

	option = { # Befriend.
		name = EVTOPTAHF25604
		trigger = { NOT = { is_friend = event_target:scoped_WL_co_hunter } }

		add_friend = event_target:scoped_WL_co_hunter

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 3 } }
	}

	option = { # Romance.
		name = EVTOPTBHF25604

		trigger = {
			NOR = {
				is_lover = event_target:scoped_WL_co_hunter
				trait = celibate
			}

			event_target:scoped_WL_co_hunter = {
				root_attraction_trigger = yes
				attracted_to_root_trigger = yes
				NOT = { trait = celibate }
			}

			trigger_if = {
				limit = { is_close_relative = event_target:scoped_WL_co_hunter }
				religion_has_incest = yes
				event_target:scoped_WL_co_hunter = { religion_has_incest = yes }
			}
		}

		add_lover = event_target:scoped_WL_co_hunter

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 3 } }
	}

	option = { # Default.
		name = EVTOPTCHF25604

		if = {
			limit = {
				has_dlc = "Conclave"

				NOR = {
					owes_favor_to = event_target:scoped_WL_co_hunter
					holds_favor_on = event_target:scoped_WL_co_hunter
				}
			}
			reverse_add_favor = event_target:scoped_WL_co_hunter
		}

		opinion = {
			name = opinion_saved_me
			who = event_target:scoped_WL_co_hunter
			years = 10
		}

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 1 } }
	}

	option = { # Envious.
		name = EVTOPTDHF25604
		tooltip_info = envious
		trigger = { trait = envious	}

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = -1 } }
	}
}

# The co-hunter has NOT helped you.
character_event = {
	id = HF.25605
	desc = EVTDESCAHF25605
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	picture = {
		picture = GFX_evt_mysterious_forest
		trigger = {
			OR = {
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
				### ACR ###
				has_character_flag = flag_hunting_wolf_celtic
				### CWS ###
				has_character_flag = flag_hunting_wolf_abrahamic
			}
		}
	}
	picture = {
		picture = GFX_evt_desert
		trigger = {
			OR = {
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
				### CWS ###
				has_character_flag = flag_hunting_eagle_aztec
				has_character_flag = flag_hunting_eagle_mazdan
			}
		}
	}
	picture = {
		picture = GFX_evt_midwinter_blot_oldgods
		trigger = { has_character_flag = flag_hunting_bear_finnish }
	}
	picture = {
		picture = GFX_evt_bandits
		trigger = {
			OR = {
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
				### ACR ###
				has_character_flag = flag_hunting_lion_egyptian
				### CWS ###
				has_character_flag = flag_hunting_lion_eastern
			}
		}
	}

	is_triggered_only = yes

	only_capable = yes

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	# Rivalry.
	# Default.
	# Envious/Paranoid kills in revenge.
	# Kind forgives.

	option = { # Rivalry.
		name = EVTOPTAHF25605
		trigger = { NOT = { is_rival = event_target:scoped_WL_co_hunter } }

		add_rival = event_target:scoped_WL_co_hunter

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = -3 } }
	}

	option = { # Default.
		name = EVTOPTBHF25605

		opinion = {
			name = opinion_left_me_to_die
			who = event_target:scoped_WL_co_hunter
		}

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = -1 } }
	}

	option = { # Envious kills in revenge.
		name = EVTOPTCHF25605
		tooltip_info = envious

		trigger = {
			trait = envious
			NOT = { trait = paranoid }
		}

		event_target:scoped_WL_co_hunter = {
			show_scope_change = no
			death = { death_reason = death_accident }
		}

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 3 } }
	}

	option = { # Paranoid kills in revenge.
		name = EVTOPTDHF25605
		tooltip_info = paranoid
		trigger = { trait = paranoid }

		event_target:scoped_WL_co_hunter = {
			show_scope_change = no
			death = { death_reason = death_accident }
		}

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 3 } }
	}

	option = { # Kind forgives.
		name = EVTOPTEHF25605
		tooltip_info = kind
		trigger = { trait = kind }

		reverse_opinion = {
			name = grace_to_forgive
			who = event_target:scoped_WL_co_hunter
			years = 5
		}

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 2 } }
	}
}

# The co-hunter is about to fall/drown/random etc.
character_event = {
	id = HF.25606
	desc = EVTDESCAHF25606
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	picture = {
		picture = GFX_evt_mysterious_forest
		trigger = {
			OR = {
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
				### ACR ###
				has_character_flag = flag_hunting_wolf_celtic
				### CWS ###
				has_character_flag = flag_hunting_wolf_abrahamic
			}
		}
	}
	picture = {
		picture = GFX_evt_desert
		trigger = {
			OR = {
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
				### CWS ###
				has_character_flag = flag_hunting_eagle_aztec
				has_character_flag = flag_hunting_eagle_mazdan
			}
		}
	}
	picture = {
		picture = GFX_evt_midwinter_blot_oldgods
		trigger = { has_character_flag = flag_hunting_bear_finnish }
	}
	picture = {
		picture = GFX_evt_bandits
		trigger = {
			OR = {
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
				### ACR ###
				has_character_flag = flag_hunting_lion_egyptian
				### CWS ###
				has_character_flag = flag_hunting_lion_eastern
			}
		}
	}

	is_triggered_only = yes

	only_capable = yes

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	# Combat rating saves.
	# Try to help to co-hunter.
	# Default.

	option = {
		name = EVTOPTAHF25606
		tooltip_info = combat_rating
		trigger = { combat_rating >= 50 }
		custom_tooltip = { text = TT_EVTOPTAHF25606 }

		tiered_prestige_reward_effect = yes

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 3 } }

		ai_chance = { factor = 80 }
	}
	option = {
		name = EVTOPTBHF25606
		trigger = { event_target:scoped_WL_co_hunter = { is_alive = yes } }
		custom_tooltip = { text = TT_EVTOPTBHF25606 }

		hidden_effect = {
			random_list = {
				70 = { # Co-hunter saved.
					mult_modifier = {
						factor = 1.5
						trait = strong
					}
					mult_modifier = {
						factor = 1.5
						trait = brawny
					}
					mult_modifier = {
						factor = 0.5
						combat_rating < 10
					}
					mult_modifier = {
						factor = 1.5
						martial >= 10
					}
					mult_modifier = {
						factor = 1.75
						martial >= 15
					}
					mult_modifier = {
						factor = 1.75
						martial >= 20
					}
					mult_modifier = {
						factor = 1.5
						martial >= 25
					}
					mult_modifier = {
						factor = 1.5
						trait = brave
					}
					mult_modifier = {
						factor = 0.5
						trait = craven
					}
					character_event = { id = HF.25607 }
				}
				30 = { # Co-hunter still injured.
					character_event = { id = HF.25627 }
				}
			}
		}

		ai_chance = { factor = 70 }
	}

	option = {
		name = EVTOPTCHF25606

		random_list = {
			70 = {
				add_character_modifier = {
					name = badly_bruised
					months = 2
				}

				hidden_effect = { change_variable = { which = wl_ritual_hunting value = -2 } }
			}
			25 = {
				trigger = { NOT = { trait = wounded } }

				add_trait_wounded_effect = yes

				hidden_effect = { change_variable = { which = wl_ritual_hunting value = -3 } }
			}
			 5 = {
				if = {
					limit = { can_be_maimed_trigger = yes }
					add_maimed_trait_effect = yes
				}
				else = {
					death = { death_reason = death_accident }
				}

				hidden_effect = { change_variable = { which = wl_ritual_hunting value = -6 } }
			}
		}

		ai_chance = { factor = 20 }
	}

	after = {
		character_event = {
			id = HF.25616 # Find prey.
			days = 20
			random = 15
		}
	}
}

# The co-hunter was saved.
character_event = {
	id = HF.25607
	desc = EVTDESCAHF25607
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	picture = {
		picture = GFX_evt_mysterious_forest
		trigger = {
			OR = {
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
				### ACR ###
				has_character_flag = flag_hunting_wolf_celtic
				### CWS ###
				has_character_flag = flag_hunting_wolf_abrahamic
			}
		}
	}
	picture = {
		picture = GFX_evt_desert
		trigger = {
			OR = {
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
				### CWS ###
				has_character_flag = flag_hunting_eagle_aztec
				has_character_flag = flag_hunting_eagle_mazdan
			}
		}
	}
	picture = {
		picture = GFX_evt_midwinter_blot_oldgods
		trigger = { has_character_flag = flag_hunting_bear_finnish }
	}
	picture = {
		picture = GFX_evt_bandits
		trigger = {
			OR = {
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
				### ACR ###
				has_character_flag = flag_hunting_lion_egyptian
				### CWS ###
				has_character_flag = flag_hunting_lion_eastern
			}
		}
	}

	is_triggered_only = yes

	only_capable = yes

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	# Friendship.
	# Romance.
	# Default.

	option = { # Befriend.
		name = EVTOPTAHF25607
		trigger = { NOT = { is_friend = event_target:scoped_WL_co_hunter } }

		add_friend = event_target:scoped_WL_co_hunter

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 3 } }
	}

	option = { # Romance.
		name = EVTOPTBHF25607
		trigger = {
			NOR = {
				is_lover = event_target:scoped_WL_co_hunter
				trait = celibate
			}

			event_target:scoped_WL_co_hunter = {
				root_attraction_trigger = yes
				attracted_to_root_trigger = yes
				NOT = { trait = celibate }
			}

			trigger_if = {
				limit = { is_close_relative = event_target:scoped_WL_co_hunter }
				religion_has_incest = yes
				event_target:scoped_WL_co_hunter = { religion_has_incest = yes }
			}
		}

		add_lover = event_target:scoped_WL_co_hunter

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 3 } }
	}

	option = { # Default.
		name = EVTOPTCHF25607

		if = {
			limit = { owes_favor_to = event_target:scoped_WL_co_hunter }
			remove_favor = event_target:scoped_WL_co_hunter
		}
		else_if = {
			limit = {
				has_dlc = "Conclave"

				NOR = {
					owes_favor_to = event_target:scoped_WL_co_hunter
					holds_favor_on = event_target:scoped_WL_co_hunter
				}
			}
			add_favor = event_target:scoped_WL_co_hunter
		}

		reverse_opinion = {
			name = opinion_saved_me
			who = event_target:scoped_WL_co_hunter
			years = 10
		}

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 1 } }
	}
}

# The co-hunter was not saved.
character_event = {
	id = HF.25627
	desc = EVTDESCAHF25627
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	picture = {
		picture = GFX_evt_mysterious_forest
		trigger = {
			OR = {
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
				### ACR ###
				has_character_flag = flag_hunting_wolf_celtic
				### CWS ###
				has_character_flag = flag_hunting_wolf_abrahamic
			}
		}
	}
	picture = {
		picture = GFX_evt_desert
		trigger = {
			OR = {
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
				### CWS ###
				has_character_flag = flag_hunting_eagle_aztec
				has_character_flag = flag_hunting_eagle_mazdan
			}
		}
	}
	picture = {
		picture = GFX_evt_midwinter_blot_oldgods
		trigger = { has_character_flag = flag_hunting_bear_finnish }
	}
	picture = {
		picture = GFX_evt_bandits
		trigger = {
			OR = {
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
				### ACR ###
				has_character_flag = flag_hunting_lion_egyptian
				### CWS ###
				has_character_flag = flag_hunting_lion_eastern
			}
		}
	}

	is_triggered_only = yes

	only_capable = yes

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	option = {
		name = EVTOPTAHF25627

		event_target:scoped_WL_co_hunter = {
			show_scope_change = no
			death = { death_reason = death_accident }
		}

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = -6 } }
	}
}

# Looking for tracks (intrigue).
character_event = {
	id = HF.25608
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	desc = {
		text = EVTDESCAHF25608
		picture = GFX_evt_mysterious_forest
		trigger = {
			OR = {
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
				### ACR ###
				has_character_flag = flag_hunting_wolf_celtic
				### CWS ###
				has_character_flag = flag_hunting_wolf_abrahamic
			}
		}
	}
	desc = {
		text = EVTDESCBHF25608
		picture = GFX_evt_desert
		trigger = {
			OR = {
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
				### CWS ###
				has_character_flag = flag_hunting_eagle_aztec
				has_character_flag = flag_hunting_eagle_mazdan
			}
		}
	}
	desc = {
		text = EVTDESCCHF25608
		picture = GFX_evt_midwinter_blot_oldgods
		trigger = { has_character_flag = flag_hunting_bear_finnish }
	}
	desc = {
		text = EVTDESCDHF25608
		picture = GFX_evt_bandits
		trigger = {
			OR = {
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
				### ACR ###
				has_character_flag = flag_hunting_lion_egyptian
				### CWS ###
				has_character_flag = flag_hunting_lion_eastern
			}
		}
	}

	is_triggered_only = yes

	only_capable = yes

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	# Special paranoid override.
	# Do it yourself.
	# Let co-hunter do it.

	option = { # Paranoid override.
		name = EVTOPTAHF25608
		tooltip_info = paranoid
		trigger = { trait = paranoid }

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 4 } }
	}

	option = { # Genius override.
		name = EVTOPTBHF25608
		tooltip_info = genius
		trigger = { trait = genius }

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 4 } }
	}

	option = { # Quick override.
		name = EVTOPTBHF25608
		tooltip_info = quick

		trigger = {
			trait = quick
			NOT = { trait = genius }
		}

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 3 } }
	}

	option = { # Shrewd override.
		name = EVTOPTBHF25608
		tooltip_info = shrewd

		trigger = {
			trait = shrewd

			NOR = {
				trait = genius
				trait = quick
			}
		}

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 2 } }
	}

	option = { # Do it yourself.
		name = EVTOPTEHF25608
		custom_tooltip = { text = TT_EVTOPTEHF25608 }

		hidden_effect = {
			random_list = {
				50 = { # Successful Check.
					mult_modifier = {
						factor = 0.5
						trait = slow
					}
					mult_modifier = {
						factor = 0.5
						trait = imbecile
					}
					mult_modifier = {
						factor = 0.5
						trait = inbred
					}
					mult_modifier = {
						factor = 0.5
						trait = dull
					}
					mult_modifier = {
						factor = 0.5
						intrigue < 5
					}
					mult_modifier = {
						factor = 0.5
						intrigue < 10
					}
					mult_modifier = {
						factor = 1.5
						intrigue >= 15
					}
					mult_modifier = {
						factor = 1.5
						intrigue >= 20
					}
					mult_modifier = {
						factor = 1.5
						intrigue >= 25
					}
					mult_modifier = {
						factor = 1.75
						intrigue >= 30
					}
					change_variable = { which = wl_ritual_hunting value = 2 }
				}
				50 = { # Failed Check.
					change_variable = { which = wl_ritual_hunting value = -5 }
				}
			}
		}
	}

	option = { # Let co-hunter do it.
		name = EVTOPTFHF25608
		trigger = { event_target:scoped_WL_co_hunter = { is_alive = yes } }
		custom_tooltip = { text = TT_EVTOPTFHF25608 }

		hidden_effect = {
			event_target:scoped_WL_co_hunter = {
				random_list = {
					50 = { # Successful Check.
						mult_modifier = {
							factor = 0.5
							trait = slow
						}
						mult_modifier = {
							factor = 0.5
							trait = imbecile
						}
						mult_modifier = {
							factor = 0.5
							trait = inbred
						}
						mult_modifier = {
							factor = 0.5
							trait = dull
						}
						mult_modifier = {
							factor = 1.5
							trait = paranoid
						}
						mult_modifier = {
							factor = 1.75
							trait = genius
						}
						mult_modifier = {
							factor = 1.5
							trait = quick
						}
						mult_modifier = {
							factor = 1.5
							trait = shrewd
						}
						mult_modifier = {
							factor = 0.5
							intrigue < 5
						}
						mult_modifier = {
							factor = 0.5
							intrigue < 10
						}
						mult_modifier = {
							factor = 1.5
							intrigue >= 15
						}
						mult_modifier = {
							factor = 1.5
							intrigue >= 20
						}
						mult_modifier = {
							factor = 1.5
							intrigue >= 25
						}
						mult_modifier = {
							factor = 1.75
							intrigue >= 30
						}
						ROOT = { change_variable = { which = wl_ritual_hunting value = 2 } }
					}
					50 = { # Failed Check.
						ROOT = { change_variable = { which = wl_ritual_hunting value = -5 } }
					}
				}
			}
		}
	}

	after = {
		character_event = {
			id = HF.25616 # Find prey.
			days = 20
			random = 15
		}
	}
}

# Characters need to examine carcass killed by target. (martial)
character_event = {
	id = HF.25609
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	desc = {
		text = EVTDESCAHF25609
		picture = GFX_evt_mysterious_forest
		trigger = {
			OR = {
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
				### ACR ###
				has_character_flag = flag_hunting_wolf_celtic
				### CWS ###
				has_character_flag = flag_hunting_wolf_abrahamic
			}
		}
	}
	desc = {
		text = EVTDESCBHF25609
		picture = GFX_evt_desert
		trigger = {
			OR = {
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
				### CWS ###
				has_character_flag = flag_hunting_eagle_aztec
				has_character_flag = flag_hunting_eagle_mazdan
			}
		}
	}
	desc = {
		text = EVTDESCCHF25609
		picture = GFX_evt_midwinter_blot_oldgods
		trigger = { has_character_flag = flag_hunting_bear_finnish }
	}
	desc = {
		text = EVTDESCDHF25609
		picture = GFX_evt_bandits
		trigger = {
			OR = {
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
				### ACR ###
				has_character_flag = flag_hunting_lion_egyptian
				### CWS ###
				has_character_flag = flag_hunting_lion_eastern
			}
		}
	}

	is_triggered_only = yes

	only_capable = yes

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	# Special Cruel override.
	# Strong override.
	# Do it yourself.
	# Let co-hunter do it.

	option = { # Cruel override.
		name = EVTOPTAHF25609
		tooltip_info = cruel
		trigger = { trait = cruel }

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 4 } }
	}

	option = { # Strong override.
		name = EVTOPTBHF25609
		tooltip_info = strong
		trigger = { trait = strong }

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 4 } }
	}

	option = { # Robust override.
		name = EVTOPTBHF25609
		tooltip_info = brawny

		trigger = {
			trait = brawny
			NOT = { trait = strong }
		}

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 2 } }
	}

	option = { # Do it yourself.
		name = EVTOPTDHF25609
		custom_tooltip = { text = TT_EVTOPTDHF25609 }

		hidden_effect = {
			random_list = {
				50 = { # Successful Check.
					mult_modifier = {
						factor = 0.5
						trait = weak
					}
					mult_modifier = {
						factor = 0.5
						trait = frail
					}
					mult_modifier = {
						factor = 0.5
						trait = inbred
					}
					mult_modifier = {
						factor = 0.5
						martial < 5
					}
					mult_modifier = {
						factor = 0.5
						martial < 10
					}
					mult_modifier = {
						factor = 1.5
						martial >= 15
					}
					mult_modifier = {
						factor = 1.5
						martial >= 20
					}
					mult_modifier = {
						factor = 1.5
						martial >= 25
					}
					mult_modifier = {
						factor = 1.75
						martial >= 30
					}
					change_variable = { which = wl_ritual_hunting value = 2 }
				}
				50 = { # Failed Check.
					change_variable = { which = wl_ritual_hunting value = -5 }
				}
			}
		}
	}

	option = { # Let co-hunter do it.
		name = EVTOPTFHF25608
		trigger = { event_target:scoped_WL_co_hunter = { is_alive = yes } }
		custom_tooltip = { text = TT_EVTOPTEHF25609 }

		hidden_effect = {
			event_target:scoped_WL_co_hunter = {
				random_list = {
					50 = { # Successful Check.
						mult_modifier = {
							factor = 0.5
							trait = weak
						}
						mult_modifier = {
							factor = 0.5
							trait = frail
						}
						mult_modifier = {
							factor = 0.5
							trait = inbred
						}
						mult_modifier = {
							factor = 1.5
							trait = cruel
						}
						mult_modifier = {
							factor = 1.75
							trait = strong
						}
						mult_modifier = {
							factor = 1.5
							trait = brawny
						}
						mult_modifier = {
							factor = 0.5
							martial < 5
						}
						mult_modifier = {
							factor = 0.5
							martial < 10
						}
						mult_modifier = {
							factor = 1.5
							martial >= 15
						}
						mult_modifier = {
							factor = 1.5
							martial >= 20
						}
						mult_modifier = {
							factor = 1.5
							martial >= 25
						}
						mult_modifier = {
							factor = 1.75
							martial >= 30
						}
						ROOT = { change_variable = { which = wl_ritual_hunting value = 2 } }
					}
					50 = { # Failed Check.
						ROOT = { change_variable = { which = wl_ritual_hunting value = -5 } }
					}
				}
			}
		}
	}

	after = {
		character_event = {
			id = HF.25616 # Find prey.
			days = 20
			random = 15
		}
	}
}

# Characters reflect upon their target. (learning) - scholar
character_event = {
	id = HF.25610
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	desc = {
		text = EVTDESCAHF25610
		picture = GFX_evt_mysterious_forest
		trigger = {
			OR = {
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
				### ACR ###
				has_character_flag = flag_hunting_wolf_celtic
				### CWS ###
				has_character_flag = flag_hunting_wolf_abrahamic
			}
		}
	}
	desc = {
		text = EVTDESCBHF25610
		picture = GFX_evt_desert
		trigger = {
			OR = {
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
				### CWS ###
				has_character_flag = flag_hunting_eagle_aztec
				has_character_flag = flag_hunting_eagle_mazdan
			}
		}
	}
	desc = {
		text = EVTDESCCHF25610
		picture = GFX_evt_midwinter_blot_oldgods
		trigger = { has_character_flag = flag_hunting_bear_finnish }
	}
	desc = {
		text = EVTDESCDHF25610
		picture = GFX_evt_bandits
		trigger = {
			OR = {
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
				### ACR ###
				has_character_flag = flag_hunting_lion_egyptian
				### CWS ###
				has_character_flag = flag_hunting_lion_eastern
			}
		}
	}

	is_triggered_only = yes

	only_capable = yes

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	# Special Scholar override.
	# Genius override.
	# Do it yourself.
	# Let co-hunter do it.

	option = { # Scholar override.
		name = EVTOPTAHF25610
		tooltip_info = scholar
		trigger = { trait = scholar }

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 4 } }
	}

	option = { # Genius override.
		name = EVTOPTBHF25610
		tooltip_info = genius
		trigger = { trait = genius }

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 4 } }
	}

	option = { # Quick override.
		name = EVTOPTBHF25610
		tooltip_info = quick
		trigger = {
			trait = quick
			NOT = { trait = genius }
		}

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 3 } }
	}

	option = { # Shrewd override.
		name = EVTOPTBHF25610
		tooltip_info = shrewd

		trigger = {
			trait = shrewd

			NOR = {
				trait = genius
				trait = quick
			}
		}

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 2 } }
	}

	option = { # Do it yourself.
		name = EVTOPTEHF25610
		custom_tooltip = { text = TT_EVTOPTEHF25610 }

		hidden_effect = {
			random_list = {
				50 = { # Successful Check.
					mult_modifier = {
						factor = 0.5
						trait = imbecile
					}
					mult_modifier = {
						factor = 0.5
						trait = slow
					}
					mult_modifier = {
						factor = 0.5
						trait = inbred
					}
					mult_modifier = {
						factor = 0.5
						learning < 5
					}
					mult_modifier = {
						factor = 0.5
						learning < 10
					}
					mult_modifier = {
						factor = 1.5
						learning >= 15
					}
					mult_modifier = {
						factor = 1.5
						learning >= 20
					}
					mult_modifier = {
						factor = 1.5
						learning >= 25
					}
					mult_modifier = {
						factor = 1.75
						learning >= 30
					}
					change_variable = { which = wl_ritual_hunting value = 2 }
				}
				50 = { # Failed Check.
					change_variable = { which = wl_ritual_hunting value = -5 }
				}
			}
		}
	}
	option = { # Let co-hunter do it.
		name = EVTOPTFHF25610
		trigger = { event_target:scoped_WL_co_hunter = { is_alive = yes } }
		custom_tooltip = { text = TT_EVTOPTFHF25610 }

		hidden_effect = {
			event_target:scoped_WL_co_hunter = {
				random_list = {
					50 = { # Successful Check.
						mult_modifier = {
							factor = 0.5
							trait = imbecile
						}
						mult_modifier = {
							factor = 0.5
							trait = slow
						}
						mult_modifier = {
							factor = 0.5
							trait = inbred
						}
						mult_modifier = {
							factor = 0.5
							trait = dull
						}
						mult_modifier = {
							factor = 1.5
							trait = scholar
						}
						mult_modifier = {
							factor = 1.75
							trait = genius
						}
						mult_modifier = {
							factor = 1.5
							trait = quick
						}
						mult_modifier = {
							factor = 1.5
							trait = shrewd
						}
						mult_modifier = {
							factor = 0.5
							learning < 5
						}
						mult_modifier = {
							factor = 0.5
							learning < 10
						}
						mult_modifier = {
							factor = 1.5
							learning >= 15
						}
						mult_modifier = {
							factor = 1.5
							learning >= 20
						}
						mult_modifier = {
							factor = 1.5
							learning >= 25
						}
						mult_modifier = {
							factor = 1.75
							learning >= 30
						}
						ROOT = { change_variable = { which = wl_ritual_hunting value = 2 } }
					}
					50 = { # Failed Check.
						ROOT = { change_variable = { which = wl_ritual_hunting value = -5 } }
					}
				}
			}
		}
	}

	after = {
		character_event = {
			id = HF.25616 # Find prey.
			days = 20
			random = 15
		}
	}
}

# Characters find hermit, ask info on target. (diplomacy) - charitable
character_event = {
	id = HF.25611
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	desc = {
		text = EVTDESCAHF25611
		picture = GFX_evt_mysterious_forest
		trigger = {
			OR = {
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
				### ACR ###
				has_character_flag = flag_hunting_wolf_celtic
				### CWS ###
				has_character_flag = flag_hunting_wolf_abrahamic
			}
		}
	}
	desc = {
		text = EVTDESCBHF25611
		picture = GFX_evt_desert
		trigger = {
			OR = {
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
				### CWS ###
				has_character_flag = flag_hunting_eagle_aztec
				has_character_flag = flag_hunting_eagle_mazdan
			}
		}
	}
	desc = {
		text = EVTDESCCHF25611
		picture = GFX_evt_midwinter_blot_oldgods
		trigger = { has_character_flag = flag_hunting_bear_finnish }
	}
	desc = {
		text = EVTDESCDHF25611
		picture = GFX_evt_bandits
		trigger = {
			OR = {
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
				### ACR ###
				has_character_flag = flag_hunting_lion_egyptian
				### CWS ###
				has_character_flag = flag_hunting_lion_eastern
			}
		}
	}

	is_triggered_only = yes

	only_capable = yes

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	# Special charitable override.
	# Strong override.
	# Do it yourself.
	# Let co-hunter do it.

	option = { # He must be the werewolf.
		name = EVTOPTZHF25611
		tooltip_info = paranoid

		trigger = {
			trait = paranoid
			has_character_flag = flag_hunting_wolf_hellenic
		}

		add_legend_progress_trivial_effect = yes
		WL_ritual_hunt_cleanup_effect = yes
	}

	option = { # charitable override.
		name = EVTOPTAHF25611
		tooltip_info = charitable

		trigger = {
			trait = charitable

			NAND = {
				trait = paranoid
				has_character_flag = flag_hunting_wolf_hellenic
			}
		}

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 4 } }

		character_event = {
			id = HF.25616 # Find prey.
			days = 20
			random = 15
		}
	}

	option = { # Strong override.
		name = EVTOPTBHF25611
		tooltip_info = strong
		trigger = { trait = strong }

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 4 } }

		character_event = {
			id = HF.25616 # Find prey.
			days = 20
			random = 15
		}
	}

	option = { # Robust override.
		name = EVTOPTBHF25611
		tooltip_info = brawny

		trigger = {
			trait = brawny
			NOT = { trait = strong }
		}

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 3 } }

		character_event = {
			id = HF.25616 # Find prey.
			days = 20
			random = 15
		}
	}

	option = { # Do it yourself.
		name = EVTOPTDHF25611
		custom_tooltip = { text = TT_EVTOPTDHF25611 }

		hidden_effect = {
			random_list = {
				50 = { # Successful Check.
					mult_modifier = {
						factor = 0.5
						trait = weak
					}
					mult_modifier = {
						factor = 0.5
						trait = frail
					}
					mult_modifier = {
						factor = 0.5
						combat_rating < 5
					}
					mult_modifier = {
						factor = 0.5
						combat_rating < 10
					}
					mult_modifier = {
						factor = 1.5
						combat_rating >= 20
					}
					mult_modifier = {
						factor = 1.5
						combat_rating >= 25
					}
					mult_modifier = {
						factor = 1.5
						combat_rating >= 40
					}
					mult_modifier = {
						factor = 1.75
						combat_rating >= 60
					}
					hidden_effect = { change_variable = { which = wl_ritual_hunting value = 2 } }
				}
				50 = { # Failed Check.
					hidden_effect = { change_variable = { which = wl_ritual_hunting value = -5 } }
				}
			}
		}
		character_event = {
			id = HF.25616 # Find prey.
			days = 20
			random = 15
		}
	}

	option = { # Let co-hunter do it.
		name = EVTOPTEHF25611
		trigger = { event_target:scoped_WL_co_hunter = { is_alive = yes } }
		custom_tooltip = { text = TT_EVTOPTEHF25611 }

		hidden_effect = {
			event_target:scoped_WL_co_hunter = {
				random_list = {
					50 = { # Successful Check.
						mult_modifier = {
							factor = 0.5
							trait = weak
						}
						mult_modifier = {
							factor = 0.5
							trait = frail
						}
						mult_modifier = {
							factor = 1.5
							trait = charitable
						}
						mult_modifier = {
							factor = 1.75
							trait = strong
						}
						mult_modifier = {
							factor = 1.5
							trait = brawny
						}
						mult_modifier = {
							factor = 0.5
							combat_rating < 5
						}
						mult_modifier = {
							factor = 0.5
							combat_rating < 10
						}
						mult_modifier = {
							factor = 1.5
							combat_rating >= 20
						}
						mult_modifier = {
							factor = 1.5
							combat_rating >= 25
						}
						mult_modifier = {
							factor = 1.5
							combat_rating >= 40
						}
						mult_modifier = {
							factor = 1.75
							combat_rating >= 60
						}
						ROOT = { change_variable = { which = wl_ritual_hunting value = 2 } }
					}
					50 = { # Failed Check.
						ROOT = { change_variable = { which = wl_ritual_hunting value = -5 } }
					}
				}
			}
		}

		character_event = {
			id = HF.25616 # Find prey.
			days = 20
			random = 15
		}
	}
}

# Characters need to interpret old map and pathways. (stewardship) - administrator
character_event = {
	id = HF.25612
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	desc = {
		text = EVTDESCAHF25612
		picture = GFX_evt_mysterious_forest
		trigger = {
			OR = {
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
				### ACR ###
				has_character_flag = flag_hunting_wolf_celtic
				### CWS ###
				has_character_flag = flag_hunting_wolf_abrahamic
			}
		}
	}
	desc = {
		text = EVTDESCBHF25612
		picture = GFX_evt_desert
		trigger = {
			OR = {
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
				### CWS ###
				has_character_flag = flag_hunting_eagle_aztec
				has_character_flag = flag_hunting_eagle_mazdan
			}
		}
	}
	desc = {
		text = EVTDESCCHF25612
		picture = GFX_evt_midwinter_blot_oldgods
		trigger = { has_character_flag = flag_hunting_bear_finnish }
	}
	desc = {
		text = EVTDESCDHF25612
		picture = GFX_evt_bandits
		trigger = {
			OR = {
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
				### ACR ###
				has_character_flag = flag_hunting_lion_egyptian
				### CWS ###
				has_character_flag = flag_hunting_lion_eastern
			}
		}
	}

	is_triggered_only = yes

	only_capable = yes

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	# Special Administrator override.
	# Genius override.
	# Do it yourself.
	# Let co-hunter do it.

	option = { # Administrator override.
		name = EVTOPTAHF25612
		tooltip_info = administrator
		trigger = { trait = administrator }

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 4 } }
	}

	option = { # Genius override.
		name = EVTOPTBHF25612
		tooltip_info = genius
		trigger = { trait = genius }

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 4 } }
	}

	option = { # Quick override.
		name = EVTOPTBHF25612
		tooltip_info = quick

		trigger = {
			trait = quick
			NOT = { trait = genius }
		}

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 3 } }
	}

	option = { # Shrewd override.
		name = EVTOPTBHF25612
		tooltip_info = shrewd

		trigger = {
			trait = shrewd

			NOR = {
				trait = genius
				trait = quick
			}
		}

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 2 } }
	}

	option = { # Do it yourself.
		name = EVTOPTEHF25612
		custom_tooltip = { text = TT_EVTOPTFHF25612 }

		hidden_effect = {
			random_list = {
				50 = { # Successful Check.
					mult_modifier = {
						factor = 0.5
						trait = imbecile
					}
					mult_modifier = {
						factor = 0.5
						trait = slow
					}
					mult_modifier = {
						factor = 0.5
						trait = inbred
					}
					mult_modifier = {
						factor = 0.5
						stewardship < 5
					}
					mult_modifier = {
						factor = 0.5
						stewardship < 10
					}
					mult_modifier = {
						factor = 1.5
						stewardship >= 15
					}
					mult_modifier = {
						factor = 1.5
						stewardship >= 20
					}
					mult_modifier = {
						factor = 1.5
						stewardship >= 25
					}
					mult_modifier = {
						factor = 1.75
						stewardship >= 30
					}
					change_variable = { which = wl_ritual_hunting value = 2 }
				}
				50 = { # Failed Check.
					change_variable = { which = wl_ritual_hunting value = -5 }
				}
			}
		}
	}

	option = { # Let co-hunter do it.
		name = EVTOPTGHF25612
		trigger = { event_target:scoped_WL_co_hunter = { is_alive = yes } }
		custom_tooltip = { text = TT_EVTOPTGHF25612 }

		hidden_effect = {
			event_target:scoped_WL_co_hunter = {
				random_list = {
					50 = { # Successful Check.
						mult_modifier = {
							factor = 0.5
							trait = imbecile
						}
						mult_modifier = {
							factor = 0.5
							trait = slow
						}
						mult_modifier = {
							factor = 0.5
							trait = inbred
						}
						mult_modifier = {
							factor = 0.5
							trait = dull
						}
						mult_modifier = {
							factor = 1.5
							trait = administrator
						}
						mult_modifier = {
							factor = 1.75
							trait = genius
						}
						mult_modifier = {
							factor = 1.5
							trait = quick
						}
						mult_modifier = {
							factor = 1.5
							trait = shrewd
						}
						mult_modifier = {
							factor = 0.5
							stewardship < 5
						}
						mult_modifier = {
							factor = 0.5
							stewardship < 10
						}
						mult_modifier = {
							factor = 1.5
							stewardship >= 15
						}
						mult_modifier = {
							factor = 1.5
							stewardship >= 20
						}
						mult_modifier = {
							factor = 1.5
							stewardship >= 25
						}
						mult_modifier = {
							factor = 1.75
							stewardship >= 30
						}
						ROOT = { change_variable = { which = wl_ritual_hunting value = 2 } }
					}
					50 = { # Failed Check.
						ROOT = { change_variable = { which = wl_ritual_hunting value = -5 } }
					}
				}
			}
		}
	}

	after = {
		character_event = {
			id = HF.25616 # Find prey.
			days = 20
			random = 15
		}
	}
}

# Characters see a bad omen. (low piety triggers) - theologian
character_event = {
	id = HF.25613
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	desc = {
		text = EVTDESCAHF25613
		picture = GFX_evt_mysterious_forest
		trigger = {
			OR = {
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
				### ACR ###
				has_character_flag = flag_hunting_wolf_celtic
				### CWS ###
				has_character_flag = flag_hunting_wolf_abrahamic
			}
		}
	}
	desc = {
		text = EVTDESCBHF25613
		picture = GFX_evt_desert
		trigger = {
			OR = {
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
				### CWS ###
				has_character_flag = flag_hunting_eagle_aztec
				has_character_flag = flag_hunting_eagle_mazdan
			}
		}
	}
	desc = {
		text = EVTDESCCHF25613
		picture = GFX_evt_midwinter_blot_oldgods
		trigger = { has_character_flag = flag_hunting_bear_finnish }
	}
	desc = {
		text = EVTDESCDHF25613
		picture = GFX_evt_bandits
		trigger = {
			OR = {
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
				### ACR ###
				has_character_flag = flag_hunting_lion_egyptian
				### CWS ###
				has_character_flag = flag_hunting_lion_eastern
			}
		}
	}

	is_triggered_only = yes

	only_capable = yes

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	# Special Theologian override.
	# Piety override.
	# Do it yourself.
	# Let co-hunter do it.

	option = { # Theologian override.
		name = EVTOPTAHF25613
		tooltip_info = theologian
		trigger = { trait = theologian }

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 4 } }
	}

	option = { # Piety override.
		name = EVTOPTBHF25613
		tooltip_info_custom = TT_EVTOPTBHF25613
		trigger = { piety = 200 }

		piety = -150

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 4 } }
	}

	option = { # Do it yourself.
		name = EVTOPTCHF25613
		custom_tooltip = { text = TT_EVTOPTCHF25613 }

		hidden_effect = {
			random_list = {
				50 = { # Successful Check.
					mult_modifier = {
						factor = 0.5
						trait = imbecile
					}
					mult_modifier = {
						factor = 0.5
						trait = slow
					}
					mult_modifier = {
						factor = 0.5
						trait = inbred
					}
					mult_modifier = {
						factor = 0.5
						learning < 5
					}
					mult_modifier = {
						factor = 0.5
						learning < 10
					}
					mult_modifier = {
						factor = 1.5
						learning >= 15
					}
					mult_modifier = {
						factor = 1.5
						learning >= 20
					}
					mult_modifier = {
						factor = 1.5
						learning >= 25
					}
					mult_modifier = {
						factor = 1.75
						learning >= 30
					}
					change_variable = { which = wl_ritual_hunting value = 2 }
				}
				50 = { # Failed Check.
					change_variable = { which = wl_ritual_hunting value = -5 }
				}
			}
		}
	}

	option = { # Let co-hunter do it.
		name = EVTOPTDHF25613
		trigger = { event_target:scoped_WL_co_hunter = { is_alive = yes } }
		custom_tooltip = { text = TT_EVTOPTDHF25613 }

		hidden_effect = {
			event_target:scoped_WL_co_hunter = {
				random_list = {
					50 = { # Successful Check.
						mult_modifier = {
							factor = 0.5
							trait = imbecile
						}
						mult_modifier = {
							factor = 0.5
							trait = slow
						}
						mult_modifier = {
							factor = 0.5
							trait = inbred
						}
						mult_modifier = {
							factor = 0.5
							trait = dull
						}
						mult_modifier = {
							factor = 1.5
							trait = theologian
						}
						mult_modifier = {
							factor = 1.75
							trait = genius
						}
						mult_modifier = {
							factor = 1.5
							trait = quick
						}
						mult_modifier = {
							factor = 1.5
							trait = shrewd
						}
						mult_modifier = {
							factor = 0.5
							learning < 5
						}
						mult_modifier = {
							factor = 0.5
							learning < 10
						}
						mult_modifier = {
							factor = 1.5
							learning >= 15
						}
						mult_modifier = {
							factor = 1.5
							learning >= 20
						}
						mult_modifier = {
							factor = 1.5
							learning >= 25
						}
						mult_modifier = {
							factor = 1.75
							learning >= 30
						}
						ROOT = { change_variable = { which = wl_ritual_hunting value = 2 } }
					}
					50 = { # Failed Check.
						ROOT = { change_variable = { which = wl_ritual_hunting value = -5 } }
					}
				}
			}
		}
	}

	after = {
		character_event = {
			id = HF.25616 # Find prey.
			days = 20
			random = 15
		}
	}
}

# Characters see a good omen. (high piety triggers) - theologian
character_event = {
	id = HF.25614
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	desc = {
		text = EVTDESCAHF25614
		picture = GFX_evt_mysterious_forest
		trigger = {
			OR = {
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
				### ACR ###
				has_character_flag = flag_hunting_wolf_celtic
				### CWS ###
				has_character_flag = flag_hunting_wolf_abrahamic
			}
		}
	}
	desc = {
		text = EVTDESCBHF25614
		picture = GFX_evt_desert
		trigger = {
			OR = {
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
				### CWS ###
				has_character_flag = flag_hunting_eagle_aztec
				has_character_flag = flag_hunting_eagle_mazdan
			}
		}
	}
	desc = {
		text = EVTDESCCHF25614
		picture = GFX_evt_midwinter_blot_oldgods
		trigger = { has_character_flag = flag_hunting_bear_finnish }
	}
	desc = {
		text = EVTDESCDHF25614
		picture = GFX_evt_bandits
		trigger = {
			OR = {
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
				### ACR ###
				has_character_flag = flag_hunting_lion_egyptian
				### CWS ###
				has_character_flag = flag_hunting_lion_eastern
			}
		}
	}

	is_triggered_only = yes

	only_capable = yes

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	# Special Theologian override.

	option = { # Theologian override.
		name = EVTOPTAHF25614
		tooltip_info = theologian
		trigger = { trait = theologian }

		piety = 50

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 4 } }
	}

	option = { # Default.
		name = EVTOPTBHF25614

		piety = 25

		hidden_effect = { change_variable = { which = wl_ritual_hunting value = 2 } }
	}

	after = {
		character_event = {
			id = HF.25616 # Find prey.
			days = 20
			random = 15
		}
	}
}

# Lunatic Character goes on a Wild Hunt.
character_event = {
	id = HF.25615
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	desc = {
		text = EVTDESCAHF25615
		trigger = { has_character_modifier = lycanthropy }
	}
	desc = {
		text = EVTDESCBHF25615
		trigger = {
			NOT = { has_character_modifier = lycanthropy }
		}
	}

	picture = {
		picture = GFX_evt_mysterious_forest
		trigger = {
			OR = {
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
				### ACR ###
				has_character_flag = flag_hunting_wolf_celtic
				### CWS ###
				has_character_flag = flag_hunting_wolf_abrahamic
			}
		}
	}
	picture = {
		picture = GFX_evt_desert
		trigger = {
			OR = {
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
				### CWS ###
				has_character_flag = flag_hunting_eagle_aztec
				has_character_flag = flag_hunting_eagle_mazdan
			}
		}
	}
	picture = {
		picture = GFX_evt_midwinter_blot_oldgods
		trigger = { has_character_flag = flag_hunting_bear_finnish }
	}
	picture = {
		picture = GFX_evt_bandits
		trigger = {
			OR = {
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
				### ACR ###
				has_character_flag = flag_hunting_lion_egyptian
				### CWS ###
				has_character_flag = flag_hunting_lion_eastern
			}
		}
	}

	is_triggered_only = yes

	only_capable = yes

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	# Kill.
	# Proceed alone.
	# Kind contains.

	option = {
		name = EVTOPTZHF25615
		trigger = { has_character_modifier = lycanthropy }

		piety = 100

		event_target:scoped_WL_co_hunter = {
			show_scope_change = no
			death = { death_reason = death_accident_generic_beast }
		}

		add_legend_progress_trivial_effect = yes
		WL_ritual_hunt_cleanup_effect = yes
	}

	option = {
		name = EVTOPTAHF25615
		tooltip_info = lunatic
		trigger = { trait = lunatic }

		piety = 100

		event_target:scoped_WL_co_hunter = {
			show_scope_change = no
			death = { death_reason = death_accident_generic_beast }
		}

		add_legend_progress_trivial_effect = yes
		WL_ritual_hunt_cleanup_effect = yes
	}

	option = {
		name = EVTOPTBHF25615
		tooltip_info = lunatic
		trigger = { trait = lunatic }

		custom_tooltip = { text = TT_EVTOPTBHF25615 }

		random = {
			chance = 25
			add_trait_wounded_effect = yes
		}

		hidden_effect = {
			clear_event_target = scoped_WL_co_hunter
			change_variable = { which = wl_ritual_hunting value = -4 }
		}

		character_event = {
			id = HF.25616 # Find prey.
			days = 20
			random = 15
		}
	}

	option = {
		name = EVTOPTAHF25615
		tooltip_info = possessed

		trigger = {
			trait = possessed
			NOT = { trait = lunatic }
		}

		piety = 100

		event_target:scoped_WL_co_hunter = {
			show_scope_change = no
			death = { death_reason = death_accident_generic_beast }
		}

		add_legend_progress_trivial_effect = yes
		WL_ritual_hunt_cleanup_effect = yes
	}

	option = {
		name = EVTOPTBHF25615
		tooltip_info = possessed

		trigger = {
			trait = possessed
			NOT = { trait = lunatic }
		}

		custom_tooltip = { text = TT_EVTOPTBHF25615 }

		random = {
			chance = 25
			add_trait_wounded_effect = yes
		}

		hidden_effect = {
			clear_event_target = scoped_WL_co_hunter
			change_variable = { which = wl_ritual_hunting value = -4 }
		}

		character_event = {
			id = HF.25616 # Find prey.
			days = 20
			random = 15
		}
	}

	option = { # Kind saves.
		name = EVTOPTCHF25615
		tooltip_info = kind
		trigger = { trait = kind }

		character_event = {
			id = HF.25616 # Find prey.
			days = 20
			random = 15
		}
	}
}

# Finding the prey:
character_event = {
	id = HF.25616

	hide_window = yes
	is_triggered_only = yes

	only_capable = yes

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	# Completely missed prey.
	# Prey ambushed hunters.
	# Hunters ambushed prey.

	immediate = {
		if = {
			limit = { event_target:scoped_WL_co_hunter = { is_alive = no } }
			clear_event_target = scoped_WL_co_hunter # CleanSlate: If the co-hunter died somehow, make sure they don't affect the outcome
		}

		random_list = {
			10 = {
				trigger = { # Completely missed prey.
					check_variable = { which = wl_ritual_hunting value < 0 }
				}

				mult_modifier = {
					factor = 1.5
					trait = imbecile
				}
				mult_modifier = {
					factor = 1.5
					trait = inbred
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = imbecile }
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = inbred }
				}

				character_event = { id = HF.25617 }
			}

			25 = { # Prey ambushed hunters.
				character_event = { id = HF.25618 }
			}

			25 = { # Hunters ambushed prey.
				mult_modifier = {
					factor = 0.5
					check_variable = { which = wl_ritual_hunting value < -5 }
				}
				mult_modifier = {
					factor = 1.5
					check_variable = { which = wl_ritual_hunting value >= 3 }
				}
				mult_modifier = {
					factor = 1.75
					check_variable = { which = wl_ritual_hunting value >= 6 }
				}
				mult_modifier = {
					factor = 1.75
					check_variable = { which = wl_ritual_hunting value >= 9 }
				}
				mult_modifier = {
					factor = 1.75
					check_variable = { which = wl_ritual_hunting value >= 12 }
				}
				mult_modifier = {
					factor = 1.5
					trait = strong
				}
				mult_modifier = {
					factor = 1.5
					trait = brawny
				}
				mult_modifier = {
					factor = 0.75
					trait = weak
				}
				mult_modifier = {
					factor = 0.75
					trait = frail
				}
				mult_modifier = {
					factor = 1.75
					trait = hunter
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 15
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 25
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 35
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 45
				}
				mult_modifier = {
					factor = 1.5
					combat_rating >= 55
				}
				mult_modifier = {
					factor = 1.5
					combat_rating >= 65
				}
				mult_modifier = {
					factor = 1.5
					combat_rating >= 75
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = strong }
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = brawny }
				}
				mult_modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { trait = weak }
				}
				mult_modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { trait = frail }
				}
				mult_modifier = {
					factor = 1.75
					event_target:scoped_WL_co_hunter = { trait = hunter }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating >= 15 }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating >= 25 }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating >= 35 }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating >= 45 }
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating >= 55 }
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating >= 65 }
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating >= 75 }
				}

				character_event = { id = HF.25619 }
			}
		}
	}
}

# Too incompetent to even find the prey.
character_event = {
	id = HF.25617
	desc = EVTDESCAHF25617
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	picture = {
		picture = GFX_evt_mysterious_forest
		trigger = {
			OR = {
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
				### ACR ###
				has_character_flag = flag_hunting_wolf_celtic
				### CWS ###
				has_character_flag = flag_hunting_wolf_abrahamic
			}
		}
	}
	picture = {
		picture = GFX_evt_desert
		trigger = {
			OR = {
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
				### CWS ###
				has_character_flag = flag_hunting_eagle_aztec
				has_character_flag = flag_hunting_eagle_mazdan
			}
		}
	}
	picture = {
		picture = GFX_evt_midwinter_blot_oldgods
		trigger = { has_character_flag = flag_hunting_bear_finnish }
	}
	picture = {
		picture = GFX_evt_bandits
		trigger = {
			OR = {
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
				### ACR ###
				has_character_flag = flag_hunting_lion_egyptian
				### CWS ###
				has_character_flag = flag_hunting_lion_eastern
			}
		}
	}

	is_triggered_only = yes

	option = {
		name = EVTOPTAHF25617

		tiered_piety_negative_effect = yes
		WL_ritual_hunt_cleanup_effect = yes
	}
}

# Prey ambushes hunters.
character_event = {
	id = HF.25618
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	desc = {
		text = EVTDESCAHF25618
		picture = GFX_evt_mysterious_forest
		trigger = {
			OR = {
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
				### ACR ###
				has_character_flag = flag_hunting_wolf_celtic
				### CWS ###
				has_character_flag = flag_hunting_wolf_abrahamic
			}
		}
	}
	desc = {
		text = EVTDESCBHF25618
		picture = GFX_evt_desert
		trigger = {
			OR = {
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
				### CWS ###
				has_character_flag = flag_hunting_eagle_aztec
				has_character_flag = flag_hunting_eagle_mazdan
			}
		}
	}
	desc = {
		text = EVTDESCCHF25618
		picture = GFX_evt_midwinter_blot_oldgods
		trigger = { has_character_flag = flag_hunting_bear_finnish }
	}
	desc = {
		text = EVTDESCDHF25618
		picture = GFX_evt_bandits
		trigger = {
			OR = {
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
				### ACR ###
				has_character_flag = flag_hunting_lion_egyptian
				### CWS ###
				has_character_flag = flag_hunting_lion_eastern
			}
		}
	}

	is_triggered_only = yes

	# Hunter saves.
	# Attack anyway.
	# Try to flee.
	# Envious sacrifices co-hunter.

	option = {
		name = EVTOPTAHF25618
		tooltip_info = hunter
		trigger = { trait = hunter }

		tiered_piety_reward_effect = yes
		add_blood_splatter_effect = yes

		random_list = {
			30 = { # Overcome beast.
				mult_modifier = {
					factor = 1.5
					trait = strong
				}
				mult_modifier = {
					factor = 1.5
					trait = brawny
				}
				mult_modifier = {
					factor = 0.75
					trait = weak
				}
				mult_modifier = {
					factor = 0.75
					trait = frail
				}
				mult_modifier = {
					factor = 1.75
					trait = hunter
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 15
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 25
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 35
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 45
				}
				mult_modifier = {
					factor = 1.5
					combat_rating >= 55
				}
				mult_modifier = {
					factor = 1.5
					combat_rating >= 65
				}
				mult_modifier = {
					factor = 1.5
					combat_rating >= 75
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = strong }
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = brawny }
				}
				mult_modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { trait = weak }
				}
				mult_modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { trait = frail }
				}
				mult_modifier = {
					factor = 1.75
					event_target:scoped_WL_co_hunter = { trait = hunter }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating >= 15 }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating >= 25 }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating >= 35 }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating >= 45 }
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating >= 55 }
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating >= 65 }
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating >= 75 }
				}

				custom_tooltip = { text = TT_HF25618_BEAST_KILLED }
				character_event = { id = HF.25620 }
			}
			70 = { # Wounded, beast escapes.
				custom_tooltip = { text = TT_HF25618_BEAST_WOUNDS_ESCAPES }
				character_event = { id = HF.25622 }
			}
		}

		ai_chance = { factor = 50 }
	}

	option = { # Attack
		name = EVTOPTBHF25618

		tiered_piety_reward_effect = yes
		add_blood_splatter_effect = yes

		random_list = {
			10 = { # Overcome beast.
				mult_modifier = {
					factor = 1.5
					trait = strong
				}
				mult_modifier = {
					factor = 1.5
					trait = brawny
				}
				mult_modifier = {
					factor = 0.75
					trait = weak
				}
				mult_modifier = {
					factor = 0.75
					trait = frail
				}
				mult_modifier = {
					factor = 1.75
					trait = hunter
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 15
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 25
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 35
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 45
				}
				mult_modifier = {
					factor = 1.5
					combat_rating >= 55
				}
				mult_modifier = {
					factor = 1.5
					combat_rating >= 65
				}
				mult_modifier = {
					factor = 1.5
					combat_rating >= 75
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = strong }
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = brawny }
				}
				mult_modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { trait = weak }
				}
				mult_modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { trait = frail }
				}
				mult_modifier = {
					factor = 1.75
					event_target:scoped_WL_co_hunter = { trait = hunter }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating >= 15 }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating >= 25 }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating >= 35 }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating >= 45 }
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating >= 55 }
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating >= 65 }
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating >= 75 }
				}

				custom_tooltip = { text = TT_HF25618_BEAST_KILLED }
				character_event = { id = HF.25620 }
			}
			60 = { # Wounded, beast escapes.
				custom_tooltip = { text = TT_HF25618_BEAST_WOUNDS_ESCAPES }
				character_event = { id = HF.25622 }
			}
			30 = { # Killed, beast escapes.
				custom_tooltip = { text = TT_HF25618_BEAST_KILLS }
				character_event = { id = HF.25623 }
			}
		}

		ai_chance = { factor = 20 }
	}

	option = { # Flee
		name = EVTOPTCHF25618

		add_trait_fully_silently_craven_effect = yes
		tiered_piety_negative_effect = yes

		random_list = {
			85 = { # Wounded, beast escapes.
				mult_modifier = {
					factor = 1.5
					trait = strong
				}
				mult_modifier = {
					factor = 1.5
					trait = brawny
				}
				mult_modifier = {
					factor = 0.75
					trait = weak
				}
				mult_modifier = {
					factor = 0.75
					trait = frail
				}
				mult_modifier = {
					factor = 1.75
					trait = hunter
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 15
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 25
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 35
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 45
				}
				mult_modifier = {
					factor = 1.5
					combat_rating >= 55
				}
				mult_modifier = {
					factor = 1.5
					combat_rating >= 65
				}
				mult_modifier = {
					factor = 1.5
					combat_rating >= 75
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = strong }
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = brawny }
				}
				mult_modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { trait = weak }
				}
				mult_modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { trait = frail }
				}
				mult_modifier = {
					factor = 1.75
					event_target:scoped_WL_co_hunter = { trait = hunter }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating >= 15 }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating >= 25 }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating >= 35 }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating >= 45 }
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating >= 55 }
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating >= 65 }
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating >= 75 }
				}

				custom_tooltip = { text = TT_HF25618_BEAST_WOUNDS_ESCAPES }
				character_event = { id = HF.25622 }
			}
			15 = { # Killed, beast escapes.
				custom_tooltip = { text = TT_HF25618_BEAST_KILLS }
				character_event = { id = HF.25623 }
			}
		}

		ai_chance = { factor = 20 }
	}

	option = { # Sacrifice co-hunter to survive.
		name = EVTOPTDHF25618
		tooltip_info = envious
		trigger = { trait = envious }

		add_trait_fully_silently_craven_effect = yes
		tiered_piety_negative_effect = yes

		random_list = {
			65 = { # Escape, beast eats co-hunter.
				mult_modifier = {
					factor = 1.5
					trait = strong
				}
				mult_modifier = {
					factor = 1.5
					trait = brawny
				}
				mult_modifier = {
					factor = 0.75
					trait = weak
				}
				mult_modifier = {
					factor = 0.75
					trait = frail
				}
				mult_modifier = {
					factor = 1.75
					trait = hunter
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 15
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 25
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 35
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 45
				}
				mult_modifier = {
					factor = 1.5
					combat_rating >= 55
				}
				mult_modifier = {
					factor = 1.5
					combat_rating >= 65
				}
				mult_modifier = {
					factor = 1.5
					combat_rating >= 75
				}
				mult_modifier = {
					factor = 0.5
					event_target:scoped_WL_co_hunter = { trait = strong }
				}
				mult_modifier = {
					factor = 0.5
					event_target:scoped_WL_co_hunter = { trait = brawny }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { trait = weak }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { trait = frail }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { trait = hunter }
				}
				mult_modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { combat_rating >= 15 }
				}
				mult_modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { combat_rating >= 25 }
				}
				mult_modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { combat_rating >= 35 }
				}
				mult_modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { combat_rating >= 45 }
				}
				mult_modifier = {
					factor = 0.5
					event_target:scoped_WL_co_hunter = { combat_rating >= 55 }
				}
				mult_modifier = {
					factor = 0.5
					event_target:scoped_WL_co_hunter = { combat_rating >= 65 }
				}
				mult_modifier = {
					factor = 0.5
					event_target:scoped_WL_co_hunter = { combat_rating >= 75 }
				}
				custom_tooltip = { text = TT_HF25618_BEAST_EATS_COHUNTER }
				character_event = { id = HF.25624 }
			}
			35 = { # Wounded, beast eats co-hunter.
				custom_tooltip = { text = TT_HF25618_BEAST_WOUNDS_EATS_COHUNTER }
				character_event = { id = HF.25625 }
			}
		}

		ai_chance = { factor = 20 }
	}

	option = { # Sacrifice co-hunter to survive.
		name = EVTOPTDHF25618
		tooltip_info = cruel

		trigger = {
			trait = cruel
			NOT = { trait = envious }
		}

		add_trait_fully_silently_craven_effect = yes
		tiered_piety_negative_effect = yes

		random_list = {
			65 = { # Escape, beast eats co-hunter.
				mult_modifier = {
					factor = 1.5
					trait = strong
				}
				mult_modifier = {
					factor = 1.5
					trait = brawny
				}
				mult_modifier = {
					factor = 0.75
					trait = weak
				}
				mult_modifier = {
					factor = 0.75
					trait = frail
				}
				mult_modifier = {
					factor = 1.75
					trait = hunter
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 15
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 25
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 35
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 45
				}
				mult_modifier = {
					factor = 1.5
					combat_rating >= 55
				}
				mult_modifier = {
					factor = 1.5
					combat_rating >= 65
				}
				mult_modifier = {
					factor = 1.5
					combat_rating >= 75
				}
				mult_modifier = {
					factor = 0.5
					event_target:scoped_WL_co_hunter = { trait = strong }
				}
				mult_modifier = {
					factor = 0.5
					event_target:scoped_WL_co_hunter = { trait = brawny }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { trait = weak }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { trait = frail }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { trait = hunter }
				}
				mult_modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { combat_rating >= 15 }
				}
				mult_modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { combat_rating >= 25 }
				}
				mult_modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { combat_rating >= 35 }
				}
				mult_modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { combat_rating >= 45 }
				}
				mult_modifier = {
					factor = 0.5
					event_target:scoped_WL_co_hunter = { combat_rating >= 55 }
				}
				mult_modifier = {
					factor = 0.5
					event_target:scoped_WL_co_hunter = { combat_rating >= 65 }
				}
				mult_modifier = {
					factor = 0.5
					event_target:scoped_WL_co_hunter = { combat_rating >= 75 }
				}
				custom_tooltip = { text = TT_HF25618_BEAST_EATS_COHUNTER }
				character_event = { id = HF.25624 }
			}
			35 = { # Wounded, beast eats co-hunter.
				custom_tooltip = { text = TT_HF25618_BEAST_WOUNDS_EATS_COHUNTER }
				character_event = { id = HF.25625 }
			}
		}

		ai_chance = { factor = 20 }
	}
}

# Hunters ambush prey.
character_event = {
	id = HF.25619
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	desc = {
		text = EVTDESCAHF25619
		picture = GFX_evt_mysterious_forest
		trigger = {
			OR = {
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
				### ACR ###
				has_character_flag = flag_hunting_wolf_celtic
				### CWS ###
				has_character_flag = flag_hunting_wolf_abrahamic
			}
		}
	}
	desc = {
		text = EVTDESCBHF25619
		picture = GFX_evt_desert
		trigger = {
			OR = {
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
				### CWS ###
				has_character_flag = flag_hunting_eagle_aztec
				has_character_flag = flag_hunting_eagle_mazdan
			}
		}
	}
	desc = {
		text = EVTDESCCHF25619
		picture = GFX_evt_midwinter_blot_oldgods
		trigger = { has_character_flag = flag_hunting_bear_finnish }
	}
	desc = {
		text = EVTDESCDHF25619
		picture = GFX_evt_bandits
		trigger = {
			OR = {
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
				### ACR ###
				has_character_flag = flag_hunting_lion_egyptian
				### CWS ###
				has_character_flag = flag_hunting_lion_eastern
			}
		}
	}

	is_triggered_only = yes

	# High variable brings easy win.
	# Hunter saves.
	# Attack.
	# Try to flee.

	option = {
		name = EVTOPTAHF25619
		tooltip_info_custom = available_because_good_hunter
		trigger = { check_variable = { which = wl_ritual_hunting value >= 12 } }
		custom_tooltip = { text = TT_HF25619_BEAST_KILLED }

		add_blood_splatter_effect = yes
		tiered_piety_reward_effect = yes

		character_event = { id = HF.25620 }

		ai_chance = { factor = 70 }
	}

	option = {
		name = EVTOPTBHF25619
		tooltip_info = hunter
		trigger = { trait = hunter }

		add_blood_splatter_effect = yes
		tiered_piety_reward_effect = yes

		random_list = {
			50 = { # Overcome beast.
				mult_modifier = {
					factor = 1.5
					trait = strong
				}
				mult_modifier = {
					factor = 1.5
					trait = brawny
				}
				mult_modifier = {
					factor = 0.75
					trait = weak
				}
				mult_modifier = {
					factor = 0.75
					trait = frail
				}
				mult_modifier = {
					factor = 1.75
					trait = hunter
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 15
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 25
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 35
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 45
				}
				mult_modifier = {
					factor = 1.5
					combat_rating >= 55
				}
				mult_modifier = {
					factor = 1.5
					combat_rating >= 65
				}
				mult_modifier = {
					factor = 1.5
					combat_rating >= 75
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = strong }
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = brawny }
				}
				mult_modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { trait = weak }
				}
				mult_modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { trait = frail }
				}
				mult_modifier = {
					factor = 1.75
					event_target:scoped_WL_co_hunter = { trait = hunter }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating >= 15 }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating >= 25 }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating >= 35 }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating >= 45 }
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating >= 55 }
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating >= 65 }
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating >= 75 }
				}
				custom_tooltip = { text = TT_HF25618_BEAST_KILLED }
				character_event = { id = HF.25620 }
			}
			50 = { # Wounded, beast escapes.
				custom_tooltip = { text = TT_HF25618_BEAST_WOUNDS_ESCAPES }
				character_event = { id = HF.25622 }
			}
		}

		ai_chance = { factor = 50 }
	}

	option = { # Attack
		name = EVTOPTCHF25619

		tiered_piety_reward_effect = yes
		add_blood_splatter_effect = yes

		random_list = {
			30 = { # Overcome beast.
				mult_modifier = {
					factor = 1.5
					trait = strong
				}
				mult_modifier = {
					factor = 1.5
					trait = brawny
				}
				mult_modifier = {
					factor = 0.75
					trait = weak
				}
				mult_modifier = {
					factor = 0.75
					trait = frail
				}
				mult_modifier = {
					factor = 1.75
					trait = hunter
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 15
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 25
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 35
				}
				mult_modifier = {
					factor = 1.25
					combat_rating >= 45
				}
				mult_modifier = {
					factor = 1.5
					combat_rating >= 55
				}
				mult_modifier = {
					factor = 1.5
					combat_rating >= 65
				}
				mult_modifier = {
					factor = 1.5
					combat_rating >= 75
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = strong }
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = brawny }
				}
				mult_modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { trait = weak }
				}
				mult_modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { trait = frail }
				}
				mult_modifier = {
					factor = 1.75
					event_target:scoped_WL_co_hunter = { trait = hunter }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating >= 15 }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating >= 25 }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating >= 35 }
				}
				mult_modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating >= 45 }
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating >= 55 }
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating >= 65 }
				}
				mult_modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating >= 75 }
				}

				custom_tooltip = { text = TT_HF25618_BEAST_KILLED }
				character_event = { id = HF.25620 }
			}
			40 = { # Wounded, beast killed.
				custom_tooltip = { text = TT_HF25618_BEAST_WOUNDS_KILLED }
				character_event = { id = HF.25621 }
			}
			10 = { # Killed, beast escapes.
				custom_tooltip = { text = TT_HF25618_BEAST_WOUNDS_ESCAPES }
				character_event = { id = HF.25622 }
			}
		}

		ai_chance = { factor = 20 }
	}

	option = { # Flee
		name = EVTOPTDHF25619
		custom_tooltip = { text = TT_EVTOPTDHF25619 }

		add_trait_fully_silently_craven_effect = yes
		add_blood_splatter_effect = yes
		tiered_piety_negative_effect = yes
		tiered_prestige_negative_effect = yes
		WL_ritual_hunt_cleanup_effect = yes

		reverse_opinion = {
			name = opinion_coward
			who = event_target:scoped_WL_co_hunter
			years = 15
		}

		ai_chance = { factor = 20 }
	}
}

# Prey has been killed.
character_event = {
	id = HF.25620
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	desc = {
		text = EVTDESCAHF25620
		picture = GFX_evt_mysterious_forest
		trigger = {
			OR = {
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
				### ACR ###
				has_character_flag = flag_hunting_wolf_celtic
				### CWS ###
				has_character_flag = flag_hunting_wolf_abrahamic
			}
		}
	}
	desc = {
		text = EVTDESCBHF25620
		picture = GFX_evt_desert
		trigger = {
			OR = {
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
				### CWS ###
				has_character_flag = flag_hunting_eagle_aztec
				has_character_flag = flag_hunting_eagle_mazdan
			}
		}
	}
	desc = {
		text = EVTDESCCHF25620
		picture = GFX_evt_midwinter_blot_oldgods
		trigger = { has_character_flag = flag_hunting_bear_finnish }
	}
	desc = {
		text = EVTDESCDHF25620
		picture = GFX_evt_bandits
		trigger = {
			OR = {
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
				### ACR ###
				has_character_flag = flag_hunting_lion_egyptian
				### CWS ###
				has_character_flag = flag_hunting_lion_eastern
			}
		}
	}

	is_triggered_only = yes

	only_capable = yes

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	# Pick trophy (dyn modifier).
	# Burn carcass to the gods./(Finns) Celebration of the Bear.
	# Take meat to share with society members.
	#(Tengri) search nest.

	option = { # Pick trophy.
		name = EVTOPTAHF25620
		if = {
			limit = {
				OR = {
					has_character_flag = flag_hunting_wolf_norse
					has_character_flag = flag_hunting_wolf_baltic
					has_character_flag = flag_hunting_wolf_hellenic
					### ACR ###
					has_character_flag = flag_hunting_wolf_celtic
					### CWS ###
					has_character_flag = flag_hunting_wolf_abrahamic
				}
			}

			add_character_modifier = {
				name = ritual_hunt_trophy_wolf
				duration = -1
			}
		}
		else_if = {
			limit = {
				OR = {
					has_character_flag = flag_hunting_eagle_slavic
					has_character_flag = flag_hunting_eagle_tengri
					has_character_flag = flag_hunting_eagle_bon
					### CWS ###
					has_character_flag = flag_hunting_eagle_aztec
					has_character_flag = flag_hunting_eagle_mazdan
				}
			}

			add_character_modifier = {
				name = ritual_hunt_trophy_eagle
				duration = -1
			}
		}
		else_if = {
			limit = { has_character_flag = flag_hunting_bear_finnish }

			add_character_modifier = {
				name = ritual_hunt_trophy_bear
				duration = -1
			}
		}
		else_if = {
			limit = {
				OR = {
					has_character_flag = flag_hunting_lion_west_african
					has_character_flag = flag_hunting_lion_zun
					### ACR ###
					has_character_flag = flag_hunting_lion_egyptian
					### CWS ###
					has_character_flag = flag_hunting_lion_eastern
				}
			}

			add_character_modifier = {
				name = ritual_hunt_trophy_lion
				duration = -1
			}
		}

		tiered_prestige_reward_effect = yes

		ai_chance = { factor = 20 }
	}

	option = { # Burn carcass to the gods./(Finns) Celebration of the Bear.
		name = {
			text = EVTOPTBHF25620_A
			trigger = {
				NOT = { has_character_flag = flag_hunting_bear_finnish }
			}
		}
		name = {
			text = EVTOPTBHF25620_B
			trigger = { has_character_flag = flag_hunting_bear_finnish }
		}

		trigger_switch = {
			on_trigger = society_rank

			4 = { piety = 100 }
			3 = { piety = 75 }
			2 = { piety = 50 }
			1 = { piety = 25 }
		}

		if = {
			limit = {
				has_character_flag = flag_hunting_bear_finnish
				religion_openly_finnish_or_reformed_trigger = yes
			}
			character_event = { id = HF.25626 } # Fluff.
		}

		ai_chance = { factor = 20 }
	}

	option = { # Take meat to share with society members.
		name = EVTOPTCHF25620

		trigger_switch = {
			on_trigger = society_rank

			4 = { prestige = 250 }
			3 = { prestige = 150 }
			2 = { prestige = 100 }
			1 = { prestige = 50 }
		}

		character_event = { id = HF.25628 } # Fluff.

		ai_chance = { factor = 20 }
	}

	option = { # Tengri finds eagle.
		name = EVTOPTDHF25620

		trigger = {
			has_character_flag = flag_hunting_eagle_tengri
			religion_openly_tengri_or_reformed_trigger = yes
		}

		custom_tooltip = { text = TT_EVTOPTDHF252620 }

		character_event = { id = HF.25629 } # Fluff.

		ai_chance = { factor = 50 }
	}

	after = {
		add_legend_progress_minor_effect = yes
		WL_ritual_hunt_cleanup_effect = yes

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

			reverse_opinion = {
				name = opinion_hunted_with_me
				who = event_target:scoped_WL_co_hunter
				years = 8
			}
		}
	}
}

# Prey has been killed, but it has wounded you and killed the other.
character_event = {
	id = HF.25621
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	desc = {
		text = EVTDESCAHF25621
		picture = GFX_evt_mysterious_forest
		trigger = {
			OR = {
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
				### ACR ###
				has_character_flag = flag_hunting_wolf_celtic
				### CWS ###
				has_character_flag = flag_hunting_wolf_abrahamic
			}
		}
	}
	desc = {
		text = EVTDESCBHF25621
		picture = GFX_evt_desert
		trigger = {
			OR = {
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
				### CWS ###
				has_character_flag = flag_hunting_eagle_aztec
				has_character_flag = flag_hunting_eagle_mazdan
			}
		}
	}
	desc = {
		text = EVTDESCCHF25621
		picture = GFX_evt_midwinter_blot_oldgods
		trigger = { has_character_flag = flag_hunting_bear_finnish }
	}
	desc = {
		text = EVTDESCDHF25621
		picture = GFX_evt_bandits
		trigger = {
			OR = {
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
				### ACR ###
				has_character_flag = flag_hunting_lion_egyptian
				### CWS ###
				has_character_flag = flag_hunting_lion_eastern
			}
		}
	}

	is_triggered_only = yes

	only_capable = yes

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	# Pick trophy (dyn modifier).
	# Burn carcass to the gods./(Finns) Celebration of the Bear.
	# Take meat to share with society members.
	#(Tengri) search nest.

	option = { # Pick trophy.
		name = EVTOPTAHF25620

		if = {
			limit = {
				OR = {
					has_character_flag = flag_hunting_wolf_norse
					has_character_flag = flag_hunting_wolf_baltic
					has_character_flag = flag_hunting_wolf_hellenic
					### ACR ###
					has_character_flag = flag_hunting_wolf_celtic
					### CWS ###
					has_character_flag = flag_hunting_wolf_abrahamic
				}
			}

			add_character_modifier = {
				name = ritual_hunt_trophy_wolf
				duration = -1
			}
		}
		else_if = {
			limit = {
				OR = {
					has_character_flag = flag_hunting_eagle_slavic
					has_character_flag = flag_hunting_eagle_tengri
					has_character_flag = flag_hunting_eagle_bon
					### CWS ###
					has_character_flag = flag_hunting_eagle_aztec
					has_character_flag = flag_hunting_eagle_mazdan
				}
			}

			add_character_modifier = {
				name = ritual_hunt_trophy_eagle
				duration = -1
			}
		}
		else_if = {
			limit = { has_character_flag = flag_hunting_bear_finnish }

			add_character_modifier = {
				name = ritual_hunt_trophy_bear
				duration = -1
			}
		}
		else_if = {
			limit = {
				OR = {
					has_character_flag = flag_hunting_lion_west_african
					has_character_flag = flag_hunting_lion_zun
					### ACR ###
					has_character_flag = flag_hunting_lion_egyptian
					### CWS ###
					has_character_flag = flag_hunting_lion_eastern
				}
			}

			add_character_modifier = {
				name = ritual_hunt_trophy_lion
				duration = -1
			}
		}

		tiered_prestige_reward_effect = yes
		WL_ritual_hunt_cleanup_effect = yes

		ai_chance = { factor = 20 }
	}

	option = { # Burn carcass to the gods./(Finns) Celebration of the Bear.
		name = {
			text = EVTOPTBHF25620_A
			trigger = {
				NOT = { has_character_flag = flag_hunting_bear_finnish }
			}
		}
		name = {
			text = EVTOPTBHF25620_B
			trigger = { has_character_flag = flag_hunting_bear_finnish }
		}

		trigger_switch = {
			on_trigger = society_rank

			4 = { piety = 100 }
			3 = { piety = 75 }
			2 = { piety = 50 }
			1 = { piety = 25 }
		}

		if = {
			limit = {
				has_character_flag = flag_hunting_bear_finnish
				religion_openly_finnish_or_reformed_trigger = yes
			}
			character_event = { id = HF.25626 } # Fluff.
		}

		ai_chance = { factor = 20 }
	}

	option = { # Take meat to share with society members.
		name = EVTOPTCHF25620

		trigger_switch = {
			on_trigger = society_rank

			4 = { prestige = 250 }
			3 = { prestige = 150 }
			2 = { prestige = 100 }
			1 = { prestige = 50 }
		}

		character_event = { id = HF.25628 } # Fluff.

		ai_chance = { factor = 20 }
	}

	option = { # Tengri finds eagle.
		name = EVTOPTDHF25620

		trigger = {
			has_character_flag = flag_hunting_eagle_tengri
			religion_openly_tengri_or_reformed_trigger = yes
		}

		custom_tooltip = { text = TT_EVTOPTDHF252620 }

		character_event = { id = HF.25629 } # Give pet.

		ai_chance = { factor = 50 }
	}

	after = {
		event_target:scoped_WL_co_hunter = {
			show_scope_change = no

			if = {
				limit = { is_alive = yes }
				death = { death_reason = death_accident_generic_beast }
			}
		}

		if = {
			limit = { trait = wounded }

			if = {
				limit = {
					NOT = { trait = blinded }

					OR = {
						has_character_flag = flag_hunting_eagle_slavic
						has_character_flag = flag_hunting_eagle_tengri
						has_character_flag = flag_hunting_eagle_bon
						### CWS ###
						has_character_flag = flag_hunting_eagle_aztec
						has_character_flag = flag_hunting_eagle_mazdan
					}
				}

				add_trait = blinded
			}
			else = {
				add_maimed_trait_effect = yes
			}
		}
		else = {
			add_trait = wounded
		}

		add_legend_progress_minor_effect = yes
	}
}

# Prey has fled, after wounding you and killing the other guy.
character_event = {
	id = HF.25622
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	desc = {
		text = EVTDESCAHF25622
		picture = GFX_evt_mysterious_forest
		trigger = {
			OR = {
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
				### ACR ###
				has_character_flag = flag_hunting_wolf_celtic
				### CWS ###
				has_character_flag = flag_hunting_wolf_abrahamic
			}
		}
	}
	desc = {
		text = EVTDESCBHF25622
		picture = GFX_evt_desert
		trigger = {
			OR = {
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
				### CWS ###
				has_character_flag = flag_hunting_eagle_aztec
				has_character_flag = flag_hunting_eagle_mazdan
			}
		}
	}
	desc = {
		text = EVTDESCCHF25622
		picture = GFX_evt_midwinter_blot_oldgods
		trigger = { has_character_flag = flag_hunting_bear_finnish }
	}
	desc = {
		text = EVTDESCDHF25622
		picture = GFX_evt_bandits
		trigger = {
			OR = {
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
				### ACR ###
				has_character_flag = flag_hunting_lion_egyptian
				### CWS ###
				has_character_flag = flag_hunting_lion_eastern
			}
		}
	}

	is_triggered_only = yes

	only_capable = yes

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	option = {
		name = EVTOPTAHF25622

		tiered_prestige_negative_effect = yes

		event_target:scoped_WL_co_hunter = {
			show_scope_change = no

			if = {
				limit = { is_alive = yes }
				death = { death_reason = death_accident_generic_beast }
			}
		}

		if = {
			limit = { trait = wounded }

			if = {
				limit = {
					NOT = { trait = blinded }

					OR = {
						has_character_flag = flag_hunting_eagle_slavic
						has_character_flag = flag_hunting_eagle_tengri
						has_character_flag = flag_hunting_eagle_bon
						### CWS ###
						has_character_flag = flag_hunting_eagle_aztec
						has_character_flag = flag_hunting_eagle_mazdan
					}
				}

				add_trait = blinded
			}
			else = {
				add_maimed_trait_effect = yes
			}
		}
		else = {
			add_trait = wounded
		}

		WL_ritual_hunt_cleanup_effect = yes
	}
}

# Prey kills both hunters.
character_event = {
	id = HF.25623
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	desc = {
		text = EVTDESCAHF25623
		picture = GFX_evt_mysterious_forest
		trigger = {
			OR = {
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
				### ACR ###
				has_character_flag = flag_hunting_wolf_celtic
				### CWS ###
				has_character_flag = flag_hunting_wolf_abrahamic
			}
		}
	}
	desc = {
		text = EVTDESCBHF25623
		picture = GFX_evt_desert
		trigger = {
			OR = {
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
				### CWS ###
				has_character_flag = flag_hunting_eagle_aztec
				has_character_flag = flag_hunting_eagle_mazdan
			}
		}
	}
	desc = {
		text = EVTDESCCHF25623
		picture = GFX_evt_midwinter_blot_oldgods
		trigger = { has_character_flag = flag_hunting_bear_finnish }
	}
	desc = {
		text = EVTDESCDHF25623
		picture = GFX_evt_bandits
		trigger = {
			OR = {
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
				### ACR ###
				has_character_flag = flag_hunting_lion_egyptian
				### CWS ###
				has_character_flag = flag_hunting_lion_eastern
			}
		}
	}

	is_triggered_only = yes

	only_capable = yes

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	immediate = {
		death = { death_reason = death_accident_generic_beast }
	}

	option = {
		name = EVTOPTAHF25623

		tooltip = {
			death = { death_reason = death_accident_generic_beast }
		}

		event_target:scoped_WL_co_hunter = {
			show_scope_change = no

			if = {
				limit = { is_alive = yes }
				death = { death_reason = death_accident_generic_beast }
			}
		}

		WL_ritual_hunt_cleanup_effect = yes
	}
}

# Fed Co-hunter to flee beast.
character_event = {
	id = HF.25624
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	desc = {
		text = EVTDESCAHF25624
		picture = GFX_evt_mysterious_forest
		trigger = {
			OR = {
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
				### ACR ###
				has_character_flag = flag_hunting_wolf_celtic
				### CWS ###
				has_character_flag = flag_hunting_wolf_abrahamic
			}
		}
	}
	desc = {
		text = EVTDESCBHF25624
		picture = GFX_evt_desert
		trigger = {
			OR = {
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
				### CWS ###
				has_character_flag = flag_hunting_eagle_aztec
				has_character_flag = flag_hunting_eagle_mazdan
			}
		}
	}
	desc = {
		text = EVTDESCCHF25624
		picture = GFX_evt_midwinter_blot_oldgods
		trigger = { has_character_flag = flag_hunting_bear_finnish }
	}
	desc = {
		text = EVTDESCDHF25624
		picture = GFX_evt_bandits
		trigger = {
			OR = {
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
				### ACR ###
				has_character_flag = flag_hunting_lion_egyptian
				### CWS ###
				has_character_flag = flag_hunting_lion_eastern
			}
		}
	}

	is_triggered_only = yes

	only_capable = yes

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	option = {
		name = EVTOPTAHF25624

		if = {
			limit = { society_rank == 1 }
			prestige = -50
			detract_society_currency_tiny_effect = yes
		}
		else_if = {
			limit = { society_rank == 2 }
			prestige = -100
			detract_society_currency_minor_effect = yes
		}
		else_if = {
			limit = { society_rank == 3 }
			prestige = -150
			detract_society_currency_medium_effect = yes
		}
		else_if = {
			limit = { society_rank == 4 }
			prestige = -200
			detract_society_currency_major_effect = yes
		}

		event_target:scoped_WL_co_hunter = {
			show_scope_change = no

			if = {
				limit = { is_alive = yes }
				death = { death_reason = death_accident_generic_beast }
			}
		}

		WL_ritual_hunt_cleanup_effect = yes
	}
}

# Fed Co-hunter to flee beast, but still wounded.
character_event = {
	id = HF.25625
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	desc = {
		text = EVTDESCAHF25624
		picture = GFX_evt_mysterious_forest
		trigger = {
			OR = {
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
				### ACR ###
				has_character_flag = flag_hunting_wolf_celtic
				### CWS ###
				has_character_flag = flag_hunting_wolf_abrahamic
			}
		}
	}
	desc = {
		text = EVTDESCBHF25624
		picture = GFX_evt_desert
		trigger = {
			OR = {
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
				### CWS ###
				has_character_flag = flag_hunting_eagle_aztec
				has_character_flag = flag_hunting_eagle_mazdan
			}
		}
	}
	desc = {
		text = EVTDESCCHF25624
		picture = GFX_evt_midwinter_blot_oldgods
		trigger = { has_character_flag = flag_hunting_bear_finnish }
	}
	desc = {
		text = EVTDESCDHF25624
		picture = GFX_evt_bandits
		trigger = {
			OR = {
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
				### ACR ###
				has_character_flag = flag_hunting_lion_egyptian
				### CWS ###
				has_character_flag = flag_hunting_lion_eastern
			}
		}
	}

	is_triggered_only = yes

	only_capable = yes

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	option = {
		name = EVTOPTAHF25625

		if = {
			limit = { society_rank == 1 }
			prestige = -50
			detract_society_currency_tiny_effect = yes
		}
		else_if = {
			limit = { society_rank == 2 }
			prestige = -100
			detract_society_currency_minor_effect = yes
		}
		else_if = {
			limit = { society_rank == 3 }
			prestige = -150
			detract_society_currency_medium_effect = yes
		}
		else_if = {
			limit = { society_rank == 4 }
			prestige = -200
			detract_society_currency_major_effect = yes
		}

		if = {
			limit = { trait = wounded }

			if = {
				limit = {
					NOT = { trait = blinded }

					OR = {
						has_character_flag = flag_hunting_eagle_slavic
						has_character_flag = flag_hunting_eagle_tengri
						has_character_flag = flag_hunting_eagle_bon
						### CWS ###
						has_character_flag = flag_hunting_eagle_aztec
						has_character_flag = flag_hunting_eagle_mazdan
					}
				}

				add_trait = blinded
			}
			else = {
				add_maimed_trait_effect = yes
			}
		}
		else = {
			add_trait = wounded
		}

		event_target:scoped_WL_co_hunter = {
			show_scope_change = no

			if = {
				limit = { is_alive = yes }
				death = { death_reason = death_accident_generic_beast }
			}
		}

		WL_ritual_hunt_cleanup_effect = yes
	}
}

# Bear burning.
character_event = {
	id = HF.25626
	desc = EVTDESCAHF25626
	picture = GFX_evt_mysterious_forest
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	option = {
		name = EVTOPTAHF25626

		add_character_modifier = {
			name = finnish_bear_burning
			years = 2
		}
	}
}

# HF.25627 taken by double event.

# Bringing spoils back to warrior lodge.
character_event = {
	id = HF.25628
	desc = EVTDESCAHF25628
	picture = GFX_evt_feast
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTAHF25628
		custom_tooltip = { text = TT_EVTOPTAHF25628 }

		hidden_effect = {
			society = {
				any_society_member = {
					opinion = {
						name = opinion_shared_spoils
						who = ROOT
						years = 5
					}
				}
			}
		}
	}
}

# Taking eagle pet.
character_event = {
	id = HF.25629
	desc = EVTDESCAHF25629
	picture = GFX_evt_desert
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTAHF25629
		custom_tooltip = { text = TT_EVTOPTAHF25629 }

		character_event = { id = HF.25630 days = 130 } # Growth.
	}

	option = {
		name = EVTOPTBHF25629

		ai_chance = { factor = 0 }
	}
}

# Eagle has grown.
character_event = {
	id = HF.25630
	desc = EVTDESCAHF25630
	picture = GFX_evt_falconing
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTAHF25630

		add_character_modifier = {
			name = pet_hunting_eagle
			duration = -1
		}

		character_event = {
			id = HF.25631 # Death
			years = 20
			random = 1500 # 4 years, 40 days
		}
	}
}

# Eagle died of old age.
character_event = {
	id = HF.25631
	desc = EVTDESCAHF25631
	picture = GFX_evt_falconing
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	option = { # Invite the whole court
		name = EVTOPTAHF25631
		custom_tooltip = { text = EVTOPTAHF25631_TOOLTIP }

		scaled_wealth = -0.6
		add_trait_partially_silently_charitable_effect = yes
	}

	option = { # Regular funeral
		name = EVTOPTBHF25631
		custom_tooltip = { text = EVTOPTBHF25631_TOOLTIP }
	}

	after = {
		remove_character_modifier = pet_hunting_eagle
		send_new_eagle_event_effect = yes # Only for certain bloodlines...!
	}
}
