namespace = DecVend


character_event = {	# confirm challenge, activated by decision
	id = DecVend.400
	desc = EVTDESCDecVend.400
	picture = GFX_evt_family_feud_republic
	border = GFX_event_normal_frame_intrigue
	
	is_triggered_only = yes

	option = { # send challenge 
		name = EVTOPTADecVend.400
		ai_chance = { factor = 7 }
		add_trait = travelling
		FROM = { letter_event = { id = DecVend.401 } }
	}
	option = { # do nothing
		name = EVTOPTBDecVend.400
		ai_chance = { factor = 3 }
		if = {
			limit = { ai = yes }
			set_character_flag = refuse_vendetta_duel_flag 
		}
	}
}


letter_event = {	# target receives challenge from declarer
	id = DecVend.401
	desc = EVTDESCDecVend.401
	picture = GFX_evt_family_feud_republic
	border = GFX_event_letter_frame_war
	
	is_triggered_only = yes

	option = { # accept challenge 
		name = EVTOPTADecVend.401
		trigger = { ai = yes }
		ai_chance = { 
			factor = 10 
			modifier = {
				factor = 20
				OR = {
					trait = proud
					trait = ambitious
					trait = immortal
					trait = brave
					trait = duelist
					
				}
			}		
		}
		save_event_target_as = vendetta_duel_target
		add_trait = travelling
		FROM = { letter_event = { id = DecVend.402 days = 10 } }	
	}
	option = { # refuse challenge, only available under certain conditions
		name = EVTOPTBDecVend.401
		ai_chance = { factor = 10 }
		trigger = { 
			ai = yes
			OR = { 
				trait = craven
				trait = depressed
				trait = humble
				trait = stubborn
				has_injury_trigger = yes
				is_maimed_trigger = yes
				has_symptom_trigger = yes
				has_disease_trigger = yes
				age = 60
				FROM = { ai = yes }		
				AND = {		# cannot refuse if already prisoner of the declarer, or vassal of declarer
					prisoner = yes 
					OR = {
						host = { character = FROM }
						host = {
							any_liege = { character = FROM }
						}
					}
				}
			}
			NOT = { has_character_flag = vendetta_target_test_flag }	# for testing
		}
		FROM = { letter_event = { id = DecVend.4025 days = 10 } }
	}
	
	option = { # player accept challenge from AI
		name = EVTOPTCDecVend.401
		trigger = { ai = no }
		FROM = { save_event_target_as = vendetta_duel_challenger_target }
		add_trait = travelling
		character_event = { id = DecVend.410 days = 10 }
	}
	option = { # player refuse challenge from ai
		name = EVTOPTDDecVend.401
		trigger = { ai = no }
		FROM = { letter_event = { id = DecVend.4025 days = 10 } }	# just removes challenger's travelling
		if = {
			limit = { trait = craven }
			prestige = -300
		}
		if = {
			limit = { 
				NOR = { 
					trait = craven 
					trait = brave
				} 
			}
			random = {
				chance = 50
				add_trait = craven
			}
			prestige = -500
		}
		if = {
			limit = { trait = brave }
			random = {
				chance = 90
				remove_trait = brave
			}
			prestige = -750
		}
	}
}

letter_event = {	# challenge accepted, i'll meet with you
	id = DecVend.402
	desc = EVTDESCDecVend.402
	picture = GFX_evt_family_feud_republic
	border = GFX_event_letter_frame_war
	portrait = FROM
	
	is_triggered_only = yes

	option = { # excellent
		name = EVTOPTADecVend.402
		ai_chance = { factor = 10 }
		character_event = { id = DecVend.403 days = 10 }
	}
}

letter_event = {	# challenge refused, laughable suggestion, village idiot
	id = DecVend.4025
	desc = EVTDESCDecVend.4025
	picture = GFX_evt_family_feud_republic
	border = GFX_event_letter_frame_war
	portrait = FROM
	
	is_triggered_only = yes

	option = { # coward				end of event line
		name = EVTOPTADecVend.4025
		ai_chance = { factor = 10 }
		remove_trait = travelling
	}
}

character_event = {	# first round
	id = DecVend.403
	desc = EVTDESCDecVend.403
	picture = GFX_evt_family_feud_republic
	border = GFX_event_normal_frame_war
	portrait = event_target:vendetta_duel_target
	
	is_triggered_only = yes

	option = { # we fight
		name = EVTOPTADecVend.403
		ai_chance = { factor = 10 }
		hidden_tooltip = {
			if = {											# BEGINNING OF GENIUS COMBAT CALCULATION
				limit = {
					ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_target value = 50 } } 
				}
				random_list = {
					95 = {
						# not hurt
						sound_effect = duel_win
						add_character_modifier = {
							name = duel_experience        
							duration = -1
							stacking = yes
						}
						event_target:vendetta_duel_target = {
							random = {
								chance = 70
								if = { 
									limit = { trait = severely_injured } 
									add_trait = maimed
								}
								if = { 
									limit = { trait = wounded } 
									add_trait = severely_injured
								}
								if = { 
									limit = { NOT = { trait = wounded } }
									add_trait = wounded
								}
							}	
						}
					}
					5 = {
						if = { 
							limit = { trait = severely_injured } 
							add_trait = maimed
						}
						if = { 
							limit = { trait = wounded } 
							add_trait = severely_injured
						}
						if = { 
							limit = { NOT = { trait = wounded } }
							add_trait = wounded
						}
						sound_effect = duel_lose
					}
				}
			}
			else_if = {
				limit = {
					ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_target value = 25 } }
				}
				random_list = {
					70 = {
						# not hurt
						sound_effect = duel_win
						add_character_modifier = {
							name = duel_experience        
							duration = -1
							stacking = yes
						}
						event_target:vendetta_duel_target = {
							random = {
								chance = 60
								if = { 
									limit = { trait = severely_injured } 
									add_trait = maimed
								}
								if = { 
									limit = { trait = wounded } 
									add_trait = severely_injured
								}
								if = { 
									limit = { NOT = { trait = wounded } }
									add_trait = wounded
								}
							}	
						}
					}
					30 = {
						if = { 
							limit = { trait = severely_injured } 
							add_trait = maimed
						}
						if = { 
							limit = { trait = wounded } 
							add_trait = severely_injured
						}
						if = { 
							limit = { NOT = { trait = wounded } }
							add_trait = wounded
						}
						sound_effect = duel_lose
					}
				}	
			}
			else_if = {
				limit = {
					ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_target value = 0 } } 
				}
				random_list = {
					50 = { 
						# not hurt
						sound_effect = duel_win
						add_character_modifier = {
							name = duel_experience        
							duration = -1
							stacking = yes
						}
						event_target:vendetta_duel_target = {
							random = {
								chance = 50
								if = { 
									limit = { trait = severely_injured } 
									add_trait = maimed
								}
								if = { 
									limit = { trait = wounded } 
									add_trait = severely_injured
								}
								if = { 
									limit = { NOT = { trait = wounded } }
									add_trait = wounded
								}
							}	
						}
					}
					50 = {
						if = { 
							limit = { trait = severely_injured } 
							add_trait = maimed
						}
						if = { 
							limit = { trait = wounded } 
							add_trait = severely_injured
						}
						if = { 
							limit = { NOT = { trait = wounded } }
							add_trait = wounded
						}
						sound_effect = duel_lose
					}
				}	
			}
			else_if = {
				limit = {
					ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_target value < 0 } } 
				}
				random_list = {
					40 = {
						# not hurt
						sound_effect = duel_win
						add_character_modifier = {
							name = duel_experience        
							duration = -1
							stacking = yes
						}
						event_target:vendetta_duel_target = {
							random = {
								chance = 50
								if = { 
									limit = { trait = severely_injured } 
									add_trait = maimed
								}
								if = { 
									limit = { trait = wounded } 
									add_trait = severely_injured
								}
								if = { 
									limit = { NOT = { trait = wounded } }
									add_trait = wounded
								}
							}	
						}
					}
					60 = {
						if = { 
							limit = { trait = severely_injured } 
							add_trait = maimed
						}
						if = { 
							limit = { trait = wounded } 
							add_trait = severely_injured
						}
						if = { 
							limit = { NOT = { trait = wounded } }
							add_trait = wounded
						}
						sound_effect = duel_lose
					}
				}	
			}												
		}												# END OF GENIUS COMBAT CALCULATION
		add_blood_splatter_effect = yes
		event_target:vendetta_duel_target = {
			add_blood_splatter_effect = yes
		}
		character_event = { id = DecVend.404 }
	}
}

character_event = {	# second round
	id = DecVend.404
	desc = EVTDESCDecVend.404
	picture = GFX_evt_family_feud_republic
	border = GFX_event_normal_frame_war
	portrait = event_target:vendetta_duel_target
	
	is_triggered_only = yes

	option = { # we fight again
		name = EVTOPTADecVend.404
		ai_chance = { factor = 10 }
		hidden_tooltip = {
			if = {											# BEGINNING OF GENIUS COMBAT CALCULATION
				limit = {
					ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_target value = 50 } } 
				}
				random_list = {
					95 = {
						# not hurt
						sound_effect = duel_win
						add_character_modifier = {
							name = duel_experience        
							duration = -1
							stacking = yes
						}
						event_target:vendetta_duel_target = {
							random = {
								chance = 70
								if = { 
									limit = { trait = severely_injured } 
									add_trait = maimed
								}
								if = { 
									limit = { trait = wounded } 
									add_trait = severely_injured
								}
								if = { 
									limit = { NOT = { trait = wounded } }
									add_trait = wounded
								}
							}	
						}
					}
					5 = {
						if = { 
							limit = { trait = severely_injured } 
							add_trait = maimed
						}
						if = { 
							limit = { trait = wounded } 
							add_trait = severely_injured
						}
						if = { 
							limit = { NOT = { trait = wounded } }
							add_trait = wounded
						}
						sound_effect = duel_lose
					}
				}
			}
			else_if = {
				limit = {
					ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_target value = 25 } }
				}
				random_list = {
					70 = {
						# not hurt
						sound_effect = duel_win
						add_character_modifier = {
							name = duel_experience        
							duration = -1
							stacking = yes
						}
						event_target:vendetta_duel_target = {
							random = {
								chance = 60
								if = { 
									limit = { trait = severely_injured } 
									add_trait = maimed
								}
								if = { 
									limit = { trait = wounded } 
									add_trait = severely_injured
								}
								if = { 
									limit = { NOT = { trait = wounded } }
									add_trait = wounded
								}
							}	
						}
					}
					30 = {
						if = { 
							limit = { trait = severely_injured } 
							add_trait = maimed
						}
						if = { 
							limit = { trait = wounded } 
							add_trait = severely_injured
						}
						if = { 
							limit = { NOT = { trait = wounded } }
							add_trait = wounded
						}
						sound_effect = duel_lose
					}
				}	
			}
			else_if = {
				limit = {
					ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_target value = 0 } } 
				}
				random_list = {
					50 = { 
						# not hurt
						sound_effect = duel_win
						add_character_modifier = {
							name = duel_experience        
							duration = -1
							stacking = yes
						}
						event_target:vendetta_duel_target = {
							random = {
								chance = 50
								if = { 
									limit = { trait = severely_injured } 
									add_trait = maimed
								}
								if = { 
									limit = { trait = wounded } 
									add_trait = severely_injured
								}
								if = { 
									limit = { NOT = { trait = wounded } }
									add_trait = wounded
								}
							}	
						}
					}
					50 = {
						if = { 
							limit = { trait = severely_injured } 
							add_trait = maimed
						}
						if = { 
							limit = { trait = wounded } 
							add_trait = severely_injured
						}
						if = { 
							limit = { NOT = { trait = wounded } }
							add_trait = wounded
						}
						sound_effect = duel_lose
					}
				}	
			}
			else_if = {
				limit = {
					ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_target value < 0 } } 
				}
				random_list = {
					40 = {
						# not hurt
						sound_effect = duel_win
						add_character_modifier = {
							name = duel_experience        
							duration = -1
							stacking = yes
						}
						event_target:vendetta_duel_target = {
							random = {
								chance = 50
								if = { 
									limit = { trait = severely_injured } 
									add_trait = maimed
								}
								if = { 
									limit = { trait = wounded } 
									add_trait = severely_injured
								}
								if = { 
									limit = { NOT = { trait = wounded } }
									add_trait = wounded
								}
							}	
						}
					}
					60 = {
						if = { 
							limit = { trait = severely_injured } 
							add_trait = maimed
						}
						if = { 
							limit = { trait = wounded } 
							add_trait = severely_injured
						}
						if = { 
							limit = { NOT = { trait = wounded } }
							add_trait = wounded
						}
						sound_effect = duel_lose
					}
				}	
			}												
		}												# END OF GENIUS COMBAT CALCULATION
		add_blood_splatter_effect = yes
		event_target:vendetta_duel_target = {
			add_blood_splatter_effect = yes
		}
		narrative_event = { id = DecVend.405 }
	}
}

character_event = {	# third round
	id = DecVend.405
	desc = EVTDESCDecVend.405
	picture = GFX_evt_family_feud_republic
	border = GFX_event_normal_frame_war
	portrait = event_target:vendetta_duel_target
	
	is_triggered_only = yes

	option = { # we fight again
		name = EVTOPTADecVend.405
		ai_chance = { factor = 10 }
		hidden_tooltip = {
			if = {											# BEGINNING OF GENIUS COMBAT CALCULATION
				limit = {
					ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_target value = 50 } } 
				}
				random_list = {
					95 = {
						# not hurt
						sound_effect = duel_win
						add_character_modifier = {
							name = duel_experience        
							duration = -1
							stacking = yes
						}
						event_target:vendetta_duel_target = {
							random = {
								chance = 70
								if = { 
									limit = { trait = severely_injured } 
									add_trait = maimed
								}
								if = { 
									limit = { trait = wounded } 
									add_trait = severely_injured
								}
								if = { 
									limit = { NOT = { trait = wounded } }
									add_trait = wounded
								}
							}	
						}
					}
					5 = {
						if = { 
							limit = { trait = severely_injured } 
							add_trait = maimed
						}
						if = { 
							limit = { trait = wounded } 
							add_trait = severely_injured
						}
						if = { 
							limit = { NOT = { trait = wounded } }
							add_trait = wounded
						}
						sound_effect = duel_lose
					}
				}
			}
			else_if = {
				limit = {
					ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_target value = 25 } }
				}
				random_list = {
					70 = {
						# not hurt
						sound_effect = duel_win
						add_character_modifier = {
							name = duel_experience        
							duration = -1
							stacking = yes
						}
						event_target:vendetta_duel_target = {
							random = {
								chance = 60
								if = { 
									limit = { trait = severely_injured } 
									add_trait = maimed
								}
								if = { 
									limit = { trait = wounded } 
									add_trait = severely_injured
								}
								if = { 
									limit = { NOT = { trait = wounded } }
									add_trait = wounded
								}
							}	
						}
					}
					30 = {
						if = { 
							limit = { trait = severely_injured } 
							add_trait = maimed
						}
						if = { 
							limit = { trait = wounded } 
							add_trait = severely_injured
						}
						if = { 
							limit = { NOT = { trait = wounded } }
							add_trait = wounded
						}
						sound_effect = duel_lose
					}
				}	
			}
			else_if = {
				limit = {
					ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_target value = 0 } } 
				}
				random_list = {
					50 = { 
						# not hurt
						sound_effect = duel_win
						add_character_modifier = {
							name = duel_experience        
							duration = -1
							stacking = yes
						}
						event_target:vendetta_duel_target = {
							random = {
								chance = 50
								if = { 
									limit = { trait = severely_injured } 
									add_trait = maimed
								}
								if = { 
									limit = { trait = wounded } 
									add_trait = severely_injured
								}
								if = { 
									limit = { NOT = { trait = wounded } }
									add_trait = wounded
								}
							}	
						}
					}
					50 = {
						if = { 
							limit = { trait = severely_injured } 
							add_trait = maimed
						}
						if = { 
							limit = { trait = wounded } 
							add_trait = severely_injured
						}
						if = { 
							limit = { NOT = { trait = wounded } }
							add_trait = wounded
						}
						sound_effect = duel_lose
					}
				}	
			}
			else_if = {
				limit = {
					ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_target value < 0 } } 
				}
				random_list = {
					40 = {
						# not hurt
						sound_effect = duel_win
						add_character_modifier = {
							name = duel_experience        
							duration = -1
							stacking = yes
						}
						event_target:vendetta_duel_target = {
							random = {
								chance = 50
								if = { 
									limit = { trait = severely_injured } 
									add_trait = maimed
								}
								if = { 
									limit = { trait = wounded } 
									add_trait = severely_injured
								}
								if = { 
									limit = { NOT = { trait = wounded } }
									add_trait = wounded
								}
							}	
						}
					}
					60 = {
						if = { 
							limit = { trait = severely_injured } 
							add_trait = maimed
						}
						if = { 
							limit = { trait = wounded } 
							add_trait = severely_injured
						}
						if = { 
							limit = { NOT = { trait = wounded } }
							add_trait = wounded
						}
						sound_effect = duel_lose
					}
				}	
			}												
		}												# END OF GENIUS COMBAT CALCULATION
		add_blood_splatter_effect = yes
		event_target:vendetta_duel_target = {
			add_blood_splatter_effect = yes
		}
		character_event = { id = DecVend.406 }
	}
}

character_event = {	# all rounds complete, calculate a winner
	id = DecVend.406
	desc = EVTDESCDecVend.406
	picture = GFX_evt_family_feud_republic
	border = GFX_event_normal_frame_war
	portrait = event_target:vendetta_duel_target
	
	is_triggered_only = yes

	option = { # challenge successful, stronger
		name = EVTOPTADecVend.406
		ai_chance = { factor = 10 }
		trigger = {
			ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_target value > 0 } } 
		}
		hidden_tooltip = {
			event_target:vendetta_duel_target = {
				if = { 
					limit = { NOT = { trait = wounded } }
					add_trait = wounded
				}
			}
		}
		character_event = { id = DecVend.407 }
	}
	option = { # challenge failed, weaker
		name = EVTOPTBDecVend.406
		ai_chance = { factor = 10 }
		trigger = {
			NOT = { ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_target value > 0 } } }
		}
		hidden_tooltip = {
			if = { 
				limit = { NOT = { trait = wounded } }
				add_trait = wounded
			}
		}
		character_event = { id = DecVend.4075 }		
	}
}

character_event = {	# victory, decide fate of loser
	id = DecVend.407
	desc = EVTDESCDecVend.407
	picture = GFX_evt_family_feud_republic
	border = GFX_event_normal_frame_war
	portrait = event_target:vendetta_duel_target
	
	is_triggered_only = yes

	option = { # beheading, not impaler
		name = EVTOPTADecVend.407
		trigger = { NOT = { trait = impaler } }
		ai_chance = { factor = 10 }
		event_target:vendetta_duel_target = {
			death = {
				death_reason = death_execution_beheading
				killer = ROOT
			}
		}
		character_event = { id = DecVend.4077 days = 15 }		# return home, remove vendetta
	}
	option = { # impaled, are impaler
		name = EVTOPTBDecVend.407
		tooltip_info = impaler	
		trigger = { trait = impaler }
		ai_chance = { factor = 10 }
		event_target:vendetta_duel_target = {
			death = {
				death_reason = death_execution_impaling
				killer = ROOT
			}
		}
		character_event = { id = DecVend.4077 days = 15 }		# return home, remove vendetta
	}
	option = { # crucified
		name = EVTOPTCDecVend.407
		ai_chance = { factor = 10 }
		event_target:vendetta_duel_target = {
			death = {
				death_reason = death_execution_crucifixion	
				killer = ROOT
			}
		}
		character_event = { id = DecVend.4077 days = 15 }		# return home, remove vendetta
	}
	option = { # hanging
		name = EVTOPTDDecVend.407
		ai_chance = { factor = 10 }
		event_target:vendetta_duel_target = {
			death = {
				death_reason = death_execution_hanging
				killer = ROOT
			}
		}
		character_event = { id = DecVend.4077 days = 15 }		# return home, remove vendetta
	}
	option = { # burned alive
		name = EVTOPTEDecVend.407
		trigger = {
			NOT = { religion_group = zoroastrian_group }	# mazdans wouldn't burn people
		}
		ai_chance = { factor = 10 }
		event_target:vendetta_duel_target = {
			death = {
				death_reason = death_execution_burning
				killer = ROOT
			}
		}
		character_event = { id = DecVend.4077 days = 15 }		# return home, remove vendetta
	}
	option = { # trampled by elephant
		name = EVTOPTFDecVend.407
		trigger = {
			religion_group = zoroastrian_group		# but mazdans would crush with an elephant
		}
		ai_chance = { factor = 10 }
		event_target:vendetta_duel_target = {
			death = {
				death_reason = death_execution_elephants
				killer = ROOT
			}
		}
		character_event = { id = DecVend.4077 days = 15 }		# return home, remove vendetta
	}
}

character_event = {	# failure, blinded if healthy, killed if unhealthy
	id = DecVend.4075
	desc = EVTDESCDecVend.4075
	picture = GFX_evt_family_feud_republic
	border = GFX_event_normal_frame_war
	portrait = event_target:vendetta_duel_target
	
	is_triggered_only = yes

	option = { # just take my eye instead
		name = EVTOPTADecVend.4075
		ai_chance = { factor = 10 }
		trigger = { 
			NOT = { trait = severely_injured } 
		}
		character_event = { id = DecVend.4076 }		# blinds the challenger
		hidden_tooltip = {
			if = {
				limit = { is_female = no }
				random_list = {
					10 = { sound_effect = male_violent_death_01 }
					10 = { sound_effect = male_violent_death_02 }
					10 = { sound_effect = male_violent_death_03 }
					10 = { sound_effect = male_violent_death_04 }
					10 = { sound_effect = male_violent_death_05 }
				}
			}
			else = {
				random_list = {
					10 = { sound_effect = female_violent_death_01 }
					10 = { sound_effect = female_violent_death_02 }
					10 = { sound_effect = female_violent_death_03 }
					10 = { sound_effect = female_violent_death_04 }
				}
			}
		}
	}
	option = { # killed fairly with no ability to re-vendetta, damn
		name = EVTOPTBDecVend.4075
		ai_chance = { factor = 10 }
		trigger = { trait = severely_injured } 
		sound_effect = neutral_beheading_01
		death = {
			death_reason = death_duel
			killer = event_target:vendetta_duel_target
		}
		hidden_tooltip = {
			event_target:vendetta_duel_target = { 
				remove_trait = travelling 
				prestige = 500
				imprison = no 	# if they were imprisoned still
				remove_character_modifier = the_dungeon 
				remove_character_modifier = the_oubliette  
				remove_character_modifier = house_arrest  
			}
		}
		any_player = {
			limit = { is_close_relative = vendetta_duel_target }
			character_event = { id = DecVend.408 days = 5 }		# family specially notified of death 
		}
	}
}

character_event = {	# blinded
	id = DecVend.4076
	desc = EVTDESCDecVend.4076
	picture = GFX_evt_family_feud_republic
	border = GFX_event_normal_frame_war
	portrait = event_target:vendetta_duel_target
	
	is_triggered_only = yes

	option = { # I'm blind!
		name = EVTOPTADecVend.4076
		ai_chance = { factor = 10 }
		if = {
			limit = { trait = one_eyed }
			remove_trait = one_eyed
		}
		add_trait = blinded	
		opinion = {
			modifier = opinion_blinded_me
			who = event_target:vendetta_duel_target
		}
		hidden_tooltip = {
			mother = {
				opinion = {
					modifier = opinion_blinded_close_kin
					who = event_target:vendetta_duel_target
				}
			}
			father = {
				opinion = {
					modifier = opinion_blinded_close_kin
					who = event_target:vendetta_duel_target
				}
			}
			spouse = {
				opinion = {
					modifier = opinion_blinded_close_kin
					who = event_target:vendetta_duel_target
				}
			}
			any_child = {
				opinion = {
					modifier = opinion_blinded_close_kin
					who = event_target:vendetta_duel_target
				}
			}
			if = {
				limit = {
					event_target:vendetta_duel_target = {
						NOT = { dynasty = ROOT }
						NOT = { sibling = ROOT }
					}
				}
				any_sibling = {
					opinion = {
						modifier = opinion_blinded_close_kin
						who = event_target:vendetta_duel_target
					}
				}
				any_dynasty_member = {
					opinion = {
						modifier = opinion_blinded_family
						who = event_target:vendetta_duel_target
					}
				}
			}
		}
		
		character_event = { id = DecVend.4078 days = 30 }		# return home blind, remove vendetta
		hidden_tooltip = {
			event_target:vendetta_duel_target = { 
				remove_trait = travelling 
				prestige = 500
				imprison = no 	# if they were imprisoned still
				remove_character_modifier = the_dungeon 
				remove_character_modifier = the_oubliette  
				remove_character_modifier = house_arrest  
			}
		}
	}
}

character_event = {	# return home victorious
	id = DecVend.4077
	desc = EVTDESCDecVend.4077
	picture = GFX_evt_family_feud_republic
	border = GFX_event_normal_frame_war
	portrait = event_target:vendetta_duel_target
	
	is_triggered_only = yes

	option = { # huzzah, i guess
		name = EVTOPTADecVend.4077
		ai_chance = { factor = 10 }
		remove_trait = travelling
		remove_character_modifier = vendetta_modifier
		prestige = 300
		add_character_modifier = { 
			name = hand_of_vengeance_modifier    
			duration = -1
			stacking = yes
		}
	}
}

character_event = {	# return home blind and defeated
	id = DecVend.4078
	desc = EVTDESCDecVend.4078
	picture = GFX_evt_family_feud_republic
	border = GFX_event_normal_frame_war
	portrait = event_target:vendetta_duel_target
	
	is_triggered_only = yes

	option = { # their face will haunt me 
		name = EVTOPTADecVend.4078
		ai_chance = { factor = 10 }	
		remove_trait = travelling
		remove_character_modifier = vendetta_modifier
		prestige = -300
		hidden_tooltip = {
			event_target:vendetta_duel_target = { 
				remove_trait = travelling 
				prestige = 500
				imprison = no 	# if they were imprisoned still
				remove_character_modifier = the_dungeon 
				remove_character_modifier = the_oubliette  
				remove_character_modifier = house_arrest  
			}
		}
	}
}

character_event = {	# players notified that family has been murdered in a vendetta
	id = DecVend.408
	desc = EVTDESCDecVend.408
	picture = GFX_evt_family_feud_republic
	border = GFX_event_normal_frame_war
	portrait = event_target:vendetta_duel_target
	
	is_triggered_only = yes

	option = { # the vile beast!
		name = EVTOPTADecVend.408
		ai_chance = { factor = 10 }
	}
}







#################################
### AS THE PLAYER DUEL TARGET ###
#################################


character_event = {	# first round
	id = DecVend.410
	desc = EVTDESCDecVend.410
	picture = GFX_evt_family_feud_republic
	border = GFX_event_normal_frame_war
	portrait = event_target:vendetta_duel_challenger_target
	
	is_triggered_only = yes

	option = { # we fight
		name = EVTOPTADecVend.410
		ai_chance = { factor = 10 }
		hidden_tooltip = {
			if = {											# BEGINNING OF GENIUS COMBAT CALCULATION
				limit = {
					ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_challenger_target value = 50 } } 
				}
				random_list = {
					95 = {
						# not hurt
						sound_effect = duel_win
						add_character_modifier = {
							name = duel_experience        
							duration = -1
							stacking = yes
						}
						event_target:vendetta_duel_challenger_target = {
							random = {
								chance = 70
								if = { 
									limit = { trait = severely_injured } 
									add_trait = maimed
								}
								if = { 
									limit = { trait = wounded } 
									add_trait = severely_injured
								}
								if = { 
									limit = { NOT = { trait = wounded } }
									add_trait = wounded
								}
							}	
						}
					}
					5 = {
						if = { 
							limit = { trait = severely_injured } 
							add_trait = maimed
						}
						if = { 
							limit = { trait = wounded } 
							add_trait = severely_injured
						}
						if = { 
							limit = { NOT = { trait = wounded } }
							add_trait = wounded
						}
						sound_effect = duel_lose
					}
				}
			}
			else_if = {
				limit = {
					ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_challenger_target value = 25 } }
				}
				random_list = {
					70 = {
						# not hurt
						sound_effect = duel_win
						add_character_modifier = {
							name = duel_experience        
							duration = -1
							stacking = yes
						}
						event_target:vendetta_duel_challenger_target = {
							random = {
								chance = 60
								if = { 
									limit = { trait = severely_injured } 
									add_trait = maimed
								}
								if = { 
									limit = { trait = wounded } 
									add_trait = severely_injured
								}
								if = { 
									limit = { NOT = { trait = wounded } }
									add_trait = wounded
								}
							}	
						}
					}
					30 = {
						if = { 
							limit = { trait = severely_injured } 
							add_trait = maimed
						}
						if = { 
							limit = { trait = wounded } 
							add_trait = severely_injured
						}
						if = { 
							limit = { NOT = { trait = wounded } }
							add_trait = wounded
						}
						sound_effect = duel_lose
					}
				}	
			}
			else_if = {
				limit = {
					ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_challenger_target value = 0 } } 
				}
				random_list = {
					50 = { 
						# not hurt
						sound_effect = duel_win
						add_character_modifier = {
							name = duel_experience        
							duration = -1
							stacking = yes
						}
						event_target:vendetta_duel_challenger_target = {
							random = {
								chance = 50
								if = { 
									limit = { trait = severely_injured } 
									add_trait = maimed
								}
								if = { 
									limit = { trait = wounded } 
									add_trait = severely_injured
								}
								if = { 
									limit = { NOT = { trait = wounded } }
									add_trait = wounded
								}
							}	
						}
					}
					50 = {
						if = { 
							limit = { trait = severely_injured } 
							add_trait = maimed
						}
						if = { 
							limit = { trait = wounded } 
							add_trait = severely_injured
						}
						if = { 
							limit = { NOT = { trait = wounded } }
							add_trait = wounded
						}
						sound_effect = duel_lose
					}
				}	
			}
			else_if = {
				limit = {
					ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_challenger_target value < 0 } } 
				}
				random_list = {
					40 = {
						# not hurt
						sound_effect = duel_win
						add_character_modifier = {
							name = duel_experience        
							duration = -1
							stacking = yes
						}
						event_target:vendetta_duel_challenger_target = {
							random = {
								chance = 50
								if = { 
									limit = { trait = severely_injured } 
									add_trait = maimed
								}
								if = { 
									limit = { trait = wounded } 
									add_trait = severely_injured
								}
								if = { 
									limit = { NOT = { trait = wounded } }
									add_trait = wounded
								}
							}	
						}
					}
					60 = {
						if = { 
							limit = { trait = severely_injured } 
							add_trait = maimed
						}
						if = { 
							limit = { trait = wounded } 
							add_trait = severely_injured
						}
						if = { 
							limit = { NOT = { trait = wounded } }
							add_trait = wounded
						}
						sound_effect = duel_lose
					}
				}	
			}												
		}												# END OF GENIUS COMBAT CALCULATION
		add_blood_splatter_effect = yes
		event_target:vendetta_duel_challenger_target = {
			add_blood_splatter_effect = yes
		}
		character_event = { id = DecVend.411 }
	}
}

character_event = {	# second round
	id = DecVend.411
	desc = EVTDESCDecVend.411
	picture = GFX_evt_family_feud_republic
	border = GFX_event_normal_frame_war
	portrait = event_target:vendetta_duel_challenger_target
	
	is_triggered_only = yes

	option = { # we fight again
		name = EVTOPTADecVend.411
		ai_chance = { factor = 10 }
		hidden_tooltip = {
			if = {											# BEGINNING OF GENIUS COMBAT CALCULATION
				limit = {
					ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_challenger_target value = 50 } } 
				}
				random_list = {
					95 = {
						# not hurt
						sound_effect = duel_win
						add_character_modifier = {
							name = duel_experience        
							duration = -1
							stacking = yes
						}
						event_target:vendetta_duel_challenger_target = {
							random = {
								chance = 70
								if = { 
									limit = { trait = severely_injured } 
									add_trait = maimed
								}
								if = { 
									limit = { trait = wounded } 
									add_trait = severely_injured
								}
								if = { 
									limit = { NOT = { trait = wounded } }
									add_trait = wounded
								}
							}	
						}
					}
					5 = {
						if = { 
							limit = { trait = severely_injured } 
							add_trait = maimed
						}
						if = { 
							limit = { trait = wounded } 
							add_trait = severely_injured
						}
						if = { 
							limit = { NOT = { trait = wounded } }
							add_trait = wounded
						}
						sound_effect = duel_lose
					}
				}
			}
			else_if = {
				limit = {
					ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_challenger_target value = 25 } }
				}
				random_list = {
					70 = {
						# not hurt
						sound_effect = duel_win
						add_character_modifier = {
							name = duel_experience        
							duration = -1
							stacking = yes
						}
						event_target:vendetta_duel_challenger_target = {
							random = {
								chance = 60
								if = { 
									limit = { trait = severely_injured } 
									add_trait = maimed
								}
								if = { 
									limit = { trait = wounded } 
									add_trait = severely_injured
								}
								if = { 
									limit = { NOT = { trait = wounded } }
									add_trait = wounded
								}
							}	
						}
					}
					30 = {
						if = { 
							limit = { trait = severely_injured } 
							add_trait = maimed
						}
						if = { 
							limit = { trait = wounded } 
							add_trait = severely_injured
						}
						if = { 
							limit = { NOT = { trait = wounded } }
							add_trait = wounded
						}
						sound_effect = duel_lose
					}
				}	
			}
			else_if = {
				limit = {
					ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_challenger_target value = 0 } } 
				}
				random_list = {
					50 = { 
						# not hurt
						sound_effect = duel_win
						add_character_modifier = {
							name = duel_experience        
							duration = -1
							stacking = yes
						}
						event_target:vendetta_duel_challenger_target = {
							random = {
								chance = 50
								if = { 
									limit = { trait = severely_injured } 
									add_trait = maimed
								}
								if = { 
									limit = { trait = wounded } 
									add_trait = severely_injured
								}
								if = { 
									limit = { NOT = { trait = wounded } }
									add_trait = wounded
								}
							}	
						}
					}
					50 = {
						if = { 
							limit = { trait = severely_injured } 
							add_trait = maimed
						}
						if = { 
							limit = { trait = wounded } 
							add_trait = severely_injured
						}
						if = { 
							limit = { NOT = { trait = wounded } }
							add_trait = wounded
						}
						sound_effect = duel_lose
					}
				}	
			}
			else_if = {
				limit = {
					ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_challenger_target value < 0 } } 
				}
				random_list = {
					40 = {
						# not hurt
						sound_effect = duel_win
						add_character_modifier = {
							name = duel_experience        
							duration = -1
							stacking = yes
						}
						event_target:vendetta_duel_challenger_target = {
							random = {
								chance = 50
								if = { 
									limit = { trait = severely_injured } 
									add_trait = maimed
								}
								if = { 
									limit = { trait = wounded } 
									add_trait = severely_injured
								}
								if = { 
									limit = { NOT = { trait = wounded } }
									add_trait = wounded
								}
							}	
						}
					}
					60 = {
						if = { 
							limit = { trait = severely_injured } 
							add_trait = maimed
						}
						if = { 
							limit = { trait = wounded } 
							add_trait = severely_injured
						}
						if = { 
							limit = { NOT = { trait = wounded } }
							add_trait = wounded
						}
						sound_effect = duel_lose
					}
				}	
			}												
		}												# END OF GENIUS COMBAT CALCULATION
		add_blood_splatter_effect = yes
		event_target:vendetta_duel_challenger_target = {
			add_blood_splatter_effect = yes
		}
		narrative_event = { id = DecVend.412 }
	}
}

character_event = {	# third round
	id = DecVend.412
	desc = EVTDESCDecVend.412
	picture = GFX_evt_family_feud_republic
	border = GFX_event_normal_frame_war
	portrait = event_target:vendetta_duel_challenger_target
	
	is_triggered_only = yes

	option = { # we fight again
		name = EVTOPTADecVend.412
		ai_chance = { factor = 10 }
		hidden_tooltip = {
			if = {											# BEGINNING OF GENIUS COMBAT CALCULATION
				limit = {
					ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_challenger_target value = 50 } } 
				}
				random_list = {
					95 = {
						# not hurt
						sound_effect = duel_win
						add_character_modifier = {
							name = duel_experience        
							duration = -1
							stacking = yes
						}
						event_target:vendetta_duel_challenger_target = {
							random = {
								chance = 70
								if = { 
									limit = { trait = severely_injured } 
									add_trait = maimed
								}
								if = { 
									limit = { trait = wounded } 
									add_trait = severely_injured
								}
								if = { 
									limit = { NOT = { trait = wounded } }
									add_trait = wounded
								}
							}	
						}
					}
					5 = {
						if = { 
							limit = { trait = severely_injured } 
							add_trait = maimed
						}
						if = { 
							limit = { trait = wounded } 
							add_trait = severely_injured
						}
						if = { 
							limit = { NOT = { trait = wounded } }
							add_trait = wounded
						}
						sound_effect = duel_lose
					}
				}
			}
			else_if = {
				limit = {
					ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_challenger_target value = 25 } }
				}
				random_list = {
					70 = {
						# not hurt
						sound_effect = duel_win
						add_character_modifier = {
							name = duel_experience        
							duration = -1
							stacking = yes
						}
						event_target:vendetta_duel_challenger_target = {
							random = {
								chance = 60
								if = { 
									limit = { trait = severely_injured } 
									add_trait = maimed
								}
								if = { 
									limit = { trait = wounded } 
									add_trait = severely_injured
								}
								if = { 
									limit = { NOT = { trait = wounded } }
									add_trait = wounded
								}
							}	
						}
					}
					30 = {
						if = { 
							limit = { trait = severely_injured } 
							add_trait = maimed
						}
						if = { 
							limit = { trait = wounded } 
							add_trait = severely_injured
						}
						if = { 
							limit = { NOT = { trait = wounded } }
							add_trait = wounded
						}
						sound_effect = duel_lose
					}
				}	
			}
			else_if = {
				limit = {
					ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_challenger_target value = 0 } } 
				}
				random_list = {
					50 = { 
						# not hurt
						sound_effect = duel_win
						add_character_modifier = {
							name = duel_experience        
							duration = -1
							stacking = yes
						}
						event_target:vendetta_duel_challenger_target = {
							random = {
								chance = 50
								if = { 
									limit = { trait = severely_injured } 
									add_trait = maimed
								}
								if = { 
									limit = { trait = wounded } 
									add_trait = severely_injured
								}
								if = { 
									limit = { NOT = { trait = wounded } }
									add_trait = wounded
								}
							}	
						}
					}
					50 = {
						if = { 
							limit = { trait = severely_injured } 
							add_trait = maimed
						}
						if = { 
							limit = { trait = wounded } 
							add_trait = severely_injured
						}
						if = { 
							limit = { NOT = { trait = wounded } }
							add_trait = wounded
						}
						sound_effect = duel_lose
					}
				}	
			}
			else_if = {
				limit = {
					ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_challenger_target value < 0 } } 
				}
				random_list = {
					40 = {
						# not hurt
						sound_effect = duel_win
						add_character_modifier = {
							name = duel_experience        
							duration = -1
							stacking = yes
						}
						event_target:vendetta_duel_challenger_target = {
							random = {
								chance = 50
								if = { 
									limit = { trait = severely_injured } 
									add_trait = maimed
								}
								if = { 
									limit = { trait = wounded } 
									add_trait = severely_injured
								}
								if = { 
									limit = { NOT = { trait = wounded } }
									add_trait = wounded
								}
							}	
						}
					}
					60 = {
						if = { 
							limit = { trait = severely_injured } 
							add_trait = maimed
						}
						if = { 
							limit = { trait = wounded } 
							add_trait = severely_injured
						}
						if = { 
							limit = { NOT = { trait = wounded } }
							add_trait = wounded
						}
						sound_effect = duel_lose
					}
				}	
			}												
		}												# END OF GENIUS COMBAT CALCULATION
		add_blood_splatter_effect = yes
		event_target:vendetta_duel_challenger_target = {
			add_blood_splatter_effect = yes
		}
		character_event = { id = DecVend.413 }
	}
}

character_event = {	# all rounds complete, calculate a winner
	id = DecVend.413
	desc = EVTDESCDecVend.413
	picture = GFX_evt_family_feud_republic
	border = GFX_event_normal_frame_war
	portrait = event_target:vendetta_duel_challenger_target
	
	is_triggered_only = yes

	option = { # challenge unsuccessful, player stronger than the challenger
		name = EVTOPTADecVend.413
		trigger = {
			ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_challenger_target value > 0 } } 
		}
		hidden_tooltip = {
			event_target:vendetta_duel_challenger_target = {
				if = { 
					limit = { NOT = { trait = wounded } }
					add_trait = wounded
				}
			}
		}
		character_event = { id = DecVend.414 }
	}
	option = { # challenge sucessful, player weaker than the challenger
		name = EVTOPTBDecVend.413
		trigger = {
			NOT = { ROOT = { combat_rating_diff = { who = event_target:vendetta_duel_challenger_target value > 0 } } }
		}
		hidden_tooltip = {
			if = { 
				limit = { NOT = { trait = wounded } }
				add_trait = wounded
			}
		}
		character_event = { id = DecVend.416 }		
	}
}

character_event = {	# punish the challenger for the attempt
	id = DecVend.414
	desc = EVTDESCDecVend.414
	picture = GFX_evt_family_feud_republic
	border = GFX_event_normal_frame_war
	portrait = event_target:vendetta_duel_challenger_target
	
	is_triggered_only = yes

	option = { # may my face haunt your dreams
		name = EVTOPTADecVend.414
		hidden_tooltip = {
			if = {
				limit = { event_target:vendetta_duel_challenger_target = { is_female = no } }
				random_list = {
					10 = { sound_effect = male_violent_death_01 }
					10 = { sound_effect = male_violent_death_02 }
					10 = { sound_effect = male_violent_death_03 }
					10 = { sound_effect = male_violent_death_04 }
					10 = { sound_effect = male_violent_death_05 }
				}
			}
			else = {
				random_list = {
					10 = { sound_effect = female_violent_death_01 }
					10 = { sound_effect = female_violent_death_02 }
					10 = { sound_effect = female_violent_death_03 }
					10 = { sound_effect = female_violent_death_04 }
				}
			}
			character_event = { id = DecVend.415 days = 10}		# home, remove travelling
		}
		event_target:vendetta_duel_challenger_target = { 
			add_trait = blinded
			opinion = {
				modifier = opinion_blinded_me
				who = ROOT 
			}
			hidden_tooltip = {
				mother = {
					opinion = {
						modifier = opinion_blinded_close_kin
						who = ROOT
					}
				}
				father = {
					opinion = {
						modifier = opinion_blinded_close_kin
						who = ROOT
					}
				}
				spouse = {
					opinion = {
						modifier = opinion_blinded_close_kin
						who = ROOT
					}
				}
				any_child = {
					opinion = {
						modifier = opinion_blinded_close_kin
						who = ROOT
					}
				}
				if = {
					limit = {
						ROOT = {
							NOT = { dynasty = event_target:vendetta_duel_challenger_target }
							NOT = { sibling = event_target:vendetta_duel_challenger_target }
						}
					}
					any_sibling = {
						opinion = {
							modifier = opinion_blinded_close_kin
							who = ROOT
						}
					}
					any_dynasty_member = {
						opinion = {
							modifier = opinion_blinded_family
							who = ROOT
						}
					}
				}
			}
			character_event = { id = DecVend.415 days = 10}		# home, remove travelling
		} 
		prestige = 500
	}
	option = { # killed fairly with no ability to re-vendetta
		name = EVTOPTBDecVend.414
		sound_effect = neutral_beheading_01
		event_target:vendetta_duel_challenger_target = {
			death = {
				death_reason = death_duel
				killer = ROOT
			}
		}
		hidden_tooltip = {
			character_event = { id = DecVend.415 days = 10}		# home, remove travelling
			imprison = no 	# if they were imprisoned still
			remove_character_modifier = the_dungeon 
			remove_character_modifier = the_oubliette  
			remove_character_modifier = house_arrest  
		}
		prestige = 500
	}
}

character_event = {	# return home (victorious)
	id = DecVend.415
	desc = EVTDESCDecVend.415
	picture = GFX_evt_family_feud_republic
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	option = { # danger is my middle name 
		name = EVTOPTADecVend.415
		remove_trait = travelling
	}
}

character_event = {	# defeated, killed brutally by the challenger
	id = DecVend.416
	desc = EVTDESCDecVend.416
	picture = GFX_evt_family_feud_republic
	border = GFX_event_normal_frame_war
	portrait = event_target:vendetta_duel_challenger_target
	
	is_triggered_only = yes

	option = { # I regret nothing 
		name = EVTOPTADecVend.416
		event_target:vendetta_duel_challenger_target = {
			character_event = { id = DecVend.415 days = 10}		# home, remove travelling
			remove_character_modifier = vendetta_modifier
			prestige = 300
			add_character_modifier = { 
				name = hand_of_vengeance_modifier    
				duration = -1
				stacking = yes
			}
		}
		random_list = {
			25 = {
				trigger = {
					event_target:vendetta_duel_challenger_target = { NOT = { trait = impaler } }
				}
				death = {
					death_reason = death_execution_beheading
					killer = event_target:vendetta_duel_challenger_target
				}
			}
			25 = {
				trigger = {
					event_target:vendetta_duel_challenger_target = { trait = impaler }
				}
				death = {
					death_reason = death_execution_impaling
					killer = event_target:vendetta_duel_challenger_target
				}
			}
			25 = {
				death = {
					death_reason = death_execution_crucifixion
					killer = event_target:vendetta_duel_challenger_target
				}
			}
			25 = {
				death = {
					death_reason = death_execution_hanging
					killer = event_target:vendetta_duel_challenger_target
				}
			}
			25 = {
				trigger = {
					event_target:vendetta_duel_challenger_target = { NOT = { religion_group = zoroastrian_group } }
				}
				death = {
					death_reason = death_execution_burning
					killer = event_target:vendetta_duel_challenger_target
				}
			}
			25 = {
				trigger = {
					event_target:vendetta_duel_challenger_target = { religion_group = zoroastrian_group } 
				}
				death = {
					death_reason = death_execution_elephants
					killer = event_target:vendetta_duel_challenger_target
				}
			}
		}
	}
}




