

letter_event = {	# player grandmistress receives ultimatum from ai
	id = AmzCulSoc.520
	desc = EVTDESC_AmzCulSoc_520
	border = GFX_event_letter_frame_intrigue
	portrait = FROM
	
	is_triggered_only = yes
	is_in_society = yes
	
	option = { # accept challenge
		name = EVTOPTA_AmzCulSoc_520						
		custom_tooltip = { text = grandmistress_accepts_challenger_tooltip }
		FROM = { character_event = { id = AmzCulSoc.5201 days = 15 } }
		add_trait = travelling
	}
	option = { # abdicate
		name = EVTOPTB_AmzCulSoc_520
		ai_chance = { factor = 10 }
		custom_tooltip = { 
			text = grandmistress_abdicates_to_challenger_tooltip 
			FROM = { 							
				set_society_grandmaster = yes
				prestige = 500
				change_society_currency = 1000
				hidden_tooltip = { remove_trait = travelling }
				clr_character_flag = challenging_grandmistress_flag
				set_character_flag = grandmistress_challenged
			}
			sound_effect = land_event_6
		}
	}
	option = { # attempt to bribe them, 1000 gold
		name = EVTOPTC_AmzCulSoc_520
		ai_chance = { factor = 10 }
		custom_tooltip = { text = grandmistress_bribes_challenger_tooltip }
		trigger = {
			OR = {
				wealth = 1000
				higher_tier_than = DUKE
				monthly_income >= 20
				NOT = { wealth < 1 }
			}
		}
		FROM = { 							
			letter_event = { id = AmzCulSoc.522 days = 10 } # send bribe offer
		}
	}
	option = { # attempt to THREATEN them, 1000 prestige
		name = EVTOPTD_AmzCulSoc_520
		ai_chance = { factor = 10 }
		custom_tooltip = { text = grandmistress_threatens_challenger_tooltip }
		trigger = {
			OR = {
				prestige = 1000
				higher_tier_than = DUKE
				monthly_prestige >= 5
			}
		}
		FROM = { 							
			letter_event = { id = AmzCulSoc.523 days = 10 } # send threat
		}
	}
	after = {
		FROM = {
			save_event_target_as = grandmistress_challenger 	# THIS DOESN'T WORK FOR SOME REASON >:C
		}
	}
}

letter_event = {	# challenger receives bribe offer
	id = AmzCulSoc.522
	desc = EVTDESC_AmzCulSoc_522
	border = GFX_event_letter_frame_intrigue
	portrait = FROM
	
	is_triggered_only = yes
	is_in_society = yes

	option = { # accept bribe
		name = EVTOPTA_AmzCulSoc_522	
		ai_chance = { 
			factor = 10
			modifier = {
				factor = 2
				trait = greedy
			}
			modifier = {
				factor = 2
				trait = envious
			}
			modifier = {
				factor = 2
				trait = shrewd
			}
		}
		FROM = { 							
			letter_event = { id = AmzCulSoc.5221 } # accept bribe
		}
		remove_trait = travelling
		set_character_flag = bribed_by_grandmistress
	}
	option = { # refuse bribe
		name = EVTOPTB_AmzCulSoc_522
		ai_chance = { 
			factor = 10
			modifier = {
				factor = 1.3
				OR = {
					trait = duelist
					trait = proud
					trait = ambitious
				}
			}
			modifier = {
				factor = 1.3
				OR = {
					trait = charitable
					trait = stubborn
				}
			}
		}
		FROM = { 							
			letter_event = { id = AmzCulSoc.5222 } # refuse, insist on duel
		}
	}
}

letter_event = {	# grandmistress receives bribe acceptance letter
	id = AmzCulSoc.5221
	desc = EVTDESC_AmzCulSoc_5221
	border = GFX_event_letter_frame_intrigue
	portrait = FROM
	
	is_triggered_only = yes
	is_in_society = yes

	option = { # give money
		name = EVTOPTA_AmzCulSoc_5221	
		wealth = -1000
		FROM = {
			wealth = 1000
		}
	}
	option = { # give gear instead
		name = EVTOPTB_AmzCulSoc_5221
		trigger = {
			has_artifact = heroines_sword 
			has_artifact = heroines_armour 
			FROM = {
				NOR = {
					has_artifact = heroines_sword 
					has_artifact = heroines_armour 
				}
			}
		}
		any_artifact = {
			limit = { artifact_type = heroines_sword }
			transfer_artifact = {
				from = ROOT
				to = FROM
			}
		}
		any_artifact = {
			limit = { artifact_type = heroines_armour }
			transfer_artifact = {
				from = ROOT
				to = FROM
			}
		}
	}
	
	after = {
		FROM = {
			remove_trait = travelling
			clr_character_flag = challenging_grandmistress_flag
		}
	}
}

letter_event = {	# grandmistress receives bribe refusal letter, is told of impending duel
	id = AmzCulSoc.5222
	desc = EVTDESC_AmzCulSoc_5222
	border = GFX_event_letter_frame_intrigue
	portrait = FROM
	
	is_triggered_only = yes
	is_in_society = yes

	option = { # very well
		name = EVTOPTA_AmzCulSoc_5222	
		trigger = { prisoner = no }
		FROM = { character_event = { id = AmzCulSoc.5201 days = 15 } }
		add_trait = travelling
		prestige = -200
	}
	option = { # Thing is...
		name = EVTOPTB_AmzCulSoc_5222	
		trigger = { prisoner = yes }
		hidden_tooltip = {
			clr_character_flag = grandmistress_challenged
			FROM = { remove_trait = travelling }
		}
	}
}

letter_event = {	# challenger receives threat
	id = AmzCulSoc.523
	desc = EVTDESC_AmzCulSoc_523
	border = GFX_event_letter_frame_intrigue
	portrait = FROM
	
	is_triggered_only = yes
	is_in_society = yes

	option = { # stand down
		name = EVTOPTA_AmzCulSoc_523	
		trigger = {
			ROOT = { combat_rating_diff = { who = FROM value < 0 } }		# weaker than grandmistress
		}
		ai_chance = { 
			factor = 10
			modifier = {
				factor = 0.75
				trait = strong
			}
			modifier = {
				factor = 0.75
				trait = duelist
			}
			modifier = {
				factor = 0.75
				trait = envious
			}
			modifier = {
				factor = 0.75
				trait = proud
			}
			modifier = {
				factor = 0.75
				trait = ambitious
			}
			modifier = {
				factor = 0.75
				trait = brave
			}
			modifier = {
				factor = 0.75
				trait = stubborn
			}
		}
		FROM = { 							
			letter_event = { id = AmzCulSoc.5231 } # recant challenge, threat successful
		}
		set_character_flag = threatened_by_grandmistress
	}
	option = { # ignore threat
		name = EVTOPTB_AmzCulSoc_523
		ai_chance = { 
			factor = 10
			modifier = {
				factor = 1.3
				trait = strong
			}
			modifier = {
				factor = 1.3
				trait = duelist
			}
			modifier = {
				factor = 1.3
				trait = envious
			}
			modifier = {
				factor = 1.3
				trait = proud
			}
			modifier = {
				factor = 1.3
				trait = ambitious
			}
			modifier = {
				factor = 1.3
				trait = brave
			}
			modifier = {
				factor = 1.3
				trait = stubborn
			}
		}
		FROM = { 							
			letter_event = { id = AmzCulSoc.5232 } # threat unsuccessful
		}
	}
}

letter_event = {	# grandmistress told that threat is successful
	id = AmzCulSoc.5231
	desc = EVTDESC_AmzCulSoc_5231
	border = GFX_event_letter_frame_intrigue
	portrait = FROM
	
	is_triggered_only = yes
	is_in_society = yes

	option = { # damn straight
		name = EVTOPTA_AmzCulSoc_5231
	}
	after = {
		FROM = {
			remove_trait = travelling
			clr_character_flag = challenging_grandmistress_flag
		}
	}
}

letter_event = {	# grandmistress told that threat is unsuccessful, duel imminent
	id = AmzCulSoc.5232
	desc = EVTDESC_AmzCulSoc_5232
	border = GFX_event_letter_frame_intrigue
	portrait = FROM
	
	is_triggered_only = yes
	is_in_society = yes

	option = { # very well, again
		name = EVTOPTA_AmzCulSoc_5222
		trigger = { prisoner = no }
		FROM = { character_event = { id = AmzCulSoc.5201 days = 15 } }
		add_trait = travelling
		prestige = -200
	}
	option = { # Thing is... , again
		name = EVTOPTB_AmzCulSoc_5222	
		trigger = { prisoner = yes }
		hidden_tooltip = {
			clr_character_flag = grandmistress_challenged
			FROM = { remove_trait = travelling }
		}
	}
}

character_event = {	# pings challenger before round 1
	id = AmzCulSoc.5201
	hide_window = yes
	
	is_triggered_only = yes
	is_in_society = yes

	option = { 
		FROM = { character_event = { id = AmzCulSoc.521 } }
	}
}

character_event = {	# meet the challenger 
	id = AmzCulSoc.521
	desc = EVTDESC_AmzCulSoc_521
	picture = GFX_evt_mountaintop_castle_hf
	border = GFX_event_normal_frame_war
	portrait = FROM
	
	is_triggered_only = yes
	is_in_society = yes
	
	immediate = {
		any_player = {
			limit = { same_society_as = ROOT }
			sound_effect = pagan_warhorn
		}
	}

	option = { # begin fight
		name = EVTOPTA_AmzCulSoc_521							
		FROM = { character_event = { id = AmzCulSoc.5204 } }
		custom_tooltip = { text = grandmistress_versus_challenger_begins_tooltip }
		
		if = {											# BEGINNING OF GENIUS COMBAT CALCULATION
			limit = {
				ROOT = { combat_rating_diff = { who = FROM value = 50 } } 
			}
			random_list = {
				95 = {
					# not hurt
					sound_effect = duel_win
					FROM = {
						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
							}
						}	
					}
				}
				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 = FROM value = 25 } }
			}
			random_list = {
				70 = {
					# not hurt
					sound_effect = duel_win
					FROM = {
						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 = FROM value = 0 } } 
			}
			random_list = {
				50 = { 
					# not hurt
					sound_effect = duel_win
					FROM = {
						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
							}
						}	
					}
				}
				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 = FROM value < 0 } } 
			}
			random_list = {
				40 = {
					# not hurt
					sound_effect = duel_win
					FROM = {
						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
							}
						}	
					}
				}
				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
		FROM = {
			add_blood_splatter_effect = yes
		}
	}
	option = { # abdicate
		name = EVTOPTB_AmzCulSoc_521
		custom_tooltip = { 
			text = grandmistress_abdicates_to_challenger_tooltip 
			FROM = { 							
				set_society_grandmaster = yes
				prestige = 500
				change_society_currency = 1000
				character_event = { id = AmzCulSoc.516 days = 3 }	# heals wounds
				clr_character_flag = challenging_grandmistress_flag
			}
			hidden_tooltip = { remove_trait = travelling }
		}
	}
}

character_event = {	# pings challenger before round 2
	id = AmzCulSoc.5204
	hide_window = yes
	
	is_triggered_only = yes
	is_in_society = yes

	option = { 
		FROM = { character_event = { id = AmzCulSoc.524 } }
	}
}

character_event = {	# round 2
	id = AmzCulSoc.524
	desc = EVTDESC_AmzCulSoc_524
	picture = GFX_evt_mountaintop_castle_hf
	border = GFX_event_normal_frame_war
	portrait = FROM
	
	is_triggered_only = yes
	is_in_society = yes

	option = { 
		name = EVTOPTA_AmzCulSoc_524							
		FROM = { character_event = { id = AmzCulSoc.5205 } }
		
		if = {											# BEGINNING OF GENIUS COMBAT CALCULATION
			limit = {
				ROOT = { combat_rating_diff = { who = FROM value = 50 } } 
			}
			random_list = {
				95 = {
					# not hurt
					sound_effect = duel_win
					FROM = {
						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
							}
						}	
					}
				}
				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 = FROM value = 25 } }
			}
			random_list = {
				70 = {
					# not hurt
					sound_effect = duel_win
					FROM = {
						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 = FROM value = 0 } } 
			}
			random_list = {
				50 = { 
					# not hurt
					sound_effect = duel_win
					FROM = {
						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
							}
						}	
					}
				}
				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 = FROM value < 0 } } 
			}
			random_list = {
				40 = {
					# not hurt
					sound_effect = duel_win
					FROM = {
						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
							}
						}	
					}
				}
				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
		FROM = {
			add_blood_splatter_effect = yes
		}
	}
}

character_event = {	# pings challenger before round 3
	id = AmzCulSoc.5205
	hide_window = yes
	
	is_triggered_only = yes
	is_in_society = yes

	option = { 
		FROM = { character_event = { id = AmzCulSoc.525 } }
	}
}

character_event = {	# round 3
	id = AmzCulSoc.525
	desc = EVTDESC_AmzCulSoc_525
	picture = GFX_evt_mountaintop_castle_hf
	border = GFX_event_normal_frame_war
	portrait = FROM
	
	is_triggered_only = yes
	is_in_society = yes

	option = { 
		name = EVTOPTA_AmzCulSoc_525							
		FROM = { character_event = { id = AmzCulSoc.5206 } }
		
		if = {											# BEGINNING OF GENIUS COMBAT CALCULATION
			limit = {
				ROOT = { combat_rating_diff = { who = FROM value = 50 } } 
			}
			random_list = {
				95 = {
					# not hurt
					sound_effect = duel_win
					FROM = {
						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
							}
						}	
					}
				}
				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 = FROM value = 25 } }
			}
			random_list = {
				70 = {
					# not hurt
					sound_effect = duel_win
					FROM = {
						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 = FROM value = 0 } } 
			}
			random_list = {
				50 = { 
					# not hurt
					sound_effect = duel_win
					FROM = {
						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
							}
						}	
					}
				}
				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 = FROM value < 0 } } 
			}
			random_list = {
				40 = {
					# not hurt
					sound_effect = duel_win
					FROM = {
						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
							}
						}	
					}
				}
				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
		FROM = {
			add_blood_splatter_effect = yes
		}
	}
	option = { # forfeit
		name = EVTOPTB_AmzCulSoc_525
		FROM = { character_event = { id = AmzCulSoc.5207 } }
		custom_tooltip = { text = grandmistress_versus_challenger_forfeit_tooltip }
	}
}

character_event = {	# pings challenger before calculation
	id = AmzCulSoc.5206
	hide_window = yes
	
	is_triggered_only = yes
	is_in_society = yes

	option = { 
		FROM = { character_event = { id = AmzCulSoc.526 } }
	}
}

character_event = {	# all rounds complete, calculate a winner
	id = AmzCulSoc.526
	desc = EVTDESC_AmzCulSoc_526
	picture = GFX_evt_mountaintop_castle_hf
	border = GFX_event_normal_frame_war
	portrait = FROM
	
	is_triggered_only = yes
	is_in_society = yes

	option = { # victory, equal or more pcs than challenger
		name = EVTOPTA_AmzCulSoc_526
		custom_tooltip = { text = grandmistress_versus_challenger_victory_tooltip }
		trigger = {
			ROOT = { combat_rating_diff = { who = FROM value = 0 } } 	# grandmistress always with advantage
		}
		hidden_tooltip = {
			FROM = {
				if = { 
					limit = { NOT = { trait = wounded } }
					add_trait = wounded
				}
			}
			add_character_modifier = {		# x3
				name = duel_experience        
				duration = -1
				stacking = yes
			}
			add_character_modifier = {
				name = duel_experience        
				duration = -1
				stacking = yes
			}
			add_character_modifier = {
				name = duel_experience        
				duration = -1
				stacking = yes
			}
		}
		FROM = { character_event = { id = AmzCulSoc.5208 } }
	}
	option = { # defeat, less pcs than challenger
		name = EVTOPTB_AmzCulSoc_526
		custom_tooltip = { text = grandmistress_versus_challenger_defeat_tooltip }
		trigger = {
			ROOT = { combat_rating_diff = { who = FROM value < 0 } }  
		}
		hidden_tooltip = {
			if = { 
				limit = { NOT = { trait = wounded } }
				add_trait = wounded
			}
		}
		FROM = { character_event = { id = AmzCulSoc.5209 } }
	}
}

character_event = {	# pings challenger gm forfeiture
	id = AmzCulSoc.5207
	hide_window = yes
	
	is_triggered_only = yes
	is_in_society = yes

	option = { 
		FROM = { character_event = { id = AmzCulSoc.527 } }
	}
}

character_event = {	# forfeited the fight
	id = AmzCulSoc.527
	desc = EVTDESC_AmzCulSoc_527
	picture = GFX_evt_mountaintop_castle_hf
	border = GFX_event_normal_frame_war
	portrait = FROM
	
	is_triggered_only = yes
	is_in_society = yes

	option = { # at least I'm alive
		name = EVTOPTA_AmzCulSoc_527
		custom_tooltip = { 
		text = expelled_from_amazonian_lodge_tooltip
			leave_society = yes
			set_character_flag = warrior_lodge_amazonian_exile
		}
		remove_trait = amazonian_leader
		prestige = -500
		if = {
			limit = { NOT = { trait = craven } }
			add_trait = craven
		}
		FROM = {
			add_rival = ROOT
			set_society_grandmaster = yes
			character_event = { id = AmzCulSoc.516 days = 3 }	# heals wounds
			clr_character_flag = challenging_grandmistress_flag
		}
		hidden_tooltip = { remove_trait = travelling }
	}
}

character_event = {	# pings challenger gm decides fate
	id = AmzCulSoc.5208
	hide_window = yes
	
	is_triggered_only = yes
	is_in_society = yes

	option = { 
		FROM = { character_event = { id = AmzCulSoc.528 } }
	}
}

character_event = {	# victory, decide fate of loser
	id = AmzCulSoc.528
	desc = EVTDESC_AmzCulSoc_528
	picture = GFX_evt_mountaintop_castle_hf
	border = GFX_event_normal_frame_war
	portrait = FROM
	
	is_triggered_only = yes
	is_in_society = yes

	option = { # demote
		name = EVTOPTA_AmzCulSoc_528
		custom_tooltip = { 
		text = demote_challenger_tooltip
			FROM = {
				hidden_tooltip = { remove_trait = travelling }
				society_rank_down = 1
				society_rank_down = 1
				society_rank_down = 1
				set_character_flag = heroine_failed_gm_challenge_flag
				clr_character_flag = challenging_grandmistress_flag
			}
		}
		prestige = 500
		change_society_currency = 1000
		
	}
	option = { # expel
		name = EVTOPTB_AmzCulSoc_528
		custom_tooltip = { 
		text = expel_challenger_tooltip
			FROM = {
				leave_society = yes
				add_rival = ROOT
				remove_trait = amazonian_leader
				hidden_tooltip = { remove_trait = travelling }
				set_character_flag = warrior_lodge_amazonian_exile
				clr_character_flag = challenging_grandmistress_flag
			}
		}
		change_society_currency = 500		
	}
	option = { # kill
		name = EVTOPTC_AmzCulSoc_528
		custom_tooltip = { 
		text = execute_challenger_tooltip
			FROM = {
				death = {
					death_reason = death_duel
					killer = ROOT
				}
			}
		}
		change_society_currency = 500
		sound_effect = neutral_beheading_01
	}
	after = {
		if = {
			limit = {
				OR = {
					trait = wounded
					trait = severely_injured
					trait = maimed
				}
			}
			character_event = { id = AmzCulSoc.516 days = 5 }		# heals wounds
		}
		else = {
			remove_trait = travelling
		}
	}
}

character_event = {	# pings challenger gm decides fate
	id = AmzCulSoc.5209
	hide_window = yes
	
	is_triggered_only = yes
	is_in_society = yes

	option = { 
		FROM = { character_event = { id = AmzCulSoc.529 } }
	}
}

character_event = {	# failure, demoted, exiled or executed
	id = AmzCulSoc.529
	desc = EVTDESC_AmzCulSoc_529
	picture = GFX_evt_mountaintop_castle_hf
	border = GFX_event_normal_frame_war_frame_war
	portrait = FROM
	
	is_triggered_only = yes
	is_in_society = yes

	option = { # to be demoted
		name = EVTOPTA_AmzCulSoc_529 
		trigger = { 
			trait = wounded
			NOT = { trait = severely_injured } 
			NOT = { trait = maimed } 
		}
		character_event = { id = AmzCulSoc.530 }
	}
	option = { # to be exiled
		name = EVTOPTB_AmzCulSoc_529
		trigger = { 
			trait = severely_injured
			NOT = { trait = maimed } 
		}
		character_event = { id = AmzCulSoc.531 }
	}
	option = { # to be killed
		name = EVTOPTC_AmzCulSoc_529
		trigger = { trait = maimed } 
		character_event = { id = AmzCulSoc.532 }
	}
	after = {
		FROM = {
			clr_character_flag = challenging_grandmistress_flag
		}
	}
}

character_event = {	# demoted
	id = AmzCulSoc.530
	desc = EVTDESC_AmzCulSoc_530
	picture = GFX_evt_mountaintop_castle_hf
	border = GFX_event_normal_frame_war_frame_war
	portrait = FROM
	
	is_triggered_only = yes
	is_in_society = yes

	option = { 
		name = EVTOPTA_AmzCulSoc_530
		custom_tooltip = { 
		text = demoted_by_challenger_tooltip
			FROM = {
				prestige = 500
				change_society_currency = 1000
				set_society_grandmaster = yes
			}
			society_rank_down = 1
			society_rank_down = 1
			society_rank_down = 1
			set_character_flag = heroine_failed_gm_challenge_flag
		}
	}
	after = {
		FROM = {
			character_event = { id = AmzCulSoc.516 days = 3 }	# heals wounds
		}
		remove_trait = travelling
	}
}

character_event = {	# expelled
	id = AmzCulSoc.531
	desc = EVTDESC_AmzCulSoc_531
	picture = GFX_evt_mountaintop_castle_hf
	border = GFX_event_normal_frame_war_frame_war
	portrait = FROM
	
	is_triggered_only = yes
	is_in_society = yes

	option = { 
		name = EVTOPTA_AmzCulSoc_531
		custom_tooltip = { 
		text = expelled_by_challenger_tooltip
			FROM = {
				add_rival = ROOT
				change_society_currency = 500
				set_society_grandmaster = yes
			}
			leave_society = yes
			remove_trait = amazonian_leader
			set_character_flag = warrior_lodge_amazonian_exile
		}
	}
	after = {
		FROM = {
			character_event = { id = AmzCulSoc.516 days = 3 }	# heals wounds
		}
		remove_trait = travelling
	}
}

character_event = {	# expelled
	id = AmzCulSoc.532
	desc = EVTDESC_AmzCulSoc_532
	picture = GFX_evt_mountaintop_castle_hf
	border = GFX_event_normal_frame_war_frame_war
	portrait = FROM
	
	is_triggered_only = yes
	is_in_society = yes

	option = { 
		name = EVTOPTA_AmzCulSoc_532
		hidden_tooltip = {
			FROM = {
				set_society_grandmaster = yes
				if = {
					limit = {
						OR = {
							trait = wounded
							trait = severely_injured
							trait = maimed
						}
					}
					character_event = { id = AmzCulSoc.516 days = 5 }		# heals wounds
				}
				else = {
					remove_trait = travelling
				}
			}
		}
		sound_effect = neutral_beheading_01
		death = {
			death_reason = death_duel
			killer = FROM
		}
	}
}






