
############### events to steal other lodge events. fired on a 5 year pulse, non equal chance

character_event = {		# arm wrestling
    id = AmzCulSoc.151
    title = EVTTITLEHF25200
	desc = EVTDESCHF25200
	picture = GFX_evt_camaraderie
	border = GFX_event_normal_frame_diplomacy
	hide_new = yes
	
	trigger = { 
		society_member_of = warrior_lodge_amazonian
		has_dlc = "Holy Fury"
		is_adult = yes
		in_command = no
		prisoner = no
		NOT = { is_inaccessible_trigger = yes }
		NOT = { trait = incapable }
		NOT = { has_character_flag = do_not_disturb }
		NOT = { has_character_modifier = arm_wrestling_challenge_cooldown }
		any_society_member = { #Make sure there are enough contenders to pick.
			same_society_as = ROOT
			is_adult = yes
			in_command = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			NOT = { trait = incapable }
			NOT = { has_character_flag = do_not_disturb }
			NOT = { has_character_modifier = arm_wrestling_challenge_cooldown }
			NOT = { character = ROOT }
			OR = { 
				is_strong_trigger = yes
				trait = duelist
				trait = skilled_tactician
				trait = brilliant_strategist
				combat_rating = 60
			}
			any_society_member = { 
				same_society_as = ROOT
				is_adult = yes
				in_command = no
				prisoner = no
				NOT = { is_inaccessible_trigger = yes }
				NOT = { has_character_modifier = arm_wrestling_challenge_cooldown }
				NOT = { trait = incapable }
				NOT = { has_character_flag = do_not_disturb }
				NOT = { character = ROOT }
				NOT = { character = PREV } # Do not check for the same character.
				NOR = { 
					is_strong_trigger = yes
					has_lifestyle_martial_trigger = yes
					combat_rating = 60
				}
				count = 2
			}
		}
	}
	immediate = {
		random_list = { 
			33 = { sound_effect = pagan_cheering_01 } 
			33 = { sound_effect = pagan_cheering_02 } 
			33 = { sound_effect = pagan_cheering_03 } 
			33 = { sound_effect = warrior_lodge_ambient_02 } 
		}
		hidden_tooltip = { #Pick potential contenders 
			clr_character_flag = arm_wrestling_strong #Safety cleanup
			clr_character_flag = arm_wrestling_medium
			clr_character_flag = arm_wrestling_weak
			save_event_target_as = arm_wrestling_fighter_1
			random_society_member = { #First pick a very strong guy.
				limit = {
					same_society_as = ROOT
					is_adult = yes
					in_command = no
					prisoner = no
					NOT = { is_inaccessible_trigger = yes }
					NOT = { trait = incapable }
					NOT = { has_character_flag = do_not_disturb }
					NOT = { has_character_modifier = arm_wrestling_challenge_cooldown }
					NOT = { character = ROOT }
					OR = { 
						is_strong_trigger = yes
						trait = duelist
						trait = skilled_tactician
						trait = brilliant_strategist
						combat_rating = 60
					}
				}
				preferred_limit = { 
					ai = no
					is_strong_trigger = yes
					is_ill = no
					has_education_martial_trigger = yes
					has_lifestyle_martial_trigger = yes
					combat_rating = 60
				}
				preferred_limit = { 
					ai = no
					is_strong_trigger = yes
					has_education_martial_trigger = yes
					has_lifestyle_martial_trigger = yes
					combat_rating = 60
				}
				preferred_limit = { 
					ai = no
					is_strong_trigger = yes
					OR = { 
						has_education_martial_trigger = yes
						has_lifestyle_martial_trigger = yes
					}
					combat_rating = 60
				}
				preferred_limit = { 
					ai = no
					OR = { 
						is_strong_trigger = yes
						has_education_martial_trigger = yes
						has_lifestyle_martial_trigger = yes
					}
					combat_rating = 60
				}
				preferred_limit = { 
					ai = no
					combat_rating = 60
				}
				preferred_limit = { 
					is_strong_trigger = yes
					is_ill = no
					has_education_martial_trigger = yes
					has_lifestyle_martial_trigger = yes
					combat_rating = 20
				}
				preferred_limit = { 
					is_strong_trigger = yes
					has_education_martial_trigger = yes
					has_lifestyle_martial_trigger = yes
					combat_rating = 20
				}
				preferred_limit = { 
					is_strong_trigger = yes
					OR = { 
						has_education_martial_trigger = yes
						has_lifestyle_martial_trigger = yes
					}
					combat_rating = 20
				}
				preferred_limit = { 
					OR = { 
						is_strong_trigger = yes
						has_education_martial_trigger = yes
						has_lifestyle_martial_trigger = yes
					}
					combat_rating = 20
				}
				preferred_limit = { 
					ai = no
					is_strong_trigger = yes
					is_ill = no
					has_education_martial_trigger = yes
					has_lifestyle_martial_trigger = yes
					combat_rating = 20
				}
				preferred_limit = { 
					ai = no
					is_strong_trigger = yes
					has_education_martial_trigger = yes
					has_lifestyle_martial_trigger = yes
					combat_rating = 20
				}
				preferred_limit = { 
					ai = no
					is_strong_trigger = yes
					OR = { 
						has_education_martial_trigger = yes
						has_lifestyle_martial_trigger = yes
					}
					combat_rating = 20
				}
				preferred_limit = { 
					ai = no
					OR = { 
						is_strong_trigger = yes
						has_education_martial_trigger = yes
						has_lifestyle_martial_trigger = yes
					}
					combat_rating = 20
				}
				preferred_limit = { 
					ai = no
					combat_rating = 20
				}
				preferred_limit = { 
					is_strong_trigger = yes
					is_ill = no
					has_education_martial_trigger = yes
					has_lifestyle_martial_trigger = yes
					combat_rating = 20
				}
				preferred_limit = { 
					is_strong_trigger = yes
					has_education_martial_trigger = yes
					has_lifestyle_martial_trigger = yes
					combat_rating = 20
				}
				preferred_limit = { 
					is_strong_trigger = yes
					OR = { 
						has_education_martial_trigger = yes
						has_lifestyle_martial_trigger = yes
					}
					combat_rating = 20
				}
				preferred_limit = { 
					OR = { 
						is_strong_trigger = yes
						has_education_martial_trigger = yes
						has_lifestyle_martial_trigger = yes
					}
					combat_rating = 20
				}
				preferred_limit = { 
					combat_rating = 90
				}
				preferred_limit = { 
					combat_rating = 60
				}
				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
				}
				clr_character_flag = arm_wrestling_strong #Safety cleanup
				clr_character_flag = arm_wrestling_medium
				clr_character_flag = arm_wrestling_weak
				save_event_target_as = arm_wrestling_opponent_1
			}
			random_society_member = { #Second pick a weakling.
				limit = {
					same_society_as = ROOT
					is_adult = yes
					in_command = no
					prisoner = no
					NOT = { is_inaccessible_trigger = yes }
					NOT = { trait = incapable }
					NOT = { has_character_flag = do_not_disturb }
					NOT = { character = ROOT }
					NOT = { has_character_modifier = arm_wrestling_challenge_cooldown }
					NOT = { event_target:arm_wrestling_opponent_1 = { character = PREV } }
					NOR = { 
						is_strong_trigger = yes
						has_lifestyle_martial_trigger = yes
						has_education_martial_trigger = yes
						combat_rating = 25
					}
				}
				preferred_limit = {
					ai = no 
					is_ill = yes
					age = 40
					is_weak_trigger = yes
					NOT = { combat_rating = 0 }
				}
				preferred_limit = { 
					ai = no
					age = 40
					is_weak_trigger = yes
					NOT = { combat_rating = 0 }
				}
				preferred_limit = { 
					ai = no
					is_weak_trigger = yes
					NOT = { combat_rating = 0 }
				}
				preferred_limit = { 
					ai = no
					trait = craven
					NOT = { combat_rating = 0 }
				}
				preferred_limit = { 
					is_ill = yes
					age = 40
					is_weak_trigger = yes
					NOT = { combat_rating = 0 }
				}
				preferred_limit = { 
					age = 40
					is_weak_trigger = yes
					NOT = { combat_rating = 0 }
				}
				preferred_limit = { 
					is_weak_trigger = yes
					NOT = { combat_rating = 0 }
				}
				preferred_limit = { 
					trait = craven
					NOT = { combat_rating = 0 }
				}
				preferred_limit = {
					ai = no 
					is_ill = yes
					age = 40
					is_weak_trigger = yes
					NOT = { combat_rating = 20 }
				}
				preferred_limit = { 
					ai = no
					age = 40
					is_weak_trigger = yes
					NOT = { combat_rating = 20 }
				}
				preferred_limit = { 
					ai = no
					is_weak_trigger = yes
					NOT = { combat_rating = 20 }
				}
				preferred_limit = { 
					ai = no
					trait = craven
					NOT = { combat_rating = 20 }
				}
				preferred_limit = { 
					is_ill = yes
					age = 40
					is_weak_trigger = yes
					NOT = { combat_rating = 20 }
				}
				preferred_limit = { 
					age = 40
					is_weak_trigger = yes
					NOT = { combat_rating = 20 }
				}
				preferred_limit = { 
					is_weak_trigger = yes
					NOT = { combat_rating = 20 }
				}
				preferred_limit = { 
					trait = craven
					NOT = { combat_rating = 20 }
				}
				preferred_limit = {
					ai = no 
					is_ill = yes
					age = 40
					is_weak_trigger = yes
					NOT = { combat_rating = 40 }
				}
				preferred_limit = { 
					ai = no
					age = 40
					is_weak_trigger = yes
					NOT = { combat_rating = 40 }
				}
				preferred_limit = { 
					ai = no
					is_weak_trigger = yes
					NOT = { combat_rating = 40 }
				}
				preferred_limit = { 
					ai = no
					trait = craven
					NOT = { combat_rating = 40 }
				}
				preferred_limit = { 
					is_ill = yes
					age = 40
					is_weak_trigger = yes
					NOT = { combat_rating = 40 }
				}
				preferred_limit = { 
					age = 40
					is_weak_trigger = yes
					NOT = { combat_rating = 40 }
				}
				preferred_limit = { 
					is_weak_trigger = yes
					NOT = { combat_rating = 40 }
				}
				preferred_limit = { 
					trait = craven
					NOT = { combat_rating = 40 }
				}
				clr_character_flag = arm_wrestling_strong #Safety cleanup
				clr_character_flag = arm_wrestling_medium
				clr_character_flag = arm_wrestling_weak
				save_event_target_as = arm_wrestling_opponent_3
			}
			random_society_member = { #Third pick an average guy.
				limit = {
					same_society_as = ROOT
					is_adult = yes
					in_command = no
					prisoner = no
					NOT = { is_inaccessible_trigger = yes }
					NOT = { trait = incapable }
					NOT = { has_character_flag = do_not_disturb }
					NOT = { character = ROOT }
					NOT = { has_character_modifier = arm_wrestling_challenge_cooldown }
					NOT = { event_target:arm_wrestling_opponent_1 = { character = PREV } }
					NOT = { event_target:arm_wrestling_opponent_3 = { character = PREV } }
					NOR = { 
						is_strong_trigger = yes
						has_lifestyle_martial_trigger = yes
						combat_rating = 80
					}
				}
				preferred_limit = { 
					ai = no
					is_ill = no
					has_education_martial_trigger = yes
					combat_rating = 60
				}
				preferred_limit = {
					ai = no 
					has_education_martial_trigger = yes
					combat_rating = 60
				}
				preferred_limit = {
					ai = no
					combat_rating = 60
				}
				preferred_limit = { 
					ai = no
					is_ill = no
					has_education_martial_trigger = yes
					combat_rating = 25
				}
				preferred_limit = { 
					ai = no
					has_education_martial_trigger = yes
					combat_rating = 25
				}
				preferred_limit = { 
					ai = no
					combat_rating = 25
				}
				preferred_limit = { 
					is_ill = no
					has_education_martial_trigger = yes
					combat_rating = 60
				}
				preferred_limit = { 
					has_education_martial_trigger = yes
					combat_rating = 60
				}
				preferred_limit = { 
					combat_rating = 60
				}
				preferred_limit = { 
					is_ill = no
					has_education_martial_trigger = yes
					combat_rating = 25
				}
				preferred_limit = { 
					has_education_martial_trigger = yes
					combat_rating = 25
				}
				preferred_limit = { 
					combat_rating = 25
				}
				preferred_limit = { 
					is_ill = no
					has_education_martial_trigger = yes
					combat_rating = 25
				}
				preferred_limit = { 
					has_education_martial_trigger = yes
					combat_rating = 25
				}
				preferred_limit = { 
					combat_rating = 25
				}
				preferred_limit = { 
					is_ill = no
					has_education_martial_trigger = yes
					combat_rating = 0
				}
				preferred_limit = { 
					has_education_martial_trigger = yes
					combat_rating = 0
				}
				preferred_limit = { 
					combat_rating = 0
				}
				preferred_limit = { 
					is_weak_trigger = no
				}
				clr_character_flag = arm_wrestling_strong #Safety cleanup
				clr_character_flag = arm_wrestling_medium
				clr_character_flag = arm_wrestling_weak
				save_event_target_as = arm_wrestling_opponent_2
			}
			#Then assign flag to determine what kind of opponent you are.
			if = { 
				limit = { 
					OR = { 
						is_strong_trigger = yes
						combat_rating = 60
					}
				}
				set_character_flag = arm_wrestling_strong
			}
			else_if = { 
				limit = { 
					NOR = { 
						is_strong_trigger = yes
						is_weak_trigger = yes
						combat_rating = 60
					}
					combat_rating = 25

				}
				set_character_flag = arm_wrestling_medium
			}
			else_if = { 
				limit = { 
					OR = { 
						is_weak_trigger = yes
						NOT= { combat_rating = 25 }
					}
				}
				set_character_flag = arm_wrestling_weak
			}
			#Safety check
			if = { 
				limit = { 
					NOR = { 
						has_character_flag = arm_wrestling_strong
						has_character_flag = arm_wrestling_medium
						has_character_flag = arm_wrestling_weak
					}
				}
				set_character_flag = arm_wrestling_medium
			}
			set_character_flag = do_not_disturb
			hidden_tooltip = { 
				character_event = { id = HF.25301 days = 15 } #Clear flag.
			}
		}
	}

	is_triggered_only = yes

	option = { 
		name = EVTOPTAHF25200
		custom_tooltip = { text = TT_EVTOPTAHF25200 }
		trigger = { event_target:arm_wrestling_opponent_1 = { is_alive = yes } }
		show_portrait = event_target:arm_wrestling_opponent_1
		hidden_tooltip = { 
			event_target:arm_wrestling_opponent_1 = { 
				save_event_target_as = arm_wrestling_fighter_2 
				set_character_flag = arm_wrestling_strong
				set_character_flag = do_not_disturb
				hidden_tooltip = { 
					character_event = { id = HF.25301 days = 15 } #Clear flag.
				}
				character_event = { id = HF.25201 }
			} 
			if = { 
				limit = { event_target:arm_wrestling_opponent_2 = { is_alive = yes } } 
				 event_target:arm_wrestling_opponent_2 = { 
					clr_character_flag = arm_wrestling_strong
					clr_character_flag = arm_wrestling_medium
					clr_character_flag = arm_wrestling_weak
					clr_character_flag = do_not_disturb 
				}
			}
			if = { 
				limit = { event_target:arm_wrestling_opponent_3 = { is_alive = yes } } 
				 event_target:arm_wrestling_opponent_3 = { 
					clr_character_flag = arm_wrestling_strong
					clr_character_flag = arm_wrestling_medium
					clr_character_flag = arm_wrestling_weak
					clr_character_flag = do_not_disturb 
				}
			}
		}
		
		ai_chance = { factor = 10 }
	}
	option = { 
		name = EVTOPTBHF25200
		custom_tooltip = { text = TT_EVTOPTBHF25200 }
		trigger = { event_target:arm_wrestling_opponent_2 = { is_alive = yes } }
		show_portrait = event_target:arm_wrestling_opponent_2
		hidden_tooltip = { 
			event_target:arm_wrestling_opponent_2 = { 
				save_event_target_as = arm_wrestling_fighter_2 
				set_character_flag = arm_wrestling_medium
				set_character_flag = do_not_disturb
				hidden_tooltip = { 
					character_event = { id = HF.25301 days = 15 } #Clear flag.
				}
				character_event = { id = HF.25201 }
			} 
			if = { 
				limit = { event_target:arm_wrestling_opponent_1 = { is_alive = yes } } 
				 event_target:arm_wrestling_opponent_1 = { 
					clr_character_flag = arm_wrestling_strong
					clr_character_flag = arm_wrestling_medium
					clr_character_flag = arm_wrestling_weak
					clr_character_flag = do_not_disturb 
				}
			}
			if = { 
				limit = { event_target:arm_wrestling_opponent_3 = { is_alive = yes } } 
				 event_target:arm_wrestling_opponent_3 = { 
					clr_character_flag = arm_wrestling_strong
					clr_character_flag = arm_wrestling_medium
					clr_character_flag = arm_wrestling_weak
					clr_character_flag = do_not_disturb 
				}
			}
		}
		ai_chance = { factor = 20 }
	}
	option = { 
		name = EVTOPTCHF25200
		custom_tooltip = { text = TT_EVTOPTCHF25200 }
		trigger = { event_target:arm_wrestling_opponent_3 = { is_alive = yes } }
		show_portrait = event_target:arm_wrestling_opponent_3
		if = { 
			limit = { 
				has_character_flag = arm_wrestling_strong
			}
			tiered_prestige_negative_effect = yes
		}
		hidden_tooltip = { 
			event_target:arm_wrestling_opponent_3 = { 
				save_event_target_as = arm_wrestling_fighter_2 
				set_character_flag = arm_wrestling_weak
				set_character_flag = do_not_disturb
				hidden_tooltip = { 
					character_event = { id = HF.25301 days = 15 } #Clear flag.
				}
				character_event = { id = HF.25201 }
			} 
			if = { 
				limit = { event_target:arm_wrestling_opponent_1 = { is_alive = yes } } 
				 event_target:arm_wrestling_opponent_1 = { 
					clr_character_flag = arm_wrestling_strong
					clr_character_flag = arm_wrestling_medium
					clr_character_flag = arm_wrestling_weak
					clr_character_flag = do_not_disturb 
				}
			}
			if = { 
				limit = { event_target:arm_wrestling_opponent_2 = { is_alive = yes } } 
				 event_target:arm_wrestling_opponent_2 = { 
					clr_character_flag = arm_wrestling_strong
					clr_character_flag = arm_wrestling_medium
					clr_character_flag = arm_wrestling_weak
					clr_character_flag = do_not_disturb 
				}
			}
		}
		ai_chance = { 
			factor = 30 
			modifier = { 
				factor = 2
				trait = craven
			}
			modifier = { 
				factor = 0.5
				trait = brave
			}
		}
	}
	option = { #Not interested. -End of line.
		name = EVTOPTDHF25200
		tiered_prestige_negative_effect = yes
		if = { 
			limit = { 
				has_character_flag = arm_wrestling_strong
			}
			detract_society_currency_medium_effect = yes
		}
		if = { 
			limit = { 
				has_character_flag = arm_wrestling_medium
			}
			detract_society_currency_minor_effect = yes
		}
		if = { 
			limit = { 
				has_character_flag = arm_wrestling_weak
			}
			detract_society_currency_tiny_effect = yes
		}
		hidden_tooltip = { 
			if = { 
				limit = {
					event_target:arm_wrestling_opponent_1 = { is_alive = yes }
				}
				event_target:arm_wrestling_opponent_1 = { 
					clr_character_flag = arm_wrestling_strong
					clr_character_flag = arm_wrestling_medium
					clr_character_flag = arm_wrestling_weak
					clr_character_flag = do_not_disturb
				}
			}
			if = { 
				limit = {
					event_target:arm_wrestling_opponent_2 = { is_alive = yes }
				}
				event_target:arm_wrestling_opponent_2 = { 
					clr_character_flag = arm_wrestling_strong
					clr_character_flag = arm_wrestling_medium
					clr_character_flag = arm_wrestling_weak
					clr_character_flag = do_not_disturb
				}
			}
			if = { 
				limit = {
					event_target:arm_wrestling_opponent_3 = { is_alive = yes }
				}
				event_target:arm_wrestling_opponent_3 = { 
					clr_character_flag = arm_wrestling_strong
					clr_character_flag = arm_wrestling_medium
					clr_character_flag = arm_wrestling_weak
					clr_character_flag = do_not_disturb
				}
			}
			warrior_lodge_arm_wrestling_cleanup_effect = yes
		}
		ai_chance = { factor = 0 }
	}
}

character_event = {		# flyting
    id = AmzCulSoc.153
    title = EVTTITLEHF25250
	desc = EVTDESCHF25250
	picture = GFX_evt_camaraderie
	border = GFX_event_normal_frame_diplomacy
	hide_new = yes

	trigger = { 
		society_member_of = warrior_lodge_amazonian
		has_dlc = "Holy Fury"
		is_adult = yes
		in_command = no
		prisoner = no
		NOT = { is_inaccessible_trigger = yes }
		NOT = { trait = incapable }
		NOT = { has_character_flag = do_not_disturb }
		NOT = { has_character_modifier = flyting_challenge_cooldown }
		any_society_member = { #Make sure there are enough contenders to pick.
			same_society_as = ROOT
			is_adult = yes
			in_command = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			NOT = { trait = incapable }
			NOT = { has_character_flag = do_not_disturb }
			NOT = { character = ROOT }
			NOT = { has_character_modifier = flyting_challenge_cooldown }
			OR = { 
				is_smart_trigger = yes
				trait = scholarly_theologian
				trait = grey_eminence
				trait = poet
				diplomacy = 15
			}
			any_society_member = { 
				same_society_as = ROOT
				is_adult = yes
				in_command = no
				prisoner = no
				NOT = { is_inaccessible_trigger = yes }
				NOT = { trait = incapable }
				NOT = { has_character_flag = do_not_disturb }
				NOT = { character = ROOT }
				NOT = { character = PREV } #Make sure it doesn't check the same good candidate as above
				NOT = { has_character_modifier = flyting_challenge_cooldown }
				NOR = { 
					is_smart_trigger = yes
					has_education_diplomacy_trigger = yes
					has_lifestyle_diplomacy_trigger = yes
					diplomacy = 15
				}
				count = 2
			}
		}
	}
	immediate = {
		random_list = { 
			33 = { sound_effect = pagan_cheering_01 } 
			33 = { sound_effect = pagan_cheering_02 } 
			33 = { sound_effect = pagan_cheering_03 } 
			33 = { sound_effect = warrior_lodge_ambient_02 } 
		}
		hidden_tooltip = { #Pick potential contenders 
			clr_character_flag = flyting_strong #Safety cleanup
			clr_character_flag = flyting_medium
			clr_character_flag = flyting_weak
			save_event_target_as = flyting_contender_1
			random_society_member = { #First pick a very smart/talkative gal.
				limit = {
					same_society_as = ROOT
					is_adult = yes
					in_command = no
					NOT = { is_inaccessible_trigger = yes }
					NOT = { trait = incapable }
					NOT = { has_character_flag = do_not_disturb }
					NOT = { character = ROOT }
					NOT = { has_character_modifier = flyting_challenge_cooldown }
					prisoner = no
					OR = { 
						is_smart_trigger = yes
						trait = scholarly_theologian
						trait = grey_eminence
						trait = poet
						diplomacy = 15
					}
				}
				preferred_limit = { 
					ai = no
					NOR = { 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
					is_ill = no
					is_smart_trigger = yes
					has_education_diplomacy_trigger = yes
					has_lifestyle_diplomacy_trigger = yes
					diplomacy = 20
				}

				preferred_limit = { 
					ai = no
					NOR = { 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
					is_smart_trigger = yes
					OR = { 
						has_education_diplomacy_trigger = yes
						has_lifestyle_diplomacy_trigger = yes
					}
					diplomacy = 20
				}
				preferred_limit = { 
					ai = no
					NOR = { 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
					OR = { 
						is_smart_trigger = yes
						has_education_diplomacy_trigger = yes
						has_lifestyle_diplomacy_trigger = yes
						trait = gregarious
					}
					diplomacy = 20
				}
				preferred_limit = { 
					ai = no
					OR = { 
						is_smart_trigger = yes
						has_education_diplomacy_trigger = yes
						has_lifestyle_diplomacy_trigger = yes
						trait = gregarious
					}
					diplomacy = 20
				}
				preferred_limit = { 
					ai = no
					NOR = { 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
					diplomacy = 20
				}
				preferred_limit = { 
					ai = no
					NOR = { 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
					OR = { 
						is_smart_trigger = yes
						has_education_diplomacy_trigger = yes
						has_lifestyle_diplomacy_trigger = yes
						trait = gregarious
					}
					diplomacy = 15
				}
				preferred_limit = { 
					ai = no
					OR = { 
						is_smart_trigger = yes
						has_education_diplomacy_trigger = yes
						has_lifestyle_diplomacy_trigger = yes
						trait = gregarious
					}
					diplomacy = 15
				}
				preferred_limit = { 
					ai = no
					NOR = { 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
					diplomacy = 15
				}
				preferred_limit = { 
					ai = no
					NOR = { 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
					OR = { 
						is_smart_trigger = yes
						has_education_diplomacy_trigger = yes
						has_lifestyle_diplomacy_trigger = yes
						trait = gregarious
					}
					diplomacy = 10
				}
				preferred_limit = { 
					ai = no
					OR = { 
						is_smart_trigger = yes
						has_education_diplomacy_trigger = yes
						has_lifestyle_diplomacy_trigger = yes
						trait = gregarious
					}
					diplomacy = 10
				}
				preferred_limit = { 
					ai = no
					NOR = { 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
					diplomacy = 10
				}
				preferred_limit = { 
					ai = no
					NOR = { 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
					OR = { 
						is_smart_trigger = yes
						has_education_diplomacy_trigger = yes
						has_lifestyle_diplomacy_trigger = yes
						trait = gregarious
					}
					diplomacy = 5
				}
				preferred_limit = { 
					ai = no
					OR = { 
						is_smart_trigger = yes
						has_education_diplomacy_trigger = yes
						has_lifestyle_diplomacy_trigger = yes
						trait = gregarious
					}
					diplomacy = 5
				}
				preferred_limit = { 
					ai = no
					NOR = { 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
					diplomacy = 5
				}
				preferred_limit = { 
					ai = no
					NOR = { 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
				}
				preferred_limit = { 
					NOR = { 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
					is_ill = no
					is_smart_trigger = yes
					has_education_diplomacy_trigger = yes
					has_lifestyle_diplomacy_trigger = yes
					diplomacy = 20
				}

				preferred_limit = { 
					NOR = { 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
					is_smart_trigger = yes
					OR = { 
						has_education_diplomacy_trigger = yes
						has_lifestyle_diplomacy_trigger = yes
					}
					diplomacy = 20
				}
				preferred_limit = { 
					NOR = { 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
					OR = { 
						is_smart_trigger = yes
						has_education_diplomacy_trigger = yes
						has_lifestyle_diplomacy_trigger = yes
						trait = gregarious
					}
					diplomacy = 20
				}
				preferred_limit = { 
					OR = { 
						is_smart_trigger = yes
						has_education_diplomacy_trigger = yes
						has_lifestyle_diplomacy_trigger = yes
						trait = gregarious
					}
					diplomacy = 20
				}
				preferred_limit = { 
					NOR = { 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
					diplomacy = 20
				}
				preferred_limit = { 
					NOR = { 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
					OR = { 
						is_smart_trigger = yes
						has_education_diplomacy_trigger = yes
						has_lifestyle_diplomacy_trigger = yes
						trait = gregarious
					}
					diplomacy = 15
				}
				preferred_limit = { 
					OR = { 
						is_smart_trigger = yes
						has_education_diplomacy_trigger = yes
						has_lifestyle_diplomacy_trigger = yes
						trait = gregarious
					}
					diplomacy = 15
				}
				preferred_limit = { 
					NOR = { 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
					diplomacy = 15
				}
				preferred_limit = { 
					NOR = { 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
					OR = { 
						is_smart_trigger = yes
						has_education_diplomacy_trigger = yes
						has_lifestyle_diplomacy_trigger = yes
						trait = gregarious
					}
					diplomacy = 10
				}
				preferred_limit = { 
					OR = { 
						is_smart_trigger = yes
						has_education_diplomacy_trigger = yes
						has_lifestyle_diplomacy_trigger = yes
						trait = gregarious
					}
					diplomacy = 10
				}
				preferred_limit = { 
					NOR = { 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
					diplomacy = 10
				}
				preferred_limit = { 
					NOR = { 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
					OR = { 
						is_smart_trigger = yes
						has_education_diplomacy_trigger = yes
						has_lifestyle_diplomacy_trigger = yes
						trait = gregarious
					}
					diplomacy = 5
				}
				preferred_limit = { 
					OR = { 
						is_smart_trigger = yes
						has_education_diplomacy_trigger = yes
						has_lifestyle_diplomacy_trigger = yes
						trait = gregarious
					}
					diplomacy = 5
				}
				preferred_limit = { 
					NOR = { 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
					diplomacy = 5
					is_dumb_trigger = no
				}
				preferred_limit = { 
					is_dumb_trigger = no
					NOR = { 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
				}
				preferred_limit = { 
					is_dumb_trigger = no
				}
				clr_character_flag = flyting_strong
				clr_character_flag = flyting_medium
				clr_character_flag = flyting_weak
				save_event_target_as = flyting_potential_opponent_1
			}
			random_society_member = { #Second pick a weakling.
				limit = {
					same_society_as = ROOT
					is_adult = yes
					in_command = no
					prisoner = no
					NOT = { is_inaccessible_trigger = yes }
					NOT = { trait = incapable }
					NOT = { has_character_flag = do_not_disturb }
					NOT = { character = ROOT }
					NOT = { event_target:flyting_potential_opponent_1 = { character = PREV } }
					NOT = { has_character_modifier = flyting_challenge_cooldown }
					NOR = { 
						is_smart_trigger = yes
						has_lifestyle_diplomacy_trigger = yes
						diplomacy = 12
					}
				}
				preferred_limit = {
					ai = no 
					is_dumb_trigger = yes 
					NOT = { diplomacy = 5 }
					OR = {
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
				}
				preferred_limit = {
					ai = no 
					NOT = { diplomacy = 5 }
					OR = {
						is_dumb_trigger = yes 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
				}
				preferred_limit = {
					ai = no 
					is_dumb_trigger = yes 
					NOT = { diplomacy = 10 }
					OR = {
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
				}
				preferred_limit = {
					ai = no 
					NOT = { diplomacy = 10 }
					OR = {
						is_dumb_trigger = yes 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
				}
				preferred_limit = {
					is_dumb_trigger = yes 
					NOT = { diplomacy = 5 }
					OR = {
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
				}
				preferred_limit = {
					NOT = { diplomacy = 5 }
					OR = {
						is_dumb_trigger = yes 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
				}
				preferred_limit = {
					NOT = { diplomacy = 3 }
				}
				preferred_limit = {
					NOT = { diplomacy = 5 }
				}
				preferred_limit = {
					is_dumb_trigger = yes 
					NOT = { diplomacy = 10 }
					OR = {
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
				}
				preferred_limit = {
					NOT = { diplomacy = 10 }
					OR = {
						is_dumb_trigger = yes 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
				}
				clr_character_flag = flyting_strong
				clr_character_flag = flyting_medium
				clr_character_flag = flyting_weak
				save_event_target_as = flyting_potential_opponent_3
			}
			random_society_member = { #Third pick an average gal.
				limit = {
					same_society_as = ROOT
					is_adult = yes
					in_command = no
					prisoner = no
					NOT = { is_inaccessible_trigger = yes }
					NOT = { trait = incapable }
					NOT = { has_character_flag = do_not_disturb }
					NOT = { character = ROOT }
					NOT = { event_target:flyting_potential_opponent_1 = { character = PREV } }
					NOT = { event_target:flyting_potential_opponent_3 = { character = PREV } }
					NOT = { has_character_modifier = flyting_challenge_cooldown }
					NOR = { 
						is_smart_trigger = yes
						has_lifestyle_diplomacy_trigger = yes
						diplomacy = 20
					}
				}
				preferred_limit = { 
					is_ill = no
					has_education_diplomacy_trigger = yes
					diplomacy = 5
					NOT = { diplomacy = 12 }
				}
				preferred_limit = {
					has_education_diplomacy_trigger = yes
					diplomacy = 5
					NOT = { diplomacy = 12 }
				}
				preferred_limit = {
					diplomacy = 5
					NOT = { diplomacy = 12 }
				}
				preferred_limit = {
					is_dumb_trigger = no
					NOR = { 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
				}
				preferred_limit = { 
					is_dumb_trigger = no
				}
				preferred_limit = { 
					is_ill = no
					has_education_diplomacy_trigger = yes
					diplomacy = 5
					NOT = { diplomacy = 12 }
				}
				preferred_limit = {
					has_education_diplomacy_trigger = yes
					diplomacy = 5
					NOT = { diplomacy = 12 }
				}
				preferred_limit = {
					diplomacy = 5
					NOT = { diplomacy = 12 }
				}
				preferred_limit = {
					is_dumb_trigger = no
					NOR = { 
						trait = shy
						trait = stutter
						trait = lisp
						trait = harelip
					}
				}
				preferred_limit = { 
					is_dumb_trigger = no
				}
				clr_character_flag = flyting_strong
				clr_character_flag = flyting_medium
				clr_character_flag = flyting_weak
				save_event_target_as = flyting_potential_opponent_2
			}
			#Then assign flag to determine what kind of opponent you are.
			if = { 
				limit = { 
					OR = { 
						is_smart_trigger = yes
						has_lifestyle_diplomacy_trigger = yes
						diplomacy = 15
					}
				}
				set_character_flag = flyting_strong
			}
			else_if = { 
				limit = { 
					NOR = { 
						is_smart_trigger = yes
						has_lifestyle_diplomacy_trigger = yes
						diplomacy = 15
					}
					diplomacy = 8
				}
				set_character_flag = flyting_medium
			}
			else_if = { 
				limit = { 
					NOR = { 
						is_smart_trigger = yes
						has_lifestyle_diplomacy_trigger = yes
						diplomacy = 8
						has_education_diplomacy_trigger = yes
					}
				}
				set_character_flag = flyting_weak
			}
			#Safety check
			if = { 
				limit = { 
					NOR = { 
						has_character_flag = flyting_strong
						has_character_flag = flyting_medium
						has_character_flag = flyting_weak
					}
				}
				set_character_flag = flyting_medium
			}
			set_character_flag = do_not_disturb
			hidden_tooltip = { 
				character_event = { id = HF.25301 days = 15 } #Clear flag.
			}
		}
	}

	is_triggered_only = yes

	option = { #Pick tough fight.
		name = EVTOPTAHF25250
		custom_tooltip = { text = TT_EVTOPTAHF25250 }
		trigger = { event_target:flyting_potential_opponent_1 = { is_alive = yes } }
		show_portrait = event_target:flyting_potential_opponent_1
		hidden_tooltip = { 
			event_target:flyting_potential_opponent_1 = { 
				save_event_target_as = flyting_contender_2 
				set_character_flag = flyting_strong
				set_character_flag = do_not_disturb
				hidden_tooltip = { 
					character_event = { id = HF.25301 days = 15 } #Clear flag.
				}
			} 
			if = { 
				limit = { event_target:flyting_potential_opponent_2 = { is_alive = yes } } 
				 event_target:flyting_potential_opponent_2 = { 
					clr_character_flag = flyting_strong
					clr_character_flag = flyting_medium
					clr_character_flag = flyting_weak
					clr_character_flag = do_not_disturb 
				}
			}
			if = { 
				limit = { event_target:flyting_potential_opponent_3 = { is_alive = yes } } 
				 event_target:flyting_potential_opponent_3 = { 
					clr_character_flag = flyting_strong
					clr_character_flag = flyting_medium
					clr_character_flag = flyting_weak
					clr_character_flag = do_not_disturb 
				}
			}
			set_flyting_patience_effect = yes
			event_target:flyting_contender_2 = { character_event = { id = HF.25253 } }
		}
		
		ai_chance = { factor = 10 }
	}
	option = { #Pick average opponent.
		name = EVTOPTBHF25250
		custom_tooltip = { text = TT_EVTOPTBHF25250 }
		trigger = { event_target:flyting_potential_opponent_2 = { is_alive = yes } }
		show_portrait = event_target:flyting_potential_opponent_2
		hidden_tooltip = { 
			event_target:flyting_potential_opponent_2 = { 
				save_event_target_as = flyting_contender_2 
				set_character_flag = flyting_medium
				set_character_flag = do_not_disturb
				hidden_tooltip = { 
					character_event = { id = HF.25301 days = 15 } #Clear flag.
				}
			} 
			if = { 
				limit = { event_target:flyting_potential_opponent_1 = { is_alive = yes } } 
				 event_target:flyting_potential_opponent_1 = { 
					clr_character_flag = flyting_strong
					clr_character_flag = flyting_medium
					clr_character_flag = flyting_weak
					clr_character_flag = do_not_disturb 
				}
			}
			if = { 
				limit = { event_target:flyting_potential_opponent_3 = { is_alive = yes } } 
				 event_target:flyting_potential_opponent_3 = { 
					clr_character_flag = flyting_strong
					clr_character_flag = flyting_medium
					clr_character_flag = flyting_weak
					clr_character_flag = do_not_disturb 
				}
			}
			set_flyting_patience_effect = yes
			event_target:flyting_contender_2 = { character_event = { id = HF.25253 } }
		}
		
		ai_chance = { factor = 20 }
	}
	option = { #Pick lousy opponent.
		name = EVTOPTCHF25250
		custom_tooltip = { text = TT_EVTOPTCHF25250 }
		trigger = { event_target:flyting_potential_opponent_3 = { is_alive = yes } }
		show_portrait = event_target:flyting_potential_opponent_3
		hidden_tooltip = { 
			event_target:flyting_potential_opponent_3 = { 
				save_event_target_as = flyting_contender_2 
				set_character_flag = flyting_weak
				set_character_flag = do_not_disturb
				hidden_tooltip = { 
					character_event = { id = HF.25301 days = 15 } #Clear flag.
				}
			} 
			if = { 
				limit = { event_target:flyting_potential_opponent_1 = { is_alive = yes } } 
				 event_target:flyting_potential_opponent_1 = { 
					clr_character_flag = flyting_strong
					clr_character_flag = flyting_medium
					clr_character_flag = flyting_weak
					clr_character_flag = do_not_disturb 
				}
			}
			if = { 
				limit = { event_target:flyting_potential_opponent_2 = { is_alive = yes } } 
				 event_target:flyting_potential_opponent_2 = { 
					clr_character_flag = flyting_strong
					clr_character_flag = flyting_medium
					clr_character_flag = flyting_weak
					clr_character_flag = do_not_disturb 
				}
			}
			set_flyting_patience_effect = yes
			event_target:flyting_contender_2 = { character_event = { id = HF.25253 } }
		}
		
		ai_chance = { 
			factor = 30 
			modifier = { 
				factor = 2
				trait = craven
			}
			modifier = { 
				factor = 0.5
				trait = brave
			}
		}
	}
	option = { #Not interested. -End of line.
		name = EVTOPTDHF25250
		tiered_prestige_negative_effect = yes
		if = { 
			limit = { 
				has_character_flag = flyting_strong
			}
			detract_society_currency_medium_effect = yes
		}
		if = { 
			limit = { 
				has_character_flag = flyting_medium
			}
			detract_society_currency_minor_effect = yes
		}
		if = { 
			limit = { 
				has_character_flag = flyting_weak
			}
			detract_society_currency_tiny_effect = yes
		}
		hidden_tooltip = { 
			if = { 
				limit = {
					event_target:flyting_potential_opponent_1 = { is_alive = yes }
				}
				event_target:flyting_potential_opponent_1 = { 
					clr_character_flag = flyting_strong
					clr_character_flag = flyting_medium
					clr_character_flag = flyting_weak
					clr_character_flag = do_not_disturb 
				}
			}
			if = { 
				limit = {
					event_target:flyting_potential_opponent_2 = { is_alive = yes }
				}
				event_target:flyting_potential_opponent_2 = { 
					clr_character_flag = flyting_strong
					clr_character_flag = flyting_medium
					clr_character_flag = flyting_weak
					clr_character_flag = do_not_disturb 
				}
			}
			if = { 
				limit = {
					event_target:flyting_potential_opponent_3 = { is_alive = yes }
				}
				event_target:flyting_potential_opponent_3 = { 
					clr_character_flag = flyting_strong
					clr_character_flag = flyting_medium
					clr_character_flag = flyting_weak
					clr_character_flag = do_not_disturb 
				}
			}
			warrior_lodge_flyting_cleanup_effect = yes
		}
		ai_chance = { factor = 0 }
	}
}

character_event = {		# drinking
    id = AmzCulSoc.154
    title = EVTTITLEHF25280
	desc = EVTDESCHF25280
	picture = GFX_evt_camaraderie
	border = GFX_event_normal_frame_diplomacy
	hide_new = yes

	is_triggered_only = yes

	trigger = { 
		society_member_of = warrior_lodge_amazonian
		has_dlc = "Holy Fury"
		is_adult = yes
		in_command = no
		prisoner = no
		society_rank = 4
		NOT = { is_inaccessible_trigger = yes }
		NOT = { trait = incapable }
		NOT = { has_character_flag = do_not_disturb }
		NOT = { society_member_of = warrior_lodge_bon }
		any_society_member = { #Make sure there are enough contenders to join in.
			same_society_as = ROOT
			is_adult = yes
			prisoner = no
			in_command = no
			NOT = { is_inaccessible_trigger = yes }
			NOT = { trait = incapable }
			NOT = { has_character_flag = do_not_disturb }
			NOT = { character = ROOT }
			count = 4 #At least a few other members should be around.
		}
	}
	immediate = { 
		random_list = { 
			33 = { sound_effect = pagan_cheering_01 } 
			33 = { sound_effect = pagan_cheering_02 } 
			33 = { sound_effect = pagan_cheering_03 } 
			33 = { sound_effect = warrior_lodge_ambient_02 } 
		}
		set_character_flag = do_not_disturb
		hidden_tooltip = { 
			character_event = { id = HF.25301 days = 15 } #Clear flag.
		}
	}
	option = { #Start tournament
		name = EVTOPTAHF25280
		custom_tooltip = { text = TOOLTIP_EVTOPTAHF25280 }
		hidden_tooltip = { 
			any_society_member = { 
				limit = { 
					same_society_as = ROOT
					is_adult = yes
					in_command = no
					prisoner = no
					NOT = { is_inaccessible_trigger = yes }
					NOT = { trait = incapable }
					NOT = { has_character_flag = do_not_disturb }
					NOT = { character = ROOT } 
				}
				character_event = { id = HF.25281 } #Call in contenders.
			}
			save_event_target_as = WL_host_drinking_game
			character_event = { id = HF.25283 days = 5 } #Actually start.
		}
		hidden_tooltip = { character_event = { id = HF.25282 days = 60 } } #Clear flags.
		ai_chance = { factor = 100 }
	}
	option = { #Do not. - End of line.
		name = EVTOPTBHF25280
		detract_society_currency_major_effect = yes
		clr_character_flag = do_not_disturb
		ai_chance = { factor = 0 }
	}
}

character_event = {		# teaching
    id = AmzCulSoc.155
    hide_window = yes
    
	is_triggered_only = yes
	
    trigger = {
		society_member_of = warrior_lodge_amazonian
    	has_dlc = "Holy Fury"
    	is_inaccessible_or_incapable_trigger = no
    	NOT = { has_character_flag = do_not_disturb }
	    war = no
	    is_adult = yes

	    NOT = { has_character_modifier = teaching_moment_cooldown }

    	OR = {
    		AND = {
	    		trait = brave
	    		any_society_member = {
					is_available_fellow_society_member_trigger = yes
					NOT = { trait = brave }
					NOT = { has_character_modifier = teaching_moment_cooldown }
		        }
    		}
    		AND = {
	    		trait = ambitious
	    		any_society_member = {
					is_available_fellow_society_member_trigger = yes
					NOT = { trait = ambitious }
					NOT = { has_character_modifier = teaching_moment_cooldown }
		        }
    		}
    		AND = {
	    		trait = patient
	    		any_society_member = {
					is_available_fellow_society_member_trigger = yes
					NOT = { trait = patient }
					NOT = { has_character_modifier = teaching_moment_cooldown }
		        }
    		}
    		AND = {
	    		trait = diligent
	    		any_society_member = {
					is_available_fellow_society_member_trigger = yes
					NOT = { trait = diligent }
					NOT = { has_character_modifier = teaching_moment_cooldown }
		        }
    		}
    	}
    }
    immediate = {
    	save_event_target_as = teacher
		
		add_character_modifier = { name = teaching_moment_cooldown duration = 1825 hidden = yes } #to prevent spam

    	random_list = { # Select a society member to teach a thing or two...
    		10 = {
    			trigger = {
		    		trait = brave
		    		any_society_member = {
						is_available_fellow_society_member_trigger = yes
						NOT = { trait = brave }
						NOT = { has_character_modifier = teaching_moment_cooldown }
			        }
    			}
    			modifier = { #more likely if someone is actually Craven
    				factor = 2
    				any_society_member = {
						is_available_fellow_society_member_trigger = yes
						trait = craven
						NOT = { has_character_modifier = teaching_moment_cooldown }
			        }
    			}
    			random_society_member = {
    				limit = {
	    				is_available_fellow_society_member_trigger = yes
						NOT = { trait = brave }
						NOT = { has_character_modifier = teaching_moment_cooldown }
    				}
    				preferred_limit = {
    					NOT = { society_rank == 4 }
    				}
    				preferred_limit = {
    					war = no
    				}
    				set_character_flag = learning_bravery@event_target:teacher
    				save_event_target_as = student
    			}
    			set_character_flag = teaching_bravery@event_target:student
    		}
    		10 = {
    			trigger = {
		    		trait = ambitious
		    		any_society_member = {
						is_available_fellow_society_member_trigger = yes
						NOT = { trait = ambitious }
						NOT = { has_character_modifier = teaching_moment_cooldown }
			        }
    			}
    			modifier = { #more likely if someone is actually Content
    				factor = 2
    				any_society_member = {
						is_available_fellow_society_member_trigger = yes
						trait = content
						NOT = { has_character_modifier = teaching_moment_cooldown }
			        }
    			}
    			random_society_member = {
    				limit = {
	    				is_available_fellow_society_member_trigger = yes
						NOT = { trait = ambitious }
						NOT = { has_character_modifier = teaching_moment_cooldown }
    				}
    				preferred_limit = {
    					NOT = { society_rank == 4 }
    				}
    				preferred_limit = {
    					war = no
    				}
    				set_character_flag = learning_ambition@event_target:teacher
    				save_event_target_as = student
    			}
    			set_character_flag = teaching_ambition@event_target:student
    		}
    		10 = {
    			trigger = {
		    		trait = patient
		    		any_society_member = {
						is_available_fellow_society_member_trigger = yes
						NOT = { trait = patient }
						NOT = { has_character_modifier = teaching_moment_cooldown }
			        }
    			}
    			random_society_member = {
    				limit = {
	    				is_available_fellow_society_member_trigger = yes
						NOT = { trait = patient }
						NOT = { has_character_modifier = teaching_moment_cooldown }
    				}
    				preferred_limit = {
    					NOT = { society_rank == 4 }
    				}
    				preferred_limit = {
    					war = no
    				}
    				set_character_flag = learning_patience@event_target:teacher
    				save_event_target_as = student
    			}
    			set_character_flag = teaching_patience@event_target:student
    		}
    		10 = {
    			trigger = {
		    		trait = diligent
		    		any_society_member = {
						is_available_fellow_society_member_trigger = yes
						NOT = { trait = diligent }
						NOT = { has_character_modifier = teaching_moment_cooldown }
			        }
    			}
    			modifier = { #more likely if someone is actually Slotful
    				factor = 2
    				any_society_member = {
						is_available_fellow_society_member_trigger = yes
						trait = slothful
						NOT = { has_character_modifier = teaching_moment_cooldown }
			        }
    			}
    			random_society_member = {
    				limit = {
	    				is_available_fellow_society_member_trigger = yes
						NOT = { trait = diligent }
						NOT = { has_character_modifier = teaching_moment_cooldown }
    				}
    				preferred_limit = {
    					NOT = { society_rank == 4 }
    				}
    				preferred_limit = {
    					war = no
    				}
    				set_character_flag = learning_diligence@event_target:teacher
    				save_event_target_as = student
    			}
    			set_character_flag = teaching_diligence@event_target:student
    		}
    	}
    	event_target:student = {
    		add_character_modifier = { name = teaching_moment_cooldown duration = 1825 hidden = yes } #to prevent spam
    	}
    	character_event = { id = HF.14001 }
    }
}

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

character_event = { # Notify players when a lodge member is killed in a duel, event fired on member who died
	id = AmzCulSoc.156
	hide_window = yes
	
	is_triggered_only = yes
	
	is_in_society = yes

	trigger = {
		society_member_of = warrior_lodge_amazonian
		OR = {
			death_reason = death_duel
			death_reason = death_battle_duel
			death_reason = death_mission_duel
		}
	}
	
	immediate = {
		hidden_tooltip = { # Inform players that fellow society member has been killed in a duel
			save_event_target_as = lodge_member_killed
			killer = {
				save_event_target_as = lodge_member_killer
			}
			any_player = {
				limit = {
					same_society_as = ROOT
					NOT = {
						character = ROOT
					}
				}
				character_event = { id = HF.561 }
			}
		}
	}
}

