#On-action combat event: Character skill improves

#On-action battle_won: Heroism shown.
character_event = {
	id = 260
	hide_window = yes

	is_triggered_only = yes

	trigger = {
		is_alive = yes
	}

	weight_multiplier = {
		days = 1
		modifier = {
			factor = 4
			has_focus = focus_tactics
		}
		modifier = {
			factor = 1.5
			trait = brave
		}
		modifier = {
			factor = 1.5
			martial = 10
		}

		modifier = {
			trait = genius
			factor = 1.2
		}
		modifier = {
			trait = quick
			factor = 1.1
		}
		modifier = {
			trait = slow
			factor = 0.9
		}

		modifier = {
			trait = imbecile
			factor = 0.2
		}
		modifier = {
			trait = inbred
			factor = 0.2
		}
		modifier = {
			trait = strong
			factor = 1.5
		}
		modifier = {
			trait = weak
			factor = 0.8
		}
				modifier = {
			factor = 0.8
			trait = stressed
		}
		modifier = {
			factor = 0.8
			trait = depressed
		}
		modifier = {
			factor = 0.75
			trait = lunatic
		}
		modifier = {
			factor = 0.75
			trait = possessed
		}
		modifier = {
			factor = 0.9
			trait = ill
		}
		modifier = {
			factor = 0.8
			trait = pneumonic
		}
		modifier = {
			factor = 0.8
			trait = syphilitic
		}
		modifier = {
			factor = 0.5
			trait = leper
		}
		modifier = {
			factor = 0.9
			trait = wounded
		}
		modifier = {
			factor = 0.8
			trait = maimed
		}
		modifier = {
			factor = 0.5
			trait = infirm
		}
		modifier = {
			factor = 0.4
			trait = incapable
		}
		modifier = {
			factor = 0.5
			trait = drunkard
		}
		modifier = {
			factor = 0.5
			trait = has_tuberculosis
		}
		modifier = {
			factor = 0.5
			trait = has_typhoid_fever
		}
		modifier = {
			factor = 0.5
			trait = has_typhus
		}
		modifier = {
			factor = 0.5
			trait = has_bubonic_plague
		}
		modifier = {
			factor = 0.5
			trait = has_measles
		}
		modifier = {
			factor = 0.5
			trait = has_small_pox
		}

	}

	immediate = {
		random_list = {
			16 = { character_event = { id = 262 } }
			16 = { character_event = { id = 263 } }
			16 = { character_event = { id = 264 } }
			16 = { character_event = { id = 265 } }
			16 = { character_event = { id = 266 } }
			16 = { character_event = { id = 267 } }
		}
	}

	option = {
		name = OK
	}
}


#On-action battle_won: Soldier Distinguishes himself.
character_event = {
	id = 261
	desc = EVTDESC261
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war

	hide_from = yes

	is_triggered_only = yes

	trigger = {
		is_alive = yes
	}

	weight_multiplier = {
		days = 1
		modifier = {
			factor = 1.5
			trait = disciplined
		}
		modifier = {
			factor = 1.5
			trait = radical
		}
		modifier = {
			factor = 0.2
			trait = cold
		}
		modifier = {
			factor = 0.2
			trait = pragmatic
		}
	}

	option = {
		name = EXCELLENT
		create_random_soldier = {
			random_traits = yes
			female = no
			religion = ROOT
			culture = ROOT
			dynasty = culture
		}
		new_character = { set_dynasty_flag = flag_approved_dynasty }
	}
}

# Heroism Shown 1
character_event = {
	id = 262
	desc = EVTDESC262
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTA262
		prestige = 100
	}
}

# Heroism Shown 2
character_event = {
	id = 263
	desc = EVTDESC263
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTA262
		prestige = 100
	}
}

# Heroism Shown 3
character_event = {
	id = 264
	desc = EVTDESC264
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTA262
		prestige = 100
	}
}

# Heroism Shown 4
character_event = {
	id = 265
	desc = EVTDESC265
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTA262
		prestige = 100
	}
}

# Heroism Shown 5
character_event = {
	id = 266
	desc = EVTDESC266
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTA262
		prestige = 100
	}
}

# Heroism Shown 6
character_event = {
	id = 267
	desc = EVTDESC267
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTA262
		prestige = 100
	}
}


#On-action battle_lost: Imprisoned by the enemy
character_event = {
	id = 250
	desc = EVTDESC250
	picture = GFX_evt_into_the_dungeon
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	trigger = {
		is_alive = yes
		prisoner = no
		NOT = {
			character = FROM
		}
	}

	weight_multiplier = {
		days = 1
		
		# Prioritize taking prisoners for assimilation
		modifier = {
			factor = 10
			FROM = { trait = hiver_implant }
			NOT = { trait = hiver_implant }
		}

		modifier = {
			factor = 1.25
			trait = brave
		}
		modifier = {
			factor = 0.25
			trait = craven
		}
		modifier = {
			factor = 0.25
			trait = cold
		}

		modifier = {
			factor = 1.25
			trait = stressed
		}
		modifier = {
			factor = 1.25
			trait = depressed
		}
		modifier = {
			factor = 1.5
			trait = lunatic
		}
		modifier = {
			factor = 1.5
			trait = possessed
		}
		modifier = {
			factor = 1.1
			trait = ill
		}
		modifier = {
			factor = 1.25
			trait = pneumonic
		}
		modifier = {
			factor = 1.25
			trait = syphilitic
		}
		modifier = {
			factor = 2.0
			trait = leper
		}
		modifier = {
			factor = 1.15
			trait = wounded
		}
		modifier = {
			factor = 1.25
			trait = maimed
		}
		modifier = {
			factor = 2.0
			trait = infirm
		}
		modifier = {
			factor = 3.0
			trait = incapable
		}
		modifier = {
			factor = 1.1
			trait = drunkard
		}
		modifier = {
			factor = 1.1
			trait = has_tuberculosis
		}
		modifier = {
			factor = 1.1
			trait = has_typhoid_fever
		}
		modifier = {
			factor = 1.5
			trait = has_typhus
		}
		modifier = {
			factor = 1.5
			trait = has_bubonic_plague
		}
		modifier = {
			factor = 1.1
			trait = has_measles
		}
		modifier = {
			factor = 1.1
			trait = has_small_pox
		}
		modifier = {
			factor = 0.5
			tier = duke
		}
		modifier = {
			factor = 0.25
			tier = king
		}
		modifier = {
			factor = 0.125
			tier = emperor
		}
	}

	option = {
		name = CURSES
		imprison = FROM
		hidden_tooltip = {
			FROM = {
				character_event = {
					id = 50020 # imprisoned_events.txt
				}
			}
		}
	}
}

# Leading attacker dies, will never trigger from code
letter_event = {
	id = 251
	is_triggered_only = yes
	border = GFX_event_letter_frame_war

	trigger = {
		ai = no
	}

	desc = EVTDESC251

	option = {
		name = OK
	}
}

# Leading defender dies, will never trigger from code
letter_event = {
	id = 252
	desc = EVTDESC251
	border = GFX_event_letter_frame_war

	is_triggered_only = yes

	trigger = {
		ai = no
	}

	option = {
		name = OK
	}
}

### Combat Trait Events

# Event 1
character_event = {
	id = 96500
	desc = EVTDESC96500
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	trigger = {
		can_have_more_leadership_traits = yes
		is_alive = yes
	}

	weight_multiplier = {
		days = 1
		modifier = {
			factor = 4
			has_focus = focus_tactics
		}
		modifier = {
			factor = 1.5
			martial = 10
		}
		modifier = {
			factor = 1.5
			martial = 14
		}
		modifier = {
			factor = 1.5
			trait = brave
		}
		modifier = {
			factor = 0.5
			trait = craven
		}
		modifier = {
			trait = genius
			factor = 1.5
		}
		modifier = {
			trait = quick
			factor = 1.2
		}
		modifier = {
			trait = slow
			factor = 0.5
		}
		modifier = {
			trait = imbecile
			factor = 0.1
		}
		modifier = {
			trait = inbred
			factor = 0.7
		}
		modifier = {
			trait = strong
			factor = 1.2
		}
		modifier = {
			trait = weak
			factor = 0.8
		}
		modifier = {
			factor = 0.85
			trait = stressed
		}
		modifier = {
			factor = 0.85
			trait = depressed
		}
		modifier = {
			factor = 0.5
			trait = lunatic
		}
		modifier = {
			factor = 0.5
			trait = possessed
		}
		modifier = {
			factor = 0.9
			trait = ill
		}
		modifier = {
			factor = 0.6
			trait = infirm
		}
		modifier = {
			factor = 0.9
			trait = drunkard
		}
	}

	option = {
		name = EVTOPTE96500 # Cavalry
		trigger = {
			NOT = {
				trait = warship_captain
				trait = fighter_pilot
				trait = marine_colonel
			}
		}
		add_trait = warship_captain
	}
	option = {
		name = EVTOPTF96500 # Light Infantry
		trigger = {
			NOT = {
				trait = warship_captain
				trait = fighter_pilot
				trait = marine_colonel
			}
		}
		add_trait = fighter_pilot
	}
	option = {
		name = EVTOPTG96500 # Heavy Infantry
		trigger = {
			NOT = {
				trait = warship_captain
				trait = fighter_pilot
				trait = marine_colonel
			}
		}
		add_trait = marine_colonel
	}
}

# Event 2
character_event = {
	id = 96501
	desc = EVTDESC96500
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	trigger = {
		can_have_more_leadership_traits = yes
		is_alive = yes
	}

	weight_multiplier = {
		days = 1
		modifier = {
			factor = 4
			has_focus = focus_tactics
		}
		modifier = {
			factor = 1.5
			trait = brave
		}
		modifier = {
			factor = 0.5
			trait = craven
		}
		modifier = {
			trait = genius
			factor = 1.5
		}
		modifier = {
			trait = quick
			factor = 1.2
		}
		modifier = {
			trait = slow
			factor = 0.5
		}
		modifier = {
			trait = imbecile
			factor = 0.1
		}
		modifier = {
			trait = inbred
			factor = 0.7
		}
		modifier = {
			trait = strong
			factor = 1.2
		}
		modifier = {
			trait = weak
			factor = 0.8
		}
		modifier = {
			factor = 0.85
			trait = stressed
		}
		modifier = {
			factor = 0.85
			trait = depressed
		}
		modifier = {
			factor = 0.5
			trait = lunatic
		}
		modifier = {
			factor = 0.5
			trait = possessed
		}
		modifier = {
			factor = 0.9
			trait = ill
		}
		modifier = {
			factor = 0.6
			trait = infirm
		}
		modifier = {
			factor = 0.9
			trait = drunkard
		}
	}

	option = { # Organizer
		name = EVTOPTA96502
		trigger = {
			NOT = {
				trait = organizer
			}
		}
		add_trait = organizer
	}
	option = { # Experimenter
		name = EVTOPTB96502
		trigger = {
			NOT = {
				trait = experimenter
			}
		}
		add_trait = experimenter
	}
	option = { # Holy Warrior
		name = EVTOPTC96502
		trigger = {
			trait = radical
			NOT = {
				trait = holy_warrior
				trait = skeptical
			}
		}
		add_trait = holy_warrior
	}
	option = { # Unyielding
		name = EVTOPTD96502
		trigger = {
			NOT = {
				trait = unyielding_leader
			}
		}
		add_trait = unyielding_leader
	}
}

# Event 3
character_event = {
	id = 96502
	desc = EVTDESC96500
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	trigger = {
		can_have_more_leadership_traits = yes
		is_alive = yes
	}

	weight_multiplier = {
		days = 1
		modifier = {
			factor = 4
			has_focus = focus_tactics
		}
		modifier = {
			factor = 1.5
			trait = brave
		}
		modifier = {
			factor = 0.5
			trait = craven
		}
		modifier = {
			trait = genius
			factor = 1.5
		}
		modifier = {
			trait = quick
			factor = 1.2
		}
		modifier = {
			trait = slow
			factor = 0.5
		}
		modifier = {
			trait = imbecile
			factor = 0.1
		}
		modifier = {
			trait = inbred
			factor = 0.7
		}
		modifier = {
			trait = strong
			factor = 1.2
		}
		modifier = {
			trait = weak
			factor = 0.8
		}
		modifier = {
			factor = 0.85
			trait = stressed
		}
		modifier = {
			factor = 0.85
			trait = depressed
		}
		modifier = {
			factor = 0.5
			trait = lunatic
		}
		modifier = {
			factor = 0.5
			trait = possessed
		}
		modifier = {
			factor = 0.9
			trait = ill
		}
		modifier = {
			factor = 0.6
			trait = infirm
		}
		modifier = {
			factor = 0.9
			trait = drunkard
		}
	}

	option = {
		name = EVTOPTH96500 # Aggressive
		trigger = {
			NOT = {
				trait = defensive_leader
				trait = aggressive_leader
			}
		}
		add_trait = aggressive_leader
	}
	option = {
		name = EVTOPTI96500 # Defensive
		trigger = {
			NOT = {
				trait = defensive_leader
				trait = aggressive_leader
			}
		}
		add_trait = defensive_leader
	}
	option = {
		name = EVTOPTJ96500 # Inspiring
		trigger = {
			NOT = {
				trait = inspiring_leader
			}
		}
		add_trait = inspiring_leader
	}
	option = { # Trickster
		name = EVTOPTH96501
		trigger = {
			NOT = {
				trait = trickster
			}
		}
		add_trait = trickster
	}
}