#On-action combat event: Killed in action
character_event = {
	id = 242
	desc = EVTDESC242	
	picture = GFX_evt_death
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	trigger = {
		NOT = { trait = berserker }
	}

	weight_multiplier = {
		days = 1
		modifier = {
			factor = 0.5
			trait = craven
		}
		modifier = {
			trait = clubfooted
			factor = 1.25
		}
		modifier = {
			trait = hunchback
			factor = 1.25
		}
		modifier = {
			trait = lisp
			factor = 1.1
		}
		modifier = {
			trait = stutter
			factor = 1.1
		}
		modifier = {
			trait = dwarf
			factor = 1.25
		}		
		modifier = {
			trait = genius
			factor = 0.7
		}
		modifier = {
			OR = {
				trait = quick
				trait = shrewd
			}
			factor = 0.9
		}	
		modifier = {
			OR = {
				trait = slow
				trait = dull
			}
			factor = 2.0
		}
		
		modifier = {
			trait = imbecile
			factor = 3.0
		}
		modifier = {
			trait = inbred
			factor = 3.0
		}
		modifier = {
			is_strong_trigger = yes
			factor = 0.7
		}
		modifier = {
			is_weak_trigger = yes
			factor = 2.5
		}		
		modifier = {
			factor = 1.25
			trait = stressed
		}
		modifier = {
			factor = 1.25
			trait = depressed
		}
		modifier = {
			factor = 1.1
			is_ill = yes
		}
		modifier = {
			factor = 1.15
			trait = pneumonic
		}
		modifier = {
			factor = 1.15
			trait = syphilitic
		}
		modifier = {
			factor = 2.0
			trait = leper
		}
		modifier = {
			factor = 1.15
			trait = wounded
		}
		modifier = {
			factor = 1.25
			is_maimed_trigger = yes
		}
		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
		}		
	}
	
	immediate = {
		liege = {
			if = {
				limit = { NOT = { character = ROOT } }
				character_event = { id = 253 }
			}
		}
		FROMFROM = {
			if = {
				limit = { 
					NOR = { 
						is_vassal_or_below = ROOT
						character = ROOT
					}
				}
				set_character_flag = temp_battle_kill_242
				character_event = { id = 249 }
			}
		}
		FROM = {
			if = {
				limit = { 
					NOR = { 
						has_character_flag = temp_battle_kill_242
						is_vassal_or_below = ROOT
						character = ROOT
					}
				}
				character_event = { id = 249 }
			}
		}
		FROMFROM = {
			clr_character_flag = temp_battle_kill_242
		}
		if = {
			limit = {
				OR = {
					is_liege_or_above = FROM
					FROM = { character = ROOT }
					NOT = { FROM = { always = yes } }
				}
			}
			death = {
				death_reason = death_battle
			}
			break = yes
		}
		death = {
			death_reason = death_battle
			killer = FROM
		}
	}
	
	option = {
		name = ALAS
	}	
}

#On-action combat event: Wounded in action
character_event = {
	id = 243
	desc = EVTDESC243
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	trigger = {
		NOT = { trait = wounded }
		can_be_maimed_trigger = yes
		NOT = { trait = berserker }
		is_alive = yes
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 5
			has_character_modifier = proving_bravery
		}
		modifier = {
			factor = 0.5
			trait = craven
		}
		modifier = {
			trait = clubfooted
			factor = 1.25
		}
		modifier = {
			trait = hunchback
			factor = 1.25
		}
		modifier = {
			trait = lisp
			factor = 1.1
		}
		modifier = {
			trait = stutter
			factor = 1.1
		}
		modifier = {
			trait = dwarf
			factor = 1.25
		}		
		modifier = {
			trait = genius
			factor = 0.7
		}
		modifier = {
			OR = {
			trait = quick
			trait = shrewd
		}
			factor = 0.9
		}	
		modifier = {
			OR = {
				trait = slow
				trait = dull
			}
			factor = 2.0
		}
		
		modifier = {
			trait = imbecile
			factor = 3.0
		}
		modifier = {
			trait = inbred
			factor = 3.0
		}
		modifier = {
			is_strong_trigger = yes
			factor = 0.7
		}
		modifier = {
			is_weak_trigger = yes
			factor = 2.5
		}		
		modifier = {
			factor = 1.25
			trait = depressed
		}
		modifier = {
			factor = 1.5
			trait = lunatic
		}
		modifier = {
			factor = 1.5
			trait = possessed
		}
		modifier = {
			factor = 1.1
			is_ill = yes
		}
		modifier = {
			factor = 1.15
			trait = pneumonic
		}
		modifier = {
			factor = 1.15
			trait = syphilitic
		}
		modifier = {
			factor = 2.0
			trait = leper
		}
		modifier = {
			factor = 1.25
			is_maimed_trigger = yes
		}
		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
		}		
		
	}
	
	option = {
		name = CURSES
		add_trait = wounded
	}
}

#On-action combat event: Maimed in action
character_event = {
	id = 244
	desc = EVTDESC244
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war

	is_triggered_only = yes
	
	
	trigger = {
		NOT = { trait = maimed }
		NOT = { trait = mangled }
		NOT = { 
			AND = {
				trait = one_eyed
				trait = one_handed 
				trait = one_legged 
				trait = disfigured 
			}
		}
		NOT = { trait = berserker }
		is_alive = yes
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 5
			has_character_modifier = proving_bravery
		}
		modifier = {
			factor = 0.5
			trait = craven
		}
		modifier = {
			trait = clubfooted
			factor = 1.25
		}
		modifier = {
			trait = hunchback
			factor = 1.25
		}
		modifier = {
			trait = lisp
			factor = 1.1
		}
		modifier = {
			trait = stutter
			factor = 1.1
		}
		modifier = {
			trait = dwarf
			factor = 1.25
		}		
		modifier = {
			trait = genius
			factor = 0.7
		}
		modifier = {
			OR = {
				trait = quick
				trait = shrewd
			}
			factor = 0.9
		}	
		modifier = {
			OR = {
				trait = slow
				trait = dull
			}
			factor = 2.0
		}
		
		modifier = {
			trait = imbecile
			factor = 3.0
		}
		modifier = {
			trait = inbred
			factor = 3.0
		}
		modifier = {
			is_strong_trigger = yes
			factor = 0.7
		}
		modifier = {
			is_weak_trigger = yes
			factor = 2.5
		}		
		modifier = {
			factor = 1.25
			trait = depressed
		}
		modifier = {
			factor = 1.5
			trait = lunatic
		}
		modifier = {
			factor = 1.5
			trait = possessed
		}
		modifier = {
			factor = 1.1
			is_ill = yes
		}
		modifier = {
			factor = 1.15
			trait = pneumonic
		}
		modifier = {
			factor = 1.15
			trait = syphilitic
		}
		modifier = {
			factor = 2.0
			trait = leper
		}
		modifier = {
			factor = 1.15
			trait = wounded
		}
		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
		}		

	}
	
	option = {
		name = CURSES
		add_maimed_trait_effect = yes
	}
}

#On-action combat event: Serious head injury in action
character_event = {
	id = 245
	#desc = EVTDESC245
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	desc = {
		picture = GFX_evt_battle
		text = EVTDESC245
		trigger = { has_character_flag = wounded_incapable }
	}
	desc = {
		picture = GFX_evt_battle
		text = 245.d2
		trigger = { has_character_flag = wounded_disfigured }
	}

	is_triggered_only = yes
	
	immediate = {
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			random_list = {
				60 = {
					modifier = {
						factor = 0
						trait = disfigured						
					}
					set_character_flag = wounded_disfigured
				}
				40 = {
					set_character_flag = wounded_incapable
				}
			}
		}
	}
	
	
	trigger = {
		NOT = { trait = incapable }
		immortal = no
		is_alive = yes
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 5
			has_character_modifier = proving_bravery
		}
		modifier = {
			factor = 0.5
		
			trait = craven
		}
		modifier = {
			trait = clubfooted
			factor = 1.25
		}
		modifier = {
			trait = hunchback
			factor = 1.25
		}
		modifier = {
			trait = lisp
			factor = 1.1
		}
		modifier = {
			trait = stutter
			factor = 1.1
		}
		modifier = {
			trait = dwarf
			factor = 1.25
		}		
		modifier = {
			trait = genius
			factor = 0.5
		}
		modifier = {
			OR = {
				trait = quick
				trait = shrewd
			}
			factor = 0.8
		}	
		modifier = {
			OR = {
				trait = slow
				trait = dull
			}
			factor = 2.0
		}
		modifier = {
			trait = imbecile
			factor = 3.0
		}
		modifier = {
			trait = inbred
			factor = 3.0
		}
		modifier = {
			is_strong_trigger = yes
			factor = 0.7
		}
		modifier = {
			is_weak_trigger = yes
			factor = 2.5
		}
		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
			is_ill = yes
		}
		modifier = {
			factor = 1.15
			trait = pneumonic
		}
		modifier = {
			factor = 1.15
			trait = syphilitic
		}
		modifier = {
			factor = 2.0
			trait = leper
		}
		modifier = {
			factor = 1.15
			trait = wounded
		}
		modifier = {
			factor = 1.25
			is_maimed_trigger = yes
		}
		modifier = {
			factor = 2.0
			trait = infirm
		}
		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
		}
	}

	option = {
		name = CURSES
		if = {
			limit = {
				NOT = {
					has_dlc = "Reapers"
				}
			}
			add_trait = incapable
			break = yes
		}
		if = {
			limit = {
				has_dlc = "Reapers"
				has_character_flag = wounded_disfigured
			}
			add_trait = disfigured 
			add_trait = severely_injured 
			resolve_severely_injured_effect = yes
			clr_character_flag = wounded_disfigured
			break = yes
		}
		if = {
			limit = {
				has_character_flag = wounded_incapable
			}
			add_trait = incapable
			clr_character_flag = wounded_incapable
		}
	}
}

#On-action combat event: Character skill improves
character_event = {
	id = 246
	desc = EVTDESC246
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	trigger = {
		is_alive = yes
		OR = {
			trait = misguided_warrior
			trait = tough_soldier
			trait = skilled_tactician
		}
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 1.5
			trait = brave
		}
		modifier = {
			factor = 0.5
			trait = craven
		}
		modifier = {
			trait = genius
			factor = 1.5
		}
		modifier = {
			OR = {
				trait = quick
				trait = shrewd
			}
			factor = 1.2
		}	
		modifier = {
			OR = {
				trait = slow
				trait = dull
			}
			factor = 0.9
		}
		
		modifier = {
			trait = imbecile
			factor = 0.2
		}
		modifier = {
			trait = inbred
			factor = 0.2
		}
		modifier = {
			is_strong_trigger = yes
			factor = 1.5
		}
		modifier = {
			is_weak_trigger = yes
			factor = 0.8
		}	
		modifier = {
			factor = 0.8
			trait = depressed
		}
		modifier = {
			factor = 0.9
			is_ill = yes
		}
		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
			is_maimed_trigger = yes
		}
		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
		}
	}

	option = {
		name = EXCELLENT
		if = {
			limit = {
				trait = skilled_tactician
			}
			remove_trait = skilled_tactician
			add_trait = brilliant_strategist
		}
		if = {
			limit = {
				trait = tough_soldier
			}
			remove_trait = tough_soldier
			add_trait = skilled_tactician
		}
		if = {
			limit = {
				trait = misguided_warrior
			}
			remove_trait = misguided_warrior
			add_trait = tough_soldier
		}
	}
}

#On-action combat event: Flat improvement to martial skill
character_event = {
	id = 247
	desc = EVTDESC247
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	notification = yes

	trigger = {
		is_alive = yes
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 1.5
			trait = brave
		}
		modifier = {
			factor = 0.5
			trait = craven
		}
		modifier = {
			trait = genius
			factor = 2
		}
		modifier = {
			OR = {
				trait = quick
				trait = shrewd
			}
			factor = 1.4
		}	
		modifier = {
			OR = {
				trait = slow
				trait = dull
			}
			factor = 0.9
		}
		
		modifier = {
			trait = imbecile
			factor = 0.2
		}
		modifier = {
			trait = inbred
			factor = 0.2
		}
		modifier = {
			is_strong_trigger = yes
			factor = 1.5
		}
		modifier = {
			is_weak_trigger = yes
			factor = 0.8
		}			
		modifier = {
			factor = 0.9
			is_ill = yes
		}
		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
			is_maimed_trigger = yes
		}
		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 = {
		change_martial = 1
	}

	option = {
		name = EXCELLENT
	}
}

#On-action combat event: Tech Increase in Capital
character_event = {
	id = 248
	desc = EVTDESC248
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	trigger = {
		is_alive = yes
		is_landed = yes
		OR = {
			trait = brilliant_strategist
			trait = skilled_tactician
		}
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 3
			has_focus = focus_scholarship
		}
		modifier = {
			factor = 1.5
			trait = brave
		}
		modifier = {
			factor = 0.5
			trait = craven
		}
		modifier = {
			trait = genius
			factor = 3.0
		}
		modifier = {
			OR = {
				trait = quick
				trait = shrewd
			}
			factor = 2.0
		}	
		modifier = {
			OR = {
				trait = slow
				trait = dull
			}
			factor = 0.1
		}

		modifier = {
			trait = imbecile
			factor = 0
		}
		modifier = {
			trait = inbred
			factor = 0.2
		}
		modifier = {
			factor = 0.9
			is_ill = yes
		}
		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
			is_maimed_trigger = yes
		}
		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
		}
	}

	option = {
		name = EXCELLENT
		capital_scope = {
			add_province_modifier = {
				name = war_knowledge
				duration = 365
			}
		}		
	}
}

#Opponent is informed that enemy commander has been killed
character_event = {
	id = 249
	desc = EVTDESC249
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	trigger = {
		is_alive = yes
	}

	option = {
		name = EVTOPTA249
	}
}

#Opponent is informed that enemy commander has been killed
character_event = {
	id = 253
	desc = EVTDESC253
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	trigger = {
		is_alive = yes
	}

	option = {
		name = ALAS
	}
}

#On-action combat event: Becoming Brave
character_event = {
	id = 270
	desc = EVTDESC270
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	trigger = {
		is_alive = yes
		NOT = { trait = brave }
		NOT = { trait = craven }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 5
			has_character_modifier = proving_bravery
		}
		modifier = {
			trait = genius
			factor = 1.2
		}
		modifier = {
			OR = {
				trait = quick
				trait = shrewd
			}
			factor = 1.1
		}	
		modifier = {
			OR = {
				trait = slow
				trait = dull
			}
			factor = 0.9
		}
		
		modifier = {
			trait = imbecile
			factor = 0.2
		}
		modifier = {
			trait = inbred
			factor = 0.2
		}
		modifier = {
			is_strong_trigger = yes
			factor = 1.5
		}
		modifier = {
			is_weak_trigger = yes
			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
			is_ill = yes
		}
		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
			is_maimed_trigger = yes
		}
		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
		}

	}

	option = {
		name = EXCELLENT
		add_trait = brave
		add_blood_splatter_effect = yes
	}
}

#On-action combat event: Becoming Craven
character_event = {
	id = 271
	desc = EVTDESC271
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	trigger = {
		is_alive = yes
		NOT = { trait = brave }
		NOT = { trait = craven }
		NOT = { trait = berserker }
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			trait = clubfooted
			factor = 1.25
		}
		modifier = {
			trait = hunchback
			factor = 1.25
		}
		modifier = {
			trait = lisp
			factor = 1.1
		}
		modifier = {
			trait = stutter
			factor = 1.1
		}
		modifier = {
			trait = dwarf
			factor = 1.25
		}		
		modifier = {
			trait = genius
			factor = 0.5
		}
		modifier = {
			OR = {
				trait = quick
				trait = shrewd
			}
			factor = 0.6
		}	
		modifier = {
			OR = {
				trait = slow
				trait = dull
			}
			factor = 2.0
		}
		
		modifier = {
			trait = imbecile
			factor = 3.0
		}
		modifier = {
			trait = inbred
			factor = 3.0
		}
		modifier = {
			is_strong_trigger = yes
			factor = 0.5
		}
		modifier = {
			is_weak_trigger = yes
			factor = 2.5
		}		
		modifier = {
			factor = 1.1
			is_ill = yes
		}
		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
			is_maimed_trigger = yes
		}
		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
		}		
	}

	option = {
		name = CURSES
		add_trait = craven
	}
}

#On-action combat event: Becoming Wroth
character_event = {
	id = 272
	desc = EVTDESC272
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	trigger = {
		is_alive = yes
		NOT = { trait = wroth }
		NOT = { trait = patient }
	}
	
	weight_multiplier = {
		days = 1
	}

	option = {
		name = CURSES
		add_trait = wroth
		add_blood_splatter_effect = yes
	}
}

#On-action combat event: Becoming Patient
character_event = {
	id = 273
	desc = EVTDESC273
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war

	is_triggered_only = yes
	
	trigger = {
		is_alive = yes
		NOT = { trait = wroth }
		NOT = { trait = patient }
	}
	
	weight_multiplier = {
		days = 1
	}

	option = {
		name = EXCELLENT
		add_trait = patient
	}
}

#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 = 1.5
			trait = brave
		}		
		modifier = {
			factor = 1.5
			martial = 10
		}		

		modifier = {
			trait = genius
			factor = 1.2
		}
		modifier = {
			OR = {
				trait = quick
				trait = shrewd
			}
			factor = 1.1
		}	
		modifier = {
			OR = {
				trait = slow
				trait = dull
			}
			factor = 0.9
		}
		
		modifier = {
			trait = imbecile
			factor = 0.2
		}
		modifier = {
			trait = inbred
			factor = 0.2
		}
		modifier = {
			is_strong_trigger = yes
			factor = 1.5
		}
		modifier = {
			is_weak_trigger = yes
			factor = 0.8
		}
		modifier = {
			factor = 0.9
			is_ill = yes
		}
		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
			is_maimed_trigger = yes
		}
		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
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	hide_from = yes
	
	is_triggered_only = yes
	
	trigger = {
		is_alive = yes
		ai = no
	}
	
	immediate = {
		create_random_soldier = {
			random_traits = yes
			dynasty = random
			female = no
			religion = random
			culture = random
			attributes = {
				martial = 23
				stewardship = 0
				diplomacy = 4
				learning = 0
				intrigue = 6
			}
		}
		new_character = {
			add_blood_splatter_effect = yes
			remove_trait = craven
			save_event_target_as = soldier_target
		}
	}

	desc = {
		trigger = {
			NOR = {
				has_character_modifier = good_battle_omen
				has_character_modifier = bad_battle_omen
			}
		}
		text = EVTDESC261
	}
	
	desc = {
		trigger = {
			has_dlc = "Mystics"
			has_character_modifier = good_battle_omen
		}
		text = EVTDESC261_good_battle_omen
	}
	desc = {
		trigger = {
			has_dlc = "Mystics"
			has_character_modifier = bad_battle_omen
		}
		text = EVTDESC261_bad_battle_omen
	}

	weight_multiplier = {
		days = 1
		modifier = {
			factor = 1.5
			trait = patient
		}		
		modifier = {
			factor = 1.5
			trait = just
		}		
		modifier = {
			factor = 1.5
			trait = diligent
		}		
		modifier = {
			factor = 0.2
			trait = deceitful
		}		
		modifier = {
			factor = 0.2
			trait = arbitrary
		}
		modifier = {
			factor = 2
			has_character_modifier = good_battle_omen
		}
		modifier = {
			factor = 0.9
			has_character_modifier = bad_battle_omen
		}
	}

	option = {
		name = EXCELLENT
		event_target:soldier_target = {
			prestige = 50
		}
		trigger = {
			NOR = {
				has_character_modifier = good_battle_omen
				has_character_modifier = bad_battle_omen
			}
		}
	}
	option = {
		name = 261_OPTA

		event_target:soldier_target = {
			prestige = 50
		}
		upgrade_seer_modifier_effect = yes
		trigger = {
			has_dlc = "Mystics"
			has_character_modifier = good_battle_omen
		}
	}
	option = {
		name = 261_OPTB
		event_target:soldier_target = {
			prestige = 50
		}
		downgrade_seer_modifier_effect = yes
		trigger = {
			has_dlc = "Mystics"
			has_character_modifier = bad_battle_omen
		}
	}
	after = {
		remove_scrying_omen_modifiers_effect = yes
	}
}

# 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
	title = captured_in_battle
	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
		bad_soldier_outcome_score = yes
		title_tier_reduction_score = yes
		modifier = {
			FROM = { trait = norse_leader }
			factor = 1.5
		}
		
		modifier = {
			factor = 2 # if the enemy leader has a particular bloodline
			FROM = {
				any_owned_bloodline = {
					has_bloodline_flag = bloodline_fearsome
				}
			}
		}
		modifier = {
			factor = 3 # if the enemy leader was a warrior lodge member
			FROM = {
				is_member_of_any_warrior_lodge_trigger = yes
				society_rank > 1 #Must be rank 2 or higher
			}
		}

		modifier = {
			factor = 0.5 # has a wonder upgrade that allows you to run away easier
			any_realm_wonder = {
				has_wonder_upgrade = upgrade_hidden_passageways
			}
		}
	}
	
	immediate = {
		save_event_target_as = captured_commander
		location = { save_event_target_as = battlefield_location }
		FROM = { save_event_target_as = enemy_liege }
		#You are captured...
		imprison = event_target:enemy_liege #ROOT is imprisoned *by* enemy_liege.
	}

	option = {
		name = CURSES
		hidden_tooltip = {
			FROM = {
				character_event = { 
					id = 50020 # imprisoned_events.txt #Enemy_liege is notified about your capture...
				}
			}
		}
	}
}

# 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
	}
}

#Marshal: Unnecessary violence
character_event = {
	id = 255
	desc = EVTDESC255
	picture = GFX_evt_torture
	border = GFX_event_normal_frame_war
	
	capable_only = yes
	war = yes
	
	is_triggered_only = yes
	
	trigger = {
		in_command = yes
		has_job_title = job_marshal
		trait = cruel
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTOPTA255
		prestige = -20
		piety = -20
		hidden_tooltip = {
			liege = {
				character_event = {
					id = 256
				}
			}
		}
	}
}

#Liege: Marshal used unnecessary violence
character_event = {
	id = 256
	desc = EVTDESC256
	picture = GFX_evt_torture
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	option = {
		name = EVTOPTA256 #That's the cruelty of war
		prestige = -5
	}
	option = {
		name = EVTOPTB256 #Disapprove of his conduct
		opinion = {
			modifier = opinion_disapprove
			who = FROM
			years = 5
		}
	}
	option = {
		name = EVTOPTC256 #He's right, we should terrorise our enemy
		opinion = {
			modifier = opinion_approves
			who = FROM
			years = 5
		}
		prestige = -10
		random = {
			chance = 25
			
			add_trait = cruel
			hidden_tooltip = {
				character_event ={
					id = 38259 #Notify Cruel
				}
			}
		}
	}
}

### 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 = { 
		is_alive = yes
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 1.5
			martial = 10
		}
		modifier = {
			factor = 1.5
			martial = 14
		modifier = {
			factor = 2
			martial = 20
		}	
		modifier = {
			factor = 1.5
			trait = brave
		}
		modifier = {
			factor = 0.5
			trait = craven
		}
		modifier = {
			trait = genius
			factor = 2
		}
		modifier = {
			OR = {
				trait = quick
				trait = shrewd
			}
			factor = 1.2
		}	
		modifier = {
			OR = {
				trait = slow
				trait = dull
			}
			factor = 0.5
		}
		modifier = {
			trait = imbecile
			factor = 0.1
		}
		modifier = {
			trait = inbred
			factor = 0.7
		}
		modifier = {
			is_strong_trigger = yes
			factor = 1.2
		}
		modifier = {
			is_weak_trigger = yes
			factor = 0.8
		}		
		modifier = {
			factor = 0.9
			is_ill = yes
		}
		modifier = {
			factor = 0.6
			trait = infirm
		}
		modifier = {
			factor = 0.9
			trait = drunkard
		}
	}

	option = {
		name = EVTOPTK96500 # Jungle Terrain Specialization
		trigger = {
			location = { terrain = jungle }
			NOT = { trait = jungle_terrain_leader }
		}
		add_trait = jungle_terrain_leader
	}
	option = {
		name = EVTOPTL96500 # War elephants
		trigger = {
			has_dharmic_religion_trigger = yes
			NOT = { trait = war_elephant_leader }
		}
		add_trait = war_elephant_leader
	}
	option = {
		name = EVTOPTM96500 # WINTER Terrain Specialization
		trigger = {
			location = { is_winter = yes }
			NOT = { trait = winter_soldier }
		}
		add_trait = winter_soldier
	}
	option = {
		name = EVTOPTA96500 # Rough Terrain Specialization
		trigger = {
			OR = {
				location = { terrain = forest }
				location = { terrain = hills }
			}
			NOT = { 
				trait = rough_terrain_leader
			}
		}
		add_trait = rough_terrain_leader
	}
	option = {
		name = EVTOPTB96500 # Flat Terrain Specialization
		trigger = {
			OR = {
				location = { terrain = plains }
				location = { terrain = farmlands }
				location = { terrain = steppe }
			}
			NOT = {
				trait = flat_terrain_leader
			}
		}
		add_trait = flat_terrain_leader
	}
	option = {
		name = EVTOPTC96500 # Mountain Terrain Specialization
		trigger = {
			location = { terrain = mountain }
			NOT = { 
				trait = mountain_terrain_leader
			}
		}
		add_trait = mountain_terrain_leader
	}
	option = {
		name = EVTOPTD96500 # Desert Terrain Leader
		trigger = {
			location = { terrain = desert }
			NOT = { 
				trait = desert_terrain_leader
			}
		}
		add_trait = desert_terrain_leader
	}
	option = {
		name = EVTOPTE96500 # Cavalry
		trigger = {
			NOT = { 
				trait = cavalry_leader
			}
		}
		add_trait = cavalry_leader
	}
	option = {
		name = EVTOPTF96500 # Light Infantry
		trigger = {
			NOT = { 
				trait = light_foot_leader
			}
		}
		add_trait = light_foot_leader
	}
	option = {
		name = EVTOPTG96500 # Heavy Infantry
		trigger = {
			NOT = { 
				trait = heavy_infantry_leader
			}
		}
		add_trait = heavy_infantry_leader
	}
}

# Event 2
character_event = {
	id = 96501
	desc = EVTDESC96500
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	trigger = { 
		is_alive = yes
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 1.5
			trait = brave
		}
		modifier = {
			factor = 0.5
			trait = craven
		}
		modifier = {
			trait = genius
			factor = 2
		}
		modifier = {
			OR = {
				trait = quick
				trait = shrewd
			}
			factor = 1.2
		}	
		modifier = {
			OR = {
				trait = slow
				trait = dull
			}
			factor = 0.5
		}
		modifier = {
			trait = imbecile
			factor = 0.1
		}
		modifier = {
			trait = inbred
			factor = 0.7
		}
		modifier = {
			is_strong_trigger = yes
			factor = 1.2
		}
		modifier = {
			is_weak_trigger = yes
			factor = 0.8
		}		
		modifier = {
			factor = 0.9
			is_ill = yes
		}
		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 = zealous
			NOT = { 
				trait = holy_warrior
				trait = cynical
			}
		}
		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 = { 
		is_alive = yes
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 1.5
			trait = brave
		}
		modifier = {
			factor = 0.5
			trait = craven
		}
		modifier = {
			trait = genius
			factor = 2
		}
		modifier = {
			OR = {
				trait = quick
				trait = shrewd
			}
			factor = 1.2
		}	
		modifier = {
			OR = {
				trait = slow
				trait = dull
			}
			factor = 0.5
		}
		modifier = {
			trait = imbecile
			factor = 0.1
		}
		modifier = {
			trait = inbred
			factor = 0.7
		}
		modifier = {
			is_strong_trigger = yes
			factor = 1.2
		}
		modifier = {
			is_weak_trigger = yes
			factor = 0.8
		}		
		modifier = {
			factor = 0.9
			is_ill = yes
		}
		modifier = {
			factor = 0.6
			trait = infirm
		}
		modifier = {
			factor = 0.9
			trait = drunkard
		}
	}
	
	option = {
		name = EVTOPTH96500 # Aggressive
		trigger = {
			NOT = { 
				trait = aggressive_leader
			}
		}
		add_trait = aggressive_leader
	}
	option = {
		name = EVTOPTI96500 # Defensive
		trigger = {
			NOT = { 
				trait = defensive_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
	}
}

# Event 4
character_event = {
	id = 96503
	desc = EVTDESC96500
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	trigger = { 
		is_alive = yes
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 1.5
			trait = brave
		}
		modifier = {
			factor = 0.5
			trait = craven
		}
		modifier = {
			trait = genius
			factor = 2
		}
		modifier = {
			OR = {
				trait = quick
				trait = shrewd
			}
			factor = 1.2
		}	
		modifier = {
			OR = {
				trait = slow
				trait = dull
			}
			factor = 0.5
		}
		modifier = {
			trait = imbecile
			factor = 0.1
		}
		modifier = {
			trait = inbred
			factor = 0.7
		}
		modifier = {
			is_strong_trigger = yes
			factor = 1.2
		}
		modifier = {
			is_weak_trigger = yes
			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
			is_ill = yes
		}
		modifier = {
			factor = 0.6
			trait = infirm
		}
		modifier = {
			factor = 0.9
			trait = drunkard
		}
	}

	option = {
		name = EVTOPTA96500 # Rough Terrain Specialization
		trigger = {
			OR = {
				location = { terrain = forest }
				location = { terrain = hills }
			}
			NOT = { 
				trait = rough_terrain_leader
			}
		}
		add_trait = rough_terrain_leader
	}
	option = {
		name = EVTOPTB96500 # Flat Terrain Specialization
		trigger = {
			OR = {
				location = { terrain = plains }
				location = { terrain = farmlands }
				location = { terrain = steppe }
			}
			NOT = { 
				trait = flat_terrain_leader
			}
		}
		add_trait = flat_terrain_leader
	}
	option = {
		name = EVTOPTC96500 # Mountain Terrain Specialization
		trigger = {
			location = { terrain = mountain }
			NOT = { 
				trait = rough_terrain_leader
				trait = flat_terrain_leader
				trait = mountain_terrain_leader
				trait = desert_terrain_leader
			}
		}
		add_trait = mountain_terrain_leader
	}
	option = {
		name = EVTOPTD96500 # Desert Terrain Leader
		trigger = {
			location = { terrain = desert }
			NOT = { 
				trait = desert_terrain_leader
			}
		}
		add_trait = desert_terrain_leader
	}
	option = { # Flanker
		name = EVTOPTI96501
		trigger = {
			NOT = { 
				trait = flanker
			}
		}
		add_trait = flanker
	}
	option = { # Narrow flank leader
		name = EVTOPTJ96501
		trigger = {
			OR = {
				location = { terrain = mountain }
				location = { terrain = hills }
				location = { terrain = forest }
			}
			NOT = { 
				trait = narrow_flank_leader
			}
		}
		add_trait = narrow_flank_leader
	}
	option = { # Siege leader
		name = EVTOPTK96501
		trigger = {
			siege = {
				is_attacker = yes
			}
			NOT = { 
				trait = siege_leader
			}
		}
		add_trait = siege_leader
	}
}