########################################
###### New battle events 2018 ##########
##### Written by Milla Isaksson ########
########################################

namespace = HFP

### Testing events ###
character_event = { #On-death event to log commander deaths in game.
    id = HFP.10997
    hide_window = yes
    is_triggered_only = yes

    trigger = {
    	has_character_flag = commanders_have_died_for_me
    }

    immediate = {
    	log = "BATTLE EVENTS: Commanders dead for ME (during my lifetime): [Root.my_commander_deaths_in_battle.GetValue] individual characters."
    	log = "BATTLE EVENTS: Commanders dead, in TOTAL: [global_deaths_in_battle.GetValue] individual characters."
    }
}


character_event = { #TEST event to set correct paths - how? Fire on the ("ENEMY") LIEGE of a commander for testing
    id = HFP.10998
    hide_window = yes
    is_triggered_only = yes
    immediate = {
    	random_courtier_or_vassal = {
    		limit = {
	    		#has_minor_title = title_commander
	    		is_landed = yes
	    		#trait = duelist #For testing!
    		}
	    	character_event = { id = HFP.10999 days = 1 } #finds and send the event to commander
    	}
    }
}
character_event = { #TEST event to set correct paths - fires for a commander (Can also be used to test being a commander)
    id = HFP.10999
    hide_window = yes
    is_triggered_only = yes
    immediate = {
    	any_character = {
    		limit = {
	    		ai = no
    		}
    		character_event = { id = HFP.11000 days = 1 } #send tombola to a player (with the correct scopes in place)
    		#character_event = { id = MIL.500 days = 1 } #send tombola to a player (with the correct scopes in place). (Milla's debug event)
    		
#    		random_vassal = { #For testing: In vassal scope so I can check the instant death notification from a killed commander.
#    			limit = { trait = duelist }
#	    		character_event = { id = HFP.11000 days = 1 } #send tombola to a player (with the correct scopes in place)
#    		}
    	}
    }
}


####################################################################################
#### Tombola for battle events - fires for a commander leading a unit in battle ####
####################################################################################
character_event = {
    id = HFP.11000
    is_triggered_only = yes
	hide_window = yes

    trigger = {
    	is_alive = yes
    	NOT = { has_character_flag = battle_event_in_progess }
    	OR = { #you can't be fighting null-character
    		FROM = { always = yes }
    		FROMFROM = { always = yes }

#    		location = { #An attempt to combat the "null-character" fights
#    			ROOT = {
#    				any_current_enemy = {
#    					any_unit = {
#    						location = {
#    							province = PREVPREVPREVPREV
#    						}
#    					}
#    				}
#    			}
#    		}
    	}
#    	log = "BATTLE EVENT: FROM yields enemy commander: [From.GetBestName] "
#    	log = "BATTLE EVENT: FROMFROM yields enemy liege: [FromFrom.GetBestName] "
#    	log = "BATTLE EVENT: ROOT is: [Root.GetBestName]"
    }
    fail_trigger_effect = {
#    	log = "BATTLE EVENT: FROM and FROMFROM are both empty."
#    	log = "BATTLE EVENT: ROOT was: [Root.GetBestName]"
    	change_variable = { which = global_combat_pulse_failed_to_find_leader value = 1 }
#		if = {
#			limit = {
#				NOR = {
#					FROM = { always = yes }
#	    			FROMFROM = { always = yes }
#	    			location = { #An attempt to combat the "null-character" fights
#		    			ROOT = {
#		    				any_current_enemy = {
#		    					any_unit = {
#		    						location = {
#		    							province = PREVPREVPREVPREV
#		    						}
#		    					}
#		    				}
#		    			}
#		    		}
#				}
#			}
#			change_variable = { which = global_combat_pulse_failed_to_find_leader value = 1 }
#		}
#		else_if = {
#			limit = {
#				NOR = {
#					FROM = { always = yes }
#	    			FROMFROM = { always = yes }
#				}
#    			location = { #An attempt to combat the "null-character" fights
#	    			ROOT = {
#	    				any_current_enemy = {
#	    					any_unit = {
#	    						location = {
#	    							province = PREVPREVPREVPREV
#	    						}
#	    					}
#	    				}
#	    			}
#	    		}
#			}
#			change_variable = { which = global_combat_pulse_found_back_up value = 1 }		
#		}
    }

    immediate = {
    	if = { #Quick fix to reduce the amount of time the AI gets the events
    		limit = { ai = yes }
    		random = {
    			chance = 75
    			break = yes
    		}
    	}

    	disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...

    	# To keep scopes straight...
    	save_event_target_as = home_commander
    	if = {  #work around: in rare edge cases, the flank leader will belong to a flank which has fled, while the commander already *died* and code fails to update this.
    		limit = {
    			FROM = {
    				character = yes
    				is_alive = yes
    				is_dying = no
    			}
    		}
			FROM = { save_event_target_as = enemy_commander } #note: might not always exist
    	}
		FROMFROM = { save_event_target_as = enemy_liege } #note: might be the same character as enemy_commander
		location = {
			save_event_target_as = battlefield_location
		}
		capital_scope = {
			save_event_target_as = home_capital_province
		}
		if = { #In case the enemy-liege is not found (hacky work-around): 
			limit = { NOT = { event_target:enemy_liege = { always = yes } } }
			FROM = { save_event_target_as = enemy_liege } #note: FROM is saved twice, as different targets, for sake of loc.
			log = "BATTLE EVENT: Retargeting: [enemy_liege.GetTitledFirstName] is the 'enemy liege' AND commander."
			log = "BATTLE EVENT: Retargeting: [Root.GetBestName] is ROOT."
		}
		if = { #In case the enemy-liege is STILL not found: an attempt to combat the "null-character" fights...
			limit = { NOT = { event_target:enemy_liege = { always = yes } } }
			location = {
    			ROOT = {
    				random_current_enemy = {
    					preferred_limit = {
	    					any_unit = {
	    						location = {
	    							province = PREVPREVPREVPREV
	    						}
	    					}
    					}
						save_event_target_as = enemy_liege #for sake of loc.
    				}
    			}
    		}
    		log = "BATTLE EVENT: Retargeting: [enemy_liege.GetTitledFirstName] is the new RANDOMLY PICKED ALMOST 'enemy liege'. [Root.GetTitledFirstName] is ROOT."
		}

		#Special handling for loc:
		#REQUIRED event targets for setting up duel evaluation! NOTE: not strictly duels here, but used for loc. [Don't copy this to anywhere else].
    	save_event_target_as = combatant_1 #the person receiving the first event...
    	event_target:enemy_commander = { save_event_target_as = combatant_2 } #the target of the battle...

    	random_list = {
			##### Warrior Lodge exclusive ######
			10 = {
				trigger = {
					has_dlc = "Holy Fury"
					is_member_of_any_warrior_lodge_trigger = yes
					NOT = { any_artifact = { has_artifact_flag = battlefield_loot } }
				}
				good_soldier_outcome_score = yes

				character_event = { id = HFP.11026 }  # Find a weapon on the battlefield
			}
			10 = {
				trigger = {
					has_dlc = "Holy Fury"
					is_member_of_any_warrior_lodge_trigger = yes
					has_nickname = no
				}
				good_soldier_outcome_score = yes
				character_event = { id = HFP.11027 } # Pick a nickname!
			}
			
			5 = {
				trigger = {
					has_dlc = "Holy Fury"
					is_member_of_any_warrior_lodge_trigger = yes
					event_target:enemy_commander = { always = yes } #There has to be an opponent...
					NOT = { has_character_modifier = battle_events_1_cooldown }
				}
				good_soldier_outcome_score = yes

				add_character_modifier = { name = battle_events_1_cooldown duration = 365 hidden = yes }				
				character_event = { id = HFP.11028 } # You decapitate your enemy, and take their skull as a trophy.
			}
			10 = {
				trigger = {
					has_dlc = "Holy Fury"
					is_member_of_any_warrior_lodge_trigger = yes
					NOT = { trait = robust }
				}
				good_soldier_outcome_score = yes
				character_event = { id = HFP.11034 } # You become Brawny.
			}
			10 = {
				trigger = {
					has_dlc = "Holy Fury"
					is_member_of_any_warrior_lodge_trigger = yes
					any_unit_leader = {
			       		always = yes
			       		NOT = { character = ROOT }
			       		root_potentially_interested_in_rivaling_this_trigger = no
			    	}
			    	NOT = { has_character_modifier = battle_events_2_cooldown }
				}
				bad_soldier_outcome_score = yes

				add_character_modifier = { name = battle_events_2_cooldown duration = 365 hidden = yes }
				character_event = { id = HFP.11036 }  # You are impressed by fellow commander
			}
			10 = {
				trigger = {
					has_dlc = "Holy Fury"
					is_member_of_any_warrior_lodge_trigger = yes
					event_target:home_capital_province = { #If something cool happened at your capital once and you haven't already addressed it...
						OR = {
							AND = {
								persistent_event_target:local_dead_commander_target = { always = yes }
								ROOT = { NOT = { has_character_modifier = glory_days } }
							}
							AND = {
								persistent_event_target:local_inspiring_commander_target = { always = yes }
			        			ROOT = { NOT = { has_character_modifier = proud_role_model } }
							}
							AND = {
								persistent_event_target:local_fearsome_commander_target = { always = yes }
			        			ROOT = { NOT = { has_character_modifier = center_of_attention } }
							}
						}
					}
					NOT = { has_character_modifier = battle_events_3_cooldown }
				}

				add_character_modifier = { name = battle_events_3_cooldown duration = 365 hidden = yes }
				character_event = { id = HFP.11037 } # You reminisce about previous battles (hooked from previous events)
			}
			3 = {
				trigger = {
					has_dlc = "Holy Fury"
					is_member_of_any_warrior_lodge_trigger = yes
					OR = {
						has_nickname = no
						trait = depressed
						trait = stressed
					}
				}
				good_soldier_outcome_score = yes
				character_event = { id = HFP.11038 }  # An event where you gain a nickname/lose stressed/depressed
			}

    		#### INJURIES...
			10 = {
				trigger = {
					NOT = { trait = berserker }
					NOT = { is_indomitable_trigger = yes }  #The "Indomitable" power blocks "very bad stuff"
				}
				bad_soldier_outcome_score = yes
				warrior_lodge_risk_reduction_score = yes

				random = { #Fix to the quick fix
	    			chance = 75
	    			break = yes
	    			allow_new_battle_events_effect = yes
	    		}

				character_event = { id = HFP.11001 } # Killed (remake of 242)
			}
			15 = {
				trigger = {
					NOT = { trait = wounded }
					NOT = { trait = berserker }
					is_alive = yes
				}
				bad_soldier_outcome_score = yes
				warrior_lodge_risk_reduction_score = yes
				character_event = { id = HFP.11010 } # Become Wounded/Bruised (choose injury or gain Craven/lose Brave + lose prestige)
			}
			15 = {
				trigger = {
					NOT = { trait = maimed }
					NAND = { 
						trait = one_eyed
						trait = one_handed 
						trait = one_legged 
						trait = disfigured 
					}
					NOT = { trait = berserker }
					is_alive = yes
				}
				bad_soldier_outcome_score = yes
				warrior_lodge_risk_reduction_score = yes
				character_event = { id = HFP.11011 } # Maimed (randomly selected maiming, if has RIP. Otherwise, Maimed.)
			}
			10 = {
				trigger = {
					NOT = { trait = incapable }
					immortal = no
					is_alive = yes
					NOT = { is_indomitable_trigger = yes } #The "Indomitable" power blocks "very bad stuff"
				}
				bad_soldier_outcome_score = yes
				warrior_lodge_risk_reduction_score = yes
				random = { #Fix to the quick fix
	    			chance = 75
	    			break = yes
	    			allow_new_battle_events_effect = yes
	    		}
				character_event = { id = HFP.11012 } # Serious head-injury (remake of 245). Chance to become Disfigured (if has RIP) or Incapable.
			}
			15 = {
				trigger = {
					event_target:enemy_commander = {
						is_alive = yes
						NOT = { has_character_flag = about_to_challenge_enemy_commander } #So this isn't about to fire the other way around
					}
					NOT = { has_character_modifier = battle_events_4_cooldown }
					NAND = {
						NOT = { has_pet_animal_trigger = yes } #the event is purely negative without the pet to sacrifice
						is_indomitable_trigger = yes
					}
				}
				bad_soldier_outcome_score = yes
				warrior_lodge_risk_reduction_score = yes

				additive_modifier = { #For the more varied versions...
					has_pet_animal_trigger = yes
					value = 5
				}

				add_character_modifier = { name = battle_events_4_cooldown duration = 365 hidden = yes }
				set_character_flag = about_to_challenge_enemy_commander

				character_event = { id = HFP.11025 } # Your pet to the rescue (otherwise something else)!
			}

			####  GENERAL IMPROVEMENTS (traits/tech/skill)...			
			25 = {
				trigger = {
					event_target:enemy_commander = { is_alive = yes ai = yes } #There has to be an opponent (who is AI)...
					NOT = { has_character_modifier = battle_events_9_cooldown }
					ai = no
				}
				good_soldier_outcome_score = yes
				bad_soldier_outcome_enemy_commander_score = yes

				add_character_modifier = { name = battle_events_9_cooldown duration = 365 hidden = yes }				
				character_event = { id = HFP.11050 } # You spot an enemy (likely to be way worse than you): easy pickings!
			}

			25 = {
				trigger = {
					is_alive = yes
					OR = {
						trait = misguided_warrior
						trait = tough_soldier
						trait = skilled_tactician
					}
					NOT = { has_character_modifier = battle_events_5_cooldown }
				}
				good_soldier_outcome_score = yes

				add_character_modifier = { name = battle_events_5_cooldown duration = 365 hidden = yes }
				character_event = { id = HFP.11013 } # Improves martial education (remake of 246)
			}
			20 = {
				trigger = {
					is_alive = yes
					NOT = { martial = 10 }
					NOT = { has_character_modifier = battle_events_6_cooldown }
				}
				good_soldier_outcome_score = yes

				add_character_modifier = { name = battle_events_6_cooldown duration = 365 hidden = yes }
				character_event = { id = HFP.11014 } # Flat improvement to martial skill or province modifier
			}
			20 = {
				trigger = {
					is_alive = yes
					is_landed = yes
					OR = {
						trait = brilliant_strategist
						trait = skilled_tactician
					}
					event_target:home_capital_province = {
						NOT = { has_province_modifier = war_knowledge }
					}
				}
				good_soldier_outcome_score = yes
				character_event = { id = HFP.11016 } # Knowledge boost in capital from battle or tech points
			}
			30 = {
				trigger = { 
					can_have_more_leadership_traits = yes
					is_alive = yes
					NOT = { has_character_modifier = battle_events_7_cooldown } #all commander traits-giving events are set to need a year in between firing...
				}
				good_soldier_outcome_score = yes

				add_character_modifier = { name = battle_events_7_cooldown duration = 365 hidden = yes }
				character_event = { id = HFP.11017 } # Gain Combat Trait 1
			}
			20 = {
				trigger = {
					is_alive = yes
					can_have_more_leadership_traits = yes
					NOT = { has_character_modifier = battle_events_7_cooldown } #all commander traits-giving events are set to need a year in between firing...
				}
				good_soldier_outcome_score = yes

				add_character_modifier = { name = battle_events_7_cooldown duration = 365 hidden = yes }
				character_event = { id = HFP.11020 } # # Gain Combat Trait 2
			}
			20 = {
				trigger = {
					is_alive = yes
					can_have_more_leadership_traits = yes
					NOT = { has_character_modifier = battle_events_7_cooldown } #all commander traits-giving events are set to need a year in between firing...
				}
				good_soldier_outcome_score = yes

				add_character_modifier = { name = battle_events_7_cooldown duration = 365 hidden = yes }
				character_event = { id = HFP.11021 } # # Gain Combat Trait 3
			}
			20 = {
				trigger = {
					is_alive = yes
					can_have_more_leadership_traits = yes
					NOT = { has_character_modifier = battle_events_7_cooldown } #all commander traits-giving events are set to need a year in between firing...
				}
				good_soldier_outcome_score = yes

				add_character_modifier = { name = battle_events_7_cooldown duration = 365 hidden = yes }
				character_event = { id = HFP.11022 } # # Gain Combat Trait 4
			}
			10 = {
				trigger = {
					is_alive = yes
					OR = { #Either you have a child, or you have a friend...
						any_child_even_if_dead = {
							age = 10
							NOT = { age = 40 }
							NOT = { at_location = ROOT }
						}
						any_friend = {
							age = 10
							NOT = { at_location = ROOT }
						}
					}
					NOT = { trait = patient }
					NOT = { trait = wroth }
					NOT = { trait = blinded } #Because you *see* something. Uh, yeah.
					NOT = { has_character_modifier = battle_events_8_cooldown } #all commander traits-giving events are set to need a year in between firing...
				}
				good_soldier_outcome_score = yes

				add_character_modifier = { name = battle_events_8_cooldown duration = 3650 hidden = yes }
				character_event = { id = HFP.11049 } # See someone you recognize (?). Gain Wroth/Patient
			}

			#### GAIN TRAITS/MISC...
			
			10 = {
				trigger = {
					has_dlc = "Holy Fury"
			    	any_owned_bloodline = { has_bloodline_flag = bloodline_battle_bards }
					NOR = {
			    		has_character_modifier = inspired_singer
			    		has_character_modifier = inspired_drummer
			    	}
				}
				good_soldier_outcome_score = yes
				character_event = { id = HF.12405 } # BATTLE BARDS: Bonus event for any *battle bard bloodline*
			}

			10 = {
				trigger = {
					is_alive = yes
					has_job_title = job_marshal
					trait = cruel
				}
				character_event = { id = HFP.11023 } # Marshal: Unnecessary violence (fires for marshal, then liege might gain Cruel)
			}
			25 = {
				trigger = {
					primary_title = {
						NOT = { has_title_flag = ze_dyn_merc }
						mercenary = yes
					}
					has_character_flag = is_mercenary_leader
					OR = {
						NOT = { has_character_flag = fought_great_commander }
						had_character_flag = { flag = fought_great_commander days = 180 }
					}

					FROM = {
						OR = {
							martial = 15
							has_nickname = yes
							higher_tier_than = DUKE
							prestige = 2500
						}
					}
				}
				character_event = { id = HL.10300 } # Fighting a great commander (AI only, then notifies liege)
			}

			# LOSE TRAITS
			25 = {
				trigger = {
					primary_title = {
						NOT = { has_title_flag = ze_dyn_merc }
						mercenary = yes
					}
					has_character_flag = is_mercenary_leader
					trait = craven
				}
				character_event = { id = HL.10200 } # Lose Craven (Old Horse Lords event)
			}

			#MISC: Old events
			50 = {
				trigger = {
					has_dlc = "The Old Gods"
					culture_group = north_germanic
					OR = {
						religion = norse_pagan
						religion = norse_pagan_reformed
					}
					is_alive = yes
					NOT = { trait = berserker }
					OR = {
						NOT = { age = 50 }
						immortal = yes
					}
					OR = {
						trait = wroth
						trait = aggressive_leader
					}
				}
				character_event = { id = TOG.3000 } # Becomes Berserker
				log = "fired OLD battle EVENT TOG.3000"
			}
			50 = {
				trigger = {
					has_dlc = "The Old Gods"
					trait = berserker
					NOT = { trait = maimed }
					NOT = { trait = one_legged }
					is_alive = yes
				}
				bad_soldier_outcome_score = yes
				warrior_lodge_risk_reduction_score = yes
				character_event = { id = TOG.3001 } # Berserker Maimed
				log = "fired OLD battle EVENT TOG.3001"
			}
			50 = {
				trigger = {
					has_dlc = "The Old Gods"
					trait = berserker
					NOT = { trait = wounded }
					NOT = { is_maimed_trigger = yes }
					is_alive = yes
				}
				bad_soldier_outcome_score = yes
				warrior_lodge_risk_reduction_score = yes
				character_event = { id = TOG.3002 } # Berserker Wounded
				log = "fired OLD battle EVENT TOG.3002"
			}
			50 = {
				trigger = {
					has_dlc = "The Old Gods"
					trait = berserker
				}
				bad_soldier_outcome_score = yes
				warrior_lodge_risk_reduction_score = yes
				character_event = { id = TOG.3003 } # Berserker Killed - Updated with new notification events
				log = "fired OLD battle EVENT TOG.3003"
			}
			50 = {
				trigger = {
					has_dlc = "The Old Gods"
					trait = berserker
				}
				good_soldier_outcome_score = yes
				character_event = { id = TOG.3004 } # Berserker Kills Many
				log = "fired OLD battle EVENT TOG.3004"
			}

			15 = {
				trigger = {
					OR = {
						religion = norse_pagan
						religion = norse_pagan_reformed
						liege = { is_member_of_any_warrior_lodge_trigger = yes }
					}
					trait = shieldmaiden

					liege = {
						at_location = ROOT
						age = 16
						prisoner = no
						NOT = { has_character_modifier = lucky_to_be_alive }
					}
					NOT = {
						trait = incapable
						prisoner = no
						has_character_modifier = favored_shieldmaiden
						has_character_modifier = bad_shieldmaiden
						has_character_modifier = clumsy_shieldmaiden
						has_character_modifier = inattentive_soldier
					}
				}
				character_event = { id = 79009 } # Shieldmaiden can save liege on battlefield (choice for Shieldmaiden who is ROOT)
				log = "fired OLD battle EVENT 79009"
			}
			15 = {
				trigger = {
					OR = {
						religion = norse_pagan
						religion = norse_pagan_reformed
						is_member_of_any_warrior_lodge_trigger = yes
					}
					age = 16
					NOT = { trait = incapable }

					any_courtier_or_vassal = {
						trait = shieldmaiden
						NOT = { trait = incapable }
						prisoner = no
						has_minor_title = title_commander
					}
				}
				character_event = { id = 79001 } # Shieldmaiden saves liege, but she is injured (small chain, fired for liege who is ROOT)
				log = "fired OLD battle EVENT 79001"
			}						

			# SCRYING VISIONS (2)
			50 = {
				trigger = {
			    	has_dlc = "Mystics"
			    	is_alive = yes
			    	can_have_more_leadership_traits = yes
			    	OR = {
			    		NOT = { trait = experimenter }
			    		NOT = { trait = unyielding_leader }
			    		NOT = { trait = inspiring_leader }
			    	}    	
					has_battle_omen_modifier_trigger = yes
			    }
			    good_soldier_outcome_score = yes
			    modifier = {
					factor = 2.5
					has_character_modifier = good_battle_omen
				}
			    modifier = {
					factor = 0.9
					has_character_modifier = bad_battle_omen
				}
				character_event = { id = MNM.1202 }  # Scrying vision inspires greatness
				log = "fired OLD battle EVENT MNM.1202"
			}
			50 = {
				trigger = {
			    	has_dlc = "Mystics"
			    	is_alive = yes
			    	has_battle_omen_modifier_trigger = yes
			    }
				bad_soldier_outcome_score = yes
			    modifier = {
					factor = 2.5
					has_character_modifier = bad_battle_omen
				}
			    modifier = {
					factor = 0.9
					has_character_modifier = good_battle_omen
				}
				character_event = { id = MNM.1203 } # Scrying vision injury
				log = "fired OLD battle EVENT MNM.1203"
			}
			
			1 = {
				trigger = {
					is_alive = yes
					NOT = { is_indomitable_trigger = yes }
				}
				character_event = { id = HFP.30200 }
			}
		}
    }
}


### BATTLE EVENT: Killed in action (fired from HFP.11000)
character_event = {
	id = HFP.11001
	title = the_battle_at_location
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	sound = lose_battle

	is_triggered_only = yes
	
	trigger = {
		NOT = { trait = berserker }
	}

	desc = {
		text = EVTDESC_HFP_11001_A
		trigger = { has_character_flag = desc_A }
	}
	desc = {
		text = EVTDESC_HFP_11001_B
		trigger = { has_character_flag = desc_B }
	}
	desc = {
		text = EVTDESC_HFP_11001_C
		trigger = { has_character_flag = desc_C }
	}

	immediate = {
		hidden_effect = {
			disallow_new_battle_events_effect = yes #to keep the tombola from spamming you... (if MP)
			#Find someone to think of in dying moment...
			save_beloved_character_effect = yes
		
			random_rival = {
				save_event_target_as = random_rival_target #For loc and extra fun
			}
			randomize_ABC_desc_flag_effect = yes #picks a desc-text flag...

			#Sets up weapons for localization...
			set_dueling_weapon_effect = yes
			event_target:enemy_commander = { set_dueling_weapon_effect = yes }

			if = { #In case there was an artifact available for fighting with (it might be lost to the enemy)...
				limit = { event_target:dueling_weapon_1 = { always = yes } }
				set_character_flag = dropped_weapon
			}
			### Saved in tombola:
			# event_target:home_commander
			# event_target:enemy_commander (originally FROM)
			# event_target:enemy_liege (originally FROMFROM)
			# event_target:battlefield_location (location of battle)

			### Saved in *this* event:
			# event_target:home_liege (liege of home_commander, if there is one)

			liege = {
				if = {
					limit = { NOT = { character = ROOT } }
					save_event_target_as = home_liege
					character_event = { id = HFP.11002 } # Send notification to home_liege...
				}
			}

			event_target:enemy_liege = { #the LIEGE of the commander on the opposing side
				if = {
					limit = { 
						NOR = { #if they are not below you, or YOU...
							is_vassal_or_below = ROOT
							character = ROOT
						}
					}
					set_character_flag = temp_battle_kill_242

					if = {
						limit = { ROOT = { has_character_flag = dropped_weapon } }
						if = { #If there is a commander:
							limit = { event_target:enemy_commander = { always = yes } }
							# Do nothing. This will be handled by the commander (further down).
						}
						else = { #If there *was* no enemy commander, we need to deal with the dropped weapon...
							character_event = { id = HFP.11004 } # Send choice event about taking the weapon from the dead commander...
						}
					}

					else = { #If a dropped weapon is *not* involved (most common)...
						if = {
							limit = {
								OR = {
									AND = { #if there is a commander, and you are not that commander...
										event_target:enemy_commander = { always = yes }
										enemy_commander_and_liege_are_different_characters = yes
									}
									event_target:enemy_commander = { always = no } #Or there is no commander...
								}
							}
							character_event = { id = HFP.11005 } # Send regular notification of killing this commander... 
						}
					}
				}
			}
			event_target:enemy_commander = { #the commander of the opposing side
				if = {
					limit = { 
						NOR = { 
							has_character_flag = temp_battle_kill_242
							is_vassal_or_below = ROOT
							character = ROOT
						}
					}
					##### For tiered rewards...
					if = {
						limit = { duelist_skill_compared_to_prev_high_group_trigger = yes }
						set_character_flag = fought_worse_warrior@ROOT #For later effects...
					}
					else_if = {
						limit = { duelist_skill_compared_to_prev_low_group_trigger = yes }
						set_character_flag = fought_great_warrior@ROOT #For later effects...
					}
					else = {
						set_character_flag = fought_even_warrior@ROOT #For later effects...
					}
					#####

					if = {
						limit = { ROOT = { has_character_flag = dropped_weapon } }
						character_event = { id = HFP.11003 } # Send choice event about taking the weapon from the dead commander (then forward to enemy liege)...
					}
					else = { #If a dropped weapon is *not* involved (most common)...
						character_event = { id = HFP.11005 } # Send notification of killing this commander...
					}
				}
			} 
			event_target:enemy_liege = {
				clr_character_flag = temp_battle_kill_242 #For handling old TOG-events...
			}
			if = {
				limit = {
					multiplayer = yes
				}
				set_character_flag = is_battlefield_duel
				debug_battle_death_counter_effect = yes #for debug purposes
				if = {
					limit = { #If it does *not* make sense that the enemy_commander killed home_commander...
						OR = {
							is_liege_or_above = event_target:enemy_commander
							event_target:enemy_commander = { character = ROOT }
							NOT = { event_target:enemy_commander = { always = yes } }
						}
					}
					death = {
						death_reason = death_battle
					}
					break = yes
				}
				death = {
					death_reason = death_battle
					killer = event_target:enemy_commander
				}
			}
		}		
	}
	
	option = {
		name = {
			text = ALAS
			trigger = {
				OR = {
					AND = {
						NOR = {
							trait = cruel
							is_impious_trigger = yes
						}
						OR = {
							trait = kind
							is_pious_trigger = yes
						}
					}
					AND = {
						OR = {
							trait = cruel
							is_impious_trigger = yes
						}
						NOR = {
							trait = kind
							is_pious_trigger = yes
						}
					}
					event_target:random_rival_target = { always = no }
				}
				NOR = {
					is_lover = event_target:my_beloved
					is_father = event_target:my_beloved
					is_mother = event_target:my_beloved
					is_child_of = event_target:my_beloved
				}
			}
		}

		name = {
			text = EVTOPTA_HFP_10001_kind #I should've made peace with <Rival>
			trigger = {
				event_target:random_rival_target = { always = yes }
				NOR = {
					trait = cruel
					is_impious_trigger = yes
				}
				OR = {
					trait = kind
					is_pious_trigger = yes
				}
				NOR = {
					is_lover = event_target:my_beloved
					is_father = event_target:my_beloved
					is_mother = event_target:my_beloved
					is_child_of = event_target:my_beloved
				}
			}
		}
		name = {
			text = EVTOPTA_HFP_10001_cruel #<Rival> outlived me?!
			trigger = {
				event_target:random_rival_target = { always = yes }
				OR = {
					trait = cruel
					is_impious_trigger = yes
				}
				NOR = {
					trait = kind
					is_pious_trigger = yes
				}
				NOR = {
					is_lover = event_target:my_beloved
					is_father = event_target:my_beloved
					is_mother = event_target:my_beloved
					is_child_of = event_target:my_beloved
				}
			}
		}
		name = {
			text = EVTOPTA_HFP_10001_lover #Tell "my_beloved" that I love him/her...
			trigger = {
				OR = {
					is_lover = event_target:my_beloved
					is_father = event_target:my_beloved
					is_mother = event_target:my_beloved
					is_child_of = event_target:my_beloved
				}
			}
		}

		#For portraits and tooltips...
		if = {
			limit = {
				OR = {
					is_lover = event_target:my_beloved
					is_father = event_target:my_beloved
					is_mother = event_target:my_beloved
					is_child_of = event_target:my_beloved
				}
			}
			show_portrait = event_target:my_beloved
		}
		if = {
			limit = { event_target:home_liege = { always = yes } }
			custom_tooltip = { text = home_liege_will_be_notified_of_death_tt }
			show_portrait = event_target:home_liege
		}
		if = {
			limit = { event_target:enemy_commander = { always = yes } }
			if = {
				limit = { has_character_flag = dropped_weapon }
				custom_tooltip = { text = enemy_commander_looms_over_your_artifact_tt }
			}
			else = {
				custom_tooltip = { text = enemy_commander_looms_over_you_tt }
			}
			show_portrait = event_target:enemy_commander
		}
		if = {
			limit = {
				event_target:random_rival_target = { always = yes }
				OR = {
					AND = {
						NOR = { trait = cruel is_impious_trigger = yes }
						OR = { trait = kind is_pious_trigger = yes }
					}
					AND = {
						NOR = { trait = kind is_pious_trigger = yes }
						OR = { trait = cruel is_impious_trigger = yes }
					}				
				}
			}
			show_portrait = event_target:random_rival_target
		}
		if = { #This is currently a little too common maybe?
			limit = {
				is_landed = yes
				is_member_of_any_warrior_lodge_trigger = yes
			}
			event_target:home_capital_province = {
				show_scope_change = no
				add_province_modifier = {
					name = province_mourning_warrior_death
					duration = 365
				}
				save_persistent_event_target = {
					name = local_dead_commander_target		#Hook-in: Warrior Lodges
					scope = event_target:home_commander
				}
			}
		}
		### Actual death (if not MP)
		if = {
			limit = {
				multiplayer = no
			}
			if = {
				limit = { #If it does *not* make sense that the enemy_commander killed home_commander...
					OR = {
						is_liege_or_above = event_target:enemy_commander
						event_target:enemy_commander = { character = ROOT }
						NOT = { event_target:enemy_commander = { always = yes } }
					}
				}
				death = {
					death_reason = death_battle
				}
				break = yes
			}
			death = {
				death_reason = death_battle
				killer = event_target:enemy_commander
			}
			set_character_flag = is_battlefield_duel
			debug_battle_death_counter_effect = yes #for debug purposes
		}
	}	
}

# Follow-up: Home (liege) is informed that their commander has been killed (fired from HFP.11001)
character_event = {
	id = HFP.11002
	title = commander_lost
	desc = EVTDESC_HFP_11002 #Based on: EVTDESC253
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	sound = lose_battle
	
	is_triggered_only = yes

	trigger = {
		is_alive = yes
	}

	option = { #DEFAULT
		name = EVTOPTA_HFP_11002 #Another one bites the dust
		prestige = -10
		
		trigger = { NOT = { is_lover = event_target:home_commander } }
	}
	option = {
		name = EVTOPTB_HFP_11002 # I will avenge you, my beloved!
		prestige = -10
		add_character_modifier = {
			name = seeking_vengeance
			duration = 1000
		}
		
		show_portrait = event_target:enemy_commander #if empty, I assume it'll show nothing? (For some reason does not currently work to put after the limit below.)

		if = {
			limit = {
				event_target:home_commander = { killer = { character = event_target:enemy_commander } }
			}

			tooltip = {
				event_target:enemy_commander = {
					prestige = 15
				}
			}
			add_rival = event_target:enemy_commander
		}

		trigger = { #If you had some kind of close relationship with them (and it makes sense)...BUT not lovers.
			NOT = { is_lover = event_target:home_commander }
			event_target:home_commander = {
				OR = {
					is_child_of = ROOT
					any_spouse = {
						character = ROOT
					}
					is_mother = ROOT
					is_father = ROOT
					any_sibling = {
						character = ROOT
					} 
				}
				root_potentially_interested_in_rivaling_this_trigger = no
			}
			event_target:enemy_commander = { is_alive = yes }
		}
	}
	option = {
		name = 253_lover #Nooo, my sweet love!
		prestige = -10
		add_character_modifier = {
			name = grieving_over_warrior_lover
			duration = 1000
		}
		
		show_portrait = event_target:enemy_commander #same reasoning as option above.

		if = {
			limit = {
				event_target:home_commander = { killer = { character = event_target:enemy_commander } }
				event_target:enemy_commander = { is_alive = yes }				
			}

			tooltip = {
				event_target:enemy_commander = {
					prestige = 15
				}
			}
			add_rival = event_target:enemy_commander
		}
		trigger = {
			is_lover = event_target:home_commander
		}
	}
}

# Follow-up: Enemy COMMANDER is informed that the commander of the opposing forces has been killed AND dropped a weapon (fired from HFP.11001)
character_event = {
	id = HFP.11003
	title = commander_slain
	picture = GFX_evt_battle
	desc = EVTDESC_HFP_11003
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	trigger = {
		is_alive = yes
	}

	immediate = {
		disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
	}

	option = { #I'll take that
		name = EVTOPTA_HFP_10003
		
		event_target:dueling_weapon_1 = { #the dropped weapon (during testing, will be inherited first)
			show_scope_change = no
			owner = {
				show_scope_change = no
				event_target:dueling_weapon_1 = {
					show_scope_change = no
					transfer_artifact = {
						from = event_target:home_commander #not actually, but the tooltip will say so. It will *actually* come from the "owner", which might at this point be the heir of the dead commander...
						to = ROOT
					}
				}
			}
		}
		hidden_effect = {
        	if = {
        		limit = { enemy_commander_and_liege_are_different_characters = yes }
				event_target:enemy_liege = {
					character_event = { id = HFP.11005 days = 1 } #Liege gets generic notification about death...
				}
			}
		}
		ai_chance = {
            factor = 10
            modifier = {
                factor = 1.5
                trait = greedy
            }
            modifier = {
                factor = 1.5
                trait = proud
            }
            modifier = {
                factor = 1.5
                is_evil_trigger = yes
            }
            modifier = {
                factor = 2
				any_artifact = {
					is_dueling_weapon_artifact_and_equipped = no
				}
            }
        }
	}
	option = { #I'll give it to my liege
		name = EVTOPTB_HFP_10003
		
		tooltip = {
			reverse_opinion = {
                who = event_target:enemy_liege
                modifier = opinion_grateful
                years = 3
            }
        }

		event_target:enemy_liege = {
			character_event = { id = HFP.11004 days = 1 } #Give liege the same option you got...
		}

		ai_chance = {
            factor = 10
            modifier = {
                factor = 1.5
                trait = charitable
            }
            modifier = {
                factor = 1.5
                trait = kind
            }
            modifier = {
                factor = 1.5
                trait = just
            }
            modifier = {
                factor = 1.5
				any_artifact = {
					is_dueling_weapon_artifact_and_equipped = yes
				}
            }
        }
        trigger = { enemy_commander_and_liege_are_different_characters = yes }
	}
	option = { #I won't steal from the dead
		name = EVTOPTC_HFP_10003
		piety = 30

		ai_chance = {
            factor = 10
            modifier = {
                factor = 1.5
                is_benevolent_trigger = yes
            }
            modifier = {
                factor = 2
                is_pious_trigger = yes
            }
        }

        hidden_effect = {
        	if = {
        		limit = { enemy_commander_and_liege_are_different_characters = yes }
				event_target:enemy_liege = {
					character_event = { id = HFP.11005 days = 1 } #Liege gets generic notification about death...
				}
			}
		}
	}
	after = {
		apply_opinion_reward_effect = yes
		allow_new_battle_events_effect = yes
	}
}

# Follow-up: Enemy LIEGE is informed that the commander of the opposing forces has been killed AND dropped a weapon
#(either a follow-up from HFP.11003, or from HFP.11001 (for the killed commander) if no friendly commander was present)
character_event = {
	id = HFP.11004
	title = commander_slain
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	desc = { #If there was a commander...
		trigger = { event_target:enemy_commander = { always = yes } }
		text = EVTDESC_HFP_11004_A
	}
	desc = { #Else, if the event was sent directly to you...
		trigger = { NOT = { event_target:enemy_commander = { always = yes } } }
		text = EVTDESC_HFP_11004_B
	}

	trigger = {
		is_alive = yes
	}

	immediate = {
		disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
	}

	option = { #I'll take that
		name = EVTOPTA_HFP_10003
		event_target:dueling_weapon_1 = { #the dropped weapon (during testing, will be inherited first)
			show_scope_change = no
			owner = {
				show_scope_change = no
				event_target:dueling_weapon_1 = {
					show_scope_change = no
					transfer_artifact = {
						from = PREV
						to = ROOT
					}
				}
			}
		}
		ai_chance = {
            factor = 10
            modifier = {
                factor = 1.5
                trait = greedy
            }
            modifier = {
                factor = 1.5
                trait = proud
            }
            modifier = {
                factor = 1.5
                is_evil_trigger = yes
            }
            modifier = {
                factor = 2
				any_artifact = {
					is_dueling_weapon_artifact_and_equipped = no
				}
            }
        }
	}
	option = { #I won't steal from the dead
		name = EVTOPTC_HFP_10003
		piety = 30
		ai_chance = {
            factor = 10
            modifier = {
                factor = 1.5
                is_benevolent_trigger = yes
            }
            modifier = {
                factor = 1.5
                is_pious_trigger = yes
            }
        }
	}
	after = {
        apply_opinion_reward_effect = yes
        allow_new_battle_events_effect = yes
	}
}

# Follow-up: Enemy liege *or* commander is informed that the commander of the opposing forces has been killed.
#(Sent from HFP.11001 (from the killed commander) if no weapon was dropped)
character_event = {
	id = HFP.11005
	title = commander_slain
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	immediate = {
		disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
	}

	desc = { #If you are the enemy liege...
		trigger = { event_target:enemy_liege = { character = ROOT } }
		text = EVTDESC_HFP_11005_A
	}
	desc = { #If you are the enemy commander...
		trigger = { event_target:enemy_commander = { character = ROOT } }
		text = EVTDESC_HFP_11005_B
	}

	trigger = {
		is_alive = yes
	}

	option = {
		name = EVTOPTA249

		show_portrait = event_target:home_commander
		prestige = 15

		apply_opinion_reward_effect = yes
		allow_new_battle_events_effect = yes
	}
}

### BATTLE EVENT: Generic Wounded in action (fired from HFP.11000)
character_event = {
	id = HFP.11010 #("inspired" by 243)
	title = the_battle_at_location
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	sound = lose_battle
	hide_from = yes

	is_triggered_only = yes

	trigger = {
		NOT = { trait = wounded }
		NOT = { trait = berserker }
		is_alive = yes
	}

	immediate = {
		disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
		battle_commander_counter_negative_effect = yes

		if = {
			limit = { event_target:enemy_commander = { is_alive = yes ai = yes } }
			disallow_new_battle_events_effect = yes #to keep the tombola from spamming your potential target...
		}
		random_list = {
			10 = { set_character_flag = desc_A }
			10 = {
				trigger = { event_target:enemy_commander = { always = no } }
				set_character_flag = desc_B
			}
			10 = { set_character_flag = desc_C }
		}

		set_battle_duels_option_flag_effect = yes
		set_character_flag = skip_wounded_trait
		random_list = { #Randomize bruised body part.
			10 = { #the eyes
				trigger = { NOT = { trait = blinded } }
				if = { limit = { trait = one_eyed }
					set_character_flag = injury_both_eyes
				}
				else = {
					set_character_flag = injury_eye
				}
			}
			10 = {
				trigger = { NOT = { trait = one_handed } }
				set_character_flag = injury_hand
			}
			10 = {
				trigger = { NOT = { trait = one_legged } }
				set_character_flag = injury_leg
			}
			3 = {
				trigger = { NOT = { trait = disfigured } }
				set_character_flag = injury_face
			}
			1 = {
				trigger = { NOT = { trait = mangled } }
				set_character_flag = injury_mangled_body
			}
			10 = { #Only in case you already have ALL the other maimed traits?
				trigger = {
					trait = blinded
					trait = one_handed
					trait = one_legged
					trait = disfigured
					trait = mangled
				}
				set_character_flag = injury_could_be_lethal
			}
		}
	}
	desc = {
		text = EVTDESC_HFP_11010_A
		trigger = { has_character_flag = desc_A }
	}
	desc = {
		text = EVTDESC_HFP_11010_B
		trigger = { has_character_flag = desc_B }
	}
	desc = {
		text = EVTDESC_HFP_11010_C
		trigger = { has_character_flag = desc_C }
	}
	
	option = { #Special option: High Combat-rating only (no enemy commander present)
		tooltip_info = combat_rating
		name = EVTOPT_HFP_11010_C
		prestige = 15
		pacifists_lose_piety_effect = yes

		ai_chance = {
            factor = 300
        }

		trigger = {
			has_character_flag = high_PCS_opt
		}
	}
	option = { #Special option: Duel enemy commander instead (if you have great combat rating)
		tooltip_info_custom = available_because_duels
		name = EVTOPT_HFP_11011_C

		duel_enemy_commander_effect = yes
		pacifists_lose_piety_effect = yes

		ai_chance = {
            factor = 50
            modifier = {
                factor = 0.5
                trait = craven
            }
            modifier = {
                factor = 0
                event_target:enemy_commander = { ai = no } #don't do this to players
            }
        }

		trigger = {
			has_character_flag = duel_enemy_opt
			event_target:enemy_commander = { # To ensure you do not try to duel commanders who literally *just* died (in battle, presumably)
				is_alive = yes
				is_dying = no
			}
		}
	}
	option = { #Special option: Duel enemy commander instead (but you have terrible Combat Rating - blocks option above + gives Brave)
		name = EVTOPT_HFP_11011_C
		tooltip_info_custom = available_because_duels_bad
		duel_enemy_commander_effect = yes
		pacifists_lose_piety_effect = yes
		
		if = {
			limit = { trait = craven }
			remove_trait = craven
		}
		else = {
			add_trait = brave
		}

		ai_chance = {
            factor = 50
            modifier = {
                factor = 0.5
                trait = craven
            }
            modifier = {
                factor = 0
                event_target:enemy_commander = { ai = no } #don't do this to players
            }
        }

		trigger = {
			has_character_flag = duel_enemy_opt_gain_brave
			event_target:enemy_commander = { # To ensure you do not try to duel commanders who literally *just* died (in battle, presumably)
				is_alive = yes
				is_dying = no
			}
		}
	}
	option = { #Special option: Duel enemy commander instead (you are Brave already - unlocks dueling regardless, but should block the two above)
		name = EVTOPT_HFP_11011_C
		tooltip_info = brave
		duel_enemy_commander_effect = yes
		pacifists_lose_piety_effect = yes
		
		add_trait_silently_brave_effect = yes
		remove_trait_silently_craven_effect = yes

		ai_chance = {
            factor = 50
            modifier = {
                factor = 0
                event_target:enemy_commander = { ai = no } #don't do this to players
            }
        }

		trigger = {
			has_character_flag = duel_enemy_opt_is_brave
			event_target:enemy_commander = { # To ensure you do not try to duel commanders who literally *just* died (in battle, presumably)
				is_alive = yes
				is_dying = no
			}
		}
	}

	option = { #Special option: I distract them with song!
        tooltip_info_custom = because_bloodline_tt
		name = {
			text = EVTOPT_HFP_11010_Bard_1 #I must survive...
			trigger = { has_character_flag = desc_A }
		}
		name = {
			text = EVTOPT_HFP_11010_Bard_2 #"Let me sing you the one about the idiot [enemy culture]?"
			trigger = { has_character_flag = desc_B }
		}
		name = {
			text = EVTOPT_HFP_11010_Bard_3 #I will write songs, mocking you!
			trigger = { has_character_flag = desc_C }
		}
		if = {
			limit = { has_character_flag = desc_C }
			custom_tooltip = { text = EVTOPT_HFP_11010_Bard_3_TT }
		}

		prestige = 15

		allow_new_battle_events_effect = yes
		
		ai_chance = {
            factor = 100
        }
        trigger = { any_owned_bloodline = { has_bloodline_flag = bloodline_battle_bards } } #Only for Battle Bard Bloodlines
	}

	option = { #I accept injury
		name = EVTOPT_HFP_11010_A
		apply_duel_wounded_effect = yes
		add_blood_splatter_effect = yes
		pacifists_lose_piety_effect = yes
		random = {
			chance = 80
			add_trait_brave_effect = yes
			remove_trait_craven_effect = yes
		}
		allow_new_battle_events_effect = yes
		ai_chance = {
            factor = 50
            modifier = {
                factor = 3
                trait = craven
            }
        }
	}

	option = { #I will do nothing/escape somehow (lose brave/gain craven)
		name = {
			text = EVTOPT_HFP_11010_B_1 #hide
			trigger = { has_character_flag = desc_A }
		}
		name = {
			text = EVTOPT_HFP_11010_B_2 #run
			trigger = { has_character_flag = desc_B }
		}
		name = {
			text = EVTOPT_HFP_11010_B_3 #play dead/distract
			trigger = { has_character_flag = desc_C }
		}
		random = {
			chance = 50
			add_trait_craven_effect = yes
			remove_trait_brave_effect = yes
		}
		prestige = -50
		
		ai_chance = {
            factor = 100
            bad_soldier_outcome_score = yes
        }
        allow_new_battle_events_effect = yes
	}
	after = {
		clr_ABC_desc_flag_effect = yes
	    
		clr_character_flag = skip_wounded_trait
		clr_character_flag = injury_both_eyes
    	clr_character_flag = injury_eye
    	clr_character_flag = injury_hand
    	clr_character_flag = injury_leg
    	clr_character_flag = injury_face
    	clr_character_flag = injury_mangled_body 
    	clr_character_flag = injury_maimed
	    clr_character_flag = injury_could_be_lethal

	    clr_character_flag = high_PCS_opt
	    clr_character_flag = duel_enemy_opt
    	clr_character_flag = duel_enemy_opt_gain_brave
	    clr_character_flag = duel_enemy_opt_is_brave

	}
}

### BATTLE EVENT: Maimed in action (fired from HFP.11000)
character_event = {
	id = HFP.11011 #("inspired" by 244)
	title = the_battle_at_location
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	sound = lose_battle

	is_triggered_only = yes

	trigger = {
		NOT = { trait = maimed }
		NAND = { 
			trait = one_eyed
			trait = one_handed 
			trait = one_legged 
			trait = disfigured 
		}
		NOT = { trait = berserker }
		is_alive = yes
	}
	
	immediate = {
		disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
		battle_commander_counter_negative_effect = yes

		if = {
			limit = { event_target:enemy_commander = { is_alive = yes ai = yes } }
			disallow_new_battle_events_effect = yes #to keep the tombola from spamming your potential target...
		}
		hidden_effect = { save_beloved_character_effect = yes } #event_target:my_beloved (might be platonic, children, etc)
		randomize_ABC_desc_flag_effect = yes
		set_battle_duels_option_flag_effect = yes
		if = {
			limit = { has_dlc = Reapers }
			random_list = { #Randomize injured body part.
				10 = { #the eyes
					trigger = { NOT = { trait = blinded } }
					if = { limit = { trait = one_eyed }
						set_character_flag = injury_both_eyes
					}
					else = {
						set_character_flag = injury_eye
					}
				}
				10 = {
					trigger = { NOT = { trait = one_handed } }
					set_character_flag = injury_hand
				}
				10 = {
					trigger = { NOT = { trait = one_legged } }
					set_character_flag = injury_leg
				}
				3 = {
					trigger = { NOT = { trait = disfigured } }
					set_character_flag = injury_face
				}
				1 = {
					trigger = { NOT = { trait = mangled } }
					set_character_flag = injury_mangled_body
				}
				10 = { #Only in case you already have ALL the other maimed traits?
					trigger = {
						trait = blinded
						trait = one_handed
						trait = one_legged
						trait = disfigured
						trait = mangled
					}
					set_character_flag = injury_could_be_lethal
				}
			}
		}
		else = { #without Reapers, chance to get the old trait...
			set_character_flag = injury_maimed
		}
		set_character_flag = skip_wounded_trait

		random_artifact = {
			limit = { is_artifact_equipped = yes }
			preferred_limit = {
				artifact_type = military_strategy_guide
			}
			preferred_limit = {
				has_artifact_flag = combat_weapon
			}
			preferred_limit = {
				has_artifact_flag = armor
			}
			preferred_limit = {
				has_artifact_flag = about_martial
				has_artifact_flag = book	
				has_artifact_flag = created
			}
			preferred_limit = {
				quality = 1
			}
			preferred_limit = {
				quality = 2
			}
			preferred_limit = {
				quality = 3
			}
			save_event_target_as = equipped_artifact
		}
	}

	desc = {
		text = EVTDESC_HFP_11011_A
		trigger = { has_character_flag = desc_A }
	}
	desc = {
		text = EVTDESC_HFP_11011_B_1 #Default variant B
		trigger = {
			has_character_flag = desc_B
			NOT = {
				event_target:enemy_commander = {
					always = yes
				}
			}
		}
	}
	desc = {
		text = EVTDESC_HFP_11011_B_2 #Second variant: makes sure to fetch the correct culture for the enemy commander, if they exist
		trigger = {
			has_character_flag = desc_B
			event_target:enemy_commander = {
				always = yes
			}
		}
	}
	desc = {
		text = EVTDESC_HFP_11011_C
		trigger = { has_character_flag = desc_C }
	}

	option = { #Special option: High Combat-rating only (no enemy commander present)
		tooltip_info = combat_rating
		name = EVTOPT_HFP_11011_A
		apply_duel_wounded_effect = yes  #Milder than other options
		add_blood_splatter_effect = yes

		ai_chance = {
            factor = 300
        }

		trigger = {
			has_character_flag = high_PCS_opt
		}
	}
	option = { #Special option: Duel enemy commander instead (if you have great combat rating)
		tooltip_info_custom = available_because_duels
		name = EVTOPT_HFP_11011_C
		duel_enemy_commander_effect = yes
		pacifists_lose_piety_effect = yes

        ai_chance = {
            factor = 50
            modifier = {
                factor = 0.5
                trait = craven
            }
            modifier = {
                factor = 0
                event_target:enemy_commander = { ai = no } #don't do this to players
            }
        }

		trigger = {
			has_character_flag = duel_enemy_opt
			event_target:enemy_commander = { # To ensure you do not try to duel commanders who literally *just* died (in battle, presumably)
				is_alive = yes
				is_dying = no
			}		
		}
	}
	option = { #Special option: Duel enemy commander instead (but you have terrible Combat Rating - blocks option above + gives Brave)
		name = EVTOPT_HFP_11011_C
		tooltip_info_custom = available_because_duels_bad
		duel_enemy_commander_effect = yes
		pacifists_lose_piety_effect = yes
		
		if = {
			limit = { trait = craven }
			remove_trait = craven
		}
		else = {
			add_trait = brave
		}

		ai_chance = {
            factor = 50
            modifier = {
                factor = 0.5
                trait = craven
            }
            modifier = {
                factor = 0
                event_target:enemy_commander = { ai = no } #don't do this to players
            }
        }

		trigger = {
			has_character_flag = duel_enemy_opt_gain_brave
			event_target:enemy_commander = { # To ensure you do not try to duel commanders who literally *just* died (in battle, presumably)
				is_alive = yes
				is_dying = no
			}
		}
	}
	option = { #Special option: Duel enemy commander instead (you are Brave already - unlocks dueling regardless, but should block the two above)
		name = EVTOPT_HFP_11011_C
		tooltip_info = brave
		duel_enemy_commander_effect = yes
		pacifists_lose_piety_effect = yes
		
		add_trait_silently_brave_effect = yes
		remove_trait_silently_craven_effect = yes

		ai_chance = {
            factor = 50
            modifier = {
                factor = 0.5
                trait = craven
            }
            modifier = {
                factor = 0
                event_target:enemy_commander = { ai = no } #don't do this to players
            }
        }

		trigger = {
			has_character_flag = duel_enemy_opt_is_brave
			event_target:enemy_commander = { # To ensure you do not try to duel commanders who literally *just* died (in battle, presumably)
				is_alive = yes
				is_dying = no
			}
		}
	}
	option = { #Special option: I distract them with song!
        tooltip_info_custom = because_bloodline_tt
		name = {
			text = EVTOPT_HFP_11011_Bard_1 #I'll try to remember this...! *run*
			trigger = { has_character_flag = desc_A }
		}
		name = {
			text = EVTOPT_HFP_11011_Bard_2 #"Wait, have you heard the one about [enemy culture] [small animal]?"
			trigger = { has_character_flag = desc_B }
		}
		name = {
			text = EVTOPT_HFP_11011_Bard_3 #Come to hear me sing, have you?
			trigger = { has_character_flag = desc_C }
		}
		trigger_switch = {
			on_trigger = has_character_flag
			desc_A = {
				custom_tooltip = { text = EVTOPT_HFP_11011_Bard_1_TT } #run away
				prestige = -50				
			}
			desc_B = {
				custom_tooltip = { text = EVTOPT_HFP_11011_Bard_2_TT } #talk your way out
				apply_duel_wounded_effect = yes
			}
			desc_C = {
				custom_tooltip = { text = EVTOPT_HFP_11011_Bard_3_TT } #BATTLE HYMN ATTACK!!
				prestige = 15
			}
		}

		allow_new_battle_events_effect = yes
		
		ai_chance = {
            factor = 100
        }
        trigger = { any_owned_bloodline = { has_bloodline_flag = bloodline_battle_bards } } #Only for Battle Bard Bloodlines
	}

	option = { #Special option: if has an equipped artifact
		tooltip_info_custom = reason_has_equipped_artifact
		name = EVTOPT_HFP_11011_B #Wait, take this artifact and spare me!

		#You throw the [equipped_artifact] to the ground...
		if = {
			limit = {
				event_target:equipped_artifact = { has_artifact_flag = combat_weapon }
			}
			custom_tooltip = { text = EVTOPT_HFP_11011_B_TT_weapon }
		}
		else_if = {
			limit = {
				event_target:equipped_artifact = { has_artifact_flag = armor }
			}
			custom_tooltip = { text = EVTOPT_HFP_11011_B_TT_armor }
		}
		else = {
			custom_tooltip = { text = EVTOPT_HFP_11011_B_TT_fallback }
		}

		if = { #If there is an enemy commander, give them the artifact...
			limit = {
				event_target:enemy_commander = { is_alive = yes }
			}
			event_target:equipped_artifact = {
				show_scope_change = no
				set_artifact_flag = stolen_from@ROOT #Hook-in: Alex, for stolen artifact CB?
				transfer_artifact = {
					from = ROOT 					
					to = event_target:enemy_commander
				}
			}
			event_target:enemy_commander = { character_event = { id = HFP.11018 } }
		}
		else_if = { #Else, if there is an enemy LIEGE, give them the artifact...
			limit = {
				event_target:enemy_liege = { is_alive = yes }
			}
			event_target:equipped_artifact = {
				set_artifact_flag = stolen_from@ROOT #Hook-in: Alex, for stolen artifact CB?
				show_scope_change = no
				transfer_artifact = {
					from = ROOT 					
					to = event_target:enemy_liege
				}
			}
			event_target:enemy_liege = { character_event = { id = HFP.11018 } }
		}
		else = { #Else, just destroy it
			custom_tooltip = { text = artifact_is_removed_tt }
			hidden_effect = {
				event_target:equipped_artifact = {
					destroy_artifact = yes
				}
			}
		}

		allow_new_battle_events_effect = yes

		ai_chance = {
            factor = 50
            modifier = {
                factor = 1.5
                trait = craven
            }
            modifier = {
                factor = 0.5
                trait = greedy
            }
            modifier = {
                factor = 2
				any_artifact = {
					is_dueling_weapon_artifact_and_equipped = yes
				}
            }
        }

		trigger = {
			event_target:equipped_artifact = { always = yes }
			OR = { #Either someone is alive to give it to, OR, it's something that is allowed to be destroyed...
				event_target:enemy_commander = { is_alive = yes }
				event_target:enemy_liege = { is_alive = yes }
				NOR = {
					event_target:equipped_artifact = { is_indestructible = yes }
					has_artifact_flag = flag_considering_donation
				}
			}
		}
	}

	option = {
		name = CURSES
		apply_selected_duel_injury_effect = yes
		add_blood_splatter_effect = yes

		if = { #opinion malus with the enemy commander if relevant...
			limit = {
				event_target:enemy_commander = { always = yes }
			}
			opinion = {
                modifier = opinion_injured_me_in_battle
                who = event_target:enemy_commander
                months = 180
            }
		}
		else = { #otherwise, highlight the enemy liege...
			show_portrait = event_target:enemy_liege
		}

		if = { #show the portrait of the person you're talking about...
			limit = {
				has_character_flag = desc_A
			}
			show_portrait = event_target:my_beloved
		}

		add_battle_PTSD_effect = yes #sends delayed follow-up event

		hidden_effect = {
			if = {
				limit = {
					is_member_of_any_warrior_lodge_trigger = yes
					event_target:enemy_commander = { is_member_of_any_warrior_lodge_trigger = yes }
				}
				save_persistent_event_target = {
					name = maimed_me_in_battle_target			#Hook-in: Warrior Lodges (disliked_target_selection_score)
					scope = event_target:enemy_commander
				}
			}
		}

		allow_new_battle_events_effect = yes

		ai_chance = {
            factor = 50
            modifier = {
                factor = 3
                trait = craven
            }
        }
	}
	after = {
		clr_ABC_desc_flag_effect = yes
		clr_character_flag = skip_wounded_trait
		clr_character_flag = injury_both_eyes
    	clr_character_flag = injury_eye
    	clr_character_flag = injury_hand
    	clr_character_flag = injury_leg
    	clr_character_flag = injury_face
    	clr_character_flag = injury_mangled_body 
    	clr_character_flag = injury_maimed
	    clr_character_flag = injury_could_be_lethal
	    clr_character_flag = high_PCS_opt
	    clr_character_flag = duel_enemy_opt
    	clr_character_flag = duel_enemy_opt_gain_brave
	    clr_character_flag = duel_enemy_opt_is_brave
	}
}

### BATTLE EVENT: Serious head injury in action (fired from HFP.11000)
character_event = {
	id = HFP.11012 #(inspired by 245)
	title = the_battle_at_location
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	sound = lose_battle
	
	desc = {
		picture = GFX_evt_battle
		text = EVTDESC_HFP_11012_A #You become incapable
		trigger = { has_character_flag = wounded_incapable }
	}
	desc = {
		picture = GFX_evt_battle
		text = EVTDESC_HFP_11012_B #You are disfigured
		trigger = { has_character_flag = wounded_disfigured }
	}

	is_triggered_only = yes
	
	immediate = {
		disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
		battle_commander_counter_negative_effect = yes
		add_blood_splatter_effect = yes
		random_list = {
			60 = {
				trigger = {
					has_dlc = "Reapers"
					NOT = { trait = disfigured }
				}
				set_character_flag = wounded_disfigured
			}
			40 = {
				set_character_flag = wounded_incapable
			}
		}
	}
	
	
	trigger = {
		NOT = { trait = incapable }
		immortal = no
		is_alive = yes
	}

	option = {
		name = {
			text = EVTOPTA_HFP_11012
			trigger = { has_character_flag = wounded_incapable }
		}
		name = {
			text = EVTOPTB_HFP_11012
			trigger = { has_character_flag = wounded_disfigured }
		}
		
		if = {
			limit = { has_character_flag = wounded_incapable }
			custom_tooltip = { text = EVTOPTA_HFP_11012_tt }
			add_trait = incapable
			clr_character_flag = wounded_incapable
		}
		if = {
			limit = { has_character_flag = wounded_disfigured }
			custom_tooltip = { text = EVTOPTB_HFP_11012_tt }
			add_trait = disfigured
			add_trait = severely_injured 
			resolve_severely_injured_effect = yes
			clr_character_flag = wounded_disfigured
			break = yes
		}
		allow_new_battle_events_effect = yes
	}
}

### BATTLE EVENT: Character skill improves (fired from HFP.11000)
character_event = {
	id = HFP.11013 #( remake of 246)
	title = the_battle_at_location
	desc = EVTDESC_HFP_11013_A #EVTDESC246
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	sound = win_battle

	is_triggered_only = yes
	hide_from = yes

	trigger = {
		is_alive = yes
		OR = {
			trait = misguided_warrior
			trait = tough_soldier
			trait = skilled_tactician
		}
	}

	immediate = {
		disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
		battle_commander_counter_positive_effect = yes
	}
	
	option = {
		name = EVTOPTB_HFP_11013

		#Because bragging
		add_trait = proud
		upgrade_education_effect = yes
		allow_new_battle_events_effect = yes
	}
	option = {
		name = EVTOPTA_HFP_11013

		#Because not bragging
		add_trait = humble
		upgrade_education_effect = yes
		allow_new_battle_events_effect = yes
	}
}

### BATTLE EVENT: Flat improvement to martial skill (fired from HFP.11000)
character_event = {
	id = HFP.11014#247
	title = the_battle_at_location
	desc = EVTDESC_HFP_11014_A
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	sound = win_battle

	is_triggered_only = yes
	hide_from = yes

	trigger = {
		is_alive = yes
		NOT = { martial = 10 }
	}

	immediate = {
		disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
		battle_commander_counter_positive_effect = yes
	}

	option = {
		name = EVTOPTA_HFP_11014
		change_martial = 1
		allow_new_battle_events_effect = yes
	}
	option = {
		name = EVTOPTB_HFP_11014
		
		if = {
			limit = { trait = proud }
			remove_trait = proud
		}
		else = {
			add_trait = humble
		}

		if = {
			limit = { is_landed = yes }
			event_target:home_capital_province = {
				show_scope_change = no
				add_province_modifier = {
		            modifier = province_team_spirit
		            months = 24
		        }
		        save_persistent_event_target = {
					name = local_inspiring_commander_target		#Hook-in: Warrior Lodges
					scope = event_target:home_commander
				}
			}
		}

		if = { #Liege (if there is one) is notified of this bonus
			limit = {
				is_landed = no
				event_target:home_liege = { always = yes }	
			}
			event_target:home_liege = {
				character_event = { id = HFP.11015 }
			}
		}
		allow_new_battle_events_effect = yes
	}
}

# Follow-up: Liege gets notified about commander doing well, inspiring troops!
character_event = {
    id = HFP.11015
    title = the_battle_at_location
    desc = EVTDESC_HFP_11015
    picture = GFX_evt_battle
    border = GFX_event_normal_frame_war
    is_triggered_only = yes

    trigger = {
		FROM = { is_alive = yes }    
    }

    immediate = {
		disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
	}

    option = {      
        name = EVTOPTA_HFP_11015
        capital_scope = {
        	add_province_modifier = {
	            modifier = province_team_spirit
	            months = 24
	        }
        	save_persistent_event_target = {
				name = local_inspiring_commander_target		#Hook-in: Warrior Lodges
				scope = event_target:home_commander
			}
        }
        allow_new_battle_events_effect = yes
    }
}

### BATTLE EVENT: Tech Increase in Capital (fired from HFP.11000)
character_event = {
	id = HFP.11016
	title = the_battle_at_location
	desc = EVTDESC_HFP_11016
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	#hide_from = yes

	trigger = {
		is_alive = yes
		is_landed = yes
		OR = {
			trait = brilliant_strategist
			trait = skilled_tactician
		}
		event_target:home_capital_province = {
			NOT = { has_province_modifier = war_knowledge }
		}
	}

	immediate = {
		disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
		battle_commander_counter_positive_effect = yes
		spawn_good_commander_effect = yes
	}

	option = {
		name = EVTOPTA_HFP_11016 #Yes, these are excellent news!
		scaled_wealth = {
		    value = -0.5
		    min = -45
		    max = -500
		}
		military_techpoints = 30
		event_target:home_capital_province = {
			show_scope_change = no
			add_province_modifier = {
				name = war_knowledge
				years = 10
			}
		}
		hidden_effect = { event_target:invited_character = { leave_court_and_die_effect = yes } }
		allow_new_battle_events_effect = yes
	}
	option = { #We need to focus on the short term benefits right now 
		name = EVTOPTB_HFP_11016
		custom_tooltip = { text = a_commander_joins_your_court_tt }
		show_portrait = event_target:invited_character

		pacifists_lose_piety_effect = yes
		allow_new_battle_events_effect = yes
	}
}

### BATTLE EVENT: Gain Commander trait (fired from HFP.11000)
character_event = {
	id = HFP.11017
	title = the_battle_at_location
	desc = EVTDESC_HFP_11017
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	sound = win_battle
	
	hide_from = yes
	is_triggered_only = yes

	trigger = {
		is_alive = yes
		can_have_more_leadership_traits = yes
	}

	immediate = {
		disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
		battle_commander_counter_positive_effect = yes
	}

	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
				trait = flat_terrain_leader
				trait = mountain_terrain_leader
				trait = desert_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 = rough_terrain_leader
				trait = flat_terrain_leader
				trait = mountain_terrain_leader
				trait = desert_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 = rough_terrain_leader
				trait = flat_terrain_leader
				trait = mountain_terrain_leader
				trait = desert_terrain_leader
			}
		}
		add_trait = desert_terrain_leader
	}
	option = {
		name = EVTOPTE96500 # Cavalry
		trigger = {
			NOT = { 
				trait = cavalry_leader
				trait = heavy_infantry_leader
				trait = light_foot_leader
			}
		}
		add_trait = cavalry_leader
	}
	option = {
		name = EVTOPTF96500 # Light Infantry
		trigger = {
			NOT = { 
				trait = cavalry_leader
				trait = heavy_infantry_leader
				trait = light_foot_leader
			}
		}
		add_trait = light_foot_leader
	}
	option = {
		name = EVTOPTG96500 # Heavy Infantry
		trigger = {
			NOT = { 
				trait = cavalry_leader
				trait = heavy_infantry_leader
				trait = light_foot_leader
			}
		}
		add_trait = heavy_infantry_leader
	}
	after = {
		allow_new_battle_events_effect = yes
	}
}

# Follow-up: Enemy COMMANDER/LIEGE is informed that the commander of the opposing forces has dropped an item in exchange for their life (Sent from event: HFP.11011)
character_event = {
	id = HFP.11018
	title = the_battle_at_location
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	trigger = {
		is_alive = yes
	}

	immediate = {
		disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
	}

	desc = {
		text = EVTDESC_HFP_11018_A_weapon
		trigger = {
			event_target:enemy_commander = { character = ROOT }
			event_target:equipped_artifact = { has_artifact_flag = combat_weapon }
		}
	}
	desc = {
		text = EVTDESC_HFP_11018_A_armor
		trigger = {
			event_target:enemy_commander = { character = ROOT }
			event_target:equipped_artifact = { has_artifact_flag = armor }
		}
	}
	desc = {
		text = EVTDESC_HFP_11018_A_other
		trigger = {
			event_target:enemy_commander = { character = ROOT }
			event_target:equipped_artifact = {
				NOT = { has_artifact_flag = armor }
				NOT = { has_artifact_flag = combat_weapon }
			}
		}
	}
	desc = {
		text = EVTDESC_HFP_11018_B_weapon
		trigger = {
			event_target:enemy_liege = { character = ROOT }
			NOT = { event_target:enemy_commander = { character = ROOT } }
			event_target:equipped_artifact = { has_artifact_flag = combat_weapon }
		}
	}
	desc = {
		text = EVTDESC_HFP_11018_B_armor
		trigger = {
			event_target:enemy_liege = { character = ROOT }
			NOT = { event_target:enemy_commander = { character = ROOT } }
			event_target:equipped_artifact = { has_artifact_flag = armor }
		}
	}
	desc = {
		text = EVTDESC_HFP_11018_B_other
		trigger = {
			event_target:enemy_liege = { character = ROOT }
			NOT = { event_target:enemy_commander = { character = ROOT } }
			event_target:equipped_artifact = {
				NOT = { has_artifact_flag = armor }
				NOT = { has_artifact_flag = combat_weapon }
			}
		}
	}

	option = { #I... Someone pick that up!
		name = EVTOPTA_HFP_10018

		custom_tooltip = { text = EVTOPTA_HFP_10018_tt }
		add_blood_splatter_effect = yes
		allow_new_battle_events_effect = yes

		trigger = { event_target:enemy_commander = { character = ROOT } } #If you are the enemy commander
	}

	option = {
		name = {
			text = EVTOPTB_HFP_10018_high_quality #What a lunatic! I'll take that
			trigger = {
				event_target:equipped_artifact = { quality > 3 }
			}
		}
		name = {
			text = EVTOPTB_HFP_10018 #I shall take that, thank you
			trigger = {
				event_target:equipped_artifact = { NOT = { quality > 3 } }
			}
		}

        custom_tooltip = { text = EVTOPTA_HFP_10018_tt }
        allow_new_battle_events_effect = yes
		
        trigger = { #If you are the enemy liege, AND not the commander
        	event_target:enemy_liege = { character = ROOT }
        	NOT = { event_target:enemy_commander = { character = ROOT } }
        }
	}
}

### BATTLE EVENT: Follow-up: PTSD follow up (fired from add_battle_PTSD_effect in various places)
character_event = {
	id = HFP.11019
	title = invisible_injury_title
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	trigger = {
		is_alive = yes
		is_landed = yes
		has_character_flag = has_PTSD
		war = no
	}

	fail_trigger_effect = {
		if = {
			limit = {
				is_landed = yes
				has_character_flag = has_PTSD
				war = yes #it's just this one that failed!
			}
			repeat_event = { id = HFP.11019 days = 365 random = 50 } #PTSD follow up (try again in a year)
		}
		else = {
			clr_character_flag = has_PTSD
		}
	}

	immediate = {
		disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
		battle_commander_counter_negative_effect = yes

		random_list = {
			10 = {
				trigger = {
					num_of_children = 1
				}
				set_character_flag = desc_A
			}
			10 = {
				set_character_flag = desc_B
			}
			10 = {
				trigger = { #To make sure you're not the cause of the war?
					NOT = { event_target:home_liege = { character = ROOT } }
				}
				set_character_flag = desc_C
			}
		}
	}

	desc = {
		text = EVTDESC_HFP_11019_A # I can't be near my children
		trigger = { has_character_flag = desc_A }
	}
	desc = {
		text = EVTDESC_HFP_11019_B #I'm not really here
		trigger = { has_character_flag = desc_B }
	}
	desc = {
		text = EVTDESC_HFP_11019_C #Survivor's guilt
		trigger = { has_character_flag = desc_C }
	}


	option = { #Act out (#Scenario A: I can't be near my children)
		name = EVTOPTA_HFP_11019_1 #I need a drink
		add_trait = drunkard
		add_trait = cynical
		trigger = { has_character_flag = desc_A }
	}
	option = { #Try to cope (#Scenario A: I can't be near my children)
		name = EVTOPTA_HFP_11019_2 #I do NOT have nightmares, servant! How dare you?
		add_trait = depressed
		trigger = { has_character_flag = desc_A }
	}
	option = { #Act out (Scenario A (last option) or B (top option if so))
		name = EVTOPTF_HFP_11019 #I can never be close to anyone.
		add_trait = celibate
		trigger = {
			OR = {
				has_character_flag = desc_A
				has_character_flag = desc_B
			}
		}
	}	
	option = { #Try to cope (#Scenario B: I'm not really here)
		name = EVTOPTB_HFP_11019_2 #Some solitude is what's needed
		add_trait = depressed
		trigger = { has_character_flag = desc_B }
	}
	option = { #Act out (#Scenario B: I'm not really here)
		name = EVTOPTB_HFP_11019_1 #I need to feel alive again
		add_trait = lustful
		add_trait = drunkard
		trigger = { has_character_flag = desc_B }
	}
	option = { #Act out (#Scenario C: Survivor's guilt)
		name = EVTOPTC_HFP_11019_1 #It should've been me who died
		custom_tooltip = { text = EVTOPTC_HFP_11019_1_TT }
		death = {
			death_reason = death_suicide
		}
		trigger = { has_character_flag = desc_C }
	}
	option = { #Try to cope (Scenario C: Survivor's guilt)
		name = EVTOPTC_HFP_11019_2 #Some people will always want me dead
		add_trait = cynical
		add_trait = depressed
		trigger = { has_character_flag = desc_C }
	}

	option = { #Act out in anger (A, B, or C)
		name = EVTOPTD_HFP_11019 #Enough of these nonsense FEELINGS
		add_trait = wroth
		add_trait = stressed
		pacifists_lose_piety_effect = yes
		random = {
			chance = 15
			add_trait = depressed
			hidden_effect = {
				character_event = {
					id = 38288 #Notify Depressed
				}
			}
		}
	}
	option = { #For WL members only: comfort hunting
		name = EVTOPTE_HFP_11019 #Enough of these nonsense FEELINGS
		tooltip_info_custom = available_due_to_warrior_lodge
		piety =-5
		trigger = {
			is_member_of_any_warrior_lodge_trigger = yes
		}
	}
	after = {
		clr_ABC_desc_flag_effect = yes
		allow_new_battle_events_effect = yes
	}
}


### BATTLE EVENT: Gain Commander trait 2 (fired from HFP.11000)
character_event = {
	id = HFP.11020
	title = the_battle_at_location
	desc = EVTDESC_HFP_11020
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	sound = win_battle

	hide_from = yes
	
	is_triggered_only = yes

	trigger = {
		is_alive = yes
		can_have_more_leadership_traits = yes
	}
	
	immediate = {
		disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
		battle_commander_counter_positive_effect = yes
	}

	option = { # Organizer
		name = EVTOPTA_HFP_11020
		trigger = { NOT = { trait = organizer } }
		add_trait = organizer
	}
	option = { # Experimenter
		name = EVTOPTB_HFP_11020
		trigger = { NOT = { trait = experimenter } }
		add_trait = experimenter
	}
	option = { # Holy Warrior
		name = EVTOPTC_HFP_11020
		trigger = {
			trait = zealous
			NOT = {
				trait = holy_warrior
				trait = cynical
			}
		}
		add_trait = holy_warrior
	}
	option = { # Unyielding
		name = EVTOPTD_HFP_11020
		trigger = { NOT = { trait = unyielding_leader } }
		add_trait = unyielding_leader
	}
	after = {
		allow_new_battle_events_effect = yes
	}
}

### BATTLE EVENT: Gain Commander trait 3 (fired from HFP.11000)
character_event = {
	id = HFP.11021
	title = the_battle_at_location
	desc = EVTDESC_HFP_11021
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	sound = win_battle
	
	hide_from = yes

	is_triggered_only = yes

	trigger = {
		is_alive = yes
		can_have_more_leadership_traits = yes
	}

	immediate = {
		disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
		battle_commander_counter_positive_effect = yes
	}

	option = {
		name = EVTOPTA_HFP_11021 # Aggressive
		pacifists_lose_piety_effect = yes
		trigger = {
			NOT = { trait = defensive_leader }
			NOT = { trait = aggressive_leader }
		}
		add_trait = aggressive_leader
	}
	option = { # Defensive
		name = {
			text = EVTOPTB_HFP_11021
			trigger = { NOT = { government = nomadic_government } }
		}
		name = {
			text = EVTOPTB_HFP_11021_nomad
			trigger = { government = nomadic_government }
		}
		trigger = {
			NOT = { trait = defensive_leader }
			NOT = { trait = aggressive_leader }
		}
		add_trait = defensive_leader
	}
	option = {
		name = EVTOPTC_HFP_11021 # Inspiring
		trigger = { NOT = { trait = inspiring_leader } }
		add_trait = inspiring_leader
	}
	option = { # Trickster
		name = EVTOPTD_HFP_11021
		trigger = { NOT = { trait = trickster } }
		add_trait = trickster
	}
	after = {
		add_blood_splatter_effect = yes
		allow_new_battle_events_effect = yes
	}
}

### BATTLE EVENT: Gain Commander trait 4 (fired from HFP.11000)
character_event = {
	id = HFP.11022
	title = the_battle_at_location
	desc = EVTDESC_HFP_11022
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	sound = win_battle
	
	hide_from = yes
	is_triggered_only = yes

	trigger = {
		is_alive = yes
		can_have_more_leadership_traits = yes
	}
	
	immediate = {
		disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
		battle_commander_counter_positive_effect = yes
	}

	option = {
		name = EVTOPTA_HFP_11022 # Rough Terrain Specialization
		trigger = {
			OR = {
				location = { terrain = forest }
				location = { terrain = hills }
			}
			NOT = { 
				trait = rough_terrain_leader
				trait = flat_terrain_leader
				trait = mountain_terrain_leader
				trait = desert_terrain_leader
			}
		}
		add_trait = rough_terrain_leader
	}
	option = {
		name = EVTOPTA_HFP_11022 # Flat Terrain Specialization
		trigger = {
			OR = {
				location = { terrain = plains }
				location = { terrain = farmlands }
				location = { terrain = steppe }
			}
			NOT = { 
				trait = rough_terrain_leader
				trait = flat_terrain_leader
				trait = mountain_terrain_leader
				trait = desert_terrain_leader
			}
		}
		add_trait = flat_terrain_leader
	}
	option = {
		name = EVTOPTA_HFP_11022 # 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 = EVTOPTA_HFP_11022 # Desert Terrain Leader
		trigger = {
			location = { terrain = desert }
			NOT = { 
				trait = rough_terrain_leader
				trait = flat_terrain_leader
				trait = mountain_terrain_leader
				trait = desert_terrain_leader
			}
		}
		add_trait = desert_terrain_leader
	}
	option = { # Flanker
		name = EVTOPTB_HFP_11022
		trigger = { NOT = { trait = flanker } }
		add_trait = flanker
	}
	option = { # Narrow flank leader
		name = EVTOPTC_HFP_11022
		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 = EVTOPTD_HFP_11022
		trigger = {
			siege = { is_attacker = yes }
			NOT = { trait = siege_leader }
		}
		add_trait = siege_leader
	}

	after = {
		allow_new_battle_events_effect = yes
	}
}

### BATTLE EVENT: Marshal leading troops: Unnecessary violence (fired from HFP.11000)
character_event = {
	id = HFP.11023
	title = the_battle_at_location
	desc = EVTDESC_HFP_11023
	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
	}
	
	immediate = {
		disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
	}
	
	option = {
		name = EVTOPTA_HFP_11023_A #You're just a boy! I can't do this
		remove_trait = cruel
		allow_new_battle_events_effect = yes
		prestige = -20
	}
	option = {
		name = EVTOPTA_HFP_11023_B #You're just a tool for my enemy
		prestige = 20
		piety = -20
		allow_new_battle_events_effect = yes

		hidden_tooltip = {
			liege = {
				character_event = {
					id = HFP.11024
				}
			}
		}
	}
}

# Follow-up: For Liege: Marshal used unnecessary violence
character_event = {
	id = HFP.11024
	desc = EVTDESC_HFP_11024
	picture = GFX_evt_torture
	border = GFX_event_normal_frame_war
	
	war = yes
	
	is_triggered_only = yes

	trigger = {
		NOT = { trait = incapable }
		prisoner = no
		is_inaccessible_trigger = no
	}

	immediate = {
		disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
	}

	option = {
		name = EVTOPTB_HFP_11024 #Disapprove of his conduct
		opinion = {
			modifier = opinion_disapprove
			who = FROM
			years = 5
		}
		random = {
			chance = 50
			add_trait = kind
			hidden_tooltip = {
				character_event ={
					id = 38268 #Notify Kind
				}
			}
		}
	}
	option = {
		name = EVTOPTC_HFP_11024 #He's right, we should terrorise our enemy
		opinion = {
			modifier = opinion_approves
			who = FROM
			years = 5
		}
		prestige = -10
		random = {
			chance = 50
			add_trait = cruel
			hidden_tooltip = {
				character_event ={
					id = 38259 #Notify Cruel
				}
			}
		}
	}
	option = {
		name = EVTOPTA_HFP_11024 #That's the cruelty of war
		piety = -15
	}

	after = {
		allow_new_battle_events_effect = yes
	}
}

### BATTLE EVENT: Pet Animal to the rescue! Or choose to duel! (fired from HFP.11000)
character_event = {
    id = HFP.11025
    title = the_battle_at_location
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
    is_triggered_only = yes
    
    trigger = {
    	is_alive = yes
    }

    desc = { #Check that these texts are all in
    	text = EVTDESC_HFP_11025_dog
    	trigger = { has_character_flag = desc_dog }
    }
	desc = {
    	text = EVTDESC_HFP_11025_cat
    	trigger = { has_character_flag = desc_cat }
    }
    desc = {
    	text = EVTDESC_HFP_11025_horse
    	trigger = { has_character_flag = desc_horse }
    }
    desc = {
    	text = EVTDESC_HFP_11025_owl
    	trigger = { has_character_flag = desc_owl }
    }
    desc = {
    	text = EVTDESC_HFP_11025_eagle
    	trigger = { has_character_flag = desc_eagle }
    }
    desc = {
    	text = EVTDESC_HFP_11025_fallback
    	trigger = { has_character_flag = desc_fallback }
    }

    immediate = {
		disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
		battle_commander_counter_negative_effect = yes

		if = {
			limit = { event_target:enemy_commander = { is_alive = yes ai = yes } }
			disallow_new_battle_events_effect = yes #to keep the tombola from spamming your potential target...
		}
    	random_list = {
    		10 = {
    			trigger = { has_character_modifier = pet_hunting_dog }
    			set_character_flag = desc_dog
    			break = yes
    		}
    		10 = {
    			trigger = { has_character_modifier = pet_cat }
    			set_character_flag = desc_cat
    			break = yes
    		}
    		10 = {
    			trigger = { has_character_modifier = nomad_warhorse }
    			set_character_flag = desc_horse
    			break = yes
    		}
    		10 = {
    			trigger = { has_character_modifier = pet_owl }
    			set_character_flag = desc_owl
    			break = yes
    		}
    		10 = {
    			trigger = { has_character_modifier = pet_hunting_eagle }
    			set_character_flag = desc_eagle
    			break = yes
    		}
    	}
    	set_character_flag = desc_fallback
    }

    ### Let the pet die....
    option = {
        name = EVTOPTA_HFP_11025_dog
        custom_tooltip = { text = EVTOPTA_HFP_11025_TT_dog }
		remove_character_modifier = pet_hunting_dog
		hidden_effect = {
			remove_character_modifier = pet_best_friends
			if = { #To handle omens from hermetics
				limit = {
					has_dlc = "Mystics"
					OR = {
						has_character_modifier = good_relationship_omen
						has_character_modifier = bad_relationship_omen
					}
				}
				set_character_flag = dog_death_omen
				character_event = { id = MNM.1213 days = 35 random = 30 } # Scrying vision come true
			}
		}
		send_new_dog_event_effect = yes # Will only work for certain bloodlines...
		clr_character_flag = about_to_challenge_enemy_commander
		allow_new_battle_events_effect = yes
        trigger = { has_character_flag = desc_dog }
    }
    option = {
        name = EVTOPTA_HFP_11025_cat
        custom_tooltip = { text = EVTOPTA_HFP_11025_TT_cat }
		remove_character_modifier = pet_cat
		hidden_effect = {
			remove_character_modifier = pet_best_friends
			if = { #To handle omens from hermetics
				limit = {
					has_dlc = "Mystics"
					OR = {
						has_character_modifier = good_relationship_omen
						has_character_modifier = bad_relationship_omen
					}
				}
				set_character_flag = cat_death_omen
				character_event = { id = MNM.1213 days = 35 random = 30 } # Scrying vision come true
			}
		}
		clr_character_flag = about_to_challenge_enemy_commander
		allow_new_battle_events_effect = yes
        trigger = { has_character_flag = desc_cat }
    }
    option = {      
        name = EVTOPTA_HFP_11025_horse
        custom_tooltip = { text = EVTOPTA_HFP_11025_TT_horse }
		remove_character_modifier = nomad_warhorse
		clr_character_flag = about_to_challenge_enemy_commander
		allow_new_battle_events_effect = yes
        trigger = { has_character_flag = desc_horse }
    }
    option = {
        name = EVTOPTA_HFP_11025_owl
        custom_tooltip = { text = EVTOPTA_HFP_11025_TT_owl }
		remove_character_modifier = pet_owl
		clr_character_flag = about_to_challenge_enemy_commander
		allow_new_battle_events_effect = yes
        trigger = { has_character_flag = desc_owl }
    }
    option = {
        name = EVTOPTA_HFP_11025_eagle
        custom_tooltip = { text = EVTOPTA_HFP_11025_TT_eagle }
		remove_character_modifier = pet_hunting_eagle
		clr_character_flag = about_to_challenge_enemy_commander
		allow_new_battle_events_effect = yes
		send_new_eagle_event_effect = yes #Only for certain bloodlines...!

        trigger = { has_character_flag = desc_eagle }
    }
    option = {
        name = EVTOPTA_HFP_11025_fallback
        custom_tooltip = { text = EVTOPTA_HFP_11025_TT_fallback }

        add_battle_PTSD_effect = yes

		clr_character_flag = about_to_challenge_enemy_commander
		allow_new_battle_events_effect = yes

        trigger = { has_character_flag = desc_fallback }
    }

    ### Chase after the enemy commander (if there is one)
    option = {
        name = EVTOPTB_HFP_11025
        if = {
        	limit = { NOT = { has_character_flag = desc_fallback } }
        	custom_tooltip = { text = EVTOPTB_HFP_11025_TT }
        	hidden_effect = { duel_enemy_commander_effect = yes } #hides the usual tooltip for chasing down enemy commander...
        }
        else = {
       		duel_enemy_commander_effect = yes #instantly sends event for a duel!
        }
        pacifists_lose_piety_effect = yes
        set_character_flag = skip_blood_splatter

        ai_chance = {
        	factor = 1
        	modifier = {
                factor = 0
                event_target:enemy_commander = { ai = no } #don't do this to players
            }
        }
        trigger = {
        	event_target:enemy_commander = { # To ensure you do not try to duel commanders who literally *just* died (in battle, presumably)
				is_alive = yes
				is_dying = no
			}
        }
    }

    after = {
    	clr_character_flag = desc_dog
    	clr_character_flag = desc_cat
    	clr_character_flag = desc_horse
    	clr_character_flag = desc_owl
    	clr_character_flag = desc_eagle
    	clr_character_flag = desc_fallback
    	if = {
    		limit = { has_character_flag = skip_blood_splatter }
    		clr_character_flag = skip_blood_splatter
    	}
    	else = {
    		add_blood_splatter_effect = yes
    	}
    }
}


#######################################################
############### Warrior Lodge members only ############
#######################################################
### BATTLE EVENT: Find a weapon on the battlefield... (fired from HFP.11000)
character_event = {
    id = HFP.11026
    title = the_battle_at_location
    desc = EVTDESC_HF_11026
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
    is_triggered_only = yes
	hide_from = yes
    has_dlc = "Holy Fury"
    
    trigger = {
    	is_alive = yes
    }

    immediate = {
    	disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
    	battle_commander_counter_positive_effect = yes
    	if = {
    		limit = {
    			society_rank == 1
    		}
    		set_character_flag = rank_1
    	}
    	else_if = {
    		limit = {
    			society_rank == 2
    		}
    		set_character_flag = rank_2
    	}
    	else_if = {
    		limit = {
    			society_rank == 3
    		}
    		set_character_flag = rank_3
    	}
    	else_if = {
    		limit = {
    			society_rank == 4
    		}
    		set_character_flag = rank_4
    	}
    }
    
    option = {
        name = EVTOPTA_HFP_11026
        trigger_switch = {
        	on_trigger = has_character_flag
        	rank_1 = {
        		add_artifact = sword_1_battlefield
        		new_artifact = {
        			set_name = weapon_battlefield_rename_1
        			set_description = weapon_battlefield_desc_rename_1
        		}
        	}
        	rank_2 = {
        		add_artifact = sword_2_battlefield
        		new_artifact = {
        			set_name = weapon_battlefield_rename_2
        			set_description = weapon_battlefield_desc_rename_2
        		}
        	}
        	rank_3 = {
        		add_artifact = sword_3_battlefield
        		new_artifact = {
        			set_name = weapon_battlefield_rename_3
        			set_description = weapon_battlefield_desc_rename_3
        		}
        	}
        	rank_4 = {
        		add_artifact = sword_3_battlefield #same as rank 3
        		new_artifact = {
        			set_name = weapon_battlefield_rename_3
        			set_description = weapon_battlefield_desc_rename_3
        		}
        	}
        }
        pacifists_lose_piety_effect = yes
        add_blood_splatter_effect = yes
    }
    option = {      
        name = EVTOPTB_HFP_11026
        custom_tooltip = { text = EVTOPTB_HFP_11026_TT }
    }
    after = {
    	clr_character_flag = rank_1
        clr_character_flag = rank_2
        clr_character_flag = rank_3
        clr_character_flag = rank_4
        allow_new_battle_events_effect = yes
    }
}

### BATTLE EVENT: Choose a nickname...! "Call me.." what? (fired from HFP.11000)
character_event = {
    id = HFP.11027
    title = the_battle_at_location
    desc = EVTDESC_HF_11027
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
    is_triggered_only = yes
    hide_from = yes
    has_dlc = "Holy Fury"
    
    trigger = {
    	is_alive = yes
    	has_dlc = "Holy Fury"
    }

    immediate = {
    	disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
    	battle_commander_counter_positive_effect = yes

    	### Set potential nickname-flags...
    	if = {
    		limit = {
    			OR = {
    				is_learned_trigger = yes
    				trait = mystic
    			}
    		}
    		set_character_flag = the_astrologer
    	}
    	if = {
    		limit = {
    			OR = {
    				trait = hunter
    				trait = wroth
    				martial = 10
    			}
    		}
    		set_character_flag = the_great_beast
    	}
    	if = {
    		limit = {
    			OR = {
	    			has_education_diplomacy_trigger = yes
	    			has_lifestyle_diplomacy_trigger = yes
	    			has_education_intrigue_trigger = yes
    				has_lifestyle_intrigue_trigger = yes
    			}
    			OR = {
    				has_3rd_tier_education_trait_trigger = yes
    				has_top_tier_education_trait_trigger = yes
    			}
    		}
    		set_character_flag = the_artist_ruler
    	}
    	if = {
    		limit = {
    			OR = {
    				trait = ambitious
    				is_weak_trigger = yes
    			}
    		}
    		set_character_flag = the_ambitious
    	}
    	if = {
    		limit = {
    			OR = {
    				any_kill_list_character = {
						count = 50
					}
    				is_strong_trigger = yes
    				is_evil_trigger = yes
    				is_impious_trigger = yes
    			}
    		}
    		set_character_flag = the_bloody
    	}
    	if = {
    		limit = {
    			OR = {
    				has_pleasant_personality_trigger = yes
    				trait = grey_eminence
    				has_lifestyle_diplomacy_trigger = yes
    			}
    		}
    		set_character_flag = the_diplomat
    	}
    	if = {
    		limit = {
    			OR = {
    				has_pleasant_personality_trigger = yes
    				has_lifestyle_diplomacy_trigger = yes
    				trait = kind
    			}
    			NOT = { trait = cruel }
    		}
    		set_character_flag = the_kind_hearted
    	}
    	if = {
    		limit = {
    			trait = charitable
    		}
    		set_character_flag = the_generous
    	}
    	if = {
    		limit = {
    			OR = {
	    			is_evil_trigger = yes
	    			any_kill_list_character = {
						count = 50
					}
    			}
    		}
    		set_character_flag = the_executioner
    	}
    	if = {
    		limit = {
    			trait = just
    		}
    		set_character_flag = iron_fist
    	}
    	if = {
    		limit = {
    			trait = cynical
    		}
    		set_character_flag = stone_fist
    	}
    	if = {
    		limit = {
    			OR = {
    				trait = stubborn
    				trait = giant
    				is_strong_trigger = yes
    			}
    		}
    		set_character_flag = the_bulwark
    	}
    	if = {
    		limit = {
    			OR = {
	    			trait = giant
	    			AND = {
	    				trait = just
	    				trait = kind
	    			}
	    		}
    		}
    		set_character_flag = the_tower
    	}
    	if = {
    		limit = {
    			event_target:enemy_commander = { is_alive = yes }
    			event_target:enemy_commander = {
					duelist_skill_compared_to_prev_low_group_trigger = yes
				}
    		}
    		set_character_flag = the_wall_of_title
    	}
    	if = {
    		limit = {
    			event_target:enemy_commander = { is_alive = yes }
    			event_target:enemy_commander = {
					duelist_skill_compared_to_prev_high_group_trigger = yes
				}
    		}
    		set_character_flag = the_underdog
    	}
    	random_list = {
    		10 = {
   				set_character_flag = the_terrain_commander
    		}
    		10 = {
   				set_character_flag = the_ground_warrior
    		}
    		10 = {
   				set_character_flag = lord_lady_of_the_terrain
    		}
    		10 = {
   				set_character_flag = lord_lady_ground
    		}
    	}
    }

    option = {
        name = EVTOPTA_HFP_11027
        #custom_tooltip = { text = HFP_11027_kill_soldier }
        give_nickname = nick_the_astrologer
        trigger = { has_character_flag = the_astrologer }
    }
    option = {
        name = EVTOPTB_HFP_11027
        #custom_tooltip = { text = HFP_11027_kill_soldier }
        give_nickname = nick_the_great_beast
        trigger = { has_character_flag = the_great_beast }
    }
    option = {
        name = EVTOPTC_HFP_11027
        #custom_tooltip = { text = HFP_11027_kill_soldier }
        give_nickname = nick_the_artist_ruler
        trigger = { has_character_flag = the_artist_ruler }
    }
    option = {
        name = EVTOPTD_HFP_11027
        #custom_tooltip = { text = HFP_11027_kill_soldier }
        give_nickname = nick_the_ambitious
        trigger = { has_character_flag = the_ambitious }
    }
    option = {
        name = EVTOPTE_HFP_11027
        #custom_tooltip = { text = HFP_11027_kill_soldier }
        give_nickname = nick_the_bloody
        trigger = { has_character_flag = the_bloody }
    }
    option = {
        name = EVTOPTF_HFP_11027
        #custom_tooltip = { text = HFP_11027_kill_soldier }
        give_nickname = nick_the_diplomat
        trigger = { has_character_flag = the_diplomat }
    }
    option = {
        name = EVTOPTG_HFP_11027
        custom_tooltip = { text = EVTOPTG_HFP_11027_TT }
        give_nickname = nick_the_kind_hearted
        trigger = { has_character_flag = the_kind_hearted }
    }
    option = {
        name = EVTOPTH_HFP_11027
        tooltip_info = charitable
        #custom_tooltip = { text = HFP_11027_kill_soldier }
        give_nickname = nick_the_generous
        trigger = { has_character_flag = the_generous }
    }
	option = {
        name = EVTOPTI_HFP_11027
        #custom_tooltip = { text = HFP_11027_kill_soldier }
        give_nickname = nick_the_executioner
        trigger = { has_character_flag = the_executioner }
    }
    option = {
        name = EVTOPTJ_HFP_11027
        tooltip_info = just
        #custom_tooltip = { text = HFP_11027_kill_soldier }
        give_nickname = nick_iron_fist
        trigger = { has_character_flag = iron_fist }
    }
    option = {
        name = EVTOPTK_HFP_11027
        tooltip_info = cynical
        #custom_tooltip = { text = HFP_11027_kill_soldier }
        give_nickname = nick_stone_fist
        trigger = { has_character_flag = stone_fist }
    }
    option = {
        name = EVTOPTL_HFP_11027
        #custom_tooltip = { text = HFP_11027_kill_soldier }
        give_nickname = nick_the_bulwark
        trigger = { has_character_flag = the_bulwark }
    }
    option = {
        name = EVTOPTM_HFP_11027
        #custom_tooltip = { text = HFP_11027_kill_soldier }
        give_nickname = nick_the_tower
        trigger = { has_character_flag = the_tower }
    }
    option = {
        name = EVTOPTN_HFP_11027
        #custom_tooltip = { text = HFP_11027_kill_soldier }
        give_nickname = nick_the_wall_of_title
        trigger = { has_character_flag = the_wall_of_title }
    }
    option = {
        name = EVTOPTO_HFP_11027
        tooltip_info_custom = string_available_due_to_duelist_skill_better_than_enemy
        #custom_tooltip = { text = HFP_11027_kill_soldier }
        give_nickname = nick_the_underdog
        trigger = { has_character_flag = the_underdog }
    }
    option = {
        name = EVTOPTP_HFP_11027
        #custom_tooltip = { text = HFP_11027_kill_soldier }
        give_nickname = nick_the_terrain_commander
        trigger = { has_character_flag = the_terrain_commander }
    }
    option = {
        name = EVTOPTQ_HFP_11027
        #custom_tooltip = { text = HFP_11027_kill_soldier }
        give_nickname = nick_the_ground_warrior
        trigger = { has_character_flag = the_ground_warrior }
    }
    option = {
        name = EVTOPTR_HFP_11027
        #custom_tooltip = { text = HFP_11027_kill_soldier }
        give_nickname = nick_lord_lady_of_the_terrain
        trigger = { has_character_flag = lord_lady_of_the_terrain }
    }
    option = {
        name = EVTOPTS_HFP_11027
        #custom_tooltip = { text = HFP_11027_kill_soldier }
        give_nickname = nick_lord_lady_ground
        trigger = { has_character_flag = lord_lady_ground }
    }
    after = {
        add_blood_splatter_effect = yes
        add_character_modifier = { modifier = hardened_resolve years = 5 }
        clr_battle_nickname_flags_effect = yes 
        allow_new_battle_events_effect = yes
    }
}

### BATTLE EVENT: Decapitating an enemy (fired from HFP.11000)
character_event = {
	id = HFP.11028
	title = the_battle_at_location
	desc = EVTDESC_HFP_11028
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	has_dlc = "Holy Fury"

	is_triggered_only = yes
		
	trigger = {
		event_target:enemy_commander = { always = yes } #There has to be an opponent...
		has_dlc = "Holy Fury"
	}

	immediate = {
		disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
		battle_commander_counter_positive_effect = yes

		hidden_effect = {
			#Sets up weapons for localization...
			set_dueling_weapon_effect = yes
			event_target:enemy_commander = { set_dueling_weapon_effect = yes }

			### Saved in tombola:
			# event_target:home_commander
			# event_target:enemy_commander (originally FROM)
			# event_target:enemy_liege (originally FROMFROM)
			# event_target:battlefield_location (location of battle)

			### Saved in *this* event:
			# event_target:random_rival_target (if there is one)
			# event_target:home_liege (liege of home_commander, if there is one)

			random_rival = { save_event_target_as = random_rival_target } #For loc and extra fun
			liege = {
				if = { limit = { NOT = { character = ROOT } }
					save_event_target_as = home_liege
				}
			}

			# Send news/notification event to relevant parties...
			if = {
				limit = { enemy_commander_and_liege_are_different_characters = yes }
				event_target:enemy_liege = { character_event = { id = HFP.11032 } } # Send notification of the enemy commander's death (to their liege)
			}
			if = {
				limit = { home_commander_and_liege_are_different_characters = yes }
				event_target:home_liege = { character_event = { id = HFP.11029 } } # Send notification of the enemy commander's death (to your own liege, for bragging rights)
			}
			
			event_target:enemy_commander = {
				##### For tiered rewards...
				if = { #if ROOT fought a worse warrior...
					limit = { duelist_skill_compared_to_prev_low_group_trigger = yes }
					PREV = { set_character_flag = fought_worse_warrior@event_target:enemy_commander }#For later effects...
				}
				else_if = { #if ROOT fought a greater warrior...
					limit = { duelist_skill_compared_to_prev_high_group_trigger = yes }
					PREV = { set_character_flag = fought_great_warrior@event_target:enemy_commander } #For later effects...
				}
				else = { #if ROOT was pretty evenly matched with the enemy warrior...
					PREV = { set_character_flag = fought_even_warrior@event_target:enemy_commander } #For later effects...
				}
				#####
				character_event = { id = HFP.11031 } # Send event to the killed enemy
			}
			if = {
				limit = { multiplayer = yes }
				event_target:enemy_commander = {	
					show_scope_change = no	
					death = {
						death_reason = death_battle 
						killer = ROOT #aka event_target:home_commander
					}
				}
			}
		}	
	}
	
	option = { #Take artifact, get lots of opinion reward...
		name = EVTOPTA_HFP_11028 #I will mount your head on the castle walls!
		
		hidden_effect = {
			set_character_flag = took_enemy_skull
			add_artifact = enemy_skull 		#Hook-in: Warrior Lodges
			new_artifact = {
				set_original_owner = event_target:enemy_commander
				set_description = enemy_skull_desc

				random_list = { #Randomize names to avoid too much repetition.
					20 = { set_name = enemy_skull_named }
					20 = { #only if not same culture
						set_name = enemy_skull_named_culture
						trigger = { event_target:enemy_commander = { NOT = { culture = ROOT } } }
					}
					20 = { #only if other government could be deemed "barbarian"...
						set_name = enemy_skull_barbarian
						trigger = {
							event_target:enemy_liege = { # Should still be alive (so check against them instead of the commander)...
								OR = {
									AND = {
										government = tribal_government
										ROOT = { NOT = { government = tribal_government } }
									}
									AND = {
										government = nomadic_government
										ROOT = { NOT = { government = nomadic_government } }
									}
								}
							}
						}
					}
				}
			}
			if = {
				limit = { is_landed = yes }
				event_target:home_capital_province = {
					save_persistent_event_target = {
						name = local_fearsome_commander_target		#Hook-in: Warrior Lodges
						scope = event_target:home_commander
					}
				}
			}
		}


		trigger_switch = { #For prestige rewards.
			on_trigger = has_character_flag
			fought_worse_warrior@event_target:enemy_commander = { prestige = 15 }
			fought_even_warrior@event_target:enemy_commander = { prestige = 20 }
			fought_great_warrior@event_target:enemy_commander = { prestige = 30 }
		}
		

		if = { #If you have a liege, slap on some opinion bonus...
			limit = { home_commander_and_liege_are_different_characters = yes }
			event_target:home_liege = {
				show_scope_change = no
				tooltip = {
					opinion = {
		                who = event_target:home_liege
		                modifier = opinion_wildly_impressed
		                years = 10
		            }
				}
	            reverse_opinion = {
	                who = event_target:home_liege
	                modifier = opinion_was_wildly_praised
	                years = 10
	            }
			}
		}
		else = { #Otherwise, just clear flags.
			clr_character_flag = fought_worse_warrior@event_target:enemy_commander
			clr_character_flag = fought_even_warrior@event_target:enemy_commander
			clr_character_flag = fought_great_warrior@event_target:enemy_commander
		}

		### Actual death (if not MP)
		if = {
			limit = { multiplayer = no }
			event_target:enemy_commander = {
				show_scope_change = no
				death = {
					death_reason = death_battle 
					killer = ROOT #aka event_target:home_commander
				}
			}
		}
	}

	option = { #Take no skull artifact, less opinion reward, but become more Kind...
		name = EVTOPTB_HFP_11028 #Or just go in peace...
		
		hidden_effect = {
			if = {
				limit = { is_landed = yes }
				event_target:home_capital_province = {
					save_persistent_event_target = {
						name = local_fearsome_commander_target		#Hook-in: Warrior Lodges
						scope = event_target:home_commander
					}
				}
			}
		}

		if = {
			limit = { trait = cruel }
			remove_trait = cruel
		}
		else = {
			add_trait = kind
		}


		trigger_switch = { #For prestige rewards.
			on_trigger = has_character_flag
			fought_worse_warrior@event_target:enemy_commander = { prestige = 10 }
			fought_even_warrior@event_target:enemy_commander = { prestige = 15 }
			fought_great_warrior@event_target:enemy_commander = { prestige = 25 }
		}
		

		if = { #If you have a liege, slap on some opinion bonus...
			limit = { home_commander_and_liege_are_different_characters = yes }
			event_target:home_liege = {
				show_scope_change = no
				tooltip = {
					opinion = {
		                who = event_target:home_liege
		                modifier = opinion_thoroughly_impressed
		                years = 10
		            }
				}
	            reverse_opinion = {
	                who = event_target:home_liege
	                modifier = opinion_was_thoroughly_praised
	                years = 10
	            }
			}
		}
		else = { #Otherwise, just clear flags.
			clr_character_flag = fought_worse_warrior@event_target:enemy_commander
			clr_character_flag = fought_even_warrior@event_target:enemy_commander
			clr_character_flag = fought_great_warrior@event_target:enemy_commander
		}

		### Actual death (if not MP)
		if = {
			limit = { multiplayer = no }
			event_target:enemy_commander = {
				show_scope_change = no
				death = {
					death_reason = death_battle 
					killer = ROOT #aka event_target:home_commander
				}
			}
		}
	}

	after = {
		allow_new_battle_events_effect = yes
	}
}

# Potential follow-up: Home_liege receives news of the spectacular killing...
character_event = {
	id = HFP.11029
	title = the_battle_at_location
	desc = EVTDESC_HFP_11029
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	has_dlc = "Holy Fury"

	is_triggered_only = yes	
	
	trigger = {
		FROM = { is_alive = yes }
	}

	immediate = {
		disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
	}

	option = { #A reward is in order!
		name = EVTOPTA_HFP_11029
		tooltip = {
			opinion = {
                who = event_target:home_commander
            	modifier = opinion_thoroughly_impressed
                years = 10
            }
	        reverse_opinion = {
	            who = event_target:home_commander
	            modifier = opinion_was_thoroughly_praised
	            years = 10
	        }
		}
		tooltip = {
			transfer_scaled_wealth = {
				to = event_target:home_commander
				value = 0.3
			}
		}
		event_target:home_commander = { set_character_flag = got_paid character_event = { id = HFP.11030 } } #Sends thank you to home_commander again
	}
	option = { #They have my gratitude.
		name = EVTOPTB_HFP_11029
		tooltip = {
			opinion = {
                who = event_target:home_commander
            	modifier = opinion_impressed
                years = 10
            }
	        reverse_opinion = {
	            who = event_target:home_commander
	            modifier = opinion_was_praised
	            years = 10
	        }
		}
		event_target:home_commander = { character_event = { id = HFP.11030 } } #Sends thank you to home_commander again
	}

	after = {
		allow_new_battle_events_effect = yes
	}
}

# Follow-up: Home commander is rewarded by liege!
character_event = {
	id = HFP.11030
	title = the_battle_at_location
	desc = EVTDESC_HFP_11030
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	has_dlc = "Holy Fury"

	is_triggered_only = yes	
	
	trigger = {
		FROM = { is_alive = yes }
	}
	
	immediate = {
		disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
	}

	option = {
		name = EVTOPTA_HFP_11030
		if = {
			limit = { has_character_flag = got_paid }
			event_target:home_liege = {
				show_scope_change = no
				transfer_scaled_wealth = {
					to = ROOT
					value = 0.3
				}
			}	
		}
		opinion = {
            who = event_target:home_liege
            modifier = opinion_was_thoroughly_praised
            years = 10
        }
        reverse_opinion = {
            who = event_target:home_liege
            modifier = opinion_thoroughly_impressed
            years = 10
        }

        allow_new_battle_events_effect = yes
	}
}

# Follow-up: Enemy Commander receives news of their own tragic death... (actual death in earlier event)
character_event = {
	id = HFP.11031
	title = the_battle_at_location
	desc = EVTDESC_HFP_11031
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	has_dlc = "Holy Fury"

	is_triggered_only = yes	
	
	option = {
		name = EVTOPTA_HFP_11031
		if = {
			limit = {
				event_target:home_commander = {
					any_artifact = {
						artifact_type = enemy_skull
						original_owner = { character = ROOT }
					}
				}
			}
			custom_tooltip = { text = EVTOPTA_HFP_11031_TT } #They receive a brand new "Enemy Skull"
		}
	}
}

# Potential follow-up: Enemy Liege receives news of their commander's tragic death...
character_event = {
	id = HFP.11032
	title = the_battle_at_location
	desc = EVTDESC_HFP_11032
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	has_dlc = "Holy Fury"

	is_triggered_only = yes	
	
	immediate = {
		disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
	}
	option = {
		name = EVTOPTA_HFP_11032
		if = {
			limit = {
				event_target:home_commander = {
					any_artifact = {
						artifact_type = enemy_skull
						original_owner = { character = event_target:enemy_commander }
					}
				}
			}
			custom_tooltip = { text = EVTOPTA_HFP_11031_TT } #They receive a brand new "Enemy Skull"
		}
	}
	option = {
		name = EVTOPTA_HFP_11032_same_society
		tooltip_info_custom = available_because_same_society

		add_rival = event_target:home_commander

		if = {
			limit = {
				event_target:home_commander = {
					any_artifact = {
						artifact_type = enemy_skull
						original_owner = { character = event_target:enemy_commander }
					}
				}
			}
			custom_tooltip = { text = EVTOPTA_HFP_11031_TT } #They receive a brand new "Enemy Skull"
		}

		event_target:home_commander = {
			character_event = { id = HFP.11033 days = 5 }
		}
		trigger = {
			event_target:home_commander = { same_society_as = ROOT }
		}
	}
	after = {
		allow_new_battle_events_effect = yes
	}
}

# Potential follow-up: Home Commander is notified of rivalry (sent from event above)
character_event = {
	id = HFP.11033
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	is_triggered_only = yes	
	has_dlc = "Holy Fury"

	trigger = {
		FROM = { is_alive = yes }
	}

	immediate = {
		disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
	}

	desc = {
		text = EVTDESC_HFP_11033_A
		trigger = {
			any_artifact = {
				artifact_type = enemy_skull
				original_owner = { character = event_target:enemy_commander }
			}
		}
	}
	desc = {
		text = EVTDESC_HFP_11033_B
		trigger = {
			NOT = {
				any_artifact = {
					artifact_type = enemy_skull
					original_owner = { character = event_target:enemy_commander }
				}
			}
		}
	}
	
	option = { #Very well.
		name = {
			text = EVTOPTA_HFP_11033
			trigger = {
				any_artifact = {
					artifact_type = enemy_skull
					original_owner = { character = event_target:enemy_commander }
				}
			}
		}
		name = {
			text = EVTOPTB_HFP_11033
			trigger = {
				NOT = {
					any_artifact = {
						artifact_type = enemy_skull
						original_owner = { character = event_target:enemy_commander }
					}
				}
			}
		}
		tooltip = {
			add_rival = FROM
		}
		allow_new_battle_events_effect = yes
	}
}

### BATTLE EVENT: You become brawny! (fired from HFP.11000)
character_event = {
    id = HFP.11034
    title = the_battle_at_location
    desc = EVTDESC_HFP_11034
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
    is_triggered_only = yes
	has_dlc = "Holy Fury"

    hide_from = yes
    
    trigger = {
		NOT = { trait = robust }
	}

    immediate = {
    	disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
		battle_commander_counter_positive_effect = yes

    	random_unit_leader = {
       		limit = {
       			NOT = { trait = robust }
       			NOT = { character = ROOT }
       			is_alive = yes
       		}
    		save_event_target_as = my_fellow_commander
    	}
    }

    option = { #You become Brawny
        name = EVTOPTA_HFP_11034
        custom_tooltip = { text = EVTOPTA_HFP_11034_TT }

        if = {
        	limit = { trait = feeble }
        	remove_trait = feeble
        }
        else = {
        	add_trait = robust
        }
        ai_chance = {
        	factor = 50
        	modifier = {
        		factor = 1.5
        		is_smart_trigger = yes
        	}
        	modifier = {
        		factor = 0.01
        		is_rival = event_target:my_fellow_commander
        	}
        }
    }
    option = { #Give the Brawny trait to someone nearby you!
        name = EVTOPTB_HFP_11034
        custom_tooltip = { text = EVTOPTB_HFP_11034_TT }
        tooltip = {
	        event_target:my_fellow_commander = {
	        	show_scope_change = no
		        if = {
		        	limit = { trait = feeble }
		        	remove_trait = feeble
		        }
		        else = {
		        	add_trait = robust
		        }
	        }
        }

        if = { #add friendships if appropriate...
        	limit = {
        		event_target:my_fellow_commander = {
        			potentially_interested_in_rivaling_root_trigger = no
        			root_potentially_interested_in_rivaling_this_trigger = no
        		}
        	}
        	if = { #if you already have an opinion in place, become friends...
	            limit = {
	                OR = {
	                    reverse_has_opinion_modifier = { who = event_target:my_fellow_commander modifier = opinion_budding_friendship }
	                    has_opinion_modifier = { who = event_target:my_fellow_commander modifier = opinion_budding_friendship }
	                }
	            }
	            tooltip = { add_friend = event_target:my_fellow_commander }
	        }
	        else = { #otherwise, add opinions... (*actually* added in follow-up)
	            tooltip = {
	                opinion = {
	                    who = event_target:my_fellow_commander
	                    modifier = opinion_budding_friendship
	                    years = 10
	                }
	                reverse_opinion = {
	                    who = event_target:my_fellow_commander
	                    modifier = opinion_budding_friendship
	                    years = 10
	                }
	            }
	        }
        }

        #Send event to fellow commander...
        event_target:my_fellow_commander = { character_event = { id = HFP.11035 } }
        ai_chance = {
        	factor = 10
        	modifier = {
        		factor = 1.5
        		trait = charitable
        	}
        	modifier = {
        		factor = 1.5
        		trait = wroth
        	}
        	modifier = {
        		factor = 10
        		is_friend = event_target:my_fellow_commander
        	}
        	modifier = {
        		factor = 1.5
        		same_society_as = event_target:my_fellow_commander
        	}
        	modifier = {
        		factor = 1.5
        		same_society_as = event_target:my_fellow_commander
        	}
        	modifier = {
        		factor = 5
        		event_target:my_fellow_commander = {
        			current_scope_and_root_make_sense_as_friendlies_trigger = yes
        		}
        	}
        }
        trigger = {
        	event_target:my_fellow_commander = { always = yes NOT = { trait = robust } }
        }
    }
    after = {
    	allow_new_battle_events_effect = yes
    }
}

# Potential follow-up: Fellow commander gets to move a rock.
character_event = {
    id = HFP.11035
    title = the_battle_at_location
    desc = EVTDESC_HFP_11035
    picture = GFX_evt_battle
    border = GFX_event_normal_frame_war
    is_triggered_only = yes
    has_dlc = "Holy Fury"

    trigger = {
		NOT = { trait = robust }
		FROM = { is_alive = yes }
    }

    immediate = {
    	disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
    }

    option = {
        name = EVTOPTA_HFP_11035
        custom_tooltip = { text = EVTOPTA_HFP_11034_TT }
        if = {
        	limit = { trait = feeble }
        	remove_trait = feeble
        }
        else = {
        	add_trait = robust
        }
        if = { #add friendships if appropriate...
        	limit = {
        		FROM = {
        			potentially_interested_in_rivaling_root_trigger = no
        			root_potentially_interested_in_rivaling_this_trigger = no
        		}
        	}
        	if = {
	            limit = {
	                OR = {
	                    reverse_has_opinion_modifier = { who = FROM modifier = opinion_budding_friendship }
	                    has_opinion_modifier = { who = FROM modifier = opinion_budding_friendship }
	                }
	            }
	            add_friend = FROM
	        }
	        else = {
	            opinion = {
	                who = FROM
	                modifier = opinion_budding_friendship
	                years = 10
	            }
	            reverse_opinion = {
	                who = FROM
	                modifier = opinion_budding_friendship
	                years = 10
	            }
	        }
        }

        allow_new_battle_events_effect = yes
    }
}

### BATTLE EVENT: You are impressed by a fellow commander (fired from HFP.11000)
character_event = {
    id = HFP.11036
    title = the_battle_at_location
    desc = EVTDESC_HFP_11036
    picture = GFX_evt_battle
    border = GFX_event_normal_frame_war
    is_triggered_only = yes
    has_dlc = "Holy Fury"
    
    hide_from = yes

    immediate = {
    	disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
    	battle_commander_counter_positive_effect = yes

    	any_unit_leader = {
       		limit = {
       			NOT = { character = ROOT }
       			root_has_terrible_opinion_modifier_of_this_extended_trigger = no #So it's not someone you hate
       		}
       		score_value = { #Prioritizes selecting some kind of loved person...
                value = 100
                good_soldier_outcome_score = yes
            }
    		save_event_target_as = my_fellow_commander
    	}
    }

    option = {
        name = EVTOPTA_HFP_11036

       	if = { #if you already have an opinion in place, become friends...
            limit = {
                OR = {
                    reverse_has_opinion_modifier = { who = event_target:my_fellow_commander modifier = opinion_budding_friendship }
                    has_opinion_modifier = { who = event_target:my_fellow_commander modifier = opinion_budding_friendship }
                }
            }
            tooltip = { add_friend = event_target:my_fellow_commander }
        }
        else = { #otherwise, add opinions... (*actually* added in follow-up)
            tooltip = {
                opinion = {
                    who = event_target:my_fellow_commander
                    modifier = opinion_impressed_me_in_battle
                    years = 10
                }
                reverse_opinion = {
                    who = event_target:my_fellow_commander
                    modifier = opinion_was_praised
                    years = 10
                }
            }
        }        

        #Send event to fellow commander...
        event_target:my_fellow_commander = { character_event = { id = HFP.11039 days = 1 } }
    }
    option = {
        name = EVTOPTB_HFP_11036 #It's not that hard!
        random_list = {
        	50 = {
        		if = {
        			limit = { trait = content }
        			remove_trait = content
        		}
        		else = {
        			add_trait = ambitious
        		}
        	}
        	50 = {
        	    if = {
        			limit = { trait = kind }
        			remove_trait = kind
        		}
        		else = {
        			add_trait = envious
        		}
        	}
        }
        trigger = {
    		NOT = { trait = ambitious }
    		NOT = { trait = envious }
        }
	}

	after = {
		allow_new_battle_events_effect = yes
	}
}

# Potential follow-up: Fellow commander reacts to praise.
character_event = {
    id = HFP.11039
    title = the_battle_at_location
    desc = EVTDESC_HFP_11039
    picture = GFX_evt_battle
    border = GFX_event_normal_frame_war
    is_triggered_only = yes

    trigger = {
		FROM = { is_alive = yes }
    }

    immediate = {
    	disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
    }

    option = {
        name = {
        	text = EVTOPTA_HFP_11039_default 
        	trigger = {
        		NOR = {
        			trait = lunatic
	        		trait = depressed
	        		trait = kind
	        		trait = cannibal_trait
	        		is_evil_trigger = yes
	        		AND = {
	        		    trait = zealous
	        			has_religion_matching_joined_warrior_lodge_trigger = yes
	        		}
        		}
        	}
        }
        name = {
        	text = EVTOPTA_HFP_11039_lunatic
        	trigger = { trait = lunatic NOT = { trait = depressed } }
        }
        name = {
        	text = EVTOPTA_HFP_11039_evil
        	trigger = { is_evil_trigger = yes NOT = { trait = depressed } }
        }
        name = {
        	text = EVTOPTA_HFP_11039_kind
        	trigger = { trait = kind NOT = { trait = depressed } }
        }
        name = {
        	text = EVTOPTA_HFP_11039_cannibal
        	trigger = { trait = cannibal_trait NOT = { trait = depressed } }
        }
        name = {
        	text = EVTOPTA_HFP_11039_depressed
        	trigger = { trait = depressed }
        }
        name = {
        	text = EVTOPTA_HFP_11039_zealous
        	trigger = {
        		trait = zealous
        		has_religion_matching_joined_warrior_lodge_trigger = yes
        		NOT = { trait = depressed }
        	}
        }

        if = {
        	limit = { trait = depressed }
        	remove_trait = depressed
        }

    	if = { 
            limit = { #if you already have an opinion in place, become friends...
                OR = {
                    reverse_has_opinion_modifier = { who = FROM modifier = opinion_budding_friendship }
                    has_opinion_modifier = { who = FROM modifier = opinion_budding_friendship }
                }
            }
            add_friend = FROM
        }
        else = {
            opinion = {
                who = FROM
                modifier = opinion_was_praised
                years = 10
            }
            reverse_opinion = {
                who = FROM
                modifier = opinion_impressed_me_in_battle
                years = 10
            }
        }
        add_blood_splatter_effect = yes
        allow_new_battle_events_effect = yes
    }
}


### BATTLE EVENT: You reminisce about previous battles (hooked from previous events, fired from HFP.11000)
character_event = {
    id = HFP.11037
    title = the_battle_at_location
    picture = GFX_evt_battle
    border = GFX_event_normal_frame_war
    is_triggered_only = yes
    has_dlc = "Holy Fury"

    desc = {
    	text = EVTDESC_HFP_11037_A_1
    	trigger = { has_character_flag = kin_was_fallen_commander }
    }
    desc = {
    	text = EVTDESC_HFP_11037_A_2
    	trigger = { has_character_flag = remember_fallen_commander }
    }
    desc = {
    	text = EVTDESC_HFP_11037_B_1
    	trigger = { has_character_flag = i_was_inspiring_commander }
    }
    desc = {
    	text = EVTDESC_HFP_11037_B_2
    	trigger = { has_character_flag = remember_inspiring_commander }
    }
    desc = {
    	text = EVTDESC_HFP_11037_C_1
    	trigger = { has_character_flag = i_was_fearsome_commander }
    }
    desc = {
    	text = EVTDESC_HFP_11037_C_2
    	trigger = { has_character_flag = remember_fearsome_commander }
    }
    
    portrait = event_target:target #might be empty!

    immediate = {
    	disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
		battle_commander_counter_positive_effect = yes

    	random_list = {
    		10 = { #the least interesting choice...
    			trigger = {
    				event_target:home_capital_province = { 
						persistent_event_target:local_dead_commander_target = { always = yes }
					}
    			}
    			if = {
    				limit = {
    					event_target:home_capital_province = { 
							persistent_event_target:local_dead_commander_target = { dynasty = ROOT }
						}
    				}
    				set_character_flag = kin_was_fallen_commander
    			}
    			else = { set_character_flag = remember_fallen_commander }
				event_target:home_capital_province = { 
					persistent_event_target:local_dead_commander_target = { save_event_target_as = target }
				}
    		}
    		50 = {
    			trigger = {
    				event_target:home_capital_province = { 
						persistent_event_target:local_inspiring_commander_target = { always = yes }
					}
    			}
    			if = {
    				limit = {
    					event_target:home_capital_province = { 
							persistent_event_target:local_inspiring_commander_target = { character = ROOT }
						}
    				}
    				set_character_flag = i_was_inspiring_commander
    			}
    			else = {
    				set_character_flag = remember_inspiring_commander
					event_target:home_capital_province = { 
						persistent_event_target:local_inspiring_commander_target = { save_event_target_as = target }
					}
				}
    		}
    		100 = { #Means people remember a ruler once decapitated an enemy here...
    			trigger = {
    				event_target:home_capital_province = { 
						persistent_event_target:local_fearsome_commander_target = { always = yes }
					}
    			}
    			if = { #Means YOU did it and text should reflect that.
    				limit = {
    					event_target:home_capital_province = { 
							persistent_event_target:local_fearsome_commander_target = { character = ROOT }
						}
    				}
    				set_character_flag = i_was_fearsome_commander
    			}
    			else = {
    				set_character_flag = remember_fearsome_commander
    				event_target:home_capital_province = { 
						persistent_event_target:local_fearsome_commander_target = { save_event_target_as = target }
					}
    			}
    		}
    	}
    }

    option = {
        name = {
        	text = EVTOPTA_HFP_11037_1
        	trigger = { has_character_flag = kin_was_fallen_commander }
        }
        name = {
        	text = EVTOPTA_HFP_11037_2
        	trigger = { has_character_flag = remember_fallen_commander }
        }
        name = {
        	text = EVTOPTB_HFP_11037_1
        	trigger = { has_character_flag = i_was_inspiring_commander }
        }
        name = {
        	text = EVTOPTB_HFP_11037_2
        	trigger = { has_character_flag = remember_inspiring_commander }
        }
        name = {
        	text = EVTOPTC_HFP_11037_1
        	trigger = { has_character_flag = i_was_fearsome_commander }
        }
        name = {
        	text = EVTOPTC_HFP_11037_2
        	trigger = { has_character_flag = remember_fearsome_commander }
        }

        show_portrait = event_target:target

        if = {
        	limit = {
        		OR = { has_character_flag = kin_was_fallen_commander has_character_flag = remember_fallen_commander }
        	}
        	add_character_modifier = {
				name = glory_days
				years = 10
			}
        }
        if = {
        	limit = {
        		OR = { has_character_flag = i_was_inspiring_commander has_character_flag = remember_inspiring_commander }
        	}
        	add_character_modifier = {
				name = proud_role_model
				years = 10
			}
        }
        if = {
        	limit = {
        		OR = { has_character_flag = i_was_fearsome_commander has_character_flag = remember_fearsome_commander }
        	}
        	add_character_modifier = {
				name = center_of_attention
				years = 15
			}
        }
        allow_new_battle_events_effect = yes
    }
    after = {
    	clr_character_flag = kin_was_fallen_commander
    	clr_character_flag = remember_fallen_commander
    	clr_character_flag = i_was_inspiring_commander
    	clr_character_flag = remember_inspiring_commander
    	clr_character_flag = i_was_fearsome_commander
    	clr_character_flag = remember_fearsome_commander
    }
}

### BATTLE EVENT: You personally kill a ton of enemies. And get a lodge specific nickname. (fired from HFP.11000)
character_event = {
    id = HFP.11038
    title = the_battle_at_location
    desc = EVTDESC_HFP_11038
    picture = GFX_evt_battle
    border = GFX_event_normal_frame_war
    is_triggered_only = yes
	has_dlc = "Holy Fury"
	sound = win_battle

    immediate = {
    	disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
    	battle_commander_counter_positive_effect = yes
    }

    option = {
        name = {
        	text = EVTOPTA_HFP_11038_default #I have found my purpose
        	trigger = {
        		NOR = {
        			trait = lunatic
	        		trait = depressed
	        		trait = kind
	        		trait = cannibal_trait
	        		is_evil_trigger = yes
	        		AND = {
	        		    trait = zealous
	        			has_religion_matching_joined_warrior_lodge_trigger = yes
	        		}
        		}
        	}
        }
        name = {
        	text = EVTOPTA_HFP_11038_lunatic
        	trigger = { trait = lunatic NOT = { trait = depressed } }
        }
        name = {
        	text = EVTOPTA_HFP_11038_evil
        	trigger = { is_evil_trigger = yes NOT = { trait = depressed } }
        }
        name = {
        	text = EVTOPTA_HFP_11038_kind
        	trigger = { trait = kind NOT = { trait = depressed } }
        }
        name = {
        	text = EVTOPTA_HFP_11038_cannibal
        	trigger = { trait = cannibal_trait NOT = { trait = depressed } }
        }
        name = {
        	text = EVTOPTA_HFP_11038_depressed
        	trigger = { trait = depressed }
        }
        name = {
        	text = EVTOPTA_HFP_11038_zealous
        	trigger = {
        		trait = zealous
        		has_religion_matching_joined_warrior_lodge_trigger = yes
        		NOT = { trait = depressed }
        	}
        }

        prestige = 25
        
        add_blood_splatter_effect = yes

        if = {
        	limit = { trait = depressed }
        	remove_trait = depressed
        }
        else_if = {
        	limit = { trait = stressed }
        	remove_trait = stressed
        }
        if = {
        	limit = { has_nickname = no }
        	give_nickname = nick_warrior_lodge_spirit
        }

        allow_new_battle_events_effect = yes
    }
}

# Potential follow-up (from battlefield duels): commander_to_the_rescue pushed you out of the way...
character_event = {
    id = HFP.11040
    title = the_battle_at_location
    desc = EVTDESC_HFP_11040
    picture = GFX_evt_battle
    border = GFX_event_normal_frame_war
    is_triggered_only = yes
    
    trigger = {
		is_alive = yes
		event_target:home_commander = { character = ROOT }
		NOT = { has_character_flag = show_once@event_target:commander_to_the_rescue }
    }

    fail_trigger_effect = { #clears flags, just in case
    	hidden_effect = {
	    	event_target:commander_to_the_rescue = {
		    	clr_character_flag = lost_battlefield_duel
		    	clr_character_flag = won_battlefield_duel
		    	clr_character_flag = already_taking_a_duel
	    	}
    	}
    	allow_new_battle_events_effect = yes
    	clr_character_flag = show_once@event_target:commander_to_the_rescue
    }

    immediate = {
    	disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
    	set_character_flag = show_once@event_target:commander_to_the_rescue
    }

    option = { #They did well
        name = {
        	text = EVTOPTA_HFP_11040_1
        	trigger = { 
        		OR = {
        			trait = lunatic
        			trait = envious
        			trait = possessed
        			is_devil_worshiper_trigger = yes
        		}
        		OR = {
        			event_target:commander_to_the_rescue = { duelist_skill_compared_to_prev_high_group_trigger = yes } #commander_to_the_rescue is a better dueler than you...
        			NOT = { trait = kind }
        			is_evil_trigger = yes
        		}
        	}
        }
        name = EVTOPTA_HFP_11040_2
        custom_tooltip = { text = EVTOPTA_HFP_11040_TT }
        show_portrait = event_target:commander_to_the_rescue
        trigger = {
        	event_target:commander_to_the_rescue = { has_character_flag = won_battlefield_duel }
        }
    }
    option = { # They did poorly   
        name = {
        	text = EVTOPTB_HFP_11040_1
        	trigger = { 
        		OR = {
        			trait = lunatic
        			trait = envious
        			trait = possessed
        			is_devil_worshiper_trigger = yes
        		}
        		OR = {
        			event_target:commander_to_the_rescue = { duelist_skill_compared_to_prev_high_group_trigger = yes } #commander_to_the_rescue is a better dueler than you...
        			NOT = { trait = kind }
        			is_evil_trigger = yes
        		}
        	}
        }
        name = EVTOPTB_HFP_11040_2
        custom_tooltip = { text = EVTOPTB_HFP_11040_TT }
        show_portrait = event_target:commander_to_the_rescue
        trigger = {
        	event_target:commander_to_the_rescue = { has_character_flag = lost_battlefield_duel }
        }
    }
    option = { # They died for you...!
        name = {
        	text = EVTOPTC_HFP_11040_1
        	trigger = { 
        		OR = {
        			trait = lunatic
        			trait = envious
        			trait = possessed
        			is_devil_worshiper_trigger = yes
        		}
        		OR = {
        			event_target:commander_to_the_rescue = { duelist_skill_compared_to_prev_high_group_trigger = yes } #commander_to_the_rescue is a better dueler than you...
        			NOT = { trait = kind }
        			is_evil_trigger = yes
        		}
        	}
        }
        name = {
        	text = EVTOPTC_HFP_11040_2
        	trigger = { 
        		NOR = {
    				is_lover = event_target:commander_to_the_rescue
       				is_friend = event_target:commander_to_the_rescue
       				is_child_of = event_target:commander_to_the_rescue
       				is_father = event_target:commander_to_the_rescue
       				is_mother = event_target:commander_to_the_rescue
       				sibling = event_target:commander_to_the_rescue
       				any_spouse = {
       					character = event_target:commander_to_the_rescue
       				}
        		}
        	}
        }
        name = {
        	text = EVTOPTC_HFP_11040_3
        	trigger = { 
        		OR = {
    				is_lover = event_target:commander_to_the_rescue
       				is_friend = event_target:commander_to_the_rescue
       				is_child_of = event_target:commander_to_the_rescue
       				is_father = event_target:commander_to_the_rescue
       				is_mother = event_target:commander_to_the_rescue
       				sibling = event_target:commander_to_the_rescue
       				any_spouse = {
       					character = event_target:commander_to_the_rescue
       				}
        		}
        	}
        }
        custom_tooltip = { text = EVTOPTC_HFP_11040_TT }
        show_portrait = event_target:commander_to_the_rescue
        trigger = {
        	event_target:commander_to_the_rescue = { NOT = { is_alive = yes } }
        }
    }
    after = {
    	hidden_effect = {
	    	event_target:commander_to_the_rescue = {
		    	clr_character_flag = lost_battlefield_duel
		    	clr_character_flag = won_battlefield_duel
		    	clr_character_flag = already_taking_a_duel
	    	}
    	}
    	allow_new_battle_events_effect = yes
    	clr_character_flag = show_once@event_target:commander_to_the_rescue
    }
}

# Potential follow-up: for liege (from battlefield duels): commander_to_the_rescue pushed another commander out of the way...
character_event = {
    id = HFP.11041
    title = the_battle_at_location
    desc = EVTDESC_HFP_11041
    picture = GFX_evt_battle
    border = GFX_event_normal_frame_war
    is_triggered_only = yes
    
    trigger = {
		is_alive = yes
		event_target:commander_to_the_rescue = { NOT = { is_alive = yes } } #EDIT: will only display if the rescuer died
    }

    immediate = {
    	disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
    }

    option = { #How curious...!
        name = EVTOPTA_HFP_11041
        custom_tooltip = { text = EVTOPTA_HFP_11040_TT }
        show_portrait = event_target:commander_to_the_rescue
        trigger = { event_target:commander_to_the_rescue = { is_alive = yes } }
    }
    option = { #Fortune does not favor the brave.
        name = {
        	text = EVTOPTB_HFP_11041_1
        	trigger = { trait = cynical }
        }
        name = {
        	text = EVTOPTB_HFP_11041_2
        	trigger = { NOT = { trait = cynical } }
        }
        custom_tooltip = { text = EVTOPTA_HFP_11040_TT }
        show_portrait = event_target:commander_to_the_rescue
        trigger = { event_target:commander_to_the_rescue = { NOT = { is_alive = yes } } }
    }

    after = {
    	allow_new_battle_events_effect = yes
    }
}

### BATTLE EVENT: a battle duel outcome... Fired from send_duel_result_event_effect (01_scripted_effects_duels.txt)
character_event = {
    id = HFP.11042
    title = getDuelTitle
    picture = GFX_evt_battle
    border = GFX_event_normal_frame_war
    is_triggered_only = yes

    portrait = event_target:other_combatant
    
    trigger = {
		is_alive = yes
    }

    immediate = {
    	disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
 		battle_commander_counter_negative_effect = yes

    	set_loser_flags_and_save_opponent_effect = yes
    	#Find a potential AI to sacrifice...
    	find_cannon_fodder_commander_effect = yes
    	log = "BATTLE EVENTS: HFP.11042 fired and [Root.GetTitledFirstName] is currently choosing whether the be taken prisoner by [other_combatant.GetBestName] or not. [commander_cannon_fodder.GetBestName] is cannon fodder."
    }

    desc = {
    	text = EVTDESC_HFP_11042_A
    	trigger = {
    		event_target:other_combatant = { trait = deceitful }
    	}
    }
    desc = {
    	text = EVTDESC_HFP_11042_B
    	trigger = {
    		event_target:other_combatant = { duelist_skill_compared_to_prev_low_group_trigger = no } #opponent is NOT a worse dueler...
    	}
    }

    desc = {
    	text = EVTDESC_HFP_11042_C
    	trigger = {
    		event_target:other_combatant = { duelist_skill_compared_to_prev_low_group_trigger = yes } #opponent is a worse dueler...
    	}
    }

    option = { #Wait! Take me prisoner instead!
        name = EVTOPTA_HFP_11042
        show_portrait = event_target:other_combatant
        prestige =-50
		save_event_target_as = captured_commander
		imprison = event_target:enemy_liege #ROOT is imprisoned *by* enemy_liege.
		event_target:other_combatant = { character_event = { id = 50020 } } #Enemy_liege is notified about your capture...

		hidden_effect = {
			event_target:other_combatant = {
				clr_character_flag = add_duel_xp #to not give rewards...
		    	clr_character_flag = is_battlefield_duel #to not give opinion rewards..
	    		allow_new_battle_events_effect = yes
	    		clean_up_after_duel_effect = yes
	    	}
		}

		log = "[Root.GetBestName] chose to be taken prisoner by [other_combatant.GetBestName] instead!"

		ai_chance = {
            factor = 50
            modifier = {
                factor = 0.5
                trait = brave
            }
        }
        trigger = { event_target:other_combatant = { is_alive = yes } }
    }

    option = {
    	name = EVTOPTB_HFP_11042 #Take other commander instead?! #traitor
    	prestige =-50
        if = {
            limit = { has_nickname = no }
            random = {
            	chance = 50
            	give_nickname = nick_the_traitor
            }
        }
       	add_character_modifier = {
			name = battlefield_betrayal
			years = 10
		}
        reverse_opinion = {
            who = event_target:commander_cannon_fodder
            modifier = opinion_betrayed_me_in_battle
            years = 25
        }
    	event_target:commander_cannon_fodder = {
    		show_scope_change = no
			allow_new_battle_events_effect = yes
    		save_event_target_as = captured_commander
			imprison = event_target:enemy_liege #Is imprisoned *by* enemy_liege.
			hidden_effect = {
   				event_target:enemy_liege = { character_event = { id = 50020 days = 1 } } #Enemy_liege is notified about the capture... remove delay, it's for testing
			}
    	}

        hidden_effect = {
	        event_target:other_combatant = {
	        	clr_character_flag = add_duel_xp #to not give rewards...
			    clr_character_flag = is_battlefield_duel #to not give opinion rewards...
	    		allow_new_battle_events_effect = yes
	    		clean_up_after_duel_effect = yes
	    	}
        }
        log = "[Root.GetBestName] chose to give the enemy [commander_cannon_fodder.GetBestName] in exchange for their own life."

    	ai_chance = {
            factor = 50
            modifier = {
                factor = 1.5
                trait = deceitful
            }
            modifier = {
                factor = 1.5
                is_devil_worshiper_trigger = yes
            }
            modifier = {
                factor = 0.1
                OR = {
                	event_target:commander_cannon_fodder = { is_lover = ROOT }
                	event_target:commander_cannon_fodder = { is_friend = ROOT }
                }
            }
        }

    	trigger = {
    		event_target:commander_cannon_fodder = { is_alive = yes }
      	}
    }
    option = {
        name = EVTOPTC_HFP_11042 #So this is how it all ends...
        custom_tooltip = { text = you_lose_the_duel_tt }

        #To handle clean-up...
		set_character_flag = someone_died
		set_character_flag = actually_injured
		set_character_flag = injury_kills

		event_target:combatant_2 = {
			set_character_flag = someone_died
		}
        event_target:other_combatant = { character_event = { id = HFP.11043 } } #As the dueling opponent, find out that you killed home_commander... 

        if = {
			limit = { event_target:home_liege = { NOT = { character = ROOT } } }
        	event_target:home_liege = { character_event = { id = HFP.11002 } } #send notification to home liege 
        }
		if = {
			limit = { enemy_commander_and_liege_are_different_characters = yes }
        	event_target:enemy_liege = { character_event = { id = HFP.11005 } } #send notification to enemy liege (only if they are not the one you just fought) 
        }        

        debug_battle_death_counter_effect = yes #for debug purposes
        
        death = {
            death_reason = death_duel
            killer = event_target:other_combatant
        }

        log = "[Root.GetBestName] chose to die."
        
        ai_chance = {
            factor = 50
            modifier = {
                factor = 1.5
                trait = brave
            }
        }
    }
    after = {
    	hidden_effect = {
	    	clr_character_flag = add_duel_xp #to not give rewards...
	    	clr_character_flag = is_battlefield_duel #to not give opinion rewards..
	    	allow_new_battle_events_effect = yes
	    	clean_up_after_duel_effect = yes
    	}
    }
}

# Potential follow-up: As the dueling opponent, find out that you killed home_commander... (Fired from the event above)
character_event = {
    id = HFP.11043
    title = getDuelTitle
    picture = GFX_evt_battle
    border = GFX_event_normal_frame_war
    is_triggered_only = yes

    portrait = event_target:other_combatant
    
    trigger = {
		is_alive = yes
    }

    immediate = {
    	disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
    	set_winner_flags_and_save_opponent_effect = yes
    }

    desc = {
    	text = EVTDESC_HFP_11043_A
    	trigger = { trait = deceitful }
    }
    desc = EVTDESC_HFP_11043_B
    desc = EVTDESC_HFP_11043_C

    option = { #All shall fear me!
        name = EVTOPTA_HFP_11043
        custom_tooltip = { text = you_win_the_duel_tt }
        custom_tooltip = { text = EVTOPTA_HFP_11043_TT }
        show_portrait = event_target:home_commander
		prestige = 15

		apply_opinion_reward_effect = yes
		allow_new_battle_events_effect = yes
		clean_up_after_duel_effect = yes
    }
}


# Delayed clean-up event: For the enemy_commander (sent from apply_opinion_reward_effect, above, for instance, but multiple places in this file)
character_event = {
    id = HFP.11044
    
    is_triggered_only = yes
    hide_window = yes
       
    trigger = {
		is_alive = yes
    }

    immediate = {
    	if = { #only clear if you are the commander...
		limit = { event_target:enemy_commander = { character = ROOT } }
			event_target:enemy_commander = {
				clr_character_flag = fought_worse_warrior@event_target:home_commander
				clr_character_flag = fought_even_warrior@event_target:home_commander
				clr_character_flag = fought_great_warrior@event_target:home_commander
			}
		}
    }
}


### BATTLE EVENT: a battle duel outcome... Fired from send_duel_result_event_effect (01_scripted_effects_duels.txt)
# Defending AI has to choose whether to be taken prisoner or killed...
character_event = {
    id = HFP.11045
    is_triggered_only = yes
	hide_window = yes
    trigger = {
		is_alive = yes
		ai = yes
    }

    immediate = {
    	set_loser_flags_and_save_opponent_effect = yes
    	battle_commander_counter_negative_effect = yes
    	
    	disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
    	save_event_target_as = captured_commander
    }

    option = { #Wait! Take me prisoner instead!
		FROM = {
			character_event = { 
				id = HFP.11046 # #Home_commander is notified about your surrender (will choose whether to accept or kill you)...
			}
		}
		ai_chance = {
            factor = 50
            bad_soldier_outcome_score = yes
        }
    }

    option = {
		#I would rather die...

        #To handle clean-up...
		set_character_flag = someone_died
		set_character_flag = actually_injured
		set_character_flag = injury_kills

		event_target:combatant_1 = {
			set_character_flag = someone_died
			character_event = { id = HFP.10103 }
		}

        ai_chance = {
            factor = 1
            modifier = {
                factor = 1.5
                trait = brave
            }
            modifier = {
                factor = 1.5
                trait = proud
            }
        }
    }
}

# Potential follow-up: As the dueling home_commander, get presented with a choice... (Fired from the event above)
character_event = {
    id = HFP.11046
    title = getDuelTitle
    picture = GFX_evt_battle
    border = GFX_event_normal_frame_war
    is_triggered_only = yes

    portrait = event_target:other_combatant
    
    trigger = {
		is_alive = yes
    }

    immediate = {
    	disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
    	set_winner_flags_and_save_opponent_effect = yes
    }

    desc = {
    	text = EVTDESC_HFP_11046_A
    	trigger = {
    		event_target:other_combatant = { duelist_skill_compared_to_prev_low_group_trigger = no } #opponent is NOT a worse dueler...
    	}
    }

    desc = {
    	text = EVTDESC_HFP_11046_B
    	trigger = {
    		event_target:other_combatant = { duelist_skill_compared_to_prev_low_group_trigger = yes } #opponent is a worse dueler...
    	}
    }

	# Warrior Lodge members only...
	option = {
		name = EVTOPTC50020 #[He/She]'ll make a good sacrifice to [HighGodName]
		tooltip_info_custom = available_due_to_warrior_lodge
		custom_tooltip = { text = EVTOPTC50020_TT }
		if = { 
			limit = { NOR = { religion_group = pagan_group has_religion_feature = religion_ritual_sacrifice } }
			tiered_high_piety_negative_effect = yes 
		}

		if = { # If you already have three instances of this modifier...
			limit = {
				has_instances_of_character_modifier = {
					modifier = sacrificed_prisoner
					amount = 3
				}
			}
			hidden_effect = { # Do some hidden removal and adding, in order to refresh the final date of the modifier...
				remove_character_modifier = sacrificed_prisoner #Removes all instances
				add_character_modifier = {
					name = sacrificed_prisoner #Add 1st
					duration = 1000
					stacking = yes
				}
				add_character_modifier = { #Add 2nd
					name = sacrificed_prisoner
					duration = 1000
					stacking = yes
				}
			}
			add_character_modifier = { #Add 3rd
				name = sacrificed_prisoner
				duration = 1000
				stacking = yes
			}
		}
		else = { #If you don't have three instances, just add one...
			add_character_modifier = {
				name = sacrificed_prisoner
				duration = 1000
				stacking = yes
			}
		}


		hidden_effect = {
			event_target:captured_commander = { character_event = { id = 50021 } } #"They took one look at me and then I was toast"-event.
			if = {
				limit = {
					OR = {
						has_religion_feature = religion_ritual_sacrifice
						religion = aztec
						religion = aztec_reformed
					}
				}
				if = { #A foreign religious head is also quite good.
					limit = {
						event_target:captured_commander = {
							NOT = { religion = ROOT }
							controls_religion = yes
						}
					}
					change_variable = { which = burned_hearts_points value = 2 }
				}
				if = { #A foreign emperor is also well accepted.
					limit = {
						event_target:captured_commander = {
							NOT = { religion = ROOT } 
							higher_tier_than = KING
						}
					}
					change_variable = { which = burned_hearts_points value = 2 }
				}
				bloodthirsty_tiered_traits_effect = yes
			}
		}

		tooltip = {
			FROM = {
				show_scope_change = no
				death = {
		            death_reason = death_sacrificed
		            killer = ROOT
		        }
			}
		}

		ai_chance = {
			factor = 1
			modifier = {
				factor = 2
				event_target:captured_commander = { is_rival = ROOT }
			}
			modifier = {
				factor = 0.01
				trait = kind
			}
			modifier = {
				factor = 1.5
				is_evil_trigger = yes
			}
		}

		trigger = {
			has_dlc = "Holy Fury"
			is_member_of_any_warrior_lodge_trigger = yes
			has_religion_matching_joined_warrior_lodge_trigger = yes
		}
	}
	# Non-Warrior Lodge members only...
	option = {
		name = EVTOPTC_HFP_11046 #I think I prefer you dead.

		hidden_effect = {
			event_target:captured_commander = { character_event = { id = HFP.11047 } } #"They took one look at me and then I was toast"-event.
		}

		tooltip = {
			FROM = {
				show_scope_change = no
				death = {
		            death_reason = death_duel
		            killer = ROOT
		        }
			}
		}

		ai_chance = {
			factor = 1
			modifier = {
				factor = 2
				event_target:captured_commander = { is_rival = ROOT }
			}
			modifier = {
				factor = 0.01
				trait = kind
			}
			modifier = {
				factor = 1.5
				is_evil_trigger = yes
			}
		}

		trigger = {
			is_member_of_any_warrior_lodge_trigger = no
		}
	}
	option = {
		name = "EVTOPTA50020" #Perfect!
		event_target:captured_commander = { show_scope_change = no imprison = ROOT } #FROM is imprisoned *by* ROOT (home_commander (who is landed))
		ai_chance = { factor = 10 }
		trigger = { NOT = { event_target:captured_commander = { is_rival = ROOT } } }
	}
	option = {
		name = EVTOPTB50020 #My rival, no less? Great!
		event_target:captured_commander = { show_scope_change = no imprison = ROOT } #FROM is imprisoned *by* ROOT (home_commander (who is landed))
		ai_chance = { factor = 10 }
		trigger = { event_target:captured_commander = { is_rival = ROOT } }
	}

    after = { #I think I prefer you dead.
		hidden_effect = {
	    	clr_character_flag = add_duel_xp #to not give rewards...
	    	clr_character_flag = is_battlefield_duel #to not give opinion rewards..
	    	allow_new_battle_events_effect = yes # Clears flags, so tombola can fire again...
	    	clean_up_after_duel_effect = yes

	    	event_target:captured_commander = {
		    	clr_character_flag = add_duel_xp #to not give rewards...
		    	clr_character_flag = is_battlefield_duel #to not give opinion rewards..
		    	allow_new_battle_events_effect = yes # Clears flags, so tombola can fire again...
		    	clean_up_after_duel_effect = yes
	    	}
    	}
    }
}

# Potential follow-up: AI (enemy_commander) actually dies and sends notification to their liege...
character_event = {
    id = HFP.11047
    is_triggered_only = yes

    hide_window = yes

    trigger = {
		is_alive = yes
		ai = yes
    }

    immediate = {
    	liege = {
    		character_event = { id = HFP.11048 } # See event below...
    	}
    	death = {
            death_reason = death_duel
            killer = FROM
        }
    }
}

# Potential follow-up: ROOT (liege) is informed that their commander has been killed (fired from event above)
# Clone of HFP.11002, but with correct scopes to fit this scenario.
# FROM is the killed commander. FROMFROM is the original dueler who chose to show no mercy towards FROM (always an AI).
character_event = {
	id = HFP.11048
	title = commander_lost
	desc = EVTDESC_HFP_11048
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	trigger = {
		is_alive = yes
	}

	option = { #DEFAULT
		name = EVTOPTA_HFP_11002 #Another one bites the dust
		prestige = -10
		
		trigger = { NOT = { is_lover = FROM } }
	}
	option = {
		name = EVTOPTB_HFP_11002 # I will avenge you, my beloved!
		prestige = -10
		add_character_modifier = {
			name = seeking_vengeance
			duration = 1000
		}
		
		show_portrait = FROMFROM #if empty, I assume it'll show nothing? (For some reason does not currently work to put after the limit below.)

		if = {
			limit = {
				FROMFROM = { is_alive = yes } #checks that the murderer is still alive...
			}

			tooltip = {
				FROMFROM = {
					prestige = 15
				}
			}
			add_rival = FROMFROM
		}

		trigger = { #If you had some kind of close relationship with them (and it makes sense)...BUT not lovers.
			NOT = { is_lover = FROM }
			FROM = {
				OR = {
					is_child_of = ROOT
					any_spouse = {
						character = ROOT
					}
					is_mother = ROOT
					is_father = ROOT
					any_sibling = {
						character = ROOT
					} 
				}
				root_potentially_interested_in_rivaling_this_trigger = no
			}
		}
	}
	option = {
		name = 253_lover #Nooo, my sweet love!
		prestige = -10
		add_character_modifier = {
			name = grieving_over_warrior_lover
			duration = 1000
		}
		
		show_portrait = FROMFROM #same reasoning as option above.

		if = {
			limit = {
				event_target:home_commander = { killer = { character = FROMFROM } }
			}

			tooltip = {
				event_target:enemy_commander = {
					prestige = 15
				}
			}
			add_rival = FROMFROM
		}
		trigger = {
			is_lover = FROM
		}
	}
}

### BATTLE EVENT: I saw someone who looked just like my child/friend (fired from HFP.11000)
character_event = {
	id = HFP.11049
	title = the_battle_at_location
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	hide_from = yes

	portrait = event_target:my_dear

	trigger = {
		is_alive = yes
		NOT = { trait = blinded }
		OR = { #Either you have a child, or you have a friend...
			any_child_even_if_dead = {
				age = 10
				NOT = { age = 40 }
				NOT = { at_location = ROOT }
			}
			any_friend = {
				age = 10
				NOT = { at_location = ROOT }
			}
		}
	}

	immediate = {
		disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
		if = {
			limit = {
				any_child_even_if_dead = {
					is_child_of = ROOT
					age = 10
					NOT = { age = 40 }
					NOT = { at_location = ROOT }
				}
			}
			any_child_even_if_dead = {
				limit = {
					is_child_of = ROOT
					age = 10
					NOT = { age = 40 }
					NOT = { at_location = ROOT }
				}
				score_value = { #Prioritizes selecting some kind of loved person...
	                value = 1
	                beloved_target_selection_score = yes
	            }
	            save_event_target_as = my_dear
			}
			set_character_flag = chose_child
		}
		else = {
			any_friend = {
				limit = {
					age = 14
					NOT = { at_location = ROOT }
				}
				score_value = { #Prioritizes selecting some kind of loved person...
	                value = 1
	                beloved_target_selection_score = yes
	            }
	            save_event_target_as = my_dear
			}
			set_character_flag = chose_friend
		}
	}

	desc = {
		text = EVTDESC_HFP_11049_A
		trigger = { has_character_flag = chose_child }
	}
	desc = {
		text = EVTDESC_HFP_11049_B
		trigger = { has_character_flag = chose_friend }
	}

	option = { # We need to *take* the time to tend to our wounds
		name = EVTOPTA_HFP_11049
		add_trait = patient
		piety = 10
	}
	option = { #This is war!
		name = EVTOPTB_HFP_11049
		add_trait = wroth
		prestige = 20
	}

	after = {
		allow_new_battle_events_effect = yes
		clr_character_flag = chose_friend
		clr_character_flag = chose_child
	}
}


### BATTLE EVENT: Easy Pickin' (fired from HFP.11000)
character_event = {
	id = HFP.11050
	title = the_battle_at_location
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	hide_from = yes
	portrait = event_target:enemy_commander

	is_triggered_only = yes

	trigger = {
		is_alive = yes
		event_target:enemy_commander = { is_alive = yes ai = yes }
	}

	immediate = {
		disallow_new_battle_events_effect = yes #to keep the tombola from spamming you...
		battle_commander_counter_positive_effect = yes

		if = {
			limit = { event_target:enemy_commander = { is_alive = yes ai = yes } }
			disallow_new_battle_events_effect = yes #to keep the tombola from spamming your potential target...
		}

		set_battle_duels_option_flag_effect = yes
		set_character_flag = skip_wounded_trait
	}
	desc = EVTDESC_HFP_11050_A
	desc = EVTDESC_HFP_11050_B
	desc = EVTDESC_HFP_11050_C
	
	option = { #Special option: Duel enemy commander instead (if you have great combat rating)
		tooltip_info_custom = available_because_duels
		name = EVTOPTA_HFP_11050

		duel_enemy_commander_effect = yes
		pacifists_lose_piety_effect = yes

		ai_chance = {
            factor = 50
            modifier = {
                factor = 0.5
                trait = craven
            }
            modifier = {
                factor = 0
                event_target:enemy_commander = { ai = no } #don't do this to players
            }
        }

		trigger = {
			has_character_flag = duel_enemy_opt
		}
	}
	option = { #Special option: Duel enemy commander instead (but you have terrible Combat Rating - blocks option above + gives Brave)
		name = EVTOPTB_HFP_11050
		tooltip_info_custom = available_because_duels_bad
		duel_enemy_commander_effect = yes
		pacifists_lose_piety_effect = yes
		
		if = {
			limit = { trait = craven }
			remove_trait = craven
		}
		else = {
			add_trait = brave
		}

		ai_chance = {
            factor = 50
            modifier = {
                factor = 0.5
                trait = craven
            }
            modifier = {
                factor = 0
                event_target:enemy_commander = { ai = no } #don't do this to players
            }
        }

		trigger = {
			has_character_flag = duel_enemy_opt_gain_brave
		}
	}
	option = { #Special option: Duel enemy commander instead (you are Brave already - unlocks dueling regardless, but should block the two above)
		name = EVTOPTC_HFP_11050
		tooltip_info = brave
		duel_enemy_commander_effect = yes
		pacifists_lose_piety_effect = yes
		
		add_trait_silently_brave_effect = yes
		remove_trait_silently_craven_effect = yes

		ai_chance = {
            factor = 50
            modifier = {
                factor = 0
                event_target:enemy_commander = { ai = no } #don't do this to players
            }
        }

		trigger = {
			has_character_flag = duel_enemy_opt_is_brave
		}
	}

	option = { #I will publicly shame the enemy commander!
		name = EVTOPTD_HFP_11050
		prestige = 15

		reverse_opinion = {
            who = event_target:enemy_commander
            modifier = opinion_mocked_me_in_battle
            years = 3
        }
							
		ai_chance = {
            factor = 100
            bad_soldier_outcome_score = yes
        }
        allow_new_battle_events_effect = yes
	}
	after = {
		clr_ABC_desc_flag_effect = yes
	    
		clr_character_flag = skip_wounded_trait
		
	    clr_character_flag = high_PCS_opt
	    clr_character_flag = duel_enemy_opt
    	clr_character_flag = duel_enemy_opt_gain_brave
	    clr_character_flag = duel_enemy_opt_is_brave
	}
}

character_event = {
	id = HFP.30200
	desc = HFP_DESC_30200
	title = the_battle_at_location
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	hide_from = yes

	is_triggered_only = yes

	trigger = {
		event_target:battlefield_location = {
			OR = {
				region = world_africa_west
				region = world_africa_central
				region = world_africa_east
			}
			OR = {
				borders_major_river = yes
				borders_lake = yes
				# Provinces on the Nile
				province_id = 802
				province_id = 799
				province_id = 798
				province_id = 789
				province_id = 797
				province_id = 796
				province_id = 800
				province_id = 795
				province_id = 791
				province_id = 794
				province_id = 1282
				province_id = 1322
				province_id = 793
				province_id = 1326
				province_id = 1334
				province_id = 1335
				province_id = 880
				province_id = 879
			}
		}
	}
	
	immediate = {
		disallow_new_battle_events_effect = yes
	}
	
	option = {
		name = EVTOPTA_HFP_30200
		death = {
			death_reason = death_crocodile
		}
	}
}


#### Special Events from Duel/Battle Experience #####

character_event = { # Chance for Duelist
	id = HFP.400
	desc = EVTDESC_HFP_400
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	portrait = event_target:character_i_killed_in_duel
	
	is_triggered_only = yes
	
	trigger = {
		NOR = {
			has_character_flag = denied_duelist_trait
			lifestyle_traits = 1
		}
		any_kill_list_character = {
			death_reason = death_duel
		}
	}
	
	immediate = {
		random_kill_list_character = {
			limit = {
				death_reason = death_duel
			}
			save_event_target_as = character_i_killed_in_duel
		}
	}

	option = {
		name = EVTOPTA_HFP_400
		add_trait = duelist
	}
	option = {
		name = EVTOPTB_HFP_400
		set_character_flag = denied_duelist_trait
	}
}

character_event = { # Chance for Strategist
	id = HFP.401
	desc = EVTDESC_HFP_401
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	trigger = {
		NOR = {
			has_character_flag = denied_strategist_trait
			lifestyle_traits = 1
		}
	}

	option = {
		name = EVTOPTA_HFP_401
		add_trait = strategist
	}
	option = {
		name = EVTOPTB_HFP_401
		set_character_flag = denied_strategist_trait
	}
}

character_event = { # Duelist Bloodline Earned
	id = HFP.402
	desc = EVTDESC_HFP_402
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	trigger = {
		trait = duelist
	}

	option = {
		name = EVTOPTA_HFP_402
		if = {
			limit = {
				is_female = yes
			}
			create_bloodline = {
				type = duelist_female
			}
			new_bloodline = {
				set_description = "duelist_female_desc"
			}
		}
		if = {
			limit = {
				is_female = no
			}
			create_bloodline = {
				type = duelist_male
			}
			new_bloodline = {
				set_description = "duelist_male_desc"
			}
		}
		prestige = 500
	}
}

# Hidden event to give commanders (who do not have it already) the commander bonus
character_event = {
    id = HFP.11051
    is_triggered_only = yes
    hide_window = yes

    trigger = {
    	has_minor_title = title_commander
    	NOT = { has_character_modifier = hidden_commander_bonus }
    }

    immediate = {
    	hidden_effect = { # Because this cannot be added in the passive effects, for some code reason
			add_character_modifier = {
	        	name = hidden_commander_bonus
	        	duration = -1
	        	hidden = yes
	        }
		}
    }
}
