###########################################
#                                         #
# Warrior Lodge flavor events		      #
#                                         #
# ID HF.500-HF.  	          			  #
# ID HF.51000-HF.51010					  #
#                                         #
###########################################

namespace = HF

character_event = {
    id = HF.500
    picture = GFX_evt_melee
    border = GFX_event_normal_frame_war   
    desc = HFP_500_DESC
    is_triggered_only = yes
	
	is_in_society = yes
	
	portrait = event_target:combatant_1

    trigger = {
		NOT = { has_character_flag = call_to_legend_active }
		war = no
        society_rank == 4
		is_member_of_any_warrior_lodge_trigger = yes
		is_inaccessible_or_incapable_trigger = no
		is_adult = yes
		any_society_member = {
			count = 4
			same_society_as = ROOT
            NOR = {
				is_inaccessible_or_incapable_trigger = yes
				society_rank == 4
				has_character_modifier = recent_duel_timer
				character = ROOT
			}
			in_command = no
			is_adult = yes
            ai = yes
        }
    }

    immediate = {
	
		random_list = {
			10 = {
				sound_effect = fighting_instructions_01
			}
			10 = {
				sound_effect = fighting_instructions_02
			}
		}
		
		hidden_effect = {
			save_event_target_as = hero_instigating_duel
			random_society_member = { # Picks someone who would need some training...
				limit = {
					same_society_as = ROOT
					NOR = {
						is_inaccessible_or_incapable_trigger = yes
						society_rank == 4
						has_character_modifier = recent_duel_timer
						character = ROOT
					}
					in_command = no
					is_adult = yes
					ai = yes
				}
				preferred_limit = {
					NOT = {
						combat_rating = 11
					}
				}
				preferred_limit = {
					NOT = {
						combat_rating = 16
					}
				}
				preferred_limit = {
					NOT = {
						combat_rating = 21
					}
				}		
				preferred_limit = {
					NOT = {
						combat_rating = 26
					}
				}
				save_event_target_as = combatant_1
			}
			event_target:combatant_1 = {
				any_society_member = { # Pick someone even
					limit = {
						same_society_as = ROOT
						NOR = {
							is_inaccessible_or_incapable_trigger = yes
							society_rank == 4
							has_character_modifier = recent_duel_timer
							character = ROOT			
							character = event_target:combatant_1
							character = event_target:society_practice_duelist_target_1
							character = event_target:society_practice_duelist_target_2
							character = event_target:society_practice_duelist_target_3
						}
						in_command = no
						is_adult = yes
						ai = yes
					}
					score_value = {
						value = 10
						matching_soldier_score = yes
					}
					save_event_target_as = society_practice_duelist_target_2
				}
			}
			any_society_member = { # Pick someone bad
				limit = { 
					same_society_as = ROOT
					NOR = {
						is_inaccessible_or_incapable_trigger = yes
						society_rank == 4
						has_character_modifier = recent_duel_timer
						character = ROOT
						character = event_target:combatant_1
						character = event_target:society_practice_duelist_target_1
						character = event_target:society_practice_duelist_target_2
						character = event_target:society_practice_duelist_target_3
					}
					in_command = no
					is_adult = yes
					ai = yes
				}
				score_value = {
					value = 10
					bad_soldier_outcome_score = yes
				}
				save_event_target_as = society_practice_duelist_target_1
			}
			any_society_member = { # Pick someone awesome
				limit = {
					same_society_as = ROOT
					NOR = {
						is_inaccessible_or_incapable_trigger = yes
						society_rank == 4
						has_character_modifier = recent_duel_timer	
						character = ROOT	
						character = event_target:combatant_1						
						character = event_target:society_practice_duelist_target_1
						character = event_target:society_practice_duelist_target_2
						character = event_target:society_practice_duelist_target_3
					}
					in_command = no
					is_adult = yes
					ai = yes
				}
				score_value = {
					value = 10
					good_soldier_outcome_score = yes
				}
				save_event_target_as = society_practice_duelist_target_3
			}
		}
    }
	
	option = { # Duel option 1
        name = EVTOPTA_HF_500
		show_portrait = event_target:society_practice_duelist_target_1
		
		hidden_effect = {
			event_target:combatant_1 = {
				set_character_flag = mock_duel
				set_character_flag = easy_duel
				set_character_flag = notify_instigating_hero
			}
			event_target:society_practice_duelist_target_1 = {
				save_event_target_as = combatant_2
			}
			event_target:combatant_2 = {
				apply_degree_of_dishonorable_duel_effect = yes #checks a bunch of age and health statuses...
				character_event = { id = HFP.10095 }
			}
		}
		
		custom_tooltip = {
			text = easy_duel_tt
		}
    }
	option = { # Duel option 2
        name = EVTOPTB_HF_500
		show_portrait = event_target:society_practice_duelist_target_2
		
		hidden_effect = {
			event_target:combatant_1 = {
				set_character_flag = mock_duel
				set_character_flag = even_duel
				set_character_flag = notify_instigating_hero
			}
			event_target:society_practice_duelist_target_2 = {
				save_event_target_as = combatant_2
			}
			event_target:combatant_2 = {
				apply_degree_of_dishonorable_duel_effect = yes #checks a bunch of age and health statuses...			
				character_event = { id = HFP.10095 }
			}
		}
		
		custom_tooltip = {
			text = even_duel_tt
		}
    }
	option = { # Duel option 3
        name = EVTOPTC_HF_500
		show_portrait = event_target:society_practice_duelist_target_3
		
		hidden_effect = {
			event_target:combatant_1 = {
				set_character_flag = mock_duel
				set_character_flag = hard_duel
				set_character_flag = notify_instigating_hero
			}
			event_target:society_practice_duelist_target_3 = {
				save_event_target_as = combatant_2
			}
			event_target:combatant_2 = {
				apply_degree_of_dishonorable_duel_effect = yes #checks a bunch of age and health statuses...
				character_event = { id = HFP.10095 }
			}
		}
		
		custom_tooltip = {
			text = dangerous_duel_tt
		}
    }
	option = { # Do not duel anyone
        name = EVTOPTD_HF_500
		detract_society_currency_trivial_effect = yes
		ai_chance = {
			factor = 0
		}
    }
}

character_event = { # Win!
    id = HFP.501
    picture = GFX_evt_melee
    border = GFX_event_normal_frame_war   
    desc = HFP_501_DESC
	portrait = event_target:combatant_1
    is_triggered_only = yes
	
	immediate = {
		sound_effect = duel_win
		event_target:combatant_1 = {
			random_list = {
				10 = { # I Appreciated this!
					set_character_flag = appreciated_duel
									
					modifier = {
						factor = 3
						trait = trusting
					}
					
					# For Easy Duels
					modifier = {
						factor = 2
						trait = greedy
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = slothful
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = envious
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 3
						trait = proud
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = ambitious
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = cruel
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = arbitrary
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = craven
						has_character_flag = easy_duel
					}
					
					# For Even Duels					
					modifier = {
						factor = 2
						trait = brave
						has_character_flag = even_duel
					}
					modifier = {
						factor = 2
						trait = honest
						has_character_flag = even_duel
					}
					modifier = {
						factor = 2
						trait = patient
						has_character_flag = even_duel
					}
					modifier = {
						factor = 2
						trait = kind
						has_character_flag = even_duel
					}
					modifier = {
						factor = 2
						trait = humble
						has_character_flag = even_duel
					}
					modifier = {
						factor = 2
						trait = temperate
						has_character_flag = even_duel
					}
					modifier = {
						factor = 2
						trait = cynical
						has_character_flag = even_duel
					}
					modifier = {
						factor = 5
						trait = just
						has_character_flag = even_duel
					}
					
					# For Hard Duels
					modifier = {
						factor = 5
						trait = proud
						has_character_flag = hard_duel
					}
					modifier = {
						factor = 5
						trait = ambitious
						has_character_flag = hard_duel
					}
					modifier = {
						factor = 5
						trait = brave
						has_character_flag = hard_duel
					}
					modifier = {
						factor = 2
						trait = humble
						has_character_flag = hard_duel
					}
				}
				10 = { # This was beneath me...
					set_character_flag = beneath_me_duel
					
					modifier = {
						factor = 2
						trait = honest
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = patient
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = kind
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = humble
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = temperate
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = cynical
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = just
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 5
						trait = brave
						has_character_flag = easy_duel
					}
					
					# For Even Duels
					modifier = {
						factor = 2
						trait = envious
						has_character_flag = even_duel
					}
					modifier = {
						factor = 5
						trait = proud
						has_character_flag = even_duel
					}
					modifier = {
						factor = 5
						trait = ambitious
						has_character_flag = even_duel
					}
					modifier = {
						factor = 2
						trait = cruel
						has_character_flag = even_duel
					}
					modifier = {
						factor = 2
						trait = arbitrary
						has_character_flag = even_duel
					}
					modifier = {
						factor = 2
						trait = paranoid
						has_character_flag = even_duel
					}
					
					# For Hard Duels				
					modifier = {
						factor = 5
						trait = just
						has_character_flag = hard_duel
					}
					modifier = {
						factor = 2
						trait = temperate
						has_character_flag = hard_duel
					}
					modifier = {
						factor = 2
						trait = content
						has_character_flag = hard_duel
					}
					modifier = {
						factor = 2
						trait = cynical
						has_character_flag = hard_duel
					}
					modifier = {
						factor = 2
						trait = stubborn
						has_character_flag = hard_duel
					}
					modifier = {
						factor = 2
						trait = paranoid
						has_character_flag = hard_duel
					}
				}
				10 = { # I could have died!
					set_character_flag = feared_for_life_duel
					
					modifier = {
						factor = 0
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 0.25
						has_character_flag = even_duel
					}
					modifier = {
						factor = 2
						trait = stubborn
					}
					modifier = {
						factor = 2
						trait = arbitrary
					}
					modifier = {
						factor = 2
						trait = honest
					}
					modifier = {
						factor = 2
						trait = proud
					}
					modifier = {
						factor = 2
						trait = cynical
					}
					modifier = {
						factor = 2
						trait = wounded
					}
					modifier = {
						factor = 2
						trait = severely_injured
					}
					modifier = {
						factor = 5
						trait = paranoid
					}
					modifier = {
						factor = 5
						trait = craven
					}
				}
			}
		}
	}
	
	trigger = {
		event_target:combatant_1 = {
			is_alive = yes
		}
	}
    
    option = {
        name = EVTOPTA_HF_501
        show_portrait = event_target:combatant_2
		event_target:combatant_1 = {
			show_scope_change = no
			
			trigger_switch = {
				on_trigger = has_character_flag
				easy_duel = { add_society_currency_tiny_effect = yes }
				even_duel = { add_society_currency_minor_effect = yes }
				hard_duel = { add_society_currency_medium_effect = yes }
			}
			
			if = {
				limit = {
					has_character_flag = appreciated_duel
				}
				opinion = {
					modifier = opinion_great_leader
					who = ROOT
					years = 5
				}
				if = {
					limit = {
						NOT = {
							is_friend = ROOT
						}
					}
					random = {
						chance = 5
						add_friend = ROOT
					}
				}
				ROOT = {
					show_scope_change = no
					add_society_currency_tiny_effect = yes
				}
			}
			else_if = {
				limit = {
					OR = {
						has_character_flag = beneath_me_duel
						has_character_flag = poor_choice_duel
					}
				}
				opinion = {
					modifier = opinion_disrespects_me
					who = ROOT
					years = 5
				}
				if = {
					limit = {
						NOT = {
							is_rival = ROOT
						}
					}
					random = {
						chance = 5
						add_rival = ROOT
					}
				}
				ROOT = {
					show_scope_change = no
					detract_society_currency_trivial_effect = yes
				}
			}
			else_if = {
				limit = {
					has_character_flag = feared_for_life_duel
				}
				opinion = {
					modifier = opinion_tried_to_get_me_killed
					who = ROOT
					years = 5
				}
				if = {
					limit = {
						NOT = {
							is_rival = ROOT
						}
					}
					random = {
						chance = 15
						add_rival = ROOT
					}
				}
				ROOT = {
					show_scope_change = no
					detract_society_currency_trivial_effect = yes
				}
			}
		}
    }
	
	after = {
		clr_character_flag = notify_mild_injury
		clr_character_flag = notify_severely_injured
		event_target:combatant_1 = {
			clr_character_flag = easy_duel
			clr_character_flag = even_duel
			clr_character_flag = hard_duel
			clr_character_flag = appreciated_duel
			clr_character_flag = beneath_me_duel
			clr_character_flag = feared_for_life_duel
			clr_character_flag = poor_choice_duel
		}
	}
}

character_event = { # Lose...
    id = HFP.502
    picture = GFX_evt_melee
    border = GFX_event_normal_frame_war   
    desc = HFP_502_DESC
	portrait = event_target:combatant_1
    is_triggered_only = yes
	
	immediate = {
		sound_effect = duel_lose
		event_target:combatant_1 = {
			random_list = {
				10 = { # I Appreciated this!
					set_character_flag = appreciated_duel
					
					# These traits do not mind losing
					modifier = {
						factor = 5
						trait = humble
					}
					modifier = {
						factor = 2
						trait = brave
					}
					modifier = {
						factor = 5
						trait = patient
					}
					modifier = {
						factor = 2
						trait = content
					}
					modifier = {
						factor = 2
						trait = kind
					}
					modifier = {
						factor = 2
						trait = temperate
					}
					modifier = {
						factor = 3
						trait = trusting
					}
					
					# For Easy Duels					
					modifier = {
						factor = 2
						trait = honest
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = cynical
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = just
						has_character_flag = easy_duel
					}
					
					# For Even Duels
					modifier = {
						factor = 2
						trait = honest
						has_character_flag = even_duel
					}
					modifier = {
						factor = 2
						trait = cynical
						has_character_flag = even_duel
					}
					modifier = {
						factor = 5
						trait = just
						has_character_flag = even_duel
					}
				}
				10 = { # This was beneath me...
					set_character_flag = poor_choice_duel
					
					# These traits just hate losing
					modifier = {
						factor = 2
						trait = envious
					}
					modifier = {
						factor = 5
						trait = wroth
					}
					modifier = {
						factor = 2
						trait = proud
					}
					modifier = {
						factor = 5
						trait = ambitious
					}
					modifier = {
						factor = 2
						trait = cruel
					}
					modifier = {
						factor = 2
						trait = arbitrary
					}
					modifier = {
						factor = 2
						trait = paranoid
					}
					
					# For Easy Duels
					modifier = {
						factor = 2
						trait = greedy
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = slothful
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = craven
						has_character_flag = easy_duel
					}
					
					# For Even Duels
					modifier = {
						factor = 2
						trait = paranoid
						has_character_flag = even_duel
					}
					
					# For Hard Duels				
					modifier = {
						factor = 5
						trait = just
						has_character_flag = hard_duel
					}				
					modifier = {
						factor = 2
						trait = brave
						has_character_flag = hard_duel
					}
					modifier = {
						factor = 2
						trait = cynical
						has_character_flag = hard_duel
					}
					modifier = {
						factor = 2
						trait = stubborn
						has_character_flag = hard_duel
					}
					modifier = {
						factor = 2
						trait = paranoid
						has_character_flag = hard_duel
					}
				}
				10 = { # I could have died!
					set_character_flag = feared_for_life_duel
					
					modifier = {
						factor = 0
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 0.25
						has_character_flag = even_duel
					}
					modifier = {
						factor = 2
						trait = stubborn
					}
					modifier = {
						factor = 2
						trait = arbitrary
					}
					modifier = {
						factor = 2
						trait = honest
					}
					modifier = {
						factor = 2
						trait = proud
					}
					modifier = {
						factor = 2
						trait = cynical
					}
					modifier = {
						factor = 2
						trait = wounded
					}
					modifier = {
						factor = 2
						trait = severely_injured
					}
					modifier = {
						factor = 5
						trait = paranoid
					}
					modifier = {
						factor = 5
						trait = craven
					}
				}
			}
		}
	}
	
	trigger = {
		event_target:combatant_1 = {
			is_alive = yes
		}
	}
    
    option = { 
        name = EVTOPTA_HF_501
        show_portrait = event_target:combatant_2
        
		event_target:combatant_1 = {
			show_scope_change = no
			
			trigger_switch = {
				on_trigger = has_character_flag
				easy_duel = { detract_society_currency_trivial_effect = yes }
				even_duel = { detract_society_currency_tiny_effect = yes }
				hard_duel = { detract_society_currency_minor_effect = yes }
			}
			
			if = {
				limit = {
					has_character_flag = appreciated_duel
				}
				opinion = {
					modifier = opinion_great_leader
					who = ROOT
					years = 5
				}
				if = {
					limit = {
						NOT = {
							is_friend = ROOT
						}
					}
					random = {
						chance = 5
						add_friend = ROOT
					}
				}
				ROOT = {
					show_scope_change = no
					add_society_currency_tiny_effect = yes
				}
			}
			else_if = {
				limit = {
					OR = {
						has_character_flag = beneath_me_duel
						has_character_flag = poor_choice_duel
					}
				}
				opinion = {
					modifier = opinion_disrespects_me
					who = ROOT
					years = 5
				}
				if = {
					limit = {
						NOT = {
							is_rival = ROOT
						}
					}
					random = {
						chance = 5
						add_rival = ROOT
					}
				}
				ROOT = {
					show_scope_change = no
					detract_society_currency_trivial_effect = yes 
				}
			}
			else_if = {
				limit = {
					has_character_flag = feared_for_life_duel
				}
				opinion = {
					modifier = opinion_tried_to_get_me_killed
					who = ROOT
					years = 5
				}
				if = {
					limit = {
						NOT = {
							is_rival = ROOT
						}
					}
					random = {
						chance = 15
						add_rival = ROOT
					}
				}
				ROOT = {
					show_scope_change = no
					detract_society_currency_trivial_effect = yes
				}
			}
		}
    }
	
	after = {
		clr_character_flag = notify_mild_injury
		clr_character_flag = notify_severely_injured
		event_target:combatant_1 = {
			clr_character_flag = easy_duel
			clr_character_flag = even_duel
			clr_character_flag = hard_duel
			clr_character_flag = appreciated_duel
			clr_character_flag = beneath_me_duel
			clr_character_flag = feared_for_life_duel
			clr_character_flag = poor_choice_duel
		}
	}
}

character_event = { # Defender ran away!
    id = HFP.503
    picture = GFX_evt_melee
    border = GFX_event_normal_frame_war   
    desc = HFP_503_DESC
	portrait = event_target:combatant_1
    is_triggered_only = yes
	
	trigger = {
		event_target:combatant_1 = {
			is_alive = yes
		}
	}
    
    option = { 
        name = EVTOPTA_HF_503
        show_portrait = event_target:combatant_2
        event_target:combatant_1 = {
			show_scope_change = no
			
			add_society_currency_trivial_effect = yes
		}
    }
	
	after = {
		clr_character_flag = notify_mild_injury
		clr_character_flag = notify_severely_injured
		event_target:combatant_1 = {
			clr_character_flag = easy_duel
			clr_character_flag = even_duel
			clr_character_flag = hard_duel
			clr_character_flag = appreciated_duel
			clr_character_flag = beneath_me_duel
			clr_character_flag = feared_for_life_duel
			clr_character_flag = poor_choice_duel
		}
	}
}

character_event = { # Attacker ran away...
    id = HFP.504
    picture = GFX_evt_melee
    border = GFX_event_normal_frame_war   
    desc = HFP_504_DESC
	portrait = event_target:combatant_1
    is_triggered_only = yes
	
	trigger = {
		event_target:combatant_1 = {
			is_alive = yes
		}
	}
    
    option = { 
        name = EVTOPTA_HF_503
        show_portrait = event_target:combatant_2
		event_target:combatant_1 = {
			show_scope_change = no
			
			detract_society_currency_trivial_effect = yes
		}
    }
	
	after = {
		clr_character_flag = notify_mild_injury
		clr_character_flag = notify_severely_injured
		event_target:combatant_1 = {
			clr_character_flag = easy_duel
			clr_character_flag = even_duel
			clr_character_flag = hard_duel
			clr_character_flag = appreciated_duel
			clr_character_flag = beneath_me_duel
			clr_character_flag = feared_for_life_duel
			clr_character_flag = poor_choice_duel
		}
	}
}

character_event = { # Won, but both wounded
    id = HFP.505
    picture = GFX_evt_melee
    border = GFX_event_normal_frame_war   
    desc = HFP_505_DESC
	portrait = event_target:combatant_1
    is_triggered_only = yes
	
	trigger = {
		event_target:combatant_1 = {
			is_alive = yes
		}
	}
	
	immediate = {
		sound_effect = duel_win
		event_target:combatant_1 = {
			random_list = {
				10 = { # I Appreciated this!
					set_character_flag = appreciated_duel					
					
					modifier = {
						factor = 3
						trait = trusting
					}
					
					# For Easy Duels
					modifier = {
						factor = 2
						trait = greedy
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = slothful
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = envious
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 3
						trait = proud
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = ambitious
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = cruel
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = arbitrary
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = craven
						has_character_flag = easy_duel
					}
					
					# For Even Duels					
					modifier = {
						factor = 2
						trait = brave
						has_character_flag = even_duel
					}
					modifier = {
						factor = 2
						trait = honest
						has_character_flag = even_duel
					}
					modifier = {
						factor = 2
						trait = patient
						has_character_flag = even_duel
					}
					modifier = {
						factor = 2
						trait = kind
						has_character_flag = even_duel
					}
					modifier = {
						factor = 2
						trait = humble
						has_character_flag = even_duel
					}
					modifier = {
						factor = 2
						trait = temperate
						has_character_flag = even_duel
					}
					modifier = {
						factor = 2
						trait = cynical
						has_character_flag = even_duel
					}
					modifier = {
						factor = 5
						trait = just
						has_character_flag = even_duel
					}
					
					# For Hard Duels
					modifier = {
						factor = 5
						trait = proud
						has_character_flag = hard_duel
					}
					modifier = {
						factor = 5
						trait = ambitious
						has_character_flag = hard_duel
					}
					modifier = {
						factor = 5
						trait = brave
						has_character_flag = hard_duel
					}
					modifier = {
						factor = 2
						trait = humble
						has_character_flag = hard_duel
					}
				}
				10 = { # This was beneath me...
					set_character_flag = beneath_me_duel
					
					modifier = {
						factor = 2
						trait = honest
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = patient
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = kind
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = humble
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = temperate
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = cynical
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = just
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 5
						trait = brave
						has_character_flag = easy_duel
					}
					
					# For Even Duels
					modifier = {
						factor = 2
						trait = envious
						has_character_flag = even_duel
					}
					modifier = {
						factor = 5
						trait = proud
						has_character_flag = even_duel
					}
					modifier = {
						factor = 5
						trait = ambitious
						has_character_flag = even_duel
					}
					modifier = {
						factor = 2
						trait = cruel
						has_character_flag = even_duel
					}
					modifier = {
						factor = 2
						trait = arbitrary
						has_character_flag = even_duel
					}
					modifier = {
						factor = 2
						trait = paranoid
						has_character_flag = even_duel
					}
					
					# For Hard Duels				
					modifier = {
						factor = 5
						trait = just
						has_character_flag = hard_duel
					}
					modifier = {
						factor = 2
						trait = temperate
						has_character_flag = hard_duel
					}
					modifier = {
						factor = 2
						trait = content
						has_character_flag = hard_duel
					}
					modifier = {
						factor = 2
						trait = cynical
						has_character_flag = hard_duel
					}
					modifier = {
						factor = 2
						trait = stubborn
						has_character_flag = hard_duel
					}
					modifier = {
						factor = 2
						trait = paranoid
						has_character_flag = hard_duel
					}
				}
				10 = { # I could have died!
					set_character_flag = feared_for_life_duel
					
					modifier = {
						factor = 0
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 0.25
						has_character_flag = even_duel
					}
					modifier = {
						factor = 2
						trait = stubborn
					}
					modifier = {
						factor = 2
						trait = arbitrary
					}
					modifier = {
						factor = 2
						trait = honest
					}
					modifier = {
						factor = 2
						trait = proud
					}
					modifier = {
						factor = 2
						trait = cynical
					}
					modifier = {
						factor = 2
						trait = wounded
					}
					modifier = {
						factor = 2
						trait = severely_injured
					}
					modifier = {
						factor = 5
						trait = paranoid
					}
					modifier = {
						factor = 5
						trait = craven
					}
				}
			}
		}
	}
    
    option = { 
        name = EVTOPTA_HF_501
        show_portrait = event_target:combatant_2
        event_target:combatant_1 = {
			show_scope_change = no
			
			trigger_switch = {
				on_trigger = has_character_flag
				easy_duel = { add_society_currency_tiny_effect = yes }
				even_duel = { add_society_currency_minor_effect = yes }
				hard_duel = { add_society_currency_medium_effect = yes }
			}
			
			if = {
				limit = {
					has_character_flag = appreciated_duel
				}
				opinion = {
					modifier = opinion_great_leader
					who = ROOT
					years = 5
				}
				if = {
					limit = {
						NOT = {
							is_friend = ROOT
						}
					}
					random = {
						chance = 5
						add_friend = ROOT
					}
				}
				ROOT = {
					show_scope_change = no
					add_society_currency_tiny_effect = yes
				}
			}
			else_if = {
				limit = {
					OR = {
						has_character_flag = beneath_me_duel
						has_character_flag = poor_choice_duel
					}
				}
				opinion = {
					modifier = opinion_disrespects_me
					who = ROOT
					years = 5
				}
				if = {
					limit = {
						NOT = {
							is_rival = ROOT
						}
					}
					random = {
						chance = 5
						add_rival = ROOT
					}
				}
				ROOT = {
					show_scope_change = no
					detract_society_currency_trivial_effect = yes
				}
			}
			else_if = {
				limit = {
					has_character_flag = feared_for_life_duel
				}
				opinion = {
					modifier = opinion_tried_to_get_me_killed
					who = ROOT
					years = 5
				}
				if = {
					limit = {
						NOT = {
							is_rival = ROOT
						}
					}
					random = {
						chance = 15
						add_rival = ROOT
					}
				}
				ROOT = {
					show_scope_change = no
					detract_society_currency_trivial_effect = yes
				}
			}
		}
    }
	
	after = {
		clr_character_flag = notify_mild_injury
		clr_character_flag = notify_severely_injured
		event_target:combatant_1 = {
			clr_character_flag = easy_duel
			clr_character_flag = even_duel
			clr_character_flag = hard_duel
			clr_character_flag = appreciated_duel
			clr_character_flag = beneath_me_duel
			clr_character_flag = feared_for_life_duel
			clr_character_flag = poor_choice_duel
		}
	}
}

character_event = { # Lost, but both wounded
    id = HFP.506
    picture = GFX_evt_melee
    border = GFX_event_normal_frame_war   
    desc = HFP_506_DESC
	portrait = event_target:combatant_1
    is_triggered_only = yes
	
	trigger = {
		event_target:combatant_1 = {
			is_alive = yes
		}
	}
	
	immediate = {
		sound_effect = duel_lose
		event_target:combatant_1 = {
			random_list = {
				10 = { # I Appreciated this!
					set_character_flag = appreciated_duel
					
					# These traits do not mind losing
					modifier = {
						factor = 5
						trait = humble
					}
					modifier = {
						factor = 2
						trait = brave
					}
					modifier = {
						factor = 5
						trait = patient
					}
					modifier = {
						factor = 2
						trait = content
					}
					modifier = {
						factor = 2
						trait = kind
					}
					modifier = {
						factor = 2
						trait = temperate
					}
					modifier = {
						factor = 3
						trait = trusting
					}
					
					# For Easy Duels					
					modifier = {
						factor = 2
						trait = honest
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = cynical
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = just
						has_character_flag = easy_duel
					}
					
					# For Even Duels
					modifier = {
						factor = 2
						trait = honest
						has_character_flag = even_duel
					}
					modifier = {
						factor = 2
						trait = cynical
						has_character_flag = even_duel
					}
					modifier = {
						factor = 5
						trait = just
						has_character_flag = even_duel
					}
				}
				10 = { # This was beneath me...
					set_character_flag = poor_choice_duel
					
					# These traits just hate losing
					modifier = {
						factor = 2
						trait = envious
					}
					modifier = {
						factor = 5
						trait = wroth
					}
					modifier = {
						factor = 2
						trait = proud
					}
					modifier = {
						factor = 5
						trait = ambitious
					}
					modifier = {
						factor = 2
						trait = cruel
					}
					modifier = {
						factor = 2
						trait = arbitrary
					}
					modifier = {
						factor = 2
						trait = paranoid
					}
					
					# For Easy Duels
					modifier = {
						factor = 2
						trait = greedy
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = slothful
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 2
						trait = craven
						has_character_flag = easy_duel
					}
					
					# For Even Duels
					modifier = {
						factor = 2
						trait = paranoid
						has_character_flag = even_duel
					}
					
					# For Hard Duels				
					modifier = {
						factor = 5
						trait = just
						has_character_flag = hard_duel
					}
					modifier = {
						factor = 2
						trait = cynical
						has_character_flag = hard_duel
					}
					modifier = {
						factor = 2
						trait = stubborn
						has_character_flag = hard_duel
					}
					modifier = {
						factor = 2
						trait = paranoid
						has_character_flag = hard_duel
					}
				}
				10 = { # I could have died!
					set_character_flag = feared_for_life_duel
					
					modifier = {
						factor = 0
						has_character_flag = easy_duel
					}
					modifier = {
						factor = 0.25
						has_character_flag = even_duel
					}
					modifier = {
						factor = 2
						trait = stubborn
					}
					modifier = {
						factor = 2
						trait = arbitrary
					}
					modifier = {
						factor = 2
						trait = honest
					}
					modifier = {
						factor = 2
						trait = proud
					}
					modifier = {
						factor = 2
						trait = cynical
					}
					modifier = {
						factor = 2
						trait = wounded
					}
					modifier = {
						factor = 2
						trait = severely_injured
					}
					modifier = {
						factor = 5
						trait = paranoid
					}
					modifier = {
						factor = 5
						trait = craven
					}
				}
			}
		}
	}
    
    option = { 
        name = EVTOPTA_HF_501
        show_portrait = event_target:combatant_2
		event_target:combatant_1 = {
			show_scope_change = no
			
			trigger_switch = {
				on_trigger = has_character_flag
				easy_duel = { detract_society_currency_trivial_effect = yes }
				even_duel = { detract_society_currency_tiny_effect = yes }
				hard_duel = { detract_society_currency_minor_effect = yes }
			}
			
			if = {
				limit = {
					has_character_flag = appreciated_duel
				}
				opinion = {
					modifier = opinion_great_leader
					who = ROOT
					years = 5
				}
				if = {
					limit = {
						NOT = {
							is_friend = ROOT
						}
					}
					random = {
						chance = 5
						add_friend = ROOT
					}
				}
				ROOT = {
					show_scope_change = no
					add_society_currency_tiny_effect = yes
				}
			}
			else_if = {
				limit = {
					OR = {
						has_character_flag = beneath_me_duel
						has_character_flag = poor_choice_duel
					}
				}
				opinion = {
					modifier = opinion_disrespects_me
					who = ROOT
					years = 5
				}
				if = {
					limit = {
						NOT = {
							is_rival = ROOT
						}
					}
					random = {
						chance = 5
						add_rival = ROOT
					}
				}
				ROOT = {
					show_scope_change = no
					detract_society_currency_trivial_effect = yes
				}
			}
			else_if = {
				limit = {
					has_character_flag = feared_for_life_duel
				}
				opinion = {
					modifier = opinion_tried_to_get_me_killed
					who = ROOT
					years = 5
				}
				if = {
					limit = {
						NOT = {
							is_rival = ROOT
						}
					}
					random = {
						chance = 15
						add_rival = ROOT
					}
				}
				ROOT = {
					show_scope_change = no
					detract_society_currency_trivial_effect = yes
				}
			}
		}
    }
	
	after = {
		clr_character_flag = notify_mild_injury
		clr_character_flag = notify_severely_injured
		event_target:combatant_1 = {
			clr_character_flag = easy_duel
			clr_character_flag = even_duel
			clr_character_flag = hard_duel
			clr_character_flag = appreciated_duel
			clr_character_flag = beneath_me_duel
			clr_character_flag = feared_for_life_duel
			clr_character_flag = poor_choice_duel
		}
	}
}

character_event = { # Warrior Lodge members with high PCS might go out and duel random people to the death, symbolizes the mission
    id = HF.550
    hide_window = yes
    is_triggered_only = yes
	
	ai = yes
	is_in_society = yes
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 25
			NOT = {
				any_kill_list_character = {
					death_reason = death_duel
				}
			}
		}
		modifier = {
			factor = 3
			society_rank == 4
		}
		modifier = {
			factor = 2
			society_rank == 3
		}
		modifier = {
			factor = 2
			combat_rating = 50
		}
		modifier = {
			factor = 2
			combat_rating = 70
		}
		modifier = {
			factor = 2
			combat_rating = 90
		}
		modifier = {
			factor = 3
			trait = ambitious
		}
		modifier = {
			factor = 3
			trait = brave
		}
		modifier = {
			factor = 2
			trait = gregarious
		}
		modifier = {
			factor = 2
			trait = zealous
		}
		modifier = {
			factor = 2
			trait = wroth
		}
		modifier = {
			factor = 2
			trait = diligent
		}
		modifier = {
			factor = 2
			trait = proud
		}
		modifier = {
			factor = 0
			trait = shy
		}
		modifier = {
			factor = 0.5
			trait = content
		}
		modifier = {
			factor = 0.5
			trait = patient
		}
		modifier = {
			factor = 0.5
			trait = temperate
		}
		modifier = {
			factor = 0.5
			trait = slothful
		}
	}

    trigger = {
		NOT = { has_character_flag = call_to_legend_active }
		OR = {
			combat_rating = 25
			society_rank == 4
			AND = {
				society_rank == 3
				combat_rating = 15
			}
		}
		is_inaccessible_or_incapable_trigger = no
		ai = yes
		is_adult = yes
		in_command = no
		NOR = {
			has_injury_trigger = yes
			has_disease_trigger = yes
			has_symptom_trigger = yes
			has_character_modifier = recent_duel_timer
		}
		OR = {
			top_liege = {
				any_neighbor_independent_ruler = {
					any_realm_character = {
						is_inaccessible_or_incapable_trigger = no
						ai = yes
						is_adult = yes
						liege = { ai = yes }
						NOR = {
							has_character_modifier = bedridden_illness
							has_character_modifier = severe_illness
							any_spouse = { character = ROOT }
							same_society_as = ROOT
							religion = ROOT
							higher_tier_than = DUKE
							spouse = { higher_tier_than = DUKE }
							father = { higher_tier_than = DUKE }
							mother = { higher_tier_than = DUKE }
						}
					}
				}
				any_realm_character = {
					is_inaccessible_or_incapable_trigger = no
					ai = yes
					is_adult = yes
					liege = { ai = yes }
					NOR = {
						has_character_modifier = bedridden_illness
						has_character_modifier = severe_illness
						any_spouse = { character = ROOT }
						same_society_as = ROOT
						religion = ROOT
						higher_tier_than = DUKE
						spouse = { higher_tier_than = DUKE }
						father = { higher_tier_than = DUKE }
						mother = { higher_tier_than = DUKE }
					}
				}
			}
		}
    }

    immediate = {
		save_event_target_as = combatant_1
		if = {
			limit = {
				top_liege = {
					any_realm_character = {
						is_inaccessible_or_incapable_trigger = no
						ai = yes
						is_adult = yes
						liege = { ai = yes }
						same_sex = ROOT
						NOR = {
							has_character_modifier = bedridden_illness
							has_character_modifier = severe_illness
							any_spouse = { character = ROOT }
							same_society_as = ROOT
							religion = ROOT
							higher_tier_than = DUKE
							spouse = { higher_tier_than = DUKE }
							father = { higher_tier_than = DUKE }
							mother = { higher_tier_than = DUKE }
						}
					}
				}
			}
			top_liege = {
				any_realm_character = {
					limit = {
						is_inaccessible_or_incapable_trigger = no
						ai = yes
						is_adult = yes
						liege = { ai = yes }
						same_sex = ROOT
						NOR = {
							has_character_modifier = bedridden_illness
							has_character_modifier = severe_illness
							any_spouse = { character = ROOT }
							same_society_as = ROOT
							religion = ROOT
							higher_tier_than = DUKE
							spouse = { higher_tier_than = DUKE }
							father = { higher_tier_than = DUKE }
							mother = { higher_tier_than = DUKE }
						}
					}
					score_value = {
						value = 10
						bad_soldier_outcome_score = yes
					}
					save_event_target_as = combatant_2
				}
			}
			event_target:combatant_2 = {
				apply_degree_of_dishonorable_duel_effect = yes #checks a bunch of age and health statuses...
				character_event = { id = HFP.10095 }
			}
		}
		else_if = {
			limit = {
				top_liege = {
					any_neighbor_independent_ruler = {
						any_realm_character = {
							is_inaccessible_or_incapable_trigger = no
							ai = yes
							is_adult = yes
							liege = { ai = yes }
							same_sex = ROOT
							NOR = {
								has_character_modifier = bedridden_illness
								has_character_modifier = severe_illness
								any_spouse = { character = ROOT }
								same_society_as = ROOT
								religion = ROOT
								higher_tier_than = DUKE
								spouse = { higher_tier_than = DUKE }
								father = { higher_tier_than = DUKE }
								mother = { higher_tier_than = DUKE }
							}
						}
					}
				}
			}
			top_liege = {
				random_neighbor_independent_ruler = {
					limit = {
						any_realm_character = {
							is_inaccessible_or_incapable_trigger = no
							ai = yes
							is_adult = yes
							liege = { ai = yes }
							same_sex = ROOT
							NOR = {
								has_character_modifier = bedridden_illness
								has_character_modifier = severe_illness
								any_spouse = { character = ROOT }
								same_society_as = ROOT
								religion = ROOT
								higher_tier_than = DUKE
								spouse = { higher_tier_than = DUKE }
								father = { higher_tier_than = DUKE }
								mother = { higher_tier_than = DUKE }
							}
						}
					}
					any_realm_character = {
						limit = {
							is_inaccessible_or_incapable_trigger = no
							is_inaccessible_or_incapable_trigger = no
							ai = yes
							is_adult = yes
							liege = { ai = yes }
							same_sex = ROOT
							NOR = {
								has_character_modifier = bedridden_illness
								has_character_modifier = severe_illness
								any_spouse = { character = ROOT }
								same_society_as = ROOT
								religion = ROOT
								higher_tier_than = DUKE
								spouse = { higher_tier_than = DUKE }
								father = { higher_tier_than = DUKE }
								mother = { higher_tier_than = DUKE }
							}
						}
						score_value = {
							value = 10
							bad_soldier_outcome_score = yes
						}
						save_event_target_as = combatant_2
					}
				}
			}	
			event_target:combatant_2 = {
				apply_degree_of_dishonorable_duel_effect = yes #checks a bunch of age and health statuses...
				character_event = { id = HFP.10095 }
			}
		}
    }
}

character_event = { # Notify when a lodge member is killed in a duel
	id = HF.560
	hide_window = yes
	
	is_triggered_only = yes
	
	is_in_society = yes

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

character_event = {
	id = HF.561
	desc = HF_561_DESC
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	is_in_society = yes
	
	notification = yes

	option = {
		name = CURSES
	}
}


##### Teaching Moment #####

# Hidden setup event, selecting target, etc...
character_event = {
    id = HF.14000
    is_triggered_only = yes
    hide_window = yes
    
    trigger = {
    	has_dlc = "Holy Fury"
    	is_inaccessible_or_incapable_trigger = no
    	is_member_of_any_warrior_lodge_trigger = yes
    	NOT = { has_character_flag = do_not_disturb }
	    war = no
	    is_adult = yes

	    NOT = { has_character_modifier = teaching_moment_cooldown }

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

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

# Event for "Teacher"
character_event = {
    id = HF.14001
    title = teaching_moment_lack_of_focus_title
    picture = GFX_evt_teaching_moment
    border = GFX_event_normal_frame_war
    is_triggered_only = yes
    sound = fighting_instructions_01
    trigger = {
    	is_alive = yes
    	event_target:student = { is_alive = yes }
    }

    portrait = event_target:student

    desc = {
    	text = EVTDESC_HF_14001_bravery
    	trigger = { has_character_flag = teaching_bravery@event_target:student }
    }
    desc = {
    	text = EVTDESC_HF_14001_ambition
    	trigger = { has_character_flag = teaching_ambition@event_target:student }
    }
    desc = {
    	text = EVTDESC_HF_14001_patience
    	trigger = { has_character_flag = teaching_patience@event_target:student }
    }
    desc = {
    	text = EVTDESC_HF_14001_diligence
    	trigger = { has_character_flag = teaching_diligence@event_target:student }
    }

    option = { # Yes, let's offer them some guidance...
        name = {
        	text = EVTOPTA_HF_14001_bravery
        	trigger = { has_character_flag = teaching_bravery@event_target:student }
        }
        name = {
        	text = EVTOPTA_HF_14001_ambition
        	trigger = { has_character_flag = teaching_ambition@event_target:student }
        }
        name = {
        	text = EVTOPTA_HF_14001_patience
        	trigger = { has_character_flag = teaching_patience@event_target:student }
        }
        name = {
        	text = EVTOPTA_HF_14001_diligence
        	trigger = { has_character_flag = teaching_diligence@event_target:student }
        }

        custom_tooltip = { text = EVTOPTA_HF_14001_TT }
        add_society_currency_tiny_effect = yes
        event_target:student = { character_event = { id = HF.14002 days = 1 } } # Offer guidance...
    }
    option = { # Nah/Opt out   
        name = EVTOPTB_HF_14001
        custom_tooltip = { text = EVTOPTB_HF_14001_TT }
        clr_character_flag = teaching_bravery@event_target:student
        clr_character_flag = teaching_ambition@event_target:student
        clr_character_flag = teaching_patience@event_target:student
        clr_character_flag = teaching_diligence@event_target:student

        ai_chance = {
			factor = 0
		}
    }
}

# Event for "Student" - Someone wants to offer me guidance
character_event = {
    id = HF.14002
    title = teaching_moment_lack_of_focus_title
    picture = GFX_evt_teaching_moment
    border = GFX_event_normal_frame_war
    is_triggered_only = yes
    sound = fighting_instructions_02
    trigger = {
    	is_alive = yes
    	event_target:teacher = { is_alive = yes }
    }

    immediate = {

    }

    desc = {
    	text = EVTDESC_HF_14002_bravery
    	trigger = { has_character_flag = learning_bravery@event_target:teacher }
    }
    desc = {
    	text = EVTDESC_HF_14002_ambition
    	trigger = { has_character_flag = learning_ambition@event_target:teacher }
    }
    desc = {
    	text = EVTDESC_HF_14002_patience
    	trigger = { has_character_flag = learning_patience@event_target:teacher }
    }
    desc = {
    	text = EVTDESC_HF_14002_diligence
    	trigger = { has_character_flag = learning_diligence@event_target:teacher }
    }

    option = { # Yes, I need help
        name = EVTOPTA_HF_14002
        custom_tooltip = { text = EVTOPTA_HF_14002_TT }

        trigger_switch = {
        	on_trigger = has_character_flag
        	learning_bravery@event_target:teacher = { show_trait = brave custom_tooltip = { text = could_lead_to_brave_tt} }
        	learning_ambition@event_target:teacher = { show_trait = ambitious custom_tooltip = { text = could_lead_to_ambitious_tt} }
        	learning_patience@event_target:teacher = { show_trait = patient custom_tooltip = { text = could_lead_to_patient_tt} }
        	learning_diligence@event_target:teacher = { show_trait = diligent custom_tooltip = { text = could_lead_to_diligent_tt} }
        }

        event_target:teacher = { character_event = { id = HF.14003 days = 3 } } # Offer accepted...

        ai_chance = {
			factor = 10
			modifier = {
				factor = 0
				is_rival = FROM
			}
			modifier = {
				factor = 10
				has_pleasant_personality_trigger = yes
			}
			modifier = {
				factor = 10
				is_friend = FROM
			}
			modifier = {
				factor = 10
				FROM = { ROOT_possibly_romantically_interested_trigger = yes }
			}
		}
    }
    option = { # No, what a rude suggestion!
        name = EVTOPTB_HF_14002
        custom_tooltip = { text = EVTOPTB_HF_14002_TT }
        prestige = 10
        event_target:teacher = {
        	set_character_flag = they_insulted_me
        	character_event = { id = HF.14004 days = 5 } #Offer rejected! How insulting!
        }
        clr_character_flag = learning_bravery@event_target:teacher
        clr_character_flag = learning_ambition@event_target:teacher
        clr_character_flag = learning_patience@event_target:teacher
        clr_character_flag = learning_diligence@event_target:teacher

        ai_chance = {
			factor = 1
			modifier = {
				factor = 100
				is_rival = FROM
			}
			modifier = {
				factor = 0
				is_friend = FROM
			}
			modifier = {
				factor = 10
				is_evil_trigger = yes
			}
			modifier = {
				factor = 10
				has_unpleasant_personality_trigger = yes
			}
		}
    }

    option = { # Leave me alone!
        name = EVTOPTC_HF_14002
        custom_tooltip = { text = EVTOPTC_HF_14002_TT }
        event_target:teacher = { character_event = { id = HF.14004 days = 3 } } # Offer rejected!
        clr_character_flag = learning_bravery@event_target:teacher
        clr_character_flag = learning_ambition@event_target:teacher
        clr_character_flag = learning_patience@event_target:teacher
        clr_character_flag = learning_diligence@event_target:teacher

        ai_chance = {
			factor = 1
			modifier = {
				factor = 10
				trait = depressed
			}
			modifier = {
				factor = 10
				trait = stressed
			}
			modifier = {
				factor = 10
				is_pregnant = yes
			}
		}
    }
}


# Event for "Teacher" - They accepted my help!
character_event = {
    id = HF.14003
    title = teaching_moment_lack_of_focus_title
    desc = EVTDESC_HF_14003
    picture = GFX_evt_teaching_moment
    border = GFX_event_normal_frame_war
    is_triggered_only = yes
    trigger = {
    	is_alive = yes
    	event_target:student = { is_alive = yes }
    }

    option = { # I'll bring my [thing]
        name = EVTOPTA_HF_14003
        custom_tooltip = { text = EVTOPTA_HF_14003_TT }
        scaled_wealth = { value = -1 min = -15 }
        prestige = 5
        if = {
        	limit = { ai = no } #AIs don't have to pay
	        if = {
	        	limit = { NOT = { trait = proud } }
		        random = {
		        	chance = 25
		        	add_trait = proud
		        	hidden_effect = { character_event = { id = 38261 } } #Notify Proud
		        }
	        }
        }
        ai_chance = {
        	factor = 1
        	modifier = { #to not have AIs change traits all the time
        		factor = 10
        		trait = proud
        	}
        }
    }
    option = { # Let's not get carried away
        name = EVTOPTB_HF_14003
        custom_tooltip = { text = EVTOPTB_HF_14003_TT }
        if = {
        	limit = { NOT = { trait = humble } }
	        random = {
	        	chance = 25
	        	add_trait = humble
	        	hidden_effect = { character_event = { id = 38260 } } #Notify Humble
	        }
        }
        ai_chance = {
        	factor = 1
        	modifier = { #to not have AIs change traits all the time
        		factor = 10
        		trait = humble
        	}
        }
    }
    after = {
    	hidden_effect = {
	    	random_list = {
	    		10 = { #Great success
	    			event_target:student = { character_event = { id = HF.14006 days = 10 random = 25 } } # Training result
	    			modifier = {
						factor = 10
						is_benevolent_trigger = yes #Nice characters want to learn
					}
					modifier = {
						factor = 10
						has_pleasant_personality_trigger = yes #Friendly characters are easier to teach
	    			}
	    			modifier = {
						factor = 1.5
						has_pleasant_trait_trigger = yes #Unfriendly characters are hard to teach
	    			}
	    		}
	    		20 = { #Some success
	    			event_target:student = { character_event = { id = HF.14007 days = 10 random = 25 } } # Training result!
	    		}
	    		5 = { #Failure
	    			event_target:student = { character_event = { id = HF.14008 days = 10 random = 25 } } # Training result!
	    			modifier = {
						factor = 10
						is_evil_trigger = yes #Evil characters don't wanna learn
					}
					modifier = {
						factor = 10
						has_unpleasant_personality_trigger = yes #Unfriendly characters are hard to teach
	    			}
	    			modifier = {
						factor = 1.5
						has_unpleasant_trait_trigger = yes #Unfriendly characters are hard to teach
	    			}
	    		}
	    	}
    	}
    }
}

# Event for "Teacher" - They rejected my help
character_event = {
    id = HF.14004
    title = teaching_moment_lack_of_focus_title
    picture = GFX_evt_teaching_moment
    border = GFX_event_normal_frame_war
    is_triggered_only = yes

    desc = {
    	text = EVTDESC_HF_14004_A
		trigger = { NOT = { has_character_flag = they_insulted_me } }
    }
    desc = {
    	text = EVTDESC_HF_14004_B
		trigger = { has_character_flag = they_insulted_me }    	
    }

    option = { # That ungrateful little... (RIVALRY)
        name = EVTOPTA_HF_14004
        tooltip = { add_rival = FROM }
        clr_character_flag = they_insulted_me

        event_target:student = { character_event = { id = HF.14005 days = 3 } } # Offense *taken*!

        ai_chance = {
        	factor = 1
        	modifier = {
        		factor = 10
        		trait = wroth
        	}
        	modifier = {
        		factor = 10
        		has_unpleasant_personality_trigger = yes
        	}
        	modifier = {
        		factor = 10
        		event_target:student = { root_potentially_interested_in_rivaling_this_trigger = yes }
        	}
        }

        trigger = { has_character_flag = they_insulted_me }
    }
    option = { # I can't force progress (Let it go!)
        name = EVTOPTB_HF_14004
        ai_chance = {
        	factor = 1
        	modifier = {
        		factor = 10
        		trait = humble
        	}
        	modifier = {
        		factor = 10
        		trait = patient
        	}
        }
    }
    after = {
    	clr_character_flag = they_insulted_me
    	clr_character_flag = teaching_bravery@event_target:student
        clr_character_flag = teaching_ambition@event_target:student
        clr_character_flag = teaching_patience@event_target:student
        clr_character_flag = teaching_diligence@event_target:student
    }
}

# Event for "Student" - They took offense to my rejection
character_event = {
    id = HF.14005
    title = teaching_moment_lack_of_focus_title
    desc = EVTDESC_HF_14005
    picture = GFX_evt_teaching_moment
    border = GFX_event_normal_frame_war
    is_triggered_only = yes
    
  
    option = { # Some people sure are sensitive...
        name = EVTOPTA_HF_14005
        add_rival = FROM
    }
}

## ### Outcome events ### ##
# Great success (fires for Student)
character_event = {
    id = HF.14006
    title = teaching_moment_lack_of_focus_title
    picture = GFX_evt_teaching_moment
    border = GFX_event_normal_frame_war
    sound = fighting_instructions_01
    is_triggered_only = yes
    
    trigger = {
    	is_alive = yes
    }

    desc = {
    	text = EVTDESC_HF_14006_bravery
    	trigger = { has_character_flag = learning_bravery@event_target:teacher }
    }
    desc = {
    	text = EVTDESC_HF_14006_ambition
    	trigger = { has_character_flag = learning_ambition@event_target:teacher }
    }
    desc = {
    	text = EVTDESC_HF_14006_patience
    	trigger = { has_character_flag = learning_patience@event_target:teacher }
    }
    desc = {
    	text = EVTDESC_HF_14006_diligence
    	trigger = { has_character_flag = learning_diligence@event_target:teacher }
    }

    
    option = { #It went fantastic! Adds trait immediately
        name = EVTOPTA_HF_14006
        prestige = 15
        add_society_currency_trivial_effect = yes
        trigger_switch = {
        	on_trigger = has_character_flag
        	learning_bravery@event_target:teacher = {
        		add_trait = brave
        		event_target:teacher = { set_character_flag = they_gained_brave }
        	}
        	learning_ambition@event_target:teacher = {
        		add_trait = ambitious
        		event_target:teacher = { set_character_flag = they_gained_ambitious }
        	}
        	learning_patience@event_target:teacher = {
        		add_trait = patient
        		event_target:teacher = { set_character_flag = they_gained_patient }
        	}
        	learning_diligence@event_target:teacher = {
        		add_trait = diligent
        		event_target:teacher = { set_character_flag = they_gained_diligent }
        	}
        }
        tooltip = { add_friend = FROM } #*actually* added in the follow-up
        ai_chance = {
        	factor = 10
        	modifier = {
        		factor = 10
        		event_target:teacher = { any_friend = { always = no } }
        	}
        }
    }

    option = { # Kiss them in gratitude
        name = EVTOPTB_HF_14006
        prestige = 15
        add_society_currency_trivial_effect = yes
		FROM = { set_character_flag = kiss_of_gratitude }
		trigger_switch = {
        	on_trigger = has_character_flag
        	learning_bravery@event_target:teacher = {
        		add_trait = brave
        		event_target:teacher = { set_character_flag = they_gained_brave }
        	}
        	learning_ambition@event_target:teacher = {
        		add_trait = ambitious
        		event_target:teacher = { set_character_flag = they_gained_ambitious }
        	}
        	learning_patience@event_target:teacher = {
        		add_trait = patient
        		event_target:teacher = { set_character_flag = they_gained_patient }
        	}
        	learning_diligence@event_target:teacher = {
        		add_trait = diligent
        		event_target:teacher = { set_character_flag = they_gained_diligent }
        	}
        }
        if = {
        	limit = { trait = chaste }
        	remove_trait = chaste
        }
        else_if = {
        	limit = { NOT = { trait = lustful } }
        	add_trait = lustful
        }

		if = {
        	limit = {
        		event_target:teacher = {
                    OR = {
                        has_opinion_modifier = { who = ROOT modifier = opinion_budding_romance }
                        has_character_flag = carried_torch_for@ROOT
                        has_character_flag = carrying_torch_for@ROOT
                    }
        		}
        	}
	        custom_tooltip = { text = EVTOPTB_HF_14006_TT_romance }
        	tooltip = { add_lover = event_target:teacher }
        	event_target:teacher = { set_character_flag = become_lovers }
        }
        else_if = {
        	limit = {
        		event_target:teacher = {
        			root_attraction_trigger = yes
        			attacted_to_root_trigger = yes
        			opinion = { who = ROOT value = 15 }
        			NOT = { trait = chaste }
        			NOT = { trait = celibate }
        		}
        	}
        	custom_tooltip = { text = EVTOPTB_HF_14006_TT_romance }
        	tooltip = {
        		opinion = {
                    who = FROM
                    modifier = opinion_budding_romance
                    years = 10
                }
                reverse_opinion = {
                    who = FROM
                    modifier = opinion_budding_romance
                    years = 10
                }
            }

            event_target:teacher = { set_character_flag = both_gain_romance }
        }
        else_if = {
        	limit = {
        		event_target:teacher = {
	        		root_attraction_trigger = yes
	        	}
        	}
        	custom_tooltip = { text = EVTOPTB_HF_14006_TT_student_crushes }
        	tooltip = {
        		opinion = {
                    who = FROM
                    modifier = opinion_budding_romance
                    years = 10
                }
            }
            event_target:teacher = { set_character_flag = student_gains_crush }
        }
        else_if = {
        	limit = {
        		event_target:teacher = {
	        		attacted_to_root_trigger = yes
	        	}
        	}
        	custom_tooltip = { text = EVTOPTB_HF_14006_TT_teacher_crushes }
        	tooltip = {
                reverse_opinion = {
                    who = FROM
                    modifier = opinion_budding_romance
                    years = 10
                }
            }
            event_target:teacher = { set_character_flag = teacher_gains_crush }
        }
        ai_chance = {
        	factor = 1
        	modifier = {
        		factor = 100
        		event_target:teacher = { prev_is_lonely_this_romance_makes_sense_trigger = yes }
        	}
        	modifier = {
        		factor = 10
        		event_target:teacher = { has_lover = no }
        	}
        	modifier = {
        		factor = 10
        		trait = lustful
        	}
        	modifier = {
        		factor = 0.1
        		trait = chaste
        	}
        	modifier = {
        		factor = 0.1
        		trait = eunuch
        	}
        }
        trigger = {
        	event_target:teacher = {
				NOT = { is_lover = ROOT }
				OR = {
					ROOT = { has_religion_feature = religion_holy_family }
					ROOT = { religion = messalian }
					ROOT = { religion = zoroastrian }
					NOT = { is_close_relative = ROOT }
				}
				root_attraction_trigger = yes
				attacted_to_root_trigger = yes
			}
			# for safety
			NOT = { trait = celibate }
			is_adult = yes
			event_target:teacher = { is_adult = yes }
        }
    }

    after = {
    	FROM = { set_character_flag = great_outcome }
    	FROM = { character_event = { id = HF.14009 } } # Notify teacher of ending...
    }
}

# Alright outcome (fires for Student)
character_event = {
    id = HF.14007
    title = teaching_moment_lack_of_focus_title
    picture = GFX_evt_teaching_moment
    border = GFX_event_normal_frame_war
    sound = fighting_instructions_01
    is_triggered_only = yes

    desc = {
    	text = EVTDESC_HF_14007_bravery
    	trigger = { has_character_flag = learning_bravery@event_target:teacher }
    }
    desc = {
    	text = EVTDESC_HF_14007_ambition
    	trigger = { has_character_flag = learning_ambition@event_target:teacher }
    }
    desc = {
    	text = EVTDESC_HF_14007_patience
    	trigger = { has_character_flag = learning_patience@event_target:teacher }
    }
    desc = {
    	text = EVTDESC_HF_14007_diligence
    	trigger = { has_character_flag = learning_diligence@event_target:teacher }
    }

    option = { #Removes bad trait/adds good trait
        name = {
        	text = EVTOPTA_HF_14007_bravery
        	trigger = { has_character_flag = learning_bravery@event_target:teacher }
        }
        name = {
        	text = EVTOPTA_HF_14007_ambition
        	trigger = { has_character_flag = learning_ambition@event_target:teacher }
        }
        name = {
        	text = EVTOPTA_HF_14007_patience
        	trigger = { has_character_flag = learning_patience@event_target:teacher }
        }
        name = {
        	text = EVTOPTA_HF_14007_diligence
        	trigger = { has_character_flag = learning_diligence@event_target:teacher }
        }

        add_society_currency_tiny_effect = yes

        trigger_switch = {
        	on_trigger = has_character_flag
        	learning_bravery@event_target:teacher = {
        		add_trait_silently_brave_effect = yes
        		event_target:teacher = { set_character_flag = they_gained_brave }
        		break = yes
        		remove_trait_silently_craven_effect = yes
        		event_target:teacher = { set_character_flag = they_lost_craven }
        	}
        	learning_ambition@event_target:teacher = {
        		add_trait_silently_ambitious_effect = yes
        		event_target:teacher = { set_character_flag = they_gained_ambitious }
        		break = yes
        		remove_trait_silently_content_effect = yes
        		event_target:teacher = { set_character_flag = they_lost_content }
        	}
        	learning_patience@event_target:teacher = {
        		#because Wroth isn't necessarily *bad*, compared to Patient, we skip the in-between state
        		add_trait = patient
        		event_target:teacher = { set_character_flag = they_gained_patient }
        	}
        	learning_diligence@event_target:teacher = {
        		add_trait_silently_diligent_effect = yes
        		event_target:teacher = { set_character_flag = they_gained_diligent }
        		break = yes
        		remove_trait_silently_slothful_effect = yes
        		event_target:teacher = { set_character_flag = they_lost_slothful }
        	}
        }



    }

    after = {
    	#Effects run here to avoid "break = yes" breaking more than it should, but still keeping the order nice and neat.
        FROM = { set_character_flag = good_outcome }

        if = { #if you already have an opinion in place, become friends...
            limit = {
                OR = {
                    reverse_has_opinion_modifier = { who = FROM modifier = opinion_budding_friendship }
                    has_opinion_modifier = { who = FROM modifier = opinion_budding_friendship }
                }
            }
            tooltip = { add_friend = FROM }
        }
        else = { #otherwise, add opinions... (*actually* added in follow-up)
            tooltip = {
                opinion = {
                    who = FROM
                    modifier = opinion_budding_friendship
                    years = 10
                }
                reverse_opinion = {
                    who = FROM
                    modifier = opinion_budding_friendship
                    years = 10
                }
            }
        }
    	FROM = { character_event = { id = HF.14009 } } # Notify teacher of ending...
    }
}

# Bad outcome (fires for Student)
character_event = {
    id = HF.14008
    title = teaching_moment_lack_of_focus_title
    picture = GFX_evt_teaching_moment
    border = GFX_event_normal_frame_war
    sound = fighting_instructions_01
    is_triggered_only = yes

    trigger = {
    	is_alive = yes
    }

    desc = {
    	text = EVTDESC_HF_14008_bravery
    	trigger = { has_character_flag = learning_bravery@event_target:teacher }
    }
    desc = {
    	text = EVTDESC_HF_14008_ambition
    	trigger = { has_character_flag = learning_ambition@event_target:teacher }
    }
    desc = {
    	text = EVTDESC_HF_14008_patience
    	trigger = { has_character_flag = learning_patience@event_target:teacher }
    }
    desc = {
    	text = EVTDESC_HF_14008_diligence
    	trigger = { has_character_flag = learning_diligence@event_target:teacher }
    }

    option = {      
        name = EVTOPTA_HF_14008 #I don't know why I don't learn
        prestige = -15
    	trigger_switch = {
        	on_trigger = has_character_flag
        	learning_bravery@event_target:teacher = {
        		add_trait = vomiting
				set_character_flag = disease_not_serious
				hidden_effect = { character_event = { id = HFP.14005 days = 10 random = 30 } } #remove vomiting
        		add_trait_silently_craven_effect = yes
        		event_target:teacher = { set_character_flag = they_gained_craven }
        		break = yes
        		remove_trait_silently_brave_effect = yes
        		event_target:teacher = { set_character_flag = they_lost_brave }
        	}
        	learning_ambition@event_target:teacher = {
        		add_trait_silently_content_effect = yes
        		event_target:teacher = { set_character_flag = they_gained_content }
        		break = yes
        		remove_trait_silently_ambitious_effect = yes
        		event_target:teacher = { set_character_flag = they_lost_ambitious }
        	}
        	learning_patience@event_target:teacher = {
        		if = {
        			limit = { NOT = { trait = wroth } }
        			add_trait = wroth
        			event_target:teacher = { set_character_flag = they_gained_wroth }
        		}
        		else_if = {
        			limit = { NOT = { trait = envious } }
        			add_trait = envious
        			event_target:teacher = { set_character_flag = they_gained_envious }
        		}
        		else_if = {
        			limit = { NOT = { trait = stubborn } }
        			add_trait = stubborn
        			event_target:teacher = { set_character_flag = they_gained_stubborn }
        		}
        	}
        	learning_diligence@event_target:teacher = {
        		add_trait_silently_slothful_effect = yes
        		event_target:teacher = { set_character_flag = they_gained_slothful }
        		break = yes
        		remove_trait_silently_diligent_effect = yes
        		event_target:teacher = { set_character_flag = they_lost_diligent }
        	}
        }
    }
    option = {      
        name = EVTOPTB_HF_14008 #It was *their* fault!
        FROM = { set_character_flag = they_blame_me }
        tooltip = {
			opinion = {
                who = FROM
                modifier = opinion_lousy_teacher
                years = 10
            }
            reverse_opinion = {
                who = FROM
                modifier = opinion_spoiled_ingrate
                years = 10
            }
        }
    	trigger_switch = {
        	on_trigger = has_character_flag
        	learning_bravery@event_target:teacher = {
        		hidden_effect = { character_event = { id = HFP.14005 days = 10 random = 30 } } #remove vomiting
        		add_trait_silently_craven_effect = yes
        		event_target:teacher = { set_character_flag = they_gained_craven }
        		break = yes
        		remove_trait_silently_brave_effect = yes
        		event_target:teacher = { set_character_flag = they_lost_brave }
        	}
        	learning_ambition@event_target:teacher = {
        		add_trait_silently_content_effect = yes
        		event_target:teacher = { set_character_flag = they_gained_content }
        		break = yes
        		remove_trait_silently_ambitious_effect = yes
        		event_target:teacher = { set_character_flag = they_lost_ambitious }
        	}
        	learning_patience@event_target:teacher = {
        		if = {
        			limit = { NOT = { trait = wroth } }
        			add_trait = wroth
        			event_target:teacher = { set_character_flag = they_gained_wroth }
        		}
        		else_if = {
        			limit = { NOT = { trait = envious } }
        			add_trait = envious
        			event_target:teacher = { set_character_flag = they_gained_envious }
        		}
        		else_if = {
        			limit = { NOT = { trait = stubborn } }
        			add_trait = stubborn
        			event_target:teacher = { set_character_flag = they_gained_stubborn }
        		}
        	}
        	learning_diligence@event_target:teacher = {
        		add_trait_silently_slothful_effect = yes
        		event_target:teacher = { set_character_flag = they_gained_slothful }
        		break = yes
        		remove_trait_silently_diligent_effect = yes
        		event_target:teacher = { set_character_flag = they_lost_diligent }
        	}
        }
    }
    after = {

    	FROM = { set_character_flag = bad_outcome }
    	FROM = { character_event = { id = HF.14009 } } # Notify teacher of ending

    	clr_character_flag = learning_bravery@event_target:teacher
    	clr_character_flag = learning_ambition@event_target:teacher
    	clr_character_flag = learning_patience@event_target:teacher
    	clr_character_flag = learning_diligence@event_target:teacher
    }
}


# Final outcome notification (fires for Teacher)
character_event = {
    id = HF.14009
    title = teaching_moment_lack_of_focus_title
    picture = GFX_evt_teaching_moment
    border = GFX_event_normal_frame_war
    sound = fighting_instructions_02
    is_triggered_only = yes

    desc = {
    	text = EVTDESC_HF_14009_bravery
    	trigger = { has_character_flag = teaching_bravery@event_target:student }
    }
    desc = {
    	text = EVTDESC_HF_14009_ambition
    	trigger = { has_character_flag = teaching_ambition@event_target:student }
    }
    desc = {
    	text = EVTDESC_HF_14009_patience
    	trigger = { has_character_flag = teaching_patience@event_target:student }
    }
    desc = {
    	text = EVTDESC_HF_14009_diligence
    	trigger = { has_character_flag = teaching_diligence@event_target:student }
    }

    option = {      
        name = EVTOPTA_HF_14009 #They did *so* well!
        trigger_switch = {
    		on_trigger = has_character_flag
    		they_gained_brave = { event_target:student = { show_scope_change = no add_trait = brave } }
    		they_gained_ambitious = { event_target:student = { show_scope_change = no add_trait = ambitious } }
    		they_gained_patient = { event_target:student = { show_scope_change = no add_trait = patient } }
    		they_gained_diligent = { event_target:student = { show_scope_change = no add_trait = diligent } }
    		they_gained_craven = { event_target:student = { show_scope_change = no add_trait = craven } }
    		they_gained_content = { event_target:student = { show_scope_change = no add_trait = content } }
    		they_gained_wroth = { event_target:student = { show_scope_change = no add_trait = wroth } }
    		they_gained_slothful = { event_target:student = { show_scope_change = no add_trait = slothful } }
    		they_gained_envious = { event_target:student = { show_scope_change = no add_trait = envious } }
    		they_gained_stubborn = { event_target:student = { show_scope_change = no add_trait = stubborn } }
    		they_lost_brave = { event_target:student = { show_scope_change = no remove_trait = brave } }
    		they_lost_ambitious = { event_target:student = { show_scope_change = no remove_trait = ambitious } }
    		they_lost_patient = { event_target:student = { show_scope_change = no remove_trait = patient } }
    		they_lost_diligent = { event_target:student = { show_scope_change = no remove_trait = diligent } }
    		they_lost_craven = { event_target:student = { show_scope_change = no remove_trait = craven } }
    		they_lost_content = { event_target:student = { show_scope_change = no remove_trait = content } }
    		they_lost_slothful = { event_target:student = { show_scope_change = no remove_trait = slothful } }
    	}

        add_friend = FROM

        trigger = {
        	has_character_flag = great_outcome 
        	NOT = { has_character_flag = kiss_of_gratitude }
        }
    }
    option = {      
        name = EVTOPTA_HF_14009_romance #They want to kiss me!
        trigger_switch = {
    		on_trigger = has_character_flag
    		they_gained_brave = { event_target:student = { show_scope_change = no add_trait = brave } }
    		they_gained_ambitious = { event_target:student = { show_scope_change = no add_trait = ambitious } }
    		they_gained_patient = { event_target:student = { show_scope_change = no add_trait = patient } }
    		they_gained_diligent = { event_target:student = { show_scope_change = no add_trait = diligent } }
    		they_gained_craven = { event_target:student = { show_scope_change = no add_trait = craven } }
    		they_gained_content = { event_target:student = { show_scope_change = no add_trait = content } }
    		they_gained_wroth = { event_target:student = { show_scope_change = no add_trait = wroth } }
    		they_gained_slothful = { event_target:student = { show_scope_change = no add_trait = slothful } }
    		they_gained_envious = { event_target:student = { show_scope_change = no add_trait = envious } }
    		they_gained_stubborn = { event_target:student = { show_scope_change = no add_trait = stubborn } }
    		they_lost_brave = { event_target:student = { show_scope_change = no remove_trait = brave } }
    		they_lost_ambitious = { event_target:student = { show_scope_change = no remove_trait = ambitious } }
    		they_lost_patient = { event_target:student = { show_scope_change = no remove_trait = patient } }
    		they_lost_diligent = { event_target:student = { show_scope_change = no remove_trait = diligent } }
    		they_lost_craven = { event_target:student = { show_scope_change = no remove_trait = craven } }
    		they_lost_content = { event_target:student = { show_scope_change = no remove_trait = content } }
    		they_lost_slothful = { event_target:student = { show_scope_change = no remove_trait = slothful } }
    	}
        trigger_switch = {
        	on_trigger = has_character_flag
        	become_lovers = {
        		add_lover = event_target:student
        	}
        	both_gain_romance = {
        		opinion = {
                    who = FROM
                    modifier = opinion_budding_romance
                    years = 10
                }
                reverse_opinion = {
                    who = FROM
                    modifier = opinion_budding_romance
                    years = 10
                }
        	}
        	student_gains_crush = {
                reverse_opinion = {
                    who = FROM
                    modifier = opinion_budding_romance
                    years = 10
                }
        	}
        	teacher_gains_crush = {
        		opinion = {
                    who = FROM
                    modifier = opinion_budding_romance
                    years = 10
                }
        	}
        }
        
        trigger = {
        	has_character_flag = great_outcome
        	has_character_flag = kiss_of_gratitude
        }
    }
    option = {      
        name = EVTOPTB_HF_14009 #They did fairly well!

        trigger_switch = {
    		on_trigger = has_character_flag
    		they_gained_brave = { event_target:student = { show_scope_change = no add_trait = brave } }
    		they_gained_ambitious = { event_target:student = { show_scope_change = no add_trait = ambitious } }
    		they_gained_patient = { event_target:student = { show_scope_change = no add_trait = patient } }
    		they_gained_diligent = { event_target:student = { show_scope_change = no add_trait = diligent } }
    		they_gained_craven = { event_target:student = { show_scope_change = no add_trait = craven } }
    		they_gained_content = { event_target:student = { show_scope_change = no add_trait = content } }
    		they_gained_wroth = { event_target:student = { show_scope_change = no add_trait = wroth } }
    		they_gained_slothful = { event_target:student = { show_scope_change = no add_trait = slothful } }
    		they_gained_envious = { event_target:student = { show_scope_change = no add_trait = envious } }
    		they_gained_stubborn = { event_target:student = { show_scope_change = no add_trait = stubborn } }
    		they_lost_brave = { event_target:student = { show_scope_change = no remove_trait = brave } }
    		they_lost_ambitious = { event_target:student = { show_scope_change = no remove_trait = ambitious } }
    		they_lost_patient = { event_target:student = { show_scope_change = no remove_trait = patient } }
    		they_lost_diligent = { event_target:student = { show_scope_change = no remove_trait = diligent } }
    		they_lost_craven = { event_target:student = { show_scope_change = no remove_trait = craven } }
    		they_lost_content = { event_target:student = { show_scope_change = no remove_trait = content } }
    		they_lost_slothful = { event_target:student = { show_scope_change = no remove_trait = slothful } }
    	}

        if = { #if you already have an opinion in place, become friends...
            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 = { #otherwise, add opinions...
            opinion = {
                who = FROM
                modifier = opinion_budding_friendship
                years = 10
            }
            reverse_opinion = {
                who = FROM
                modifier = opinion_budding_friendship
                years = 10
            }
        }

        trigger = { has_character_flag = good_outcome }
    }
    option = {  # They failed...
        name = {
        	trigger = { has_character_flag = they_blame_me }
        	text = EVTOPTC_HF_14009_1
        }
        name = {
        	trigger = { NOT = { has_character_flag = they_blame_me } }
        	text = EVTOPTC_HF_14009_2
        }
        trigger_switch = {
    		on_trigger = has_character_flag
    		they_gained_brave = { event_target:student = { add_trait = brave } }
    		they_gained_ambitious = { event_target:student = { add_trait = ambitious } }
    		they_gained_patient = { event_target:student = { add_trait = patient } }
    		they_gained_diligent = { event_target:student = { add_trait = diligent } }
    		they_gained_craven = { event_target:student = { add_trait = craven } }
    		they_gained_content = { event_target:student = { add_trait = content } }
    		they_gained_wroth = { event_target:student = { add_trait = wroth } }
    		they_gained_slothful = { event_target:student = { add_trait = slothful } }
    		they_gained_envious = { event_target:student = { add_trait = envious } }
    		they_gained_stubborn = { event_target:student = { add_trait = stubborn } }
    		they_lost_brave = { event_target:student = { remove_trait = brave } }
    		they_lost_ambitious = { event_target:student = { remove_trait = ambitious } }
    		they_lost_patient = { event_target:student = { remove_trait = patient } }
    		they_lost_diligent = { event_target:student = { remove_trait = diligent } }
    		they_lost_craven = { event_target:student = { remove_trait = craven } }
    		they_lost_content = { event_target:student = { remove_trait = content } }
    		they_lost_slothful = { event_target:student = { remove_trait = slothful } }
    	}

        if = {
        	limit = { has_character_flag = they_blame_me }
        	opinion = {
                who = FROM
                modifier = opinion_spoiled_ingrate
                years = 10
            }
            reverse_opinion = {
                who = FROM
                modifier = opinion_lousy_teacher
                years = 10
            }
        }

        trigger = { has_character_flag = bad_outcome }
    }
    after = {
    	clr_character_flag = great_outcome
    	clr_character_flag = good_outcome
    	clr_character_flag = bad_outcome
    	clr_character_flag = teaching_bravery@event_target:student
    	clr_character_flag = teaching_ambition@event_target:student
    	clr_character_flag = teaching_patience@event_target:student
    	clr_character_flag = teaching_diligence@event_target:student
    	clr_character_flag = kiss_of_gratitude
    	clr_character_flag = student_gains_crush
    	clr_character_flag = teacher_gains_crush
    	clr_character_flag = both_gain_romance
    	clr_character_flag = become_lovers
    	clr_character_flag = they_blame_me
    	clr_character_flag = they_gained_brave
		clr_character_flag = they_gained_ambitious
		clr_character_flag = they_gained_patient
		clr_character_flag = they_gained_diligent
		clr_character_flag = they_gained_craven
		clr_character_flag = they_gained_content
		clr_character_flag = they_gained_wroth
		clr_character_flag = they_gained_slothful
		clr_character_flag = they_gained_envious
		clr_character_flag = they_gained_stubborn
		clr_character_flag = they_lost_brave
		clr_character_flag = they_lost_ambitious
		clr_character_flag = they_lost_patient
		clr_character_flag = they_lost_diligent
		clr_character_flag = they_lost_craven
		clr_character_flag = they_lost_content
		clr_character_flag = they_lost_slothful
    }
}

#On death, spawn crucible steel weapon chain?
character_event = {
    id = HF.51000
    is_triggered_only = yes
    has_dlc = "Holy Fury"
    hide_window = yes

    is_in_society = yes

    trigger = {
    	has_any_leadership_trait_trigger = yes
    	is_adult = yes

    	OR = 
    	{
    		death_reason = death_battle
    		death_reason = death_duel
  			death_reason = death_battle_duel
  			death_reason = death_mission_duel
    	}

    	calc_true_if = {
    		amount = 2

    		martial = 18
    		trait = shieldmaiden
    		trait = berserker
    		has_lifestyle_martial_trigger = yes
    		this_is_sea_raider_trigger = yes
    		has_crusade_trait_trigger = yes
    	}

    	

    	OR = {
    		any_friend = { 	
    			same_society_as = ROOT
    			is_member_of_any_warrior_lodge_trigger = yes
    			block_general_event_trigger = no
    		}
    		any_lover = { 	
    			same_society_as = ROOT
    			is_member_of_any_warrior_lodge_trigger = yes
    			block_general_event_trigger = no
    		}
    	}
    }

    immediate = {
    	random_friend = {
            limit = {
            	same_society_as = ROOT
            	is_member_of_any_warrior_lodge_trigger = yes
            	block_general_event_trigger = no
            }
            save_event_target_as = mourning_friend
        }

        random_lover = {
            limit = {
            	same_society_as = ROOT
            	is_member_of_any_warrior_lodge_trigger = yes
            	block_general_event_trigger = no
            }
            save_event_target_as = mourning_lover
        }

        random_list = {
        	40 = {
        		trigger = {
        			event_target:mourning_friend = { is_alive = yes }
        		}
        		modifier = {
        			event_target:mourning_friend = {
        				num_of_artifacts = 0 
        			}
        			factor = 2
        		}
        		event_target:mourning_friend = {
        			character_event = { id = HF.51001 }
        		}
        	}
        	40 = {
        		trigger = {
        			event_target:mourning_lover = { is_alive = yes }
        		}
        		modifier = {
        			event_target:mourning_lover = {
        				num_of_artifacts = 0 
        			}
        			factor = 2
        		}
        		event_target:mourning_lover = {
        			character_event = { id = HF.51001 }
        		}
        	}
        	20 = {
        		#nothing happens
        	}
        }
    }
}  

# Mourning friend/lover decides how to mourn FROM
character_event = {
    id = HF.51001
    is_triggered_only = yes
    border = GFX_event_normal_frame_war
    picture = GFX_evt_died_battle
    desc = EVTDESC_HF_51001

    trigger = {  
        FROM = { is_alive = no }
        is_member_of_any_warrior_lodge_trigger = yes
        is_inaccessible_or_incapable_trigger = no
    }

    immediate = {
    	FROM = { 
    		save_event_target_as = dead_warrior
    	}
    }

    option = # I shall have a weapon forged [From.GetHerHis] honor!
    {
    	trigger = {
    		any_courtier = {
    				OR = {
    					is_learned_trigger = yes
    					has_character_flag = is_court_physician
    					has_minor_title = title_court_physician
    					has_minor_title = title_teacher
    					has_minor_title = title_volva
    					has_minor_title = title_lawspeaker
    					has_minor_title = title_court_skald
    					has_minor_title = title_venerable_elder
    					has_minor_title = title_lawspeaker
    					learning = 18
    				}
    		}
    	}
        name = EVTOPTA_HF_51001
        custom_tooltip = {
        	text = EVTTTA_HF_51001 #You try to find a smithy of worth to make this weapon...;;;;;;;;;;;;x
        }
        character_event = { id = HF.51002 days = 35 }
    }

    option = # Their techniques must continue to be taught!
    {
        name = EVTOPTB_HF_51001 
    	trigger = { can_have_more_leadership_traits = yes }
        add_same_commander_trait_as_FROM = yes
    }
    option = # A moment in calm solitude is the best way to pay respects.
    {
        name = EVTOPTC_HF_51001 
        custom_tooltip = { text = tooltip_HF_A_51008 }
       hidden_tooltip = { this_post_weight_gain_flavor_effect = yes }
    }
}

# ROOT learns of a ritual on how to infuse a weapon with the strength of FROM
character_event = {
    id = HF.51002
    is_triggered_only = yes
    border = GFX_event_normal_frame_war
    picture = GFX_evt_armory
    desc = EVTDESC_HF_51002
    portrait = event_target:weapon_forger

    immediate = {
    	if = {
    		FROM = {
    			any_close_relative = {
    				limit = {
    					is_alive = yes
    				}
    				save_event_target_as = potential_sacrifice
    			}
    		}
    	}

    	if = {
    		any_courtier = {
    			limit = {
    				OR = {
    					is_learned_trigger = yes
    					has_character_flag = is_court_physician
    					has_minor_title = title_court_physician
    					has_minor_title = title_teacher
    					has_minor_title = title_volva
    					has_minor_title = title_lawspeaker
    					has_minor_title = title_court_skald
    					has_minor_title = title_venerable_elder
    					has_minor_title = title_lawspeaker
    					learning = 18
    				}
    			}
    			save_event_target_as = weapon_forger
    		}
    	}
    }

    option = # Forgive me, my friend, but I require your strength.  
    {
        name = EVTOPTA_HF_51002
   		show_portrait = event_target:dead_warrior
        hidden_tooltip = {
        	random_list = {
        		50 = {
        			modifier = {
						factor = 1.5
						trait = deceitful
					}
					modifier = {
						factor = 1.1
						trait = paranoid
					}
					modifier = {
						factor = 1.4
						trait = patient
					}
					modifier = {
						factor = 1.1
						trait = cruel
					}
					modifier = {
						factor = 0.9
						trait = wroth
					}
					modifier = {
						factor = 0.9
						trait = honest
					}
					modifier = {
						factor = 0.9
						trait = trusting
					}
					modifier = {
						factor = 0.1
						has_severe_disability_trigger = yes
					}
					modifier = {
						factor = 0.5
						has_medium_disability_trigger = yes
					}
					modifier = {
						factor = 0.5
						has_mental_disorder_trigger = yes
					}
					modifier = {
						factor = 1.2
						intrigue = 15
					}
					modifier = {
						factor = 1.5
						intrigue = 18
					}
					modifier = {
						factor = 1.5
						is_strong_trigger = yes
					}
					modifier = {
						factor = 1.5
						is_smart_trigger = yes
					}
					modifier = {
						factor = 0.8
						is_weak_trigger = yes
					}
					modifier = {
						factor = 0.8
						is_dumb_trigger = yes
					}
        			character_event = { id = HF.51003 days = 35 } #Things go wrong
        		}
        		50 = {
        			character_event = { id = HF.51004 days = 35 } #Things go right
        		}
        	}
        }
 
        custom_tooltip = {
        	text = EVTTTA_HF_51002 #You decide to risk getting caught retrieving [dead_warrior.GetFirstName] remains...
        }
        set_character_flag = decided_to_dig_up
    }

    option = # The blood of a family member will have to do.
    {
        name = EVTOPTB_HF_51002 
        trigger = {
        	event_target:potential_sacrifice = {
        		is_alive = yes
        	}
        }
   		show_portrait = event_target:potential_sacrifice

        custom_tooltip = {
        	text = EVTTTB_HF_51002 #You decide to try and kidnap [potential_sacrifice.GetFirstName]...
        }

        hidden_tooltip = {
        	random_list = {
        		50 = {
        			modifier = {
						factor = 1.5
						trait = deceitful
					}
					modifier = {
						factor = 1.1
						trait = paranoid
					}
					modifier = {
						factor = 1.4
						trait = patient
					}
					modifier = {
						factor = 1.1
						trait = cruel
					}
					modifier = {
						factor = 0.9
						trait = wroth
					}
					modifier = {
						factor = 0.9
						trait = honest
					}
					modifier = {
						factor = 0.9
						trait = trusting
					}
					modifier = {
						factor = 0.1
						has_severe_disability_trigger = yes
					}
					modifier = {
						factor = 0.5
						has_medium_disability_trigger = yes
					}
					modifier = {
						factor = 0.5
						has_mental_disorder_trigger = yes
					}
					modifier = {
						factor = 1.2
						intrigue = 15
					}
					modifier = {
						factor = 1.5
						intrigue = 18
					}
					modifier = {
						factor = 1.5
						is_strong_trigger = yes
					}
					modifier = {
						factor = 1.5
						is_smart_trigger = yes
					}
					modifier = {
						factor = 0.8
						is_weak_trigger = yes
					}
					modifier = {
						factor = 0.8
						is_dumb_trigger = yes
					}
        			character_event = { id = HF.51003 days = 35 } #Things go wrong
        		}
        		50 = {
        			character_event = { id = HF.51004 days = 35 } #Things go right
        		}
        	}
        }
        set_character_flag = decided_to_kidnap
    }
    option = # No, stop this nonsense! Away with you!
    {
        name = EVTOPTC_HF_51002 
        event_target:weapon_forger = {
        	opinion = {
                modifier = opinion_extremely_disappointed
                who = ROOT
                years = 5
            }
        }
    }
}

# ROOT gets caught doing something controversial...
character_event = {
    id = HF.51003
    is_triggered_only = yes
    border = GFX_event_normal_frame_war
    picture = GFX_evt_armory
    desc =  EVTDESC_HF_51003

    trigger = {
    	any_courtier = {
    		count = 2
    		block_general_event_trigger = no
    	}
    }

    fail_trigger_effect = {
        character_event = { id = HF.51004 days = 35 } #Things go right
    }

    immediate = {
    	if = {
    		any_courtier = {
    			limit = {
    				block_general_event_trigger = no
    			}
    			save_event_target_as = witness1
    		}
    	}

    	if = {
    		any_courtier = {
    			limit = {
    				block_general_event_trigger = no
    				NOT= { character = event_target:witness1} 
    			}
    			save_event_target_as = witness2
    		}
    	}
    }

    option = # No! It's not what you think!
    {
        name = EVTOPTA_HF_51003

        reverse_opinion = {
			modifier = opinion_heretic
			who = event_target:witness1
			years = 5
		}
		reverse_opinion = {
			modifier = opinion_heretic
			who = event_target:witness2
			years = 5
		}
    }

    option = # It was [weapon_forger.GetTitledFirstName]! [weapon_forger.GetSheHeCap] told me to do this!
    {
        name = EVTOPTB_HF_51003 
        reverse_opinion = {
			modifier = opinion_heretic
			who = event_target:weapon_forger
			years = 5
		}
    }

    after = {
    	add_character_modifier = { name = crucible_weapon_caught_heretic duration = 1825 }

    	clr_character_flag = decided_to_kidnap
    	clr_character_flag = decided_to_dig_up
    }
}

# ROOT succeeds! Time to pick a weapon...
character_event = {
    id = HF.51004
    is_triggered_only = yes
    border = GFX_event_normal_frame_war
    picture = GFX_evt_camaraderie
    desc = EVTDESC_HF_51004

    portrait = event_target:dead_warrior
    
    trigger = {
    	OR = {
    		event_target:weapon_forger = { is_alive = yes }
    		any_courtier = {
    			OR = {
    				is_learned_trigger = yes
    				has_character_flag = is_court_physician
    				has_minor_title = title_court_physician
    				has_minor_title = title_teacher
    				has_minor_title = title_volva
    				has_minor_title = title_lawspeaker
    				has_minor_title = title_court_skald
    				has_minor_title = title_venerable_elder
    				has_minor_title = title_lawspeaker
    				learning = 18
    			}
    		}
    	}
    }

    immediate = {
    	#In case the previous weapon forger is dead, get a new one
    	if = {
    		limit = {
    			event_target:weapon_forger = { is_alive = no }
   			}

	    		any_courtier = {
	    			limit = {
	    				OR = {
	    					is_learned_trigger = yes
	    					has_character_flag = is_court_physician
	    					has_minor_title = title_court_physician
	    					has_minor_title = title_teacher
	    					has_minor_title = title_volva
	    					has_minor_title = title_lawspeaker
	    					has_minor_title = title_court_skald
	    					has_minor_title = title_venerable_elder
	    					has_minor_title = title_lawspeaker
	    					learning = 18
	    				}
	    			}
	    			save_event_target_as = weapon_forger
	    		}
	    	}
	    }
	

    option = # An axe is the most appropriate way to honor [dead_warrior.GetFirstName].
    {
        name = EVTOPTA_HF_51004 
        set_character_flag = crucible_steel_axe
        show_portrait = event_target:weapon_forger
    }

    option = # [dead_warrior.GetFirstName] would have wanted a sword in [dead_warrior.GetHerHis] name.
    {
        name = EVTOPTB_HF_51004 
        set_character_flag = crucible_steel_sword
        show_portrait = event_target:weapon_forger
    }

    option = # A mace to crush both my and the old enemies of [dead_warrior.GetFirstName].
    {
        name = EVTOPTC_HF_51004 
        set_character_flag = crucible_steel_mace
        show_portrait = event_target:weapon_forger
    }

    after = {
    	clr_character_flag = decided_to_kidnap
    	clr_character_flag = decided_to_dig_up
    
    	hidden_effect = {
    		random_list= {
    			20 = { #Bad stuff!
    				random_list = {
    					30 = {
    						character_event = { id = HF.51005 days = 65 } #Weapon shatters on first use
    					}
    					30 = {
    						character_event = { id = HF.51006 days = 65 } #Weapon vanishes
    					}
    					30 = {
							trigger = {
								any_courtier = {
									is_adult = no
									NOT = { is_inaccessible_or_incapable_trigger = yes }
								}
							} 							
							character_event = { id = HF.51007 days = 65 } #Child accident
						}
    				}
    			}
    			80 = { #Good stuff!
    				random_list = {
    					30 = {
    						character_event = { id = HF.51008 days = 65 } #Good weapon
    					}
    					30 = {
    						character_event = { id = HF.51009 days = 65 } #Soulbound
    					}
    					30 = {
    						character_event = { id = HF.51010 days = 65 } #Legendary weapon
    					}
    				}
    			}
    		}
    	}
    }
}

# Bad - Weapon shatters on first use
character_event = {
    id = HF.51005
    is_triggered_only = yes
    border = GFX_event_normal_frame_war
    picture = GFX_evt_duel_scene
    desc =  EVTDESC_HF_51005

    portrait = event_target:dead_warrior

    trigger = {
    	NOT = { is_inaccessible_or_incapable_trigger = yes }
    }
    fail_trigger_effect = {
		#Try again later...
		character_event = {
			id = HF.51011 # random list of outcomes again
			days = 65
		}
	}

    immediate = {
    	#In case the previous weapon forger is dead, get a new one
    	if = {
    		limit = {
    			event_target:weapon_forger = { is_alive = no }
   			}
	    	any_courtier = {
	    		limit = {
	    			OR = {
	    				is_learned_trigger = yes
	    				has_character_flag = is_court_physician
	    				has_minor_title = title_court_physician
	    				has_minor_title = title_teacher
	    				has_minor_title = title_volva
	    				has_minor_title = title_lawspeaker
	    				has_minor_title = title_court_skald
	    				has_minor_title = title_venerable_elder
	    				has_minor_title = title_lawspeaker
	    				learning = 18
	    			}
	    		}
	   			save_event_target_as = weapon_forger
	   		}
	   	}
	}

    option = # ...It was simply bad luck, nothing else.
    {
        name = EVTOPTA_HF_51005

        add_character_modifier = { name = crucible_weapon_very_bad_omen duration = 1825 } 
    }

    option = # This is clearly your fault!
    {
        name = EVTOPTB_HF_51005 

        reverse_opinion = {
			modifier = opinion_horrified
			who = event_target:weapon_forger
			years = 5
		}
        add_character_modifier = { name = crucible_weapon_caught_heretic duration = 1825 }
    }

    option = # I will sacrifice your life to appease the gods.
    {
        name = EVTOPTC_HF_51005
		event_target:weapon_forger = 
		{
			death = { death_reason = death_sacrificed }
		}
    }

    after = {
    	clr_character_flag = crucible_steel_axe
    	clr_character_flag = crucible_steel_sword
    	clr_character_flag = crucible_steel_mace
    }
}

# Bad - Weapon forger mysteriously vanishes?
character_event = {
    id = HF.51006
    is_triggered_only = yes
    border = GFX_event_normal_frame_war
    picture = GFX_evt_duel_scene
    desc =  EVTDESC_HF_51006

    portrait = event_target:dead_warrior

    trigger = {
    	NOT = { is_inaccessible_or_incapable_trigger = yes }
    }
    fail_trigger_effect = {
		#Try again later...
		character_event = {
			id = HF.51011 # random list of outcomes again
			days = 65
		}
	}

    immediate = {
    	#In case the previous weapon forger is dead, get a new one
    	if = {
    		limit = {
    			event_target:weapon_forger = { is_alive = no }
   			}
	    	any_courtier = {
	    		limit = {
	    			OR = {
	    				is_learned_trigger = yes
	    				has_character_flag = is_court_physician
	    				has_minor_title = title_court_physician
	    				has_minor_title = title_teacher
	    				has_minor_title = title_volva
	    				has_minor_title = title_lawspeaker
	    				has_minor_title = title_court_skald
	    				has_minor_title = title_venerable_elder
	    				has_minor_title = title_lawspeaker
	    				learning = 18
	    			}
	    		}
	   			save_event_target_as = weapon_forger
	   		}
	   	}
	}

    option = # Find [weapon_forger.GetHerHim] and kill [weapon_forger.GetHerHim]!
    {
        name = EVTOPTA_HF_51006

        random_list = {
        	30 = { #They run off with good weapon!
        		event_target:weapon_forger = { 
        			banish = yes
        			hidden_tooltip = {
              			if = {
              				limit = {
              					ROOT = { has_character_flag = crucible_steel_axe }
              				}
              				add_artifact = axe_whispering
              			}
              			if = {
              				limit = {
              					ROOT = { has_character_flag = crucible_steel_sword }
              				}
              				add_artifact = sword_whispering
              			}
              			if = {
              				limit = {
              					ROOT = { has_character_flag = crucible_steel_mace }
              				}
              				add_artifact = mace_whispering
              			}
	            	}
        		}
        	}
        	70 = {
        		event_target:weapon_forger = 
				{
					death = { death_reason = death_execution }
				}
        		remove_trait_patient_effect = yes 
        		add_trait_wroth_effect = yes 
        	}
        }
    }

    option = # [weapon_forger.GetSheHeCap] is simply running late, that is all.
    {
        name = EVTOPTB_HF_51006 
        add_character_modifier = { name = crucible_weapon_caught_heretic duration = 1825 }
        random_list = {
        	50 = { #They run off with good weapon!
        		event_target:weapon_forger = { 
        			banish = yes
        			hidden_tooltip = {
              			if = {
              				limit = {
              					ROOT = { has_character_flag = crucible_steel_axe }
              				}
              				add_artifact = axe_whispering
              			}
              			if = {
              				limit = {
              					ROOT = { has_character_flag = crucible_steel_sword }
              				}
              				add_artifact = sword_whispering
              			}
              			if = {
              				limit = {
              					ROOT = { has_character_flag = crucible_steel_mace }
              				}
              				add_artifact = mace_whispering
              			}
	            	}
        		}
        	}
        	50 = {
        		event_target:weapon_forger = 
				{
					death = { death_reason = death_execution }
				}
        		add_trait_trusting_effect = yes 
        		add_trait_patient_effect = yes 
        	}
        }
    }

    after = {
    	clr_character_flag = crucible_steel_axe
    	clr_character_flag = crucible_steel_sword
    	clr_character_flag = crucible_steel_mace
    }
}

# Bad - A child injures themselves
character_event = {
    id = HF.51007
    is_triggered_only = yes
    border = GFX_event_normal_frame_war
    picture = GFX_evt_child_play
    desc =  EVTDESC_HF_51007

    portrait = event_target:dead_warrior

    trigger = {
    	NOT = { is_inaccessible_or_incapable_trigger = yes }
    	any_courtier = {
    		is_adult = no
    		NOT = { is_inaccessible_or_incapable_trigger = yes }
    	}
    }
    fail_trigger_effect = {
		#Try again later...
		character_event = {
			id = HF.51011 # random list of outcomes again
			days = 65
		}
	}

    immediate = {
    	#In case the previous weapon forger is dead, get a new one
    	if = {
    		limit = {
    			event_target:weapon_forger = { is_alive = no }
   			}
	    	any_courtier = {
	    		limit = {
	    			OR = {
	    				is_learned_trigger = yes
	    				has_character_flag = is_court_physician
	    				has_minor_title = title_court_physician
	    				has_minor_title = title_teacher
	    				has_minor_title = title_volva
	    				has_minor_title = title_lawspeaker
	    				has_minor_title = title_court_skald
	    				has_minor_title = title_venerable_elder
	    				has_minor_title = title_lawspeaker
	    				learning = 18
	    			}
	    		}
	   			save_event_target_as = weapon_forger
	   		}
	   	}
	   	any_courtier = {
	   		limit = {
	    		is_adult = no
	    		NOT = { is_inaccessible_or_incapable_trigger = yes }
	    	}
    		save_event_target_as = unfortunate_child
    	}
	}

    option = { # This is a cursed weapon that thirsts for blood! Get rid of it!
        name = EVTOPTA_HF_51007
        event_target:unfortunate_child = { show_scope_change = no add_maimed_trait_effect = yes }
    }

    option = { # The weapon is not what injured the child. The blame is on [unfortunate_child.GetFirstName]
        name = EVTOPTB_HF_51007

        if = {
           limit = { has_character_flag = crucible_steel_axe }
            add_artifact = axe_whispering
        }
        if = {
            limit = { has_character_flag = crucible_steel_sword }
            add_artifact = sword_whispering
        }
        if = {
            limit = { has_character_flag = crucible_steel_mace }
        	add_artifact = mace_whispering
        }
        event_target:unfortunate_child = { show_scope_change = no add_maimed_trait_effect = yes }

        reverse_opinion = {
			modifier = opinion_horrified
			who = event_target:weapon_forger
			years = 5
		}
        add_character_modifier = { name = crucible_weapon_very_bad_omen duration = 1825 }
    }


    after = {
    	#event_target:unfortunate_child = { add_maimed_trait_effect = yes } #Moved into options, because "after" does not show portraits

    	clr_character_flag = crucible_steel_axe
    	clr_character_flag = crucible_steel_sword
    	clr_character_flag = crucible_steel_mace
    }
}

# Good - A weapon is forged
character_event = {
    id = HF.51008
    is_triggered_only = yes
    border = GFX_event_normal_frame_war
    picture = GFX_evt_armory
    desc =  EVTDESC_HF_51008

    portrait = event_target:dead_warrior

    trigger = {
    	NOT = { is_inaccessible_or_incapable_trigger = yes }
    }
    fail_trigger_effect = {
		#Try again later...
		character_event = {
			id = HF.51011 # random list of outcomes again
			days = 65
		}
	}

    immediate = {
    	#In case the previous weapon forger is dead, get a new one
    	if = {
    		limit = {
    			event_target:weapon_forger = { is_alive = no }
   			}
	    	any_courtier = {
	    		limit = {
	    			OR = {
	    				is_learned_trigger = yes
	    				has_character_flag = is_court_physician
	    				has_minor_title = title_court_physician
	    				has_minor_title = title_teacher
	    				has_minor_title = title_volva
	    				has_minor_title = title_lawspeaker
	    				has_minor_title = title_court_skald
	    				has_minor_title = title_venerable_elder
	    				has_minor_title = title_lawspeaker
	    				learning = 18
	    			}
	    		}
	   			save_event_target_as = weapon_forger
	   		}
	   	}
	}

    option = # I hope [dead_warrior.GetFirstName] is witnessing this from the afterlife.
    {
        name = EVTOPTA_HF_51008
        custom_tooltip = { text = tooltip_HF_A_51008 }
       hidden_tooltip = { this_post_weight_gain_flavor_effect = yes }
    }

    option = # Well, if you say so...;;;;;;;;;;;;x
    {
        name = EVTOPTB_HF_51008 
        remove_trait_trusting_effect = yes
        add_trait_cynical_effect = yes
    }

    option = # I do not appreciate you lying to me, [weapon_forger.GetFirstName]
    {
        name = EVTOPTC_HF_51008
        add_trait_cruel_effect = yes
        remove_trait_kind_effect = yes

        event_target:weapon_forger = {
			death = { death_reason = death_execution }
		}
    }

    after = {
    	if = {
           limit = {
              	has_character_flag = crucible_steel_axe 
            }
            add_artifact = axe_tier_1_new
        }
        if = {
            limit = {
              	has_character_flag = crucible_steel_sword 
            }
            add_artifact = sword_tier_1_new
        }
        if = {
            limit = {
              	has_character_flag = crucible_steel_mace 
              	}
        	add_artifact = mace_tier_1_new
        }

    	clr_character_flag = crucible_steel_axe
    	clr_character_flag = crucible_steel_sword
    	clr_character_flag = crucible_steel_mace
    }
}

# Good - Whispering weapon
character_event = {
    id = HF.51009
    is_triggered_only = yes
    border = GFX_event_normal_frame_war
    picture = GFX_evt_duel_scene
    desc =  EVTDESC_HF_51009

    portrait = event_target:dead_warrior

    trigger = {
    	NOT = { is_inaccessible_or_incapable_trigger = yes }
    }
    fail_trigger_effect = {
		#Try again later...
		character_event = {
			id = HF.51011 # random list of outcomes again
			days = 65
		}
	}

    immediate = {
    	#In case the previous weapon forger is dead, get a new one
    	if = {
    		limit = {
    			event_target:weapon_forger = { is_alive = no }
   			}
	    	any_courtier = {
	    		limit = {
	    			OR = {
	    				is_learned_trigger = yes
	    				has_character_flag = is_court_physician
	    				has_minor_title = title_court_physician
	    				has_minor_title = title_teacher
	    				has_minor_title = title_volva
	    				has_minor_title = title_lawspeaker
	    				has_minor_title = title_court_skald
	    				has_minor_title = title_venerable_elder
	    				has_minor_title = title_lawspeaker
	    				learning = 18
	    			}
	    		}
	   			save_event_target_as = weapon_forger
	   		}
	   	}
	}

    option = # A part of [dead_warrior.GetFirstName] truly is in this weapon.
    {
        name = EVTOPTA_HF_51009

        if = {
           limit = {
              	has_character_flag = crucible_steel_axe 
            }
            add_artifact = axe_whispering
        }
        if = {
            limit = {
              	has_character_flag = crucible_steel_sword 
            }
            add_artifact = sword_whispering
        }
        if = {
            limit = {
              	has_character_flag = crucible_steel_mace 
              	}
        	add_artifact = mace_whispering
        }
    }

    option = # No! This is a cursed weapon that thirsts for blood! Get rid of it!
    {
        name = EVTOPTB_HF_51009 
    }

    after = {
    	clr_character_flag = crucible_steel_axe
    	clr_character_flag = crucible_steel_sword
    	clr_character_flag = crucible_steel_mace
    }
}

# Good - Whispering weapon
character_event = {
    id = HF.51010
    is_triggered_only = yes
    border = GFX_event_normal_frame_war
    picture = GFX_evt_duel_scene
    desc =  EVTDESC_HF_51010

    portrait = event_target:dead_warrior

    trigger = {
    	NOT = { is_inaccessible_or_incapable_trigger = yes }
    }
    fail_trigger_effect = {
		#Try again later...
		character_event = {
			id = HF.51011 # random list of outcomes again
			days = 65
		}
	}

    immediate = {
    	#In case the previous weapon forger is dead, get a new one
    	if = {
    		limit = {
    			event_target:weapon_forger = { is_alive = no }
   			}
	    	any_courtier = {
	    		limit = {
	    			OR = {
	    				is_learned_trigger = yes
	    				has_character_flag = is_court_physician
	    				has_minor_title = title_court_physician
	    				has_minor_title = title_teacher
	    				has_minor_title = title_volva
	    				has_minor_title = title_lawspeaker
	    				has_minor_title = title_court_skald
	    				has_minor_title = title_venerable_elder
	    				has_minor_title = title_lawspeaker
	    				learning = 18
	    			}
	    		}
	   			save_event_target_as = weapon_forger
	   		}
	   	}
	}

    option = # A part of [dead_warrior.GetFirstName] truly is in this weapon.
    {
        name = EVTOPTA_HF_51009

        if = {
           limit = {
              	has_character_flag = crucible_steel_axe 
            }
            add_artifact = axe_whispering
        }
        if = {
            limit = {
              	has_character_flag = crucible_steel_sword 
            }
            add_artifact = sword_whispering
        }
        if = {
            limit = {
              	has_character_flag = crucible_steel_mace 
              	}
        	add_artifact = mace_whispering
        }
    }

    option = # No! This is a cursed weapon that thirsts for blood! Get rid of it!
    {
        name = EVTOPTB_HF_51009 
    }

    after = {
    	clr_character_flag = crucible_steel_axe
    	clr_character_flag = crucible_steel_sword
    	clr_character_flag = crucible_steel_mace
    }
}


# Fallback/Gating event for the reward, in case you failed the inaccessible trigger or are in prison...
character_event = {
    id = HF.51011
    is_triggered_only = yes
    hide_window = yes
    
    immediate = {
    	random_list = {
    		20 = { #Bad stuff!
				random_list = {
					30 = {
						character_event = { id = HF.51005 } #Weapon shatters on first use
					}
					30 = {
						character_event = { id = HF.51006 } #Weapon vanishes
					}
					3000 = {
						trigger = {
							any_courtier = {
								is_adult = no
								NOT = { is_inaccessible_or_incapable_trigger = yes }
							}
						} 							
						character_event = { id = HF.51007 } #Child accident
					}
				}
			}	
			80 = { #Good stuff!
				random_list = {
					30 = {
						character_event = { id = HF.51008 } #Good weapon
					}
					30 = {
						character_event = { id = HF.51009 } #Soulbound
					}
					30 = {
						character_event = { id = HF.51010 } #Legendary weapon
					}
				}
			}
    	}
    }
}

namespace = HFP
# Removing vomiting (non-dlc locked version)
character_event = {
	id = HFP.14005
	picture = GFX_evt_recovery
	desc = EVTDESC_RIP_11005
	border = GFX_event_normal_frame_religion
	
	is_triggered_only = yes

	trigger = {
		trait = vomiting
	}

	option = {
		name = EVTOPTA_RIP_11001
		remove_trait = vomiting
		clr_character_flag = disease_not_serious
		hidden_tooltip = {
			remove_character_modifier = symptom_treatment_1
			remove_character_modifier = symptom_treatment_2
			remove_character_modifier = symptom_treatment_3
			remove_character_modifier = symptom_treatment_4
		}
	}
}