# Written by Flavio

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

			# Ritual Hunting #

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

#Norse: Hunting Great Wolf (male).
#Baltic: Hunting She-wolf (Medeina).
#Hellenics: Hunting Werewolf.

#Slavic: Hunting Eagle (Perun).
#Tengri: Hunting Eagle.
#Bon: Hunting Eagle.

#Finnish: Hunting Bear (Otso)

#WAfrican: Hunting Lion (River Warriors)
#Zunists: Hunting Lion (Fire Warriors)

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

#First event.

#Preparation event: pick co-hunter. (strong, loyal, smart)
#Preparation event II: make sacrifice to endear gods. (warpaint/tattoo application) - Start setting variable to determine how well the hunt is going.

#Begin hunt.

#Flavor events: (increasing/decreasing hunt variable)
## Character is about to fall/drown/random. (might result in Friendship/Rivalry/Love)
## Characters looking for tracks. (intrigue)
## Characters need to examine carcass killed by target. (martial)
## Characters reflect upon their target. (learning)
## Characters find hermit, ask info on target. (diplomacy)
## Characters need to interpret old map and pathways. (stewardship)

## Lunatic/Possessed character goes on a Wild Hunt and kills partner.

#Prey is found and fought:
#If variable is too low, hunt will simply fail before this (prey will not be found).
#If variable is mid value, chance of wounding, loss of co-hunter.
#If the variable is high value, easy win.

#Post-hunting: pick trophy/take eagle egg to train (Tengri only).

#Warrior Lodge Hero decides whether to start.
character_event = {
	id = HF.25600
	title = EVTTITLEHF25600
	desc = {
		trigger = {
			has_character_flag = flag_hunting_wolf_norse
		}
		text = EVTDESCAHF25600
	}
	desc = {
		trigger = {
			has_character_flag = flag_hunting_wolf_baltic
		}
		text = EVTDESCBHF25600
	}
	desc = {
		trigger = {
			has_character_flag = flag_hunting_wolf_hellenic
		}
		text = EVTDESCCHF25600
	}
	desc = {
		trigger = {
			has_character_flag = flag_hunting_eagle_slavic
		}
		text = EVTDESCDHF25600 
	}
	desc = {
		trigger = {
			has_character_flag = flag_hunting_eagle_tengri
		}
		text = EVTDESCEHF25600
	}
	desc = {
		trigger = {
			has_character_flag = flag_hunting_eagle_bon
		}
		text = EVTDESCFHF25600
	}
	desc = {
		trigger = {
			has_character_flag = flag_hunting_bear_finnish
		}
		text = EVTDESCGHF25600
	}
	desc = {
		trigger = {
			has_character_flag = flag_hunting_lion_west_african
		}
		text = EVTDESCHHF25600
	}
	desc = {
		trigger = {
			has_character_flag = flag_hunting_lion_zun
		}
		text = EVTDESCIHF25600
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		picture = GFX_evt_mysterious_forest
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		picture = GFX_evt_desert
	}
	picture = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		picture = GFX_evt_midwinter_blot_oldgods
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		picture = GFX_evt_bandits
	}
	border = GFX_event_normal_frame_war
	hide_new = yes
	portrait = event_target:scoped_WL_co_hunter #Empty.

	is_triggered_only = yes

	trigger = { 
		has_dlc = "Holy Fury"
		is_adult = yes
		in_command = no
		society_rank = 3
		prisoner = no
		NOT = { is_inaccessible_trigger = yes }
		NOT = { trait = incapable }
		NOT = { has_character_flag = do_not_disturb }
		NOT = { has_character_flag = flag_WL_had_ritual_hunt_event }
		is_member_of_any_warrior_lodge_trigger = yes
		any_society_member = { #Make sure there are enough friends to pick from.
			same_society_as = ROOT
			is_adult = yes
			in_command = no
			prisoner = no
			NOT = { has_job_action = yes }
			#is_ill = no
			ai = yes #Co-hunter used as buff, not receiving actual events.
			NOT = { is_inaccessible_trigger = yes }
			NOT = { trait = incapable }
			NOT = { has_character_flag = do_not_disturb }
			NOT = { character = ROOT }
			#NOT = { society_rank = 3 }
			count = 3 #At least a few other members should be around.
		}
	}


	immediate = { 
		hidden_tooltip = { 
			set_character_flag = flag_WL_had_ritual_hunt_event #Fires once per character.
			WL_ritual_hunt_cleanup_effect = yes #Safety cleanup.
			if = { 
				limit = { society_member_of = warrior_lodge_norse } 
				set_character_flag = flag_hunting_wolf_norse
			}
			if = { 
				limit = { society_member_of = warrior_lodge_baltic } 
				set_character_flag = flag_hunting_wolf_baltic
			}
			if = { 
				limit = { society_member_of = warrior_lodge_hellenic } 
				set_character_flag = flag_hunting_wolf_hellenic
			}
			if = { 
				limit = { society_member_of = warrior_lodge_slavic } 
				set_character_flag = flag_hunting_eagle_slavic
			}
			if = { 
				limit = { society_member_of = warrior_lodge_tengri } 
				set_character_flag = flag_hunting_eagle_tengri
			}
			if = { 
				limit = { society_member_of = warrior_lodge_bon } 
				set_character_flag = flag_hunting_eagle_bon
			}
			if = { 
				limit = { society_member_of = warrior_lodge_finnish } 
				set_character_flag = flag_hunting_bear_finnish
			}
			if = { 
				limit = { society_member_of = warrior_lodge_west_african } 
				set_character_flag = flag_hunting_lion_west_african
			}
			if = { 
				limit = { society_member_of = warrior_lodge_zun } 
				set_character_flag = flag_hunting_lion_zun
			}

			random_list = { 
				33 = { sound_effect = pagan_cheering_01 } 
				33 = { sound_effect = pagan_cheering_02 } 
				33 = { sound_effect = pagan_cheering_03 } 
			}
			set_character_flag = do_not_disturb
			random_society_member = { #Then, try to scope for a strong character.
				limit = {
					same_society_as = ROOT
					is_adult = yes
					NOT = { has_job_action = yes }
					in_command = no
					prisoner = no
					ai = yes #Co-hunter used as buff, not receiving actual events.
					NOT = { is_inaccessible_trigger = yes }
					NOT = { trait = incapable }
					NOT = { has_character_flag = do_not_disturb }
					NOT = { character = ROOT }
					NOT = { character = event_target:loyal_hunting_partner }
					#NOT = { society_rank = 3 }
					#is_ill = no
				}
				preferred_limit = { 
					trait = strong
				}
				preferred_limit = { 
					combat_rating = 60
				}
				preferred_limit = { 
					combat_rating = 50
				}
				preferred_limit = { 
					combat_rating = 40
				}
				preferred_limit = { 
					combat_rating = 30
				}
				preferred_limit = { 
					combat_rating = 20
				}
				preferred_limit = { 
					combat_rating = 10
				}
				preferred_limit = { 
					combat_rating = 0
				}
				preferred_limit = { 
					is_weak_trigger = no
				}
				preferred_limit = { 
					trait = brave
				}
				save_event_target_as = strong_hunting_partner
				set_character_flag = do_not_disturb
			}
			random_society_member = { #First scope for somebody that likes you.
				limit = {
					same_society_as = ROOT
					is_adult = yes
					NOT = { has_job_action = yes }
					in_command = no
					prisoner = no
					#is_ill = no
					ai = yes #Co-hunter used as buff, not receiving actual events.
					NOT = { is_inaccessible_trigger = yes }
					NOT = { trait = incapable }
					NOT = { has_character_flag = do_not_disturb }
					NOT = { character = ROOT }
					#NOT = { society_rank = 3 }
					NOT = { is_rival = ROOT }
					opinion = { who = ROOT value = 20 }
				}
				preferred_limit = { 
					is_lover = ROOT
				}
				preferred_limit = { 
					is_friend = ROOT
				}
				preferred_limit = { 
					opinion = { who = ROOT value = 90 }
				}
				preferred_limit = { 
					opinion = { who = ROOT value = 80 }
				}
				preferred_limit = { 
					opinion = { who = ROOT value = 70 }
				}
				preferred_limit = { 
					opinion = { who = ROOT value = 60 }
				}
				preferred_limit = { 
					opinion = { who = ROOT value = 50 }
				}
				preferred_limit = { 
					opinion = { who = ROOT value = 40 }
				}
				preferred_limit = { 
					opinion = { who = ROOT value = 30 }
				}
				save_event_target_as = loyal_hunting_partner
				set_character_flag = do_not_disturb
			}
			random_society_member = { #Finally, try to scope for a smart character.
				limit = {
					same_society_as = ROOT
					is_adult = yes
					NOT = { has_job_action = yes }
					in_command = no
					prisoner = no
					#is_ill = no
					ai = yes #Co-hunter used as buff, not receiving actual events.
					NOT = { is_inaccessible_trigger = yes }
					NOT = { trait = incapable }
					NOT = { has_character_flag = do_not_disturb }
					NOT = { character = ROOT }
					NOT = { character = event_target:loyal_hunting_partner }
					NOT = { character = event_target:strong_hunting_partner }
					#NOT = { society_rank = 3 }
				}
				preferred_limit = { 
					OR = { 
						is_smart_trigger = yes
						trait = midas_touched
						trait = elusive_shadow
						trait = grey_eminence
						trait = mastermind_theologian
					}
					OR = { 
						diplomacy = 12
						stewardship = 12
						intrigue = 12
						learning = 12
					}
				}
				preferred_limit = { 
					is_dumb_trigger = no
					OR = { 
						diplomacy = 12
						stewardship = 12
						intrigue = 12
						learning = 12
					}
				}
				preferred_limit = { 
					OR = { 
						diplomacy = 12
						stewardship = 12
						intrigue = 12
						learning = 12
					}
				}
				preferred_limit = { 
					OR = { 
						is_smart_trigger = yes
						trait = midas_touched
						trait = elusive_shadow
						trait = grey_eminence
						trait = mastermind_theologian
					}
					OR = { 
						diplomacy = 10
						stewardship = 10
						intrigue = 10
						learning = 10
					}
				}
				preferred_limit = { 
					is_dumb_trigger = no
					OR = { 
						diplomacy = 10
						stewardship = 10
						intrigue = 10
						learning = 10
					}
				}
				preferred_limit = { 
					OR = { 
						diplomacy = 10
						stewardship = 10
						intrigue = 10
						learning = 10
					}
				}
				preferred_limit = { 
					OR = { 
						is_smart_trigger = yes
						trait = midas_touched
						trait = elusive_shadow
						trait = grey_eminence
						trait = mastermind_theologian
					}
					OR = { 
						diplomacy = 8
						stewardship = 8
						intrigue = 8
						learning = 8
					}
				}
				preferred_limit = { 
					is_dumb_trigger = no
					OR = { 
						diplomacy = 8
						stewardship = 8
						intrigue = 8
						learning = 8
					}
				}
				preferred_limit = { 
					OR = { 
						diplomacy = 8
						stewardship = 8
						intrigue = 8
						learning = 8
					}
				}
				preferred_limit = { 
					OR = { 
						is_smart_trigger = yes
						trait = midas_touched
						trait = elusive_shadow
						trait = grey_eminence
						trait = mastermind_theologian
					}
					OR = { 
						diplomacy = 6
						stewardship = 6
						intrigue = 6
						learning = 6
					}
				}
				preferred_limit = { 
					is_dumb_trigger = no
					OR = { 
						diplomacy = 6
						stewardship = 6
						intrigue = 6
						learning = 6
					}
				}
				preferred_limit = { 
					OR = { 
						diplomacy = 6
						stewardship = 6
						intrigue = 6
						learning = 6
					}
				}
				save_event_target_as = smart_hunting_partner
				set_character_flag = do_not_disturb
			}
		}
	}
	option = { #Pick strong co-hunter.
		name = EVTOPTAHF25600
		custom_tooltip = { text = TT_EVTOPTAHF25600 }
		trigger = { event_target:strong_hunting_partner = { is_alive = yes } }
		show_portrait = event_target:strong_hunting_partner
		hidden_tooltip = { 
			event_target:strong_hunting_partner = { 
				save_event_target_as = scoped_WL_co_hunter
			} 
			if = { 
				limit = { event_target:loyal_hunting_partner = { is_alive = yes } } 
				 event_target:loyal_hunting_partner = { 
					clr_character_flag = do_not_disturb 
				}
			}
			if = { 
				limit = { event_target:smart_hunting_partner = { is_alive = yes } } 
				 event_target:smart_hunting_partner = { 
					clr_character_flag = do_not_disturb 
				}
			}
		}
		hidden_tooltip = { character_event = { id = HF.25601 days = 12 } } #Make sacrifice.
		ai_chance = { factor = 10 }
	}
	option = { #Pick smart co-hunter.
		name = EVTOPTBHF25600
		custom_tooltip = { text = TT_EVTOPTBHF25600 }
		trigger = { event_target:smart_hunting_partner = { is_alive = yes } }
		show_portrait = event_target:smart_hunting_partner
		hidden_tooltip = { 
			event_target:smart_hunting_partner = { 
				save_event_target_as = scoped_WL_co_hunter
			} 
			if = { 
				limit = { event_target:loyal_hunting_partner = { is_alive = yes } } 
				 event_target:loyal_hunting_partner = { 
					clr_character_flag = do_not_disturb 
				}
			}
			if = { 
				limit = { event_target:strong_hunting_partner = { is_alive = yes } } 
				 event_target:strong_hunting_partner = { 
					clr_character_flag = do_not_disturb 
				}
			}
		}
		hidden_tooltip = { character_event = { id = HF.25601 days = 12 } } #Make sacrifice.
		ai_chance = { factor = 10 }
	}
	option = { #Pick loyal co-hunter.
		name = EVTOPTCHF25600
		custom_tooltip = { text = TT_EVTOPTCHF25600 }
		trigger = { event_target:loyal_hunting_partner = { is_alive = yes } }
		show_portrait = event_target:loyal_hunting_partner
		hidden_tooltip = { 
			event_target:loyal_hunting_partner = { 
				save_event_target_as = scoped_WL_co_hunter
			} 
			if = { 
				limit = { event_target:smart_hunting_partner = { is_alive = yes } } 
				 event_target:smart_hunting_partner = { 
					clr_character_flag = do_not_disturb 
				}
			}
			if = { 
				limit = { event_target:strong_hunting_partner = { is_alive = yes } } 
				 event_target:strong_hunting_partner = { 
					clr_character_flag = do_not_disturb 
				}
			}
		}
		hidden_tooltip = { character_event = { id = HF.25601 days = 12 } } #Make sacrifice.
		ai_chance = { factor = 10 }
	}
	option = { #Safety option, in case no partner exists.
		name = EVTOPTZHF25600
		trigger = { 
			NOR = { 
				event_target:strong_hunting_partner = { is_alive = yes } 
				event_target:smart_hunting_partner = { is_alive = yes } 
				event_target:loyal_hunting_partner = { is_alive = yes } 
			} 
		}
		hidden_tooltip = { character_event = { id = HF.25601 days = 12 } } #Make sacrifice.
		hidden_tooltip = { event_target:strong_hunting_partner = { clr_character_flag = do_not_disturb } }
		hidden_tooltip = { event_target:smart_hunting_partner = { clr_character_flag = do_not_disturb } }
		hidden_tooltip = { event_target:loyal_hunting_partner = { clr_character_flag = do_not_disturb } }
		ai_chance = { factor = 0 }
	}
	option = { #Do not. - End of line.
		name = EVTOPTDHF25600
		detract_society_currency_major_effect = yes
		WL_ritual_hunt_cleanup_effect = yes
		tiered_piety_negative_effect = yes
		hidden_tooltip = { event_target:strong_hunting_partner = { clr_character_flag = do_not_disturb } }
		hidden_tooltip = { event_target:smart_hunting_partner = { clr_character_flag = do_not_disturb } }
		hidden_tooltip = { event_target:loyal_hunting_partner = { clr_character_flag = do_not_disturb } }
		ai_chance = { factor = 0 }
	}
}

#Before leaving: What do you sacrifice?
character_event = {
	id = HF.25601
	title = EVTTITLEHF25600
	desc = EVTDESCHF25601
	picture = GFX_evt_religious_exultation
	border = GFX_event_normal_frame_diplomacy
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	trigger = {
		NOT = { trait = incapable }
	}

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	option = { #Make great sacrifice. Gain Tattoo/Warpaint, piety, hunt_variable.
		name = EVTOPTAHF25601

		if = { 
			limit = { ai = no } #Cheaty AI...
			scaled_wealth = { value = -0.5 min = -50 max = -150 } 
		}
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 10 }
			#Tattoos and Warpaint.
			add_blood_splatter_effect = yes
			if = { 
				limit = { 
					society_member_of = warrior_lodge_norse
					NOR = { 
						trait = african_tattoo_1
						trait = african_tattoo_2
						trait = african_tattoo_3
						trait = african_tattoo_4
						trait = african_tattoo_5
						trait = african_tattoo_6
						trait = african_tattoo_7
						trait = african_tattoo_8
						trait = slavic_tattoo_1
						trait = slavic_tattoo_2
						trait = slavic_tattoo_3
						trait = slavic_tattoo_4
						trait = slavic_tattoo_5
						trait = slavic_tattoo_6
						trait = norse_tattoo_1
						trait = norse_tattoo_2
						trait = norse_tattoo_3
						trait = norse_tattoo_4
						trait = norse_tattoo_5
						trait = norse_tattoo_6
					}
				}
				random_list = { 
					40 = { add_trait = norse_tattoo_1 }
					40 = { add_trait = norse_tattoo_2 } 
					20 = { add_trait = norse_tattoo_3 } 
					20 = { add_trait = norse_tattoo_4 } 
					10 = { add_trait = norse_tattoo_5 } 
					10 = { add_trait = norse_tattoo_6 } 
				}
			}
			if = { 
				limit = { 
					society_member_of = warrior_lodge_west_african
					NOR = { 
						trait = african_tattoo_1
						trait = african_tattoo_2
						trait = african_tattoo_3
						trait = african_tattoo_4
						trait = african_tattoo_5
						trait = african_tattoo_6
						trait = african_tattoo_7
						trait = african_tattoo_8
						trait = slavic_tattoo_1
						trait = slavic_tattoo_2
						trait = slavic_tattoo_3
						trait = slavic_tattoo_4
						trait = slavic_tattoo_5
						trait = slavic_tattoo_6
						trait = norse_tattoo_1
						trait = norse_tattoo_2
						trait = norse_tattoo_3
						trait = norse_tattoo_4
						trait = norse_tattoo_5
						trait = norse_tattoo_6
					}
				}
				random_list = { 
					50 = { add_trait = african_tattoo_1 }
					50 = { add_trait = african_tattoo_2 }
					40 = { add_trait = african_tattoo_3 }
					40 = { add_trait = african_tattoo_4 }
					30 = { add_trait = african_tattoo_5 }
					30 = { add_trait = african_tattoo_6 }
					20 = { add_trait = african_tattoo_7 }
					20 = { add_trait = african_tattoo_8 } 
				}
			}
			if = { 
				limit = { 
					OR = { 
						society_member_of = warrior_lodge_slavic
						society_member_of = warrior_lodge_baltic
					}
					NOR = { 
						trait = african_tattoo_1
						trait = african_tattoo_2
						trait = african_tattoo_3
						trait = african_tattoo_4
						trait = african_tattoo_5
						trait = african_tattoo_6
						trait = african_tattoo_7
						trait = african_tattoo_8
						trait = slavic_tattoo_1
						trait = slavic_tattoo_2
						trait = slavic_tattoo_3
						trait = slavic_tattoo_4
						trait = slavic_tattoo_5
						trait = slavic_tattoo_6
						trait = norse_tattoo_1
						trait = norse_tattoo_2
						trait = norse_tattoo_3
						trait = norse_tattoo_4
						trait = norse_tattoo_5
						trait = norse_tattoo_6
					}
				}
				random_list = { 
					30 = { add_trait = slavic_tattoo_1 }
					30 = { add_trait = slavic_tattoo_2 }
					20 = { add_trait = slavic_tattoo_3 }
					20 = { add_trait = slavic_tattoo_4 }
					10 = { add_trait = slavic_tattoo_5 }
					10 = { add_trait = slavic_tattoo_6 } 
				}
			}
			if = { 
				limit = { 
					society_member_of = warrior_lodge_tengri
				}
				remove_character_modifier = tengri_warpaint_1 #Remove all previous paint that might still be lingering, for whatever reason.
				remove_character_modifier = tengri_warpaint_2
				remove_character_modifier = aztec_warpaint_1
				remove_character_modifier = aztec_warpaint_2
				remove_character_modifier = finnish_warpaint_1
				remove_character_modifier = finnish_warpaint_2
				remove_character_modifier = zun_warpaint_1
				remove_character_modifier = zun_warpaint_2
				random_list = { 
					50 = { 
						add_character_modifier = { 
							modifier = tengri_warpaint_1
							years = 5 
							hidden = yes
						}
					}
					50 = { 
						add_character_modifier = { 
							modifier = tengri_warpaint_2
							years = 5 
							hidden = yes
						}
					}
				}
			}
			if = { 
				limit = { 
					society_member_of = warrior_lodge_finnish
				}
				remove_character_modifier = tengri_warpaint_1 #Remove all previous paint that might still be lingering, for whatever reason.
				remove_character_modifier = tengri_warpaint_2
				remove_character_modifier = aztec_warpaint_1
				remove_character_modifier = aztec_warpaint_2
				remove_character_modifier = finnish_warpaint_1
				remove_character_modifier = finnish_warpaint_2
				remove_character_modifier = zun_warpaint_1
				remove_character_modifier = zun_warpaint_2
				random_list = { 
					50 = { 
						add_character_modifier = { 
							modifier = finnish_warpaint_1
							years = 5 
							hidden = yes
						}
					}
					50 = { 
						add_character_modifier = { 
							modifier = finnish_warpaint_2
							years = 5 
							hidden = yes
						}
					}
				}
			}
			if = { 
				limit = { 
					society_member_of = warrior_lodge_zun
				}
				remove_character_modifier = tengri_warpaint_1 #Remove all previous paint that might still be lingering, for whatever reason.
				remove_character_modifier = tengri_warpaint_2
				remove_character_modifier = aztec_warpaint_1
				remove_character_modifier = aztec_warpaint_2
				remove_character_modifier = finnish_warpaint_1
				remove_character_modifier = finnish_warpaint_2
				remove_character_modifier = zun_warpaint_1
				remove_character_modifier = zun_warpaint_2
				random_list = { 
					50 = { 
						add_character_modifier = { 
							modifier = zun_warpaint_1
							years = 5 
							hidden = yes
						}
					}
					50 = { 
						add_character_modifier = { 
							modifier = zun_warpaint_2
							years = 5 
							hidden = yes
						}
					}
				}
			}
			#Tattoos and Warpaint. - For partner.

			event_target:scoped_WL_co_hunter = { 
				add_blood_splatter_effect = yes
				if = { 
					limit = { 
						society_member_of = warrior_lodge_norse
						NOR = { 
							trait = african_tattoo_1
							trait = african_tattoo_2
							trait = african_tattoo_3
							trait = african_tattoo_4
							trait = african_tattoo_5
							trait = african_tattoo_6
							trait = african_tattoo_7
							trait = african_tattoo_8
							trait = slavic_tattoo_1
							trait = slavic_tattoo_2
							trait = slavic_tattoo_3
							trait = slavic_tattoo_4
							trait = slavic_tattoo_5
							trait = slavic_tattoo_6
							trait = norse_tattoo_1
							trait = norse_tattoo_2
							trait = norse_tattoo_3
							trait = norse_tattoo_4
							trait = norse_tattoo_5
							trait = norse_tattoo_6
						}
					}
					random_list = { 
						40 = { add_trait = norse_tattoo_1 }
						40 = { add_trait = norse_tattoo_2 } 
						20 = { add_trait = norse_tattoo_3 } 
						20 = { add_trait = norse_tattoo_4 } 
						10 = { add_trait = norse_tattoo_5 } 
						10 = { add_trait = norse_tattoo_6 } 
					}
				}
				if = { 
					limit = { 
						society_member_of = warrior_lodge_west_african
						NOR = { 
							trait = african_tattoo_1
							trait = african_tattoo_2
							trait = african_tattoo_3
							trait = african_tattoo_4
							trait = african_tattoo_5
							trait = african_tattoo_6
							trait = african_tattoo_7
							trait = african_tattoo_8
							trait = slavic_tattoo_1
							trait = slavic_tattoo_2
							trait = slavic_tattoo_3
							trait = slavic_tattoo_4
							trait = slavic_tattoo_5
							trait = slavic_tattoo_6
							trait = norse_tattoo_1
							trait = norse_tattoo_2
							trait = norse_tattoo_3
							trait = norse_tattoo_4
							trait = norse_tattoo_5
							trait = norse_tattoo_6
						}
					}
					random_list = { 
						50 = { add_trait = african_tattoo_1 }
						50 = { add_trait = african_tattoo_2 }
						40 = { add_trait = african_tattoo_3 }
						40 = { add_trait = african_tattoo_4 }
						30 = { add_trait = african_tattoo_5 }
						30 = { add_trait = african_tattoo_6 }
						20 = { add_trait = african_tattoo_7 }
						20 = { add_trait = african_tattoo_8 } 
					}
				}
				if = { 
					limit = { 
						OR = { 
							society_member_of = warrior_lodge_slavic
							society_member_of = warrior_lodge_baltic
						}
						NOR = { 
							trait = african_tattoo_1
							trait = african_tattoo_2
							trait = african_tattoo_3
							trait = african_tattoo_4
							trait = african_tattoo_5
							trait = african_tattoo_6
							trait = african_tattoo_7
							trait = african_tattoo_8
							trait = slavic_tattoo_1
							trait = slavic_tattoo_2
							trait = slavic_tattoo_3
							trait = slavic_tattoo_4
							trait = slavic_tattoo_5
							trait = slavic_tattoo_6
							trait = norse_tattoo_1
							trait = norse_tattoo_2
							trait = norse_tattoo_3
							trait = norse_tattoo_4
							trait = norse_tattoo_5
							trait = norse_tattoo_6
						}
					}
					random_list = { 
						30 = { add_trait = slavic_tattoo_1 }
						30 = { add_trait = slavic_tattoo_2 }
						20 = { add_trait = slavic_tattoo_3 }
						20 = { add_trait = slavic_tattoo_4 }
						10 = { add_trait = slavic_tattoo_5 }
						10 = { add_trait = slavic_tattoo_6 } 
					}
				}
				if = { 
					limit = { 
						society_member_of = warrior_lodge_tengri
					}
					remove_character_modifier = tengri_warpaint_1 #Remove all previous paint that might still be lingering, for whatever reason.
					remove_character_modifier = tengri_warpaint_2
					remove_character_modifier = aztec_warpaint_1
					remove_character_modifier = aztec_warpaint_2
					remove_character_modifier = finnish_warpaint_1
					remove_character_modifier = finnish_warpaint_2
					remove_character_modifier = zun_warpaint_1
					remove_character_modifier = zun_warpaint_2
					random_list = { 
						50 = { 
							add_character_modifier = { 
								modifier = tengri_warpaint_1
								years = 5 
								hidden = yes
							}
						}
						50 = { 
							add_character_modifier = { 
								modifier = tengri_warpaint_2
								years = 5 
								hidden = yes
							}
						}
					}
				}
				if = { 
					limit = { 
						society_member_of = warrior_lodge_finnish
					}
					remove_character_modifier = tengri_warpaint_1 #Remove all previous paint that might still be lingering, for whatever reason.
					remove_character_modifier = tengri_warpaint_2
					remove_character_modifier = aztec_warpaint_1
					remove_character_modifier = aztec_warpaint_2
					remove_character_modifier = finnish_warpaint_1
					remove_character_modifier = finnish_warpaint_2
					remove_character_modifier = zun_warpaint_1
					remove_character_modifier = zun_warpaint_2
					random_list = { 
						50 = { 
							add_character_modifier = { 
								modifier = finnish_warpaint_1
								years = 5 
								hidden = yes
							}
						}
						50 = { 
							add_character_modifier = { 
								modifier = finnish_warpaint_2
								years = 5 
								hidden = yes
							}
						}
					}
				}
				if = { 
					limit = { 
						society_member_of = warrior_lodge_zun
					}
					remove_character_modifier = tengri_warpaint_1 #Remove all previous paint that might still be lingering, for whatever reason.
					remove_character_modifier = tengri_warpaint_2
					remove_character_modifier = aztec_warpaint_1
					remove_character_modifier = aztec_warpaint_2
					remove_character_modifier = finnish_warpaint_1
					remove_character_modifier = finnish_warpaint_2
					remove_character_modifier = zun_warpaint_1
					remove_character_modifier = zun_warpaint_2
					random_list = { 
						50 = { 
							add_character_modifier = { 
								modifier = zun_warpaint_1
								years = 5 
								hidden = yes
							}
						}
						50 = { 
							add_character_modifier = { 
								modifier = zun_warpaint_2
								years = 5 
								hidden = yes
							}
						}
					}
				}
			}
		}
		ai_chance = { 
			factor = 10 
			modifier = { 
				factor = 1.5
				trait = zealous
			}
		}
	}
	option = { #Make medium sacrifice.
		name = EVTOPTBHF25601
		if = { 
			limit = { ai = no } #Cheaty AI...
			scaled_wealth = { value = -0.35 min = -25 max = -50 } 
		}
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 5 }
		}
		ai_chance = { factor = 30 }
	}
	option = { #Make small sacrifice.
		name = EVTOPTCHF25601
		if = { 
			limit = { ai = no } #Cheaty AI...
			scaled_wealth = { value = -0.25 min = -5 max = -20 } 
		}
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 2 }
		}
		ai_chance = { factor = 40 }
	}
	option = { #Make no sacrifice.
		name = EVTOPTDHF25601
		ai_chance = { 
			factor = 20 
			modifier = { 
				factor = 1.5
				trait = cynical
			}
		}
	}
	after = { character_event = { id = HF.25602 } }
}

#The ritual hunt actually starts.
character_event = {
	id = HF.25602
	title = EVTTITLEHF25600
	desc = {
		trigger = {
			event_target:scoped_WL_co_hunter = { is_alive = yes }
		}
		text = EVTDESCAHF25602
	}
	desc = {
		trigger = {
			event_target:scoped_WL_co_hunter = { is_alive = no }
		}
		text = EVTDESCBHF25602
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		picture = GFX_evt_mysterious_forest
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		picture = GFX_evt_desert
	}
	picture = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		picture = GFX_evt_midwinter_blot_oldgods
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		picture = GFX_evt_bandits
	}
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	trigger = {
		NOT = { trait = incapable }
	}
	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	option = { 
		name = EVTOPTAHF25602
		WL_ritual_hunt_flavor_events_effect = yes
		ai_chance = { factor = 20 }
	}

}

####################################
#Flavor events for the hunt.

#The hunter is about to fall.
character_event = {
	id = HF.25603
	title = EVTTITLEHF25600
	desc = EVTDESCAHF25603
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		picture = GFX_evt_mysterious_forest
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		picture = GFX_evt_desert
	}
	picture = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		picture = GFX_evt_midwinter_blot_oldgods
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		picture = GFX_evt_bandits
	}
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	trigger = {
		NOT = { trait = incapable }
	}

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	#Combat rating saves.
	#Ask for help to co-hunter.
	#Default.

	option = { 
		name = EVTOPTAHF25603
		trigger = { combat_rating = 50 }
		tooltip_info = combat_rating
		custom_tooltip = { text = TT_EVTOPTAHF25603 }
		tiered_prestige_reward_effect = yes
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 3 }
		}
		ai_chance = { factor = 80 }
	}
	option = { 
		name = EVTOPTBHF25603
		trigger = { event_target:scoped_WL_co_hunter = { is_alive = yes } }
		custom_tooltip = { text = TT_EVTOPTBHF25603 }
		hidden_tooltip = {  
			random_list = {
				70 = { #Co-hunter helps you.
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { opinion = { who = ROOT value = 20 } } 
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { opinion = { who = ROOT value = 40 } } 
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { opinion = { who = ROOT value = 60 } } 
					}
					modifier = { 
						factor = 1.75
						event_target:scoped_WL_co_hunter = { opinion = { who = ROOT value = 80 } } 
					}
					modifier = { 
						factor = 1.75
						event_target:scoped_WL_co_hunter = { opinion = { who = ROOT value = 100 } } 
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = kind } 
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = just } 
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = brave } 
					}
					modifier = { 
						factor = 1.75
						event_target:scoped_WL_co_hunter = { is_friend = ROOT } 
					}
					modifier = { 
						factor = 1.75
						event_target:scoped_WL_co_hunter = { is_lover = ROOT } 
					}
					character_event = { id = HF.25604 }
				}
				30 = { #Co-hunter wavers.
					modifier = { 
						factor = 1.5
						NOT = { event_target:scoped_WL_co_hunter = { opinion = { who = ROOT value = -20 } } } 
					}
					modifier = { 
						factor = 1.5
						NOT = { event_target:scoped_WL_co_hunter = { opinion = { who = ROOT value = -40 } } } 
					}
					modifier = { 
						factor = 1.5
						NOT = { event_target:scoped_WL_co_hunter = { opinion = { who = ROOT value = -60 } } } 
					}
					modifier = { 
						factor = 1.75
						NOT = { event_target:scoped_WL_co_hunter = { opinion = { who = ROOT value = -80 } } } 
					}
					modifier = { 
						factor = 1.75
						NOT = { event_target:scoped_WL_co_hunter = { opinion = { who = ROOT value = -90 } } } 
					}
					modifier = { 
						factor = 1.75
						event_target:scoped_WL_co_hunter = { trait = deceitful }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = cruel }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = envious }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = arbitrary }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = craven }
					}
					modifier = { 
						factor = 2
						event_target:scoped_WL_co_hunter = { is_rival = ROOT }
					}
					character_event = { id = HF.25605 }

				}
			}
		}
		ai_chance = { factor = 70 }
	}
	option = { 
		name = EVTOPTCHF25603
		random_list = { 
			70 = {  
				add_character_modifier = { name = badly_bruised duration = 60 } 
				hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = -3 } }
			}
			25 = {  
				trigger = { NOT = { trait = wounded } }
				add_trait = wounded
				hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = -6 } }
			}
			5 = {  
				if = { 
					limit = { has_dlc = "Reapers" } 
					add_trait = mangled
				} 
				else_if = { 
					limit = { NOT = { has_dlc = "Reapers" } } 
					add_trait = maimed
				}
				else_if = { 
					limit = { OR = { trait = maimed trait = mangled } } 
					death = { death_reason = death_accident } 
				} 	
				hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = -9 } }
			}
		}
		ai_chance = { factor = 20 }
	}
	after = {  
		hidden_tooltip = { character_event = { id = HF.25616 days = 20 random = 15 } } #Find prey.
	}
}

#The co-hunter has helped you.
character_event = {
	id = HF.25604
	title = EVTTITLEHF25600
	desc = EVTDESCAHF25604
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		picture = GFX_evt_mysterious_forest
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		picture = GFX_evt_desert
	}
	picture = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		picture = GFX_evt_midwinter_blot_oldgods
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		picture = GFX_evt_bandits
	}
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	trigger = {
		NOT = { trait = incapable }
	}

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	#Friendship.
	#Romance.
	#Default.
	#Envious is upset.

	option = { #Befriend.
		name = EVTOPTAHF25604
		trigger = { NOT = { is_friend = event_target:scoped_WL_co_hunter } }
		add_friend = event_target:scoped_WL_co_hunter
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 3 }
		}
		ai_chance = { factor = 50 }
	}
	option = { #Romance.
		name = EVTOPTBHF25604
		trigger = { 
			NOT = { is_lover = event_target:scoped_WL_co_hunter } 
			OR = { #Check compatibility.
				AND = { 
					is_female = no
					prefers_men_trigger = yes
					event_target:scoped_WL_co_hunter = { 
						is_female = no 
						prefers_men_trigger = yes
					}
				}
				AND = { 
					is_female = yes
					prefers_men_trigger = yes
					event_target:scoped_WL_co_hunter = { 
						is_female = yes 
						prefers_men_trigger = yes
					}
				}
				AND = { 
					is_female = no
					prefers_men_trigger = no
					event_target:scoped_WL_co_hunter = { 
						is_female = yes 
						prefers_men_trigger = yes
					}
				}
				AND = { 
					is_female = yes
					prefers_men_trigger = yes
					event_target:scoped_WL_co_hunter = { 
						is_female = no 
						prefers_men_trigger = no
					}
				} 
			} 
		}
		add_lover = event_target:scoped_WL_co_hunter
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 3 }
		}
		ai_chance = { factor = 50 }
	}
	option = { #Default.
		name = EVTOPTCHF25604
		if = {  
			limit = { 
				NOT = { owes_favor_to = event_target:scoped_WL_co_hunter } 
			} 
			event_target:scoped_WL_co_hunter = { 
				add_favor = ROOT
			}
		}
		opinion = {  
			who = event_target:scoped_WL_co_hunter
			modifier = opinion_saved_me
			years = 10
		} 
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 1 }
		}
		ai_chance = { factor = 50 }
	}
	option = { #Envious.
		name = EVTOPTDHF25604
		trigger = { trait = envious	}
		tooltip_info = envious 
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = -1 }
		}
		ai_chance = { factor = 50 }
	}
}

#The co-hunter has NOT helped you.
character_event = {
	id = HF.25605
	title = EVTTITLEHF25600
	desc = EVTDESCAHF25605
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		picture = GFX_evt_mysterious_forest
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		picture = GFX_evt_desert
	}
	picture = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		picture = GFX_evt_midwinter_blot_oldgods
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		picture = GFX_evt_bandits
	}
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	trigger = {
		NOT = { trait = incapable }
	}

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	#Rivalry.
	#Default.
	#Envious/Paranoid kills in revenge.
	#Kind forgives.

	option = { #Rivalry.
		name = EVTOPTAHF25605
		trigger = { NOT = { is_rival = event_target:scoped_WL_co_hunter } }
		add_rival = event_target:scoped_WL_co_hunter
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = -3 }
		}
		ai_chance = { factor = 50 }
	}
	option = { #Default.
		name = EVTOPTBHF25605
		opinion = {  
			who = event_target:scoped_WL_co_hunter
			modifier = left_me_to_die
		} 
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = -1 } 
		}
		ai_chance = { factor = 50 }
	}
	option = { #Envuious kills in revenge.
		name = EVTOPTCHF25605
		trigger = { trait = envious	NOT = { trait = paranoid } }
		tooltip_info = envious 
		event_target:scoped_WL_co_hunter = {  
			death = { death_reason = death_accident }
		} 
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 3 }
		}
		ai_chance = { factor = 50 }
	}
	option = { #Paranoid kills in revenge.
		name = EVTOPTDHF25605
		trigger = { trait = paranoid }
		tooltip_info = paranoid 
		event_target:scoped_WL_co_hunter = {  
			death = { death_reason = death_accident }
		} 
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 3 }
		}
		ai_chance = { factor = 50 }
	}
	option = { #Kind forgives.
		name = EVTOPTEHF25605
		trigger = { trait = kind }
		tooltip_info = kind 
		reverse_opinion = {  
			who = event_target:scoped_WL_co_hunter
			modifier = grace_to_forgive
			years = 5
		}
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 2 }
		}
		ai_chance = { factor = 50 }
	}
}

#The co-hunter is about to fall/drown/random etc.
character_event = {
	id = HF.25606
	title = EVTTITLEHF25600
	desc = EVTDESCAHF25606
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		picture = GFX_evt_mysterious_forest
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		picture = GFX_evt_desert
	}
	picture = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		picture = GFX_evt_midwinter_blot_oldgods
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		picture = GFX_evt_bandits
	}
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	trigger = {
		NOT = { trait = incapable }
	}

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	#Combat rating saves.
	#Try to help to co-hunter.
	#Default.

	option = { 
		name = EVTOPTAHF25606
		trigger = { combat_rating = 50 }
		tooltip_info = combat_rating
		custom_tooltip = { text = TT_EVTOPTAHF25606 }
		tiered_prestige_reward_effect = yes
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 3 }
		}
		ai_chance = { factor = 80 }
	}
	option = { 
		name = EVTOPTBHF25606
		trigger = { event_target:scoped_WL_co_hunter = { is_alive = yes } }
		custom_tooltip = { text = TT_EVTOPTBHF25606 }
		hidden_tooltip = {  
			random_list = {
				70 = { #Co-hunter saved.
					modifier = { 
						factor = 1.5
						trait = strong
					}
					modifier = { 
						factor = 1.5
						trait = robust
					}
					modifier = { 
						factor = 0.5
						NOT = { combat_rating = 10 }
					}
					modifier = { 
						factor = 1.5
						martial = 10
					}
					modifier = { 
						factor = 1.75
						martial = 15
					}
					modifier = { 
						factor = 1.75
						martial = 20
					}
					modifier = { 
						factor = 1.5
						martial = 25
					}
					modifier = { 
						factor = 1.5
						trait = brave
					}
					modifier = { 
						factor = 0.5
						trait = craven
					}
					character_event = { id = HF.25607 }
				}
				30 = { #Co-hunter still injured.
					character_event = { id = HF.25627 }
				}
			}
		}
		ai_chance = { factor = 70 }
	}
	option = { 
		name = EVTOPTCHF25606
		random_list = { 
			70 = {  
				add_character_modifier = { name = badly_bruised duration = 60 } 
				hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = -2 } }
			}
			25 = {  
				trigger = { NOT = { trait = wounded } }
				add_trait = wounded
				hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = -3 } }
			}
			5 = {  
				if = { 
					limit = { has_dlc = "Reapers" NOR = { trait = mangled trait = maimed } } 
					add_trait = mangled
				} 
				else_if = { 
					limit = { NOR = { has_dlc = "Reapers" trait = maimed trait = mangled } } 
					add_trait = maimed
				} 	
				else_if = { 
					limit = { OR = { trait = maimed trait = mangled } } 
					death = { death_reason = death_accident }
				}
				hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = -6 } }
			}
		}
		ai_chance = { factor = 20 }
	}
	after = {  
		hidden_tooltip = { character_event = { id = HF.25616 days = 20 random = 15 } } #Find prey.
	}
}

#The co-hunter was saved.
character_event = {
	id = HF.25607
	title = EVTTITLEHF25600
	desc = EVTDESCAHF25607
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		picture = GFX_evt_mysterious_forest
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		picture = GFX_evt_desert
	}
	picture = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		picture = GFX_evt_midwinter_blot_oldgods
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		picture = GFX_evt_bandits
	}
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	trigger = {
		NOT = { trait = incapable }
	}

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	#Friendship.
	#Romance.
	#Default.

	option = { #Befriend.
		name = EVTOPTAHF25607
		trigger = { NOT = { is_friend = event_target:scoped_WL_co_hunter } }
		add_friend = event_target:scoped_WL_co_hunter
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 3 }
		}
		ai_chance = { factor = 50 }
	}
	option = { #Romance.
		name = EVTOPTBHF25607
		trigger = { 
			NOT = { is_lover = event_target:scoped_WL_co_hunter } 
			OR = { #Check compatibility.
				AND = { 
					is_female = no
					prefers_men_trigger = yes
					event_target:scoped_WL_co_hunter = { 
						is_female = no 
						prefers_men_trigger = yes
					}
				}
				AND = { 
					is_female = yes
					prefers_men_trigger = yes
					event_target:scoped_WL_co_hunter = { 
						is_female = yes 
						prefers_men_trigger = yes
					}
				}
				AND = { 
					is_female = no
					prefers_men_trigger = no
					event_target:scoped_WL_co_hunter = { 
						is_female = yes 
						prefers_men_trigger = yes
					}
				}
				AND = { 
					is_female = yes
					prefers_men_trigger = yes
					event_target:scoped_WL_co_hunter = { 
						is_female = no 
						prefers_men_trigger = no
					}
				} 
			} 
		}
		add_lover = event_target:scoped_WL_co_hunter
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 3 }
		}
		ai_chance = { factor = 50 }
	}
	option = { #Default.
		name = EVTOPTCHF25607
		if = { 
			limit = { owes_favor_to = event_target:scoped_WL_co_hunter }
			remove_favor = event_target:scoped_WL_co_hunter
		}
		else_if = { 
			limit = { NOR = { owes_favor_to = event_target:scoped_WL_co_hunter event_target:scoped_WL_co_hunter = { owes_favor_to = ROOT } } }
			add_favor = event_target:scoped_WL_co_hunter
		}
		reverse_opinion = {  
			who = event_target:scoped_WL_co_hunter
			modifier = opinion_saved_me
			years = 10
		} 
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 1 }
		}
		ai_chance = { factor = 50 }
	}
}

#The co-hunter was not saved.
character_event = {
	id = HF.25627
	title = EVTTITLEHF25600
	desc = EVTDESCAHF25627
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		picture = GFX_evt_mysterious_forest
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		picture = GFX_evt_desert
	}
	picture = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		picture = GFX_evt_midwinter_blot_oldgods
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		picture = GFX_evt_bandits
	}
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	trigger = {
		NOT = { trait = incapable }
	}

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	option = { 
		name = EVTOPTAHF25627
		event_target:scoped_WL_co_hunter = { death = { death_reason = death_accident } }
		hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = -6 } }
		ai_chance = { factor = 50 }
	}
}

#Looking for tracks (intrigue).
character_event = {
	id = HF.25608
	title = EVTTITLEHF25600
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		text = EVTDESCAHF25608
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		text = EVTDESCBHF25608
	}
	desc = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		text = EVTDESCCHF25608
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		text = EVTDESCDHF25608
	}

	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		picture = GFX_evt_mysterious_forest
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		picture = GFX_evt_desert
	}
	picture = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		picture = GFX_evt_midwinter_blot_oldgods
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		picture = GFX_evt_bandits
	}
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	trigger = {
		NOT = { trait = incapable }
	}

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	#Special paranoid override.
	#Do it yourself.
	#Let co-hunter do it.

	option = { #Paranoid override.
		name = EVTOPTAHF25608
		trigger = { trait = paranoid }
		tooltip_info = paranoid
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 4 }
		}
		ai_chance = { factor = 50 }
	}
	option = { #Genius override.
		name = EVTOPTBHF25608
		trigger = { trait = genius }
		tooltip_info = genius
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 4 }
		}
		ai_chance = { factor = 50 }
	}
	option = { #Quick override.
		name = EVTOPTBHF25608
		trigger = { trait = quick NOT = { trait = genius } }
		tooltip_info = quick
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 3 }
		}
		ai_chance = { factor = 50 }
	}
	option = { #Shrewd override.
		name = EVTOPTBHF25608
		trigger = { trait = shrewd NOR = { trait = genius trait = quick} }
		tooltip_info = shrewd
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 2 }
		}
		ai_chance = { factor = 50 }
	}
	option = { #Do it yourself.
		name = EVTOPTEHF25608
		custom_tooltip = { text = TT_EVTOPTEHF25608 }
		hidden_tooltip = { 
			random_list = { 
				50 = { #Successful Check.
					modifier = { 
						factor = 0.5
						trait = slow
					}
					modifier = { 
						factor = 0.5
						trait = imbecile
					}
					modifier = { 
						factor = 0.5
						trait = inbred
					}
					modifier = { 
						factor = 0.5
						trait = dull
					}
					modifier = { 
						factor = 0.5
						NOT = { intrigue = 5 }
					}
					modifier = { 
						factor = 0.5
						NOT = { intrigue = 10 }
					}
					modifier = { 
						factor = 1.5
						intrigue = 15
					}
					modifier = { 
						factor = 1.5
						intrigue = 20
					}
					modifier = { 
						factor = 1.5
						intrigue = 25
					}
					modifier = { 
						factor = 1.75
						intrigue = 30
					}
					hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = 2 } }
				}
				50 = { #Failed Check.
					hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = -5 } }
				}
			}
		}
		ai_chance = { factor = 50 }
	}
	option = { #Let co-hunter do it.
		name = EVTOPTFHF25608
		trigger = { event_target:scoped_WL_co_hunter = { is_alive = yes } }
		custom_tooltip = { text = TT_EVTOPTFHF25608 }
		hidden_tooltip = { 
			random_list = { 
				50 = { #Successful Check.
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { trait = slow }
					}
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { trait = imbecile }
					}
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { trait = inbred }
					}
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { trait = dull }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = paranoid }
					}
					modifier = { 
						factor = 1.75
						event_target:scoped_WL_co_hunter = { trait = genius }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = quick }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = shrewd }
					}
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { NOT = { intrigue = 5 } }
					}
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { NOT = { intrigue = 10 } }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { intrigue = 15 }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { intrigue = 20 }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { intrigue = 25 }
					}
					modifier = { 
						factor = 1.75
						event_target:scoped_WL_co_hunter = { intrigue = 30 }
					}
					hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = 2 } }
				}
				50 = { #Failed Check.
					hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = -5 } }
				}
			}
		}
		ai_chance = { factor = 50 }
	}
	after = {  
		hidden_tooltip = { character_event = { id = HF.25616 days = 20 random = 15 } } #Find prey.
	}
}

#Characters need to examine carcass killed by target. (martial) 
character_event = {
	id = HF.25609
	title = EVTTITLEHF25600
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		text = EVTDESCAHF25609
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		text = EVTDESCBHF25609
	}
	desc = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		text = EVTDESCCHF25609
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		text = EVTDESCDHF25609
	}

	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		picture = GFX_evt_mysterious_forest
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		picture = GFX_evt_desert
	}
	picture = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		picture = GFX_evt_midwinter_blot_oldgods
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		picture = GFX_evt_bandits
	}
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	trigger = {
		NOT = { trait = incapable }
	}

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	#Special Cruel override.
	#Strong override.
	#Do it yourself.
	#Let co-hunter do it.

	option = { #Cruel override.
		name = EVTOPTAHF25609
		trigger = { trait = cruel }
		tooltip_info = cruel
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 4 }
		}
		ai_chance = { factor = 50 }
	}
	option = { #Strong override.
		name = EVTOPTBHF25609
		trigger = { trait = strong }
		tooltip_info = strong
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 4 }
		}
		ai_chance = { factor = 50 }
	}
	option = { #Robust override.
		name = EVTOPTBHF25609
		trigger = { trait = robust NOT = { trait = strong } }
		tooltip_info = robust
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 2 }
		}
		ai_chance = { factor = 50 }
	}
	option = { #Do it yourself.
		name = EVTOPTDHF25609
		custom_tooltip = { text = TT_EVTOPTDHF25609 }
		hidden_tooltip = { 
			random_list = { 
				50 = { #Successful Check.
					modifier = { 
						factor = 0.5
						trait = weak
					}
					modifier = { 
						factor = 0.5
						trait = feeble
					}
					modifier = { 
						factor = 0.5
						trait = inbred
					}
					modifier = { 
						factor = 0.5
						NOT = { martial = 5 }
					}
					modifier = { 
						factor = 0.5
						NOT = { martial = 10 }
					}
					modifier = { 
						factor = 1.5
						martial = 15
					}
					modifier = { 
						factor = 1.5
						martial = 20
					}
					modifier = { 
						factor = 1.5
						martial = 25
					}
					modifier = { 
						factor = 1.75
						martial = 30
					}
					hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = 2 } }
				}
				50 = { #Failed Check.
					hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = -5 } }
				}
			}
		}
		ai_chance = { factor = 50 }
	}
	option = { #Let co-hunter do it.
		name = EVTOPTFHF25608
		trigger = { event_target:scoped_WL_co_hunter = { is_alive = yes } }
		custom_tooltip = { text = TT_EVTOPTEHF25609 }
		hidden_tooltip = { 
			random_list = { 
				50 = { #Successful Check.
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { trait = weak }
					}
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { trait = feeble }
					}
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { trait = inbred }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = cruel }
					}
					modifier = { 
						factor = 1.75
						event_target:scoped_WL_co_hunter = { trait = strong }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = robust }
					}
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { NOT = { martial = 5 } }
					}
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { NOT = { martial = 10 } }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { martial = 15 }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { martial = 20 }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { martial = 25 }
					}
					modifier = { 
						factor = 1.75
						event_target:scoped_WL_co_hunter = { martial = 30 }
					}
					hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = 2 } }
				}
				50 = { #Failed Check.
					hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = -5 } }
				}
			}
		}
		ai_chance = { factor = 50 }
	}
	after = {  
		hidden_tooltip = { character_event = { id = HF.25616 days = 20 random = 15 } } #Find prey.
	}
}

#Characters reflect upon their target. (learning) - scholar
character_event = {
	id = HF.25610
	title = EVTTITLEHF25600
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		text = EVTDESCAHF25610
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		text = EVTDESCBHF25610
	}
	desc = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		text = EVTDESCCHF25610
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		text = EVTDESCDHF25610
	}

	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		picture = GFX_evt_mysterious_forest
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		picture = GFX_evt_desert
	}
	picture = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		picture = GFX_evt_midwinter_blot_oldgods
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		picture = GFX_evt_bandits
	}
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	trigger = {
		NOT = { trait = incapable }
	}

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	#Special Scholar override.
	#Genius override.
	#Do it yourself.
	#Let co-hunter do it.

	option = { #Scholar override.
		name = EVTOPTAHF25610
		trigger = { trait = scholar }
		tooltip_info = scholar
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 4 }
		}
		ai_chance = { factor = 50 }
	}
	option = { #Genius override.
		name = EVTOPTBHF25610
		trigger = { trait = genius }
		tooltip_info = genius
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 4 }
		}
		ai_chance = { factor = 50 }
	}
	option = { #Quick override.
		name = EVTOPTBHF25610
		trigger = { trait = quick NOT = { trait = genius } }
		tooltip_info = quick
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 3 }
		}
		ai_chance = { factor = 50 }
	}
	option = { #Shrewd override.
		name = EVTOPTBHF25610
		trigger = { trait = shrewd NOR = { trait = genius trait = quick } }
		tooltip_info = shrewd
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 2 }
		}
		ai_chance = { factor = 50 }
	}
	option = { #Do it yourself.
		name = EVTOPTEHF25610
		custom_tooltip = { text = TT_EVTOPTEHF25610 }
		hidden_tooltip = { 
			random_list = { 
				50 = { #Successful Check.
					modifier = { 
						factor = 0.5
						trait = imbecile
					}
					modifier = { 
						factor = 0.5
						trait = slow
					}
					modifier = { 
						factor = 0.5
						trait = inbred
					}
					modifier = { 
						factor = 0.5
						NOT = { learning = 5 }
					}
					modifier = { 
						factor = 0.5
						NOT = { learning = 10 }
					}
					modifier = { 
						factor = 1.5
						learning = 15
					}
					modifier = { 
						factor = 1.5
						learning = 20
					}
					modifier = { 
						factor = 1.5
						learning = 25
					}
					modifier = { 
						factor = 1.75
						learning = 30
					}
					hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = 2 } }
				}
				50 = { #Failed Check.
					hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = -5 } }
				}
			}
		}
		ai_chance = { factor = 50 }
	}
	option = { #Let co-hunter do it.
		name = EVTOPTFHF25610
		trigger = { event_target:scoped_WL_co_hunter = { is_alive = yes } }
		custom_tooltip = { text = TT_EVTOPTFHF25610 }
		hidden_tooltip = { 
			random_list = { 
				50 = { #Successful Check.
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { trait = imbecile }
					}
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { trait = slow }
					}
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { trait = inbred }
					}
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { trait = dull }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = scholar }
					}
					modifier = { 
						factor = 1.75
						event_target:scoped_WL_co_hunter = { trait = genius }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = quick }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = shrewd }
					}
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { NOT = { learning = 5 } }
					}
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { NOT = { learning = 10 } }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { learning = 15 }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { learning = 20 }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { learning = 25 }
					}
					modifier = { 
						factor = 1.75
						event_target:scoped_WL_co_hunter = { learning = 30 }
					}
					hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = 2 } }
				}
				50 = { #Failed Check.
					hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = -5 } }
				}
			}
		}
		ai_chance = { factor = 50 }
	}
	after = {  
		hidden_tooltip = { character_event = { id = HF.25616 days = 20 random = 15 } } #Find prey.
	}
}

# Characters find hermit, ask info on target. (diplomacy) - charitable
character_event = {
	id = HF.25611
	title = EVTTITLEHF25600
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		text = EVTDESCAHF25611
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		text = EVTDESCBHF25611
	}
	desc = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		text = EVTDESCCHF25611
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		text = EVTDESCDHF25611
	}

	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		picture = GFX_evt_mysterious_forest
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		picture = GFX_evt_desert
	}
	picture = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		picture = GFX_evt_midwinter_blot_oldgods
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		picture = GFX_evt_bandits
	}
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	trigger = {
		NOT = { trait = incapable }
	}

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	#Special charitable override.
	#Strong override.
	#Do it yourself.
	#Let co-hunter do it.

	option = { #He must be the werewolf.
		name = EVTOPTZHF25611
		trigger = { trait = paranoid has_character_flag = flag_hunting_wolf_hellenic }
		tooltip_info = paranoid
		add_legend_progress_trivial_effect = yes
		WL_ritual_hunt_cleanup_effect = yes
		ai_chance = { factor = 50 }
	}
	option = { #charitable override.
		name = EVTOPTAHF25611
		trigger = { trait = charitable NAND = { trait = paranoid has_character_flag = flag_hunting_wolf_hellenic } }
		tooltip_info = charitable
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 4 }
		}
		ai_chance = { factor = 50 }
		hidden_tooltip = { character_event = { id = HF.25616 days = 20 random = 15 } } #Find prey.
	}
	option = { #Strong override.
		name = EVTOPTBHF25611
		trigger = { trait = strong }
		tooltip_info = strong
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 4 }
		}
		ai_chance = { factor = 50 }
		hidden_tooltip = { character_event = { id = HF.25616 days = 20 random = 15 } } #Find prey.
	}
	option = { #Robust override.
		name = EVTOPTBHF25611
		trigger = { trait = robust NOT = { trait = strong } }
		tooltip_info = robust
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 3 }
		}
		ai_chance = { factor = 50 }
		hidden_tooltip = { character_event = { id = HF.25616 days = 20 random = 15 } } #Find prey.
	}
	option = { #Do it yourself.
		name = EVTOPTDHF25611
		custom_tooltip = { text = TT_EVTOPTDHF25611 }
		hidden_tooltip = { 
			random_list = { 
				50 = { #Successful Check.
					modifier = { 
						factor = 0.5
						trait = weak
					}
					modifier = { 
						factor = 0.5
						trait = feeble
					}
					modifier = { 
						factor = 0.5
						NOT = { combat_rating = 5 }
					}
					modifier = { 
						factor = 0.5
						NOT = { combat_rating = 10 }
					}
					modifier = { 
						factor = 1.5
						combat_rating = 20
					}
					modifier = { 
						factor = 1.5
						combat_rating = 25
					}
					modifier = { 
						factor = 1.5
						combat_rating = 40
					}
					modifier = { 
						factor = 1.75
						combat_rating = 60
					}
					hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = 2 } }
				}
				50 = { #Failed Check.
					hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = -5 } }
				}
			}
		}
		ai_chance = { factor = 50 }
		hidden_tooltip = { character_event = { id = HF.25616 days = 20 random = 15 } } #Find prey.
	}
	option = { #Let co-hunter do it.
		name = EVTOPTEHF25611
		trigger = { event_target:scoped_WL_co_hunter = { is_alive = yes } }
		custom_tooltip = { text = TT_EVTOPTEHF25611 }
		hidden_tooltip = { 
			random_list = { 
				50 = { #Successful Check.
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { trait = weak }
					}
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { trait = feeble }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = charitable }
					}
					modifier = { 
						factor = 1.75
						event_target:scoped_WL_co_hunter = { trait = strong }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = robust }
					}
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { NOT = { combat_rating = 5 } }
					}
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { NOT = { combat_rating = 10 } }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { combat_rating = 20 }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { combat_rating = 25 }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { combat_rating = 40 }
					}
					modifier = { 
						factor = 1.75
						event_target:scoped_WL_co_hunter = { combat_rating = 60 }
					}
					hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = 2 } }
				}
				50 = { #Failed Check.
					hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = -5 } }
				}
			}
		}
		ai_chance = { factor = 50 }
		hidden_tooltip = { character_event = { id = HF.25616 days = 20 random = 15 } } #Find prey.
	}
}

#Characters need to interpret old map and pathways. (stewardship) - administrator
character_event = {
	id = HF.25612
	title = EVTTITLEHF25600
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		text = EVTDESCAHF25612
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		text = EVTDESCBHF25612
	}
	desc = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		text = EVTDESCCHF25612
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		text = EVTDESCDHF25612
	}

	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		picture = GFX_evt_mysterious_forest
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		picture = GFX_evt_desert
	}
	picture = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		picture = GFX_evt_midwinter_blot_oldgods
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		picture = GFX_evt_bandits
	}
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	trigger = {
		NOT = { trait = incapable }
	}

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	#Special Administrator override.
	#Genius override.
	#Do it yourself.
	#Let co-hunter do it.

	option = { #Administrator override.
		name = EVTOPTAHF25612
		trigger = { trait = administrator }
		tooltip_info = administrator
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 4 }
		}
		ai_chance = { factor = 50 }
	}
	option = { #Genius override.
		name = EVTOPTBHF25612
		trigger = { trait = genius }
		tooltip_info = genius
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 4 }
		}
		ai_chance = { factor = 50 }
	}
	option = { #Quick override.
		name = EVTOPTBHF25612
		trigger = { trait = quick NOT = { trait = genius } }
		tooltip_info = quick
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 3 }
		}
		ai_chance = { factor = 50 }
	}
	option = { #Shrewd override.
		name = EVTOPTBHF25612
		trigger = { trait = shrewd NOR = { trait = genius trait = quick } }
		tooltip_info = shrewd
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 2 }
		}
		ai_chance = { factor = 50 }
	}
	option = { #Do it yourself.
		name = EVTOPTEHF25612
		custom_tooltip = { text = TT_EVTOPTFHF25612 }
		hidden_tooltip = { 
			random_list = { 
				50 = { #Successful Check.
					modifier = { 
						factor = 0.5
						trait = imbecile
					}
					modifier = { 
						factor = 0.5
						trait = slow
					}
					modifier = { 
						factor = 0.5
						trait = inbred
					}
					modifier = { 
						factor = 0.5
						NOT = { stewardship = 5 }
					}
					modifier = { 
						factor = 0.5
						NOT = { stewardship = 10 }
					}
					modifier = { 
						factor = 1.5
						stewardship = 15
					}
					modifier = { 
						factor = 1.5
						stewardship = 20
					}
					modifier = { 
						factor = 1.5
						stewardship = 25
					}
					modifier = { 
						factor = 1.75
						stewardship = 30
					}
					hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = 2 } }
				}
				50 = { #Failed Check.
					hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = -5 } }
				}
			}
		}
		ai_chance = { factor = 50 }
	}
	option = { #Let co-hunter do it.
		name = EVTOPTGHF25612
		trigger = { event_target:scoped_WL_co_hunter = { is_alive = yes } }
		custom_tooltip = { text = TT_EVTOPTGHF25612 }
		hidden_tooltip = { 
			random_list = { 
				50 = { #Successful Check.
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { trait = imbecile }
					}
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { trait = slow }
					}
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { trait = inbred }
					}
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { trait = dull }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = administrator }
					}
					modifier = { 
						factor = 1.75
						event_target:scoped_WL_co_hunter = { trait = genius }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = quick }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = shrewd }
					}
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { NOT = { stewardship = 5 } }
					}
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { NOT = { stewardship = 10 } }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { stewardship = 15 }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { stewardship = 20 }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { stewardship = 25 }
					}
					modifier = { 
						factor = 1.75
						event_target:scoped_WL_co_hunter = { stewardship = 30 }
					}
					hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = 2 } }
				}
				50 = { #Failed Check.
					hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = -5 } }
				}
			}
		}
		ai_chance = { factor = 50 }
	}
	after = {  
		hidden_tooltip = { character_event = { id = HF.25616 days = 20 random = 15 } } #Find prey.
	}
}

#Characters see a bad omen. (low piety triggers) - theologian
character_event = {
	id = HF.25613
	title = EVTTITLEHF25600
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		text = EVTDESCAHF25613
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		text = EVTDESCBHF25613
	}
	desc = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		text = EVTDESCCHF25613
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		text = EVTDESCDHF25613
	}

	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		picture = GFX_evt_mysterious_forest
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		picture = GFX_evt_desert
	}
	picture = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		picture = GFX_evt_midwinter_blot_oldgods
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		picture = GFX_evt_bandits
	}
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	trigger = {
		NOT = { trait = incapable }
	}

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	#Special Theologian override.
	#Piety override.
	#Do it yourself.
	#Let co-hunter do it.

	option = { #Theologian override.
		name = EVTOPTAHF25613
		trigger = { trait = theologian }
		tooltip_info = theologian
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 4 }
		}
		ai_chance = { factor = 50 }
	}
	option = { #Piety override.
		name = EVTOPTBHF25613
		trigger = { piety = 200 }
		piety = -150
		custom_tooltip = { text = TT_EVTOPTBHF25613 }
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 4 }
		}
		ai_chance = { factor = 50 }
	}
	option = { #Do it yourself.
		name = EVTOPTCHF25613
		custom_tooltip = { text = TT_EVTOPTCHF25613 }
		hidden_tooltip = { 
			random_list = { 
				50 = { #Successful Check.
					modifier = { 
						factor = 0.5
						trait = imbecile
					}
					modifier = { 
						factor = 0.5
						trait = slow
					}
					modifier = { 
						factor = 0.5
						trait = inbred
					}
					modifier = { 
						factor = 0.5
						NOT = { learning = 5 }
					}
					modifier = { 
						factor = 0.5
						NOT = { learning = 10 }
					}
					modifier = { 
						factor = 1.5
						learning = 15
					}
					modifier = { 
						factor = 1.5
						learning = 20
					}
					modifier = { 
						factor = 1.5
						learning = 25
					}
					modifier = { 
						factor = 1.75
						learning = 30
					}
					hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = 2 } }
				}
				50 = { #Failed Check.
					hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = -5 } }
				}
			}
		}
		ai_chance = { factor = 50 }
	}
	option = { #Let co-hunter do it.
		name = EVTOPTDHF25613
		trigger = { event_target:scoped_WL_co_hunter = { is_alive = yes } }
		custom_tooltip = { text = TT_EVTOPTDHF25613 }
		hidden_tooltip = { 
			random_list = { 
				50 = { #Successful Check.
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { trait = imbecile }
					}
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { trait = slow }
					}
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { trait = inbred }
					}
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { trait = dull }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = theologian }
					}
					modifier = { 
						factor = 1.75
						event_target:scoped_WL_co_hunter = { trait = genius }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = quick }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { trait = shrewd }
					}
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { NOT = { learning = 5 } }
					}
					modifier = { 
						factor = 0.5
						event_target:scoped_WL_co_hunter = { NOT = { learning = 10 } }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { learning = 15 }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { learning = 20 }
					}
					modifier = { 
						factor = 1.5
						event_target:scoped_WL_co_hunter = { learning = 25 }
					}
					modifier = { 
						factor = 1.75
						event_target:scoped_WL_co_hunter = { learning = 30 }
					}
					hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = 2 } }
				}
				50 = { #Failed Check.
					hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = -5 } }
				}
			}
		}
		ai_chance = { factor = 50 }
	}
	after = {  
		hidden_tooltip = { character_event = { id = HF.25616 days = 20 random = 15 } } #Find prey.
	}
}

#Characters see a good omen. (high piety triggers) - theologian
character_event = {
	id = HF.25614
	title = EVTTITLEHF25600
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		text = EVTDESCAHF25614
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		text = EVTDESCBHF25614
	}
	desc = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		text = EVTDESCCHF25614
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		text = EVTDESCDHF25614
	}

	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		picture = GFX_evt_mysterious_forest
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		picture = GFX_evt_desert
	}
	picture = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		picture = GFX_evt_midwinter_blot_oldgods
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		picture = GFX_evt_bandits
	}
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	trigger = {
		NOT = { trait = incapable }
	}

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	#Special Theologian override.

	option = { #Theologian override.
		name = EVTOPTAHF25614
		trigger = { trait = theologian }
		tooltip_info = theologian
		piety = 50
		hidden_tooltip = { 
			change_variable = { which = wl_ritual_hunting value = 4 }
		}
		ai_chance = { factor = 50 }
	}
	option = { #Default.
		name = EVTOPTBHF25614
		piety = 25
		hidden_tooltip = { change_variable = { which = wl_ritual_hunting value = 2 } }
		ai_chance = { factor = 50 }
	}
	after = {  
		hidden_tooltip = { character_event = { id = HF.25616 days = 20 random = 15 } } #Find prey.
	}
}

#Lunatic Character goes on a Wild Hunt.
character_event = {
	id = HF.25615
	title = EVTTITLEHF25615
	desc = { 
		trigger = { 
			has_character_modifier = lycanthropy
		} 
		text = EVTDESCAHF25615
	}
	desc = { 
		trigger = { 
			NOT = { has_character_modifier = lycanthropy } 
		} 
		text = EVTDESCBHF25615
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		picture = GFX_evt_mysterious_forest
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		picture = GFX_evt_desert
	}
	picture = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		picture = GFX_evt_midwinter_blot_oldgods
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		picture = GFX_evt_bandits
	}
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	trigger = {
		NOT = { trait = incapable }
	}

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	#Kill.
	#Proceed alone.
	#Kind contains.

	option = { #
		name = EVTOPTZHF25615
		trigger = {  has_character_modifier = lycanthropy }
		piety = 100
		event_target:scoped_WL_co_hunter = { 
			death = { death_reason = death_accident_generic_beast }
		}
		add_legend_progress_trivial_effect = yes
		WL_ritual_hunt_cleanup_effect = yes
		ai_chance = { factor = 50 }
	}
	option = { #
		name = EVTOPTAHF25615
		trigger = { trait = lunatic NOT = { trait = possessed } }
		tooltip_info = lunatic
		piety = 100
		event_target:scoped_WL_co_hunter = { 
			death = { death_reason = death_accident_generic_beast }
		}
		add_legend_progress_trivial_effect = yes
		WL_ritual_hunt_cleanup_effect = yes
		ai_chance = { factor = 50 }
	}
	option = { #
		name = EVTOPTBHF25615
		trigger = { trait = lunatic NOT = { trait = possessed } }
		tooltip_info = lunatic
		custom_tooltip = { text = TT_EVTOPTBHF25615 }
		if = { 
			limit = { NOT = { trait = wounded } } 
			random = { 
				chance = 25
				add_trait = wounded
			}
		}
		hidden_tooltip = { clear_event_target = scoped_WL_co_hunter change_variable = { which = wl_ritual_hunting value = -4 } }
		hidden_tooltip = { character_event = { id = HF.25616 days = 20 random = 15 } } #Find prey.
		ai_chance = { factor = 50 }
	}
	option = { #
		name = EVTOPTAHF25615
		trigger = { trait = possessed NOT = { trait = lunatic } }
		tooltip_info = possessed
		piety = 100
		event_target:scoped_WL_co_hunter = { 
			death = { death_reason = death_accident_generic_beast }
		}
		add_legend_progress_trivial_effect = yes
		WL_ritual_hunt_cleanup_effect = yes
		ai_chance = { factor = 50 }
	}
	option = { #
		name = EVTOPTBHF25615
		trigger = { trait = possessed NOT = { trait = lunatic } }
		tooltip_info = possessed
		custom_tooltip = { text = TT_EVTOPTBHF25615 }
		if = { 
			limit = { NOT = { trait = wounded } } 
			random = { 
				chance = 25
				add_trait = wounded
			}
		}
		hidden_tooltip = { clear_event_target = scoped_WL_co_hunter change_variable = { which = wl_ritual_hunting value = -4 } }
		hidden_tooltip = { character_event = { id = HF.25616 days = 20 random = 15 } } #Find prey.
		ai_chance = { factor = 50 }
	}
	option = { #Kind saves.
		name = EVTOPTCHF25615
		trigger = { trait = kind }
		tooltip_info = kind
		hidden_tooltip = { character_event = { id = HF.25616 days = 20 random = 15 } } #Find prey.
	}
}

#Finding the prey:
character_event = {
	id = HF.25616
	hide_window = yes

	is_triggered_only = yes

	trigger = {
		NOT = { trait = incapable }
	}

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	#Completely missed prey.
	#Prey ambushed hunters.
	#Hunters ambushed prey.

	immediate = {
		random_list = { 
			10 = { 
				trigger = { #Completely missed prey.
					NOT = { check_variable = { which = wl_ritual_hunting value = 0 } }
				}
				modifier = {
					factor = 1.5
					trait = imbecile
				}
				modifier = {
					factor = 1.5
					trait = inbred
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = imbecile }
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = inbred }
				}
				character_event = { id = HF.25617 }
			}
			25 = { #Prey ambushed hunters.
				character_event = { id = HF.25618 }
			}
			25 = { #Hunters ambushed prey.
				modifier = {
					factor = 0.5
					NOT ={ check_variable = { which = wl_ritual_hunting value = -5 } }
				}
				modifier = {
					factor = 1.5
					check_variable = { which = wl_ritual_hunting value = 3 }
				}
				modifier = {
					factor = 1.75
					check_variable = { which = wl_ritual_hunting value = 6 }
				}
				modifier = {
					factor = 1.75
					check_variable = { which = wl_ritual_hunting value = 9 }
				}
				modifier = {
					factor = 1.75
					check_variable = { which = wl_ritual_hunting value = 12 }
				}
				modifier = {
					factor = 1.5
					trait = strong
				}
				modifier = {
					factor = 1.5
					trait = robust
				}
				modifier = {
					factor = 0.75
					trait = weak
				}
				modifier = {
					factor = 0.75
					trait = feeble
				}
				modifier = {
					factor = 1.75
					trait = hunter
				}
				modifier = {
					factor = 1.25
					combat_rating = 15
				}
				modifier = {
					factor = 1.25
					combat_rating = 25
				}
				modifier = {
					factor = 1.25
					combat_rating = 35
				}
				modifier = {
					factor = 1.25
					combat_rating = 45
				}
				modifier = {
					factor = 1.5
					combat_rating = 55
				}
				modifier = {
					factor = 1.5
					combat_rating = 65
				}
				modifier = {
					factor = 1.5
					combat_rating = 75
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = strong }
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = robust }
				}
				modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { trait = weak }
				}
				modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { trait = feeble }
				}
				modifier = {
					factor = 1.75
					event_target:scoped_WL_co_hunter = { trait = hunter }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating = 15 }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating = 25 }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating = 35 }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating = 45 }
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating = 55 }
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating = 65 }
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating = 75 }
				}
				character_event = { id = HF.25619 }
			}
		}
	}
}

#Too incompetent to even find the prey.
character_event = {
	id = HF.25617
	title = EVTTITLEHF25600
	desc  = EVTDESCAHF25617
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		picture = GFX_evt_mysterious_forest
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		picture = GFX_evt_desert
	}
	picture = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		picture = GFX_evt_midwinter_blot_oldgods
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		picture = GFX_evt_bandits
	}
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	trigger = {
		NOT = { trait = incapable }
	}

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	option = { #
		name = EVTOPTAHF25617
		tiered_piety_negative_effect = yes
		WL_ritual_hunt_cleanup_effect = yes
		ai_chance = { factor = 50 }
	}
}

#Prey ambushes hunters.
character_event = {
	id = HF.25618
	title = EVTTITLEHF25600
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		text = EVTDESCAHF25618
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		text = EVTDESCBHF25618
	}
	desc = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		text = EVTDESCCHF25618
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		text = EVTDESCDHF25618
	}

	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		picture = GFX_evt_mysterious_forest
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		picture = GFX_evt_desert
	}
	picture = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		picture = GFX_evt_midwinter_blot_oldgods
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		}
		picture = GFX_evt_bandits
	}
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	trigger = {
		NOT = { trait = incapable }
	}

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	#Hunter saves.
	#Attack anyway.
	#Try to flee.
	#Envious sacrifices co-hunter.

	option = { 
		name = EVTOPTAHF25618
		trigger = { trait = hunter }
		tooltip_info = hunter
		tiered_piety_reward_effect = yes
			#Overcome beast.
			#Wounded, beast escapes.
		add_blood_splatter_effect = yes
		random_list = {  
			30 = {  
				modifier = {
					factor = 1.5
					trait = strong
				}
				modifier = {
					factor = 1.5
					trait = robust
				}
				modifier = {
					factor = 0.75
					trait = weak
				}
				modifier = {
					factor = 0.75
					trait = feeble
				}
				modifier = {
					factor = 1.75
					trait = hunter
				}
				modifier = {
					factor = 1.25
					combat_rating = 15
				}
				modifier = {
					factor = 1.25
					combat_rating = 25
				}
				modifier = {
					factor = 1.25
					combat_rating = 35
				}
				modifier = {
					factor = 1.25
					combat_rating = 45
				}
				modifier = {
					factor = 1.5
					combat_rating = 55
				}
				modifier = {
					factor = 1.5
					combat_rating = 65
				}
				modifier = {
					factor = 1.5
					combat_rating = 75
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = strong }
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = robust }
				}
				modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { trait = weak }
				}
				modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { trait = feeble }
				}
				modifier = {
					factor = 1.75
					event_target:scoped_WL_co_hunter = { trait = hunter }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating = 15 }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating = 25 }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating = 35 }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating = 45 }
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating = 55 }
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating = 65 }
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating = 75 }
				}
				custom_tooltip = { text = TT_HF25618_BEAST_KILLED }
				hidden_tooltip = { character_event = { id = HF.25620 } }
			}
			70 = {  
				custom_tooltip = { text = TT_HF25618_BEAST_WOUNDS_ESCAPES }
				hidden_tooltip = { character_event = { id = HF.25622 } }
			}
		}
		ai_chance = { factor = 50 }
	}
	option = { #Attack
		name = EVTOPTBHF25618
		tiered_piety_reward_effect = yes
			#Overcome beast.
			#Wounded, beast escapes.
			#Killed, beast escapes.
		add_blood_splatter_effect = yes
		random_list = {  
			10 = {  
				modifier = {
					factor = 1.5
					trait = strong
				}
				modifier = {
					factor = 1.5
					trait = robust
				}
				modifier = {
					factor = 0.75
					trait = weak
				}
				modifier = {
					factor = 0.75
					trait = feeble
				}
				modifier = {
					factor = 1.75
					trait = hunter
				}
				modifier = {
					factor = 1.25
					combat_rating = 15
				}
				modifier = {
					factor = 1.25
					combat_rating = 25
				}
				modifier = {
					factor = 1.25
					combat_rating = 35
				}
				modifier = {
					factor = 1.25
					combat_rating = 45
				}
				modifier = {
					factor = 1.5
					combat_rating = 55
				}
				modifier = {
					factor = 1.5
					combat_rating = 65
				}
				modifier = {
					factor = 1.5
					combat_rating = 75
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = strong }
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = robust }
				}
				modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { trait = weak }
				}
				modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { trait = feeble }
				}
				modifier = {
					factor = 1.75
					event_target:scoped_WL_co_hunter = { trait = hunter }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating = 15 }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating = 25 }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating = 35 }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating = 45 }
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating = 55 }
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating = 65 }
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating = 75 }
				}
				custom_tooltip = { text = TT_HF25618_BEAST_KILLED }
				hidden_tooltip = { character_event = { id = HF.25620 } }
			}
			60 = {  
				custom_tooltip = { text = TT_HF25618_BEAST_WOUNDS_ESCAPES }
				hidden_tooltip = { character_event = { id = HF.25622 } }
			}
			30 = {  
				custom_tooltip = { text = TT_HF25618_BEAST_KILLS }
				hidden_tooltip = { character_event = { id = HF.25623 } }
			}
		}
		ai_chance = { factor = 20 }
	}
	option = { #Flee
		name = EVTOPTCHF25618
		if = { 
			limit = { 
				NOT = { trait = craven }
			} 
			add_trait = craven
		}
		tiered_piety_negative_effect = yes
			#Wounded, beast escapes.
			#Killed, beast escapes.
		random_list = {  
			85 = {  
				modifier = {
					factor = 1.5
					trait = strong
				}
				modifier = {
					factor = 1.5
					trait = robust
				}
				modifier = {
					factor = 0.75
					trait = weak
				}
				modifier = {
					factor = 0.75
					trait = feeble
				}
				modifier = {
					factor = 1.75
					trait = hunter
				}
				modifier = {
					factor = 1.25
					combat_rating = 15
				}
				modifier = {
					factor = 1.25
					combat_rating = 25
				}
				modifier = {
					factor = 1.25
					combat_rating = 35
				}
				modifier = {
					factor = 1.25
					combat_rating = 45
				}
				modifier = {
					factor = 1.5
					combat_rating = 55
				}
				modifier = {
					factor = 1.5
					combat_rating = 65
				}
				modifier = {
					factor = 1.5
					combat_rating = 75
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = strong }
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = robust }
				}
				modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { trait = weak }
				}
				modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { trait = feeble }
				}
				modifier = {
					factor = 1.75
					event_target:scoped_WL_co_hunter = { trait = hunter }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating = 15 }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating = 25 }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating = 35 }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating = 45 }
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating = 55 }
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating = 65 }
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating = 75 }
				}
				custom_tooltip = { text = TT_HF25618_BEAST_WOUNDS_ESCAPES }
				hidden_tooltip = { character_event = { id = HF.25622 } }
			}
			15 = {  
				custom_tooltip = { text = TT_HF25618_BEAST_KILLS }
				hidden_tooltip = { character_event = { id = HF.25623 } }
			}
		}
		ai_chance = { factor = 20 }
	}
	option = { #Sacrifice co-hunter to survive.
		name = EVTOPTDHF25618
		trigger = { trait = envious }
		tooltip_info = envious
		tiered_piety_negative_effect = yes
		if = { 
			limit = { 
				NOT = { trait = craven }
			} 
			add_trait = craven
		}
			#Escape, beast eats co-hunter.
			#Wounded, beast eats co-hunter.
		random_list = {  
			65 = {  
				modifier = {
					factor = 1.5
					trait = strong
				}
				modifier = {
					factor = 1.5
					trait = robust
				}
				modifier = {
					factor = 0.75
					trait = weak
				}
				modifier = {
					factor = 0.75
					trait = feeble
				}
				modifier = {
					factor = 1.75
					trait = hunter
				}
				modifier = {
					factor = 1.25
					combat_rating = 15
				}
				modifier = {
					factor = 1.25
					combat_rating = 25
				}
				modifier = {
					factor = 1.25
					combat_rating = 35
				}
				modifier = {
					factor = 1.25
					combat_rating = 45
				}
				modifier = {
					factor = 1.5
					combat_rating = 55
				}
				modifier = {
					factor = 1.5
					combat_rating = 65
				}
				modifier = {
					factor = 1.5
					combat_rating = 75
				}
				modifier = {
					factor = 0.5
					event_target:scoped_WL_co_hunter = { trait = strong }
				}
				modifier = {
					factor = 0.5
					event_target:scoped_WL_co_hunter = { trait = robust }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { trait = weak }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { trait = feeble }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { trait = hunter }
				}
				modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { combat_rating = 15 }
				}
				modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { combat_rating = 25 }
				}
				modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { combat_rating = 35 }
				}
				modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { combat_rating = 45 }
				}
				modifier = {
					factor = 0.5
					event_target:scoped_WL_co_hunter = { combat_rating = 55 }
				}
				modifier = {
					factor = 0.5
					event_target:scoped_WL_co_hunter = { combat_rating = 65 }
				}
				modifier = {
					factor = 0.5
					event_target:scoped_WL_co_hunter = { combat_rating = 75 }
				}
				custom_tooltip = { text = TT_HF25618_BEAST_EATS_COHUNTER }
				hidden_tooltip = { character_event = { id = HF.25624 } }
			}
			35 = {  
				custom_tooltip = { text = TT_HF25618_BEAST_WOUNDS_EATS_COHUNTER }
				hidden_tooltip = { character_event = { id = HF.25625 } }
			}
		}
		ai_chance = { factor = 20 }
	}
	option = { #Sacrifice co-hunter to survive.
		name = EVTOPTDHF25618
		trigger = { trait = cruel NOT = { trait = envious } }
		tooltip_info = cruel
		tiered_piety_negative_effect = yes
		if = { 
			limit = { 
				NOT = { trait = craven }
			} 
			add_trait = craven
		}
			#Escape, beast eats co-hunter.
			#Wounded, beast eats co-hunter.
		random_list = {  
			65 = {  
				modifier = {
					factor = 1.5
					trait = strong
				}
				modifier = {
					factor = 1.5
					trait = robust
				}
				modifier = {
					factor = 0.75
					trait = weak
				}
				modifier = {
					factor = 0.75
					trait = feeble
				}
				modifier = {
					factor = 1.75
					trait = hunter
				}
				modifier = {
					factor = 1.25
					combat_rating = 15
				}
				modifier = {
					factor = 1.25
					combat_rating = 25
				}
				modifier = {
					factor = 1.25
					combat_rating = 35
				}
				modifier = {
					factor = 1.25
					combat_rating = 45
				}
				modifier = {
					factor = 1.5
					combat_rating = 55
				}
				modifier = {
					factor = 1.5
					combat_rating = 65
				}
				modifier = {
					factor = 1.5
					combat_rating = 75
				}
				modifier = {
					factor = 0.5
					event_target:scoped_WL_co_hunter = { trait = strong }
				}
				modifier = {
					factor = 0.5
					event_target:scoped_WL_co_hunter = { trait = robust }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { trait = weak }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { trait = feeble }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { trait = hunter }
				}
				modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { combat_rating = 15 }
				}
				modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { combat_rating = 25 }
				}
				modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { combat_rating = 35 }
				}
				modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { combat_rating = 45 }
				}
				modifier = {
					factor = 0.5
					event_target:scoped_WL_co_hunter = { combat_rating = 55 }
				}
				modifier = {
					factor = 0.5
					event_target:scoped_WL_co_hunter = { combat_rating = 65 }
				}
				modifier = {
					factor = 0.5
					event_target:scoped_WL_co_hunter = { combat_rating = 75 }
				}
				custom_tooltip = { text = TT_HF25618_BEAST_EATS_COHUNTER }
				hidden_tooltip = { character_event = { id = HF.25624 } }
			}
			35 = {  
				custom_tooltip = { text = TT_HF25618_BEAST_WOUNDS_EATS_COHUNTER }
				hidden_tooltip = { character_event = { id = HF.25625 } }
			}
		}
		ai_chance = { factor = 20 }
	}
}

#Hunters ambush prey.
character_event = {
	id = HF.25619
	title = EVTTITLEHF25600
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		text = EVTDESCAHF25619
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		text = EVTDESCBHF25619
	}
	desc = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		text = EVTDESCCHF25619
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		text = EVTDESCDHF25619
	}

	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		picture = GFX_evt_mysterious_forest
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		picture = GFX_evt_desert
	}
	picture = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		picture = GFX_evt_midwinter_blot_oldgods
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		}
		picture = GFX_evt_bandits
	}
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	trigger = {
		NOT = { trait = incapable }
	}

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	#High variable brings easy win.
	#Hunter saves.
	#Attack.
	#Try to flee.

	option = { 
		name = EVTOPTAHF25619
		trigger = { check_variable = { which = wl_ritual_hunting value = 12 } }
		tooltip_info_custom = available_because_good_hunter
		custom_tooltip = { text = TT_HF25619_BEAST_KILLED }
		add_blood_splatter_effect = yes
		tiered_piety_reward_effect = yes
		hidden_tooltip = { character_event = { id = HF.25620 } }
		ai_chance = { factor = 70 }
	}

	option = { 
		name = EVTOPTBHF25619
		trigger = { trait = hunter }
		tooltip_info = hunter
		add_blood_splatter_effect = yes
		tiered_piety_reward_effect = yes
			#Overcome beast.
			#Wounded, beast escapes.
		random_list = {  
			50 = {  
				modifier = {
					factor = 1.5
					trait = strong
				}
				modifier = {
					factor = 1.5
					trait = robust
				}
				modifier = {
					factor = 0.75
					trait = weak
				}
				modifier = {
					factor = 0.75
					trait = feeble
				}
				modifier = {
					factor = 1.75
					trait = hunter
				}
				modifier = {
					factor = 1.25
					combat_rating = 15
				}
				modifier = {
					factor = 1.25
					combat_rating = 25
				}
				modifier = {
					factor = 1.25
					combat_rating = 35
				}
				modifier = {
					factor = 1.25
					combat_rating = 45
				}
				modifier = {
					factor = 1.5
					combat_rating = 55
				}
				modifier = {
					factor = 1.5
					combat_rating = 65
				}
				modifier = {
					factor = 1.5
					combat_rating = 75
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = strong }
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = robust }
				}
				modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { trait = weak }
				}
				modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { trait = feeble }
				}
				modifier = {
					factor = 1.75
					event_target:scoped_WL_co_hunter = { trait = hunter }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating = 15 }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating = 25 }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating = 35 }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating = 45 }
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating = 55 }
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating = 65 }
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating = 75 }
				}
				custom_tooltip = { text = TT_HF25618_BEAST_KILLED }
				hidden_tooltip = { character_event = { id = HF.25620 } }
			}
			50 = {  
				custom_tooltip = { text = TT_HF25618_BEAST_WOUNDS_ESCAPES }
				hidden_tooltip = { character_event = { id = HF.25622 } }
			}
		}
		ai_chance = { factor = 50 }
	}
	option = { #Attack
		name = EVTOPTCHF25619
		tiered_piety_reward_effect = yes
		add_blood_splatter_effect = yes
			#Overcome beast.
			#Wounded, beast killed.
			#Killed, beast escapes.
		random_list = {  
			30 = {  
				modifier = {
					factor = 1.5
					trait = strong
				}
				modifier = {
					factor = 1.5
					trait = robust
				}
				modifier = {
					factor = 0.75
					trait = weak
				}
				modifier = {
					factor = 0.75
					trait = feeble
				}
				modifier = {
					factor = 1.75
					trait = hunter
				}
				modifier = {
					factor = 1.25
					combat_rating = 15
				}
				modifier = {
					factor = 1.25
					combat_rating = 25
				}
				modifier = {
					factor = 1.25
					combat_rating = 35
				}
				modifier = {
					factor = 1.25
					combat_rating = 45
				}
				modifier = {
					factor = 1.5
					combat_rating = 55
				}
				modifier = {
					factor = 1.5
					combat_rating = 65
				}
				modifier = {
					factor = 1.5
					combat_rating = 75
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = strong }
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { trait = robust }
				}
				modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { trait = weak }
				}
				modifier = {
					factor = 0.75
					event_target:scoped_WL_co_hunter = { trait = feeble }
				}
				modifier = {
					factor = 1.75
					event_target:scoped_WL_co_hunter = { trait = hunter }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating = 15 }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating = 25 }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating = 35 }
				}
				modifier = {
					factor = 1.25
					event_target:scoped_WL_co_hunter = { combat_rating = 45 }
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating = 55 }
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating = 65 }
				}
				modifier = {
					factor = 1.5
					event_target:scoped_WL_co_hunter = { combat_rating = 75 }
				}
				custom_tooltip = { text = TT_HF25618_BEAST_KILLED }
				hidden_tooltip = { character_event = { id = HF.25620 } }
			}
			40 = {  
				custom_tooltip = { text = TT_HF25618_BEAST_WOUNDS_KILLED }
				hidden_tooltip = { character_event = { id = HF.25621 } }
			}
			10 = {  
				custom_tooltip = { text = TT_HF25618_BEAST_WOUNDS_ESCAPES }
				hidden_tooltip = { character_event = { id = HF.25622 } }
			}
		}
		ai_chance = { factor = 20 }
	}
	option = { #Flee
		name = EVTOPTDHF25619
		custom_tooltip = { text = TT_EVTOPTDHF25619 }
		add_blood_splatter_effect = yes
		if = { 
			limit = { 
				NOT = { trait = craven }
			} 
			add_trait = craven
		}
		tiered_piety_negative_effect = yes
		tiered_prestige_negative_effect = yes
		WL_ritual_hunt_cleanup_effect = yes
		reverse_opinion = { 
			who = event_target:scoped_WL_co_hunter
			name = opinion_coward
			years = 15
		}
		ai_chance = { factor = 20 }
	}
}

#Prey has been killed.
character_event = {
	id = HF.25620
	title = EVTTITLEHF25600
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		text = EVTDESCAHF25620
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		text = EVTDESCBHF25620
	}
	desc = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		text = EVTDESCCHF25620
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		text = EVTDESCDHF25620
	}

	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		picture = GFX_evt_mysterious_forest
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		picture = GFX_evt_desert
	}
	picture = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		picture = GFX_evt_midwinter_blot_oldgods
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		}
		picture = GFX_evt_bandits
	}
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	trigger = {
		NOT = { trait = incapable }
	}

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	#Pick trophy (dyn modifier).
	#Burn carcass to the gods./(Finns) Celebration of the Bear.
	#Take meat to share with society members.
	#(Tengri) search nest.

	option = { #Pick trophy.
		name = EVTOPTAHF25620
		if = { 
			limit = { 
				OR = { 
					has_character_flag = flag_hunting_wolf_norse
					has_character_flag = flag_hunting_wolf_baltic
					has_character_flag = flag_hunting_wolf_hellenic
				} 
			} 
			add_character_modifier = { 
				name = ritual_hunt_trophy_wolf
				duration = 36500
			}
		}
		if = { 
			limit = { 
				OR = { 
					has_character_flag = flag_hunting_eagle_slavic
					has_character_flag = flag_hunting_eagle_tengri
					has_character_flag = flag_hunting_eagle_bon
				} 
			} 
			add_character_modifier = { 
				name = ritual_hunt_trophy_eagle
				duration = 36500
			}
		}
		if = { 
			limit = { 
				has_character_flag = flag_hunting_bear_finnish 
			} 
			add_character_modifier = { 
				name = ritual_hunt_trophy_bear
				duration = 36500
			}
		}
		if = { 
			limit = { 
				OR = { 
					has_character_flag = flag_hunting_lion_west_african
					has_character_flag = flag_hunting_lion_zun
				} 
			} 
			add_character_modifier = { 
				name = ritual_hunt_trophy_lion
				duration = 36500
			}
		}
		tiered_prestige_reward_effect = yes
		ai_chance = { factor = 20 }
	}
	option = { #Burn carcass to the gods./(Finns) Celebration of the Bear.
		name = {
			text = EVTOPTBHF25620_A
			trigger = {
				NOT = {
					has_character_flag = flag_hunting_bear_finnish
				}
			}
		}
		name = {
			text = EVTOPTBHF25620_B
			trigger = {
				has_character_flag = flag_hunting_bear_finnish
			}
		}
		if = {
			limit = {
				society_rank == 1
			}
			piety = 25
		}
		else_if = {
			limit = {
				society_rank == 2
			}
			piety = 50
		}
		else_if = {
			limit = {
				society_rank == 3
			}
			piety = 75
		}
		else_if = {
			limit = {
				society_rank == 4
			}
			piety = 100
		}

		if = { 
			limit = { has_character_flag = flag_hunting_bear_finnish OR = { religion = finnish_pagan religion = finnish_pagan_reformed } }
			hidden_tooltip = { character_event = { id = HF.25626 } } #Fluff.
		}
		ai_chance = { factor = 20 }
	}
	option = { #Take meat to share with society members.
		name = EVTOPTCHF25620
		if = {
			limit = {
				society_rank == 1
			}
			prestige = 50
		}
		else_if = {
			limit = {
				society_rank == 2
			}
			prestige = 100
		}
		else_if = {
			limit = {
				society_rank == 3
			}
			prestige = 150
		}
		else_if = {
			limit = {
				society_rank == 4
			}
			prestige = 250
		}

		hidden_tooltip = { character_event = { id = HF.25628 } } #Fluff.
		ai_chance = { factor = 20 }
	}
	option = { #Tengri finds eagle.
		name = EVTOPTDHF25620
		trigger = { has_character_flag = flag_hunting_eagle_tengri OR = { religion = tengri_pagan religion = tengri_pagan_reformed } }
		custom_tooltip = { text = TT_EVTOPTDHF252620 }
		hidden_tooltip = { character_event = { id = HF.25629 } } #Fluff.
		ai_chance = { factor = 50 }
	}

	after = { 
		add_legend_progress_minor_effect = yes
		WL_ritual_hunt_cleanup_effect = yes 
		if = { 
			limit = { event_target:scoped_WL_co_hunter = { is_alive = yes } }
			reverse_opinion = { 
				who = event_target:scoped_WL_co_hunter
				modifier = opinion_hunted_with_me
				years = 8
			}
		}
	}
}

#Prey has been killed, but it has wounded you and killed the other.
character_event = {
	id = HF.25621
	title = EVTTITLEHF25600
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		text = EVTDESCAHF25621
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		text = EVTDESCBHF25621
	}
	desc = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		text = EVTDESCCHF25621
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		text = EVTDESCDHF25621
	}

	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		picture = GFX_evt_mysterious_forest
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		picture = GFX_evt_desert
	}
	picture = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		picture = GFX_evt_midwinter_blot_oldgods
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		}
		picture = GFX_evt_bandits
	}
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	trigger = {
		NOT = { trait = incapable }
	}

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	#Pick trophy (dyn modifier).
	#Burn carcass to the gods./(Finns) Celebration of the Bear.
	#Take meat to share with society members.
	#(Tengri) search nest.

	option = { #Pick trophy.
		name = EVTOPTAHF25620
		if = { 
			limit = { 
				OR = { 
					has_character_flag = flag_hunting_wolf_norse
					has_character_flag = flag_hunting_wolf_baltic
					has_character_flag = flag_hunting_wolf_hellenic
				} 
			} 
			add_character_modifier = { 
				name = ritual_hunt_trophy_wolf
				duration = 36500
			}
		}
		if = { 
			limit = { 
				OR = { 
					has_character_flag = flag_hunting_eagle_slavic
					has_character_flag = flag_hunting_eagle_tengri
					has_character_flag = flag_hunting_eagle_bon
				} 
			} 
			add_character_modifier = { 
				name = ritual_hunt_trophy_eagle
				duration = 36500
			}
		}
		if = { 
			limit = { 
				has_character_flag = flag_hunting_bear_finnish 
			} 
			add_character_modifier = { 
				name = ritual_hunt_trophy_bear
				duration = 36500
			}
		}
		if = { 
			limit = { 
				OR = { 
					has_character_flag = flag_hunting_lion_west_african
					has_character_flag = flag_hunting_lion_zun
				} 
			} 
			add_character_modifier = { 
				name = ritual_hunt_trophy_lion
				duration = 36500
			}
		}
		tiered_prestige_reward_effect = yes
		WL_ritual_hunt_cleanup_effect = yes 
		ai_chance = { factor = 20 }
	}
	option = { #Burn carcass to the gods./(Finns) Celebration of the Bear.
		name = {
			text = EVTOPTBHF25620_A
			trigger = {
				NOT = {
					has_character_flag = flag_hunting_bear_finnish
				}
			}
		}
		name = {
			text = EVTOPTBHF25620_B
			trigger = {
				has_character_flag = flag_hunting_bear_finnish
			}
		}
		if = {
			limit = {
				society_rank == 1
			}
			piety = 25
		}
		else_if = {
			limit = {
				society_rank == 2
			}
			piety = 50
		}
		else_if = {
			limit = {
				society_rank == 3
			}
			piety = 75
		}
		else_if = {
			limit = {
				society_rank == 4
			}
			piety = 100
		}

		if = { 
			limit = { has_character_flag = flag_hunting_bear_finnish }
			hidden_tooltip = { character_event = { id = HF.25626 } } #Fluff.
		}
		ai_chance = { factor = 20 }
	}
	option = { #Take meat to share with society members.
		name = EVTOPTCHF25620
		if = {
			limit = {
				society_rank == 1
			}
			prestige = 50
		}
		else_if = {
			limit = {
				society_rank == 2
			}
			prestige = 100
		}
		else_if = {
			limit = {
				society_rank == 3
			}
			prestige = 150
		}
		else_if = {
			limit = {
				society_rank == 4
			}
			prestige = 250
		}

		hidden_tooltip = { character_event = { id = HF.25628 } } #Fluff.
		ai_chance = { factor = 20 }
	}
	option = { #Tengri finds eagle.
		name = EVTOPTDHF25620
		trigger = { has_character_flag = flag_hunting_eagle_tengri }
		custom_tooltip = { text = TT_EVTOPTDHF252620 }
		hidden_tooltip = { character_event = { id = HF.25629 } } #Give pet.
		ai_chance = { factor = 50 }
	}

	after = { 
		if = { 
			limit = { event_target:scoped_WL_co_hunter = { is_alive = yes } } 
			event_target:scoped_WL_co_hunter = { death = { death_reason = death_accident_generic_beast } }
		} 
		if = { 
			limit = { NOT = { trait = wounded } } 
			add_trait = wounded
		} 
		else_if = { 
			limit = { trait = wounded has_dlc = "Reapers" } 
			if = { 
				limit = { 
					OR = { 
						has_character_flag = flag_hunting_eagle_slavic
						has_character_flag = flag_hunting_eagle_tengri
						has_character_flag = flag_hunting_eagle_bon
					} 
					NOT = { trait = blinded } 
				}
				add_trait = blinded
			}
			else = { 
				add_trait = mangled
			}
		}
		else_if = { 
			limit = { trait = wounded NOT = { has_dlc = "Reapers" } } 
			if = { 
				limit = { 
					OR = { 
						has_character_flag = flag_hunting_eagle_slavic
						has_character_flag = flag_hunting_eagle_tengri
						has_character_flag = flag_hunting_eagle_bon
					} 
					NOT = { trait = blinded } 
				}
				add_trait = blinded
			}
			else = { 
				add_trait = maimed
			}
		}
		add_legend_progress_minor_effect = yes
	}
}

#Prey has fled, after wounding you and killing the other guy.
character_event = {
	id = HF.25622
	title = EVTTITLEHF25600
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		text = EVTDESCAHF25622
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		text = EVTDESCBHF25622
	}
	desc = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		text = EVTDESCCHF25622
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		text = EVTDESCDHF25622
	}

	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		picture = GFX_evt_mysterious_forest
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		picture = GFX_evt_desert
	}
	picture = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		picture = GFX_evt_midwinter_blot_oldgods
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		}
		picture = GFX_evt_bandits
	}
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	trigger = {
		NOT = { trait = incapable }
	}

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	option = { 
		name = EVTOPTAHF25622
		tiered_prestige_negative_effect = yes
		if = { 
			limit = { event_target:scoped_WL_co_hunter = { is_alive = yes } } 
			event_target:scoped_WL_co_hunter = { death = { death_reason = death_accident_generic_beast } }
		} 
		if = { 
			limit = { NOT = { trait = wounded } } 
			add_trait = wounded
		} 
		else_if = { 
			limit = { trait = wounded has_dlc = "Reapers" } 
			if = { 
				limit = { 
					OR = { 
						has_character_flag = flag_hunting_eagle_slavic
						has_character_flag = flag_hunting_eagle_tengri
						has_character_flag = flag_hunting_eagle_bon
					} 
					NOT = { trait = blinded } 
				}
				add_trait = blinded
			}
			else = { 
				add_trait = mangled
			}
		}
		else_if = { 
			limit = { trait = wounded NOT = { has_dlc = "Reapers" } } 
			if = { 
				limit = { 
					OR = { 
						has_character_flag = flag_hunting_eagle_slavic
						has_character_flag = flag_hunting_eagle_tengri
						has_character_flag = flag_hunting_eagle_bon
					} 
					NOT = { trait = blinded } 
				}
				add_trait = blinded
			}
			else = { 
				add_trait = maimed
			}
		}
		WL_ritual_hunt_cleanup_effect = yes 
		ai_chance = { factor = 20 }
	}
}

#Prey kills both hunters.
character_event = {
	id = HF.25623
	title = EVTTITLEHF25600
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		text = EVTDESCAHF25623
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		text = EVTDESCBHF25623
	}
	desc = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		text = EVTDESCCHF25623
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		text = EVTDESCDHF25623
	}

	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		picture = GFX_evt_mysterious_forest
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		picture = GFX_evt_desert
	}
	picture = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		picture = GFX_evt_midwinter_blot_oldgods
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		}
		picture = GFX_evt_bandits
	}
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	trigger = {
		NOT = { trait = incapable }
	}

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	option = { 
		name = EVTOPTAHF25623
		death = { death_reason = death_accident_generic_beast }
		if = { 
			limit = { event_target:scoped_WL_co_hunter = { is_alive = yes } } 
			event_target:scoped_WL_co_hunter = { death = { death_reason = death_accident_generic_beast } }
		} 
		WL_ritual_hunt_cleanup_effect = yes 
		ai_chance = { factor = 20 }
	}
}

#Fed Co-hunter to flee beast.
character_event = {
	id = HF.25624
	title = EVTTITLEHF25600
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		text = EVTDESCAHF25624
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		text = EVTDESCBHF25624
	}
	desc = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		text = EVTDESCCHF25624
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		text = EVTDESCDHF25624
	}

	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		picture = GFX_evt_mysterious_forest
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		picture = GFX_evt_desert
	}
	picture = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		picture = GFX_evt_midwinter_blot_oldgods
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		}
		picture = GFX_evt_bandits
	}
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	trigger = {
		NOT = { trait = incapable }
	}

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	option = { 
		name = EVTOPTAHF25624
		if = {
			limit = {
				society_rank == 1
			}
			prestige = -50
			detract_society_currency_tiny_effect = yes
		}
		else_if = {
			limit = {
				society_rank == 2
			}
			prestige = -100
			detract_society_currency_minor_effect = yes
		}
		else_if = {
			limit = {
				society_rank == 3
			}
			prestige = -150
			detract_society_currency_medium_effect = yes
		}
		else_if = {
			limit = {
				society_rank == 4
			}
			prestige = -200
			detract_society_currency_major_effect = yes
		}
		if = { 
			limit = { event_target:scoped_WL_co_hunter = { is_alive = yes } } 
			event_target:scoped_WL_co_hunter = { death = { death_reason = death_accident_generic_beast } }
		} 
		WL_ritual_hunt_cleanup_effect = yes 
		ai_chance = { factor = 20 }
	}
}

#Fed Co-hunter to flee beast, but still wounded.
character_event = {
	id = HF.25625
	title = EVTTITLEHF25600
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		text = EVTDESCAHF25624
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		text = EVTDESCBHF25624
	}
	desc = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		text = EVTDESCCHF25624
	}
	desc = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		} 
		text = EVTDESCDHF25624
	}

	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_wolf_norse
				has_character_flag = flag_hunting_wolf_baltic
				has_character_flag = flag_hunting_wolf_hellenic
			} 
		} 
		picture = GFX_evt_mysterious_forest
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_eagle_slavic
				has_character_flag = flag_hunting_eagle_tengri
				has_character_flag = flag_hunting_eagle_bon
			} 
		} 
		picture = GFX_evt_desert
	}
	picture = { 
		trigger = { 
			has_character_flag = flag_hunting_bear_finnish 
		} 
		picture = GFX_evt_midwinter_blot_oldgods
	}
	picture = { 
		trigger = { 
			OR = { 
				has_character_flag = flag_hunting_lion_west_african
				has_character_flag = flag_hunting_lion_zun
			} 
		}
		picture = GFX_evt_bandits
	}
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	trigger = {
		NOT = { trait = incapable }
	}

	fail_trigger_effect = {
		WL_ritual_hunt_cleanup_effect = yes
	}

	option = { 
		name = EVTOPTAHF25625
		if = {
			limit = {
				society_rank == 1
			}
			prestige = -50
			detract_society_currency_tiny_effect = yes
		}
		else_if = {
			limit = {
				society_rank == 2
			}
			prestige = -100
			detract_society_currency_minor_effect = yes
		}
		else_if = {
			limit = {
				society_rank == 3
			}
			prestige = -150
			detract_society_currency_medium_effect = yes
		}
		else_if = {
			limit = {
				society_rank == 4
			}
			prestige = -200
			detract_society_currency_major_effect = yes
		}
		if = { 
			limit = { NOT = { trait = wounded } } 
			add_trait = wounded
		} 
		else_if = { 
			limit = { trait = wounded has_dlc = "Reapers" } 
			if = { 
				limit = { 
					OR = { 
						has_character_flag = flag_hunting_eagle_slavic
						has_character_flag = flag_hunting_eagle_tengri
						has_character_flag = flag_hunting_eagle_bon
					} 
					NOT = { trait = blinded } 
				}
				add_trait = blinded
			}
			else = { 
				add_trait = mangled
			}
		}
		else_if = { 
			limit = { trait = wounded NOT = { has_dlc = "Reapers" } } 
			if = { 
				limit = { 
					OR = { 
						has_character_flag = flag_hunting_eagle_slavic
						has_character_flag = flag_hunting_eagle_tengri
						has_character_flag = flag_hunting_eagle_bon
					} 
					NOT = { trait = blinded } 
				}
				add_trait = blinded
			}
			else = { 
				add_trait = maimed
			}
		}
		if = { 
			limit = { event_target:scoped_WL_co_hunter = { is_alive = yes } } 
			event_target:scoped_WL_co_hunter = { death = { death_reason = death_accident_generic_beast } }
		} 
		WL_ritual_hunt_cleanup_effect = yes 
		ai_chance = { factor = 20 }
	}
}

#Bear burning.
character_event = {
	id = HF.25626
	title = EVTTITLEHF25600
	desc = EVTDESCAHF25626
	picture = GFX_evt_mysterious_forest
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_WL_co_hunter

	is_triggered_only = yes

	option = { 
		name = EVTOPTAHF25626
		add_character_modifier = {  
			name = finnish_bear_burning
			years = 2
		}
	}
}

#HF.25627 taken by double event.

#Bringing spoils back to warrior lodge.
character_event = {
	id = HF.25628
	title = EVTTITLEHF25600
	desc = EVTDESCAHF25628
	picture = GFX_evt_feast
	border = GFX_event_normal_frame_war
	portrait = ROOT
	hide_new = yes

	is_triggered_only = yes

	option = { 
		name = EVTOPTAHF25628
		custom_tooltip = { text = TT_EVTOPTAHF25628 }
		hidden_tooltip = { 
			any_society_member = { 
				opinion = {
					who = ROOT
					modifier = opinion_shared_spoils
					years = 5
				} 
			}
		}
	}
}

#Taking eagle pet.
character_event = {
	id = HF.25629
	title = EVTTITLEHF25600
	desc = EVTDESCAHF25629
	picture = GFX_evt_desert
	border = GFX_event_normal_frame_war
	portrait = ROOT
	hide_new = yes

	is_triggered_only = yes

	option = { 
		name = EVTOPTAHF25629
		custom_tooltip = { text = TT_EVTOPTAHF25629 }
		hidden_tooltip = { 
			character_event = { id = HF.25630 days = 130 } #Growth.
		}
		ai_chance = { 
			factor = 100
		}
	}
	option = { 
		name = EVTOPTBHF25629
		ai_chance = { 
			factor = 0
		}
	}
}

#Eagle has grown.
character_event = {
	id = HF.25630
	desc = EVTDESCAHF25630
	picture = GFX_evt_falconing
	border = GFX_event_normal_frame_war
	portrait = ROOT
	hide_new = yes

	is_triggered_only = yes

	option = { 
		name = EVTOPTAHF25630
		add_character_modifier = {  
			name = pet_hunting_eagle
			duration = -1
		}
		hidden_tooltip = { 
			character_event = { id = HF.25631 days = 7300 random = 1500 } #Death.
		}
	}
}

#Eagle died of old age.
character_event = {
	id = HF.25631
	desc = EVTDESCAHF25631
	picture = GFX_evt_falconing
	border = GFX_event_normal_frame_war
	portrait = ROOT
	hide_new = yes

	is_triggered_only = yes

	option = { # Invite the whole court
		name = EVTOPTAHF25631
		custom_tooltip = { text = EVTOPTAHF25631_TOOLTIP }
		scaled_wealth = -0.6
		if = {
			limit = { 
				NOT = { 
					trait = greedy
					trait = charitable
				}
			}
			add_trait = charitable
		}

		if = {
			limit = { trait = greedy }
			remove_trait = greedy
		}
		remove_character_modifier = pet_hunting_eagle
	}
	option = { # Regular funeral
		name = EVTOPTBHF25631
		custom_tooltip = { text = EVTOPTBHF25631_TOOLTIP }
		remove_character_modifier = pet_hunting_eagle
	}
	after = {
		send_new_eagle_event_effect = yes #Only for certain bloodlines...!
	}
}
