###########################################
#                                         #
# Warrior Lodge events				      #
# Fired from on-actions mostly			  #
#                                         #
# ID HF.12000-HF.13000  	              #
#                                         #
###########################################

namespace = HF

#character_event = {
#    id = HF.12000
#    desc = EVTDESC_HF_12000
#    picture = GFX_evt_battle
#    border = GFX_event_normal_frame_war
#    is_triggered_only = yes
#
#    trigger = {
#        is_member_of_any_warrior_lodge_trigger = yes
#        NOT = { is_inaccessible_trigger = yes }
#    }
#
#
#    immediate = {
#        #start_society_progress = yes
#    }
#
#    option = {      
#        name = EVTOPTA_HF_12000
#        #custom_tooltip = { text = EVTOPTA_HF_12000_TT }
#        start_society_progress = yes
#        trigger = {
#            society_has_active_progress = no
#        }
#    }
#    option = {      
#        name = EVTOPTB_HF_12000
#        add_society_progress = 10
#        trigger = {
#            society_progress < 25
#        }
#    }
#    option = { 
#        name = EVTOPTC_HF_12000
#        add_society_progress = -5
#        trigger = {
#            society_progress = 0.25
#        }
#    }
#    option = {  # Add 50 regardless
#        name = EVTOPTD_HF_12000
#        add_society_progress = 50
#    }
#    option = {      
#        name = EVTOPTE_HF_12000
#        stop_society_progress = yes
#        trigger = {
#            society_progress = 0.5
#        }
#    }
#}

######################################################################################
### Setup/Ping event to [WHICHEVER SOCIETY] that had it's legend progress to 100%] ###
################ ! Runs multiple times (depending on situation) ! ####################
######################################################################################
#From on_action "on_society_progress_full"
# Root = The affected society grandmaster
# From = The affected society
character_event = {
    id = HF.11999
    hide_window = yes
    is_triggered_only = yes

    trigger = {
        FROM = { this_society_is_a_warrior_lodge_trigger = yes }
        #log = "LEGENDARY JOURNEY: legend triggered!"
    }

    immediate = {
    	#log = "LEGENDARY JOURNEY: legend *actually* triggered"
        FROM = {
        	set_flag = block_society_progress #So progress is halted for members...
        	save_event_target_as = legendary_society
        }
        random_province = { #Because societies cannot process events...! D: 
            limit = { is_land = yes }
            #log = "LEGENDARY JOURNEY: [This.GetName] is the province"
			set_province_flag = initiating_legendary_journey
			province_event = { id = HF.12000 days = 5 random = 7 } #Checks status of society...
			holder_scope = { save_event_target_as = province_holder }
		}
    }
}

# Sent from event_target:legendary_society (above)
province_event = {
    id = HF.12000 
    is_triggered_only = yes
    hide_window = yes
    
    trigger = {
    	event_target:legendary_society = { society_has_members = yes }
    	has_province_flag = initiating_legendary_journey
    }

    fail_trigger_effect = {
    	if = {
    		limit = { NOT = { has_province_flag = initiating_legendary_journey } } #@event_target:legendary_society } }
    		#log = "[LEGENDARY JOURNEY]: Somehow [This.GetName] got event HF.12000, without having the right flag to help [event_target:legendary_society.GetName], so stopped chain before it started."
    	}
		else = {
			event_target:legendary_society = {
				clr_flag = block_society_progress
				set_society_progress = 0
			}
			#log = "[LEGENDARY JOURNEY]: [This.GetName] got event HF.12000, but found out that [event_target:legendary_society.GetName] has no members left, so stopped chain before it started."
		}
    }

    immediate = {
        if = {
            limit = {
                has_province_flag = initiating_legendary_journey #It has begun...
                #There are at least two members at rank 4...
                event_target:legendary_society = {
	                any_society_member = {
	                    society_rank == 4
	                    NOT = { is_inaccessible_trigger = yes }
	                    count = 2
	                }
                }
            }
            event_target:legendary_society = {
	            random_society_member = {
	                limit = {
	                    society_rank == 4
	                    NOT = { is_inaccessible_trigger = yes }
	                }
	                preferred_limit = { ai = no } #We'd rather it was a player...

	                character_event = { id = HF.12001 } #START: Sends event to a warrior lodge member/hero...
                    #log = "[LEGENDARY JOURNEY]: Event HF.12000 fired and [This.GetTitledFirstName] is the original hero, who starts it all!"
                }
            }
            clr_province_flag = initiating_legendary_journey
        }
        else_if = {
            limit = {
                has_province_flag = initiating_legendary_journey #It has begun...
                #But there are not enough members at rank 4...
                NOT = {                    
                    any_society_member = {
                        society_rank == 4
                        NOT = { is_inaccessible_trigger = yes }
                        count = 2
                    }
                }
            }
            #log = "[LEGENDARY JOURNEY]: Event HF.12000 fired, but there were not enough members. Checking back in max 265 days."
            character_event = { id = HF.12000 days = 165 random = 100 } #Check back in a while...
        }
    }
}


#LEGEND START: Our warrior lodge is *legendary*. My brothers and sisters are saying we have a name to live up to! Or to make for ourselves!
character_event = {
    id = HF.12001
    title = legendary_prep_title
    desc = EVTDESC_HF_12001
    sound = rowdy_banter_short
    picture = GFX_evt_camaraderie
    border = GFX_event_normal_frame_war
    is_triggered_only = yes

    trigger = {
        is_member_of_any_warrior_lodge_trigger = yes
        NOT = { is_inaccessible_trigger = yes }

        #There has to be at least two members at rank 4.
        any_society_member = {
            society_rank == 4
            same_society_as = ROOT
            count = 2
        }
    }

    portrait = event_target:target_ruler

    immediate = {
        #event_targets set here:
        # original_hero
        # fellow_hero_1
        # fellow_hero_2 (if applicable)
        # fellow_hero_3 (if applicable)

        # For loc purposes, to have somewhere to refer to, and also for choosing a target...
        if = {
            limit = { is_landed = yes }
            capital_scope = { save_event_target_as = home_capital }
        }
        else_if = {
            limit = { liege = { is_landed = yes } }
            liege = { capital_scope = { save_event_target_as = home_capital } }
        }
        else = {
            random_society_member = {
                limit = { is_landed = yes }
                capital_scope = { save_event_target_as = home_capital }
            }
        }

        #select target realm...
        any_independent_ruler = {
            limit = {
                NOT = { religion_group = ROOT }
                distance = { where = event_target:home_capital distance < 1000 }
            }
            score_value = { #Prioritizes selecting some Emperor, if it can...
                value = 10
                title_tier_increase_score = yes
            }
            score_value = { #Prioritizes selecting some Emperor, if it can...
                value = 10
                nomad_reduction_score = yes
            }
            save_event_target_as = target_ruler
            primary_title = {
                save_event_target_as = target_title
            }
        }
        save_persistent_event_target = { #also saves the same as a persistent target, for safety (on_death)
            name = target_title
            scope = event_target:target_title
        }

        save_event_target_as = original_hero
        set_character_flag = call_to_legend_active
        hidden_effect = {
            society = { #Find and save your fellow heroes (can be other players)...
                random_society_member = {
                    limit = {
                        society_rank == 4
                        NOT = { character = ROOT }
                    }
                    set_character_flag = do_not_disturb
                    set_character_flag = call_to_legend_active
                    save_event_target_as = fellow_hero_1
                }
                random_society_member = {
                    limit = {
                        society_rank == 4
                        NOT = { character = ROOT }
                        NOT = { character = event_target:fellow_hero_1 }
                    }
                    set_character_flag = do_not_disturb
                    set_character_flag = call_to_legend_active
                    save_event_target_as = fellow_hero_2
                }
                random_society_member = {
                    limit = {
                        society_rank == 4
                        NOT = { character = ROOT }
                        NOT = { character = event_target:fellow_hero_1 }
                        NOT = { character = event_target:fellow_hero_2 }
                    }
                    set_character_flag = do_not_disturb
                    set_character_flag = call_to_legend_active
                    save_event_target_as = fellow_hero_3
                }
            }
        }
    }

    option = {      
        name = EVTOPTA_HF_12001 #Start the whole thing

        show_portrait = event_target:province_holder

        hidden_effect = {
            set_variable = {
                which = legendary_event_progress
                value = 0
            }
        }
        hidden_effect = { add_1_point_to_legendary_progress_effect = yes }
        evaluate_legendary_progress_effect = yes

        hidden_effect = {
            #Other heroes, they get the choice to back out...
            any_society_member = {
                limit = {
                    same_society_as = ROOT
                    has_character_flag = call_to_legend_active
                    NOT = { character = ROOT }
                }
                character_event = { id = HF.12002 } # Give them the choice to back out...
            }
            any_society_member = {
                limit = {
                    same_society_as = ROOT
                    NOT = { has_character_flag = call_to_legend_active }
                    NOT = { character = ROOT }
                }
                character_event = { id = HF.12011 } # Let other society members know what is going on
            }
        }

        custom_tooltip = { text = EVTOPTA_HF_12001_TT }        
        hidden_effect = { character_event = { id = HF.12003 days = 5 } } #Hidden tombola...
    }
    option = { # (AI's don't get this option)
        name = EVTOPTB_HF_12001 #I'd rather not start anything...
        set_character_flag = rank_up_blocked
        clr_character_flag = call_to_legend_active
        society_rank_down = 1
        custom_tooltip = { text = EVTOPTB_HF_12002_TT }

        if = {
            limit = {
                # If there are no adventures left (because you're in a weird MP where everyone is in this lodge and at rank 4 and you all decided to turn this epic chain down for some reason)
                NOT = {
                    any_society_member = {
                        society_rank == 4
                        same_society_as = ROOT
                        has_character_flag = call_to_legend_active
                        NOT = { character = ROOT }
                    }
                }
            }
            stop_society_progress = yes # To prevent things from breaking
        }

        hidden_effect = {
            if = {
                limit = { is_society_grandmaster = yes }
                set_society_grandmaster = no
            }
        }

        hidden_effect = {
            #Other heroes get the choice to continue without you...
            any_society_member = {
                limit = {
                    same_society_as = ROOT
                    has_character_flag = call_to_legend_active
                    NOT = { character = ROOT }
                }
                character_event = { id = HF.12002 } # Give them the choice to back out...
            }
        }

        trigger = {
            ai = no #Because the ai will never refuse...
        }
    }
}

#Potential follow-up, for OTHER HEROES only (if there were more heroes at rank 4).
character_event = {
    id = HF.12002
    title = legendary_prep_title
    desc = EVTDESC_HF_12002
    picture = GFX_evt_camaraderie
    border = GFX_event_normal_frame_war
    is_triggered_only = yes

    immediate = {
        capital_scope = { save_event_target_as = home_capital }
        save_event_target_as = player_hero
    }

    option = {      
        name = EVTOPTA_HF_12002 #Let's go!
        custom_tooltip = { text = EVTOPTA_HF_12002_TT }
        hidden_effect = {
	        set_variable = {
	            which = legendary_event_progress
	            value = 0
	        }
        }
        add_2_points_to_legendary_progress_effect = yes
        evaluate_legendary_progress_effect = yes
        show_portrait = event_target:target_ruler
        character_event = { id = HF.12003 days = 5 } #Send hidden tombola on self...

        hidden_effect = { # Lower-ranking player members are notified...
            any_society_member = {
                limit = {
                    ai = no
                    same_society_as = ROOT
                    NOT = { has_character_flag = call_to_legend_active }
                    NOT = { character = ROOT }
                }
                character_event = { id = HF.12011 } # Let other society members know what is going on
            }
        }
    }
    option = {
        name = EVTOPTB_HF_12001 #I'd rather stay here.
        custom_tooltip = { text = EVTOPTB_HF_12002_TT }
        clr_character_flag = do_not_disturb
        clr_character_flag = call_to_legend_active
        set_character_flag = rank_up_blocked
        society_rank_down = 1

        hidden_effect = {
            if = {
                limit = { is_society_grandmaster = yes }
                set_society_grandmaster = no
            }
        }

        if = {
            limit = {
                # If there are no adventures left (because you're in a weird MP where everyone is in this lodge and at rank 4 and you all decided to turn this epic chain down for some reason)
                NOT = {
                    any_society_member = {
                        society_rank == 4
                        same_society_as = ROOT
                        has_character_flag = call_to_legend_active
                        NOT = { character = ROOT }
                    }
                }
            }
            stop_society_progress = yes # To prevent things from breaking
        }
        
        trigger = {
            ai = no
        }
    }
}

#Other society members are informed of the journey starting...
character_event = {
    id = HF.12011
    title = legendary_prep_title
    desc = EVTDESC_HF_12011
    picture = GFX_evt_camaraderie
    border = GFX_event_normal_frame_war
    is_triggered_only = yes

    trigger = {
        NOT = { has_character_modifier = warrior_lodge_HF_12011_cooldown } # to prevent MP spam
    }

    immediate = {
         hidden_effect = {
            add_character_modifier = {
                name = warrior_lodge_HF_12011_cooldown
                duration = 60
                hidden = yes
            }
        }   
    }

    option = {      
        name = EVTOPTA_HF_12011
        if = {
            limit = { NOT = { trait = proud } }
            random = {
                chance = 40
                add_trait = proud
                hidden_tooltip = { character_event = { id = 38261 } } # Notify Proud
            }
        }
        show_portrait = event_target:target_ruler
    }

    option = {      
        name = EVTOPTB_HF_12011
        if = {
            limit = { NOT = { trait = humble } }
            random = {
                chance = 40
                add_trait = humble
                hidden_tooltip = { character_event = { id = 38260 } } #Notify Humble
            }
        }
        show_portrait = event_target:target_ruler
    }
}

### Hidden Tombola (prep/travel? events)
character_event = {
    id = HF.12003
    is_triggered_only = yes

    hide_window = yes

    trigger = {
        is_member_of_any_warrior_lodge_trigger = yes
        has_character_flag = call_to_legend_active
        #NOT = { is_inaccessible_trigger = yes }
    }

    immediate = {
        # Check if you are an "additional" player_hero or the original one? In case of outcomes? 
        # Check if the other heroes are still alive?

        if = { #Back up, in case the ruler we are talking about is dead...
            limit = { persistent_event_target:target_ruler = { NOT = { is_alive = yes } } }
            persistent_event_target:target_title = {
                holder_scope = {
                    top_liege = {
                        save_event_target_as = target_ruler
                    }
                }
            }
            save_persistent_event_target = { #also saves the same as a persistent target, for safety (on_death)
                name = target_ruler
                scope = event_target:target_ruler
            }
        }

        #event_targets usable:
        # original_hero
        # home_capital
        # fellow_hero_1 (can be player)
        # fellow_hero_2 (if applicable - can be player)
        # fellow_hero_3 (if applicable - can be player)
        # target_ruler
        # target_title       

        random_list = {
            10 = { #AI fakes progress (start_bracket)...
                trigger = {
                    ai = yes
                    has_character_flag = start_bracket
                }
                random = {
                    chance = 25
                    #Run single progress point...
                    add_1_point_to_legendary_progress_effect = yes #up variable for outcomes...
                    evaluate_legendary_progress_effect = yes
                    additive_modifier = {
                        duelist_skill_is_high_group_trigger = no
                        value = -5
                    }
                }
                send_legendary_tombola_effect = yes #sends tombola again...
            }
            10 = { #Receive an artifact... 
                trigger = {
                    has_character_flag = start_bracket
                    NOT = { has_character_flag = HF_legend_artifact }
                    any_society_member = {
                        ai = yes
                        same_society_as = ROOT
                        NOT = { character = ROOT }
                        any_artifact = {
                            OR = {
                                has_artifact_flag = combat_weapon
                                has_artifact_flag = armor
                            }
                        }
                    }
                }
                additive_modifier = { #more likely if you have no artifacts at all...
                    num_of_artifacts > 0
                    value = 5
                }

                set_character_flag = HF_legend_artifact
                
                random_society_member = {
                    limit = {
                        ai = yes
                        same_society_as = ROOT
                        NOT = { character = ROOT }
                        any_artifact = {
                            OR = {
                                has_artifact_flag = combat_weapon
                                has_artifact_flag = armor
                            }
                        }
                    }
                    save_event_target_as = giving_member
                    character_event = { id = HF.12004 } #Ping to select artifact...
                }
            }
            10 = { #Hold a feast in honor of old hero (currently only yourself)...
                trigger = {
                    has_character_flag = start_bracket
                    NOT = { has_character_flag = HF_legend_feast }
                    event_target:home_capital = { # Something cool happened at your capital once...
#                        OR = {
#                            AND = {
#                                persistent_event_target:local_dead_commander_target = { always = yes }
#                            }
#                            AND = {
                                #persistent_event_target:local_inspiring_commander_target = { always = yes }
#                            }
#                            AND = {
                                persistent_event_target:local_fearsome_commander_target = {
                                    always = yes
                                    character = ROOT
                                }
#                            }
 #                       }
                    }
                }
                set_character_flag = HF_legend_feast
                character_event = { id = HF.12006 }
            }
            10 = { #Turn a skull into a cup
                trigger = {
                    has_character_flag = start_bracket
                    NOT = { has_character_flag = HF_legend_skull }
                    any_artifact = {
                        OR = {
                            artifact_type = enemy_skull
                            artifact_type = rival_skull
                        }
                    }
                }
                set_character_flag = HF_legend_skull
                character_event = { id = HF.12007 }
            }
            20 = { #Bond with your bird
                trigger = {
                    has_character_flag = start_bracket
                    has_character_modifier = pet_hunting_eagle
                    NOT = { has_character_flag = HF_legend_eagle }
                }
                set_character_flag = HF_legend_eagle
                character_event = { id = HF.12008 }
            }
            10 = { #Have your battlefield-weapon upgraded
                trigger = {
                    has_character_flag = start_bracket
                    NOT = { has_character_flag = HF_legend_upgrade_weapon }
                    has_a_warrior_lodge_battle_blade_trigger = yes
                    job_marshal = {
                        NOR = {
                            character = event_target:original_hero
                            character = event_target:fellow_hero_1
                            character = event_target:fellow_hero_2
                            character = event_target:fellow_hero_3
                        }
                        is_alive = yes
                    }
                }
                set_character_flag = HF_legend_upgrade_weapon
                character_event = { id = HF.12012 }
            }

            1 = { #Player fakes progress...
                trigger = {
                    ai = no
                    has_character_flag = start_bracket
                }
                random = {
                    chance = 75
                    #Run single progress point...
                    additive_modifier = {
                        duelist_skill_is_high_group_trigger = no
                        value = -5
                    }
                    add_1_point_to_legendary_progress_effect = yes #up variable for outcomes...
                    evaluate_legendary_progress_effect = yes
                }
                send_legendary_tombola_effect = yes #sends tombola again...
            }

            10 = { ### Travel starts!
                trigger = {
                    NOT = { has_character_modifier = out_traveling }
                    has_character_flag = mid_bracket
                    OR = {
                        ai = no #Either you are a player...
                        NOT = { #Or there are no players involved...
                            any_society_member = {
                                same_society_as = PREV
                                NOT = { character = PREV }
                                has_character_flag = call_to_legend_active
                                ai = no
                            }
                        }
                    }
                }

                set_character_flag = i_am_special@ROOT
                character_event = { id = HF.12009 } #You are now in enemy territory (branches to all heroes)...
            }
            1 = { #Player fakes progress...
                trigger = {
                    ai = no
                    has_character_flag = mid_bracket
                }
                random = {
                    chance = 85
                    #Run single progress point...
                    add_1_point_to_legendary_progress_effect = yes #up variable for outcomes...
                    evaluate_legendary_progress_effect = yes
                }
                send_legendary_tombola_effect = yes #sends tombola again...
            }
            1 = { #AI fakes progress (mid_bracker)...
                trigger = {
                    ai = yes
                    has_character_flag = mid_bracket
                }
                random = {
                    chance = 25
                    #Run single progress point...
                    add_1_point_to_legendary_progress_effect = yes #up variable for outcomes...
                    evaluate_legendary_progress_effect = yes
                }
                send_legendary_tombola_effect = yes #sends tombola again...
            }

            ### No more possible prep/travel events - Continue to dueling some enemies!
            10 = {
                trigger = {
                    ai = no
                    has_character_flag = top_bracket
                }
                character_event = { id = HF.12010 } #Player heroes encounter a duel opportunity...
            }
            10 = {
                trigger = {
                    ai = yes
                    has_character_flag = top_bracket
                }
                character_event = { id = HF.12100 } #AI heroes challenges a random char to a duel (risk of being imprisoned)...
            }
            10 = { #AI fakes progress (top_bracket)...
                trigger = {
                    ai = yes
                    has_character_flag = top_bracket
                }
                random = {
                    chance = 50
					#Run single progress point...
                    add_1_point_to_legendary_progress_effect = yes #up variable for outcomes...
                    evaluate_legendary_progress_effect = yes
                }
                send_legendary_tombola_effect = yes #sends tombola again...
            }
            10 = { # FINAL EVENTS...
                trigger = {
                    OR = { #Either you died, or you reached "the end"...
                        is_dying = yes
                        has_character_flag = call_it_a_day
                    }
                }
                if = {
                    limit = { is_member_of_any_warrior_lodge_trigger = yes }
                    society = {
                        save_event_target_as = target_society
                    }
                }
                if = { #You died, but reached the end...
                    limit = {  
                        is_dying = yes
                        has_character_flag = call_it_a_day
                        has_killed_at_least_1_trigger = yes
                    }
                    died_founding_a_bloodline_effect = yes
                }
                else_if = { #You successfully reached the end of the chain...
                    limit = {
                        has_character_flag = call_it_a_day
                        is_alive = yes
                    }
                    found_a_bloodline_effect = yes #sets flag for quality and sends conclusion event...
                }
                else = { #means you are just dying... :D
                    died_before_achieveing_greatness_effect = yes
                }

                # To ensure that characters which the players knows about stand a chance...
                if = {
                    limit = {
                        ai = no
                        any_society_member = {
                            same_society_as = ROOT
                            NOT = { character = ROOT }
                            has_character_flag = call_to_legend_active
                        }
                    }
                    any_society_member = {
                        limit = {
                            same_society_as = ROOT
                            NOT = { character = ROOT }
                            has_character_flag = call_to_legend_active
                            ai = yes
                        }
                        set_character_flag = player_was_involved
                    }
                }
            }
        }
    }
}

# For dead travelers (essentially the same as the last part of the tombola above)
character_event = {
    id = HF.12304
    is_triggered_only = yes
    hide_window = yes
    
    trigger = {
        is_member_of_any_warrior_lodge_trigger = yes
        has_character_flag = call_to_legend_active
    }

    immediate = {
        society = {
            save_event_target_as = target_society
        }
        if = { #Back up, in case the ruler we are talking about is dead...
            limit = { persistent_event_target:target_ruler = { NOT = { is_alive = yes } } }
            persistent_event_target:target_title = {
                holder_scope = {
                    top_liege = {
                        save_event_target_as = target_ruler
                    }
                }
            }
            save_persistent_event_target = { #also saves the same as a persistent target, for safety (on_death)
                name = target_ruler
                scope = event_target:target_ruler
            }
        }
        if = { #You died, but reached the end...
            limit = {  
                is_dying = yes
                has_character_flag = call_it_a_day
                has_killed_at_least_1_trigger = yes
            }
            died_founding_a_bloodline_effect = yes
        }
        else = { #means you are just dying... :D
            died_before_achieveing_greatness_effect = yes
        }
        # To ensure that characters which the players knows about stand a chance...
        if = {
            limit = {
                ai = no
                any_society_member = {
                    same_society_as = ROOT
                    NOT = { character = ROOT }
                    has_character_flag = call_to_legend_active
                }
            }
            any_society_member = {
                limit = {
                    same_society_as = ROOT
                    NOT = { character = ROOT }
                    has_character_flag = call_to_legend_active
                    ai = yes
                }
                set_character_flag = player_was_involved
            }
        }
    }
}

# Prep phase: pepp by fellow member
character_event = {
    id = HF.12004
    is_triggered_only = yes
    hide_window = yes

    immediate = {
        any_artifact = {
            limit = {
                OR = {
                    has_artifact_flag = combat_weapon
                    has_artifact_flag = armor
                }
            }
            score_value = { #Prioritizes selecting an appropriate artifact...
                value = 10
                artifact_selection_score = yes
            }
            save_event_target_as = artifact_gift
        }
        FROM = {
            character_event = { id = HF.12005 } #Send event
        }
    }
}

## Prep phase: an artifact is given to you
character_event = {
    id = HF.12005
    title = legendary_prep_title
    desc = EVTDESC_HF_12005_A #Hey, I have a gift for you, for the upcoming battles to come.
    picture = GFX_evt_battle
    border = GFX_event_normal_frame_war
    is_triggered_only = yes

    option = {
        name = EVTOPTA_HF_12005 #Yes, I'll accept your gift

        event_target:artifact_gift = {
            show_scope_change = no
            transfer_artifact = {
                from = FROM
                to = ROOT
            }
        }
        add_2_points_to_legendary_progress_effect = yes # Great progress on journey!
    }
    option = {
        name = EVTOPTB_HF_12005 #I'll pay you for it!

        event_target:artifact_gift = {
            show_scope_change = no
            transfer_artifact = {
                from = FROM
                to = ROOT
            }
        }
        if = {
            limit = {
                is_tribal = yes
            }
            scaled_wealth = {
                value = -0.5
                min = -10
                max = -100
            }
        }
        else = {
            scaled_wealth = {
                value = -1
                min = -35
                max = -750
            }
        }

        reverse_opinion = {
            who = FROM
            modifier = opinion_grateful
            years = 3
        }

        add_2_points_to_legendary_progress_effect = yes # Great progress on journey!
    }
    option = { #Uh, no thanks.
        name = EVTOPTC_HF_12005

        add_1_point_to_legendary_progress_effect = yes # Good progress on journey...
    }
    after = {
        evaluate_legendary_progress_effect = yes
        send_legendary_tombola_effect = yes #sends tombola again...
    }
}

## Prep phase: past battle events inspire
character_event = {
    id = HF.12006
    title = legendary_prep_title
    desc = EVTDESC_HF_12006 #Heroes of old are with me!
    picture = GFX_evt_battle
    border = GFX_event_normal_frame_war
    is_triggered_only = yes

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

    option = {
        name = EVTOPTA_HF_12006 #Yes, hold a feast in their name

        scaled_wealth = { value = -0.5 min = -25 max = -50 }

        add_2_points_to_legendary_progress_effect = yes # Great progress on journey!
    }
    option = { #Uh, no thanks.
        name = EVTOPTB_HF_12006
        add_1_point_to_legendary_progress_effect = yes # Good progress on journey...
    }
    after = {
        evaluate_legendary_progress_effect = yes
        send_legendary_tombola_effect = yes #sends tombola again...
    }
}

#I could turn my skull trophy into a skull cup!
character_event = {
    id = HF.12007
    title = legendary_prep_title
    desc = EVTDESC_HF_12007 #"You should turn this into a cup!"
    picture = GFX_evt_battle
    border = GFX_event_normal_frame_war
    is_triggered_only = yes

    portrait = event_target:fellow_member

    trigger = {
    
    }

    immediate = {
        random_artifact = {
            limit = {
                OR = {
                    artifact_type = enemy_skull
                    artifact_type = rival_skull
                }
            }
            preferred_limit = {
                artifact_type = enemy_skull
            }
            save_event_target_as = target_artifact
        }

        #Find someone to talk to...
        save_fellow_member_effect = yes
    }

    option = {      
        name = EVTOPTA_HF_12007 #Yes!
        #custom_tooltip = { text = EVTOPTA_HF_12007_TT }

        scaled_wealth = { value = -0.6 min = -23 max = -65 }


        add_artifact = skull_cup

        new_artifact = {
            copy_artifact_history = event_target:target_artifact
        }

        event_target:target_artifact = {
            show_scope_change = no
            destroy_artifact = yes
        }

        add_2_points_to_legendary_progress_effect = yes # Great progress on journey!
    }
    option = {      
        name = EVTOPTB_HF_12007 #Nah...
        #custom_tooltip = { text = EVTOPTB_HF_12007_TT }

        add_1_point_to_legendary_progress_effect = yes # Good progress on journey...
    }
    after = {
        evaluate_legendary_progress_effect = yes
        send_legendary_tombola_effect = yes #sends tombola again...
    }
}

#Bond with your bird
character_event = {
    id = HF.12008
    title = legendary_prep_title
    desc = EVTDESC_HF_12008 #Fierce bird
    picture = GFX_evt_battle
    border = GFX_event_normal_frame_war
    is_triggered_only = yes

    portrait = event_target:fellow_member

    trigger = {
    
    }

    immediate = {
        #Find someone to talk to...
        save_fellow_member_effect = yes
    }

    option = { #Stressed/Depressed
        name = EVTOPTA_HF_12008 #Yes!
        custom_tooltip = { text = EVTOPTA_HF_12008_TT }

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

        add_2_points_to_legendary_progress_effect = yes # Great progress on journey!
        trigger = {
            OR = {
                trait = stressed
                trait = depressed
            }
        }
    }

    option = {
        name = EVTOPTA_HF_12008 #Yes!
        custom_tooltip = { text = EVTOPTA_HF_12008_TT }

        add_character_modifier = {
            name = friend_of_eagles
            years = 3
        }

        add_1_point_to_legendary_progress_effect = yes # Good progress on journey...

        trigger = {
            NOR = {
                trait = stressed
                trait = depressed
            }
        }       
    }

    option = {      
        name = EVTOPTB_HF_12008 #Nah...
        if = {
            limit = { NOT = { trait = cruel } }
            add_trait = cruel
        }

        add_character_modifier = {
            name = callous
            years = 3
        }
        add_1_point_to_legendary_progress_effect = yes # Good progress on journey...
    }
    after = {
        evaluate_legendary_progress_effect = yes
        send_legendary_tombola_effect = yes #sends tombola again...
    }
}

#Because you have a battlefield-weapon... Upgrade?
character_event = {
    id = HF.12012
    title = legendary_prep_title
    desc = EVTDESC_HF_12012
    picture = GFX_evt_battle
    border = GFX_event_normal_frame_war
    is_triggered_only = yes

    portrait = event_target:marshal_character
    
    immediate = {
        if = {
            limit = {
                job_marshal = { always = yes }
            }
            job_marshal = { save_event_target_as = marshal_character }
        }
        any_artifact = {
            limit = {
                weapon_was_found_on_battlefield_trigger = yes
                NOT = { has_artifact_flag = upgraded }
            }
            score_value = { #Prioritizes selecting an appropriate artifact...
                value = 10
                artifact_selection_score = yes
            }
            save_event_target_as = target_artifact
        }
    }

    option = {      
        name = EVTOPTA_HF_12012 #Brilliant idea!
        #custom_tooltip = { text = EVTOPTA_HF_12012_TT }

        scaled_wealth = { value = -0.4 min = -25 max = -67 }

        if = { 
            limit = { #In case we ever add other battlefield artifacts....
                event_target:target_artifact = { has_artifact_flag = sword }
            }
            if = { #Make sure it upgrades into the correct item...
                limit = { event_target:target_artifact = { artifact_type = sword_1_battlefield } }
                add_artifact = sword_1_battlefield_upgraded
            }
            else_if = {
                limit = { event_target:target_artifact = { artifact_type = sword_2_battlefield } }
                add_artifact = sword_2_battlefield_upgraded
            }
            else_if = {
                limit = { event_target:target_artifact = { artifact_type = sword_3_battlefield } }
                add_artifact = sword_3_battlefield_upgraded
            }
        }

        new_artifact = {
            copy_artifact_history = event_target:target_artifact #Keep history...
            set_name = weapon_battlefield_rename
            set_description = weapon_battlefield_upgraded_desc_rename
        }

        event_target:target_artifact = {
            show_scope_change = no
            destroy_artifact = yes
        }
        add_2_points_to_legendary_progress_effect = yes # Great progress on journey!
    }
    option = {      
        name = EVTOPTA_HF_12012_diplo #Brilliant idea (for free)!
        tooltip_info = diplomacy

        if = { 
            limit = { #In case we ever add other battlefield artifacts....
                event_target:target_artifact = { has_artifact_flag = sword }
            }
            if = { #Make sure it upgrades into the correct item...
                limit = { event_target:target_artifact = { artifact_type = sword_1_battlefield } }
                add_artifact = sword_1_battlefield_upgraded
            }
            else_if = {
                limit = { event_target:target_artifact = { artifact_type = sword_2_battlefield } }
                add_artifact = sword_2_battlefield_upgraded
            }
            else_if = {
                limit = { event_target:target_artifact = { artifact_type = sword_3_battlefield } }
                add_artifact = sword_3_battlefield_upgraded
            }
        }

        new_artifact = {
            set_name = weapon_battlefield_rename_1
            set_description = weapon_battlefield_upgraded_desc_rename
            copy_artifact_history = event_target:target_artifact #Keep history...
        }

        event_target:target_artifact = {
            show_scope_change = no
            destroy_artifact = yes
        }
       
        reverse_opinion = {
            who = event_target:marshal_character
            modifier = opinion_was_praised
            years = 10
        }

        add_2_points_to_legendary_progress_effect = yes # Great progress on journey!

        trigger = { diplomacy = 12 }
    }
    option = {      
        name = EVTOPTB_HF_12012 #Give it to your marshal?
        #custom_tooltip = { text = EVTOPTB_HF_12012_TT }

        reverse_opinion = {
            who = event_target:marshal_character
            modifier = opinion_inspiring_leader
            years = 10
        }

        event_target:target_artifact = {
            show_scope_change = no
            transfer_artifact = {
                from = ROOT
                to = event_target:marshal_character
            }
        }
        add_1_point_to_legendary_progress_effect = yes # Good progress on journey...
    }
    option = {      
        name = EVTOPTC_HF_12012
        #custom_tooltip = { text = EVTOPTB_HF_12012_TT }
        add_1_point_to_legendary_progress_effect = yes # Good progress on journey...
    }
    after = {
        evaluate_legendary_progress_effect = yes
        send_legendary_tombola_effect = yes #sends tombola again...
    }
}


### TRAVEL TO THE DISTANT LAND ###
character_event = {
    id = HF.12009
    title = legendary_raid_title
    desc = EVTDESC_HF_12009
    picture = GFX_evt_battle
    border = GFX_event_normal_frame_war
    is_triggered_only = yes
    trigger = {
        NOT = { has_character_modifier = out_traveling }
    }

    portrait = event_target:fellow_member

    immediate = {
        #Find someone to talk to...
        save_fellow_member_effect = yes
    }

    option = { #We are stronger together!
        name = EVTOPTA_HF_12009
        #custom_tooltip = { text = EVTOPTA_HF_12009_TT }
        piety = 10
        add_2_points_to_legendary_progress_effect = yes # Great progress on journey!
    }
    option = { #All the glory shall be mine!
        name = EVTOPTB_HF_12009
        #custom_tooltip = { text = EVTOPTB_HF_12009_TT }
        prestige = 20
        add_1_point_to_legendary_progress_effect = yes # Good progress on journey...
    }
    after = {
        add_character_modifier = { modifier = out_traveling duration = -1 }
        
        if = {
            limit = { has_character_flag = i_am_special@ROOT } #set in the tombola (to make sure the other members do not get the tombola double-running)...
            clr_character_flag = i_am_special@ROOT
            evaluate_legendary_progress_effect = yes
            send_legendary_tombola_effect = yes #sends tombola again...
        }

        hidden_effect = {
            any_society_member = {
                limit = {
                    same_society_as = ROOT
                    NOT = { character = ROOT }
                    has_character_flag = call_to_legend_active
                }
                character_event = { id = HF.12009 days = 1 } #Runs this event for those who don't have the modifier yet (so everyone's on the same page)...
            }
        }
    }
}

### A DUEL!
character_event = {
    id = HF.12010
    title = legendary_raid_title
    picture = GFX_evt_bandits
    border = GFX_event_normal_frame_war
    is_triggered_only = yes

    portrait = event_target:my_duel_target


    immediate = {

        hidden_effect = {
            #Find someone to talk to...
            save_fellow_member_effect = yes
            #Find someone to duel...
            event_target:target_ruler = {
                if = { # First fight, just find *someone*...
                    limit = {
                        ROOT = {
                            NOT = {
                                any_kill_list_character = {
                                    count = 3
                                    death_reason = death_legendary_win_duel
                                }
                            }
                        }
                    }
                    if = { #if there is anyone who fits the base bill...
                        limit = { #base requirements
                            any_realm_character = {
                                is_adult = yes
                                NOT = { same_society_as = ROOT }
                                is_inaccessible_or_incapable_trigger = no
                                NOT = { has_character_modifier = bedridden_illness }
                                NOT = { has_character_modifier = severe_illness }
                                NOT = { has_character_flag = do_not_disturb }
                                NOT = { has_character_flag = fought_duel_against@ROOT }
                                NOT = { character = event_target:my_duel_target } #Can't have previously dueled...
                                NOT = { character = event_target:target_ruler } #Should not be the ruler themselves...
                                ai = yes
                            }
                        }
                        any_realm_character = {
                            limit = { #same base requirements
                                is_adult = yes
                                NOT = { same_society_as = ROOT }
                                is_inaccessible_or_incapable_trigger = no
                                NOT = { has_character_modifier = bedridden_illness }
                                NOT = { has_character_modifier = severe_illness }
                                NOT = { has_character_flag = do_not_disturb }
                                NOT = { has_character_flag = fought_duel_against@ROOT }
                                NOT = { character = event_target:my_duel_target } #Can't have previously dueled...
                                NOT = { character = event_target:target_ruler } #Should not be the ruler themselves...
                                ai = yes
                            }
                            score_value = { #Prioritizes selecting a good warrior, if it can...
                                value = 10
                                good_soldier_outcome_score = yes
                            }
                            score_value = { #tries to make sure you fight someone the same gender as you...
                                value = 10
                                same_gender_preference_score = yes
                            }
                            save_event_target_as = my_duel_target
                            set_character_flag = fought_duel_against@ROOT
                            
                            #REQUIRED event targets for setting up duel evaluation!
                            save_event_target_as = combatant_2 #the target of the duel...
                            ROOT = { save_event_target_as = combatant_1 } #the person issuing the duel...
                        }
                    }
                    else = { #There was no one available, so we spawn a character instead...
                        # Spawn a character
                        spawn_great_commander_effect = yes
                        event_target:invited_character = {
                            upgrade_education_effect = yes
                            add_one_duel_experience_modifier = yes
                            save_event_target_as = my_duel_target
                            set_character_flag = fought_duel_against@ROOT
                            
                            #REQUIRED event targets for setting up duel evaluation!
                            save_event_target_as = combatant_2 #the target of the duel...
                            ROOT = { save_event_target_as = combatant_1 } #the person issuing the duel...
                        }
                    }
                }

                else = { #You have killed X amount of characters already...
                    ROOT = {
                        randomize_XYZ_desc_flag_effect = yes
                    }

                    #Spawn different characters, depending X/Y/Z-flag...
                    if = {
                        limit = { ROOT = { has_character_flag = WL_desc_X } } # Old man/woman
                        spawn_old_duelist_effect = yes
                        #event_target:invited_character = { add_age = 50 health = 2 } #For future reference: additional functionality would be cool
                    }
                    else_if = {
                        limit = { ROOT = { has_character_flag = WL_desc_Y } } #Giant
                        spawn_giant_duelist_effect = yes
                    }
                    else_if = {
                        limit = { ROOT = { has_character_flag = WL_desc_Z } } # Actual bear
                        spawn_creature_champion_effect = yes
                    }
                    
                    event_target:invited_character = {
                        save_event_target_as = my_duel_target
                        set_character_flag = fought_duel_against@ROOT
                        
                        #REQUIRED event targets for setting up duel evaluation!
                        save_event_target_as = combatant_2 #the target of the duel...
                    }
                    ROOT = { save_event_target_as = combatant_1 } #the person issuing the duel...
                }

                event_target:my_duel_target = {
                    if = {
                        limit = {
                            ROOT = { combat_rating_diff = { who = PREV value = 85 } } # if ROOT is 85 better
                        }
                        remove_trait = erudite
                        remove_disease_trait_effect = yes
                        clear_disease_level_effect = yes
                        remove_disease_flags_effect = yes
                        remove_education_effect = yes
                        add_trait = brilliant_strategist
                        remove_lifestyle_trait_effect = yes
                        add_trait = duelist
                        remove_all_negative_congenital_traits_effect = yes
                        add_trait = strong
                        add_trait = wroth
                        if = {
                            limit = { has_severe_disability_trigger = yes }
                            remove_trait = infirm
                            remove_trait = mangled
                            remove_trait = inbred
                            remove_trait = blinded
                            remove_trait = incapable
                            remove_trait = maimed
                        }
                        if = {
                            limit = { has_injury_trigger = yes }
                            remove_trait = wounded
                            remove_trait = severely_injured
                        }
                        add_one_duel_experience_modifier = yes
                        add_one_duel_experience_modifier = yes
                        add_one_duel_experience_modifier = yes
                        add_one_duel_experience_modifier = yes
                        add_one_duel_experience_modifier = yes
                        add_one_duel_experience_modifier = yes
                        add_one_duel_experience_modifier = yes
                        add_one_duel_experience_modifier = yes
                    }
                    else_if = {
                        limit = {
                            ROOT = { combat_rating_diff = { who = PREV value = 65 } } # if ROOT is 65 better
                        }
                        remove_trait = erudite
                        remove_disease_trait_effect = yes
                        clear_disease_level_effect = yes
                        remove_disease_flags_effect = yes
                        remove_education_effect = yes
                        random_list = {
                            10 = { add_trait = elusive_shadow }
                            10 = { add_trait = brilliant_strategist }
                        }
                        remove_lifestyle_trait_effect = yes
                        random_list = {
                            10 = { add_trait = hunter }
                            10 = { add_trait = duelist }
                        }
                        random_list = {
                            20 = {
                                add_trait = robust
                            }
                            10 = {
                                add_trait = strong
                            }
                            10 = {
                                add_trait = genius
                            }
                            5 = {
                                health = 1
                            }
                        }
                        if = {
                            limit = { has_severe_disability_trigger = yes }
                            remove_trait = infirm
                            remove_trait = mangled
                            remove_trait = inbred
                            remove_trait = blinded
                            remove_trait = incapable
                            remove_trait = maimed
                        }
                        if = {
                            limit = { has_injury_trigger = yes }
                            remove_trait = wounded
                            remove_trait = severely_injured
                        }
                        add_one_duel_experience_modifier = yes
                        add_one_duel_experience_modifier = yes
                        add_one_duel_experience_modifier = yes
                    }
                    else_if = {
                        limit = {
                            ROOT = { combat_rating_diff = { who = PREV value = 50 } } # if ROOT is 50 better
                        }
                        remove_trait = erudite
                        remove_disease_trait_effect = yes
                        clear_disease_level_effect = yes
                        remove_disease_flags_effect = yes
                        remove_education_effect = yes
                        random_list = {
                            10 = { add_trait = elusive_shadow }
                            10 = { add_trait = brilliant_strategist }
                        }
                        remove_lifestyle_trait_effect = yes
                        random_list = {
                            10 = { add_trait = hunter }
                            10 = { add_trait = duelist }
                        }
                        if = {
                            limit = { has_severe_disability_trigger = yes }
                            remove_trait = infirm
                            remove_trait = mangled
                            remove_trait = inbred
                            remove_trait = blinded
                            remove_trait = incapable
                            remove_trait = maimed
                        }
                        if = {
                            limit = { has_injury_trigger = yes }
                            remove_trait = wounded
                            remove_trait = severely_injured
                        }
                        add_one_duel_experience_modifier = yes
                        add_one_duel_experience_modifier = yes
                        add_one_duel_experience_modifier = yes
                    }
                    else_if = {
                        limit = {
                            ROOT = { combat_rating_diff = { who = PREV value = 35 } }  # if ROOT is 35 better
                        }
                        remove_trait = erudite
                        remove_disease_trait_effect = yes
                        clear_disease_level_effect = yes
                        remove_disease_flags_effect = yes
                        remove_education_effect = yes
                        remove_lifestyle_trait_effect = yes
                        if = {
                            limit = { has_severe_disability_trigger = yes }
                            remove_trait = infirm
                            remove_trait = mangled
                            remove_trait = inbred
                            remove_trait = blinded
                            remove_trait = incapable
                            remove_trait = maimed
                        }
                        else_if = {
                            limit = { has_injury_trigger = yes }
                            remove_trait = wounded
                            remove_trait = severely_injured
                        }
                        else = {
                            random_list = {
                                10 = {
                                    add_trait = elusive_shadow
                                    random_list = {
                                        10 = { add_trait = impaler }
                                        10 = { add_trait = schemer }
                                    }
                                }
                                10 = {
                                    add_trait = brilliant_strategist
                                    random_list = {
                                        10 = { add_trait = hunter }
                                        10 = { add_trait = duelist }
                                    }
                                }
                            }
                        }
                        add_one_duel_experience_modifier = yes
                        add_one_duel_experience_modifier = yes
                    }
                    else_if = {
                        limit = {
                            ROOT = { combat_rating_diff = { who = PREV value = 20 } } # if ROOT is 20 better
                        }
                        remove_trait = erudite
                        remove_lifestyle_trait_effect = yes
                        random_list = {
                            10 = { add_trait = hunter }
                            10 = { add_trait = duelist }
                        }
                        if = {
                            limit = { NOT = { trait = brave } }
                            add_trait = brave
                        }
                        else_if = {
                            limit = { has_severe_disability_trigger = yes }
                            remove_trait = infirm
                            remove_trait = mangled
                            remove_trait = inbred
                            remove_trait = blinded
                            remove_trait = incapable
                            remove_trait = maimed
                        }
                        else_if = {
                            limit = { has_injury_trigger = yes }
                            remove_trait = wounded
                            remove_trait = severely_injured
                        }
                        else_if = {
                            limit = { NOT = { trait = wroth } }
                            add_trait = wroth
                        }
                        else_if = {
                            limit = { NOT = { trait = cruel } }
                            add_trait = cruel
                        }
                    }
                    else_if = {
                        limit = {
                            ROOT = { combat_rating_diff = { who = PREV value = 10 } } # if ROOT is 10 better
                        }
                        remove_trait = erudite
                        if = {
                            limit = { NOT = { trait = brave } }
                            add_trait = brave
                        }
                        else_if = {
                            limit = { NOT = { trait = wroth } }
                            add_trait = wroth
                        }
                        else_if = {
                            limit = { NOT = { trait = cruel } }
                            add_trait = cruel
                        }
                        else_if = {
                            limit = { has_severe_disability_trigger = yes }
                            remove_trait = infirm
                            remove_trait = mangled
                            remove_trait = inbred
                            remove_trait = blinded
                            remove_trait = incapable
                            remove_trait = maimed
                        }
                        else_if = {
                            limit = { has_injury_trigger = yes }
                            remove_trait = wounded
                            remove_trait = severely_injured
                        }
                        else = {
                            add_trait = strong
                        }
                    }
                    else = {
                        #do nothing
                    }
                }
            }
            if = { # Means you have not reached the "boss" fight
                limit = {
                    NOR = {
                        has_character_flag = WL_desc_X
                        has_character_flag = WL_desc_Y
                        has_character_flag = WL_desc_Z
                    }
                }
                randomize_ABCDEF_desc_flag_effect = yes # Get a random desc
            }
        }        
    }


    desc = {
        text = EVTDESC_HF_12010_A #Someone is hunting! Aha!
        picture = GFX_evt_bandits
        trigger = { has_character_flag = WL_desc_A }
    }
    desc = {
        text = EVTDESC_HF_12010_B #Outside the campfire, someone is tending to nature's call
        picture = GFX_evt_carriage
        trigger = { has_character_flag = WL_desc_B }
    }
    desc = {
        text = EVTDESC_HF_12010_C #In the streets of a village, accosted by locals
        picture = GFX_evt_market
        trigger = { has_character_flag = WL_desc_C }
    }
    desc = {
        text = EVTDESC_HF_12010_D #A moonlit night, listening to companion snoring, sneaky assassin?
        picture = GFX_evt_mysterious_forest
        trigger = { has_character_flag = WL_desc_D }
    }
    desc = {
        text = EVTDESC_HF_12010_E #Urchin tips you off, pointing you to finest warrior around
        picture = GFX_evt_market
        trigger = { has_character_flag = WL_desc_E }
    }
    # "Boss" fights...
    desc = {
        text = EVTDESC_HF_12010_X #Boss fight nr 1 (Old Fencer)
        picture = GFX_evt_outside_tavern_hf
        trigger = { has_character_flag = WL_desc_X }
    }
    desc = {
        text = EVTDESC_HF_12010_Y #Boss fight nr 2 (Giant)
        picture = GFX_evt_mounted_combat_day_hf
        trigger = { has_character_flag = WL_desc_Y }
    }
    desc = {
        text = EVTDESC_HF_12010_Z #Boss fight nr 3 (Bear)
        picture = GFX_evt_sway_hf
        trigger = { has_character_flag = WL_desc_Z }
    }

    option = { #I shall challenge them to a duel!
        name = {
            text = EVTOPTA_HF_12010_A #A challenge! Yes, you! Let's fight!
            trigger = { has_character_flag = WL_desc_A }
        }
        name = {
            text = EVTOPTA_HF_12010_B #Excellent! I will duel this one!
            trigger = { has_character_flag = WL_desc_B }
        }
        name = {
            text = EVTOPTA_HF_12010_C #You wanna say that to me face? Let's fight!
            trigger = { has_character_flag = WL_desc_C }
        }
        name = {
            text = EVTOPTA_HF_12010_D #You come armed, eh...?
            trigger = { has_character_flag = WL_desc_D }
        }
        name = {
            text = EVTOPTA_HF_12010_E #Aah, such fortune!
            trigger = { has_character_flag = WL_desc_E }
        }
        name = {
            text = EVTOPTA_HF_12010_X #I won't go easy on you
            trigger = { has_character_flag = WL_desc_X }
        }
        name = {
            text = EVTOPTA_HF_12010_Y #Finally, a challenge!
            trigger = { has_character_flag = WL_desc_Y }
        }
        name = {
            text = EVTOPTA_HF_12010_Z #I'll duel anyone sent at me!
            trigger = { has_character_flag = WL_desc_Z }
        }
        trigger_switch = { #To set/display effects properly...
            on_trigger = has_character_flag
            WL_desc_A = { custom_tooltip = { text = EVTOPTA_HF_12010_A_TT } }
            #WL_desc_B = { custom_tooltip = { text = EVTOPTA_HF_12010_B_TT } }
            #WL_desc_C = { custom_tooltip = { text = EVTOPTA_HF_12010_C_TT } }
            WL_desc_D = { custom_tooltip = { text = EVTOPTA_HF_12010_D_TT } }
            WL_desc_E = { custom_tooltip = { text = EVTOPTA_HF_12010_E_TT } }
            WL_desc_X = { custom_tooltip = { text = EVTOPTA_HF_12010_X_TT } }
            WL_desc_Y = { custom_tooltip = { text = EVTOPTA_HF_12010_Y_TT } }
            WL_desc_Z = { custom_tooltip = { text = EVTOPTA_HF_12010_Z_TT } }
        }
        show_portrait = event_target:my_duel_target
        duel_someone_effect = yes
        add_2_points_to_legendary_progress_effect = yes # Great progress on journey!
        hidden_effect = {
            if = {
                limit = {
                    has_character_flag = WL_desc_Z    
                }
                event_target:combatant_2 = {
                    set_graphical_culture = bear
                }
            }
        }
    }

    option = { #You somehow avoid fighting...
        name = {
            text = EVTOPTB_HF_12010_A # This one looks too big for me
            trigger = { has_character_flag = WL_desc_A }
        }
        name = {
            text = EVTOPTB_HF_12010_B
            trigger = { has_character_flag = WL_desc_B }
        }
        name = {
            text = EVTOPTB_HF_12010_C
            trigger = { has_character_flag = WL_desc_C }
        }
        name = {
            text = EVTOPTB_HF_12010_D #Guys! Wake up! Help!
            trigger = { has_character_flag = WL_desc_D }
        }
        name = {
            text = EVTOPTB_HF_12010_E #On second thought, maybe this one is for you, [fellow_member]?
            trigger = { has_character_flag = WL_desc_E }
        }

        trigger_switch = { #To set/display effects properly...
            on_trigger = has_character_flag
            WL_desc_A = { custom_tooltip = { text = EVTOPTB_HF_12010_A_TT } }
            #WL_desc_B = { custom_tooltip = { text = EVTOPTB_HF_12010_B_TT } }
            #WL_desc_C = { custom_tooltip = { text = EVTOPTB_HF_12010_C_TT } }
            WL_desc_D = {
                custom_tooltip = { text = EVTOPTB_HF_12010_D_TT }
                add_character_modifier = {
                    modifier = black_eye
                    months = 10
                }
                show_portrait = event_target:fellow_member
            }
            WL_desc_E = {
                custom_tooltip = { text = EVTOPTB_HF_12010_E_TT }
                if = {
                    limit = { trait = brave }
                    remove_trait = brave
                }
                else = { add_trait = craven }
                show_portrait = event_target:fellow_member
            }
        }
        
        prestige = -50
        add_1_point_to_legendary_progress_effect = yes # Good progress on journey...
        evaluate_legendary_progress_effect = yes
        send_legendary_tombola_effect = yes #EDIT: actually *not* superfluous (otehrwise fired from resolve_legendary_duel_effect, which only happens after actual duels)
        clr_ABCDEF_desc_flag_effect = yes #to not leave any weird desc-flags behind for next time around...
        trigger = {
            ai = no
            NOR = { #This is not a boss fight...
                has_character_flag = WL_desc_X
                has_character_flag = WL_desc_Y
                has_character_flag = WL_desc_Z
            }
        }
    }

    option = { #This is getting too dangerous...
        name = EVTOPTB_HF_12102
        custom_tooltip = { text = EVTOPTB_HF_12010_TT } #Journey is over for you, you return home in shame...
        add_trait = craven
        prestige = -500
        clean_up_after_legendary_showdown_effect = yes
        clr_XYZ_desc_flag_effect = yes
        set_character_flag = failed_call_to_legend

        if = {
            limit = {
                NOT = {
                    any_society_member = {
                        same_society_as = ROOT
                        has_character_flag = call_to_legend_active
                        NOT = { character = ROOT }
                        prisoner = no
                        is_alive = yes
                        is_dying = no
                        NOT = { trait = incapable }
                    }
                }
            }
            custom_tooltip = {
                text = EVTOPTC_HF_12103_TT
                stop_society_progress = yes
            }
        }

        trigger = {
            has_character_flag = call_to_legend_active
            ai = no
            OR = {
                has_character_flag = WL_desc_X
                has_character_flag = WL_desc_Y
                has_character_flag = WL_desc_Z
            }
        }
    }
}

#HF.12011 not in use

### AI ONLY: AI picks some targets to fight...
character_event = {
    id = HF.12100
    is_triggered_only = yes
    
    trigger = {
        ai = yes    
    }

    hide_window = yes

    immediate = {
        event_target:target_ruler = {
            any_realm_character = {
                limit = {
                    is_adult = yes
                    NOT = { same_society_as = ROOT }
                    is_inaccessible_or_incapable_trigger = no
                    NOT = { has_character_modifier = bedridden_illness }
                    NOT = { has_character_modifier = severe_illness }
                    NOT = { has_character_flag = do_not_disturb }
                    NOT = { has_character_flag = fought_duel_against@ROOT }
                    NOT = { character = event_target:my_duel_target } #Can't have previously dueled...
                    NOT = { character = event_target:target_ruler } #Should not be the ruler themselves...
                    is_theocracy = no #preferably not, really. It feels weird.
                    ai = yes
                }
                score_value = { #Prioritizes selecting a good warrior, if it can...
                    value = 10
                    matching_soldier_score = yes
                }
                save_event_target_as = my_duel_target
                set_character_flag = fought_duel_against@ROOT
                character_event = { id = HF.12101 } #give them the challenge...
            }
        }
    }
}

### AI'S TARGET: Random realm character (my_duel_target) gets to accept or not
character_event = {
    id = HF.12101
    is_triggered_only = yes
    trigger = {
        FROM = { is_alive = yes }
    }

    hide_window = yes

    option = { #Oh please. Whatever, let's fight.
        #Duel calculation.
        #REQUIRED event targets for setting up duel evaluation!
        save_event_target_as = combatant_2 #the target of the duel...
        FROM = {
            set_character_flag = add_duel_xp
            set_character_flag = is_legendary_duel
            save_event_target_as = combatant_1  #the person issuing the duel...
            character_event = { id = HFP.10100 }
        }
        ai_chance = {
            factor = 90
        }
    }
    option = { #I'll do no such thing. Guards! Imprison this one.
        FROM = { imprison = ROOT } #FROM is imprisoned *by* ROOT
        set_character_flag = captured_wildling@FROM

        ai_chance = {
            factor = 10
            modifier = {
                factor = 0.1 #way less likely if there has already been one capture
                any_society_member = {
                    same_society_as = FROM
                    NOT = { character = FROM }
                    OR = {
                        has_character_flag = call_to_legend_active
                        has_character_flag = completed_call_to_legend
                        has_character_flag = failed_call_to_legend
                    }
                    prisoner = yes
                }
            }
            modifier = {
                factor = 0.1 #way less likely if there is no player involved at all
                NOT = {
                    any_society_member = {
                        same_society_as = FROM
                        ai = no # player
                    }
                }
            }
        }

        trigger = {
            is_landed = yes
            FROM = {
                #if they have made it past 10, they can no longer be imprisoned...
                NOT = { check_variable = { which = legendary_event_progress value = 10 } }
            }
        }
    }
}

# on_become_imprisoned_any_reason: make sure people know what happened!
character_event = {
    id = HF.12305
    hide_window = yes
    is_triggered_only = yes
    
    trigger = {
        has_character_flag = call_to_legend_active #means you were captured somehow, while on this journey
    }

    immediate = {
        FROM = { save_event_target_as = enemy_captor }

        if = {
            limit = {
                any_society_member = {
                    same_society_as = ROOT
                    NOT = { character = ROOT }
                    ai = no #if there is a player in the society, basically
                }
            }
            #send event to player...
            any_society_member = {
                limit = {  
                    same_society_as = ROOT
                    NOT = { character = ROOT }
                    ai = no
                }                
                character_event = { id = HF.12102 days = 1 } #my friend was captured (+ how)..!
            }
        }
        else = { #if this is an observer game...?
            FROM = { clr_character_flag = captured_wildling@ROOT }
            if = {
                limit = {
                    NOT = {
                        any_society_member = {
                            same_society_as = ROOT
                            has_character_flag = call_to_legend_active
                            NOT = { character = ROOT }
                            prisoner = no
                            is_alive = yes
                            is_dying = no
                            NOT = { trait = incapable }
                        }
                    }
                }
                stop_society_progress = yes 
            }
        }
        set_character_flag = failed_call_to_legend
        clean_up_after_legendary_showdown_effect = yes
    }
}


# PLAYER: Original hero (and other players involved in the chain) finds out their friend was imprisoned...
character_event = {
    id = HF.12102
    title = legendary_loss_title
    picture = GFX_evt_duel_scene
    border = GFX_event_normal_frame_war
    is_triggered_only = yes

    portrait = FROM

    trigger = {
        is_alive = yes        
    }

    immediate = {
        if = {
            limit = { event_target:enemy_captor = { has_character_flag = captured_wildling@FROM } }
            set_character_flag = dueler_captured@FROM
        }
    }

    desc = {
        text = EVTDESC_HF_12102 #My travel companion was imprisoned, after issuing a challenge!
        trigger = {
            has_character_flag = call_to_legend_active
            has_character_flag = dueler_captured@FROM
        }
    }
    desc = {
        text = EVTDESC_HF_12102_B #A hero was imprisoned by the enemy, after issuing a challenge!
        trigger = {
            NOT = { has_character_flag = call_to_legend_active }
            has_character_flag = dueler_captured@FROM
        }
    }

    desc = {
        text = EVTDESC_HF_12102_other_reason #My travel companion was imprisoned, somehow
        trigger = {
            has_character_flag = call_to_legend_active
            NOT = { has_character_flag = dueler_captured@FROM }
        }
    }
    desc = {
        text = EVTDESC_HF_12102_B_other_reason #A hero was imprisoned, somehow
        trigger = {
            NOT = { has_character_flag = call_to_legend_active }
            NOT = { has_character_flag = dueler_captured@FROM }
        }
    }

    option = { #How unfortunate (but there are still people left on the journey)
        name = EVTOPTA_HF_12103
        custom_tooltip = { text = EVTOPTA_HF_12102_TT } #Their journey is over
        show_portrait = event_target:enemy_captor
        clr_character_flag = dueler_captured@FROM
        custom_tooltip = { text = EVTOPTA_HF_12103_TT } #Others will carry on
        trigger = {
            any_society_member = {
                same_society_as = ROOT
                NOT = { character = ROOT }
                has_character_flag = call_to_legend_active
                prisoner = no
                is_alive = yes
                is_dying = no
                NOT = { trait = incapable }
            }
        }
    }
    option = { # I am the last one standing then
        name = EVTOPTB_HF_12103_B
        custom_tooltip = { text = EVTOPTA_HF_12102_TT } #Their journey is over
        show_portrait = event_target:enemy_captor
        clr_character_flag = dueler_captured@FROM
        trigger = {
            has_character_flag = call_to_legend_active
            NOT = {
                any_society_member = {
                    same_society_as = ROOT
                    has_character_flag = call_to_legend_active
                    NOT = { character = ROOT }
                    prisoner = no
                    is_alive = yes
                    is_dying = no
                    NOT = { trait = incapable }
                }
            }
        }
    }
    option = { # That's the end of it then (all heroes are gone somehow)
        name = EVTOPTC_HF_12103
        custom_tooltip = { text = EVTOPTA_HF_12102_TT } #Their journey is over
        show_portrait = event_target:enemy_captor
        clr_character_flag = dueler_captured@FROM
        custom_tooltip = {
            text = EVTOPTC_HF_12103_TT
            stop_society_progress = yes
        }
        trigger = {
            NOT = {
                any_society_member = {
                    same_society_as = ROOT
                    has_character_flag = call_to_legend_active
                    prisoner = no
                    is_alive = yes
                    is_dying = no
                    NOT = { trait = incapable }
                }
            }
        }
    }
    option = { #This is getting too dangerous...
        name = EVTOPTB_HF_12102
        custom_tooltip = { text = EVTOPTB_HF_12102_TT }
        add_trait = craven
        prestige = -500
        show_portrait = event_target:enemy_captor
        clean_up_after_legendary_showdown_effect = yes
        clr_character_flag = dueler_captured@FROM
        set_character_flag = failed_call_to_legend

        if = {
            limit = {
                NOT = {
                    any_society_member = {
                        same_society_as = ROOT
                        has_character_flag = call_to_legend_active
                        NOT = { character = ROOT }
                        prisoner = no
                        is_alive = yes
                        is_dying = no
                        NOT = { trait = incapable }
                    }
                }
            }
            custom_tooltip = {
                text = EVTOPTC_HF_12103_TT
                stop_society_progress = yes
            }
        }

        trigger = {
            ai = no
            has_character_flag = call_to_legend_active
            has_character_flag = dueler_captured@FROM
        }
    }
    after = {
        event_target:enemy_captor =  { clr_character_flag = captured_wildling@FROM }
    }
}

# PLAYER: Original hero (and other players involved in the chain) finds out their friend died...
character_event = {
    id = HF.12103
    title = legendary_loss_title
    desc = EVTDESC_HF_12103 #They were killed by the enemy...
    picture = GFX_evt_battle
    border = GFX_event_normal_frame_war
    is_triggered_only = yes

    trigger = {
        NOT = { has_character_flag = viewing_event_HF_12103 } #As this might fire from multiple places...
    }

    immediate = {
        set_character_flag = viewing_event_HF_12103
    }
        
    option = { #How unfortunate (but there are still people left on the journey)
        name = EVTOPTA_HF_12103
        custom_tooltip = {
            text = EVTOPTA_HF_12103_TT
        }
        trigger = {
            event_target:target_society = {
                any_society_member = {
                    NOT = { character = ROOT }
                    has_character_flag = call_to_legend_active
                    prisoner = no
                    is_alive = yes
                    is_dying = no
                    NOT = { trait = incapable }
                }
            }
        }
    }
    option = { # I am the last one standing then
        name = EVTOPTB_HF_12103
        custom_tooltip = { text = EVTOPTB_HF_12103_TT } #It is you! The last one!
        trigger = {
            has_character_flag = call_to_legend_active
            society_member_of = event_target:target_society    
            NOT = {
                event_target:target_society = {
                    any_society_member = {
                        same_society_as = ROOT
                        NOT = { character = ROOT }
                        has_character_flag = call_to_legend_active
                        prisoner = no
                        is_alive = yes
                        is_dying = no
                        NOT = { trait = incapable }
                    }
                }
            }
        }
    }
    option = { # That's the end of it then (all heroes are gone somehow)
        name = EVTOPTC_HF_12103
        if = {
            limit = { society_member_of = event_target:target_society }
            custom_tooltip = {
                text = EVTOPTC_HF_12103_TT
                stop_society_progress = yes #Only if you are still in a warrior lodge
            }
        }
        if = {
            limit = { society_member_of = event_target:target_society }
            add_character_modifier = {
                modifier = drinking_to_fallen_friends
                years = 10
            }
        }
        hidden_effect = {
            if = {
                limit = { society_member_of = event_target:target_society }
                any_society_member = {
                    limit = {
                        same_society_as = ROOT
                        NOT = { character = ROOT }
                        prisoner = no
                        is_alive = yes
                        is_dying = no
                        NOT = { trait = incapable }
                    }

                    add_character_modifier = {
                        modifier = drinking_to_fallen_friends
                        years = 10
                    }
                }
            }
        }

        trigger = {
            society_member_of = event_target:target_society
            NOT = {
                any_society_member = {
                    same_society_as = ROOT
                    has_character_flag = call_to_legend_active
                    prisoner = no
                    is_alive = yes
                    is_dying = no
                    NOT = { trait = incapable }
                }
            }
        }
    }
    after = {
        clr_character_flag = viewing_event_HF_12103
    }
}

# PLAYER: Original hero (and other players involved in the chain) finds out their friend did well!
character_event = {
    id = HF.12104
    title = legendary_victory_title
    desc = EVTDESC_HF_12104 #They did so well!
    picture = GFX_evt_battle
    border = GFX_event_normal_frame_war
    is_triggered_only = yes
    trigger = {
        is_alive = yes        
    }
    
    immediate = {

    }

    option = { #So it is.
        name = EVTOPTA_HF_12104
        #custom_tooltip = { text = EVTOPTA_HF_12104_TT }
        stop_society_progress = yes
    }
}

### New duel outcomes ###
#DEATH: I killed my opponent - I won!
character_event = {
    id = HF.12200
    title = getDuelTitle
    picture = GFX_evt_duel_scene
    border = GFX_event_normal_frame_war
    is_triggered_only = yes
    portrait = event_target:other_combatant

    immediate = {
        set_winner_flags_and_save_opponent_effect = yes

        hidden_effect = {
            if = {
                limit = {
                    event_target:combatant_1 = { has_character_flag = WL_desc_Z }
                }
                event_target:combatant_2 = {
                    set_graphical_culture = bear
                }
            }
        }

        random_list = {
        	5 = { # You will be injured somehow (flags already set)...
                bad_soldier_outcome_score = yes #Increases risk, if you are bad at this...
                bad_soldier_outcome_score = yes #Increases risk, if you are bad at this...
        	}
        	10 = { # ONLY gives the Severely Injured trait, but no maiming...        		
        		set_character_flag = severely_injured
                bad_soldier_outcome_score = yes #Increases risk, if you are bad at this...
        	}
        	20 = { # ONLY gives bruises, etc...
        		set_character_flag = mildly_injured
				good_soldier_outcome_score = yes #Increases chance, if you are good at this...
        	}
        	20 = { # You are completely safe...
				good_soldier_outcome_score = yes #Increases chance, if you are good at this...
				good_soldier_outcome_score = yes #Increases chance, if you are good at this...
        		set_character_flag = ignore_damage
        	}
        }
    }

    desc = {
        text = EVTDESC_HF_12200_A #Someone is hunting! Aha!
        trigger = { has_character_flag = WL_desc_A }
    }
    desc = {
        text = EVTDESC_HF_12200_B #Outside the campfire, someone is tending to nature's call
        trigger = { has_character_flag = WL_desc_B }
    }
    desc = {
        text = EVTDESC_HF_12200_C #In the streets of a village, accosted by locals
        trigger = { has_character_flag = WL_desc_C }
    }
    desc = {
        text = EVTDESC_HF_12200_D #A moonlit night, listening to companion snoring, sneaky assassin?
        trigger = { has_character_flag = WL_desc_D }
    }
    desc = {
        text = EVTDESC_HF_12200_E #Urchin tips you off, pointing you to finest warrior around
        trigger = { has_character_flag = WL_desc_E }
    }
#    desc = {
#        text = EVTDESC_HF_12200_F #TBD
#        trigger = { has_character_flag = WL_desc_F }
#    }

    # Boss fights...
    desc = {
        text = EVTDESC_HF_12200_X #Old man/woman
        picture = GFX_evt_dueling_knights_hf
        trigger = { has_character_flag = WL_desc_X }
    }
    desc = {
        text = EVTDESC_HF_12200_Y #Giant local tournament
        picture = GFX_evt_dueling_knights_hf
        trigger = { has_character_flag = WL_desc_Y }
    }
    desc = {
        text = EVTDESC_HF_12200_Z #Bear/Dragon
        picture = GFX_evt_dueling_knights_hf
        trigger = { has_character_flag = WL_desc_Z }
    }

    option = {
        name = {
            text = EVTOPTA_HFP_10103_default #I... Yes, that was on purpose!
            trigger = {
                NOR = {
                    trait = duelist
                    trait = kind
                    is_rival = event_target:other_combatant
                    is_friend = event_target:other_combatant
                    event_target:other_combatant = { duelist_skill_compared_to_prev_low_group_trigger = yes }
                    duelist_skill_is_high_group_trigger = yes
                }
            }
        }
        name = {
            text = EVTOPTA_HFP_10103_duelist #Another victorious match.
            trigger = {
                OR = {
                    trait = duelist
                    event_target:other_combatant = { duelist_skill_compared_to_prev_low_group_trigger = yes }
                    duelist_skill_is_high_group_trigger = yes
                }
            }
        }
        name = {
            text = EVTOPTA_HFP_10103_sad #I'm sorry it had to end this way.
            trigger = {
                OR = {
                    trait = kind
                    is_friend = event_target:other_combatant
                }
            }
        }
        name = {
            text = EVTOPTA_HFP_10103_mean #Your death makes sense
            trigger = {
                OR = {
                    trait = cruel
                    is_rival = event_target:other_combatant
                }
            }
        }
        custom_tooltip = { text = you_win_the_duel_tt }
        apply_generic_duel_victory_effect = yes

        if = { # Only add injury if you were unlucky enough to get it...
        	limit = { NOT = { has_character_flag = ignore_damage } }
        	apply_selected_duel_injury_effect = yes
        }

        add_blood_splatter_effect = yes

        tooltip = {
            event_target:other_combatant = {
                show_scope_change = no
                death = {
                    death_reason = death_duel
                    killer = ROOT
                }
            }
        }
    }
    after = {
        hidden_effect = {
            event_target:other_combatant = { character_event = { id = HF.12201 } } #"I was decapitated" event
        }
        tooltip = {
            clean_up_after_duel_effect = yes
        }
    }
}

#DEATH: I died in the duel - I lost (fired from HFP.10103 above)
character_event = {
    id = HF.12201
    picture = GFX_evt_duel_scene
    border = GFX_event_normal_frame_war
    title = getDuelTitle
    is_triggered_only = yes
    portrait = event_target:other_combatant

    immediate = {
        set_loser_flags_and_save_opponent_effect = yes
        hidden_effect = {
            if = { limit = { has_character_flag = is_legendary_duel } } #means you were the instigator/hero
            current_heir = { save_event_target_as = new_story_owner } #So your heir will find out what happened and can be referred to in text...
        }
        if = {
            limit = { multiplayer = yes }            
            if = {
                limit = { event_target:combatant_1 = { character = ROOT } } #if you instigated this...
                death = {
                    death_reason = death_legendary_fail_duel #you died trying...
                    killer = event_target:other_combatant
                }
            }
            else = {
                death = {
                    death_reason = death_legendary_win_duel #you successfully killed someone on your hunt for glory!
                    killer = event_target:other_combatant
                }
            }
        }
    }

    desc = {
        text = EVTDESC_HF_12201_A #Someone is hunting! Aha!
        trigger = { has_character_flag = WL_desc_A }
    }
    desc = {
        text = EVTDESC_HF_12201_B #Outside the campfire, someone is tending to nature's call
        trigger = { has_character_flag = WL_desc_B }
    }
    desc = {
        text = EVTDESC_HF_12201_C #In the streets of a village, accosted by locals
        trigger = { has_character_flag = WL_desc_C }
    }
    desc = {
        text = EVTDESC_HF_12201_D #A moonlit night, listening to companion snoring, sneaky assassin?
        trigger = { has_character_flag = WL_desc_D }
    }
    desc = {
        text = EVTDESC_HF_12201_E #Urchin tips you off, pointing you to finest warrior around
        trigger = { has_character_flag = WL_desc_E }
    }
#    desc = {
#        text = EVTDESC_HF_12201_F #TBD
#        trigger = { has_character_flag = WL_desc_F }
#    }

    # Boss fights.
    desc = {
        text = EVTDESC_HF_12201_X #Old man/woman
        picture = GFX_evt_cornered_duel_hf
        trigger = { has_character_flag = WL_desc_X }
    }
    desc = {
        text = EVTDESC_HF_12201_Y #Giant (local tournament)
        picture = GFX_evt_dueling_knights_hf
        trigger = { has_character_flag = WL_desc_Y }
    }
    desc = {
        text = EVTDESC_HF_12201_Z #Bear/Dragon
        picture = GFX_evt_dueling_knights_hf
        trigger = { has_character_flag = WL_desc_Z }
    }

    option = {      
        name = EVTOPTA_HFP_10104 #Nooooo...!
        custom_tooltip = { text = you_lose_the_duel_tt }
        if = {
            limit = { has_character_flag = WL_desc_C }
            show_portrait = event_target:target_ruler
        }
        if = {
            limit = { multiplayer = no }
            if = {
                limit = { event_target:combatant_1 = { character = ROOT } } #if you instigated this...
                death = {
                    death_reason = death_legendary_fail_duel #you died trying...
                    killer = event_target:other_combatant
                }
            }
            else = {
                death = {
                    death_reason = death_legendary_win_duel #you successfully killed someone on your hunt for glory!
                    killer = event_target:other_combatant
                }
            }
        }
    }
    after = {
        hidden_effect = {
            FROM = { clean_up_after_duel_effect = yes } #test if this works, even if character is_dying
            clean_up_after_duel_effect = yes
        }
    }
}

#Double death - Attacker
character_event = {
    id = HF.12204
    picture = GFX_evt_duel_scene
    border = GFX_event_normal_frame_war
    title = getDuelTitle
    is_triggered_only = yes
    portrait = event_target:combatant_2
    immediate = {
        hidden_effect = {
            if = { limit = { has_character_flag = is_legendary_duel } } #means you were the instigator/hero
            current_heir = { save_event_target_as = new_story_owner } #So your heir will find out what happened and can be referred to in text...
        }
        hidden_effect = {
            if = {
                limit = {
                    event_target:combatant_1 = { has_character_flag = WL_desc_Z }
                }
                event_target:combatant_2 = {
                    set_graphical_culture = bear
                }
            }
        }

        if = {
            limit = { multiplayer = yes }
            if = {
                limit = { event_target:combatant_1 = { character = ROOT } } #if you instigated this...
                death = {
                    death_reason = death_legendary_fail_duel #you died trying...
                    killer = event_target:combatant_2
                }
            }
            else = {
                death = {
                    death_reason = death_legendary_win_duel #you successfully killed someone on your hunt for glory!
                    killer = event_target:combatant_1
                }
            }
        }
    }
    desc = {
        trigger = { NOR = { has_character_flag = elegant_double_KO has_character_flag = clumsy_double_KO } }
        text = EVTDESC_HFP_10101_default
    }
    desc = {
        trigger = { has_character_flag = clumsy_double_KO }
        text = EVTDESC_HFP_10101_clumsy
    }
    desc = {
        trigger = { has_character_flag = elegant_double_KO }
        text = EVTDESC_HFP_10101_elegant
    }

    option = {
        name = {
            text = EVTOPTA_HFP_10101_default
            trigger = { NOR = { has_character_flag = elegant_double_KO has_character_flag = clumsy_double_KO } }
        }
        name = {
            text = EVTOPTA_HFP_10101_clumsy
            trigger = { has_character_flag = clumsy_double_KO }
        }
        name = {
            text = EVTOPTA_HFP_10101_elegant
            trigger = { has_character_flag = elegant_double_KO }
        }
        custom_tooltip = { text = no_one_wins_the_duel_tt }
        tooltip = {
            event_target:combatant_2 = {
                show_scope_change = no
                death = {
                    death_reason = death_legendary_win_duel
                    killer = ROOT
                }
            }
        }
        if = {
            limit = { multiplayer = no }
            if = {
                limit = { event_target:combatant_1 = { character = ROOT } } #if you instigated this...
                death = {
                    death_reason = death_legendary_fail_duel #you died trying...
                    killer = event_target:combatant_2
                }
            }
            else = {
                death = {
                    death_reason = death_legendary_win_duel #you successfully killed someone on your hunt for glory!
                    killer = event_target:combatant_1
                }
            }
        }
    }
    after = {
        hidden_effect = {
            clean_up_after_duel_effect = yes
        }
    }
}

#Double death - Defender
character_event = {
    id = HF.12205
    picture = GFX_evt_duel_scene
    border = GFX_event_normal_frame_war
    title = getDuelTitle
    is_triggered_only = yes
    portrait = event_target:combatant_1

    immediate = {
        hidden_effect = {
            if = { limit = { has_character_flag = is_legendary_duel } } #means you were the instigator/hero
            current_heir = { save_event_target_as = new_story_owner } #So your heir will find out what happened and can be referred to in text...
        }
        hidden_effect = {
            if = {
                limit = {
                    event_target:combatant_1 = { has_character_flag = WL_desc_Z }
                }
                event_target:combatant_2 = {
                    set_graphical_culture = bear
                }
            }
        }

        if = {
            limit = { multiplayer = yes }
            if = {
                limit = { event_target:combatant_1 = { character = ROOT } } #if you instigated this...
                death = {
                    death_reason = death_legendary_fail_duel #you died trying...
                    killer = event_target:combatant_2
                }
            }
            else = {
                death = {
                    death_reason = death_legendary_win_duel #you successfully killed someone on your hunt for glory!
                    killer = event_target:combatant_1
                }
            }
        }
    }
    
    desc = {
        trigger = { NOR = { has_character_flag = elegant_double_KO has_character_flag = clumsy_double_KO } }
        text = EVTDESC_HFP_10102_default
    }
    desc = {
        trigger = { has_character_flag = clumsy_double_KO }
        text = EVTDESC_HFP_10102_clumsy
    }
    desc = {
        trigger = { has_character_flag = elegant_double_KO }
        text = EVTDESC_HFP_10102_elegant
    }

    option = {      
        name = {
            text = EVTOPTA_HFP_10102_default
            trigger = { NOR = { has_character_flag = elegant_double_KO has_character_flag = clumsy_double_KO } }
        }
        name = {
            text = EVTOPTA_HFP_10102_clumsy
            trigger = { has_character_flag = clumsy_double_KO }
        }
        name = {
            text = EVTOPTA_HFP_10102_elegant
            trigger = { has_character_flag = elegant_double_KO }
        }
        custom_tooltip = { text = no_one_wins_the_duel_tt }
        tooltip = {
            event_target:combatant_1 = {
                show_scope_change = no
                death = {
                    death_reason = death_legendary_win_duel
                    killer = ROOT
                }
            }
        }
        if = {
            limit = { multiplayer = no }
            if = {
                limit = { event_target:combatant_1 = { character = ROOT } } #if you instigated this...
                death = {
                    death_reason = death_legendary_fail_duel #you died trying...
                    killer = event_target:combatant_2
                }
            }
            else = {
                death = {
                    death_reason = death_legendary_win_duel #you successfully killed someone on your hunt for glory!
                    killer = event_target:combatant_1
                }
            }
        }
    }
    after = {
        hidden_effect = {
            clean_up_after_duel_effect = yes
        }
    }
}


#Cowardly display? Humiliation? - I won!
character_event = {
    id = HF.12202
    desc = EVTDESC_HFP_10107
    picture = GFX_evt_duel_scene
    border = GFX_event_normal_frame_war
    title = getDuelTitle
    is_triggered_only = yes

    portrait = event_target:other_combatant

    immediate = {
        set_winner_flags_and_save_opponent_effect = yes
    }

    option = {      
        name = EVTOPTA_HFP_10107 # Look at them run!
        custom_tooltip = { text = you_win_the_duel_tt }
        apply_generic_duel_victory_effect = yes
    }
    after = {
        clean_up_after_duel_effect = yes
    }
}

#Cowardly display - I lost
character_event = {
    id = HF.12203
    desc = EVTDESC_HFP_10108 #I ran away...!
    picture = GFX_evt_duel_scene
    border = GFX_event_normal_frame_war
    title = getDuelTitle
    is_triggered_only = yes
    immediate = {
        set_loser_flags_and_save_opponent_effect = yes
        clr_character_flag = add_duel_xp #Because you are chicken! No reward!
        set_character_flag = failed_mission #Because makes no sense this clears the mission...
    }

    portrait = event_target:other_combatant

    option = {
        name = {
            text = EVTOPTA_HFP_10108_craven
            trigger = { trait = craven }
        }
        name = {
            text = EVTOPTA_HFP_10108_shy
            trigger = { trait = shy }
        }
        name = {
            text = EVTOPTA_HFP_10108_wroth
            trigger = { trait = wroth }
        }
        name = {
            text = EVTOPTA_HFP_10108 #I should've stayed and fought!
            trigger = {
                NOR = {
                    trait = craven
                    trait = shy
                    trait = wroth
                }
            }
        }
        custom_tooltip = { text = you_lose_the_duel_tt }
    }
    after = {
        set_character_flag = skip_blood_effect
        clean_up_after_duel_effect = yes
    }
}

### Final event. Found a bloodline?! ALIVE ###
narrative_event = {
    id = HF.12300
    title = EVTTITLE_HF_12300
    desc = EVTDESC_HF_12300
    picture = GFX_evt_diplomatic_greeting
    border = GFX_event_narrative_frame_war
    is_triggered_only = yes
    
    portrait = event_target:my_beloved

    trigger = {
    
    }

    immediate = {
        hidden_effect = {
            if = { #Back up, in case the ruler we are talking about is dead...
                limit = { event_target:target_ruler = { NOT = { is_alive = yes } } }
                event_target:target_title = {
                    holder_scope = { top_liege = { save_event_target_as = target_ruler } }
                }
            }
            any_courtier_or_vassal = {
                limit = {
                    is_inaccessible_or_incapable_trigger = no
                    age = 14
                }
                score_value = { #Prioritizes selecting some kind of loved person...
                    value = 1
                    beloved_target_selection_score = yes
                }
                #Effect:
                save_event_target_as = my_beloved
            }
        }
    }

    option = { 
        name = EVTOPTA_HF_12300
        
        #Create a bloodline that fits your achievements...
		found_a_legendary_bloodline_effect = yes

        sound_effect = bloodline_added
        set_character_flag = completed_call_to_legend

        if = {
            limit = { ai = no }
            set_character_flag = achievement_zero_to_hero
        }

        trigger_switch = {
	        on_trigger = has_character_flag
	        bloodline_quality_1 = {
	        	prestige = 100
	        }
	        bloodline_quality_2 = {
	        	prestige = 300
	        }
	        bloodline_quality_3 = {
	        	prestige = 500
	        }
	    }

        add_character_modifier = { #For life
        	name = renowned_hero
        	duration =-1
        }

        any_society_member = {
            limit = {
                same_society_as = ROOT
                NOT = { character = ROOT }
            }
            narrative_event = { id = HF.12302 } #News event to fellow society members...
        }
        if = {
            limit = {
                NOT = {
                    any_society_member = {
                        same_society_as = ROOT
                        has_character_flag = call_to_legend_active
                        NOT = { character = ROOT }
                        prisoner = no
                        is_alive = yes
                        is_dying = no
                        NOT = { trait = incapable }
                    }
                }
            }
            custom_tooltip = {
                text = EVTOPTC_HF_12103_TT
                stop_society_progress = yes
            }
        }
        hidden_effect = {
            event_target:target_ruler = {
                narrative_event = { id = HF.12303 } #News event to the target ruler...  
            }
        }
        clean_up_after_legendary_showdown_effect = yes
        stop_slow_AIs_effect = yes #To make sure this thing does not go on forever...
    }
}

### Final event. Found a bloodline?! DEAD. ### For current heir
narrative_event = {
    id = HF.12301
    title = EVTTITLE_HF_12300
    desc = EVTDESC_HF_12301
    picture = GFX_evt_bloodlines
    border = GFX_event_narrative_frame_war
    is_triggered_only = yes

    immediate = {
        if = { #Back up, in case the ruler we are talking about is dead...
            limit = { event_target:target_ruler = { NOT = { is_alive = yes } } }
            event_target:target_title = {
                holder_scope = { top_liege = { save_event_target_as = target_ruler } }
            }
        }
    }
    option = {      
        name = EVTOPTA_HF_12301
        sound_effect = bloodline_added
        event_target:bloodline_founder = {
        	custom_tooltip = { text = found_bloodline_tt }
        }
        hidden_effect = {
            event_target:target_ruler = {
                narrative_event = { id = HF.12303 } #News event to the target ruler...
            }
        }
    }
}

### News events to society members ###
narrative_event = {
    id = HF.12302
    title = EVTTITLE_HF_12300
    picture = GFX_evt_diplomatic_greeting
    border = GFX_event_narrative_frame_war
    is_triggered_only = yes
    
    desc = {
        text = EVTDESC_HF_12302_A
        picture = GFX_evt_diplomatic_greeting
        trigger = { event_target:bloodline_founder = { is_alive = yes } }
    }
    desc = {
        text = EVTDESC_HF_12302_B
        picture = GFX_evt_bloodlines
        trigger = {
            event_target:bloodline_founder = {
                OR = {
                    is_dying = yes
                    is_alive = no
                }
            }
        }
    }
    
    option = {
        name = EVTOPTA_HF_12302
        add_character_modifier = {
            modifier = inspired_by_legends
            years = 10
        }
        event_target:bloodline_founder = {
        	custom_tooltip = { text = found_bloodline_tt }
        }
    }
}

### News events to target_ruler ###
narrative_event = {
    id = HF.12303
    title = EVTTITLE_HF_12300
    desc = EVTDESC_HF_12303
    picture = GFX_evt_bloodlines
    border = GFX_event_narrative_frame_war
    is_triggered_only = yes

    option = {      
        name = EVTOPTA_HF_12303
        add_character_modifier = {
            modifier = annoyed_with_barbarians
            years = 10
        }
    }
}

########################################################
####### Legendary Bloodline effects/flavor events ######
########################################################

# EAGLE: Dream about hunting with your bird and tadaaa: an eagle has snuck into your chambers!
character_event = {
    id = HF.12400
    desc = EVTDESC_HF_12400
    picture = GFX_evt_hunt
    border = GFX_event_normal_frame_war
    is_triggered_only = yes
    trigger = {
    	NOT = { has_character_modifier = pet_hunting_eagle }
    	any_owned_bloodline = { has_bloodline_flag = bloodline_pet_eagle }
    	is_inaccessible_trigger = no
		war = no
    }

    fail_trigger_effect = { #Basically, if something temporary is affecting this, check back later...
    	if = {
    		limit = {
    			NOT = { has_character_modifier = pet_hunting_eagle }
    			any_owned_bloodline = { has_bloodline_flag = bloodline_pet_eagle }
    			OR = {
    				is_inaccessible_trigger = yes
    				war = yes
    			}
    		}
    		character_event = { id = HF.12400 days = 365 random = 60 } #Check back if you have yet not received a new bird...
    	}
    }

    immediate = {
    	random_owned_bloodline = {
	    	limit = {
				has_bloodline_flag = bloodline_pet_eagle
				founder = { NOT = { character = ROOT } }
			}
			founder = {
				save_event_target_as = bloodline_founder
			}
    	}
    }

    # A.1
    option = { # A new friend?
        name = EVTOPTA_HF_12400
        custom_tooltip = { text = EVTOPTA_HF_12400_TT }
        add_character_modifier = {
			name = pet_hunting_eagle
			duration = -1
		}
		hidden_effect = { 
            character_event = { id = HF.25631 days = 7300 random = 1500 } #Death.
			#character_event = { id = HF.25631 days = 5 random = 1 } #Death. #Test values
		}
		trigger = {
			NOT = { event_target:bloodline_founder = { always = yes  } } #(Means you are the founder)
		}
    }
    # A.2
    option = { # My ancestor would be approve
        name = EVTOPTB_HF_12400
        custom_tooltip = { text = EVTOPTB_HF_12400_TT }
        add_character_modifier = {  
			name = pet_hunting_eagle
			duration = -1
		}
		hidden_effect = { 
			character_event = { id = HF.25631 days = 7300 random = 1500 } #Death.
            #character_event = { id = HF.25631 days = 5 random = 1 } #Death. #Test values
		}
		trigger = {
			event_target:bloodline_founder = { always = yes } #(Means you are NOT the founder)
		}
    }

    #B. Dismiss
    option = { # I'm going back to sleep
        name = EVTOPTC_HF_12400
        custom_tooltip = { text = EVTOPTC_HF_12400_TT }
    }
}


# DOG: Sparring, hear barking dog and tadaaa: it's for you!
character_event = {
    id = HF.12401
    desc = EVTDESC_HF_12401
    picture = GFX_evt_hunting_scene
    border = GFX_event_normal_frame_war
    is_triggered_only = yes
    
    trigger = {
    	NOT = { has_character_modifier = pet_hunting_dog }
    	any_owned_bloodline = { has_bloodline_flag = bloodline_pet_dog }
    	is_inaccessible_trigger = no
		war = no
    }

    fail_trigger_effect = { #Basically, if something temporary is affecting this, check back later...
    	if = {
    		limit = {
    			NOT = { has_character_modifier = pet_hunting_dog }
    			any_owned_bloodline = { has_bloodline_flag = bloodline_pet_dog }
    			OR = {
    				is_inaccessible_trigger = yes
    				war = yes
    			}
    		}
    		character_event = { id = HF.12400 days = 365 random = 60 } #Check back if you have yet not received a new bird...
    	}
    }

    immediate = {
    	random_owned_bloodline = {
	    	limit = {
				has_bloodline_flag = bloodline_pet_dog
				founder = { NOT = { character = ROOT } }
			}
			founder = {
				save_event_target_as = bloodline_founder
			}
    	}
    }

	# A.1
    option = { # A new friend?
        name = EVTOPTA_HF_12401
        custom_tooltip = { text = EVTOPTA_HF_12401_TT }
        add_character_modifier = {  
			name = pet_hunting_dog
			duration = -1
		}
		hidden_effect = { 
			character_event = { id = HF.12402 days = 7300 random = 1500 } #Dog dies...
		}
		trigger = {
			NOT = { event_target:bloodline_founder = { always = yes } } #(Means you are the founder)
		}
    }
    # A.2
    option = { # My ancestor would be approve
        name = EVTOPTB_HF_12401
        custom_tooltip = { text = EVTOPTB_HF_12401_TT }
        add_character_modifier = {  
			name = pet_hunting_dog
			duration = -1
		}
		hidden_effect = { 
			character_event = { id = HF.12402 days = 7300 random = 1500 } #Dog dies...
		}
		trigger = {
			event_target:bloodline_founder = { always = yes }  #(Means you are NOT the founder)
		}
    }
    #B. Dismiss
    option = { # I'm going back to sleep
        name = EVTOPTC_HF_12401
        custom_tooltip = { text = EVTOPTC_HF_12401_TT }
    }
}

# DOG: New dog funeral event (for non-WoL dog above)
character_event = {
    id = HF.12402
    desc = EVTDESC_HF_12402
    picture = GFX_evt_hunting_scene
    border = GFX_event_normal_frame_war
    is_triggered_only = yes
    trigger = {
    
    }

    immediate = {

    }

    option = {      
        name = EVTOPTA_HF_12402
        custom_tooltip = { text = EVTOPTA_HF_12402_TT }
        remove_character_modifier = pet_hunting_dog
    }
#    option = {      
#        name = EVTOPTB_HF_12402
#        custom_tooltip = { text = EVTOPTB_HF_12402_TT }
#        remove_character_modifier = pet_hunting_dog
#    }
}

# BATTLE EVENT: Bonus battle event for any *battle bard bloodline*
character_event = {
    id = HF.12405
    title = the_battle_at_location
    desc = EVTDESC_HF_12405
    picture = GFX_evt_duel_scene
    border = GFX_event_normal_frame_war
    is_triggered_only = yes
    trigger = {
    	NOR = {
    		has_character_modifier = inspired_singer
    		has_character_modifier = inspired_drummer
    	}
    }

    immediate = {

    }

    option = {      
        name = EVTOPTA_HF_12405
        #custom_tooltip = { text = EVTOPTA_HF_12405_TT }
        add_character_modifier = {  
			name = inspired_singer
			years = 3
		}
    }
	option = {
        name = EVTOPTB_HF_12405
        #custom_tooltip = { text = EVTOPTB_HF_12405_TT }
        add_character_modifier = {  
			name = inspired_drummer
			years = 3
		}
    }
}

