###########################################
#                                         #
# Warrior Lodge War Aid events			  #
#                       				  #
#                                         #
# ID HF.50000-HF.50107    	              #
#                                         #
###########################################

namespace = HF

#Consider sending a proposal for aid in war
# From = Attacker, Root = Defender
character_event = {
    id = HF.50000

    is_triggered_only = yes
    has_dlc = "Holy Fury"
    war = yes
    ai = yes
    hide_window = yes

    trigger = {
		is_member_of_any_warrior_lodge_trigger = yes
		
        is_primary_war_defender = yes

        any_war = {
            NOR = { 
                attacker = { using_cb = peasant_revolt }
                defender = { using_cb = peasant_revolt }
            }
        }

        any_player= {
            war = no
            is_within_diplo_range = ROOT
            same_society_as = ROOT
            NOT = { vassal_of = ROOT }

            is_within_diplo_range = FROM
            NOR = { 
                vassal_of = FROM 
                has_non_aggression_pact_with = FROM
                is_allied_with = FROM
            }
            NAND = { #So the player is not liege of both characters...
                ROOT = {
                    any_liege = {
                        character = PREVPREV
                    }
                }
                FROM = {
                    any_liege = {
                        character = PREVPREV
                    }
                }
            }
            NAND = {
                is_tributary = yes
                suzerain = {
                    OR = {
                        character = ROOT
                        character = FROM
                        any_liege = { character = ROOT }
                        any_liege = { character = FROM }
                    }
                }
            }
        }
    }

    immediate = {
        save_event_target_as = warrior_lodge_war_defender 
        
        FROM = { 
            save_event_target_as = warrior_lodge_war_attacker 
            character_event = { id = HF.50001 }
        }

        random_player= {
            limit = { 
                war = no
                is_within_diplo_range = ROOT
                same_society_as = ROOT
                NOT = { vassal_of = ROOT }

                is_within_diplo_range = FROM
                NOR = { 
                    vassal_of = FROM 
                    has_non_aggression_pact_with = FROM
                    is_allied_with = FROM
                }
                NAND = { #So the player is not liege of both characters...
                    ROOT = {
                        any_liege = {
                            character = PREVPREV
                        }
                    }
                    FROM = {
                        any_liege = {
                            character = PREVPREV
                        }
                    }
                }
                
                NAND = {
                    is_tributary = yes
                    suzerain = {
                        OR = {
                            character = ROOT
                            character = FROM
                            any_liege = { character = ROOT }
                            any_liege = { character = FROM }
                        }
                    }
                }
            }
            save_event_target_as = player_target
        }

        event_target:player_target = {
            random_list = 
            {
                40 = {
                    modifier = {
                        event_target:player_target = {
                            is_lover = event_target:warrior_lodge_war_defender
                        }
                        factor = 2
                    }
                    modifier = {
                        event_target:player_target = {
                            is_friend = event_target:warrior_lodge_war_defender
                        }
                        factor = 2
                    }
                    modifier = {
                        event_target:warrior_lodge_war_defender = {
                           opinion = { who = event_target:player_target value = 30 }
                        }
                        factor = 1.1
                    }
                    modifier = {
                        event_target:warrior_lodge_war_defender = {
                           opinion = { who = event_target:player_target value = 30 }
                        }
                        factor = 1.2
                    }
                    character_event = { id = HF.50002 }
                }
                60 = {
                    #Nothing happens
                }
            }
        }
    }
} 

#Can the Attacker consider sending a proposal for aid in war?
character_event = {
    id = HF.50001

    is_triggered_only = yes
    has_dlc = "Holy Fury"
    war = yes
    ai = yes
    hide_window = yes

    trigger = {
		is_member_of_any_warrior_lodge_trigger = yes
		
        is_primary_war_attacker = yes

        any_player= {
			war = no
            is_within_diplo_range = ROOT
            same_society_as = ROOT
            NOT = { vassal_of = ROOT }

            is_within_diplo_range = FROM
            NOR = { 
                vassal_of = FROM 
                has_non_aggression_pact_with = FROM
                is_allied_with = FROM
                same_society_as = FROM
            }

            NAND = {
                is_tributary = yes
                suzerain = {
                    OR = {
                        character = ROOT
                        character = FROM
                        any_liege = { character = ROOT }
                        any_liege = { character = FROM }
                    }
                }
            }
        }         
    }

    immediate = {
        random_player= {
            limit = { 
                war = no
                same_society_as = ROOT
                NOT = { same_society_as = event_target:warrior_lodge_war_defender }
                NOT = { vassal_of = ROOT }
                NOT = { vassal_of = event_target:warrior_lodge_war_defender }
            }
            save_event_target_as = player_target
        } 

        event_target:player_target = {
            random_list = 
            {
                40 = {
                    modifier = {
                        event_target:player_target = {
                            is_lover = event_target:warrior_lodge_war_attacker
                        }
                        factor = 2
                    }
                    modifier = {
                        event_target:player_target = {
                            is_friend = event_target:warrior_lodge_war_attacker
                        }
                        factor = 2
                    }
                    modifier = {
                        event_target:warrior_lodge_war_attacker = {
                           opinion = { 
                            who = event_target:player_target 
                           value = 30 }
                        }
                        factor = 1.1
                    }
                    modifier = {
                        event_target:warrior_lodge_war_attacker = {
                           opinion = { 
                            who = event_target:player_target 
                           value = 50 }
                        }
                        factor = 1.2
                    }
                    character_event = { id = HF.50004 }
                }
                60 = {
                    #Nothing happens
                }
            }
        }
    }
} 

# Player receives a letter asking for aid (Defender)
letter_event = {
    id = HF.50002
    is_triggered_only = yes
    ai = no
    border = GFX_event_letter_frame_war
    desc = EVTDESC_HF_50002

    trigger = {
        war = no       
    }
    immediate = {
        set_character_flag = got_war_invite_from_defender
        save_event_target_as = warrior_lodge_player_siding_with_defender 
    }

    option = # Join war
    {
        name = EVTOPTA_HF_50002
        join_defender_wars = FROM
        FROM = 
        {
            show_scope_change = no
            opinion = {
                modifier = opinion_grateful
                who = ROOT
                years = 5
            }
            set_character_flag = invited_player_to_war
        }
        clr_character_flag = got_war_invite_from_defender  
        set_character_flag = accepted_war_invite_from_defender
        
        event_target:warrior_lodge_war_attacker = 
        { set_character_flag = defender_invited_player_to_war }
    }

    option = # Decline
    {
        name = EVTOPTB_HF_50002 
        FROM = 
        {
            show_scope_change = no
            opinion = {
                modifier = opinion_disappointed
                who = ROOT
                years = 5
            }
        }

        if = 
        {
            limit = 
            {
                event_target:warrior_lodge_war_attacker = { 
                    same_society_as = ROOT
                    same_society_as = event_target:warrior_lodge_war_attacker
                    NOT = { vassal_of = ROOT }
                }
            }
             event_target:warrior_lodge_war_attacker = { character_event = { id = HF.50003 } }
        }
    }
}

# ATTACKER will send letter to Player following the rejection
letter_event = {
    id = HF.50003
    is_triggered_only = yes
    has_dlc = "Holy Fury"
    war = yes
    ai = yes
    hide_window = yes

    trigger = {
		is_member_of_any_warrior_lodge_trigger = yes
		
        is_primary_war_defender = yes

        any_player= {
            war = no
            same_society_as = ROOT
            NOT = { vassal_of = ROOT }
            has_character_flag = got_war_invite_from_attacker
        }         
    }

    immediate = {
        random_player= {
            limit = { 
                war = no
                same_society_as = ROOT
                has_character_flag = got_war_invite_from_defender
            }
            character_event = { id = HF.50005 days = 30 }
        } 
    }
}

# Player receives a letter asking for aid (Attacker)
letter_event = {
    id = HF.50004
    is_triggered_only = yes
    ai = no
    border = GFX_event_letter_frame_war
    desc = EVTDESC_HF_50004

    trigger = {
		is_member_of_any_warrior_lodge_trigger = yes
        war = no   
        FROM = {
            same_society_as = ROOT
        } 
    }

    option = # Join war
    {
        name = EVTOPTA_HF_50002
        join_defender_wars = FROM
        FROM = 
        {
            opinion = {
                modifier = opinion_grateful
                who = ROOT
                years = 5
            }
            set_character_flag = invited_player_to_war
        }
        set_character_flag = accepted_war_invite_from_attacker
    }

    option = # Decline
    {
        name = EVTOPTB_HF_50002 
        FROM = 
        {
            opinion = {
                modifier = opinion_disappointed
                who = ROOT
                years = 5
            }
        }
        clr_character_flag = got_war_invite_from_defender 
    }
}

# Player receives a letter asking for aid (Defender) after rejecting the attacker
letter_event = {
    id = HF.50005
    is_triggered_only = yes
    ai = no
    border = GFX_event_letter_frame_war
    desc = EVTDESC_HF_50005

    trigger = {
        war = no       
    }
    immediate = {
        save_event_target_as = warrior_lodge_player_siding_with_defender
    }

    option = # Join war
    {
        name = EVTOPTA_HF_50002
        join_defender_wars = FROM
        FROM = 
        {
            opinion = {
                modifier = opinion_grateful
                who = ROOT
                years = 5
            }
            set_character_flag = invited_player_to_war
        }
        set_character_flag = accepted_war_invite_from_defender
    }

    option = # Decline
    {
        name = EVTOPTB_HF_50002 
        FROM = 
        {
            opinion = {
                modifier = opinion_disappointed
                who = ROOT
                years = 5
            }
        }
    }

    after = {
        clr_character_flag = got_war_invite_from_attacker  
    }
}

#Hidden event to setup the letter to the player - Attacker won the war
# From = Attacker, Root = Defender
character_event = {
    id = HF.50100
    ai = yes
    is_triggered_only = yes
    has_dlc = "Holy Fury"
    hide_window = yes

    trigger = {
        war = no #Only after the last one.
        OR = {
            has_character_flag = invited_player_to_war
            has_character_flag = defender_invited_player_to_war
        } 
    }

    immediate = {
        if = {
            limit = {
                has_character_flag = invited_player_to_war
                block_general_event_trigger = yes
            }
            character_event = { id = HF.50107 } # cleanup of flags
        }

        if = {
            limit = {
                has_character_flag = invited_player_to_war
                NOT = { 
                    has_character_flag = defender_invited_player_to_war 
                }
            }
            save_event_target_as = warrior_lodge_war_side
        }

        save_event_target_as = warrior_lodge_war_defender
        FROM = { 
            save_event_target_as = warrior_lodge_war_attacker
            save_event_target_as = warrior_lodge_war_victor 
        }

        random_player = {
            limit = {
                same_society_as = ROOT
                NOT = { vassal_of = ROOT }
                has_character_flag = accepted_war_invite_from_defender
            }
            character_event = { id = HF.50104 days = 30 }
            set_character_flag = attacker_won
            set_character_flag = negative_war_letter
        }

        FROM = {    
            set_character_flag = attacker_won
            character_event = { id = HF.50103 } # Setting up the right FROM for when the player gets their event
        }
    }
}  

#Hidden event to setup the letter to the player - White peace
# From = Attacker, Root = Defender
character_event = {
    id = HF.50101
    ai = yes
    is_triggered_only = yes
    has_dlc = "Holy Fury"
    hide_window = yes

    trigger = {
        war = no #Only after the last one.
        OR = {
            has_character_flag = invited_player_to_war
            has_character_flag = defender_invited_player_to_war
        } 
    }

    immediate = {
        set_character_flag = silfae_test_2
        if = {
            limit = {
                has_character_flag = invited_player_to_war
                block_general_event_trigger = yes
            }
            character_event = { id = HF.50107 } # cleanup of flags
        }

        if = {
            limit = {
                has_character_flag = invited_player_to_war
                NOT = { 
                    has_character_flag = defender_invited_player_to_war 
                }
            }
            save_event_target_as = warrior_lodge_war_side
        }

        save_event_target_as = warrior_lodge_war_defender
        FROM = { 
            save_event_target_as = warrior_lodge_war_attacker
        }

        random_player = {
            limit = {
                same_society_as = ROOT
                NOT = { vassal_of = ROOT }
                has_character_flag = accepted_war_invite_from_defender
            }
            character_event = { id = HF.50104 days = 5 }
            set_character_flag = white_peace
            set_character_flag = positive_war_letter
        }

        FROM = {   
                set_character_flag = white_peace
                character_event = { id = HF.50103 } # Setting up the right FROM for when the player gets their event
        }
    }
} 

#Hidden event to setup the letter to the player - Defender won
# From = Attacker, Root = Defender
character_event = {
    id = HF.50102
    is_triggered_only = yes
    has_dlc = "Holy Fury"
    hide_window = yes
    ai = yes

    trigger = {
        war = no #Only after the last one.
        OR = {
            has_character_flag = invited_player_to_war
            has_character_flag = defender_invited_player_to_war
        } 
        #block_general_event_trigger = yes
    }

    immediate = {
        set_character_flag = silfae_test_3
        if = {
            limit = {
                has_character_flag = invited_player_to_war
                block_general_event_trigger = yes
            }
            character_event = { id = HF.50107 } # cleanup of flags
        }

        if = {
            limit = {
                has_character_flag = invited_player_to_war
                NOT = { 
                    has_character_flag = defender_invited_player_to_war 
                }
            }
            save_event_target_as = warrior_lodge_war_side
        }

        save_event_target_as = warrior_lodge_war_defender
        save_event_target_as = warrior_lodge_war_victor
        FROM = { 
            save_event_target_as = warrior_lodge_war_attacker
        }

        random_player= {
            limit = {
                same_society_as = ROOT
                NOT = { vassal_of = ROOT }
                has_character_flag = accepted_war_invite_from_defender
            }
            character_event = { id = HF.50104 days = 5 }
            set_character_flag = defender_won
            set_character_flag = positive_war_letter
        }

        FROM = {
            set_character_flag = defender_won
            character_event = { id = HF.50103 } # Setting up the right FROM for when the player gets their event
        }
        if = 
        {
            limit = {
                NOT = { has_character_flag = invited_player_to_war }
            }
            character_event = { id = HF.50107 } #Clean up
        }
    }
}

#Hidden event to setup the letter to the player if they were on the attacking side
character_event = {
    id = HF.50103

    is_triggered_only = yes
    has_dlc = "Holy Fury"
    hide_window = yes
    ai = yes

    trigger = 
    {
        war = no #Only after the last one.
        has_character_flag = invited_player_to_war
    }

    immediate = {
        if = {
            limit = {
                has_character_flag = invited_player_to_war
                block_general_event_trigger = yes
            }
            character_event = { id = HF.50107 } # cleanup of flags
        }

        save_event_target_as = warrior_lodge_war_side

        random_player= {
            limit = {
                same_society_as = ROOT
                NOT = { vassal_of = ROOT }
                has_character_flag = accepted_war_invite_from_attacker
            }
            save_event_target_as = warrior_lodge_player
        }

        if = 
        {
            limit = { has_character_flag = attacker_won }
            event_target:warrior_lodge_player = 
            {
                set_character_flag = attacker_won
                set_character_flag = positive_war_letter
            }
        }
        if = 
        {
            limit = { has_character_flag = defender_won }
            event_target:warrior_lodge_player = 
            {
                set_character_flag = defender_won
                set_character_flag = negative_war_letter
            }
        }
        if = 
        {
            limit = { has_character_flag = white_peace }
            event_target:warrior_lodge_player = 
            {
                set_character_flag = white_peace
                set_character_flag = negative_war_letter
            }
        }

        event_target:warrior_lodge_player = 
        {
            character_event = { id = HF.50104 days = 5 }
        }
    }
}


#Player gets letter
character_event = {
    id = HF.50104

    is_triggered_only = yes
    has_dlc = "Holy Fury"
    border = GFX_event_normal_frame_diplomacy
    ai = no

    picture = { 
        trigger = { 
            has_character_flag = positive_war_letter
        }
        picture = GFX_evt_pleasing_letter
    }

    picture = { 
        trigger = { 
            has_character_flag = negative_war_letter
        }
        picture = GFX_evt_upsetting_letter
    }

    desc = {
        trigger = {
            has_character_flag = attacker_won
        }
        text = EVTDESC_HF_50104_attacker_won
    }
    desc = {
        trigger = {
            has_character_flag = white_peace
        }
        text = EVTDESC_HF_50104_white_peace
    }
    desc = {
        trigger = {
            has_character_flag = defender_won
        }
        text = EVTDESC_HF_50104_defender_won
    }

    #trigger = {
    #    event_target:warrior_lodge_player = { block_general_event_trigger = yes }
    #    event_target:warrior_lodge_war_side = { block_general_event_trigger = yes }
    #}

    option = {
        name = EVTOPTA_HF_50104 # I am pleased to hear this.
        trigger = {
            has_character_flag = positive_war_letter
        }
        add_society_currency_major_effect = yes
        character_event = { id = HF.50105 days = 5 }
    }

    option = {
        name = EVTOPTB_HF_50104 # Is that all? I expected more...
         trigger = {
            has_character_flag = positive_war_letter
        }
        add_society_currency_major_effect = yes
        wealth = 50
        opinion = {
            modifier = opinion_very_disappointed
            who = FROM
            years = 5
        }
        hidden_tooltip = {
            event_target:warrior_lodge_war_side  = {
                if = {
                    limit = {
                        wealth <= 50
                    }
                    wealth = -50
                }
            }
            random = 
            {
                chance = 50 
                character_event = { id = HF.50105 days = 30 }
            }
        }
    }

    option = {
        name = EVTOPTC_HF_50104 # The nerve of this brazen fool!
         trigger = {
            has_character_flag = negative_war_letter
        }
        character_event = { id = HF.50107 }
        event_target:warrior_lodge_war_side = { character_event = { id = HF.50107 } }
    }

    option = {
        name = EVTOPTD_HF_50104 # What should I have done differently...?
         trigger = {
            has_character_flag = negative_war_letter
        }
        character_event = { id = HF.50107 }
        event_target:warrior_lodge_war_side = { character_event = { id = HF.50107 } }
    }

    option = {
        name = EVTOPTE_HF_50104 # There is truth in his harsh words. I must abandon my craven ways.
         trigger = {
            has_character_flag = negative_war_letter
            trait = craven
        }
        remove_trait_craven_effect = yes
        character_event = { id = HF.50107 }
        event_target:warrior_lodge_war_side = { character_event = { id = HF.50107 } }
    }
} 


# Player receives a letter inviting them for a fun activity 
character_event = {
    id = HF.50105
    is_triggered_only = yes
    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_pleasing_letter
    desc = EVTDESC_HF_50105

    trigger = {  
        event_target:warrior_lodge_war_side = { is_alive = yes }
    }

    option = # I happily accept! What a joyous occasion to share with [warrior_lodge_war_side.GetFirstName]
    {
        name = EVTOPTA_HF_50105

        event_target:warrior_lodge_war_side = 
        {
            opinion = {
                modifier = common_interests_opinion
                who = ROOT
                years = 5
            }
        }
        hidden_tooltip = 
        {
            opinion = {
                modifier = common_interests_opinion
                who = event_target:warrior_lodge_war_side
                years = 5
            }
        }

        if = {
            limit = {
                event_target:warrior_lodge_war_side = {
                    OR = {
                        has_focus = focus_hunting
                        trait = falconer
                        trait = hunter
                    }
                }
            }

            random_list = {
                50 = { #success
                    modifier = {
                        trait = falconer
                        factor = 2
                    }
                    modifier = {
                        trait = hunter
                        factor = 2
                    }
                    modifier = {
                        is_strong_trigger = yes
                        factor = 2
                    }
                    modifier = {
                        martial = 16
                        factor = 2
                    }
                }
                50 = { #failure
                    modifier = {
                        is_weak_trigger = yes
                        factor = 2
                    }
                    modifier = {
                        has_disability_trigger = yes
                        factor = 2
                    }
                    add_maimed_trait_effect = yes
                } 
            }
        }

        if = {
            limit = {
                event_target:warrior_lodge_war_side = {
                    NAND = {
                        has_focus = focus_hunting
                        trait = falconer
                        trait = hunter
                    }
                    OR = 
                    {
                        trait = trickster
                        trait = gamer
                        trait = strategist
                    }
                }
            }

            random_list = {
                50 = { #success
                    modifier = {
                        trait = trickster
                        factor = 2
                    }
                    modifier = {
                        trait = gamer
                        factor = 2
                    }
                    modifier = {
                        is_smart_trigger = yes
                        factor = 2
                    }
                    modifier = {
                        trait = strategist
                        factor = 2
                    }
                    modifier = {
                        trait = patient
                        factor = 2
                    }
                    add_trait = organizer
                }
                25 = { #failure
                    modifier = {
                        is_dumb_trigger = yes
                        factor = 2
                    }
                    add_trait_depressed_effect = yes
                }
                25 = { #failure
                    modifier = {
                        is_dumb_trigger = yes
                        factor = 2
                    }
                    add_trait_wroth_effect = yes
                } 
            }
        }

        if = {
            limit = {
                event_target:warrior_lodge_war_side = {
                    NAND = {
                        has_focus = focus_hunting
                        trait = falconer
                        trait = hunter
                        trait = trickster
                        trait = gamer
                        trait = strategist
                    }
                    OR = 
                    {
                        trait = scholar
                        trait = mystic
                        trait = erudite
                        learning = 18
                        trait = physician
                    }
                }
            }

            random_list = {
                50 = { #success
                    modifier = {
                        trait = scholar
                        factor = 2
                    }
                    modifier = {
                        trait = mystic
                        factor = 2
                    }
                    modifier = {
                        is_smart_trigger = yes
                        factor = 2
                    }
                    modifier = {
                        trait = erudite
                        factor = 2
                    }
                    modifier = {
                        trait = physician
                        factor = 2
                    }
                    modifier = {
                        trait = erudite
                        factor = 2
                    }
                    add_trait = organizer
                }
                25 = { #failure
                    modifier = {
                        is_dumb_trigger = yes
                        factor = 2
                    }
                    add_trait_depressed_effect = yes
                }
                25 = { #failure
                    modifier = {
                        is_dumb_trigger = yes
                        factor = 2
                    }
                    add_trait_wroth_effect = yes
                } 
            }
        }

        if = {
            limit = {
                event_target:warrior_lodge_war_side = {
                    NAND = {
                        has_focus = focus_hunting
                        trait = falconer
                        trait = hunter
                        trait = trickster
                        trait = gamer
                        trait = strategist
                        trait = scholar
                        trait = mystic
                        trait = erudite
                        learning = 18
                        trait = physician
                    }
                }
            }

            random_list = {
                50 = { #success
                    modifier = {
                        has_pleasant_trait_trigger = yes
                        factor = 2
                    }
                    modifier = {
                        has_pleasant_personality_trigger = yes
                        factor = 2
                    }
                    remove_trait_depressed_effect = yes
                    add_trait_gregarious_effect = yes

                    if = {
                        limit = { trait = stressed } 
                        remove_trait = stressed
                    }
                }
                50 = { #failure
                    modifier = {
                        has_mental_disorder_trigger = yes
                        factor = 2
                    }
                    add_trait_depressed_effect = yes
                    add_trait = drunkard
                }
            }
        }
    }

    option = # Decline the invitation. It is not suitable to my taste.
    {
        name = EVTOPTB_HF_50105 
        event_target:warrior_lodge_war_side = 
        {
            opinion = {
                modifier = opinion_extremely_disappointed
                who = ROOT
                years = 5
            }
        }
    }
}

# Player receives yet another letter
character_event = {
    id = HF.50106
    is_triggered_only = yes
    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_pleasing_letter 
    desc = EVTDESC_HF_50106

    trigger = {  
        event_target:warrior_lodge_war_side = { is_alive = yes }
    }

    option = # Time spent [warrior_lodge_war_side.GetFirstName] are precious memories I forever will cherish.
    {
        name = EVTOPTA_HF_50106
        add_friend = event_target:warrior_lodge_war_side
    }

    option = # I never thought that I could find love as a consequence of war..
    {
        name = EVTOPTB_HF_50106 
        trigger = 
        {
            event_target:warrior_lodge_war_side = {
                root_attraction_trigger = yes
                attacted_to_root_trigger = yes
            }
        }
        add_lover = event_target:warrior_lodge_war_side
    }
    option = # My letters to [warrior_lodge_war_side.GetFirstName] is nothing but formality.
    {
        name = EVTOPTC_HF_50106 
        
        FROM = 
        {
            opinion = {
                modifier = opinion_very_disappointed
                who = ROOT
                years = 5
            }
        }
    }
    after = 
    {
        character_event = { id = HF.50107 }
        event_target:warrior_lodge_war_side = { character_event = { id = HF.50107 } }
    }
}

#CLEANUP
character_event = {
    id = HF.50107
    is_triggered_only = yes
    has_dlc = "Holy Fury"
    hide_window = yes

    immediate = {
        clr_character_flag = invited_player_to_war
        clr_character_flag = defender_invited_player_to_war
        clr_character_flag = accepted_war_invite_from_defender
        clr_character_flag = accepted_war_invite_from_attacker
        clr_character_flag = got_war_invite_from_defender
        clr_character_flag = got_war_invite_from_attacker
        clr_character_flag = attacker_won
        clr_character_flag = defender_won
        clr_character_flag = white_peace
        clr_character_flag = negative_war_letter
        clr_character_flag = positive_war_letter
    }
}  