namespace = HRS

character_event = {
	id = HRS.90
	hide_window = yes
	is_triggered_only = yes
	immediate = {
		FROM = {character_event = {id = HRS.100 days = 1}}
	}
}

character_event = {
	id = HRS.100
	desc = HRS100	
	picture = GFX_evt_battle_byzantine
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	trigger = {
		#in_battle = yes
		NOT = { 
			trait = incapable
		}
		FROM = {
			#in_battle = yes
			prisoner = no
			is_alive = yes
		}
	}
	
	immediate = {
		remove_character_modifier = lvl
		add_trait = combat_exp
		FROM = {
			remove_character_modifier = lvl
			add_trait = combat_exp
		}
		
		#Calculate Level up
		random_list = {
			85 = { #He was weaker!
				modifier = {
					has_called_crusade = yes
					crusade_target = {
						is_located_in = ROOT
					}
					factor = 0.5
				}
				
				modifier = {
					has_ambition = obj_master_weapon
					factor = 0.8
				}
				
				modifier = {
					NOT = {has_character_flag = wpn}
					factor = 0
				}
				
				modifier = {
					level_1_weapon = yes
					factor = 0.3
				}
				
				modifier = {
					level_2_weapon = yes
					factor = 0.45
				}
				
				modifier = {
					level_3_weapon = yes
					factor = 0.6
				}
				
				modifier = {
					FROM = {
						NOT = {combat_rating = 0}
					}
					factor = 2.0
				}
				
				modifier = {
					FROM = {
						combat_rating = 1
					}
					factor = 0.95
				}
				modifier = {
					FROM = {
						combat_rating = 2
					}
					factor = 0.9
				}
				modifier = {
					FROM = {
						combat_rating = 3
					}
					factor = 0.85
				}
				modifier = {
					FROM = {
						combat_rating = 4
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating = 5
					}
					factor = 0.75
				}
				modifier = {
					FROM = {
						combat_rating = 6
					}
					factor = 0.7
				}
				modifier = {
					FROM = {
						combat_rating = 7
					}
					factor = 0.65
				}
				modifier = {
					FROM = {
						combat_rating = 8
					}
					factor = 0.6
				}
				modifier = {
					FROM = {
						combat_rating = 9
					}
					factor = 0.55
				}
				modifier = {
					FROM = {
						combat_rating = 10
					}
					factor = 0.5
				}
				
				modifier = {
					FROM = {
						combat_rating = 11
					}
					factor = 0.45
				}
				modifier = {
					FROM = {
						combat_rating = 12
					}
					factor = 0.4
				}
				modifier = {
					FROM = {
						combat_rating = 13
					}
					factor = 0.35
				}
				modifier = {
					FROM = {
						combat_rating = 14
					}
					factor = 0.3
				}
				modifier = {
					FROM = {
						combat_rating = 15
					}
					factor = 0.25
				}
			}
			15 = {
				modifier = {
					in_battle = yes
					factor = 1.5
				}
				modifier = {
					base_health = 5.0
					factor = 1.5
				}
				modifier = {
					base_health = 5.25
					factor = 1.5
				}
				modifier = {
					base_health = 5.5
					factor = 1.5
				}
				modifier = {
					base_health = 5.75
					factor = 1.5
				}
				modifier = {
					base_health = 6.0
					factor = 1.5
				}
				modifier = {
					base_health = 6.5
					factor = 1.5
				}
				modifier = {
					factor = 1.2
					NOT = {age = 50}
				}
				
				modifier = {
					factor = 1.5
					NOT = {age = 40}
				}
				
				modifier = {
					factor = 2.0
					NOT = {age = 30}
				}
				
				modifier = {
					OR = {
						level_5_weapon = yes
						trait = duel_legend
						trait = stealth_assassin
					}
					factor = 0.5
				}
		
					
				add_character_modifier = {
					name = lvl
					duration = 90
					hidden = yes
				}

			}
		}
		
		FROM = {
			random_list = {
				85 = { #He was weaker!
					modifier = {
						has_called_crusade = yes
						crusade_target = {
							is_located_in = FROM
						}
						factor = 0.5
					}
					modifier = {
						has_ambition = obj_master_weapon
						factor = 0.8
					}
					modifier = {
						NOT = {has_character_flag = wpn}
						factor = 0
					}
					
					modifier = {
						level_1_weapon = yes
						factor = 0.3
					}
					
					modifier = {
						level_2_weapon = yes
						factor = 0.45
					}
					
					modifier = {
						level_3_weapon = yes
						factor = 0.6
					}
					
					modifier = {
						ROOT = {
							NOT = {combat_rating = 0}
						}
						factor = 2.0
					}
					
					modifier = {
						ROOT = {
							combat_rating = 1
						}
						factor = 0.95
					}
					modifier = {
						ROOT = {
							combat_rating = 2
						}
						factor = 0.9
					}
					modifier = {
						ROOT = {
							combat_rating = 3
						}
						factor = 0.85
					}
					modifier = {
						ROOT = {
							combat_rating = 4
						}
						factor = 0.8
					}
					modifier = {
						ROOT = {
							combat_rating = 5
						}
						factor = 0.75
					}
					modifier = {
						ROOT = {
							combat_rating = 6
						}
						factor = 0.7
					}
					modifier = {
						ROOT = {
							combat_rating = 7
						}
						factor = 0.65
					}
					modifier = {
						ROOT = {
							combat_rating = 8
						}
						factor = 0.6
					}
					modifier = {
						ROOT = {
							combat_rating = 9
						}
						factor = 0.55
					}
					modifier = {
						ROOT = {
							combat_rating = 10
						}
						factor = 0.5
					}
					
					modifier = {
						ROOT = {
							combat_rating = 11
						}
						factor = 0.45
					}
					modifier = {
						ROOT = {
							combat_rating = 12
						}
						factor = 0.4
					}
					modifier = {
						ROOT = {
							combat_rating = 13
						}
						factor = 0.35
					}
					modifier = {
						ROOT = {
							combat_rating = 14
						}
						factor = 0.3
					}
					modifier = {
						ROOT = {
							combat_rating = 15
						}
						factor = 0.25
					}
				}
				15 = {
					modifier = {
						in_battle = yes
						factor = 1.5
					}
					modifier = {
						base_health = 5.0
						factor = 1.5
					}
					modifier = {
						base_health = 5.25
						factor = 1.5
					}
					modifier = {
						base_health = 5.5
						factor = 1.5
					}
					modifier = {
						base_health = 5.75
						factor = 1.5
					}
					modifier = {
						base_health = 6.0
						factor = 1.5
					}
					modifier = {
						base_health = 6.5
						factor = 1.5
					}
					modifier = {
						factor = 1.2
						NOT = {age = 50}
					}
					
					modifier = {
						factor = 1.5
						NOT = {age = 40}
					}
					
					modifier = {
						factor = 2.0
						NOT = {age = 30}
					}
					
					modifier = {
						OR = {
							level_5_weapon = yes
							trait = duel_legend
							trait = stealth_assassin
						}
						factor = 0.5
					}
					
					add_character_modifier = {
						name = lvl
						duration = 90
						hidden = yes
					}
					
					
				}
			}
		}
	}
	
	option = { #Horse vs Horse
		
		trigger = {
			FROM = {
				riding_horse = yes
			}
		}
		ai_chance = {
			factor = 120
			modifier = {
				factor = 0.4
				trait = craven
			}
		}
		
		random_list = {
			50 = {
				modifier = {
					FROM = {
						trait = duelist
						pre_advantage_weapon = yes
					}
					
					factor = 0.7
				}
				
				modifier = {
					FROM = {
						NOT = {trait = duelist}
						pre_advantage_weapon = yes
					}
					factor = 0.8
				}
				
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 1 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 2 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 3 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 4 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 5 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 6 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 7 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 8 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 9 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 10 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 11 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 12 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 13 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 14 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 15 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 15 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						attribute_diff = {
							character = ROOT
							attribute = martial
							value = 2
						}
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						attribute_diff = {
							character = ROOT
							attribute = martial
							value = 5
						}
					}
					factor = 0.75
				}
				modifier = {
					FROM = {
						attribute_diff = {
							character = ROOT
							attribute = martial
							value = 9
						}
					}
					factor = 0.7
				}
				modifier = {
					FROM = {
						attribute_diff = {
							character = ROOT
							attribute = martial
							value = 15
						}
					}
					factor = 0.6
				}
				hidden_tooltip = {
					FROM = {
						add_character_modifier = {
							name = no_horse
							duration = 180
						}
					}
				}
				FROM = {character_event = {id = HRS.1000 days = 1 tooltip = HRS1000T1}}
				#ENEMY FALLS OFF HORSE
			}
			50 = {
				modifier = {
					trait = duelist
					pre_advantage_weapon = yes
					factor = 0.7
				}
				
				modifier = {
					NOT = {trait = duelist}
					pre_advantage_weapon = yes
					factor = 0.85
				}
				
				modifier = {
					combat_rating_diff = { who = FROM value = 1 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 2 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 3 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 4 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 5 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 6 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 7 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 8 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 9 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 10 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 11 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 12 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 13 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 14 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 15 }
					factor = 0.8
				}
				modifier = {
					attribute_diff = {
						character = FROM
						attribute = martial
						value = 2
					}
					factor = 0.8
				}
				modifier = {
					attribute_diff = {
						character = FROM
						attribute = martial
						value = 5
					}
					factor = 0.75
				}
				modifier = {
					attribute_diff = {
						character = FROM
						attribute = martial
						value = 9
					}
					factor = 0.7
				}
				modifier = {
					attribute_diff = {
						character = FROM
						attribute = martial
						value = 15
					}
					factor = 0.6
				}
				#YOU FALL OFF HORSE
				hidden_tooltip = {
					add_character_modifier = {
						name = no_horse
						duration = 180
					}
				}
				FROM = {character_event = {id = HRS.1001 days = 1 tooltip = HRS1001T1}}
			}
		}
		
		name = HRS100A
	}
	
	option = { #Horse vs Man
		
		trigger = {
			FROM = {
				NOT = {riding_horse = yes}
			}
		}
		ai_chance = {
			factor = 120
			modifier = {
				factor = 0.7
				trait = craven
			}
		}
		random_list = {
			30 = { #Cut off Charge
				modifier = {
					factor = 1.5
					trait = mount1
				}
				modifier = {
					factor = 1.5
					trait = mount2
				}
				modifier = {
					factor = 1.5
					trait = mount3
				}
				modifier = {
					factor = 1.5
					trait = mount4
				}
				modifier = {
					factor = 1.5
					trait = mount5
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_oc1
						trait = mount_om1
					}
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_oc2
						trait = mount_om2
					}
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_oc3
						trait = mount_om3
					}
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_oc4
						trait = mount_om4
					}
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_oc5
						trait = mount_om5
					}
				}
				FROM = {character_event = {id = HRS.120 days = 1 tooltip = HRS120T1}}
			}
			30 = { #Powerful Charge
				modifier = {
					factor = 1.5
					trait = mount_cav1
				}
				modifier = {
					factor = 1.5
					trait = mount_cav2
				}
				modifier = {
					factor = 1.5
					trait = mount_cav3
				}
				modifier = {
					factor = 1.5
					trait = mount_cav4
				}
				modifier = {
					factor = 1.5
					trait = mount_cav5
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_oc1
						trait = mount_mc1
					}
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_oc2
						trait = mount_mc2
					}
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_oc3
						trait = mount_mc3
					}
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_oc4
						trait = mount_mc4
					}
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_oc5
						trait = mount_mc5
					}
				}
				FROM = {character_event = {id = HRS.121 days = 1 tooltip = HRS121T1}}
			}
			30 = { #Pursuit
				modifier = {
					factor = 1.5
					trait = mount_morale1
				}
				modifier = {
					factor = 1.5
					trait = mount_morale2
				}
				modifier = {
					factor = 1.5
					trait = mount_morale3
				}
				modifier = {
					factor = 1.5
					trait = mount_morale4
				}
				modifier = {
					factor = 1.5
					trait = mount_morale5
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_om1
						trait = mount_mc1
					}
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_om2
						trait = mount_mc2
					}
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_om3
						trait = mount_mc3
					}
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_om4
						trait = mount_mc4
					}
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_om5
						trait = mount_mc5
					}
				}
				FROM = {character_event = {id = HRS.122 days = 1 tooltip = HRS122T1}}
			}

		}
		name = HRS100B
	}
	

	option = { #Take Aim
		trigger = {
			has_character_flag = bow
			NOT = {trait = blinded}
		}
		ai_chance = {
			factor = 20
			modifier = {
				factor = 20
				NOT = {is_friend = FROM}
				has_character_flag = bow
			}
		}
		FROM = {character_event = {id = ARC.502 days = 1 tooltip = ARC502T1}}
		name = HRS100D #RUNNN
	}	
	
	option = {
		ai_chance = {
			factor = 60
			modifier = {
				factor = 10
				is_friend = FROM
			}
		}
		hidden_tooltip = {
			remove_character_modifier = wdcd
		}
		name = HRS100C #RUNNN
	}	
}

character_event = { #responder knocked off the horse
	id = HRS.1000
	desc = HRS1000	
	picture = GFX_evt_battle_byzantine
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	option = { #I am Knocked off

		
		add_character_modifier = {
			name = no_horse
			duration = 180
		}
		
		FROM = {character_event = {id = HRS.1001 days = 1 tooltip = HRS1001T1}}
		name = HRS1000A
	}
}

character_event = { #knocked off the horse
	id = HRS.1001
	desc = HRS1001	
	picture = GFX_evt_battle_byzantine
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = { #Horse v Man
		random_list = {
			30 = { #Cut off Charge
				modifier = {
					factor = 1.5
					trait = mount1
				}
				modifier = {
					factor = 1.5
					trait = mount2
				}
				modifier = {
					factor = 1.5
					trait = mount3
				}
				modifier = {
					factor = 1.5
					trait = mount4
				}
				modifier = {
					factor = 1.5
					trait = mount5
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_oc1
						trait = mount_om1
					}
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_oc2
						trait = mount_om2
					}
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_oc3
						trait = mount_om3
					}
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_oc4
						trait = mount_om4
					}
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_oc5
						trait = mount_om5
					}
				}
				FROM = {character_event = {id = HRS.120 days = 1 tooltip = HRS120T1}}
			}
			30 = { #Powerful Charge
				modifier = {
					factor = 1.5
					trait = mount_cav1
				}
				modifier = {
					factor = 1.5
					trait = mount_cav2
				}
				modifier = {
					factor = 1.5
					trait = mount_cav3
				}
				modifier = {
					factor = 1.5
					trait = mount_cav4
				}
				modifier = {
					factor = 1.5
					trait = mount_cav5
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_oc1
						trait = mount_mc1
					}
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_oc2
						trait = mount_mc2
					}
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_oc3
						trait = mount_mc3
					}
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_oc4
						trait = mount_mc4
					}
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_oc5
						trait = mount_mc5
					}
				}
				FROM = {character_event = {id = HRS.121 days = 1 tooltip = HRS121T1}}
			}
			30 = { #Pursuit
				modifier = {
					factor = 1.5
					trait = mount_morale1
				}
				modifier = {
					factor = 1.5
					trait = mount_morale2
				}
				modifier = {
					factor = 1.5
					trait = mount_morale3
				}
				modifier = {
					factor = 1.5
					trait = mount_morale4
				}
				modifier = {
					factor = 1.5
					trait = mount_morale5
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_om1
						trait = mount_mc1
					}
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_om2
						trait = mount_mc2
					}
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_om3
						trait = mount_mc3
					}
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_om4
						trait = mount_mc4
					}
				}
				modifier = {
					factor = 1.4
					OR = {
						trait = mount_om5
						trait = mount_mc5
					}
				}
				FROM = {character_event = {id = HRS.122 days = 1 tooltip = HRS122T1}}
			}

		}
		name = HRS100B
	}
	option = { #Run
		ai_chance = {
			factor = 60
			modifier = {
				factor = 10
				is_friend = FROM
			}
		}
		hidden_tooltip = {
			remove_character_modifier = wdcd
		}
		name = HRS100C #RUNNN
	}
}


character_event = { #Cut off
	id = HRS.120
	desc = HRS120	
	picture = GFX_evt_battle_byzantine
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	option = {
		
		#Attack the enemy
		name = HRS120A
		random_list = {
			50 = { #WIN
				modifier = {
					FROM = {
						trait = duelist
						pre_advantage_weapon = yes
					}
					
					factor = 0.7
				}
				
				modifier = {
					FROM = {
						NOT = {trait = duelist}
						pre_advantage_weapon = yes
					}
					factor = 0.8
				}
				
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 1 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 2 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 3 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 4 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 5 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 6 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 7 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 8 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 9 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 10 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 11 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 12 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 13 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 14 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 15 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 15 }
					}
					factor = 0.8
				}
				FROM = {character_event = {id = HRS.1200 days = 1 tooltip = HRS1200T1}}
				
			}
			50 = { #LOSE
				modifier = {
					NOT = {pre_advantage_weapon = yes}
					factor = 2
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 1 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 2 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 3 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 4 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 5 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 6 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 7 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 8 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 9 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 10 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 11 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 12 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 13 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 14 }
					factor = 0.8
				}
				FROM = {character_event = {id = HRS.1201 days = 1 tooltip = HRS1201T1}}
				
			}
		}
	}
}

character_event = { #No Mount is attacking Mount
	id = HRS.1200
	desc = HRS1200	
	picture = GFX_evt_battle_byzantine
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	option = {
		name = HRS1200A
		FROM = {character_event = {id = HRS.140 days = 1 tooltip = HRS140T1}} #Attacked by unmount
	}
}


character_event = { #Bounce to Horse to Man
	id = HRS.1201
	desc = HRS1201	
	picture = GFX_evt_battle_byzantine
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	option = {
		name = HRS1201A
		FROM = {character_event = {id = HRS.12001 days = 1 tooltip = HRS141T1}}
	}
}


character_event = {
	id = HRS.12001
	hide_window = yes
	is_triggered_only = yes
	immediate = {
		FROM = {character_event = {id = HRS.141 days = 1}}
	}
}

character_event = { #Charged
	id = HRS.121
	desc = HRS121	
	picture = GFX_evt_battle_byzantine
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = {
		#Attack the enemy
		ai_chance = {
			factor = 120
			modifier = {
				factor = 2
				trait = brave
			}
		}
		name = HRS120A
		if = {
			limit = {NOT = {trait = wounded}}
			add_trait = wounded
		}
		add_character_modifier = {
			name = horse_dazed
			duration = 20
		}
		random_list = {
			50 = {
				modifier = {
					FROM = {
						trait = duelist
						pre_advantage_weapon = yes
					}
					
					factor = 0.7
				}
				
				modifier = {
					FROM = {
						NOT = {trait = duelist}
						pre_advantage_weapon = yes
					}
					factor = 0.8
				}
				
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 1 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 2 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 3 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 4 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 5 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 6 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 7 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 8 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 9 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 10 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 11 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 12 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 13 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 14 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 15 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 15 }
					}
					factor = 0.8
				}
				FROM = {character_event = {id = HRS.1200 days = 1 tooltip = HRS1200T1}}
				
			}
			50 = {
				modifier = {
					NOT = {pre_advantage_weapon = yes}
					factor = 2
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 1 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 2 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 3 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 4 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 5 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 6 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 7 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 8 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 9 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 10 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 11 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 12 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 13 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 14 }
					factor = 0.8
				}
				FROM = {character_event = {id = HRS.1201 days = 1 tooltip = HRS1201T1}}
				
			}
		}
	}
	
	option = {
		ai_chance = {
			factor = 80
			modifier = {
				factor = 2
				trait = craven
			}
			modifier = {
				factor = 2
				trait = blinded
			}
			modifier = {
				factor = 2
				NOT = {combat_rating = 8}
			}
		}
		if = {
			limit = {NOT = {trait = wounded}}
			add_trait = wounded
		}
		add_character_modifier = {
			name = horse_dazed
			duration = 20
		}
		random_list = {
			50 = { #successful run
				FROM = {character_event = {id = HRS.1300 days = 1 tooltip = HRS1300T1}}
			}
			50 = { #Horse v Man Attacks
				FROM = {character_event = {id = HRS.141 days = 1 tooltip = HRS141T2}}
			}
		}
		name = HRS121B
	}

	
}

character_event = { #Escapes
	id = HRS.1300
	desc = HRS1300
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	option = {
		name = HRS1300A
	}
}

character_event = { #Pursuit
	id = HRS.122
	desc = HRS122	
	picture = GFX_evt_battle_byzantine
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = {
		#Attack the enemy
		ai_chance = {
			factor = 180
			modifier = {
				factor = 2
				trait = brave
			}
		}
		name = HRS120A
		if = {
			limit = {NOT = {trait = wounded}}
			add_trait = wounded
		}
		add_character_modifier = {
			name = horse_dazed
			duration = 20
		}
		random_list = {
			50 = {
				modifier = {
					FROM = {
						trait = duelist
						pre_advantage_weapon = yes
					}
					
					factor = 0.7
				}
				
				modifier = {
					FROM = {
						NOT = {trait = duelist}
						pre_advantage_weapon = yes
					}
					factor = 0.8
				}
				
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 1 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 2 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 3 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 4 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 5 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 6 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 7 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 8 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 9 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 10 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 11 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 12 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 13 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 14 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 15 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 15 }
					}
					factor = 0.8
				}
				FROM = {character_event = {id = HRS.1200 days = 1 tooltip = HRS1200T1}}
				
			}
			50 = {
				modifier = {
					NOT = {pre_advantage_weapon = yes}
					factor = 2
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 1 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 2 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 3 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 4 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 5 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 6 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 7 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 8 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 9 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 10 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 11 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 12 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 13 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 14 }
					factor = 0.8
				}
				FROM = {character_event = {id = HRS.1201 days = 1 tooltip = HRS1201T1}}
				
			}
		}
	}
	
	option = {
		ai_chance = {
			factor = 80
			modifier = {
				factor = 2
				trait = craven
			}
			modifier = {
				factor = 2
				trait = blinded
			}
			modifier = {
				factor = 2
				NOT = {combat_rating = 8}
			}
		}
		tooltip = {
			if = {
				limit = {
					trait = mangled
					NOT = {trait = incapable}
				}
				add_trait = incapable
			}
			if = {
				limit = {
					trait = severely_injured
					NOT = {trait = mangled}
				}
				add_trait = mangled
			}
			if = {
				limit = {
					trait = wounded
					NOT = {trait = severely_injured}
				}
				add_trait = severely_injured
			}
			if = {
				limit = {
					NOT = {trait = wounded}
				}
				add_trait = wounded
			}
			
		}
		hidden_tooltip = {
			FROM = {character_event = {id = HRS.1300 days = 1}}
		}
		name = HRS122B
	}
}



character_event = { #Unmounted v Mounted
	id = HRS.140
	desc = HRS140	
	picture = GFX_evt_battle_byzantine
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	immediate = {
		if = {
			limit = {NOT = {trait = combat_exp}}
			add_trait = combat_exp
		}
		if = {
			limit = {NOT = {FROM = {trait = combat_exp}}}
			FROM = {add_trait = combat_exp}
		}
	}
	
	option = { #Throw your weapon at the target
		ai_chance = {
			factor = 80
			modifier = {
				factor = 2
				trait = brave
			}
			modifier = {
				factor = 2
				FROM = {combat_rating = 8}
			}
			modifier = {
				factor = 2
				FROM = {combat_rating = 12}
			}
			modifier = {
				factor = 2
				FROM = {combat_rating = 6}
			}
		}
		random_list = {
			25 = { #kill
				modifier = {
					factor = 1.5
					pre_advantage_weapon = yes
				}
				modifier = {
					factor = 0.25
					NOT = {combat_rating = 1}
				}
				modifier = {
					factor = 1.2
					combat_rating = 3
				}
				modifier = {
					factor = 1.2
					combat_rating = 5
				}
				modifier = {
					factor = 1.25
					combat_rating = 7
				}
				modifier = {
					factor = 1.25
					combat_rating = 9
				}
				modifier = {
					factor = 1.3
					combat_rating = 11
				}
				modifier = {
					factor = 1.3
					combat_rating = 13
				}
				modifier = {
					factor = 1.35
					combat_rating = 15
				}
				FROM = {character_event = {id = HRS.151 days = 1 tooltip = HRS151T1}}
			}
			25 = { #Severe Injury + Capture
				modifier = {
					factor = 1.5
					pre_advantage_weapon = yes
				}
				modifier = {
					factor = 0.25
					NOT = {combat_rating = 1}
				}
				modifier = {
					factor = 1.2
					combat_rating = 3
				}
				modifier = {
					factor = 1.2
					combat_rating = 5
				}
				modifier = {
					factor = 1.25
					combat_rating = 7
				}
				modifier = {
					factor = 1.25
					combat_rating = 9
				}
				modifier = {
					factor = 1.3
					combat_rating = 11
				}
				modifier = {
					factor = 1.3
					combat_rating = 13
				}
				modifier = {
					factor = 1.35
					combat_rating = 15
				}
				FROM = {add_trait = severely_injured}
				FROM = {character_event = {id = HRS.152 days = 1 tooltip = HRS152T1}}
			}
			50 = { #Miss -> Mangled and Enemy Captures you
				modifier = {
					factor = 0.25
					FROM = {combat_rating = 1}
				}
				modifier = {
					factor = 1.2
					FROM = {combat_rating = 3}
				}
				modifier = {
					factor = 1.2
					FROM = {combat_rating = 5}
				}
				modifier = {
					factor = 1.2
					FROM = {combat_rating = 7}
				}
				modifier = {
					factor = 1.2
					FROM = {combat_rating = 9}
				}
				modifier = {
					factor = 1.2
					FROM = {combat_rating = 11}
				}
				modifier = {
					factor = 1.2
					FROM = {combat_rating = 13}
				}
				modifier = {
					factor = 1.2
					FROM = {combat_rating = 15}
				}
				modifier = {
					factor = 1.2
					FROM = {trait = mount1}
				}
				modifier = {
					factor = 1.2
					FROM = {trait = mount2}
				}
				modifier = {
					factor = 1.2
					FROM = {trait = mount3}
				}
				modifier = {
					factor = 1.2
					FROM = {trait = mount4}
				}
				modifier = {
					factor = 1.2
					FROM = {trait = mount5}
				}
				modifier = {
					factor = 1.1
					FROM = {
						OR = {
							trait = mount_oc1
							trait = mount_om1
						}
					}
				}
				modifier = {
					factor = 1.1
					FROM = {
						OR = {
							trait = mount_oc2
							trait = mount_om2
						}
					}
				}
				
				modifier = {
					factor = 1.1
					FROM = {
						OR = {
							trait = mount_oc3
							trait = mount_om3
						}
					}
				}
				modifier = {
					factor = 1.1
					FROM = {
						OR = {
							trait = mount_oc4
							trait = mount_om4
						}
					}
				}
				modifier = {
					factor = 1.1
					FROM = {
						OR = {
							trait = mount_oc5
							trait = mount_om5
						}
					}
				}
				add_trait = mangled
				FROM = {character_event = {id = HRS.153 days = 1 tooltip = HRS153T1}}
			}
		}
		name = HRS140A
	}
	
	option = { #Attack the horse
		ai_chance = {
			factor = 80
			modifier = {
				factor = 2
				combat_rating = 5
			}
			modifier = {
				factor = 2
				combat_rating = 8
			}
		}
		tooltip = {
			add_character_modifier = {
				name = no_horse
				duration = 180
			}
		}
		if = {
			limit = {NOT = {trait = wounded}}
			add_trait = wounded
		}
		
		
		name = HRS140B
	}
}


character_event = { #Mounted v Unmounted
	id = HRS.141
	desc = HRS141	
	picture = GFX_evt_battle_byzantine
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	immediate = {
		if = {
			limit = {NOT = {trait = combat_exp}}
			add_trait = combat_exp
		}
		if = {
			limit = {NOT = {FROM = {trait = combat_exp}}}
			FROM = {add_trait = combat_exp}
		}
	}
	
	
	option = { #Wide Swing
		trigger = {
			NOT = {wound_bonus_weapon = yes}
		}
		ai_chance = {
			factor = 80
			modifier = {
				factor = 2
				combat_rating = 5
			}
			modifier = {
				factor = 2
				combat_rating = 8
			}
		}
		random_list = {
			50 = { #kill
				modifier = {
					factor = 1.3
					has_scimitar = yes
				}
				modifier = {
					factor = 0.25
					NOT = {combat_rating = 1}
				}
				modifier = {
					factor = 1.2
					combat_rating = 3
				}
				modifier = {
					factor = 1.2
					combat_rating = 5
				}
				modifier = {
					factor = 1.25
					combat_rating = 7
				}
				modifier = {
					factor = 1.25
					combat_rating = 9
				}
				modifier = {
					factor = 1.3
					combat_rating = 11
				}
				modifier = {
					factor = 1.3
					combat_rating = 13
				}
				modifier = {
					factor = 1.35
					combat_rating = 15
				}
				FROM = {character_event = {id = HRS.161 days = 1 tooltip = HRS161T1}}
			}

			50 = { #Self Mangled + fall off horse to a duel
				modifier = {
					factor = 0.25
					FROM = {NOT = {combat_rating = 1}}
				}
				modifier = {
					factor = 1.2
					FROM = {combat_rating = 3}
				}
				modifier = {
					factor = 1.2
					FROM = {combat_rating = 5}
				}
				modifier = {
					factor = 1.25
					FROM = {combat_rating = 7}
				}
				modifier = {
					factor = 1.25
					FROM = {combat_rating = 9}
				}
				modifier = {
					factor = 1.3
					FROM = {combat_rating = 11}
				}
				modifier = {
					factor = 1.3
					FROM = {combat_rating = 13}
				}
				modifier = {
					factor = 1.35
					FROM = {combat_rating = 15}
				}
				FROM = {character_event = {id = HRS.162 days = 1 tooltip = HRS162T1}}
			}
		}
		name = HRS141A
	}
	
	option = { #Sweep
		trigger = {
			NOT = {wound_bonus_weapon = yes}
		}
		ai_chance = {
			factor = 80
			modifier = {
				factor = 2
				combat_rating = 5
			}
			modifier = {
				factor = 2
				combat_rating = 8
			}
			modifier = {
				factor = 2
				combat_rating = 12
			}
			modifier = {
				factor = 3
				trait = deceitful
			}
		}
		random_list = {
			
			50 = { #One-legged - capture
				modifier = {
					factor = 1.3
					has_scimitar = yes
				}
				modifier = {
					factor = 0.5
					NOT = {combat_rating = 1}
				}
				modifier = {
					factor = 1.1
					combat_rating = 3
				}
				modifier = {
					factor = 1.1
					combat_rating = 5
				}
				modifier = {
					factor = 1.1
					combat_rating = 7
				}
				modifier = {
					factor = 1.1
					combat_rating = 9
				}
				modifier = {
					factor = 1.1
					combat_rating = 11
				}
				modifier = {
					factor = 1.1
					combat_rating = 13
				}
				modifier = {
					factor = 1.1
					combat_rating = 15
				}
				FROM = {character_event = {id = HRS.164 days = 1 tooltip = HRS164T1}}
			}
			50 = { #Self - wounded - 1v1 fight
				modifier = {
					factor = 0.5
					FROM = {NOT = {combat_rating = 1}}
				}
				modifier = {
					factor = 1.1
					FROM = {combat_rating = 3}
				}
				modifier = {
					factor = 1.1
					FROM = {combat_rating = 5}
				}
				modifier = {
					factor = 1.1
					FROM = {combat_rating = 7}
				}
				modifier = {
					factor = 1.1
					FROM = {combat_rating = 9}
				}
				modifier = {
					factor = 1.1
					FROM = {combat_rating = 11}
				}
				modifier = {
					factor = 1.1
					FROM = {combat_rating = 13}
				}
				modifier = {
					factor = 1.1
					FROM = {combat_rating = 15}
				}
				FROM = {character_event = {id = HRS.166 days = 1 tooltip = HRS166T1}}
			}
		}
		name = HRS141B
	}
	
	option = { #Charge
		ai_chance = {
			factor = 80
			modifier = {
				factor = 2
				NOT = {combat_rating = 5}
			}
			modifier = {
				factor = 2
				NOT = {combat_rating = 8}
			}
			modifier = {
				factor = 2
				trait = wroth
			}
			modifier = {
				factor = 2
				trait = cruel
			}
		}
		random_list = {
			25 = { #Mangle Enemy + Capture
				modifier = {
					FROM = {combat_rating_diff = { who = ROOT value = 1 }}
					factor = 0.7
				}
				modifier = {
					FROM = {combat_rating_diff = { who = ROOT value = 2 }}
					factor = 0.7
				}
				modifier = {
					FROM = {combat_rating_diff = { who = ROOT value = 3 }}
					factor = 0.75
				}
				modifier = {
					FROM = {combat_rating_diff = { who = ROOT value = 4 }}
					factor = 0.75
				}
				modifier = {
					FROM = {combat_rating_diff = { who = ROOT value = 5 }}
					factor = 0.75
				}
				modifier = {
					FROM = {combat_rating_diff = { who = ROOT value = 6 }}
					factor = 0.8
				}
				modifier = {
					FROM = {combat_rating_diff = { who = ROOT value = 7 }}
					factor = 0.8
				}
				modifier = {
					FROM = {combat_rating_diff = { who = ROOT value = 8 }}
					factor = 0.8
				}
				modifier = {
					FROM = {combat_rating_diff = { who = ROOT value = 9 }}
					factor = 0.8
				}
				modifier = {
					FROM = {combat_rating_diff = { who = ROOT value = 10 }}
					factor = 0.9
				}
				modifier = {
					FROM = {combat_rating_diff = { who = ROOT value = 11 }}
					factor = 0.9
				}
				modifier = {
					FROM = {combat_rating_diff = { who = ROOT value = 12 }}
					factor = 0.9
				}
				modifier = {
					FROM = {combat_rating_diff = { who = ROOT value = 13 }}
					factor = 0.9
				}
				modifier = {
					FROM = {combat_rating_diff = { who = ROOT value = 14 }}
					factor = 0.9
				}
				modifier = {
					FROM = {combat_rating_diff = { who = ROOT value = 15 }}
					factor = 0.9
				}
				FROM = {character_event = {id = HRS.165 days = 1 tooltip = HRS165T1}}
			}
			25 = { #killed
				modifier = {
					combat_rating_diff = { who = FROM value = 1 }
					factor = 0.7
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 2 }
					factor = 0.7
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 3 }
					factor = 0.75
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 4 }
					factor = 0.75
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 5 }
					factor = 0.75
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 6 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 7 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 8 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 9 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 10 }
					factor = 0.9
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 11 }
					factor = 0.9
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 12 }
					factor = 0.9
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 13 }
					factor = 0.9
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 14 }
					factor = 0.9
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 15 }
					factor = 0.9
				}
				FROM = {character_event = {id = HRS.163 days = 1 tooltip = HRS163T1}}
			}
			50 = { #Self Mangled - Duel
				modifier = {
					FROM = {has_scimitar = yes}
					factor = 2
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 1 }
					factor = 0.7
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 2 }
					factor = 0.7
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 3 }
					factor = 0.75
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 4 }
					factor = 0.75
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 5 }
					factor = 0.75
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 6 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 7 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 8 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 9 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 10 }
					factor = 0.9
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 11 }
					factor = 0.9
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 12 }
					factor = 0.9
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 13 }
					factor = 0.9
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 14 }
					factor = 0.9
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 15 }
					factor = 0.9
				}
				modifier = {
					factor = 0.8
					trait = mount_cav1
				}
				modifier = {
					factor = 0.8
					trait = mount_cav2
				}
				modifier = {
					factor = 0.8
					trait = mount_cav3
				}
				modifier = {
					factor = 0.8
					trait = mount_cav4
				}
				modifier = {
					factor = 0.8
					trait = mount_cav5
				}
				modifier = {
					factor = 0.9
					OR = {
						trait = mount_oc1
						trait = mount_mc1
					}
				}
				modifier = {
					factor = 0.9
					OR = {
						trait = mount_oc2
						trait = mount_mc2
					}
				}
				modifier = {
					factor = 0.9
					OR = {
						trait = mount_oc3
						trait = mount_mc3
					}
				}
				modifier = {
					factor = 0.9
					OR = {
						trait = mount_oc4
						trait = mount_mc4
					}
				}
				modifier = {
					factor = 0.9
					OR = {
						trait = mount_oc5
						trait = mount_mc5
					}
				}
				FROM = {character_event = {id = HRS.162 days = 1 tooltip = HRS162T1}}
			}
			
		}
		name = HRS141C
	}
}


## Weapon Throw
character_event = { #Attacked - killed I AM DEATH
	id = HRS.151
	desc = HRS151	
	picture = GFX_evt_death
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	immediate = {
		
		FROM = {
			if = {
				limit = {
					NOT = {has_character_modifier = wdcd}
				}
				add_character_modifier = {
					modifier = recent_duel_victory
					months = 12
				}
			}
		}
		
		#opinion_battle_death_close_kin
		if = {
			limit = {
				father = {
					NOT = { character = FROM }
				}
			}
			father = {
				set_character_flag = tmp_msg
				opinion = {
					who = FROM
					modifier = opinion_battle_death_close_kin
					months = 1200
				}
				add_rival = FROM
				character_event = {id = RIV.5001 days = 1}
			}
		}
		
		if = {
			limit = {
				mother = {
					NOT = { character = FROM }
				}
			}
			mother = {
				set_character_flag = tmp_msg
				opinion = {
					who = FROM
					modifier = opinion_battle_death_close_kin
					months = 1200
				}
				character_event = {id = RIV.5001 days = 1}
				add_rival = FROM
			}
		}
		
		if = {
			limit = {
				ROOT = {NOT = {has_plot = plot_kill_spouse}}
				spouse = {
					NOT = { character = FROM }
					NOT = {has_character_flag = tmp_msg} #CHECK for FATHER/MOTHER SPOUSE you sicko
					
				}
			}
			spouse = {
				set_character_flag = tmp_msg
				opinion = {
					who = FROM
					modifier = opinion_battle_death_close_kin
					months = 1200
				}
				add_rival = FROM
				character_event = {id = RIV.5001 days = 1}
			}
		}
		
		any_lover = {
			limit = {
				NOT = { character = FROM }
				NOT = {has_character_flag = tmp_msg}
			}
			set_character_flag = tmp_msg
			opinion = {
				who = FROM
				modifier = opinion_battle_death_close_kin
				months = 1200
			}
			character_event = {id = RIV.5001 days = 1}
			add_rival = FROM
		}
		
		any_child = {
			limit = {
				NOT = { character = FROM }
				NOT = {has_character_flag = tmp_msg}
			}
			set_character_flag = tmp_msg
			opinion = {
				who = FROM
				modifier = opinion_battle_death_close_kin
				months = 1200
			}
			character_event = {id = RIV.5001 days = 1}
			add_rival = FROM
		}
		
		
		
		any_sibling = {
			limit = {
				NOT = { character = FROM }
				NOT = {has_character_flag = tmp_msg}
				opinion = { who = ROOT value = 30 } #My beloved Bro/Sis
			}
			set_character_flag = tmp_msg
			opinion = {
				who = FROM
				modifier = opinion_battle_death_close_kin
				months = 1200
			}
			character_event = {id = RIV.5001 days = 1}
			add_rival = FROM
		}
		
		#CLEAR FLAGS
		father = {
			clr_character_flag = tmp_msg
		}
		mother = {
			clr_character_flag = tmp_msg
		}
		spouse = {
			clr_character_flag = tmp_msg
		}
		any_lover = {
			clr_character_flag = tmp_msg
		}
		any_child = {
			clr_character_flag = tmp_msg
		}
		any_sibling = {
			clr_character_flag = tmp_msg
		}
		
	}
	option = {
		tooltip = {
			death = {
				killer = FROM
				death_reason = death_pierced_battlefield
			}
		}
		hidden_tooltip = {
			FROM = {character_event = {id = HRS.1501}}
		}
		name = HRS151A
	}
}

character_event = { #Attacked - HE DEAD
	id = HRS.1501
	desc = HRS1501	
	picture = GFX_evt_battle_byzantine
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	immediate = {
		if = { #level up
			limit = {
				has_character_modifier = lvl
			}
			remove_character_modifier = lvl
			character_event = {id = WRD.401 days = 5}
		}
		
		change_variable = { which = duel_win value = 1 }
		change_variable = { which = duel_kills value = 1 }
		add_character_modifier = {
			modifier = wdl
			months = 24
			hidden = yes
		}
		if = {
			limit = {
				has_nickname = no
				
			}
			if = {
				limit = {
					FROM = {trait = possessed}
				}
				give_nickname = nick_the_demonslayer
				break = yes
			}
			if = {
				limit = {
					trait = immortal_warlord
					trait = brave
					is_female = no
					combat_rating = 8
				}
				give_nickname = nick_the_immortal
				break = yes
			}
			if = {
				limit = {
					trait = immortal_warlord
					trait = brave
					is_female = yes
					combat_rating = 8
				}
				give_nickname = nick_the_amazon
				break = yes
			}
			if = {
				limit = {
					FROM = {
						OR = {
							has_landed_title = k_papal_state
							has_landed_title = k_papal_chalcedon
						}
					}
				}
				give_nickname = nick_the_godslayer
				break = yes
			}
			
			if = {
				limit = {
					OR = {
						trait = axe1
						trait = axe2
						trait = axe3
						trait = axe4
						trait = axe5
						trait = fokos1
						trait = fokos2
						trait = fokos3
						trait = fokos4
						trait = fokos5
					}
				}
				random = {
					chance = 2
					give_nickname = nick_the_axemurderer
				}
				
				break = yes
			}
			
			if = {
				limit = {
					OR = {
						trait = dagger1
						trait = dagger2
						trait = dagger3
						trait = dagger4
						trait = dagger5
					}
				}
				random = {
					chance = 5
					give_nickname = nick_the_assassin
				}
				
				break = yes
			}
			
			if = {
				limit = {
					OR = {
						trait = mace1
						trait = mace2
						trait = mace3
						trait = mace4
						trait = mace5
					}
				}
				random = {
					chance = 10
					give_nickname = nick_the_blunt
				}
				
				break = yes
			}
			
			if = {
				limit = {
					OR = {
						trait = tough_soldier
						trait = defensive_leader
					}
				}
				random = {
					chance = 10
					give_nickname = nick_the_stone
				}
				
				break = yes
			}
			
			random = {
				chance = 2
				give_nickname = nick_executioner
			}
				


		}	
	}
	option = {
		if = {
			limit = {
				dynasty = FROM
				NOT = {dynasty = none}
				NOT = {has_character_flag = hgc}
				NOT = {has_character_flag = hgt}
				NOT = {trait = kinslayer}
				NOT = {religion_group = muslim}

			}
			add_trait = kinslayer
		}
		if = {
			limit = {
				is_rival = FROM
				NOT = {trait = avenged_kin}
				OR = {
					has_opinion_modifier = {
						modifier = opinion_battle_death_close_kin
						who = FROM
					}
					has_opinion_modifier = {
						modifier = opinion_executed_close_kin
						who = FROM
					}
					has_opinion_modifier = {
						modifier = opinion_rot_close_kin
						who = FROM
					}
					has_opinion_modifier = {
						modifier = opinion_killed_close_kin
						who = FROM
					}
					has_opinion_modifier = {
						modifier = opinion_killed_father
						who = FROM
					}
					has_opinion_modifier = {
						modifier = bek
						who = FROM
					}
					has_opinion_modifier = {
						modifier = sck
						who = FROM
					}
				}
				
			}
			hidden_tooltip = {
				if = {
					limit = {has_nickname = no}
					random_list = {
						10 = {
							give_nickname = nick_the_oath_keeper
						}
						10 = {
							give_nickname = nick_the_vengeful
						}
						10 = {
							give_nickname = nick_retribution
						}
						10 = {
							give_nickname = nick_the_redeemer
						}
					}
				}
			}
			add_trait = avenged_kin
		}
		
		FROM = {
			death = {
				killer = ROOT
				death_reason = death_pierced_battlefield
			}
		}
		name = HRS1501A
	}
}


character_event = { #Attacked - injured
	id = HRS.152
	desc = HRS152	
	picture = GFX_evt_into_the_dungeon
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	immediate = {
		add_trait = severely_injured
		
	}
	
	option = {
		tooltip = {
			add_trait = severely_injured
			prisoner = FROM
		}
		hidden_tooltip = {
			FROM = {character_event = {id = HRS.1502}}
		}
		name = HRS152A
	}
}

character_event = { #Attacked - injured
	id = HRS.1502
	desc = HRS1502	
	picture = GFX_evt_battle_byzantine
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	immediate = {
		FROM = {
			prisoner = ROOT
		}
		if = { #level up
			limit = {
				has_character_modifier = lvl
			}
			remove_character_modifier = lvl
			character_event = {id = WRD.401 days = 5}
		}
		change_variable = { which = duel_win value = 1 }
		change_variable = { which = duel_kills value = 1 }
		FROM = {change_variable = { which = duel_loss value = 1 }}
		add_character_modifier = {
			modifier = wdl
			months = 24
			hidden = yes
		}	
	}
	
	option = {
		tooltip = {
			FROM = {
				add_trait = severely_injured
				
			}
			FROM = {
				prisoner = ROOT
			}
		}
		name = HRS1502A
	}
}

character_event = { #Attacked -miss mangled
	id = HRS.153
	desc = HRS153	
	picture = GFX_evt_into_the_dungeon
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	immediate = {
		FROM = {add_trait = mangled}
		if = { #level up
			limit = {
				has_character_modifier = lvl
			}
			remove_character_modifier = lvl
			character_event = {id = WRD.401 days = 5}
		}
		change_variable = { which = duel_win value = 1 }
		change_variable = { which = duel_kills value = 1 }
		FROM = {change_variable = { which = duel_loss value = 1 }}
		add_character_modifier = {
			modifier = wdl
			months = 24
			hidden = yes
		}
	}
	
	option = { #Missed
		tooltip = {
			FROM = {
				add_trait = mangled
			}
			FROM = {
				prisoner = ROOT
			}
		}
		hidden_tooltip = {
			FROM = {character_event = {id = HRS.1503}}
		}
		name = HRS153A
	}
}

character_event = { #Attacked -miss mangled
	id = HRS.1503
	desc = HRS1503	
	picture = GFX_evt_battle_byzantine
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	immediate = {prisoner = FROM}
	option = { #Missed
		tooltip = {
			add_trait = mangled
			prisoner = FROM
		}
		name = HRS1503A
	}
}

### ADD AI_CHANCE AND RIVAL THINGO

#Wild/Sweep/Charge
character_event = { #Attacked - killed I AM DEATH
	id = HRS.161
	desc = HRS161	
	picture = GFX_evt_death
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	immediate = {
		
		FROM = {
			if = {
				limit = {
					NOT = {has_character_modifier = wdcd}
				}
				add_character_modifier = {
					modifier = recent_duel_victory
					months = 12
				}
			}
		}
		
		#opinion_battle_death_close_kin
		if = {
			limit = {
				father = {
					NOT = { character = FROM }
				}
			}
			father = {
				set_character_flag = tmp_msg
				opinion = {
					who = FROM
					modifier = opinion_battle_death_close_kin
					months = 1200
				}
				add_rival = FROM
				character_event = {id = RIV.5001 days = 1}
			}
		}
		
		if = {
			limit = {
				mother = {
					NOT = { character = FROM }
				}
			}
			mother = {
				set_character_flag = tmp_msg
				opinion = {
					who = FROM
					modifier = opinion_battle_death_close_kin
					months = 1200
				}
				character_event = {id = RIV.5001 days = 1}
				add_rival = FROM
			}
		}
		
		if = {
			limit = {
				ROOT = {NOT = {has_plot = plot_kill_spouse}}
				spouse = {
					NOT = { character = FROM }
					NOT = {has_character_flag = tmp_msg} #CHECK for FATHER/MOTHER SPOUSE you sicko
					
				}
			}
			spouse = {
				set_character_flag = tmp_msg
				opinion = {
					who = FROM
					modifier = opinion_battle_death_close_kin
					months = 1200
				}
				add_rival = FROM
				character_event = {id = RIV.5001 days = 1}
			}
		}
		
		any_lover = {
			limit = {
				NOT = { character = FROM }
				NOT = {has_character_flag = tmp_msg}
			}
			set_character_flag = tmp_msg
			opinion = {
				who = FROM
				modifier = opinion_battle_death_close_kin
				months = 1200
			}
			character_event = {id = RIV.5001 days = 1}
			add_rival = FROM
		}
		
		any_child = {
			limit = {
				NOT = { character = FROM }
				NOT = {has_character_flag = tmp_msg}
			}
			set_character_flag = tmp_msg
			opinion = {
				who = FROM
				modifier = opinion_battle_death_close_kin
				months = 1200
			}
			character_event = {id = RIV.5001 days = 1}
			add_rival = FROM
		}
		
		
		
		any_sibling = {
			limit = {
				NOT = { character = FROM }
				NOT = {has_character_flag = tmp_msg}
				opinion = { who = ROOT value = 30 } #My beloved Bro/Sis
			}
			set_character_flag = tmp_msg
			opinion = {
				who = FROM
				modifier = opinion_battle_death_close_kin
				months = 1200
			}
			character_event = {id = RIV.5001 days = 1}
			add_rival = FROM
		}
		
		#CLEAR FLAGS
		father = {
			clr_character_flag = tmp_msg
		}
		mother = {
			clr_character_flag = tmp_msg
		}
		spouse = {
			clr_character_flag = tmp_msg
		}
		any_lover = {
			clr_character_flag = tmp_msg
		}
		any_child = {
			clr_character_flag = tmp_msg
		}
		any_sibling = {
			clr_character_flag = tmp_msg
		}
		
	}
	option = {
		tooltip = {
			death = {
				killer = FROM
				death_reason = death_sliced_battlefield
			}
		}
		hidden_tooltip = {
			FROM = {character_event = {id = HRS.1601}}
		}
		name = HRS161A
	}
}

character_event = { #Attacked - HE DEAD
	id = HRS.1601
	desc = HRS1601	
	picture = GFX_evt_battle_byzantine
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	immediate = {
		add_character_modifier = {
			modifier = wdl
			months = 24
			hidden = yes
		}
		
		if = { #level up
			limit = {
				has_character_modifier = lvl
			}
			remove_character_modifier = lvl
			character_event = {id = WRD.401 days = 5}
		}
		
		change_variable = { which = duel_win value = 1 }
		change_variable = { which = duel_kills value = 1 }
		if = {
			limit = {
				has_nickname = no
				
			}
			if = {
				limit = {
					FROM = {trait = possessed}
				}
				give_nickname = nick_the_demonslayer
				break = yes
			}
			if = {
				limit = {
					trait = immortal_warlord
					trait = brave
					is_female = no
					combat_rating = 8
				}
				give_nickname = nick_the_immortal
				break = yes
			}
			if = {
				limit = {
					trait = immortal_warlord
					trait = brave
					is_female = yes
					combat_rating = 8
				}
				give_nickname = nick_the_amazon
				break = yes
			}
			if = {
				limit = {
					FROM = {
						OR = {
							religion = catholic
							religion = fraticelli
						}
						controls_religion = yes
					}
				}
				give_nickname = nick_the_godslayer
				break = yes
			}
			if = {
				limit = {
					trait = scimitar3
					OR = {
						trait = deceitful
						trait = flanker
					}
				}
				give_nickname = nick_the_curved
				break = yes
			}
			if = {
				limit = {
					trait = spear3
					OR = {
						trait = ambitious
						trait = proud
					}
				}
				give_nickname = nick_the_rider
				break = yes
			}
			if = {
				limit = {
					trait = fair
					is_female = no
				}
				give_nickname = nick_the_white_stallion
				break = yes
			}
			if = {
				limit = {
					trait = brave
					trait = wroth
					is_female = no
				}
				give_nickname = nick_the_black_stallion
				break = yes
			}
			if = {
				limit = {
					trait = patient
					OR = {
						trait = gregarious
						trait = slothful
					}
				}
				give_nickname = nick_the_graceful
				break = yes
			}
		}
	}
	option = {
		if = {
			limit = {
				dynasty = FROM
				NOT = {dynasty = none}
				NOT = {has_character_flag = hgc}
				NOT = {has_character_flag = hgt}
				NOT = {trait = kinslayer}
				NOT = {religion_group = muslim}

			}
			add_trait = kinslayer
		}
		if = {
			limit = {
				is_rival = FROM
				NOT = {trait = avenged_kin}
				OR = {
					has_opinion_modifier = {
						modifier = opinion_battle_death_close_kin
						who = FROM
					}
					has_opinion_modifier = {
						modifier = opinion_executed_close_kin
						who = FROM
					}
					has_opinion_modifier = {
						modifier = opinion_rot_close_kin
						who = FROM
					}
					has_opinion_modifier = {
						modifier = opinion_killed_close_kin
						who = FROM
					}
					has_opinion_modifier = {
						modifier = opinion_killed_father
						who = FROM
					}
					has_opinion_modifier = {
						modifier = bek
						who = FROM
					}
					has_opinion_modifier = {
						modifier = sck
						who = FROM
					}
				}
				
			}
			hidden_tooltip = {
				if = {
					limit = {has_nickname = no}
					random_list = {
						10 = {
							give_nickname = nick_the_oath_keeper
						}
						10 = {
							give_nickname = nick_the_vengeful
						}
						10 = {
							give_nickname = nick_retribution
						}
						10 = {
							give_nickname = nick_the_redeemer
						}
					}
				}
			}
			add_trait = avenged_kin
		}
		
		FROM = {
			death = {
				killer = ROOT
				death_reason = death_sliced_battlefield
			}
		}
		name = HRS1601A
	}
}


character_event = { #Attacked -miss other mangled me
	id = HRS.162
	desc = HRS162	
	picture = GFX_evt_battle_byzantine
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	option = { #Missed
		tooltip = {
			FROM = {
				add_trait = mangled
			}
		}
		hidden_tooltip = {
			FROM = {character_event = {id = HRS.1602}}
		}
		name = HRS162A
	}
}

character_event = { #Attacked -miss other mangled
	id = HRS.1602
	desc = HRS1602	
	picture = GFX_evt_battle_byzantine
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	immediate = {
		add_trait = mangled
	}
	option = { #Missed
		tooltip = {
			add_trait = mangled
		}
		hidden_tooltip = {
			FROM = {character_event = {id = HRS.170 days = 1}}
		}
		name = HRS1602A
	}
}


character_event = { #Attacked - one_legged
	id = HRS.164
	desc = HRS164	
	picture = GFX_evt_into_the_dungeon
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	immediate = {
		add_trait = one_legged
	}
	
	option = {
		tooltip = {
			if = {
				limit = {NOT = {trait = one_legged}}
				add_trait = one_legged
			}
			prisoner = FROM
		}
		hidden_tooltip = {
			FROM = {character_event = {id = HRS.1604}}
		}
		name = HRS164A
	}
}

character_event = { #Attacked - one_legged
	id = HRS.1604
	desc = HRS1604	
	picture = GFX_evt_battle_byzantine
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	immediate = {
		FROM = {prisoner = FROM}
		add_character_modifier = {
			modifier = wdl
			months = 24
			hidden = yes
		}
		if = { #level up
			limit = {
				has_character_modifier = lvl
			}
			remove_character_modifier = lvl
			character_event = {id = WRD.401 days = 5}
		}
		change_variable = { which = duel_win value = 1 }
		change_variable = { which = duel_kills value = 1 }
		FROM = {change_variable = { which = duel_loss value = 1 }}
	}
	
	option = {
		tooltip = {
			FROM = {
				add_trait = one_legged
			}
			FROM = {
				prisoner = ROOT
			}
		}
		
		name = HRS1604A
	}
}


character_event = { #Attacked - mangle him
	id = HRS.165
	desc = HRS165	
	picture = GFX_evt_into_the_dungeon
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	immediate = {
		add_trait = mangled
	}
	
	option = {
		tooltip = {
			add_trait = mangled
			
			prisoner = FROM
		}
		hidden_tooltip = {
			FROM = {character_event = {id = HRS.1605}}
		}
		name = HRS165A
	}
}

character_event = { #Attacked - mangled him
	id = HRS.1605
	desc = HRS1605	
	picture = GFX_evt_battle_byzantine
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	immediate = {
		FROM = {prisoner = ROOT}
		add_character_modifier = {
			modifier = wdl
			months = 24
			hidden = yes
		}
		if = { #level up
			limit = {
				has_character_modifier = lvl
			}
			remove_character_modifier = lvl
			character_event = {id = WRD.401 days = 5}
		}	
		change_variable = { which = duel_win value = 1 }
		change_variable = { which = duel_kills value = 1 }
		FROM = {change_variable = { which = duel_loss value = 1 }}
	}
	
	option = {
		tooltip = {
			FROM = {
				add_trait = mangled
				prisoner = ROOT
			}
		}
		name = HRS1605A
	}
}


character_event = { #Attacked - wounded him
	id = HRS.166
	desc = HRS166	
	picture = GFX_evt_battle_byzantine
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	immediate = {
		add_trait = wounded
	}
	
	option = {
		tooltip = {
			add_trait = wounded

		}
		add_character_modifier = {
			name = no_horse
			duration = 180
		}
		hidden_tooltip = {
			FROM = {character_event = {id = HRS.1606}}
		}
		name = HRS166A
	}
}

character_event = { #Attacked - wounded him
	id = HRS.1606
	desc = HRS1606	
	picture = GFX_evt_battle_byzantine
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = {
		tooltip = {
			FROM = {
				add_trait = wounded
				add_character_modifier = {
					name = no_horse
					duration = 180
				}
			}
		}
		hidden_tooltip = {
			FROM = {character_event = {id = HRS.170 days = 1}}
		}
		name = HRS1606A
	}
}


character_event = { #Attacked - killed I AM DEATH
	id = HRS.163
	desc = HRS163	
	picture = GFX_evt_death
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	immediate = {
		FROM = {
			if = {
				limit = {
					NOT = {has_character_modifier = wdcd}
				}
				add_character_modifier = {
					modifier = recent_duel_victory
					months = 12
				}
			}
		}
		
		#opinion_battle_death_close_kin
		if = {
			limit = {
				father = {
					NOT = { character = FROM }
				}
			}
			father = {
				set_character_flag = tmp_msg
				opinion = {
					who = FROM
					modifier = opinion_battle_death_close_kin
					months = 1200
				}
				add_rival = FROM
				character_event = {id = RIV.5001 days = 1}
			}
		}
		
		if = {
			limit = {
				mother = {
					NOT = { character = FROM }
				}
			}
			mother = {
				set_character_flag = tmp_msg
				opinion = {
					who = FROM
					modifier = opinion_battle_death_close_kin
					months = 1200
				}
				character_event = {id = RIV.5001 days = 1}
				add_rival = FROM
			}
		}
		
		if = {
			limit = {
				ROOT = {NOT = {has_plot = plot_kill_spouse}}
				spouse = {
					NOT = { character = FROM }
					NOT = {has_character_flag = tmp_msg} #CHECK for FATHER/MOTHER SPOUSE you sicko
					
				}
			}
			spouse = {
				set_character_flag = tmp_msg
				opinion = {
					who = FROM
					modifier = opinion_battle_death_close_kin
					months = 1200
				}
				add_rival = FROM
				character_event = {id = RIV.5001 days = 1}
			}
		}
		
		any_lover = {
			limit = {
				NOT = { character = FROM }
				NOT = {has_character_flag = tmp_msg}
			}
			set_character_flag = tmp_msg
			opinion = {
				who = FROM
				modifier = opinion_battle_death_close_kin
				months = 1200
			}
			character_event = {id = RIV.5001 days = 1}
			add_rival = FROM
		}
		
		any_child = {
			limit = {
				NOT = { character = FROM }
				NOT = {has_character_flag = tmp_msg}
			}
			set_character_flag = tmp_msg
			opinion = {
				who = FROM
				modifier = opinion_battle_death_close_kin
				months = 1200
			}
			character_event = {id = RIV.5001 days = 1}
			add_rival = FROM
		}
		
		
		
		any_sibling = {
			limit = {
				NOT = { character = FROM }
				NOT = {has_character_flag = tmp_msg}
				opinion = { who = ROOT value = 30 } #My beloved Bro/Sis
			}
			set_character_flag = tmp_msg
			opinion = {
				who = FROM
				modifier = opinion_battle_death_close_kin
				months = 1200
			}
			character_event = {id = RIV.5001 days = 1}
			add_rival = FROM
		}
		
		#CLEAR FLAGS
		father = {
			clr_character_flag = tmp_msg
		}
		mother = {
			clr_character_flag = tmp_msg
		}
		spouse = {
			clr_character_flag = tmp_msg
		}
		any_lover = {
			clr_character_flag = tmp_msg
		}
		any_child = {
			clr_character_flag = tmp_msg
		}
		any_sibling = {
			clr_character_flag = tmp_msg
		}
	}
	option = {
		tooltip = {
			death = {
				killer = FROM
				death_reason = death_trampled_battlefield
			}
		}
		hidden_tooltip = {
			FROM = {character_event = {id = HRS.1603}}
		}
		name = HRS161A
	}
}

character_event = { #Attacked - HE DEAD
	id = HRS.1603
	desc = HRS1603	
	picture = GFX_evt_battle_byzantine
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	immediate = {
		add_character_modifier = {
			modifier = wdl
			months = 24
			hidden = yes
		}
		
		if = { #level up
			limit = {
				has_character_modifier = lvl
			}
			remove_character_modifier = lvl
			character_event = {id = WRD.401 days = 5}
		}
		
		change_variable = { which = duel_win value = 1 }
		change_variable = { which = duel_kills value = 1 }
		if = {
			limit = {
				has_nickname = no
				
			}
			if = {
				limit = {
					FROM = {trait = possessed}
				}
				give_nickname = nick_the_demonslayer
				break = yes
			}
			if = {
				limit = {
					trait = immortal_warlord
					trait = brave
					is_female = no
					combat_rating = 8
				}
				give_nickname = nick_the_immortal
				break = yes
			}
			if = {
				limit = {
					trait = immortal_warlord
					trait = brave
					is_female = yes
					combat_rating = 8
				}
				give_nickname = nick_the_amazon
				break = yes
			}
			if = {
				limit = {
					FROM = {
						OR = {
							religion = catholic
							religion = fraticelli
						}
						controls_religion = yes
					}
				}
				give_nickname = nick_the_godslayer
				break = yes
			}
			if = {
				limit = {
					trait = scimitar3
					OR = {
						trait = deceitful
						trait = flanker
					}
				}
				give_nickname = nick_the_curved
				break = yes
			}
			if = {
				limit = {
					trait = spear3
					OR = {
						trait = ambitious
						trait = proud
					}
				}
				give_nickname = nick_the_rider
				break = yes
			}
			if = {
				limit = {
					trait = fair
					is_female = no
				}
				give_nickname = nick_the_white_stallion
				break = yes
			}
			if = {
				limit = {
					trait = brave
					trait = wroth
					is_female = no
				}
				give_nickname = nick_the_black_stallion
				break = yes
			}
		}
	
	}
	option = {
		if = {
			limit = {
				dynasty = FROM
				NOT = {dynasty = none}
				NOT = {has_character_flag = hgc}
				NOT = {has_character_flag = hgt}
				NOT = {trait = kinslayer}
				NOT = {religion_group = muslim}

			}
			add_trait = kinslayer
		}
		if = {
			limit = {
				is_rival = FROM
				NOT = {trait = avenged_kin}
				OR = {
					has_opinion_modifier = {
						modifier = opinion_battle_death_close_kin
						who = FROM
					}
					has_opinion_modifier = {
						modifier = opinion_executed_close_kin
						who = FROM
					}
					has_opinion_modifier = {
						modifier = opinion_rot_close_kin
						who = FROM
					}
					has_opinion_modifier = {
						modifier = opinion_killed_close_kin
						who = FROM
					}
					has_opinion_modifier = {
						modifier = opinion_killed_father
						who = FROM
					}
					has_opinion_modifier = {
						modifier = bek
						who = FROM
					}
					has_opinion_modifier = {
						modifier = sck
						who = FROM
					}
				}
				
			}
			hidden_tooltip = {
				if = {
					limit = {has_nickname = no}
					random_list = {
						10 = {
							give_nickname = nick_the_oath_keeper
						}
						10 = {
							give_nickname = nick_the_vengeful
						}
						10 = {
							give_nickname = nick_retribution
						}
						10 = {
							give_nickname = nick_the_redeemer
						}
					}
				}
			}
			add_trait = avenged_kin
		}
		
		add_trait = cruel
		FROM = {
			death = {
				killer = ROOT
				death_reason = death_trampled_battlefield
			}
		}
		name = HRS1601A
	}
}



character_event = { #Man v Man Duel -> WRD 4
	id = HRS.170
	desc = HRS170	
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	

	option = { #Missed
		name = HRS170A
		tooltip = {
			random_list = {
				100 = { # Attack first
					#Spear has higher change to attack first
					modifier = {
						FROM = {
							trait = duelist
							pre_advantage_weapon = yes
						}
						
						factor = 0.7
					}
					
					modifier = {
						FROM = {
							NOT = {trait = duelist}
							pre_advantage_weapon = yes
						}
						factor = 0.8
					}
					
					modifier = {
						FROM = {
							combat_rating_diff = { who = ROOT value = 1 }
						}
						factor = 0.8
					}
					modifier = {
						FROM = {
							combat_rating_diff = { who = ROOT value = 2 }
						}
						factor = 0.8
					}
					modifier = {
						FROM = {
							combat_rating_diff = { who = ROOT value = 3 }
						}
						factor = 0.8
					}
					modifier = {
						FROM = {
							combat_rating_diff = { who = ROOT value = 4 }
						}
						factor = 0.8
					}
					modifier = {
						FROM = {
							combat_rating_diff = { who = ROOT value = 5 }
						}
						factor = 0.8
					}
					modifier = {
						FROM = {
							combat_rating_diff = { who = ROOT value = 6 }
						}
						factor = 0.8
					}
					modifier = {
						FROM = {
							combat_rating_diff = { who = ROOT value = 7 }
						}
						factor = 0.8
					}
					modifier = {
						FROM = {
							combat_rating_diff = { who = ROOT value = 8 }
						}
						factor = 0.8
					}
					modifier = {
						FROM = {
							combat_rating_diff = { who = ROOT value = 9 }
						}
						factor = 0.8
					}
					modifier = {
						FROM = {
							combat_rating_diff = { who = ROOT value = 10 }
						}
						factor = 0.8
					}
					modifier = {
						FROM = {
							combat_rating_diff = { who = ROOT value = 11 }
						}
						factor = 0.8
					}
					modifier = {
						FROM = {
							combat_rating_diff = { who = ROOT value = 12 }
						}
						factor = 0.8
					}
					modifier = {
						FROM = {
							combat_rating_diff = { who = ROOT value = 13 }
						}
						factor = 0.8
					}
					modifier = {
						FROM = {
							combat_rating_diff = { who = ROOT value = 14 }
						}
						factor = 0.8
					}
					modifier = {
						FROM = {
							combat_rating_diff = { who = ROOT value = 15 }
						}
						factor = 0.8
					}
					FROM = {character_event = { id = WRD.102 days = 1 tooltip = OPEN_TO_FIRST_STRIKE}}
				}

				100 = { # Enemy attacks you first
				
					#Spear has higher change to attack first
					modifier = {
						trait = duelist
						pre_advantage_weapon = yes
						factor = 0.7
					}
					
					modifier = {
						NOT = {trait = duelist}
						pre_advantage_weapon = yes
						factor = 0.85
					}
					
					modifier = {
						combat_rating_diff = { who = FROM value = 1 }
						factor = 0.8
					}
					modifier = {
						combat_rating_diff = { who = FROM value = 2 }
						factor = 0.8
					}
					modifier = {
						combat_rating_diff = { who = FROM value = 3 }
						factor = 0.8
					}
					modifier = {
						combat_rating_diff = { who = FROM value = 4 }
						factor = 0.8
					}
					modifier = {
						combat_rating_diff = { who = FROM value = 5 }
						factor = 0.8
					}
					modifier = {
						combat_rating_diff = { who = FROM value = 6 }
						factor = 0.8
					}
					modifier = {
						combat_rating_diff = { who = FROM value = 7 }
						factor = 0.8
					}
					modifier = {
						combat_rating_diff = { who = FROM value = 8 }
						factor = 0.8
					}
					modifier = {
						combat_rating_diff = { who = FROM value = 9 }
						factor = 0.8
					}
					modifier = {
						combat_rating_diff = { who = FROM value = 10 }
						factor = 0.8
					}
					modifier = {
						combat_rating_diff = { who = FROM value = 11 }
						factor = 0.8
					}
					modifier = {
						combat_rating_diff = { who = FROM value = 12 }
						factor = 0.8
					}
					modifier = {
						combat_rating_diff = { who = FROM value = 13 }
						factor = 0.8
					}
					modifier = {
						combat_rating_diff = { who = FROM value = 14 }
						factor = 0.8
					}
					modifier = {
						combat_rating_diff = { who = FROM value = 15 }
						factor = 0.8
					}
					FROM = {character_event = { id = WRD.103 days = 1 tooltip = FIRST_STRIKE}}
				}
				
			}
		}
		hidden_tooltip = {
			FROM = {character_event = {id = HRS.171 days = 1}}
		}
	}
}


character_event = {
	id = HRS.171
	desc = HRS171	
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	trigger = {
		#ai = no
		NOT = { 
		  trait = incapable
		}
		prisoner = no
		FROM = {
			prisoner = no
			NOT = {trait = incapable}
		}
	}

	option = {

		name = HRS171A
		
		random_list = {

			100 = { # Attack first
				
				#Spear has higher change to attack first
				modifier = {
					FROM = {
						trait = duelist
						pre_advantage_weapon = yes
					}
					
					factor = 0.7
				}
				
				modifier = {
					FROM = {
						NOT = {trait = duelist}
						pre_advantage_weapon = yes
					}
					
					factor = 0.8
				}
				
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 1 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 2 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 3 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 4 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 5 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 6 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 7 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 8 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 9 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 10 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 11 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 12 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 13 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 14 }
					}
					factor = 0.8
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 15 }
					}
					factor = 0.8
				}
				FROM = {character_event = { id = WRD.102 days = 1 tooltip = OPEN_TO_FIRST_STRIKE}}
			}

			100 = { # Enemy attacks you first
			
				#Spear has higher change to attack first
				modifier = {

					trait = duelist
					pre_advantage_weapon = yes

					
					factor = 0.7
				}
				
				modifier = {
					NOT = {trait = duelist}
					pre_advantage_weapon = yes
					factor = 0.85
				}
				
				modifier = {
					combat_rating_diff = { who = FROM value = 1 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 2 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 3 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 4 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 5 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 6 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 7 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 8 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 9 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 10 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 11 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 12 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 13 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 14 }
					factor = 0.8
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 15 }
					factor = 0.8
				}
				FROM = {character_event = { id = WRD.103 days = 1 tooltip = FIRST_STRIKE}}
			}
			
		}
		
		
		hidden_tooltip = {
			FROM = {
				clr_character_flag = hgc
				clr_character_flag = hgt
			}
			clr_character_flag = hgc
			clr_character_flag = hgt
			#catch holmgang flag
			
			
		}
		
	}


}

