
##GetHF24155
##GetShortcutRank
##GetHF20054
##GetFMsl
##GetSpouseDf
##GetSpouseSub
##GetSpouseAssi
##GetSpouseOb
##GetSpouseWith
##GetGodFM
##GetDick
##GetMrrs
##GetNom
##GetHF21019
##GetWeaponInjuringBlow_1
##GetWeaponInjuringBlow_2
##GetWeaponInjuringBlow_3
##GetWeaponInjuringBlow_4
##GetWeaponInjuringBlow_5
##GetWeaponInjuringBlowOnMe_1
##GetWeaponInjuringBlowOnMe_2
##GetWeaponInjuringBlowOnMe_3
##GetWeaponInjuringBlowOnMe_4








defined_text = {
	name = GetRelationInLaw
	
  	text = {
		localisation_key = GetRelation_FatherInLaw_1
		trigger = {
		  is_female = no
      any_playable_ruler = {
			  ai = no
        NOT = { is_female = yes }
      }
		}
	}
		text = {
		localisation_key = GetRelation_FatherInLaw_2
		trigger = {
		  is_female = no
      any_playable_ruler = {
			  ai = no
        NOT = { is_female = no }
      }
		}
	}
		text = {
		localisation_key = GetRelation_MotherInLaw_1
		trigger = {
 		  is_female = yes
      any_playable_ruler = {
			  ai = no
        NOT = { is_female = yes }
      }
		}
	}
		text = {
		localisation_key = GetRelation_MotherInLaw_2
		trigger = {
 		  is_female = yes
      any_playable_ruler = {
			  ai = no
        NOT = { is_female = no }
      }
		}
	}
}


defined_text = {
	name = GetRelationSibling

  text = {
	  localisation_key = GetRelation_Sibling_1 #
		trigger = {
		  is_older_than = {
		    any_playable_ruler = {
			    ai = no
			    is_female = no
			  }
			}
		}
	}
  text = {
	  localisation_key = GetRelation_Sibling_2 #
	  trigger = {
		  is_older_than = {
		    any_playable_ruler = {
			    ai = no
			    is_female = yes
			  }
			}
		}
	}	
#  text = {
#		localisation_key = GetRelation_Sibling_3 #
#		trigger = {
#		  NOT = { 
#		    is_older_than = { 
#		      any_playable_ruler = { 
#		        ai = no 
#		      } 
#		    } 
#		  }
#		}
#	}
		
  text = {
		localisation_key = GetRelation_Sibling_4 #ֵ 
		trigger = {
		  is_twin_of = {
		    any_playable_ruler = { 
		      ai = no 
		    }
		  }
      is_older_than = {
		    any_playable_ruler = { 
		      ai = no
			    is_female = no
        }
			}
		}
	}	
  text = {
	  localisation_key = GetRelation_Sibling_5 #ֵ 
		trigger = {
		  is_twin_of = {
		    any_playable_ruler = { 
		      ai = no 
		    }
		  }
      is_older_than = {
		    any_playable_ruler = { 
		      ai = no
			    is_female = yes
        }
			}
		}
	}	
  text = {
		localisation_key = GetRelation_Sibling_6 #ֵ 
		trigger = {
		  is_twin_of = {
		    any_playable_ruler = { 
		      ai = no 
		    }
		  }
      NOT = {
        is_older_than = {
		      any_playable_ruler = { 
		        ai = no
          }
			  }
		  }
	  }	
	}  
	text = {
	  localisation_key = GetRelation_Sibling_7 #
		trigger = {
		  is_older_than = {
		    any_playable_ruler = {
			    ai = no
			    is_female = no
			  }
			}
		}
	}
  text = {
	  localisation_key = GetRelation_Sibling_8 #
	  trigger = {
		  is_older_than = {
		    any_playable_ruler = {
			    ai = no
			    is_female = yes
			  }
			}
		}
	}	
  text = {
		localisation_key = GetRelation_Sibling_9 #
		trigger = {
		  NOT = { 
		    is_older_than = {
		      any_playable_ruler = { ai = no }
			  }
			}
		}
	}	
  text = {
		localisation_key = GetRelation_Sibling_10 #ֵ 
		trigger = {
		  is_twin_of = {
		    any_playable_ruler = { 
		      ai = no 
		    }
		  }
      is_older_than = {
		    any_playable_ruler = { 
		      ai = no
			    is_female = no
        }
			}
		}
	}	
  text = {
	  localisation_key = GetRelation_Sibling_11 #ֵ 
		trigger = {
		  is_twin_of = {
		    any_playable_ruler = { 
		      ai = no 
		    }
		  }
      is_older_than = {
		    any_playable_ruler = { 
		      ai = no
			    is_female = yes
        }
			}
		}
	}	
  text = {
		localisation_key = GetRelation_Sibling_12 #ֵ 
		trigger = {
		  is_twin_of = {
		    any_playable_ruler = { 
		      ai = no 
		    }
		  }
      NOT = {
        is_older_than = {
		      any_playable_ruler = { 
		        ai = no
          }
			  }
		  }
	  }	
	}
}


defined_text = {
	name = GetHF24155
	  
	text = {  # Ʈ 
	  localisation_key = string_24155_V1
	  trigger = {
	    is_older_than = ROOT
		}
	}
		
	text = {  # Ʈ 
		localisation_key = string_24155_V2
		trigger = {
	    NOT = { is_older_than = ROOT }
		}
	}
}

defined_text = {
	name = GetShortcutRank
	  
	text = {
	  localisation_key = ShortcutRank_E
	  trigger = {
	    tier = EMPEROR
		}
	}
		
	text = {
		localisation_key = ShortcutRank_K
		trigger = {
		  tier = KING
		}
	}

	text = {
		localisation_key = ShortcutRank_D
		trigger = {
		  lower_tier_than = KING
		}
	}
}

defined_text = {
	name = GetHF20054
	
		text = {
		trigger = { FROM = { has_character_flag = flag_mother_festival_ambitious } }
		localisation_key = string_20054_V1
	}
	  text = {
		trigger = { FROM = { has_character_flag = flag_mother_festival_gluttonous } }
		localisation_key = string_20054_V1
	}
	  text = {
		trigger = { FROM = { has_character_flag = flag_mother_festival_drunkard } }
		localisation_key = string_20054_V1
	}
	  text = {
		trigger = { FROM = { has_character_flag = flag_mother_festival_lustful } }
		localisation_key = string_20054_V2
	}
		fallback_text = {
		localisation_key = string_20054_D
	}
}


defined_text = {
	name = GetFMsl
	
	text = {
	  localisation_key = string_father_sl
	  trigger = {
	    is_female = no
			}
	}
  text = {
    localisation_key = string_mother_sl
    trigger = {
      is_female = yes
			}
	}
}


defined_text = {
	name = GetSpouseDf
	
	text = {
	  localisation_key = string_SpouseM
	  trigger = {
	    is_female = no
			}
	}
  text = {
    localisation_key = string_SpouseWm
    trigger = {
      is_female = yes
			}
	}
}


defined_text = {
	name = GetSpouseSub
	
	text = {
	  localisation_key = string_SpouseDl
	  trigger = {
	    is_female = no
			}
	}
  text = {
    localisation_key = string_SpouseRk
    trigger = {
      is_female = yes
			}
	}
}


defined_text = {
	name = GetSpouseAssi
	
	text = {
	  localisation_key = string_SpouseDms
	  trigger = {
	    is_female = no
			}
	}
  text = {
    localisation_key = string_SpouseSms
    trigger = {
      is_female = yes
			}
	}
}


defined_text = {
	name = GetSpouseOb
	
	text = {
	  localisation_key = string_SpouseDmf
	  trigger = {
	    is_female = no
			}
	}
  text = {
    localisation_key = string_SpouseFmf
    trigger = {
      is_female = yes
			}
	}
}


defined_text = {
	name = GetSpouseWith
	
	text = {
	  localisation_key = string_SpouseRhk
	  trigger = {
	    is_female = no
			}
	}
  text = {
    localisation_key = string_SpouseDhk
    trigger = {
      is_female = yes
			}
	}
}


defined_text = {
	name = GetGodFM
	
	text = {
	  localisation_key = string_god_father
	  trigger = {
	    is_female = no
			}
	}
  text = {
    localisation_key = string_god_mother
    trigger = {
      is_female = yes
			}
	}
}

defined_text = {
	name = GetDick
	
	text = {
	  localisation_key = string_mens_d
	  trigger = {
	    is_female = no
			}
	}
  text = {
    localisation_key = string_womens_d
    trigger = {
      is_female = yes
			}
	}
}

defined_text = {
	name = GetMrrs
	
	text = {
	  localisation_key = string_mr_m
	  trigger = {
	    is_female = no
			}
	}
  text = {
    localisation_key = string_mrs_m
    trigger = {
      is_female = yes
			}
	}
}

defined_text = {
	name = GetNom
	
	text = {
	  localisation_key = string_nom_n
	  trigger = {
	    is_female = no
			}
	}
  text = {
    localisation_key = string_nyun_n
    trigger = {
      is_female = yes
			}
	}
}

defined_text = {
	name = GetHF21019

	text = {
		trigger = {
			has_character_flag = flag_generic_sway_crit_success
		}
		localisation_key = string_generic_sway_crit_success
	}	
	text = {
		trigger = {
			has_character_flag = flag_generic_sway_success
		}
		localisation_key = string_generic_sway_success
	}
	text = {
		trigger = {
			has_character_flag = flag_generic_sway_failure
		}
		localisation_key = string_generic_sway_failure
	}
	text = {
		trigger = {
			has_character_flag = flag_generic_sway_crit_failure
		}
		localisation_key = string_generic_sway_crit_failure
	}
}

defined_text = {
	name = GetWeaponInjuringBlow_1 #Checked on the character target of the injury (i.e wounded party)

	# Severely Injured specials...
	text = {
		localisation_key = String_severely_tear_body_part_1
		trigger = {
			event_target:root_character = { is_using_sharp_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_severely_break_body_part_1
		trigger = {
			event_target:root_character = { is_using_blunt_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_severely_injure_eye_1
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version
		localisation_key = String_severely_shot_1
		trigger = {
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:root_character = { is_using_gun_trigger = yes }
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version (eyes)
		localisation_key = String_severely_shot_eyes_1
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:root_character = { is_using_gun_trigger = yes }
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	#"Regular" injuries inflicted...
	text = {
		localisation_key = String_cut_body_part_off_1
		trigger = {
			event_target:root_character = { is_using_sharp_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_cut_their_body_part_out_1
		trigger = {
			event_target:root_character = { is_using_sharp_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_sever_their_body_part_from_body_1
		trigger = {
			event_target:root_character = {
				is_using_sharp_weapon_trigger = yes
				NOT = { has_character_flag = weapon_is_spear }
				NOT = {
					event_target:dueling_weapon_1 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
				NOT = {
					event_target:dueling_weapon_2 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
			}
			NOR = { # Can't be "severed" or removed without *death*
				has_character_flag = injury_both_eyes
				has_character_flag = injury_eye
				has_character_flag = injury_face
				has_character_flag = injury_maimed
				has_character_flag = injury_mangled_body
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_crush_their_body_part_1
		trigger = {
			event_target:root_character = { is_using_blunt_weapon_trigger = yes }
			NOR = { # can't be "crushed" without *death*
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	
	text = {
		localisation_key = String_pierce_body_part_through_1
		trigger = {
			event_target:root_character = { is_using_piercing_weapon_trigger = yes }
			NOR = { # can't be "pierced" without *death*
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_take_body_part_out_1
		trigger = {
			event_target:root_character = { is_using_piercing_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_stick_body_part_out_1
		trigger = {
			event_target:root_character = { is_using_piercing_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_crack_bones_of_body_part_1
		trigger = {
			event_target:root_character = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					has_character_flag = weapon_is_hand
				}
			}
			NOR = { #have no bones to break
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_slam_into_their_face_1
		trigger = {
			event_target:root_character = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					has_character_flag = weapon_is_hand
				}
			}
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_smack_hard_across_body_part_1
		trigger = {
			event_target:root_character = {
				has_character_flag = weapon_is_staff
				has_character_flag = weapon_is_spear
			}
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}	
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version
		localisation_key = String_shot_not_lethal_1
		trigger = {
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:root_character = { is_using_gun_trigger = yes }
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version (eyes)
		localisation_key = String_shot_not_lethal_eyes_1
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:root_character = { is_using_gun_trigger = yes }
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	# Mild injuries...
	text = {
		localisation_key = String_slam_their_head_1
		trigger = {
			event_target:root_character = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					is_using_sharp_weapon_trigger = yes
				}
			}
			NOR = {
			    has_character_flag = injury_mangled_body
			    has_character_flag = injury_maimed
			    has_character_flag = injury_leg
				has_character_flag = injury_hand
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_slam_their_limb_1 #"whack"
		trigger = {
			event_target:root_character = {
				is_using_blunt_weapon_trigger = yes
			}
			OR = {
				has_character_flag = injury_leg
				has_character_flag = injury_hand
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_slam_their_body_1
		trigger = {
			event_target:root_character = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					is_using_sharp_weapon_trigger = yes
				}
			}
			OR = {
			    has_character_flag = injury_mangled_body
			    has_character_flag = injury_maimed
			    has_character_flag = injury_could_be_lethal
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_crack_ribs_1
		trigger = {
			event_target:root_character = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					is_using_sharp_weapon_trigger = yes
					has_character_flag = weapon_is_hand
				}
			}
			OR = {
				has_character_flag = injury_mangled_body
				has_character_flag = injury_maimed
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_smack_across_body_part_1
		trigger = {
			event_target:root_character = { has_character_flag = weapon_is_staff }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_trip_them_1
		trigger = {
			event_target:root_character = {
				OR = {
					has_character_flag = weapon_is_staff
					has_character_flag = weapon_is_spear
				}
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_hit_them_in_body_part_1
		trigger = {
			event_target:root_character = { has_character_flag = weapon_is_hand }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_hit_them_in_the_face_1
		trigger = {
			event_target:root_character = { has_character_flag = weapon_is_hand }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_knock_them_out_1
		trigger = {
			event_target:root_character = {
				OR = {
					has_character_flag = weapon_is_hand
					has_character_flag = weapon_is_sword
				}
			}
			OR = {
				has_character_flag = injury_mangled_body
				has_character_flag = injury_maimed
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version
		localisation_key = String_shoot_mild_1
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:root_character = { is_using_gun_trigger = yes }
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	text = { #Gun version
		localisation_key = String_shoot_them_dead_1 #should be *very* rare (removes limb, fetched key)
		trigger = {
			event_target:root_character = { is_using_gun_trigger = yes }
			OR = { #And the shot hits one of these..
				has_character_flag = injury_leg
				has_character_flag = injury_hand
			}
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}


	# Actually DEADLY injuries...
	text = {
		localisation_key = String_pierce_body_part_through_1
		trigger = {
			event_target:root_character = { is_using_piercing_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = {
		localisation_key = String_crush_their_head_1
		trigger = {
			event_target:root_character = { is_using_blunt_weapon_trigger = yes }
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = {
		localisation_key = String_put_the_spear_through_their_head_1
		trigger = {
			event_target:root_character = {
				is_using_spear_weapon_trigger = yes
			}
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = {
		localisation_key = String_sever_their_head_from_their_body_1
		trigger = {
			event_target:root_character = {
				is_using_sharp_weapon_trigger = yes
				NOT = { has_character_flag = weapon_is_spear }
				NOT = {
					event_target:dueling_weapon_1 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
				NOT = {
					event_target:dueling_weapon_2 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
			}
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = { #Gun version
		localisation_key = String_shoot_them_dead_1 #killing shots, basically (fetches *vital* body parts injured)
		trigger = {
			event_target:root_character = { is_using_gun_trigger = yes }
			OR = { #And the shot hits one of these..
				has_character_flag = injury_maimed #prints: chest
				has_character_flag = injury_mangled_body #prints: chest
				has_character_flag = injury_eye
				has_character_flag = injury_eyes
			}
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = { #Gun version (inverted version of the above entry)
		localisation_key = String_shoot_them_actually_dead_1 #killing shots, basically (fetches *vital* body parts injured)
		trigger = {
			event_target:root_character = { is_using_gun_trigger = yes }
			NOR = { #And the shot hits one of these..
				has_character_flag = injury_maimed #prints: chest
				has_character_flag = injury_mangled_body #prints: chest
				has_character_flag = injury_eye
				has_character_flag = injury_eyes
			}
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	fallback_text = {
		localisation_key = String_injure_them_1 #String_hit_them_in_body_part if you don't find problem?
	}
}


defined_text = {
	name = GetWeaponInjuringBlow_2 #Checked on the character target of the injury (i.e wounded party)

	# Severely Injured specials...
	text = {
		localisation_key = String_severely_tear_body_part_2
		trigger = {
			event_target:root_character = { is_using_sharp_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_severely_break_body_part_2
		trigger = {
			event_target:root_character = { is_using_blunt_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_severely_injure_eye_2
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version
		localisation_key = String_severely_shot_2
		trigger = {
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:root_character = { is_using_gun_trigger = yes }
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version (eyes)
		localisation_key = String_severely_shot_eyes_2
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:root_character = { is_using_gun_trigger = yes }
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	#"Regular" injuries inflicted...
	text = {
		localisation_key = String_cut_body_part_off_2
		trigger = {
			event_target:root_character = { is_using_sharp_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_cut_their_body_part_out_2
		trigger = {
			event_target:root_character = { is_using_sharp_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_sever_their_body_part_from_body_2
		trigger = {
			event_target:root_character = {
				is_using_sharp_weapon_trigger = yes
				NOT = { has_character_flag = weapon_is_spear }
				NOT = {
					event_target:dueling_weapon_1 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
				NOT = {
					event_target:dueling_weapon_2 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
			}
			NOR = { # Can't be "severed" or removed without *death*
				has_character_flag = injury_both_eyes
				has_character_flag = injury_eye
				has_character_flag = injury_face
				has_character_flag = injury_maimed
				has_character_flag = injury_mangled_body
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_crush_their_body_part_2
		trigger = {
			event_target:root_character = { is_using_blunt_weapon_trigger = yes }
			NOR = { # can't be "crushed" without *death*
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	
	text = {
		localisation_key = String_pierce_body_part_through_2
		trigger = {
			event_target:root_character = { is_using_piercing_weapon_trigger = yes }
			NOR = { # can't be "pierced" without *death*
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_take_body_part_out_2
		trigger = {
			event_target:root_character = { is_using_piercing_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_stick_body_part_out_2
		trigger = {
			event_target:root_character = { is_using_piercing_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_crack_bones_of_body_part_2
		trigger = {
			event_target:root_character = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					has_character_flag = weapon_is_hand
				}
			}
			NOR = { #have no bones to break
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_slam_into_their_face_2
		trigger = {
			event_target:root_character = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					has_character_flag = weapon_is_hand
				}
			}
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_smack_hard_across_body_part_2
		trigger = {
			event_target:root_character = {
				has_character_flag = weapon_is_staff
				has_character_flag = weapon_is_spear
			}
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}	
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version
		localisation_key = String_shot_not_lethal_2
		trigger = {
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:root_character = { is_using_gun_trigger = yes }
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version (eyes)
		localisation_key = String_shot_not_lethal_eyes_2
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:root_character = { is_using_gun_trigger = yes }
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	# Mild injuries...
	text = {
		localisation_key = String_slam_their_head_2
		trigger = {
			event_target:root_character = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					is_using_sharp_weapon_trigger = yes
				}
			}
			NOR = {
			    has_character_flag = injury_mangled_body
			    has_character_flag = injury_maimed
			    has_character_flag = injury_leg
				has_character_flag = injury_hand
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_slam_their_limb_2 #"whack"
		trigger = {
			event_target:root_character = {
				is_using_blunt_weapon_trigger = yes
			}
			OR = {
				has_character_flag = injury_leg
				has_character_flag = injury_hand
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_slam_their_body_2
		trigger = {
			event_target:root_character = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					is_using_sharp_weapon_trigger = yes
				}
			}
			OR = {
			    has_character_flag = injury_mangled_body
			    has_character_flag = injury_maimed
			    has_character_flag = injury_could_be_lethal
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_crack_ribs_2
		trigger = {
			event_target:root_character = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					is_using_sharp_weapon_trigger = yes
					has_character_flag = weapon_is_hand
				}
			}
			OR = {
				has_character_flag = injury_mangled_body
				has_character_flag = injury_maimed
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_smack_across_body_part_2
		trigger = {
			event_target:root_character = { has_character_flag = weapon_is_staff }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_trip_them_2
		trigger = {
			event_target:root_character = {
				OR = {
					has_character_flag = weapon_is_staff
					has_character_flag = weapon_is_spear
				}
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_hit_them_in_body_part_2
		trigger = {
			event_target:root_character = { has_character_flag = weapon_is_hand }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_hit_them_in_the_face_2
		trigger = {
			event_target:root_character = { has_character_flag = weapon_is_hand }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_knock_them_out_2
		trigger = {
			event_target:root_character = {
				OR = {
					has_character_flag = weapon_is_hand
					has_character_flag = weapon_is_sword
				}
			}
			OR = {
				has_character_flag = injury_mangled_body
				has_character_flag = injury_maimed
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version
		localisation_key = String_shoot_mild_2
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:root_character = { is_using_gun_trigger = yes }
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	text = { #Gun version
		localisation_key = String_shoot_them_dead_2 #should be *very* rare (removes limb, fetched key)
		trigger = {
			event_target:root_character = { is_using_gun_trigger = yes }
			OR = { #And the shot hits one of these..
				has_character_flag = injury_leg
				has_character_flag = injury_hand
			}
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}


	# Actually DEADLY injuries...
	text = {
		localisation_key = String_pierce_body_part_through_2
		trigger = {
			event_target:root_character = { is_using_piercing_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = {
		localisation_key = String_crush_their_head_2
		trigger = {
			event_target:root_character = { is_using_blunt_weapon_trigger = yes }
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = {
		localisation_key = String_put_the_spear_through_their_head_2
		trigger = {
			event_target:root_character = {
				is_using_spear_weapon_trigger = yes
			}
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = {
		localisation_key = String_sever_their_head_from_their_body_2
		trigger = {
			event_target:root_character = {
				is_using_sharp_weapon_trigger = yes
				NOT = { has_character_flag = weapon_is_spear }
				NOT = {
					event_target:dueling_weapon_1 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
				NOT = {
					event_target:dueling_weapon_2 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
			}
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = { #Gun version
		localisation_key = String_shoot_them_dead_2 #killing shots, basically (fetches *vital* body parts injured)
		trigger = {
			event_target:root_character = { is_using_gun_trigger = yes }
			OR = { #And the shot hits one of these..
				has_character_flag = injury_maimed #prints: chest
				has_character_flag = injury_mangled_body #prints: chest
				has_character_flag = injury_eye
				has_character_flag = injury_eyes
			}
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = { #Gun version (inverted version of the above entry)
		localisation_key = String_shoot_them_actually_dead_2 #killing shots, basically (fetches *vital* body parts injured)
		trigger = {
			event_target:root_character = { is_using_gun_trigger = yes }
			NOR = { #And the shot hits one of these..
				has_character_flag = injury_maimed #prints: chest
				has_character_flag = injury_mangled_body #prints: chest
				has_character_flag = injury_eye
				has_character_flag = injury_eyes
			}
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	fallback_text = {
		localisation_key = String_injure_them_2 #String_hit_them_in_body_part if you don't find problem?
	}
}


defined_text = {
	name = GetWeaponInjuringBlow_3 #Checked on the character target of the injury (i.e wounded party)

	# Severely Injured specials...
	text = {
		localisation_key = String_severely_tear_body_part_3
		trigger = {
			event_target:root_character = { is_using_sharp_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_severely_break_body_part_3
		trigger = {
			event_target:root_character = { is_using_blunt_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_severely_injure_eye_3
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version
		localisation_key = String_severely_shot_3
		trigger = {
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:root_character = { is_using_gun_trigger = yes }
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version (eyes)
		localisation_key = String_severely_shot_eyes_3
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:root_character = { is_using_gun_trigger = yes }
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	#"Regular" injuries inflicted...
	text = {
		localisation_key = String_cut_body_part_off_3
		trigger = {
			event_target:root_character = { is_using_sharp_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_cut_their_body_part_out_3
		trigger = {
			event_target:root_character = { is_using_sharp_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_sever_their_body_part_from_body_3
		trigger = {
			event_target:root_character = {
				is_using_sharp_weapon_trigger = yes
				NOT = { has_character_flag = weapon_is_spear }
				NOT = {
					event_target:dueling_weapon_1 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
				NOT = {
					event_target:dueling_weapon_2 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
			}
			NOR = { # Can't be "severed" or removed without *death*
				has_character_flag = injury_both_eyes
				has_character_flag = injury_eye
				has_character_flag = injury_face
				has_character_flag = injury_maimed
				has_character_flag = injury_mangled_body
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_crush_their_body_part_3
		trigger = {
			event_target:root_character = { is_using_blunt_weapon_trigger = yes }
			NOR = { # can't be "crushed" without *death*
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	
	text = {
		localisation_key = String_pierce_body_part_through_3
		trigger = {
			event_target:root_character = { is_using_piercing_weapon_trigger = yes }
			NOR = { # can't be "pierced" without *death*
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_take_body_part_out_3
		trigger = {
			event_target:root_character = { is_using_piercing_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_stick_body_part_out_3
		trigger = {
			event_target:root_character = { is_using_piercing_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_crack_bones_of_body_part_3
		trigger = {
			event_target:root_character = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					has_character_flag = weapon_is_hand
				}
			}
			NOR = { #have no bones to break
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_slam_into_their_face_3
		trigger = {
			event_target:root_character = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					has_character_flag = weapon_is_hand
				}
			}
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_smack_hard_across_body_part_3
		trigger = {
			event_target:root_character = {
				has_character_flag = weapon_is_staff
				has_character_flag = weapon_is_spear
			}
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}	
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version
		localisation_key = String_shot_not_lethal_3
		trigger = {
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:root_character = { is_using_gun_trigger = yes }
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version (eyes)
		localisation_key = String_shot_not_lethal_eyes_3
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:root_character = { is_using_gun_trigger = yes }
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	# Mild injuries...
	text = {
		localisation_key = String_slam_their_head_3
		trigger = {
			event_target:root_character = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					is_using_sharp_weapon_trigger = yes
				}
			}
			NOR = {
			    has_character_flag = injury_mangled_body
			    has_character_flag = injury_maimed
			    has_character_flag = injury_leg
				has_character_flag = injury_hand
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_slam_their_limb_3 #"whack"
		trigger = {
			event_target:root_character = {
				is_using_blunt_weapon_trigger = yes
			}
			OR = {
				has_character_flag = injury_leg
				has_character_flag = injury_hand
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_slam_their_body_3
		trigger = {
			event_target:root_character = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					is_using_sharp_weapon_trigger = yes
				}
			}
			OR = {
			    has_character_flag = injury_mangled_body
			    has_character_flag = injury_maimed
			    has_character_flag = injury_could_be_lethal
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_crack_ribs_3
		trigger = {
			event_target:root_character = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					is_using_sharp_weapon_trigger = yes
					has_character_flag = weapon_is_hand
				}
			}
			OR = {
				has_character_flag = injury_mangled_body
				has_character_flag = injury_maimed
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_smack_across_body_part_3
		trigger = {
			event_target:root_character = { has_character_flag = weapon_is_staff }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_trip_them_3
		trigger = {
			event_target:root_character = {
				OR = {
					has_character_flag = weapon_is_staff
					has_character_flag = weapon_is_spear
				}
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_hit_them_in_body_part_3
		trigger = {
			event_target:root_character = { has_character_flag = weapon_is_hand }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_hit_them_in_the_face_3
		trigger = {
			event_target:root_character = { has_character_flag = weapon_is_hand }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_knock_them_out_3
		trigger = {
			event_target:root_character = {
				OR = {
					has_character_flag = weapon_is_hand
					has_character_flag = weapon_is_sword
				}
			}
			OR = {
				has_character_flag = injury_mangled_body
				has_character_flag = injury_maimed
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version
		localisation_key = String_shoot_mild_3
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:root_character = { is_using_gun_trigger = yes }
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	text = { #Gun version
		localisation_key = String_shoot_them_dead_3 #should be *very* rare (removes limb, fetched key)
		trigger = {
			event_target:root_character = { is_using_gun_trigger = yes }
			OR = { #And the shot hits one of these..
				has_character_flag = injury_leg
				has_character_flag = injury_hand
			}
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}


	# Actually DEADLY injuries...
	text = {
		localisation_key = String_pierce_body_part_through_3
		trigger = {
			event_target:root_character = { is_using_piercing_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = {
		localisation_key = String_crush_their_head_3
		trigger = {
			event_target:root_character = { is_using_blunt_weapon_trigger = yes }
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = {
		localisation_key = String_put_the_spear_through_their_head_3
		trigger = {
			event_target:root_character = {
				is_using_spear_weapon_trigger = yes
			}
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = {
		localisation_key = String_sever_their_head_from_their_body_3
		trigger = {
			event_target:root_character = {
				is_using_sharp_weapon_trigger = yes
				NOT = { has_character_flag = weapon_is_spear }
				NOT = {
					event_target:dueling_weapon_1 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
				NOT = {
					event_target:dueling_weapon_2 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
			}
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = { #Gun version
		localisation_key = String_shoot_them_dead_3 #killing shots, basically (fetches *vital* body parts injured)
		trigger = {
			event_target:root_character = { is_using_gun_trigger = yes }
			OR = { #And the shot hits one of these..
				has_character_flag = injury_maimed #prints: chest
				has_character_flag = injury_mangled_body #prints: chest
				has_character_flag = injury_eye
				has_character_flag = injury_eyes
			}
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = { #Gun version (inverted version of the above entry)
		localisation_key = String_shoot_them_actually_dead_3 #killing shots, basically (fetches *vital* body parts injured)
		trigger = {
			event_target:root_character = { is_using_gun_trigger = yes }
			NOR = { #And the shot hits one of these..
				has_character_flag = injury_maimed #prints: chest
				has_character_flag = injury_mangled_body #prints: chest
				has_character_flag = injury_eye
				has_character_flag = injury_eyes
			}
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	fallback_text = {
		localisation_key = String_injure_them_3 #String_hit_them_in_body_part if you don't find problem?
	}
}


defined_text = {
	name = GetWeaponInjuringBlow_4 #Checked on the character target of the injury (i.e wounded party)

	# Severely Injured specials...
	text = {
		localisation_key = String_severely_tear_body_part_4
		trigger = {
			event_target:root_character = { is_using_sharp_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_severely_break_body_part_4
		trigger = {
			event_target:root_character = { is_using_blunt_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_severely_injure_eye_4
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version
		localisation_key = String_severely_shot_4
		trigger = {
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:root_character = { is_using_gun_trigger = yes }
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version (eyes)
		localisation_key = String_severely_shot_eyes_4
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:root_character = { is_using_gun_trigger = yes }
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	#"Regular" injuries inflicted...
	text = {
		localisation_key = String_cut_body_part_off_4
		trigger = {
			event_target:root_character = { is_using_sharp_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_cut_their_body_part_out_4
		trigger = {
			event_target:root_character = { is_using_sharp_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_sever_their_body_part_from_body_4
		trigger = {
			event_target:root_character = {
				is_using_sharp_weapon_trigger = yes
				NOT = { has_character_flag = weapon_is_spear }
				NOT = {
					event_target:dueling_weapon_1 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
				NOT = {
					event_target:dueling_weapon_2 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
			}
			NOR = { # Can't be "severed" or removed without *death*
				has_character_flag = injury_both_eyes
				has_character_flag = injury_eye
				has_character_flag = injury_face
				has_character_flag = injury_maimed
				has_character_flag = injury_mangled_body
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_crush_their_body_part_4
		trigger = {
			event_target:root_character = { is_using_blunt_weapon_trigger = yes }
			NOR = { # can't be "crushed" without *death*
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	
	text = {
		localisation_key = String_pierce_body_part_through_4
		trigger = {
			event_target:root_character = { is_using_piercing_weapon_trigger = yes }
			NOR = { # can't be "pierced" without *death*
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_take_body_part_out_4
		trigger = {
			event_target:root_character = { is_using_piercing_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_stick_body_part_out_4
		trigger = {
			event_target:root_character = { is_using_piercing_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_crack_bones_of_body_part_4
		trigger = {
			event_target:root_character = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					has_character_flag = weapon_is_hand
				}
			}
			NOR = { #have no bones to break
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_slam_into_their_face_4
		trigger = {
			event_target:root_character = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					has_character_flag = weapon_is_hand
				}
			}
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_smack_hard_across_body_part_4
		trigger = {
			event_target:root_character = {
				has_character_flag = weapon_is_staff
				has_character_flag = weapon_is_spear
			}
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}	
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version
		localisation_key = String_shot_not_lethal_4
		trigger = {
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:root_character = { is_using_gun_trigger = yes }
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version (eyes)
		localisation_key = String_shot_not_lethal_eyes_4
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:root_character = { is_using_gun_trigger = yes }
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	# Mild injuries...
	text = {
		localisation_key = String_slam_their_head_4
		trigger = {
			event_target:root_character = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					is_using_sharp_weapon_trigger = yes
				}
			}
			NOR = {
			    has_character_flag = injury_mangled_body
			    has_character_flag = injury_maimed
			    has_character_flag = injury_leg
				has_character_flag = injury_hand
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_slam_their_limb_4 #"whack"
		trigger = {
			event_target:root_character = {
				is_using_blunt_weapon_trigger = yes
			}
			OR = {
				has_character_flag = injury_leg
				has_character_flag = injury_hand
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_slam_their_body_4
		trigger = {
			event_target:root_character = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					is_using_sharp_weapon_trigger = yes
				}
			}
			OR = {
			    has_character_flag = injury_mangled_body
			    has_character_flag = injury_maimed
			    has_character_flag = injury_could_be_lethal
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_crack_ribs_4
		trigger = {
			event_target:root_character = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					is_using_sharp_weapon_trigger = yes
					has_character_flag = weapon_is_hand
				}
			}
			OR = {
				has_character_flag = injury_mangled_body
				has_character_flag = injury_maimed
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_smack_across_body_part_4
		trigger = {
			event_target:root_character = { has_character_flag = weapon_is_staff }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_trip_them_4
		trigger = {
			event_target:root_character = {
				OR = {
					has_character_flag = weapon_is_staff
					has_character_flag = weapon_is_spear
				}
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_hit_them_in_body_part_4
		trigger = {
			event_target:root_character = { has_character_flag = weapon_is_hand }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_hit_them_in_the_face_4
		trigger = {
			event_target:root_character = { has_character_flag = weapon_is_hand }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_knock_them_out_4
		trigger = {
			event_target:root_character = {
				OR = {
					has_character_flag = weapon_is_hand
					has_character_flag = weapon_is_sword
				}
			}
			OR = {
				has_character_flag = injury_mangled_body
				has_character_flag = injury_maimed
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version
		localisation_key = String_shoot_mild_4
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:root_character = { is_using_gun_trigger = yes }
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	text = { #Gun version
		localisation_key = String_shoot_them_dead_4 #should be *very* rare (removes limb, fetched key)
		trigger = {
			event_target:root_character = { is_using_gun_trigger = yes }
			OR = { #And the shot hits one of these..
				has_character_flag = injury_leg
				has_character_flag = injury_hand
			}
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}


	# Actually DEADLY injuries...
	text = {
		localisation_key = String_pierce_body_part_through_4
		trigger = {
			event_target:root_character = { is_using_piercing_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = {
		localisation_key = String_crush_their_head_4
		trigger = {
			event_target:root_character = { is_using_blunt_weapon_trigger = yes }
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = {
		localisation_key = String_put_the_spear_through_their_head_4
		trigger = {
			event_target:root_character = {
				is_using_spear_weapon_trigger = yes
			}
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = {
		localisation_key = String_sever_their_head_from_their_body_4
		trigger = {
			event_target:root_character = {
				is_using_sharp_weapon_trigger = yes
				NOT = { has_character_flag = weapon_is_spear }
				NOT = {
					event_target:dueling_weapon_1 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
				NOT = {
					event_target:dueling_weapon_2 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
			}
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = { #Gun version
		localisation_key = String_shoot_them_dead_4 #killing shots, basically (fetches *vital* body parts injured)
		trigger = {
			event_target:root_character = { is_using_gun_trigger = yes }
			OR = { #And the shot hits one of these..
				has_character_flag = injury_maimed #prints: chest
				has_character_flag = injury_mangled_body #prints: chest
				has_character_flag = injury_eye
				has_character_flag = injury_eyes
			}
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = { #Gun version (inverted version of the above entry)
		localisation_key = String_shoot_them_actually_dead_4 #killing shots, basically (fetches *vital* body parts injured)
		trigger = {
			event_target:root_character = { is_using_gun_trigger = yes }
			NOR = { #And the shot hits one of these..
				has_character_flag = injury_maimed #prints: chest
				has_character_flag = injury_mangled_body #prints: chest
				has_character_flag = injury_eye
				has_character_flag = injury_eyes
			}
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	fallback_text = {
		localisation_key = String_injure_them_4 #String_hit_them_in_body_part if you don't find problem?
	}
}


defined_text = {
	name = GetWeaponInjuringBlow_5 #Checked on the character target of the injury (i.e wounded party)

	# Severely Injured specials...
	text = {
		localisation_key = String_severely_tear_body_part_5
		trigger = {
			event_target:root_character = { is_using_sharp_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_severely_break_body_part_5
		trigger = {
			event_target:root_character = { is_using_blunt_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_severely_injure_eye_5
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version
		localisation_key = String_severely_shot_5
		trigger = {
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:root_character = { is_using_gun_trigger = yes }
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version (eyes)
		localisation_key = String_severely_shot_eyes_5
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:root_character = { is_using_gun_trigger = yes }
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	#"Regular" injuries inflicted...
	text = {
		localisation_key = String_cut_body_part_off_5
		trigger = {
			event_target:root_character = { is_using_sharp_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_cut_their_body_part_out_5
		trigger = {
			event_target:root_character = { is_using_sharp_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_sever_their_body_part_from_body_5
		trigger = {
			event_target:root_character = {
				is_using_sharp_weapon_trigger = yes
				NOT = { has_character_flag = weapon_is_spear }
				NOT = {
					event_target:dueling_weapon_1 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
				NOT = {
					event_target:dueling_weapon_2 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
			}
			NOR = { # Can't be "severed" or removed without *death*
				has_character_flag = injury_both_eyes
				has_character_flag = injury_eye
				has_character_flag = injury_face
				has_character_flag = injury_maimed
				has_character_flag = injury_mangled_body
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_crush_their_body_part_5
		trigger = {
			event_target:root_character = { is_using_blunt_weapon_trigger = yes }
			NOR = { # can't be "crushed" without *death*
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	
	text = {
		localisation_key = String_pierce_body_part_through_5
		trigger = {
			event_target:root_character = { is_using_piercing_weapon_trigger = yes }
			NOR = { # can't be "pierced" without *death*
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_take_body_part_out_5
		trigger = {
			event_target:root_character = { is_using_piercing_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_stick_body_part_out_5
		trigger = {
			event_target:root_character = { is_using_piercing_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_crack_bones_of_body_part_5
		trigger = {
			event_target:root_character = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					has_character_flag = weapon_is_hand
				}
			}
			NOR = { #have no bones to break
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_slam_into_their_face_5
		trigger = {
			event_target:root_character = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					has_character_flag = weapon_is_hand
				}
			}
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_smack_hard_across_body_part_5
		trigger = {
			event_target:root_character = {
				has_character_flag = weapon_is_staff
				has_character_flag = weapon_is_spear
			}
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}	
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version
		localisation_key = String_shot_not_lethal_5
		trigger = {
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:root_character = { is_using_gun_trigger = yes }
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version (eyes)
		localisation_key = String_shot_not_lethal_eyes_5
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:root_character = { is_using_gun_trigger = yes }
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	# Mild injuries...
	text = {
		localisation_key = String_slam_their_head_5
		trigger = {
			event_target:root_character = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					is_using_sharp_weapon_trigger = yes
				}
			}
			NOR = {
			    has_character_flag = injury_mangled_body
			    has_character_flag = injury_maimed
			    has_character_flag = injury_leg
				has_character_flag = injury_hand
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_slam_their_limb_5 #"whack"
		trigger = {
			event_target:root_character = {
				is_using_blunt_weapon_trigger = yes
			}
			OR = {
				has_character_flag = injury_leg
				has_character_flag = injury_hand
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_slam_their_body_5
		trigger = {
			event_target:root_character = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					is_using_sharp_weapon_trigger = yes
				}
			}
			OR = {
			    has_character_flag = injury_mangled_body
			    has_character_flag = injury_maimed
			    has_character_flag = injury_could_be_lethal
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_crack_ribs_5
		trigger = {
			event_target:root_character = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					is_using_sharp_weapon_trigger = yes
					has_character_flag = weapon_is_hand
				}
			}
			OR = {
				has_character_flag = injury_mangled_body
				has_character_flag = injury_maimed
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_smack_across_body_part_5
		trigger = {
			event_target:root_character = { has_character_flag = weapon_is_staff }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_trip_them_5
		trigger = {
			event_target:root_character = {
				OR = {
					has_character_flag = weapon_is_staff
					has_character_flag = weapon_is_spear
				}
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_hit_them_in_body_part_5
		trigger = {
			event_target:root_character = { has_character_flag = weapon_is_hand }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_hit_them_in_the_face_5
		trigger = {
			event_target:root_character = { has_character_flag = weapon_is_hand }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_knock_them_out_5
		trigger = {
			event_target:root_character = {
				OR = {
					has_character_flag = weapon_is_hand
					has_character_flag = weapon_is_sword
				}
			}
			OR = {
				has_character_flag = injury_mangled_body
				has_character_flag = injury_maimed
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version
		localisation_key = String_shoot_mild_5
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:root_character = { is_using_gun_trigger = yes }
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	text = { #Gun version
		localisation_key = String_shoot_them_dead_5 #should be *very* rare (removes limb, fetched key)
		trigger = {
			event_target:root_character = { is_using_gun_trigger = yes }
			OR = { #And the shot hits one of these..
				has_character_flag = injury_leg
				has_character_flag = injury_hand
			}
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}


	# Actually DEADLY injuries...
	text = {
		localisation_key = String_pierce_body_part_through_5
		trigger = {
			event_target:root_character = { is_using_piercing_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = {
		localisation_key = String_crush_their_head_5
		trigger = {
			event_target:root_character = { is_using_blunt_weapon_trigger = yes }
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = {
		localisation_key = String_put_the_spear_through_their_head_5
		trigger = {
			event_target:root_character = {
				is_using_spear_weapon_trigger = yes
			}
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = {
		localisation_key = String_sever_their_head_from_their_body_5
		trigger = {
			event_target:root_character = {
				is_using_sharp_weapon_trigger = yes
				NOT = { has_character_flag = weapon_is_spear }
				NOT = {
					event_target:dueling_weapon_1 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
				NOT = {
					event_target:dueling_weapon_2 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
			}
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = { #Gun version
		localisation_key = String_shoot_them_dead_5 #killing shots, basically (fetches *vital* body parts injured)
		trigger = {
			event_target:root_character = { is_using_gun_trigger = yes }
			OR = { #And the shot hits one of these..
				has_character_flag = injury_maimed #prints: chest
				has_character_flag = injury_mangled_body #prints: chest
				has_character_flag = injury_eye
				has_character_flag = injury_eyes
			}
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = { #Gun version (inverted version of the above entry)
		localisation_key = String_shoot_them_actually_dead_5 #killing shots, basically (fetches *vital* body parts injured)
		trigger = {
			event_target:root_character = { is_using_gun_trigger = yes }
			NOR = { #And the shot hits one of these..
				has_character_flag = injury_maimed #prints: chest
				has_character_flag = injury_mangled_body #prints: chest
				has_character_flag = injury_eye
				has_character_flag = injury_eyes
			}
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	fallback_text = {
		localisation_key = String_injure_them_5 #String_hit_them_in_body_part if you don't find problem?
	}
}


defined_text = {
	name = GetWeaponInjuringBlowOnMe_1

	# Severely Injured specials...
	text = {
		localisation_key = String_severely_tear_my_body_part_1
		trigger = {
			event_target:other_combatant = { is_using_sharp_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_severely_break_my_body_part_1
		trigger = {
			event_target:other_combatant = { is_using_blunt_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_severely_injure_my_eye_1
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	#"Regular" injuries inflicted...
	text = {
		localisation_key = String_cut_my_body_part_off_1
		trigger = {
			event_target:other_combatant = { is_using_sharp_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_cut_my_body_part_out _1
		trigger = {
			event_target:other_combatant = { is_using_sharp_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_sever_my_body_part_from_body_1
		trigger = {
			event_target:other_combatant = {
				is_using_sharp_weapon_trigger = yes
				NOT = { has_character_flag = weapon_is_spear }
				NOT = {
					event_target:dueling_weapon_1 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
				NOT = {
					event_target:dueling_weapon_2 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
			}
			NOR = {
				has_character_flag = injury_both_eyes
				has_character_flag = injury_eye
				has_character_flag = injury_face
				has_character_flag = injury_maimed
				has_character_flag = injury_mangled_body
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_crush_my_body_part_1
		trigger = {
			event_target:other_combatant = { is_using_blunt_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_pierce_my_body_part_through_1
		trigger = {
			event_target:other_combatant = { is_using_piercing_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_take_my_body_part_out_1
		trigger = {
			event_target:other_combatant = { is_using_piercing_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_stick_my_body_part_out_1
		trigger = {
			event_target:other_combatant = { is_using_piercing_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	text = {
		localisation_key = String_slam_into_my_face_1
		trigger = {
			event_target:other_combatant = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					has_character_flag = weapon_is_hand
					is_using_sharp_weapon_trigger = yes
				}
			}
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_smack_hard_across_my_body_part_1
		trigger = {
			event_target:other_combatant = { has_character_flag = weapon_is_staff }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	# Mild injuries...
	text = {
		localisation_key = String_crack_bones_of_my_body_part_1
		trigger = {
			event_target:other_combatant = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					has_character_flag = weapon_is_hand
				}
			}
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			#could be both mildly and actually injured
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_slam_my_limb_1 #"whack"
		trigger = {
			event_target:other_combatant = {
				is_using_blunt_weapon_trigger = yes
			}
			OR = {
				has_character_flag = mildly_injured
				has_character_flag = injury_leg
				has_character_flag = injury_hand
			}
			#could be both mildly and actually injured
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_slam_my_head_1
		trigger = {
			event_target:other_combatant = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					is_using_sharp_weapon_trigger = yes
				}
			}
			NOR = {
			    has_character_flag = injury_mangled_body
			    has_character_flag = injury_maimed
			    has_character_flag = injury_leg
				has_character_flag = injury_hand
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_slam_my_body_1
		trigger = {
			event_target:other_combatant = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					is_using_sharp_weapon_trigger = yes
				}
			}
			OR = {
			    has_character_flag = injury_mangled_body
			    has_character_flag = injury_maimed
			    has_character_flag = injury_could_be_lethal #"shoulder"
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_crack_my_ribs_1
		trigger = {
			event_target:other_combatant = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					has_character_flag = weapon_is_hand
				}
			}
			OR = {
				has_character_flag = injury_mangled_body
				has_character_flag = injury_maimed
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_smack_across_my_body_part_1
		trigger = {
			event_target:other_combatant = { has_character_flag = weapon_is_staff }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_trip_me_1
		trigger = {
			event_target:other_combatant = {
				OR = {
					has_character_flag = weapon_is_staff
					has_character_flag = weapon_is_spear
				}
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_hit_me_in_body_part_1
		trigger = {
			event_target:other_combatant = { has_character_flag = weapon_is_hand }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_hit_me_in_the_face_1
		trigger = {
			event_target:other_combatant = { has_character_flag = weapon_is_hand }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_knock_me_out_1
		trigger = {
			event_target:other_combatant = {
				OR = {
					has_character_flag = weapon_is_hand
					has_character_flag = weapon_is_sword
				}
			}
			OR = {
				has_character_flag = injury_mangled_body
				has_character_flag = injury_maimed
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version
		localisation_key = String_shoot_me_mild_1
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:other_combatant = { is_using_gun_trigger = yes }
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	text = { #Gun version
		localisation_key = String_shoot_me_dead_1 #should be *very* rare (removes limb, fetched key)
		trigger = {
			event_target:root_character = { is_using_gun_trigger = yes }
			OR = { #And the shot hits one of these..
				has_character_flag = injury_leg
				has_character_flag = injury_hand
			}
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	# Actually DEADLY injuries...
	text = {
		localisation_key = String_sever_my_head_from_my_body_1
		trigger = {
			event_target:other_combatant = {
				is_using_sharp_weapon_trigger = yes
				NOT = { has_character_flag = weapon_is_spear }
				NOT = {
					event_target:dueling_weapon_1 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
				NOT = {
					event_target:dueling_weapon_2 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
			}
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = {
		localisation_key = String_crush_my_head_1
		trigger = {
			event_target:other_combatant = { is_using_blunt_weapon_trigger = yes }
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = {
		localisation_key = String_put_their_spear_through_my_head_1
		trigger = {
			event_target:other_combatant = {
				is_using_spear_weapon_trigger = yes
			}
			has_character_flag = injury_kills
		}
	}
	text = { #Gun version
		localisation_key = String_shoot_me_dead_1 #killing shots, basically (fetches *vital* body parts injured)
		trigger = {
			event_target:other_combatant = { is_using_gun_trigger = yes }
			OR = { #And the shot hits one of these..
				has_character_flag = injury_maimed #prints: chest
				has_character_flag = injury_mangled_body #prints: chest
				has_character_flag = injury_eye
				has_character_flag = injury_eyes
			}
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = { #Gun version (inverted version of the above entry)
		localisation_key = String_shoot_me_actually_dead_1 #killing shots, basically (fetches *vital* body parts injured)
		trigger = {
			event_target:other_combatant = { is_using_gun_trigger = yes }
			NOR = { #And the shot hits one of these..
				has_character_flag = injury_maimed #prints: chest
				has_character_flag = injury_mangled_body #prints: chest
				has_character_flag = injury_eye
				has_character_flag = injury_eyes
			}
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			has_character_flag = injury_kills # This char is set to *die*
		}
	}

	fallback_text = {
		localisation_key = String_injure_me_1 #String_hit_me_in_body_part? If you don't find source of problem
	}
}


defined_text = {
	name = GetWeaponInjuringBlowOnMe_2

	# Severely Injured specials...
	text = {
		localisation_key = String_severely_tear_my_body_part_2
		trigger = {
			event_target:other_combatant = { is_using_sharp_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_severely_break_my_body_part_2
		trigger = {
			event_target:other_combatant = { is_using_blunt_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_severely_injure_my_eye_2
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	#"Regular" injuries inflicted...
	text = {
		localisation_key = String_cut_my_body_part_off_2
		trigger = {
			event_target:other_combatant = { is_using_sharp_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_cut_my_body_part_out _2
		trigger = {
			event_target:other_combatant = { is_using_sharp_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_sever_my_body_part_from_body_2
		trigger = {
			event_target:other_combatant = {
				is_using_sharp_weapon_trigger = yes
				NOT = { has_character_flag = weapon_is_spear }
				NOT = {
					event_target:dueling_weapon_1 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
				NOT = {
					event_target:dueling_weapon_2 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
			}
			NOR = {
				has_character_flag = injury_both_eyes
				has_character_flag = injury_eye
				has_character_flag = injury_face
				has_character_flag = injury_maimed
				has_character_flag = injury_mangled_body
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_crush_my_body_part_2
		trigger = {
			event_target:other_combatant = { is_using_blunt_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_pierce_my_body_part_through_2
		trigger = {
			event_target:other_combatant = { is_using_piercing_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_take_my_body_part_out_2
		trigger = {
			event_target:other_combatant = { is_using_piercing_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_stick_my_body_part_out_2
		trigger = {
			event_target:other_combatant = { is_using_piercing_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	text = {
		localisation_key = String_slam_into_my_face_2
		trigger = {
			event_target:other_combatant = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					has_character_flag = weapon_is_hand
					is_using_sharp_weapon_trigger = yes
				}
			}
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_smack_hard_across_my_body_part_2
		trigger = {
			event_target:other_combatant = { has_character_flag = weapon_is_staff }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	# Mild injuries...
	text = {
		localisation_key = String_crack_bones_of_my_body_part_2
		trigger = {
			event_target:other_combatant = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					has_character_flag = weapon_is_hand
				}
			}
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			#could be both mildly and actually injured
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_slam_my_limb_2 #"whack"
		trigger = {
			event_target:other_combatant = {
				is_using_blunt_weapon_trigger = yes
			}
			OR = {
				has_character_flag = mildly_injured
				has_character_flag = injury_leg
				has_character_flag = injury_hand
			}
			#could be both mildly and actually injured
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_slam_my_head_2
		trigger = {
			event_target:other_combatant = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					is_using_sharp_weapon_trigger = yes
				}
			}
			NOR = {
			    has_character_flag = injury_mangled_body
			    has_character_flag = injury_maimed
			    has_character_flag = injury_leg
				has_character_flag = injury_hand
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_slam_my_body_2
		trigger = {
			event_target:other_combatant = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					is_using_sharp_weapon_trigger = yes
				}
			}
			OR = {
			    has_character_flag = injury_mangled_body
			    has_character_flag = injury_maimed
			    has_character_flag = injury_could_be_lethal #"shoulder"
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_crack_my_ribs_2
		trigger = {
			event_target:other_combatant = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					has_character_flag = weapon_is_hand
				}
			}
			OR = {
				has_character_flag = injury_mangled_body
				has_character_flag = injury_maimed
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_smack_across_my_body_part_2
		trigger = {
			event_target:other_combatant = { has_character_flag = weapon_is_staff }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_trip_me_2
		trigger = {
			event_target:other_combatant = {
				OR = {
					has_character_flag = weapon_is_staff
					has_character_flag = weapon_is_spear
				}
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_hit_me_in_body_part_2
		trigger = {
			event_target:other_combatant = { has_character_flag = weapon_is_hand }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_hit_me_in_the_face_2
		trigger = {
			event_target:other_combatant = { has_character_flag = weapon_is_hand }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_knock_me_out_2
		trigger = {
			event_target:other_combatant = {
				OR = {
					has_character_flag = weapon_is_hand
					has_character_flag = weapon_is_sword
				}
			}
			OR = {
				has_character_flag = injury_mangled_body
				has_character_flag = injury_maimed
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version
		localisation_key = String_shoot_me_mild_2
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:other_combatant = { is_using_gun_trigger = yes }
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	text = { #Gun version
		localisation_key = String_shoot_me_dead_2 #should be *very* rare (removes limb, fetched key)
		trigger = {
			event_target:root_character = { is_using_gun_trigger = yes }
			OR = { #And the shot hits one of these..
				has_character_flag = injury_leg
				has_character_flag = injury_hand
			}
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	# Actually DEADLY injuries...
	text = {
		localisation_key = String_sever_my_head_from_my_body_2
		trigger = {
			event_target:other_combatant = {
				is_using_sharp_weapon_trigger = yes
				NOT = { has_character_flag = weapon_is_spear }
				NOT = {
					event_target:dueling_weapon_1 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
				NOT = {
					event_target:dueling_weapon_2 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
			}
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = {
		localisation_key = String_crush_my_head_2
		trigger = {
			event_target:other_combatant = { is_using_blunt_weapon_trigger = yes }
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = {
		localisation_key = String_put_their_spear_through_my_head_2
		trigger = {
			event_target:other_combatant = {
				is_using_spear_weapon_trigger = yes
			}
			has_character_flag = injury_kills
		}
	}
	text = { #Gun version
		localisation_key = String_shoot_me_dead_2 #killing shots, basically (fetches *vital* body parts injured)
		trigger = {
			event_target:other_combatant = { is_using_gun_trigger = yes }
			OR = { #And the shot hits one of these..
				has_character_flag = injury_maimed #prints: chest
				has_character_flag = injury_mangled_body #prints: chest
				has_character_flag = injury_eye
				has_character_flag = injury_eyes
			}
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = { #Gun version (inverted version of the above entry)
		localisation_key = String_shoot_me_actually_dead_2 #killing shots, basically (fetches *vital* body parts injured)
		trigger = {
			event_target:other_combatant = { is_using_gun_trigger = yes }
			NOR = { #And the shot hits one of these..
				has_character_flag = injury_maimed #prints: chest
				has_character_flag = injury_mangled_body #prints: chest
				has_character_flag = injury_eye
				has_character_flag = injury_eyes
			}
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			has_character_flag = injury_kills # This char is set to *die*
		}
	}

	fallback_text = {
		localisation_key = String_injure_me_2 #String_hit_me_in_body_part? If you don't find source of problem
	}
}


defined_text = {
	name = GetWeaponInjuringBlowOnMe_3

	# Severely Injured specials...
	text = {
		localisation_key = String_severely_tear_my_body_part_3
		trigger = {
			event_target:other_combatant = { is_using_sharp_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_severely_break_my_body_part_3
		trigger = {
			event_target:other_combatant = { is_using_blunt_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_severely_injure_my_eye_3
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	#"Regular" injuries inflicted...
	text = {
		localisation_key = String_cut_my_body_part_off_3
		trigger = {
			event_target:other_combatant = { is_using_sharp_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_cut_my_body_part_out _3
		trigger = {
			event_target:other_combatant = { is_using_sharp_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_sever_my_body_part_from_body_3
		trigger = {
			event_target:other_combatant = {
				is_using_sharp_weapon_trigger = yes
				NOT = { has_character_flag = weapon_is_spear }
				NOT = {
					event_target:dueling_weapon_1 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
				NOT = {
					event_target:dueling_weapon_2 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
			}
			NOR = {
				has_character_flag = injury_both_eyes
				has_character_flag = injury_eye
				has_character_flag = injury_face
				has_character_flag = injury_maimed
				has_character_flag = injury_mangled_body
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_crush_my_body_part_3
		trigger = {
			event_target:other_combatant = { is_using_blunt_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_pierce_my_body_part_through_3
		trigger = {
			event_target:other_combatant = { is_using_piercing_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_take_my_body_part_out_3
		trigger = {
			event_target:other_combatant = { is_using_piercing_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_stick_my_body_part_out_3
		trigger = {
			event_target:other_combatant = { is_using_piercing_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	text = {
		localisation_key = String_slam_into_my_face_3
		trigger = {
			event_target:other_combatant = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					has_character_flag = weapon_is_hand
					is_using_sharp_weapon_trigger = yes
				}
			}
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_smack_hard_across_my_body_part_3
		trigger = {
			event_target:other_combatant = { has_character_flag = weapon_is_staff }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	# Mild injuries...
	text = {
		localisation_key = String_crack_bones_of_my_body_part_3
		trigger = {
			event_target:other_combatant = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					has_character_flag = weapon_is_hand
				}
			}
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			#could be both mildly and actually injured
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_slam_my_limb_3 #"whack"
		trigger = {
			event_target:other_combatant = {
				is_using_blunt_weapon_trigger = yes
			}
			OR = {
				has_character_flag = mildly_injured
				has_character_flag = injury_leg
				has_character_flag = injury_hand
			}
			#could be both mildly and actually injured
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_slam_my_head_3
		trigger = {
			event_target:other_combatant = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					is_using_sharp_weapon_trigger = yes
				}
			}
			NOR = {
			    has_character_flag = injury_mangled_body
			    has_character_flag = injury_maimed
			    has_character_flag = injury_leg
				has_character_flag = injury_hand
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_slam_my_body_3
		trigger = {
			event_target:other_combatant = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					is_using_sharp_weapon_trigger = yes
				}
			}
			OR = {
			    has_character_flag = injury_mangled_body
			    has_character_flag = injury_maimed
			    has_character_flag = injury_could_be_lethal #"shoulder"
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_crack_my_ribs_3
		trigger = {
			event_target:other_combatant = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					has_character_flag = weapon_is_hand
				}
			}
			OR = {
				has_character_flag = injury_mangled_body
				has_character_flag = injury_maimed
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_smack_across_my_body_part_3
		trigger = {
			event_target:other_combatant = { has_character_flag = weapon_is_staff }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_trip_me_3
		trigger = {
			event_target:other_combatant = {
				OR = {
					has_character_flag = weapon_is_staff
					has_character_flag = weapon_is_spear
				}
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_hit_me_in_body_part_3
		trigger = {
			event_target:other_combatant = { has_character_flag = weapon_is_hand }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_hit_me_in_the_face_3
		trigger = {
			event_target:other_combatant = { has_character_flag = weapon_is_hand }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_knock_me_out_3
		trigger = {
			event_target:other_combatant = {
				OR = {
					has_character_flag = weapon_is_hand
					has_character_flag = weapon_is_sword
				}
			}
			OR = {
				has_character_flag = injury_mangled_body
				has_character_flag = injury_maimed
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version
		localisation_key = String_shoot_me_mild_3
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:other_combatant = { is_using_gun_trigger = yes }
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	text = { #Gun version
		localisation_key = String_shoot_me_dead_3 #should be *very* rare (removes limb, fetched key)
		trigger = {
			event_target:root_character = { is_using_gun_trigger = yes }
			OR = { #And the shot hits one of these..
				has_character_flag = injury_leg
				has_character_flag = injury_hand
			}
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	# Actually DEADLY injuries...
	text = {
		localisation_key = String_sever_my_head_from_my_body_3
		trigger = {
			event_target:other_combatant = {
				is_using_sharp_weapon_trigger = yes
				NOT = { has_character_flag = weapon_is_spear }
				NOT = {
					event_target:dueling_weapon_1 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
				NOT = {
					event_target:dueling_weapon_2 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
			}
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = {
		localisation_key = String_crush_my_head_3
		trigger = {
			event_target:other_combatant = { is_using_blunt_weapon_trigger = yes }
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = {
		localisation_key = String_put_their_spear_through_my_head_3
		trigger = {
			event_target:other_combatant = {
				is_using_spear_weapon_trigger = yes
			}
			has_character_flag = injury_kills
		}
	}
	text = { #Gun version
		localisation_key = String_shoot_me_dead_3 #killing shots, basically (fetches *vital* body parts injured)
		trigger = {
			event_target:other_combatant = { is_using_gun_trigger = yes }
			OR = { #And the shot hits one of these..
				has_character_flag = injury_maimed #prints: chest
				has_character_flag = injury_mangled_body #prints: chest
				has_character_flag = injury_eye
				has_character_flag = injury_eyes
			}
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = { #Gun version (inverted version of the above entry)
		localisation_key = String_shoot_me_actually_dead_3 #killing shots, basically (fetches *vital* body parts injured)
		trigger = {
			event_target:other_combatant = { is_using_gun_trigger = yes }
			NOR = { #And the shot hits one of these..
				has_character_flag = injury_maimed #prints: chest
				has_character_flag = injury_mangled_body #prints: chest
				has_character_flag = injury_eye
				has_character_flag = injury_eyes
			}
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			has_character_flag = injury_kills # This char is set to *die*
		}
	}

	fallback_text = {
		localisation_key = String_injure_me_3 #String_hit_me_in_body_part? If you don't find source of problem
	}
}


defined_text = {
	name = GetWeaponInjuringBlowOnMe_4

	# Severely Injured specials...
	text = {
		localisation_key = String_severely_tear_my_body_part_4
		trigger = {
			event_target:other_combatant = { is_using_sharp_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_severely_break_my_body_part_4
		trigger = {
			event_target:other_combatant = { is_using_blunt_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_severely_injure_my_eye_4
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = severely_injured # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	#"Regular" injuries inflicted...
	text = {
		localisation_key = String_cut_my_body_part_off_4
		trigger = {
			event_target:other_combatant = { is_using_sharp_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_cut_my_body_part_out _4
		trigger = {
			event_target:other_combatant = { is_using_sharp_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_sever_my_body_part_from_body_4
		trigger = {
			event_target:other_combatant = {
				is_using_sharp_weapon_trigger = yes
				NOT = { has_character_flag = weapon_is_spear }
				NOT = {
					event_target:dueling_weapon_1 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
				NOT = {
					event_target:dueling_weapon_2 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
			}
			NOR = {
				has_character_flag = injury_both_eyes
				has_character_flag = injury_eye
				has_character_flag = injury_face
				has_character_flag = injury_maimed
				has_character_flag = injury_mangled_body
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_crush_my_body_part_4
		trigger = {
			event_target:other_combatant = { is_using_blunt_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_pierce_my_body_part_through_4
		trigger = {
			event_target:other_combatant = { is_using_piercing_weapon_trigger = yes }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_take_my_body_part_out_4
		trigger = {
			event_target:other_combatant = { is_using_piercing_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_stick_my_body_part_out_4
		trigger = {
			event_target:other_combatant = { is_using_piercing_weapon_trigger = yes }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	text = {
		localisation_key = String_slam_into_my_face_4
		trigger = {
			event_target:other_combatant = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					has_character_flag = weapon_is_hand
					is_using_sharp_weapon_trigger = yes
				}
			}
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_smack_hard_across_my_body_part_4
		trigger = {
			event_target:other_combatant = { has_character_flag = weapon_is_staff }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	# Mild injuries...
	text = {
		localisation_key = String_crack_bones_of_my_body_part_4
		trigger = {
			event_target:other_combatant = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					has_character_flag = weapon_is_hand
				}
			}
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			#could be both mildly and actually injured
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_slam_my_limb_4 #"whack"
		trigger = {
			event_target:other_combatant = {
				is_using_blunt_weapon_trigger = yes
			}
			OR = {
				has_character_flag = mildly_injured
				has_character_flag = injury_leg
				has_character_flag = injury_hand
			}
			#could be both mildly and actually injured
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_slam_my_head_4
		trigger = {
			event_target:other_combatant = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					is_using_sharp_weapon_trigger = yes
				}
			}
			NOR = {
			    has_character_flag = injury_mangled_body
			    has_character_flag = injury_maimed
			    has_character_flag = injury_leg
				has_character_flag = injury_hand
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_slam_my_body_4
		trigger = {
			event_target:other_combatant = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					is_using_sharp_weapon_trigger = yes
				}
			}
			OR = {
			    has_character_flag = injury_mangled_body
			    has_character_flag = injury_maimed
			    has_character_flag = injury_could_be_lethal #"shoulder"
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_crack_my_ribs_4
		trigger = {
			event_target:other_combatant = {
				OR = {
					is_using_blunt_weapon_trigger = yes
					has_character_flag = weapon_is_hand
				}
			}
			OR = {
				has_character_flag = injury_mangled_body
				has_character_flag = injury_maimed
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_smack_across_my_body_part_4
		trigger = {
			event_target:other_combatant = { has_character_flag = weapon_is_staff }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_trip_me_4
		trigger = {
			event_target:other_combatant = {
				OR = {
					has_character_flag = weapon_is_staff
					has_character_flag = weapon_is_spear
				}
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_hit_me_in_body_part_4
		trigger = {
			event_target:other_combatant = { has_character_flag = weapon_is_hand }
			NOR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_hit_me_in_the_face_4
		trigger = {
			event_target:other_combatant = { has_character_flag = weapon_is_hand }
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
				has_character_flag = injury_face
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = {
		localisation_key = String_knock_me_out_4
		trigger = {
			event_target:other_combatant = {
				OR = {
					has_character_flag = weapon_is_hand
					has_character_flag = weapon_is_sword
				}
			}
			OR = {
				has_character_flag = injury_mangled_body
				has_character_flag = injury_maimed
			}
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	text = { #Gun version
		localisation_key = String_shoot_me_mild_4
		trigger = {
			OR = {
				has_character_flag = injury_eye
				has_character_flag = injury_both_eyes
			}
			event_target:other_combatant = { is_using_gun_trigger = yes }
			has_character_flag = mildly_injured # only adds some kind of bruises
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}

	text = { #Gun version
		localisation_key = String_shoot_me_dead_4 #should be *very* rare (removes limb, fetched key)
		trigger = {
			event_target:root_character = { is_using_gun_trigger = yes }
			OR = { #And the shot hits one of these..
				has_character_flag = injury_leg
				has_character_flag = injury_hand
			}
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			NOT = { has_character_flag = injury_kills } # don't trigger if this char is set to *die*
		}
	}
	# Actually DEADLY injuries...
	text = {
		localisation_key = String_sever_my_head_from_my_body_4
		trigger = {
			event_target:other_combatant = {
				is_using_sharp_weapon_trigger = yes
				NOT = { has_character_flag = weapon_is_spear }
				NOT = {
					event_target:dueling_weapon_1 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
				NOT = {
					event_target:dueling_weapon_2 = {
						has_artifact_flag = spear
						artifact_owner = {	character = PREVPREV }
					}
				}
			}
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = {
		localisation_key = String_crush_my_head_4
		trigger = {
			event_target:other_combatant = { is_using_blunt_weapon_trigger = yes }
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = {
		localisation_key = String_put_their_spear_through_my_head_4
		trigger = {
			event_target:other_combatant = {
				is_using_spear_weapon_trigger = yes
			}
			has_character_flag = injury_kills
		}
	}
	text = { #Gun version
		localisation_key = String_shoot_me_dead_4 #killing shots, basically (fetches *vital* body parts injured)
		trigger = {
			event_target:other_combatant = { is_using_gun_trigger = yes }
			OR = { #And the shot hits one of these..
				has_character_flag = injury_maimed #prints: chest
				has_character_flag = injury_mangled_body #prints: chest
				has_character_flag = injury_eye
				has_character_flag = injury_eyes
			}
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			has_character_flag = injury_kills # This char is set to *die*
		}
	}
	text = { #Gun version (inverted version of the above entry)
		localisation_key = String_shoot_me_actually_dead_4 #killing shots, basically (fetches *vital* body parts injured)
		trigger = {
			event_target:other_combatant = { is_using_gun_trigger = yes }
			NOR = { #And the shot hits one of these..
				has_character_flag = injury_maimed #prints: chest
				has_character_flag = injury_mangled_body #prints: chest
				has_character_flag = injury_eye
				has_character_flag = injury_eyes
			}
			NOT = { has_character_flag = severely_injured } # does not add a maimed trait (only "Severely Injured")
			NOT = { has_character_flag = mildly_injured } # this is *not* a mild injury
			has_character_flag = injury_kills # This char is set to *die*
		}
	}

	fallback_text = {
		localisation_key = String_injure_me_4 #String_hit_me_in_body_part? If you don't find source of problem
	}
}
