# Written by Flavio (HF.25500 - HF.25511)
# Written by Milla (HF.10500, etc)

namespace = HF

###MISSIONS###
##WL Mission Tombola
character_event = {
	id = HF.25500
	hide_window = yes

	is_triggered_only = yes
	is_in_society = yes
	only_capable = yes

	trigger = {
		is_member_of_any_warrior_lodge_trigger = yes
		has_any_quest = no
		NOT = { has_character_modifier = quest_cooldown_timer }
		NOT = { is_inaccessible_trigger = yes }
	}

	immediate = {
		random_society_member = {
			limit = {
				NOT = { character = ROOT }
				society_rank == 4
				same_society_as = ROOT
			}
			save_event_target_as = lodge_hero #Character for handing out missions...
		}
		if = {
			limit = { is_landed = yes }
			capital_scope = { save_event_target_as = home_capital } #For some distance checks...
		}
		
		### AVAILABLE MISSIONS: ###
		# Raid and loot barony. ....................... HF.25501
		# Lose Weak Focus.............................. HF.25504
		# Duel <someone>. First blood. ................ HF.10500
		# Duel <someone>. To the death! ............... HF.10510
		# Wage war against someone! ................... HF.10512
		# Recruit child into warrior lodge! ........... HF.10520

		random_list = { 
			20 = {
				trigger = { #Ruler should be allowed to loot at all in the first place
					is_landed = yes
					is_allowed_to_loot = yes
					OR = {
						independent = yes
						top_liege = {
							is_allowed_to_loot = yes
						}
					}
					#A lootable province must exist.
					any_independent_ruler = {
						NOT = { war_with = ROOT }
						NOR = {
							is_liege_of = ROOT
							has_non_aggression_pact_with = ROOT
							is_allied_with = ROOT
							AND = {
								is_tributary = yes
								suzerain = {
									OR = {
										character = ROOT
										any_liege = {
											character = ROOT
										}
									}
								}
							}
						}
						OR = { 
							AND = { 
								ROOT = { 
									OR = { 
										religion = norse_pagan
										has_religion_feature = religion_seafaring
										is_seafarer = yes
									} 
								} 
								NOT = { distance_from_realm = { who = ROOT value = 250 } } 
							} 
							NOT = { 
								distance_from_realm = { who = ROOT value = 50 } 
							} 
						}
						any_realm_province = {
							is_occupied = no
							OR = {
								any_neighbor_province = {
									owner = { is_liege_or_above = ROOT }
								}
								any_neighbor_province = {
									owner = { character = ROOT } 
								}
								ROOT = { 
									any_demesne_province = { 
										port = yes 
										TECH_NAVAL = 1
										OR = { 
											has_building = tb_shipyard_1
											has_building = ca_shipyard_1
											has_building = tp_shipyard_1
											has_building = ct_shipyard_1
										} 
										can_naval_path_to = PREVPREV
									} 
								}
							}
							capital_holding = { NOT = { holding_type = nomad } }
							holder_scope = {
								NOT = {
									character = ROOT
								}
							}
							holder_scope = {
								NOT = { same_society_as = ROOT }
								top_liege = { NOT = { same_society_as = ROOT } }
							}
						}
					}
				}
				event_target:lodge_hero = {
					character_event = { id = HF.25501 } #Raid and loot barony.
				}
			}
			20 = {
				trigger = { 
					has_dlc = "Way of Life"
					is_landed = yes
					NOR = {
						has_focus = focus_war
						has_focus = focus_hunting
						has_focus = focus_rulership
						has_focus = focus_carousing
					}
				}
				event_target:lodge_hero = {
					character_event = { id = HF.25504 } #Lose Weak Focus.
				}
			}
			20 = {
				trigger = {
					age = 16
					society = {
						any_society_member = {
			                ai = yes
			                age = 16
							NOT = { character = ROOT }
			                is_inaccessible_or_incapable_trigger = no
			                NOT = { has_character_modifier = bedridden_illness }
				            NOT = { has_character_modifier = severe_illness }
				            NOT = { has_character_flag = call_to_legend_active }
						}
					}
				}
				event_target:lodge_hero = {
					character_event = { id = HF.10500 } #Duel <someone>. First blood.
				}
			}
			5 = {
				trigger = {
					ai = no
					age = 16
					OR = {
						AND = {
							any_society_member = {
				           		NOT = { same_society_as = ROOT }
				           		is_member_of_any_warrior_lodge_trigger = yes
				                is_inaccessible_or_incapable_trigger = no
				                NOT = { has_character_modifier = bedridden_illness }
					            NOT = { has_character_modifier = severe_illness }
								NOT = { any_spouse = { character = ROOT } }
				                is_adult = yes
				                ai = yes
								is_within_diplo_range = ROOT
				            }
						}
						AND = {
							any_rival = {
				                is_inaccessible_or_incapable_trigger = no
				                NOT = { has_character_modifier = bedridden_illness }
					            NOT = { has_character_modifier = severe_illness }
				                is_adult = yes
				                ai = yes
								ROOT = { capital_scope = { distance = { where = PREV distance < 1000 } } }
			            	}
						}
						AND = {
							any_realm_character = {
				                is_inaccessible_or_incapable_trigger = no
				                NOT = { has_character_modifier = bedridden_illness }
					            NOT = { has_character_modifier = severe_illness }
					            NOT = { any_spouse = { character = ROOT } }
				                ai = yes
				                is_adult = yes
				            }
						}
						AND = {
							any_neighbor_independent_ruler = {
								any_realm_character = {
					                is_inaccessible_or_incapable_trigger = no
					                NOT = { has_character_modifier = bedridden_illness }
						            NOT = { has_character_modifier = severe_illness }
						            NOT = { any_spouse = { character = ROOT } }
					                is_adult = yes
					                ai = yes
									ROOT = { capital_scope = { distance = { where = PREV distance < 1000 } } }
								}
				            }
						}
					}
				}
				event_target:lodge_hero = {
					character_event = { id = HF.10510 } #Duel <someone>. To the death!
				}

			}
			20 = {
				trigger = {
					is_landed = yes
					any_independent_ruler = {
				        any_realm_title = {
				            tier = COUNT
				            ROOT = {
				                can_use_cb = { #against target
				                    target = PREVPREV
				                    thirdparty_title = PREV
				                    casus_belli = pagan_county_conquest
				                }
				            }
				            location = {
					            OR = {
						            AND = { #Either you can travel via water to them...
							        	is_coastal = yes
							        	can_naval_path_to = { target = event_target:home_capital distance < 1000 }
						            }
						            AND = {
							            #Or they are accessible via land...
							            event_target:home_capital = { is_coastal = no }
								        can_land_path_to = { target = event_target:home_capital distance < 1000 }
						            }
						            AND = { #Or not a coastal place...
							        	is_coastal = no
							        	can_land_path_to = { target = event_target:home_capital distance < 1000 }
							        	#event_target:home_capital = { distance = { where = PREV distance < 1000 } }
						            }
						        }
				            }
				        }
				        holder_scope = {
				        	top_liege = {
				        		NOT = { has_truce = ROOT }
						        # target should not be stronger than 120% of your strength, and not weaker than 50% of your strength:
						        NOT = { relative_power = { who = ROOT power = 1.2 } }
						        relative_power = { who = ROOT power = 0.5 }
				        	}
				        }
					}
				}

				event_target:lodge_hero = {
					character_event = { id = HF.10512 } #Wage war against someone!
				}
			}
			20 = {
				trigger = {
			        is_playable = yes
	    		    is_adult = yes	        		
	        		any_child = {
	        			is_child_of = PREV
	        			is_in_society = no
	        			is_alive = yes
	        			age = 12
					    prisoner = no
	        			NOT = { has_character_flag = flag_child_abandoned_lodge }
				        OR = { #AIs should only strive to recruit their main heir
				            PREV = { ai = no }
				            is_primary_heir = PREV
				        }
	        		}
				}

				event_target:lodge_hero = {
					character_event = { id = HF.10520 } #Recruit child into warrior lodge!
				}
			}
			75 = { # AI bypasses missions at times
				trigger = {
					ai = yes
				}
				random_list = {
					70 = {
						modifier = {
							factor = 0.9
							society_influence >= 30
						}
						modifier = {
							factor = 0.9
							society_influence >= 40
						}
						modifier = {
							factor = 0.8
							society_influence >= 50
						}
						modifier = {
							factor = 0.7
							society_influence >= 70
						}
						modifier = {
							factor = 0.6
							society_influence >= 80
						}
						modifier = {
							factor = 0.5
							society_influence >= 90
						}
						add_mission_succeed_influence_effect = yes
					}
					30 = {
						add_mission_fail_influence_effect = yes
					}
				}
				random = {
					chance = 10
					character_event = { id = HF.25070 } #Small chance for tattoos to Rank 3 and 4s.
				}
			}

			200 = {
				trigger = {
					ai = yes
				}
				#Do nothing for AI
			}
		}
	}
}
###Raid and Loot Barony###

#MISSION: 
#Ping event for the mission Raid a Barony
character_event = {
	id = HF.25501
	hide_window = yes

	is_triggered_only = yes

	immediate = { FROM = { society_quest_event = { id = HF.25502 days = 7 random = 7 } } }
}

#Assign event
society_quest_event = {
	id = HF.25502
	desc = EVTDESCHF25502

	is_triggered_only = yes
	is_in_society = yes
	only_capable = yes

	trigger = {
		is_member_of_any_warrior_lodge_trigger = yes
		has_any_quest = no
		same_society_as = FROM
		NOT = { has_character_modifier = quest_cooldown_timer }
		NOT = { is_inaccessible_trigger = yes }
		is_landed = yes
		is_allowed_to_loot = yes
		OR = {
			independent = yes
			top_liege = {
				is_allowed_to_loot = yes
			}
		}
	}


	immediate = {
		random_independent_ruler = {
			limit = {
				NOT = { war_with = ROOT }
				NOR = {
					is_liege_of = ROOT
					has_non_aggression_pact_with = ROOT
					is_allied_with = ROOT
					AND = {
						is_tributary = yes
						suzerain = {
							OR = {
								character = ROOT
								any_liege = {
									character = ROOT
								}
							}
						}
					}
				}
				OR = { 
					AND = { 
						ROOT = { 
							OR = { 
								religion = norse_pagan
								has_religion_feature = religion_seafaring
								is_seafarer = yes
							} 
						} 
						NOT = { distance_from_realm = { who = ROOT value = 250 } } 
					} 
					NOT = { 
						distance_from_realm = { who = ROOT value = 50 } 
					} 
				}
				any_realm_province = {
					is_occupied = no
					OR = {
						any_neighbor_province = {
							owner = { is_liege_or_above = ROOT }
						}
						any_neighbor_province = {
							owner = { character = ROOT } 
						}
						ROOT = { 
							any_demesne_province = { 
								port = yes 
								TECH_NAVAL = 1
								OR = { 
									has_building = tb_shipyard_1
									has_building = ca_shipyard_1
									has_building = tp_shipyard_1
									has_building = ct_shipyard_1
								} 
								can_naval_path_to = PREVPREV
							} 
						}
					}
					capital_holding = { NOT = { holding_type = nomad } }
					holder_scope = {
						NOT = {
							character = ROOT
						}
					}
					holder_scope = {
						NOT = { same_society_as = ROOT }
						top_liege = { NOT = { same_society_as = ROOT } }
					}
				}
			}
			preferred_limit = { 
				NOR = { 
					is_tribal = yes
					is_nomadic = yes
				}
			} 
			random_realm_province = {
				limit = {
					is_occupied = no
					capital_holding = { NOT = { holding_type = nomad } }
					OR = {
						any_neighbor_province = {
							owner = { is_liege_or_above = ROOT }
						}
						any_neighbor_province = {
							owner = { character = ROOT } 
						}
						ROOT = { 
							any_demesne_province = { 
								port = yes 
								TECH_NAVAL = 1
								OR = { 
									has_building = tb_shipyard_1
									has_building = ca_shipyard_1
									has_building = tp_shipyard_1
									has_building = ct_shipyard_1
								} 
								can_naval_path_to = PREVPREV
							} 
						}
					}
					holder_scope = {
						NOT = {
							character = ROOT
						}
					}
					holder_scope = {
						NOT = { same_society_as = ROOT }
						top_liege = { NOT = { same_society_as = ROOT } }
					}
				}
				preferred_limit = { 
					OR = { 
						AND = { 
							ROOT = { 
								OR = { 
									religion = norse_pagan
									has_religion_feature = religion_seafaring
									is_seafarer = yes
								} 
							} 
							NOT = { distance_from_realm = { who = ROOT value = 200 } } 
						} 
						NOT = { 
							distance_from_realm = { who = ROOT value = 50 } 
						} 
					}
					capital_holding = { 
						OR = { #Prefer cities and temples.
							holding_type = city 
							holding_type = temple
						}
					} 
				} 
				preferred_limit = { 
					OR = { 
						AND = { 
							ROOT = { 
								OR = { 
									religion = norse_pagan
									has_religion_feature = religion_seafaring
									is_seafarer = yes
								} 
							} 
							NOT = { distance_from_realm = { who = ROOT value = 200 } } 
						} 
						NOT = { 
							distance_from_realm = { who = ROOT value = 50 } 
						} 
					}
					capital_holding = { 
						holding_type = castle #Or at least not tribes.
					} 
				} 
				preferred_limit = { 
					OR = { 
						AND = { 
							ROOT = { 
								OR = { 
									religion = norse_pagan
									has_religion_feature = religion_seafaring
									is_seafarer = yes
								} 
							} 
							NOT = { distance_from_realm = { who = ROOT value = 200 } } 
						} 
						NOT = { 
							distance_from_realm = { who = ROOT value = 50 } 
						} 
					} 
				} 
				preferred_limit = { 
					OR = { 
						AND = { 
							ROOT = { 
								OR = { 
									religion = norse_pagan
									has_religion_feature = religion_seafaring
									is_seafarer = yes
								} 
							} 
							NOT = { distance_from_realm = { who = ROOT value = 250 } } 
						} 
						NOT = { 
							distance_from_realm = { who = ROOT value = 100 } 
						} 
					} 
					capital_holding = { 
						OR = { #Prefer cities and temples.
							holding_type = city 
							holding_type = temple
						}
					} 
				} 
				preferred_limit = { 
					OR = { 
						AND = { 
							ROOT = { 
								OR = { 
									religion = norse_pagan
									has_religion_feature = religion_seafaring
									is_seafarer = yes
								} 
							} 
							NOT = { distance_from_realm = { who = ROOT value = 250 } } 
						} 
						NOT = { 
							distance_from_realm = { who = ROOT value = 100 } 
						} 
					} 
					capital_holding = { 
						holding_type = castle #Or at least not tribes.
					} 
				} 
				preferred_limit = { 
					OR = { 
						AND = { 
							ROOT = { 
								OR = { 
									religion = norse_pagan
									has_religion_feature = religion_seafaring
									is_seafarer = yes
								} 
							} 
							NOT = { distance_from_realm = { who = ROOT value = 250 } } 
						} 
						NOT = { 
							distance_from_realm = { who = ROOT value = 100 } 
						} 
					} 
				} 
				capital_holding = {
					save_event_target_as = wl_looting_target
				}
			}
		}
	}

	quest_target = event_target:wl_looting_target

	option = {
		name = ACCEPT
		event_target:wl_looting_target = {
			show_scope_change = no
			set_quest_target = {
				id = quest_warrior_lodge_raid_and_loot
				holder = ROOT
			}
		}
	}
	option  = {
		name = DECLINE
		custom_tooltip = { text = decline_quest_tooltip }

		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}

		ai_chance = { factor = 0 }
	}
}

#on_loot_settlement: Raid the province and end the quest.
character_event = {
	id = HF.25503
	desc = EVTDESCAHF25503
	picture = GFX_evt_vikings_arriving_oldgods
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	trigger = {
		is_member_of_any_warrior_lodge_trigger = yes
		has_quest = quest_warrior_lodge_raid_and_loot
		FROM = { is_quest_target_of = ROOT }
	}

	option = {
		name = EVTOPTAHF25503
		clr_quest = quest_warrior_lodge_raid_and_loot
		add_society_currency_medium_effect = yes
		add_legend_progress_trivial_effect = yes
		if = { 
			limit = { 
				FROM = {
					holding_type = tribal
				}
			}
			scaled_wealth = { value = 1.0 min = 20 max = 50 } 
		}
		if = { 
			limit = { 
				FROM = {
					holding_type = castle
				}
			}
			scaled_wealth = { value = 1.0 min = 50 max = 150 } 
		}
		if = { 
			limit = { 
				FROM = { 
					OR = { 
						holding_type = city
						holding_type = temple
					}
				}
			}
			scaled_wealth = { value = 1.0 min = 100 max = 250 }
		}
		hidden_tooltip = {
			destroy_random_building = FROM
			destroy_random_building = FROM
		}
	}
}

###Lose Weak Focus###

#MISSION: 
#Ping event for the mission Lose Weak Focus
character_event = {
	id = HF.25504
	hide_window = yes

	is_triggered_only = yes

	immediate = { FROM = { society_quest_event = { id = HF.25505 days = 7 random = 7 } } }
}

#Assign event
society_quest_event = {
	id = HF.25505
	desc = {
		trigger = {
			ROOT = { 
				has_character_flag = flag_renounce_focus_for_war
			}
		}
		text = EVTDESCAHF25505
	}
	desc = {
		trigger = {
			ROOT = { 
				has_character_flag = flag_renounce_focus_for_hunting
			}
		}
		text = EVTDESCBHF25505
	}
	desc = {
		trigger = {
			ROOT = { 
				has_character_flag = flag_renounce_focus_for_rulership
			}
		}
		text = EVTDESCCHF25505
	}
	desc = {
		trigger = {
			ROOT = { 
				has_character_flag = flag_renounce_focus_for_carousing
			}
		}
		text = EVTDESCDHF25505
	}

	is_triggered_only = yes
	is_in_society = yes
	only_capable = yes

	trigger = {
		is_member_of_any_warrior_lodge_trigger = yes
		same_society_as = FROM
		has_any_quest = no
		NOT = { has_character_modifier = quest_cooldown_timer }
		NOT = { is_inaccessible_trigger = yes }
		has_dlc = "Way of Life"
		is_landed = yes
		NOR = {
			has_focus = focus_war
			has_focus = focus_hunting
			has_focus = focus_carousing
			has_focus = focus_rulership
		}
	}

	immediate = {
		random_list = {
			25 = { set_character_flag = flag_renounce_focus_for_war }
			25 = { set_character_flag = flag_renounce_focus_for_hunting }
			25 = { set_character_flag = flag_renounce_focus_for_rulership }
			25 = { set_character_flag = flag_renounce_focus_for_carousing }
		}
	}

	quest_target = ROOT

	option = {
		name = ACCEPT
		ROOT = {
			show_scope_change = no
			if = { 
				limit = { has_character_flag = flag_renounce_focus_for_war }
				set_quest_target = {
					id = quest_warrior_lodge_weak_focus_to_war
					holder = ROOT
				}
			}
			if = { 
				limit = { has_character_flag = flag_renounce_focus_for_hunting }
				set_quest_target = {
					id = quest_warrior_lodge_weak_focus_to_hunting
					holder = ROOT
				}
			}
			if = { 
				limit = { has_character_flag = flag_renounce_focus_for_rulership }
				set_quest_target = {
					id = quest_warrior_lodge_weak_focus_to_rulership
					holder = ROOT
				}
			}
			if = { 
				limit = { has_character_flag = flag_renounce_focus_for_carousing }
				set_quest_target = {
					id = quest_warrior_lodge_weak_focus_to_carousing
					holder = ROOT
				}
			}
		}
	}
	option  = {
		name = DECLINE
		custom_tooltip = { text = decline_quest_tooltip }

		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}

		ai_chance = { factor = 0 }
	}
	after = {
		hidden_effect = { #For the one who instantly selected the focus, bypassing the mission-trigger
			trigger_switch = {
				on_trigger = has_character_flag
				flag_renounce_focus_for_war = {
					if = {
						limit = { has_focus = focus_war }
						character_event = { id = HF.25506 days = 1 }
					}
				}
				flag_renounce_focus_for_hunting = {
					if = {
						limit = { has_focus = focus_hunting }
						character_event = { id = HF.25507 days = 1 }
					}
				}
				flag_renounce_focus_for_rulership = {
					if = {
						limit = { has_focus = focus_rulership }
						character_event = { id = HF.25508 days = 1 }
					}
				}
				flag_renounce_focus_for_carousing = {
					if = {
						limit = { has_focus = focus_carousing }
						character_event = { id = HF.25509 days = 1 }
					}
				}
			}
		}

		clr_character_flag = flag_renounce_focus_for_war
		clr_character_flag = flag_renounce_focus_for_hunting
		clr_character_flag = flag_renounce_focus_for_rulership
		clr_character_flag = flag_renounce_focus_for_carousing
	}
}
#on_focus_selected: Changing to War focus.
character_event = {
	id = HF.25506
	desc = EVTDESCAHF25506
	picture = GFX_evt_vikings_arriving_oldgods
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	trigger = {
		is_member_of_any_warrior_lodge_trigger = yes
		has_quest = quest_warrior_lodge_weak_focus_to_war
		has_focus = focus_war
	}

	option = {
		name = EVTOPTAHF25506
		clr_quest = quest_warrior_lodge_weak_focus_to_war
		add_society_currency_minor_effect = yes
		add_legend_progress_trivial_effect = yes
	}
}
#on_focus_selected: Changing to Hunting focus.
character_event = {
	id = HF.25507
	desc = EVTDESCAHF25507
	picture = GFX_evt_mysterious_forest
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	trigger = {
		is_member_of_any_warrior_lodge_trigger = yes
		has_quest = quest_warrior_lodge_weak_focus_to_hunting
		has_focus = focus_hunting
	}

	option = {
		name = EVTOPTAHF25507
		clr_quest = quest_warrior_lodge_weak_focus_to_hunting
		add_society_currency_minor_effect = yes
		add_legend_progress_trivial_effect = yes
	}
}
#on_focus_selected: Changing to Rulership focus.
character_event = {
	id = HF.25508
	desc = EVTDESCAHF25508
	picture = GFX_evt_tengri_throneroom_oldgods
	border = GFX_event_normal_frame_economy

	is_triggered_only = yes

	trigger = {
		is_member_of_any_warrior_lodge_trigger = yes
		has_quest = quest_warrior_lodge_weak_focus_to_rulership
		has_focus = focus_rulership
	}

	option = {
		name = EVTOPTAHF25508
		clr_quest = quest_warrior_lodge_weak_focus_to_rulership
		add_society_currency_minor_effect = yes
		add_legend_progress_trivial_effect = yes
	}
}
#on_focus_selected: Changing to Carousing focus.
character_event = {
	id = HF.25509
	desc = EVTDESCAHF25509
	picture = GFX_evt_camaraderie
	border = GFX_event_normal_frame_diplomacy

	is_triggered_only = yes

	trigger = {
		is_member_of_any_warrior_lodge_trigger = yes
		has_quest = quest_warrior_lodge_weak_focus_to_carousing
		has_focus = focus_carousing
	}

	option = {
		name = EVTOPTAHF25509
		clr_quest = quest_warrior_lodge_weak_focus_to_carousing
		add_society_currency_minor_effect = yes
		add_legend_progress_trivial_effect = yes
	}
}


#MISSION: 
#Ping event for the mission Duel <someone>
character_event = {
	id = HF.10500
	hide_window = yes

	is_triggered_only = yes

	immediate = { FROM = { society_quest_event = { id = HF.10501 days = 7 random = 7 } } }
}

#Hero character wants you to duel someone!
society_quest_event = {
	id = HF.10501
	is_triggered_only = yes
	is_in_society = yes
	only_capable = yes

	desc = {
		text = EVTDESCHF10501_A #default
		trigger = { event_target:duel_target = { NOT = { character = event_target:lodge_hero } } }
	}
	desc = {
		text = EVTDESCHF10501_B #if target is also the person giving you the quest...
		trigger = { event_target:duel_target = { character = event_target:lodge_hero } }
	}

	trigger = {
		FROM = { is_alive = yes }
		is_member_of_any_warrior_lodge_trigger = yes
		same_society_as = FROM
		has_any_quest = no
		NOT = { trait = honorseeking }			# MOD : Es muss ein mögliches Ziel geben, dem der Autrag zum Duell erteilt werden kann
		NOT = { has_character_modifier = quest_cooldown_timer }
		NOT = { is_inaccessible_trigger = yes }
		is_landed = yes

		society = {
			any_society_member = {
				NOT = { trait = honorseeking }	# MOD : Es muss einen möglichen Gegner geben
				ai = yes
				age = 16
                NOT = { character = ROOT }
	            is_inaccessible_or_incapable_trigger = no
                NOT = { has_character_modifier = bedridden_illness }
	            NOT = { has_character_modifier = severe_illness }
			}
		}
	}

	immediate = {
		if = {
			limit = { #best case (someone within diplo-range, not sick, not seriously injured already)...
				any_society_member = {
					same_society_as = ROOT
					NOT = { trait = honorseeking }	# MOD : Das Ziel darf nicht honorseeking haben
					ai = yes
					age = 16
					NOT = { character = ROOT }
					NOT = { age = 60 }
					is_maimed_trigger = no
					has_medium_disability_trigger = no #limits the character to some extent
					has_severe_disability_trigger = no
					character_disease_trigger = no
					NOT = { has_character_flag = call_to_legend_active }
					is_within_diplo_range = ROOT
				}
			}

			any_society_member = {
				limit = {
					same_society_as = ROOT
					NOT = { trait = honorseeking }	# MOD : Das Ziel darf nicht honorseeking haben
					ai = yes
					age = 16
					NOT = { character = ROOT }
					NOT = { age = 60 }
					is_maimed_trigger = no
					has_medium_disability_trigger = no #limits the character to some extent
					has_severe_disability_trigger = no
					character_disease_trigger = no
					NOT = { has_character_flag = call_to_legend_active }
					is_within_diplo_range = ROOT
				}
				score_value = { #Prioritizes selecting some kind of warrior...
	                value = 10
	                matching_soldier_score = yes
	            }
	            save_event_target_as = duel_target
			}
			
		}
		else_if = { #second best choice (same, but outside of diplo-range)...
			limit = {
				any_society_member = {
					same_society_as = ROOT
					NOT = { trait = honorseeking }	# MOD : Das Ziel darf nicht honorseeking haben
					ai = yes
					age = 16
					NOT = { character = ROOT }
					NOT = { age = 60 }
					has_medium_disability_trigger = no #limits the character to some extent
					is_maimed_trigger = no #has a maimed trait
					has_severe_disability_trigger = no
					character_disease_trigger = no
					NOT = { has_character_flag = call_to_legend_active }
				}
			}
			any_society_member = {
				limit = {
					same_society_as = ROOT
					NOT = { trait = honorseeking }	# MOD : Das Ziel darf nicht honorseeking haben
					ai = yes
					age = 16
					NOT = { character = ROOT }
					NOT = { age = 60 }
					has_medium_disability_trigger = no #limits the character to some extent
					is_maimed_trigger = no #has a maimed trait
					has_severe_disability_trigger = no
					character_disease_trigger = no
					NOT = { has_character_flag = call_to_legend_active }
				}
				score_value = { #Prioritizes selecting some kind of warrior...
	                value = 10
	                matching_soldier_score = yes
	            }
	            save_event_target_as = duel_target
			}
		}
		else_if = { #third best option (now also injured or old folks allowed)...
			limit = {
				any_society_member = {
					same_society_as = ROOT
					NOT = { trait = honorseeking }	# MOD : Das Ziel darf nicht honorseeking haben
	                ai = yes
					age = 16
	                NOT = { character = ROOT }
		            is_inaccessible_or_incapable_trigger = no
	                NOT = { has_character_modifier = bedridden_illness }
		            NOT = { has_character_modifier = severe_illness }
		            NOT = { has_character_flag = call_to_legend_active }
	            }
			}
			any_society_member = {
				limit = {
					same_society_as = ROOT
					NOT = { trait = honorseeking }	# MOD : Das Ziel darf nicht honorseeking haben
					ai = yes
					age = 16
	                NOT = { character = ROOT }
		            is_inaccessible_or_incapable_trigger = no
	                NOT = { has_character_modifier = bedridden_illness }
		            NOT = { has_character_modifier = severe_illness }
		            NOT = { has_character_flag = call_to_legend_active }
				}
				score_value = { #Prioritizes selecting some kind of warrior...
	                value = 10
	                matching_soldier_score = yes
	            }
	            save_event_target_as = duel_target
			}
		}
	}
	
	quest_target = event_target:duel_target #Is this how it's done?

	option = {
		name = ACCEPT
		event_target:duel_target = {
			show_scope_change = no
			set_quest_target = {
				id = quest_warrior_lodge_duel_honor
				holder = ROOT
			}
		}
	}
	option  = {
		name = DECLINE
		custom_tooltip = { text = decline_quest_tooltip }

		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}

		ai_chance = { factor = 0 }
	}
}


# Hidden Cleanup event for (prematurely) dead quest targets...
character_event = {
	id = HF.10502
	hide_window = yes
	has_dlc = "Holy Fury"

	is_triggered_only = yes

	trigger = { 
		is_quest_target = yes
	}

	immediate = {
		any_quester_targeting_this = {
			limit = {
				OR = {
					has_quest = quest_warrior_lodge_duel_honor
					has_quest = quest_warrior_lodge_duel_deadly
				}
			}
			character_event = { id = HF.10503 days = 15 } #Clears duel mission
		}
		any_quester_targeting_this = {
			limit = {
				has_quest = quest_warrior_lodge_war
			}
			character_event = { id = HF.10503 days = 15 } #Clears war mission
		}
		any_quester_targeting_this = {
			limit = {
				has_quest = quest_warrior_lodge_recruit
			}
			character_event = { id = HF.10503 days = 15 } #Clears recruit mission
		}
	}
}

# Notification "I have failed my mission duel <dead character>..."
character_event = {
    id = HF.10503
    picture = GFX_evt_battle
    border = GFX_event_normal_frame_war
    has_dlc = "Holy Fury"

    is_triggered_only = yes

    desc = {
    	text = EVTDESC_HF_10503_duel
    	trigger = {
			OR = {
				has_quest = quest_warrior_lodge_duel_honor
				has_quest = quest_warrior_lodge_duel_deadly
			}
			NOT = { has_quest = quest_warrior_lodge_war	}
			NOT = { has_quest = quest_warrior_lodge_recruit	}
    	}
    }
    desc = {
    	text = EVTDESC_HF_10503_war
    	trigger = {
			has_quest = quest_warrior_lodge_war
			NOT = { has_quest = quest_warrior_lodge_duel_honor	}
			NOT = { has_quest = quest_warrior_lodge_duel_deadly	}
			NOT = { has_quest = quest_warrior_lodge_recruit	}
    	}
    }
    desc = {
    	text = EVTDESC_HF_10503_recruit
    	trigger = {
			has_quest = quest_warrior_lodge_recruit
			NOT = { has_quest = quest_warrior_lodge_duel_honor	}
			NOT = { has_quest = quest_warrior_lodge_duel_deadly	}
			NOT = { has_quest = quest_warrior_lodge_war	}
    	}
    }

    trigger = {
    	OR = {
	    	has_quest = quest_warrior_lodge_duel_honor
	    	has_quest = quest_warrior_lodge_duel_deadly
	    	has_quest = quest_warrior_lodge_war
	    	has_quest = quest_warrior_lodge_recruit
    	}
    }

    notification = yes

    option = { #Alas
        name = ALAS
        character_event = { id = HF.10504 days = 1 } # ACTUAL cleanup
    }
}

character_event = { #*Actual* clean up, because the event above can't handle all the instant stuff
    id = HF.10504
    hide_window = yes
    is_triggered_only = yes
    immediate = {
    	if = {
        	limit = {
        		has_quest = quest_warrior_lodge_war
        	}
        	add_character_modifier = {
				name = quest_cooldown_timer
				hidden = yes
				days = 1000
			}
        }

        clr_quest = { id = quest_warrior_lodge_duel_honor failure = yes }
        clr_quest = { id = quest_warrior_lodge_duel_deadly failure = yes }
        clr_quest = { id = quest_warrior_lodge_war failure = yes }
        clr_quest = { id = quest_warrior_lodge_recruit failure = yes }
        clr_character_flag = deadly_duel@FROM	
    }
}

#MISSION: 
#Ping event for the mission Duel & Slay <someone>
character_event = {
	id = HF.10510
	hide_window = yes

	is_triggered_only = yes

	immediate = { FROM = { society_quest_event = { id = HF.10511 days = 7 random = 7 } } }
}

#Hero character wants you to duel and slay someone!
society_quest_event = {
	id = HF.10511
	is_triggered_only = yes
	is_in_society = yes
	only_capable = yes

	trigger = {
		FROM = { is_alive = yes }
		is_member_of_any_warrior_lodge_trigger = yes
		same_society_as = FROM
		has_any_quest = no
		NOT = { trait = honorseeking }			# MOD : Es muss ein mögliches Ziel geben, dem der Autrag zum Duell erteilt werden kann
		NOT = { has_character_modifier = quest_cooldown_timer }
		NOT = { is_inaccessible_trigger = yes }
		is_landed = yes
	}

	desc = {
		text = EVTDESCHF10511_A #default
		trigger = { event_target:duel_target = { is_member_of_any_warrior_lodge_trigger = yes } }
	}
	desc = {
		text = EVTDESCHF10511_B #if target is not in a warrior lodge...
		trigger = { event_target:duel_target = { is_member_of_any_warrior_lodge_trigger = no } }
	}

	immediate = {
		if = { #Best case... (a society member of *another* warrior lodge, who matches or is below your PCS)
			limit = {
				any_society_member = {
	           		NOT = { same_society_as = ROOT }
	           		is_member_of_any_warrior_lodge_trigger = yes
	                is_inaccessible_or_incapable_trigger = no
					NOT = { trait = honorseeking }	# MOD : Das Ziel darf nicht honorseeking haben
	                NOT = { has_character_modifier = bedridden_illness }
		            NOT = { has_character_modifier = severe_illness }
					NOT = { any_spouse = { character = ROOT } }
	                is_adult = yes
	                ai = yes
					is_within_diplo_range = ROOT
					top_liege = {
						any_demesne_title = {
							lower_tier_than = DUKE
						}
					}
	            }		
			}
			any_society_member = {
				limit = {
	           		NOT = { same_society_as = ROOT }
	           		is_member_of_any_warrior_lodge_trigger = yes
	                is_inaccessible_or_incapable_trigger = no
					NOT = { trait = honorseeking }	# MOD : Das Ziel darf nicht honorseeking haben
	                NOT = { has_character_modifier = bedridden_illness }
		            NOT = { has_character_modifier = severe_illness }
	                NOT = { any_spouse = { character = ROOT } }
	                is_adult = yes
	                ai = yes
	                is_within_diplo_range = ROOT
					top_liege = {
						any_demesne_title = {
							lower_tier_than = DUKE
						}
					}
                }
                score_value = { #Prioritizes selecting some kind of character you wouldn't get along with...
                	value = 10
                	potential_rival_score = yes
	            }
	            score_value = { #Extra weight for characters you've encountered before...
	                value = 10
	                disliked_target_selection_score = yes
	            }
	            score_value = { #Reduced chance to pick people currently at war (unable to duel)...
	                value = 10
	            	at_war_reduction_score = yes
	            }
	            
				save_event_target_as = duel_target
				break = yes
            }	
		}
		if = { #2nd best case (a rival) - PCS is second prio...
			limit = {
				any_rival = {
	                is_inaccessible_or_incapable_trigger = no
					NOT = { trait = honorseeking }	# MOD : Das Ziel darf nicht honorseeking haben
	                NOT = { has_character_modifier = bedridden_illness }
		            NOT = { has_character_modifier = severe_illness }
	                is_adult = yes
	                ai = yes
					ROOT = { capital_scope = { distance = { where = PREV distance < 1000 } } }
	            }
			}
			any_rival = {
				limit = {
	                is_inaccessible_or_incapable_trigger = no
					NOT = { trait = honorseeking }	# MOD : Das Ziel darf nicht honorseeking haben
	                NOT = { has_character_modifier = bedridden_illness }
		            NOT = { has_character_modifier = severe_illness }
	                is_adult = yes
	                ai = yes
	                ROOT = { capital_scope = { distance = { where = PREV distance < 1000 } } }
                }
                score_value = { #Prioritizes selecting some kind of character you wouldn't get along with...
                	value = 10
                	potential_rival_score = yes
	            }
	            score_value = { #Extra weight for characters you've encountered before...
	                value = 10
	                disliked_target_selection_score = yes
	            }
				save_event_target_as = duel_target
				break = yes
            }
		}
		if = { #3rd best case (a realm character) who fits the bill...
			limit = {
				any_realm_character = {
	                is_inaccessible_or_incapable_trigger = no
					NOT = { trait = honorseeking }	# MOD : Das Ziel darf nicht honorseeking haben
	                NOT = { has_character_modifier = bedridden_illness }
		            NOT = { has_character_modifier = severe_illness }
		            NOT = { any_spouse = { character = ROOT } }
	                ai = yes
	                is_adult = yes
	            }
			}
			any_realm_character = {
				limit = {
	                is_inaccessible_or_incapable_trigger = no
					NOT = { trait = honorseeking }	# MOD : Das Ziel darf nicht honorseeking haben
	                NOT = { has_character_modifier = bedridden_illness }
		            NOT = { has_character_modifier = severe_illness }
		            NOT = { any_spouse = { character = ROOT } }
	                ai = yes
	                is_adult = yes
                }
                score_value = { #Prioritizes selecting some kind of character you wouldn't get along with...
                	value = 10
                	potential_rival_score = yes
	            }
	            score_value = { #Extra weight for characters you've encountered before...
	                value = 10
	                disliked_target_selection_score = yes
	            }
				save_event_target_as = duel_target
				break = yes
            }
		}
		if = { #4th case (a *neighbor's* realm character) who fits the bill...
			limit = {
				any_neighbor_independent_ruler = {
					any_realm_character = {
		                is_inaccessible_or_incapable_trigger = no
						NOT = { trait = honorseeking }	# MOD : Das Ziel darf nicht honorseeking haben
		                NOT = { has_character_modifier = bedridden_illness }
			            NOT = { has_character_modifier = severe_illness }
			            NOT = { any_spouse = { character = ROOT } }
		                is_adult = yes
		                ai = yes
						ROOT = { capital_scope = { distance = { where = PREV distance < 1000 } } }
					}
	            }
			}
			random_neighbor_independent_ruler = {
				limit = {
					any_realm_character = {
		                is_inaccessible_or_incapable_trigger = no
						NOT = { trait = honorseeking }	# MOD : Das Ziel darf nicht honorseeking haben
		                NOT = { has_character_modifier = bedridden_illness }
			            NOT = { has_character_modifier = severe_illness }
			            NOT = { any_spouse = { character = ROOT } }
		                is_adult = yes
		                ai = yes
						ROOT = { capital_scope = { distance = { where = PREV distance < 1000 } } }
					}
				}
				any_realm_character = {
					limit = {
		                is_inaccessible_or_incapable_trigger = no
		                NOT = { has_character_modifier = bedridden_illness }
			            NOT = { has_character_modifier = severe_illness }
			            NOT = { any_spouse = { character = ROOT } }
		                is_adult = yes
		                ai = yes
						is_within_diplo_range = ROOT
						ROOT = { capital_scope = { distance = { where = PREV distance < 1000 } } }
	                }
	                score_value = { #Prioritizes selecting some kind of character you wouldn't get along with...
	                	value = 10
	                	potential_rival_score = yes
		            }
		            score_value = { #Extra weight for characters you've encountered before...
		                value = 10
		                disliked_target_selection_score = yes
		            }
					save_event_target_as = duel_target
					break = yes
				}
            }
		}
		if = { # Warrior Lodge members who are without diplomatic range, such as mercenaries
			limit = {
				any_society_member = {
	           		NOT = { same_society_as = ROOT }
	           		is_member_of_any_warrior_lodge_trigger = yes
	                is_inaccessible_or_incapable_trigger = no
					NOT = { trait = honorseeking }	# MOD : Das Ziel darf nicht honorseeking haben
	                NOT = { has_character_modifier = bedridden_illness }
		            NOT = { has_character_modifier = severe_illness }
					NOT = { any_spouse = { character = ROOT } }
	                is_adult = yes
	                ai = yes
					is_within_diplo_range = ROOT
	            }		
			}
			any_society_member = {
				limit = {
	           		NOT = { same_society_as = ROOT }
	           		is_member_of_any_warrior_lodge_trigger = yes
	                is_inaccessible_or_incapable_trigger = no
					NOT = { trait = honorseeking }	# MOD : Das Ziel darf nicht honorseeking haben
	                NOT = { has_character_modifier = bedridden_illness }
		            NOT = { has_character_modifier = severe_illness }
	                NOT = { any_spouse = { character = ROOT } }
	                is_adult = yes
	                ai = yes
	                is_within_diplo_range = ROOT
                }
                score_value = { #Prioritizes selecting some kind of character you wouldn't get along with...
                	value = 10
                	potential_rival_score = yes
	            }
	            score_value = { #Extra weight for characters you've encountered before...
	                value = 10
	                disliked_target_selection_score = yes
	            }
	            score_value = { #Reduced chance to pick people currently at war (unable to duel)...
	                value = 10
	            	at_war_reduction_score = yes
	            }
	            
				save_event_target_as = duel_target
				break = yes
            }	
		}
	}
	
	quest_target = event_target:duel_target

	option = {
		name = ACCEPT
		set_character_flag = deadly_duel@event_target:duel_target
		event_target:duel_target = {
			show_scope_change = no
			set_quest_target = {
				id = quest_warrior_lodge_duel_deadly
				holder = ROOT
			}
		}
	}
	option  = {
		name = DECLINE
		custom_tooltip = { text = decline_quest_tooltip }

		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}

		ai_chance = { factor = 0 }
	}
}


#MISSION: 
#Ping event for the mission Wage War
character_event = {
	id = HF.10512
	hide_window = yes

	is_triggered_only = yes

	immediate = { FROM = { society_quest_event = { id = HF.10513 days = 7 random = 7 } } }
}

#Hero character wants you to wage war against someone!
society_quest_event = {
	id = HF.10513
	is_triggered_only = yes
	is_in_society = yes
	only_capable = yes
	
	trigger = {
		FROM = { is_alive = yes }
		is_member_of_any_warrior_lodge_trigger = yes
		same_society_as = FROM
		has_any_quest = no
		NOT = { has_character_modifier = quest_cooldown_timer }
		NOT = { is_inaccessible_trigger = yes }
		is_landed = yes
		any_independent_ruler = {
	        any_realm_title = {
	            tier = COUNT
	            ROOT = {
	                can_use_cb = { #against target
	                    target = PREVPREV
	                    thirdparty_title = PREV
	                    casus_belli = pagan_county_conquest
	                }
	            }
	            location = {
		            OR = {
			            AND = { #Either you can travel via water to them...
				        	is_coastal = yes
				        	can_naval_path_to = { target = event_target:home_capital distance < 1000 }
			            }
			            AND = {
				            #Or they are accessible via land...
				            event_target:home_capital = { is_coastal = no }
					        can_land_path_to = { target = event_target:home_capital distance < 1000 }
			            }
			            AND = { #Or not a coastal place...
				        	is_coastal = no
				        	can_land_path_to = { target = event_target:home_capital distance < 1000 }
				        	#event_target:home_capital = { distance = { where = PREV distance < 1000 } }
			            }
			        }
	            }
	            holder_scope = {
		        	top_liege = {
		        		NOT = { has_truce = ROOT }
				        # target should not be stronger than 120% of your strength, and not weaker than 50% of your strength. 
				        NOT = { relative_power = { who = ROOT power = 1.2 } }
				        relative_power = { who = ROOT power = 0.5 }
		        	}
		        }
	        }
		}
	}

	desc = {
		text = EVTDESCHF10513 #default
		trigger = { event_target:my_war_target_holder = { NOT = { character = event_target:lodge_hero } } }
	}
	desc = {
		text = EVTDESCHF10513_B #if target is also the person giving you the quest...
		trigger = { event_target:my_war_target_holder = { character = event_target:lodge_hero } }
	}

	immediate = {
		#Declare a county conquest against someone
		random_independent_ruler = {
		    limit = {
		        any_realm_title = {
		            tier = COUNT
		            ROOT = {
		                can_use_cb = { #against target
		                    target = PREVPREV
		                    thirdparty_title = PREV
		                    casus_belli = pagan_county_conquest
		                }
		            }
		            location = {
			            OR = {
				            AND = { #Either you can travel via water to them...
					        	is_coastal = yes
					        	can_naval_path_to = { target = event_target:home_capital distance < 1000 }
				            }
				            AND = {
					            #Or they are accessible via land...
					            event_target:home_capital = { is_coastal = no }
						        can_land_path_to = { target = event_target:home_capital distance < 1000 }
				            }
				            AND = { #Or not a coastal place...
					        	is_coastal = no
					        	can_land_path_to = { target = event_target:home_capital distance < 1000 }
					        	#event_target:home_capital = { distance = { where = PREV distance < 1000 } }
				            }
				        }
		            }
		            holder_scope = {
			        	top_liege = {
			        		NOT = { has_truce = ROOT }
					        # target should not be stronger than 120% of your strength, and not weaker than 50% of your strength. 
					        NOT = { relative_power = { who = ROOT power = 1.2 } }
					        relative_power = { who = ROOT power = 0.5 }
			        	}
			        }
		        }
		    }
		    random_realm_title = {
		        limit = {
		            tier = COUNT
		            ROOT = {
		                can_use_cb = { #against target
		                    target = PREVPREV
		                    thirdparty_title = PREV
		                    casus_belli = pagan_county_conquest
		                }
		            }
		            location = {
			            OR = {
				            AND = { #Either you can travel via water to them...
					        	is_coastal = yes
					        	can_naval_path_to = { target = event_target:home_capital distance < 1000 }
				            }
				            AND = {
					            #Or they are accessible via land...
					            event_target:home_capital = { is_coastal = no }
						        can_land_path_to = { target = event_target:home_capital distance < 1000 }
				            }
				            AND = { #Or not a coastal place...
					        	is_coastal = no
					        	can_land_path_to = { target = event_target:home_capital distance < 1000 }
					        	#event_target:home_capital = { distance = { where = PREV distance < 1000 } }
				            }
				        }
		            }
		            holder_scope = {
			        	top_liege = {
			        		NOT = { has_truce = ROOT }
					        # target should not be stronger than 120% of your strength, and not weaker than 50% of your strength. 
					        NOT = { relative_power = { who = ROOT power = 1.2 } }
					        relative_power = { who = ROOT power = 0.5 }
			        	}
			        }
		        }
	            save_event_target_as = my_war_target
		        holder_scope = {
		            top_liege = {
		                save_event_target_as = my_war_target_holder
		            }
		        }
		    }
		}
	}

	quest_target = event_target:my_war_target #Is this how it's done?

	option = {
		name = ACCEPT
		event_target:my_war_target = {
			show_scope_change = no
			set_quest_target = {
				id = quest_warrior_lodge_war
				holder = ROOT
			}
		}
	}
	option  = {
		name = DECLINE
		custom_tooltip = { text = decline_quest_tooltip }

		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}

		ai_chance = { factor = 0 }
	}
}


#Mission to Wage War complete: Warrior lodge hero says good job on the war!
letter_event = {
	id = HF.10514
	border = GFX_event_letter_frame_war

	portrait = event_target:lodge_hero

	trigger = {
		has_quest = quest_warrior_lodge_war
	}

	immediate = { 
		hidden_effect = {
			
			if = { #Find some folks who are impressed by your victory...
				limit = { has_character_flag = won_war@event_target:defender_target }
				any_society_member = {
					limit = {
						same_society_as = ROOT
						NOT = { character = ROOT }
						NOT = { character = event_target:defender_target }
					}
					count = 3
					score_value = { #Prioritizes selecting some kind of warrior...
						value = 10
						warrior_recruit_score = yes
					}
					set_character_flag = impressed@ROOT
				}
			}

			#Selects someone to congratulate you...
			random_society_member = {
				limit = {
					same_society_as = ROOT
					society_rank == 4
					NOT = { character = ROOT }
					NOT = { character = event_target:defender_target }
				}
				save_event_target_as = lodge_hero
				break = yes
			}
			random_society_member = {
				limit = {
					same_society_as = ROOT
					society_rank == 3
					NOT = { character = ROOT }
					NOT = { character = event_target:defender_target }
				}
				save_event_target_as = lodge_hero
				break = yes
			}
			random_society_member = {
				limit = {
					same_society_as = ROOT
					society_rank == 2
					NOT = { character = ROOT }
					NOT = { character = event_target:defender_target }
				}
				save_event_target_as = lodge_hero
				break = yes
			}
			random_society_member = {
				limit = {
					same_society_as = ROOT
					society_rank == 1 #This is likely never really ever going to be needed. But still.
					NOT = { character = ROOT }
					NOT = { character = event_target:defender_target }
				}
				save_event_target_as = lodge_hero
				break = yes
			}
		}
	}

	desc = {
		text = EVTDESC_HF_10514_won
		trigger = { has_character_flag = won_war@event_target:defender_target }
	}
	desc = {
		text = EVTDESC_HF_10514_white_peace
		trigger = { has_character_flag = white_peace@event_target:defender_target }
	}
	desc = {
		text = EVTDESC_HF_10514_lost
		trigger = { has_character_flag = lost_war@event_target:defender_target }
	}
	
	is_triggered_only = yes

	#I understand
	option = {
		name = {
			text = EVTOPTA_HF_10514_won
			trigger = { has_character_flag = won_war@event_target:defender_target }
		}
		name = {
			text = EVTOPTA_HF_10514_white_peace
			trigger = { has_character_flag = white_peace@event_target:defender_target }
		}
		name = {
			text = EVTOPTA_HF_10514_lost
			trigger = { has_character_flag = lost_war@event_target:defender_target }
		}
		trigger_switch = {
			on_trigger = has_character_flag
			won_war@event_target:defender_target = {
				any_society_member = {
					limit = { has_character_flag = impressed@ROOT }
					show_scope_change = no
					opinion = {
			            who = ROOT
			            modifier = opinion_conquered_new_land
			            years = 10
			        }
					clr_character_flag = impressed@ROOT
				}
				add_society_currency_major_effect = yes
			}
			white_peace@event_target:defender_target = { add_society_currency_medium_effect = yes }
			lost_war@event_target:defender_target = { add_society_currency_minor_effect = yes }
		}
		clr_quest = quest_warrior_lodge_war
		add_legend_progress_trivial_effect = yes
		clr_character_flag = won_war@event_target:defender_target
		clr_character_flag = white_peace@event_target:defender_target
		clr_character_flag = lost_war@event_target:defender_target
	}
}

#on_war_ended_victory: Clear Wage War mission correctly
# From = Attacker, Root = Defender
character_event = {
	id = HF.10515
	hide_window = yes
	is_triggered_only = yes
	has_dlc = "Holy Fury"
	trigger = {
		FROM = {
			is_member_of_any_warrior_lodge_trigger = yes
			has_quest = quest_warrior_lodge_war
		}
		any_realm_title = {
			is_quest_target_of = FROM
		}
	}

	immediate = {
		#To handle Warrior Lodge mission "Wage War" completion...
		random_realm_title = {
			limit = { is_quest_target_of = FROM }
			save_event_target_as = target_title
		}
		FROM = { save_event_target_as = attacker_target }
		save_event_target_as = defender_target

		event_target:attacker_target = {
			set_character_flag = won_war@event_target:defender_target
			character_event = { id = HF.10514 days = 6 } # Hero character states that you completed the mission...
		}
	}
}

#on_war_ended_whitepeace: Clear Wage War mission correctly
# From = Attacker, Root = Defender
character_event = {
	id = HF.10516
	hide_window = yes
	is_triggered_only = yes
	has_dlc = "Holy Fury"
	trigger = {
		FROM = {
			is_member_of_any_warrior_lodge_trigger = yes
			has_quest = quest_warrior_lodge_war
		}
		any_realm_title = {
			is_quest_target_of = FROM
		}
	}

	immediate = {
		#To handle Warrior Lodge mission "Wage War" completion...
		random_realm_title = {
			limit = { is_quest_target_of = FROM }
			save_event_target_as = target_title
		}
		FROM = { save_event_target_as = attacker_target }
		save_event_target_as = defender_target

		event_target:attacker_target = {
			set_character_flag = white_peace@event_target:defender_target
			character_event = { id = HF.10514 days = 6 } # Hero character states that you completed the mission...
		}
	}
}
#on_war_ended_defeat: Clear Wage War mission correctly
# From = Attacker, Root = Defender
character_event = {
	id = HF.10517
	hide_window = yes
	is_triggered_only = yes
	has_dlc = "Holy Fury"
	trigger = {
		FROM = {
			is_member_of_any_warrior_lodge_trigger = yes
			has_quest = quest_warrior_lodge_war
		}
		any_realm_title = {
			is_quest_target_of = FROM
		}
	}

	immediate = {
		#To handle Warrior Lodge mission "Wage War" completion...
		random_realm_title = {
			limit = { is_quest_target_of = FROM }
			save_event_target_as = target_title
		}
		FROM = { save_event_target_as = attacker_target }
		save_event_target_as = defender_target

		event_target:attacker_target = {
			set_character_flag = lost_war@event_target:defender_target
			character_event = { id = HF.10514 days = 6 } # Hero character states that you completed the mission...
		}
	}
}
#on_war_ended_invalid: Clear Wage War mission correctly
# From = Attacker, Root = Defender
character_event = {
	id = HF.10518
	hide_window = yes
	is_triggered_only = yes
	has_dlc = "Holy Fury"
	trigger = {
		FROM = {
			is_member_of_any_warrior_lodge_trigger = yes
			has_quest = quest_warrior_lodge_war
		}
		any_realm_title = {
			is_quest_target_of = FROM
		}
	}

	immediate = {
		#To handle Warrior Lodge mission "Wage War" completion...
		random_realm_title = {
			limit = { is_quest_target_of = FROM }
			save_event_target_as = target_title
		}
		FROM = { save_event_target_as = attacker_target }
		save_event_target_as = defender_target

		event_target:attacker_target = {
			character_event = { id = HF.10503 days = 6 } # Mission target is no longer valid-notification...
		}
	}
}


#on_new_holder: Clear Raid Province mission if the province is now under your control.
# ROOT is the character, FROM is the title, FROMFROM is the old holder
character_event = {
	id = HF.25510
	hide_window = yes

	is_triggered_only = yes

	trigger = {
		OR = { 
			AND = { 
				is_member_of_any_warrior_lodge_trigger = yes
				has_quest = quest_warrior_lodge_raid_and_loot
			}
			any_liege = { 
				is_member_of_any_warrior_lodge_trigger = yes
				has_quest = quest_warrior_lodge_raid_and_loot
			}
		}
	}

	immediate = {
		if = {
			limit = { 
				is_member_of_any_warrior_lodge_trigger = yes
				has_quest = quest_warrior_lodge_raid_and_loot
			}
			character_event = { id = HF.25511 days = 1 }
		}
		if = {
			limit = { 
				any_liege = { 
					is_member_of_any_warrior_lodge_trigger = yes
					has_quest = quest_warrior_lodge_raid_and_loot
				}
			}
			any_liege = { 
				limit = { 
					is_member_of_any_warrior_lodge_trigger = yes
					has_quest = quest_warrior_lodge_raid_and_loot
				}
				character_event = { id = HF.25511 days = 1 }
			}
		}
	}
}

character_event = {
	id = HF.25511
	hide_window = yes

	is_triggered_only = yes

	immediate = {
		if = {
			limit = { 
				is_member_of_any_warrior_lodge_trigger = yes
				has_quest = quest_warrior_lodge_raid_and_loot
				any_realm_title = { 
					is_quest_target_of = ROOT 
				}
			}
			clr_quest = quest_warrior_lodge_raid_and_loot
		}
	}
}

#MISSION: 
#Ping event for the mission Recruit Your Child
character_event = {
	id = HF.10520
	hide_window = yes

	is_triggered_only = yes

	immediate = { FROM = { society_quest_event = { id = HF.10521 days = 7 random = 7 } } }
}

#Hero character wants you to Recruit Your Child
society_quest_event = {
	id = HF.10521
	is_triggered_only = yes
	is_in_society = yes
	only_capable = yes
	
	trigger = {
		is_landed = yes
	    is_adult = yes	        		
		FROM = { is_alive = yes }
		is_member_of_any_warrior_lodge_trigger = yes
		same_society_as = FROM
		has_any_quest = no
		NOT = { has_character_modifier = quest_cooldown_timer }
		NOT = { is_inaccessible_trigger = yes }
		any_child = {
			is_child_of = PREV
			is_alive = yes
			is_in_society = no
			age = 12
		    prisoner = no
			NOT = { has_character_flag = flag_child_abandoned_lodge }
	        OR = { #AIs should only strive to recruit their main heir
	            PREV = { ai = no }
	            is_primary_heir = PREV
	        }
		}
	}

	desc = EVTDESCHF10521 #default

	immediate = {
		random_child = { #Select a child to recruit
		    limit = {
		    	is_alive = yes
				age = 12
				is_in_society = no
			    prisoner = no
				NOT = { has_character_flag = flag_child_abandoned_lodge }
		        OR = { #AIs should only strive to recruit their main heir
		            PREV = { ai = no }
		            is_primary_heir = PREV
		        }
		    }
		    preferred_limit = {
		    	is_primary_heir = PREV
		    }
		    save_event_target_as = recruit_to_be
		}
	}

	quest_target = event_target:recruit_to_be 

	option = {
		name = ACCEPT
		event_target:recruit_to_be = {
			show_scope_change = no
			set_quest_target = {
				id = quest_warrior_lodge_recruit
				holder = ROOT
			}
		}
	}
	option  = {
		name = DECLINE
		custom_tooltip = { text = decline_quest_tooltip }

		add_character_modifier = {
			name = quest_cooldown_timer
			hidden = yes
			days = 1000
		}

		ai_chance = { factor = 0 }
	}
}
