
namespace = dynastyduel

# Get challenged (sent from duel_decision )
character_event = {
    id = dynastyduel.1
    picture = GFX_evt_armory
    border = GFX_event_normal_frame_war
    
    desc = {
        trigger = {
            NOT = { event_target:combatant_1 = { has_character_flag = mock_duel } }
        }
        text = EVTDESC_HFP_10095_default
    }
    desc = {
        trigger = {
            event_target:combatant_1 = { has_character_flag = mock_duel }
        }
        text = EVTDESC_HFP_10095_mock_duel
    }

    is_triggered_only = yes
    
    immediate = {
        if = {
            limit = { event_target:combatant_1 = { has_character_flag = mock_duel } }
            set_character_flag = mock_duel #makes sure outcome results works correctly for both parties...
        }
        if = {
            limit = { NOT = { has_character_modifier = recent_duel_timer } }
            add_character_modifier = {
                modifier = recent_duel_timer
                hidden = yes
                months = 3
            }
        }
        event_target:combatant_1 = { #combatant_1/attacker
            if = {
                limit = { NOT = { has_character_modifier = recent_duel_timer } }
                #special circumstances, like initiation duel, etc
                add_character_modifier = { #OUTCOMMENT FOR TESTING PURPOSES
                    modifier = recent_duel_timer
                    hidden = yes
                    months = 3
                }
            }
        }
    }
    
    option = { #Challenge accepted
        name = EVTOPTA_WOL_11000
        clr_character_flag = flag_duel_no_backsies
        ai_chance = {
            factor = 80
            modifier = {		# Gegner ist stark und Charakter will keinen starken Gegner -> 40%
                factor = 0.5
				AND = {
					is_variable_equal = { which = duel_difficulty value = 3 }
					OR = {
						NOR = {
							trait = duelist
							trait = ambitious
							trait = brave
							trait = envious
							trait = proud
						}
						OR = {	# Ist verstümmelt (disfigured ausgenommen, weil das nicht die Kampffähigkeit beeinflusst)
							trait = maimed
							trait = one_eyed
							trait = one_handed 
							trait = one_legged 
							# trait = disfigured 
							trait = mangled
							AND = {		# Ist feige/zufrieden und gleichzeitig kein Duellist oder ambitioniert
								OR = {	 
									trait = craven
									trait = content
								}
								NOR = {
									trait = duelist
									trait = ambitious
								}
							}
						}
					}
				}
            }
            modifier = {		# Will schwachen Gegner und Gegner ist stark -> 4%
                factor = 0.05
				AND = {
					is_variable_equal = { which = duel_difficulty value = 3 }
					OR = {	# Ist verstümmelt (disfigured ausgenommen, weil das nicht die Kampffähigkeit beeinflusst)
						trait = maimed
						trait = one_eyed
						trait = one_handed 
						trait = one_legged 
						# trait = disfigured 
						trait = mangled
						AND = {		# Ist feige/zufrieden und gleichzeitig kein Duellist oder ambitioniert
							OR = {	 
								trait = craven
								trait = content
							}
							NOR = {
								trait = duelist
								trait = ambitious
							}
						}
					}
				}
            }
        }
        pacifists_lose_piety_effect = yes
        if = { #If they previously offended you, this rectifies that.
            limit = { 
                event_target:combatant_1 = {
                    has_opinion_modifier = { who = ROOT modifier = grievously_offended }
                }
            }
            event_target:combatant_1 = {
                remove_opinion = { who = ROOT modifier = grievously_offended }
            }
        }
        event_target:combatant_1 = {
            character_event = { id = HFP.10096 days = 3 }
        }
        set_character_flag = add_duel_xp
        clr_character_flag = punish_declining
    }

    option = { # [INTRIGUE OPTION]
        name = {
            text = EVTOPTA_HF_10096 #I will do something.... special.
        }
        tooltip_info = intrigue

        custom_tooltip = { text = EVTOPTA_HF_10096_TT } #you will use any means necessary...

        set_character_flag = defender_using_poison@event_target:combatant_1

        if = {
            limit = { trait = honest }
            remove_trait = honest
        }
        else_if = {
            limit = {
                NOT = { trait = deceitful }
            }
            add_trait = deceitful
        }
        else_if = {
            limit = { trait = brave }
            remove_trait = brave
        }
        else_if = {
            limit = { NOT = { trait = craven } }
            add_trait = craven
        }

        if = { #There is a chance the poison fails...
            limit = {
                OR = {
                    event_target:combatant_1 = {
                        job_spymaster = {
                            opinion = { who = PREV value = 15 } #if they like their employer
                            intrigue = ROOT #and they can match your intrigue
                        }
                    }
                    event_target:combatant_1 = { intrigue = ROOT } #they alone can match your intrigue
                }
            }
            set_character_flag = poison_can_fail_against@event_target:combatant_1
        }
        
        pacifists_lose_piety_effect = yes
        if = { #If they previously offended you, this rectifies that.
            limit = { 
                event_target:combatant_1 = {
                    has_opinion_modifier = { who = ROOT modifier = grievously_offended }
                }
            }
            event_target:combatant_1 = {
                remove_opinion = { who = ROOT modifier = grievously_offended }
            }
        }
        event_target:combatant_1 = {
            character_event = { id = HFP.10096 days = 3 }
        }
        set_character_flag = add_duel_xp
        clr_character_flag = punish_declining

        ai_chance = {
            factor = 20
            dishonorable_ai_chance_increase_score = yes
        }

        trigger = {
            intrigue = 12
            NOT = { has_character_flag = mock_duel }
            has_dlc = "Holy Fury"
        }
    }
	
    option = { #No, that sounds dangerous
        name = EVTOPTB_WOL_11000
        ai_chance = {
            factor = 10
            modifier = {		# Mock Duell -> 0%
                event_target:combatant_1 = { has_character_flag = mock_duel }
                factor = 0
            }
            modifier = {		# Gegner ist stark und Charakter will keinen starken Gegner -> 30%
                factor = 3
				AND = {
					is_variable_equal = { which = duel_difficulty value = 3 }
					OR = {
						NOR = {
							trait = duelist
							trait = ambitious
							trait = brave
							trait = envious
							trait = proud
						}
						OR = {	# Ist verstümmelt (disfigured ausgenommen, weil das nicht die Kampffähigkeit beeinflusst)
							trait = maimed
							trait = one_eyed
							trait = one_handed 
							trait = one_legged 
							# trait = disfigured 
							trait = mangled
							AND = {		# Ist feige/zufrieden und gleichzeitig kein Duellist oder ambitioniert
								OR = {	 
									trait = craven
									trait = content
								}
								NOR = {
									trait = duelist
									trait = ambitious
								}
							}
						}
					}
				}
            }
            modifier = {		# Will schwachen Gegner und Gegner ist stark -> 90%
                factor = 9
				AND = {
					is_variable_equal = { which = duel_difficulty value = 3 }
					OR = {	# Ist verstümmelt (disfigured ausgenommen, weil das nicht die Kampffähigkeit beeinflusst)
						trait = maimed
						trait = one_eyed
						trait = one_handed 
						trait = one_legged 
						# trait = disfigured 
						trait = mangled
						AND = {		# Ist feige/zufrieden und gleichzeitig kein Duellist oder ambitioniert
							OR = {	 
								trait = craven
								trait = content
							}
							NOR = {
								trait = duelist
								trait = ambitious
							}
						}
					}
				}
            }
        }
        hidden_tooltip = {
            remove_character_modifier = recent_duel_timer
        }
        event_target:combatant_1 = { #the attacker/combatant_1
            hidden_tooltip = {
                remove_character_modifier = recent_duel_timer
                if = {
                    limit = {
                        NOT = { has_character_modifier = duels_declined }
                    }
                    opinion = {
                        modifier = opinion_fled_duel
                        who = ROOT
                        years = 100
                    }
                }
                else = {
                    opinion = {
                        modifier = opinion_declined_my_duel #For visuals
                        who = ROOT
                        years = 100
                    }
                }
                character_event = { id = HFP.10097 days = 3 } #Duel rejected...
            }
        }
        clr_character_flag = punish_declining
    }

}
