###########################################
#                                         #
# New Duel events					      #
# Fired from various duels				  #
#                                         #
# ID HFP.10095-HFP.10200	              #
#                                         #
###########################################

namespace = HFP

### CLAIM DUELS 
# Get challenged (sent from duel_decision )
character_event = {
    id = HF.10095
    title = claim_duel_challenge_title
    picture = GFX_evt_bloodlines
    border = GFX_event_normal_frame_war
    
    desc = {
        text = EVTDESC_HF_10095_A
        trigger = {
            event_target:combatant_1 = { has_character_flag = wants_single_title_from@event_target:combatant_2 }
        }
    }
    desc = {
        text = EVTDESC_HF_10095_B
        trigger = {
            event_target:combatant_1 = { has_character_flag = wants_multiple_titles_from@event_target:combatant_2 }
        }
    }

    is_triggered_only = yes
    
    immediate = {
        if = { #to prevent spam...
            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
        custom_tooltip = { text = EVTOPTA_HF_10095_TT }
        ai_chance = {
            factor = 20
            modifier = {
                factor = 2
                trait = proud
            }
            modifier = {
                factor = 0.5
                trait = craven
            }
            modifier = {
                factor = 0.3
                religion = jain
            }
        }
        if = {
            limit = { trait = craven }
            random = {
                chance = 20
                remove_trait = craven
            }
        }
        pacifists_lose_piety_effect = yes
        if = {
            limit = { #Warriors like a warrior who acts like one...
                is_member_of_any_warrior_lodge_trigger = yes
            }
            add_legend_progress_trivial_effect = yes
        }
        event_target:combatant_1 = {
            character_event = { id = HF.10096 days = 2 }
        }
        set_character_flag = add_duel_xp
        clr_character_flag = punish_declining
    }
    option = { #No way! He/She can't just DUEL me for my titles...!
        name = {
            text = EVTOPTA_HF_10095_wroth
            trigger = { trait = wroth }
        }
        name = {
            text = EVTOPTA_HF_10095_ordely
            trigger = {
                OR = {
                    trait = administrator
                    is_learned_trigger = yes
                }
            }
        }
        name = {
            text = EVTOPTA_HF_10095_craven
            trigger = { NOT = { trait = wroth } }
        }

        if = {
            limit = { trait = craven }
            add_character_modifier = {
                modifier = cowardly_ruler
                years = 5
            }
        }
        else = {
            add_trait = craven
        }
        ai_chance = {
            factor = 3
            modifier = {
                trait = craven
                factor = 1.5
            }
        }
        if = {
            limit = { has_character_flag = punish_declining }
            if = {
                limit = { 
                    NOR = {
                        trait = craven
                        trait = brave
                        trait = berserker 
                    }
                }
                random = {
                    chance = 50
                    add_trait = craven
                    hidden_tooltip = {
                        character_event = {
                            id = 38257 #Notify Craven
                        }
                    }
                }
            }
            if = {
                limit = {
                    trait = brave
                }
                remove_trait = brave
            }
            prestige = -50
            add_character_modifier = {
                modifier = declined_prestige_duel_timer
                hidden = yes
                duration = 1095
            }
        }
        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...
            }
        }
        increase_cowardly_status_effect = yes #tracks duel cowardice
        clr_character_flag = punish_declining
    }
}

# Start the duel - For the attacker (combatant_1)
character_event = {
    id = HF.10096
    title = challenge_accepted_title
    is_triggered_only = yes
    picture = GFX_evt_bloodlines
    border = GFX_event_normal_frame_war

    desc = {
        text = EVTDESC_HF_10096_A
        trigger = {
            event_target:combatant_1 = { has_character_flag = wants_single_title_from@event_target:combatant_2 }
        }
    }
    desc = {
        text = EVTDESC_HF_10096_B
        trigger = {
            event_target:combatant_1 = { has_character_flag = wants_multiple_titles_from@event_target:combatant_2 }
        }
    }

    option = {
        name = {
            text = EVTOPTA_WOL_11001 #Let's fight!
        }
        if = {
            limit = { has_character_flag = mock_duel }
            custom_tooltip = { text = EVTOPTA_HFP_10096_TT } #the duel will take place within the next few days.
        }
        if = {
            limit = {
                is_tribal = yes
                has_strong_claim = FROM # if attacker has strong claim on target
                FROM = { is_tribal = yes }
            }
            custom_tooltip = { text = EVTOPTA_HFP_10096_CLAIM_DUEL_TT } # "This might affect the fate of <title>..."
        }

        if = {
            limit = { #Warriors like a warrior who acts like one...
                is_member_of_any_warrior_lodge_trigger = yes
            }
            add_legend_progress_trivial_effect = yes
        }

        #FALLBACK:
        if = { #If FROM is no longer alive, clear relevant flags, etc...
            limit = { FROM = { NOT = { is_alive = yes } } }
            hidden_effect = {
                remove_character_modifier = recent_duel_timer
                clr_duel_flags_effect = yes
            }
        }
        else = {
            hidden_effect = {
                set_character_flag = add_duel_xp
                reset_duel_timers_effect = yes
                character_event = { id = HFP.10100 } #Send hidden set-up of duel (from there: result)
            }
        }
        ai_chance = {
            factor = 80
        }
    }

    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 = attacker_using_poison@event_target:combatant_2

        if = { #There is a chance the poison fails...
            limit = {
                OR = {
                    FROM = {
                        job_spymaster = {
                            opinion = { who = PREV value = 15 } #if they like their employer
                            intrigue = ROOT #and they can match your intrigue
                        }
                    }
                    FROM = { intrigue = ROOT } #they alone can match your intrigue
                }
            }
            set_character_flag = poison_can_fail_against@event_target:combatant_2
        }
        
        #FALLBACK:
        if = { #If FROM is no longer alive, clear relevant flags, etc...
            limit = { FROM = { NOT = { is_alive = yes } } }
            hidden_effect = {
                remove_character_modifier = recent_duel_timer
                clr_duel_flags_effect = yes
            }
        }
        else = {
            hidden_effect = {
                set_character_flag = add_duel_xp
                reset_duel_timers_effect = yes
                character_event = { id = HFP.10100 } #Send hidden set-up of duel (from there: result)
            }
        }

        ai_chance = {
            factor = 20
            dishonorable_ai_chance_increase_score = yes
        }

        trigger = {
            intrigue = 12
            has_dlc = "Holy Fury"
        }
    }
}


### "REGULAR" duels start here...
# Get challenged (sent from duel_decision )
character_event = {
    id = HFP.10095
    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 } #set in HF.10007
        }
        text = EVTDESC_HFP_10095_mock_duel
    }
    desc = {
        trigger = {
            event_target:combatant_1 = { has_character_flag = deadly_duel@ROOT } #set in HF.10511
        }
        text = EVTDESC_HFP_10095_deadly_duel
    }
    desc = {
        trigger = {
            event_target:combatant_1 = { has_character_flag = flag_courtier_challenging_regent } #set in regency_events
        }
        text = EVTDESC_HFP_10095_courtier_regent_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 = {
                OR = {
                    NOT = { has_character_modifier = declined_prestige_duel_timer }
                    NOT = { 
                        AND = {
                            is_female = no
                            event_target:combatant_1 = { is_female = yes }
                            top_liege = { is_nomadic = no }
                        }
                    }
                }
            }
            add_character_modifier = {
                modifier = declined_prestige_duel_timer
                duration = 1095
                hidden = yes
            }
            set_character_flag = punish_declining
        }
        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
                }
            }
        }

        if = { #If the challenger did this for a mission...
            limit = {
                event_target:combatant_1 = {
                    has_quest = quest_warrior_lodge_duel_honor
                    quest_target = { character = event_target:combatant_2 }
                }
            }
            event_target:combatant_1 = { set_character_flag = mock_duel }
            set_character_flag = mock_duel #makes sure outcome results works correctly for both parties...
        }
    }
    
    option = { #Challenge accepted
        name = EVTOPTA_WOL_11000
        clr_character_flag = flag_duel_no_backsies
        ai_chance = {
            factor = 50
            modifier = {
                factor = 2
                trait = proud
            }
            modifier = {
                factor = 0.05
                trait = craven
            }
            modifier = {
                factor = 0.3
                religion = jain
            }
            modifier = {
                religion_group = christian
                is_priest = yes
                factor = 0
            }
            modifier = {
                is_female = no
                event_target:combatant_1 = { is_female = yes }
                top_liege = {
                    is_nomadic = no
                }
                factor = 0.025
            }
        }
        if = {
            limit = { trait = craven }
            random = {
                chance = 20
                remove_trait = craven
            }
        }
        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 }
            }
        }
        if = {
            limit = { #Warriors like a warrior who acts like one...
                is_member_of_any_warrior_lodge_trigger = yes
            }
            add_legend_progress_trivial_effect = yes
        }
        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 = 80
        }
    }

    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 = {
                trait = craven
                factor = 1.5
            }
            modifier = {
                is_priest = yes
                factor = 5
            }
            modifier = {
                event_target:combatant_1 = { has_character_flag = mock_duel }
                factor = 0
            }
            modifier = {
                event_target:combatant_1 = {
                    OR = {
                        has_quest = quest_warrior_lodge_duel_honor
                        has_quest = quest_warrior_lodge_duel_deadly
                    }
                    quest_target = { character = event_target:combatant_2 }
                }
                factor = 0
            }
        }
        if = {
            limit = { has_character_flag = punish_declining }
            if = {
                limit = { 
                    NOR = {
                        trait = craven
                        trait = brave
                        trait = berserker 
                    }
                }
                random = {
                    chance = 30
                    add_trait = craven
                    hidden_tooltip = {
                        character_event = {
                            id = 38257 #Notify Craven
                        }
                    }
                }
            }
            if = {
                limit = {
                    trait = brave
                }
                remove_trait = brave
            }
            prestige = -50
            add_character_modifier = {
                modifier = declined_prestige_duel_timer
                hidden = yes
                duration = 1095
            }
        }
        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...
            }
        }
        increase_cowardly_status_effect = yes #tracks duel cowardice
        clr_character_flag = punish_declining

        if = { #For characters who were recruited by their parents...
            limit = {
                has_character_flag = is_being_recruited_to_warrior_lodge_by_parent
                event_target:recruiting_parent = { is_alive = yes }
            }
            custom_tooltip = { text = notify_parent_recruiter_tt } #Your parent will be notified.
            set_character_flag = failed_initiation
            set_character_flag = chickened_out
            event_target:recruiting_parent = { character_event = { id = HF.10014 } }
            clr_character_flag = society_join_block
        }

        trigger = {
            NOT = { event_target:duel_target = { character = event_target:hero_character } } #if set-up failed spectacularly, and it's a case of MP, the player leader will be unable to turn down the duel just for the hell of it
            NOT = { has_character_flag = flag_duel_no_backsies }
        }
    }
}

# Start the duel - For the attacker (combatant_1)
character_event = {
    id = HFP.10096
    is_triggered_only = yes
    picture = GFX_evt_armory
    border = GFX_event_normal_frame_war

    desc = {
        trigger = {
            NOT = { has_character_flag = mock_duel }
        }
        text = EVTDESC_HFP_10096
    }
    desc = {
        trigger = {
            has_character_flag = mock_duel #Set in quest_warrior_lodge_duel_honor mission hand-out
            has_quest = quest_warrior_lodge_duel_honor
            quest_target = { character = event_target:combatant_2 }
        }
        text = EVTDESC_HFP_10096
    }
    desc = {
        trigger = {
            has_character_flag = mock_duel #set in HF.10007
            NOT = { any_spouse = { character = event_target:combatant_2 } }
            NOT = { has_quest = quest_warrior_lodge_duel_honor }            
            NOT = { any_owned_bloodline = { has_bloodline_flag = bloodline_legendary_warrior } }
        }
        picture = GFX_evt_teaching_moment
        text = EVTDESC_HFP_10096_mock_duel #Default initation-duel text
    }
    desc = {
        trigger = {
            has_character_flag = mock_duel #set in HF.10007
            any_spouse = { character = event_target:combatant_2 }
            NOT = { has_quest = quest_warrior_lodge_duel_honor }
        }
        picture = GFX_evt_teaching_moment
        text = EVTDESC_HFP_10096_mock_duel_spouse #Initation duel against spouse
    }
    desc = {
        trigger = {
            has_character_flag = mock_duel #set in HF.10007
            NOT = { any_spouse = { character = event_target:combatant_2 } }
            NOT = { has_quest = quest_warrior_lodge_duel_honor }
            any_owned_bloodline = { has_bloodline_flag = bloodline_legendary_warrior }
        }
        picture = GFX_evt_teaching_moment
        text = EVTDESC_HFP_10096_bloodline #Initiation duel as special bloodline owner
    }

    
    option = {
        name = {
            text = EVTOPTA_WOL_11001 #Let's fight!
            trigger = {
                NOT = { has_character_flag = mock_duel }
                NOT = { has_character_flag = target_was_threatened }
            }
        }
        name = {
            text = EVTOPTA_HFP_10096 # A [GetDuelType], huh?
            trigger = {
                has_character_flag = mock_duel
                NOT = { has_character_flag = target_was_threatened }
            }
        }
        name = {
            text = EVTOPTB_HFP_10096 # That's what I thought...
            trigger = {
                has_character_flag = target_was_threatened
            }
        }
        if = {
            limit = { has_character_flag = mock_duel }
            custom_tooltip = { text = EVTOPTA_HFP_10096_TT } #the duel will take place within the next few days.
        }

        if = {
            limit = { #Warriors like a warrior who acts like one...
                is_member_of_any_warrior_lodge_trigger = yes
            }
            add_legend_progress_trivial_effect = yes
        }

        #FALLBACK:
        if = { #If FROM is no longer alive, clear relevant flags, etc...
            limit = { FROM = { NOT = { is_alive = yes } } }
            reset_warrior_lodge_joining_chain_effect = yes
            character_event = { id = HFP.10197 }
        }
        else = {
            hidden_effect = {
                set_character_flag = add_duel_xp
                reset_duel_timers_effect = yes
                character_event = { id = HFP.10100 } #Send hidden set-up of duel (from there: result)
                #character_event = { id = MIL.600 } #Milla's debug event
            }
        }
        ai_chance = {
            factor = 80
        }
    }

    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 = attacker_using_poison@event_target:combatant_2

        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 = {
                    FROM = {
                        job_spymaster = {
                            opinion = { who = PREV value = 15 } #if they like their employer
                            intrigue = ROOT #and they can match your intrigue
                        }
                    }
                    FROM = { intrigue = ROOT } #they alone can match your intrigue
                }
            }
            set_character_flag = poison_can_fail_against@event_target:combatant_2
        }
        
        #FALLBACK:
        if = { #If FROM is no longer alive, clear relevant flags, etc...
            limit = { FROM = { NOT = { is_alive = yes } } }
            character_event = { id = HFP.10197 }
        }
        else = {
            hidden_effect = {
                set_character_flag = add_duel_xp
                reset_duel_timers_effect = yes
                character_event = { id = HFP.10100 } #Send hidden set-up of duel (from there: result)
            }
        }
        ai_chance = {
            factor = 20
            dishonorable_ai_chance_increase_score = yes
        }
        trigger = {
            intrigue = 12
            NOT = { has_character_flag = mock_duel }
            has_dlc = "Holy Fury"
        }
    }
}

# Duel rejected
character_event = {
    id = HFP.10097
    is_triggered_only = yes
    desc = EVTDESC_HFP_10097
    picture = GFX_evt_bad_news
    border = GFX_event_normal_frame_war
    title = getDuelTitle

    immediate = {
        # To block spamming the decision when rejected...
        FROM = {
            add_character_modifier = {
                name = has_recently_declined_duel_cooldown
                hidden = yes
                months = 6
            }
        }
        if = { #only if intrigue character...
            limit = {
                NOT = { has_character_flag = mock_duel }
                OR = {
                    intrigue = 15
                    trait = elusive_shadow
                    trait = schemer
                }
            }
            random_list = {
                20 = { #success
                    modifier = {
                        has_bottom_tier_education_trait_trigger = no
                        FROM = { has_bottom_tier_education_trait_trigger = yes }
                        factor = 2
                    }
                    modifier = {
                        trait = elusive_shadow
                        FROM = { NOT = { trait = elusive_shadow } }
                        factor = 2
                    }
                    modifier = {
                        intrigue = 15
                        FROM = { NOT = { intrigue = 15 } }
                        factor = 2
                    }
                    modifier = {
                        trait = schemer
                        FROM = { NOT = { trait = schemer } }
                        factor = 2
                    }
                    modifier = {
                        intrigue = FROM
                        factor = 2
                    }
                    modifier = {
                        is_smart_trigger = yes
                        FROM = { is_smart_trigger = no }
                        factor = 2
                    }

                    set_character_flag = likely_to_succeed
                }
                10 = { #failure
                    modifier = {
                        has_bottom_tier_education_trait_trigger = yes
                        FROM = { has_bottom_tier_education_trait_trigger = no }
                        factor = 2
                    }
                    modifier = {
                        NOT = { trait = elusive_shadow }
                        FROM = { trait = elusive_shadow }
                        factor = 2
                    }
                    modifier = {
                        NOT = { intrigue = 15 }
                        FROM = { intrigue = 15 }
                        factor = 2
                    }
                    modifier = {
                        NOT = { trait = schemer }
                        FROM = { trait = schemer }
                        factor = 2
                    }
                    modifier = {
                        NOT = { intrigue = FROM }
                        factor = 2
                    }
                    modifier = {
                        is_dumb_trigger = yes
                        FROM = { is_dumb_trigger = no }
                        factor = 2
                    }
                    set_character_flag = likely_to_fail
                }
            }
        }
    }
    
    option = { #"Corner"-option
        name = EVTOPTA_HFP_10097 # You won't get away that easily! (Only for INTRIGUE characters)
        tooltip_info = intrigue
        custom_tooltip = {
            text = EVTOPTA_HFP_10097_TT
        }

        random_list = {
            10 = { #success! (sends event to target)
                additive_modifier = {
                    value = 60
                    has_character_flag = likely_to_succeed
                }
                custom_tooltip = { text = you_succeeding_to_corner_tt }
                hidden_effect = {
                    FROM = { character_event = { id = HFP.10098 } }
                }
            }
            20 = { #failure... (sends event to self)
                additive_modifier = {
                    value = 60
                    has_character_flag = likely_to_fail
                }
                custom_tooltip = { text = you_failing_to_corner_tt }
                hidden_effect = {
                    character_event = { id = HFP.10099 }
                }
            }
        }

        #Set specific effects
        trigger = {
            OR = {
                intrigue = 15
                trait = elusive_shadow
                trait = schemer
            }
            NOT = { has_character_flag = mock_duel }
            NOT = { has_character_flag = claim_duel@event_target:combatant_2 }
        }
    }
    option = {
        name = EVTOPTA_WOL_11002 #Pathethic.
    }
    after = {
        clr_character_flag = likely_to_succeed
        clr_character_flag = likely_to_fail
        clr_character_flag = claim_duel@event_target:combatant_2
        clr_character_flag = wants_multiple_titles_from@event_target:combatant_2
        clr_character_flag = wants_single_title_from@event_target:combatant_2
    }
}

character_event = { #You were cornered!
    id = HFP.10098
    desc = EVTDESC_HFP_10098 #"You WILL duel me..." knifey threat-style
    picture = GFX_evt_shadow
    border = GFX_event_normal_frame_intrigue
    title = getDuelTitle
    is_triggered_only = yes
    
    trigger = {
        FROM = { is_alive = yes }
    }

    option = {      
        name = EVTOPTA_HFP_10098
        custom_tooltip = { text = EVTOPTA_HFP_10098_TT }
        FROM = {
            character_event = { id = HFP.10096 days = 1 }
            set_character_flag = target_was_threatened
        }
    }
}

character_event = { #I failed to corner them...
    id = HFP.10099
    desc = EVTDESC_HFP_10099 #
    picture = GFX_evt_shadow
    border = GFX_event_normal_frame_intrigue
    title = getDuelTitle
    is_triggered_only = yes
    
    trigger = {
        FROM = { is_alive = yes }
    }

    option = {      
        name = EVTOPTA_HFP_10099
        custom_tooltip = { text = EVTOPTA_HFP_10099_TT }
        hidden_effect = {
            add_character_modifier = {
                modifier = recent_duel_timer
                hidden = yes
                duration = 365
            }
        }
    }
	
	after = {
		clr_duel_flags_effect = yes
	}
}


# Duel set-up event (sends outcome events to combatant_1 and combatant_2)
# The meat's in here! Send this event when you want to start any duel, that is supposed to have an outcome displaying the fight.
character_event = {
    id = HFP.10100
    is_triggered_only = yes

    hide_window = yes

    trigger = {
        
    }

    immediate = {
        ### Room for any existing pre-conditions (is this an initiation duel? Is this a Challenge for a title?):
        # -- set here, or in previous event/decision...
        
        #Chooses a weapon for mainly loc purposes (but has a tiny effect on outcomes, too)...
        set_dueling_weapon_effect = yes #You get a weapon!
        event_target:combatant_2 = { set_dueling_weapon_effect = yes } #and YOU get a weapon!
        
        #Chooses a body part for injury (if it occurs), also for loc purposes (effect handles both characters)
        set_potential_injury_flag_effect = yes

        #Scripted effect requiring event-targets combatant_1 & combatant_2! RAW NUMBERS...
        evaluate_duel_result_score_effect = yes

        #Room for extra special calculations... (based on traits, and other special circumstances?)
        evaluate_extra_duel_result_score_effect = yes

        #Send the correct result event (from random_list)...
        send_duel_result_event_effect = yes 
    }
}

#Double death - Attacker
character_event = {
    id = HFP.10101
    picture = GFX_evt_duel_scene
    border = GFX_event_normal_frame_war
    title = getDuelTitle
    is_triggered_only = yes
    portrait = event_target:combatant_2
    immediate = {
		if = {	# MOD
			limit = { trait = einherjar }
			add_trait = valhalla_bound 
		}
        if = {
            limit = { multiplayer = yes }
            debug_battle_death_counter_effect = yes #for debug purposes
            send_notifications_after_champion_stand_in_effect = yes
            if = {
                limit = {
                    event_target:combatant_1 = { has_character_flag = deadly_duel@event_target:combatant_2 }
                }                
                death = {
                    death_reason = death_mission_duel #for flavor
                    killer = event_target:combatant_2
                }
            }
            else_if = {
                limit = { has_character_flag = is_battlefield_duel }
                death = {
                    death_reason = death_battle_duel
                    killer = event_target:combatant_2
                }
            }
            else = {
                death = {
                    death_reason = death_duel #regular duel death
                    killer = event_target:combatant_2
                }
            }
        }
    }
    desc = {
        trigger = {
            NOR = {
                has_character_flag = elegant_double_KO
                has_character_flag = clumsy_double_KO
            }
            is_using_intrigue_trigger = no
        }
        text = EVTDESC_HFP_10101_default
    }
    desc = {
        trigger = {
            has_character_flag = clumsy_double_KO
            is_using_intrigue_trigger = no
        }
        text = EVTDESC_HFP_10101_clumsy
    }
    desc = {
        trigger = {
            has_character_flag = elegant_double_KO
            is_using_intrigue_trigger = no
        }
        text = EVTDESC_HFP_10101_elegant
    }
    desc = { #They used intrigue option to kill you (both die)
        trigger = {
            is_using_intrigue_trigger = no
            event_target:other_combatant = { is_using_intrigue_trigger = yes }
        }
        text = EVTDESC_HFP_double_death_intrigue_poison_killed_me 
    }
    desc = { #You used intrigue option to kill them (both die)
        trigger = {
            is_using_intrigue_trigger = yes
            event_target:other_combatant = { is_using_intrigue_trigger = no }
        }
        text = EVTDESC_HFP_double_death_intrigue_poison_killed_them
    }
    desc = { #BOTH used intrigue option?! OH NOES.
        trigger = {
            is_using_intrigue_trigger = yes
            event_target:other_combatant = { is_using_intrigue_trigger = yes }
        }
        text = EVTDESC_HFP_double_death_intrigue_both_used_poison 
    }

    option = {
        name = {
            text = EVTOPTA_HFP_10101_default
            trigger = { NOR = { has_character_flag = elegant_double_KO has_character_flag = clumsy_double_KO } }
        }
        name = {
            text = EVTOPTA_HFP_10101_clumsy
            trigger = { has_character_flag = clumsy_double_KO }
        }
        name = {
            text = EVTOPTA_HFP_10101_elegant
            trigger = { has_character_flag = elegant_double_KO }
        }
        custom_tooltip = { text = no_one_wins_the_duel_tt }
        tooltip = {
            event_target:combatant_2 = {
                show_scope_change = no
                death = {
                    death_reason = death_duel
                    killer = ROOT
                }
            }
        }
        if = {
            limit = { multiplayer = no }
            debug_battle_death_counter_effect = yes #for debug purposes
            send_notifications_after_champion_stand_in_effect = yes
            if = {
                limit = {
                    event_target:combatant_1 = { has_character_flag = deadly_duel@event_target:combatant_2 }
                }                
                death = {
                    death_reason = death_mission_duel #for flavor
                    killer = event_target:combatant_2
                }
            }
            else_if = {
                limit = { has_character_flag = is_battlefield_duel }
                death = {
                    death_reason = death_battle_duel
                    killer = event_target:combatant_2
                }
            }
            else = {
                death = {
                    death_reason = death_duel #regular duel death
                    killer = event_target:combatant_2
                }
            }
        }
    }
    after = {
        if = {
            limit = {
                is_using_intrigue_trigger = no
                event_target:other_combatant = { is_using_intrigue_trigger = yes }
            }
            tooltip = {
                handle_poison_effect = yes
            }
        }
        hidden_effect = {
            clean_up_after_duel_effect = yes
        }
    }
}

#Double death - Defender
character_event = {
    id = HFP.10102
    picture = GFX_evt_duel_scene
    border = GFX_event_normal_frame_war
    title = getDuelTitle
    is_triggered_only = yes
    portrait = event_target:combatant_1

    immediate = {
		if = {	# MOD
			limit = { trait = einherjar }
			add_trait = valhalla_bound 
		}
        if = {
            limit = { multiplayer = yes }
            debug_battle_death_counter_effect = yes #for debug purposes
            send_notifications_after_champion_stand_in_effect = yes
            if = {
                limit = {
                    event_target:combatant_1 = { has_character_flag = deadly_duel@event_target:combatant_2 }
                }                
                death = {
                    death_reason = death_mission_duel #for flavor
                    killer = event_target:combatant_1
                }
            }
            else_if = {
                limit = { has_character_flag = is_battlefield_duel }
                death = {
                    death_reason = death_battle_duel
                    killer = event_target:combatant_1
                }
            }
            else = {
                death = {
                    death_reason = death_duel #regular duel death
                    killer = event_target:combatant_1
                }
            }
        }
    }
    
    desc = {
        trigger = {
            NOR = {
                has_character_flag = elegant_double_KO
                has_character_flag = clumsy_double_KO
            }
            is_using_intrigue_trigger = no
        }
        text = EVTDESC_HFP_10102_default
    }
    desc = {
        trigger = {
            has_character_flag = clumsy_double_KO
            is_using_intrigue_trigger = no
        }
        text = EVTDESC_HFP_10102_clumsy
    }
    desc = {
        trigger = {
            has_character_flag = elegant_double_KO
            is_using_intrigue_trigger = no
        }
        text = EVTDESC_HFP_10102_elegant
    }
    desc = { #They used intrigue option to kill you (both die)
        trigger = {
            is_using_intrigue_trigger = no
            event_target:other_combatant = { is_using_intrigue_trigger = yes }
        }
        text = EVTDESC_HFP_double_death_intrigue_poison_killed_me 
    }
    desc = { #You used intrigue option to kill them (both die)
        trigger = {
            is_using_intrigue_trigger = yes
            event_target:other_combatant = { is_using_intrigue_trigger = no }
        }
        text = EVTDESC_HFP_double_death_intrigue_poison_killed_them
    }
    desc = { #BOTH used intrigue option?! OH NOES.
        trigger = {
            is_using_intrigue_trigger = yes
            event_target:other_combatant = { is_using_intrigue_trigger = yes }
        }
        text = EVTDESC_HFP_double_death_intrigue_both_used_poison 
    }

    option = {      
        name = {
            text = EVTOPTA_HFP_10102_default
            trigger = { NOR = { has_character_flag = elegant_double_KO has_character_flag = clumsy_double_KO } }
        }
        name = {
            text = EVTOPTA_HFP_10102_clumsy
            trigger = { has_character_flag = clumsy_double_KO }
        }
        name = {
            text = EVTOPTA_HFP_10102_elegant
            trigger = { has_character_flag = elegant_double_KO }
        }
        custom_tooltip = { text = no_one_wins_the_duel_tt }
        tooltip = {
            event_target:combatant_1 = {
                show_scope_change = no
                death = {
                    death_reason = death_duel
                    killer = ROOT
                }
            }
        }
        if = {
            limit = { multiplayer = no }
            debug_battle_death_counter_effect = yes #for debug purposes
            send_notifications_after_champion_stand_in_effect = yes
            if = {
                limit = {
                    event_target:combatant_1 = { has_character_flag = deadly_duel@event_target:combatant_2 }
                }                
                death = {
                    death_reason = death_mission_duel #for flavor
                    killer = event_target:combatant_1
                }
            }
            else_if = {
                limit = { has_character_flag = is_battlefield_duel }
                death = {
                    death_reason = death_battle_duel
                    killer = event_target:combatant_1
                }
            }
            else = {
                death = {
                    death_reason = death_duel #regular duel death
                    killer = event_target:combatant_1
                }
            }
        }
    }
    after = {
        if = {
            limit = {
                is_using_intrigue_trigger = no
                event_target:other_combatant = { is_using_intrigue_trigger = yes }
            }
            tooltip = {
                handle_poison_effect = yes
            }
        }
        hidden_effect = {
            clean_up_after_duel_effect = yes
        }
    }
}

#DEATH: I killed my opponent - I won!
character_event = {
    id = HFP.10103
    picture = GFX_evt_duel_scene
    border = GFX_event_normal_frame_war
    title = getDuelTitle
    is_triggered_only = yes
    portrait = event_target:other_combatant

    immediate = {
        sound_effect = duel_win
		if = { # MOD
			limit = { trait = einherjar }
			prestige = 185
		}
		if = { # MOD
			limit = { trait = honorseeking }
			prestige = 85
		}
		if = { # MOD
			limit = { is_variable_equal = { which = duel_difficulty value = 3 } }
			prestige = 50
		}
		if = { # MOD
			limit = { is_variable_equal = { which = duel_difficulty value = 1 } }
			prestige = -50
		}	# MOD
		event_target:combatant_1 = { set_variable = { which = duel_difficulty value = 0 } }
		event_target:combatant_2 = { set_variable = { which = duel_difficulty value = 0 } }
        set_winner_flags_and_save_opponent_effect = yes
        random_list = {
            10 = {
                set_character_flag = desc_A
                event_target:other_combatant = { set_character_flag = desc_A }
            }
            10 = {
                set_character_flag = desc_B
                event_target:other_combatant = { set_character_flag = desc_B }
            }
            10 = {
                set_character_flag = desc_C
                event_target:other_combatant = { set_character_flag = desc_C }
            }
        }
        if = { #If this is a claim duel and the defender also has claims on combatant_1...
            limit = {
                event_target:combatant_1 = {
                    has_character_flag = claim_duel@event_target:combatant_2
                    any_demesne_title = {
                        event_target:combatant_2 = { has_strong_claim = PREV }
                    }
                }
            }
            event_target:combatant_1 = {
                random_demesne_title = {
                    limit = { event_target:combatant_2 = { has_strong_claim = PREV } }
                    save_event_target_as = target_title_2
                }
            }
        }
    }

    desc = {
        text = EVTDESC_HF_10103_intrigue_default #I used intrigue and won
        trigger = {
            is_using_intrigue_trigger = yes
            NOT = {
                event_target:combatant_1 = { has_character_flag = claim_duel@event_target:combatant_2 }
            }
        }
    }
    desc = {
        text = EVTDESC_HFP_10103_A
        trigger = {
            has_character_flag = desc_A
            NOT = { event_target:combatant_1 = { has_character_flag = claim_duel@event_target:combatant_2 } }
            is_using_intrigue_trigger = no
        }
    }
    desc = {
        text = EVTDESC_HFP_10103_B
        trigger = {
            has_character_flag = desc_B
            NOT = { event_target:combatant_1 = { has_character_flag = claim_duel@event_target:combatant_2 } }
            is_using_intrigue_trigger = no
        }
    }
    desc = {
        text = EVTDESC_HFP_10103_C
        trigger = {
            has_character_flag = desc_C
            NOT = { event_target:combatant_1 = { has_character_flag = claim_duel@event_target:combatant_2 } }
            is_using_intrigue_trigger = no
        }
    }
    # CLAIM DUELS...
    desc = {
        text = EVTDESC_HF_10103_A
        trigger = {
            has_character_flag = desc_A
            event_target:combatant_1 = {
                has_character_flag = claim_duel@event_target:combatant_2
                NOT = { has_character_flag = attacker_using_poison@event_target:combatant_2 }
            }
        }
    }
    desc = {
        text = EVTDESC_HF_10103_B
        trigger = {
            has_character_flag = desc_B
            event_target:combatant_1 = {
                has_character_flag = claim_duel@event_target:combatant_2
                NOT = { has_character_flag = attacker_using_poison@event_target:combatant_2 }
            }
        }
    }
    desc = {
        text = EVTDESC_HF_10103_C
        trigger = {
            has_character_flag = desc_C
            event_target:combatant_1 = {
                has_character_flag = claim_duel@event_target:combatant_2
                NOT = { has_character_flag = attacker_using_poison@event_target:combatant_2 }
            }
        }
    }
    desc = { # Can happen both in regular duels and claim duels
        text = EVTDESC_HF_10103_intrigue_A_attacker #I attacked using intrigue and won
        trigger = {
            is_using_intrigue_trigger = yes
        }
    }
    desc = { # Can happen both in regular duels and claim duels
        text = EVTDESC_HF_10103_intrigue_A_defender_spymaster #They used intrigue, but I won anyway (thanks to my spymaster)
        trigger = {
            job_spymaster = {
                opinion = { who = PREV value = 15 } #if they like their employer
                intrigue = event_target:other_combatant #and they can match their intrigue
            }
            is_using_intrigue_trigger = no
            event_target:other_combatant = { is_using_intrigue_trigger = yes }
        }
    }
    desc = { # Can happen both in regular duels and claim duels
        text = EVTDESC_HF_10103_intrigue_A_defender_self #They used intrigue, but I won anyway (thanks to my own intrigue)
        trigger = {
            intrigue = event_target:other_combatant
            is_using_intrigue_trigger = no
            event_target:other_combatant = { is_using_intrigue_trigger = yes }
        }
    }

    picture = {
        picture = GFX_evt_duel_team #snowy picture
        trigger = {
            capital_scope = {
                location = { is_winter = yes }
            }
        }
    }

    ### Regular option: ###

    option = {
        name = {
            text = EVTOPTA_HFP_10103_default #I... Yes, that was on purpose!
            trigger = {
                NOR = {
                    trait = duelist
                    trait = kind
                    is_rival = event_target:other_combatant
                    is_friend = event_target:other_combatant
                    event_target:other_combatant = { duelist_skill_compared_to_prev_low_group_trigger = yes }
                    duelist_skill_is_high_group_trigger = yes
                }
            }
        }
        name = {
            text = EVTOPTA_HFP_10103_duelist #Another victorious match.
            trigger = {
                OR = {
                    trait = duelist
                    event_target:other_combatant = { duelist_skill_compared_to_prev_low_group_trigger = yes }
                    duelist_skill_is_high_group_trigger = yes
                }
            }
        }
        name = {
            text = EVTOPTA_HFP_10103_sad #I'm sorry it had to end this way.
            trigger = {
                OR = {
                    trait = kind
                    is_friend = event_target:other_combatant
                }
            }
        }
        name = {
            text = EVTOPTA_HFP_10103_mean #Your death makes sense
            trigger = {
                OR = {
                    trait = cruel
                    is_rival = event_target:other_combatant
                }
            }
        }
        custom_tooltip = { text = you_win_the_duel_tt }
        apply_generic_duel_victory_effect = yes
        add_blood_splatter_effect = yes

        tooltip = {
            event_target:other_combatant = {
                if = {
                    limit = {
                        has_character_flag = injury_face
                        has_character_flag = desc_A #decapitation desc
                        has_nickname = no
                    }
                    give_nickname = nick_the_headless
                }
            }
            event_target:other_combatant = {
                show_scope_change = no
                death = {
                    death_reason = death_duel
                    killer = ROOT
                }
            }
        }
        hidden_effect = {
            event_target:other_combatant = { character_event = { id = HFP.10104 } } #"I was decapitated" event
        }
        trigger = {
            NOT = { event_target:combatant_1 = { has_character_flag = claim_duel@event_target:combatant_2 } }
        }
    }
    
    ###### Claim duels Options: #########

    option = { #If claim duel, the following options are displayed instead...
        name = {
            text = EVTOPTA_HF_10103_default #You brought your own death.
            trigger = {
                #always available for randomization
            }
        }
        name = {
            text = EVTOPTA_HF_10103_sad #Curse you, for making me do this!
            trigger = {
                OR = {
                    trait = kind
                    is_friend = event_target:other_combatant
                }
                NOT = { is_rival = event_target:other_combatant }
            }
        }
        name = {
            text = EVTOPTA_HF_10103_mean #I had a feeling I would have to destroy you.
            trigger = {
                OR = {
                    trait = cruel
                    is_rival = event_target:other_combatant
                }
                NOT = { is_friend = event_target:other_combatant }
            }
        }
        custom_tooltip = { text = you_win_the_duel_tt }
        apply_generic_duel_victory_effect = yes
        add_blood_splatter_effect = yes

        
        tooltip = {
            handle_claim_duel_result_effect = yes #Claim duels only...
            event_target:other_combatant = {
                if = {
                    limit = {
                        has_character_flag = injury_face
                        has_character_flag = desc_A #decapitation desc
                        has_nickname = no
                    }
                    give_nickname = nick_the_headless
                }
            }
            event_target:other_combatant = {
                show_scope_change = no
                death = {
                    death_reason = death_duel
                    killer = ROOT
                }
            }
        }
        hidden_effect = {
            event_target:other_combatant = { character_event = { id = HFP.10104 } } #"I was decapitated (CLAIM DUEL VERSION)" event
        }
        ai_chance = {
            factor = 20
            modifier = {
                factor = 2
                trait = impaler
            }
            modifier = {
                factor = 1.1
                trait = cruel
            }
            modifier = {
                factor = 5
                is_rival = event_target:other_combatant
            }
        }
        trigger = {
            event_target:combatant_1 = { has_character_flag = claim_duel@event_target:combatant_2 }
        }
    }
    option = { #If KIND/CHARITABLE/ETC: spare their life?
        name = EVTOPTB_HF_10103 #Or... we could make a deal?
        tooltip_info_custom = available_because_benevolent_tt

        custom_tooltip = { text = you_win_the_duel_tt }
        custom_tooltip = { text = EVTOPTB_HF_10103_TT }
            
        apply_merciful_modifier_effect = yes

        tooltip = { # *actually* added further down the line...
            if = { limit = { has_character_flag = is_rival_fight }
                prestige = 100
            }
            else = { prestige = 50 }
        
            add_character_modifier = {
                modifier = recent_duel_victory
                months = 12 #also clears upon new duel!
            }
        }
        
        hidden_effect = {
            event_target:other_combatant = {
                if = {
                    limit = {
                        character = event_target:combatant_1
                        has_character_flag = attacker_using_poison@event_target:combatant_2
                    }
                    set_character_flag = is_spared_poisoner
                }
                character_event = { id = HF.10104 }  #"I could be spared (CLAIM DUEL VERSION)" event 
            }
        }

        ai_chance = {
            factor = 10
            likes_other_combatant_score = yes
            modifier = {
                factor = 1.5
                has_character_modifier = the_merciful
            }
        }

        trigger = {
            event_target:combatant_1 = { has_character_flag = claim_duel@event_target:combatant_2 }
            OR = {
                trait = kind
                trait = charitable
                trait = temperate
                trait = humble
                trait = patient
                trait = trusting
            }
            OR = {
                character = event_target:combatant_2 #You are the defender

                AND = { # OR, you are the attacker, but the defender also has claims on YOUR titles
                    character = event_target:combatant_1
                    any_demesne_title = {
                        event_target:combatant_2 = { has_strong_claim = PREV }
                    }
                }
            }
        }
    }
    after = {
        tooltip = {
            clean_up_after_duel_effect = yes
        }
    }
}

#DEATH: I died in the duel - I lost (fired from HFP.10103 above)
character_event = {
    id = HFP.10104
    picture = GFX_evt_duel_scene
    border = GFX_event_normal_frame_war
    title = getDuelTitle
    is_triggered_only = yes
    portrait = event_target:other_combatant

    immediate = {
        sound_effect = duel_lose
		if = {	# MOD
			limit = { trait = einherjar }
			add_trait = valhalla_bound 
		}
        set_loser_flags_and_save_opponent_effect = yes
        if = {
            limit = {
                multiplayer = yes
                NOT = { event_target:combatant_1 = { has_character_flag = claim_duel@event_target:combatant_2 } }
            }
            debug_battle_death_counter_effect = yes #for debug purposes
            send_notifications_after_champion_stand_in_effect = yes
            if = {
                limit = {
                    has_character_flag = injury_face
                    has_character_flag = desc_A
                    has_nickname = no
                }
                give_nickname = nick_the_headless
            }
            if = {
                limit = {
                    event_target:combatant_1 = { has_character_flag = deadly_duel@event_target:combatant_2 }
                }                
                death = {
                    death_reason = death_mission_duel #for flavor
                    killer = event_target:other_combatant
                }
            }
            else_if = {
                limit = { has_character_flag = is_battlefield_duel }
                death = {
                    death_reason = death_battle_duel
                    killer = event_target:other_combatant
                }
            }
            else = {
                death = {
                    death_reason = death_duel #regular duel death
                    killer = event_target:other_combatant
                }
            }
        }
    }

    desc = {
        text = EVTDESC_HFP_10104_A
        trigger = {
            has_character_flag = desc_A
            NOT = { event_target:combatant_1 = { has_character_flag = claim_duel@event_target:combatant_2 } }
            is_using_intrigue_trigger = no
        }
    }
    desc = {
        text = EVTDESC_HFP_10104_B
        trigger = {
            has_character_flag = desc_B
            NOT = { event_target:combatant_1 = { has_character_flag = claim_duel@event_target:combatant_2 } }
            is_using_intrigue_trigger = no
        }
    }
    desc = {
        text = EVTDESC_HFP_10104_C
        trigger = {
            has_character_flag = desc_C
            NOT = { event_target:combatant_1 = { has_character_flag = claim_duel@event_target:combatant_2 } }
            is_using_intrigue_trigger = no
        }
    }
    desc = {
        text = EVTDESC_HF_10104_intrigue_default # They used intrigue and I lost (die)
        trigger = {
            event_target:other_combatant = { is_using_intrigue_trigger = yes }
            NOT = {
                event_target:combatant_1 = { has_character_flag = claim_duel@event_target:combatant_2 }
            }
        }
    }

    # CLAIM DUELS...
    desc = {
        text = EVTDESC_HFP_10104_D
        trigger = {
            has_character_flag = desc_A
            event_target:combatant_1 = {
                has_character_flag = claim_duel@event_target:combatant_2
                NOT = { has_character_flag = attacker_using_poison@event_target:combatant_2 }
            }
        }
    }
    desc = {
        text = EVTDESC_HFP_10104_E
        trigger = {
            has_character_flag = desc_B
            event_target:combatant_1 = {
                has_character_flag = claim_duel@event_target:combatant_2
                NOT = { has_character_flag = attacker_using_poison@event_target:combatant_2 }
            }
        }
    }
    desc = {
        text = EVTDESC_HFP_10104_F
        trigger = {
            has_character_flag = desc_C
            event_target:combatant_1 = {
                has_character_flag = claim_duel@event_target:combatant_2
                NOT = { has_character_flag = attacker_using_poison@event_target:combatant_2 }
            }
        }
    }

    desc = { # Can happen both in regular duels and claim duels
        text = EVTDESC_HF_10104_intrigue_A_attacker #I used poison and lost
        trigger = {
            is_using_intrigue_trigger = yes
        }
    }
    desc = { # Can happen both in regular duels and claim duels
        text = EVTDESC_HF_10104_intrigue_A_defender #attacker used poison, and I am dying
        trigger = {
            is_using_intrigue_trigger = no
            event_target:other_combatant = { is_using_intrigue_trigger = yes }
        }
    }

    picture = {
        picture = GFX_evt_duel_team #snowy picture
        trigger = {
            capital_scope = {
                location = { is_winter = yes }
            }
        }
    }

    option = {      
        name = EVTOPTA_HFP_10104 #Nooooo...!
        custom_tooltip = { text = you_lose_the_duel_tt }

        hidden_effect = { FROM = { handle_claim_duel_result_effect = yes } }
        handle_claim_duel_result_effect = yes #Claim duels only...

        if = {
            limit = {
                event_target:combatant_1 = {
                    character = ROOT
                    has_character_flag = claim_duel@event_target:combatant_2
                    has_character_flag = attacker_using_poison@event_target:combatant_2
                    event_target:other_combatant = {
                        job_spymaster = {
                            opinion = { who = PREV value = 15 } #if they like their employer
                            intrigue = ROOT #and they can match your intrigue
                        }
                        NOT = { intrigue = ROOT }
                    }
                }
            }
            event_target:other_combatant = { #Because saving event target is one more line :P
                job_spymaster = {
                    set_character_flag = hi_flag
                    set_character_flag = bye_flag
                }
            }
        }

        if = {
            limit = {
                OR = {
                    multiplayer = no
                    event_target:combatant_1 = { has_character_flag = claim_duel@event_target:combatant_2 }
                }
            }
            debug_battle_death_counter_effect = yes #for debug purposes
            send_notifications_after_champion_stand_in_effect = yes
            if = {
                limit = {
                    has_character_flag = injury_face
                    has_character_flag = desc_A
                    has_nickname = no
                }
                give_nickname = nick_the_headless
            }
            if = {
                limit = {
                    event_target:combatant_1 = { has_character_flag = deadly_duel@event_target:combatant_2 }
                }                
                death = {
                    death_reason = death_mission_duel #for flavor
                    killer = event_target:other_combatant
                }
            }
            else_if = {
                limit = { has_character_flag = is_battlefield_duel }
                death = {
                    death_reason = death_battle_duel
                    killer = event_target:other_combatant
                }
            }
            else_if = {
                limit = { event_target:combatant_1 = { has_character_flag = claim_duel@event_target:combatant_2 } }
                if = {
                    limit = { character = event_target:combatant_1 } 
                    death = {
                        death_reason = death_claim_duel_attacker #for flavor
                        killer = event_target:other_combatant
                    }
                }
                else = {
                    death = {
                        death_reason = death_claim_duel_defender #for flavor
                        killer = event_target:other_combatant
                    }
                }
            }
            else = {
                death = {
                    death_reason = death_duel #regular duel death
                    killer = event_target:other_combatant
                }
            }
        }
    }
    
    # SPECIAL OPTION: Only in Claim Duels, for players, if the opponent is an AI of your dynasty...
    option = {
        name = EVTOPTB_HFP_10104
        tooltip_info_custom = available_because_dynasty_member_tt
        hidden_effect = { FROM = { handle_claim_duel_result_effect = yes } }
        handle_claim_duel_result_effect = yes #Claim duels only...

        if = {
            limit = { multiplayer = no }
            debug_battle_death_counter_effect = yes #for debug purposes
            send_notifications_after_champion_stand_in_effect = yes
            if = {
                limit = {
                    has_character_flag = injury_face
                    has_character_flag = desc_A
                    has_nickname = no
                }
                give_nickname = nick_the_headless
            }
            if = {
                limit = { character = event_target:combatant_1 } 
                death = {
                    death_reason = death_claim_duel_attacker #for flavor
                    killer = event_target:other_combatant
                }
            }
            else = {
                death = {
                    death_reason = death_claim_duel_defender #for flavor
                    killer = event_target:other_combatant
                }
            }
        }

        set_player_character = event_target:other_combatant #take control of the winner...

        trigger = {
            event_target:combatant_1 = { has_character_flag = claim_duel@event_target:combatant_2 }
            ai = no
            event_target:other_combatant = {
                ai = yes
                dynasty = ROOT
            }
        }
    }
    after = {
        if = {
            limit = {
                is_using_intrigue_trigger = no
                event_target:other_combatant = { is_using_intrigue_trigger = yes }
            }
            tooltip = {
                handle_poison_effect = yes
            }
        }
        hidden_effect = {
            clean_up_after_duel_effect = yes
            FROM = { clean_up_after_duel_effect = yes } #test if this works, even if character is_dying
        }
    }
}

############## SPECIAL CLAIM DUEL FOLLOW-UP (if chose to spare life) ############

#DEATH: I should've died in the duel - I lost (fired from HFP.10103)
character_event = {
    id = HF.10104
    picture = GFX_evt_duel_scene
    border = GFX_event_normal_frame_war
    title = getDuelTitle
    is_triggered_only = yes
    portrait = event_target:other_combatant

    immediate = {
        sound_effect = duel_lose
        set_loser_flags_and_save_opponent_effect = yes
    }

    desc = {
        text = EVTDESC_HF_10104_A
        trigger = {
            has_character_flag = desc_A
            NOT = { has_character_flag = is_spared_poisoner }
        }
    }
    desc = {
        text = EVTDESC_HF_10104_B
        trigger = {
            has_character_flag = desc_B
            NOT = { has_character_flag = is_spared_poisoner }
        }
    }
    desc = {
        text = EVTDESC_HF_10104_C
        trigger = {
            has_character_flag = desc_C
            NOT = { has_character_flag = is_spared_poisoner }
        }
    }
    desc = {
        text = EVTDESC_HF_10104_D
        trigger = { has_character_flag = is_spared_poisoner }
    }

    picture = {
        picture = GFX_evt_duel_team #snowy picture
        trigger = {
            capital_scope = {
                location = { is_winter = yes }
            }
        }
    }

    option = { # I'll walk away while I can...
        name = EVTOPTA_HF_10104
        custom_tooltip = { text = you_lose_the_duel_tt }

        #to take care of after effects...
        event_target:combatant_1 = { clr_character_flag = someone_died }
        event_target:combatant_2 = { clr_character_flag = someone_died }

        if = {
            limit = { character = event_target:combatant_1 }
            remove_all_claims_for_combatant_1_effect = yes #Claim duels only...
        }
        else = {
            remove_all_claims_for_combatant_2_effect = yes #Claim duels only...
        }
        FROM = { character_event = { id = HF.10105 days = 1 } } #follow-up

        tooltip = { clean_up_after_duel_effect = yes }
        
        ai_chance = {
            factor = 10
            likes_other_combatant_score = yes
        }
    }
    
    # I would rather DIE
    option = {
        name = EVTOPTB_HF_10104

        custom_tooltip = { text = you_lose_the_duel_tt }

        # For correct effects and tooltips...
        hidden_effect = { FROM = { handle_claim_duel_result_effect = yes } }
        handle_claim_duel_result_effect = yes

		if = {	# MOD
			limit = { trait = einherjar }
			add_trait = valhalla_bound 
		}
        if = {
            limit = {
                has_character_flag = injury_face
                has_character_flag = desc_A
                has_nickname = no
            }
            give_nickname = nick_the_headless
        }
        if = {
            limit = { character = event_target:combatant_1 } 
            death = {
                death_reason = death_claim_duel_attacker #for flavor
                killer = event_target:other_combatant
            }
        }
        else = {
            death = {
                death_reason = death_claim_duel_defender #for flavor
                killer = event_target:other_combatant
            }
        }
        tooltip = { clean_up_after_duel_effect = yes }
        FROM = { character_event = { id = HF.10106 days = 1 } } #follow-up

        ai_chance = {
            factor = 10
            modifier = {
                factor = 2
                has_character_modifier = proving_bravery
            }
            title_tier_reduction_score = yes # less likely, the more they have to lose...
            modifier = { # MOD
                factor = 100
                trait = einherjar
            }
        }
    }

    # SPECIAL OPTION: for players, if the opponent is an AI of your dynasty...
    option = {
        name = EVTOPTC_HF_10104
        tooltip_info_custom = available_because_dynasty_member_tt
        
        custom_tooltip = { text = you_lose_the_duel_tt }

        # For correct effects and tooltips...
        hidden_effect = { FROM = { handle_claim_duel_result_effect = yes } }
        handle_claim_duel_result_effect = yes

		if = {	# MOD
			limit = { trait = einherjar }
			add_trait = valhalla_bound 
		}
        if = {
            limit = {
                has_character_flag = injury_face
                has_character_flag = desc_A
                has_nickname = no
            }
            give_nickname = nick_the_headless
        }
        if = {
            limit = { character = event_target:combatant_1 } 
            death = {
                death_reason = death_claim_duel_attacker #for flavor
                killer = event_target:other_combatant
            }
        }
        else = {
            death = {
                death_reason = death_claim_duel_defender #for flavor
                killer = event_target:other_combatant
            }
        }
        
        tooltip = { clean_up_after_duel_effect = yes }

        set_player_character = event_target:other_combatant #take control of the winner...

        FROM = { character_event = { id = HF.10106 days = 1 } } #follow-up

        trigger = {
            event_target:combatant_1 = { has_character_flag = claim_duel@event_target:combatant_2 }
            ai = no
            event_target:other_combatant = {
                ai = yes
                dynasty = ROOT
            }
        }
    }
}

#For the merciful fighter: (FROM chose to live)...
character_event = {
    id = HF.10105
    title = duel_aftermath_title
    picture = GFX_evt_duel_scene
    border = GFX_event_normal_frame_war
    is_triggered_only = yes

    desc = {
        text = EVTDESC_HF_10105_A
        trigger = { character = event_target:combatant_1 }
    }
    desc = {
        text = EVTDESC_HF_10105_A
        trigger = { character = event_target:combatant_2 }
    }

    picture = {
        picture = GFX_evt_duel_team #snowy picture
        trigger = {
            capital_scope = {
                location = { is_winter = yes }
            }
        }
    }

    ### Become friendly
    option = { # You have my forgiveness
        name = EVTOPTA_HF_10105
        custom_tooltip = { text = EVTOPTA_HF_10105_TT }

        if = {
            limit = { trait = cruel }
            remove_trait = cruel
        }
        else_if = {
            limit = { trait = envious }
            remove_trait = envious
        }
        else_if = {
            limit = { NOT = { trait = kind } }
            add_trait = kind
        }
        else_if = {
            limit = { NOT = { trait = patient } }
            add_trait = patient
        }

        if = { #if you already have an opinion in place, become friends...
            limit = {
                OR = {
                    reverse_has_opinion_modifier = { who = FROM modifier = opinion_budding_friendship }
                    has_opinion_modifier = { who = FROM modifier = opinion_budding_friendship }
                }
            }
            tooltip = { add_friend = FROM }
        }
        else = { #otherwise, add opinions... (*actually* added in follow-up)
            tooltip = {
                opinion = {
                    who = FROM
                    modifier = opinion_budding_friendship
                    years = 10
                }
                reverse_opinion = {
                    who = FROM
                    modifier = opinion_budding_friendship
                    years = 10
                }
            }
        }
        FROM = { set_character_flag = they_were_nice_about_it }
    }

    ### Become rivals
    option = { #I will be WATCHING you...
        name = EVTOPTB_HF_10105
        tooltip_info_custom = available_because_malevolent_tt

        if = {
            limit = { trait = kind }
            remove_trait = kind
        }
        else_if = {
            limit = { trait = patient }
            remove_trait = patient
        }
        else_if = {
            limit = { NOT = { trait = cruel } }
            add_trait = cruel
        }
        else_if = {
            limit = { NOT = { trait = arbitrary } }
            add_trait = arbitrary
        }
        else_if = {
            limit = { NOT = { trait = envious } }
            add_trait = envious
        }

        custom_tooltip = { text = EVTOPTB_HF_10105_TT }
        tooltip = {
            FROM = {
                show_scope_change = no
                add_character_modifier = {
                    name = publicly_humiliated
                    years = 5
                }
            }
            if = {
                limit = { NOT = { is_rival = FROM } }
                add_rival = event_target:other_combatant
            }
        }
        FROM = { set_character_flag = they_were_mean_about_it }
        
        trigger = {
            OR = {
                trait = deceitful
                trait = cruel
                trait = arbitrary
                trait = wroth
                trait = envious
                trait = cynical
                trait = lunatic
                trait = proud
                trait = paranoid
                trait = possessed
            }
        }
    }

    after = {
        FROM = { character_event = { id = HF.10107 } }
        hidden_effect = { clean_up_after_duel_effect = yes }
    }
}

#For the merciful fighter: (FROM chose to die)...
character_event = {
    id = HF.10106
    title = getDuelTitle
    picture = GFX_evt_duel_scene
    border = GFX_event_normal_frame_war
    is_triggered_only = yes

    desc = {
        text = EVTDESC_HF_10106_A
        trigger = { character = event_target:combatant_1 }
    }
    desc = {
        text = EVTDESC_HF_10106_B
        trigger = { character = event_target:combatant_2 }
    }
    
    picture = {
        picture = GFX_evt_duel_team #snowy picture
        trigger = {
            capital_scope = {
                location = { is_winter = yes }
            }
        }
    }

    option = {      
        name = EVTOPTA_HF_10106 #what a waste of a man/woman
        trigger = { character = event_target:combatant_1 }
    }
    option = {      
        name = EVTOPTB_HF_10106 #such needless drama
        custom_tooltip = { text = EVTOPTB_HF_10106_TT }
        trigger = { character = event_target:combatant_2 }
    }

    after = {
        clean_up_after_duel_effect = yes
        hidden_effect = {
            FROM = { clean_up_after_duel_effect = yes }
        }
    }
}

#Final event for the defeated fighter, whose life has been spared...
character_event = {
    id = HF.10107
    title = duel_aftermath_title
    desc = EVTDESC_HF_10107_A
    picture = GFX_evt_duel_scene
    border = GFX_event_normal_frame_war
    is_triggered_only = yes

    picture = {
        picture = GFX_evt_duel_team #snowy picture
        trigger = {
            capital_scope = {
                location = { is_winter = yes }
            }
        }
    }

    option = {      
        name = EVTOPTA_HF_10107 #I could never have expected this generosity

        if = { #if you already have an opinion in place, become friends...
            limit = {
                OR = {
                    reverse_has_opinion_modifier = { who = FROM modifier = opinion_budding_friendship }
                    has_opinion_modifier = { who = FROM modifier = opinion_budding_friendship }
                }
            }
            add_friend = FROM
        }
        else = { #otherwise, add opinions...
            opinion = {
                who = FROM
                modifier = opinion_budding_friendship
                years = 10
            }
            reverse_opinion = {
                who = FROM
                modifier = opinion_budding_friendship
                years = 10
            }
        }
        
        clr_character_flag = they_were_nice_about_it
        trigger = { has_character_flag = they_were_nice_about_it }
    }

    option = {      
        name = EVTOPTB_HF_10107 #I'm glad you show your true feelings...

        add_character_modifier = {
            name = publicly_humiliated
            years = 5
        }

        if = {
            limit = { NOT = { is_rival = FROM } }
            add_rival = event_target:other_combatant
        }

        clr_character_flag = they_were_mean_about_it
        trigger = { has_character_flag = they_were_mean_about_it }
    }

    after = {
        hidden_effect = {
            clean_up_after_duel_effect = yes
            FROM = { clean_up_after_duel_effect = yes }
        }
    }
}

########################################################

#Wounded (specifics?) - I won!
character_event = {
    id = HFP.10105
    picture = GFX_evt_duel_scene
    border = GFX_event_normal_frame_war
    title = getDuelTitle
    is_triggered_only = yes
    portrait = event_target:other_combatant
    
    #Mock duels
    desc = {
        text = EVTDESC_HFP_10105_mock_duel_A
        trigger = { has_character_flag = mock_duel has_character_flag = desc_A }
    }
    desc = {
        text = EVTDESC_HFP_10105_mock_duel_B
        trigger = { has_character_flag = mock_duel has_character_flag = desc_B }
    }
    desc = {
        text = EVTDESC_HFP_10105_mock_duel_C
        trigger = { has_character_flag = mock_duel has_character_flag = desc_C }
    }
    ### Regular duels
    desc = {
        text = EVTDESC_HFP_10105_intrigue_default
        trigger = {
            NOT = { has_character_flag = mock_duel }
            is_using_intrigue_trigger = yes
        }
    }
    desc = {
        text = EVTDESC_HFP_10105_default_A
        trigger = {
            NOT = { has_character_flag = mock_duel }
            has_character_flag = desc_A
            is_using_intrigue_trigger = no
        }
    }
    desc = {
        text = EVTDESC_HFP_10105_default_B
        trigger = {
            NOT = { has_character_flag = mock_duel }
            has_character_flag = desc_B
            is_using_intrigue_trigger = no
        }
    }
    desc = {
        text = EVTDESC_HFP_10105_default_C
        trigger = {
            NOT = { has_character_flag = mock_duel }
            has_character_flag = desc_C
            is_using_intrigue_trigger = no
        }
    }
    desc = {
        text = EVTDESC_HFP_10105_default_E
        trigger = {
            NOT = { has_character_flag = mock_duel }
            has_character_flag = desc_E
            is_using_intrigue_trigger = no
        }
    }
	desc = {
        text = EVTDESC_HFP_10105_duel_D
        trigger = {
            NOT = { has_character_flag = mock_duel }
            has_character_flag = desc_D
            is_using_intrigue_trigger = no
        }
    }

    picture = {
        picture = GFX_evt_duel_team #snowy picture
        trigger = {
            capital_scope = {
                location = { is_winter = yes }
            }
        }
    }

    immediate = {
        sound_effect = duel_win
		if = { # MOD
			limit = { trait = einherjar }
			prestige = 185
		}
		if = { # MOD
			limit = { trait = honorseeking }
			prestige = 85
		}
		if = { # MOD
			limit = { is_variable_equal = { which = duel_difficulty value = 3 } }
			prestige = 50
		}
		if = { # MOD
			limit = { is_variable_equal = { which = duel_difficulty value = 1 } }
			prestige = -50
		}	# MOD
		event_target:combatant_1 = { set_variable = { which = duel_difficulty value = 0 } }
		event_target:combatant_2 = { set_variable = { which = duel_difficulty value = 0 } }
        set_winner_flags_and_save_opponent_effect = yes
        if = {
            limit = { has_character_flag = mock_duel }
            random_list = {
                10 = {
                    set_character_flag = desc_A
                    event_target:other_combatant = { set_character_flag = desc_A }
                }
                10 = {
                    set_character_flag = desc_B
                    event_target:other_combatant = { set_character_flag = desc_B }
                }
                10 = {
                    set_character_flag = desc_C
                    event_target:other_combatant = { set_character_flag = desc_C }
                }
            }
        }
		if = {
			limit = { NOT = { has_character_flag = mock_duel }}
			random_list = {
                10 = {
                    set_character_flag = desc_A
                    event_target:other_combatant = { set_character_flag = desc_A }
                }
                10 = {
                    set_character_flag = desc_B
                    event_target:other_combatant = { set_character_flag = desc_B }
                }
                10 = {
                    set_character_flag = desc_C
                    event_target:other_combatant = { set_character_flag = desc_C }
                }
                10 = {
                    set_character_flag = desc_D
                    event_target:other_combatant = { set_character_flag = desc_D }
                }
                10 = {
                    set_character_flag = desc_E
                    event_target:other_combatant = { set_character_flag = desc_E }
                }
			}
		}
    }

    option = {
        name = {
            text = EVTOPTA_HFP_10105_default
            trigger = {
                NOR = {
                    trait = lunatic
                    trait = kind
                }
            }
        }
        name = {
            text = EVTOPTA_HFP_10105_lunatic
            trigger = {
                OR = {
                    trait = lunatic
                    trait = cannibal_trait
                    trait = possessed
                }
                NOR = {
                    trait = kind
                    has_character_flag = mock_duel
                }
            }
        }
        name = {
            text = EVTOPTA_HFP_10105_cruel
            trigger = {
                OR = {
                    trait = impaler
                    trait = cruel
                }
                NOR = {
                    trait = lunatic
                    trait = cannibal_trait
                    trait = possessed
                }
            }
        }
        name = {
            text = EVTOPTA_HFP_10105_kind
            trigger = {
                OR = {
                    trait = kind
                    trait = shy
                }
                NOR = {
                    trait = lunatic
                    trait = cannibal_trait
                    trait = possessed
                    trait = cruel
                }
            }
        }
        custom_tooltip = { text = you_win_the_duel_tt }
        apply_generic_duel_victory_effect = yes

        tooltip = { event_target:other_combatant = { show_scope_change = no apply_selected_duel_injury_effect = yes } }
        tooltip = { clean_up_after_duel_effect = yes }
        hidden_effect = {
            event_target:other_combatant = { character_event = { id = HFP.10106 days = 1 } } #"I was wounded somehow" event
        }
        ai_chance = {
            factor = 60
        }
    }
    option = { #Kill them anyway
        name = { 
            text = EVTOPTB_HFP_10105_default
            trigger = {
                NOT = { has_character_flag = is_rival_fight }
                NOR = {
                    trait = lunatic
                    trait = possessed
                }
            }
        }
        name = { 
            text = EVTOPTB_HFP_10105_rival
            trigger = {
                has_character_flag = is_rival_fight
                NOR = {
                    trait = lunatic
                    trait = possessed
                }
            }
        }
        name = { 
            text = EVTOPTB_HFP_10105_lunatic
            trigger = {
                OR = {
                    trait = lunatic
                    trait = possessed
                }
            }
        }
        custom_tooltip = { text = you_win_the_duel_tt }
        set_character_flag = someone_died #to handle Kinslayer in the effect below...
        apply_generic_duel_victory_effect = yes
        add_blood_splatter_effect = yes

        if = { #If this happens during a battle (from on_combat_pulse), no consequences...
            limit = { 
				OR = { # MOD
					has_character_flag = is_battlefield_duel 
					event_target:other_combatant = {
						trait = einherjar
					}
				}
			}
            custom_tooltip = { text = you_will_get_away_with_it_tt }
        }
        else_if = { #But if regular duel...
            limit = { NOT = { has_character_flag = flag_antagonizer_duel } } #Barring antagonizing ones...
            custom_tooltip = {
                text = EVTTOOLTIPWOL11006 #People will be upset
                hidden_tooltip = {
                    generate_tooltip = no
                    any_realm_character = {
                        opinion = {
                            modifier = opinion_ruthless
                            who = ROOT
                            months = 60
                        }
                    }
                }
            }
            if = {
                limit = { has_character_modifier = merciless }
                if = { limit = { has_nickname = no }
                    give_nickname = nick_the_ruthless
                }
            }
            if = {
                limit = { NOT = { has_character_modifier = merciless } }
                add_character_modifier = {
                    modifier = merciless
                    duration = -1
                }
            }
        }

        tooltip = {
            event_target:other_combatant = {
                show_scope_change = no
                death = {
                    death_reason = death_duel
                    killer = ROOT
                }
            }
        }
        tooltip = { clean_up_after_duel_effect = yes } #To show that duel exp increases...
        tooltip = {
            if = {
                limit = {
                    has_quest = quest_warrior_lodge_duel_deadly
                    quest_target = { character = event_target:other_combatant }
                }
                if = {
                    limit = {
                        OR = {
                            has_character_flag = is_victorious_attacker
                            has_character_flag = is_victorious_defender
                        }
                    }
                    add_society_currency_minor_effect = yes #in addition to the regular 200... (for tooltips, the effect is actually handled by clean_up_after_duel_effect)
                }
            }
        }


        hidden_effect = {
            event_target:other_combatant = { character_event = { id = HFP.10111 } } #"I was murdered" event
        }

        ai_chance = {
            factor = 1
            modifier = {
                trait = kind
                factor = 0.1
            }
            modifier = {
                trait = impaler
                factor = 15
            }
            modifier = {
                trait = cruel
                factor = 5
            }
            modifier = {
                has_character_flag = is_rival_fight
                factor = 10
            }
			modifier = {
                is_member_of_any_warrior_lodge_trigger = yes
				event_target:other_combatant = {
					NOT = {
						religion = ROOT
					}
				}
                factor = 80
            }
			modifier = {	# MOD
				event_target:other_combatant = {
					trait = einherjar
				}
                factor = 100
            }
        }
        trigger = {
			OR = {	# MOD
				is_allowed_deadly_duels_trigger = yes
				event_target:other_combatant = {
					trait = einherjar
				}
			}
        }
    }
}

#Wounded (specifics?) - I lost (sent from HFP.10105 above)
character_event = {
    id = HFP.10106
    title = getDuelTitle
    picture = GFX_evt_duel_scene
    border = GFX_event_normal_frame_war
    is_triggered_only = yes
    portrait = event_target:other_combatant

    desc = {
        text = EVTDESC_HFP_10106_mock_duel_A
        trigger = { has_character_flag = mock_duel has_character_flag = desc_A }
    }
    desc = {
        text = EVTDESC_HFP_10106_mock_duel_B
        trigger = { has_character_flag = mock_duel has_character_flag = desc_B }
    }
    desc = {
        text = EVTDESC_HFP_10106_mock_duel_C
        trigger = { has_character_flag = mock_duel has_character_flag = desc_C }
    }

    #Regular duels...
    desc = {
        text = EVTDESC_HFP_10106_intrigue_default
        trigger = {
            NOT = { has_character_flag = mock_duel }
            is_using_intrigue_trigger = yes
        }
    }
    desc = {
        text = EVTDESC_HFP_10106_default_A
        trigger = {
            NOT = { has_character_flag = mock_duel }
            has_character_flag = desc_A
            is_using_intrigue_trigger = no
        }
    }
    desc = {
        text = EVTDESC_HFP_10106_default_B
        trigger = {
            NOT = { has_character_flag = mock_duel }
            has_character_flag = desc_B
            is_using_intrigue_trigger = no
        }
    }
    desc = {
        text = EVTDESC_HFP_10106_default_C
        trigger = {
            NOT = { has_character_flag = mock_duel }
            has_character_flag = desc_C
            is_using_intrigue_trigger = no
        }
    }
    desc = {
        text = EVTDESC_HFP_10106_default_E
        trigger = {
            NOT = { has_character_flag = mock_duel }
            has_character_flag = desc_E
            is_using_intrigue_trigger = no
        }
    }
	desc = {
        text = EVTDESC_HFP_10106_duel_D
        trigger = {
            NOT = { has_character_flag = mock_duel }
            has_character_flag = desc_D
            is_using_intrigue_trigger = no
        }
    }
	
    picture = {
        picture = GFX_evt_duel_team #snowy picture
        trigger = {
            capital_scope = {
                location = { is_winter = yes }
            }
        }
    }

    immediate = {
        sound_effect = duel_lose
        set_loser_flags_and_save_opponent_effect = yes
    }

    option = {      
        name = {
            text = EVTOPTA_HFP_10106_bare_hands #HOW?! With your bare hands?
            trigger = {
                FROM = { has_character_flag = weapon_is_hand }
                has_character_flag = actually_injured
                has_character_flag = mock_duel
            }
        }
        name = {
            text = EVTOPTA_HFP_10106_sword #HOW?! With a WOODEN sword?
            trigger = {
                FROM = { has_character_flag = weapon_is_sword }
                has_character_flag = actually_injured
                has_character_flag = mock_duel
            }
        }
        name = {
            text = EVTOPTA_HFP_10106_staff #HOW?! With a wooden staff?
            trigger = {
                FROM = { has_character_flag = weapon_is_staff }
                has_character_flag = actually_injured
                has_character_flag = mock_duel
            }
        }
        name = {
            text = EVTOPTA_HFP_10106_spear #HOW?! With a wooden spear?
            trigger = {
                FROM = { has_character_flag = weapon_is_spear }
                has_character_flag = actually_injured
                has_character_flag = mock_duel
            }
        }
        name = {
            text = EVTOPTA_HFP_10106 #I don't feel so good
            trigger = {
                NOT = { trait = stubborn }
                NOT = { trait = envious }
                NOT = { has_character_flag = mock_duel }
                has_character_flag = actually_injured
            }
        }
        name = {
            text = EVTOPTA_HFP_10106_stubborn #I'll get you next time!
            trigger = {
                OR = {
                    trait = stubborn
                    trait = envious
                }
                has_character_flag = actually_injured
                NOT = { has_character_flag = mock_duel }
            }
        }
        name = {
            text = EVTOPTA_HFP_10106_aaargh #you won this one, [name]
            trigger = {
                has_character_flag = mildly_injured
            }
        }
        custom_tooltip = { text = you_lose_the_duel_tt }
        apply_selected_duel_injury_effect = yes
    }
    after = {
        tooltip = { clean_up_after_duel_effect = yes }
        hidden_effect = { #To handle follow-ups (rivarly/friendship/romance)
            random_list = {
                10 = {
                    trigger = { has_character_flag = fight_could_spark_rivalry }
                    if = { limit = { has_character_flag = mock_duel }
                        set_character_flag = was_mock_duel@event_target:other_combatant
                    }
                    if = { limit = { has_character_flag = is_battlefield_duel }
                        set_character_flag = was_battlefield_duel@event_target:other_combatant
                    }
                    character_event = { id = HFP.10112 days = 22 random = 5 }
                }
                10 = {
                    trigger = { has_character_flag = fight_could_spark_friendship }
                    if = { limit = { has_character_flag = mock_duel }
                        set_character_flag = was_mock_duel@event_target:other_combatant
                    }
                    if = { limit = { has_character_flag = is_battlefield_duel }
                        set_character_flag = was_battlefield_duel@event_target:other_combatant
                    }
                    character_event = { id = HFP.10115 days = 22 random = 5 }
                }
                10 = {
                    trigger = { has_character_flag = fight_could_spark_romance }
                    additive_modifier = {
                        value = 100
                        prev_is_lonely_this_romance_makes_sense_trigger = yes
                    }
                    if = { limit = { has_character_flag = mock_duel }
                        set_character_flag = was_mock_duel@event_target:other_combatant
                    }
                    if = { limit = { has_character_flag = is_battlefield_duel }
                        set_character_flag = was_battlefield_duel@event_target:other_combatant
                    }
                    character_event = { id = HFP.10118 days = 22 random = 5 }
                }            
            }

            character_event = { id = HFP.10196 days = 1 } #Send delayed clean-up, to ensure flags are set properly in this after effect
        }
    }
}

#Cowardly display/Humiliation for the other combatant - I won!
character_event = {
    id = HFP.10107
    desc = EVTDESC_HFP_10107
    picture = GFX_evt_bad_news
    border = GFX_event_normal_frame_war
    title = getDuelTitle
    is_triggered_only = yes

    portrait = event_target:other_combatant

    picture = {
        picture = GFX_evt_camaraderie
        trigger = { has_character_flag = use_tribal_victory_pic }
    }
    picture = {
        picture = GFX_evt_armory
        trigger = {
            NOT = { has_character_flag = use_tribal_victory_pic }
        }
    }

    immediate = {
		if = { # MOD
			limit = { trait = einherjar }
			prestige = 100
		}
		if = { # MOD
			limit = { trait = honorseeking }
			prestige = 50
		}
		if = { # MOD
			limit = { is_variable_equal = { which = duel_difficulty value = 3 } }
			prestige = 50
		}
		if = { # MOD
			limit = { is_variable_equal = { which = duel_difficulty value = 1 } }
			prestige = -50
		}	# MOD
		event_target:combatant_1 = { set_variable = { which = duel_difficulty value = 0 } }
		event_target:combatant_2 = { set_variable = { which = duel_difficulty value = 0 } }
        set_winner_flags_and_save_opponent_effect = yes
    }

    option = {      
        name = EVTOPTA_HFP_10107 # Look at them run!
        custom_tooltip = { text = you_win_the_duel_tt }
        apply_generic_duel_victory_effect = yes
        handle_claim_duel_result_effect = yes #Claim duels only...
        #If expanded upon, set specific effects here
    }
    after = {
        clean_up_after_duel_effect = yes
    }
}

#Cowardly display - I lost
character_event = {
    id = HFP.10108
    desc = EVTDESC_HFP_10108 #I ran away...!
    picture = GFX_evt_bad_news
    border = GFX_event_normal_frame_war
    title = getDuelTitle
    is_triggered_only = yes
    immediate = {
		if = { # MOD
			limit = { trait = einherjar }
			prestige = -200
		}
		if = { # MOD
			limit = { trait = honorseeking }
			prestige = -100
		}
		if = { # MOD
			limit = { is_variable_equal = { which = duel_difficulty value = 3 } }
			prestige = 50
		}
		if = { # MOD
			limit = { is_variable_equal = { which = duel_difficulty value = 1 } }
			prestige = -50
		}	# MOD
		event_target:combatant_1 = { set_variable = { which = duel_difficulty value = 0 } }
		event_target:combatant_2 = { set_variable = { which = duel_difficulty value = 0 } }
        set_loser_flags_and_save_opponent_effect = yes
        clr_character_flag = add_duel_xp #Because you are chicken! No reward!

        if = {
            limit = {
                OR = {
                    has_quest = quest_warrior_lodge_duel_honor
                    has_quest = quest_warrior_lodge_duel_deadly
                }
                quest_target = { character = event_target:other_combatant }
            }
            set_character_flag = failed_mission #Because makes no sense this clears the mission...
        }
    }

    portrait = event_target:other_combatant

    option = {
        name = {
            text = EVTOPTA_HFP_10108_craven
            trigger = { trait = craven }
        }
        name = {
            text = EVTOPTA_HFP_10108_shy
            trigger = { trait = shy }
        }
        name = {
            text = EVTOPTA_HFP_10108_wroth
            trigger = { trait = wroth }
        }
        name = {
            text = EVTOPTA_HFP_10108 #I should've stayed and fought!
            trigger = {
                NOR = {
                    trait = craven
                    trait = shy
                    trait = wroth
                }
            }
        }
        custom_tooltip = { text = you_lose_the_duel_tt }

        handle_claim_duel_result_effect = yes #Claim duels only...

        #In case you were dueling to join a Warrior Lodge...
        if = {
            limit = { has_character_flag = awaiting_initiation_trial }
            hidden_effect = {
                add_character_modifier = {
                    name = warrior_lodge_failed_joining_cd
                    duration = 3650
                    hidden = yes
                }
            }
        }
    }
    after = {
        set_character_flag = skip_blood_effect
        clean_up_after_duel_effect = yes
    }
}

#Both wounded - I won!
character_event = {
    id = HFP.10109
    picture = GFX_evt_duel_scene
    border = GFX_event_normal_frame_war
    title = getDuelTitle
    is_triggered_only = yes

    portrait = event_target:other_combatant

    desc = {
        text = EVTDESC_HFP_10109
        trigger = {
            NOT = { has_character_flag = is_battlefield_duel }
            has_character_flag = desc_A
        }
    }
    desc = {
        text = EVTDESC_HFP_10109_B
        trigger = {
            NOT = { has_character_flag = is_battlefield_duel }
            has_character_flag = desc_B
        }
    }
    desc = {
        text = EVTDESC_HFP_10109_C
        trigger = {
            NOT = { has_character_flag = is_battlefield_duel }
            has_character_flag = desc_C
        }
    }
    desc = {
        text = EVTDESC_HFP_10109_battlefield_duel
        trigger = {
            has_character_flag = is_battlefield_duel
        }
    }

    picture = {
        picture = GFX_evt_duel_team #snowy picture
        trigger = {
            capital_scope = {
                location = { is_winter = yes }
            }
            NOT = { has_character_flag = is_battlefield_duel }
        }
    }

    immediate = {
		if = { # MOD
			limit = { trait = einherjar }
			prestige = 185
		}
		if = { # MOD
			limit = { trait = honorseeking }
			prestige = 85
		}
		if = { # MOD
			limit = { is_variable_equal = { which = duel_difficulty value = 3 } }
			prestige = 50
		}
		if = { # MOD
			limit = { is_variable_equal = { which = duel_difficulty value = 1 } }
			prestige = -50
		}	# MOD
		event_target:combatant_1 = { set_variable = { which = duel_difficulty value = 0 } }
		event_target:combatant_2 = { set_variable = { which = duel_difficulty value = 0 } }
        set_winner_flags_and_save_opponent_effect = yes
        set_character_flag = stalemate_won
        random_list = {
            10 = {
                set_character_flag = desc_A
                event_target:other_combatant = { set_character_flag = desc_A }
            }
            10 = {
                set_character_flag = desc_B
                event_target:other_combatant = { set_character_flag = desc_B }
            }
            10 = {
                set_character_flag = desc_C
                event_target:other_combatant = { set_character_flag = desc_C }
            }
        }
    }

    option = {      
        name = EVTOPTA_HFP_10109 # It was all worth it
        custom_tooltip = { text = you_win_the_duel_tt }
        apply_generic_duel_victory_effect = yes
        apply_selected_duel_injury_effect = yes
        tooltip = { event_target:other_combatant = { show_scope_change = no apply_selected_duel_injury_effect = yes } }
        tooltip = { clean_up_after_duel_effect = yes }

        #sends event to opponent ("Both wounded - I lost")...
        hidden_effect = { event_target:other_combatant = { character_event = { id = HFP.10110 days = 1 } } }

    }
}

#Both wounded - I lost
character_event = {
    id = HFP.10110
    picture = GFX_evt_duel_scene
    border = GFX_event_normal_frame_war
    title = getDuelTitle
    is_triggered_only = yes

    portrait = event_target:other_combatant

    desc = {
        text = EVTDESC_HFP_10110
        trigger = {
            NOT = { has_character_flag = is_battlefield_duel }
            has_character_flag = desc_A
        }
    }
    desc = {
        text = EVTDESC_HFP_10110_B
        trigger = {
            NOT = { has_character_flag = is_battlefield_duel }
            has_character_flag = desc_B
        }
    }
    desc = {
        text = EVTDESC_HFP_10110_C
        trigger = {
            NOT = { has_character_flag = is_battlefield_duel }
            has_character_flag = desc_C
        }
    }

    desc = {
        text = EVTDESC_HFP_10110_battlefield_duel
        trigger = {
            has_character_flag = is_battlefield_duel
        }
    }
    picture = {
        picture = GFX_evt_duel_team #snowy picture
        trigger = {
            capital_scope = {
                location = { is_winter = yes }
            }
            NOT = { has_character_flag = is_battlefield_duel }
        }
    }

    immediate = {
        set_loser_flags_and_save_opponent_effect = yes
        set_character_flag = stalemate_lost
    }

    option = {      
        name = EVTOPTA_HFP_10110 #Humiliating!
        custom_tooltip = { text = you_lose_the_duel_tt }
        apply_selected_duel_injury_effect = yes
        tooltip = { FROM = { show_scope_change = no apply_selected_duel_injury_effect = yes } }
    }
    after = {
        tooltip = { clean_up_after_duel_effect = yes }
        hidden_effect = { #To handle follow-ups (rivarly/friendship/romance)
            random_list = {
                10 = {
                    trigger = { has_character_flag = fight_could_spark_rivalry }
                    if = { limit = { has_character_flag = mock_duel }
                        set_character_flag = was_mock_duel@event_target:other_combatant
                    }
                    if = { limit = { has_character_flag = is_battlefield_duel }
                        set_character_flag = was_battlefield_duel@event_target:other_combatant
                    }
                    character_event = { id = HFP.10112 days = 22 random = 5 }
                }
                10 = {
                    trigger = { has_character_flag = fight_could_spark_friendship }
                    if = { limit = { has_character_flag = mock_duel }
                        set_character_flag = was_mock_duel@event_target:other_combatant
                    }
                    if = { limit = { has_character_flag = is_battlefield_duel }
                        set_character_flag = was_battlefield_duel@event_target:other_combatant
                    }
                    character_event = { id = HFP.10115 days = 22 random = 5 }
                }
                10 = {
                    trigger = { has_character_flag = fight_could_spark_romance }
                    additive_modifier = {
                        value = 100
                        prev_is_lonely_this_romance_makes_sense_trigger = yes
                    }
                    if = { limit = { has_character_flag = mock_duel }
                        set_character_flag = was_mock_duel@event_target:other_combatant
                    }
                    if = { limit = { has_character_flag = is_battlefield_duel }
                        set_character_flag = was_battlefield_duel@event_target:other_combatant
                    }
                    character_event = { id = HFP.10118 days = 22 random = 5 }
                }            
            }

            character_event = { id = HFP.10196 days = 1 } #Send delayed clean-up, to ensure flags are set properly in this after effect
        }
    }
}

#Winner decided to kill me, mercilessly (send from HFP.10105)
character_event = {
    id = HFP.10111
    picture = GFX_evt_duel_scene
    border = GFX_event_normal_frame_war
    title = getDuelTitle
    is_triggered_only = yes

    immediate = {
		if = {	# MOD
			limit = { trait = einherjar }
			add_trait = valhalla_bound 
		}
        set_loser_flags_and_save_opponent_effect = yes
        if = {
            limit = { multiplayer = yes }
            debug_battle_death_counter_effect = yes #for debug purposes
            send_notifications_after_champion_stand_in_effect = yes
            if = {
                limit = {
                    event_target:combatant_1 = { has_character_flag = deadly_duel@event_target:combatant_2 }
                }                
                death = {
                    death_reason = death_mission_duel #for flavor
                    killer = event_target:other_combatant
                }
            }
            else_if = {
                limit = { has_character_flag = is_battlefield_duel }
                death = {
                    death_reason = death_battle_duel
                    killer = event_target:other_combatant
                }
            }
            else = {
                death = {
                    death_reason = death_duel #regular duel death
                    killer = event_target:other_combatant
                }
            }
        }
    }
    desc = {
        text = EVTDESC_HFP_10111_default
        trigger = {
            NOT = { has_character_flag = intrigue_options_available }
            NOT = { has_character_flag = is_battlefield_duel }
        }
    }
    desc = {
        text = EVTDESC_HFP_10111_battlefield_duel
        trigger = { has_character_flag = is_battlefield_duel }
    }
    desc = {
        text = EVTDESC_HFP_10111_intrigue
        trigger = { has_character_flag = intrigue_options_available }
    }

    picture = {
        picture = GFX_evt_duel_team #snowy picture
        trigger = {
            capital_scope = {
                location = { is_winter = yes }
            }
            NOT = { has_character_flag = is_battlefield_duel }
        }
    }

    option = {      
        name = EVTOPTA_HFP_10111 #then there was nothing
        custom_tooltip = { text = you_lose_the_duel_tt }
        if = {
            limit = { multiplayer = no }
            debug_battle_death_counter_effect = yes #for debug purposes
            send_notifications_after_champion_stand_in_effect = yes
            if = {
                limit = {
                    event_target:combatant_1 = { has_character_flag = deadly_duel@event_target:combatant_2 }
                }                
                death = {
                    death_reason = death_mission_duel #for flavor
                    killer = event_target:other_combatant
                }
            }
            else_if = {
                limit = { has_character_flag = is_battlefield_duel }
                death = {
                    death_reason = death_battle_duel
                    killer = event_target:other_combatant
                }
            }
            else = {
                death = {
                    death_reason = death_duel #regular duel death
                    killer = event_target:other_combatant
                }
            }
        }
    }
    after = {
        if = {
            limit = {
                is_using_intrigue_trigger = no
                event_target:other_combatant = { is_using_intrigue_trigger = yes }
            }
            tooltip = {
                handle_poison_effect = yes
            }
        }
        hidden_effect = {
            clean_up_after_duel_effect = yes
            FROM = { clean_up_after_duel_effect = yes }
        }
    }
}


#Duel led to rivarly (sent from HFP.10106 (I lost a duel - Wounded)) 
character_event = {
    id = HFP.10112
    picture = GFX_evt_duel_scene
    border = GFX_event_normal_frame_war
    is_triggered_only = yes

    trigger = {
        event_target:other_combatant = {
            is_alive = yes
            NOT = { is_rival = ROOT }
        }
    }

    desc = {
        text = EVTDESC_HFP_10112_mock_duel
        picture = GFX_evt_camaraderie
        trigger = {
            has_character_flag = was_mock_duel@event_target:other_combatant
            NOT = { trait = incapable }
        }
    }
    desc = {
        text = EVTDESC_HFP_10112_default
        trigger = {
            NOT = { has_character_flag = was_mock_duel@event_target:other_combatant }
            NOT = { trait = incapable }
        }
    }
    desc = {
        text = EVTDESC_HFP_10112_incapable
        trigger = { trait = incapable }
    }

    option = {      
        name = EVTOPTA_HFP_10112 #I'll make them pay
        add_character_modifier = {
            modifier = fueled_by_rage
            months = 24
        }

        add_rival = event_target:other_combatant

        event_target:other_combatant = { character_event = { id = HFP.10113 days = 1 } }
    }
    option = {      
        name = EVTOPTB_HFP_10112 #These feelings shall pass
        prestige = -15
        opinion = {
            who = event_target:other_combatant
            modifier = opinion_fought_duel #Update to something cooler?
            years = 10
        }        
        trigger = {
            NOT = { has_opinion_modifier = { who = event_target:other_combatant modifier = opinion_fought_duel } }
        }
    }
    after = {
        clr_character_flag = was_mock_duel@event_target:other_combatant
    }
}

# Gain rival notification
character_event = {
    id = HFP.10113
    is_triggered_only = yes
    picture = GFX_evt_duel_scene
    border = GFX_event_normal_frame_war

    desc = {
        text = EVTDESC_WOL_11014 #They did not take lightly, being defeated and has sworn revenge
        trigger = { FROM = { NOT = { trait = incapable } } }
    }
    desc = {
        text = EVTDESC_HFP_10113_incapable #The last thing they muttered before the slipped into slumber was that they'd kill me?
        trigger = { FROM = { trait = incapable } }
    }
    
    option = {
        name = EVTOPTA_WOL_11014
        trigger = {
            NOT = { num_of_rivals = 3 }
            FROM = { NOT = { trait = incapable } }
        }
        add_rival = FROM
    }
    
    option = {
        name = EVTOPTB_WOL_11014
        trigger = {
            num_of_rivals = 3
            FROM = { NOT = { trait = incapable } }
        }
        add_rival = FROM
    }
    option = {
        name = EVTOPTA_HFP_10113
        trigger = {
            FROM = { trait = incapable }
        }
        add_rival = FROM
    }
}

#Duel led to friendship (sent from HFP.10106 (I lost a duel - Wounded)) 
character_event = {
    id = HFP.10115
    picture = GFX_evt_duel_scene
    border = GFX_event_normal_frame_diplomacy
    is_triggered_only = yes

    trigger = {
        event_target:other_combatant = {
            is_alive = yes
            NOT = { is_friend = ROOT }
            NOT = { trait = incapable }
            prisoner = no
            is_adult = yes
        }
        NOT = { trait = incapable }
        prisoner = no
        is_adult = yes
    }

    desc = {
        text = EVTDESC_HFP_10115_mock_duel
        trigger = { has_character_flag = was_mock_duel@event_target:other_combatant }
    }
    desc = {
        text = EVTDESC_HFP_10115_battlefield_duel
        trigger = { has_character_flag = was_battlefield_duel@event_target:other_combatant }
    }
    desc = {
        text = EVTDESC_HFP_10115_default
        trigger = {
            NOT = { has_character_flag = was_mock_duel@event_target:other_combatant }
            NOT = { has_character_flag = was_battlefield_duel@event_target:other_combatant }
        }
    }

    option = {
        name = EVTOPTA_HFP_10115 #They were a worthy opponent!

        if = { #if you already have an opinion in place, become friends...
            limit = {
                OR = {
                    reverse_has_opinion_modifier = { who = event_target:other_combatant modifier = opinion_budding_friendship }
                    has_opinion_modifier = { who = event_target:other_combatant modifier = opinion_budding_friendship }
                }
            }
            tooltip = { add_friend = event_target:other_combatant }
        }
        else = { #otherwise, add opinions... (*actually* added in follow-up)
            tooltip = {
                opinion = {
                    who = event_target:other_combatant
                    modifier = opinion_budding_friendship
                    years = 10
                }
                reverse_opinion = {
                    who = event_target:other_combatant
                    modifier = opinion_budding_friendship
                    years = 10
                }
            }
        }
        event_target:other_combatant = { character_event = { id = HFP.10116 days = 1 } }

        trigger = {
            NOT = { is_friend = event_target:other_combatant }
        }
    }
    option = {      
        name = EVTOPTB_HFP_10115 #I have enough sparring partners
        add_trait = proud
        clr_character_flag = was_mock_duel@event_target:other_combatant
        clr_character_flag = was_battlefield_duel@event_target:other_combatant
    }
}

# Gain friend notification (send from HFP.10115, above - to the winner)
character_event = {
    id = HFP.10116
    is_triggered_only = yes
    picture = GFX_evt_duel_scene
    border = GFX_event_normal_frame_diplomacy
    
    desc = {
        text = EVTDESC_HFP_10116_mock_duel
        trigger = { FROM = { has_character_flag = was_mock_duel@event_target:other_combatant } }
    }
    desc = {
        text = EVTDESC_HFP_10116_default
        trigger = {
            FROM = {
                NOT = { has_character_flag = was_mock_duel@event_target:other_combatant }
                NOT = { has_character_flag = was_battlefield_duel@event_target:other_combatant }
            }
        }
    }
    desc = {
        text = EVTDESC_HFP_10116_battlefield_duel
        trigger = { FROM = { has_character_flag = was_battlefield_duel@event_target:other_combatant } }
    }

    option = {
        name = {
            text = EVTOPTA_HFP_10116_honest #Honest? How refreshing!
            trigger = {
                trait = honest
                FROM = { NOT = { has_character_flag = was_mock_duel@event_target:other_combatant } }
                FROM = { NOT = { has_character_flag = was_battlefield_duel@event_target:other_combatant } }
            }
        }
        name = {
            text = EVTOPTA_HFP_10116_default #Don't be too hard on yourself!
            trigger = {
                NOT = { trait = honest }
                FROM = { NOT = { has_character_flag = was_mock_duel@event_target:other_combatant } }
                FROM = { NOT = { has_character_flag = was_battlefield_duel@event_target:other_combatant } }
            }
        }
        name = {
            text = EVTOPTA_HFP_10116_mock_duel #Don't be too hard on yourself!
            trigger = { FROM = { has_character_flag = was_mock_duel@event_target:other_combatant } }
        }
        name = {
            text = EVTOPTA_HFP_10116_battlefield_duel #Friendships come in many forms
            trigger = {
                FROM = { has_character_flag = was_battlefield_duel@event_target:other_combatant }
                NOT = { FROM = { has_character_flag = was_mock_duel@event_target:other_combatant } }
            }
        }

        if = {
            limit = {
                OR = {
                    reverse_has_opinion_modifier = { who = FROM modifier = opinion_budding_friendship }
                    has_opinion_modifier = { who = FROM modifier = opinion_budding_friendship }
                }
            }
            add_friend = FROM
        }
        else = {
            opinion = {
                who = FROM
                modifier = opinion_budding_friendship
                years = 10
            }
            reverse_opinion = {
                who = FROM
                modifier = opinion_budding_friendship
                years = 10
            }
        }
        hidden_effect = { FROM = { clr_character_flag = was_mock_duel@event_target:other_combatant } }
    }
}

#Duel led to romance (sent from HFP.10106 (I lost a duel - Wounded)) 
character_event = {
    id = HFP.10118
    picture = GFX_evt_duel_scene
    border = GFX_event_normal_frame_diplomacy
    is_triggered_only = yes

    trigger = {
        event_target:other_combatant = {
            is_alive = yes
            NOT = { is_lover = ROOT }
            NOT = { trait = incapable }
            prisoner = no
            is_adult = yes
        }
        NOT = { trait = incapable }
        prisoner = no
        is_adult = yes
    }

    immediate = {
        random_list = {
            10 = {
                set_character_flag = desc_A
                event_target:other_combatant = { set_character_flag = desc_A }
            }
            10 = {
                set_character_flag = desc_B
                event_target:other_combatant = { set_character_flag = desc_B }
            }
            10 = {
                set_character_flag = desc_C
                event_target:other_combatant = { set_character_flag = desc_C }
            }
        }
    }
    
    desc = {
        text = EVTDESC_HFP_10118_new_crush_A #not spouse/no romance past or budding
        trigger = {
            NOR = {
                has_character_flag = carried_torch_for@event_target:other_combatant
                has_character_flag = carrying_torch_for@event_target:other_combatant
                has_opinion_modifier = { who = event_target:other_combatant modifier = opinion_budding_romance }
                has_opinion_modifier = { who = event_target:other_combatant modifier = opinion_marital_love }
            }
            has_character_flag = desc_A
        }
    }
    desc = {
        text = EVTDESC_HFP_10118_new_crush_B #not spouse/no romance past or budding
        trigger = {
            NOR = {
                has_character_flag = carried_torch_for@event_target:other_combatant
                has_character_flag = carrying_torch_for@event_target:other_combatant
                has_opinion_modifier = { who = event_target:other_combatant modifier = opinion_budding_romance }
                has_opinion_modifier = { who = event_target:other_combatant modifier = opinion_marital_love }
            }
            has_character_flag = desc_B
        }
    }
    desc = {
        text = EVTDESC_HFP_10118_new_crush_C #not spouse/no romance past or budding
        trigger = {
            NOR = {
                has_character_flag = carried_torch_for@event_target:other_combatant
                has_character_flag = carrying_torch_for@event_target:other_combatant
                has_opinion_modifier = { who = event_target:other_combatant modifier = opinion_budding_romance }
                has_opinion_modifier = { who = event_target:other_combatant modifier = opinion_marital_love }
            }
            has_character_flag = desc_C
        }
    }

    desc = {
        text = EVTDESC_HFP_10118_crushing_already #not spouse/romance budding already
        trigger = {
            NOT = { has_character_flag = carried_torch_for@event_target:other_combatant }
            OR = {
                has_character_flag = carrying_torch_for@event_target:other_combatant
                has_opinion_modifier = { who = event_target:other_combatant modifier = opinion_budding_romance }
            }
        }
    }
    desc = {
        text = EVTDESC_HFP_10118_crush_past #not spouse/used to carry torch
        trigger = {
            has_character_flag = carried_torch_for@event_target:other_combatant
            NOR = {
                has_character_flag = carrying_torch_for@event_target:other_combatant
                has_opinion_modifier = { who = event_target:other_combatant modifier = opinion_budding_romance }
            }
        }
    }
    
    option = {
        name = EVTOPTA_HFP_10118 #I have to express my feelings to them!
        custom_tooltip = { text = EVTOPTA_HFP_10118_TT }
        hidden_effect = {
            if = { #if they already like you, you'll likely become lovers...
                limit = {
                    event_target:other_combatant = {
                        OR = {
                            has_opinion_modifier = { who = ROOT modifier = opinion_budding_romance }
                            has_character_flag = carried_torch_for@ROOT
                            has_character_flag = carrying_torch_for@ROOT
                        }
                    }
                }
                event_target:other_combatant = { set_character_flag = finally_lovers }            
            }
            else = { #otherwise, add opinion of them...
                event_target:other_combatant = { set_character_flag = they_like_me }
            }
            opinion = {
                who = event_target:other_combatant
                modifier = opinion_budding_romance
                years = 10
            }
        }
        event_target:other_combatant = { character_event = { id = HFP.10119 } }
        
        ai_chance = {
            factor = 20
            modifier = {
                factor = 2
                trait = lustful
            }
            modifier = {
                factor = 2
                has_lover = no
            }
            modifier = {
                factor = 2
                event_target:other_combatant = { has_fair_trait_trigger = yes }
            }
        }
    }
    option = {
        name = EVTOPTB_HFP_10118 #They can never know...!
        add_character_modifier = {
            name = carrying_torch
            duration = 1825
        }
        hidden_effect = {
            event_target:other_combatant = { save_event_target_as = dream_person }
            set_character_flag = carrying_torch_for@event_target:dream_person
            character_event = { id = HFP.10195 days = 1825 } #delayed event to update torch-flag to relate to the past
            clr_character_flag = was_mock_duel@event_target:other_combatant
        }
        
        ai_chance = {
            factor = 1
            modifier = {
                factor = 200
                event_target:other_combatant = { root_has_terrible_opinion_modifier_of_this_trigger = yes }
            }
        }
    }
    after = {
        clr_character_flag = desc_A
        clr_character_flag = desc_B
        clr_character_flag = desc_C
		clr_character_flag = desc_D
    }
}

# Gain crush notification (reciprocate or not?)
character_event = {
    id = HFP.10119
    is_triggered_only = yes
    picture = GFX_evt_recieve_letter
    border = GFX_event_normal_frame_diplomacy
    
    picture = {
        picture = GFX_evt_pleasing_letter
        trigger = { is_female = yes }
    }

    picture = {
        picture = GFX_evt_upsetting_letter
        trigger = {
            is_female = no
            age = 50
        }
    }

    desc = {
        text = EVTDESC_HFP_10119_finally_lovers
        trigger = { has_character_flag = finally_lovers }
    }
    desc = {
        text = EVTDESC_HFP_10119_A
        trigger = {
            has_character_flag = they_like_me
            has_character_flag = desc_A
        }
    }
    desc = {
        text = EVTDESC_HFP_10119_B
        trigger = {
            has_character_flag = they_like_me
            has_character_flag = desc_B
        }
    }
    desc = {
        text = EVTDESC_HFP_10119_C
        trigger = {
            has_character_flag = they_like_me
            has_character_flag = desc_C
        }
    }

    option = {
        name = EVTOPTA_HFP_10119 #I want to act on these feelings!

        if = {
            limit = { has_character_flag = they_like_me }
            custom_tooltip = { text = EVTOPTA_HFP_10119_TT }
            opinion = {
                who = FROM
                modifier = opinion_budding_romance
                years = 10
            }
        }
        if = {
            limit = { has_character_flag = finally_lovers }
            tooltip = { add_lover = FROM }
        }

        if = {
            limit = { ai = no }
            set_character_flag = achievement_love_is_a_battlefield
        }

        FROM = { character_event = { id = HFP.10120 days = 15 random = 5 } }
        ai_chance = {
            factor = 10
            modifier = {
                factor = 2
                trait = lustful
            }
            modifier = {
                factor = 2
                has_lover = no
            }
            modifier = {
                factor = 2
                FROM = { has_fair_trait_trigger = yes }
            }
            modifier = {
                factor = 2
                FROM = { has_top_tier_education_trait_trigger = yes  }
            }
            modifier = {
                factor = 2
                FROM = { is_benevolent_trigger = yes  }
            }
            modifier = {
                factor = 2
                FROM = { has_pleasant_personality_trigger = yes  }
            }
        }
    }
    
    option = {
        name = EVTOPTB_HFP_10119 #I think I'd rather not get involved with <from>.
        if = {
            limit = { has_character_flag = they_like_me }
            custom_tooltip = { text = EVTOPTA_HFP_10119_TT }
        }
        FROM = { character_event = { id = HFP.10121 days = 15 random = 5 } }
        hidden_effect = {
            FROM = { clr_character_flag = was_mock_duel@event_target:other_combatant }
            FROM = { clr_character_flag = was_battlefield_duel@event_target:other_combatant }
        }

        ai_chance = {
            factor = 1
            modifier = {
                factor = 200
                FROM = { root_has_terrible_opinion_modifier_of_this_trigger = yes }
            }
            modifier = {
                factor = 10
                FROM = { has_negative_congenital_trigger = yes  }
            }
            modifier = {
                factor = 2
                FROM = { has_bottom_tier_education_trait_trigger = yes  }
            }
            
        }
    }
    after = {
        clr_character_flag = desc_A
        clr_character_flag = desc_B
        clr_character_flag = desc_C
		clr_character_flag = desc_D
    }
}
character_event = { #Response: Embraced! (for the one originally struck with feelings)
    id = HFP.10120
    picture = GFX_evt_recieve_letter
    border = GFX_event_normal_frame_diplomacy
    is_triggered_only = yes

    picture = {
        picture = GFX_evt_pleasing_letter
        trigger = { is_female = yes }
    }

    picture = {
        picture = GFX_evt_upsetting_letter
        trigger = {
            is_female = no
            age = 50
        }
    }

    immediate = { #Selects a trait effect...
        if = {
            limit = {
                NOR = {
                    trait = honest
                    trait = deceitful
                }
            }
            set_character_flag = add_honest
            break = yes
        }
        if = {
            limit = {
                NOR = {
                    trait = lustful
                    trait = chaste
                }
            }
            set_character_flag = add_lustful
            break = yes
        }
        if = {
            limit = { trait = shy }
            set_character_flag = remove_shy
            break = yes
        }
        if = {
            limit = {
                NOT = { trait = kind }
                FROM = { trait = kind }
            }
            set_character_flag = add_kind
            break = yes
        }
        if = {
            limit = {
                trait = envious
            }
            set_character_flag = remove_envious
            break = yes
        }
        if = {
            limit = {
                trait = cruel
                FROM = { trait = kind }
            }
            set_character_flag = remove_cruel
            break = yes
        }
    }

    desc = {
        text = EVTDESC_HFP_10120_finally_lovers
        trigger = { FROM = { has_character_flag = finally_lovers } }
    }
    desc = {
        text = EVTDESC_HFP_10120_A
        trigger = {
            FROM = { has_character_flag = they_like_me }
        }
    }

    option = {      
        name = {
            text = EVTOPTA_HFP_10120_honest
            trigger = {
                NOR = {
                    has_character_flag = add_honest
                    has_character_flag = add_lustful
                    has_character_flag = remove_shy
                    has_character_flag = add_kind
                    has_character_flag = remove_envious
                    has_character_flag = remove_cruel
                }
            }
        }
        name = {
            text = EVTOPTA_HFP_10120_honest
            trigger = { has_character_flag = add_honest }
        }
        name = {
            text = EVTOPTA_HFP_10120_lustful
            trigger = { has_character_flag = add_lustful }
        }
        name = {
            text = EVTOPTA_HFP_10120_shy
            trigger = { has_character_flag = remove_shy }
        }
        name = {
            text = EVTOPTA_HFP_10120_kind
            trigger = { has_character_flag = add_kind }
        }
        name = {
            text = EVTOPTA_HFP_10120_envious
            trigger = { has_character_flag = remove_envious }
        }
        name = {
            text = EVTOPTA_HFP_10120_cruel
            trigger = { has_character_flag = remove_cruel }
        }

        if = {
            limit = { FROM = { has_character_flag = finally_lovers } }
            add_lover = FROM
        }
        else = {
            custom_tooltip = { text = EVTOPTA_HFP_10119_TT } #FROM  has received the opinion Budding Romance
            trigger_switch = {
                on_trigger = has_character_flag
                add_honest = { add_trait = honest }
                add_lustful = { add_trait = lustful }
                remove_shy = { remove_trait = shy }
                add_kind = { add_trait = kind }
                remove_envious = { remove_trait = envious }
                remove_cruel = { remove_trait = cruel }
            }
        }

        if = {
            limit = { ai = no }
            set_character_flag = achievement_love_is_a_battlefield
        }

        FROM = {
            clr_character_flag = finally_lovers
            clr_character_flag = they_like_me
        }
        clr_character_flag = add_honest
        clr_character_flag = add_lustful
        clr_character_flag = remove_shy
        clr_character_flag = add_kind
        clr_character_flag = remove_envious
        clr_character_flag = remove_cruel
    }
}

character_event = { #Response: Rejected! (for the one originally struck with feelings)
    id = HFP.10121
    desc = EVTDESC_HFP_10121
    picture = GFX_evt_bad_news
    border = GFX_event_normal_frame_diplomacy
    is_triggered_only = yes

    immediate = {
        job_chancellor = { #For GetMyChancellorName
            save_event_target_as = advisor_target
        }
    }

    option = {      
        name = EVTOPTA_HFP_10121 #I will keep this to myself then...
        add_character_modifier = {
            name = carrying_torch
            duration = 1825
        }
        hidden_effect = {
            event_target:other_combatant = { save_event_target_as = dream_person }
            set_character_flag = carrying_torch_for@event_target:dream_person
            character_event = { id = HFP.10195 days = 1825 } #delayed event to update torch-flag to relate to the past
            clr_character_flag = was_mock_duel@event_target:other_combatant
        }
    }
    option = {
        name = EVTOPTB_HFP_10121 #It is useless.
        add_trait = depressed
    }
    after = {
        FROM = {
            clr_character_flag = finally_lovers
            clr_character_flag = they_like_me
        }
    }
}

#Delayed hidden event for figuring out who is your main crush, sort of
character_event = {
    id = HFP.10195
    hide_window = yes
    is_triggered_only = yes
    immediate = {
        clr_character_flag = carrying_torch_for@event_target:dream_person
        set_character_flag = carried_torch_for@event_target:dream_person
    }
}

#Delayed hidden event for cleaning up after duels...
character_event = {
    id = HFP.10196
    hide_window = yes
    is_triggered_only = yes
    immediate = {
        event_target:combatant_1 = { clean_up_after_duel_effect = yes }
        event_target:combatant_2 = { clean_up_after_duel_effect = yes }
    }
}

# Notification "My duel target died before we could start the duel..."
character_event = {
    id = HFP.10197
    desc = EVTDESC_HFP_10196
    picture = GFX_evt_battle
    
    is_triggered_only = yes

    trigger = {
        is_alive = yes
    }

    notification = yes

    option = { #Alas
        name = ALAS
    }
}

# Consequence of turning down duels: Random subjects: Become Craven, like your liege!
character_event = {
    id = HF.16000
    picture = GFX_evt_camaraderie
    border = GFX_event_normal_frame_war
    is_triggered_only = yes

    portrait = event_target:craven_ruler
    
    trigger = {
        NOT = { trait = craven }
        is_inaccessible_or_incapable_trigger = no
        FROM = {
            is_alive = yes
            has_character_modifier = duels_declined
            trait = craven
            is_incapable = no
        }        
        NAND = { #one part should be AI, for ease of choices
            ai = no
            FROM = { ai = no }
        }
    }

    immediate = {
        FROM = { save_event_target_as = craven_ruler }
    }

    desc = {
        text = EVTDESC_HF_16000_A
        trigger = {
            event_target:craven_ruler = {
                dynasty = ROOT
            }
        }
    }
    desc = {
        text = EVTDESC_HF_16000_B
        trigger = {
            event_target:craven_ruler = {
                NOT = { dynasty = ROOT }
            }
        }
    }

    option = { # Yes, you can't be too careful
        name = EVTOPTA_HF_16000
        if = {
            limit = { ai = no } #otherwise, liege is player, and traits are added later
            if = {
                limit = { trait = brave }
                remove_trait = brave
            }
            else_if = {
                limit = { NOT = { trait = craven } }
                add_trait = craven
            }
        }

        event_target:craven_ruler = { character_event = { id = HF.16001 days = 1 } }

        ai_chance = {
            factor = 50
            modifier = {
                factor = 1.5
                trait = trusting
            }
            modifier = {
                factor = 1.5
                trait = weak
            }
            modifier = {
                factor = 1.5
                trait = feeble
            }
            modifier = {
                factor = 1.5
                opinion = {
                    who = event_target:craven_ruler
                    value = 50
                }
            }
            modifier = {
                factor = 1.5
                opinion = {
                    who = event_target:craven_ruler
                    value = 70
                }
            }
            modifier = {
                factor = 1.5
                opinion = {
                    who = event_target:craven_ruler
                    value = 80
                }
            }
            modifier = {
                factor = 1.5
                is_child_of = event_target:craven_ruler
            }
        }
    }
    option = { # No, I am ashamed of my liege
        name = EVTOPTB_HF_16000

        tooltip = { #added for real in follow up event
            opinion = {
                modifier = opinion_renowned_chicken
                who = event_target:craven_ruler
                years = 20
            }
            reverse_opinion = {
                modifier = opinion_disrespectful_subject
                who = event_target:craven_ruler
                years = 20
            }
        }
        event_target:craven_ruler = { character_event = { id = HF.16002 days = 1 } }

        ai_chance = {
            factor = 50
            modifier = {
                factor = 1.5
                trait = wroth
            }
            modifier = {
                factor = 1.5
                trait = ambitious
            }
            modifier = {
                factor = 1.5
                trait = strong
            }
            modifier = {
                factor = 1.5
                trait = robust
            }
            modifier = {
                factor = 1.5
                NOT = {
                    opinion = {
                        who = event_target:craven_ruler
                        value = 25
                    }
                }
            }
            modifier = {
                factor = 1.5
                NOT = {
                    opinion = {
                        who = event_target:craven_ruler
                        value = 0
                    }
                }
            }
            modifier = {
                factor = 1.5
                NOT = {
                    opinion = {
                        who = event_target:craven_ruler
                        value = -25
                    }
                }
            }
        }
    }
}

#Liege finds out their subject wants to be Craven, just like them
character_event = {
    id = HF.16001
    desc = EVTDESC_HF_16001
    picture = GFX_evt_camaraderie
    border = GFX_event_normal_frame_war
    is_triggered_only = yes
    
    trigger = {
        FROM = { is_alive = yes }
    }

    option = {      
        name = EVTOPTA_HF_16001 # Thank you! Let's be Craven together
        prestige = 10
        if = {
            limit = { FROM = { NOT = { trait = craven } } }
            FROM = { show_scope_change = no add_trait = craven }
        }
        else_if = {
            limit = { FROM = { trait = brave } }
            FROM = { show_scope_change = no remove_trait = brave }
        }
    }
    option = {      
        name = EVTOPTB_HF_16001 #No, do as I SAY, not what... Argh..

        custom_tooltip = {
            text = EVTOPTB_HF_16001_TT
        }

        reverse_opinion = {
            modifier = opinion_hypocrit_ruler
            who = FROM
            years = 20
        }
        FROM = { clr_character_flag = reacting_to_craven_duelist }
    }
}

#Liege finds out their subject is ashamed of them, just like them
character_event = {
    id = HF.16002
    desc = EVTDESC_HF_16002
    picture = GFX_evt_upsetting_letter
    border = GFX_event_normal_frame_war
    is_triggered_only = yes
    
    trigger = {
        FROM = { is_alive = yes }
    }

    option = {      
        name = EVTOPTA_HF_16002 #They... have a point.

        if = {
            limit = { trait = craven }
            random = {
                chance = 20
                remove_trait = craven
                hidden_tooltip = { character_event = { id = 38296 } } # Notify Lost Craven
            }
        }

        reverse_opinion = {
            modifier = opinion_renowned_chicken
            who = FROM
            years = 20
        }
    }
    option = {      
        name = EVTOPTB_HF_16002 #Political nonsense! I do as I please!

        prestige = 10

        opinion = {
            modifier = opinion_disrespectful_subject
            who = FROM
            years = 20
        }
        reverse_opinion = {
            modifier = opinion_renowned_chicken
            who = FROM
            years = 20
        }
    }
    after = {
        hidden_effect = { FROM = { clr_character_flag = reacting_to_craven_duelist } }
    }
}