﻿risk_injury_header = {
	type = character

	text = {
		localization_key = risk_injury_none
		trigger = { sc_attacker_injury_check_UI <= 0 }
	}
	text = {
		localization_key = risk_injury_low
		trigger = { sc_attacker_injury_check_UI > 0  sc_attacker_injury_check_UI < 0.25 }
	}
	text = {
		localization_key = risk_injury_medium
		trigger = { sc_attacker_injury_check_UI >=0.25  sc_attacker_injury_check_UI < 0.50 }
	}
	text = {
		localization_key = risk_injury_high
		trigger = { sc_attacker_injury_check_UI >= 0.50  sc_attacker_injury_check_UI < 0.75 }
	}
	text = {
		localization_key = risk_injury_very_high
		trigger = { sc_attacker_injury_check_UI >= 0.75 }
	}
}

risk_compared = {
	type = character

	text = {
		localization_key = risk_higher
		trigger = { attacker_risk_check > var:sc_attacker_duel_success_score }
	}
	text = {
		localization_key = risk_equal
		trigger = { attacker_risk_check = var:sc_attacker_duel_success_score }
	}
	text = {
		localization_key = risk_lower
		trigger = { attacker_risk_check < var:sc_attacker_duel_success_score }
	}
}

risk_chance_to_die = {
	type = character

	text = {
		localization_key = risk_no_chance
		trigger = { attacker_risk_check <= var:sc_attacker_duel_success_score }
	}
	text = {
		localization_key = risk_to_lose
		trigger = { attacker_risk_check > var:sc_attacker_duel_success_score }
	}
}



risk_injury_header_def = {
	type = character

	text = {
		localization_key = risk_injury_none
		trigger = { sc_defender_injury_check_UI <= 0 }
	}
	text = {
		localization_key = risk_injury_low
		trigger = { sc_defender_injury_check_UI > 0  sc_defender_injury_check_UI < 0.25 }
	}
	text = {
		localization_key = risk_injury_medium
		trigger = { sc_defender_injury_check_UI >=0.25  sc_defender_injury_check_UI < 0.50 }
	}
	text = {
		localization_key = risk_injury_high
		trigger = { sc_defender_injury_check_UI >= 0.50  sc_defender_injury_check_UI < 0.75 }
	}
	text = {
		localization_key = risk_injury_very_high
		trigger = { sc_defender_injury_check_UI >= 0.75 }
	}
}

risk_compared_def = {
	type = character

	text = {
		localization_key = risk_higher
		trigger = { defender_risk_check > var:sc_defender_duel_success_score }
	}
	text = {
		localization_key = risk_equal
		trigger = { defender_risk_check = var:sc_defender_duel_success_score }
	}
	text = {
		localization_key = risk_lower
		trigger = { defender_risk_check < var:sc_defender_duel_success_score }
	}
}

risk_chance_to_die_def = {
	type = character

	text = {
		localization_key = risk_no_chance
		trigger = { defender_risk_check <= var:sc_defender_duel_success_score }
	}
	text = {
		localization_key = risk_to_lose_def
		trigger = { defender_risk_check > var:sc_defender_duel_success_score }
	}
}

score_compared = {
	type = character

	text = {
		localization_key = risk_equal
		trigger = { success_check = 0 }
	}

	text = {
		localization_key = risk_higher
		trigger = { success_check > 0 }
	}
	text = {
		localization_key = risk_lower
		trigger = { success_check < 0 }
	}
}

duel_success_none = {
	type = character

	text = {
		localization_key = no_icon
		trigger = { has_variable = duel_icons }
	}

	text = {
		localization_key = duel_success_none_icon
		fallback = yes
	}
}

duel_success_low = {
	type = character

	text = {
		localization_key = no_icon
		trigger = { has_variable = duel_icons }
	}

	text = {
		localization_key = duel_success_low_icon
		fallback = yes
	}
}

duel_success_medium = {
	type = character

	text = {
		localization_key = no_icon
		trigger = { has_variable = duel_icons }
	}

	text = {
		localization_key = duel_success_medium_icon
		fallback = yes
	}
}

duel_success_high = {
	type = character

	text = {
		localization_key = no_icon
		trigger = { has_variable = duel_icons }
	}

	text = {
		localization_key = duel_success_high_icon
		fallback = yes
	}
}

duel_success_very_high = {
	type = character

	text = {
		localization_key = no_icon
		trigger = { has_variable = duel_icons }
	}

	text = {
		localization_key = duel_success_very_high_icon
		fallback = yes
	}
}

injury_risk_none = {
	type = character

	text = {
		localization_key = no_icon
		trigger = { has_variable = duel_icons }
	}

	text = {
		localization_key = injury_risk_none_icon
		fallback = yes
	}
}

injury_risk_low = {
	type = character

	text = {
		localization_key = no_icon
		trigger = { has_variable = duel_icons }
	}

	text = {
		localization_key = injury_risk_low_icon
		fallback = yes
	}
}

injury_risk_medium = {
	type = character

	text = {
		localization_key = no_icon
		trigger = { has_variable = duel_icons }
	}

	text = {
		localization_key = injury_risk_medium_icon
		fallback = yes
	}
}

injury_risk_high = {
	type = character

	text = {
		localization_key = no_icon
		trigger = { has_variable = duel_icons }
	}

	text = {
		localization_key = injury_risk_high_icon
		fallback = yes
	}
}

injury_risk_very_high = {
	type = character

	text = {
		localization_key = no_icon
		trigger = { has_variable = duel_icons }
	}

	text = {
		localization_key = injury_risk_very_high_icon
		fallback = yes
	}
}

health_plus = {
	type = character

	text = {
		localization_key = no_icon
		trigger = { has_variable = duel_icons }
	}

	text = {
		localization_key = health_plus_icon
		fallback = yes
	}
}

# ideally, this should check whether the enemy has Trusting trait, but I couldn't make it work
chance_outcome = {
	type = character

	text = {
		localization_key = no_icon
		trigger = { has_variable = duel_icons }
	}

	text = {
		localization_key = chance_outcome_icon
		fallback = yes
	}
}

snek_icon = {
	type = character

	text = {
		localization_key = no_icon
		trigger = { has_variable = duel_icons }
	}

	text = {
		localization_key = snek_icon_icon
		fallback = yes
	}
}
