﻿#Events for offense lifestyle focus

#OFFENSE REGULAR EVENTS
	# 0001-0002 	- A practice duel with hidden grudge
	# 0003-0004 	- A drunk fool in an inn
	# 0005 	        - Give advice to knights
	# 0005 	        - Knights argues about swords
	# 0007 	        - Train Knights or Army?
	# 0008-0009     - Bandits In My Lands
	# 0010 	        - Inspect Armory ~~~~~~
	
#OFFENSE UNCOMMMON EVENTS
	# 1001-1003  	- Rival dispute		

	
#OFFENSE RARE EVENTS
	# 2001-2003  	- The Knight's Gamble		
	# 2004       	- Legendary Knight
	

#OFFENSE UNAVAILABLE EVENTS
	# 4001          - In Prison
	# 1004-1012     - Raiding in Enemy Territory


#PROWESS SPECIAL EVENTS
	# 3001 	        - Old
	# 3002 	        - One-legged
	# 3003 	        - One-eyed
	# 3004 	        - Infirm
	# 3005 	        - Blind
	# 3006 	        - Dwarf
	
	
###########################
# OFFENSE: REGULAR EVENTS #
###########################

namespace = nht_prowess_offense

scripted_trigger nht_prowess_offense_1001_vassal_trigger = {
	is_ai = yes
	this != root
	highest_held_title_tier <= root.highest_held_title_tier
	NOR = {
		has_relation_friend = root
		has_relation_lover = root
		has_relation_soulmate = root
	}
}

scripted_trigger nht_prowess_offense_1001_liege_trigger = {
	is_ai = yes
	any_vassal = {
		nht_prowess_offense_1001_vassal_trigger = yes
	}
}

scripted_trigger nht_prowess_offense_1001_knight_trigger = {
	is_ai = yes
	this != root
	NOR = {
		has_relation_friend = root
		has_relation_lover = root
		has_relation_soulmate = root
	}
}

#A practice duel with hidden grudge
nht_prowess_offense.0001 = {
	type = character_event
	title = nht_prowess_offense.0001.t
	desc = {
		desc = nht_prowess_offense.0001.opening
		first_valid = {
			triggered_desc = {
				trigger = {
					prowess < scope:duel_opponent.prowess
				}
				desc = nht_prowess_offense.0001.hard_fight
			}
			triggered_desc = {
				desc = nht_prowess_offense.0001.easy_fight
			}
		}
		desc = nht_prowess_offense.0001.conclusion
	}
	
	theme = nht_prowess_offense_focus
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = root
		animation = aggressive_sword
	}
	
	right_portrait = {
		character = scope:duel_opponent
		animation = anger
	}

	trigger = {
		NOR = { 
			has_character_flag = had_event_nht_offense_0001 
			has_trait = blind
		}
		is_landed = yes
		is_ruler = yes
		exists = root.capital_province
	}
		

	

	weight_multiplier = {
		base = 1
		modifier = { #More likely to occur if the character has a little Dread
			add = 1
			dread > 10
		}
		modifier = { #More likely if you are into duels
			add = 2
			has_trait = lifestyle_blademaster		
		}
		upweight_for_focus_modifier = { FOCUS = nht_prowess_offense_focus }
	}

	immediate = {
		add_character_flag = {
			flag = had_event_nht_offense_0001
			years = 10
		}
		add_character_flag = {
			flag = is_in_nht_prowess_offense_event
			days = 20
		}
		hidden_effect = {
			create_character = {
				save_scope_as = duel_opponent
				location = root.capital_province
				age = { 18 22 }
				trait = brave
				trait = vengeful
				culture = root.culture
				faith = root.faith
				gender_female_chance = root_soldier_female_chance
				prowess = 15
			}
		}
	}

	option = { #Kill them
		name = nht_prowess_offense.0001.a
		add_nht_prowess_lifestyle_xp = medium_lifestyle_experience
		scope:duel_opponent = {
			death = {
				death_reason = death_duel
				killer = root
			}
		}
		add_dread = medium_dread_gain
		stress_impact = {
			forgiving = major_stress_impact_gain
		}
		custom_tooltip = nht_prowess_offense.0001.a.tt		
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_vengefulness = 1
				ai_rationality = -0.25
				ai_zeal = 0.25
				ai_energy = 0.25
			}
		}
	}

	option = { #Question him
		name = nht_prowess_offense.0001.b
		add_nht_prowess_lifestyle_xp = medium_lifestyle_experience
		add_prestige = minor_prestige_gain
		stress_impact = {
			sadistic = medium_stress_impact_loss
			vengeful = medium_stress_impact_gain
			paranoid = minor_stress_impact_loss
		}
		custom_tooltip = nht_prowess_offense.0001.b.tt			
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_honor = 2
				ai_compassion = 1
				ai_energy = -0.25
				ai_boldness = -0.25
			}
		}		
	
		hidden_effect = {
			trigger_event = nht_prowess_offense.0002
		}
	}

	after = {
		hidden_effect = { add_focus_progress = standard_lifestyle_focus_progress }
	}
}

#A practice duel with hidden grudge
nht_prowess_offense.0002 = {
	type = character_event
	title = nht_prowess_offense.0002.t
	desc = nht_prowess_offense.0002.desc
	
	theme = nht_prowess_offense_focus
	
	override_background = {
		reference = courtyard
	}

	left_portrait = {
		character = root
		animation = thinking
	}

	right_portrait = {
		character = scope:duel_opponent
		animation = worry
	}


	option = { #Execute them
		name = nht_prowess_offense.0002.a
		scope:duel_opponent = {
			death = {
				death_reason = death_duel
				killer = root
			}
		}
		add_dread = medium_dread_gain
		stress_impact = {
			forgiving = major_stress_impact_gain
			compassionate = medium_stress_impact_gain
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_vengefulness = 1
				ai_rationality = -0.25
				ai_zeal = 0.25
				ai_energy = 0.25
			}
		}
	}

	option = { #Imprison them
		name = nht_prowess_offense.0002.b
		imprison = {
			target = scope:duel_opponent
			type = dungeon
		}
		add_dread = minor_dread_gain
		stress_impact = {
			forgiving = minor_stress_impact_gain
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_vengefulness = 1
				ai_rationality = -0.25
				ai_zeal = 0.25
				ai_energy = 0.25
			}
		}
	}

	option = { #Release him
		name = nht_prowess_offense.0002.c

		stress_impact = {
			forgiving = major_stress_impact_loss
			compassionate = medium_stress_impact_loss
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_honor = 2
				ai_compassion = 1
				ai_energy = -0.25
				ai_boldness = -0.25
			}
		}
	}
}


#A drunk fool in an inn
nht_prowess_offense.0003 = {
	type = character_event
	title = nht_prowess_offense.0003.t
	desc = nht_prowess_offense.0003.desc
	theme = nht_prowess_offense_focus
	override_background = {
		reference = tavern
	}
	left_portrait = {
		character = scope:nht_drunk_man
		animation = wedding_drunk
	}
	
	trigger = {
		#Only once per character.
		NOT = {
			has_character_flag = had_event_nht_offense_0003
		}
		is_landed = yes
		is_ruler = yes
	}
	
	weight_multiplier = {
		base = 1

		upweight_for_focus_modifier = { FOCUS = nht_prowess_offense_focus }
	}
	
	immediate = {
		add_character_flag = {
			flag = had_event_nht_offense_0003
			years = 5
		}
		add_character_flag = {
			flag = is_in_nht_prowess_offense_event
			days = 30
		}
		hidden_effect = {
			create_character = {
				location = root.capital_province
				save_scope_as = nht_drunk_man
				culture = root.culture
				faith = root.faith
				gender_female_chance = root_soldier_female_chance
				prowess = 15
			}
		}
	}

	option = { #Another fool
		name = nht_prowess_offense.0003.a

		hidden_effect = {
			trigger_event = nht_prowess_offense.0004
		}
	}
	option = { #Teach lesson
		name = nht_prowess_offense.0003.b

		hidden_effect = {
			trigger_event = nht_prowess_offense.0004
		}
	}
}

nht_prowess_offense.0004 = {
	type = character_event
	title = nht_prowess_offense.0004.t
	desc = nht_prowess_offense.0004.desc
	theme = nht_prowess_offense_focus
	override_background = {
		reference = tavern
	}
	left_portrait = {
		character = scope:nht_drunk_man
		animation = wedding_drunk
	}

	option = { #Let this pass
		name = nht_prowess_offense.0004.a
		add_nht_prowess_lifestyle_xp = minor_lifestyle_experience
		stress_impact = {
			compassionate = minor_stress_impact_loss
			forgiving = medium_stress_impact_loss
			vengeful = medium_stress_impact_gain
			wrathful = minor_stress_impact_gain
		}
		ai_chance = {
			base = 60
			ai_value_modifier = {
				ai_rationality = -0.1
				ai_compassion = 1
			}
		}
	}
	
	option = { #Become acquaintance
		name = nht_prowess_offense.0004.b
		add_courtier = scope:nht_drunk_man
		add_nht_prowess_lifestyle_xp = minor_lifestyle_experience
		stress_impact = {
			compassionate = minor_stress_impact_gain
			forgiving = medium_stress_impact_gain
			vengeful = major_stress_impact_gain
		}
		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_greed = 1
				ai_rationality = 0.2
				ai_boldness = 2
			}
		}
	}

	option = { #Locked away
		name = nht_prowess_offense.0004.c
		add_nht_prowess_lifestyle_xp = minor_lifestyle_experience
		imprison = {
			target = scope:nht_drunk_man
			type = dungeon
		}
		stress_impact = {
			compassionate = minor_stress_impact_gain
			forgiving = medium_stress_impact_gain
			vengeful = major_stress_impact_loss
			wrathful = minor_stress_impact_loss
		}
		ai_chance = {
			base = 20
			ai_value_modifier = {
				ai_greed = 1
				ai_compassion = -1
				ai_energy = -0.3
				ai_rationality = 0.2
			}
		}
	}
	
	option = { #Beat him
		name = nht_prowess_offense.0004.d
		add_nht_prowess_lifestyle_xp = minor_lifestyle_experience
		scope:nht_drunk_man ?= { add_trait = wounded_1 }
		stress_impact = {
			compassionate = minor_stress_impact_gain
			forgiving = minor_stress_impact_gain
			sadistic = minor_stress_impact_loss
			vengeful = major_stress_impact_loss
			wrathful = minor_stress_impact_loss
		}
		ai_chance = {
			base = 30
			ai_value_modifier = {
				ai_vengefulness = 1
				ai_compassion = -1
				ai_energy = -0.2
				ai_rationality = 0.2
			}
		}		
	}
}

#Give Advice to Knights
nht_prowess_offense.0005 = {
	type = character_event
	title = nht_prowess_offense.0005.t
	desc = nht_prowess_offense.0005.desc
	
	theme = nht_prowess_offense_focus
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = root
		animation = personality_content
	}
	lower_left_portrait = scope:nht_advice_first_knight
	lower_right_portrait = scope:nht_advice_second_knight
	
	trigger = {
		NOR = { 
			has_character_flag = had_event_nht_prowess_offense_0005 
			has_trait = blind
		
		}
		is_landed = yes
		is_ruler = yes

		any_knight = {
			count > 2
			is_ai = yes
		}
	}

	weight_multiplier = {
		base = 1

		upweight_for_focus_modifier = { FOCUS = nht_prowess_offense_focus }
	}

	immediate = {
		add_character_flag = {
			flag = had_event_nht_prowess_offense_0005
			years = 10
		}
		random_knight = {
			limit = {
				is_available_adult = yes
				is_ai = yes
			}
			weight = {
				base = 1
				modifier = {
					add = 8
					prowess <15
				}
				modifier = {
					add = 20
					prowess <10
				}
			}
			save_scope_as = nht_advice_first_knight
		}
		random_knight = {
			limit = {
				is_available_adult = yes
				is_ai = yes
				this != scope:nht_advice_first_knight
			}
			save_scope_as = nht_advice_second_knight
		}
	}

	option = { #Advice first knight
		name = nht_prowess_offense.0005.a
		add_nht_prowess_lifestyle_xp = medium_lifestyle_experience
		custom_tooltip = nht_prowess_offense.0005.a.tt
		
		scope:nht_advice_first_knight ?= {
			add_opinion = {
				target = root
				modifier = grateful_opinion
				opinion = 10
			}
			random_list = {
				35 = {
					add_character_modifier = {
						modifier = nht_advice_to_knight_modifier
						years = 5
					}
				}
				30 = {
					add_character_modifier = {
						modifier = nht_advice_to_knight_sec_modifier
						years = 5
					}
				}
				20 = {
					add_prowess_skill = 1
				}
				5 = {
					add_prowess_skill = 2
				}
				10 = {

				}				
			}
		}
		
		ai_chance = {
			base = 80
		}
	}

	option = { #Advice second knight
		name = nht_prowess_offense.0005.b
		add_nht_prowess_lifestyle_xp = medium_lifestyle_experience	
		custom_tooltip = nht_prowess_offense.0005.b.tt
		
		scope:nht_advice_second_knight ?= {
			add_opinion = {
				target = root
				modifier = grateful_opinion
				opinion = 10
			}
			random_list = {
				35 = {
					add_character_modifier = {
						modifier = nht_advice_to_knight_modifier
						years = 5
					}
				}
				30 = {
					add_character_modifier = {
						modifier = nht_advice_to_knight_sec_modifier
						years = 5
					}
				}
				20 = {
					add_prowess_skill = 1
				}
				5 = {
					add_prowess_skill = 2
				}
				10 = {

				}				
			}
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_rationality = 1
				ai_energy = 0.25
			}
		}
	}
}

#Knights argues about swords
nht_prowess_offense.0006 = {
	type = character_event
	title = nht_prowess_offense.0006.t
	desc = nht_prowess_offense.0006.desc
	
	theme = nht_prowess_offense_focus
	override_background = {
		reference = throne_room
	}
	left_portrait = {
		character = root
		animation = personality_rational
	}
	
	right_portrait = {
		character = scope:nht_first_knight
		animation = anger
	}
	lower_left_portrait = scope:nht_second_knight
	lower_right_portrait = scope:nht_third_knight

	trigger = {
		NOT = { has_character_flag = had_event_nht_prowess_offense_0006 }
		is_landed = yes
		is_ruler = yes

		any_knight = {
			count > 3
			is_available_adult = yes
		}
	}

	weight_multiplier = {
		base = 1

		upweight_for_focus_modifier = { FOCUS = nht_prowess_offense_focus }
	}

	immediate = {
		add_character_flag = {
			flag = had_event_nht_prowess_offense_0006
			years = 5
		}
		random_knight = {
			limit = {
				is_available_adult = yes
			}
			save_scope_as = nht_first_knight
		}
		random_knight = {
			limit = {
				is_available_adult = yes
				NOT = { 
					this = scope:nht_first_knight					
				}
			}
			save_scope_as = nht_second_knight
		}
		random_knight = {
			limit = {
				is_available_adult = yes
				NOR = { 
					this = scope:nht_first_knight					
					this = scope:nht_second_knight			
				}
			}
			save_scope_as = nht_third_knight
		}
	}

	option = { # first knight
		name = nht_prowess_offense.0006.a
		add_nht_prowess_lifestyle_xp = medium_lifestyle_experience
		stress_impact = {
			shy = minor_stress_impact_gain
		}
		scope:nht_first_knight ?= {
			add_opinion = {
				target = root
				modifier = grateful_opinion
				opinion = 10
			}
		}
		scope:nht_second_knight ?= {
			add_opinion = {
				target = root
				modifier = grateful_opinion
				opinion = -10
			}
		}			
		scope:nht_third_knight ?= {
			add_opinion = {
				target = root
				modifier = grateful_opinion
				opinion = -10
			}
		}
		
		ai_chance = {
			base = 80
			ai_value_modifier = {
				ai_rationality = 0.25
				ai_zeal = 0.25
			}
			opinion_modifier = {
				opinion_target = scope:nht_first_knight
			}
		}
	}

	option = { # second knight
		name = nht_prowess_offense.0006.b
		add_nht_prowess_lifestyle_xp = medium_lifestyle_experience
		stress_impact = {
			shy = minor_stress_impact_gain
		}
		scope:nht_second_knight ?= {
			add_opinion = {
				target = root
				modifier = grateful_opinion
				opinion = 10
			}
		}
		scope:nht_first_knight ?= {
			add_opinion = {
				target = root
				modifier = grateful_opinion
				opinion = -10
			}
		}
		scope:nht_third_knight ?= {
			add_opinion = {
				target = root
				modifier = grateful_opinion
				opinion = -10
			}
		}
		ai_chance = {
			base = 80
			
			opinion_modifier = {
				opinion_target = scope:nht_second_knight
			}
			
			ai_value_modifier = {
				ai_rationality = 0.25
				ai_zeal = 0.25
				ai_energy = 0.25
			}
		}
	}

	option = { # third knight
		name = nht_prowess_offense.0006.c
		add_nht_prowess_lifestyle_xp = medium_lifestyle_experience
		stress_impact = {
			shy = minor_stress_impact_gain
		}
		scope:nht_third_knight ?= {
			add_opinion = {
				target = root
				modifier = pleased_opinion
				opinion = 10
			}
		}
		scope:nht_first_knight ?= {
			add_opinion = {
				target = root
				modifier = disappointed_opinion
				opinion = -10
			}
		}	
		scope:nht_second_knight ?= {
			add_opinion = {
				target = root
				modifier = disappointed_opinion
				opinion = -10
			}
		}
		
		ai_chance = {
			base = 80
			ai_value_modifier = {
				ai_rationality = 0.25
				ai_zeal = 0.25
			}
			opinion_modifier = {
				opinion_target = scope:nht_third_knight
			}
		}
	}
	option = { #Don't involve yourself
		name = nht_prowess_offense.0006.d
		add_nht_prowess_lifestyle_xp = minor_lifestyle_experience
		stress_impact = {
			base = minor_stress_gain
			brave = minor_stress_impact_gain
			gregarious = medium_stress_impact_gain
			shy = medium_stress_impact_loss
		}		
		ai_chance = {
			base = 30
			ai_value_modifier = {
				ai_honor = -0.5
				ai_boldness = -0.5
			}
		}
	}
	option = { #You are above that
		name = nht_prowess_offense.0006.e
		scope:nht_third_knight ?= {
			add_opinion = {
				target = root
				modifier = insult_opinion
				opinion = -10
			}
		}
		scope:nht_first_knight ?= {
			add_opinion = {
				target = root
				modifier = insult_opinion
				opinion = -10
			}
		}	
		scope:nht_second_knight ?= {
			add_opinion = {
				target = root
				modifier = insult_opinion
				opinion = -10
			}
		}		
		stress_impact = {
			gregarious = medium_stress_impact_gain
			shy = minor_stress_impact_gain			
			ambitious = minor_stress_impact_loss 
		}		
		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_rationality = 0.5
				ai_boldness = 0.5
			}			
			modifier = {
				factor = 3
				has_trait = arbitrary
			}
			modifier = {
				factor = 0.5
				has_trait = patient
			}
		}
	}
}

#Train Knights or Army?
nht_prowess_offense.0007 = {
	type = character_event
	title = nht_prowess_offense.0007.t
	desc = nht_prowess_offense.0007.desc
	
	theme = nht_prowess_offense_focus
	override_background = { reference = courtyard }
	left_portrait = {
		character = root
		animation = personality_rational
	}
	
	trigger = {
		NOT = { has_character_flag = had_event_nht_prowess_offense_0007 }
		is_landed = yes
		is_ruler = yes
	}

	weight_multiplier = {
		base = 1

		upweight_for_focus_modifier = { FOCUS = nht_prowess_offense_focus }
	}

	immediate = {
		add_character_flag = {
			flag = had_event_nht_prowess_offense_0007
			years = 5
		}
	}

	option = { #Improve Knights
		name = nht_prowess_offense.0007.a
		add_nht_prowess_lifestyle_xp = medium_lifestyle_experience
		add_character_modifier = {
			modifier = nht_improve_knights_advice_modifier
			years = 5
		}		
		ai_chance = {
			base = 80
		}
	}

	option = { #Imrpove Army
		name = nht_prowess_offense.0007.b	
		add_nht_prowess_lifestyle_xp = medium_lifestyle_experience
		add_character_modifier = {
			modifier = nht_improve_armies_advice_modifier
			years = 5
		}
		ai_chance = {
			base = 80
			ai_value_modifier = {
				ai_rationality = 1
				ai_energy = 0.25
			}
		}
	}
	
	option = { #Do both
		name = nht_prowess_offense.0007.c
		add_nht_prowess_lifestyle_xp = medium_lifestyle_experience
		trigger = {
			OR = {
				has_trait = organizer
				has_trait = logistician
				has_trait = flexible_leader
			}	
		}
		stress_impact = {
			lazy = medium_stress_impact_gain
		}	
		add_character_modifier = {
			modifier = nht_improve_both_advice_modifier
			years = 5
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_rationality = 2
				ai_energy = 1
			}
		}
	}

	option = { #Don't do anything
		name = nht_prowess_offense.0007.d
		stress_impact = {
			base = minor_stress_loss
			lazy = medium_stress_impact_loss
			diligent = major_stress_impact_gain
		}
		ai_chance = {
			base = 0
			ai_value_modifier = {
				ai_rationality = 1
				ai_energy = 0.25
			}
		}
	}
}

############################
# OFFENSE: UNCOMMON EVENTS #
############################

#Rival Dispute 
nht_prowess_offense.1001 = {
	type = character_event
	title = nht_prowess_offense.1001.t
	
	desc = {
		desc = nht_prowess_offense.1001.intro
		first_valid = {
			triggered_desc = {
				trigger = { has_character_flag = nht_is_rival_vassal }
				desc = nht_prowess_offense.1001.intro_first
			}
			triggered_desc = {
				trigger = { NOT = { has_character_flag = nht_is_rival_vassal } }
				desc = nht_prowess_offense.1001.intro_sec
			}
		}
		desc = nht_prowess_offense.1001.desc
		
		first_valid = {
			triggered_desc = {
				trigger = { has_character_flag = nht_is_rival_vassal }
				desc = nht_prowess_offense.1001.desc_alt_first
			}
			triggered_desc = {
				trigger = { NOT = { has_character_flag = nht_is_rival_vassal } }
				desc = nht_prowess_offense.1001.desc_alt_sec
			}

		}
	}	

	
	theme = nht_prowess_offense_focus
	override_background = {
		reference = sitting_room
	}
	left_portrait = {
		character = root
		animation = personality_vengeful
	}

	trigger = {
		NOR = { 
			has_character_flag = had_event_nht_prowess_offense_1001 
			has_character_flag = nht_is_rival_vassal
		}
		is_landed = yes
		is_ruler = yes
		OR = { 
			liege = {nht_prowess_offense_1001_vassal_trigger = yes }
			any_knight = { nht_prowess_offense_1001_knight_trigger = yes }
		}	
	}

	weight_multiplier = {
		base = 1

		upweight_for_focus_modifier = { FOCUS = nht_prowess_offense_focus }
	}

	immediate = {
		add_character_flag = {
			flag = had_event_nht_prowess_offense_1001
			years = 10
		}
		add_character_flag = {
			flag = is_in_nht_prowess_offense_event
			days = 30
		}
		if = {
			limit = {
				liege = { nht_prowess_offense_1001_liege_trigger = yes }
			}	
			liege = {
				random_vassal = {
					limit = {
						nht_prowess_offense_1001_vassal_trigger = yes
					}
					weight = {
						base = 1
						modifier = {
							add = 3
							OR = {
								has_relation_potential_rival = root
								has_relation_rival = root
							}
						}
					}
					save_scope_as = nht_rival_character
				}
				add_character_flag = {
					flag = nht_is_rival_vassal
					days = 20
				}
			}			
		}	
		else = {
			random_knight = {
				limit = {
					nht_prowess_offense_1001_knight_trigger = yes
				}
				weight = {
					base = 1
					modifier = {
						add = 3
						OR = {
							has_relation_potential_rival = root
							has_relation_rival = root
						}
					}
				}
				save_scope_as = nht_rival_character
			}	
		}
	}

	option = { # Accept Challenge
		name = nht_prowess_offense.1001.a
		custom_tooltip = nht_prowess_offense.1001.a.tt
		hidden_effect = {
			trigger_event = nht_prowess_offense.1002
		}
		stress_impact = {	
			craven = medium_stress_impact_gain
		}
		ai_chance = {
			base = 80
			opinion_modifier = {
				opinion_target = scope:nht_rival_character
			}			
			ai_value_modifier = {
				ai_honor = 1
				ai_zeal = 1
				ai_vengefulness = 1
				ai_boldness = 0.5
			}
		}
	}

	option = { # Decline challenge like a coward
		name = nht_prowess_offense.1001.b

		add_prestige = minor_prestige_loss	
		if = {
			limit = {
				any_relation = {
					type = rival
					this = root
				}
			}
			every_relation = {
				type = rival
				limit = {
					has_relation_rival = root
				}
				add_opinion = {
					target = scope:nht_rival_character
					modifier = nht_has_humiliated_rival_opinion
					opinion = 15
				}				
			}
		}
		stress_impact = {
			vengeful = minor_stress_impact_gain			
			craven = minor_stress_impact_loss
			forgiving = minor_stress_impact_loss
		}
	
		ai_chance = {
			base = 20
			ai_value_modifier = {
				ai_zeal = -0.25
				ai_energy = -0.25
			}
		}
	}
}

nht_prowess_offense.1002 = {
	type = character_event
	title = nht_prowess_offense.1002.t
	
	desc = nht_prowess_offense.1002.desc	

	
	theme = nht_prowess_offense_focus

	override_background = {
		reference = courtyard
	}
	
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = { has_trait = craven }
			animation = worry
		}
		triggered_animation = {
			trigger = { NOT = { has_trait = craven } }
			animation = personality_bold
		}
	}
	
	right_portrait = {
		character = scope:nht_rival_character
		animation = rage
	}	


	option = { # Insult him
		name = nht_prowess_offense.1002.a
		hidden_effect = {
			trigger_event = nht_prowess_offense.1003
		}
		ai_chance = {
			base = 80

		}
	}

	option = { # This feud ends now!
		name = nht_prowess_offense.1002.b
		hidden_effect = {
			trigger_event = nht_prowess_offense.1003
		}
		ai_chance = {
			base = 20
		
		}
	}
}

nht_prowess_offense.1003 = {
	type = character_event
	title = {
		first_valid = {
			triggered_desc = {
				trigger = { has_variable = nht_win_duel_1 }
				desc = nht_prowess_offense.1003.t.win
			}
			triggered_desc = {
				trigger = { has_variable = nht_loose_duel_1 }
				desc = nht_prowess_offense.1003.t.loose
			}
		}
	}	
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { has_variable = nht_win_duel_1 }
				desc = nht_prowess_offense.1003.desc.win
			}
			triggered_desc = {
				trigger = { has_variable = nht_loose_duel_1 }
				desc = nht_prowess_offense.1003.desc.loose
			}
		}
	}
	theme = nht_prowess_offense_focus
	override_background = {
		reference = courtyard
	}

	left_portrait = {
		character = root
		triggered_animation = {
			trigger = { has_variable = nht_win_duel_1 }
			scripted_animation = duel_celebrate
		}
		triggered_animation = {
			trigger = { has_variable = nht_loose_duel_1 }
			animation = fear
		}
	}	
	right_portrait = {
		character = scope:nht_rival_character
		triggered_animation = {
			trigger = { root = { has_variable = nht_win_duel_1 } }
			animation = pain
		}
		triggered_animation = {
			trigger = { root = { has_variable = nht_loose_duel_1 } }
			scripted_animation = duel_celebrate
		}
	}	
	
	immediate = {
		random_list = {
			50 = { 
				modifier = {
					prowess_diff = {
						target = scope:nht_rival_character
						value <= -20
					}				
					add = -30
				}
				modifier = {
					prowess_diff = {
						target = scope:nht_rival_character
						value <= -15
					}				
					add = -20
				}
				modifier = {
					prowess_diff = {
						target = scope:nht_rival_character
						value <= -8
					}				
					add = -10
				}
				modifier = {
					prowess_diff = {
						target = scope:nht_rival_character
						value <= -4
					}				
					add = -5
				}
				modifier = {
					prowess_diff = {
						target = scope:nht_rival_character
						value <= 0
					}				
					add = -10
				}
				modifier = {
					prowess_diff = {
						target = scope:nht_rival_character
						value <= 4
					}				
					add = 20
				}

				set_variable = {
					name = nht_win_duel_1
				}  
			}
			50 = { 	
				modifier = {
					prowess < scope:nht_rival_character.prowess				
					add = 10
				}
				
				set_variable = {
					name = nht_loose_duel_1
				}
			}
		}
	}

	option = { # Victory is sweet
		name = nht_prowess_offense.1003.a
		trigger = { has_variable = nht_win_duel_1 }
		
		add_nht_prowess_lifestyle_xp = medium_lifestyle_xp
		add_prestige = medium_prestige_gain
		scope:nht_rival_character = {
			add_opinion = {
				modifier = humiliated_opinion
				target = root
				opinion = -15
			}
		}
		stress_impact = {
			arrogant = medium_stress_impact_loss
		}
		ai_chance = {
			base = 80	
			ai_value_modifier = {
				ai_rationality = 0.25
				ai_zeal = 0.25
			}
		}
	}

	option = { # I have proven I'm the better person
		name = nht_prowess_offense.1003.b
		trigger = { has_variable = nht_win_duel_1  }
		
		add_nht_prowess_lifestyle_xp = medium_lifestyle_xp
		add_prestige = medium_prestige_gain		
		scope:nht_rival_character = {
			add_opinion = {
				modifier = humiliated_opinion
				target = root
				opinion = -15
			}
		}
		stress_impact = {
			arrogant = medium_stress_impact_loss
		}
		ai_chance = {
			base = 20	
		}
	}

	option = { # This rivalry should end.
		name = nht_prowess_offense.1003.c	
		trigger = {
			has_relation_rival = scope:nht_rival_character
			has_variable = nht_win_duel_1
		}	
		
		remove_relation_rival = scope:nht_rival_character
		add_nht_prowess_lifestyle_xp = medium_lifestyle_xp
		add_prestige = medium_prestige_gain
		stress_impact = {
			vengeful = medium_stress_impact_gain
			forgiving = medium_stress_impact_loss
		}
		ai_chance = {
			base = 20	
		}
	}
	
	option = { # I will accept defeat with grace.
		name = nht_prowess_offense.1003.d
		trigger = { has_variable = nht_loose_duel_1 }
		add_nht_prowess_lifestyle_xp = minor_lifestyle_xp
		stress_impact = {
			arrogant = medium_stress_impact_gain
		}
		ai_chance = {
			base = 20	
		}
	}

	option = { # This is not the end...
		name = nht_prowess_offense.1003.e
		trigger = { has_variable = nht_loose_duel_1 }
	
		add_nht_prowess_lifestyle_xp = minor_lifestyle_xp
		add_opinion = {
			modifier = humiliated_opinion
			target = scope:nht_rival_character
			opinion = -15
		}
		stress_impact = {
			arrogant = minor_stress_impact_loss
			forgiving = minor_stress_impact_gain
		}
		ai_chance = {
			base = 20	
		}
	}
	after = {
		if = {
			limit = { has_variable = nht_win_duel_1 }
			remove_variable = nht_win_duel_1
		}
		else_if = {
			limit = { has_variable = nht_loose_duel_1 }
			remove_variable = nht_loose_duel_1
		}
	}	
}

nht_prowess_offense.0008 = {
	type = character_event
	title = nht_prowess_offense.0008.t	
	desc = nht_prowess_offense.0008.desc	
	theme = nht_prowess_offense_focus
	override_background = { reference = study }
	
	left_portrait = {
		character = root
		animation = personality_rational
	}
	
	trigger = {
		NOT = { 
			has_character_flag = had_event_nht_offense_0008
		}
		is_landed = yes
		is_ruler = yes
		exists = root.capital_province
		any_held_title = {
			tier = tier_county
			this != root.capital_county
		}
	}
	
	weight_multiplier = {
		base = 1
		upweight_for_focus_modifier = { FOCUS = nht_prowess_offense_focus }
	}	

	immediate = {
		add_character_flag = {
			flag = had_event_nht_offense_0008
			years = 5
		}
		random_held_county = {
			limit = {
				this != root.capital_county
			}
			save_scope_as = nht_selected_county
		}
	}
		
	option = { #
		name = nht_prowess_offense.0008.a
		add_nht_prowess_lifestyle_xp = medium_lifestyle_xp
		add_prestige = medium_prestige_gain
		add_character_modifier = {
			modifier = nht_protecting_counties_modifier
			years = 3
		}
		every_held_county = {
			limit = { NOT = { county = root.capital_county } }
			add_county_modifier = {
				modifier = nht_appeased_counties_modifier
				days = 3650
			}
		}
		stress_impact = {
			diligent = minor_stress_impact_loss
			just = minor_stress_impact_loss
			wrathful = medium_stress_impact_loss
		}
		ai_chance = {
			base = 60
			modifier = {
				add = 20
				martial <= decent_skill_rating
			}
			modifier = {
				add = 80
				martial <= mediocre_skill_rating
			}
			modifier = {
				add = -200
				is_at_war = yes
			}
			ai_value_modifier = {
				ai_compassion = 0.75
				ai_honor = 0.25
			}			
		}
	}

	option = { #
		name = nht_prowess_offense.0008.b
		add_nht_prowess_lifestyle_xp = minor_lifestyle_xp	
		custom_tooltip = nht_one_county_attacked_0008_modifier_tooltip		
		custom_tooltip = nht_every_county_0008_loose_modifier_tooltip
		hidden_effect = {
			set_variable = {
				name = nht_event_0008_failure
				days = 30
			}
			set_variable = {
				name = nht_event_0008_great_failure
				days = 30
			}
			trigger_event = {
				id = nht_prowess_offense.0009
				days = { 10 20 }
			}
		}
		stress_impact = {
			just = minor_stress_impact_gain
			compassionate = minor_stress_impact_gain
			wrathful = medium_stress_impact_gain
			callous = minor_stress_impact_loss					
		}
		ai_chance = {
			base = 20
			modifier = {
				add = 50
				is_at_war = yes
			}
			ai_value_modifier = {
				ai_compassion = -0.5
				ai_honor = -0.25
			}			
		}
	}

	option = { #
		name = nht_prowess_offense.0008.c
		add_nht_prowess_lifestyle_xp = medium_lifestyle_xp
		duel = {
			skill = martial
			value = high_skill_rating
			# Success.
			50 = {
				desc = nht_prowess_offense.0008.c.tt.success
				custom_tooltip = nht_every_county_0008_gain_modifier_tooltip				
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				modifier = {
					add = 10
					root = { has_trait = strategist }
				}
			
				send_interface_toast = {
					left_icon = root
					title = nht.0008.counties_protected.win.tt				
					add_prestige = medium_prestige_gain
					stress_impact = {
						wrathful = minor_stress_impact_loss					
					}
					scope:nht_selected_county = {
						add_county_modifier = {
							modifier = nht_protected_county_modifier
							years = 5
						}
					}
					every_held_county = {
						limit = { NOT = { county = root.capital_county } }
						add_county_modifier = {
							modifier = nht_appeased_counties_modifier
							days = 3650
						}
					}					
				}
			}
			# Failure.
			40 = {
				desc = nht_prowess_offense.0008.c.tt.failure
				custom_tooltip = nht_one_county_attacked_0008_modifier_tooltip				
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				modifier = {
					add = 10
					OR = {
						has_trait = intellect_bad_1
						has_trait = intellect_bad_2
					}
				}
				modifier = {
					add = 15
					OR = {
						has_trait = intellect_bad_3
						has_trait = dull
					}
				}
				set_variable = {
					name = nht_event_0008_failure
					days = 30
				}
				trigger_event = {
					id = nht_prowess_offense.0009
					days = { 10 20 }
				}				
			}
			10 = {
				desc = nht_prowess_offense.0008.c.tt.great_failure
				custom_tooltip = nht_one_county_attacked_0008_modifier_tooltip
				custom_tooltip = nht_every_county_0008_loose_modifier_tooltip			
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				modifier = {
					add = 15
					OR = {
						has_trait = intellect_bad_1
						has_trait = intellect_bad_2
					}
				}
				modifier = {
					add = 25
					OR = {
						has_trait = intellect_bad_3
						has_trait = dull
					}
				}				
				set_variable = {
					name = nht_event_0008_failure
					days = 30
				}
				set_variable = {
					name = nht_event_0008_great_failure
					days = 30
				}
				trigger_event = {
					id = nht_prowess_offense.0009
					days = { 10 20 }
				}
			}
		}
		stress_impact = {
			diligent = minor_stress_impact_loss
		}
		ai_chance = {
			base = 100
			modifier = {
				add = -50
				martial <= decent_skill_rating
			}
			modifier = {
				add = -80
				martial <= mediocre_skill_rating
			}
			modifier = {
				add = 50
				is_at_war = yes
			}
			ai_value_modifier = {
				ai_boldness = 0.2
				ai_energy = 0.2
			}			
		}
	}

	option = { #
		trigger = { 
			OR = {
				has_trait = intellect_good_1
				has_trait = intellect_good_2
				has_trait = intellect_good_3
			}
		}	
		name = nht_prowess_offense.0008.d	
		duel = {
			skill = martial
			value = high_skill_rating
			# Success.
			70 = {
				desc = nht_prowess_offense.0008.d.tt.sucess
				custom_tooltip = nht_every_county_0008_gain_modifier_tooltip			
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				send_interface_toast = {
					left_icon = root
					title = nht.0008.counties_protected.win.tt				
					add_prestige = medium_prestige_gain
					stress_impact = {
						wrathful = minor_stress_impact_loss					
					}
					scope:nht_selected_county = {
						add_county_modifier = {
							modifier = nht_protected_county_modifier
							years = 5
						}
					}
					every_held_county = {
						limit = { NOT = { county = root.capital_county } }
						add_county_modifier = {
							modifier = nht_appeased_counties_modifier
							days = 3650
						}
					}					
				}
			}
			# Failure.
			30 = {
				desc = nht_prowess_offense.0008.d.tt.failure			
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				modifier = {
					add = 5
					has_trait = lazy
				}
				set_variable = {
					name = nht_event_0008_failure
					days = 30
				}
				trigger_event = {
					id = nht_prowess_offense.0009
					days = { 10 20 }
				}				
			}
		}	
		stress_impact = {
			diligent = minor_stress_impact_loss
		}
		ai_chance = {
			base = 150
			
			modifier = {
				add = 50
				is_at_war = yes
			}
			ai_value_modifier = {
				ai_boldness = 0.5
			}
		}
	}
}


nht_prowess_offense.0009 = {
	type = character_event
	title = nht_prowess_offense.0009.t
	desc = nht_prowess_offense.0009.desc		
	theme = nht_prowess_offense_focus
	override_background = { reference = throne_room }
	
	left_portrait = {
		character = root
		animation = sadness
	}

	immediate = {
		if = {
			limit = { has_variable = nht_event_0008_failure }
			scope:nht_selected_county = {
				add_county_modifier = {
					modifier = nht_ravaged_bandits_modifier
					days = 3650
				}
			}
		}
		if = {
			limit = { has_variable = nht_event_0008_great_failure }
			every_held_county = {
				limit = { NOT = { county = root.capital_county } }
				add_county_modifier = {
					modifier = nht_angry_counties_modifier
					days = 3650
				}
			}
		}
	}
	option = { # 	
		name = nht_prowess_offense.0009.a
	
		ai_chance = {
			base = 100
		}
	}
}

nht_prowess_offense.0010 = {
	type = character_event
	title = nht_prowess_offense.0010.t	
	desc = nht_prowess_offense.0010.desc	
	theme = nht_prowess_offense_focus
	override_background = { reference = armory }
	
	left_portrait = {
		character = root
		animation = personality_content
	}
	
	trigger = {
		NOT = { 
			has_character_flag = had_event_nht_offense_0010
		}
		is_landed = yes
		is_ruler = yes
		exists = root.capital_province
	}
	
	weight_multiplier = {
		base = 1
		upweight_for_focus_modifier = { FOCUS = nht_prowess_offense_focus }
	}	

	immediate = {
		add_character_flag = {
			flag = had_event_nht_offense_0010
			years = 5
		}
	}
	option = { # 	
		name = nht_prowess_offense.0010.a
		trigger = {
			OR = {
				is_ai = no
				short_term_gold >= major_gold_value_check
			}
		}
		remove_short_term_gold = major_gold_value
		add_nht_prowess_lifestyle_xp = medium_lifestyle_xp
		add_character_modifier = {
			modifier = nht_brand_new_equipments_modifier
			years = 10
		}		
		ai_chance = {
			base = 50
			modifier = {
				add = 20
				has_trait = generous
			}
		}
	}

	option = { # 	
		name = nht_prowess_offense.0010.b
		remove_short_term_gold = medium_gold_value
		add_nht_prowess_lifestyle_xp = minor_lifestyle_xp	
		ai_chance = {
			base = 50
			modifier = {
				add = 20
				has_trait = generous
			}
		}
	}

	option = { # 	
		name = nht_prowess_offense.0010.c
		add_character_modifier = {
			modifier = nht_worn_out_equipments_modifier
			years = 5
		}	
		ai_chance = {
			base = 20
		}
	}
	
	option = { # 	
		name = nht_prowess_offense.0010.d
		duel = {
			skill = stewardship
			value = decent_skill_rating

			# Win
			10 = {
				desc = nht_prowess_offense.0010.c.win
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				modifier = {
					add = 10
					stewardship >= very_high_skill_rating			
				}
				send_interface_toast = {
					title = nht_prowess_offense.0010.c.win.title
					left_icon = root
					add_nht_prowess_lifestyle_xp = major_lifestyle_xp
					add_character_modifier = {
						modifier = nht_brand_new_equipments_modifier
						years = 20
					}
				}
			}
			40 = {
				desc = nht_prowess_offense.0010.c.win
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				send_interface_toast = {
					title = nht_prowess_offense.0010.c.win.title
					left_icon = root
					add_nht_prowess_lifestyle_xp = medium_lifestyle_xp
				}
			}
			# Lose
			50 = {
				desc = nht_prowess_offense.0010.c.lose
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				send_interface_toast = {
					title = nht_prowess_offense.0010.c.lose.title
					left_icon = root
				}
				add_character_modifier = {
					modifier = nht_worn_out_equipments_modifier
					years = 3
				}
			}
		}	
		ai_chance = {
			base = 80
			modifier = {
				add = 10
				stewardship >= high_skill_rating			
			}
			modifier = {
				add = 40
				stewardship >= very_high_skill_rating			
			}
			ai_value_modifier = {
				ai_boldness = 1
			}
		}
	}
	
	option = { # 	
		name = nht_prowess_offense.0010.e
		trigger = {
			OR = {
				has_trait = strategist 
				has_trait = nht_commander
				has_trait_rank = {
					trait = education_martial
					rank >= 2
				}
			}
		}
		add_prestige = medium_prestige_gain	
		add_nht_prowess_lifestyle_xp = medium_lifestyle_xp	
		
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_boldness = 0.5
			}
		}
	}
}