﻿namespace = betterbattles

#############################
#\/# Siege Trigger Event #\/#
##       DO NOT TOUCH      ##
#############################

betterbattles.0001 = {
	type = character_event

	hidden = yes

	trigger = {
		root = { is_ai = no } # Only triggers for the player
	}

	immediate = {

		root = {
			save_scope_as = player_commander
		}
		scope:barony = {
			save_scope_as = bad_barony
		}
		scope:barony.holder = {
			save_scope_as = bad_barony_holder
		}

		# Add if clause here that checks for the unit modifier before performing the following code
		scope:player_commander = {
			# First checks if the besieged holding is the location of the holding's ruler
			if = {
				limit = {
					AND = {
					# If all are true, return true
						is_ai = no
						is_commanding_army = yes
						# Siege occupier is commanding an army
						root.commanding_army.location.barony = scope:bad_barony
						# The occupier's army is in the same barony as the newly occupied barony
						scope:bad_barony_holder.location = root.location
					}
				} # If so, picks a random event interacting with the barony holder
				random_list = {
					950 = { #Should be 1000
						# Nothing happens
					}
					50 = { #Should be 50
						trigger_event = { # Capture ruler of holding
							id = betterbattles.0002
						}
					}
					# Add more here when you return to VIP siege events dev
				}
			}
			# Otherwise, fires one of the following siege events
			else = {
				if = {
					limit = {
						# Player character is the besieger
						is_ai = no
						is_commanding_army = yes
						root.commanding_army.location.barony = scope:bad_barony
					}
					random_list = {
						1500 = { # Should be 1500
							# Nothing happens
						}
						100 = { # All event chances should be 100
							trigger_event = {
								id = betterbattles.0003 # Observing a siege
							} 
						}
						100 = { # All event chances should be 100
							trigger_event = {
								id = betterbattles.0004 # Wounded but learned
							}
						}
						100 = { # All event chances should be 100
							trigger_event = {
								id = betterbattles.0005 # A scuffle between prisoners
							}
						}
					}
				}
			}
		}
	}

} # Siege trigger event 

######################
#\/# Siege Events #\/#
######################

##########################
#\/# VIP Siege Events #\/#
##########################

betterbattles.0002 = {
	type = character_event
	title = betterbattles.0002.t
	desc = betterbattles.0002.desc

	theme = war
	left_portrait = {
		character = scope:player_commander
		animation = personality_honorable	
	}
	right_portrait = {
		character = scope:bad_barony_holder
		triggered_animation = {
			trigger = { root = { has_trait = wrathful } }
			animation = fear
		}
		triggered_animation = {
			trigger = { root = { NOT = { has_trait = wrathful } } }
			animation = beg
		}
	}

	option = {
		name = betterbattles.0002.a
		stress_impact = {
			wrathful = miniscule_stress_impact_gain
		}
		custom_tooltip = betterbattles.0002.a.tt
		add_prestige = 50
	}

	option = {
		name = betterbattles.0002.b
		stress_impact = {
			wrathful = miniscule_stress_impact_loss
			compassionate = miniscule_stress_impact_gain
			stubborn = miniscule_stress_impact_gain
		}
		custom_tooltip = betterbattles.0002.b.tt
		# trait = wrathful
		trigger = {
			has_trait = wrathful
		}
		add_dread = 15
		scope:barony.holder = {
			add_trait = wounded_1
			add_opinion = {
				modifier = angry_opinion
				target = root
				opinion = -50
			}
		}
		scope:barony = { change_development_progress = -10 }
		add_prestige = -50
	}

	option = {
		name = betterbattles.0002.c
		stress_impact = {
			ambitious = miniscule_stress_impact_loss
			diligent = miniscule_stress_impact_loss
		}
		custom_tooltip = betterbattles.0002.c.tt 
		trigger = {
			OR = {
				has_trait = education_martial_1
				has_trait = education_martial_2
				has_trait = education_martial_3
				has_trait = education_martial_4
			}
		}
		if = {
			limit = { NOT = { has_trait = military_engineer } }
			random_list = {
				90 = {
					send_interface_toast = {
						title = betterbattles.0002.toastA
						left_icon = scope:player_commander
						#
						add_martial_lifestyle_xp = 100
					}
				}
				10 = {
					send_interface_toast = {
						title = betterbattles.0002.toastB
						left_icon = scope:player_commander
						#
						add_martial_lifestyle_xp = 100
						add_trait = military_engineer
					}
				}
			}
		}
		if = {
			limit = { has_trait = military_engineer }
			send_interface_toast = {
				title = betterbattles.0002.toastA
				left_icon = scope:player_commander
				#
				add_martial_lifestyle_xp = 150
			}
		}
	}

	after = {
		if = {
			limit = {
				scope:barony.holder = {
					is_imprisoned = no
				}
			}
			rightfully_imprison_character_effect = {
				TARGET = scope:barony.holder
				IMPRISONER = root
			}
		}
	}
} # Personally commanded a successful siege against the holding's holder as the defender

##############################
#\/# Generic Siege Events #\/#
##############################

betterbattles.0003 = {
	type = character_event
	title = betterbattles.0003.t
	desc = betterbattles.0003.desc

	trigger = {
		NOT = {
			OR = {
				has_character_modifier = learned_from_siege
				has_character_modifier = castle_holdings_cutbacks
				has_character_modifier = prayed_for_protection
			}
		}
	}

	theme = war
	left_portrait = {
		character = scope:player_commander
		animation = personality_cynical
	}

	option = {
		name = betterbattles.0003.a
		custom_tooltip = betterbattles.0003.tta
		stress_impact = {
			greedy = minor_stress_impact_gain
			lazy = miniscule_stress_impact_gain
			content = miniscule_stress_impact_gain
			paranoid = miniscule_stress_impact_loss
			diligent = minor_stress_impact_loss
			craven = miniscule_stress_impact_loss
		}
		send_interface_toast = {
			title = betterbattles.0003.toasta
			left_icon = scope:player_commander
			#
			remove_long_term_gold = medium_gold_value
			add_character_modifier = {
				modifier = learned_from_siege
				years = 10
			}
		}
	}

	option = {
		name = betterbattles.0003.b
		custom_tooltip = betterbattles.0003.ttb
		stress_impact = {
			greedy = minor_stress_impact_loss
			lazy = miniscule_stress_impact_loss
			content = miniscule_stress_impact_loss
			paranoid = miniscule_stress_impact_gain
			diligent = minor_stress_impact_gain
		}
		send_interface_toast = {
			title = betterbattles.0003.toastb
			left_icon = scope:player_commander
			#
			add_character_modifier = {
				modifier = castle_holdings_cutbacks
				years = 10
			}
		}
	}

	option = {
		name = betterbattles.0003.c
		custom_tooltip = betterbattles.0003.ttc
		stress_impact = {
			zealous = minor_stress_impact_loss
			humble = miniscule_stress_impact_loss
			trusting = miniscule_stress_impact_loss
			paranoid = miniscule_stress_impact_gain
			cynical = major_stress_impact_gain
		}
		send_interface_toast = {
			title = betterbattles.0003.toastc
			left_icon = scope:player_commander
			#
			add_piety = medium_piety_value
			add_character_modifier = {
				modifier = prayed_for_protection
				years = 10
			}
		} 
	}
} # Observed a siege

betterbattles.0004 = {
	type = character_event
	title = betterbattles.0004.t
	desc = betterbattles.0004.desc

	trigger = {
		NOT = {
			OR = {
				has_trait = wounded_1
				has_trait = wounded_2
				has_trait = wounded_3
			}
		}
	}

	theme = war
	left_portrait = {
		character = scope:player_commander
		animation = pain
	}

	immediate = {
		add_trait = wounded_1
		trigger_event = {
			id = betterbattles.999
			days =1
		}
		stress_impact = {
			vengeful = major_stress_impact_loss
		}
	}

	option = {
		name = betterbattles.0004.a
		custom_tooltip = betterbattles.0004.tta
		stress_impact = {
			wrathful = minor_stress_impact_gain
			craven = miniscule_stress_impact_gain
			callous = miniscule_stress_impact_loss
			flagellant = major_stress_impact_loss
		}
		send_interface_toast = {
			title = betterbattles.0004.toasta
			left_icon = scope:player_commander
			#
			if = {
				limit = {
					NOT = { has_trait = military_engineer }
				}
				random_list = {
					90 = {
						add_martial_lifestyle_xp = 100
					}
					5 = {
						add_trait = military_engineer
					}
					5 = {
						add_martial_skill = 1 
					}
				}
			}
			else = {
				add_martial_lifestyle_xp = 150
			}
		}
	} 
} # A Painful, educational experience

betterbattles.0005 = {
	type = character_event
	title = betterbattles.0005.t
	desc = betterbattles.0005.desc

	trigger = {
		NOT = {
			has_character_modifier = thumping_headache
		}
	}

	immediate = {
		hidden_effect = {
			create_character = {
				location = root.location
				template_character = scope:bad_barony_holder
				faith = scope:bad_barony_holder.faith
				culture = scope:bad_barony_holder.culture
				gender = male
				random_traits = yes
				trait = greedy
				trait = paranoid
				trait = wrathful
				dynasty = generate
				save_scope_as = special_soldier_1
				after_creation = {
					set_interesting_traits_and_modifiers_effect = yes
				}
			}
			create_character = {
				location = root.location
				template_character = scope:bad_barony_holder
				faith = scope:bad_barony_holder.faith
				culture = scope:bad_barony_holder.culture
				gender = male
				random_traits = yes
				trait = greedy
				trait = paranoid
				trait = wrathful
				dynasty = generate
				save_scope_as = special_soldier_2
				after_creation = {
					set_interesting_traits_and_modifiers_effect = yes
				}
			}
			scope:bad_barony_holder = {
				add_courtier = scope:special_soldier_1
				add_courtier = scope:special_soldier_2
			}
			rightfully_imprison_character_effect = {
				TARGET = scope:special_soldier_1
				IMPRISONER = scope:player_commander
			}
			rightfully_imprison_character_effect = {
				TARGET = scope:special_soldier_2
				IMPRISONER = scope:player_commander
			}
			scope:special_soldier_1 = {
				set_relation_rival = {
					target = scope:special_soldier_2
					reason = rival_old
				}
			}	
			scope:special_soldier_2 = {
				set_relation_rival = {
					target = scope:special_soldier_1
					reason = rival_old
				}
			}	
		}
	}

	theme = war
	left_portrait = {
		character = scope:special_soldier_1
		animation = rage
	}
	right_portrait = {
		character = scope:special_soldier_2
		animation = rage
	}

	option = {
		name = betterbattles.0005.a
		custom_tooltip = betterbattles.0005.tta
		stress_impact = {
			compassionate = miniscule_stress_impact_gain
			callous = miniscule_stress_impact_loss
			wrathful = miniscule_stress_impact_loss
		}
		duel = {
			skill = prowess
			value = 9
			65 = {
				desc = betterbattles.0005.desca
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3
					min = -64
				}
				send_interface_toast = {
					title = betterbattles.0005.descatst
					left_icon = scope:special_soldier_1
					right_icon = scope:special_soldier_2
					#
					add_prestige = medium_prestige_value
				} 
			}
			35 = {
				desc = betterbattles.0005.descb
				send_interface_toast = {
					title = betterbattles.0005.descbtst
					left_icon = scope:special_soldier_1
					right_icon = scope:special_soldier_2
					#
					add_character_modifier = {
						modifier = thumping_headache
						years = 1
					}
				}
			}
		}
	} 

	option = {
		name = betterbattles.0005.b
		stress_impact = {
			base = -30
			compassionate = major_stress_impact_gain
			callous = minor_stress_impact_loss
			sadistic = minor_stress_impact_loss
			wrathful = major_stress_impact_loss
		}
		custom_tooltip = betterbattles.0005.btt
		scope:special_soldier_1 = {
			death = {
				death_reason = death_execution
				killer = scope:player_commander
			}
		}
		scope:special_soldier_2 = {
			death = {
				death_reason = death_execution
				killer = scope:player_commander
			}
		}
		send_interface_toast = {
			title = betterbattles.0005.btst
			left_icon = scope:special_soldier_1
			right_icon = scope:special_soldier_2
			#
			add_piety = -100
			add_prestige = medium_prestige_value
		}
	}

	option = {
		name = betterbattles.0005.c
		stress_impact = {
			compassionate = minor_stress_impact_loss
			calm = minor_stress_impact_loss
			sadistic = minor_stress_impact_gain
			wrathful = minor_stress_impact_gain
		}
		custom_tooltip = betterbattles.0005.ctt
		duel = {
			skill = diplomacy
			value = 9
			65 = {
				desc = betterbattles.0005.2desca
				compare_modifier = {
					value = scope:duel_value
					multiplier = 2
					min = -64
				}
				send_interface_toast = {
					title = betterbattles.0005.2desca
					left_icon = scope:special_soldier_1
					right_icon = scope:special_soldier_2
					#
					scope:special_soldier_1 = {
						remove_relation_rival = scope:special_soldier_2
					}
					random_list = {
						90 = {
							add_prestige = medium_prestige_value
						}
						10 = {
							add_diplomacy_skill = 1
						}
					}
				}
			}
			35 = {
				desc = betterbattles.0005.2descb
				send_interface_toast = {
					title = betterbattles.0005.2desca
					left_icon = scope:special_soldier_1
					right_icon = scope:special_soldier_2
					#
					add_character_modifier = {
						modifier = thumping_headache
						years = 1
					}
				}
			}
		}
	}
} # A scuffle between prisoners

##############################
#\/# Battle Trigger Event #\/#
##       DO NOT TOUCH       ##
##############################

#MOVED TO 00_BETTERBATTLES_PHASE_EVENTS AS OF GAME UPDATE V1.5
# betterbattles.0101 = {
# 	type = character_event

# 	hidden = yes

# 	trigger = {
# 		is_ai = no
# 	}


# 	# If you touch any of these scope saves and then wonder why the events don't fire, you're a mug

# 	immediate = {

# 		ROOT = {
# 			save_scope_as = player_commander
# 		}

# 		# Checking if the character has one of the better battles base modifiers or not
# 		if = {
# 			limit = {
# 				scope:player_commander = {
# 					NOT = {
# 						OR = {
# 							has_character_modifier = melt
# 							has_character_modifier = unit
# 						}
# 					}
# 				}
# 			}
# 			# If the character does not have one of the BB modifiers, adds the base one which allows
# 			#	the firing of BB events
# 			scope:player_commander = {
# 				add_character_modifier = {
# 					modifier = unit
# 					years = 5
# 					# If the character does not serve as a commander for 5 years, they forget what command style they are
# 				}
# 			}
# 		}

# 		scope:combat_side = {
# 			random_side_knight = {
# 				limit = {
# 					is_alive = yes
# 				}
# 				save_scope_as = good_knight
# 			}
# 		}

# 		scope:combat_side.enemy_side = {
# 			random_side_knight = {
# 				limit = {
# 					is_alive = yes
# 				}
# 				save_scope_as = bad_knight
# 			}
# 		}

# 		scope:combat_side.enemy_side.side_commander = {
# 			save_scope_as = enemy_commander
# 		}

# 		scope:player_commander.location.barony = {
# 			save_scope_as = battle_location
# 		}
		
# 		# Randomly picks an event
# 		scope:player_commander = {
# 			if = {
# 				limit = {
# 					has_character_modifier = unit
# 					# If the player has the modifier that causes their character to be involved in the battle events
# 					#	then the code prompting the chance of events fires
# 				}
# 				random_list = {
# 					6000 = { # Should be 4000 BASE chance, scale appropriately when adding more events to the below list

# 						## Old People shouldn't be fighting
# 						modifier = {
# 							factor = 5
# 							age > 60
# 						}

# 						# Nothing happens
# 					}
# 					125 = { # Should be 125

# 						## Weak characters would know they'd lose
# 						modifier = {
# 							add = -25
# 							prowess < 10
# 						}
# 						modifier = {
# 							add = -25
# 							prowess < 7
# 						}
# 						modifier = {
# 							add = 25
# 							prowess >= 10
# 						}
# 						modifier = {
# 							add = 50
# 							prowess >= 30
# 						}

# 						trigger_event = {
# 							id = betterbattles.0102 # Avenge a fallen knight - 10% LETHAL
# 							days = 2
# 						}
# 					}
# 					200 = { # Should be 200

# 						## Cowards and weak characters wouldn't bother
# 						modifier = {
# 							add = -25
# 							prowess < 10
# 						}
# 						modifier = {
# 							add = -25
# 							prowess < 7
# 						}
# 						modifier = {
# 							factor = 0.5
# 							has_trait = craven
# 						}

# 						trigger_event = {
# 							id = betterbattles.0107 # Rescue a knight from massive odds - 35% LETHAL
# 							days = 2
# 						}
# 					}
# 					350 = { # Should be 350
# 						trigger_event = {
# 							id = betterbattles.0112 # Battlefield commander - NONLETHAL/55% LETHAL WITH ANY INJURY
# 							days = 2
# 						}
# 					}
# 					150 = { # Should be 150

# 						## Weak characters would get overwhelmed easily
# 						modifier = {
# 							add = 25
# 							prowess < 10
# 						}
# 						modifier = {
# 							add = 25
# 							prowess < 7
# 						}

# 						trigger_event = {
# 							id = betterbattles.0120 # Surrounded in battle - 50% LETHAL WITH BRAVE TRAIT/55% LETHAL
# 							days = 2
# 						}
# 					}
# 					350 = { # Should be 350
					
# 						## Helps weaker characters
# 						modifier = {
# 							add = 25
# 							prowess < 10
# 						}
# 						modifier = {
# 							add = 50
# 							prowess < 7
# 						}
# 						modifier = {
# 							add = 100
# 							prowess < 5
# 						}

# 						trigger_event = {
# 							id = betterbattles.0500 # Gain prowess - NONLETHAL
# 							days = 2
# 						}
# 					}
# 					350 = { # Should be 350
					
# 						## Helps less experienced characters
# 						modifier = {
# 							add = 25
# 							martial < 10
# 						}
# 						modifier = {
# 							add = 50
# 							martial < 7
# 						}
# 						modifier = {
# 							add = 100
# 							martial < 5
# 						}

# 						trigger_event = {
# 							id = betterbattles.0501 # Gain martial - NONLETHAL
# 							days = 2
# 						}
# 					}
# 					100 = { # Should be 100

# 						## Stronger cowardly characters would be more likely to gain confidence and become brave
# 						modifier = {
# 							factor = 5
# 							prowess >= 12
# 						}

# 						trigger_event = {
# 							id = betterbattles.0502 # Lose craven gain brave - NONLETHAL
# 							days = 2
# 						}
# 					}
# 					75 = { # Should be 75
# 						trigger_event = {
# 							id = betterbattles.0503 # Lose eye - NONLETHAL
# 							days = 2
# 						}
# 					}
# 					100 = { # Should be 100
# 						trigger_event = {
# 							id = betterbattles.0504 # Gain wounded_1 - NONLETHAL
# 							days = 2
# 						}
# 					}
# 					350 = { # Should be 350
# 						trigger_event = {
# 							id = betterbattles.0126 # Rival tries to slay you - 35% LETHAL BUT HAS ESCAPE OPTION
# 							days = 2
# 						}
# 					}
# 					350 = { # Should be 350
				
# 						## Zealots and humble characters are more holy
# 						modifier = {
# 							add = 100
# 							has_trait = zealous
# 						}
# 						modifier = {
# 							add = 100
# 							has_trait = humble
# 						}

# 						trigger_event = {
# 							id = betterbattles.1000 # Chance to gain holy warrior - NONLETHAL
# 							days = 2
# 						}
# 					}
# 					200 = { # Should be 200
# 						trigger_event = {
# 							id = betterbattles.1001 # Prestige gain - NONLETHAL
# 							days = 2
# 						}
# 					}
# 					200 = { # Should be 200
# 						trigger_event = {
# 							id = betterbattles.1002 # Prestige loss - NONLETHAL
# 							days = 2
# 						}
# 					}
# 					200 = { # Should be 200
# 						trigger_event = {
# 							id = betterbattles.1003 # Diplomacy/Advantage Trade Modifier - NONLETHAL
# 							days = 2
# 						}
# 					}
# 					150 = { # Should be 150
				
# 						## Zealots and humble characters are more holy
# 						modifier = {
# 							add = 100
# 							has_trait = zealous
# 						}
# 						modifier = {
# 							add = 100
# 							has_trait = humble
# 						}

# 						trigger_event = {
# 							id = betterbattles.1004 # Piety gain - NONLETHAL
# 							days = 2 
# 						} 
# 					}
# 					25 = { # Should be 25
# 						trigger_event = {
# 							id = betterbattles.1005 # The Black Knight Appears - NONLETHAL
# 							days = 2 
# 						} 
# 					}
# 					200 = { # Should be 200
# 						trigger_event = { 
# 							id = betterbattles.1006 # A Standout Warrior - NONLETHAL
# 							days = 2 
# 						} 
# 					}
# 					100 = { # Should be 100
# 						trigger_event = {
# 							id = betterbattles.1007 # A Brush with Death - NONLETHAL
# 							days = 2 
# 						} 
# 					}
# 					100 = { # Should be 100
# 						trigger_event = {
# 							id = betterbattles.1010 # Fighting an enemy levy - NONLETHAL
# 							days = 2 
# 						} 
# 					}
# 					75 = { # Should be 100
# 						trigger_event = {
# 							id = betterbattles.1009 # The Enemy Within
# 							days = 2 
# 						} 
# 					}
# 					250 = { # Should be 250

# 						## Gregarious characters would like speaking
# 						modifier = {
# 							factor = 3
# 							has_trait = gregarious
# 						}

# 						trigger_event = {
# 							id = betterbattles.0130 # Battlefield Speech - NONLETHAL
# 							days = 2 
# 						} 
# 					}
# 				}
# 			}
# 		}
# 	}
# } # Battle trigger event

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

################################
#\/# Big Battlefield Events #\/# 
################################

betterbattles.0102 = {
	type = character_event
	title = betterbattles.0102.t
	desc = betterbattles.0102.desc	

	trigger = {
		scope:player_commander = {
			is_ai = no
		} # The firing knight's commander is the player
		scope:bad_knight = {
			exists = yes
			is_alive = yes
		}
	}

	immediate = {
		scope:good_knight = {
			death = {
				killer = scope:bad_knight
				death_reason = death_battle
			}
		}
	}

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = shock	
	} 
	right_portrait = {
		character = scope:bad_knight
		animation = anger 
	}

	option = {
		name = betterbattles.0102.a
		stress_impact = {
			vengeful = miniscule_stress_impact_loss
			brave = miniscule_stress_impact_loss
			craven = minor_stress_impact_gain
		}
		duel = {
			skill = prowess
			target = scope:bad_knight
			60 = {
				desc = betterbattles.0102.a.success
				compare_modifier = {
					value = scope:duel_value # If the difference is positive in favor of player this will increase chance, will decrease if difference is negative
					multiplier = 3
					min = -59
				}
				if = {
					limit = {
						NOT = {
							has_trait = lifestyle_blademaster
						}
					}
					add_trait = lifestyle_blademaster
				}
				else_if = {
					limit = {
						has_trait = lifestyle_blademaster
					}
					add_trait_xp = {
						trait = lifestyle_blademaster
						value = 100
					}
				}	
				add_prestige = 100
				show_as_tooltip = {
					scope:bad_knight = {
						death = {
							killer = scope:player_commander
							death_reason = death_battle
						}
					}
				}
				trigger_event = {
					id = betterbattles.0103
				}
			}
			35 = {
				desc = betterbattles.0102.a.stalemate
				add_prestige = 50
				add_trait = wounded_1
				scope:bad_knight = {
					add_trait = wounded_1
					trigger_event = {
						id = bb_ai.0001
						days = 1
					}
				}
				trigger_event = {
					id = betterbattles.0104
				}
				trigger_event = {
					id = health.0102
					days = 1
				}
			}
			10 = {
				desc = betterbattles.0102.a.stalemate
				add_prestige = 50
				add_trait = wounded_2
				scope:bad_knight = {
					add_trait = wounded_2
					trigger_event = {
						id = bb_ai.0001
						days = 1
					}
				}
				trigger_event = {
					id = betterbattles.0104
				}
				trigger_event = {
					id = health.0102
					days = 1
				}
			}
			5 = {
				desc = betterbattles.0102.a.failure
				scope:bad_knight = {
					add_prestige = 75
				}
				show_as_tooltip = {
					death = {
						killer = scope:bad_knight
						death_reason = death_battle
					}
				}
				trigger_event = {
					id = betterbattles.0105
				}
			}
		}
	}

	option = {
		name = betterbattles.0102.b
		custom_tooltip = betterbattles.0102.b.tt
		stress_impact = {
			vengeful = minor_stress_impact_gain
			brave = miniscule_stress_impact_gain
			craven = miniscule_stress_impact_loss
		}
		add_prestige = -100
		show_as_tooltip = {
			scope:bad_knight = {
				death = {
					death_reason = death_battle
				}
			}
		}
		trigger_event = {
			id = betterbattles.0106
		}
	}
} # Avenge fallen knight event chain start

betterbattles.0103 = {
	type = character_event
	title = betterbattles.0102.t # Same event chain, same title
	desc = betterbattles.0103.desc	

	trigger = {
		is_ai = no
	}

	immediate = {
		custom_tooltip = betterbattles.0103.tt
		add_prestige = 50
		scope:bad_knight = {
			death = {
				killer = scope:player_commander
				death_reason = death_battle
			}
		}
	}

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = anger	
	}
	right_portrait = {
		character = scope:bad_knight
		animation = severelywounded
	}

	option = {
		name = betterbattles.0103.a
	}
} # Avenge fallen knight success

betterbattles.0104 = {
	type = character_event
	title = betterbattles.0102.t # Same event chain, same title
	desc = betterbattles.0104.desc	

	trigger = {
		is_ai = no
	}

	immediate = { # Reminder as to the result
		custom_tooltip = betterbattles.0104.a.tt
		show_as_tooltip = {
			add_prestige = 50
			add_trait = wounded_1
			scope:bad_knight = {
				add_trait = wounded_1
				trigger_event = {
					id = bb_ai.0001
					days = 1
				}
			}
		}
	}

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = severelyinjured
	}
	right_portrait = {
		character = scope:bad_knight
		animation = severelyinjured
	}

	option = {
		name = betterbattles.0104.a
	}
} # Avenge fallen knight stalemate

betterbattles.0105 = {
	type = character_event
	title = betterbattles.0102.t # Same event chain, same title
	desc = betterbattles.0105.desc	

	trigger = {
		is_ai = no
	}

	immediate = { # Reminder as to the result
		show_as_tooltip = {
			scope:bad_knight = {
				add_prestige = 50
			}
		}
	}

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = severelywounded
	}
	right_portrait = {
		character = scope:bad_knight
		animation = angry
	}

	option = {
		name = betterbattles.0105.a
		death = {
			killer = scope:bad_knight
			death_reason = death_battle
		}
	}
} # Avenge fallen knight failure

betterbattles.0106 = {
	type = character_event
	title = betterbattles.0102.t # Same event chain, same title
	desc = betterbattles.0106.desc	

	trigger = {
		is_ai = no
	}

	immediate = { # Reminder as to the result
		custom_tooltip = betterbattles.0106.tt
		scope:bad_knight = {
			death = {
				death_reason = death_battle
			}
		}
	}

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = angry
	}
	right_portrait = {
		character = scope:bad_knight
		animation = severelywounded
	}

	option = {
		name = betterbattles.0106.a
		# trait = craven
		# if = {
		# 	limit = {
		# 		has_trait = craven
		# 	}
		# }
	}
} # Avenge fallen knight craven

##

betterbattles.0107 = {
	type = character_event
	title = betterbattles.0102.t # The battle of [location] applies to this event too
	desc = betterbattles.0107.desc	

	trigger = {
		scope:player_commander = {
			is_ai = no
		}
		scope:good_knight = {
			exists = yes
			is_alive = yes
			prowess < 10
		}
	}

	immediate = {
		scope:good_knight = {
			add_trait = wounded_1
			trigger_event = {
				id = bb_ai.0001
				days = 1
			}
		}
	}

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = shock	
	}
	right_portrait = {
		character = scope:good_knight
		animation = severelywounded
	}

	option = {
		name = betterbattles.0107.ajh2
		custom_tooltip = betterbattles.0107.ajh2.tt
		trigger = {
			scope:player_commander = {
				has_trait = bb_battlefield_legend
			}
		}
		skill = prowess
		add_prestige = 100
		add_martial_lifestyle_xp = 100
		add_hook = {
			type = loyalty_hook
			target = scope:good_knight
		}
		scope:good_knight = {
			add_opinion = {
				modifier = saved_my_life_in_battle
				target = scope:player_commander
			}
		}
		
	}

	option = {
		name = betterbattles.0107.ajh
		custom_tooltip = betterbattles.0107.ajh.tt
		trigger = {
			scope:player_commander = {
				prowess >= 15
				NOT = {
					has_trait = bb_battlefield_legend
				}
			}
		}
		skill = prowess
		show_as_tooltip = {
			add_prestige = 100
			add_trait = bb_battlefield_legend
			add_hook = {
				type = loyalty_hook
				target = scope:good_knight
			}
			scope:good_knight = {
				add_opinion = {
					modifier = saved_my_life_in_battle
					target = scope:player_commander
				}
			}
		}
		trigger_event = {
			id = betterbattles.0111
		}
	}

	option = {
		name = betterbattles.0107.a
		custom_tooltip = betterbattles.0107.a.tt
		stress_impact = {
			brave = miniscule_stress_impact_loss
			compassionate = miniscule_stress_impact_loss
			lazy = miniscule_stress_impact_gain
			craven = minor_stress_impact_gain
		}
		trigger = {
			scope:player_commander = {
				prowess < 15
			}
		}
		duel = {
			skill = prowess
			value = 13
			20 = {
				desc = betterbattles.0107.a.death
				show_as_tooltip = {
					scope:good_knight = {
						death = {
							death_reason = death_battle
						}
					}
					death = {
						death_reason = death_battle
					}
				} 
				trigger_event = { 
					id = betterbattles.0108
				}
			}
			80 = {
				desc = betterbattles.0107.a.rescue
				compare_modifier = {
					value = scope:duel_value # If the difference is positive in favor of player this will increase chance, will decrease if difference is negative
					multiplier = 3
					min = -79
				}
				show_as_tooltip = {
					add_prestige = 100
					add_hook = {
						type = loyalty_hook
						target = scope:good_knight
					}
					scope:good_knight = {
						add_opinion = {
							modifier = saved_my_life_in_battle
							target = scope:player_commander
						}
					}
					if = {
						limit = {
							NOT = {
								has_trait = lifestyle_blademaster
							}
						}
						add_trait = lifestyle_blademaster
					}
					else_if = { 
						limit = {
							has_trait = lifestyle_blademaster
						}
						add_trait_xp = {
							trait = lifestyle_blademaster
							value = 100
						}
					}	
				}
				trigger_event = {
					id = betterbattles.0109
				}
			}
		}
	} 

	option = {
		name = betterbattles.0107.b
		custom_tooltip = betterbattles.0107.b.tt
		stress_impact = {
			base = 50
			brave = miniscule_stress_impact_gain
			compassionate = miniscule_stress_impact_gain
			lazy = miniscule_stress_impact_loss
			craven = minor_stress_impact_loss
			callous = miniscule_stress_impact_loss
		}
		show_as_tooltip = {
			scope:good_knight = {
				death = {
					death_reason = death_battle
				}
			}
			add_prestige = -100
		}
		trigger_event = {
			id = betterbattles.0110
		}
	}
} # Rescue knight event chain start

betterbattles.0108 = {
	type = character_event
	title = betterbattles.0102.t # Same event chain, same title
	desc = betterbattles.0108.desc	

	trigger = {
		is_ai = no
	}

	immediate = { # Reminder as to the result
		scope:good_knight = {
			death = {
				death_reason = death_battle
			}
		}
	}

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = severelywounded
	}
	right_portrait = {
		character = scope:good_knight
		animation = severelywounded
	}

	option = {
		name = betterbattles.0108.a
		death = {
			death_reason = death_battle
		}
	}
} # Rescue knight heroic death

betterbattles.0109 = {
	type = character_event
	title = betterbattles.0102.t # Same event chain, same title
	desc = betterbattles.0109.desc

	trigger = {
		is_ai = no
	}

	immediate = { # Reminder as to the result
		add_prestige = 100
		add_hook = {
			type = loyalty_hook
			target = scope:good_knight
		}
		scope:good_knight = {
			add_opinion = {
				modifier = saved_my_life_in_battle
				target = scope:player_commander
			}
		}
		if = {
			limit = {
				NOT = {
					has_trait = lifestyle_blademaster
				}
			}
			add_trait = lifestyle_blademaster
		}
		else_if = { 
			limit = {
				has_trait = lifestyle_blademaster
			}
			add_trait_xp = {
				trait = lifestyle_blademaster
				value = 300
			}
		}	
	}

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = severelywounded
	}
	right_portrait = {
		character = scope:good_knight
		animation = personality_compassionate
	}

	option = {
		name = betterbattles.0109.a
	}
} # Rescue knight heroic rescue

betterbattles.0110 = {
	type = character_event
	title = betterbattles.0102.t # Same event chain, same title
	desc = betterbattles.0110.desc

	trigger = {
		is_ai = no
	}

	immediate = { # Reminder as to the result
		scope:good_knight = {
			death = {
				death_reason = death_battle
			}
		}
		add_prestige = -100
	}

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = shame
	}
	right_portrait = {
		character = scope:good_knight
		animation = severelywounded
	}

	option = {
		name = betterbattles.0110.a
	}
} # Rescue knight cowardice 

betterbattles.0111 = {
	type = character_event
	title = betterbattles.0111.t
	desc = betterbattles.0111.desc

	trigger = {
		is_ai = no
	}

	immediate = {
		add_prestige = 100
		if = {
			limit = {
				NOT = {
					has_trait = bb_battlefield_legend
				}
			}
			add_trait = bb_battlefield_legend
		}
		if = {
			limit = {
				has_trait = bb_battlefield_legend
			}
			add_martial_lifestyle_xp = 100
		}
		add_hook = {
			type = loyalty_hook
			target = scope:good_knight
		}
		scope:good_knight = {
			add_opinion = {
				modifier = saved_my_life_in_battle
				target = scope:player_commander
			}
		}
	}

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = personality_bold
	}
	right_portrait = {
		character = scope:good_knight
		animation = admiration
	}

	option = {
		name = betterbattles.0111.a
	}
} # Battlefield legend final event for Rescue knight chain

##

betterbattles.0112 = {
	type = character_event
	title = betterbattles.0102.t
	desc = betterbattles.0112.desc

	trigger = {
		scope:player_commander = {
			is_ai = no
		}
		scope:good_knight = {
			exists = yes
			is_alive = yes
		}
	}

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = personality_rational
	}
	right_portrait = {
		character = scope:good_knight
		animation = personality_honorable
	}


	option = { # Give tactical instructions yourself
		trigger = {
			martial < 13
		}
		name = betterbattles.0112.a
		custom_tooltip = betterbattles.0112.a.tt
		stress_impact = { # NEED TO CHECK EVERY OTHER EVENT TO SEE IF THIS IS IMPLEMENTED
			arrogant = miniscule_stress_impact_loss # Don't tell me what to do
			stubborn = miniscule_stress_impact_loss # You will do as I say
			humble = miniscule_stress_impact_gain # You probably know better
			shy = minor_stress_impact_gain # But I don't like talking
			lazy = minor_stress_impact_gain # Oh, do I have to?
		}
		duel = {
			skill = martial
			value = 9
			65 = {
				desc = betterbattles.0112.a.success
				compare_modifier = {
					value = scope:duel_value # If the difference is positive in favor of player this will increase chance, will decrease if difference is negative
					multiplier = 3
					min = -64 
				}
				show_as_tooltip = {
					add_prestige = 50
					add_martial_lifestyle_xp = 100
					add_trait = unyielding_defender
					add_martial_skill = 1 
					scope:good_knight = {
						add_opinion = {
							modifier = impressive_tactics
							target = root
						}
					}
				}
				trigger_event = {
					id = betterbattles.0113
				} # Triggers success event
			}
			35 = {
				desc = betterbattles.0112.a.failure
				show_as_tooltip = {
					add_prestige = -50
					add_character_modifier = {
						modifier = strategic_ignorance
						years = 1
					}
					scope:good_knight = {
						add_opinion = {
							modifier = ignored_advice
							target = root
						}
					}
				}
				trigger_event = {
					id = betterbattles.0114
				} # Triggers failure event
			}
		}
	}

	option = { # Personally lead a counter-push
		trigger = {
			prowess < 13
		}
		name = betterbattles.0112.b
		custom_tooltip = betterbattles.0112.b.tt 
		stress_impact = {
			arbitrary = miniscule_stress_impact_loss # They will be expecting me to defend!
			brave = miniscule_stress_impact_loss # Men, with me!
			craven = medium_stress_impact_gain # Aah! Who's blood is this?!
		}
		duel = {
			skill = prowess
			value = 9
			45 = {
				desc = betterbattles.0112.b.success
				compare_modifier = { 
					value = scope:duel_value
					multiplier = 3
					min = -44
				}
				show_as_tooltip = {
					add_prestige = 50
					add_martial_lifestyle_xp = 100
					add_trait = aggressive_attacker
					add_prowess_skill = 1  
					scope:good_knight = {
						add_opinion = {
							modifier = impressive_tactics
							target = root
						}
					}
				}
				trigger_event = {
					id = betterbattles.0115
				} # Triggers success event
			} 
			55 = {
				desc = betterbattles.0112.b.failure
				show_as_tooltip = {
					if = {
						limit = {
							NOT = {
								has_trait = wounded_1
							}
						}
						add_trait = wounded_1
						add_character_modifier = {
							modifier = strategic_ignorance
							years = 1
						}
						scope:good_knight = {
							add_opinion = {
								modifier = ignored_advice
								target = root
							}
						}
					}
				}
				trigger_event = {
					id = betterbattles.0116
				} # Triggers failure event
				trigger_event = {
					id = health.0102
					days = 1
				} # Triggers severe wound reaction event
			}
		}
	}

	option = { # Send your knight to command the defence
		name = betterbattles.0112.c
		custom_tooltip = betterbattles.0112.c.tt
		stress_impact = {
			compassionate = miniscule_stress_impact_gain # What if you get hurt...
			brave = miniscule_stress_impact_gain # That should be me in the fray...
			lazy = miniscule_stress_impact_loss # And now I get to relax
		}
		scope:good_knight = {
			duel = {
				skill = martial
				value = 9
				65 = {
					desc = betterbattles.0112.b.knightsuccess
					compare_modifier = {
						value = scope:duel_value
						multiplier = 3 
						min = -64 
					}
					show_as_tooltip = {
						add_prestige = 100
						add_martial_skill = 1 
						add_opinion = {
							modifier = took_advice
							target = root
						}
						root = {
							add_trait = organizer
						}
					}
					root = {
						trigger_event = {
							id = betterbattles.0117
						} # Triggers success event
					}
				} 
				35 = {
					desc = betterbattles.0112.b.knightfailure
					show_as_tooltip = {
						add_prestige = -50
						add_trait = wounded_1
						root = {
							add_prestige = -50
						}
					}
					root = {
						trigger_event = {
							id = betterbattles.0118
						} # Triggers failure event
					}
				} 
			}
		}
	}

	option = { # Use strategic and combat experience to stop the advance
		trigger = {
			OR = {
				martial >= 13 
				prowess >= 13
				has_trait = strategist  
			}
		}
		name = betterbattles.0112.d
		custom_tooltip = betterbattles.0112.d.tt
		stress_impact = {
			shy = minor_stress_impact_gain # But I don't like talking
			craven = minor_stress_impact_gain # Aah! Who's blood is this?!
			humble = minor_stress_impact_gain # I'm sure you'd do better, though...
		}
		show_as_tooltip = {
			add_prestige = 100
			add_martial_lifestyle_xp = 150
			if = {
				limit = {
					NOT = { has_character_modifier = showed_experience }
				}
				add_character_modifier = {
					modifier = showed_experience
					years = 1
				}
			}
			random_list = {
				25 = {
					modifier = {
						add = -10
						has_trait = gallant
					}
					modifier = {
						add = -5
						prowess > 15
					}
					modifier = {
						add = -5
						prowess > 20
					}
					add_trait = wounded_1
				}
				25 = {
					modifier = {
						add = -10
						martial > 15
					}
					modifier = {
						add = -10
						martial > 20
					}
					add_trait = wounded_2
				}
				25 = {
					modifier = {
						add = 5
						scope:good_knight = {
							prowess < 10
						}
					}
					modifier = {
						add = 5
						scope:good_knight = {
							prowess < 6
						}
					}
					scope:good_knight = {
						add_trait = wounded_1
						add_opinion = {
							modifier = ignored_advice
							target = root
						}
					}
				}
				25 = {
					modifier = {
						add = 10
						scope:good_knight = {
							martial < 10
						}
					}
					modifier = {
						add = 5
						scope:good_knight = {
							martial < 6
						}
					}
					scope:good_knight = {
						add_trait = wounded_2
						add_opinion = {
							modifier = ignored_advice
							opinion = -30
							target = root
						}
					}
				}
			}
		}
		trigger_event = { 
			id = betterbattles.0119
		} # Triggers tie-up event
	}

} # Battlefield commander event chain start

betterbattles.0113 = {
	type = character_event
	title = betterbattles.0102.t
	desc = betterbattles.0113.desc

	trigger = {
		is_ai = no
	}

	immediate = {
		add_prestige = 50
		add_martial_lifestyle_xp = 100
		add_trait = unyielding_defender
		add_martial_skill = 1 
		scope:good_knight = {
			add_opinion = {
				modifier = impressive_tactics
				target = root
			}
		}
	}

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = personality_bold
	}
	right_portrait = {
		character = scope:good_knight
		animation = admiration
	}

	option = {
		name = betterbattles.0113.a
	}

} # Battlefield commander take control success

betterbattles.0114 = {
	type = character_event
	title = betterbattles.0102.t
	desc = betterbattles.0114.desc

	trigger = {
		is_ai = no
	}

	immediate = {
		add_prestige = -50
		add_character_modifier = {
			modifier = strategic_ignorance
			years = 1
		}
		scope:good_knight = {
			add_opinion = {
				modifier = ignored_advice
				target = root
			}
		}
	}

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = dismissal
	}
	right_portrait = {
		character = scope:good_knight
		animation = angry
	}

	option = {
		name = betterbattles.0114.a
	}

} # Battlefield commander take control failure

betterbattles.0115 = {
	type = character_event
	title = betterbattles.0102.t
	desc = betterbattles.0115.desc

	trigger = {
		is_ai = no
	}

	immediate = {
		add_prestige = 50
		add_martial_lifestyle_xp = 100
		add_trait = aggressive_attacker
		add_prowess_skill = 1  
		scope:good_knight = {
			add_opinion = {
				modifier = impressive_tactics
				target = root
			}
		}
	}

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = personality_bold
	}
	right_portrait = {
		character = scope:good_knight
		animation = admiration
	}

	option = {
		name = betterbattles.0115.a
	}

} # Battlefield commander counter push success

betterbattles.0116 = {
	type = character_event
	title = betterbattles.0102.t
	desc = betterbattles.0116.desc

	trigger = {
		is_ai = no
	}

	immediate = {
		if = {
			limit = {
				NOT = {
					has_trait = wounded_1
				}
			}
			add_trait = wounded_1
			trigger_event = {
				id = health.0102
				days = 1
			} # Triggers vanilla severe injury reaction event
			add_character_modifier = {
				modifier = strategic_ignorance
				years = 1
			}
			scope:good_knight = {
				add_opinion = {
					modifier = ignored_advice
					target = root
				}
			}
		}
	}

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = severelywounded
	} 
	right_portrait = {
		character = scope:good_knight
		animation = disapproval
	}

	option = {
		name = betterbattles.0116.a
	}

} # Battlefield commander counter push failure

betterbattles.0117 = {
	type = character_event
	title = betterbattles.0102.t
	desc = betterbattles.0117.desc

	trigger = {
		is_ai = no
	}

	immediate = {
		scope:good_knight = {
			add_prestige = 100
			add_martial_skill = 1 
			add_opinion = {
				modifier = took_advice
				target = root
			}
		}
		add_trait = organizer
	}

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = admiration
	}
	right_portrait = {
		character = scope:good_knight
		animation = happiness
	}

	option = {
		name = betterbattles.0117.a
	}

} # Battlefield commander knight takes control success

betterbattles.0118 = {
	type = character_event
	title = betterbattles.0102.t
	desc = betterbattles.0118.desc

	trigger = {
		is_ai = no
	}

	immediate = {
		scope:good_knight = {
			add_prestige = -50
			add_trait = wounded_1
			trigger_event = {
				id = bb_ai.0001
				days = 1
			}
		}
		add_prestige = -50
	}

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = disapproval
	}
	right_portrait = {
		character = scope:good_knight
		animation = severelywounded
	}

	option = {
		name = betterbattles.0118.a
	}

} # Battlefield commander knight takes control failure

betterbattles.0119 = {
	type = character_event
	title = betterbattles.0102.t
	desc = betterbattles.0119.desc

	trigger = {
		is_ai = no
	}

	immediate = {
		add_prestige = 100
		add_martial_lifestyle_xp = 150
		if = {
			limit = {
				NOT = { has_character_modifier = showed_experience }
			}
			add_character_modifier = {
				modifier = showed_experience
				years = 1
			}
		}
		random_list = {
			25 = {
				modifier = {
					add = -10
					has_trait = gallant
				}
				modifier = {
					add = -5
					prowess > 15
				}
				modifier = {
					add = -5
					prowess > 20
				}
				add_trait = wounded_1
			}
			25 = {
				modifier = {
					add = -10
					martial > 15
				}
				modifier = {
					add = -10
					martial > 20
				}
				add_trait = wounded_2
			}
			25 = {
				modifier = {
					add = 5
					scope:good_knight = {
						prowess < 10
					}
				}
				modifier = {
					add = 5
					scope:good_knight = {
						prowess < 6
					}
				}
				scope:good_knight = {
					add_trait = wounded_1
					trigger_event = {
						id = bb_ai.0001
						days = 1
					}
					add_opinion = {
						modifier = ignored_advice
						target = root
					}
				}
			}
			25 = {
				modifier = {
					add = 10
					scope:good_knight = {
						martial < 10
					}
				}
				modifier = {
					add = 5
					scope:good_knight = {
						martial < 6
					}
				}
				scope:good_knight = {
					add_trait = wounded_2
					trigger_event = {
						id = bb_ai.0001
						days = 1
					}
					add_opinion = {
						modifier = ignored_advice
						opinion = -30
						target = root
					}
				}
			}
		}
	}

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = personality_rational
	}
	right_portrait = {
		character = scope:good_knight
		animation = admiration
	}

	option = {
		name = betterbattles.0119.a
	}

} # Battlefield commander experienced leader

##

betterbattles.0120 = {
	type = character_event
	title = betterbattles.0102.t # Same event chain, same title
	desc = betterbattles.0120.desc	

	trigger = {
		is_ai = no
		NOT = {
			OR = {
				has_trait = wounded_1
				has_trait = wounded_2
			}
		}
	}

	immediate = {
		add_trait = wounded_1
		trigger_event = {
			id = betterbattles.999
			days = 1
		} # Triggers field medic event
	}

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = shock
	}

	option = { # Special option for Brave
		name = betterbattles.0120.brave
		trigger = {
			has_trait = brave
		}
		# trait = brave
		duel = {
			skill = prowess
			value = 13
			85 = {
				desc = betterbattles.0120.bravesuccess
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3
					min = -84
				}
				show_as_tooltip = {
					add_prestige = 50
					# add blademaster trait
					if = {
						limit = {
							NOT = {
								has_trait = lifestyle_blademaster
							}
						}
						add_trait = lifestyle_blademaster
					} # Upgrades to blademaster 
					else_if = { 
						limit = {
							has_trait = lifestyle_blademaster
						}
						add_trait_xp = {
							trait = lifestyle_blademaster
							value = 50
						}
					}	
				}
				trigger_event = {
					id = betterbattles.0121
				}
			}
			15 = {
				desc = betterbattles.0120.bravefailure
				show_as_tooltip = {
					death = {
						death_reason = death_battle
					}
				}
				trigger_event = {
					id = betterbattles.0122
				}
			}
		}
	}

	option = { # Standard duel option
		name = betterbattles.0120.a
		stress_impact = {
			craven = minor_stress_impact_gain
		}
		trigger = {
			NOT = {
				has_trait = brave
			}
		}
		duel = {
			skill = prowess
			value = 12
			35 = { #before 45
				desc = betterbattles.0120.bravesuccess
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3
					min = -44
				}
				show_as_tooltip = {
					add_prowess_skill = 1
					add_prestige = 100
					change_trait_rank = {
						trait = wounded
						rank = 1
					}
				} 
				trigger_event = {
					id = betterbattles.0123
				}
			}
			55 = {
				desc = betterbattles.0120.bravefailure
				show_as_tooltip = {
					death = {
						death_reason = death_battle
					}
				}
				trigger_event = {
					id = betterbattles.0124
				}
			}
		}
	}

	option = { # Ditch-all escape option
		name = betterbattles.0120.b
		stress_impact = {
			craven = miniscule_stress_impact_loss
			brave = minor_stress_impact_gain
		}
		show_as_tooltip = {
			add_prestige = -100
			add_character_modifier = {
				modifier = desperate_cowardice
				years = 1
			}
			if = {
				limit = {
					has_trait = brave
				}
				random_list = {
					80 = {
						# Nothing happens
					}
					20 = {
						remove_trait = brave
						add_trait_force_tooltip = craven
					}
				}
			}
			if = {
				limit = {
					NOT = {
						has_trait = brave
					}
					number_of_personality_traits < 4 # Can't have more than 3 personality traits as this if block would push past 4
				}
				random_list = {
					95 = {
						# Nothing happens
					}
					5 = {
						add_trait = craven
					}
				}
			}
		}
		trigger_event = {
			id = betterbattles.0125
		}
	}
} # Surrounded in battle start event

betterbattles.0121 = {
	type = character_event
	title = betterbattles.0102.t # Same event chain, same title
	desc = betterbattles.0121.desc	

	trigger = {
		is_ai = no
	}

	immediate = { # Reminder as to the result
		add_prestige = 50
		# Upgrading blademaster traits
		if = {
			limit = {
				NOT = {
					has_trait = lifestyle_blademaster
				}
			}
			add_trait = lifestyle_blademaster
		} # Upgrades to blademaster 
		else_if = { 
			limit = {
				has_trait = lifestyle_blademaster
			}
			add_trait_xp = {
				trait = lifestyle_blademaster
				value = 100
			}
		}	
	} 

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = angry
	}

	option = {
		name = betterbattles.0121.a
	}
} # Surrounded in battle brave success

betterbattles.0122 = {
	type = character_event
	title = betterbattles.0102.t # Same event chain, same title
	desc = betterbattles.0122.desc	

	trigger = {
		is_ai = no
	}

	immediate = { # Reminder as to the result
	}

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = severelywounded
	}

	option = {
		name = betterbattles.0122.a
		death = {
			death_reason = death_battle
		}
	}
} # Surrounded in battle brave failure

betterbattles.0123 = {
	type = character_event
	title = betterbattles.0102.t # Same event chain, same title
	desc = betterbattles.0123.desc

	trigger = {
		is_ai = no
	}

	immediate = {
		add_prowess_skill = 1
		add_prestige = 100
		change_trait_rank = {
			trait = wounded
			rank = 1
		}
	}

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = severelywounded
	}

	option = {
		name = betterbattles.0123.a
	}
} # Surrounded in battle basic duel success

betterbattles.0124 = {
	type = character_event
	title = betterbattles.0102.t # Same event chain, same title
	desc = betterbattles.0124.desc

	trigger = { 
		is_ai = no
	}

	immediate = { # Reminder as to the result
	}

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = severelywounded
	}

	option = {
		name = betterbattles.0124.a
		death = {
			death_reason = death_battle
		}
	}
} # Surrounded in battle basic duel failure

betterbattles.0125 = {
	type = character_event
	title = betterbattles.0102.t # Same event chain, same title
	desc = betterbattles.0125.desc

	trigger = {
		is_ai = no
	}

	immediate = {
		add_prestige = -100
		add_character_modifier = {
			modifier = desperate_cowardice
			years = 1
		}
		if = {
			limit = {
				has_trait = brave
			}
			random_list = {
				95 = {
					# Nothing happens
				}
				5 = {
					remove_trait = brave
					add_trait = craven
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_trait = brave
				}
				number_of_personality_traits < 4 # Can't have more than 3 personality traits as this if block would push past 4
			}
			random_list = {
				95 = {
					# Nothing happens
				}
				5 = {
					add_trait = craven
				}
			}
		}
	}

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = severelywounded
	}

	option = {
		trigger = {
			has_trait = brave
		}
		name = betterbattles.0125.a
	}

	option = {
		trigger = {
			has_trait = craven
		}
		name = betterbattles.0125.b
	}
} # Surrounded in battle desperate coward escape

##
 
betterbattles.0126 = {
	type = character_event
	title = betterbattles.0102.t
	desc = betterbattles.0126.desc	

	trigger = {
		NOT = {
			OR = {
				has_trait = wounded_1
				has_trait = wounded_2
				has_trait = wounded_3
			}
		}
		prowess > 9 #If prowess is low, the player wouldn't put themselves at risk
		scope:good_knight = {
			has_relation_rival = scope:player_commander
			NOT = {
				OR = {
					has_trait = wounded_1
					has_trait = wounded_2
					has_trait = wounded_3
				}
			}
		}
	}

	immediate = {
		scope:good_knight = {
			add_prestige = 50
			add_trait = wounded_2
			trigger_event = {
				id = bb_ai.0001
				days = 1
			}
		}
	}

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = shock	
	} 
	right_portrait = { 
		character = scope:good_knight
		animation = anger 
	}

	option = {
		name = betterbattles.0126.a
		custom_tooltip = betterbattles.0126.tt
		duel = {
			skill = prowess
			target = scope:good_knight
			60 = { #before 75
				desc = betterbattles.0126.duelsuccess
				compare_modifier = {
					value = scope:duel_value
					multiplier = 5
					min = -74
				}
				show_as_tooltip = {
					add_trait = wounded_1
					scope:good_knight = {
						death = {
							killer = scope:player_commander
							death_reason = death_battle
						}
					}
					add_prowess_skill = 1
				}
				trigger_event = {
					id = betterbattles.0127
				}
			} 
			25 = { 
				desc = betterbattles.0126.duelfailure
				show_as_tooltip = {
					death = {
						killer = scope:good_knight
						death_reason = death_battle
					}
					scope:good_knight = {
						add_trait = murderer
						add_prestige = -50
					}
				}
				trigger_event = {
					id = betterbattles.0128
				} 
			}
		}
	}

	option = {
		name = betterbattles.0126.b
		stress_impact = { 
			craven = miniscule_stress_impact_loss
			compassionate = miniscule_stress_impact_loss
			vengeful = minor_stress_impact_gain
		}
		custom_tooltip = betterbattles.0126.tt2
		show_as_tooltip = {
			remove_relation_rival = scope:good_knight
			add_prestige = 50
			scope:good_knight = {
				add_prestige = -50
			}
		}
		trigger_event = {
			id = betterbattles.0129
		}
	}
} # Rival tries to slay you start

betterbattles.0127 = {
	type = character_event
	title = betterbattles.0102.t # Same event chain, same title
	desc = betterbattles.0127.desc

	trigger = {
		is_ai = no
	}

	immediate = {
		add_trait = wounded_1
		trigger_event = {
			id = betterbattles.999
			days = 1
		} # Triggers field medic event
		scope:good_knight = {
			death = {
				killer = scope:player_commander
				death_reason = death_battle
			}
		}
		add_prowess_skill = 1
	}

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = angry
	}
	right_portrait = {
		character = scope:good_knight
		animation = severelywounded
	}

	option = {
		name = betterbattles.0127.a
	}

} # Rival tries to slay you successful duel

betterbattles.0128 = {
	type = character_event
	title = betterbattles.0102.t # Same event chain, same title
	desc = betterbattles.0128.desc

	trigger = {
		is_ai = no
	}

	immediate = {
		death = {
			killer = scope:good_knight
			death_reason = death_battle
		}
		scope:good_knight = {
			add_trait = murderer
		}
	}

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = severelywounded
	}
	right_portrait = {
		character = scope:good_knight
		animation = angry
	}

	option = {
		name = betterbattles.0128.a
	}

} # Rival tries to slay you failed duel

betterbattles.0129 = {
	type = character_event
	title = betterbattles.0102.t # Same event chain, same title
	desc = betterbattles.0129.desc

	trigger = {
		is_ai = no
	}

	immediate = {
		remove_relation_rival = scope:good_knight
		add_prestige = 50
		scope:good_knight = {
			add_prestige = -50
		}
	}

	theme = battle
	left_portrait = {
		character = scope:player_commander
		animation = personality_bold
	}
	right_portrait = {
		character = scope:good_knight
		animation = severelywounded
	}

	option = {
		name = betterbattles.0129.a
	}

} # Rival tries to slay you peaceful resolution

##

betterbattles.0130 = {
	type = character_event
	title = betterbattles.0102.t
	desc = betterbattles.0130.desc
 
	trigger = {
		is_ai = no
		NOT = {
			OR = {
				has_character_modifier = powerful_speaker
				has_character_modifier = shy_commander
			}
		}
	}

	immediate = {
	}

	theme = battle

	left_portrait = {
		character = scope:player_commander
		animation = personality_bold
	}

	option = {
		name = betterbattles.0130.a
		stress_impact = {
			base = 20
			gregarious = miniscule_stress_impact_loss
			brave = miniscule_stress_impact_loss
			shy = minor_stress_impact_gain
			craven = miniscule_stress_impact_gain
		}
		duel = {
			skill = diplomacy
			value = 10
			50 = {
				desc = betterbattles.0130.good
				compare_modifier = {
					value = scope:duel_value
					multiplier = 4
					min = -49
				}
				show_as_tooltip = {
					add_prestige = 25
					scope:combat_side = {
						every_side_knight = {
							limit = {
								is_alive = yes
							}
							add_opinion = {
								target = scope:player_commander
								modifier = respect_opinion
								opinion = 10
							}
						}
					}
				}
				trigger_event = {
					id = betterbattles.0131
				}
			}
			30 = {
				desc = betterbattles.0130.reallygood
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3
					min = -29
				}
				show_as_tooltip = {
					add_prestige = 50
					add_character_modifier = {
						modifier = powerful_speaker
						years = 1
					}
					scope:combat_side = {
						every_side_knight = {
							limit = {
								is_alive = yes
							}
							add_opinion = {
								target = scope:player_commander
								modifier = respect_opinion
								opinion = 25
							}
						}
					}
				}
				trigger_event = {
					id = betterbattles.0132
				}
			}
			20 = {
				desc = betterbattles.0130.bad
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3
					min = -19
					max = 75
				} 
				show_as_tooltip = {
					add_prestige = -50
					add_character_modifier = {
						modifier = shy_commander
						years = 1
					}
					scope:combat_side = {
						every_side_knight = { 
							limit = {
								is_alive = yes
							}
							add_opinion = {
								target = scope:player_commander
								modifier = respect_opinion
								opinion = -25
							}
						}
					}
				}
				trigger_event = {
					id = betterbattles.0133
				}
			}
		}
	}

	option = {
		name = betterbattles.0130.b
		custom_tooltip = betterbattles.0130.tt
		stress_impact = {
			base = -25
			gregarious = miniscule_stress_impact_gain
			brave = miniscule_stress_impact_gain
			shy = minor_stress_impact_loss
			craven = miniscule_stress_impact_loss
		}
		send_interface_toast = {
			title = betterbattles.0130.toast
			left_icon = scope:player_commander
			#
			add_prestige = -50
		}
	}
} # Battlefield Speech

betterbattles.0131 = {
	type = character_event
	title = betterbattles.0102.t
	desc = betterbattles.0131.desc

	trigger = {
		is_ai = no
	}

	immediate = {
	}

	theme = battle

	left_portrait = {
		character = scope:player_commander
		animation = happiness
	}

	option = {
		name = betterbattles.0131.a
		send_interface_toast = {
			title = betterbattles.0130.good
			left_icon = scope:player_commander
			#
			add_prestige = 25
			scope:combat_side = {
				every_side_knight = {
					limit = {
						is_alive = yes
					}
					add_opinion = {
						target = scope:player_commander
						modifier = respect_opinion
						opinion = 10
					}
				}
			}
		}
	}

} # Good speech

betterbattles.0132 = {
	type = character_event
	title = betterbattles.0102.t
	desc = betterbattles.0132.desc

	trigger = {
		is_ai = no
	}

	immediate = {
	}

	theme = battle

	left_portrait = {
		character = scope:player_commander
		animation = happiness
	}

	option = {
		name = betterbattles.0132.a
		send_interface_toast = {
			title = betterbattles.0130.reallygood
			left_icon = scope:player_commander
			#
			add_prestige = 50
			add_character_modifier = {
				modifier = powerful_speaker
				years = 1
			}
			scope:combat_side = {
				every_side_knight = {
					limit = {
						is_alive = yes
					}
					add_opinion = {
						target = scope:player_commander
						modifier = respect_opinion
						opinion = 25
					}
				}
			}
		}
	}

} # Really Good speech

betterbattles.0133 = {
	type = character_event
	title = betterbattles.0102.t
	desc = betterbattles.0133.desc

	trigger = {
		is_ai = no
	}

	immediate = {
	}

	theme = battle

	left_portrait = {
		character = scope:player_commander
		animation = shame
	}

	option = {
		name = betterbattles.0133.a
		send_interface_toast = {
			title = betterbattles.0130.bad
			left_icon = scope:player_commander
			#
			add_prestige = -50
			add_character_modifier = {
				modifier = shy_commander
				years = 1
			}
			scope:combat_side = {
				every_side_knight = {
					limit = {
						is_alive = yes
					}
					add_opinion = {
						target = scope:player_commander
						modifier = respect_opinion
						opinion = -25
					}
				}
			}
		}
	}

} # Bad speech

#########################################
#\/# Random skill/trait bonus events #\/#
#########################################

betterbattles.0500 = {
	type = character_event
	title = betterbattles.0102.t # Same event chain, same title
	desc = betterbattles.0500.desc

	trigger = {
		is_ai = no
		prowess < 9
		NOT = {
			has_trait = craven
		}
	}

	immediate = {
		add_prowess_skill = 1
	}

	theme = battle

	left_portrait = {
		character = scope:player_commander
		animation = war_attacker
	}

	option = {
		name = betterbattles.0500.a
	}

} # Random prowess bonus

betterbattles.0501 = {
	type = character_event
	title = betterbattles.0102.t # Same event chain, same title
	desc = betterbattles.0501.desc

	trigger = {
		is_ai = no
		martial < 9
	}

	immediate = {
		add_martial_skill = 1
		add_martial_lifestyle_xp = 100
	}

	theme = battle

	left_portrait = {
		character = scope:player_commander
		animation = war_attacker
	}

	option = {
		name = betterbattles.0501.a
	}

} # Random martial bonus

betterbattles.0502 = {
	type = character_event
	title = betterbattles.0102.t # Same event chain, same title
	desc = betterbattles.0502.desc

	trigger = {
		is_ai = no
		has_trait = craven
		NOT = {
			OR = {
				has_trait = wounded_1
				has_trait = wounded_2
				has_trait = wounded_3
			}
		}
	}

	immediate = {
		add_trait = wounded_1
		trigger_event = {
			id = betterbattles.999
			days = 1
		} # Triggers field medic event
		remove_trait = craven
	}

	theme = battle

	left_portrait = {
		character = scope:player_commander
		animation = severelyinjured
	}

	option = {
		name = betterbattles.0502.a
		add_trait = brave
	}

} # Random lose craven gain brave trait event

betterbattles.0503 = {
	type = character_event
	title = betterbattles.0102.t # Same event chain, same title
	desc = betterbattles.0503.desc
 
	trigger = {
		is_ai = no
		NOT = {
			has_trait = craven
			has_trait = one_eyed
		}
	}

	immediate = {
		add_trait = one_eyed
	}

	theme = battle

	left_portrait = {
		character = scope:player_commander
		animation = severelywounded
	}

	option = {
		name = betterbattles.0503.a
	}

} # Random lose eye event

betterbattles.0504 = {
	type = character_event
	title = betterbattles.0102.t # Same event chain, same title
	desc = betterbattles.0504.desc
 
	trigger = {
		is_ai = no
		NOT = {
			OR = {
				has_trait = wounded_1
				has_trait = wounded_2
				has_trait = wounded_3
			}
		}
	}

	immediate = {
		add_trait = wounded_1
	}

	theme = battle

	left_portrait = {
		character = scope:player_commander
		animation = pain
	}

	option = {
		name = betterbattles.0504.a
		trigger_event = {
			id = betterbattles.999
			days = 1
		}
	}

} # Random wounded

##############################
#\/# Other Flavour Events #\/#
##############################

betterbattles.1000 = {
	type = character_event
	title = betterbattles.0102.t # Same event chain, same title
	desc = betterbattles.1000.desc
 
	trigger = {
		is_ai = no
		NOT = {
			has_trait = holy_warrior	
		}
		scope:enemy_commander = {
			NOT = {
				has_religion = scope:player_commander.religion
			} 
		}
	}

	immediate = {
	}

	theme = battle

	left_portrait = {
		character = scope:player_commander
		animation = anger
	}

	right_portrait = { 
		character = scope:enemy_commander
		animation = anger
	}

	option = {
		name = betterbattles.1000.a
		stress_impact = {
			zealous = minor_stress_impact_gain
			cynical = miniscule_stress_impact_loss
		}
		random_list = {
			65 = {
				desc = betterbattles.1000.tt2
				send_interface_toast = {
					title = betterbattles.1000.tt2
					left_icon = scope:player_commander
					#
					add_piety = -50
					add_prestige = 50
				}
			}
			30 = {
				desc = betterbattles.1000.tt1
				send_interface_toast = {
					title = betterbattles.1000.tt1
					left_icon = scope:player_commander
					#
					add_trait = holy_warrior
					add_piety = 100
				}
			}
			#5 = {
			#	desc = betterbattles.1000.tt3 
			#	send_interface_toast = {
			#		title = betterbattles.1000.tt3
			#		left_icon = scope:player_commander
			#		#
			#		add_piety = -100
			#		set_character_faith = scope:enemy_commander.faith
			#	}
			#}
		}
	}

	option = {
		stress_impact = {
			zealous = miniscule_stress_impact_loss
			cynical = minor_stress_impact_gain
		}
		name = betterbattles.1000.b
		send_interface_toast = {
			title = betterbattles.1000.btoast
			left_icon = scope:player_commander
			#
			add_piety = 50
		}
	}

} # Chance to gain holy warrior

betterbattles.1001 = {
	type = character_event
	title = betterbattles.0102.t
	desc = betterbattles.1001.desc
 
	trigger = {
		is_ai = no
	}

	immediate = {
	}

	theme = battle

	left_portrait = {
		character = scope:player_commander
		animation = personality_bold
	}

	option = {
		name = betterbattles.1001.a
		send_interface_toast = {
			title = betterbattles.1001.toast
			left_icon = scope:player_commander
			#
			add_prestige = 50
		}
	}
} # Prestige gain

betterbattles.1002 = {
	type = character_event
	title = betterbattles.0102.t
	desc = betterbattles.1002.desc
 
	trigger = {
		is_ai = no
	}

	immediate = {
	}

	theme = battle

	left_portrait = {
		character = scope:player_commander
		animation = shame
	}

	option = {
		name = betterbattles.1002.a
		send_interface_toast = {
			title = betterbattles.1002.toast
			left_icon = scope:player_commander
			#
			add_prestige = -25
		}
	}
} # Prestige loss

betterbattles.1003 = {
	type = character_event
	title = betterbattles.0102.t
	desc = betterbattles.1003.desc
 
	trigger = {
		is_ai = no
		NOT = {
			OR = {
				has_character_modifier = merciful_warrior
				has_character_modifier = ruthless_warrior
			}
		}
	}

	immediate = {
		create_character = {
			location = root.location
			faith = scope:enemy_commander.faith
			culture = scope:enemy_commander.culture
			template_character = scope:enemy_commander
			gender = male
			age = { 11 16 }
			random_traits_list = {
				count = 3
				brave = {
					weight = { base = 100 }
				}
				ambitious = {
					weight = { base = 20 }
				}
				arbitrary = {
					weight = { base = 20 }
				}
				zealous = {
					weight = { base = 10 }
				}
				wrathful = {
					weight = { base = 10 }
				}
				impatient = {
					weight = { base = 10 }
				}
				vengeful = {
					weight = { base = 10 }
				}
			}
			dynasty = none
			save_scope_as = warchild
			after_creation = {
				set_interesting_traits_and_modifiers_effect = yes
			}
		}
	}

	theme = battle

	left_portrait = {
		character = scope:player_commander
		animation = personality_honorable
	}
	right_portrait = {
		character = scope:warchild
		animation = angry
	}

	option = {
		name = betterbattles.1003.a
		stress_impact = {
			forgiving = miniscule_stress_impact_loss
			just = miniscule_stress_impact_loss
			compassionate = miniscule_stress_impact_loss
			wrathful = minor_stress_impact_gain
			sadistic = miniscule_stress_impact_gain
		}
		send_interface_toast = {
			title = betterbattles.1003.toast1
			left_icon = scope:player_commander
			#
			add_prestige = 50
			add_character_modifier = {
				years = 2
				modifier = merciful_warrior
			}
		}
		hidden_effect = {
			scope:warchild = {
				add_trait = wounded_1
				death = {
					death_reason = death_battle
				}
			}
		}
	}

	option = {
		name = betterbattles.1003.b
		stress_impact = {
			forgiving = miniscule_stress_impact_gain 
			just = miniscule_stress_impact_gain
			compassionate = miniscule_stress_impact_gain
			wrathful = minor_stress_impact_loss
			sadistic = miniscule_stress_impact_loss
		}
		send_interface_toast = {
			title = betterbattles.1003.toast2
			left_icon = scope:player_commander
			#
			add_dread = 20
			add_character_modifier = {
				years = 2
				modifier = ruthless_warrior
			}
		}
		hidden_effect = {
			scope:warchild = {
				add_trait = wounded_3
				death = {
					killer = scope:player_commander
					death_reason = death_battle
				}
			}
		}
	}
} # Diplomacy/Advantage Modifier Options

betterbattles.1004 = {
	type = character_event
	title = betterbattles.0102.t
	desc = betterbattles.1004.desc
 
	trigger = {
		is_ai = no
		scope:bad_knight = {
			exists = yes
			is_alive = yes
		}
	}

	immediate = {
	}

	theme = battle

	left_portrait = {
		character = scope:player_commander
		animation = angry
	}

	right_portrait = {
		character = scope:bad_knight
		animation = fear
	}

	option = {
		name = betterbattles.1004.a
		scope:bad_knight = {
			death = {
				death_reason = death_battle
				killer = scope:player_commander
			}
		}
		send_interface_toast = {
			title = betterbattles.1004.toast
			left_icon = scope:player_commander
			#
			add_piety = 50
		}
	}
} # Piety gain

betterbattles.1005 = {
	type = character_event
	title = betterbattles.1005.t
	desc = betterbattles.1005.desc
 
	trigger = {
		is_ai = no
		NOT = {
			has_character_modifier = black_knight_help
			OR = {
				has_trait = irritable
				has_trait = lunatic_1
			}
			any_courtier_or_guest = {
				has_trait = bb_black_knight
			}
			any_vassal_or_below = {
				OR = {
					has_trait = bb_black_knight
					any_courtier_or_guest = {
						has_trait = bb_black_knight
					}
				}
			}
		}
	}

	immediate = {
		hidden_effect = {
			create_character = {
				location = root.location
				template_character = ROOT
				faith = root.faith
				culture = root.culture
				gender = male
				age = { 254 865 }
				prowess = 10
				trait = humble
				trait = zealous
				trait = brave
				trait = education_learning_4
				trait = lifestyle_blademaster
				trait = order_member
				trait = bb_black_knight
				dynasty = none
				after_creation = {
					add_trait_xp = {
						trait = lifestyle_blademaster
						value = 100
					}
					set_interesting_traits_and_modifiers_effect = yes
				}
				save_scope_as = black_knight
			}
			scope:black_knight = {
				set_immortal_age = 18
			}
			add_character_modifier = {
				modifier = black_knight_inspiration
				months = 6
			}
		}
	} 

	theme = battle

	left_portrait = {
		character = scope:player_commander
		animation = paranoia
	}

	right_portrait = {
		character = scope:black_knight
		animation = personality_bold
	}

	option = {
		name = betterbattles.1005.a
		hidden_effect = {
			scope:black_knight = {
				death = {
					death_reason = death_vanished
				}
			}
		}
		send_interface_toast = {
			title = betterbattles.1005.toast
			left_icon = scope:player_commander
			#
			add_piety = 100
			add_character_modifier = {
				modifier = black_knight_help
				years = 5
			}
		}
		random_list = {
			90 = {
				desc = betterbattles.1005.tt0
				modifier = {
					add = 2
					diplomacy < 10
				}
				modifier = {
					add = 2
					diplomacy < 9
				}
			}
			10 = {
				desc = betterbattles.1005.tt1
				modifier = {
					add = 2
					diplomacy < 8
				}
				modifier = {
					add = 2
					diplomacy < 7
				}
				modifier = {
					add = 2
					diplomacy < 6
				}
				send_interface_toast = {
					title = betterbattles.1005.toast
					left_icon = scope:player_commander
					#
					add_trait = irritable
				}
			}
			10 = {
				desc = betterbattles.1005.tt2
				modifier = {
					add = 10
					diplomacy < 5
				}
				modifier = {
					add = 2
					diplomacy < 4
				}
				send_interface_toast = {
					title = betterbattles.1005.toast
					left_icon = scope:player_commander
					#
					add_trait = lunatic_1
				}
			}
		}
	}
	#after = {
	#	custom_tooltip = black_knight_decision_unlock
	#}
} # The Black Knight Appears

#Sorry, the black knight search events chain is not ordered
# betterbattles.1008 = {
	#	Reserved for black knight event chain dev
	#	type = character_event
	#	title = betterbattles.1008
	#	desc = betterbattles.1008
	#
	#	trigger = {
	#		is_ai = no
	#	}
	#
	#	immediate = {
	#	}
	#
	#	theme = temple
	#
	#	right_portrait = {
	#		character = ROOT
	#		animation = personality_cynical
	#	}
	#
	#	option = { # Use learning to rally
	#		name = betterbattles.1008.a
	#		
	#	}
	#
	#	option = {
	#		name = betterbattles.1008.b
	#	}
# } # Black knight search starts (WIP)

betterbattles.1006 = {
	type = character_event
	title = betterbattles.0102.t
	desc = betterbattles.1006.desc
 
	trigger = {
		is_ai = no
	}

	immediate = {
	}

	theme = battle

	left_portrait = {
		character = scope:player_commander
		animation = personality_cynical
	}

	option = {
		name = betterbattles.1006.a
		custom_tooltip = betterbattles.1006.tt
		stress_impact = {
			humble = miniscule_stress_impact_loss
			arbitrary = miniscule_stress_impact_loss
			arrogant = miniscule_stress_impact_gain
		}
		hidden_effect = {
			create_character = {
				location = root.location
				template_character = ROOT
				culture = root.culture
				faith = root.faith
				gender = male
				trait = brave
				random_traits = yes
				age = { 16 18 }
				dynasty = generate
				prowess = 12
				save_scope_as = special_soldier
				after_creation = {
					set_interesting_traits_and_modifiers_effect = yes
				}
			}
			send_interface_toast = {
				title = betterbattles.1006.toast1
				left_icon = scope:player_commander
				right_icon = scope:special_soldier
				#
				add_courtier = scope:special_soldier
				scope:special_soldier = {
					add_opinion = {
						modifier = respect_opinion
						opinion = 50
						target = root
					}
				}
			}
		}
	}

	option = {
		name = betterbattles.1006.b
		stress_impact = {
			humble = miniscule_stress_impact_gain
			arbitrary = miniscule_stress_impact_gain
			arrogant = miniscule_stress_impact_loss
		}
		send_interface_toast = {
			title = betterbattles.1006.toast2
			left_icon = scope:player_commander
			#
			add_prestige = 50
		}
	}
} # A Standout Warrior

betterbattles.1007 = {
	type = character_event
	title = betterbattles.0102.t
	desc = betterbattles.1007.desc
 
	trigger = {
		is_ai = no
	}

	immediate = {
	}

	theme = battle

	left_portrait = {
		character = scope:player_commander
		animation = fear
	}

	option = {
		name = betterbattles.1007.a
		stress_impact = {
			base = 50
			calm = minor_stress_impact_loss
			trusting = miniscule_stress_impact_loss
			zealous = miniscule_stress_impact_loss
			craven = minor_stress_impact_gain
			paranoid = miniscule_stress_impact_gain
		}
		send_interface_toast = {
			title = betterbattles.1007.toast
			left_icon = scope:player_commander
			# 
			add_character_modifier = {
				modifier = near_death_experience
				years = 2
			}
		}
		custom_tooltip = betterbattles.1007.tt1
		custom_tooltip = betterbattles.1007.tt2
	} 

	option = {
		name = betterbattles.1007.b
		custom_tooltip = betterbattles.1007.toastb
		send_interface_toast = {
			title = betterbattles.1007.toastb
			left_icon = scope:player_commander
			#
			remove_character_modifier = unit
			add_character_modifier = {
				modifier = break_from_combat
				years = 3
			}
		}
	}
} # A Brush with Death

betterbattles.1009 = {
	type = character_event
	title = betterbattles.1009.t
	desc = betterbattles.1009.desc
 
	trigger = {
		is_ai = no
		NOT = {
			has_trait = bb_traumatised
		}
	}

	immediate = { 
	} 
 
	theme = battle

	right_portrait = {
		character = ROOT
		animation = fear
	}
 
	option = { # Snap out of it
		name = betterbattles.1009.a 
		# trait = brave 
		# trait = calm
		trigger = {
			OR = {
				has_trait = brave 
				has_trait = calm
			}
			NOT = {
				has_trait = craven
				has_trait = wrathful
			}
		}
		stress_impact = {
			base = 100
			brave = minor_stress_impact_loss
			calm = minor_stress_impact_loss
			compassionate = medium_stress_impact_gain
			callous = medium_stress_impact_loss
		}
		duel = { 
			skill = martial
			value = 9
			70 = {
				desc = betterbattles.1009.toastA1
				send_interface_toast = {
					title = betterbattles.1009.toastA1
					left_icon = scope:player_commander
					#
					add_trait = bb_traumatised 
				} 
			}
			30 = {
				desc = betterbattles.1009.toastA2
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3
				}
				send_interface_toast = { 
					title = betterbattles.1009.toastA2
					left_icon = scope:player_commander
					#
					if = {
						limit = {
							has_trait = brave
						}
						remove_trait = brave
						add_trait = wrathful
					} # Removes brave and adds wrathful
					if = {
						limit = {
							has_trait = calm
							NOT = {
								has_trait = wrathful
							} # Checking for wrathful in case character has brave AND calm, in which case the code would otherwise remove calm and add
							  #		nothing because the code has already replaced brave with wrathful (Adding a trait a character already has does nothing)
							  #		This NOT statement prevents this from happening
						}
						remove_trait = calm
						add_trait_force_tooltip = wrathful
					} # Removes calm and adds wrathful
				}
			}
		}
	}
	
	option = { # I must stop caring
		name = betterbattles.1009.b
		trigger = {
			NOT = { 
				has_trait = craven
				has_trait = callous
			}
			OR = {
				number_of_personality_traits < 4
				has_trait = compassionate
			}
		}
		stress_impact = {
			base = 100
			brave = minor_stress_impact_loss
			calm = minor_stress_impact_loss
			compassionate = medium_stress_impact_gain
		}
		duel = { 
			skill = diplomacy
			value = 9 
			75 = {
				desc = betterbattles.1009.toastB1
				send_interface_toast = {
					title = betterbattles.1009.toastB1
					left_icon = scope:player_commander
					# 
					add_trait = bb_traumatised
					add_character_modifier = {
						modifier = bottled_trauma
						years = 10
					}
				}
			}
			25 = {
				desc = betterbattles.1009.toastB2
				compare_modifier = {
					value = scope:duel_value
					multiplier = 5
				}
				send_interface_toast = { 
					title = betterbattles.1009.toastB2
					left_icon = scope:player_commander
					#
					if = {
						limit = {
							has_trait = compassionate
						}
						add_stress = 25
						remove_trait = compassionate
					}
					add_trait_force_tooltip = callous
				}
			}
		}
	}
	
	option = { # AAAHHH, MUMMY!
		name = betterbattles.1009.c
		trigger = {
			has_trait = craven
		} 
		stress_impact = {
			base = 150
			brave = minor_stress_impact_loss
			calm = minor_stress_impact_loss
			compassionate = medium_stress_impact_gain
		} 
		send_interface_toast = {
			title = betterbattles.1009.toastC
			left_icon = scope:player_commander
			# 
			add_trait = bb_traumatised
		}
	}
	
	option = { # AAAHHH, MUMMY!
		name = betterbattles.1009.d
		trigger = {
			NOT = {
				has_trait = craven
				has_trait = incapable # Just to be safe
			}
		} 
		stress_impact = {
			base = 100
			brave = minor_stress_impact_loss
			calm = minor_stress_impact_loss
			compassionate = medium_stress_impact_gain
		}
		duel = {
			skill = learning
			value = 9
			15 = {
				desc = betterbattles.1009.toastD1
				send_interface_toast = {
					title = betterbattles.1009.toastD1
					left_icon = scope:player_commander
					# 
					add_trait = incapable
				}
			}
			35 = {
				desc = betterbattles.1009.toastD2
				send_interface_toast = {
					title = betterbattles.1009.toastD2
					left_icon = scope:player_commander
					#
					add_stress = 100
				}
			}
			50 = {
				desc = betterbattles.1009.toastD3
				compare_modifier = {
					value = scope:duel_value
					multiplier = -7.5
				}
				send_interface_toast = {
					title = betterbattles.1009.toastD3
					left_icon = scope:player_commander
					#
					add_trait = bb_traumatised
				}
			}
		}
	}
} # The Enemy Within

betterbattles.1010 = {
	type = character_event
	title = betterbattles.0102.t
	desc = betterbattles.1010.desc
 
	trigger = {
		is_ai = no
		scope:bad_knight = { exists = yes }
	}

	immediate = {
		hidden_effect = {
			create_character = {
				location = root.location
				template_character = scope:bad_knight
				culture = scope:bad_knight.culture
				faith = scope:bad_knight.faith
				gender = male
				random_traits = yes
				trait = craven
				dynasty = none
				save_scope_as = random_levy_enemy
				after_creation = {
					set_interesting_traits_and_modifiers_effect = yes
				}
			}
			scope:random_levy_enemy = {
				add_trait = wounded_1
			}
		}
	}

	theme = battle

	left_portrait = {
		character = scope:player_commander
		animation = angry
	}

	right_portrait = {
		character = scope:random_levy_enemy
		animation = fear
	}

	option = {
		name = betterbattles.1010.a
		duel = {
			skill = prowess
			target = scope:random_levy_enemy
			75 = {
				desc = betterbattles.1010.toastA1
				compare_modifier = {
					value = scope:duel_value
					multiplier = 5
					max = 99
				}
				scope:random_levy_enemy = {
					death = {
						death_reason = death_viciously_dismembered 
						killer = scope:player_commander
					}
				}
				send_interface_toast = {
					title = betterbattles.1010.toastA1
					left_icon = scope:player_commander
					#
					add_dread = 10
				}
			}
			25 = {
				desc = betterbattles.1010.toastA2
				scope:random_levy_enemy = {
					add_prestige = 50
				}
				send_interface_toast = {
					title = betterbattles.1010.toastA2
					left_icon = scope:player_commander
					#
					add_prestige = -50
				}
			}
		}
	}

	option = {
		name = betterbattles.1010.b
		custom_tooltip = betterbattles.1010.toastB
		send_interface_toast = {
			title = betterbattles.1010.toastB
			left_icon = scope:player_commander
			#
			add_prestige = 50
			add_dread = -10
		}
		if = {
			limit = {
				number_of_personality_traits < 4
				NOT = {
					has_trait = compassionate
					has_trait = callous
				}
			}
			random_list = {
				90 = {
					desc = betterbattles.1010.B1
					stress_impact = {
						base = minor_stress_impact_loss
					}
				}
				10 = {
					desc = betterbattles.1010.B2
					add_trait = compassionate
				}
			}
		}
	}

	after = {
		hidden_effect = {
			scope:random_levy_enemy = {
				death = {
					death_reason = death_battle
				}
			}
		}
	}
} # Dread gain

###############################################
#\/# Event Chain Events ## DO NOT TOUCH ## #\/#
###############################################

# betterbattles.2000 = {
# 	type = character_event
# 	title = betterbattles.0102.t
# 	desc = betterbattles.2000.desc
 
# 	trigger = {
# 		scope:enemy_commander = { exists = yes }
# 		is_ai = no
# 	}

# 	immediate = {
# 	}

# 	theme = battle

# 	left_portrait = {
# 		character = scope:player_commander
# 		animation = personality_rational
# 	}

# 	right_portrait = {
# 		character = scope:good_knight
# 		animation = personality_bold
# 	}

# 	option = {
# 		name = betterbattles.2000.a
# 		duel = {
# 			target = scope:enemy_commander
# 			skill = martial
# 			50 = {
# 				desc = betterbattles.2000.a.win
# 				compare_modifier = {
# 					value = scope:duel_value
# 					multiplier = 5
# 					min = -49
# 				}
# 				# Soft win bonus
# 			}
# 			50 = {
# 				desc = betterbattles.2000.a.lose
# 				# Soft loss debuff
# 			}
# 		}
# 	}

# 	option = {
# 		name = betterbattles.2000.b
# 		duel = {
# 			target = scope:enemy_commander
# 			skill = martial
# 			30 = {
# 				desc = betterbattles.2000.b.win
# 				compare_modifier = {
# 					value = scope:duel_value
# 					multiplier = 5
# 					min = -29
# 				}
# 				# Hard win bonus
# 			}
# 			70 = {
# 				desc = betterbattles.2000.b.lose
# 				# Hard loss debuff
# 			}
# 		}
# 	}

# 	option = {
# 		name = betterbattles.2000.c
# 		# Boring option
# 	}

# } # Tactics event 1

###########################
#\/# MINOR WOUND EVENT #\/#
###########################

betterbattles.999 = {
	type = character_event
	title = betterbattles.0102.t # Same event chain, same title
	desc = betterbattles.999.desc
 
	trigger = {
		is_ai = no
		scope:player_commander = {
			NOT = {
				has_character_modifier = successful_battlefield_treatment
			}
			is_alive = yes
		} # This event is commonly called after a 1 day delay- this prevents the event from firing in the rare situation 
		  # that the player somehow dies in the delay period
	}

	immediate = {
	}

	theme = battle

	left_portrait = {
		character = scope:player_commander
		animation = pain 
	}

	right_portrait = { 
		character = scope:good_knight
		animation = personality_rational
	}

	option = { # You are not qualified for this
		name = betterbattles.999.a
		stress_impact = {
			base = 10
			humble = miniscule_stress_impact_loss
			cynical = miniscule_stress_impact_loss
			stubborn = miniscule_stress_impact_loss
			trusting = minor_stress_impact_gain
			craven = miniscule_stress_impact_gain
		}
		scope:good_knight = {
			add_opinion = {
				modifier = refused_aid 
				target = root
			}
		}
	}

	option = { # Medic!
		stress_impact = {
			base = -10
			humble = miniscule_stress_impact_gain
			cynical = miniscule_stress_impact_gain
			stubborn = miniscule_stress_impact_gain
			trusting = minor_stress_impact_loss
			craven = miniscule_stress_impact_loss
		}
		name = betterbattles.999.b
		scope:good_knight = {
			duel = {
				skill = learning
				value = 6
				15 = { # Great success, very nice
					desc = betterbattles.999.good
					compare_modifier = {
						value = scope:duel_value
						multiplier = 10
					}
					scope:player_commander = {
						send_interface_toast = {
							title = betterbattles.999.good
							left_icon = scope:player_commander
							right_icon = scope:good_knight
							#
							remove_trait = wounded_1
							scope:good_knight = {
								add_prestige = 50
								add_learning_skill = 1
							}
						}
					}
				}
				35 = { # Success
					desc = betterbattles.999.okay
					compare_modifier = {
						value = scope:duel_value
						multiplier = 5
					}
					scope:player_commander = {
						send_interface_toast = {
							title = betterbattles.999.okay
							left_icon = scope:player_commander
							right_icon = scope:good_knight
							#
							add_character_modifier = {
								years = 1
								modifier = successful_battlefield_treatment
							}
							scope:good_knight = {
								add_prestige = 50
								add_learning_skill = 1
							}
						}
					}
				}
				50 = { # Worsened injury
					desc = betterbattles.999.bad
					compare_modifier = {
						value = scope:duel_value
						multiplier = -5
					}
					scope:player_commander = {
						send_interface_toast = {
							title = betterbattles.999.bad
							left_icon = scope:player_commander
							right_icon = scope:good_knight
							#
							remove_trait = wounded_1
							add_trait_force_tooltip = wounded_2
							scope:good_knight = {
								add_prestige = -50
							}
						}
						trigger_event = {
							id = health.0102
							days = 1
						}
					}
				}
			}
		}
	}

} # Field surgery event

#######################
#\/# TESTING TOOLS #\/#
#######################

## Uncomment when needed

#betterbattles.test = {
#	type = character_event
#	title = betterbattles.test.t
#	desc = betterbattles.test.desc
#
#	immediate = {
#		add_gold = 1000
#	}
#
#	theme = battle
#
#	left_portrait = {
#		character = ROOT
#		animation = anger
#	}
#
#	option = {
#		name = betterbattles.test.a
#		#send_interface_toast = {
#		#	title = betterbattles.toasttest.t
#		#	# Tiny, Minor, Medium, Major, Massive, Holy_order
#		#	remove_long_term_gold = major_gold_value
#		#	left_icon = ROOT
#		#	right_icon = ROOT
#		#}
#	}
#} # Test Event