﻿### Introduction

namespace = seek_combat

# Starting


scripted_effect seek_combat_transfer_equipped_artifact_effect = {
	if = {
		limit = {
			any_equipped_character_artifact = { artifact_slot_type = $TYPE$ }
		}
		save_scope_as = artifact_knight
		random_equipped_character_artifact = {
			limit = { artifact_slot_type = $TYPE$ }
			if = {
				#AGOT Modified
				# limit = { artifact_durability >= define:NInventory|ARTIFACT_LOW_DURABILITY }
				limit = {
					NOT = { has_variable = valyrian_steel } # Handle VS Swords transfer post-battle through a separate event
					artifact_durability >= define:NInventory|ARTIFACT_LOW_DURABILITY
				}
				save_scope_as = knight_artifact
				if = {
					limit = { exists = artifact_owner.house }
					artifact_owner.house = { save_scope_as = artifact_house }
				}
				set_owner = {
					target = $OWNER$
					history = {
						type = taken_in_battle
						actor = scope:artifact_knight
						recipient = $OWNER$
						location = scope:artifact_knight.location
					}
				}
				if = {
					limit = {
						exists = scope:artifact_house
						NOT = {
							any_artifact_house_claimant = {
								this = scope:artifact_house
							}
						}
					}
					scope:artifact_house = { add_house_artifact_claim = prev }
				}
				scope:artifact_knight = {
					if = {
						limit = {
							NOT = {
								has_personal_artifact_claim = prev
							}
						}
						add_personal_artifact_claim = prev
					}
				}
				#debug_log = "ART_TRAN"
			}
			#AGOT Added, Valyrian Steel Swords handled separately
			else_if = {
				limit = { has_variable = valyrian_steel }
				save_scope_as = looted_vs_sword

			
					scope:sc_victor = { trigger_event = agot_valyrian_steel.1001 }
				
			}
			else = {
				destroy_artifact = this
				#debug_log = "ART_DEST"
			}
		}
	}
}


##### Starting Event
##### You see your target on the battlefield along with his sworn shield. Do you attempt to cut your way through his men and challenge him?


## This a basic event, use it as a base for other events. Though you probably will want to remove the annotation spam first.
seek_combat.00011 = { # Use comments (like this one!) to put the event name here, this way other scripters can find the event you are working on without knowing the ID.
	type = character_event
	title = seek_combat.00011.t
	#desc = seek_combat.00011.desc # For Sublime users: there is a "find in files" feature that is excellent for digging through loc
	desc = {
			desc = seek_combat.00011.desc
			desc = seek_combat.0002a.desc
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker
					scope:seek_combat_attacker = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_1
				}
				desc = seek_combat.00021a.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_1
					scope:seek_combat_attacker_bodyguard_1 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_2
				}
				desc = seek_combat.00022a.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_2
					scope:seek_combat_attacker_bodyguard_2 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_3
				}
				desc = seek_combat.00023a.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_3
					scope:seek_combat_attacker_bodyguard_3 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_4
				}
				desc = seek_combat.00024a.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_4
					scope:seek_combat_attacker_bodyguard_4 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_5
				}
				desc = seek_combat.00025a.desc
			}
			
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_5
					scope:seek_combat_attacker_bodyguard_5 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_6
				}
				desc = seek_combat.00026a.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_6
					scope:seek_combat_attacker_bodyguard_6 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_7
				}
				desc = seek_combat.00027a.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_7
					scope:seek_combat_attacker_bodyguard_7 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
		desc = seek_combat.0002d.desc
		triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_1
				}
				desc = seek_combat.00021d.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_1
					scope:seek_combat_defender_bodyguard_1 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_2
				}
				desc = seek_combat.00022d.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_2
					scope:seek_combat_defender_bodyguard_2 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_3
				}
				desc = seek_combat.00023d.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_3
					scope:seek_combat_defender_bodyguard_3 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_4
				}
				desc = seek_combat.00024d.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_4
					scope:seek_combat_defender_bodyguard_4 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_5
				}
				desc = seek_combat.00025d.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_5
					scope:seek_combat_defender_bodyguard_5 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_6
				}
				desc = seek_combat.00026d.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_6
					scope:seek_combat_defender_bodyguard_6 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_7
				}
				desc = seek_combat.00027d.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_7
					scope:seek_combat_defender_bodyguard_7 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			
		
	}
	
	
	
	override_background = {
		reference = terrain
	}


	theme = war
	left_portrait = {
		character = scope:seek_combat_attacker
		scripted_animation = marshal
	}
	right_portrait = {
		character = scope:seek_combat_attacker_bodyguard_1
		scripted_animation = marshal
	}
	lower_right_portrait = {
		character = scope:seek_combat_attacker_bodyguard_2
		scripted_animation = duel_wield_weapon
	}
	lower_left_portrait = {
		character = scope:seek_combat_attacker_bodyguard_3
		scripted_animation = duel_wield_weapon
	}
	immediate = { 
	scope:seek_combat_defender = { trigger_event = seek_combat.0006 }
	}

	option = { # Stay in formation
		name = seek_combat.00011.a
		ai_chance = {
		base = 50 # Try to make it 0 for most interactions
		}
			
			
			scope:seek_combat_attacker = { trigger_event = seek_combat.0001 }
			}
		
			
	option = { # Meet them in single combat.
		name = seek_combat.00011.b
		
	ai_chance = {
		base = 5 # Try to make it 0 for most interactions
		modifier = {
				add = 10
				has_relation_rival = scope:seek_combat_attacker
			}
			modifier = {
				add = 15
				has_relation_nemesis = scope:seek_combat_attacker
			}
		# Relative fightan ability.
		modifier = {
			desc = CTSC_RELATIVE_PROWESS
			scope:seek_combat_attacker.prowess < scope:seek_combat_defender.prowess
			add = {
				value = scope:seek_combat_defender.prowess
				subtract = scope:seek_combat_attacker.prowess
				multiply = 2
			}
		}
		modifier = {
			desc = CTSC_RELATIVE_PROWESS
			scope:seek_combat_defender.prowess < scope:seek_combat_attacker.prowess
			add = {
				value = scope:seek_combat_attacker.prowess
				subtract = scope:seek_combat_defender.prowess
				multiply = -2
			}
		}
		# Weight up for personality values.
		ai_value_modifier = {
			who = scope:seek_combat_defender
			ai_boldness = {
				if = {
					limit = {
						scope:seek_combat_defender = {
							ai_boldness > 0
							ai_rationality < 0
						}
					}
					value = 2
				}
				else_if = {
					limit = {
						scope:seek_combat_defender = {
							NOT = { ai_boldness = 0 }
						}
					}
					value = 1
				}
			}
			ai_vengefulness = {
				if = {
					limit = {
						scope:seek_combat_defender = {
							NOT = { ai_vengefulness = 0 }
						}
					}
					value = 0.75
				}
			}
			ai_honor = {
				if = {
					limit = {
						scope:seek_combat_defender = {
							ai_honor > 0
						}
					}
					value = 0.5
				}
			}
		}
		}
			scope:seek_combat_attacker = {
				location = { save_scope_as = duel_location }
				add_character_flag = active_battlefield_duel
				create_story = {
					type = agot_battlefield_duel_story
					save_scope_as = battlefield_duel_story 
				}
				
				scope:battlefield_duel_story = {
					add_to_variable_list = { name = attackers target = scope:seek_combat_attacker }
				}
				
				
				scope:battlefield_duel_story = {
					add_to_variable_list = { name = defenders target = scope:seek_combat_defender }
				}
				
				#every_in_list = {
				#	list = duel_observers
				#	scope:battlefield_duel_story = {
				#		add_to_variable_list = { name = duel_observers target = PREV }
				#	}
				#}
				scope:battlefield_duel_story = {
					set_variable = { name = seek_combat_attacker value = scope:seek_combat_attacker }
					set_variable = { name = seek_combat_defender value = scope:seek_combat_defender }
					if = { limit = { scope:seek_combat_defender = { is_ruler = yes } } set_variable = { name = defender_home_court value = scope:seek_combat_defender.primary_title } }
					else = { set_variable = { name = defender_home_court value = scope:seek_combat_defender.employer.primary_title } } 
					set_variable = { name = battle_location value = scope:battle_location }
					#if = { limit = { exists = scope:seek_combat_attacker_bodyguard_1 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_attacker_bodyguard_1 value = scope:seek_combat_attacker_bodyguard_1 } } }
					#if = { limit = { exists = scope:seek_combat_attacker_bodyguard_2 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_attacker_bodyguard_2 value = scope:seek_combat_attacker_bodyguard_2 } } }
					#if = { limit = { exists = scope:seek_combat_attacker_bodyguard_3 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_attacker_bodyguard_3 value = scope:seek_combat_attacker_bodyguard_3 } } }
					#if = { limit = { exists = scope:seek_combat_attacker_bodyguard_4 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_attacker_bodyguard_4 value = scope:seek_combat_attacker_bodyguard_4 } } }
					#if = { limit = { exists = scope:seek_combat_attacker_bodyguard_5 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_attacker_bodyguard_5 value = scope:seek_combat_attacker_bodyguard_5 } } }
					#if = { limit = { exists = scope:seek_combat_attacker_bodyguard_6 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_attacker_bodyguard_6 value = scope:seek_combat_attacker_bodyguard_6 } } }
					#if = { limit = { exists = scope:seek_combat_attacker_bodyguard_7 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_attacker_bodyguard_7 value = scope:seek_combat_attacker_bodyguard_7 } } }
					#if = { limit = { exists = scope:seek_combat_defender_bodyguard_1 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_defender_bodyguard_1 value = scope:seek_combat_defender_bodyguard_1 } } }
					#if = { limit = { exists = scope:seek_combat_defender_bodyguard_2 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_defender_bodyguard_2 value = scope:seek_combat_defender_bodyguard_2 } } }
					#if = { limit = { exists = scope:seek_combat_defender_bodyguard_3 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_defender_bodyguard_3 value = scope:seek_combat_defender_bodyguard_3 } } }
					#if = { limit = { exists = scope:seek_combat_defender_bodyguard_4 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_defender_bodyguard_4 value = scope:seek_combat_defender_bodyguard_4 } } }
					#if = { limit = { exists = scope:seek_combat_defender_bodyguard_5 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_defender_bodyguard_5 value = scope:seek_combat_defender_bodyguard_5 } } }
					#if = { limit = { exists = scope:seek_combat_defender_bodyguard_6 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_defender_bodyguard_6 value = scope:seek_combat_defender_bodyguard_6 } } }
					#if = { limit = { exists = scope:seek_combat_defender_bodyguard_7 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_defender_bodyguard_7 value = scope:seek_combat_defender_bodyguard_7 } } }
					
				}
			}
	}
}


seek_combat.0001 = { # Use comments (like this one!) to put the event name here, this way other scripters can find the event you are working on without knowing the ID.
	type = character_event
	title = seek_combat.0001.t
	desc = seek_combat.0001.desc # For Sublime users: there is a "find in files" feature that is excellent for digging through loc
	override_background = {
		reference = terrain
	}


	theme = war
	left_portrait = {
		character = scope:seek_combat_attacker
		scripted_animation = duel_wield_weapon
	}
	right_portrait = {
		character = scope:seek_combat_defender
		scripted_animation = duel_wield_weapon
	}
	lower_right_portrait = {
		character = scope:seek_combat_defender_bodyguard_1
		scripted_animation = duel_wield_weapon
	}
	lower_left_portrait = {
		character = scope:seek_combat_attacker_bodyguard_1
		scripted_animation = duel_wield_weapon
	}
	immediate = { 
	scope:seek_combat_defender = { trigger_event = seek_combat.0006 }
	}

	option = { # Attack
		name = seek_combat.0001.a
		
		duel = {
			#skill = prowess
			skills = { martial prowess }
			target = scope:seek_combat_defender
			
			50 = {
				#show_chance = no
				desc = "You break through the enemy lines"
				compare_modifier = {
					value = scope:duel_value
					multiplier = 1
				}
				custom_tooltip = "A confrontation begins between you and [seek_combat_defender.GetFullName] along with any bodyguards."
				location = { save_scope_as = duel_location }
				add_character_flag = active_battlefield_duel
				create_story = {
					type = agot_battlefield_duel_story
					save_scope_as = battlefield_duel_story 
				}
				every_in_list = {
					list = attackers
					scope:battlefield_duel_story = {
						add_to_variable_list = { name = attackers target = PREV }
					}
				}
				every_in_list = {
					list = defenders
					scope:battlefield_duel_story = {
						add_to_variable_list = { name = defenders target = PREV }
					}
				}
				every_in_list = {
					list = duel_observers
					scope:battlefield_duel_story = {
						add_to_variable_list = { name = duel_observers target = PREV }
					}
				}
				scope:battlefield_duel_story = {
					set_variable = { name = seek_combat_attacker value = scope:seek_combat_attacker }
					set_variable = { name = seek_combat_defender value = scope:seek_combat_defender }
					if = { limit = { scope:seek_combat_defender = { is_ruler = yes } } set_variable = { name = defender_home_court value = scope:seek_combat_defender.primary_title } }
					else = { set_variable = { name = defender_home_court value = scope:seek_combat_defender.employer.primary_title } } 
					set_variable = { name = battle_location value = scope:battle_location }
					if = { limit = { exists = scope:seek_combat_attacker_bodyguard_1 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_attacker_bodyguard_1 value = scope:seek_combat_attacker_bodyguard_1 } } }
					if = { limit = { exists = scope:seek_combat_attacker_bodyguard_2 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_attacker_bodyguard_2 value = scope:seek_combat_attacker_bodyguard_2 } } }
					if = { limit = { exists = scope:seek_combat_attacker_bodyguard_3 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_attacker_bodyguard_3 value = scope:seek_combat_attacker_bodyguard_3 } } }
					if = { limit = { exists = scope:seek_combat_attacker_bodyguard_4 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_attacker_bodyguard_4 value = scope:seek_combat_attacker_bodyguard_4 } } }
					if = { limit = { exists = scope:seek_combat_attacker_bodyguard_5 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_attacker_bodyguard_5 value = scope:seek_combat_attacker_bodyguard_5 } } }
					if = { limit = { exists = scope:seek_combat_attacker_bodyguard_6 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_attacker_bodyguard_6 value = scope:seek_combat_attacker_bodyguard_6 } } }
					if = { limit = { exists = scope:seek_combat_attacker_bodyguard_7 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_attacker_bodyguard_7 value = scope:seek_combat_attacker_bodyguard_7 } } }
					if = { limit = { exists = scope:seek_combat_defender_bodyguard_1 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_defender_bodyguard_1 value = scope:seek_combat_defender_bodyguard_1 } } }
					if = { limit = { exists = scope:seek_combat_defender_bodyguard_2 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_defender_bodyguard_2 value = scope:seek_combat_defender_bodyguard_2 } } }
					if = { limit = { exists = scope:seek_combat_defender_bodyguard_3 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_defender_bodyguard_3 value = scope:seek_combat_defender_bodyguard_3 } } }
					if = { limit = { exists = scope:seek_combat_defender_bodyguard_4 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_defender_bodyguard_4 value = scope:seek_combat_defender_bodyguard_4 } } }
					if = { limit = { exists = scope:seek_combat_defender_bodyguard_5 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_defender_bodyguard_5 value = scope:seek_combat_defender_bodyguard_5 } } }
					if = { limit = { exists = scope:seek_combat_defender_bodyguard_6 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_defender_bodyguard_6 value = scope:seek_combat_defender_bodyguard_6 } } }
					if = { limit = { exists = scope:seek_combat_defender_bodyguard_7 } scope:battlefield_duel_story = { set_variable = { name = seek_combat_defender_bodyguard_7 value = scope:seek_combat_defender_bodyguard_7 } } }
					
				}

				
				
			#scope:seek_combat_attacker = { trigger_event = seek_combat.0002 }
		
			}
			30 = {
				#show_chance = no
				desc = "You are beaten back"
				
					scope:seek_combat_attacker = {
				
							increase_wounds_effect = { REASON = battle }
							root = { add_prestige = minor_prestige_loss }
					trigger_event = seek_combat.00021 
				 
			}
			}
			15 = {
				#show_chance = no
				desc = "You are captured in your attempt to challenge your foe"
				if = { limit = { scope:seek_combat_defender = { is_landed = yes } }
						rightfully_imprison_character_less_verbose_effect = {
														TARGET = scope:seek_combat_attacker
														IMPRISONER = scope:seek_combat_defender
													}
													rightfully_imprison_character_less_verbose_effect = {
														TARGET = scope:seek_combat_attacker_bodyguard_1
														IMPRISONER = scope:seek_combat_defender
													}
													}
													else = { 
															scope:seek_combat_defender = { liege = { save_scope_as = seek_combat_defender_liege } }
															rightfully_imprison_character_less_verbose_effect = {
														TARGET = scope:seek_combat_attacker
														IMPRISONER = scope:seek_combat_defender_liege
													}
													rightfully_imprison_character_less_verbose_effect = {
														TARGET = scope:seek_combat_attacker_bodyguard
														IMPRISONER = scope:seek_combat_defender_liege
													}
													}
															
				
			}
			5 = {
				#show_chance = no
				desc = "You are overwhelmed by the enemy and killed"
				
					scope:seek_combat_attacker = {
				death = {
							death_reason = death_cut_off_by_enemy_troops_offensive
							#killer = scope:seek_combat_defender
						}
			}
			}
		}
		
	}
	option = { # Nevermind, this is too dangerous.
		name = seek_combat.0001.b
	}
}

#### You manage to make it through and your target is within striking distance. Do you attack yourself or send your own men first?
####



### You Attack
###


### The Sworn Shields fight



### You fight your target


seek_combat.0002 = {
	type = character_event
	window = duel_event
	title = seek_combat.0002.t
	#desc = seek_combat.0002.desc
	desc = {
			desc = seek_combat.0002.desc
			desc = seek_combat.0002a.desc
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker
					scope:seek_combat_attacker = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker
					scope:seek_combat_attacker = { is_in_list = attacker_pows }
				}
				desc = seek_combat.0002_defeated.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_1
				}
				desc = seek_combat.00021a.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_1
					scope:seek_combat_attacker_bodyguard_1 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_1
					scope:seek_combat_attacker_bodyguard_1 = { is_in_list = attacker_pows }
				}
				desc = seek_combat.0002_defeated.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_2
				}
				desc = seek_combat.00022a.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_2
					scope:seek_combat_attacker_bodyguard_2 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_2
					scope:seek_combat_attacker_bodyguard_2 = { is_in_list = attacker_pows }
				}
				desc = seek_combat.0002_defeated.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_3
				}
				desc = seek_combat.00023a.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_3
					scope:seek_combat_attacker_bodyguard_3 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_3
					scope:seek_combat_attacker_bodyguard_3 = { is_in_list = attacker_pows }
				}
				desc = seek_combat.0002_defeated.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_4
				}
				desc = seek_combat.00024a.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_4
					scope:seek_combat_attacker_bodyguard_4 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_4
					scope:seek_combat_attacker_bodyguard_4 = { is_in_list = attacker_pows }
				}
				desc = seek_combat.0002_defeated.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_5
				}
				desc = seek_combat.00025a.desc
			}
			
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_5
					scope:seek_combat_attacker_bodyguard_5 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_5
					scope:seek_combat_attacker_bodyguard_5 = { is_in_list = attacker_pows }
				}
				desc = seek_combat.0002_defeated.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_6
				}
				desc = seek_combat.00026a.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_6
					scope:seek_combat_attacker_bodyguard_6 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_6
					scope:seek_combat_attacker_bodyguard_1 = { is_in_list = attacker_pows }
				}
				desc = seek_combat.0006_defeated.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_7
				}
				desc = seek_combat.00027a.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_7
					scope:seek_combat_attacker_bodyguard_7 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_attacker_bodyguard_7
					scope:seek_combat_attacker_bodyguard_7 = { is_in_list = attacker_pows }
				}
				desc = seek_combat.0002_defeated.desc
			}
		desc = seek_combat.0002d.desc
		triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender
					scope:seek_combat_defender = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
		triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender
					scope:seek_combat_defender = { is_in_list = defender_pows }
				}
				desc = seek_combat.0002_defeated.desc
			}
		triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_1
				}
				desc = seek_combat.00021d.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_1
					scope:seek_combat_defender_bodyguard_1 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_1
					scope:seek_combat_defender_bodyguard_1 = { is_in_list = defender_pows }
				}
				desc = seek_combat.0002_defeated.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_2
				}
				desc = seek_combat.00022d.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_2
					scope:seek_combat_defender_bodyguard_2 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_2
					scope:seek_combat_defender_bodyguard_2 = { is_in_list = defender_pows }
				}
				desc = seek_combat.0002_defeated.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_3
				}
				desc = seek_combat.00023d.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_3
					scope:seek_combat_defender_bodyguard_3 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_3
					scope:seek_combat_defender_bodyguard_3 = { is_in_list = defender_pows }
				}
				desc = seek_combat.0002_defeated.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_4
				}
				desc = seek_combat.00024d.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_4
					scope:seek_combat_defender_bodyguard_4 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_4
					scope:seek_combat_defender_bodyguard_4 = { is_in_list = defender_pows }
				}
				desc = seek_combat.0002_defeated.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_5
				}
				desc = seek_combat.00025d.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_5
					scope:seek_combat_defender_bodyguard_5 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_5
					scope:seek_combat_defender_bodyguard_5 = { is_in_list = defender_pows }
				}
				desc = seek_combat.0002_defeated.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_6
				}
				desc = seek_combat.00026d.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_6
					scope:seek_combat_defender_bodyguard_6 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_6
					scope:seek_combat_defender_bodyguard_6 = { is_in_list = defender_pows }
				}
				desc = seek_combat.0002_defeated.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_7
				}
				desc = seek_combat.00027d.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_7
					scope:seek_combat_defender_bodyguard_7 = { is_alive = no }
				}
				desc = seek_combat.0002_dead.desc
			}
			triggered_desc = {
				trigger = {
					exists = scope:seek_combat_defender_bodyguard_7
					scope:seek_combat_defender_bodyguard_7 = { is_in_list = defender_pows }
				}
				desc = seek_combat.0002_defeated.desc
			}
			
		
	}
	theme = battle
	override_background = {
		reference = terrain
	}
	left_portrait = {
		character = scope:attacker_portrait
		scripted_animation = duel_wield_weapon
	}
	right_portrait = {
		character = scope:defender_portrait
		scripted_animation = duel_wield_weapon
	}
	
	
	
													


		immediate = {
			if = {
				limit = { scope:seek_combat_attacker = { is_alive = yes } }
				scope:seek_combat_attacker = { save_scope_as = attacker_portrait }
			}
			else = {
				random_in_list = {
					list = attackers
					limit = { is_alive = yes }
					save_scope_as = attacker_portrait
				}
			}
			if = {
				limit = { scope:seek_combat_defender = { is_alive = yes } }
				scope:seek_combat_defender = { save_scope_as = defender_portrait }
			}
			else = {
				random_in_list = {
					list = defenders
					limit = { is_alive = yes }
					save_scope_as = defender_portrait
				}
			}
			if = {
				limit = { NOT = { exists = scope:attacker_portrait } }
				scope:seek_combat_attacker = { save_scope_as = attacker_portrait }
			}
			if = {
				limit = { NOT = { exists = scope:defender_portrait } }
				scope:seek_combat_defender = { save_scope_as = defender_portrait }
			}
			
		}
		
	
		option = { 
			trigger = {
				this = scope:duel_owner
					
				any_in_list = { 
						list = attackers
						is_alive = yes
						NOT = { is_in_list = attacker_pows }
					}
				
				any_in_list = { 
						list = defenders
						is_alive = yes
						NOT = { is_in_list = defender_pows }
				}
				
			}
			name = seek_combat.0002.a
			agot_battlefield_duel_combat_effect = yes
		
			
		}
		option = { 
			trigger = { 
					this = scope:duel_owner	
					
				NOT = {
					any_in_list = { 
						list = defenders
						is_alive = yes
						NOT = { is_in_list = defender_pows }
					}
				}
			}
			name = seek_combat.0002.b
			custom_tooltip = seek_combat.0002.b
			hidden_effect = {
				every_in_list = {
					list = defender_pows
					imprison_character_effect = {
							TARGET = this
							IMPRISONER = scope:duel_owner
						}
				}
			}
			scope:battlefield_duel_story = { end_story = yes }
		}
		option = { 
			trigger = { 
					this = scope:duel_owner	
					NOT = {	any_in_list = { 
						list = attackers
						is_alive = yes
						NOT = { is_in_list = attacker_pows }
					}
					}
			}
			name = seek_combat.0002.c
			hidden_effect = {
				every_in_list = {
					list = attacker_pows
					imprison_character_effect = {
							TARGET = this
							IMPRISONER = scope:defender_home_court.holder
					}
				}
			}
			scope:battlefield_duel_story = { end_story = yes }
			
		}
		option = { 
			trigger = { exists = scope:duel_observer }
			name = seek_combat.0002.a
			
		
			
		}
		
		

	
	
}

seek_combat.00021 = {
	type = character_event
	hidden = false
	title = seek_combat.00021.t
	desc =seek_combat.00021.desc
	theme = battle
	override_background = {
		reference = terrain
	}
		left_portrait = {
		character = scope:seek_combat_attacker
		scripted_animation = celebrate_sword
	}
	right_portrait = {
		character = scope:seek_combat_defender
		scripted_animation = fear
	}
	lower_right_portrait = {
		character = scope:seek_combat_defender_bodyguard
		scripted_animation = marshal
	}
	lower_left_portrait = {
		character = scope:seek_combat_attacker_bodyguard
		scripted_animation = marshal
	}
	
	

	immediate = {
	
	
		
	}


	
	option = { # My charge failed.
	name = seek_combat.00021.a

	hidden_effect = {
	}

	ai_chance = {
		base = 10 # What are the chances of selecting this option over others? (Does not need to be 0 to 100, it can be anything)
		
		modifier = {
			add = 50 # To remove something you just add a negative number (5 + -10 = -5)
			has_trait = compassionate
		}
	}
}
	
	
}



seek_combat.0003 = {
	type = character_event
	hidden = false
	title = seek_combat.0003.t
	desc =seek_combat.0003.desc
	theme = battle
	override_background = {
		reference = terrain
	}
		left_portrait = {
		character = scope:seek_combat_attacker
		scripted_animation = celebrate_sword
	}
	right_portrait = {
		character = scope:seek_combat_defender
		scripted_animation = fear
	}
	lower_right_portrait = {
		character = scope:seek_combat_defender_bodyguard
		scripted_animation = marshal
	}
	lower_left_portrait = {
		character = scope:seek_combat_attacker_bodyguard
		scripted_animation = marshal
	}
	
	

	immediate = {
	
	
		
	}


	
	option = { # I Refuse
	name = seek_combat.0003.a

	hidden_effect = {
	}

	ai_chance = {
		base = 10 # What are the chances of selecting this option over others? (Does not need to be 0 to 100, it can be anything)
		
		modifier = {
			add = 50 # To remove something you just add a negative number (5 + -10 = -5)
			has_trait = compassionate
		}
	}
}
	
	
}




seek_combat.0004 = {
	type = character_event
	hidden = false
	title = seek_combat.0002.t
	desc =seek_combat.0002.desc
	theme = battle
	override_background = {
		reference = terrain
	}
	left_portrait = {
		character = scope:seek_combat_attacker
		scripted_animation = duel_wield_weapon
	}
	right_portrait = {
		character = scope:seek_combat_defender
		scripted_animation = duel_wield_weapon
	}
	lower_right_portrait = {
		character = scope:seek_combat_defender_bodyguard
		scripted_animation = duel_wield_weapon
	}
	lower_left_portrait = {
		character = scope:seek_combat_attacker_bodyguard
		scripted_animation = duel_wield_weapon
	}


	immediate = {
	
	
		
	}

	
	
	
	
	
}


### Notify Defender of Victory

seek_combat.0005 = {
	type = character_event
	hidden = false
	title = seek_combat.0005.t
	desc =seek_combat.0005.desc
	theme = battle
	override_background = {
		reference = terrain
	}
		left_portrait = {
		character = scope:seek_combat_attacker
		scripted_animation = fear
	}
	right_portrait = {
		character = scope:seek_combat_defender
		scripted_animation = celebrate_sword
	}
	lower_right_portrait = {
		character = scope:seek_combat_defender_bodyguard
		scripted_animation = marshal
	}
	lower_left_portrait = {
		character = scope:seek_combat_attacker_bodyguard
		scripted_animation = marshal
	}
	
	

	immediate = {
	
	
		
	}


	
	option = { # I Refuse
	name = seek_combat.0005.a

	hidden_effect = {
	}

	ai_chance = {
		base = 10 # What are the chances of selecting this option over others? (Does not need to be 0 to 100, it can be anything)
		
		modifier = {
			add = 50 # To remove something you just add a negative number (5 + -10 = -5)
			has_trait = compassionate
		}
	}
}
	
	
}

#Notify Defender of Attack

seek_combat.0006 = {
	type = character_event
	hidden = false
	title = seek_combat.0006.t
	desc =seek_combat.0006.desc
	theme = battle
	override_background = {
		reference = terrain
	}
		left_portrait = {
		character = scope:seek_combat_attacker
		scripted_animation = duel_wield_weapon
	}
	right_portrait = {
		character = scope:seek_combat_defender
		scripted_animation = duel_wield_weapon
	}
	lower_right_portrait = {
		character = scope:seek_combat_defender_bodyguard
		scripted_animation = marshal
	}
	lower_left_portrait = {
		character = scope:seek_combat_attacker_bodyguard
		scripted_animation = marshal
	}
	
	

	immediate = {
	
	
		
	}


	
	option = { # I Refuse
	name = seek_combat.0006.a

	hidden_effect = {
	}

	ai_chance = {
		base = 10 # What are the chances of selecting this option over others? (Does not need to be 0 to 100, it can be anything)
		
		modifier = {
			add = 50 # To remove something you just add a negative number (5 + -10 = -5)
			has_trait = compassionate
		}
	}
	}
	
	
}

### Duel Finish


seek_combat.0007 = { 
	type = empty
	#scope = none
	hidden = yes
	#title = others.0001.t
	#desc =  others.0001.desc
	#theme = prison

	immediate = {
		if = {
			limit = { scope:sc_loser = { is_alive = yes } }
	
			scope:sc_loser = {
				trigger_event = seek_combat.0008
			}
		}
		else = {
			scope:battlefield_duel_story = {
				set_variable = {
					name	= battlefield_duel
					value	= flag:combat
				}
			}
				
		}
	}
}
		
		
	
seek_combat.0008 = {
	type = character_event
	hidden = false
	title = seek_combat.0008.t
	window = big_event_window
	desc =seek_combat.0008.desc
	theme = battle
	override_background = {
		reference = terrain
	}
		left_portrait = {
		character = scope:sc_victor
		animation = celebrate_sword
	}
	right_portrait = {
		character = scope:sc_loser
		animation = fear
	}

	
	

	immediate = {
	
	
		
	}
	
	option = { # It's not over yet!
	name = seek_combat.0008.a
		#trigger = { NOT = { has_trait = wounded_3 } }
		
		scope:battlefield_duel_story = {
			set_variable = {
			name	= battlefield_duel
			value	= flag:combat
			}
		}
		if = { 
			limit = { has_trait = wounded_3 }
			death = {
								death_reason = death_battle
								killer = scope:sc_victor
			}
		}
		else = {
			scope:sc_victor = { trigger_event = seek_combat.0010 }
		}
		ai_chance = {
			base = 1
			modifier = {
				add = 1
				ai_boldness > 0
			}
			modifier = {
				add = 1
				ai_boldness >= 50
			}
			modifier = {
				add = 1
				ai_boldness >= 75
			}
			modifier = {
				add = 1
				ai_boldness >= 100
			}
			modifier = {
				add = 1
				ai_energy >= 50
			}
			modifier = {
				add = 10
				any_character_war = {
					is_war_leader = root
				}
			}
			
		}
	
	}
	

	
	option = { # I Yield
	name = seek_combat.0008.b
		scope:sc_victor = {
			trigger_event = seek_combat.0009
		}
		
		ai_chance = {
			base = 1
			modifier = {
				add = 1
				ai_boldness < 0
			}
			modifier = {
				add = 1
				ai_boldness <= -50
			}
			modifier = {
				add = 1
				ai_boldness <= -100
			}
			modifier = {
				add = 1
				ai_energy <= 0
			}
			modifier = {
				add = 2
				has_trait = wounded_1
			}
			modifier = {
				add = 3
				has_trait = wounded_2
			}
			modifier = {
				add = 4
				has_trait = wounded_3
			}
			
		}
		
		
	}
	
	
}


seek_combat.0009 = {
	type = character_event
	hidden = false
	title = seek_combat.0009.t
	desc =seek_combat.0009.desc
	window = big_event_window
	theme = battle
	override_background = {
		reference = terrain
	}
		left_portrait = {
		character = scope:sc_victor
		animation = celebrate_sword
	}
	right_portrait = {
		character = scope:sc_loser
		animation = fear
	}

	
	

	immediate = {
	
	
	
	
	
		
	}
	
	option = { 
		
		name = seek_combat.0009.a
		scope:sc_loser = {
				seek_combat_transfer_equipped_artifact_effect = { TYPE = primary_armament OWNER = scope:sc_victor }
				#	seek_combat_transfer_equipped_artifact_effect = { TYPE = armor OWNER = scope:sc_victor }
		}
		scope:sc_loser = {
					death = {
								death_reason = death_battle
								killer = scope:sc_victor
							}
		
		}
		ai_chance = {
			base = 3 
			modifier = {
				ai_vengefulness >= 0
				add = 1
			}
			modifier = {
				ai_vengefulness >= 0.5
				add = 1
			}
			modifier = {
				ai_vengefulness >= 0.75
				add = 1
			}
			modifier = {
				ai_vengefulness >= 1
				add = 1
			}
			modifier = {
				ai_compassion <= -0
				add = 1
			}
			modifier = {
				ai_compassion <= -0.5
				add = 1
			}
			modifier = {
				ai_compassion <= -0.75
				add = 1
			}
			modifier = {
				ai_compassion <= -1
				add = 1
			}
			modifier = {
				opinion = { target = scope:sc_loser value <= 0 }
				add = 1
			}
			modifier = {
				opinion = { target = scope:sc_loser value <= -0.5 }
				add = 1
			}
			modifier = {
				opinion = { target = scope:sc_loser value <= -0.75 }
				add = 1
			}
			modifier = {
				opinion = { target = scope:sc_loser value <= -1 }
				add = 1
			}
			modifier = {
				has_relation_nemesis = scope:sc_loser
				add = 1
			}
			modifier = {
				has_relation_rival = scope:sc_loser
				add = 1
			}
		}
			
	}
	### Take them prisoner
	option = {
		name = seek_combat.0009.b
		scope:battlefield_duel_story = {
			if = { limit = { scope:sc_loser = { is_in_list = attackers } }
				#remove_list_variable = { name = attackers target = root }
				add_to_variable_list = { name = attacker_pows target = scope:sc_loser }
			}
			else = {
				#remove_list_variable = { name = defenders target = scope:sc_loser }
				add_to_variable_list = { name = defender_pows target = scope:sc_loser }
			}
		}
		scope:sc_loser = {
				seek_combat_transfer_equipped_artifact_effect = { TYPE = primary_armament OWNER = scope:sc_victor }
				#seek_combat_transfer_equipped_artifact_effect = { TYPE = armor OWNER = scope:sc_victor }
			}
		ai_chance = {
			base = 1 
			modifier = {
				ai_honor >= 0
				add = 1
			}
			modifier = {
				ai_honor >= 0.5
				add = 1
			}
			modifier = {
				ai_honor >= 0.75
				add = 1
			}
			modifier = {
				ai_honor >= 1
				add = 1
			}
			modifier = {
				ai_compassion >= 0
				add = 1
			}
			modifier = {
				ai_compassion >= 0.5
				add = 1
			}
			modifier = {
				ai_compassion >= 0.75
				add = 1
			}
			modifier = {
				ai_compassion >= 1
				add = 1
			}
			modifier = {
				is_close_family_of = scope:sc_loser
				add = 1
			}
			modifier = {
				is_close_or_extended_family_of = scope:sc_loser
				add = 1
			}
			
		}
	}
	after = { 
		scope:battlefield_duel_story = {
			set_variable = {
			name	= battlefield_duel
			value	= flag:combat
			}
		}
	}



}



	
#	option = { # I Refuse
#	name = seek_combat_i_won.0003.a
#
#	hidden_effect = {
#	}
#
#	ai_chance = {
#		base = 10 # What are the chances of selecting this option over others? (Does not need to be 0 to 100, it can be anything)
#		
#		modifier = {
#			add = 50 # To remove something you just add a negative number (5 + -10 = -5)
#			has_trait = compassionate
#		}
#	}
#	}
	
	






seek_combat.0010 = {
	type = character_event
	hidden = false
	title = seek_combat.0010.t
	desc =seek_combat.0010.desc
	window = big_event_window
	theme = battle
	override_background = {
		reference = terrain
	}
		left_portrait = {
		character = scope:sc_victor
		scripted_animation = duel_wield_weapon
	}
	right_portrait = {
		character = scope:sc_loser
		scripted_animation = duel_wield_weapon
	}
	lower_right_portrait = {
		character = scope:seek_combat_defender_bodyguard
		scripted_animation = marshal
	}
	lower_left_portrait = {
		character = scope:seek_combat_attacker_bodyguard
		scripted_animation = marshal
	}
	
	

	immediate = {
	
	
		
	}


	
	option = { # I Refuse
	name = seek_combat.0010.a

	hidden_effect = {
	}

	ai_chance = {
		base = 10 # What are the chances of selecting this option over others? (Does not need to be 0 to 100, it can be anything)
		
		modifier = {
			add = 50 # To remove something you just add a negative number (5 + -10 = -5)
			has_trait = compassionate
		}
	}
	}
	
	
}
