﻿

duel_defeat_effect = {
   scope:intimidation_target = { 
	 imprison = { target = root type = dungeon }
     add_opinion = { modifier = attempted_murder_me_crime years = 4 target = root }
     remove_variable = intimidation_target				 
    }
	remove_character_flag = active_mission
	remove_character_flag = intimidate_quest
	add_trait = wounded_1
	add_character_flag = { flag = quest_cooldown years = 1 }
	add_character_flag = { flag = recent_intimidate_quest years = 3 }
}  

create_and_grant_dagger_effect = {
   create_artifact = { 
    name = novice_dagger.n
	description = novice_dagger.desc
	type = dagger
    visuals = dagger
    rarity = masterwork
    max_durability = 500
    decaying = no
    modifier = novice_dagger_modifier
    creator = scope:captain
	save_scope_as = novice_dagger
   }   
}

create_and_grant_armor_effect = {
   create_artifact = { 
    name = acolyte_armor.n
	description = acolyte_armor.desc
	type = armor_mail
    visuals = armor
    rarity = masterwork
    max_durability = 1000
    decaying = no
    modifier = acolyte_armor_modifier
    creator = scope:captain
	save_scope_as = acolyte_armor
   } 
}   
create_and_grant_veteran_sword_effect = {
   create_artifact = { 
    name = veteran_sword.n
	description = veteran_sword.desc
	type = sword
    visuals = sword
    rarity = masterwork
    max_durability = 1000
    decaying = no
    modifier = veteran_sword_modifier
    creator = scope:captain
	save_scope_as = veteran_sword
   } 
}   
create_and_grant_master_regalia_effect = {
   create_artifact = { 
    name = master_regalia.n
	description = master_regalia.desc
	type = regalia
    visuals = regalia_court
    rarity = masterwork
    max_durability = 1000
    decaying = no
    modifier = master_regalia_modifier
    creator = scope:captain
	save_scope_as = veteran_sword
   } 
}   

create_bandit_characters_effect = { 
 create_character = {
  gender = male
  random_traits = yes
  culture = scope:quest_target.culture
  employer = scope:quest_target
  after_creation = { set_variable = { name = event_bandit } }
 }
 create_character = {

  gender = male
  random_traits = yes
  culture = scope:quest_target.culture
  employer = scope:quest_target
  after_creation = { set_variable = { name = event_bandit } }
 }
 create_character = {
  gender = male
  random_traits = yes
  employer = scope:quest_target
  culture = scope:quest_target.culture
  after_creation = { set_variable = { name = event_bandit } }
 }
}

sword_for_hire_diplomacy_check_effect = {
 random_list = {
  50 = {
  modifier = { 
   add = {
    value = diplomacy
	subtract = low_skill_rating
	multiply = 2
   }
  }
  desc = rtr_chance.0051.a
  trigger_event = rtr.0084 
  }
  
  50 = { desc = rtr_chance.0051.b trigger_event = rtr.0083 }
  }
}  

lever_pull_effect = {
 random_list = {
  100 = { trigger_event = rtr.0061 }
  100 = { trigger_event = rtr.0062 }
  100 = { trigger_event = rtr.0063 }
 }
}
obstacle_course_effect = {
 random_list = {
  30 = {
  desc = rtr_chance.0065.a  
  trigger_event = rtr.0065 
  modifier = {
	add = 25
	 OR = {
		has_trait = weak
		has_trait = craven
		has_trait = physique_bad_1
		}
	}
  modifier = {
	add = 50
	 OR = {
	  has_trait = physique_bad_2
	  has_trait = physique_bad_3
	  has_trait = wounded_1
	  has_trait = wounded_2
	  has_trait = ill
	 }
	}
  }
  70 = { 
  desc = rtr_chance.0065.b
  trigger_event = rtr.0066 
  }
 }
}
labyrinth_effect = {
 random_list = {
  10 = { trigger_event = rtr.0068 }
  10 = { trigger_event = rtr.0069 }
  80 = { random_list = {50 = { trigger_event = rtr.0070 } 50 = { trigger_event = rtr.0071 }} }
 }
} 

skirmish_effect = {
 random_list = {
  55 = { 
   modifier = {
	add = {
	 value = prowess
	 subtract = average_skill_rating
	 multiply = 2
	 }
	}
	desc = rtr_chance.0075.a
	trigger_event = rtr.0076
  }	
  45 = { 
   trigger_event = rtr.0077
   desc = rtr_chance.0075.b  
  }
 }
} 

cannibal_battle_effect = {
 random_list = {
  60 = { 
   modifier = {
	add = {
	 value = prowess
	 subtract = average_skill_rating
	 multiply = 2
	 }
	}
	desc = rtr_chance.0078.a
	trigger_event = rtr.0079
  }	
  40 = { 
   trigger_event = rtr.0080
   desc = rtr_chance.0078.b  
  }
 }
} 

knight_battle_effect = {
 random_in_list = { list = our_knights save_temporary_scope_as = knight1 }
 random_in_list = { list = their_knights save_temporary_scope_as = enemyknight1 }
 scope:enemyknight1.prowess = { save_scope_value_as = their_prowess }
 
scope:knight1 = {
 duel = {
			skill = prowess
			value = scope:their_prowess
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 2.5
				}
				scope:enemyknight1 = { death = { death_reason = death_battle killer = scope:knight1 } }
			}
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -2.5
				}
				scope:knig1 = { death = { death_reason = death_battle killer = scope:enemyknight1 } }
			}
		}
	}
}
