﻿namespace = loaa_succession_events

scripted_effect clear_positive_relations_effect = {
	if = {
		limit = {
			has_relation_blood_brother = scope:troublemaker
		}
		add_stress = major_stress_impact_gain
		remove_relation_blood_brother = scope:troublemaker
	}
	if = {
		limit = {
			has_relation_friend = scope:troublemaker
		}
		add_stress = medium_stress_impact_gain
		remove_relation_friend = scope:troublemaker
	}
	if = {
		limit = {
			has_relation_best_friend = scope:troublemaker
		}
		add_stress = major_stress_impact_gain
		remove_relation_best_friend = scope:troublemaker
	}
	if = {
		limit = {
			has_relation_soulmate = scope:troublemaker
		}
		add_stress = major_stress_impact_gain
		remove_relation_soulmate = scope:troublemaker
	}
}

scripted_trigger loaa_succession_troublemaker_trigger = {
	is_adult = yes
	is_courtier_of = root
	is_imprisoned = no
	is_healthy = yes
	OR = {
		AND = {
			is_male = yes
			faith_dominant_gender_male_or_equal = yes
		}
		AND = {
			is_female = yes
			faith_dominant_gender_female_or_equal = yes
		}
	}
	OR = {
		AND = {
			ai_boldness > 0
			ai_energy > 0
		}
		AND = {
			opinion = {
				target = root
				value <= -20
			}
			ai_boldness >= medium_negative_ai_value
			ai_energy >= medium_negative_ai_value
		}
	}
	NOR = {
		has_trait = loyal
		is_primary_heir_of = root
		is_player_heir_of = root
		has_dread_level_towards = {
			target = root
			level >= 2
		}
		AND = {
			is_close_family_of = root
			opinion = {
				target = root
				value >= 0
			}
		}
	}
}

scripted_trigger loaa_succession_biggest_troublemaker_trigger = {
	OR = {
		has_character_flag = potential_troublemaker
		AND = {
			ai_boldness > medium_positive_ai_value
			ai_energy > medium_positive_ai_value
		}
		opinion = {
			target = root
			value < -60
		}
	}
	NOT = {
		has_dread_level_towards = {
			target = root
			level >= 1
		}
	}
	loaa_succession_troublemaker_trigger = yes
}

scripted_trigger loaa_succession_defecting_follower_trigger = {
	save_temporary_scope_as = potential_defector
	is_adult = yes
	is_courtier_of = root
	is_acclaimed = no
	is_imprisoned = no
	ai_boldness > medium_negative_ai_value
	ai_energy > medium_negative_ai_value
	NOR = {
		is_in_list = defectors
		this = scope:troublemaker
		is_consort_of = root
		has_trait = loyal
		is_primary_heir_of = root
		is_player_heir_of = root
	}
	OR = {
		AND = {
			opinion = {
				target = root
				value <= 60
			}
			opinion = {
				target = scope:troublemaker
				value >= -40
			}
		}
		AND = {
			OR = {
				has_relation_friend = scope:troublemaker
				has_relation_lover = scope:troublemaker
				has_relation_soulmate = scope:troublemaker
				has_relation_best_friend = scope:troublemaker
				has_relation_blood_brother = scope:troublemaker
			}
			NOR = {
				has_relation_friend = root
				has_relation_lover = root
				has_relation_soulmate = root
				has_relation_best_friend = root
				has_relation_blood_brother = root
			}
		}
	}

}

scripted_effect troublemaker_splits_off_effect = {
	if = {
		limit = {
			any_maa_regiment = {
				maa_size >= 12
			}
		}
		scope:troublemaker = {
			add_prestige = massive_prestige_gain
		}
	}
	else_if = {
		limit = {
			any_maa_regiment = {
				maa_size >= 8
			}
		}
		scope:troublemaker = {
			add_prestige = major_prestige_gain
		}
	}
	else_if = {
		limit = {
			any_maa_regiment = {
				maa_size >= 4
			}
		}
		scope:troublemaker = {
			add_prestige = medium_prestige_gain
		}
	}
	else = {
		scope:troublemaker = {
			add_prestige = minor_prestige_gain
		}
	}

	remove_courtier_or_guest = scope:troublemaker
	if = {
		limit = {
			is_ai = no
		}
		scope:troublemaker = {
			save_scope_as = holder

			create_landless_adventurer_title_effect = {
				REASON = flag:voluntary
				FLAVOR_CHAR = root
			}
			if = {
				limit = {
					any_in_list = {
						list = defectors
						is_courtier_of = root
					}
				}
				hidden_effect = {
					every_in_list = {
						list = defectors
						limit = {
							is_courtier_of = root
						}
						scope:troublemaker = {
							add_courtier = prev
						}
					}
				}
				if = {
					limit = {
						any_in_list = {
							list = defectors
							OR = {
								is_child_of = scope:troublemaker
								is_spouse_of = scope:troublemaker
							}
							is_courtier_of = scope:troublemaker
						}
					}
					custom_tooltip = loaa_defector_family_tt
				}
				if = {
					limit = {
						any_in_list = {
							list = defectors
							NOR = {
								is_child_of = scope:troublemaker
								is_spouse_of = scope:troublemaker
							}
							is_courtier_of = root
						}
					}
					custom_tooltip = loaa_defector_gain_all_followers_tt
				}
			}
		}
		if = {
			limit = {
				any_maa_regiment = {
					maa_size > 12
				}
			}
			ordered_maa_regiment = {
				order_by = maa_size
				limit = {
					maa_size > 12
				}
				change_maa_regiment_size = {
					size = -6
					reinforce = yes
				}
				scope:troublemaker = {
					create_maa_regiment = {
						type_of = prev
						size = 6
					}
				}
			}
		}
		else_if = {
			limit = {
				any_maa_regiment = {
					maa_size > 10
				}
			}
			ordered_maa_regiment = {
				order_by = maa_size
				limit = {
					maa_size > 10
				}
				change_maa_regiment_size = {
					size = -5
					reinforce = yes
				}
				scope:troublemaker = {
					create_maa_regiment = {
						type_of = prev
						size = 5
					}
				}
			}
		}
		else_if = {
			limit = {
				any_maa_regiment = {
					maa_size > 8
				}
			}
			ordered_maa_regiment = {
				order_by = maa_size
				limit = {
					maa_size > 8
				}
				change_maa_regiment_size = {
					size = -4
					reinforce = yes
				}
				scope:troublemaker = {
					create_maa_regiment = {
						type_of = prev
						size = 4
					}
				}
			}
		}
		else_if = {
			limit = {
				any_maa_regiment = {
					maa_size > 6
				}
			}
			ordered_maa_regiment = {
				order_by = maa_size
				limit = {
					maa_size > 6
				}
				change_maa_regiment_size = {
					size = -3
					reinforce = yes
				}
				scope:troublemaker = {
					create_maa_regiment = {
						type_of = prev
						size = 3
					}
				}
			}
		}
		else_if = {
			limit = {
				any_maa_regiment = {
					maa_size > 4
				}
			}
			ordered_maa_regiment = {
				order_by = maa_size
				limit = {
					maa_size > 4
				}
				change_maa_regiment_size = {
					size = -2
					reinforce = yes
				}
				scope:troublemaker = {
					create_maa_regiment = {
						type_of = prev
						size = 2
					}
				}
			}
		}
		else_if = {
			limit = {
				any_maa_regiment = {
					maa_size > 2
				}
			}
			ordered_maa_regiment = {
				order_by = maa_size
				limit = {
					maa_size > 2
				}
				change_maa_regiment_size = {
					size = -1
					reinforce = yes
				}
				scope:troublemaker = {
					create_maa_regiment = {
						type_of = prev
						size = 1
					}
				}
			}
		}
	}
	else = {
		every_in_list = {
			list = defectors
			root = { remove_courtier_or_guest = prev }
		}
	}
	scope:troublemaker = {
		if = {
			limit = { has_character_flag = need_military_outfit }
		}
		remove_character_flag = need_military_outfit
	}
}

scripted_effect troublemaker_takes_over_effect = {
	hidden_effect = {
		scope:troublemaker ?= {
			create_landless_adventurer_title_effect = {
				REASON = flag:voluntary
				FLAVOR_CHAR = scope:troublemaker
			}
		}

		switch = {
			trigger = has_realm_law
			camp_purpose_brigands = { save_temporary_scope_as = brigands }
			camp_purpose_legitimists = { save_temporary_scope_as = legitimists }
			camp_purpose_mercenaries = { save_temporary_scope_as = mercenaries }
			camp_purpose_scholars = { save_temporary_scope_as = scholars }
			camp_purpose_wanderers = { save_temporary_scope_as = wanderers }
			camp_purpose_explorers = { save_temporary_scope_as = explorers }
		}

		every_maa_regiment = {
			if = {
				limit = { maa_size = 1 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 1
					}
				}
			}
			else_if = {
				limit = { maa_size = 2 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 2
					}
				}
			}
			else_if = {
				limit = { maa_size = 3 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 3
					}
				}
			}
			else_if = {
				limit = { maa_size = 4 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 4
					}
				}
			}
			else_if = {
				limit = { maa_size = 5 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 5
					}
				}
			}
			else_if = {
				limit = { maa_size = 6 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 6
					}
				}
			}
			else_if = {
				limit = { maa_size = 7 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 7
					}
				}
			}
			else_if = {
				limit = { maa_size = 8 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 8
					}
				}
			}
			else_if = {
				limit = { maa_size = 9 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 9
					}
				}
			}
			else_if = {
				limit = { maa_size = 10 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 10
					}
				}
			}
			else_if = {
				limit = { maa_size = 11 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 11
					}
				}
			}
			else_if = {
				limit = { maa_size = 12 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 12
					}
				}
			}
			else_if = {
				limit = { maa_size = 13 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 13
					}
				}
			}
			else_if = {
				limit = { maa_size = 14 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 14
					}
				}
			}
			else = {
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 15
					}
				}
			}
		}

		every_courtier = {
			scope:troublemaker  = { add_courtier = prev }
		}

		every_close_family_member = {
				limit = {
					is_ruler = no
					OR = {
						is_courtier = yes
						is_foreign_court_or_pool_guest = yes
					}
					NOT = { is_courtier_of = root }
				}
				court_owner ?= {
					prev = {
						set_variable = {
							name = old_owner
							value = this.court_owner
							days = 2
						}
					}
				}
				set_variable = {
					name = old_location
					value = this.location
					days = 2
				}
				add_to_list = relatives
		}

		root.primary_title = {
			create_title_and_vassal_change = {
				type = usurped
				save_scope_as = change
				add_claim_on_loss = no
			}
			change_title_holder = {
				holder = scope:troublemaker
				change = scope:change
			}
			resolve_title_and_vassal_change = scope:change
		}

		create_landless_adventurer_title_effect = {
			REASON = flag:deposition
			FLAVOR_CHAR = scope:troublemaker
		}

		if = {
			limit = {
				has_character_modifier = loaa_camps_merged_modifier_1
			}
			remove_character_modifier = loaa_camps_merged_modifier_1
		}
		else_if = {
			limit = {
				has_character_modifier = loaa_camps_merged_modifier_2
			}
			remove_character_modifier = loaa_camps_merged_modifier_2
		}
		else_if = {
			limit = {
				has_character_modifier = loaa_camps_merged_modifier_3
			}
			remove_character_modifier = loaa_camps_merged_modifier_3
		}

		scope:troublemaker = {
			destroy_title = this.primary_title
			switch = {
				trigger = exists
				scope:brigands = { add_realm_law_skip_effects = camp_purpose_brigands }
				scope:legitimists = { add_realm_law_skip_effects = camp_purpose_wanderers }
				scope:mercenaries = { add_realm_law_skip_effects = camp_purpose_mercenaries }
				scope:scholars = { add_realm_law_skip_effects = camp_purpose_scholars }
				scope:wanderers = { add_realm_law_skip_effects = camp_purpose_wanderers }
				scope:explorers = { add_realm_law_skip_effects = camp_purpose_explorers }
			}
		}

		every_courtier = {
			limit = {
				NOR = {
					is_spouse_of = root
					is_concubine_of = root
				}
			}
			root = { remove_courtier_or_guest = prev }
		}

		every_in_list = {
			list = relatives
			limit = {
				NOT = { var:old_location ?= this.location }
			}
			set_location = var:old_location
		}

		every_in_list = {
			list = relatives
			limit = {
				exists = var:old_owner
				NOT = { var:old_owner ?= this.court_owner }
			}
			var:old_owner = { add_courtier = prev }
		}

		switch = {
			trigger = exists
			scope:brigands = { add_realm_law_skip_effects = camp_purpose_brigands }
			scope:legitimists = { add_realm_law_skip_effects = camp_purpose_legitimists }
			scope:mercenaries = { add_realm_law_skip_effects = camp_purpose_mercenaries }
			scope:scholars = { add_realm_law_skip_effects = camp_purpose_scholars }
			scope:wanderers = { add_realm_law_skip_effects = camp_purpose_wanderers }
			scope:explorers = { add_realm_law_skip_effects = camp_purpose_explorers }
		}

		remove_variable = old_owner
		remove_variable = old_location

		every_close_family_member = {
			limit = {
				is_courtier_of = scope:troublemaker
				loaa_succession_defecting_follower_trigger = no
			}
			root = { add_courtier = prev }
		}
		scope:defender ?= {
			if = {
				limit = {
					is_alive = yes
				}
				root = { add_courtier = prev }
			}
		}
	}
	scope:troublemaker = {
		if = {
			limit = { has_character_flag = need_military_outfit }
		}
		remove_character_flag = need_military_outfit
	}
	clear_positive_relations_effect = yes
}

scripted_effect troublemaker_takes_over_death_effect = {
	var:troublemaker = {
		save_temporary_scope_as = troublemaker
	}
	hidden_effect = {
		scope:troublemaker ?= {
			create_landless_adventurer_title_effect = {
				REASON = flag:voluntary
				FLAVOR_CHAR = scope:troublemaker
			}
		}

		switch = {
			trigger = has_realm_law
			camp_purpose_brigands = { save_temporary_scope_as = brigands }
			camp_purpose_legitimists = { save_temporary_scope_as = legitimists }
			camp_purpose_mercenaries = { save_temporary_scope_as = mercenaries }
			camp_purpose_scholars = { save_temporary_scope_as = scholars }
			camp_purpose_wanderers = { save_temporary_scope_as = wanderers }
			camp_purpose_explorers = { save_temporary_scope_as = explorers }
		}

		every_maa_regiment = {
			if = {
				limit = { maa_size = 1 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 1
					}
				}
			}
			else_if = {
				limit = { maa_size = 2 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 2
					}
				}
			}
			else_if = {
				limit = { maa_size = 3 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 3
					}
				}
			}
			else_if = {
				limit = { maa_size = 4 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 4
					}
				}
			}
			else_if = {
				limit = { maa_size = 5 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 5
					}
				}
			}
			else_if = {
				limit = { maa_size = 6 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 6
					}
				}
			}
			else_if = {
				limit = { maa_size = 7 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 7
					}
				}
			}
			else_if = {
				limit = { maa_size = 8 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 8
					}
				}
			}
			else_if = {
				limit = { maa_size = 9 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 9
					}
				}
			}
			else_if = {
				limit = { maa_size = 10 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 10
					}
				}
			}
			else_if = {
				limit = { maa_size = 11 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 11
					}
				}
			}
			else_if = {
				limit = { maa_size = 12 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 12
					}
				}
			}
			else_if = {
				limit = { maa_size = 13 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 13
					}
				}
			}
			else_if = {
				limit = { maa_size = 14 }
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 14
					}
				}
			}
			else = {
				scope:troublemaker ?= {
					create_maa_regiment = {
					type_of = prev
					check_can_recruit = no
					size = 15
					}
				}
			}
		}

		every_courtier = {
			scope:troublemaker  = { add_courtier = prev }
		}

		root.primary_title = {
			create_title_and_vassal_change = {
				type = usurped
				save_scope_as = change
				add_claim_on_loss = no
			}
			change_title_holder = {
				holder = scope:troublemaker
				change = scope:change
			}
			resolve_title_and_vassal_change = scope:change
		}


		scope:troublemaker = {
			destroy_title = this.primary_title
			switch = {
				trigger = exists
				scope:brigands = { add_realm_law_skip_effects = camp_purpose_brigands }
				scope:legitimists = { add_realm_law_skip_effects = camp_purpose_mercenaries }
				scope:mercenaries = { add_realm_law_skip_effects = camp_purpose_mercenaries }
				scope:scholars = { add_realm_law_skip_effects = camp_purpose_scholars }
				scope:wanderers = { add_realm_law_skip_effects = camp_purpose_wanderers }
				scope:explorers = { add_realm_law_skip_effects = camp_purpose_explorers }
			}
		}

		scope:troublemaker = {
			if = {
				limit = { has_character_flag = need_military_outfit }
			}
			remove_character_flag = need_military_outfit
		}

	}
}

# Management event
loaa_succession_events.1 = {
	type = character_event
	hidden = yes

	trigger = {

		is_landless_adventurer = yes
		# is_at_war = no
		# has_raised_armies = no
		# is_available = yes
		# is_healthy = yes
		OR = {
			any_courtier = {
				loaa_succession_troublemaker_trigger = yes
			}
		}
	}

	immediate = {
		# Save the troublemaker
		if = {
			limit = { NOT = { exists = scope:troublemaker } }
			ordered_courtier = {
				limit = {
					can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this }
					loaa_succession_biggest_troublemaker_trigger = yes
				}
				order_by = {
					value = prowess
					add = martial
					add = intrigue
					if = {
						limit = { has_trait = ambitious }
						add = 10
					}
					if = {
						limit = { has_trait = gallowsbait }
						add = 10
					}
				}
				save_scope_as = troublemaker
			}

		}

		if = {
			limit = { NOT = { exists = scope:troublemaker } }
			ordered_courtier = {
				limit = {
					can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this }
					loaa_succession_troublemaker_trigger = yes
				}
				order_by = {
					value = prowess
					if = {
						limit = { has_trait = ambitious }
						add = 10
					}
					if = {
						limit = { has_trait = gallowsbait }
						add = 10
					}
				}
				save_scope_as = troublemaker
			}
		}

		scope:troublemaker ?= {
			if = {
				limit = {
					can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:troublemaker }
				}
				add_character_flag = need_military_outfit
			}
		}


		# Make list of defectors
		scope:troublemaker = {
			every_consort = {
				limit = {
					is_ruler = no
                    is_courtier_of = root
				}
				add_to_list = defectors
			}
			every_child = {
				limit = {
					is_ruler = no
                    is_courtier_of = root
				}
				add_to_list = defectors
			}
		}
		random_courtier = {
			limit = {
				loaa_succession_defecting_follower_trigger = yes
			}
			add_to_list = defectors

		}
		random_courtier = {
			limit = {
				loaa_succession_defecting_follower_trigger = yes
			}
			add_to_list = defectors
		}
		random_courtier = {
			limit = {
				loaa_succession_defecting_follower_trigger = yes
			}
			add_to_list = defectors
		}

		# Save the bodyguard
		if = {
			limit = {
				employs_court_position = bodyguard_court_position
			}
			ordered_court_position_holder = {
				type = bodyguard_court_position
				order_by = prowess
				limit = { NOT = { is_in_list = defectors } }
				save_scope_as = bodyguard
			}
		}

		# Save the kennelmaster
		if = {
			limit = {
				employs_court_position = kennelperson_camp_officer
			}
			random_court_position_holder = {
				type = kennelperson_camp_officer
				limit = { NOT = { is_in_list = defectors } }
				save_scope_as = kennelmaster
			}
		}

		# Save scopes for the Second
		if = {
			limit = {
				employs_court_position = second_camp_officer
			}
			court_position:second_camp_officer ?= {
				save_scope_as = second
			}
		}
		if = {
			limit = {
				scope:second ?= {
					OR = {
						loaa_succession_defecting_follower_trigger = yes
						AND = {
							has_relation_rival = root
							NOT = { has_relation_rival = scope:troublemaker }
						}
						is_in_list = defectors
						this = scope:troublemaker
					}
				}
			}
			save_scope_as = second_disloyal
		}
		else = {
			scope:second ?= { save_scope_as = defender }
		}

		primary_title.previous_holder ?= {
			save_scope_as = prev_holder
		}

		if = {
			limit = {
				exists = scope:troublemaker
			}
			trigger_event = loaa_succession_events.2
		}

	}
}

# Succession Troubles
loaa_succession_events.2 = {
	type = character_event
	theme = landless_adventurer
	title = loaa_succession_events.2.t

	desc = {
		desc = loaa_succession_events.2.desc_intro
		first_valid = {
			triggered_desc = {
				trigger = { scope:merge_camp_troubles ?= flag:yes }
				desc = loaa_succession_events.2.desc_merge
			}
			triggered_desc = {
				trigger = { exists = scope:child_successor }
				desc = loaa_succession_events.2.desc_child
			}
			triggered_desc = {
				trigger = { exists = scope:weak_successor }
				desc = loaa_succession_events.2.desc_weak
			}
			desc = loaa_succession_events.2.desc_default
		}
		triggered_desc = {
			trigger = { exists = scope:intent_leave }
			desc = loaa_succession_events.2.desc_leave_intent
		}
		triggered_desc = {
			trigger = { exists = scope:intent_takeover }
			desc = loaa_succession_events.2.desc_takeover_intent
		}
		triggered_desc = {
			trigger = {
				exists = scope:defender
				is_adult = no
				NOT = { root = scope:defender }
			}
			desc = loaa_succession_events.2.desc_defender
		}
		triggered_desc = {
			trigger = {
				exists = scope:defender_diplomacy
			}
			desc = loaa_succession_events.2.desc_defender_diplomacy
		}
		triggered_desc = {
			trigger = {
				exists = scope:defender_prowess
			}
			desc = loaa_succession_events.2.desc_defender_prowess
		}
	}

	override_background = {
		reference = ep3_camp
	}

	left_portrait = {
		character = scope:defender
		triggered_animation = {
			trigger = {
				exists = scope:intent_leave
				is_adult = yes
			}
			animation = war_defender
		}
		triggered_animation = {
			trigger = {
				exists = scope:intent_takeover
				is_adult = yes
			}
			animation = aggressive_sword
		}
		animation = war_defender
	}

	right_portrait = {
		character = scope:troublemaker
		triggered_animation = {
			trigger = { exists = scope:intent_takeover }
			animation = menacing
		}
		animation = personality_vengeful
	}

	cooldown = {
		years = 10
	}

	trigger = {
		exists = scope:troublemaker

		is_landless_adventurer = yes
		# is_at_war = no
		# has_raised_armies = no
		# is_available = yes
		# is_healthy = yes
		OR = {
			any_courtier = {
				loaa_succession_troublemaker_trigger = yes
			}
		}
	}


	immediate = {
		save_scope_as = root_scope

		# Saving the pretext
		if = {
			limit = {
				root = { is_adult = no }
			}
			save_scope_as = child_successor
		}
		else_if = {
			limit = {
				root = {
					NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } }
				}
			}
			save_scope_as = non_combatant_gender_successor
		}
		else_if = {
			limit = {
				root = {
					OR = {
						prowess < 10
					}
				}
			}
			save_scope_as = weak_successor
		}

		# Saving the Defender scope
		if = {
			limit = {
				NOT = { exists = scope:defender }
				is_adult = no
			}
			ordered_courtier = {
				order_by = prowess
				limit = {
					loaa_succession_defecting_follower_trigger = no
					NOT = { is_in_list = defectors }
					can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
					NOT = { scope:troublemaker = this }
				}
				save_scope_as = defender
			}
		}
		if = {
			limit = {
				NOT = { exists = scope:defender }
			}
			save_scope_as = defender
		}

		# Saving Troublemaker's intent
		if = {
			limit = {
				OR = {
					has_domicile_temperament_low = yes
					NOT = { exists = scope:second }
					exists = scope:second_disloyal
				}
				OR = {
					scope:troublemaker = {
						ai_honor <= 0
					}
					root = {
						ai_honor <= 0
					}
				}
			}
			save_scope_as = intent_takeover
		}
		else = {
			save_scope_as = intent_leave
		}

		# Saving Defender's approach
		if = {
			limit = {
				scope:defender ?= {
					OR = {
						highest_skill = diplomacy
						NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } }
					}
					this != root
				}
			}
			save_scope_as = defender_diplomacy
		}
		else_if = {
			limit = {
				scope:defender ?= {
					highest_skill_including_prowess = prowess
					this != root
				}
			}
			save_scope_as = defender_prowess
		}
	}

	# Duel
	option = {
		skill = prowess
		name = {
			text = loaa_succession_events.2.a.leave_intent
			trigger = { exists = scope:intent_leave }
		}
		name = {
			text = loaa_succession_events.2.a.takeover_intent
			trigger = { exists = scope:intent_takeover }
		}

		trigger = {
			is_adult = yes
			is_incapable = no
			can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
			scope:troublemaker ?= {
				can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
			}
		}
		add_internal_flag = dangerous
		add_character_flag = loaa_fighting_for_the_camp
		set_variable = {
			name = troublemaker
			value = scope:troublemaker
			days = 7
		}
		custom_tooltip = loaa_succession_events.2_duel_tt
		root = { save_scope_as = actor }
		scope:troublemaker = { save_scope_as = recipient }
		configure_start_single_combat_effect = {
			SC_INITIATOR = root
			SC_ATTACKER = root
			SC_DEFENDER = scope:troublemaker
			FATALITY = always
			FIXED = no
			LOCALE = terrain_scope
			OUTPUT_EVENT = loaa_succession_events.3
			INVALIDATION_EVENT = perk_interaction.0102
		}

		clear_positive_relations_effect = yes

		stress_impact = {
			craven = major_stress_impact_gain
		}
		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_vengefulness = 1
				ai_boldness = 1
				ai_compassion = -1
			}
			modifier = {
				opinion = {
					target = scope:troublemaker
					value >= 80
				}
				add = -50
			}
			modifier = {
				opinion = {
					target = scope:troublemaker
					value < 0
				}
				add = -25
			}
			modifier = {
				opinion = {
					target = scope:troublemaker
					value < -50
				}
				add = 50
			}
			modifier = {
				opinion = {
					target = scope:troublemaker
					value < -75
				}
				add = 100
			}
			modifier = {
				prowess > scope:troublemaker.prowess
				add = 25
			}
			modifier = {
				prowess >= high_skill_rating
				scope:troublemaker.prowess <= average_skill_rating
				add = 50
			}
			modifier = {
				prowess >= very_high_skill_rating
				scope:troublemaker.prowess <= average_skill_rating
				add = 50
			}
			modifier = {
				prowess >= decent_skill_rating
				scope:troublemaker.prowess <= low_skill_rating
				add = 50
			}
			modifier = {
				prowess >= extremely_high_skill_rating
				scope:troublemaker.prowess <= high_skill_rating
				add = 50
			}
			modifier = {
				prowess < scope:troublemaker.prowess
				add = -25
			}
			modifier = {
				scope:troublemaker.prowess >= high_skill_rating
				prowess <= average_skill_rating
				add = -50
			}
			modifier = {
				scope:troublemaker.prowess >= very_high_skill_rating
				prowess <= average_skill_rating
				add = -50
			}
			modifier = {
				scope:troublemaker.prowess >= decent_skill_rating
				prowess <= low_skill_rating
				add = -50
			}
			modifier = {
				scope:troublemaker.prowess >= extremely_high_skill_rating
				prowess <= high_skill_rating
				add = -50
			}
			modifier = {
				OR = {
					has_trait = craven
				}
				factor = 0
			}
		}
	}

	# Let them go (Leaving intent only)
	option = {
		name = loaa_succession_events.2.b
		flavor = loaa_succession_events.2.b.flavor
		trigger = {
			exists = scope:intent_leave
			is_adult = yes
		}

		troublemaker_splits_off_effect = yes

		stress_impact = {
			greedy = major_stress_impact_gain
			arrogant = medium_stress_impact_gain
			ambitious = medium_stress_impact_gain
			vengeful = minor_stress_impact_gain
		}
		ai_chance = {
			base = 0
			ai_value_modifier = {
				ai_greed = -1
				ai_vengefulness = -0.5
			}
			modifier = {
				opinion = {
					target = scope:troublemaker
					value >= 50
				}
				add = 25
			}
			modifier = {
				opinion = {
					target = scope:troublemaker
					value >= 80
				}
				add = 50
			}
			modifier = {
				opinion = {
					target = scope:troublemaker
					value < 0
				}
				add = 25
			}
			modifier = {
				opinion = {
					target = scope:troublemaker
					value < -50
				}
				add = -50
			}
			modifier = {
				opinion = {
					target = scope:troublemaker
					value < -75
				}
				add = -100
			}
			modifier = {
				OR = {
					has_trait = greedy
					has_trait = arrogant
					has_trait = ambitious
					gold <= major_gold_value
				}
				factor = 0
			}
		}
	}

	# Try to convince
	option = {
		name = loaa_succession_events.2.c

		trigger = {
			is_adult = yes
		}
		duel = {
			skills = { diplomacy intrigue }
			target = scope:troublemaker
			# You talk him down
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				modifier = {
					scope:troublemaker = {
						opinion = {
							target = root
							value >= 75
						}
					}
					add = 25
				}
				desc = loaa_succession_events.2.c.success
				send_interface_toast = {
					title = loaa_succession_events.2.c.success
					left_icon = scope:troublemaker
					if = {
						limit = {
							has_lifestyle = diplomacy_lifestyle
						}
						add_diplomacy_lifestyle_xp = major_lifestyle_xp
					}
					else_if = {
						limit = {
							has_lifestyle = intrigue_lifestyle
						}
						add_intrigue_lifestyle_xp = major_lifestyle_xp
					}
					else = {
						scope:troublemaker = {
							add_opinion = {
								target = root
								modifier = pacified_opinion
								opinion = 30
							}
						}
					}
				}
			}
			# He leaves/ takes over
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				modifier = {
					scope:troublemaker = {
						loaa_succession_biggest_troublemaker_trigger = yes
					}
					add = 50
				}
				modifier = {
					has_domicile_temperament_high = no
					add = 10
				}
				modifier = {
					has_domicile_temperament_low = yes
					add = 10
				}
				modifier = {
					scope:troublemaker = {
						opinion = {
							target = root
							value <= -25
						}
					}
					add = 25
				}
				desc = loaa_succession_events.2.c.failure

				send_interface_toast = {
					title = loaa_succession_events.2.c.failure
					left_icon = scope:troublemaker
					if = {
						limit = { exists = scope:intent_leave }
						custom_tooltip = loaa_succession_events.2.c.failure_leave
						troublemaker_splits_off_effect = yes
					}
					else_if = {
						limit = { exists = scope:intent_takeover }
						custom_tooltip = loaa_succession_events.2.c.failure_takeover
						troublemaker_takes_over_effect = yes
					}
				}
			}
		}
		stress_impact = {
			paranoid = minor_stress_impact_gain
		}
		ai_chance = {
			base = 0
			ai_value_modifier = {
				ai_sociability = 1
			}
			modifier = {
				AND = {
					diplomacy > scope:troublemaker.diplomacy
					intrigue > scope:troublemaker.intrigue
				}
				add = 25
			}
			modifier = {
				OR = {
					AND = {
						diplomacy >= high_skill_rating
						intrigue >= high_skill_rating
					}
					diplomacy > extremely_high_skill_rating
					intrigue > extremely_high_skill_rating
				}
				add = 25
			}
			modifier = {
				scope:troublemaker = {
					OR = {
						AND = {
							diplomacy < average_skill_rating
							intrigue < average_skill_rating
						}
						diplomacy <= low_skill_rating
						intrigue <= low_skill_rating
					}
				}
				add = 25
			}
			modifier = {
				AND = {
					diplomacy < scope:troublemaker.diplomacy
					intrigue < scope:troublemaker.intrigue
				}
				add = -25
			}
			modifier = {
				scope:troublemaker = {
					OR = {
						AND = {
							diplomacy >= high_skill_rating
							intrigue >= high_skill_rating
						}
						diplomacy > extremely_high_skill_rating
						intrigue > extremely_high_skill_rating
					}
				}
				add = -25
			}
			modifier = {
				OR = {
					AND = {
						diplomacy < average_skill_rating
						intrigue < average_skill_rating
					}
					diplomacy <= low_skill_rating
					intrigue <= low_skill_rating
				}
				add = -25
			}
			modifier = {
				diplomacy < high_skill_rating
				intrigue < high_skill_rating
				scope:troublemaker = {
					diplomacy >= low_skill_rating
					intrigue >= low_skill_rating
				}
				add = -25
			}
			modifier = {
				scope:troublemaker = {
					loaa_succession_biggest_troublemaker_trigger = yes
				}
				add = -50
			}
			modifier = {
				has_domicile_temperament_low = yes
				add = -10
			}
			modifier = {
				has_domicile_temperament_high = no
				add = -10
			}
			modifier = {
				scope:troublemaker = {
					opinion = {
						target = root
						value <= -25
					}
				}
				add = -25
			}
			modifier = {
				has_domicile_temperament_high = yes
				add = 10
			}
			modifier = {
				scope:troublemaker = {
					opinion = {
						target = root
						value >= 75
					}
				}
				add = 25
			}
		}
	}

	# Appeal to authority of prev_holder (Legitimists)
	option = {
		name = loaa_succession_events.2.d
		trigger = {
			age >= 10
			NOT = {
                scope:merge_camp_troubles ?= flag:yes
            }
			exists = scope:prev_holder
			has_realm_law = camp_purpose_legitimists
		}
		reason = purpose_legitimists
		duel = {
			skills = { diplomacy learning }
			target = scope:troublemaker
			# You talk him down
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				modifier = {
					scope:troublemaker = {
						opinion = {
							target = root
							value >= 75
						}
					}
					add = 25
				}
				desc = loaa_succession_events.2.c.success
				send_interface_toast = {
					title = loaa_succession_events.2.c.success
					left_icon = scope:troublemaker
					if = {
						limit = {
							has_lifestyle = diplomacy_lifestyle
						}
						add_diplomacy_lifestyle_xp = major_lifestyle_xp
					}
					else_if = {
						limit = {
							has_lifestyle = learning_lifestyle
						}
						add_learning_lifestyle_xp = major_lifestyle_xp
					}
					else = {
						scope:troublemaker = {
							add_opinion = {
								target = root
								modifier = pacified_opinion
								opinion = 30
							}
						}
					}
				}
			}
			# He leaves/ takes over
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				modifier = {
					scope:troublemaker = {
						loaa_succession_biggest_troublemaker_trigger = yes
					}
					add = 50
				}
				modifier = {
					has_domicile_temperament_high = no
					add = 10
				}
				modifier = {
					has_domicile_temperament_low = yes
					add = 10
				}
				modifier = {
					scope:troublemaker = {
						opinion = {
							target = root
							value <= -25
						}
					}
					add = 25
				}
				desc = loaa_succession_events.2.c.failure

				send_interface_toast = {
					title = loaa_succession_events.2.c.failure
					left_icon = scope:troublemaker
					if = {
						limit = { exists = scope:intent_leave }
						custom_tooltip = loaa_succession_events.2.c.failure_leave
						troublemaker_splits_off_effect = yes
					}
					else_if = {
						limit = { exists = scope:intent_takeover }
						custom_tooltip = loaa_succession_events.2.c.failure_takeover
						troublemaker_takes_over_effect = yes
					}
				}
			}
		}
		stress_impact = {
			paranoid = minor_stress_impact_gain
		}
		ai_chance = {
			base = 0
			ai_value_modifier = {
				ai_sociability = 1
			}
			modifier = {
				AND = {
					diplomacy > scope:troublemaker.diplomacy
					learning > scope:troublemaker.learning
				}
				add = 25
			}
			modifier = {
				OR = {
					AND = {
						diplomacy >= high_skill_rating
						learning >= high_skill_rating
					}
					diplomacy > extremely_high_skill_rating
					learning > extremely_high_skill_rating
				}
				add = 25
			}
			modifier = {
				scope:troublemaker = {
					OR = {
						AND = {
							diplomacy < average_skill_rating
							learning < average_skill_rating
						}
						diplomacy <= low_skill_rating
						learning <= low_skill_rating
					}
				}
				add = 25
			}
			modifier = {
				AND = {
					diplomacy < scope:troublemaker.diplomacy
					learning < scope:troublemaker.learning
				}
				add = -25
			}
			modifier = {
				scope:troublemaker = {
					OR = {
						AND = {
							diplomacy >= high_skill_rating
							learning >= high_skill_rating
						}
						diplomacy > extremely_high_skill_rating
						learning > extremely_high_skill_rating
					}
				}
				add = -25
			}
			modifier = {
				OR = {
					AND = {
						diplomacy < average_skill_rating
						learning < average_skill_rating
					}
					diplomacy <= low_skill_rating
					learning <= low_skill_rating
				}
				add = -25
			}
			modifier = {
				diplomacy < high_skill_rating
				learning < high_skill_rating
				scope:troublemaker = {
					diplomacy >= low_skill_rating
					learning >= low_skill_rating
				}
				add = -25
			}
			modifier = {
				scope:troublemaker = {
					loaa_succession_biggest_troublemaker_trigger = yes
				}
				add = -50
			}
			modifier = {
				has_domicile_temperament_low = yes
				add = -10
			}
			modifier = {
				has_domicile_temperament_high = no
				add = -10
			}
			modifier = {
				scope:troublemaker = {
					opinion = {
						target = root
						value <= -25
					}
				}
				add = -25
			}
			modifier = {
				has_domicile_temperament_high = yes
				add = 10
			}
			modifier = {
				scope:troublemaker = {
					opinion = {
						target = root
						value >= 75
					}
				}
				add = 25
			}
		}
	}

	# Child's Option - Defender attempts to solve the problem
	option = {
		name = loaa_succession_events.2.e
		flavor = {
			triggered_desc = {
				trigger = {
					exists = scope:intent_takeover
					exists = scope:defender_prowess
				}
				desc = loaa_succession_events.2_e_duel_takeover_intent_tt
			}
			triggered_desc = {
				trigger = {
					exists = scope:intent_leave
					exists = scope:defender_prowess
				}
				desc = loaa_succession_events.2_e_duel_leave_intent_tt
			}
		}

		trigger = {
			is_adult = no
			exists = scope:defender
			scope:defender = {
				root != this
			}
		}

		#show_as_unavailable = { always = yes }

		if = {
			limit = { exists = scope:defender_diplomacy }
			scope:defender ?= {
				duel = {
					skills = { diplomacy intrigue }
					target = scope:troublemaker
					# Defender talks him down
					50 = {
						compare_modifier = {
							value = scope:duel_value
							multiplier = 3.5
							min = -49
						}
						modifier = {
							OR = {
								scope:troublemaker = {
									opinion = {
										target = root
										value >= 75
									}
								}
								scope:troublemaker = {
									opinion = {
										target = scope:defender
										value >= 75
									}
								}
							}
							add = 25
						}
						desc = loaa_succession_events.2.c.success

						root = {
							send_interface_toast = {
								title = loaa_succession_events.2.c.success
								left_icon = scope:troublemaker
								scope:defender ?= {
									add_hook = {
										type = strong_favor_hook
										target = root
									}
									add_diplomacy_skill = 1
									add_intrigue_skill = 1
								}
							}
						}

					}
					# He leaves/ takes over
					50 = {
						compare_modifier = {
							value = scope:duel_value
							multiplier = -3.5
							min = -49
						}
						modifier = {
							scope:troublemaker = {
								loaa_succession_biggest_troublemaker_trigger = yes
							}
							add = 50
						}
						modifier = {
							has_domicile_temperament_high = no
							add = 10
						}
						modifier = {
							has_domicile_temperament_low = yes
							add = 10
						}
						modifier = {
							scope:troublemaker = {
								opinion = {
									target = root
									value <= -25
								}
							}
							add = 25
						}

						root = {
							send_interface_toast = {
								title = loaa_succession_events.2.c.failure
								left_icon = scope:troublemaker
								if = {
									limit = { exists = scope:intent_leave }
									custom_tooltip = loaa_succession_events.2.c.failure_leave
									troublemaker_splits_off_effect = yes
								}
								else_if = {
									limit = { exists = scope:intent_takeover }
									custom_tooltip = loaa_succession_events.2.c.failure_takeover
									troublemaker_takes_over_effect = yes
								}
							}
						}

					}
				}
			}
		}
		else_if = {
			limit = { exists = scope:defender_prowess }
			scope:defender = { save_scope_as = actor }
			scope:troublemaker = { save_scope_as = recipient }
			scope:defender ?= {
				configure_start_single_combat_effect = {
					SC_INITIATOR = scope:defender
					SC_ATTACKER = scope:defender
					SC_DEFENDER = scope:troublemaker
					FATALITY = always
					FIXED = no
					LOCALE = terrain_scope
					OUTPUT_EVENT = loaa_succession_events.6
					INVALIDATION_EVENT = perk_interaction.0102
				}
				clear_positive_relations_effect = yes
			}
			clear_positive_relations_effect = yes
		}

		stress_impact = {
			paranoid = minor_stress_impact_gain
			arrogant = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
		}
	}

	# Child's Option - No defender, accept the outcome
	option = {
		name = loaa_succession_events.2.e

		trigger = {
			is_adult = no
			OR = {
				NOT = { exists = scope:defender }
				scope:defender = {
					root = this
				}
			}
		}

		if = {
			limit = {
				exists = scope:intent_takeover
			}
			troublemaker_takes_over_effect = yes
		}
		else = {
			troublemaker_splits_off_effect = yes
		}


		ai_chance = {
			base = 100
		}
	}

	# Send your bodyguard forward
	option = {
		name = loaa_succession_events.2.f
		flavor = {
			triggered_desc = {
				trigger = { exists = scope:intent_takeover }
				desc = loaa_succession_events.2_f_duel_takeover_intent_tt
			}
			triggered_desc = {
				trigger = { exists = scope:intent_leave }
				desc = loaa_succession_events.2_f_duel_leave_intent_tt
			}
		}
		trigger = {
			is_adult = yes
			exists = scope:bodyguard
		}

		scope:bodyguard = {
			save_scope_as = defender
		}
		scope:defender = { save_scope_as = actor }
		scope:troublemaker = { save_scope_as = recipient }
		scope:defender ?= {
			configure_start_single_combat_effect = {
				SC_INITIATOR = scope:defender
				SC_ATTACKER = scope:defender
				SC_DEFENDER = scope:troublemaker
				FATALITY = always
				FIXED = no
				LOCALE = terrain_scope
				OUTPUT_EVENT = loaa_succession_events.6
				INVALIDATION_EVENT = perk_interaction.0102
			}
			clear_positive_relations_effect = yes
		}
		clear_positive_relations_effect = yes
	}

	# Give signal to release the hounds
	option = {
		name = loaa_succession_events.2.g
		flavor = loaa_succession_events.2.g.warning
		trigger = {
			is_adult = yes
			exists = scope:kennelmaster
		}

		reason = have_kennelperson
		hidden_effect = {
			root = {
				random_courtier = {
					random_list = {
						50 = {
							increase_wounds_effect = { REASON = fight }
						}
						50 = {
							maimed_in_battle_effect = yes
						}
					}
				}
				random_courtier = {
					random_list = {
						50 = {
							increase_wounds_effect = { REASON = fight }
						}
						50 = {
							maimed_in_battle_effect = yes
						}
					}
				}
			}
		}
		scope:kennelmaster = {
			duel = {
				skills = { martial intrigue prowess }
				target = scope:troublemaker
				# Hounds are released and maul him
				65 = {
					compare_modifier = {
						value = scope:duel_value
						multiplier = 3.5
						min = -49
					}
					desc = loaa_succession_events.2.g.success
					root = {
						send_interface_toast = {
							title = loaa_succession_events.2.g.success
							left_icon = scope:troublemaker
							scope:troublemaker = {
								death = {
									killer = root
									death_reason = death_dog_attack
								}
							}
							if = {
								limit = {
									has_lifestyle = intrigue_lifestyle
								}
								add_intrigue_lifestyle_xp = major_lifestyle_xp
							}
							else_if = {
								limit = {
									has_lifestyle = martial_lifestyle
								}
								add_martial_lifestyle_xp = major_lifestyle_xp
							}
							else = {
								add_prowess_skill = 1
							}
							add_dread = 30
						}
					}
				}
				# He wins and leaves/ takes over
				35 = {
					compare_modifier = {
						value = scope:duel_value
						multiplier = -3.5
						min = -49
					}
					desc = loaa_succession_events.2.g.failure
					root = {
						send_interface_toast = {
							title = loaa_succession_events.2.g.failure
							left_icon = scope:troublemaker
							custom_tooltip = loaa_succession_events.2.c.failure_takeover
							troublemaker_takes_over_effect = yes
						}
					}
				}
			}

		}
		stress_impact = {
			wrathful = minor_stress_impact_loss
			sadistic = minor_stress_impact_loss
			compassionate = minor_stress_impact_gain
		}
		ai_chance = {
			base = 0
			modifier = {
				scope:kennelmaster = {
					AND = {
						martial > scope:troublemaker.martial
						intrigue > scope:troublemaker.intrigue
						prowess > scope:troublemaker.prowess
					}
				}

				add = 25
			}
			modifier = {
				scope:kennelmaster = {
					OR = {
						AND = {
							martial >= high_skill_rating
							intrigue >= high_skill_rating
							prowess >= high_skill_rating
						}
						martial > extremely_high_skill_rating
						intrigue > extremely_high_skill_rating
						prowess > extremely_high_skill_rating
					}
				}

				add = 25
			}
			modifier = {
				scope:troublemaker = {
					OR = {
						AND = {
							martial < average_skill_rating
							intrigue < average_skill_rating
							prowess < average_skill_rating
						}
						martial <= low_skill_rating
						intrigue <= low_skill_rating
						prowess <= low_skill_rating
					}
				}
				add = 25
			}
			modifier = {
				scope:kennelmaster = {
					AND = {
						martial < scope:troublemaker.martial
						intrigue < scope:troublemaker.intrigue
						prowess < scope:troublemaker.prowess
					}
				}

				add = -25
			}
			modifier = {
				scope:troublemaker = {
					OR = {
						AND = {
							martial >= high_skill_rating
							intrigue >= high_skill_rating
							prowess >= high_skill_rating
						}
						martial > extremely_high_skill_rating
						intrigue > extremely_high_skill_rating
						prowess > extremely_high_skill_rating
					}
				}
				add = -25
			}
			modifier = {
				scope:kennelmaster = {
					OR = {
						AND = {
							martial < average_skill_rating
							intrigue < average_skill_rating
							prowess < average_skill_rating
						}
						martial <= low_skill_rating
						intrigue <= low_skill_rating
						prowess <= low_skill_rating
					}
				}
				add = -25
			}
			modifier = {
				scope:kennelmaster = {
					martial < high_skill_rating
					intrigue < high_skill_rating
					prowess < high_skill_rating
				}
				scope:troublemaker = {
					martial >= low_skill_rating
					intrigue >= low_skill_rating
					prowess >= low_skill_rating
				}
				add = -25
			}
		}
	}

	after = {
		trigger_event = {
			id = loaa_succession_events.8
			days = 3
		}
	}
}

loaa_succession_events.3 = {
	hidden = yes
	immediate = {
		if = {
			limit = {
				scope:sc_attacker = {
					is_alive = yes
				}
			}
			scope:sc_attacker = {
				remove_character_flag = single_combat_stripped_to_waist
			}
		}
		if = {
			limit = {
				scope:sc_defender = {
					is_alive = yes
				}
			}
			scope:sc_defender = {
				remove_character_flag = single_combat_stripped_to_waist
			}
		}


		if = {
			limit = {
				this = scope:sc_attacker
			}
			trigger_event = loaa_succession_events.4
		}

		if = {
			limit = {
				has_character_flag = loaa_fighting_for_the_camp
			}
			remove_character_flag = loaa_fighting_for_the_camp
		}
	}
}

loaa_succession_events.4 = {
	type = character_event
	window = duel_event
	title = loaa_succession_events.4.t
	desc = loaa_succession_events.4.desc
	theme = death
	left_portrait = {
		character = root
		animation = war_over_win
	}
	right_portrait = {
		character = scope:troublemaker
	}
	override_background = {
		reference = terrain_scope
	}

	option = {
		name = loaa_succession_events.4.a
		if = {
			limit = {
				scope:troublemaker = {
					prowess >= high_skill_rating
				}
			}
			add_prestige = medium_prestige_gain
			add_dread = medium_dread_gain
		}
		else = {
			add_prestige = major_prestige_gain
			add_dread = major_dread_gain
		}
		add_prowess_skill = 1
		stress_impact = {
			base = minor_stress_impact_gain
			compassionate = minor_stress_impact_gain
			forgiving = minor_stress_impact_gain
		}
	}
}

loaa_succession_events.5 = {
	hidden = yes
	immediate = {
		remove_character_flag = loaa_fighting_for_the_camp
		troublemaker_takes_over_death_effect = yes
	}
}

loaa_succession_events.6 = {
	hidden = yes
	immediate = {
		if = {
			limit = {
				scope:sc_attacker = {
					is_alive = yes
				}
			}
			scope:sc_attacker = {
				remove_character_flag = single_combat_stripped_to_waist
			}
		}
		if = {
			limit = {
				scope:sc_defender = {
					is_alive = yes
				}
			}
			scope:sc_defender = {
				remove_character_flag = single_combat_stripped_to_waist
			}
		}

		scope:root_scope = { trigger_event = loaa_succession_events.7 }
	}
}

loaa_succession_events.7 = {
	type = character_event
	window = duel_event
	title = loaa_succession_events.7.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:sc_defender = { is_alive = no } }
				desc = loaa_succession_events.7.desc
			}
			desc = loaa_succession_events.7.desc_lost
		}
	}
	theme = death
	left_portrait = {
		character = scope:sc_attacker
		triggered_animation = {
			trigger = {
				scope:sc_attacker = { is_alive = yes }
			}
		animation = war_over_win
		}

	}
	right_portrait = {
		character = scope:sc_defender
		triggered_animation = {
			trigger = {
				scope:sc_defender = { is_alive = yes }
			}
		animation = war_over_win
		}
	}

	override_background = {
		reference = terrain_scope
	}

	option = {
		name = loaa_succession_events.7.a
		trigger = {
			scope:sc_defender = { is_alive = no }
		}
		scope:defender ?= {
			add_hook = {
				type = strong_favor_hook
				target = root
			}
			add_prowess_skill = 1
			add_prestige = medium_prestige_gain
		}

	}

	option = {
		name = loaa_succession_events.7.b

		trigger = {
			scope:sc_defender = { is_alive = yes }
		}

		if = {
			limit = { exists = scope:intent_leave }
			troublemaker_splits_off_effect = yes
			show_as_tooltip = {
				custom_tooltip = loaa_succession_events.2.c.failure_leave
			}
		}
		else_if = {
			limit = { exists = scope:intent_takeover }
			troublemaker_takes_over_effect = yes
			show_as_tooltip = {
				custom_tooltip = loaa_succession_events.2.c.failure_takeover
				create_landless_adventurer_title_effect = {
					REASON = flag:deposition
					FLAVOR_CHAR = scope:troublemaker
				}
			}
		}

	}
}

# Cleanup event
loaa_succession_events.8 = {
	hidden = yes

	trigger = {
		is_alive = yes
	}

	immediate = {
		scope:troublemaker = {
			if = {
				limit = { has_character_flag = need_military_outfit }
			}
			remove_character_flag = need_military_outfit
		}
	}
}