﻿		battlefield_duel_root_effect.stress_attack = {
			stress_impact = {
				brave = minor_stress_loss
				wrathful = minor_stress_loss
				arrogant = minor_stress_loss
				stubborn = minor_stress_loss
				lazy = medium_stress_gain
				craven = major_stress_gain
			}	
		}

		battlefield_duel_root_effect.stress_retreat = {
			stress_impact = {
				brave = 10
				wrathful = 10
				arrogant = 10
				stubborn = 10
				lazy = minor_stress_loss
				craven = minor_stress_loss
			}	
		}

		battlefield_duel_win_effect = {
			battlefield_duel_xp_victor_effect = yes
			battlefield_duel_victory_prestige_effect = yes
		}

		battlefield_duel_victory_prestige_effect = {
			if = {
				limit = { scope:enemy_knight = { prowess >= very_high_skill_rating } }
				add_prestige = medium_prestige_gain
			}

			if = {
				limit = {
					scope:enemy_knight = {
						AND = {
							prowess > decent_skill_rating
							prowess < very_high_skill_rating
						}
					}
				}
				add_prestige = minor_prestige_gain
			}

			if = {
				limit = { scope:enemy_knight = { prowess <= decent_skill_rating } }
				add_prestige = 10
			}
		}

		battlefield_duel_xp_victor_effect = {

			if = {
				limit = {	scope:enemy_knight = {	prowess >= very_high_skill_rating	}	}
				add_martial_lifestyle_xp = medium_lifestyle_xp
				if = {
					limit = { has_trait = tourney_participant }
					add_trait_xp = {
						trait = tourney_participant
						track = foot
						value = { 7 9 }
					}
				}
				if = {
					limit = { has_trait = gallowsbait }
					add_trait_xp = {
						trait = gallowsbait
						track = marauder
						value = { 7 9 }
					}
				}
				   
				battlefield_duel_knight_increase_prowess_chance_excellence_effect = yes 
			}

			if = {
				limit = {
					scope:enemy_knight = {	
						AND = {
							prowess > decent_skill_rating 	
							prowess < very_high_skill_rating
						}
					}
				}
				add_martial_lifestyle_xp = minor_lifestyle_xp
				if = {
					limit = { has_trait = tourney_participant }
					add_trait_xp = {
						trait = tourney_participant
						track = foot
						value = { 4 6 }
					}
				}
				if = {
					limit = { has_trait = gallowsbait }
					add_trait_xp = {
						trait = gallowsbait
						track = marauder
						value = { 4 6 }
					}
				}
				   
				battlefield_duel_knight_increase_prowess_chance_excellence_effect = yes
			}

			if = {
				limit = {	scope:enemy_knight = {	prowess <= decent_skill_rating	}	}
													 
				if = {
					limit = { has_trait = tourney_participant }
					add_trait_xp = {
						trait = tourney_participant
						track = foot
						value = { 1 3 }
					}
				}
				if = {
					limit = { has_trait = gallowsbait }
					add_trait_xp = {
						trait = gallowsbait
						track = marauder
						value = { 1 3 }
					}
				}
				battlefield_duel_knight_increase_prowess_chance_normal_effect = yes
				add_martial_lifestyle_xp = miniscule_lifestyle_xp
			}

			battlefield_duel_blademaster_progression_effect = yes
		}

		battlefield_duel_knight_increase_prowess_chance_excellence_effect = {
			if = {
				limit = {	prowess <= very_high_skill_rating	}
				custom_tooltip = battlefield_duel_knight_increase_prowess_chance_effect.tt
				hidden_effect = {
					random_list = {
						50 = {
							modifier = {
								add = {
									value = this.learning
									multiply = -2
								}
							}
						}
						50 = {
							send_interface_message = {
								type = battlefield_duel_feed_prowess_good
								title = battlefield_duel_prowess_notification
								desc = battlefield_duel_prowess_message
								left_icon = root
								add_prowess_skill = 1
							}
						}
					}
				}
			}
		}

		battlefield_duel_knight_increase_prowess_chance_normal_effect = {
			if = {
				limit = {	prowess <= decent_skill_rating	}
				custom_tooltip = battlefield_duel_knight_increase_prowess_chance_effect.tt
				hidden_effect = {
					random_list = {
						50 = {
							modifier = {
								add = {
									value = this.learning
									multiply = -2
								}
							}
						}
						60 = {
							send_interface_message = {
								type = battlefield_duel_feed_prowess_good
								title = battlefield_duel_prowess_notification
								desc = battlefield_duel_prowess_message
								left_icon = root
								add_prowess_skill = 1
							}
						}
					}
				}
			}
		}

		# Milestones celebrate native XP. They never grant it.
		battlefield_duel_blademaster_check_milestones_effect = {
			if = {
				limit = {
					is_ai = no
					has_trait = lifestyle_blademaster
					has_trait_xp = {
						trait = lifestyle_blademaster
						value >= 100
					}
					NOT = { has_character_flag = battlefield_duel_blademaster_legendary_milestone_seen }
				}

				add_character_flag = battlefield_duel_blademaster_rank_milestone_seen
				add_character_flag = battlefield_duel_blademaster_legendary_milestone_seen
				trigger_event = { id = battlefield_duel.1313 days = 1 }
			}
			else_if = {
				limit = {
					is_ai = no
					has_trait = lifestyle_blademaster
					has_trait_xp = {
						trait = lifestyle_blademaster
						value >= 50
					}
					NOT = { has_character_flag = battlefield_duel_blademaster_rank_milestone_seen }
				}
				add_character_flag = battlefield_duel_blademaster_rank_milestone_seen
				trigger_event = { id = battlefield_duel.1312 days = 1 }
			}
		}

		# Three player wins earn Aspiring. AI needs six.
		battlefield_duel_blademaster_progression_effect = {
			if = {
				limit = {
					is_ai = no
					NOT = { has_trait = lifestyle_blademaster }
					has_character_flag = battlefield_duel_blademaster_qualifying_opponent_snapshot
				}
				if = {
					limit = { NOT = { has_variable = battlefield_duel_blademaster_qualifying_wins } }

					set_variable = { name = battlefield_duel_blademaster_qualifying_wins value = 1 }
				}
				else = {
					if = {

						limit = { var:battlefield_duel_blademaster_qualifying_wins >= 2 }
						remove_variable = battlefield_duel_blademaster_qualifying_wins
						send_interface_message = {
							type = battlefield_duel_feed_prowess_effect_good
							title = battlefield_duel_blademaster_aspiring_feed_title
							desc = battlefield_duel_blademaster_aspiring_feed_desc
							left_icon = root
							add_trait = lifestyle_blademaster
						}
						add_character_flag = battlefield_duel_blademaster_aspiring_milestone_seen
						trigger_event = { id = battlefield_duel.1311 days = 1 }
					}
					else = {
						change_variable = {
							name = battlefield_duel_blademaster_qualifying_wins
							add = 1
						}
					}
				}

				remove_character_flag = battlefield_duel_blademaster_qualifying_opponent_snapshot
			}
			else_if = {
				limit = {
					is_ai = no
					has_trait = lifestyle_blademaster
				}
				battlefield_duel_blademaster_check_milestones_effect = yes
			}

			if = {
				limit = { is_ai = yes }
				bdp_ai_blademaster_record_snapshotted_victory_effect = yes
			}

			scope:enemy_knight = {
				remove_character_flag = bdp_ai_blademaster_qualifying_opponent_snapshot
			}
		}

		# Every kill package still feeds the same consequence pass.
		battlefield_duel_kill_effect = {
			hidden_effect = {
				scope:actor = {
					bdp_battlefield_chronicle_mark_latest_victory_outcome_effect = {
						OUTCOME = slain
						OPPONENT = scope:enemy_knight
					}
				}
			}
			battlefield_duel_kill_prestige_opinion_dread_effect = yes
			battlefield_duel_kill_stress_effect = yes
			battlefield_duel_kill_piety_dread_effect = yes
			hidden_effect = {
				battlefield_duel_kill_count_effect = yes
			}
		}

		battlefield_duel_vengeful_skull_kill_effect = {
			hidden_effect = {
				scope:actor = {
					bdp_battlefield_chronicle_mark_latest_victory_outcome_effect = {
						OUTCOME = slain
						OPPONENT = scope:enemy_knight
					}
				}
			}
			custom_tooltip = battlefield_duel_vengeful_execution_outcome_tt
			battlefield_duel_kill_prestige_opinion_dread_effect = yes
			battlefield_duel_vengeful_skull_kill_stress_effect = yes
			battlefield_duel_kill_piety_dread_effect = yes
			hidden_effect = {
				battlefield_duel_kill_count_effect = yes
			}
		}

		battlefield_duel_vengeful_crows_kill_effect = {
			hidden_effect = {
				scope:actor = {
					bdp_battlefield_chronicle_mark_latest_victory_outcome_effect = {
						OUTCOME = slain
						OPPONENT = scope:enemy_knight
					}
				}
			}
			battlefield_duel_kill_prestige_opinion_dread_effect = yes
			battlefield_duel_vengeful_crows_kill_stress_effect = yes
			battlefield_duel_kill_piety_dread_effect = yes
			hidden_effect = {
				battlefield_duel_kill_count_effect = yes
			}
		}

		battlefield_duel_kill_prestige_opinion_dread_effect = {
				if = {
					limit = {
						is_ai = yes
						exists = scope:bdp_ai_vs_ai_winner
						this = scope:bdp_ai_vs_ai_winner
					}
					battlefield_duel_victory_prestige_effect = yes
				}

				if = {	limit = {	scope:enemy_knight = {	prowess >= very_high_skill_rating	}	}
						custom_tooltip = battlefield_duel_knight_good_opinion_info
						hidden_effect = {
							scope:combat_side = {
								every_side_knight = {
									limit = { NOT = { this = root } }
									add_opinion = {
										target = root
										modifier = battlefield_duel_knight_good_opinion
									}
								}
							}
						}

						add_character_modifier = {
							modifier = battlefield_duel_main_success_modifier
							days = 90
						}	
				}

				if = {
					limit = { is_ai = no }
					add_dread = 5
				}
		}

		battlefield_duel_kill_stress_effect = {
			stress_impact = {
				wrathful = minor_stress_loss
				craven = minor_stress_gain
				sadistic = medium_stress_loss
				vengeful = minor_stress_loss

				content = minor_stress_gain
				forgiving = minor_stress_gain
				humble = minor_stress_gain
				compassionate = medium_stress_gain
			}
		}

		battlefield_duel_vengeful_skull_kill_stress_effect = {
			stress_impact = {
				wrathful = minor_stress_loss
				craven = minor_stress_gain
				sadistic = medium_stress_loss
				vengeful = medium_stress_loss

				content = minor_stress_gain
				forgiving = minor_stress_gain
				humble = minor_stress_gain
				compassionate = medium_stress_gain
			}
		}

		battlefield_duel_vengeful_crows_kill_stress_effect = {
			stress_impact = {
				wrathful = minor_stress_loss
				craven = minor_stress_gain
				sadistic = medium_stress_loss

				content = minor_stress_gain
				forgiving = minor_stress_gain
				humble = minor_stress_gain
				compassionate = medium_stress_gain
			}
		}

		battlefield_duel_kill_piety_dread_effect = {

					if = {
						limit = {
							scope:actor.faith = {
								AND = {
									has_doctrine = doctrine_pluralism_fundamentalist
									NOT = {has_doctrine = tenet_warmonger}
									OR = {
										has_doctrine = tenet_armed_pilgrimages
										has_doctrine = tenet_struggle_submission
									}
									faith_hostility_level = {
										target = scope:enemy_knight.faith
										value >= faith_hostile_level
									}
								}
							}
						}
						custom_tooltip = battlefield_duel_kill_heretic_piety_gain_fundamentalist_info
						add_piety = 20
						stress_impact = {	zealous = medium_stress_loss	}
					}

					if = {
						limit = {
							scope:actor.faith = {
								AND = {
									NOT = {has_doctrine = doctrine_pluralism_fundamentalist}
									NOT = {has_doctrine = tenet_warmonger}
									OR = {
										has_doctrine = tenet_armed_pilgrimages
										has_doctrine = tenet_struggle_submission
									}
									faith_hostility_level = {
										target = scope:enemy_knight.faith
										value >= faith_evil_level
									}
								}
							}
						}
						custom_tooltip = battlefield_duel_kill_heretic_piety_gain_righteous_info
						add_piety = 10
						stress_impact = {	zealous = medium_stress_loss	}
					}

					if = {
						limit = {
							scope:actor.faith = {
								AND = {
									NOT = {has_doctrine = tenet_warmonger}
									NOT = {has_doctrine = tenet_armed_pilgrimages}
									NOT = {has_doctrine = tenet_struggle_submission}
									faith_hostility_level = {
										target = scope:enemy_knight.faith
										value >= faith_hostile_level
									}
								}
							}
						}
						custom_tooltip = battlefield_duel_kill_heretic_piety_not_violent_info
						stress_impact = {	zealous = minor_stress_loss	}
					}

					if = {
						limit = {
							scope:actor.faith = {
								has_doctrine = tenet_warmonger
							}
						}
						custom_tooltip = battlefield_duel_kill_heretic_piety_gain_warmonger_info
						add_piety = 10
						stress_impact = {	zealous = medium_stress_loss	}
					}

					if = {
						limit = {
							scope:actor.faith = {
								AND = {
									NOT = {has_doctrine = tenet_warmonger}
									faith_hostility_level = {
										target = scope:enemy_knight.faith
										value < faith_hostile_level
									}
								}
							}
						}
						custom_tooltip = battlefield_duel_kill_fidel_astray_piety_info
						add_piety = minor_piety_loss
					}

					if = {
						limit = {
							is_ai = yes
							scope:actor.faith = {
								AND = {
									NOT = {has_doctrine = tenet_warmonger}
									faith_hostility_level = {
										target = scope:enemy_knight.faith
										value < faith_hostile_level
									}
								}
							}
						}
						add_dread = minor_dread_gain
					}
	}

		battlefield_duel_kill_count_effect = {

			if = {
				limit = { NOT = { has_variable = battlefield_duel_kill_count_faith_warrior_variable } }
				set_variable = { name = battlefield_duel_kill_count_faith_warrior_variable value = 0 }
			}
			if = {
				limit = { NOT = { has_variable = battlefield_duel_kill_count_berserker_variable } }
				set_variable = { name = battlefield_duel_kill_count_berserker_variable value = 0 }
			}
			if = {
				limit = { NOT = { has_variable = battlefield_duel_kill_count_berserker_warmonger_variable } }
				set_variable = { name = battlefield_duel_kill_count_berserker_warmonger_variable value = 0 }
			}
			if = {
				limit = { NOT = { has_variable = battlefield_duel_kill_count_variable } }
				set_variable = { name = battlefield_duel_kill_count_variable value = 0 }
			}

			if = {
				limit = {
					scope:actor.faith = {
						AND = {
							NOT = {has_doctrine = tenet_warmonger}
							OR = {
								has_doctrine = tenet_armed_pilgrimages
								has_doctrine = tenet_struggle_submission
							}
							faith_hostility_level = {
								target = scope:enemy_knight.faith
								value >= faith_hostile_level
							}
						}
					}
				}
				set_variable = {
					name = battlefield_duel_kill_count_faith_warrior_variable
					value = {
						value = var:battlefield_duel_kill_count_faith_warrior_variable
						add = 1
					}
				}
			}

			if = {
				limit = {
					scope:actor.faith = {
						AND = {
							NOT = {has_doctrine = tenet_warmonger}
							faith_hostility_level = {
								target = scope:enemy_knight.faith
								value < faith_hostile_level
							}
						}
					}
				}
				set_variable = {
					name = battlefield_duel_kill_count_berserker_variable
					value = {
						value = var:battlefield_duel_kill_count_berserker_variable
						add = 1
					}
				}
			}	

			if = {
				limit = {
					scope:actor.faith = {
						has_doctrine = tenet_warmonger
					}
				}
				set_variable = {
					name = battlefield_duel_kill_count_berserker_warmonger_variable
					value = {
						value = var:battlefield_duel_kill_count_berserker_warmonger_variable
						add = 1
					}
				}
			}	

			set_variable = {
				name = battlefield_duel_kill_count_variable
				value = {
					value = var:battlefield_duel_kill_count_variable
					add = 1
				}
			}
			hidden_effect = {

				if = {
					limit = { has_variable = battlefield_duel_kill_count_faith_warrior_variable }
					if = {
						limit = {	var:battlefield_duel_kill_count_faith_warrior_variable = 15		}
						add_trait = faith_warrior

					}
				}

				if = {
					limit = {
						NOT = { has_trait = berserker }
						NOT = { has_character_flag = battlefield_duel_berserker_path_offered }
						OR = {
							AND = {
								scope:actor.faith = { NOT = { has_doctrine = tenet_warmonger } }
								has_variable = battlefield_duel_kill_count_berserker_variable
								var:battlefield_duel_kill_count_berserker_variable >= 15
							}
							AND = {
								scope:actor.faith = { has_doctrine = tenet_warmonger }
								has_variable = battlefield_duel_kill_count_berserker_warmonger_variable
								var:battlefield_duel_kill_count_berserker_warmonger_variable >= 30
							}
						}
					}
					add_character_flag = battlefield_duel_berserker_path_offered
					trigger_event = { id = battlefield_duel.9500 days = 1 }
				}

				if = {
					limit = {
						has_variable = battlefield_duel_kill_count_variable

						NOT = { has_trait = education_martial_prowess_5 }
					}
					if = {
						limit = {	var:battlefield_duel_kill_count_variable = 5	}
						change_trait_rank = {
							trait = education_martial_prowess
							rank = 1
							max = 4
						}
					}	
					if = {
						limit = {	var:battlefield_duel_kill_count_variable = 10	}
						change_trait_rank = {
							trait = education_martial_prowess
							rank = 1
							max = 4
						}
					}
					if = {
						limit = {	var:battlefield_duel_kill_count_variable = 15	}
						change_trait_rank = {
							trait = education_martial_prowess
							rank = 1
							max = 4
						}
					}
					if = {
						limit = {	var:battlefield_duel_kill_count_variable = 20	}
						change_trait_rank = {
							trait = education_martial_prowess
							rank = 1
							max = 4
						}
					}
				}
			} 	
		}

	battlefield_duel_auto_effect = { 
		battlefield_duel_root_effect.stress_attack = yes
		duel = {
			skill = prowess
			target = scope:enemy_knight

				30 = {	
					desc = battlefield_duel.1000.success.tt
					compare_modifier = {
						value = scope:duel_value
						multiplier = 1
						min = -29
					}

							modifier = {
								has_lifestyle = martial_lifestyle
								add = {
									value = scope:actor.prowess
									multiply = 2
								}
							}

							modifier = {	
								add = {
									value =	scope:actor.martial
									divide = 2
								}		
							}	

							modifier = {	
								add = {
									value =	scope:actor.learning	
									divide = 2
								}
							}							

								modifier = {
									add = {
										value = scope:actor.prowess
										multiply = 2											
									}
									has_trait = lifestyle_blademaster
								}

							modifier = {
								has_trait_rank = {
									trait = wounded
									rank >= 1
								}
								add = {
									value = scope:actor.prowess
									multiply = -1
								}
							}

								modifier = {
									has_trait = blind
									add = {
										value = scope:actor.prowess
										multiply = 1
									}
								}

								modifier = {
									OR = {
										has_trait = giant
										has_trait = dwarf
									}
									add = {
										value = scope:actor.prowess
										multiply = 1
									}
								}							

								modifier = {
									has_trait = brave
									add = {
										value = scope:actor.prowess
										multiply = 0.1
									}
								}

								modifier = {
									OR = {
										has_trait = craven
										has_trait = lazy
									}
									add = {
										value = scope:actor.prowess
										multiply = -0.5
									}
								}							

								modifier = {
									add = {
										value = scope:actor.prowess
										multiply = 0.1
									}
									OR = {
										has_trait = shrewd
										has_trait = strong
									}
								}

								modifier = {
									add = {
										value = scope:actor.prowess
										multiply = -0.1
									}
									OR = {
										has_trait = weak
										has_trait = one_eyed
									}
								}								

								modifier = {
									add = {
										value = scope:actor.prowess
										multiply = -1
									}
									OR = {
										has_trait = one_legged
										has_trait = maimed
										has_trait = hunchbacked
										has_trait = clubfooted
									}
								}														

									modifier = {
										add = {
											value = scope:actor.prowess
											multiply = 0.5
										}
										has_trait = physique_good_1 
									}

									modifier = {
										add = {
											value = scope:actor.prowess
											multiply = 0.7
										}
										has_trait = physique_good_2 
									}

									modifier = {
										add = {
											value = scope:actor.prowess
											multiply = 1
										}
										has_trait = physique_good_3 
									}		
																							
									modifier = {
										add = {
											value = scope:actor.prowess
											multiply = -0.5
										}
										has_trait = physique_bad_1 
									}

									modifier = {
										add = {
											value = scope:actor.prowess
											multiply = -0.7
										}
										has_trait = physique_bad_2 
									}

									modifier = {
										add = {
											value = scope:actor.prowess
											multiply = -1
										}
										has_trait = physique_bad_3 
									}
	
									modifier = {
										add = {
											value = scope:actor.prowess
											multiply = 0.5
										}
										has_trait = intellect_good_1
									}

									modifier = {
										add = {
											value = scope:actor.prowess
											multiply = 0.7
										}
										has_trait = intellect_good_2 
									}

									modifier = {
										add = {
											value = scope:actor.prowess
											multiply = 1
										}
										has_trait = intellect_good_3 
									}

									modifier = {
										add = {
											value = scope:actor.prowess
											multiply = -0.5
										}
										has_trait = intellect_bad_1 
									}

									modifier = {
										add = {
											value = scope:actor.prowess
											multiply = -0.7
										}
										has_trait = intellect_bad_2 
									}

									modifier = {
										add = {
											value = scope:actor.prowess
											multiply = -1
										}
										has_trait = intellect_bad_3 
					}																				
					show_as_tooltip = {	battlefield_duel_win_effect = yes	}	
					trigger_event = battlefield_duel.1301			
				}

				30 = { 
					desc = battlefield_duel.1000.failure.tt
					compare_modifier = {
						value = scope:duel_value
						multiplier = -1
						min = -29
					}

							modifier = {
								scope:enemy_knight = {
									has_lifestyle = martial_lifestyle
								}
								add = {
									value = scope:enemy_knight.prowess
									multiply = 2
								}
							}						

						modifier = {	
							add = {
								value =	scope:enemy_knight.learning	
								divide = 2
							}
						}

							modifier = {	
								add = {
									value =	scope:enemy_knight.martial
									divide = 2
								}		
							}														

								modifier = {
									add = {
										value = scope:enemy_knight.prowess
										multiply = 2											
									}
									scope:enemy_knight = { has_trait = lifestyle_blademaster }
								}

							modifier = {
								scope:enemy_knight = {
									has_trait_rank = {
										trait = wounded
										rank >= 1
									}
								}
								add = {
									value = scope:enemy_knight.prowess
									multiply = -1
								}
							}						

								modifier = {
									scope:enemy_knight = { has_trait = blind }
									add = {
										value = scope:enemy_knight.prowess
										multiply = 1
									}
								}

								modifier = {
									OR = {
										scope:enemy_knight = { has_trait = giant }
										scope:enemy_knight = { has_trait = dwarf }
									}
									add = {
										value = scope:enemy_knight.prowess
										multiply = 1
									}
								}

								modifier = {
									scope:enemy_knight = { has_trait = brave }
									add = {
										value = scope:enemy_knight.prowess
										multiply = 0.1
									}
								}

								modifier = {
									OR = {
										scope:enemy_knight = { has_trait = craven }
										scope:enemy_knight = { has_trait = lazy }
									}
									add = {
										value = scope:enemy_knight.prowess
										multiply = -0.5
									}
								}		
														
								modifier = {
									add = {
										value = scope:enemy_knight.prowess
										multiply = 0.1
									}
									OR = {
										scope:enemy_knight = { has_trait = shrewd }
										scope:enemy_knight = { has_trait = strong }
									}
								}

								modifier = {
									add = {
										value = scope:enemy_knight.prowess
										multiply = -0.1
									}
									OR = {
										scope:enemy_knight = { has_trait = weak }
										scope:enemy_knight = { has_trait = one_eyed }
									}
								}								

								modifier = {
									add = {
										value = scope:enemy_knight.prowess
										multiply = -1
									}
									OR = {
										scope:enemy_knight = { has_trait = one_legged }
										scope:enemy_knight = { has_trait = maimed }
										scope:enemy_knight = { has_trait = hunchbacked }
										scope:enemy_knight = { has_trait = clubfooted }
									}
								}
																				
									modifier = {
										add = {
											value = scope:enemy_knight.prowess
											multiply = 0.5
										}
										scope:enemy_knight = { has_trait = physique_good_1 }
									}

									modifier = {
										add = {
											value = scope:enemy_knight.prowess
											multiply = 0.7
										}
										scope:enemy_knight = { has_trait = physique_good_2 }
									}

									modifier = {
										add = {
											value = scope:enemy_knight.prowess
											multiply = 1
										}
										scope:enemy_knight = { has_trait = physique_good_3 }
									}		
																							
									modifier = {
										add = {
											value = scope:enemy_knight.prowess
											multiply = -0.5
										}
										scope:enemy_knight = { has_trait = physique_bad_1 }
									}

									modifier = {
										add = {
											value = scope:enemy_knight.prowess
											multiply = -0.7
										}
										scope:enemy_knight = { has_trait = physique_bad_2 }
									}

									modifier = {
										add = {
											value = scope:enemy_knight.prowess
											multiply = -1
										}
										scope:enemy_knight = { has_trait = physique_bad_3 }
									}
	
									modifier = {
										add = {
											value = scope:enemy_knight.prowess
											multiply = 0.5
										}
										scope:enemy_knight = { has_trait = intellect_good_1 }
									}

									modifier = {
										add = {
											value = scope:enemy_knight.prowess
											multiply = 0.7
										}
										scope:enemy_knight = { has_trait = intellect_good_2 }
									}

									modifier = {
										add = {
											value = scope:enemy_knight.prowess
											multiply = 1
										}
										scope:enemy_knight = { has_trait = intellect_good_3 }
									}

									modifier = {
										add = {
											value = scope:enemy_knight.prowess
											multiply = -0.5
										}
										scope:enemy_knight = { has_trait = intellect_bad_1 }
									}

									modifier = {
										add = {
											value = scope:enemy_knight.prowess
											multiply = -0.7
										}
										scope:enemy_knight = { has_trait = intellect_bad_2 }
									}

									modifier = {
										add = {
											value = scope:enemy_knight.prowess
											multiply = -1
										}
										scope:enemy_knight = { has_trait = intellect_bad_3 }
									}
					custom_tooltip = battlefield_duel_die_chance_info
					battlefield_duel_lose_manual_effect = yes

					if = {
						limit = { var:you_get_prison = 1 }
						trigger_event = battlefield_duel.1303
					}
					
				}
		}
	}

		battlefield_duel_manual_normal_effect = {
			# This bit is only for two players fighting each other. The challenged player gets an answer first.
			if = {
				limit = {
					is_ai = no
					exists = scope:enemy_knight
					scope:enemy_knight = { is_ai = no }
					NOT = { has_character_flag = battlefield_duel_ai_bodyguard_followup_diagnostic }
				}
				bdp_multiplayer_prepare_challenge_effect = yes
			}
			else = {
				if = {
					limit = {
						is_ai = no
						exists = scope:enemy_knight
						scope:enemy_knight = { is_ai = no }
					}
					bdp_multiplayer_mark_duel_active_effect = yes
				}
				bdp_battlefield_duel_manual_normal_start_effect = yes
			}
		}

		bdp_battlefield_duel_manual_normal_start_effect = {

			root = { save_scope_as = actor }

			root = {
				add_character_flag = { flag = bdp_ai_vs_ai_human_participant_current_battle days = 30 }
			}
			scope:enemy_knight = {
				add_character_flag = { flag = bdp_ai_vs_ai_human_participant_current_battle days = 30 }
			}

			remove_character_flag = battlefield_duel_blademaster_qualifying_opponent_snapshot
			if = {
				limit = {
					is_ai = no
					NOT = { has_trait = lifestyle_blademaster }
					scope:enemy_knight = { prowess >= 10 }
				}
				add_character_flag = battlefield_duel_blademaster_qualifying_opponent_snapshot
			}
			remove_character_flag = bdp_ai_blademaster_qualifying_opponent_snapshot
			if = {
				limit = {
					is_ai = yes
					NOT = { has_trait = lifestyle_blademaster }
					scope:enemy_knight = { prowess >= 10 }
				}
				add_character_flag = {
					flag = bdp_ai_blademaster_qualifying_opponent_snapshot
					days = 30
				}
			}

			scope:enemy_knight = {
				remove_character_flag = bdp_ai_blademaster_qualifying_opponent_snapshot
			}
			if = {
				limit = {
					prowess >= 10
					scope:enemy_knight = {
						is_ai = yes
						NOT = { has_trait = lifestyle_blademaster }
					}
				}
				scope:enemy_knight = {
					add_character_flag = {
						flag = bdp_ai_blademaster_qualifying_opponent_snapshot
						days = 30
					}
				}
			}

				add_character_flag = { 
					flag = battlefiel_duel_combat_flag
					days = 1
				}

				show_as_tooltip = {
					custom_tooltip = battlefield_duel_engage_duel_info
					battlefield_duel_win_effect = yes
				}

				# Snapshot both fighters before wounds or death can change the result.
				battlefield_duel_configure_start_single_combat_effect = {

					SC_INITIATOR = root
					SC_ATTACKER = root
					SC_DEFENDER = scope:enemy_knight
					FATALITY = no
					FIXED = no
					LOCALE = battlefield_duel_terrain
					OUTPUT_EVENT = battlefield_duel.1300
					INVALIDATION_EVENT = battlefield_duel_single_combat.1006
				}
		}

				battlefield_duel_spare_effect = {
					hidden_effect = {
						scope:actor = {
							bdp_battlefield_chronicle_mark_latest_victory_outcome_effect = {
								OUTCOME = spared
								OPPONENT = scope:enemy_knight
							}
						}
					}

					hidden_effect = {
						if = {
							limit = {
								exists = scope:enemy_knight
								scope:enemy_knight = { is_alive = yes }
							}
							scope:enemy_knight = {
								add_character_flag = {
									flag = battlefiel_duel_recipient_spare
									days = 360
								}
							}
						}
					}
					battlefield_duel_spare_hook_effect = yes
					battlefield_duel_spare_opinion_relative_effect = yes
					battlefield_duel_spare_opinion_knight_effect = yes
					battlefield_duel_spare_dread_prestige_effect = yes
					battlefield_duel_spare_stress_effect = yes
					battlefield_duel_spare_piety_effect = yes
						hidden_effect = {
							send_interface_message = {
								type = battlefield_duel_feed_spare
								title = battlefield_duel_spare_notification
								desc = battlefield_duel_spare_message
								left_icon = scope:actor
								right_icon = scope:enemy_knight
							}
						}
				}

				battlefield_duel_spare_hook_effect = {
					if = {
						limit = { NOT = { has_hook = scope:enemy_knight } }
						add_hook = {
							target = scope:enemy_knight
							type = favor_hook
						}
					}
				}

				battlefield_duel_spare_opinion_relative_effect = {
					scope:enemy_knight = {

							every_spouse = {
								limit = { NOT = { this = scope:actor } }
								add_to_temporary_list = loser_close_family_spare_knight_list
							}
							every_close_family_member = {
								limit = { NOT = { this = scope:actor } }
								add_to_temporary_list = loser_close_family_spare_knight_list
							}

							if = {
								limit = {
									any_in_list = {
										list = loser_close_family_spare_knight_list
										always = yes
									}
								}
								every_in_list = {
									list = loser_close_family_spare_knight_list
									custom = all_close_family_and_spouses

									add_opinion = {
										target = scope:actor
										modifier = battlefiel_duel_spare_enemy_relatives_good_opinion
									}
								}
							}

							every_relation = {
								type = friend
								limit = {
									NOR = {
										this = scope:enemy_knight
										is_in_list = loser_close_family_spare_knight_list
									}
								}
								add_to_temporary_list = loser_close_relations_spare_knight_list
							}
							every_relation = {
								type = lover
								limit = {
									NOR = {
										this = scope:enemy_knight
										is_in_list = loser_close_family_spare_knight_list
										is_in_list = loser_close_relations_spare_knight_list
									}
								}
								add_to_temporary_list = loser_close_relations_spare_knight_list
							}
							if = {
								limit = {
									any_in_list = {
										list = loser_close_relations_spare_knight_list
										always = yes
									}
								}
								every_in_list = {
									list = loser_close_relations_spare_knight_list
									custom = all_friends_and_lovers
									add_opinion = {
										target = scope:actor
										modifier = battlefiel_duel_spare_enemy_relatives_good_opinion
									}
								}
							}
					}
				}
				battlefield_duel_spare_opinion_knight_effect = {
					custom_tooltip = battlefield_duel_knight_bad_opinion_info
					hidden_effect = {
						scope:combat_side = {
							every_side_knight = {
								add_opinion = {
									target = scope:actor
									modifier = battlefield_duel_spare_enemy_knights_bad_opinion
								}
							}
						}
					}
				}

				battlefield_duel_spare_dread_prestige_effect = {
						if = {
							limit = {	scope:actor.faith = {	has_doctrine = tenet_warmonger	}	}
							add_dread = -20
						}
				}

				battlefield_duel_spare_stress_effect = {
					stress_impact = {
						forgiving = minor_stress_impact_loss
						compassionate = minor_stress_impact_loss
						wrathful = minor_stress_impact_gain
						sadistic = medium_stress_impact_gain
						vengeful = minor_stress_impact_gain
					}
				}

				battlefield_duel_spare_piety_effect = {

							if = {
								limit = {
									scope:actor.faith = {
										AND = {
											has_doctrine = doctrine_pluralism_fundamentalist
											NOT = {	has_doctrine = tenet_warmonger }
											OR = {
												has_doctrine = tenet_armed_pilgrimages
												has_doctrine = tenet_struggle_submission
											}
											faith_hostility_level = {
												target = scope:enemy_knight.faith
												value >= faith_hostile_level
											}
										}
									}
								}
								custom_tooltip = battlefield_duel_spare_heretic_piety_loss_fundamentalist_info
								add_piety = medium_piety_loss
								stress_impact = {	zealous = medium_stress_gain	}
							}

							if = {
								limit = {
									scope:actor.faith = {
										AND = {
											NOT = {	has_doctrine = doctrine_pluralism_fundamentalist }
											NOT = {	has_doctrine = tenet_warmonger }
											OR = {
												has_doctrine = tenet_armed_pilgrimages
												has_doctrine = tenet_struggle_submission
											}
											faith_hostility_level = {
												target = scope:enemy_knight.faith
												value = faith_evil_level
											}
										}
									}
								}
								custom_tooltip = battlefield_duel_spare_heretic_piety_loss_righteous_info
								add_piety = medium_piety_loss
								stress_impact = {	zealous = medium_stress_gain	}
							}

							if = {
								limit = {
									scope:actor.faith = { has_doctrine = tenet_warmonger }
								}
								custom_tooltip = battlefield_duel_spare_enemy_piety_loss_warmonger_info
								add_piety = medium_piety_loss
								stress_impact = {	zealous = medium_stress_gain	}
							}

							if = {
								limit = {
									scope:actor.faith = {
										AND = {
											NOT = {	has_doctrine = tenet_warmonger }
											faith_hostility_level = {
												target = scope:enemy_knight.faith
												value = faith_fully_accepted_level
											}
										}
									}
								}
								custom_tooltip = battlefield_duel_spare_fidel_piety_gain_info
								add_piety = 10
							}

							if = {
								limit = {
									scope:actor.faith = {
										AND = {
											NOT = {	has_doctrine = tenet_warmonger }
											faith_hostility_level = {
												target = scope:enemy_knight.faith
												value = faith_astray_level
											}
										}
									}
								}
								custom_tooltip = battlefield_duel_spare_astray_piety_gain_info
								add_piety = 5
							}
				}

			# A cleared protector gauntlet can raise a weak capture roll to 50%.
			battlefield_duel_imprison_effect = {

				if = {
					limit = {
						scope:actor = {
							has_variable = battlefield_duel_gauntlet_capture_floor_target
							var:battlefield_duel_gauntlet_capture_floor_target = {
								this = scope:enemy_knight
							}
						}
						scope:enemy_knight = {
							this.martial >= {
								value = scope:actor.martial
								add = 13
							}
						}
					}
					duel = {
						skill = martial
						target = scope:enemy_knight

						50 = {
							desc = battlefield_duel.1000.success.tt

							scope:enemy_knight = {
								battlefield_duel_transfer_equipped_artifact_effect = { TYPE = primary_armament OWNER = scope:actor }
							}

							imprison = {
								target = scope:enemy_knight
								type = dungeon
							}
							hidden_effect = {
								scope:actor = {
									bdp_battlefield_chronicle_mark_latest_victory_outcome_effect = {
										OUTCOME = captured
										OPPONENT = scope:enemy_knight
									}
								}
							}
							hidden_effect = {
								send_interface_message = {
									type = event_captured_combatants_good
									title = battlefield_duel_capture_notification
									desc = battlefield_duel_capture_success_message
									left_icon = scope:actor
									right_icon = scope:enemy_knight
								}
							}
							scope:actor = {
								if = {
									limit = {
										has_character_flag = battlefield_duel_trait_pool_capture_callous_selected
									}
									stress_impact = {
										callous = minor_stress_loss
									}
								}
								if = {
									limit = {
										has_character_flag = battlefield_duel_trait_pool_capture_greedy_selected
									}
									stress_impact = {
										greedy = minor_stress_loss
									}
								}
								if = {
									limit = {
										has_character_flag = battlefield_duel_trait_pool_capture_paranoid_selected
									}
									stress_impact = {
										paranoid = medium_stress_loss
									}
								}
								if = {
									limit = {
										has_character_flag = battlefield_duel_trait_pool_capture_just_selected
									}
									stress_impact = {
										just = minor_stress_loss
									}
								}
							}
						}

						50 = {
							desc = battlefield_duel.1000.failure.tt
							battlefield_duel_imprison_escape_effect = yes
							battlefield_duel_imprison_escape_stress_effect = yes
						}
					}
				}
				else = {
				duel = {
					skill = martial
					target = scope:enemy_knight

						20 = {	
							desc = battlefield_duel.1000.success.tt
							compare_modifier = {
								value = scope:duel_value
								multiplier = 1
								min = -19
							}

							modifier = {
								add = 25
							}

								scope:enemy_knight = {
									battlefield_duel_transfer_equipped_artifact_effect = { TYPE = primary_armament OWNER = scope:actor }
								}

							imprison = {
								target = scope:enemy_knight
								type = dungeon
							}
							hidden_effect = {
								scope:actor = {
									bdp_battlefield_chronicle_mark_latest_victory_outcome_effect = {
										OUTCOME = captured
										OPPONENT = scope:enemy_knight
									}
								}
							}
							hidden_effect = {
								send_interface_message = {
									type = event_captured_combatants_good
									title = battlefield_duel_capture_notification
									desc = battlefield_duel_capture_success_message
									left_icon = scope:actor
									right_icon = scope:enemy_knight
								}
							}
							scope:actor = {
								if = {
									limit = {
										has_character_flag = battlefield_duel_trait_pool_capture_callous_selected
									}
									stress_impact = {
										callous = minor_stress_loss
									}
								}
								if = {
									limit = {
										has_character_flag = battlefield_duel_trait_pool_capture_greedy_selected
									}
									stress_impact = {
										greedy = minor_stress_loss
									}
								}
								if = {
									limit = {
										has_character_flag = battlefield_duel_trait_pool_capture_paranoid_selected
									}
									stress_impact = {
										paranoid = medium_stress_loss
									}
								}
								if = {
									limit = {
										has_character_flag = battlefield_duel_trait_pool_capture_just_selected
									}
									stress_impact = {
										just = minor_stress_loss
									}
								}
							}
						}

						20 = { 
							desc = battlefield_duel.1000.failure.tt
							compare_modifier = {
								value = scope:duel_value
								multiplier = -1
								min = -19
							}
							battlefield_duel_imprison_escape_effect = yes
							battlefield_duel_imprison_escape_stress_effect = yes
						}
				}
				}
			}
			battlefield_duel_imprison_escape_effect = {

				hidden_effect = {
					scope:actor = {
						bdp_battlefield_chronicle_mark_latest_victory_outcome_effect = {
							OUTCOME = spared
							OPPONENT = scope:enemy_knight
						}
					}
				}

				scope:enemy_knight = {	
					progress_towards_rival_effect = { 
						CHARACTER = scope:actor 
						OPINION = no 
					} 	
				}

				hidden_effect = {
					random_list = {

							10 = {
								hidden_effect = {
								send_interface_message = {
									type = battlefield_duel_feed_martial_bad
									title = battlefield_duel_enemy_escape_notification
									desc = battlefield_duel_imprison_failure_chaos_toast
									left_icon = scope:actor		
									right_icon = scope:enemy_knight
								}
								}
							}

							0 = {
								modifier = {
									add = 300
									scope:enemy_knight = {
										this.intrigue >= { value = root.intrigue multiply = 1.2 }
									}
								}
								scope:actor = {	increase_wounds_effect = { REASON = battle } }
								hidden_effect = {
								send_interface_message = {
									type = battlefield_duel_feed_martial_bad
									title = battlefield_duel_enemy_escape_notification
									desc = battlefield_duel_imprison_failure_intrigue_toast
									left_icon = scope:actor		
									right_icon = scope:enemy_knight
								}
								}
							}
					}	
				}
			}

				battlefield_duel_imprison_escape_stress_effect = {
					stress_impact = {
						base = minor_stress_gain
						wrathful = minor_stress_impact_gain
						sadistic = minor_stress_impact_gain
						vengeful = medium_stress_impact_gain
					}
				}

			battlefield_duel_stewardship_effect = {
				custom_tooltip = battlefield_duel_stewardship_effect_info
				battlefield_duel_stewardship_money_effect = yes
			}
			battlefield_duel_stewardship_money_effect = {
				scope:enemy_knight = {

						if = {
							limit = { 
								gold < increased_ransom_cost_value 
								gold > 10
							}
							pay_short_term_gold = {
								target = scope:actor
								gold = current_gold_value
							}
							scope:actor = {
								add_stewardship_lifestyle_xp = miniscule_lifestyle_xp
								stress_impact = {
									greedy = minor_stress_loss
									forgiving = minor_stress_gain
									content = medium_stress_gain
									generous = medium_stress_gain
									honest = minor_stress_gain
									humble = medium_stress_gain
									just = medium_stress_gain
									zealous = medium_stress_gain
									compassionate = medium_stress_gain
								}
							}
						}

						else_if = {
							limit = {	gold >= increased_ransom_cost_value	}
							pay_short_term_gold = {
								target = scope:actor
								gold = increased_ransom_cost_value
							}
							scope:actor = {
								add_stewardship_lifestyle_xp = minor_lifestyle_xp
								stress_impact = {
									greedy = minor_stress_loss
									forgiving = minor_stress_gain
									content = medium_stress_gain
									generous = medium_stress_gain
									honest = minor_stress_gain
									humble = medium_stress_gain
									just = medium_stress_gain
									zealous = medium_stress_gain
									compassionate = medium_stress_gain
								}
							}
						}

						else_if = {
							limit = { gold <= 9  }
							pay_short_term_gold = {
								target = scope:actor
								gold = 1
							}
							scope:actor = { 
								custom_tooltip = battlefield_duel_spare_stewardship_no_gold_info
								add_stewardship_skill = -1
								stress_impact = {
									greedy = monumental_stress_gain
									base = major_stress_gain
								}
							}
						}
				}
			}

			battlefield_duel_intrigue_effect = {
				custom_tooltip = battlefield_duel_intrigue_effect_info
				battlefield_duel_intrigue_stress_effect = yes
				battlefield_duel_list_secret_effect = yes
				battlefield_duel_intrigue_try_to_find_effect = yes
			}
			battlefield_duel_intrigue_stress_effect = {
				stress_impact = {
					shy = medium_stress_gain
				}
			}
			battlefield_duel_intrigue_stress_failure_effect = {
				stress_impact = {
					deceitful = minor_stress_gain
					base = minor_stress_gain
				}
			}

				battlefield_duel_intrigue_try_to_find_effect = {
					if = {
						limit = {
							AND = {
								NOT = {	exists = scope:secret_to_reveal	}	
								intrigue >= decent_skill_rating
								intrigue >= scope:enemy_knight.intrigue
							}
						}
						custom_tooltip = battlefield_duel_spare_intrigue_no_secret_insight_info
						battlefield_duel_intrigue_no_secret_effect = yes
					}
					else = {
						duel = {
							skill = intrigue
							target = scope:enemy_knight

								6 = {
									desc = battlefiel_duel_intrigue_secret_success.desc
									compare_modifier = {
										value = scope:duel_value
										multiplier = 0.5
										min = -5
									}		
									add_intrigue_lifestyle_xp = minor_lifestyle_xp
									battlefield_duel_intrigue_pick_secret_effect = yes
									battlefield_duel_intrigue_no_secret_effect = yes
								}	

								6 = {
									desc = battlefiel_duel_intrigue_secret_failure.desc
									compare_modifier = {
										value = scope:duel_value
										multiplier = -0.5
										min = -3
									}
									battlefield_duel_intrigue_stress_failure_effect = yes
								}
						}
					}	
				}

				battlefield_duel_intrigue_no_secret_effect = {
					if = {
						limit = {
							NOT = {	exists = scope:secret_to_reveal	}	
						}
						hidden_effect = {
							send_interface_message = {
								type = battlefield_duel_feed_intrigue_bad
								title = battlefield_duel_secret_failure_notification
								desc = battlefield_duel_secret_failure_message
								left_icon = scope:actor
								right_icon = scope:enemy_knight
							}
							stress_impact = {	base = minor_stress_gain	}
						}
					}
				}

				battlefield_duel_intrigue_pick_secret_effect = {
					scope:actor = {
						if = {
							limit = { exists = scope:secret_to_reveal }
							hidden_effect = {
								send_interface_message = {
									type = battlefield_duel_feed_intrigue_good
									title = battlefield_duel_secret_success_notification
									desc = battlefield_duel_secret_success_message
									left_icon = scope:actor
									right_icon = scope:enemy_knight
									scope:secret_to_reveal = {	reveal_to = scope:actor	  }	
								}
							}
						}
					}
				}

				battlefield_duel_list_secret_effect = {
					scope:enemy_knight = {

							every_secret = {
								limit = {
									NOT = {	
										OR = {
											secret_owner = scope:actor
											is_known_by = scope:actor
										}
									}
								}
								add_to_temporary_list = spare_secrets
							}

							if = {
								limit = {
									any_in_list = {
										list = spare_secrets
										count >= 1
									}
								}
								random_in_list = {
									list = spare_secrets
								weight = {
									base = 1
									modifier = {
										secret_owner = {
											OR = {
												has_relation_rival = scope:actor
												has_relation_lover = scope:actor
												is_extended_family_of = scope:actor
												AND = {
													is_vassal_of = scope:actor
													highest_held_title_tier >= tier_county
												}
												any_vassal_or_below = { this = scope:actor }
											}
										}
										add = 20
									}
									modifier = {
										secret_owner = { 
											OR = {
												is_councillor_of = scope:actor
												is_close_family_of = scope:actor
												is_spouse_of = scope:actor
												target_is_liege_or_above = scope:actor
											}
										}
										add = 100
									}
									modifier = {
										secret_owner = { is_ruler = yes }
										add = 10
									}
									modifier = {

											secret_owner = { this = scope:enemy_knight }
										add = 10
									}
								}
									save_scope_as = secret_to_reveal
								}
							}
					}
				}

			battlefield_duel_learning_effect = {
				if = {	
					limit = { 
						learning <= medium_skill_rating
					}
					add_learning_skill = 1
				}
				add_learning_lifestyle_xp = medium_lifestyle_xp
			}

		battlefield_duel_lose_manual_effect = {

			remove_character_flag = battlefield_duel_blademaster_qualifying_opponent_snapshot

			remove_variable = you_get_prison

				hidden_effect = {
					random = {
						chance = 10
						scope:actor = {
							random_list = {
								100 = { add_trait = scarred }
								10 = { } 
								5 = { add_trait = one_eyed }
								5 = { add_trait = disfigured }
								5 = { add_trait = one_legged }

							}
						}
					}
				}

				random_list = {

						80 = {
							desc = battlefield_duel_loss_escape.desc
							custom_tooltip = battlefield_duel_loss_escape_preview_tt

								modifier = { 
									factor = {
										value = scope:combat_side.side_strength
										divide = scope:combat_side.enemy_side.side_strength
										multiply = 2
										min = 1
									}
									scope:combat_side.side_strength > scope:combat_side.enemy_side.side_strength
								}
							
							hidden_effect = {
								send_interface_message = {
									type = battlefield_duel_feed_martial_bad
									title = battlefield_duel_wounded_notification
									desc = battlefield_duel_failure_injured_toast
									left_icon = scope:actor			
									right_icon = scope:enemy_knight
								}
							}
						}

						2 = {
							desc = battlefield_duel_loss_dead.desc

							modifier = {

								add = 15
								has_trait = wounded_2
							}

								modifier = {
									factor = 1.1
									scope:enemy_knight = {
										OR = {
											has_trait = wrathful
											has_trait = sadistic
											has_trait = vengeful
										}
									}
								}

								modifier = {
									factor = 1.1
									scope:enemy_knight = {
										opinion = {
											target = scope:actor
											value <= 60
										}
									}
								}
							scope:actor = {
								battlefield_duel_friendly_side_death_consequences_effect = { KILLER = scope:enemy_knight }
								death = {
									death_reason = death_battle
									killer = scope:enemy_knight
								}
							}	
						}

						0 = {

							trigger = {
								exists = scope:enemy_commander
								exists = scope:war_leader
								scope:enemy_commander = {
								is_alive = yes
								is_imprisoned = no
								is_at_same_location = root

								OR = {
									NOT = { has_character_flag = already_fighting }
									has_character_flag = battlefield_duel_prompt_lock_added_already_fighting
								}
							}
								scope:war_leader = {
								is_alive = yes
								is_ruler = yes
							}
							}
							desc = battlefield_duel_loss_imprison.desc
							custom_tooltip = battlefield_duel_loss_capture_preview_tt

								modifier = {
									add = 20
									scope:war_leader = { 	is_ruler = yes		}					
								}
								modifier = {
									factor = 1.2
									scope:enemy_commander = {  this.intrigue >= decent_skill_rating	}					
								}
								modifier = {
									factor = 1.1
									scope:enemy_commander = {  this.martial >= decent_skill_rating	}	
								}
								modifier = {
									factor = 1.2
									scope:enemy_commander = {	has_trait = deceitful	}	
								}

									modifier = { 
										factor = {
											value = scope:combat_side.enemy_side.side_strength
											divide = scope:combat_side.side_strength
											multiply = 2
											min = 1
										}
										scope:combat_side.side_strength < scope:combat_side.enemy_side.side_strength
									}

							set_variable = {
								name = you_get_prison
								value = 1
							}								
						}
				}				
		}

	battlefield_duel_resolve_manual_loss_effect = {	 

				remove_character_flag = commander_attack_check

				scope:enemy_knight = {
					bdp_ai_blademaster_record_snapshotted_victory_effect = yes
				}

				remove_character_flag = bdp_ai_blademaster_qualifying_opponent_snapshot
				battlefield_duel_lose_manual_effect = yes
				scope:enemy_knight = { save_scope_as = sc_victor }
				scope:actor = { save_scope_as = sc_loser }

				if = {
					limit = {
						scope:sc_victor = { is_ai = yes }
					}
					single_combat_clean_shirtlessness_effect = {
						ATTACKER = scope:sc_loser
						DEFENDER = scope:sc_victor
					}
				}
				else_if = {
					limit = { is_ai = no }
					if = {
						limit = { has_character_flag = single_combat_stripped_to_waist }
						remove_character_flag = single_combat_stripped_to_waist
					}
					else_if = {
						limit = { has_character_flag = single_combat_duel_armor }
						remove_character_flag = single_combat_duel_armor
					}
				}		

				if = {
					limit = {
						scope:sc_victor = { is_ai = yes }
					}
					single_combat_clean_temp_weapon_effect = {
						ATTACKER = scope:sc_loser
						DEFENDER = scope:sc_victor
					}
				}
				else_if = {
					limit = { is_ai = no }
					if = {
						limit = {
							OR = {
								has_variable = og_signature_weapon
								has_variable = temporary_signature_weapon
							}
						}
						if = {
							limit = {
								var:og_signature_weapon = flag:no_signature_weapon_yet
							}
							remove_variable = signature_weapon
						}
						else = {
							set_variable = {
								name = signature_weapon
								value = var:og_signature_weapon 
							}
						}

						remove_variable = temporary_signature_weapon
						remove_variable = og_signature_weapon
					}
				}

				if = {
					limit = { has_variable = you_get_prison }
					if = {
						limit = { var:you_get_prison = 1 }
						trigger_event = battlefield_duel.1303
					}
				}

		}

			battlefield_duel_lose_imprison_surrender_effect = {
				battlefield_duel_lose_imprison_warmonger_flee_effect = yes
				battlefield_duel_lose_imprison_flee_stress_effect = yes	
				scope:war_leader = {
					imprison = {
						target = scope:actor
						type = dungeon
					}	
				}
			}

			battlefield_duel_lose_imprison_flee_effect = {
				battlefield_duel_lose_imprison_warmonger_flee_effect = yes
				battlefield_duel_lose_imprison_flee_stress_effect = yes

					random_list = {

							0 = {
								desc = battlefield_duel_lose_imprison_flee_success.desc
								battlefield_duel_lose_imprison_flee_success_stress_effect = yes

										modifier = {	add = prowess	}

										modifier = {	add = intrigue	}

										modifier = {	add = learning	}									

										modifier = {
											add = {
												value = intrigue
												multiply = 2
											}
											has_trait = deceitful
										}	
																	
										modifier = { 
											factor = {
												value = scope:combat_side.side_strength
												divide = scope:combat_side.enemy_side.side_strength
												multiply = 1
												min = 1
											}
											scope:combat_side.side_strength > scope:combat_side.enemy_side.side_strength
										}
																	
									hidden_effect = {
								send_interface_message = {
									type = battlefield_duel_feed_martial_good
									title = battlefield_duel_escape_notification
									desc = battlefield_duel_lose_imprison_flee_success_toast
									left_icon = scope:actor			
									right_icon = scope:enemy_commander
								}
									}
							}

							40 = {
								desc = battlefield_duel_lose_imprison_flee_fail.desc
								custom_tooltip = battlefield_duel_lose_imprison_flee_fail.tt

									scope:war_leader = {
										imprison = {
											target = scope:actor
											type = dungeon
										}	
									}

										modifier = { 
											factor = {
												value = scope:combat_side.enemy_side.side_strength
												divide = scope:combat_side.side_strength
												multiply = 1
												max = 4
												min = 1
											}
											scope:combat_side.side_strength < scope:combat_side.enemy_side.side_strength
										}

										modifier = {
											factor = 2
											has_trait_rank = {
												trait = wounded
												rank >= 2
											}	
										}						

									hidden_effect = {
										random = {
											chance = 30
											random_list = {
												80 = { scope:actor = {	add_trait = maimed 	} 	}
												20 = {
													scope:actor = {
														battlefield_duel_friendly_side_death_consequences_effect = { KILLER = scope:enemy_commander }
														death = {
															death_reason = death_battle
															killer = scope:enemy_commander
														}
													}	
												}
											}
										}
									}
							}
					}
			}

			battlefield_duel_lose_imprison_call_help_effect = {
				custom_tooltip = battlefield_duel_lose_imprison_call_help.tt

				remove_character_flag = save_root
				remove_character_flag = save_not_root
				battlefield_duel_lose_imprison_warmonger_flee_effect = yes
				battlefield_duel_lose_imprison_flee_stress_effect = yes

				random_list = {

						0 = {
							desc = battlefield_duel_lose_imprison_flee_success.desc
							battlefield_duel_lose_imprison_flee_success_stress_effect = yes
							show_as_tooltip = {
								scope:ally_knight = {
									if = {
										limit = {	NOT = {	has_hook = scope:actor }	}
										add_hook = {
											target = scope:actor
											type = favor_hook
										}
									}
								}
							}

									modifier = {	add = scope:ally_knight.prowess		}	
									modifier = {	add = scope:ally_knight.intrigue	}
									modifier = {	add = prowess	}
									modifier = {	add = intrigue	}						

									modifier = { 
										factor = {
											value = scope:combat_side.side_strength
											divide = scope:combat_side.enemy_side.side_strength
											multiply = 1.5
											min = 1
										}
										scope:combat_side.side_strength > scope:combat_side.enemy_side.side_strength
									}							

								hidden_effect = {
								send_interface_message = {
									type = battlefield_duel_feed_martial_good
									title = battlefield_duel_escape_notification
									desc = battlefield_duel_lose_imprison_flee_success_toast
									left_icon = scope:actor			
									right_icon = scope:enemy_commander
								}
								}

								add_character_flag = {
									flag = save_root
									days = 1
								}
						}					

						40 = {
							desc = battlefield_duel_lose_imprison_flee_fail.desc

										modifier = {
											add = {
												value = scope:ally_knight.prowess
												multiply = 0.5
												min = 0
											}
											scope:ally_knight = {
												OR = {
													has_trait = craven
													has_trait = lazy
												}	
											}
										}

										modifier = {
											add = {
												value = scope:ally_knight.intrigue
												multiply = 0.5
												min = 0
											}
											scope:ally_knight = {
												OR = {
													has_trait = craven
													has_trait = lazy
												}	
											}
										}								

									modifier = { 
										factor = {
											value = scope:combat_side.enemy_side.side_strength
											divide = scope:combat_side.side_strength
											multiply = 1
											max = 4
											min = 1
										}
										scope:combat_side.side_strength < scope:combat_side.enemy_side.side_strength
									}								

								scope:war_leader = {
									imprison = {
										target = scope:actor
										type = dungeon
									}	
								}	

								add_character_flag = {
									flag = save_not_root
									days = 1
								}												
						}

						0 = {
							desc = battlefield_duel_lose_imprison_call_help_die.desc

									modifier = {
										add = 10
										scope:enemy_commander = {
											opinion = {
												target = scope:actor
												value <= high_negative_opinion
											}
										}
									} 

									modifier = {
										add = 1
										scope:ally_knight = {
											AND = {
												opinion = {
													target = scope:actor
													value <= low_negative_opinion
												}
												OR = {
													has_trait = deceitful
													has_trait = arrogant
													has_trait = ambitious
													has_trait = callous
												}
											}
										}
									}
							scope:actor = {
								battlefield_duel_friendly_side_death_consequences_effect = { KILLER = scope:enemy_commander }
								death = {
									death_reason = death_battle
									killer = scope:enemy_commander
								}
							}											
						}						
				}

				if = {
					limit = { is_alive = yes }
					battlefield_duel_lose_imprison_call_help_root_cost = yes
				}
				if = {
					limit = {
						is_alive = yes
						exists = scope:ally_knight
						scope:ally_knight = { is_alive = yes }
					}
					battlefield_duel_lose_imprison_call_help_knight_risk = yes
				}
				hidden_effect = {
					if = {
						limit = { is_alive = yes }
						battlefield_duel_lose_imprison_call_help_knight_gain = yes
					}
				}

				remove_character_flag = save_root
				remove_character_flag = save_not_root

			}

			battlefield_duel_lose_imprison_call_help_root_cost = {

					if = {
						limit = {	scope:ally_knight = {	scope:actor.dynasty = scope:ally_knight.dynasty	}	}
						add_prestige_experience = medium_fame_loss
					}

					else = { 	add_prestige = major_prestige_loss		}
			}

			battlefield_duel_lose_imprison_call_help_knight_gain = {

				if = {
					limit = {
						has_character_flag = save_root
						exists = scope:ally_knight
						scope:ally_knight = { is_alive = yes }
					}
					scope:ally_knight = {
						add_prestige_experience = massive_fame_gain
						if = { 
							limit = {	
								is_lowborn = no	
								NOT = { scope:actor.dynasty = scope:ally_knight.dynasty }	
							}
							dynasty = {

								add_dynasty_prestige = massive_dynasty_prestige_gain
							}
						}
					}
				}
			}

			battlefield_duel_lose_imprison_call_help_knight_risk = {
				random_list = {

						25 = {

								hidden_effect = {

										if = {
											limit = {	has_character_flag = save_root		}
										send_interface_message = {
											type = battlefield_duel_feed_martial_bad
											title = battlefield_duel_rescuer_slain_notification
											desc = battlefield_duel_lose_imprison_call_help_die.toast
											left_icon = scope:ally_knight		
											right_icon = scope:enemy_commander
										} 
										}

										else = {
										send_interface_message = {
											type = battlefield_duel_feed_martial_bad
											title = battlefield_duel_rescuer_slain_notification
											desc = battlefield_duel_lose_imprison_call_help_not_die.toast
											left_icon = scope:ally_knight		
											right_icon = scope:enemy_commander
										} 
										}
								}
							scope:ally_knight = {
								battlefield_duel_friendly_side_death_consequences_effect = { KILLER = scope:enemy_commander }
								death = {
									death_reason = death_battle
									killer = scope:enemy_commander
								}
							}
						}

						0 = {

								modifier = {	add = scope:ally_knight.prowess		}	
								modifier = {	add = scope:ally_knight.intrigue	}

									modifier = {
										factor = 2
										scope:ally_knight = {
											OR = {
												has_trait = craven
												has_trait = lazy
											}
										}
									}									
							scope:ally_knight = {
								increase_wounds_effect = { REASON = battle }

									if = {
										limit = {	
											scope:actor = { has_character_flag = save_root 	} 	}
											if = {
												limit = {	NOT = { has_hook = scope:actor }	}
												add_hook = {
													target = scope:actor
													type = favor_hook
												}
											}
									}

									hidden_effect = {
										random = {
											chance = 10
											random_list = {
												100 = { add_trait = scarred }
												10 = { } 
												5 = { add_trait = one_eyed }
												5 = { add_trait = disfigured }
												5 = { add_trait = one_legged }
											}
										}
									}
							}
				
									hidden_effect = {
									if = {
										limit = {	has_character_flag = save_root		}
									send_interface_message = {
										type = battlefield_duel_feed_martial_bad
										title = battlefield_duel_rescuer_wounded_notification
										desc = battlefield_duel_lose_imprison_call_help_injured.toast
										left_icon = scope:ally_knight		
										right_icon = scope:enemy_commander
									} 	
									}

									else = {
									send_interface_message = {
										type = battlefield_duel_feed_martial_bad
										title = battlefield_duel_rescuer_wounded_notification
										desc = battlefield_duel_lose_imprison_call_help_not_injured.toast
										left_icon = scope:ally_knight		
										right_icon = scope:enemy_commander
									}
									}								
								}
						}								
				}	
			}

			battlefield_duel_lose_imprison_fight_effect = {
				battlefield_duel_lose_imprison_warmonger_fight_effect = yes
				random_list = {

						0 = {
							desc = battlefield_duel_lose_imprison_fight_success.desc
							battlefield_duel_lose_imprison_flee_success_stress_effect = yes
							show_as_tooltip = {
								scope:enemy_commander = {	increase_wounds_effect = { REASON = battle }	}
								add_prestige_experience = massive_fame_gain
							}

								modifier = {	add = prowess	}
								modifier = {	add = learning	}

								modifier = { 
									factor = {
										value = scope:combat_side.side_strength
										divide = scope:combat_side.enemy_side.side_strength
										multiply = 1.5
										min = 1
									}
									scope:combat_side.side_strength > scope:combat_side.enemy_side.side_strength
								}

								hidden_effect = {
								send_interface_message = {
									type = battlefield_duel_feed_martial_good
									title = battlefield_duel_break_free_notification
									desc = battlefield_duel_lose_imprison_fight_success_toast
									left_icon = scope:actor			
									right_icon = scope:enemy_commander
									scope:enemy_commander = {	increase_wounds_effect = { REASON = battle }	}
									add_prestige_experience = massive_fame_gain
									}
								}						
						}

						40 = {
							desc = battlefield_duel_lose_imprison_fight_failure.desc

									modifier = { 
										factor = {
											value = scope:combat_side.enemy_side.side_strength
											divide = scope:combat_side.side_strength
											multiply = 1
											max = 4
											min = 1
										}
										scope:combat_side.side_strength < scope:combat_side.enemy_side.side_strength
									}

									modifier = {
										factor = 2
										has_trait_rank = {
											trait = wounded
											rank >= 2
										}	
									}					
							random_list =  {
								1 = {	
									scope:actor = {	increase_wounds_effect = { REASON = battle }	 }		

									hidden_effect = {
									send_interface_message = {
										type = battlefield_duel_feed_martial_bad
										title = battlefield_duel_escape_bloodied_notification
										desc = battlefield_duel_lose_imprison_fight_failure_toast
										left_icon = scope:actor			
										right_icon = scope:enemy_commander
									}
									}							
								}
								1 = {
									scope:actor = {
										battlefield_duel_friendly_side_death_consequences_effect = { KILLER = scope:enemy_commander }
										death = {
											death_reason = death_battle
											killer = scope:enemy_commander
										}
									}
									dynasty = {		add_dynasty_prestige = massive_dynasty_prestige_gain		}
								}

							}
						}
				}
			}

			battlefield_duel_lose_imprison_warmonger_flee_effect = {
				if = {
					limit = {	scope:actor.faith = { has_doctrine = tenet_warmonger }		}
					custom_tooltip = battlefield_duel_imprison_flee_warmonger_info
					add_piety = medium_piety_loss
					stress_impact = {	zealous = medium_stress_gain	}
				}			
			}

			battlefield_duel_lose_imprison_warmonger_fight_effect = {
				if = {
					limit = {	scope:actor.faith = { has_doctrine = tenet_warmonger }		}
					custom_tooltip = battlefield_duel_imprison_fight_warmonger_info
					add_piety = medium_piety_gain
					stress_impact = {	zealous = medium_stress_loss	}
				}			
			}

				battlefield_duel_lose_imprison_flee_stress_effect = {
					stress_impact = {
						brave = medium_stress_gain
						arrogant = medium_stress_gain
						wrathful = medium_stress_gain
						vengeful = medium_stress_gain
					}
				}

				battlefield_duel_lose_imprison_flee_success_stress_effect = {
					stress_impact = {	base = minor_stress_loss	}
				}		

		battlefield_duel_scope_champion_choose_effect = {

			clear_saved_scope = enemy_knight
			clear_saved_scope = enemy_knight_first_pick
			clear_saved_scope = enemy_commander
			clear_saved_scope = enemy_army_owner
			clear_saved_scope = ally_knight
			clear_saved_scope = war_leader
			clear_saved_scope = battlefield_duel_temporary_enemy_knight
			remove_variable = guardian_vanish_var
			remove_variable = battlefield_duel_champion_exist_variable

			battlefield_duel_scope_others_main_characters_effect = yes
			battlefield_duel_scope_ally_champion_effect = yes
			battlefield_duel_scope_champion_list_effect = yes
			battlefield_duel_scope_champion_choose_good_root_effect = yes
			battlefield_duel_scope_champion_choose_low_root_effect = yes
			battlefield_duel_scope_champion_choose_low_root_template_effect = yes
		}

			battlefield_duel_scope_ally_champion_effect = {

				clear_saved_scope = ally_knight
				scope:combat_side = {
					random_side_knight = {
						limit = {
							is_alive = yes
							is_imprisoned = no
							is_at_same_location = root
							NOT = { this = root }
							NOT = { has_character_flag = already_fighting }
						}
						weight = {
							base = 5

							modifier = {
								add = -4
								OR = {
									has_trait = lazy
									has_trait = craven
								}
							}

							modifier = {
								opinion = {
									target = scope:actor
									value >= high_positive_opinion
								}
								add = 20
							}

							modifier = {
								prowess >= very_high_skill_rating
								add = 500
							}

							modifier = {
								AND = {
									prowess >= high_skill_rating
									prowess < very_high_skill_rating
								}
								add = 100
							}

							modifier = {
								AND = {
									prowess >= decent_skill_rating
									prowess < high_skill_rating
								}
								add = 10
							}
						}

						save_scope_as = ally_knight
					}
				}
			}

			battlefield_duel_scope_others_main_characters_effect = {

				scope:combat_side.enemy_side = {
					side_primary_participant = {
						save_scope_as = enemy_army_owner

						save_scope_as = war_leader
					}
					if = {
						limit = {
							exists = side_commander
							side_commander = {
								is_alive = yes
								is_imprisoned = no
								is_at_same_location = root
								NOT = { has_character_flag = already_fighting }
								battlefield_duel_agot_not_war_decider_trigger = yes
							}
						}
						side_commander = { save_scope_as = enemy_commander }
					}
				}
				root = { save_scope_as = actor	}
			}

		battlefield_duel_scope_champion_list_effect = {
			scope:combat_side.enemy_side = {
				every_side_knight = {
					limit = {
						AND = {
							is_alive = yes
							is_imprisoned = no
							is_commanding_army = no
							is_at_same_location = root
							NOT = { has_character_flag = already_fighting }
							battlefield_duel_agot_not_war_decider_trigger = yes
							NOT = {		has_character_flag = battlefiel_duel_recipient_spare	}	
						}
					}
					add_to_temporary_list = champion_list
				}
			}
			if = {
				limit = {
					any_in_list = {
						list = champion_list
						count >= 1
					}
				}
				set_variable = {
					name = battlefield_duel_champion_exist_variable
					value = 1
				}
			}
		}	

			battlefield_duel_scope_champion_choose_good_root_effect = {
				if = {
					limit = {	
						AND = {
							var:battlefield_duel_champion_exist_variable = 1
							prowess >= decent_skill_rating	
						}
					}

						random_in_list = {
							list = champion_list
							weight = {

									base = 1
								
									modifier = {
										OR = {
											prowess >= root.prowess
											has_trait = berserker
											has_relation_rival = root
										}
										add = 500
									}

									modifier = {
										prowess >= high_skill_rating
										add = 250
									}

									modifier = {
										prowess >= decent_skill_rating
										add = 1
									}
							}

							save_scope_as = enemy_knight			
						}
				}
			}

			battlefield_duel_scope_champion_choose_low_root_effect = {
				if = {
					limit = {	
						AND = {
							var:battlefield_duel_champion_exist_variable = 1
							prowess < decent_skill_rating	
						}
					}

						if = {
							limit = {
								any_in_list = {
									list = champion_list
									count >= 1
									prowess < scope:actor.prowess
									is_alive = yes
									is_at_same_location = root
									NOT = { has_character_flag = already_fighting }
									battlefield_duel_agot_not_war_decider_trigger = yes
								}
							}
							every_in_list = {
								list = champion_list
								limit = {
									prowess < scope:actor.prowess
									is_alive = yes
									is_at_same_location = root
									NOT = { has_character_flag = already_fighting }
									battlefield_duel_agot_not_war_decider_trigger = yes
								}
								add_to_temporary_list = champion_low_list
							}
						}

						if = {
							limit = {
								any_in_list = {
									list = champion_low_list
									count >= 1
								}
							}
							random_in_list = {
								list = champion_low_list
								save_scope_as = enemy_knight			
							}
						}

					battlefield_duel_scope_champion_choose_low_root_template_effect = yes
				}	
			}

			battlefield_duel_scope_champion_choose_low_root_template_effect = {
				if = {
					limit = {	NOT = { exists = scope:enemy_knight } 	}

					set_variable = {
						name = guardian_vanish_var
						value = 1
					}	

					if = {
						limit = {	root.prowess < decent_skill_rating	}
						create_character = {
							age = { 20 22 }
							random_traits = no
							location = root.location
							culture = scope:enemy_army_owner.culture
							dynasty = none
							gender_female_chance = root_soldier_female_chance
							faith = scope:enemy_army_owner.faith
							trait = education_martial_prowess_1 
							prowess = { 	value =	scope:actor.prowess		multiply = 0.8 	}
							random_traits_list = {
								count = 3
								gluttonous = {}
								lazy = {}
								craven = {}
								lustful = {}
								greedy = {}
								shy = {}
								chaste = {}
								content = {}
								zealous = {}
							}

							random_traits_list = {
								intellect_bad_1 = { weight = { base = 50 } }
								intellect_bad_2 = { weight = { base = 20 } }
								intellect_bad_3 = { weight = { base = 5 } }
							}
							save_scope_as = enemy_knight
							save_scope_as = battlefield_duel_temporary_enemy_knight
						}
						scope:battlefield_duel_temporary_enemy_knight = { add_character_flag = { flag = battlefield_duel_temporary_dummy days = 30 } }
					}

					if = {
						limit = {	root.prowess >= decent_skill_rating	}
						create_character = {
							age = { 30 40 }
							random_traits = yes
							location = root.location
							culture = scope:enemy_army_owner.culture
							dynasty = none
							gender_female_chance = root_soldier_female_chance
							faith = scope:enemy_army_owner.faith
							prowess = { 	decent_skill_rating  extremely_high_skill_rating 	}
							random_traits_list = {
								education_martial_prowess_1 = { weight = { base = 30 } }
								education_martial_prowess_2 = { weight = { base = 50 } }
								education_martial_prowess_3 = { weight = { base = 10 } }
								education_martial_prowess_4 = { weight = { base = 5 } }
							}

							random_traits_list = {
								count = 1
								intellect_bad_1 = { weight = { base = 100 } }
								lifestyle_blademaster = { weight = { base = 10 } }

								strong = { weight = { base = 5 } }
								giant = { weight = { base = 5 } }
							}

							random_traits_list = {
								count = 1
								education_martial_1 = { weight = { base = 100 } }
								physique_good_1 = { weight = { base = 50 } }
								physique_good_2 = { weight = { base = 20 } }
								physique_good_3 = { weight = { base = 5 } }
							}							
							save_scope_as = enemy_knight
							save_scope_as = battlefield_duel_temporary_enemy_knight
						}					
						scope:battlefield_duel_temporary_enemy_knight = { add_character_flag = { flag = battlefield_duel_temporary_dummy days = 30 } }
					}

					trigger_event = {
						id = battlefield_duel.4000
						days = 4
					}
				}
			}

	battlefield_duel_signature_weapon = {
		if = {	limit = { scope:sword = yes }
		set_variable = {
			name = signature_weapon
			value = flag:sword
		}
		scope:actor = {	custom_tooltip = battlefield_duel_sword_weapon	}
		}
		if = {	limit = { scope:mace = yes }
		set_variable = {
			name = signature_weapon
			value = flag:mace
		}
		scope:actor = {	custom_tooltip = battlefield_duel_mace_weapon	}
		}
		if = {	limit = { scope:axe = yes }
		set_variable = {
			name = signature_weapon
			value = flag:axe
		}
		scope:actor = {	custom_tooltip = battlefield_duel_axe_weapon	}
		}
		if = {	limit = { scope:hammer = yes }
		set_variable = {
			name = signature_weapon
			value = flag:hammer
		}
		scope:actor = {	custom_tooltip = battlefield_duel_hammer_weapon	}
		}
		if = {	limit = { scope:spear = yes }
		set_variable = {
			name = signature_weapon
			value = flag:spear
		}
		scope:actor = {	custom_tooltip = battlefield_duel_spear_weapon	}
		}
		if = {	limit = { scope:dagger = yes }
		set_variable = {
			name = signature_weapon
			value = flag:dagger
		}
		scope:actor = {	custom_tooltip = battlefield_duel_dagger_weapon	}
		}	
	}

	battlefield_duel_frequency_effect = {

			if = {	limit = { scope:commander = yes }
				set_variable = {
					name = battlefield_duel_frequency
					value = flag:commander
				}
				scope:actor = {	custom_tooltip = battlefield_duel_frequency_commander	}
			}

			if = {	limit = { scope:support = yes }
				set_variable = {
					name = battlefield_duel_frequency
					value = flag:support
				}
				scope:actor = {	custom_tooltip = battlefield_duel_frequency_support	}
			}

			if = {	limit = { scope:second_line = yes }
				set_variable = {
					name = battlefield_duel_frequency
					value = flag:second_line
				}
				scope:actor = {	custom_tooltip = battlefield_duel_frequency_second_line	}
			}

			if = {	limit = { scope:first_line = yes }
				set_variable = {
					name = battlefield_duel_frequency
					value = flag:first_line
				}
				scope:actor = {	custom_tooltip = battlefield_duel_frequency_first_line	}
			}
	}

		battlefield_duel_scope_champion_protect_commander_effect = {
			create_character = {
				age = { 30 45 }
				random_traits = no
				location = root.location
				culture = scope:enemy_army_owner.culture
				dynasty = none
				gender_female_chance = root_soldier_female_chance
				faith = scope:enemy_army_owner.faith
				trait = education_martial_3
				trait = trusting
				prowess = 15
				random_traits_list = {
					count = 2
					wrathful = {}
					impatient = {}
					arrogant = {}
					ambitious = {}
					arbitrary = {}
					sadistic = {}
					stubborn = {}
					vengeful = {} 
					brave = {}
					zealous = {}
				}

				random_traits_list = {
					lifestyle_blademaster = { weight = { base = 100 } }

					strong = { weight = { base = 20 } }
					giant = { weight = { base = 5 } }
				}

				random_traits_list = {
					physique_good_1 = { weight = { base = 50 } }
					physique_good_2 = { weight = { base = 20 } }
					physique_good_3 = { weight = { base = 5 } }
				}
				save_scope_as = enemy_knight
				save_scope_as = battlefield_duel_temporary_enemy_knight
			}	
			scope:battlefield_duel_temporary_enemy_knight = { add_character_flag = { flag = battlefield_duel_temporary_dummy days = 30 } }
		}
	
		battlefield_duel_send_ally_knight_commander_effect = {

				random_list = {

						10 = {
							modifier = {	add = scope:enemy_knight.prowess	 	}
							scope:ally_knight = {
								battlefield_duel_friendly_side_death_consequences_effect = { KILLER = scope:enemy_knight }
								death = {
									death_reason = death_battle
									killer = scope:enemy_knight
								}
							}

								hidden_effect = {
								send_interface_message = {
									type = event_slain_combatants_bad
									title = battlefield_duel_send_ally_knight_commander_notification
									desc = battlefield_duel_send_ally_knight_commander_die.toast
									left_icon = scope:ally_knight		
									right_icon = scope:enemy_knight
								} 								
								}
						}

						0 = {

								modifier = {	add = scope:ally_knight.prowess		}	
										
							scope:ally_knight = {
								increase_wounds_effect = { REASON = battle }

									hidden_effect = {
										random = {
											chance = 10
											random_list = {
												100 = { add_trait = scarred }
												10 = { } 
												5 = { add_trait = one_eyed }
												5 = { add_trait = disfigured }
												5 = { add_trait = one_legged }
											}
										}
									}
							}

								hidden_effect = {
								send_interface_message = {
									type = battlefield_duel_feed_martial_bad
									title = battlefield_duel_send_ally_knight_commander_notification
									desc = battlefield_duel_send_ally_knight_commander_injured.toast
									left_icon = scope:ally_knight		
									right_icon = scope:enemy_knight
								} 								
								}
						}								
				}	
		}

battlefield_duel_seek_combat_consider_protector_effect = {
	if = {
		limit = {
			scope:battlefield_duel_manual_actor = {
				NOT = { has_character_flag = battlefield_duel_seek_combat_round_strongest_initialized }
			}
		}
		save_scope_as = battlefield_duel_seek_combat_strongest_protector
		scope:battlefield_duel_manual_actor = {
			add_character_flag = { flag = battlefield_duel_seek_combat_round_strongest_initialized days = 2 }
			add_character_flag = { flag = battlefield_duel_seek_combat_round_candidate_found days = 2 }
		}
	}
	else_if = {
		limit = { prowess > scope:battlefield_duel_seek_combat_strongest_protector.prowess }
		save_scope_as = battlefield_duel_seek_combat_strongest_protector
	}
	else_if = {
		limit = { prowess = scope:battlefield_duel_seek_combat_strongest_protector.prowess }
		random = {
			chance = 50
			save_scope_as = battlefield_duel_seek_combat_strongest_protector
		}
	}
}

battlefield_duel_seek_combat_consider_personal_protector_effect = {
	battlefield_duel_seek_combat_consider_protector_effect = yes
	if = {
		limit = {
			scope:battlefield_duel_manual_actor = {
				NOT = { has_character_flag = battlefield_duel_seek_combat_round_personal_initialized }
			}
		}
		save_scope_as = battlefield_duel_seek_combat_strongest_personal_protector
		scope:battlefield_duel_manual_actor = {
			add_character_flag = { flag = battlefield_duel_seek_combat_round_personal_initialized days = 2 }
		}
	}
	else_if = {
		limit = { prowess > scope:battlefield_duel_seek_combat_strongest_personal_protector.prowess }
		save_scope_as = battlefield_duel_seek_combat_strongest_personal_protector
	}
	else_if = {
		limit = { prowess = scope:battlefield_duel_seek_combat_strongest_personal_protector.prowess }
		random = {
			chance = 50
			save_scope_as = battlefield_duel_seek_combat_strongest_personal_protector
		}
	}
}

battlefield_duel_seek_combat_find_next_protector_effect = {
	clear_saved_scope = battlefield_duel_seek_combat_bodyguard
	clear_saved_scope = battlefield_duel_seek_combat_strongest_protector
	clear_saved_scope = battlefield_duel_seek_combat_strongest_personal_protector
	if = {
		limit = { exists = scope:battlefield_duel_manual_actor }
		scope:battlefield_duel_manual_actor = {
			remove_character_flag = battlefield_duel_seek_combat_round_candidate_found
			remove_character_flag = battlefield_duel_seek_combat_round_strongest_initialized
			remove_character_flag = battlefield_duel_seek_combat_round_personal_initialized
		}
	}

	if = {
		limit = {
			exists = scope:battlefield_duel_seek_combat_target
			exists = scope:battlefield_duel_seek_combat_target_army
		}

		scope:battlefield_duel_seek_combat_target = {
			every_relation = {
				type = bodyguard
				limit = { battlefield_duel_seek_combat_present_protector_eligible_trigger = yes }
				battlefield_duel_seek_combat_consider_personal_protector_effect = yes
			}

			every_court_position_holder = {
				type = bodyguard_court_position
				limit = { battlefield_duel_seek_combat_present_protector_eligible_trigger = yes }
				battlefield_duel_seek_combat_consider_protector_effect = yes
			}

			every_court_position_holder = {
				type = household_guard_court_position
				limit = { battlefield_duel_seek_combat_present_protector_eligible_trigger = yes }
				battlefield_duel_seek_combat_consider_protector_effect = yes
			}
		}

		if = {
			limit = {
				exists = title:h_the_iron_throne.holder
				scope:battlefield_duel_seek_combat_target = {
					OR = {
						this = title:h_the_iron_throne.holder
						is_primary_heir_of = title:h_the_iron_throne.holder
						is_child_of = title:h_the_iron_throne.holder
					}
				}
			}
			title:h_the_iron_throne.holder = {
				every_councillor = {
					limit = {
						OR = {
							has_council_position = kingsguard_lord_commander
							has_council_position = kingsguard_1
							has_council_position = kingsguard_2
							has_council_position = kingsguard_3
							has_council_position = kingsguard_4
							has_council_position = kingsguard_5
							has_council_position = kingsguard_6
						}
						battlefield_duel_seek_combat_present_protector_eligible_trigger = yes
					}
					battlefield_duel_seek_combat_consider_protector_effect = yes
				}
			}
		}

		if = {
			limit = {
				scope:battlefield_duel_manual_actor = {
					NOT = { has_character_flag = battlefield_duel_seek_combat_round_candidate_found }
				}
			}
			scope:battlefield_duel_seek_combat_target = {
				every_relation = {
					type = bodyguard
					limit = { battlefield_duel_seek_combat_personal_protector_fallback_trigger = yes }
					battlefield_duel_seek_combat_consider_personal_protector_effect = yes
				}
				every_court_position_holder = {
					type = bodyguard_court_position
					limit = { battlefield_duel_seek_combat_personal_protector_fallback_trigger = yes }
					battlefield_duel_seek_combat_consider_protector_effect = yes
				}
			}
		}

		if = {
			limit = {
				scope:battlefield_duel_manual_actor = {
					has_character_flag = battlefield_duel_seek_combat_round_candidate_found
					has_character_flag = battlefield_duel_seek_combat_round_strongest_initialized
					has_character_flag = battlefield_duel_seek_combat_round_personal_initialized
				}
				exists = scope:battlefield_duel_seek_combat_strongest_personal_protector
				exists = scope:battlefield_duel_seek_combat_strongest_protector
				scope:battlefield_duel_seek_combat_strongest_personal_protector = {
					prowess = scope:battlefield_duel_seek_combat_strongest_protector.prowess
				}
			}
			scope:battlefield_duel_seek_combat_strongest_personal_protector = {
				save_scope_as = battlefield_duel_seek_combat_bodyguard
			}
		}
		else_if = {
			limit = {
				scope:battlefield_duel_manual_actor = {
					has_character_flag = battlefield_duel_seek_combat_round_candidate_found
					has_character_flag = battlefield_duel_seek_combat_round_strongest_initialized
				}
				exists = scope:battlefield_duel_seek_combat_strongest_protector
			}
			scope:battlefield_duel_seek_combat_strongest_protector = {
				save_scope_as = battlefield_duel_seek_combat_bodyguard
			}
		}

		if = {
			limit = {
				scope:battlefield_duel_manual_actor = {
					has_character_flag = battlefield_duel_seek_combat_round_candidate_found
				}
				exists = scope:battlefield_duel_seek_combat_bodyguard
			}
			debug_log = "BD+ MANUAL SEEK GAUNTLET SELECTED NEXT PROTECTOR"
			debug_log_scopes = yes
		}
		else = {
			debug_log = "BD+ MANUAL SEEK GAUNTLET FOUND NO ELIGIBLE PROTECTOR"
			debug_log_scopes = yes
		}
	}
}

battlefield_duel_seek_combat_clear_gauntlet_marks_effect = {
	if = {
		limit = { exists = scope:battlefield_duel_seek_combat_target }
		scope:battlefield_duel_seek_combat_target = {
			every_relation = {
				type = bodyguard
				limit = { is_alive = yes }
				remove_character_flag = battlefield_duel_seek_combat_gauntlet_defeated
			}
			every_court_position_holder = {
				type = bodyguard_court_position
				limit = { is_alive = yes }
				remove_character_flag = battlefield_duel_seek_combat_gauntlet_defeated
			}
			every_court_position_holder = {
				type = household_guard_court_position
				limit = { is_alive = yes }
				remove_character_flag = battlefield_duel_seek_combat_gauntlet_defeated
			}
		}
		if = {
			limit = {
				exists = title:h_the_iron_throne.holder
				scope:battlefield_duel_seek_combat_target = {
					OR = {
						this = title:h_the_iron_throne.holder
						is_primary_heir_of = title:h_the_iron_throne.holder
						is_child_of = title:h_the_iron_throne.holder
					}
				}
			}
			title:h_the_iron_throne.holder = {
				every_councillor = {
					limit = {
						is_alive = yes
						OR = {
							has_council_position = kingsguard_lord_commander
							has_council_position = kingsguard_1
							has_council_position = kingsguard_2
							has_council_position = kingsguard_3
							has_council_position = kingsguard_4
							has_council_position = kingsguard_5
							has_council_position = kingsguard_6
						}
					}
					remove_character_flag = battlefield_duel_seek_combat_gauntlet_defeated
				}
			}
		}
	}
	if = {
		limit = {
			exists = scope:battlefield_duel_seek_combat_bodyguard
			scope:battlefield_duel_seek_combat_bodyguard = { is_alive = yes }
		}
		scope:battlefield_duel_seek_combat_bodyguard = {
			remove_character_flag = battlefield_duel_seek_combat_gauntlet_defeated
		}
	}
	if = {
		limit = {
			exists = scope:battlefield_duel_seek_combat_defeated_protector
			scope:battlefield_duel_seek_combat_defeated_protector = { is_alive = yes }
		}
		scope:battlefield_duel_seek_combat_defeated_protector = {
			remove_character_flag = battlefield_duel_seek_combat_gauntlet_defeated
		}
	}
}

battlefield_duel_seek_combat_prepare_effect = {
	remove_character_flag = battlefield_duel_seek_force_owner_proxy_actor

	battlefield_duel_clear_pending_prompt_lock_effect = yes
	battlefield_duel_clear_prompt_lock_effect = yes
	battlefield_duel_clear_enemy_commander_branch_reservation_effect = yes
	battlefield_duel_clear_seek_combat_chain_state_effect = yes

	clear_saved_scope = enemy_knight
	clear_saved_scope = enemy_commander
	clear_saved_scope = battlefield_duel_seek_combat_target
	clear_saved_scope = battlefield_duel_seek_combat_target_army
	clear_saved_scope = battlefield_duel_seek_combat_bodyguard
	clear_saved_scope = battlefield_duel_seek_combat_defeated_protector
	clear_saved_scope = battlefield_duel_seek_combat_strongest_protector
	clear_saved_scope = battlefield_duel_seek_combat_strongest_personal_protector
	remove_character_flag = battlefield_duel_seek_combat_bodyguard_gate
	remove_character_flag = commander_attack_check

	commanding_army = {
		involved_combat_side = {
			save_scope_as = combat_side
			enemy_side = {
				if = { limit = { exists = side_commander } side_commander = { save_scope_as = enemy_commander } }
				if = { limit = { exists = side_primary_participant } side_primary_participant = { save_scope_as = war_leader } }
			}
		}
	}

	scope:battlefield_duel_manual_target = {
		save_scope_as = battlefield_duel_seek_combat_target
		save_scope_as = enemy_knight
		if = {
			limit = {
				exists = knight_army
				knight_army = {
					is_army_in_combat = yes
					involved_combat_side = { this = scope:combat_side.enemy_side }
				}
			}
			knight_army = { save_scope_as = battlefield_duel_seek_combat_target_army }
		}
		else_if = {
			limit = {
				exists = commanding_army
				commanding_army = {
					is_army_in_combat = yes
					involved_combat_side = { this = scope:combat_side.enemy_side }
				}
			}
			commanding_army = { save_scope_as = battlefield_duel_seek_combat_target_army }
		}
	}
	if = {
		limit = { NOT = { exists = scope:battlefield_duel_seek_combat_target_army } }
		commanding_army.location = {
			random_army_in_location = {
				limit = {
					is_army_in_combat = yes
					army_owner = scope:battlefield_duel_manual_target
					involved_combat_side = { this = scope:combat_side.enemy_side }
				}
				save_scope_as = battlefield_duel_seek_combat_target_army
			}
		}
	}
	if = {
		limit = { NOT = { exists = scope:battlefield_duel_seek_combat_target_army } }
		scope:combat_side.enemy_side = {
			random_side_commander = {
				limit = {
					commanding_army.army_owner = scope:battlefield_duel_manual_target
				}
				commanding_army = { save_scope_as = battlefield_duel_seek_combat_target_army }
			}
		}
	}
	if = {
		limit = { NOT = { exists = scope:battlefield_duel_seek_combat_target_army } }
		scope:combat_side.enemy_side = {
			random_side_knight = {
				limit = {
					knight_army.army_owner = scope:battlefield_duel_manual_target
				}
				knight_army = { save_scope_as = battlefield_duel_seek_combat_target_army }
			}
		}
	}
	if = {
		limit = {
			exists = scope:battlefield_duel_seek_combat_target_army
			scope:battlefield_duel_manual_target = {
				NOT = { is_at_same_location = scope:battlefield_duel_manual_actor }
				bdp_seek_saved_target_army_association_trigger = yes
			}
			scope:battlefield_duel_seek_combat_target_army = {
				is_army_in_combat = yes
				involved_combat_side = { this = scope:combat_side.enemy_side }
			}
		}
		add_character_flag = { flag = battlefield_duel_seek_force_owner_proxy_actor days = 2 }
		scope:battlefield_duel_manual_target = {
			add_character_flag = { flag = battlefield_duel_seek_force_owner_proxy_target days = 2 }
		}
	}

	battlefield_duel_seek_combat_find_next_protector_effect = yes

	if = {
		limit = {
			has_character_flag = battlefield_duel_seek_combat_round_candidate_found
			exists = scope:battlefield_duel_seek_combat_bodyguard
			scope:battlefield_duel_seek_combat_bodyguard = {
				OR = {
					battlefield_duel_seek_combat_present_protector_eligible_trigger = yes
					battlefield_duel_seek_combat_personal_protector_fallback_trigger = yes
				}
			}
		}
		scope:battlefield_duel_seek_combat_bodyguard = { save_scope_as = enemy_knight }
		add_character_flag = { flag = battlefield_duel_seek_combat_bodyguard_gate days = 14 }

		scope:battlefield_duel_manual_target = {
			add_character_flag = { flag = battlefield_duel_seek_combat_target_reserved days = 14 }
			if = {
				limit = { NOT = { has_character_flag = already_fighting } }
				add_character_flag = { flag = battlefield_duel_seek_combat_target_added_already_fighting days = 14 }
				add_character_flag = { flag = already_fighting days = 14 }
			}
		}
	}
	else = {
		clear_saved_scope = battlefield_duel_seek_combat_bodyguard
	}

	add_character_flag = { flag = battlefield_duel_seek_combat_manual_prompt days = 2 }

	add_character_flag = { flag = battlefield_duel_pending_prompt days = 2 }
	add_character_flag = { flag = battlefield_duel_pending_prompt_added_already_fighting days = 2 }
	add_character_flag = { flag = already_fighting days = 2 }
	if = {
		limit = { exists = scope:enemy_knight }
		scope:enemy_knight = {
			add_character_flag = { flag = battlefield_duel_pending_prompt days = 2 }
			add_character_flag = { flag = battlefield_duel_pending_prompt_added_already_fighting days = 2 }
			add_character_flag = { flag = already_fighting days = 2 }
		}
	}

	if = {
		limit = { has_game_rule = agot_battlefield_duel_cooldown_on }
		add_character_flag = { flag = agot_battlefield_duel_cooldown days = 30 }
		if = {
			limit = { exists = scope:enemy_knight }
			scope:enemy_knight = { add_character_flag = { flag = agot_battlefield_duel_cooldown days = 30 } }
		}
		if = {
			limit = { exists = scope:battlefield_duel_seek_combat_target }
			scope:battlefield_duel_seek_combat_target = { add_character_flag = { flag = agot_battlefield_duel_cooldown days = 30 } }
		}
	}
}

battlefield_duel_clear_own_seek_combat_target_reservation_effect = {
	if = {
		limit = { has_character_flag = battlefield_duel_seek_combat_target_reserved }
		remove_character_flag = battlefield_duel_seek_combat_target_reserved
		if = {
			limit = { has_character_flag = battlefield_duel_seek_combat_target_added_already_fighting }
			remove_character_flag = battlefield_duel_seek_combat_target_added_already_fighting
			if = { limit = { NOT = { has_variable = engaged_in_single_combat } } remove_character_flag = already_fighting }
		}
	}
}

battlefield_duel_clear_seek_combat_target_reservation_effect = {
	if = {
		limit = { exists = scope:battlefield_duel_seek_combat_target }
		scope:battlefield_duel_seek_combat_target = { battlefield_duel_clear_own_seek_combat_target_reservation_effect = yes }
	}
}

battlefield_duel_clear_seek_combat_chain_state_effect = {
	battlefield_duel_clear_seek_combat_target_reservation_effect = yes
	battlefield_duel_seek_combat_clear_gauntlet_marks_effect = yes
	remove_character_flag = battlefield_duel_seek_combat_bodyguard_gate
	remove_character_flag = battlefield_duel_seek_combat_manual_prompt
	remove_character_flag = battlefield_duel_seek_combat_round_candidate_found
	remove_character_flag = battlefield_duel_seek_combat_round_strongest_initialized
	remove_character_flag = battlefield_duel_seek_combat_round_personal_initialized
	clear_saved_scope = battlefield_duel_seek_combat_bodyguard
	clear_saved_scope = battlefield_duel_seek_combat_defeated_protector
	clear_saved_scope = battlefield_duel_seek_combat_strongest_protector
	clear_saved_scope = battlefield_duel_seek_combat_strongest_personal_protector
	clear_saved_scope = battlefield_duel_seek_combat_target
	clear_saved_scope = battlefield_duel_seek_combat_target_army
}

battlefield_duel_seek_combat_continue_to_target_effect = {

	battlefield_duel_clear_own_prompt_lock_effect = yes
	clear_saved_scope = enemy_knight
	clear_saved_scope = battlefield_duel_seek_combat_bodyguard
	clear_saved_scope = battlefield_duel_seek_combat_strongest_protector
	clear_saved_scope = battlefield_duel_seek_combat_strongest_personal_protector

	if = {
		limit = {
			is_commanding_army = yes
			commanding_army = { is_army_in_combat = yes }
			exists = scope:battlefield_duel_seek_combat_target
			exists = scope:battlefield_duel_seek_combat_target_army
			scope:battlefield_duel_seek_combat_target_army = { is_army_in_combat = yes }
			scope:battlefield_duel_seek_combat_target = {
				is_alive = yes
				is_imprisoned = no
				bdp_seek_saved_force_owner_target_present_trigger = yes
				OR = {
					NOT = { has_character_flag = already_fighting }
					has_character_flag = battlefield_duel_seek_combat_target_reserved
				}
				NOT = { has_variable = engaged_in_single_combat }
			}
		}
		battlefield_duel_seek_combat_find_next_protector_effect = yes

		if = {
			limit = {
				has_character_flag = battlefield_duel_seek_combat_round_candidate_found
				exists = scope:battlefield_duel_seek_combat_bodyguard
				scope:battlefield_duel_seek_combat_bodyguard = {
					is_alive = yes
					is_imprisoned = no
					NOT = { has_character_flag = battlefield_duel_seek_combat_gauntlet_defeated }
					OR = {
						battlefield_duel_seek_combat_present_protector_eligible_trigger = yes
						battlefield_duel_seek_combat_personal_protector_fallback_trigger = yes
					}
				}
			}
			if = {
				limit = { has_game_rule = agot_battlefield_duel_cooldown_on }
				scope:battlefield_duel_seek_combat_bodyguard = {
					add_character_flag = { flag = agot_battlefield_duel_cooldown days = 30 }
				}
			}
			scope:battlefield_duel_seek_combat_bodyguard = { save_scope_as = enemy_knight }
			add_character_flag = { flag = battlefield_duel_seek_combat_bodyguard_gate days = 14 }
			add_character_flag = { flag = battlefield_duel_seek_combat_manual_prompt days = 2 }
			battlefield_duel_set_prompt_lock_effect = yes
			clear_saved_scope = battlefield_duel_seek_combat_defeated_protector
			trigger_event = { id = battlefield_duel.9000 }
		}

		else = {
			clear_saved_scope = enemy_knight
			scope:battlefield_duel_seek_combat_target = { save_scope_as = enemy_knight }
			if = {
				limit = {
					scope:battlefield_duel_seek_combat_target = {
						is_at_same_location = root
						battlefield_duel_seek_combat_late_war_primary_target_trigger = yes
					}
				}
				trigger_event = battlefield_duel.9173
			}
			else = {
				trigger_event = battlefield_duel.9174
			}
		}
	}
	else = {

		battlefield_duel_clear_seek_combat_chain_state_effect = yes
	}
}

battlefield_duel_transfer_equipped_artifact_effect = {
	# Never transfer Valyrian Steel through the ordinary trophy route.

	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 = {
				limit = {
					NOT = { has_variable = valyrian_steel }
					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 }
				}
			}
			else_if = {
				limit = { has_variable = valyrian_steel }
				save_scope_as = looted_vs_sword
				$OWNER$ = { save_scope_as = combat_winner }
				if = {
					limit = { scope:artifact_knight = { has_character_flag = agot_battlefield_duel_being_killed_in_duel } }
					set_owner = {
						target = $OWNER$
						history = {
							type = taken_in_battle
							actor = scope:artifact_knight
							recipient = $OWNER$
							location = scope:artifact_knight.location
						}
					}
					$OWNER$ = { trigger_event = agot_valyrian_steel.1000 }
				}
				else = {
					$OWNER$ = { trigger_event = agot_valyrian_steel.1001 }
				}
			}
		}
	}
}

battlefield_duel_clear_own_pending_prompt_lock_effect = {
	if = {
		limit = { has_character_flag = battlefield_duel_pending_prompt }
		remove_character_flag = battlefield_duel_pending_prompt

		if = {
			limit = { has_character_flag = battlefield_duel_pending_prompt_added_already_fighting }
			remove_character_flag = battlefield_duel_pending_prompt_added_already_fighting
			if = {
				limit = { NOT = { has_variable = engaged_in_single_combat } }
				remove_character_flag = already_fighting
			}
		}
	}
}

battlefield_duel_clear_pending_prompt_lock_effect = {
	battlefield_duel_clear_own_pending_prompt_lock_effect = yes
	if = {
		limit = { exists = scope:enemy_knight }
		scope:enemy_knight = { battlefield_duel_clear_own_pending_prompt_lock_effect = yes }
	}
}

battlefield_duel_clear_combat_pending_prompt_locks_effect = {
	if = {
		limit = { exists = side_commander }
		side_commander = {
			battlefield_duel_clear_own_pending_prompt_lock_effect = yes
			battlefield_duel_clear_own_prompt_lock_effect = yes
			battlefield_duel_clear_own_seek_combat_target_reservation_effect = yes
			remove_character_flag = battlefield_duel_seek_combat_bodyguard_gate
			remove_character_flag = battlefield_duel_seek_combat_manual_prompt
		}
	}

	every_side_commander = {
		limit = {
			OR = {
				has_character_flag = battlefield_duel_pending_prompt
				has_character_flag = battlefield_duel_prompt_lock
				has_character_flag = battlefield_duel_seek_combat_target_reserved
				has_character_flag = battlefield_duel_seek_combat_bodyguard_gate
				has_character_flag = battlefield_duel_seek_combat_manual_prompt
				has_character_flag = battlefield_duel_commander_branch_reserved
			}
		}
		battlefield_duel_clear_own_pending_prompt_lock_effect = yes
		battlefield_duel_clear_own_prompt_lock_effect = yes
		battlefield_duel_clear_own_seek_combat_target_reservation_effect = yes
		remove_character_flag = battlefield_duel_seek_combat_bodyguard_gate
		remove_character_flag = battlefield_duel_seek_combat_manual_prompt
		if = {
			limit = { has_character_flag = battlefield_duel_commander_branch_reserved }
			remove_character_flag = battlefield_duel_commander_branch_reserved
			if = {
				limit = { has_character_flag = battlefield_duel_commander_branch_added_already_fighting }
				remove_character_flag = battlefield_duel_commander_branch_added_already_fighting
				if = { limit = { NOT = { has_variable = engaged_in_single_combat } } remove_character_flag = already_fighting }
			}
		}
	}
	every_side_knight = {
		limit = {
			OR = {
				has_character_flag = battlefield_duel_pending_prompt
				has_character_flag = battlefield_duel_prompt_lock
				has_character_flag = battlefield_duel_seek_combat_target_reserved
					has_character_flag = battlefield_duel_seek_combat_bodyguard_gate
					has_character_flag = battlefield_duel_seek_combat_manual_prompt
					has_character_flag = battlefield_duel_commander_branch_reserved
			}
		}
		battlefield_duel_clear_own_pending_prompt_lock_effect = yes
		battlefield_duel_clear_own_prompt_lock_effect = yes
		battlefield_duel_clear_own_seek_combat_target_reservation_effect = yes
		if = {
			limit = { has_character_flag = battlefield_duel_commander_branch_reserved }
			remove_character_flag = battlefield_duel_commander_branch_reserved
			if = {
				limit = { has_character_flag = battlefield_duel_commander_branch_added_already_fighting }
				remove_character_flag = battlefield_duel_commander_branch_added_already_fighting
				if = { limit = { NOT = { has_variable = engaged_in_single_combat } } remove_character_flag = already_fighting }
			}
		}
	}
	enemy_side = {
		if = {
			limit = { exists = side_commander }
			side_commander = {
				battlefield_duel_clear_own_pending_prompt_lock_effect = yes
				battlefield_duel_clear_own_prompt_lock_effect = yes
				battlefield_duel_clear_own_seek_combat_target_reservation_effect = yes
				if = {
					limit = { has_character_flag = battlefield_duel_commander_branch_reserved }
					remove_character_flag = battlefield_duel_commander_branch_reserved
					if = {
						limit = { has_character_flag = battlefield_duel_commander_branch_added_already_fighting }
						remove_character_flag = battlefield_duel_commander_branch_added_already_fighting
						if = { limit = { NOT = { has_variable = engaged_in_single_combat } } remove_character_flag = already_fighting }
					}
				}
			}
		}

	every_side_commander = {
		limit = {
			OR = {
				has_character_flag = battlefield_duel_pending_prompt
				has_character_flag = battlefield_duel_prompt_lock
				has_character_flag = battlefield_duel_seek_combat_target_reserved
				has_character_flag = battlefield_duel_seek_combat_bodyguard_gate
				has_character_flag = battlefield_duel_seek_combat_manual_prompt
				has_character_flag = battlefield_duel_commander_branch_reserved
			}
		}
		battlefield_duel_clear_own_pending_prompt_lock_effect = yes
		battlefield_duel_clear_own_prompt_lock_effect = yes
		battlefield_duel_clear_own_seek_combat_target_reservation_effect = yes
		remove_character_flag = battlefield_duel_seek_combat_bodyguard_gate
		remove_character_flag = battlefield_duel_seek_combat_manual_prompt
		if = {
			limit = { has_character_flag = battlefield_duel_commander_branch_reserved }
			remove_character_flag = battlefield_duel_commander_branch_reserved
			if = {
				limit = { has_character_flag = battlefield_duel_commander_branch_added_already_fighting }
				remove_character_flag = battlefield_duel_commander_branch_added_already_fighting
				if = { limit = { NOT = { has_variable = engaged_in_single_combat } } remove_character_flag = already_fighting }
			}
		}
	}
		every_side_knight = {
			limit = {
				OR = {
					has_character_flag = battlefield_duel_pending_prompt
					has_character_flag = battlefield_duel_prompt_lock
					has_character_flag = battlefield_duel_seek_combat_target_reserved
					has_character_flag = battlefield_duel_seek_combat_bodyguard_gate
					has_character_flag = battlefield_duel_seek_combat_manual_prompt
					has_character_flag = battlefield_duel_commander_branch_reserved
				}
			}
			battlefield_duel_clear_own_pending_prompt_lock_effect = yes
			battlefield_duel_clear_own_prompt_lock_effect = yes
			battlefield_duel_clear_own_seek_combat_target_reservation_effect = yes
			if = {
				limit = { has_character_flag = battlefield_duel_commander_branch_reserved }
				remove_character_flag = battlefield_duel_commander_branch_reserved
				if = {
					limit = { has_character_flag = battlefield_duel_commander_branch_added_already_fighting }
					remove_character_flag = battlefield_duel_commander_branch_added_already_fighting
					if = { limit = { NOT = { has_variable = engaged_in_single_combat } } remove_character_flag = already_fighting }
				}
			}
		}
	}
}

battlefield_duel_set_own_prompt_lock_effect = {
	add_character_flag = { flag = battlefield_duel_prompt_lock days = 7 }

	if = {
		limit = { NOT = { has_character_flag = already_fighting } }
		add_character_flag = { flag = battlefield_duel_prompt_lock_added_already_fighting days = 7 }
		add_character_flag = { flag = already_fighting days = 7 }
	}
}

battlefield_duel_clear_own_prompt_lock_effect = {
	if = {
		limit = { has_character_flag = battlefield_duel_prompt_lock }
		remove_character_flag = battlefield_duel_prompt_lock
		if = {
			limit = { has_character_flag = battlefield_duel_prompt_lock_added_already_fighting }
			remove_character_flag = battlefield_duel_prompt_lock_added_already_fighting
			if = {
				limit = { NOT = { has_variable = engaged_in_single_combat } }
				remove_character_flag = already_fighting
			}
		}
	}
}

battlefield_duel_set_prompt_lock_effect = {
	battlefield_duel_set_own_prompt_lock_effect = yes
	if = { limit = { exists = scope:enemy_knight } scope:enemy_knight = { battlefield_duel_set_own_prompt_lock_effect = yes } }
	if = { limit = { exists = scope:enemy_commander scope:enemy_commander = { is_alive = yes } } scope:enemy_commander = { battlefield_duel_set_own_prompt_lock_effect = yes } }
}

battlefield_duel_clear_prompt_lock_effect = {
	battlefield_duel_clear_own_prompt_lock_effect = yes
	if = { limit = { exists = scope:enemy_knight } scope:enemy_knight = { battlefield_duel_clear_own_prompt_lock_effect = yes } }
	if = { limit = { exists = scope:enemy_commander } scope:enemy_commander = { battlefield_duel_clear_own_prompt_lock_effect = yes } }
}

battlefield_duel_set_enemy_commander_branch_reservation_effect = {
	if = {
		limit = { exists = scope:enemy_commander }
		scope:enemy_commander = {
			add_character_flag = { flag = battlefield_duel_commander_branch_reserved days = 14 }

			if = {
				limit = { NOT = { has_character_flag = already_fighting } }
				add_character_flag = { flag = battlefield_duel_commander_branch_added_already_fighting days = 14 }
				add_character_flag = { flag = already_fighting days = 14 }
			}
		}
	}
}

battlefield_duel_clear_enemy_commander_branch_reservation_effect = {
	if = {
		limit = { exists = scope:enemy_commander }
		scope:enemy_commander = {
			if = {
				limit = { has_character_flag = battlefield_duel_commander_branch_reserved }
				remove_character_flag = battlefield_duel_commander_branch_reserved
				if = {
					limit = { has_character_flag = battlefield_duel_commander_branch_added_already_fighting }
					remove_character_flag = battlefield_duel_commander_branch_added_already_fighting
					if = {
						limit = { NOT = { has_variable = engaged_in_single_combat } }
						remove_character_flag = already_fighting
					}
				}
			}
		}
	}
}

battlefield_duel_ai_challenge_prepare_agot_enemy_side_effect = {
	battlefield_duel_clear_pending_prompt_lock_effect = yes
	remove_character_flag = battlefield_duel_ai_challenge_prompt
	clear_saved_scope = enemy_knight
	clear_saved_scope = enemy_knight_first_pick
	clear_saved_scope = enemy_commander
	clear_saved_scope = enemy_army_owner
	clear_saved_scope = ally_knight
	clear_saved_scope = war_leader
	clear_saved_scope = battlefield_duel_temporary_enemy_knight
	clear_saved_scope = combat_side

	commanding_army = {
		involved_combat_side = { save_scope_as = combat_side }
	}

	if = {
		limit = { exists = scope:combat_side.enemy_side }
		scope:combat_side.enemy_side = {
			random_side_knight = {
				limit = {
					is_alive = yes
					is_imprisoned = no
					is_at_same_location = root
					prowess >= decent_skill_rating
					is_current_dragonrider_warfare = no
					NOT = { has_trait = incapable }
					NOT = { has_character_flag = already_fighting }
					NOT = { has_character_flag = battlefield_duel_pending_prompt }
					NOT = { has_character_flag = battlefiel_duel_recipient_spare }
					battlefield_duel_agot_not_war_decider_trigger = yes
					trigger_if = {
						limit = { has_game_rule = agot_battlefield_duel_cooldown_on }
						NOT = { has_character_flag = agot_battlefield_duel_cooldown }
					}
				}
				weight = {

					base = 100

					modifier = {
						add = 12000
						has_relation_nemesis = root
					}
					modifier = {
						add = 6000
						has_relation_rival = root
						NOT = { has_relation_nemesis = root }
					}

					modifier = {
						add = 180
						has_trait = berserker
					}
					modifier = {
						add = 130
						has_trait = brave
					}
					modifier = {
						add = 100
						has_trait = wrathful
					}
					modifier = {
						add = 100
						has_trait = vengeful
					}
					modifier = {
						add = 100
						has_trait = gallant
					}
					modifier = {
						add = 80
						has_trait = arrogant
					}
					modifier = {
						add = 70
						has_trait = ambitious
					}

					modifier = {
						add = 40
						prowess >= high_skill_rating
					}
					modifier = {
						add = 40
						prowess >= very_high_skill_rating
					}
					modifier = {
						add = 40
						prowess >= extremely_high_skill_rating
					}
					modifier = {
						add = 100
						prowess >= root.prowess
					}

					modifier = {
						add = 120
						has_trait = zealous
						faith = {
							faith_hostility_level = {
								target = root.faith
								value >= faith_hostile_level
							}
						}
					}
					modifier = {
						add = 100
						OR = {
							has_trait = callous
							has_trait = deceitful
						}
						root = { has_trait = wounded }
					}
					modifier = {
						add = 75
						OR = {
							has_trait = callous
							has_trait = deceitful
						}
						prowess > root.prowess
					}

					modifier = {
						factor = 0.50
						prowess < root.prowess
						NOR = {
							has_relation_nemesis = root
							has_relation_rival = root
							has_trait = berserker
							has_trait = brave
							has_trait = wrathful
							has_trait = vengeful
							has_trait = gallant
							has_trait = arrogant
							has_trait = ambitious
							AND = {
								has_trait = zealous
								faith = {
									faith_hostility_level = {
										target = root.faith
										value >= faith_hostile_level
									}
								}
							}
						}
					}
					modifier = {
						factor = 0.35
						has_trait = craven
					}
					modifier = {
						factor = 0.60
						has_trait = wounded
					}
				}
				save_scope_as = enemy_knight
			}
		}
	}

	if = {
		limit = {
			NOT = { exists = scope:enemy_knight }
			exists = scope:combat_side.enemy_side.side_commander
			scope:combat_side.enemy_side.side_commander = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				prowess >= decent_skill_rating
				is_current_dragonrider_warfare = no
				NOT = { has_trait = incapable }
				NOT = { has_character_flag = already_fighting }
				NOT = { has_character_flag = battlefield_duel_pending_prompt }
				battlefield_duel_agot_not_war_decider_trigger = yes
				trigger_if = {
					limit = { has_game_rule = agot_battlefield_duel_cooldown_on }
					NOT = { has_character_flag = agot_battlefield_duel_cooldown }
				}
			}
		}
		scope:combat_side.enemy_side.side_commander = { save_scope_as = enemy_knight }
	}

	if = {
		limit = { exists = scope:enemy_knight }

		add_character_flag = { flag = battlefield_duel_ai_challenge_prompt days = 2 }
		trigger_event = { id = battlefield_duel.9109 }
	}
	else_if = {
		limit = {
			has_character_flag = battlefield_duel_ai_challenge_auto_window
			commanding_army = { is_army_in_combat = yes }
		}
		trigger_event = { id = battlefield_duel.9108 days = 1 }
	}
}

battlefield_duel_ai_challenge_prepare_effect = {
	battlefield_duel_ai_challenge_prepare_agot_enemy_side_effect = yes
}

battlefield_duel_ai_challenge_prepare_auto_effect = {
	battlefield_duel_ai_challenge_prepare_agot_enemy_side_effect = yes
}

battlefield_duel_ai_challenge_prepare_auto_direct_picker_effect = {
	battlefield_duel_ai_challenge_prepare_agot_enemy_side_effect = yes
}

battlefield_duel_ai_challenge_prepare_known_target_effect = {
	battlefield_duel_clear_pending_prompt_lock_effect = yes
	remove_character_flag = battlefield_duel_ai_challenge_prompt
	clear_saved_scope = enemy_knight
	if = {
		limit = { exists = scope:battlefield_duel_ai_challenge_manual_target }
		scope:battlefield_duel_ai_challenge_manual_target = { save_scope_as = enemy_knight }
	}
	if = {
		limit = { exists = scope:enemy_knight }
		add_character_flag = { flag = battlefield_duel_ai_challenge_prompt days = 2 }
		add_character_flag = { flag = battlefield_duel_pending_prompt days = 2 }
		add_character_flag = { flag = battlefield_duel_pending_prompt_added_already_fighting days = 2 }
		add_character_flag = { flag = already_fighting days = 2 }
		scope:enemy_knight = {
			add_character_flag = { flag = battlefield_duel_pending_prompt days = 2 }
			add_character_flag = { flag = battlefield_duel_pending_prompt_added_already_fighting days = 2 }
			add_character_flag = { flag = already_fighting days = 2 }
		}
		trigger_event = { id = battlefield_duel.9100 }
	}
}

battlefield_duel_ai_challenge_cleanup_effect = {
	battlefield_duel_clear_pending_prompt_lock_effect = yes

	battlefield_duel_clear_prompt_lock_effect = yes
	remove_character_flag = battlefield_duel_ai_challenge_prompt
}

battlefield_duel_ai_challenge_clear_player_bodyguard_reservation_effect = {
	if = {
		limit = { has_character_flag = battlefield_duel_ai_bodyguard_player_reserved }
		if = {
			limit = { has_character_flag = battlefield_duel_ai_bodyguard_player_added_already_fighting }

			remove_character_flag = already_fighting
			remove_character_flag = battlefield_duel_ai_bodyguard_player_added_already_fighting
		}
		remove_character_flag = battlefield_duel_ai_bodyguard_player_reserved
	}
}

battlefield_duel_ai_challenge_set_player_bodyguard_reservation_effect = {
	add_character_flag = { flag = battlefield_duel_ai_bodyguard_player_reserved days = 14 }
	if = {
		limit = { NOT = { has_character_flag = already_fighting } }
		add_character_flag = { flag = battlefield_duel_ai_bodyguard_player_added_already_fighting days = 14 }
		add_character_flag = { flag = already_fighting days = 14 }
	}
}

battlefield_duel_ai_challenge_clear_bodyguard_state_effect = {

	if = {
		limit = { has_variable = battlefield_duel_ai_bodyguard_followup_enemy }
		var:battlefield_duel_ai_bodyguard_followup_enemy = {
			if = {
				limit = { has_character_flag = battlefield_duel_ai_bodyguard_followup_enemy_added_lock }
				remove_character_flag = battlefield_duel_ai_bodyguard_followup_enemy_added_lock
				remove_character_flag = already_fighting
			}
		}
		remove_variable = battlefield_duel_ai_bodyguard_followup_enemy
	}
	remove_character_flag = battlefield_duel_ai_bodyguard_followup_pending

	if = {
		limit = { exists = scope:battlefield_duel_ai_challenge_player }
		scope:battlefield_duel_ai_challenge_player = {
			battlefield_duel_ai_challenge_clear_player_bodyguard_reservation_effect = yes
		}
	}
	else = {
		battlefield_duel_ai_challenge_clear_player_bodyguard_reservation_effect = yes
	}
	remove_character_flag = battlefield_duel_squire_duel_active
	remove_character_flag = battlefield_duel_squire_intervention_selected
	remove_character_flag = battlefield_duel_squire_scene_flavor_1
	remove_character_flag = battlefield_duel_squire_scene_flavor_2
	remove_character_flag = battlefield_duel_ai_bodyguard_protector_killed
	remove_character_flag = battlefield_duel_ai_bodyguard_protector_spared
	clear_saved_scope = battlefield_duel_ai_challenge_player_bodyguard
	clear_saved_scope = battlefield_duel_ai_challenge_player_squire
	clear_saved_scope = battlefield_duel_ai_challenge_original_enemy
	clear_saved_scope = battlefield_duel_ai_challenge_player
}

battlefield_duel_ai_challenge_kill_player_protector_effect = {
	scope:battlefield_duel_ai_challenge_original_enemy = {
		battlefield_duel_kill_stress_effect = yes
	}
	scope:battlefield_duel_ai_challenge_player_bodyguard = {
		battlefield_duel_friendly_side_death_consequences_effect = { KILLER = scope:battlefield_duel_ai_challenge_original_enemy }
		add_character_flag = { flag = agot_battlefield_duel_being_killed_in_duel days = 2 }
		battlefield_duel_transfer_equipped_artifact_effect = {
			TYPE = primary_armament
			OWNER = scope:battlefield_duel_ai_challenge_original_enemy
		}
		death = {
			killer = scope:battlefield_duel_ai_challenge_original_enemy

			death_reason = death_duel
		}
	}
}

battlefield_duel_ai_challenge_spare_player_protector_effect = {
	scope:battlefield_duel_ai_challenge_original_enemy = {
		battlefield_duel_spare_stress_effect = yes
	}
	scope:battlefield_duel_ai_challenge_player_bodyguard = {
		add_character_flag = {
			flag = battlefiel_duel_recipient_spare
			days = 360
		}
	}
}

battlefield_duel_ai_challenge_find_player_protector_effect = {
	clear_saved_scope = battlefield_duel_ai_challenge_player_bodyguard

	every_relation = {
		type = bodyguard
		limit = {
			battlefield_duel_ai_challenge_interceptor_eligible_trigger = yes
			is_current_dragonrider_warfare = no
			NOT = { is_in_list = battlefield_duel_professional_protector_candidates }
		}
		add_to_list = battlefield_duel_professional_protector_candidates
	}

	every_court_position_holder = {
		type = bodyguard_court_position
		limit = {
			battlefield_duel_ai_challenge_interceptor_eligible_trigger = yes
			is_current_dragonrider_warfare = no
			NOT = { is_in_list = battlefield_duel_professional_protector_candidates }
		}
		add_to_list = battlefield_duel_professional_protector_candidates
	}

	every_court_position_holder = {
		type = household_guard_court_position
		limit = {
			battlefield_duel_ai_challenge_interceptor_eligible_trigger = yes
			is_current_dragonrider_warfare = no
			NOT = { is_in_list = battlefield_duel_professional_protector_candidates }
		}
		add_to_list = battlefield_duel_professional_protector_candidates
	}

	if = {
		limit = {
			exists = title:h_the_iron_throne.holder
			OR = {
				this = title:h_the_iron_throne.holder
				is_primary_heir_of = title:h_the_iron_throne.holder
				is_child_of = title:h_the_iron_throne.holder
			}
		}
		title:h_the_iron_throne.holder = {
			every_councillor = {
				limit = {
					OR = {
						has_council_position = kingsguard_lord_commander
						has_council_position = kingsguard_1
						has_council_position = kingsguard_2
						has_council_position = kingsguard_3
						has_council_position = kingsguard_4
						has_council_position = kingsguard_5
						has_council_position = kingsguard_6
					}
					battlefield_duel_ai_challenge_interceptor_eligible_trigger = yes
					is_current_dragonrider_warfare = no
					NOT = { is_in_list = battlefield_duel_professional_protector_candidates }
				}
				add_to_list = battlefield_duel_professional_protector_candidates
			}
		}
	}

	ordered_in_list = {
		list = battlefield_duel_professional_protector_candidates
		order_by = prowess
		position = 0
		save_scope_as = battlefield_duel_strongest_professional_protector
	}

	if = {
		limit = { exists = scope:battlefield_duel_strongest_professional_protector }
		every_relation = {
			type = bodyguard
			limit = {
				is_in_list = battlefield_duel_professional_protector_candidates
				this.prowess = scope:battlefield_duel_strongest_professional_protector.prowess
			}
			add_to_list = battlefield_duel_personal_protector_ties
		}
	}

	if = {
		limit = {
			any_in_list = {
				list = battlefield_duel_personal_protector_ties
				always = yes
			}
		}
		random_in_list = {
			list = battlefield_duel_personal_protector_ties
			save_scope_as = battlefield_duel_ai_challenge_player_bodyguard
		}
	}
	else_if = {
		limit = { exists = scope:battlefield_duel_strongest_professional_protector }
		random_in_list = {
			list = battlefield_duel_professional_protector_candidates
			limit = {
				this.prowess = scope:battlefield_duel_strongest_professional_protector.prowess
			}
			save_scope_as = battlefield_duel_ai_challenge_player_bodyguard
		}
	}
}

battlefield_duel_ai_challenge_find_player_squire_effect = {
	clear_saved_scope = battlefield_duel_ai_challenge_player_squire

	every_relation = {
		type = agot_squire
		limit = {
			battlefield_duel_ai_challenge_squire_eligible_trigger = yes
			NOT = { is_in_list = battlefield_duel_squire_candidates }
		}
		add_to_list = battlefield_duel_squire_candidates
	}

	ordered_in_list = {
		list = battlefield_duel_squire_candidates
		order_by = prowess
		position = 0
		save_scope_as = battlefield_duel_strongest_squire
	}

	if = {
		limit = { exists = scope:battlefield_duel_strongest_squire }
		random_in_list = {
			list = battlefield_duel_squire_candidates
			limit = {
				this.prowess = scope:battlefield_duel_strongest_squire.prowess
			}
			save_scope_as = battlefield_duel_ai_challenge_player_squire
		}
	}
}

battlefield_duel_ai_challenge_roll_squire_intervention_effect = {
	remove_character_flag = battlefield_duel_squire_intervention_selected
	remove_character_flag = battlefield_duel_squire_scene_flavor_1
	remove_character_flag = battlefield_duel_squire_scene_flavor_2

	if = {
		limit = {
			exists = scope:battlefield_duel_ai_challenge_player_squire
			scope:battlefield_duel_ai_challenge_player_squire = { age >= 16 }
		}
		random_list = {
			25 = { add_character_flag = { flag = battlefield_duel_squire_intervention_selected days = 2 } }
			75 = { }
		}
	}
	else_if = {
		limit = {
			exists = scope:battlefield_duel_ai_challenge_player_squire
			scope:battlefield_duel_ai_challenge_player_squire = {
				age >= 12
				age < 16
				prowess >= extremely_high_skill_rating
			}
		}
		random_list = {
			10 = { add_character_flag = { flag = battlefield_duel_squire_intervention_selected days = 2 } }
			90 = { }
		}
	}

	if = {
		limit = {
			has_character_flag = battlefield_duel_squire_intervention_selected
			scope:battlefield_duel_ai_challenge_player_squire = { age >= 16 }
		}
		random_list = {
			50 = { add_character_flag = { flag = battlefield_duel_squire_scene_flavor_1 days = 2 } }
			50 = { add_character_flag = { flag = battlefield_duel_squire_scene_flavor_2 days = 2 } }
		}
	}
}

battlefield_duel_ai_challenge_start_squire_duel_effect = {
	clear_saved_scope = battlefield_duel_ai_challenge_player_bodyguard
	scope:battlefield_duel_ai_challenge_player_squire = {
		save_scope_as = battlefield_duel_ai_challenge_player_bodyguard
	}
	add_character_flag = { flag = battlefield_duel_squire_duel_active days = 14 }
	battlefield_duel_ai_challenge_start_bodyguard_duel_effect = yes
}

battlefield_duel_ai_challenge_start_bodyguard_duel_effect = {
	battlefield_duel_ai_challenge_cleanup_effect = yes
	remove_character_flag = battlefield_duel_ai_challenge_auto_window
	battlefield_duel_ai_challenge_set_player_bodyguard_reservation_effect = yes
	scope:battlefield_duel_ai_challenge_player_bodyguard = {
		add_character_flag = { flag = bdp_ai_vs_ai_human_participant_current_battle days = 30 }
	}
	scope:battlefield_duel_ai_challenge_original_enemy = {
		add_character_flag = { flag = bdp_ai_vs_ai_human_participant_current_battle days = 30 }
	}

	if = {
		limit = { has_game_rule = agot_battlefield_duel_cooldown_on }
		scope:battlefield_duel_ai_challenge_player_bodyguard = {
			add_character_flag = { flag = agot_battlefield_duel_cooldown days = 30 }
		}
		scope:battlefield_duel_ai_challenge_original_enemy = {
			add_character_flag = { flag = agot_battlefield_duel_cooldown days = 30 }
		}
	}

	clear_saved_scope = enemy_knight
	scope:battlefield_duel_ai_challenge_original_enemy = { save_scope_as = enemy_knight }

	clear_saved_scope = combat_side
	battlefield_duel_configure_start_single_combat_effect = {
		SC_INITIATOR = scope:battlefield_duel_ai_challenge_player_bodyguard
		SC_ATTACKER = scope:battlefield_duel_ai_challenge_player_bodyguard
		SC_DEFENDER = scope:battlefield_duel_ai_challenge_original_enemy
		FATALITY = no
		FIXED = no
		LOCALE = battlefield_duel_terrain
		OUTPUT_EVENT = battlefield_duel.9201
		INVALIDATION_EVENT = battlefield_duel.9204
	}
}

battlefield_duel_ai_challenge_schedule_weighted_effect = {
	add_character_flag = { flag = battlefield_duel_ai_challenge_auto_window days = 30 }
	random_list = {
		45 = { trigger_event = { id = battlefield_duel.9108 } }
		35 = { trigger_event = { id = battlefield_duel.9108 days = 1 } }
		15 = { trigger_event = { id = battlefield_duel.9108 days = 2 } }
		5 = { trigger_event = { id = battlefield_duel.9108 days = 3 } }
	}
}

battlefield_duel_ai_challenge_roll_once_effect = {

	remove_character_flag = battlefield_duel_ai_challenge_auto_window
	remove_character_flag = battlefield_duel_ai_challenge_recent
	remove_character_flag = battlefield_duel_ai_challenge_refused
	add_character_flag = { flag = battlefield_duel_ai_challenge_roll_done_current_battle days = 30 }

	if = {
		limit = { has_game_rule = agot_battlefield_duel_ai_challenge_disabled }
	}
	else_if = {
		limit = { has_game_rule = agot_battlefield_duel_ai_challenge_guaranteed_test }
		random_list = {
			40 = { battlefield_duel_ai_challenge_schedule_weighted_effect = yes }
			60 = { }
		}
	}
	else_if = {
		limit = { has_game_rule = agot_battlefield_duel_ai_challenge_frequent }
		random_list = {
			25 = { battlefield_duel_ai_challenge_schedule_weighted_effect = yes }
			75 = { }
		}
	}
	else_if = {
		limit = { has_game_rule = agot_battlefield_duel_ai_challenge_rare }
		random_list = {
			5 = { battlefield_duel_ai_challenge_schedule_weighted_effect = yes }
			95 = { }
		}
	}
	else = {

		random_list = {
			15 = { battlefield_duel_ai_challenge_schedule_weighted_effect = yes }
			85 = { }
		}
	}
}

battlefield_duel_berserker_witness_courage_effect = {
	commanding_army = {
		involved_combat_side = {
			every_side_knight = {
				limit = {
					is_alive = yes
					is_at_same_location = root
					NOT = { this = scope:battlefield_duel_ai_challenge_player_bodyguard }
				}
				add_opinion = {
					target = root
					modifier = battlefield_duel_witnessed_my_courage_opinion
				}
			}
		}
	}
}

battlefield_duel_berserker_witness_courage_no_bodyguard_effect = {
	commanding_army = {
		involved_combat_side = {
			every_side_knight = {
				limit = {
					is_alive = yes
					is_at_same_location = root
				}
				add_opinion = {
					target = root
					modifier = battlefield_duel_witnessed_my_courage_opinion
				}
			}
		}
	}
}

battlefield_duel_berserker_accept_player_duel_effect = {
	add_character_flag = { flag = battlefield_duel_ai_challenge_resolved_current_battle days = 30 }
	if = {
		limit = { has_game_rule = agot_battlefield_duel_cooldown_on }
		add_character_flag = { flag = agot_battlefield_duel_cooldown days = 30 }
		scope:enemy_knight = { add_character_flag = { flag = agot_battlefield_duel_cooldown days = 30 } }
	}
	battlefield_duel_ai_challenge_cleanup_effect = yes
	remove_character_flag = battlefield_duel_ai_challenge_auto_window
	remove_character_flag = commander_attack_check
	root = { save_scope_as = actor }
	battlefield_duel_ai_challenge_clear_bodyguard_state_effect = yes
	battlefield_duel_manual_normal_effect = yes
	battlefield_duel_root_effect.stress_attack = yes
}

battlefield_duel_trait_accept_protected_effect = {
	hidden_effect = {
		commanding_army = {
			involved_combat_side = {
				every_side_knight = {
					limit = {
						is_alive = yes
						is_at_same_location = root
					}
					add_opinion = {
						target = root
						modifier = battlefield_duel_witnessed_my_courage_opinion
					}
				}
			}
		}
		scope:battlefield_duel_ai_challenge_player_bodyguard = {
			add_opinion = {
				target = root
				modifier = battlefield_duel_would_not_hide_behind_me_opinion
			}
		}
	}
	add_character_flag = { flag = battlefield_duel_ai_challenge_resolved_current_battle days = 30 }
	if = {
		limit = { has_game_rule = agot_battlefield_duel_cooldown_on }
		add_character_flag = { flag = agot_battlefield_duel_cooldown days = 30 }
		scope:enemy_knight = { add_character_flag = { flag = agot_battlefield_duel_cooldown days = 30 } }
	}
	battlefield_duel_ai_challenge_cleanup_effect = yes
	remove_character_flag = battlefield_duel_ai_challenge_auto_window
	remove_character_flag = commander_attack_check
	root = { save_scope_as = actor }
	battlefield_duel_ai_challenge_clear_bodyguard_state_effect = yes
	battlefield_duel_manual_normal_effect = yes
	battlefield_duel_root_effect.stress_attack = yes
}

battlefield_duel_trait_accept_alone_effect = {
	hidden_effect = {
		commanding_army = {
			involved_combat_side = {
				every_side_knight = {
					limit = {
						is_alive = yes
						is_at_same_location = root
					}
					add_opinion = {
						target = root
						modifier = battlefield_duel_witnessed_my_courage_opinion
					}
				}
			}
		}
	}
	add_character_flag = { flag = battlefield_duel_ai_challenge_resolved_current_battle days = 30 }
	if = {
		limit = { has_game_rule = agot_battlefield_duel_cooldown_on }
		add_character_flag = { flag = agot_battlefield_duel_cooldown days = 30 }
		scope:enemy_knight = { add_character_flag = { flag = agot_battlefield_duel_cooldown days = 30 } }
	}
	battlefield_duel_ai_challenge_cleanup_effect = yes
	remove_character_flag = battlefield_duel_ai_challenge_auto_window
	remove_character_flag = commander_attack_check
	root = { save_scope_as = actor }
	battlefield_duel_ai_challenge_clear_bodyguard_state_effect = yes
	battlefield_duel_manual_normal_effect = yes
	battlefield_duel_root_effect.stress_attack = yes
}
