﻿namespace = battlefield_duel

	battlefield_duel.2000 = {
		hidden = yes

		trigger = {
			AND = {
				is_commanding_army = yes 
				is_imprisoned = no
				is_ai = no
				is_alive = yes 
				NOT = { 
					has_trait_rank = {
						trait = wounded
						rank >= 2
					}
				}
				NOT = { has_character_flag = already_fighting }
				is_current_dragonrider_warfare = no
			}
			NOR = {
				var:battlefield_duel_frequency = flag:commander
				has_character_flag = battlefield_duel_retreat
				has_character_flag = default_battlefield_duel_frequency_flag 
				has_character_flag = battlefield_duel_combat_finished_flag
			}
		}
		immediate = {

				battlefield_duel_scope_champion_choose_effect = yes

			if = {
				limit = {	exists = scope:enemy_knight		}
				trigger_event = {
					id = battlefield_duel.1000
					days = 1
				}

				add_character_flag = { 
					flag = battlefield_knight_duel
					days = 5
				}

				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 }
				}

				if = {
					limit = {	
						AND = {
							exists = scope:enemy_commander
							prowess > high_skill_rating
							martial > high_skill_rating
							NOT = {	has_character_flag = battlefield_knight_duel_commander_protection	}		
						}
					}
					random = {
						chance = 50
						add_character_flag = { 
							flag = commander_attack_check
							days = 2
						}	
					}
				}
			}			
		}
	}

	battlefield_duel.1000 = {
		type = character_event
		theme = battle
		title = battlefield_duel.1000.t

		trigger = {
			is_alive = yes
			is_imprisoned = no
			is_ai = no
			is_commanding_army = yes
			is_current_dragonrider_warfare = no
			OR = {
				NOT = { has_character_flag = already_fighting }
				has_character_flag = battlefield_duel_pending_prompt
			}
			NOT = { has_character_flag = battlefield_duel_combat_finished_flag }
			OR = {

				has_character_flag = battlefield_duel_seek_combat_manual_prompt
				NOR = {
					var:battlefield_duel_frequency = flag:commander
					has_character_flag = battlefield_duel_retreat
					has_character_flag = default_battlefield_duel_frequency_flag
				}
			}
			OR = {

				AND = {
					exists = scope:combat_side
					scope:combat_side.enemy_side = { exists = side_primary_participant }
				}

				has_character_flag = battlefield_duel_seek_combat_manual_prompt
			}
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				OR = {
					AND = {
						exists = knight_army
						knight_army = { is_army_in_combat = yes is_enemy_army = { ASKER = root ARMY = this } }
					}
					AND = {
						exists = commanding_army
						commanding_army = { is_army_in_combat = yes is_enemy_army = { ASKER = root ARMY = this } }
					}
				}
				OR = {
					NOT = { has_character_flag = already_fighting }
					has_character_flag = battlefield_duel_pending_prompt
				}
			}
		}

		immediate = {
			if = {
				limit = {
					has_character_flag = commander_attack_check
					OR = {
						NOT = { exists = scope:enemy_commander }
						scope:enemy_commander = { is_alive = no }
						scope:enemy_commander = { is_imprisoned = yes }
						scope:enemy_commander = { NOT = { is_at_same_location = root } }
						scope:enemy_commander = { has_character_flag = already_fighting }
					}
				}
				remove_character_flag = commander_attack_check
				clear_saved_scope = enemy_commander
			}
		}
		desc = {

			triggered_desc = {
				trigger = {
					exists = scope:enemy_commander
					NOT = {	has_character_flag = commander_attack_check		}
				}
				desc = battlefield_duel.1000.desc
			}

			triggered_desc = {
				trigger = {		NOT = {	exists = scope:enemy_commander	}		}
				desc = battlefield_duel.1001.desc
			}

			triggered_desc = {
				trigger = {
					exists = scope:enemy_commander
					has_character_flag = commander_attack_check
				}
				desc = battlefield_duel.1002.desc
			}
		}

			override_background = { reference = battlefield_duel_presentation }
			right_portrait =  {
				character = scope:enemy_knight
				animation = marshal
			} 
			lower_right_portrait =  {
				character = scope:enemy_commander
				animation = marshal
				trigger = {
					exists = scope:enemy_commander
					scope:enemy_commander = {
						is_alive = yes
						is_imprisoned = no
						is_at_same_location = root
					}
				}
			} 

					option = {
						name = battlefield_duel.1000.c
						flavor = battlefield_duel.1000.commander.flavor
						trigger = {
							has_character_flag = commander_attack_check
							NOT = { has_character_flag = battlefield_duel_combat_finished_flag }
							exists = scope:enemy_commander
							scope:enemy_commander = {
								is_alive = yes
								is_imprisoned = no
								is_at_same_location = root
								NOT = { has_character_flag = already_fighting }
							}
						}

							battlefield_duel_clear_pending_prompt_lock_effect = yes

						add_character_flag = { 
							flag = battlefield_knight_duel_commander_protection
							days = 90 
						}

							add_character_flag = { flag = commander_attack_check days = 14 }

						set_variable = {
							name = guardian_vanish_var
							value = 1
						}

						trigger_event = battlefield_duel.13141
					}

					option = {
						name = battlefield_duel.1000.a
						flavor = battlefield_duel.1000.auto.flavor
						trigger = {
							NOT = { has_character_flag = battlefield_duel_combat_finished_flag }
							NOT = { has_character_flag = battlefield_duel_seek_combat_bodyguard_gate }
							exists = scope:enemy_knight
							scope:enemy_knight = {
								is_alive = yes
								is_imprisoned = no
								is_at_same_location = root
									OR = {
										NOT = { has_character_flag = already_fighting }
										has_character_flag = battlefield_duel_pending_prompt
									}
							}
						}

							battlefield_duel_clear_pending_prompt_lock_effect = yes

						remove_character_flag = commander_attack_check
						battlefield_duel_auto_effect = yes
					}

					option = {
						name = battlefield_duel.1000.b
						flavor = battlefield_duel.1000.duel.flavor
						trigger = {
							NOT = { has_character_flag = battlefield_duel_combat_finished_flag }
							exists = scope:enemy_knight
							scope:enemy_knight = {
								is_alive = yes
								is_imprisoned = no
								is_at_same_location = root
									OR = {
										NOT = { has_character_flag = already_fighting }
										has_character_flag = battlefield_duel_pending_prompt
									}
							}
						}

							battlefield_duel_clear_pending_prompt_lock_effect = yes

						remove_character_flag = commander_attack_check
						battlefield_duel_manual_normal_effect = yes
						battlefield_duel_root_effect.stress_attack = yes
					}

					option = {
						name = battlefield_duel.1000.retreat
						flavor = battlefield_duel.1000.retreat.flavor

						battlefield_duel_clear_pending_prompt_lock_effect = yes
						battlefield_duel_clear_seek_combat_chain_state_effect = yes
						add_character_flag = { 
							flag = battlefield_duel_retreat
							days = 90
						}
						remove_character_flag = commander_attack_check
						battlefield_duel_root_effect.stress_retreat = yes
					}  

			after = {

				battlefield_duel_clear_pending_prompt_lock_effect = yes
				remove_character_flag = battlefield_duel_seek_combat_manual_prompt

					if = {
						limit = {	
							var:battlefield_duel_frequency = flag:support
						}
						add_character_flag = { 
							flag = default_battlefield_duel_frequency_flag
							days = 90
						}
					}

					else_if = {
						limit = {	
							var:battlefield_duel_frequency = flag:second_line
						}
						add_character_flag = { 
							flag = default_battlefield_duel_frequency_flag
							days = 20
						}
					}

					else_if = {
						limit = {	
							var:battlefield_duel_frequency = flag:first_line
						}
						add_character_flag = { 
							flag = default_battlefield_duel_frequency_flag
							days = 5
						}
					}	

					else_if = {
						limit = {	
							NOT = {	exists = var:battlefield_duel_frequency		}
						}
						add_character_flag = { 
							flag = default_battlefield_duel_frequency_flag
							days = 20
						}
					}			
					
		}
	}

		battlefield_duel.0031 = {
			type = character_event
			theme = battle
			title = battlefield_duel_single_combat.0031.t
			trigger = {		exists = scope:enemy_knight		}
			desc = {
				first_valid = {

					triggered_desc = {
						trigger = { this = scope:sc_attacker }
						desc = {

							triggered_desc = {

								trigger = { always = yes }
								desc = {
									first_valid = {
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:wait_and_hope }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.wait_and_hope
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:unsure_attack }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.unsure_attack
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:enthusiastic_onslaught }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.enthusiastic_onslaught
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:hail_mary }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.hail_mary
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:pocket_sand }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.pocket_sand
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:nut_em }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.nut_em
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:guard }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.guard
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:probing_attack }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.probing_attack
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:onslaught }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.onslaught
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:surprise_attack }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.surprise_attack
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:taunt }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.taunt
										}
										triggered_desc = {
											trigger = {
												scope:sc_attacker_last_move = flag:put_the_boot_in
												has_trait = one_legged
											}
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.put_the_boot_in.peg_leg
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:put_the_boot_in }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.put_the_boot_in.fallback
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:strict_guard }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.strict_guard
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:confident_attack }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.confident_attack
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:expert_onslaught }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.expert_onslaught
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:attempt_disarm }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.attempt_disarm
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:tire_opponent }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.tire_opponent
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:reason_you_suck_speech }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.reason_you_suck_speech
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:technique_from_legend }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.technique_from_legend
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:like_a_viper }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.like_a_viper
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:pocket_silver }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.pocket_silver
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:martial_voice }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.martial_voice
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:mocking_boast }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.mocking_boast
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:is_that_a_crocodile }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.is_that_a_crocodile
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:desert_warrior }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.desert_warrior
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:jungle_stalker }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.jungle_stalker
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:open_terrain_expert }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.open_terrain_expert
										}
										triggered_desc = {
											trigger = {
												scope:sc_attacker_last_move = flag:rough_terrain_expert
												scope:sc_defender.location = { battlefield_duel_shared_rocky_locale_trigger = yes }
											}
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.rough_terrain_expert.rocky
										}
										triggered_desc = {
											trigger = {
												scope:sc_attacker_last_move = flag:rough_terrain_expert
												scope:sc_defender.location = { terrain = wetlands }
											}
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.rough_terrain_expert.boggy
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:forest_fighter }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.forest_fighter
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:raaargh }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.raaargh
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:hard_grit }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.hard_grit
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:feint_and_stab }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.feint_and_stab
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:butchery }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.butchery
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:stoic_veteran }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.stoic_veteran
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:blade_dance }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.blade_dance
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:wrath_of_highgod }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.wrath_of_highgod
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:hurt_me_better }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.hurt_me_better
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:special_fallback }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.special_fallback
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:something_to_hide }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.something_to_hide
										}
									}
								}
							}

							triggered_desc = {
								trigger = { battlefield_duel_shared_duel_will_end_in_my_death_trigger = no }
								desc = {
									first_valid = {
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:wait_and_hope }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.wait_and_hope.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:unsure_attack }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.unsure_attack.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:enthusiastic_onslaught }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.enthusiastic_onslaught.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:hail_mary }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.hail_mary.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:pocket_sand }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.pocket_sand.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:nut_em }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.nut_em.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:guard }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.guard.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:probing_attack }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.probing_attack.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:onslaught }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.onslaught.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:surprise_attack }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.surprise_attack.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:taunt }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.taunt.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:put_the_boot_in }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.put_the_boot_in.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:strict_guard }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.strict_guard.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:confident_attack }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.confident_attack.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:expert_onslaught }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.expert_onslaught.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:attempt_disarm }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.attempt_disarm.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:tire_opponent }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.tire_opponent.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:reason_you_suck_speech }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.reason_you_suck_speech.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:technique_from_legend }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.technique_from_legend.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:like_a_viper }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.like_a_viper.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:pocket_silver }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.pocket_silver.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:martial_voice }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.martial_voice.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:mocking_boast }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.mocking_boast.injury
										}

										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:desert_warrior }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.desert_warrior.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:jungle_stalker }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.jungle_stalker.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:open_terrain_expert }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.open_terrain_expert.injury
										}
										triggered_desc = {
											trigger = {
												scope:sc_attacker_last_move = flag:rough_terrain_expert
												scope:sc_defender.location = { battlefield_duel_shared_rocky_locale_trigger = yes }
											}
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.rough_terrain_expert.injury.rocky
										}
										triggered_desc = {
											trigger = {
												scope:sc_attacker_last_move = flag:rough_terrain_expert
												scope:sc_defender.location = { terrain = wetlands }
											}
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.rough_terrain_expert.injury.boggy
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:forest_fighter }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.forest_fighter.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:raaargh }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.raaargh.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:hard_grit }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.hard_grit.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:feint_and_stab }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.feint_and_stab.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:butchery }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.butchery.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:stoic_veteran }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.stoic_veteran.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:blade_dance }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.blade_dance.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:wrath_of_highgod }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.wrath_of_highgod.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:hurt_me_better }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.hurt_me_better.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:special_fallback }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.special_fallback.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:something_to_hide }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.something_to_hide.injury
										}
									}
								}
							}

							triggered_desc = {
								trigger = { battlefield_duel_shared_duel_will_end_in_my_death_trigger = yes }
								desc = {
									first_valid = {
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:wait_and_hope }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.wait_and_hope.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:unsure_attack }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.unsure_attack.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:enthusiastic_onslaught }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.enthusiastic_onslaught.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:hail_mary }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.hail_mary.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:pocket_sand }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.pocket_sand.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:nut_em }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.nut_em.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:guard }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.guard.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:probing_attack }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.probing_attack.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:onslaught }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.onslaught.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:surprise_attack }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.surprise_attack.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:taunt }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.taunt.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:put_the_boot_in }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.put_the_boot_in.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:strict_guard }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.strict_guard.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:confident_attack }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.confident_attack.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:expert_onslaught }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.expert_onslaught.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:attempt_disarm }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.attempt_disarm.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:tire_opponent }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.tire_opponent.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:reason_you_suck_speech }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.reason_you_suck_speech.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:technique_from_legend }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.technique_from_legend.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:like_a_viper }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.like_a_viper.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:pocket_silver }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.pocket_silver.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:martial_voice }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.martial_voice.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:mocking_boast }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.mocking_boast.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:is_that_a_crocodile }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.is_that_a_crocodile.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:desert_warrior }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.desert_warrior.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:jungle_stalker }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.jungle_stalker.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:open_terrain_expert }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.open_terrain_expert.fatality
										}
										triggered_desc = {
											trigger = {
												scope:sc_attacker_last_move = flag:rough_terrain_expert
												scope:sc_defender.location = { battlefield_duel_shared_rocky_locale_trigger = yes }
											}
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.rough_terrain_expert.fatality.rocky
										}
										triggered_desc = {
											trigger = {
												scope:sc_attacker_last_move = flag:rough_terrain_expert
												scope:sc_defender.location = { terrain = wetlands }
											}
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.rough_terrain_expert.fatality.boggy
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:forest_fighter }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.forest_fighter.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:raaargh }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.raaargh.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:hard_grit }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.hard_grit.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:feint_and_stab }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.feint_and_stab.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:butchery }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.butchery.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:stoic_veteran }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.stoic_veteran.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:blade_dance }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.blade_dance.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:wrath_of_highgod }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.wrath_of_highgod.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:hurt_me_better }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.hurt_me_better.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:special_fallback }
											desc = battlefield_duel_single_combat.0031.desc.sc_attacker.special_fallback.fatality
										}

									}
								}
							}
						}
					}
				}
			}

				left_portrait = {
					character = scope:sc_loser
					animation = pain
				}
				right_portrait = {
					character = scope:sc_victor
					animation = war_defender
				}

				override_background = {
					trigger = { scope:locale = flag:battlefield_duel_terrain }
					reference = battlefield_duel_terrain
				}
			immediate = {

				custom_tooltip = battlefield_duel_single_combat.result.tt.temporary_modifiers_removed
			}		

			option = {
				name = battlefield_duel_single_combat.0031.n

				show_as_tooltip = {		increase_wounds_no_death_effect = { REASON = battle }	}

				battlefield_duel_shared_loser_end_result_tooltip_effect = yes

				if = {
					limit = {	NOT = { has_relation_rival = scope:sc_victor }		}
					progress_towards_rival_effect = {
						CHARACTER = scope:sc_victor
						OPINION = no
					}
				}
				ai_chance = {
					base = 100
					ai_value_modifier = {
						ai_vengefulness = 0.5
						ai_energy = 0.25
					}
					modifier = {
						add = 10
						has_trait = arrogant
					}
					modifier = {
						add = 20
						has_trait = vengeful
					}
					modifier = {
						add = -10
						has_trait = humble
					}
					modifier = {
						add = -20
						has_trait = forgiving
					}
				}
			}
		}
		
		battlefield_duel.0041 = {
			type = character_event
			theme = battle
			title = battlefield_duel_single_combat.0041.t
			trigger = {		exists = scope:enemy_knight		}
			desc = {
				first_valid = {

					triggered_desc = {
						trigger = { this = scope:sc_attacker }
						desc = {

							triggered_desc = {

								trigger = { always = yes }
								desc = {
									first_valid = {

										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:lightning_assault }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.wait_and_hope
										}

										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:wait_and_hope }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.wait_and_hope
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:unsure_attack }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.unsure_attack
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:enthusiastic_onslaught }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.enthusiastic_onslaught
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:hail_mary }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.hail_mary
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:pocket_sand }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.pocket_sand
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:nut_em }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.nut_em
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:guard }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.guard
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:probing_attack }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.probing_attack
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:onslaught }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.onslaught
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:surprise_attack }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.surprise_attack
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:taunt }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.taunt
										}
										triggered_desc = {
											trigger = {
												scope:sc_attacker_last_move = flag:put_the_boot_in
												has_trait = one_legged
											}
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.put_the_boot_in.peg_leg
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:put_the_boot_in }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.put_the_boot_in.fallback
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:strict_guard }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.strict_guard
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:confident_attack }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.confident_attack
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:expert_onslaught }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.expert_onslaught
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:attempt_disarm }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.attempt_disarm
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:tire_opponent }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.tire_opponent
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:reason_you_suck_speech }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.reason_you_suck_speech
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:technique_from_legend }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.technique_from_legend
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:like_a_viper }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.like_a_viper
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:pocket_silver }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.pocket_silver
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:martial_voice }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.martial_voice
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:mocking_boast }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.mocking_boast
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:is_that_a_crocodile }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.is_that_a_crocodile
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:desert_warrior }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.desert_warrior
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:jungle_stalker }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.jungle_stalker
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:open_terrain_expert }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.open_terrain_expert
										}
										triggered_desc = {
											trigger = {
												scope:sc_attacker_last_move = flag:rough_terrain_expert
												scope:sc_defender.location = { battlefield_duel_shared_rocky_locale_trigger = yes }
											}
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.rough_terrain_expert.rocky
										}
										triggered_desc = {
											trigger = {
												scope:sc_attacker_last_move = flag:rough_terrain_expert
												scope:sc_defender.location = { terrain = wetlands }
											}
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.rough_terrain_expert.boggy
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:forest_fighter }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.forest_fighter
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:raaargh }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.raaargh
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:hard_grit }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.hard_grit
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:feint_and_stab }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.feint_and_stab
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:butchery }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.butchery
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:stoic_veteran }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.stoic_veteran
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:blade_dance }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.blade_dance
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:wrath_of_highgod }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.wrath_of_highgod
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:hurt_me_better }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.hurt_me_better
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:special_fallback }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.special_fallback
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:something_to_hide }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.something_to_hide
										}
									}
								}
							}

							triggered_desc = {
								trigger = { NOT = {	has_character_flag = commander_attack_check	}		}
								desc = {
									first_valid = {

										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:lightning_assault }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.wait_and_hope.injury
										}

										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:wait_and_hope }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.wait_and_hope.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:unsure_attack }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.unsure_attack.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:enthusiastic_onslaught }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.enthusiastic_onslaught.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:hail_mary }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.hail_mary.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:pocket_sand }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.pocket_sand.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:nut_em }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.nut_em.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:guard }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.guard.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:probing_attack }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.probing_attack.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:onslaught }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.onslaught.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:surprise_attack }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.surprise_attack.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:taunt }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.taunt.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:put_the_boot_in }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.put_the_boot_in.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:strict_guard }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.strict_guard.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:confident_attack }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.confident_attack.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:expert_onslaught }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.expert_onslaught.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:attempt_disarm }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.attempt_disarm.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:tire_opponent }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.tire_opponent.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:reason_you_suck_speech }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.reason_you_suck_speech.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:technique_from_legend }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.technique_from_legend.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:like_a_viper }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.like_a_viper.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:pocket_silver }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.pocket_silver.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:martial_voice }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.martial_voice.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:mocking_boast }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.mocking_boast.injury
										}

										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:desert_warrior }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.desert_warrior.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:jungle_stalker }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.jungle_stalker.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:open_terrain_expert }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.open_terrain_expert.injury
										}
										triggered_desc = {
											trigger = {
												scope:sc_attacker_last_move = flag:rough_terrain_expert
												scope:sc_defender.location = { battlefield_duel_shared_rocky_locale_trigger = yes }
											}
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.rough_terrain_expert.injury.rocky
										}
										triggered_desc = {
											trigger = {
												scope:sc_attacker_last_move = flag:rough_terrain_expert
												scope:sc_defender.location = { terrain = wetlands }
											}
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.rough_terrain_expert.injury.boggy
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:forest_fighter }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.forest_fighter.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:raaargh }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.raaargh.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:hard_grit }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.hard_grit.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:feint_and_stab }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.feint_and_stab.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:butchery }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.butchery.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:stoic_veteran }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.stoic_veteran.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:blade_dance }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.blade_dance.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:wrath_of_highgod }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.wrath_of_highgod.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:hurt_me_better }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.hurt_me_better.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:special_fallback }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.special_fallback.injury
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:something_to_hide }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.something_to_hide.injury
										}
									}
								}
							}

							triggered_desc = {
								trigger = {	has_character_flag = commander_attack_check	}
								desc = {
									first_valid = {
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:wait_and_hope }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.wait_and_hope.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:unsure_attack }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.unsure_attack.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:enthusiastic_onslaught }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.enthusiastic_onslaught.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:hail_mary }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.hail_mary.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:pocket_sand }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.pocket_sand.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:nut_em }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.nut_em.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:guard }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.guard.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:probing_attack }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.probing_attack.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:onslaught }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.onslaught.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:surprise_attack }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.surprise_attack.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:taunt }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.taunt.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:put_the_boot_in }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.put_the_boot_in.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:strict_guard }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.strict_guard.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:confident_attack }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.confident_attack.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:expert_onslaught }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.expert_onslaught.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:attempt_disarm }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.attempt_disarm.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:tire_opponent }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.tire_opponent.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:reason_you_suck_speech }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.reason_you_suck_speech.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:technique_from_legend }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.technique_from_legend.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:like_a_viper }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.like_a_viper.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:pocket_silver }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.pocket_silver.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:martial_voice }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.martial_voice.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:mocking_boast }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.mocking_boast.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:is_that_a_crocodile }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.is_that_a_crocodile.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:desert_warrior }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.desert_warrior.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:jungle_stalker }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.jungle_stalker.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:open_terrain_expert }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.open_terrain_expert.fatality
										}
										triggered_desc = {
											trigger = {
												scope:sc_attacker_last_move = flag:rough_terrain_expert
												scope:sc_defender.location = { battlefield_duel_shared_rocky_locale_trigger = yes }
											}
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.rough_terrain_expert.fatality.rocky
										}
										triggered_desc = {
											trigger = {
												scope:sc_attacker_last_move = flag:rough_terrain_expert
												scope:sc_defender.location = { terrain = wetlands }
											}
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.rough_terrain_expert.fatality.boggy
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:forest_fighter }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.forest_fighter.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:raaargh }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.raaargh.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:hard_grit }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.hard_grit.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:feint_and_stab }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.feint_and_stab.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:butchery }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.butchery.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:stoic_veteran }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.stoic_veteran.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:blade_dance }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.blade_dance.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:wrath_of_highgod }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.wrath_of_highgod.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:hurt_me_better }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.hurt_me_better.fatality
										}
										triggered_desc = {
											trigger = { scope:sc_attacker_last_move = flag:special_fallback }
											desc = battlefield_duel_single_combat.0041.desc.sc_attacker.special_fallback.fatality
										}

									}
								}
							}
						}
					}
				}
			}

			left_portrait = {
				character = scope:actor
				animation = war_defender
			}
			right_portrait = {
				character = scope:enemy_knight
				animation = fear
			}

				override_background = {
					trigger = { scope:locale = flag:battlefield_duel_terrain }
					reference = battlefield_duel_terrain
				}
			immediate = {

				if = {
					limit = { 
						AND = {
							has_character_flag = commander_attack_check
						}
					}
					scope:sc_loser = {
						show_as_tooltip = {
							death = {
								killer = scope:sc_victor
								death_reason = death_duel
							}
						}
					}
				}
				else = {
					scope:sc_loser = {
						show_as_tooltip = {
							increase_wounds_no_death_effect = { REASON = duel }
						}
					}
				}

				custom_tooltip = battlefield_duel_single_combat.result.tt.temporary_modifiers_removed
			}

				option = {
					name = battlefield_duel_single_combat.0041.a
					flavor = battlefield_duel.kill.flavor
					trigger = {		has_character_flag = commander_attack_check		}
					battlefield_duel_kill_effect = yes
					battlefield_duel_win_effect = yes

						hidden_effect = {
							scope:enemy_knight = {
								battlefield_duel_enemy_side_death_consequences_effect = { KILLER = scope:actor }
								death = {
									killer = scope:actor
									death_reason = death_battle
								}
							}
						}

						hidden_effect = {
							send_interface_message = {
								type = battlefield_duel_feed_martial_bad
								title = battlefield_duel_kill_notification
								desc = battlefield_duel_success_death_toast
								left_icon = root			
								right_icon = scope:enemy_knight
							}
						}

					remove_character_flag = commander_attack_check
					trigger_event = battlefield_duel.1305
				}

				option = {
					name = battlefield_duel_single_combat.0041.b
					trigger = {  	NOT = {	has_character_flag = commander_attack_check	} 		}

					battlefield_duel_shared_victor_end_result_tooltip_effect = yes
				}
		}

		battlefield_duel.1300 = {
			# Hold the duel lock until the result is safely handed off.
			hidden = yes

			trigger = {
				OR = {
					exists = scope:enemy_knight
					has_variable = battlefield_duel_ai_bodyguard_followup_active_enemy
				}
			}
			on_trigger_fail = {

				if = {
					limit = { is_alive = yes }
					if = {
						limit = { has_character_flag = battlefield_duel_manual_sc_added_already_fighting }
						remove_character_flag = battlefield_duel_manual_sc_added_already_fighting
						remove_character_flag = already_fighting
					}
				}
				if = {
					limit = { exists = scope:sc_attacker }
					scope:sc_attacker = {
						if = {
							limit = { is_alive = yes }
							if = {
								limit = { has_character_flag = battlefield_duel_manual_sc_added_already_fighting }
								remove_character_flag = battlefield_duel_manual_sc_added_already_fighting
								remove_character_flag = already_fighting
							}
						}
					}
				}
				if = {
					limit = { exists = scope:sc_defender }
					scope:sc_defender = {
						if = {
							limit = { is_alive = yes }
							if = {
								limit = { has_character_flag = battlefield_duel_manual_sc_added_already_fighting }
								remove_character_flag = battlefield_duel_manual_sc_added_already_fighting
								remove_character_flag = already_fighting
							}
						}
					}
				}
			}
			immediate = {
				if = {
					limit = { has_character_flag = battlefield_duel_ai_bodyguard_followup_diagnostic }
					debug_log = "BD+ V28A.6 FOLLOWUP RESULT ROUTER REACHED"
					debug_log_scopes = yes
				}
				if = {
					limit = {
						NOT = { exists = scope:enemy_knight }
						has_variable = battlefield_duel_ai_bodyguard_followup_active_enemy
					}
					var:battlefield_duel_ai_bodyguard_followup_active_enemy = { save_scope_as = enemy_knight }
				}
				if = {
					limit = { NOT = { exists = scope:actor } }
					root = { save_scope_as = actor }
				}

				if = {
					limit = { has_character_flag = battlefield_duel_manual_sc_added_already_fighting }
					remove_character_flag = battlefield_duel_manual_sc_added_already_fighting
					remove_character_flag = already_fighting
				}
				scope:enemy_knight = {
					if = {
						limit = { has_character_flag = battlefield_duel_manual_sc_added_already_fighting }
						remove_character_flag = battlefield_duel_manual_sc_added_already_fighting
						remove_character_flag = already_fighting
					}
				}

				if = {
					limit = {
						has_character_flag = battlefield_duel_lunatic_friendly_duel_active
						exists = scope:enemy_knight
						scope:sc_victor = scope:actor
					}
					trigger_event = battlefield_duel.9401
				}
				else_if = {
					limit = {
						has_character_flag = battlefield_duel_lunatic_friendly_duel_active
						exists = scope:enemy_knight
						scope:sc_loser = scope:actor
					}
					trigger_event = battlefield_duel.9402
				}
				else_if = {
					limit = {
						exists = scope:enemy_knight
						is_ai = no
						scope:enemy_knight = {
							is_ai = no
						}
						OR = {
							AND = {
								has_character_flag = bdp_multiplayer_duel_active
								scope:enemy_knight = { has_character_flag = bdp_multiplayer_duel_active }
							}
							AND = {
								exists = scope:bdp_multiplayer_challenger
								exists = scope:bdp_multiplayer_target
								exists = scope:sc_attacker
								exists = scope:sc_defender
								scope:bdp_multiplayer_challenger = scope:sc_attacker
								scope:bdp_multiplayer_target = scope:sc_defender
							}
						}
					}

					bdp_multiplayer_route_result_effect = yes
				}

				else_if = {
					limit = {
						has_character_flag = battlefield_duel_seek_combat_bodyguard_gate
						exists = scope:enemy_knight
						scope:sc_victor = scope:actor
					}

					scope:enemy_knight = {
						save_scope_as = battlefield_duel_seek_combat_defeated_protector
						add_character_flag = {
							flag = battlefield_duel_seek_combat_gauntlet_defeated
							days = 14
						}
					}
					trigger_event = battlefield_duel.9171
				}

				else_if = {
					limit = {
						AND = {
							has_character_flag = commander_attack_check
							exists = scope:enemy_commander
							exists = scope:enemy_knight
							scope:sc_victor = scope:actor
						}
					}
					battlefield_duel_kill_effect = yes
					battlefield_duel_win_effect = yes
					hidden_effect = {
						scope:enemy_knight = {
							battlefield_duel_enemy_side_death_consequences_effect = { KILLER = scope:actor }
							death = {
								killer = scope:actor
								death_reason = death_battle
							}
						}
						send_interface_message = {
							type = battlefield_duel_feed_martial_bad
							title = battlefield_duel_kill_notification
							desc = battlefield_duel_success_death_toast
							left_icon = root
							right_icon = scope:enemy_knight
						}
					}

						remove_character_flag = commander_attack_check
						battlefield_duel_clear_enemy_commander_branch_reservation_effect = yes
					trigger_event = battlefield_duel.1305
				}

				else_if = {
					limit = {
						AND = {
							NOT = {	has_character_flag = commander_attack_check	}	
							scope:sc_victor = scope:actor 
						}
					}

					trigger_event = battlefield_duel.1301
				}

				else_if = {
					limit = {
						has_character_flag = battlefield_duel_seek_combat_bodyguard_gate
						exists = scope:enemy_knight
						scope:sc_loser = scope:actor
					}
					trigger_event = battlefield_duel.9172
				}

				else_if = {
					limit = {	scope:sc_loser = scope:actor }

					if = {
						limit = { has_variable = battlefield_duel_gauntlet_capture_floor_target }
						remove_variable = battlefield_duel_gauntlet_capture_floor_target
					}
					battlefield_duel_clear_seek_combat_chain_state_effect = yes

					remove_character_flag = commander_attack_check
					battlefield_duel_clear_enemy_commander_branch_reservation_effect = yes

					trigger_event = battlefield_duel.1302
				}

				if = {
					limit = { has_variable = battlefield_duel_ai_bodyguard_followup_active_enemy }
					remove_variable = battlefield_duel_ai_bodyguard_followup_active_enemy
				}
				if = {
					limit = { has_character_flag = battlefield_duel_ai_bodyguard_followup_diagnostic }
					remove_character_flag = battlefield_duel_ai_bodyguard_followup_diagnostic
					battlefield_duel_ai_challenge_clear_bodyguard_state_effect = yes
				}
			}
		}

		battlefield_duel.1301 = {
			type = character_event
			theme = battle
			title = {
				first_valid = {
					triggered_desc = { trigger = { has_trait = berserker has_character_flag = battlefield_duel_b4_berserker_judgment_flavor_2 } desc = battlefield_duel_end_victorious.berserker.t.2 }
					triggered_desc = { trigger = { has_trait = berserker has_character_flag = battlefield_duel_b4_berserker_judgment_flavor_3 } desc = battlefield_duel_end_victorious.berserker.t.3 }
					triggered_desc = { trigger = { has_trait = berserker } desc = battlefield_duel_end_victorious.berserker.t.1 }
					triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_judgment_flavor_2 } desc = battlefield_duel_end_victorious.t.2 }
					triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_judgment_flavor_3 } desc = battlefield_duel_end_victorious.t.3 }
					triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_judgment_flavor_4 } desc = battlefield_duel_end_victorious.t.4 }
					triggered_desc = { trigger = { always = yes } desc = battlefield_duel_end_victorious.t.1 }
				}
			}
			desc = {
				first_valid = {
					triggered_desc = { trigger = { has_trait = berserker has_character_flag = battlefield_duel_b4_berserker_judgment_flavor_2 } desc = battlefield_duel_end_victorious.berserker.desc.2 }
					triggered_desc = { trigger = { has_trait = berserker has_character_flag = battlefield_duel_b4_berserker_judgment_flavor_3 } desc = battlefield_duel_end_victorious.berserker.desc.3 }
					triggered_desc = { trigger = { has_trait = berserker } desc = battlefield_duel_end_victorious.berserker.desc.1 }
					triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_judgment_flavor_2 } desc = battlefield_duel_end_victorious.desc.2 }
					triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_judgment_flavor_3 } desc = battlefield_duel_end_victorious.desc.3 }
					triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_judgment_flavor_4 } desc = battlefield_duel_end_victorious.desc.4 }
					triggered_desc = { trigger = { always = yes } desc = battlefield_duel_end_victorious.desc.1 }
				}
			}

			trigger = {
				is_alive = yes
				is_imprisoned = no
				exists = scope:enemy_knight
				scope:enemy_knight = {
					is_alive = yes
					is_imprisoned = no
					battlefield_duel_seek_combat_current_opponent_present_trigger = yes
				}
			}

				override_background = {		reference = battlefield_duel_terrain		}
				left_portrait = {
					character = scope:actor
					scripted_animation = duel_celebrate
				}
				right_portrait = {
					character = scope:enemy_knight
					animation = pain
				}
			immediate = {

				battlefield_duel_set_prompt_lock_effect = yes
				battlefield_duel_win_effect = yes

				remove_character_flag = battlefield_duel_b4_berserker_judgment_flavor_1
				remove_character_flag = battlefield_duel_b4_berserker_judgment_flavor_2
				remove_character_flag = battlefield_duel_b4_berserker_judgment_flavor_3
				if = {
					limit = { has_trait = berserker }
					random_list = {
						34 = { add_character_flag = { flag = battlefield_duel_b4_berserker_judgment_flavor_1 days = 2 } }
						33 = { add_character_flag = { flag = battlefield_duel_b4_berserker_judgment_flavor_2 days = 2 } }
						33 = { add_character_flag = { flag = battlefield_duel_b4_berserker_judgment_flavor_3 days = 2 } }
					}
				}

				remove_character_flag = battlefield_duel_trait_pool_kill_selected
				remove_character_flag = battlefield_duel_trait_pool_kill_sadistic_selected
				remove_character_flag = battlefield_duel_trait_pool_kill_wrathful_selected
				remove_character_flag = battlefield_duel_trait_pool_kill_vengeful_selected
				remove_character_flag = battlefield_duel_trait_pool_kill_zealous_selected
				remove_character_flag = battlefield_duel_trait_pool_spare_selected
				remove_character_flag = battlefield_duel_trait_pool_spare_compassionate_selected
				remove_character_flag = battlefield_duel_trait_pool_spare_forgiving_selected
				remove_character_flag = battlefield_duel_trait_pool_capture_selected
				remove_character_flag = battlefield_duel_trait_pool_capture_callous_selected
				remove_character_flag = battlefield_duel_trait_pool_capture_greedy_selected
				remove_character_flag = battlefield_duel_trait_pool_capture_paranoid_selected
				remove_character_flag = battlefield_duel_trait_pool_capture_just_selected
				remove_character_flag = battlefield_duel_trait_judgment_flavor_1
				remove_character_flag = battlefield_duel_trait_judgment_flavor_2

				if = {
					limit = { always = yes }
					if = {
						limit = {
							OR = {
								has_trait = sadistic
								has_trait = wrathful
								AND = {
									has_trait = vengeful
									OR = {
										has_relation_rival = scope:enemy_knight
										has_relation_nemesis = scope:enemy_knight
									}
								}
								AND = {
									has_trait = zealous
									scope:actor.faith = {
										faith_hostility_level = {
											target = scope:enemy_knight.faith
											value >= faith_hostile_level
										}
									}
								}
							}
						}
						random_list = {
							100 = {
								trigger = { has_trait = sadistic }
								add_character_flag = { flag = battlefield_duel_trait_pool_kill_selected days = 2 }
								add_character_flag = { flag = battlefield_duel_trait_pool_kill_sadistic_selected days = 2 }
							}
							100 = {
								trigger = { has_trait = wrathful }
								add_character_flag = { flag = battlefield_duel_trait_pool_kill_selected days = 2 }
								add_character_flag = { flag = battlefield_duel_trait_pool_kill_wrathful_selected days = 2 }
							}

							10000 = {
								trigger = {
									has_trait = vengeful
									OR = {
										has_relation_rival = scope:enemy_knight
										has_relation_nemesis = scope:enemy_knight
									}
								}
								add_character_flag = { flag = battlefield_duel_trait_pool_kill_selected days = 2 }
								add_character_flag = { flag = battlefield_duel_trait_pool_kill_vengeful_selected days = 2 }
							}

							1000 = {
								trigger = {
									has_trait = zealous
									scope:actor.faith = {
										faith_hostility_level = {
											target = scope:enemy_knight.faith
											value >= faith_hostile_level
										}
									}
								}
								add_character_flag = { flag = battlefield_duel_trait_pool_kill_selected days = 2 }
								add_character_flag = { flag = battlefield_duel_trait_pool_kill_zealous_selected days = 2 }
							}
						}
					}
					if = {
						limit = {
							OR = {
								has_trait = compassionate
								has_trait = forgiving
							}
						}
						random_list = {
							100 = {
								trigger = { has_trait = compassionate }
								add_character_flag = { flag = battlefield_duel_trait_pool_spare_selected days = 2 }
								add_character_flag = { flag = battlefield_duel_trait_pool_spare_compassionate_selected days = 2 }
							}
							100 = {
								trigger = { has_trait = forgiving }
								add_character_flag = { flag = battlefield_duel_trait_pool_spare_selected days = 2 }
								add_character_flag = { flag = battlefield_duel_trait_pool_spare_forgiving_selected days = 2 }
							}
						}
					}
					if = {
						limit = {
							OR = {
								has_trait = callous
								has_trait = greedy
								has_trait = paranoid
								has_trait = just
							}
						}
						random_list = {
							100 = {
								trigger = { has_trait = callous }
								add_character_flag = { flag = battlefield_duel_trait_pool_capture_selected days = 2 }
								add_character_flag = { flag = battlefield_duel_trait_pool_capture_callous_selected days = 2 }
							}
							100 = {
								trigger = { has_trait = greedy }
								add_character_flag = { flag = battlefield_duel_trait_pool_capture_selected days = 2 }
								add_character_flag = { flag = battlefield_duel_trait_pool_capture_greedy_selected days = 2 }
							}
							100 = {
								trigger = { has_trait = paranoid }
								add_character_flag = { flag = battlefield_duel_trait_pool_capture_selected days = 2 }
								add_character_flag = { flag = battlefield_duel_trait_pool_capture_paranoid_selected days = 2 }
							}
							100 = {
								trigger = { has_trait = just }
								add_character_flag = { flag = battlefield_duel_trait_pool_capture_selected days = 2 }
								add_character_flag = { flag = battlefield_duel_trait_pool_capture_just_selected days = 2 }
							}
						}
					}
				}

				random_list = {
					50 = {
						add_character_flag = { flag = battlefield_duel_trait_judgment_flavor_1 days = 2 }
					}
					50 = { add_character_flag = { flag = battlefield_duel_trait_judgment_flavor_2 days = 2 } }
				}

				remove_character_flag = battlefield_duel_v29_judgment_flavor_1
				remove_character_flag = battlefield_duel_v29_judgment_flavor_2
				remove_character_flag = battlefield_duel_v29_judgment_flavor_3
				remove_character_flag = battlefield_duel_v29_judgment_flavor_4
				random_list = {
					25 = { add_character_flag = { flag = battlefield_duel_v29_judgment_flavor_1 days = 2 } }
					25 = { add_character_flag = { flag = battlefield_duel_v29_judgment_flavor_2 days = 2 } }
					25 = { add_character_flag = { flag = battlefield_duel_v29_judgment_flavor_3 days = 2 } }
					25 = { add_character_flag = { flag = battlefield_duel_v29_judgment_flavor_4 days = 2 } }
				}
			}

				option = {
					name = battlefield_duel.lifestyle_stewardship
					custom_tooltip = battlefield_duel_spare_stewardship_info
					trigger = {
						always = no
						has_lifestyle = stewardship_lifestyle
						NOT = { has_trait = berserker }
					}
					battlefield_duel_stewardship_effect = yes
					battlefield_duel_spare_effect = yes
				}

				option = {
					name = battlefield_duel.lifestyle_intrigue
					custom_tooltip = battlefield_duel_spare_intrigue_info
					trigger = {
						always = no
						has_lifestyle = intrigue_lifestyle
						NOT = { has_trait = berserker }
					}
					battlefield_duel_spare_effect = yes
					battlefield_duel_intrigue_effect = yes
				}

				option = {
					name = battlefield_duel.lifestyle_learning
					custom_tooltip = battlefield_duel_spare_learning_info
					trigger = {
						always = no
						has_lifestyle = learning_lifestyle
						NOT = { has_trait = berserker }
					}
					battlefield_duel_learning_effect = yes
					battlefield_duel_spare_effect = yes
				}

				option = {
					trigger = { has_trait = berserker }
					name = battlefield_duel.berserker.kill
					flavor = battlefield_duel.kill.flavor
					trigger_event = battlefield_duel.1306
				}
				option = {

					trigger = {
						OR = {
							has_character_flag = battlefield_duel_b4_berserker_judgment_flavor_1
							has_character_flag = battlefield_duel_b4_berserker_judgment_flavor_2
							has_character_flag = battlefield_duel_b4_berserker_judgment_flavor_3
						}
						NOT = { has_character_flag = battlefield_duel_trait_pool_spare_selected }
					}
					name = battlefield_duel.berserker.spare
					flavor = battlefield_duel.spare.flavor
					scope:enemy_knight = {
						add_character_flag = {
							flag = battlefiel_duel_recipient_spare
							days = 360
						}
					}
					battlefield_duel_spare_effect = yes
				}
				option = {

					trigger = {
						OR = {
							has_character_flag = battlefield_duel_b4_berserker_judgment_flavor_1
							has_character_flag = battlefield_duel_b4_berserker_judgment_flavor_2
							has_character_flag = battlefield_duel_b4_berserker_judgment_flavor_3
						}
						NOT = { has_character_flag = battlefield_duel_trait_pool_capture_selected }
					}
					name = battlefield_duel.berserker.prisoner
					flavor = battlefield_duel.prisoner.flavor
					battlefield_duel_imprison_effect = yes
				}

				option = {
					trigger = {
						has_trait = giant
					}
					trait = giant
					name = battlefield_duel.trait_flavor.giant.kill
					flavor = battlefield_duel_trait_flavor_giant_kill_tt
					trigger_event = battlefield_duel.1314
				}

				option = {
					trigger = {
						has_trait = torturer
						scope:enemy_knight = { NOT = { has_trait = blind } }

						custom_tooltip = {
							text = battlefield_duel_torturer_eye_cap_trigger_tt
							battlefield_duel_torturer_below_eye_cap_trigger = yes
						}
					}
					show_as_unavailable = {
						has_trait = torturer
						scope:enemy_knight = { NOT = { has_trait = blind } }
						NOT = { battlefield_duel_torturer_below_eye_cap_trigger = yes }
					}
					trait = torturer
					name = battlefield_duel.trait_flavor.torturer.eye
					flavor = battlefield_duel_trait_flavor_torturer_eye_tt
					trigger_event = battlefield_duel.1315
				}

				option = {
					trigger = {
						has_character_flag = battlefield_duel_trait_pool_kill_sadistic_selected
					}
					trait = sadistic
					name = {
						trigger = { has_character_flag = battlefield_duel_trait_judgment_flavor_2 }
						text = battlefield_duel.trait_flavor.sadistic.kill.2
					}
					name = {
						trigger = { always = yes }
						text = battlefield_duel.trait_flavor.sadistic.kill
					}
					flavor = battlefield_duel.kill.flavor
					battlefield_duel_weapon_execution_resolution_effect = {
						KILL_EFFECT = battlefield_duel_kill_effect
					}
				}

				option = {
					trigger = {
						has_character_flag = battlefield_duel_trait_pool_kill_wrathful_selected
					}
					trait = wrathful
					name = {
						trigger = { has_character_flag = battlefield_duel_trait_judgment_flavor_2 }
						text = battlefield_duel.trait_flavor.wrathful.kill.2
					}
					name = {
						trigger = { always = yes }
						text = battlefield_duel.trait_flavor.wrathful.kill
					}
					flavor = battlefield_duel.kill.flavor
					battlefield_duel_weapon_execution_resolution_effect = {
						KILL_EFFECT = battlefield_duel_kill_effect
					}
				}

				option = {
					trigger = {
						has_character_flag = battlefield_duel_trait_pool_kill_vengeful_selected
					}
					trait = vengeful
					name = battlefield_duel.trait_flavor.vengeful.kill
					flavor = battlefield_duel_trait_flavor_vengeful_kill_tt
					trigger_event = battlefield_duel.1309
				}

				option = {
					trigger = {
						has_character_flag = battlefield_duel_trait_pool_kill_zealous_selected
					}
					trait = zealous
					name = battlefield_duel.trait_flavor.zealous.kill
					flavor = battlefield_duel_trait_flavor_zealous_kill_tt
					trigger_event = battlefield_duel.1310
				}

				option = {
					trigger = {
						NOT = { has_character_flag = battlefield_duel_trait_pool_kill_selected }
					}
					name = battlefield_duel.kill
					flavor = battlefield_duel.kill.flavor
					battlefield_duel_weapon_execution_resolution_effect = {
						KILL_EFFECT = battlefield_duel_kill_effect
					}
				}

				option = {
					trigger = {
						has_character_flag = battlefield_duel_trait_pool_spare_compassionate_selected
					}
					trait = compassionate
					name = {
						trigger = { has_character_flag = battlefield_duel_trait_judgment_flavor_2 }
						text = battlefield_duel.trait_flavor.compassionate.spare.2
					}
					name = {
						trigger = { always = yes }
						text = battlefield_duel.trait_flavor.compassionate.spare
					}
					flavor = battlefield_duel.spare.flavor
					scope:enemy_knight = {
						add_character_flag = {
							flag = battlefiel_duel_recipient_spare
							days = 360
						}
					}
					battlefield_duel_spare_effect = yes
				}

				option = {
					trigger = {
						has_character_flag = battlefield_duel_trait_pool_spare_forgiving_selected
					}
					trait = forgiving
					name = {
						trigger = { has_character_flag = battlefield_duel_trait_judgment_flavor_2 }
						text = battlefield_duel.trait_flavor.forgiving.spare.2
					}
					name = {
						trigger = { always = yes }
						text = battlefield_duel.trait_flavor.forgiving.spare
					}
					flavor = battlefield_duel.spare.flavor
					scope:enemy_knight = {
						add_character_flag = {
							flag = battlefiel_duel_recipient_spare
							days = 360
						}
					}
					battlefield_duel_spare_effect = yes
				}

				option = {
					trigger = {
						NOT = { has_trait = berserker }
						NOT = { has_character_flag = battlefield_duel_trait_pool_spare_selected }
					}
					name = battlefield_duel.spare
					flavor = battlefield_duel.spare.flavor

					scope:enemy_knight = {
						add_character_flag = {
							flag = battlefiel_duel_recipient_spare
							days = 360
						}
					}

					battlefield_duel_spare_effect = yes
				}

				option = {
					trigger = {
						has_character_flag = battlefield_duel_trait_pool_capture_callous_selected
					}
					trait = callous
					name = {
						trigger = { has_character_flag = battlefield_duel_trait_judgment_flavor_2 }
						text = battlefield_duel.trait_flavor.callous.prisoner.2
					}
					name = {
						trigger = { always = yes }
						text = battlefield_duel.trait_flavor.callous.prisoner
					}
					flavor = battlefield_duel.prisoner.flavor
					battlefield_duel_imprison_effect = yes
				}

				option = {
					trigger = {
						has_character_flag = battlefield_duel_trait_pool_capture_greedy_selected
					}
					trait = greedy
					name = {
						trigger = { has_character_flag = battlefield_duel_trait_judgment_flavor_2 }
						text = battlefield_duel.trait_flavor.greedy.prisoner.2
					}
					name = {
						trigger = { always = yes }
						text = battlefield_duel.trait_flavor.greedy.prisoner
					}
					flavor = battlefield_duel.prisoner.flavor
					battlefield_duel_imprison_effect = yes
				}

				option = {
					trigger = {
						has_character_flag = battlefield_duel_trait_pool_capture_paranoid_selected
					}
					trait = paranoid
					name = {
						trigger = { has_character_flag = battlefield_duel_trait_judgment_flavor_2 }
						text = battlefield_duel.trait_flavor.paranoid.prisoner.2
					}
					name = {
						trigger = { always = yes }
						text = battlefield_duel.trait_flavor.paranoid.prisoner
					}
					flavor = battlefield_duel.prisoner.flavor
					battlefield_duel_imprison_effect = yes
				}

				option = {
					trigger = {
						has_character_flag = battlefield_duel_trait_pool_capture_just_selected
					}
					trait = just
					name = {
						trigger = { has_character_flag = battlefield_duel_trait_judgment_flavor_2 }
						text = battlefield_duel.trait_flavor.just.prisoner.2
					}
					name = {
						trigger = { always = yes }
						text = battlefield_duel.trait_flavor.just.prisoner
					}
					flavor = battlefield_duel.prisoner.flavor
					battlefield_duel_imprison_effect = yes
				}

				option = {
					trigger = {
						NOT = { has_trait = berserker }
						NOT = { has_character_flag = battlefield_duel_trait_pool_capture_selected }
					}
					name = battlefield_duel.prisoner
					flavor = battlefield_duel.prisoner.flavor

					battlefield_duel_imprison_effect = yes
				}
			after = { 
				remove_character_flag = battlefield_duel_b4_berserker_judgment_flavor_1
				remove_character_flag = battlefield_duel_b4_berserker_judgment_flavor_2
				remove_character_flag = battlefield_duel_b4_berserker_judgment_flavor_3
				remove_character_flag = battlefield_duel_v29_judgment_flavor_1
				remove_character_flag = battlefield_duel_v29_judgment_flavor_2
				remove_character_flag = battlefield_duel_v29_judgment_flavor_3
				remove_character_flag = battlefield_duel_v29_judgment_flavor_4
				remove_character_flag = battlefield_duel_trait_pool_kill_selected
				remove_character_flag = battlefield_duel_trait_pool_kill_sadistic_selected
				remove_character_flag = battlefield_duel_trait_pool_kill_wrathful_selected
				remove_character_flag = battlefield_duel_trait_pool_kill_vengeful_selected
				remove_character_flag = battlefield_duel_trait_pool_kill_zealous_selected
				remove_character_flag = battlefield_duel_trait_pool_spare_selected
				remove_character_flag = battlefield_duel_trait_pool_spare_compassionate_selected
				remove_character_flag = battlefield_duel_trait_pool_spare_forgiving_selected
				remove_character_flag = battlefield_duel_trait_pool_capture_selected
				remove_character_flag = battlefield_duel_trait_pool_capture_callous_selected
				remove_character_flag = battlefield_duel_trait_pool_capture_greedy_selected
				remove_character_flag = battlefield_duel_trait_pool_capture_paranoid_selected
				remove_character_flag = battlefield_duel_trait_pool_capture_just_selected
				remove_character_flag = battlefield_duel_trait_judgment_flavor_1
				remove_character_flag = battlefield_duel_trait_judgment_flavor_2

				if = {
					limit = { has_variable = battlefield_duel_gauntlet_capture_floor_target }
					remove_variable = battlefield_duel_gauntlet_capture_floor_target
				}

				battlefield_duel_clear_prompt_lock_effect = yes
				scope:enemy_knight = { save_scope_as = sc_loser }
				scope:actor = { save_scope_as = sc_victor }

				if = {
					limit = {
						scope:sc_loser = { 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_loser = { 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 = {
						scope:sc_loser = {
							OR = {
								highest_held_title_tier >= tier_empire
								any_held_title = { is_head_of_faith = yes }
								mpo_has_greatest_of_khans_nickname_trigger = yes
							}
						}
						has_dlc_feature = legends
						NOT = { has_game_rule = historical_legends_only }
					}
					scope:sc_victor = {
						create_legend_seed = {
							type = heroic
							quality = illustrious
							chronicle = legendary_battle
							properties = {
								winner = root
								loser = scope:sc_loser
								location = root.location
							}
						}
					}
				}

			}
		}

		battlefield_duel.1306 = {
			type = character_event
			title = battlefield_duel.1306.t
			desc = battlefield_duel.1306.desc
			theme = skull

			trigger = {
				is_alive = yes
				has_trait = berserker
				exists = scope:enemy_knight
				scope:enemy_knight = {
					is_alive = yes
					is_imprisoned = no
					battlefield_duel_seek_combat_current_opponent_present_trigger = yes
				}
			}

			override_background = { reference = battlefield_duel_berserker_skull_crush }
			left_portrait = {
				character = scope:actor
				animation = rage
			}
			right_portrait = {
				character = scope:enemy_knight
				animation = fear
			}

			immediate = {

				battlefield_duel_set_prompt_lock_effect = yes
			}

			option = {
				name = battlefield_duel.1306.a
				flavor = battlefield_duel.1306.a.flavor

				battlefield_duel_kill_effect = yes

				add_stress = -15
				add_character_modifier = {
					modifier = battlefield_duel_berserker_skull_crusher_modifier
					years = 2
				}

				scope:enemy_knight = {
					battlefield_duel_enemy_side_death_consequences_effect = { KILLER = scope:actor }
					add_character_flag = { flag = agot_battlefield_duel_being_killed_in_duel days = 2 }
					battlefield_duel_transfer_equipped_artifact_effect = { TYPE = primary_armament OWNER = scope:actor }
					death = {
						killer = scope:actor
						death_reason = death_battlefield_duel_berserker_skull_crushed
					}
				}

				hidden_effect = {
					send_interface_message = {
					type = battlefield_duel_feed_martial_bad
					title = battlefield_duel_kill_notification
					desc = battlefield_duel_success_death_toast
					left_icon = root
					right_icon = scope:enemy_knight
					}
				}
			}

			after = {
				battlefield_duel_clear_prompt_lock_effect = yes
			}
		}

		battlefield_duel.1309 = {
			type = character_event
			title = battlefield_duel.1309.t
			desc = {
				first_valid = {
					triggered_desc = {
						trigger = { has_relation_nemesis = scope:enemy_knight }
						desc = battlefield_duel.1309.desc.intro.nemesis
					}
					desc = battlefield_duel.1309.desc.intro.rival
				}
				desc = battlefield_duel.1309.desc
			}
			theme = skull

			trigger = {
				is_alive = yes
				is_imprisoned = no
				has_trait = vengeful
				exists = scope:enemy_knight
				OR = {
					has_relation_rival = scope:enemy_knight
					has_relation_nemesis = scope:enemy_knight
				}
				scope:enemy_knight = {
					is_alive = yes
					is_imprisoned = no
					battlefield_duel_seek_combat_current_opponent_present_trigger = yes
				}
			}

			override_background = { reference = battlefield_duel_terrain }
			left_portrait = {
				character = scope:actor
				animation = personality_vengeful
			}
			right_portrait = {
				character = scope:enemy_knight
				animation = pain
			}

			immediate = {

				battlefield_duel_set_prompt_lock_effect = yes
			}

			option = {
				name = battlefield_duel.1309.a
				trait = vengeful
				flavor = battlefield_duel.1309.a.flavor

				hidden_effect = {
					save_scope_as = battlefield_duel_vengeful_skull_owner
					scope:enemy_knight = { save_scope_as = battlefield_duel_vengeful_skull_victim }
					create_artifact = {
						name = battlefield_duel_vengeful_skull_name
						creator = root
						description = battlefield_duel_vengeful_skull_description
						visuals = human_skull
						type = pedestal
						modifier = artifact_dread_baseline_add_1_modifier
					}
				}

				add_character_flag = { flag = battlefield_duel_vengeful_execution_pending days = 1 }
				battlefield_duel_weapon_execution_resolution_effect = {
					KILL_EFFECT = battlefield_duel_vengeful_skull_kill_effect
				}
			}

			option = {
				name = battlefield_duel.1309.b
				flavor = battlefield_duel.1309.b.flavor

				add_character_flag = { flag = battlefield_duel_vengeful_execution_pending days = 1 }
				battlefield_duel_weapon_execution_resolution_effect = {
					KILL_EFFECT = battlefield_duel_vengeful_crows_kill_effect
				}
			}

			after = {
				remove_character_flag = battlefield_duel_vengeful_execution_pending
				battlefield_duel_clear_prompt_lock_effect = yes
			}
		}

		battlefield_duel.1310 = {
			type = character_event
			title = battlefield_duel.1310.t
			desc = battlefield_duel.1310.desc
			theme = skull

			trigger = {
				is_alive = yes
				is_imprisoned = no
				has_trait = zealous
				exists = scope:enemy_knight
				scope:actor.faith = {
					faith_hostility_level = {
						target = scope:enemy_knight.faith
						value >= faith_hostile_level
					}
				}
				scope:enemy_knight = {
					is_alive = yes
					is_imprisoned = no
					battlefield_duel_seek_combat_current_opponent_present_trigger = yes
				}
			}

			override_background = { reference = battlefield_duel_terrain }
			left_portrait = {
				character = scope:actor
				animation = personality_zealous
			}
			right_portrait = {
				character = scope:enemy_knight
				animation = pain
			}

			immediate = {

				battlefield_duel_set_prompt_lock_effect = yes
			}

			option = {
				name = battlefield_duel.1310.a
				trait = zealous
				flavor = battlefield_duel.1310.a.flavor

				add_character_flag = { flag = battlefield_duel_zealous_execution_pending days = 1 }
				battlefield_duel_weapon_execution_resolution_effect = {
					KILL_EFFECT = battlefield_duel_kill_effect
				}
			}

			after = {
				remove_character_flag = battlefield_duel_zealous_execution_pending
				battlefield_duel_clear_prompt_lock_effect = yes
			}
		}

		battlefield_duel.1314 = {
			type = character_event
			title = battlefield_duel.1314.t
			desc = battlefield_duel.1314.desc
			theme = skull

			trigger = {
				is_alive = yes
				is_imprisoned = no
				has_trait = giant
				exists = scope:enemy_knight
				scope:enemy_knight = {
					is_alive = yes
					is_imprisoned = no
					battlefield_duel_seek_combat_current_opponent_present_trigger = yes
				}
			}

			override_background = { reference = battlefield_duel_terrain }
			left_portrait = {
				character = scope:actor
				animation = manic
			}
			right_portrait = {
				character = scope:enemy_knight
				animation = pain
			}

			immediate = {

				battlefield_duel_set_prompt_lock_effect = yes
			}

			option = {
				name = battlefield_duel.1314.a
				trait = giant
				flavor = battlefield_duel.1314.a.flavor

				battlefield_duel_kill_effect = yes

				scope:enemy_knight = {
					battlefield_duel_enemy_side_death_consequences_effect = { KILLER = scope:actor }
					add_character_flag = { flag = agot_battlefield_duel_being_killed_in_duel days = 2 }
					battlefield_duel_transfer_equipped_artifact_effect = { TYPE = primary_armament OWNER = scope:actor }
					death = {
						killer = scope:actor
						death_reason = death_battlefield_duel_giant_crushed
					}
				}

				hidden_effect = {
					send_interface_message = {
					type = battlefield_duel_feed_martial_bad
					title = battlefield_duel_kill_notification
					desc = battlefield_duel_success_death_toast
					left_icon = root
					right_icon = scope:enemy_knight
					}
				}
			}

			after = {
				battlefield_duel_clear_prompt_lock_effect = yes
			}
		}

		battlefield_duel.1315 = {
			hidden = yes

			trigger = {
				is_alive = yes
				is_imprisoned = no
				has_trait = torturer
				battlefield_duel_torturer_below_eye_cap_trigger = yes
				exists = scope:enemy_knight
				scope:enemy_knight = {
					is_alive = yes
					is_imprisoned = no
					battlefield_duel_seek_combat_current_opponent_present_trigger = yes
					NOT = { has_trait = blind }
				}
			}

			immediate = {

				battlefield_duel_set_prompt_lock_effect = yes
				battlefield_duel_torturer_find_rescuer_effect = yes

				if = {
					limit = { exists = scope:battlefield_duel_torturer_rescuer }
					random_list = {
						20 = { trigger_event = battlefield_duel.1317 }
						80 = { trigger_event = battlefield_duel.1316 }
					}
				}
				else = {

					trigger_event = battlefield_duel.1316
				}
			}
		}

		battlefield_duel.1316 = {
			type = character_event
			title = battlefield_duel.1316.t
			desc = {
				desc = battlefield_duel.1316.desc.intro
				first_valid = {
					triggered_desc = {
						trigger = { scope:enemy_knight = { has_trait = one_eyed } }
						desc = battlefield_duel.1316.desc.last_eye
					}
					desc = battlefield_duel.1316.desc.first_eye
				}
				desc = battlefield_duel.1316.desc.end
			}
			theme = skull

			trigger = {
				is_alive = yes
				is_imprisoned = no
				has_trait = torturer
				exists = scope:enemy_knight
				scope:enemy_knight = {
					is_alive = yes
					is_imprisoned = no
					battlefield_duel_seek_combat_current_opponent_present_trigger = yes
					NOT = { has_trait = blind }
				}
			}

			override_background = { reference = battlefield_duel_terrain }
			left_portrait = {
				character = scope:actor
				animation = assassin
			}
			right_portrait = {
				character = scope:enemy_knight
				animation = loss_1
			}

			option = {
				name = battlefield_duel.1316.a
				trait = torturer

				flavor = battlefield_duel.1316.a.flavor

				stress_impact = {
					wrathful = medium_stress_impact_loss
					craven = major_stress_impact_gain
					sadistic = medium_stress_impact_loss
					vengeful = medium_stress_impact_loss
					content = minor_stress_impact_gain
					compassionate = major_stress_impact_gain
					forgiving = medium_stress_impact_gain
					humble = medium_stress_impact_gain
					just = medium_stress_impact_gain
				}

				if = {
					limit = { scope:enemy_knight = { has_trait = one_eyed } }
					show_as_tooltip = {
						scope:enemy_knight = {
							remove_trait = one_eyed
							add_trait = blind
							add_opinion = {
								target = root
								modifier = battlefield_duel_robbed_me_of_my_eye_opinion
							}
						}
					}
					custom_tooltip = battlefield_duel.1316.a.tt.last_eye
				}
				else = {
					show_as_tooltip = {
						scope:enemy_knight = {
							add_trait = one_eyed
							add_opinion = {
								target = root
								modifier = battlefield_duel_robbed_me_of_my_eye_opinion
							}
						}
					}
					custom_tooltip = battlefield_duel.1316.a.tt.first_eye
				}

				hidden_effect = {

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

					save_scope_as = battlefield_duel_bottled_eye_owner
					scope:enemy_knight = { save_scope_as = battlefield_duel_bottled_eye_victim }

					set_artifact_rarity_masterwork = yes
					create_artifact = {
						name = battlefield_duel_bottled_eye_name
						description = placeholder
						creator = root
						visuals = battlefield_duel_bottled_eye_visuals
						type = pedestal
						modifier = battlefield_duel_bottled_eye_artifact_modifier
						wealth = scope:wealth
						quality = scope:quality
						history = {
							type = created
							actor = root
							recipient = root
							location = root.location
						}
						save_scope_as = battlefield_duel_bottled_eye_artifact
						decaying = yes
					}

					scope:battlefield_duel_bottled_eye_artifact = {
						set_variable = { name = battlefield_duel_bottled_eye_artifact value = yes }
						set_variable = { name = battlefield_duel_bottled_eye_victim value = scope:enemy_knight }
						set_variable = { name = battlefield_duel_bottled_eye_owner value = root }

						set_artifact_name = battlefield_duel_bottled_eye_name
						set_artifact_description = battlefield_duel_bottled_eye_description
					}
					scope:enemy_knight = {
						add_personal_artifact_claim = scope:battlefield_duel_bottled_eye_artifact

						if = {
							limit = { has_trait = one_eyed }
							remove_trait = one_eyed
							add_trait = blind
						}
						else = {

							if = {
								limit = { has_trait = half_blind }
								remove_trait = half_blind
							}
							add_trait = one_eyed
						}

						add_opinion = {
							target = root
							modifier = battlefield_duel_robbed_me_of_my_eye_opinion
						}

						add_character_flag = {
							flag = battlefiel_duel_recipient_spare
							days = 360
						}
					}

					battlefield_duel_torturer_family_opinion_effect = yes
				}
			}

			after = {
				battlefield_duel_clear_prompt_lock_effect = yes
				battlefield_duel_torturer_clear_rescue_scopes_effect = yes
			}
		}

		battlefield_duel.1317 = {
			type = character_event
			title = battlefield_duel.1317.t
			desc = battlefield_duel.1317.desc
			theme = battle

			trigger = {
				is_alive = yes
				is_imprisoned = no
				has_trait = torturer
				exists = scope:enemy_knight
				exists = scope:battlefield_duel_torturer_rescuer
				scope:enemy_knight = {
					is_alive = yes
					is_imprisoned = no
					battlefield_duel_seek_combat_current_opponent_present_trigger = yes
					NOT = { has_trait = blind }
				}
				scope:battlefield_duel_torturer_rescuer = {
					is_alive = yes
					is_imprisoned = no
					is_at_same_location = root
				}
			}

			override_background = { reference = battlefield_duel_terrain }
			left_portrait = {
				character = scope:actor
				animation = rage
			}
			right_portrait = {
				character = scope:battlefield_duel_torturer_rescuer
				animation = marshal
			}
			lower_center_portrait = {
				character = scope:enemy_knight
				animation = fear
			}

			immediate = {

				scope:battlefield_duel_torturer_rescuer = {
					battlefield_duel_set_own_prompt_lock_effect = yes
				}
			}

			option = {
				name = battlefield_duel.1317.a
				flavor = battlefield_duel.1317.a.flavor

				add_stress = 20
				show_as_tooltip = {
					scope:enemy_knight = {
						add_opinion = {
							target = root
							modifier = battlefield_duel_tried_to_take_my_eye_opinion
						}
						add_opinion = {
							target = scope:battlefield_duel_torturer_rescuer
							modifier = battlefield_duel_saved_my_eye_opinion
						}
					}
				}

				hidden_effect = {

					scope:actor = {
						bdp_battlefield_chronicle_mark_latest_victory_outcome_effect = {
							OUTCOME = spared
							OPPONENT = scope:enemy_knight
						}
					}
					scope:enemy_knight = {
						add_opinion = {
							target = root
							modifier = battlefield_duel_tried_to_take_my_eye_opinion
						}
						add_opinion = {
							target = scope:battlefield_duel_torturer_rescuer
							modifier = battlefield_duel_saved_my_eye_opinion
						}
						add_character_flag = {
							flag = battlefiel_duel_recipient_spare
							days = 360
						}
					}
				}
			}

			after = {
				scope:battlefield_duel_torturer_rescuer = {
					battlefield_duel_clear_own_prompt_lock_effect = yes
				}
				battlefield_duel_clear_prompt_lock_effect = yes
				battlefield_duel_torturer_clear_rescue_scopes_effect = yes
			}
		}

		battlefield_duel.1311 = {
			type = character_event
			title = battlefield_duel.1311.t
			desc = battlefield_duel.1311.desc
			theme = battle

			trigger = {
				is_alive = yes
				is_ai = no
				has_trait = lifestyle_blademaster
			}

			override_background = { reference = battlefield_duel_blademaster_aspiring }
			left_portrait = {
				character = root
				animation = sword_coup_degrace
			}

			option = {
				name = battlefield_duel.1311.a
				trait = lifestyle_blademaster
				custom_tooltip = battlefield_duel.1311.a.tt
			}
		}

		battlefield_duel.1312 = {
			type = character_event
			title = battlefield_duel.1312.t
			desc = battlefield_duel.1312.desc
			theme = battle

			trigger = {
				is_alive = yes
				is_ai = no
				has_trait = lifestyle_blademaster
				has_trait_xp = {
					trait = lifestyle_blademaster
					value >= 50
				}
			}

			override_background = { reference = battlefield_duel_blademaster }
			left_portrait = {
				character = root
				animation = sword_coup_degrace
			}

			option = {
				name = battlefield_duel.1312.a
				trait = lifestyle_blademaster
				custom_tooltip = battlefield_duel.1312.a.tt
			}
		}

		battlefield_duel.1313 = {
			type = character_event
			title = battlefield_duel.1313.t
			desc = battlefield_duel.1313.desc
			theme = battle

			trigger = {
				is_alive = yes
				is_ai = no
				has_trait = lifestyle_blademaster
				has_trait_xp = {
					trait = lifestyle_blademaster
					value >= 100
				}
			}

			override_background = { reference = battlefield_duel_blademaster_legendary }
			left_portrait = {
				character = root
				animation = sword_coup_degrace
			}

			option = {
				name = battlefield_duel.1313.a
				trait = lifestyle_blademaster
				custom_tooltip = battlefield_duel.1313.a.tt
			}
		}

		battlefield_duel.1302 = {
			hidden = yes

			trigger = {
				is_alive = yes
				is_imprisoned = no
				exists = scope:enemy_knight
				scope:enemy_knight = {
					is_alive = yes
					is_imprisoned = no
					battlefield_duel_seek_combat_current_opponent_present_trigger = yes
				}
			}
			immediate = {

				if = {
					limit = { has_trait = berserker }
					trigger_event = battlefield_duel.1307
				}
				else = {
					trigger_event = battlefield_duel.1308
				}
			}
		}

		# Defeat windows recheck both fighters before they resolve anything.
		battlefield_duel.1307 = {
			type = character_event
			theme = battle
			title = {
				first_valid = {
					triggered_desc = { trigger = { has_character_flag = battlefield_duel_b5_berserker_defeat_flavor_2 } desc = battlefield_duel.1307.t.2 }
					triggered_desc = { trigger = { has_character_flag = battlefield_duel_b5_berserker_defeat_flavor_3 } desc = battlefield_duel.1307.t.3 }
					triggered_desc = { trigger = { always = yes } desc = battlefield_duel.1307.t.1 }
				}
			}
			desc = {
				first_valid = {
					triggered_desc = { trigger = { has_character_flag = battlefield_duel_b5_berserker_defeat_flavor_2 } desc = battlefield_duel.1307.desc.2 }
					triggered_desc = { trigger = { has_character_flag = battlefield_duel_b5_berserker_defeat_flavor_3 } desc = battlefield_duel.1307.desc.3 }
					triggered_desc = { trigger = { always = yes } desc = battlefield_duel.1307.desc.1 }
				}
			}

			trigger = {
				is_alive = yes
				is_imprisoned = no
				has_trait = berserker
				exists = scope:enemy_knight
				scope:enemy_knight = {
					is_alive = yes
					is_imprisoned = no
					battlefield_duel_seek_combat_current_opponent_present_trigger = yes
				}
			}

			override_background = { reference = battlefield_duel_terrain }
			left_portrait = {
				character = scope:actor
				animation = pain
			}
			right_portrait = {
				character = scope:enemy_knight
				scripted_animation = duel_celebrate
			}

			immediate = {

				battlefield_duel_set_prompt_lock_effect = yes

				remove_character_flag = battlefield_duel_b5_berserker_defeat_flavor_1
				remove_character_flag = battlefield_duel_b5_berserker_defeat_flavor_2
				remove_character_flag = battlefield_duel_b5_berserker_defeat_flavor_3
				random_list = {
					34 = { add_character_flag = { flag = battlefield_duel_b5_berserker_defeat_flavor_1 days = 2 } }
					33 = { add_character_flag = { flag = battlefield_duel_b5_berserker_defeat_flavor_2 days = 2 } }
					33 = { add_character_flag = { flag = battlefield_duel_b5_berserker_defeat_flavor_3 days = 2 } }
				}
			}

			option = {
				name = battlefield_duel.1307.a
				trait = berserker
				trigger = {
					is_alive = yes
					exists = scope:enemy_knight
					trigger_if = {
						limit = { exists = scope:enemy_knight }
						scope:enemy_knight = { is_alive = yes }
					}
				}

				remove_character_flag = battlefield_duel_b5_berserker_defeat_flavor_1
				remove_character_flag = battlefield_duel_b5_berserker_defeat_flavor_2
				remove_character_flag = battlefield_duel_b5_berserker_defeat_flavor_3
				battlefield_duel_clear_prompt_lock_effect = yes
				if = {
					limit = { has_character_flag = battlefield_duel_seek_combat_bodyguard_gate }
					battlefield_duel_clear_seek_combat_chain_state_effect = yes
				}

				show_as_tooltip = {
					battlefield_duel_lose_manual_effect = yes
				}

				if = {
					limit = {
						NOT = {
							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
							}
						}
					}
					custom_tooltip = battlefield_duel_loss_capture_unavailable_tt
				}

				hidden_effect = {
					battlefield_duel_resolve_manual_loss_effect = yes
				}
			}

			after = {

				if = {
					limit = { is_alive = yes }
					remove_character_flag = battlefield_duel_b5_berserker_defeat_flavor_1
					remove_character_flag = battlefield_duel_b5_berserker_defeat_flavor_2
					remove_character_flag = battlefield_duel_b5_berserker_defeat_flavor_3
					battlefield_duel_clear_prompt_lock_effect = yes
				}
				else = {
					if = {
						limit = { exists = scope:enemy_knight }
						scope:enemy_knight = {
							if = {
								limit = { is_alive = yes }
								battlefield_duel_clear_own_prompt_lock_effect = yes
							}
						}
					}
				}
			}
		}

		battlefield_duel.1308 = {
			type = character_event
			theme = battle
			title = {
				first_valid = {
					triggered_desc = { trigger = { has_character_flag = battlefield_duel_normal_defeat_flavor_2 } desc = battlefield_duel.1308.t.2 }
					triggered_desc = { trigger = { has_character_flag = battlefield_duel_normal_defeat_flavor_3 } desc = battlefield_duel.1308.t.3 }
					triggered_desc = { trigger = { always = yes } desc = battlefield_duel.1308.t.1 }
				}
			}
			desc = {
				first_valid = {
					triggered_desc = { trigger = { has_character_flag = battlefield_duel_normal_defeat_flavor_2 } desc = battlefield_duel.1308.desc.2 }
					triggered_desc = { trigger = { has_character_flag = battlefield_duel_normal_defeat_flavor_3 } desc = battlefield_duel.1308.desc.3 }
					triggered_desc = { trigger = { always = yes } desc = battlefield_duel.1308.desc.1 }
				}
			}

			trigger = {
				is_alive = yes
				is_imprisoned = no
				NOT = { has_trait = berserker }
				exists = scope:enemy_knight
				scope:enemy_knight = {
					is_alive = yes
					is_imprisoned = no
					battlefield_duel_seek_combat_current_opponent_present_trigger = yes
				}
			}

			override_background = { reference = battlefield_duel_terrain }
			left_portrait = {
				character = scope:actor
				animation = pain
			}
			right_portrait = {
				character = scope:enemy_knight
				scripted_animation = duel_celebrate
			}

			immediate = {

				battlefield_duel_set_prompt_lock_effect = yes

				remove_character_flag = battlefield_duel_normal_defeat_flavor_1
				remove_character_flag = battlefield_duel_normal_defeat_flavor_2
				remove_character_flag = battlefield_duel_normal_defeat_flavor_3
				random_list = {
					34 = { add_character_flag = { flag = battlefield_duel_normal_defeat_flavor_1 days = 2 } }
					33 = { add_character_flag = { flag = battlefield_duel_normal_defeat_flavor_2 days = 2 } }
					33 = { add_character_flag = { flag = battlefield_duel_normal_defeat_flavor_3 days = 2 } }
				}
			}

			option = {
				name = battlefield_duel.1308.a
				trigger = {
					is_alive = yes
					exists = scope:enemy_knight
					trigger_if = {
						limit = { exists = scope:enemy_knight }
						scope:enemy_knight = { is_alive = yes }
					}
				}

				remove_character_flag = battlefield_duel_normal_defeat_flavor_1
				remove_character_flag = battlefield_duel_normal_defeat_flavor_2
				remove_character_flag = battlefield_duel_normal_defeat_flavor_3
				battlefield_duel_clear_prompt_lock_effect = yes
				if = {
					limit = { has_character_flag = battlefield_duel_seek_combat_bodyguard_gate }
					battlefield_duel_clear_seek_combat_chain_state_effect = yes
				}

				show_as_tooltip = {
					battlefield_duel_lose_manual_effect = yes
				}

				if = {
					limit = {
						exists = scope:enemy_commander
						exists = scope:war_leader
					}
					if = {
						limit = {
							NOT = {
								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
								}
							}
						}
						custom_tooltip = battlefield_duel_loss_capture_unavailable_tt
					}
				}
				else = {
					custom_tooltip = battlefield_duel_loss_capture_unavailable_tt
				}

				hidden_effect = {
					battlefield_duel_resolve_manual_loss_effect = yes
				}
			}

			after = {

				if = {
					limit = { is_alive = yes }
					remove_character_flag = battlefield_duel_normal_defeat_flavor_1
					remove_character_flag = battlefield_duel_normal_defeat_flavor_2
					remove_character_flag = battlefield_duel_normal_defeat_flavor_3
					battlefield_duel_clear_prompt_lock_effect = yes
				}
				else = {
					if = {
						limit = { exists = scope:enemy_knight }
						scope:enemy_knight = {
							if = {
								limit = { is_alive = yes }
								battlefield_duel_clear_own_prompt_lock_effect = yes
							}
						}
					}
				}
			}
		}

		battlefield_duel.1303 = {
			type = character_event
			theme = battle
			title = battlefield_duel_end_lose_imprison.t
			desc = battlefield_duel_end_lose_imprison.desc
			
				override_background = {		reference = battlefield_duel_terrain		}
				right_portrait = {
					character = scope:enemy_knight
					animation =  war_defender
					trigger = { exists = scope:enemy_knight }
				}
				left_portrait = {
					character = scope:actor
					animation = fear
				}

				lower_left_portrait = {
					character = scope:ally_knight
						trigger = { exists = scope:ally_knight }
				}
				lower_right_portrait = {
					character = scope:enemy_commander
					trigger = { exists = scope:enemy_commander }
				}
			trigger = {
				is_alive = yes
				is_imprisoned = no
				var:you_get_prison = 1
				exists = scope:enemy_knight
				exists = scope:enemy_commander
				exists = scope:war_leader
				scope:enemy_knight = {
					is_alive = yes
					is_imprisoned = no
					is_at_same_location = root
				}
				scope:enemy_commander = {
					is_alive = yes
					is_imprisoned = no
					is_at_same_location = root
					NOT = { has_character_flag = already_fighting }
				}
				scope:war_leader = {
					is_alive = yes
					is_ruler = yes
				}
			}
			immediate = {

				battlefield_duel_set_prompt_lock_effect = yes
				battlefield_duel_scope_ally_champion_effect = yes
			}

				option = {
					name = battlefield_duel.lose_imprison_surrender.t
					flavor = battlefield_duel.1303.surrender.flavor
					battlefield_duel_lose_imprison_surrender_effect = yes
				}

				option = {
					name = battlefield_duel.lose_imprison_flee.t
					flavor = battlefield_duel.1303.flee.flavor
					battlefield_duel_lose_imprison_flee_effect = yes	
				}

				option = {
						trigger = {
						exists = scope:ally_knight
						scope:ally_knight = {
							is_alive = yes
							is_imprisoned = no
							is_at_same_location = root
							NOT = { has_character_flag = already_fighting }
						}
					}
						name = battlefield_duel.lose_imprison_call_help.t
						flavor = battlefield_duel.1303.call_help.flavor
					battlefield_duel_lose_imprison_call_help_effect = yes
				}

				option = {
					name = battlefield_duel.lose_imprison_fight.t
					flavor = battlefield_duel.1303.fight.flavor
					battlefield_duel_lose_imprison_fight_effect = yes
				}
			after = {

				battlefield_duel_clear_prompt_lock_effect = yes

				remove_variable = you_get_prison
			}			
		}

		battlefield_duel.13141 = {
			hidden = yes
			immediate = {
				if = { 
					limit = {	exists = scope:enemy_knight	}
					scope:enemy_knight = {	save_scope_as = enemy_knight_first_pick 	}
					clear_saved_scope = enemy_knight
					trigger_event = battlefield_duel.1304
				}	
			}
		}

		battlefield_duel.1304 = {
			type = character_event
			theme = battle
			title = battlefield_duel_attack_commander.t
			desc = battlefield_duel_attack_commander_knight.desc
			trigger = {
				is_alive = yes
				is_imprisoned = no
				NOT = { has_character_flag = already_fighting }
				exists = scope:enemy_commander
				exists = scope:enemy_army_owner
				exists = scope:war_leader
				is_commanding_army = yes
				scope:enemy_commander = {
					is_alive = yes
					is_imprisoned = no
					is_at_same_location = root
					NOT = { has_character_flag = already_fighting }
				}
			}

				override_background = {		reference = battlefield_duel_terrain		}
				right_portrait = {
					character = scope:enemy_knight
					animation =  war_defender
					trigger = { exists = scope:enemy_knight }
				}
				left_portrait = {
					character = scope:actor
					animation = war_attacker
				}
				lower_left_portrait = {
					character = scope:ally_knight
						trigger = { exists = scope:ally_knight }
				}
				lower_right_portrait = {
					character = scope:enemy_commander
					trigger = { exists = scope:enemy_commander }
				}
			immediate = {

				clear_saved_scope = ally_knight
				battlefield_duel_scope_ally_champion_effect = yes
				battlefield_duel_scope_champion_protect_commander_effect = yes

				battlefield_duel_set_prompt_lock_effect = yes
			}

				option = {
					name = battlefield_duel.1000.b
					flavor = battlefield_duel.1304.duel.flavor

					battlefield_duel_clear_prompt_lock_effect = yes
					battlefield_duel_set_enemy_commander_branch_reservation_effect = yes

					add_character_flag = { flag = commander_attack_check days = 14 }
					battlefield_duel_manual_normal_effect = yes
					battlefield_duel_root_effect.stress_attack = yes
				}

				option = {
						trigger = {
						exists = scope:ally_knight
						scope:ally_knight = {
							is_alive = yes
							is_imprisoned = no
							is_at_same_location = root
							NOT = { has_character_flag = already_fighting }
						}
					}
						name = battlefield_duel.send_ally_knight_commander.t
						flavor = battlefield_duel.1304.ally.flavor

					battlefield_duel_clear_prompt_lock_effect = yes
				battlefield_duel_send_ally_knight_commander_effect = yes

					remove_character_flag = commander_attack_check

					if = {
						limit = {
							exists = scope:ally_knight
							scope:ally_knight = { is_alive = yes }
						}

								remove_character_flag = commander_attack_check
								battlefield_duel_clear_enemy_commander_branch_reservation_effect = yes
						trigger_event = battlefield_duel.1305
					}					
				}

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

		battlefield_duel.1305 = {
			type = character_event
			theme = battle
			title = battlefield_duel_attack_commander.t
			desc = battlefield_duel_attack_commander.desc
			trigger = {
				is_alive = yes
				is_imprisoned = no
				NOT = { has_character_flag = already_fighting }
				exists = scope:enemy_commander
				exists = scope:war_leader
				is_commanding_army = yes
				scope:enemy_commander = {
					is_alive = yes
					is_imprisoned = no
					is_at_same_location = root
					NOT = { has_character_flag = already_fighting }
				}
			}

				override_background = {		reference = battlefield_duel_terrain		}
				right_portrait = {
					character = scope:enemy_commander
					animation = war_defender
				}
				left_portrait = {
					character = scope:actor
					animation = war_attacker
				}

			immediate = {
				clear_saved_scope = enemy_knight				

				scope:enemy_commander = {	save_scope_as = enemy_knight	}
				remove_character_flag = commander_attack_check

				battlefield_duel_set_prompt_lock_effect = yes
			}

				option = { 
					name = battlefield_duel.1000.a
					flavor = battlefield_duel.1000.auto.flavor
					battlefield_duel_clear_prompt_lock_effect = yes
					battlefield_duel_auto_effect = yes
				}

				option = {
					name = battlefield_duel.1000.b		
					flavor = battlefield_duel.1000.duel.flavor
					battlefield_duel_clear_prompt_lock_effect = yes
					battlefield_duel_manual_normal_effect = yes
					battlefield_duel_root_effect.stress_attack = yes
				}
			after = {

				battlefield_duel_clear_prompt_lock_effect = yes
			}
		}	

	battlefield_duel.3000 = {
		scope = combat_side
		hidden = yes
		trigger = {
			OR = {
				AND = { exists = side_commander side_commander = { is_ai = no } }
				any_side_commander = { is_ai = no }
				any_side_knight = { is_ai = no }
				AND = { exists = side_commander side_commander = {
					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
					}
				} }
				any_side_commander = {
					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
					}
				}
				any_side_knight = {
					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
					}
				}
			}
		}
		immediate = {

			battlefield_duel_clear_combat_pending_prompt_locks_effect = yes
			if = {
				limit = { exists = side_commander side_commander = { is_ai = no } }
				side_commander = { trigger_event = battlefield_duel.3001 }
			}
			every_side_commander = {
				limit = { is_ai = no }
				trigger_event = battlefield_duel.3001
			}
			every_side_knight = {
				limit = { is_ai = no }
				trigger_event = battlefield_duel.3001
			}
		}
	}
	battlefield_duel.3001 = {
		hidden = yes
		immediate = {
			add_character_flag = {
				flag = battlefield_duel_combat_finished_flag
				days = 1
			}

			remove_character_flag = battlefield_duel_ai_challenge_auto_window
			remove_character_flag = battlefield_duel_ai_challenge_prompt
		}
	}

	battlefield_duel.4000 = {
		hidden = yes
			immediate = {

				if = {
					limit = {
						var:guardian_vanish_var = 1
						exists = scope:battlefield_duel_temporary_enemy_knight
						scope:battlefield_duel_temporary_enemy_knight = {
							is_alive = yes
							has_character_flag = battlefield_duel_temporary_dummy
							OR = {
								has_variable = engaged_in_single_combat
								has_character_flag = already_fighting
								has_character_flag = battlefield_duel_pending_prompt
								has_character_flag = battlefield_duel_prompt_lock
							}
						}
					}
					trigger_event = { id = battlefield_duel.4000 days = 2 }
				}
				else_if = {
					limit = {
						var:guardian_vanish_var = 1
						exists = scope:battlefield_duel_temporary_enemy_knight
						scope:battlefield_duel_temporary_enemy_knight = {
							is_alive = yes
							has_character_flag = battlefield_duel_temporary_dummy
						}
					}

					scope:battlefield_duel_temporary_enemy_knight = {
						remove_character_flag = battlefield_duel_temporary_dummy
						death = { death_reason = death_vanished }
					}
					remove_variable = guardian_vanish_var
					clear_saved_scope = battlefield_duel_temporary_enemy_knight
				}
				else = {
					remove_variable = guardian_vanish_var
					clear_saved_scope = battlefield_duel_temporary_enemy_knight
				}
				battlefield_duel_clear_seek_combat_chain_state_effect = yes
				remove_variable = you_get_prison
				remove_variable = battlefield_duel_champion_exist_variable	
			}
		}

	battlefield_duel.4001 = {
		hidden = yes

		trigger = {
			AND = {
				is_commanding_army = no 
				is_imprisoned = no
				is_ai = no
				is_alive = yes
				}
			}
		immediate = {
			add_character_flag = {
				flag = battlefield_duel_combat_finished_flag
				days = 1
				}
				
			}
		}

battlefield_duel.9000 = {
	type = character_event
	window = bdp_battlefield_duel_character_event
	theme = battle
	title = {
		first_valid = {
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_seek_combat_bodyguard_gate } desc = battlefield_duel.9000.protector.t }

			triggered_desc = { trigger = { has_trait = berserker has_character_flag = battlefield_duel_b3_berserker_seek_flavor_2 } desc = battlefield_duel.9000.berserker.t.2 }
			triggered_desc = { trigger = { has_trait = berserker has_character_flag = battlefield_duel_b3_berserker_seek_flavor_3 } desc = battlefield_duel.9000.berserker.t.3 }
			triggered_desc = { trigger = { has_trait = berserker } desc = battlefield_duel.9000.berserker.t.1 }
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_seek_flavor_2 } desc = battlefield_duel.9000.t.2 }
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_seek_flavor_3 } desc = battlefield_duel.9000.t.3 }
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_seek_flavor_4 } desc = battlefield_duel.9000.t.4 }
			triggered_desc = { trigger = { always = yes } desc = battlefield_duel.9000.t.1 }
		}
	}
	desc = {
		first_valid = {
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_seek_combat_bodyguard_gate } desc = battlefield_duel.9000.protector.desc }
			triggered_desc = { trigger = { has_trait = berserker has_character_flag = battlefield_duel_b3_berserker_seek_flavor_2 } desc = battlefield_duel.9000.berserker.desc.2 }
			triggered_desc = { trigger = { has_trait = berserker has_character_flag = battlefield_duel_b3_berserker_seek_flavor_3 } desc = battlefield_duel.9000.berserker.desc.3 }
			triggered_desc = { trigger = { has_trait = berserker } desc = battlefield_duel.9000.berserker.desc.1 }
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_seek_flavor_2 } desc = battlefield_duel.9000.desc.2 }
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_seek_flavor_3 } desc = battlefield_duel.9000.desc.3 }
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_seek_flavor_4 } desc = battlefield_duel.9000.desc.4 }
			triggered_desc = { trigger = { always = yes } desc = battlefield_duel.9000.desc.1 }
		}
	}

	override_background = { reference = battlefield_duel_presentation }
	left_portrait = {
		character = root
		animation = marshal
		trigger = { has_character_flag = battlefield_duel_seek_combat_bodyguard_gate }
	}
	right_portrait = {
		character = scope:enemy_knight
		animation = marshal
		trigger = { exists = scope:enemy_knight }
	}

	immediate = {

		if = {
			limit = {
				NOT = { exists = scope:enemy_knight }
				exists = scope:battlefield_duel_manual_target
			}
			scope:battlefield_duel_manual_target = { save_scope_as = enemy_knight }
		}

		remove_character_flag = battlefield_duel_v29_seek_flavor_1
		remove_character_flag = battlefield_duel_v29_seek_flavor_2
		remove_character_flag = battlefield_duel_v29_seek_flavor_3
		remove_character_flag = battlefield_duel_v29_seek_flavor_4
		random_list = {
			25 = { add_character_flag = { flag = battlefield_duel_v29_seek_flavor_1 days = 2 } }
			25 = { add_character_flag = { flag = battlefield_duel_v29_seek_flavor_2 days = 2 } }
			25 = { add_character_flag = { flag = battlefield_duel_v29_seek_flavor_3 days = 2 } }
			25 = { add_character_flag = { flag = battlefield_duel_v29_seek_flavor_4 days = 2 } }
		}

		remove_character_flag = battlefield_duel_b3_berserker_seek_flavor_1
		remove_character_flag = battlefield_duel_b3_berserker_seek_flavor_2
		remove_character_flag = battlefield_duel_b3_berserker_seek_flavor_3
		if = {
			limit = { has_trait = berserker }
			random_list = {
				34 = { add_character_flag = { flag = battlefield_duel_b3_berserker_seek_flavor_1 days = 2 } }
				33 = { add_character_flag = { flag = battlefield_duel_b3_berserker_seek_flavor_2 days = 2 } }
				33 = { add_character_flag = { flag = battlefield_duel_b3_berserker_seek_flavor_3 days = 2 } }
			}
		}
	}

	option = {
		name = battlefield_duel.9000.protector
		flavor = battlefield_duel.9000.protector.flavor
		trigger = {
			has_character_flag = battlefield_duel_seek_combat_bodyguard_gate
			exists = scope:enemy_knight
			exists = scope:battlefield_duel_seek_combat_bodyguard
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				this = scope:battlefield_duel_seek_combat_bodyguard
			}
		}
		custom_tooltip = battlefield_duel_seek_combat_protector_intercepts_tt
		battlefield_duel_clear_pending_prompt_lock_effect = yes
		battlefield_duel_clear_prompt_lock_effect = yes
		remove_character_flag = commander_attack_check
		battlefield_duel_manual_normal_effect = yes
		battlefield_duel_root_effect.stress_attack = yes
	}

	option = {
		name = battlefield_duel.9000.berserker.hunt
		trait = berserker
		flavor = battlefield_duel.9000.berserker.flavor
		trigger = {
			has_trait = berserker
			NOT = { has_character_flag = battlefield_duel_seek_combat_bodyguard_gate }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				battlefield_duel_seek_combat_current_opponent_present_trigger = yes
			}
		}
		custom_tooltip = battlefield_duel_berserker_witness_courage_tt
		hidden_effect = { battlefield_duel_berserker_witness_courage_no_bodyguard_effect = yes }
		battlefield_duel_clear_pending_prompt_lock_effect = yes
		remove_character_flag = commander_attack_check
		battlefield_duel_manual_normal_effect = yes
		battlefield_duel_root_effect.stress_attack = yes
	}

	option = {
		name = battlefield_duel.9000.berserker.menace
		trait = berserker
		flavor = battlefield_duel.9000.berserker.flavor
		trigger = {
			has_trait = berserker
			NOT = { has_character_flag = battlefield_duel_seek_combat_bodyguard_gate }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				battlefield_duel_seek_combat_current_opponent_present_trigger = yes
			}
		}
		custom_tooltip = battlefield_duel_berserker_witness_courage_tt
		custom_tooltip = battlefield_duel_berserker_menace_tt
		hidden_effect = {
			battlefield_duel_berserker_witness_courage_no_bodyguard_effect = yes
			add_character_modifier = {
				modifier = battlefield_duel_berserker_bloodthirsty_menace_modifier
				years = 2
			}
		}
		battlefield_duel_clear_pending_prompt_lock_effect = yes
		remove_character_flag = commander_attack_check
		battlefield_duel_manual_normal_effect = yes
		battlefield_duel_root_effect.stress_attack = yes
	}

	option = {
		name = battlefield_duel.9000.berserker.charge
		trait = berserker
		flavor = battlefield_duel.9000.berserker.flavor
		trigger = {
			has_trait = berserker
			NOT = { has_character_flag = battlefield_duel_seek_combat_bodyguard_gate }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				battlefield_duel_seek_combat_current_opponent_present_trigger = yes
			}
		}
		custom_tooltip = battlefield_duel_berserker_witness_courage_tt
		custom_tooltip = battlefield_duel_berserker_charge_tt
		hidden_effect = {
			add_stress = -10
			battlefield_duel_berserker_witness_courage_no_bodyguard_effect = yes
			add_character_modifier = {
				modifier = battlefield_duel_berserker_unleashed_modifier
				years = 1
			}
		}
		battlefield_duel_clear_pending_prompt_lock_effect = yes
		remove_character_flag = commander_attack_check
		battlefield_duel_manual_normal_effect = yes
		battlefield_duel_root_effect.stress_attack = yes
	}

	option = {
		name = battlefield_duel.9000.attack
		flavor = battlefield_duel.9000.attack.flavor
		trigger = {
			NOT = { has_trait = berserker }
			NOT = { has_character_flag = battlefield_duel_seek_combat_bodyguard_gate }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				battlefield_duel_seek_combat_current_opponent_present_trigger = yes
			}
		}
		custom_tooltip = battlefield_duel_witnessed_courage_tt
		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
						}
					}
				}
			}
		}
		battlefield_duel_clear_pending_prompt_lock_effect = yes
		remove_character_flag = commander_attack_check
		battlefield_duel_manual_normal_effect = yes
		battlefield_duel_root_effect.stress_attack = yes
	}

	option = {
		name = battlefield_duel.9000.no_target
		flavor = battlefield_duel.9000.no_target.flavor
		trigger = { NOT = { exists = scope:enemy_knight } }

		battlefield_duel_clear_pending_prompt_lock_effect = yes
		battlefield_duel_clear_seek_combat_chain_state_effect = yes
	}

	option = {
		name = battlefield_duel.9000.back_off
		flavor = battlefield_duel.9000.back_off.flavor
		trigger = {
			NOT = { has_trait = berserker }
			NOT = { has_character_flag = battlefield_duel_seek_combat_bodyguard_gate }
		}

		battlefield_duel_clear_pending_prompt_lock_effect = yes
		battlefield_duel_clear_seek_combat_chain_state_effect = yes
	}

	after = {
		remove_character_flag = battlefield_duel_v29_seek_flavor_1
		remove_character_flag = battlefield_duel_v29_seek_flavor_2
		remove_character_flag = battlefield_duel_v29_seek_flavor_3
		remove_character_flag = battlefield_duel_v29_seek_flavor_4
		remove_character_flag = battlefield_duel_b3_berserker_seek_flavor_1
		remove_character_flag = battlefield_duel_b3_berserker_seek_flavor_2
		remove_character_flag = battlefield_duel_b3_berserker_seek_flavor_3
		remove_character_flag = battlefield_duel_seek_combat_manual_prompt

		clear_saved_scope = battlefield_duel_manual_target
		clear_saved_scope = battlefield_duel_manual_actor
	}
}

battlefield_duel.9109 = {
	hidden = yes
	trigger = {
		is_ai = no
		is_alive = yes
		is_imprisoned = no
		is_commanding_army = yes
		commanding_army = { is_army_in_combat = yes }
		is_current_dragonrider_warfare = no
		has_character_flag = battlefield_duel_ai_challenge_prompt
		exists = scope:enemy_knight
		scope:enemy_knight = {
			is_alive = yes
			is_imprisoned = no
			is_at_same_location = root
			OR = {
				AND = { exists = knight_army knight_army = { is_army_in_combat = yes } }
				AND = { exists = commanding_army commanding_army = { is_army_in_combat = yes } }
			}
			OR = {
				NOT = { has_character_flag = already_fighting }
				has_character_flag = battlefield_duel_pending_prompt
			}
		}
	}
	immediate = {
		root = { save_scope_as = battlefield_duel_ai_challenge_player }
		scope:enemy_knight = { save_scope_as = battlefield_duel_ai_challenge_original_enemy }
		battlefield_duel_ai_challenge_find_player_protector_effect = yes
		battlefield_duel_ai_challenge_find_player_squire_effect = yes
		battlefield_duel_ai_challenge_roll_squire_intervention_effect = yes

		if = {
			limit = {
				has_character_flag = battlefield_duel_squire_intervention_selected
				exists = scope:battlefield_duel_ai_challenge_player_squire
			}
			trigger_event = { id = battlefield_duel.9150 }
		}
		else = {
			trigger_event = { id = battlefield_duel.9100 }
		}
	}
}

battlefield_duel.9100 = {
	type = character_event
	window = bdp_battlefield_duel_character_event
	theme = battle
	title = {
		first_valid = {

			triggered_desc = { trigger = { has_trait = berserker exists = scope:battlefield_duel_ai_challenge_player_bodyguard has_character_flag = battlefield_duel_b1_berserker_bodyguard_flavor_2 } desc = battlefield_duel.9100.berserker_bodyguard.t.2 }
			triggered_desc = { trigger = { has_trait = berserker exists = scope:battlefield_duel_ai_challenge_player_bodyguard has_character_flag = battlefield_duel_b1_berserker_bodyguard_flavor_3 } desc = battlefield_duel.9100.berserker_bodyguard.t.3 }
			triggered_desc = { trigger = { has_trait = berserker exists = scope:battlefield_duel_ai_challenge_player_bodyguard } desc = battlefield_duel.9100.berserker_bodyguard.t.1 }

			triggered_desc = { trigger = { has_trait = berserker NOT = { exists = scope:battlefield_duel_ai_challenge_player_bodyguard } has_character_flag = battlefield_duel_b2_berserker_alone_flavor_2 } desc = battlefield_duel.9100.berserker_alone.t.2 }
			triggered_desc = { trigger = { has_trait = berserker NOT = { exists = scope:battlefield_duel_ai_challenge_player_bodyguard } has_character_flag = battlefield_duel_b2_berserker_alone_flavor_3 } desc = battlefield_duel.9100.berserker_alone.t.3 }
			triggered_desc = { trigger = { has_trait = berserker NOT = { exists = scope:battlefield_duel_ai_challenge_player_bodyguard } } desc = battlefield_duel.9100.berserker_alone.t.1 }
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_auto_flavor_2 } desc = battlefield_duel.9100.t.2 }
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_auto_flavor_3 } desc = battlefield_duel.9100.t.3 }
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_auto_flavor_4 } desc = battlefield_duel.9100.t.4 }
			triggered_desc = { trigger = { always = yes } desc = battlefield_duel.9100.t.1 }
		}
	}
	desc = {
		first_valid = {
			triggered_desc = { trigger = { has_trait = berserker exists = scope:battlefield_duel_ai_challenge_player_bodyguard has_character_flag = battlefield_duel_b1_berserker_bodyguard_flavor_2 } desc = battlefield_duel.9100.berserker_bodyguard.desc.2 }
			triggered_desc = { trigger = { has_trait = berserker exists = scope:battlefield_duel_ai_challenge_player_bodyguard has_character_flag = battlefield_duel_b1_berserker_bodyguard_flavor_3 } desc = battlefield_duel.9100.berserker_bodyguard.desc.3 }
			triggered_desc = { trigger = { has_trait = berserker exists = scope:battlefield_duel_ai_challenge_player_bodyguard } desc = battlefield_duel.9100.berserker_bodyguard.desc.1 }
			triggered_desc = { trigger = { has_trait = berserker NOT = { exists = scope:battlefield_duel_ai_challenge_player_bodyguard } has_character_flag = battlefield_duel_b2_berserker_alone_flavor_2 } desc = battlefield_duel.9100.berserker_alone.desc.2 }
			triggered_desc = { trigger = { has_trait = berserker NOT = { exists = scope:battlefield_duel_ai_challenge_player_bodyguard } has_character_flag = battlefield_duel_b2_berserker_alone_flavor_3 } desc = battlefield_duel.9100.berserker_alone.desc.3 }
			triggered_desc = { trigger = { has_trait = berserker NOT = { exists = scope:battlefield_duel_ai_challenge_player_bodyguard } } desc = battlefield_duel.9100.berserker_alone.desc.1 }
			triggered_desc = { trigger = { exists = scope:battlefield_duel_ai_challenge_player_bodyguard has_character_flag = battlefield_duel_v29_auto_flavor_2 } desc = battlefield_duel.9100.desc_bodyguard.2 }
			triggered_desc = { trigger = { exists = scope:battlefield_duel_ai_challenge_player_bodyguard has_character_flag = battlefield_duel_v29_auto_flavor_3 } desc = battlefield_duel.9100.desc_bodyguard.3 }
			triggered_desc = { trigger = { exists = scope:battlefield_duel_ai_challenge_player_bodyguard has_character_flag = battlefield_duel_v29_auto_flavor_4 } desc = battlefield_duel.9100.desc_bodyguard.4 }
			triggered_desc = { trigger = { exists = scope:battlefield_duel_ai_challenge_player_bodyguard } desc = battlefield_duel.9100.desc_bodyguard.1 }
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_auto_flavor_2 } desc = battlefield_duel.9100.desc.2 }
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_auto_flavor_3 } desc = battlefield_duel.9100.desc.3 }
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_auto_flavor_4 } desc = battlefield_duel.9100.desc.4 }
			triggered_desc = { trigger = { always = yes } desc = battlefield_duel.9100.desc.1 }
		}
	}

	trigger = {
		is_ai = no
		is_alive = yes
		is_imprisoned = no
		is_commanding_army = yes
		commanding_army = { is_army_in_combat = yes }
		is_current_dragonrider_warfare = no
		has_character_flag = battlefield_duel_ai_challenge_prompt
		exists = scope:enemy_knight
		scope:enemy_knight = {
			is_alive = yes
			is_imprisoned = no
			is_at_same_location = root
			OR = {
				AND = { exists = knight_army knight_army = { is_army_in_combat = yes } }
				AND = { exists = commanding_army commanding_army = { is_army_in_combat = yes } }
			}
			OR = {
				NOT = { has_character_flag = already_fighting }
				has_character_flag = battlefield_duel_pending_prompt
			}
		}
	}

	override_background = { reference = battlefield_duel_presentation }

	left_portrait = {
		character = scope:battlefield_duel_ai_challenge_player_bodyguard
		animation = marshal
		trigger = { exists = scope:battlefield_duel_ai_challenge_player_bodyguard }
	}
	right_portrait = {
		character = scope:enemy_knight
		animation = marshal
		trigger = { exists = scope:enemy_knight }
	}

	immediate = {
		add_character_flag = { flag = battlefield_duel_ai_challenge_resolved_current_battle days = 30 }
		if = {

			limit = {
				OR = {
					NOT = { exists = scope:battlefield_duel_ai_challenge_player }
					NOT = { exists = scope:battlefield_duel_ai_challenge_original_enemy }
				}
			}
			root = { save_scope_as = battlefield_duel_ai_challenge_player }
			scope:enemy_knight = { save_scope_as = battlefield_duel_ai_challenge_original_enemy }
			battlefield_duel_ai_challenge_find_player_protector_effect = yes
		}

		battlefield_duel_set_prompt_lock_effect = yes

		remove_character_flag = battlefield_duel_v29_auto_flavor_1
		remove_character_flag = battlefield_duel_v29_auto_flavor_2
		remove_character_flag = battlefield_duel_v29_auto_flavor_3
		remove_character_flag = battlefield_duel_v29_auto_flavor_4
		random_list = {
			25 = { add_character_flag = { flag = battlefield_duel_v29_auto_flavor_1 days = 2 } }
			25 = { add_character_flag = { flag = battlefield_duel_v29_auto_flavor_2 days = 2 } }
			25 = { add_character_flag = { flag = battlefield_duel_v29_auto_flavor_3 days = 2 } }
			25 = { add_character_flag = { flag = battlefield_duel_v29_auto_flavor_4 days = 2 } }
		}

		remove_character_flag = battlefield_duel_b1_berserker_bodyguard_flavor_1
		remove_character_flag = battlefield_duel_b1_berserker_bodyguard_flavor_2
		remove_character_flag = battlefield_duel_b1_berserker_bodyguard_flavor_3
		if = {
			limit = {
				has_trait = berserker
				exists = scope:battlefield_duel_ai_challenge_player_bodyguard
			}
			random_list = {
				34 = { add_character_flag = { flag = battlefield_duel_b1_berserker_bodyguard_flavor_1 days = 2 } }
				33 = { add_character_flag = { flag = battlefield_duel_b1_berserker_bodyguard_flavor_2 days = 2 } }
				33 = { add_character_flag = { flag = battlefield_duel_b1_berserker_bodyguard_flavor_3 days = 2 } }
			}
		}

		remove_character_flag = battlefield_duel_b2_berserker_alone_flavor_1
		remove_character_flag = battlefield_duel_b2_berserker_alone_flavor_2
		remove_character_flag = battlefield_duel_b2_berserker_alone_flavor_3
		if = {
			limit = {
				has_trait = berserker
				NOT = { exists = scope:battlefield_duel_ai_challenge_player_bodyguard }
			}
			random_list = {
				34 = { add_character_flag = { flag = battlefield_duel_b2_berserker_alone_flavor_1 days = 2 } }
				33 = { add_character_flag = { flag = battlefield_duel_b2_berserker_alone_flavor_2 days = 2 } }
				33 = { add_character_flag = { flag = battlefield_duel_b2_berserker_alone_flavor_3 days = 2 } }
			}
		}

		remove_character_flag = battlefield_duel_trait_pool_accept_selected
		remove_character_flag = battlefield_duel_trait_pool_accept_brave_selected
		remove_character_flag = battlefield_duel_trait_pool_accept_arrogant_selected
		remove_character_flag = battlefield_duel_trait_pool_accept_stubborn_selected
		remove_character_flag = battlefield_duel_trait_pool_accept_ambitious_selected
		remove_character_flag = battlefield_duel_trait_pool_accept_hale_selected
		remove_character_flag = battlefield_duel_trait_pool_accept_robust_selected
		remove_character_flag = battlefield_duel_trait_pool_accept_herculean_selected
		remove_character_flag = battlefield_duel_trait_pool_accept_gallant_selected
		remove_character_flag = battlefield_duel_trait_pool_accept_flavor_1
		remove_character_flag = battlefield_duel_trait_pool_accept_flavor_2
		remove_character_flag = battlefield_duel_trait_pool_accept_flavor_3
		remove_character_flag = battlefield_duel_trait_pool_refuse_selected
		remove_character_flag = battlefield_duel_trait_pool_refuse_craven_selected
		remove_character_flag = battlefield_duel_trait_pool_refuse_patient_selected
		if = {
			limit = { NOT = { has_trait = berserker } }
			if = {
				limit = {
					OR = {
						has_trait = brave
						has_trait = arrogant
						has_trait = stubborn
						has_trait = ambitious
						has_trait = physique_good_1
						has_trait = physique_good_2
						has_trait = physique_good_3
						has_trait = gallant
					}
				}
				random_list = {
					100 = {
						trigger = { has_trait = brave }
						add_character_flag = { flag = battlefield_duel_trait_pool_accept_selected days = 2 }
						add_character_flag = { flag = battlefield_duel_trait_pool_accept_brave_selected days = 2 }
					}
					100 = {
						trigger = { has_trait = arrogant }
						add_character_flag = { flag = battlefield_duel_trait_pool_accept_selected days = 2 }
						add_character_flag = { flag = battlefield_duel_trait_pool_accept_arrogant_selected days = 2 }
					}
					100 = {
						trigger = { has_trait = stubborn }
						add_character_flag = { flag = battlefield_duel_trait_pool_accept_selected days = 2 }
						add_character_flag = { flag = battlefield_duel_trait_pool_accept_stubborn_selected days = 2 }
					}
					100 = {
						trigger = { has_trait = ambitious }
						add_character_flag = { flag = battlefield_duel_trait_pool_accept_selected days = 2 }
						add_character_flag = { flag = battlefield_duel_trait_pool_accept_ambitious_selected days = 2 }
					}
					100 = {
						trigger = { has_trait = physique_good_1 }
						add_character_flag = { flag = battlefield_duel_trait_pool_accept_selected days = 2 }
						add_character_flag = { flag = battlefield_duel_trait_pool_accept_hale_selected days = 2 }
					}
					100 = {
						trigger = { has_trait = physique_good_2 }
						add_character_flag = { flag = battlefield_duel_trait_pool_accept_selected days = 2 }
						add_character_flag = { flag = battlefield_duel_trait_pool_accept_robust_selected days = 2 }
					}
					100 = {
						trigger = { has_trait = physique_good_3 }
						add_character_flag = { flag = battlefield_duel_trait_pool_accept_selected days = 2 }
						add_character_flag = { flag = battlefield_duel_trait_pool_accept_herculean_selected days = 2 }
					}
					100 = {
						trigger = { has_trait = gallant }
						add_character_flag = { flag = battlefield_duel_trait_pool_accept_selected days = 2 }
						add_character_flag = { flag = battlefield_duel_trait_pool_accept_gallant_selected days = 2 }
					}
				}
			}
			if = {
				limit = { has_character_flag = battlefield_duel_trait_pool_accept_selected }
				random_list = {
					34 = { add_character_flag = { flag = battlefield_duel_trait_pool_accept_flavor_1 days = 2 } }
					33 = { add_character_flag = { flag = battlefield_duel_trait_pool_accept_flavor_2 days = 2 } }
					33 = { add_character_flag = { flag = battlefield_duel_trait_pool_accept_flavor_3 days = 2 } }
				}
			}
			if = {
				limit = {
					OR = {
						has_trait = craven
						has_trait = patient
					}
				}
				random_list = {
					100 = {
						trigger = { has_trait = craven }
						add_character_flag = { flag = battlefield_duel_trait_pool_refuse_selected days = 2 }
						add_character_flag = { flag = battlefield_duel_trait_pool_refuse_craven_selected days = 2 }
					}
					100 = {
						trigger = { has_trait = patient }
						add_character_flag = { flag = battlefield_duel_trait_pool_refuse_selected days = 2 }
						add_character_flag = { flag = battlefield_duel_trait_pool_refuse_patient_selected days = 2 }
					}
				}
			}
		}
	}

	option = {
		name = battlefield_duel.9100.berserker_bodyguard.command
		trait = berserker
		flavor = battlefield_duel.9100.berserker.flavor
		trigger = {
			has_trait = berserker
			exists = scope:battlefield_duel_ai_challenge_player_bodyguard
			commanding_army = { is_army_in_combat = yes }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				OR = {
					AND = { exists = knight_army knight_army = { is_army_in_combat = yes } }
					AND = { exists = commanding_army commanding_army = { is_army_in_combat = yes } }
				}
			}
		}
		custom_tooltip = battlefield_duel_berserker_witness_courage_tt
		custom_tooltip = battlefield_duel_berserker_ordered_aside_tt
		hidden_effect = {
			battlefield_duel_berserker_witness_courage_effect = yes
			scope:battlefield_duel_ai_challenge_player_bodyguard = {
				add_opinion = {
					target = root
					modifier = battlefield_duel_ordered_aside_by_berserker_opinion
				}
			}
		}
		battlefield_duel_berserker_accept_player_duel_effect = yes
	}

	option = {
		name = battlefield_duel.9100.berserker_bodyguard.shove
		trait = berserker
		flavor = battlefield_duel.9100.berserker.flavor
		trigger = {
			has_trait = berserker
			exists = scope:battlefield_duel_ai_challenge_player_bodyguard
			commanding_army = { is_army_in_combat = yes }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				OR = {
					AND = { exists = knight_army knight_army = { is_army_in_combat = yes } }
					AND = { exists = commanding_army commanding_army = { is_army_in_combat = yes } }
				}
			}
		}
		custom_tooltip = battlefield_duel_berserker_witness_courage_tt
		custom_tooltip = battlefield_duel_berserker_shoved_aside_tt
		custom_tooltip = battlefield_duel_berserker_fury_tt
		hidden_effect = {
			battlefield_duel_berserker_witness_courage_effect = yes
			scope:battlefield_duel_ai_challenge_player_bodyguard = {
				add_opinion = {
					target = root
					modifier = battlefield_duel_shoved_aside_by_berserker_opinion
				}
			}
			add_character_modifier = {
				modifier = battlefield_duel_berserker_battlefield_fury_modifier
				years = 2
			}
		}
		battlefield_duel_berserker_accept_player_duel_effect = yes
	}

	option = {
		name = battlefield_duel.9100.berserker_bodyguard.charge
		trait = berserker
		flavor = battlefield_duel.9100.berserker.flavor
		trigger = {
			has_trait = berserker
			exists = scope:battlefield_duel_ai_challenge_player_bodyguard
			commanding_army = { is_army_in_combat = yes }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				OR = {
					AND = { exists = knight_army knight_army = { is_army_in_combat = yes } }
					AND = { exists = commanding_army commanding_army = { is_army_in_combat = yes } }
				}
			}
		}
		custom_tooltip = battlefield_duel_berserker_witness_courage_tt
		custom_tooltip = battlefield_duel_berserker_charge_tt
		hidden_effect = {
			add_stress = -10
			battlefield_duel_berserker_witness_courage_effect = yes
			add_character_modifier = {
				modifier = battlefield_duel_berserker_unleashed_modifier
				years = 1
			}
		}
		battlefield_duel_berserker_accept_player_duel_effect = yes
	}

	option = {
		name = battlefield_duel.9100.berserker_alone.controlled
		trait = berserker
		flavor = battlefield_duel.9100.berserker.flavor
		trigger = {
			has_trait = berserker
			NOT = { exists = scope:battlefield_duel_ai_challenge_player_bodyguard }
			commanding_army = { is_army_in_combat = yes }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				OR = {
					AND = { exists = knight_army knight_army = { is_army_in_combat = yes } }
					AND = { exists = commanding_army commanding_army = { is_army_in_combat = yes } }
				}
			}
		}
		custom_tooltip = battlefield_duel_berserker_witness_courage_tt
		hidden_effect = { battlefield_duel_berserker_witness_courage_no_bodyguard_effect = yes }
		battlefield_duel_berserker_accept_player_duel_effect = yes
	}

	option = {
		name = battlefield_duel.9100.berserker_alone.menace
		trait = berserker
		flavor = battlefield_duel.9100.berserker.flavor
		trigger = {
			has_trait = berserker
			NOT = { exists = scope:battlefield_duel_ai_challenge_player_bodyguard }
			commanding_army = { is_army_in_combat = yes }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				OR = {
					AND = { exists = knight_army knight_army = { is_army_in_combat = yes } }
					AND = { exists = commanding_army commanding_army = { is_army_in_combat = yes } }
				}
			}
		}
		custom_tooltip = battlefield_duel_berserker_witness_courage_tt
		custom_tooltip = battlefield_duel_berserker_menace_tt
		hidden_effect = {
			battlefield_duel_berserker_witness_courage_no_bodyguard_effect = yes
			add_character_modifier = {
				modifier = battlefield_duel_berserker_bloodthirsty_menace_modifier
				years = 2
			}
		}
		battlefield_duel_berserker_accept_player_duel_effect = yes
	}

	option = {
		name = battlefield_duel.9100.berserker_alone.charge
		trait = berserker
		flavor = battlefield_duel.9100.berserker.flavor
		trigger = {
			has_trait = berserker
			NOT = { exists = scope:battlefield_duel_ai_challenge_player_bodyguard }
			commanding_army = { is_army_in_combat = yes }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				OR = {
					AND = { exists = knight_army knight_army = { is_army_in_combat = yes } }
					AND = { exists = commanding_army commanding_army = { is_army_in_combat = yes } }
				}
			}
		}
		custom_tooltip = battlefield_duel_berserker_witness_courage_tt
		custom_tooltip = battlefield_duel_berserker_charge_tt
		hidden_effect = {
			add_stress = -10
			battlefield_duel_berserker_witness_courage_no_bodyguard_effect = yes
			add_character_modifier = {
				modifier = battlefield_duel_berserker_unleashed_modifier
				years = 1
			}
		}
		battlefield_duel_berserker_accept_player_duel_effect = yes
	}

	option = {
		name = battlefield_duel.9100.bodyguard
		flavor = battlefield_duel.9100.bodyguard.flavor
		trigger = {
			NOT = { has_trait = berserker }
			exists = scope:battlefield_duel_ai_challenge_player_bodyguard
			exists = scope:battlefield_duel_ai_challenge_original_enemy
			scope:battlefield_duel_ai_challenge_player_bodyguard = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
			}
			scope:battlefield_duel_ai_challenge_original_enemy = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
			}
		}
		custom_tooltip = battlefield_duel_trusted_bodyguard_tt
		hidden_effect = {
			scope:battlefield_duel_ai_challenge_player_bodyguard = {
				add_opinion = {
					target = root
					modifier = battlefield_duel_trusted_me_with_life_opinion
				}
			}
		}
		battlefield_duel_ai_challenge_start_bodyguard_duel_effect = yes
	}

	option = {
		name = battlefield_duel.trait_flavor.brave.accept_protected
		trait = brave
		flavor = battlefield_duel.9100.accept_protected.flavor
		trigger = {
			has_character_flag = battlefield_duel_trait_pool_accept_brave_selected
			exists = scope:battlefield_duel_ai_challenge_player_bodyguard
			commanding_army = { is_army_in_combat = yes }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				OR = {
					AND = { exists = knight_army knight_army = { is_army_in_combat = yes } }
					AND = { exists = commanding_army commanding_army = { is_army_in_combat = yes } }
				}
			}
		}
		custom_tooltip = battlefield_duel_witnessed_courage_tt
		custom_tooltip = battlefield_duel_bodyguard_stand_aside_respect_tt
		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
	}

	option = {
		name = battlefield_duel.trait_flavor.arrogant.accept_protected
		trait = arrogant
		flavor = battlefield_duel.9100.accept_protected.flavor
		trigger = {
			has_character_flag = battlefield_duel_trait_pool_accept_arrogant_selected
			exists = scope:battlefield_duel_ai_challenge_player_bodyguard
			commanding_army = { is_army_in_combat = yes }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				OR = {
					AND = { exists = knight_army knight_army = { is_army_in_combat = yes } }
					AND = { exists = commanding_army commanding_army = { is_army_in_combat = yes } }
				}
			}
		}
		custom_tooltip = battlefield_duel_witnessed_courage_tt
		custom_tooltip = battlefield_duel_bodyguard_stand_aside_respect_tt
		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
	}

	option = {
		name = {
			trigger = { has_character_flag = battlefield_duel_trait_pool_accept_flavor_2 }
			text = battlefield_duel.trait_flavor.stubborn.accept_protected.2
		}
		name = {
			trigger = { has_character_flag = battlefield_duel_trait_pool_accept_flavor_3 }
			text = battlefield_duel.trait_flavor.stubborn.accept_protected.3
		}
		name = {
			trigger = { always = yes }
			text = battlefield_duel.trait_flavor.stubborn.accept_protected.1
		}
		trait = stubborn
		trigger = {
			has_character_flag = battlefield_duel_trait_pool_accept_stubborn_selected
			exists = scope:battlefield_duel_ai_challenge_player_bodyguard
			commanding_army = { is_army_in_combat = yes }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				OR = {
					AND = { exists = knight_army knight_army = { is_army_in_combat = yes } }
					AND = { exists = commanding_army commanding_army = { is_army_in_combat = yes } }
				}
			}
		}
		custom_tooltip = battlefield_duel_witnessed_courage_tt
		custom_tooltip = battlefield_duel_bodyguard_stand_aside_respect_tt
		flavor = battlefield_duel_trait_flavor_stubborn_accept_tt
		battlefield_duel_trait_accept_protected_effect = yes
	}

	option = {
		name = {
			trigger = { has_character_flag = battlefield_duel_trait_pool_accept_flavor_2 }
			text = battlefield_duel.trait_flavor.ambitious.accept_protected.2
		}
		name = {
			trigger = { has_character_flag = battlefield_duel_trait_pool_accept_flavor_3 }
			text = battlefield_duel.trait_flavor.ambitious.accept_protected.3
		}
		name = {
			trigger = { always = yes }
			text = battlefield_duel.trait_flavor.ambitious.accept_protected.1
		}
		trait = ambitious
		trigger = {
			has_character_flag = battlefield_duel_trait_pool_accept_ambitious_selected
			exists = scope:battlefield_duel_ai_challenge_player_bodyguard
			commanding_army = { is_army_in_combat = yes }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				OR = {
					AND = { exists = knight_army knight_army = { is_army_in_combat = yes } }
					AND = { exists = commanding_army commanding_army = { is_army_in_combat = yes } }
				}
			}
		}
		custom_tooltip = battlefield_duel_witnessed_courage_tt
		custom_tooltip = battlefield_duel_bodyguard_stand_aside_respect_tt
		flavor = battlefield_duel_trait_flavor_ambitious_accept_tt
		battlefield_duel_trait_accept_protected_effect = yes
	}

	option = {
		name = {
			trigger = { has_character_flag = battlefield_duel_trait_pool_accept_flavor_2 }
			text = battlefield_duel.trait_flavor.hale.accept_protected.2
		}
		name = {
			trigger = { has_character_flag = battlefield_duel_trait_pool_accept_flavor_3 }
			text = battlefield_duel.trait_flavor.hale.accept_protected.3
		}
		name = {
			trigger = { always = yes }
			text = battlefield_duel.trait_flavor.hale.accept_protected.1
		}
		trait = physique_good_1
		flavor = battlefield_duel.9100.accept_protected.flavor
		trigger = {
			has_character_flag = battlefield_duel_trait_pool_accept_hale_selected
			exists = scope:battlefield_duel_ai_challenge_player_bodyguard
			commanding_army = { is_army_in_combat = yes }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				OR = {
					AND = { exists = knight_army knight_army = { is_army_in_combat = yes } }
					AND = { exists = commanding_army commanding_army = { is_army_in_combat = yes } }
				}
			}
		}
		custom_tooltip = battlefield_duel_witnessed_courage_tt
		custom_tooltip = battlefield_duel_bodyguard_stand_aside_respect_tt
		battlefield_duel_trait_accept_protected_effect = yes
	}

	option = {
		name = {
			trigger = { has_character_flag = battlefield_duel_trait_pool_accept_flavor_2 }
			text = battlefield_duel.trait_flavor.robust.accept_protected.2
		}
		name = {
			trigger = { has_character_flag = battlefield_duel_trait_pool_accept_flavor_3 }
			text = battlefield_duel.trait_flavor.robust.accept_protected.3
		}
		name = {
			trigger = { always = yes }
			text = battlefield_duel.trait_flavor.robust.accept_protected.1
		}
		trait = physique_good_2
		flavor = battlefield_duel.9100.accept_protected.flavor
		trigger = {
			has_character_flag = battlefield_duel_trait_pool_accept_robust_selected
			exists = scope:battlefield_duel_ai_challenge_player_bodyguard
			commanding_army = { is_army_in_combat = yes }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				OR = {
					AND = { exists = knight_army knight_army = { is_army_in_combat = yes } }
					AND = { exists = commanding_army commanding_army = { is_army_in_combat = yes } }
				}
			}
		}
		custom_tooltip = battlefield_duel_witnessed_courage_tt
		custom_tooltip = battlefield_duel_bodyguard_stand_aside_respect_tt
		custom_tooltip = battlefield_duel_trait_flavor_belittled_tt
		hidden_effect = {
			scope:enemy_knight = {
				add_opinion = {
					target = root
					modifier = battlefield_duel_belittled_before_host_opinion
				}
			}
		}
		battlefield_duel_trait_accept_protected_effect = yes
	}

	option = {
		name = {
			trigger = { has_character_flag = battlefield_duel_trait_pool_accept_flavor_2 }
			text = battlefield_duel.trait_flavor.herculean.accept_protected.2
		}
		name = {
			trigger = { has_character_flag = battlefield_duel_trait_pool_accept_flavor_3 }
			text = battlefield_duel.trait_flavor.herculean.accept_protected.3
		}
		name = {
			trigger = { always = yes }
			text = battlefield_duel.trait_flavor.herculean.accept_protected.1
		}
		trait = physique_good_3
		flavor = battlefield_duel.9100.accept_protected.flavor
		trigger = {
			has_character_flag = battlefield_duel_trait_pool_accept_herculean_selected
			exists = scope:battlefield_duel_ai_challenge_player_bodyguard
			commanding_army = { is_army_in_combat = yes }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				OR = {
					AND = { exists = knight_army knight_army = { is_army_in_combat = yes } }
					AND = { exists = commanding_army commanding_army = { is_army_in_combat = yes } }
				}
			}
		}
		custom_tooltip = battlefield_duel_witnessed_courage_tt
		custom_tooltip = battlefield_duel_bodyguard_stand_aside_respect_tt
		custom_tooltip = battlefield_duel_trait_flavor_belittled_tt
		hidden_effect = {
			scope:enemy_knight = {
				add_opinion = {
					target = root
					modifier = battlefield_duel_belittled_before_host_opinion
				}
			}
		}
		battlefield_duel_trait_accept_protected_effect = yes
	}

	option = {
		name = {
			trigger = { has_character_flag = battlefield_duel_trait_pool_accept_flavor_2 }
			text = battlefield_duel.trait_flavor.gallant.accept_protected.2
		}
		name = {
			trigger = { has_character_flag = battlefield_duel_trait_pool_accept_flavor_3 }
			text = battlefield_duel.trait_flavor.gallant.accept_protected.3
		}
		name = {
			trigger = { always = yes }
			text = battlefield_duel.trait_flavor.gallant.accept_protected.1
		}
		trait = gallant
		trigger = {
			has_character_flag = battlefield_duel_trait_pool_accept_gallant_selected
			exists = scope:battlefield_duel_ai_challenge_player_bodyguard
			commanding_army = { is_army_in_combat = yes }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				OR = {
					AND = { exists = knight_army knight_army = { is_army_in_combat = yes } }
					AND = { exists = commanding_army commanding_army = { is_army_in_combat = yes } }
				}
			}
		}
		custom_tooltip = battlefield_duel_witnessed_courage_tt
		custom_tooltip = battlefield_duel_bodyguard_stand_aside_respect_tt
		flavor = battlefield_duel_trait_flavor_gallant_accept_tt
		custom_tooltip = battlefield_duel_trait_flavor_honored_tt
		hidden_effect = {
			scope:enemy_knight = {
				add_opinion = {
					target = root
					modifier = battlefield_duel_honored_before_host_opinion
				}
			}
		}
		battlefield_duel_trait_accept_protected_effect = yes
	}

	option = {
		name = battlefield_duel.9100.accept_protected
		flavor = battlefield_duel.9100.accept_protected.flavor
		trigger = {
			NOT = { has_trait = berserker }
			NOT = { has_character_flag = battlefield_duel_trait_pool_accept_selected }
			exists = scope:battlefield_duel_ai_challenge_player_bodyguard
			commanding_army = { is_army_in_combat = yes }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				OR = {
					AND = { exists = knight_army knight_army = { is_army_in_combat = yes } }
					AND = { exists = commanding_army commanding_army = { is_army_in_combat = yes } }
				}
			}
		}
		custom_tooltip = battlefield_duel_witnessed_courage_tt
		custom_tooltip = battlefield_duel_bodyguard_stand_aside_respect_tt
		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
	}

	option = {
		name = battlefield_duel.trait_flavor.brave.accept
		trait = brave
		flavor = battlefield_duel.9100.accept.flavor
		trigger = {
			has_character_flag = battlefield_duel_trait_pool_accept_brave_selected
			NOT = { exists = scope:battlefield_duel_ai_challenge_player_bodyguard }
			commanding_army = { is_army_in_combat = yes }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				OR = {
					AND = { exists = knight_army knight_army = { is_army_in_combat = yes } }
					AND = { exists = commanding_army commanding_army = { is_army_in_combat = yes } }
				}
			}
		}
		custom_tooltip = battlefield_duel_witnessed_courage_tt
		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
	}

	option = {
		name = battlefield_duel.trait_flavor.arrogant.accept
		trait = arrogant
		flavor = battlefield_duel.9100.accept.flavor
		trigger = {
			has_character_flag = battlefield_duel_trait_pool_accept_arrogant_selected
			NOT = { exists = scope:battlefield_duel_ai_challenge_player_bodyguard }
			commanding_army = { is_army_in_combat = yes }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				OR = {
					AND = { exists = knight_army knight_army = { is_army_in_combat = yes } }
					AND = { exists = commanding_army commanding_army = { is_army_in_combat = yes } }
				}
			}
		}
		custom_tooltip = battlefield_duel_witnessed_courage_tt
		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
	}

	option = {
		name = {
			trigger = { has_character_flag = battlefield_duel_trait_pool_accept_flavor_2 }
			text = battlefield_duel.trait_flavor.stubborn.accept.2
		}
		name = {
			trigger = { has_character_flag = battlefield_duel_trait_pool_accept_flavor_3 }
			text = battlefield_duel.trait_flavor.stubborn.accept.3
		}
		name = {
			trigger = { always = yes }
			text = battlefield_duel.trait_flavor.stubborn.accept.1
		}
		trait = stubborn
		trigger = {
			has_character_flag = battlefield_duel_trait_pool_accept_stubborn_selected
			NOT = { exists = scope:battlefield_duel_ai_challenge_player_bodyguard }
			commanding_army = { is_army_in_combat = yes }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				OR = {
					AND = { exists = knight_army knight_army = { is_army_in_combat = yes } }
					AND = { exists = commanding_army commanding_army = { is_army_in_combat = yes } }
				}
			}
		}
		custom_tooltip = battlefield_duel_witnessed_courage_tt
		flavor = battlefield_duel_trait_flavor_stubborn_accept_tt
		battlefield_duel_trait_accept_alone_effect = yes
	}

	option = {
		name = {
			trigger = { has_character_flag = battlefield_duel_trait_pool_accept_flavor_2 }
			text = battlefield_duel.trait_flavor.ambitious.accept.2
		}
		name = {
			trigger = { has_character_flag = battlefield_duel_trait_pool_accept_flavor_3 }
			text = battlefield_duel.trait_flavor.ambitious.accept.3
		}
		name = {
			trigger = { always = yes }
			text = battlefield_duel.trait_flavor.ambitious.accept.1
		}
		trait = ambitious
		trigger = {
			has_character_flag = battlefield_duel_trait_pool_accept_ambitious_selected
			NOT = { exists = scope:battlefield_duel_ai_challenge_player_bodyguard }
			commanding_army = { is_army_in_combat = yes }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				OR = {
					AND = { exists = knight_army knight_army = { is_army_in_combat = yes } }
					AND = { exists = commanding_army commanding_army = { is_army_in_combat = yes } }
				}
			}
		}
		custom_tooltip = battlefield_duel_witnessed_courage_tt
		flavor = battlefield_duel_trait_flavor_ambitious_accept_tt
		battlefield_duel_trait_accept_alone_effect = yes
	}

	option = {
		name = {
			trigger = { has_character_flag = battlefield_duel_trait_pool_accept_flavor_2 }
			text = battlefield_duel.trait_flavor.hale.accept.2
		}
		name = {
			trigger = { has_character_flag = battlefield_duel_trait_pool_accept_flavor_3 }
			text = battlefield_duel.trait_flavor.hale.accept.3
		}
		name = {
			trigger = { always = yes }
			text = battlefield_duel.trait_flavor.hale.accept.1
		}
		trait = physique_good_1
		flavor = battlefield_duel.9100.accept.flavor
		trigger = {
			has_character_flag = battlefield_duel_trait_pool_accept_hale_selected
			NOT = { exists = scope:battlefield_duel_ai_challenge_player_bodyguard }
			commanding_army = { is_army_in_combat = yes }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				OR = {
					AND = { exists = knight_army knight_army = { is_army_in_combat = yes } }
					AND = { exists = commanding_army commanding_army = { is_army_in_combat = yes } }
				}
			}
		}
		custom_tooltip = battlefield_duel_witnessed_courage_tt
		battlefield_duel_trait_accept_alone_effect = yes
	}

	option = {
		name = {
			trigger = { has_character_flag = battlefield_duel_trait_pool_accept_flavor_2 }
			text = battlefield_duel.trait_flavor.robust.accept.2
		}
		name = {
			trigger = { has_character_flag = battlefield_duel_trait_pool_accept_flavor_3 }
			text = battlefield_duel.trait_flavor.robust.accept.3
		}
		name = {
			trigger = { always = yes }
			text = battlefield_duel.trait_flavor.robust.accept.1
		}
		trait = physique_good_2
		flavor = battlefield_duel.9100.accept.flavor
		trigger = {
			has_character_flag = battlefield_duel_trait_pool_accept_robust_selected
			NOT = { exists = scope:battlefield_duel_ai_challenge_player_bodyguard }
			commanding_army = { is_army_in_combat = yes }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				OR = {
					AND = { exists = knight_army knight_army = { is_army_in_combat = yes } }
					AND = { exists = commanding_army commanding_army = { is_army_in_combat = yes } }
				}
			}
		}
		custom_tooltip = battlefield_duel_witnessed_courage_tt
		custom_tooltip = battlefield_duel_trait_flavor_belittled_tt
		hidden_effect = {
			scope:enemy_knight = {
				add_opinion = {
					target = root
					modifier = battlefield_duel_belittled_before_host_opinion
				}
			}
		}
		battlefield_duel_trait_accept_alone_effect = yes
	}

	option = {
		name = {
			trigger = { has_character_flag = battlefield_duel_trait_pool_accept_flavor_2 }
			text = battlefield_duel.trait_flavor.herculean.accept.2
		}
		name = {
			trigger = { has_character_flag = battlefield_duel_trait_pool_accept_flavor_3 }
			text = battlefield_duel.trait_flavor.herculean.accept.3
		}
		name = {
			trigger = { always = yes }
			text = battlefield_duel.trait_flavor.herculean.accept.1
		}
		trait = physique_good_3
		flavor = battlefield_duel.9100.accept.flavor
		trigger = {
			has_character_flag = battlefield_duel_trait_pool_accept_herculean_selected
			NOT = { exists = scope:battlefield_duel_ai_challenge_player_bodyguard }
			commanding_army = { is_army_in_combat = yes }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				OR = {
					AND = { exists = knight_army knight_army = { is_army_in_combat = yes } }
					AND = { exists = commanding_army commanding_army = { is_army_in_combat = yes } }
				}
			}
		}
		custom_tooltip = battlefield_duel_witnessed_courage_tt
		custom_tooltip = battlefield_duel_trait_flavor_belittled_tt
		hidden_effect = {
			scope:enemy_knight = {
				add_opinion = {
					target = root
					modifier = battlefield_duel_belittled_before_host_opinion
				}
			}
		}
		battlefield_duel_trait_accept_alone_effect = yes
	}

	option = {
		name = {
			trigger = { has_character_flag = battlefield_duel_trait_pool_accept_flavor_2 }
			text = battlefield_duel.trait_flavor.gallant.accept.2
		}
		name = {
			trigger = { has_character_flag = battlefield_duel_trait_pool_accept_flavor_3 }
			text = battlefield_duel.trait_flavor.gallant.accept.3
		}
		name = {
			trigger = { always = yes }
			text = battlefield_duel.trait_flavor.gallant.accept.1
		}
		trait = gallant
		trigger = {
			has_character_flag = battlefield_duel_trait_pool_accept_gallant_selected
			NOT = { exists = scope:battlefield_duel_ai_challenge_player_bodyguard }
			commanding_army = { is_army_in_combat = yes }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				OR = {
					AND = { exists = knight_army knight_army = { is_army_in_combat = yes } }
					AND = { exists = commanding_army commanding_army = { is_army_in_combat = yes } }
				}
			}
		}
		custom_tooltip = battlefield_duel_witnessed_courage_tt
		flavor = battlefield_duel_trait_flavor_gallant_accept_tt
		custom_tooltip = battlefield_duel_trait_flavor_honored_tt
		hidden_effect = {
			scope:enemy_knight = {
				add_opinion = {
					target = root
					modifier = battlefield_duel_honored_before_host_opinion
				}
			}
		}
		battlefield_duel_trait_accept_alone_effect = yes
	}

	option = {
		name = battlefield_duel.9100.accept
		flavor = battlefield_duel.9100.accept.flavor
		trigger = {
			NOT = { has_trait = berserker }
			NOT = { has_character_flag = battlefield_duel_trait_pool_accept_selected }
			NOT = { exists = scope:battlefield_duel_ai_challenge_player_bodyguard }
			commanding_army = { is_army_in_combat = yes }
			exists = scope:enemy_knight
			scope:enemy_knight = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				OR = {
					AND = { exists = knight_army knight_army = { is_army_in_combat = yes } }
					AND = { exists = commanding_army commanding_army = { is_army_in_combat = yes } }
				}
			}
		}
		custom_tooltip = battlefield_duel_witnessed_courage_tt
		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
	}

	option = {
		name = battlefield_duel.trait_flavor.craven.refuse
		trait = craven
		flavor = battlefield_duel.9100.refuse.flavor
		trigger = {
			has_character_flag = battlefield_duel_trait_pool_refuse_craven_selected
		}
		add_prestige = -50
		set_variable = {
			name = battlefield_duel_refused_challenger
			value = scope:enemy_knight
		}
		add_character_flag = { flag = battlefield_duel_ai_challenge_resolved_current_battle days = 30 }
		battlefield_duel_ai_challenge_cleanup_effect = yes
		remove_character_flag = battlefield_duel_ai_challenge_auto_window
		battlefield_duel_ai_challenge_clear_bodyguard_state_effect = yes
		stress_impact = {
			brave = medium_stress_gain
			wrathful = medium_stress_gain
			craven = minor_stress_loss
		}
		trigger_event = { id = battlefield_duel.9102 }
	}

	option = {
		name = battlefield_duel.trait_flavor.patient.refuse
		trait = patient
		flavor = battlefield_duel.9100.refuse.flavor
		trigger = {
			has_character_flag = battlefield_duel_trait_pool_refuse_patient_selected
		}
		add_prestige = -50
		set_variable = {
			name = battlefield_duel_refused_challenger
			value = scope:enemy_knight
		}
		add_character_flag = { flag = battlefield_duel_ai_challenge_resolved_current_battle days = 30 }
		battlefield_duel_ai_challenge_cleanup_effect = yes
		remove_character_flag = battlefield_duel_ai_challenge_auto_window
		battlefield_duel_ai_challenge_clear_bodyguard_state_effect = yes
		stress_impact = {
			brave = medium_stress_gain
			wrathful = medium_stress_gain
			craven = minor_stress_loss
		}
		trigger_event = { id = battlefield_duel.9102 }
	}

	option = {
		name = battlefield_duel.9100.refuse
		flavor = battlefield_duel.9100.refuse.flavor
		trigger = {
			NOT = { has_trait = berserker }
			NOT = { has_character_flag = battlefield_duel_trait_pool_refuse_selected }
		}
		add_prestige = -50
		set_variable = {
			name = battlefield_duel_refused_challenger
			value = scope:enemy_knight
		}
		add_character_flag = { flag = battlefield_duel_ai_challenge_resolved_current_battle days = 30 }
		battlefield_duel_ai_challenge_cleanup_effect = yes
		remove_character_flag = battlefield_duel_ai_challenge_auto_window
		battlefield_duel_ai_challenge_clear_bodyguard_state_effect = yes
		stress_impact = {
			brave = medium_stress_gain
			wrathful = medium_stress_gain
			craven = minor_stress_loss
		}
		trigger_event = { id = battlefield_duel.9102 }
	}

	after = {
		remove_character_flag = battlefield_duel_v29_auto_flavor_1
		remove_character_flag = battlefield_duel_v29_auto_flavor_2
		remove_character_flag = battlefield_duel_v29_auto_flavor_3
		remove_character_flag = battlefield_duel_v29_auto_flavor_4
		remove_character_flag = battlefield_duel_b1_berserker_bodyguard_flavor_1
		remove_character_flag = battlefield_duel_b1_berserker_bodyguard_flavor_2
		remove_character_flag = battlefield_duel_b1_berserker_bodyguard_flavor_3
		remove_character_flag = battlefield_duel_b2_berserker_alone_flavor_1
		remove_character_flag = battlefield_duel_b2_berserker_alone_flavor_2
		remove_character_flag = battlefield_duel_b2_berserker_alone_flavor_3
		remove_character_flag = battlefield_duel_trait_pool_accept_selected
		remove_character_flag = battlefield_duel_trait_pool_accept_brave_selected
		remove_character_flag = battlefield_duel_trait_pool_accept_arrogant_selected
		remove_character_flag = battlefield_duel_trait_pool_accept_stubborn_selected
		remove_character_flag = battlefield_duel_trait_pool_accept_ambitious_selected
		remove_character_flag = battlefield_duel_trait_pool_accept_hale_selected
		remove_character_flag = battlefield_duel_trait_pool_accept_robust_selected
		remove_character_flag = battlefield_duel_trait_pool_accept_herculean_selected
		remove_character_flag = battlefield_duel_trait_pool_accept_gallant_selected
		remove_character_flag = battlefield_duel_trait_pool_accept_flavor_1
		remove_character_flag = battlefield_duel_trait_pool_accept_flavor_2
		remove_character_flag = battlefield_duel_trait_pool_accept_flavor_3
		remove_character_flag = battlefield_duel_trait_pool_refuse_selected
		remove_character_flag = battlefield_duel_trait_pool_refuse_craven_selected
		remove_character_flag = battlefield_duel_trait_pool_refuse_patient_selected
		remove_character_flag = battlefield_duel_ai_challenge_prompt
	}
}

battlefield_duel.9150 = {
	# The squire can take the challenge, but the player keeps control of the scene.
	type = character_event
	theme = battle
	title = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:battlefield_duel_ai_challenge_player_squire = {
						age >= 12
						age < 16
					}
				}
				desc = battlefield_duel.9150.t.prodigy
			}
			triggered_desc = {
				trigger = { has_character_flag = battlefield_duel_squire_scene_flavor_2 }
				desc = battlefield_duel.9150.t.adult.2
			}
			triggered_desc = {
				trigger = { always = yes }
				desc = battlefield_duel.9150.t.adult.1
			}
		}
	}
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:battlefield_duel_ai_challenge_player_squire = {
						age >= 12
						age < 16
					}
				}
				desc = battlefield_duel.9150.desc.prodigy
			}
			triggered_desc = {
				trigger = { has_character_flag = battlefield_duel_squire_scene_flavor_2 }
				desc = battlefield_duel.9150.desc.adult.2
			}
			triggered_desc = {
				trigger = {
					exists = scope:battlefield_duel_ai_challenge_player_bodyguard
					NOT = {
						scope:battlefield_duel_ai_challenge_player_bodyguard = scope:battlefield_duel_ai_challenge_player_squire
					}
				}
				desc = battlefield_duel.9150.desc.adult.1
			}
			triggered_desc = {
				trigger = { always = yes }
				desc = battlefield_duel.9150.desc.adult.1.no_protector
			}
		}
	}

	trigger = {
		is_ai = no
		is_alive = yes
		is_imprisoned = no
		is_commanding_army = yes
		commanding_army = { is_army_in_combat = yes }
		is_current_dragonrider_warfare = no
		has_character_flag = battlefield_duel_ai_challenge_prompt
		has_character_flag = battlefield_duel_squire_intervention_selected
		exists = scope:battlefield_duel_ai_challenge_player_squire
		scope:battlefield_duel_ai_challenge_player_squire = {
			battlefield_duel_ai_challenge_squire_eligible_trigger = yes
		}
		exists = scope:battlefield_duel_ai_challenge_original_enemy
		scope:battlefield_duel_ai_challenge_original_enemy = {
			is_alive = yes
			is_imprisoned = no
			is_at_same_location = root
		}
	}

	override_background = { reference = battlefield_duel_presentation }
	left_portrait = {
		character = scope:battlefield_duel_ai_challenge_player_squire
		animation = personality_bold
	}
	right_portrait = {
		character = scope:battlefield_duel_ai_challenge_original_enemy
		animation = marshal
	}

	immediate = {
		add_character_flag = { flag = battlefield_duel_ai_challenge_resolved_current_battle days = 30 }
		battlefield_duel_set_prompt_lock_effect = yes
	}

	option = {
		name = {
			trigger = {
				scope:battlefield_duel_ai_challenge_player_squire = {
					age >= 12
					age < 16
				}
			}
			text = battlefield_duel.9150.squire.prodigy
		}
		name = {
			trigger = { always = yes }
			text = battlefield_duel.9150.squire
		}
		trait = squire
		flavor = battlefield_duel.9150.squire.flavor

		custom_tooltip = battlefield_duel_squire_answers_challenge_tt
		battlefield_duel_ai_challenge_start_squire_duel_effect = yes
	}

	option = {
		name = battlefield_duel.9150.protector
		flavor = battlefield_duel.9150.protector.flavor
		trigger = {
			exists = scope:battlefield_duel_ai_challenge_player_bodyguard
			NOT = {
				scope:battlefield_duel_ai_challenge_player_bodyguard = scope:battlefield_duel_ai_challenge_player_squire
			}
		}
		custom_tooltip = battlefield_duel_trusted_bodyguard_tt
		hidden_effect = {
			scope:battlefield_duel_ai_challenge_player_bodyguard = {
				add_opinion = {
					target = root
					modifier = battlefield_duel_trusted_me_with_life_opinion
				}
			}
		}
		battlefield_duel_ai_challenge_start_bodyguard_duel_effect = yes
	}

	option = {
		name = {
			trigger = {
				exists = scope:battlefield_duel_ai_challenge_player_bodyguard
				NOT = {
					scope:battlefield_duel_ai_challenge_player_bodyguard = scope:battlefield_duel_ai_challenge_player_squire
				}
			}
			text = battlefield_duel.9150.player
		}
		name = {
			trigger = { always = yes }
			text = battlefield_duel.9150.player.squire_only
		}
		flavor = battlefield_duel.9150.player.flavor
		trigger = {
			scope:battlefield_duel_ai_challenge_original_enemy = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
			}
		}
		if = {
			limit = { has_game_rule = agot_battlefield_duel_cooldown_on }
			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 }
			}
		}
		battlefield_duel_ai_challenge_cleanup_effect = yes
		remove_character_flag = battlefield_duel_ai_challenge_auto_window
		remove_character_flag = commander_attack_check
		clear_saved_scope = enemy_knight
		scope:battlefield_duel_ai_challenge_original_enemy = { save_scope_as = enemy_knight }
		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
	}

	after = {
		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_challenge_prompt
	}
}

battlefield_duel.9102 = {
	type = character_event
	theme = battle
	title = {
		first_valid = {
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_refuse_flavor_2 } desc = battlefield_duel.9102.t.2 }
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_refuse_flavor_3 } desc = battlefield_duel.9102.t.3 }
			triggered_desc = { trigger = { always = yes } desc = battlefield_duel.9102.t.1 }
		}
	}
	desc = {
		first_valid = {
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_refuse_flavor_2 } desc = battlefield_duel.9102.desc.2 }
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_refuse_flavor_3 } desc = battlefield_duel.9102.desc.3 }
			triggered_desc = { trigger = { always = yes } desc = battlefield_duel.9102.desc.1 }
		}
	}

	trigger = { has_variable = battlefield_duel_refused_challenger }

	override_background = { reference = battlefield_duel_presentation }
	right_portrait = {
		character = scope:enemy_knight
		animation = marshal
		trigger = { exists = scope:enemy_knight }
	}

	immediate = {
		var:battlefield_duel_refused_challenger = { save_scope_as = enemy_knight }
		remove_character_flag = battlefield_duel_v29_refuse_flavor_1
		remove_character_flag = battlefield_duel_v29_refuse_flavor_2
		remove_character_flag = battlefield_duel_v29_refuse_flavor_3
		random_list = {
			34 = { add_character_flag = { flag = battlefield_duel_v29_refuse_flavor_1 days = 2 } }
			33 = { add_character_flag = { flag = battlefield_duel_v29_refuse_flavor_2 days = 2 } }
			33 = { add_character_flag = { flag = battlefield_duel_v29_refuse_flavor_3 days = 2 } }
		}
	}

	option = {
		name = battlefield_duel.9102.a
		flavor = battlefield_duel.9102.a.flavor
	}

	after = {
		remove_character_flag = battlefield_duel_v29_refuse_flavor_1
		remove_character_flag = battlefield_duel_v29_refuse_flavor_2
		remove_character_flag = battlefield_duel_v29_refuse_flavor_3
		remove_variable = battlefield_duel_refused_challenger
		clear_saved_scope = enemy_knight
	}
}

battlefield_duel.9108 = {
	hidden = yes
	trigger = {
		is_ai = no
		is_alive = yes
		is_imprisoned = no
		is_commanding_army = yes
		has_character_flag = battlefield_duel_ai_challenge_auto_window
		has_character_flag = battlefield_duel_ai_challenge_roll_done_current_battle
		commanding_army = { is_army_in_combat = yes }
		NOT = { has_character_flag = battlefield_duel_combat_finished_flag }
		NOT = { has_character_flag = battlefield_duel_ai_challenge_resolved_current_battle }
	}
	immediate = {
		if = {
			limit = { is_current_dragonrider_warfare = yes }

			remove_character_flag = battlefield_duel_ai_challenge_auto_window
		}
		else_if = {
			limit = {
				OR = {
					has_character_flag = battlefield_duel_retreat
					has_trait_rank = { trait = wounded rank >= 2 }
				}
			}

			remove_character_flag = battlefield_duel_ai_challenge_auto_window
		}
		else_if = {
			limit = {
				NOT = {
					OR = {

						has_character_flag = calculated_dragon_modifier

						commanding_army = {
							involved_combat_side = {
								exists = side_commander
								side_commander = {
									has_character_flag = calculated_dragon_modifier
								}
							}
						}
					}
				}
			}

			trigger_event = { id = battlefield_duel.9108 days = 1 }
		}
		else_if = {
			limit = {
				OR = {
					has_character_flag = already_fighting
					has_variable = engaged_in_single_combat
					has_character_flag = battlefield_duel_pending_prompt
					has_character_flag = battlefield_duel_prompt_lock
					has_character_flag = battlefield_duel_ai_challenge_prompt
					has_character_flag = battlefield_duel_opportunity_prompt
					has_character_flag = battlefield_duel_seek_combat_manual_prompt
				}
			}

			trigger_event = { id = battlefield_duel.9108 days = 1 }
		}
		else = {
			battlefield_duel_ai_challenge_prepare_agot_enemy_side_effect = yes
		}
	}
}

battlefield_duel.9160 = {
	hidden = yes
	trigger = {
		is_ai = no
		is_alive = yes
		has_character_flag = battlefield_duel_squire_reward_queued
		has_character_flag = battlefield_duel_pending_squire_reward
	}
	immediate = {
		debug_log = "BD+ SQUIRE REWARD DISPATCHER REACHED"
		debug_log_scopes = yes

		remove_variable = battlefield_duel_pending_squire_reward
		remove_variable = battlefield_duel_squire_reward_battle_province
		random_relation = {
			type = agot_squire
			limit = {
				has_character_flag = battlefield_duel_pending_squire_reward_target
			}
			save_scope_as = battlefield_duel_rewarded_squire
		}

		if = {
			limit = {
				NOT = { exists = scope:battlefield_duel_rewarded_squire }
			}
			debug_log = "BD+ SQUIRE REWARD CANCELED: MARKED SQUIRE NOT FOUND"
			debug_log_scopes = yes
			remove_character_flag = battlefield_duel_squire_reward_queued
			remove_character_flag = battlefield_duel_pending_squire_reward
		}
		else_if = {
			limit = {
				is_imprisoned = no
				NOT = { has_trait = incapable }
				scope:battlefield_duel_rewarded_squire = {
					is_alive = yes
					is_imprisoned = no
					NOT = { has_trait = incapable }
					has_trait = squire
					is_agot_knight_trigger = no
					has_relation_agot_knight = root
				}
			}
			debug_log = "BD+ SQUIRE REWARD RECOGNITION DISPATCHED"
			debug_log_scopes = yes
			scope:battlefield_duel_rewarded_squire = {
				remove_character_flag = battlefield_duel_pending_squire_reward_target
			}
			remove_character_flag = battlefield_duel_squire_reward_queued
			remove_character_flag = battlefield_duel_pending_squire_reward
			trigger_event = { id = battlefield_duel.9161 }
		}
		else_if = {
			limit = {
				NOT = { has_trait = incapable }
				scope:battlefield_duel_rewarded_squire = {
					is_alive = yes
					NOT = { has_trait = incapable }
					has_trait = squire
					is_agot_knight_trigger = no
					has_relation_agot_knight = root
				}
				OR = {
					is_imprisoned = yes
					scope:battlefield_duel_rewarded_squire = { is_imprisoned = yes }
				}
			}
			debug_log = "BD+ SQUIRE REWARD WAITING FOR PRISON RELEASE"
			debug_log_scopes = yes
		}
		else = {
			debug_log = "BD+ SQUIRE REWARD CANCELED: PLAYER OR SQUIRE NO LONGER ELIGIBLE"
			debug_log_scopes = yes
			scope:battlefield_duel_rewarded_squire = {
				remove_character_flag = battlefield_duel_pending_squire_reward_target
			}
			remove_character_flag = battlefield_duel_squire_reward_queued
			remove_character_flag = battlefield_duel_pending_squire_reward
		}
	}
}

battlefield_duel.9161 = {
	type = character_event
	title = battlefield_duel.9161.t
	desc = battlefield_duel.9161.desc
	theme = battle

	trigger = {
		is_alive = yes
		is_imprisoned = no
		NOT = { has_trait = incapable }
		exists = scope:battlefield_duel_rewarded_squire
		scope:battlefield_duel_rewarded_squire = {
			is_alive = yes
			is_imprisoned = no
			NOT = { has_trait = incapable }
			has_trait = squire
			is_agot_knight_trigger = no
			has_relation_agot_knight = root
		}
	}

	override_background = { reference = battlefield_duel_presentation }
	left_portrait = {
		character = root
		animation = admiration
	}
	right_portrait = {
		character = scope:battlefield_duel_rewarded_squire
		animation = ecstasy
	}

	option = {
		name = battlefield_duel.9161.knight
		flavor = battlefield_duel.9161.knight.flavor
		trigger = {
			is_adult = yes
			is_agot_knight_trigger = yes
			scope:battlefield_duel_rewarded_squire = {
				is_alive = yes
				is_imprisoned = no
				has_relation_agot_knight = root
				is_agot_knight_trigger = no
				agot_can_become_a_knight_trigger = yes
			}
		}
		trigger_event = { id = battlefield_duel.9162 }
	}

	option = {
		name = battlefield_duel.9161.praise
		flavor = battlefield_duel.9161.praise.flavor
		custom_tooltip = battlefield_duel_squire_progress_fifteen_tt
		hidden_effect = {
			if = {
				limit = {
					scope:battlefield_duel_rewarded_squire = {
						is_alive = yes
						has_trait = squire
						is_agot_knight_trigger = no
						has_relation_agot_knight = root
					}
				}
				scope:battlefield_duel_rewarded_squire = {
					agot_add_squire_trait_xp_skip_chiv_bonus_effect = {
						MIN_VALUE = 15
						MAX_VALUE = 15
					}
				}
			}
		}
	}
}

battlefield_duel.9162 = {
	type = character_event
	title = battlefield_duel.9162.t
	desc = battlefield_duel.9162.desc
	theme = faith

	trigger = {
		is_alive = yes
		is_imprisoned = no
		is_adult = yes
		is_agot_knight_trigger = yes
		exists = scope:battlefield_duel_rewarded_squire
		scope:battlefield_duel_rewarded_squire = {
			is_alive = yes
			is_imprisoned = no
			has_relation_agot_knight = root
			is_agot_knight_trigger = no
			agot_can_become_a_knight_trigger = yes
		}
	}

	override_background = { reference = battlefield_duel_presentation }
	left_portrait = {
		character = root
		animation = personality_honorable
	}
	right_portrait = {
		character = scope:battlefield_duel_rewarded_squire
		animation = throne_room_kneel_1
	}

	option = {
		name = battlefield_duel.9162.arise
		flavor = battlefield_duel.9162.arise.flavor
		custom_tooltip = battlefield_duel_squire_native_knighthood_tt
		scope:battlefield_duel_rewarded_squire = {
			add_character_flag = agot_had_battlefield_knighthood
			agot_become_a_knight_effect = {
				KNIGHT_MAKER = root
				KNIGHT_TO_BE = scope:battlefield_duel_rewarded_squire
			}
		}
		add_prestige = 50
	}
}

battlefield_duel.9171 = {
	type = character_event
	theme = battle
	title = battlefield_duel.9171.t
	desc = battlefield_duel.9171.desc

	trigger = {
		is_alive = yes
		is_imprisoned = no
		has_character_flag = battlefield_duel_seek_combat_bodyguard_gate
		exists = scope:battlefield_duel_seek_combat_defeated_protector
		scope:battlefield_duel_seek_combat_defeated_protector = {
			is_alive = yes
			is_imprisoned = no
		}
	}

	override_background = { reference = battlefield_duel_terrain }
	left_portrait = {
		character = root
		scripted_animation = duel_celebrate
	}
	right_portrait = {
		character = scope:battlefield_duel_seek_combat_defeated_protector
		animation = pain
	}

	immediate = {
		battlefield_duel_set_prompt_lock_effect = yes
	}

	option = {
		name = battlefield_duel.9171.kill
		flavor = battlefield_duel.9171.kill.flavor
		trigger = {
			exists = scope:battlefield_duel_seek_combat_defeated_protector
			scope:battlefield_duel_seek_combat_defeated_protector = {
				is_alive = yes
				is_imprisoned = no
			}
		}

		battlefield_duel_clear_prompt_lock_effect = yes
		battlefield_duel_weapon_execution_resolution_effect = {
			KILL_EFFECT = battlefield_duel_kill_effect
		}
		battlefield_duel_seek_combat_continue_to_target_effect = yes
	}

	option = {
		name = battlefield_duel.9171.spare
		flavor = battlefield_duel.9171.spare.flavor
		trigger = {
			exists = scope:battlefield_duel_seek_combat_defeated_protector
			scope:battlefield_duel_seek_combat_defeated_protector = {
				is_alive = yes
				is_imprisoned = no
			}
		}

		battlefield_duel_clear_prompt_lock_effect = yes
		battlefield_duel_spare_effect = yes
		battlefield_duel_seek_combat_continue_to_target_effect = yes
	}
}

battlefield_duel.9172 = {
	type = character_event
	theme = battle
	title = battlefield_duel.9172.t
	desc = battlefield_duel.9172.desc

	trigger = {
		is_alive = yes
		is_imprisoned = no
		has_character_flag = battlefield_duel_seek_combat_bodyguard_gate
		exists = scope:battlefield_duel_seek_combat_bodyguard
		exists = scope:enemy_knight
		scope:enemy_knight = {
			is_alive = yes
			is_imprisoned = no
			this = scope:battlefield_duel_seek_combat_bodyguard
		}
	}

	override_background = { reference = battlefield_duel_terrain }
	left_portrait = {
		character = root
		animation = pain
	}
	right_portrait = {
		character = scope:battlefield_duel_seek_combat_bodyguard
		scripted_animation = duel_celebrate
	}

	immediate = {
		battlefield_duel_set_prompt_lock_effect = yes
	}

	option = {
		name = battlefield_duel.9172.a
		flavor = battlefield_duel.9172.a.flavor
		battlefield_duel_clear_prompt_lock_effect = yes
		trigger_event = battlefield_duel.1302
	}
}

battlefield_duel.9173 = {
	type = character_event
	theme = battle
	title = battlefield_duel.9173.t
	desc = battlefield_duel.9173.desc

	trigger = {
		is_alive = yes
		is_imprisoned = no
		exists = scope:battlefield_duel_seek_combat_target
		exists = scope:enemy_knight
		scope:battlefield_duel_seek_combat_target = {
			is_alive = yes
			is_imprisoned = no
			is_at_same_location = root
			this = scope:enemy_knight
			battlefield_duel_seek_combat_late_war_primary_target_trigger = yes
		}
	}

	on_trigger_fail = {
		battlefield_duel_clear_pending_prompt_lock_effect = yes
		battlefield_duel_clear_prompt_lock_effect = yes
		battlefield_duel_clear_seek_combat_chain_state_effect = yes
		clear_saved_scope = enemy_knight
	}

	override_background = { reference = battlefield_duel_terrain }
	left_portrait = {
		character = root
		animation = marshal
	}
	right_portrait = {
		character = scope:battlefield_duel_seek_combat_target
		animation = marshal
	}

	immediate = {
		battlefield_duel_set_prompt_lock_effect = yes
	}

	option = {
		name = battlefield_duel.9173.a
		flavor = battlefield_duel.9173.a.flavor
		trigger = {
			exists = scope:battlefield_duel_seek_combat_target
			scope:battlefield_duel_seek_combat_target = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				battlefield_duel_seek_combat_late_war_primary_target_trigger = yes
			}
		}
		custom_tooltip = battlefield_duel.9173.a.tt
		battlefield_duel_clear_prompt_lock_effect = yes
		scope:battlefield_duel_seek_combat_target = { save_scope_as = enemy_knight }

		set_variable = {
			name = battlefield_duel_gauntlet_capture_floor_target
			value = scope:battlefield_duel_seek_combat_target
			days = 14
		}
		battlefield_duel_clear_seek_combat_chain_state_effect = yes
		battlefield_duel_manual_normal_effect = yes
	}

	option = {
		name = battlefield_duel.9173.loose
		flavor = battlefield_duel.9173.loose.flavor
		add_internal_flag = dangerous
		trigger = {
			battlefield_duel_no_songs_ranged_army_trigger = yes
			exists = scope:battlefield_duel_seek_combat_target
			scope:battlefield_duel_seek_combat_target = {
				is_ai = yes
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				battlefield_duel_seek_combat_late_war_primary_target_trigger = yes
			}
		}
		show_as_tooltip = {
			scope:battlefield_duel_seek_combat_target = {
				death = { death_reason = death_battlefield_duel_no_songs_volley }
			}
		}
		custom_tooltip = battlefield_duel.9173.loose.no_duel.tt
		custom_tooltip = battlefield_duel.9173.loose.reactions.tt
		if = {
			limit = {
				has_relation_rival = scope:battlefield_duel_seek_combat_target
				NOT = { has_relation_nemesis = scope:battlefield_duel_seek_combat_target }
			}
			show_as_tooltip = { add_stress = minor_stress_loss }
		}
		hidden_effect = { trigger_event = battlefield_duel.9175 }
	}

	option = {
		name = battlefield_duel.9173.invalid
		flavor = battlefield_duel.9203.invalid.flavor
		trigger = {
			NOT = {
				exists = scope:battlefield_duel_seek_combat_target
				scope:battlefield_duel_seek_combat_target = {
					is_alive = yes
					is_imprisoned = no
					is_at_same_location = root
					battlefield_duel_seek_combat_late_war_primary_target_trigger = yes
				}
			}
		}
		battlefield_duel_clear_prompt_lock_effect = yes
		battlefield_duel_clear_seek_combat_chain_state_effect = yes
	}
}

battlefield_duel.9174 = {
	type = character_event
	theme = battle
	title = battlefield_duel.9174.t
	desc = battlefield_duel.9174.desc

	trigger = {
		is_alive = yes
		is_imprisoned = no
		exists = scope:battlefield_duel_seek_combat_target
		exists = scope:enemy_knight
		scope:battlefield_duel_seek_combat_target = {
			is_alive = yes
			is_imprisoned = no
			bdp_seek_saved_force_owner_target_present_trigger = yes
			this = scope:enemy_knight
		}
	}

	override_background = { reference = battlefield_duel_terrain }
	left_portrait = {
		character = root
		animation = marshal
	}
	right_portrait = {
		character = scope:battlefield_duel_seek_combat_target
		animation = marshal
	}

	immediate = {
		battlefield_duel_set_prompt_lock_effect = yes
	}

	option = {
		name = battlefield_duel.9174.a
		flavor = battlefield_duel.9174.a.flavor
		trigger = {
			exists = scope:battlefield_duel_seek_combat_target
			scope:battlefield_duel_seek_combat_target = {
				is_alive = yes
				is_imprisoned = no
				bdp_seek_saved_force_owner_target_present_trigger = yes
			}
		}
		custom_tooltip = battlefield_duel.9174.a.tt
		battlefield_duel_clear_prompt_lock_effect = yes
		scope:battlefield_duel_seek_combat_target = { save_scope_as = enemy_knight }

		set_variable = {
			name = battlefield_duel_gauntlet_capture_floor_target
			value = scope:battlefield_duel_seek_combat_target
			days = 14
		}
		battlefield_duel_clear_seek_combat_chain_state_effect = yes
		battlefield_duel_manual_normal_effect = yes
	}

	option = {
		name = battlefield_duel.9174.invalid
		flavor = battlefield_duel.9203.invalid.flavor
		trigger = {
			NOT = {
				exists = scope:battlefield_duel_seek_combat_target
				scope:battlefield_duel_seek_combat_target = {
					is_alive = yes
					is_imprisoned = no
					bdp_seek_saved_force_owner_target_present_trigger = yes
				}
			}
		}
		battlefield_duel_clear_prompt_lock_effect = yes
		battlefield_duel_clear_seek_combat_chain_state_effect = yes
	}
}

battlefield_duel.9201 = {
	# Protector results release only the private duel's owned lock.
	hidden = yes
	trigger = {
		exists = scope:battlefield_duel_ai_challenge_player
		exists = scope:battlefield_duel_ai_challenge_player_bodyguard
		exists = scope:battlefield_duel_ai_challenge_original_enemy
	}
	immediate = {

		if = {
			limit = { exists = scope:sc_attacker }
			scope:sc_attacker = {
				if = {
					limit = { is_alive = yes }
					if = {
						limit = { has_character_flag = battlefield_duel_manual_sc_added_already_fighting }
						remove_character_flag = battlefield_duel_manual_sc_added_already_fighting
						remove_character_flag = already_fighting
					}
				}
			}
		}
		if = {
			limit = { exists = scope:sc_defender }
			scope:sc_defender = {
				if = {
					limit = { is_alive = yes }
					if = {
						limit = { has_character_flag = battlefield_duel_manual_sc_added_already_fighting }
						remove_character_flag = battlefield_duel_manual_sc_added_already_fighting
						remove_character_flag = already_fighting
					}
				}
			}
		}

		clear_saved_scope = combat_side
		if = {
			limit = {
				scope:sc_victor = scope:battlefield_duel_ai_challenge_player_bodyguard
			}
			if = {
				limit = { scope:battlefield_duel_ai_challenge_original_enemy = { is_ai = no } }
				scope:battlefield_duel_ai_challenge_original_enemy = {
					trigger_event = { id = bdp_multiplayer.0020 }
				}
			}
			scope:battlefield_duel_ai_challenge_player = {
				trigger_event = { id = battlefield_duel.9202 }
			}
		}
		else_if = {
			limit = {
				scope:sc_victor = scope:battlefield_duel_ai_challenge_original_enemy
			}
			if = {
				limit = { scope:battlefield_duel_ai_challenge_original_enemy = { is_ai = no } }
				scope:battlefield_duel_ai_challenge_original_enemy = {
					trigger_event = { id = bdp_multiplayer.0021 }
				}
			}
			scope:battlefield_duel_ai_challenge_player = {
				trigger_event = { id = battlefield_duel.9203 }
			}
		}
		else = {
			scope:battlefield_duel_ai_challenge_player = {
				battlefield_duel_ai_challenge_clear_bodyguard_state_effect = yes
			}
		}
	}
}

battlefield_duel.9202 = {
	type = character_event
	theme = battle
	title = {
		first_valid = {
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_squire_duel_active } desc = battlefield_duel.9202.t.squire }
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_bodyguard_win_flavor_2 } desc = battlefield_duel.9202.t.2 }
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_bodyguard_win_flavor_3 } desc = battlefield_duel.9202.t.3 }
			triggered_desc = { trigger = { always = yes } desc = battlefield_duel.9202.t.1 }
		}
	}
	desc = {
		first_valid = {
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_squire_duel_active } desc = battlefield_duel.9202.desc.squire }
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_bodyguard_win_flavor_2 } desc = battlefield_duel.9202.desc.2 }
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_bodyguard_win_flavor_3 } desc = battlefield_duel.9202.desc.3 }
			triggered_desc = { trigger = { always = yes } desc = battlefield_duel.9202.desc.1 }
		}
	}

	override_background = { reference = battlefield_duel_presentation }
	left_portrait = {
		character = scope:battlefield_duel_ai_challenge_player_bodyguard
		scripted_animation = duel_celebrate
		trigger = { exists = scope:battlefield_duel_ai_challenge_player_bodyguard }
	}
	right_portrait = {
		character = scope:battlefield_duel_ai_challenge_original_enemy
		animation = pain
		trigger = { exists = scope:battlefield_duel_ai_challenge_original_enemy }
	}

	immediate = {
		remove_character_flag = battlefield_duel_v29_bodyguard_win_flavor_1
		remove_character_flag = battlefield_duel_v29_bodyguard_win_flavor_2
		remove_character_flag = battlefield_duel_v29_bodyguard_win_flavor_3
		random_list = {
			34 = { add_character_flag = { flag = battlefield_duel_v29_bodyguard_win_flavor_1 days = 2 } }
			33 = { add_character_flag = { flag = battlefield_duel_v29_bodyguard_win_flavor_2 days = 2 } }
			33 = { add_character_flag = { flag = battlefield_duel_v29_bodyguard_win_flavor_3 days = 2 } }
		}
	}

	option = {
		name = battlefield_duel.9202.a
		flavor = battlefield_duel.9202.a.flavor
		custom_tooltip = battlefield_duel_bodyguard_victory_prestige_tt
		hidden_effect = {
			if = {
				limit = {
					exists = scope:battlefield_duel_ai_challenge_player_bodyguard
					scope:battlefield_duel_ai_challenge_player_bodyguard = { is_alive = yes }
				}
				scope:battlefield_duel_ai_challenge_player_bodyguard = { add_prestige = 50 }
			}
			if = {
				limit = {
					has_character_flag = battlefield_duel_squire_duel_active
					exists = scope:battlefield_duel_ai_challenge_player_squire
					scope:battlefield_duel_ai_challenge_player_squire = { is_alive = yes }
				}

				every_relation = {
					type = agot_squire
					limit = {
						has_character_flag = battlefield_duel_pending_squire_reward_target
					}
					remove_character_flag = battlefield_duel_pending_squire_reward_target
				}
				scope:battlefield_duel_ai_challenge_player_squire = {
					add_character_flag = {
						flag = battlefield_duel_pending_squire_reward_target
						days = 365
					}
				}
				remove_variable = battlefield_duel_pending_squire_reward
				remove_variable = battlefield_duel_squire_reward_battle_province
				add_character_flag = { flag = battlefield_duel_pending_squire_reward days = 365 }

				if = {
					limit = {
						is_commanding_army = yes
						commanding_army = { is_army_in_combat = yes }
					}
					remove_character_flag = battlefield_duel_squire_reward_queued
					debug_log = "BD+ SQUIRE REWARD PENDING UNTIL COMBAT END"
					debug_log_scopes = yes
				}
				else = {
					add_character_flag = { flag = battlefield_duel_squire_reward_queued days = 365 }
					debug_log = "BD+ SQUIRE REWARD DISPATCHED FROM POST-BATTLE VICTORY"
					debug_log_scopes = yes
					trigger_event = { id = battlefield_duel.9160 }
				}
			}
		}
		if = {
			limit = {
				exists = scope:battlefield_duel_ai_challenge_original_enemy
				scope:battlefield_duel_ai_challenge_original_enemy = { is_alive = yes }
			}
			scope:battlefield_duel_ai_challenge_original_enemy = {
				add_character_flag = { flag = battlefiel_duel_recipient_spare days = 30 }
			}
		}
		battlefield_duel_ai_challenge_clear_bodyguard_state_effect = yes
	}

	after = {
		remove_character_flag = battlefield_duel_v29_bodyguard_win_flavor_1
		remove_character_flag = battlefield_duel_v29_bodyguard_win_flavor_2
		remove_character_flag = battlefield_duel_v29_bodyguard_win_flavor_3
	}
}

battlefield_duel.9203 = {
	type = character_event
	theme = battle
	title = {
		first_valid = {
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_squire_duel_active } desc = battlefield_duel.9203.t.squire }
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_ai_bodyguard_protector_killed } desc = battlefield_duel.9203.t.killed }
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_ai_bodyguard_protector_spared } desc = battlefield_duel.9203.t.spared }
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_bodyguard_loss_flavor_2 } desc = battlefield_duel.9203.t.2 }
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_bodyguard_loss_flavor_3 } desc = battlefield_duel.9203.t.3 }
			triggered_desc = { trigger = { always = yes } desc = battlefield_duel.9203.t.1 }
		}
	}
	desc = {
		first_valid = {
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_squire_duel_active } desc = battlefield_duel.9203.desc.squire }
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_ai_bodyguard_protector_killed } desc = battlefield_duel.9203.desc.killed }
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_ai_bodyguard_protector_spared } desc = battlefield_duel.9203.desc.spared }
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_bodyguard_loss_flavor_2 } desc = battlefield_duel.9203.desc.2 }
			triggered_desc = { trigger = { has_character_flag = battlefield_duel_v29_bodyguard_loss_flavor_3 } desc = battlefield_duel.9203.desc.3 }
			triggered_desc = { trigger = { always = yes } desc = battlefield_duel.9203.desc.1 }
		}
	}

	override_background = { reference = battlefield_duel_presentation }
	left_portrait = {
		character = scope:battlefield_duel_ai_challenge_player_bodyguard
		animation = pain
		trigger = { exists = scope:battlefield_duel_ai_challenge_player_bodyguard }
	}
	right_portrait = {
		character = scope:battlefield_duel_ai_challenge_original_enemy
		scripted_animation = duel_celebrate
		trigger = { exists = scope:battlefield_duel_ai_challenge_original_enemy }
	}

	immediate = {
		remove_character_flag = battlefield_duel_ai_bodyguard_protector_killed
		remove_character_flag = battlefield_duel_ai_bodyguard_protector_spared
		remove_character_flag = battlefield_duel_v29_bodyguard_loss_flavor_1
		remove_character_flag = battlefield_duel_v29_bodyguard_loss_flavor_2
		remove_character_flag = battlefield_duel_v29_bodyguard_loss_flavor_3
		random_list = {
			34 = { add_character_flag = { flag = battlefield_duel_v29_bodyguard_loss_flavor_1 days = 2 } }
			33 = { add_character_flag = { flag = battlefield_duel_v29_bodyguard_loss_flavor_2 days = 2 } }
			33 = { add_character_flag = { flag = battlefield_duel_v29_bodyguard_loss_flavor_3 days = 2 } }
		}

		if = {
			limit = {
				NOT = { has_character_flag = battlefield_duel_squire_duel_active }
				exists = scope:battlefield_duel_ai_challenge_player_bodyguard
				exists = scope:battlefield_duel_ai_challenge_original_enemy
				scope:battlefield_duel_ai_challenge_player_bodyguard = { is_alive = yes }
				scope:battlefield_duel_ai_challenge_original_enemy = {
					is_alive = yes
					is_ai = yes
				}
			}
			random_list = {
				50 = { add_character_flag = { flag = battlefield_duel_ai_bodyguard_protector_killed days = 2 } }
				50 = { add_character_flag = { flag = battlefield_duel_ai_bodyguard_protector_spared days = 2 } }
				150 = {
					trigger = { scope:battlefield_duel_ai_challenge_original_enemy = { has_trait = sadistic } }
					add_character_flag = { flag = battlefield_duel_ai_bodyguard_protector_killed days = 2 }
				}
				125 = {
					trigger = { scope:battlefield_duel_ai_challenge_original_enemy = { has_trait = callous } }
					add_character_flag = { flag = battlefield_duel_ai_bodyguard_protector_killed days = 2 }
				}
				100 = {
					trigger = { scope:battlefield_duel_ai_challenge_original_enemy = { has_trait = wrathful } }
					add_character_flag = { flag = battlefield_duel_ai_bodyguard_protector_killed days = 2 }
				}
				100 = {
					trigger = { scope:battlefield_duel_ai_challenge_original_enemy = { has_trait = vengeful } }
					add_character_flag = { flag = battlefield_duel_ai_bodyguard_protector_killed days = 2 }
				}
				175 = {
					trigger = { scope:battlefield_duel_ai_challenge_original_enemy = { has_trait = compassionate } }
					add_character_flag = { flag = battlefield_duel_ai_bodyguard_protector_spared days = 2 }
				}
				150 = {
					trigger = { scope:battlefield_duel_ai_challenge_original_enemy = { has_trait = forgiving } }
					add_character_flag = { flag = battlefield_duel_ai_bodyguard_protector_spared days = 2 }
				}
			}

			if = {
				limit = { has_character_flag = battlefield_duel_ai_bodyguard_protector_killed }
				battlefield_duel_ai_challenge_kill_player_protector_effect = yes
			}
			else_if = {
				limit = { has_character_flag = battlefield_duel_ai_bodyguard_protector_spared }
				battlefield_duel_ai_challenge_spare_player_protector_effect = yes
			}
		}
	}

	option = {
		name = {
			trigger = { has_character_flag = battlefield_duel_squire_duel_active }
			text = battlefield_duel.9203.a.squire
		}
		name = {
			trigger = { always = yes }
			text = battlefield_duel.9203.a
		}
		flavor = battlefield_duel.9203.a.flavor
		trigger = {
			exists = scope:battlefield_duel_ai_challenge_original_enemy
			scope:battlefield_duel_ai_challenge_original_enemy = {
				is_alive = yes
				is_imprisoned = no
				is_at_same_location = root
				NOT = { has_variable = engaged_in_single_combat }
			}
		}

		set_variable = {
			name = battlefield_duel_ai_bodyguard_followup_enemy
			value = scope:battlefield_duel_ai_challenge_original_enemy
		}
		add_character_flag = { flag = battlefield_duel_ai_bodyguard_followup_pending days = 3 }
		scope:battlefield_duel_ai_challenge_original_enemy = {
			if = {
				limit = { NOT = { has_character_flag = already_fighting } }
				add_character_flag = { flag = battlefield_duel_ai_bodyguard_followup_enemy_added_lock days = 3 }
				add_character_flag = { flag = already_fighting days = 3 }
			}
		}
		trigger_event = { id = battlefield_duel.9205 days = 1 }
	}

	option = {
		name = battlefield_duel.9203.invalid
		flavor = battlefield_duel.9203.invalid.flavor
		trigger = {
			OR = {
				NOT = { exists = scope:battlefield_duel_ai_challenge_original_enemy }
				scope:battlefield_duel_ai_challenge_original_enemy = { is_alive = no }
				scope:battlefield_duel_ai_challenge_original_enemy = { is_imprisoned = yes }
				scope:battlefield_duel_ai_challenge_original_enemy = { NOT = { is_at_same_location = root } }
			}
		}
		battlefield_duel_ai_challenge_clear_bodyguard_state_effect = yes
	}

	after = {
		remove_character_flag = battlefield_duel_ai_bodyguard_protector_killed
		remove_character_flag = battlefield_duel_ai_bodyguard_protector_spared
		remove_character_flag = battlefield_duel_v29_bodyguard_loss_flavor_1
		remove_character_flag = battlefield_duel_v29_bodyguard_loss_flavor_2
		remove_character_flag = battlefield_duel_v29_bodyguard_loss_flavor_3
		remove_character_flag = battlefield_duel_squire_duel_active
	}
}

battlefield_duel.9204 = {
	hidden = yes
	immediate = {
		if = {
			limit = { exists = scope:battlefield_duel_ai_challenge_player }
			scope:battlefield_duel_ai_challenge_player = {
				battlefield_duel_ai_challenge_clear_bodyguard_state_effect = yes
			}
		}
		else = {
			battlefield_duel_ai_challenge_clear_bodyguard_state_effect = yes
		}
	}
}

battlefield_duel.9208 = {
	hidden = yes
	trigger = {
		is_alive = yes
		has_character_flag = battlefield_duel_ai_bodyguard_player_reserved
	}
	immediate = {
		battlefield_duel_ai_challenge_clear_player_bodyguard_reservation_effect = yes
	}
}

battlefield_duel.9205 = {
	hidden = yes
	trigger = {
		is_ai = no
		is_alive = yes
		has_character_flag = battlefield_duel_ai_bodyguard_followup_pending
		has_variable = battlefield_duel_ai_bodyguard_followup_enemy
	}
	immediate = {
		remove_character_flag = battlefield_duel_ai_bodyguard_followup_pending

		if = {
			limit = {
				commanding_army = { is_army_in_combat = yes }
				var:battlefield_duel_ai_bodyguard_followup_enemy = {
					is_alive = yes
					is_imprisoned = no
					is_at_same_location = root
					NOT = { has_variable = engaged_in_single_combat }
				}
			}

			clear_saved_scope = enemy_knight
			var:battlefield_duel_ai_bodyguard_followup_enemy = { save_scope_as = enemy_knight }

			set_variable = {
				name = battlefield_duel_ai_bodyguard_followup_active_enemy
				value = scope:enemy_knight
			}
			trigger_event = { id = battlefield_duel.9207 days = 14 }
			remove_variable = battlefield_duel_ai_bodyguard_followup_enemy

			scope:enemy_knight = {
				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
				}
			}

			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
			}

			if = {
				limit = { exists = scope:sc_finished }
				clear_saved_scope = sc_finished
			}
			if = {
				limit = { exists = scope:sc_victor }
				clear_saved_scope = sc_victor
			}
			if = {
				limit = { exists = scope:sc_loser }
				clear_saved_scope = sc_loser
			}
			if = {
				limit = { exists = scope:victory_type }
				clear_saved_scope = victory_type
			}
			if = {
				limit = { exists = scope:sick_character }
				clear_saved_scope = sick_character
			}
			if = {
				limit = { exists = scope:physician }
				clear_saved_scope = physician
			}
			if = {
				limit = { exists = scope:sc_attacker_last_move }
				clear_saved_scope = sc_attacker_last_move
			}
			if = {
				limit = { exists = scope:sc_defender_last_move }
				clear_saved_scope = sc_defender_last_move
			}
			if = {
				limit = { exists = scope:myself }
				clear_saved_scope = myself
			}
			if = {
				limit = { exists = scope:my_foe }
				clear_saved_scope = my_foe
			}

			add_character_flag = { flag = battlefield_duel_ai_bodyguard_followup_diagnostic days = 14 }
			debug_log = "BD+ V28A.6 FOLLOWUP START: inherited bodyguard result will be participant-validated"
			debug_log_scopes = yes
			root = { save_scope_as = actor }
			remove_character_flag = commander_attack_check
			battlefield_duel_manual_normal_effect = yes
			battlefield_duel_root_effect.stress_attack = yes
		}
		else = {
			battlefield_duel_ai_challenge_clear_bodyguard_state_effect = yes
		}
	}
}

battlefield_duel.9207 = {
	hidden = yes
	trigger = {
		has_variable = battlefield_duel_ai_bodyguard_followup_active_enemy
		NOT = { has_variable = engaged_in_single_combat }
	}
	immediate = {
		remove_variable = battlefield_duel_ai_bodyguard_followup_active_enemy
	}
}

battlefield_duel.9500 = {
	type = character_event
	theme = battle
	title = battlefield_duel.9500.t
	desc = battlefield_duel.9500.desc

	trigger = {
		is_alive = yes
		is_ai = no
		NOT = { has_trait = berserker }
		has_character_flag = battlefield_duel_berserker_path_offered
	}

	override_background = { reference = battlefield_duel_terrain }
	left_portrait = {
		character = root
		animation = rage
	}

	option = {
		name = battlefield_duel.9500.embrace
		trait = berserker
		flavor = battlefield_duel.9500.embrace.flavor
		add_trait = berserker
		remove_variable = battlefield_duel_kill_count_berserker_variable
		remove_variable = battlefield_duel_kill_count_berserker_warmonger_variable
	}

	option = {
		name = battlefield_duel.9500.resist
		flavor = battlefield_duel.9500.resist.flavor
		custom_tooltip = battlefield_duel.9500.resist.tt
		remove_variable = battlefield_duel_kill_count_berserker_variable
		remove_variable = battlefield_duel_kill_count_berserker_warmonger_variable
	}
}
