﻿namespace = battlefield_duel_single_combat

scripted_trigger battlefield_duel_sc_fatality_default_will_die_trigger = {
	scope:sc_attacker = {
		OR = {

			AND = {
				is_ruler = yes
				government_has_flag = government_is_tribal
			}

			AND = {
				is_ruler = no
				exists = court_owner
				scope:sc_attacker.court_owner = { government_has_flag = government_is_tribal}
			}

			AND = {
				is_ruler = no
				exists = host
				scope:sc_attacker.host = { government_has_flag = government_is_tribal }
			}

			AND = {
				is_ruler = no
				NOR = {
					exists = court_owner
					exists = host
				}
				scope:sc_defender = {
					OR = {

						AND = {
							is_ruler = yes
							government_has_flag = government_is_tribal
						}

						AND = {
							is_ruler = no
							exists = court_owner
							scope:sc_defender.court_owner = { government_has_flag = government_is_tribal}
						}

						AND = {
							is_ruler = no
							exists = host
							scope:sc_defender.host = { government_has_flag = government_is_tribal }
						}
					}
				}
			}
		}
	}
}

scripted_trigger battlefield_duel_sc_duel_will_end_in_opponent_death_trigger = {

	NOT = { scope:fatality = flag:no }
	OR = {

		battlefield_duel_sc_fatality_default_will_die_trigger = yes

		OR = {
			AND = {
				this = scope:sc_attacker
				scope:fatality = flag:possible
				scope:sc_defender = { has_trait = wounded_3 }
			}
			AND = {
				this = scope:sc_defender
				scope:fatality = flag:possible
				scope:sc_attacker = { has_trait = wounded_3 }
			}
		}

		scope:fatality = flag:always
	}
}

scripted_trigger battlefield_duel_sc_duel_will_end_in_my_death_trigger = {

	NOT = { scope:fatality = flag:no }
	OR = {

		battlefield_duel_sc_fatality_default_will_die_trigger = yes

		AND = {
			scope:fatality = flag:possible
			has_trait = wounded_3
		}

		scope:fatality = flag:always
	}
}

scripted_trigger battlefield_duel_sc_house_not_allowed_to_yell_motto_trigger = {
	OR = {
		NOT = { exists = house }

	}
}

scripted_trigger battlefield_duel_sc_rocky_locale_trigger = {
	OR = {

		agot_is_hills_terrain = yes
		agot_is_mountains_terrain = yes
		agot_is_desert_mountains_terrain = yes
		agot_is_glacier_terrain = yes
		agot_is_canyon_terrain = yes
		agot_is_highlands_terrain = yes
	}
}

scripted_effect battlefield_duel_sc_select_special_tier_move_effect = {

	set_local_variable = {
		name = combat_move_special_slot_used_flag
		value = yes
	}

	random_list = {

		1000 = {
			trigger = {
				NOT = { exists = local_var:combat_move_reason_you_suck_speech_flag }
				diplomacy >= very_high_skill_rating

				NOR = {
					AND = {
						exists = scope:sc_defender_last_move
						this = scope:sc_defender
						scope:sc_defender_last_move = flag:reason_you_suck_speech
					}
					AND = {
						exists = scope:sc_attacker_last_move
						this = scope:sc_attacker
						scope:sc_attacker_last_move = flag:reason_you_suck_speech
					}
				}
			}
			set_local_variable = {
				name = combat_move_reason_you_suck_speech_flag
				value = yes
			}
		}

		1000 = {
			trigger = {
				NOT = { exists = local_var:combat_move_technique_from_legend_flag }
				learning >= very_high_skill_rating

				NOR = {
					AND = {
						exists = scope:sc_defender_last_move
						this = scope:sc_defender
						scope:sc_defender_last_move = flag:technique_from_legend
					}
					AND = {
						exists = scope:sc_attacker_last_move
						this = scope:sc_attacker
						scope:sc_attacker_last_move = flag:technique_from_legend
					}
				}
			}
			set_local_variable = {
				name = combat_move_technique_from_legend_flag
				value = yes
			}
		}

		1000 = {
			trigger = {
				NOT = { exists = local_var:combat_move_like_a_viper_flag }
				intrigue >= very_high_skill_rating

				NOR = {
					AND = {
						exists = scope:sc_defender_last_move
						this = scope:sc_defender
						scope:sc_defender_last_move = flag:like_a_viper
					}
					AND = {
						exists = scope:sc_attacker_last_move
						this = scope:sc_attacker
						scope:sc_attacker_last_move = flag:like_a_viper
					}
				}
			}
			set_local_variable = {
				name = combat_move_like_a_viper_flag
				value = yes
			}
		}

		1000 = {
			trigger = {
				NOT = { exists = local_var:combat_move_pocket_silver_flag }
				stewardship >= very_high_skill_rating
				short_term_gold >= combat_move_pocket_silver_value

				NOT = { has_trait = maimed }

				NOR = {
					AND = {
						exists = scope:sc_defender_last_move
						this = scope:sc_defender
						scope:sc_defender_last_move = flag:pocket_silver
					}
					AND = {
						exists = scope:sc_attacker_last_move
						this = scope:sc_attacker
						scope:sc_attacker_last_move = flag:pocket_silver
					}
				}
			}
			set_local_variable = {
				name = combat_move_pocket_silver_flag
				value = yes
			}
		}

		1000 = {
			trigger = {
				NOT = { exists = local_var:combat_move_martial_voice_flag }
				martial >= very_high_skill_rating

				OR = {
					AND = {
						this = scope:sc_defender
						scope:sc_attacker = {
							exists = house
							NOR = {
								has_trait = peasant_leader
								government_has_flag = government_is_republic
							}
						}
					}
					AND = {
						this = scope:sc_attacker
						scope:sc_defender = {
							exists = house
							NOR = {
								has_trait = peasant_leader
								government_has_flag = government_is_republic
							}
						}
					}
				}

				NOR = {
					AND = {
						exists = scope:sc_defender_last_move
						this = scope:sc_defender
						scope:sc_defender_last_move = flag:martial_voice
					}
					AND = {
						exists = scope:sc_attacker_last_move
						this = scope:sc_attacker
						scope:sc_attacker_last_move = flag:martial_voice
					}
				}
			}
			set_local_variable = {
				name = combat_move_martial_voice_flag
				value = yes
			}
		}

		1000 = {
			trigger = {
				NOT = { exists = local_var:combat_move_mocking_boast_flag }
				OR = {
					AND = {
						this = scope:sc_attacker
						scope:sc_attacker.prestige_level > scope:sc_defender.prestige_level

						scope:sc_defender = {
							NOT = { has_trait = humble }
						}
					}
					AND = {
						this = scope:sc_defender
						scope:sc_defender.prestige_level > scope:sc_attacker.prestige_level

						scope:sc_attacker = {
							NOT = { has_trait = humble }
						}
					}
				}

				NOR = {
					AND = {
						exists = scope:sc_defender_last_move
						this = scope:sc_defender
						scope:sc_defender_last_move = flag:mocking_boast
					}
					AND = {
						exists = scope:sc_attacker_last_move
						this = scope:sc_attacker
						scope:sc_attacker_last_move = flag:mocking_boast
					}
				}
			}
			set_local_variable = {
				name = combat_move_mocking_boast_flag
				value = yes
			}
		}

		1 = {
			trigger = {
				NOT = { exists = local_var:combat_move_is_that_a_crocodile_flag }

				scope:locale = flag:terrain_scope

				NOT = { exists = scope:had_crocodile }

				single_combat_location_has_crocodilians_trigger = yes

				battlefield_duel_sc_duel_will_end_in_opponent_death_trigger = yes
			}
			set_local_variable = {
				name = combat_move_is_that_a_crocodile_flag
				value = yes
			}

		}

		1000 = {
			trigger = {
				NOT = { exists = local_var:combat_move_desert_warrior_flag }
				has_trait = desert_warrior

				scope:locale = flag:terrain_scope

				NAND = {
					scope:sc_attacker = { has_trait = desert_warrior }
					scope:sc_defender = { has_trait = desert_warrior }
				}
				scope:sc_defender.location = {
					OR = {

						agot_is_desert_terrain = yes
						agot_is_drylands_terrain = yes
						agot_is_oasis_terrain = yes
					}
				}

				NOR = {
					AND = {
						exists = scope:sc_defender_last_move
						this = scope:sc_defender
						scope:sc_defender_last_move = flag:desert_warrior
					}
					AND = {
						exists = scope:sc_attacker_last_move
						this = scope:sc_attacker
						scope:sc_attacker_last_move = flag:desert_warrior
					}
				}
			}
			set_local_variable = {
				name = combat_move_desert_warrior_flag
				value = yes
			}
		}

		1000 = {
			trigger = {
				NOT = { exists = local_var:combat_move_jungle_stalker_flag }
				has_trait = jungle_stalker

				scope:locale = flag:terrain_scope

				NAND = {
					scope:sc_attacker = { has_trait = jungle_stalker }
					scope:sc_defender = { has_trait = jungle_stalker }
				}
				scope:sc_defender.location = {

					agot_is_jungle_terrain = yes
				}

				NOR = {
					AND = {
						exists = scope:sc_defender_last_move
						this = scope:sc_defender
						scope:sc_defender_last_move = flag:jungle_stalker
					}
					AND = {
						exists = scope:sc_attacker_last_move
						this = scope:sc_attacker
						scope:sc_attacker_last_move = flag:jungle_stalker
					}
				}
			}
			set_local_variable = {
				name = combat_move_jungle_stalker_flag
				value = yes
			}
		}

		1000 = {
			trigger = {
				NOT = { exists = local_var:combat_move_open_terrain_expert_flag }
				has_trait = open_terrain_expert

				scope:locale = flag:terrain_scope

				NAND = {
					scope:sc_attacker = { has_trait = open_terrain_expert }
					scope:sc_defender = { has_trait = open_terrain_expert }
				}
				scope:sc_defender.location = {
					OR = {

						agot_is_farmlands_terrain = yes
						agot_is_plains_terrain = yes
						agot_is_steppe_terrain = yes
						agot_is_frozen_flats_terrain = yes
					}
				}

				NOR = {
					AND = {
						exists = scope:sc_defender_last_move
						this = scope:sc_defender
						scope:sc_defender_last_move = flag:open_terrain_expert
					}
					AND = {
						exists = scope:sc_attacker_last_move
						this = scope:sc_attacker
						scope:sc_attacker_last_move = flag:open_terrain_expert
					}
				}
			}
			set_local_variable = {
				name = combat_move_open_terrain_expert_flag
				value = yes
			}
		}

		1000 = {
			trigger = {
				NOT = { exists = local_var:combat_move_rough_terrain_expert_flag }
				has_trait = rough_terrain_expert

				scope:locale = flag:terrain_scope

				NAND = {
					scope:sc_attacker = { has_trait = rough_terrain_expert }
					scope:sc_defender = { has_trait = rough_terrain_expert }
				}
				scope:sc_defender.location = {
					OR = {

						agot_is_hills_terrain = yes
						agot_is_mountains_terrain = yes
						agot_is_desert_mountains_terrain = yes
						agot_is_wetlands_terrain = yes
						agot_is_glacier_terrain = yes
						agot_is_canyon_terrain = yes
						agot_is_highlands_terrain = yes
						agot_is_the_bog_terrain = yes
					}
				}

				NOR = {
					AND = {
						exists = scope:sc_defender_last_move
						this = scope:sc_defender
						scope:sc_defender_last_move = flag:rough_terrain_expert
					}
					AND = {
						exists = scope:sc_attacker_last_move
						this = scope:sc_attacker
						scope:sc_attacker_last_move = flag:rough_terrain_expert
					}
				}
			}
			set_local_variable = {
				name = combat_move_rough_terrain_expert_flag
				value = yes
			}
		}

		1000 = {
			trigger = {
				NOT = { exists = local_var:combat_move_forest_fighter_flag }
				has_trait = forest_fighter

				scope:locale = flag:terrain_scope

				NAND = {
					scope:sc_attacker = { has_trait = forest_fighter }
					scope:sc_defender = { has_trait = forest_fighter }
				}
				scope:sc_defender.location = {
					OR = {

						agot_is_forest_terrain = yes
						agot_is_taiga_terrain = yes
						agot_is_cloudforest_terrain = yes
						agot_is_taiga_bog_terrain = yes
					}
				}

				NOR = {
					AND = {
						exists = scope:sc_defender_last_move
						this = scope:sc_defender
						scope:sc_defender_last_move = flag:forest_fighter
					}
					AND = {
						exists = scope:sc_attacker_last_move
						this = scope:sc_attacker
						scope:sc_attacker_last_move = flag:forest_fighter
					}
				}
			}
			set_local_variable = {
				name = combat_move_forest_fighter_flag
				value = yes
			}
		}

		5000 = {
			trigger = {
				NOT = { exists = local_var:combat_move_raaargh_flag }
				has_trait = berserker

				NOR = {
					AND = {
						exists = scope:sc_defender_last_move
						this = scope:sc_defender
						scope:sc_defender_last_move = flag:raaargh
					}
					AND = {
						exists = scope:sc_attacker_last_move
						this = scope:sc_attacker
						scope:sc_attacker_last_move = flag:raaargh
					}
				}
			}
			set_local_variable = {
				name = combat_move_raaargh_flag
				value = yes
			}
		}

		2000 = {
			trigger = {
				NOT = { exists = local_var:combat_move_hard_grit_flag }
				has_trait = shieldmaiden

				NOR = {
					AND = {
						exists = scope:sc_defender_last_move
						this = scope:sc_defender
						scope:sc_defender_last_move = flag:hard_grit
					}
					AND = {
						exists = scope:sc_attacker_last_move
						this = scope:sc_attacker
						scope:sc_attacker_last_move = flag:hard_grit
					}
				}
			}
			set_local_variable = {
				name = combat_move_hard_grit_flag
				value = yes
			}
		}

		2000 = {
			trigger = {
				NOT = { exists = local_var:combat_move_feint_and_stab_flag }
				has_trait = lifestyle_hunter

				NOT = { has_trait = maimed }

				NOR = {
					AND = {
						exists = scope:sc_defender_last_move
						this = scope:sc_defender
						scope:sc_defender_last_move = flag:feint_and_stab
					}
					AND = {
						exists = scope:sc_attacker_last_move
						this = scope:sc_attacker
						scope:sc_attacker_last_move = flag:feint_and_stab
					}
				}
			}
			set_local_variable = {
				name = combat_move_feint_and_stab_flag
				value = yes
			}
		}

		2000 = {
			trigger = {
				NOT = { exists = local_var:combat_move_butchery_flag }
				has_trait = viking

				NOR = {
					AND = {
						exists = scope:sc_defender_last_move
						this = scope:sc_defender
						scope:sc_defender_last_move = flag:butchery
					}
					AND = {
						exists = scope:sc_attacker_last_move
						this = scope:sc_attacker
						scope:sc_attacker_last_move = flag:butchery
					}
				}
			}
			set_local_variable = {
				name = combat_move_butchery_flag
				value = yes
			}
		}

		2000 = {
			trigger = {
				NOT = { exists = local_var:combat_move_blade_dance_flag }
				has_trait = lifestyle_blademaster

				NOR = {
					AND = {
						exists = scope:sc_defender_last_move
						this = scope:sc_defender
						scope:sc_defender_last_move = flag:blade_dance
					}
					AND = {
						exists = scope:sc_attacker_last_move
						this = scope:sc_attacker
						scope:sc_attacker_last_move = flag:blade_dance
					}
				}
			}
			set_local_variable = {
				name = combat_move_blade_dance_flag
				value = yes
			}
		}

		1000 = {
			trigger = {
				NOT = { exists = local_var:combat_move_wrath_of_highgod_flag }
				has_trait = zealous
				faith = {
					NOT = { has_doctrine_parameter = holy_wars_forbidden }
				}

				NOR = {
					AND = {
						exists = scope:sc_defender_last_move
						this = scope:sc_defender
						scope:sc_defender_last_move = flag:wrath_of_highgod
					}
					AND = {
						exists = scope:sc_attacker_last_move
						this = scope:sc_attacker
						scope:sc_attacker_last_move = flag:wrath_of_highgod
					}
				}
			}
			set_local_variable = {
				name = combat_move_wrath_of_highgod_flag
				value = yes
			}
		}

		2000 = {
			trigger = {
				NOT = { exists = local_var:combat_move_hurt_me_better_flag }
				OR = {
					has_trait = deviant
					any_secret = { type = secret_deviant }
				}

				NOR = {
					AND = {
						exists = scope:sc_defender_last_move
						this = scope:sc_defender
						scope:sc_defender_last_move = flag:hurt_me_better
					}
					AND = {
						exists = scope:sc_attacker_last_move
						this = scope:sc_attacker
						scope:sc_attacker_last_move = flag:hurt_me_better
					}
				}
			}
			set_local_variable = {
				name = combat_move_hurt_me_better_flag
				value = yes
			}
		}

		1 = {
			trigger = {
				NOT = { exists = local_var:combat_move_special_fallback_flag }

			}
			set_local_variable = {
				name = combat_move_special_fallback_flag
				value = yes
			}

		}

		1000 = {
			trigger = {
				NOT = { exists = local_var:combat_move_something_to_hide_flag }
				OR = {
					AND = {
						this = scope:sc_attacker
						has_usable_hook = scope:sc_defender
					}
					AND = {
						this = scope:sc_defender
						has_usable_hook = scope:sc_attacker
					}
				}

				battlefield_duel_sc_duel_will_end_in_opponent_death_trigger = no

				NOR = {
					AND = {
						exists = scope:sc_defender_last_move
						this = scope:sc_defender
						scope:sc_defender_last_move = flag:something_to_hide
					}
					AND = {
						exists = scope:sc_attacker_last_move
						this = scope:sc_attacker
						scope:sc_attacker_last_move = flag:something_to_hide
					}
				}
			}
			set_local_variable = {
				name = combat_move_something_to_hide_flag
				value = yes
			}
		}
	}
}

scripted_effect battlefield_duel_sc_select_tier_1_move_effect = {
	random_list = {

		70 = {
			random_list = {

				1000 = {
					trigger = {
						NOT = { exists = local_var:combat_move_wait_and_hope_flag }

					}
					set_local_variable = {
						name = combat_move_wait_and_hope_flag
						value = yes
					}

					modifier = {
						add = sce_regular_combat_repeat_down_weight
						OR = {
							AND = {
								exists = scope:sc_defender_last_move
								this = scope:sc_defender
								scope:sc_defender_last_move = flag:wait_and_hope
							}
							AND = {
								exists = scope:sc_attacker_last_move
								this = scope:sc_attacker
								scope:sc_attacker_last_move = flag:wait_and_hope
							}
						}
					}
				}

				1000 = {
					trigger = {
						NOT = { exists = local_var:combat_move_unsure_attack_flag }

					}
					set_local_variable = {
						name = combat_move_unsure_attack_flag
						value = yes
					}

					modifier = {
						add = sce_regular_combat_repeat_down_weight
						OR = {
							AND = {
								exists = scope:sc_defender_last_move
								this = scope:sc_defender
								scope:sc_defender_last_move = flag:unsure_attack
							}
							AND = {
								exists = scope:sc_attacker_last_move
								this = scope:sc_attacker
								scope:sc_attacker_last_move = flag:unsure_attack
							}
						}
					}
				}

				1000 = {
					trigger = {
						NOT = { exists = local_var:combat_move_enthusiastic_onslaught_flag }

					}
					set_local_variable = {
						name = combat_move_enthusiastic_onslaught_flag
						value = yes
					}

					modifier = {
						add = sce_regular_combat_repeat_down_weight
						OR = {
							AND = {
								exists = scope:sc_defender_last_move
								this = scope:sc_defender
								scope:sc_defender_last_move = flag:enthusiastic_onslaught
							}
							AND = {
								exists = scope:sc_attacker_last_move
								this = scope:sc_attacker
								scope:sc_attacker_last_move = flag:enthusiastic_onslaught
							}
						}
					}
				}

				1000 = {
					trigger = {
						NOT = { exists = local_var:combat_move_hail_mary_flag }

						OR = {
							AND = {
								this = scope:sc_attacker
								prowess_diff = {
									target = scope:sc_defender
									value <= -10
								}
							}
							AND = {
								this = scope:sc_defender
								prowess_diff = {
									target = scope:sc_attacker
									value <= -10
								}
							}
						}
					}
					set_local_variable = {
						name = combat_move_hail_mary_flag
						value = yes
					}

					modifier = {
						add = sce_regular_combat_repeat_down_weight
						OR = {
							AND = {
								exists = scope:sc_defender_last_move
								this = scope:sc_defender
								scope:sc_defender_last_move = flag:hail_mary
							}
							AND = {
								exists = scope:sc_attacker_last_move
								this = scope:sc_attacker
								scope:sc_attacker_last_move = flag:hail_mary
							}
						}
					}
				}

				1000 = {
					trigger = {
						NOT = { exists = local_var:combat_move_pocket_sand_flag }

						OR = {
							AND = {
								this = scope:sc_attacker
								scope:sc_defender.prowess <= medium_scsk
							}
							AND = {
								this = scope:sc_defender
								scope:sc_attacker.prowess <= medium_scsk
							}
						}

						NOT = { has_trait = maimed }
					}
					set_local_variable = {
						name = combat_move_pocket_sand_flag
						value = yes
					}

					modifier = {
						add = sce_regular_combat_repeat_down_weight
						OR = {
							AND = {
								exists = scope:sc_defender_last_move
								this = scope:sc_defender
								scope:sc_defender_last_move = flag:pocket_sand
							}
							AND = {
								exists = scope:sc_attacker_last_move
								this = scope:sc_attacker
								scope:sc_attacker_last_move = flag:pocket_sand
							}
						}
					}
				}

				1000 = {
					trigger = {
						NOT = { exists = local_var:combat_move_nut_em_flag }

					}
					set_local_variable = {
						name = combat_move_nut_em_flag
						value = yes
					}

					modifier = {
						add = sce_regular_combat_repeat_down_weight
						OR = {
							AND = {
								exists = scope:sc_defender_last_move
								this = scope:sc_defender
								scope:sc_defender_last_move = flag:nut_em
							}
							AND = {
								exists = scope:sc_attacker_last_move
								this = scope:sc_attacker
								scope:sc_attacker_last_move = flag:nut_em
							}
						}
					}
				}
			}
		}

		30 = {
			trigger = {
				NOT = { exists = local_var:combat_move_special_slot_used_flag }
			}
			battlefield_duel_sc_select_special_tier_move_effect = yes
		}
	}
}

scripted_effect battlefield_duel_sc_select_tier_2_move_effect = {
	random_list = {

		70 = {
			random_list = {

				1000 = {
					trigger = {
						NOT = { exists = local_var:combat_move_guard_flag }

					}
									set_local_variable = {
						name = combat_move_guard_flag
						value = yes
					}

					modifier = {
						add = sce_regular_combat_repeat_down_weight
						OR = {
							AND = {
								exists = scope:sc_defender_last_move
								this = scope:sc_defender
								scope:sc_defender_last_move = flag:guard
							}
							AND = {
								exists = scope:sc_attacker_last_move
								this = scope:sc_attacker
								scope:sc_attacker_last_move = flag:guard
							}
						}
					}
				}

				1000 = {
					trigger = {
						NOT = { exists = local_var:combat_move_probing_attack_flag }

					}
					set_local_variable = {
						name = combat_move_probing_attack_flag
						value = yes
					}

					modifier = {
						add = sce_regular_combat_repeat_down_weight
						OR = {
							AND = {
								exists = scope:sc_defender_last_move
								this = scope:sc_defender
								scope:sc_defender_last_move = flag:probing_attack
							}
							AND = {
								exists = scope:sc_attacker_last_move
								this = scope:sc_attacker
								scope:sc_attacker_last_move = flag:probing_attack
							}
						}
					}
				}

				1000 = {
					trigger = {
						NOT = { exists = local_var:combat_move_onslaught_flag }

					}
									set_local_variable = {
						name = combat_move_onslaught_flag
						value = yes
					}

					modifier = {
						add = sce_regular_combat_repeat_down_weight
						OR = {
							AND = {
								exists = scope:sc_defender_last_move
								this = scope:sc_defender
								scope:sc_defender_last_move = flag:onslaught
							}
							AND = {
								exists = scope:sc_attacker_last_move
								this = scope:sc_attacker
								scope:sc_attacker_last_move = flag:onslaught
							}
						}
					}
				}

				1000 = {
					trigger = {
						NOT = { exists = local_var:combat_move_surprise_attack_flag }
						OR = {
							AND = {
								this = scope:sc_attacker
								scope:sc_defender = {
									NOT = { has_trait = paranoid }
								}
							}
							AND = {
								this = scope:sc_defender
								scope:sc_attacker = {
									NOT = { has_trait = paranoid }
								}
							}
						}
					}
					set_local_variable = {
						name = combat_move_surprise_attack_flag
						value = yes
					}

					modifier = {
						add = sce_regular_combat_repeat_down_weight
						OR = {
							AND = {
								exists = scope:sc_defender_last_move
								this = scope:sc_defender
								scope:sc_defender_last_move = flag:surprise_attack
							}
							AND = {
								exists = scope:sc_attacker_last_move
								this = scope:sc_attacker
								scope:sc_attacker_last_move = flag:surprise_attack
							}
						}
					}
				}

				1000 = {
					trigger = {
						NOT = { exists = local_var:combat_move_taunt_flag }
						OR = {
							AND = {
								this = scope:sc_attacker
								scope:sc_defender = {
									is_ai = yes
									NOT = { has_trait = calm }
								}
							}
							AND = {
								this = scope:sc_defender
								scope:sc_attacker = {
									is_ai = yes
									NOT = { has_trait = calm }
								}
							}
						}
					}
									set_local_variable = {
						name = combat_move_taunt_flag
						value = yes
					}

					modifier = {
						add = sce_regular_combat_repeat_down_weight
						OR = {
							AND = {
								exists = scope:sc_defender_last_move
								this = scope:sc_defender
								scope:sc_defender_last_move = flag:taunt
							}
							AND = {
								exists = scope:sc_attacker_last_move
								this = scope:sc_attacker
								scope:sc_attacker_last_move = flag:taunt
							}
						}
					}
				}

				1000 = {
					trigger = {
						NOT = { exists = local_var:combat_move_put_the_boot_in_flag }

					}
					set_local_variable = {
						name = combat_move_put_the_boot_in_flag
						value = yes
					}

					modifier = {
						add = sce_regular_combat_repeat_down_weight
						OR = {
							AND = {
								exists = scope:sc_defender_last_move
								this = scope:sc_defender
								scope:sc_defender_last_move = flag:put_the_boot_in
							}
							AND = {
								exists = scope:sc_attacker_last_move
								this = scope:sc_attacker
								scope:sc_attacker_last_move = flag:put_the_boot_in
							}
						}
					}
				}
			}
		}

		30 = {
			trigger = {
				NOT = { exists = local_var:combat_move_special_slot_used_flag }
			}
			battlefield_duel_sc_select_special_tier_move_effect = yes
		}
	}
}

scripted_effect battlefield_duel_sc_select_tier_3_move_effect = {
	random_list = {

		70 = {
			random_list = {

				1000 = {
					trigger = {
						NOT = { exists = local_var:combat_move_strict_guard_flag }

					}
					set_local_variable = {
						name = combat_move_strict_guard_flag
						value = yes
					}

					modifier = {
						add = sce_regular_combat_repeat_down_weight
						OR = {
							AND = {
								exists = scope:sc_defender_last_move
								this = scope:sc_defender
								scope:sc_defender_last_move = flag:strict_guard
							}
							AND = {
								exists = scope:sc_attacker_last_move
								this = scope:sc_attacker
								scope:sc_attacker_last_move = flag:strict_guard
							}
						}
					}
				}

				1000 = {
					trigger = {
						NOT = { exists = local_var:combat_move_confident_attack_flag }

					}
					set_local_variable = {
						name = combat_move_confident_attack_flag
						value = yes
					}

					modifier = {
						add = sce_regular_combat_repeat_down_weight
						OR = {
							AND = {
								exists = scope:sc_defender_last_move
								this = scope:sc_defender
								scope:sc_defender_last_move = flag:confident_attack
							}
							AND = {
								exists = scope:sc_attacker_last_move
								this = scope:sc_attacker
								scope:sc_attacker_last_move = flag:confident_attack
							}
						}
					}
				}

				1000 = {
					trigger = {
						NOT = { exists = local_var:combat_move_expert_onslaught_flag }

					}
					set_local_variable = {
						name = combat_move_expert_onslaught_flag
						value = yes
					}

					modifier = {
						add = sce_regular_combat_repeat_down_weight
						OR = {
							AND = {
								exists = scope:sc_defender_last_move
								this = scope:sc_defender
								scope:sc_defender_last_move = flag:expert_onslaught
							}
							AND = {
								exists = scope:sc_attacker_last_move
								this = scope:sc_attacker
								scope:sc_attacker_last_move = flag:expert_onslaught
							}
						}
					}
				}

				1000 = {
					trigger = {
						NOT = { exists = local_var:combat_move_attempt_disarm_flag }
						OR = {
							AND = {
								this = scope:sc_attacker
								scope:sc_defender = {
									prowess >= decent_scsk

									NOT = { has_trait = lifestyle_blademaster }
								}
							}
							AND = {
								this = scope:sc_defender
								scope:sc_attacker = {
									prowess >= decent_scsk

									NOT = { has_trait = lifestyle_blademaster }
								}
							}
						}
					}
					set_local_variable = {
						name = combat_move_attempt_disarm_flag
						value = yes
					}

					modifier = {
						add = sce_regular_combat_repeat_down_weight
						OR = {
							AND = {
								exists = scope:sc_defender_last_move
								this = scope:sc_defender
								scope:sc_defender_last_move = flag:attempt_disarm
							}
							AND = {
								exists = scope:sc_attacker_last_move
								this = scope:sc_attacker
								scope:sc_attacker_last_move = flag:attempt_disarm
							}
						}
					}
				}

				1000 = {
					trigger = {
						NOT = { exists = local_var:combat_move_lightning_assault_flag }
						scope:sc_defender.var:current_round = 1
					}
					set_local_variable = {
						name = combat_move_lightning_assault_flag
						value = yes
					}

					modifier = {
						add = sce_regular_combat_repeat_down_weight
						OR = {
							AND = {
								exists = scope:sc_defender_last_move
								this = scope:sc_defender
								scope:sc_defender_last_move = flag:lightning_assault
							}
							AND = {
								exists = scope:sc_attacker_last_move
								this = scope:sc_attacker
								scope:sc_attacker_last_move = flag:lightning_assault
							}
						}
					}
				}

				1000 = {
					trigger = {
						NOT = { exists = local_var:combat_move_tire_opponent_flag }

					}
					set_local_variable = {
						name = combat_move_tire_opponent_flag
						value = yes
					}

					modifier = {
						add = sce_regular_combat_repeat_down_weight
						OR = {
							AND = {
								exists = scope:sc_defender_last_move
								this = scope:sc_defender
								scope:sc_defender_last_move = flag:tire_opponent
							}
							AND = {
								exists = scope:sc_attacker_last_move
								this = scope:sc_attacker
								scope:sc_attacker_last_move = flag:tire_opponent
							}
						}
					}
				}
			}
		}

		30 = {
			trigger = {
				NOT = { exists = local_var:combat_move_special_slot_used_flag }
			}
			battlefield_duel_sc_select_special_tier_move_effect = yes
		}
	}
}

scripted_effect battlefield_duel_sc_select_combat_options_from_pool_effect = {

	if = {
		limit = { prowess <= low_scsk }

		set_variable = {
			name = tier_1_counter
			value = 3
		}
		set_variable = {
			name = tier_2_counter
			value = 0
		}
		set_variable = {
			name = tier_3_counter
			value = 0
		}
	}

	else_if = {
		limit = { prowess <= mediocre_scsk }
		random_list = {

			50 = {
				set_variable = {
					name = tier_1_counter
					value = 3
				}
				set_variable = {
					name = tier_2_counter
					value = 0
				}
				set_variable = {
					name = tier_3_counter
					value = 0
				}
			}

			50 = {
				set_variable = {
					name = tier_1_counter
					value = 2
				}
				set_variable = {
					name = tier_2_counter
					value = 1
				}
				set_variable = {
					name = tier_3_counter
					value = 0
				}
			}
		}
	}

	else_if = {
		limit = { prowess <= medium_scsk }
		random_list = {

			33 = {
				set_variable = {
					name = tier_1_counter
					value = 3
				}
				set_variable = {
					name = tier_2_counter
					value = 0
				}
				set_variable = {
					name = tier_3_counter
					value = 0
				}
			}

			34 = {
				set_variable = {
					name = tier_1_counter
					value = 2
				}
				set_variable = {
					name = tier_2_counter
					value = 1
				}
				set_variable = {
					name = tier_3_counter
					value = 0
				}
			}

			33 = {
				set_variable = {
					name = tier_1_counter
					value = 1
				}
				set_variable = {
					name = tier_2_counter
					value = 1
				}
				set_variable = {
					name = tier_3_counter
					value = 1
				}
			}
		}
	}

	else_if = {
		limit = { prowess <= decent_scsk }
		random_list = {

			33 = {
				set_variable = {
					name = tier_1_counter
					value = 2
				}
				set_variable = {
					name = tier_2_counter
					value = 1
				}
				set_variable = {
					name = tier_3_counter
					value = 0
				}
			}

			34 = {
				set_variable = {
					name = tier_1_counter
					value = 1
				}
				set_variable = {
					name = tier_2_counter
					value = 1
				}
				set_variable = {
					name = tier_3_counter
					value = 1
				}
			}

			33 = {
				set_variable = {
					name = tier_1_counter
					value = 0
				}
				set_variable = {
					name = tier_2_counter
					value = 2
				}
				set_variable = {
					name = tier_3_counter
					value = 1
				}
			}
		}
	}

	else_if = {
		limit = { prowess <= high_scsk }
		random_list = {

			33 = {
				set_variable = {
					name = tier_1_counter
					value = 1
				}
				set_variable = {
					name = tier_2_counter
					value = 1
				}
				set_variable = {
					name = tier_3_counter
					value = 1
				}
			}

			34 = {
				set_variable = {
					name = tier_1_counter
					value = 0
				}
				set_variable = {
					name = tier_2_counter
					value = 2
				}
				set_variable = {
					name = tier_3_counter
					value = 1
				}
			}

			33 = {
				set_variable = {
					name = tier_1_counter
					value = 0
				}
				set_variable = {
					name = tier_2_counter
					value = 1
				}
				set_variable = {
					name = tier_3_counter
					value = 2
				}
			}
		}
	}

	else_if = {
		limit = { prowess <= very_high_scsk }
		random_list = {

			33 = {
				set_variable = {
					name = tier_1_counter
					value = 0
				}
				set_variable = {
					name = tier_2_counter
					value = 2
				}
				set_variable = {
					name = tier_3_counter
					value = 1
				}
			}

			34 = {
				set_variable = {
					name = tier_1_counter
					value = 0
				}
				set_variable = {
					name = tier_2_counter
					value = 1
				}
				set_variable = {
					name = tier_3_counter
					value = 2
				}
			}

			33 = {
				set_variable = {
					name = tier_1_counter
					value = 0
				}
				set_variable = {
					name = tier_2_counter
					value = 0
				}
				set_variable = {
					name = tier_3_counter
					value = 3
				}
			}
		}
	}

	else_if = {
		limit = { prowess <= extremely_high_scsk }
		random_list = {

			50 = {
				set_variable = {
					name = tier_1_counter
					value = 0
				}
				set_variable = {
					name = tier_2_counter
					value = 1
				}
				set_variable = {
					name = tier_3_counter
					value = 2
				}
			}

			50 = {
				set_variable = {
					name = tier_1_counter
					value = 0
				}
				set_variable = {
					name = tier_2_counter
					value = 0
				}
				set_variable = {
					name = tier_3_counter
					value = 3
				}
			}
		}
	}

	else = {

		set_variable = {
			name = tier_1_counter
			value = 0
		}
		set_variable = {
			name = tier_2_counter
			value = 0
		}
		set_variable = {
			name = tier_3_counter
			value = 3
		}
	}

	remove_single_combat_character_local_variables_effect = yes

	if = {
		limit = {

			has_variable = tier_1_counter
			var:tier_1_counter > 0
		}
		change_variable = {
			name = tier_1_counter
			add = -1
		}
		battlefield_duel_sc_select_tier_1_move_effect = yes
	}
	if = {
		limit = {

			has_variable = tier_1_counter
			var:tier_1_counter > 0
		}
		change_variable = {
			name = tier_1_counter
			add = -1
		}
		battlefield_duel_sc_select_tier_1_move_effect = yes
	}
	if = {
		limit = {

			has_variable = tier_1_counter
			var:tier_1_counter > 0
		}
		change_variable = {
			name = tier_1_counter
			add = -1
		}
		battlefield_duel_sc_select_tier_1_move_effect = yes
	}

	if = {
		limit = {

			has_variable = tier_2_counter
			var:tier_2_counter > 0
		}
		change_variable = {
			name = tier_2_counter
			add = -1
		}
		battlefield_duel_sc_select_tier_2_move_effect = yes
	}
	if = {
		limit = {

			has_variable = tier_2_counter
			var:tier_2_counter > 0
		}
		change_variable = {
			name = tier_2_counter
			add = -1
		}
		battlefield_duel_sc_select_tier_2_move_effect = yes
	}
	if = {
		limit = {

			has_variable = tier_2_counter
			var:tier_2_counter > 0
		}
		change_variable = {
			name = tier_2_counter
			add = -1
		}
		battlefield_duel_sc_select_tier_2_move_effect = yes
	}

	if = {
		limit = {

			has_variable = tier_3_counter
			var:tier_3_counter > 0
		}
		change_variable = {
			name = tier_3_counter
			add = -1
		}
		battlefield_duel_sc_select_tier_3_move_effect = yes
	}
	if = {
		limit = {

			has_variable = tier_3_counter
			var:tier_3_counter > 0
		}
		change_variable = {
			name = tier_3_counter
			add = -1
		}
		battlefield_duel_sc_select_tier_3_move_effect = yes
	}
	if = {
		limit = {

			has_variable = tier_3_counter
			var:tier_3_counter > 0
		}
		change_variable = {
			name = tier_3_counter
			add = -1
		}
		battlefield_duel_sc_select_tier_3_move_effect = yes
	}
}

scripted_effect battlefield_duel_sc_work_out_wounds_or_death_effect = {

	if = {
		limit = { scope:fatality = flag:practice }

	}

	if = {
		limit = { scope:fatality = flag:no }
		scope:sc_loser = {
			increase_wounds_no_death_effect = { REASON = duel }
		}
	}

	else_if = {
		limit = { scope:fatality = flag:possible }
		scope:sc_loser = {
			increase_wounds_effect = { REASON = duel }
		}
	}

	else_if = {
		limit = { scope:fatality = flag:default }
		if = {
			limit = { battlefield_duel_sc_fatality_default_will_die_trigger = yes }

			scope:sc_loser = {
				if = {
					limit = {
						has_character_flag = trial_by_combat
						agot_dying_king_trigger = yes
					}
					save_scope_as = crown_theft_king

					scope:crown_theft_king = {
						crown_theft_tbc_effect = yes
					}
				}
				else_if = {
					limit = { has_character_flag = trial_by_combat }
					death = {
						killer = scope:sc_victor
						death_reason = death_duel_trial_by_combat
					}
				}
				else = {
					death = {
						killer = scope:sc_victor
						death_reason = death_duel
					}
				}
			}
			if = {
				limit = {
					scope:sc_victor = {
						faith = {
							has_doctrine = tenet_cranial_trophies
						}
					}
				}
				tgp_cranial_trophies_beheading_effect = {
					KILLER = scope:sc_victor
					DEAD = scope:sc_loser
				}
			}
		}
		else = {
			scope:sc_loser = {
				increase_wounds_effect = { REASON = duel }
			}
		}
	}

	else_if = {
		limit = { scope:fatality = flag:always }
		scope:sc_victor = {
			if = {
				limit = {
					this = scope:sc_attacker
					NOT = { has_execute_reason = scope:sc_loser }
				}
				add_kinslayer_trait_or_nothing_effect = { VICTIM = scope:sc_loser }
			}
		}

		scope:sc_loser = {
			if = {
				limit = {
					has_character_flag = trial_by_combat
					agot_dying_king_trigger = yes
				}
				save_scope_as = crown_theft_king

				scope:crown_theft_king = {
					crown_theft_tbc_effect = yes
				}
			}
			else_if = {
				limit = { has_character_flag = trial_by_combat }
				death = {
					killer = scope:sc_victor
					death_reason = death_duel_trial_by_combat
				}
			}
			else = {
				death = {
					killer = scope:sc_victor
					death_reason = death_duel
				}
			}
		}
		if = {
			limit = {
				scope:sc_victor = {
					faith = {
						has_doctrine = tenet_cranial_trophies
					}
				}
			}
			tgp_cranial_trophies_beheading_effect = {
				KILLER = scope:sc_victor
				DEAD = scope:sc_loser
			}
		}
	}
}

scripted_effect battlefield_duel_sc_finalise_combat_results_effect = {
	# Keep our duel lock until the result event takes over.

	if = {
		limit = {
			scope:sc_attacker = { has_character_flag = multi_duelist_plot_armor }
		}
		scope:sc_attacker = { save_scope_as = sc_victor }
		scope:sc_defender = { save_scope_as = sc_loser }
	}
	else_if = {
		limit = {
			scope:sc_defender = { has_character_flag = multi_duelist_plot_armor }
		}
		scope:sc_attacker = { save_scope_as = sc_loser }
		scope:sc_defender = { save_scope_as = sc_victor }
	}

	scope:sc_loser = {
		if  = {
			limit = { battlefield_duel_sc_duel_will_end_in_my_death_trigger = yes }

			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							OR = {
								scope:sc_attacker_last_move = flag:technique_from_legend
								scope:sc_attacker_last_move = flag:hail_mary
								scope:sc_attacker_last_move = flag:like_a_viper
							}
						}
						AND = {
							this = scope:sc_attacker
							OR = {
								scope:sc_defender_last_move = flag:onslaught
								scope:sc_defender_last_move = flag:strict_guard
								scope:sc_defender_last_move = flag:pocket_silver
								scope:sc_defender_last_move = flag:blade_dance
							}
						}
					}
				}
				save_scope_value_as = {
					name = death_rattle
					value = flag:wordless
				}
			}

			else_if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							OR = {
								scope:sc_attacker_last_move = flag:is_that_a_crocodile
								AND = {
									scope:sc_attacker_last_move = flag:rough_terrain_expert

									scope:sc_defender.location = {
										OR = {
											agot_is_wetlands_terrain = yes
											agot_is_the_bog_terrain = yes
										}
									}
								}
							}
						}
						AND = {
							this = scope:sc_attacker

							scope:sc_defender_last_move = flag:rough_terrain_expert

							scope:sc_defender.location = { 
								OR = {
									agot_is_wetlands_terrain = yes
									agot_is_the_bog_terrain = yes
								}
							}
						}
					}
				}
				save_scope_value_as = {
					name = death_rattle
					value = flag:muffled
				}
			}

			else_if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							OR = {
								scope:sc_attacker_last_move = flag:wait_and_hope
								scope:sc_attacker_last_move = flag:enthusiastic_onslaught
								scope:sc_attacker_last_move = flag:pocket_sand
								scope:sc_attacker_last_move = flag:expert_onslaught
								scope:sc_attacker_last_move = flag:reason_you_suck_speech
								scope:sc_attacker_last_move = flag:pocket_silver
								scope:sc_attacker_last_move = flag:raaargh
								scope:sc_attacker_last_move = flag:hard_grit
								scope:sc_attacker_last_move = flag:butchery
							}
						}
						AND = {
							this = scope:sc_attacker
							OR = {
								scope:sc_defender_last_move = flag:wait_and_hope
								scope:sc_defender_last_move = flag:unsure_attack
								scope:sc_defender_last_move = flag:pocket_sand
								scope:sc_defender_last_move = flag:nut_em
								scope:sc_defender_last_move = flag:tire_opponent
								scope:sc_defender_last_move = flag:martial_voice
								scope:sc_defender_last_move = flag:is_that_a_crocodile
								scope:sc_defender_last_move = flag:desert_warrior
								scope:sc_defender_last_move = flag:butchery
							}
						}
					}
				}
				save_scope_value_as = {
					name = death_rattle
					value = flag:choking
				}
			}

			else_if = {
				limit = {

					this = scope:sc_attacker
					scope:sc_defender_last_move = flag:expert_onslaught
				}
				save_scope_value_as = {
					name = death_rattle
					value = flag:pleading_screams
				}
			}

			else_if = {
				limit = {
					any_relation = {
						type = soulmate
						count >= 1
						this != scope:sc_victor
					}
				}
				random_relation = {
					type = soulmate
					save_scope_as = sc_loser_soulmate
				}
				save_scope_value_as = {
					name = death_rattle
					value = flag:soulmate
				}
			}

			else_if = {
				limit = {
					any_relation = {
						type = best_friend
						count >= 1
						this != scope:sc_victor
					}
				}
				random_relation = {
					type = best_friend
					save_scope_as = sc_loser_best_friend
				}
				save_scope_value_as = {
					name = death_rattle
					value = flag:best_friend
				}
			}

			else_if = {
				limit = { has_relation_soulmate = scope:sc_victor }
				save_scope_value_as = {
					name = death_rattle
					value = flag:killed_by_soulmate
				}
			}

			else_if = {
				limit = { has_relation_best_friend = scope:sc_victor }
				save_scope_value_as = {
					name = death_rattle
					value = flag:killed_by_best_friend
				}
			}

			else_if = {
				limit = { has_relation_nemesis = scope:sc_victor }
				save_scope_value_as = {
					name = death_rattle
					value = flag:killed_by_nemesis
				}
			}

			else_if = {
				limit = {
					any_close_or_extended_family_member = { this = scope:sc_victor }
				}
				save_scope_value_as = {
					name = death_rattle
					value = flag:killed_by_close_or_extended_family
				}
			}

			else_if = {
				limit = {
					num_sinful_traits >= 3
					piety_level <= 0
				}
				save_scope_value_as = {
					name = death_rattle
					value = flag:sinner
				}
			}

			else_if = {
				limit = {
					num_virtuous_traits >= 3
					piety_level >= 5
				}
				save_scope_value_as = {
					name = death_rattle
					value = flag:saint
				}
			}

			else_if = {
				limit = {
					prestige_level >= 5
					NOT = { has_trait = humble }
				}
				save_scope_value_as = {
					name = death_rattle
					value = flag:legend
				}
			}

			else_if = {
				limit = { has_relation_rival = scope:sc_victor }
				save_scope_value_as = {
					name = death_rattle
					value = flag:killed_by_rival
				}
			}

			else_if = {
				limit = {
					OR = {
						has_relation_friend = scope:sc_victor
						has_relation_lover = scope:sc_victor
					}
				}
				save_scope_value_as = {
					name = death_rattle
					value = flag:killed_by_friend_or_lover
				}
			}

			else_if = {
				limit = {
					any_spouse = { this = scope:sc_victor }
				}
				save_scope_value_as = {
					name = death_rattle
					value = flag:killed_by_spouse
				}
			}

			else_if = {
				limit = { faith.religious_head = scope:sc_victor }
				save_scope_value_as = {
					name = death_rattle
					value = flag:killed_by_your_head_of_faith
				}
			}

			else_if = {
				limit = {
					faith.religious_head != scope:sc_victor
					scope:sc_victor.faith.religious_head = scope:sc_victor
				}
				save_scope_value_as = {
					name = death_rattle
					value = flag:killed_by_another_head_of_faith
				}
			}

			else_if = {
				limit = { culture.culture_head = scope:sc_victor }
				save_scope_value_as = {
					name = death_rattle
					value = flag:killed_by_cultural_head
				}
			}

			else_if = {
				limit = { house.house_head = scope:sc_victor }
				save_scope_value_as = {
					name = death_rattle
					value = flag:killed_by_house_head
				}
			}

			else_if = {
				limit = { dynasty.dynast = scope:sc_victor }
				save_scope_value_as = {
					name = death_rattle
					value = flag:killed_by_dynasty_head
				}
			}

			else = {
				save_scope_value_as = {
					name = death_rattle
					value = flag:scream
				}
			}
		}
	}
	bdp_battlefield_reputation_finalise_duel_effect = yes

	scope:sc_loser = { trigger_event = battlefield_duel_single_combat.0031 }
	scope:sc_victor = { trigger_event = battlefield_duel_single_combat.0041 }

	scope:sc_victor = {
		if = {
			limit = {
				any_character_artifact = {
					is_equipped = yes
					artifact_slot_type = primary_armament
					NOT = { has_variable = artifact_duel_var }
				}
			}
			random_character_artifact = {
				limit = {
					is_equipped = yes
					artifact_slot_type = primary_armament
					NOT = { has_variable = artifact_duel_var }
				}
				set_variable = {
					name = artifact_duel_var
					value = 1
				}
			}
		}
		else_if = {
			limit = {
				any_character_artifact = {
					is_equipped = yes
					artifact_slot_type = primary_armament
					has_variable = artifact_duel_var
				}
			}
			random_character_artifact = {
				limit = {
					is_equipped = yes
					artifact_slot_type = primary_armament
					has_variable = artifact_duel_var
				}
				change_variable = {
					name = artifact_duel_var
					add = 1
				}
			}
		}

		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 }
				is_ruler = yes
			}
			create_legend_seed = {
				type = heroic
				quality = illustrious
				chronicle = legendary_battle
				properties = {
					winner = root
					loser = scope:sc_loser
					location = root.location
				}
			}
		}
	}

	scope:sc_victor = {
		if = {
			limit = {
				is_acclaimed = yes
			}

			if = {
				limit = {
					prowess_diff = {
						target = scope:sc_loser
						value <= -20
					}
				}
				accolade = { add_glory = monumental_glory_gain }
			}

			else_if = {
				limit = {
					prowess_diff = {
						target = scope:sc_loser
						value <= -15
					}
				}
				accolade = { add_glory = massive_glory_gain }
			}

			else_if = {
				limit = {
					prowess_diff = {
						target = scope:sc_loser
						value <= -8
					}
				}
				accolade = { add_glory = major_glory_gain }
			}

			else_if = {
				limit = {
					prowess_diff = {
						target = scope:sc_loser
						value <= -4
					}
				}
				accolade = { add_glory = medium_glory_gain }
			}

			else_if = {
				limit = {
					prowess_diff = {
						target = scope:sc_loser
						value <= 0
					}
				}
				accolade = { add_glory = minor_glory_gain }
			}

			else_if = {
				limit = {
					prowess_diff = {
						target = scope:sc_loser
						value <= 4
					}
				}
				accolade = { add_glory = minimal_glory_gain }
			}

			if = {
				limit = {
					OR = {
						has_relation_rival = scope:sc_loser
						has_relation_nemesis = scope:sc_loser
					}
				}
				accolade = { add_glory = minor_glory_gain }
			}
		}
	}

	battlefield_duel_sc_work_out_wounds_or_death_effect = yes

	remove_single_combat_info_effect = yes
	scope:sc_defender = {
		if = {
			limit = { is_alive = yes }
			remove_variable = engaged_in_single_combat

		}
	}
	scope:sc_attacker = {
		if = {
			limit = { is_alive = yes }
			remove_variable = engaged_in_single_combat

		}
	}

	if = {
		limit = {
			scope:sc_initiator = { is_alive = yes }
		}
		scope:sc_initiator = { 
			trigger_event = { saved_event_id = scope:follow_up_event }
		}
	}

	else_if = {
		limit = {
			scope:sc_defender = { is_alive = yes }
		}
		scope:sc_defender = {
			trigger_event = { saved_event_id = scope:follow_up_event }
		}
	}
	else = {
		scope:sc_attacker = {
			trigger_event = { saved_event_id = scope:follow_up_event }
		}
	}
}

scripted_effect battlefield_duel_sc_calculate_injury_risks_effect = {
	scope:sc_attacker = {
		set_variable = {
			name = sc_attacker_injury_risk_check
			value = {
				value = scope:sc_attacker.var:sc_attacker_injury_risk_score
				add = scope:sc_attacker.var:sc_attacker_injury_bonus
			}
		}
	}
	scope:sc_defender = {
		set_variable = {
			name = sc_defender_injury_risk_check
			value = {
				value = scope:sc_defender.var:sc_defender_injury_risk_score
				add = scope:sc_defender.var:sc_defender_injury_bonus
			}
		}
	}
}

scripted_effect battlefield_duel_sc_calculate_success_chances_effect = {
	scope:sc_attacker = {
		set_variable = {
			name = sc_attacker_success_check
			value = {
				value = scope:sc_attacker.var:sc_attacker_duel_success_score
				subtract = scope:sc_defender.var:sc_defender_duel_success_score
			}
		}
	}
	scope:sc_defender = {
		set_variable = {
			name = sc_defender_success_check
			value = {
				value = scope:sc_defender.var:sc_defender_duel_success_score
				subtract = scope:sc_attacker.var:sc_attacker_duel_success_score
			}
		}
	}
}

scripted_effect battlefield_duel_sc_adjust_risk_reward_effect = {

	if = {
		limit = { this = scope:sc_attacker }
		change_variable = {
			name = sc_attacker_injury_risk_score
			add = $INJURY_RISK$
		}
		change_variable = {
			name = sc_attacker_duel_success_score
			add = $DUEL_SUCCESS$
		}
	}

	if = {
		limit = { this = scope:sc_defender }
		change_variable = {
			name = sc_defender_injury_risk_score
			add = $INJURY_RISK$
		}
		change_variable = {
			name = sc_defender_duel_success_score
			add = $DUEL_SUCCESS$
		}
	}

	if = {
		limit = { $DUEL_SUCCESS$ = duel_success_none }

		if = {
			limit = { this = scope:my_foe }
			custom_tooltip = battlefield_duel_single_combat.0001.duel_success.none.has_happened
		}

		else = { custom_tooltip = battlefield_duel_single_combat.0001.duel_success.none }
	}
	else_if = {
		limit = { $DUEL_SUCCESS$ = duel_success_low }

		if = {
			limit = { this = scope:my_foe }
			custom_tooltip = battlefield_duel_single_combat.0001.duel_success.low.has_happened
		}

		else = { custom_tooltip = battlefield_duel_single_combat.0001.duel_success.low }
	}
	else_if = {
		limit = { $DUEL_SUCCESS$ = duel_success_medium }

		if = {
			limit = { this = scope:my_foe }
			custom_tooltip = battlefield_duel_single_combat.0001.duel_success.medium.has_happened
		}

		else = { custom_tooltip = battlefield_duel_single_combat.0001.duel_success.medium }
	}
	else_if = {
		limit = { $DUEL_SUCCESS$ = duel_success_high }

		if = {
			limit = { this = scope:my_foe }
			custom_tooltip = battlefield_duel_single_combat.0001.duel_success.high.has_happened
		}

		else = { custom_tooltip = battlefield_duel_single_combat.0001.duel_success.high }
	}
	else_if = {
		limit = { $DUEL_SUCCESS$ = duel_success_very_high }

		if = {
			limit = { this = scope:my_foe }
			custom_tooltip = battlefield_duel_single_combat.0001.duel_success.very_high.has_happened
		}

		else = { custom_tooltip = battlefield_duel_single_combat.0001.duel_success.very_high }
	}

	if = {
		limit = { $INJURY_RISK$ = injury_risk_none }

		if = {
			limit = { this = scope:my_foe }
			custom_tooltip = battlefield_duel_single_combat.0001.injury.none.has_happened
		}

		else = { custom_tooltip = battlefield_duel_single_combat.0001.injury.none }
	}
	else_if = {
		limit = { $INJURY_RISK$ = injury_risk_low }

		if = {
			limit = { this = scope:my_foe }
			custom_tooltip = battlefield_duel_single_combat.0001.injury.low.has_happened
		}

		else = { custom_tooltip = battlefield_duel_single_combat.0001.injury.low }
	}
	else_if = {
		limit = { $INJURY_RISK$ = injury_risk_medium }

		if = {
			limit = { this = scope:my_foe }
			custom_tooltip = battlefield_duel_single_combat.0001.injury.medium.has_happened
		}

		else = { custom_tooltip = battlefield_duel_single_combat.0001.injury.medium }
	}
	else_if = {
		limit = { $INJURY_RISK$ = injury_risk_high }

		if = {
			limit = { this = scope:my_foe }
			custom_tooltip = battlefield_duel_single_combat.0001.injury.high.has_happened
		}

		else = { custom_tooltip = battlefield_duel_single_combat.0001.injury.high }
	}
	else_if = {
		limit = { $INJURY_RISK$ = injury_risk_very_high }

		if = {
			limit = { this = scope:my_foe }
			custom_tooltip = battlefield_duel_single_combat.0001.injury.very_high.has_happened
		}

		else = { custom_tooltip = battlefield_duel_single_combat.0001.injury.very_high }
	}
}

scripted_effect battlefield_duel_sc_increment_combat_buffs_effect = {

	hidden_effect = {
			if = {
				limit = {
					NOR = {
						has_character_modifier = duel_edge_buff_01_modifier
						has_character_modifier = duel_edge_buff_02_modifier
						has_character_modifier = duel_edge_buff_03_modifier
						has_character_modifier = duel_edge_buff_04_modifier
						has_character_modifier = duel_edge_buff_05_modifier
						has_character_modifier = duel_edge_buff_06_modifier
						has_character_modifier = duel_edge_buff_07_modifier
						has_character_modifier = duel_edge_buff_08_modifier
						has_character_modifier = duel_edge_buff_09_modifier
						has_character_modifier = duel_edge_buff_10_modifier
						has_character_modifier = duel_edge_buff_11_modifier
						has_character_modifier = duel_edge_buff_12_modifier
						has_character_modifier = duel_edge_buff_13_modifier
						has_character_modifier = duel_edge_buff_14_modifier
						has_character_modifier = duel_edge_buff_15_modifier
						has_character_modifier = duel_edge_buff_16_modifier
						has_character_modifier = duel_edge_buff_17_modifier
						has_character_modifier = duel_edge_buff_18_modifier
						has_character_modifier = duel_edge_buff_19_modifier
						has_character_modifier = duel_edge_buff_20_modifier
						has_character_modifier = duel_edge_buff_21_modifier
						has_character_modifier = duel_edge_buff_22_modifier
						has_character_modifier = duel_edge_buff_23_modifier
						has_character_modifier = duel_edge_buff_24_modifier
						has_character_modifier = duel_edge_buff_25_modifier
						has_character_modifier = duel_edge_buff_26_modifier
						has_character_modifier = duel_edge_buff_27_modifier
						has_character_modifier = duel_edge_buff_28_modifier
						has_character_modifier = duel_edge_buff_29_modifier
						has_character_modifier = duel_edge_buff_30_modifier
					}
				}
				set_local_variable = {
					name = current_duel_edge_buff
					value = 0
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_01_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 1
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_02_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 2
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_03_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 3
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_04_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 4
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_05_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 5
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_06_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 6
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_07_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 7
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_08_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 8
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_09_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 9
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_10_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 10
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_11_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 11
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_12_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 12
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_13_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 13
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_14_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 14
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_15_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 15
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_16_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 16
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_17_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 17
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_18_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 18
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_19_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 19
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_20_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 20
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_21_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 21
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_22_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 22
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_23_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 23
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_24_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 24
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_25_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 25
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_26_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 26
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_27_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 27
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_28_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 28
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_29_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 29
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_buff_30_modifier }
				set_local_variable = {
					name = current_duel_edge_buff
					value = 30
				}

				custom_tooltip = battlefield_duel_single_combat.0001.tt.maximum_buff_reached
			}
	}

	change_local_variable = {
		name = current_duel_edge_buff
		add = $BUFF_INCREMENT$
	}

	hidden_effect = { remove_temporary_duel_edge_buff_modifiers_effect = yes }

	if = {
		limit = { local_var:current_duel_edge_buff = 1 }
		add_character_modifier = duel_edge_buff_01_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 2 }
		add_character_modifier = duel_edge_buff_02_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 3 }
		add_character_modifier = duel_edge_buff_03_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 4 }
		add_character_modifier = duel_edge_buff_04_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 5 }
		add_character_modifier = duel_edge_buff_05_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 6 }
		add_character_modifier = duel_edge_buff_06_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 7 }
		add_character_modifier = duel_edge_buff_07_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 8 }
		add_character_modifier = duel_edge_buff_08_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 9 }
		add_character_modifier = duel_edge_buff_09_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 10 }
		add_character_modifier = duel_edge_buff_10_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 11 }
		add_character_modifier = duel_edge_buff_11_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 12 }
		add_character_modifier = duel_edge_buff_12_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 13 }
		add_character_modifier = duel_edge_buff_13_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 14 }
		add_character_modifier = duel_edge_buff_14_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 15 }
		add_character_modifier = duel_edge_buff_15_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 16 }
		add_character_modifier = duel_edge_buff_16_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 17 }
		add_character_modifier = duel_edge_buff_17_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 18 }
		add_character_modifier = duel_edge_buff_18_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 19 }
		add_character_modifier = duel_edge_buff_19_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 20 }
		add_character_modifier = duel_edge_buff_20_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 21 }
		add_character_modifier = duel_edge_buff_21_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 22 }
		add_character_modifier = duel_edge_buff_22_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 23 }
		add_character_modifier = duel_edge_buff_23_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 24 }
		add_character_modifier = duel_edge_buff_24_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 25 }
		add_character_modifier = duel_edge_buff_25_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 26 }
		add_character_modifier = duel_edge_buff_26_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 27 }
		add_character_modifier = duel_edge_buff_27_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 28 }
		add_character_modifier = duel_edge_buff_28_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff = 29 }
		add_character_modifier = duel_edge_buff_29_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_buff >= 30 }
		add_character_modifier = duel_edge_buff_30_modifier

		custom_tooltip = battlefield_duel_single_combat.0001.tt.maximum_buff_reached
	}

	add_character_flag = sce_needs_forced_recalc_flag
}

scripted_effect battlefield_duel_sc_increment_combat_debuffs_effect = {

	hidden_effect = {
			if = {
				limit = {
					NOR = {
						has_character_modifier = duel_edge_debuff_01_modifier
						has_character_modifier = duel_edge_debuff_02_modifier
						has_character_modifier = duel_edge_debuff_03_modifier
						has_character_modifier = duel_edge_debuff_04_modifier
						has_character_modifier = duel_edge_debuff_05_modifier
						has_character_modifier = duel_edge_debuff_06_modifier
						has_character_modifier = duel_edge_debuff_07_modifier
						has_character_modifier = duel_edge_debuff_08_modifier
						has_character_modifier = duel_edge_debuff_09_modifier
						has_character_modifier = duel_edge_debuff_10_modifier
						has_character_modifier = duel_edge_debuff_11_modifier
						has_character_modifier = duel_edge_debuff_12_modifier
						has_character_modifier = duel_edge_debuff_13_modifier
						has_character_modifier = duel_edge_debuff_14_modifier
						has_character_modifier = duel_edge_debuff_15_modifier
						has_character_modifier = duel_edge_debuff_16_modifier
						has_character_modifier = duel_edge_debuff_17_modifier
						has_character_modifier = duel_edge_debuff_18_modifier
						has_character_modifier = duel_edge_debuff_19_modifier
						has_character_modifier = duel_edge_debuff_20_modifier
						has_character_modifier = duel_edge_debuff_21_modifier
						has_character_modifier = duel_edge_debuff_22_modifier
						has_character_modifier = duel_edge_debuff_23_modifier
						has_character_modifier = duel_edge_debuff_24_modifier
						has_character_modifier = duel_edge_debuff_25_modifier
						has_character_modifier = duel_edge_debuff_26_modifier
						has_character_modifier = duel_edge_debuff_27_modifier
						has_character_modifier = duel_edge_debuff_28_modifier
						has_character_modifier = duel_edge_debuff_29_modifier
						has_character_modifier = duel_edge_debuff_30_modifier
					}
				}
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 0
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_01_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 1
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_02_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 2
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_03_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 3
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_04_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 4
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_05_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 5
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_06_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 6
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_07_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 7
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_08_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 8
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_09_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 9
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_10_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 10
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_11_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 11
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_12_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 12
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_13_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 13
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_14_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 14
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_15_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 15
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_16_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 16
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_17_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 17
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_18_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 18
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_19_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 19
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_20_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 20
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_21_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 21
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_22_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 22
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_23_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 23
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_24_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 24
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_25_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 25
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_26_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 26
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_27_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 27
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_28_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 28
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_29_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 29
				}
			}
			else_if = {
				limit = { has_character_modifier = duel_edge_debuff_30_modifier }
				set_local_variable = {
					name = current_duel_edge_debuff
					value = 30
				}

				custom_tooltip = battlefield_duel_single_combat.0001.tt.maximum_debuff_reached
			}
	}

	change_local_variable = {
		name = current_duel_edge_debuff
		add = $DEBUFF_INCREMENT$
	}

	hidden_effect = { remove_temporary_duel_edge_debuff_modifiers_effect = yes }

	if = {
		limit = { local_var:current_duel_edge_debuff = 1 }
		add_character_modifier = duel_edge_debuff_01_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 2 }
		add_character_modifier = duel_edge_debuff_02_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 3 }
		add_character_modifier = duel_edge_debuff_03_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 4 }
		add_character_modifier = duel_edge_debuff_04_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 5 }
		add_character_modifier = duel_edge_debuff_05_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 6 }
		add_character_modifier = duel_edge_debuff_06_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 7 }
		add_character_modifier = duel_edge_debuff_07_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 8 }
		add_character_modifier = duel_edge_debuff_08_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 9 }
		add_character_modifier = duel_edge_debuff_09_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 10 }
		add_character_modifier = duel_edge_debuff_10_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 11 }
		add_character_modifier = duel_edge_debuff_11_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 12 }
		add_character_modifier = duel_edge_debuff_12_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 13 }
		add_character_modifier = duel_edge_debuff_13_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 14 }
		add_character_modifier = duel_edge_debuff_14_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 15 }
		add_character_modifier = duel_edge_debuff_15_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 16 }
		add_character_modifier = duel_edge_debuff_16_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 17 }
		add_character_modifier = duel_edge_debuff_17_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 18 }
		add_character_modifier = duel_edge_debuff_18_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 19 }
		add_character_modifier = duel_edge_debuff_19_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 20 }
		add_character_modifier = duel_edge_debuff_20_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 21 }
		add_character_modifier = duel_edge_debuff_21_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 22 }
		add_character_modifier = duel_edge_debuff_22_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 23 }
		add_character_modifier = duel_edge_debuff_23_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 24 }
		add_character_modifier = duel_edge_debuff_24_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 25 }
		add_character_modifier = duel_edge_debuff_25_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 26 }
		add_character_modifier = duel_edge_debuff_26_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 27 }
		add_character_modifier = duel_edge_debuff_27_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 28 }
		add_character_modifier = duel_edge_debuff_28_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff = 29 }
		add_character_modifier = duel_edge_debuff_29_modifier
	}
	else_if = {
		limit = { local_var:current_duel_edge_debuff >= 30 }
		add_character_modifier = duel_edge_debuff_30_modifier

		custom_tooltip = battlefield_duel_single_combat.0001.tt.maximum_debuff_reached
	}

	add_character_flag = sce_needs_forced_recalc_flag
}

scripted_effect battlefield_duel_sc_combat_move_wait_and_hope_effect = {

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:wait_and_hope
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:wait_and_hope
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_medium
		DUEL_SUCCESS = duel_success_low
	}
}
scripted_effect battlefield_duel_sc_combat_move_unsure_attack_effect = {

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:unsure_attack
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:unsure_attack
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_high
		DUEL_SUCCESS = duel_success_medium
	}
}
scripted_effect battlefield_duel_sc_combat_move_enthusiastic_onslaught_effect = {

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:enthusiastic_onslaught
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:enthusiastic_onslaught
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_very_high
		DUEL_SUCCESS = duel_success_high
	}
}
scripted_effect battlefield_duel_sc_combat_move_hail_mary_effect = {

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:hail_mary
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:hail_mary
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_high
		DUEL_SUCCESS = duel_success_very_high
	}
}
scripted_effect battlefield_duel_sc_combat_move_pocket_sand_effect = {

	if = {
		limit = { this = scope:sc_attacker }
		scope:sc_defender = {
			battlefield_duel_sc_increment_combat_debuffs_effect = { DEBUFF_INCREMENT = 4 }
		}
	}

	if = {
		limit = { this = scope:sc_defender }
		scope:sc_attacker = {
			battlefield_duel_sc_increment_combat_debuffs_effect = { DEBUFF_INCREMENT = 4 }
		}
	}

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:pocket_sand
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:pocket_sand
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_low
		DUEL_SUCCESS = duel_success_none
	}
}
scripted_effect battlefield_duel_sc_combat_move_nut_em_effect = {

	scope:sc_attacker = {
		battlefield_duel_sc_increment_combat_debuffs_effect = { DEBUFF_INCREMENT = 4 }
	}
	scope:sc_defender = {
		battlefield_duel_sc_increment_combat_debuffs_effect = { DEBUFF_INCREMENT = 4 }
	}

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:nut_em
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:nut_em
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_high
		DUEL_SUCCESS = duel_success_medium
	}
}

scripted_effect battlefield_duel_sc_combat_move_guard_effect = {

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:guard
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:guard
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_low
		DUEL_SUCCESS = duel_success_low
	}
}
scripted_effect battlefield_duel_sc_combat_move_probing_attack_effect = {

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:probing_attack
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:probing_attack
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_medium
		DUEL_SUCCESS = duel_success_medium
	}
}
scripted_effect battlefield_duel_sc_combat_move_onslaught_effect = {

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:onslaught
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:onslaught
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_high
		DUEL_SUCCESS = duel_success_high
	}
}
scripted_effect battlefield_duel_sc_combat_move_surprise_attack_effect = {

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:surprise_attack
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:surprise_attack
		}
	}

	if = {
		limit = {
			OR = {
				AND = {
					this = scope:sc_attacker
					scope:sc_defender = { has_trait = trusting }
				}
				AND = {
					this = scope:sc_defender
					scope:sc_attacker = { has_trait = trusting }
				}
			}
		}
		battlefield_duel_sc_adjust_risk_reward_effect = {
			INJURY_RISK = injury_risk_medium
			DUEL_SUCCESS = duel_success_very_high
		}
	}
	else = {
		random_list = {
			33 = {
				battlefield_duel_sc_adjust_risk_reward_effect = {
					INJURY_RISK = injury_risk_medium
					DUEL_SUCCESS = duel_success_low
				}
			}
			34 = {
				battlefield_duel_sc_adjust_risk_reward_effect = {
					INJURY_RISK = injury_risk_medium
					DUEL_SUCCESS = duel_success_medium
				}
			}
			33 = {
				battlefield_duel_sc_adjust_risk_reward_effect = {
					INJURY_RISK = injury_risk_medium
					DUEL_SUCCESS = duel_success_high
				}
			}
		}
	}
}
scripted_effect battlefield_duel_sc_combat_move_taunt_effect = {

	if = {
		limit = { this = scope:sc_attacker }
		scope:sc_defender = {
			add_character_modifier = { modifier = combat_move_taunt_modifier }
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		scope:sc_attacker = {
			add_character_modifier = { modifier = combat_move_taunt_modifier }
		}
	}

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:taunt
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:taunt
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_medium
		DUEL_SUCCESS = duel_success_none
	}
}
scripted_effect battlefield_duel_sc_combat_move_put_the_boot_in_effect = {

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:put_the_boot_in
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:put_the_boot_in
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_very_high
		DUEL_SUCCESS = duel_success_very_high
	}
}

scripted_effect battlefield_duel_sc_combat_move_strict_guard_effect = {

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:strict_guard
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:strict_guard
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_none
		DUEL_SUCCESS = duel_success_low
	}
}
scripted_effect battlefield_duel_sc_combat_move_confident_attack_effect = {

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:confident_attack
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:confident_attack
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_low
		DUEL_SUCCESS = duel_success_medium
	}
}
scripted_effect battlefield_duel_sc_combat_move_expert_onslaught_effect = {

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:expert_onslaught
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:expert_onslaught
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_medium
		DUEL_SUCCESS = duel_success_high
	}
}
scripted_effect battlefield_duel_sc_combat_move_attempt_disarm_effect = {

	if = {
		limit = { this = scope:sc_attacker }
		scope:sc_defender = {
			battlefield_duel_sc_increment_combat_debuffs_effect = { DEBUFF_INCREMENT = 6 }
		}
	}

	if = {
		limit = { this = scope:sc_defender }
		scope:sc_attacker = {
			battlefield_duel_sc_increment_combat_debuffs_effect = { DEBUFF_INCREMENT = 6 }
		}
	}

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:attempt_disarm
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:attempt_disarm
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_medium
		DUEL_SUCCESS = duel_success_low
	}
}
scripted_effect battlefield_duel_sc_combat_move_lightning_assault_effect = {

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:lightning_assault
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:lightning_assault
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_high
		DUEL_SUCCESS = duel_success_very_high
	}
}
scripted_effect battlefield_duel_sc_combat_move_tire_opponent_effect = {

	if = {
		limit = { this = scope:sc_attacker }
		change_variable = {
			name = sc_attacker_injury_risk_score
			add = combat_move_wound_threshold_bonus_2
		}
		custom_tooltip = battlefield_duel_single_combat.0001.wound_threshold.medium_bonus.tt
	}
	if = {
		limit = { this = scope:sc_defender }
		change_variable = {
			name = sc_defender_injury_risk_score
			add = combat_move_wound_threshold_bonus_2
		}
		custom_tooltip = battlefield_duel_single_combat.0001.wound_threshold.medium_bonus.tt
	}

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:tire_opponent
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:tire_opponent
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_none
		DUEL_SUCCESS = duel_success_low
	}
}

scripted_effect battlefield_duel_sc_combat_move_reason_you_suck_speech_effect = {

	add_prestige = combat_move_reason_you_suck_speech_value

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:reason_you_suck_speech
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:reason_you_suck_speech
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_medium
		DUEL_SUCCESS = duel_success_none
	}
}
scripted_effect battlefield_duel_sc_combat_move_technique_from_legend_effect = {

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:technique_from_legend
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:technique_from_legend
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_low
		DUEL_SUCCESS = duel_success_high
	}
}
scripted_effect battlefield_duel_sc_combat_move_like_a_viper_effect = {

	if = {
		limit = { this = scope:sc_attacker }
		scope:sc_defender = {
			change_variable = {
				name = sc_defender_injury_risk_score
				add = combat_move_wound_threshold_malus_2
			}
		}
		custom_tooltip = battlefield_duel_single_combat.0001.wound_threshold.medium_malus.tt
	}
	if = {
		limit = { this = scope:sc_defender }
		scope:sc_attacker = {
			change_variable = {
				name = sc_attacker_injury_risk_score
				add = combat_move_wound_threshold_malus_2
			}
		}
		custom_tooltip = battlefield_duel_single_combat.0001.wound_threshold.medium_malus.tt
	}

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:like_a_viper
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:like_a_viper
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_medium
		DUEL_SUCCESS = duel_success_high
	}
}
scripted_effect battlefield_duel_sc_combat_move_pocket_silver_effect = {

	if = {
		limit = { this = scope:sc_attacker }
		remove_short_term_gold = combat_move_pocket_silver_value
		scope:sc_defender = { add_gold = combat_move_pocket_silver_value }
	}
	if = {
		limit = { this = scope:sc_defender }
		remove_short_term_gold = combat_move_pocket_silver_value
		scope:sc_attacker = { add_gold = combat_move_pocket_silver_value }
	}

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:pocket_silver
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:pocket_silver
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_none
		DUEL_SUCCESS = duel_success_medium
	}
}
scripted_effect battlefield_duel_sc_combat_move_martial_voice_effect = {

	if = {
		limit = { this = scope:sc_attacker }
		scope:sc_defender = {

			if = {
				limit = { has_trait = arrogant }
				battlefield_duel_sc_increment_combat_debuffs_effect = { DEBUFF_INCREMENT = 2 }
			}
			else = {
				battlefield_duel_sc_increment_combat_debuffs_effect = { DEBUFF_INCREMENT = 4 }
			}
		}
	}

	else_if = {
		limit = { this = scope:sc_defender }
		scope:sc_attacker = {

			if = {
				limit = { has_trait = arrogant }
				battlefield_duel_sc_increment_combat_debuffs_effect = { DEBUFF_INCREMENT = 2 }
			}
			else = {
				battlefield_duel_sc_increment_combat_debuffs_effect = { DEBUFF_INCREMENT = 4 }
			}
		}
	}

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:martial_voice
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:martial_voice
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_low
		DUEL_SUCCESS = duel_success_none
	}
}
scripted_effect battlefield_duel_sc_combat_move_mocking_boast_effect = {

	if = {
		limit = { this = scope:sc_attacker }
		scope:sc_defender = {
			battlefield_duel_sc_increment_combat_debuffs_effect = { DEBUFF_INCREMENT = 2 }

			if = {
				limit = { has_trait = arrogant }
				add_stress = medium_stress_gain
			}
			else = { add_stress = minor_stress_gain }
		}
	}

	else_if = {
		limit = { this = scope:sc_defender }
		scope:sc_attacker = {
			battlefield_duel_sc_increment_combat_debuffs_effect = { DEBUFF_INCREMENT = 2 }

			if = {
				limit = { has_trait = arrogant }
				add_stress = medium_stress_gain
			}
			else = { add_stress = minor_stress_gain }
		}
	}

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:mocking_boast
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:mocking_boast
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_none
		DUEL_SUCCESS = duel_success_none
	}
}

scripted_effect battlefield_duel_sc_combat_move_is_that_a_crocodile_effect = {

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:is_that_a_crocodile
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:is_that_a_crocodile
		}
	}

	save_scope_value_as = {
		name = had_crocodile
		value = yes
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_none
		DUEL_SUCCESS = duel_success_very_high
	}
}
scripted_effect battlefield_duel_sc_combat_move_desert_warrior_effect = {

	battlefield_duel_sc_increment_combat_buffs_effect = { BUFF_INCREMENT = 2 }

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:desert_warrior
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:desert_warrior
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_low
		DUEL_SUCCESS = duel_success_high
	}
}
scripted_effect battlefield_duel_sc_combat_move_jungle_stalker_effect = {

	battlefield_duel_sc_increment_combat_buffs_effect = { BUFF_INCREMENT = 2 }

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:jungle_stalker
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:jungle_stalker
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_low
		DUEL_SUCCESS = duel_success_high
	}
}
scripted_effect battlefield_duel_sc_combat_move_open_terrain_expert_effect = {

	battlefield_duel_sc_increment_combat_buffs_effect = { BUFF_INCREMENT = 2 }

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:open_terrain_expert
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:open_terrain_expert
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_low
		DUEL_SUCCESS = duel_success_high
	}
}
scripted_effect battlefield_duel_sc_combat_move_rough_terrain_expert_effect = {

	battlefield_duel_sc_increment_combat_buffs_effect = { BUFF_INCREMENT = 2 }

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:rough_terrain_expert
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:rough_terrain_expert
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_low
		DUEL_SUCCESS = duel_success_high
	}
}
scripted_effect battlefield_duel_sc_combat_move_forest_fighter_effect = {

	battlefield_duel_sc_increment_combat_buffs_effect = { BUFF_INCREMENT = 2 }

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:forest_fighter
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:forest_fighter
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_low
		DUEL_SUCCESS = duel_success_high
	}
}

scripted_effect battlefield_duel_sc_combat_move_raaargh_effect = {

	add_stress = medium_stress_loss

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:raaargh
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:raaargh
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_medium
		DUEL_SUCCESS = duel_success_very_high
	}
}
scripted_effect battlefield_duel_sc_combat_move_hard_grit_effect = {

	battlefield_duel_sc_increment_combat_buffs_effect = { BUFF_INCREMENT = 4 }

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:hard_grit
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:hard_grit
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_none
		DUEL_SUCCESS = duel_success_high
	}
}
scripted_effect battlefield_duel_sc_combat_move_feint_and_stab_effect = {

	add_character_modifier = {
		modifier = combat_move_feint_and_stab_modifier
		years = 5
	}

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:feint_and_stab
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:feint_and_stab
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_medium
		DUEL_SUCCESS = duel_success_high
	}
}
scripted_effect battlefield_duel_sc_combat_move_butchery_effect = {

	add_dread = combat_move_butchery_dread_value

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:butchery
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:butchery
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_medium
		DUEL_SUCCESS = duel_success_high
	}
}
scripted_effect battlefield_duel_sc_combat_move_stoic_veteran_effect = {

	add_character_modifier = {
		modifier = combat_move_stoic_veteran_modifier
		years = 5
	}

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:stoic_veteran
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:stoic_veteran
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_none
		DUEL_SUCCESS = duel_success_medium
	}
}
scripted_effect battlefield_duel_sc_combat_move_blade_dance_effect = {

	add_prestige = combat_move_blade_dance_value

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:blade_dance
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:blade_dance
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_low
		DUEL_SUCCESS = duel_success_high
	}
}

scripted_effect battlefield_duel_sc_combat_move_wrath_of_highgod_piety_reward_effect = {

	if = {
		limit = {
			faith = {
				faith_hostility_level = {
					target = $MY_FOE$.faith
					value = faith_fully_accepted_level
				}
			}
		}
		add_piety = 10
	}

	else_if = {
		limit = {
			faith = {
				faith_hostility_level = {
					target = $MY_FOE$.faith
					value = faith_astray_level
				}
			}
		}
		add_piety = 25
	}

	else_if = {
		limit = {
			faith = {
				faith_hostility_level = {
					target = $MY_FOE$.faith
					value = faith_hostile_level
				}
			}
		}
		add_piety = 50
	}

	else_if = {
		limit = {
			faith = {
				faith_hostility_level = {
					target = $MY_FOE$.faith
					value = faith_evil_level
				}
			}
		}
		add_piety = 75
	}
}
scripted_effect battlefield_duel_sc_combat_move_wrath_of_highgod_effect = {

	if = {
		limit = { this = scope:sc_attacker }
		battlefield_duel_sc_combat_move_wrath_of_highgod_piety_reward_effect = { MY_FOE = scope:sc_defender }
	}
	if = {
		limit = { this = scope:sc_defender }
		battlefield_duel_sc_combat_move_wrath_of_highgod_piety_reward_effect = { MY_FOE = scope:sc_attacker }
	}

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:wrath_of_highgod
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:wrath_of_highgod
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_none
		DUEL_SUCCESS = duel_success_low
	}
}
scripted_effect battlefield_duel_sc_combat_move_hurt_me_better_effect = {

	if = {
		limit = {

			has_trait = wounded

			NOR = {
				has_character_modifier = combat_move_hurt_me_better_wounded_1_modifier
				has_character_modifier = combat_move_hurt_me_better_wounded_2_modifier
				has_character_modifier = combat_move_hurt_me_better_wounded_3_modifier
			}
		}
		if = {
			limit = { has_trait = wounded_1 }
			add_character_modifier = combat_move_hurt_me_better_wounded_1_modifier
		}
		else_if = {
			limit = { has_trait = wounded_2 }
			add_character_modifier = combat_move_hurt_me_better_wounded_2_modifier
		}
		else_if = {
			limit = { has_trait = wounded_3 }
			add_character_modifier = combat_move_hurt_me_better_wounded_3_modifier
		}
	}
	else = {

		battlefield_duel_sc_increment_combat_buffs_effect = { BUFF_INCREMENT = 2 }
	}

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:hurt_me_better
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:hurt_me_better
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_medium
		DUEL_SUCCESS = duel_success_medium
	}
}

scripted_effect battlefield_duel_sc_combat_move_special_fallback_effect = {

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:special_fallback
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:special_fallback
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_low
		DUEL_SUCCESS = duel_success_low
	}
}
scripted_effect battlefield_duel_sc_combat_move_something_to_hide_effect = {

	if = {
		limit = { this = scope:sc_attacker }

		if = {
			limit = { has_strong_usable_hook = scope:sc_defender }
			scope:sc_defender = {
				battlefield_duel_sc_increment_combat_debuffs_effect = { DEBUFF_INCREMENT = 8 }
			}
		}

		else = {
			scope:sc_defender = {
				battlefield_duel_sc_increment_combat_debuffs_effect = { DEBUFF_INCREMENT = 4 }
			}
		}
	}

	if = {
		limit = { this = scope:sc_defender }

		if = {
			limit = { has_strong_usable_hook = scope:sc_attacker }
			scope:sc_attacker = {
				battlefield_duel_sc_increment_combat_debuffs_effect = { DEBUFF_INCREMENT = 8 }
			}
		}

		else = {
			scope:sc_attacker = {
				battlefield_duel_sc_increment_combat_debuffs_effect = { DEBUFF_INCREMENT = 4 }
			}
		}
	}

	if = {
		limit = { this = scope:sc_attacker }
		save_scope_value_as = {
			name = sc_attacker_last_move
			value = flag:something_to_hide
		}
	}
	if = {
		limit = { this = scope:sc_defender }
		save_scope_value_as = {
			name = sc_defender_last_move
			value = flag:something_to_hide
		}
	}

	battlefield_duel_sc_adjust_risk_reward_effect = {
		INJURY_RISK = injury_risk_none
		DUEL_SUCCESS = duel_success_none
	}
}

scripted_effect battlefield_duel_sc_may_damage_artifact_effect = {
	if = {
		limit = {

			any_equipped_character_artifact = {
				artifact_slot_type = $TYPE$
				NOT = {
					has_variable = valyrian_steel
				}
			}
		}
		random_equipped_character_artifact = {
			limit = { artifact_slot_type = $TYPE$ }
			random = {
				chance = $CHANCE$
				add_durability = {
					value = artifact_max_durability
					multiply = {
						value = {
							integer_range = {
								min = 5
								max = $PERCENT$
							} 
						}
						multiply = -0.01
					}
				}
			}
		}
	}
}

battlefield_duel_single_combat.0001 = {
	type = character_event
	window = duel_event
	title = {
		first_valid = {
			triggered_desc = {
				trigger = { this = scope:sc_defender }
				desc = battlefield_duel_single_combat.0001.t
			}
			triggered_desc = {
				trigger = { this = scope:sc_attacker }
				desc = battlefield_duel_single_combat.0011.t
			}
		}
	}
	desc = {
		first_valid = {

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

					triggered_desc = {
						trigger = { scope:sc_defender.var:current_round = 1 }
						desc = battlefield_duel_single_combat.0001.desc.sc_defender.intro
					}

					triggered_desc = {
						trigger = {
							scope:sc_defender.var:current_round = 1
							battlefield_duel_sc_duel_will_end_in_opponent_death_trigger = no
						}
						desc = battlefield_duel_single_combat.0001.desc.capstone.intro.first_blood
					}
					triggered_desc = {
						trigger = {
							scope:sc_defender.var:current_round = 1
							battlefield_duel_sc_duel_will_end_in_opponent_death_trigger = yes
						}
						desc = battlefield_duel_single_combat.0001.desc.capstone.intro.deadly
					}

					triggered_desc = {
						trigger = { exists = scope:sc_defender_last_move }
						desc = {
							first_valid = {
								triggered_desc = {
									trigger = {
										scope:sc_defender_last_move = flag:wait_and_hope
										battlefield_duel_sc_duel_will_end_in_my_death_trigger = yes
										NOT = { has_trait = brave }
									}
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.wait_and_hope.will_die
								}
								triggered_desc = {
									trigger = {
										scope:sc_defender_last_move = flag:wait_and_hope
										OR = {
											battlefield_duel_sc_duel_will_end_in_my_death_trigger = no
											has_trait = brave
										}
									}
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.wait_and_hope.will_live
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:unsure_attack }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.unsure_attack
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:enthusiastic_onslaught }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.enthusiastic_onslaught
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:hail_mary }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.hail_mary
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:pocket_sand }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.pocket_sand
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:nut_em }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.nut_em
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:guard }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.guard
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:probing_attack }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.probing_attack
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:onslaught }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.onslaught
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:surprise_attack }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.surprise_attack
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:taunt }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.taunt
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:put_the_boot_in }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.put_the_boot_in
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:strict_guard }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.strict_guard
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:confident_attack }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.confident_attack
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:expert_onslaught }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.expert_onslaught
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:attempt_disarm }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.attempt_disarm
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:lightning_assault }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.lightning_assault
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:tire_opponent }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.tire_opponent
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:reason_you_suck_speech }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.reason_you_suck_speech
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:technique_from_legend }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.technique_from_legend
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:like_a_viper }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.like_a_viper
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:pocket_silver }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.pocket_silver
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:martial_voice }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.martial_voice
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:mocking_boast }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.mocking_boast
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:is_that_a_crocodile }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.is_that_a_crocodile
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:desert_warrior }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.desert_warrior
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:jungle_stalker }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.jungle_stalker
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:open_terrain_expert }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.open_terrain_expert
								}
								triggered_desc = {
									trigger = {
										scope:sc_defender_last_move = flag:rough_terrain_expert
										scope:sc_defender.location = { battlefield_duel_sc_rocky_locale_trigger = yes }
									}
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.rough_terrain_expert.rocky
								}
								triggered_desc = {
									trigger = {
										scope:sc_defender_last_move = flag:rough_terrain_expert

										scope:sc_defender.location = { 
											OR = {
												agot_is_wetlands_terrain = yes
												agot_is_the_bog_terrain = yes
											}
										}
									}
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.rough_terrain_expert.boggy
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:forest_fighter }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.forest_fighter
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:raaargh }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.raaargh
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:hard_grit }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.hard_grit
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:feint_and_stab }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.feint_and_stab
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:butchery }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.butchery
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:stoic_veteran }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.stoic_veteran
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:blade_dance }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.blade_dance
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:wrath_of_highgod }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.wrath_of_highgod
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:hurt_me_better }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.hurt_me_better
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:special_fallback }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.special_fallback
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:something_to_hide }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.something_to_hide
								}
							}
						}
					}

					triggered_desc = {
						trigger = { exists = scope:sc_attacker_last_move }
						desc = {
							first_valid = {
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:wait_and_hope }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.wait_and_hope
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:unsure_attack }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.unsure_attack
								}
								triggered_desc = {
									trigger = {
										scope:sc_attacker_last_move = flag:enthusiastic_onslaught
										scope:sc_attacker = { battlefield_duel_sc_house_not_allowed_to_yell_motto_trigger = yes }
									}
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.enthusiastic_onslaught.banned_house
								}
								triggered_desc = {
									trigger = {
										scope:sc_attacker_last_move = flag:enthusiastic_onslaught
										scope:sc_attacker.house = scope:sc_defender.house
									}
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.enthusiastic_onslaught.own_house
								}
								triggered_desc = {
									trigger = {
										scope:sc_attacker_last_move = flag:enthusiastic_onslaught

									}
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.enthusiastic_onslaught.motto
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:hail_mary }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.hail_mary
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:pocket_sand }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.pocket_sand
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:nut_em }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.nut_em
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:guard }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.guard
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:probing_attack }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.probing_attack
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:onslaught }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.onslaught
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:surprise_attack }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.surprise_attack
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:taunt }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.taunt
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:put_the_boot_in }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.put_the_boot_in
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:strict_guard }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.strict_guard
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:confident_attack }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.confident_attack
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:expert_onslaught }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.expert_onslaught
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:attempt_disarm }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.attempt_disarm
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:lightning_assault }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.lightning_assault
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:tire_opponent }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.tire_opponent
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:reason_you_suck_speech }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.reason_you_suck_speech
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:technique_from_legend }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.technique_from_legend
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:like_a_viper }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.like_a_viper
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:pocket_silver }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.pocket_silver
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:martial_voice }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.martial_voice
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:mocking_boast }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.mocking_boast
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:is_that_a_crocodile }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.is_that_a_crocodile
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:desert_warrior }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.desert_warrior
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:jungle_stalker }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.jungle_stalker
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:open_terrain_expert }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.open_terrain_expert
								}
								triggered_desc = {
									trigger = {
										scope:sc_attacker_last_move = flag:rough_terrain_expert
										scope:sc_defender.location = { battlefield_duel_sc_rocky_locale_trigger = yes }
									}
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.rough_terrain_expert.rocky
								}
								triggered_desc = {
									trigger = {
										scope:sc_attacker_last_move = flag:rough_terrain_expert

										scope:sc_defender.location = { 
											OR = {
												agot_is_wetlands_terrain = yes
												agot_is_the_bog_terrain = yes
											}
										}
									}
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.rough_terrain_expert.boggy
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:forest_fighter }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.forest_fighter
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:raaargh }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.raaargh
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:hard_grit }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.hard_grit
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:feint_and_stab }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.feint_and_stab
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:butchery }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.butchery
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:stoic_veteran }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.stoic_veteran
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:blade_dance }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.blade_dance
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:wrath_of_highgod }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.wrath_of_highgod
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:hurt_me_better }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.hurt_me_better
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:special_fallback }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.special_fallback
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:something_to_hide }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.something_to_hide
								}
							}
						}
					}

					triggered_desc = {
						trigger = { scope:sc_defender.var:current_round > 1 }
						desc = {
							first_valid = {

								triggered_desc = {
									trigger = { sc_defender_injury_check_actual <= single_combat_injury_very_unlikely_value }
									desc = battlefield_duel_single_combat.0001.desc.injury_check.personal.very_unlikely
								}

								triggered_desc = {
									trigger = { sc_defender_injury_check_actual <= single_combat_injury_unlikely_value }
									desc = battlefield_duel_single_combat.0001.desc.injury_check.personal.unlikely
								}

								triggered_desc = {
									trigger = { sc_defender_injury_check_actual <= single_combat_injury_neutral_value }
									desc = battlefield_duel_single_combat.0001.desc.injury_check.personal.moderate
								}

								triggered_desc = {
									trigger = { sc_defender_injury_check_actual <= single_combat_injury_likely_value }
									desc = battlefield_duel_single_combat.0001.desc.injury_check.personal.likely
								}

								desc = battlefield_duel_single_combat.0001.desc.injury_check.personal.very_likely
							}
							first_valid = {

								triggered_desc = {
									trigger = { sc_attacker_injury_check_actual <= single_combat_injury_very_unlikely_value }
									desc = battlefield_duel_single_combat.0001.desc.injury_check.opponent.very_unlikely
								}

								triggered_desc = {
									trigger = { sc_attacker_injury_check_actual <= single_combat_injury_unlikely_value }
									desc = battlefield_duel_single_combat.0001.desc.injury_check.opponent.unlikely
								}

								triggered_desc = {
									trigger = { sc_attacker_injury_check_actual <= single_combat_injury_neutral_value }
									desc = battlefield_duel_single_combat.0001.desc.injury_check.opponent.moderate
								}

								triggered_desc = {
									trigger = { sc_attacker_injury_check_actual <= single_combat_injury_likely_value }
									desc = battlefield_duel_single_combat.0001.desc.injury_check.opponent.likely
								}

								desc = battlefield_duel_single_combat.0001.desc.injury_check.opponent.very_likely
							}
							first_valid = {

								triggered_desc = {
									trigger = { scope:sc_defender.var:sc_defender_success_check <= single_combat_success_almost_impossible_value }
									desc = battlefield_duel_single_combat.0001.desc.success_check.almost_impossible
								}

								triggered_desc = {
									trigger = { scope:sc_defender.var:sc_defender_success_check <= single_combat_success_very_unlikely_value }
									desc = battlefield_duel_single_combat.0001.desc.success_check.very_unlikely
								}

								triggered_desc = {
									trigger = { scope:sc_defender.var:sc_defender_success_check <= single_combat_success_unlikely_value }
									desc = battlefield_duel_single_combat.0001.desc.success_check.unlikely
								}

								triggered_desc = {
									trigger = { scope:sc_defender.var:sc_defender_success_check <= single_combat_success_likely_value }
									desc = battlefield_duel_single_combat.0001.desc.success_check.moderate
								}

								triggered_desc = {
									trigger = { scope:sc_defender.var:sc_defender_success_check <= single_combat_success_very_likely_value }
									desc = battlefield_duel_single_combat.0001.desc.success_check.likely
								}

								triggered_desc = {
									trigger = { scope:sc_defender.var:sc_defender_success_check <= single_combat_success_almost_certain_value }
									desc = battlefield_duel_single_combat.0001.desc.success_check.very_likely
								}

								desc = battlefield_duel_single_combat.0001.desc.success_check.almost_certain
							}
						}
					}
				}
			}

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

					triggered_desc = {
						trigger = { scope:sc_defender.var:current_round = 1 }
						desc = battlefield_duel_single_combat.0001.desc.sc_attacker.intro
					}

					triggered_desc = {
						trigger = {
							scope:sc_defender.var:current_round = 1
							battlefield_duel_sc_duel_will_end_in_opponent_death_trigger = no
						}
						desc = battlefield_duel_single_combat.0001.desc.capstone.intro.first_blood
					}
					triggered_desc = {
						trigger = {
							scope:sc_defender.var:current_round = 1
							battlefield_duel_sc_duel_will_end_in_opponent_death_trigger = yes
						}
						desc = battlefield_duel_single_combat.0001.desc.capstone.intro.deadly
					}
					triggered_desc = {
						trigger = { scope:sc_defender.var:current_round = 1 }
						desc = battlefield_duel_single_combat.0001.desc.sc_attacker.intro.epilogue
					}

					triggered_desc = {
						trigger = { exists = scope:sc_attacker_last_move }
						desc = {
							first_valid = {
								triggered_desc = {
									trigger = {
										scope:sc_attacker_last_move = flag:wait_and_hope
										battlefield_duel_sc_duel_will_end_in_my_death_trigger = yes
										NOT = { has_trait = brave }
									}
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.wait_and_hope.will_die
								}
								triggered_desc = {
									trigger = {
										scope:sc_attacker_last_move = flag:wait_and_hope
										OR = {
											battlefield_duel_sc_duel_will_end_in_my_death_trigger = no
											has_trait = brave
										}
									}
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.wait_and_hope.will_live
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:unsure_attack }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.unsure_attack
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:enthusiastic_onslaught }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.enthusiastic_onslaught
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:hail_mary }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.hail_mary
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:pocket_sand }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.pocket_sand
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:nut_em }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.nut_em
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:guard }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.guard
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:probing_attack }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.probing_attack
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:onslaught }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.onslaught
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:surprise_attack }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.surprise_attack
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:taunt }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.taunt
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:put_the_boot_in }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.put_the_boot_in
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:strict_guard }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.strict_guard
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:confident_attack }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.confident_attack
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:expert_onslaught }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.expert_onslaught
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:attempt_disarm }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.attempt_disarm
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:lightning_assault }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.lightning_assault
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:tire_opponent }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.tire_opponent
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:reason_you_suck_speech }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.reason_you_suck_speech
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:technique_from_legend }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.technique_from_legend
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:like_a_viper }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.like_a_viper
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:pocket_silver }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.pocket_silver
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:martial_voice }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.martial_voice
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:mocking_boast }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.mocking_boast
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:is_that_a_crocodile }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.is_that_a_crocodile
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:desert_warrior }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.desert_warrior
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:jungle_stalker }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.jungle_stalker
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:open_terrain_expert }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.open_terrain_expert
								}
								triggered_desc = {
									trigger = {
										scope:sc_attacker_last_move = flag:rough_terrain_expert
										scope:sc_defender.location = { battlefield_duel_sc_rocky_locale_trigger = yes }
									}
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.rough_terrain_expert.rocky
								}
								triggered_desc = {
									trigger = {
										scope:sc_attacker_last_move = flag:rough_terrain_expert

										scope:sc_defender.location = { 
											OR = {
												agot_is_wetlands_terrain = yes
												agot_is_the_bog_terrain = yes
											}
										}
									}
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.rough_terrain_expert.boggy
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:forest_fighter }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.forest_fighter
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:raaargh }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.raaargh
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:hard_grit }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.hard_grit
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:feint_and_stab }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.feint_and_stab
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:butchery }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.butchery
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:stoic_veteran }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.stoic_veteran
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:blade_dance }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.blade_dance
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:wrath_of_highgod }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.wrath_of_highgod
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:hurt_me_better }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.hurt_me_better
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:special_fallback }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.special_fallback
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:something_to_hide }
									desc = battlefield_duel_single_combat.0001.desc.my_feedback.something_to_hide
								}
							}
						}
					}

					triggered_desc = {
						trigger = { exists = scope:sc_defender_last_move }
						desc = {
							first_valid = {
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:wait_and_hope }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.wait_and_hope
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:unsure_attack }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.unsure_attack
								}
								triggered_desc = {
									trigger = {
										scope:sc_defender_last_move = flag:enthusiastic_onslaught
										scope:sc_defender = { battlefield_duel_sc_house_not_allowed_to_yell_motto_trigger = yes }
									}
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.enthusiastic_onslaught.banned_house
								}
								triggered_desc = {
									trigger = {
										scope:sc_defender_last_move = flag:enthusiastic_onslaught
										scope:sc_defender.house = scope:sc_attacker.house
									}
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.enthusiastic_onslaught.own_house
								}
								triggered_desc = {
									trigger = {
										scope:sc_defender_last_move = flag:enthusiastic_onslaught

									}
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.enthusiastic_onslaught.motto
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:hail_mary }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.hail_mary
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:pocket_sand }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.pocket_sand
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:nut_em }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.nut_em
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:guard }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.guard
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:probing_attack }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.probing_attack
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:onslaught }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.onslaught
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:surprise_attack }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.surprise_attack
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:taunt }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.taunt
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:put_the_boot_in }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.put_the_boot_in
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:strict_guard }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.strict_guard
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:confident_attack }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.confident_attack
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:expert_onslaught }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.expert_onslaught
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:attempt_disarm }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.attempt_disarm
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:lightning_assault }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.lightning_assault
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:tire_opponent }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.tire_opponent
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:reason_you_suck_speech }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.reason_you_suck_speech
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:technique_from_legend }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.technique_from_legend
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:like_a_viper }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.like_a_viper
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:pocket_silver }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.pocket_silver
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:martial_voice }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.martial_voice
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:mocking_boast }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.mocking_boast
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:is_that_a_crocodile }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.is_that_a_crocodile
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:desert_warrior }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.desert_warrior
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:jungle_stalker }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.jungle_stalker
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:open_terrain_expert }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.open_terrain_expert
								}
								triggered_desc = {
									trigger = {
										scope:sc_defender_last_move = flag:rough_terrain_expert
										scope:sc_defender.location = { battlefield_duel_sc_rocky_locale_trigger = yes }
									}
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.rough_terrain_expert.rocky
								}
								triggered_desc = {
									trigger = {
										scope:sc_defender_last_move = flag:rough_terrain_expert

										scope:sc_defender.location = { 
											OR = {
												agot_is_wetlands_terrain = yes
												agot_is_the_bog_terrain = yes
											}
										}
									}
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.rough_terrain_expert.boggy
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:forest_fighter }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.forest_fighter
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:raaargh }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.raaargh
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:hard_grit }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.hard_grit
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:feint_and_stab }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.feint_and_stab
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:butchery }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.butchery
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:stoic_veteran }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.stoic_veteran
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:blade_dance }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.blade_dance
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:wrath_of_highgod }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.wrath_of_highgod
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:hurt_me_better }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.hurt_me_better
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:special_fallback }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.special_fallback
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:something_to_hide }
									desc = battlefield_duel_single_combat.0001.desc.opponent_response.something_to_hide
								}
							}
						}
					}

					triggered_desc = {
						trigger = { scope:sc_defender.var:current_round > 1 }
						desc = {
							first_valid = {

								triggered_desc = {
									trigger = { sc_attacker_injury_check_actual <= single_combat_injury_very_unlikely_value }
									desc = battlefield_duel_single_combat.0001.desc.injury_check.personal.very_unlikely
								}

								triggered_desc = {
									trigger = { sc_attacker_injury_check_actual <= single_combat_injury_unlikely_value }
									desc = battlefield_duel_single_combat.0001.desc.injury_check.personal.unlikely
								}

								triggered_desc = {
									trigger = { sc_attacker_injury_check_actual <= single_combat_injury_neutral_value }
									desc = battlefield_duel_single_combat.0001.desc.injury_check.personal.moderate
								}

								triggered_desc = {
									trigger = { sc_attacker_injury_check_actual <= single_combat_injury_likely_value }
									desc = battlefield_duel_single_combat.0001.desc.injury_check.personal.likely
								}

								desc = battlefield_duel_single_combat.0001.desc.injury_check.personal.very_likely
							}
							first_valid = {

								triggered_desc = {
									trigger = { sc_defender_injury_check_actual <= single_combat_injury_very_unlikely_value }
									desc = battlefield_duel_single_combat.0001.desc.injury_check.opponent.very_unlikely
								}

								triggered_desc = {
									trigger = { sc_defender_injury_check_actual <= single_combat_injury_unlikely_value }
									desc = battlefield_duel_single_combat.0001.desc.injury_check.opponent.unlikely
								}

								triggered_desc = {
									trigger = { sc_defender_injury_check_actual <= single_combat_injury_neutral_value }
									desc = battlefield_duel_single_combat.0001.desc.injury_check.opponent.moderate
								}

								triggered_desc = {
									trigger = { sc_defender_injury_check_actual <= single_combat_injury_likely_value }
									desc = battlefield_duel_single_combat.0001.desc.injury_check.opponent.likely
								}

								desc = battlefield_duel_single_combat.0001.desc.injury_check.opponent.very_likely
							}
							first_valid = {

								triggered_desc = {
									trigger = { scope:sc_attacker.var:sc_attacker_success_check <= single_combat_success_almost_impossible_value }
									desc = battlefield_duel_single_combat.0001.desc.success_check.almost_impossible
								}

								triggered_desc = {
									trigger = { scope:sc_attacker.var:sc_attacker_success_check <= single_combat_success_very_unlikely_value }
									desc = battlefield_duel_single_combat.0001.desc.success_check.very_unlikely
								}

								triggered_desc = {
									trigger = { scope:sc_attacker.var:sc_attacker_success_check <= single_combat_success_unlikely_value }
									desc = battlefield_duel_single_combat.0001.desc.success_check.unlikely
								}

								triggered_desc = {
									trigger = { scope:sc_attacker.var:sc_attacker_success_check <= single_combat_success_likely_value }
									desc = battlefield_duel_single_combat.0001.desc.success_check.moderate
								}

								triggered_desc = {
									trigger = { scope:sc_attacker.var:sc_attacker_success_check <= single_combat_success_very_likely_value }
									desc = battlefield_duel_single_combat.0001.desc.success_check.likely
								}

								triggered_desc = {
									trigger = { scope:sc_attacker.var:sc_attacker_success_check <= single_combat_success_almost_certain_value }
									desc = battlefield_duel_single_combat.0001.desc.success_check.very_likely
								}

								desc = battlefield_duel_single_combat.0001.desc.success_check.almost_certain
							}
						}
					}
				}
			}
		}
	}
	theme = battle
	left_portrait = {
		character = scope:myself

		triggered_animation = {
			trigger = { always = yes }
			scripted_animation = duel_wield_weapon
		}
	}
	right_portrait = {
		character = scope:my_foe
		scripted_animation = duel_wield_weapon
	}
	artifact = {
		target = scope:myself.var:signature_weapon_scope
		position = lower_left_portrait
		trigger = { exists = scope:myself.var:signature_weapon_scope }
	}

	artifact = {
		target = scope:my_foe.var:signature_weapon_scope
		position = lower_right_portrait
		trigger = { exists = scope:my_foe.var:signature_weapon_scope }
	}

	 override_background = {
		trigger = { scope:locale = flag:battlefield_duel_terrain }
		reference = battlefield_duel_terrain
	}
	override_background = {
		trigger = { scope:locale = flag:terrain_scope }
		reference = terrain_scope
	}
	override_background = {
		trigger = { scope:locale = flag:battlefield }
		reference = battlefield
	}
	override_background = {
		trigger = { scope:locale = flag:alley_night }
		reference = alley_night
	}
	override_background = {
		trigger = { scope:locale = flag:alley_day }
		reference = alley_day
	}
	override_background = {
		trigger = { scope:locale = flag:temple }
		reference = temple
	}
	override_background = {
		trigger = { scope:locale = flag:corridor_night }
		reference = corridor_night
	}
	override_background = {
		trigger = { scope:locale = flag:corridor_day }
		reference = corridor_day
	}
	override_background = {
		trigger = { scope:locale = flag:courtyard }
		reference = courtyard
	}
	override_background = {
		trigger = { scope:locale = flag:dungeon }
		reference = dungeon
	}
	override_background = {
		trigger = { scope:locale = flag:docks }
		reference = docks
	}
	override_background = {
		trigger = { scope:locale = flag:feast }
		reference = feast
	}
	override_background = {
		trigger = { scope:locale = flag:market }
		reference = market
	}
	override_background = {
		trigger = { scope:locale = flag:tavern }
		reference = tavern
	}
	override_background = {
		trigger = { scope:locale = flag:throne_room }
		reference = throne_room
	}
	override_background = {
		trigger = { scope:locale = flag:army_camp }
		reference = army_camp
	}

	override_background = {
		trigger = { scope:locale = flag:agot_tower_of_joy }
		reference = agot_tower_of_joy
	}
	override_background = {
		trigger = { scope:locale = flag:agot_iron_throne }
		reference = agot_iron_throne
	}

	immediate = {

		if = {
			limit = {
				OR = {
					has_character_modifier = dragon_battle_prowess_modifier_1
					has_character_modifier = dragon_battle_prowess_modifier_2
					has_character_modifier = dragon_battle_prowess_modifier_3
					has_character_modifier = dragon_battle_prowess_modifier_4
					has_character_modifier = dragon_battle_prowess_modifier_5
				}
			}
			add_character_flag = {
				flag = agot_recalculate_dragon_battle_prowess_after_combat
				days = 3
			}
			remove_character_modifier = dragon_battle_prowess_modifier_1
			remove_character_modifier = dragon_battle_prowess_modifier_2
			remove_character_modifier = dragon_battle_prowess_modifier_3
			remove_character_modifier = dragon_battle_prowess_modifier_4
			remove_character_modifier = dragon_battle_prowess_modifier_5
		}

		play_music_cue = "mx_cue_combat_stinger"

		battlefield_duel_sc_select_combat_options_from_pool_effect = yes

		if = {
			limit = { this = scope:sc_defender }
			scope:sc_defender = { save_scope_as = myself }
			scope:sc_attacker = { save_scope_as = my_foe }
		}
		else = {
			scope:sc_attacker = { save_scope_as = myself }
			scope:sc_defender = { save_scope_as = my_foe }
		}

		if = {

			limit = {
				OR = {
					exists = scope:sc_attacker_last_move
					exists = scope:sc_defender_last_move
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:wait_and_hope
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:wait_and_hope
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_wait_and_hope_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:unsure_attack
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:unsure_attack
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_unsure_attack_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:enthusiastic_onslaught
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:enthusiastic_onslaught
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_enthusiastic_onslaught_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:hail_mary
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:hail_mary
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_hail_mary_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:pocket_sand
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:pocket_sand
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_pocket_sand_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:nut_em
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:nut_em
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_nut_em_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:guard
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:guard
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_guard_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:probing_attack
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:probing_attack
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_probing_attack_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:onslaught
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:onslaught
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_onslaught_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:surprise_attack
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:surprise_attack
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_surprise_attack_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:taunt
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:taunt
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_taunt_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:put_the_boot_in
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:put_the_boot_in
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_put_the_boot_in_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:strict_guard
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:strict_guard
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_strict_guard_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:confident_attack
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:confident_attack
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_confident_attack_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:expert_onslaught
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:expert_onslaught
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_expert_onslaught_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:attempt_disarm
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:attempt_disarm
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_attempt_disarm_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:lightning_assault
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:lightning_assault
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_lightning_assault_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:tire_opponent
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:tire_opponent
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_tire_opponent_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:reason_you_suck_speech
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:reason_you_suck_speech
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_reason_you_suck_speech_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:technique_from_legend
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:technique_from_legend
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_technique_from_legend_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:like_a_viper
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:like_a_viper
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_like_a_viper_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:pocket_silver
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:pocket_silver
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_pocket_silver_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:martial_voice
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:martial_voice
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_martial_voice_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:mocking_boast
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:mocking_boast
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_mocking_boast_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:is_that_a_crocodile
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:is_that_a_crocodile
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_is_that_a_crocodile_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:desert_warrior
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:desert_warrior
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_desert_warrior_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:jungle_stalker
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:jungle_stalker
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_jungle_stalker_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:open_terrain_expert
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:open_terrain_expert
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_open_terrain_expert_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:rough_terrain_expert
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:rough_terrain_expert
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_rough_terrain_expert_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:forest_fighter
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:forest_fighter
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_forest_fighter_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:raaargh
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:raaargh
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_raaargh_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:hard_grit
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:hard_grit
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_hard_grit_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:feint_and_stab
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:feint_and_stab
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_feint_and_stab_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:butchery
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:butchery
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_butchery_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:stoic_veteran
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:stoic_veteran
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_stoic_veteran_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:blade_dance
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:blade_dance
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_blade_dance_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:wrath_of_highgod
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:wrath_of_highgod
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_wrath_of_highgod_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:hurt_me_better
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:hurt_me_better
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_hurt_me_better_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:special_fallback
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:special_fallback
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_special_fallback_effect = yes }
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							this = scope:sc_defender
							scope:sc_attacker_last_move = flag:something_to_hide
						}
						AND = {
							this = scope:sc_attacker
							scope:sc_defender_last_move = flag:something_to_hide
						}
					}
				}
				scope:my_foe = {
					show_as_tooltip = { battlefield_duel_sc_combat_move_something_to_hide_effect = yes }
				}
			}
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.wait_and_hope
		trigger = { exists = local_var:combat_move_wait_and_hope_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.wait_and_hope

		show_as_tooltip = { battlefield_duel_sc_combat_move_wait_and_hope_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_wait_and_hope_effect = yes }
		}

		stress_impact = {
			patient = miniscule_stress_impact_loss
			calm = miniscule_stress_impact_loss
			impatient = miniscule_stress_impact_gain
			wrathful = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_timid_personality_scripted_modifier = yes
		}
	}

	option = {
		name = {
			trigger = { scope:fatality = flag:yes }
			text = battlefield_duel_single_combat.0001.unsure_attack
		}
		name = {
			trigger = { scope:fatality = flag:no }
			text = battlefield_duel_single_combat.0001.unsure_attack_non_fatal
		}
		trigger = { exists = local_var:combat_move_unsure_attack_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.unsure_attack

		show_as_tooltip = { battlefield_duel_sc_combat_move_unsure_attack_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_unsure_attack_effect = yes }
		}

		ai_chance = {
			base = 100
			sce_rational_personality_scripted_modifier = yes
		}
	}

	option = {

		name = {
			trigger = { battlefield_duel_sc_house_not_allowed_to_yell_motto_trigger = yes }
			text = battlefield_duel_single_combat.0001.enthusiastic_onslaught.banned_house
		}

		name = {
			trigger = {
				battlefield_duel_sc_house_not_allowed_to_yell_motto_trigger = no
				scope:sc_attacker.house = scope:sc_defender.house
			}
			text = battlefield_duel_single_combat.0001.enthusiastic_onslaught.own_house
		}

		name = {
			trigger = {
				battlefield_duel_sc_house_not_allowed_to_yell_motto_trigger = no
				scope:sc_attacker.house != scope:sc_defender.house
			}
			text = battlefield_duel_single_combat.0001.enthusiastic_onslaught.motto
		}
		trigger = { exists = local_var:combat_move_enthusiastic_onslaught_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.enthusiastic_onslaught

		show_as_tooltip = { battlefield_duel_sc_combat_move_enthusiastic_onslaught_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_enthusiastic_onslaught_effect = yes }
		}

		stress_impact = {
			impatient = miniscule_stress_impact_loss
			wrathful = miniscule_stress_impact_loss
			patient = miniscule_stress_impact_gain
			calm = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_aggressive_personality_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.hail_mary
		trigger = { exists = local_var:combat_move_hail_mary_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.hail_mary

		show_as_tooltip = { battlefield_duel_sc_combat_move_hail_mary_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_hail_mary_effect = yes }
		}

		stress_impact = {
			impatient = miniscule_stress_impact_loss
			brave = minor_stress_impact_loss
			patient = miniscule_stress_impact_gain
			craven = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_preferred_aggressive_personality_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.pocket_sand
		trigger = { exists = local_var:combat_move_pocket_sand_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.pocket_sand

		show_as_tooltip = { battlefield_duel_sc_combat_move_pocket_sand_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_pocket_sand_effect = yes }
		}

		stress_impact = {
			deceitful = miniscule_stress_impact_loss
			arbitrary = miniscule_stress_impact_loss
			honest = miniscule_stress_impact_gain
			just = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_preferred_timid_personality_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.nut_em
		trigger = { exists = local_var:combat_move_nut_em_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.nut_em

		show_as_tooltip = { battlefield_duel_sc_combat_move_nut_em_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_nut_em_effect = yes }
		}

		stress_impact = {
			deceitful = miniscule_stress_impact_loss
			arbitrary = miniscule_stress_impact_loss
			honest = miniscule_stress_impact_gain
			just = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_preferred_aggressive_personality_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.guard
		trigger = { exists = local_var:combat_move_guard_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.guard

		show_as_tooltip = { battlefield_duel_sc_combat_move_guard_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_guard_effect = yes }
		}

		stress_impact = {
			patient = miniscule_stress_impact_loss
			calm = miniscule_stress_impact_loss
			impatient = miniscule_stress_impact_gain
			wrathful = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_timid_personality_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.probing_attack
		trigger = { exists = local_var:combat_move_probing_attack_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.probing_attack

		show_as_tooltip = { battlefield_duel_sc_combat_move_probing_attack_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_probing_attack_effect = yes }
		}

		ai_chance = {
			base = 100
			sce_rational_personality_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.onslaught
		trigger = { exists = local_var:combat_move_onslaught_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.onslaught

		show_as_tooltip = { battlefield_duel_sc_combat_move_onslaught_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_onslaught_effect = yes }
		}

		stress_impact = {
			impatient = miniscule_stress_impact_loss
			wrathful = miniscule_stress_impact_loss
			patient = miniscule_stress_impact_gain
			calm = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_aggressive_personality_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.surprise_attack
		trigger = { exists = local_var:combat_move_surprise_attack_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.surprise_attack

		show_as_tooltip = { battlefield_duel_sc_combat_move_surprise_attack_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_surprise_attack_effect = yes }
		}

		ai_chance = {
			base = 100
			sce_preferred_rational_personality_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.taunt
		trigger = { exists = local_var:combat_move_taunt_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.taunt

		show_as_tooltip = { battlefield_duel_sc_combat_move_taunt_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_taunt_effect = yes }
		}

		stress_impact = {
			callous = miniscule_stress_impact_loss
			sadistic = miniscule_stress_impact_loss
			compassionate = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_preferred_timid_personality_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.put_the_boot_in
		trigger = { exists = local_var:combat_move_put_the_boot_in_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.put_the_boot_in

		show_as_tooltip = { battlefield_duel_sc_combat_move_put_the_boot_in_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_put_the_boot_in_effect = yes }
		}

		stress_impact = {
			impatient = miniscule_stress_impact_loss
			brave = minor_stress_impact_loss
			patient = miniscule_stress_impact_gain
			craven = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_preferred_aggressive_personality_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.strict_guard
		trigger = { exists = local_var:combat_move_strict_guard_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.strict_guard

		show_as_tooltip = { battlefield_duel_sc_combat_move_strict_guard_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_strict_guard_effect = yes }
		}

		stress_impact = {
			patient = miniscule_stress_impact_loss
			calm = miniscule_stress_impact_loss
			impatient = miniscule_stress_impact_gain
			wrathful = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_timid_personality_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.confident_attack
		trigger = { exists = local_var:combat_move_confident_attack_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.confident_attack

		show_as_tooltip = { battlefield_duel_sc_combat_move_confident_attack_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_confident_attack_effect = yes }
		}

		ai_chance = {
			base = 100
			sce_rational_personality_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.expert_onslaught
		trigger = { exists = local_var:combat_move_expert_onslaught_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.expert_onslaught

		show_as_tooltip = { battlefield_duel_sc_combat_move_expert_onslaught_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_expert_onslaught_effect = yes }
		}

		stress_impact = {
			impatient = miniscule_stress_impact_loss
			wrathful = miniscule_stress_impact_loss
			patient = miniscule_stress_impact_gain
			calm = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_aggressive_personality_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.attempt_disarm
		trigger = { exists = local_var:combat_move_attempt_disarm_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.attempt_disarm

		show_as_tooltip = { battlefield_duel_sc_combat_move_attempt_disarm_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_attempt_disarm_effect = yes }
		}

		stress_impact = {
			patient = miniscule_stress_impact_loss
			calm = miniscule_stress_impact_loss
			impatient = miniscule_stress_impact_gain
			wrathful = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_preferred_timid_personality_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.lightning_assault
		trigger = { exists = local_var:combat_move_lightning_assault_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.lightning_assault

		show_as_tooltip = { battlefield_duel_sc_combat_move_lightning_assault_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_lightning_assault_effect = yes }
		}

		stress_impact = {
			impatient = miniscule_stress_impact_loss
			diligent = miniscule_stress_impact_loss
			patient = miniscule_stress_impact_gain
			lazy = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_preferred_aggressive_personality_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.tire_opponent
		trigger = { exists = local_var:combat_move_tire_opponent_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.tire_opponent

		show_as_tooltip = { battlefield_duel_sc_combat_move_tire_opponent_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_tire_opponent_effect = yes }
		}

		stress_impact = {
			diligent = miniscule_stress_impact_loss
			calm = miniscule_stress_impact_loss
			lazy = miniscule_stress_impact_gain
			wrathful = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_preferred_rational_personality_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.reason_you_suck_speech
		trigger = { exists = local_var:combat_move_reason_you_suck_speech_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.reason_you_suck_speech

		skill = diplomacy

		show_as_tooltip = { battlefield_duel_sc_combat_move_reason_you_suck_speech_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_reason_you_suck_speech_effect = yes }
		}

		stress_impact = {
			callous = miniscule_stress_impact_loss
			sadistic = miniscule_stress_impact_loss
			gregarious = miniscule_stress_impact_loss
			compassionate = miniscule_stress_impact_gain
			shy = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_enjoys_arrogant_speeches_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.technique_from_legend
		trigger = { exists = local_var:combat_move_technique_from_legend_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.technique_from_legend

		skill = learning

		show_as_tooltip = { battlefield_duel_sc_combat_move_technique_from_legend_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_technique_from_legend_effect = yes }
		}

		stress_impact = {
			brave = minor_stress_impact_loss
			trusting = minor_stress_impact_loss
			craven = minor_stress_impact_gain
			paranoid = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_shrewd_fighter_scripted_modifier = yes

			modifier = {
				add = sce_ai_mod_trait_weight_medium
				has_trait = scholar
			}

			modifier = {
				add = sce_ai_mod_trait_weight_light
				has_trait = theologian
			}
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.like_a_viper
		trigger = { exists = local_var:combat_move_like_a_viper_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.like_a_viper

		skill = intrigue

		show_as_tooltip = { battlefield_duel_sc_combat_move_like_a_viper_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_like_a_viper_effect = yes }
		}

		stress_impact = {
			deceitful = minor_stress_impact_loss
			arbitrary = minor_stress_impact_loss
			honest = minor_stress_impact_gain
			just = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_shrewd_fighter_scripted_modifier = yes

			modifier = {
				add = sce_ai_mod_trait_weight_heavy
				has_trait = schemer
			}

			modifier = {
				add = sce_ai_mod_trait_weight_medium
				has_trait = torturer
			}
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.pocket_silver
		trigger = { exists = local_var:combat_move_pocket_silver_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.pocket_silver

		skill = stewardship

		show_as_tooltip = { battlefield_duel_sc_combat_move_pocket_silver_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_pocket_silver_effect = yes }
		}

		stress_impact = {
			deceitful = miniscule_stress_impact_loss
			arbitrary = miniscule_stress_impact_loss
			generous = miniscule_stress_impact_loss
			honest = miniscule_stress_impact_gain
			just = miniscule_stress_impact_gain
			greedy = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = { ai_greed = -0.5 }

			modifier = {
				add = sce_ai_mod_trait_down_weight_medium
				has_trait = avaricious
			}
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.martial_voice
		trigger = { exists = local_var:combat_move_martial_voice_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.martial_voice

		skill = martial

		show_as_tooltip = { battlefield_duel_sc_combat_move_martial_voice_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_martial_voice_effect = yes }
		}

		stress_impact = {
			callous = miniscule_stress_impact_loss
			sadistic = miniscule_stress_impact_loss
			gregarious = miniscule_stress_impact_loss
			compassionate = miniscule_stress_impact_gain
			shy = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_enjoys_arrogant_speeches_scripted_modifier = yes

			modifier = {
				add = sce_ai_mod_trait_weight_medium
				has_trait = strategist
			}
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.mocking_boast
		trigger = { exists = local_var:combat_move_mocking_boast_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.mocking_boast

		show_as_tooltip = { battlefield_duel_sc_combat_move_mocking_boast_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_mocking_boast_effect = yes }
		}

		stress_impact = {
			callous = miniscule_stress_impact_loss
			sadistic = miniscule_stress_impact_loss
			arrogant = miniscule_stress_impact_loss
			compassionate = miniscule_stress_impact_gain
			humble = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_enjoys_arrogant_speeches_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.is_that_a_crocodile
		trigger = { exists = local_var:combat_move_is_that_a_crocodile_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.is_that_a_crocodile

		show_as_tooltip = { battlefield_duel_sc_combat_move_is_that_a_crocodile_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_is_that_a_crocodile_effect = yes }
		}

		ai_chance = {
			base = 300

		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.desert_warrior
		trigger = { exists = local_var:combat_move_desert_warrior_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.desert_warrior

		trait = desert_warrior

		show_as_tooltip = { battlefield_duel_sc_combat_move_desert_warrior_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_desert_warrior_effect = yes }
		}

		stress_impact = {
			diligent = miniscule_stress_impact_loss
			calm = miniscule_stress_impact_loss
			lazy = miniscule_stress_impact_gain
			wrathful = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_shrewd_fighter_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.jungle_stalker
		trigger = { exists = local_var:combat_move_jungle_stalker_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.jungle_stalker

		trait = jungle_stalker

		show_as_tooltip = { battlefield_duel_sc_combat_move_jungle_stalker_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_jungle_stalker_effect = yes }
		}

		stress_impact = {
			diligent = miniscule_stress_impact_loss
			calm = miniscule_stress_impact_loss
			lazy = miniscule_stress_impact_gain
			wrathful = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_shrewd_fighter_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.open_terrain_expert
		trigger = { exists = local_var:combat_move_open_terrain_expert_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.open_terrain_expert

		trait = open_terrain_expert

		show_as_tooltip = { battlefield_duel_sc_combat_move_open_terrain_expert_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_open_terrain_expert_effect = yes }
		}

		stress_impact = {
			diligent = miniscule_stress_impact_loss
			calm = miniscule_stress_impact_loss
			lazy = miniscule_stress_impact_gain
			wrathful = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_shrewd_fighter_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.rough_terrain_expert
		trigger = { exists = local_var:combat_move_rough_terrain_expert_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.rough_terrain_expert

		trait = rough_terrain_expert

		show_as_tooltip = { battlefield_duel_sc_combat_move_rough_terrain_expert_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_rough_terrain_expert_effect = yes }
		}

		stress_impact = {
			diligent = miniscule_stress_impact_loss
			calm = miniscule_stress_impact_loss
			lazy = miniscule_stress_impact_gain
			wrathful = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_shrewd_fighter_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.forest_fighter
		trigger = { exists = local_var:combat_move_forest_fighter_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.forest_fighter

		trait = forest_fighter

		show_as_tooltip = { battlefield_duel_sc_combat_move_forest_fighter_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_forest_fighter_effect = yes }
		}

		stress_impact = {
			diligent = miniscule_stress_impact_loss
			calm = miniscule_stress_impact_loss
			lazy = miniscule_stress_impact_gain
			wrathful = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_shrewd_fighter_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.raaargh
		trigger = { exists = local_var:combat_move_raaargh_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.raaargh

		trait = berserker

		show_as_tooltip = { battlefield_duel_sc_combat_move_raaargh_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_raaargh_effect = yes }
		}

		ai_chance = {
			base = 100
			sce_preferred_shrewd_fighter_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.hard_grit
		trigger = { exists = local_var:combat_move_hard_grit_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.hard_grit

		trait = shieldmaiden

		show_as_tooltip = { battlefield_duel_sc_combat_move_hard_grit_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_hard_grit_effect = yes }
		}

		ai_chance = {
			base = 100
			sce_preferred_shrewd_fighter_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.feint_and_stab
		trigger = { exists = local_var:combat_move_feint_and_stab_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.feint_and_stab

		trait = lifestyle_hunter

		show_as_tooltip = { battlefield_duel_sc_combat_move_feint_and_stab_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_feint_and_stab_effect = yes }
		}

		stress_impact = {
			deceitful = minor_stress_impact_loss
			arbitrary = minor_stress_impact_loss
			honest = minor_stress_impact_gain
			just = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_preferred_shrewd_fighter_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.butchery
		trigger = { exists = local_var:combat_move_butchery_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.butchery

		trait = viking

		show_as_tooltip = { battlefield_duel_sc_combat_move_butchery_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_butchery_effect = yes }
		}

		stress_impact = {
			callous = minor_stress_impact_loss
			sadistic = minor_stress_impact_loss
			compassionate = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_preferred_shrewd_fighter_scripted_modifier = yes
		}
	}

	option = {
		name = {
			text = battlefield_duel_single_combat.0001.blade_dance
			trigger = { is_landed = yes }
		}
		name = {
			text = battlefield_duel_single_combat.0001.blade_dance_unlanded
			trigger = { is_landed = no }
		}
		trigger = { exists = local_var:combat_move_blade_dance_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.blade_dance

		trait = lifestyle_blademaster

		show_as_tooltip = { battlefield_duel_sc_combat_move_blade_dance_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_blade_dance_effect = yes }
		}

		ai_chance = {
			base = 100
			sce_preferred_shrewd_fighter_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.wrath_of_highgod
		trigger = { exists = local_var:combat_move_wrath_of_highgod_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.wrath_of_highgod

		trait = zealous

		show_as_tooltip = { battlefield_duel_sc_combat_move_wrath_of_highgod_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_wrath_of_highgod_effect = yes }
		}

		stress_impact = {

			craven = miniscule_stress_impact_loss
			brave = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_enjoys_arrogant_speeches_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.hurt_me_better
		trigger = { exists = local_var:combat_move_hurt_me_better_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.hurt_me_better

		trait = deviant

		show_as_tooltip = { battlefield_duel_sc_combat_move_hurt_me_better_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_hurt_me_better_effect = yes }
		}

		ai_chance = {
			base = 100
			sce_shrewd_fighter_scripted_modifier = yes
		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.special_fallback
		trigger = { exists = local_var:combat_move_special_fallback_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.special_fallback

		show_as_tooltip = { battlefield_duel_sc_combat_move_special_fallback_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_special_fallback_effect = yes }
		}

		ai_chance = {
			base = 100

		}
	}

	option = {
		name = battlefield_duel_single_combat.0001.something_to_hide
		trigger = { exists = local_var:combat_move_something_to_hide_flag }

		custom_tooltip = battlefield_duel_single_combat.0001.tt.something_to_hide

		show_as_tooltip = { battlefield_duel_sc_combat_move_something_to_hide_effect = yes }

		if = {
			limit = {
				scope:my_foe = { is_alive = yes }
			}
			hidden_effect = { battlefield_duel_sc_combat_move_something_to_hide_effect = yes }
		}

		stress_impact = {
			deceitful = miniscule_stress_impact_loss
			arbitrary = miniscule_stress_impact_loss
			honest = miniscule_stress_impact_gain
			just = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			sce_enjoys_arrogant_speeches_scripted_modifier = yes

			modifier = {
				add = sce_ai_mod_trait_weight_light
				has_trait = schemer
			}
		}
	}

	after = {
		# If someone dies mid-round, clean up from whoever survived.
		if = {
			limit = {
				OR = {
					has_character_flag = battlefield_duel_ai_bodyguard_followup_diagnostic
					scope:sc_attacker = { has_character_flag = battlefield_duel_ai_bodyguard_followup_diagnostic }
					scope:sc_defender = { has_character_flag = battlefield_duel_ai_bodyguard_followup_diagnostic }
				}
			}
			debug_log = "BD+ V28A.6 FOLLOWUP FIRST MOVE AFTER BLOCK REACHED"
			debug_log_scopes = yes
		}

		if = {
			limit = {
				OR = {
					scope:sc_attacker = { is_alive = no }
					scope:sc_defender = { is_alive = no }
				}
			}

			hidden_effect = { remove_single_combat_info_effect = yes }

			scope:sc_defender = {
				if = {

					limit = { is_alive = yes }
					remove_variable = engaged_in_single_combat 
				}
			}
			scope:sc_attacker = {
				if = {

					limit = { is_alive = yes }
					remove_variable = engaged_in_single_combat 
				}
			}

			if = {
				limit = { scope:sc_attacker = { is_alive = yes } }
				scope:sc_attacker = {

					trigger_event = battlefield_duel_single_combat.1006
				}
			}
			else_if = {
				limit = { scope:sc_defender = { is_alive = yes } }
				scope:sc_defender = {

					trigger_event = battlefield_duel_single_combat.1006
				}
			}
		}

		else = {

			scope:sc_attacker = {
				if = {
					limit = { has_character_flag = sce_needs_forced_recalc_flag }
					force_character_skill_recalculation = yes
					remove_character_flag = sce_needs_forced_recalc_flag
				}
			}
			scope:sc_defender = {
				if = {
					limit = { has_character_flag = sce_needs_forced_recalc_flag }
					force_character_skill_recalculation = yes
					remove_character_flag = sce_needs_forced_recalc_flag
				}
			}

			battlefield_duel_sc_calculate_injury_risks_effect = yes

			battlefield_duel_sc_calculate_success_chances_effect = yes

			if = {
				limit = { this = scope:sc_defender }
				scope:sc_attacker = { trigger_event = battlefield_duel_single_combat.0001 }
			}

			else = { trigger_event = battlefield_duel_single_combat.0021 }
		}
	}
}

battlefield_duel_single_combat.0021 = {
	# Only the current pair can finish this duel. Old bodyguard scopes do not count.
	hidden = yes

	immediate = {
		if = {
			limit = {
				OR = {
					has_character_flag = battlefield_duel_ai_bodyguard_followup_diagnostic
					scope:sc_attacker = { has_character_flag = battlefield_duel_ai_bodyguard_followup_diagnostic }
					scope:sc_defender = { has_character_flag = battlefield_duel_ai_bodyguard_followup_diagnostic }
				}
			}
			debug_log = "BD+ V28A.6 FOLLOWUP ROUND-END EVENT REACHED"
			debug_log_scopes = yes
		}

		if = {
			limit = { scope:sc_defender.var:current_round = round_injury_bonus_lower }
			debug_log = "single combat variable error-check: round_injury_bonus_lower"
			debug_log_scopes = yes
			change_variable = {
				name = sc_attacker_injury_bonus
				add = round_injury_adjustment_lower
			}
			scope:sc_defender = {
				change_variable = {
					name = sc_defender_injury_bonus
					add = round_injury_adjustment_lower
				}
			}
		}
		if = {
			limit = { scope:sc_defender.var:current_round = round_injury_bonus_lowest }
			debug_log = "single combat variable error-check: round_injury_bonus_lowest"
			debug_log_scopes = yes
			change_variable = {
				name = sc_attacker_injury_bonus
				add = round_injury_adjustment_lowest
			}
			scope:sc_defender = {
				change_variable = {
					name = sc_defender_injury_bonus
					add = round_injury_adjustment_lowest
				}
			}
		}

		if = {
			limit = { scope:sc_defender.var:current_round = round_success_threshold_lower }
			debug_log = "single combat variable error-check: round_success_threshold_lower"
			debug_log_scopes = yes
			scope:sc_defender = {
				change_variable = {
					name = success_threshold
					add = round_success_adjustment_lower
				}
			}
		}
		if = {
			limit = { scope:sc_defender.var:current_round = round_success_threshold_lowest }
			debug_log = "single combat variable error-check: round_success_threshold_lowest"
			debug_log_scopes = yes
			scope:sc_defender = {
				change_variable = {
					name = success_threshold
					add = round_success_adjustment_lowest
				}
			}
		}

		battlefield_duel_sc_calculate_success_chances_effect = yes

		if = {
			limit = {
				scope:sc_attacker.var:sc_attacker_success_check >= scope:sc_defender.var:success_threshold

				NOT = { scope:fixed = flag:sc_defender }
			}
			save_scope_value_as = {
				name = sc_finished
				value = yes
			}
			scope:sc_attacker = { save_scope_as = sc_victor }
			scope:sc_defender = { save_scope_as = sc_loser }
			save_scope_value_as = {
				name = victory_type
				value = flag:skill
			}
		}

		else_if = {
			limit = {
				scope:sc_defender.var:sc_defender_success_check >= scope:sc_defender.var:success_threshold

				NOT = { scope:fixed = flag:sc_attacker }
			}
			save_scope_value_as = {
				name = sc_finished
				value = yes
			}
			scope:sc_defender = { save_scope_as = sc_victor }
			scope:sc_attacker = { save_scope_as = sc_loser }
			save_scope_value_as = {
				name = victory_type
				value = flag:skill
			}
		}

		battlefield_duel_sc_calculate_injury_risks_effect = yes
		if = {
			limit = {

				NOT = {
					AND = {
						exists = scope:sc_finished
						exists = scope:sc_victor
						exists = scope:sc_loser
						OR = {
							AND = {
								scope:sc_victor = scope:sc_attacker
								scope:sc_loser = scope:sc_defender
							}
							AND = {
								scope:sc_victor = scope:sc_defender
								scope:sc_loser = scope:sc_attacker
							}
						}
					}
				}
				scope:sc_defender.var:current_round > 1
			}

			if = {
				limit = {
					scope:sc_attacker.var:sc_attacker_injury_risk_check >= scope:sc_attacker.var:sc_attacker_duel_success_score

					NOT = { scope:fixed = flag:sc_defender }
				}
				random = {
					chance = {
						value = 0
						add = scope:sc_attacker.var:sc_attacker_injury_risk_check
						subtract = scope:sc_attacker.var:sc_attacker_duel_success_score
					}
					save_scope_value_as = {
						name = sc_finished
						value = yes
					}
					scope:sc_defender = { save_scope_as = sc_victor }
					scope:sc_attacker = { save_scope_as = sc_loser }
					save_scope_value_as = {
						name = victory_type
						value = flag:mistake
					}
				}
			}

			if = {
				limit = {
					scope:sc_defender.var:sc_defender_injury_risk_check >= scope:sc_defender.var:sc_defender_duel_success_score

					NOT = { scope:fixed = flag:sc_attacker }
				}
				random = {
					chance = {
						value = 0
						add = scope:sc_defender.var:sc_defender_injury_risk_check
						subtract = scope:sc_defender.var:sc_defender_duel_success_score
					}
					save_scope_value_as = {
						name = sc_finished
						value = yes
					}
					scope:sc_attacker = { save_scope_as = sc_victor }
					scope:sc_defender = { save_scope_as = sc_loser }
					save_scope_value_as = {
						name = victory_type
						value = flag:mistake
					}
				}
			}
		}

		if = {
			limit = {
				exists = scope:sc_finished
				exists = scope:sc_loser
				NOT = { scope:sc_loser = scope:sc_attacker }
				NOT = { scope:sc_loser = scope:sc_defender }
				OR = {
					has_character_flag = battlefield_duel_ai_bodyguard_followup_diagnostic
					scope:sc_attacker = { has_character_flag = battlefield_duel_ai_bodyguard_followup_diagnostic }
					scope:sc_defender = { has_character_flag = battlefield_duel_ai_bodyguard_followup_diagnostic }
				}
			}
			debug_log = "BD+ V28A.6 STALE BODYGUARD RESULT IGNORED; CONTINUING CURRENT DUEL"
			debug_log_scopes = yes
		}

		if = {
			limit = {
				exists = scope:sc_finished
				exists = scope:sc_victor
				exists = scope:sc_loser
				OR = {
					AND = {
						scope:sc_victor = scope:sc_attacker
						scope:sc_loser = scope:sc_defender
					}
					AND = {
						scope:sc_victor = scope:sc_defender
						scope:sc_loser = scope:sc_attacker
					}
				}
			}
			battlefield_duel_sc_finalise_combat_results_effect = yes
		}

		else_if = {
			limit = { scope:sc_defender.var:current_round >= round_cap_limit }

			if = {
				limit = { scope:fixed = flag:sc_attacker }
				save_scope_value_as = {
					name = sc_finished
					value = yes
				}
				scope:sc_attacker = { save_scope_as = sc_victor }
				scope:sc_defender = { save_scope_as = sc_loser }
				save_scope_value_as = {
					name = victory_type
					value = flag:sudden_death
				}
			}

			else_if = {
				limit = { scope:fixed = flag:sc_defender }
				save_scope_value_as = {
					name = sc_finished
					value = yes
				}
				scope:sc_defender = { save_scope_as = sc_victor }
				scope:sc_attacker = { save_scope_as = sc_loser }
				save_scope_value_as = {
					name = victory_type
					value = flag:sudden_death
				}
			}

			else_if = {
				limit = { scope:sc_attacker.prowess > scope:sc_defender.prowess }
				save_scope_value_as = {
					name = sc_finished
					value = yes
				}
				scope:sc_attacker = { save_scope_as = sc_victor }
				scope:sc_defender = { save_scope_as = sc_loser }
				save_scope_value_as = {
					name = victory_type
					value = flag:sudden_death
				}
			}

			else_if = {
				limit = { scope:sc_defender.prowess > scope:sc_attacker.prowess }
				save_scope_value_as = {
					name = sc_finished
					value = yes
				}
				scope:sc_defender = { save_scope_as = sc_victor }
				scope:sc_attacker = { save_scope_as = sc_loser }
				save_scope_value_as = {
					name = victory_type
					value = flag:sudden_death
				}
			}

			else = {
				random_list = {

					50 = {
						save_scope_value_as = {
							name = sc_finished
							value = yes
						}
						scope:sc_attacker = { save_scope_as = sc_victor }
						scope:sc_defender = { save_scope_as = sc_loser }
						save_scope_value_as = {
							name = victory_type
							value = flag:sudden_death
						}
					}

					50 = {
						save_scope_value_as = {
							name = sc_finished
							value = yes
						}
						scope:sc_defender = { save_scope_as = sc_victor }
						scope:sc_attacker = { save_scope_as = sc_loser }
						save_scope_value_as = {
							name = victory_type
							value = flag:sudden_death
						}
					}
				}
			}

			battlefield_duel_sc_finalise_combat_results_effect = yes
		}

		else = {
			scope:sc_defender = {

				change_variable = {
					name = current_round
					add = 1
				}
				trigger_event = battlefield_duel_single_combat.0001
			}
		}
	}
}

scripted_effect battlefield_duel_sc_sce_loser_end_result_tooltip_effect = {

	if = {
		limit = { scope:victory_type = flag:skill }
		custom_tooltip = battlefield_duel_single_combat.0031.desc.result.skill
	}
	else_if = {
		limit = { scope:victory_type = flag:mistake }
		custom_tooltip = battlefield_duel_single_combat.0031.desc.result.mistake
	}
	else_if = {
		limit = { scope:victory_type = flag:sudden_death }
		custom_tooltip = battlefield_duel_single_combat.0031.desc.result.sudden_death
	}
}

scripted_effect battlefield_duel_sc_sce_victor_end_result_tooltip_effect = {

	if = {
		limit = { scope:victory_type = flag:skill }
		custom_tooltip = battlefield_duel_single_combat.0041.desc.result.skill
	}
	else_if = {
		limit = { scope:victory_type = flag:mistake }
		custom_tooltip = battlefield_duel_single_combat.0041.desc.result.mistake
	}
	else_if = {
		limit = { scope:victory_type = flag:sudden_death }
		custom_tooltip = battlefield_duel_single_combat.0041.desc.result.sudden_death
	}
}

battlefield_duel_single_combat.0031 = {
	type = character_event
	window = duel_event
	title = battlefield_duel_single_combat.0031.t
	desc = {
		first_valid = {

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

					triggered_desc = {

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

					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.opponent_response.wait_and_hope
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:unsure_attack }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.unsure_attack
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:enthusiastic_onslaught }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.enthusiastic_onslaught
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:hail_mary }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.hail_mary
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:pocket_sand }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.pocket_sand
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:nut_em }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.nut_em
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:guard }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.guard
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:probing_attack }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.probing_attack
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:onslaught }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.onslaught
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:surprise_attack }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.surprise_attack
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:taunt }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.taunt
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:put_the_boot_in }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.put_the_boot_in
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:strict_guard }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.strict_guard
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:confident_attack }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.confident_attack
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:expert_onslaught }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.expert_onslaught
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:attempt_disarm }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.attempt_disarm
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:tire_opponent }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.tire_opponent
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:reason_you_suck_speech }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.reason_you_suck_speech
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:technique_from_legend }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.technique_from_legend
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:like_a_viper }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.like_a_viper
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:pocket_silver }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.pocket_silver
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:martial_voice }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.martial_voice
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:mocking_boast }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.mocking_boast
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:is_that_a_crocodile }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.is_that_a_crocodile
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:desert_warrior }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.desert_warrior
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:jungle_stalker }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.jungle_stalker
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:open_terrain_expert }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.open_terrain_expert
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:rough_terrain_expert }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.rough_terrain_expert
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:forest_fighter }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.forest_fighter
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:raaargh }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.raaargh
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:hard_grit }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.hard_grit
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:feint_and_stab }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.feint_and_stab
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:butchery }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.butchery
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:stoic_veteran }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.stoic_veteran
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:blade_dance }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.blade_dance
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:wrath_of_highgod }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.wrath_of_highgod
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:hurt_me_better }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.hurt_me_better
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:special_fallback }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.special_fallback
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:something_to_hide }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.something_to_hide
								}
							}
						}
					}

					triggered_desc = {
						trigger = { battlefield_duel_sc_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.opponent_response.wait_and_hope.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:unsure_attack }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.unsure_attack.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:enthusiastic_onslaught }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.enthusiastic_onslaught.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:hail_mary }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.hail_mary.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:pocket_sand }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.pocket_sand.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:nut_em }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.nut_em.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:guard }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.guard.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:probing_attack }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.probing_attack.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:onslaught }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.onslaught.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:surprise_attack }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.surprise_attack.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:taunt }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.taunt.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:put_the_boot_in }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.put_the_boot_in.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:strict_guard }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.strict_guard.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:confident_attack }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.confident_attack.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:expert_onslaught }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.expert_onslaught.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:attempt_disarm }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.attempt_disarm.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:tire_opponent }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.tire_opponent.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:reason_you_suck_speech }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.reason_you_suck_speech.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:technique_from_legend }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.technique_from_legend.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:like_a_viper }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.like_a_viper.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:pocket_silver }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.pocket_silver.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:martial_voice }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.martial_voice.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:mocking_boast }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.mocking_boast.injury
								}

								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:desert_warrior }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.desert_warrior.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:jungle_stalker }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.jungle_stalker.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:open_terrain_expert }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.open_terrain_expert.injury
								}
								triggered_desc = {
									trigger = {
										scope:sc_attacker_last_move = flag:rough_terrain_expert
										scope:sc_defender.location = { battlefield_duel_sc_rocky_locale_trigger = yes }
									}
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.rough_terrain_expert.injury.rocky
								}
								triggered_desc = {
									trigger = {
										scope:sc_attacker_last_move = flag:rough_terrain_expert

										scope:sc_defender.location = { 
											OR = {
												agot_is_wetlands_terrain = yes
												agot_is_the_bog_terrain = yes
											}
										}
									}
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.rough_terrain_expert.injury.boggy
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:forest_fighter }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.forest_fighter.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:raaargh }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.raaargh.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:hard_grit }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.hard_grit.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:feint_and_stab }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.feint_and_stab.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:butchery }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.butchery.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:stoic_veteran }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.stoic_veteran.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:blade_dance }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.blade_dance.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:wrath_of_highgod }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.wrath_of_highgod.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:hurt_me_better }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.hurt_me_better.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:special_fallback }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.special_fallback.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:something_to_hide }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.something_to_hide.injury
								}
							}
						}
					}

					triggered_desc = {
						trigger = { battlefield_duel_sc_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.opponent_response.wait_and_hope.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:unsure_attack }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.unsure_attack.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:enthusiastic_onslaught }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.enthusiastic_onslaught.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:hail_mary }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.hail_mary.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:pocket_sand }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.pocket_sand.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:nut_em }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.nut_em.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:guard }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.guard.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:probing_attack }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.probing_attack.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:onslaught }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.onslaught.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:surprise_attack }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.surprise_attack.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:taunt }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.taunt.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:put_the_boot_in }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.put_the_boot_in.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:strict_guard }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.strict_guard.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:confident_attack }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.confident_attack.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:expert_onslaught }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.expert_onslaught.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:attempt_disarm }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.attempt_disarm.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:tire_opponent }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.tire_opponent.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:reason_you_suck_speech }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.reason_you_suck_speech.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:technique_from_legend }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.technique_from_legend.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:like_a_viper }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.like_a_viper.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:pocket_silver }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.pocket_silver.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:martial_voice }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.martial_voice.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:mocking_boast }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.mocking_boast.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:is_that_a_crocodile }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.is_that_a_crocodile.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:desert_warrior }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.desert_warrior.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:jungle_stalker }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.jungle_stalker.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:open_terrain_expert }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.open_terrain_expert.fatality
								}
								triggered_desc = {
									trigger = {
										scope:sc_attacker_last_move = flag:rough_terrain_expert
										scope:sc_defender.location = { battlefield_duel_sc_rocky_locale_trigger = yes }
									}
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.rough_terrain_expert.fatality.rocky
								}
								triggered_desc = {
									trigger = {
										scope:sc_attacker_last_move = flag:rough_terrain_expert

										scope:sc_defender.location = { 
											OR = {
												agot_is_wetlands_terrain = yes
												agot_is_the_bog_terrain = yes
											}
										}
									}
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.rough_terrain_expert.fatality.boggy
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:forest_fighter }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.forest_fighter.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:raaargh }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.raaargh.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:hard_grit }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.hard_grit.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:feint_and_stab }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.feint_and_stab.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:butchery }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.butchery.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:stoic_veteran }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.stoic_veteran.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:blade_dance }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.blade_dance.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:wrath_of_highgod }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.wrath_of_highgod.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:hurt_me_better }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.hurt_me_better.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:special_fallback }
									desc = battlefield_duel_single_combat.0031.desc.opponent_response.special_fallback.fatality
								}

							}
						}
					}
				}
			}

			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_sc_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 = { 
											OR = {
												agot_is_wetlands_terrain = yes
												agot_is_the_bog_terrain = yes
											}
										}
									}
									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_sc_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_sc_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 = { 
											OR = {
												agot_is_wetlands_terrain = yes
												agot_is_the_bog_terrain = yes
											}
										}
									}
									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_sc_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_sc_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 = { 
											OR = {
												agot_is_wetlands_terrain = yes
												agot_is_the_bog_terrain = yes
											}
										}
									}
									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
								}

							}
						}
					}
				}
			}
		}
	}
	theme = skull
	left_portrait = {
		character = scope:sc_loser
		triggered_animation = {
			trigger = { portrait_should_wield_sword_trigger = yes }
			animation = sword_yield_start
		}
		animation = pain
	}
	right_portrait = {
		character = scope:sc_victor
		scripted_animation = duel_celebrate
	}

	 override_background = {
		trigger = { scope:locale = flag:battlefield_duel_terrain }
		reference = battlefield_duel_terrain
	}
	override_background = {
		trigger = { scope:locale = flag:terrain_scope }
		reference = terrain_scope
	}
	override_background = {
		trigger = { scope:locale = flag:battlefield }
		reference = battlefield
	}
	override_background = {
		trigger = { scope:locale = flag:alley_night }
		reference = alley_night
	}
	override_background = {
		trigger = { scope:locale = flag:alley_day }
		reference = alley_day
	}
	override_background = {
		trigger = { scope:locale = flag:temple }
		reference = temple
	}
	override_background = {
		trigger = { scope:locale = flag:corridor_night }
		reference = corridor_night
	}
	override_background = {
		trigger = { scope:locale = flag:corridor_day }
		reference = corridor_day
	}
	override_background = {
		trigger = { scope:locale = flag:courtyard }
		reference = courtyard
	}
	override_background = {
		trigger = { scope:locale = flag:dungeon }
		reference = dungeon
	}
	override_background = {
		trigger = { scope:locale = flag:docks }
		reference = docks
	}
	override_background = {
		trigger = { scope:locale = flag:feast }
		reference = feast
	}
	override_background = {
		trigger = { scope:locale = flag:market }
		reference = market
	}
	override_background = {
		trigger = { scope:locale = flag:tavern }
		reference = tavern
	}
	override_background = {
		trigger = { scope:locale = flag:throne_room }
		reference = throne_room
	}
	override_background = {
		trigger = { scope:locale = flag:army_camp }
		reference = army_camp
	}

	override_background = {
		trigger = { scope:locale = flag:agot_tower_of_joy }
		reference = agot_tower_of_joy
	}
	override_background = {
		trigger = { scope:locale = flag:agot_iron_throne }
		reference = agot_iron_throne
	}

	immediate = {

		if = {
			limit = { battlefield_duel_sc_duel_will_end_in_my_death_trigger = yes }
			show_as_tooltip = {
				death = {
					killer = scope:sc_victor
					death_reason = death_duel
				}
			}
		}
		else_if = {
			limit = { scope:fatality = flag:practice }

			custom_tooltip = battlefield_duel_single_combat.result.tt.practice_no_wounds
		}
		else = {
			show_as_tooltip = {
				increase_wounds_no_death_effect = { REASON = duel }
			}
		}

		if = {
			limit = { has_trait = tourney_participant }
			add_trait_xp = {
				trait = tourney_participant
				track = foot
				value = { 1 3 }
			}
		}
		scope:sc_loser = {
			every_vassal = {
				limit = {
					has_vassal_stance = belligerent
				}
				add_opinion = {
					modifier = liege_lost_duel
					target = scope:sc_loser
				}
			}
		}

		custom_tooltip = battlefield_duel_single_combat.result.tt.temporary_modifiers_removed

		battlefield_duel_sc_may_damage_artifact_effect = {
			TYPE = primary_armament
			CHANCE = 66
			PERCENT = 15
		}
		battlefield_duel_sc_may_damage_artifact_effect = {
			TYPE = armor
			CHANCE = 66
			PERCENT = 15
		}

		if = {
			limit = {
				scope:sc_loser = {
					has_character_flag = duelling_defecting_family_flag
					this = scope:sc_attacker
				}
			}
			scope:sc_loser = {
				set_designated_heir = scope:sc_victor
				remove_character_flag = duelling_defecting_family_flag
			}
		}
	}

	option = {

		name = {
			trigger = { scope:death_rattle = flag:scream }
			text = battlefield_duel_single_combat.0031.a.scream
		}

		name = {
			trigger = { scope:death_rattle = flag:wordless }
			text = battlefield_duel_single_combat.0031.a.wordless
		}

		name = {
			trigger = { scope:death_rattle = flag:muffled }
			text = battlefield_duel_single_combat.0031.a.muffled
		}

		name = {
			trigger = { scope:death_rattle = flag:choking }
			text = battlefield_duel_single_combat.0031.a.choking
		}

		name = {
			trigger = { scope:death_rattle = flag:pleading_screams }
			text = battlefield_duel_single_combat.0031.a.pleading
		}

		name = {
			trigger = { scope:death_rattle = flag:soulmate }
			text = battlefield_duel_single_combat.0031.a.soulmate
		}

		name = {
			trigger = { scope:death_rattle = flag:sinner }
			text = battlefield_duel_single_combat.0031.a.sinner
		}

		name = {
			trigger = { scope:death_rattle = flag:saint }
			text = battlefield_duel_single_combat.0031.a.saint
		}

		name = {
			trigger = { scope:death_rattle = flag:legend }
			text = battlefield_duel_single_combat.0031.a.legend
		}

		name = {
			trigger = { scope:death_rattle = flag:valhalla }
			text = battlefield_duel_single_combat.0031.a.valhalla
		}

		name = {
			trigger = { scope:death_rattle = flag:best_friend }
			text = battlefield_duel_single_combat.0031.a.best_friend
		}

		name = {
			trigger = { scope:death_rattle = flag:killed_by_rival }
			text = battlefield_duel_single_combat.0031.a.killed_by_rival
		}

		name = {
			trigger = { scope:death_rattle = flag:killed_by_nemesis }
			text = battlefield_duel_single_combat.0031.a.killed_by_nemesis
		}

		name = {
			trigger = { scope:death_rattle = flag:killed_by_spouse }
			text = battlefield_duel_single_combat.0031.a.killed_by_spouse
		}

		name = {
			trigger = { scope:death_rattle = flag:killed_by_your_head_of_faith }
			text = battlefield_duel_single_combat.0031.a.killed_by_your_head_of_faith
		}

		name = {
			trigger = { scope:death_rattle = flag:killed_by_another_head_of_faith }
			text = battlefield_duel_single_combat.0031.a.killed_by_another_head_of_faith
		}

		name = {
			trigger = { scope:death_rattle = flag:killed_by_cultural_head }
			text = battlefield_duel_single_combat.0031.a.killed_by_cultural_head
		}

		name = {
			trigger = { scope:death_rattle = flag:killed_by_house_head }
			text = battlefield_duel_single_combat.0031.a.killed_by_house_head
		}

		name = {
			trigger = { scope:death_rattle = flag:killed_by_dynasty_head }
			text = battlefield_duel_single_combat.0031.a.killed_by_dynasty_head
		}

		name = {
			trigger = { scope:death_rattle = flag:killed_by_close_or_extended_family }
			text = battlefield_duel_single_combat.0031.a.killed_by_close_or_extended_family
		}

		name = {
			trigger = { scope:death_rattle = flag:killed_by_friend_or_lover }
			text = battlefield_duel_single_combat.0031.a.killed_by_friend_or_lover
		}

		name = {
			trigger = { scope:death_rattle = flag:killed_by_soulmate }
			text = battlefield_duel_single_combat.0031.a.killed_by_soulmate
		}

		name = {
			trigger = { scope:death_rattle = flag:killed_by_best_friend }
			text = battlefield_duel_single_combat.0031.a.killed_by_best_friend
		}
		trigger = { battlefield_duel_sc_duel_will_end_in_my_death_trigger = yes }

		battlefield_duel_sc_sce_loser_end_result_tooltip_effect = yes
		
	}

	option = {

		name = {
			trigger = { NOT = { any_owned_story = { story_type = multi_duel_duelist_story } } }
			text = battlefield_duel_single_combat.0031.b
		}
		name = {
			trigger = { any_owned_story = { story_type = multi_duel_duelist_story } }
			text = agot_single_combat.0031.b
		}
		trigger = { battlefield_duel_sc_duel_will_end_in_my_death_trigger = no }

		battlefield_duel_sc_sce_loser_end_result_tooltip_effect = yes

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_vengefulness = -0.75
				ai_energy = -0.25
			}
		}
	}

	option = {
		name = battlefield_duel_single_combat.0031.c
		trigger = { battlefield_duel_sc_duel_will_end_in_my_death_trigger = no }

		battlefield_duel_sc_sce_loser_end_result_tooltip_effect = yes

		if = {
			limit = {
				is_alive = yes
				scope:sc_victor = { is_alive = yes }
				NOT = { has_relation_rival = scope:sc_victor }
			}
			progress_towards_rival_effect = {
				REASON = rival_lost_duel
				CHARACTER = scope:sc_victor
				OPINION = 0
			}
		}

		else_if = {
			limit = { is_alive = yes }
			add_stress = minor_stress_loss
		}

		stress_impact = {
			arrogant = minor_stress_impact_loss
			vengeful = medium_stress_impact_loss
			humble = minor_stress_impact_gain
			forgiving = minor_stress_impact_gain
		}
		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
			}
		}
	}

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

				remove_variable = temporary_signature_weapon
				remove_variable = og_signature_weapon
			}
		}

		if = {
			limit = {
				is_alive = yes
				exists = var:current_dragon
				has_character_flag = agot_recalculate_dragon_battle_prowess_after_combat
			}
			agot_give_dragon_battle_prowess = yes
			remove_character_flag = agot_recalculate_dragon_battle_prowess_after_combat
		}
	}
}

battlefield_duel_single_combat.0041 = {
	type = character_event
	window = duel_event
	title = battlefield_duel_single_combat.0041.t
	desc = {
		first_valid = {

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

					triggered_desc = {

						trigger = { always = yes }
						desc = {
							first_valid = {
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:wait_and_hope }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.wait_and_hope
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:unsure_attack }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.unsure_attack
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:enthusiastic_onslaught }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.enthusiastic_onslaught
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:hail_mary }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.hail_mary
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:pocket_sand }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.pocket_sand
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:nut_em }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.nut_em
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:guard }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.guard
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:probing_attack }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.probing_attack
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:onslaught }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.onslaught
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:surprise_attack }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.surprise_attack
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:taunt }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.taunt
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:put_the_boot_in }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.put_the_boot_in
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:strict_guard }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.strict_guard
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:confident_attack }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.confident_attack
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:expert_onslaught }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.expert_onslaught
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:attempt_disarm }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.attempt_disarm
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:tire_opponent }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.tire_opponent
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:reason_you_suck_speech }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.reason_you_suck_speech
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:technique_from_legend }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.technique_from_legend
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:like_a_viper }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.like_a_viper
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:pocket_silver }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.pocket_silver
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:martial_voice }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.martial_voice
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:mocking_boast }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.mocking_boast
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:is_that_a_crocodile }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.is_that_a_crocodile
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:desert_warrior }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.desert_warrior
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:jungle_stalker }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.jungle_stalker
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:open_terrain_expert }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.open_terrain_expert
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:rough_terrain_expert }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.rough_terrain_expert
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:forest_fighter }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.forest_fighter
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:raaargh }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.raaargh
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:hard_grit }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.hard_grit
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:feint_and_stab }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.feint_and_stab
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:butchery }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.butchery
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:stoic_veteran }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.stoic_veteran
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:blade_dance }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.blade_dance
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:wrath_of_highgod }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.wrath_of_highgod
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:hurt_me_better }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.hurt_me_better
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:special_fallback }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.special_fallback
								}
								triggered_desc = {
									trigger = { scope:sc_defender_last_move = flag:something_to_hide }
									desc = battlefield_duel_single_combat.0041.desc.sc_defender.something_to_hide
								}
							}
						}
					}

					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.0041.desc.opponent_response.wait_and_hope
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:unsure_attack }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.unsure_attack
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:enthusiastic_onslaught }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.enthusiastic_onslaught
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:hail_mary }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.hail_mary
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:pocket_sand }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.pocket_sand
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:nut_em }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.nut_em
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:guard }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.guard
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:probing_attack }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.probing_attack
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:onslaught }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.onslaught
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:surprise_attack }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.surprise_attack
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:taunt }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.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.opponent_response.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.opponent_response.put_the_boot_in.fallback
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:strict_guard }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.strict_guard
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:confident_attack }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.confident_attack
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:expert_onslaught }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.expert_onslaught
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:attempt_disarm }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.attempt_disarm
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:tire_opponent }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.tire_opponent
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:reason_you_suck_speech }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.reason_you_suck_speech
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:technique_from_legend }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.technique_from_legend
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:like_a_viper }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.like_a_viper
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:pocket_silver }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.pocket_silver
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:martial_voice }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.martial_voice
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:mocking_boast }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.mocking_boast
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:is_that_a_crocodile }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.is_that_a_crocodile
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:desert_warrior }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.desert_warrior
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:jungle_stalker }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.jungle_stalker
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:open_terrain_expert }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.open_terrain_expert
								}
								triggered_desc = {
									trigger = {
										scope:sc_attacker_last_move = flag:rough_terrain_expert
										scope:sc_defender.location = { battlefield_duel_sc_rocky_locale_trigger = yes }
									}
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.rough_terrain_expert.rocky
								}
								triggered_desc = {
									trigger = {
										scope:sc_attacker_last_move = flag:rough_terrain_expert

										scope:sc_defender.location = { 
											OR = {
												agot_is_wetlands_terrain = yes
												agot_is_the_bog_terrain = yes
											}
										}
									}
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.rough_terrain_expert.boggy
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:forest_fighter }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.forest_fighter
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:raaargh }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.raaargh
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:hard_grit }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.hard_grit
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:feint_and_stab }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.feint_and_stab
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:butchery }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.butchery
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:stoic_veteran }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.stoic_veteran
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:blade_dance }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.blade_dance
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:wrath_of_highgod }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.wrath_of_highgod
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:hurt_me_better }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.hurt_me_better
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:special_fallback }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.special_fallback
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:something_to_hide }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.something_to_hide
								}
							}
						}
					}

					triggered_desc = {
						trigger = { battlefield_duel_sc_duel_will_end_in_opponent_death_trigger = no }
						desc = {
							first_valid = {
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:wait_and_hope }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.wait_and_hope.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:unsure_attack }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.unsure_attack.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:enthusiastic_onslaught }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.enthusiastic_onslaught.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:hail_mary }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.hail_mary.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:pocket_sand }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.pocket_sand.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:nut_em }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.nut_em.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:guard }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.guard.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:probing_attack }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.probing_attack.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:onslaught }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.onslaught.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:surprise_attack }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.surprise_attack.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:taunt }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.taunt.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:put_the_boot_in }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.put_the_boot_in.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:strict_guard }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.strict_guard.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:confident_attack }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.confident_attack.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:expert_onslaught }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.expert_onslaught.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:attempt_disarm }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.attempt_disarm.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:tire_opponent }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.tire_opponent.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:reason_you_suck_speech }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.reason_you_suck_speech.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:technique_from_legend }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.technique_from_legend.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:like_a_viper }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.like_a_viper.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:pocket_silver }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.pocket_silver.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:martial_voice }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.martial_voice.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:mocking_boast }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.mocking_boast.injury
								}

								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:desert_warrior }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.desert_warrior.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:jungle_stalker }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.jungle_stalker.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:open_terrain_expert }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.open_terrain_expert.injury
								}
								triggered_desc = {
									trigger = {
										scope:sc_attacker_last_move = flag:rough_terrain_expert
										scope:sc_defender.location = { battlefield_duel_sc_rocky_locale_trigger = yes }
									}
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.rough_terrain_expert.injury.rocky
								}
								triggered_desc = {
									trigger = {
										scope:sc_attacker_last_move = flag:rough_terrain_expert

										scope:sc_defender.location = { 
											OR = {
												agot_is_wetlands_terrain = yes
												agot_is_the_bog_terrain = yes
											}
										}
									}
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.rough_terrain_expert.injury.boggy
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:forest_fighter }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.forest_fighter.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:raaargh }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.raaargh.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:hard_grit }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.hard_grit.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:feint_and_stab }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.feint_and_stab.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:butchery }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.butchery.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:stoic_veteran }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.stoic_veteran.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:blade_dance }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.blade_dance.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:wrath_of_highgod }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.wrath_of_highgod.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:hurt_me_better }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.hurt_me_better.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:special_fallback }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.special_fallback.injury
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:something_to_hide }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.something_to_hide.injury
								}
							}
						}
					}

					triggered_desc = {
						trigger = { battlefield_duel_sc_duel_will_end_in_opponent_death_trigger = yes }
						desc = {
							first_valid = {
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:wait_and_hope }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.wait_and_hope.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:unsure_attack }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.unsure_attack.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:enthusiastic_onslaught }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.enthusiastic_onslaught.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:hail_mary }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.hail_mary.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:pocket_sand }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.pocket_sand.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:nut_em }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.nut_em.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:guard }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.guard.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:probing_attack }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.probing_attack.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:onslaught }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.onslaught.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:surprise_attack }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.surprise_attack.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:taunt }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.taunt.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:put_the_boot_in }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.put_the_boot_in.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:strict_guard }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.strict_guard.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:confident_attack }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.confident_attack.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:expert_onslaught }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.expert_onslaught.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:attempt_disarm }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.attempt_disarm.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:tire_opponent }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.tire_opponent.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:reason_you_suck_speech }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.reason_you_suck_speech.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:technique_from_legend }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.technique_from_legend.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:like_a_viper }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.like_a_viper.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:pocket_silver }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.pocket_silver.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:martial_voice }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.martial_voice.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:mocking_boast }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.mocking_boast.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:is_that_a_crocodile }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.is_that_a_crocodile.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:desert_warrior }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.desert_warrior.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:jungle_stalker }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.jungle_stalker.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:open_terrain_expert }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.open_terrain_expert.fatality
								}
								triggered_desc = {
									trigger = {
										scope:sc_attacker_last_move = flag:rough_terrain_expert
										scope:sc_defender.location = { battlefield_duel_sc_rocky_locale_trigger = yes }
									}
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.rough_terrain_expert.fatality.rocky
								}
								triggered_desc = {
									trigger = {
										scope:sc_attacker_last_move = flag:rough_terrain_expert

										scope:sc_defender.location = { 
											OR = {
												agot_is_wetlands_terrain = yes
												agot_is_the_bog_terrain = yes
											}
										}
									}
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.rough_terrain_expert.fatality.boggy
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:forest_fighter }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.forest_fighter.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:raaargh }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.raaargh.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:hard_grit }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.hard_grit.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:feint_and_stab }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.feint_and_stab.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:butchery }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.butchery.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:stoic_veteran }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.stoic_veteran.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:blade_dance }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.blade_dance.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:wrath_of_highgod }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.wrath_of_highgod.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:hurt_me_better }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.hurt_me_better.fatality
								}
								triggered_desc = {
									trigger = { scope:sc_attacker_last_move = flag:special_fallback }
									desc = battlefield_duel_single_combat.0041.desc.opponent_response.special_fallback.fatality
								}

							}
						}
					}
				}
			}

			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.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_sc_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 = { 
											OR = {
												agot_is_wetlands_terrain = yes
												agot_is_the_bog_terrain = yes
											}
										}
									}
									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 = { battlefield_duel_sc_duel_will_end_in_opponent_death_trigger = no }
						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.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_sc_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 = { 
											OR = {
												agot_is_wetlands_terrain = yes
												agot_is_the_bog_terrain = yes
											}
										}
									}
									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 = { battlefield_duel_sc_duel_will_end_in_opponent_death_trigger = yes }
						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_sc_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 = { 
											OR = {
												agot_is_wetlands_terrain = yes
												agot_is_the_bog_terrain = yes
											}
										}
									}
									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
								}

							}
						}
					}
				}
			}
		}
	}
	theme = skull
	left_portrait = {
		character = scope:sc_victor
		scripted_animation = duel_celebrate
	}
	right_portrait = {
		character = scope:sc_loser
		triggered_animation = {
			trigger = { is_alive = no }
			animation = loss_1
		}
		animation = sword_yield_start
	}

	 override_background = {
		trigger = { scope:locale = flag:battlefield_duel_terrain }
		reference = battlefield_duel_terrain
	}
	override_background = {
		trigger = { scope:locale = flag:terrain_scope }
		reference = terrain_scope
	}
	override_background = {
		trigger = { scope:locale = flag:battlefield }
		reference = battlefield
	}
	override_background = {
		trigger = { scope:locale = flag:alley_night }
		reference = alley_night
	}
	override_background = {
		trigger = { scope:locale = flag:alley_day }
		reference = alley_day
	}
	override_background = {
		trigger = { scope:locale = flag:temple }
		reference = temple
	}
	override_background = {
		trigger = { scope:locale = flag:corridor_night }
		reference = corridor_night
	}
	override_background = {
		trigger = { scope:locale = flag:corridor_day }
		reference = corridor_day
	}
	override_background = {
		trigger = { scope:locale = flag:courtyard }
		reference = courtyard
	}
	override_background = {
		trigger = { scope:locale = flag:dungeon }
		reference = dungeon
	}
	override_background = {
		trigger = { scope:locale = flag:docks }
		reference = docks
	}
	override_background = {
		trigger = { scope:locale = flag:feast }
		reference = feast
	}
	override_background = {
		trigger = { scope:locale = flag:market }
		reference = market
	}
	override_background = {
		trigger = { scope:locale = flag:tavern }
		reference = tavern
	}
	override_background = {
		trigger = { scope:locale = flag:throne_room }
		reference = throne_room
	}
	override_background = {
		trigger = { scope:locale = flag:army_camp }
		reference = army_camp
	}

	override_background = {
		trigger = { scope:locale = flag:agot_tower_of_joy }
		reference = agot_tower_of_joy
	}
	override_background = {
		trigger = { scope:locale = flag:agot_iron_throne }
		reference = agot_iron_throne
	}

	immediate = {

		if = {
			limit = {
				battlefield_duel_sc_duel_will_end_in_opponent_death_trigger = yes
			}
			scope:sc_loser = {
				show_as_tooltip = {
					death = {
						killer = scope:sc_victor
						death_reason = death_duel
					}
				}
			}
			if = {
				limit = {
					scope:sc_victor.faith = { has_doctrine = tenet_cranial_trophies }
				}
				show_as_tooltip = {
					tgp_cranial_trophies_beheading_effect = {
						KILLER = scope:sc_victor
						DEAD = scope:sc_loser
					}
				}
			}
		}
		else_if = {
			limit = { scope:fatality = flag:practice }

			custom_tooltip = battlefield_duel_single_combat.result.tt.practice_no_wounds
		}
		else = {
			scope:sc_loser = {
				show_as_tooltip = {
					increase_wounds_no_death_effect = { REASON = duel }
				}
			}
		}

		if = {
			limit = { has_trait = lifestyle_blademaster }
			add_trait_xp = {
				trait = lifestyle_blademaster
				value = lifestyle_blademaster_xp_gain_minor_value
			}
		}

		if = {
			limit = { has_trait = tourney_participant }
			add_trait_xp = {
				trait = tourney_participant
				track = foot
				value = tournament_hastiludes_xp_gain_minor_value
			}
		}

		scope:sc_victor = {
			every_vassal = {
				limit = {
					has_vassal_stance = belligerent
				}
				custom = every_belligerent_vassal
				add_opinion = {
					modifier = liege_won_duel
					target = scope:sc_victor
				}
			}
		}

		if = {
			limit = {
				has_mpo_dlc_trigger = yes
				is_valid_for_nomadic_legitimacy_change = yes
			}
			add_legitimacy = medium_legitimacy_gain
		}

		if = {
			limit = {
				 has_relation_rival = scope:sc_loser 
			}
			stress_impact = {
				base = major_stress_impact_loss
			}
		}
		
		battlefield_duel_sc_may_damage_artifact_effect = {
			TYPE = primary_armament
			CHANCE = 50
			PERCENT = 10
		}
		battlefield_duel_sc_may_damage_artifact_effect = {
			TYPE = armor
			CHANCE = 50
			PERCENT = 10
		}

		custom_tooltip = battlefield_duel_single_combat.result.tt.temporary_modifiers_removed
	}

	option = {
		name = battlefield_duel_single_combat.0041.a
		trigger = { battlefield_duel_sc_duel_will_end_in_opponent_death_trigger = yes }

		battlefield_duel_sc_sce_victor_end_result_tooltip_effect = yes

	}

	option = {
		name = battlefield_duel_single_combat.0041.b
		trigger = { battlefield_duel_sc_duel_will_end_in_opponent_death_trigger = no }

		battlefield_duel_sc_sce_victor_end_result_tooltip_effect = yes

	}

	after = {

		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 = {
				is_alive = yes
				exists = var:current_dragon
				has_character_flag = agot_recalculate_dragon_battle_prowess_after_combat
			}
			agot_give_dragon_battle_prowess = yes
			remove_character_flag = agot_recalculate_dragon_battle_prowess_after_combat
		}
	}
}

battlefield_duel_single_combat.1001 = {
	hidden = yes
	orphan = yes

	immediate = {
		random_knight = {
			limit = { can_start_single_combat_trigger = yes }
			save_scope_as = fighter_mc_fighter_chap
		}
		battlefield_duel_configure_start_single_combat_effect = {
			SC_INITIATOR = root
			SC_ATTACKER = root
			SC_DEFENDER = scope:fighter_mc_fighter_chap
			FATALITY = default
			FIXED = no
			LOCALE = terrain_scope
			OUTPUT_EVENT = battlefield_duel_single_combat.1006
			INVALIDATION_EVENT = battlefield_duel_single_combat.1006
		}
	}
}

battlefield_duel_single_combat.1002 = {
	hidden = yes
	orphan = yes

	immediate = {
		random_knight = {
			limit = { can_start_single_combat_trigger = yes }
			save_scope_as = fighter_mc_fighter_chap
		}
		battlefield_duel_configure_start_single_combat_effect = {
			SC_INITIATOR = root
			SC_ATTACKER = scope:fighter_mc_fighter_chap
			SC_DEFENDER = root
			FATALITY = no
			FIXED = no
			LOCALE = terrain_scope
			OUTPUT_EVENT = battlefield_duel_single_combat.1006
			INVALIDATION_EVENT = battlefield_duel_single_combat.1006
		}
	}
}

battlefield_duel_single_combat.1003 = {
	hidden = yes
	orphan = yes

	immediate = {

		hidden_effect = {
			save_scope_value_as = {
				name = fatality
				value = flag:default
			}
			save_scope_value_as = {
				name = fatality
				value = flag:possible
			}
			save_scope_value_as = {
				name = fatality
				value = flag:no
			}
			save_scope_value_as = {
				name = fatality
				value = flag:always
			}
		}

		hidden_effect = {
			save_scope_value_as = {
				name = fixed
				value = flag:sc_attacker
			}
			save_scope_value_as = {
				name = fixed
				value = flag:sc_defender
			}
		}
		if = {
			limit = {
				scope:fixed = flag:sc_attacker
				scope:fixed = flag:sc_defender
			}

		}

		hidden_effect = {
			save_scope_value_as = {
				name = locale
				value = flag:terrain_scope
			}
			save_scope_value_as = {
				name = locale
				value = flag:battlefield
			}
			save_scope_value_as = {
				name = locale
				value = flag:alley_night
			}
			save_scope_value_as = {
				name = locale
				value = flag:alley_day
			}
			save_scope_value_as = {
				name = locale
				value = flag:temple
			}
			save_scope_value_as = {
				name = locale
				value = flag:corridor_night
			}
			save_scope_value_as = {
				name = locale
				value = flag:corridor_day
			}
			save_scope_value_as = {
				name = locale
				value = flag:courtyard
			}
			save_scope_value_as = {
				name = locale
				value = flag:dungeon
			}
			save_scope_value_as = {
				name = locale
				value = flag:docks
			}
			save_scope_value_as = {
				name = locale
				value = flag:feast
			}
			save_scope_value_as = {
				name = locale
				value = flag:market
			}
			save_scope_value_as = {
				name = locale
				value = flag:tavern
			}
			save_scope_value_as = {
				name = locale
				value = flag:throne_room
			}
			save_scope_value_as = {
				name = locale
				value = flag:army_camp
			}

			save_scope_value_as = {
				name = locale
				value = flag:agot_tower_of_joy
			}
			save_scope_value_as = {
				name = locale
				value = flag:agot_iron_throne
			}
		}

		if = {
			limit = {
				scope:victory_type = flag:skill
				scope:victory_type = flag:mistake
				scope:victory_type = flag:sudden_death
			}

		}
	}
}

battlefield_duel_single_combat.1004 = {
	type = character_event
	window = duel_event
	title = battlefield_duel_single_combat.1004.t
	desc = battlefield_duel_single_combat.1004.desc
	left_portrait = {
		character = scope:actor
		animation = anger
	}
	right_portrait = {
		character = scope:recipient
		animation = fear
	}
	theme = skull

	option = {
		name = battlefield_duel_single_combat.1004.a

		battlefield_duel_configure_start_single_combat_effect = {
			SC_INITIATOR = scope:actor
			SC_ATTACKER = scope:actor
			SC_DEFENDER = scope:recipient
			FATALITY = default
			FIXED = no
			LOCALE = terrain_scope
			OUTPUT_EVENT = battlefield_duel_single_combat.1006
			INVALIDATION_EVENT = battlefield_duel_single_combat.1006
		}
	}

	option = {
		name = battlefield_duel_single_combat.1004.b

		battlefield_duel_configure_start_single_combat_effect = {
			SC_INITIATOR = scope:actor
			SC_ATTACKER = scope:recipient
			SC_DEFENDER = scope:actor
			FATALITY = default
			FIXED = no
			LOCALE = terrain_scope
			OUTPUT_EVENT = battlefield_duel_single_combat.1006
			INVALIDATION_EVENT = battlefield_duel_single_combat.1006
		}
	}

	option = {
		name = battlefield_duel_single_combat.1004.c

		battlefield_duel_configure_start_single_combat_effect = {
			SC_INITIATOR = scope:actor
			SC_ATTACKER = scope:actor
			SC_DEFENDER = scope:recipient
			FATALITY = always
			FIXED = no
			LOCALE = terrain_scope
			OUTPUT_EVENT = battlefield_duel_single_combat.1006
			INVALIDATION_EVENT = battlefield_duel_single_combat.1006
		}
	}

	option = {
		name = battlefield_duel_single_combat.1004.d

		battlefield_duel_configure_start_single_combat_effect = {
			SC_INITIATOR = scope:actor
			SC_ATTACKER = scope:recipient
			SC_DEFENDER = scope:actor
			FATALITY = always
			FIXED = no
			LOCALE = terrain_scope
			OUTPUT_EVENT = battlefield_duel_single_combat.1006
			INVALIDATION_EVENT = battlefield_duel_single_combat.1006
		}
	}

	option = {
		name = battlefield_duel_single_combat.1004.e

		battlefield_duel_configure_start_single_combat_effect = {
			SC_INITIATOR = scope:actor
			SC_ATTACKER = scope:actor
			SC_DEFENDER = scope:recipient
			FATALITY = no
			FIXED = no
			LOCALE = terrain_scope
			OUTPUT_EVENT = battlefield_duel_single_combat.1006
			INVALIDATION_EVENT = battlefield_duel_single_combat.1006
		}
	}

	option = {
		name = battlefield_duel_single_combat.1004.f

		battlefield_duel_configure_start_single_combat_effect = {
			SC_INITIATOR = scope:actor
			SC_ATTACKER = scope:recipient
			SC_DEFENDER = scope:actor
			FATALITY = no
			FIXED = no
			LOCALE = terrain_scope
			OUTPUT_EVENT = battlefield_duel_single_combat.1006
			INVALIDATION_EVENT = battlefield_duel_single_combat.1006
		}
	}

	option = {
		name = battlefield_duel_single_combat.1004.g
	}

	after = {
		single_combat_apply_default_shirtlessness_effect = {
			ATTACKER = scope:actor
			DEFENDER = scope:recipient
		}
	}
}

battlefield_duel_single_combat.1006 = {
	# Invalidation clears live fighters and only the locks this wrapper owns.
	hidden = yes
	immediate = {
		if = {
			limit = {
				OR = {
					has_character_flag = battlefield_duel_ai_bodyguard_followup_diagnostic
					scope:sc_attacker = { has_character_flag = battlefield_duel_ai_bodyguard_followup_diagnostic }
					scope:sc_defender = { has_character_flag = battlefield_duel_ai_bodyguard_followup_diagnostic }
				}
			}
			debug_log = "BD+ V28A.5 FOLLOWUP INVALIDATION EVENT REACHED"
			debug_log_scopes = yes
			remove_character_flag = battlefield_duel_ai_bodyguard_followup_diagnostic
			battlefield_duel_ai_challenge_clear_bodyguard_state_effect = yes
			remove_variable = battlefield_duel_ai_bodyguard_followup_active_enemy
		}

		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
					}
					remove_variable = engaged_in_single_combat
				}
			}
		}
		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
					}
					remove_variable = engaged_in_single_combat
				}
			}
		}
		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
			}
			remove_variable = engaged_in_single_combat
		}

		if = {
			limit = { is_alive = yes }
			battlefield_duel_clear_seek_combat_chain_state_effect = yes
			remove_character_flag = commander_attack_check
			battlefield_duel_clear_enemy_commander_branch_reservation_effect = yes
			remove_variable = you_get_prison
		}
	}
}
