namespace = fp1_tbc

##################################################
# #Scope:actor-side Events
# 0001 - 0040	Bout Maintenance & Setup
# 0041 - 0060	Scope:actor Results
#
# #Scope:recipient-side Events
# 0101 - 0110	Champion Selection
# 0111 - 0130	Scope:recipient Results
##################################################





##################################################
# SCOPE:ACTOR-SIDE EVENTS

##################################################
# Bout Maintenance & Setup
# by Ewan Cowhig Croft
# 0001 - 0040
##################################################

#	Everything is set for the bout to begin!
fp1_tbc.0001 = {
	type = character_event
	window = duel_event
	title = fp1_tbc.0001.t
	desc = {
		desc = fp1_tbc.0001.desc.intro
		first_valid = {
			triggered_desc = {
				trigger = { scope:champion = scope:recipient }
				desc  = fp1_tbc.0001.desc.recipient_fighting
			}
			desc = fp1_tbc.0001.desc.recipient_has_champion
		}
		desc = fp1_tbc.0001.desc.outro
	}
	theme = prison
	left_portrait = {
		character = scope:actor
		scripted_animation = duel_wield_weapon
	}
	right_portrait = {
		character = scope:champion
		scripted_animation = duel_wield_weapon
	}
	override_background = { reference = terrain_scope }

	trigger = {
		# DLC check.
		has_fp1_dlc_trigger = yes
		# If, for any reason, scope:recipient has died or been imprisoned, then the bout is cancelled.
		scope:recipient = {
			is_alive = yes
			is_imprisoned = no
		}
		# Check that scope:actor is still in a valid state to fight.
		trial_by_combat_shown_and_not_invalid_trigger = yes
		# And scope:champion likewise.
		scope:champion = {
			OR = {
				this = scope:recipient
				eligible_knight_to_champion_trial_by_combat_trigger = yes
			}
		}
	}

	on_trigger_fail = {
		# Inform both parties that the duel has invalidated.
		scope:actor = {
			send_interface_toast = {	
				title = fp1_tbc.0001.trigger_failure.actor
				left_icon = scope:recipient
			}
		}
		scope:recipient = {
			send_interface_toast = {	
				title = fp1_tbc.0001.trigger_failure.recipient
				left_icon = scope:actor
			}
		}
		# Reset scope:actor's cooldowns against scope:recipient.
		scope:actor = {
			remove_interaction_cooldown = challenge_to_trial_by_combat_interaction
			remove_interaction_cooldown_against = {
				interaction = challenge_to_trial_by_combat_interaction
				target = scope:recipient
			}
		}
	}

	immediate = {
		play_music_cue = "mx_cue_combat_stinger"
		# Nab scope:champion's location for terrain.
		scope:champion.location = {
			save_scope_as = background_terrain_scope
			# And scope:champion's location name for loc.
			barony = { save_scope_as = duel_location }
		}
	}

	# Almost there.
	option = {
		name = fp1_tbc.0001.a

		# Inform scope:actor that the bout will begin immediately.
		custom_tooltip = fp1_tbc.0001.a.tt
		# Configure the bout.
		## Tribals strip to the waist.
		single_combat_apply_default_shirtlessness_effect = {
			ATTACKER = scope:actor
			DEFENDER = scope:champion
		}
		## Deadly fights.
		if = {
			limit = { scope:tbc_death = yes }
			configure_start_single_combat_effect = {
				SC_INITIATOR = scope:actor
				SC_ATTACKER = scope:actor
				SC_DEFENDER = scope:champion
				FATALITY = always
				FIXED = no
				LOCALE = terrain_scope
				OUTPUT_EVENT = fp1_tbc.0011
				INVALIDATION_EVENT = fp1_tbc.0021
			}
		}
		## Non-deadly fights.
		else = {
			configure_start_single_combat_effect = {
				SC_INITIATOR = scope:actor
				SC_ATTACKER = scope:actor
				SC_DEFENDER = scope:champion
				FATALITY = no
				FIXED = no
				LOCALE = terrain_scope
				OUTPUT_EVENT = fp1_tbc.0011
				INVALIDATION_EVENT = fp1_tbc.0021
			}
		}
		# No stress for single-option events.
		ai_chance = {
			# AI will always choose single option.
			base = 100
		}
	}
}

scripted_effect fp1_tbc_non_lethal_results_effect = {
	if = {
		limit = {
			scope:recipient = { is_alive = yes }
		}
		# TbC ends in cash settlement.
		if = {
			limit = { scope:tbc_gold = yes }
			fp1_tbc_gold_effect = {
				TBC_VICTOR = scope:actor
				TBC_LOSER = scope:recipient
			}
		}
		# TbC ends in favour settlement.
		if = {
			limit = { scope:tbc_weak_hook = yes }
			fp1_tbc_hook_effect = {
				TBC_VICTOR = scope:actor
				TBC_LOSER = scope:recipient
			}
		}
		# TbC ends in mandated humiliation.
		if = {
			limit = { scope:tbc_humiliation = yes }
			fp1_tbc_humiliation_effect = {
				TBC_LOSER = scope:recipient
				TBC_VICTOR = scope:actor
			}
		}
	}
}

scripted_effect fp1_tbc_consume_imprisonment_reasons_effect = {
	if = {
		limit = {
			scope:actor = { is_alive = yes }
			scope:recipient = { is_alive = yes }
		}
		scope:actor = { consume_imprisonment_reasons = scope:recipient }
	}
}

#	Bout has ended, inform affected parties.
fp1_tbc.0011 = {
	hidden = yes

	immediate = {
		# If any clothes were stripped, put 'em back on.
		single_combat_clean_shirtlessness_effect = {
			ATTACKER = scope:actor
			DEFENDER = scope:champion
		}
		# Did scope:actor win?
		if = {
			limit = { scope:sc_victor = scope:actor }
			# Apply effects; we do this separately so that there's not a weird day's delay.
			fp1_tbc_non_lethal_results_effect = yes
			# And send out the ending events.
			scope:actor = {
				trigger_event = {
					id = fp1_tbc.0041
					days = 1
				}
			}
			scope:recipient = {
				trigger_event = {
					id = fp1_tbc.0121
					days = 1
				}
			}
		}
		# Or was it scope:champion?
		else_if = {
			limit = { scope:sc_victor = scope:champion }
			# If scope:actor is still alive, they gain stress.
			if = {
				limit = {
					scope:actor = { is_alive = yes }
				}
				fp1_tbc_actor_defeated_effect = {
					TBC_LOSER = scope:actor
					TBC_VICTOR = scope:recipient
				}
			}
			# And send out the ending events.
			scope:actor = {
				trigger_event = {
					id = fp1_tbc.0051
					days = 1
				}
			}
			scope:recipient = {
				trigger_event = {
					id = fp1_tbc.0111
					days = 1
				}
			}
		}
		# If both parties are alive, and aren't good losers/don't have good reasons to forgive each other, then we mark them as potential rivals.
		if = {
			limit = {
				scope:actor = {
					is_alive = yes
					NOR = {
						has_trait = humble
						has_trait = content
						has_trait = just
						has_trait = forgiving
					}
				}
				scope:recipient = {
					is_alive = yes
					NOR = {
						has_trait = humble
						has_trait = content
						has_trait = just
						has_trait = forgiving
					}
					can_set_relation_potential_rival_trigger = { CHARACTER = scope:actor }
				}
			}
			scope:actor = { set_relation_potential_rival = scope:recipient }
		}
	}
}

#	Bout has invalidated, inform affected parties.
fp1_tbc.0021 = {
	hidden = yes

	immediate = {
		# Put your shirts back on.
		single_combat_clean_shirtlessness_effect = {
			ATTACKER = scope:actor
			DEFENDER = scope:recipient
		}
		# Inform both parties that the duel has invalidated.
		scope:actor = {
			send_interface_toast = {	
				title = fp1_tbc.0021.trigger_failure.actor
				left_icon = scope:recipient
			}
		}
		scope:recipient = {
			send_interface_toast = {	
				title = fp1_tbc.0021.trigger_failure.recipient
				left_icon = scope:actor
			}
		}
		# Reset scope:actor's cooldowns against scope:recipient.
		scope:actor = {
			remove_interaction_cooldown = challenge_to_trial_by_combat_interaction
			remove_interaction_cooldown_against = {
				interaction = challenge_to_trial_by_combat_interaction
				target = scope:recipient
			}
		}
	}
}

#	Scope:recipient has declined.
fp1_tbc.0031 = {
	type = letter_event
	opening = fp1_tbc.0031.opening
	desc = fp1_tbc.0031.desc
	sender = scope:recipient

	option = { name = fp1_tbc.0031.a }
}

##################################################
# Scope:actor Results
# by Ewan Cowhig Croft
# 0041 - 0060
##################################################

#	Scope:actor has won the bout.
fp1_tbc.0041 = {
	type = character_event
	title = fp1_tbc.0041.t
	desc = {
		desc = fp1_tbc.0041.desc.intro
		# Scope:champion died in the fighting; no need to loc for a separate scope:champion, as they can't fight to the death.
		triggered_desc = {
			trigger = {
				scope:champion = { is_alive = no }
			}
			desc = fp1_tbc.0041.desc.opponent_died
		}
		# Scope:champion is still alive.
		triggered_desc = {
			trigger = {
				scope:champion = { is_alive = yes}
			}
			desc = {
				first_valid = {
					# Scope:recipient fought for themselves.
					triggered_desc = {
						trigger = { scope:champion = scope:recipient }
						desc = fp1_tbc.0041.desc.opponent_lives.recipient_fighting
					}
					# Scope:recipient had a designated champion instead.
					desc = fp1_tbc.0041.desc.opponent_lives.recipient_has_champion
				}
			}
		}
		# Reward, if anything.
		first_valid = {
			# Gold.
			triggered_desc = {
				trigger = { scope:tbc_gold = yes }
				desc = fp1_tbc.0041.desc.reward.gold
			}
			# Weak hook.
			triggered_desc = {
				trigger = { scope:tbc_weak_hook = yes }
				desc = fp1_tbc.0041.desc.reward.weak_hook
			}
			# Humiliation.
			triggered_desc = {
				trigger = { scope:tbc_humiliation = yes }
				desc = fp1_tbc.0041.desc.reward.humiliation
			}
			# No outcome for death, since that's handled more succinctly above.
		}
		desc = fp1_tbc.0041.desc.outro
	}
	theme = prison
	left_portrait = {
		character = scope:actor
		animation = personality_bold
	}
	right_portrait = {
		character = scope:recipient
		animation = shock
	}
	override_background = { reference = throne_room }

	trigger = {
		# DLC check.
		has_fp1_dlc_trigger = yes
		# Juuuust need to double-check that they're actually alive.
		is_alive = yes
	}

	immediate = {
		# Show duel results from the player's POV.
		show_as_tooltip = { fp1_tbc_non_lethal_results_effect = yes }
		# Sadly, we have to apply some effects here instead of in the initial output event in order to not break tooltips.
		single_combat_have_slain_kin_effect = {
			ATTACKER = scope:actor
			DEFENDER = scope:champion
		}
		fp1_tbc_consume_imprisonment_reasons_effect = yes
	}

	# The bout closes.
	option = {
		name = fp1_tbc.0041.a

		# No stress for single-option events.
		ai_chance = {
			# AI will always choose single option.
			base = 100
		}
	}
}

#	Scope:actor has lost the bout.
fp1_tbc.0051 = {
	type = character_event
	title = fp1_tbc.0051.t
	desc = {
		desc = fp1_tbc.0051.desc.intro
		# Scope:actor is still alive (alternatives not included because, well...).
		first_valid = {
			# Scope:recipient fought for themselves.
			triggered_desc = {
				trigger = { scope:champion = scope:recipient }
				desc = fp1_tbc.0051.desc.opponent_lives.recipient_fighting
			}
			# Scope:recipient had a designated champion instead.
			desc = fp1_tbc.0051.desc.opponent_lives.recipient_has_champion
		}
		desc = fp1_tbc.0051.desc.outro
	}
	theme = prison
	left_portrait = {
		character = scope:actor
		animation = shock
	}
	right_portrait = {
		character = scope:recipient
		animation = personality_bold
	}
	override_background = { reference = throne_room }

	trigger = {
		# DLC check.
		has_fp1_dlc_trigger = yes
		# Juuuust need to double-check that they're actually alive.
		is_alive = yes
	}

	immediate = {
		# Show duel results from the player's POV.
		if = {
			limit = {
				scope:actor = { is_alive = yes }
			}
			fp1_tbc_actor_defeated_effect = {
				TBC_LOSER = scope:actor
				TBC_VICTOR = scope:recipient
			}
		}
		show_as_tooltip = {
			fp1_tbc_consume_imprisonment_reasons_effect = yes
			single_combat_have_slain_kin_effect = {
				ATTACKER = scope:actor
				DEFENDER = scope:champion
			}
		}
	}

	# The bout closes.
	option = {
		name = fp1_tbc.0051.a

		# No stress for single-option events.
		ai_chance = {
			# AI will always choose single option.
			base = 100
		}
	}
}

##################################################
# SCOPE:RECIPIENT-SIDE EVENTS

##################################################
# Champion Selection
# by Ewan Cowhig Croft
# 0101 - 0110
##################################################

scripted_trigger fp1_tbc_knights_with_high_opinion_filter_trigger = {
	# Has a ludicrously high opinion of scope:recipient.
	opinion = {
		target = scope:recipient
		value >= 95
	}
	# And isn't one of the other knights presented.
	NOR = {
		AND = {
			exists = scope:knight_best
			this = scope:knight_best
		}
		AND = {
			exists = scope:knight_exotic
			this = scope:knight_exotic
		}
		AND = {
			exists = scope:knight_alternative
			this = scope:knight_alternative
		}
	}
}

#	Scope:recipient has accepted a challenge to a Trial-by-Combat & must designate a champion due to ineligibility.
fp1_tbc.0101 = {
	type = character_event
	title = fp1_tbc.0101.t
	desc = fp1_tbc.0101.desc
	theme = prison
	left_portrait = {
		character = scope:recipient
		animation = disbelief
	}
	right_portrait = {
		character = scope:knight_best
		animation = personality_honorable
	}
	lower_left_portrait = scope:knight_alternative
	lower_center_portrait = scope:knight_exotic
	lower_right_portrait = scope:knight_opinion
	override_background = { reference = throne_room }

	trigger = {
		# DLC check.
		has_fp1_dlc_trigger = yes
	}

	immediate = {
		play_music_cue = "mx_cue_prison"

		# First, grab all available knights that are suitable for the Trial-by-Combat. 
		every_knight = {
			limit = { 
				eligible_knight_to_champion_trial_by_combat_trigger = yes 
				NOT = { 
					has_court_position = champion_court_position #EP1: Pluck out the champion title holder
				}
			}
			add_to_list = fp1_tbc_valid_knights_list
		}
		# Then, sort through the list, selecting the knight with the highest prowess.
		ordered_in_list = {
			list = fp1_tbc_valid_knights_list
			order_by = prowess
			save_scope_as = knight_best
		}
		# After that, we grab the most interesting knight (looking at assorted prowess-ish pecial traits and factoring for those) who isn't scope:knight_best.
		ordered_in_list = {
			list = fp1_tbc_valid_knights_list
			limit = {
				NOT = {
					exists = scope:knight_best
					this = scope:knight_best
				}
				has_relevant_special_single_combat_trait_trigger = yes
			}
			order_by = sce_has_single_combat_special_traits_value
			save_scope_as = knight_exotic
		}
		#EP1: Fetch your champion if they exist
		if = {
			limit = {
				employs_court_position = champion_court_position
				any_court_position_holder = {
					type = champion_court_position 
					is_physically_able_adult = yes # eligible_knight_to_champion_trial_by_combat_trigger checks for prowess, and its not mandatory that the champ has high value
				}
			}
			random_court_position_holder = {
				type = champion_court_position
				save_scope_as = knight_alternative #same scope name is used due to limited portrait logic
			}
		}
		# Then take the second highest-prowess knight who isn't scope:knight_best or scope:knight_exotic.
		# EP1: Only do this if the court position of champion isn't already filled
		ordered_in_list = {
			list = fp1_tbc_valid_knights_list
			limit = {
				NOR = {
					this = scope:knight_best
					AND = {
						exists = scope:knight_exotic
						this = scope:knight_exotic
					}
				}
				NOT = { employs_court_position = champion_court_position }
			}
			order_by = prowess
			save_scope_as = knight_alternative
		}
		# Next, if we've got any knight who isn't scope:knight_best, scope:knight_exotic, or scope:knight_alternative, and who would literally murder for you, we grab them.
		if = {
			limit = {
				any_in_list = {
					list = fp1_tbc_valid_knights_list
					fp1_tbc_knights_with_high_opinion_filter_trigger = yes
				}
			}
			# First, add them to a sub-list.
			every_in_list = {
				list = fp1_tbc_valid_knights_list
				limit = { fp1_tbc_knights_with_high_opinion_filter_trigger = yes }
				add_to_list = fp1_tbc_high_opinion_knights_list
			}
			# Next, try to pluck out knightly soulmates.
			if = {
				limit = {	
					any_in_list = {
						list = fp1_tbc_high_opinion_knights_list
						any_relation = {
							type = soulmate
							this = scope:recipient
						}
					}
				}
				random_in_list = {
					list = fp1_tbc_high_opinion_knights_list
					limit = {
						any_relation = {
							type = soulmate
							this = scope:recipient
						}
					}
					save_scope_as = knight_opinion
				}
			}
			# Otherwise, order by prowess and select the best.
			else = {
				ordered_in_list = {
					list = fp1_tbc_high_opinion_knights_list
					order_by = prowess
					save_scope_as = knight_opinion
				}
			}
		}
		# Finally, if shenanigans have somehow deprived us of a scope:knight_best, then we want to generate someone to fill that minimum slot.
		if = {
			limit = {
				NOT = { exists = scope:knight_best }
			}
			create_character = {
				gender_female_chance = root_soldier_female_chance
				location = scope:recipient.capital_province
				template = new_warrior_character
				faith = scope:recipient.capital_county.faith
				culture = scope:recipient.capital_county.culture
				save_scope_as = knight_best
			}
			add_courtier = scope:knight_best
		}
	}

	# Take the most skilled knight.
	option = {
		name = fp1_tbc.0101.a

		trigger = {
			exists = scope:knight_best 
		}

		# Select scope:knight_best to represent you in the bout.
		scope:knight_best = { save_scope_as = champion }
		custom_tooltip = fp1_tbc.0101.a.tt
		custom_tooltip = fp1_tbc.0101.bout_moves_forward
		highlight_portrait = scope:knight_best

		# RP/functional choice: no stress charge.
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_rationality = 0.75
				ai_boldness = -0.5
			}
		}
	}

	# EP1: Take your already designated champion 
	option = {
		name = fp1_ep1_tbc.0101.e
		trigger = { 
			exists = scope:knight_alternative 
			scope:knight_alternative = { has_court_position = champion_court_position }
		}

		# Select scope:knight_best to represent you in the bout.
		scope:knight_alternative = { save_scope_as = champion }
		custom_tooltip = fp1_ep1_tbc.0101.e.tt
		custom_tooltip = fp1_tbc.0101.bout_moves_forward
		highlight_portrait = scope:knight_alternative

		# RP/functional choice: no stress charge.
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_rationality = 0.75
				ai_boldness = -0.5
			}
		}
	}

	# Take the next most skilled knight.
	option = {
		name = fp1_tbc.0101.b
		trigger = { 
			exists = scope:knight_alternative 
			scope:knight_alternative = { NOT = { has_court_position = champion_court_position } }
		}

		# Select scope:knight_best to represent you in the bout.
		scope:knight_alternative = { save_scope_as = champion }
		custom_tooltip = fp1_tbc.0101.b.tt
		custom_tooltip = fp1_tbc.0101.bout_moves_forward
		highlight_portrait = scope:knight_alternative

		# RP/functional choice: no stress charge.
		ai_chance = {
			# There's no reason for the AI to ever take this option, we offer it entirely for players who dislike/wish to preserve their best knight.
			base = 0
		}
	}

	# Take the knight with the most special traits that *isn't* the most skilled knight.
	option = {
		name = fp1_tbc.0101.c
		trigger = { exists = scope:knight_opinion }

		# Select scope:knight_best to represent you in the bout.
		scope:knight_exotic = { save_scope_as = champion }
		custom_tooltip = fp1_tbc.0101.c.tt
		custom_tooltip = fp1_tbc.0101.bout_moves_forward
		highlight_portrait = scope:knight_exotic

		# RP/functional choice: no stress charge.
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_rationality = 0.5
				ai_boldness = 0.25
			}
		}
	}

	# Take the knight who likes me the most.
	option = {
		name = fp1_tbc.0101.d
		trigger = { exists = scope:knight_opinion}

		# Select scope:knight_best to represent you in the bout.
		scope:knight_opinion = { save_scope_as = champion }
		custom_tooltip = fp1_tbc.0101.d.tt
		custom_tooltip = fp1_tbc.0101.bout_moves_forward
		highlight_portrait = scope:knight_opinion

		# RP/functional choice: no stress charge.
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_sociability = 0.5
				ai_rationality = -0.75
			}
		}
	}

	# Then, we skip over to scope:actor to inform them what's up.
	after = {
		# Clean up any errant scopes we no longer need to avoid debug bloat.
		clear_saved_scope = knight_best
		if = {
			limit = { exists = scope:knight_exotic }
			clear_saved_scope = knight_exotic
		}
		if = {
			limit = { exists = scope:knight_alternative }
			clear_saved_scope = knight_alternative
		}
		if = {
			limit = { exists = scope:knight_opinion }
			clear_saved_scope = knight_opinion
		}
		# And transition.
		scope:actor = { trigger_event = fp1_tbc.0001 }
	}
}

fp1_tbc.0102 = {
	desc = debug_main
	theme = prison

	option = {
		name = interaction_debug_main
	}
}

##################################################
# Scope:recipient Results
# by Ewan Cowhig Croft
# 0111 - 0130
##################################################

#	Scope:recipient has won the bout.
fp1_tbc.0111 = {
	type = character_event
	title = fp1_tbc.0111.t
	desc = {
		desc = fp1_tbc.0111.desc.intro
		# Scope:actor died in the fighting; we don't account for
		triggered_desc = {
			trigger = {
				scope:actor = { is_alive = no }
			}
			desc = fp1_tbc.0111.desc.opponent_died.recipient_fighting
		}
		# Scope:actor is still alive.
		triggered_desc = {
			trigger = {
				scope:actor = { is_alive = yes}
			}
			desc = {
				first_valid = {
					# Scope:recipient fought for themselves.
					triggered_desc = {
						trigger = { scope:champion = scope:recipient }
						desc = fp1_tbc.0111.desc.opponent_lives.recipient_fighting
					}
					# Scope:recipient had a designated champion instead.
					desc = fp1_tbc.0111.desc.opponent_lives.recipient_has_champion
				}
			}
		}
		desc = fp1_tbc.0111.desc.outro
	}
	theme = prison
	left_portrait = {
		character = scope:recipient
		animation = personality_bold
	}
	right_portrait = {
		character = scope:actor
		animation = shock
	}
	override_background = { reference = throne_room }

	trigger = {
		# DLC check.
		has_fp1_dlc_trigger = yes
		# Juuuust need to double-check that they're actually alive.
		is_alive = yes
	}

	immediate = {
		# Show duel results from the player's POV.
		if = {
			limit = {
				scope:actor = { is_alive = yes }
			}
			fp1_tbc_actor_defeated_effect = {
				TBC_LOSER = scope:actor
				TBC_VICTOR = scope:recipient
			}
		}
		# Sadly, we have to apply some effects here instead of in the initial output event in order to not break tooltips.
		single_combat_have_slain_kin_effect = {
			ATTACKER = scope:actor
			DEFENDER = scope:champion
		}
		fp1_tbc_consume_imprisonment_reasons_effect = yes
	}

	# The bout closes.
	option = {
		name = fp1_tbc.0111.a

		# No stress for single-option events.
		ai_chance = {
			# AI will always choose single option.
			base = 100
		}
	}
}

#	Scope:recipient has lost the bout.
fp1_tbc.0121 = {
	type = character_event
	title = fp1_tbc.0121.t
	desc = {
		desc = fp1_tbc.0121.desc.intro
		# We don't need to account for scope:champion dying in the fighting; if it was scope:recipient, then they're dead, and a separate champion cannot be challenged to a fight to the death.
		# Scope:champion is still alive.
		first_valid = {
			# Scope:recipient fought for themselves.
			triggered_desc = {
				trigger = { scope:champion = scope:recipient }
				desc = fp1_tbc.0121.desc.champion_lives.recipient_fighting
			}
			# Scope:recipient had a designated champion instead.
			desc = fp1_tbc.0121.desc.champion_lives.recipient_has_champion
		}
		# Reward, if anything.
		first_valid = {
			# Gold.
			triggered_desc = {
				trigger = { scope:tbc_gold = yes }
				desc = fp1_tbc.0121.desc.reward.gold
			}
			# Weak hook.
			triggered_desc = {
				trigger = { scope:tbc_weak_hook = yes }
				desc = fp1_tbc.0121.desc.reward.weak_hook
			}
			# Humiliation.
			triggered_desc = {
				trigger = { scope:tbc_humiliation = yes }
				desc = fp1_tbc.0121.desc.reward.humiliation
			}
			# No outcome for death, since that's handled more succinctly above.
		}
		desc = fp1_tbc.0121.desc.outro
	}
	theme = prison
	left_portrait = {
		character = scope:recipient
		animation = shock
	}
	right_portrait = {
		character = scope:actor
		animation = personality_bold
	}
	override_background = { reference = throne_room }

	trigger = {
		# DLC check.
		has_fp1_dlc_trigger = yes
		# Juuuust need to double-check that they're actually alive.
		is_alive = yes
	}

	immediate = {
		# Show duel results from the player's POV.
		show_as_tooltip = { fp1_tbc_non_lethal_results_effect = yes }
		# Sadly, we have to apply some effects here instead of in the initial output event in order to not break tooltips.
		fp1_tbc_consume_imprisonment_reasons_effect = yes
	}

	# The bout closes.
	option = {
		name = fp1_tbc.0121.a

		# No stress for single-option events.
		ai_chance = {
			# AI will always choose single option.
			base = 100
		}
	}
}
