﻿#Events for chivalry lifestyle focus

#CHIVALRY REGULAR EVENTS
	# 0001 		- A practice duel gone terribly wrong, Peter Vilberg
	# 0002-0007 - Horse Riding Accident, by Petter Vilberg
	# 0010 		- Train with your signature weapon, by Linnéa Thimrén
	# 1011-1012 - Find an old castle, by Linnéa Thimrén
	# 1021 		- Stress triggers bad battle practice
	# 2010 		- Practice duel (Prowess skill challenge), Petter Vilberg
	# 3000-3005	- Vassal struggling to train new recruits, Sean Hughes
	# 4000		- A Ride at Midnight, by Jason Cantalini
	# 4000-4001/5000?		- (FP2) A Bard For A King By Hugo Cortell
	# 5000		- Rumors about you sleeping with your liege's spouse, Veronica Pazos
	# 6000-6003 - You find an abandoned church, Veronica Pazos

#CHIVALRY SPECIAL EVENTS
	# 1201-1204	- Mounted Warrior Practice, by Petter Vilberg
	# 1601-1699	- Train a warhorse, by Linnéa Thimrén


############################
# CHIVALRY: REGULAR EVENTS #
############################

namespace = martial_chivalry

#A practice duel gone terribly wrong
	#by Petter Vilberg
martial_chivalry.0001 = {
	type = character_event
	title = martial_chivalry.0001.t
	desc = {
		desc = martial_chivalry.0001.opening
		first_valid = {
			triggered_desc = {
				trigger = {
					prowess < scope:duel_opponent.prowess
				}
				desc = martial_chivalry.0001.hard_fight
			}
			triggered_desc = {
				desc = martial_chivalry.0001.easy_fight
			}
		}
		desc = martial_chivalry.0001.conclusion
	}
	theme = martial_chivalry_focus
	override_background = {
		reference = courtyard
	}

	left_portrait = {
		character = root
		animation = celebrate_wooden_sword
	}
	right_portrait = {
		character = scope:duel_opponent
		animation = wrestling_yield_start
	}

	trigger = {
		NOT = { has_character_flag = had_duel_gone_wrong_event }
	}

	weight_multiplier = {
		base = 1
		modifier = { #More likely to occur if the character has a little Dread
			add = 1
			dread > 10
		}
		modifier = { #More likely if you are into duels
			add = 2
			has_trait = lifestyle_blademaster		
		}
		upweight_for_focus_modifier = { FOCUS = martial_chivalry_focus }
	}

	immediate = {
		add_character_flag = {
			flag = had_duel_gone_wrong_event
			days = 3650
		}
		hidden_effect = {
			create_character = {
				location = root.capital_province
				save_scope_as = duel_opponent
				trait = brave
				trait = wrathful
				culture = root.culture
				faith = root.faith
				gender_female_chance = root_soldier_female_chance
				prowess = 15
			}
		}
	}

	option = { #This person could serve me well!
		name = martial_chivalry.0001.a
		add_courtier = scope:duel_opponent
		reverse_add_opinion = {
			modifier = duel_mutual_respect_opinion
			target = scope:duel_opponent
		}
		add_opinion = {
			modifier = duel_mutual_respect_opinion
			target = scope:duel_opponent
		}
		stress_impact = {
			sadistic = minor_stress_impact_gain
			paranoid = major_stress_impact_gain
			vengeful = medium_stress_impact_gain
			wrathful = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_honor = 0.25
				ai_vengefulness = -1
				ai_rationality = 0.5
			}
		}
	}

	option = { #Lecture them on honor
		name = martial_chivalry.0001.b
		add_prestige = medium_prestige_gain
		add_piety = medium_piety_gain
		stress_impact = {
			sadistic = medium_stress_impact_gain
			vengeful = medium_stress_impact_gain
			paranoid = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_honor = 2
				ai_compassion = 1
				ai_energy = -0.25
				ai_boldness = -0.25
			}
		}
	}

	option = { #Kill them
		name = martial_chivalry.0001.c
		scope:duel_opponent = {
			death = {
				death_reason = death_duel
				killer = root
			}
		}
		add_dread = medium_dread_gain
		stress_impact = {
			forgiving = major_stress_impact_gain
			compassionate = medium_stress_impact_gain
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_vengefulness = 1
				ai_rationality = -0.25
				ai_zeal = 0.25
				ai_energy = 0.25
			}
		}
	}

	after = {
		hidden_effect = { add_focus_progress = standard_lifestyle_focus_progress }
		scope:duel_opponent = {
			silent_disappearance_ai_effect = yes
		}
	}
}


#Horse Riding Accident
	#by Petter Vilberg
martial_chivalry.0002 = {
	type = character_event
	title = martial_chivalry.0002.t
	desc = martial_chivalry.0002.desc

	theme = martial_chivalry_focus
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = root
		animation = jockey_gallop
		camera = camera_event_horse_left
	}

	trigger = {
		NOT = { has_character_flag = had_horseriding_accident_event }
	}

	weight_multiplier = {
		base = 1
		#Less and less likely the more hurt you already are.
		modifier = {
			add = -0.5
			has_trait_rank = {
				trait = wounded
				rank = 1
			}
		}
		modifier = {
			add = -0.8
			has_trait_rank = {
				trait = wounded
				rank = 1
			}
		}
		modifier = {
			add = -1
			has_trait_rank = {
				trait = wounded
				rank = 3
			}
		}
		modifier = { #You really shouldn't go riding if you're wounded, but if you insist, my lord.
			add = 0.5
			has_trait = wounded
			has_trait = stubborn
		}
		upweight_for_focus_modifier = { FOCUS = martial_chivalry_focus }
	}

	immediate = {
		add_character_flag = {
			flag = had_horseriding_accident_event
			days = 3650
		}
	}

	option = { #Try to stay on the horse!
		name = martial_chivalry.0002.a
		duel = {
			skill = prowess
			value = high_skill_rating
			20 = {
				desc = martial_chivalry.0002.a_success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 1
					min = -19
				}
				show_as_tooltip = {
					add_martial_lifestyle_xp = medium_lifestyle_experience
					add_character_modifier = {
						modifier = improved_horse_mastery_modifier
						days = 3650
					}
				}
				hidden_effect = {
					trigger_event = martial_chivalry.0003 #Gain an improved horse mastery modifier
				}
			}
			20 = {
				desc = martial_chivalry.0002.a_failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -1
					min = -19
				}
				show_as_tooltip = {
					increase_wounds_effect = {
						REASON = horse_riding_accident
					}
				}
				hidden_effect = {
					trigger_event = { #Things don't go well
						on_action = horse_riding_accident_outcome
					}
				}
			}
		}
		stress_impact = {
			craven = minor_stress_impact_gain
			lazy = minor_stress_impact_gain
		}
		ai_chance = {
			base = 10
			modifier = {
				add = -50
				has_trait_rank = {
					trait = wounded
					rank >= 2
				}
			}
			ai_value_modifier = {
				ai_boldness = 0.5
				ai_energy = 0.5
			}
		}
	}

	option = { #Make for a safe - if humble - landing
		name = martial_chivalry.0002.b
		add_prestige = miniscule_prestige_loss
		stress_impact = {
			arrogant = minor_stress_impact_gain
			brave = medium_stress_impact_gain
		}
		ai_chance = {
			base = 50
		}
	}
}


#You successfully rein in the horse and stay atop!
martial_chivalry.0003 = {
	type = character_event
	title = martial_chivalry.0003.t
	desc = martial_chivalry.0003.desc

	theme = martial_chivalry_focus
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = root
		animation = jockey_walk
		camera = camera_event_horse_left
	}


	immediate = {
		add_character_modifier = {
			modifier = improved_horse_mastery_modifier
			days = 3650
		}

		#Chance at starting the warhorse story?
		hidden_effect = {
			random = {
				chance = 25
				compare_modifier = {
					value = prowess
					multiplier = 2
				}
				save_scope_value_as = {
					name = warhorse
					value = yes
				}
			}
		}
	}

	option = { #I made it!
		name = martial_chivalry.0003.a
		add_martial_lifestyle_xp = medium_lifestyle_experience

		ai_chance = {
			base = 50
		}
	}

	option = { #I made it! Start warhorse story
		name = martial_chivalry.0003.b
		trigger = {
			exists = scope:warhorse
			NOR = {
				has_character_flag = had_event_martial_chivalry_special_1601
				has_character_flag = had_warhorse_story
			}
		}
		add_martial_lifestyle_xp = medium_lifestyle_experience

		start_warhorse_story_cycle_effect = yes

		stress_impact = {
			base = minor_stress_impact_gain
			lazy = minor_stress_impact_gain
		}

		ai_chance = {
			base = 50
		}
	}
}

#You fall to the ground, hurting yourself a little
martial_chivalry.0004 = {
	type = character_event
	title = martial_chivalry.0004.t
	desc = martial_chivalry.0004.desc

	theme = martial_chivalry_focus
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = scope:duel_opponent
		animation = pain
	}

	trigger = {
		NOT = {
			has_trait_rank = {
				trait = wounded
				rank > 0
			}
		}
	}

	immediate = {
		increase_wounds_effect = {
			REASON = horse_riding_accident
		}
	}

	option = { #Damn horse!
		name = martial_chivalry.0004.a
	}
}

#You fall to the ground, hurting yourself severely
martial_chivalry.0005 = {
	type = character_event
	title = martial_chivalry.0005.t
	desc = martial_chivalry.0005.desc

	theme = martial_chivalry_focus
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = scope:duel_opponent
		animation = pain
	}


	trigger = {
		has_trait_rank = {
			trait = wounded
			rank = 1
		}
	}

	immediate = {
		increase_wounds_effect = {
			REASON = horse_riding_accident
		}
	}

	option = { #Damn horse!
		name = martial_chivalry.0005.a
	}
}

#You fall to the ground, nearly killing yourself
martial_chivalry.0006 = {
	type = character_event
	title = martial_chivalry.0006.t
	desc = martial_chivalry.0006.desc

	theme = martial_chivalry_focus
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = scope:duel_opponent
		animation = pain
	}


	trigger = {
		has_trait_rank = {
			trait = wounded
			rank = 2
		}
	}

	immediate = {
		increase_wounds_effect = {
			REASON = horse_riding_accident
		}
	}

	option = { #Damn horse!
		name = martial_chivalry.0006.a
	}
}

#You fall to the ground, dying
martial_chivalry.0007 = {
	type = character_event
	title = martial_chivalry.0007.t
	desc = martial_chivalry.0007.desc

	theme = martial_chivalry_focus
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = scope:duel_opponent
		animation = pain
	}

	trigger = {
		has_trait_rank = {
			trait = wounded
			rank = 3
		}
	}

	option = { #Damn horse, for real this time!!
		name = martial_chivalry.0007.a
		increase_wounds_effect = {
			REASON = horse_riding_accident
		}
	}
}


#Train with your signature weapon
	#by Linnéa Thimrén
martial_chivalry.0010 = {
	type = character_event
	title = martial_chivalry.0010.t
	desc = martial_chivalry.0010.desc

	theme = martial_chivalry_focus
	override_background = {
		reference = armory
	}
	left_portrait = {
		character = root
		animation = personality_cynical
	}

	artifact = { # To display the artifact in the event-window
		target = root.var:signature_weapon_scope
		position = lower_center_portrait
		trigger = { exists = root.var:signature_weapon_scope }
	}

	trigger = {
		NOT = { has_character_flag = had_event_martial_chivalry_0010 }
	}

	weight_multiplier = {
		base = 1
		upweight_for_focus_modifier = { FOCUS = martial_chivalry_focus }
	}

	immediate = {
		add_character_flag = {
			flag = had_event_martial_chivalry_0010
			days = 3650
		}
		set_signature_weapon_effect = yes
	}

	option = {
		name = martial_chivalry.0010.a
		hidden_effect = { add_focus_progress = standard_lifestyle_focus_progress }
		add_character_modifier = {
			modifier = respected_expertise
		}

		ai_chance = {
			base = 50
			modifier = {
				add = 50
				has_trait_rank = {
					trait = wounded
					rank >= 2
				}
			}
		}
	}

	option = {
		name = martial_chivalry.0010.b
		hidden_effect = { add_focus_progress = standard_lifestyle_focus_progress }
		random_list = {
			70 = {
				desc = martial_chivalry.0010.b.tt1
				send_interface_toast = {
					type = event_toast_effect_good
					title = martial_chivalry.0010.b.tt1
					left_icon = root
					add_prestige = minor_prestige_gain
					add_martial_lifestyle_xp = medium_lifestyle_experience
				}
			}
			30 = {
				desc = martial_chivalry.0010.b.tt2
				send_interface_toast = {
					type = event_toast_effect_bad
					title = martial_chivalry.0010.b.tt2
					left_icon = root
					increase_wounds_effect = { REASON = training_accident }
					add_martial_lifestyle_xp = minor_lifestyle_experience
				}
			}
		}

		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_boldness = 0.25
			}
		}
	}
}


#Find an old castle, rt craven/at brave/prowess/gold or stress
	#by Linnéa Thimrén

martial_chivalry.1011 = {
	type = character_event
	title = martial_chivalry.1011.t
	desc = martial_chivalry.1011.desc

	theme = martial_chivalry_focus
	override_background = {
		reference = terrain
	}
	left_portrait = {
		character = root
		animation = survey
	}

	trigger = {
		NOT = { has_character_flag = had_haunted_castle_event }

	}

	weight_multiplier = {
		base = 1
		upweight_for_focus_modifier = { FOCUS = martial_chivalry_focus }
	}

	immediate = {
		hidden_effect = {
			get_quirk_character_effect = yes
		}
		add_character_flag = {
			flag = had_haunted_castle_event
			days = 3650
		}
	}

	option = {
		name = martial_chivalry.1011.a
		stress_impact = {
			craven = minor_stress_impact_gain
		}
		custom_tooltip = martial_chivalry.1011.a.tt
		trigger_event = {
			id = martial_chivalry.1012
		}
		ai_chance = {
			base = 50
			modifier = {
				factor = 0.5
				has_trait = brave
			}
		}
	}

	option = {
		name = martial_chivalry.1011.b
		add_character_modifier = {
			modifier = hightened_troop_morale_modifier
			days = 3650
		}
		ai_chance = {
			base = 50
			modifier = {
				factor = 0.5
				has_trait = craven
			}
		}
	}
}

#You went inside, search cellar or upper floors?
martial_chivalry.1012 = {
	type = character_event
	title = martial_chivalry.1012.t
	desc = martial_chivalry.1012.desc

	theme = martial_chivalry_focus
	override_background = {
		reference = corridor_night
	}
	left_portrait = {
		character = root
		animation = personality_cynical
	}

	option = {
		name = martial_chivalry.1012.a
		ai_chance = {
			base = 50
			modifier = {
				factor = 0.5
				has_trait = greedy
			}
		}
		duel = {
			skill = stewardship
			value = average_skill_rating

			50 = {
				desc = martial_chivalry.1012.a.success

				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}

				send_interface_toast = {
					type = event_toast_effect_good
					title = martial_chivalry.1012.a.success
					left_icon = root
					add_gold = major_gold_value
				}
			}
			50 = {
				desc = martial_chivalry.1012.a.failure

				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}

				send_interface_toast = {
					type = event_toast_effect_bad
					title = martial_chivalry.1012.a.failure
					left_icon = root
					add_gold = minor_gold_value
				}
			}
		}
	}

	option = {
		name = martial_chivalry.1012.b
		ai_chance = {
			base = 50
			modifier = {
				factor = 0.5
				has_trait = brave
			}
		}
		random_list = {
			50 = {
				desc = martial_chivalry.1012.b.success

				compare_modifier = {
					value = ai_boldness
					multiplier = 0.5
					min = -49
				}

				if = {
					limit = {
						AND = {
							is_ai = no #no ai should be able to gain brave- to keep the type of characters in the game diverse
							stress <= 25
							NOT = { has_trait = brave }
							number_of_personality_traits <= 3
						}
					}
					send_interface_toast = {
						type = event_toast_effect_good
						title = martial_chivalry.1012.b.success
						left_icon = root
						add_trait_force_tooltip = brave
					}
				}
				else_if = {
					limit = {
						OR = {
							number_of_personality_traits = 4
							is_ai = yes
							stress > 25
							has_trait = brave
						}
					}
					send_interface_toast = {
						type = event_toast_effect_good
						title = martial_chivalry.1012.b.success
						left_icon = root
						add_character_modifier = {
							modifier = faced_my_fears
							years = 10
						}
					}
				}
			}
			50 = {
				desc = martial_chivalry.1012.b.tt1

				compare_modifier = {
					value = ai_boldness
					multiplier = -0.5
					min = -49
				}

				send_interface_toast = {
					type = event_toast_effect_bad
					title = martial_chivalry.1012.b.failure
					left_icon = root
					add_dread = medium_dread_loss
					stress_impact = {
						base = medium_stress_gain
					}
				}
			}
		}
		stress_impact = {
			craven = medium_stress_impact_gain
		}
	}
}

#Stress triggers bad battle practice
	#by Linnéa Thimrén
martial_chivalry.1021 = {
	type = character_event
	title = martial_chivalry.1021.t
	desc = martial_chivalry.1021.desc

	theme = martial_chivalry_focus
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = root
		scripted_animation = duel_wield_weapon
	}

	trigger = {
		is_available_healthy_adult = yes
		stress > 60
		NOT = { has_character_flag = had_stressful_battle_event }
	}

	weight_multiplier = {
		base = 1
		compare_modifier = {
			target = root
			value = stress
			multiplier = 0.01 # 1.4 total @ 100 Stress, 3.4 total @ 300 Stress.
			offset = -60
		}
		modifier = {
			factor = 0.5
			has_trait_rank = {
				trait = wounded
				rank = 1
			}
		}
		modifier = {
			factor = 0.2
			has_trait_rank = {
				trait = wounded
				rank = 2
			}
		}
		modifier = {
			factor = 0
			has_trait_rank = {
				trait = wounded
				rank = 3
			}
		}
		modifier = {
			add = 0.5
			has_trait = wounded
			has_trait = stubborn
		}
		upweight_for_focus_modifier = { FOCUS = martial_chivalry_focus }
	}

	immediate = {
		add_character_flag = {
			flag = had_stressful_battle_event
			days = 3650
		}
		add_character_flag  = {
			flag = single_combat_duel_armor
			days = 30 # just in case
		}
	}

	option = {
		name = martial_chivalry.1021.b
		add_martial_lifestyle_xp = medium_lifestyle_experience
		stress_impact = {
			craven = minor_stress_impact_gain
		}

		duel = {
			skill = prowess
			value = average_skill_rating

			50 = {
				desc = martial_chivalry.1021.b.success

				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -19
				}

				send_interface_toast = {
					type = event_toast_effect_good
					title = martial_chivalry.1021.b.success
					left_icon = root
					add_character_modifier = {
						modifier = respected_vigor
						years = 5
					}
				}
			}
			20 = {
				desc = martial_chivalry.1021.b.failure

				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -19
				}
				compare_modifier = {
					value = stress
					multiplier = 0.5 # +30 at 60 Stress; +150 at 300 Stress
				}

				send_interface_toast = {
					type = event_toast_effect_bad
					title = martial_chivalry.1021.b.failure
					left_icon = root
					increase_wounds_effect = { REASON = training_accident }
				}
			}
		}

		ai_chance = {
			base = 50
			modifier = {
				add = 20
				OR = {
					has_trait = brave
					has_trait = aggressive_attacker
				}
			}
		}
	}

	option = {
		name = martial_chivalry.1021.a
		stress_impact = {
			base = medium_stress_impact_loss
			craven = minor_stress_impact_loss
			brave = minor_stress_impact_gain
			wrathful = minor_stress_impact_gain
		}
		ai_chance = {
			base = 50
		}
	}

	after = { remove_character_flag = single_combat_duel_armor }
}

#Practice duel
	#by Petter Vilberg
#Someone challenges you
martial_chivalry.2010 = {
	type = character_event
	title = martial_chivalry.2010.t
	desc = {
		desc = martial_chivalry.2010.start.desc
		first_valid = {
			triggered_desc = {
				trigger = {
					reverse_opinion = {
						target = scope:challenger
						value >= 0
					}
				}
				desc = martial_chivalry.2010.like.desc
			}
			desc = martial_chivalry.2010.dislike.desc
		}
	}
	theme = martial_chivalry_focus
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = root
		scripted_animation = duel_wield_weapon
		outfit_tags = { military_outfit }
	}
	right_portrait = {
		character = scope:challenger
		animation = personality_bold
		outfit_tags = { military_outfit }
	}

	trigger = {
		NOT = { has_character_flag = had_event_martial_chivalry_2010 }
		NOT = {
			has_trait_rank = {
				trait = wounded
				rank > 1
			}
		}
		OR = {
			any_relation = {
				type = soldier_friend
				is_available_healthy_ai_adult = yes
			}
			any_knight = {
				is_available_healthy_ai_adult = yes
			}
			any_relation = { type = rival
				target_is_liege_or_above = root
				is_available_healthy_ai_adult = yes
			}
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			add = -0.5
			has_trait_rank = {
				trait = wounded
				rank = 1
			}
		}
		upweight_for_focus_modifier = { FOCUS = martial_chivalry_focus }
	}

	immediate = {
		add_character_flag = {
			flag = had_event_martial_chivalry_2010
			years = 5
		}
		hidden_effect = {
			random_list = {
				40 = {
					trigger = {
						any_relation = {
							type = soldier_friend
							is_available_healthy_ai_adult = yes
						}
					}
					random_relation = { type = soldier_friend
						limit = {
							is_available_healthy_ai_adult = yes
						}
						save_scope_as = challenger
					}
				}
				30 = {
					trigger = {
						any_knight = {
							is_available_healthy_ai_adult = yes
						}
					}
					random_knight = {
						limit = {
							is_available_healthy_ai_adult = yes
						}
						save_scope_as = challenger
					}
				}
				30 = {
					trigger = {
						any_relation = { type = rival
							is_available_healthy_ai_adult = yes
							OR = {
								is_knight_of = root
								is_knight_of = root.liege
								target_is_liege_or_above = root
							}
						}
					}
					random_relation = {
						type = rival
						limit = {
							is_available_healthy_ai_adult = yes
							OR = {
								is_knight_of = root
								is_knight_of = root.liege
								target_is_liege_or_above = root
							}
						}
						save_scope_as = challenger
					}
				}
			}

			scope:challenger = { set_signature_weapon_effect = yes }
			set_signature_weapon_effect = yes
		}
	}

	option = { #Accept challenge
		name = martial_chivalry.2010.a

		duel = {
			skill = prowess
			target = scope:challenger
			20 = { #You have the advantage
				compare_modifier = {
					value = scope:duel_value
					multiplier = 1
					min = -19
				}
				desc = martial_chivalry.2010.a.success.tt
				trigger_event = martial_chivalry.2011
				show_as_tooltip = {
					add_martial_lifestyle_xp = medium_lifestyle_experience
					add_character_modifier = {
						modifier = won_practice_duel
						years = 5
					}
				}
			}
			20 = {  #They have the advantage (they are nice), mutually exclusive with other failure
				trigger = {
					reverse_opinion = {
						target = scope:challenger
						value >= 0
					}
				}
				compare_modifier = {
					value = scope:duel_value
					multiplier = -1
					min = -19
				}
				show_as_tooltip = {
					add_martial_lifestyle_xp = minor_lifestyle_experience
				}
				trigger_event = martial_chivalry.2012 #They're nice about their advantage
				desc = martial_chivalry.2010.a.failure1.tt
			}
			20 = { #They have the advantage (they are an ass), mutually exclusive with other failure
				trigger = {
					reverse_opinion = {
						target = scope:challenger
						value < 0
					}
				}
				compare_modifier = {
					value = scope:duel_value
					multiplier = -1
					min = -19
				}
				desc = martial_chivalry.2010.a.failure2.tt
				trigger_event = martial_chivalry.2013  #They're an ass about their advantage
				show_as_tooltip = {
					increase_wounds_effect = { REASON = training_accident }
					add_prestige = medium_prestige_loss
				}
			}
		}

		stress_impact = {
			lazy = minor_stress_impact_gain
			craven = medium_stress_impact_gain
		}

		ai_chance = {
			base = 75

			modifier = {
				has_trait = brave
				add = 75
			}
		}
	}

	option = { #Decline challenge
		name = martial_chivalry.2010.b

		if = {
			limit = {
				reverse_opinion = {
					target = scope:challenger
					value < 0
				}
			}
			add_prestige = minor_prestige_loss
			stress_impact = {
				arrogant = medium_stress_impact_gain
				brave = medium_stress_impact_gain
			}
		}
		else = {
			add_prestige = miniscule_prestige_loss
			stress_impact = {
				brave = medium_stress_impact_gain
			}
		}
		scope:challenger = {
			add_opinion = {
				target = root
				modifier = respect_opinion
				opinion = -10
			}
		}

		ai_chance = {
			base = 25

			modifier = {
				has_trait = lazy
				add = 50
			}
			modifier = {
				has_trait = craven
				add = 100
			}
			modifier = {
				has_trait = wounded
				add = 200
			}
		}
	}
}

#You gained the upper hand in the mock duel
martial_chivalry.2011 = {
	type = character_event
	title = martial_chivalry.2011.t
	desc = {
		desc = martial_chivalry.2011.start.desc
		desc = martial_chivalry.2011.end.desc
	}
	theme = martial_chivalry_focus
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = root
		scripted_animation = duel_celebrate
	}
	right_portrait = {
		character = scope:challenger
		animation = fear
	}

	immediate = {
		show_as_tooltip = {
			add_martial_lifestyle_xp = medium_lifestyle_experience
			add_character_modifier = {
				modifier = won_practice_duel
				years = 5
			}
		}
	}

	option = { #You end the duel gracefully
		name = martial_chivalry.2011.a

		add_prestige = minor_prestige_gain
		reverse_add_opinion = {
			target = scope:challenger
			modifier = honorable_duelist
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_rationality = 0.25
			}
		}
	}

	option = { #You humiliate them
		name = martial_chivalry.2011.b

		add_dread = minor_dread_gain

		scope:challenger = {
			increase_wounds_effect = { REASON = training_accident }
			add_opinion = {
				target = root
				modifier = dishonorable_duelist
			}
			add_prestige = medium_prestige_loss
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_vengefulness = 0.25
			}
		}
	}
}

#The challenger gains the upper hand in the mock duel
martial_chivalry.2012 = {
	type = character_event
	title = martial_chivalry.2012.t
	desc = {
		desc = martial_chivalry.2011.start.desc
		desc = martial_chivalry.2012.end.desc
	}
	theme = martial_chivalry_focus
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = root
		animation = wrestling_yield_start
	}
	right_portrait = {
		character = scope:challenger
		scripted_animation = duel_celebrate
	}

	immediate = {
		add_martial_lifestyle_xp = minor_lifestyle_experience
	}

	option = { #Yield
		name = martial_chivalry.2012.a

		reverse_add_opinion = {
			target = scope:challenger
			modifier = honorable_duelist
		}

		stress_impact = {
			brave = minor_stress_impact_gain
			vengeful = minor_stress_impact_gain
			stubborn = minor_stress_impact_gain
		}

		ai_chance = {
			base = 75
		}
	}

	option = { #Keep fighting
		name = martial_chivalry.2012.b

		duel = {
			skill = prowess
			target = scope:challenger
			10 = { #You win
				compare_modifier = {
					value = scope:duel_value
					multiplier = 1
					min = -9
				}
				desc = martial_chivalry.2010.a.success.tt
				trigger_event = martial_chivalry.2014
				show_as_tooltip = {
					add_martial_lifestyle_xp = medium_lifestyle_experience
					add_prestige = minor_prestige_gain
					add_character_modifier = {
						modifier = won_practice_duel
						years = 5
					}
				}
			}
			20 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -1
					min = -19
				}
				desc = martial_chivalry.2010.a.failure2.tt
				trigger_event = martial_chivalry.2015
				show_as_tooltip = {
					increase_wounds_effect = { REASON = training_accident }
					add_prestige = medium_prestige_loss
				}
			}
		}

		stress_impact = {
			craven = medium_stress_impact_gain
		}

		ai_chance = {
			base = 25
		}
	}
}

#The challenger gains the upper hand in the practice duel and they're being an ass about it!
martial_chivalry.2013 = {
	type = character_event
	title = martial_chivalry.2013.t
	desc = {
		desc = martial_chivalry.2011.start.desc
		desc = martial_chivalry.2013.end.desc
	}
	theme = martial_chivalry_focus
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = root
		animation = wrestling_yield_start
	}
	right_portrait = {
		character = scope:challenger
		scripted_animation = duel_celebrate
	}

	option = {
		name = martial_chivalry.2013.a

		increase_wounds_effect = { REASON = training_accident }
		add_prestige = medium_prestige_loss
		add_opinion = {
			target = scope:challenger
			modifier = dishonorable_duelist
		}
	}
}

#You won the duel, what a miracle!
martial_chivalry.2014 = {
	type = character_event
	title = martial_chivalry.2014.t
	desc = martial_chivalry.2014.desc
	theme = martial_chivalry_focus
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = root
		scripted_animation = duel_celebrate
	}
	right_portrait = {
		character = scope:challenger
		animation = wrestling_yield_start
	}

	option = {
		name = martial_chivalry.2014.a

		add_martial_lifestyle_xp = medium_lifestyle_experience
		add_prestige = minor_prestige_gain
		add_character_modifier = {
			modifier = won_practice_duel
			years = 5
		}

	}
}

#You make a fool of yourself...
martial_chivalry.2015 = {
	type = character_event
	title = martial_chivalry.2015.t
	desc = martial_chivalry.2015.desc
	theme = martial_chivalry_focus
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = root
		animation = pain
	}
	right_portrait = {
		character = scope:challenger
		scripted_animation = duel_celebrate
	}

	option = {
		name = martial_chivalry.2015.a

		increase_wounds_effect = { REASON = training_accident }
		add_prestige = medium_prestige_loss
	}
}


################################################################
# "A Bard For A King" By Hugo Cortell
# Originally an FP2 event, but reworked into martial lifestyle
# 5000 - 5000
################################################################
martial_chivalry.5100 = {
	type = character_event
	title = fp2_struggle.2023.t
	desc = fp2_struggle.2023.desc
	theme = martial_chivalry_focus # prev. friendly
	override_background = { reference = army_camp }
	left_portrait = {
		character = root
		animation = personality_cynical
	}
	right_portrait = {
		character = scope:fp2_2023_enemy_knight
		animation = ecstasy
	}
	lower_right_portrait = scope:fp2_2023_foreign_king

	trigger = {
		has_fp2_dlc_trigger = yes # Part of FP2 DLC
		any_neighboring_top_liege_realm_owner = {
			this != ROOT
			any_knight = {
				is_available_ai_adult = yes
				is_landed = no
			}
		}
	}

	immediate = {
		add_character_flag = single_combat_duel_armor # Visuals
		random_neighboring_top_liege_realm_owner = {
			limit = {
				this != ROOT
				any_knight = {
					is_available_ai_adult = yes
					is_landed = no
				}
			}
			save_scope_as = fp2_2023_foreign_king
			random_knight = {
				limit = {
					is_available_ai_adult = yes
					is_landed = no
				}
				save_scope_as = fp2_2023_enemy_knight
			}
		}
	}

	option = { # Fool! Do you know who you are speaking to?
		name = fp2_struggle.2023.a.a
		flavor = fp2_struggle.2023.a.desc

		send_interface_toast = {
			type = event_toast_effect_good
			title = fp2_struggle.2023.a.a
			left_icon = root
			right_icon = scope:fp2_2023_enemy_knight

			reverse_add_opinion = {
				target = scope:fp2_2023_enemy_knight
				modifier = refusal_opinion
				opinion = -30
			}
			add_prestige = minor_prestige_gain
			add_dread = minor_dread_gain
		}

		remove_character_flag = single_combat_duel_armor
	}

	option = { # I will write mocking poetry against your liege
		name = fp2_struggle.2023.b
		flavor = fp2_struggle.2023.b.desc

		duel = {
			skill = learning
			value = scope:fp2_2023_enemy_knight.learning

			10 = { # Failure Outcome
				compare_modifier = {
					value = scope:duel_value
					multiplier = -1.5
				}
				modifier = {
					add = 20
					has_trait = lifestyle_poet
				}

				send_interface_toast = {
					type = event_toast_effect_bad
					title = fp2_struggle.2023.b.b
					left_icon = root

					add_dread = medium_dread_loss
					remove_short_term_gold = minor_gold_value
				}
			}
			10 = { # Success Outcome
				compare_modifier = {
					value = scope:duel_value
					multiplier = 1.5
				}
				modifier = {
					add = 20
					has_trait = lifestyle_poet
				}

				send_interface_toast = {
					type = event_toast_effect_good
					title = fp2_struggle.2023.b.a
					left_icon = root

					add_prestige = minor_prestige_gain
					scope:fp2_2023_foreign_king = {
						add_prestige = minor_prestige_loss
						add_dread = minor_dread_loss
					}
				}
			}
		}

		remove_character_flag = single_combat_duel_armor
	}

	option = { # Fight me! (mandatory stabbing option)
		name = fp2_struggle.2023.c
		flavor = fp2_struggle.2023.c.desc

		custom_tooltip = engage_in_single_combat # removed start_bout_interaction due to it involving board games too
		custom_tooltip = fp2_struggle.2023.c.exptooltip
		root = { save_scope_as = fp2_2023_root_in_duel }
		configure_start_single_combat_effect = {
			SC_INITIATOR = root
			SC_ATTACKER = scope:fp2_2023_enemy_knight
			SC_DEFENDER = root
			FATALITY = no
			FIXED = no
			LOCALE = army_camp
			OUTPUT_EVENT = martial_chivalry.5101
			INVALIDATION_EVENT = martial_chivalry.5101
		}
	}

	option = { # Drink up!
		name = fp2_struggle.2023.d

		if = { # If the player's faith forbids drinking, notify the player to ensure they are not confused about why the cost is there
			limit = { religion = religion:islam_religion }
			custom_tooltip = action_considered_haram_warning
			add_piety = medium_piety_loss
		}

		duel = {
			skill = prowess
			value = scope:fp2_2023_enemy_knight.prowess

			10 = { # Failure Outcome
				compare_modifier = {
					value = scope:duel_value
					multiplier = -1.5
				}
				modifier = {
					add = -35
					scope:fp2_2023_enemy_knight = { has_trait = drunkard }
				}
				modifier = {
					add = -15
					scope:fp2_2023_enemy_knight = { has_trait = gregarious }
				}
				modifier = {
					add = -10
					scope:fp2_2023_enemy_knight = { has_trait = gluttonous }
				}

				send_interface_toast = {
					type = event_toast_effect_bad
					title = fp2_struggle.2023.d.a
					left_icon = root

					add_prestige = medium_prestige_loss
					remove_short_term_gold = minor_gold_value
					hidden_effect = {
						if = {
							limit = {
								has_any_nickname = no
								has_trait = drunkard
							}
							random = {
								chance = 45
								give_nickname  = nick_the_drunkard # A drunk who cannot hold their ale will be made mockery of, good sire!
							}
						}
					}
				}
			}
			10 = { # Success Outcome
				compare_modifier = {
					value = scope:duel_value
					multiplier = 1.5
				}
				modifier = {
					add = 35
					has_trait = drunkard
				}
				modifier = {
					add = 15
					has_trait = gregarious
				}
				modifier = {
					add = 10
					has_trait = gluttonous
				}

				send_interface_toast = {
					type = event_toast_effect_good
					title = fp2_struggle.2023.d.b
					left_icon = root

					reverse_add_opinion = {
						target = scope:fp2_2023_enemy_knight
						modifier = respect_opinion
						opinion = 30
					}
					add_prestige = medium_prestige_gain
				}
			}
		}

		remove_character_flag = single_combat_duel_armor
	}

	after = { add_martial_lifestyle_xp = minor_lifestyle_experience } # Removed remove_character_flag = single_combat_duel_armor due to issues with duel
}

martial_chivalry.5101 = {
	hidden = yes
	immediate = {
		if = {
			limit = { scope:sc_victor = root }
			send_interface_toast = {
				type = event_toast_effect_good
				title = fp2_struggle.2023.c.a
				right_icon = root

				add_prestige = medium_prestige_gain
				hidden_effect = { add_martial_lifestyle_xp = minor_lifestyle_experience } # We are adding an extra [minor] EXP, but already gave [minor] in the after
				show_as_tooltip = {
					add_martial_lifestyle_xp = { # So, to make the numbers add up on the UI, we show a [minor] + the extra [minor], even though we only add one [minor] here
						value = minor_lifestyle_experience
						add = minor_lifestyle_experience
					}
				}
			}
		}
		else = {
			send_interface_toast = {
				type = event_toast_effect_bad
				title = fp2_struggle.2023.c.b
				right_icon = root

				add_prestige = minor_prestige_loss
				remove_short_term_gold = minor_gold_value
				show_as_tooltip = { add_martial_lifestyle_xp = minor_lifestyle_experience } # Showing the one you gained before in the after
			}
		}
		
		remove_character_flag = single_combat_duel_armor
	}
}


##################################################
# Poor Commander
# by Sean Hughes
# 3000-3005
##################################################

scripted_trigger martial_chivalry_3000_is_valid_commander_trigger = {
	can_be_combatant_based_on_gender_trigger = {ARMY_OWNER = root}
	is_available_healthy_adult = yes
	is_landed = yes
	martial <= 9
	any_liege_or_above = {
		this = root
	}
}

martial_chivalry.3000 = {
	type = character_event
	title = martial_chivalry.3000.t
	desc = {
		desc = martial_chivalry.3000.desc #Standard introduction text for all characters
		first_valid = {
				triggered_desc = { #Conclusion flavor text for Compassionate characters.
				trigger = { has_trait = compassionate }
				desc = martial_chivalry.3000.desc.compassionate
			}
			triggered_desc = { #Conclusion flavor text for Callous characters.
				trigger = { has_trait = callous }
				desc = martial_chivalry.3000.desc.callous
			}
			desc = martial_chivalry.3000.desc.fallback #Standard conclusion text for other characters.
		}
	}

	theme = martial_chivalry_focus
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = { has_trait = compassionate }
			animation = personality_compassionate
		}
		triggered_animation = {
			trigger = { has_trait = callous }
			animation = disgust
		}
		animation = disapproval
	}
	right_portrait = {
		character = scope:bad_commander
		animation = stress
	}

	trigger = {
		NOT = { has_character_flag = had_event_martial_chivalry_3000 } #Can only happen once every 5 years.
		OR = {
			any_vassal = {
				martial_chivalry_3000_is_valid_commander_trigger = yes
			}
			player_heir ?= {
				martial_chivalry_3000_is_valid_commander_trigger = yes
			}
			any_child = {
				martial_chivalry_3000_is_valid_commander_trigger = yes
			}
		}
	}

	weight_multiplier = {
		base = 1

		modifier = {
			add = 0.5
			player_heir ?= {
				martial_chivalry_3000_is_valid_commander_trigger = yes
			}
		}

		modifier = {
			add = 0.3
			any_vassal = {
				is_powerful_vassal_of = root
				martial_chivalry_3000_is_valid_commander_trigger = yes
			}
		}
		upweight_for_focus_modifier = { FOCUS = martial_chivalry_focus }
	}

	immediate = {
		add_character_flag = {
			flag = had_event_martial_chivalry_3000
			days = 1825
		}

		save_scope_as = my_liege

		every_child = {
			limit = {
				martial_chivalry_3000_is_valid_commander_trigger = yes
			}
			add_to_list = potential_important_people
		}
		every_heir = {
			limit = {
				martial_chivalry_3000_is_valid_commander_trigger = yes
			}
			add_to_list = potential_important_people
		}
		every_vassal = {
			limit = {
				martial_chivalry_3000_is_valid_commander_trigger = yes
			}
			add_to_list = potential_important_people
		}

		random_in_list = {
			list = potential_important_people

			weight = {
				#Because the event can only fire on bad commanders, we need to make sure the event prefers firing on characters the player actually cares about.
				base = 10
				modifier = {
					is_player_heir_of = root
					factor = 10
				}
				modifier = {
					is_child_of = root
					factor = 10
				}
				modifier = {
					is_powerful_vassal = yes
					factor = 5
				}
				compare_modifier = {
					value = highest_held_title_tier
					multiplier = 2
				}

				#Even if the commander is bad, it would be nice if they weren't completely terrible.
				compare_modifier = {
					value = martial
					multiplier = 5
				}
			}
			save_scope_as = bad_commander
		}
	}



	#Give advice(wanted or not) to the poor commander.
	option = {
		name = martial_chivalry.3000.b

		add_martial_lifestyle_xp = medium_lifestyle_experience

		#This list is purely to create an informational tooltip for the player; all the actual effects happen in the follow-up events.
		random_list = {
			desc = martial_chivalry.3000.b.attempt
			1 = {
				desc = martial_chivalry.3000.b.tt.s
				show_chance = no
				show_as_tooltip = {
					scope:bad_commander = {
						if = {
							limit = {martial <= 4}
							add_martial_skill = 3
						}
						else_if = {
							limit = {martial <= 7}
							add_martial_skill = 2
						}
						else = {
							add_martial_skill = 1
						}
						add_opinion = {
							target = root
							modifier = grateful_opinion
							opinion = 20
						}
					}
				}
			}
			1 = {
				desc = martial_chivalry.3000.b.tt.f
				show_chance = no
				show_as_tooltip = {
					scope:bad_commander = {
						add_opinion = {
							target = root
								modifier = angry_opinion
								opinion = -10
						}
					}
				}
			}
		}

		#Commander responds to advice given.
		scope:bad_commander = {
			trigger_event = { id = martial_chivalry.3002 days = 3 }
		}

		stress_impact = {
				shy = medium_stress_impact_gain
				wrathful = medium_stress_impact_gain
				humble = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_rationality = 1
				ai_boldness = 0.5
			}
		}
	}

	#Ignore the poor commander's mediocrity, befriend him instead.
	option = {
		name = martial_chivalry.3000.c

		show_as_tooltip = {
			progress_towards_friend_effect = {
				CHARACTER = scope:bad_commander
				OPINION = 20
				REASON = friend_encouraged_growth
			}
		}

		scope:bad_commander = {
			hidden_effect = { root = { save_scope_as = my_liege } }
			trigger_event = { id = martial_chivalry.3005 days = 3 }
		}

		stress_impact = {
				shy = medium_stress_impact_gain
				wrathful = medium_stress_impact_gain
				impatient = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_vengefulness = -1
				ai_compassion = 1
			}
		}
	}

	#Berate the poor commander for his failure.
	option = {
		name = martial_chivalry.3000.a

		add_dread = minor_dread_gain

		#Only add opinion of other character if we are an AI(As player opinion has no effect).
		if = {
			limit = {
				is_ai = yes
			}
			add_opinion = {
				target = scope:bad_commander
				modifier = disappointed_opinion
				opinion = -20
			}
		}
		reverse_add_opinion = {
			target = scope:bad_commander
			modifier = angry_opinion
			opinion = -20
		}

		scope:bad_commander = {
			show_as_tooltip = {
				add_prestige = medium_prestige_loss
			}

			trigger_event = { id = martial_chivalry.3001 days = 3 }
		}

		stress_impact = {
				forgiving = medium_stress_impact_gain
				compassionate = medium_stress_impact_gain
				calm = minor_stress_impact_gain
				shy = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_vengefulness = 1
				ai_compassion = -1
			}
		}
	}
}

#Bad commander responds to being berrated.
martial_chivalry.3001 = {
	type = character_event
	title = martial_chivalry.3001.t
	desc = {
		desc = martial_chivalry.3000.response.desc
		desc = martial_chivalry.3001.desc
	}
	theme = martial_chivalry_focus
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = root
		animation = shame
	}
	right_portrait = {
		character = scope:my_liege
		animation = anger
	}

	immediate = {
		show_as_tooltip = {
			#Only add opinion of other character if we are an AI(As player opinion has no effect).
			scope:my_liege = {
				if = {
					limit = {
						is_ai = yes
					}
					add_opinion = {
						target = root
						modifier = disappointed_opinion
						opinion = -20
					}
				}
			}

			if = {
				limit = {
					is_ai = yes
				}
				add_opinion = {
					target = scope:my_liege
					modifier = angry_opinion
					opinion = -20
				}
			}

		}
		#Prestige loss always happens(your liege watched you fail).
		add_prestige = medium_prestige_loss
	}

	#Punish own troops for Dread.
	option = {
		name = martial_chivalry.3001.a
		add_dread = minor_dread_gain

		stress_impact = {
				compassionate = medium_stress_impact_gain
				forgiving = medium_stress_impact_gain
				patient = medium_stress_impact_gain
				just = medium_stress_impact_gain
				ambitious = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_vengefulness = 100
				ai_compassion = -100
				ai_honor = -100
			}
		}
	}

	#Use failure as reason to work harder.
	option = {
		name = martial_chivalry.3001.b
		add_character_modifier = {
			modifier = warfare_motivated_instructor_modifier
			days = 365
		}

		stress_impact = {
				arrogant = medium_stress_impact_gain
				lazy = medium_stress_impact_gain
				content = medium_stress_impact_gain
				wrathful = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = 100
				ai_boldness = 100
				ai_greed = 100
				ai_honor = 200
			}
		}
	}

	#Accept that you are just a bad commander.
	option = {
		name = martial_chivalry.3001.c

		stress_impact = {
			base = minor_stress_impact_gain
			arrogant = medium_stress_impact_gain
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = -100
				ai_boldness = -100
			}
		}
	}
}

#Bad commander responds to advice given.
martial_chivalry.3002 = {
	type = character_event
	title = martial_chivalry.3002.t
	desc = {
		desc = martial_chivalry.3000.response.desc
		desc = martial_chivalry.3002.desc
	}
	theme = martial_chivalry_focus
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = root
		animation = interested_left
	}
	right_portrait = {
		character = scope:my_liege
		animation = debating
	}

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

	#Accept advice gratefully.
	option = {
		name = martial_chivalry.3002.a
		if = {
			limit = { martial <= 4 }
			add_martial_skill = 3
			save_scope_value_as = {
				name = martial_increase
				value = 3
			}
		}
		else_if = {
			limit = { martial <= 7 }
			add_martial_skill = 2
			save_scope_value_as = {
				name = martial_increase
				value = 2
			}
		}
		else = {
			add_martial_skill = 1
			save_scope_value_as = {
				name = martial_increase
				value = 1
			}
		}

		#Only add opinion of other character if we are an AI(As player opinion has no effect).
		if = {
			limit = {
				is_ai = yes
			}
			add_opinion = {
				target = scope:my_liege
				modifier = grateful_opinion
				opinion = low_positive_opinion
			}
		}
		reverse_add_opinion = {
			target = scope:my_liege
			modifier = pleased_opinion
			opinion = low_positive_opinion
		}

		scope:my_liege = {
			trigger_event = { id = martial_chivalry.3003 days = 1 }
		}

		stress_impact = {
			arrogant = medium_stress_impact_gain
			stubborn = medium_stress_impact_gain
			vengeful = medium_stress_impact_gain
			lazy = medium_stress_impact_gain
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 100
				ai_rationality = 200
				ai_vengefulness = -100
				ai_energy = 100
			}
		}
	}

	#Rudly reject advice!
	option = {
		name = martial_chivalry.3002.b
		add_dread = minor_dread_gain

		#Only add opinion of other character if we are an AI(As player opinion has no effect).
		if = {
			limit = {
				is_ai = yes
			}
			add_opinion = {
				target = scope:my_liege
				modifier = angry_opinion
				opinion = -10
			}
		}
		reverse_add_opinion = {
			target = scope:my_liege
			modifier = disappointed_opinion
			opinion = -10
		}

		scope:my_liege = {
			trigger_event = { id = martial_chivalry.3004 days = 1 }
		}

		stress_impact = {
			eccentric = medium_stress_impact_loss
			diligent = medium_stress_impact_gain
			ambitious = medium_stress_impact_gain
			humble = medium_stress_impact_gain
			compassionate = medium_stress_impact_gain
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_rationality = -200
				ai_vengefulness = 200
				ai_energy = -100
			}
		}
	}
}

#Original character hears about the bad commander accepting his advice.
martial_chivalry.3003 = {
	type = character_event
	title = martial_chivalry.3003.t
	desc = {
		desc = martial_chivalry.3003.desc.1
		desc = martial_chivalry.3003.desc.2
	}
	theme = martial_chivalry_focus
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = root
		animation = personality_compassionate
	}
	right_portrait = {
		character = scope:bad_commander
		animation = personality_bold
	}

	immediate = {
		show_as_tooltip = {
			scope:bad_commander = {
				if = {
					limit = {
						scope:martial_increase = 3
					}
					add_martial_skill = 3
				}
				else_if = {
					limit = {
						scope:martial_increase = 2
					}
					add_martial_skill = 2
				}
				else = {
					add_martial_skill = 1
				}
			}
			reverse_add_opinion = {
				target = scope:bad_commander
				modifier = pleased_opinion
				opinion = 20
			}
		}
	}

	option = {
		name = martial_chivalry.3003.a
	}
}

#Original character hears about the bad commander rejecting his advice.
martial_chivalry.3004 = {
	type = character_event
	title = martial_chivalry.3004.t
	desc = martial_chivalry.3004.desc
	theme = martial_chivalry_focus
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = root
		animation = disappointed
	}
	right_portrait = {
		character = scope:bad_commander
		animation = anger
	}

	immediate = {
		show_as_tooltip = {
			#Only add opinion of other character if we are an AI(As player opinion has no effect).
			if = {
				limit = {
					is_ai = yes
				}
				add_opinion = {
					target = scope:bad_commander
					modifier = angry_opinion
					opinion = -10
				}
			}
			reverse_add_opinion = {
				target = scope:bad_commander
				modifier = angry_opinion
				opinion = -10
			}
		}
	}

	option = {
		name = martial_chivalry.3004.a
	}
}

#Bad commander hears about how nice his liege was to ignore his failure.
martial_chivalry.3005 = {
	type = character_event
	title = martial_chivalry.3005.t
	desc = {
		desc = martial_chivalry.3000.response.desc
		desc = martial_chivalry.3005.desc
	}
	theme = martial_chivalry_focus
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = root
		animation = admiration
	}
	right_portrait = {
		character = scope:my_liege
		animation = personality_compassionate
	}

	immediate = {
		progress_towards_friend_effect = {
			CHARACTER = scope:my_liege
			OPINION = 20
			REASON = friend_encouraged_growth
		}
	}

	option = {
		name = martial_chivalry.3005.a

		add_opinion = {
			target = scope:my_liege
			modifier = friendliness_opinion
			opinion = 20
		}
		add_stress = minor_stress_loss
	}
}

##################################################
# A Ride At Midnight
# by Jason Cantalini
##################################################

scripted_trigger martial_chivalry_4000_raiding_neighbor_trigger = {
		highest_held_title_tier >= tier_county
		can_raid_trigger = yes
		is_ai = yes
		NOR = {
			this = root
			target_is_liege_or_above = root
			target_is_vassal_or_below = root
			is_allied_to = root
		}
}

martial_chivalry.4000 = {
	type = character_event
	title = martial_chivalry.4000.t
	desc = {
		desc = martial_chivalry.4000.desc
		# ROOT personality affects the last little bit of the desc
		triggered_desc = {
			trigger = {
				root = {
					OR = {
						has_trait = lazy
						has_trait = craven
						has_trait = hashishiyah
						has_trait = calm
					}
				}	
			}
			desc = martial_chivalry.4000.sleepy
		}
		triggered_desc = {
			trigger = {
				root = {
					NOR = {
						has_trait = lazy
						has_trait = craven
						has_trait = hashishiyah
						has_trait = calm
					}
				}
			}
			desc = martial_chivalry.4000.angry
		}
	}
	theme = martial_chivalry_focus
	left_portrait = {
		character = root
		animation = anger
	}
	lower_right_portrait = {
		character = scope:raiders
	}
	cooldown = {
		years = 5
	}

	trigger = {
		has_focus = martial_chivalry_focus
		NOT = { has_character_flag = is_in_martial_special_event }
		is_available_healthy_adult = yes
		is_landed = yes
		highest_held_title_tier <= tier_duchy
		highest_held_title_tier > tier_barony
		any_knight = {
			is_available_ai_adult = yes
		}
		#All the riding doesn't feel appropriate for a lot of Scandinavia
		NOT = { 
			capital_province = {
				geographical_region = ghw_region_scandinavia
			}
		}	
		trigger_if = {
			limit = { top_liege != this }
			any_neighboring_realm_same_rank_owner = {
				martial_chivalry_4000_raiding_neighbor_trigger = yes
			}
		}
		trigger_else = {
			any_neighboring_top_liege_realm_owner = {
				martial_chivalry_4000_raiding_neighbor_trigger = yes
			}
		}
	}

	immediate = {
		play_music_cue = "mx_cue_combat_2"
		# Who are you riding out with?
		root = { add_to_list = your_warriors }
		every_knight = {
			limit = {
				is_available_ai_adult = yes
			}
			add_to_list = your_warriors
		}
		# Grab a suitable neighbour
		if = {
			limit = {
				top_liege != this
				any_neighboring_realm_same_rank_owner = { 
					martial_chivalry_4000_raiding_neighbor_trigger = yes
				}
			}
			random_neighboring_realm_same_rank_owner = {
				limit = {
					martial_chivalry_4000_raiding_neighbor_trigger = yes
				}
				save_scope_as = raiders
			}
		}
		else = {
			random_neighboring_top_liege_realm_owner = {
				limit = {
					martial_chivalry_4000_raiding_neighbor_trigger = yes
				}
				save_scope_as = raiders
			}
		}
	}

	option = {
		name = martial_chivalry.4000.a
		flavor = martial_chivalry_special.4000.a.tt
		# Martial challenge as you try to outmaneuvre the thieves
		duel = {
			skill = martial
			value = average_skill_rating
			# You get them to flee
			60 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3
				}
				desc = martial_chivalry_special.4000.a.tt_success
				send_interface_toast = {
					title = martial_chivalry_special.4000.a.tt_success
					left_icon = root
					add_martial_lifestyle_xp = medium_lifestyle_experience
					add_prestige = minor_prestige_gain
				}
			}
			# You and your knights are beaten
			40 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3
				}
				desc = martial_chivalry_special.4000.a.tt_failure
				hidden_effect = {
					random_in_list = {
						list = your_warriors
						weight = {
							base = 1
							modifier = {
								add = {
									value = prowess
									multiply = -2
								}
							}
						}
						increase_wounds_no_death_effect = { REASON = fight }
						save_scope_as = wounded
					}
				}
				send_interface_toast = {	
					title = martial_chivalry_special.4000.a.tt_failure
					left_icon = root
					custom_tooltip = martial_chivalry_special.4000.a.tt_failure_2
					add_prestige = medium_prestige_loss
					capital_county = {
						change_county_control = medium_county_control_loss
					}
					stress_impact = {
						arrogant = medium_stress_impact_gain
						vengeful = minor_stress_impact_gain
					}
				}
				hidden_effect = {
					scope:raiders = {
						add_gold = minor_gold_value
						add_prestige = minor_prestige_gain
					}
				}
			}
		}
		stress_impact = {
			lazy = major_stress_impact_gain
			craven = medium_stress_impact_gain
			impatient = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_boldness = 0.50
				ai_energy = 0.50
				ai_rationality = 0.25
			}
			compare_modifier = {
				target = root
				value = martial
				multiplier = 1.5
			}
			modifier = {
				has_trait = impatient
				add = -75
			}
			modifier = {
				has_trait = lazy
				add = -50
			}
			modifier = {
				has_trait = craven
				add = -50
			}
		}
	}
	option = {
		name = martial_chivalry.4000.b
		flavor = martial_chivalry_special.4000.b.tt
		# Prowess challenge as you attack the thieves' leader
		duel = {
			skill = prowess
			value = average_skill_rating
			# You slay the insolent boy!
			60 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.1
				}
				desc = martial_chivalry_special.4000.b.tt_success
				send_interface_toast = {
					title = martial_chivalry_special.4000.b.tt_success
					left_icon = root
					add_martial_lifestyle_xp = medium_lifestyle_experience
					add_prestige = medium_prestige_gain
					add_dread = medium_dread_gain
					scope:raiders = {
						add_opinion = {
							modifier = angry_opinion
							target = root
							opinion = -15
						}
					}
					if = {
						limit = {
							can_set_relation_potential_rival_trigger = { CHARACTER = scope:raiders }
						}
						set_relation_potential_rival = scope:raiders
					}
					create_character_memory = {
						type = slew_rustlers
						participants = {
							sent_rustlers = scope:raiders
						}
					}
					stress_impact = {
						vengeful = minor_stress_impact_loss
					}
				}
			}
			# You were over-confident
			35 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.1
					min = -33
				}
				desc = martial_chivalry_special.4000.b.tt_failure
				send_interface_toast = {	
					title = martial_chivalry_special.4000.b.tt_failure
					left_icon = root
					increase_wounds_no_death_effect = { REASON = fight }
					add_prestige = medium_prestige_loss
					capital_county = {
						change_county_control = medium_county_control_loss
					}
					stress_impact = {
						arrogant = medium_stress_impact_gain
						vengeful = minor_stress_impact_gain
					}
				}
				hidden_effect = {
					scope:raiders = {
						add_gold = minor_gold_value
						add_prestige = minor_prestige_gain
					}
				}
			}
			# You get yourself beaten, trampled and humiliated
			5 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.1
					min = -3
				}
				desc = martial_chivalry_special.4000.b.tt_critical_failure
				add_internal_flag = dangerous
				send_interface_toast = {	
					title = martial_chivalry_special.4000.b.tt_critical_failure
					left_icon = root
					custom_tooltip = martial_chivalry_special.4000.b.tt_critical_failure_2
					add_prestige = major_prestige_loss
					capital_county = {
						change_county_control = medium_county_control_loss
					}
					hidden_effect = { maimed_in_battle_effect = yes }
					stress_impact = {
						arrogant = major_stress_impact_gain
						vengeful = medium_stress_impact_gain
					}
				}
				hidden_effect = {
					scope:raiders = {
						add_gold = minor_gold_value
						add_prestige = minor_prestige_gain
					}
				}
				create_character_memory = {
					type = humiliated_by_rustlers
					participants = {
						sent_rustlers = scope:raiders
					}
				}
			}
		}
		stress_impact = {
			irritable = minor_stress_impact_loss
			craven = massive_stress_impact_gain
			lazy = massive_stress_impact_gain
			forgiving = major_stress_impact_gain
			compassionate = major_stress_impact_gain
			patient = medium_stress_impact_gain
			humble = medium_stress_impact_gain
			calm = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_boldness = 1
				ai_vengefulness = 1
				ai_compassion = -0.75
				ai_energy = 0.75
			}
			modifier = {
				add = -100
				has_trait_rank = {
					trait = wounded
					rank >= 2
				}
			}
			modifier = {
				has_trait = craven
				add = -100
			}
			modifier = {
				has_trait = arrogant
				add = 25
			}
			modifier = {
				has_trait = irritable
				add = 25
			}
			modifier = {
				has_trait = lazy
				add = -100
			}
			compare_modifier = {
				target = root
				value = prowess
				multiplier = 1.5
			}
		}
	}
	option = {
		name = martial_chivalry.4000.c
		flavor = martial_chivalry_special.4000.c.tt
		capital_county = {
			add_county_modifier = {
				modifier = martial_chivalry_stolen_livestock_modifier
				years = 5
			}
		}
		add_prestige = minor_prestige_loss
		hidden_effect = {
			scope:raiders = {
				add_gold = tiny_gold_value
				add_prestige = minor_prestige_gain
			}
		}
		stress_impact = {
			lazy = minor_stress_impact_loss
			impatient = massive_stress_impact_gain
			wrathful = massive_stress_impact_gain
			vengeful = massive_stress_impact_gain
			diligent = major_stress_impact_gain
			brave = medium_stress_impact_gain
			stubborn = medium_stress_impact_gain
		}
		ai_chance = {
			base = 60
			ai_value_modifier = {
				ai_vengefulness = -1
				ai_energy = -1
				ai_boldness = -0.50
				ai_honor = -0.25
			}
			modifier = {
				has_trait = wrathful
				add = -75
			}
			modifier = {
				has_trait = diligent
				add = -50
			}
			modifier = {
				has_trait = brave
				add = -50
			}
			modifier = {
				has_trait = impatient
				add = -50
			}
		}
	}
}

##################################################
# Unfounded Rumors
# by Veronica Pazos
# 5000
##################################################

scripted_trigger martial_chivalry_5000_is_valid_spouse_trigger = {
	is_available_ai_adult = yes
	is_attracted_to_gender_of = root
	top_liege != this
	NOR = {
		has_trait = chaste
		has_trait = celibate
	}
	save_temporary_scope_as = spouse_trigger
	root = {
		is_attracted_to_gender_of = scope:spouse_trigger
	}
}

scripted_trigger martial_chivalry_5000_is_valid_liege_trigger = {
	is_available_ai_adult = yes
	is_landed = yes
	is_married = yes
	any_spouse = {
		martial_chivalry_5000_is_valid_spouse_trigger = yes
	}
}

martial_chivalry.5000 = {
	type = character_event
	title = martial_chivalry.5000.t
	desc = {
		desc = martial_chivalry.5000.intro #Standard introduction text for all characters
		first_valid = {
				triggered_desc = { #Flavor text for Lustful characters
				trigger = { has_trait = lustful }
				desc = martial_chivalry.5000.desc.lustful
			}
			triggered_desc = { #Flavor text for Honest/Chaste characters
				trigger = {
					OR = {
						has_trait = honest
						has_trait = chaste
						has_trait = celibate
					}
				}
				desc = martial_chivalry.5000.desc.honest_chaste
			}
			desc = martial_chivalry.5000.desc.fallback #Standard flavor text for other characters
		}
		desc = martial_chivalry.5000.desc.outro
	}

	theme = martial_chivalry_focus
	cooldown = { years = 5 }
	override_background = {
		reference = corridor_night
	}

	left_portrait = {
		character = root
		triggered_animation = {
			trigger = { has_trait = lustful }
			animation = happiness
		}
		animation = stress
	}

	right_portrait = {
		character = scope:spymaster
		animation = worry
	}
	lower_right_portrait = scope:spouse

	trigger = {
		NOT = { has_character_flag = had_event_martial_chivalry_5000 } #adjusts cooldown for this specific character
		is_available_healthy_adult = yes
		is_landed = yes
		has_lifestyle = martial_lifestyle
		top_liege != this #you actually have a lieges
		accepts_adultery_without_penalty_trigger = no
		liege = { #your liege and their spouse meet the conditions
			martial_chivalry_5000_is_valid_liege_trigger = yes
			any_spouse = {
				martial_chivalry_5000_is_valid_spouse_trigger = yes
			}
			any_powerful_vassal = { #at least one relevant vassal dislikes you a bit
				opinion = {
					target = root
					value <= -10
				}
			}
		}
	}

	weight_multiplier = {
		base = 1
		modifier = { #much more likely to happen if you go around trying to seduce people
			add = 1
			has_trait = lustful
		}
		modifier = { #more likely to happen if someone really dislikes you
			add = 0.5
			any_powerful_vassal = {
				opinion = {
					target = root
					value <= -20
				}
			}
		}
		modifier = { #more likely to happen if you have a competent spymaster that finds out about the rumors
			add = 0.3
			exists = cp:councillor_spymaster
			cp:councillor_spymaster = {
				NOT = { is_spouse_of = root }
				intrigue >= medium_skill_rating
			}
		}
		upweight_for_focus_modifier = { FOCUS = martial_chivalry_focus }
	}

	immediate = {
		add_character_flag = {
			flag = had_event_martial_chivalry_5000
			days = 3650
		}
		liege = {
			save_scope_as = my_liege
			random_spouse = {
				limit = {
					martial_chivalry_5000_is_valid_spouse_trigger = yes
				}
				save_scope_as = spouse
			}
			random_powerful_vassal = {
				limit = {
					opinion = {
						target = root
						value <= -10
					}
				}
				save_scope_as = rumor_spreader
			}
		}
		if = { #someone finds out about these rumors
			limit = {
				exists = cp:councillor_spymaster
				cp:councillor_spymaster = { this != scope:spouse }
			}
			cp:councillor_spymaster = { save_scope_as = spymaster }
		}
		else = {
			ordered_vassal = {
				limit = {
					this != scope:spouse
				}
				order_by = intrigue
				save_scope_as = spymaster
			}
		}
	}

	#Deny the rumors immediately
	option = {
		name = martial_chivalry.5000.a
		duel = {
			skill = intrigue
			target = scope:rumor_spreader
			50 = {
				desc = martial_chivalry.5000.a.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				add_martial_lifestyle_xp = medium_lifestyle_experience #you're being gallant
				reverse_add_opinion = {
					target = liege
					modifier = pleased_opinion
					opinion = 10
				}
			}
			50 = {
				desc = martial_chivalry.5000.a.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				add_prestige = medium_prestige_loss
				reverse_add_opinion = {
					target = liege
					modifier = suspicion_opinion
					opinion = -20
				}
			}
		}
		stress_impact = {
			base = medium_stress_impact_gain
			honest = medium_stress_impact_loss
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_boldness = 0.5
				ai_compassion = 1
			}
		}
	}

	#Ignore the rumors
	option = {
		name = martial_chivalry.5000.b
		add_prestige = minor_prestige_loss #your reputation is damaged
		stress_impact = {
			arrogant = medium_stress_impact_gain
			honest = medium_stress_impact_gain
			chaste = medium_stress_impact_gain
			celibate = medium_stress_impact_gain
		}

		ai_chance = {
			base = 80
			ai_value_modifier = {
				ai_compassion = 0.5
				ai_vengefulness = -0.5
				ai_honor = -1
			}
		}
	}

	#Go talk to your liege yourself
	option = {
		name = martial_chivalry.5000.c
		duel = {
			skills = { diplomacy intrigue }
			target = scope:my_liege
			50 = {
				desc = martial_chivalry.5000.a.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				reverse_add_opinion = {
					target = liege
					modifier = pleased_opinion
					opinion = 20
				}
				reverse_add_opinion = {
					target = scope:spouse
					modifier = grateful_opinion
					opinion = 10
				}
			}
			50 = {
				desc = martial_chivalry.5000.a.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				reverse_add_opinion = {
					target = liege
					modifier = suspicion_opinion
					opinion = -30
				}
			}
		}
		stress_impact = {
			base = minor_stress_impact_gain
			shy = major_stress_impact_gain
			craven = major_stress_impact_gain
		}

		ai_chance = {
			base = 80
			ai_value_modifier = {
				ai_boldness = 1
				ai_vengefulness = -0.5
			}
		}
	}

	#Use the rumors in your favor
	option = {
		name = martial_chivalry.5000.d
		trigger = {
			has_trait = lustful
		}
		flavor = martial_chivalry.5000.d.tt
		custom_tooltip = martial_chivalry.5000.d.tt.warning
		add_martial_lifestyle_xp = major_lifestyle_experience #you're being _extremely_ gallant (courtly love)
		every_scheme = { #you drop everything to pursue her
			limit = {
				OR = {
					scheme_type = befriend
					scheme_type = sway
					scheme_type = seduce
					scheme_type = courting
					scheme_type = elope
					scheme_type = murder
					scheme_type = abduct
					scheme_type = claim_throne
					scheme_type = fabricate_hook
					scheme_type = convert_to_witchcraft
				}
			}
			end_scheme = yes
		}
		start_scheme = {
			target_character = scope:spouse
			type = seduce
		}
		stress_impact = {
			honest = major_stress_impact_gain
			chaste = major_stress_impact_gain
			celibate = major_stress_impact_gain
		}
		ai_chance = {
			base = 200 #high weight since it only triggers if you have the lustful trait
			ai_value_modifier = {
				ai_vengefulness = 1
				ai_boldness = 1
				ai_compassion = -0.5
				ai_honor = -1
			}
		}
	}
}

##################################################
# The Church in the Woods
# by Veronica Pazos
# 6000-6003
##################################################

martial_chivalry.6000 = {
	type = character_event
	title = martial_chivalry.6000.t
	desc = martial_chivalry.6000.desc

	theme = martial_chivalry_focus
	cooldown = { years = 10 }
	override_background = {
		reference = terrain
	}
	left_portrait = {
		character = root
		animation = shock
	}

	trigger = {
		NOT = { has_character_flag = had_event_martial_chivalry_6000 }
		is_available_healthy_adult = yes
		OR = {
			AND = {
				has_government = landless_adventurer_government
				capital_province = {
					is_wooded_trigger = yes
				}
			}
			any_sub_realm_county = {
				any_county_province = {
					is_wooded_trigger = yes
				}
			}
		}
	}

	weight_multiplier = {
		base = 1
		upweight_for_focus_modifier = { FOCUS = martial_chivalry_focus }
	}

	immediate = {
		add_character_flag = had_event_martial_chivalry_6000 #we stop the event from happening to the same character
		if = {
			limit = {
				exists = cp:councillor_court_chaplain
			}
			cp:councillor_court_chaplain = {
				save_scope_as = bishop
			}
		}
		random_sub_realm_county = {
			limit = {
				any_county_province = {
					is_wooded_trigger = yes
				}
			}
			save_scope_as = church_county
			random_county_province = {
				limit = { is_wooded_trigger = yes }
				save_scope_as = church_province #necessary for cool custom loc
			}
		}
	}

	option = { #explore it
		name = martial_chivalry.6000.a
		custom_tooltip = martial_chivalry.6000.a.tt
		stress_impact = {
			craven = medium_stress_impact_gain
			lazy = minor_stress_impact_gain
		}
		hidden_effect = {
			random_list = {
				10 = { #you find a "monster"
					trigger_event = martial_chivalry.6001
					modifier = {
						factor = 0.3
						prowess >= high_skill_rating
					}
				}
				10 = { #you find an artifact
					trigger_event = martial_chivalry.6002
					modifier = {
						factor = 0.3
						OR = {
							has_trait = scholar
							has_trait = education_learning_3
							has_trait = education_learning_4
							has_trait = education_learning_5
						}
					}
				}
				5 = { #you find a fair maiden/lad
					trigger_event = martial_chivalry.6003
					modifier = {
						factor = 1
						OR = {
							has_focus = martial_chivalry_focus
							has_trait = gallant
						}
					}
				}
			}
		}
		ai_chance = {
			base = 50
			modifier = {
				factor = 0.5
				has_trait = brave
			}
			modifier = {
				factor = 0.5
				has_focus = martial_chivalry_focus
			}
		}
	}

	option = { #inform the bishop
		name = martial_chivalry.6000.b
		trigger = {
			exists = cp:councillor_court_chaplain
		}
		add_piety = minor_piety_gain
		scope:bishop = {
			add_opinion = {
				target = ROOT
				modifier = trust_opinion
				opinion = 20
			}
		}
		stress_impact = {
			brave = medium_stress_impact_gain
		}
		ai_chance = {
			base = 50
			modifier = {
				factor = 1.5
				has_trait = zealous
			}
		}
	}

	option = { #leave
		name = martial_chivalry.6000.c
		if = {
			limit = {
				is_landed = yes
			}
			scope:church_county = {
				add_county_modifier = {
					modifier = ignored_church_modifier
					years = 5
				}
			}
		}
		stress_impact = {
			craven = minor_stress_impact_loss
			brave = medium_stress_impact_gain
		}
		ai_chance = {
			base = 50
			modifier = {
				factor = 0.5
				has_trait = craven
			}
		}
	}
}

# You find a "monster"
martial_chivalry.6001 = {
	type = character_event
	title = martial_chivalry.6001.t
	desc = martial_chivalry.6001.desc

	theme = martial_chivalry_focus
	override_background = {
		reference = temple
	}
	left_portrait = {
		character = root
		animation = rage
	}

	immediate = {
		select_local_animal_effect = { TYPE = any } # Save scope to limit possible animals: any/big/small/dangerous/harmless/prowling
	}

	option = { #fight!
		name = martial_chivalry.6001.a
		duel = {
			skill = prowess
			value = medium_skill_rating
			60 = {
				desc = martial_chivalry.6001.a_success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				if = {
					limit = {
						NOT = { has_trait = forest_fighter }
						number_of_commander_traits < commander_trait_limit
					}
					send_interface_toast = {
						type = event_toast_effect_good
						title = martial_chivalry.6001.a_success_toast
						left_icon = root
						add_trait = forest_fighter
					}
				}
				else = {
					send_interface_toast = {
						type = event_toast_effect_good
						title = martial_chivalry.6001.a_success_toast
						left_icon = root
						add_martial_lifestyle_xp = major_lifestyle_experience
					}
				}
			}
			40 = {
				desc = martial_chivalry.6001.a_failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				send_interface_toast = {
					type = event_toast_effect_bad
					title = martial_chivalry.6001.a_failure_toast
					left_icon = root
					add_martial_lifestyle_xp = medium_lifestyle_experience
					increase_wounds_effect = { REASON = wild_animal }
				}
			}
		}
		stress_impact = {
			base = minor_stress_impact_gain
			brave = minor_stress_impact_loss
			lazy = medium_stress_impact_gain
			weak = medium_stress_impact_gain
			physique_bad_2 = medium_stress_impact_gain
			physique_bad_3 = major_stress_impact_gain
			craven = major_stress_impact_gain
		}
	}

	option = { #flee
		name = martial_chivalry.6001.b
		duel = {
			skill = intrigue
			value = low_skill_rating
			50 = {
				desc = martial_chivalry.6001.b_success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				modifier = {
					has_trait = athletic
					factor = 2
				}
				send_interface_toast = {
					type = event_toast_effect_good
					title = martial_chivalry.6001.b_success_toast
					left_icon = root
					add_martial_lifestyle_xp = medium_lifestyle_experience
				}
			}
			50 = {
				desc = martial_chivalry.6001.b_failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				send_interface_toast = {
					type = event_toast_effect_bad
					title = martial_chivalry.6001.b_failure_toast
					left_icon = root
					add_martial_lifestyle_xp = minor_lifestyle_experience
					increase_wounds_effect = { REASON = wild_animal }
				}
			}
		}
		stress_impact = {
			base = minor_stress_impact_gain
			brave = medium_stress_impact_gain
			clubfooted = medium_stress_impact_gain
			wheezing = medium_stress_impact_gain
		}
	}
}

# You find an artifact
martial_chivalry.6002 = {
	type = character_event
	title = martial_chivalry.6002.t
	desc = martial_chivalry.6002.desc

	theme = martial_chivalry_focus
	override_background = {
		reference = temple
	}
	left_portrait = {
		character = root
		animation = admiration
	}
	artifact = {
		target = scope:church_artifact_scope
		position = lower_center_portrait
	}

	immediate = {
		random_list = {
			50 = {
				if = {
					limit = { artifacts_use_indian_books_trigger = yes }
					create_artifact = {
						name = church_artifact_book
						description = church_artifact_book_desc
						type = journal
						visuals = indian_book
						modifier = artifact_prowess_1_modifier
						modifier = artifact_monthly_piety_gain_per_knight_add_3_modifier
						save_scope_as = church_artifact_scope
					}
				}
				else = {
					create_artifact = {
						name = church_artifact_book
						description = church_artifact_book_desc
						type = journal
						visuals = book
						modifier = artifact_prowess_1_modifier
						modifier = artifact_monthly_piety_gain_per_knight_add_3_modifier
						save_scope_as = church_artifact_scope
					}
				}
				set_variable = church_artifact_book_var
			}
			25 = {
				create_artifact = {
					name = church_artifact_sword
					description = church_artifact_sword_desc
					type = sword
					visuals = sword
					modifier = artifact_monthly_piety_gain_per_knight_add_1_modifier
					modifier = artifact_prowess_2_modifier
					save_scope_as = church_artifact_scope
				}
				set_variable = church_artifact_sword_var
			}
			25 = {
				create_artifact = {
					name = church_artifact_dagger
					description = church_artifact_dagger_desc
					type = dagger
					visuals = dagger
					modifier = artifact_monthly_piety_gain_per_knight_add_2_modifier
					modifier = artifact_intrigue_1_modifier
					save_scope_as = church_artifact_scope
				}
				set_variable = church_artifact_dagger_var
			}
		}
	}

	option = { #mine! mine!
		name = martial_chivalry.6002.a
		if = {
			limit = {
				OR = {
					has_variable = church_artifact_sword_var
					has_variable = church_artifact_dagger_var
				}
			}
			add_martial_lifestyle_xp = minor_lifestyle_experience
		}
		stress_impact = {
			generous = medium_stress_impact_gain
		}
	}

	option = { #study it
		name = martial_chivalry.6002.book
		custom_tooltip = martial_chivalry.6002.book_tt
		trigger = {
			has_variable = church_artifact_book_var
		}
		add_martial_lifestyle_xp = major_lifestyle_experience
		stress_impact = {
			dull = medium_stress_impact_gain
			intellect_bad_1 = medium_stress_impact_gain
			intellect_bad_2 = medium_stress_impact_gain
			intellect_bad_3 = major_stress_impact_gain
		}
	}

	option = { #give it to bishop
		name = martial_chivalry.6002.b
		trigger = {
			exists = scope:bishop
			scope:bishop = { can_equip_artifact = scope:church_artifact_scope }
		}
		scope:church_artifact_scope = {
			set_owner = scope:bishop
			equip_artifact_to_owner_replace = yes
		}
		add_piety = minor_piety_gain
		add_martial_lifestyle_xp = medium_lifestyle_experience
	}

	option = { #burn it!
		name = martial_chivalry.6002.c
		trigger = {
			faith = {
				has_doctrine = tenet_aniconism
			}
		}
		add_martial_lifestyle_xp = medium_lifestyle_experience
		add_piety = medium_piety_gain
	}

	after = {
		remove_variable = church_artifact_book_var
	}
}

# You find a fair maiden/lad
martial_chivalry.6003 = {
	type = character_event
	title = martial_chivalry.6003.t
	desc = {
		desc = martial_chivalry.6003.desc_intro
		first_valid = {
			triggered_desc = {
				trigger = {
					OR = {
						has_trait = disfigured
						has_trait = beauty_bad
					}
				}
				desc = martial_chivalry.6003.desc_ugly
			}
			triggered_desc = {
				trigger = {
					NOR = {
						has_trait = disfigured
						has_trait = beauty_bad
					}
				}
				desc = martial_chivalry.6003.desc_pretty
			}
		}
	}

	theme = martial_chivalry_focus
	override_background = {
		reference = temple
	}
	left_portrait = {
		character = root
		animation = admiration
	}

	immediate = {
		dummy_attracted_gender_effect = { TARGET = root }
	}

	option = { #help them
		name = martial_chivalry.6003.a
		duel = {
			skill = learning
			value = medium_skill_rating
			50 = {
				desc = martial_chivalry.6003.a_success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 2
				}
				modifier = {
					OR = {
						has_trait = forest_fighter
						has_trait = jungle_stalker
					}
					add = 500
				}
				modifier = {
					OR = {
						has_trait = physique_good
						has_trait = strong
					}
					add = 100
				}
				send_interface_toast = {
					type = event_toast_effect_good
					title = martial_chivalry.6003.a_success
					left_icon = root
					add_martial_lifestyle_xp = major_lifestyle_experience #so gallant!
				}
			}
			50 = {
				desc = martial_chivalry.6003.a_failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -2
				}
				send_interface_toast = {
					type = event_toast_effect_bad
					title = martial_chivalry.6003.a_failure
					left_icon = root
					increase_wounds_no_death_effect = { REASON = lost_in_the_forest }
					add_martial_lifestyle_xp = minor_lifestyle_experience #you tried
				}
			}
		}
		if = {
			limit = {
				OR = {
					has_trait = disfigured
					has_trait = beauty_bad
				}
			}
			stress_impact = {
				disfigured = medium_stress_impact_gain
				beauty_bad_3 = medium_stress_impact_gain
				beauty_bad_1 = minor_stress_impact_gain
				beauty_bad_2 = minor_stress_impact_gain
				arrogant = major_stress_impact_gain
			}
		}
	}

	option = { #ignore
		name = martial_chivalry.6003.b
		trigger = {
			NOR = {
				has_trait = zealous
				has_trait = lunatic
				has_trait = paranoid
				has_trait = disfigured
				has_trait = beauty_bad
			}
		}
		add_martial_lifestyle_xp = medium_lifestyle_experience
		stress_impact = {
			craven = minor_stress_impact_loss
			trusting = minor_stress_impact_gain
			gregarious = minor_stress_impact_gain
			compassionate = medium_stress_impact_gain
			brave = medium_stress_impact_gain
			gallant = major_stress_impact_gain
		}
	}

	option = { #a ghost!
		name = martial_chivalry.6003.c
		trigger = {
			OR = { #not adding the ugly traits because you will still think they're a ghost
				has_trait = zealous
				has_trait = intellect_bad
				has_trait = paranoid
			}
		}
		add_piety = medium_piety_gain
		stress_impact = {
			base = medium_stress_impact_gain
			brave = minor_stress_impact_gain
		}
	}

	option = { #they refuse your help
		name = martial_chivalry.6003.d
		flavor = martial_chivalry.6003.d_tt
		trigger = {
			OR = {
				has_trait = disfigured
				has_trait = beauty_bad
			}
		}
		add_martial_lifestyle_xp = medium_lifestyle_experience
		stress_impact = {
			base = medium_stress_impact_loss
		}
	}
}

############################
# CHIVALRY: SPECIAL EVENTS #
############################

namespace = martial_chivalry_special


###################################
# Mounted Warrior Practice Battle # by Petter Vilberg
###################################

#Watch your knights in mock battle before the stablemaster brings out the horses
martial_chivalry_special.1201 = {
	type = character_event
	title = martial_chivalry_special.1201.t
	desc = martial_chivalry_special.1201.desc

	theme = martial_chivalry_focus
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = root
		animation = interested
	}

	trigger = {
		OR = {
			has_focus = martial_chivalry_focus
			AND = {
				has_lifestyle = martial_lifestyle
				any_maa_regiment = {
					OR = {
						is_unit_type = light_cavalry
						is_unit_type = heavy_cavalry
					}
				}
			}
		}
		NOT = { has_character_flag = had_event_martial_chivalry_special_1201 }
		NOT = { has_character_flag = is_in_martial_special_event }
		any_knight = {
			is_available_adult = yes
		}
	}

	immediate = {
		add_character_flag = {
			flag = is_in_martial_special_event
			days = 200
		}
		add_character_flag = had_event_martial_chivalry_special_1201
		random_courtier = {
			limit = { martial > 9 }
			save_scope_as = soldier
		}
		random_knight = {
			limit = {
				is_available_adult = yes
			}

			weight = {
				base = 0
				compare_modifier = {
					value = martial
				}
				compare_modifier = {
					factor = martial
				}
			}
			save_scope_as = soldier
		}
	}

	option = { #Head out for a ride
		name = martial_chivalry_special.1201.a
		custom_tooltip = martial_lifestyle_perk_indication
		hidden_effect = {
			trigger_event = {
				id = martial_chivalry_special.1202
				days = { 1 5 }
			}
		}

		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_energy = 0.25
			}
		}
	}

	option = { #Run the quintain
		name = martial_chivalry_special.1201.b
		add_character_modifier = {
			modifier = mounted_warrior_practice_modifier
			days = 1825
		}
		remove_character_flag = is_in_martial_special_event
		ai_chance = {
			base = 50
			modifier = {
				add = -50
				has_trait_rank = {
					trait = wounded
					rank >= 1
				}
			}
		}
	}
}


#Planning a charge with your cavalry
martial_chivalry_special.1202 = {
	type = character_event
	title = martial_chivalry_special.1202.t
	desc = martial_chivalry_special.1202.desc

	theme = martial_chivalry_focus
	override_background = {
		reference = wilderness
	}
	left_portrait = {
		character = root
		animation = jockey_wave
		camera = camera_event_horse_left
	}
	right_portrait = {
		character = scope:soldier
		animation = jockey_idle
		camera = camera_event_horse_left
	}

	option = {
		name = martial_chivalry_special.1202.a
		hidden_effect = {
			trigger_event = martial_chivalry_special.1203
		}
		show_as_tooltip = {
			add_martial_lifestyle_perk_points = 1
		}
		ai_chance = {
			base = 50
		}
	}

	option = {
		name = martial_chivalry_special.1202.b
		duel = {
			skill = prowess
			value = medium_skill_rating
			20 = {
				desc = martial_chivalry_special.1202.b_success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 0.5
				}
				show_as_tooltip = {
					if = {
						limit = {
							NOT = { has_trait = aggressive_attacker }
							number_of_commander_traits < commander_trait_limit
						}
						add_trait = aggressive_attacker
					}
					else = {
						add_character_modifier = {
							modifier = cavalry_charge_exercise_modifier
							days = 3650
						}
					}
				}
				hidden_effect = {
					trigger_event = martial_chivalry_special.1204
				}
			}
			10 = {
				desc = martial_chivalry_special.1202.b_failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -0.5
				}
				send_interface_toast = {
					type = event_toast_effect_bad
					title = martial_chivalry_special.1202.b_failure
					left_icon = root
					increase_wounds_effect = { REASON = horse_riding_accident }
				}
			}
		}
		ai_chance = {
			base = 50
			modifier = {
				add = 25
				NOT = { has_trait = aggressive_attacker }
				number_of_commander_traits < commander_trait_limit
			}
		}
	}
}



#Deft maneuvering - you rank up
martial_chivalry_special.1203 = {
	type = character_event
	title = martial_chivalry_special.1203.t
	desc = martial_chivalry_special.1203.desc

	theme = martial_chivalry_focus
	override_background = {
		reference = wilderness
	}
	left_portrait = {
		character = root
		animation = jockey_gallop
		camera = camera_event_horse_left
	}

	immediate = {
		add_martial_lifestyle_perk_points = 1
	}

	option = {
		name = martial_chivalry_special.1203.a
	}

	after = {
		remove_character_flag = is_in_martial_special_event
	}
}


#Vicious charge - You improve your cavalry's attack ability
martial_chivalry_special.1204 = {
	type = character_event
	title = martial_chivalry_special.1204.t
	desc = martial_chivalry_special.1204.desc

	theme = martial_chivalry_focus
	override_background = {
		reference = wilderness
	}
	left_portrait = {
		character = root
		animation = jockey_gallop
		camera = camera_event_horse_left
	}

	immediate = {
		set_signature_weapon_effect = yes
		if = {
			limit = {
				NOT = { has_trait = aggressive_attacker }
				number_of_commander_traits < commander_trait_limit
			}
			add_trait = aggressive_attacker
		}
		else = {
			add_character_modifier = {
				modifier = cavalry_charge_exercise_modifier
				days = 3650
			}
		}
	}

	option = {
		name = martial_chivalry_special.1204.a
	}

	after = {
		remove_character_flag = is_in_martial_special_event
	}
}


#################################
# Train a warhorse, by Linnéa Thimrén
#################################
martial_chivalry_special.1601 = {
	type = character_event
	title = martial_chivalry_special.1601.t
	desc = martial_chivalry_special.1601.desc

	theme = martial_chivalry_focus
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = root
		animation = interested_left
	}

	trigger = {
		OR = {
			has_focus = martial_chivalry_focus
			domicile ?= {
				has_domicile_building = baggage_train_ample_steeds
			}
		}
		NOR = {
			has_character_flag = had_event_martial_chivalry_special_1601
			has_character_flag = had_warhorse_story
		}
	}

	immediate = {
		add_character_flag = {
			flag = is_in_martial_special_event
			days = 200
		}
		add_character_flag = had_event_martial_chivalry_special_1601
		random_dummy_gender_effect = yes #for horse gender
		if = {
			limit = {
				has_royal_court = yes
				employs_court_position = master_of_horse_court_position
				any_court_position_holder = {
					type = master_of_horse_court_position
					is_available_ai_adult = yes
				}
			}
			random_court_position_holder = {
				type = master_of_horse_court_position
				limit = { is_available_ai_adult = yes }
				save_scope_as = m_horse
			}
			save_scope_as = horse_owner	# in part of the chain, the Master of the horse will become root, so I need to find the same liege
		}
	}

	option = { #I'll do my best!
		name = martial_chivalry_special.1601.a
		custom_tooltip = martial_lifestyle_perk_indication
		custom_tooltip = martial_chivalry_special.1601.a.tt
		trigger_event = {
			id = martial_chivalry_special.1603
			days = { 7 10 }
		}
		ai_chance = {
			base = 100
		}
	}

	option = {	#Call the Master of Horse
		name = martial_chivalry_special.1601.d
		trigger = {
			exists = scope:m_horse
		}
		scope:m_horse = {
			trigger_event = {
				id = martial_chivalry_special.1603
			}
		}
		custom_tooltip = martial_chivalry_special.1601.d.tt
		ai_chance = {
			base = 100
		}
	}

	option = { #Opt out gold
		name = martial_chivalry_special.1601.b
		add_gold = medium_gold_value
		ai_chance = {
			base = 0
			ai_value_modifier = {
				ai_greed = 0.75
			}
		}
	}

	option = { #Opt out modifier
		name = martial_chivalry_special.1601.c
		trigger = {
			NOT = {
				exists = scope:m_horse
			}
		}

		add_character_modifier = {
			modifier = warfare_stablemaster_tamed_wild_horse_modifier
			years = 15
		}

		ai_chance = {
			base = 20
			ai_energy_target_modifier = { VALUE = -50 }
		}
	}
}




#How will you try to tame the horse?
martial_chivalry_special.1603 = {
	type = character_event
	title = martial_chivalry_special.1601.t
	desc = martial_chivalry_special.1603.desc

	theme = martial_chivalry_focus
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = root
		animation = personality_bold
	}

	option = { #Direct approach - prowess/boldness
		name = martial_chivalry_special.1603.a
		flavor = martial_chivalry_special.1603.a.tt

		hidden_effect = {
			random_list = {
				10 = {
					#"Guaranteed" success
					modifier = {
						OR = {
							prowess >= very_high_skill_rating
							has_trait = brave
						}
						add = 100
					}
					#Success increase
					modifier = {
						add = {
							value = prowess
							subtract = average_skill_rating
							multiply = 2 #10 at high skill
						}
					}
					modifier = {
						add = {
							value = ai_boldness
							divide = high_positive_ai_value
							multiply = 10 #10 at high positive value
						}
					}
					save_scope_value_as = {
						name = success
						value = yes
					}
				}
				5 = { }
			}
		}
		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_boldness = 0.75
			}
			compare_modifier = {
				target = root
				value = martial
				multiplier = 1.5
			}
		}
	}

	option = { #Get it to trust you - diplomacy/compassion
		name = martial_chivalry_special.1603.b
		flavor = martial_chivalry_special.1603.b.tt
		hidden_effect = {
			random_list = {
				10 = {
					#"Guaranteed" success
					modifier = {
						OR = {
							diplomacy >= very_high_skill_rating
							has_trait = compassionate
						}
						add = 100
					}
					#Success increase
					modifier = {
						add = {
							value = diplomacy
							subtract = average_skill_rating
							multiply = 2 #10 at high skill
						}
					}
					modifier = {
						add = {
							value = ai_compassion
							divide = high_positive_ai_value
							multiply = 10 #10 at high positive value
						}
					}
					save_scope_value_as = {
						name = success
						value = yes
					}
				}
				5 = { }
			}
		}
		ai_chance = {
			base = 50
			compare_modifier = {
				target = root
				value = diplomacy
				multiplier = 2
			}
			compare_modifier = {
				target = root
				value = intrigue
				multiplier = 1
			}
		}
	}

	option = { #Bribe it - intrigue/generosity
		name = martial_chivalry_special.1603.c
		flavor = martial_chivalry_special.1603.c.tt
		hidden_effect = {
			random_list = {
				10 = {
					#"Guaranteed" success
					modifier = {
						OR = {
							intrigue >= very_high_skill_rating
							has_trait = generous
						}
						add = 1000
					}
					#Success increase
					modifier = {
						add = {
							value = intrigue
							subtract = average_skill_rating
							multiply = 2 #10 at high skill
						}
					}
					modifier = {
						add = {
							value = ai_greed
							divide = high_negative_ai_value
							multiply = 10 #10 at high negative value
						}
					}
					save_scope_value_as = {
						name = success
						value = yes
					}
				}
				5 = { }
			}
		}
		ai_chance = {
			base = 50
			compare_modifier = {
				target = root
				value = stewardship
				multiplier = 2
			}
			compare_modifier = {
				target = root
				value = intrigue
				multiplier = 1
			}
		}
	}

	after = {
		trigger_event = {
			id = martial_chivalry_special.1604
			days = { 3 5 }
		}
	}
}

#How did it go? Opportunity to start the warhorse story if you did well!
martial_chivalry_special.1604 = {
	type = character_event
	title = martial_chivalry_special.1601.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					exists = scope:success
				}
				desc = martial_chivalry_special.1604.desc_success
			}
			desc = martial_chivalry_special.1604.desc_failure
		}
	}

	theme = martial_chivalry_focus
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = root
		trigger = { NOT = { exists = scope:success } }
		animation = shame
	}
	#it should be the left portrait again, but we can't have triggered cameras or 2 left portraits
	right_portrait = {
		character = root
		trigger = { exists = scope:success }
		animation = jockey_victory
		camera = camera_event_horse_left
	}

	option = {
		name = martial_chivalry_special.1604.a
		trigger = {
			exists = scope:success
			trigger_if = {
				limit = {
					exists = scope:m_horse
				}
				scope:m_horse != root
			}
		}

		start_warhorse_story_cycle_effect = yes
		random_owned_story = {
			type = story_cycle_martial_lifestyle_warhorse
			if = {
				limit = { scope:dummy_gender = { is_female = yes } }
				assign_horse_gender_effect = { GENDER = female }
			}
			else = {
				assign_horse_gender_effect = { GENDER = male }
			}
		}
		add_martial_lifestyle_perk_points = 1

		ai_chance = {
			base = 100
		}
	}

	option = {
		name = martial_chivalry_special.1604.a_2
		trigger = {
			exists = scope:success
			trigger_if = {
				limit = {
					exists = scope:m_horse
				}
				NOT = {
					scope:m_horse = {
						this = root
					}
				}
			}
		}

		add_character_modifier = {
			modifier = warfare_tamer_of_horses_modifier
			years = 10
		}

		add_martial_lifestyle_perk_points = 1

		ai_chance = {
			base = 0
		}
	}

	option = {
		name = martial_chivalry_special.1604.c
		trigger = {
			exists = scope:success
			exists = scope:m_horse
			scope:m_horse = {
				this = root
			}
		}
		ai_chance = {
			base = 100
		}
		scope:horse_owner = {
			random_owned_story = {
				type = story_cycle_martial_lifestyle_warhorse
				if = {
					limit = { scope:dummy_gender = { is_female = yes } }
					assign_horse_gender_effect = { GENDER = female }
				}
				else = {
					assign_horse_gender_effect = { GENDER = male }
				}
			}
			send_interface_message = {
				type = event_martial_text_good
				left_icon = root
				title = martial_chivalry_special.1604.t
				desc = martial_chivalry_special.1604.succcess
				start_warhorse_story_cycle_effect = yes
			}
		}
		add_martial_lifestyle_perk_points = 1
	}

	option = {
		name = martial_chivalry_special.1604.b
		trigger = {
			NOT = { exists = scope:success }
		}
		add_character_modifier = {
			modifier = warfare_almost_tamed_wild_horse_modifier
			years = 5
		}

		add_stress = minor_stress_gain

		if = {
			limit = {
				exists = scope:horse_owner
				exists = scope:m_horse
				scope:m_horse = {
					this = root
				}
			}
			scope:horse_owner = {
				send_interface_message = {
					type = event_martial_bad_with_text
					left_icon = root
					title = martial_chivalry_special.1604.t.2
					desc = martial_chivalry_special.1604.failure
				}
			}
		}

		ai_chance = {
			base = 100
		}
	}

	after = {
		if = {
			limit = {
				has_character_flag = is_in_martial_special_event
			}
			remove_character_flag = is_in_martial_special_event
		}
		if = {
			limit = {
				exists = scope:horse_owner
				scope:horse_owner = { has_character_flag = is_in_martial_special_event }
			}
			scope:horse_owner = { remove_character_flag = is_in_martial_special_event }
		}
	}
}
