namespace = DuelEngine
# New events by Galle
# Updated/extended by 'jordarkelf'
### Pre-Battlefield-Duel Events
# DuelEngine.500	Begin Battlefield Duel Chain
# DuelEngine.501	Defender: Fight or Run?
# DuelEngine.502	Attacker: Fight or Run? (Begin Duel)
# DuelEngine.503	Defender Runs
# DuelEngine.504	Attacker Runs
# DuelEngine.505	Someone flees mid-duel
### Post-Battlefield-Duel Events
# DuelEngine.510	(End Duel) Victor Killed Opponent
# DuelEngine.511	(End Duel) Victor Takes Opponent Hostage
# DuelEngine.512	Opponent Imprisoned

character_event = { # Battlefield Duel Start
    id = DuelEngine.500
    desc = "EVTDESC_DuelEngine_500"
    border = "GFX_event_normal_frame_war"
    picture = GFX_evt_battle
    
    is_triggered_only = yes
    #triggered by on_combat_pulse
	
 	
    
    weight_multiplier = { #on_action, multiplies with chance there
        days = 1
        modifier = {
            factor = 1.5
            trait = trained_warrior
        }
        modifier = {
            factor = 1.75
            trait = skilled_warrior
        }
        modifier = {
            factor = 2
            trait = master_warrior
        }
        modifier = {
            factor = 3
            trait = duelist
        }
        modifier = {
            factor = 1.5
            trait = brave
        }
        modifier = {
            factor = 0.5
            trait = craven
        }
		modifier = {
			factor = 0
			religion = jain
		}
        modifier = {
            factor = 5
            is_playable = yes #Want to give the player a little more fun
        }
		modifier = {
			factor = 5
			OR = {
				#Martial religions and cultures(glory in battle)				
				culture = irish
				culture = gallawa
				culture = scottish
				culture = pictish				
				culture_group = north_germanic				
				culture = maghreb_arabic
				culture = bedouin_arabic
				culture = alan				
				culture = pecheneg
				culture = bolghar
				culture = cuman
				culture = khazar
				culture = kurdish				
				religion = aztec				
				religion = celtic_pagan
				religion = german_pagan
				religion = norse_pagan
				religion = slavic_pagan
				religion = celtic_pagan_reformed
				religion = german_pagan_reformed
				religion = norse_pagan_reformed
				religion = slavic_pagan_reformed				
			}
		}
    }
   
    trigger = {        
        # Avoid crossing targets
		OR = {
			AND = {
				liege = { war = yes }
				war = no
			}
			AND = {
				war = yes
				liege = { 
					OR = {
						war = no 
						character = ROOT
					}	
				}	
			}
		}
		OR = {
			AND = {
				is_ruler = yes
				war = yes
				any_playable_ruler = {
					war_with = ROOT
					OR = {
						AND = {						
							in_battle = yes
							at_location = ROOT
							prisoner = no
							is_alive = yes		
							NOT = { character = ROOT }													
							NOT = { has_character_modifier = battlefield_fight }
						}
						any_realm_character = {				
							in_battle = yes
							at_location = ROOT
							prisoner = no
							is_alive = yes		
							NOT = { character = ROOT }							
							NOT = { has_character_modifier = battlefield_fight }
						}
					}	
				}
			}	
			AND = {
				war = no
				liege = {
					any_playable_ruler = {
						war_with = PREV
						OR = {
							AND = {						
								in_battle = yes
								at_location = ROOT
								prisoner = no
								is_alive = yes		
								NOT = { character = ROOT }														
								NOT = { has_character_modifier = battlefield_fight }
							}
							any_realm_character = {						
								in_battle = yes
								at_location = ROOT
								prisoner = no
								is_alive = yes		
								NOT = { character = ROOT }								
								NOT = { has_character_modifier = battlefield_fight }
							}
						}	
					}
				}
			}	
		}
    }    
    
   immediate = {
		add_character_modifier = {
			name = battlefield_fight
			duration = 20
		}
		# Target lock
		if = {
			limit = { 
				war = yes
				liege = { 
					OR = {
						war = no 
						character = ROOT
					}	
				}
			}
			random_playable_ruler = {
				limit = {
					war_with = ROOT
					OR = {
						AND = {						
							in_battle = yes
							at_location = ROOT
							prisoner = no
							is_alive = yes		
							NOT = { character = ROOT }													
							NOT = { has_character_modifier = battlefield_fight }
						}
						any_realm_character = {						
							in_battle = yes
							at_location = ROOT
							prisoner = no
							is_alive = yes		
							NOT = { character = ROOT }							
							NOT = { has_character_modifier = battlefield_fight }
						}
					}
				}
				if = {
					limit = {
						in_battle = yes
						at_location = ROOT
						prisoner = no
						is_alive = yes		
						NOT = { character = ROOT }												
						NOT = { has_character_modifier = battlefield_fight }
					}
					add_character_modifier = {
						name = battlefield_fight
						duration = 20
					}
					opinion = { who = ROOT modifier = opinion_battle_duel_target }
					reverse_opinion = { who = ROOT modifier = opinion_battle_duel_target }
				}
				if = {
					limit = { NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_battle_duel_target } } }
					random_realm_character = {
						limit = {
							in_battle = yes
							at_location = ROOT
							prisoner = no
							is_alive = yes		
							NOT = { character = ROOT }													
							NOT = { has_character_modifier = battlefield_fight }
						}
						add_character_modifier = {
							name = battlefield_fight
							duration = 20
						}
						opinion = { who = ROOT modifier = opinion_battle_duel_target }
						reverse_opinion = { who = ROOT modifier = opinion_battle_duel_target }
					}
				}	
			}
		}
		if = {
			limit = { 
				war = no
				liege = { war = yes }				
			}
			liege = {
				random_playable_ruler = {
					limit = {
						war_with = PREV
						OR = {
							AND = {						
								in_battle = yes
								at_location = ROOT
								prisoner = no
								is_alive = yes		
								NOT = { character = ROOT }														
								NOT = { has_character_modifier = battlefield_fight }
							}
							any_realm_character = {						
								in_battle = yes
								at_location = ROOT
								prisoner = no
								is_alive = yes		
								NOT = { character = ROOT }								
								NOT = { has_character_modifier = battlefield_fight }
							}
						}
					}
					if = {
						limit = {
							in_battle = yes
							at_location = ROOT
							prisoner = no
							is_alive = yes		
							NOT = { character = ROOT }													
							NOT = { has_character_modifier = battlefield_fight }
						}
						add_character_modifier = {
							name = battlefield_fight
							duration = 20
						}
						opinion = { who = ROOT modifier = opinion_battle_duel_target }
						reverse_opinion = { who = ROOT modifier = opinion_battle_duel_target }
					}
					if = {
						limit = { NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_battle_duel_target } } }
						random_realm_character = {
							limit = {
								in_battle = yes
								at_location = ROOT
								prisoner = no
								is_alive = yes		
								NOT = { character = ROOT }														
								NOT = { has_character_modifier = battlefield_fight }
							}
							add_character_modifier = {
								name = battlefield_fight
								duration = 20
							}
							opinion = { who = ROOT modifier = opinion_battle_duel_target }
							reverse_opinion = { who = ROOT modifier = opinion_battle_duel_target }
						}
					}	
				}
			}
		}
	}
    
    option = {
        name = "EVTOPTA_DuelEngine_500"
        if = {
			limit = { 
				war = yes
				liege = { 
					OR = {
						war = no 
						character = ROOT
					}	
				}				
			}
			random_playable_ruler = {
				limit = { 
					war_with = ROOT
					OR = {
						has_opinion_modifier = { who = ROOT modifier = opinion_battle_duel_target }	
						any_realm_character = { has_opinion_modifier = { who = ROOT modifier = opinion_battle_duel_target } }
					}	
				}
				if = {
					limit = { has_opinion_modifier = { who = ROOT modifier = opinion_battle_duel_target } }
					hidden_tooltip = { character_event = { id = DuelEngine.501 } }
				}
				random_realm_character = {
					limit = { has_opinion_modifier = { who = ROOT modifier = opinion_battle_duel_target } }
					hidden_tooltip = { character_event = { id = DuelEngine.501 } }
				}
			}
		}
		if = {
			limit = { 
				war = no
				liege = { war = yes }				
			}
			liege = {
				random_playable_ruler = {
					limit = { 
						war_with = PREV
						OR = {
							has_opinion_modifier = { who = ROOT modifier = opinion_battle_duel_target }	
							any_realm_character = { has_opinion_modifier = { who = ROOT modifier = opinion_battle_duel_target } }
						}	
					}
					if = {
						limit = { has_opinion_modifier = { who = ROOT modifier = opinion_battle_duel_target } }
						hidden_tooltip = { character_event = { id = DuelEngine.501 } }
					}
					random_realm_character = {
						limit = { has_opinion_modifier = { who = ROOT modifier = opinion_battle_duel_target } }
						hidden_tooltip = { character_event = { id = DuelEngine.501 } }
					}
				}
			}
		}
	}    
}

character_event = {
	id = DuelEngine.501
	desc = "EVTDESC_DuelEngine_501"
	picture = GFX_evt_battle
	border = "GFX_event_normal_frame_war"
	is_triggered_only = yes
	
	immediate = {		
		# Remove targeting information
		remove_opinion = { who = FROM modifier = opinion_battle_duel_target }
		reverse_remove_opinion = { who = FROM modifier = opinion_battle_duel_target }
	}
	
	option = {
		name = "EVTOPTA_DuelEngine_501"
		FROM = { character_event = { id = DuelEngine.502 tooltip = "EVTTOOLTIP_DuelEngine_502" } }
		ai_chance = {
			factor = 100
			modifier = {
				factor = 3
				trait = poor_warrior
			}
			modifier = {
				factor = 5
				trait = trained_warrior
			}
			modifier = {
				factor = 7
				trait = skilled_warrior
			}
			modifier = {
				factor = 9
				trait = master_warrior
			}
			modifier = {
				factor = 3
				trait = duelist
			}
			modifier = {
				factor = 10
				trait = brave
			}
			modifier = {
				factor = 5
				trait = proud
			}
			modifier = {
				factor = 1.5
				trait = wroth
			}
			modifier = {
				factor = 1.5
				trait = strong
			}
			modifier = {
				factor = 1.25
				trait = robust
			}
		}
	}
	
	option = {
		name = "EVTOPTB_DuelEngine_501"
		hidden_tooltip = { FROM = { character_event = { id = DuelEngine.503 } } }
		if = {
			limit = {
				FROM = {
					NOT = { trait = poor_warrior }
					NOT = { trait = trained_warrior }
					NOT = { trait = skilled_warrior }
					NOT = { trait = master_warrior }
				}
				NOT = { trait = craven }
			}
			random = {
				chance = 25
				add_trait = craven
			}
		}
		if = {
			limit = {
				FROM = {
					trait = poor_warrior
				}
				NOT = { trait = craven }
			}
			random = {
				chance = 20
				add_trait = craven
			}
		}
		if = {
			limit = {
				FROM = {
					trait = trained_warrior
				}
				NOT = { trait = craven }
			}
			random = {
				chance = 15
				add_trait = craven
			}
		}
		if = {
			limit = {
				FROM = {
					trait = skilled_warrior
				}
				NOT = { trait = craven }
			}
			random = {
				chance = 10
				add_trait = craven
			}
		}
		if = {
			limit = {
				FROM = {
					trait = master_warrior
				}
				NOT = { trait = craven }
			}
			random = {
				chance = 5
				add_trait = craven
			}
		}
		morale = -0.1
		ai_chance = {
			factor = 100
			modifier = {
				factor = 2
				FROM = { trait = poor_warrior }
			}
			modifier = {
				factor = 3
				FROM = { trait = trained_warrior }
			}
			modifier = {
				factor = 4
				FROM = { trait = skilled_warrior }
			}
			modifier = {
				factor = 5
				FROM = { trait = master_warrior }
			}
			modifier = {
				factor = 3
				FROM = { trait = duelist }
			}
			modifier = {
				factor = 2
				FROM = { trait = strong }
			}
			modifier = {
				factor = 1.5
				FROM = { trait = robust }
			}
			modifier = {
				factor = 10
				trait = craven
			}
			modifier = {
				factor = 2
				trait = paranoid
			}
			modifier = {
				factor = 2
				trait = weak
			}
			modifier = {
				factor = 1.5
				trait = feeble
			}
			modifier = {
				factor = 2
				trait = dwarf
			}
			modifier = {
				factor = 2
				trait = hunchback
			}
			modifier = {
				factor = 2
				trait = leper
			}
			modifier = {
				factor = 2
				trait = wounded
				NOT = { trait = lunatic }
				NOT = { trait = brave }
				NOT = { trait = proud }
				NOT = { trait = wroth }
			}
			modifier = {
				factor = 4
				is_maimed_trigger = yes
				NOT = { trait = lunatic }
				NOT = { trait = brave }
				NOT = { trait = proud }
				NOT = { trait = wroth }
			}
			modifier = {
				factor = 10
				trait = blinded
				NOT = { trait = lunatic }
				NOT = { trait = brave }
				NOT = { trait = proud }
				NOT = { trait = wroth }
			}
		}
	}
}

character_event = {
	id = DuelEngine.502
	desc = "EVTDESC_DuelEngine_502"
	picture = GFX_evt_battle
	border = "GFX_event_normal_frame_war"
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTA_DuelEngine_502"
		
		# Set context flags for duel
		set_character_flag = flag_battlefield_duel
		FROM = { set_character_flag = flag_battlefield_duel }
		
		# Begin duel
		hidden_tooltip = { e_rebels = { holder_scope = { character_event = { id = DuelEngine.0 } } } }
		ai_chance = {
			factor = 100
			modifier = {
				factor = 3
				trait = poor_warrior
			}
			modifier = {
				factor = 5
				trait = trained_warrior
			}
			modifier = {
				factor = 7
				trait = skilled_warrior
			}
			modifier = {
				factor = 9
				trait = master_warrior
			}
			modifier = {
				factor = 3
				trait = duelist
			}
			modifier = {
				factor = 10
				trait = brave
			}
			modifier = {
				factor = 5
				trait = proud
			}
			modifier = {
				factor = 1.5
				trait = wroth
			}
			modifier = {
				factor = 1.5
				trait = strong
			}
			modifier = {
				factor = 1.25
				trait = robust
			}
		}
	}
	
	option = {
		name = "EVTOPTB_DuelEngine_502"
		hidden_tooltip = { FROM = { character_event = { id = DuelEngine.504 } } }
		if = {
			limit = {
				FROM = {
					NOT = { trait = poor_warrior }
					NOT = { trait = trained_warrior }
					NOT = { trait = skilled_warrior }
					NOT = { trait = master_warrior }
				}
				NOT = { trait = craven }
			}
			random = {
				chance = 25
				add_trait = craven
			}
		}
		if = {
			limit = {
				FROM = {
					trait = poor_warrior
				}
				NOT = { trait = craven }
			}
			random = {
				chance = 20
				add_trait = craven
			}
		}
		if = {
			limit = {
				FROM = {
					trait = trained_warrior
				}
				NOT = { trait = craven }
			}
			random = {
				chance = 15
				add_trait = craven
			}
		}
		if = {
			limit = {
				FROM = {
					trait = skilled_warrior
				}
				NOT = { trait = craven }
			}
			random = {
				chance = 10
				add_trait = craven
			}
		}
		if = {
			limit = {
				FROM = {
					trait = master_warrior
				}
				NOT = { trait = craven }
			}
			random = {
				chance = 5
				add_trait = craven
			}
		}
		morale = -0.1
		ai_chance = {
			factor = 100
			modifier = {
				factor = 2
				FROM = { trait = poor_warrior }
			}
			modifier = {
				factor = 3
				FROM = { trait = trained_warrior }
			}
			modifier = {
				factor = 4
				FROM = { trait = skilled_warrior }
			}
			modifier = {
				factor = 5
				FROM = { trait = master_warrior }
			}
			modifier = {
				factor = 3
				FROM = { trait = duelist }
			}
			modifier = {
				factor = 2
				FROM = { trait = strong }
			}
			modifier = {
				factor = 1.5
				FROM = { trait = robust }
			}
			modifier = {
				factor = 10
				trait = craven
			}
			modifier = {
				factor = 2
				trait = paranoid
			}
			modifier = {
				factor = 2
				trait = weak
			}
			modifier = {
				factor = 1.5
				trait = feeble
			}
			modifier = {
				factor = 2
				trait = dwarf
			}
			modifier = {
				factor = 2
				trait = hunchback
			}
			modifier = {
				factor = 2
				trait = leper
			}
			modifier = {
				factor = 2
				trait = wounded
				NOT = { trait = lunatic }
				NOT = { trait = brave }
				NOT = { trait = proud }
				NOT = { trait = wroth }
			}
			modifier = {
				factor = 4
				is_maimed_trigger = yes
				NOT = { trait = lunatic }
				NOT = { trait = brave }
				NOT = { trait = proud }
				NOT = { trait = wroth }
			}
			modifier = {
				factor = 10
				trait = blinded
				NOT = { trait = lunatic }
				NOT = { trait = brave }
				NOT = { trait = proud }
				NOT = { trait = wroth }
			}
		}
	}
}

# DuelEngine.503	Defender Runs
character_event = {
	id = DuelEngine.503
	desc = "EVTDESC_DuelEngine_503"
	picture = GFX_evt_battle
	border = "GFX_event_normal_frame_war"
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTA_DuelEngine_503"
		remove_character_modifier = battlefield_fight
		morale = 0.1
	}
}

# DuelEngine.504	Attacker Runs
character_event = {
	id = DuelEngine.504
	desc = "EVTDESC_DuelEngine_504"
	picture = GFX_evt_battle
	border = "GFX_event_normal_frame_war"
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTA_DuelEngine_504"
		remove_character_modifier = battlefield_fight
		morale = 0.1
	}
}

character_event = { #run away mid-fight 
	id = DuelEngine.505
	desc = "EVTDESC_DuelEngine_505"
	picture = GFX_evt_battle
	border = "GFX_event_normal_frame_war"
	is_triggered_only = yes
	
	desc = {
		trigger = { trait = incapable }
		text = "EVTDESCB_DuelEngine_505"
	}
	
	option = {
		name = {
			text = "EVTOPTA_DuelEngine_505"
			trigger = {
				NOT = { trait = incapable }
			}
		}
		name = {
			text = "EVTOPTB_DuelEngine_505"
			trigger = {
				trait = incapable
			}
		}
		
		if = {
			limit = { NOT = { trait = incapable } }
			if = {
				limit = {
					FROM = {
						NOT = { trait = poor_warrior }
						NOT = { trait = trained_warrior }
						NOT = { trait = skilled_warrior }
						NOT = { trait = master_warrior }
					}
					NOT = { trait = craven }
				}
				random = {
					chance = 25
					add_trait = craven
				}
			}
			if = {
				limit = {
					FROM = {
						trait = poor_warrior
					}
					NOT = { trait = craven }
				}
				random = {
					chance = 20
					add_trait = craven
				}
			}
			if = {
				limit = {
					FROM = {
						trait = trained_warrior
					}
					NOT = { trait = craven }
				}
				random = {
					chance = 15
					add_trait = craven
				}
			}
			if = {
				limit = {
					FROM = {
						trait = skilled_warrior
					}
					NOT = { trait = craven }
				}
				random = {
					chance = 10
					add_trait = craven
				}
			}
			if = {
				limit = {
					FROM = {
						trait = master_warrior
					}
					NOT = { trait = craven }
				}
				random = {
					chance = 5
					add_trait = craven
				}
			}
		}
		if = {
			limit = { NOT = { at_location = FROM } }
			FROM = { morale = 0.2 }
			break = yes
		}
		morale = -0.2
	}
}

# Battlefield duel end
character_event = {
	id = DuelEngine.510
	desc = "EVTDESC_DuelEngine_510"
	picture = GFX_evt_battle
	border = "GFX_event_normal_frame_war"
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTA_DuelEngine_510"
		if = {
			limit = { FROMFROM = { at_location = ROOT } }
			FROMFROM = { morale = -0.2 }
		}
		if = {
			limit = { FROMFROM = { NOT = { at_location = ROOT } } }
			morale = 0.2
		}
		hidden_tooltip = {
			random_list = {
				#chance of Celtic characters taking a head, depends on some duel engine factors - more formidable the opponent, 
				#more likely to increase a headhunter level.
				1 = { #no head: more likely outcome for overmatched opponents
					# Skill-at-Arms Effects
					modifier = {
						factor = 3
						FROM = { trait = poor_warrior }
					}
					modifier = {
						factor = 6
						FROM = { trait = trained_warrior }
					}
					modifier = {
						factor = 9
						FROM = { trait = skilled_warrior }
					}
					modifier = {
						factor = 12
						FROM = { trait = master_warrior }
					}
					
					# Martial Education Effects
					modifier = {
						factor = 1.5
						FROM = { trait = misguided_warrior }
					}
					modifier = {
						factor = 3
						FROM = { trait = tough_soldier }
					}
					modifier = {
						factor = 4.5
						FROM = { trait = skilled_tactician }
					}
					modifier = {
						factor = 6
						FROM = { trait = brilliant_strategist }
					}
					
					# Various Martial Skills		
					modifier = {
						factor = 3
						FROM = { trait = duelist }
					}
					
					# Generic Combat Rating Difference
					modifier = {
						factor = 1.25
						FROM = { combat_rating_diff = { who = FROMFROM value = 1 } }				
					}
					modifier = {
						factor = 1.5
						FROM = { combat_rating_diff = { who = FROMFROM value = 3 } }				
					}
					modifier = {
						factor = 1.75
						FROM = { combat_rating_diff = { who = FROMFROM value = 5 } }				
					}
					modifier = {
						factor = 2
						FROM = { combat_rating_diff = { who = FROMFROM value = 7 } }				
					}
					modifier = {
						factor = 2.5
						FROM = { combat_rating_diff = { who = FROMFROM value = 10 } }				
					}
					
					# Physical Strength Effects
					modifier = {
						factor = 1.5
						FROM = { trait = robust }
					}
					modifier = {
						factor = 2
						FROM = { trait = strong }
					}
					modifier = {
						factor = 2
						FROMFROM = { trait = weak }
					}
					modifier = {
						factor = 1.5
						FROMFROM = { trait = feeble }
					}
					
					# Cunning/Intelligence Effects
					modifier = {
						factor = 2
						FROM = { trait = genius }
					}
					modifier = {
						factor = 1.5
						FROM = { trait = quick }
					}
					modifier = {
						factor = 1.5
						FROM = { trait = shrewd }
					}
					modifier = {
						factor = 2
						FROMFROM = { trait = imbecile }
					}
					modifier = {
						factor = 1.5
						FROMFROM = { trait = slow }
					}
					modifier = {
						factor = 1.5
						FROMFROM = { trait = dull }
					}
					
					# Personality Effects
					modifier = {
						factor = 2
						FROM = { trait = brave }
					}
					modifier = {
						factor = 2
						FROM = { trait = wroth }
					}
					modifier = {
						factor = 2
						FROMFROM = { trait = craven }
					}
					modifier = {
						factor = 1.5
						FROM = { trait = deceitful }
					}
					modifier = {
						factor = 1.5
						FROMFROM = { trait = honest }
					}
					
					# Health Effects
					modifier = {
						factor = 1.5
						FROMFROM = { trait = ill }
					}
					modifier = {
						factor = 2
						FROMFROM = { trait = pneumonic }
					}
					modifier = {
						factor = 8
						FROMFROM = { trait = leper }
					}
					modifier = {
						factor = 4
						FROMFROM = { trait = infirm }
					}
					modifier = {
						factor = 6
						OR = {
							FROMFROM = { trait = has_tuberculosis }
							FROMFROM = { trait = has_typhoid_fever }
							FROMFROM = { trait = has_typhus }
							FROMFROM = { trait = has_bubonic_plague }
							FROMFROM = { trait = has_measles }
							FROMFROM = { trait = has_small_pox }
							FROMFROM = { trait = has_aztec_disease }
						}
					}
					
					# Body Shape Effects
					modifier = {
						factor = 1.5
						FROM = { trait = tall }
					}
					modifier = {
						factor = 1.5
						FROM = { trait = agile }
					}
					modifier = {
						factor = 1.5
						FROM = { trait = perceptive }
					}
					modifier = {
						factor = 1.5
						FROMFROM = { trait = absentminded }
					}
					modifier = {
						factor = 4
						FROMFROM = { trait = hunchback }
					}
					modifier = {
						factor = 4
						FROMFROM = { trait = dwarf }
					}
					modifier = {
						factor = 4
						FROMFROM = { trait = clubfooted }
					}
					modifier = {
						factor = 2
						OR = {
							FROM = { trait = lefthanded }
							FROM = { trait = ambidextrous }
						}
						NOT = { FROMFROM = { trait = lefthanded } }
						NOT = { FROMFROM = { trait = ambidextrous } }
					}
				}
				1 = { #take a head
					#slow down gain of higher headhunter levels
					modifier = {
						factor = 0.75
						FROM = { trait = head2 }
					}
					modifier = {
						factor = 0.75
						FROM = { trait = head3 }
					}
					modifier = {
						factor = 0.75
						FROM = { trait = head4 }
					}
					modifier = {
						factor = 0.75
						FROM = { trait = head5 }
					}
					# Skill-at-Arms Effects
					modifier = {
						factor = 3
						FROMFROM = { trait = poor_warrior }
					}
					modifier = {
						factor = 6
						FROMFROM = { trait = trained_warrior }
					}
					modifier = {
						factor = 9
						FROMFROM = { trait = skilled_warrior }
					}
					modifier = {
						factor = 12
						FROMFROM = { trait = master_warrior }
					}
					
					# Martial Education Effects
					modifier = {
						factor = 1.5
						FROMFROM = { trait = misguided_warrior }
					}
					modifier = {
						factor = 3
						FROMFROM = { trait = tough_soldier }
					}
					modifier = {
						factor = 4.5
						FROMFROM = { trait = skilled_tactician }
					}
					modifier = {
						factor = 6
						FROMFROM = { trait = brilliant_strategist }
					}
					
					# Various Martial Traits
					modifier = {
						factor = 3
						FROMFROM = { trait = duelist }
					}
					
					# Generic Martial Skill
					modifier = {
						factor = 1.1
						FROMFROM = { martial = 10 }
						NOT = { FROMFROM = { martial = 15 } }
					}
					modifier = {
						factor = 1.3
						FROMFROM = { martial = 15 }
						NOT = { FROMFROM = { martial = 20 } }
					}
					modifier = {
						factor = 1.5
						FROMFROM = { martial = 20 }
					}
					
					# Generic Combat Rating Difference
					modifier = {
						factor = 1.25
						FROMFROM = { combat_rating_diff = { who = FROM value = 1 } }				
					}
					modifier = {
						factor = 1.5
						FROMFROM = { combat_rating_diff = { who = FROM value = 3 } }				
					}
					modifier = {
						factor = 1.75
						FROMFROM = { combat_rating_diff = { who = FROM value = 5 } }				
					}
					modifier = {
						factor = 2
						FROMFROM = { combat_rating_diff = { who = FROM value = 7 } }				
					}
					modifier = {
						factor = 2.5
						FROMFROM = { combat_rating_diff = { who = FROM value = 10 } }				
					}
					
					# Physical Strength Effects
					modifier = {
						factor = 1.5
						FROMFROM = { trait = robust }
					}
					modifier = {
						factor = 2
						FROMFROM = { trait = strong }
					}
					modifier = {
						factor = 2
						FROM = { trait = weak }
					}
					modifier = {
						factor = 1.5
						FROM = { trait = feeble }
					}
					
					# Cunning/Intelligence Effects
					modifier = {
						factor = 2
						FROMFROM = { trait = genius }
					}
					modifier = {
						factor = 1.5
						FROMFROM = { trait = quick }
					}
					modifier = {
						factor = 1.5
						FROMFROM = { trait = shrewd }
					}
					modifier = {
						factor = 2
						FROM = { trait = imbecile }
					}
					modifier = {
						factor = 1.5
						FROM = { trait = slow }
					}
					modifier = {
						factor = 1.5
						FROM = { trait = dull }
					}
					
					# Personality Effects
					modifier = {
						factor = 2
						FROMFROM = { trait = brave }
					}
					modifier = {
						factor = 2
						FROMFROM = { trait = wroth }
					}
					modifier = {
						factor = 2
						FROM = { trait = craven }
					}
					modifier = {
						factor = 1.5
						FROMFROM = { trait = deceitful }
					}
					modifier = {
						factor = 1.5
						FROM = { trait = honest }
					}
					
					# Wound Effects
					modifier = {
						factor = 2
						FROM = { trait = wounded }
					}
					modifier = {
						factor = 4
						FROM = { is_maimed_trigger = yes }
					}
					modifier = {
						factor = 999999
						FROM = { trait = incapable }
					}
					
					# Health Effects
					modifier = {
						factor = 1.5
						FROM = { trait = ill }
					}
					modifier = {
						factor = 2
						FROM = { trait = pneumonic }
					}
					modifier = {
						factor = 8
						FROM = { trait = leper }
					}
					modifier = {
						factor = 4
						FROM = { trait = infirm }
					}
					modifier = {
						factor = 6
						OR = {
							FROM = { trait = has_tuberculosis }
							FROM = { trait = has_typhoid_fever }
							FROM = { trait = has_typhus }
							FROM = { trait = has_bubonic_plague }
							FROM = { trait = has_measles }
							FROM = { trait = has_small_pox }
							FROM = { trait = has_aztec_disease }
						}
					}
					modifier = {
						factor = 10
						FROM = { trait = blinded }
					}
					
					# Body Shape Effects
					modifier = {
						factor = 1.5
						FROMFROM = { trait = tall }
					}
					modifier = {
						factor = 1.5
						FROMFROM = { trait = agile }
					}
					modifier = {
						factor = 1.5
						FROMFROM = { trait = perceptive }
					}
					modifier = {
						factor = 1.5
						FROM = { trait = absentminded }
					}
					modifier = {
						factor = 4
						FROM = { trait = hunchback }
					}
					modifier = {
						factor = 4
						FROM = { trait = dwarf }
					}
					modifier = {
						factor = 4
						FROM = { trait = clubfooted }
					}
					modifier = {
						factor = 2
						OR = {
							FROMFROM = { trait = lefthanded }
							FROMFROM = { trait = ambidextrous }
						}
						NOT = { FROM = { trait = lefthanded } }
						NOT = { FROM = { trait = ambidextrous } }
					}					
					hidden_tooltip = {			
						if = {
							limit = {
								OR = {
									religion = celtic_pagan
									religion = celtic_pagan_reformed
								}
								NOT = { trait = head4 }
								NOT = { trait = head5 }
							}
							character_event = { id = Plus.800 }
						}
						if = {
							limit = {
								OR = {
									religion = celtic_pagan
									religion = celtic_pagan_reformed
								}
								trait = head4
							}
							character_event = { id = Plus.801 }
						}
						if = {
							limit = {
								OR = {
									religion = celtic_pagan
									religion = celtic_pagan_reformed
								}
								trait = head5
							}
							character_event = { id = Plus.802 }
						}
					}
				}
			}
		}
	}
}

character_event = {
	id = DuelEngine.511
	desc = "EVTDESC_DuelEngine_511"
	picture = GFX_evt_battle
	border = "GFX_event_normal_frame_war"
	is_triggered_only = yes
	
	desc = {
		text = "EVTDESCB_DuelEngine_511"
		trigger = {
			FROMFROM = { trait = incapable }
		}
	}
	
	option = {
		name = "EVTOPTA_DuelEngine_511"
		
		name = {
			text = "EVTOPTB_DuelEngine_511"
			trigger = {
				FROMFROM = { trait = incapable }
			}
		}
		hidden_tooltip = {
			FROMFROM = { character_event = { id = DuelEngine.512 } }
		}
	}
}

character_event = {
	id = DuelEngine.512
	desc = "EVTDESC_DuelEngine_512"
	picture = GFX_evt_battle
	border = "GFX_event_normal_frame_war"
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTA_DuelEngine_512"
		imprison = FROM
		set_character_flag = captured_in_battle
		hidden_tooltip = {
			FROM = {
				character_event = { 
					id = 50020 # "imprisoned_events.txt"
				}
			}
		}
	}
}
