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#On-action combat event: Killed in action

character_event = {
id = 242
desc = EVTDESC242
picture = GFX_evt_death
border = GFX_event_normal_frame_war

is_triggered_only = yes

trigger = {
NOT = { trait = berserker }
}

weight_multiplier = {
days = 1
modifier = {
factor = 1.5
trait = brave
}
modifier = {
factor = 0.5
trait = craven
}
modifier = {
trait = clubfooted
factor = 1.25
}
modifier = {
trait = hunchback
factor = 1.25
}
modifier = {
trait = lisp
factor = 1.1
}
modifier = {
trait = stutter
factor = 1.1
}
modifier = {
trait = dwarf
factor = 1.25
}
modifier = {
trait = genius
factor = 0.9
}
modifier = {
OR = {
trait = quick
trait = shrewd
}
factor = 0.9
}
modifier = {
OR = {
trait = slow
trait = dull
}
factor = 2.0
}

modifier = {
trait = imbecile
factor = 3.0
}
modifier = {
trait = inbred
factor = 3.0
}
modifier = {
is_strong_trigger = yes
factor = 0.7
}
modifier = {
is_weak_trigger = yes
factor = 2.5
}
modifier = {
factor = 1.25
trait = stressed
}
modifier = {
factor = 1.25
trait = depressed
}
modifier = {
factor = 1.5
trait = lunatic
}
modifier = {
factor = 1.5
trait = possessed
}
modifier = {
factor = 1.1
is_ill = yes
}
modifier = {
factor = 1.15
trait = pneumonic
}
modifier = {
factor = 1.15
trait = syphilitic
}
modifier = {
factor = 2.0
trait = leper
}
modifier = {
factor = 1.15
trait = wounded
}
modifier = {
factor = 1.25
is_maimed_trigger = yes
}
modifier = {
factor = 2.0
trait = infirm
}
modifier = {
factor = 3.0
trait = incapable
}
modifier = {
factor = 1.1
trait = drunkard
}
modifier = {
factor = 1.1
trait = has_tuberculosis
}
modifier = {
factor = 1.1
trait = has_typhoid_fever
}
modifier = {
factor = 1.5
trait = has_typhus
}
modifier = {
factor = 1.5
trait = has_bubonic_plague
}
modifier = {
factor = 1.1
trait = has_measles
}
modifier = {
factor = 1.1
trait = has_small_pox
}
}

immediate = {
liege = {
if = {
limit = { NOT = { character = ROOT } }
character_event = { id = 253 }
}
}
FROMFROM = {
if = {
limit = {
NOR = {
is_vassal_or_below = ROOT
character = ROOT
}
}
set_character_flag = temp_battle_kill_242
character_event = { id = 249 }
}
}
FROM = {
if = {
limit = {
NOR = {
has_character_flag = temp_battle_kill_242
is_vassal_or_below = ROOT
character = ROOT
}
}
character_event = { id = 249 }
}
}
FROMFROM = {
clr_character_flag = temp_battle_kill_242
}
if = {
limit = {
OR = {
is_liege_or_above = FROM
FROM = { character = ROOT }
NOT = { FROM = { always = yes } }
}
}
death = {
death_reason = death_battle
}
break = yes
}
death = {
death_reason = death_battle
killer = FROM
}
}

option = {
name = ALAS
}
}

#On-action combat event: Wounded in action


character_event = {
id = 243
desc = EVTDESC243
picture = GFX_evt_battle
border = GFX_event_normal_frame_war

is_triggered_only = yes

trigger = {
NOT = { trait = wounded }
can_be_maimed_trigger = yes
NOT = { trait = berserker }
is_alive = yes
}

weight_multiplier = {
days = 1

modifier = {
factor = 5
has_character_modifier = proving_bravery
}
modifier = {
factor = 1.5
trait = brave
}
modifier = {
factor = 0.5
trait = craven
}
modifier = {
trait = clubfooted
factor = 1.25
}
modifier = {
trait = hunchback
factor = 1.25
}
modifier = {
trait = lisp
factor = 1.1
}
modifier = {
trait = stutter
factor = 1.1
}
modifier = {
trait = dwarf
factor = 1.25
}
modifier = {
trait = genius
factor = 0.9
}
modifier = {
OR = {
trait = quick
trait = shrewd
}
factor = 0.9
}
modifier = {
OR = {
trait = slow
trait = dull
}
factor = 2.0
}

modifier = {
trait = imbecile
factor = 3.0
}
modifier = {
trait = inbred
factor = 3.0
}
modifier = {
is_strong_trigger = yes
factor = 0.7
}
modifier = {
is_weak_trigger = yes
factor = 2.5
}

modifier = {
factor = 1.25
trait = stressed
}
modifier = {
factor = 1.25
trait = depressed
}
modifier = {
factor = 1.5
trait = lunatic
}
modifier = {
factor = 1.5
trait = possessed
}
modifier = {
factor = 1.1
is_ill = yes
}
modifier = {
factor = 1.15
trait = pneumonic
}
modifier = {
factor = 1.15
trait = syphilitic
}
modifier = {
factor = 2.0
trait = leper
}
modifier = {
factor = 1.25
is_maimed_trigger = yes
}
modifier = {
factor = 2.0
trait = infirm
}
modifier = {
factor = 3.0
trait = incapable
}
modifier = {
factor = 1.1
trait = drunkard
}
modifier = {
factor = 1.1
trait = has_tuberculosis
}
modifier = {
factor = 1.1
trait = has_typhoid_fever
}
modifier = {
factor = 1.5
trait = has_typhus
}
modifier = {
factor = 1.5
trait = has_bubonic_plague
}
modifier = {
factor = 1.1
trait = has_measles
}
modifier = {
factor = 1.1
trait = has_small_pox
}

option = {
name = CURSES
add_trait = wounded
}
}

#On-action combat event: Maimed in action


character_event = {
id = 244
desc = EVTDESC244
picture = GFX_evt_battle
border = GFX_event_normal_frame_war

is_triggered_only = yes

trigger = {
NOT = { trait = maimed }
NOT = { trait = mangled }
NOT = {
AND = {
trait = one_eyed
trait = one_handed
trait = one_legged
trait = disfigured
}
}
NOT = { trait = berserker }
is_alive = yes
}

weight_multiplier = {
days = 1

modifier = {
factor = 5
has_character_modifier = proving_bravery
}
modifier = {
factor = 1.5
trait = brave
}
modifier = {
factor = 0.5
trait = craven
}
modifier = {
trait = clubfooted
factor = 1.25
}
modifier = {
trait = hunchback
factor = 1.25
}
modifier = {
trait = lisp
factor = 1.1
}
modifier = {
trait = stutter
factor = 1.1
}
modifier = {
trait = dwarf
factor = 1.25
}
modifier = {
trait = genius
factor = 0.9
}
modifier = {
OR = {
trait = quick
trait = shrewd
}
factor = 0.9
}
modifier = {
OR = {
trait = slow
trait = dull
}
factor = 2.0
}

modifier = {
trait = imbecile
factor = 3.0
}
modifier = {
trait = inbred
factor = 3.0
}
modifier = {
is_strong_trigger = yes
factor = 0.7
}
modifier = {
is_weak_trigger = yes
factor = 2.5
}

modifier = {
factor = 1.25
trait = stressed
}
modifier = {
factor = 1.25
trait = depressed
}
modifier = {
factor = 1.5
trait = lunatic
}
modifier = {
factor = 1.5
trait = possessed
}
modifier = {
factor = 1.1
is_ill = yes
}
modifier = {
factor = 1.15
trait = pneumonic
}
modifier = {
factor = 1.15
trait = syphilitic
}
modifier = {
factor = 2.0
trait = leper
}
modifier = {
factor = 1.15
trait = wounded
}
modifier = {
factor = 2.0
trait = infirm
}
modifier = {
factor = 3.0
trait = incapable
}
modifier = {
factor = 1.1
trait = drunkard
}
modifier = {
factor = 1.1
trait = has_tuberculosis
}
modifier = {
factor = 1.1
trait = has_typhoid_fever
}
modifier = {
factor = 1.5
trait = has_typhus
}
modifier = {
factor = 1.5
trait = has_bubonic_plague
}
modifier = {
factor = 1.1
trait = has_measles
}
modifier = {
factor = 1.1
trait = has_small_pox
}

option = {
name = CURSES
add_maimed_trait_effect = yes
}
}

#On-action combat event: Serious head injury in action


character_event = {
id = 245
#desc = EVTDESC245
picture = GFX_evt_battle
border = GFX_event_normal_frame_war

desc = {
picture = GFX_evt_battle
text = EVTDESC245
trigger = { has_character_flag = wounded_incapable }
}
desc = {
picture = GFX_evt_battle
text = 245.d2
trigger = { has_character_flag = wounded_disfigured }
}

is_triggered_only = yes

immediate = {
if = {
limit = {
has_dlc = "Reapers"
}
random_list = {
60 = {
modifier = {
factor = 0
trait = disfigured
}
set_character_flag = wounded_disfigured
}
40 = {
set_character_flag = wounded_incapable
}
}
}
}

trigger = {
NOT = { trait = incapable }
immortal = no
is_alive = yes
}

weight_multiplier = {
days = 1

modifier = {
factor = 5
has_character_modifier = proving_bravery
}
modifier = {
factor = 1.5
trait = brave
}
modifier = {
factor = 0.5

trait = craven
}
modifier = {
trait = clubfooted
factor = 1.25
}
modifier = {
trait = hunchback
factor = 1.25
}
modifier = {
trait = lisp
factor = 1.1
}
modifier = {
trait = stutter
factor = 1.1
}
modifier = {
trait = dwarf
factor = 1.25
}
modifier = {
trait = genius
factor = 0.9
}
modifier = {
OR = {
trait = quick
trait = shrewd
}
factor = 0.9
}
modifier = {
OR = {
trait = slow
trait = dull
}
factor = 2.0
}
modifier = {
trait = imbecile
factor = 3.0
}
modifier = {
trait = inbred
factor = 3.0
}
modifier = {
is_strong_trigger = yes
factor = 0.7
}
modifier = {
is_weak_trigger = yes
factor = 2.5
}
modifier = {
factor = 1.25
trait = stressed
}
modifier = {
factor = 1.25
trait = depressed
}
modifier = {
factor = 1.5
trait = lunatic
}
modifier = {
factor = 1.5
trait = possessed
}
modifier = {
factor = 1.1
is_ill = yes
}
modifier = {
factor = 1.15
trait = pneumonic
}
modifier = {
factor = 1.15
trait = syphilitic
}
modifier = {
factor = 2.0
trait = leper
}
modifier = {
factor = 1.15
trait = wounded
}
modifier = {
factor = 1.25
is_maimed_trigger = yes
}
modifier = {
factor = 2.0
trait = infirm
}
modifier = {
factor = 1.1
trait = drunkard
}
modifier = {
factor = 1.1
trait = has_tuberculosis
}
modifier = {
factor = 1.1
trait = has_typhoid_fever
}
modifier = {
factor = 1.5
trait = has_typhus
}
modifier = {
factor = 1.5
trait = has_bubonic_plague
}
modifier = {
factor = 1.1
trait = has_measles
}
modifier = {
factor = 1.1
trait = has_small_pox
}
}

option = {
name = CURSES
if = {
limit = {
NOT = {
has_dlc = "Reapers"
}
}
add_trait = incapable
break = yes
}
if = {
limit = {
has_dlc = "Reapers"
has_character_flag = wounded_disfigured
}
add_trait = disfigured
add_trait = severely_injured
resolve_severely_injured_effect = yes
clr_character_flag = wounded_disfigured
break = yes
}
if = {
limit = {
has_character_flag = wounded_incapable
}
add_trait = incapable
clr_character_flag = wounded_incapable
}
}
}

#On-action combat event: Character skill improves


character_event = {
id = 246
desc = EVTDESC246
picture = GFX_evt_battle
border = GFX_event_normal_frame_war

is_triggered_only = yes

trigger = {
is_alive = yes
OR = {
trait = misguided_warrior
trait = tough_soldier
trait = skilled_tactician
}
}

weight_multiplier = {
days = 1
modifier = {
factor = 1.5
trait = brave
}
modifier = {
factor = 0.5
trait = craven
}
modifier = {
trait = genius
factor = 1.2
}
modifier = {
OR = {
trait = quick
trait = shrewd
}
factor = 1.1
}
modifier = {
OR = {
trait = slow
trait = dull
}
factor = 0.9
}

modifier = {
trait = imbecile
factor = 0.2
}
modifier = {
trait = inbred
factor = 0.2
}
modifier = {
is_strong_trigger = yes
factor = 1.5
}
modifier = {
is_weak_trigger = yes
factor = 0.8
}
modifier = {
factor = 0.8
trait = stressed
}
modifier = {
factor = 0.8
trait = depressed
}
modifier = {
factor = 0.75
trait = lunatic
}
modifier = {
factor = 0.75
trait = possessed
}
modifier = {
factor = 0.9
is_ill = yes
}
modifier = {
factor = 0.8
trait = pneumonic
}
modifier = {
factor = 0.8
trait = syphilitic
}
modifier = {
factor = 0.5
trait = leper
}
modifier = {
factor = 0.9
trait = wounded
}
modifier = {
factor = 0.8
is_maimed_trigger = yes
}
modifier = {
factor = 0.5
trait = infirm
}
modifier = {
factor = 0.4
trait = incapable
}
modifier = {
factor = 0.5
trait = drunkard
}
modifier = {
factor = 0.5
trait = has_tuberculosis
}
modifier = {
factor = 0.5
trait = has_typhoid_fever
}
modifier = {
factor = 0.5
trait = has_typhus
}
modifier = {
factor = 0.5
trait = has_bubonic_plague
}
modifier = {
factor = 0.5
trait = has_measles
}
modifier = {
factor = 0.5
trait = has_small_pox
}
}

option = {
name = EXCELLENT
if = {
limit = {
trait = skilled_tactician
}
remove_trait = skilled_tactician
add_trait = brilliant_strategist
}
if = {
limit = {
trait = tough_soldier
}
remove_trait = tough_soldier
add_trait = skilled_tactician
}
if = {
limit = {
trait = misguided_warrior
}
remove_trait = misguided_warrior
add_trait = tough_soldier
}
}
}

#On-action combat event: Flat improvement to martial skill


character_event = {
id = 247
desc = EVTDESC247
picture = GFX_evt_battle
border = GFX_event_normal_frame_war

is_triggered_only = yes

notification = yes

trigger = {
is_alive = yes
NOT = { martial = 10 }
}

weight_multiplier = {
days = 1
modifier = {
factor = 1.5
trait = brave
}
modifier = {
factor = 0.5
trait = craven
}
modifier = {
trait = genius
factor = 1.2
}
modifier = {
OR = {
trait = quick
trait = shrewd
}
factor = 1.1
}
modifier = {
OR = {
trait = slow
trait = dull
}
factor = 0.9
}

modifier = {
trait = imbecile
factor = 0.2
}
modifier = {
trait = inbred
factor = 0.2
}
modifier = {
is_strong_trigger = yes
factor = 1.5
}
modifier = {
is_weak_trigger = yes
factor = 0.8
}
modifier = {
factor = 0.8
trait = stressed
}
modifier = {
factor = 0.8
trait = depressed
}
modifier = {
factor = 0.75
trait = lunatic
}
modifier = {
factor = 0.75
trait = possessed
}
modifier = {
factor = 0.9
is_ill = yes
}
modifier = {
factor = 0.8
trait = pneumonic
}
modifier = {
factor = 0.8
trait = syphilitic
}
modifier = {
factor = 0.5
trait = leper
}
modifier = {
factor = 0.9
trait = wounded
}
modifier = {
factor = 0.8
is_maimed_trigger = yes
}
modifier = {
factor = 0.5
trait = infirm
}
modifier = {
factor = 0.4
trait = incapable
}
modifier = {
factor = 0.5
trait = drunkard
}
modifier = {
factor = 0.5
trait = has_tuberculosis
}
modifier = {
factor = 0.5
trait = has_typhoid_fever
}
modifier = {
factor = 0.5
trait = has_typhus
}
modifier = {
factor = 0.5
trait = has_bubonic_plague
}
modifier = {
factor = 0.5
trait = has_measles
}
modifier = {
factor = 0.5
trait = has_small_pox
}
}

immediate = {
change_martial = 1
}

option = {
name = EXCELLENT
}
}

#On-action combat event: Tech Increase in Capital


character_event = {
id = 248
desc = EVTDESC248
picture = GFX_evt_battle
border = GFX_event_normal_frame_war

is_triggered_only = yes

trigger = {
is_alive = yes
is_landed = yes
OR = {
trait = brilliant_strategist
trait = skilled_tactician
}
}

weight_multiplier = {
days = 1
modifier = {
factor = 3
has_focus = focus_scholarship
}
modifier = {
factor = 1.5
trait = brave
}
modifier = {
factor = 0.5
trait = craven
}
modifier = {
trait = genius
factor = 3.0
}
modifier = {
OR = {
trait = quick
trait = shrewd
}
factor = 2.0
}
modifier = {
OR = {
trait = slow
trait = dull
}
factor = 0.1
}

modifier = {
trait = imbecile
factor = 0
}
modifier = {
trait = inbred
factor = 0.2
}
modifier = {
factor = 0.8
trait = stressed
}
modifier = {
factor = 0.8
trait = depressed
}
modifier = {
factor = 0.75
trait = lunatic
}
modifier = {
factor = 0.75
trait = possessed
}
modifier = {
factor = 0.9
is_ill = yes
}
modifier = {
factor = 0.8
trait = pneumonic
}
modifier = {
factor = 0.8
trait = syphilitic
}
modifier = {
factor = 0.5
trait = leper
}
modifier = {
factor = 0.9
trait = wounded
}
modifier = {
factor = 0.8
is_maimed_trigger = yes
}
modifier = {
factor = 0.5
trait = infirm
}
modifier = {
factor = 0.4
trait = incapable
}
modifier = {
factor = 0.5
trait = drunkard
}
modifier = {
factor = 0.5
trait = has_tuberculosis
}
modifier = {
factor = 0.5
trait = has_typhoid_fever
}
modifier = {
factor = 0.5
trait = has_typhus
}
modifier = {
factor = 0.5
trait = has_bubonic_plague
}
modifier = {
factor = 0.5
trait = has_measles
}
modifier = {
factor = 0.5
trait = has_small_pox
}
}

option = {
name = EXCELLENT
capital_scope = {
add_province_modifier = {
name = war_knowledge
duration = 365
}
}
}
}

#Opponent is informed that enemy commander has been killed


character_event = {
id = 249
desc = EVTDESC249
picture = GFX_evt_battle
border = GFX_event_normal_frame_war

is_triggered_only = yes

trigger = {
is_alive = yes
}

option = {
name = EVTOPTA249
}
}

#Opponent is informed that enemy commander has been killed


character_event = {
id = 253
desc = EVTDESC253
picture = GFX_evt_battle
border = GFX_event_normal_frame_war

is_triggered_only = yes

trigger = {
is_alive = yes
}

option = {
name = ALAS
}
}

#On-action combat event: Becoming Brave


character_event = {
id = 270
desc = EVTDESC270
picture = GFX_evt_battle
border = GFX_event_normal_frame_war

is_triggered_only = yes

trigger = {
is_alive = yes
NOT = { trait = brave }
NOT = { trait = craven }
}

weight_multiplier = {
days = 1

modifier = {
factor = 5
has_character_modifier = proving_bravery
}
modifier = {
trait = genius
factor = 1.2
}
modifier = {
OR = {
trait = quick
trait = shrewd
}
factor = 1.1
}
modifier = {
OR = {
trait = slow
trait = dull
}
factor = 0.9
}

modifier = {
trait = imbecile
factor = 0.2
}
modifier = {
trait = inbred
factor = 0.2
}
modifier = {
is_strong_trigger = yes
factor = 1.5
}
modifier = {
is_weak_trigger = yes
factor = 0.8
}
modifier = {
factor = 0.8
trait = stressed
}
modifier = {
factor = 0.8
trait = depressed
}
modifier = {
factor = 0.75
trait = lunatic
}
modifier = {
factor = 0.75
trait = possessed
}
modifier = {
factor = 0.9
is_ill = yes
}
modifier = {
factor = 0.8
trait = pneumonic
}
modifier = {
factor = 0.8
trait = syphilitic
}
modifier = {
factor = 0.5
trait = leper
}
modifier = {
factor = 0.9
trait = wounded
}
modifier = {
factor = 0.8
is_maimed_trigger = yes
}
modifier = {
factor = 0.5
trait = infirm
}
modifier = {
factor = 0.4
trait = incapable
}
modifier = {
factor = 0.5
trait = drunkard
}
modifier = {
factor = 0.5
trait = has_tuberculosis
}
modifier = {
factor = 0.5
trait = has_typhoid_fever
}
modifier = {
factor = 0.5
trait = has_typhus
}
modifier = {
factor = 0.5
trait = has_bubonic_plague
}
modifier = {
factor = 0.5
trait = has_measles
}
modifier = {
factor = 0.5
trait = has_small_pox
}
}

option = {
name = EXCELLENT
add_trait = brave
add_blood_splatter_effect = yes
}
}

#On-action combat event: Becoming Craven


character_event = {
id = 271
desc = EVTDESC271
picture = GFX_evt_battle
border = GFX_event_normal_frame_war

is_triggered_only = yes

trigger = {
is_alive = yes
NOT = { trait = brave }
NOT = { trait = craven }
NOT = { trait = berserker }
}

weight_multiplier = {
days = 1
modifier = {
trait = clubfooted
factor = 1.25
}
modifier = {
trait = hunchback
factor = 1.25
}
modifier = {
trait = lisp
factor = 1.1
}
modifier = {
trait = stutter
factor = 1.1
}
modifier = {
trait = dwarf
factor = 1.25
}
modifier = {
trait = genius
factor = 0.9
}
modifier = {
OR = {
trait = quick
trait = shrewd
}
factor = 0.9
}
modifier = {
OR = {
trait = slow
trait = dull
}
factor = 2.0
}

modifier = {
trait = imbecile
factor = 3.0
}
modifier = {
trait = inbred
factor = 3.0
}
modifier = {
is_strong_trigger = yes
factor = 0.7
}
modifier = {
is_weak_trigger = yes
factor = 2.5
}
modifier = {
factor = 1.25
trait = stressed
}
modifier = {
factor = 1.25
trait = depressed
}
modifier = {
factor = 1.5
trait = lunatic
}
modifier = {
factor = 1.5
trait = possessed
}
modifier = {
factor = 1.1
is_ill = yes
}
modifier = {
factor = 1.25
trait = pneumonic
}
modifier = {
factor = 1.25
trait = syphilitic
}
modifier = {
factor = 2.0
trait = leper
}
modifier = {
factor = 1.15
trait = wounded
}
modifier = {
factor = 1.25
is_maimed_trigger = yes
}
modifier = {
factor = 2.0
trait = infirm
}
modifier = {
factor = 3.0
trait = incapable
}
modifier = {
factor = 1.1
trait = drunkard
}
modifier = {
factor = 1.1
trait = has_tuberculosis
}
modifier = {
factor = 1.1
trait = has_typhoid_fever
}
modifier = {
factor = 1.5
trait = has_typhus
}
modifier = {
factor = 1.5
trait = has_bubonic_plague
}
modifier = {
factor = 1.1
trait = has_measles
}
modifier = {
factor = 1.1
trait = has_small_pox
}
}

option = {
name = CURSES
add_trait = craven
}
}

#On-action combat event: Becoming Wroth


character_event = {
id = 272
desc = EVTDESC272
picture = GFX_evt_battle
border = GFX_event_normal_frame_war

is_triggered_only = yes

trigger = {
is_alive = yes
NOT = { trait = wroth }
NOT = { trait = patient }
}

weight_multiplier = {
days = 1
}

option = {
name = CURSES
add_trait = wroth
add_blood_splatter_effect = yes
}
}

#On-action combat event: Becoming Patient


character_event = {
id = 273
desc = EVTDESC273
picture = GFX_evt_battle
border = GFX_event_normal_frame_war

is_triggered_only = yes

trigger = {
is_alive = yes
NOT = { trait = wroth }
NOT = { trait = patient }
}

weight_multiplier = {
days = 1
}

option = {
name = EXCELLENT
add_trait = patient
}
}

#On-action battle_won: Heroism shown.


character_event = {
id = 260
hide_window = yes

is_triggered_only = yes

trigger = {
is_alive = yes
}

weight_multiplier = {
days = 1
modifier = {
factor = 1.5
trait = brave
}
modifier = {
factor = 1.5
martial = 10
}

modifier = {
trait = genius
factor = 1.2
}
modifier = {
OR = {
trait = quick
trait = shrewd
}
factor = 1.1
}
modifier = {
OR = {
trait = slow
trait = dull
}
factor = 0.9
}

modifier = {
trait = imbecile
factor = 0.2
}
modifier = {
trait = inbred
factor = 0.2
}
modifier = {
is_strong_trigger = yes
factor = 1.5
}
modifier = {
is_weak_trigger = yes
factor = 0.8
}
modifier = {
factor = 0.8
trait = stressed
}
modifier = {
factor = 0.8
trait = depressed
}
modifier = {
factor = 0.75
trait = lunatic
}
modifier = {
factor = 0.75
trait = possessed
}
modifier = {
factor = 0.9
is_ill = yes
}
modifier = {
factor = 0.8
trait = pneumonic
}
modifier = {
factor = 0.8
trait = syphilitic
}
modifier = {
factor = 0.5
trait = leper
}
modifier = {
factor = 0.9
trait = wounded
}
modifier = {
factor = 0.8
is_maimed_trigger = yes
}
modifier = {
factor = 0.5
trait = infirm
}
modifier = {
factor = 0.4
trait = incapable
}
modifier = {
factor = 0.5
trait = drunkard
}
modifier = {
factor = 0.5
trait = has_tuberculosis
}
modifier = {
factor = 0.5
trait = has_typhoid_fever
}
modifier = {
factor = 0.5
trait = has_typhus
}
modifier = {
factor = 0.5
trait = has_bubonic_plague
}
modifier = {
factor = 0.5
trait = has_measles
}
modifier = {
factor = 0.5
trait = has_small_pox
}

immediate = {
random_list = {
16 = { character_event = { id = 262 } }
16 = { character_event = { id = 263 } }
16 = { character_event = { id = 264 } }
16 = { character_event = { id = 265 } }
16 = { character_event = { id = 266 } }
16 = { character_event = { id = 267 } }
}
}

option = {
name = OK
}
}

#On-action battle_won: Soldier Distinguishes himself.


character_event = {
id = 261
picture = GFX_evt_battle
border = GFX_event_normal_frame_war

hide_from = yes

is_triggered_only = yes

trigger = {
is_alive = yes
ai = no
}

immediate = {
create_random_soldier = {
random_traits = yes
dynasty = random
female = no
religion = ROOT
culture = ROOT
attributes = {
martial = 8
stewardship = 3
diplomacy = 3
learning = 3
intrigue = 3
}
}
new_character = {
add_blood_splatter_effect = yes
remove_trait = craven
save_event_target_as = soldier_target
}
}

desc = {
trigger = {
NOR = {
has_character_modifier = good_battle_omen
has_character_modifier = bad_battle_omen
}
}
text = EVTDESC261
}

desc = {
trigger = {
has_dlc = "Mystics"
has_character_modifier = good_battle_omen
}
text = EVTDESC261_good_battle_omen
}
desc = {
trigger = {
has_dlc = "Mystics"
has_character_modifier = bad_battle_omen
}
text = EVTDESC261_bad_battle_omen
}

weight_multiplier = {
days = 1
modifier = {
factor = 1.5
trait = patient
}
modifier = {
factor = 1.5
trait = just
}
modifier = {
factor = 1.5
trait = diligent
}
modifier = {
factor = 0.2
trait = deceitful
}
modifier = {
factor = 0.2
trait = arbitrary
}
modifier = {
factor = 2
has_character_modifier = good_battle_omen
}
modifier = {
factor = 0.9
has_character_modifier = bad_battle_omen
}
}

option = {
name = EXCELLENT
event_target:soldier_target = {
prestige = 50
}
trigger = {
NOR = {
has_character_modifier = good_battle_omen
has_character_modifier = bad_battle_omen
}
}
}
option = {
name = 261_OPTA

event_target:soldier_target = {
prestige = 50
}
upgrade_seer_modifier_effect = yes
trigger = {
has_dlc = "Mystics"
has_character_modifier = good_battle_omen
}
}
option = {
name = 261_OPTB
event_target:soldier_target = {
prestige = 50
}
downgrade_seer_modifier_effect = yes
trigger = {
has_dlc = "Mystics"
has_character_modifier = bad_battle_omen
}
}
after = {
remove_scrying_omen_modifiers_effect = yes
}
}

# Heroism Shown 1
character_event = {
id = 262
desc = EVTDESC262
picture = GFX_evt_battle
border = GFX_event_normal_frame_war

is_triggered_only = yes

option = {
name = EVTOPTA262
prestige = 100
}
}

# Heroism Shown 2
character_event = {
id = 263
desc = EVTDESC263
picture = GFX_evt_battle
border = GFX_event_normal_frame_war

is_triggered_only = yes

option = {
name = EVTOPTA262
prestige = 100
}
}

# Heroism Shown 3
character_event = {
id = 264
desc = EVTDESC264
picture = GFX_evt_battle
border = GFX_event_normal_frame_war

is_triggered_only = yes

option = {
name = EVTOPTA262
prestige = 100
}
}

# Heroism Shown 4
character_event = {
id = 265
desc = EVTDESC265
picture = GFX_evt_battle
border = GFX_event_normal_frame_war

is_triggered_only = yes

option = {
name = EVTOPTA262
prestige = 100
}
}

# Heroism Shown 5
character_event = {
id = 266
desc = EVTDESC266
picture = GFX_evt_battle
border = GFX_event_normal_frame_war

is_triggered_only = yes

option = {
name = EVTOPTA262
prestige = 100
}
}

# Heroism Shown 6
character_event = {
id = 267
desc = EVTDESC267
picture = GFX_evt_battle
border = GFX_event_normal_frame_war

is_triggered_only = yes

option = {
name = EVTOPTA262
prestige = 100
}
}

#On-action battle_lost: Imprisoned by the enemy


character_event = {
id = 250
title = captured_in_battle
desc = EVTDESC250
picture = GFX_evt_into_the_dungeon
border = GFX_event_normal_frame_war

is_triggered_only = yes

trigger = {
is_alive = yes
prisoner = no
NOT = {
character = FROM
}
}

weight_multiplier = {
days = 1
bad_soldier_outcome_score = yes
title_tier_reduction_score = yes
modifier = {
FROM = { trait = norse_leader }
factor = 1.5
}

modifier = {
factor = 2 # if the enemy leader has a particular bloodline
FROM = {
any_owned_bloodline = {
has_bloodline_flag = bloodline_fearsome
}
}
}
modifier = {
factor = 3 # if the enemy leader was a warrior lodge member
FROM = {
is_member_of_any_warrior_lodge_trigger = yes
society_rank > 1 #Must be rank 2 or higher
}
}

modifier = {
factor = 0.5 # has a wonder upgrade that allows you to run away
easier
any_realm_wonder = {
has_wonder_upgrade = upgrade_hidden_passageways
}
}
}

immediate = {
save_event_target_as = captured_commander
location = { save_event_target_as = battlefield_location }
FROM = { save_event_target_as = enemy_liege }
#You are captured...
imprison = event_target:enemy_liege #ROOT is imprisoned *by*
enemy_liege.
}

option = {
name = CURSES
hidden_tooltip = {
FROM = {
character_event = {
id = 50020 # imprisoned_events.txt #Enemy_liege is
notified about your capture...
}
}
}
}
}

# Leading attacker dies, will never trigger from code


letter_event = {
id = 251
is_triggered_only = yes
border = GFX_event_letter_frame_war

trigger = {
ai = no
}

desc = EVTDESC251

option = {
name = OK
}
}

# Leading defender dies, will never trigger from code


letter_event = {
id = 252
desc = EVTDESC251
border = GFX_event_letter_frame_war

is_triggered_only = yes

trigger = {
ai = no
}

option = {
name = OK
}
}

#Marshal: Unnecessary violence


character_event = {
id = 255
desc = EVTDESC255
picture = GFX_evt_torture
border = GFX_event_normal_frame_war

capable_only = yes
war = yes

is_triggered_only = yes

trigger = {
in_command = yes
has_job_title = job_marshal
trait = cruel
}

weight_multiplier = {
days = 1
}

option = {
name = EVTOPTA255
prestige = -20
piety = -20
hidden_tooltip = {
liege = {
character_event = {
id = 256
}
}
}
}
}

#Liege: Marshal used unnecessary violence


character_event = {
id = 256
desc = EVTDESC256
picture = GFX_evt_torture
border = GFX_event_normal_frame_war

is_triggered_only = yes

option = {
name = EVTOPTA256 #That's the cruelty of war
prestige = -5
}
option = {
name = EVTOPTB256 #Disapprove of his conduct
opinion = {
modifier = opinion_disapprove
who = FROM
years = 5
}
}
option = {
name = EVTOPTC256 #He's right, we should terrorise our enemy
opinion = {
modifier = opinion_approves
who = FROM
years = 5
}
prestige = -10
random = {
chance = 25

add_trait = cruel
hidden_tooltip = {
character_event ={
id = 38259 #Notify Cruel
}
}
}
}
}

### Combat Trait Events

# Event 1
character_event = {
id = 96500
desc = EVTDESC96500
picture = GFX_evt_battle
border = GFX_event_normal_frame_war

is_triggered_only = yes

trigger = {
can_have_more_leadership_traits = yes
is_alive = yes
}

weight_multiplier = {
days = 1
modifier = {
factor = 1.5
martial = 10
}
modifier = {
factor = 1.5
martial = 14
}
modifier = {
factor = 1.5
trait = brave
}
modifier = {
factor = 0.5
trait = craven
}
modifier = {
trait = genius
factor = 1.5
}
modifier = {
OR = {
trait = quick
trait = shrewd
}
factor = 1.2
}
modifier = {
OR = {
trait = slow
trait = dull
}
factor = 0.5
}
modifier = {
trait = imbecile
factor = 0.1
}
modifier = {
trait = inbred
factor = 0.7
}
modifier = {
is_strong_trigger = yes
factor = 1.2
}
modifier = {
is_weak_trigger = yes
factor = 0.8
}
modifier = {
factor = 0.85
trait = stressed
}
modifier = {
factor = 0.85
trait = depressed
}
modifier = {
factor = 0.5
trait = lunatic
}
modifier = {
factor = 0.5
trait = possessed
}
modifier = {
factor = 0.9
is_ill = yes
}
modifier = {
factor = 0.6
trait = infirm
}
modifier = {
factor = 0.9
trait = drunkard
}
}

option = {
name = EVTOPTK96500 # Jungle Terrain Specialization
trigger = {
location = { terrain = jungle }
NOT = { trait = jungle_terrain_leader }
}
add_trait = jungle_terrain_leader
}
option = {
name = EVTOPTL96500 # War elephants
trigger = {
has_dharmic_religion_trigger = yes
NOT = { trait = war_elephant_leader }
}
add_trait = war_elephant_leader
}
option = {
name = EVTOPTM96500 # WINTER Terrain Specialization
trigger = {
location = { is_winter = yes }
NOT = { trait = winter_soldier }
}
add_trait = winter_soldier
}
option = {
name = EVTOPTA96500 # Rough Terrain Specialization
trigger = {
OR = {
location = { terrain = forest }
location = { terrain = hills }
}
NOT = {
trait = rough_terrain_leader
trait = flat_terrain_leader
trait = mountain_terrain_leader
trait = desert_terrain_leader
}
}
add_trait = rough_terrain_leader
}
option = {
name = EVTOPTB96500 # Flat Terrain Specialization
trigger = {
OR = {
location = { terrain = plains }
location = { terrain = farmlands }
location = { terrain = steppe }
}
NOT = {
trait = rough_terrain_leader
trait = flat_terrain_leader
trait = mountain_terrain_leader
trait = desert_terrain_leader
}
}
add_trait = flat_terrain_leader
}
option = {
name = EVTOPTC96500 # Mountain Terrain Specialization
trigger = {
location = { terrain = mountain }
NOT = {
trait = rough_terrain_leader
trait = flat_terrain_leader
trait = mountain_terrain_leader
trait = desert_terrain_leader
}
}
add_trait = mountain_terrain_leader
}
option = {
name = EVTOPTD96500 # Desert Terrain Leader
trigger = {
location = { terrain = desert }
NOT = {
trait = rough_terrain_leader
trait = flat_terrain_leader
trait = mountain_terrain_leader
trait = desert_terrain_leader
}
}
add_trait = desert_terrain_leader
}
option = {
name = EVTOPTE96500 # Cavalry
trigger = {
NOT = {
trait = cavalry_leader
trait = heavy_infantry_leader
trait = light_foot_leader
}
}
add_trait = cavalry_leader
}
option = {
name = EVTOPTF96500 # Light Infantry
trigger = {
NOT = {
trait = cavalry_leader
trait = heavy_infantry_leader
trait = light_foot_leader
}
}
add_trait = light_foot_leader
}
option = {
name = EVTOPTG96500 # Heavy Infantry
trigger = {
NOT = {
trait = cavalry_leader
trait = heavy_infantry_leader
trait = light_foot_leader
}
}
add_trait = heavy_infantry_leader
}
}

# Event 2
character_event = {
id = 96501
desc = EVTDESC96500
picture = GFX_evt_battle
border = GFX_event_normal_frame_war
is_triggered_only = yes

trigger = {
can_have_more_leadership_traits = yes
is_alive = yes
}

weight_multiplier = {
days = 1
modifier = {
factor = 1.5
trait = brave
}
modifier = {
factor = 0.5
trait = craven
}
modifier = {
trait = genius
factor = 1.5
}
modifier = {
OR = {
trait = quick
trait = shrewd
}
factor = 1.2
}
modifier = {
OR = {
trait = slow
trait = dull
}
factor = 0.5
}
modifier = {
trait = imbecile
factor = 0.1
}
modifier = {
trait = inbred
factor = 0.7
}
modifier = {
is_strong_trigger = yes
factor = 1.2
}
modifier = {
is_weak_trigger = yes
factor = 0.8
}
modifier = {
factor = 0.85
trait = stressed
}
modifier = {
factor = 0.85
trait = depressed
}
modifier = {
factor = 0.5
trait = lunatic
}
modifier = {
factor = 0.5
trait = possessed
}
modifier = {
factor = 0.9
is_ill = yes
}
modifier = {
factor = 0.6
trait = infirm
}
modifier = {
factor = 0.9
trait = drunkard
}
}

option = { # Organizer
name = EVTOPTA96502
trigger = {
NOT = {
trait = organizer
}
}
add_trait = organizer
}
option = { # Experimenter
name = EVTOPTB96502
trigger = {
NOT = {
trait = experimenter
}
}
add_trait = experimenter
}
option = { # Holy Warrior
name = EVTOPTC96502
trigger = {
trait = zealous
NOT = {
trait = holy_warrior
trait = cynical
}
}
add_trait = holy_warrior
}
option = { # Unyielding
name = EVTOPTD96502
trigger = {
NOT = {
trait = unyielding_leader
}
}
add_trait = unyielding_leader
}
}

# Event 3
character_event = {
id = 96502
desc = EVTDESC96500
picture = GFX_evt_battle
border = GFX_event_normal_frame_war

is_triggered_only = yes

trigger = {
can_have_more_leadership_traits = yes
is_alive = yes
}

weight_multiplier = {
days = 1
modifier = {
factor = 1.5
trait = brave
}
modifier = {
factor = 0.5
trait = craven
}
modifier = {
trait = genius
factor = 1.5
}
modifier = {
OR = {
trait = quick
trait = shrewd
}
factor = 1.2
}
modifier = {
OR = {
trait = slow
trait = dull
}
factor = 0.5
}
modifier = {
trait = imbecile
factor = 0.1
}
modifier = {
trait = inbred
factor = 0.7
}
modifier = {
is_strong_trigger = yes
factor = 1.2
}
modifier = {
is_weak_trigger = yes
factor = 0.8
}
modifier = {
factor = 0.85
trait = stressed
}
modifier = {
factor = 0.85
trait = depressed
}
modifier = {
factor = 0.5
trait = lunatic
}
modifier = {
factor = 0.5
trait = possessed
}
modifier = {
factor = 0.9
is_ill = yes
}
modifier = {
factor = 0.6
trait = infirm
}
modifier = {
factor = 0.9
trait = drunkard
}
}

option = {
name = EVTOPTH96500 # Aggressive
trigger = {
NOT = {
trait = defensive_leader
trait = aggressive_leader
}
}
add_trait = aggressive_leader
}
option = {
name = EVTOPTI96500 # Defensive
trigger = {
NOT = {
trait = defensive_leader
trait = aggressive_leader
}
}
add_trait = defensive_leader
}
option = {
name = EVTOPTJ96500 # Inspiring
trigger = {
NOT = {
trait = inspiring_leader
}
}
add_trait = inspiring_leader
}
option = { # Trickster
name = EVTOPTH96501
trigger = {
NOT = {
trait = trickster
}
}
add_trait = trickster
}
}

# Event 4
character_event = {
id = 96503
desc = EVTDESC96500
picture = GFX_evt_battle
border = GFX_event_normal_frame_war

is_triggered_only = yes

trigger = {
can_have_more_leadership_traits = yes
is_alive = yes
}

weight_multiplier = {
days = 1
modifier = {
factor = 1.5
trait = brave
}
modifier = {
factor = 0.5
trait = craven
}
modifier = {
trait = genius
factor = 1.5
}
modifier = {
OR = {
trait = quick
trait = shrewd
}
factor = 1.2
}
modifier = {
OR = {
trait = slow
trait = dull
}
factor = 0.5
}
modifier = {
trait = imbecile
factor = 0.1
}
modifier = {
trait = inbred
factor = 0.7
}
modifier = {
is_strong_trigger = yes
factor = 1.2
}
modifier = {
is_weak_trigger = yes
factor = 0.8
}
modifier = {
factor = 0.85
trait = stressed
}
modifier = {
factor = 0.85
trait = depressed
}
modifier = {
factor = 0.5
trait = lunatic
}
modifier = {
factor = 0.5
trait = possessed
}
modifier = {
factor = 0.9
is_ill = yes
}
modifier = {
factor = 0.6
trait = infirm
}
modifier = {
factor = 0.9
trait = drunkard
}
}

option = {
name = EVTOPTA96500 # Rough Terrain Specialization
trigger = {
OR = {
location = { terrain = forest }
location = { terrain = hills }
}
NOT = {
trait = rough_terrain_leader
trait = flat_terrain_leader
trait = mountain_terrain_leader
trait = desert_terrain_leader
}
}
add_trait = rough_terrain_leader
}
option = {
name = EVTOPTB96500 # Flat Terrain Specialization
trigger = {
OR = {
location = { terrain = plains }
location = { terrain = farmlands }
location = { terrain = steppe }
}
NOT = {
trait = rough_terrain_leader
trait = flat_terrain_leader
trait = mountain_terrain_leader
trait = desert_terrain_leader
}
}
add_trait = flat_terrain_leader
}
option = {
name = EVTOPTC96500 # Mountain Terrain Specialization
trigger = {
location = { terrain = mountain }
NOT = {
trait = rough_terrain_leader
trait = flat_terrain_leader
trait = mountain_terrain_leader
trait = desert_terrain_leader
}
}
add_trait = mountain_terrain_leader
}
option = {
name = EVTOPTD96500 # Desert Terrain Leader
trigger = {
location = { terrain = desert }
NOT = {
trait = rough_terrain_leader
trait = flat_terrain_leader
trait = mountain_terrain_leader
trait = desert_terrain_leader
}
}
add_trait = desert_terrain_leader
}
option = { # Flanker
name = EVTOPTI96501
trigger = {
NOT = {
trait = flanker
}
}
add_trait = flanker
}
option = { # Narrow flank leader
name = EVTOPTJ96501
trigger = {
OR = {
location = { terrain = mountain }
location = { terrain = hills }
location = { terrain = forest }
}
NOT = {
trait = narrow_flank_leader
}
}
add_trait = narrow_flank_leader
}
option = { # Siege leader
name = EVTOPTK96501
trigger = {
siege = {
is_attacker = yes
}
NOT = {
trait = siege_leader
}
}
add_trait = siege_leader
}
}

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