#If you change the values loc for WTT_border_incident_delay_until_new_incident_180 and WTT_border_incident_delay_until_new_incident_120 has to be changed
#@border_incident_escalation_countdown = 15
#@border_conflict_incident_forgotten_timer = 15
#@border_conflict_escalate_to_war_countdown = 45
#@border_conflict_time_until_cancelled = 240
#
#folkung_border_clashes = {
#
#	folkung_border_conflict_initiate_incident = {
#		icon = border_war		
#
#		available = {
#			any_state = {
#				is_owned_and_controlled_by = FROM
#				set_temp_variable = { var:test_state_temp = id }
#				any_neighbor_state = {
#					is_fully_controlled_by = ROOT
#					set_temp_variable = { var:attacker_state_temp = id }
#					custom_trigger_tooltip = {
#						tooltip = folkung_has_border_troops
#						ROOT = {
#							divisions_in_border_state = {
#								state = var:attacker_state_temp
#								border_state = var:test_state_temp
#								size > 0
#							}
#						}
#					}
#					hidden_trigger = { NOT = { has_state_flag = border_incident_active } }
#				}
#				NOT = { has_state_flag = border_incident_active }
#				set_temp_variable = { var:defender_state_temp = id }
#			}
#		}
#
#		visible = {
#			ROOT = {
#				has_idea = gonka_za_folkungiu
#			}
#			FROM = {
#				exists = yes
#				has_idea = gonka_za_folkungiu
#			}
#			NOT = { has_war_with = FROM }
#			FROM = { has_not_initiated_border_incident_with_ROOT = yes }
#			FROM = {
#				NOT = {
#					is_subject_of = ROOT
#				}
#			}						
#			any_state = {
#				is_owned_and_controlled_by = FROM
#				
#				any_neighbor_state = {
#					is_fully_controlled_by = ROOT
#				}
#			}			
#			NOT = {
#				is_subject_of = FROM
#			}
#			OR = {
#				NOT = { has_border_war_with = FROM }
#				any_state = {
#					is_owned_and_controlled_by = FROM
#					hidden_trigger = { NOT = { has_state_flag = border_incident_active } }
#					any_neighbor_state = {
#						hidden_trigger = { NOT = { has_state_flag = border_incident_active } }
#						is_fully_controlled_by = ROOT
#					}
#				}
#			}
#		}
#
#		target_trigger = {
#			is_not_china = yes
#			FROM = { is_not_china = yes }
#		}
#
#		highlight_states = {
#			OR = {
#				state = FROM.defender_state_vs_@ROOT
#				AND = {
#					is_owned_and_controlled_by = FROM					
#					set_temp_variable = { var:test_state_temp = id }
#					hidden_trigger = { NOT = { has_state_flag = border_incident_active } }
#					any_neighbor_state = {
#						hidden_trigger = { NOT = { has_state_flag = border_incident_active } }
#						set_temp_variable = { var:attacker_state_temp = id }
#						ROOT = {
#							divisions_in_border_state = {
#								state = var:attacker_state_temp
#								border_state = var:test_state_temp
#								size > 0
#							}
#						}
#						is_fully_controlled_by = ROOT
#					}
#				}
#			}
#		}
#		ai_will_do = {
#			base = 0
#		}
#		cost = 50
#		fire_only_once = no
#		days_remove = @border_incident_escalation_countdown
#		days_re_enable = 50
#
#		war_with_target_on_remove = yes
#
#		complete_effect = {
#			custom_effect_tooltip = folkung_negative_opinion
#			hidden_effect = {
#				FROM = { add_opinion_modifier = { target = ROOT modifier = border_conflict_started } }
#				FROM = { OVERLORD = { add_opinion_modifier = { target = ROOT modifier = border_conflict_started_overlord } } }
#				every_country = { 
#					limit = { has_guaranteed = FROM }
#					add_opinion_modifier = { target = ROOT modifier = border_conflict_started_overlord }
#				}
#			}
#			if = {
#				limit = { has_government = democratic }
#				ROOT = { add_popularity = { ideology = democratic popularity = -0.01 } }
#			}
#			hidden_effect = {
#				random_state = {
#					limit = {
#						is_owned_and_controlled_by = FROM
#						
#						set_temp_variable = { test_defender_state_temp = id }
#						hidden_trigger = { NOT = { has_state_flag = border_incident_active } }
#						any_neighbor_state = {
#							hidden_trigger = { NOT = { has_state_flag = border_incident_active } }
#							set_temp_variable = { test_attacker_state_temp = id }
#							ROOT = {
#								divisions_in_border_state = {
#									state = var:test_attacker_state_temp
#									border_state = var:test_defender_state_temp
#									size > 0
#								}
#							}
#							is_fully_controlled_by = ROOT
#						}
#					}
#					save_event_target_as = defender_state
#					set_variable = { FROM.defender_state_vs_@ROOT = id }
#					set_temp_variable = { defender_state_temp = id }
#					set_state_flag = border_incident_active
#				}
#				random_state = {
#					limit = {
#						is_fully_controlled_by = ROOT
#						hidden_trigger = { NOT = { has_state_flag = border_incident_active } }
#						set_temp_variable = { attack_dir_state_temp = id }
#						any_neighbor_state = {
#							state = var:FROM.defender_state_vs_@ROOT
#						}
#						
#						ROOT = {
#								divisions_in_border_state = {
#									state = var:attack_dir_state_temp
#									border_state = var:FROM.defender_state_vs_@ROOT
#									size > 0
#								}
#							}
#					}
#					save_event_target_as = attacker_state
#					set_variable = { FROM.attacker_state_vs_@ROOT = id }
#					set_temp_variable = { attacker_state_temp = id }
#					set_state_flag = border_incident_active
#				}
#			}
#			custom_effect_tooltip = folkung_border_incident_delay_until_new_incident_180
#			FROM = {
#				country_event = { id = folkung_border_incident_defender_warning.1 hours = 1 }
#				activate_targeted_decision = { target = ROOT decision = folkung_border_conflict_incident_warning_defender }				
#			}
#		}
#		remove_effect = {
#			hidden_effect = {
#				var:FROM.defender_state_vs_@ROOT = {
#					save_event_target_as = defender_state 
#				}
#				var:FROM.attacker_state_vs_@ROOT = {
#					save_event_target_as = attacker_state 
#				}
#				random_state = {
#					limit = {
#						is_owned_and_controlled_by = FROM
#						
#						hidden_trigger = { NOT = { has_state_flag = border_incident_active } }
#						any_neighbor_state = {
#							is_fully_controlled_by = ROOT
#							has_ROOT_at_least_1_div_in_current_state_scope = yes
#							hidden_trigger = { NOT = { has_state_flag = border_incident_active } }
#						}
#					}
#					set_temp_variable = { defender_state_temp = id }
#				}
#				random_state = {
#					limit = {
#						is_fully_controlled_by = ROOT
#						hidden_trigger = { NOT = { has_state_flag = border_incident_active } }
#						has_ROOT_at_least_1_div_in_current_state_scope = yes
#						any_neighbor_state = {
#							state = var:FROM.defender_state_vs_@ROOT
#						}
#					}
#					set_temp_variable = { attacker_state_temp = id }
#				}
#			}
#			activate_targeted_decision = { target = FROM decision = folkung_escalate_incident_to_border_conflict }
#		}
#	}
#	
#	#Mission for defender warning that a conflict with FROM is coming
#	folkung_border_conflict_incident_warning_defender = {
#		icon = border_war
#		allowed = { always = no } #Activated from effect
#		available = {
#			hidden_trigger = { always = no }
#		}
#		highlight_states = {
#			OR = {
#				state = var:defender_state_temp
#				state = var:ROOT.defender_state_vs_@FROM
#			}
#		}
#		war_with_target_on_timeout = yes
#		ai_will_do = {
#			base = 0
#			modifier = {
#				
#			}
#		}
#		days_mission_timeout = @border_incident_escalation_countdown
#		fire_only_once = yes
#		is_good = no		
#		timeout_effect = {
#			custom_effect_tooltip = escalation_possible_tooltip_for_defender
#			custom_effect_tooltip = effects_if_border_conflict_is_lost
#			effect_tooltip = {
#				add_political_power = -50
#				var:ROOT.defender_state_vs_@FROM = { FROM = { transfer_state = PREV } }
#			}
#			hidden_effect = {
#				remove_targeted_decision = { target = FROM decision = folkung_border_conflict_incident_warning_defender }
#				activate_targeted_decision = { target = FROM decision = folkung_border_conflict_escalation_warning_defender }
#			}
#		}
#	}
#	
#	#Mission for defender warning FROM can escalate to war at any point is coming
#	folkung_border_conflict_escalation_warning_defender = {
#		icon = border_war
#		allowed = { always = no } #Activated from effect
#		available = {
#			hidden_trigger = { always = no }
#		}
#		highlight_states = {
#			OR = {
#				state = var:defender_state_temp
#				state = var:ROOT.defender_state_vs_@FROM
#			}
#		}
#		war_with_target_on_timeout = yes
#		ai_will_do = {
#			base = 0
#			modifier = {
#				
#			}
#		}
#		days_mission_timeout = @border_conflict_incident_forgotten_timer
#		fire_only_once = yes
#		is_good = no
#		timeout_effect = {
#			custom_effect_tooltip = from_cannot_escalate
#			custom_effect_tooltip = effects_if_border_conflict_is_lost
#			effect_tooltip = {
#				add_political_power = -50
#				var:ROOT.defender_state_vs_@FROM = { FROM = { transfer_state = PREV } }
#			}
#		}		
#	}
#	
#	#Mission for attacker to escalate or incident is forgotten
#	#Decision to escalate incident on border with FROM to border conflict
#	folkung_escalate_incident_to_border_conflict = {
#		icon = border_war
#		allowed = { always = no } #Activated from effect
#		available = {
#			var:FROM.attacker_state_vs_@ROOT = {
#				is_fully_controlled_by = ROOT
#			}
#				divisions_in_border_state = {
#					state = var:FROM.attacker_state_vs_@ROOT
#					border_state = var:FROM.defender_state_vs_@ROOT
#					size > 0
#				}
#		}
#		highlight_states = {
#			state = var:FROM.attacker_state_vs_@ROOT			
#		}
#		ai_will_do = {
#			base = 200
#			modifier = {
#				
#			}
#		}		
#		cancel_trigger = {
#			is_in_faction_with = FROM
#		}
#		selectable_mission = yes
#		fire_only_once = yes #Reactivation handled in effect
#		days_mission_timeout = @border_conflict_incident_forgotten_timer
#		timeout_effect = {
#			custom_effect_tooltip = folkung_border_incident_delay_until_new_incident_120
#			hidden_effect = {
#				FROM = { remove_targeted_decision = { target = ROOT decision = folkung_border_conflict_escalation_warning_defender } }
#				FROM = {
#					var:attacker_state_vs_@ROOT = {
#						clr_state_flag = border_incident_active
#					}
#					var:defender_state_vs_@ROOT = {
#						clr_state_flag = border_incident_active
#					}
#					clear_variable = attacker_state_vs_@ROOT
#					clear_variable = defender_state_vs_@ROOT
#				}
#			}
#		}
#		complete_effect = {
#			start_border_war = {
#				change_state_after_war = no
#				attacker = {
#					state = var:FROM.attacker_state_vs_@ROOT
#					num_provinces = 4
#					on_win = folkung_border_conflict_won_attacker.1
#					on_lose = folkung_border_conflict_lost_attacker.1
#					on_cancel = folkung_border_conflict_canceled_attacker.1
#				}				
#				defender = {
#					state = var:FROM.defender_state_vs_@ROOT
#					num_provinces = 4
#					on_win = folkung_border_conflict_won_defender.1
#					on_lose = folkung_border_conflict_lost_defender.1
#					on_cancel = folkung_border_conflict_canceled_defender.1
#				}
#			}
#			hidden_effect = { FROM = { remove_targeted_decision = { target = ROOT decision = folkung_border_conflict_escalation_warning_defender } } }
#			FROM = {
#				activate_targeted_decision = { target = ROOT decision = folkung_border_conflict_escalate_conflict }
#				activate_targeted_decision = { target = ROOT decision = folkung_border_conflict_time_until_cancelled }
#			}
#			activate_targeted_decision = { target = FROM decision = folkung_border_conflict_escalate_conflict }
#			activate_targeted_decision = { target = FROM decision = folkung_border_conflict_time_until_cancelled }
#		}
#	}
#	
#	
#	#Mission for attacker to win border war against FROM in X days
#	folkung_border_conflict_time_until_cancelled = {
#		icon = border_war
#		allowed = { always = no } #Activated from effect
#		available = {
#			var:FROM.defender_state_vs_@ROOT = { has_border_war = no }
#			var:FROM.attacker_state_vs_@ROOT = { has_border_war = no }
#		}		
#		highlight_states = {
#			OR = {
#				state = var:defender_state_temp
#				state = var:FROM.defender_state_vs_@ROOT
#			}
#		}
#		ai_will_do = {
#			base = 0
#			modifier = {
#				
#			}
#		}
#		days_mission_timeout = @border_conflict_time_until_cancelled
#		is_good = no
#		fire_only_once = yes #Reactivation handled in effect
#		complete_effect = {
#
#		}
#		timeout_effect = {
#			if = {
#				limit = { is_border_conflict_defender_vs_FROM = yes }
#				cancel_border_war = {
#					defender = var:defender_state_vs_@FROM
#					attacker = var:attacker_state_vs_@FROM
#				}
#			}
#			else = {
#				cancel_border_war = {
#					defender = var:FROM.defender_state_vs_@ROOT
#					attacker = var:FROM.attacker_state_vs_@ROOT
#				}
#			}
#			hidden_effect = {
#				remove_targeted_decision = { target = FROM decision = folkung_border_conflict_escalate_conflict }
#			}
#		}
#	}
#	
#	#Decision to escalate conflict further
#	folkung_border_conflict_escalate_conflict = {
#		icon = decision_generic_ignite_civil_war
#		allowed = { always = no } #Activated from effect
#		visible = {
#			has_border_war_with = FROM
#		}
#		highlight_states = {
#			OR = {
#				state = var:FROM.attacker_state_vs_@ROOT
#				state = var:ROOT.defender_state_vs_@FROM
#			}
#		}
#		cost = 200
#		ai_will_do = {
#			base = 0
#			modifier = {
#				
#			}
#		}
#		fire_only_once = yes #Reactivation handled in effect
#		complete_effect = {
#			if = {
#				limit = { is_border_conflict_defender_vs_FROM = yes }
#				set_border_war_data = {
#					attacker = var:ROOT.defender_state_vs_@FROM
#					defender = var:ROOT.defender_state_vs_@FROM
#					defender_modifier = 0.15
#					combat_width = 1000
#				}
#			}
#			else = {
#				set_border_war_data = {
#					attacker = var:FROM.defender_state_vs_@ROOT
#					defender = var:FROM.defender_state_vs_@ROOT
#					attacker_modifier = 0.15
#					combat_width = 100
#				}
#			}
#			FROM = {
#				set_country_flag = {
#					flag = folkung_border_conflict_escalate_to_war_cooldown_@ROOT
#					days = @border_conflict_escalate_to_war_countdown
#					value = 1
#				}
#				remove_targeted_decision = { target = ROOT decision = folkung_border_conflict_escalate_conflict }
#			}
#			set_country_flag = {
#				flag = folkung_border_conflict_escalate_to_war_cooldown_@FROM
#				days = @border_conflict_escalate_to_war_countdown
#				value = 1
#			}
#			custom_effect_tooltip = in_45_days
#			activate_targeted_decision = { target = FROM decision = folkung_border_conflict_escalate_to_war }
#		}
#	}
#	
#	#Decision to escalate conflict further
#	folkung_border_conflict_escalate_to_war = {
#		icon = decision_generic_ignite_civil_war
#		allowed = { always = no } #Activated from effect
#		visible = {
#			NOT = { has_country_flag = folkung_border_conflict_escalate_to_war_cooldown_@FROM }
#			has_border_war_with = FROM
#		}
#		highlight_states = {
#			OR = {
#				state = var:FROM.defender_state_vs_@ROOT
#				state = var:ROOT.attacker_state_vs_@FROM
#			}
#		}
#		cost = 150
#		ai_will_do = {
#			base = 0
#			modifier = {
#				
#			}
#		}
#		days_remove = 15
#		fire_only_once = yes #Reactivation handled in effect
#		war_with_target_on_remove = yes
#		complete_effect = {
#			if = {
#				limit = { is_border_conflict_defender_vs_FROM = yes }
#				var:ROOT.defender_state_vs_@FROM = { save_event_target_as = their_state }
#				var:ROOT.attacker_state_vs_@FROM = { save_event_target_as = our_state }
#			}
#			else = {
#				var:FROM.defender_state_vs_@ROOT = { save_event_target_as = our_state }
#				var:FROM.attacker_state_vs_@ROOT = { save_event_target_as = their_state }
#			}
#			FROM = {
#				country_event = { id = folkung_border_conflict_escalate_to_war.1 }
#				hidden_effect = {
#					remove_targeted_decision = { target = ROOT decision = folkung_border_conflict_escalate_to_war }
#				}
#		 	}
#		}
#
#		remove_effect = {
#			cancel_border_war = {
#				dont_fire_events = yes
#				defender = var:FROM.defender_state_vs_@ROOT
#				attacker = var:FROM.attacker_state_vs_@ROOT
#			}
#			declare_war_on = { target = FROM type = annex_everything }
#			if = {
#				limit = { is_border_conflict_defender_vs_FROM = yes }
#				var:attacker_state_vs_@FROM = {
#					clr_state_flag = border_incident_active
#				}
#				var:defender_state_vs_@FROM = {
#					clr_state_flag = border_incident_active
#				}
#				clear_variable = attacker_state_vs_@FROM
#				clear_variable = defender_state_vs_@FROM
#			}
#			else = {
#				FROM = {
#					var:attacker_state_vs_@ROOT = {
#						clr_state_flag = border_incident_active
#					}
#					var:defender_state_vs_@ROOT = {
#						clr_state_flag = border_incident_active
#					}
#					clear_variable = attacker_state_vs_@ROOT
#					clear_variable = defender_state_vs_@ROOT
#				}
#			}
#		}
##	}
#	
#	#Decision to back down from conflict
#	folkung_border_conflict_back_out_of_conflict = {
#		allowed = { always = no } #Activated from effect
#		visible = {
#			has_border_war_with = FROM
#		}
#		highlight_states = {
#			OR = {
#				state = var:FROM.attacker_state_vs_@ROOT
#				state = var:ROOT.defender_state_vs_@FROM
#			}
#		}
#		ai_will_do = {
#			base = 0
#			modifier = {
#				
#			}
#		}
#		fire_only_once = yes #Reactivation handled in effect
#		complete_effect = {
#			if = {
#				limit = { is_border_conflict_defender_vs_FROM = yes }
#				finalize_border_war = {
#					attacker_win = yes
#					attacker = ROOT.attacker_state_vs_@FROM
#					defender = ROOT.attacker_state_vs_@FROM
#				}
#			}
#			else = {
#				finalize_border_war = {
#					attacker = FROM.attacker_state_vs_@ROOT
#					defender = FROM.attacker_state_vs_@ROOT
#					defender_win = yes
#				}
#			}
#		}
#	}
#
#
#}