# add_symptom_effect
# add_maimed_trait_effect
# add_plague_symptom_effect
# add_pneumonia_symptom_effect
# add_syphilis_symptom_effect
# add_consumption_symptom_effect
# add_typhoid_symptom_effect
# add_camp_fever_symptom_effect
# add_measles_symptom_effect
# add_smallpox_symptom_effect
# add_flu_symptom_effect
# add_dysentery_symptom_effect
# add_gout_symptom_effect
# add_food_poisoning_symptom_effect
# add_rabies_symptom_effect
# add_cancer_symptom_effect

# remove_treatment_modifiers_effect
# remove_disease_flags_effect

# give_epidemic_disease_effect
# blessing_removes_disease_effect
# deaths_gift_removes_disease_effect
# remove_disease_trait_effect
# resolve_severely_injured_effect
# add_severely_injured_effect

# add_disease_level_effect
# clear_disease_level_effect

# give_pneumonic_effect
# give_consumption_effect
# give_slow_fever_effect
# give_bubonic_plague_effect
# give_measles_effect
# give_smallpox_effect
# give_aztec_disease_effect
# give_great_pox_effect
# give_flu_effect
# give_dysentery_effect
# give_gout_effect
# give_food_poisoning_effect
# give_rabies_effect
# give_cancer_effect
# give_ill_effect

# remove_random_maimed_effect
# remove_random_disease_effect
# remove_random_epidemic_disease_effect
# remove_symptoms_effect

# maim_hand_effect
# mangle_effect


add_symptom_effect = {
	custom_tooltip = {
		text = add_symptom_tooltip

		random_list = {
			10 = {
				trigger = {
					NOT = { trait = cough }
				}

				character_event = {
					id = RIP.5000 # Determine disease, get treatment
					days = 1
				}
			}

			10 = {
				trigger = {
					NOT = { trait = fever }
				}

				character_event = {
					id = RIP.5001 # Determine disease, get treatment
					days = 1
				}
			}

			10 = {
				trigger = {
					NOT = { trait = diarrhea }
				}

				character_event = {
					id = RIP.5002 # Determine disease, get treatment
					days = 1
				}
			}

			10 = {
				trigger = {
					NOT = { trait = vomiting }
				}

				character_event = {
					id = RIP.5003 # Determine disease, get treatment
					days = 1
				}
			}

			10 = {
				trigger = {
					NOT = { trait = headache }
				}

				character_event = {
					id = RIP.5004 # Determine disease, get treatment
					days = 1
				}
			}

			10 = {
				trigger = {
					NOT = { trait = chest_pain }
				}

				character_event = {
					id = RIP.5005 # Determine disease, get treatment
					days = 1
				}
			}

			10 = {
				trigger = {
					NOT = { trait = cramps }
				}

				character_event = {
					id = RIP.5006 # Determine disease, get treatment
					days = 1
				}
			}

			10 = {
				trigger = {
					NOT = { trait = rash }
				}

				character_event = {
					id = RIP.5007 # Determine disease, get treatment
					days = 1
				}
			}

			10 = {
				trigger = {
					NOT = { trait = abdominal_pain }
				}

				character_event = {
					id = RIP.5008 # Determine disease, get treatment
					days = 1
				}
			}

			10 = {
				trigger = {
					NOT = { trait = fatigue }
				}

				character_event = {
					id = RIP.5009 # Determine disease, get treatment
					days = 1
				}
			}

			10 = {
				trigger = {
					NOT = { trait = malaise }
				}

				character_event = {
					id = RIP.5010 # Determine disease, get treatment
					days = 1
				}
			}
		}
	}
}

add_maimed_trait_effect = {
	custom_tooltip = {
		text = maimed_effect_tooltip

		hidden_effect = {
			random_list = {
				10 = {
					trigger = {
						NOT = { has_dlc = "Reapers" }
					}

					add_trait = maimed
					character_event = { id = 38281 } # Notification: I have become maimed
				}

				15 = {
					trigger = {
						has_dlc = "Reapers"

						NOR = {
							trait = one_eyed
							trait = blinded
						}
					}

					add_trait = one_eyed
					character_event = { id = RIP.11501 } # Inform player
				}


				10 = {
					trigger = {
						has_dlc = "Reapers"
						NOT = { trait = one_legged }
					}

					add_trait = one_legged
					character_event = { id = RIP.11503 } # Inform player
				}

				20 = {
					trigger = {
						has_dlc = "Reapers"
						NOT = { trait = one_handed }
					}

					add_trait = one_handed
					character_event = { id = RIP.11502 } # Inform player
				}

				10 = {
					trigger = {
						has_dlc = "Reapers"
						NOT = { trait = disfigured }
					}

					add_trait = disfigured
					character_event = { id = RIP.11504 } # Inform player
				}

				5 = {
					trigger = {
						has_dlc = "Reapers"
						NOT = { trait = mangled }
					}

					add_trait = mangled
					character_event = { id = RIP.11505 } # Inform player
				}
			}
		}
	}

	add_trait_severely_injured_effect = yes
}

add_plague_symptom_effect = {
	random_list = {
		10 = {
			trigger = {
				NOT = { trait = malaise }
			}

			character_event = { id = RIP.5010 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = fever }
			}

			character_event = { id = RIP.5001 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = cramps }
			}

			character_event = { id = RIP.5006 } # Determine disease, get treatment
		}
	}
}

add_pneumonia_symptom_effect = {
	random_list = {
		10 = {
			trigger = {
				NOT = { trait = cough }
			}

			character_event = { id = RIP.5000 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = fever }
			}

			character_event = { id = RIP.5001 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = chest_pain }
			}

			character_event = { id = RIP.5005 } # Determine disease, get treatment
		}
	}
}

add_syphilis_symptom_effect = {
	random_list = {
		10 = {
			trigger = {
				NOT = { trait = rash }
			}

			character_event = { id = RIP.5007 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = fever }
			}

			character_event = { id = RIP.5001 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = headache }
			}

			character_event = { id = RIP.5004 } # Determine disease, get treatment
		}
	}
}

add_consumption_symptom_effect = {
	random_list = {
		10 = {
			trigger = {
				NOT = { trait = cough }
			}

			character_event = { id = RIP.5000 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = fever }
			}

			character_event = { id = RIP.5001 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = chest_pain }
			}

			character_event = { id = RIP.5005 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = fatigue }
			}

			character_event = { id = RIP.5009 } # Determine disease, get treatment
		}
	}
}

add_typhoid_symptom_effect = {
	random_list = {
		10 = {
			trigger = {
				NOT = { trait = diarrhea }
			}

			character_event = { id = RIP.5002 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = fever }
			}

			character_event = { id = RIP.5001 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = abdominal_pain }
			}

			character_event = { id = RIP.5008 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = malaise }
			}

			character_event = { id = RIP.5010 } # Determine disease, get treatment
		}
	}
}

add_camp_fever_symptom_effect = {
	random_list = {
		10 = {
			trigger = {
				NOT = { trait = diarrhea }
			}

			character_event = { id = RIP.5002 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = fever }
			}

			character_event = { id = RIP.5001 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = abdominal_pain }
			}

			character_event = { id = RIP.5008 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = fatigue }
			}

			character_event = { id = RIP.5009 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = rash }
			}

			character_event = { id = RIP.5007 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = headache }
			}

			character_event = { id = RIP.5004 } # Determine disease, get treatment
		}
	}
}

add_measles_symptom_effect = {
	random_list = {
		10 = {
			trigger = {
				NOT = { trait = rash }
			}

			character_event = { id = RIP.5007 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = fever }
			}

			character_event = { id = RIP.5001 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = cough }
			}

			character_event = { id = RIP.5000 } # Determine disease, get treatment
		}
	}
}

add_smallpox_symptom_effect = {
	random_list = {
		10 = {
			trigger = {
				NOT = { trait = rash }
			}

			character_event = { id = RIP.5007 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = fever }
			}

			character_event = { id = RIP.5001 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = headache }
			}

			character_event = { id = RIP.5004 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = malaise }
			}

			character_event = { id = RIP.5010 } # Determine disease, get treatment
		}
	}
}

add_flu_symptom_effect = {
	random_list = {
		10 = {
			trigger = {
				NOT = { trait = fatigue }
			}

			character_event = { id = RIP.5009 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = fever }
			}

			character_event = { id = RIP.5001 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = headache }
			}

			character_event = { id = RIP.5004 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = malaise }
			}

			character_event = { id = RIP.5010 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = cough }
			}

			character_event = { id = RIP.5000 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = abdominal_pain }
			}

			character_event = { id = RIP.5008 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = diarrhea }
			}

			character_event = { id = RIP.5002 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = vomiting }
			}

			character_event = { id = RIP.5003 } # Determine disease, get treatment
		}
	}
}

add_dysentery_symptom_effect = {
	random_list = {
		10 = {
			trigger = {
				NOT = { trait = diarrhea }
			}

			character_event = { id = RIP.5002 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = fever }
			}

			character_event = { id = RIP.5001 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = abdominal_pain }
			}

			character_event = { id = RIP.5008 } # Determine disease, get treatment
		}
	}
}

add_gout_symptom_effect = {
	random_list = {
		10 = {
			trigger = {
				NOT = { trait = fatigue }
			}

			character_event = { id = RIP.5009 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = fever }
			}

			character_event = { id = RIP.5001 } # Determine disease, get treatment
		}
	}
}

add_food_poisoning_symptom_effect = {
	random_list = {
		10 = {
			trigger = {
				NOT = { trait = diarrhea }
			}

			character_event = { id = RIP.5002 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = fever }
			}

			character_event = { id = RIP.5001 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = cramps }
			}

			character_event = { id = RIP.5006 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = vomiting }
			}

			character_event = { id = RIP.5003 } # Determine disease, get treatment
		}
	}
}

add_rabies_symptom_effect = {
	random_list = {
		10 = {
			trigger = {
				NOT = { trait = malaise }
			}

			character_event = { id = RIP.5010 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = fever }
			}

			character_event = { id = RIP.5001 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = fatigue }
			}

			character_event = { id = RIP.5009 } # Determine disease, get treatment
		}
	}
}

add_cancer_symptom_effect = {
	random_list = {
		10 = {
			trigger = {
				NOT = { trait = fatigue }
			}

			character_event = { id = RIP.5009 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = chest_pain }
			}

			character_event = { id = RIP.5005 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = headache }
			}

			character_event = { id = RIP.5004 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = malaise }
			}

			character_event = { id = RIP.5010 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = cough }
			}

			character_event = { id = RIP.5000 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = abdominal_pain }
			}

			character_event = { id = RIP.5008 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = diarrhea }
			}

			character_event = { id = RIP.5002 } # Determine disease, get treatment
		}

		10 = {
			trigger = {
				NOT = { trait = vomiting }
			}

			character_event = { id = RIP.5003 } # Determine disease, get treatment
		}
	}
}

remove_treatment_modifiers_effect = {
	remove_character_modifier = successful_treatment_1
	remove_character_modifier = successful_treatment_2
	remove_character_modifier = successful_treatment_3
	remove_character_modifier = failed_treatment_1
	remove_character_modifier = failed_treatment_2
	remove_character_modifier = mystic_treatment_decent
	remove_character_modifier = mystic_treatment_poor
	remove_character_modifier = mystic_treatment_terrible
	remove_character_modifier = symptom_treatment_1
	remove_character_modifier = symptom_treatment_2
	remove_character_modifier = symptom_treatment_3
	remove_character_modifier = symptom_treatment_4
}

remove_disease_flags_effect = {
	clr_character_flag = developing_illness
	clr_character_flag = got_syphilis
	clr_character_flag = got_consumption
	clr_character_flag = got_slow_fever
	clr_character_flag = got_camp_fever
	clr_character_flag = got_bubonic_plague
	clr_character_flag = got_measles
	clr_character_flag = got_smallpox
	clr_character_flag = got_aztec_disease
	clr_character_flag = got_flu
	clr_character_flag = got_dysentery
	clr_character_flag = got_gout
	clr_character_flag = got_food_poisoning
	clr_character_flag = got_rabies
	clr_character_flag = got_cancer
	clr_character_flag = got_pneumonia
	clr_character_flag = manifest_syphilis
	clr_character_flag = manifest_consumption
	clr_character_flag = manifest_slow_fever
	clr_character_flag = manifest_camp_fever
	clr_character_flag = manifest_bubonic_plague
	clr_character_flag = manifest_measles
	clr_character_flag = manifest_smallpox
	clr_character_flag = manifest_aztec_disease
	clr_character_flag = manifest_flu
	clr_character_flag = manifest_dysentery
	clr_character_flag = manifest_gout
	clr_character_flag = manifest_food_poisoning
	clr_character_flag = manifest_rabies
	clr_character_flag = manifest_cancer
	clr_character_flag = manifest_pneumonia
}

give_epidemic_disease_effect = {
	if = {
		limit = {
			location = { disease = consumption }
			NOT = { has_character_flag = immune_consumption }
		}

		set_character_flag = got_consumption
		set_character_flag = developing_illness
		character_event = { id = RIP.5015 } # Develop disease
	}

	else_if = {
		limit = {
			location = { disease = slow_fever }
			NOT = { has_character_flag = immune_slow_fever }
		}

		set_character_flag = got_slow_fever
		set_character_flag = developing_illness
		character_event = { id = RIP.5016 } # Develop disease
	}

	else_if = {
		limit = {
			location = { disease = camp_fever }
			NOT = { has_character_flag = immune_camp_fever }
		}

		set_character_flag = got_camp_fever
		set_character_flag = developing_illness
		character_event = { id = RIP.5017 } # Develop disease
	}

	else_if = {
		limit = {
			location = { disease = bubonic_plague }
			NOT = { has_character_flag = immune_bubonic_plague }
		}

		set_character_flag = got_bubonic_plague
		set_character_flag = developing_illness
		character_event = { id = RIP.5012 } # Develop disease
	}

	else_if = {
		limit = {
			location = { disease = measles }
			NOT = { has_character_flag = immune_measles }
		}

		set_character_flag = got_measles
		set_character_flag = developing_illness
		character_event = { id = RIP.5018 } # Develop disease
	}

	else_if = {
		limit = {
			location = { disease = smallpox }
			NOT = { has_character_flag = immune_smallpox }
		}

		set_character_flag = got_smallpox
		set_character_flag = developing_illness
		character_event = { id = RIP.5019 } # Develop disease
	}

	else_if = {
		limit = {
			location = { disease = syphilis }
			NOT = { has_character_flag = immune_syphilis }
		}

		set_character_flag = got_syphilis
		set_character_flag = developing_illness
		character_event = { id = RIP.5014 } # Develop disease
	}
}

blessing_removes_disease_effect = {
	if = {
		limit = {
			has_dlc = "The Old Gods"
			has_character_flag = old_gods_blessing
			has_character_modifier = blessing_of_health
		}

		character_event = {
			id = TOG.7015 # Blessing of health healing illness
			days = 30
		}
	}

	if = {
		limit = {
			has_dlc = "Sons of Abraham"
			has_character_flag = pilgrim_blessing
			has_character_modifier = blessing_of_health
		}

		character_event = {
			id = SoA.5068 # Blessing of health cures disease after having visited the monks
			days = 30
		}
	}
}

deaths_gift_removes_disease_effect = {
	if = {
		limit = {
			has_dlc = "Reapers"
			has_character_modifier = deaths_gift
		}

		character_event = {
			id = RIP.30233 # Death's gift
			days = 30
		}
	}
}

# Only generates tooltip for present traits
remove_disease_trait_effect = {
	if = {
		limit = { trait = ill }
		remove_trait = ill
	}

	if = {
		limit = { trait = consumption }
		remove_trait = consumption
	}

	if = {
		limit = { trait = slow_fever }
		remove_trait = slow_fever
	}

	if = {
		limit = { trait = camp_fever }
		remove_trait = camp_fever
	}

	if = {
		limit = { trait = bubonic_plague }
		remove_trait = bubonic_plague
	}

	if = {
		limit = { trait = measles }
		remove_trait = measles
	}

	if = {
		limit = { trait = smallpox }
		remove_trait = smallpox
	}

	if = {
		limit = { trait = aztec_disease }
		remove_trait = aztec_disease
	}

	if = {
		limit = { trait = great_pox }
		remove_trait = great_pox
	}

	if = {
		limit = { trait = flu }
		remove_trait = flu
	}

	if = {
		limit = { trait = dysentery }
		remove_trait = dysentery
	}

	if = {
		limit = { trait = gout }
		remove_trait = gout
	}

	if = {
		limit = { trait = food_poisoning }
		remove_trait = food_poisoning
	}

	if = {
		limit = { trait = rabies }
		remove_trait = rabies
	}

	if = {
		limit = { trait = cancer }
		remove_trait = cancer
	}

	if = {
		limit = { trait = pneumonic }
		remove_trait = pneumonic
	}

	if = {
		limit = { trait = scurvy }
		remove_trait = scurvy
	}

	if = {
		limit = { trait = dancing_plague }
		remove_trait = dancing_plague
	}

	if = {
		limit = { trait = leper }
		remove_trait = leper
	}

	if = {
		limit = { trait = sickly }
		remove_trait = sickly
	}

	clear_disease_level_effect = yes
}

resolve_severely_injured_effect = {
	hidden_effect = {
		random = {
			chance = 30

			# Develop infection instead
			set_character_flag = pending_infection
		}

		# Get rid of severely_injured
		character_event = {
			id = RIP.11000
			days = 100
			random = 300
		}
	}
}

# For when you "only" become really injured, but still want the risk of infection...
add_severely_injured_effect = {
	add_trait = severely_injured
	resolve_severely_injured_effect = yes
}

add_disease_level_effect = {
	random_list = {
		65 = {
			custom_tooltip = {
				text = become_normal_ill
			}
		}

		20 = {
			mult_modifier = {
				factor = 2
				trait = strong
			}

			mult_modifier = {
				factor = 2
				trait = brawny
			}

			custom_tooltip = {
				text = become_mild_ill

				add_character_modifier = {
					name = mild_illness
					duration = -1
				}
			}
		}

		10 = {
			mult_modifier = {
				factor = 1.5
				trait = frail
			}

			mult_modifier = {
				factor = 1.5
				trait = weak
			}

			mult_modifier = {
				factor = 0.5
				trait = strong
			}

			mult_modifier = {
				factor = 0.5
				trait = brawny
			}

			mult_modifier = {
				factor = 1.5
				practical_age >= 50
			}

			mult_modifier = {
				factor = 1.5
				practical_age >= 60
			}

			mult_modifier = {
				factor = 1.5
				practical_age >= 70
			}

			mult_modifier = {
				factor = 1.5
				practical_age >= 80
			}

			custom_tooltip = {
				text = become_severe_ill

				add_character_modifier = {
					name = severe_illness
					duration = -1
				}
			}
		}

		5 = {
			trigger = {
				immortal = no
			}

			mult_modifier = {
				factor = 2
				trait = frail
			}

			mult_modifier = {
				factor = 2
				trait = weak
			}

			mult_modifier = {
				factor = 0.5
				trait = strong
			}

			mult_modifier = {
				factor = 0.5
				trait = brawny
			}

			mult_modifier = {
				factor = 2
				practical_age >= 50
			}

			mult_modifier = {
				factor = 2
				practical_age >= 60
			}

			mult_modifier = {
				factor = 2
				practical_age >= 70
			}

			mult_modifier = {
				factor = 2
				practical_age >= 80
			}

			custom_tooltip = {
				text = become_bedridden_ill

				add_character_modifier = {
					name = bedridden_illness
					duration = -1
				}

				hidden_effect = {
					add_trait = sick_incapable
				}
			}
		}
	}
}

clear_disease_level_effect = {
	trigger_switch = {
		on_trigger = has_character_modifier

		mild_illness = { remove_character_modifier = mild_illness }
		severe_illness = { remove_character_modifier = severe_illness }
		bedridden_illness = { remove_character_modifier = bedridden_illness }
	}

	hidden_effect = {
		remove_trait = sick_incapable
		remove_character_modifier = mystic_treatment_decent
		remove_character_modifier = mystic_treatment_poor
		remove_character_modifier = mystic_treatment_terrible
		remove_character_modifier = symptom_treatment_1
		remove_character_modifier = symptom_treatment_2
		remove_character_modifier = symptom_treatment_3
		remove_character_modifier = symptom_treatment_4
		remove_character_modifier = successful_treatment_1
		remove_character_modifier = successful_treatment_2
		remove_character_modifier = successful_treatment_3
		remove_character_modifier = failed_treatment_1
		remove_character_modifier = failed_treatment_2
	}
}

# Effects for adding diseases
give_pneumonic_effect = {
	if = {
		limit = { NOT = { trait = pneumonic } }

		if = {
			limit = {
				NOT = { has_dlc = "Reapers" }
			}

			add_trait = pneumonic
		}

		else_if = {
			limit = {
				NOR = {
					has_character_flag = developing_illness
					has_character_flag = disease_not_serious
				}
			}

			tooltip = { add_trait = pneumonic }

			set_character_flag = got_pneumonia
			set_character_flag = developing_illness

			character_event = {
				id = RIP.5011 # Develop disease
				days = 3
				random = 10
			}
		}
	}
}

give_consumption_effect = {
	if = {
		limit = {
			NOR = {
				has_character_flag = immune_consumption
				trait = consumption
			}
		}

		if = {
			limit = {
				NOT = { has_dlc = "Reapers" }
			}

			add_trait = consumption
		}

		else_if = {
			limit = {
				NOR = {
					has_character_flag = developing_illness
					has_character_flag = disease_not_serious
				}
			}

			tooltip = { add_trait = consumption }

			set_character_flag = got_consumption
			set_character_flag = developing_illness

			character_event = {
				id = RIP.5015 # Develop disease
				days = 3
				random = 40
			}
		}
	}
}

give_slow_fever_effect = {
	if = {
		limit = {
			NOR = {
				has_character_flag = immune_slow_fever
				trait = slow_fever
			}
		}

		if = {
			limit = {
				NOT = { has_dlc = "Reapers" }
			}

			add_trait = slow_fever
		}

		else_if = {
			limit = {
				NOR = {
					has_character_flag = developing_illness
					has_character_flag = disease_not_serious
				}
			}

			tooltip = { add_trait = slow_fever }

			set_character_flag = got_slow_fever
			set_character_flag = developing_illness

			character_event = {
				id = RIP.5016 # Develop disease
				days = 3
				random = 10
			}
		}
	}
}

give_bubonic_plague_effect = {
	if = {
		limit = {
			NOR = {
				has_character_flag = immune_bubonic_plague
				trait = bubonic_plague
			}
		}

		if = {
			limit = {
				NOT = { has_dlc = "Reapers" }
			}

			add_trait = bubonic_plague
		}

		else_if = {
			limit = {
				NOR = {
					has_character_flag = developing_illness
					has_character_flag = disease_not_serious
				}
			}

			tooltip = { add_trait = bubonic_plague }

			set_character_flag = got_bubonic_plague
			set_character_flag = developing_illness

			character_event = {
				id = RIP.5012 # Develop disease
				days = 3
				random = 10
			}
		}
	}
}

give_measles_effect = {
	if = {
		limit = {
			NOR = {
				has_character_flag = immune_measles
				trait = measles
			}
		}

		if = {
			limit = {
				NOT = { has_dlc = "Reapers" }
			}

			add_trait = measles
		}

		else_if = {
			limit = {
				NOR = {
					has_character_flag = developing_illness
					has_character_flag = disease_not_serious
				}
			}

			tooltip = { add_trait = measles }

			set_character_flag = got_measles
			set_character_flag = developing_illness

			character_event = {
				id = RIP.5018 # Develop disease
				days = 3
				random = 10
			}
		}
	}
}

give_smallpox_effect = {
	if = {
		limit = {
			NOR = {
				has_character_flag = immune_smallpox
				trait = smallpox
			}
		}

		if = {
			limit = {
				NOT = { has_dlc = "Reapers" }
			}

			add_trait = smallpox
		}

		else_if = {
			limit = {
				NOR = {
					has_character_flag = developing_illness
					has_character_flag = disease_not_serious
				}
			}

			tooltip = { add_trait = smallpox }

			set_character_flag = got_smallpox
			set_character_flag = developing_illness

			character_event = {
				id = RIP.5019 # Develop disease
				days = 3
				random = 10
			}
		}
	}
}

give_aztec_disease_effect = {
	if = {
		limit = {
			NOR = {
				has_character_flag = immune_aztec_disease
				trait = aztec_disease
			}
		}

		if = {
			limit = {
				NOT = { has_dlc = "Reapers" }
			}

			add_trait = aztec_disease
		}

		else_if = {
			limit = {
				NOR = {
					has_character_flag = developing_illness
					has_character_flag = disease_not_serious
				}
			}

			tooltip = { add_trait = aztec_disease }

			set_character_flag = got_aztec_disease
			set_character_flag = developing_illness

			character_event = {
				id = RIP.5014 # Develop disease
				days = 3
				random = 40
			}
		}
	}
}

give_great_pox_effect = {
	if = {
		limit = {
			NOT = { trait = great_pox }
		}

		if = {
			limit = {
				NOT = { has_dlc = "Reapers" }
			}

			add_trait = great_pox
		}

		else_if = {
			limit = {
				NOR = {
					has_character_flag = developing_illness
					has_character_flag = disease_not_serious
				}
			}

			tooltip = { add_trait = great_pox }

			set_character_flag = got_syphilis
			set_character_flag = developing_illness

			character_event = {
				id = RIP.5014 # Develop disease
				days = 3
				random = 40
			}
		}
	}
}

give_flu_effect = {
	if = {
		limit = {
			has_dlc = "Reapers"

			NOR = {
				trait = flu
				has_character_flag = developing_illness
				has_character_flag = disease_not_serious
			}
		}

		tooltip = { add_trait = flu }

		set_character_flag = got_flu
		set_character_flag = developing_illness

		character_event = {
			id = RIP.5020 # Develop disease
			days = 3
			random = 3
		}
	}
}

give_dysentery_effect = {
	if = {
		limit = {
			has_dlc = "Reapers"

			NOR = {
				trait = dysentery
				has_character_flag = developing_illness
				has_character_flag = disease_not_serious
			}
		}

		tooltip = { add_trait = dysentery }

		set_character_flag = got_dysentery
		set_character_flag = developing_illness

		character_event = {
			id = RIP.5021 # Develop disease
			days = 3
			random = 10
		}
	}
}

give_gout_effect = {
	if = {
		limit = {
			has_dlc = "Reapers"

			NOR = {
				trait = gout
				has_character_flag = developing_illness
				has_character_flag = disease_not_serious
			}
		}

		tooltip = { add_trait = gout }

		set_character_flag = got_gout
		set_character_flag = developing_illness

		character_event = {
			id = RIP.5022 # Develop disease
			days = 30
			random = 60
		}
	}
}

give_food_poisoning_effect = {
	if = {
		limit = {
			has_dlc = "Reapers"

			NOR = {
				trait = food_poisoning
				has_character_flag = developing_illness
				has_character_flag = disease_not_serious
			}
		}

		tooltip = { add_trait = food_poisoning }

		set_character_flag = got_food_poisoning
		set_character_flag = developing_illness

		character_event = {
			id = RIP.5023 # Develop disease
			days = 1
			random = 2
		}
	}
}

give_rabies_effect = {
	if = {
		limit = {
			has_dlc = "Reapers"

			NOR = {
				trait = rabies
				has_character_flag = developing_illness
				has_character_flag = disease_not_serious
			}
		}

		tooltip = { add_trait = rabies }

		set_character_flag = got_rabies
		set_character_flag = developing_illness

		character_event = {
			id = RIP.5024 # Develop disease
			days = 30
			random = 60
		}
	}
}

give_cancer_effect = {
	if = {
		limit = {
			has_dlc = "Reapers"

			NOR = {
				trait = cancer
				has_character_flag = developing_illness
				has_character_flag = disease_not_serious
			}
		}

		tooltip = { add_trait = cancer }

		set_character_flag = got_cancer
		set_character_flag = developing_illness

		character_event = {
			id = RIP.5025 # Develop disease
			days = 30
			random = 60
		}
	}
}

give_ill_effect = {
	if = {
		limit = { has_dlc = "Reapers" }

		give_flu_effect = yes
	}

	else_if = {
		limit = {
			NOT = { trait = ill	}
		}

		add_trait = ill

		character_event = {
			id = 38290 # Notify Ill
			days = 3
		}
	}
}

# Remember to clear flags if using this effect :D
remove_random_maimed_effect = {
	random_list = {
		40 = {
			trigger = { trait = maimed }
			set_character_flag = removed_maimed
		}

		40 = {
			trigger = { trait = mangled }
			set_character_flag = removed_mangled
		}

		10 = {
			trigger = { trait = one_eyed }
			set_character_flag = removed_one_eyed
		}

		10 = {
			trigger = { trait = one_handed }
			set_character_flag = removed_one_handed
		}

		10 = {
			trigger = { trait = one_legged }
			set_character_flag = removed_one_legged
		}

		5 = {
			trigger = { trait = disfigured }
			set_character_flag = removed_disfigured
		}
	}
}

# Do actual trait removal in event.
# This is a clunky solution, but communication to player has been prioritised for the sake of event MNM.7119
remove_random_disease_effect = {
	random_list = {
		40 = {
			trigger = { trait = flu }
			set_character_flag = removing_flu
		}

		20 = {
			trigger = { trait = measles }
			set_character_flag = removing_measles
		}

		40 = {
			trigger = { trait = food_poisoning }
			set_character_flag = removing_food_poisoning
		}

		20 = {
			trigger = { trait = gout }
			set_character_flag = removing_gout
		}

		40 = {
			trigger = { trait = scurvy }
			set_character_flag = removing_scurvy
		}

		20 = {
			trigger = { trait = lovers_pox }
			set_character_flag = removing_lovers_pox
		}

		5 = {
			trigger = { trait = cancer }
			set_character_flag = removing_cancer
		}

		10 = {
			trigger = { trait = pneumonic }
			set_character_flag = removing_pneumonic
		}

		10 = {
			trigger = { trait = great_pox }
			set_character_flag = removing_great_pox
		}

		5 = {
			trigger = { trait = leper }
			set_character_flag = removing_leper
		}
	}
}

remove_random_epidemic_disease_effect = {
	random_list = {
		10 = {
			trigger = { trait = consumption }
			set_character_flag = removing_consumption
		}

		10 = {
			trigger = { trait = aztec_disease }
			set_character_flag = removing_aztec_disease
		}

		10 = {
			trigger = { trait = smallpox }
			set_character_flag = removing_smallpox
		}

		10 = {
			trigger = { trait = bubonic_plague }
			set_character_flag = removing_bubonic_plague
		}

		10 = {
			trigger = { trait = camp_fever }
			set_character_flag = removing_camp_fever
		}

		10 = {
			trigger = { trait = slow_fever }
			set_character_flag = removing_slow_fever
		}

		10 = {
			trigger = { trait = measles }
			set_character_flag = removing_measles
		}
	}
}

remove_symptoms_effect = {
	if = {
		limit = { trait = cough }
		remove_trait = cough
	}

	if = {
		limit = { trait = fever }
		remove_trait = fever
	}

	if = {
		limit = { trait = diarrhea }
		remove_trait = diarrhea
	}

	if = {
		limit = { trait = vomiting }
		remove_trait = vomiting
	}

	if = {
		limit = { trait = chest_pain }
		remove_trait = chest_pain
	}

	if = {
		limit = { trait = cramps }
		remove_trait = cramps
	}

	if = {
		limit = { trait = rash }
		remove_trait = rash
	}

	if = {
		limit = { trait = headache }
		remove_trait = headache
	}

	if = {
		limit = { trait = abdominal_pain }
		remove_trait = abdominal_pain
	}

	if = {
		limit = { trait = fatigue }
		remove_trait = fatigue
	}

	if = {
		limit = { trait = malaise }
		remove_trait = malaise
	}
}

maim_hand_effect = {
	if = {
		limit = { has_dlc = "Reapers" }

		if = {
			limit = {
				trait = one_handed
				NOT = { trait = mangled }
			}

			add_trait = mangled
			character_event = { id = RIP.11505 }
		}
		else_if = {
			limit = {
				NOT = { trait = one_handed }
			}

			add_trait = one_handed
			character_event = { id = RIP.11502 }
		}
	}
	else = {
		add_trait = maimed
	}

	add_severely_injured_effect = yes
}

mangle_effect = {
	if = {
		limit = { has_dlc = "Reapers" }

		if = {
			limit = {
				NOT = { trait = mangled }
			}

			add_trait = mangled
			character_event = { id = RIP.11505 }
		}
	}
	else = {
		add_trait = maimed
	}

	add_trait = severely_injured
	resolve_severely_injured_effect = yes
}