### TRAIT ADDING EFFECTS ###
# Add new ones in alphabetical order

# TODO: add effects for mangled, one_eyed, one_legged, one_handed, disfigured
# see add_maimed_trait_effect in 00_disease_effects.txt

# With notification
# add_trait_ambitious_effect
# add_trait_arbitrary_effect
# add_trait_brave_effect
# add_trait_celibate_effect
# add_trait_charitable_effect
# add_trait_chaste_effect
# add_trait_content_effect
# add_trait_craven_effect
# add_trait_cruel_effect
# add_trait_cynical_effect
# add_trait_deceitful_effect
# add_trait_depressed_effect
# add_trait_diligent_effect
# add_trait_drunkard_effect
# add_trait_envious_effect
# add_trait_attractive_effect
# add_trait_gluttonous_effect
# add_trait_greedy_effect
# add_trait_gregarious_effect
# add_trait_honest_effect
# add_trait_humble_effect
# add_trait_ill_effect
# add_trait_incapable_effect
# add_trait_infirm_effect
# add_trait_just_effect
# add_trait_kind_effect
# add_trait_lustful_effect
# add_trait_lunatic_effect
# add_trait_maimed_effect
# add_trait_one_eyed_effect
# add_trait_one_handed_effect
# add_trait_paranoid_effect
# add_trait_patient_effect
# add_trait_poet_effect
# add_trait_possessed_effect
# add_trait_proud_effect
# add_trait_severely_injured_effect
# add_trait_shy_effect
# add_trait_slothful_effect
# add_trait_stressed_effect
# add_trait_stutter_effect
# add_trait_temperate_effect
# add_trait_trusting_effect
# add_trait_wounded_effect
# add_trait_wroth_effect
# add_trait_zealous_effect

# Without notification
# add_trait_silently_ambitious_effect
# add_trait_silently_arbitrary_effect
# add_trait_silently_brave_effect
# add_trait_silently_celibate_effect
# add_trait_silently_charitable_effect
# add_trait_silently_chaste_effect
# add_trait_silently_craven_effect
# add_trait_silently_cruel_effect
# add_trait_silently_cynical_effect
# add_trait_silently_content_effect
# add_trait_silently_deceitful_effect
# add_trait_silently_depressed_effect
# add_trait_silently_diligent_effect
# add_trait_silently_drunkard_effect
# add_trait_silently_envious_effect
# add_trait_silently_attractive_effect
# add_trait_silently_gluttonous_effect
# add_trait_silently_greedy_effect
# add_trait_silently_gregarious_effect
# add_trait_silently_honest_effect
# add_trait_silently_humble_effect
# add_trait_silently_ill_effect
# add_trait_silently_incapable_effect
# add_trait_silently_infirm_effect
# add_trait_silently_kind_effect
# add_trait_silently_lunatic_effect
# add_trait_silently_lustful_effect
# add_trait_silently_maimed_effect
# add_trait_silently_one_eyed_effect
# add_trait_silently_one_handed_effect
# add_trait_silently_patient_effect
# add_trait_silently_poet_effect
# add_trait_silently_possessed_effect
# add_trait_silently_proud_effect
# add_trait_silently_severely_injured_effect
# add_trait_silently_shy_effect
# add_trait_silently_slothful_effect
# add_trait_silently_stressed_effect
# add_trait_silently_stubborn_effect
# add_trait_silently_temperate_effect
# add_trait_silently_trusting_effect
# add_trait_silently_wounded_effect
# add_trait_silently_wroth_effect
# add_trait_silently_zealous_effect

# Adds trait, regardless of whether the opposite trait is present
# With notification
# add_trait_fully_ambitious_effect
# add_trait_fully_arbitrary_effect
# add_trait_fully_brave_effect
# add_trait_fully_charitable_effect
# add_trait_fully_chaste_effect
# add_trait_fully_content_effect
# add_trait_fully_craven_effect
# add_trait_fully_cruel_effect
# add_trait_fully_cynical_effect
# add_trait_fully_deceitful_effect
# add_trait_fully_diligent_effect
# add_trait_fully_envious_effect
# add_trait_fully_attractive_effect
# add_trait_fully_gluttonous_effect
# add_trait_fully_greedy_effect
# add_trait_fully_gregarious_effect
# add_trait_fully_honest_effect
# add_trait_fully_humble_effect
# add_trait_fully_just_effect
# add_trait_fully_kind_effect
# add_trait_fully_lustful_effect
# add_trait_fully_paranoid_effect
# add_trait_fully_patient_effect
# add_trait_fully_proud_effect
# add_trait_fully_shy_effect
# add_trait_fully_slothful_effect
# add_trait_fully_temperate_effect
# add_trait_fully_trusting_effect
# add_trait_fully_wroth_effect
# add_trait_fully_zealous_effect

# Without notification
# add_trait_fully_silently_ambitious_effect
# add_trait_fully_silently_arbitrary_effect
# add_trait_fully_silently_brave_effect
# add_trait_fully_silently_charitable_effect
# add_trait_fully_silently_chaste_effect
# add_trait_fully_silently_craven_effect
# add_trait_fully_silently_cruel_effect
# add_trait_fully_silently_cynical_effect
# add_trait_fully_silently_content_effect
# add_trait_fully_silently_deceitful_effect
# add_trait_fully_silently_diligent_effect
# add_trait_fully_silently_envious_effect
# add_trait_fully_silently_attractive_effect
# add_trait_fully_silently_gluttonous_effect
# add_trait_fully_silently_greedy_effect
# add_trait_fully_silently_gregarious_effect
# add_trait_fully_silently_honest_effect
# add_trait_fully_silently_humble_effect
# add_trait_fully_silently_kind_effect
# add_trait_fully_silently_lustful_effect
# add_trait_fully_silently_patient_effect
# add_trait_fully_silently_proud_effect
# add_trait_fully_silently_shy_effect
# add_trait_fully_silently_slothful_effect
# add_trait_fully_silently_stubborn_effect
# add_trait_fully_silently_temperate_effect
# add_trait_fully_silently_trusting_effect
# add_trait_fully_silently_wounded_effect
# add_trait_fully_silently_wroth_effect
# add_trait_fully_silently_zealous_effect

# Removes opposite trait if present, else adds the trait
# With notification
# add_trait_partially_ambitious_effect
# add_trait_partially_arbitrary_effect
# add_trait_partially_brave_effect
# add_trait_partially_charitable_effect
# add_trait_partially_chaste_effect
# add_trait_partially_content_effect
# add_trait_partially_craven_effect
# add_trait_partially_cruel_effect
# add_trait_partially_cynical_effect
# add_trait_partially_deceitful_effect
# add_trait_partially_diligent_effect
# add_trait_partially_envious_effect
# add_trait_partially_attractive_effect
# add_trait_partially_gluttonous_effect
# add_trait_partially_greedy_effect
# add_trait_partially_gregarious_effect
# add_trait_partially_honest_effect
# add_trait_partially_humble_effect
# add_trait_partially_just_effect
# add_trait_partially_kind_effect
# add_trait_partially_lustful_effect
# add_trait_partially_paranoid_effect
# add_trait_partially_patient_effect
# add_trait_partially_proud_effect
# add_trait_partially_shy_effect
# add_trait_partially_slothful_effect
# add_trait_partially_temperate_effect
# add_trait_partially_trusting_effect
# add_trait_partially_wroth_effect
# add_trait_partially_zealous_effect

# Without notification
# add_trait_partially_silently_ambitious_effect
# add_trait_partially_silently_arbitrary_effect
# add_trait_partially_silently_brave_effect
# add_trait_partially_silently_charitable_effect
# add_trait_partially_silently_chaste_effect
# add_trait_partially_silently_craven_effect
# add_trait_partially_silently_cruel_effect
# add_trait_partially_silently_cynical_effect
# add_trait_partially_silently_content_effect
# add_trait_partially_silently_deceitful_effect
# add_trait_partially_silently_diligent_effect
# add_trait_partially_silently_envious_effect
# add_trait_partially_silently_attractive_effect
# add_trait_partially_silently_gluttonous_effect
# add_trait_partially_silently_greedy_effect
# add_trait_partially_silently_gregarious_effect
# add_trait_partially_silently_honest_effect
# add_trait_partially_silently_humble_effect
# add_trait_partially_silently_kind_effect
# add_trait_partially_silently_lustful_effect
# add_trait_partially_silently_patient_effect
# add_trait_partially_silently_proud_effect
# add_trait_partially_silently_shy_effect
# add_trait_partially_silently_slothful_effect
# add_trait_partially_silently_stubborn_effect
# add_trait_partially_silently_temperate_effect
# add_trait_partially_silently_trusting_effect
# add_trait_partially_silently_wroth_effect
# add_trait_partially_silently_zealous_effect

### TRAIT REMOVAL EFFECTS ###
# Add new ones in alphabetical order

# With notification
# TODO: ambitious
# remove_trait_arbitrary_effect
# remove_trait_brave_effect
# remove_trait_celibate_effect
# remove_trait_charitable_effect
# remove_trait_chaste_effect
# remove_trait_content_effect
# remove_trait_craven_effect
# remove_trait_cruel_effect
# remove_trait_cynical_effect
# remove_trait_deceitful_effect
# remove_trait_depressed_effect
# remove_trait_diligent_effect
# remove_trait_drunkard_effect
# remove_trait_duelist_effect
# remove_trait_envious_effect
# remove_trait_gardener_effect
# remove_trait_greedy_effect
# remove_trait_gregarious_effect
# remove_trait_honest_effect
# remove_trait_humble_effect
# remove_trait_hunter_effect
# remove_trait_ill_effect
# remove_trait_impaler_effect
# remove_trait_infirm_effect
# remove_trait_just_effect
# remove_trait_kind_effect
# remove_trait_lisp_effect
# remove_trait_lunatic_effect
# remove_trait_lustful_effect
# TODO: maimed
# remove_trait_paranoid_effect
# remove_trait_patient_effect
# remove_trait_poet_effect
# remove_trait_proud_effect
# remove_trait_shy_effect
# remove_trait_slothful_effect
# remove_trait_stressed_effect
# remove_trait_temperate_effect
# remove_trait_trusting_effect
# remove_trait_wroth_effect
# remove_trait_zealous_effect

# Without notification
# remove_trait_silently_ambitious_effect
# remove_trait_silently_arbitrary_effect
# remove_trait_silently_brave_effect
# remove_trait_silently_celibate_effect
# remove_trait_silently_charitable_effect
# remove_trait_silently_chaste_effect
# remove_trait_silently_content_effect
# remove_trait_silently_craven_effect
# remove_trait_silently_cruel_effect
# remove_trait_silently_cynical_effect
# remove_trait_silently_deceitful_effect
# remove_trait_silently_depressed_effect
# remove_trait_silently_diligent_effect
# remove_trait_silently_drunkard_effect
# remove_trait_silently_duelist_effect
# remove_trait_silently_gardener_effect
# remove_trait_silently_gluttonous_effect
# remove_trait_silently_greedy_effect
# remove_trait_silently_gregarious_effect
# remove_trait_silently_hedonist_effect
# remove_trait_silently_honest_effect
# remove_trait_silently_humble_effect
# remove_trait_silently_hunter_effect
# remove_trait_silently_ill_effect
# remove_trait_silently_impaler_effect
# remove_trait_silently_incapable_effect
# remove_trait_silently_infirm_effect
# remove_trait_silently_just_effect
# remove_trait_silently_kind_effect
# remove_trait_silently_lisp_effect
# remove_trait_silently_lunatic_effect
# remove_trait_silently_lustful_effect
# remove_trait_silently_patient_effect
# remove_trait_silently_poet_effect
# remove_trait_silently_proud_effect
# remove_trait_silently_shy_effect
# remove_trait_silently_slothful_effect
# remove_trait_silently_stressed_effect
# remoev_trait_silently_stubborn_effect
# remove_trait_silently_temperate_effect
# remove_trait_silently_trusting_effect
# remove_trait_silently_ugly_effect
# remove_trait_silently_wroth_effect
# remove_trait_silently_zealous_effect

# add_crusade_trait_effect
# remove_random_negative_congenital_effect
# remove_all_negative_congenital_traits_effect
# remove_lifestyle_trait_effect
# add_ascetic_trait_effect
# upgrade_education_effect
# add_warrior_lodge_leader_trait_effect
# add_sympathy_for_religion_effect
# add_random_commander_trait_effect
# add_same_commander_trait_as_FROM

# add_kinslayer_trait_effect

# add_scarred_tiered_effect
# add_scarred_medium_effect
# add_scarred_high_effect
# add_scarred_start_effect
# add_blood_splatter_effect

# bloodthirsty_tiered_traits_effect
# add_random_tattoo_effect

add_trait_ambitious_effect = {
	if = {
		limit = {
			NOR = {
				trait = ambitious
				trait = content
			}
		}

		add_trait = ambitious
		character_event = { id = 38278 } # Notify
	}
}

add_trait_arbitrary_effect = {
	if = {
		limit = {
			NOR = {
				trait = arbitrary
				trait = just
			}
		}

		add_trait = arbitrary
		character_event = { id = 38266 } # Notify
	}
}

add_trait_brave_effect = {
	if = {
		limit = {
			NOR = {
				trait = brave
				trait = craven
			}
		}

		add_trait = brave
		character_event = { id = 38270 } # Notify
	}
}

add_trait_celibate_effect = {
	if = {
		limit = {
			NOR = {
				trait = celibate
				trait = hedonist
				trait = master_seducer
				trait = master_seductress
			}
		}

		add_trait = celibate
		character_event = { id = 38285 } # Notify
	}
}

add_trait_charitable_effect = {
	if = {
		limit = {
			NOR = {
				trait = charitable
				trait = greedy
			}
		}

		add_trait = charitable
		character_event = { id = 38273 } # Notify
	}
}

add_trait_chaste_effect = {
	if = {
		limit = {
			NOR = {
				trait = chaste
				trait = lustful
			}
		}

		add_trait = chaste
		character_event = { id = 38274 } # Notify
	}
}

add_trait_content_effect = {
	if = {
		limit = {
			NOR = {
				trait = content
				trait = ambitious
			}
		}

		add_trait = content
		character_event = { id = 38279 } # Notify
	}
}

add_trait_craven_effect = {
	if = {
		limit = {
			NOR = {
				trait = brave
				trait = craven
				trait = berserker
			}
		}

		add_trait = craven
		character_event = { id = 38257 } # Notify
	}
}

add_trait_cruel_effect = {
	if = {
		limit = {
			NOR = {
				trait = cruel
				trait = kind
			}
		}

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

add_trait_cynical_effect = {
	if = {
		limit = {
			NOR = {
				trait = cynical
				trait = zealous
			}
		}

		add_trait = cynical
		character_event = { id = 38258 } # Notify
	}
}

add_trait_deceitful_effect = {
	if = {
		limit = {
			NOR = {
				trait = deceitful
				trait = honest
			}
		}

		add_trait = deceitful
		character_event = { id = 38255 } # Notify
	}
}

add_trait_depressed_effect = {
	if = {
		limit = {
			NOT = { trait = depressed }
		}

		add_trait = depressed
		character_event = { id = 38288 } # Notify
	}
}

add_trait_diligent_effect = {
	if = {
		limit = {
			NOR = {
				trait = diligent
				trait = slothful
			}
		}

		add_trait = diligent
		character_event = { id = 38256 } # Notify
	}
}

add_trait_drunkard_effect = {
	if = {
		limit = {
			NOT = { trait = drunkard }
		}

		add_trait = drunkard
		character_event = { id = 38286 } # Notify
	}
}

add_trait_envious_effect = {
	if = {
		limit = {
			NOR = {
				trait = kind
				trait = envious
			}
		}

		add_trait = envious
		character_event = { id = 38271 } # Notify
	}
}

add_trait_attractive_effect = {
	if = {
		limit = {
			NOR = {
				trait = attractive
				trait = ugly
			}
		}

		add_trait = attractive
		character_event = { id = 38301 } # Notify
	}
}

add_trait_gluttonous_effect = {
	if = {
		limit = {
			NOR = {
				trait = temperate
				trait = gluttonous
			}
		}

		add_trait = gluttonous
		gain_weight_medium_effect = yes
		weight_trait_check_effect = yes
		character_event = { id = 38277 } # Notify
	}
}

add_trait_greedy_effect = {
	if = {
		limit = {
			NOR = {
				trait = greedy
				trait = charitable
			}
		}

		add_trait = greedy
		character_event = { id = 38252 } # Notify
	}
}

add_trait_gregarious_effect = {
	if = {
		limit = {
			NOR = {
				trait = gregarious
				trait = shy
			}
		}

		add_trait = gregarious
		character_event = { id = 38265 } # Notify
	}
}

add_trait_honest_effect = {
	if = {
		limit = {
			NOR = {
				trait = honest
				trait = deceitful
			}
		}

		add_trait = honest
		character_event = { id = 38262 } # Notify
	}
}

add_trait_humble_effect = {
	if = {
		limit = {
			NOR = {
				trait = humble
				trait = proud
			}
		}

		add_trait = humble
		character_event = { id = 38260 } # Notify
	}
}

add_trait_ill_effect = {
	if = {
		limit = {
			NOT = { trait = ill }
		}

		add_trait = ill
		character_event = { id = 38290 } # Notify
	}
}

add_trait_incapable_effect = {
	if =  {
		limit = {
			NOT = { trait = incapable }
		}

		add_trait = incapable
		# TODO: add notification event
	}
}

add_trait_infirm_effect = {
	if =  {
		limit = {
			NOT = { trait = infirm }
		}

		add_trait = infirm
		character_event = { id = 38284 } # Notify
	}
}

add_trait_just_effect = {
	if = {
		limit = {
			NOR = {
				trait = just
				trait = arbitrary
			}
		}

		add_trait = just
		character_event = { id = 38267 } # Notify
	}
}

add_trait_kind_effect = {
	if = {
		limit = {
			NOR = {
				trait = kind
				trait = envious
				trait = cruel
			}
		}

		add_trait = kind
		character_event = { id = 38268 } # Notify
	}
}

add_trait_lunatic_effect = {
	if = {
		limit = {
			NOT = { trait = lunatic }
		}

		add_trait = lunatic
		character_event = { id = 38304 } # Notify
	}
}

add_trait_lustful_effect = {
	if = {
		limit = {
			NOR = {
				trait = lustful
				trait = chaste
			}
		}

		add_trait = lustful
		character_event = { id = 38272 } # Notify
	}
}

add_trait_maimed_effect = {
	if = {
		limit = {
			NOT = { trait = maimed }
		}

		add_trait = maimed
		character_event = { id = 38281 } # Notify
	}
}

add_trait_one_eyed_effect = {
	if = {
		limit = {
			NOR = {
				trait = one_eyed
				trait = blinded
			}
		}

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

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

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

add_trait_paranoid_effect = {
	if = {
		limit = {
			NOR = {
				trait = trusting
				trait = paranoid
			}
		}

		add_trait = paranoid
		character_event = { id = 38275 } # Notify
	}
}

add_trait_patient_effect = {
	if = {
		limit = {
			NOR = {
				trait = patient
				trait = wroth
			}
		}

		add_trait = patient
		character_event = { id = 38264 } # Notify
	}
}

add_trait_poet_effect = {
	if = {
		limit = {
			NOT = { trait = poet }
		}

		add_trait = poet
		# TODO: notification event
	}
}

add_trait_possessed_effect = {
	if = {
		limit = {
			NOT = { trait = possessed }
		}

		add_trait = possessed
		character_event = { id = 38315 } # Notify
	}
}

add_trait_proud_effect = {
	if = {
		limit = {
			NOR = {
				trait = proud
				trait = humble
			}
		}

		add_trait = proud
		character_event = { id = 38261 } # Notify
	}
}

add_trait_severely_injured_effect = {
	if = {
		limit = {
			has_dlc = "Reapers"
			NOT = { trait = severely_injured }
		}

		add_trait = severely_injured
		resolve_severely_injured_effect = yes

		# TODO: notification event
	}
}

add_trait_shy_effect = {
	if = {
		limit = {
			NOR = {
				trait = gregarious
				trait = shy
			}
		}

		add_trait = shy
		character_event = { id = 38263 } # Notify
	}
}

add_trait_slothful_effect = {
	if = {
		limit = {
			NOR = {
				trait = diligent
				trait = slothful
			}
		}

		add_trait = slothful
		character_event = { id = 38251 } # Notify
	}
}

add_trait_stressed_effect = {
	if = {
		limit = {
			NOT = { trait = stressed }
		}

		add_trait = stressed
		character_event = { id = 38282 } # Notify
	}
}

add_trait_stutter_effect = {
	if = {
		limit = {
			NOT = { trait = stutter }
		}

		add_trait = stutter
		character_event = { id = 38253 } # Notify
	}
}

add_trait_temperate_effect = {
	if = {
		limit = {
			NOR = {
				trait = temperate
				trait = gluttonous
			}
		}

		add_trait = temperate
		lose_weight_medium_effect = yes
		weight_trait_check_effect = yes
		character_event = { id = 38276 } # Notify
	}
}

add_trait_trusting_effect = {
	if = {
		limit = {
			NOR = {
				trait = trusting
				trait = paranoid
			}
		}

		add_trait = trusting
		character_event = { id = 38250 } # Notify
	}
}

add_trait_wounded_effect = {
	if = {
		limit = {
			NOT = { trait = wounded }
		}

		add_trait = wounded
		character_event = { id = 38280 } # Notify
	}
}

add_trait_wroth_effect = {
	if = {
		limit = {
			NOR = {
				trait = wroth
				trait = patient
			}
		}

		add_trait = wroth
		character_event = { id = 38254 } # NotifY
	}
}

add_trait_zealous_effect = {
	if = {
		limit = {
			NOR = {
				trait = cynical
				trait = zealous
			}
		}

		add_trait = zealous
		character_event = { id = 38269 } # Notify
	}
}

# Without notification
add_trait_silently_ambitious_effect = {
	if = {
		limit = {
			NOR = {
				trait = ambitious
				trait = content
			}
		}

		add_trait = ambitious
	}
}

add_trait_silently_arbitrary_effect = {
	if = {
		limit = {
			NOR = {
				trait = arbitrary
				trait = just
			}
		}

		add_trait = arbitrary
	}
}

add_trait_silently_brave_effect = {
	if = {
		limit = {
			NOR = {
				trait = brave
				trait = craven
			}
		}

		add_trait = brave
	}
}

add_trait_silently_celibate_effect = {
	if = {
		limit = {
			NOR = {
				trait = celibate
				trait = hedonist
				trait = master_seducer
				trait = master_seductress
			}
		}

		add_trait = celibate
	}
}

add_trait_silently_charitable_effect = {
	if = {
		limit = {
			NOR = {
				trait = charitable
				trait = greedy
			}
		}

		add_trait = charitable
	}
}

add_trait_silently_chaste_effect = {
	if = {
		limit = {
			NOR = {
				trait = chaste
				trait = lustful
			}
		}

		add_trait = chaste
	}
}

add_trait_silently_craven_effect = {
	if = {
		limit = {
			NOR = {
				trait = berserker
				trait = brave
				trait = craven
			}
		}

		add_trait = craven
	}
}

add_trait_silently_cruel_effect = {
	if = {
		limit = {
			NOR = {
				trait = cruel
				trait = kind
			}
		}

		add_trait = cruel
	}
}

add_trait_silently_cynical_effect = {
	if = {
		limit = {
			NOR = {
				trait = cynical
				trait = zealous
			}
		}

		add_trait = cynical
	}
}

add_trait_silently_content_effect = {
	if = {
		limit = {
			NOR = {
				trait = content
				trait = ambitious
			}
		}

		add_trait = content
	}
}

add_trait_silently_deceitful_effect = {
	if = {
		limit = {
			NOR = {
				trait = deceitful
				trait = honest
			}
		}

		add_trait = deceitful
	}
}

add_trait_silently_depressed_effect = {
	if = {
		limit = {
			NOT = { trait = depressed }
		}

		add_trait = depressed
	}
}

add_trait_silently_diligent_effect = {
	if = {
		limit = {
			NOR = {
				trait = diligent
				trait = slothful
			}
		}

		add_trait = diligent
	}
}

add_trait_silently_drunkard_effect = {
	if = {
		limit = {
			NOT = { trait = drunkard }
		}

		add_trait = drunkard
	}
}

add_trait_silently_envious_effect = {
	if = {
		limit = {
			NOR = {
				trait = kind
				trait = envious
			}
		}

		add_trait = envious
	}
}

add_trait_silently_attractive_effect = {
	if = {
		limit = {
			NOR = {
				trait = attractive
				trait = ugly
			}
		}

		add_trait = attractive
	}
}

add_trait_silently_gluttonous_effect = {
	if = {
		limit = {
			NOR = {
				trait = temperate
				trait = gluttonous
			}
		}

		add_trait = gluttonous
		gain_weight_medium_effect = yes
		weight_trait_check_effect = yes
	}
}

add_trait_silently_greedy_effect = {
	if = {
		limit = {
			NOR = {
				trait = greedy
				trait = charitable
			}
		}

		add_trait = greedy
	}
}

add_trait_silently_gregarious_effect = {
	if = {
		limit = {
			NOR = {
				trait = gregarious
				trait = shy
			}
		}

		add_trait = gregarious
	}
}

add_trait_silently_honest_effect = {
	if = {
		limit = {
			NOR = {
				trait = honest
				trait = deceitful
			}
		}

		add_trait = honest
	}
}

add_trait_silently_humble_effect = {
	if = {
		limit = {
			NOR = {
				trait = humble
				trait = proud
			}
		}

		add_trait = humble
	}
}

add_trait_silently_ill_effect = {
	if = {
		limit = {
			NOT = { trait = ill }
		}

		add_trait = ill
	}
}

add_trait_silently_incapable_effect = {
	if =  {
		limit = {
			NOT = { trait = incapable }
		}

		add_trait = incapable
	}
}

add_trait_silently_infirm_effect = {
	if =  {
		limit = {
			NOT = { trait = infirm }
		}

		add_trait = infirm
	}
}

add_trait_silently_just_effect = {
	if = {
		limit = {
			NOR = {
				trait = just
				trait = arbitrary
			}
		}

		add_trait = just
	}
}

add_trait_silently_kind_effect = {
	if = {
		limit = {
			NOR = {
				trait = kind
				trait = envious
				trait = cruel
			}
		}

		add_trait = kind
	}
}

add_trait_silently_lunatic_effect = {
	if = {
		limit = {
			NOT = { trait = lunatic }
		}

		add_trait = lunatic
	}
}

add_trait_silently_lustful_effect = {
	if = {
		limit = {
			NOR = {
				trait = lustful
				trait = chaste
			}
		}

		add_trait = lustful
	}
}

add_trait_silently_maimed_effect = {
	if = {
		limit = {
			NOT = { trait = maimed }
		}

		add_trait = maimed
	}
}

add_trait_silently_one_eyed_effect = {
	if = {
		limit = {
			NOR = {
				trait = one_eyed
				trait = blinded
			}
		}

		add_trait = one_eyed
		add_trait_silently_severely_injured_effect = yes
	}
}

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

		add_trait = one_handed
		add_trait_silently_severely_injured_effect = yes
	}
}

add_trait_silently_paranoid_effect = {
	if = {
		limit = {
			NOR = {
				trait = paranoid
				trait = trusting
			}
		}

		add_trait = paranoid
	}
}

add_trait_silently_patient_effect = {
	if = {
		limit = {
			NOR = {
				trait = patient
				trait = wroth
			}
		}

		add_trait = patient
	}
}

add_trait_silently_poet_effect = {
	if = {
		limit = {
			NOT = { trait = poet }
		}

		add_trait = poet
	}
}

add_trait_silently_possessed_effect = {
	if = {
		limit = {
			NOT = {
				trait = possessed
			}
		}

		add_trait = possessed
	}
}

add_trait_silently_proud_effect = {
	if = {
		limit = {
			NOR = {
				trait = proud
				trait = humble
			}
		}

		add_trait = proud
	}
}

add_trait_silently_severely_injured_effect = {
	if = {
		limit = {
			NOT = { trait = severely_injured }
		}

		add_trait = severely_injured
		resolve_severely_injured_effect = yes
	}
}

add_trait_silently_shy_effect = {
	if = {
		limit = {
			NOR = {
				trait = gregarious
				trait = shy
			}
		}

		add_trait = shy
	}
}

add_trait_silently_slothful_effect = {
	if = {
		limit = {
			NOR = {
				trait = diligent
				trait = slothful
			}
		}

		add_trait = slothful
	}
}

add_trait_silently_stressed_effect = {
	if = {
		limit = {
			NOT = { trait = stressed }
		}

		add_trait = stressed
	}
}

add_trait_silently_stubborn_effect = {
	if = {
		limit = {
			NOT = { trait = stubborn }
		}

		add_trait = stubborn
	}
}

add_trait_silently_stutter_effect = {
	if = {
		limit = {
			NOT = { trait = stutter }
		}

		add_trait = stutter
	}
}

add_trait_silently_temperate_effect = {
	if = {
		limit = {
			NOR = {
				trait = temperate
				trait = gluttonous
			}
		}

		add_trait = temperate
		lose_weight_medium_effect = yes
		weight_trait_check_effect = yes
	}
}

add_trait_silently_trusting_effect = {
	if = {
		limit = {
			NOR = {
				trait = trusting
				trait = paranoid
			}
		}

		add_trait = trusting
	}
}

add_trait_silently_wounded_effect = {
	if = {
		limit = {
			NOT = { trait = wounded }
		}

		add_trait = wounded
	}
}

add_trait_silently_wroth_effect = {
	if = {
		limit = {
			NOR = {
				trait = wroth
				trait = patient
			}
		}

		add_trait = wroth
	}
}

add_trait_silently_zealous_effect = {
	if = {
		limit = {
			NOR = {
				trait = zealous
				trait = cynical
			}
		}

		add_trait = zealous
	}
}

# Adds trait, regardless of whether the opposite trait is present
add_trait_fully_ambitious_effect = {
	if = {
		limit = {
			NOT = { trait = ambitious }
		}

		remove_trait_silently_content_effect = yes
		add_trait = ambitious
		character_event = { id = 38278 } # Notify
	}
}

add_trait_fully_arbitrary_effect = {
	if = {
		limit = {
			NOT = { trait = arbitrary }
		}

		remove_trait_silently_just_effect = yes
		add_trait = arbitrary
		character_event = { id = 38266 } # Notify
	}
}

add_trait_fully_brave_effect = {
	if = {
		limit = {
			NOT = { trait = brave }
		}

		remove_trait_silently_craven_effect = yes
		add_trait = brave
		character_event = { id = 38270 } # Notify
	}
}

add_trait_fully_charitable_effect = {
	if = {
		limit = {
			NOT = { trait = charitable }
		}

		remove_trait_silently_greedy_effect = yes
		add_trait = charitable
		character_event = { id = 38273 } # Notify
	}
}

add_trait_fully_chaste_effect = {
	if = {
		limit = {
			NOT = { trait = chaste }
		}

		remove_trait_silently_lustful_effect = yes
		add_trait = chaste
		character_event = { id = 38274 } # Notify
	}
}

add_trait_fully_content_effect = {
	if = {
		limit = {
			NOT = { trait = content }
		}

		remove_trait_silently_ambitious_effect = yes
		add_trait = content
		character_event = { id = 38279 } # Notify
	}
}

add_trait_fully_craven_effect = {
	if = {
		limit = {
			NOR = {
				trait = craven
				trait = berserker
			}
		}

		remove_trait_silently_brave_effect = yes
		add_trait = craven
		character_event = { id = 38257 } # Notify
	}
}

add_trait_fully_cruel_effect = {
	if = {
		limit = {
			NOT = { trait = cruel }
		}

		remove_trait_silently_kind_effect = yes
		add_trait = cruel
		character_event = { id = 38259 } # Notify
	}
}

add_trait_fully_cynical_effect = {
	if = {
		limit = {
			NOT = { trait = cynical }
		}

		remove_trait_silently_zealous_effect = yes
		add_trait = cynical
		character_event = { id = 38258 } # Notify
	}
}

add_trait_fully_deceitful_effect = {
	if = {
		limit = {
			NOT = { trait = deceitful }
		}

		remove_trait_silently_honest_effect = yes
		add_trait = deceitful
		character_event = { id = 38255 } # Notify
	}
}

add_trait_fully_diligent_effect = {
	if = {
		limit = {
			NOT = { trait = diligent }
		}

		remove_trait_silently_slothful_effect = yes
		add_trait = diligent
		character_event = { id = 38256 } # Notify
	}
}

add_trait_fully_envious_effect = {
	if = {
		limit = {
			NOT = { trait = envious }
		}

		remove_trait_silently_kind_effect = yes
		add_trait = envious
		character_event = { id = 38271 } # Notify
	}
}

add_trait_fully_attractive_effect = {
	if = {
		limit = {
			NOT = { trait = attractive }
		}

		remove_trait_silently_ugly_effect = yes
		add_trait = attractive
		character_event = { id = 38301 } # Notify
	}
}

add_trait_fully_gluttonous_effect = {
	if = {
		limit = {
			NOT = { trait = gluttonous }
		}

		remove_trait_silently_temperate_effect = yes
		add_trait = gluttonous
		gain_weight_medium_effect = yes
		weight_trait_check_effect = yes
		character_event = { id = 38277 } # Notify
	}
}

add_trait_fully_greedy_effect = {
	if = {
		limit = {
			NOT = { trait = greedy }
		}

		remove_trait_silently_charitable_effect = yes
		add_trait = greedy
		character_event = { id = 38252 } # Notify
	}
}

add_trait_fully_gregarious_effect = {
	if = {
		limit = {
			NOT = { trait = gregarious }
		}

		remove_trait_silently_shy_effect = yes
		add_trait = gregarious
		character_event = { id = 38265 } # Notify
	}
}

add_trait_fully_honest_effect = {
	if = {
		limit = {
			NOT = { trait = honest }
		}

		remove_trait_silently_deceitful_effect = yes
		add_trait = honest
		character_event = { id = 38262 } # Notify
	}
}

add_trait_fully_humble_effect = {
	if = {
		limit = {
			NOT = { trait = humble }
		}

		remove_trait_silently_proud_effect = yes
		add_trait = humble
		character_event = { id = 38260 } # Notify
	}
}

add_trait_fully_just_effect = {
	if = {
		limit = {
			NOT = { trait = just }
		}

		remove_trait_silently_arbitrary_effect = yes
		add_trait = just
		character_event = { id = 38267 } # Notify
	}
}

add_trait_fully_kind_effect = {
	if = {
		limit = {
			NOT = { trait = kind }
		}

		remove_trait_silently_cruel_effect = yes
		remove_trait_silently_envious_effect = yes
		add_trait = kind
		character_event = { id = 38268 } # Notify
	}
}

add_trait_fully_lustful_effect = {
	if = {
		limit = {
			NOT = { trait = lustful }
		}

		remove_trait_silently_chaste_effect = yes
		add_trait = lustful
		character_event = { id = 38272 } # Notify
	}
}

add_trait_fully_paranoid_effect = {
	if = {
		limit = {
			NOT = { trait = paranoid }
		}

		remove_trait_silently_trusting_effect = yes
		add_trait = paranoid
		character_event = { id = 38275 } # Notify
	}
}

add_trait_fully_patient_effect = {
	if = {
		limit = {
			NOT = { trait = patient }
		}

		remove_trait_silently_wroth_effect = yes
		add_trait = patient
		character_event = { id = 38264 } # Notify
	}
}

add_trait_fully_proud_effect = {
	if = {
		limit = {
			NOT = { trait = proud }
		}

		remove_trait_silently_humble_effect = yes
		add_trait = proud
		character_event = { id = 38261 } # Notify
	}
}

add_trait_fully_shy_effect = {
	if = {
		limit = {
			NOT = { trait = shy }
		}

		remove_trait_silently_gregarious_effect = yes
		add_trait = shy
		character_event = { id = 38263 } # Notify
	}
}

add_trait_fully_slothful_effect = {
	if = {
		limit = {
			NOT = { trait = slothful }
		}

		remove_trait_silently_diligent_effect = yes
		add_trait = slothful
		character_event = { id = 38251 } # Notify
	}
}

add_trait_fully_temperate_effect = {
	if = {
		limit = {
			NOT = { trait = temperate }
		}

		remove_trait_silently_gluttonous_effect = yes
		add_trait = temperate
		lose_weight_medium_effect = yes
		weight_trait_check_effect = yes
		character_event = { id = 38276 } # Notify
	}
}

add_trait_fully_trusting_effect = {
	if = {
		limit = {
			NOT = { trait = trusting }
		}

		remove_trait_silently_paranoid_effect = yes
		add_trait = trusting
		character_event = { id = 38250 } # Notify
	}
}

add_trait_fully_wroth_effect = {
	if = {
		limit = {
			NOT = { trait = wroth }
		}

		remove_trait_silently_patient_effect = yes
		add_trait = wroth
		character_event = { id = 38254 } # NotifY
	}
}

add_trait_fully_zealous_effect = {
	if = {
		limit = {
			NOT = { trait = zealous }
		}

		remove_trait_silently_cynical_effect = yes
		add_trait = zealous
		character_event = { id = 38269 } # Notify
	}
}

# Without notification
add_trait_fully_silently_ambitious_effect = {
	if = {
		limit = {
			NOT = { trait = ambitious }
		}

		remove_trait_silently_content_effect = yes
		add_trait = ambitious
	}
}

add_trait_fully_silently_arbitrary_effect = {
	if = {
		limit = {
			NOT = { trait = arbitrary }
		}

		remove_trait_silently_just_effect = yes
		add_trait = arbitrary
	}
}

add_trait_fully_silently_brave_effect = {
	if = {
		limit = {
			NOT = { trait = brave }
		}

		remove_trait_silently_craven_effect = yes
		add_trait = brave
	}
}

add_trait_fully_silently_charitable_effect = {
	if = {
		limit = {
			NOT = { trait = charitable }
		}

		remove_trait_silently_greedy_effect = yes
		add_trait = charitable
	}
}

add_trait_fully_silently_chaste_effect = {
	if = {
		limit = {
			NOT = { trait = chaste }
		}

		remove_trait_silently_lustful_effect = yes
		add_trait = chaste
	}
}

add_trait_fully_silently_content_effect = {
	if = {
		limit = {
			NOT = { trait = content }
		}

		remove_trait_silently_ambitious_effect = yes
		add_trait = content
	}
}

add_trait_fully_silently_craven_effect = {
	if = {
		limit = {
			NOR = {
				trait = craven
				trait = berserker
			}
		}

		remove_trait_silently_brave_effect = yes
		add_trait = craven
	}
}

add_trait_fully_silently_cruel_effect = {
	if = {
		limit = {
			NOT = { trait = cruel }
		}

		remove_trait_silently_kind_effect = yes
		add_trait = cruel
	}
}

add_trait_fully_silently_cynical_effect = {
	if = {
		limit = {
			NOT = { trait = cynical }
		}

		remove_trait_silently_zealous_effect = yes
		add_trait = cynical
	}
}

add_trait_fully_silently_deceitful_effect = {
	if = {
		limit = {
			NOT = { trait = deceitful }
		}

		remove_trait_silently_honest_effect = yes
		add_trait = deceitful
	}
}

add_trait_fully_silently_diligent_effect = {
	if = {
		limit = {
			NOT = { trait = diligent }
		}

		remove_trait_silently_slothful_effect = yes
		add_trait = diligent
	}
}

add_trait_fully_silently_envious_effect = {
	if = {
		limit = {
			NOT = { trait = envious }
		}

		remove_trait_silently_kind_effect = yes
		add_trait = envious
	}
}

add_trait_fully_silently_attractive_effect = {
	if = {
		limit = {
			NOT = { trait = attractive }
		}

		remove_trait_silently_ugly_effect = yes
		add_trait = attractive
	}
}

add_trait_fully_silently_gluttonous_effect = {
	if = {
		limit = {
			NOT = { trait = gluttonous }
		}

		remove_trait_silently_temperate_effect = yes
		add_trait = gluttonous
		gain_weight_medium_effect = yes
		weight_trait_check_effect = yes
	}
}

add_trait_fully_silently_greedy_effect = {
	if = {
		limit = {
			NOT = { trait = greedy }
		}

		remove_trait_silently_charitable_effect = yes
		add_trait = greedy
	}
}

add_trait_fully_silently_gregarious_effect = {
	if = {
		limit = {
			NOT = { trait = gregarious }
		}

		remove_trait_silently_shy_effect = yes
		add_trait = gregarious
	}
}

add_trait_fully_silently_honest_effect = {
	if = {
		limit = {
			NOT = { trait = honest }
		}

		remove_trait_silently_deceitful_effect = yes
		add_trait = honest
	}
}

add_trait_fully_silently_humble_effect = {
	if = {
		limit = {
			NOT = { trait = humble }
		}

		remove_trait_silently_proud_effect = yes
		add_trait = humble
	}
}

add_trait_fully_silently_just_effect = {
	if = {
		limit = {
			NOT = { trait = just }
		}

		remove_trait_silently_arbitrary_effect = yes
		add_trait = just
	}
}

add_trait_fully_silently_kind_effect = {
	if = {
		limit = {
			NOT = { trait = kind }
		}

		remove_trait_silently_cruel_effect = yes
		remove_trait_silently_envious_effect = yes
		add_trait = kind
	}
}

add_trait_fully_silently_lustful_effect = {
	if = {
		limit = {
			NOT = { trait = lustful }
		}

		remove_trait_silently_chaste_effect = yes
		add_trait = lustful
	}
}

add_trait_fully_silently_paranoid_effect = {
	if = {
		limit = {
			NOT = { trait = paranoid }
		}

		remove_trait_silently_trusting_effect = yes
		add_trait = paranoid
	}
}

add_trait_fully_silently_patient_effect = {
	if = {
		limit = {
			NOT = { trait = patient }
		}

		remove_trait_silently_wroth_effect = yes
		add_trait = patient
	}
}

add_trait_fully_silently_proud_effect = {
	if = {
		limit = {
			NOT = { trait = proud }
		}

		remove_trait_silently_humble_effect = yes
		add_trait = proud
	}
}

add_trait_fully_silently_shy_effect = {
	if = {
		limit = {
			NOT = { trait = shy }
		}

		remove_trait_silently_gregarious_effect = yes
		add_trait = shy
	}
}

add_trait_fully_silently_slothful_effect = {
	if = {
		limit = {
			NOT = { trait = slothful }
		}

		remove_trait_silently_diligent_effect = yes
		add_trait = slothful
	}
}

add_trait_fully_silently_temperate_effect = {
	if = {
		limit = {
			NOT = { trait = temperate }
		}

		remove_trait_silently_gluttonous_effect = yes
		add_trait = temperate
		lose_weight_medium_effect = yes
		weight_trait_check_effect = yes
	}
}

add_trait_fully_silently_trusting_effect = {
	if = {
		limit = {
			NOT = { trait = trusting }
		}

		remove_trait_silently_paranoid_effect = yes
		add_trait = trusting
	}
}

add_trait_fully_silently_wroth_effect = {
	if = {
		limit = {
			NOT = { trait = wroth }
		}

		remove_trait_silently_patient_effect = yes
		add_trait = wroth
	}
}

add_trait_fully_silently_zealous_effect = {
	if = {
		limit = {
			NOT = { trait = zealous }
		}

		remove_trait_silently_cynical_effect = yes
		add_trait = zealous
	}
}

# Removes opposite trait if present, else adds trait
# With notifications
add_trait_partially_ambitious_effect = {
	if = {
		limit = { trait = content }
		remove_trait = content
		character_event = { id = 38299 } # Notify
	}
	else_if = {
		limit = {
			NOT = { trait = ambitious }
		}

		add_trait = ambitious
		character_event = { id = 38278 } # Notify
	}
}

add_trait_partially_arbitrary_effect = {
	if = {
		limit = { trait = just }
		remove_trait = just
		character_event = { id = 38317 } # Notify
	}
	else_if = {
		limit = {
			NOT = { trait = arbitrary }
		}

		add_trait = arbitrary
		character_event = { id = 38266 } # Notify
	}
}

add_trait_partially_brave_effect = {
	if = {
		limit = { trait = craven }
		remove_trait = craven
		character_event = { id = 38296 } # Notify
	}
	else_if = {
		limit = {
			NOT = { trait = brave }
		}

		add_trait = brave
		character_event = { id = 38270 } # Notify
	}
}

add_trait_partially_charitable_effect = {
	if = {
		limit = { trait = greedy }
		remove_trait = greedy
		character_event = { id = 38322 } # Notify
	}
	else_if = {
		limit = {
			NOT = { trait = charitable }
		}

		add_trait = charitable
		character_event = { id = 38273 } # Notify
	}
}

add_trait_partially_chaste_effect = {
	if = {
		limit = { trait = lustful }
		remove_trait = lustful
		# TODO: add notification event
	}
	else_if = {
		limit = {
			NOT = { trait = chaste }
		}

		add_trait = chaste
		character_event = { id = 38274 } # Notify
	}
}

add_trait_partially_content_effect = {
	if = {
		limit = { trait = ambitious }
		remove_trait = ambitious
		character_event = { id = 38320 } # Notify
	}
	else_if = {
		limit = {
			NOT = { trait = content }
		}

		add_trait = content
		character_event = { id = 38279 } # Notify
	}
}

add_trait_partially_craven_effect = {
	if = {
		limit = { trait = brave }
		remove_trait = brave
		character_event = { id = 38320 } # Notify
	}
	else_if = {
		limit = {
			NOR = {
				trait = craven
				trait = berserker
			}
		}

		add_trait = craven
		character_event = { id = 38257 } # Notify
	}
}

add_trait_partially_cruel_effect = {
	if = {
		limit = { trait = kind }
		remove_trait = kind
		character_event = { id = 38307 } # Notify
	}
	else_if = {
		limit = {
			NOT = { trait = cruel }
		}

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

add_trait_partially_cynical_effect = {
	if = {
		limit = { trait = zealous }
		remove_trait = zealous
		character_event = { id = 38310 } # Notify
	}
	else_if = {
		limit = {
			NOT = { trait = cynical }
		}

		add_trait = cynical
		character_event = { id = 38258 } # Notify
	}
}

add_trait_partially_deceitful_effect = {
	if = {
		limit = { trait = honest }
		remove_trait = honest
		character_event = { id = 38311 } # Notify
	}
	else_if = {
		limit = {
			NOT = { trait = deceitful }
		}

		add_trait = deceitful
		character_event = { id = 38255 } # Notify
	}
}

add_trait_partially_diligent_effect = {
	if = {
		limit = { trait = slothful }
		remove_trait = slothful
		character_event = { id = 38298 } # Notify
	}
	else_if = {
		limit = {
			NOT = { trait = diligent }
		}

		add_trait = diligent
		character_event = { id = 38256 } # Notify
	}
}

add_trait_partially_envious_effect = {
	if = {
		limit = { trait = kind }
		remove_trait = kind
		character_event = { id = 38307 } # Notify
	}
	else_if = {
		limit = {
			NOT = { trait = envious }
		}

		add_trait = envious
		character_event = { id = 38271 } # Notify
	}
}

add_trait_partially_attractive_effect = {
	if = {
		limit = { trait = ugly }
		remove_trait = ugly
		# TODO:  notification event
	}
	else_if = {
		limit = {
			NOT = { trait = attractive }
		}

		add_trait = attractive
		character_event = { id = 38301 } # Notify
	}
}

add_trait_partially_gluttonous_effect = {
	if = {
		limit = { trait = temperate }

		remove_trait = temperate
		gain_weight_medium_effect = yes
		weight_trait_check_effect = yes
		character_event = { id = 38318 } # Notify
	}
	else_if = {
		limit = {
			NOT = { trait = gluttonous }
		}

		add_trait = gluttonous
		gain_weight_medium_effect = yes
		weight_trait_check_effect = yes
		character_event = { id = 38277 } # Notify
	}
}

add_trait_partially_greedy_effect = {
	if = {
		limit = { trait = charitable }
		remove_trait = charitable
		character_event = { id = 38321 } # Notify
	}
	else_if = {
		limit = {
			NOT = { trait = greedy }
		}

		add_trait = greedy
		character_event = { id = 38252 } # Notify
	}
}

add_trait_partially_gregarious_effect = {
	if = {
		limit = { trait = shy }
		remove_trait = shy
		character_event = { id = 38295 } # Notify
	}
	else_if = {
		limit = {
			NOT = { trait = gregarious }
		}

		add_trait = gregarious
		character_event = { id = 38265 } # Notify
	}
}

add_trait_partially_honest_effect = {
	if = {
		limit = { trait = deceitful }
		remove_trait = deceitful
		# TODO: add notification event
	}
	else_if = {
		limit = {
			NOT = { trait = honest }
		}

		add_trait = honest
		character_event = { id = 38262 } # Notify
	}
}

add_trait_partially_humble_effect = {
	if = {
		limit = { trait = proud }
		remove_trait = proud
		character_event = { id = 38300 } # Notify
	}
	else_if = {
		limit = {
			NOT = { trait = humble }
		}

		add_trait = humble
		character_event = { id = 38260 } # Notify
	}
}

add_trait_partially_just_effect = {
	if = {
		limit = { trait = arbitrary }
		remove_trait = arbitrary
		# TODO: add notification event
	}
	else_if = {
		limit = {
			NOT = { trait = just }
		}

		add_trait = just
		character_event = { id = 38267 } # Notify
	}
}

add_trait_partially_kind_effect = {
	if = {
		limit = {
			OR = {
				trait = cruel
				trait = envious
			}
		}

		remove_trait_cruel_effect = yes
		remove_trait_envious_effect = yes
	}
	else_if = {
		limit = {
			NOT = { trait = kind }
		}

		add_trait = kind
		character_event = { id = 38268 } # Notify
	}
}

add_trait_partially_lustful_effect = {
	if = {
		limit = { trait = chaste }
		remove_trait = chaste
		character_event = { id = 38303 } # Notify
	}
	else_if = {
		limit = {
			NOT = { trait = lustful }
		}

		add_trait = lustful
		character_event = { id = 38272 } # Notify
	}
}

add_trait_partially_paranoid_effect = {
	if = {
		limit = { trait = trusting }
		remove_trait = trusting
		character_event = { id = 38306 } # Notify
	}
	else_if = {
		limit = {
			NOT = { trait = paranoid }
		}

		add_trait = paranoid
		character_event = { id = 38275 } # Notify
	}
}

add_trait_partially_patient_effect = {
	if = {
		limit = { trait = wroth }
		remove_trait = wroth
		# TODO: add notification event
	}
	else_if = {
		limit = {
			NOT = { trait = patient }
		}

		add_trait = patient
		character_event = { id = 38264 } # Notify
	}
}

add_trait_partially_proud_effect = {
	if = {
		limit = { trait = humble }
		remove_trait = humble
		character_event = { id = 38312 } # Notify
	}
	else_if = {
		limit = {
			NOT = { trait = proud }
		}

		add_trait = proud
		character_event = { id = 38261 } # Notify
	}
}

add_trait_partially_shy_effect = {
	if = {
		limit = { trait = gregarious }
		remove_trait = gregarious
		character_event = { id = 38297 } # Notify
	}
	else_if = {
		limit = {
			NOT = { trait = shy }
		}

		add_trait = shy
		character_event = { id = 38263 } # Notify
	}
}

add_trait_partially_slothful_effect = {
	if = {
		limit = { trait = diligent }
		remove_trait = diligent
		character_event = { id = 38319 } # Notify
	}
	else_if = {
		limit = {
			NOT = { trait = slothful }
		}

		add_trait = slothful
		character_event = { id = 38251 } # Notify
	}
}

add_trait_partially_temperate_effect = {
	if = {
		limit = { trait = gluttonous }

		remove_trait = gluttonous
		lose_weight_medium_effect = yes
		weight_trait_check_effect = yes
		character_event = { id = 65151 } # base_various_traits_events.txt
	}
	else_if = {
		limit = {
			NOT = { trait = temperate }
		}

		add_trait = temperate
		lose_weight_medium_effect = yes
		weight_trait_check_effect = yes
		character_event = { id = 38276 } # Notify
	}
}

add_trait_partially_trusting_effect = {
	if = {
		limit = { trait = paranoid }
		remove_trait = paranoid
		character_event = { id = 38305 } # Notify
	}
	else_if = {
		limit = {
			NOT = { trait = trusting }
		}

		add_trait = trusting
		character_event = { id = 38250 } # Notify
	}
}

add_trait_partially_wroth_effect = {
	if = {
		limit = { trait = patient }
		remove_trait = patient
		# TODO: add notification event
	}
	else_if = {
		limit = {
			NOT = { trait = wroth }
		}

		add_trait = wroth
		character_event = { id = 38254 } # NotifY
	}
}

add_trait_partially_zealous_effect = {
	if = {
		limit = { trait = cynical }
		remove_trait = cynical
		character_event = { id = 38316 } # Notify
	}
	else_if = {
		limit = {
			NOT = { trait = zealous }
		}

		add_trait = zealous
		character_event = { id = 38269 } # Notify
	}
}

# Without notifications
add_trait_partially_silently_ambitious_effect = {
	if = {
		limit = { trait = content }
		remove_trait = content
	}
	else_if = {
		limit = {
			NOT = { trait = ambitious }
		}

		add_trait = ambitious
	}
}

add_trait_partially_silently_arbitrary_effect = {
	if = {
		limit = { trait = just }
		remove_trait = just
	}
	else_if = {
		limit = {
			NOT = { trait = arbitrary }
		}

		add_trait = arbitrary
	}
}

add_trait_partially_silently_brave_effect = {
	if = {
		limit = { trait = craven }
		remove_trait = craven
	}
	else_if = {
		limit = {
			NOT = { trait = brave }
		}

		add_trait = brave
	}
}

add_trait_partially_silently_charitable_effect = {
	if = {
		limit = { trait = greedy }
		remove_trait = greedy
	}
	else_if = {
		limit = {
			NOT = { trait = charitable }
		}

		add_trait = charitable
	}
}

add_trait_partially_silently_chaste_effect = {
	if = {
		limit = { trait = lustful }
		remove_trait = lustful
	}
	else_if = {
		limit = {
			NOT = { trait = chaste }
		}

		add_trait = chaste
	}
}

add_trait_partially_silently_content_effect = {
	if = {
		limit = { trait = ambitious }
		remove_trait = ambitious
	}
	else_if = {
		limit = {
			NOT = { trait = content }
		}

		add_trait = content
	}
}

add_trait_partially_silently_craven_effect = {
	if = {
		limit = { trait = brave }
		remove_trait = brave
	}
	else_if = {
		limit = {
			NOR = {
				trait = craven
				trait = berserker
			}
		}

		add_trait = craven
	}
}

add_trait_partially_silently_cruel_effect = {
	if = {
		limit = { trait = kind }
		remove_trait = kind
	}
	else_if = {
		limit = {
			NOT = { trait = cruel }
		}

		add_trait = cruel
	}
}

add_trait_partially_silently_cynical_effect = {
	if = {
		limit = { trait = zealous }
		remove_trait = zealous
	}
	else_if = {
		limit = {
			NOT = { trait = cynical }
		}

		add_trait = cynical
	}
}

add_trait_partially_silently_deceitful_effect = {
	if = {
		limit = { trait = honest }
		remove_trait = honest
	}
	else_if = {
		limit = {
			NOT = { trait = deceitful }
		}

		add_trait = deceitful
	}
}

add_trait_partially_silently_diligent_effect = {
	if = {
		limit = { trait = slothful }
		remove_trait = slothful
	}
	else_if = {
		limit = {
			NOT = { trait = diligent }
		}

		add_trait = diligent
	}
}

add_trait_partially_silently_envious_effect = {
	if = {
		limit = { trait = kind }
		remove_trait = kind
	}
	else_if = {
		limit = {
			NOT = { trait = envious }
		}

		add_trait = envious
	}
}

add_trait_partially_silently_attractive_effect = {
	if = {
		limit = { trait = ugly }
		remove_trait = ugly
	}
	else_if = {
		limit = {
			NOT = { trait = attractive }
		}

		add_trait = attractive
	}
}

add_trait_partially_silently_gluttonous_effect = {
	if = {
		limit = { trait = temperate }

		remove_trait = temperate
		gain_weight_medium_effect = yes
		weight_trait_check_effect = yes
	}
	else_if = {
		limit = {
			NOT = { trait = gluttonous }
		}

		add_trait = gluttonous
		gain_weight_medium_effect = yes
		weight_trait_check_effect = yes
	}
}

add_trait_partially_silently_greedy_effect = {
	if = {
		limit = { trait = charitable }
		remove_trait = charitable
	}
	else_if = {
		limit = {
			NOT = { trait = greedy }
		}

		add_trait = greedy
	}
}

add_trait_partially_silently_gregarious_effect = {
	if = {
		limit = { trait = shy }
		remove_trait = shy
	}
	else_if = {
		limit = {
			NOT = { trait = gregarious }
		}

		add_trait = gregarious
	}
}

add_trait_partially_silently_honest_effect = {
	if = {
		limit = { trait = deceitful }
		remove_trait = deceitful
	}
	else_if = {
		limit = {
			NOT = { trait = honest }
		}

		add_trait = honest
	}
}

add_trait_partially_silently_humble_effect = {
	if = {
		limit = { trait = proud }
		remove_trait = proud
	}
	else_if = {
		limit = {
			NOT = { trait = humble }
		}

		add_trait = humble
	}
}

add_trait_partially_silently_just_effect = {
	if = {
		limit = { trait = arbitrary }
		remove_trait = arbitrary
	}
	else_if = {
		limit = {
			NOT = { trait = just }
		}

		add_trait = just
	}
}

add_trait_partially_silently_kind_effect = {
	if = {
		limit = {
			OR = {
				trait = cruel
				trait = envious
			}
		}

		remove_trait_silently_cruel_effect = yes
		remove_trait_silently_envious_effect = yes
	}
	else_if = {
		limit = {
			NOT = { trait = kind }
		}

		add_trait = kind
	}
}

add_trait_partially_silently_lustful_effect = {
	if = {
		limit = { trait = chaste }
		remove_trait = chaste
	}
	else_if = {
		limit = {
			NOT = { trait = lustful }
		}

		add_trait = lustful
	}
}

add_trait_partially_silently_paranoid_effect = {
	if = {
		limit = { trait = trusting }
		remove_trait = trusting
	}
	else_if = {
		limit = {
			NOT = { trait = paranoid }
		}

		add_trait = paranoid
	}
}

add_trait_partially_silently_patient_effect = {
	if = {
		limit = { trait = wroth }
		remove_trait = wroth
	}
	else_if = {
		limit = {
			NOT = { trait = patient }
		}

		add_trait = patient
	}
}

add_trait_partially_silently_proud_effect = {
	if = {
		limit = { trait = humble }
		remove_trait = humble
	}
	else_if = {
		limit = {
			NOT = { trait = proud }
		}

		add_trait = proud
	}
}

add_trait_partially_silently_shy_effect = {
	if = {
		limit = { trait = gregarious }
		remove_trait = gregarious
	}
	else_if = {
		limit = {
			NOT = { trait = shy }
		}

		add_trait = shy
	}
}

add_trait_partially_silently_slothful_effect = {
	if = {
		limit = { trait = diligent }
		remove_trait = diligent
	}
	else_if = {
		limit = {
			NOT = { trait = slothful }
		}

		add_trait = slothful
	}
}

add_trait_partially_silently_temperate_effect = {
	if = {
		limit = { trait = gluttonous }

		remove_trait = gluttonous
		lose_weight_medium_effect = yes
		weight_trait_check_effect = yes
	}
	else_if = {
		limit = {
			NOT = { trait = temperate }
		}

		add_trait = temperate
		lose_weight_medium_effect = yes
		weight_trait_check_effect = yes
	}
}

add_trait_partially_silently_trusting_effect = {
	if = {
		limit = { trait = paranoid }
		remove_trait = paranoid
	}
	else_if = {
		limit = {
			NOT = { trait = trusting }
		}

		add_trait = trusting
	}
}

add_trait_partially_silently_wroth_effect = {
	if = {
		limit = { trait = patient }
		remove_trait = patient
	}
	else_if = {
		limit = {
			NOT = { trait = wroth }
		}

		add_trait = wroth
	}
}

add_trait_partially_silently_zealous_effect = {
	if = {
		limit = { trait = cynical }
		remove_trait = cynical
	}
	else_if = {
		limit = {
			NOT = { trait = zealous }
		}

		add_trait = zealous
	}
}

# TRAIT REMOVAL EFFECTS
# Add new ones in alphabetical order.
# Add with notification

remove_trait_ambitious_effect = {
	if = {
		limit = { trait = ambitious }

		remove_trait = ambitious
		character_event = { id = 38320 } # Notify
	}
}

remove_trait_arbitrary_effect = {
	if = {
		limit = { trait = arbitrary }

		remove_trait = arbitrary

		# TODO: add notification event
	}
}

remove_trait_brave_effect = {
	if = {
		limit = { trait = brave }

		remove_trait = brave
		character_event = { id = 38320 } # Notify
	}
}

remove_trait_celibate_effect = {
	if = {
		limit = { trait = celibate }

		remove_trait = celibate

		# TODO: add notification event
	}
}

remove_trait_charitable_effect = {
	if = {
		limit = { trait = charitable }

		remove_trait = charitable
		character_event = { id = 38321 } # Notify
	}
}

remove_trait_chaste_effect = {
	if = {
		limit = { trait = chaste }

		remove_trait = chaste
		character_event = { id = 38303 } # Notify
	}
}

remove_trait_content_effect = {
	if = {
		limit = { trait = content }

		remove_trait = content
		character_event = { id = 38299 } # Notify
	}
}

remove_trait_craven_effect = {
	if = {
		limit = { trait = craven }

		remove_trait = craven
		character_event = { id = 38296 } # Notify
	}
}

remove_trait_cruel_effect = {
	if = {
		limit = { trait = cruel }

		remove_trait = cruel

		# TODO: add notification event
	}
}

remove_trait_cynical_effect = {
	if = {
		limit = { trait = cynical }

		remove_trait = cynical
		character_event = { id = 38316 } # Notify
	}
}

remove_trait_deceitful_effect = {
	if = {
		limit = { trait = deceitful }

		remove_trait = deceitful

		# TODO: add notification event
	}
}

remove_trait_depressed_effect = {
	if = {
		limit = { trait = depressed }

		remove_trait = depressed
		character_event = { id = 38314 } # Notify
	}
}

remove_trait_diligent_effect = {
	if = {
		limit = { trait = diligent }

		remove_trait = diligent
		character_event = { id = 38319 } # Notify
	}
}

remove_trait_drunkard_effect = {
	if = {
		limit = { trait = drunkard }

		remove_trait = drunkard

		# TODO: add notification event
	}
}

remove_trait_duelist_effect = {
	if = {
		limit = { trait = duelist }

		remove_trait = duelist
		character_event = { id = 38292 } # Notify
	}
}

remove_trait_envious_effect = {
	if = {
		limit = { trait = envious }

		remove_trait = envious

		# TODO: add notification event
	}
}

remove_trait_gardener_effect = {
	if = {
		limit = { trait = gardener }

		remove_trait = gardener
		character_event = { id = 38289 } # Notify
	}
}

remove_trait_gluttonous_effect = {
	if = {
		limit = { trait = gluttonous }

		remove_trait = gluttonous
		lose_weight_medium_effect = yes
		weight_trait_check_effect = yes

		character_event = { id = 65151 } # base_various_traits_events.txt
	}
}

remove_trait_greedy_effect = {
	if = {
		limit = { trait = greedy }

		remove_trait = greedy
		character_event = { id = 38322 } # Notify
	}
}

remove_trait_gregarious_effect = {
	if = {
		limit = { trait = gregarious }

		remove_trait = gregarious
		character_event = { id = 38297 } # Notify
	}
}

remove_trait_honest_effect = {
	if = {
		limit = { trait = honest }

		remove_trait = honest
		character_event = { id = 38311 } # Notify
	}
}

remove_trait_humble_effect = {
	if = {
		limit = { trait = humble }

		remove_trait = humble
		character_event = { id = 38312 } # Notify
	}
}

remove_trait_hunter_effect = {
	if = {
		limit = { trait = hunter }

		remove_trait = hunter
		character_event = { id = 38293 } # Notify
	}
}

remove_trait_ill_effect = {
	if = {
		limit = { trait = ill }

		remove_trait = ill
		character_event = { id = 38283 } # Notify
	}
}

remove_trait_impaler_effect = {
	if = {
		limit = { trait = impaler }

		remove_trait = impaler
		character_event = { id = 38291 } # Notify
	}
}

remove_trait_infirm_effect = {
	if =  {
		limit = { trait = infirm }

		remove_trait = infirm

		# TODO: add notification event
	}
}

remove_trait_just_effect = {
	if = {
		limit = { trait = just }

		remove_trait = just
		character_event = { id = 38317 } # Notify
	}
}

remove_trait_kind_effect = {
	if = {
		limit = { trait = kind }

		remove_trait = kind
		character_event = { id = 38307 } # Notify
	}
}

remove_trait_lisp_effect = {
	if = {
		limit = { trait = lisp }

		remove_trait = lisp
		character_event = { id = 38302 } # Notify
	}
}

remove_trait_lunatic_effect = {
	if = {
		limit = { trait = lunatic }

		remove_trait = lunatic
		character_event = { id = 38309 } # Notify
	}
}

remove_trait_lustful_effect = {
	if = {
		limit = { trait = lustful }

		remove_trait = lustful
		# TODO: add notification event
	}
}

remove_trait_paranoid_effect = {
	if = {
		limit = { trait = paranoid }

		remove_trait = paranoid
		character_event = { id = 38305 } # Notify
	}
}

remove_trait_patient_effect = {
	if = {
		limit = { trait = patient }

		remove_trait = patient

		# TODO: add notification event
	}
}

remove_trait_poet_effect = {
	if = {
		limit = { trait = poet }

		remove_trait = poet
		character_event = { id = 38294 } # Notify
	}
}

remove_trait_proud_effect = {
	if = {
		limit = { trait = proud }

		remove_trait = proud
		character_event = { id = 38300 } # Notify
	}
}

remove_trait_shy_effect = {
	if = {
		limit = { trait = shy }

		remove_trait = shy
		character_event = { id = 38295 } # Notify
	}
}

remove_trait_slothful_effect = {
	if = {
		limit = { trait = slothful }

		remove_trait = slothful
		character_event = { id = 38298 } # Notify
	}
}

remove_trait_stressed_effect = {
	if = {
		limit = { trait = stressed }

		remove_trait = stressed
		character_event = { id = 38313 } # Notify
	}
}

remove_trait_temperate_effect = {
	if = {
		limit = { trait = temperate }

		remove_trait = temperate
		gain_weight_medium_effect = yes
		weight_trait_check_effect = yes
		character_event = { id = 38318 } # Notify
	}
}

remove_trait_trusting_effect = {
	if = {
		limit = { trait = trusting }

		remove_trait = trusting
		character_event = { id = 38306 } # Notify
	}
}

remove_trait_wroth_effect = {
	if = {
		limit = { trait = wroth }

		remove_trait = wroth

		# TODO: add notification event
	}
}

remove_trait_zealous_effect = {
	if = {
		limit = { trait = zealous }

		remove_trait = zealous
		character_event = { id = 38310 } # Notify
	}
}

# Silently
remove_trait_silently_ambitious_effect = {
	if = {
		limit = { trait = ambitious }
		remove_trait = ambitious
	}
}

remove_trait_silently_arbitrary_effect = {
	if = {
		limit = { trait = arbitrary }
		remove_trait = arbitrary
	}
}

remove_trait_silently_brave_effect = {
	if = {
		limit = { trait = brave }
		remove_trait = brave
	}
}

remove_trait_silently_celibate_effect = {
	if = {
		limit = { trait = celibate }
		remove_trait = celibate
	}
}

remove_trait_silently_charitable_effect = {
	if = {
		limit = { trait = charitable }
		remove_trait = charitable
	}
}

remove_trait_silently_chaste_effect = {
	if = {
		limit = { trait = chaste }
		remove_trait = chaste
	}
}

remove_trait_silently_content_effect = {
	if = {
		limit = { trait = content }
		remove_trait = content
	}
}

remove_trait_silently_craven_effect = {
	if = {
		limit = { trait = craven }
		remove_trait = craven
	}
}

remove_trait_silently_cruel_effect = {
	if = {
		limit = { trait = cruel }
		remove_trait = cruel
	}
}

remove_trait_silently_cynical_effect = {
	if = {
		limit = { trait = cynical }
		remove_trait = cynical
	}
}

remove_trait_silently_deceitful_effect = {
	if = {
		limit = { trait = deceitful }
		remove_trait = deceitful
	}
}

remove_trait_silently_depressed_effect = {
	if = {
		limit = { trait = depressed }
		remove_trait = depressed
	}
}

remove_trait_silently_diligent_effect = {
	if = {
		limit = { trait = diligent }
		remove_trait = diligent
	}
}

remove_trait_silently_drunkard_effect = {
	if = {
		limit = { trait = drunkard }
		remove_trait = drunkard
	}
}

remove_trait_silently_duelist_effect = {
	if = {
		limit = { trait = duelist }
		remove_trait = duelist
	}
}

remove_trait_silently_envious_effect = {
	if = {
		limit = { trait = envious }
		remove_trait = envious
	}
}

remove_trait_silently_gardener_effect = {
	if = {
		limit = { trait = gardener }
		remove_trait = gardener
	}
}

remove_trait_silently_gluttonous_effect = {
	if = {
		limit = { trait = gluttonous }
		remove_trait = gluttonous
		lose_weight_medium_effect = yes
		weight_trait_check_effect = yes
	}
}

remove_trait_silently_greedy_effect = {
	if = {
		limit = { trait = greedy }
		remove_trait = greedy
	}
}

remove_trait_silently_gregarious_effect = {
	if = {
		limit = { trait = gregarious }
		remove_trait = gregarious
	}
}

remove_trait_silently_hedonist_effect = {
	if = {
		limit = { trait = hedonist }
		remove_trait = hedonist
	}
}

remove_trait_silently_honest_effect = {
	if = {
		limit = { trait = honest }
		remove_trait = honest
	}
}

remove_trait_silently_humble_effect = {
	if = {
		limit = { trait = humble }
		remove_trait = humble
	}
}

remove_trait_silently_hunter_effect = {
	if = {
		limit = { trait = hunter }
		remove_trait = hunter
	}
}

remove_trait_silently_ill_effect = {
	if = {
		limit = { trait = ill }
		remove_trait = ill
	}
}

remove_trait_silently_impaler_effect = {
	if = {
		limit = { trait = impaler }
		remove_trait = impaler
	}
}

remove_trait_silently_incapable_effect = {
	if =  {
		limit = { trait = incapable }
		remove_trait = incapable
	}
}

remove_trait_silently_infirm_effect = {
	if =  {
		limit = { trait = infirm }
		remove_trait = infirm
	}
}

remove_trait_silently_just_effect = {
	if = {
		limit = { trait = just }
		remove_trait = just
	}
}

remove_trait_silently_kind_effect = {
	if = {
		limit = { trait = kind }
		remove_trait = kind
	}
}

remove_trait_silently_lisp_effect = {
	if = {
		limit = { trait = lisp }
		remove_trait = lisp
	}
}

remove_trait_silently_lunatic_effect = {
	if = {
		limit = { trait = lunatic }
		remove_trait = lunatic
	}
}

remove_trait_silently_lustful_effect = {
	if = {
		limit = { trait = lustful }
		remove_trait = lustful
	}
}

remove_trait_silently_patient_effect = {
	if = {
		limit = { trait = patient }
		remove_trait = patient
	}
}

remove_trait_silently_paranoid_effect = {
	if = {
		limit = { trait = paranoid }
		remove_trait = paranoid
	}
}

remove_trait_silently_poet_effect = {
	if = {
		limit = { trait = poet }
		remove_trait = poet
	}
}

remove_trait_silently_proud_effect = {
	if = {
		limit = { trait = proud }
		remove_trait = proud
	}
}

remove_trait_silently_shy_effect = {
	if = {
		limit = { trait = shy }
		remove_trait = shy
	}
}

remove_trait_silently_slothful_effect = {
	if = {
		limit = { trait = slothful }
		remove_trait = slothful
	}
}

remove_trait_silently_stressed_effect = {
	if = {
		limit = { trait = stressed }
		remove_trait = stressed
	}
}

remove_trait_silently_stubborn_effect = {
	if = {
		limit = { trait = stubborn }
		remove_trait = stubborn
	}
}

remove_trait_silently_temperate_effect = {
	if = {
		limit = { trait = temperate }
		remove_trait = temperate
		gain_weight_medium_effect = yes
		weight_trait_check_effect = yes
	}
}

remove_trait_silently_trusting_effect = {
	if = {
		limit = { trait = trusting }
		remove_trait = trusting
	}
}

remove_trait_silently_ugly_effect = {
	if = {
		limit = { trait = ugly }
		remove_trait = ugly
	}
}

remove_trait_silently_wroth_effect = {
	if = {
		limit = { trait = wroth }
		remove_trait = wroth
	}
}

remove_trait_silently_zealous_effect = {
	if = {
		limit = { trait = zealous }
		remove_trait = zealous
	}
}

add_crusade_trait_effect = {
	if = {
		limit = { religion_group = muslim }
		add_trait = mujahid
	}
	else_if = {
		limit = { religion_group = christian }
		add_trait = crusader
	}
	else_if = {
		limit = { religion_openly_norse_or_reformed_trigger = yes }
		add_trait = valhalla_bound
	}
	else_if = {
		limit = { religion_openly_tengri_or_reformed_trigger = yes }
		add_trait = skylord
	}
	else_if = {
		limit = { religion_openly_finnish_or_reformed_trigger = yes }
		add_trait = ukkos_hammer
	}
	else_if = {
		limit = { religion_openly_slavic_or_reformed_trigger = yes }
		add_trait = peruns_chosen
	}
	else_if = {
		limit = { religion_openly_west_african_or_reformed_trigger = yes }
		add_trait = nyames_shield
	}
	else_if = {
		limit = { religion_openly_baltic_or_reformed_trigger = yes }
		add_trait = hound_of_dievas
	}
	else_if = {
		limit = { religion_openly_bon_or_reformed_trigger = yes }
		add_trait = kailash_guardian
	}
	else_if = {
		limit = { religion_openly_zun_or_reformed_trigger = yes }
		add_trait = sun_warrior
	}
	else_if = {
		limit = { religion_openly_aztec_or_reformed_trigger = yes }
		add_trait = eagle_knight
	}
	else_if = {
		limit = { religion_openly_hellenic_or_reformed_trigger = yes }
		add_trait = ares_own
	}
	else_if = {
		limit = { religion_group = zoroastrian_group }
		add_trait = gondi_shahansha
	}
	else_if = {
		limit = { religion_group = jewish_group }
		add_trait = kanai
	}

	# CK2Plus
	else_if = {
		limit = { religion_openly_celtic_or_reformed_trigger = yes }
		add_trait = machas_javelin
	}
	else_if = {
		limit = { religion_openly_egyptian_or_reformed_trigger = yes }
		add_trait = montu
	}
}

remove_random_negative_congenital_effect = {
	random_list = {
		10 = {
			trigger = { trait = clubfooted }

			remove_trait = clubfooted
		}

		10 = {
			trigger = { trait = harelip }

			remove_trait = harelip
		}

		10 = {
			trigger = { trait = hunchback }

			remove_trait = hunchback
		}

		10 = {
			trigger = { trait = lisp }

			remove_trait = lisp
		}

		10 = {
			trigger = { trait = stutter }

			remove_trait = stutter
		}

		10 = {
			trigger = { trait = ugly }

			remove_trait = ugly
		}

		10 = {
			trigger = { trait = dwarf }

			remove_trait = dwarf
		}

		10 = {
			trigger = { trait = giant }

			remove_trait = giant
		}

		10 = {
			trigger = { trait = slow }

			remove_trait = slow
		}

		10 = {
			trigger = { trait = imbecile }

			remove_trait = imbecile
		}

		10 = {
			trigger = { trait = inbred }

			remove_trait = inbred
		}

		10 = {
			trigger = { trait = weak }

			remove_trait = weak
		}
	}
}

remove_all_negative_congenital_traits_effect = {
	remove_trait = ugly
	remove_trait = clubfooted
	remove_trait = hunchback
	remove_trait = dwarf
	remove_trait = giant
	remove_trait = harelip
	remove_trait = stutter
	remove_trait = lisp
	remove_trait = slow
	remove_trait = inbred
	remove_trait = weak
	remove_trait = imbecile
}

remove_lifestyle_trait_effect = {
	remove_trait = hedonist
	remove_trait = scholar
	remove_trait = gardener
	remove_trait = mystic
	remove_trait = impaler
	remove_trait = duelist
	remove_trait = hunter
	remove_trait = master_seducer
	remove_trait = master_seductress
	remove_trait = administrator
	remove_trait = architect
	remove_trait = strategist
	remove_trait = socializer
	remove_trait = master_schemer
	remove_trait = theologian
	remove_trait = game_master
}

add_ascetic_trait_effect = {
	if = {
		limit = {
			OR = {
				trigger_if = {
					limit = { religion_group = pagan_group }
					religion_openly_celtic_or_reformed_trigger = no
				}

				is_alternate_start = yes
			}
		}

		if = {
			limit = { is_female = yes }
			add_trait = nun
		}
		else = {
			add_trait = monk
		}
	}
	else_if = {
		limit = { religion_group = christian }
		set_christian_ascetic_effect = yes
	}
	else_if = {
		limit = { religion_openly_celtic_or_reformed_trigger = yes }
		add_trait = druid
	}
	else = {
		if = {
			limit = { is_female = yes }

			trigger_switch = {
				on_trigger = religion

				jain     = { add_trait = aryika }
				buddhist = { add_trait = bhikkhuni }
				hindu    = { add_trait = sanyasini }
			}
		}
		else = {
			trigger_switch = {
				on_trigger = religion

				jain     = { add_trait = muni }
				buddhist = { add_trait = bhikkhu }
				hindu    = { add_trait = sanyasi }
			}
		}
	}
}

upgrade_education_effect = {
	trigger_switch = {
		on_trigger = trait

		### Intrigue ###
		amateurish_plotter = {
			remove_trait = amateurish_plotter
			add_trait = flamboyant_schemer
		}
		flamboyant_schemer = {
			remove_trait = flamboyant_schemer
			add_trait = intricate_webweaver
		}
		intricate_webweaver = {
			remove_trait = intricate_webweaver
			add_trait = elusive_shadow
		}
		elusive_shadow = {
			# Already maxed
		}

		### Diplomacy ###
		naive_appeaser = {
			remove_trait = naive_appeaser
			add_trait = underhanded_rogue
		}
		underhanded_rogue = {
			remove_trait = underhanded_rogue
			add_trait = charismatic_negotiator
		}
		charismatic_negotiator = {
			remove_trait = charismatic_negotiator
			add_trait = grey_eminence
		}
		grey_eminence = {
			# Already maxed
		}

		### Stewardship ###
		indulgent_wastrel = {
			remove_trait = indulgent_wastrel
			add_trait = thrifty_clerk
		}
		thrifty_clerk = {
			remove_trait = thrifty_clerk
			add_trait = fortune_builder
		}
		fortune_builder = {
			remove_trait = fortune_builder
			add_trait = midas_touched
		}
		midas_touched = {
			# Already maxed
		}

		### Martial ###
		misguided_warrior = {
			remove_trait = misguided_warrior
			add_trait = tough_soldier
		}
		tough_soldier = {
			remove_trait = tough_soldier
			add_trait = skilled_tactician
		}
		skilled_tactician = {
			remove_trait = skilled_tactician
			add_trait = brilliant_strategist
		}
		brilliant_strategist = {
			# Already maxed
		}

		### Learning ###
		detached_priest = {
			remove_trait = detached_priest
			add_trait = dutiful_cleric
		}
		dutiful_cleric = {
			remove_trait = dutiful_cleric
			add_trait = scholarly_theologian
		}
		scholarly_theologian = {
			remove_trait = scholarly_theologian
			add_trait = mastermind_theologian
		}
		mastermind_theologian = {
			# Already maxed
		}
	}
}

add_warrior_lodge_leader_trait_effect = {
	trigger_switch = {
		on_trigger = society_member_of

		warrior_lodge_norse        = { add_trait = norse_leader }
		warrior_lodge_tengri       = { add_trait = tengri_leader }
		warrior_lodge_baltic       = { add_trait = baltic_leader }
		warrior_lodge_finnish      = { add_trait = finnish_leader }
		warrior_lodge_slavic       = { add_trait = slavic_leader }
		warrior_lodge_west_african = { add_trait = west_african_leader }
		warrior_lodge_zun          = { add_trait = zun_leader }
		warrior_lodge_bon          = { add_trait = bon_leader }
		warrior_lodge_hellenic     = { add_trait = hellenic_leader }
	}
}

add_sympathy_for_religion_effect = {
	if = {
		limit = { religion_group = christian }
		ROOT = { add_trait = sympathy_christendom }
	}
	else_if = {
		limit = { religion_group = indian_group }
		ROOT = { add_trait = sympathy_indian }
	}
	else_if = {
		limit = { religion_group = muslim }
		ROOT = { add_trait = sympathy_islam }
	}
	else_if = {
		limit = { religion_group = jewish_group }
		ROOT = { add_trait = sympathy_judaism }
	}
	else_if = {
		limit = { religion_group = pagan_group }
		ROOT = { add_trait = sympathy_pagans }
	}
	else_if = {
		limit = { religion_group = zoroastrian_group }
		ROOT = { add_trait = sympathy_zoroastrianism }
	}
}

add_random_commander_trait_effect = {
	random_list = {
		1 = {
			trigger = {
				NOT = { trait = aggressive_leader }
			}

			add_trait = aggressive_leader
		}

		1 = {
			trigger = {
				NOT = { trait = battlefield_terrain_master }
			}

			add_trait = battlefield_terrain_master
		}

		1 = {
			trigger = {
				NOT = { trait = cavalry_leader }
			}

			add_trait = cavalry_leader
		}

		1 = {
			trigger = {
				NOT = { trait = defensive_leader }
			}

			add_trait = defensive_leader
		}

		1 = {
			trigger = {
				NOT = { trait = desert_expert }
			}

			add_trait = desert_expert
		}

		1 = {
			trigger = {
				NOT = { trait = direct_leader }
			}

			add_trait = direct_leader
		}

		1 = {
			trigger = {
				NOT = { trait = flanker }
			}

			add_trait = flanker
		}

		1 = {
			trigger = {
				NOT = { trait = flat_terrain_expert }
			}

			add_trait = flat_terrain_expert
		}

		1 = {
			trigger = {
				NOT = { trait = heavy_infantry_leader }
			}

			add_trait = heavy_infantry_leader
		}

		1 = {
			trigger = {
				NOT = { trait = holy_warrior }
			}

			add_trait = holy_warrior
		}

		1 = {
			trigger = {
				NOT = { trait = inspiring_leader }
			}

			add_trait = inspiring_leader
		}

		1 = {
			trigger = {
				NOT = { trait = jungle_expert }
			}

			add_trait = jungle_expert
		}

		1 = {
			trigger = {
				NOT = { trait = light_foot_leader }
			}

			add_trait = light_foot_leader
		}

		1 = {
			trigger = {
				NOT = { trait = mountain_expert }
			}

			add_trait = mountain_expert
		}

		1 = {
			trigger = {
				NOT = { trait = organizer }
			}

			add_trait = organizer
		}

		1 = {
			trigger = {
				NOT = { trait = rough_terrain_expert }
			}

			add_trait = rough_terrain_expert
		}

		1 = {
			trigger = {
				NOT = { trait = siege_leader }
			}

			add_trait = siege_leader
		}

		1 = {
			trigger = {
				NOT = { trait = trickster }
			}

			add_trait = trickster
		}

		1 = {
			trigger = {
				NOT = { trait = unyielding_leader }
			}

			add_trait = unyielding_leader
		}

		1 = {
			trigger = {
				NOT = { trait = war_elephant_leader }

				location = {
					region = world_india
				}
			}

			add_trait = war_elephant_leader
		}

		1 = {
			trigger = {
				NOT = { trait = winter_soldier 	}
			}

			add_trait = winter_soldier
		}

		1 = {
			trigger = {
				NOT = { trait = logistics_expert }
				culture_group = chinese_group
			}

			add_trait = logistics_expert
		}

		1 = {
			trigger = {
				NOT = { trait = master_of_flame }
				culture_group = chinese_group
			}

			add_trait = master_of_flame
		}

		1 = {
			trigger = {
				NOT = { trait = sapper }
				culture_group = chinese_group
			}

			add_trait = sapper
		}

		1 = {
			trigger = {
				NOT = { trait = levy_coordinator }
				culture_group = chinese_group
			}

			add_trait = levy_coordinator
		}
	}
}

add_same_commander_trait_as_FROM = {
	while = {
		limit = { can_have_more_leadership_traits = yes }

		random_list = {
			1 = {
				trigger = {
					NOT = { trait = aggressive_leader }
					FROM = { trait = aggressive_leader }
				}

				add_trait = aggressive_leader
			}

			1 = {
				trigger = {
					NOT = { trait = battlefield_terrain_master }
					FROM = { trait = battlefield_terrain_master }
				}

				add_trait = battlefield_terrain_master
			}

			1 = {
				trigger = {
					NOT = { trait = cavalry_leader }
					FROM = { trait = cavalry_leader }
				}

				add_trait = cavalry_leader
			}

			1 = {
				trigger = {
					NOT = { trait = defensive_leader }
					FROM = { trait = defensive_leader }
				}

				add_trait = defensive_leader
			}

			1 = {
				trigger = {
					NOT = { trait = desert_expert }
					FROM = { trait = desert_expert }
				}

				add_trait = desert_expert
			}

			1 = {
				trigger = {
					NOT = { trait = direct_leader }
					FROM = { trait = direct_leader }
				}

				add_trait = direct_leader
			}

			1 = {
				trigger = {
					NOT = { trait = flanker }
					FROM = { trait = flanker }
				}

				add_trait = flanker
			}

			1 = {
				trigger = {
					NOT = { trait = flat_terrain_expert }
					FROM = { trait = flat_terrain_expert }
				}

				add_trait = flat_terrain_expert
			}

			1 = {
				trigger = {
					NOT = { trait = heavy_infantry_leader }
					FROM = { trait = heavy_infantry_leader }
				}

				add_trait = heavy_infantry_leader
			}

			1 = {
				trigger = {
					NOT = { trait = holy_warrior }
					FROM = { trait = holy_warrior }
				}

				add_trait = holy_warrior
			}

			1 = {
				trigger = {
					NOT = { trait = inspiring_leader }
					FROM = { trait = inspiring_leader }
				}

				add_trait = inspiring_leader
			}

			1 = {
				trigger = {
					NOT = { trait = jungle_expert }
					FROM = { trait = jungle_expert }
				}

				add_trait = jungle_expert
			}

			1 = {
				trigger = {
					NOT = { trait = light_foot_leader }
					FROM = { trait = light_foot_leader }
				}

				add_trait = light_foot_leader
			}

			1 = {
				trigger = {
					NOT = { trait = mountain_expert }
					FROM = { trait = mountain_expert }
				}

				add_trait = mountain_expert
			}

			1 = {
				trigger = {
					NOT = { trait = organizer }
					FROM = { trait = organizer }
				}

				add_trait = organizer
			}

			1 = {
				trigger = {
					NOT = { trait = rough_terrain_expert }
					FROM = { trait = rough_terrain_expert }
				}

				add_trait = rough_terrain_expert
			}

			1 = {
				trigger = {
					NOT = { trait = siege_leader }
					FROM = { trait = siege_leader }
				}

				add_trait = siege_leader
			}

			1 = {
				trigger = {
					NOT = { trait = trickster }
					FROM = { trait = trickster }
				}

				add_trait = trickster
			}

			1 = {
				trigger = {
					NOT = { trait = unyielding_leader }
					FROM = { trait = unyielding_leader }
				}

				add_trait = unyielding_leader
			}

			1 = {
				trigger = {
					NOT = { trait = war_elephant_leader }
					FROM = { trait = war_elephant_leader }
					location = { region = world_india }
				}

				add_trait = war_elephant_leader
			}

			1 = {
				trigger = {
					NOT = { trait = winter_soldier }
					FROM = { trait = winter_soldier }
				}

				add_trait = winter_soldier
			}

			1 = {
				trigger = {
					NOT = { trait = logistics_expert }
					culture_group = chinese_group
					FROM = { trait = logistics_expert }
				}

				add_trait = logistics_expert
			}

			1 = {
				trigger = {
					NOT = { trait = master_of_flame }
					culture_group = chinese_group
					FROM = { trait = master_of_flame }
				}

				add_trait = master_of_flame
			}

			1 = {
				trigger = {
					NOT = { trait = sapper }
					culture_group = chinese_group
					FROM = { trait = sapper }
				}

				add_trait = sapper
			}

			1 = {
				trigger = {
					NOT = { trait = levy_coordinator }
					culture_group = chinese_group
					FROM = { trait = levy_coordinator }
				}

				add_trait = levy_coordinator
			}
		}
	}
}

# THIS is getting the trait added, the kinslayer_target target is the person dying
# Save the event target before running this effect any time you publicly kill someone, the effect automatically checks they are a relative so you don't need to
# The event target is cleared after the trait is added so re-save the target and re-run the effect to check for another character in the same event
# The traits will overwrite each other kinslayer > familial_kinslayer > dynastic_kinslayer
add_kinslayer_trait_effect = {
	if = { # Parents, children, direct ancestors or descendants
		limit = {
			NOR = {
				trait = kinslayer
				religion_group = muslim
			}

			OR = {
				is_ancestor_of = event_target:kinslayer_target
				is_descendant_of = event_target:kinslayer_target
				sibling = event_target:kinslayer_target
			}

			trigger_if = {
				limit = { has_dlc = "Holy Fury" }

				is_tribal = no
			}
		}

		add_trait = kinslayer
		character_event = { id = 38287 } # Notify
	}
	else_if = { # Cousins, aunts/uncles (blood ones only), nieces/nephews
		limit = {
			NOR = {
				trait = kinslayer
				trait = familial_kinslayer
				religion_group = muslim
			}

			OR = {
				is_cousin_of = event_target:kinslayer_target
				is_aunt_uncle_of = event_target:kinslayer_target
				is_nibling_of = event_target:kinslayer_target
			}

			trigger_if = {
				limit = { has_dlc = "Holy Fury" }

				is_tribal = no
			}
		}

		add_trait = familial_kinslayer
		character_event = { id = 38287 } # Notify
	}
	else_if = { # Dynasty members
		limit = {
			dynasty = event_target:kinslayer_target
			is_lowborn = no

			NOR = {
				religion_group = muslim
				trait = kinslayer
				trait = familial_kinslayer
				trait = dynastic_kinslayer
			}

			trigger_if = {
				limit = { has_dlc = "Holy Fury" }

				is_tribal = no
			}
		}

		add_trait = dynastic_kinslayer
		character_event = { id = 38287 } # Notify
	}
	else_if = { # Holy Fury Tribal only: any relative
		limit = {
			is_tribal = yes
			has_dlc = "Holy Fury"
			is_lowborn = no

			NOR = {
				religion_group = muslim
				trait = kinslayer
				trait = familial_kinslayer
				trait = dynastic_kinslayer
				trait = tribal_kinslayer
			}

			OR = {
				is_cousin_of = event_target:kinslayer_target
				is_aunt_uncle_of = event_target:kinslayer_target
				is_nibling_of = event_target:kinslayer_target
				dynasty = event_target:kinslayer_target
				is_ancestor_of = event_target:kinslayer_target
				is_descendant_of = event_target:kinslayer_target
				sibling = event_target:kinslayer_target
			}
		}

		add_trait = tribal_kinslayer
		character_event = { id = 38287 } # Notify
	}

	clear_event_target = kinslayer_target
}


# Current variable values:
# Scarred = 1
# Very Scarred = 5
# Horrifically Scarred = 10.
# To rebalance how quickly a character moves up from one to the other,
# just change the variable effects on all the following scripted_effects
# TODO: Update when all scarred traits are opposites
add_scarred_tiered_effect = {
	if = {
		limit = { has_dlc = "Holy Fury" }

		hidden_effect = {
			change_variable = {
				which = scarred_variable
				value = 1
			}
		}

		# Tooltip for actual effect doesn't account for incremented variable above
		tooltip = {
			if = {
				limit = {
					check_variable = {
						which = scarred_variable
						value >= 9
					}
				}

				if = {
					limit = { trait = scarred_mid }
					remove_trait = scarred_mid
				}
				else_if = {
					limit = { trait = scarred }
					remove_trait = scarred
				}

				if = {
					limit = {
						NOT = { trait = scarred_high }
					}
					add_trait = scarred_high
				}
			}
			else_if = {
				limit = {
					check_variable = {
						which = scarred_variable
						value >= 4
					}
				}

				if = {
					limit = { trait = scarred }
					remove_trait = scarred
				}
				else_if = {
					limit = { trait = scarred_high }
					remove_trait = scarred_high
				}

				add_trait = scarred_mid
			}
			else = {
				if = {
					limit = { trait = scarred_mid }
					remove_trait = scarred_mid
				}
				else_if = {
					limit = { trait = scarred_high }
					remove_trait = scarred_high
				}

				add_trait = scarred
			}
		}

		hidden_effect = {
			if = {
				limit = {
					check_variable = {
						which = scarred_variable
						value >= 10
					}
				}

				if = {
					limit = { trait = scarred_mid }
					remove_trait = scarred_mid
				}
				else_if = {
					limit = { trait = scarred }
					remove_trait = scarred
				}

				if = {
					limit = {
						NOT = { trait = scarred_high }
					}
					add_trait = scarred_high
				}
			}
			else_if = {
				limit = {
					check_variable = {
						which = scarred_variable
						value >= 5
					}
				}

				if = {
					limit = { trait = scarred }
					remove_trait = scarred
				}
				else_if = {
					limit = { trait = scarred_high }
					remove_trait = scarred_high
				}

				add_trait = scarred_mid
			}
			else_if = {
				limit = {
					check_variable = {
						which = scarred_variable
						value >= 1
					}
				}

				if = {
					limit = { trait = scarred_mid }
					remove_trait = scarred_mid
				}
				else_if = {
					limit = { trait = scarred_high }
					remove_trait = scarred_high
				}

				add_trait = scarred
			}
		}
	}
	else = {
		add_trait = scarred
	}

	hidden_effect = {
		if = {
			limit = {
				NOR = {
					trait = scarred_type_1
					trait = scarred_type_2
					trait = scarred_type_3
					trait = scarred_type_4
					trait = scarred_type_5
					trait = scarred_type_6
					trait = scarred_type_7
					trait = scarred_type_8
					trait = scarred_type_9
					trait = scarred_type_10
				}
			}

			random_list = {
				10 = { add_trait = scarred_type_1 }
				10 = { add_trait = scarred_type_2 }
				10 = { add_trait = scarred_type_3 }
				10 = { add_trait = scarred_type_4 }
				10 = { add_trait = scarred_type_5 }
				10 = { add_trait = scarred_type_6 }
				10 = { add_trait = scarred_type_7 }
				10 = { add_trait = scarred_type_8 }
				10 = { add_trait = scarred_type_9 }
				10 = { add_trait = scarred_type_10 }
			}
		}
	}
}

add_scarred_medium_effect = {
	if = {
		limit = { has_dlc = "Holy Fury" }

		hidden_effect = {
			set_variable = {
				which = scarred_variable
				value = 5
			}
		}

		if = {
			limit = { trait = scarred_high }
			remove_trait = scarred_high
		}
		else_if = {
			limit = { trait = scarred }
			remove_trait = scarred
		}

		add_trait = scarred_mid
	}
	else = {
		add_trait = scarred
	}

	hidden_effect = {
		if = {
			limit = {
				NOR = {
					trait = scarred_type_1
					trait = scarred_type_2
					trait = scarred_type_3
					trait = scarred_type_4
					trait = scarred_type_5
					trait = scarred_type_6
					trait = scarred_type_7
					trait = scarred_type_8
					trait = scarred_type_9
					trait = scarred_type_10
				}
			}

			random_list = {
				10 = { add_trait = scarred_type_1 }
				10 = { add_trait = scarred_type_2 }
				10 = { add_trait = scarred_type_3 }
				10 = { add_trait = scarred_type_4 }
				10 = { add_trait = scarred_type_5 }
				10 = { add_trait = scarred_type_6 }
				10 = { add_trait = scarred_type_7 }
				10 = { add_trait = scarred_type_8 }
				10 = { add_trait = scarred_type_9 }
				10 = { add_trait = scarred_type_10 }
			}
		}
	}
}

add_scarred_high_effect = {
	if = {
		limit = { has_dlc = "Holy Fury" }

		hidden_effect = {
			set_variable = {
				which = scarred_variable
				value = 10
			}
		}

		if = {
			limit = { trait = scarred }
			remove_trait = scarred
		}
		else_if = {
			limit = { trait = scarred_mid }
			remove_trait = scarred_mid
		}

		add_trait = scarred_high
	}
	else = {
		add_trait = scarred
	}

	hidden_effect = {
		if = {
			limit = {
				NOR = {
					trait = scarred_type_1
					trait = scarred_type_2
					trait = scarred_type_3
					trait = scarred_type_4
					trait = scarred_type_5
					trait = scarred_type_6
					trait = scarred_type_7
					trait = scarred_type_8
					trait = scarred_type_9
					trait = scarred_type_10
				}
			}

			random_list = {
				10 = { add_trait = scarred_type_1 }
				10 = { add_trait = scarred_type_2 }
				10 = { add_trait = scarred_type_3 }
				10 = { add_trait = scarred_type_4 }
				10 = { add_trait = scarred_type_5 }
				10 = { add_trait = scarred_type_6 }
				10 = { add_trait = scarred_type_7 }
				10 = { add_trait = scarred_type_8 }
				10 = { add_trait = scarred_type_9 }
				10 = { add_trait = scarred_type_10 }
			}
		}
	}
}

add_scarred_start_effect = {
	if = {
		limit = { has_dlc = "Holy Fury" }

		if = {
			limit = { trait = scarred }

			change_variable = {
				which = scarred_variable
				value = 1
			}
		}
		else_if = {
			limit = { trait = scarred_mid }

			change_variable = {
				which = scarred_variable
				value = 5
			}
		}
		else_if = {
			limit = { trait = scarred_high }

			change_variable = {
				which = scarred_variable
				value = 10
			}
		}
	}
	else = {
		add_trait = scarred
	}

	hidden_effect = {
		if = {
			limit = {
				NOR = {
					trait = scarred_type_1
					trait = scarred_type_2
					trait = scarred_type_3
					trait = scarred_type_4
					trait = scarred_type_5
					trait = scarred_type_6
					trait = scarred_type_7
					trait = scarred_type_8
					trait = scarred_type_9
					trait = scarred_type_10
				}
			}

			random_list = {
				10 = { add_trait = scarred_type_1 }
				10 = { add_trait = scarred_type_2 }
				10 = { add_trait = scarred_type_3 }
				10 = { add_trait = scarred_type_4 }
				10 = { add_trait = scarred_type_5 }
				10 = { add_trait = scarred_type_6 }
				10 = { add_trait = scarred_type_7 }
				10 = { add_trait = scarred_type_8 }
				10 = { add_trait = scarred_type_9 }
				10 = { add_trait = scarred_type_10 }
			}
		}
	}
}

add_blood_splatter_effect = {
	hidden_effect = {
		if = {
			limit = { has_character_modifier = blood_splatter_3 }

			remove_character_modifier = blood_splatter_3

			add_character_modifier = {
				name = blood_splatter_3
				months = 5
				hidden = yes
			}
		}
		else_if = {
			limit = {
				OR = {
					has_character_modifier = blood_splatter_1
					has_character_modifier = blood_splatter_2
				}
			}

			remove_character_modifier = blood_splatter_1
			remove_character_modifier = blood_splatter_2

			add_character_modifier = {
				name = blood_splatter_3
				months = 5
				hidden = yes
			}
		}
		else = {
			random_list = {
				50 = { add_character_modifier = { name = blood_splatter_1 months = 5 hidden = yes } }
				40 = { add_character_modifier = { name = blood_splatter_2 months = 5 hidden = yes } }
				10 = { add_character_modifier = { name = blood_splatter_3 months = 5 hidden = yes } }
			}
		}
	}
}

bloodthirsty_tiered_traits_effect = {
	hidden_effect = {
		change_variable = {
			which = burned_hearts_points
			value = 1
		}

		if = { # Tier 1
			limit = {
				check_variable = {
					which = burned_hearts_points
					value >= 10
				}

				NOR = {
					trait = bloodthirsty_gods_1
					trait = bloodthirsty_gods_2
					trait = bloodthirsty_gods_3
					has_character_modifier = bloodthirsty_gods_exp_cooldown
				}
			}

			character_event = {
				id = HF.23431 # Notify and assign trait
				days = 6
			}
			add_character_modifier = {
				name = bloodthirsty_gods_exp_cooldown # Prevent event cascade
				days = 12
				hidden = yes
			}
		}

		else_if = { # Tier 2
			limit = {
				check_variable = {
					which = burned_hearts_points
					value >= 50
				}

				trait = bloodthirsty_gods_1

				NOR = {
					trait = bloodthirsty_gods_2
					trait = bloodthirsty_gods_3
					has_character_modifier = bloodthirsty_gods_exp_cooldown
				}
			}

			character_event = {
				id = HF.23432 # Notify and assign trait
				days = 6
			}
			add_character_modifier = {
				name = bloodthirsty_gods_exp_cooldown # Prevent event cascade
				days = 12
				hidden = yes
			}
		}

		else_if = { # Tier 3
			limit = {
				check_variable = {
					which = burned_hearts_points
					value >= 100
				}

				trait = bloodthirsty_gods_2

				NOR = {
					trait = bloodthirsty_gods_3
					has_character_modifier = bloodthirsty_gods_exp_cooldown
				}
			}

			character_event = {
				id = HF.23433 # Notify and assign trait
				days = 6
			}
			add_character_modifier = {
				name = bloodthirsty_gods_exp_cooldown # Prevent event cascade
				days = 12
				hidden = yes
			}
		}

		else_if = { # Bloodline
			limit = {
				check_variable = {
					which = burned_hearts_points
					value >= 200
				}

				trait = bloodthirsty_gods_3
				is_ruler = yes
				is_playable = yes

				NOR = {
					trait = kind
					has_character_modifier = bloodthirsty_gods_exp_cooldown

					any_owned_bloodline = { # Not already has a Bloodthirsty bloodline
						has_bloodline_flag = bloodline_created_bloodthirsty
					}
				}
			}

			narrative_event = {
				id = HF.23434 # Notify and assign trait
				days = 6
			}

			add_character_modifier = {
				name = bloodthirsty_gods_exp_cooldown # Prevent event cascade
				days = 12
				hidden = yes
			}
		}
	}
}

# Tied to religion, used only for special events
add_random_tattoo_effect = {
	if = {
		limit = {
			religion_openly_norse_or_reformed_trigger = yes

			NOR = {
				trait = african_tattoo_1
				trait = african_tattoo_2
				trait = african_tattoo_3
				trait = african_tattoo_4
				trait = african_tattoo_5
				trait = african_tattoo_6
				trait = african_tattoo_7
				trait = african_tattoo_8
				trait = african_tattoo_9
				trait = african_tattoo_10
				trait = african_tattoo_11
				trait = african_tattoo_12
				trait = slavic_tattoo_1
				trait = slavic_tattoo_2
				trait = slavic_tattoo_3
				trait = slavic_tattoo_4
				trait = slavic_tattoo_5
				trait = slavic_tattoo_6
				trait = norse_tattoo_1
				trait = norse_tattoo_2
				trait = norse_tattoo_3
				trait = norse_tattoo_4
				trait = norse_tattoo_5
				trait = norse_tattoo_6
			}
		}

		random_list = {
			50 = { add_trait = norse_tattoo_1 }
			50 = { add_trait = norse_tattoo_2 }
			40 = { add_trait = norse_tattoo_3 }
			30 = { add_trait = norse_tattoo_4 }
			20 = { add_trait = norse_tattoo_5 }
			10 = { add_trait = norse_tattoo_6 }
		}
	}

	else_if = {
		limit = {
			OR = {
				religion_openly_west_african_or_reformed_trigger = yes
				religion_openly_zun_or_reformed_trigger = yes
			}

			NOR = {
				trait = african_tattoo_1
				trait = african_tattoo_2
				trait = african_tattoo_3
				trait = african_tattoo_4
				trait = african_tattoo_5
				trait = african_tattoo_6
				trait = african_tattoo_7
				trait = african_tattoo_8
				trait = african_tattoo_9
				trait = african_tattoo_10
				trait = african_tattoo_11
				trait = african_tattoo_12
				trait = slavic_tattoo_1
				trait = slavic_tattoo_2
				trait = slavic_tattoo_3
				trait = slavic_tattoo_4
				trait = slavic_tattoo_5
				trait = slavic_tattoo_6
				trait = norse_tattoo_1
				trait = norse_tattoo_2
				trait = norse_tattoo_3
				trait = norse_tattoo_4
				trait = norse_tattoo_5
				trait = norse_tattoo_6
			}
		}

		random_list = {
			50 = { add_trait = african_tattoo_1 }
			40 = { add_trait = african_tattoo_2 }
			40 = { add_trait = african_tattoo_3 }
			30 = { add_trait = african_tattoo_4 }
			30 = { add_trait = african_tattoo_5 }
			20 = { add_trait = african_tattoo_6 }
			20 = { add_trait = african_tattoo_7 }
			10 = { add_trait = african_tattoo_8 }
			 6 = { add_trait = african_tattoo_9 }
			 4 = { add_trait = african_tattoo_10 }
			 2 = { add_trait = african_tattoo_11 }
			 1 = { add_trait = african_tattoo_12 }
		}
	}
	else_if = {
		limit = {
			OR = {
				religion_openly_slavic_or_reformed_trigger = yes
				religion_openly_baltic_or_reformed_trigger = yes
				religion_openly_finnish_or_reformed_trigger = yes
			}

			NOR = {
				trait = african_tattoo_1
				trait = african_tattoo_2
				trait = african_tattoo_3
				trait = african_tattoo_4
				trait = african_tattoo_5
				trait = african_tattoo_6
				trait = african_tattoo_7
				trait = african_tattoo_8
				trait = african_tattoo_9
				trait = african_tattoo_10
				trait = african_tattoo_11
				trait = african_tattoo_12
				trait = slavic_tattoo_1
				trait = slavic_tattoo_2
				trait = slavic_tattoo_3
				trait = slavic_tattoo_4
				trait = slavic_tattoo_5
				trait = slavic_tattoo_6
				trait = norse_tattoo_1
				trait = norse_tattoo_2
				trait = norse_tattoo_3
				trait = norse_tattoo_4
				trait = norse_tattoo_5
				trait = norse_tattoo_6
			}
		}

		random_list = {
			50 = { add_trait = slavic_tattoo_1 }
			50 = { add_trait = slavic_tattoo_2 }
			40 = { add_trait = slavic_tattoo_3 }
			30 = { add_trait = slavic_tattoo_4 }
			20 = { add_trait = slavic_tattoo_5 }
			10 = { add_trait = slavic_tattoo_6 }
		}
	}
}