#p23 black eye
23 = {
	0 = { # 0 - blank
		factor = 100
		trigger = {
			OR = {
				blg_wounded_alive = no
				NOR = {
					has_injury_trigger = yes
					AND = {
						trait = disfigured
						NOR = {
							trait = has_greyscale
							trait = has_grey_plague
						}
					}
					trait = maimed
					trait = burned
					has_character_modifier = black_eye
					has_character_modifier = concussion
				}
				blg_wounded_off = yes
			}
		}
	}

	1 = { # a - Concussion AND Black eye.
		factor = 1
		trigger = {
			OR = {
				trait = severely_injured
				AND = {
					has_character_modifier = black_eye
					has_character_modifier = concussion
				}
			}

			NOR = {
				trait = disfigured
				trait = burned
			}

			blg_wounded_alive = yes
		}

		modifier = {
			factor = 100
			has_character_modifier = concussion
			has_character_modifier = black_eye
		}
	}

	2 = { # b - Concussion.
		factor = 1
		trigger = {
			has_injury_trigger = yes

			NOR = {
				trait = disfigured
				trait = burned
				has_character_modifier = black_eye
			}

			blg_wounded_alive = yes
		}

		modifier = {
			factor = 100
			has_character_modifier = concussion
		}
	}

	3 = { # c - Black eye.
		factor = 1
		trigger = {
			OR = {
				trait = wounded
				has_character_modifier = black_eye
			}

			NOR = {
				trait = severely_injured
				trait = disfigured
				trait = maimed
				trait = burned
				has_character_modifier = concussion
			}

			blg_wounded_alive = yes
		}

		modifier = {
			factor = 100
			has_character_modifier = black_eye
		}
	}

	4 = { # d - Scrathes
		factor = 1
		trigger = {
			trait = wounded

			NOR = {
				trait = severely_injured
				trait = disfigured
				trait = maimed
				trait = burned
				has_character_modifier = concussion
			}

			blg_wounded_alive = yes
		}
	}

	5 = { # e - Cheek
		factor = 1
		trigger = {
			trait = wounded

			NOR = {
				trait = severely_injured
				trait = disfigured
				trait = maimed
				trait = burned
				has_character_modifier = concussion
			}

			blg_wounded_alive = yes
		}
	}

	6 = { # f - Bloody nose
		factor = 1
		trigger = {
			trait = wounded

			NOR = {
				trait = severely_injured
				trait = disfigured
				trait = maimed
				trait = burned
				has_character_modifier = concussion
			}

			blg_wounded_alive = yes
		}
	}

	7 = { # g - Busted lip
		factor = 1
		trigger = {
			trait = wounded

			NOR = {
				trait = severely_injured
				trait = disfigured
				trait = maimed
				trait = burned
				has_character_modifier = concussion
			}

			blg_wounded_alive = yes
		}
	}

	8 = { # h - Forehead cut
		factor = 1
		trigger = {
			trait = wounded

			NOR = {
				trait = severely_injured
				trait = disfigured
				trait = maimed
				trait = burned
				has_character_modifier = concussion
			}

			blg_wounded_alive = yes
		}
	}

	9 = { # i - Jaw cut
		factor = 1
		trigger = {
			has_injury_trigger = yes

			NOR = {
				trait = disfigured
				trait = maimed
				trait = burned
				has_character_modifier = concussion
			}

			blg_wounded_alive = yes
		}
	}

	10 = { # j - Bandaged head
		factor = 1
		trigger = {
			OR = {
				has_injury_trigger = yes
				has_character_modifier = concussion
			}

			NOR = {
				trait = disfigured
				trait = burned
				AND = {
					has_character_modifier = black_eye
					has_character_modifier = concussion
				}
			}

			blg_wounded_alive = yes
		}
	}

	11 = { # k - Cheek cut
		factor = 1
		trigger = {
			has_injury_trigger = yes

			NOR = {
				trait = disfigured
				trait = maimed
				trait = burned
				has_character_modifier = concussion
			}

			blg_wounded_alive = yes
		}
	}

	12 = { # l - Eye
		factor = 1
		trigger = {
			OR = {
				trait = severely_injured
				AND = {
					trait = disfigured
					NOR = {
						trait = has_greyscale
						trait = has_grey_plague
					}
				}
				trait = maimed
			}

			blg_wounded_alive = yes
		}

		modifier = {
			factor = 50
			trait = one_eyed
		}
	}

	13 = { # m - Burned
		factor = 1
		trigger = {
			OR = {
				trait = severely_injured
				AND = {
					trait = disfigured
					NOR = {
						trait = has_greyscale
						trait = has_grey_plague
					}
				}
				trait = maimed
				trait = burned
			}

			blg_wounded_alive = yes
		}

		modifier = {
			factor = 100
			trait = burned
		}

		modifier = {
			factor = 50
			trait = one_eyed
		}
	}

	14 = { # n - Mangled jaw
		factor = 1
		trigger = {
			OR = {
				trait = severely_injured
				AND = {
					trait = disfigured
					NOR = {
						trait = has_greyscale
						trait = has_grey_plague
					}
				}
				trait = maimed
			}

			blg_wounded_alive = yes
		}
	}

	15 = { # o - Mangled nose
		factor = 1
		trigger = {
			OR = {
				trait = severely_injured
				AND = {
					trait = disfigured
					NOR = {
						trait = has_greyscale
						trait = has_grey_plague
					}
				}
				trait = maimed
			}

			blg_wounded_alive = yes
		}

		modifier = {
			factor = 100
			character = 5190 #Tyrion
		}

	}

	16 = { # p - Disfigured nose
		factor = 1
		trigger = {
			OR = {
				AND = {
					trait = disfigured
					NOR = {
						trait = has_greyscale
						trait = has_grey_plague
					}
				}
				trait = maimed
			}
		}

		modifier = {
			factor = 100
			character = 80012571 #Rorge
		}
	}

	17 = { # q - Disfigured lip
		factor = 1
		trigger = {
			OR = {
				AND = {
					trait = disfigured
					NOR = {
						trait = has_greyscale
						trait = has_grey_plague
					}
				}
				trait = maimed
			}
		}
	}

	18 = { # r - Disfigured ear
		factor = 1
		trigger = {
			OR = {
				AND = {
					trait = disfigured
					NOR = {
						trait = has_greyscale
						trait = has_grey_plague
					}
				}
				trait = maimed
			}
		}
	}

	19 = { # s - Disfigured forehead
		factor = 1
		trigger = {
			OR = {
				AND = {
					trait = disfigured
					NOR = {
						trait = has_greyscale
						trait = has_grey_plague
					}
				}
				trait = maimed
			}
		}
	}
}
