# p13 Eyepatches and blindfolds.
13 = {
	0 = { # 0 - blank
		factor = 100

		trigger = {
			NOT = {
				any_artifact = {
					is_artifact_active = yes
					artifact_type = hermetic_glasses
				}
			}
			OR = {
				NOR = {
					trait = blinded
					trait = one_eyed
				}
				has_character_modifier = glass_eye
			}
		}
	}

	1 = { # a - Eyepatch 1
		factor = 1

		trigger = {
			trait = one_eyed
			NOR = {
				trait = blinded
				has_character_modifier = glass_eye
			}
		}

		modifier = {
			factor = 5
			this_is_sea_raider_trigger = yes
		}
	}

	2 = { # b - Eyepatch 2 - red leather
		factor = 1

		trigger = {
			trait = one_eyed
			NOR = {
				trait = blinded
				has_character_modifier = glass_eye
			}
		}

		modifier = {
			factor = 5
			this_is_sea_raider_trigger = yes
		}
	}

	3 = { # c - Eyepatch 3 - painted eye
		factor = 4

		trigger = {
			trait = one_eyed
			NOR = {
				trait = blinded
				has_character_modifier = glass_eye
			}

			OR = {
				trait = paranoid
				trait = possessed
				trait = lunatic
			}
		}
	}

	4 = { # d - Eyepatch 4 - red
		factor = 1

		trigger = {
			trait = one_eyed
			NOR = {
				trait = blinded
				has_character_modifier = glass_eye
			}
		}

		modifier = {
			factor = 5
			this_is_sea_raider_trigger = yes
		}
	}

	5 = { # e - Eyepatch 5 - white rag
		factor = 1

		trigger = {
			trait = one_eyed
			NOR = {
				trait = blinded
				has_character_modifier = glass_eye
			}
		}

		modifier = {
			factor = 5
			OR = {
				religion = catholic
				is_heresy_of = catholic
				is_parent_religion = catholic
			}
			OR = {
				is_priest = yes
				is_ascetic_trigger = yes
			}
		}
	}

	6 = { # f - Eyepatch 6 - blue rag
		factor = 1

		trigger = {
			trait = one_eyed
			NOR = {
				trait = blinded
				has_character_modifier = glass_eye
			}
		}

		modifier = {
			factor = 2
			religion_openly_tengri_or_reformed_trigger = yes
		}
	}

	7 = { # g - Eyepatch 7 - green rag
		factor = 1

		trigger = {
			trait = one_eyed
			NOR = {
				trait = blinded
				has_character_modifier = glass_eye
			}
		}

		modifier = {
			factor = 2
			religion_group = muslim
		}
	}

	8 = { # h - Eyepatch 8 - red rag
		factor = 1

		trigger = {
			trait = one_eyed
			NOR = {
				trait = blinded
				has_character_modifier = glass_eye
			}
		}
	}

	9 = { # i - Eyepatch 9 - bloodied rag
		factor = 25

		trigger = {
			trait = one_eyed
			NOR = {
				trait = blinded
				has_character_modifier = glass_eye
			}

			has_injury_trigger = yes
		}
	}

	10 = { # j - Eyepatch 10 - tartan rag
		factor = 3

		trigger = {
			trait = one_eyed
			NOR = {
				trait = blinded
				has_character_modifier = glass_eye
			}

			culture_group = celtic
		}
	}

	11 = { # k - Eyepatch 11 - scarred eye 1
		factor = 1

		trigger = {
			trait = one_eyed
			NOR = {
				trait = blinded
				has_character_modifier = glass_eye
			}

			NOR = {
				trait = shy
				trait = groomed
			}
		}

		modifier = {
			factor = 4
			OR = {
				has_tribal_or_nomadic_government_trigger = yes
				religion_group = pagan_group
				trait = stubborn
			}
		}
	}

	12 = { # l - Eyepatch 12 - scarred eye 2
		factor = 1

		trigger = {
			trait = one_eyed
			NOR = {
				trait = blinded
				has_character_modifier = glass_eye
			}

			NOR = {
				trait = shy
				trait = groomed
			}
		}

		modifier = {
			factor = 4
			OR = {
				has_tribal_or_nomadic_government_trigger = yes
				religion_group = pagan_group
				trait = stubborn
			}
		}
	}

	13 = { # m - Eyepatch 13 - left eyepatch
		factor = 1

		trigger = {
			trait = one_eyed
			NOR = {
				trait = blinded
				has_character_modifier = glass_eye
			}
		}

		modifier = {
			factor = 5
			this_is_sea_raider_trigger = yes
		}
	}

	14 = { # n - Blinded gouged eyes
		factor = 4

		trigger = {
			trait = blinded

			OR = {
				has_tribal_or_nomadic_government_trigger = yes
				religion_group = pagan_group
				trait = stubborn
			}
			NOR = {
				trait = shy
				trait = groomed
			}
		}
	}

	15 = { # o - Blinded - bandaged
		factor = 1

		trigger = {
			trait = blinded
		}
	}

	16 = { # p - Blinded - white rag
		factor = 1

		trigger = {
			trait = blinded
		}

		modifier = {
			factor = 5
			OR = {
				religion = catholic
				is_heresy_of = catholic
				is_parent_religion = catholic
			}
			OR = {
				is_priest = yes
				is_ascetic_trigger = yes
			}
		}
	}

	17 = { # q - Blinded - blue rag
		factor = 1

		trigger = {
			trait = blinded
		}

		modifier = {
			factor = 2
			religion_openly_tengri_or_reformed_trigger = yes
		}
	}

	18 = { # r - Blinded - green rag
		factor = 1

		trigger = {
			trait = blinded
		}

		modifier = {
			factor = 2
			religion_group = muslim
		}
	}

	19 = { # s - Blinded - red rag
		factor = 1

		trigger = {
			trait = blinded
		}
	}

	20 = { # t - Blinded - bloodied rag
		factor = 25

		trigger = {
			trait = blinded

			has_injury_trigger = yes
		}
	}

	21 = { # u - Blinded - tartan rag
		factor = 3

		trigger = {
			trait = blinded

			culture_group = celtic
		}
	}

	22 = { # v - Hermetic Glasses
		factor = 100

		trigger = {
			any_artifact = {
				is_artifact_active = yes
				artifact_type = hermetic_glasses
			}

			OR = {
				NOR = {
					trait = blinded
					trait = one_eyed
				}
				has_character_modifier = glass_eye
			}
		}
	}
}
