# The choice is made based on a weighted random, but the first factor that evaluates to >= 100 will be automatically chosen

# p0 background # Mod
0 = {
	0 = {
		factor = 1
	}

	1 = {
		factor = 1
	}

	2 = {
		factor = 1
	}

	3 = {
		factor = 1
	}

	4 = {
		factor = 1
	}
	
	5 = {
		factor = 1
	}
	
	6 = {
		factor = 1
	}
	7 = {
		factor = 1
	}
	8 = {
		factor = 1
	}
	9 = {
		factor = 1
	}
	10 = {
		factor = 1
	}
	11 = {
		factor = 1
	}
	12 = {
		factor = 1
	}
	13 = {
		factor = 1
	}
	14 = {
		factor = 1
	}
	15 = {
		factor = 1
	}

	16 = {
		factor = 1
	}

	17 = {
		factor = 1
	}

	18 = {
		factor = 1
	}

	19 = {
		factor = 1
	}

	20 = {
		factor = 1
	}
	
	21 = {
		factor = 1
	}
}

# p1 hair  --- WARNING! Property 1 MUST be Hair, otherwise the hair hiding helmets wont work ---
1 = {
	0 = {
		factor = 1
	}

	1 = {
		factor = 1
	}
	
	2 = {
		factor = 1
	}

	3 = {
		factor = 1
	}

	4 = {
		factor = 1
	}

	5 = {
		factor = 1
	}

	6 = {
		factor = 1
	}
	
	7 = {
		factor = 1
	}
	
	8 = {
		factor = 1
	}
	
	9 = {
		factor = 1
	}
	
	10 = {
		factor = 1
	}
	
	11 = {
		factor = 1
	}
	
	12 = {
		factor = 1
	}
	
	13 = {
		factor = 1
	}
	
	14 = {
		factor = 1
	}
	
	15 = {
		factor = 1
	}
}

# p2 base
2 = {
}

# p3 clothes
3 = {
	
	0 = { # Japanese clothes (normal)
		factor = 1
		modifier = {
			factor = 0
			OR = {
				culture_group = ainu
				culture_group = okhotsk
				culture_group = iberian
				culture_group = east_african
				culture_group = altaic
				culture_group = chinese_group
			}
		}
		modifier = {
			factor = 20
			OR = {
				religion_group = indian_group
			}
		}
		modifier = {
			factor = 20
			OR = {
				culture_group = imperial_court
				culture_group = tohoku
				culture_group = kanto
				culture_group = hokuriku
				culture_group = chubu
				culture_group = kinai
				culture_group = saigoku
				culture_group = kyushu
				culture_group = ryukyu
				culture_group = hokkaido
			}
		}
		modifier = {
			factor = 0
			OR = {
				is_priest = yes
				and = {
					government = honganji_government
					religion = ikko_shu
				}
			}
		}
		modifier = {
			factor = 0
			OR = {
				trait = detached_priest
				trait = martial_cleric
				trait = scholarly_theologian
				trait = mastermind_theologian
				trait = monk
				trait = nun
			}
		}
	}
	
	1 = { # Ainu clothes
		factor = 1
		modifier = {
			factor = 0
			OR = {
				culture_group = imperial_court
				culture_group = tohoku
				culture_group = kanto
				culture_group = hokuriku
				culture_group = chubu
				culture_group = kinai
				culture_group = saigoku
				culture_group = kyushu
				culture_group = ryukyu
				culture_group = hokkaido
				culture_group = iberian
				culture_group = east_african
				culture_group = altaic
				culture_group = chinese_group
			}
		}
		modifier = {
			factor = 50
			OR = {
				religion_group = okhotsk_group 
				culture_group = ainu
				culture_group = okhotsk
			}
		}
	}
	
	2 = { # Bhuddhist Monk cloth (Houe)
		factor = 1
		modifier = {
			factor = 0
			OR = {
				religion_group = okhotsk_group 
				religion_group = christian
			}
		}
		modifier = {
			factor = 0
			NOT = { religion_group = indian_group }
		}
		modifier = {
			factor = 100
			OR = {
				is_priest = yes
				is_government_potential = honganji_government
			}
		}
		modifier = {
			factor = 50
			OR = {
				trait = detached_priest
				trait = martial_cleric
				trait = scholarly_theologian
				trait = mastermind_theologian
				trait = monk
				trait = nun
			}
		}
	}
	
	3 = { # Western cloth 
		factor = 1
		modifier = {
			factor = 50
			OR = {
				culture_group = iberian
				culture_group = east_african
			}
		}
		modifier = {
			factor = 0
			AND = {
				NOT = {religion_group = christian }
				NOT = {culture_group = iberian}
				NOT = {culture_group = east_african}
			}
		}
		modifier = {
			factor = 0
			is_priest = yes
		}
		modifier = {
			factor = 0
			OR = {
				trait = detached_priest
				trait = martial_cleric
				trait = scholarly_theologian
				trait = mastermind_theologian
				trait = monk
				trait = nun
			}
		}
	}
	
	4 = { # Mongol and Manchu cloth
		factor = 1
		modifier = {
			factor = 0
			OR = {
				religion_group = okhotsk_group 
				religion_group = christian
			}
		}
		modifier = {
			factor = 0
			OR = {
				culture_group = imperial_court
				culture_group = tohoku
				culture_group = kanto
				culture_group = hokuriku
				culture_group = chubu
				culture_group = kinai
				culture_group = saigoku
				culture_group = kyushu
				culture_group = ryukyu
				culture_group = hokkaido
				culture_group = ainu
				culture_group = okhotsk
				culture_group = iberian
				culture_group = east_african
			}
		}
		modifier = {
			factor = 30
			culture_group = altaic
		}
		modifier = {
			factor = 0
			culture_group = chinese_group
		}
	}
	
	5 = { # Catholic priest cloth
		factor = 1
		modifier = {
			factor = 0
			OR = {
				religion_group = okhotsk_group 
				religion_group = indian_group
			}
		}
		modifier = {
			factor = 0
			NOT = { religion_group = christian }
		}
		modifier = {
			factor = 100
			is_priest = yes
		}
		modifier = {
			factor = 0
			AND = {
				NOT = { trait = detached_priest }
				NOT = { trait = martial_cleric }
				NOT = { trait = scholarly_theologian }
				NOT = { trait = mastermind_theologian }
				NOT = { trait = monk }
				NOT = { trait = nun }
			}
		}
		modifier = {
			factor = 50
			OR = {
				trait = detached_priest
				trait = martial_cleric
				trait = scholarly_theologian
				trait = mastermind_theologian
				trait = monk
				trait = nun
			}
		}
	}
	
	6 = { # Chinese Emperor cloth
		factor = 1
		modifier = {
			factor = 0
			OR = {
				religion_group = okhotsk_group 
				religion_group = christian
			}
		}
		modifier = {
			factor = 0
			OR = {
				culture_group = imperial_court
				culture_group = tohoku
				culture_group = kanto
				culture_group = hokuriku
				culture_group = chubu
				culture_group = kinai
				culture_group = saigoku
				culture_group = kyushu
				culture_group = ryukyu
				culture_group = hokkaido
				culture_group = ainu
				culture_group = okhotsk
				culture_group = iberian
				culture_group = east_african
			}
		}
		modifier = {
			factor = 30
			culture_group = chinese_group
		}
		modifier = {
			factor = 0
			is_offmap_ruler = no
		}
	}
	7 = { # Chinese Normal cloth
		factor = 1
		modifier = {
			factor = 0
			OR = {
				religion_group = okhotsk_group 
				religion_group = christian
			}
		}
		modifier = {
			factor = 0
			OR = {
				culture_group = imperial_court
				culture_group = tohoku
				culture_group = kanto
				culture_group = hokuriku
				culture_group = chubu
				culture_group = kinai
				culture_group = saigoku
				culture_group = kyushu
				culture_group = ryukyu
				culture_group = hokkaido
				culture_group = ainu
				culture_group = okhotsk
				culture_group = iberian
				culture_group = east_african
			}
		}
		modifier = {
			factor = 30
			culture_group = chinese_group
		}
		modifier = {
			factor = 0
			is_offmap_ruler = yes
		}
	}
}

# p4 beard
4 = {
	0 = {
		factor = 1
	}
	1 = {
		factor = 1
	}
	2 = {
		factor = 1
	}
	3 = {
		factor = 1
	}
	4 = {
		factor = 1
	}
	5 = {
		factor = 1
	}
	6 = {
		factor = 1
	}
	7 = {
		factor = 1
	}
	8 = {
		factor = 1
	}
	9 = {
		factor = 1
	}
	10 = {
		factor = 1
	}
}

# p5 headgear
5 = {
	0 = { # No headgear
		factor = 1
		modifier = {
			factor = 0
			OR = {
				religion_group = christian
				religion_group = okhotsk_group 
			}
		}
	}
	1 = { # ainu and shaman style
		factor = 1
		modifier = {
			factor = 0
			OR = {
				religion_group = christian
				religion_group = indian_group
				religion_group = pagan_group
			}
		}
		modifier = {
			factor = 50
			religion_group = okhotsk_group 
		}
	}
	2 = { # Christian style 1 (lay)
		factor = 1
		modifier = {
			factor = 50
			OR = {
				culture_group = iberian
				culture_group = east_african
			}
		}
		modifier = {
			factor = 0
			AND = {
				NOT = {religion_group = christian }
				NOT = {culture_group = iberian}
				NOT = {culture_group = east_african}
			}
		}
		modifier = {
			factor = 0
			OR = {
				trait = detached_priest
				trait = martial_cleric
				trait = scholarly_theologian
				trait = mastermind_theologian
				trait = monk
				trait = nun
			}
		}
	}
	3 = { # Christian style 1 (priest)
		factor = 1
		modifier = {
			factor = 0
			NOT = {religion_group = christian }
		}
		modifier = {
			factor = 0
			AND = {
				NOT = { trait = detached_priest }
				NOT = { trait = martial_cleric }
				NOT = { trait = scholarly_theologian }
				NOT = { trait = mastermind_theologian }
				NOT = { trait = monk }
				NOT = { trait = nun }
			}
		}
	}
}

# p6 imprisoned
6 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			prisoner = yes
		}
	}

	1 = { # prisoner
		factor = 100
		modifier = {
			factor = 0
			prisoner = no
		}
	}
}

# p7 scars
7 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			OR = {
				trait = maimed
				trait = wounded
				trait = scarred
			}
		}
   	}

	1 = { # scar 1
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				OR = {
					trait = maimed
					trait = wounded
					trait = scarred
				}
			}
		}
   	}
}

# p8 red dots
8 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			OR = {
				trait = has_measles
				trait = has_small_pox
			}
		}
 	}

	1 = { # red dots
		factor = 100
		modifier = {
			factor = 0
			OR = {
				NOT = {
					trait = has_measles
					trait = has_small_pox
				}
			}
		}
  	}
}

# p9 boils
9 = {

	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			OR = {
				trait = has_bubonic_plague
			}
		}
 	}

	1 = { # boils
		factor = 100
		modifier = {
			factor = 0
			OR = {
				NOT = {
					trait = has_bubonic_plague
				}
			}
		}
 	}
 	
}

# p10 blinded
10 = {
	0 = {
		factor = 100
		modifier = {
			factor = 0
			trait = blinded
		}
	}
	
	1 =  {
		factor = 100
		modifier = {
			factor = 0
			NOT = {
				trait = blinded
			}
		}
	}
}

# p11 player
11 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			AND = {
				ai = no
				multiplayer = yes
			}
		}
	}

	1 = { # player
		factor = 100
		modifier = {
			factor = 0
			OR = {
				ai = yes
				multiplayer = no
			}
		}
	}
}

# p12 mask for the disfigured
12 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			OR = { 
				trait = disfigured 
				has_character_modifier = attending_masquerade
				has_character_modifier = forced_mask
			}
		}
	}

	1 = { # mask 1 bone
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					OR = { 
						trait = disfigured 
						has_character_modifier = attending_masquerade
						has_character_modifier = forced_mask
					}
					NOR = {
						is_tribal = yes
						is_nomadic = yes
						religion_group = pagan_group
					}
				}
				has_character_modifier = golden_mask
			}
		}
	}

	2 = { # mask 2 silver
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					is_landed = no
					is_married = no
				}
				AND = {
					is_landed = yes
					NOT = { higher_tier_than = DUKE }
				}
				AND = {
					is_landed = no
					is_married = yes
					spouse = { NOT = { higher_tier_than = DUKE } }
				}
				is_tribal = yes
				is_nomadic = yes
				religion_group = pagan_group
				has_character_modifier = golden_mask
			}
		}
		modifier = {
			factor = 0
			OR = {
				culture = manden
				culture = berber
			}
		}
	}

	3 = { # mask 3 iron
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					is_landed = yes
					higher_tier_than = DUKE
				}
				AND = {
					is_landed = no
					is_married = yes
					spouse = { higher_tier_than = DUKE }
				}
				is_tribal = yes
				is_nomadic = yes
				religion_group = pagan_group
				has_character_modifier = golden_mask
			}
		}
	}
	
	4 = { # mask 4 bone - blue stripes
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					trait = disfigured
					NOR = {
						is_tribal = yes
						is_nomadic = yes
						religion_group = pagan_group
					}
				}
				has_character_modifier = golden_mask
			}
		}
	}
	
	5 = { # mask 5 bone - orange stripes
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					trait = disfigured
					NOR = {
						is_tribal = yes
						is_nomadic = yes
						religion_group = pagan_group
					}
				}
				has_character_modifier = golden_mask
			}
		}
	}
	
	6 = { # mask 6 bone - red dots
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					trait = disfigured
					NOR = {
						is_tribal = yes
						is_nomadic = yes
					}
				}
				has_character_modifier = golden_mask
			}
		}
		modifier = {
			factor = 0
			NOR = {
				is_tribal = yes
				is_nomadic = yes
			}
		}
		modifier = {
			factor = 0
			NOR = {
				religion = west_african_pagan
				religion = west_african_pagan_reformed
				culture = manden
				culture_group = east_african
			}
		}
	}
	
	7 = { # mask 7 bone - black stripes
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					trait = disfigured
					NOR = {
						is_tribal = yes
						is_nomadic = yes
					}
				}
				has_character_modifier = golden_mask
			}
		}
		modifier = {
			factor = 0
			NOR = {
				is_tribal = yes
				is_nomadic = yes
			}
		}
		modifier = {
			factor = 0
			NOR = {
				religion = west_african_pagan
				religion = west_african_pagan_reformed
				culture = manden
				culture_group = east_african
			}
		}
	}
	
	8 = { # mask 8 bone - red stripes/eyes
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					trait = disfigured
					NOR = {
						is_tribal = yes
						is_nomadic = yes
						religion_group = pagan_group
					}
				}
				has_character_modifier = golden_mask
			}
		}
	}
	
	9 = { # mask 9 bone - black eyes/lightning
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					trait = disfigured
					NOR = {
						is_tribal = yes
						is_nomadic = yes
						religion_group = pagan_group
					}
				}
				has_character_modifier = golden_mask
			}
		}
	}
	
	10 = { # mask 10 - decorated silver
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					is_landed = no
					is_married = no
				}
				AND = {
					is_landed = yes
					NOT = { higher_tier_than = DUKE }
				}
				AND = {
					is_landed = no
					is_married = yes
					spouse = { NOT = { higher_tier_than = DUKE } }
				}
				is_tribal = yes
				is_nomadic = yes
				religion_group = pagan_group
				has_character_modifier = golden_mask
			}
		}
		modifier = {
			factor = 0
			OR = {
				culture = manden
				culture = berber
			}
		}
	}
	
	11 = { # mask 11 - decorated gold
		factor = 2
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					is_landed = no
					is_married = no
				}
				AND = {
					is_landed = yes
					NOT = { higher_tier_than = DUKE }
				}
				AND = {
					is_landed = no
					is_married = yes
					spouse = { NOT = { higher_tier_than = DUKE } }
				}
				is_tribal = yes
				is_nomadic = yes
				religion_group = pagan_group
			}
			NOT = { has_character_modifier = golden_mask }
		}
		modifier = {
			factor = 0
			NOR = {
				trait = greedy
				trait = proud
				trait = ambitious
				trait = envious
				culture = manden
				culture = berber
			}
			NOT = { has_character_modifier = golden_mask }
		}
		modifier = {
			factor = 5
			has_landed_title = k_papal_state
		}
		modifier = {
			factor = 1000
			has_character_modifier = golden_mask
		}
	}
	
	12 = { # mask 12 - full mask 1 leather
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					is_landed = no
					is_married = no
				}
				AND = {
					is_landed = yes
					NOT = { higher_tier_than = DUKE }
				}
				AND = {
					is_landed = no
					is_married = yes
					spouse = { NOT = { higher_tier_than = DUKE } }
				}
				religion_group = pagan_group
				has_character_modifier = golden_mask
			}
		}
	}
	
	13 = { # mask 13 - full mask 2 bone
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					is_landed = no
					is_married = no
				}
				AND = {
					is_landed = yes
					NOT = { higher_tier_than = DUKE }
				}
				AND = {
					is_landed = no
					is_married = yes
					spouse = { NOT = { higher_tier_than = DUKE } }
				}
				religion_group = pagan_group
				has_character_modifier = golden_mask
			}
		}
	}
}

# p13 eyepatch for one_eyed
13 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			trait = one_eyed
			NOT = { has_character_modifier = glass_eye }
		}
	}

	1 = { # eyepatch 1
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
			}
		}
	}
	
	2 = { # eyepatch 2 - red leather
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
			}
		}
	}
}