#scmr_impregnate_effect	使当前范围人物怀孕
#scmr_severely_injured	受伤处理
#scmr_remove_negative	移除外伤先天缺陷精神问题
#scmr_heal_total		移除所有不良特质
#scmr_pre_marry			使已婚者离婚
#scmr_adopt_child		被收养者的孩子改姓
#scmr_spawn_10k			生成10K精兵
#scmr_spawn_100k		生成100K大军
#scmr_spawn_fleet		生成船只

scmr_impregnate_effect = {
	if = {
		limit = {
			OR = {
				AND = {
					is_married = no
					is_consort = no
				}
				AND = {
					is_consort = yes
					consort = { character = PREVPREV }
				}
				AND = {
					is_married = yes
					spouse = { character = PREVPREV }
				}
			}
		}
		if = {
			limit = {
				is_pregnant = no
			}
			impregnate = PREV
		}
		else = {
			unsafe_impregnate = PREV
		}
	}
	if = {
		limit = {
			OR = {
				AND = {
					is_married = yes
					NOT = { spouse = { character = PREVPREV } }
				}
				AND = {
					is_consort = yes
					NOT = { consort = { character = PREVPREV } }
				}
			}
		}
		if = {
			limit = {
				is_pregnant = no
			}
			impregnate_cuckoo = PREV
		}
		else = {
			unsafe_impregnate_cuckoo = PREV
		}
	}
}
scmr_severely_injured = {
	remove_trait = severely_injured
	#if = {
	#	limit = { NOT = { trait = scarred } }
	#	add_trait = scarred
	#}
}
scmr_remove_negative = {
	#if = {
	#	limit = { trait = blinded}
	#	remove_trait = blinded
	#}
	remove_all_negative_congenital_traits_effect = yes
	if = {
		limit = { trait = wounded}
		remove_trait = wounded
	}
	if = {
		limit = { trait = maimed}
		remove_trait = maimed
	}
	if = {
		limit = { trait = mangled}
		remove_trait = mangled
	}
	if = {
		limit = { trait = one_eyed}
		remove_trait = one_eyed
	}
	if = {
		limit = { trait = one_handed}
		remove_trait = one_handed
	}
	if = {
		limit = { trait = one_legged}
		remove_trait = one_legged
	}
	if = {
		limit = { trait = disfigured}
		remove_trait = disfigured
	}
	if = {
		limit = { trait = eunuch}
		remove_trait = eunuch
	}
	if = {
		limit = { trait = stressed}
		remove_trait = stressed
	}
	if = {
		limit = { trait = depressed}
		remove_trait = depressed
	}
	if = {
		limit = { trait = lunatic}
		remove_trait = lunatic
	}
	if = {
		limit = { trait = possessed}
		remove_trait = possessed
	}
	if = {
		limit = { trait = drunkard}
		remove_trait = drunkard
	}
	if = {
		limit = { trait = infirm}
		remove_trait = infirm
	}
	if = {
		limit = { trait = incapable}
		remove_trait = incapable
	}
	if = {
		limit = { trait = uncouth }
		remove_trait = uncouth
	}
	if = {
		limit = { trait = dull }
		remove_trait = dull
	}
	if = {
		limit = { trait = is_fat }
		remove_trait = is_fat
	}
	if = {
		limit = { trait = is_malnourished }
		remove_trait = is_malnourished
	}
	if = {
		limit = { trait = feeble }
		remove_trait = feeble
	}
}

scmr_heal_total = {
	remove_disease_flags_effect = yes   
	remove_disease_trait_effect = yes
	remove_treatment_modifiers_effect = yes
	end_inaccessibility_effect = yes
	remove_symptoms_effect = yes
	clear_disease_level_effect = yes
	scmr_severely_injured = yes
	scmr_remove_negative = yes
	if = {
		limit = { trait = lovers_pox }
		remove_trait = lovers_pox
	}
	if = {
		limit = { trait = sickly }
		remove_trait = sickly
	}
}

scmr_pre_marry = {
	if = {
		limit = {
			OR = {
				is_married = yes
				is_married_matrilineally = yes
			}
			has_polygamy = no
		}
		remove_spouse = spouse
		if = {
			limit = {
				is_ruler = yes
			}
			any_child = {
				limit = { 
					is_ruler = no
					employer = { NOT = { always = yes } }
					host = { NOT = { always = yes } }
				}
				end_inaccessibility_effect = yes
				move_character = prev
				any_child = {
					limit = { 
						is_ruler = no
						employer = { NOT = { always = yes } }
						host = { NOT = { always = yes } }
					}
					end_inaccessibility_effect = yes
					move_character = prevprev
				}	
			}
		}
		else_if = {
			limit = {
				any_child = {
					father = {
						is_ruler = yes
					}
				}
			}
			any_child = {
				limit = {
					is_ruler = no
					employer = { NOT = { always = yes } }
					host = { NOT = { always = yes } }
				}
				father = {
					reverse_banish = prev
				}
			}
		}
		else_if = {
			limit = {
				any_close_relative = {
					is_ruler = yes
				}
			}
			random_close_relative = {
				limit = {
					is_ruler = yes
				}
				reverse_banish = prev
			}
			any_child = {
				limit = { 
					is_ruler = no
					employer = { NOT = { always = yes } }
					host = { NOT = { always = yes } }
				}
				random_close_relative = {
					limit = {
						is_ruler = yes
					}
					reverse_banish = prev
				}
			}
		}
	}
	if = {
		limit = {
			is_betrothed = yes
		}
		betrothed = {
			break_betrothal = prev
		}
	}
}
scmr_adopt_child = {
	any_child_even_if_dead = {
		limit = { is_child_of = ROOT }
		dynasty = ROOT
		any_child_even_if_dead = {
			limit = { is_child_of = prev }
			dynasty = ROOT
			any_child_even_if_dead = {
				limit = { is_child_of = prev }
				dynasty = ROOT
			}
		} 
	}
}
scmr_spawn_10k = {
	spawn_unit = {
		province = prev
		home = prev
		owner = prevprev
		attrition = 0
		reinforces = yes
		merge = yes
		earmark = scmr_army
		disband_on_peace = no
		troops = {
			knights = { 6000 6000 }
			horse_archers = { 4800 4800 }
		}
	}
}
scmr_spawn_100k = {
	spawn_unit = {
		province = prev
		home = prev
		owner = prevprev
		attrition = 0
		reinforces = yes
		merge = yes
		earmark = scmr_army
		disband_on_peace = no
		troops = {
			archers = { 25000 25000 }
			light_infantry = { 60000 60000 }
			heavy_infantry = { 15000 15000 }
		}
	}
}
scmr_spawn_fleet = {
	spawn_fleet = {
		province = closest
		owner = THIS
		disband_on_peace = no
		earmark = scmr_army
		troops = {
			galleys = { 1000 1000 }
		}
	}
}
