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

magic_beautify_self_effect = {
	if = {
		limit = {
			OR = {
				trait = clubfooted
				trait = harelip
				trait = hunchback
				trait = ugly
				AND = {
					trait = dwarf
					NOT = { religion_group = pagan_group }
				}
			}
		}
		custom_tooltip = {
			text = genetic_trait_healing_tooltip
			hidden_tooltip = {
				random_list = {
					20 = {
						modifier = {
							factor = 0
							NOT = { trait = clubfooted }
						}
						remove_trait = clubfooted
					}
					20 = {
						modifier = {
							factor = 0
							NOT = { trait = harelip }
						}
						remove_trait = harelip
					}
					20 = {
						modifier = {
							factor = 0
							NOT = { trait = hunchback }
						}
						remove_trait = hunchback
					}
					20 = {
						modifier = {
							factor = 0
							NOT = { trait = ugly }
						}
						remove_trait = ugly
						if = {
							limit = { NOT = { trait = harelip } }
							add_trait = harelip
						}
					}
					20 = {
						modifier = {
							factor = 0
							NOR = {
								trait = dwarf
								religion_group = pagan_group
							}
						}
						remove_trait = dwarf
					}
				}
			}
		}
	}
	
	if = {
		limit = {
			OR = {
				trait = one_eyed
				trait = one_handed
				trait = one_legged
				AND = {
					trait = disfigured
					society_member_of = mages_guild
					society_rank > 3
				}
				trait = scarred
			}
		}
		custom_tooltip = {
			text = disfigured_trait_healing_tooltip
			hidden_tooltip = {
				random_list = {
					20 = {
						modifier = {
							factor = 0
							NOT = { trait = one_eyed }
						}
						remove_trait = one_eyed
						if = {
							limit = { NOT = { trait = scarred } }
							add_trait = scarred
						}
						if = {
							limit = {
								trait = scarred
								NOT = { trait = severely_injured }
							}
							add_trait = severely_injured
							random_list = {
								75 = { #Get rid of severely_injured
									character_event = { id = RIP.11000 days = 90 random = 275}
								}
								25 = { #Get rid of severely_injured but develop infection
									set_character_flag = pending_infection
									character_event = { id = RIP.11000 days = 90 random = 275}
								}
							}
						}
					}
					20 = {
						modifier = {
							factor = 0
							NOT = { trait = one_handed }
						}
						remove_trait = one_handed
						if = {
							limit = { NOT = { trait = scarred } }
							add_trait = scarred
						}
						if = {
							limit = {
								trait = scarred
								NOT = { trait = severely_injured }
							}
							add_trait = severely_injured
							random_list = {
								75 = { #Get rid of severely_injured
									character_event = { id = RIP.11000 days = 90 random = 275}
								}
								25 = { #Get rid of severely_injured but develop infection
									set_character_flag = pending_infection
									character_event = { id = RIP.11000 days = 90 random = 275}
								}
							}
						}
					}
					20 = {
						modifier = {
							factor = 0
							NOT = { trait = one_legged }
						}
						remove_trait = one_legged
						if = {
							limit = { NOT = { trait = scarred } }
							add_trait = scarred
						}
						if = {
							limit = {
								trait = scarred
								NOT = { trait = severely_injured }
							}
							add_trait = severely_injured
							random_list = {
								75 = { #Get rid of severely_injured
									character_event = { id = RIP.11000 days = 90 random = 275}
								}
								25 = { #Get rid of severely_injured but develop infection
									set_character_flag = pending_infection
									character_event = { id = RIP.11000 days = 90 random = 275}
								}
							}
						}
					}
					20 = {
						modifier = {
							factor = 0
							NAND = {
								NOT = { trait = disfigured }
								NOT = { society_member_of = mages_guild }
								society_rank < 4
							}
						}
						remove_trait = disfigured
						if = {
							limit = { NOT = { trait = scarred } }
							add_trait = scarred
						}
						if = {
							limit = {
								trait = scarred
								NOT = { trait = severely_injured }
							}
							add_trait = severely_injured
							random_list = {
								75 = { #Get rid of severely_injured
									character_event = { id = RIP.11000 days = 90 random = 275}
								}
								25 = { #Get rid of severely_injured but develop infection
									set_character_flag = pending_infection
									character_event = { id = RIP.11000 days = 90 random = 275}
								}
							}
						}
					}
					20 = {
						modifier = {
							factor = 0
							trait = scarred
							NOR = {
								trait = one_legged
								trait = one_handed
								trait = one_eyed
								AND = {
									trait = disfigured
									society_member_of = mages_guild
									society_rank > 3
								}
							}
						}
						remove_trait = scarred
					}
				}
			}
		}
	}
		
	if = {
		limit = {
			NOT = { trait = clubfooted }
			NOT = { trait = harelip }
			NOT = { trait = hunchback }
			NOT = { trait = ugly }
			OR = {
				NOT = { trait = dwarf }
				AND = {
					trait = dwarf
					religion_group = pagan_group
				}
			}
			
			NOT = { trait = one_legged }
			NOT = { trait = one_handed }
			NOT = { trait = one_eyed }
			OR = {
				AND = {
					NOT = { trait = disfigured }
					society_member_of = mages_guild
					society_rank > 3
				}
				NOT = { society_member_of = mages_guild }
				society_rank < 4
			}
			NOT = { trait = scarred }
		}
		add_trait = fair
	}
}

magic_heal_self_effect = {
	if = {
		limit = { 
			OR = {
				has_epidemic = yes
				has_disease = yes
			}
			OR = {
				AND = {
					trait = has_bubonic_plague
					society_member_of = mages_guild
					society_rank > 3
				}
				NOT = { society_member_of = mages_guild }
				society_rank < 4
			}
		}
		cure_illness = yes
	}
	
	if = {
		limit = {
			OR = {
				trait = stressed
				trait = depressed
				trait = wounded
				trait = maimed
				AND = {
					trait = mangled
					society_member_of = mages_guild
					society_rank > 3
				}
				trait = infirm
				AND = {
					trait = incapable
					society_member_of = mages_guild
					society_rank > 3
				}
			}
		}
		custom_tooltip = {
			text = generic_magic_healing_tooltip
			hidden_tooltip = {
				random_list = {
					20 = {
						modifier = {
							factor = 0
							NOT = { trait = stressed }
						}
						remove_trait = stressed
					}
					20 = {
						modifier = {
							factor = 0
							NOT = { trait = depressed }
						}
						remove_trait = depressed
						if = {
							limit = { NOT = { trait = stressed } }
							add_trait = stressed
						}
					}
					20 = {
						modifier = {
							factor = 0
							NOT = { trait = wounded }
						}
						remove_trait = wounded
					}
					20 = {
						modifier = {
							factor = 0
							NOT = { trait = maimed }
						}
						remove_trait = maimed
						if = {
							limit = { NOT = { trait = wounded } }
							add_trait = wounded
						}
					}
					10 = {
						modifier = {
							factor = 0
							NAND = {
								NOT = { trait = mangled }
								NOT = { society_member_of = mages_guild }
								society_rank < 4
							}
						}
						remove_trait = mangled
						if = {
							limit = { NOT = { trait = wounded } }
							add_trait = wounded
						}
					}
					5 = {
						modifier = {
							factor = 0
							NOT = { trait = infirm }
						}
						remove_trait = infirm
						if = {
							limit = { NOT = { trait = severely_injured } }
							add_trait = severely_injured
							random_list = {
								75 = { #Get rid of severely_injured
									character_event = { id = RIP.11000 days = 90 random = 275}
								}
								25 = { #Get rid of severely_injured but develop infection
									set_character_flag = pending_infection
									character_event = { id = RIP.11000 days = 90 random = 275}
								}
							}
						}
					}
					5 = {
						modifier = {
							factor = 0
							NAND = {
								NOT = { trait = incapable }
								NOT = { society_member_of = mages_guild }
								society_rank < 4
							}
						}
						remove_trait = incapable
						if = {
							limit = { NOT = { trait = infirm } }
							add_trait = infirm
						}
					}
				}
			}
		}
	}
}

reset_species_trait_effect = {
	remove_trait = human_trait
	remove_trait = undead_trait
	remove_trait = elf_trait
	remove_trait = dragon_trait
	remove_trait = drakken_trait
	remove_trait = ork_trait
	remove_trait = half_blood_elf
	remove_trait = half_blood_dragon
	remove_trait = half_blood_drakken
	remove_trait = half_blood_ork
}