# The choice is made based on a weighted random, but the first factor that evaluates to >= 100 will be automatically chosen
# Two passes are done when choosing properties; first from lowest to highest, then from highest to lowest. Be aware of this if you reference other properties, as the old properties will still be active in the first pass
# hide_layers is interpreted from bottom to top. Hidden layers won't hide other layers, but if a lower layer hides a higher layer, the higher layer won't be rechecked, so it might still be hiding other layers despite being hidden itself

# p0 background
0 = {
	0 = { # castle 1
		factor = 1
		modifier = { #Drogon
			factor = 0
			culture = dragon_culture
		}
		modifier = {
			factor = 0
			OR = {
				is_tribal = yes
				government = wildling_feudal_government
				culture = lhazareen
				is_nomadic = yes
			}
		}
	}

	1 = { #throne room
		factor = 15
		modifier = { #Balerion
			factor = 0
			culture = dragon_culture
			NOT = { trait = dragon_27 }
		}
		modifier = {
			factor = 0
			NOT = { tier = king }
			NOT = { tier = emperor }
			NOT = { culture = dragon_culture }
		}
		modifier = {
			factor = 0
			culture = wight_dragon
		}
		modifier = {
			factor = 5
			OR = { 
				real_tier = emperor 
				spouse = { real_tier = emperor }
			}
		}
		modifier = {
			factor = 0
			OR = {
				culture_group = first_men
				culture_group = iron_isles_culture
				is_tribal = yes
				government = wildling_feudal_government
				culture = lhazareen
				is_nomadic = yes
			}
		}
	}

	2 = { # dungeon
		factor = 100
		modifier = { #Rhaegal
			factor = 0
			culture = dragon_culture
			NOT = { trait = dragon_2 }
		}
		modifier = {
			factor = 0
			culture = wight_dragon
		}
		modifier = {
			factor = 0
			AND = {
				prisoner = no
				NOT = { trait = impaler }
			}
			NOT = { culture = dragon_culture }
			NOT = { death_reason = death_dungeon }
		}
		modifier = {
			factor = 0
			OR = {
				is_tribal = yes
				government = wildling_feudal_government
				culture = lhazareen
				is_nomadic = yes
			}
		}
	}

	3 = { # forest
		factor = 1
		modifier = { #Viserion
			factor = 0
			culture = dragon_culture
			NOT = { trait = dragon_3 }
		}
		modifier = {
			factor = 0
			culture = wight_dragon
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			NOR = {
				culture_group = first_men
				culture_group = free_folk
				culture_group = summer_islands
				culture_group = ibbenese_group
				culture_group = sothoryos_islands
				is_tribal = yes
				government = wildling_feudal_government
				is_nomadic = yes
			}
		}
	}

	4 = { # bed
		factor = 100
		modifier = {
			factor = 0
			culture = dragon_culture
			NOT = { trait = dragon_4 }
		}
		modifier = {
			factor = 0
			culture = wight_dragon
		}
		modifier = {
			factor = 0
			is_alive = yes
			NOT = { trait = incapable }
			NOT = { trait = infirm }
			NOT = { culture = dragon_culture }
		}
		modifier = {
			factor = 0.001
			OR = {
				death_sacrificed_trigger = yes
				death_reason = death_battle
				death_execution_trigger = yes
				death_reason = death_dungeon
			}
		}
		modifier = {
			factor = 0.02
			trait = infirm
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			OR = {
				is_tribal = yes
				government = wildling_feudal_government
				culture = lhazareen
				is_nomadic = yes
			}
		}
	}
	
	5 = { # secret room
		factor = 40
		modifier = { 
			factor = 0
			culture = dragon_culture #Silver/Metal
			NOT = { trait = dragon_5 }
		}
		modifier = {
			factor = 0
			culture = wight_dragon
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			NOR = {
				trait = drunkard
				trait = gluttonous
				AND = {
					trait = hedonist
					NOT = { trait = impaler }
				}
			}
		}
		modifier = {
			factor = 0.25
			OR = {
				higher_real_tier_than = DUKE
				spouse = { higher_real_tier_than = DUKE } 
			}
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			OR = {
				is_tribal = yes
				government = wildling_feudal_government
				culture = lhazareen
				is_nomadic = yes
			}
		}
	}
	
	6 = { # military camp
		factor = 100
		modifier = { #Silverwing
			factor = 0
			culture = dragon_culture
			NOT = { trait = dragon_6 }
		}
		modifier = {
			factor = 0
			culture = wight_dragon
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			OR = {
				AND = {
					is_alive = yes
					in_command = no
					NOT = { has_job_title  = job_marshal }
					NOT = { government = military_command_government }
				}
				AND = {
					is_alive = no
					NOT = { death_reason = death_battle }
				}
			}
		}
		modifier = {
			factor = 0.05
			is_alive = yes
			in_command = no
		}
	}
	7 = { # Dolmen
		factor = 5
		modifier = { #Vermithor
			factor = 0
			culture = dragon_culture
			NOT = { trait = dragon_7 }
		}
		modifier = {
			factor = 0
			culture = wight_dragon
		}
		modifier = {
			factor = 100
			is_alive = no
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			AND = {
				NOT = { culture_group = free_folk }
				NOT = { culture = moon_clansman }
			}
		}
		modifier = {
			factor = 2
			is_priest = yes
		}
	}
	8 = { # Gallows
		factor = 2
		modifier = { #Vhagar
			factor = 0
			culture = dragon_culture
			NOT = { trait = dragon_8 }
		}
		modifier = {
			factor = 0
			culture = wight_dragon
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			NOT = { has_minor_title  = title_justice_of_king }
			NOT = { trait = cruel }
			NOT = { trait = impaler }
			NOT = { death_execution_trigger = yes }
		}
		modifier = {
			factor = 20
			OR = {
				trait = impaler
				death_execution_trigger = yes
			}
		}
		modifier = {
			factor = 0
			OR = {
				is_tribal = yes
				government = wildling_feudal_government
				culture = lhazareen
				is_nomadic = yes
			}
		}
		modifier = {
			factor = 0.75
			OR = {
				higher_real_tier_than = DUKE
				spouse = { higher_real_tier_than = DUKE } 
			}
		}
	}
	9 = { # Church
		factor = 100
		modifier = { #Red
			factor = 0
			culture = dragon_culture
			NOT = { trait = dragon_9 }
		}
		modifier = {
			factor = 0
			culture = wight_dragon
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			NOT = { religion = the_seven }
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			NOR = {
				is_theocracy = yes
				has_job_title = job_spiritual
				trait = septon
				trait = septa
				trait = silent_sister
			}
		}
	}
	10 = { # Desert
		factor = 1
		modifier = { #Yellow Syrax
			factor = 0
			culture = dragon_culture
			NOT = { trait = dragon_10 }
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			NOT = { location = { terrain = desert } }
		}
		modifier = {
			factor = 0
			culture = wight_dragon
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			OR = {
				higher_real_tier_than = COUNT
				spouse = { higher_real_tier_than = COUNT } 
			}
		}
		modifier = {
			factor = 10
			OR = {
				is_tribal = yes
				is_nomadic = yes
			}
		}
	}
	11 = { # Steppe
		factor = 1
		modifier = { #Golden Sunfyre
			factor = 0
			culture = dragon_culture
			NOT = { trait = dragon_11 }
		}
		modifier = {
			factor = 0
			culture = wight_dragon
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			NOT = { culture_group = dothraki_group }
			NOT = { culture = jogos_nhai }
			NOT = { is_nomadic = yes }
		}
		modifier = {
			factor = 10
			is_nomadic = yes
		}
	}
	12 = { # Ocean w ships
		factor = 10
		modifier = { #Blue Tessarion
			factor = 0
			culture = dragon_culture
			NOT = { trait = dragon_12 }
		}
		modifier = {
			factor = 0
			culture = wight_dragon
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			NOT = { culture_group = iron_isles_culture }
			NOT = { trait = pirate }
			is_patrician = no
			is_at_sea = no
		}
	}
	13 = { # Muslim interior
		factor = 1
		modifier = { #ugly
			factor = 0
			culture = dragon_culture
			NOT = { trait = dragon_13 }
		}
		modifier = {
			factor = 0
			culture = wight_dragon
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			NOT = { culture_group = free_cities }
			NOT = { culture_group = ghiscari_group }
			NOT = { culture_group = hyrkoon_group }
			NOT = { culture_group = moraqi_group }
			NOT = { culture_group = qarth_group }
			NOT = { culture_group = asshai_group }
			NOT = { culture_group = yi_ti_group }
		}
	}
	14 = { # Harem
		factor = 1
		modifier = { #white
			factor = 0
			culture = dragon_culture
			NOT = { trait = dragon_14 }
		}
		modifier = {
			factor = 0
			culture = wight_dragon
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			NOT = { culture_group = free_cities }
			NOT = { culture_group = ghiscari_group }
			NOT = { culture_group = hyrkoon_group }
			NOT = { culture_group = moraqi_group }
			NOT = { culture_group = qarth_group }
			NOT = { culture_group = asshai_group }
			NOT = { culture_group = yi_ti_group }
		}
	}
	15 = { # Muslim interior 2
		factor = 1
		modifier = { #purple
			factor = 0
			culture = dragon_culture
			NOT = { trait = dragon_15 }
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			NOT = { culture_group = free_cities }
			NOT = { culture_group = ghiscari_group }
			NOT = { culture_group = hyrkoon_group }
			NOT = { culture_group = moraqi_group }
			NOT = { culture_group = qarth_group }
			NOT = { culture_group = asshai_group }
			NOT = { culture_group = yi_ti_group }
		}
	}

	16 = { # Mongol camp 1
		factor = 1
		modifier = { #bright green
			factor = 0
			culture = dragon_culture
			NOT = { trait = dragon_16 }
		}
		modifier = {
			factor = 0
			culture = wight_dragon
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			NOT = { culture = dothraki }
			NOT = { culture = jogos_nhai }
			is_nomadic = no
		}
	}

	17 = { # Mongol camp 2
		factor = 1
		modifier = { 
			factor = 0
			culture = dragon_culture
			NOT = { trait = dragon_17 }
		}
		modifier = {
			factor = 0
			culture = wight_dragon
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			NOT = { culture = dothraki }
			NOT = { culture = jogos_nhai }
			is_nomadic = no
		}
	}

	18 = { # Iron Throne
		factor = 1
		modifier = { 
			factor = 0
			culture = dragon_culture
			NOT = { trait = dragon_18 }
		}
		modifier = {
			factor = 0
			culture = wight_dragon
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			NOT = { has_landed_title = e_iron_throne }
			NOT = { host = { has_landed_title = e_iron_throne } }
		}
		modifier = {
			factor = 75
			has_landed_title = e_iron_throne
		}
	}

	19 = { # The Wall
		factor = 2
		modifier = { 
			factor = 0
			culture = dragon_culture
			NOT = { trait = dragon_19 }
		}
		modifier = {
			factor = 0
			culture = wight_dragon
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			NOT = { location = { region = world_the_wall } }
		}
		modifier = {
			factor = 5
			trait = nightswatch
		}
	}

	20 = { # Pagan human sacrifice
		factor = 1
		modifier = { 
			factor = 0
			culture = dragon_culture
			NOT = { trait = dragon_20 }
		}
		modifier = {
			factor = 0
			culture = wight_dragon
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			NOT = { culture = skagosi }
			NOT = { culture_group = hyrkoon_group }
			NOT = { culture_group = moraqi_group }
			NOT = { death_sacrificed_trigger = yes }
		}
		modifier = {
			factor = 1000
			death_sacrificed_trigger = yes
		}
	}
	
	21 = { # Saint Halo
		factor = 1
		hide_layers = { 18 = { } } #Hide layers with special crowns.
		hide_layers = { 19 = { } } #Hide layers with special crowns.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		
		modifier = { 
			factor = 0
			culture = dragon_culture
			NOT = { trait = dragon_21 }
		}
		modifier = {
			factor = 0
			culture = wight_dragon
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			NOT = { trait = saint }
		}
		modifier = {
			factor = 1000
			trait = saint 
		}		
	}
	22 = { # blue curtains
		factor = 1
		modifier = { 
			factor = 0
			culture = dragon_culture
			NOT = { trait = dragon_22 }
		}
		modifier = {
			factor = 0
			culture = wight_dragon
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			OR = {
				is_tribal = yes
				government = wildling_feudal_government
				culture = lhazareen
				is_nomadic = yes
			}
		}
	}
	23 = { # ocean window
		factor = 1
		modifier = { 
			factor = 0
			culture = dragon_culture
			NOT = { trait = dragon_23 }
		}
		modifier = {
			factor = 0
			culture = wight_dragon
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			OR = {
				is_tribal = yes
				government = wildling_feudal_government
				culture = lhazareen
				is_nomadic = yes
			}
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			lower_real_tier_than = DUKE
			spouse = { lower_real_tier_than = DUKE } 
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			location = { port = no }
		}
	}
	24 = { # field window
		factor = 1
		modifier = { 
			factor = 0
			culture = dragon_culture
			NOT = { trait = dragon_24 }
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			location = { 
				NOR = { 
					terrain = farmlands 
					terrain = hills
					terrain = plains
				} 
			}
		}
		modifier = {
			factor = 0
			culture = wight_dragon
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			location = { 
				OR = { 
					has_province_modifier = asoiaf_mild_winter
					has_province_modifier = asoiaf_normal_winter
					has_province_modifier = asoiaf_harsh_winter
				} 
			}
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
			lower_real_tier_than = DUKE
			spouse = { lower_real_tier_than = DUKE } 
		}
	}
	
	#Extra Dragons
	25 = { #
		factor = 1
		modifier = { 
			factor = 0
			culture = dragon_culture
			NOT = { trait = dragon_25 }
		}
		modifier = {
			factor = 0
			culture = wight_dragon
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
		}
	}
	26 = { #
		factor = 1
		modifier = { 
			factor = 0
			culture = dragon_culture
			NOT = { trait = dragon_26 }
		}
		modifier = {
			factor = 0
			culture = wight_dragon
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon_culture }
		}
	}
}

# p1 hair
1 = {
	0 = { # Completely bald
		factor = 1
		modifier = {
			factor = 0.1
			is_female = no
			NOT = {
				age = 50
			}
		}
		modifier = {
			factor = 0.1
			is_female = yes
		}
		modifier = {
			factor = 0
			trait = not_a_bear
		}
	}

	1 = { # Shorn/Black Adder
		factor = 1
		modifier = {
			factor = 10
			is_female = no
			AND = {
				is_ruler = no
				trait = septon
			}	
		}
		modifier = {
			factor = 2
			is_female = no
		}
		modifier = {	#Female "Fancy" Hair
			factor = 0
			is_female = yes
			dynasty = none
		}
		modifier = {	#Lancel gets a haircut
			factor = 100
			AND = {
				character = 8190
				trait = zealous
			}
		}
	}
	
	2 = { # Page
		factor = 1
		modifier = {	#Jaime gets a haircut
			factor = 0
			AND = {
				character = 3190
				trait = one_handed
			}
		}
	}

	3 = { # Synth
		factor = 1
	}

	4 = { # Long Straight
		factor = 1
	}

	5 = { # Long Curly
		factor = 1
		modifier = {	#Lancel gets a haircut
			factor = 0
			AND = {
				character = 8190
				trait = zealous
			}
		}
	}

	6 = {  # Messy/Tonsure
		factor = 1
	}
	
	7 = {  # Short 1
		factor = 1
	}
	
	8 = { # Short Curly
		factor = 1
	}
	
	9 = {  # Short Uncouth
		factor = 1
		modifier = {
			factor = 5
			religion_group = pagan_group
		}
		modifier = {	#Jaime gets a haircut
			factor = 100
			AND = {
				character = 3190
				trait = one_handed
			}
		}
	}
	
	10 = {  # Long Uncouth
		factor = 1
		modifier = {
			factor = 5
			religion_group = pagan_group
		}
	}
	
	11 = { # Balding
		factor = 1
		modifier = {
			factor = 0.1
			is_female = no
			NOT = {
				age = 50
			}
		}
	}
	
	12 = { # Shaved/Marine
		factor = 1
	}
	
	13 = { # Short 2
		factor = 1
		modifier = {	#Female Shorn Hair
			factor = 10
			is_female = yes
			OR = {
				martial = 12
				trait = celibate
				trait = septa
				has_character_modifier = publicly_shamed
			}
		}
	}

	14 = { # Rhaegar's pretty hair
		factor = 1
	}
	15 = { # Pony Tail
		factor = 1
	}
	16 = { # New Short
		factor = 1
	}
	17 = { # New Long
		factor = 1
	}
	18 = { # Short Mullet
		factor = 1
	}
	19 = { # Longer Mullet
		factor = 1
	}
	20 = { # Long Curly
		factor = 1
	}
}

# p2 base
2 = {
}

# p3 clothes
3 = {
	
	0 = { # Royal clothes 1
		factor = 1
		modifier = {
			factor = 3
			OR = {
				tier = EMPEROR
				spouse = { tier = EMPEROR }
			}
		}
		modifier = {
			factor = 0
			NOT = { higher_tier_than = DUKE }
			NOT = { spouse = { higher_tier_than = DUKE } }
			NOT = { has_minor_title = title_prince }
			NAND = {
				culture_group = sarnor_group
				tier = DUKE
			}
		}
	}
	
	1 = { # Royal clothes 2
		factor = 1
		modifier = {
			factor = 3
			OR = {
				tier = EMPEROR
				spouse = { tier = EMPEROR }
			}
		}
		modifier = {
			factor = 0
			NOT = { higher_tier_than = DUKE }
			NOT = { spouse = { higher_tier_than = DUKE } }
			NOT = { has_minor_title = title_prince }
			NAND = {
				culture_group = sarnor_group
				tier = DUKE
			}
		}
	}
	
	2 = { # Royal clothes 3
		factor = 1
		modifier = {
			factor = 3
			OR = {
				tier = EMPEROR
				spouse = { tier = EMPEROR }
			}
		}
		modifier = {
			factor = 0
			NOT = { higher_tier_than = DUKE }
			NOT = { spouse = { higher_tier_than = DUKE } }
			NOT = { has_minor_title = title_prince }
			NAND = {
				culture_group = sarnor_group
				tier = DUKE
			}
		}
	}
	
	3 = { # Noble clothes 1
		factor = 1
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
		modifier = {
			factor = 100
			AND = {
				is_female = yes
				trait = red_priest
			}
		}
		modifier = {
			factor = 0
			NOT = { trait = red_priest }
			is_ruler = no
			spouse = { is_ruler = no }
			NOT = { has_minor_title = title_prince }
		}
	}
	
	4 = { # Noble clothes 2
		factor = 1
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
		modifier = {
			factor = 0
			is_ruler = no
			spouse = { is_ruler = no }
			NOT = { has_minor_title = title_prince }
		}
	}
	
	5 = { # Noble clothes 3
		factor = 1
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
		modifier = {
			factor = 0
			is_ruler = no
			spouse = { is_ruler = no }
			NOT = { has_minor_title = title_prince }
		}
	}
	
	6 = { # Modest clothes 1
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			OR = {
				trait = red_priest
				has_minor_title = title_prince
				is_ruler = yes
				spouse = { higher_tier_than = COUNT }
			}
		}
		# modifier = {
			# factor = 0
			# OR = {
				# AND = {
					# is_ruler = no
					# NOT = { trait = red_priest }
				# }
				# AND = {
					# is_theocracy = no
					# NOT = { trait = red_priest }
				# }
				# AND = {
					# trait = red_priest
					# is_female = yes
				# }
			# }
			# #NOT = { has_job_title = job_spiritual }
		# }
	}
	7 = { # Modest clothes 2
		factor = 1
		modifier = {
			factor = 100
			OR = {
				trait = septa
				trait = silent_sister
			}
		}
		modifier = {
			factor = 0
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			OR = {
				is_ruler = yes
				has_minor_title = title_prince
				spouse = { higher_tier_than = COUNT }
			}
		}
	}
	
	8 = { # Modest clothes 3
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			OR = {
				is_ruler = yes
				has_minor_title = title_prince
				spouse = { higher_tier_than = COUNT }
			}
		}
	}
	9 = { # Shady clothes
		factor = 3
		modifier = {
			factor = 0
			OR = {
				higher_tier_than = DUKE
				AND = {
					tier = DUKE
					demesne_size = 1
				}
				spouse = { higher_tier_than = DUKE }
			}
		}
		modifier = {
			factor = 0
			NOT = { has_job_title = job_spymaster }
			NOT = { intrigue = 10 }
		}
	}
	
	# Martial
	10 = {
		factor = 90
		modifier = {
			factor = 0
			in_command = no
			NOT = { government = military_command_government }
			NOT = { government = order_government }
			NOT = { has_job_title  = job_marshal }
			NOT = { primary_title = { OR = { mercenary = yes holy_order = yes } } }
			NOT = { liege = { primary_title = { OR = { mercenary = yes holy_order = yes } } } }
			NOT = { trait = bearded_priest }
			#NOT = { trait = shieldmaiden }
			NAND = {
				trait = undead
				combat_rating = 10
			}
		}
		modifier = {
			factor = 0
			OR = {
				trait = knight	
				trait = kingsguard
				trait = nightswatch
				AND = {
					is_alive = no
					NOT = { government = military_command_government }
					NOT = { government = order_government }
					NOT = { death_reason = death_battle }
				}
			}
		}
	}
	
	# Ragged prison clothes
	11 = {
		factor = 2000
		modifier = {
			factor = 0
			prisoner = no	
			NOT = { trait = slave }
		}
		modifier = {
			factor = 0
			OR = {
				is_councillor = yes
				is_voter = yes
				has_minor_title = title_regent
			}	
		}
	}
	
	# DEFUNCT - Formerly maester clothes (now in portraits_SPECIAL.gfx)
	12 = {
		factor = 0
	}
	
	# Kingsguard armor
	13 = {
		factor = 500
		modifier = {
			factor = 0
			trait = nightswatch
		}
		modifier = {
			factor = 0
			NOT = {
				trait = kingsguard
			}
		}
	}
	
	# Nightswatch clothes
	14 = {
		factor = 500
		modifier = {
			factor = 0
			NOR = {
				trait = nightswatch
				primary_title = { title = k_nightswatch }
			}
		}
	}
	# Goldcloak/Unsullied clothes
	15 = {
		factor = 500
		modifier = {
			factor = 0
			NOT = {  
				AND = {
					has_minor_title  =  title_commander_gold_cloaks
					OR = {
						culture_group = dornish
						culture_group = andal
						culture_group = first_men
						culture_group = free_folk
					}
				}
				AND = {	#Unsullied
					trait = eunuch
					religion = lady_of_spears
					NOT = {
						OR = {	#These cultures don't have unsullied graphics (gold cloaks instead)
							culture_group = dornish
							culture_group = andal
							culture_group = first_men
							culture_group = free_folk
						}
					}
				}
			}
		}
	}
	# Knight
	16 = {
		factor = 90
		modifier = {
			factor = 0
			NOT = { trait = knight }
		}
		modifier = {
			factor = 0
			in_command = no
			NOT = { government = military_command_government }
			NOT = { government = order_government }
			NOT = { has_job_title  = job_marshal }
			NOT = { primary_title = { OR = { mercenary = yes holy_order = yes } } }
			NOT = { liege = { primary_title = { OR = { mercenary = yes holy_order = yes } } } }
			NOT = { trait = bearded_priest }
			#NOT = { trait = shieldmaiden }
			NAND = {
				trait = undead
				combat_rating = 10
			}
		}
		modifier = {
			factor = 0
			OR = {
				trait = kingsguard
				trait = nightswatch
				AND = {
					is_alive = no
					NOT = { government = military_command_government }
					NOT = { government = order_government }
					NOT = { death_reason = death_battle }
				}
			}
		}
	}
	# Great House Armor 1
	17 = {
		factor = 100
		modifier = {
			factor = 0
			in_command = no
			NOT = { government = military_command_government }
			NOT = { government = order_government }
			NOT = { has_job_title  = job_marshal }
			NAND = {
				trait = undead
				combat_rating = 10
			}
		}
		modifier = {
			factor = 0
			OR = {
				trait = kingsguard
				trait = nightswatch
				AND = {
					is_female = yes		#Andal females do not have House Armor yet
					culture_group = andal
				}
				AND = {
					is_alive = no
					NOT = { government = military_command_government }
					NOT = { government = order_government }
					NOT = { death_reason = death_battle }
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {	#Only for these graphical cultures
				culture = stormlander	
				culture = reachman
				culture = westerman
				culture = riverlander
				culture = valeman
				culture_group = first_men
				culture_group = iron_isles_culture
				culture = high_valyrian
				culture = eastern_valyrian
				culture_group = dornish
			}
		}	
		modifier = {
			factor = 0
			NOR = {
				higher_tier_than = DUKE
				AND = {
					liege = { higher_tier_than = DUKE }
					NOT = { higher_tier_than = COUNT } #Only low-tier bannerman wear their liege's armor
				}
				dynasty = 317	#Baratheon
				dynasty = 1544	#Durrandon
				dynasty = 450224	#Stagborn
				dynasty = 450225	#Stormhart
				dynasty = 450226	#Durrande
				dynasty = 450227	#Deer
				dynasty = 253 #Tyrell
				dynasty = 1254 #Gardener
				dynasty = 450228	#Bloodrose
				dynasty = 450229	#Blackrose
				dynasty = 450230	#Smallrose
				dynasty = 450231	#Greenrose
				dynasty = 190 #Lannister
				dynasty = 450208	#Silvermane
				dynasty = 450209	#Redclaw
				dynasty = 450210	#Roaring
				dynasty = 450211	#Lionford
				dynasty = 159 #Tully
				dynasty = 450216	#Redriver
				dynasty = 450217	#Darkfish
				dynasty = 450218	#Goldfish
				dynasty = 450219	#Steeltrout
				dynasty = 178 #Arryn
				dynasty = 450220	#Redwing
				dynasty = 450221	#Kestrel
				dynasty = 450222	#Bluebird
				dynasty = 450223	#Skywarden
				dynasty = 59		#Stark
				dynasty = 450200	#Whitewolf
				dynasty = 450201	#Goldfang
				dynasty = 450202	#Dreadwolf
				dynasty = 450203	#Winterhold
				dynasty = 107 #Greyjoy
				dynasty = 450232	#Silverink
				dynasty = 450233	#Redjoy
				dynasty = 450234	#Ironkraken
				dynasty = 450235	#Hardman
				dynasty = 496 #Targaryen
				dynasty = 57 #Blackfyre
				dynasty = 450204	#Redwyrm
				dynasty = 450205	#Truedrake
				dynasty = 450206	#Fyreblood
				dynasty = 450207	#Goldfyre
				dynasty = 1 #Martell
				dynasty = 450212	#Darksun
				dynasty = 450213	#Sunviper
				dynasty = 450214	#Blackadder
				dynasty = 450215	#Snakespear
			}
		}
	}
	# Great House Armor 2
	18 = {
		factor = 100
		modifier = {
			factor = 0
			in_command = no
			NOT = { government = military_command_government }
			NOT = { government = order_government }
			NOT = { has_job_title  = job_marshal }
			NAND = {
				trait = undead
				combat_rating = 10
			}
		}
		modifier = {
			factor = 0
			OR = {
				trait = kingsguard
				trait = nightswatch
				AND = {
					is_female = yes		#Andal females do not have House Armor yet
					culture_group = andal
				}
				AND = {
					is_alive = no
					NOT = { government = military_command_government }
					NOT = { government = order_government }
					NOT = { death_reason = death_battle }
				}
			}
		}
		modifier = {
			factor = 0
			NOT = {	#Only for these graphical cultures
				culture = stormlander	
			}
		}	
		modifier = {
			factor = 0
			NOR = {
				higher_tier_than = DUKE
				AND = {
					liege = { higher_tier_than = DUKE }
					NOT = { higher_tier_than = COUNT } #Only low-tier bannerman wear their liege's armor
				}
				dynasty = 317	#Baratheon
				dynasty = 1544	#Durrandon
				dynasty = 450224	#Stagborn
				dynasty = 450225	#Stormhart
				dynasty = 450226	#Durrande
				dynasty = 450227	#Deer
			}
		}
	}
}

# p4 beard
4 = {
	0 = {
		factor = 1
		modifier = {
			factor = 0
			trait = bearded_priest
		}
		modifier = {
			factor = 3
			NOT = {
				age = 20
			}
		}
		modifier = {
			factor = 100
			OR = {
				trait = eunuch
				trait = slave
			}
		}
		modifier = {	#Tyrion grows a beard in exile
			factor = 0
			AND = {
				character = 5190
				trait = kinslayer
			}
		}
	}
	1 = {
		factor = 1
		modifier = {
			factor = 0
			trait = bearded_priest
		}
	}
	2 = {
		factor = 1
		modifier = {
			factor = 0
			trait = bearded_priest
		}
	}
	3 = {
		factor = 1
		modifier = {
			factor = 0
			trait = bearded_priest
		}
	}
	4 = {
		factor = 1
		modifier = {
			factor = 0
			trait = bearded_priest
		}
	}
	5 = {
		factor = 1
		modifier = {
			factor = 0
			trait = bearded_priest
		}
	}
	6 = {
		factor = 1
		modifier = {
			factor = 0
			trait = bearded_priest
		}
	}
	7 = {
		factor = 1
		modifier = {
			factor = 0
			trait = bearded_priest
		}
	}
	8 = {
		factor = 1
		modifier = {
			factor = 0
			trait = bearded_priest
		}
	}
	9 = {	#Stubble
		factor = 1
		modifier = {
			factor = 0
			trait = bearded_priest
		}
		modifier = {
			factor = 3
			NOT = {
				age = 25
			}
		}
	}
	10 = {
		factor = 1
		modifier = {
			factor = 0
			trait = bearded_priest
		}
	}
	11 = {
		factor = 1
		modifier = {
			factor = 0
			culture = norvosi
			NOT = { trait = bearded_priest }
		}
	}
	12 = {
		factor = 1
		modifier = {
			factor = 0
			culture = norvosi
			NOT = { trait = bearded_priest }
		}
		modifier = {	#Tyrion grows a beard in exile
			factor = 100
			AND = {
				character = 5190
				trait = kinslayer
			}
		}
	}
	13 = {
		factor = 1
		modifier = {
			factor = 0
			culture = norvosi
			NOT = { trait = bearded_priest }
		}
	}
	14 = {
		factor = 1
		modifier = {
			factor = 0
			culture = norvosi
			NOT = { trait = bearded_priest }
		}
	}
}

# p5 headgear
5 = {
	# Big, elaborate crown
	0 = {
		factor = 2
		modifier = {
			factor = 0
			NOT = { can_wear_a_crown_trigger = yes }		
		}
		modifier = {
			factor = 0
			primary_title = { mercenary = yes }
		}
		modifier = {
			factor = 5
			trait = proud
		}
		modifier = {
			factor = 0.05
			trait = humble
		}
	}
	
	# Warrior-king's crown
	1 = {
		factor = 2
		modifier = {
			factor = 0
			NOT = { can_wear_a_crown_trigger = yes }		
		}
		modifier = {
			factor = 0
			primary_title = { mercenary = yes }
		}
		modifier = {
			factor = 5
			OR = {
				martial = 12
				trait = master_warrior
			}
		}
	}

	# Diplomat-King's Crown
	2 = {
		factor = 2
		modifier = {
			factor = 0
			NOT = { can_wear_a_crown_trigger = yes }	
		}
		modifier = {
			factor = 0
			primary_title = { mercenary = yes }
		}
		modifier = {
			factor = 5
			diplomacy = 12
		}
	}

	# Non-Specific Crown
	3 = {
		factor = 2
		modifier = {
			factor = 0
			NOT = { can_wear_a_crown_trigger = yes }		
		}
		modifier = {
			factor = 0
			primary_title = { mercenary = yes }
		}
	}

	# Simple golden band
	4 = {
		factor = 2
		modifier = {
			factor = 0
			NOT = { can_wear_a_crown_trigger = yes }		
		}
		modifier = {
			factor = 0
			primary_title = { mercenary = yes }
		}
		modifier = {
			factor = 0.05
			trait = proud
		}
		modifier = {
			factor = 5
			trait = humble
		}
	}

	# Common headgear 1 - Hat (Common)
	5 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			OR = {
				is_ruler = yes
				has_minor_title = title_prince
				spouse = { higher_tier_than = COUNT }
				trait = kingsguard
			}
		}
		modifier = {
			factor = 10
			is_ruler = yes
			is_theocracy = yes
			religion_group = pagan_group
		}
		modifier = {
			factor = 2
			dynasty = none
		}
	}
	
	# Common headgear 2 - Hat (Fancy)
	6 = {
		factor = 1
		#modifier = {
		#	factor = 99
		#	AND = {
		#		is_female = yes
		#		trait = red_priest
		#	}
		#}
		modifier = {
			factor = 0
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			NOT = { trait = red_priest }
			OR = {
				is_ruler = yes
				has_minor_title = title_prince
				spouse = { higher_tier_than = COUNT }
				trait = kingsguard
			}
		}
		modifier = {
			factor = 2
			NOT = { dynasty = none }
		}
	}

	# Common headgear 3 - Coif
	7 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			OR = {
				is_ruler = yes
				has_minor_title = title_prince
				spouse = { higher_tier_than = COUNT }
				trait = kingsguard
				trait = nightswatch
				trait = bearded_priest
				in_command = yes
				government = military_command_government
				has_job_title  = job_marshal
				primary_title = { mercenary = yes }
				prisoner = yes
				trait = slave
			}
		}
	}
	
	# Common headgear 4 - Hood
	8 = {
		factor = 1
		modifier = {
			factor = 99
			trait = septa
		}
		modifier = {
			factor = 0
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			OR = {
				is_ruler = yes
				has_minor_title = title_prince
				spouse = { higher_tier_than = COUNT }
				trait = kingsguard
			}
		}
	}

	# Shady headgear
	9 = {
		factor = 3
		modifier = {
			factor = 99
			trait = silent_sister
		}
		modifier = {
			factor = 0
			OR = {
				higher_tier_than = DUKE
				AND = {
					tier = DUKE
					demesne_size = 1
					NOT = { has_job_title = job_spymaster }
				}
				any_spouse = { higher_tier_than = DUKE }
				trait = kingsguard
			}
		}
		modifier = {
			factor = 0
			NOT = { trait = silent_sister }
			NOT = { has_job_title = job_spymaster }
			NOT = { intrigue = 10 }
		}
	}

	# Martial headgear
	10 = {
		factor = 90
		modifier = {
			factor = 0
			may_wear_martial_headgear_trigger = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = knight
				trait = kingsguard
				does_not_wear_martial_headgear_trigger = yes
			}
		}
	}

	# Blank
	11 = {
		factor = 3	#Slightly more common now
		modifier = {
			factor = 10	#Likely
			in_command = no
			OR =  {
				trait = maester
				trait = nightswatch
				trait = slave
			}
		}
		modifier = {
			factor = 100	#Certain
			OR = {
				prisoner = yes
				trait = archmaester
				trait = not_a_bear
				AND = {
					trait = kingsguard
					higher_tier_than = BARON
				}
				AND = {
					in_command = no
					OR =  {
						trait = bearded_priest
						has_job_title  = job_marshal
						primary_title = { OR = { mercenary = yes holy_order = yes } }
					}
				}
			}
		}
		modifier = {
			factor = 10000
			culture = jogos_nhai
			OR = {
				AND = {
					is_ruler = yes
					NOR = {
						is_feudal = yes
						is_republic = yes
					}	
				}
				AND = {
					is_ruler = no
					liege = {
						NOR = {
							is_feudal = yes
							is_republic = yes
						}	
					}	
				}
			}	
		}
	}
	
	# Kingsguard
	12 = {
		factor = 1000
		modifier = {
			factor = 0
			trait = nightswatch
		}
		modifier = {
			factor = 0
			NOT = { trait = kingsguard }
		}
		modifier = {	#Don't wear the helmet unless Undead or in command
			factor = 0
			may_wear_martial_headgear_trigger = no
		}
	}
	# City Watch/Unsullied
	13 = {
		factor = 1000
		modifier = {
			factor = 0
			NOR = {  		#is not crownlander Culture and a Gold Cloak
				AND = {
					has_minor_title  =  title_commander_gold_cloaks
					OR = {
						culture_group = dornish
						culture_group = andal
						culture_group = first_men
						culture_group = free_folk
					}
				}
				AND = {	#Unsullied
					trait = eunuch
					religion = lady_of_spears
					NOR = {	#These cultures don't have unsullied graphics (gold cloaks instead)
						culture_group = dornish
						culture_group = andal
						culture_group = first_men
						culture_group = free_folk
					}
				}
			}
		}
		modifier = {	#Don't wear the helmet unless Undead or in command
			factor = 0
			may_wear_martial_headgear_trigger = no
		}
	}
	# Knight
	14 = {
		factor = 90
		modifier = {
			factor = 0
			NOT = { trait = knight }
		}
		modifier = {
			factor = 0
			may_wear_martial_headgear_trigger = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = kingsguard
				does_not_wear_martial_headgear_trigger = yes
			}
		}
	}
	# Great House Helm 1
	15 = {
		factor = 100
		modifier = {
			factor = 0
			may_wear_martial_headgear_trigger = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = kingsguard
				does_not_wear_martial_headgear_trigger = yes
			}
		}
		modifier = {
			factor = 0
			NOR = {	#Only for these graphical cultures
				culture = stormlander	
				culture = reachman
				culture = westerman
				culture = riverlander
				culture = valeman
				culture_group = first_men
				culture_group = iron_isles_culture
				culture = high_valyrian
				culture = eastern_valyrian
				culture_group = dornish
			}
		}	
		modifier = {
			factor = 0
			NOR = {
				higher_tier_than = DUKE
				AND = {
					liege = { higher_tier_than = DUKE }
					NOT = { higher_tier_than = COUNT } #Only low-tier bannerman wear their liege's armor
				}
				dynasty = 317	#Baratheon
				dynasty = 1544	#Durrandon
				dynasty = 450224	#Stagborn
				dynasty = 450225	#Stormhart
				dynasty = 450226	#Durrande
				dynasty = 450227	#Deer
				dynasty = 253 #Tyrell
				dynasty = 1254 #Gardener
				dynasty = 450228	#Bloodrose
				dynasty = 450229	#Blackrose
				dynasty = 450230	#Smallrose
				dynasty = 450231	#Greenrose
				dynasty = 190 #Lannister
				dynasty = 450208	#Silvermane
				dynasty = 450209	#Redclaw
				dynasty = 450210	#Roaring
				dynasty = 450211	#Lionford
				dynasty = 159 #Tully
				dynasty = 450216	#Redriver
				dynasty = 450217	#Darkfish
				dynasty = 450218	#Goldfish
				dynasty = 450219	#Steeltrout
				dynasty = 178 #Arryn
				dynasty = 450220	#Redwing
				dynasty = 450221	#Kestrel
				dynasty = 450222	#Bluebird
				dynasty = 450223	#Skywarden
				dynasty = 59		#Stark
				dynasty = 450200	#Whitewolf
				dynasty = 450201	#Goldfang
				dynasty = 450202	#Dreadwolf
				dynasty = 450203	#Winterhold
				dynasty = 107 #Greyjoy
				dynasty = 450232	#Silverink
				dynasty = 450233	#Redjoy
				dynasty = 450234	#Ironkraken
				dynasty = 450235	#Hardman
				dynasty = 496 #Targaryen
				dynasty = 57 #Blackfyre
				dynasty = 450204	#Redwyrm
				dynasty = 450205	#Truedrake
				dynasty = 450206	#Fyreblood
				dynasty = 450207	#Goldfyre
				dynasty = 1 #Martell
				dynasty = 450212	#Darksun
				dynasty = 450213	#Sunviper
				dynasty = 450214	#Blackadder
				dynasty = 450215	#Snakespear
			}
		}
	}
	# Great House Helm 2
	16 = {
		factor = 100
		modifier = {
			factor = 0
			may_wear_martial_headgear_trigger = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = kingsguard
				does_not_wear_martial_headgear_trigger = yes
			}
		}
		modifier = {
			factor = 0
			NOR = {	#Only for these graphical cultures
				culture = stormlander	
				culture = riverlander
				culture_group = first_men
				culture_group = dornish
			}
		}	
		modifier = {
			factor = 0
			NOR = {
				higher_tier_than = DUKE
				AND = {
					liege = { higher_tier_than = DUKE }
					NOT = { higher_tier_than = COUNT } #Only low-tier bannerman wear their liege's armor
				}
				dynasty = 317	#Baratheon
				dynasty = 1544	#Durrandon
				dynasty = 450224	#Stagborn
				dynasty = 450225	#Stormhart
				dynasty = 450226	#Durrande
				dynasty = 450227	#Deer
				dynasty = 127		#Frey
				dynasty = 450236	#Twinchild
				dynasty = 450237	#Goldcross
				dynasty = 450238	#Tollbridge
				dynasty = 450239	#Northgate
				dynasty = 87		#Bolton
				dynasty = 450355	#Skinner
				dynasty = 450356	#Culling
				dynasty = 450357	#Wailbeck
				dynasty = 12		#Yronwood
				dynasty = 450313	#Glendour
				dynasty = 450314	#Arqert
				dynasty = 450315	#Blackgate
			}
		}
		
		
		modifier = {
			factor = 0
			NOR = {		#Only gets House Armor if...
				AND = {  		#Stormlander Culture and a Rhllor/Cadet Baratheon
					OR = {
						AND = {
							dynasty = 317	#Baratheon
							religion = rhllor	#Stannis
						}
						dynasty = 450224	#Stagborn
						dynasty = 450225	#Stormhart
						dynasty = 450226	#Durrande
						dynasty = 450227	#Deer
					}
					culture = stormlander
				}
				AND = {			#Stormlander bannerman employed by Rhllor/Cadet Baratheons
					culture = stormlander
					OR = {
						AND = {
							liege = {  dynasty = 317  }
							liege = {  religion = rhllor  }
						}
						liege = {  dynasty = 450224}	#Stagborn
						liege = {  dynasty = 450225}	#Stormhart
						liege = {  dynasty = 450226}	#Durrande
						liege = {  dynasty = 450227}	#Deer
					}
					NOT = {	higher_tier_than = COUNT }	#Only low-tier bannerman wear their liege's armor
				}
				AND = {  		#Riverlander and a Frey
					OR = {
						dynasty = 127		#Frey
						dynasty = 450236	#Twinchild
						dynasty = 450237	#Goldcross
						dynasty = 450238	#Tollbridge
						dynasty = 450239	#Northgate
					}
					culture = riverlander
				}
				AND = {			#Riverlander bannerman employed by the Freys
					culture = riverlander
					OR = {
						liege = {  dynasty = 127  }	#Frey
						liege = {  dynasty = 450236}	#Twinchild
						liege = {  dynasty = 450237}	#Goldcross
						liege = {  dynasty = 450238}	#Tollbridge
						liege = {  dynasty = 450239}	#Northgate
					}
					NOT = {	higher_tier_than = COUNT }	#Only low-tier bannerman wear their liege's armor
				}
				AND = {  		#Northman and a Bolton
					OR = {
						dynasty = 87		#Bolton
						dynasty = 450355	#Skinner
						dynasty = 450356	#Culling
						dynasty = 450357	#Wailbeck
					}
					culture = northman
				}
				AND = {			#Northman bannerman employed by the Boltons
					culture = northman
					OR = {
						liege = {  dynasty = 87  }	#Bolton
						liege = {  dynasty = 450355}	#Skinner
						liege = {  dynasty = 450356}	#Culling
						liege = {  dynasty = 450357}	#Wailbeck
					}
					NOT = {	higher_tier_than = COUNT }	#Only low-tier bannerman wear their liege's armor
				}
				AND = {  		#Dornish and an Yronwood
					OR = {
						dynasty = 12		#Yronwood
						dynasty = 450313	#Glendour
						dynasty = 450314	#Arqert
						dynasty = 450315	#Blackgate
					}
					culture_group = dornish
				}
				AND = {			#Dornish bannerman employed by the Yronwoods
					culture_group = dornish
					OR = {
						liege = {  dynasty = 12	}	#Yronwood
						liege = {  dynasty = 450313 }	#Glendour
						liege = {  dynasty = 450314 }	#Arqert
						liege = {  dynasty = 450315 }	#Blackgate
					}
					NOT = {	higher_tier_than = COUNT }	#Only low-tier bannerman wear their liege's armor
				}
			}
		}
	}
}

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

	1 = { # prisoner
		factor = 100
		modifier = {
			factor = 0
			prisoner = no
		}
		hide_layers = { 17 = { } } #Hide layers with special crowns.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
	}
}

# p7 scars
7 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			trait = scarred
			OR = {
				trait = scarred_type_1
				trait = scarred_type_2
				trait = scarred_type_3
				trait = scarred_type_4
				trait = scarred_type_5
				trait = scarred_type_6
				trait = scarred_type_7
				trait = scarred_type_8
				trait = scarred_type_9
				trait = scarred_type_10
			}
		}
		modifier = {
			factor = 0
			OR = {
				trait = burned
				trait = disfigured
			}
		}
   	}

	1 = { # scar 1 - TIER I
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_1
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred_mid
				trait = scarred_high
				NOT = { trait = scarred }
			}
		}
   	}

	2 = { # scar 2 - TIER I
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_2
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred_mid
				trait = scarred_high
				NOT = { trait = scarred }
			}
		}
   	}

	3 = { # scar 3 - TIER I
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_3
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred_mid
				trait = scarred_high
				NOT = { trait = scarred }
			}
		}
   	}

	4 = { # scar 4 - TIER I
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_4
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred_mid
				trait = scarred_high
				NOT = { trait = scarred }
			}
		}
   	}
	5 = { # scar 5 - TIER I
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_5
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred_mid
				trait = scarred_high
				NOT = { trait = scarred }
			}
		}
   	}
	6 = { # scar 6 - TIER I
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_6
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred_mid
				trait = scarred_high
				NOT = { trait = scarred }
			}
		}
   	}
	7 = { # scar 7 - TIER I
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_7
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred_mid
				trait = scarred_high
				NOT = { trait = scarred }
			}
		}
   	}
	8 = { # scar 8 - TIER I
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_8
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred_mid
				trait = scarred_high
				NOT = { trait = scarred }
			}
		}
   	}
	9 = { # scar 9 - TIER I
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_9
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred_mid
				trait = scarred_high
				NOT = { trait = scarred }
			}
		}
   	}
	10 = { # scar 10 - TIER I
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_10
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred_mid
				trait = scarred_high
				NOT = { trait = scarred }
			}
		}
   	}
	
	11 = { # burned
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = burned }
		}
		modifier = {
			factor = 0
			OR = {
				trait = undead
				trait = white_walker
			}
		}
   	}
	12 = { # disfigured - nose off
		factor = 4
		modifier = {
			factor = 0
			NOT = { trait = disfigured }
		}
		modifier = {
			factor = 0
			OR = {
				trait = burned
				trait = undead
				trait = white_walker
			}
		}
		modifier = {
			factor = 100
			character = 5190 #Tyrion
		}
		modifier = {
			factor = 100
			character = 80012571 #Rorge
		}
   	}
	13 = { # seven-pointed star #Disabled for now - Sparrows and ancient Andal zealots
		factor = 0
		#modifier = {
		#}
   	}
}

# p8 red dots
8 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			#is_alive = yes
			OR = {
				trait = warlock
				trait = has_drank_shade_of_the_evening
				trait = pneumonic
				trait = ill
				trait = has_typhoid_fever
				trait = has_butterfly_fever
				trait = drunkard
				trait = depressed
				trait = stressed
				trait = undead
				trait = white_walker
			}
		}
	}
	1 = {	#Stressed
		factor = 100
		modifier = {
			factor = 0
			AND = {
				NOT = { trait = depressed }
				NOT = { trait = stressed }
			}
		}
		modifier = {
			factor = 0
			OR = {
				trait = undead
				trait = white_walker
			}
		}
	}
	2 = { # Drunk/Ill
		factor = 100
		modifier = {
			factor = 0
			AND = {
				NOT = { trait = drunkard }
				NOT = { trait = pneumonic }
				NOT = { trait = ill }
				NOT = { trait = has_typhoid_fever }
				NOT = { trait = has_butterfly_fever }
			}
		}
		modifier = {
			factor = 0
			OR = {
				trait = undead
				trait = white_walker
			}
		}
	}
	3 = { # warlock
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = warlock }
			NOT = { trait = has_drank_shade_of_the_evening }
		}
		modifier = {
			factor = 0
			OR = {
				trait = undead
				trait = white_walker
			}
		}
	}
	4 = { #Undead Male
		factor = 1000
		modifier = {
			factor = 0
			NOT = {
				AND = {
					trait = undead
					is_female = no
				}
			}
		}
		modifier = {
			factor = 0
			trait = white_walker
		}
	}
	5 = { #Undead Female
		factor = 1000
		modifier = {
			factor = 0
			NOT = {
				AND = {
					trait = undead
					is_female = yes
				}
			}
		}
		modifier = {
			factor = 0
			trait = white_walker
		}
	}

	6 = { #White Walker Male
		factor = 1000	#1000
		modifier = {
			factor = 0
			NOT = {
				AND = {
					trait = white_walker
					is_female = no
				}
			}
		}
		modifier = {
			factor = 0
			trait = undead
		}
	}
	7 = { #White Walker Female
		factor = 1000	#1000
		modifier = {
			factor = 0
			NOT = {
				AND = {
					trait = white_walker
					is_female = no
				}
			}
		}
		modifier = {
			factor = 0
			trait = undead
		}
	}
}

# p9 boils
9 = {

	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			OR = {
				trait = has_bubonic_plague
				trait = has_greyscale
				trait = has_grey_plague
				trait = greyscale_scarred
				trait = has_small_pox
				trait = has_pox
				trait = has_measles
				trait = has_typhus
				trait = has_bloody_flux
				character = 4301
			}
		}
 	}
	1 = { # boils
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = has_bubonic_plague }
			NOT = { trait = has_small_pox }
			NOT = { trait = has_pox }
			NOT = { character = 4301 }
		}
 	}

	2 = { # Red Dots
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = has_measles }
			NOT = { trait = has_typhus }
			NOT = { trait = has_bloody_flux }
		}
		modifier = {
			factor = 0
			OR = {
				trait = has_greyscale
				trait = has_grey_plague
				trait = greyscale_scarred
			}
		}
	}
	3 = { # Gray Plague
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = has_greyscale }
			NOT = { trait = has_grey_plague }
		}
	}
	4 = { # Gray Scar
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = greyscale_scarred }
		}
	} 
}

# p10 blinded and eyepatches
10 = {
	0 = { #blank
		factor = 1
		modifier = {
			factor = 0
			OR = {
				trait = blinded
				#has_character_flag = eye_injury
				AND = {
					character = 2107 #Euron
					NOT = { trait = one_eyed }
				}	
			}
		}
	}
	
	1 =  { #blinded
		factor = 100
		modifier = {
			factor = 0
			#OR = {
				NOT = { trait = blinded }
				#has_character_flag = eye_injury
				#character = 2107
			#}
		}
	}

	2 = { # eyepatch left
		factor = 100
		modifier = {
			factor = 0
			NAND = {
				character = 2107 #Euron
				NOT = { trait = one_eyed }
			}		
		}
 	}

	# 3 = { # eyepatch left and blinded
		# factor = 100
		# modifier = {
			# factor = 0
			# OR = {
				# NOT = { trait = blinded }
				# AND = {
					# NOT = { has_character_flag = eye_injury }
					# NOT = { character = 2107 }
				# }
			# }
		# }
  	# }

	# 4 = { # eyepatch right
		# #Unused and disabled for now
		# factor = 0
 	# }

	# 5 = { # eyepatch right and blinded
		# #Unused and disabled for now
		# factor = 0
  	# }
}

# p11 player
11 = {
	0 = { # blank
		factor = 1
		modifier = {
			factor = 0
			AND = {
				ai = no
				multiplayer = yes
			}
		}
		modifier = {
			factor = 0
			trait = not_a_bear
		}
	}

	1 = { # player
		factor = 1
		modifier = {
			factor = 0
			OR = {
				ai = yes
				multiplayer = no
			}
		}
		modifier = {
			factor = 0
			trait = not_a_bear
		}
	}
	2 = { # bear
		factor = 1000
		modifier = {
			factor = 0
			NOT = { trait = not_a_bear }
		}
	}
}

# 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
				has_character_modifier = golden_mask
				has_character_modifier = random_mask
				wearing_asshai_mask_trigger = yes
				wearing_shadowlander_mask_trigger = yes
				trait = shadowbinder
				AND = {
					in_command = yes
					has_character_modifier = battle_mask
					is_member_of_any_warrior_lodge_trigger = yes
				}
			}	
		}
  	}

	1 = { # mask 1 bone
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = {
					is_tribal = yes
					is_nomadic = yes
					culture = moon_clansman
					culture = skagosi
					culture = thenn
					culture_group = free_folk
					culture = brindlemen
					culture = lhazareen
					culture_group = further_east
				}
				has_character_modifier = golden_mask
				wearing_asshai_mask_trigger = yes
				trait = shadowbinder
				AND = {
					trait = proud
					this_is_warrior_culture_trigger = yes
				}
			}
		}
	}

	2 = { # mask 2 silver
		factor = 1
		modifier = {
			factor = 0
			OR = {
				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
				culture = moon_clansman
				culture = skagosi
				culture = thenn
				culture_group = free_folk
				culture = brindlemen
				culture = lhazareen
				culture_group = further_east
				has_character_modifier = golden_mask
				AND = {
					trait = proud
					this_is_warrior_culture_trigger = yes
				}
			}
		}
	}

	3 = { # mask 3 iron
		factor = 1
		modifier = {
			factor = 0
			OR = {
				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
				culture = moon_clansman
				culture = skagosi
				culture = thenn
				culture_group = free_folk
				culture = brindlemen
				culture = lhazareen
				culture_group = further_east
				has_character_modifier = golden_mask
				AND = {
					trait = proud
					this_is_warrior_culture_trigger = yes
				}
			}
		}
	}
	
	4 = { # mask 4 bone - blue stripes
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = {
					is_tribal = yes
					is_nomadic = yes
					is_tribal = yes
					is_nomadic = yes
					culture = moon_clansman
					culture = skagosi
					culture = thenn
					culture_group = free_folk
					culture = brindlemen
					culture = lhazareen
					culture_group = further_east
				}
				has_character_modifier = golden_mask
				wearing_asshai_mask_trigger = yes
				trait = shadowbinder
				AND = {
					trait = proud
					this_is_warrior_culture_trigger = yes
				}
			}
		}
	}
	
	5 = { # mask 5 bone - orange stripes
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = {
					is_tribal = yes
					is_nomadic = yes
					is_tribal = yes
					is_nomadic = yes
					culture = moon_clansman
					culture = skagosi
					culture = thenn
					culture_group = free_folk
					culture = brindlemen
					culture = lhazareen
					culture_group = further_east
				}
				has_character_modifier = golden_mask
				wearing_asshai_mask_trigger = yes
				trait = shadowbinder
				AND = {
					trait = proud
					this_is_warrior_culture_trigger = yes
				}
			}
		}
	}
	
	6 = { # mask 6 bone - red dots
		factor = 1
		modifier = {
			factor = 0
			OR = {
				has_character_modifier = golden_mask
				wearing_asshai_mask_trigger = yes
				trait = shadowbinder
				AND = {
					trait = proud
					this_is_warrior_culture_trigger = yes
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {
				is_tribal = yes
				is_nomadic = yes
				culture = moon_clansman
				culture = skagosi
				culture = thenn
				culture_group = free_folk
				culture = brindlemen
				culture = lhazareen
				culture_group = further_east
			}
		}
	}
	
	7 = { # mask 7 bone - black stripes
		factor = 1
		modifier = {
			factor = 0
			OR = {
				has_character_modifier = golden_mask
				wearing_asshai_mask_trigger = yes
				trait = shadowbinder
				AND = {
					trait = proud
					this_is_warrior_culture_trigger = yes
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {
				is_tribal = yes
				is_nomadic = yes
				culture = moon_clansman
				culture = skagosi
				culture = thenn
				culture_group = free_folk
				culture = brindlemen
				culture = lhazareen
				culture_group = further_east
			}
		}
	}
	
	8 = { # mask 8 bone - red stripes/eyes #AGOT- RED LACQUER MASK
		factor = 0
		modifier = {
			factor = 0
			has_character_modifier = golden_mask
		}
		modifier = {
			factor = 100
			wearing_shadowlander_mask_trigger = yes
		}	
	}
	
	9 = { # mask 9 bone - black eyes/lightning
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = {
					is_tribal = yes
					is_nomadic = yes
					culture = moon_clansman
					culture = skagosi
					culture = thenn
					culture_group = free_folk
					culture = brindlemen
					culture = lhazareen
					culture_group = further_east
				}
				has_character_modifier = golden_mask
				wearing_asshai_mask_trigger = yes
				trait = shadowbinder
				AND = {
					trait = proud
					this_is_warrior_culture_trigger = yes
				}
			}
		}
	}
	
	10 = { # mask 10 - decorated silver
		factor = 1
		modifier = {
			factor = 0
			OR = {
				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
				culture = moon_clansman
				culture = skagosi
				culture = thenn
				culture_group = free_folk
				culture = brindlemen
				culture = lhazareen
				culture_group = further_east
				has_character_modifier = golden_mask
				AND = {
					trait = proud
					this_is_warrior_culture_trigger = yes
				}
			}
		}
	}
	
	11 = { # mask 11 - decorated gold
		factor = 2
		modifier = {
			factor = 0
			OR = {
				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
				culture = moon_clansman
				culture = skagosi
				culture = thenn
				culture_group = free_folk
				culture = brindlemen
				culture = lhazareen
				culture_group = further_east
				AND = {
					trait = proud
					this_is_warrior_culture_trigger = yes
				}
			}
			NOT = { has_character_modifier = golden_mask }
		}
		modifier = {
			factor = 0
			NOR = {
				trait = greedy
				trait = proud
				trait = ambitious
				trait = envious
			}
			NOT = { has_character_modifier = golden_mask }
		}
		modifier = {
			factor = 1000
			has_character_modifier = golden_mask
		}
	}
	
	12 = { # mask 12 - full mask 1 leather
		factor = 1
		modifier = {
			factor = 0
			OR = {
				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 } }
				}
				has_character_modifier = golden_mask
				AND = {
					trait = proud
					this_is_warrior_culture_trigger = yes
				}
			}
		}
	}
	
	13 = { # mask 13 - full mask 2 bone
		factor = 1
		modifier = {
			factor = 0
			OR = {
				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 } }
				}
				has_character_modifier = golden_mask
				wearing_asshai_mask_trigger = yes
				trait = shadowbinder
				AND = {
					trait = proud
					this_is_warrior_culture_trigger = yes
				}
			}
		}
	}
	
	14 = { # mask 14 - metal helm
		factor = 10	
		modifier = {
			factor = 0
			OR = {
				has_character_modifier = golden_mask
				wearing_asshai_mask_trigger = yes
				trait = shadowbinder
			}
		}
		modifier = {
			factor = 0
			in_command = no
			NOT = { government = military_command_government }
			NAND = {
				trait = undead
				combat_rating = 10
			}
		}
		modifier = {
			factor = 0
			OR = {
				#is_female = yes
				trait = knight		#Helm covers face
				trait = kingsguard	#Helm covers face
				trait = maester
				trait = archmaester
				AND = {
					is_alive = no
					NOT = { government = military_command_government }
					NOT = { death_reason = death_battle }
				}
				higher_real_tier_than = DUKE
				AND = {
					tier = DUKE
					demesne_size = 1
					NOT = { government = military_command_government }
					NOT = { trait = nightswatch }
					NOT = { trait = kingsguard }
					NOT = {
						primary_title = {
							OR = {
								mercenary = yes
								holy_order = yes
							}
						}
					}
				}
			}
		}
	}
	15 = { # mask 15 - no mask
		factor = 60
		modifier = {
			factor = 0
			OR = { 
				has_character_modifier = attending_masquerade
				has_character_modifier = forced_mask
				has_character_modifier = golden_mask
				has_character_modifier = random_mask
				wearing_asshai_mask_trigger = yes
				wearing_shadowlander_mask_trigger = yes
				trait = shadowbinder
				AND = {
					in_command = yes
					has_character_modifier = battle_mask
					is_member_of_any_warrior_lodge_trigger = yes
				}
			}
		}
	}
}

# 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
			}
		}
	}
	
	3 = { # eyepatch 3 - painted eye
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NAND = {
					trait = one_eyed
					OR = {
						trait = paranoid
						trait = possessed
					}
				}
				has_character_modifier = glass_eye
			}
		}
		modifier = {
			factor = 2
			OR = {
				trait = paranoid
				trait = possessed
			}
		}
	}
	
	4 = { # eyepatch 4 - red
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
			}
		}
	}
	
	5 = { # eyepatch 5 - white rag
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
				has_character_flag = eye_patch
			}
		}
		modifier = {
			factor = 3
			AND = {
				religion = the_seven
				is_theocracy = yes
			}
		}
	}
	
	6 = { # eyepatch 6 - blue rag
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
				has_character_flag = eye_patch
			}
		}
	}
	
	7 = { # eyepatch 7 - green rag
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
				has_character_flag = eye_patch
			}
		}
	}
	
	8 = { # eyepatch 8 - red rag
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
				has_character_flag = eye_patch
			}
		}
	}
	
	9 = { # eyepatch 9 - bloodied rag
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NAND = {
					trait = one_eyed
					OR = {
						trait = wroth
						trait = cruel
						has_minor_title = title_commander
					}
				}
				has_character_modifier = glass_eye
				has_character_flag = eye_patch
			}
		}
		modifier = {
			factor = 2
			OR = {
				trait = wroth
				trait = cruel
				has_minor_title = title_commander
			}
		}
		modifier = {
			factor = 2
			martial = 12
		}
	}
	
	10 = { # eyepatch 10 - tartan rag
		factor = 3
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
				has_character_flag = eye_patch
			}	
		}
	}
	
	11 = { # eyepatch 11 - scarred eye 1
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = one_eyed }
		}
		modifier = {
			factor = 0
			trait = shy
		}
		modifier = {
			factor = 4
			OR = {
				is_tribal = yes
				is_nomadic = yes
				culture = moon_clansman
				culture = skagosi
				culture = thenn
				culture_group = free_folk
				culture = brindlemen
				culture = lhazareen
				culture_group = further_east			
				trait = stubborn
				has_character_flag = eye_patch
			}
		}
	}
	
	12 = { # eyepatch 12 - scarred eye 2
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = one_eyed }
		}
		modifier = {
			factor = 0
			trait = shy
		}
		modifier = {
			factor = 4
			OR = {
				is_tribal = yes
				is_nomadic = yes
				culture = moon_clansman
				culture = skagosi
				culture = thenn
				culture_group = free_folk
				culture = brindlemen
				culture = lhazareen
				culture_group = further_east
				trait = stubborn
				has_character_flag = eye_patch
			}
		}
	}
}
# p14 chinese makeup
14 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			#chinese_makeup_trigger = yes
		}
	}

	1 = { # white powder
		factor = 1
	}
	
	2 = { # rouge a only
		factor = 1
	}
	
	3 = { # white powder and rouge a
		factor = 1
	}
	
	4 = { # rouge b only
		factor = 1
	}

	5 = { # white powder and rouge b
		factor = 1
	}
}

# p15 chinese makeup 2
15 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			#chinese_makeup_trigger = yes
		}
	}

	1 = { # full lips
		factor = 1
	}
	
	2 = { # top lip
		factor = 1
	}
	
	3 = { # 'heart' lips
		factor = 1
	}
}

# p16 chinese empress jewelry/ valyrian steel indicator
16 = {
	0 = { # blank
		factor = 100
		# modifier = {
			# factor = 0
			# chinese_empress_jewelry_trigger = yes
		# }
		modifier = {
			factor = 0
			any_artifact = {
				OR = {
					has_artifact_flag = valyrian_steel 
					has_artifact_flag = valyrian_armour
					artifact_type = lightbringer
					artifact_type = dragon_egg
				}
			}
		}
	}

	1 = { # Full face pearls and earrings/valyrian steel indicator
		factor = 100
		modifier = {
			factor = 0
			NOT = { 
				any_artifact = {
					OR = {
						has_artifact_flag = valyrian_steel 
						has_artifact_flag = valyrian_armour
						artifact_type = lightbringer
					}
				}
			}
		}
	}
	
	2 = { # pearl earrings only/dragon egg indicator
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_artifact = dragon_egg }
		}
	}
	
	3 = { # full face pearls and earrings 2
		factor = 0
	}
}

# p17 immortality
17 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			immortal = yes
		}
	}
	1 = {
		factor = 100
	}
}
# p18 Special crowns_behind
18 = {
	0 = { # blank
		factor = 100
	}
}

# p19 Special crowns
19 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			any_artifact = {
				has_artifact_flag = portrait_headgear
				is_artifact_equipped = yes
			}
		}
		modifier = {
			factor = 0
			OR = {
				has_game_started = no
				is_alive = no
			}
			OR = {
				trait = dead_aegon_IV_crown
				trait = dead_aegons_crown
				trait = dead_jaehaerys_crown
				trait = dead_maekars_crown
				trait = dead_aegon_III_crown
				trait = dead_aenys_crown
				trait = dead_baelors_crown
				trait = dead_joffreys_crown
				trait = dead_daenerys_crown
				trait = dead_crown_of_winter
				trait = dead_river_kings_crown
				trait = dead_crown_of_shadows
				trait = dead_ghiscar_crown
				trait = dead_durrandon_crown
				trait = dead_renlys_crown
				trait = dead_stannis_crown
				trait = dead_lannister_crown
				trait = dead_gardener_crown
				trait = dead_falcon_crown
				trait = dead_martell_crown
				trait = dead_driftwood_crown
			}
		}
	}
	1 = { #Aegon IV crown
		factor = 1
		hide_layers = { # Remove headgear			
			5 = { always = yes }
		}
		modifier = {
			factor = 100
			any_artifact = {
				artifact_type = aegon_IV_crown	
				is_artifact_equipped = yes
			}
		}
		modifier = {
			factor = 100
			trait = dead_aegon_IV_crown
			OR = {
				has_game_started = no
				is_alive = no
			}
		}
		
	}
	2 = { #Aegon I crown
		factor = 1
		hide_layers = { # Remove headgear			
			5 = { always = yes }
		}
		modifier = {
			factor = 100
			any_artifact = {
				artifact_type = aegons_crown
				is_artifact_equipped = yes
			}
		}
		modifier = {
			factor = 100
			trait = dead_aegons_crown
			OR = {
				has_game_started = no
				is_alive = no
			}
		}
	}
	3 = { #Jaehaerys I crown
		factor = 1
		hide_layers = { # Remove headgear			
			5 = { always = yes }
		}
		modifier = {
			factor = 100
			any_artifact = {
				artifact_type = jaehaerys_crown
				is_artifact_equipped = yes
			}
		}
		modifier = { 
			factor = 100
			trait = dead_jaehaerys_crown
			OR = {
				has_game_started = no
				is_alive = no
			}
		}
	}
	4 = { #Maekar crown
		factor = 1
		hide_layers = { # Remove headgear			
			5 = { always = yes }
		}
		modifier = {
			factor = 100
			any_artifact = {
				artifact_type = maekars_crown
				is_artifact_equipped = yes
			}
		}
		modifier = {
			factor = 100
			trait = dead_maekars_crown
			OR = {
				has_game_started = no
				is_alive = no
			}
		}
	}
	5 = { #Aegon III crown
		factor = 1
		hide_layers = { # Remove headgear			
			5 = { always = yes }
		}
		modifier = {
			factor = 100
			any_artifact = {
				artifact_type = aegon_III_crown
				is_artifact_equipped = yes
			}
		}
		modifier = {
			factor = 100
			trait = dead_aegon_III_crown
			OR = {
				has_game_started = no
				is_alive = no
			}
		}
	}
	6 = { #Aenys crown
		factor = 1
		hide_layers = { # Remove headgear			
			5 = { always = yes }
		}
		modifier = {
			factor = 100
			any_artifact = {
				artifact_type = aenys_crown
				is_artifact_equipped = yes
			}
		}
		modifier = {
			factor = 100
			trait = dead_aenys_crown
			OR = {
				has_game_started = no
				is_alive = no
			}
		}
	}
	7 = { #Baelors crown
		factor = 1
		hide_layers = { # Remove headgear			
			5 = { always = yes }
		}
		modifier = {
			factor = 100
			any_artifact = {
				artifact_type = baelors_crown
				is_artifact_equipped = yes
			}
		}
		modifier = {
			factor = 100
			trait = dead_baelors_crown
			OR = {
				has_game_started = no
				is_alive = no
			}
		}
	}
	8 = { #Joffreys crown
		factor = 1
		hide_layers = { # Remove headgear			
			5 = { always = yes }
		}
		modifier = {
			factor = 100
			any_artifact = {
				artifact_type = joffreys_crown
				is_artifact_equipped = yes
			}
		}
		modifier = { # Specific kings who wore this crown
			factor = 100
			trait = dead_joffreys_crown
			OR = {
				has_game_started = no
				is_alive = no
			}
		}
	}
	9 = { #Daenerys' crown
		factor = 1
		hide_layers = { # Remove headgear			
			5 = { always = yes }
		}
		modifier = {
			factor = 100
			any_artifact = {
				artifact_type = daenerys_crown
				is_artifact_equipped = yes
			}
		}
		modifier = {
			factor = 100
			trait = dead_daenerys_crown
			OR = {
				has_game_started = no
				is_alive = no
			}
		}
	}
	10 = { #Crown of Winter
		factor = 1
		hide_layers = { # Remove headgear			
			5 = { always = yes }
		}
		modifier = {
			factor = 100
			any_artifact = {
				OR = {
					artifact_type = crown_of_winter
					artifact_type = crown_of_winter_mid
				}	
				is_artifact_equipped = yes
			}
		}
		modifier = {
			factor = 100
			trait = dead_crown_of_winter
			OR = {
				has_game_started = no
				is_alive = no
			}
		}
	}
	11 = { #River kings Crown
		factor = 1
		hide_layers = { # Remove headgear			
			5 = { always = yes }
		}
		modifier = {
			factor = 100
			any_artifact = {
				artifact_type = river_kings_crown
				is_artifact_equipped = yes
			}
		}
		modifier = {
			factor = 100
			trait = dead_river_kings_crown
			OR = {
				has_game_started = no
				is_alive = no
			}
		}
	}
	12 = { #Crown of shadows
		factor = 1
		hide_layers = { # Remove headgear			
			5 = { always = yes }
		}
		modifier = {
			factor = 100
			any_artifact = {
				artifact_type = crown_of_shadows
				is_artifact_equipped = yes
			}
		}
		modifier = {
			factor = 100
			trait = dead_crown_of_shadows
			OR = {
				has_game_started = no
				is_alive = no
			}
		}
	}	
	13 = { #Crown of Ghis
		factor = 1
		hide_layers = { # Remove headgear			
			5 = { always = yes }
		}
		modifier = {
			factor = 100
			any_artifact = {
				artifact_type = ghiscar_crown
				is_artifact_equipped = yes
			}
		}
		modifier = {
			factor = 100
			trait = dead_ghiscar_crown
			OR = {
				has_game_started = no
				is_alive = no
			}
		}
	}	
	14 = { #Durrandon crown
		factor = 1
		hide_layers = { # Remove headgear			
			5 = { always = yes }
		}
		modifier = {
			factor = 100
			any_artifact = {
				artifact_type = durrandon_crown
				is_artifact_equipped = yes
			}
		}
		modifier = {
			factor = 100
			trait = dead_durrandon_crown
			OR = {
				has_game_started = no
				is_alive = no
			}
		}
	}
	15 = { #Renly's crown
		factor = 1
		hide_layers = { # Remove headgear			
			5 = { always = yes }
		}
		modifier = {
			factor = 100
			any_artifact = {
				artifact_type = renlys_crown
				is_artifact_equipped = yes
			}
		}
		modifier = {
			factor = 100
			trait = dead_renlys_crown
			OR = {
				has_game_started = no
				is_alive = no
			}
		}
	}
	16 = { #Stannis' crown
		factor = 1
		hide_layers = { # Remove headgear			
			5 = { always = yes }
		}
		modifier = {
			factor = 100
			any_artifact = {
				artifact_type = stannis_crown
				is_artifact_equipped = yes
			}
		}
		modifier = {
			factor = 100
			trait = dead_stannis_crown
			OR = {
				has_game_started = no
				is_alive = no
			}
		}
	}
	17 = { #Lannister crown
		factor = 1
		hide_layers = { # Remove headgear			
			5 = { always = yes }
		}
		modifier = {
			factor = 100
			any_artifact = {
				artifact_type = lannister_crown
				is_artifact_equipped = yes
			}
		}
		modifier = {
			factor = 100
			trait = dead_lannister_crown
			OR = {
				has_game_started = no
				is_alive = no
			}
		}
	}
	18 = { #Gardener crown
		factor = 1
		hide_layers = { # Remove headgear			
			5 = { always = yes }
		}
		modifier = {
			factor = 100
			any_artifact = {
				artifact_type = gardener_crown
				is_artifact_equipped = yes
			}
		}
		modifier = {
			factor = 100
			trait = dead_gardener_crown
			OR = {
				has_game_started = no
				is_alive = no
			}
		}
	}
	19 = { #Falcon crown
		factor = 1
		hide_layers = { # Remove headgear			
			5 = { always = yes }
		}
		modifier = {
			factor = 100
			any_artifact = {
				artifact_type = falcon_crown
				is_artifact_equipped = yes
			}
		}
		modifier = {
			factor = 100
			trait = dead_falcon_crown
			OR = {
				has_game_started = no
				is_alive = no
			}
		}
	}
	20 = { #Martell crown
		factor = 1
		hide_layers = { # Remove headgear			
			5 = { always = yes }
		}
		modifier = {
			factor = 100
			any_artifact = {
				artifact_type = martell_crown
				is_artifact_equipped = yes
			}
		}
		modifier = {
			factor = 100
			trait = dead_martell_crown
			OR = {
				has_game_started = no
				is_alive = no
			}
		}
	}
	21 = { #Driftwood crown
		factor = 1
		hide_layers = { # Remove headgear			
			5 = { always = yes }
		}
		modifier = {
			factor = 100
			any_artifact = {
				OR = {
					artifact_type = driftwood_crown
					artifact_type = driftwood_crown_mid
				}	
				is_artifact_equipped = yes
			}
		}
		modifier = {
			factor = 100
			trait = dead_driftwood_crown
			OR = {
				has_game_started = no
				is_alive = no
			}
		}
	}
}

# p20 freckles ###AGOT: NOT USED
#Freckles traits from thinnest to thickest:
#freckles_3
#freckles_2
#freckles
#freckles_4
#freckles_5
20 = {
	0 = { # blank
		factor = 100
		# modifier = {
			# factor = 0
			# OR = { 
				# trait = freckles_3
				# trait = freckles_2
				# trait = freckles
				# trait = freckles_4
				# trait = freckles_5
			# }
		# }
 	}

	# 1 = { # freckles
		# factor = 100
		# modifier = {
			# factor = 0
			# NOT = { trait = freckles }
		# }
  	# }
	# 2 = { # freckles
		# factor = 100
		# modifier = {
			# factor = 0
			# NOT = { trait = freckles_2 }
		# }
  	# }
	# 3 = { # freckles
		# factor = 100
		# modifier = {
			# factor = 0
			# NOT = { trait = freckles_3 }
		# }
  	# }
	# 4 = { # freckles
		# factor = 100
		# modifier = {
			# factor = 0
			# NOT = { trait = freckles_4 }
		# }
  	# }
	# 5 = { # freckles
		# factor = 100
		# modifier = {
			# factor = 0
			# NOT = { trait = freckles_5 }
		# }
  	# }
}

# p21 physique
21 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			OR = { 
				trait = is_fat
				trait = sturdy
				AND = { #tyrion syndrome
					trait = dwarf
					NOT = { trait = fair }
				}
			}
		}
 	}
	1 = { 
		factor = 100
		
		modifier = {
			factor = 0
			trait = is_fat
		}
		modifier = {
			factor = 0
			trait = dwarf
			NOT = { trait = fair }
		}
		modifier = {
			factor = 0
			age = 30
		}
  	}
	2 = { 
		factor = 100

		modifier = {
			factor = 0
			trait = is_fat
		}
		modifier = {
			factor = 0
			trait = dwarf
			NOT = { trait = fair }
		}
		modifier = {
			factor = 0
			NOT = { age = 30 }
		}
		modifier = {
			factor = 0
			age = 50
		}
  	}
	3 = { 
		factor = 100

		modifier = {
			factor = 0
			trait = is_fat
		}
		modifier = {
			factor = 0
			trait = dwarf
			NOT = { trait = fair }
		}
		modifier = {
			factor = 0
			NOT = { age = 50 }
		}
  	}
	4 = { 
		factor = 100

		modifier = {
			factor = 0
			age = 30
		}
  	}
	5 = { 
		factor = 100

		modifier = {
			factor = 0
			NOT = { age = 30 }
		}
		modifier = {
			factor = 0
			age = 50
		}
  	}
	6 = { 
		factor = 100

		modifier = {
			factor = 0
			NOT = { age = 50 }
		}
  	}
}

#p22 malnourished
22 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			OR = { 
				is_ill = yes
				trait = is_malnourished
			}
		}
 	}

	1 = { #pale 
		factor = 100
		modifier = {
			factor = 0
			is_ill = no
			NOT = { trait = is_malnourished }
		}
  	}
}

#p23 black eye
23 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			OR = {
				has_character_modifier = black_eye
				has_character_modifier = concussion 
				trait = wounded
			}
		}
 	}

	1 = { #black eye. 
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_character_modifier = black_eye }
		}
		modifier = {
			factor = 0
			has_character_modifier = black_eye
			has_character_modifier = concussion 
		}
  	}
	2 = { #Concussion.
		factor = 100
		modifier = {
			factor = 0
			NOR = { 
				has_character_modifier = concussion 
				trait = wounded
			}
		}
		modifier = {
			factor = 0
			has_character_modifier = black_eye
			OR = { 
				has_character_modifier = concussion 
				trait = wounded
			}
		}
  	}
	3 = { #Concussion AND Black eye.
		factor = 100
		modifier = {
			factor = 0
			NOT = { 
				OR = { 
					has_character_modifier = concussion 
					trait = wounded
				}
				has_character_modifier = black_eye
			}
		}
  	}
}

#p24 harelip
24 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			trait = harelip
		}
 	}

	1 = { #black eye. 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = harelip }
		}
  	}
}

#To add new set of scars, add new _type_ hidden trait, edit the scar-assignment scripted effect, add entries in portrait properties, add new frame and ALL THREE tiers (regular, _mid, and _high).
# p25 mid scars - Tier II
25 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			has_dlc = "Holy Fury"
			trait = scarred_mid
			OR = {
				trait = scarred_type_1
				trait = scarred_type_2
				trait = scarred_type_3
				trait = scarred_type_4
				trait = scarred_type_5
				trait = scarred_type_6
				trait = scarred_type_7
				trait = scarred_type_8
				trait = scarred_type_9
				trait = scarred_type_10
			}
		}
   	}

	1 = { # scar 1 - TIER II
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_1
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_high
				NOT = { trait = scarred_mid }
			}
		}
   	}

	2 = { # scar 2 - TIER II
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_2
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_high
				NOT = { trait = scarred_mid }
			}
		}
   	}

	3 = { # scar 3 - TIER II
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_3
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_high
				NOT = { trait = scarred_mid }
			}
		}
   	}

	4 = { # scar 4 - TIER II
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_4
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_high
				NOT = { trait = scarred_mid }
			}
		}
   	}
	5 = { # scar 5 - TIER II
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_5
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_high
				NOT = { trait = scarred_mid }
			}
		}
   	}
	6 = { # scar 6 - TIER II
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_6
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_high
				NOT = { trait = scarred_mid }
			}
		}
   	}
	7 = { # scar 7 - TIER II
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_7
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_high
				NOT = { trait = scarred_mid }
			}
		}
   	}
	8 = { # scar 8 - TIER II
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_8
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_high
				NOT = { trait = scarred_mid }
			}
		}
   	}
	9 = { # scar 9 - TIER II
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_9
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_high
				NOT = { trait = scarred_mid }
			}
		}
   	}
	10 = { # scar 10 - TIER II
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_10
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_high
				NOT = { trait = scarred_mid }
			}
		}
   	}
}

# p26 high scars - Tier III
26 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			has_dlc = "Holy Fury"
			trait = scarred_high
			OR = {
				trait = scarred_type_1
				trait = scarred_type_2
				trait = scarred_type_3
				trait = scarred_type_4
				trait = scarred_type_5
				trait = scarred_type_6
				trait = scarred_type_7
				trait = scarred_type_8
				trait = scarred_type_9
				trait = scarred_type_10
			}
		}
   	}

	1 = { # scar 1 - TIER III
		factor = 100
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_1
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}

	2 = { # scar 2 - TIER III
		factor = 100
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_2
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}

	3 = { # scar 3 - TIER III
		factor = 100
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_3
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}

	4 = { # scar 4 - TIER III
		factor = 100
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_4
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}
	5 = { # scar 5 - TIER III
		factor = 100
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_5
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}
	6 = { # scar 6 - TIER III
		factor = 100
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_6
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}
	7 = { # scar 7 - TIER III
		factor = 100
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_7
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}
	8 = { # scar 8 - TIER III
		factor = 100
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_8
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}
	9 = { # scar 9 - TIER III
		factor = 100
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_9
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}
	10 = { # scar 10 - TIER III
		factor = 100
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_10
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}
}

#p27 Blood Splatter
27 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			NOT = {
				has_game_rule = {
	   				name = blood_splatter_rule
					value = off
	   			}
   			}
			OR = {
				has_character_modifier = blood_splatter_1
				has_character_modifier = blood_splatter_2
				has_character_modifier = blood_splatter_3
			}
		}
 	}

	1 = { #Some. 
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_character_modifier = blood_splatter_1 }
		}
  	}
	2 = { #A lot.
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_character_modifier = blood_splatter_2 }
		}
  	}
	3 = { #Bathory.
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_character_modifier = blood_splatter_3 }
		}
  	}
	4 = { #Mud splatter.
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_character_modifier = mud_splatter }
		}
		modifier = { #Prioritize blood.
			factor = 0
			OR = {
				has_character_modifier = blood_splatter_1
				has_character_modifier = blood_splatter_2
				has_character_modifier = blood_splatter_3
			}
		}
  	}
}

#p28 Tattoos
28 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			OR = {
				trait = african_tattoo_1
				trait = african_tattoo_2
				trait = african_tattoo_3
				trait = african_tattoo_4
				trait = african_tattoo_5
				trait = african_tattoo_6
				trait = african_tattoo_7
				trait = african_tattoo_8
				trait = african_tattoo_9
				trait = african_tattoo_10
				trait = african_tattoo_11
				trait = african_tattoo_12

				trait = norse_tattoo_1
				trait = norse_tattoo_2
				trait = norse_tattoo_3
				trait = norse_tattoo_4
				trait = norse_tattoo_5
				trait = norse_tattoo_6

				trait = slavic_tattoo_1
				trait = slavic_tattoo_2
				trait = slavic_tattoo_3
				trait = slavic_tattoo_4
				trait = slavic_tattoo_5
				trait = slavic_tattoo_6
			}
		}
 	}

	1 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = african_tattoo_1 }
		}
  	}
	2 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = african_tattoo_2 }
		}
  	}
	3 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = african_tattoo_3 }
		}
  	}
	4 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = african_tattoo_4 }
		}
  	}
	5 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = african_tattoo_5 }
		}
  	}
	6 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = african_tattoo_6 }
		}
  	}
	7 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = african_tattoo_7 }
		}
  	}
	8 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = african_tattoo_8 }
		}
  	}
	9 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = norse_tattoo_1 }
		}
  	}
	10 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = norse_tattoo_2 }
		}
  	}
	11 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = norse_tattoo_3 }
		}
  	}
	12 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = norse_tattoo_4 }
		}
  	}
	13 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = norse_tattoo_5 }
		}
  	}
	14 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = norse_tattoo_6 }
		}
  	}
	15 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = slavic_tattoo_1 }
		}
  	}
	16 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = slavic_tattoo_2 }
		}
  	}
	17 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = slavic_tattoo_3 }
		}
  	}
	18 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = slavic_tattoo_4 }
		}
  	}
	19 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = slavic_tattoo_5 }
		}
  	}
	20 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = slavic_tattoo_6 }
		}
  	}
	21 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = african_tattoo_9 }
		}
  	}
	22 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = african_tattoo_10 }
		}
  	}
	23 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = african_tattoo_11 }
		}
  	}
	24 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = african_tattoo_12 }
		}
  	}
}

#p29 Warpaint
29 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			OR = {
				has_character_modifier = aztec_warpaint_1
				has_character_modifier = aztec_warpaint_2
				has_character_modifier = finnish_warpaint_1
				has_character_modifier = finnish_warpaint_2
				has_character_modifier = zun_warpaint_1
				has_character_modifier = zun_warpaint_2
				has_character_modifier = tengri_warpaint_1
				has_character_modifier = tengri_warpaint_2
			}
 		}
 	}

	1 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_character_modifier = aztec_warpaint_1 }
		}
  	}
	2 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_character_modifier = aztec_warpaint_2 }
		}
  	}
	3 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_character_modifier = finnish_warpaint_1 }
		}
  	}
	4 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_character_modifier = finnish_warpaint_2 }
		}
  	}
	5 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_character_modifier = zun_warpaint_1 }
		}
  	}
	6 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_character_modifier = zun_warpaint_2 }
		}
  	}
	7 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_character_modifier = tengri_warpaint_1 }
		}
  	}
	8 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_character_modifier = tengri_warpaint_2 }
		}
  	}
}
#p30 Demon Child (fantasy only)
30 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			has_character_modifier = demon_horns
 		}
 	}

	1 = { 
		factor = 100 
		hide_layers = { 17 = { } } #Hide layers with special crowns.
		hide_layers = { 18 = { } } #Hide layers with special crowns.
		hide_layers = { 19 = { } } #Hide layers with special crowns.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked. #So that horns do not glitch through crowns.
		modifier = {
			factor = 0
			NOT = {
				has_character_modifier = demon_horns
   			}
		}
  	}
	
	2 = { #Used to hide hair on Norvoshi characters
		factor = 100
		hide_layers = { 1 = { } } #Hides hair
		modifier = {
			factor = 0
			NOR = {
				AND = { #Norvoshi slaves are shaved
					trait = slave
					NOT = { trait = bearded_priest }
					liege = { culture = norvosi }
				}
				AND = { #Norvoshi women shave off all of their hair, though noblewomen don wigs
					is_female = yes
					dynasty = 0
					NOT = { trait = bearded_priest }
					OR = {
						culture = norvosi
						liege = { culture = norvosi }
					}
				}
			}	
		}
	}
}
#p31 frankish Culture Overlayer - Male
31 = {
	0 = { # Blank
		factor = 100
		# trigger = {
			# OR = {
				# has_game_started = no
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
				# french_overlayer_special_crown_trigger = yes
				# NOR = {
					# #has_portrait_property = { layer = 5 index = 0 }
					# #has_portrait_property = { layer = 5 index = 1 }
					# #has_portrait_property = { layer = 5 index = 2 }
					# #has_portrait_property = { layer = 5 index = 3 }
					# #has_portrait_property = { layer = 5 index = 4 }
					# #has_portrait_property = { layer = 5 index = 10 }
					# french_martial_overlayer_trigger = yes
					# french_count_overlayer_trigger = yes
					# french_duke_overlayer_trigger = yes
				# }
			# }
		# }
	}
	# 1 = { # Military Helm 01
		# factor = 100
		# trigger = {
			# french_martial_overlayer_trigger = yes
		# }
	# }
	# 2 = { # Military Helm 02
		# trigger = {
			# french_martial_overlayer_trigger = yes
		# }
	# }
	# 3 = { # Military Helm 03
		# trigger = {
			# french_martial_overlayer_trigger = yes
		# }
	# }
	# 4 = { # Military Helm 04
		# trigger = {
			# french_martial_overlayer_trigger = yes
		# }
	# }
	# 5 = { # Count Accessories
		# trigger = {
			# french_count_overlayer_trigger = yes
			# NOR = { 
				# higher_real_tier_than = COUNT
				# spouse = { higher_real_tier_than = COUNT }
			# }
		# }
	# }
	# 6 = { # Count Accessories
		# factor = 1
		# trigger = {
			# french_count_overlayer_trigger = yes
			# NOR = { 
				# higher_real_tier_than = COUNT
				# spouse = { higher_real_tier_than = COUNT }
			# }
		# }
	# }
	# 7 = { # Count Accessories
		# factor = 1
		# trigger = {
			# french_count_overlayer_trigger = yes
			# NOR = { 
				# higher_real_tier_than = COUNT
				# spouse = { higher_real_tier_than = COUNT }
			# }
		# }
	# }
	# 8 = { # Count Accessories
		# factor = 1
		# hide_layers = { 1 = { } }
		# trigger = {
			# french_count_overlayer_trigger = yes
			# NOR = { 
				# higher_real_tier_than = COUNT
				# spouse = { higher_real_tier_than = COUNT }
			# }
		# }
	# }
	# 9 = { # Count Accessories
		# factor = 1
		# trigger = {
			# french_count_overlayer_trigger = yes
			# NOR = { 
				# higher_real_tier_than = COUNT
				# spouse = { higher_real_tier_than = COUNT }
			# }
		# }
	# }
	# 10 = { # Duke Accessories
		# trigger = {
			# french_duke_overlayer_trigger = yes
			# OR = { 
				# higher_real_tier_than = COUNT
				# spouse = { higher_real_tier_than = COUNT }
			# }
		# }
	# }
	# 11 = { # Duke Accessories
		# trigger = {
			# french_duke_overlayer_trigger = yes
			# OR = { 
				# higher_real_tier_than = COUNT
				# spouse = { higher_real_tier_than = COUNT }
			# }
		# }
	# }
	# 12 = { # Duke Accessories
		# trigger = {
			# french_duke_overlayer_trigger = yes
			# OR = { 
				# higher_real_tier_than = COUNT
				# spouse = { higher_real_tier_than = COUNT }
			# }
		# }
	# }
	# 13 = { # Duke Accessories
		# trigger = {
			# french_duke_overlayer_trigger = yes
			# OR = { 
				# higher_real_tier_than = COUNT
				# spouse = { higher_real_tier_than = COUNT }
			# }
		# }
	# }
	# 14 = { # Duke Accessories
		# factor = 1
		# trigger = {
			# french_duke_overlayer_trigger = yes
			# OR = { 
				# higher_real_tier_than = COUNT
				# spouse = { higher_real_tier_than = COUNT }
			# }
		# }
	# }
}

#p32 frankish Culture Overlayer - Female
32 = {
	0 = { # Blank
		factor = 100
		# trigger = {
			# OR = {
				# has_game_started = no
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
				# french_overlayer_special_crown_trigger = yes
				# NOR = {
					# #has_portrait_property = { layer = 5 index = 0 }
					# #has_portrait_property = { layer = 5 index = 1 }
					# #has_portrait_property = { layer = 5 index = 2 }
					# #has_portrait_property = { layer = 5 index = 3 }
					# #has_portrait_property = { layer = 5 index = 4 }
					# #has_portrait_property = { layer = 5 index = 10 }
					# french_martial_overlayer_trigger = yes
					# french_duchess_overlayer_trigger = yes
					# french_countess_overlayer_trigger = yes
					# french_courtier_overlayer_trigger = yes
				# }
			# }
		# }
	}
	# 1 = { # Military Helm 01
		# factor = 1
		# trigger = {
			# french_martial_overlayer_trigger = yes
		# }
	# }
	# 2 = { # Military Helm 02
		# factor = 1
		# trigger = {
			# french_martial_overlayer_trigger = yes
		# }
	# }
	# 3 = { # Military Helm 03
		# factor = 1
		# trigger = {
			# french_martial_overlayer_trigger = yes
		# }
	# }
	# 4 = { # Military Helm 04
		# factor = 1
		# trigger = {
			# french_martial_overlayer_trigger = yes
		# }
	# }
	# 5 = { # Duchess Accessories - Early
		# factor = 1
		# trigger = {
			# french_duchess_overlayer_trigger = yes
			# NOT = { year = 1180 }
			# OR = { 
				# higher_real_tier_than = COUNT
				# spouse = { higher_real_tier_than = COUNT }
			# }
		# }
	# }
	# 6 = { # Duchess Accessories - Early
		# factor = 1
		# trigger = {
			# french_duchess_overlayer_trigger = yes
			# NOT = { year = 1180 }
			# OR = { 
				# higher_real_tier_than = COUNT
				# spouse = { higher_real_tier_than = COUNT }
			# }
		# }
	# }
	# 7 = { # Duchess Accessories - Early
		# factor = 1
		# trigger = {
			# french_duchess_overlayer_trigger = yes
			# NOT = { year = 1180 }
			# OR = { 
				# higher_real_tier_than = COUNT
				# spouse = { higher_real_tier_than = COUNT }
			# }
		# }
	# }
	# 8 = { # Duchess Accessories - Post-1180
		# factor = 1
		# trigger = {
			# french_duchess_overlayer_trigger = yes
			# year = 1180
			# OR = { 
				# higher_real_tier_than = COUNT
				# spouse = { higher_real_tier_than = COUNT }
			# }
		# }
	# }
	# 9 = { # Duchess Accessories - Post-1180
		# factor = 1
		# trigger = {
			# french_duchess_overlayer_trigger = yes
			# year = 1180
			# OR = { 
				# higher_real_tier_than = COUNT
				# spouse = { higher_real_tier_than = COUNT }
			# }
		# }
	# }
	# 10 = { # Countess Accessories - Early
		# factor = 1
		# trigger = {
			# french_countess_overlayer_trigger = yes
			# NOT = { year = 1180 }
			# NOR = { 
				# higher_real_tier_than = COUNT
				# spouse = { higher_real_tier_than = COUNT }
			# }
		# }
	# }
	# 11 = { # Countess Accessories - Early
		# factor = 1
		# trigger = {
			# french_countess_overlayer_trigger = yes
			# NOT = { year = 1180 }
			# NOR = { 
				# higher_real_tier_than = COUNT
				# spouse = { higher_real_tier_than = COUNT }
			# }
		# }
	# }
	# 12 = { # Countess Accessories - Post-1180
		# factor = 1
		# trigger = {
			# french_countess_overlayer_trigger = yes
			# year = 1180
			# NOR = { 
				# higher_real_tier_than = COUNT
				# spouse = { higher_real_tier_than = COUNT }
			# }
		# }
	# }
	# 13 = { # Countess Accessories - Post-1180
		# factor = 1
		# trigger = {
			# french_countess_overlayer_trigger = yes
			# year = 1180
			# NOR = { 
				# higher_real_tier_than = COUNT
				# spouse = { higher_real_tier_than = COUNT }
			# }
		# }
	# }
	# 14 = { # Countess Accessories - Post-1180
		# factor = 1
		# #hide_layers = { 33 = { } } #Veil overload.
		# trigger = {
			# french_countess_overlayer_trigger = yes
			# year = 1180
			# NOR = { 
				# higher_real_tier_than = COUNT
				# spouse = { higher_real_tier_than = COUNT }
			# }
		# }
	# }
	# 15 = { # Countess Accessories - Post-1180
		# factor = 1
		# #hide_layers = { 1 = { } }
		# #hide_layers = { 33 = { } } #Veil overload.
		# trigger = {
			# french_countess_overlayer_trigger = yes
			# year = 1180
			# NOR = { 
				# higher_real_tier_than = COUNT
				# spouse = { higher_real_tier_than = COUNT }
			# }
		# }
	# }
	# 16 = { # Non-noble Pre-1180
		# factor = 1
		# #hide_layers = { 1 = { } }
		# #hide_layers = { 33 = { } } #Veil overload.
		# trigger = {
			# french_courtier_overlayer_trigger = yes
			# NOT = { year = 1180 }
		# }
	# }
	# 17 = { # Non-noble Pre-1180
		# factor = 1
		# #hide_layers = { 1 = { } }
		# #hide_layers = { 33 = { } } #Veil overload.
		# trigger = {
			# french_courtier_overlayer_trigger = yes
			# NOT = { year = 1180 }
		# }
	# }
	# 18 = { # Non-noble Pre-1180
		# factor = 1
		# #hide_layers = { 1 = { } }
		# #hide_layers = { 33 = { } } #Veil overload.
		# trigger = {
			# french_courtier_overlayer_trigger = yes
			# NOT = { year = 1180 }
		# }
	# }
	# 19 = { # Non-noble Pre-1180
		# factor = 1
		# #hide_layers = { 1 = { } }
		# #hide_layers = { 33 = { } } #Veil overload.
		# trigger = {
			# french_courtier_overlayer_trigger = yes
			# NOT = { year = 1180 }
		# }
	# }
	# 20 = { # Non-noble Post-1180
		# factor = 1
		# #hide_layers = { 33 = { } } #Veil overload.
		# trigger = {
			# french_courtier_overlayer_trigger = yes
			# year = 1180
		# }
	# }
	# 21 = { # Non-noble Post-1180
		# factor = 1
		# trigger = {
			# french_courtier_overlayer_trigger = yes
			# year = 1180
		# }
	# }
	# 22 = { # Non-noble Post-1180
		# factor = 1
		# trigger = {
			# french_courtier_overlayer_trigger = yes
			# year = 1180
		# }
	# }
	# 23 = { # Non-noble Post-1180
		# factor = 1
		# #hide_layers = { 1 = { } }
		# #hide_layers = { 33 = { } } #Veil overload.
		# trigger = {
			# french_courtier_overlayer_trigger = yes
			# year = 1180
		# }
	# }
	# 24 = { # Non-noble Post-1180
		# factor = 1
		# #hide_layers = { 1 = { } }
		# #hide_layers = { 33 = { } } #Veil overload.
		# trigger = {
			# french_courtier_overlayer_trigger = yes
			# year = 1180
		# }
	# }
}

#p33 frankish Culture Underlayer and Hair - Female
33 = {
	0 = { # Blank
		factor = 100
		# trigger = {
			# OR = {
				# has_game_started = no
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
				# french_overlayer_special_crown_trigger = yes
				# NOR = {
					# #has_portrait_property = { layer = 5 index = 0 }
					# #has_portrait_property = { layer = 5 index = 1 }
					# #has_portrait_property = { layer = 5 index = 2 }
					# #has_portrait_property = { layer = 5 index = 3 }
					# #has_portrait_property = { layer = 5 index = 4 }
					# #has_portrait_property = { layer = 5 index = 10 }
					# french_queen_underlayer_trigger = yes
					# french_duchess_overlayer_trigger = yes
					# french_countess_overlayer_trigger = yes
				# }
			# }
		# }
	}
	# 1 = { # Empress / Queen Pre-1180
		# factor = 1
		# hide_layers = { 1 = { } }
		# trigger = {
			# french_queen_underlayer_trigger = yes
			# NOT = { year = 1180 }
		# }
	# }
	# 2 = { # Empress / Queen Pre-1180
		# factor = 1
		# hide_layers = { 1 = { } }
		# trigger = {
			# french_queen_underlayer_trigger = yes
			# NOT = { year = 1180 }
		# }
	# }
	# 3 = { # Empress / Queen Pre-1180
		# factor = 1
		# hide_layers = { 1 = { } }
		# trigger = {
			# french_queen_underlayer_trigger = yes
			# NOT = { year = 1180 }
		# }
	# }
	# 4 = { # Empress / Queen Pre-1180
		# factor = 1
		# hide_layers = { 1 = { } }
		# trigger = {
			# french_queen_underlayer_trigger = yes
			# NOT = { year = 1180 }
		# }
	# }
	# 5 = { # Empress / Queen Post-1180
		# factor = 1
		# hide_layers = { 1 = { } }
		# trigger = {
			# french_queen_underlayer_trigger = yes
			# year = 1180
		# }
	# }
	# 6 = { # Empress / Queen Post-1180
		# factor = 1
		# hide_layers = { 1 = { } }
		# trigger = {
			# french_queen_underlayer_trigger = yes
			# year = 1180
		# }
	# }
	# 7 = { # Empress / Queen Post-1180
		# factor = 1
		# hide_layers = { 1 = { } }
		# trigger = {
			# french_queen_underlayer_trigger = yes
			# year = 1180
		# }
	# }
	# 8 = { # Empress / Queen Post-1180
		# factor = 1
		# hide_layers = { 1 = { } }
		# trigger = {
			# french_queen_underlayer_trigger = yes
			# year = 1180
		# }
	# }
	# 9 = { # Duchess Early
		# factor = 1
		# hide_layers = { 1 = { } }
		# trigger = {
			# french_duchess_overlayer_trigger = yes
			# NOT = { year = 1180 }
		# }
	# }
	# 10 = { # Duchess Early
		# factor = 1
		# hide_layers = { 1 = { } }
		# trigger = {
			# french_duchess_overlayer_trigger = yes
			# NOT = { year = 1180 }
		# }
	# }
	# 11 = {  # Duchess Early
		# factor = 1
		# hide_layers = { 1 = { } }
		# trigger = {
			# french_duchess_overlayer_trigger = yes
			# NOT = { year = 1180 }
		# }
	# }
	# 12 = { # Duchess Early
		# factor = 1
		# hide_layers = { 1 = { } }
		# trigger = {
			# french_duchess_overlayer_trigger = yes
			# NOT = { year = 1180 }
		# }
	# }
	# 13 = { # Duchess Post-1180
		# factor = 1
		# hide_layers = { 1 = { } }
		# trigger = {
			# french_duchess_overlayer_trigger = yes
			# year = 1180
		# }
	# }
	# 14 = { # Duchess Post-1180
		# factor = 1
		# hide_layers = { 1 = { } }
		# trigger = {
			# french_duchess_overlayer_trigger = yes
			# year = 1180
		# }
	# }
	# 15 = { # Countess Early
		# factor = 100
		# hide_layers = { 1 = { } }
		# trigger = {
			# french_countess_overlayer_trigger = yes
			# NOT = { year = 1180 }
		# }
	# }
	# 16 = { # Countess Early
		# factor = 100
		# hide_layers = { 1 = { } }
		# trigger = {
			# french_countess_overlayer_trigger = yes
			# NOT = { year = 1180 }
		# }
	# }
	# 17 = { # Countess Early
		# factor = 100
		# hide_layers = { 1 = { } }
		# trigger = {
			# french_countess_overlayer_trigger = yes
			# NOT = { year = 1180 }
		# }
	# }
	# 18 = { # Countess Post-1180
		# factor = 100
		# hide_layers = { 1 = { } }
		# trigger = {
			# french_countess_overlayer_trigger = yes
			# year = 1180
		# }
	# }
	# 19 = { # Countess Post-1180
		# factor = 100
		# hide_layers = { 1 = { } }
		# trigger = {
			# french_countess_overlayer_trigger = yes
			# year = 1180
		# }
	# }
}

# p34 Special Helmets 
34 = {
	0 = { # blank
		factor = 100
		# modifier = { #Templar special headgear.
			# factor = 0
			# may_wear_martial_headgear_trigger = yes
			# religion = catholic
			# OR = {
				# has_landed_title = d_knights_templar 
				# has_landed_title = d_knights_hospitaler
				# has_landed_title = d_teutonic_order
				# has_landed_title = k_teutonic_state
				# has_landed_title = d_livonian_order
				# has_landed_title = d_knights_santiago
				# has_landed_title = d_knights_calatrava
				# liege = { has_landed_title = d_knights_templar }
				# liege = { has_landed_title = d_knights_hospitaler }
				# liege = { has_landed_title = d_teutonic_order }
				# liege = { has_landed_title = k_teutonic_state }
				# liege = { has_landed_title = d_livonian_order }
				# liege = { has_landed_title = d_knights_santiago }
				# liege = { has_landed_title = d_knights_calatrava }
			# }
		# }
		modifier = { #Wearable Crown artifacts.
			factor = 0
			may_wear_martial_headgear_trigger = yes
			OR = { 
				any_artifact = { artifact_type = crown_crusader_king is_artifact_equipped = yes } 
				any_artifact = { artifact_type = crown_winged_helmet is_artifact_equipped = yes } 
				any_artifact = { artifact_type = crown_wrapped_helmet is_artifact_equipped = yes } 
			}
		}
		modifier = { #Unicorn
			factor = 0
			any_artifact = { artifact_type = crown_unicorn_helmet is_artifact_equipped = yes } 
		}
	}
	1 = { #Templar special headgear.
		factor = 100
		hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		hide_layers = { 1 = { } } #Hide Hair.
		hide_layers = { 3 = { } } #Hide Clothes.
		hide_layers = { 18 = { } } #Hide layers with special crowns.
		hide_layers = { 19 = { } } #Hide layers with special crowns.
		hide_layers = { 31 = { } } #Veil overload.
		hide_layers = { 32 = { } } 
		hide_layers = { 33 = { } }
		modifier = { 
			factor = 0
			may_wear_martial_headgear_trigger = no
		}
		modifier = {
			factor = 0
			always = yes
		}
	}
	2 = {  #Crusader King helmet - Male.
		factor = 100
		hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		hide_layers = { 1 = { } } #Hide Hair.
		hide_layers = { 18 = { } } #Hide layers with special crowns.
		hide_layers = { 19 = { } } #Hide layers with special crowns.
		hide_layers = { 3 = { } } #Hide Clothes.
		hide_layers = { 31 = { } } #Veil overload.
		hide_layers = { 32 = { } } 
		hide_layers = { 33 = { } }
		modifier = {
			factor = 0
			NOT = { 
				any_artifact = {
					artifact_type = crown_crusader_king
					is_artifact_equipped = yes 
				}
			}
		}
		modifier = {
			factor = 0
			is_female = yes
		}
		modifier = { 
			factor = 0
			may_wear_martial_headgear_trigger = no
		}
	}
	3 = { #Crusader King helmet - Female.
		factor = 100
		hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		hide_layers = { 1 = { } } #Hide Hair.
		hide_layers = { 3 = { } } #Hide Clothes.
		hide_layers = { 18 = { } } #Hide layers with special crowns.
		hide_layers = { 19 = { } } #Hide layers with special crowns.
		hide_layers = { 31 = { } } #Veil overload.
		hide_layers = { 32 = { } } 
		hide_layers = { 33 = { } }
		modifier = { 
			factor = 0
			NOT = { 
				any_artifact = {
					artifact_type = crown_crusader_king
					is_artifact_equipped = yes 
				}
			}
		}
		modifier = {
			factor = 0
			is_female = no
		}
		modifier = { 
			factor = 0
			may_wear_martial_headgear_trigger = no
		}
	}
	4 = { #Hospitaler special headgear.
		factor = 100
		hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		hide_layers = { 1 = { } } #Hide Hair.
		hide_layers = { 3 = { } } #Hide Clothes.
		hide_layers = { 18 = { } } #Hide layers with special crowns.
		hide_layers = { 19 = { } } #Hide layers with special crowns.
		hide_layers = { 31 = { } } #Veil overload.
		hide_layers = { 32 = { } } 
		hide_layers = { 33 = { } }
		modifier = { 
			factor = 0
			may_wear_martial_headgear_trigger = no
		}
		modifier = {
			factor = 0
			always = yes
		}
	}
	5 = {  #Teuton special headgear.
		factor = 100
		hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		hide_layers = { 1 = { } } #Hide Hair.
		hide_layers = { 3 = { } } #Hide Clothes.
		hide_layers = { 18 = { } } #Hide layers with special crowns.
		hide_layers = { 19 = { } } #Hide layers with special crowns.
		hide_layers = { 31 = { } } #Veil overload.
		hide_layers = { 32 = { } } 
		hide_layers = { 33 = { } }
		modifier = {
			factor = 0
			may_wear_martial_headgear_trigger = no
		}
		modifier = {
			factor = 0
			always = yes
		}
	}
	6 = { #Wearable Winged Helmet
		factor = 100
		hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		hide_layers = { 1 = { } } #Hide Hair.
		hide_layers = { 18 = { } } #Hide layers with special crowns.
		hide_layers = { 19 = { } } #Hide layers with special crowns.
		hide_layers = { 31 = { } } #Veil overload.
		hide_layers = { 32 = { } } 
		hide_layers = { 33 = { } }
		modifier = { 
			factor = 0
			NOT = { 
				any_artifact = {
					artifact_type = crown_winged_helmet
					is_artifact_equipped = yes 
				}
			}
		}
		modifier = { 
			factor = 0
			may_wear_martial_headgear_trigger = no
		}
	}
	7 = {  #Calatrava/Santiago special headgear.
		factor = 100
		hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		hide_layers = { 1 = { } } #Hide Hair.
		hide_layers = { 3 = { } } #Hide Clothes.
		hide_layers = { 18 = { } } #Hide layers with special crowns.
		hide_layers = { 19 = { } } #Hide layers with special crowns.
		hide_layers = { 31 = { } } #Veil overload.
		hide_layers = { 32 = { } } 
		hide_layers = { 33 = { } }
		modifier = {
			factor = 0
			may_wear_martial_headgear_trigger = no
		}
		modifier = {
			factor = 0
			always = yes
		}
	}
	8 = { #Wearable Wrapped Helmet
		factor = 100
		hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		hide_layers = { 1 = { } } #Hide Hair.
		hide_layers = { 18 = { } } #Hide layers with special crowns.
		hide_layers = { 19 = { } } #Hide layers with special crowns.
		hide_layers = { 31 = { } } #Veil overload.
		hide_layers = { 32 = { } } 
		hide_layers = { 33 = { } }
		modifier = { 
			factor = 0
			NOT = { 
				any_artifact = {
					artifact_type = crown_wrapped_helmet
					is_artifact_equipped = yes 
				}
			}
		}
		modifier = { 
			factor = 0
			may_wear_martial_headgear_trigger = no
		}
	}
	9 = { #Livonian special headgear.
		factor = 100
		hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		hide_layers = { 1 = { } } #Hide Hair.
		hide_layers = { 3 = { } } #Hide Clothes.
		hide_layers = { 18 = { } } #Hide layers with special crowns.
		hide_layers = { 19 = { } } #Hide layers with special crowns.
		hide_layers = { 31 = { } } #Veil overload.
		hide_layers = { 32 = { } } 
		hide_layers = { 33 = { } }
		modifier = {
			factor = 0
			may_wear_martial_headgear_trigger = no
		}
		modifier = {
			factor = 0
			always = yes
		}
	}
	10 = { #Unicorn headgear.
		factor = 100
		hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		hide_layers = { 1 = { } } #Hide Hair.
		hide_layers = { 3 = { } } #Hide Clothes.
		hide_layers = { 18 = { } } #Hide layers with special crowns.
		hide_layers = { 19 = { } } #Hide layers with special crowns.
		hide_layers = { 31 = { } } #Veil overload.
		hide_layers = { 32 = { } } 
		hide_layers = { 33 = { } }
		#modifier = {
		#	factor = 0
		#	may_wear_martial_headgear_trigger = no
		#}
		modifier = {
			factor = 0
			NOT = { 
				any_artifact = {
					artifact_type = crown_unicorn_helmet
					is_artifact_equipped = yes 
				}
			}
		}
	}
}


# p35 Special Masks 
35 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			any_artifact = {
				OR = { #Different modifier since in this case being in command should not prevent you from wearing the mask.
					artifact_type = crown_african_mask_1
					artifact_type = crown_african_mask_2
					artifact_type = crown_african_mask_3
					artifact_type = crown_african_mask_4
					artifact_type = crown_african_mask_5
					artifact_type = crown_african_mask_6
					artifact_type = crown_african_mask_7
					artifact_type = crown_african_mask_8
				}
				is_artifact_equipped = yes 
			}
		}
	}

	1 = { 
		factor = 100
		hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = { #African Masks
			factor = 0
			NOT = { 
				any_artifact = {
					artifact_type = crown_african_mask_1
					is_artifact_equipped = yes 
				}
			}
		}
	}
	2 = { 
		factor = 100
		hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = { #African Masks
			factor = 0
			NOT = { 
				any_artifact = {
					artifact_type = crown_african_mask_2
					is_artifact_equipped = yes 
				}
			}
		}
	}
	3 = { 
		factor = 100
		hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = { #African Masks
			factor = 0
			NOT = { 
				any_artifact = {
					artifact_type = crown_african_mask_3
					is_artifact_equipped = yes 
				}
			}
		}
	}
	4 = { 
		factor = 100
		hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = { #African Masks
			factor = 0
			NOT = { 
				any_artifact = {
					artifact_type = crown_african_mask_4
					is_artifact_equipped = yes 
				}
			}
		}
	}
	5 = { 
		factor = 100
		hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = { #African Masks
			factor = 0
			NOT = { 
				any_artifact = {
					artifact_type = crown_african_mask_5
					is_artifact_equipped = yes 
				}
			}
		}
	}
	6 = { 
		factor = 100
		modifier = { #African Masks
			factor = 0
			NOT = { 
				any_artifact = {
					artifact_type = crown_african_mask_6
					is_artifact_equipped = yes 
				}
			}
		}
	}
	7 = { 
		factor = 100
		hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = { #African Masks
			factor = 0
			NOT = { 
				any_artifact = {
					artifact_type = crown_african_mask_7
					is_artifact_equipped = yes 
				}
			}
		}
	}
	8 = { 
		factor = 100
		hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = { #African Masks
			factor = 0
			NOT = { 
				any_artifact = {
					artifact_type = crown_african_mask_8
					is_artifact_equipped = yes 
				}
			}
		}
	}
}

# p36 Special Scepters 
36 = {
	0 = { # blank
		factor = 100
		# modifier = {
			# factor = 0
			# OR = {
				# trait = dead_scepter_bon_fylkir
				# trait = dead_scepter_hellenic_fylkir
			# }
		# }
		# modifier = {
			# factor = 0
			# any_artifact = {
				# OR = {
					# artifact_type = scepter_bon_fylkir
					# artifact_type = scepter_hellenic_fylkir
				# }
				# is_artifact_equipped = yes 
			# }
		# }
	}
	# 1 = { 
		# factor = 100
		# #hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# modifier = {
			# factor = 0
			# may_wear_martial_headgear_trigger = yes
		# }
		# modifier = { #Bon Fylkir Scepter
			# factor = 0
			# NOR = { 
				# any_artifact = {
					# artifact_type = scepter_bon_fylkir
					# is_artifact_equipped = yes 
				# }
				# trait = dead_scepter_bon_fylkir
			# }
		# }
	# }
	# 2 = { 
		# factor = 100
		# #hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# modifier = {
			# factor = 0
			# may_wear_martial_headgear_trigger = yes
		# }
		# modifier = { #Hellenic Fylkir Scepter
			# factor = 0
			# NOR = { 
				# any_artifact = {
					# artifact_type = scepter_hellenic_fylkir
					# is_artifact_equipped = yes 
				# }
				# trait = dead_scepter_hellenic_fylkir
			# }
		# }
	# }
}

# p37 Special Relations (lover/rival) #TODO_CD: update once we have proper scopes
37 = {
	0 = { # blank
		factor = 100
		trigger = {
			NOR = {
				any_player = { is_rival = PREV }
				any_player = { is_lover = PREV }
			}
		}
	}
	1 = { 
		factor = 100
		trigger = {
			any_player = { is_rival = PREV }
		}
	}
	2 = { 
		factor = 100
		trigger = {
			any_player = { is_lover = PREV }
		}
	}
}