############################################################
############# LEGENDARY BLOODLINES SHOWDOWN ################
############################################################


#abort_legendary_bloodlines_events_effect = { #Currently not in use, kept for future reference
	#clear_delayed_event = { id = HF.12003 }
	#clear_delayed_event = { id = HF.12003 }
	#clear_delayed_event = { id = HF.12003 }
	#clear_delayed_event = { id = HF.12003 }
	#clear_delayed_event = { id = HF.12003 }
	#clear_delayed_event = { id = HF.12003 }
	#clean_up_after_legendary_showdown_effect = yes
#}

restart_society_progress_effect = {
	if = {
		limit = {
			any_society_member = { has_character_flag = call_to_legend_active }
		}
		set_society_progress = 0
		clr_flag = block_society_progress #So progress can resume for members...
		clr_flag = used_legendary_gathering #So progress can resume for members...
	}
}

clean_up_after_legendary_showdown_effect = {
	hidden_effect = {
		set_variable = {
	        which = legendary_event_progress
	        value = 0
	    }
	    remove_character_modifier = out_traveling
		clr_character_flag = call_to_legend_active
		clr_character_flag = do_not_disturb
		clr_character_flag = start_bracket
		clr_character_flag = mid_bracket
		clr_character_flag = top_bracket
		clr_character_flag = call_it_a_day
		clr_character_flag = i_will_survive
		clr_character_flag = bloodline_quality_1
		clr_character_flag = bloodline_quality_2
		clr_character_flag = bloodline_quality_3
		clr_character_flag = player_was_involved
		
		#tombola events...
		clr_character_flag = HF_legend_artifact
		clr_character_flag = HF_legend_feast
		clr_character_flag = HF_legend_skull
		clr_character_flag = HF_legend_eagle
		clr_character_flag = HF_legend_upgrade_weapon
		clr_character_flag = HF_legend_artifact
		clr_character_flag = HF_legend_artifact

		#Duel outcomes...
		clr_character_flag = WL_desc_A
		clr_character_flag = WL_desc_B
		clr_character_flag = WL_desc_C
		clr_character_flag = WL_desc_D
		clr_character_flag = WL_desc_E
		clr_character_flag = WL_desc_F
		clr_character_flag = had_WL_desc_A
		clr_character_flag = had_WL_desc_B
		clr_character_flag = had_WL_desc_C
		clr_character_flag = had_WL_desc_D
		clr_character_flag = had_WL_desc_E
		clr_character_flag = had_WL_desc_F
		clr_character_flag = WL_desc_X
		clr_character_flag = WL_desc_Y
		clr_character_flag = WL_desc_Z
	}
}

add_1_point_to_legendary_progress_effect = {
	custom_tooltip = {
		text = good_progress_tt
		change_variable = { which = legendary_event_progress value = 1 }
	}
}
add_2_points_to_legendary_progress_effect = {
	custom_tooltip = {
		text = great_progress_tt
		change_variable = { which = legendary_event_progress value = 2 }
	}
}

#increase_legendary_progress_effect = {
evaluate_legendary_progress_effect = {
	if = { # You're just starting out...
		limit = {
			check_variable = { which = legendary_event_progress value = 0 }
			NOT = { check_variable = { which = legendary_event_progress value = 5 } }
		}
		set_character_flag = start_bracket
	}
	else_if = { # You're making some progress
		limit = {
			check_variable = { which = legendary_event_progress value = 5 }
			NOT = { check_variable = { which = legendary_event_progress value = 8 } }
		}
		clr_character_flag = start_bracket
		set_character_flag = mid_bracket
	}
	else_if = { # Get to dueling!
		limit = {
			check_variable = { which = legendary_event_progress value = 8 }
			NOT = { check_variable = { which = legendary_event_progress value = 18 } }
		}
		clr_character_flag = start_bracket
		clr_character_flag = mid_bracket
		set_character_flag = top_bracket
		
		if = {
			limit = { #Stream linin' for player runs...
				has_character_flag = player_was_involved
				check_variable = { which = legendary_event_progress value = 10 } #Nepotism values
			}
			clr_character_flag = start_bracket
			clr_character_flag = mid_bracket
			clr_character_flag = top_bracket
			set_character_flag = call_it_a_day
		}
	}
	else_if = { # Consider yourself victorious, you champ.
		limit = {
			check_variable = { which = legendary_event_progress value = 18 }
		}
		clr_character_flag = start_bracket
		clr_character_flag = mid_bracket
		clr_character_flag = top_bracket
		set_character_flag = call_it_a_day
	}

	#Fallback...
	else_if = { #If you have been lagging behind the rest of your team, bumps you into the top bracket...
		limit = {
			has_character_modifier = out_traveling
			OR = {
				has_character_flag = start_bracket
				has_character_flag = mid_bracket
			}
		}
		hidden_effect = { set_variable = { which = legendary_event_progress value = 8 } }
		clr_character_flag = start_bracket
		clr_character_flag = mid_bracket
		set_character_flag = top_bracket
	}
}

send_legendary_tombola_effect = {
	#For testing, use the following line (and comment out the other one):
	#character_event = { id = HF.12003 days = 1 random = 5 } #Tombola...
	character_event = { id = HF.12003 days = 10 random = 15 } #Tombola...
}

save_fellow_member_effect = {
	#Find someone to talk to...
    if = {
        limit = { event_target:original_hero = { is_available_hero_trigger = yes } }
        event_target:original_hero = { save_event_target_as = fellow_member }
    }
    else_if = {
        limit = { event_target:fellow_hero_1 = { is_available_hero_trigger = yes } }
        event_target:fellow_hero_1 = { save_event_target_as = fellow_member }
    }
    else_if = {
        limit = { event_target:fellow_hero_2 = { is_available_hero_trigger = yes } }
        event_target:fellow_hero_2 = { save_event_target_as = fellow_member }
    }
    else_if = {
        limit = { event_target:fellow_hero_3 = { is_available_hero_trigger = yes } }
        event_target:fellow_hero_3 = { save_event_target_as = fellow_member }
    }
    else = {
        random_society_member = {
            limit = {
                same_society_as = ROOT
                NOT = { character = ROOT }
                is_inaccessible_or_incapable_trigger = no
            }
            save_event_target_as = fellow_member
        }
    }
}

duel_someone_effect = {
	hidden_effect = {
		set_character_flag = add_duel_xp
		set_character_flag = is_legendary_duel
	    reset_duel_timers_effect = yes
	    
	    #Chooses a weapon for mainly loc purposes (but has a tiny effect on outcomes, too)...
	    set_dueling_weapon_effect = yes #You get a weapon!
	    event_target:combatant_2 = { set_dueling_weapon_effect = yes } #and YOU get a weapon!
	    
	    #Chooses a body part for injury (if it occurs), also for loc purposes (effect handles both characters)
	    set_potential_injury_flag_effect = yes

	    #Scripted effect requiring event-targets combatant_1 & combatant_2! RAW NUMBERS...
	    evaluate_duel_result_score_effect = yes

	    #Room for extra special calculations... (based on traits, and other special circumstances?)
	    evaluate_extra_duel_result_score_effect = yes

	    #Send the correct result event (from random_list)...
	    send_duel_result_event_effect = yes 
	}
}

resolve_legendary_duel_effect = {
	if = {
		limit = { has_character_flag = is_legendary_duel }
		
		if = { #You died!
			limit = { is_dying = yes }
			if = {
				limit = { check_variable = { which = legendary_event_progress value = 15 } }
				set_character_flag = call_it_a_day
			}
			character_event = { id = HF.12003 } #Send tombola instantly, in case of death...
		}

		else = { #You are still standing...!
			evaluate_legendary_progress_effect = yes #evalutate status of progress flags, as usual...
			send_legendary_tombola_effect = yes
		}
	}
}

died_before_achieveing_greatness_effect = {
	#send news of death to other heroes/society members
	current_heir = {
		character_event = { id = HF.12103 days = 1 } #send event of what happened...
	}
	any_society_member = {
        limit = {
            same_society_as = PREV
            NOT = { character = PREV }
        }
		character_event = { id = HF.12103 days = 1 } #our fellow adventurer died (and achieved nothing)...
	}
}

died_founding_a_bloodline_effect = { #for the main heir
	#send news of death to other heroes/society members?
	save_event_target_as = bloodline_founder
	found_a_legendary_bloodline_effect = yes
	
	if = {
        limit = { ai = no }
        #Adding flag to player and new player char, for safety...
        set_character_flag = achievement_zero_to_hero
        current_heir = { set_character_flag = achievement_zero_to_hero }

        if = {
        	limit = { current_heir = { NOT = { dynasty = PREV } } } # in case of game over...
        	set_global_flag = achievement_zero_to_hero
        }
    }

	current_heir = {
		save_event_target_as = new_story_owner
		character_event = { id = HF.12301 days = 1 } #send event of what happened...
	}
	any_society_member = {
        limit = {
            same_society_as = ROOT
            NOT = { character = ROOT }
            current_heir = { NOT = { character = PREV } }
        }
        narrative_event = { id = HF.12302 days = 3 } #News event to fellow society members...
    }
}

stop_slow_AIs_effect = {
	hidden_effect = {
		if = {
			limit = {
				is_in_society = yes
			}
			if = {
				limit = {
					any_society_member = {
			            same_society_as = PREV
			            ai = yes
			            NOT = { character = PREV }
			            OR = {
				            has_character_flag = call_to_legend_active
				            has_character_flag = completed_call_to_legend
			            }
			            NOT = { check_variable = { which = legendary_event_progress value = 8 } }
			        }		
				}
				random_society_member = {
			        limit = {   
			            same_society_as = PREV
			            ai = yes
			            NOT = { character = PREV }
			            OR = {
				            has_character_flag = call_to_legend_active
				            has_character_flag = completed_call_to_legend
			            }
			            NOT = { check_variable = { which = legendary_event_progress value = 8 } }
			        }
			        clean_up_after_legendary_showdown_effect = yes
				}
				random_society_member = {
			        limit = {   
			            same_society_as = PREV
			            ai = yes
			            NOT = { character = PREV }
			            OR = {
				            has_character_flag = call_to_legend_active
				            has_character_flag = completed_call_to_legend
			            }
			            NOT = { check_variable = { which = legendary_event_progress value = 8 } }
			        }
			        clean_up_after_legendary_showdown_effect = yes
				}

				#if = {
				#	limit = { ai = no }
				#	character_event = { id = HF.12104 }
				#}
			}
			if = { # To make sure the progress bar properly resets.
				limit = {
					NOT = {
						any_society_member = {
				            same_society_as = PREV
				            ai = yes
				            NOT = { character = PREV }
				            has_character_flag = call_to_legend_active
				        }		
					}
				}
				stop_society_progress = yes
			}
		}
	}
}

found_a_bloodline_effect = { #for alive hero
	if = {
		limit = {
			has_killed_at_least_1_trigger = yes
			has_killed_at_least_3_trigger = no
		}
		set_character_flag = bloodline_quality_1
	}
	else_if = {
		limit = {
			has_killed_at_least_3_trigger = yes
			has_killed_at_least_5_trigger = no
		}
		set_character_flag = bloodline_quality_2
	}
	else_if = {
		limit = {
			has_killed_at_least_5_trigger = yes
		}
		set_character_flag = bloodline_quality_3
	}
	save_event_target_as = bloodline_founder
	narrative_event = { id = HF.12300 days = 3 }
	clr_XYZ_desc_flag_effect = yes
}

found_a_legendary_bloodline_effect = { #For any hero
	custom_tooltip = {
		text = found_bloodline_tt
		hidden_effect = {
			ROOT = {
				society = {
					save_event_target_as = society_affiliation
				}
			}
		}
		random_list = {
			10 = {
				trigger = {
					OR = {
						religion_openly_tengri_or_reformed_trigger = yes
						is_nomadic = yes
					}
					has_character_modifier = pet_hunting_eagle
					has_character_modifier = friend_of_eagles
					trait = falconer
				}
				if = {
					limit = { is_female = yes }
					create_bloodline = { type = legendary_eagle_hunter_female society = event_target:society_affiliation }
				}
				else = {
					create_bloodline = { type = legendary_eagle_hunter_male society = event_target:society_affiliation }	
				}
				new_bloodline = {
					set_description = bloodline_desc_legendary_eagle_hunter
					random_list = { 
						#Randomize names
						20 = { set_name = bloodline_legendary_eagle_hunter_A }
						20 = { set_name = bloodline_legendary_eagle_hunter_B }
						20 = { set_name = bloodline_legendary_eagle_hunter_C }
						20 = { set_name = bloodline_legendary_eagle_hunter_D }
					}
				}
			}
			10 = { # (Way of Life exclusive)
				trigger = { has_dlc = "Way of Life" }
				if = {
					limit = { is_female = yes }
					create_bloodline = { type = legendary_dog_hunter_female society = event_target:society_affiliation }
				}
				else = {
					create_bloodline = { type = legendary_dog_hunter_male society = event_target:society_affiliation }	
				}

				new_bloodline = {
					set_description = bloodline_desc_legendary_dog_hunter
					random_list = { 
						#Randomize names
						20 = { set_name = bloodline_legendary_dog_hunter_A }
						20 = { set_name = bloodline_legendary_dog_hunter_B }
						20 = { set_name = bloodline_legendary_dog_hunter_C }
						20 = { set_name = bloodline_legendary_dog_hunter_D }
					}
				}
			}
			5 = { #Available to all
				if = {
					limit = { is_female = yes }
					create_bloodline = { type = legendary_battle_survivor_female society = event_target:society_affiliation }
				}
				else = {
					create_bloodline = { type = legendary_battle_survivor_male society = event_target:society_affiliation }	
				}
				new_bloodline = {
					set_description = bloodline_desc_legendary_battle_survivor
					random_list = { 
						#Randomize names
						20 = { set_name = bloodline_legendary_battle_survivor_A }
						20 = { set_name = bloodline_legendary_battle_survivor_B }
						20 = { set_name = bloodline_legendary_battle_survivor_C }
						20 = { set_name = bloodline_legendary_battle_survivor_D }
					}
				}
			}
			5 = { #(Conclave exclusive)
				trigger = { has_dlc = "Conclave" }
				if = {
					limit = { is_female = yes }
					create_bloodline = { type = legendary_leader_female society = event_target:society_affiliation }
				}
				else = {
					create_bloodline = { type = legendary_leader_male society = event_target:society_affiliation }	
				}
				new_bloodline = {
					set_description = bloodline_desc_legendary_leader
					random_list = { 
						#Randomize names
						20 = { set_name = bloodline_legendary_leader_A }
						20 = { set_name = bloodline_legendary_leader_B }
						20 = { set_name = bloodline_legendary_leader_C }
						20 = { set_name = bloodline_legendary_leader_D }
					}
				}
			}
			5 = { #Available to all
				if = {
					limit = { is_female = yes }
					create_bloodline = { type = legendary_warrior_female society = event_target:society_affiliation }
				}
				else = {
					create_bloodline = { type = legendary_warrior_male society = event_target:society_affiliation }	
				}
				
				new_bloodline = {
					set_description = bloodline_desc_legendary_warrior
					random_list = { 
						#Randomize names
						20 = { set_name = bloodline_legendary_warrior_A }
						20 = { set_name = bloodline_legendary_warrior_B }
						20 = { set_name = bloodline_legendary_warrior_C }
						20 = { set_name = bloodline_legendary_warrior_D }
					}
				}
			}
			10 = { #(Monks & Mystics/Jade Dragon exclusive)
				trigger = {
					OR = {
						has_dlc = "Monks and Mystics"
						has_dlc = "Jade Dragon"
					}
				}
				if = {
					limit = { is_female = yes }
					create_bloodline = { type = legendary_soldier_female society = event_target:society_affiliation }
				}
				else = {
					create_bloodline = { type = legendary_soldier_male society = event_target:society_affiliation }	
				}
				new_bloodline = {
					set_description = bloodline_desc_legendary_soldier
					random_list = { 
						#Randomize names
						20 = { set_name = bloodline_legendary_soldier_A }
						20 = { set_name = bloodline_legendary_soldier_B }
						20 = { set_name = bloodline_legendary_soldier_C }
						20 = { set_name = bloodline_legendary_soldier_D }
					}
				}
			}
			5 = { #Available to all
				if = {
					limit = { is_female = yes }
					create_bloodline = { type = legendary_battle_bard_female society = event_target:society_affiliation }
				}
				else = {
					create_bloodline = { type = legendary_battle_bard_male society = event_target:society_affiliation }	
				}
				new_bloodline = {
					set_description = bloodline_desc_legendary_battle_bard
					random_list = { 
						#Randomize names
						20 = { set_name = bloodline_legendary_battle_bard_A }
						20 = { set_name = bloodline_legendary_battle_bard_B }
						20 = { set_name = bloodline_legendary_battle_bard_C }
						20 = { set_name = bloodline_legendary_battle_bard_D }
					}
				}
			}
			5 = { #Available to all
				if = {
					limit = { is_female = yes }
					create_bloodline = { type = legendary_commander_female society = event_target:society_affiliation }
				}
				else = {
					create_bloodline = { type = legendary_commander_male society = event_target:society_affiliation }	
				}
				new_bloodline = {
					set_description = bloodline_desc_legendary_commander
					random_list = { 
						#Randomize names
						20 = { set_name = bloodline_legendary_commander_A }
						20 = { set_name = bloodline_legendary_commander_B }
						20 = { set_name = bloodline_legendary_commander_C }
						20 = { set_name = bloodline_legendary_commander_D }
					}
				}
			}
			5 = { #Available to all
				if = {
					limit = { is_female = yes }
					create_bloodline = { type = legendary_captor_female society = event_target:society_affiliation }
				}
				else = {
					create_bloodline = { type = legendary_captor_male society = event_target:society_affiliation }	
				}
				new_bloodline = {
					set_description = bloodline_desc_legendary_captor
					random_list = { 
						#Randomize names
						20 = { set_name = bloodline_legendary_captor_A }
						20 = { set_name = bloodline_legendary_captor_B }
						20 = { set_name = bloodline_legendary_captor_C }
						20 = { set_name = bloodline_legendary_captor_D }
					}
				}
			}
			5 = { #Available to all
				if = {
					limit = { is_female = yes }
					create_bloodline = { type = legendary_raider_female society = event_target:society_affiliation }
				}
				else = {
					create_bloodline = { type = legendary_raider_male society = event_target:society_affiliation }	
				}
				new_bloodline = {
					set_description = bloodline_desc_legendary_raider
					random_list = { 
						#Randomize names
						20 = { set_name = bloodline_legendary_raider_A }
						20 = { set_name = bloodline_legendary_raider_B }
						20 = { set_name = bloodline_legendary_raider_C }
						20 = { set_name = bloodline_legendary_raider_D }
					}
				}
			}
		}
	}
}

randomize_ABCDEF_desc_flag_effect = {	
	clr_ABCDEF_desc_flag_effect = yes
	random_list = {
		10 = {
			trigger = { NOT = { has_character_flag = had_WL_desc_A } }
			set_character_flag = WL_desc_A
		}
		10 = {
			trigger = { NOT = { has_character_flag = had_WL_desc_B } }
			set_character_flag = WL_desc_B
		}
		10 = {
			trigger = { NOT = { has_character_flag = had_WL_desc_C } }
			set_character_flag = WL_desc_C
		}
		10 = {
			trigger = { NOT = { has_character_flag = had_WL_desc_D } }
			set_character_flag = WL_desc_D
		}
		10 = {
			trigger = { NOT = { has_character_flag = had_WL_desc_E } }
			set_character_flag = WL_desc_E
		}
		#10 = { set_character_flag = desc_F }
	}
}
clr_ABCDEF_desc_flag_effect = {
	if = {
		limit = { has_character_flag = WL_desc_A }
		clr_character_flag = WL_desc_A
		set_character_flag = had_WL_desc_A
	}
	if = {
		limit = { has_character_flag = WL_desc_B }
		clr_character_flag = WL_desc_B
		set_character_flag = had_WL_desc_B
	}
	if = {
		limit = { has_character_flag = WL_desc_C }
		clr_character_flag = WL_desc_C
		set_character_flag = had_WL_desc_C
	}
	if = {
		limit = { has_character_flag = WL_desc_D }
		clr_character_flag = WL_desc_D
		set_character_flag = had_WL_desc_D
	}
	if = {
		limit = { has_character_flag = WL_desc_E }
		clr_character_flag = WL_desc_E
		set_character_flag = had_WL_desc_E
	}
	if = {
		limit = {
			has_character_flag = had_WL_desc_A
			has_character_flag = had_WL_desc_B
			has_character_flag = had_WL_desc_C
			has_character_flag = had_WL_desc_D
			has_character_flag = had_WL_desc_E
		}
		
		clr_character_flag = WL_desc_A
		clr_character_flag = WL_desc_B
		clr_character_flag = WL_desc_C
		clr_character_flag = WL_desc_D
		clr_character_flag = WL_desc_E
		clr_character_flag = had_WL_desc_A
		clr_character_flag = had_WL_desc_B
		clr_character_flag = had_WL_desc_C
		clr_character_flag = had_WL_desc_D
		clr_character_flag = had_WL_desc_E

	}
}
randomize_XYZ_desc_flag_effect = { # Can run twice. Then it messes up.
	clr_XYZ_desc_flag_effect = yes
	random_list = {
		10 = {
			trigger = { NOT = { has_character_flag = WL_desc_X } }
			set_character_flag = WL_desc_X
			if = {
				limit = {
					has_character_flag = WL_desc_Y
				}
				clr_character_flag = WL_desc_Y
			}
			if = {
				limit = {
					has_character_flag = WL_desc_Z
				}
				clr_character_flag = WL_desc_Z
			}
		}
		10 = {
			trigger = { NOT = { has_character_flag = WL_desc_Y } }
			if = {
				limit = {
					has_character_flag = WL_desc_X
				}
				clr_character_flag = WL_desc_X
			}
			if = {
				limit = {
					has_character_flag = WL_desc_Z
				}
				clr_character_flag = WL_desc_Z
			}
			set_character_flag = WL_desc_Y
		}
		10 = {
			trigger = { NOT = { has_character_flag = WL_desc_Z } }
			if = {
				limit = {
					has_character_flag = WL_desc_X
				}
				clr_character_flag = WL_desc_X
			}
			if = {
				limit = {
					has_character_flag = WL_desc_Y
				}
				clr_character_flag = WL_desc_Y
			}
			set_character_flag = WL_desc_Z
		}
	}
}
clr_XYZ_desc_flag_effect = {
	clr_character_flag = WL_desc_X
	clr_character_flag = WL_desc_Y
	clr_character_flag = WL_desc_Z
	clr_character_flag = WL_desc_A
	clr_character_flag = WL_desc_B
	clr_character_flag = WL_desc_C
	clr_character_flag = WL_desc_D
	clr_character_flag = WL_desc_E
	clr_character_flag = had_WL_desc_A
	clr_character_flag = had_WL_desc_B
	clr_character_flag = had_WL_desc_C
	clr_character_flag = had_WL_desc_D
	clr_character_flag = had_WL_desc_E
}

add_legend_progress_trivial_effect = {
	if = {
		limit = {
			society = {
				NOT = { has_flag = block_society_progress }  #if legendary journey is not already on-going		
				society_has_active_progress = yes #A society-member has used the Legendary Gathering
			}
		}
		custom_tooltip = { text = society_legend_increases_tt }
		hidden_effect = {
			add_society_progress = 1
		}
	}
}

add_legend_progress_tiny_effect = {
	if = {
		limit = {
			society = {
				NOT = { has_flag = block_society_progress }  #if legendary journey is not already on-going		
				society_has_active_progress = yes #A society-member has used the Legendary Gathering
			}
		}
		custom_tooltip = { text = society_legend_increases_tt }
		hidden_effect = {
			add_society_progress = 2
		}
	}
} 

add_legend_progress_minor_effect = {
	if = {
		limit = {
			society = {
				NOT = { has_flag = block_society_progress }  #if legendary journey is not already on-going		
				society_has_active_progress = yes #A society-member has used the Legendary Gathering
			}
		}
		custom_tooltip = { text = society_legend_increases_tt }
		hidden_effect = {
			add_society_progress = 3
		}
	}
}

add_legend_progress_medium_effect = {
	if = {
		limit = { society_has_active_progress = no }
		start_society_progress = yes
	}
	add_society_progress = 4
}

add_legend_progress_major_effect = {
	if = {
		limit = { society_has_active_progress = no }
		start_society_progress = yes
	}
	add_society_progress = 5
}

add_legend_progress_massive_effect = {
	if = {
		limit = { society_has_active_progress = no }
		start_society_progress = yes
	}
	add_society_progress = 10
}

send_new_eagle_event_effect = {
	hidden_effect = {
		if = { #If you have a "Friend of Eagles" bloodline
			limit = { any_owned_bloodline = { has_bloodline_flag = bloodline_effect_pet_eagle } }
			#character_event = { id = HF.12400 days = 55 random = 55 } #Get a new bird!
			character_event = { id = HF.12400 days = 5 random = 5 } #Get a new bird! #TEST
		}
	}
}

send_new_dog_event_effect = {
	hidden_effect = {
		if = { #If you have a "Friend of Eagles" bloodline
			limit = { any_owned_bloodline = { has_bloodline_flag = bloodline_effect_pet_dog } }
			character_event = { id = HF.12401 days = 65 random = 55 } #Get a new dog!
		}
	}
}


spawn_old_duelist_effect = {
	if = { 
		limit = { 
			OR = { 				# MOD
				has_religion_feature = religion_matriarchal 
				AND = {
						has_game_rule = {
						name = flavor_events
						value = enatic
					}
					OR = {
						religion = norse_pagan
						religion = norse_pagan_reformed
					}
				}
			}
		}
		create_random_soldier = {
			random_traits = yes
			dynasty = actually_culture
			female = yes
			age = 60
			attributes = {
				diplomacy = 5
				learning = 1
				stewardship = 2
				intrigue = 9
				martial = 12
			}
		}
	}
	if = { 
		limit = { 
			NOR = { 				# MOD
				has_religion_feature = religion_matriarchal 
				AND = {
						has_game_rule = {
						name = flavor_events
						value = enatic
					}
					OR = {
						religion = norse_pagan
						religion = norse_pagan_reformed
					}
				}
			}
		}
		create_random_soldier = {
			random_traits = yes
			dynasty = actually_culture
			female = 10
			age = 60
			attributes = {
				diplomacy = 5
				learning = 1
				stewardship = 2
				intrigue = 9
				martial = 12
			}
		}
	}
	new_character = {
		remove_trait = weak
		remove_trait = slow
		remove_trait = imbecile
		remove_trait = dull
		remove_trait = dwarf
		remove_trait = giant
		remove_trait = hunchback
		remove_trait = clubfooted
		remove_trait = craven
		remove_trait = paranoid
		
		remove_trait = mystic
		remove_trait = socializer
		remove_trait = gamer
		remove_trait = hedonist
		remove_trait = duelist
		remove_trait = hunter
		remove_trait = strategist
		remove_trait = administrator
		remove_trait = architect
		remove_trait = gardener
		remove_trait = schemer
		remove_trait = impaler
		remove_trait = seducer
		remove_trait = seductress
		remove_trait = theologian
		remove_trait = scholar
		
		remove_trait = misguided_warrior
		remove_trait = tough_soldier
		remove_trait = skilled_tactician
		
		add_trait = brilliant_strategist
		
		random_list = {
			20 = {
				add_trait = robust
			}
			10 = {
				add_trait = strong
			}
			5 = {
				health = 2
			}
		}
		
		random_list = {
			10 = {
				add_trait = narrow_flank_leader
			}
			10 = {
				add_trait = defensive_leader
			}
			10 = {
				add_trait = experimenter
			}
			10 = {
				add_trait = flanker
			}
			10 = {
				add_trait = heavy_infantry_leader
			}
			10 = {
				add_trait = inspiring_leader
			}
			10 = {
				add_trait = organizer
			}
			10 = {
				add_trait = siege_leader
			}
			10 = {
				add_trait = trickster
			}
			10 = {
				add_trait = aggressive_leader
			}
		}
		
		random_list = { # Flavor Randomization
			20 = {
				modifier = {
					factor = 0
					NOT = {
						has_dlc = "Reapers"
					}
				}
				add_trait = giant
				add_trait = robust
				add_trait = strategist
				add_trait = one_eyed
				change_martial = 1
				give_nickname = nick_the_cyclops
			}
			20 = {
				add_trait = holy_warrior
				add_trait = scarred
				change_martial = 3
				give_nickname = nick_the_hammer
			}
			20 = {
				add_trait = brave
				add_trait = poet
				change_martial = 2
				give_nickname = nick_the_fearless
			}
			20 = {
				add_trait = robust
				remove_trait = temperate
				add_trait = wroth
				add_trait = falconer
				change_martial = 1
				give_nickname = nick_the_ill_tempered
			}
			20 = {
				add_trait = unyielding_leader
				remove_trait = wroth
				add_trait = patient
				change_martial = 2
				give_nickname = nick_the_defender
			}
			20 = {
				add_trait = aggressive_leader
				remove_trait = patient
				add_trait = wroth
				change_martial = 3
				give_nickname = nick_the_destroyer
			}
			20 = {
				add_trait = shrewd
				add_trait = brave
				change_martial = 2
				give_nickname = nick_the_brave
			}
			20 = {
				add_trait = robust
				add_trait = strategist
				change_martial = 1
				give_nickname = nick_the_strong
			}
			20 = {
				add_trait = genius
				add_trait = socializer
				add_trait = poet
				change_martial = 4
				give_nickname = nick_the_noble
			}
			20 = {
				add_trait = blinded
				add_trait = strategist
				add_trait = genius
				change_martial = 4
				give_nickname = nick_the_blind
			}
			20 = {
				remove_trait = humble
				add_trait = proud
				add_trait = duelist
				change_martial = 2
				give_nickname = nick_the_proud
			}
			20 = {
				add_trait = hunter
				add_trait = shrewd
				change_martial = 3
				give_nickname = nick_the_hunter
			}
			20 = {
				modifier = {
					factor = 0
					NOT = {
						has_dlc = "Reapers"
					}
				}
				add_trait = disfigured
				add_trait = scarred
				add_trait = genius
				change_martial = 2
				change_intrigue = 12
				give_nickname = nick_of_a_thousand_faces
			}
			20 = {
				add_trait = genius
				add_trait = clubfooted
				change_martial = 1
				give_nickname = nick_the_bear
			}
			20 = {
				add_trait = trusting
				add_trait = quick
				change_martial = 4
				give_nickname = nick_the_loyal
			}
			20 = {
				add_trait = ugly
				add_trait = strong
				add_trait = duelist
				change_martial = 1
				give_nickname = nick_the_boar
			}
			20 = {
				add_trait = fair
				add_trait = strategist
				change_martial = 4
				give_nickname = nick_the_lion
			}
			20 = {
				add_trait = brave
				add_trait = duelist
				change_martial = 3
				give_nickname = nick_the_bold
			}
			20 = {
				add_trait = shrewd
				add_trait = hedonist
				change_martial = 4
				give_nickname = nick_the_quarreller
			}
			20 = {
				add_trait = shrewd
				add_trait = cavalry_leader
				change_martial = 2
				give_nickname = nick_the_wolf
			}
		}
		hidden_tooltip = {
			if = {
				limit = {
					has_dharmic_religion_trigger = yes
				}
				add_trait = kshatriya
				character_event = { id = RoI.30121 }
			}
			if = {
				limit = {
					has_religion_feature = religion_no_leader
					religion_group = pagan_group
				}
				random_list = {  
					5 = {
						add_trait = pagan_branch_1
					}
					25 = {
						add_trait = pagan_branch_2
					}
					25 = {
						add_trait = pagan_branch_3
					}
					25 = {
						add_trait = pagan_branch_4
					}
				}
			}
		}
		add_one_duel_experience_modifier = yes
		add_one_duel_experience_modifier = yes
		add_one_duel_experience_modifier = yes
		add_one_duel_experience_modifier = yes
		add_one_duel_experience_modifier = yes
		add_one_duel_experience_modifier = yes
		add_one_duel_experience_modifier = yes
		set_character_flag = invited_soldier
		save_event_target_as = invited_character
	}
}
spawn_giant_duelist_effect = {
	if = { 
		limit = { 
			OR = { 				# MOD
				has_religion_feature = religion_matriarchal 
				AND = {
						has_game_rule = {
						name = flavor_events
						value = enatic
					}
					OR = {
						religion = norse_pagan
						religion = norse_pagan_reformed
					}
				}
			}
		}
		create_random_soldier = {
			random_traits = yes
			dynasty = actually_culture
			female = yes
			attributes = {
				diplomacy = 4
				learning = 1
				stewardship = 1
				intrigue = 1
				martial = 20
			}
		}
	}
	if = { 
		limit = {
			NOR = { 				# MOD
				has_religion_feature = religion_matriarchal 
				AND = {
						has_game_rule = {
						name = flavor_events
						value = enatic
					}
					OR = {
						religion = norse_pagan
						religion = norse_pagan_reformed
					}
				}
			}
		}
		create_random_soldier = {
			random_traits = yes
			dynasty = actually_culture
			female = 10
			attributes = {
				diplomacy = 4
				learning = 1
				stewardship = 1
				intrigue = 1
				martial = 20
			}
		}
	}
	new_character = {
		remove_trait = weak
		remove_trait = slow
		remove_trait = imbecile
		remove_trait = dull
		remove_trait = dwarf
		remove_trait = giant
		remove_trait = hunchback
		remove_trait = clubfooted
		remove_trait = craven
		remove_trait = paranoid
		
		remove_trait = mystic
		remove_trait = socializer
		remove_trait = gamer
		remove_trait = hedonist
		remove_trait = duelist
		remove_trait = hunter
		remove_trait = strategist
		remove_trait = administrator
		remove_trait = architect
		remove_trait = gardener
		remove_trait = schemer
		remove_trait = impaler
		remove_trait = seducer
		remove_trait = seductress
		remove_trait = theologian
		remove_trait = scholar
		
		remove_trait = misguided_warrior
		remove_trait = tough_soldier
		remove_trait = skilled_tactician
		
		add_trait = brilliant_strategist

		add_trait = giant
		health = 1
		
		random_list = {
			20 = {
				add_trait = robust
			}
			10 = {
				add_trait = strong
			}
		}
		
		random_list = {
			10 = {
				add_trait = narrow_flank_leader
			}
			10 = {
				add_trait = defensive_leader
			}
			10 = {
				add_trait = experimenter
			}
			10 = {
				add_trait = heavy_infantry_leader
			}
			10 = {
				add_trait = aggressive_leader
			}
		}

		random_list = { # Flavor Randomization
			20 = {
				add_trait = robust
				add_trait = hunter
				change_martial = 2
				give_nickname = nick_the_giant
			}
			20 = {
				modifier = {
					factor = 0
					NOT = {
						has_dlc = "Reapers"
					}
				}
				add_trait = robust
				add_trait = strategist
				add_trait = one_eyed
				change_martial = 1
				give_nickname = nick_the_giant
			}
			20 = {
				add_trait = giant
				add_trait = brave
				add_trait = poet
				change_martial = 2
				give_nickname = nick_the_giant
			}
			20 = {
				add_trait = robust
				remove_trait = temperate
				add_trait = wroth
				add_trait = falconer
				change_martial = 1
				give_nickname = nick_the_ill_tempered
			}
			20 = {
				remove_trait = wroth
				add_trait = patient
				change_martial = 2
				give_nickname = nick_the_monster
			}
			20 = {
				add_trait = aggressive_leader
				remove_trait = patient
				add_trait = wroth
				change_martial = 3
				give_nickname = nick_the_destroyer
			}
			20 = {
				add_trait = robust
				add_trait = shrewd
				change_martial = 1
				give_nickname = nick_the_tower
			}
			20 = {
				add_trait = genius
				add_trait = socializer
				add_trait = poet
				change_martial = 4
				give_nickname = nick_the_giant
			}
			20 = {
				add_trait = hunter
				add_trait = shrewd
				change_martial = 3
				give_nickname = nick_the_giant
			}
			20 = {
				modifier = {
					factor = 0
					NOT = {
						has_dlc = "Reapers"
					}
				}
				add_trait = disfigured
				add_trait = scarred
				add_trait = genius
				add_trait = duelist
				change_martial = 2
				change_intrigue = 12
				give_nickname = nick_the_giant
			}
			20 = {
				add_trait = slow
				add_trait = duelist
				add_trait = clubfooted
				change_martial = 1
				give_nickname = nick_the_giant
			}
			20 = {
				add_trait = ugly
				add_trait = strong
				add_trait = duelist
				change_martial = 1
				give_nickname = nick_the_giant
			}
			20 = {
				add_trait = fair
				add_trait = strategist
				change_martial = 4
				give_nickname = nick_tnick_the_gianthe_lion
			}
			20 = {
				add_trait = brave
				add_trait = duelist
				change_martial = 3
				give_nickname = nick_the_giant
			}
			20 = {
				add_trait = shrewd
				add_trait = hedonist
				change_martial = 4
				give_nickname = nick_the_giant
			}
		}
		hidden_tooltip = {
			if = {
				limit = {
					has_dharmic_religion_trigger = yes
				}
				add_trait = kshatriya
				character_event = { id = RoI.30121 }
			}
			if = {
				limit = {
					has_religion_feature = religion_no_leader
					religion_group = pagan_group
				}
				random_list = {  
					5 = {
						add_trait = pagan_branch_1
					}
					25 = {
						add_trait = pagan_branch_2
					}
					25 = {
						add_trait = pagan_branch_3
					}
					25 = {
						add_trait = pagan_branch_4
					}
				}
			}
		}
		set_character_flag = invited_soldier
		save_event_target_as = invited_character
	}
}

spawn_creature_champion_effect = {
	if = { 
		limit = {
			OR = { 				# MOD
				has_religion_feature = religion_matriarchal 
				AND = {
						has_game_rule = {
						name = flavor_events
						value = enatic
					}
					OR = {
						religion = norse_pagan
						religion = norse_pagan_reformed
					}
				}
			}
		}
		create_random_soldier = {
			random_traits = yes
			culture = bear
			dynasty = actually_culture
			female = yes
			attributes = {
				diplomacy = 4
				learning = 4
				stewardship = 4
				intrigue = 4
				martial = 12
			}
		}
	}
	if = { 
		limit = {
			NOR = { 				# MOD
				has_religion_feature = religion_matriarchal 
				AND = {
						has_game_rule = {
						name = flavor_events
						value = enatic
					}
					OR = {
						religion = norse_pagan
						religion = norse_pagan_reformed
					}
				}
			}
		}
		create_random_soldier = {
			random_traits = yes
			culture = bear
			dynasty = actually_culture
			female = 20
			attributes = {
				diplomacy = 4
				learning = 4
				stewardship = 4
				intrigue = 4
				martial = 12
			}
		}
	}
	new_character = {
		set_graphical_culture = event_target:target_ruler
		remove_trait = weak
		remove_trait = slow
		remove_trait = imbecile
		remove_trait = dull
		remove_trait = dwarf
		remove_trait = giant
		remove_trait = hunchback
		remove_trait = clubfooted
		remove_trait = craven
		remove_trait = paranoid
		
		remove_trait = mystic
		remove_trait = socializer
		remove_trait = gamer
		remove_trait = hedonist
		remove_trait = duelist
		remove_trait = hunter
		remove_trait = strategist
		remove_trait = administrator
		remove_trait = architect
		remove_trait = gardener
		remove_trait = schemer
		remove_trait = impaler
		remove_trait = seducer
		remove_trait = seductress
		remove_trait = theologian
		remove_trait = scholar
		
		remove_trait = misguided_warrior
		remove_trait = tough_soldier
		remove_trait = skilled_tactician
		
		add_trait = brilliant_strategist
		
		add_trait = robust
		add_trait = strong

		random_list = { # Give the Bear a pet, for fun
			10 = {
				add_character_modifier = {
					name = pet_hunting_dog
					duration = -1
				}
				hidden_tooltip = { 
					character_event = { id = WoL.5290 days = 2555 random = 1000 } # Dog dies
				}
			}
			10 = {
				add_character_modifier = {  
					name = pet_hunting_eagle
					duration = -1
				}
				hidden_effect = { 
					character_event = { id = HF.25631 days = 7300 random = 1500 } #Death.
				}
			}
			10 = {
				add_character_modifier = {
					name = pet_cat
					duration = -1
				}
				hidden_tooltip = { 
					character_event = { id = 77802 days = 2555 random = 1000 }  # Cat dies
				}
			}
		}

		random_list = {
			10 = {
				add_trait = narrow_flank_leader
			}
			10 = {
				add_trait = defensive_leader
			}
			10 = {
				add_trait = experimenter
			}
			10 = {
				add_trait = flanker
			}
			10 = {
				add_trait = heavy_infantry_leader
			}
			10 = {
				add_trait = inspiring_leader
			}
			10 = {
				add_trait = organizer
			}
			10 = {
				add_trait = siege_leader
			}
			10 = {
				add_trait = trickster
			}
			10 = {
				add_trait = aggressive_leader
			}
		}
		
		random_list = { # Flavor Randomization
			20 = {
				add_trait = giant
				add_trait = robust
				add_trait = hunter
				change_martial = 2
				give_nickname = nick_the_giant
			}
			20 = {
				modifier = {
					factor = 0
					NOT = {
						has_dlc = "Reapers"
					}
				}
				add_trait = giant
				add_trait = robust
				add_trait = strategist
				add_trait = one_eyed
				change_martial = 1
				give_nickname = nick_the_cyclops
			}
			20 = {
				add_trait = holy_warrior
				add_trait = scarred
				change_martial = 3
				give_nickname = nick_the_hammer
			}
			20 = {
				add_trait = charitable
				add_trait = poet
				change_martial = 2
				give_nickname = nick_the_generous
			}
			20 = {
				add_trait = robust
				remove_trait = temperate
				add_trait = wroth
				add_trait = falconer
				change_martial = 1
				give_nickname = nick_the_ill_tempered
			}
			20 = {
				add_trait = unyielding_leader
				remove_trait = wroth
				add_trait = patient
				change_martial = 2
				give_nickname = nick_the_defender
			}
			20 = {
				add_trait = aggressive_leader
				remove_trait = patient
				add_trait = wroth
				change_martial = 3
				give_nickname = nick_the_destroyer
			}
			20 = {
				add_trait = shrewd
				add_trait = brave
				change_martial = 2
				give_nickname = nick_the_brave
			}
			20 = {
				add_trait = robust
				add_trait = hunter
				add_trait = gregarious
				change_martial = 1
				give_nickname = nick_the_jolly
			}
			20 = {
				add_trait = genius
				add_trait = socializer
				add_trait = poet
				change_martial = 4
				give_nickname = nick_the_noble
			}
			20 = {
				add_trait = zealous
				add_trait = duelist
				add_trait = genius
				change_martial = 4
				give_nickname = nick_the_witch_hunter
			}
			20 = {
				remove_trait = humble
				add_trait = proud
				add_trait = duelist
				change_martial = 2
				give_nickname = nick_the_proud
			}
			20 = {
				add_trait = hunter
				add_trait = shrewd
				change_martial = 3
				give_nickname = nick_the_hunter
			}
			20 = {
				modifier = {
					factor = 0
					NOT = {
						has_dlc = "Reapers"
					}
				}
				add_trait = disfigured
				add_trait = scarred
				add_trait = genius
				change_martial = 2
				change_intrigue = 12
				give_nickname = nick_of_a_thousand_faces
			}
			20 = {
				add_trait = genius
				add_trait = clubfooted
				change_martial = 1
				give_nickname = nick_the_bear
			}
			20 = {
				add_trait = trusting
				add_trait = quick
				change_martial = 4
				give_nickname = nick_the_loyal
			}
			20 = {
				add_trait = ugly
				add_trait = strong
				add_trait = duelist
				change_martial = 1
				give_nickname = nick_the_boar
			}
			20 = {
				add_trait = fair
				add_trait = strategist
				change_martial = 4
				give_nickname = nick_the_lion
			}
			20 = {
				add_trait = brave
				add_trait = duelist
				change_martial = 3
				give_nickname = nick_the_dragon
			}
			20 = {
				add_trait = shrewd
				add_trait = hedonist
				change_martial = 4
				give_nickname = nick_the_quarreller
			}
			20 = {
				add_trait = shrewd
				add_trait = cavalry_leader
				change_martial = 2
				give_nickname = nick_the_wolf
			}
		}
		hidden_tooltip = {
			if = {
				limit = {
					has_dharmic_religion_trigger = yes
				}
				add_trait = kshatriya
				character_event = { id = RoI.30121 }
			}
			if = {
				limit = {
					has_religion_feature = religion_no_leader
					religion_group = pagan_group
				}
				random_list = {  
					5 = {
						add_trait = pagan_branch_1
					}
					25 = {
						add_trait = pagan_branch_2
					}
					25 = {
						add_trait = pagan_branch_3
					}
					25 = {
						add_trait = pagan_branch_4
					}
				}
			}
		}
		set_character_flag = invited_soldier
		save_event_target_as = invited_character
	}
}

#### For creating bloodlines in general ####
#### If your bloodline requires a specific religion, one which should *not change* if the founder changes religion, this needs to be set.
#### IMPORTANT: If religions are added: add new religion checks in new else-if limits and in the religion_same_as_bloodline_founder_trigger scripted trigger.
set_bloodline_founder_religion_flag_effect = {
	if = {
		limit = { religion_openly_norse_or_reformed_trigger = yes }
		new_bloodline = { set_bloodline_flag = requires_norse_pagan_religion }
	}
	else_if = {
		limit = { religion_openly_baltic_or_reformed_trigger = yes }
		new_bloodline = { set_bloodline_flag = requires_baltic_pagan_religion }
	}
	else_if = {
		limit = { religion_openly_finnish_or_reformed_trigger = yes }
		new_bloodline = { set_bloodline_flag = requires_finnish_pagan_religion }
	}
	else_if = {
		limit = { religion_openly_slavic_or_reformed_trigger = yes }
		new_bloodline = { set_bloodline_flag = requires_slavic_pagan_religion }
	}
	else_if = {
		limit = { religion_openly_tengri_or_reformed_trigger = yes }
		new_bloodline = { set_bloodline_flag = requires_tengri_pagan_religion }
	}
	else_if = {
		limit = { religion_openly_west_african_or_reformed_trigger = yes }
		new_bloodline = { set_bloodline_flag = requires_west_african_pagan_religion }
	}
	else_if = {
		limit = { religion_openly_zun_or_reformed_trigger = yes }
		new_bloodline = { set_bloodline_flag = requires_zun_pagan_religion }
	}
	else_if = {
		limit = { religion_openly_bon_or_reformed_trigger = yes }
		new_bloodline = { set_bloodline_flag = requires_bon_pagan_religion }
	}
	else_if = {
		limit = { religion_openly_hellenic_or_reformed_trigger = yes }
		new_bloodline = { set_bloodline_flag = requires_hellenic_pagan_religion }
	}
	else_if = {
		limit = { religion_openly_aztec_or_reformed_trigger = yes }
		new_bloodline = { set_bloodline_flag = requires_aztec_pagan_religion }
	}
	else_if = {
		limit = { religion = catholic }
		new_bloodline = { set_bloodline_flag = requires_catholic_religion }
	}
	else_if = {
		limit = { religion = cathar }
		new_bloodline = { set_bloodline_flag = requires_cathar_religion }
	}
	else_if = {
		limit = { religion = fraticelli }
		new_bloodline = { set_bloodline_flag = requires_fraticelli_religion }
	}
	else_if = {
		limit = { religion = waldensian }
		new_bloodline = { set_bloodline_flag = requires_waldensian_religion }
	}
	else_if = {
		limit = { religion = lollard }
		new_bloodline = { set_bloodline_flag = requires_lollard_religion }
	}
	else_if = {
		limit = { religion = orthodox }
		new_bloodline = { set_bloodline_flag = requires_orthodox_religion }
	}
	else_if = {
		limit = { religion = bogomilist }
		new_bloodline = { set_bloodline_flag = requires_bogomilist_religion }
	}
	else_if = {
		limit = { religion = monothelite }
		new_bloodline = { set_bloodline_flag = requires_monothelite_religion }
	}
	else_if = {
		limit = { religion = iconoclast }
		new_bloodline = { set_bloodline_flag = requires_iconoclast_religion }
	}
	else_if = {
		limit = { religion = paulician }
		new_bloodline = { set_bloodline_flag = requires_paulician_religion }
	}
	else_if = {
		limit = { religion = miaphysite }
		new_bloodline = { set_bloodline_flag = requires_miaphysite_religion }
	}
	else_if = {
		limit = { religion = monophysite }
		new_bloodline = { set_bloodline_flag = requires_monophysite_religion }
	}
	else_if = {
		limit = { religion = nestorian }
		new_bloodline = { set_bloodline_flag = requires_nestorian_religion }
	}
	else_if = {
		limit = { religion = messalian }
		new_bloodline = { set_bloodline_flag = requires_messalian_religion }
	}
	else_if = {
		limit = { religion = sunni }
		new_bloodline = { set_bloodline_flag = requires_sunni_religion }
	}
	else_if = {
		limit = { religion = zikri }
		new_bloodline = { set_bloodline_flag = requires_zikri_religion }
	}
	else_if = {
		limit = { religion = yazidi }
		new_bloodline = { set_bloodline_flag = requires_yazidi_religion }
	}
	else_if = {
		limit = { religion = shiite }
		new_bloodline = { set_bloodline_flag = requires_shiite_religion }
	}
	else_if = {
		limit = { religion = druze }
		new_bloodline = { set_bloodline_flag = requires_druze_religion }
	}
	else_if = {
		limit = { religion = hurufi }
		new_bloodline = { set_bloodline_flag = requires_hurufi_religion }
	}
	else_if = {
		limit = { religion = ibadi }
		new_bloodline = { set_bloodline_flag = requires_ibadi_religion }
	}
	else_if = {
		limit = { religion = kharijite }
		new_bloodline = { set_bloodline_flag = requires_kharijite_religion }
	}
	else_if = {
		limit = { religion = jewish }
		new_bloodline = { set_bloodline_flag = requires_jewish_religion }
	}
	else_if = {
		limit = { religion = samaritan }
		new_bloodline = { set_bloodline_flag = requires_samaritan_religion }
	}
	else_if = {
		limit = { religion = karaite }
		new_bloodline = { set_bloodline_flag = requires_karaite_religion }
	}
	else_if = {
		limit = { religion = zoroastrian }
		new_bloodline = { set_bloodline_flag = requires_zoroastrian_religion }
	}
	else_if = {
		limit = { religion = mazdaki }
		new_bloodline = { set_bloodline_flag = requires_mazdaki_religion }
	}
	else_if = {
		limit = { religion = manichean }
		new_bloodline = { set_bloodline_flag = requires_manichean_religion }
	}
	else_if = {
		limit = { religion = khurmazta }
		new_bloodline = { set_bloodline_flag = requires_khurmazta_religion }
	}
	else_if = {
		limit = { religion = taoist }
		new_bloodline = { set_bloodline_flag = requires_taoist_religion }
	}

	else_if = {
		limit = { religion = hindu }
		new_bloodline = { set_bloodline_flag = requires_hindu_religion }
	}
	else_if = {
		limit = { religion = buddhist }
		new_bloodline = { set_bloodline_flag = requires_buddhist_religion }
	}
	else_if = {
		limit = { religion = jain }
		new_bloodline = { set_bloodline_flag = requires_jain_religion }
	}
	else = {
		# Add new religions in new else-if limits.
	}
}




