﻿## Character creation effects

regula_create_champion_giant_effect = {
	#Create them
	create_character = {
		save_temporary_scope_as = created_character
		location = $WHO$.capital_province
		culture = $WHO$.culture
		faith = $WHO$.faith
		gender = female
		template = regula_champion_giant_character
	}
}

regula_create_commander_effect = {
	#Create them
	create_character = {
		save_temporary_scope_as = created_character
		location = $WHO$.capital_province
		culture = $WHO$.culture
		faith = $WHO$.faith
		gender = female
		template = regula_commander_character
	}
}

regula_create_orgy_guest_effect = {
	#Create them
	create_character = {
		save_temporary_scope_as = created_orgy_guest
		location = $WHO$.capital_province
		culture = $WHO$.culture
		faith = $WHO$.faith
		gender = female
		template = regula_orgy_invitee_character
	}
	hidden_effect = {
		#If the created character is a lesbian they will become bisexual nine times in ten.
		if = {
			limit = {
				$WHO$ = { is_attracted_to_gender_of = scope:created_orgy_guest }
				NOT = { scope:created_orgy_guest = { is_attracted_to_gender_of = $WHO$ } }
			}
			random = {
				chance = 90
				scope:created_orgy_guest = {
					set_sexuality = bisexual
				}
			}
		}
	}
}

# A helper function to create recruits via a template
# Uses the parameters TEMPLATE and SAVE_SCOPE
create_recruit_from_template = {
    hidden_effect = {
        create_character = {
            save_scope_as = $SAVE_SCOPE$
            gender = female
            location = root.location
            culture = root.location.culture
            faith = root.location.faith
            template = $TEMPLATE$
        }
    }
}

# A helper function to create recruits via a template
# This includes a location as well, in case you want to pick somewhere specific
# Uses the parameters TEMPLATE and SAVE_SCOPE plus LOCATION
create_recruit_from_template_with_location = {
    hidden_effect = {
        create_character = {
            save_scope_as = $SAVE_SCOPE$
            gender = female
            location = $LOCATION$
            culture = $LOCATION$.culture
            faith = $LOCATION$.faith
            template = $TEMPLATE$
        }
    }
}

# Each initiate is specialised
# 1. The Solider - Giant, Strong style traits, good martial and prowess
# 2. The Priestess - High Learning, Zealous
# 3. The Lady - decent stats all around, content, good vassal/wife
# 4. The Spy - High Intrigue, prowess
# 5. The Breeder - Good congenital traits, chance for pure blooded, not so great stat line
regula_create_initiate_effect = {
	switch = {
		trigger = $initiate_type$
			1 = {
				switch = {
					trigger = $initiate_rarity$
					1 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.capital_province
							culture = $WHO$.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_solider_common_character
						}
					}
					2 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.capital_province
							culture = $WHO$.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_solider_noble_character
							dynasty = generate
						}
					}
					3 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.capital_province
							culture = $WHO$.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_solider_royal_character
							dynasty = generate
						}
					}
				}
			}

			2 = {
				switch = {
					trigger = $initiate_rarity$
					1 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.capital_province
							culture = $WHO$.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_priestess_common_character
						}
					}
					2 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.capital_province
							culture = $WHO$.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_priestess_noble_character
							dynasty = generate
						}
					}
					3 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.capital_province
							culture = $WHO$.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_priestess_royal_character
							dynasty = generate
						}
					}
				}
			}

			3 = {
				switch = {
					trigger = $initiate_rarity$
					1 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.capital_province
							culture = $WHO$.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_lady_common_character
						}
					}
					2 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.capital_province
							culture = $WHO$.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_lady_noble_character
							dynasty = generate
						}
					}
					3 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.capital_province
							culture = $WHO$.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_lady_royal_character
							dynasty = generate
						}
					}
				}
			}

			4 = {
				switch = {
					trigger = $initiate_rarity$
					1 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.capital_province
							culture = $WHO$.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_spy_common_character
						}
					}
					2 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.capital_province
							culture = $WHO$.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_spy_noble_character
							dynasty = generate
						}
					}
					3 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.capital_province
							culture = $WHO$.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_spy_royal_character
							dynasty = generate
						}
					}
				}
			}

			5 = {
				switch = {
					trigger = $initiate_rarity$
					1 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.capital_province
							culture = $WHO$.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_breeder_common_character
						}
					}
					2 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.capital_province
							culture = $WHO$.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_breeder_noble_character
							dynasty = generate
						}
					}
					3 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.capital_province
							culture = $WHO$.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_breeder_royal_character
							dynasty = generate
						}
					}
				}
			}
		}

		# add Mulsa trait if we have the holy site

		if = {
			limit = {
				$WHO$ = {
					character_has_regula_holy_effect_mulsa_fascinare = yes
				}
			}
			hidden_effect = {
				scope:created_character = {
					add_trait = mulsa
				}
			}
		}
}

# Create an initiate but at the current location
regula_create_initiate_effect_current_location = {
	switch = {
		trigger = $initiate_type$
			1 = {
				switch = {
					trigger = $initiate_rarity$
					1 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.location
							culture = $WHO$.location.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_solider_common_character
						}
					}
					2 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.location
							culture = $WHO$.location.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_solider_noble_character
							dynasty = generate
						}
					}
					3 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.location
							culture = $WHO$.location.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_solider_royal_character
							dynasty = generate
						}
					}
				}
			}

			2 = {
				switch = {
					trigger = $initiate_rarity$
					1 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.location
							culture = $WHO$.location.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_priestess_common_character
						}
					}
					2 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.location
							culture = $WHO$.location.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_priestess_noble_character
							dynasty = generate
						}
					}
					3 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.location
							culture = $WHO$.location.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_priestess_royal_character
							dynasty = generate
						}
					}
				}
			}

			3 = {
				switch = {
					trigger = $initiate_rarity$
					1 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.location
							culture = $WHO$.location.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_lady_common_character
						}
					}
					2 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.location
							culture = $WHO$.location.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_lady_noble_character
							dynasty = generate
						}
					}
					3 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.location
							culture = $WHO$.location.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_lady_royal_character
							dynasty = generate
						}
					}
				}
			}

			4 = {
				switch = {
					trigger = $initiate_rarity$
					1 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.location
							culture = $WHO$.location.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_spy_common_character
						}
					}
					2 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.location
							culture = $WHO$.location.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_spy_noble_character
							dynasty = generate
						}
					}
					3 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.location
							culture = $WHO$.location.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_spy_royal_character
							dynasty = generate
						}
					}
				}
			}

			5 = {
				switch = {
					trigger = $initiate_rarity$
					1 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.location
							culture = $WHO$.location.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_breeder_common_character
						}
					}
					2 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.location
							culture = $WHO$.location.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_breeder_noble_character
							dynasty = generate
						}
					}
					3 = {
						create_character = {
							save_temporary_scope_as = created_character
							location = $WHO$.location
							culture = $WHO$.location.culture
							faith = $WHO$.faith
							gender = female
							template = regula_initiate_breeder_royal_character
							dynasty = generate
						}
					}
				}
			}
		}

		# add Mulsa trait if we have the holy site

		if = {
			limit = {
				$WHO$ = {
					character_has_regula_holy_effect_mulsa_fascinare = yes
				}
			}
			hidden_effect = {
				scope:created_character = {
					add_trait = mulsa
				}
			}
		}
}

# Create a random initiate
# initiate_rarity
regula_create_random_initiate_effect_current_location = {
	random_list = {
		1 = {
			save_scope_value_as = {
				name = cultist_type
				value = flag:solider
			}
			regula_create_initiate_effect_current_location = { WHO = root initiate_type = 1 initiate_rarity = $initiate_rarity$ } 
		}
		1 = {
			save_scope_value_as = {
				name = cultist_type
				value = flag:priestess
			}
			regula_create_initiate_effect_current_location = { WHO = root initiate_type = 2 initiate_rarity = $initiate_rarity$ } 
		}
		1 = {
			save_scope_value_as = {
				name = cultist_type
				value = flag:lady
			}
			regula_create_initiate_effect_current_location = { WHO = root initiate_type = 3 initiate_rarity = $initiate_rarity$ } 
		}
		1 = {
			save_scope_value_as = {
				name = cultist_type
				value = flag:spy
			}
			regula_create_initiate_effect_current_location = { WHO = root initiate_type = 4 initiate_rarity = $initiate_rarity$ } 
		}
		1 = {
			save_scope_value_as = {
				name = cultist_type
				value = flag:breeder
			}
			regula_create_initiate_effect_current_location = { WHO = root initiate_type = 5 initiate_rarity = $initiate_rarity$ } 
		}
	}
}

# Creates a new lowborn character from among a collection of curated character
# templates.
#
# Selection of options is weighted based on the given location.
#
# LOCATION = the location in which to create the character
# CULTURE = the culture of the character
# FAITH = the faith with which to create the character
# SAVE_AS = the output scope to save the character to
regula_create_random_lowborn_woman_effect = {
	random_list = {
		30 = {
			create_character = {
				save_scope_as = $SAVE_AS$
				template = regula_generated_generic_peasant_character

				gender = female
				dynasty = none

				location = $LOCATION$
				culture = $CULTURE$
				faith = $FAITH$
			}
		}
		20 = {
			create_character = {
				save_scope_as = $SAVE_AS$
				template = regula_generated_generic_farmgirl_character

				gender = female
				dynasty = none

				location = $LOCATION$
				culture = $CULTURE$
				faith = $FAITH$
			}
		}
		10 = {
			create_character = {
				save_scope_as = $SAVE_AS$
				template = regula_generated_tribal_feisty_character

				gender = female
				dynasty = none

				location = $LOCATION$
				culture = $CULTURE$
				faith = $FAITH$
			}
		}
		10 = {
			create_character = {
				save_scope_as = $SAVE_AS$
				template = regula_generated_tribal_submissive_character

				gender = female
				dynasty = none

				location = $LOCATION$
				culture = $CULTURE$
				faith = $FAITH$
			}
		}
		1 = {
			modifier = {
				factor = 30
				$LOCATION$ = {
					has_holding_type = church_holding
				}
			}

			create_character = {
				save_scope_as = $SAVE_AS$
				template = regula_generated_temple_priestess_character

				gender = female
				dynasty = none

				location = $LOCATION$
				culture = $CULTURE$
				faith = $FAITH$
			}
		}
		1 = {
			modifier = {
				factor = 30
				$LOCATION$ = {
					has_holding_type = church_holding
				}
			}

			create_character = {
				save_scope_as = $SAVE_AS$
				template = regula_generated_temple_gardener_character

				gender = female
				dynasty = none

				location = $LOCATION$
				culture = $CULTURE$
				faith = $FAITH$
			}
		}
		1 = {
			modifier = {
				factor = 30
				$LOCATION$ = {
					has_holding_type = city_holding
				}
			}

			create_character = {
				save_scope_as = $SAVE_AS$
				template = regula_generated_city_merchant_character

				gender = female
				dynasty = none

				location = $LOCATION$
				culture = $CULTURE$
				faith = $FAITH$
			}
		}
		1 = {
			modifier = {
				factor = 30
				$LOCATION$ = {
					has_holding_type = city_holding
				}
			}

			create_character = {
				save_scope_as = $SAVE_AS$
				template = regula_generated_city_diplomat_character

				gender = female
				dynasty = none

				location = $LOCATION$
				culture = $CULTURE$
				faith = $FAITH$
			}
		}
		1 = {
			modifier = {
				factor = 30
				$LOCATION$ = {
					has_holding_type = city_holding
				}
			}

			create_character = {
				save_scope_as = $SAVE_AS$
				template = regula_generated_city_spy_character

				gender = female
				dynasty = none

				location = $LOCATION$
				culture = $CULTURE$
				faith = $FAITH$
			}
		}
		1 = {
			modifier = {
				factor = 30
				$LOCATION$ = {
					has_holding_type = city_holding
				}
			}

			create_character = {
				save_scope_as = $SAVE_AS$
				template = regula_generated_city_guard_character

				gender = female
				dynasty = none

				location = $LOCATION$
				culture = $CULTURE$
				faith = $FAITH$
			}
		}
		1 = {
			modifier = {
				factor = 30
				$LOCATION$ = {
					has_holding_type = city_holding
				}
			}

			create_character = {
				save_scope_as = $SAVE_AS$
				template = regula_generated_city_teacher_character

				gender = female
				dynasty = none

				location = $LOCATION$
				culture = $CULTURE$
				faith = $FAITH$
			}
		}
	}
}

############################################################################
# Character Editing
# Effects that we can run to edit characters, normally generated ones

# Common effect to be included in many character after_creation blocks to
# randomize the character's assets and appearence a bit.
#
# scope = the character being modified
regula_common_character_after_effect = {
	# Randomize the character weight a bit.
	random_list = {
		200 = {
			# Character is of average weight, nothing happens
		}
		40 = {
			change_current_weight = -25
		}
		10 = {
			change_current_weight = -75
		}
		40 = {
			change_current_weight = 25
		}
		10 = {
			change_current_weight = 75
		}
	}

	# Initializes additional carn character settings based on game rules.
	# e.g. Carn DT & Carn futa
	trigger_event = { on_action = carn_character_initialization_pulse }
}

# Removes all personality traits from the currently scoped character
remove_all_personality_traits = {
	if = {
		limit = { has_trait = brave }
		remove_trait = brave
	}
	if = {
		limit = { has_trait = craven }
		remove_trait = craven
	}
	if = {
		limit = { has_trait = calm }
		remove_trait = calm
	}
	if = {
		limit = { has_trait = wrathful }
		remove_trait = wrathful
	}
	if = {
		limit = { has_trait = chaste }
		remove_trait = chaste
	}
	if = {
		limit = { has_trait = lustful }
		remove_trait = lustful
	}
	if = {
		limit = { has_trait = content }
		remove_trait = content
	}
	if = {
		limit = { has_trait = ambitious }
		remove_trait = ambitious
	}
	if = {
		limit = { has_trait = diligent }
		remove_trait = diligent
	}
	if = {
		limit = { has_trait = lazy }
		remove_trait = lazy
	}
	if = {
		limit = { has_trait = forgiving }
		remove_trait = forgiving
	}
	if = {
		limit = { has_trait = vengeful }
		remove_trait = vengeful
	}
	if = {
		limit = { has_trait = generous }
		remove_trait = generous
	}
	if = {
		limit = { has_trait = greedy }
		remove_trait = greedy
	}
	if = {
		limit = { has_trait = gregarious }
		remove_trait = gregarious
	}
	if = {
		limit = { has_trait = shy }
		remove_trait = shy
	}
	if = {
		limit = { has_trait = honest }
		remove_trait = honest
	}
	if = {
		limit = { has_trait = deceitful }
		remove_trait = deceitful
	}
	if = {
		limit = { has_trait = humble }
		remove_trait = humble
	}
	if = {
		limit = { has_trait = arrogant }
		remove_trait = arrogant
	}
	if = {
		limit = { has_trait = just }
		remove_trait = just
	}
	if = {
		limit = { has_trait = arbitrary }
		remove_trait = arbitrary
	}
	if = {
		limit = { has_trait = patient }
		remove_trait = patient
	}
	if = {
		limit = { has_trait = impatient }
		remove_trait = impatient
	}
	if = {
		limit = { has_trait = temperate }
		remove_trait = temperate
	}
	if = {
		limit = { has_trait = gluttonous }
		remove_trait = gluttonous
	}
	if = {
		limit = { has_trait = trusting }
		remove_trait = trusting
	}
	if = {
		limit = { has_trait = paranoid }
		remove_trait = paranoid
	}
	if = {
		limit = { has_trait = zealous }
		remove_trait = zealous
	}
	if = {
		limit = { has_trait = cynical }
		remove_trait = cynical
	}
	if = {
		limit = { has_trait = compassionate }
		remove_trait = compassionate
	}
	if = {
		limit = { has_trait = callous }
		remove_trait = callous
	}
	if = {
		limit = { has_trait = sadistic }
		remove_trait = sadistic
	}
	if = {
		limit = { has_trait = fickle }
		remove_trait = fickle
	}
	if = {
		limit = { has_trait = stubborn }
		remove_trait = stubborn
	}
	if = {
		limit = { has_trait = eccentric }
		remove_trait = eccentric
	}
}

# Remove all devoted traits from character
regula_remove_devoted_traits = {
	if = {
		limit = { has_trait = domina }
		remove_trait = domina
	}

	if = {
		limit = { has_trait = familia_paelex }
		remove_trait = familia_paelex
	}

	if = {
		limit = { has_trait = paelex }
		remove_trait = paelex
	}

	if = {
		limit = { has_trait = tropaeum }
		remove_trait = tropaeum
	}

	if = {
		limit = { has_trait = mulsa }
		remove_trait = mulsa
	}
}

# Using the currently scoped Character
# Add personality traits that are opposite to TARGET
# We also remove all personality traits from scoped character first
regula_add_opposite_personality_traits = {

	remove_all_personality_traits = yes

	# Brave/Craven
	if = {
		limit = { $TARGET$ = { has_trait = brave } }
		add_trait = craven
	}
	if = {
		limit = { $TARGET$ = { has_trait = craven } }
		add_trait = brave
	}

	# Calm/Wrathful
	if = {
		limit = { $TARGET$ = { has_trait = calm } }
		add_trait = wrathful
	}
	if = {
		limit = { $TARGET$ = { has_trait = wrathful } }
		add_trait = calm
	}

	# Chaste/Lustful
	if = {
		limit = { $TARGET$ = { has_trait = chaste } }
		add_trait = lustful
	}
	if = {
		limit = { $TARGET$ = { has_trait = lustful } }
		add_trait = chaste
	}

	# Content/Ambitious
	if = {
		limit = { $TARGET$ = { has_trait = content } }
		add_trait = ambitious
	}
	if = {
		limit = { $TARGET$ = { has_trait = ambitious } }
		add_trait = content
	}

	# Diligent/Lazy
	if = {
		limit = { $TARGET$ = { has_trait = diligent } }
		add_trait = lazy
	}
	if = {
		limit = { $TARGET$ = { has_trait = lazy } }
		add_trait = diligent
	}

	# Forgiving/Vengeful
	if = {
		limit = { $TARGET$ = { has_trait = forgiving } }
		add_trait = vengeful
	}
	if = {
		limit = { $TARGET$ = { has_trait = vengeful } }
		add_trait = forgiving
	}

	# Generous/Greedy
	if = {
		limit = { $TARGET$ = { has_trait = generous } }
		add_trait = greedy
	}
	if = {
		limit = { $TARGET$ = { has_trait = greedy } }
		add_trait = generous
	}

	# Gregarious/Shy
	if = {
		limit = { $TARGET$ = { has_trait = gregarious } }
		add_trait = shy
	}
	if = {
		limit = { $TARGET$ = { has_trait = shy } }
		add_trait = gregarious
	}

	# Honest/Deceitful
	if = {
		limit = { $TARGET$ = { has_trait = honest } }
		add_trait = deceitful
	}
	if = {
		limit = { $TARGET$ = { has_trait = deceitful } }
		add_trait = honest
	}

	# Humble/Arrogant
	if = {
		limit = { $TARGET$ = { has_trait = humble } }
		add_trait = arrogant
	}
	if = {
		limit = { $TARGET$ = { has_trait = arrogant } }
		add_trait = humble
	}

	# Just/Arbitrary
	if = {
		limit = { $TARGET$ = { has_trait = just } }
		add_trait = arbitrary
	}
	if = {
		limit = { $TARGET$ = { has_trait = arbitrary } }
		add_trait = just
	}

	# Patient/Impatient
	if = {
		limit = { $TARGET$ = { has_trait = patient } }
		add_trait = impatient
	}
	if = {
		limit = { $TARGET$ = { has_trait = impatient } }
		add_trait = patient
	}

	# Temperate/Gluttonous
	if = {
		limit = { $TARGET$ = { has_trait = temperate } }
		add_trait = gluttonous
	}
	if = {
		limit = { $TARGET$ = { has_trait = gluttonous } }
		add_trait = temperate
	}

	# Trusting/Paranoid
	if = {
		limit = { $TARGET$ = { has_trait = trusting } }
		add_trait = paranoid
	}
	if = {
		limit = { $TARGET$ = { has_trait = paranoid } }
		add_trait = trusting
	}

	# Zealous/Cynical
	if = {
		limit = { $TARGET$ = { has_trait = zealous } }
		add_trait = cynical
	}
	if = {
		limit = { $TARGET$ = { has_trait = cynical } }
		add_trait = zealous
	}

	# Compassionate/Callous/Sadistic
	if = {
		limit = { $TARGET$ = { has_trait = compassionate } }
		random_list = {
			1={ add_trait = callous }
			1={ add_trait = sadistic }
		}
	}
	if = {
		limit = { $TARGET$ = { has_trait = callous } }
		add_trait = compassionate
	}
	if = {
		limit = { $TARGET$ = { has_trait = sadistic } }
		add_trait = compassionate
	}

	# Fickle/Stubborn/Eccentric
	if = {
		limit = { $TARGET$ = { has_trait = fickle } }
		random_list = {
			1={ add_trait = stubborn }
			1={ add_trait = eccentric }
		}
	}
	if = {
		limit = { $TARGET$ = { has_trait = stubborn } }
		add_trait = fickle
	}
	if = {
		limit = { $TARGET$ = { has_trait = fickle } }
		add_trait = eccentric
	}
}