﻿clothes_situational = { # All clothes triggers are found in 00_clothing_triggers.txt

	usage = game
	selection_behavior = weighted_random
	priority = 5


	poverty_robes_western = {
		dna_modifiers = {
			accessory = {
				mode = add
				gene = clothes
				template = western_sickness
				range = { 0 1 } # For the randomness to work correctly
			}
		}
		weight = {
			base = 0
			# Boring clothes for characters with an active Vow of Poverty
			modifier = {
				add = 100
				portrait_poverty_robes_trigger = yes
			}
			modifier = {
				add = 1000
				has_court_position = cave_hermit_court_position
			}
			modifier = {
				add = -50
				portrait_byzantine_clothing_trigger = no
				portrait_northern_clothing_trigger = no
				portrait_western_clothing_trigger = no
			}
		}
	}

	poverty_robes_mena = {
		dna_modifiers = {
			accessory = {
				mode = add
				gene = clothes
				template = mena_sickness
				range = { 0 1 } # For the randomness to work correctly
			}
		}
		weight = {
			base = 0
			# Boring clothes for characters with an active Vow of Poverty
			modifier = {
				add = 100
				portrait_poverty_robes_trigger = yes
			}
			modifier = {
				add = 1000
				has_court_position = cave_hermit_court_position
			}
			modifier = {
				add = -50
				portrait_mena_clothing_trigger = no
				portrait_indian_clothing_trigger = no
				portrait_steppe_clothing_trigger = no
				portrait_african_clothing_trigger = no
			}
		}
	}

	western_prison = {
		dna_modifiers = {
			accessory = {
				mode = add
				gene = clothes
				template = western_prison
				range = { 0 1 } # For the randomness to work correctly
			}
		}   
		outfit_tags = { beggar_rags }
		weight = {
			base = 0
			modifier = {
				add = 500
				has_character_flag = peasant_outfit
				NOR = {
					portrait_mena_clothing_trigger = yes
					portrait_indian_clothing_trigger = yes
					portrait_steppe_clothing_trigger = yes
					portrait_african_clothing_trigger = yes
				}
			}
			modifier = {
				add = 500
				portrait_beggar_trigger = yes	  
				NOR = {
					portrait_mena_clothing_trigger = yes
					portrait_indian_clothing_trigger = yes
					portrait_steppe_clothing_trigger = yes
					portrait_african_clothing_trigger = yes
				}
			}
			modifier = {
				add = 120
				portrait_prisoner_trigger = yes
				OR = {
					portrait_byzantine_clothing_trigger = yes
					portrait_northern_clothing_trigger = yes
					portrait_western_clothing_trigger = yes
				}
			}
		}
	}

	western_stealth = {
		dna_modifiers = {
			accessory = {
				mode = add
				gene = clothes
				template = western_stealth
				range = { 0 1 } # For the randomness to work correctly
			}
		}   
		weight = {
			base = 0
			modifier = {
				add = 110
				portrait_stealth_trigger = yes
				OR = {
					portrait_byzantine_clothing_trigger = yes
					portrait_northern_clothing_trigger = yes
					portrait_western_clothing_trigger = yes
				}
			}
		}
	}

	mena_prison = {
		dna_modifiers = {
			accessory = {
				mode = add
				gene = clothes
				template = mena_prison
				range = { 0 1 } # For the randomness to work correctly
			}
		}   
		weight = {
			base = 0
			modifier = {
				add = 500
				has_character_flag = peasant_outfit
				OR = {
					portrait_mena_clothing_trigger = yes
					portrait_indian_clothing_trigger = yes
					portrait_steppe_clothing_trigger = yes
					portrait_african_clothing_trigger = yes
				}
			}
			modifier = {
				add = 500
				portrait_beggar_trigger = yes
				OR = {
					portrait_mena_clothing_trigger = yes
					portrait_indian_clothing_trigger = yes
					portrait_steppe_clothing_trigger = yes
					portrait_african_clothing_trigger = yes
				}
			}
			modifier = {
				add = 110
				portrait_prisoner_trigger = yes
				OR = {
					portrait_mena_clothing_trigger = yes
					portrait_indian_clothing_trigger = yes
					portrait_steppe_clothing_trigger = yes
					portrait_african_clothing_trigger = yes
				}
			}
		}
	}

	mena_stealth = {
		dna_modifiers = {
			accessory = {
				mode = add
				gene = clothes
				template = mena_stealth
				range = { 0 1 } # For the randomness to work correctly
			}
		}
		outfit_tags = { mena_stealth }
		weight = {
			base = 0
			modifier = {
				add = 110
				portrait_stealth_trigger = yes
				OR = {
					portrait_mena_clothing_trigger = yes
					portrait_indian_clothing_trigger = yes
					portrait_steppe_clothing_trigger = yes
					portrait_african_clothing_trigger = yes
				}
			}
		}
	}

	ccp4_sami_travel = {
		dna_modifiers = {
			accessory = {
				mode = add
				gene = clothes
				template = ccp4_sami_travel_clothes
				range = { 0 1 }
			}
		}
		weight = {
			base = 0
			modifier = {
				add = 110
				has_cp4_dlc_trigger = yes
				OR = {
					portrait_ccp4_sami_travel_coat_trigger = yes
				}
			}
			modifier = { # They travel all. the. time.
			   factor = 0 
			   government_has_flag = government_is_landless_adventurer
			   NOR = { # But explorer camp purpose has them all the time
					has_realm_law = camp_purpose_explorers
					liege ?= {  has_realm_law = camp_purpose_explorers }
			   }
			}
			# Nomads _do_ use these, because they're appropriate and cool
		}
	}

	ep1_jester = {
		dna_modifiers = {
			accessory = {
				mode = add
				gene = clothes
				template = ep1_jester_clothes
				range = { 0 1 } # For the randomness to work correctly
			}
		}   
		weight = {
			base = -100
			modifier = {
				add = 1000
				OR = {
					has_court_position = court_jester_court_position
					has_character_flag = jester_outfit
				}
			}
			modifier = {
				factor = 0
				OR = {
					is_adult = no
					should_be_naked_trigger = yes
				}
			}		   
		}
	}

	# Hajj / Ihram
	ep2_religious_muslim_hajj_clothes = {
		dna_modifiers = {
			accessory = {
				mode = add
				gene = clothes
				template = ep2_religious_muslim_hajj_clothes
				range = { 0 1 }
			}
		}
		outfit_tags = { hajj_clothes }
		weight = {
			base = 0
			modifier = {
				add = 150
				portrait_ep2_hajj_clothes_trigger = yes
			}
		}
	}

	ep2_religious_muslim_ihram_clothes = {
		dna_modifiers = {
			accessory = {
				mode = add
				gene = clothes
				template = ep2_religious_muslim_ihram_clothes
				range = { 0 1 }
			}
			accessory = {
				mode = add
				gene = headgear
				template = no_headgear
				value = 0
			}
			accessory = {
				mode = add
				gene = secondary_headgears
				template = no_headgear
				value = 0
			}
		}
		outfit_tags = { hajj_clothes }
		weight = {
			base = 0
			modifier = {
				add = 200
				portrait_ep2_ihram_clothes_trigger = yes
			}
		}
	}

	# Pope/Cardinal Larper event
	pope_larper = {
		dna_modifiers = {
			accessory = {
				mode = add
				gene = clothes
				template = religious_catholic_head_clothes
				range = { 0 1 }
			}
			accessory = {
				mode = add
				gene = headgear
				template = catholic_head
				range = { 0 1 }
			}
			accessory = {
				mode = add
				gene = secondary_headgears
				template = no_headgear
				value = 0
			}
		}
		weight = {
			base = 0
			modifier = {
				add = 200
				has_character_flag = pope_larper_flag
			}
		}
	}

	cardinal_larper = {
		dna_modifiers = {
			accessory = {
				mode = add
				gene = clothes
				template = religious_catholic_high_clothes
				range = { 0 1 }
			}
			accessory = {
				mode = add
				gene = headgear
				template = catholic_high
				range = { 0 1 }
			}
			accessory = {
				mode = add
				gene = secondary_headgears
				template = no_headgear
				value = 0
			}
		}
		weight = {
			base = 0
			modifier = {
				add = 200
				has_character_flag = cardinal_larper_flag
			}
		}
	}

	# Court Physician
	court_physician = {
		dna_modifiers = {
			accessory = {
				mode = add
				gene = clothes
				template = fp4_western_physician_01
				range = { 0 1 }
			}
			accessory = {
				mode = add
				gene = headgear
				template = western_common
				value = 0
			}
			accessory = {
				mode = add
				gene = secondary_headgears
				template = no_headgear
				value = 0
			}
		}
		weight = {
			base = 0
			modifier = {
				add = 1000
				has_court_position = court_physician_court_position
				has_ce1_dlc_trigger = yes
				portrait_western_clothing_trigger = yes
			}
			modifier = {
				add = 20
				has_ce1_dlc_trigger = yes
				portrait_western_clothing_trigger = yes
				government_has_flag = government_is_landless_adventurer
				OR = {
					has_realm_law = camp_purpose_scholars
					liege ?= {  has_realm_law = camp_purpose_scholars }
				}
			}
			modifier = {
				factor = 0
				OR = {
					is_adult = no
					should_be_naked_trigger = yes
				}
			} 
			modifier = {
				factor = 0
				portrait_wear_armor_trigger = yes
			}
		} 
	}

	# Court Musician
	court_musician = {
		dna_modifiers = {
			accessory = {
				mode = add
				gene = clothes
				template = fp4_western_era3_low_nobility_clothes
				accessory = m_clothes_sec_fp4_western_era3_nob_01_lo
			}
		}
		weight = {
			base = 0
			modifier = {
				add = 1000
				has_court_position = court_musician_court_position
				has_ce1_dlc_trigger = yes
				portrait_western_clothing_trigger = yes
				OR = {
					portrait_era3_trigger = yes  
					portrait_era4_trigger = yes  
				} 
			}
			modifier = {
				factor = 0
				OR = {
					is_adult = no
					should_be_naked_trigger = yes
				}
			} 
		} 
	}

	# Charioteer - Blue
	charioteer_blue = {
		dna_modifiers = {
			accessory = {
				mode = add
				gene = clothes
				template = ep3_byzantine_charioteer_clothes_blue
				range = { 0 1 }
			}
		}
		weight = {
			base = 0
			modifier = {
				add = 1000
				has_ep3_dlc_trigger = yes
				has_trait = charioteer_blue
				is_ruler = no
			}
			modifier = {
				factor = 0
				OR = {
					is_adult = no
					should_be_naked_trigger = yes
				}
			} 
		} 
	}

	# Charioteer - Green
	charioteer_green = {
		dna_modifiers = {
			accessory = {
				mode = add
				gene = clothes
				template = ep3_byzantine_charioteer_clothes_green
				range = { 0 1 }
			}
		}
		weight = {
			base = 0
			modifier = {
				add = 1000
				has_ep3_dlc_trigger = yes
				has_trait = charioteer_green
			}
			modifier = {
				factor = 0
				OR = {
					is_adult = no
					is_ruler = yes 
					should_be_naked_trigger = yes
				}
			} 
		} 
	}

	# Charioteer - White
	charioteer_white = {
		dna_modifiers = {
			accessory = {
				mode = add
				gene = clothes
				template = ep3_byzantine_charioteer_clothes_white
				range = { 0 1 }
			}
		}
		weight = {
			base = 0
			modifier = {
				add = 1000
				has_ep3_dlc_trigger = yes
				has_trait = charioteer_white
			}
			modifier = {
				factor = 0
				OR = {
					is_adult = no
					is_ruler = yes
					should_be_naked_trigger = yes
				}
			} 
		} 
	}

	# Charioteer - Red
	charioteer_red = {
		dna_modifiers = {
			accessory = {
				mode = add
				gene = clothes
				template = ep3_byzantine_charioteer_clothes_red
				range = { 0 1 }
			}
		}
		weight = {
			base = 0
			modifier = {
				add = 1000
				has_ep3_dlc_trigger = yes
				has_trait = charioteer_red
			}
			modifier = {
				factor = 0
				OR = {
					is_adult = no
					is_ruler = yes
					should_be_naked_trigger = yes
				}
			} 
		} 
	}

}
