GetDisability = { #Disability: to call on health effects type = character text = { trigger = { has_trait = dwarf } localization_key = trait_dwarf } text = { trigger = { has_trait = giant } localization_key = trait_giant } text = { trigger = { has_trait = hunchbacked } localization_key = trait_hunchbacked } text = { trigger = { has_trait = clubfooted } localization_key = trait_clubfooted } text = { trigger = { has_trait = scarred } localization_key = trait_scarred } text = { trigger = { has_trait = one_eyed } localization_key = trait_one_eyed } text = { trigger = { has_trait = maimed } localization_key = trait_maimed } text = { trigger = { has_trait = blind } localization_key = trait_blind } text = { trigger = { has_trait = disfigured } localization_key = trait_disfigured } text = { trigger = { has_trait = scaly } localization_key = trait_scaly } text = { trigger = { has_trait = albino } localization_key = trait_albino } text = { trigger = { has_trait = lisping } localization_key = trait_lisping } text = { trigger = { has_trait = stuttering } localization_key = trait_stuttering } text = { trigger = { has_trait = depressed } localization_key = trait_depressed } text = { trigger = { has_trait = spindly } localization_key = trait_spindly } text = { trigger = { has_trait = infirm } localization_key = trait_infirm } text = { trigger = { has_trait = weak } localization_key = trait_weak } text = { trigger = { has_trait = wheezing } localization_key = trait_wheezing } text = { trigger = { has_trait = impotent } localization_key = trait_impotent } text = { trigger = { has_trait = possessed } localization_key = trait_possessed } text = { trigger = { has_trait = bleeder } localization_key = trait_bleeder } text = { trigger = { has_trait = wounded } localization_key = trait_wounded } text = { trigger = { has_trait = dull } localization_key = trait_dull } text = { trigger = { always = yes } localization_key = disabled_fallback } }