### Cultural weapons ###

one_handed_axe = {

	portrait_modifier = { # Equipped
		trigger = {
			any_equipped_character_artifact = { artifact_type = axe }
		}
		animations_props = artifact_axe_equipped_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Norse
		trigger = {
			culture = { has_clothing_gfx = northern_clothing_gfx }
		}
		animations_props = artisan_axe_northern_pagan_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Steppe
		trigger = {
			culture = { has_clothing_gfx = mongol_clothing_gfx }
		}
		animations_props = artisan_axe_steppe_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # MENA
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = mena_clothing_gfx
					has_clothing_gfx = iberian_christian_clothing_gfx
					has_clothing_gfx = iberian_muslim_clothing_gfx
				}
			}
		}
		animations_props = artisan_axe_mena_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Mediterranean
		trigger = {
			culture = { has_clothing_gfx = byzantine_clothing_gfx }
		}
		animations_props = artisan_axe_mediterranean_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # African
		trigger = {
			culture = { has_clothing_gfx = african_clothing_gfx }
		}
		animations_props = artisan_axe_african_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Indian
		trigger = {
			OR = {
				culture = { has_clothing_gfx = indian_clothing_gfx }
				culture = { has_clothing_gfx = southeast_asian_clothing_gfx }
			}
		}
		animations_props = artisan_axe_indian_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Chinese
		trigger = {
			OR = {
				culture = { has_clothing_gfx = chinese_clothing_gfx }
				culture = { has_unit_gfx = japanese_unit_gfx }
			}
		}
		animations_props = tgp_chinese_axe_01
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Western / any
		animations_props = artisan_axe_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}
}

one_handed_mace = {

	portrait_modifier = { # Equipped
		trigger = {
			any_equipped_character_artifact = { artifact_type = mace }
		}
		animations_props = artifact_mace_equipped_prop
		animations = AI_vengeful_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Norse
		trigger = {
			culture = { has_clothing_gfx = northern_clothing_gfx }
		}
		animations_props = ep2_northern_mace_prop
		animations = AI_vengeful_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Steppe
		trigger = {
			culture = { has_clothing_gfx = mongol_clothing_gfx }
		}
		animations_props = artisan_mace_steppe_prop
		animations = AI_vengeful_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # MENA
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = mena_clothing_gfx
					has_clothing_gfx = iberian_christian_clothing_gfx
					has_clothing_gfx = iberian_muslim_clothing_gfx
				}
			}
		}
		animations_props = artisan_mace_mena_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Mediterranean
		trigger = {
			culture = { has_clothing_gfx = byzantine_clothing_gfx }
		}
		animations_props = artisan_mace_byzantine_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # African
		trigger = {
			culture = { has_clothing_gfx = african_clothing_gfx }
		}
		animations_props = artisan_mace_african_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Indian
		trigger = {
			OR = {
				culture = { has_clothing_gfx = indian_clothing_gfx }
				culture = { has_clothing_gfx = southeast_asian_clothing_gfx }
			}
		}
		animations_props = artisan_mace_indian_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Western / any
		animations_props = artisan_mace_western_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}
}

one_handed_mace_no_additives = {

	portrait_modifier = { # Equipped
		trigger = {
			any_equipped_character_artifact = { artifact_type = mace }
		}
		animations_props = artifact_mace_equipped_prop
		animations = AI_vengeful_decal
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Norse
		trigger = {
			culture = { has_clothing_gfx = northern_clothing_gfx }
		}
		animations_props = ep2_northern_mace_prop
		animations = AI_vengeful_decal
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Steppe
		trigger = {
			culture = { has_clothing_gfx = mongol_clothing_gfx }
		}
		animations_props = artisan_mace_steppe_prop
		animations = AI_vengeful_decal
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # MENA
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = mena_clothing_gfx
					has_clothing_gfx = iberian_christian_clothing_gfx
					has_clothing_gfx = iberian_muslim_clothing_gfx
				}
			}
		}
		animations_props = artisan_mace_mena_prop
		animations = council_marshal_decal
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Mediterranean
		trigger = {
			culture = { has_clothing_gfx = byzantine_clothing_gfx }
		}
		animations_props = artisan_mace_byzantine_prop
		animations = council_marshal_decal
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # African
		trigger = {
			culture = { has_clothing_gfx = african_clothing_gfx }
		}
		animations_props = artisan_mace_african_prop
		animations = council_marshal_decal
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Indian
		trigger = {
			OR = {
				culture = { has_clothing_gfx = indian_clothing_gfx }
				culture = { has_clothing_gfx = southeast_asian_clothing_gfx }
			}
		}
		animations_props = artisan_mace_indian_prop
		animations = council_marshal_decal
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Western / any
		animations_props = artisan_mace_western_prop
		animations = council_marshal_decal
		animations = female_prop_fix_additive
	}
}

one_handed_sword = {

	portrait_modifier = { # Equipped
		trigger = {
			any_equipped_character_artifact = { artifact_type = sword }
		}
		animations_props = artifact_sword_equipped_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Hunting
		trigger = {
			involved_activity ?= { has_activity_type = activity_hunt }
		}
		animations_props = ep2_hunting_sword_right_attachment
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = {   # CCP5
		trigger = {
			AND = {
				has_dlc_feature = high_medieval_warfare_attire
				OR = {
                    portrait_commoner_armor_trigger = {
                        CULTURE_INPUT = french
                    }
                    portrait_commoner_armor_trigger = {
                        CULTURE_INPUT = norman
                    }
                    portrait_commoner_armor_trigger = {
                        CULTURE_INPUT = breton
                    }
                }
				portrait_era3_trigger = yes
			}
		}
		animations_props = marshal_ccp5_french_prop
		animations = council_marshal_decal
		animations = cloak_additive
	}

	portrait_modifier = {   # POL
		trigger = {
			AND = {
				has_dlc_feature = west_slavic_attire
				culture = { has_clothing_gfx = west_slavic_clothing_gfx }
			}
		}
		animations_props = marshal_pol_prop
		animations = council_marshal_decal
		animations = cloak_additive
	}

	portrait_modifier = { # Berber
		trigger = {
			culture = { has_clothing_gfx = afr_berber_clothing_gfx }
		}
		animations_props = marshal_afr_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # Norse
		trigger = {
			culture = { has_clothing_gfx = northern_clothing_gfx }
		}
		animations_props = marshal_fp1_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Iberian Christian
		trigger = {
			culture = { has_clothing_gfx = iberian_christian_clothing_gfx }
		}
		animations_props = marshal_fp2_christian_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Iberian Muslim
		trigger = {
			culture = { has_clothing_gfx = iberian_muslim_clothing_gfx }
		}
		animations_props = marshal_fp2_muslim_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Steppe
		trigger = {
			culture = { has_clothing_gfx = mongol_clothing_gfx }
		}
		animations_props = artisan_sword_steppe_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Mediterranean
		trigger = {
			culture = { has_clothing_gfx = byzantine_clothing_gfx }
		}
		animations_props = artisan_sword_byzantine_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Indian
		trigger = {
			OR = {
				culture = { has_clothing_gfx = indian_clothing_gfx }
				culture = { has_clothing_gfx = southeast_asian_clothing_gfx }
			}
		}
		animations_props = artisan_sword_indian_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Chinese
		trigger = {
			culture = { has_clothing_gfx = chinese_clothing_gfx }
		}
		animations_props = tgp_chinese_sword_01
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Japanese
		trigger = {
			culture = { has_unit_gfx = japanese_unit_gfx }
		}
		animations_props = tgp_japanese_sword_01
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # African / MENA
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = african_clothing_gfx
					has_clothing_gfx = mena_clothing_gfx
				}
			}
		}
		animations_props = artisan_sword_mena_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Longsword
		trigger = {
			culture = {
				has_unit_gfx = western_unit_gfx
				has_cultural_era_or_later = culture_era_late_medieval
			}
			OR = {
				AND = {
					involved_activity ?= {
						has_activity_type = activity_tournament
						has_current_phase = tournament_phase_duel
					}
					is_in_guest_subset = { name = qualified }
				}
				is_landed = yes
				is_knight = yes
			}
			sword_unique_gfx_trigger = no
		}
		animations_props = ep2_western_long_sword_right_attachment
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Western
		animations_props = marshal_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}
}

one_handed_dagger = {

	portrait_modifier = { # Equipped
		trigger = {
			any_equipped_character_artifact = { artifact_type = dagger }
		}
		animations_props = artifact_dagger_equipped_prop
		animations = AI_vengeful_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Hunt
		trigger = {
			NOT = { any_equipped_character_artifact = { artifact_type = dagger } }
			involved_activity ?= { has_activity_type = activity_hunt }
			location = { geographical_region = world_europe }
		}
		animations_props = ep2_hunting_knife_right_attachment
		animations = AI_vengeful_decal
	}

	portrait_modifier = { # Berber
		trigger = {
			culture = { has_clothing_gfx = afr_berber_clothing_gfx }
		}
		animations_props = spymaster_afr_prop
		animations = AI_vengeful_decal
	}

	portrait_modifier = { # Norse
		trigger = {
			culture = { has_clothing_gfx = northern_clothing_gfx }
		}
		animations_props = spymaster_fp1_prop
		animations = AI_vengeful_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Iberian
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = iberian_christian_clothing_gfx
					has_clothing_gfx = iberian_muslim_clothing_gfx
				}
			}
		}
		animations_props = spymaster_fp2_prop
		animations = AI_vengeful_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # MENA
		trigger = {
			culture = { has_clothing_gfx = mena_clothing_gfx }
		}
		animations_props = spymaster_mena_prop
		animations = AI_vengeful_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Chinese
		trigger = {
			culture = { has_clothing_gfx = chinese_clothing_gfx }
		}
		animations_props = tgp_chinese_dagger_01
		animations = AI_vengeful_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Japanese
		trigger = {
			culture = { has_unit_gfx = japanese_unit_gfx }
		}
		animations_props = tgp_japanese_dagger_01
		animations = AI_vengeful_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Indian
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = african_clothing_gfx
					has_clothing_gfx = indian_clothing_gfx
					has_clothing_gfx = mongol_clothing_gfx
					has_clothing_gfx = southeast_asian_clothing_gfx
				}
			}
		}
		animations_props = spymaster_indian_prop
		animations = AI_vengeful_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Late Western (Rondel)
		trigger = {
			culture = { has_innovation = innovation_plate_armor }
			dagger_unique_gfx_trigger = no
		}
		animations_props = rondel_dagger_prop
		animations = AI_vengeful_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Western / any
		animations_props = spymaster_prop
		animations = AI_vengeful_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}
}

two_handed_spear = {

	portrait_modifier = { # Equipped
		trigger = {
			any_equipped_character_artifact = { artifact_type = spear }
		}
		animations_props = artifact_spear_equipped_prop
		animations = AI_vengeful_decal
	}

	portrait_modifier = { # Hunting
		trigger = {
			NOT = { any_equipped_character_artifact = { artifact_type = spear } }
			involved_activity ?= { has_activity_type = activity_hunt }
			spear_unique_gfx_trigger = no
		}
		animations_props = ep2_boar_spear_right_attachment
		animations = AI_vengeful_decal
	}

	portrait_modifier = { # Indian
		trigger = {
			OR = {
				culture = { has_clothing_gfx = indian_clothing_gfx }
				culture = { has_clothing_gfx = southeast_asian_clothing_gfx }
			}
		}
		animations_props = artisan_indian_spear_prop_right_hand
		animations = AI_vengeful_decal
	}

	portrait_modifier = { # MENA
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = mena_clothing_gfx
					has_clothing_gfx = mongol_clothing_gfx
					has_clothing_gfx = iberian_christian_clothing_gfx
					has_clothing_gfx = iberian_muslim_clothing_gfx
				}
			}
		}
		animations_props = artisan_mena_spear_prop_right_hand
		animations = AI_vengeful_decal
	}

	portrait_modifier = { # African
		trigger = {
			culture = {	has_clothing_gfx = african_clothing_gfx }
		}
		animations_props = artisan_african_spear_prop_right_hand
		animations = AI_vengeful_decal
	}

	portrait_modifier = { # Chinese
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = chinese_clothing_gfx
					has_unit_gfx = japanese_unit_gfx
				}
			}
		}
		animations_props = tgp_chinese_polearm_01_right
		animations = AI_vengeful_decal
	}

	portrait_modifier = { # Western / any
		animations_props = artisan_spear_prop_right_hand
		animations = AI_vengeful_decal
	}
}

two_handed_hammer = {

	portrait_modifier = { # Equipped
		trigger = {
			any_equipped_character_artifact = { artifact_type = hammer }
		}
		animations_props = artifact_hammer_equipped_prop
		animations = AI_vengeful_decal
	}

	portrait_modifier = { # MENA
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = mena_clothing_gfx
					has_clothing_gfx = mongol_clothing_gfx
					has_clothing_gfx = iberian_christian_clothing_gfx
					has_clothing_gfx = iberian_muslim_clothing_gfx
				}
			}
		}
		animations_props = artisan_hammer_mena_prop
		animations = AI_vengeful_decal
	}

	portrait_modifier = { # Western / any
		animations_props = artisan_hammer_prop
		animations = AI_vengeful_decal
	}
}

lefthanded_one_handed_sword = {

	portrait_modifier = { # Equipped
		trigger = {
			any_equipped_character_artifact = { artifact_type = sword }
		}
		animations_props = artifact_sword_equipped_prop_left
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = {   # CCP5
		trigger = {
			AND = {
				has_dlc_feature = high_medieval_warfare_attire
				OR = {
                    portrait_commoner_armor_trigger = {
                        CULTURE_INPUT = french
                    }
                    portrait_commoner_armor_trigger = {
                        CULTURE_INPUT = norman
                    }
                    portrait_commoner_armor_trigger = {
                        CULTURE_INPUT = breton
                    }
                }
				portrait_era3_trigger = yes
			}
		}
		animations_props = marshal_ccp5_french_prop_left
		animations = council_marshal_decal
		animations = cloak_additive
	}

	portrait_modifier = {   # POL
		trigger = {
			AND = {
				has_dlc_feature = west_slavic_attire
				culture = { has_clothing_gfx = west_slavic_clothing_gfx }
			}
		}
		animations_props = marshal_pol_prop_left
		animations = council_marshal_decal
		animations = cloak_additive
	}

	portrait_modifier = { # Berber
		trigger = {
			culture = { has_clothing_gfx = afr_berber_clothing_gfx }
		}
		animations_props = marshal_afr_prop_left
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # Norse
		trigger = {
			culture = { has_clothing_gfx = northern_clothing_gfx }
		}
		animations_props = marshal_fp1_prop_left
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Iberian Christian
		trigger = {
			culture = { has_clothing_gfx = iberian_christian_clothing_gfx }
		}
		animations_props = marshal_fp2_christian_prop_left
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Iberian Muslim
		trigger = {
			culture = { has_clothing_gfx = iberian_muslim_clothing_gfx }
		}
		animations_props = marshal_fp2_muslim_prop_left
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Steppe
		trigger = {
			culture = { has_clothing_gfx = mongol_clothing_gfx }
		}
		animations_props = artisan_sword_steppe_prop_left
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Mediterranean
		trigger = {
			culture = { has_clothing_gfx = byzantine_clothing_gfx }
		}
		animations_props = artisan_sword_byzantine_prop_left
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Indian
		trigger = {
			OR = {
				culture = { has_clothing_gfx = indian_clothing_gfx }
				culture = { has_clothing_gfx = southeast_asian_clothing_gfx }
			}
		}
		animations_props = artisan_sword_indian_prop_left
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Chinese
		trigger = {
			culture = { has_clothing_gfx = chinese_clothing_gfx }
		}
		animations_props = tgp_chinese_sword_01_left
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Japanese
		trigger = {
			culture = { has_unit_gfx = japanese_unit_gfx }
		}
		animations_props = tgp_japanese_sword_01_left
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # African / MENA
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = african_clothing_gfx
					has_clothing_gfx = mena_clothing_gfx
				}
			}
		}
		animations_props = artisan_sword_mena_prop_left
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Western
		animations_props = marshal_prop_left
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}
}

horse_sword_shield = {

	portrait_modifier = { # MENA shield with artifact sword
		trigger = {
			any_equipped_character_artifact = { artifact_type = sword }
			culture = {
				OR = {
					has_clothing_gfx = african_clothing_gfx
					has_clothing_gfx = mena_clothing_gfx
					has_clothing_gfx = iberian_muslim_clothing_gfx
					has_clothing_gfx = afr_berber_clothing_gfx
				}
			}
		}
		animations_props = ep2_horse_01_cgallop
		animations_props = artifact_sword_equipped_prop
		animations_props = ep1_mena_shield
		animations = council_marshal_decal
		animations = no_cloak
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # SEA shield with artifact sword
		trigger = {
			any_equipped_character_artifact = { artifact_type = sword }
			culture = {
				has_unit_gfx = southeast_asian_unit_gfx
			}
		}
		animations_props = ep2_horse_01_cgallop
		animations_props = artifact_sword_equipped_prop
		animations_props = tgp_sea_shield_01
		animations = council_marshal_decal
		animations = no_cloak
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Indian shield with artifact sword
		trigger = {
			any_equipped_character_artifact = { artifact_type = sword }
			culture = { has_clothing_gfx = indian_clothing_gfx }
		}
		animations_props = ep2_horse_01_cgallop
		animations_props = artifact_sword_equipped_prop
		animations_props = ep1_indian_shield
		animations = council_marshal_decal
		animations = no_cloak
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Chinese shield with artifact sword
		trigger = {
			any_equipped_character_artifact = { artifact_type = sword }
			has_clothing_gfx = chinese_clothing_gfx
		}
		animations_props = ep2_horse_01_cgallop
		animations_props = artifact_sword_equipped_prop
		animations_props = tgp_chinese_shield_01
		animations = council_marshal_decal
		animations = no_cloak
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Japanese shield with artifact sword
		trigger = {
			any_equipped_character_artifact = { artifact_type = sword }
			has_unit_gfx = japanese_unit_gfx
		}
		animations_props = ep2_horse_01_cgallop
		animations_props = artifact_sword_equipped_prop
		animations_props = tgp_japanese_shield_01
		animations = council_marshal_decal
		animations = no_cloak
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Mediterranean shield with artifact sword
		trigger = {
			any_equipped_character_artifact = { artifact_type = sword }
			culture = {
				has_clothing_gfx = byzantine_clothing_gfx
			}
		}
		animations_props = ep2_horse_01_cgallop
		animations_props = artifact_sword_equipped_prop
		animations_props = ep1_mediterranean_shield
		animations = council_marshal_decal
		animations = no_cloak
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Jousting shield with artifact sword
		trigger = {
			any_equipped_character_artifact = { artifact_type = sword }
			culture = {
				has_clothing_gfx = iberian_christian_clothing_gfx
			}
		}
		animations_props = ep2_horse_01_cgallop
		animations_props = artifact_sword_equipped_prop
		animations_props = ep2_western_jousting_shield
		animations = council_marshal_decal
		animations = no_cloak
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Equipped
		trigger = {
			any_equipped_character_artifact = { artifact_type = sword }
		}
		animations_props = ep2_horse_01_cgallop
		animations_props = artifact_sword_equipped_prop
		animations_props = ep1_western_shield
		animations = council_marshal_decal
		animations = no_cloak
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Hunting
		trigger = {
			NOT = { any_equipped_character_artifact = { artifact_type = sword } }
			involved_activity ?= { has_activity_type = activity_hunt }
			sword_unique_gfx_trigger = no
		}
		animations_props = ep2_horse_01_cgallop
		animations_props = ep2_hunting_sword_right_attachment
		animations_props = ep2_western_jousting_shield
		animations = council_marshal_decal
		animations = no_cloak
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = {   # POL
		trigger = {
			has_dlc_feature = west_slavic_attire
			culture = { has_clothing_gfx = west_slavic_clothing_gfx }
		}
		animations_props = ep2_horse_01_cgallop
		animations_props = marshal_pol_prop
		animations_props = ep1_western_shield
		animations = council_marshal_decal
		animations = no_cloak
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = {   # AFR
		trigger = {
			AND = {
				has_dlc_feature = north_african_attire
				OR = {
					culture = culture:butr
					culture = culture:baranis
					culture = culture:zaghawa
					culture = culture:maghrebi
				}
			}
		}
		animations_props = ep2_horse_01_cgallop
		animations_props = marshal_afr_prop
		animations_props = ep1_mena_shield
		animations = council_marshal_decal
		animations = no_cloak
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = {   # FP1
		trigger = {
			has_dlc_feature = the_northern_lords
			culture = culture:norse
		}
		animations_props = ep2_horse_01_cgallop
		animations_props = marshal_fp1_prop
		animations_props = ep1_western_shield
		animations = council_marshal_decal
		animations = no_cloak
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Berber
		trigger = {
			culture = { has_clothing_gfx = afr_berber_clothing_gfx }
		}
		animations_props = ep2_horse_01_cgallop
		animations_props = marshal_afr_prop
		animations_props = ep1_mena_shield
		animations = council_marshal_decal
		animations = no_cloak
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Northern
		trigger = {
			culture = { has_clothing_gfx = northern_clothing_gfx }
		}
		animations_props = ep2_horse_01_cgallop
		animations_props = marshal_fp1_prop
		animations_props = ep1_western_shield
		animations = council_marshal_decal
		animations = no_cloak
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Iberian Christian
		trigger = {
			culture = { has_clothing_gfx = iberian_christian_clothing_gfx }
		}
		animations_props = ep2_horse_01_cgallop
		animations_props = marshal_fp2_christian_prop
		animations_props = ep2_western_jousting_shield
		animations = council_marshal_decal
		animations = no_cloak
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Iberian Muslim
		trigger = {
			culture = { has_clothing_gfx = iberian_muslim_clothing_gfx }
		}
		animations_props = ep2_horse_01_cgallop
		animations_props = marshal_fp2_muslim_prop
		animations_props = ep1_mena_shield
		animations = council_marshal_decal
		animations = no_cloak
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Steppe
		trigger = {
			culture = { has_clothing_gfx = mongol_clothing_gfx }
		}
		animations_props = ep2_horse_01_cgallop
		animations_props = artisan_sword_steppe_prop
		animations_props = ep1_mena_shield
		animations = council_marshal_decal
		animations = no_cloak
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Mediterranean
		trigger = {
			culture = { has_clothing_gfx = byzantine_clothing_gfx }
		}
		animations_props = ep2_horse_01_cgallop
		animations_props = artisan_sword_byzantine_prop
		animations_props = ep1_mediterranean_shield
		animations = council_marshal_decal
		animations = no_cloak
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # SEA
		trigger = {
			culture = { has_unit_gfx = southeast_asian_unit_gfx }
		}
		animations_props = ep2_horse_01_cgallop
		animations_props = artisan_sword_indian_prop
		animations_props = tgp_sea_shield_01
		animations = council_marshal_decal
		animations = no_cloak
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Indian
		trigger = {
			culture = { has_clothing_gfx = indian_clothing_gfx }
		}
		animations_props = ep2_horse_01_cgallop
		animations_props = artisan_sword_indian_prop
		animations_props = ep1_indian_shield
		animations = council_marshal_decal
		animations = no_cloak
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Chinese
		trigger = {
			culture = { has_clothing_gfx = chinese_clothing_gfx }
		}
		animations_props = ep2_horse_01_cgallop
		animations_props = tgp_chinese_sword_01
		animations_props = tgp_chinese_shield_01
		animations = council_marshal_decal
		animations = no_cloak
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Japanese
		trigger = {
			culture = { has_unit_gfx = japanese_unit_gfx }
		}
		animations_props = ep2_horse_01_cgallop
		animations_props = tgp_japanese_sword_01
		animations_props = tgp_japanese_shield_01
		animations = council_marshal_decal
		animations = no_cloak
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # African / MENA
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = african_clothing_gfx
					has_clothing_gfx = mena_clothing_gfx
				}
			}
		}
		animations_props = ep2_horse_01_cgallop
		animations_props = artisan_sword_mena_prop
		animations_props = ep1_mena_shield
		animations = council_marshal_decal
		animations = no_cloak
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Western / any
		animations_props = ep2_horse_01_cgallop
		animations_props = marshal_prop
		animations_props = ep1_western_shield
		animations = council_marshal_decal
		animations = no_cloak
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}
}

long_swords = {

	portrait_modifier = { # Equipped
		trigger = {
			any_equipped_character_artifact = { artifact_type = sword }
		}
		animations_props = artifact_sword_equipped_prop
		animations = council_marshal_decal
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Tachi Japan
		trigger = {
			culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		animations_props = tgp_japanese_sword_01
		animations = council_marshal_decal
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Longsword
		animations_props = ep2_western_long_sword_right_attachment
		animations = council_marshal_decal
		animations = female_prop_fix_additive
	}
}

### Council ###

council_spymaster = {

	portrait_modifier = { # Equipped
		trigger = {
			any_equipped_character_artifact = { artifact_type = dagger }
		}
		animations_props = artifact_dagger_equipped_prop
		animations = AI_vengeful_decal
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Berber
		trigger = {
			culture = { has_clothing_gfx = afr_berber_clothing_gfx }
		}
		animations_props = spymaster_afr_prop
		animations = AI_vengeful_decal
	}

	portrait_modifier = { # Norse
		trigger = {
			culture = { has_clothing_gfx = northern_clothing_gfx }
		}
		animations_props = spymaster_fp1_prop
		animations = AI_vengeful_decal
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Iberian
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = iberian_christian_clothing_gfx
					has_clothing_gfx = iberian_muslim_clothing_gfx
				}
			}
		}
		animations_props = spymaster_fp2_prop
		animations = AI_vengeful_decal
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # MENA
		trigger = {
			culture = { has_clothing_gfx = mena_clothing_gfx }
		}
		animations_props = spymaster_mena_prop
		animations = AI_vengeful_decal
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Chinese
		trigger = {
			culture = { has_clothing_gfx = chinese_clothing_gfx }
		}
		animations_props = tgp_chinese_dagger_01
		animations = AI_vengeful_decal
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Japanese
		trigger = {
			culture = { has_unit_gfx = japanese_unit_gfx }
		}
		animations_props = tgp_japanese_dagger_01
		animations = AI_vengeful_decal
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Indian
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = african_clothing_gfx
					has_clothing_gfx = indian_clothing_gfx
					has_clothing_gfx = mongol_clothing_gfx
					has_clothing_gfx = southeast_asian_clothing_gfx
				}
			}
		}
		animations_props = spymaster_indian_prop
		animations = AI_vengeful_decal
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Western / any
		animations_props = spymaster_prop
		animations = AI_vengeful_decal
		animations = female_prop_fix_additive
	}
}

council_marshal = {

	portrait_modifier = { # Equipped
		trigger = {
			any_equipped_character_artifact = { artifact_type = sword }
		}
		animations_props = artifact_sword_equipped_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Hunting
		trigger = {
			involved_activity ?= { has_activity_type = activity_hunt }
		}
		animations_props = ep2_hunting_sword_right_attachment
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = {   # CCP5
		trigger = {
			AND = {
				has_dlc_feature = high_medieval_warfare_attire
				OR = {
                    portrait_commoner_armor_trigger = {
                        CULTURE_INPUT = french
                    }
                    portrait_commoner_armor_trigger = {
                        CULTURE_INPUT = norman
                    }
                    portrait_commoner_armor_trigger = {
                        CULTURE_INPUT = breton
                    }
                }
				portrait_era3_trigger = yes
			}
		}
		animations_props = marshal_ccp5_french_prop
		animations = council_marshal_decal
		animations = cloak_additive
	}

	portrait_modifier = {   # POL
		trigger = {
			AND = {
				has_dlc_feature = west_slavic_attire
				culture = { has_clothing_gfx = west_slavic_clothing_gfx }
			}
		}
		animations_props = marshal_pol_prop
		animations = council_marshal_decal
		animations = cloak_additive
	}

	portrait_modifier = { # Berber
		trigger = {
			culture = { has_clothing_gfx = afr_berber_clothing_gfx }
		}
		animations_props = marshal_afr_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # Norse
		trigger = {
			culture = { has_clothing_gfx = northern_clothing_gfx }
		}
		animations_props = marshal_fp1_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Iberian Christian
		trigger = {
			culture = { has_clothing_gfx = iberian_christian_clothing_gfx }
		}
		animations_props = marshal_fp2_christian_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Iberian Muslim
		trigger = {
			culture = { has_clothing_gfx = iberian_muslim_clothing_gfx }
		}
		animations_props = marshal_fp2_muslim_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Steppe
		trigger = {
			culture = { has_clothing_gfx = mongol_clothing_gfx }
		}
		animations_props = artisan_sword_steppe_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Mediterranean
		trigger = {
			culture = { has_clothing_gfx = byzantine_clothing_gfx }
		}
		animations_props = artisan_sword_byzantine_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Indian
		trigger = {
			OR = {
				culture = { has_clothing_gfx = indian_clothing_gfx }
				culture = { has_clothing_gfx = southeast_asian_clothing_gfx }
			}
		}
		animations_props = artisan_sword_indian_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Chinese
		trigger = {
			culture = { has_clothing_gfx = chinese_clothing_gfx }
		}
		animations_props = tgp_chinese_sword_01
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Japanese
		trigger = {
			culture = { has_unit_gfx = japanese_unit_gfx }
		}
		animations_props = tgp_japanese_sword_01
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # African / MENA
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = african_clothing_gfx
					has_clothing_gfx = mena_clothing_gfx
				}
			}
		}
		animations_props = artisan_sword_mena_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Longsword
		trigger = {
			culture = {
				has_unit_gfx = western_unit_gfx
				has_cultural_era_or_later = culture_era_late_medieval
			}
			OR = {
				AND = {
					involved_activity ?= {
						has_activity_type = activity_tournament
						has_current_phase = tournament_phase_duel
					}
					is_in_guest_subset = { name = qualified }
				}
				is_landed = yes
				is_knight = yes
			}
		}
		animations_props = ep2_western_long_sword_right_attachment
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Western
		animations_props = marshal_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}
}

council_steward = {

	portrait_modifier = {	# FP2
		trigger = {
			static_group_filter = {
				group = alternative_purse
				match = 0.5
			}
		}
		animations_props = steward_fp2_prop
		animations = council_steward_decal
	}

	portrait_modifier = {	# Equipped
		animations_props = steward_prop
		animations = council_steward_decal
	}
}

council_chancellor = {

	portrait_modifier = {	# FP1
		trigger = {
			has_dlc_feature = the_northern_lords
			culture = { has_unit_gfx = norse_unit_gfx }
		}
		animations_props = chancellor_fp1_prop
		animations = council_chancellor_decal
	}

	portrait_modifier = {	# FP2
		trigger = {
			culture = {
				NOR = {
					has_unit_gfx = western_unit_gfx
					has_unit_gfx = norse_unit_gfx
					has_unit_gfx = northern_unit_gfx
				}
			}
		}
		animations_props = chancellor_fp2_prop
		animations = council_chancellor_decal
	}

	portrait_modifier = {	# Equipped
		animations_props = chancellor_prop
		animations = council_chancellor_decal
	}
}

council_marshal_shield = {

	portrait_modifier = { # MENA shield with artifact sword
		trigger = {
			any_equipped_character_artifact = { artifact_type = sword }
			culture = {
				OR = {
					has_clothing_gfx = african_clothing_gfx
					has_clothing_gfx = mena_clothing_gfx
					has_clothing_gfx = iberian_muslim_clothing_gfx
					has_clothing_gfx = afr_berber_clothing_gfx
				}
			}
		}
		animations_props = artifact_sword_equipped_prop
		animations_props = ep1_mena_shield
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # Indian shield with artifact sword
		trigger = {
			any_equipped_character_artifact = { artifact_type = sword }
			culture = { has_clothing_gfx = indian_clothing_gfx }
		}
		animations_props = artifact_sword_equipped_prop
		animations_props = ep1_indian_shield
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # Mediterranean shield with artifact sword
		trigger = {
			any_equipped_character_artifact = { artifact_type = sword }
			culture = {
				has_clothing_gfx = byzantine_clothing_gfx
			}
		}
		animations_props = artifact_sword_equipped_prop
		animations_props = ep1_mediterranean_shield
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # Jousting shield with artifact sword
		trigger = {
			any_equipped_character_artifact = { artifact_type = sword }
			culture = {
				has_clothing_gfx = iberian_christian_clothing_gfx
			}
		}
		animations_props = artifact_sword_equipped_prop
		animations_props = ep2_western_jousting_shield
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # Chinese shield with artifact sword
		trigger = {
			any_equipped_character_artifact = { artifact_type = sword }
			culture = {
				has_clothing_gfx = chinese_clothing_gfx
			}
		}
		animations_props = artifact_sword_equipped_prop
		animations_props = tgp_chinese_shield_01
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # Japanese shield with artifact sword
		trigger = {
			any_equipped_character_artifact = { artifact_type = sword }
			culture = {
				has_clothing_gfx = chinese_clothing_gfx
			}
		}
		animations_props = artifact_sword_equipped_prop
		animations_props = tgp_japanese_shield_01
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # Equipped
		trigger = {
			any_equipped_character_artifact = { artifact_type = sword }
		}
		animations_props = artifact_sword_equipped_prop
		animations_props = ep1_western_shield
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # Hunting
		trigger = {
			involved_activity ?= { has_activity_type = activity_hunt }
		}
		animations_props = ep2_hunting_sword_right_attachment
		animations_props = ep2_western_jousting_shield
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # SEA
		trigger = {
			culture = { has_unit_gfx = southeast_asian_unit_gfx }
		}
		animations_props = artisan_sword_indian_prop
		animations_props = tgp_sea_shield_01
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = {   # CCP5
		trigger = {
			AND = {
				has_dlc_feature = high_medieval_warfare_attire
				OR = {
                    portrait_commoner_armor_trigger = {
                        CULTURE_INPUT = french
                    }
                    portrait_commoner_armor_trigger = {
                        CULTURE_INPUT = norman
                    }
                    portrait_commoner_armor_trigger = {
                        CULTURE_INPUT = breton
                    }
                }
				portrait_era3_trigger = yes
			}
		}
		animations_props = marshal_ccp5_french_prop
		animations = council_marshal_decal
		animations = cloak_additive
	}

	portrait_modifier = {   # POL
		trigger = {
			has_dlc_feature = west_slavic_attire
			culture = { has_clothing_gfx = west_slavic_clothing_gfx }
		}
		animations_props = marshal_pol_prop
		animations_props = ep1_western_shield
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = {   # AFR
		trigger = {
			AND = {
				has_dlc_feature = north_african_attire
				OR = {
					culture = culture:butr
					culture = culture:baranis
					culture = culture:zaghawa
					culture = culture:maghrebi
				}
			}
		}
		animations_props = marshal_afr_prop
		animations_props = ep1_mena_shield
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = {   # FP1
		trigger = {
			has_dlc_feature = the_northern_lords
			culture = culture:norse
		}
		animations_props = marshal_fp1_prop
		animations_props = ep1_western_shield
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = {	# FP2 Christian
		trigger = {
			has_dlc_feature = the_fate_of_iberia
			OR = {
				culture = { has_unit_gfx = iberian_christian_unit_gfx }
				AND = {
					any_character_struggle = {
						is_struggle_type = iberian_struggle
					}
					religion = religion:christianity_religion
				}
			}
		}
		animations_props = marshal_fp2_christian_prop
		animations_props = ep2_western_jousting_shield
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = {	# FP2 Muslim
		trigger = {
			has_dlc_feature = the_fate_of_iberia
			OR = {
				culture = { has_unit_gfx = iberian_muslim_unit_gfx }
				AND = {
					any_character_struggle = {
						is_struggle_type = iberian_struggle
					}
					religion = religion:islam_religion
				}
			}
		}
		animations_props = marshal_fp2_muslim_prop
		animations_props = ep1_mena_shield
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # POL
		trigger = {
			culture = { has_clothing_gfx = west_slavic_clothing_gfx }
		}
		animations_props = marshal_pol_prop
		animations_props = ep1_western_shield
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # Berber
		trigger = {
			culture = { has_clothing_gfx = afr_berber_clothing_gfx }
		}
		animations_props = marshal_afr_prop
		animations_props = ep1_mena_shield
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # Norse
		trigger = {
			culture = { has_clothing_gfx = northern_clothing_gfx }
		}
		animations_props = marshal_fp1_prop
		animations_props = ep1_western_shield
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # Iberian Christian
		trigger = {
			culture = { has_clothing_gfx = iberian_christian_clothing_gfx }
		}
		animations_props = marshal_fp2_christian_prop
		animations_props = ep2_western_jousting_shield
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # Iberian Muslim
		trigger = {
			culture = { has_clothing_gfx = iberian_muslim_clothing_gfx }
		}
		animations_props = marshal_fp2_muslim_prop
		animations_props = ep1_mena_shield
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # Steppe
		trigger = {
			culture = { has_clothing_gfx = mongol_clothing_gfx }
		}
		animations_props = artisan_sword_steppe_prop
		animations_props = ep1_mena_shield
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # Mediterranean
		trigger = {
			culture = { has_clothing_gfx = byzantine_clothing_gfx }
		}
		animations_props = artisan_sword_byzantine_prop
		animations_props = ep1_mediterranean_shield
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # Indian
		trigger = {
			culture = { has_clothing_gfx = indian_clothing_gfx }
		}
		animations_props = artisan_sword_indian_prop
		animations_props = ep1_indian_shield
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # Chinese
		trigger = {
			culture = { has_clothing_gfx = chinese_clothing_gfx }
		}
		animations_props = tgp_chinese_sword_01
		animations_props = tgp_chinese_shield_01
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # Japanese
		trigger = {
			culture = { has_unit_gfx = japanese_unit_gfx }
		}
		animations_props = tgp_japanese_sword_01
		animations_props = tgp_japanese_shield_01
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # African / MENA
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = african_clothing_gfx
					has_clothing_gfx = mena_clothing_gfx
				}
			}
		}
		animations_props = artisan_sword_mena_prop
		animations_props = ep1_mena_shield
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # Western
		animations_props = marshal_prop
		animations_props = ep1_western_shield
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}
}

### Throne room passive ###

throneRoom_one_handed_passive_1 = {

	portrait_modifier = { # Hunting
		trigger = {
			NOT = { any_equipped_character_artifact = { artifact_type = sword } }
			involved_activity ?= { has_activity_type = activity_hunt }
		}
		animations_props = ep2_hunting_sword_right_attachment
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Equipped
		trigger = {
			any_equipped_character_artifact = { artifact_type = sword }
		}
		animations_props = artifact_sword_equipped_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Norse
		trigger = {
			culture = { has_clothing_gfx = northern_clothing_gfx }
		}
		animations_props = marshal_fp1_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = {   # CCP5
		trigger = {
			AND = {
				has_dlc_feature = high_medieval_warfare_attire
				OR = {
                    portrait_commoner_armor_trigger = {
                        CULTURE_INPUT = french
                    }
                    portrait_commoner_armor_trigger = {
                        CULTURE_INPUT = norman
                    }
                    portrait_commoner_armor_trigger = {
                        CULTURE_INPUT = breton
                    }
                }
				portrait_era3_trigger = yes
			}
		}
		animations_props = marshal_ccp5_french_prop
		animations = council_marshal_decal
		animations = cloak_additive
	}

	portrait_modifier = { # POL
		trigger = {
			culture = { has_clothing_gfx = west_slavic_clothing_gfx }
		}
		animations_props = marshal_pol_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Berber
		trigger = {
			culture = { has_clothing_gfx = afr_berber_clothing_gfx }
		}
		animations_props = marshal_afr_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # Iberian Christian
		trigger = {
			culture = { has_clothing_gfx = iberian_christian_clothing_gfx }
		}
		animations_props = marshal_fp2_christian_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Iberian Muslim
		trigger = {
			culture = { has_clothing_gfx = iberian_muslim_clothing_gfx }
		}
		animations_props = marshal_fp2_muslim_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Steppe
		trigger = {
			culture = { has_clothing_gfx = mongol_clothing_gfx }
		}
		animations_props = artisan_sword_steppe_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Mediterranean
		trigger = {
			culture = { has_clothing_gfx = byzantine_clothing_gfx }
		}
		animations_props = artisan_sword_byzantine_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Indian
		trigger = {
			OR = {
				culture = { has_clothing_gfx = indian_clothing_gfx }
				culture = { has_clothing_gfx = southeast_asian_clothing_gfx }
			}
		}
		animations_props = artisan_sword_indian_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Chinese
		trigger = {
			culture = { has_clothing_gfx = chinese_clothing_gfx }
		}
		animations_props = tgp_chinese_sword_01
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Japanese
		trigger = {
			culture = { has_unit_gfx = japanese_unit_gfx }
		}
		animations_props = tgp_japanese_sword_01
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # MENA
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = african_clothing_gfx
					has_clothing_gfx = mena_clothing_gfx
				}
			}
		}
		animations_props = artisan_sword_mena_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Longsword
		trigger = {
			NOT = { any_equipped_character_artifact = { artifact_type = sword } }
			culture = {
				has_unit_gfx = western_unit_gfx
				has_cultural_era_or_later = culture_era_late_medieval
			}
			OR = {
				AND = {
					involved_activity ?= {
						has_activity_type = activity_tournament
						has_current_phase = tournament_phase_duel
					}
					is_in_guest_subset = { name = qualified }
				}
				is_landed = yes
				is_knight = yes
			}
		}
		animations_props = ep2_western_long_sword_right_attachment
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Western / any
		animations_props = marshal_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}
}

throneRoom_one_handed_passive_2 = {

	portrait_modifier = { # Equipped
		trigger = {
			any_equipped_character_artifact = { artifact_type = axe }
		}
		animations_props = artifact_axe_equipped_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Norse
		trigger = {
			culture = { has_clothing_gfx = northern_clothing_gfx }
		}
		animations_props = artisan_axe_northern_pagan_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Steppe
		trigger = {
			culture = { has_clothing_gfx = mongol_clothing_gfx }
		}
		animations_props = artisan_axe_steppe_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # MENA
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = mena_clothing_gfx
					has_clothing_gfx = iberian_christian_clothing_gfx
					has_clothing_gfx = iberian_muslim_clothing_gfx
				}
			}
		}
		animations_props = artisan_axe_mena_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Mediterranean
		trigger = {
			culture = { has_clothing_gfx = byzantine_clothing_gfx }
		}
		animations_props = artisan_axe_mediterranean_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # African
		trigger = {
			culture = { has_clothing_gfx = african_clothing_gfx }
		}
		animations_props = artisan_axe_african_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Indian
		trigger = {
			OR = {
				culture = { has_clothing_gfx = indian_clothing_gfx }
				culture = { has_clothing_gfx = southeast_asian_clothing_gfx }
			}
		}
		animations_props = artisan_axe_indian_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Chinese
		trigger = {
			OR = {
				culture = { has_clothing_gfx = chinese_clothing_gfx }
				culture = { has_unit_gfx = japanese_unit_gfx }
			}
		}
		animations_props = tgp_chinese_axe_01
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Western / any
		animations_props = artisan_axe_prop
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}
}

throneRoom_two_handed_passive_1 = {

	portrait_modifier = { # Hunting
		trigger = {
			NOT = { any_equipped_character_artifact = { artifact_type = spear } }
			involved_activity ?= { has_activity_type = activity_hunt }
		}
		animations_props = ep2_boar_spear_left_attachment
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Equipped
		trigger = {
			any_equipped_character_artifact = { artifact_type = spear }
		}
		animations_props = artifact_spear_equipped_prop_left
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Indian
		trigger = {
			OR = {
				culture = { has_clothing_gfx = indian_clothing_gfx }
				culture = { has_clothing_gfx = southeast_asian_clothing_gfx }
			}
		}
		animations_props = artisan_indian_spear_prop_left_hand
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # MENA / Steppe
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = mena_clothing_gfx
					has_clothing_gfx = mongol_clothing_gfx
					has_clothing_gfx = iberian_christian_clothing_gfx
					has_clothing_gfx = iberian_muslim_clothing_gfx
				}
			}
		}
		animations_props = artisan_mena_spear_prop_left_hand
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # African
		trigger = {
			culture = {	has_clothing_gfx = african_clothing_gfx }
		}
		animations_props = artisan_african_spear_prop_left_hand
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Chinese
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = chinese_clothing_gfx
					has_unit_gfx = japanese_unit_gfx
				}
			}
		}
		animations_props = tgp_chinese_polearm_01_left
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Western / any
		animations_props = artisan_spear_prop_left_hand
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
	}
}

throneRoom_two_handed_passive_shield = {
	portrait_modifier = { # Hunting
		trigger = {
			involved_activity ?= { has_activity_type = activity_hunt }
		}
		animations_props = ep2_boar_spear_left_attachment
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
		animations_props = ep1_western_shield_right
	}

	portrait_modifier = { # SEA shield with artifact spear
		trigger = {
			any_equipped_character_artifact = { artifact_type = spear }
			culture = {
				has_unit_gfx = southeast_asian_unit_gfx
			}
		}
		animations_props = artifact_spear_equipped_prop_left
		animations_props = tgp_sea_shield_01_right
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # MENA shield with artifact spear
		trigger = {
			any_equipped_character_artifact = { artifact_type = spear }
			culture = {
				OR = {
					has_clothing_gfx = african_clothing_gfx
					has_clothing_gfx = mena_clothing_gfx
					has_clothing_gfx = iberian_muslim_clothing_gfx
					has_clothing_gfx = afr_berber_clothing_gfx
				}
			}
		}
		animations_props = artifact_spear_equipped_prop_left
		animations_props = ep1_mena_shield_right
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # Indian shield with artifact spear
		trigger = {
			any_equipped_character_artifact = { artifact_type = spear }
			has_clothing_gfx = indian_clothing_gfx
		}
		animations_props = artifact_spear_equipped_prop_left
		animations_props = ep1_indian_shield_right
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # Mediterranean shield with artifact spear
		trigger = {
			any_equipped_character_artifact = { artifact_type = spear }
			has_clothing_gfx = byzantine_clothing_gfx
		}
		animations_props = artifact_spear_equipped_prop_left
		animations_props = ep1_mediterranean_shield_right
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # Chinese shield with artifact spear
		trigger = {
			any_equipped_character_artifact = { artifact_type = spear }
			has_clothing_gfx = chinese_clothing_gfx
		}
		animations_props = artifact_spear_equipped_prop_left
		animations_props = tgp_chinese_shield_01_right
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # Japanese shield with artifact spear
		trigger = {
			any_equipped_character_artifact = { artifact_type = spear }
			has_unit_gfx = japanese_unit_gfx
		}
		animations_props = artifact_spear_equipped_prop_left
		animations_props = tgp_japanese_shield_01_right
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
	}

	portrait_modifier = { # Equipped
		trigger = {
			any_equipped_character_artifact = { artifact_type = spear }
		}
		animations_props = artifact_spear_equipped_prop_left
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
		animations_props = ep1_western_shield_right
	}

	portrait_modifier = { # Mediterranean
		trigger = {
			culture = { has_clothing_gfx = byzantine_clothing_gfx }
		}
		animations_props = artifact_spear_equipped_prop_left
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations_props = ep1_mediterranean_shield_right
	}

	portrait_modifier = { # SEA
		trigger = {
			culture = { has_clothing_gfx = southeast_asian_clothing_gfx }
		}
		animations_props = artisan_indian_spear_prop_left_hand
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
		animations_props = tgp_sea_shield_01_right
	}

	portrait_modifier = { # Indian
		trigger = {
			culture = { has_clothing_gfx = indian_clothing_gfx }
		}
		animations_props = artisan_indian_spear_prop_left_hand
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
		animations_props = ep1_indian_shield_right
	}

	portrait_modifier = { # MENA / Steppe
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = mena_clothing_gfx
					has_clothing_gfx = mongol_clothing_gfx
					has_clothing_gfx = iberian_christian_clothing_gfx
					has_clothing_gfx = iberian_muslim_clothing_gfx
				}
			}
		}
		animations_props = artisan_mena_spear_prop_left_hand
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
		animations_props = ep1_mena_shield_right
	}

	portrait_modifier = { # African
		trigger = {
			culture = {	has_clothing_gfx = african_clothing_gfx }
		}
		animations_props = artisan_african_spear_prop_left_hand
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
		animations_props = ep1_mena_shield_right
	}

	portrait_modifier = { # Chinese
		trigger = {
			culture = {
				has_clothing_gfx = chinese_clothing_gfx
			}
		}
		animations_props = tgp_chinese_polearm_01_left
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
		animations_props = tgp_chinese_shield_01_right
	}

	portrait_modifier = { # Japanese
		trigger = {
			culture = {
				has_unit_gfx = japanese_unit_gfx
			}
		}
		animations_props = tgp_chinese_polearm_01_left
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
		animations_props = tgp_japanese_shield_01_right
	}

	portrait_modifier = { # Western / any
		animations_props = artisan_spear_prop_left_hand
		animations = council_marshal_decal
		animations = fat_additive
		animations = dwarf_additive
		animations = female_prop_fix_additive
		animations_props = ep1_western_shield_right
	}
}

### Shortbow ###

hunting_shortbow_rest_bluntarrow = {

	portrait_modifier = { # Steppe
		trigger = {
			culture = { has_clothing_gfx = mongol_clothing_gfx }
		}
		animations_props = ep2_steppe_bowBlunt_01_a_left_attachment
		animations = council_marshal_decal
	}

	portrait_modifier = { # MENA
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = mena_clothing_gfx
					has_clothing_gfx = iberian_muslim_clothing_gfx
					has_clothing_gfx = byzantine_clothing_gfx
				}
			}
		}
		animations_props = ep2_mediterranean_bowBlunt_01_a_left_attachment
		animations = council_marshal_decal
	}

	portrait_modifier = { # African
		trigger = {
			culture = {	has_clothing_gfx = african_clothing_gfx }
		}
		animations_props = ep2_african_bowBlunt_01_left_attachment
		animations = council_marshal_decal
	}

	portrait_modifier = { # Equipped
		animations_props = ep2_short_bowBlunt_01_left_attachment
		animations = council_marshal_decal
	}
}

hunting_shortbow_rest_arrow = {

	portrait_modifier = { # Steppe
		trigger = {
			culture = { has_clothing_gfx = mongol_clothing_gfx }
		}
		animations_props = ep2_steppe_bow_01_a_left_attachment
		animations = council_marshal_decal
	}

	portrait_modifier = { # MENA
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = mena_clothing_gfx
					has_clothing_gfx = iberian_muslim_clothing_gfx
					has_clothing_gfx = byzantine_clothing_gfx
				}
			}
		}
		animations_props = ep2_mediterranean_bow_01_a_left_attachment
		animations = council_marshal_decal
	}

	portrait_modifier = { # African
		trigger = {
			culture = {	has_clothing_gfx = african_clothing_gfx }
		}
		animations_props = ep2_african_bow_01_left_attachment
		animations = council_marshal_decal
	}

	portrait_modifier = { # Equipped
		animations_props = ep2_short_bow_01_left_attachment
		animations = council_marshal_decal
	}
}

hunting_shortbow_aim_arrow = {

	portrait_modifier = { # Steppe
		trigger = {
			culture = { has_clothing_gfx = mongol_clothing_gfx }
		}
		animations_props = ep2_steppe_bow_01_a_drawn_left_attachment
		animations = council_marshal_decal
	}

	portrait_modifier = { # MENA
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = mena_clothing_gfx
					has_clothing_gfx = iberian_muslim_clothing_gfx
					has_clothing_gfx = byzantine_clothing_gfx
				}
			}
		}
		animations_props = ep2_mediterranean_bow_01_a_drawn_left_attachment
		animations = council_marshal_decal
	}

	portrait_modifier = { # African
		trigger = {
			culture = {	has_clothing_gfx = african_clothing_gfx }
		}
		animations_props = ep2_african_bow_01_drawn_left_attachment
		animations = council_marshal_decal
	}

	portrait_modifier = { # Equipped
		animations_props = ep2_short_bow_01_drawn_left_attachment
		animations = council_marshal_decal
	}
}

hunting_shortbow_aim_bluntarrow = {

	portrait_modifier = { # Steppe
		trigger = {
			culture = { has_clothing_gfx = mongol_clothing_gfx }
		}
		animations_props = ep2_steppe_bow_01_a_aimBlunt_left_attachment
		animations = council_marshal_decal
	}

	portrait_modifier = { # MENA
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = mena_clothing_gfx
					has_clothing_gfx = iberian_muslim_clothing_gfx
					has_clothing_gfx = byzantine_clothing_gfx
				}
			}
		}
		animations_props = ep2_mediterranean_bow_01_a_aimBlunt_left_attachment
		animations = council_marshal_decal
	}

	portrait_modifier = { # African
		trigger = {
			culture = {	has_clothing_gfx = african_clothing_gfx }
		}
		animations_props = ep2_african_bow_01_aimBlunt_left_attachment
		animations = council_marshal_decal
	}

	portrait_modifier = { # Equipped
		animations_props = ep2_short_bow_01_aimBlunt_left_attachment
		animations = council_marshal_decal
	}
}

### Longbow ###

hunting_longbow_rest_bluntarrow = {

	portrait_modifier = { # Indian
		trigger = {
			OR = {
				culture = { has_clothing_gfx = indian_clothing_gfx }
				culture = { has_clothing_gfx = southeast_asian_clothing_gfx }
			}
		}
		animations_props = ep2_indian_bowBlunt_01_a_left_attachment
		animations = council_marshal_decal
	}

	portrait_modifier = { # Japan
		trigger = {
			culture = { has_clothing_gfx = japanese_clothing_gfx }
		}
		animations_props = tgp_japanese_bow_blunt_01
		animations = council_marshal_decal
	}

	portrait_modifier = { # Equipped
		animations_props = ep2_long_bowBlunt_01_a_left_attachment
		animations = council_marshal_decal
	}
}

hunting_longbow_rest_arrow = {

	portrait_modifier = { # Indian
		trigger = {
			OR = {
				culture = { has_clothing_gfx = indian_clothing_gfx }
				culture = { has_clothing_gfx = southeast_asian_clothing_gfx }
			}
		}
		animations_props = ep2_indian_bow_01_a_left_attachment
		animations = council_marshal_decal
	}

	portrait_modifier = { # Japan
		trigger = {
			culture = { has_clothing_gfx = japanese_clothing_gfx }
		}
		animations_props = tgp_japanese_bow_01
		animations = council_marshal_decal
	}

	portrait_modifier = { # Equipped
		animations_props = ep2_long_bow_01_a_left_attachment
		animations = council_marshal_decal
	}
}

hunting_longbow_aim_arrow = {

	portrait_modifier = { # Indian
		trigger = {
			OR = {
				culture = { has_clothing_gfx = indian_clothing_gfx }
				culture = { has_clothing_gfx = southeast_asian_clothing_gfx }
			}
		}
		animations_props = ep2_indian_bow_01_a_drawn_left_attachment
		animations = council_marshal_decal
	}

	portrait_modifier = { # Japan
		trigger = {
			culture = { has_clothing_gfx = japanese_clothing_gfx }
		}
		animations_props = tgp_japanese_bow_01_drawn
		animations = council_marshal_decal
	}

	portrait_modifier = { # Equipped
		animations_props = ep2_long_bow_01_a_drawn_left_attachment
		animations = council_marshal_decal
	}
}

hunting_longbow_aim_bluntarrow = {

	portrait_modifier = { # Indian
		trigger = {
			OR = {
				culture = { has_clothing_gfx = indian_clothing_gfx }
				culture = { has_clothing_gfx = southeast_asian_clothing_gfx }
			}
		}
		animations_props = ep2_indian_bow_01_a_aimBlunt_left_attachment
		animations = council_marshal_decal
	}

	portrait_modifier = { # Japan
		trigger = {
			culture = { has_clothing_gfx = japanese_clothing_gfx }
		}
		animations_props = tgp_japanese_bow_01_blunt_drawn
		animations = council_marshal_decal
	}

	portrait_modifier = { # Equipped
		animations_props = ep2_long_bow_01_a_aimBlunt_left_attachment
		animations = council_marshal_decal
	}
}

### Horse Archer ###

horse_archer_short_bow_with_arrow = {

	portrait_modifier = { # Steppe
		trigger = {
			culture = { has_clothing_gfx = mongol_clothing_gfx }
		}
		animations_props = steppe_bow
		animations = council_marshal_decal
		animations = no_cloak
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # MENA
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = mena_clothing_gfx
					has_clothing_gfx = iberian_muslim_clothing_gfx
					has_clothing_gfx = byzantine_clothing_gfx
				}
			}
		}
		animations_props = mediterranean_bow
		animations = council_marshal_decal
		animations = no_cloak
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # African
		trigger = {
			culture = {	has_clothing_gfx = african_clothing_gfx }
		}
		animations_props = african_bow
		animations = council_marshal_decal
		animations = no_cloak
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Equipped
		animations_props = short_bow
		animations = council_marshal_decal
		animations = no_cloak
		animations = female_prop_fix_additive
	}
}

horse_archer_short_bow_without_arrow = {

	portrait_modifier = { # Steppe
		trigger = {
			culture = { has_clothing_gfx = mongol_clothing_gfx }
		}
		animations_props = steppe_bow_no_arrow
		animations = council_marshal_decal
		animations = no_cloak
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # MENA
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = mena_clothing_gfx
					has_clothing_gfx = iberian_muslim_clothing_gfx
					has_clothing_gfx = byzantine_clothing_gfx
				}
			}
		}
		animations_props = mediterranean_bow_no_arrow
		animations = council_marshal_decal
		animations = no_cloak
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # African
		trigger = {
			culture = {	has_clothing_gfx = african_clothing_gfx }
		}
		animations_props = african_bow_no_arrow
		animations = council_marshal_decal
		animations = no_cloak
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Equipped
		animations_props = short_bow_no_arrow
		animations = council_marshal_decal
		animations = no_cloak
		animations = female_prop_fix_additive
	}
}

### Cultural Goblets ###

cultural_goblets = {
	portrait_modifier = { # SKULL GOBLET
		trigger = {
			any_equipped_character_artifact = { artifact_type = goblet }
		}
		animations_props = skull_goblet
	}

	portrait_modifier = { # Indian
		trigger = {
			OR = {
				culture = { has_clothing_gfx = indian_clothing_gfx }
				culture = { has_clothing_gfx = southeast_asian_clothing_gfx }
			}
		}
		animations_props = ep1_indian_goblet_basic
	}

	portrait_modifier = { # Chinese
		trigger = {
			culture = { has_clothing_gfx = chinese_clothing_gfx }
		}
		animations_props = tgp_chinese_goblet_01
	}

	portrait_modifier = { # Japanese
		trigger = {
			culture = { has_unit_gfx = japanese_unit_gfx }
		}
		animations_props = tgp_japanese_cup
	}

	portrait_modifier = { # Mediterranean
		trigger = {
			OR = {
				culture = { has_clothing_gfx = iberian_christian_clothing_gfx }
				culture = { has_clothing_gfx = byzantine_clothing_gfx }
			}
		}
		animations_props = ep1_mediterranean_goblet_basic
	}

	portrait_modifier = { # MENA
		trigger = {
			OR = {
				culture = { has_clothing_gfx = mena_clothing_gfx }
				culture = { has_clothing_gfx = iberian_muslim_clothing_gfx }
				culture = { has_clothing_gfx = african_clothing_gfx }
			}
		}
		animations_props = ep1_mena_goblet_basic
	}

	portrait_modifier = { # Western
		trigger = {
			culture = { has_clothing_gfx = western_clothing_gfx }
		}
		animations_props = ep1_western_goblet_basic
	}

	portrait_modifier = { # Equipped
		animations_props = goblet
	}
}

### Coronation Crowns ###

coronation_crowns = {

	#More specific ones

	portrait_modifier = { # HRE
		trigger = {
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				involved_activity.activity_host = {
					primary_title = title:e_hre
				}
			}
			trigger_else = {
				primary_title = title:e_hre
			}
		}
		animations_props = male_headgear_secular_western_imperial
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Iranian
		trigger = {
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				involved_activity.activity_host = {
					OR = {
						culture = { has_clothing_gfx = iranian_clothing_gfx }
						culture = { has_clothing_gfx = turkic_clothing_gfx }
					}
				}
			}
			trigger_else = {
				OR = {
					culture = { has_clothing_gfx = iranian_clothing_gfx }
					culture = { has_clothing_gfx = turkic_clothing_gfx }
				}
			}
		}
		animations_props = m_headgear_sec_fp3_iranian_imp
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Italian
		trigger = {
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				involved_activity.activity_host = {
					OR = {
						primary_title = title:k_italy
						primary_title = title:e_italy
					}
				}
			}
			trigger_else = {
				OR = {
					primary_title = title:k_italy
					primary_title = title:e_italy
				}
			}
		}
		animations_props = male_headgear_secular_ep1_crown_of_lombardy
		animations = female_prop_fix_additive
	}

	# Female only

	portrait_modifier = { # Western Female Early
		trigger = {
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				involved_activity.activity_host = {
					is_female = yes
					culture = {
						has_clothing_gfx = western_clothing_gfx
						NOT = {has_cultural_era_or_later = culture_era_high_medieval }
					}
				}
			}
			trigger_else = {
				is_female = yes
				culture = {
					has_clothing_gfx = western_clothing_gfx
					NOT = {has_cultural_era_or_later = culture_era_high_medieval }
				}
			}
		}
		animations_props = f_headgear_sec_sp2_western_imperial
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Rus Female
		trigger = {
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				involved_activity.activity_host = {
					is_female = yes
					culture = { has_clothing_gfx = east_slavic_clothing_gfx }
				}
			}
			trigger_else = {
				is_female = yes
				culture = { has_clothing_gfx = east_slavic_clothing_gfx }
			}
		}
		animations_props = f_headgear_sp4_rus_roy
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Byz Female
		trigger = {
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				involved_activity.activity_host = {
					is_female = yes
					culture = { has_clothing_gfx = byzantine_clothing_gfx }
				}
			}
			trigger_else = {
				is_female = yes
				culture = { has_clothing_gfx = byzantine_clothing_gfx }
			}
		}
		animations_props = f_headgear_sec_ep3_byzantine_era1_roy
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Mena Female
		trigger = {
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				involved_activity.activity_host = {
					is_female = yes
					culture = { has_clothing_gfx = mena_clothing_gfx }
				}
			}
			trigger_else = {
				is_female = yes
				culture = { has_clothing_gfx = mena_clothing_gfx }
			}
		}
		animations_props = f_headgear_sp4_mena_roy
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # High Western Female
		trigger = {
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				involved_activity.activity_host = {
					is_female = yes
					culture = {
						has_cultural_era_or_later = culture_era_high_medieval
						has_clothing_gfx = western_clothing_gfx
					}
				}
			}
			trigger_else = {
				is_female = yes
				culture = {
					has_cultural_era_or_later = culture_era_high_medieval
					has_clothing_gfx = western_clothing_gfx
				}
			}
		}
		animations_props = f_headgear_sp4_western_roy
		animations = female_prop_fix_additive
	}

	# Male only

	portrait_modifier = { # Rus Male
		trigger = {
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				involved_activity.activity_host = {
					is_female = no
					culture = { has_clothing_gfx = east_slavic_clothing_gfx }
				}
			}
			trigger_else = {
				is_female = no
				culture = { has_clothing_gfx = east_slavic_clothing_gfx }
			}
		}
		animations_props = m_headgear_sp4_rus_roy
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Early Western
		trigger = {
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				involved_activity.activity_host = {
					culture = {
						has_clothing_gfx = western_clothing_gfx
						NOT = {
							has_cultural_era_or_later = culture_era_high_medieval
						}
					}
				}
			}
			trigger_else = {
				culture = {
					has_clothing_gfx = western_clothing_gfx
					NOT = {
						has_cultural_era_or_later = culture_era_high_medieval
					}
				}
			}
		}
		animations_props = m_headgear_sec_ep2_western_era1_roy
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Mena Male
		trigger = {
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				involved_activity.activity_host = {
					is_female = no
					culture = { has_clothing_gfx = mena_clothing_gfx }
				}
			}
			trigger_else = {
				is_female = no
				culture = { has_clothing_gfx = mena_clothing_gfx }
			}
		}
		animations_props = male_headgear_secular_mena_royalty
		animations = female_prop_fix_additive
	}

	# All

	portrait_modifier = { # Iberian King
		trigger = {
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				involved_activity.activity_host = {
					culture = { has_clothing_gfx = iberian_christian_clothing_gfx }
				}
			}
			trigger_else = {
				culture = { has_clothing_gfx = iberian_christian_clothing_gfx }
			}
		}
		animations_props = male_headgear_secular_fp2_iberian_christian_royalty
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Byzantine King Tier
		trigger = {
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				involved_activity.activity_host = {
					highest_held_title_tier = tier_kingdom
					culture = { has_clothing_gfx = byzantine_clothing_gfx }
				}
			}
			trigger_else = {
				highest_held_title_tier = tier_kingdom
				culture = { has_clothing_gfx = byzantine_clothing_gfx }
			}
		}
		animations_props = male_headgear_secular_byzantine_royalty
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Byzantine
		trigger = {
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				involved_activity.activity_host = {
					culture = { has_clothing_gfx = byzantine_clothing_gfx }
				}
			}
			trigger_else = {
				culture = { has_clothing_gfx = byzantine_clothing_gfx }
			}
		}
		animations_props = male_headgear_secular_byzantine_imperial
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Northern
		trigger = {
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				involved_activity.activity_host = {
					culture = { has_clothing_gfx = northern_clothing_gfx }
				}
			}
			trigger_else = {
				culture = { has_clothing_gfx = northern_clothing_gfx }
			}
		}
		animations_props = male_headgear_secular_fp1_royalty
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Sub Saharan Imperial
		trigger = {
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				involved_activity.activity_host = {
					culture = { has_clothing_gfx = african_clothing_gfx }
					highest_held_title_tier >= tier_empire
				}
			}
			trigger_else = {
				culture = { has_clothing_gfx = african_clothing_gfx }
				highest_held_title_tier >= tier_empire
			}
		}
		animations_props = male_headgear_secular_sub_saharan_imperial
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Sub Saharan
		trigger = {
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				involved_activity.activity_host = {
					culture = { has_clothing_gfx = african_clothing_gfx }
				}
			}
			trigger_else = {
				culture = { has_clothing_gfx = african_clothing_gfx }
			}
		}
		animations_props = male_headgear_secular_sub_saharan_royalty
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Indian Imperial
		trigger = {
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				involved_activity.activity_host = {
					culture = { has_clothing_gfx = indian_clothing_gfx }
					highest_held_title_tier >= tier_empire
				}
			}
			trigger_else = {
				culture = { has_clothing_gfx = indian_clothing_gfx }
				highest_held_title_tier >= tier_empire
			}
		}
		animations_props = male_headgear_secular_indian_imperial
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Indian
		trigger = {
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				involved_activity.activity_host = {
					culture = { has_clothing_gfx = indian_clothing_gfx }
				}
			}
			trigger_else = {
				culture = { has_clothing_gfx = indian_clothing_gfx }
			}
		}
		animations_props = male_headgear_secular_indian_royalty
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Steppe Imperial
		trigger = {
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				involved_activity.activity_host = {
					culture = { has_clothing_gfx = mongol_clothing_gfx }
					highest_held_title_tier >= tier_empire
				}
			}
			trigger_else = {
				culture = { has_clothing_gfx = mongol_clothing_gfx }
				highest_held_title_tier >= tier_empire
			}
		}
		animations_props = m_headgear_sec_mpo_mongol_imp
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Steppe
		trigger = {
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				involved_activity.activity_host = {
					culture = { has_clothing_gfx = mongol_clothing_gfx }
				}
			}
			trigger_else = {
				culture = { has_clothing_gfx = mongol_clothing_gfx }
			}
		}
		animations_props = male_headgear_secular_steppe_royalty
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Western Imperial
		trigger = {
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				involved_activity.activity_host = {
					highest_held_title_tier >= tier_empire
					culture = {
						has_clothing_gfx = western_clothing_gfx
						NOT = { has_cultural_era_or_later = culture_era_high_medieval }
					}
				}
			}
			trigger_else = {
				highest_held_title_tier >= tier_empire
				culture = {
					has_clothing_gfx = western_clothing_gfx
					NOT = { has_cultural_era_or_later = culture_era_high_medieval }
				}
			}
		}
		animations_props = m_headgear_sec_ep2_western_era1_imp
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Western King
		trigger = {
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				involved_activity.activity_host = {
					highest_held_title_tier = tier_kingdom
					culture = {
						has_clothing_gfx = western_clothing_gfx
						has_cultural_era_or_later = culture_era_high_medieval
					}
				}
			}
			trigger_else = {
				highest_held_title_tier = tier_kingdom
				culture = {
					has_clothing_gfx = western_clothing_gfx
					has_cultural_era_or_later = culture_era_high_medieval
				}
			}
		}
		animations_props = male_headgear_secular_western_royalty
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Western
		trigger = {
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				involved_activity.activity_host = {
					culture = { has_clothing_gfx = western_clothing_gfx }
				}
			}
			trigger_else = {
				culture = { has_clothing_gfx = western_clothing_gfx }
			}
		}
		##This headgear is misnamed and is generic western imperial
		animations_props = male_headgear_secular_dde_hre_imperial
		animations = female_prop_fix_additive
	}

	portrait_modifier = { # Any
		animations_props = male_headgear_secular_steppe_royalty
		animations = female_prop_fix_additive
	}
}

### Hu ###

#hu = {
#	portrait_modifier = {
#		trigger = {
#			top_liege = this
#			government_has_flag = government_has_merit
#		}
#		animations = female_prop_fix_additive
#		animations_props = tgp_gui_01_a
#	}
#	portrait_modifier = {
#		trigger = {
#			merit_level < 5
#		}
#		animations = female_prop_fix_additive
#		animations_props = tgp_hu_01_a
#	}
#	portrait_modifier = {
#		trigger = {
#			merit_level >= 5
#		}
#		animations = female_prop_fix_additive
#		animations_props = tgp_hu_01_b
#	}
#}

### Cultural Books ###

open_book = {
	portrait_modifier = { # Chinese
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = chinese_clothing_gfx
					has_unit_gfx = japanese_unit_gfx
				}
			}
		}
		animations_props = tgp_chinese_book_left
	}
	portrait_modifier = { # Western
		animations_props = bp2_reading_book_prop
	}
}

open_book_w_writing_tool_left = {
	portrait_modifier = { # Chinese
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = chinese_clothing_gfx
					has_unit_gfx = japanese_unit_gfx
				}
			}
		}
		animations_props = open_book_left_writing_chinese
	}
	portrait_modifier = { # Western
		animations_props = open_book_left_writing
	}
}

open_book_w_writing_tool_right = {
	portrait_modifier = { # Chinese
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = chinese_clothing_gfx
					has_unit_gfx = japanese_unit_gfx
				}
			}
		}
		animations_props = open_book_right_writing_chinese
	}
	portrait_modifier = { # Western
		animations_props = open_book_right_writing
	}
}

paged_book = {
	portrait_modifier = { # Chinese
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = chinese_clothing_gfx
					has_unit_gfx = japanese_unit_gfx
				}
			}
		}
		animations_props = tgp_paged_chinese_book
		animations = female_prop_fix_additive
	}
	portrait_modifier = { # Western
		animations_props = fp4_paged_book_prop
		animations = female_prop_fix_additive
	}
}

closed_book = {
	portrait_modifier = { # MENA
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = mena_clothing_gfx
					has_clothing_gfx = mongol_clothing_gfx
					has_clothing_gfx = iberian_muslim_clothing_gfx
				}
			}
		}
		animations_props = ep1_mena_book
		animations = female_prop_fix_additive
	}
	portrait_modifier = { # India
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = indian_clothing_gfx
					has_clothing_gfx = southeast_asian_clothing_gfx
				}
			}
		}
		animations_props = ep1_indian_book
		animations = female_prop_fix_additive
	}
	portrait_modifier = { # Mediterranean
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = iberian_christian_clothing_gfx
					has_clothing_gfx = byzantine_clothing_gfx
				}
			}
		}
		animations_props = ep1_mediterranean_book
		animations = female_prop_fix_additive
	}
	portrait_modifier = { # China
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = chinese_clothing_gfx
					has_unit_gfx = japanese_unit_gfx
				}
			}
		}
		animations_props = tgp_chinese_book
		animations = female_prop_fix_additive
	}
	portrait_modifier = { # Everything else - not great bc big cross
		animations_props = ep1_western_book
		animations = female_prop_fix_additive
	}
}

closed_book_w_writing_tool = {
	portrait_modifier = { # MENA
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = mena_clothing_gfx
					has_clothing_gfx = mongol_clothing_gfx
					has_clothing_gfx = iberian_muslim_clothing_gfx
				}
			}
		}
		animations_props = ep1_mena_book_writing
		animations = female_prop_fix_additive
	}
	portrait_modifier = { # Indian
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = indian_clothing_gfx
					has_clothing_gfx = southeast_asian_clothing_gfx
				}
			}
		}
		animations_props = ep1_indian_book_writing
		animations = female_prop_fix_additive
	}
	portrait_modifier = { # Mediterranean
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = iberian_christian_clothing_gfx
					has_clothing_gfx = byzantine_clothing_gfx
				}
			}
		}
		animations_props = ep1_mediterranean_book_writing
		animations = female_prop_fix_additive
	}
	portrait_modifier = { # Chinese
		trigger = {
			culture = {
				OR = {
					has_clothing_gfx = chinese_clothing_gfx
					has_unit_gfx = japanese_unit_gfx
				}
			}
		}
		animations_props = tgp_chinese_book_writing
		animations = female_prop_fix_additive
	}
	portrait_modifier = { # Western
		animations_props = ep1_western_book_writing
		animations = female_prop_fix_additive
	}
}
