﻿namespace = darkages_swap_traits

############################
#
#	LUSTFUL
#
############################

darkages_swap_traits.01 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.01.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = lustful
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = lustful
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = lustful
		add_trait = chaste
		
	}	
	
}


############################
#
#	CHASTE
#
############################


darkages_swap_traits.02 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.02.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = chaste
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = chaste
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = chaste
		add_trait = lustful
		
	}	
	
}


############################
#
#	GLUTTONOUS
#
############################


darkages_swap_traits.03 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.03.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = gluttonous
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = gluttonous
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = gluttonous
		add_trait = temperate
		
	}	
	
}




############################
#
#	TEMPERATE
#
############################


darkages_swap_traits.04 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.04.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = temperate
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = temperate
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = temperate
		add_trait = gluttonous
		
	}	
	
}


############################
#
#	GREEDY
#
############################


darkages_swap_traits.05 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.05.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = greedy
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = greedy
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = greedy
		add_trait = generous
		
	}	
	
}


############################
#
#	GENEROUS
#
############################


darkages_swap_traits.06 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.06.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = generous
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = generous
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = generous
		add_trait = greedy
		
	}	
	
}


############################
#
#	LAZY
#
############################


darkages_swap_traits.07 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.07.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = lazy
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = lazy
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = lazy
		add_trait = diligent
		
	}	
	
}



############################
#
#	DILIGENT
#
############################


darkages_swap_traits.08 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.08.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = diligent
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = diligent
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = diligent
		add_trait = lazy
		
	}	
	
}



############################
#
#	WRATHFUL
#
############################


darkages_swap_traits.09 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.09.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = wrathful
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = wrathful
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = wrathful
		add_trait = calm
		
	}	
	
}



############################
#
#	CALM
#
############################


darkages_swap_traits.10 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.10.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = calm
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = calm
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = calm
		add_trait = wrathful
		
	}	
	
}



############################
#
#	PATIENT
#
############################


darkages_swap_traits.11 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.11.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = patient
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = patient
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = patient
		add_trait = impatient
		
	}	
	
}



############################
#
#	IMPATIENT
#
############################


darkages_swap_traits.12 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.12.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = impatient
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = impatient
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = impatient
		add_trait = patient
		
	}	
	
}




############################
#
#	ARROGANT
#
############################


darkages_swap_traits.13 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.13.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = arrogant
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = arrogant
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = arrogant
		add_trait = humble
		
	}	
	
}



############################
#
#	HUMBLE
#
############################


darkages_swap_traits.14 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.14.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = humble
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = humble
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = humble
		add_trait = arrogant
		
	}	
	
}


############################
#
#	DECEITFUL
#
############################


darkages_swap_traits.15 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.15.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = deceitful
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = deceitful
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = deceitful
		add_trait = honest
		
	}	
	
}


############################
#
#	HONEST
#
############################


darkages_swap_traits.16 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.16.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = honest
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = honest
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = honest
		add_trait = deceitful
		
	}	
	
}



############################
#
#	CRAVEN
#
############################


darkages_swap_traits.17 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.17.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = craven
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = craven
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = craven
		add_trait = brave
		
	}	
	
}



############################
#
#	BRAVE
#
############################


darkages_swap_traits.18 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.18.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = brave
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = brave
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = brave
		add_trait = craven
		
	}	
	
}



############################
#
#	SHY
#
############################


darkages_swap_traits.19 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.19.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = shy
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}		

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = shy
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = shy
		add_trait = gregarious
		
	}	
	
}



############################
#
#	GREGARIOUS
#
############################


darkages_swap_traits.20 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.20.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = gregarious
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = gregarious
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = gregarious
		add_trait = shy
		
	}	
	
}


############################
#
#	AMBITIOUS
#
############################


darkages_swap_traits.21 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.21.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = ambitious
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = ambitious
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = ambitious
		add_trait = content
		
	}	
	
}



############################
#
#	CONTENT
#
############################


darkages_swap_traits.22 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.22.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = content
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = content
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = content
		add_trait = ambitious
		
	}	
	
}



############################
#
#	ARBITRARY
#
############################


darkages_swap_traits.23 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.23.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = arbitrary
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = arbitrary
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = arbitrary
		add_trait = just
		
	}	
	
}



############################
#
#	JUST
#
############################


darkages_swap_traits.24 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.24.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = just
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = just
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = just
		add_trait = arbitrary
		
	}	
	
}



############################
#
#	PARANOID
#
############################


darkages_swap_traits.25 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.25.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = paranoid
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = paranoid
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = paranoid
		add_trait = trusting
		
	}	
	
}



############################
#
#	TRUSTING
#
############################


darkages_swap_traits.26 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.26.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = trusting
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = trusting
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = trusting
		add_trait = paranoid
		
	}	
	
}


############################
#
#	COMPASSIONATE/CALLOUS
#
############################


darkages_swap_traits.27 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.27.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = compassionate
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = compassionate
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = compassionate
		add_trait = callous
		
	}	
	
}


############################
#
#	CALLOUS
#
############################


darkages_swap_traits.28 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.28.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = callous
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = callous
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = callous
		add_trait = compassionate
		
	}	
	
}


############################
#
#	SADISTIC
#
############################


darkages_swap_traits.29 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.29.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = sadistic
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = sadistic
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = sadistic
		add_trait = compassionate
		
	}	
	
}




############################
#
#	COMPASSIONATE/SADISTIC
#
############################


darkages_swap_traits.30 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.27.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = compassionate
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = compassionate
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = compassionate
		add_trait = sadistic
		
	}	
	
}



############################
#
#	CYNICAL
#
############################


darkages_swap_traits.31 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.31.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = cynical
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = cynical
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = cynical
		add_trait = zealous
		
	}	
	
}


############################
#
#	ZEALOUS
#
############################


darkages_swap_traits.32 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.32.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = zealous
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = zealous
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = zealous
		add_trait = cynical
		
	}	
	
}



############################
#
#	STUBBORN
#
############################


darkages_swap_traits.33 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.33.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = stubborn
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = stubborn
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = stubborn
		add_trait = fickle
		
	}	
	
}



############################
#
#	FICKLE
#
############################


darkages_swap_traits.34 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.34.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = fickle
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = fickle
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = fickle
		add_trait = stubborn
		
	}	
	
}



############################
#
#	VENGEFUL
#
############################


darkages_swap_traits.35 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.35.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = vengeful
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = vengeful
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = vengeful
		add_trait = forgiving
		
	}	
	
}


############################
#
#	FORGIVING
#
############################


darkages_swap_traits.36 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.36.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = forgiving
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = forgiving
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = forgiving
		add_trait = vengeful
		
	}	
	
}


############################
#
#	ECCENTRIC
#
############################


darkages_swap_traits.37 = {
	type = character_event
	title = darkages_swap_traits.01.t
	desc = darkages_swap_traits.37.desc
	
	theme = family
	
	left_portrait = {
		character = root
		animation = stress
	}

	
	trigger = {
	
		has_trait = eccentric
	
	}

	weight_multiplier = {
		base = 1
		
		
	}

	widget = {

	}
	
	immediate = {
		add_character_flag = {
			flag = darkages_swap_traits_timer
			years = 30
		}
	}
	
	option = {
		name = darkages_swap_traits.01.opta
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.5
				has_trait = fickle
			}
		}
		custom_tooltip = darkages_swap_traits.tt1
		
		if = {
			limit = {
				is_ai = no
			}
			# add_stress = 20
		}
		
	}
	
	option = {
		name = darkages_swap_traits.01.optb
		ai_chance = {
			base = 20
		}
		custom_tooltip = darkages_swap_traits.tt2
		
		hidden_effect = {
		
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = lustful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lustful
							has_trait = chaste
						}
					}
					
					add_trait = chaste
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = gluttonous
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = gluttonous
							has_trait = temperate
						}
					}
					
					add_trait = temperate
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = greedy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = greedy
							has_trait = generous
						}
					}
					
					add_trait = generous
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy
							has_trait = diligent
						}
					}
					
					add_trait = lazy 
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = lazy 
							has_trait = diligent
						}
					}
					
					add_trait = diligent
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = wrathful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = wrathful
							has_trait = calm
						}
					}
					
					add_trait = calm
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = patient
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = patient
							has_trait = impatient
						}
					}
					
					add_trait = impatient
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = arrogant
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arrogant
							has_trait = humble
						}
					}
					
					add_trait = humble
				}				

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = deceitful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = deceitful
							has_trait = honest
						}
					}
					
					add_trait = honest
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = craven
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = craven
							has_trait = brave
						}
					}
					
					add_trait = brave
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = shy
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = shy
							has_trait = gregarious
						}
					}
					
					add_trait = gregarious
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = ambitious
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = ambitious
							has_trait = content
						}
					}
					
					add_trait = content
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = arbitrary
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = arbitrary
							has_trait = just
						}
					}
					
					add_trait = just
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = cynical
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = cynical
							has_trait = zealous
						}
					}
					
					add_trait = zealous
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = paranoid
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = paranoid
							has_trait = trusting
						}
					}
					
					add_trait = trusting
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
							has_trait = sadistic
						}
					}
					
					add_trait = compassionate
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = callous
						}
					}
					
					add_trait = callous
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = compassionate
							has_trait = sadistic
						}
					}
					
					add_trait = sadistic
				}	

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = stubborn
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = fickle
				}

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = stubborn
							has_trait = fickle
							has_trait = eccentric
						}
					}
					
					add_trait = eccentric
				}			

				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = vengeful
				}
				
				1 = {
					modifier = {
						factor = 0
						OR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					
					add_trait = forgiving
				}

				
			}
			
		}
		
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 100
		}
		
		remove_trait = eccentric
		
	}	
	
	option = {
		name = darkages_swap_traits.01.optc
		ai_chance = {
			base = 5
		}		
		custom_tooltip = darkages_swap_traits.tt3

	
		if = {
			limit = {
				is_ai = no
			}
			add_stress = 200
		}
		
		remove_trait = eccentric
		add_trait = stubborn
		
	}	
	
}