﻿# Dependencies:
#	_basic_values.txt

#################
#	Weight
################
#These values are used to calculate the target weight that characters will trend towards once every three years

character_weight_base_value = {
	add = 0
	#Any modifiers that will affect weight?
	if = {
		limit = {
			is_ai = yes # Players gaining weight is handled through health.5004
		}
		if = {
			limit = {
				has_character_modifier = gaining_weight_modifier
			}
			add = 35
		}
		else_if = {
			limit = {
				has_character_modifier = losing_weight_modifier
			}
			add = -35
		}
	}
	if = {
		limit = {
			has_character_modifier = fasting_bad_modifier
		}
		add = -10
	}

	#Any activities attended/other things that will affect weight?
	if = {
		limit = {
			has_variable = character_weight_variable
		}
		add = var:character_weight_variable
	}

	# PRISON/STARVATION
	if = {
		limit = {
			is_imprisoned = yes
		}
		if = {
			limit = {
				is_in_prison_type = dungeon
			}
			add = -75
		}
		else = {
			add = -30
		}
	}

	# DISEASE
	if = { #NEW - weak body
		limit = { has_trait = incapable }
		add = -100
	}
	if = { # NEW - weak body
		limit = {
			OR = {
				has_trait = pneumonic
				has_trait = consumption
				has_trait = measles
				has_trait = dysentery
				has_trait = ergotism
				has_trait = smallpox
				has_trait = bubonic_plague
				has_trait = typhus
			}
		}
		add = -75
	}
	if = { #NEW - weak body
		limit = { has_trait = infirm }
		add = -50
	}
	if = {
		limit = {
			has_trait = cancer
		}
		add = -50
	}
	if = {
		limit = {
			has_trait = great_pox
		}
		add = -35
	}
	if = { #NEW - weak body
		limit = { has_trait = ill }
		add = -30
	}
	if = { #NEW - weak body
		limit = { has_trait = sickly }
		add = -30
	}
	if = {
		limit = {
			has_trait = leper
		}
		add = -15
	}

	
	########################################################
	# Court amenities, weight gain from court_food_quality #
	########################################################

	if = {
		limit = {
			has_royal_court = yes
			has_dlc_feature = royal_court
		}
		if = {
			limit = {
				amenity_level = { target = court_food_quality value = 3 }
			}
			add = 3
		}
		else_if = {
			limit = {
				amenity_level = { target = court_food_quality value = 4 }
			}
			add = 5
		}
		else_if = {
			limit = {
				amenity_level = { target = court_food_quality value = 5 }
			}
			add = 7
		}
	}

	###############
	# Trait check #
	###############

	######################
	# PERSONALITY TRAITS #
	######################

	if = {
		limit = { has_trait = gluttonous }
		add = 50
	}
	else_if = {
		limit = { has_trait = temperate }
		add = -20 # Further 'moderation' impact below.
	}
	if = {
		limit = { has_trait = comfort_eater }
		add = 25
	}
	if = {
		limit = { has_trait = drunkard }
		add = 25
	}
	if = {
		limit = { has_trait = hashishiyah }
		add = 20
	}
	if = {
		limit = { has_trait = lazy }
		add = 15
	}
	else_if = {
		limit = { has_trait = diligent }
		add = -15 # Further 'moderation' impact below.
	}
	if = {
		limit = { has_trait = greedy }
		add = 15
	}
	else_if = {
		limit = { has_trait = generous }
		add = -15
	}
	if = {
		limit = { has_trait = calm }
		add = 10
	}
	else_if = {
		limit = { has_trait = wrathful }
		add = -10
	}
	if = {
		limit = { has_trait = trusting }
		add = 10
	}
	else_if = {
		limit = { has_trait = paranoid }
		add = -25
	}
	if = {
		limit = { has_trait = gregarious }
		add = 15
	}
	else_if = {
		limit = { has_trait = shy }
		add = -5
	}
	if = {
		limit = { has_trait = patient }
		add = 5
	}
	else_if = {
		limit = { has_trait = impatient }
		add = -10
	}
	if = {
		limit = { has_trait = arrogant }
		add = 5
	}
	else_if = {
		limit = { has_trait = humble }
		add = -10
	}
	if = {
		limit = { has_trait = ambitious	}
		add = 5
	}
	else_if = {
		limit = { has_trait = content }
		add = -15
	}
	if = { #NEW - Brave to try more things
		limit = { has_trait = brave }
		add = 5
	}
	else_if = {
		limit = { has_trait = craven }
		add = -5
	}
	if = { #NEW - Can't be told what to do
		limit = { has_trait = stubborn }
		add = 5
	}
	else_if = {
		limit = { has_trait = fickle }
		add = -10
	}
	else_if = { #NEW - Very passionate about things
		limit = { has_trait = eccentric }
		add = 5
	}
	if = { #NEW - Increases greed
		limit = { has_trait = lustful }
		add = 5
	}
	else_if = { #NEW - decrease greed
		limit = { has_trait = chaste }
		add = -10
	}
	if = { #NEW - Reduces energy
		limit = { has_trait = forgiving }
		add = 5
	}
	else_if = {
		limit = { has_trait = vengeful }
		add = -10
	}
	if = { #NEW - Reduces energy
		limit = { has_trait = cynical }
		add = 5
	}
	else_if = {
		limit = { has_trait = zealous }
		add = -5
	}
	if = { #NEW - decrease greed
		limit = { has_trait = compassionate }
		add = -5
	}

	if = { #NEW - Childhood trait - Increases greed
		limit = { has_trait = charming }
		add = 10
	}
	else_if = { #NEW - Childhood trait - Increases greed
		limit = { has_trait = bossy }
		add = 10
	}
	else_if = { #NEW - childhood trait - increases energy
		limit = { has_trait = curious }
		add = -5
	}
	else_if = { #NEW
		limit = { has_trait = pensive }
		add = -10
	}
	else_if = { #NEW - childhood trait - increases energy
		limit = { has_trait = rowdy }
		add = -10
	}

	####################
	# LIFESTYLE TRAITS #
	####################

	if = { #NEW - People are very high in calories
		limit = { has_trait = cannibal }
		add = 10
	}
	if = { #NEW - Makes your greedier according to code
		limit = { has_trait = avaricious }
		add = 10
	}
	if = { #NEW - Increases greed
		limit = { has_trait = profligate }
		add = 5
	}
	if = { #NEW  - Reduces energy and increase greed
		limit = { has_trait = rakish }
		add = 5
	}
	if = { #NEW - increases energy
		limit = { has_trait = irritable }
		add = -5
	}
	if = { #NEW - decrease greed
		limit = { has_trait = improvident }
		add = -5
	}
	if = {
		limit = { has_trait = reclusive }
		add = -20
	}
	if = {
		limit = { has_trait = inappetetic }
		add = -50
	}
	
	if = {
		limit = {
			has_trait = lifestyle_reveler
		}
		add = 10
		if = {
			limit = {
				has_trait_xp = {
					trait = lifestyle_reveler
					value >= 100
				}
			}
			add = 15
		}
		else_if = {
			limit = {
				has_trait_xp = {
					trait = lifestyle_reveler
					value >= 50
				}
			}
			add = 10
		}
	}
	if = { #NEW - More active
		limit = {
			has_trait = lifestyle_hunter
		}
		add = -5 # Further 'moderation' impact below.
		if = {
			limit = {
				has_trait_xp = {
					trait = lifestyle_hunter
					track = hunter
					value >= 100
				}
			}
			add = -10 # Further 'moderation' impact below.
		}
		else_if = {
			limit = {
				has_trait_xp = {
					trait = lifestyle_hunter
					track = hunter
					value >= 50
				}
			}
			add = -5 # Further 'moderation' impact below.
		}
	}

	if = { #NEW - More active
		limit = {
			has_trait = lifestyle_blademaster
		}
		add = -5 # Further 'moderation' impact below.
		if = {
			limit = {
				has_trait_xp = {
					trait = lifestyle_blademaster
					value >= 100
				}
			}
			add = -10 # Further 'moderation' impact below.
		}
		else_if = {
			limit = {
				has_trait_xp = {
					trait = lifestyle_blademaster
					value >= 50
				}
			}
			add = -5 # Further 'moderation' impact below.
		}
	}

	if = { #NEW - More active
		limit = {
			has_trait = tourney_participant
		}
		add = -5 # Further 'moderation' impact below.
		if = {
			limit = {
				has_trait_xp = {
					trait = tourney_participant
					track = foot
					value >= 100
				}
			}
			add = -15 # Further 'moderation' impact below.
		}
		else_if = {
			limit = {
				has_trait_xp = {
					trait = tourney_participant
					track = foot
					value >= 65
				}
			}
			add = -10 # Further 'moderation' impact below.
		}
		else_if = {
			limit = {
				has_trait_xp = {
					trait = tourney_participant
					track = foot
					value >= 30
				}
			}
			add = -5 # Further 'moderation' impact below.
		}
	}

	if = { #NEW - More knowledgeable about health
		limit = {
			has_trait = lifestyle_physician
		}
		add = -5 # Further 'moderation' impact below.
		if = {
			limit = {
				has_trait_xp = {
					trait = lifestyle_physician
					value >= 100
				}
			}
			add = -10 # Further 'moderation' impact below.
		}
		else_if = {
			limit = {
				has_trait_xp = {
					trait = lifestyle_physician
					value >= 50
				}
			}
			add = -5 # Further 'moderation' impact below.
		}
	}

	#################
	# HEALTH TRAITS #
	#################

	if = { #NEW - Less active
		limit = { has_trait = gout_ridden }
		add = 10
	}
	if = { #NEW - Less active
		limit = { has_trait = wheezing }
		add = 10
	}
	if = { #NEW - Less active
		limit = { has_trait = bleeder }
		add = 10
	}
	if = { #NEW - Less active
		limit = { has_trait = one_legged }
		add = 5
	}
	if = { #NEW - Less active
		limit = { 
			OR = {
				has_trait = wounded_1
				has_trait = wounded_2
				has_trait = wounded_3
			}
		}
		add = 5
	}
	if = { #NEW - weak body
		limit = { has_trait = weak }
		add = -30
	}
	if = { #NEW - body has undergone pregnancy
		limit = {
			is_female = yes
			has_character_flag = BWLAG_has_been_pregnant
		}
		add = 10
	}

	########################################
	# SPOUSE AND PARENT POSITIVE INFLUENCE #
	########################################
	if = { #NEW - inappetetic
		limit = {
			NOT = {
				has_trait = inappetetic
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = inappetetic
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = inappetetic
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = -13
	}
	if = { #NEW - temperate
		limit = {
			NOT = {
				has_trait = temperate
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = temperate
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = temperate
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = -10
	}
	if = { #NEW - diligent
		limit = {
			NOT = {
				has_trait = diligent
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = diligent
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = diligent
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = -8
	}
	if = { #NEW - content
		limit = {
			NOT = {
				has_trait = content
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = content
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = content
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = -8
	}
	if = { #NEW - generous
		limit = {
			NOT = {
				has_trait = generous
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = generous
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = generous
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = -8
	}
	if = { #NEW - paranoid
		limit = {
			NOT = {
				has_trait = paranoid
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = paranoid
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = paranoid
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = -6
	}
	if = { #NEW - wrathful
		limit = {
			NOT = {
				has_trait = wrathful
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = wrathful
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = wrathful
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = -5
	}
	if = { #NEW - vengeful
		limit = {
			NOT = {
				has_trait = vengeful
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = vengeful
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = vengeful
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = -5
	}
	if = { #NEW - impatient
		limit = {
			NOT = {
				has_trait = impatient
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = impatient
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = impatient
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = -5
	}
	if = { #NEW - chaste
		limit = {
			NOT = {
				has_trait = chaste
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = chaste
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = chaste
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = -5
	}
	if = { #NEW - humble
		limit = {
			NOT = {
				has_trait = humble
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = humble
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = humble
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = -5
	}
	if = { #NEW - zealous
		limit = {
			NOT = {
				has_trait = zealous
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = zealous
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = zealous
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = -5
	}
	if = { #NEW - compassionate
		limit = {
			NOT = {
				has_trait = compassionate
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = compassionate
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = compassionate
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = -5
	}
	if = { #NEW - fickle
		limit = {
			NOT = {
				has_trait = fickle
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = fickle
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = fickle
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = -3
	}
	if = { #NEW - craven
		limit = {
			NOT = {
				has_trait = craven
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = craven
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = craven
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = -3
	}
	if = { #NEW - improvident
		limit = {
			NOT = {
				has_trait = improvident
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = improvident
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = improvident
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = -3
	}
	if = { #NEW - irritable
		limit = {
			NOT = {
				has_trait = irritable
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = irritable
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = irritable
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = -3
	}
	

	if = { #NEW - lifestyle_hunter
		limit = {
			NOT = {
				has_trait = lifestyle_hunter
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = lifestyle_hunter
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = lifestyle_hunter
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = -3 # Further 'moderation' impact below.
		if = {
			limit = {
				OR = {
					any_spouse = {
						has_trait_xp = {
							trait = lifestyle_hunter
							track = hunter
							value >= 100
						}
					}
					any_parent = {
						has_trait_xp = {
							trait = lifestyle_hunter
							track = hunter
							value >= 100
						}
					}
				}
			}
			add = -5 # Further 'moderation' impact below.
		}
		else_if = {
			limit = {
				OR = {
					any_spouse = {
						has_trait_xp = {
							trait = lifestyle_hunter
							track = hunter
							value >= 50
						}
					}
					any_parent = {
						has_trait_xp = {
							trait = lifestyle_hunter
							track = hunter
							value >= 50
						}
					}
				}
			}
			add = -2 # Further 'moderation' impact below.
		}
	}
	if = { #NEW - lifestyle_blademaster
		limit = {
			NOT = {
				has_trait = lifestyle_blademaster
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = lifestyle_blademaster
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = lifestyle_blademaster
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = -3 # Further 'moderation' impact below.
		if = {
			limit = {
				OR = {
					any_spouse = {
						has_trait_xp = {
							trait = lifestyle_blademaster
							value >= 100
						}
					}
					any_parent = {
						has_trait_xp = {
							trait = lifestyle_blademaster
							value >= 100
						}
					}
				}
			}
			add = -5 # Further 'moderation' impact below.
		}
		else_if = {
			limit = {
				OR = {
					any_spouse = {
						has_trait_xp = {
							trait = lifestyle_blademaster
							value >= 50
						}
					}
					any_parent = {
						has_trait_xp = {
							trait = lifestyle_blademaster
							value >= 50
						}
					}
				}
			}
			add = -2 # Further 'moderation' impact below.
		}
	}
	if = { #NEW - lifestyle_physician
		limit = {
			NOT = {
				has_trait = lifestyle_physician
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = lifestyle_physician
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = lifestyle_physician
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = -3 # Further 'moderation' impact below.
		if = {
			limit = {
				OR = {
					any_spouse = {
						has_trait_xp = {
							trait = lifestyle_physician
							value >= 100
						}
					}
					any_parent = {
						has_trait_xp = {
							trait = lifestyle_physician
							value >= 100
						}
					}
				}
			}
			add = -5 # Further 'moderation' impact below.
		}
		else_if = {
			limit = {
				OR = {
					any_spouse = {
						has_trait_xp = {
							trait = lifestyle_physician
							value >= 50
						}
					}
					any_parent = {
						has_trait_xp = {
							trait = lifestyle_physician
							value >= 50
						}
					}
				}
			}
			add = -2 # Further 'moderation' impact below.
		}
	}
	if = { #NEW - tourney_participant
		limit = {
			NOT = {
				has_trait = tourney_participant
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = tourney_participant
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = tourney_participant
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = -3 # Further 'moderation' impact below.
		if = {
			limit = {
				OR = {
					any_spouse = {
						has_trait_xp = {
							trait = tourney_participant
							track = foot
							value >= 100
						}
					}
					any_parent = {
						has_trait_xp = {
							trait = tourney_participant
							track = foot
							value >= 100
						}
					}
				}
			}
			add = -7 # Further 'moderation' impact below.
		}
		if = {
			limit = {
				OR = {
					any_spouse = {
						has_trait_xp = {
							trait = tourney_participant
							track = foot
							value >= 65
						}
					}
					any_parent = {
						has_trait_xp = {
							trait = tourney_participant
							track = foot
							value >= 65
						}
					}
				}
			}
			add = -5 # Further 'moderation' impact below.
		}
		else_if = {
			limit = {
				OR = {
					any_spouse = {
						has_trait_xp = {
							trait = tourney_participant
							track = foot
							value >= 30
						}
					}
					any_parent = {
						has_trait_xp = {
							trait = tourney_participant
							track = foot
							value >= 30
						}
					}
				}
			}
			add = -2 # Further 'moderation' impact below.
		}
	}


	########################################
	# SPOUSE AND PARENT NEGATIVE INFLUENCE #
	########################################
	if = { #NEW - gluttonous
		limit = {
			NOT = {
				has_trait = gluttonous
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = gluttonous
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = gluttonous
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = 25
	}
	if = { #NEW - comfort_eater
		limit = {
			NOT = {
				has_trait = comfort_eater
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = comfort_eater
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = comfort_eater
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = 13
	}
	if = { #NEW - drunkard
		limit = {
			NOT = {
				has_trait = drunkard
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = drunkard
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = drunkard
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = 13
	}
	if = { #NEW - lazy
		limit = {
			NOT = {
				has_trait = lazy
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = lazy
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = lazy
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = 8
	}
	if = { #NEW - greedy
		limit = {
			NOT = {
				has_trait = greedy
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = greedy
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = greedy
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = 8
	}
	if = { #NEW - gregarious
		limit = {
			NOT = {
				has_trait = gregarious
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = gregarious
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = gregarious
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = 8
	}
	if = { #NEW - avaricious
		limit = {
			NOT = {
				has_trait = avaricious
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = avaricious
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = avaricious
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = 5
	}
	if = { #NEW - trusting
		limit = {
			NOT = {
				has_trait = trusting
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = trusting
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = trusting
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = 5
	}
	if = { #NEW - calm
		limit = {
			NOT = {
				has_trait = calm
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = calm
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = calm
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = 5
	}
	if = { #NEW - eccentric
		limit = {
			NOT = {
				has_trait = eccentric
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = eccentric
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = eccentric
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = 5
	}
	if = { #NEW - lustful
		limit = {
			NOT = {
				has_trait = lustful
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = lustful
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = lustful
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = 5
	}
	if = { #NEW - brave
		limit = {
			NOT = {
				has_trait = brave
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = brave
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = brave
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = 3
	}
	if = { #NEW - ambitious
		limit = {
			NOT = {
				has_trait = ambitious
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = ambitious
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = ambitious
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = 3
	}
	if = { #NEW - forgiving
		limit = {
			NOT = {
				has_trait = forgiving
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = forgiving
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = forgiving
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = 3
	}
	if = { #NEW - patient
		limit = {
			NOT = {
				has_trait = patient
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = patient
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = patient
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = 3
	}
	if = { #NEW - profligate
		limit = {
			NOT = {
				has_trait = profligate
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = profligate
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = profligate
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = 3
	}
	if = { #NEW - arrogant
		limit = {
			NOT = {
				has_trait = arrogant
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = arrogant
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = arrogant
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = 3
	}

	if = { #NEW - lifestyle_reveler
		limit = {
			NOT = {
				has_trait = lifestyle_reveler
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = lifestyle_reveler
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = lifestyle_reveler
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		add = 5
		if = {
			limit = {
				OR = {
					any_spouse = {
						has_trait_xp = {
							trait = lifestyle_reveler
							value >= 100
						}
					}
					any_parent = {
						has_trait_xp = {
							trait = lifestyle_reveler
							value >= 100
						}
					}
				}
			}
			add = 8
		}
		else_if = {
			limit = {
				OR = {
					any_spouse = {
						has_trait_xp = {
							trait = lifestyle_reveler
							value >= 50
						}
					}
					any_parent = {
						has_trait_xp = {
							trait = lifestyle_reveler
							value >= 50
						}
					}
				}
			}
			add = 5
		}
	}

	############################
	# LIEGE NEGATIVE INFLUENCE #
	############################

	if = { #NEW - gregarious
		limit = {
			is_landed = yes
			exists = liege
			NOT = {
				has_trait = gregarious
				has_trait = reclusive
				has_trait = shy
			}
			liege = {
				has_trait = gregarious
				NOR = {
					has_trait = reclusive
					has_trait = shy
				}
			}
			NOT = {
				any_spouse = {
					has_trait = gregarious
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
			}
		}
		add = 8
	}

	if = { #NEW - lifestyle_reveler
		limit = {
			is_landed = yes
			exists = liege
			NOT = {
				has_trait = lifestyle_reveler
				has_trait = reclusive
				has_trait = shy
			}
			liege = {
				has_trait = lifestyle_reveler
				NOR = {
					has_trait = reclusive
					has_trait = shy
				}
			}
			NOT = {
				any_spouse = {
					has_trait = lifestyle_reveler
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
			}
		}
		add = 5
		if = {
			limit = {
				liege = {
					has_trait_xp = {
						trait = lifestyle_reveler
						value >= 100
					}
				}
			}
			add = 8
		}
		else_if = {
			limit = {
				liege = {
					has_trait_xp = {
						trait = lifestyle_reveler
						value >= 50
					}
				}
			}
			add = 5
		}
	}

	##############################################################################
	# MODERATION - reduces weight if overweight, and increases it if underweight #
	##############################################################################

	if = {
		limit = {
			has_trait = athletic
		}
		multiply = 0.8
	}
	if = { #NEW
		limit = {
			has_trait = whole_of_body
		}
		multiply = 0.75
	}
	if = {
		limit = { is_aging_character = yes }
		multiply = 1.5
	}	
	else_if = {
		limit = { is_very_young_character = yes }
		multiply = 0.33
	}
	else_if = {
		limit = { is_young_character = yes }
		multiply = 0.66
	}
	if = {
		limit = {
			has_trait = physique_good_1
		}
		multiply = 0.9
	}
	else_if = {
		limit = {
			has_trait = physique_good_2
		}
		multiply = 0.8
	}
	else_if = {
		limit = {
			has_trait = physique_good_3
		}
		multiply = 0.7
	}
	if = {
		limit = {
			has_trait = temperate
		}
		multiply = 0.9
	}
	if = {
		limit = {
			has_trait = diligent
		}
		multiply = 0.9
	}
	if = { #NEW
		limit = {
			has_trait = strong
		}
		multiply = 0.8
	}
	if = { #NEW
		limit = {
			has_trait = lifestyle_hunter
		}
		if = {
			limit = {
				has_trait_xp = {
					trait = lifestyle_hunter
					track = hunter
					value >= 100
				}
			}
			multiply = 0.85
		}
		else_if = {
			limit = {
				has_trait_xp = {
					trait = lifestyle_hunter
					track = hunter
					value >= 50
				}
			}
			multiply = 0.9
		}
	}
	if = { #NEW - More active
		limit = {
			has_trait = lifestyle_blademaster
		}
		if = {
			limit = {
				has_trait_xp = {
					trait = lifestyle_blademaster
					value >= 100
				}
			}
			multiply = 0.85
		}
		else_if = {
			limit = {
				has_trait_xp = {
					trait = lifestyle_blademaster
					value >= 50
				}
			}
			multiply = 0.9
		}
	}
	if = { #NEW
		limit = {
			has_trait = lifestyle_physician
		}
		if = {
			limit = {
				has_trait_xp = {
					trait = lifestyle_physician
					value >= 100
				}
			}
			multiply = 0.85
		}
		else_if = {
			limit = {
				has_trait_xp = {
					trait = lifestyle_physician
					value >= 50
				}
			}
			multiply = 0.9
		}
	}
	if = { #NEW
		limit = {
			has_trait = tourney_participant
		}
		if = {
			limit = {
				has_trait_xp = {
					trait = tourney_participant
					track = foot
					value >= 100
				}
			}
			multiply = 0.80
		}
		else_if = {
			limit = {
				has_trait_xp = {
					trait = tourney_participant
					track = foot
					value >= 65
				}
			}
			multiply = 0.85
		}
		else_if = {
			limit = {
				has_trait_xp = {
					trait = tourney_participant
					track = foot
					value >= 30
				}
			}
			multiply = 0.9
		}
	}
	if = { #NEW - being landless should make gaining weight more difficult
		limit = {
			OR = {
				is_landless_adventurer = yes
				AND = {
					exists = liege
					liege = {
						is_landless_adventurer = yes
					}
				}
			}
		}
		multiply = 0.8
	}
	if = { #NEW - marching in an army burns callories
		limit = {
			is_in_army = yes
		}
		multiply = 0.8
	}
	

	##############################
	# SPOUSE POSITIVE MODERATION #
	##############################

	if = { #NEW - athletic
		limit = {
			NOT = {
				has_trait = athletic
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = athletic
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = athletic
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		multiply = 0.9
	}
	if = { #NEW - whole_of_body
		limit = {
			NOT = {
				has_trait = whole_of_body
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = whole_of_body
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = whole_of_body
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		multiply = 0.85
	}
	if = { #NEW - strong
		limit = {
			NOT = {
				has_trait = strong
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = strong
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = strong
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		multiply = 0.9
	}

	if = { #NEW - lifestyle_hunter
		limit = {
			NOT = {
				has_trait = lifestyle_hunter
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = lifestyle_hunter
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = lifestyle_hunter
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		if = {
			limit = {
				OR = {
					any_spouse = {
						has_trait_xp = {
							trait = lifestyle_hunter
							track = hunter
							value >= 100
						}
					}
					any_parent = {
						has_trait_xp = {
							trait = lifestyle_hunter
							track = hunter
							value >= 100
						}
					}
				}
			}
			multiply = 0.90
		}
		else_if = {
			limit = {
				OR = {
					any_spouse = {
						has_trait_xp = {
							trait = lifestyle_hunter
							track = hunter
							value >= 50
						}
					}
					any_parent = {
						has_trait_xp = {
							trait = lifestyle_hunter
							track = hunter
							value >= 50
						}
					}
				}
			}
			multiply = 0.95
		}
	}
	if = { #NEW - lifestyle_blademaster
		limit = {
			NOT = {
				has_trait = lifestyle_blademaster
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = lifestyle_blademaster
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = lifestyle_blademaster
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		if = {
			limit = {
				OR = {
					any_spouse = {
						has_trait_xp = {
							trait = lifestyle_blademaster
							value >= 100
						}
					}
					any_parent = {
						has_trait_xp = {
							trait = lifestyle_blademaster
							value >= 100
						}
					}
				}
			}
			multiply = 0.90
		}
		else_if = {
			limit = {
				OR = {
					any_spouse = {
						has_trait_xp = {
							trait = lifestyle_blademaster
							value >= 50
						}
					}
					any_parent = {
						has_trait_xp = {
							trait = lifestyle_blademaster
							value >= 50
						}
					}
				}
			}
			multiply = 0.95
		}
	}
	if = { #NEW - lifestyle_physician
		limit = {
			NOT = {
				has_trait = lifestyle_physician
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = lifestyle_physician
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = lifestyle_physician
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		if = {
			limit = {
				OR = {
					any_spouse = {
						has_trait_xp = {
							trait = lifestyle_physician
							value >= 100
						}
					}
					any_parent = {
						has_trait_xp = {
							trait = lifestyle_physician
							value >= 100
						}
					}
				}
			}
			multiply = 0.90
		}
		else_if = {
			limit = {
				OR = {
					any_spouse = {
						has_trait_xp = {
							trait = lifestyle_physician
							value >= 50
						}
					}
					any_parent = {
						has_trait_xp = {
							trait = lifestyle_physician
							value >= 50
						}
					}
				}
			}
			multiply = 0.95
		}
	}
	if = { #NEW - tourney_participant
		limit = {
			NOT = {
				has_trait = tourney_participant
				has_trait = reclusive
				has_trait = shy
			}
			OR = {
				any_spouse = {
					has_trait = tourney_participant
					NOR = {
						has_trait = reclusive
						has_trait = shy
					}
				}
				AND = {
					is_landed = no
					any_parent = {
						is_alive = yes # Not sure if needed
						has_trait = tourney_participant
						NOR = {
							has_trait = reclusive
							has_trait = shy
						}
					}
				}
			}
		}
		if = {
			limit = {
				OR = {
					any_spouse = {
						has_trait_xp = {
							trait = tourney_participant
							track = foot
							value >= 100
						}
					}
					any_parent = {
						has_trait_xp = {
							trait = tourney_participant
							track = foot
							value >= 100
						}
					}
				}
			}
			multiply = 0.85
		}
		else_if = {
			limit = {
				OR = {
					any_spouse = {
						has_trait_xp = {
							trait = tourney_participant
							track = foot
							value >= 65
						}
					}
					any_parent = {
						has_trait_xp = {
							trait = tourney_participant
							track = foot
							value >= 65
						}
					}
				}
			}
			multiply = 0.90
		}
		else_if = {
			limit = {
				OR = {
					any_spouse = {
						has_trait_xp = {
							trait = tourney_participant
							track = foot
							value >= 30
						}
					}
					any_parent = {
						has_trait_xp = {
							trait = tourney_participant
							track = foot
							value >= 30
						}
					}
				}
			}
			multiply = 0.95
		}
	}

	######################################################################################
	#Bad physique has the opposite effect, making you skew even further towards extremes #
	######################################################################################

	if = { #NEW - being stress effects your weight
		limit = {
			stress_level >= 1
		}
		if = {
			limit = {
				stress_level >= 3
			}
			multiply = 1.3
		}
		else_if = {
			limit = {
				stress_level >= 2
			}
			multiply = 1.2
		}
		else = {
			multiply = 1.1
		}
	}
	if = { #NEW - Depression can make you both lose and gain weight
		limit = { 
			OR = {
				has_trait = depressed_1
				has_trait = depressed_genetic
			}
		}
		multiply = 1.1
	}
	if = { #NEW - to stop/reduce weight flip flopping + gaining/losing weight becomes harder after a certain threshold anyway
		limit = {
			OR = {
				has_character_modifier = obese_modifier
				has_character_modifier = malnourished_modifier
			}
		}
		multiply = 1.1
	}
	if = {
		limit = {
			has_trait = physique_bad_1
		}
		multiply = 1.1
	}
	else_if = {
		limit = {
			has_trait = physique_bad_2
		}
		multiply = 1.2
	}
	else_if = {
		limit = {
			has_trait = physique_bad_3
		}
		multiply = 1.3
	}
	if = { #NEW
		limit = {
			has_trait = hunchbacked
		}
		multiply = 1.1
	}
	if = { #NEW
		limit = {
			has_trait = inbred
		}
		multiply = 1.5
	}
}