﻿@GH_active_effect_weight   = 150
@GH_override_effect_weight = 250
# Values of 0 stop the decal from showing up, so this is necessary
@ZERO = 0.004

seer_trait_accessories = {
	usage = game
	priority = 100

	seer_accessory_effect = {
		weight = {
			base = 0
			modifier = {
				add = 100
				has_trait = magic_seer  # or use a character flag if preferred
			}
		}

		dna_modifiers = {

			accessory = {
				mode = add
				gene = headgear
				template = no_headgear
				value = 1.0
			}
			accessory = {
				mode = add
				gene = cloaks
				template = no_cloak
				value = 1.0
			}
			accessory = {
				mode = add
				gene = clothes
				template = northern_commoner_clothes  # you can define this outfit in your asset files
				value = 1.0
			}
		}
	}
}

angel_no_baldness = {
	usage = game
	priority = 999
	selection_behavior = max

	no_balding_override = {
		dna_modifiers = {
			morph = {
				mode = add
				gene = gene_balding_hair_effect
				template = no_baldness
				value = 1
			}
		}
		weight = {
			base = 50
			modifier = {
				add = 200
				has_character_flag = angel_halo_wings_active
				has_character_flag = dark_angel_halo_wings_active
				has_character_flag = god_light
				has_character_flag = god_dark
			}
		}
	}
}

chest_reduction = {
	my_chest_reduction = {
		weight = {
  			base = 0
  			modifier = {
    			add = 1
    			has_character_flag = dark_angel_halo_wings_active
				is_female = yes
  			}
  			modifier = {
    			add = 1
    			has_character_flag = angel_halo_wings_active
				is_female = yes
  			}
  			modifier = {
	    		add = 1
    			has_character_flag = angel_spawn
  			}
  			modifier = {
	    		add = 1
    			has_character_flag = angel_spawn_dark
  			}
		}

    	ignore_outfit_tags = yes           # (optional, ensures effect shows regardless of clothing)
    		dna_modifiers = {
      		morph = {
        		gene = gene_bs_body_shape
        		mode = modify_multiply                 # override the existing value
        		value = 0.0
      		}
			morph = {
        		gene = gene_bs_body_type
        		mode = modify_multiply
				value = 0.75
      		}
    	}
	}
}

angel_trait_accessories = {
	usage = game
	priority = 100

	angel_accessory_effect = {
		weight = {
			base = 0
			modifier = {
				add = 1000
				has_character_flag = angel_halo_wings_active
			}
			modifier = {
				add = 1000
				has_character_flag = angel_spawn
			}
		}
	
	ignore_outfit_tags = yes
		dna_modifiers = {
			accessory = {
				mode = add
				gene = headwear_custom_2
				template = halo
				value = 1.0
			}
			accessory = {
				mode = add
				gene = clothes
				template = no_clothes
				value = 1.0
			}
			accessory = {
				mode = add
				gene = headgear
				template = no_headgear
				value = 1.0
			}
			accessory = {
				mode = add
				gene = cloaks
				template = no_cloak
				value = 1.0
			}
			accessory = {
				mode = add
				gene = LOG_clothes
				template = log_angel_clothing
				value = 1.0
			}
			accessory = {
                mode = modify			
                gene = eye_accessory
                template = no_eyes
                value = 0.5 #1.0
            }
			accessory = {
				mode = add
				gene = POD_eye_accessory
				template = blue_eyes
				value = 1
			}
		}
	}
}

dark_angel_trait_accessories = {
	usage = game
	priority = 100

	dark_angel_accessory_effect = {
		weight = {
			base = 0
			modifier = {
				add = 1000
				has_character_flag = dark_angel_halo_wings_active
			}
			modifier = {
				add = 1000
				has_character_flag = angel_spawn_dark
			}
		}

	ignore_outfit_tags = yes
		dna_modifiers = {
			accessory = {
				mode = add
				gene = clothes
				template = no_clothes
				value = 1.0
			}
			accessory = {
				mode = add
				gene = headgear
				template = no_headgear
				value = 1.0
			}
			accessory = {
				mode = add
				gene = cloaks
				template = no_cloak
				value = 1.0
			}
			accessory = {
				mode = add
				gene = LOG_clothes
				template = log_angel_clothing_dark
				value = 1.0
			}
			accessory = {
                mode = modify			
                gene = eye_accessory
                template = no_eyes
                value = 0.5 #1.0
            }
			accessory = {
				mode = add
				gene = POD_eye_accessory
				template = beasty_eyes
				value = 1
			}
		}
	}
}

log_god_trait_accessories = {
	usage = game
	priority = 100

	angel_accessory_effect = {
		weight = {
			base = 0
			modifier = {
				add = 1000
				has_character_flag = god_light
			}
		}
	
	ignore_outfit_tags = yes
		dna_modifiers = {
			accessory = {
                mode = modify			
                gene = eye_accessory
                template = no_eyes
                value = 0.5 #1.0
            }
			accessory = {
				mode = add
				gene = POD_eye_accessory
				template = gold_eyes
				value = 1
			}
		}
	}
}

log_dark_god_trait_accessories = {
	usage = game
	priority = 100

	angel_accessory_effect = {
		weight = {
			base = 0
			modifier = {
				add = 1000
				has_character_flag = god_dark
			}
		}
	
	ignore_outfit_tags = yes
		dna_modifiers = {
			accessory = {
                mode = modify			
                gene = eye_accessory
                template = no_eyes
                value = 0.5 #1.0
            }
			accessory = {
				mode = add
				gene = POD_eye_accessory
				template = frenzy_eyes
				value = 1
			}
		}
	}
}

dungeon_prisoner_clothes = {
	usage = game
	priority = 100

	dungeon_prisoner_effect = {
		weight = {
			base = 0
			modifier = {
				add = 100
				has_character_flag = dungeon_prisoner
			}
		}

	ignore_outfit_tags = yes
		dna_modifiers = {

			accessory = {
				mode = add
				gene = headgear
				template = no_headgear
				value = 1.0
			}
			accessory = {
				mode = add
				gene = cloaks
				template = no_cloak
				value = 1.0
			}
			accessory = {
				mode = add
				gene = clothes
				template = western_prison
				value = 1.0
			}
		}
	}
}

cultist_accessories = {
	usage = game
	priority = 100

	seer_accessory_effect = {
		weight = {
			base = 0
			modifier = {
				add = 100
					has_character_flag = cultist_log
			}
		}

	ignore_outfit_tags = yes
		dna_modifiers = {

			accessory = {
				mode = add
				gene = headgear
				template = no_headgear
				value = 1.0
			}
			accessory = {
				mode = add
				gene = cloaks
				template = no_cloak
				value = 1.0
			}
			accessory = {
				mode = add
				gene = clothes
				template = northern_commoner_clothes  # you can define this outfit in your asset files
				value = 1.0
			}
		}
	}
}

divine_eye_beasty = {
	usage = game
	priority = 100

	divine_eye_beasty_effect = {
		weight = {
			base = 0
			modifier = {
				add = 1000
				has_character_flag = divine_eye_beasty
			}
		}
		dna_modifiers = {
			accessory = {
				mode = modify
				gene = eye_accessory
				template = no_eyes
				value = 0.5
			}
			accessory = {
				mode = add
				gene = POD_eye_accessory
				template = beasty_eyes
				value = 1.0
			}
		}
	}
}

divine_eye_frenzy = {
	usage = game
	priority = 100

	divine_eye_frenzy_effect = {
		weight = {
			base = 0
			modifier = {
				add = 1000
				has_character_flag = divine_eye_frenzy
			}
		}
		dna_modifiers = {
			accessory = {
				mode = modify
				gene = eye_accessory
				template = no_eyes
				value = 0.5
			}
			accessory = {
				mode = add
				gene = POD_eye_accessory
				template = frenzy_eyes
				value = 1.0
			}
		}
	}
}

divine_eye_abyss = {
	usage = game
	priority = 100

	divine_eye_abyss_effect = {
		weight = {
			base = 0
			modifier = {
				add = 1000
				has_character_flag = divine_eye_abyss
			}
		}
		dna_modifiers = {
			accessory = {
				mode = modify
				gene = eye_accessory
				template = no_eyes
				value = 0.5
			}
			accessory = {
				mode = add
				gene = POD_eye_accessory
				template = abyss_eyes
				value = 1.0
			}
		}
	}
}

divine_eye_red = {
	usage = game
	priority = 100

	divine_eye_red_effect = {
		weight = {
			base = 0
			modifier = {
				add = 1000
				has_character_flag = divine_eye_red
			}
		}
		dna_modifiers = {
			accessory = {
				mode = modify
				gene = eye_accessory
				template = no_eyes
				value = 0.5
			}
			accessory = {
				mode = add
				gene = POD_eye_accessory
				template = red_eyes
				value = 1.0
			}
		}
	}
}

divine_eye_blue = {
	usage = game
	priority = 100

	divine_eye_blue_effect = {
		weight = {
			base = 0
			modifier = {
				add = 1000
				has_character_flag = divine_eye_blue
			}
		}
		dna_modifiers = {
			accessory = {
				mode = modify
				gene = eye_accessory
				template = no_eyes
				value = 0.5
			}
			accessory = {
				mode = add
				gene = POD_eye_accessory
				template = blue_eyes
				value = 1.0
			}
		}
	}
}

divine_eye_gold = {
	usage = game
	priority = 100

	divine_eye_gold_effect = {
		weight = {
			base = 0
			modifier = {
				add = 1000
				has_character_flag = divine_eye_gold
			}
		}
		dna_modifiers = {
			accessory = {
				mode = modify
				gene = eye_accessory
				template = no_eyes
				value = 0.5
			}
			accessory = {
				mode = add
				gene = POD_eye_accessory
				template = gold_eyes
				value = 1.0
			}
		}
	}
}
