﻿
gptip_add_flags_effect = {
	if = {
		limit = {
			is_at_war = yes
			is_adult = yes
			is_landed = yes
			any_character_war = {
				OR = {
					primary_attacker = { this = root }
					primary_defender = { this = root }
				}
			}
		}
		add_character_flag = single_combat_duel_armor
	}
	if = {
		limit = {
			is_at_war = no
			is_adult = yes
			is_landed = yes
			has_character_flag = single_combat_duel_armor
		}
		remove_character_flag = single_combat_duel_armor
	}
	if = {
		limit = { age < 12 }
		random_list = {
			1 = {
				modifier = { add = 10 is_healthy = no }
				modifier = { 
					add = 1
					OR = {
						has_trait = compassionate has_trait = callous has_trait = sadistic
						has_trait = just has_trait = arbitrary
						has_trait = generous has_trait = greedy 
						has_trait = brave has_trait = craven
						has_trait = forgiving has_trait = vengeful
						has_trait = gregarious has_trait = shy
						has_trait = zealous has_trait = cynical
					}
				}
			}
			0 = { modifier = { add = 1 age > 3 age < 12 } add_character_flag = gpt_child_clutching_ball_entry }
			0 = { modifier = { add = 2 age > 3 age < 12 stress_level >= 1 } add_character_flag = gpt_cry_entry }
			0 = { modifier = { add = 3 age > 3 age < 12 stress_level >= 2 } add_character_flag = gpt_cry_entry }

			0 = { modifier = { add = 1 age > 3 age < 12 is_male = yes } add_character_flag = gpt_child_hobby_horse_entry }
			0 = { modifier = { add = 1 age > 3 age < 12 is_male = yes } add_character_flag = gpt_wooden_sword_yield_entry }

			0 = { modifier = { add = 1 age > 3 age < 12 is_female = yes } add_character_flag = gpt_child_clutching_doll_entry }
			0 = { modifier = { add = 1 age > 3 age < 12 is_female = yes } add_character_flag = gpt_newborn_peekaboo_entry }

			0 = { modifier = { add = 1 has_trait = bossy } add_character_flag = gpt_wooden_sword_coup_degrace_entry }
			0 = { modifier = { add = 1 has_trait = charming } add_character_flag = gpt_storytelling_entry }
			0 = { modifier = { add = 1 has_trait = curious } add_character_flag = gpt_throne_room_applaud_entry }
			0 = { modifier = { add = 1 has_trait = rowdy } add_character_flag = gpt_hunting_carcass_start_entry }
			0 = { modifier = { add = 1 has_trait = pensive } add_character_flag = reading_loop }
		}
	}
	else = {
		random_list = {
			1 = {
				modifier = { add = 10 is_healthy = no }
				modifier = { add = 5 has_trait = pregnant }
				modifier = { 
					add = 1
					OR = {
						has_trait = compassionate has_trait = callous has_trait = sadistic
						has_trait = just has_trait = arbitrary
						has_trait = generous has_trait = greedy 
						has_trait = brave has_trait = craven
						has_trait = forgiving has_trait = vengeful
						has_trait = gregarious has_trait = shy
						has_trait = zealous has_trait = cynical
					}
				}
				modifier = { 
					add = 1000
					is_travelling = no
					is_commanding_army = no
					is_at_war = yes
				}
			}

			0 = { modifier = { add = 1 has_trait = bossy } add_character_flag = gpt_wooden_sword_coup_degrace_entry }
			0 = { modifier = { add = 1 has_trait = charming } add_character_flag = gpt_storytelling_entry }
			0 = { modifier = { add = 1 has_trait = curious } add_character_flag = gpt_throne_room_applaud_entry }
			0 = { modifier = { add = 1 has_trait = rowdy } add_character_flag = gpt_hunting_carcass_start_entry }
			0 = { modifier = { add = 1 has_trait = pensive } add_character_flag = reading_loop }

			0 = { modifier = { add = 1 prowess >= 20 NOT = { government_has_flag = government_is_tribal } NOT = { government_has_flag = government_is_nomadic } } add_character_flag = gpt_one_handed_passive_sword_entry }
			0 = { modifier = { add = 1 prowess >= 20 government_has_flag = government_is_tribal } add_character_flag = gpt_one_handed_passive_axe_entry }
			0 = { modifier = { add = 1 prowess >= 20 government_has_flag = government_is_nomadic } add_character_flag = gpt_hunting_shortbow_aim_arrow_entry }

			0 = { modifier = {
				add = 1
				any_targeting_faction = {
					OR = {
						faction_power >= root.current_military_strength
						faction_can_press_demands = yes
						faction_power >= 75
					}
				}
			} add_character_flag = gpt_worry_entry }

			0 = { modifier = { add = 5 any_child = { age < 1 } is_female = yes } add_character_flag = gpt_newborn_entry }
			0 = { modifier = { add = 5 any_child = { age < 1 } is_female = yes is_ai = yes } add_character_flag = gpt_newborn_entry }

			0 = { modifier = { add = 1 has_council_position = councillor_court_chaplain } add_character_flag = council_chaplain }
			0 = { modifier = { add = 1 has_council_position = councillor_spymaster } add_character_flag = council_spymaster }
			0 = { modifier = { add = 1 has_council_position = councillor_chancellor } add_character_flag = council_chancellor }
			0 = { modifier = { add = 1 has_council_position = councillor_marshal } add_character_flag = council_marshal }
			0 = { modifier = { add = 1 has_council_position = councillor_steward } add_character_flag = council_steward }
			
			0 = { modifier = { add = 1 has_trait = compassionate OR = { is_female = yes ai_vengefulness < -20 } } add_character_flag = gpt_wedding_happy_cry_entry }
			0 = { modifier = { add = 0.2 has_trait = fickle } add_character_flag = gpt_alto_flute_idle_entry }
			0 = { modifier = { add = 0.2 has_trait = fickle } add_character_flag = gpt_alto_flute_active_entry }
			0 = { modifier = { add = 0.2 has_trait = fickle } add_character_flag = lute_idle }
			0 = { modifier = { add = 0.2 has_trait = fickle } add_character_flag = chifonie_active }
			0 = { modifier = { add = 0.2 has_trait = fickle } add_character_flag = chifonie_idle }
			0 = { modifier = { add = 1 has_trait = content government_has_flag = government_has_treasury is_male = yes } add_character_flag = gpt_child_clutching_ball_entry }
			0 = { modifier = { add = 1 has_trait = content government_has_flag = government_has_treasury is_female = yes } add_character_flag = gpt_child_clutching_doll_entry }
			0 = { modifier = { add = 1 has_trait = content NOT = { government_has_flag = government_has_treasury } is_male = yes } add_character_flag = holding_staff_loop }
			0 = { modifier = { add = 1 has_trait = content NOT = { government_has_flag = government_has_treasury } is_female = yes } add_character_flag = gpt_serving_tray_entry }
			0 = { modifier = { add = 1 has_trait = lazy } add_character_flag = emotion_boredom_entry }
			0 = { modifier = { add = 1 has_trait = wrathful } add_character_flag = gpt_anger_entry }
			0 = { modifier = { add = 1 has_trait = calm } add_character_flag = gpt_pondering_entry }
			0 = { modifier = { add = 1 has_trait = patient } add_character_flag = throneRoom_conversation2_entry }
			0 = { modifier = { add = 1 has_trait = honest } add_character_flag = throneRoom_conversation4_entry }
			0 = { modifier = { add = 1 has_trait = just } add_character_flag = shawm_idle }
			0 = { modifier = { add = 1 has_trait = deceitful } add_character_flag = gpt_schadenfreude_entry }
			0 = { modifier = { add = 1 has_trait = gluttonous } add_character_flag = gpt_drink_entry }
			0 = { modifier = { add = 1 has_trait = gregarious } add_character_flag = gpt_storytelling_entry }
			0 = { modifier = { add = 1 has_trait = stubborn } add_character_flag = gpt_eyeroll_entry }
			0 = { modifier = { add = 1 has_trait = shy } add_character_flag = emotion_shame_entry }
			0 = { modifier = { add = 1 has_trait = craven } add_character_flag = gpt_nervous_entry }
			0 = { modifier = { add = 1 has_trait = brave } add_character_flag = gpt_hero_flex_entry }
			0 = { modifier = { add = 1 has_trait = trusting } add_character_flag = interested_start }
			0 = { modifier = { add = 1 has_trait = paranoid } add_character_flag = gpt_paranoia_entry }
			0 = { modifier = { add = 1 has_trait = eccentric } add_character_flag = gpt_eccentric_entry }

			0 = { modifier = { add = 1 has_trait = sadistic } add_character_flag = gpt_manic_entry }
			0 = { modifier = { add = 1 OR = { has_trait = deviant has_trait = sodomite } } add_character_flag = gpt_fanning_coyly_entry }
			0 = { modifier = { add = 1 OR = { has_trait = eunuch has_trait = beardless_eunuch } } add_character_flag = gpt_fanning_entry }
			0 = { modifier = { add = 1 has_trait = lustful is_female = yes } add_character_flag = gpt_fanning_coyly_entry }
			0 = { modifier = { add = 1 has_trait = chaste } add_character_flag = page_flipping }

			0 = { modifier = { add = 1 has_trait = ambitious } add_character_flag = frontEnd_middle_entry }
			0 = { modifier = { add = 1 has_trait = ambitious government_has_flag = government_is_japan_administrative } add_character_flag = gpt_japanese_war_fan_entry }
			0 = { modifier = { add = 1 has_trait = ambitious government_has_flag = government_is_japan_feudal } add_character_flag = gpt_hasso_no_kamae_entry }
			0 = { modifier = { add = 1 has_trait = ambitious government_has_flag = government_has_merit is_male = yes } add_character_flag = gpt_wu_shu_bao_quan_li_entry }
			0 = { modifier = { add = 1 has_trait = ambitious government_has_flag = government_has_merit is_female = yes } add_character_flag = gpt_gongshou_entry }

			0 = { modifier = { add = 1 has_trait = diligent } add_character_flag = writing }
			0 = { modifier = { add = 1 has_trait = diligent government_has_flag = government_is_japan_administrative } add_character_flag = gpt_japanese_war_fan_entry }
			0 = { modifier = { add = 1 has_trait = diligent government_has_flag = government_is_japan_feudal } add_character_flag = gpt_hasso_no_kamae_entry }

			0 = { modifier = { add = 1 has_trait = humble is_male = yes } add_character_flag = council_chaplain }
			0 = { modifier = { add = 1 has_trait = humble is_female = yes } add_character_flag = gpt_serving_tray_entry }

			0 = { modifier = { add = 1 is_female = yes ai_sociability > 0 government_has_flag = government_has_treasury } add_character_flag = gpt_fanning_entry }
			0 = { modifier = { add = 1 has_trait = arrogant government_has_flag = government_has_merit } add_character_flag = gpt_fanning_entry }
			0 = { modifier = { add = 1 has_trait = arrogant NOT = { government_has_flag = government_has_merit } } add_character_flag = gpt_dismissal_entry }
			0 = { modifier = { add = 1 OR = { has_trait = intellect_bad has_trait = dull } } add_character_flag = ai_irrational_entry }
			0 = { modifier = { add = 1 OR = { has_trait = intellect_good has_trait = shrewd } } add_character_flag = emotion_thinking_entry }
			0 = { modifier = { add = 1 has_trait = beauty_good is_female = yes } add_character_flag = gpt_fanning_coyly_entry }
			0 = { modifier = { add = 1 OR = { has_trait = beauty_bad has_trait = scaly } ai_sociability <= 0 } add_character_flag = emotion_shame_entry }

			0 = { modifier = { add = 1 dread >= 50 } add_character_flag = menacing }
			0 = { modifier = { add = 1 dread >= 80 } add_character_flag = gpt_threatening_entry }

			0 = { modifier = { add = 1 has_focus_or_focus_trait_trigger = { FOCUS = learning_medicine_focus } } add_character_flag = gpt_physician_entry }
			0 = { modifier = { add = 1 has_focus_or_focus_trait_trigger = { FOCUS = learning_scholarship_focus } } add_character_flag = reading_loop  }
			0 = { modifier = { add = 1 has_focus_or_focus_trait_trigger = { FOCUS = learning_theology_focus } } add_character_flag = gpt_praying_entry }
			0 = { modifier = { add = 1 has_focus_or_focus_trait_trigger = { FOCUS = diplomacy_family_focus } } add_character_flag = gpt_child_clutching_ball_entry }
			0 = { modifier = { add = 1 has_focus_or_focus_trait_trigger = { FOCUS = diplomacy_foreign_affairs_focus } } add_character_flag = gpt_debating_entry  }
			0 = { modifier = { add = 1 has_focus_or_focus_trait_trigger = { FOCUS = diplomacy_majesty_focus } } add_character_flag = frontEnd_middle_entry  }
			0 = { modifier = { add = 1 has_focus_or_focus_trait_trigger = { FOCUS = martial_strategy_focus } } add_character_flag = gpt_chess_cocky_entry  }
			0 = { modifier = { add = 1 has_focus_or_focus_trait_trigger = { FOCUS = martial_authority_focus } } add_character_flag = frontEnd_right_entry }
			0 = { modifier = { add = 1 has_focus_or_focus_trait_trigger = { FOCUS = martial_chivalry_focus } } add_character_flag = gpt_one_handed_passive_sword_entry }
			0 = { modifier = { add = 1 has_focus_or_focus_trait_trigger = { FOCUS = stewardship_domain_focus } } add_character_flag = gpt_travelling_entry }
			0 = { modifier = { add = 1 has_focus_or_focus_trait_trigger = { FOCUS = stewardship_duty_focus } } add_character_flag = reading_loop  }
			0 = { modifier = { add = 1 has_focus_or_focus_trait_trigger = { FOCUS = stewardship_wealth_focus } } add_character_flag = gpt_bribing_entry }
			0 = { modifier = { add = 1 has_focus_or_focus_trait_trigger = { FOCUS = intrigue_skulduggery_focus } } add_character_flag = gpt_eavesdrop_entry }
			0 = { modifier = { add = 1 has_focus_or_focus_trait_trigger = { FOCUS = intrigue_temptation_focus } } add_character_flag = gpt_flirtation_left_entry }
			0 = { modifier = { add = 1 has_focus_or_focus_trait_trigger = { FOCUS = intrigue_intimidation_focus } } add_character_flag = council_spymaster }
			
			0 = { modifier = { add = 1 has_trait = witch } add_character_flag = gpt_physician_entry }
			0 = { modifier = { add = 1 has_trait = lifestyle_herbalist } add_character_flag = gpt_physician_entry }
			0 = { modifier = { add = 1 has_trait = lifestyle_physician } add_character_flag = gpt_physician_entry }
			0 = { modifier = { add = 1 has_trait = lifestyle_blademaster } add_character_flag = gpt_chudan_no_kamae_entry }
			0 = { modifier = { add = 1 has_trait = knight_errant } add_character_flag = gpt_one_handed_passive_sword_entry }
			0 = { modifier = { add = 1 has_trait = lifestyle_hunter } add_character_flag = gpt_hunting_knife_entry }
			0 = { modifier = { add = 1 has_trait = lifestyle_reveler } add_character_flag = gpt_drink_entry }
			0 = { modifier = { add = 1 has_trait = peasant_leader } add_character_flag = gpt_hunting_knife_entry }
			0 = { modifier = { add = 1 has_trait = nomadic_philosophy } add_character_flag = bow_idle }
			0 = { modifier = { add = 1 has_trait = lifestyle_mystic } add_character_flag = gpt_stunned_entry }
			0 = { modifier = { add = 1 has_trait = lifestyle_poet } add_character_flag = gpt_storytelling_entry }
			0 = { modifier = { add = 1 OR = { has_trait = varangian has_trait = adventurer has_trait = shieldmaiden } } add_character_flag = marshal_shield }

			0 = {
				modifier = {
					add = 1
					has_trait = journaller
				}
				add_character_flag = gpt_throneroom_writer_entry
			}
			0 = {
				modifier = {
					add = 1
					OR = {
						has_trait = athletic
						has_trait = physique_good
						has_trait = strong
					}
				}
				add_character_flag = gpt_hero_flex_entry
			}
			0 = {
				modifier = {
					add = 1
					OR = {
						has_trait = physique_bad
						has_trait = weak
					}
				}
				add_character_flag = gpt_pain_entry
			}
			



			0 = {
				modifier = {
					add = 1
					has_trait = drunkard
				}
				add_character_flag = gpt_wedding_drunk_entry 
			}
			0 = {
				modifier = {
					add = 1
					OR = {
						has_trait = improvident
						has_trait = profligate
					}
				}
				add_character_flag = gpt_betting_entry 
			}
			0 = {
				modifier = {
					add = 1
					OR = {
						has_trait = possessed
						has_trait = lunatic
					}
				}
				add_character_flag = delirium 
			}
			0 = {
				modifier = {
					add = 1
					has_trait = irritable
				}
				add_character_flag = gpt_rage_entry 
			}
			0 = {
				modifier = {
					add = 1
					OR = {
						has_trait = reclusive
						has_trait = flagellant
						has_trait = comfort_eater
					}
				}
				add_character_flag = emotion_sadness_entry 
			}
			0 = {
				modifier = {
					add = 1
					OR = {
						has_trait = contrite
					}
				}
				add_character_flag = emotion_shame_entry
			}
			0 = {
				modifier = {
					add = 1
					OR = {
						has_trait = inappetetic
					}
				}
				add_character_flag = gpt_disgust_entry
			}
			0 = {
				modifier = {
					add = 1
					OR = {
						has_trait = rakish
					}
				}
				add_character_flag = gpt_flirtation_entry
			}
			0 = {
				modifier = {
					add = 1
					OR = {
						has_trait = depressed
						has_trait = burdened
					}
				}
				add_character_flag = gpt_grief_entry
			}

			0 = {
				modifier = {
					add = 1
					is_travelling = no
					ai_boldness <= -20
					num_of_relation_rival >= 1
				}
				add_character_flag = gpt_worry_entry
			}
			0 = {
				modifier = {
					add = 1
					is_travelling = no
					AND = { ai_rationality <= -20 OR = { num_of_relation_ward >= 1 num_of_relation_guardian >= 1 } }
				}
				add_character_flag = gpt_stressed_teacher_entry
			}
			0 = {
				modifier = {
					add = 1
					is_travelling = no
					AND = { ai_rationality >= 20 OR = { num_of_relation_ward >= 1 num_of_relation_guardian >= 1 } }
				}
				add_character_flag = gpt_happy_teacher_entry 
			}



			0 = {
				modifier = {
					add = 10
					piety_level >= 5
				}
				add_character_flag = gpt_praying_entry
			}
			0 = {
				modifier = {
					add = 10
					stress_level >= 2
					ai_compassion <= 20
				}
				add_character_flag = emotion_stressed_entry 
			}
			0 = {
				modifier = {
					add = 10
					stress_level >= 2
					ai_compassion > 20
				}
				add_character_flag = gpt_cry_entry
			}
			0 = {
				modifier = {
					add = 10
					is_travelling = yes
				}
				add_character_flag = gpt_travelling_entry
			}




			0 = {
				modifier = {
					add = 100
					has_trait = wounded
					is_travelling = no
				}
				add_character_flag = gpt_severelywounded_entry 
			}
			0 = {
				modifier = {
					add = 100
					is_landed = yes
					is_travelling = no
					any_scheme = {
						OR = {
							scheme_type = murder
							scheme_type = abduct
							scheme_type = claim_throne
							scheme_type = fabricate_hook
							scheme_type = steal_back_artifact
							scheme_type = raid_estate
							scheme_type = steal_herd
						}
					}
				}
				add_character_flag = council_spymaster 
			}
			0 = {
				modifier = {
					add = 100
					is_landed = yes
					is_travelling = no
					any_scheme = {
						OR = {
							scheme_type = depose
							scheme_type = overthrow_regent
							scheme_type = damage_legitimacy_scheme
							scheme_type = disbelieve_mandala
							scheme_type = dispute_border
							scheme_type = found_despotate
							scheme_type = ingratiate_family
							scheme_type = prepare_fire_dromons_scheme
							scheme_type = raid_estate
							scheme_type = subsume_province
							scheme_type = expand_power_base
							scheme_type = generate_claim
							scheme_type = seize_realm
							scheme_type = slander

							scheme_type = coup_ceremonial_liege
							scheme_type = celestial_siphon_treasury
							scheme_type = celestial_movement_power_slander
							scheme_type = celestial_minister_find_secrets_scheme
						}
					}
				}
				add_character_flag = gpt_stressed_teacher_entry 
			}
			0 = {
				modifier = {
					add = 100
					is_landed = yes
					is_travelling = no
					any_scheme = {
						OR = {
							scheme_type = foster_legitimacy_scheme
							scheme_type = learn_language
							scheme_type = leverage_contribution
							scheme_type = promote
							scheme_type = celestial_siphon_treasury
							scheme_type = celestial_movement_power_promote
						}
					}
				}
				add_character_flag = page_flipping 
			}
			0 = {
				modifier = {
					add = 100
					is_landed = yes
					is_travelling = no
					any_scheme = {
						OR = {
							scheme_type = study_confucian_classics
						}
					}
				}
				add_character_flag = gpt_holding_scrolls_entry 
			}
			0 = {
				modifier = {
					add = 100
					is_landed = yes
					is_travelling = no
					any_scheme = {
						OR = {
							scheme_type = teach_governor
							scheme_type = mentoring
						}
					}
				}
				add_character_flag = gpt_happy_teacher_entry 
			}
			0 = {
				modifier = {
					add = 100
					is_landed = yes
					is_travelling = no
					any_scheme = {
						OR = {
							scheme_type = seduce
							scheme_type = elope
							scheme_type = courting
						}
					}
				}
				add_character_flag = gpt_love_entry 
			}





			0 = {
				modifier = {
					add = 1000
					is_landed = yes
					is_at_war = no
					is_commanding_army = yes
					any_army = {
						is_raid_army = yes
					}
					ai_compassion > -20
				}
				add_character_flag = menacing 
			}
			0 = {
				modifier = {
					add = 1000
					is_landed = yes
					is_at_war = no
					is_commanding_army = yes
					any_army = {
						is_raid_army = yes
					}
					ai_compassion <= -20
				}
				add_character_flag = gpt_threatening_entry 
			}
			
			0 = {
				modifier = {
					add = 1000
					is_landed = yes
					is_travelling = no
					is_commanding_army = no
					is_at_war = yes
					any_character_war = {
						OR = {
							primary_attacker = { this = root }
							primary_defender = { this = root }
						}
					}
					ai_boldness >= 20
				}
				add_character_flag = council_marshal 
			}
			0 = {
				modifier = {
					add = 1000
					is_landed = yes
					is_travelling = no
					is_commanding_army = no
					is_at_war = yes
					any_character_war = {
						OR = {
							primary_attacker = { this = root }
							primary_defender = { this = root }
						}
					}
					ai_boldness <= -20
				}
				add_character_flag = gpt_nervous_entry
			}
			0 = {
				modifier = {
					add = 1000
					is_landed = yes
					is_travelling = no
					is_commanding_army = no
					is_at_war = yes
					any_character_war = {
						OR = {
							primary_attacker = { this = root }
							primary_defender = { this = root }
						}
					}
					ai_energy >= 20
				}
				add_character_flag = writing
			}
			0 = {
				modifier = {
					add = 1000
					is_landed = yes
					is_travelling = no
					is_commanding_army = no
					is_at_war = yes
					any_character_war = {
						OR = {
							primary_attacker = { this = root }
							primary_defender = { this = root }
						}
					}
					ai_energy <= -20
				}
				add_character_flag = gpt_stunned_entry
			}
			0 = {
				modifier = {
					add = 1000
					is_landed = yes
					is_travelling = no
					is_commanding_army = no
					is_at_war = yes
					any_character_war = {
						OR = {
							primary_attacker = { this = root }
							primary_defender = { this = root }
						}
					}
					ai_compassion >= 20
				}
				add_character_flag = gpt_disapproval_entry
			}
			0 = {
				modifier = {
					add = 1000
					is_landed = yes
					is_travelling = no
					is_commanding_army = no
					is_at_war = yes
					any_character_war = {
						OR = {
							primary_attacker = { this = root }
							primary_defender = { this = root }
						}
					}
					ai_compassion <= -20
				}
				add_character_flag = gpt_dismissal_entry
			}
			0 = {
				modifier = {
					add = 1000
					is_landed = yes
					is_travelling = no
					is_commanding_army = no
					is_at_war = yes
					any_character_war = {
						OR = {
							primary_attacker = { this = root }
							primary_defender = { this = root }
						}
					}
					ai_rationality <= -20
				}
				add_character_flag = gpt_paranoia_entry
			}
			0 = {
				modifier = {
					add = 1000
					is_landed = yes
					is_travelling = no
					is_commanding_army = no
					is_at_war = yes
					any_character_war = {
						OR = {
							primary_attacker = { this = root }
							primary_defender = { this = root }
						}
					}
					ai_rationality >= 20
				}
				add_character_flag = gpt_debating_entry
			}
			0 = {
				modifier = {
					add = 1000
					is_landed = yes
					is_travelling = no
					is_commanding_army = no
					is_at_war = yes
					any_character_war = {
						OR = {
							primary_attacker = { this = root }
							primary_defender = { this = root }
						}
					}
					ai_vengefulness <= -20
				}
				add_character_flag = gpt_eyeroll_entry
			}
			0 = {
				modifier = {
					add = 1000
					is_landed = yes
					is_travelling = no
					is_commanding_army = no
					is_at_war = yes
					any_character_war = {
						OR = {
							primary_attacker = { this = root }
							primary_defender = { this = root }
						}
					}
					ai_vengefulness >= 20
				}
				add_character_flag = gpt_stayback_entry
			}
			0 = {
				modifier = {
					add = 1000
					is_landed = yes
					is_travelling = no
					is_commanding_army = no
					is_at_war = yes
					any_character_war = {
						OR = {
							primary_attacker = { this = root }
							primary_defender = { this = root }
						}
					}
					ai_sociability <= -20
				}
				add_character_flag = throneRoom_conversation3_entry
			}
			0 = {
				modifier = {
					add = 1000
					is_landed = yes
					is_travelling = no
					is_commanding_army = no
					is_at_war = yes
					any_character_war = {
						OR = {
							primary_attacker = { this = root }
							primary_defender = { this = root }
						}
					}
					ai_sociability >= 20
				}
				add_character_flag = throneRoom_conversation1_entry
			}
			0 = {
				modifier = {
					add = 1000
					is_landed = yes
					is_travelling = no
					is_commanding_army = no
					is_at_war = yes
					any_character_war = {
						OR = {
							primary_attacker = { this = root }
							primary_defender = { this = root }
						}
					}
					ai_greed <= -20
				}
				add_character_flag = gpt_wedding_drunk_entry
			}
			0 = {
				modifier = {
					add = 1000
					is_landed = yes
					is_travelling = no
					is_commanding_army = no
					is_at_war = yes
					any_character_war = {
						OR = {
							primary_attacker = { this = root }
							primary_defender = { this = root }
						}
					}
					ai_greed >= 20
				}
				add_character_flag = council_steward
			}
			0 = {
				modifier = {
					add = 1000
					is_landed = yes
					is_travelling = no
					is_commanding_army = no
					is_at_war = yes
					any_character_war = {
						OR = {
							primary_attacker = { this = root }
							primary_defender = { this = root }
						}
					}
					ai_honor <= -20
				}
				add_character_flag = council_spymaster
			}
			0 = {
				modifier = {
					add = 1000
					is_landed = yes
					is_travelling = no
					is_commanding_army = no
					is_at_war = yes
					any_character_war = {
						OR = {
							primary_attacker = { this = root }
							primary_defender = { this = root }
						}
					}
					ai_honor >= 20
				}
				add_character_flag = council_chancellor
			}
			0 = {
				modifier = {
					add = 1000
					is_landed = yes
					is_travelling = no
					is_commanding_army = no
					is_at_war = yes
					any_character_war = {
						OR = {
							primary_attacker = { this = root }
							primary_defender = { this = root }
						}
					}
					ai_zeal <= -20
				}
				add_character_flag = interested_start
			}
			0 = {
				modifier = {
					add = 1000
					is_landed = yes
					is_travelling = no
					is_commanding_army = no
					is_at_war = yes
					any_character_war = {
						OR = {
							primary_attacker = { this = root }
							primary_defender = { this = root }
						}
					}
					ai_zeal >= 20
				}
				add_character_flag = gpt_praying_entry
			}

			0 = {
				modifier = {
					add = 5000
					is_landed = yes
					is_travelling = no
					is_commanding_army = no
					is_at_war = yes
					any_character_war = {
						OR = {
							AND = {
								primary_attacker = { this = root }
								attacker_war_score >= 20
								attacker_war_score < 50
							}
							AND = {
								primary_defender = { this = root }
								defender_war_score >= 20
								defender_war_score < 50
							}
						}
					}
				}
				add_character_flag = gpt_chess_certain_win_entry
			}
			0 = {
				modifier = {
					add = 5000
					is_landed = yes
					is_travelling = no
					is_commanding_army = no
					is_at_war = yes
					any_character_war = {
						OR = {
							AND = {
								primary_attacker = { this = root }
								attacker_war_score >= 50
								attacker_war_score < 85
							}
							AND = {
								primary_defender = { this = root }
								defender_war_score >= 50
								defender_war_score < 85
							}
						}
					}
				}
				add_character_flag = gpt_toast_entry 
			}
			0 = {
				modifier = {
					add = 5000
					is_landed = yes
					is_travelling = no
					is_commanding_army = no
					is_at_war = yes
					any_character_war = {
						OR = {
							AND = {
								primary_attacker = { this = root }
								attacker_war_score >= 90
							}
							AND = {
								primary_defender = { this = root }
								defender_war_score >= 90
							}
						}
					}
				}
				add_character_flag = gpt_wrestling_victory_entry 
			}
			0 = {
				modifier = {
					add = 5000
					is_landed = yes
					is_travelling = no
					is_commanding_army = no
					is_at_war = yes
					any_character_war = {
						OR = {
							AND = {
								primary_attacker = { this = root }
								attacker_war_score <= -20
								attacker_war_score > -50
							}
							AND = {
								primary_defender = { this = root }
								defender_war_score <= -20
								defender_war_score > -50
							}
						}
					}
				}
				add_character_flag = gpt_disbelief_entry 
			}
			0 = {
				modifier = {
					add = 5000
					is_landed = yes
					is_travelling = no
					is_commanding_army = no
					is_at_war = yes
					any_character_war = {
						OR = {
							AND = {
								primary_attacker = { this = root }
								attacker_war_score <= -50
								attacker_war_score > -90
							}
							AND = {
								primary_defender = { this = root }
								defender_war_score <= -50
								defender_war_score > -90
							}
						}
					}
				}
				add_character_flag = gpt_worry_entry
			}
			0 = {
				modifier = {
					add = 5000
					is_landed = yes
					is_travelling = no
					is_commanding_army = no
					is_at_war = yes
					any_character_war = {
						OR = {
							AND = {
								primary_attacker = { this = root }
								attacker_war_score <= -90
							}
							AND = {
								primary_defender = { this = root }
								defender_war_score <= -90
							}
						}
					}
				}
				add_character_flag = gpt_shock_entry 
			}








			0 = {
				modifier = {
					add = 10000
					is_at_war = yes
					is_commanding_army = yes
					ai_rationality < -20
					NOT = { government_has_flag = government_is_nomadic }
					NOT = { government_has_flag = government_is_tribal }
				}
				add_character_flag = gpt_agressive_entry
			}
			0 = {
				modifier = {
					add = 10000
					is_at_war = yes
					is_commanding_army = yes
					ai_rationality > 20
					NOT = { government_has_flag = government_is_nomadic }
				}
				add_character_flag = gpt_inspect_entry
			}
			0 = {
				modifier = {
					add = 10000
					is_at_war = yes
					is_commanding_army = yes
					ai_rationality >= -20
					ai_rationality <= 20
					NOT = { government_has_flag = government_is_nomadic }
					NOT = { government_has_flag = government_is_tribal }
				}
				add_character_flag = council_marshal
			}
			0 = {
				modifier = {
					add = 10000
					is_at_war = yes
					is_commanding_army = yes
					ai_rationality < -20
					NOT = { government_has_flag = government_is_nomadic }
					government_has_flag = government_is_tribal
				}
				add_character_flag = gpt_agressive_axe_entry
			}
			0 = {
				modifier = {
					add = 10000
					is_at_war = yes
					is_commanding_army = yes
					ai_rationality > -20
					ai_rationality <= 20
					NOT = { government_has_flag = government_is_nomadic }
					government_has_flag = government_is_tribal
				}
				add_character_flag = marshal_axe
			}
			0 = {
				modifier = {
					add = 10000
					is_at_war = yes
					is_commanding_army = yes
					ai_boldness < -20
					government_has_flag = government_is_nomadic
				}
				add_character_flag = gpt_hunting_shortbow_rest_arrow_entry
			}
			0 = {
				modifier = {
					add = 10000
					is_at_war = yes
					is_commanding_army = yes
					ai_boldness > 20
					government_has_flag = government_is_nomadic
				}
				add_character_flag = gpt_hunting_shortbow_aim_arrow_entry
			}
			0 = {
				modifier = {
					add = 10000
					is_at_war = yes
					is_commanding_army = yes
					ai_boldness >= -20
					ai_boldness <= 20
					government_has_flag = government_is_nomadic
				}
				add_character_flag = bow_idle
			}
		}
	}
}


gptip_remove_flags_effect = {
	remove_character_flag = AI_honorable_entry
	remove_character_flag = AI_dishonorable_entry
	remove_character_flag = AI_bold_entry
	remove_character_flag = AI_coward_entry
	remove_character_flag = AI_greedy_entry
	remove_character_flag = AI_content_entry
	remove_character_flag = AI_vengeful_entry
	remove_character_flag = AI_forgiving_entry
	remove_character_flag = AI_rational_entry
	remove_character_flag = AI_irrational_entry
	remove_character_flag = AI_compassionate_entry
	remove_character_flag = AI_callous_entry
	remove_character_flag = AI_zealous_entry
	remove_character_flag = AI_cynical_entry
	remove_character_flag = council_chancellor
	remove_character_flag = council_steward
	remove_character_flag = council_spymaster
	remove_character_flag = council_chaplain
	remove_character_flag = council_marshal
	remove_character_flag = marshal_axe
	remove_character_flag = marshal_dagger
	remove_character_flag = marshal_mace
	remove_character_flag = marshal_shield
	remove_character_flag = idle_emperor
	remove_character_flag = emotion_thinking_entry
	remove_character_flag = idle_entry
	remove_character_flag = delirium
	remove_character_flag = interested_start
	remove_character_flag = emotion_beg_entry
	remove_character_flag = emotion_boredom_entry
	remove_character_flag = emotion_sadness_entry
	remove_character_flag = emotion_shame_entry
	remove_character_flag = emotion_stressed_entry
	remove_character_flag = throneRoom_conversation1_entry
	remove_character_flag = throneRoom_conversation2_entry
	remove_character_flag = throneRoom_conversation3_entry
	remove_character_flag = throneRoom_conversation4_entry
	remove_character_flag = menacing
	remove_character_flag = bow_idle
	remove_character_flag = holding_staff_loop
	remove_character_flag = scepter
	remove_character_flag = page_flipping
	remove_character_flag = writing
	remove_character_flag = reading_loop
	remove_character_flag = holding_hu_2
	remove_character_flag = shawm_active
	remove_character_flag = shawm_idle
	remove_character_flag = lute_active
	remove_character_flag = lute_idle
	remove_character_flag = chifonie_active
	remove_character_flag = chifonie_idle
	remove_character_flag = frontEnd_middle_entry
	remove_character_flag = frontEnd_left_entry
	remove_character_flag = frontEnd_right_entry
	remove_character_flag = misc_arrest
	remove_character_flag = war_attacker
	remove_character_flag = war_defender

	remove_character_flag = gpt_severelywounded_entry
	remove_character_flag = gpt_worry_entry
	remove_character_flag = gpt_agressive_entry
	remove_character_flag = gpt_inspect_entry
	remove_character_flag = gpt_cry_entry
	remove_character_flag = gpt_anger_entry
	remove_character_flag = gpt_travelling_entry
	remove_character_flag = gpt_drink_entry
	remove_character_flag = gpt_betting_entry
	remove_character_flag = gpt_praying_entry

	remove_character_flag = gpt_physician_entry
	remove_character_flag = gpt_happy_teacher_entry
	remove_character_flag = gpt_stressed_teacher_entry
	remove_character_flag = gpt_fanning_entry
	remove_character_flag = gpt_chess_cocky_entry
	remove_character_flag = gpt_disappointed_entry
	remove_character_flag = gpt_disbelief_entry
	remove_character_flag = gpt_disgust_entry
	remove_character_flag = gpt_eccentric_entry
	remove_character_flag = gpt_grief_entry
	remove_character_flag = gpt_happiness_entry
	remove_character_flag = gpt_love_entry
	remove_character_flag = gpt_manic_entry
	remove_character_flag = gpt_nervous_entry
	remove_character_flag = gpt_paranoia_entry
	remove_character_flag = gpt_schadenfreude_entry
	remove_character_flag = gpt_newborn_entry #holding
	remove_character_flag = gpt_throneroom_writer_entry
	remove_character_flag = gpt_pondering_entry
	remove_character_flag = gpt_wedding_drunk_entry
	remove_character_flag = gpt_debating_entry
	remove_character_flag = gpt_fanning_coyly_entry
	remove_character_flag = gpt_hero_flex_entry
	remove_character_flag = gpt_stayback_entry
	remove_character_flag = gpt_hunting_falcon_entry
	remove_character_flag = gpt_wrestling_victory_entry
	remove_character_flag = gpt_shock_entry
	remove_character_flag = gpt_threatening_entry
	remove_character_flag = gpt_one_handed_passive_sword_entry
	remove_character_flag = gpt_one_handed_passive_axe_entry
	remove_character_flag = gpt_hasso_no_kamae_entry
	remove_character_flag = gpt_holding_scrolls_entry
	remove_character_flag = gpt_throne_room_applaud_entry
	remove_character_flag = gpt_gongshou_entry
	remove_character_flag = gpt_wu_shu_bao_quan_li_entry
	remove_character_flag = gpt_admiration_entry
	remove_character_flag = gpt_disapproval_entry
	remove_character_flag = gpt_japanese_war_fan_entry
	remove_character_flag = gpt_child_clutching_doll_entry
	remove_character_flag = gpt_child_clutching_ball_entry
	remove_character_flag = gpt_child_hobby_horse_entry
	remove_character_flag = gpt_pain_entry
	remove_character_flag = gpt_hunting_shortbow_rest_arrow_entry
	remove_character_flag = gpt_agressive_axe_entry
	remove_character_flag = gpt_flirtation_entry
	remove_character_flag = gpt_flirtation_left_entry
	remove_character_flag = gpt_bribing_entry
	remove_character_flag = gpt_chess_certain_win_entry
	remove_character_flag = gpt_eavesdrop_entry
	remove_character_flag = gpt_eyeroll_entry
	remove_character_flag = gpt_scheme_entry
	remove_character_flag = gpt_rage_entry
	remove_character_flag = gpt_wedding_happy_cry_entry
	remove_character_flag = gpt_stunned_entry
	remove_character_flag = gpt_serving_tray_entry
	remove_character_flag = gpt_obsequious_bow_entry
	remove_character_flag = gpt_storytelling_entry
	remove_character_flag = gpt_shepherd_with_sheep_entry
	remove_character_flag = gpt_reception_groom_left_entry
	remove_character_flag = gpt_chudan_no_kamae_entry
	remove_character_flag = gpt_alto_flute_idle_entry
	remove_character_flag = gpt_alto_flute_active_entry
	remove_character_flag = gpt_dismissal_entry
	remove_character_flag = gpt_lantern_entry
	remove_character_flag = gpt_hunting_shortbow_aim_arrow_entry
	remove_character_flag = gpt_hunting_knife_entry
	remove_character_flag = gpt_toast_entry
	remove_character_flag = gpt_newborn_peekaboo_entry
	remove_character_flag = gpt_hunting_carcass_start_entry
	remove_character_flag = gpt_wooden_sword_yield_entry
	remove_character_flag = gpt_wooden_sword_coup_degrace_entry
}