# Targetted decisions are possible vs _all_ other characters and shown are in the Diplomacy View, not the Intrigue View. The taker is in the FROM scope.
#
# filter = [self/court/home_court/vassals/sub_realm/realm/dynasty/all] (self MUST be set for decisions targetting only the taker, the other filter types can be set to lessen CPU load)
# #ai_target_filter  = [self/court/home_court/vassals/sub_realm/realm/dynasty/all] (which characters for which the AI evaluates the decision.)
#	court: all characters in the AI's host court, including prisoners, and characters currently away (wards, prisoners, etc)
#	home_court: all characters in the AI's home court, including prisoners, and characters currently away (wards, prisoners, etc)
#	vassals: direct vassal rulers of the AI's employer
#	sub_realm: all characters below the AI's employer
#	realm: all characters in the same top realm as the AI
#	dynasty: all members of the same dynasty (including the dead!)
#	all: all living characters (Avoid if possible. VERY CPU-HEAVY!)
#	

targetted_decisions = {

	grant_weapon = {
		#is_high_prio = yes
		filter = court
		from_potential = {
			is_adult = yes
			is_ruler = yes
			prisoner = no
			has_regent = no
			dynasty = ROOT
			NOT = { trait = No_Sword }
		}
		
		potential = {
			is_adult = yes
			prisoner = no
			is_adult = yes
			dynasty = FROM
			prisoner = no
			ai = yes
		}
		
		allow = {
		}
		
		effect = {
			if = {
				limit = {
					FROM = { trait = Bronze_Sword }
				}
				add_trait = Bronze_Sword
				FROM = { 
				remove_trait = Bronze_Sword 
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Iron_Sword }
				}
				add_trait = Iron_Sword
				FROM = { 
				remove_trait = Iron_Sword 
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Steel_Sword }
				}
				add_trait = Steel_Sword
				FROM = { 
				remove_trait = Steel_Sword 
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Silver_Sword }
				}
				add_trait = Silver_Sword
				FROM = { 
				remove_trait = Silver_Sword 
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Gold_Sword }
				}
				add_trait = Gold_Sword
				FROM = { 
				remove_trait = Gold_Sword 
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Mithril_Sword }
				}
				add_trait = Mithril_Sword
				FROM = { 
				remove_trait = Mithril_Sword 
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Light_Sword }
				}
				add_trait = Light_Sword
				FROM = { 
				remove_trait = Light_Sword 
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Dark_Sword }
				}
				add_trait = Dark_Sword
				FROM = { 
				remove_trait = Dark_Sword 
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Mithril_Sword }
				}
				add_trait = Mithril_Sword
				FROM = { 
				remove_trait = Mithril_Sword 
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Light_Sword }
				}
				add_trait = Light_Sword
				FROM = { 
				remove_trait = Light_Sword 
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Infinity_Sword }
				}
				add_trait = Infinity_Sword
				FROM = { 
				remove_trait = Infinity_Sword
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Ass_Blades }
				}
				add_trait = Ass_Blades
				FROM = { 
				remove_trait = Ass_Blades
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Ass_Bow }
				}
				add_trait = Ass_Bow
				FROM = { 
				remove_trait = Ass_Bow
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Silent_Blades }
				}
				add_trait = Silent_Blades
				FROM = { 
				remove_trait = Silent_Blades
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Silent_Bow }
				}
				add_trait = Silent_Bow
				FROM = { 
				remove_trait = Silent_Bow
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Master_Blades }
				}
				add_trait = Master_Blades
				FROM = { 
				remove_trait = Master_Blades
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Master_Bow }
				}
				add_trait = Master_Bow
				FROM = { 
				remove_trait = Master_Bow
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Ruby_Dagger }
				}
				add_trait = Ruby_Dagger
				FROM = { 
				remove_trait = Ruby_Dagger
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Ruby_Bracelet }
				}
				add_trait = Ruby_Bracelet
				FROM = { 
				remove_trait = Ruby_Bracelet
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Emerald_Dagger }
				}
				add_trait = Emerald_Dagger
				FROM = { 
				remove_trait = Emerald_Dagger
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Emerald_Bracelet }
				}
				add_trait = Emerald_Bracelet
				FROM = { 
				remove_trait = Emerald_Bracelet
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Diamond_Dagger }
				}
				add_trait = Diamond_Dagger
				FROM = { 
				remove_trait = Diamond_Dagger
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Steel_Pickaxe }
				}
				add_trait = Steel_Pickaxe
				FROM = { 
				remove_trait = Steel_Pickaxe
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Mithril_Pickaxe }
				}
				add_trait = Mithril_Pickaxe
				FROM = { 
				remove_trait = Mithril_Pickaxe
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Dragon_Pickaxe }
				}
				add_trait = Dragon_Pickaxe
				FROM = { 
				remove_trait = Dragon_Pickaxe
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Steel_Hammer }
				}
				add_trait = Steel_Hammer
				FROM = { 
				remove_trait = Steel_Hammer
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Mithril_Hammer }
				}
				add_trait = Mithril_Hammer
				FROM = { 
				remove_trait = Mithril_Hammer
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Dragon_Hammer }
				}
				add_trait = Dragon_Hammer
				FROM = { 
				remove_trait = Dragon_Hammer
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Oak_Staff }
				}
				add_trait = Oak_Staff
				FROM = { 
				remove_trait = Oak_Staff
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = ElvenWood_Staff }
				}
				add_trait = ElvenWood_Staff
				FROM = { 
				remove_trait = ElvenWood_Staff
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = White_Staff }
				}
				add_trait = White_Staff
				FROM = { 
				remove_trait = White_Staff
				add_trait = No_Sword
				} 
			}
			if = {
				limit = {
					FROM = { trait = Dark_Staff }
				}
				add_trait = Dark_Staff
				FROM = { 
				remove_trait = Dark_Staff
				add_trait = No_Sword
				} 
			}
		}
		
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}
	grant_set = {
		#is_high_prio = yes
		filter = court
		from_potential = {
			is_adult = yes
			is_ruler = yes
			prisoner = no
			has_regent = no
			dynasty = ROOT
			NOT = { trait = No_Set }
		}
		
		potential = {
			is_adult = yes
			prisoner = no
			is_adult = yes
			dynasty = FROM
			prisoner = no
			ai = yes
		}
		
		allow = {
		}
		
		effect = {
			if = {
				limit = {
					FROM = { trait = Bronze_Set }
				}
				add_trait = Bronze_Set
				FROM = { 
				remove_trait = Bronze_Set 
				add_trait = No_Set
				} 
			}
			if = {
				limit = {
					FROM = { trait = Iron_Set }
				}
				add_trait = Iron_Set
				FROM = { 
				remove_trait = Iron_Set 
				add_trait = No_Set
				} 
			}
			if = {
				limit = {
					FROM = { trait = Steel_Set }
				}
				add_trait = Steel_Set
				FROM = { 
				remove_trait = Steel_Set 
				add_trait = No_Set
				} 
			}
			if = {
				limit = {
					FROM = { trait = Silver_Set }
				}
				add_trait = Silver_Set
				FROM = { 
				remove_trait = Silver_Set 
				add_trait = No_Set
				} 
			}
			if = {
				limit = {
					FROM = { trait = Gold_Set }
				}
				add_trait = Gold_Set
				FROM = { 
				remove_trait = Gold_Set 
				add_trait = No_Set
				} 
			}
			if = {
				limit = {
					FROM = { trait = Mithril_Set }
				}
				add_trait = Mithril_Set
				FROM = { 
				remove_trait = Mithril_Set 
				add_trait = No_Set
				} 
			}
			if = {
				limit = {
					FROM = { trait = Light_Set }
				}
				add_trait = Light_Set
				FROM = { 
				remove_trait = Light_Set 
				add_trait = No_Set
				} 
			}
			if = {
				limit = {
					FROM = { trait = Dark_Set }
				}
				add_trait = Dark_Set
				FROM = { 
				remove_trait = Dark_Set 
				add_trait = No_Set
				} 
			}
			if = {
				limit = {
					FROM = { trait = Mithril_Set }
				}
				add_trait = Mithril_Set
				FROM = { 
				remove_trait = Mithril_Set 
				add_trait = No_Set
				} 
			}
			if = {
				limit = {
					FROM = { trait = Light_Set }
				}
				add_trait = Light_Set
				FROM = { 
				remove_trait = Light_Set 
				add_trait = No_Set
				} 
			}
			if = {
				limit = {
					FROM = { trait = Infinity_Set }
				}
				add_trait = Infinity_Set
				FROM = { 
				remove_trait = Infinity_Set
				add_trait = No_Set
				} 
			}
			if = {
				limit = {
					FROM = { trait = Ass_Cloak }
				}
				add_trait = Ass_Cloak
				FROM = { 
				remove_trait = Ass_Cloak
				add_trait = No_Set
				} 
			}
			if = {
				limit = {
					FROM = { trait = Silent_Cloak }
				}
				add_trait = Silent_Cloak
				FROM = { 
				remove_trait = Silent_Cloak
				add_trait = No_Set
				} 
			}
			if = {
				limit = {
					FROM = { trait = Master_Cloak }
				}
				add_trait = Master_Cloak
				FROM = { 
				remove_trait = Master_Cloak
				add_trait = No_Set
				} 
			}
			if = {
				limit = {
					FROM = { trait = Master_Bow }
				}
				add_trait = Master_Bow
				FROM = { 
				remove_trait = Master_Bow
				add_trait = No_Set
				} 
			}
			if = {
				limit = {
					FROM = { trait = Ruby_Crown }
				}
				add_trait = Ruby_Crown
				FROM = { 
				remove_trait = Ruby_Crown
				add_trait = No_Set
				} 
			}
			if = {
				limit = {
					FROM = { trait = Emerald_Crown }
				}
				add_trait = Emerald_Crown
				FROM = { 
				remove_trait = Emerald_Crown
				add_trait = No_Set
				} 
			}
			if = {
				limit = {
					FROM = { trait = Diamond_Crown }
				}
				add_trait = Diamond_Crown
				FROM = { 
				remove_trait = Diamond_Crown
				add_trait = No_Set
				} 
			}
			if = {
				limit = {
					FROM = { trait = Basic_Robes }
				}
				add_trait = Basic_Robes
				FROM = { 
				remove_trait = Basic_Robes
				add_trait = No_Set
				} 
			}
			if = {
				limit = {
					FROM = { trait = Elven_Robes }
				}
				add_trait = Elven_Robes
				FROM = { 
				remove_trait = Elven_Robes
				add_trait = No_Set
				} 
			}
			if = {
				limit = {
					FROM = { trait = White_Robes }
				}
				add_trait = White_Robes
				FROM = { 
				remove_trait = White_Robes
				add_trait = No_Set
				} 
			}
			if = {
				limit = {
					FROM = { trait = Dark_Robes }
				}
				add_trait = Dark_Robes
				FROM = { 
				remove_trait = Dark_Robes
				add_trait = No_Set
				} 
			}
		}
		
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}
}
}