########################################
###Written by Ogaburan aka Ran Miller###
########################################

# 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
#	all: all living characters (Avoid if possible. VERY CPU-HEAVY!)
#	

targetted_decisions = {

	force_train_son_1 = {
		ai_target_filter = none
		filter = home_court
		ai = no
		
		from_potential = {
			ai = no
		}
		potential = {
			OR = {
				is_child_of = FROM
				father_even_if_dead = { is_child_of = FROM }
				mother_even_if_dead = { is_child_of = FROM }
				educator = { character = FROM }
				trait = slave
			}		
			NOT_mythical_creature_trigger = yes
		}
		
		allow = {
			show_only_failed_conditions = yes
			FROM = {				
				prisoner = no
				in_command = no
				NOT = { trait = incapable }
				NOT = { has_character_modifier = training_son }
				custom_tooltip = {
					text = TOOLTIPforce_train_son
					hidden_tooltip = {
						OR = {
							trait = master_warrior
							trait = skilled_warrior
							AND = {
								trait = trained_warrior
								ROOT = { NOT = { trait = trained_warrior } }
							}
							AND = {
								trait = poor_warrior
								ROOT = { 
									NOT = { trait = trained_warrior } 
									NOT = { trait = poor_warrior }
								}
							}
						}
					}	
				}
				NOT = { is_inaccessible_trigger = yes }
			}
			age = 8
			NOT = { age = 20 }
			liege = { character = FROM }
			is_ruler = no
			in_command = no
			prisoner = no
			
			NOT = { trait = master_warrior }
			NOT = { trait = skilled_warrior }		
			NOT = { trait = wounded }
			NOT = { has_severe_disability_trigger = yes }
			NOT = { is_maimed_trigger = yes }
			
			NOT = { is_weak_trigger = yes }
			NOT = { trait = craven }
			NOT = { trait = slothful }
			NOT = { trait = dwarf }
			NOT = { trait = hunchback }	
			NOT = { is_inaccessible_trigger = yes }
			
			NOT = { has_character_modifier = force_trained }
		}
		
		effect = {
			#FROM = { set_character_flag = training_son }
			pacifists_lose_piety_effect = yes
			hidden_tooltip = {
				FROM = {
					add_character_modifier = {
						name = training_son
						duration = 30
						hidden = yes
					}
				}	
				add_character_modifier = {
					name = force_trained
					duration = 365
				}
			}
			random_list = {
				35 = { #Success - 35%
					modifier = {
						factor = 1.2
						trait = rowdy
					}
					modifier = {
						factor = 0.83
						trait = timid
					}
					modifier = {
						factor = 1.2
						trait = conscientious
					}
					modifier = {
						factor = 0.83
						trait = indolent
					}
					
					modifier = {
						factor = 1.2
						trait = diligent
					}
					modifier = {
						factor = 0.83
						trait = slothful
					}
					modifier = {
						factor = 1.2
						trait = brave
					}
					modifier = {
						factor = 0.83
						trait = craven
					}
					modifier = {
						factor = 1.2
						trait = ambitious
					}
					modifier = {
						factor = 0.83
						trait = content
					}
					modifier = {
						factor = 1.25
						FROM = { trait = skilled_warrior }
					}
					modifier = {
						factor = 1.5
						FROM = { trait = master_warrior }
					}
					modifier = {
						factor = 0.8
						FROM = { trait = poor_warrior }
					}
					modifier = {
						factor = 1.2
						FROM = { trait = duelist }
					}
					modifier = {
						factor = 1.2
						FROM = { trait = diligent }
					}
					modifier = {
						factor = 1.2
						FROM = { trait = patient }
					}
					modifier = {
						factor = 1.2
						FROM = { trait = kind }
					}
					modifier = {
						factor = 1.2
						FROM = { trait = authoritative }
					}
					modifier = {
						factor = 1.2
						FROM = { trait = brave }
					}
					modifier = {
						factor = 0.83
						FROM = { trait = slothful }
					}
					modifier = {
						factor = 0.83
						FROM = { trait = wroth }
					}
					modifier = {
						factor = 0.83
						FROM = { trait = cruel }
					}
					modifier = {
						factor = 0.83
						FROM = { trait = lunatic }
					}
					modifier = {
						factor = 0.83
						FROM = { trait = craven }
					}
					modifier = {
						factor = 0.83
						FROM = { trait = shy }
					}
					modifier = {
						factor = 1.15
						opinion = { who = FROM value = 100 }
					}
					modifier = {
						factor = 1.15
						opinion = { who = FROM value = 75 }
					}
					modifier = {
						factor = 1.15
						opinion = { who = FROM value = 50 }
					}
					modifier = {
						factor = 1.15
						opinion = { who = FROM value = 25 }
					}
					modifier = {
						factor = 0.87
						NOT = { opinion = { who = FROM value = -24 } }
					}
					modifier = {
						factor = 0.87
						NOT = { opinion = { who = FROM value = -49 } }
					}
					modifier = {
						factor = 0.87
						NOT = { opinion = { who = FROM value = -74 } }
					}
					modifier = {
						factor = 0.87
						NOT = { opinion = { who = FROM value = -99 } }
					}
					custom_tooltip = { text = TOOLTIPforce_train_sonSUCCESS }
					hidden_tooltip = {
						random_list = {
							5 = {
								modifier = {
									factor = 0
									OR = {
										trait = ruthless
										trait = honorable
									}
								}
								modifier = {
									factor = 0.5
									personality_traits = 5
								}
								modifier = {
									factor = 0
									personality_traits = 6
								}
								FROM = { set_character_flag = training_ruthless }				
							}
							5 = {
								modifier = {
									factor = 0
									OR = {
										trait = brave
										trait = craven
									}
								}
								modifier = {
									factor = 0.5
									personality_traits = 5
								}
								modifier = {
									factor = 0
									personality_traits = 6
								}
								FROM = { set_character_flag = training_brave }
							}
							5 = {
								modifier = {
									factor = 0
									OR = {
										trait = patient
										trait = wroth
									}
								}
								modifier = {
									factor = 0.5
									personality_traits = 5
								}
								modifier = {
									factor = 0
									personality_traits = 6
								}
								FROM = { set_character_flag = training_wroth }
							}
							3 = {
								FROM = { set_character_flag = training_martial }
							}
							2 = {
								modifier = {
									factor = 0
									OR = {
										trait = cruel
										trait = kind
									}
								}
								modifier = {
									factor = 0.5
									personality_traits = 5
								}
								modifier = {
									factor = 0
									personality_traits = 6
								}
								FROM = { set_character_flag = training_cruel }
							}
							40 = {
								FROM = { set_character_flag = training_nothing }
							}
							5 = {
								modifier = {
									factor = 0
									OR = {
										trait = chaste
										trait = lustful
										trait = celibate
										trait = eunuch
									}
								}
								modifier = {
									factor = 0.5
									personality_traits = 5
								}
								modifier = {
									factor = 0
									personality_traits = 6
								}
								FROM = { set_character_flag = training_lustful }
							}
						}
						FROM = { character_event = { id = combat_trait.5 } }
						character_event = { id = combat_trait.6 }
					}
				}
				65 = { #Failure - 65%
					custom_tooltip = { text = TOOLTIPforce_train_sonFAIL }
					hidden_tooltip = {
						random_list = {
							4 = {
								modifier = {
									factor = 0
									OR = {
										trait = ambitious
										trait = content
									}
								}
								modifier = {
									factor = 0.5
									personality_traits = 5
								}
								modifier = {
									factor = 0
									personality_traits = 6
								}
								FROM = { set_character_flag = training_ambitious }					
							}
							4 = {
								modifier = {
									factor = 0
									OR = {
										trait = slothful
										trait = diligent
									}
								}
								modifier = {
									factor = 0.5
									personality_traits = 5
								}
								modifier = {
									factor = 0
									personality_traits = 6
								}
								FROM = { set_character_flag = training_slothful }
							}
							4 = {
								modifier = {
									factor = 0
									OR = {
										trait = brave
										trait = craven
									}
								}
								modifier = {
									factor = 0.5
									personality_traits = 5
								}
								modifier = {
									factor = 0
									personality_traits = 6
								}
								FROM = { set_character_flag = training_brave }
							}
							4 = {
								modifier = {
									factor = 0
									OR = {
										trait = ruthless
										trait = honorable
									}
								}
								modifier = {
									factor = 0.5
									personality_traits = 5
								}
								modifier = {
									factor = 0
									personality_traits = 6
								}
								FROM = { set_character_flag = training_ruthless }
							}
							4 = {
								FROM = { set_character_flag = training_intrigue }
							}
							3 = {
								modifier = {
									factor = 0
									is_maimed_trigger = yes
								}
								FROM = { set_character_flag = training_maimed }
							}
							20 = {
								modifier = {
									factor = 0
									trait = wounded
								}
								FROM = { set_character_flag = training_wounded }
							}
							4 = {
								modifier = {
									factor = 0
									OR = {
										trait = slothful
										trait = diligent
									}
								}
								modifier = {
									factor = 0.5
									personality_traits = 5
								}
								modifier = {
									factor = 0
									personality_traits = 6
								}
								FROM = { set_character_flag = training_diligent }
							}
							50 = {
								FROM = { set_character_flag = training_no_progress }
							}
							1 = {
								modifier = {
									factor = 0
									trait = homosexual
								}
								modifier = {
									factor = 0.5
									personality_traits = 5
								}
								modifier = {
									factor = 0
									personality_traits = 6
								}
								FROM = { set_character_flag = training_homosexual }
							}
							5 = {
								FROM = { set_character_flag = training_stewardship }
							}
						}	
						FROM = { character_event = { id = combat_trait.3 } }
						character_event = { id = combat_trait.4 }
					}
				}
			}	
		}
		
		ai_will_do = {
			factor = 0					
		}
	}
	
}