targeted_decisions = {
    embrace = {
        filter = court
        ai_target_filter = court
        ai_check_interval = 12

        from_potential = {
            is_vampire = yes
            prisoner = no
        }

        potential = {
            is_vampire = no
        }

        allow = {
            is_vampire = no
        }

        effect = {
            #embrace choice event for the initiator
            FROM = {
                character_event = {
                    id = vampires.3001
                }
            }
        }

        ai_will_do = {
            factor = 1
            modifier = {
                factor = 0.01
                always = yes
            }
            modifier = {
                #too many vampires in the court already
                factor = 0
                any_courtier = {
                    count >= 3
                    is_vampire = yes
                }
            }
            modifier = {
                #should not embrace children
                factor = 0
                is_adult = no
            }
            modifier = {
                #vampire does not like the target enough
                factor = 0
                reverse_opinion = { 
                    who = FROM
                    value < 0 
                } 
            }
            modifier = {
                #someone vampire likes in the court
                factor = 10 #10 times as likely making it 10 percent
                reverse_opinion = { 
                    who = FROM
                    value >= 50 
                } 
            }
            modifier = {
                #someone vampire really likes in the court
                factor = 2 #2 times even more likely making it 20 percent
                reverse_opinion = { 
                    who = FROM
                    value >= 100 
                } 
            }
            modifier = {
                factor = 2 #2 times event more likely making it 20-40 percent
                is_lover = FROM
            }
        }
    }

    drink_blood = {
        filter = all
        ai_target_filter = none # AI should use untargeted decision vampires_hunt instead of this.

        from_potential = {
            is_vampire = yes
            prisoner = no
            ai = no
        }

        potential = {
            FROM = {#put vampire into PREV scope
                ROOT = {
                    vampires_is_valid_feeding_target_potential = yes
                }
            }			
        }

        allow = {
            FROM = {#put vampire into PREV scope
                ROOT = {
                    vampires_is_valid_feeding_target = yes
                }
            }
        }

        effect = {
            #feed choice event for the initiator
            FROM = {
                character_event = {
                    id = vampires.4001
                }
            }
        }
    }

    diablerie = {
        filter = court
        ai_target_filter = court
        ai_check_interval = 12

        from_potential = {
            is_vampire = yes
            prisoner = no
        }

        potential = {
            is_vampire = yes
            prisoner = yes
            host = { character = FROM }
        }

        allow = {
            is_vampire = yes
            prisoner = yes
            host = { character = FROM }
        }

        effect = {
            FROM = {
                character_event = {
                    id = vampires.2001
                }
            }
        }

        ai_will_do = {
            factor = 0
        }
    }
}

decisions = {
    vampires_hunt = {
        is_high_prio = no
        ai_check_interval = 1
        potential = {
            is_vampire = yes
        }
        allow = {
            is_vampire = yes
            prisoner = no
            custom_tooltip = {
                text = TT_vampires_hunt_target_exists_in_location
                any_character = {
                    vampires_is_valid_feeding_target = yes
                    count >= 1
                }
            }
        }
        effect = {
            character_event = {
                id = vampires.4005
            }
        }
        ai_will_do = {
            factor = 1
            modifier = {
                factor = 0
                NOT = {
                    OR = {
                        #should hunt if very hungry, or is maimed and hungry a bit
                        #only way of getting rid of being maimed is to be fully sated
                        has_character_modifier = vampires_starving
                        has_character_modifier = vampires_hungry2
                        AND = {
                            has_character_modifier = vampires_hungry
                            is_maimed_trigger = yes
                        }                        
                    }
                }
            }
        }
    }

    vampires_regeneration1 = {
        is_high_prio = yes
        ai_check_interval = 1
        potential = {
            is_vampire = yes
            OR = {
                has_disease_trigger = yes
                has_symptom_trigger = yes
            }
        }
        allow = {
            is_vampire = yes
            OR = {
                has_disease_trigger = yes
                has_symptom_trigger = yes
            }
            NOT = { has_character_modifier = vampires_starving }
        }
        effect = {
            cure_illness = yes
            hidden_tooltip = {
                clear_disease_level_effect = yes

                clr_character_flag = developing_illness
                clr_character_flag = disease_not_serious

                clr_character_flag = got_bubonic_plague
                clr_character_flag = got_aztec_disease
                clr_character_flag = got_smallpox
                clr_character_flag = got_measles
                clr_character_flag = got_typhus
                clr_character_flag = got_typhoid_fever
                clr_character_flag = got_syphilis
                clr_character_flag = got_pneumonia
                clr_character_flag = got_cancer
                clr_character_flag = got_rabies
                clr_character_flag = got_gout
                clr_character_flag = got_flu
                clr_character_flag = got_dysentery
                clr_character_flag = got_food_poisoning
            }
        }
        ai_will_do = {
            factor = 1
        }
    }

    vampires_regeneration2 = {
        is_high_prio = yes
        ai_check_interval = 1
        potential = {
            is_vampire = yes
            has_injury_trigger = yes
        }
        allow = {
            is_vampire = yes
            has_injury_trigger = yes
            NOT = { has_character_modifier = vampires_starving }
        }
        effect = {
            increase_hunger = yes
            remove_trait = wounded
            remove_trait = severely_injured
        }
        ai_will_do = {
            factor = 1
        }
    }

    vampires_regeneration3 = {
        is_high_prio = yes
        ai_check_interval = 1
        potential = {
            is_vampire = yes
            is_maimed_trigger = yes
        }
        allow = {
            is_vampire = yes
            is_maimed_trigger = yes
            NOT = {
                has_character_modifier = vampires_hungry
                has_character_modifier = vampires_hungry2
                has_character_modifier = vampires_starving
            }
        }
        effect = {
            add_character_modifier = {
                modifier = vampires_starving
                duration = -1
            }
            remove_trait = maimed
            remove_trait = one_eyed
            remove_trait = one_handed 
            remove_trait = one_legged 
            remove_trait = disfigured 
            remove_trait = mangled
        }
        ai_will_do = {
            factor = 1
        }
    }
}