targetted_decisions = {

	select_prisoner_else = {
		diplomacy_icon = GFX_break_non_aggression_pact
		only_playable = yes
		
		from_potential = {
			has_character_flag = selectingprisonersttt
		}
		potential = {
			NOT = {
				host = { character = FROM }
			}
			prisoner = yes
			NOT = { has_character_flag = selectedprisoner }
		}
		allow = {
		}
		effect = {
			ROOT = {
				set_character_flag = selectedprisoner
			}
		}
	}
	
	deselect_prisoner_else = {
		diplomacy_icon = GFX_break_non_aggression_pact
		only_playable = yes
		
		from_potential = {
			has_character_flag = selectingprisonersttt
		}
		potential = {
			NOT = {
				host = { character = FROM }
			}
			prisoner = yes
			has_character_flag = selectedprisoner
		}
		allow = {
		}
		effect = {	
			ROOT = {
				clr_character_flag = selectedprisoner
			}
		}
	}
	
	handover_prisoner_else = {
		diplomacy_icon = GFX_break_non_aggression_pact
		only_playable = yes
		
		from_potential = {
			has_character_flag = selectingprisonersttt
		}
		potential = {
			NOT = { has_character_flag = selectedprisoner }
			demesne_size = 1
			any_courtier = {
				has_character_flag = selectedprisoner
			}
		}
		allow = {
			demesne_size = 1
		}
		effect = {
			FROM = {
				set_character_flag = askingforprisoner
			}
			ROOT = {
				character_event = { id = tttbg.2 }
			}
		}
	}
}