targetted_decisions = {
	
	enable_prisoner_transfering = {
		only_playable = yes
		diplomacy_icon = GFX_break_non_aggression_pact
		filter = self
		
		potential = {
			NOT = { has_character_flag = selectingprisonersttt }
			ai = no
		}
		allow = {		
			demesne_size = 1
		}
		effect = {	
			set_character_flag = selectingprisonersttt
		}
	}
	
	disable_prisoner_transfering = {
		only_playable = yes
		diplomacy_icon = GFX_break_non_aggression_pact
		filter = self
		
		potential = {
			has_character_flag = selectingprisonersttt
			ai = no
		}
		allow = {		
			demesne_size = 1
		}
		effect = {	
			clr_character_flag = selectingprisonersttt
		}
	}
	
	select_prisoner = {
		diplomacy_icon = GFX_break_non_aggression_pact
		only_playable = yes
		
		from_potential = {
			has_character_flag = selectingprisonersttt
		}
		potential = {
			host = { character = FROM }
			prisoner = yes
			NOT = { has_character_flag = selectedprisoner }
		}
		allow = {
		}
		effect = {
			ROOT = {
				set_character_flag = selectedprisoner
			}
		}
	}
	
	deselect_prisoner = {
		diplomacy_icon = GFX_break_non_aggression_pact
		only_playable = yes
		
		from_potential = {
			has_character_flag = selectingprisonersttt
		}
		potential = {
			host = { character = FROM }
			prisoner = yes
			has_character_flag = selectedprisoner
		}
		allow = {
		}
		effect = {	
			ROOT = {
				clr_character_flag = selectedprisoner
			}
		}
	}
	
	handover_prisoner = {
		diplomacy_icon = GFX_break_non_aggression_pact
		only_playable = yes
		
		from_potential = {
			has_character_flag = selectingprisonersttt
			any_courtier = {
				has_character_flag = selectedprisoner
			}
		}
		potential = {
			NOT = { has_character_flag = selectedprisoner }
			demesne_size = 1
		}
		allow = {
			demesne_size = 1
		}
		effect = {
			ROOT = {
				character_event = { id = tttbg.1 }
			}
		}
	}
	
	
}