decisions = {
train_vampire = {
 is_high_prio = yes
 potential = {
 NOT = {trait = Vampire_1}
 NOT = {trait = Vampire_2} 
 NOT = {trait = Vampire_3}
 NOT = {trait = Vampire_4}
 has_artifact = stonemask
 }
 allow = {
 NOT = {trait = wounded}
 has_artifact = stonemask
 martial = 6
 age = 16
 }
 effect = {
 random_list = {
45 = {add_trait = Vampire_1 }
45 = {add_trait = Vampire_2 }
10 = {add_trait = Vampire_3 }
}
 set_character_flag = vampire
}
  ai_will_do = {
    factor = 1
  }
 }
 
 train_vampire_2 = {
 is_high_prio = yes
 potential = {
 trait = Vampire_1
 NOT = {trait = wounded}
 NOT = {trait = Vampire_2} 
 NOT = {trait = Vampire_3}
 NOT = {trait = Vampire_4}
 has_artifact = stonemask
 }
 
 allow = {
 NOT = {trait = wounded}
 trait = Vampire_1
 has_artifact = stonemask
 age = 16
 wealth = 100
 prestige = 500
 }
 
 effect = {
 wealth = -100
 prestige = -500
random_list = {
70 = { add_trait = Vampire_2
       remove_trait = Vampire_1 }
30 = { add_trait = wounded}
}
}
  ai_will_do = {
    factor = 1
  }
 }
 
  train_vampire_3 = {
 is_high_prio = yes
 potential = {
 trait = Vampire_2
 NOT = {trait = wounded}
 NOT = {trait = Vampire_3}
 NOT = {trait = Vampire_4}
 has_artifact = stonemask
 }
 
 allow = {
  NOT = {trait = wounded}
  trait = Vampire_2
  has_artifact = stonemask
 age = 16
 wealth = 300
 prestige = 1000
 }
 
 effect = {
wealth = -300
prestige = -1500
random_list = {
40 = { add_trait = Vampire_3
       remove_trait = Vampire_2 }
60 = { add_trait = wounded}
}
}
  ai_will_do = {
    factor = 0.7
  }
 }
  train_vampire_4 = {
 is_high_prio = yes
 potential = {
 trait = Vampire_3
 NOT = {trait = wounded}
 NOT = {trait = Vampire_4}
 has_artifact = stonemask
 }
 
 allow = {
  NOT = {trait = wounded}
 trait = Vampire_3
 has_artifact = stonemask
 age = 16
 wealth = 500
 prestige = 1500
 }
 
 effect = {
wealth = -500
prestige = -2000
random_list = {
30 = { add_trait = Vampire_4
       remove_trait = Vampire_3 }
70 = { add_trait = wounded}
}
}
  ai_will_do = {
    factor = 0.5
  }
 }
} 
 

targeted_decisions = {
 
 vampire_heal = {
  is_high_prio = no
  filter = self
  from_potential = {
     OR = {
trait = Vampire_3
trait = Vampire_4
}
  }
  potential = {
   age = 12
   OR = {
trait = Vampire_3
trait = Vampire_4
}
  }
  allow = {
  Not = { has_character_modifier = vampire_heal_mod }
  }
  effect = {
         remove_trait = stressed 
		 remove_trait = depressed 
		 remove_trait = lunatic 
		 remove_trait = possessed 
		 remove_trait = ill 
		 remove_trait = pneumonic 
		 remove_trait = syphilitic 
		 remove_trait = leper 
		 remove_trait = wounded 
		 remove_trait = maimed 
		 remove_trait = infirm 
		 remove_trait = incapable 
		 remove_trait = drunkard 
		 remove_trait = has_tuberculosis 
		 remove_trait = has_typhoid_fever 
		 remove_trait = has_typhus 
		 remove_trait = has_bubonic_plague 
		 remove_trait = has_measles 
		 remove_trait = scarred
         remove_trait = blinded
		 remove_trait = has_aztec_disease 
		 remove_trait = scarred_mid 
		 remove_trait = scarred_high  
         add_character_modifier = {
         name = vampire_heal_mod
         hidden = no
         years = 2
}
}
 }
 
   vampire_court = {
  is_high_prio = no
  filter = court
  
  from_potential = {
has_artifact = stonemask
}
  
  allow = {
 NOT = {trait = Vampire_1}
 NOT = {trait = Vampire_2} 
 NOT = {trait = Vampire_3}
 NOT = {trait = Vampire_4}
 
 }
  
  effect = {
random_list = {
45 = {add_trait = Vampire_1 }
45 = {add_trait = Vampire_2 }
10 = {add_trait = Vampire_3 }
}
}



 }
 
 vampire_laser = {
  is_high_prio = no
  filter = realm
  
  from_potential = {
 OR = {
 trait = Vampire_3
 trait = Vampire_4 }
 NOT = {has_character_modifier = vampire_laser_mod} 
}
 
  
  effect = {
  From = {
  add_character_modifier = {
         name = vampire_laser_mod
         hidden = no
         years = 1
}
}
death = {
  death_reason = vampire_laser }
}



 }
 

 
 
 
 
} 