decisions = {
	refine_blood = {
		is_high_prio = yes
		potential = {
			ROOT = {
				trait = refined_blood
				OR = {
					AND = {
						trait = strong
						NOT = {
							any_owned_bloodline = {
								has_bloodline_flag = strong_blood
							}
						}
					}
					AND = {
						trait = genius
						NOT = {
							any_owned_bloodline = {
								has_bloodline_flag = genius_blood
							}
						}
					}
					AND = {
						trait = lefthanded
						NOT = {
							any_owned_bloodline = {
								has_bloodline_flag = lefthanded_blood
							}
						}
					}
					AND = {
						trait = fair
						NOT = {
							any_owned_bloodline = {
								has_bloodline_flag = fair_blood
							}
						}
					}
				}
			}
		}
		allow = {
			NOR = {
				trait = severely_injured
				trait = wounded
			}
		}
		effect = {
			character_event = {
				id = DA.08
			}
		}
	}
	inherit_destiny = {
		is_high_prio = yes # Will show an alert once decision is enabled
		potential = {
			#Conditions for the decision to appear
			ROOT = {
				NOT = {trait = pristine_blood}
				NOT = {trait = sun_blood}
				NOT = {trait = refined_blood}
				NOT = {has_global_flag = flag_inherit_destiny_2}
			}
		}
		allow = {
			OR = {
				AND = {
					ai = yes
					OR = {
						has_global_flag = flag_inherit_destiny
						has_global_flag = flag_pristine_destiny
					
					}
					is_landed = yes
					OR = {
						tier = duke
						tier = king
						tier = emperor
					}
					OR = {
						culture_group = north_germanic
						culture_group = west_germanic
						culture_group = latin
						culture_group = byzantine
						culture_group = celtic
						}
					ROOT = {
						NOT = {trait = pristine_blood}
						NOT = {trait = sun_blood}
						NOT = {trait = refined_blood}
					}
				}
				AND = {
					ai = no
					ROOT = {
						NOT = {trait = pristine_blood}
						NOT = {trait = sun_blood}
						NOT = {trait = refined_blood}
					}
				}
			}
		}
		effect = {
			ROOT = {
				add_trait = refined_blood
				add_trait = inherit_closed
				change_variable = { which = global_inherit_trait value = 1}
				set_character_flag = inherit_user
			}
			any_close_relative = {
				add_trait = refined_blood
				add_trait = inherit_closed
				change_variable = { which = global_inherit_trait value = 1}
				set_character_flag = inherit_user
			}
			any_spouse  = {
				add_trait = refined_blood
				add_trait = inherit_closed
				change_variable = { which = global_inherit_trait value = 1}
				set_character_flag = inherit_user
			}
			set_global_flag = flag_sun_destiny
			set_global_flag = flag_pristine_destiny
			set_global_flag = flag_inherit_destiny
			if = {
				limit = {has_global_flag = flag_inherit_destiny}
				set_global_flag = flag_inherit_destiny_2
			}
		}
	}
}
targetted_decisions = {
	absorb_trait = {
		ai_check_interval = 24 # Determines how seldom the AI checks whether they can and should do the decision, in months. By default 1 (every month).
		filter = home_court
		ai_target_filter = home_court
		from_potential = {
			trait = refined_blood
		}
		allow = {
			ROOT = {
				NOT = {
					trait = wounded
					trait = severely_injured
					has_character_modifier = been_absorbed_recently
				}
				is_adult = yes
			}
			FROM = {
				AND = {
					NOT = {
						trait = wounded
						trait = severely_injured
						has_character_modifier = absorbed_recently
					}
				}
				is_adult = yes
			}
		}
		effect = {
			ROOT = {
				save_event_target_as = root_absorbtion
				add_character_modifier = {
					name = been_absorbed_recently
					years = 2
				}
			}
			FROM = {
				add_character_modifier = {
					name = absorbed_recently
					years = 5
				}
				save_event_target_as = from_absorbtion
				character_event = { id = DA.01}
			}
		}
		ai_will_do = {
			factor = 0.1
		}
	}
}