decisions = {
	h_lust_for_power = {
		ai_check_interval = 12
		is_high_prio = yes
		potential = {
			ROOT = {
					trait = h_sharingan_ultime_two
					NOT = {
						has_character_flag = flag_unlock_sharingan
					}
			}
		}
		allow = {
			in_command = no
			OR = {
				trait = ambitious
				trait = genius
				prestige = 5000
			}
			NOT = {
				trait = wounded
				trait = severely_injured
				trait = craven
			}
		}
		effect = {
			character_event = { id = HSHA.16 }
		}
		ai_will_do = {
			factor = 1
		}
	}
	h_susano = {
		ai_check_interval = 1
		is_high_prio = yes
		potential = {
			ROOT = {
				OR = {
					trait = h_sharingan_ultime_one
					trait = h_sharingan_ultime_two
					trait = h_sharingan_last
					trait = h_fallen_sharingan
				}
			}
		}
		allow = {
			ROOT = {
				in_battle = yes
				in_command = yes
				NOT = {
					trait = severely_injured
					has_character_modifier = h_susano_recent
				}
			}
		}
		effect = {
			character_event = { id = HSHA.11 }
		}
		ai_will_do = {
			factor = 1
		}
	}

	pristine_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_pristine_destiny_2}
			}
		}
		allow = {
			OR = {
				AND = {
					ai = yes
					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 = pristine_blood
				add_trait = h_sharingan_one
				change_variable = { which = global_pristine_trait value = 1}
				set_character_flag = pristine_user
			}
			any_close_relative = {
				add_trait = pristine_blood
				add_trait = h_sharingan_start
				change_variable = { which = global_pristine_trait value = 1}
				set_character_flag = pristine_user
			}
			any_spouse  = {
				add_trait = pristine_blood
				add_trait = h_sharingan_start
				change_variable = { which = global_pristine_trait value = 1}
				set_character_flag = pristine_user
			}
			set_global_flag = flag_sun_destiny
			set_global_flag = flag_pristine_destiny
			if = {
				limit = {has_global_flag = flag_pristine_destiny}
				set_global_flag = flag_pristine_destiny_2
			}
		}
	}
	train_sharingan = {
		is_high_prio = yes # Will show an alert once decision is enabled
		ai_check_interval = 16 # Determines how seldom the AI checks whether they can and should do the decision, in months. By default 1 (every month).
		potential = {
			#Conditions for the decision to appear
			ROOT = {
				AND = {
					trait = pristine_blood
					OR = {
						trait = h_sharingan_start
						trait = h_sharingan_one
						trait = h_sharingan_two
						trait = h_sharingan_three
						trait = h_sharingan_four
						trait = h_sharingan_five
					}
					NOT = {
						trait = blinded
					}
				}
			}
		}
		allow = {
			ROOT = {
				AND = {
					trait = pristine_blood
					in_battle = no
					in_command = no
					NOT = {
						trait = wounded
						trait = severely_injured
						has_character_modifier = h_train_recently
					}
				}
			}
		}
		effect = {
			character_event = { id = HSHA.01 }
		}
		ai_will_do = {
			factor = 1
		}
	}
}

targetted_decisions = {
	duel_sharingan = {
		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 = {
			AND = {
				trait = pristine_blood
				OR = {
					trait = h_sharingan_one
					trait = h_sharingan_two
					trait = h_sharingan_three
					trait = h_sharingan_four
					trait = h_sharingan_five
					trait = h_sharingan_ultime_one
					trait = h_sharingan_ultime_two
					trait = h_sharingan_last
					trait = h_fallen_sharingan
				}
			}
		}
		potential = {
			AND = {
				OR = {
					trait = h_sharingan_one
					trait = h_sharingan_two
					trait = h_sharingan_three
					trait = h_sharingan_four
					trait = h_sharingan_five
					trait = h_sharingan_ultime_one
					trait = h_sharingan_ultime_two
					trait = h_sharingan_last
					trait = h_fallen_sharingan
				}
			}
		}
		allow = {
			ROOT = {
				AND = {
				trait = pristine_blood
					NOT = {
						trait = blinded
						trait = wounded
						trait = severely_injured
						has_character_modifier = h_duel_recently
					}
				}
				is_adult = yes
			}
			FROM = {
				AND = {
					NOT = {
						trait = blinded
						trait = wounded
						trait = severely_injured
						has_character_modifier = h_duel_recently
					}
				}
				is_adult = yes
			}
		}
		effect = {
			ROOT = {
				save_event_target_as = root_sharingan_duel
				add_character_modifier = {
					name = h_duel_recently
					months = 6
				}
			}
			FROM = {
				add_character_modifier = {
					name = h_duel_recently
					years = 1
				}
				save_event_target_as = from_sharingan_duel
			}
			character_event = { id = HSHA.02}
		}
		ai_will_do = {
			factor = 0.1
		}
	}
	h_genjutsu_sharingan = {
		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 = sub_realm
		ai_target_filter = sub_realm
		from_potential = {
			AND = {
				trait = pristine_blood
				OR = {
					trait = h_sharingan_three
					trait = h_sharingan_four
					trait = h_sharingan_five
					trait = h_sharingan_ultime_one
					trait = h_sharingan_ultime_two
					trait = h_sharingan_last
					trait = h_fallen_sharingan
				}
			}
		}
		potential = {
			NOT = {
				OR = {
					trait = h_sharingan_ultime_one
					trait = h_sharingan_ultime_two
					trait = h_sharingan_last
					trait = h_fallen_sharingan
				}
			}
		}
		allow = {
			ROOT = {
				NOT = {
					OR = {
						trait = h_sharingan_ultime_one
						trait = h_sharingan_ultime_two
						trait = h_sharingan_last
						trait = h_fallen_sharingan
					}
				}
			}
			FROM = {
				NOT = {
					trait = severely_injured
				}
			}
		}
		effect = {
			FROM = {character_event = { id = HSHA.18}}
		}
		ai_will_do = {
			factor = 0.1
		}
	}
}