decisions = { 

    show_cheats = {
		ai = no

		potential = {
            has_character_flag = cheats_enabled
            NOT = { has_character_flag = show_cheats }
		}

		allow = {
			always = yes
		}

		effect = {
            set_character_flag = show_cheats
		}

		
	}

    hide_cheats = {
		ai = no

		potential = {
            has_character_flag = cheats_enabled
            has_character_flag = show_cheats
		}

		allow = {
			always = yes
		}

		effect = {
            clr_character_flag = show_cheats
		}

		
	}

	scm_add_gold = {
		ai = no
		
		potential = {
            has_character_flag = cheats_enabled
            has_character_flag = show_cheats
		}

		allow = {
			always = yes
		}

		effect = {
		    wealth = 10000
		}
	}
	
	

	scm_add_prestige = {
		ai = no

		potential = {
            has_character_flag = cheats_enabled
            has_character_flag = show_cheats
		}

		allow = {
			always = yes
		}

		effect = {
		    prestige = 500
		}

		
	}

    scm_add_piety = {
		ai = no

		potential = {
            has_character_flag = cheats_enabled
            has_character_flag = show_cheats
		}

		allow = {
			always = yes
		}

		effect = {
		    piety = 500
		}

		
	}

	scmr_add_gold_vassal = {
		ai = no
		
		potential = {
            has_character_flag = cheats_enabled
            has_character_flag = show_cheats
		}

		allow = {
			always = yes
		}

		effect = {
			hidden_tooltip = {
				any_vassal = {
					wealth = 10000
				}
			}
		}
	}

	scm_spawn_army_10k = {
		ai = no

		potential = {
            has_character_flag = cheats_enabled
            has_character_flag = show_cheats
		}

		allow = {
			always = yes
		}

		effect = {
			capital_scope = {
				holder_scope = {
					scmr_spawn_10k = yes
				}
			}
		}

		
	}
	
	

	scm_spawn_army_100k = {
		ai = no

		potential = {
            has_character_flag = cheats_enabled
            has_character_flag = show_cheats
		}

		allow = {
			always = yes
		}

		effect = {
			capital_scope = {
				holder_scope = {
					scmr_spawn_100k = yes
				}
			}
		}	
	}

	scm_spawn_fleet = {
		ai = no

		potential = {
            has_character_flag = cheats_enabled
            has_character_flag = show_cheats
		}

		allow = {
			always = yes
		}

		effect = {
			hidden_tooltip = {
				scmr_spawn_fleet = yes
		    }
		}
	}
	
	scmr_spawn_army_10k_vassal = {
		ai = no

		potential = {
            has_character_flag = cheats_enabled
            has_character_flag = show_cheats
		}

		allow = {
			always = yes
		}

		effect = {
			hidden_tooltip = {
				any_vassal = {
					capital_scope = {
						holder_scope = {
							scmr_spawn_10k = yes
						}
					}		
				}
			}	
		}
		
	}
	
	
	
	scmr_win_offensive_war = {
		ai = no
		
		potential = {
            has_character_flag = cheats_enabled
            has_character_flag = show_cheats
		}

		allow = {
			is_primary_war_attacker = yes
		}

		effect = {
	        any_war = {
				if = {
					limit = {
						attacker = {
							character = prevprev
						}
					}
					end_war = success
				}
			}
        }
	}
	
	scmr_win_defensive_war = {
		ai = no
		
		potential = {
            has_character_flag = cheats_enabled
            has_character_flag = show_cheats
		}

		allow = {
			is_primary_war_defender = yes
		}

		effect = {
	        any_war = {
				if = {
					limit = {
						defender = {
							character = prevprev
						}
					}
					end_war = reverse_demand
				}
			}
        }
	}
	
	scmr_end_offensive_war = {
		ai = no
		
		potential = {
            has_character_flag = cheats_enabled
            has_character_flag = show_cheats
		}

		allow = {
			is_primary_war_attacker = yes
		}

		effect = {
	        any_war = {
				if = {
					limit = {
						attacker = {
							character = prevprev
						}
					}
					end_war = whitepeace
				}
			}
        }
	}
	
	scmr_end_defensive_war = {
		ai = no
		
		potential = {
            has_character_flag = cheats_enabled
            has_character_flag = show_cheats
		}

		allow = {
			is_primary_war_defender = yes
		}

		effect = {
	        any_war = {
				if = {
					limit = {
						defender = {
							character = prevprev
						}
					}
					end_war = whitepeace
				}
			}
        }
	}
	
	scm_become_independent = {
		ai = no

		potential = {
            has_character_flag = cheats_enabled
            has_character_flag = show_cheats
            independent = no
		}

		allow = {
			always = yes
		}

		effect = {
	        set_defacto_liege = THIS
        }
	}
	
	

	scm_set_feudal = {
		ai = no

		potential = {
            has_character_flag = cheats_enabled
            has_character_flag = show_cheats
            NOT = { government = feudal_government }
		}

		allow = {
			always = yes
		}

		effect = {
	        set_government_type = feudal_government
        }
	}

	scm_revoke_all_titles = {
		ai = no

		potential = {
            has_character_flag = cheats_enabled
            has_character_flag = show_cheats
		}

		allow = {
			always = yes
		}

		effect = {
			hidden_tooltip ={
				any_realm_lord = {
					any_demesne_title = {
						limit = { 
							mercenary = no
							holy_order = no
							is_landless_type_title = no 
							holder_scope = {
								is_patrician = no
								is_nomadic = no
							}
						}
						gain_title = ROOT
					}
				}
			}
		}
	}

	scm_lower_threat_level = {
		ai = no
		
		potential = {
            has_character_flag = cheats_enabled
            has_character_flag = show_cheats
		}

		allow = {
			always = yes
		}

		effect = {
			change_infamy = {
				value = -100
				localisation = low_threat
			}
        }
	}

	scm_kill_all_courtiers = {
		ai = no
		
		potential = {
            has_character_flag = cheats_enabled
            has_character_flag = show_cheats
		}

		allow = {
			always = yes
		}

		effect = {
	        any_courtier = {
		        limit = {
			        NOR = { 
						dynasty = ROOT
						is_married = ROOT
						is_consort = ROOT
						is_friend = ROOT
						is_lover = ROOT
						is_ruler = yes
						is_mother = ROOT
						is_father = ROOT
			        }
		        }
		        death = { death_reason = death_murder_unknown } 
	        }
        }
	}
	
	scm_reveal_realm_plots = {
		ai = no
		
		potential = {
            has_character_flag = cheats_enabled
            has_character_flag = show_cheats
		}

		allow = {
			always = yes
		}

		effect = {
			liege = {
				any_realm_character = {
		            reveal_plot = ROOT
		        }
			}
        }
	}
	
	

	

	scm_raise_rel_authority = {
		ai = no
		
		potential = {
            has_character_flag = cheats_enabled
            has_character_flag = show_cheats
            NOT = { religion_authority = 1}
		}

		allow = {
			always = yes
		}

		effect = {
	        religion_authority = { modifier = god_amongst_men }
        }
	}

	

    scm_cheat_trait_cleaner = {
		ai = no

		potential = {
            has_character_flag = cheats_enabled
            has_character_flag = show_cheats
		}

		allow = {
			always = yes
		}

		effect = {
	        hidden_tooltip = {
		        any_character = {
		            limit = { 
						has_character_flag = mc_cheat_trait_add
		            }
					#remove_trait = immortal
					remove_trait = landlord
					remove_trait = beloved
					remove_trait = mastermind
					remove_trait = builder
					remove_trait = conspirator
				}
	        }
		}

		
	}

	
}




