decisions = {	
	#gift/curse/remove on/off
	jacgift_jactivate = {
		is_high_prio = yes
		potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = jacgift_jactive}
		}
		effect = {
			set_character_flag = jacgift_jactive
		}
	}
	jacgift_dejactivate = {
		is_high_prio = yes
		potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = jacgift_jactive
		}
		effect = {
			clr_character_flag = jacgift_jactive
		}
	}
	jacurse_jactivate = {
		is_high_prio = yes
		potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = jacurse_jactive}
		}
		effect = {
			set_character_flag = jacurse_jactive
		}
	}
	jacurse_dejactivate = {
		is_high_prio = yes
		potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = jacurse_jactive
		}
		effect = {
			clr_character_flag = jacurse_jactive
		}
	}
	jacremove_jactivate = {
		is_high_prio = yes
		potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = jacremove_jactive}
		}
		effect = {
			set_character_flag = jacremove_jactive
		}
	}
	jacremove_dejactivate = {
		is_high_prio = yes
		potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = jacremove_jactive
		}
		effect = {
			clr_character_flag = jacremove_jactive
		}
	}
	#types on/off
	basic_stats_jactivate = {
		is_high_prio = yes
		potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = basic_stats_jactive}
		}
		effect = {
			set_character_flag = basic_stats_jactive
		}
	}
	basic_stats_dejactivate = {
		is_high_prio = yes
		potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = basic_stats_jactive
		}
		effect = {
			clr_character_flag = basic_stats_jactive
		}
	}
	martial_stats_jactivate = {
		is_high_prio = yes
		potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = martial_stats_jactive}
		}
		effect = {
			set_character_flag = martial_stats_jactive
		}
	}
	martial_stats_dejactivate = {
		is_high_prio = yes
		potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = martial_stats_jactive
		}
		effect = {
			clr_character_flag = martial_stats_jactive
		}
	}
	diplo_stats_jactivate = {
		is_high_prio = yes
		potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = diplo_stats_jactive}
		}
		effect = {
			set_character_flag = diplo_stats_jactive
		}
	}
	diplo_stats_dejactivate = {
		is_high_prio = yes
		potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = diplo_stats_jactive
		}
		effect = {
			clr_character_flag = diplo_stats_jactive
		}
	}
	intrigue_stats_jactivate = {
		is_high_prio = yes
		potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = intrigue_stats_jactive}
		}
		effect = {
			set_character_flag = intrigue_stats_jactive
		}
	}
	intrigue_stats_dejactivate = {
		is_high_prio = yes
		potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = intrigue_stats_jactive
		}
		effect = {
			clr_character_flag = intrigue_stats_jactive
		}
	}
	stewardship_stats_jactivate = {
		is_high_prio = yes
		potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = stewardship_stats_jactive}
		}
		effect = {
			set_character_flag = stewardship_stats_jactive
		}
	}
	stewardship_stats_dejactivate = {
		is_high_prio = yes
		potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = stewardship_stats_jactive
		}
		effect = {
			clr_character_flag = stewardship_stats_jactive
		}
	}
	comment_out_jactivate = {
		is_high_prio = yes
		potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = comment_out_jactive}
		}
		effect = {
			set_character_flag = comment_out_jactive
		}
	}
	comment_out_dejactivate = {
		is_high_prio = yes
		potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = comment_out_jactive
		}
		effect = {
			clr_character_flag = comment_out_jactive
		}
	}

	#everything on/off
	everything_jactivate = {
		is_high_prio = yes
		potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			OR = {
				NOT = {has_character_flag = basic_stats_jactive}
				NOT = {has_character_flag = martial_stats_jactive}
				NOT = {has_character_flag = diplo_stats_jactive}
				NOT = {has_character_flag = intrigue_stats_jactive}
				NOT = {has_character_flag = stewardship_stats_jactive}
			}
		}
		effect = {
			set_character_flag = basic_stats_jactive
			set_character_flag = martial_stats_jactive
			set_character_flag = diplo_stats_jactive
			set_character_flag = intrigue_stats_jactive
			set_character_flag = stewardship_stats_jactive
		}
	}
	everything_dejactivate = {
		is_high_prio = yes
		potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			OR = {
				has_character_flag = basic_stats_jactive
				has_character_flag = martial_stats_jactive
				has_character_flag = diplo_stats_jactive
				has_character_flag = intrigue_stats_jactive
				has_character_flag = stewardship_stats_jactive
			}
		}
		effect = {
			clr_character_flag = basic_stats_jactive
			clr_character_flag = martial_stats_jactive
			clr_character_flag = diplo_stats_jactive
			clr_character_flag = intrigue_stats_jactive
			clr_character_flag = stewardship_stats_jactive
		}
	}
	
	#dip menu on/off
	dip_menu_jactivate = {
		is_high_prio = yes
		potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = dip_menu_jactive}
		}
		effect = {
			set_character_flag = dip_menu_jactive
		}
	}
	dip_menu_dejactivate = {
		is_high_prio = yes
		potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = dip_menu_jactive
		}
		effect = {
			clr_character_flag = dip_menu_jactive
		}
	}
	
}

targeted_decisions = {
	#gift/curse/remove on/off
	jacgift_dip_jactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = jacgift_jactive}
			has_character_flag = dip_menu_jactive
		}
		effect = {
			set_character_flag = jacgift_jactive
		}
	}
	jacgift_dip_dejactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = jacgift_jactive
			has_character_flag = dip_menu_jactive
		}
		effect = {
			clr_character_flag = jacgift_jactive
		}
	}
	jacurse_dip_jactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = jacurse_jactive}
			has_character_flag = dip_menu_jactive
		}
		effect = {
			set_character_flag = jacurse_jactive
		}
	}
	jacurse_dip_dejactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = jacurse_jactive
			has_character_flag = dip_menu_jactive
		}
		effect = {
			clr_character_flag = jacurse_jactive
		}
	}
	jacremove_dip_jactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = jacremove_jactive}
			has_character_flag = dip_menu_jactive
		}
		effect = {
			set_character_flag = jacremove_jactive
		}
	}
	jacremove_dip_dejactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = jacremove_jactive
			has_character_flag = dip_menu_jactive
		}
		effect = {
			clr_character_flag = jacremove_jactive
		}
	}
	#types on/off
	basic_stats_dip_jactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = basic_stats_jactive}
			has_character_flag = dip_menu_jactive
		}
		effect = {
			set_character_flag = basic_stats_jactive
		}
	}
	basic_stats_dip_dejactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = basic_stats_jactive
			has_character_flag = dip_menu_jactive
		}
		effect = {
			clr_character_flag = basic_stats_jactive
		}
	}
	martial_stats_dip_jactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = martial_stats_jactive}
			has_character_flag = dip_menu_jactive
		}
		effect = {
			set_character_flag = martial_stats_jactive
		}
	}
	martial_stats_dip_dejactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = martial_stats_jactive
			has_character_flag = dip_menu_jactive
		}
		effect = {
			clr_character_flag = martial_stats_jactive
		}
	}
	diplo_stats_dip_jactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = diplo_stats_jactive}
			has_character_flag = dip_menu_jactive
		}
		effect = {
			set_character_flag = diplo_stats_jactive
		}
	}
	diplo_stats_dip_dejactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = diplo_stats_jactive
			has_character_flag = dip_menu_jactive
		}
		effect = {
			clr_character_flag = diplo_stats_jactive
		}
	}
	intrigue_stats_dip_jactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = intrigue_stats_jactive}
			has_character_flag = dip_menu_jactive
		}
		effect = {
			set_character_flag = intrigue_stats_jactive
		}
	}
	intrigue_stats_dip_dejactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = intrigue_stats_jactive
			has_character_flag = dip_menu_jactive
		}
		effect = {
			clr_character_flag = intrigue_stats_jactive
		}
	}
	stewardship_stats_dip_jactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = stewardship_stats_jactive}
			has_character_flag = dip_menu_jactive
		}
		effect = {
			set_character_flag = stewardship_stats_jactive
		}
	}
	stewardship_stats_dip_dejactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = stewardship_stats_jactive
			has_character_flag = dip_menu_jactive
		}
		effect = {
			clr_character_flag = stewardship_stats_jactive
		}
	}
	comment_out_dip_jactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = comment_out_jactive}
			has_character_flag = dip_menu_jactive
		}
		effect = {
			set_character_flag = comment_out_jactive
		}
	}
	comment_out_dip_dejactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = comment_out_jactive
			has_character_flag = dip_menu_jactive
		}
		effect = {
			clr_character_flag = comment_out_jactive
		}
	}

	#everything on/off
	everything_dip_jactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			OR = {
				NOT = {has_character_flag = basic_stats_jactive}
				NOT = {has_character_flag = martial_stats_jactive}
				NOT = {has_character_flag = diplo_stats_jactive}
				NOT = {has_character_flag = intrigue_stats_jactive}
				NOT = {has_character_flag = stewardship_stats_jactive}
			}
			has_character_flag = dip_menu_jactive
		}
		effect = {
			set_character_flag = basic_stats_jactive
			set_character_flag = martial_stats_jactive
			set_character_flag = diplo_stats_jactive
			set_character_flag = intrigue_stats_jactive
			set_character_flag = stewardship_stats_jactive
		}
	}
	everything_dip_dejactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			OR = {
				has_character_flag = basic_stats_jactive
				has_character_flag = martial_stats_jactive
				has_character_flag = diplo_stats_jactive
				has_character_flag = intrigue_stats_jactive
				has_character_flag = stewardship_stats_jactive
			}
			has_character_flag = dip_menu_jactive
		}
		effect = {
			clr_character_flag = basic_stats_jactive
			clr_character_flag = martial_stats_jactive
			clr_character_flag = diplo_stats_jactive
			clr_character_flag = intrigue_stats_jactive
			clr_character_flag = stewardship_stats_jactive
		}
	}
	
	#dip menu off
	dip_menu_dip_dejactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = dip_menu_jactive
		}
		effect = {
			clr_character_flag = dip_menu_jactive
		}
	}
	
}


title_decisions = {
	#gift/curse/remove on/off
	jacgift_tit_jactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = jacgift_jactive}
			has_character_flag = dip_menu_jactive
		}
		effect = {
			set_character_flag = jacgift_jactive
		}
	}
	jacgift_tit_dejactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = jacgift_jactive
			has_character_flag = dip_menu_jactive
		}
		effect = {
			clr_character_flag = jacgift_jactive
		}
	}
	jacurse_tit_jactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = jacurse_jactive}
			has_character_flag = dip_menu_jactive
		}
		effect = {
			set_character_flag = jacurse_jactive
		}
	}
	jacurse_tit_dejactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = jacurse_jactive
			has_character_flag = dip_menu_jactive
		}
		effect = {
			clr_character_flag = jacurse_jactive
		}
	}
	jacremove_tit_jactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = jacremove_jactive}
			has_character_flag = dip_menu_jactive
		}
		effect = {
			set_character_flag = jacremove_jactive
		}
	}
	jacremove_tit_dejactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = jacremove_jactive
			has_character_flag = dip_menu_jactive
		}
		effect = {
			clr_character_flag = jacremove_jactive
		}
	}
	#types on/off
	basic_stats_tit_jactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = basic_stats_jactive}
			has_character_flag = dip_menu_jactive
		}
		effect = {
			set_character_flag = basic_stats_jactive
		}
	}
	basic_stats_tit_dejactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = basic_stats_jactive
			has_character_flag = dip_menu_jactive
		}
		effect = {
			clr_character_flag = basic_stats_jactive
		}
	}
	martial_stats_tit_jactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = martial_stats_jactive}
			has_character_flag = dip_menu_jactive
		}
		effect = {
			set_character_flag = martial_stats_jactive
		}
	}
	martial_stats_tit_dejactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = martial_stats_jactive
			has_character_flag = dip_menu_jactive
		}
		effect = {
			clr_character_flag = martial_stats_jactive
		}
	}
	diplo_stats_tit_jactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = diplo_stats_jactive}
			has_character_flag = dip_menu_jactive
		}
		effect = {
			set_character_flag = diplo_stats_jactive
		}
	}
	diplo_stats_tit_dejactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = diplo_stats_jactive
			has_character_flag = dip_menu_jactive
		}
		effect = {
			clr_character_flag = diplo_stats_jactive
		}
	}
	intrigue_stats_tit_jactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = intrigue_stats_jactive}
			has_character_flag = dip_menu_jactive
		}
		effect = {
			set_character_flag = intrigue_stats_jactive
		}
	}
	intrigue_stats_tit_dejactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = intrigue_stats_jactive
			has_character_flag = dip_menu_jactive
		}
		effect = {
			clr_character_flag = intrigue_stats_jactive
		}
	}
	stewardship_stats_tit_jactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = stewardship_stats_jactive}
			has_character_flag = dip_menu_jactive
		}
		effect = {
			set_character_flag = stewardship_stats_jactive
		}
	}
	stewardship_stats_tit_dejactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = stewardship_stats_jactive
			has_character_flag = dip_menu_jactive
		}
		effect = {
			clr_character_flag = stewardship_stats_jactive
		}
	}
	comment_out_tit_jactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			NOT = {has_character_flag = comment_out_jactive}
			has_character_flag = dip_menu_jactive
		}
		effect = {
			set_character_flag = comment_out_jactive
		}
	}
	comment_out_tit_dejactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = comment_out_jactive
			has_character_flag = dip_menu_jactive
		}
		effect = {
			clr_character_flag = comment_out_jactive
		}
	}

	#everything on/off
	everything_tit_jactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			OR = {
				NOT = {has_character_flag = basic_stats_jactive}
				NOT = {has_character_flag = martial_stats_jactive}
				NOT = {has_character_flag = diplo_stats_jactive}
				NOT = {has_character_flag = intrigue_stats_jactive}
				NOT = {has_character_flag = stewardship_stats_jactive}
			}
			has_character_flag = dip_menu_jactive
		}
		effect = {
			set_character_flag = basic_stats_jactive
			set_character_flag = martial_stats_jactive
			set_character_flag = diplo_stats_jactive
			set_character_flag = intrigue_stats_jactive
			set_character_flag = stewardship_stats_jactive
		}
	}
	everything_tit_dejactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			OR = {
				has_character_flag = basic_stats_jactive
				has_character_flag = martial_stats_jactive
				has_character_flag = diplo_stats_jactive
				has_character_flag = intrigue_stats_jactive
				has_character_flag = stewardship_stats_jactive
			}
			has_character_flag = dip_menu_jactive
		}
		effect = {
			clr_character_flag = basic_stats_jactive
			clr_character_flag = martial_stats_jactive
			clr_character_flag = diplo_stats_jactive
			clr_character_flag = intrigue_stats_jactive
			clr_character_flag = stewardship_stats_jactive
		}
	}
	
	#dip menu off
	dip_menu_tit_dejactivate = {
		filter = all
		is_high_prio = yes
		from_potential = {
			OR ={
				AND = {
					has_game_rule = {name = gifting_rule value = all}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = host}
					OR={
						is_multiplayer_host_character = yes
						multiplayer	= no		
					}
					ai = no
				}
				AND = {
					has_game_rule = {name = gifting_rule value = titular}
					has_landed_title = e_gifter
				}
				AND = {
					has_game_rule = {name = gifting_rule value = everything}
				}
			}
			ai = no
			has_character_flag = dip_menu_jactive
		}
		effect = {
			clr_character_flag = dip_menu_jactive
		}
	}
	
}

