targetted_decisions = {

	honorseeking = {
		filter = self
		ai_target_filter = self
		ai = no

		potential = {
			always = no
		}
		effect = {
			add_trait = honorseeking
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}

	honorseeker_duell_strong = {
		is_high_prio = yes
	    
		from_potential = {
			OR = {
				trait = honorseeking
				trait = einherjar
			}
			NOT = { has_character_modifier = recent_duel_timer }
			prisoner = no
			is_inaccessible_trigger = no
			NOR = { #Not in sickly in bed, but sick if well treated is okay
				has_character_modifier = bedridden_illness
				has_character_modifier = severe_illness
				trait = incapable
			}
			is_pregnant = no

			# honorseeking / einherjar sollten ohnehin nicht an Herrscher gehen
			# is_ruler = no
			# has_regent = no
			# NOT = { war = yes }

					
			# Gesundheitsvoraussetzungen
			NAND = {
				OR = {
					has_injury_trigger = yes
					character_disease_trigger = yes
					OR = { #lovers_pox excluded
						trait = scurvy
						trait = dancing_plague
						trait = ill
						trait = leper
					}
				}
				well_treated_for_disease_trigger = no
			}
		}	
		potential = {
			OR = {
				AND = {
					trait = honorseeking
					FROM = { trait = honorseeking }
				}
				AND = {
					trait = einherjar
					FROM = { trait = einherjar }
				}
			}
			NOT = { has_character_modifier = recent_duel_timer }
			prisoner = no
			is_inaccessible_trigger = no
			NOR = { #Not in sickly in bed, but sick if well treated is okay
				has_character_modifier = bedridden_illness
				has_character_modifier = severe_illness
				trait = incapable
			}
			is_pregnant = no

			# honorseeking / einherjar sollten ohnehin nicht an Herrscher gehen
			# is_ruler = no
			# has_regent = no
			# NOT = { war = yes }

					
			# Gesundheitsvoraussetzungen
			NAND = {
				OR = {
					has_injury_trigger = yes
					character_disease_trigger = yes
					OR = { #lovers_pox excluded
						trait = scurvy
						trait = dancing_plague
						trait = ill
						trait = leper
					}
				}
				well_treated_for_disease_trigger = no
			}
			
			combat_rating_diff = { who = FROM value > 20 } 	#ROOT hat wenigstens 21 combat rating mehr als FROM
		}
		effect = {
	    	#REQUIRED event targets for setting up duel evaluation!
	    	FROM = { save_event_target_as = combatant_1 } #the person issuing the duel...
	    	save_event_target_as = combatant_2 #the target of the duel...

			if = {		# Wenn Duell Letalitt auf mock steht, wird die Flagge Mock-Duell gesetzt
				limit = {
					OR = {
						has_game_rule = {
							name = duel_lethality
							value = mock
						}
						AND = {
							has_game_rule = {
								name = duel_lethality
								value = partly
							}
							OR = {
								FROM = { any_close_relative = { ai = no } }
								any_close_relative = { ai = no }
							}
						}
					}
					NOT = { trait = einherjar }					
				}
				FROM = { set_character_flag = mock_duel }
			}
			set_variable = { which = duel_difficulty value = 1 }
			FROM = { set_variable = { which = duel_difficulty value = 3 } }
	        
	        FROM = {
	            pacifists_lose_piety_effect = yes
	            add_character_modifier = {
	                modifier = recent_duel_timer
	                duration = 90
	                hidden = yes
	            }
	        }
	        hidden_tooltip = {
	            character_event = { id = dynastyduel.1 } #Duel evaluation (hidden) + result event as follow-up.
	        }
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0.1
			
			modifier = {		# Standardwahrscheinlichkeit (30%)
				factor = 3
			}
			
	        modifier = {		# Charakter hat Traits, um starke Gegner zu wollen, und Gegner ist nicht zu stark (21-35 mehr) = 100%
	            factor = 10
	        	FROM = { 
					OR = {
						trait = duelist
						trait = ambitious
						trait = brave
						trait = envious
						trait = proud
					}
				}
				combat_rating_diff = { who = FROM value >= 21 }
				combat_rating_diff = { who = FROM value <= 35 }
	        }
			
	        modifier = {		# Der Gegner ist deutlich strker (36-50 mehr)	( Chance halbiert, d.h. 15% )
	            factor = 0.5
				combat_rating_diff = { who = FROM value >= 36 }
				combat_rating_diff = { who = FROM value <= 50 }
	        }
			
	        modifier = {		# Der Gegner ist viel zu stark (51 aufwrts mehr)	( Chance gezehntelt, d.h. 3 % )
	            factor = 0.1
				combat_rating_diff = { who = FROM value >= 51 }
	        }
			
	        modifier = {		# Charakter hat Traits, um schwachen Gegner zu wollen = 0 %
	            factor = 0
	        	FROM = { 
					OR = {	# Ist verstmmelt (disfigured ausgenommen, weil das nicht die Kampffhigkeit beeinflusst)
						trait = maimed
						trait = one_eyed
						trait = one_handed 
						trait = one_legged 
						# trait = disfigured 
						trait = mangled
						trait = wounded
						AND = {		# Ist feige/zufrieden und gleichzeitig kein Duellist oder ambitioniert
							OR = {	 
								trait = craven
								trait = content
							}
							NOR = {
								trait = duelist
								trait = ambitious
							}
						}
					}
				}
	        }
			
		}
	}

	honorseeker_duell_medium = {
		is_high_prio = yes
		
		from_potential = {
			OR = {
				trait = honorseeking
				trait = einherjar
			}
			NOT = { has_character_modifier = recent_duel_timer }
			prisoner = no
			is_inaccessible_trigger = no
			NOR = { #Not in sickly in bed, but sick if well treated is okay
				has_character_modifier = bedridden_illness
				has_character_modifier = severe_illness
				trait = incapable
			}
			is_pregnant = no

			# honorseeking / einherjar sollten ohnehin nicht an Herrscher gehen
			# is_ruler = no
			# has_regent = no
			# NOT = { war = yes }

					
			# Gesundheitsvoraussetzungen
			NAND = {
				OR = {
					has_injury_trigger = yes
					character_disease_trigger = yes
					OR = { #lovers_pox excluded
						trait = scurvy
						trait = dancing_plague
						trait = ill
						trait = leper
					}
				}
				well_treated_for_disease_trigger = no
			}
		}	
		potential = {
			OR = {
				AND = {
					trait = honorseeking
					FROM = { trait = honorseeking }
				}
				AND = {
					trait = einherjar
					FROM = { trait = einherjar }
				}
			}
			NOT = { has_character_modifier = recent_duel_timer }
			prisoner = no
			is_inaccessible_trigger = no
			NOR = { #Not in sickly in bed, but sick if well treated is okay
				has_character_modifier = bedridden_illness
				has_character_modifier = severe_illness
				trait = incapable
			}
			is_pregnant = no

			# honorseeking / einherjar sollten ohnehin nicht an Herrscher gehen
			# is_ruler = no
			# has_regent = no
			# NOT = { war = yes }

					
			# Gesundheitsvoraussetzungen
			NAND = {
				OR = {
					has_injury_trigger = yes
					character_disease_trigger = yes
					OR = { #lovers_pox excluded
						trait = scurvy
						trait = dancing_plague
						trait = ill
						trait = leper
					}
				}
				well_treated_for_disease_trigger = no
			}
			
			AND = { #ROOT kann bis zu 20 Combat-Raiting weniger oder mehr haben als FROM
				combat_rating_diff = { who = FROM value >= -20 }
				combat_rating_diff = { who = FROM value <= 20 }
			}
		}
		effect = {
	    	#REQUIRED event targets for setting up duel evaluation!
	    	FROM = { save_event_target_as = combatant_1 } #the person issuing the duel...
	    	save_event_target_as = combatant_2 #the target of the duel...

			if = {		# Wenn Duell Letalitt auf mock steht, wird die Flagge Mock-Duell gesetzt
				limit = {
					OR = {
						has_game_rule = {
							name = duel_lethality
							value = mock
						}
						AND = {
							has_game_rule = {
								name = duel_lethality
								value = partly
							}
							OR = {
								FROM = { any_close_relative = { ai = no } }
								any_close_relative = { ai = no }
							}
						}
					}
					NOT = { trait = einherjar }					
				}
				FROM = { set_character_flag = mock_duel }
			}
			set_variable = { which = duel_difficulty value = 2 }
			FROM = { set_variable = { which = duel_difficulty value = 2 } }
			
	        FROM = {
	            pacifists_lose_piety_effect = yes
	            add_character_modifier = {
	                modifier = recent_duel_timer
	                duration = 90
	                hidden = yes
	            }
	        }
	        hidden_tooltip = {
	            character_event = { id = dynastyduel.1 } #Duel evaluation (hidden) + result event as follow-up.
	        }
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			
	        modifier = {		# Charakter hat Traits, um schwachen Gegner zu wollen = 30 %
	            factor = 0.3
	        	FROM = { 
					OR = {	# Ist verstmmelt (disfigured ausgenommen, weil das nicht die Kampffhigkeit beeinflusst)
						trait = maimed
						trait = one_eyed
						trait = one_handed 
						trait = one_legged 
						# trait = disfigured 
						trait = mangled
						AND = {		# Ist feige/zufrieden und gleichzeitig kein Duellist oder ambitioniert
							OR = {	 
								trait = craven
								trait = content
							}
							NOR = {
								trait = duelist
								trait = ambitious
							}
						}
					}
				}
	        }

	        modifier = {		# Charakter hat Traits, um starke Gegner zu wollen, und keinen der schwachen Traits = 50%
	            factor = 0.5
	        	FROM = { 
					AND = {
						OR = {
							trait = duelist
							trait = ambitious
							trait = brave
							trait = envious
							trait = proud
						}
						NOR = {	# Ist verstmmelt (disfigured ausgenommen, weil das nicht die Kampffhigkeit beeinflusst)
							trait = maimed
							trait = one_eyed
							trait = one_handed 
							trait = one_legged 
							# trait = disfigured 
							trait = mangled
							AND = {		# Ist feige/zufrieden und gleichzeitig kein Duellist oder ambitioniert
								OR = {	 
									trait = craven
									trait = content
								}
								NOR = {
									trait = duelist
									trait = ambitious
								}
							}
						}
					}
				}
	        }
			
		}
	}
	
	honorseeker_duell_weak = {
		is_high_prio = yes
		ai_check_interval = 2
		
		from_potential = {
			OR = {
				trait = honorseeking
				trait = einherjar
			}
			NOT = { has_character_modifier = recent_duel_timer }
			prisoner = no
			is_inaccessible_trigger = no
			NOR = { #Not in sickly in bed, but sick if well treated is okay
				has_character_modifier = bedridden_illness
				has_character_modifier = severe_illness
				trait = incapable
			}
			is_pregnant = no

			# honorseeking / einherjar sollten ohnehin nicht an Herrscher gehen
			# is_ruler = no
			# has_regent = no
			# NOT = { war = yes }

					
			# Gesundheitsvoraussetzungen
			NAND = {
				OR = {
					has_injury_trigger = yes
					character_disease_trigger = yes
					OR = { #lovers_pox excluded
						trait = scurvy
						trait = dancing_plague
						trait = ill
						trait = leper
					}
				}
				well_treated_for_disease_trigger = no
			}
		}	
		potential = {
			OR = {
				AND = {
					trait = honorseeking
					FROM = { trait = honorseeking }
				}
				AND = {
					trait = einherjar
					FROM = { trait = einherjar }
				}
			}
			NOT = { has_character_modifier = recent_duel_timer }
			prisoner = no
			is_inaccessible_trigger = no
			NOR = { #Not in sickly in bed, but sick if well treated is okay
				has_character_modifier = bedridden_illness
				has_character_modifier = severe_illness
				trait = incapable
			}
			is_pregnant = no

			# honorseeking / einherjar sollten ohnehin nicht an Herrscher gehen
			# is_ruler = no
			# has_regent = no
			# NOT = { war = yes }

					
			# Gesundheitsvoraussetzungen
			NAND = {
				OR = {
					has_injury_trigger = yes
					character_disease_trigger = yes
					OR = { #lovers_pox excluded
						trait = scurvy
						trait = dancing_plague
						trait = ill
						trait = leper
					}
				}
				well_treated_for_disease_trigger = no
			}
			
			combat_rating_diff = { who = FROM value < -20 }	#ROOT hat wenigstens 21 combat rating weniger als FROM
		}
		effect = {
	    	#REQUIRED event targets for setting up duel evaluation!
	    	FROM = { save_event_target_as = combatant_1 } #the person issuing the duel...
	    	save_event_target_as = combatant_2 #the target of the duel...

			if = {		# Wenn Duell Letalitt auf mock steht, wird die Flagge Mock-Duell gesetzt
				limit = {
					OR = {
						has_game_rule = {
							name = duel_lethality
							value = mock
						}
						AND = {
							has_game_rule = {
								name = duel_lethality
								value = partly
							}
							OR = {
								FROM = { any_close_relative = { ai = no } }
								any_close_relative = { ai = no }
							}
						}
					}
					NOT = { trait = einherjar }					
				}
				FROM = { set_character_flag = mock_duel }
			}
			set_variable = { which = duel_difficulty value = 3 }
			FROM = { set_variable = { which = duel_difficulty value = 1 } }
			
	        FROM = {
	            pacifists_lose_piety_effect = yes
	            add_character_modifier = {
	                modifier = recent_duel_timer
	                duration = 90
	                hidden = yes
	            }
	        }
	        hidden_tooltip = {
	            character_event = { id = dynastyduel.1 } #Duel evaluation (hidden) + result event as follow-up.
	        }
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0.1
			
			modifier = {		# Standardwahrscheinlichkeit (50%)
				factor = 5
			}
			
			modifier = {		# FROM ist so stark (31 combat), dass es schwierig wird, gleichstarke Gegner zu finden (verdoppelt Wahrscheinlichkeit, d.h. 100%)
				factor = 2				
				FROM = { combat_rating = 31 }	# ggf hheren Wert setzen, da der Wert durch Duellerfahrung ja auch ansteigt
			}
			
	        modifier = {		# Charakter hat Traits, um starke Gegner zu wollen, und ist selbst nicht zu stark (nicht 31 combat) (halbiert Chance, d.h. 25%)
	            factor = 0.5
	        	FROM = { 
					AND = {
						OR = {
							trait = duelist
							trait = ambitious
							trait = brave
							trait = envious
							trait = proud
						}
						NOR = {	# Ist verstmmelt (disfigured ausgenommen, weil das nicht die Kampffhigkeit beeinflusst)
							trait = maimed
							trait = one_eyed
							trait = one_handed 
							trait = one_legged 
							# trait = disfigured 
							trait = mangled
							AND = {		# Ist feige/zufrieden und gleichzeitig kein Duellist oder ambitioniert
								OR = {	 
									trait = craven
									trait = content
								}
								NOR = {
									trait = duelist
									trait = ambitious
								}
							}
						}
						NOT = { combat_rating = 31 }
					}
				}
	        }
			
	        modifier = {		# Charakter hat Traits, um schwachen Gegner zu wollen = 100 %
	            factor = 10
	        	FROM = { 
					OR = {	# Ist verstmmelt (disfigured ausgenommen, weil das nicht die Kampffhigkeit beeinflusst)
						trait = maimed
						trait = one_eyed
						trait = one_handed 
						trait = one_legged 
						# trait = disfigured 
						trait = mangled
						AND = {		# Ist feige/zufrieden und gleichzeitig kein Duellist oder ambitioniert
							OR = {	 
								trait = craven
								trait = content
							}
							NOR = {
								trait = duelist
								trait = ambitious
							}
						}
					}
				}
	        }
			
		}
	}
}