﻿# Character Interactions from FP1

##################
# Designate someone as your chief sacrifice at a blot.
# by Ewan Cowhig Croft
##################
designate_gruesome_festivals_sacrifice_interaction = {
	icon = icon_scheme_abduct
	interface_priority = 30
	category = interaction_category_religion
	desc = designate_gruesome_festivals_sacrifice_interaction_desc

	is_shown = {
		scope:actor = { has_character_flag = gruesome_festivals_can_pick_human_sacrifice }
		scope:recipient = {
			is_imprisoned_by = scope:actor
			NOT = { has_character_modifier = gruesome_festivals_designated_sacrifice_fp1_modifier }
		}
	}

	is_valid_showing_failures_only = {
	}

	on_accept = {
		scope:actor = {
			hidden_effect = {
				every_prisoner = {
					limit = { has_character_modifier = gruesome_festivals_designated_sacrifice_fp1_modifier }
					save_scope_value_as = {
						name = removal_type
						value = flag:override
					}
					designate_gruesome_festivals_sacrifice_modifier_removed_effect = { DESIGNATOR = scope:actor }
				}
			}
		}
		scope:recipient = {
			send_interface_toast = {
				type = event_toast_effect_neutral
				title = designate_gruesome_festivals_sacrifice_interaction.recipient.notification.t
				left_icon = scope:actor
				designate_gruesome_festivals_sacrifice_interaction_effect = yes
				custom_tooltip = designate_gruesome_festivals_sacrifice_interaction.recipient.notification.tt
			}
		}

		# If we're a clan this interaction affects unity
		add_clan_unity_interaction_effect = {
			CHARACTER = scope:actor
			TARGET = scope:recipient
			VALUE = medium_unity_loss
			DESC = clan_unity_human_sacrifice.desc
			REVERSE_NON_HOUSE_TARGET = no
		}
	}

	auto_accept = yes
}

##################
# Give someone reprieve from being HumSac'd.
# by Ewan Cowhig Croft
##################
remove_designated_gruesome_festivals_sacrifice_interaction = {
	icon = icon_scheme_abduct
	interface_priority = 30
	category = interaction_category_religion
	desc = remove_designated_gruesome_festivals_sacrifice_interaction_desc

	is_shown = {
		scope:actor = { has_character_flag = gruesome_festivals_can_pick_human_sacrifice }
		scope:recipient = { has_character_modifier = gruesome_festivals_designated_sacrifice_fp1_modifier }
	}

	is_valid_showing_failures_only = {
	}

	on_accept = {
		scope:recipient = {
			save_scope_value_as = {
				name = removal_type
				value = flag:manual
			}
			designate_gruesome_festivals_sacrifice_modifier_removed_effect ={ DESIGNATOR = scope:actor }
		}

		# If we're a clan this interaction affects unity
		add_clan_unity_interaction_effect = {
			CHARACTER = scope:actor
			TARGET = scope:recipient
			VALUE = medium_unity_gain
			DESC = clan_unity_human_sacrifice_removal.desc
			REVERSE_NON_HOUSE_TARGET = no
		}
	}

	auto_accept = yes
}

##################
# Challenge a cur to combat for their crimes!
# by Ewan Cowhig Croft
##################
challenge_to_trial_by_combat_interaction = {
	icon = icon_combat
	interface_priority = 30
	common_interaction = yes
	category = interaction_category_hostile
	popup_on_receive = yes
	pause_on_receive = yes
	desc = challenge_to_trial_by_combat_interaction_desc
	highlighted_reason = challenge_to_trial_by_combat_interaction_HIGHLIGHTED

	greeting = negative
	notification_text = REQUEST_TRIAL_BY_COMBAT_TEXT

	is_shown = {
		# Early out on whether you have the DLC or not.
		has_fp1_dlc_trigger = yes
		# First, evaluate culture to trim down our potentials list.
		can_have_trial_by_combat_trigger = yes
		# And obviously never against yourself.
		NOT = { scope:actor = scope:recipient }
		# Then, look to see if scope:actor has good cause.
		scope:actor = {
			# Check there are no lieges involved.
			NOR = {
				# Must not be in a position to imprison scope:recipient standardly.
				target_is_liege_or_above = scope:recipient
				# Can't be used against anyone who has authority over you.
				scope:recipient = { target_is_liege_or_above = scope:actor }
			}
			# Scope:recipient cannot be a landless character in scope:actor's sub-realm.
			scope:recipient = {
				is_landed_or_landless_administrative = yes
				NAND = {
					exists = court_owner
					court_owner = {
						OR = {
							this = scope:actor
							any_liege_or_above = { this = scope:actor }
						}
					}
				}
			}
		}
	}

	is_highlighted = {
		trial_by_combat_is_valid_trigger = yes
	}


	is_valid_showing_failures_only = {
		trial_by_combat_is_valid_trigger = yes
	}

	can_send = {
		scope:actor = {
			custom_description = {
				text = "character_interactions_hostile_actions_disabled_delay"
				NOT = { has_character_flag = flag_hostile_actions_disabled_delay }
			}
		}
	}

	cooldown = { years = 5 }
	cooldown_against_recipient = { years = 10 }

	on_send = {
		scope:actor = {
			add_character_flag = {
				flag = flag_hostile_actions_disabled_delay
				days = 10
			}
		}
	}

	on_accept = {
		# Will scope:recipient need to choose a champion?
		if = {
			limit = {
				scope:recipient = {
					OR = {
						can_start_single_combat_eligibility_checks_trigger = no
						NOT = {
							can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:recipient }
						}
					}
				}
			}
			scope:recipient = { trigger_event = fp1_tbc.0101 }
			# Inform both characters that scope:recipient will have a chance to choose a champion.
			custom_tooltip = fp1_tbc_recipient_will_designate_champion
		}
		# Else we skip straight to scope:actor's setup event.
		else = {
			# Stopping only briefly to clarify that scope:recipient will be fighting the bout themselves.
			scope:recipient = { save_scope_as = champion }
			scope:actor = { trigger_event = fp1_tbc.0001 }
		}
		# Inform of the consequences.
		## Death - one of you will die.
		if = {
			limit = { always = scope:tbc_death }
			show_as_tooltip = {
				random_list = {
					50 = {
						show_chance = no
						desc = fp1_tbc_winner_actor
						fp1_tbc_death_effect = {
							TBC_VICTOR = scope:actor
							TBC_LOSER = scope:recipient
						}
						scope:actor = {
							add_kinslayer_trait_or_nothing_effect = { VICTIM = scope:recipient }
						}
					}
					50 = {
						show_chance = no
						desc = fp1_tbc_winner_recipient
						fp1_tbc_death_effect = {
							TBC_VICTOR = scope:recipient
							TBC_LOSER = scope:actor
						}
						scope:recipient = {
							add_kinslayer_trait_or_nothing_effect = { VICTIM = scope:actor }
						}
					}
				}
			}
		}
		## Gold - scope:recipient will have to pay gold, or scope:actor will take stress.
		if = {
			limit = { always = scope:tbc_gold }
			show_as_tooltip = {
				random_list = {
					50 = {
						show_chance = no
						desc = fp1_tbc_winner_actor
						fp1_tbc_gold_effect = {
							TBC_VICTOR = scope:actor
							TBC_LOSER = scope:recipient
						}
					}
					50 = {
						show_chance = no
						desc = fp1_tbc_winner_recipient
						fp1_tbc_actor_defeated_effect = { TBC_LOSER = scope:actor }
					}
				}
			}
		}
		## Hook - scope:recipient will concede a hook, or scope:actor will take stress.
		if = {
			limit = { always = scope:tbc_weak_hook }
			show_as_tooltip = {
				random_list = {
					50 = {
						show_chance = no
						desc = fp1_tbc_winner_actor
						fp1_tbc_hook_effect = {
							TBC_VICTOR = scope:actor
							TBC_LOSER = scope:recipient
						}
					}
					50 = {
						show_chance = no
						desc = fp1_tbc_winner_recipient
						fp1_tbc_actor_defeated_effect = { TBC_LOSER = scope:actor }
					}
				}
			}
		}
		## Humiliation - scope:recipient will gain an immense amount of stress, or scope:actor will take some stress.
		if = {
			limit = { always = scope:tbc_humiliation }
			show_as_tooltip = {
				random_list = {
					50 = {
						show_chance = no
						desc = fp1_tbc_winner_actor
						fp1_tbc_humiliation_effect = { TBC_LOSER = scope:recipient }
					}
					50 = {
						show_chance = no
						desc = fp1_tbc_winner_recipient
						fp1_tbc_actor_defeated_effect = { TBC_LOSER = scope:actor }
					}
				}
			}
		}
		# Clear up hostile actions flag.
		if = {
			limit = {
				scope:actor = { has_character_flag = flag_hostile_actions_disabled_delay }
			}
			scope:actor = { remove_character_flag = flag_hostile_actions_disabled_delay }
		}

		# If we're a clan this interaction affects unity
		add_clan_unity_interaction_effect = {
			CHARACTER = scope:actor
			TARGET = scope:recipient
			VALUE = medium_unity_loss
			DESC = clan_unity_trial_by_combat.desc
			REVERSE_NON_HOUSE_TARGET = no
		}
	}

	on_decline = {
		# Scope:recipient loses some prestige.
		scope:recipient = { add_prestige = medium_prestige_loss }
		# Scope:actor decline processing.
		scope:actor = {
			# Inform them of the declination.
			trigger_event = fp1_tbc.0031
			# Cooldown is removed.
			hidden_effect = { remove_interaction_cooldown = challenge_to_trial_by_combat_interaction }
			# Clear up hostile actions flag.
			if = {
				limit = {
					has_character_flag = flag_hostile_actions_disabled_delay
				}
				remove_character_flag = flag_hostile_actions_disabled_delay
			}
		}
	}

	# Demand it to the death.
	send_option = {
		# Only tribals fight to the death.
		is_shown = {
			scope:actor = { government_has_flag = government_is_tribal }
			# And there's no real sense doing it if you can't fight your opponent directly.
			scope:recipient = {
				NOR = {
					can_start_single_combat_eligibility_checks_trigger = no
					NOT = {
						can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:recipient }
					}
				}
			}
		}
		flag = tbc_death
		localization = "TBC_DEATH"
	}
	# Demand gold.
	send_option = {
		# Always available.
		is_shown = { always = yes }
		flag = tbc_gold
		localization = "TBC_GOLD"
	}
	# Demand a hook.
	send_option = {
		# Must not have a better hook.
		is_shown = {
			NOT = {
				scope:actor = { has_strong_hook = scope:recipient }
			}
		}
		flag = tbc_weak_hook
		localization = "TBC_WEAK_HOOK"
	}
	# Demand humiliation.
	send_option = {
		#Should not be used on children
		is_shown = {
			scope:recipient = { is_adult = yes }
		}
		flag = tbc_humiliation
		localization = "TBC_HUMILIATION"
	}

	auto_accept = no

	ai_accept = {
		base = 0 # Try to make it 0 for most interactions

		# Fightan abilities of both sides.
		modifier = {
			add = {
				value = scope:actor.prowess
				multiply = -0.5
			}
			desc = TBC_PROWESS_ACTOR
		}
		modifier = {
			add = {
				value = scope:recipient.prowess
				multiply = 0.5
			}
			desc = TBC_PROWESS_RECIPIENT
		}
		# Who doesn't like punching a bastard?
		opinion_modifier = {
			who = scope:recipient
			opinion_target = scope:actor
			multiplier = -1
			desc = AI_OPINION_REASON
		}
		# Weight up for personality values.
		ai_value_modifier = {
			who = scope:recipient
			ai_boldness = {
				if = {
					limit = {
						scope:recipient = {
							NOT = { ai_boldness = 0 }
						}
					}
					value = 0.5
				}
			}
			ai_honor = {
				if = {
					limit = {
						scope:recipient = {
							NOT = { ai_honor = 0 }
						}
					}
					value = 0.5
				}
			}
		}
		# Specific settlement preferences.
		## Death: disliked by people who feel that disputes can always be settled more amicably.
		### Craven hates.
		modifier = {
			add = -10
			has_trait = craven
			scope:tbc_death = yes
			desc = TBC_OPINION_DEATH_TRAIT_CRAVEN
		}
		### Forgiving hates.
		modifier = {
			add = -10
			has_trait = forgiving
			scope:tbc_death = yes
			desc = TBC_OPINION_DEATH_TRAIT_FORGIVING
		}
		### Compassionate dislikes.
		modifier = {
			add = -10
			has_trait = compassionate
			scope:tbc_death = yes
			desc = TBC_OPINION_DEATH_TRAIT_COMPASSIONATE
		}
		### Brave loves.
		modifier = {
			add = 20
			has_trait = brave
			scope:tbc_death = yes
			desc = TBC_OPINION_DEATH_TRAIT_BRAVE
		}
		### Vengeful loves.
		modifier = {
			add = 20
			has_trait = vengeful
			scope:tbc_death = yes
			desc = TBC_OPINION_DEATH_TRAIT_VENGEFUL
		}
		### Callous likes.
		modifier = {
			add = 10
			has_trait = callous
			scope:tbc_death = yes
			desc = TBC_OPINION_DEATH_TRAIT_CALLOUS
		}
		### Sadistic loves.
		modifier = {
			add = 20
			has_trait = sadistic
			scope:tbc_death = yes
			desc = TBC_OPINION_DEATH_TRAIT_SADISTIC
		}
		## Gold: disliked by people who think wealth is sacrosanct.
		### Greedy dislikes.
		modifier = {
			add = -10
			has_trait = greedy
			scope:tbc_gold = yes
			desc = TBC_OPINION_GOLD_TRAIT_GREEDY
		}
		### Generous likes.
		modifier = {
			add = 10
			has_trait = generous
			scope:tbc_gold = yes
			desc = TBC_OPINION_GOLD_TRAIT_GENEROUS
		}
		## Weak Hook: disliked by people who don't like nebulous favours or being indebted to their lessers.
		### Arrogant dislikes.
		modifier = {
			add = -10
			has_trait = arrogant
			scope:tbc_weak_hook = yes
			desc = TBC_OPINION_WEAK_HOOK_TRAIT_ARROGANT
		}
		### Paranoid dislikes.
		modifier = {
			add = -10
			has_trait = paranoid
			scope:tbc_weak_hook = yes
			desc = TBC_OPINION_WEAK_HOOK_TRAIT_PARANOID
		}
		### Arbitray dislikes.
		modifier = {
			add = -10
			has_trait = arbitrary
			scope:tbc_weak_hook = yes
			desc = TBC_OPINION_WEAK_HOOK_TRAIT_ARBITRARY
		}
		### Humble likes.
		modifier = {
			add = 10
			has_trait = humble
			scope:tbc_weak_hook = yes
			desc = TBC_OPINION_WEAK_HOOK_TRAIT_HUMBLE
		}
		### Trusting likes.
		modifier = {
			add = 10
			has_trait = trusting
			scope:tbc_weak_hook = yes
			desc = TBC_OPINION_WEAK_HOOK_TRAIT_TRUSTING
		}
		### Just likes.
		modifier = {
			add = 10
			has_trait = just
			scope:tbc_weak_hook = yes
			desc = TBC_OPINION_WEAK_HOOK_TRAIT_JUST
		}
		## Humiliation: *hated* by people obsessed with public image or weightier consequences.
		### Arrogant hates.
		modifier = {
			add = -20
			has_trait = arrogant
			scope:tbc_humiliation = yes
			desc = TBC_OPINION_HUMILIATION_TRAIT_ARROGANT
		}
		### Vengeful hates.
		modifier = {
			add = -20
			has_trait = vengeful
			scope:tbc_humiliation = yes
			desc = TBC_OPINION_HUMILIATION_TRAIT_VENGEFUL
		}
		### Stubborn hates.
		modifier = {
			add = -20
			has_trait = stubborn
			scope:tbc_humiliation = yes
			desc = TBC_OPINION_HUMILIATION_TRAIT_STUBBORN
		}
		### Humble likes.
		modifier = {
			add = 10
			has_trait = humble
			scope:tbc_humiliation = yes
			desc = TBC_OPINION_HUMILIATION_TRAIT_HUMBLE
		}
		### Forgiving likes.
		modifier = {
			add = 10
			has_trait = forgiving
			scope:tbc_humiliation = yes
			desc = TBC_OPINION_HUMILIATION_TRAIT_FORGIVING
		}
		### Fickle likes.
		modifier = {
			add = 10
			has_trait = fickle
			scope:tbc_humiliation = yes
			desc = TBC_OPINION_HUMILIATION_TRAIT_FICKLE
		}
		# Apply tier differences.
		## King -> Baron.
		modifier = {
			desc = AI_REFUSAL_RANK_DIFFERENCE
			scope:actor = {
				tier_difference = {
					target = scope:recipient
					value >= 4
				}
			}
			add = 15
		}
		## Duke -> Baron.
		modifier = {
			desc = AI_REFUSAL_RANK_DIFFERENCE
			scope:actor = {
				tier_difference = {
					target = scope:recipient
					value = 3
				}
			}
			add = 10
		}
		## Count -> Baron.
		modifier = {
			desc = AI_REFUSAL_RANK_DIFFERENCE
			scope:actor = {
				tier_difference = {
					target = scope:recipient
					value = 2
				}
			}
			add = 5
		}
		## King <- Baron.
		modifier = {
			desc = AI_REFUSAL_RANK_DIFFERENCE
			scope:actor = {
				tier_difference = {
					target = scope:recipient
					value = -2
				}
			}
			add = -10
		}
		## Duke <- Baron.
		modifier = {
			desc = AI_REFUSAL_RANK_DIFFERENCE
			scope:actor = {
				tier_difference = {
					target = scope:recipient
					value = -3
				}
			}
			add = -20
		}
		## Count <- Baron.
		modifier = {
			desc = AI_REFUSAL_RANK_DIFFERENCE
			scope:actor = {
				tier_difference = {
					target = scope:recipient
					value <= -4
				}
			}
			add = -30
		}
		# Rivalry modifier.
		modifier = {
			desc = offer_vassalization_interaction_aibehavior_rival_tt
			trigger = {
				scope:recipient = {
					has_relation_rival = scope:actor
					NOT = { has_relation_nemesis = scope:actor }
				}
			}
			add = 50
		}
		# Nemesis modifier.
		modifier = {
			desc = offer_vassalization_interaction_aibehavior_nemesis_tt
			trigger = {
				scope:recipient = {
					has_relation_nemesis = scope:actor
				}
			}
			add = 100
		}
	}

	# AI

	ai_potential = {
		basic_can_have_trial_by_combat_trigger = yes
		NOT = {
			has_trait = craven
		}
		is_imprisoned = no
		can_start_single_combat_trigger = yes
	}

	ai_target_quick_trigger = {
		adult = yes
	}
	ai_targets = {
		ai_recipients = scripted_relations
	}
	ai_targets = {
		ai_recipients = family
		max = 10
	}
	ai_targets = {
		ai_recipients = neighboring_rulers
		ai_recipients = peer_vassals
		chance = 0.25
	}

	ai_frequency = 36

	ai_will_do = {
		base = -50

		# Factor for opinion.
		modifier = {
			add = 100
			scope:actor = {
				opinion = {
					target = scope:recipient
					value <= very_high_negative_opinion
				}
			}
		}
		modifier = {
			add = 50
			scope:actor = {
				opinion = {
					target = scope:recipient
					value <= medium_negative_opinion
				}
			}
		}
		modifier = {
			add = -50
			scope:actor = {
				opinion = {
					target = scope:recipient
					value >= medium_positive_opinion
				}
			}
		}
		modifier = {
			add = -100
			scope:actor = {
				opinion = {
					target = scope:recipient
					value >= very_high_positive_opinion
				}
			}
		}
		# Don't challenge kinslayer-counting family, unless they're a rival or nemesis.
		modifier = {
			scope:actor = {
				murdering_character_is_kinslaying_in_faith_trigger = {
					CHARACTER = scope:recipient
					FAITH = scope:actor.faith
				}
			}
			scope:recipient = {
				NOR = {
					has_relation_rival = scope:actor
					has_relation_nemesis = scope:actor
				}
			}
			add = -1000
		}
		# Don't challenge your spouse, unless they're your rival or nemesis.
		modifier = {
			scope:recipient = {
				is_spouse_of = scope:actor
				NOR = {
					has_relation_rival = scope:actor
					has_relation_nemesis = scope:actor
				}
			}
			add = -1000
		}
		# Don't challenge people hopelessly out of your league unless you're really, really not seeing things clearly.
		modifier = {
			scope:actor = {
				prowess_diff = {
					target = scope:recipient
					value <= -15
				}
				ai_rationality >= high_negative_ai_value
			}
			add = -1000
		}
	}
}

##################
# Designate a Shieldmaiden
# by Alexander Oltner
##################
designate_shieldmaiden_interaction = {
	icon = designate_shieldmaiden_interaction
	category = interaction_category_friendly
	common_interaction = yes

	send_name = SEND_PROPOSAL

	interface_priority = 120

	ai_targets = {
		ai_recipients = courtiers
	}
	ai_frequency = 180

	is_shown = {
		scope:actor = {
			has_fp1_dlc_trigger = yes
			is_physically_able_adult = yes
			#Has access to the appropriate cultural parameter.
			culture = { has_cultural_parameter = has_access_to_shieldmaidens }
			trigger_if = { # Determined by Cultural Pillars
				limit = { has_dlc_feature = diverge_culture }
				culture = {
					NOT = { has_cultural_parameter = martial_custom_equal_combatant }
				}
			}
			trigger_else = {
				NOT = {
					faith = { has_doctrine = doctrine_gender_equal }
				}
			}
		}
		scope:recipient = {
			NOT = { has_trait = incapable }
			is_courtier_of = scope:actor
			is_close_family_of = scope:actor
			NOT = { has_trait = shieldmaiden }
			trigger_if = { # Determined by Cultural Pillars
				limit = { has_dlc_feature = diverge_culture }
				OR = {
					AND = {
						is_female = yes
						culture = { has_cultural_parameter = martial_custom_male_only_combatant }
					}
					AND = {
						is_male = yes
						culture = { has_cultural_parameter = martial_custom_female_only_combatant }
					}
				}
			}
			trigger_else = {
				OR = { # Does not have the Royal Court and thus combatant is governed by faith
					AND = {
						is_female = yes
						faith = { has_doctrine_parameter = combatant_must_be_male_if_no_roco }
					}
					AND = {
						is_male = yes
						faith = { has_doctrine_parameter = combatant_must_be_female_if_no_roco }
					}
				}
			}
			
		}
	}

	is_valid_showing_failures_only = {
		scope:recipient = {
			prowess >= decent_skill_rating
			is_adult = yes
			is_imprisoned = no
		}
	}

	desc = designate_shieldmaiden_interaction_desc

	on_accept = {
		scope:actor = {
			stress_impact = {
				arrogant = medium_stress_impact_gain
				paranoid = minor_stress_impact_gain
			}
		}
		scope:recipient = {
			add_trait = shieldmaiden

			add_opinion = {
				target = scope:actor
				modifier = fp1_accepted_my_sword_opinion
			}
		}
		if = {
			limit = { always = scope:hook }
			scope:actor = { use_hook = scope:recipient }
		}
		hidden_effect = {
			scope:actor = {
				send_interface_toast = {
					type = event_toast_effect_neutral
					title = designate_shieldmaiden_interaction_notification

					left_icon = scope:actor
					right_icon = scope:recipient

					show_as_tooltip = {
						scope:recipient = {
							add_trait_force_tooltip = shieldmaiden
						}
						stress_impact = {
							arrogant = medium_stress_impact_gain
							paranoid = minor_stress_impact_gain
						}
					}
				}
			}
			scope:recipient = {
				if = {
					limit = { has_character_flag = fp1_dreams_of_shieldpersondom }
					remove_character_flag = fp1_dreams_of_shieldpersondom
				}
			}
		}
	}

	auto_accept = {
		custom_description = {
			text = "spending_hook"
			subject = scope:actor
			object = scope:recipient
			AND = {
				always = scope:hook
				scope:actor = { has_strong_hook = scope:recipient }
			}
		}
	}

	send_option = {
		is_valid = {
			scope:actor = {
				has_usable_hook = scope:recipient
			}
		}
		flag = hook
		localization = SCHEME_HOOK
	}
	should_use_extra_icon = {
		scope:actor = { has_usable_hook = scope:recipient }
	}
	extra_icon = "gfx/interface/icons/character_interactions/hook_icon.dds"

	send_options_exclusive = no

	cost = {
		prestige = scope:actor.minor_prestige_value
	}

	ai_potential = {
		#Has access to the appropriate cultural parameter.
		culture = { has_cultural_parameter = has_access_to_shieldmaidens }
		prestige > major_prestige_value
		has_fp1_dlc_trigger = yes
		is_physically_able_adult = yes
	}

	auto_accept = no

	ai_accept = {
		base = 0

		modifier = {
			trigger = {
				always = scope:hook
			}
			add = 100
			desc = SCHEME_WEAK_HOOK_USED
		}

		modifier = {
			trigger = {
				has_education_martial_trigger = yes
			}
			add = 20
			desc = INTERACTION_MARTIAL_EDUCATION
		}

		# Weight up for personality values.
		ai_value_modifier = {
			who = scope:recipient
			ai_boldness = {
				if = {
					limit = {
						scope:recipient = {
							NOT = { ai_boldness = 0 }
						}
					}
					value = 0.5
				}
			}
			ai_compassion = {
				if = {
					limit = {
						scope:recipient = {
							NOT = { ai_compassion = 0 }
						}
					}
					value = -0.5
				}
			}
		}

		modifier = {
			add = -1000
			has_trait = craven
			desc = INTERACTION_CRAVEN
		}

		modifier = {
			add = -50
			has_trait = content
			desc = INTERACTION_CONTENT
		}

		modifier = {
			add = -50
			has_trait = humble
			desc = INTERACTION_HUMBLE
		}

		modifier = {
			add = -50
			has_trait = lazy
			desc = INTERACTION_LAZY
		}

		modifier = {
			add = 100
			has_trait = brave
			desc = INTERACTION_BRAVE
		}

		modifier = {
			add = 25
			has_trait = ambitious
			desc = INTERACTION_AMBITIOUS
		}
	}

	ai_will_do = {
		base = 100
	}
}
