﻿

gpt_expose_sins_interaction = {
	icon = high_almoner_court_position
 #	common_interaction = yes
	interface_priority = 12
	category = interaction_category_hostile
	desc = gpt_expose_sins_interaction_desc
	cooldown = { years = 1 }
	cooldown_against_recipient = { years = 5 }

	is_shown = {
		scope:actor = { is_ai = no }
		has_game_rule = GPT_interactions_enabled
		NOT = { scope:recipient = scope:actor }

		scope:actor = {
			NOR = {
				has_trait = theologian
				has_trait = consecrated_blood
				has_trait = diplomat
			}
			OR = {
				any_courtier = {
					this = scope:recipient
					num_sinful_traits >= 1
				}
				any_vassal = {
					this = scope:recipient
					num_sinful_traits >= 1
				}
			}
		}

		NAND = { # Game Rules!
			has_game_rule = no_players_multiplayer_murder_schemes
			scope:actor = {
				is_ai = no
			}
			scope:recipient = {
				is_ai = no
			}
		}

		NAND = {
			has_game_rule = no_player_families_multiplayer_murder_schemes
			scope:actor = {
				is_ai = no
			}
			scope:recipient = {
				OR = {
					is_ai = no
					any_close_family_member = {
						AND = {
							is_ai = no
							NOT = { this = scope:actor }
						}
					}
				}
			}
		}
	}

	is_valid_showing_failures_only = {
	 #	scope:recipient.highest_held_title_tier >= 2
	 #	scope:actor.highest_held_title_tier >= 2
		scope:recipient = { NOT = { has_strong_hook = scope:actor } }
		NOT = { scope:recipient.piety < 100 }
		scope:actor = {
			learning >= 12
		}
	}

	on_accept = {
		scope:actor = {
			stress_impact = {
				cynical = 12
				shy = 12
				craven = 12
				arbitrary = 12
				lazy = 12
				forgiving = 12
			}	
			duel = {
				skill = learning
				target = scope:recipient
				40 = {
					desc = gpt_expose_sins_interaction_tt.success
					compare_modifier = {
						value = scope:duel_value
						multiplier = 3.5
						min = -20
					}

					send_interface_toast = {
						title = gpt_expose_sins_interaction_tt.success2
						left_icon = scope:recipient

						show_as_tooltip = {
							scope:actor = {
								add_piety = {
									value = gpt_mt_steal_piety_value_pos
								}
							}
						}
					}

						show_as_tooltip = {
							scope:recipient = {
								add_piety = {
									value = gpt_mt_steal_piety_value_neg
								}
							}
						}

					hidden_effect = {
						scope:actor = {
							add_piety = {
								value = gpt_mt_steal_piety_value_pos
							}
						}
						scope:recipient = {
							add_piety = {
								value = gpt_mt_steal_piety_value_neg
							}
						}
					}	
					scope:actor = {
						stress_impact = {
							zealous = -12
							vengeful = -12
							arrogant = -12
							just = -12
							honest = -12
							brave = -12
						}
					}				
				}
				
				60 = {
					desc = gpt_expose_sins_interaction_tt.failure.actor
					compare_modifier = {
						value = scope:duel_value
						multiplier = -3.5
						min = -20
					}
					
					send_interface_toast = {
						title = gpt_expose_sins_interaction_tt.failure.actor2
						left_icon = scope:recipient

						scope:recipient = {
							# Greedy characters will not forgive this slight if they can help it.
							if = {
								limit = {
									OR = {
										has_trait = vengeful
										has_trait = zealous
										has_trait = wrathful
									}
									NOR = {
										has_trait = cynical
										has_trait = calm
										has_trait = forgiving
									}
									can_set_relation_rival_trigger = { CHARACTER = scope:actor }
								}
								Scope:actor = {
									set_relation_rival = {
										target = scope:recipient
									 	reason = gpt_sins_tried_to_embezzle
									}
								}
							}
							# Forgiving characters lose a little less.
							else_if = {
								limit = { has_trait = forgiving }
								add_opinion = {
									target = scope:actor
									modifier = disappointed_opinion
									opinion = -15
								}
							}
							# Otherwise, folks do be mad.
							else = {
								add_opinion = {
									target = scope:actor
									modifier = trust_opinion
									opinion = -30
								}
							}
						}
					}

					Scope:actor = {
						add_character_modifier = { modifier = gpt_failed_expose years = 5 }
					}
				}
			}
		}
	}
	
	ai_potential = {
		always = no
	}

	auto_accept = yes

	ai_will_do = {
		base = 0
	}
}
gpt_expose_sins_interaction_v2 = {
	icon = high_almoner_court_position
 #	common_interaction = yes
	interface_priority = 12
	category = interaction_category_hostile
	desc = gpt_expose_sins_interaction_desc
	cooldown = { years = 1 }
	cooldown_against_recipient = { years = 5 }

	is_shown = {
		scope:actor = { is_ai = no }
		has_game_rule = GPT_interactions_enabled
		NOT = { scope:recipient = scope:actor }

		scope:actor = {
			OR = {
				has_trait = theologian
				has_trait = consecrated_blood
				has_trait = diplomat
			}
			OR = {
				any_courtier = {
					this = scope:recipient
					num_sinful_traits >= 1
				}
				any_vassal = {
					this = scope:recipient
					num_sinful_traits >= 1
				}
			}
		}

		NAND = { # Game Rules!
			has_game_rule = no_players_multiplayer_murder_schemes
			scope:actor = {
				is_ai = no
			}
			scope:recipient = {
				is_ai = no
			}
		}

		NAND = {
			has_game_rule = no_player_families_multiplayer_murder_schemes
			scope:actor = {
				is_ai = no
			}
			scope:recipient = {
				OR = {
					is_ai = no
					any_close_family_member = {
						AND = {
							is_ai = no
							NOT = { this = scope:actor }
						}
					}
				}
			}
		}
	}

	is_valid_showing_failures_only = {
	 #	scope:recipient.highest_held_title_tier >= 2
	 #	scope:actor.highest_held_title_tier >= 2
		scope:recipient = { NOT = { has_strong_hook = scope:actor } }
		NOT = { scope:recipient.piety < 100 }
		scope:actor = {
			learning >= 8
		}
	}

	on_accept = {
		scope:actor = {
			stress_impact = {
				cynical = 12
				shy = 12
				craven = 12
				arbitrary = 12
				lazy = 12
				forgiving = 12
			}	
			duel = {
				skill = learning
				target = scope:recipient
				60 = {
					desc = gpt_expose_sins_interaction_tt.success
					compare_modifier = {
						value = scope:duel_value
						multiplier = 3.5
						min = -20
					}

					send_interface_toast = {
						title = gpt_expose_sins_interaction_tt.success2
						left_icon = scope:recipient

						show_as_tooltip = {
							scope:actor = {
								add_piety = {
									value = gpt_mt_steal_piety_value_pos
								}
							}
						}
					}

						show_as_tooltip = {
							scope:recipient = {
								add_piety = {
									value = gpt_mt_steal_piety_value_neg
								}
							}
						}

					hidden_effect = {
						scope:actor = {
							add_piety = {
								value = gpt_mt_steal_piety_value_pos
							}
						}
						scope:recipient = {
							add_piety = {
								value = gpt_mt_steal_piety_value_neg
							}
						}
					}	
					scope:actor = {
						stress_impact = {
							zealous = -12
							vengeful = -12
							arrogant = -12
							just = -12
							honest = -12
							brave = -12
						}
					}				
				}
				
				40 = {
					desc = gpt_expose_sins_interaction_tt.failure.actor
					compare_modifier = {
						value = scope:duel_value
						multiplier = -3.5
						min = -20
					}
					
					send_interface_toast = {
						title = gpt_expose_sins_interaction_tt.failure.actor2
						left_icon = scope:recipient

						scope:recipient = {
							# Greedy characters will not forgive this slight if they can help it.
							if = {
								limit = {
									OR = {
										has_trait = vengeful
										has_trait = zealous
										has_trait = wrathful
									}
									NOR = {
										has_trait = cynical
										has_trait = calm
										has_trait = forgiving
									}
									can_set_relation_rival_trigger = { CHARACTER = scope:actor }
								}
								Scope:actor = {
									set_relation_rival = {
										target = scope:recipient
									 	reason = gpt_sins_tried_to_embezzle
									}
								}
							}
							# Forgiving characters lose a little less.
							else_if = {
								limit = { has_trait = forgiving }
								add_opinion = {
									target = scope:actor
									modifier = disappointed_opinion
									opinion = -15
								}
							}
							# Otherwise, folks do be mad.
							else = {
								add_opinion = {
									target = scope:actor
									modifier = trust_opinion
									opinion = -30
								}
							}
						}
					}

					Scope:actor = {
						add_character_modifier = { modifier = gpt_failed_expose years = 5 }
					}
				}
			}
		}
	}
	
	ai_potential = {
		always = no
	}

	auto_accept = yes

	ai_will_do = {
		base = 0
	}
}

gpt_bully_vassal_interaction = {
	icon = court_jester_court_position
 #	common_interaction = yes
	interface_priority = 12
	category = interaction_category_hostile
	desc = gpt_bully_vassal_interaction_desc
	cooldown = { years = 1 }
	cooldown_against_recipient = { years = 5 }

	is_shown = {
		scope:actor = { is_ai = no }
		has_game_rule = GPT_interactions_enabled
		NOT = { scope:recipient = scope:actor }

		scope:actor = {
			is_landed = yes
			NOR = {
				has_trait = torturer
				has_trait = overseer
				has_trait = physique_good_3
			}
			OR = {
				any_vassal = {
					this = scope:recipient
				}
			}
		}

		NAND = { # Game Rules!
			has_game_rule = no_players_multiplayer_murder_schemes
			scope:actor = {
				is_ai = no
			}
			scope:recipient = {
				is_ai = no
			}
		}

		NAND = {
			has_game_rule = no_player_families_multiplayer_murder_schemes
			scope:actor = {
				is_ai = no
			}
			scope:recipient = {
				OR = {
					is_ai = no
					any_close_family_member = {
						AND = {
							is_ai = no
							NOT = { this = scope:actor }
						}
					}
				}
			}
		}
	}

	is_valid_showing_failures_only = {
	 #	scope:recipient.highest_held_title_tier >= 2
	 #	scope:actor.highest_held_title_tier >= 2
		scope:recipient = { NOT = { has_strong_hook = scope:actor } }
		NOT = { scope:recipient.prestige < 100 }
		scope:actor = {
			martial >= 12
		}
		custom_description = {
			text = "gpt_opinion_not_high_enough_v3"
			scope:recipient = {
				opinion = {
					value >= 0
					target = scope:actor
				}
			}
		}
	}

	on_accept = {
		scope:actor = {
			stress_impact = {
				patient = 12
				calm = 12
				humble = 12
				craven = 12
				shy = 12
				trusting = 12
			}	
			duel = {
				skill = martial
				target = scope:recipient
				40 = {
					desc = gpt_bully_vassal_interaction_tt.success
					compare_modifier = {
						value = scope:duel_value
						multiplier = 3.5
						min = -20
					}

					send_interface_toast = {
						title = gpt_bully_vassal_interaction_tt.success2
						left_icon = scope:recipient

						show_as_tooltip = {
							scope:actor = {
								add_prestige = {
									value = gpt_mt_steal_prestige_value_pos
								}
							}
						}
					}

						show_as_tooltip = {
							scope:recipient = {
								add_prestige = {
									value = gpt_mt_steal_prestige_value_neg
								}
							}
						}

					hidden_effect = {
						scope:actor = {
							add_prestige = {
								value = gpt_mt_steal_prestige_value_pos
							}
						}
						scope:recipient = {
							add_prestige = {
								value = gpt_mt_steal_prestige_value_neg
							}
						}
					}	
					scope:actor = {
						stress_impact = {
							impatient = -12
							wrathful = -12
							arrogant = -12
							brave = -12
							gregarious = -12
							paranoid = -12
						}
					}				
				}
				
				60 = {
					desc = gpt_bully_vassal_interaction_tt.failure.actor
					compare_modifier = {
						value = scope:duel_value
						multiplier = -3.5
						min = -20
					}
					
					send_interface_toast = {
						title = gpt_bully_vassal_interaction_tt.failure.actor2
						left_icon = scope:recipient

						scope:recipient = {
							# Greedy characters will not forgive this slight if they can help it.
							if = {
								limit = {
									OR = {
										has_trait = diligent
										has_trait = greedy
										has_trait = wrathful
									}
									NOR = {
										has_trait = craven
										has_trait = lazy
										has_trait = forgiving
									}
									can_set_relation_rival_trigger = { CHARACTER = scope:actor }
								}
								Scope:actor = {
									set_relation_rival = {
										target = scope:recipient
									 	reason = gpt_bully_tried_to_embezzle
									}
								}
							}
							# Forgiving characters lose a little less.
							else_if = {
								limit = { has_trait = forgiving }
								add_opinion = {
									target = scope:actor
									modifier = disappointed_opinion
									opinion = -15
								}
							}
							# Otherwise, folks do be mad.
							else = {
								add_opinion = {
									target = scope:actor
									modifier = trust_opinion
									opinion = -30
								}
							}
						}
					}

					Scope:actor = {
						add_character_modifier = { modifier = gpt_failed_bully years = 5 }
					}
				}
			}
		}
	}
	
	ai_potential = {
		always = no
	}

	auto_accept = yes

	ai_will_do = {
		base = 0
	}
}
gpt_bully_vassal_interaction_v2 = {
	icon = court_jester_court_position
 #	common_interaction = yes
	interface_priority = 12
	category = interaction_category_hostile
	desc = gpt_bully_vassal_interaction_desc
	cooldown = { years = 1 }
	cooldown_against_recipient = { years = 5 }

	is_shown = {
		scope:actor = { is_ai = no }
		has_game_rule = GPT_interactions_enabled
		NOT = { scope:recipient = scope:actor }

		scope:actor = {
			is_landed = yes
			OR = {
				has_trait = torturer
				has_trait = overseer
				has_trait = physique_good_3
			}
			OR = {
				any_vassal = {
					this = scope:recipient
				}
			}
		}

		NAND = { # Game Rules!
			has_game_rule = no_players_multiplayer_murder_schemes
			scope:actor = {
				is_ai = no
			}
			scope:recipient = {
				is_ai = no
			}
		}

		NAND = {
			has_game_rule = no_player_families_multiplayer_murder_schemes
			scope:actor = {
				is_ai = no
			}
			scope:recipient = {
				OR = {
					is_ai = no
					any_close_family_member = {
						AND = {
							is_ai = no
							NOT = { this = scope:actor }
						}
					}
				}
			}
		}
	}

	is_valid_showing_failures_only = {
	 #	scope:recipient.highest_held_title_tier >= 2
	 #	scope:actor.highest_held_title_tier >= 2
		scope:recipient = { NOT = { has_strong_hook = scope:actor } }
		NOT = { scope:recipient.prestige < 100 }
		scope:actor = {
			martial >= 8
		}
		custom_description = {
			text = "gpt_opinion_not_high_enough_v3"
			scope:recipient = {
				opinion = {
					value >= 0
					target = scope:actor
				}
			}
		}
	}

	on_accept = {
		scope:actor = {
			stress_impact = {
				patient = 12
				calm = 12
				humble = 12
				craven = 12
				shy = 12
				trusting = 12
			}	
			duel = {
				skill = martial
				target = scope:recipient
				60 = {
					desc = gpt_bully_vassal_interaction_tt.success
					compare_modifier = {
						value = scope:duel_value
						multiplier = 3.5
						min = -20
					}

					send_interface_toast = {
						title = gpt_bully_vassal_interaction_tt.success2
						left_icon = scope:recipient

						show_as_tooltip = {
							scope:actor = {
								add_prestige = {
									value = gpt_mt_steal_prestige_value_pos
								}
							}
						}
					}

						show_as_tooltip = {
							scope:recipient = {
								add_prestige = {
									value = gpt_mt_steal_prestige_value_neg
								}
							}
						}

					hidden_effect = {
						scope:actor = {
							add_prestige = {
								value = gpt_mt_steal_prestige_value_pos
							}
						}
						scope:recipient = {
							add_prestige = {
								value = gpt_mt_steal_prestige_value_neg
							}
						}
					}	
					scope:actor = {
						stress_impact = {
							impatient = -12
							wrathful = -12
							arrogant = -12
							brave = -12
							gregarious = -12
							paranoid = -12
						}
					}				
				}
				
				40 = {
					desc = gpt_bully_vassal_interaction_tt.failure.actor
					compare_modifier = {
						value = scope:duel_value
						multiplier = -3.5
						min = -20
					}
					
					send_interface_toast = {
						title = gpt_bully_vassal_interaction_tt.failure.actor2
						left_icon = scope:recipient

						scope:recipient = {
							# Greedy characters will not forgive this slight if they can help it.
							if = {
								limit = {
									OR = {
										has_trait = diligent
										has_trait = greedy
										has_trait = wrathful
									}
									NOR = {
										has_trait = craven
										has_trait = lazy
										has_trait = forgiving
									}
									can_set_relation_rival_trigger = { CHARACTER = scope:actor }
								}
								Scope:actor = {
									set_relation_rival = {
										target = scope:recipient
									 	reason = gpt_bully_tried_to_embezzle
									}
								}
							}
							# Forgiving characters lose a little less.
							else_if = {
								limit = { has_trait = forgiving }
								add_opinion = {
									target = scope:actor
									modifier = disappointed_opinion
									opinion = -15
								}
							}
							# Otherwise, folks do be mad.
							else = {
								add_opinion = {
									target = scope:actor
									modifier = trust_opinion
									opinion = -30
								}
							}
						}
					}

					Scope:actor = {
						add_character_modifier = { modifier = gpt_failed_bully years = 5 }
					}
				}
			}
		}
	}
	
	ai_potential = {
		always = no
	}

	auto_accept = yes

	ai_will_do = {
		base = 0
	}
}

gpt_seduction_steal_gold_interaction = {
	icon = icon_scheme_seduce
 #	common_interaction = yes
	interface_priority = 12
	category = interaction_category_hostile
	desc = gpt_seduction_steal_gold_interaction_desc
	cooldown = { years = 1 }
	cooldown_against_recipient = { years = 5 }

	is_shown = {
		scope:actor = { is_ai = no }
		has_game_rule = GPT_interactions_enabled
		NOT = { scope:recipient = scope:actor }

		scope:actor = {
			NOR = {
				has_trait = seducer
				has_trait = gallant
				has_trait = beauty_good_3
			}
		}

		scope:recipient = {
			OR = {
				has_relation_lover = scope:actor
				has_relation_soulmate = scope:actor
			}
		}

		NAND = { # Game Rules!
			has_game_rule = no_players_multiplayer_murder_schemes
			scope:actor = {
				is_ai = no
			}
			scope:recipient = {
				is_ai = no
			}
		}

		NAND = {
			has_game_rule = no_player_families_multiplayer_murder_schemes
			scope:actor = {
				is_ai = no
			}
			scope:recipient = {
				OR = {
					is_ai = no
					any_close_family_member = {
						AND = {
							is_ai = no
							NOT = { this = scope:actor }
						}
					}
				}
			}
		}
	}

	is_valid_showing_failures_only = {
	 #	scope:recipient.highest_held_title_tier >= 2
	 #	scope:actor.highest_held_title_tier >= 2
		scope:recipient = { NOT = { has_strong_hook = scope:actor } }
		NOT = { scope:recipient.gold < 50 }
		scope:actor = {
			intrigue >= 12
		}
		custom_description = {
			text = "gpt_opinion_not_high_enough_v2"
			scope:recipient = {
				opinion = {
					value >= 40
					target = scope:actor
				}
			}
		}
	}

	on_accept = {
		scope:actor = {
			stress_impact = {
				generous = 12
				just = 12
				honest = 12
				compassionate = 12
				shy = 12
			}	
			duel = {
				skill = intrigue
				target = scope:recipient
				40 = {
					desc = gpt_seduction_steal_gold_interaction_tt.success
					compare_modifier = {
						value = scope:duel_value
						multiplier = 3.5
						min = -20
					}

					send_interface_toast = {
						title = gpt_seduction_steal_gold_interaction_tt.success2
						left_icon = scope:recipient

						give_or_update_embezzler_secret_effect = {
							TARGET = scope:recipient
							STAKE = gpt_mt_steal_gold_value
						}

						show_as_tooltip = {
							scope:actor = {
								add_gold = {
									value = gpt_mt_steal_gold_value
									min = 50
								}
							}
						}
					}

						show_as_tooltip = {
							scope:recipient = {
								remove_short_term_gold = {
									value = gpt_mt_steal_gold_value
								 	min = 50
								}
							}
						}

					hidden_effect = {
						scope:recipient = {
							pay_short_term_gold = {
								target = scope:actor
								gold = {
									value = gpt_mt_steal_gold_value
								 	min = 50
								}
							}
						}
					}	
					scope:actor = {
						stress_impact = {
							greedy = -12
							ambitious = -12
							deceitful = -12
							craven = -12
							arbitrary = -12
						}
					}				
				}
				
				60 = {
					desc = gpt_seduction_steal_gold_interaction_tt.failure.actor
					compare_modifier = {
						value = scope:duel_value
						multiplier = -3.5
						min = -20
					}
					
					send_interface_toast = {
						title = gpt_seduction_steal_gold_interaction_tt.failure.actor2
						left_icon = scope:recipient

						scope:recipient = {
							# Greedy characters will not forgive this slight if they can help it.
							if = {
								limit = {
									OR = {
										has_trait = diligent
										has_trait = greedy
										has_trait = wrathful
									}
									NOR = {
										has_trait = craven
										has_trait = lazy
										has_trait = forgiving
									}
									can_set_relation_rival_trigger = { CHARACTER = scope:actor }
								}
								Scope:actor = {
									set_relation_rival = {
										target = scope:recipient
									 	reason = gpt_lover_tried_to_embezzle
									}
								}
							}
							# Forgiving characters lose a little less.
							else_if = {
								limit = { has_trait = forgiving }
								add_opinion = {
									target = scope:actor
									modifier = disappointed_opinion
									opinion = -15
								}
							}
							# Otherwise, folks do be mad.
							else = {
								add_opinion = {
									target = scope:actor
									modifier = trust_opinion
									opinion = -30
								}
							}
						}
					}

					Scope:actor = {
						add_character_modifier = { modifier = gpt_failed_seduction years = 5 }
					}
				}
			}
		}
	}
	
	ai_potential = {
		always = no
	}

	auto_accept = yes

	ai_will_do = {
		base = 0
	}
}
gpt_seduction_steal_gold_interaction_v2 = {
	icon = icon_scheme_seduce
 #	common_interaction = yes
	interface_priority = 12
	category = interaction_category_hostile
	desc = gpt_seduction_steal_gold_interaction_desc
	cooldown = { years = 1 }
	cooldown_against_recipient = { years = 5 }

	is_shown = {
		scope:actor = { is_ai = no }
		has_game_rule = GPT_interactions_enabled
		NOT = { scope:recipient = scope:actor }

		scope:actor = {
			OR = {
				has_trait = seducer
				has_trait = gallant
				has_trait = beauty_good_3
			}
		}

		scope:recipient = {
			OR = {
				has_relation_lover = scope:actor
				has_relation_soulmate = scope:actor
			}
		}

		NAND = { # Game Rules!
			has_game_rule = no_players_multiplayer_murder_schemes
			scope:actor = {
				is_ai = no
			}
			scope:recipient = {
				is_ai = no
			}
		}

		NAND = {
			has_game_rule = no_player_families_multiplayer_murder_schemes
			scope:actor = {
				is_ai = no
			}
			scope:recipient = {
				OR = {
					is_ai = no
					any_close_family_member = {
						AND = {
							is_ai = no
							NOT = { this = scope:actor }
						}
					}
				}
			}
		}
	}

	is_valid_showing_failures_only = {
	 #	scope:recipient.highest_held_title_tier >= 2
	 #	scope:actor.highest_held_title_tier >= 2
		scope:recipient = { NOT = { has_strong_hook = scope:actor } }
		NOT = { scope:recipient.gold < 50 }
		scope:actor = {
			intrigue >= 8
		}
		custom_description = {
			text = "gpt_opinion_not_high_enough_v2"
			scope:recipient = {
				opinion = {
					value >= 40
					target = scope:actor
				}
			}
		}
	}

	on_accept = {
		scope:actor = {
			stress_impact = {
				generous = 12
				just = 12
				honest = 12
				compassionate = 12
				shy = 12
			}	
			duel = {
				skill = intrigue
				target = scope:recipient
				60 = {
					desc = gpt_seduction_steal_gold_interaction_tt.success
					compare_modifier = {
						value = scope:duel_value
						multiplier = 3.5
						min = -20
					}

					send_interface_toast = {
						title = gpt_seduction_steal_gold_interaction_tt.success2
						left_icon = scope:recipient

						give_or_update_embezzler_secret_effect = {
							TARGET = scope:recipient
							STAKE = gpt_mt_steal_gold_value
						}

						show_as_tooltip = {
							scope:actor = {
								add_gold = {
									value = gpt_mt_steal_gold_value
									min = 50
								}
							}
						}
					}

						show_as_tooltip = {
							scope:recipient = {
								remove_short_term_gold = {
									value = gpt_mt_steal_gold_value
								 	min = 50
								}
							}
						}

					hidden_effect = {
						scope:recipient = {
							pay_short_term_gold = {
								target = scope:actor
								gold = {
									value = gpt_mt_steal_gold_value
								 	min = 50
								}
							}
						}
					}	
					scope:actor = {
						stress_impact = {
							greedy = -12
							ambitious = -12
							deceitful = -12
							craven = -12
							arbitrary = -12
						}
					}				
				}
				
				40 = {
					desc = gpt_seduction_steal_gold_interaction_tt.failure.actor
					compare_modifier = {
						value = scope:duel_value
						multiplier = -3.5
						min = -20
					}
					
					send_interface_toast = {
						title = gpt_seduction_steal_gold_interaction_tt.failure.actor2
						left_icon = scope:recipient

						scope:recipient = {
							# Greedy characters will not forgive this slight if they can help it.
							if = {
								limit = {
									OR = {
										has_trait = diligent
										has_trait = greedy
										has_trait = wrathful
									}
									NOR = {
										has_trait = craven
										has_trait = lazy
										has_trait = forgiving
									}
									can_set_relation_rival_trigger = { CHARACTER = scope:actor }
								}
								Scope:actor = {
									set_relation_rival = {
										target = scope:recipient
									 	reason = gpt_lover_tried_to_embezzle
									}
								}
							}
							# Forgiving characters lose a little less.
							else_if = {
								limit = { has_trait = forgiving }
								add_opinion = {
									target = scope:actor
									modifier = disappointed_opinion
									opinion = -15
								}
							}
							# Otherwise, folks do be mad.
							else = {
								add_opinion = {
									target = scope:actor
									modifier = trust_opinion
									opinion = -30
								}
							}
						}
					}

					Scope:actor = {
						add_character_modifier = { modifier = gpt_failed_seduction years = 5 }
					}
				}
			}
		}
	}
	
	ai_potential = {
		always = no
	}

	auto_accept = yes

	ai_will_do = {
		base = 0
	}
}

gpt_friend_steal_gold_interaction = {
	icon = icon_scheme_seduce
 #	common_interaction = yes
	interface_priority = 12
	category = interaction_category_hostile
	desc = gpt_friend_steal_gold_interaction_desc
	cooldown = { years = 1 }
	cooldown_against_recipient = { years = 5 }

	is_shown = {
		scope:actor = { is_ai = no }
		has_game_rule = GPT_interactions_enabled
		NOT = { scope:recipient = scope:actor }

		scope:actor = {
			NOR = {
				has_trait = seducer
				has_trait = gallant
				has_trait = beauty_good_3
			}
		}

		scope:recipient = {
			OR = {
				has_relation_friend = scope:actor
				has_relation_best_friend = scope:actor
			}
		}

		NAND = { # Game Rules!
			has_game_rule = no_players_multiplayer_murder_schemes
			scope:actor = {
				is_ai = no
			}
			scope:recipient = {
				is_ai = no
			}
		}

		NAND = {
			has_game_rule = no_player_families_multiplayer_murder_schemes
			scope:actor = {
				is_ai = no
			}
			scope:recipient = {
				OR = {
					is_ai = no
					any_close_family_member = {
						AND = {
							is_ai = no
							NOT = { this = scope:actor }
						}
					}
				}
			}
		}
	}

	is_valid_showing_failures_only = {
	 #	scope:recipient.highest_held_title_tier >= 2
	 #	scope:actor.highest_held_title_tier >= 2
		scope:recipient = { NOT = { has_strong_hook = scope:actor } }
		NOT = { scope:recipient.gold < 50 }
		scope:actor = {
			intrigue >= 12
		}
		custom_description = {
			text = "gpt_opinion_not_high_enough_v2"
			scope:recipient = {
				opinion = {
					value >= 40
					target = scope:actor
				}
			}
		}
	}

	on_accept = {
		scope:actor = {
			stress_impact = {
				generous = 12
				just = 12
				honest = 12
				compassionate = 12
				shy = 12
			}	
			duel = {
				skill = intrigue
				target = scope:recipient
				40 = {
					desc = gpt_friend_steal_gold_interaction_tt.success
					compare_modifier = {
						value = scope:duel_value
						multiplier = 3.5
						min = -20
					}

					send_interface_toast = {
						title = gpt_friend_steal_gold_interaction_tt.success2
						left_icon = scope:recipient

						give_or_update_embezzler_secret_effect = {
							TARGET = scope:recipient
							STAKE = gpt_mt_steal_gold_value
						}

						show_as_tooltip = {
							scope:actor = {
								add_gold = {
									value = gpt_mt_steal_gold_value
									min = 50
								}
							}
						}
					}

						show_as_tooltip = {
							scope:recipient = {
								remove_short_term_gold = {
									value = gpt_mt_steal_gold_value
								 	min = 50
								}
							}
						}

					hidden_effect = {
						scope:recipient = {
							pay_short_term_gold = {
								target = scope:actor
								gold = {
									value = gpt_mt_steal_gold_value
								 	min = 50
								}
							}
						}
					}	
					scope:actor = {
						stress_impact = {
							greedy = -12
							ambitious = -12
							deceitful = -12
							craven = -12
							arbitrary = -12
						}
					}				
				}
				
				60 = {
					desc = gpt_friend_steal_gold_interaction_tt.failure.actor
					compare_modifier = {
						value = scope:duel_value
						multiplier = -3.5
						min = -20
					}
					
					send_interface_toast = {
						title = gpt_friend_steal_gold_interaction_tt.failure.actor2
						left_icon = scope:recipient

						scope:recipient = {
							# Greedy characters will not forgive this slight if they can help it.
							if = {
								limit = {
									OR = {
										has_trait = diligent
										has_trait = greedy
										has_trait = wrathful
									}
									NOR = {
										has_trait = craven
										has_trait = lazy
										has_trait = forgiving
									}
									can_set_relation_rival_trigger = { CHARACTER = scope:actor }
								}
								Scope:actor = {
									set_relation_rival = {
										target = scope:recipient
									 	reason = gpt_lover_tried_to_embezzle
									}
								}
							}
							# Forgiving characters lose a little less.
							else_if = {
								limit = { has_trait = forgiving }
								add_opinion = {
									target = scope:actor
									modifier = disappointed_opinion
									opinion = -15
								}
							}
							# Otherwise, folks do be mad.
							else = {
								add_opinion = {
									target = scope:actor
									modifier = trust_opinion
									opinion = -30
								}
							}
						}
					}

					Scope:actor = {
						add_character_modifier = { modifier = gpt_failed_seduction years = 5 }
					}
				}
			}
		}
	}
	
	ai_potential = {
		always = no
	}

	auto_accept = yes

	ai_will_do = {
		base = 0
	}
}
gpt_friend_steal_gold_interaction_v2 = {
	icon = icon_scheme_seduce
 #	common_interaction = yes
	interface_priority = 12
	category = interaction_category_hostile
	desc = gpt_friend_steal_gold_interaction_desc
	cooldown = { years = 1 }
	cooldown_against_recipient = { years = 5 }

	is_shown = {
		scope:actor = { is_ai = no }
		has_game_rule = GPT_interactions_enabled
		NOT = { scope:recipient = scope:actor }

		scope:actor = {
			OR = {
				has_trait = seducer
				has_trait = gallant
				has_trait = beauty_good_3
			}
		}

		scope:recipient = {
			OR = {
				has_relation_friend = scope:actor
				has_relation_best_friend = scope:actor
			}
		}

		NAND = { # Game Rules!
			has_game_rule = no_players_multiplayer_murder_schemes
			scope:actor = {
				is_ai = no
			}
			scope:recipient = {
				is_ai = no
			}
		}

		NAND = {
			has_game_rule = no_player_families_multiplayer_murder_schemes
			scope:actor = {
				is_ai = no
			}
			scope:recipient = {
				OR = {
					is_ai = no
					any_close_family_member = {
						AND = {
							is_ai = no
							NOT = { this = scope:actor }
						}
					}
				}
			}
		}
	}

	is_valid_showing_failures_only = {
	 #	scope:recipient.highest_held_title_tier >= 2
	 #	scope:actor.highest_held_title_tier >= 2
		scope:recipient = { NOT = { has_strong_hook = scope:actor } }
		NOT = { scope:recipient.gold < 50 }
		scope:actor = {
			intrigue >= 12
		}
		custom_description = {
			text = "gpt_opinion_not_high_enough_v2"
			scope:recipient = {
				opinion = {
					value >= 40
					target = scope:actor
				}
			}
		}
	}

	on_accept = {
		scope:actor = {
			stress_impact = {
				generous = 12
				just = 12
				honest = 12
				compassionate = 12
				shy = 12
			}	
			duel = {
				skill = intrigue
				target = scope:recipient
				60 = {
					desc = gpt_friend_steal_gold_interaction_tt.success
					compare_modifier = {
						value = scope:duel_value
						multiplier = 3.5
						min = -20
					}

					send_interface_toast = {
						title = gpt_friend_steal_gold_interaction_tt.success2
						left_icon = scope:recipient

						give_or_update_embezzler_secret_effect = {
							TARGET = scope:recipient
							STAKE = gpt_mt_steal_gold_value
						}

						show_as_tooltip = {
							scope:actor = {
								add_gold = {
									value = gpt_mt_steal_gold_value
									min = 50
								}
							}
						}
					}

						show_as_tooltip = {
							scope:recipient = {
								remove_short_term_gold = {
									value = gpt_mt_steal_gold_value
								 	min = 50
								}
							}
						}

					hidden_effect = {
						scope:recipient = {
							pay_short_term_gold = {
								target = scope:actor
								gold = {
									value = gpt_mt_steal_gold_value
								 	min = 50
								}
							}
						}
					}	
					scope:actor = {
						stress_impact = {
							greedy = -12
							ambitious = -12
							deceitful = -12
							craven = -12
							arbitrary = -12
						}
					}				
				}
				
				40 = {
					desc = gpt_friend_steal_gold_interaction_tt.failure.actor
					compare_modifier = {
						value = scope:duel_value
						multiplier = -3.5
						min = -20
					}
					
					send_interface_toast = {
						title = gpt_friend_steal_gold_interaction_tt.failure.actor2
						left_icon = scope:recipient

						scope:recipient = {
							# Greedy characters will not forgive this slight if they can help it.
							if = {
								limit = {
									OR = {
										has_trait = diligent
										has_trait = greedy
										has_trait = wrathful
									}
									NOR = {
										has_trait = craven
										has_trait = lazy
										has_trait = forgiving
									}
									can_set_relation_rival_trigger = { CHARACTER = scope:actor }
								}
								Scope:actor = {
									set_relation_rival = {
										target = scope:recipient
									 	reason = gpt_lover_tried_to_embezzle
									}
								}
							}
							# Forgiving characters lose a little less.
							else_if = {
								limit = { has_trait = forgiving }
								add_opinion = {
									target = scope:actor
									modifier = disappointed_opinion
									opinion = -15
								}
							}
							# Otherwise, folks do be mad.
							else = {
								add_opinion = {
									target = scope:actor
									modifier = trust_opinion
									opinion = -30
								}
							}
						}
					}

					Scope:actor = {
						add_character_modifier = { modifier = gpt_failed_seduction years = 5 }
					}
				}
			}
		}
	}
	
	ai_potential = {
		always = no
	}

	auto_accept = yes

	ai_will_do = {
		base = 0
	}
}

gpt_mt_steal_gold_interaction = {
	icon = cautious
 #	common_interaction = yes
	interface_priority = 12
	category = interaction_category_hostile
	desc = gpt_mt_steal_gold_interaction_desc
	cooldown = { years = 1 }
	cooldown_against_recipient = { years = 5 }

	is_shown = {
		scope:actor = { is_ai = no is_landed = yes }
		has_game_rule = GPT_interactions_enabled
		NOT = { scope:recipient = scope:actor }
		NOT = { scope:actor = { is_allied_to = scope:recipient } }

		scope:actor = {
			NOR = {
				has_trait = avaricious
				has_trait = family_first
				has_trait = intellect_good_3
			}
			OR = {
				any_neighboring_and_across_water_top_liege_realm_owner = {
					this = scope:recipient
				}
				liege = scope:recipient
				scope:actor.liege = scope:recipient.liege
				any_vassal = {
					this = scope:recipient
				}
			}
		}

		NAND = { # Game Rules!
			has_game_rule = no_players_multiplayer_murder_schemes
			scope:actor = {
				is_ai = no
			}
			scope:recipient = {
				is_ai = no
			}
		}

		NAND = {
			has_game_rule = no_player_families_multiplayer_murder_schemes
			scope:actor = {
				is_ai = no
			}
			scope:recipient = {
				OR = {
					is_ai = no
					any_close_family_member = {
						AND = {
							is_ai = no
							NOT = { this = scope:actor }
						}
					}
				}
			}
		}
	}

	is_valid_showing_failures_only = {
		scope:recipient.highest_held_title_tier >= 2
		scope:actor.highest_held_title_tier >= 2
		scope:recipient = { NOT = { has_strong_hook = scope:actor } }
		NOT = { scope:recipient.gold < 50 }
		scope:actor = {
			stewardship >= 12
		}
		custom_description = {
			text = "gpt_opinion_not_high_enough"
			scope:recipient = {
				opinion = {
					value >= -40
					target = scope:actor
				}
			}
		}
	}

	on_accept = {
		scope:actor = {
			stress_impact = {
				generous = 12
				just = 12
				honest = 12
				compassionate = 12
				craven = 12
			}	
			duel = {
				skill = stewardship
				target = scope:recipient
				40 = {
					desc = gpt_mt_steal_gold_interaction_tt.success
					compare_modifier = {
						value = scope:duel_value
						multiplier = 3.5
						min = -20
					}

					send_interface_toast = {
						title = gpt_mt_steal_gold_interaction_tt.success2
						left_icon = scope:recipient

						give_or_update_embezzler_secret_effect = {
							TARGET = scope:recipient
							STAKE = gpt_mt_steal_gold_value
						}

						show_as_tooltip = {
							scope:actor = {
								add_gold = gpt_mt_steal_gold_value
							}
						}
					}

						show_as_tooltip = {
							scope:recipient = {
								remove_short_term_gold = gpt_mt_steal_gold_value
							}
						}

					hidden_effect = {
						scope:recipient = {
							pay_short_term_gold = {
								target = scope:actor
								gold = gpt_mt_steal_gold_value
							}
						}
					}
					scope:actor = {
						stress_impact = {
							greedy = -12
							ambitious = -12
							deceitful = -12
							callous = -12
							arbitrary = -12
						}
					}		
				}
				
				60 = {
					desc = gpt_mt_steal_gold_interaction_tt.failure.actor
					compare_modifier = {
						value = scope:duel_value
						multiplier = -3.5
						min = -20
					}
					
					send_interface_toast = {
						title = gpt_mt_steal_gold_interaction_tt.failure.actor2
						left_icon = scope:recipient

						scope:recipient = {
							# Greedy characters will not forgive this slight if they can help it.
							if = {
								limit = {
									OR = {
										has_trait = diligent
										has_trait = greedy
										has_trait = wrathful
									}
									NOR = {
										has_trait = craven
										has_trait = lazy
										has_trait = forgiving
									}
									can_set_relation_rival_trigger = { CHARACTER = scope:actor }
								}
								Scope:actor = {
									set_relation_rival = {
										target = scope:recipient
									 	reason = rival_tried_to_embezzle
									}
								}
							}
							# Forgiving characters lose a little less.
							else_if = {
								limit = { has_trait = forgiving }
								add_opinion = {
									target = scope:actor
									modifier = disappointed_opinion
									opinion = -15
								}
							}
							# Otherwise, folks do be mad.
							else = {
								add_opinion = {
									target = scope:actor
									modifier = trust_opinion
									opinion = -30
								}
							}

						}

					}

					Scope:actor = {
						add_character_modifier = { modifier = gpt_failed_seizure years = 5 }
					}
				}
			}
		}
	}
	
	ai_potential = {
		always = no
	}

	auto_accept = yes

	ai_will_do = {
		base = 0
	}
}
gpt_mt_steal_gold_interaction_v2 = {
	icon = cautious
 #	common_interaction = yes
	interface_priority = 12
	category = interaction_category_hostile
	desc = gpt_mt_steal_gold_interaction_desc
	cooldown = { years = 1 }
	cooldown_against_recipient = { years = 5 }

	is_shown = {
		scope:actor = { is_ai = no is_landed = yes }
		has_game_rule = GPT_interactions_enabled
		NOT = { scope:recipient = scope:actor }
		NOT = { scope:actor = { is_allied_to = scope:recipient } }

		scope:actor = {
			OR = {
				has_trait = avaricious
				has_trait = family_first
				has_trait = intellect_good_3
			}
			OR = {
				any_neighboring_and_across_water_top_liege_realm_owner = {
					this = scope:recipient
				}
				liege = scope:recipient
				scope:actor.liege = scope:recipient.liege
				any_vassal = {
					this = scope:recipient
				}
			}
		}

		NAND = { # Game Rules!
			has_game_rule = no_players_multiplayer_murder_schemes
			scope:actor = {
				is_ai = no
			}
			scope:recipient = {
				is_ai = no
			}
		}

		NAND = {
			has_game_rule = no_player_families_multiplayer_murder_schemes
			scope:actor = {
				is_ai = no
			}
			scope:recipient = {
				OR = {
					is_ai = no
					any_close_family_member = {
						AND = {
							is_ai = no
							NOT = { this = scope:actor }
						}
					}
				}
			}
		}
	}

	is_valid_showing_failures_only = {
		scope:recipient.highest_held_title_tier >= 2
		scope:actor.highest_held_title_tier >= 2
		scope:recipient = { NOT = { has_strong_hook = scope:actor } }
		NOT = { scope:recipient.gold < 50 }
		scope:actor = {
			stewardship >= 8
		}
		custom_description = {
			text = "gpt_opinion_not_high_enough"
			scope:recipient = {
				opinion = {
					value >= -40
					target = scope:actor
				}
			}
		}
	}

	on_accept = {
		scope:actor = {
			stress_impact = {
				generous = 12
				just = 12
				honest = 12
				compassionate = 12
				craven = 12
			}	
			duel = {
				skill = stewardship
				target = scope:recipient
				60 = {
					desc = gpt_mt_steal_gold_interaction_tt.success
					compare_modifier = {
						value = scope:duel_value
						multiplier = 3.5
						min = -20
					}

					send_interface_toast = {
						title = gpt_mt_steal_gold_interaction_tt.success2
						left_icon = scope:recipient

						give_or_update_embezzler_secret_effect = {
							TARGET = scope:recipient
							STAKE = gpt_mt_steal_gold_value
						}

						show_as_tooltip = {
							scope:actor = {
								add_gold = gpt_mt_steal_gold_value
							}
						}
					}

						show_as_tooltip = {
							scope:recipient = {
								remove_short_term_gold = gpt_mt_steal_gold_value
							}
						}

					hidden_effect = {
						scope:recipient = {
							pay_short_term_gold = {
								target = scope:actor
								gold = gpt_mt_steal_gold_value
							}
						}
					}
					scope:actor = {
						stress_impact = {
							greedy = -12
							ambitious = -12
							deceitful = -12
							callous = -12
							arbitrary = -12
						}
					}		
				}
				
				40 = {
					desc = gpt_mt_steal_gold_interaction_tt.failure.actor
					compare_modifier = {
						value = scope:duel_value
						multiplier = -3.5
						min = -20
					}
					
					send_interface_toast = {
						title = gpt_mt_steal_gold_interaction_tt.failure.actor2
						left_icon = scope:recipient

						scope:recipient = {
							# Greedy characters will not forgive this slight if they can help it.
							if = {
								limit = {
									OR = {
										has_trait = diligent
										has_trait = greedy
										has_trait = wrathful
									}
									NOR = {
										has_trait = craven
										has_trait = lazy
										has_trait = forgiving
									}
									can_set_relation_rival_trigger = { CHARACTER = scope:actor }
								}
								Scope:actor = {
									set_relation_rival = {
										target = scope:recipient
									 	reason = rival_tried_to_embezzle
									}
								}
							}
							# Forgiving characters lose a little less.
							else_if = {
								limit = { has_trait = forgiving }
								add_opinion = {
									target = scope:actor
									modifier = disappointed_opinion
									opinion = -15
								}
							}
							# Otherwise, folks do be mad.
							else = {
								add_opinion = {
									target = scope:actor
									modifier = trust_opinion
									opinion = -30
								}
							}

						}

					}

					Scope:actor = {
						add_character_modifier = { modifier = gpt_failed_seizure years = 5 }
					}
				}
			}
		}
	}
	
	ai_potential = {
		always = no
	}

	auto_accept = yes

	ai_will_do = {
		base = 0
	}
}
