﻿recruit_guest_interaction = {
	category = interaction_category_vassal
	icon = guest
	common_interaction = yes

	special_ai_interaction = recruit_courtier

	desc = recruit_guest_interaction_desc

	should_use_extra_icon = {
		NOT = { scope:recipient = { is_close_family_of = scope:actor } }
		scope:actor = { has_usable_hook = scope:recipient }
	}
	extra_icon = "gfx/interface/icons/character_interactions/hook_icon.dds"
	
	is_shown = {
		NOT = { scope:actor = scope:recipient }
		scope:recipient = { is_pool_guest_of = scope:actor }
		scope:actor = {
			is_ruler = yes
		}

		#AGOT Added, NW can't recruit women
		NAND = {
			scope:actor = { has_trait = nightswatch }
			scope:recipient = {
				any_traveling_family_member = {
					is_female = yes
				}
			}
		}

		#AGOT Added, NW can't leave their post and shouldn't be guests anyway
		NOT = {
			scope:recipient = { has_trait = nightswatch }
		}

		#AGOT Added, KG can't leave their post and shouldn't be guests anyway
		NOT = {
			scope:recipient = { has_trait = kingsguard }
		}

		#AGOT Added, Silent Sisters shouldn't leave or be guests
		NOT = {
			scope:recipient = { has_trait = silent_sister }
		}

		#AGOT Added, no non-human interactions
		scope:actor = { is_human = yes }
		scope:recipient = { is_human = yes }
	}

	is_valid_showing_failures_only = {
		scope:recipient = {
			is_ruler = no
		}
		trigger_if = {
			limit = {
				NOR = {
					scope:recipient = { is_close_family_of = scope:actor } # Close family members are free
					scope:actor = { has_usable_hook = scope:recipient } # Using a hook makes it free
				}
			}
			scope:actor = {
				gold >= scope:recipient.recruit_guest_interaction_cost
			}
		}
	}

	can_send = {
		# check if we're using the hook (is_valid_showing_failures_only checks only if we have a hook), else we need to be able to afford it
		trigger_if = {
			limit = {
				NOR = {
					AND = { exists = scope:hook always = scope:hook }
					scope:recipient = { is_close_family_of = scope:actor }
				}
				scope:actor = { has_usable_hook = scope:recipient } # without this the is_valid_showing_failures_only above shows the same error
			}
			scope:actor = {
				gold >= scope:recipient.recruit_guest_interaction_cost
			}
		}
	}

	send_options_exclusive = no
	send_option = {
		is_valid = {
			scope:actor = {
				has_usable_hook = scope:recipient
			}
		}
		flag = hook
		localization = SCHEME_HOOK
	}

	on_accept = {
		scope:recipient = {
			every_traveling_family_member = {
				add_to_temporary_list = recruiting_family
			}
		}

		if = {
			limit = { scope:recipient = { is_close_family_of = scope:actor } } # Close family members are free
			# do nothing
		}
		else_if = {
			limit = { always = scope:hook }
			scope:actor = { use_hook = scope:recipient }
		}
		else = {
			scope:recipient = {
				save_temporary_scope_as = most_expensive_person

				every_in_list = {
					list = recruiting_family

					if = {
						limit = { this.individual_recruit_guest_interaction_cost >= scope:most_expensive_person.individual_recruit_guest_interaction_cost }
						save_temporary_scope_as = most_expensive_person
					}
				}
			}

			scope:actor = {
				pay_short_term_gold = {
					target = scope:most_expensive_person
					gold = scope:most_expensive_person.recruit_guest_interaction_cost_with_list #This value needs a list with the name "recruiting_family"
				}
			}
		}

		every_in_list = {
			list = recruiting_family
			scope:actor = {
				add_courtier ?= prev
			}
			remove_variable = last_visited_ruler # Even though it times out automatically, removing it here saves cycles for performance.
			add_opinion = {
				target = scope:actor
				opinion = 50
				modifier = grateful_opinion
			}
		}

		scope:actor = {
			stress_impact = {
				shy = minor_stress_impact_gain
				paranoid = minor_stress_impact_gain
			}

			send_interface_message = {
				type = event_generic_neutral
				title = msg_recruited_guest_to_court_interaction_title
				
				right_icon = scope:recipient

				show_as_tooltip = {
					scope:actor = {
						custom_tooltip = msg_recruited_guest_to_court_interaction_message
					}
		   		}
			}
		}
	}

	auto_accept = yes
	
	# AI
	ai_targets = {
		ai_recipients = guests
	}
	ai_frequency = 12

	ai_potential = {
		is_at_war = no # Try to avoid wasting your war chest!
		trigger_if = {
			limit = {
				NOT = {
					government_has_flag = government_is_tribal # Tribes pay very little for their guests
				}
			}
			short_term_gold >= yearly_character_income
		}
		any_courtier_or_guest = {
			is_alive = yes
			count <= 30
		}
	}

	ai_will_do = {
		base = 0

		#Lacking councillors
		compare_modifier = {
			trigger = { scope:actor = { NOT = { exists = cp:councillor_chancellor } } }
			target = scope:recipient
			value = diplomacy
			offset = {
				value = 0
				subtract = decent_skill_rating
			}
		}
		compare_modifier = {
			trigger = { scope:actor = { NOT = { exists = cp:councillor_marshal } } }
			target = scope:recipient
			value = martial
			offset = {
				value = 0
				subtract = decent_skill_rating
			}
		}
		compare_modifier = {
			trigger = { scope:actor = { NOT = { exists = cp:councillor_steward } } }
			target = scope:recipient
			value = stewardship
			offset = {
				value = 0
				subtract = decent_skill_rating
			}
		}
		compare_modifier = {
			trigger = { scope:actor = { NOT = { exists = cp:councillor_spymaster } } }
			target = scope:recipient
			value = intrigue
			offset = {
				value = 0
				subtract = decent_skill_rating
			}
		}

		#Lacking court physician
		compare_modifier = {
			trigger = { scope:actor = { court_physician_available_trigger = no } }
			target = scope:recipient
			value = learning
			offset = {
				value = 0
				subtract = decent_skill_rating
			}
		}

		#Lacking knights
		compare_modifier = {
			trigger = {
				prowess >= decent_skill_rating
				can_be_knight_trigger = { ARMY_OWNER = scope:actor }
				scope:actor = {
					OR = {
						number_of_knights < max_number_of_knights
						any_knight = {
							prowess < decent_skill_rating
						}
					}
				}
			}
			target = scope:recipient
			value = prowess
			offset = {
				value = 0
				subtract = decent_skill_rating
			}
		}
		

		#Vested interest
		modifier = {
			add = 20
			scope:recipient = {
				OR = {
					has_relation_lover = scope:actor
					has_relation_friend = scope:actor
					has_secret_relation_lover = scope:actor
					has_relation_soulmate = scope:actor
					has_relation_best_friend = scope:actor
					is_child_of = scope:actor
				}
			}
		}
		

		#Claimants
		modifier = {
			#AGOT Added NW should not recruit for claims
			scope:actor = {
				NOT = { has_trait = nightswatch }
			}

			scope:recipient = {
				any_claim = {
					neighboring_useful_courtier_or_guest_claim_trigger = { RULER = scope:actor }
				}
			}
			add = {
				value = 0
				if = {
					limit = {
						scope:recipient = {
							any_claim = {
								neighboring_useful_courtier_or_guest_claim_trigger = { RULER = scope:actor }
								tier >= tier_duchy
							}
						}
					}
					add = 40
				}
				else = {
					add = 30
				}
			}
		}

		# Make it all more likely
		modifier = {
			factor = 4
		}
		
		# The AI will always use a hook if it can
		modifier = {
			scope:hook = yes
			add = 1
		}
	}
}

kick_from_court_interaction = {
	category = interaction_category_vassal
	icon = guest


	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:recipient = { is_foreign_court_or_pool_guest = yes } }
				desc = kick_from_court_interaction_desc_guest
			}
			desc = kick_from_court_interaction_desc
		}
	}

	is_shown = {
		NOT = { scope:actor = scope:recipient }
		scope:recipient = {
			OR = {
				is_courtier_of = scope:actor
				is_pool_guest_of = scope:actor
			}
			bp2_valid_for_standard_interactions_trigger = yes
		}

		#AGOT Added, NW can't leave their post
		NAND = {
			scope:actor = { has_trait = nightswatch }
			scope:recipient = { has_trait = nightswatch }
		}

		#AGOT Added, KG can't leave their post
		NOT = {
			scope:recipient = { has_trait = kingsguard }
		}

		#AGOT Added, no non-human interactions
		scope:actor = { is_human = yes }
		scope:recipient = { is_human = yes }
	}

	cost = {
		prestige = {
			if = {
				limit = {
					scope:recipient = {
						any_traveling_family_member = {
							count = all
							is_lowborn = yes
						}
					}
				}
				value = minor_prestige_value
			}
			else = {
				value = medium_prestige_value
			}
		}
	}

	is_valid_showing_failures_only = {
		scope:recipient = {
			kick_from_court_validity_trigger = yes

			custom_description = {
				text = "kick_from_court_interaction_travelling_family_invalid"
				subject = scope:recipient
				NOT = {
					any_traveling_family_member = {
						NOT = { this = scope:recipient }
						kick_from_court_validity_trigger = no
					}
				}
			}
		}
	}
	
	on_accept = {
		scope:actor = {
			stress_impact = {
				gregarious = minor_stress_impact_gain
				compassionate = minor_stress_impact_gain
			}
			
			hidden_effect = {
				send_interface_message = {
					type = event_generic_neutral
					title = msg_kicked_courtier_from_court_interaction_title
					
					right_icon = scope:recipient

					show_as_tooltip = {
						scope:actor = {
							remove_courtier_or_guest = scope:recipient
						}
					}

			   		#Remove them as guardian/ward for any courtier
			   		if = {
						limit = {
							any_courtier = {
								has_relation_guardian = scope:recipient
							}
						}
						every_courtier = {
							limit = {
								has_relation_guardian = scope:recipient
							}
							save_scope_as = ward
							remove_guardian_effect = {
								GUARDIAN = scope:recipient
								WARD = scope:ward
								RETURN_WARD = yes
								HIDE_OPINION = no
							}
						}
						scope:recipient = { trigger_event = char_interaction.0090 }
					}
					if = {
						limit = {
							any_courtier = {
								has_relation_ward = scope:recipient
							}
						}
						random_courtier = {
							limit = {
								has_relation_ward = scope:recipient
							}
							save_scope_as = guardian

							send_interface_message = {
								type = event_generic_neutral
								title = remove_guardian_interaction_notification
								left_icon = scope:recipient
								right_icon = scope:guardian
								remove_guardian_effect = {
									GUARDIAN = scope:guardian
									WARD = scope:recipient
									RETURN_WARD = yes
									HIDE_OPINION = no
								}
							}
						}
					}
				}
			}

			#To be able to send a cohesive interface message AND show a good tooltip
			show_as_tooltip = {
				#Remove them as guardian for any child
		   		if = {
					limit = {
						any_courtier = {
							has_relation_guardian = scope:recipient
						}
					}
					every_courtier = {
						limit = {
							has_relation_guardian = scope:recipient
						}
						save_scope_as = ward
						remove_guardian_effect = {
							GUARDIAN = scope:recipient
							WARD = scope:ward
							RETURN_WARD = yes
							HIDE_OPINION = no
						}
					}
				}

				#Remove them as ward of any courtier
				if = {
					limit = {
						any_courtier = {
							has_relation_ward = scope:recipient
						}
					}
					random_courtier = {
						limit = {
							has_relation_ward = scope:recipient
						}
						save_scope_as = guardian
						remove_guardian_effect = {
							GUARDIAN = scope:guardian
							WARD = scope:recipient
							RETURN_WARD = yes
							HIDE_OPINION = no
						}
					}
				}
			}
		}

		scope:recipient = {
			every_traveling_family_member = {
				add_to_temporary_list = kicked_family
			}
		}

		every_in_list = {
			list = kicked_family
			#Kicks, adds opinions, adds people to kicked_relatives_list
			kick_from_court_interaction_effect = yes
		}

		if = {
			limit = {
				any_in_list = {
					list = kicked_relatives_list
					is_alive = yes
				}
			}
			every_in_list = {
				list = kicked_relatives_list
				custom = all_close_family_members_of_kicked_characters
				add_opinion = {
					modifier = kicked_relative_from_court
					target = scope:actor
				}
			}
		}
	}

	auto_accept = yes
}

invite_to_court_interaction = {
	category = interaction_category_vassal
	icon = guest
	
	desc = invite_to_court_interaction_desc
	
	is_shown = {
		scope:recipient = {
			NOR = {
				is_courtier_of = scope:actor
				is_foreign_court_guest = yes
				AND = {
					exists = host
					host = scope:actor
				}
				is_ruler = yes
			}
		}

		## AGOT Added, either both have to be wildlings, or neither can be
		NOR = {
			# Actor is not wildling, but recip is
			AND = {
				scope:actor.culture = { agot_is_wildling_culture = no }
				scope:recipient.culture = { agot_is_wildling_culture = yes }
			}
			# Actor is wildling, but recip is not
			AND = {
				scope:actor.culture = { agot_is_wildling_culture = yes }
				scope:recipient.culture = { agot_is_wildling_culture = no }
			}
		}

		#AGOT Added, NW can't recruit this way
		NOT = {
			scope:actor = { has_trait = nightswatch }
			scope:recipient = { has_trait = nightswatch }
		}

		#AGOT Added, KG can't leave their post
		NOT = {
			scope:recipient = { has_trait = kingsguard }
		}

		#AGOT Added, Silent Sisters can't leave the sisterhood
		NOT = {
			scope:recipient = { has_trait = silent_sister }
		}

		#AGOT Add maesters to the list
		NOR = {
			scope:actor = { has_trait = maester }
			scope:recipient = { has_trait = maester }
		}

		#AGOT Added, no non-human interactions
		scope:actor = { is_human = yes }
		scope:recipient = { is_human = yes }
	}

	is_valid_showing_failures_only = {
		can_recruit_character_to_court_trigger = {
			RECRUITER = scope:actor
			RECRUITEE = scope:recipient
		}
	}
	
	#Pay som gold to persuade a wandering character to come to your court
	send_option = {
		is_shown = {
			exists = scope:recipient
			scope:recipient = {
				is_pool_guest = no
				#AGOT Modified Prevent missing scope errors
				#location.province_owner = {
				location.province_owner ?= {
					OR = {
						any_liege_or_above = { this = scope:actor }
						this = scope:actor
					}
				}
				NOR = {
					has_relation_rival = scope:actor
					exists = liege
					is_child_of = scope:actor
					has_character_modifier = lust_for_adventure
				}
			}
		}
		flag = cover_travel_expenses
		localization = COVER_TRAVEL_EXPENSES
	}

	on_accept = {
		hidden_effect = {
			if = {
				limit = {
					exists = scope:recipient.liege
				}
				scope:recipient.liege = {
					send_interface_message = {
						type = event_generic_neutral
						title = msg_courtier_left_court_interaction_title
						
						right_icon = scope:recipient

						show_as_tooltip = {
							remove_courtier_or_guest = scope:recipient
						}
					}
				}
			}
		}
		
		scope:actor = {
			send_interface_message = {
				type = event_generic_neutral
				title = invite_to_court_interaction_notification
				right_icon = scope:recipient

				scope:recipient = {
					every_traveling_family_member = {
						scope:actor = { add_courtier = prev }
						hidden_effect = {
							return_to_court = yes
						}
					}
				}

				if = {
					limit = { always = scope:hook }
					scope:actor = {
						use_hook = scope:recipient
					}
				}

				scope:actor = {
					stress_impact = {
						shy = minor_stress_impact_gain
					}
				}
			}
		}
		
		
		if = {
			limit = { always = scope:cover_travel_expenses }
			scope:actor = {
				pay_short_term_gold = {
					gold = {
						value = bribe_value
						multiply = 0.5
					}
					target = scope:recipient
				}
				stress_impact = {
					greedy = minor_stress_impact_gain
				}
			}
		}
	}

	ai_accept = {
 		base = -50

 		#Opinions
 		opinion_modifier = {
 			trigger = {
 				exists = liege
 				is_courtier_of = liege
 			}
 			opinion_target = liege
 			multiplier = -0.5
 			step = 5
 			max = 25
 		}
 		opinion_modifier = {
 			opinion_target = scope:actor
 			multiplier = 0.5
 			step = 5
 			max = 25
 		}
		
		#REcourt
		
		modifier = {
			scope:actor = { has_character_modifier = RE_court_stew_1_verhigh }
			add = 30
			desc = RE_invite_aibehavior_spectacular_tt
		}
		
		modifier = {
			scope:actor = { has_character_modifier = RE_court_stew_1_verhigh }
			add = 15
			desc = RE_invite_aibehavior_spectacular_tt
		}

 		#Current roles
 		modifier = {
 			is_knight = yes
 			add = -20
 			desc = AI_MY_LIEGES_KNIGHT
 		}
 		modifier = {
 			is_commanding_army = yes
 			add = -30
 			desc = AI_MY_LIEGES_COMMANDER
 		}
 		modifier = {
 			is_councillor = yes
 			add = -40
 			desc = AI_ON_THE_COUNCIL
 		}
		#AGOT Added
 		modifier = {
			has_trait = kingsguard
			add = -1000
			desc = AI_MY_LIEGES_KNIGHT
		}
		
		modifier = {		
			trigger = { scope:recipient = { has_court_position = court_physician_court_position } }			
 			add = -20
 			desc = AI_COURT_PHYSICIAN
 		}

 		#Relations & relatives (with actor)
 		modifier = {
 			has_relation_lover = scope:actor
 			add = 100
 			desc = AI_YOUR_LOVER
 		}

 		modifier = {
 			has_relation_friend = scope:actor
 			add = 75
 			desc = AI_YOUR_FRIEND
 		}

 		modifier = {
 			is_child_of = scope:actor
 			add = 160
 			desc = AI_YOUR_CHILD
 		}

 		modifier = {
 			this.dynasty.dynast = scope:actor
 			add = 30
 			desc = AI_YOU_ARE_THE_DYNAST
 		}

 		modifier = {
 			this.house.house_head = scope:actor
 			add = 30
 			desc = AI_YOU_ARE_THE_HOUSE_HEAD
 		}

 		modifier = {
 			NOT = { is_child_of = scope:actor }
 			is_close_family_of = scope:actor
 			add = 75
 			desc = AI_YOUR_RELATIVE
 		}

 		modifier = {
 			is_spouse_of = scope:actor
 			add = 160
 			desc = AI_YOUR_SPOUSE
 		}

 		#Relations & relatives (with host)
 		modifier = {
 			exists = liege
 			has_relation_lover = liege
 			add = -100
 			desc = AI_THEIR_LOVER
 		}

 		modifier = {
 			exists = liege
 			has_relation_friend = liege
 			add = -75
 			desc = AI_THEIR_FRIEND
 		}

 		modifier = {
 			exists = liege
 			is_child_of = liege
 			add = -160
 			desc = AI_THEIR_CHILD
 		}

 		modifier = {
 			exists = liege
 			NOT = { is_child_of = liege }
 			is_close_family_of = liege
 			add = -75
 			desc = AI_THEIR_RELATIVE
 		}

 		#Family (at location)
 		modifier = {
 			exists = location
 			any_consort_not_in_traveling_family_trigger = yes
 			desc = AI_LEAVING_MY_SPOUSE
 			add = -100
 		}

 		modifier = {
 			exists = location
 			any_child_not_in_traveling_family_trigger = yes
 			desc = AI_LEAVING_MY_CHILD
 			add = -100
 		}

 		modifier = {
 			add = -50
 			desc = AI_MARRIED_MATRILINIALLY
 			is_married = yes
 			is_male = yes
 			any_spouse = {
 				matrilinear_marriage = yes
 				host = scope:recipient.host
 			}
 		}

 		modifier = {
 			add = -50
 			desc = AI_MARRIED_PATRILINIALLY
 			is_married = yes
 			is_female = yes
 			any_spouse = {
 				patrilinear_marriage = yes
 				host = scope:recipient.host
 			}
 		}

 		modifier = {
 			add = -50
 			desc = AI_INSPIRED
 			exists = inspiration
			inspiration = {
				NOT = {
					exists = inspiration_sponsor
				}
			}
 		}

 		modifier = {
 			add = -500
 			desc = AI_SPONSORED_INSPIRATION
 			exists = inspiration
			inspiration = {
				exists = inspiration_sponsor
			}
 		}

 		modifier = {
 			add = -500
 			desc = AI_WANDERLUST
			is_child_of = scope:actor
 			has_character_modifier = lust_for_adventure
 		}
		
		#Wandering characters (who aren't doing anything else)
		modifier = {
 			add = {
				value = 10
				add = scope:actor.diplomacy
				
				if = {
					limit = {
						faith = scope:actor.faith
					}
					add = 10
				}
				else_if = {
					limit = {
						faith = { #Same religion - But faith should not be considered Hostile or Evil
							religion = scope:actor.faith.religion
							faith_hostility_level = {
								target = scope:actor.faith
								value < 2
							}
						}
					}
					add = 5
				}
				if = {
					limit = {
						culture = scope:actor.culture
					}
					add = 10
				}
				else_if = {
					limit = {
						culture = {
							has_same_culture_heritage = scope:actor.culture
						}
					}
					add = 5
				}
				if = {
					limit = {
						OR = {
							has_trait = content
							has_trait = lazy
							has_trait = trusting
						}
					}
					add = 10
				}
			}
 			desc = AI_CAN_BE_PERSUADED_TO_STAY
			
			is_pool_guest = no
			#AGOT Modified Prevent missing scope errors
			#location.province_owner = {
			location.province_owner ?= { {
				OR = {
					any_liege_or_above = { this = scope:actor }
					this = scope:actor
				}
			}
			NOR = {
				has_relation_rival = scope:actor
				exists = liege
				is_child_of = scope:actor
				has_character_modifier = lust_for_adventure
			}
 		}
		
		modifier = {
			add = {
				value = 20
				if = {
					limit = {
						has_trait = greedy
					}
					multiply = 1.5
				}
				else_if = {
					limit = {
						has_trait = generous
					}
					multiply = 0.5
				}
			}
			scope:cover_travel_expenses = yes
			desc = AI_TRAVEL_EXPENSES
		}

 		# Amenities impact
 		## Actor's amenities increases acceptance
 		modifier = {
 			add = {
 				value = 10
 				if = {
 					limit = {
 						scope:actor = {
			 				has_royal_court = yes
			 				amenity_level = { type = court_lodging_standards value >=  high_amenity_level }
			 			}
 					}
 			 		add = 10
 				}
 				if = {
 					limit = {
 						scope:actor = {
			 				amenity_level = { type = court_lodging_standards value >=  very_high_amenity_level }
			 			}
 					}
 			 		add = 10
 				}
 				if = {
 					limit = {
 						scope:actor = {
			 				amenity_level = { type = court_lodging_standards value >=  max_amenity_level }
			 			}
 					}
 			 		add = 20
 				}
 			}
 			desc = AI_COURT_LODGING_STANDARDS_QUALITY
			scope:actor = {
			 	has_royal_court = yes
				amenity_level = { type = court_lodging_standards value >=  medium_amenity_level }
			}
 		}
		## Target's liege amenities decreases acceptance 
 		modifier = {
 			add = {
 				value = -10
				if = {
					limit = {
						liege = {
							amenity_level = { type = court_lodging_standards value >=  high_amenity_level } 
						}
					}
					add = -10
				}
				if = {
					limit = {
						liege = {
							amenity_level = { type = court_lodging_standards value >=  very_high_amenity_level } 
						}
					}
					add = -10
				}
				if = {
					limit = {
						liege = {
							amenity_level = { type = court_lodging_standards value >=  max_amenity_level } 
						}
					}
					add = -20
				}
 			}
 			desc = AI_LIEGE_COURT_LODGING_STANDARDS_QUALITY
			exists = liege
			is_courtier_of = liege
			liege = {
				has_royal_court = yes
				amenity_level = { type = court_lodging_standards value >=  medium_amenity_level }
			}
 		}
		
 		modifier = {
 			add = {
				value = scope:actor.house.house_unity_value
				multiply = 0.5
			}
 			desc = AI_HOUSE_UNITY
			scope:actor = { government_has_flag = government_is_clan }
			exists = house
			exists = scope:actor.house
			house = scope:actor.house
			house = {
				OR = {
					has_house_unity_stage = harmonious
					has_house_unity_stage = friendly
				}
			}
 		}
	}

	auto_accept = {
		custom_description = {
			text = "spending_hook"
			subject = scope:actor
			object = scope:recipient
			scope:hook = yes
		}
	}

	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
}
