﻿namespace = skonester_lobotomy

# Based on vanilla prison.1020 / prison.1021 (blinding)

# I lobotomize my prisoner
skonester_lobotomy.0001 = {
	type = character_event
	title = skonester_lobotomy.0001.t
	desc = skonester_lobotomy.0001.desc
	theme = dungeon
	left_portrait = {
		character = root
		animation = schadenfreude
	}
	right_portrait = {
		character = scope:recipient
		animation = fear
		override_imprisonment_visuals = yes
	}

	trigger = { scope:recipient = { is_imprisoned_by = scope:puppet_or_actor } }

	on_trigger_fail = {
		scope:recipient = {
			if = {
				limit = { has_character_flag = is_being_tortured }
				remove_character_flag = is_being_tortured
			}
		}
	}

	immediate = {
		play_music_cue = "mx_cue_prison"
	}

	option = {
		name = skonester_lobotomy.0001.a
		skonester_interaction_effect = yes
		scope:recipient = {
			if = {
				limit = { has_character_flag = is_being_tortured }
				remove_character_flag = is_being_tortured
			}
			if = {
				limit = { is_ai = no }
				trigger_event = skonester_lobotomy.0002
			}
		}
	}
}

# I have been lobotomized (only sent to player-controlled prisoners)
skonester_lobotomy.0002 = {
	type = character_event
	title = skonester_lobotomy.0001.t
	desc = skonester_lobotomy.0002.desc
	theme = dungeon
	left_portrait = {
		character = root
		animation = stunned
		override_imprisonment_visuals = yes
	}
	right_portrait = {
		character = scope:puppet_or_actor
		animation = schadenfreude
	}

	immediate = {
		play_music_cue = "mx_cue_prison"
	}

	option = {
		name = skonester_lobotomy.0002.a
	}
}
