﻿namespace = ppr_decision_events

# A Show of Devotion in camp (from ppr_camp_act_of_devotion_decision)
# Based on pam_decision_events.0002, with the camp priest in the role of the chaplain.
ppr_decision_events.0001 = {
	type = character_event
	title = ppr_decision_events.0001.t
	desc = {
		desc = ppr_decision_events.0001.desc.intro
		first_valid = {
			triggered_desc = {
				trigger = { spiritual_fulfillment <= -50 }
				desc = pam_decision_events.0002.desc.bad
			}
			triggered_desc = {
				trigger = { spiritual_fulfillment >= 50 }
				desc = pam_decision_events.0002.desc.good
			}
			desc = pam_decision_events.0002.desc.neutral
		}
		desc = ppr_decision_events.0001.desc.outro
	}
	theme = christian

	left_portrait = {
		character = root
		animation = personality_zealous
	}
	right_portrait = {
		character = scope:my_chaplain
		animation = preaching_no_book
		camera = camera_event_center_close_to_right
	}
	override_background = { reference = ep3_campfire }
	override_effect_2d = {
		reference = legend_glow
	}

	immediate = {
		save_scope_as = devotional_guy
		court_position:camp_priest_camp_officer ?= {
			save_scope_as = my_chaplain
		}
		if = {
			limit = { NOT = { exists = scope:my_chaplain } }
			create_character = {
				template = simple_priest_character_template
				gender_female_chance = root_faith_clergy_gender_female_chance
				location = root.location
				save_scope_as = my_chaplain
			}
		}
	}

	option = { # Address the crowd yourself
		show_as_unavailable = { always = yes }
		name = pam_decision_events.0002.a
		trigger = {
			custom_tooltip = {
				text = pam_decision_act_of_devotion_fame_tooltip
				prestige_level < 3
			}
		}
		add_piety_level = -1
		add_prestige_level = 1
		add_prestige = medium_prestige_gain
		add_character_modifier = {
			modifier = ppr_camp_devotion_modifier
			years = 5
		}
		ai_chance = { base = 0 }
	}

	option = { # A simple confirmation will do
		name = pam_decision_events.0002.b
		add_prestige = major_prestige_gain
		add_character_modifier = {
			modifier = ppr_camp_devotion_modifier
			years = 5
		}
		ai_chance = { base = 100 }
	}
}
