﻿;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; UNIT EVENTS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; USAGE:
;
; Basic structure for a unit event:
; {
; #NAME= Event name (this will be shown as a selectable event under an OPTIONS screen within the game)
; #POPUP= Event popup text (this will be displayed when the event occurs)
; #IMAGE= Event image that will be displayed when event occurs
;         PNG images must be 736x418 or 368x418 pixels, see 'Extras' folder for sample images and frames
;         Multiple pictures can be used by using a ',' to separate them
;         Format: picture1.png, picture2.png, picture3.png, picture4.png
; #SOUND= Event sound that will be displayed when event occurs
;         Multiple sounds can be used by using a ',' to separate them
;         Format: sound1.mp3, sound2.mp3, sound3.mp3, sound4.mp3
; #FLAG= Will this be a default event for the campaign? (values range [0, 1]; True= 1; False= 0)
; #TYPE= Values range [0, 3];
;        With all other fields satisfied will this be:
;        0 = Single check regardless if #TRIGGER is satisfied
;        1 = Multiple check until #TRIGGER is satisfied
;        2 = Reoccuring check until end of game
;                       OR
;        Once the #DATE field is satisfied:
;        3 = Event fires once if all other fields are satisfied, else it will not fire.  Either way, event will be removed never to be looked at again
; #AI= Values range [0, 6]
; 0 = Event fires whenever all fields are satisfied for any game type
; 1 = Event fires whenever all fields are satisfied, for Single Player games only, and only when the AI is Axis
; 2 = Event fires whenever all fields are satisfied, for Single Player games only, and only when the AI is Allied
; 3 = Event fires whenever all fields are satisfied, for any game type, and only when the AI is Axis in Single Player, or on Allied Multiplayer turns
; 4 = Event fires whenever all fields are satisfied, for any game type, and only when the AI is Allied in Single Player or on Axis Multiplayer turns
; 5 = Event fires whenever all fields are satisfied, for Single Player games only, and only when the AI is Axis in Single Player, or for AI controlled Axis majors on Axis human player turns
; 6 = Event fires whenever all fields are satisfied, for Single Player games only, and only when the AI is Allied in Single Player, or for AI controlled Allied majors on Allied human player turns
; #LEVEL= What minimum skill level, as selected from the AI difficulty level screen in game, with this event apply to?
;         Values: [0, 4]; Green= 0; Novice= 1; Intermediate= 2; Veteran= 3; Expert= 4
; #GV= Does the event activate based on the Global Variable values assigned?
;      Ten random Global Variables are assigned at the start of the campaign each with a value between [1,100]
;      Format: GV [min, max]; GV range [1,10]; min range [1,100]; max range [1,100]
;      Example A) #GV= 1[1,100] will always trigger because Global Variable #1 will always have a value between [1,100]
;      Example B) #GV= 4[71,100] will trigger 30% per game
; #LINK= Does the event activate based on the Link values assigned?
;        A campaign can have up to 1100 Decision events and is referenced by other events via this parameter
;        Format: decision[flag]; flag range [0, 1]; True= 1; False= 0
;        Example A) #LINK= 0[0] will always trigger as formal DECISION events can only be from 1-1100
;        Example B) #LINK= 1[0] will trigger whenever #DECISION= 1 is not accepted
;        Example C) #LINK= 3[1] will trigger whenever #DECISION= 3 is accepted
; #TRIGGER= Trigger percentage that the event will occur (values range [0, 100])
; #PRIVATE= Should this event #POPUP not be included in the last turn summary screen?
;           Values: [0, 1]; No= 0; Yes= 1
; #DISPLAY_TURN= On what turn do we display this event? 
;           Values [0, 2]; Any= 0; Axis Turn= 1; Allied Turn= 2
; #COUNTRY_ID= Country ID that will be owner of unit's in the event
; #FULL_RESEARCH= Do the units arrive with full applicable research (values range [0, 1]; True= 1; False= 0)
;                 Alternative value x.x.x representing each desired research level, e.g. 2.4.3
; #DESTINATION_RESOURCE= Resource destination position for units listed by #UNIT_ID
; #DATE= Date that must be satisfied (in game) for event to occur (format yyyy/mm/dd)
; #FAILSAFE_DATE= Failsafe date for the event to occur, i.e. regardless if #CONDITION_POSITION checks have been satisfied (format yyyy/mm/dd)
; #VARIABLE_CONDITION= Under what variable conditions will this event occur
;                      Format: country_id [political_alignment] [mobilization%] [surrendered_flag]
; #CONDITION_POSITION= Map positions that will serve to trigger the event as well as distance and
;                      number of enemy unit ranges.
;                      Format:            x,y [min_range, max_range] [min_enemy_units, max_enemy_units] [alignment] [aligned_country_id] 
;                      Format (Optional): x,y [min_range, max_range] [min_enemy_units, max_enemy_units] [alignment] [aligned_country_id] <unit_ID_1, unit_ID_2, ...>
; #UNIT= Units to be created as well as a name (optional)
; 	 Format:                	    unit_id [strength] [experience] [name]
; 	 Format HQs (optional): 	    unit_id [strength] [experience] [name] [rating]
; 	 Format Coastal Gun (optional): unit_id [strength] [experience] [name] [direction]; (direction values range [1, 2]; FaceEastOnly= 1; FaceWestOnly= 2)
; } 
;
; NOTES:
;
; Each event must be preceded by a '{' and end with a '}'
; 
; Event will only be triggered if the list of trigger resources are still friendly to #COUNTRY_ID.

; Unit names are optional but if entered and a duplicate name is found to exist for #COUNTRY_ID it
; will be skipped. Othwerwise if no name is specified, i.e. [], then appropriate names from the 
; existing unit build lists will be used instead.
; 
; Unit types must match destination resource type. For example only Land units can be
; sent to Land destination resources, same for Naval units as they can only be sent to Ports.
;
; Units will arrive either within or adjacent to the #DESTINATION_RESOURCE or as close as possible in
; another friendly resource.  More than one #DESTINATION_RESOURCE can be listed per event.
;
; If for any reason you would NOT like to use the failsafe #FAILSAFE_DATE then simply set this value past
; the campaign's current end date and it will not be used.
;
; More than one #DESTINATION_POSITION can be set and the game engine will prioritize from the first 
; to the last listed position.
;
; Under #VARIABLE_CONDITION you can also list countries that have not yet fully entered the war.
; For example by listing an mobilization % less than 100% you are providing a check where the
; #VARIABLE_CONDITION country must meet a minimum mobilization % in order for the event to occur.
; Each #VARIABLE_CONDITION line will be read using AND logic.
;
; More than one #CONDITION_POSITION can be set. Distance or range checks will be based on the
; specified x,y position. For example if the x,y position is a coastal hex then range checks will
; be made on sea hexes, otherwise if it is a land hex range checks will be made on land hexes only.
; If the 'aligned_country_id' flag is set to 0 then it will check for any Axis or Allied country as
; determined by the alignment flag.
; Each #CONDITION_POSITION line will be read using OR logic.
;
; If #CONDITION_POSITION has an added <unit_id, ...> then it will only consider the specified UNIT_ID types, e.g.
; Axis have an Army or Tank unit within 10 hexes of Warsaw
; #CONDITION_POSITION= 188,76 [10,10] [1,1] [1] [0] <5,26>
;
; Use the reference values provided for #COUNTRY_ID and not the country names
; Use the reference values provided for POLITICAL ALIGNMENT and not names
; Use the reference values provided for #UNIT and not unit id names
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; COUNTRY ID REFERENCE VALUES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; Country IDs
; #COUNTRY_ID_0= Neutral
; #COUNTRY_ID_1= Armenia
; #COUNTRY_ID_2= Afghanistan
; #COUNTRY_ID_3= Albania
; #COUNTRY_ID_4= Algeria
; #COUNTRY_ID_5= Arabia
; #COUNTRY_ID_6= Australia
; #COUNTRY_ID_7= Austria
; #COUNTRY_ID_8= Austria-Hungary
; #COUNTRY_ID_9= Baltic Duchy
; #COUNTRY_ID_10= Belgium
; #COUNTRY_ID_11= Belarus
; #COUNTRY_ID_12= Basmachi
; #COUNTRY_ID_13= Black
; #COUNTRY_ID_14= Bolivia
; #COUNTRY_ID_15= Borneo
; #COUNTRY_ID_16= Brazil
; #COUNTRY_ID_17= British Somaliland
; #COUNTRY_ID_18= Brunei
; #COUNTRY_ID_19= Bulgaria
; #COUNTRY_ID_20= Burma
; #COUNTRY_ID_21= Canada
; #COUNTRY_ID_22= Chile
; #COUNTRY_ID_23= China
; #COUNTRY_ID_24= Colombia
; #COUNTRY_ID_25= Crimean People's Republic
; #COUNTRY_ID_26= Costa Rica
; #COUNTRY_ID_27= Croatia
; #COUNTRY_ID_28= Cuba
; #COUNTRY_ID_29= Curaçao
; #COUNTRY_ID_30= Czechoslovakia
; #COUNTRY_ID_31= Denmark
; #COUNTRY_ID_32= Don Republic
; #COUNTRY_ID_33= Dutch East Indies
; #COUNTRY_ID_34= Dutch Guiana
; #COUNTRY_ID_35= Ecuador
; #COUNTRY_ID_36= Egypt
; #COUNTRY_ID_37= El Salvador
; #COUNTRY_ID_38= Estonia
; #COUNTRY_ID_39= Finland
; #COUNTRY_ID_40= France
; #COUNTRY_ID_41= Free City of Danzig
; #COUNTRY_ID_42= French Equatorial Africa
; #COUNTRY_ID_43= French Somaliland
; #COUNTRY_ID_44= French West Africa
; #COUNTRY_ID_45= Germany
; #COUNTRY_ID_46= Greece
; #COUNTRY_ID_47= Greenland
; #COUNTRY_ID_48= Guatemala
; #COUNTRY_ID_49= Haiti
; #COUNTRY_ID_50= Honduras
; #COUNTRY_ID_51= Hong Kong
; #COUNTRY_ID_52= Hungary
; #COUNTRY_ID_53= Iceland
; #COUNTRY_ID_54= India
; #COUNTRY_ID_55= Indochina
; #COUNTRY_ID_56= Mesopotamia
; #COUNTRY_ID_57= Ireland
; #COUNTRY_ID_58= Italian East Africa
; #COUNTRY_ID_59= Italy
; #COUNTRY_ID_60= Japan
; #COUNTRY_ID_61= Latvia
; #COUNTRY_ID_62= Liberia
; #COUNTRY_ID_63= Libya
; #COUNTRY_ID_64= Lithuania
; #COUNTRY_ID_65= Luxembourg
; #COUNTRY_ID_66= Malaya
; #COUNTRY_ID_67= Kazan
; #COUNTRY_ID_68= Mexico
; #COUNTRY_ID_69= Mongolia
; #COUNTRY_ID_70= Morocco
; #COUNTRY_ID_71= Kuban People's Republic
; #COUNTRY_ID_72= Nepal
; #COUNTRY_ID_73= Netherlands
; #COUNTRY_ID_74= New Zealand
; #COUNTRY_ID_75= Newfoundland
; #COUNTRY_ID_76= Nicaragua
; #COUNTRY_ID_77= Northern Caucasus
; #COUNTRY_ID_78= Norway
; #COUNTRY_ID_79= Palestine
; #COUNTRY_ID_80= Panama
; #COUNTRY_ID_81= Paraguay
; #COUNTRY_ID_82= Persia
; #COUNTRY_ID_83= Peru
; #COUNTRY_ID_84= Philippines
; #COUNTRY_ID_85= Poland
; #COUNTRY_ID_86= Polynesia
; #COUNTRY_ID_87= Portugal
; #COUNTRY_ID_88= Portuguese East Africa
; #COUNTRY_ID_89= Portuguese Timor
; #COUNTRY_ID_90= Portuguese West Africa
; #COUNTRY_ID_91= Red
; #COUNTRY_ID_92= Rhodesia
; #COUNTRY_ID_93= Romania
; #COUNTRY_ID_94= Serbia
; #COUNTRY_ID_95= Saudi Arabia
; #COUNTRY_ID_96= Slovakia
; #COUNTRY_ID_97= Russia
; #COUNTRY_ID_98= South Africa
; #COUNTRY_ID_99= Spain
; #COUNTRY_ID_100= Spanish Guinea
; #COUNTRY_ID_101= Montenegro
; #COUNTRY_ID_102= Sudan
; #COUNTRY_ID_103= Sweden
; #COUNTRY_ID_104= Switzerland
; #COUNTRY_ID_105= Syria
; #COUNTRY_ID_106= Tannu Tuva
; #COUNTRY_ID_107= Thailand
; #COUNTRY_ID_108= Tibet
; #COUNTRY_ID_109= Transjordan
; #COUNTRY_ID_110= Tunisia
; #COUNTRY_ID_111= Ottoman Empire
; #COUNTRY_ID_112= UK
; #COUNTRY_ID_113= Ukraine
; #COUNTRY_ID_114= Uruguay
; #COUNTRY_ID_115= USA
; #COUNTRY_ID_116= USSR
; #COUNTRY_ID_117= Venezuela
; #COUNTRY_ID_118= Transcaucasian Federation
; #COUNTRY_ID_119= Yemen
; #COUNTRY_ID_120= Yugoslavia
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; POLITICAL ALIGNMENT/DIRECTION REFERENCE VALUES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; NEUTRAL= 0
; AXIS= 1
; ALLIED= 2
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; UNIT ID REFERENCE VALUES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; #UNIT_ID_0= HQ
; #UNIT_ID_1= Garrison
; #UNIT_ID_2= Detachment
; #UNIT_ID_3= Division
; #UNIT_ID_4= Corps
; #UNIT_ID_5= Mountain Division
; #UNIT_ID_6= Mountain Corps
; #UNIT_ID_7= Marines
; #UNIT_ID_8= ANZAC Corps
; #UNIT_ID_9= Colonial Corps
; #UNIT_ID_10= Cavalry Brigade
; #UNIT_ID_11= Cavalry Division
; #UNIT_ID_12= Cavalry Corps
; #UNIT_ID_13= Partisans
; #UNIT_ID_14= Pillbox
; #UNIT_ID_15= Anti-Air
; #UNIT_ID_16= Super Heavy Artillery
; #UNIT_ID_17= Field Artillery
; #UNIT_ID_18= Heavy Artillery
; #UNIT_ID_19= Rail Gun
; #UNIT_ID_20= Coastal Gun
; #UNIT_ID_21= Rockets
; #UNIT_ID_22= Armored Cars
; #UNIT_ID_23= Armored Train
; #UNIT_ID_24= Anti-Tank
; #UNIT_ID_25= Tank Corps
; #UNIT_ID_26= Medium Tanks
; #UNIT_ID_27= Heavy Tanks
; #UNIT_ID_28= Airships
; #UNIT_ID_29= Fighters
; #UNIT_ID_30= Recon Bombers
; #UNIT_ID_31= Ground Attack Bombers
; #UNIT_ID_32= Heavy Bombers
; #UNIT_ID_33= Maritime Bombers
; #UNIT_ID_34= Kamikazes
; #UNIT_ID_35= Dreadnought
; #UNIT_ID_36= Battleship
; #UNIT_ID_37= Battle Cruiser
; #UNIT_ID_38= Armored Cruiser
; #UNIT_ID_39= Light Cruiser
; #UNIT_ID_40= Destroyer
; #UNIT_ID_41= Seaplane Carrier
; #UNIT_ID_42= Aircraft Carrier
; #UNIT_ID_43= Sub
; #UNIT_ID_44= Torpedo Boat
; #UNIT_ID_45= Mulberry
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; SURRENDERED FLAG REFERENCE VALUES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; NOT_SURRENDERED= 0
; SURRENDERED= 1
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

