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; BELLIGERENCE EVENTS
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;
; USAGE:
;
; Basic structure for a belligerence 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, 4]
;      0 = Event fires whenever all fields are satisfied for any game type
;      1 = Event fires whenever all fields are satisfied, for AI games only, and only on the Axis AI turn
;      2 = Event fires whenever all fields are satisfied, for AI games only, and only on the Allied AI turn
;      3 = Event fires whenever all fields are satisfied, for AI and Multiplayer games only, and only on the Axis AI or on the Allied Multiplayer turns
;      4 = Event fires whenever all fields are satisfied, for AI and Multiplayer games only, and only on the Allied AI or on the Axis Multiplayer 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])
; #COUNTRY_ID= Country ID that will be owner of this event
; #BELLIGERENCE_ID= Which country ID should we now be at war with?
; #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]
; #BELLIGERENCE_CONDITION= Are these two countries belligerent?
;                          Format: [country_id1, country_id2]
; #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]
; }
;
; NOTES:
;
; Each event must be preceded by a '{' and end with a '}'
;
; Only major COUNTRY_ID values can be used for #COUNTRY_ID entries, while #BELLIGERENCE_ID entries can be 
; either a major or minor country.
;
; 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 #VARIABLE_CONDITION can be set. 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.
;
; Use the reference values provided for #COUNTRY_ID and #BELLIGERENCE_ID and not the country names
; Use the reference values provided for POLITICAL ALIGNMENT and not names
;
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; COUNTRY ID REFERENCE VALUES
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;
; Country IDs
; #SEA= Sea
; #NEUTRAL= Neutral
; #COUNTRY_ID_3= Albania
; #COUNTRY_ID_4= Algeria
; #COUNTRY_ID_8= Baltic States
; #COUNTRY_ID_10= Belgium
; #COUNTRY_ID_19= Bulgaria
; #COUNTRY_ID_21= Canada
; #COUNTRY_ID_31= Denmark
; #COUNTRY_ID_36= Egypt
; #COUNTRY_ID_39= Finland
; #COUNTRY_ID_40= France
; #COUNTRY_ID_45= Germany
; #COUNTRY_ID_46= Greece
; #COUNTRY_ID_52= Hungary
; #COUNTRY_ID_56= Iraq
; #COUNTRY_ID_57= Ireland
; #COUNTRY_ID_59= Italy
; #COUNTRY_ID_63= Libya
; #COUNTRY_ID_65= Luxembourg
; #COUNTRY_ID_70= Morocco
; #COUNTRY_ID_73= Netherlands
; #COUNTRY_ID_78= Norway
; #COUNTRY_ID_79= Palestine
; #COUNTRY_ID_82= Persia
; #COUNTRY_ID_85= Poland
; #COUNTRY_ID_87= Portugal
; #COUNTRY_ID_93= Romania
; #COUNTRY_ID_95= Saudi Arabia
; #COUNTRY_ID_99= Spain
; #COUNTRY_ID_103= Sweden
; #COUNTRY_ID_105= Syria
; #COUNTRY_ID_109= Trans-Jordan
; #COUNTRY_ID_110= Tunisia
; #COUNTRY_ID_111= Turkey
; #COUNTRY_ID_112= Britain
; #COUNTRY_ID_115= United States
; #COUNTRY_ID_116= Russia
; #COUNTRY_ID_118= Vichy France
; #COUNTRY_ID_120= Yugoslavia
;
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; POLITICAL ALIGNMENT/DIRECTION REFERENCE VALUES
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;
; NEUTRAL= 0
; AXIS= 1
; ALLIED= 2
;
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; SURRENDERED FLAG REFERENCE VALUES
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;
; NOT_SURRENDERED= 0
; SURRENDERED= 1
;
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; Event for France becomming fully belligerent against Germany:
{
#NAME= France Enters War Against Germany
#POPUP= France And Germany Are At War
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#TRIGGER= 100
#COUNTRY_ID= 40
#BELLIGERENCE_ID= 45
#DATE= 1939/01/01
#FAILSAFE_DATE= 1939/01/01
; 1st Line - France politically aligned with Allies and not surrendered
; 2nd Line - Germany politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 40 [2] [100] [0]
#VARIABLE_CONDITION= 45 [1] [100] [0]
; dummy belligerence condition
#BELLIGERENCE_CONDITION= [0,0]
; dummy condition position
#CONDITION_POSITION= 0,0 [0,0] [1,1] [0] [0]
}

; Event for France becomming fully belligerent against Italy:
{
#NAME= France Enters War Against Italy
#POPUP= France And Italy Are At War
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#TRIGGER= 100
#COUNTRY_ID= 40
#BELLIGERENCE_ID= 59
#DATE= 1939/01/01
#FAILSAFE_DATE= 1939/01/01
; 1st Line - France politically aligned with Allies and not surrendered
; 2nd Line - Italy politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 40 [2] [100] [0]
#VARIABLE_CONDITION= 59 [1] [100] [0]
; dummy belligerence condition
#BELLIGERENCE_CONDITION= [0,0]
; dummy condition position
#CONDITION_POSITION= 0,0 [0,0] [1,1] [0] [0]
}

; Event for United States becomming fully belligerent against Germany:
{
#NAME= United States Enters War Against Germany
#POPUP= United States And Germany Are At War
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#TRIGGER= 100
#COUNTRY_ID= 115
#BELLIGERENCE_ID= 45
#DATE= 1939/01/01
#FAILSAFE_DATE= 1939/01/01
; 1st Line - United States politically aligned with Allies and not surrendered
; 2nd Line - Germany politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 115 [2] [100] [0]
#VARIABLE_CONDITION= 45 [1] [100] [0]
; dummy belligerence condition
#BELLIGERENCE_CONDITION= [0,0]
; dummy condition position
#CONDITION_POSITION= 0,0 [0,0] [1,1] [0] [0]
}

; Event for United States becomming fully belligerent against Italy:
{
#NAME= United States Enters War Against Italy
#POPUP= United States And Italy Are At War
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#TRIGGER= 100
#COUNTRY_ID= 115
#BELLIGERENCE_ID= 59
#DATE= 1939/01/01
#FAILSAFE_DATE= 1939/01/01
; 1st Line - United States politically aligned with Allies and not surrendered
; 2nd Line - Italy politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 115 [2] [100] [0]
#VARIABLE_CONDITION= 59 [1] [100] [0]
; dummy belligerence condition
#BELLIGERENCE_CONDITION= [0,0]
; dummy condition position
#CONDITION_POSITION= 0,0 [0,0] [1,1] [0] [0]
}

; Event for Russia becomming fully belligerent against Germany:
{
#NAME= Russia Enters War Against Germany
#POPUP= Russia And Germany Are At War
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#TRIGGER= 100
#COUNTRY_ID= 116
#BELLIGERENCE_ID= 45
#DATE= 1939/01/01
#FAILSAFE_DATE= 1939/01/01
; 1st Line - Russia politically aligned with Allies and not surrendered
; 2nd Line - Germany politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 116 [2] [100] [0]
#VARIABLE_CONDITION= 45 [1] [100] [0]
; dummy belligerence condition
#BELLIGERENCE_CONDITION= [0,0]
; dummy condition position
#CONDITION_POSITION= 0,0 [0,0] [1,1] [0] [0]
}

; Event for Russia becomming fully belligerent against Italy:
{
#NAME= Russia Enters War Against Italy
#POPUP= Russia And Italy Are At War
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#TRIGGER= 100
#COUNTRY_ID= 116
#BELLIGERENCE_ID= 59
#DATE= 1939/01/01
#FAILSAFE_DATE= 1939/01/01
; 1st Line - Russia politically aligned with Allies and not surrendered
; 2nd Line - Italy politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 116 [2] [100] [0]
#VARIABLE_CONDITION= 59 [1] [100] [0]
; dummy belligerence condition
#BELLIGERENCE_CONDITION= [0,0]
; dummy condition position
#CONDITION_POSITION= 0,0 [0,0] [1,1] [0] [0]
}
