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; DECISION EVENTS
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;
; USAGE:
;
; Basic structure for a decision 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
; #DISPLAY_ORDER= When do we display this event? (values range [0, 1]; Default= 0; Beginning of Turn= 1)
; #DECISION= What internal decision number is this event assigned to? (values range [1, 1100]; max of 1100 decisions per campaign)
; #MPP_UPDOWN= Will there be an associated MPP amount added or subtracted with respect to #COUNTRY_ID for this decision if yes? (values range [-9999, 9999])
; #MPP_TURNS= How many turns will the #MPP_UPDOWN= value be added or subracted for? (values range [0, 500])
; #MPP_TEXT= What text will be shown in the MPP collection dialog for this event if the #MPP_UPDOWN value is set?
; #AI_RESPONSE= What percentage chance will the AI respond 'Yes' to this event? (values range [0, 100])
; #AI_RESPONSE_POPUP= What is the AI response popup? Note, this popup is also used in the previous turn summary list
; #NOTES= Text to display if the player clicks on the NOTES button in the DECISION screen
; #NOTES_POSITION= What position should we center the map on if the player clicks on the NOTES button (entry can be left blank)
; #DATE= Date that must be satisfied (in game) for event to occur (format yyyy/mm/dd)
; #TEXT_RGB= Text color for the decision event
;            Format: red, green, blue (values range [0, 255])
; #SHADOW_RGB= Shadow color for the decision event text (NOT USED IN SC3)
;              Format: red, green, blue (values range [0, 255])
; #ALIGNMENT_POSITION= Position that must be under the control of the selected side in order for the event to occur
;                      Format: x,y; political_alignment [values are 0, 1 or 2]
; #NATIONAL_MORALE_TRIGGER= Under what national morale situation will this event occur
;                           Format: country_id [national_morale_percentage]
; #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 Axis/Allied unit ranges as specified by 'alignment' flag
;                      Format: x,y [min_range, max_range] [min_units, max_units] [alignment] [aligned_country_id]
; 
; NOTES:
;
; Each event must be preceded by a '{' and end with a '}'
;
; Use the reference values provided for #COUNTRY_ID and not the country names
;
; #ALIGNMENT_POSITION - Can refer to either land or a coastal hexes. More than one position can be set.
; Each #ALIGNMENT_POSITION will be read with AND logic.
;
; More than one #NATIONAL_MORALE_TRIGGER can be set and the event checks for a value less than or 
; equal to the 'national_morale_percentage'.
; Each #NATIONAL_MORALE_TRIGGER line will be read using AND logic.
;
; 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.
;
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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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; ADVANCED THIRD REICH DECISION VALUES
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;
; 1= Russian Occupation of Finnish Border 
; 2= Russian Invasion of Baltic States
; 3= Russian Occupation of Bessarabia
; 4= Creation of Vichy France*
; 5= Status of Morocco in May 1942
; 6= Status of Algeria in May 1942
; 7= Status of Russia for reducing Lend Lease/Murmansk Convoys
; 8= Deleted
; 9= Britain Moves Capital To Canada
; 10= Allies Liberate Britain
; 11=
; 12=
; 13=
; 14=
; 15=
;
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; * FRENCH SURRENDER LOGIC NOTES
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;
;   IF Axis AI creates Vichy France 90% of the time THEN
;     - Syria become Free French 50% of the time AND
;     - Morocco/Algeria/Tunisia become Free French 25% of the time ELSE
;   IF Axis AI does not create Vichy France 10% of the time THEN
;     - Syria become Free French 25% of the time AND
;     - Morocco/Algeria/Tunisia become Free French 10% of the time
; 
; Vichy colonies are subject to Mobilization 1 and War Entry events
; Free French colonies activate as Allied minors  
; Otherwise, French colonies are treated as neutral minors
;
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; Britain Moves Government To Canada
{
#NAME= DE 9 - Britain Moves Government To Canada
#POPUP=
#MESSAGE= Britain Moves Government To Canada (YES)
#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= 112
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 9
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=
#NOTES= 
#NOTES_POSITION=
#DATE= 1939/09/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Axis controls London and Manchester
#ALIGNMENT_POSITION= 108,21 [1]
#ALIGNMENT_POSITION= 107,17 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - Britain politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 112 [2] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

; Allies Liberate Britain
{
#NAME= DE 10 - Allies Liberate Britain
#POPUP=
#MESSAGE= Allies Liberate Britain (YES)
#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 trigger if Britain moved government to Canada
#LINK= 9[1]
#TRIGGER= 100
#COUNTRY_ID= 112
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 10
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
; Set AI acceptance % (AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=
#NOTES= 
#NOTES_POSITION=
#DATE= 1939/09/01
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 0,0,0
; Allies controls London and Manchester
#ALIGNMENT_POSITION= 108,21 [2]
#ALIGNMENT_POSITION= 107,17 [2]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - United States politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 115 [2] [100] [0]
; Allied unit in London
#CONDITION_POSITION= 108,21 [0,0] [1,1] [2] [0]
}

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; ALLIED AI SCRIPTS
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; Status of Morocco in May 1942
; Used for United States invasion/transport scripts
; Decision #5 = 1 if Morocco IS NOT Allied; i.e., triggers invasion scripts
{ 
#NAME= DE 5 - Status of Morocco - Axis or Neutral? 
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 2
#LEVEL= 0
#GV= 3[1,100]
#LINK= 0[0]
#TRIGGER= 100
#COUNTRY_ID= 115
#DISPLAY_ORDER= 0
#DECISION= 5
; Set how many MPPs should be collected over X turns if player selects 'yes' (dummy values)
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
; Set AI acceptance % (Allied AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=
#NOTES= 
#NOTES_POSITION=
#DATE= 1942/05/01
#TEXT_RGB= 0, 0, 0
#SHADOW_RGB= 228, 221, 198
;Set Friendly Position (Washington, DC)
#ALIGNMENT_POSITION= 6,40 [2]
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - United States politically aligned with Allies and not surrendered AND
; 2nd Line - Italy politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 115 [2] [100] [0]
#VARIABLE_CONDITION= 59 [1] [100] [0]
; Condition position
; 1st Line - No Allied unit in Rabat
#CONDITION_POSITION= 92,47 [0,0] [0,0] [2] [0]
}

; Status of Morocco in May 1942
; Used for United States invasion/transport scripts
; Decision #5 = 0 if Morocco IS Allied; i.e., triggers transport scripts
{ 
#NAME= DE 5 - Status of Morocco - Allied?
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 2
#LEVEL= 0
#GV= 3[1,100]
#LINK= 0[0]
#TRIGGER= 100
#COUNTRY_ID= 115
#DISPLAY_ORDER= 0
#DECISION= 5
; Set how many MPPs should be collected over X turns if player selects 'yes' (dummy values)
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
; Set AI acceptance % (Allied AI will accept 0% of the time)
#AI_RESPONSE= 0
#AI_RESPONSE_POPUP=
#NOTES= 
#NOTES_POSITION=
#DATE= 1942/05/01
#TEXT_RGB= 0, 0, 0
#SHADOW_RGB= 228, 221, 198
;Set Friendly Position (Washington, DC)
#ALIGNMENT_POSITION= 6,40 [2]
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - United States politically aligned with Allies and not surrendered AND
; 2nd Line - Italy politically aligned with Axis and not surrendered AND
; 3rd Line - Morocco politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 115 [2] [100] [0]
#VARIABLE_CONDITION= 59 [1] [100] [0]
#VARIABLE_CONDITION= 70 [2] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

; Status of Algeria in May 1942
; Used for United States invasion/transport scripts
; Decision #6 = 1 if Algeria IS NOT Allied; i.e., triggers invasion scripts
{ 
#NAME= DE 6 - Status of Algeria - Axis or Neutral?
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 2
#LEVEL= 0
#GV= 3[1,100]
#LINK= 0[0]
#TRIGGER= 100
#COUNTRY_ID= 115
#DISPLAY_ORDER= 0
#DECISION= 6
; Set how many MPPs should be collected over X turns if player selects 'yes' (dummy values)
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
; Set AI acceptance % (Allied AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=
#NOTES= 
#NOTES_POSITION=
#DATE= 1942/05/01
#TEXT_RGB= 0, 0, 0
#SHADOW_RGB= 228, 221, 198
;Set Friendly Position (Washington, DC)
#ALIGNMENT_POSITION= 6,40 [2]
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - United States politically aligned with Allies and not surrendered AND
; 2nd Line - Italy politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 115 [2] [100] [0]
#VARIABLE_CONDITION= 59 [1] [100] [0]
; Condition position
; 1st Line - No Allied unit in Algiers
#CONDITION_POSITION= 106,45 [0,0] [0,0] [2] [0]
}

; Status of Algeria in May 1942
; Used for United States invasion/transport scripts
; Decision #6 = 0 if Algeria IS Allied; i.e., triggers transport scripts
{ 
#NAME= DE 6 - Status of Algeria - Allied?
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 2
#LEVEL= 0
#GV= 3[1,100]
#LINK= 0[0]
#TRIGGER= 100
#COUNTRY_ID= 115
#DISPLAY_ORDER= 0
#DECISION= 6
; Set how many MPPs should be collected over X turns if player selects 'yes' (dummy values)
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
; Set AI acceptance % (Allied AI will accept 0% of the time)
#AI_RESPONSE= 0
#AI_RESPONSE_POPUP=
#NOTES= 
#NOTES_POSITION=
#DATE= 1942/05/01
#TEXT_RGB= 0, 0, 0
#SHADOW_RGB= 228, 221, 198
;Set Friendly Position (Washington, DC)
#ALIGNMENT_POSITION= 6,40 [2]
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - United States politically aligned with Allies and not surrendered AND
; 2nd Line - Italy politically aligned with Axis and not surrendered AND
; 3rd Line - Algeria politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 115 [2] [100] [0]
#VARIABLE_CONDITION= 59 [1] [100] [0]
#VARIABLE_CONDITION= 4 [2] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

; Status of Russia starting in January 1943
; Used for reducing United States/Britain Lend Lease/Murmansk Convoy scripts
{ 
#NAME= DE 7 - Status of Russia - Convoy Reduction (Default)
#POPUP=
#MESSAGE=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 2
#LEVEL= 0
#GV= 3[1,100]
#LINK= 0[0]
#TRIGGER= 100
#COUNTRY_ID= 115
#DISPLAY_ORDER= 0
#DECISION= 7
; Set how many MPPs should be collected over X turns if player selects 'yes' (dummy values)
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
; Set AI acceptance % (Allied AI will accept 100% of the time)
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=
#NOTES= 
#NOTES_POSITION=
#DATE= 1943/01/01
#TEXT_RGB= 0, 0, 0
#SHADOW_RGB= 228, 221, 198
;Set Friendly Position (Moscow, Stalingrad, Smolensk, and Kiev)
#ALIGNMENT_POSITION= 152,15 [2]
#ALIGNMENT_POSITION= 164,25 [2]
#ALIGNMENT_POSITION= 146,16 [2]
#ALIGNMENT_POSITION= 146,23 [2]
#NATIONAL_MORALE_TRIGGER= 0 [0]
; Set variable conditions:
; 1st Line - United States politically aligned with Allies and not surrendered AND
; 2nd Line - Russia politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 115 [2] [100] [0]
#VARIABLE_CONDITION= 116 [2] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}
