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; FREE UNIT EVENTS
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;
; USAGE:
;
; Basic structure for a free 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, 2];
;        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
; #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= Surrendering country's ID
; #RECIPIENT_ID= Transfer country ID (country that will receive control of free units)
; #LAND_PERCENTAGE= Random percentage for any land unit to become a free unit (values range [0, 100])
; #NAVAL_PERCENTAGE= Random percentage for any naval unit to become a free unit (values range [0, 100])
; } 
;
; EXAMPLE:
;
; NOTES:
;
; Each event must be preceded by a '{' and end with a '}'
;
; Free land units will only occur if a random value is less than #LAND_PERCENTAGE (per unit), while free naval units will
; occur if a random value is less than #NAVAL_PERCENTAGE (per unit)
;
; Use the reference values provided for #COUNTRY_ID and #RECIPIENT_ID and not the country 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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; Free British Units (British units transferred back to British control when Britain Surrenders)
{ 
#NAME= Free British Units
#POPUP= British Units Vow To Continue The Fight!
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 0
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 9[1]
#TRIGGER= 100
#COUNTRY_ID= 112
#RECIPIENT_ID= 112
#LAND_PERCENTAGE= 100
#NAVAL_PERCENTAGE= 100
}

; Free Italian Units (Italian units transferred to German control when Italy Surrenders)
{ 
#NAME= Free Italian Units
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 0
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#TRIGGER= 100
#COUNTRY_ID= 59
#RECIPIENT_ID= 45
#LAND_PERCENTAGE= 20
#NAVAL_PERCENTAGE= 10
}

; Free Vichy French Units (Vichy French units transferred to German control when Vichy France Surrenders)
{ 
#NAME= Free Vichy French Units
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 0
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#TRIGGER= 100
#COUNTRY_ID= 118
#RECIPIENT_ID= 45
#LAND_PERCENTAGE= 20
#NAVAL_PERCENTAGE= 0
}

; Free Romanian Units (Romanian units transferred to Russian control when Romania Surrenders)
{ 
#NAME= Free Romanian Units
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 0
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#TRIGGER= 100
#COUNTRY_ID= 93
#RECIPIENT_ID= 116
#LAND_PERCENTAGE= 75
#NAVAL_PERCENTAGE= 75
}


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; GAME VARIANTS
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