Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Template%3AHatnote.html

Doc:
{{{1}}}

This is the main hatnote template, off of which individual hatnotes, are based. Editing the formatting here will change the format of all hatnotes, ensuring consistency and making it easy to apply desired formatting changes. Hatnotes are short notes placed at the top of an article or section (hence the name) for various reasons, e.g. to point people to a main article (Template:Tl) in a summary section.

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:Hatnote&oldid=171"
### Entity: National Focus
Tree: gre_focus
Component: GRE_rejuvenating_athens
Constructs: prerequisite, limit, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_rejuvenating_athens
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = GRE_encourage_tourism GRE_mobilise_our_economy
	}
	mutually_exclusive = {
		focus = GRE_making_use_of_our_islands GRE_clear_the_slums
	}
	x = 1
	y = 2
	relative_position_id = GRE_sophistry_and_science
	cost = 10
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		47 = {
			if = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					} {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
				}
			}
			add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			} {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: cos_focus
Component: COS_nationalize_ufc_assets
Constructs: prerequisite, limit, has_war_with, add_stability, add_opinion_modifier, completion_reward, add_political_power, is_subject_of
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_nationalize_ufc_assets
	icon = GFX_goal_cuba_diminish_american_influence
	prerequisite = {
		focus = COS_create_a_social_security_fund
	} {
		focus = COS_encourage_free_trade
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY
	}
	x = 1
	y = 2
	relative_position_id = COS_strengthen_democratic_institutions
	available = {
		controls_state = 316
		NOT = {
			is_subject_of = USA
		}
	}
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 10
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		add_political_power = -50
		add_stability = 0.05
		random_owned_controlled_state = {
			prioritize = {
				316
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				316
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				country_exists = USA
				NOT = {
					has_war_with = USA
				}
			}
			USA = {
				add_opinion_modifier = {
					target = ROOT
					modifier = medium_decrease
				}
			}
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_the_empire_of_the_constitution
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_the_empire_of_the_constitution
	prerequisite = {
		focus = PRU_mandatory_social_security
	}
	icon = GFX_focus_spa_the_spanish_miracle
	x = 2
	y = 3
	relative_position_id = PRU_ochenio_de_Odria
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PRU_revolucion_3
			add_idea = PRU_revolucion_4
		}
	}
}
### Entity: Effect Reference
Construct: get_highest_scored_country
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## get_highest_scored_country

* Supported Scopes: COUNTRY
* Supported Targets: none

```
calculates the highest scored country that is defined in a country scorer and sets it to a temp variable. Example: 
get_highest_scored_country = { 
  scorer = scorer_id 
  var = var_name # temp variable name that the result will be stored. default is highest_scored_country 
}
```
### Entity: Character
Component: URG_adolfo_agorio
Constructs: has_completed_focus
Source: game
File: common/characters/URG.txt

Code:
URG_adolfo_agorio = {
	advisor = {
		slot = political_advisor
		idea_token = URG_adolfo_agorio
		allowed = {
			original_tag = URG
		}
		traits = {
			JUNO_uruguyan_revisionist
		}
		available = {
			has_completed_focus = URG_accion_revisionista_del_uruguay
		}
		ai_will_do = {
			base = 100
		}
	}
	portraits = {
		civilian = {
			small = GFX_portrait_URG_adolfo_agorio_small
		}
	}
}
### Entity: Idea
Component: HAN_pf
Source: game
File: common/ideas/hanover.txt

Code:
HAN_pf = {
	picture = generic_political_advisor_europe_2
	allowed = {
		original_tag = HAN
	}
	traits = {
		popular_figurehead
	}
}
### Entity: Character
Component: cautious_arbiter
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
cautious_arbiter = {
	random = no
	political_power_factor = 0.1
	war_support_factor = -0.05
	communism_acceptance = 30
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: r56.news_event.33
Constructs: is_triggered_only, has_war_with, has_cosmetic_tag
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.33
	title = r56.news_event.33.t
	desc = r56.news_event.33.desc
	picture = GFX_news_event_celtic_union
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.news_event.33.a
		trigger = {
			has_cosmetic_tag = CEL_UNIFIED
			NOT = {
				has_war_with = FROM
			}
		}
	} {
		name = r56.news_event.33.b
		trigger = {
			NOT = {
				has_cosmetic_tag = CEL_UNIFIED
			} {
				has_war_with = FROM
			}
		}
	} {
		name = r56.news_event.33.c
		trigger = {
			has_war_with = FROM
		}
	}
}
### Entity: Trigger Reference
Construct: is_active_decryption_bonuses_enabled
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_active_decryption_bonuses_enabled

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
checks if the country activated their active cipher decryption bonuses. Example is_active_decryption_bonuses_enabled = GER
```
### Entity: National Focus
Tree: hol_focus
Component: HOL_sumatra
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, is_subject_of, add_building_construction, add_extra_state_shared_building_slots, add_autonomy_ratio
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_sumatra
	available = {
		OR = {
			has_full_control_of_state = 672
			any_other_country = {
				is_subject_of = HOL
				has_full_control_of_state = 672
			}
		}
	}
	prerequisite = {
		focus = HOL_java
	}
	icon = GFX_focus_generic_industry_2
	x = -1
	y = 1
	relative_position_id = HOL_java
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		672 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			if = {
				limit = {
					672 = {
						free_building_slots = {
							building = industrial_complex
							size = > 1
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
		if = {
			limit = {
				INS = {
					is_subject_of = HOL
					has_full_control_of_state = 672
				}
			}
			INS = {
				add_autonomy_ratio = {
					value = -0.05
					localization = HOL_sumatra
				}
			}
		}
	}
}
### Entity: Technology
Component: support_weapons2
Constructs: has_war, research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	field_guns = {
		defense = 0.1
		soft_attack = 0.1
	}
	fire_support = {
		defense = 0.15
		breakthrough = 0.15
		soft_attack = 0.1
	}
	mot_fire_support = {
		defense = 0.15
		breakthrough = 0.05
		soft_attack = 0.1
	}
	path = {
		leads_to_tech = support_weapons3
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1938
	folder = {
		name = infantry_folder
		position = {
			x = 0
			y = @1938
		}
	}
	categories = {
		infantry_weapons
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 5
			OR = {
				tag = CHI PRC XSM SIK GXC SHX YUN
			}
		} {
			factor = 2
			date = > 1938.1.6
		} {
			factor = 2
			date = > 1939.1.1
		} {
			factor = 2
			date = > 1940.1.1
		} {
			factor = 2
			date = > 1941.1.1
		} {
			has_war = yes
			factor = 2
		}
	}
}
### Entity: Event
Component: malaysia.19
Constructs: is_triggered_only, ai_chance, limit, add_stability, add_opinion_modifier, set_politics, is_faction_leader, add_to_faction
Source: game
File: events/malaysia.txt

Code:
country_event = {
	id = malaysia.19
	title = malaysia.19.t
	desc = malaysia.19.desc
	is_triggered_only = yes
	option = {
		name = malaysia.19.a
		ai_chance = {
			base = 60
		}
		end_puppet = INS
		INS = {
			set_politics = {
				ruling_party = democratic
			}
		}
		MAL = {
			if = {
				limit = {
					is_faction_leader = yes
				}
				add_to_faction = INS
			} {
				limit = {
					is_in_faction = no
				}
				create_faction_from_template = {
					template = faction_template_regional
					name = MALPHIINDO
					icon = GFX_faction_logo_generic_15
				}
				add_to_faction = INS
			}
		}
	} {
		name = malaysia.19.b
		ai_chance = {
			base = 40
		}
		MAL = {
			add_opinion_modifier = {
				target = HOL
				modifier = malaysian_colonialism
			}
		}
		add_stability = -0.05
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_government
Source: game
File: common/scripted_localisation/WUW_GER_scripted_loc.txt

Code:
defined_text = {
	name = GetStrengthenKriegsmarineName
	text = {
		trigger = {
			has_government = fascism
		}
		localization_key = GER_strengthen_kriegsmarine_fascism
	} {
		trigger = {
			has_government = neutrality
		}
		localization_key = GER_strengthen_kriegsmarine_neutrality
	} {
		trigger = {
			has_government = democratic
		}
		localization_key = GER_strengthen_kriegsmarine_democratic
	} {
		trigger = {
			has_government = communism
		}
		localization_key = GER_strengthen_kriegsmarine_communism
	}
}
### Entity: AI Strategy
Component: AFG_dont_declare_while_at_war_ISR_MPL
Constructs: has_war, has_wargoal_against, declare_war
Source: game
File: common/ai_strategy/r56_AFG.txt

Code:
AFG_dont_declare_while_at_war_ISR_MPL = {
	allowed = {
		original_tag = AFG
	}
	enable = {
		has_war = yes
		OR = {
			has_wargoal_against = ISR MPL
		}
	}
	abort = {
		has_war = no
	}
	ai_strategy = {
		type = antagonize
		id = ISR
		value = -300
	} {
		type = antagonize
		id = ISR
		value = -300
	} {
		type = declare_war
		id = MPL
		value = -300
	} {
		type = declare_war
		id = MPL
		value = -300
	}
}
### Entity: Decision
Component: PRC_integration_decision_cat
Constructs: has_completed_focus, is_core_of, has_state_flag, complete_effect, set_state_flag, cancel_trigger, cancel_effect, clr_state_flag
Source: game
File: common/decisions/PRC.txt

Code:
PRC_integration_decision_cat = {
	PRC_integration_decision_tibet = {
		priority = 1000
		cost = 50
		days_remove = 60
		state_target = yes
		target_array = TIB.core_states
		target_trigger = {
			FROM = {
				NOT = {
					is_core_of = PRC
				}
			}
		}
		visible = {
			has_completed_focus = PRC_reclaim_tibet
		}
		available = {
			controls_state = FROM
			has_completed_focus = PRC_reclaim_tibet
			FROM = {
				NOT = {
					has_state_flag = PRC_is_integrating_a_state
				}
			}
		}
		complete_effect = {
			FROM = {
				set_state_flag = PRC_is_integrating_a_state
			}
		}
		cancel_trigger = {
			NOT = {
				controls_state = FROM
			}
		}
		cancel_effect = {
			FROM = {
				clr_state_flag = PRC_is_integrating_a_state
			}
		}
		modifier = {
			stability_weekly = -0.01
		}
		remove_effect = {
			FROM = {
				clr_state_flag = PRC_is_integrating_a_state
				add_core_of = PRC
			}
		}
	}
	PRC_integration_decision_soviet_states = {
		priority = 1000
		cost = 50
		days_remove = 60
		state_target = yes
		target_array = PRC.PRC_northern_target_states_array
		target_trigger = {
			FROM = {
				NOT = {
					is_core_of = PRC
				}
			}
		}
		visible = {
			has_completed_focus = PRC_dare_to_win
		}
		available = {
			controls_state = FROM
			has_completed_focus = PRC_dare_to_win
			FROM = {
				NOT = {
					has_state_flag = PRC_is_integrating_a_state
				}
			}
		}
		complete_effect = {
			FROM = {
				set_state_flag = PRC_is_integrating_a_state
			}
		}
		cancel_trigger = {
			NOT = {
				controls_state = FROM
			}
		}
		cancel_effect = {
			FROM = {
				clr_state_flag = PRC_is_integrating_a_state
			}
		}
		modifier = {
			stability_weekly = -0.01
		}
		remove_effect = {
			FROM = {
				clr_state_flag = PRC_is_integrating_a_state
				add_core_of = PRC
			}
		}
	}
}
### Entity: Scripted Effect
Component: DEN_weapon_delivery_effect
Constructs: limit, check_variable, set_variable, add_to_variable
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_weapon_delivery_effect = {
	if = {
		limit = {
			check_variable = {
				DEN_times_weapons_was_delivered = < 1
			}
		}
		hidden_effect = {
			set_variable = {
				DEN_times_weapons_was_delivered = 1
			}
		}
	}
	else = {
		add_to_variable = {
			DEN_times_weapons_was_delivered = 1
		}
	}
	multiply_variable = {
		DEN_weapon_delivery_cost = DEN_double_cost_increase
	}
}
### Entity: Event
Component: ww_BEL_event_misc.3
Constructs: is_triggered_only, ai_chance
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_misc.3
	title = ww_BEL_event_misc.3.t
	desc = ww_BEL_event_misc.3.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_misc.3.a
		ai_chance = {
			base = 100
		}
	}
}
### Entity: Character
Component: YUG_prince_paul
Source: game
File: common/characters/YUG.txt

Code:
YUG_prince_paul = {
	name = YUG_prince_paul
	portraits = {
		civilian = {
			large = GFX_portrait_YUG_prince_paul
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Character
Component: AFG_generic_navy_2
Constructs: has_character_flag
Source: game
File: common/characters/AFG.txt

Code:
AFG_generic_navy_2 = {
	portraits = {
		army = {
			large = GFX_portrait_AFG_generic_navy_2
			small = GFX_portrait_AFG_generic_navy_2_small
		}
	}
	navy_leader = {
		traits = {

		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		maneuvering_skill = 1
		coordination_skill = 1
		legacy_id = -1
		visible = {
			has_character_flag = AFG_random_admiral_selected
		}
	}
}
### Entity: Faction
Component: faction_goal_unlock_military
Constructs: limit, has_faction_military_unlocked, set_temp_variable, every_collection, set_variable, unlock_target, unlock_compare, unlock_military_techs_researched_compare_temp_target
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_unlock_military = {
	name = faction_goal_unlock_military_name
	description = faction_goal_unlock_military_desc
	category = short_term
	group = FOCUS_FILTER_INTERNAL_AFFAIRS
	available = {
		FROM = {
			num_faction_members = > 2
		}
	}
	visible = {
		FROM = {
			has_faction_military_unlocked = no
		}
	}
	select_effect = {
		scope:faction = {
			set_temp_variable = {
				total_divs = {
					value = 0
					every_collection = {
						named_collection = faction_members
						add = num_armies
					}
					multiply = 1.2
				}
			}
			set_variable = {
				unlock_target = total_divs
			}
		}
	}
	completed = {
		scope:faction = {
			hidden_trigger = {
				tooltip_evaluation = eval
				set_temp_variable = {
					unlock_compare = {
						value = 0
						every_collection = {
							named_collection = faction_members
							add = num_armies
						}
					}
				} {
					unlock_military_techs_researched_compare_temp_target = {
						value = unlock_compare
						multiply = 1.2
					}
				}
			}
			if = {
				limit = {
					has_variable = unlock_target
				}
				check_variable = {
					var = unlock_compare
					value = unlock_target
					compare = greater_than
					tooltip = GOAL_T_TRIGGER_B
				}
			}
			else = {
				check_variable = {
					var = unlock_compare
					value = unlock_military_techs_researched_compare_temp_target
					compare = greater_than
					tooltip = GOAL_T_TRIGGER_B
				}
			}
		}
	}
	complete_effect = {
		set_faction_military_unlocked = yes
		add_faction_initiative = 1
	}
	ai_will_do = {
		base = 1000
		modifier = {
			add = 1000
			original_tag = GER
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/PRC_1936_naval_mtg.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = ship_hull_cruiser_1
			creator = PRC
			version_name = Ninghai Class
		}
		name = Pinghai
		requested_factories = 1
		progress = 0.33
		amount = 1
	}
}
### Entity: Special Project
Component: sp_rockets_onsite_explosion_generic_reward
Constructs: has_country_flag, fire_only_once, clr_country_flag, add_scientist_xp
Source: game
File: common/special_projects/prototype_rewards/generic_rocket_prototype_rewards.txt

Code:
sp_rockets_onsite_explosion_generic_reward = {
	fire_only_once = no
	threshold = {
		min = 0
		max = 70
	}
	weight = {
		base = 0.5
		modifier = {
			factor = 100
			FROM = {
				has_country_flag = refused_to_replace_relay_flag
			}
		} {
			factor = 30
			FROM = {
				has_country_flag = no_new_rocket_facility_built
			}
		}
	}
	option = {
		token = sp_rockets_onsite_explosion_generic_reward_option
		iteration_output = {
			country_effects = {
				clr_country_flag = refused_to_replace_relay_flag
			}
			facility_state_effects = {
				damage_building = {
					tags = facility
					damage = 0.15
					province = var:facility_province_id
				}
			}
			scientist_effects = {
				add_scientist_xp = {
					experience = constant:sp_scientist_xp_gain.medium
					specialization = specialization_air
				}
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_fund_the_riken_institute
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_research_slot, add_to_variable, is_fully_controlled_by, add_building_construction
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_fund_the_riken_institute
	icon = GFX_focus_research
	prerequisite = {
		focus = JAP_approach_yasuda JAP_approach_mitsui JAP_approach_sumitomo JAP_approach_mitsubishi
	}
	relative_position_id = JAP_approach_mitsubishi
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		num_of_civilian_factories = > 34
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_RESEARCH FOCUS_FILTER_IMPERIAL_INFLUENCE FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_research_slot = 1
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt {
			localization_key = available_scientist_one_line_tt
			CHARACTER = JAP_yoshio_nishina
		}
		JAP_add_or_modify_early_industrialization = yes
		add_to_variable = {
			JAP_industry_research_speed_factor = 0.03
			tooltip = research_speed_factor_tt
		}
		IF = {
			limit = {
				NOT = {
					JAP_zaibatsu_faction_is_at_least_influential = yes
				}
			}
			custom_effect_tooltip = JAP_fund_the_riken_institute_tt generic_skip_one_line_tt
		}
		ELSE_IF = {
			limit = {
				JAP_zaibatsu_faction_is_at_least_influential = yes
			}
			IF = {
				limit = {
					282 = {
						is_fully_controlled_by = ROOT
						can_construct_building = nuclear_facility
					}
				}
				282 = {
					add_building_construction = {
						type = nuclear_facility
						level = 1
						instant_build = yes
						province = 1097
					}
				}
				custom_effect_tooltip = generic_skip_one_line_tt
			}
			ELSE = {
				random_core_state = {
					limit = {
						can_construct_building = nuclear_facility
						is_owned_and_controlled_by = ROOT
					}
					construct_building_in_random_province = {
						nuclear_facility = 1
					}
				}
				custom_effect_tooltip = generic_skip_one_line_tt
			}
		}
		show_ideas_tooltip = JAP_masatoshi_okochi
	}
}
### Entity: Idea
Component: BEL_leopold3_exile
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_leopold3_exile = {
	allowed = {
		NOT = {
			has_government = communism
		}
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_rocketry_experiments
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_rocketry_experiments
	icon = GFX_focus_rocketry
	relative_position_id = VEN_a_seperate_branch
	x = 1
	y = 3
	cost = 7.2
	prerequisite = {
		focus = VEN_airforce_academy
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = VEN_rocketry_experiments
			bonus = 1
			uses = 1
			category = rocketry
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.75
		}
		add_ideas = r56_generic_rocket_idea
	}
}
### Entity: Modding Documentation
Construct: templates
Source: vanilla_docs
File: common/ai_templates/_documentation.md

Doc:
# Examples and documentation of how to use the AI templates

Try to keep this reasonably up-to-date, please.
(updated 2024-08)
### Entity: Event
Component: DOD_hungary.73
Constructs: is_triggered_only, ai_chance, limit, has_global_flag, set_global_flag, clr_global_flag
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.73
	title = DOD_hungary.73.t
	desc = DOD_hungary.73.desc
	picture = GFX_report_event_vienna_award_negotiations
	is_triggered_only = yes
	option = {
		name = DOD_hungary.73.a
		ai_chance = {
			base = 5
			modifier = {
				threat = > 0.7
				factor = 10
			}
		}
		trigger = {
			NOT = {
				has_global_flag = HUN_mediation_HUN_all
			}
		}
		set_global_flag = HUN_mediation_HUN_all
		if = {
			limit = {
				has_global_flag = HUN_mediation_compromise
			}
			clr_global_flag = HUN_mediation_compromise
		} {
			limit = {
				has_global_flag = HUN_mediation_HUN_nothing
			}
			clr_global_flag = HUN_mediation_HUN_nothing
		}
		event_target:HUN_mediator = {
			country_event = {
				id = DOD_hungary.74
				hours = 24
			}
		}
	} {
		name = DOD_hungary.73.b
		ai_chance = {
			base = 50
			modifier = {
				tag = FRA
				factor = 2
			} {
				tag = GER
				factor = 2
			}
		}
		set_global_flag = HUN_mediation_compromise
		if = {
			limit = {
				has_global_flag = HUN_mediation_HUN_all
			}
			clr_global_flag = HUN_mediation_HUN_all
		} {
			limit = {
				has_global_flag = HUN_mediation_HUN_nothing
			}
			clr_global_flag = HUN_mediation_HUN_nothing
		}
		event_target:HUN_mediator = {
			country_event = {
				id = DOD_hungary.74
				hours = 24
			}
		}
	} {
		name = DOD_hungary.73.c
		ai_chance = {
			base = 45
		}
		set_global_flag = HUN_mediation_HUN_nothing
		if = {
			limit = {
				has_global_flag = HUN_mediation_compromise
			}
			clr_global_flag = HUN_mediation_compromise
		} {
			limit = {
				has_global_flag = HUN_mediation_HUN_all
			}
			clr_global_flag = HUN_mediation_HUN_all
		}
		event_target:HUN_mediator = {
			country_event = {
				id = DOD_hungary.74
				hours = 24
			}
		}
	}
}