Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Trigger
Component: frloc_capital_aux_des_audessusdes
Constructs: is_capital
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_capital_aux_des_audessusdes = {
	is_capital = yes
	OR = {
		state = 177 178 281 299 647 649 668 754
	}
}
### Entity: Character
Component: mussolini_minister_of_corporations
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
mussolini_minister_of_corporations = {
	random = no
	sprite = 13
	industrial_capacity_factory = 0.02
	industrial_capacity_dockyard = 0.02
}
### Entity: Modding Documentation
Construct: Examples
Constructs: Examples, allow_in_multiple_tracks, xp_cost
Source: vanilla_docs
File: common/doctrines/subdoctrines/_documentation.md

Doc:
## Script Examples

```
bicycle_heroes = {
    track = infantry   # Refers to the script name of a track. Can also be a list of tracks, e.g. { infantry armor }
    allow_in_multiple_tracks = yes # Optional - if yes, this subdoctrine can be assigned to multiple tracks *at the same time*. Default is no.
    
    name = SUBDOCTRINE_BICYCLE_HEROES   # Loc key
    description = SUBDOCTRINE_BICYCLE_HEROES_DESC   # Bindable loc
    icon = GFX_subdoctrine_bicycle_heroes   # Refers to the script name of an icon
    available = yes # Trigger that determines whether the doctrine can be selected
    visible = yes # Trigger that determines whether the doctrine is shown in the list at all
    reward_gfx = [GFX_NAME] # Optional - if set, will override the default reward icon strip. Frame 1 to X correspond to reward 1 to X, and X+1 to 2X should be the same but grayed out

    xp_cost = 100
    xp_type = army   # army, navy or air

    ai_will_do = { }

    # ACTIVATION EFFECTS - SEE GRAND DOCTRINES DOCUMENTATION

    rewards = {
        {
            mastery = 150 # Optional - if set, will overide NDefines::NDoctrines::DEFAULT_REWARD_MASTERY
            # ACTIVATION EFFECTS - SEE GRAND DOCTRINES DOCUMENTATION
        }
        {
            # ACTIVATION EFFECTS - SEE GRAND DOCTRINES DOCUMENTATION
        }
        {
            # ACTIVATION EFFECTS - SEE GRAND DOCTRINES DOCUMENTATION
        }
        {
            # ACTIVATION EFFECTS - SEE GRAND DOCTRINES DOCUMENTATION
        }
    }
    
    xor = { other_subdoctrine_a other_subdoctrine_b } # Optional - lists subdoctrines that cannot be active simultaneously in a different track within the same folder. Replacing this subdoctrine with an xor'd one on the *same* track is still allowed.

    mastery = { # This will override the default mastery conditions for the track
        multiplier = 5.0 # Multiplies manpower contribution to mastery gain (in this case, 5 times less manpower is needed to gain the same amount of mastery)
        sub_units = { # Which subunits contribute to mastery gain?
            bicycle_battalion
        }
        categories = { # Which subunit categories constribute to mastery gain?
        }
        equipment = { # Subunits with this equipment category will contribute to mastery gain
        }
    }
}
```
### Entity: Idea
Component: CHI_model_province
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_model_province = {
	picture = generic_build_infrastructure
	removal_cost = -1
	modifier = {
		political_power_factor = 0.05
		production_speed_buildings_factor = 0.025
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.15
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_safeguard_bosnia
Constructs: division_template, every_owned_state, prerequisite, limit, completion_reward, is_subject, cancel_if_invalid, release_puppet
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_safeguard_bosnia
	icon = GFX_focus_YUG_safeguard_bosnia
	prerequisite = {
		focus = YUG_united_autonomous_croatia YUG_devolved_croatia
	}
	mutually_exclusive = {
		focus = YUG_divide_bosnia
	}
	x = 0
	y = 1
	relative_position_id = YUG_devolved_croatia
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {
		controls_state = 104
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		effect_tooltip = {
			release_puppet = BOS
			BOS = {
				custom_effect_tooltip = create_three_units_tt
			}
		}
		hidden_effect = {
			if = {
				limit = {
					BOS = {
						exists = no
					}
				}
				release_puppet = BOS
				set_autonomy = {
					target = BOS
					autonomy_state = autonomy_integrated_puppet
				}
				BOS = {
					save_event_target_as = released_nation_target
				}
			}
			else = {
				create_dynamic_country = {
					original_tag = BOS
					save_event_target_as = released_nation_target
					PREV = {
						every_owned_state = {
							limit = {
								is_core_of = BOS
							}
							PREV.PREV = {
								transfer_state = PREV
							}
						}
					} {
						puppet = PREV
						set_autonomy = {
							target = PREV
							autonomy_state = autonomy_integrated_puppet
						}
					}
					set_country_flag = yug_bosnia_flag
				}
			}
			event_target:released_nation_target = {
				division_template = {
					name = Bosnian Division
					priority = 1
					division_names_group = YUG_INF_01
					regiments = {
						infantry = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 0
							y = 2
						} {
							x = 1
							y = 0
						} {
							x = 1
							y = 1
						} {
							x = 1
							y = 2
						} {
							x = 2
							y = 0
						} {
							x = 2
							y = 1
						}
					}
					support = {
						engineer = {
							x = 0
							y = 0
						}
					}
				}
				random_owned_controlled_state = {
					limit = {
						PREV = {
							has_full_control_of_state = PREV
						}
					}
					create_unit = {
						division = name = "Bosnian Division" division_template = "Bosnian Division" start_experience_factor = 0.9
						owner = PREV
					}
				} {
					limit = {
						PREV = {
							has_full_control_of_state = PREV
						}
					}
		
# ... (truncated)
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_89
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_89 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 89
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 89
	}
}
### Entity: Idea
Component: PRC_top_command
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/prc.txt

Code:
PRC_top_command = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_pp_unity_bonus
	modifier = {
		experience_gain_army = 0.05
		planning_speed = 0.05
		max_planning = 0.1
	}
}
### Entity: Decision
Component: POL_anti_fascist_revolution_category
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/POL_decision_categories.txt

Code:
POL_anti_fascist_revolution_category = {
	icon = GFX_decision_category_generic_communism
	allowed = {
		original_tag = POL
	}
	visible = {
		has_completed_focus = POL_anti_fascist_military
	}
}
### Entity: Order of Battle
Component: 4. Divisioona
Constructs: division_template
Source: game
File: history/units/FIN_White_Guard.txt

Code:
division = {
	name = 4. Divisioona
	location = 11105
	division_template = Jalkaväkidivisioona S.
	start_experience_factor = 0.6
	start_equipment_factor = 0.8
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_a_jagged_alliance
Constructs: prerequisite, add_ideas, completion_reward, is_subject
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_a_jagged_alliance
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = HOA_the_adjective_volunteer_force HOA_military_cooperation
	}
	x = 1
	y = 1
	relative_position_id = HOA_the_adjective_volunteer_force
	cost = 10
	available = {
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		add_ideas = HOA_jagged_alliance_idea
	}
}
### Entity: Decision
Component: LIE_partitioning_russia
Constructs: has_country_flag
Source: game
File: common/decisions/categories/LIE_decision_categories.txt

Code:
LIE_partitioning_russia = {
	icon = GFX_decision_category_GER_war_planning
	picture = GFX_decision_cat_picture_soviet_civil_war
	allowed = {
		original_tag = LIE
	}
	priority = 25
	visible = {
		NOT = {
			has_country_flag = LIE_no_inviting_countries_no_more
		}
		focus_progress = {
			focus = LIE_finish_the_fight
			progress = > 0
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_continue_the_public_works
Constructs: limit, add_ideas, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_continue_the_public_works
	available = {
		OR = {
			has_full_control_of_state = 180 181 795 179 112
		}
	}
	bypass = {

	}
	icon = GFX_focus_generic_industry_2
	x = 12
	y = 0
	relative_position_id = POR_colonial_assimilation_policy
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_full_control_of_state = 180
			}
			180 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 181
			}
			181 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 795
			}
			795 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 179
			}
			179 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 112
			}
			112 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				} {
					type = naval_base
					level = 2
					province = 11805
					instant_build = yes
				}
			}
		}
		add_ideas = POR_improved_production
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Commander.html

Doc:
This article is considered accurate for the current version of the game.

Land units and ships may be assigned to commanders, increasing their effectiveness in combat. Air wings do not have commanders, but may be assigned aces instead. Commanders may also train units, increasing their experience.

Contents

1 Skill level

2 Army Commanders

3 New Commanders

3.1 General Traits

3.2 Field Marshal Traits

3.3 Shared Traits

3.4 Exercise

4 Naval Commanders
### Entity: National Focus
Tree: alg_focus
Component: ALG_german_industries
Constructs: prerequisite, limit, remove_ideas, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_german_industries
	icon = GFX_goal_fascist_factory
	cost = 10
	prerequisite = {
		focus = ALG_new_type_of_nationalism
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 2
	y = 3
	ai_will_do = {
		factor = 95
	}
	completion_reward = {
		random_owned_controlled_state = {
			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
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		remove_ideas = ALG_pieds_noir
	}
}
### Entity: Idea
Component: EAI_DD_2/small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_cas_airframe = {
			build_cost_ic = -0.02
			instant = yes
		}
	}
}
### Entity: Event
Component: news.323
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.323
	title = news.323.t
	desc = news.323.desc
	picture = GFX_news_event_romania_parliament
	major = yes
	is_triggered_only = yes
	option = {
		name = news.323.a
		trigger = {
			TAG = ROM
		}
	} {
		name = news.323.b
		trigger = {
			NOT = {
				TAG = ROM
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: CAN_handley_page_organization
Constructs: has_completed_focus, has_dlc
Source: game
File: common/military_industrial_organization/organizations/CAN_organization.txt

Code:
CAN_handley_page_organization = {
	name = CAN_handley_page_organization
	include = generic_heavy_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_3
	allowed = {
		original_TAG = CAN
		has_dlc = Together for Victory
	}
	available = {
		owner = {
			has_completed_focus = CAN_cookie_carriers
		}
	}
}
### Entity: Character
Component: KEN_ar
Source: game
File: common/characters/KEN.txt

Code:
KEN_ar = {
	advisor = {
		slot = high_command
		idea_token = KEN_ar
		ledger = army
		allowed = {
			original_tag = KEN
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_1
		}
	}
}
### Entity: Event
Component: AAT_nordic_cooperation.8
Constructs: is_triggered_only, ai_chance
Source: game
File: events/AAT_nordic.txt

Code:
country_event = {
	id = AAT_nordic_cooperation.8
	title = AAT_nordic_cooperation.8.t
	desc = AAT_nordic_cooperation.8.desc
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = AAT_nordic_cooperation.8.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		FROM = {
			event_option_tooltip = AAT_nordic_cooperation.7.a
		}
	}
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_trans_european_trade_agreement
Constructs: prerequisite, has_war_with, completion_reward, is_subject, add_timed_idea
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_trans_european_trade_agreement
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = ALB_strategic_diplomacy
	}
	x = 3
	y = 5
	cost = 10
	available = {
		is_subject = no
		YUG = {
			country_exists = YUG
			is_subject = no
			NOT = {
				has_war_with = ALB
			}
		}
		ROM = {
			country_exists = ROM
			is_subject = no
			NOT = {
				has_war_with = ALB
			}
		}
		POL = {
			country_exists = POL
			is_subject = no
			NOT = {
				has_war_with = ALB
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_timed_idea = {
			idea = balkans_trade
			days = 720
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		YUG = {
			add_timed_idea = {
				idea = balkans_trade
				days = 365
			}
		}
		ROM = {
			add_timed_idea = {
				idea = balkans_trade
				days = 365
			}
		}
		POL = {
			add_timed_idea = {
				idea = balkans_trade
				days = 365
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Character
Component: NOR_prince_olav
Source: game
File: common/characters/NOR.txt

Code:
NOR_prince_olav = {
	name = NOR_prince_olav
	portraits = {
		civilian = {
			large = GFX_portrait_NOR_prince_olav
		}
		army = {
			large = GFX_portrait_NOR_prince_olav
			small = GFX_portrait_NOR_prince_olaf_military_small
		}
	}
	allowed_civil_war = {
		NOR_char_cw_loyalist = yes
	}
	country_leader = {
		ideology = despotism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Character
Component: CZE_antonin_hasal
Source: game
File: common/characters/CZE.txt

Code:
CZE_antonin_hasal = {
	name = CZE_antonin_hasal_new
	portraits = {
		army = {
			large = GFX_portrait_CZE_antonin_hasal
			small = GFX_portrait_CZE_antonin_hasal_small
		}
	}
	corps_commander = {
		traits = {
			infantry_officer
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Idea
Component: ICE_home_defense5
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_home_defense5 = {
	picture = YUG_federal_defense_council
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_core_defence_factor = 0.2
		army_core_attack_factor = 0.2
		army_morale_factor = 0.1
		conscription = 0.02
		training_time_army_factor = -0.05
	}
}
### Entity: AI Strategy
Component: EAI_SOV_barbarossa_OFFENSIVE_sector_NORTH_DEBUG
Constructs: has_country_flag, has_variable, check_variable
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_barbarossa_OFFENSIVE_sector_NORTH_DEBUG = {
	allowed = {
		tag = SOV
	}
	enable = {
		NOT = {
			has_country_flag = {
				flag = EAI_barbarossa_defensive
				days = < 135
			}
		}
		has_variable = EAI_MILITARY_SECTOR_id
		check_variable = {
			EAI_MILITARY_SECTOR_id = 0
		}
	}
	abort_when_not_enabled = yes
}
### Entity: National Focus
Tree: kat_focus
Component: KAT_gold_mining
Constructs: prerequisite, limit, add_ideas, completion_reward, has_tech, is_owned_and_controlled_by, cancel_if_invalid, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/katanga.txt

Code:
focus = {
	id = KAT_gold_mining
	icon = GFX_goal_generic_extraction_gold
	prerequisite = {
		focus = KAT_the_geological_scandal
	}
	x = -1
	y = 1
	relative_position_id = KAT_the_geological_scandal
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {
		OR = {
			has_tech = excavation1 excavation2 excavation3
		}
		889 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {
		NOT = {
			889 = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	completion_reward = {
		add_ideas = ROM_gold_extraction_idea
		IF = {
			limit = {
				889 = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
			}
			889 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: National Focus
Component: czech_focus
Constructs: shared_focus, has_completed_focus, prerequisite, limit, add_ideas, remove_ideas, has_government, every_country
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus_tree = {
	id = czech_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = CZE
			has_dlc = Death or Dishonor
		}
	}
	default = no
	continuous_focus_position = {
		x = 50
		y = 1100
	}
	shared_focus = HABSBURG_part_of_something_bigger
	focus = {
		id = CZE_fortification_studies
		icon = GFX_focus_hol_the_foundations_of_defense
		x = 3
		y = 0
		cost = 10
		ai_will_do = {
			factor = 200
			modifier = {
				factor = 0.1
				HABSBURG_joint_trigger = yes
			}
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = {
			FOCUS_FILTER_MANPOWER FOCUS_FILTER_RESEARCH
		}
		completion_reward = {
			army_experience = 10
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			add_ideas = CZE_fortification_focus
			add_tech_bonus = {
				name = CZE_fortification_studies
				bonus = 0.25
				uses = 1
				category = cat_fortification
			}
		}
	} {
		id = CZE_fallback_line
		icon = GFX_focus_SWE_hedgehog_defense
		prerequisite = {
			focus = CZE_fortification_studies
		}
		x = -2
		y = 1
		relative_position_id = CZE_fortification_studies
		cost = 10
		ai_will_do = {
			factor = 60
			modifier = {
				factor = 0.5
				is_in_faction_with = GER
			} {
				factor = 0.1
				HABSBURG_joint_trigger = yes
			}
		}
		available = {
			CZE = {
				controls_state = 9
			}
		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		completion_reward = {
			army_experience = 20
			custom_effect_tooltip = generic_skip_one_line_tt
			9 = {
				add_building_construction = {
					type = bunker
					province = 6440
					level = 3
					instant_build = yes
				} {
					type = bunker
					province = 6418
					level = 3
					instant_build = yes
				} {
					type = bunker
					province = 6592
					level = 3
					instant_build = yes
				} {
					type = bunker
					province = 9414
					level = 3
					instant_build = yes
				} {
					type = bunker
					province = 3462
					level = 3
					instant_build = yes
				}
			}
		}
	} {
		id = CZE_sudeten_1
		icon = GFX_goal_generic_construct_military
		prerequisite = {
			focus = CZE_fortification_studies
		}
		x = 0
		y = 1
		relative_position_id = CZE_fortification_studies
		cost = 10
		ai_will_do = {
			factor = 90
			modifier = {
				factor = 0.5
				is_in_faction_with = GE
# ... (truncated)
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_armored_support_vehicle_5
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_armored_support_vehicle_5 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_armored_support_vehicle_5
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = armored_support_vehicle
		value = 1
	}
}