# ============================================================================
# Xenomorph capture FLAVOR pop-ups — per-species-class and per-trait variants.
# STUBS: not yet wired to fire. Hook from the capture flow when text/icons exist,
#   e.g. inside the capture effect:  country_event = { id = xeno_capture_flavor.1 }
#   Scope assumes: event_target:xeno_browsed_captive = captured leader,
#                  event_target:xeno_capture_source_country = capturing empire.
#   (Confirm those target names are live at the moment the flavor event fires.)
# First matching title/desc block wins -> order = priority (traits listed above
#   classes so a trait-specific pop-up overrides the generic species one).
# Per-species PICTURES: add conditional `picture = { trigger = {..} picture = GFX_.. }`
#   blocks once the .dds + sprites exist (left out now to avoid dangling sprites).
# ============================================================================

namespace = xeno_capture_flavor

# .1 — XENOMORPH captures a NON-XENO leader. Branch on the CAPTIVE species class/traits.
country_event = {
	id = xeno_capture_flavor.1
	desc = None
	title = xeno_capture_flavor.1.name
	picture = GFX_evt_slave_processing
	hide_window = no
	is_triggered_only = yes

	# --- TITLE ---
	# trait-specific (priority over species class):
	# species-class:
	# --- DESC ---
	# trait-specific:




	# species-class:














	option = {
		name = xeno_capture_flavor.1.a
	}
}


# .2 — A NON-XENO empire captures a XENOMORPH leader. Branch on the CAPTOR species class/traits.
country_event = {
	id = xeno_capture_flavor.2
	desc = None
	title = xeno_capture_flavor.2.name
	picture = GFX_evt_slave_processing
	hide_window = no
	is_triggered_only = yes

	# --- TITLE ---
	# trait-specific (priority over species class):
	# species-class:
	# --- DESC ---
	# trait-specific:




	# species-class:














	option = {
		name = xeno_capture_flavor.2.a
	}
}
