﻿generate_romantic_trinket_effect = {
	$OWNER$ = { save_scope_as = owner } #Will always exist!
	random_list = {
		50 = { #lock of hair
			create_artifact = {
				name = lock_of_hair
				description = lock_of_hair.desc
				type = miscellaneous
				visuals = medallion
				modifier = artifact_seduce_scheme_phase_duration_mult_1_modifier
				modifier = artifact_spouse_opinion_add_3_modifier
				save_scope_as = romantic_trinket
				wealth = 20
				quality = 20
				max_durability = 30
				generate_history = no
			}
		}
		50 = { #ribbon with house embrodery
			create_artifact = {
				name = house_ribbon
				description = house_ribbon.desc
				type = miscellaneous
				visuals = pocket_fancy_case
				modifier = artifact_monthly_dynasty_prestige_2_modifier
				modifier = artifact_spouse_opinion_add_1_modifier
				save_scope_as = romantic_trinket
				wealth = 25
				quality = 25
				max_durability = 30
				generate_history = no
			}
		}
		50 = { #necklace with initials
			create_artifact = {
				name = initials_necklace
				description = initials_necklace.desc
				type = miscellaneous
				visuals = necklace
				modifier = artifact_monthly_prestige_2_modifier
				modifier = artifact_spouse_opinion_add_3_modifier
				save_scope_as = romantic_trinket
				wealth = 40
				quality = 40
				max_durability = 30
				generate_history = no
			}
		}
		50 = { #brooch with marriage prayer
			create_artifact = {
				name = marriage_prayer_brooch
				description = marriage_prayer_brooch.desc
				type = miscellaneous
				visuals = brooch
				modifier = artifact_monthly_piety_2_modifier
				modifier = artifact_spouse_opinion_add_3_modifier
				save_scope_as = romantic_trinket
				wealth = 35
				quality = 35
				max_durability = 30
				generate_history = no
			}
		}
		10 = { #wooden phallus
			create_artifact = {
				name = wooden_phallus
				description = wooden_phallus.desc
				type = miscellaneous
				visuals = small_box
				modifier = artifact_fertility_gain_2_modifier
				modifier = artifact_spouse_opinion_add_4_modifier
				save_scope_as = romantic_trinket
				wealth = 20
				quality = 20
				max_durability = 30
				generate_history = no
			}
		}
	}
}

generate_tournament_trinket_effect = {
	$TRINKET_RECEIVER$ = { save_scope_as = trinket_receiver }
	$TRINKET_GIVER$ = { save_scope_as = trinket_giver }
	
	random_list = {
		50 = { # feather
			create_artifact = {
				name = feather_trinket
				description = feather_trinket.desc
				type = miscellaneous
				visuals = bird_feather
				modifier = artifact_courtly_vassal_opinion_3_modifier
				modifier = artifact_attraction_opinion_2_modifier
				save_scope_as = purchasable_trinket
				wealth = 20
				quality = 20
				max_durability = 30
				generate_history = no
			}
		}
		50 = { # chess piece
			create_artifact = {
				name = chess_trinket
				description = chess_trinket.desc
				type = miscellaneous
				visuals = pocket_figurine
				modifier = artifact_monthly_dynasty_prestige_2_modifier
				save_scope_as = purchasable_trinket
				wealth = 25
				quality = 25
				max_durability = 30
				generate_history = no
			}
		}
		50 = { # ribbon
			create_artifact = {
				name = ribbon_trinket
				description = ribbon_trinket.desc
				type = miscellaneous
				visuals = pocket_fancy_case
				modifier = artifact_monthly_prestige_2_modifier
				modifier = artifact_seduce_scheme_phase_duration_mult_1_modifier
				save_scope_as = purchasable_trinket
				wealth = 30
				quality = 30
				max_durability = 30
				generate_history = no
			}
		}
		50 = { # glass orb
			create_artifact = {
				name = glass_orb_trinket
				description = glass_orb_trinket.desc
				type = miscellaneous
				visuals = flask
				modifier = artifact_monthly_piety_2_modifier
				save_scope_as = purchasable_trinket
				wealth = 35
				quality = 35
				max_durability = 30
				generate_history = no
			}
		}
		50 = { # tapestry
			create_artifact = {
				name = tapestry_trinket
				description = tapestry_trinket.desc
				type = miscellaneous
				visuals = tapestry
				modifier = artifact_fertility_gain_2_modifier
				save_scope_as = purchasable_trinket
				wealth = 40
				quality = 40
				max_durability = 30
				generate_history = no
			}
		}
	}
}

generate_personalised_sword_effect = {
	random_list = {
		5 = {
			trigger = {
				has_trait = brave
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_prowess_4_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = craven
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_retreat_losses_4_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = calm
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_diplomacy_1_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = wrathful
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_pursue_efficiency_4_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = chaste
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_health_gain_2_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = lustful
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_seduce_scheme_phase_duration_add_4_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = content
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_courtier_and_guest_opinion_4_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = ambitious
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_owned_hostile_scheme_success_chance_add_4_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = diligent
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_development_growth_2_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = lazy
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_stress_gain_2_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = fickle
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_mercenary_hire_cost_mult_4_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = stubborn
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_stewardship_per_stress_level_2_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = forgiving
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_diplomacy_per_prestige_level_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = vengeful
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_intrigue_per_stress_level_2_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = generous
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_monthly_prestige_gain_per_happy_powerful_vassal_add_4_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = greedy
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_monthly_income_4_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = gregarious
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_befriend_scheme_phase_duration_add_4_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = shy
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_learning_per_stress_level_2_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = honest
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_short_reign_duration_mult_4_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = deceitful
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_intrigue_1_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = humble
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_powerful_vassal_opinion_4_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = arrogant
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_monthly_prestige_4_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = just
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_stewardship_1_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = arbitrary
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_tolerance_advantage_mod_4_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = patient
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_learning_1_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = impatient
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_scheme_resistance_add_2_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = temperate
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_levy_reinforcement_rate_2_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = gluttonous
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_fertility_gain_4_modifier 
			}
		}
		5 = {
			trigger = {
				has_trait = trusting
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_courtier_and_guest_opinion_4_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = paranoid
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_scheme_resistance_add_2_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = zealous
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_monthly_piety_4_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = cynical
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_different_faith_opinion_4_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = compassionate
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_general_opinion_1_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = callous
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_monthly_tyranny_4_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = sadistic
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_dread_gain_mult_4_modifier
			}
		}
	}
}

assign_sword_names_effect = {
	random_list = {
		10 = { #Standard, male
			trigger = { 
				NOT = { has_character_flag = sword_name_widowmaker }
				is_female = no
			}
			add_character_flag = sword_name_widowmaker
		}
		10 = { #Standard, female
			trigger = { 
				NOT = { has_character_flag = sword_name_widowermaker }
				is_female = yes
			}
			add_character_flag = sword_name_widowermaker
		}
		10 = { #Standard
			trigger = { 
				NOT = { has_character_flag = sword_name_slicer }
			}
			add_character_flag = sword_name_slicer
		}
		10 = { #Standard
			trigger = { 
				NOT = { has_character_flag = sword_name_dicer }
			}
			add_character_flag = sword_name_dicer
		}
		10 = { #Standard
			trigger = { 
				NOT = { has_character_flag = sword_name_kingsbane }
				is_female = no
			}
			add_character_flag = sword_name_kingsbane
		}
		10 = { #Standard
			trigger = { 
				NOT = { has_character_flag = sword_name_queensbane }
				is_female = yes
			}
			add_character_flag = sword_name_queensbane
		}

		#TRAITS
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_triumph }
				has_trait = brave
			}
			add_character_flag = sword_name_triumph
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_fears_bane }
				has_trait = craven
			}
			add_character_flag = sword_name_fears_bane
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_tranquility }
				has_trait = calm
			}
			add_character_flag = sword_name_tranquility
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_reaper }
				has_trait = wrathful
			}
			add_character_flag = sword_name_reaper
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_purity }
				has_trait = chaste
			}
			add_character_flag = sword_name_purity
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_beguiler }
				has_trait = lustful
			}
			add_character_flag = sword_name_beguiler
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_assurance }
				has_trait = content
			}
			add_character_flag = sword_name_assurance
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_fate }
				has_trait = ambitious
			}
			add_character_flag = sword_name_fate
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_grinder }
				has_trait = diligent
			}
			add_character_flag = sword_name_grinder
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_indolence }
				has_trait = lazy
			}
			add_character_flag = sword_name_indolence
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_quicksilver }
				has_trait = fickle
			}
			add_character_flag = sword_name_quicksilver
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_obstinate }
				has_trait = stubborn
			}
			add_character_flag = sword_name_obstinate
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_mercy }
				has_trait = forgiving
			}
			add_character_flag = sword_name_mercy
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_vengeance }
				has_trait = vengeful
			}
			add_character_flag = sword_name_vengeance
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_charity }
				has_trait = generous
			}
			add_character_flag = sword_name_charity
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_opulence }
				has_trait = greedy
			}
			add_character_flag = sword_name_opulence
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_amity }
				has_trait = gregarious
			}
			add_character_flag = sword_name_amity
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_solitude }
				has_trait = shy
			}
			add_character_flag = sword_name_solitude
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_candour }
				has_trait = honest
			}
			add_character_flag = sword_name_candour
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_deceiver }
				has_trait = deceitful
			}
			add_character_flag = sword_name_deceiver
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_humility }
				has_trait = humble
			}
			add_character_flag = sword_name_humility
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_glory }
				has_trait = arrogant
			}
			add_character_flag = sword_name_glory
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_justice }
				has_trait = just
			}
			add_character_flag = sword_name_justice
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_whimsy }
				has_trait = arbitrary
			}
			add_character_flag = sword_name_whimsy
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_serenity }
				has_trait = patient
			}
			add_character_flag = sword_name_serenity
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_ardent }
				has_trait = impatient
			}
			add_character_flag = sword_name_ardent
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_prudence }
				has_trait = temperate
			}
			add_character_flag = sword_name_prudence
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_devourer }
				has_trait = gluttonous
			}
			add_character_flag = sword_name_devourer
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_steadfast }
				has_trait = trusting
			}
			add_character_flag = sword_name_steadfast
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_safeguard }
				has_trait = paranoid
			}
			add_character_flag = sword_name_safeguard
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_faith }
				has_trait = zealous
			}
			add_character_flag = sword_name_faith
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_doubt }
				has_trait = cynical
			}
			add_character_flag = sword_name_doubt
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_clemency }
				has_trait = compassionate
			}
			add_character_flag = sword_name_clemency
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_malice }
				has_trait = sadistic
			}
			add_character_flag = sword_name_malice
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_desolation }
				has_trait = callous
			}
			add_character_flag = sword_name_desolation
		}

		# Non-Personality
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_bloodletter }
				has_trait = berserker
			}
			add_character_flag = sword_name_bloodletter
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_fealty }
				has_trait = loyal
			}
			add_character_flag = sword_name_fealty
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_oathbreaker }
				has_trait = disloyal
			}
			add_character_flag = sword_name_oathbreaker
		}
		10 = {
			trigger = { 
				NOT = { has_character_flag = sword_name_raconteur }
				has_trait = lifestyle_poet
			}
			add_character_flag = sword_name_raconteur
		}

		#CULTURE/FAITH
		# From the Matter of France
		10 = { #The sword of Archbishop Turpin
			trigger = {
				NOT = { has_character_flag = sword_name_almace }
				culture = { has_cultural_pillar = heritage_frankish }
			}
			add_character_flag = sword_name_almace
		}
		10 = { #Oliver's sword
			trigger = {
				NOT = { has_character_flag = sword_name_hauteclere }
				culture = { has_cultural_pillar = heritage_frankish }
			}
			add_character_flag = sword_name_hauteclere
		}
		10 = { #Ganelon's Sword
			trigger = {
				NOT = { has_character_flag = sword_name_murgleis }
				culture = { has_cultural_pillar = heritage_frankish }
				has_trait = deceitful #C'est Ganelon, ce rat traître!
			}
			add_character_flag = sword_name_murgleis
		}
		10 = { #Renaud de Montauban's sword
			trigger = {
				NOT = { has_character_flag = sword_name_flamberge }
				culture = { has_cultural_pillar = heritage_frankish }
			}
			add_character_flag = sword_name_flamberge
		}

		#From Arthurian myth
		10 = { #Lancelot's sword
			trigger = {
				NOT = { has_character_flag = sword_name_arondight }
				OR = {
					culture = { has_cultural_pillar = heritage_goidelic }
					culture = { has_cultural_pillar = heritage_brythonic }
				}
			}
			add_character_flag = sword_name_arondight
		}
		10 = { #The sword Mordred stole and later killed Arthur with
			trigger = {
				NOT = { has_character_flag = sword_name_clarent }
				has_trait = sadistic #lil bit of flavour
				OR = {
					culture = { has_cultural_pillar = heritage_goidelic }
					culture = { has_cultural_pillar = heritage_brythonic }
				}
			}
			add_character_flag = sword_name_clarent
		}
		10 = { #Lancelot's dad's sword
			trigger = {
				NOT = { has_character_flag = sword_name_coreiseuse }
				OR = {
					culture = { has_cultural_pillar = heritage_goidelic }
					culture = { has_cultural_pillar = heritage_brythonic }
				}
			}
			add_character_flag = sword_name_coreiseuse
		}
		10 = { #Gawain's sword
			trigger = {
				NOT = { has_character_flag = sword_name_galatine }
				OR = {
					culture = { has_cultural_pillar = heritage_goidelic }
					culture = { has_cultural_pillar = heritage_brythonic }
				}
			}
			add_character_flag = sword_name_galatine
		}

		#General Mythical/Historical
		10 = { #From the Volsunga Saga
			trigger = { 
				NOT = { has_character_flag = sword_name_gramr }
				culture = { has_cultural_pillar = heritage_north_germanic }
			}
			add_character_flag = sword_name_gramr
		}
		10 = { #From the Tyrfing Cycle
			trigger = { 
				NOT = { has_character_flag = sword_name_tyrfing }
				culture = { has_cultural_pillar = heritage_north_germanic }
			}
			add_character_flag = sword_name_tyrfing
		}
		10 = { #Heime's sword
			trigger = { 
				NOT = { has_character_flag = sword_name_blutgang }
				culture = { has_cultural_pillar = heritage_north_germanic }
			}
			add_character_flag = sword_name_blutgang
		}
		10 = { #The legendary sword given to the Prophet Muhammad
			trigger = { 
				NOT = { has_character_flag = sword_name_zulfiqar }
				has_religion = religion:islam_religion
			}
			add_character_flag = sword_name_zulfiqar
		}
		10 = { #The sword that killed Medusa
			trigger = {
				NOT = { has_character_flag = sword_name_harpe }
				culture = { has_cultural_pillar = heritage_byzantine }
			}
			add_character_flag = sword_name_harpe
		}
		10 = { #Saint George's sword
			trigger = {
				NOT = { has_character_flag = sword_name_ascalon }
				has_religion = religion:christianity_religion
			}
			add_character_flag = sword_name_ascalon
		}
		10 = { #Brahma's sword
			trigger = {
				NOT = { has_character_flag = sword_name_asi }
				has_religion = religion:hinduism_religion
			}
			add_character_flag = sword_name_asi
		}
		10 = { #Fergus mac Róich's sword
			trigger = {
				NOT = { has_character_flag = sword_name_caladgolg }
				culture = { has_cultural_pillar = heritage_goidelic }
			}
			add_character_flag = sword_name_caladgolg
		}
		10 = { #The Answerer, Irish mythological sword
			trigger = {
				NOT = { has_character_flag = sword_name_fragarach }
				culture = { has_cultural_pillar = heritage_goidelic }
			}
			add_character_flag = sword_name_fragarach
		}
		10 = { #Ravana's sword, gifted by Shiva
			trigger = {
				NOT = { has_character_flag = sword_name_chandrahas }
				has_religion = religion:hinduism_religion
			}
			add_character_flag = sword_name_chandrahas
		}
		10 = { #Vishnu's sword
			trigger = {
				NOT = { has_character_flag = sword_name_nandaka }
				has_religion = religion:hinduism_religion
			}
			add_character_flag = sword_name_nandaka
		}

		#Just for fun
		5 = {
			trigger = {
				NOT = { has_character_flag = sword_name_old_pokey }
			}
			add_character_flag = sword_name_old_pokey
		}
		5 = { #Arya Stark's sword
			trigger = { # Lots of people name their swords
				NOT = { has_character_flag = sword_name_needle } # Yeah, lots of...
			}
			add_character_flag = sword_name_needle
		}
		5 = {
			trigger = {
				NOT = { has_character_flag = sword_name_stabitha }
			}
			add_character_flag = sword_name_stabitha
		}
		5 = { #LOTR reference, because duh
			trigger = {
				NOT = { has_character_flag = sword_name_marsil }
			}
			add_character_flag = sword_name_marsil
		}
	}
}

remove_sword_flags_effect = {
	if = {
		limit = {
			has_character_flag = sword_name_widowmaker
		}
		remove_character_flag = sword_name_widowmaker
	}
	if = {
		limit = {
			has_character_flag = sword_name_widowermaker
		}
		remove_character_flag = sword_name_widowermaker
	}
	if = {
		limit = {
			has_character_flag = sword_name_slicer
		}
		remove_character_flag = sword_name_slicer
	}
	if = {
		limit = {
			has_character_flag = sword_name_dicer
		}
		remove_character_flag = sword_name_dicer
	}
	if = {
		limit = {
			has_character_flag = sword_name_kingsbane
		}
		remove_character_flag = sword_name_kingsbane
	}
	if = {
		limit = {
			has_character_flag = sword_name_queensbane
		}
		remove_character_flag = sword_name_queensbane
	}
	if = {
		limit = {
			has_character_flag = sword_name_almace
		}
		remove_character_flag = sword_name_almace
	}
	if = {
		limit = {
			has_character_flag = sword_name_hauteclere
		}
		remove_character_flag = sword_name_hauteclere
	}
	if = {
		limit = {
			has_character_flag = sword_name_murgleis
		}
		remove_character_flag = sword_name_murgleis
	}
	if = {
		limit = {
			has_character_flag = sword_name_flamberge
		}
		remove_character_flag = sword_name_flamberge
	}
	if = {
		limit = {
			has_character_flag = sword_name_arondight
		}
		remove_character_flag = sword_name_arondight
	}
	if = {
		limit = {
			has_character_flag = sword_name_clarent
		}
		remove_character_flag = sword_name_clarent
	}
	if = {
		limit = {
			has_character_flag = sword_name_coreiseuse
		}
		remove_character_flag = sword_name_coreiseuse
	}
	if = {
		limit = {
			has_character_flag = sword_name_galatine
		}
		remove_character_flag = sword_name_galatine
	}
	if = {
		limit = {
			has_character_flag = sword_name_gramr
		}
		remove_character_flag = sword_name_gramr
	}
	if = {
		limit = {
			has_character_flag = sword_name_tyrfing
		}
		remove_character_flag = sword_name_tyrfing
	}
	if = {
		limit = {
			has_character_flag = sword_name_zulfiqar
		}
		remove_character_flag = sword_name_zulfiqar
	}
	if = {
		limit = {
			has_character_flag = sword_name_harpe
		}
		remove_character_flag = sword_name_harpe
	}
	if = {
		limit = {
			has_character_flag = sword_name_ascalon
		}
		remove_character_flag = sword_name_ascalon
	}
	if = {
		limit = {
			has_character_flag = sword_name_asi
		}
		remove_character_flag = sword_name_asi
	}
	if = {
		limit = {
			has_character_flag = sword_name_caladgolg
		}
		remove_character_flag = sword_name_caladgolg
	}
	if = {
		limit = {
			has_character_flag = sword_name_fragarach
		}
		remove_character_flag = sword_name_fragarach
	}
	if = {
		limit = {
			has_character_flag = sword_name_chandrahas
		}
		remove_character_flag = sword_name_chandrahas
	}
	if = {
		limit = {
			has_character_flag = sword_name_nandaka
		}
		remove_character_flag = sword_name_nandaka
	}
	if = {
		limit = {
			has_character_flag = sword_name_old_pokey
		}
		remove_character_flag = sword_name_old_pokey
	}
	if = {
		limit = {
			has_character_flag = sword_name_needle
		}
		remove_character_flag = sword_name_needle
	}
	if = {
		limit = {
			has_character_flag = sword_name_stabitha
		}
		remove_character_flag = sword_name_stabitha
	}
	if = {
		limit = {
			has_character_flag = sword_name_marsil
		}
		remove_character_flag = sword_name_marsil
	}
	if = {
		limit = {
			has_character_flag = sword_name_kingsbane
		}
		remove_character_flag = sword_name_kingsbane
	}
	if = {
		limit = {
			has_character_flag = sword_name_queensbane
		}
		remove_character_flag = sword_name_queensbane
	}
	if = {
		limit = {
			has_character_flag = sword_name_triumph
		}
		remove_character_flag = sword_name_triumph
	}
	if = {
		limit = {
			has_character_flag = sword_name_fears_bane
		}
		remove_character_flag = sword_name_fears_bane
	}
	if = {
		limit = {
			has_character_flag = sword_name_tranquility
		}
		remove_character_flag = sword_name_tranquility
	}
	if = {
		limit = {
			has_character_flag = sword_name_reaper
		}
		remove_character_flag = sword_name_reaper
	}
	if = {
		limit = {
			has_character_flag = sword_name_purity
		}
		remove_character_flag = sword_name_purity
	}
	if = {
		limit = {
			has_character_flag = sword_name_beguiler
		}
		remove_character_flag = sword_name_beguiler
	}
	if = {
		limit = {
			has_character_flag = sword_name_assurance
		}
		remove_character_flag = sword_name_assurance
	}
	if = {
		limit = {
			has_character_flag = sword_name_fate
		}
		remove_character_flag = sword_name_fate
	}
	if = {
		limit = {
			has_character_flag = sword_name_grinder
		}
		remove_character_flag = sword_name_grinder
	}
	if = {
		limit = {
			has_character_flag = sword_name_indolence
		}
		remove_character_flag = sword_name_indolence
	}
	if = {
		limit = {
			has_character_flag = sword_name_quicksilver
		}
		remove_character_flag = sword_name_quicksilver
	}
	if = {
		limit = {
			has_character_flag = sword_name_steadfast
		}
		remove_character_flag = sword_name_steadfast
	}
	if = {
		limit = {
			has_character_flag = sword_name_mercy
		}
		remove_character_flag = sword_name_mercy
	}
	if = {
		limit = {
			has_character_flag = sword_name_vengeance
		}
		remove_character_flag = sword_name_vengeance
	}
	if = {
		limit = {
			has_character_flag = sword_name_charity
		}
		remove_character_flag = sword_name_charity
	}
	if = {
		limit = {
			has_character_flag = sword_name_opulence
		}
		remove_character_flag = sword_name_opulence
	}
	if = {
		limit = {
			has_character_flag = sword_name_amity
		}
		remove_character_flag = sword_name_amity
	}
	if = {
		limit = {
			has_character_flag = sword_name_solitude
		}
		remove_character_flag = sword_name_solitude
	}
	if = {
		limit = {
			has_character_flag = sword_name_candour
		}
		remove_character_flag = sword_name_candour
	}
	if = {
		limit = {
			has_character_flag = sword_name_deceiver
		}
		remove_character_flag = sword_name_deceiver
	}
	if = {
		limit = {
			has_character_flag = sword_name_humility
		}
		remove_character_flag = sword_name_humility
	}
	if = {
		limit = {
			has_character_flag = sword_name_glory
		}
		remove_character_flag = sword_name_glory
	}
	if = {
		limit = {
			has_character_flag = sword_name_justice
		}
		remove_character_flag = sword_name_justice
	}
	if = {
		limit = {
			has_character_flag = sword_name_whimsy
		}
		remove_character_flag = sword_name_whimsy
	}
	if = {
		limit = {
			has_character_flag = sword_name_serenity
		}
		remove_character_flag = sword_name_serenity
	}
	if = {
		limit = {
			has_character_flag = sword_name_ardent
		}
		remove_character_flag = sword_name_ardent
	}
	if = {
		limit = {
			has_character_flag = sword_name_prudence
		}
		remove_character_flag = sword_name_prudence
	}
	if = {
		limit = {
			has_character_flag = sword_name_devourer
		}
		remove_character_flag = sword_name_devourer
	}
	if = {
		limit = {
			has_character_flag = sword_name_steadfast
		}
		remove_character_flag = sword_name_steadfast
	}
	if = {
		limit = {
			has_character_flag = sword_name_safeguard
		}
		remove_character_flag = sword_name_safeguard
	}
	if = {
		limit = {
			has_character_flag = sword_name_faith
		}
		remove_character_flag = sword_name_faith
	}
	if = {
		limit = {
			has_character_flag = sword_name_doubt
		}
		remove_character_flag = sword_name_doubt
	}
	if = {
		limit = {
			has_character_flag = sword_name_clemency
		}
		remove_character_flag = sword_name_clemency
	}
	if = {
		limit = {
			has_character_flag = sword_name_malice
		}
		remove_character_flag = sword_name_malice
	}
	if = {
		limit = {
			has_character_flag = sword_name_desolation
		}
		remove_character_flag = sword_name_desolation
	}
	if = {
		limit = {
			has_character_flag = sword_name_bloodletter
		}
		remove_character_flag = sword_name_bloodletter
	}
	if = {
		limit = {
			has_character_flag = sword_name_fealty
		}
		remove_character_flag = sword_name_fealty
	}
	if = {
		limit = {
			has_character_flag = sword_name_oathbreaker
		}
		remove_character_flag = sword_name_oathbreaker
	}
	if = {
		limit = {
			has_character_flag = sword_name_raconteur
		}
		remove_character_flag = sword_name_raconteur
	}
}
