### GERMAN
#When adding new custom loc keys, add them to the appropriate category (or add a new one) and describe them. Name the strings "string_DE_X" where x is its content.
# To not display anything, you can use 'localisation_key = ""'

## German Weapon Variables
#GetWeaponAdjEndingDE
#GetWeaponEinEine
#GetWeaponTypeDE

# ********************************************************************************
### Weapons
##Example: "[GetPositiveWeaponAttribute][GetWeaponAdjEndingDE] [Root.GetWeaponType]" -> "Majesttisches Schwert", "Majesttische Axt", "Majesttischer Speer"
defined_text = {
	name = GetWeaponAdjEndingDE

	text = {
		trigger = {
			OR = {
				has_character_flag = scimitar_tier_1
				has_character_flag = mace_tier_1
				has_character_flag = bow_tier_1
				has_character_flag = lance_tier_1
				has_character_flag = scimitar_tier_2
				has_character_flag = mace_tier_2
				has_character_flag = bow_tier_2
				has_character_flag = lance_tier_2
			}
		}
		localisation_key = string_DE_WeaponAdjEnding_male
	}

	text = {
		trigger = {
			OR = {
				has_character_flag = axe_tier_1
				has_character_flag = axe_tier_2
			}
		}
		localisation_key = string_DE_WeaponAdjEnding_female
	}
	
	text = {
		trigger = {
			OR = {
				has_character_flag = sword_tier_1
				has_character_flag = sword_tier_2
			}
		}
		localisation_key = string_DE_WeaponAdjEnding_neutral
	}
}

defined_text = {
	name = GetWeaponEinEine

	text = {
		trigger = {
			OR = {
				has_character_flag = scimitar_tier_1
				has_character_flag = mace_tier_1
				has_character_flag = bow_tier_1
				has_character_flag = lance_tier_1
				has_character_flag = sword_tier_1
				has_character_flag = scimitar_tier_2
				has_character_flag = mace_tier_2
				has_character_flag = bow_tier_2
				has_character_flag = lance_tier_2
				has_character_flag = sword_tier_2
			}
		}
		localisation_key = string_DE_Ein
	}

	text = {
		trigger = {
			OR = {
				has_character_flag = axe_tier_1
				has_character_flag = axe_tier_2
			}
		}
		localisation_key = string_DE_Eine
	}
}

defined_text = {
	name = GetWeaponTypeDE

	text = {
		trigger = {
			has_character_flag = sword_tier_1
		}
		localisation_key = string_sword
	}

#	text = {
#		trigger = {
#			has_character_flag = sword_tier_1
#		}
#		localisation_key = string_blade
#	}

	text = {
		trigger = {
			has_character_flag = sword_tier_1
		}
		localisation_key = string_falchion
	}

	text = {
		trigger = {
			has_character_flag = sword_tier_2
		}
		localisation_key = string_longsword
	}

	text = {
		trigger = {
			has_character_flag = sword_tier_2
		}
		localisation_key = string_greatsword
	}

	text = {
		trigger = {
			OR = {
				has_character_flag = scimitar_tier_1
				has_character_flag = scimitar_tier_2
			}
		}
		localisation_key = string_scimitar
	}

	text = {
		trigger = {
			OR = {
				has_character_flag = scimitar_tier_1
				has_character_flag = scimitar_tier_2
			}
		}
		localisation_key = string_shamshir
	}

#	text = {
#		trigger = {
#			OR = {
#				has_character_flag = lance_tier_1
#				has_character_flag = lance_tier_2
#			}		
#		}
#		localisation_key = string_lance
#	}

	text = {
		trigger = {
			OR = {
				has_character_flag = lance_tier_1
				has_character_flag = lance_tier_2
			}
		}
		localisation_key = string_spear
	}

	text = {
		trigger = {
			OR = {
				has_character_flag = axe_tier_1
				has_character_flag = axe_tier_2
			}
		}
		localisation_key = string_axe
	}

	text = {
		trigger = {
			OR = {
				has_character_flag = axe_tier_1
				has_character_flag = axe_tier_2
			}
		}
		localisation_key = string_battleaxe
	}

	text = {
		trigger = {
			OR = {
				has_character_flag = axe_tier_1
				has_character_flag = axe_tier_2
			}
		}
		localisation_key = string_waraxe
	}

	text = {
		trigger = {
			OR = {
				has_character_flag = mace_tier_1
				has_character_flag = mace_tier_2
			}
		}
		localisation_key = string_mace
	}

	text = {
		trigger = {
			OR = {
				has_character_flag = mace_tier_1
				has_character_flag = mace_tier_2
			}
		}
		localisation_key = string_warhammer
	}

	text = {
		trigger = {
			has_character_flag = bow_tier_1
		}
		localisation_key = string_bow
	}

	text = {
		trigger = {
			has_character_flag = bow_tier_2
		}
		localisation_key = string_longbow
	}

	text = {
		trigger = {
			has_character_flag = bow_tier_2
		}
		localisation_key = string_compositebow
	}
}

defined_text = {
	name = GetWeaponsmithWeaponEndingsDE
	
	text = {
		trigger = {
			OR = {
				has_character_flag = weapon_scimitar
				has_character_flag = weapon_lance
				has_character_flag = weapon_mace
				has_character_flag = weapon_bow
				has_character_flag = armor_set 
			
			}
		}
		localisation_key = string_DE_WeaponAdjEnding_male
	}
	
	text = {
		trigger = {
			OR = {
				has_character_flag = weapon_axe	
			}
		}
		localisation_key = string_DE_WeaponAdjEnding_female
	}
	
	text = {
		trigger = {
			OR = {
				has_character_flag = weapon_sword			
			}
		}
		localisation_key = string_DE_WeaponAdjEnding_neutral
	}
}

defined_text = {
	name = GetDuelMovement1DE
	text = {
		localisation_key = string_DE_moved_suddenly
	}
	text = {
		localisation_key = string_DE_moved_carefully
	}
	text = {
		localisation_key = string_DE_moved_aggressively
	}
	text = {
		localisation_key = string_DE_moved_gracefully
	}
	text = {
		localisation_key = string_DE_moved_purposefully
	}
}
