# p40 Weapons for the left hand.
40 = {
	0 = { # 0 - blank
		factor = 1
		modifier = {
			factor = 100
			blg_fighting = no
		}

		modifier = {
			factor = 100
			has_character_flag = mock_duel
			OR = {
				has_character_flag = weapon_is_hand
				blg_righthanded = yes
			}
		}

		modifier = {
			factor = 100
			OR = {
				has_game_rule = { name = blg_artifacts value = off }
				has_game_rule = { name = blg_artifacts value = rare }
			}
		}
	}

	1 = { # a - Staff
		factor = 100
		trigger = {
			blg_lefthanded = yes
			OR = {
				has_character_flag = weapon_is_staff
				any_artifact = {
					is_artifact_equipped = yes
					blg_weapon_staff = yes
					NOR = {
						has_artifact_flag = jewelry
						has_artifact_flag = offhand
					}
				}
			}
		}

		modifier = {
			factor = 0.5
			NOT = { has_character_flag = add_duel_xp }
			has_character_flag = weapon_is_staff
		}
	}

	2 = { # b - Polearm
		factor = 100
		trigger = {
			blg_lefthanded = yes
			NOT = { has_character_flag = mock_duel }
			any_artifact = {
				is_artifact_equipped = yes
				blg_weapon_polearm = yes
			}
		}
	}

	3 = { # c - Trident
		factor = 100
		trigger = {
			blg_lefthanded = yes
			NOT = { has_character_flag = mock_duel }
			any_artifact = {
				is_artifact_equipped = yes
				blg_weapon_trident = yes
			}
		}
	}

	4 = { # d - Spear
		factor = 100
		trigger = {
			trigger_if = {
				limit = {
					blg_lefthanded = yes
				}
				OR = {
					has_character_flag = weapon_is_spear
					AND = {
						NOT = { has_character_flag = mock_duel }
						any_artifact = {
							is_artifact_equipped = yes
							quality == 1
							OR = {
								has_artifact_flag = lance
								has_artifact_flag = spear
							}
							NOR = {
								has_artifact_flag = jewelry
								has_artifact_flag = offhand
							}
						}
					}
				}
			}
			trigger_else = {
				any_artifact = {
					is_artifact_equipped = yes
					quality == 1
					has_artifact_flag = spear
					has_artifact_flag = offhand
				}
			}
		}

		modifier = {
			factor = 0.5
			NOT = { has_character_flag = add_duel_xp }
			has_character_flag = weapon_is_spear
		}
	}

	5 = { # e - Spear
		factor = 100
		trigger = {
			NOT = { has_character_flag = mock_duel }
			trigger_if = {
				limit = {
					blg_lefthanded = yes
				}
				any_artifact = {
					is_artifact_equipped = yes
					quality == 2
					OR = {
						has_artifact_flag = lance
						has_artifact_flag = spear
					}
					NOR = {
						has_artifact_flag = jewelry
						has_artifact_flag = offhand
					}
				}
			}
			trigger_else = {
				any_artifact = {
					is_artifact_equipped = yes
					quality == 2
					has_artifact_flag = spear
					has_artifact_flag = offhand
				}
			}
		}
	}

	6 = { # f - Spear
		factor = 100
		trigger = {
			NOT = { has_character_flag = mock_duel }
			trigger_if = {
				limit = {
					blg_lefthanded = yes
				}
				any_artifact = {
					is_artifact_equipped = yes
					OR = {
						has_artifact_flag = lance
						has_artifact_flag = spear
					}
					NOR = {
						has_artifact_flag = jewelry
						has_artifact_flag = offhand
					}
				}
			}
			trigger_else = {
				any_artifact = {
					is_artifact_equipped = yes
					has_artifact_flag = spear
					has_artifact_flag = offhand
				}
			}
		}
	}

	7 = { # g - Scimitar
		factor = 100
		trigger = {
			trigger_if = {
				limit = {
					blg_lefthanded = yes
				}
				OR = {
					blg_weapon_scimitar_flag = yes
					AND = {
						NOT = { has_character_flag = mock_duel }
						any_artifact = {
							is_artifact_equipped = yes
							quality <= 2
							blg_weapon_scimitar_1 = yes
							NOR = {
								has_artifact_flag = jewelry
								has_artifact_flag = offhand
							}
						}
					}
				}
			}
			trigger_else = {
				any_artifact = {
					is_artifact_equipped = yes
					quality <= 2
					has_artifact_flag = offhand
					blg_weapon_scimitar_1 = yes
				}
			}
		}

		modifier = {
			factor = 0.5
			blg_weapon_scimitar_flag = yes
		}
	}

	8 = { # h - Scimitar
		factor = 100
		trigger = {
			NOT = { has_character_flag = mock_duel }
			trigger_if = {
				limit = {
					blg_lefthanded = yes
				}
				any_artifact = {
					is_artifact_equipped = yes
					blg_weapon_scimitar_2 = yes
					NOR = {
						has_artifact_flag = jewelry
						has_artifact_flag = offhand
					}
				}
			}
			trigger_else = {
				any_artifact = {
					is_artifact_equipped = yes
					has_artifact_flag = offhand
					blg_weapon_scimitar_2 = yes
				}
			}
		}
	}

	9 = { # i - Zweihander
		factor = 100
		trigger = {
			blg_lefthanded = yes
			NOT = { has_character_flag = mock_duel }
			any_artifact = {
				is_artifact_equipped = yes
				blg_weapon_greatsword = yes
			}
		}
	}

	10 = { # j - Sword
		factor = 100
		trigger = {
			trigger_if = {
				limit = {
					blg_lefthanded = yes
				}
				OR = {
					has_character_flag = weapon_is_sword
					any_artifact = {
						is_artifact_equipped = yes
						quality == 1
						has_artifact_flag = sword
						NOR = {
							has_artifact_flag = jewelry
							has_artifact_flag = offhand
						}
					}
				}
			}
			trigger_else = {
				any_artifact = {
					is_artifact_equipped = yes
					quality == 1
					has_artifact_flag = offhand
					has_artifact_flag = sword
				}
			}
		}

		modifier = {
			factor = 0.5
			NOT = { has_character_flag = add_duel_xp }
			has_character_flag = weapon_is_sword
		}
	}

	11 = { # k - Sword
		factor = 100
		trigger = {
			trigger_if = {
				limit = {
					blg_lefthanded = yes
				}
				any_artifact = {
					is_artifact_equipped = yes
					quality == 2
					has_artifact_flag = sword
					NOR = {
						has_artifact_flag = jewelry
						has_artifact_flag = offhand
					}
				}
			}
			trigger_else = {
				any_artifact = {
					is_artifact_equipped = yes
					quality == 2
					has_artifact_flag = offhand
					has_artifact_flag = sword
				}
			}
		}
	}

	12 = { # l - Sword
		factor = 100
		trigger = {
			trigger_if = {
				limit = {
					blg_lefthanded = yes
				}
				any_artifact = {
					is_artifact_equipped = yes
					OR = {
						has_artifact_flag = sword
						blg_weapon_sword_3 = yes
					}
					NOR = {
						has_artifact_flag = jewelry
						has_artifact_flag = offhand
					}
				}
			}
			trigger_else = {
				any_artifact = {
					is_artifact_equipped = yes
					has_artifact_flag = offhand
					has_artifact_flag = sword
				}
			}
		}
	}

	13 = { # m - Axe
		factor = 100
		trigger = {
			trigger_if = {
				limit = {
					blg_lefthanded = yes
				}
				OR = {
					has_character_flag = weapon_is_axe
					any_artifact = {
						is_artifact_equipped = yes
						quality == 1
						has_artifact_flag = axe
						NOR = {
							has_artifact_flag = jewelry
							has_artifact_flag = offhand
						}
					}
				}
			}
			trigger_else = {
				any_artifact = {
					is_artifact_equipped = yes
					quality == 1
					has_artifact_flag = offhand
					has_artifact_flag = axe
				}
			}
		}

		modifier = {
			factor = 0.5
			has_character_flag = weapon_is_axe
		}
	}

	14 = { # n - Axe
		factor = 100
		trigger = {
			trigger_if = {
				limit = {
					blg_lefthanded = yes
				}
				any_artifact = {
					is_artifact_equipped = yes
					quality == 2
					OR = {
						has_artifact_flag = axe
						blg_weapon_axe_2 = yes
					}
					NOR = {
						has_artifact_flag = jewelry
						has_artifact_flag = offhand
					}
				}
			}
			trigger_else = {
				any_artifact = {
					is_artifact_equipped = yes
					quality == 2
					has_artifact_flag = offhand
					has_artifact_flag = axe
				}
			}
		}
	}

	15 = { # o - Axe
		factor = 100
		trigger = {
			trigger_if = {
				limit = {
					blg_lefthanded = yes
				}
				any_artifact = {
					is_artifact_equipped = yes
					has_artifact_flag = axe
					NOR = {
						has_artifact_flag = jewelry
						has_artifact_flag = offhand
					}
				}
			}
			trigger_else = {
				any_artifact = {
					is_artifact_equipped = yes
					has_artifact_flag = offhand
					has_artifact_flag = axe
				}
			}
		}
	}

	16 = { # p - Hammer
		factor = 100
		trigger = {
			trigger_if = {
				limit = {
					blg_lefthanded = yes
				}
				any_artifact = {
					is_artifact_equipped = yes
					blg_weapon_hammer = yes
					NOR = {
						has_artifact_flag = jewelry
						has_artifact_flag = offhand
					}
				}
			}
			trigger_else = {
				any_artifact = {
					is_artifact_equipped = yes
					has_artifact_flag = offhand
					has_artifact_flag = hammer
				}
			}
		}
	}

	17 = { # q - Flail
		factor = 100
		trigger = {
			trigger_if = {
				limit = {
					blg_lefthanded = yes
				}
				any_artifact = {
					is_artifact_equipped = yes
					blg_weapon_flail = yes
					NOR = {
						has_artifact_flag = jewelry
						has_artifact_flag = offhand
					}
				}
			}
			trigger_else = {
				any_artifact = {
					is_artifact_equipped = yes
					has_artifact_flag = offhand
					has_artifact_flag = flail
				}
			}
		}
	}

	18 = { # r - Mace
		factor = 100
		trigger = {
			trigger_if = {
				limit = {
					blg_lefthanded = yes
				}
				OR = {
					has_character_flag = weapon_is_mace
					any_artifact = {
						is_artifact_equipped = yes
						quality == 1
						has_artifact_flag = mace
						NOR = {
							has_artifact_flag = jewelry
							has_artifact_flag = offhand
						}
					}
				}
			}
			trigger_else = {
				any_artifact = {
					is_artifact_equipped = yes
					quality == 1
					has_artifact_flag = offhand
					has_artifact_flag = mace
				}
			}
		}

		modifier = {
			factor = 0.5
			has_character_flag = weapon_is_mace
		}
	}

	19 = { # s - Mace
		factor = 100
		trigger = {
			trigger_if = {
				limit = {
					blg_lefthanded = yes
				}
				any_artifact = {
					is_artifact_equipped = yes
					quality == 2
					has_artifact_flag = mace
					NOR = {
						has_artifact_flag = jewelry
						has_artifact_flag = offhand
					}
				}
			}
			trigger_else = {
				any_artifact = {
					is_artifact_equipped = yes
					quality == 2
					has_artifact_flag = offhand
					has_artifact_flag = mace
				}
			}
		}
	}

	20 = { # t - Mace
		factor = 100
		trigger = {
			trigger_if = {
				limit = {
					blg_lefthanded = yes
				}
				any_artifact = {
					is_artifact_equipped = yes
					has_artifact_flag = mace
					NOR = {
						has_artifact_flag = jewelry
						has_artifact_flag = offhand
					}
				}
			}
			trigger_else = {
				any_artifact = {
					is_artifact_equipped = yes
					has_artifact_flag = offhand
					has_artifact_flag = mace
				}
			}
		}
	}

	21 = { # u - Bow
		factor = 100
		trigger = {
			blg_lefthanded = yes
			NOT = { has_character_flag = add_duel_xp }
			any_artifact = {
				is_artifact_equipped = yes
				quality == 1
				has_artifact_flag = bow
			}
		}
	}

	22 = { # v - Bow
		factor = 100
		trigger = {
			blg_lefthanded = yes
			NOT = { has_character_flag = add_duel_xp }
			any_artifact = {
				is_artifact_equipped = yes
				quality == 2
				has_artifact_flag = bow
			}
		}
	}

	23 = { # w - Bow
		factor = 100
		trigger = {
			blg_lefthanded = yes
			NOT = { has_character_flag = add_duel_xp }
			any_artifact = {
				is_artifact_equipped = yes
				has_artifact_flag = bow
			}
		}
	}

	24 = { # x - Crossbow
		factor = 100
		trigger = {
			blg_lefthanded = yes
			NOT = { has_character_flag = add_duel_xp }
			any_artifact = {
				is_artifact_equipped = yes
				has_artifact_flag = crossbow
			}
		}
	}

	25 = { # y - Handgun
		factor = 100
		trigger = {
			blg_lefthanded = yes
			NOT = { has_character_flag = add_duel_xp }
			any_artifact = {
				is_artifact_equipped = yes
				has_artifact_flag = gun
			}
		}
	}

	26 = { # z - Dagger
		factor = 100
		trigger = {
			trigger_if = {
				limit = {
					blg_lefthanded = yes
				}
				OR = {
					blg_weapon_dagger_flag = yes
					any_artifact = {
						is_artifact_equipped = yes
						blg_weapon_dagger = yes
						NOR = {
							has_artifact_flag = jewelry
							has_artifact_flag = offhand
						}
					}
				}
			}
			trigger_else = {
				any_artifact = {
					is_artifact_equipped = yes
					blg_weapon_dagger = yes
					has_artifact_flag = offhand
				}
			}
		}
	}
}
