
roll_dice_tooltip_effect = {
	if = {
		limit = { has_character_flag = flag_reroll_die1 }
		custom_tooltip = { text = reroll_die1 }
	}
	if = {
		limit = { has_character_flag = flag_reroll_die2 }
		custom_tooltip = { text = reroll_die2 }
	}
	if = {
		limit = { has_character_flag = flag_reroll_die3 }
		custom_tooltip = { text = reroll_die3 }
	}
	if = {
		limit = { has_character_flag = flag_reroll_die4 }
		custom_tooltip = { text = reroll_die4 }
	}
	if = {
		limit = { has_character_flag = flag_reroll_die5 }
		custom_tooltip = { text = reroll_die5 }
	}
}

# Note: the random_list need to be duplicated for each die in the effect, otherwise the seed is not shifted.
roll_dice_effect = {
	# Some dummy random stuff, otherwise it's not random
	random_list = {
		50  = { set_variable = { which = die value = 0 } }
		50  = { set_variable = { which = die value = 7 } }
	}
	random_list = {
		50  = { set_variable = { which = die value = 0 } }
		50  = { set_variable = { which = die value = 7 } }
	}
	random_list = {
		50  = { set_variable = { which = die value = 0 } }
		50  = { set_variable = { which = die value = 7 } }
	}
	random_list = {
		50  = { set_variable = { which = die value = 0 } }
		50  = { set_variable = { which = die value = 7 } }
	}
	random_list = {
		50  = { set_variable = { which = die value = 0 } }
		50  = { set_variable = { which = die value = 7 } }
	}
	
	if = {
		limit = { has_character_flag = flag_reroll_die1 }
		random_list = {
			15  = { set_variable = { which = die1 value = 1 } }
			15  = { set_variable = { which = die1 value = 2 } }
			15  = { set_variable = { which = die1 value = 3 } }
			15  = { set_variable = { which = die1 value = 4 } }
			15  = { set_variable = { which = die1 value = 5 } }
			15  = { set_variable = { which = die1 value = 6 } }
		}
	}
	
	# Some dummy random stuff, otherwise it's not random
	random_list = {
		50  = { set_variable = { which = die value = 0 } }
		50  = { set_variable = { which = die value = 7 } }
	}
	random_list = {
		50  = { set_variable = { which = die value = 0 } }
		50  = { set_variable = { which = die value = 7 } }
	}
	random_list = {
		50  = { set_variable = { which = die value = 0 } }
		50  = { set_variable = { which = die value = 7 } }
	}
	random_list = {
		50  = { set_variable = { which = die value = 0 } }
		50  = { set_variable = { which = die value = 7 } }
	}
	random_list = {
		50  = { set_variable = { which = die value = 0 } }
		50  = { set_variable = { which = die value = 7 } }
	}
	
	if = {
		limit = { has_character_flag = flag_reroll_die2 }
		random_list = {
			15  = { set_variable = { which = die2 value = 1 } }
			15  = { set_variable = { which = die2 value = 2 } }
			15  = { set_variable = { which = die2 value = 3 } }
			15  = { set_variable = { which = die2 value = 4 } }
			15  = { set_variable = { which = die2 value = 5 } }
			15  = { set_variable = { which = die2 value = 6 } }
		}
	}
	
	# Some dummy random stuff, otherwise it's not random
	random_list = {
		50  = { set_variable = { which = die value = 0 } }
		50  = { set_variable = { which = die value = 7 } }
	}
	random_list = {
		50  = { set_variable = { which = die value = 0 } }
		50  = { set_variable = { which = die value = 7 } }
	}
	random_list = {
		50  = { set_variable = { which = die value = 0 } }
		50  = { set_variable = { which = die value = 7 } }
	}
	random_list = {
		50  = { set_variable = { which = die value = 0 } }
		50  = { set_variable = { which = die value = 7 } }
	}
	random_list = {
		50  = { set_variable = { which = die value = 0 } }
		50  = { set_variable = { which = die value = 7 } }
	}
	
	if = {
		limit = { has_character_flag = flag_reroll_die3 }
		random_list = {
			15  = { set_variable = { which = die3 value = 1 } }
			15  = { set_variable = { which = die3 value = 2 } }
			15  = { set_variable = { which = die3 value = 3 } }
			15  = { set_variable = { which = die3 value = 4 } }
			15  = { set_variable = { which = die3 value = 5 } }
			15  = { set_variable = { which = die3 value = 6 } }
		}
	}
	
	# Some dummy random stuff, otherwise it's not random
	random_list = {
		50  = { set_variable = { which = die value = 0 } }
		50  = { set_variable = { which = die value = 7 } }
	}
	random_list = {
		50  = { set_variable = { which = die value = 0 } }
		50  = { set_variable = { which = die value = 7 } }
	}
	random_list = {
		50  = { set_variable = { which = die value = 0 } }
		50  = { set_variable = { which = die value = 7 } }
	}
	random_list = {
		50  = { set_variable = { which = die value = 0 } }
		50  = { set_variable = { which = die value = 7 } }
	}
	random_list = {
		50  = { set_variable = { which = die value = 0 } }
		50  = { set_variable = { which = die value = 7 } }
	}
	
	if = {
		limit = { has_character_flag = flag_reroll_die4 }
		random_list = {
			15  = { set_variable = { which = die4 value = 1 } }
			15  = { set_variable = { which = die4 value = 2 } }
			15  = { set_variable = { which = die4 value = 3 } }
			15  = { set_variable = { which = die4 value = 4 } }
			15  = { set_variable = { which = die4 value = 5 } }
			15  = { set_variable = { which = die4 value = 6 } }
		}
	}
	
	# Some dummy random stuff, otherwise it's not random
	random_list = {
		50  = { set_variable = { which = die value = 0 } }
		50  = { set_variable = { which = die value = 7 } }
	}
	random_list = {
		50  = { set_variable = { which = die value = 0 } }
		50  = { set_variable = { which = die value = 7 } }
	}
	random_list = {
		50  = { set_variable = { which = die value = 0 } }
		50  = { set_variable = { which = die value = 7 } }
	}
	random_list = {
		50  = { set_variable = { which = die value = 0 } }
		50  = { set_variable = { which = die value = 7 } }
	}
	random_list = {
		50  = { set_variable = { which = die value = 0 } }
		50  = { set_variable = { which = die value = 7 } }
	}
	
	if = {
		limit = { has_character_flag = flag_reroll_die5 }
		random_list = {
			15  = { set_variable = { which = die5 value = 1 } }
			15  = { set_variable = { which = die5 value = 2 } }
			15  = { set_variable = { which = die5 value = 3 } }
			15  = { set_variable = { which = die5 value = 4 } }
			15  = { set_variable = { which = die5 value = 5 } }
			15  = { set_variable = { which = die5 value = 6 } }
		}
	}

	log = "Round [This.round.GetValue], Roll [This.roll.GetValue] - [This.GetFirstName] rolls: [This.die1.GetValue] [This.die2.GetValue] [This.die3.GetValue] [This.die4.GetValue] [This.die5.GetValue]"
}


count_number_of_1_effect = {
	set_variable = { which = numberOf1 value = 0}
	if = { 
		limit = { is_variable_equal = { which = die1 value = 1 } }
		change_variable = { which = numberOf1 value = 1}
	}
	if = { 
		limit = { is_variable_equal = { which = die2 value = 1 } }
		change_variable = { which = numberOf1 value = 1}
	}
	if = { 
		limit = { is_variable_equal = { which = die3 value = 1 } }
		change_variable = { which = numberOf1 value = 1}
	}
	if = { 
		limit = { is_variable_equal = { which = die4 value = 1 } }
		change_variable = { which = numberOf1 value = 1}
	}
	if = { 
		limit = { is_variable_equal = { which = die5 value = 1 } }
		change_variable = { which = numberOf1 value = 1}
	}
}

count_number_of_2_effect = {
	set_variable = { which = numberOf2 value = 0}
	if = { 
		limit = { is_variable_equal = { which = die1 value = 2 } }
		change_variable = { which = numberOf2 value = 1}
	}
	if = { 
		limit = { is_variable_equal = { which = die2 value = 2 } }
		change_variable = { which = numberOf2 value = 1}
	}
	if = { 
		limit = { is_variable_equal = { which = die3 value = 2 } }
		change_variable = { which = numberOf2 value = 1}
	}
	if = { 
		limit = { is_variable_equal = { which = die4 value = 2 } }
		change_variable = { which = numberOf2 value = 1}
	}
	if = { 
		limit = { is_variable_equal = { which = die5 value = 2 } }
		change_variable = { which = numberOf2 value = 1}
	}
}

count_number_of_3_effect = {
	set_variable = { which = numberOf3 value = 0}
	if = { 
		limit = { is_variable_equal = { which = die1 value = 3 } }
		change_variable = { which = numberOf3 value = 1}
	}
	if = { 
		limit = { is_variable_equal = { which = die2 value = 3 } }
		change_variable = { which = numberOf3 value = 1}
	}
	if = { 
		limit = { is_variable_equal = { which = die3 value = 3 } }
		change_variable = { which = numberOf3 value = 1}
	}
	if = { 
		limit = { is_variable_equal = { which = die4 value = 3 } }
		change_variable = { which = numberOf3 value = 1}
	}
	if = { 
		limit = { is_variable_equal = { which = die5 value = 3 } }
		change_variable = { which = numberOf3 value = 1}
	}
}

count_number_of_4_effect = {
	set_variable = { which = numberOf4 value = 0}
	if = { 
		limit = { is_variable_equal = { which = die1 value = 4 } }
		change_variable = { which = numberOf4 value = 1}
	}
	if = { 
		limit = { is_variable_equal = { which = die2 value = 4 } }
		change_variable = { which = numberOf4 value = 1}
	}
	if = { 
		limit = { is_variable_equal = { which = die3 value = 4 } }
		change_variable = { which = numberOf4 value = 1}
	}
	if = { 
		limit = { is_variable_equal = { which = die4 value = 4 } }
		change_variable = { which = numberOf4 value = 1}
	}
	if = { 
		limit = { is_variable_equal = { which = die5 value = 4 } }
		change_variable = { which = numberOf4 value = 1}
	}
}

count_number_of_5_effect = {
	set_variable = { which = numberOf5 value = 0}
	if = { 
		limit = { is_variable_equal = { which = die1 value = 5 } }
		change_variable = { which = numberOf5 value = 1}
	}
	if = { 
		limit = { is_variable_equal = { which = die2 value = 5 } }
		change_variable = { which = numberOf5 value = 1}
	}
	if = { 
		limit = { is_variable_equal = { which = die3 value = 5 } }
		change_variable = { which = numberOf5 value = 1}
	}
	if = { 
		limit = { is_variable_equal = { which = die4 value = 5 } }
		change_variable = { which = numberOf5 value = 1}
	}
	if = { 
		limit = { is_variable_equal = { which = die5 value = 5 } }
		change_variable = { which = numberOf5 value = 1}
	}
}

count_number_of_6_effect = {
	set_variable = { which = numberOf6 value = 0}
	if = { 
		limit = { is_variable_equal = { which = die1 value = 6 } }
		change_variable = { which = numberOf6 value = 1}
	}
	if = { 
		limit = { is_variable_equal = { which = die2 value = 6 } }
		change_variable = { which = numberOf6 value = 1}
	}
	if = { 
		limit = { is_variable_equal = { which = die3 value = 6 } }
		change_variable = { which = numberOf6 value = 1}
	}
	if = { 
		limit = { is_variable_equal = { which = die4 value = 6 } }
		change_variable = { which = numberOf6 value = 1}
	}
	if = { 
		limit = { is_variable_equal = { which = die5 value = 6 } }
		change_variable = { which = numberOf6 value = 1}
	}
}

clear_dice_poker_flags_effect = {
	clr_character_flag = flag_reroll_die1
	clr_character_flag = flag_reroll_die2
	clr_character_flag = flag_reroll_die3
	clr_character_flag = flag_reroll_die4
	clr_character_flag = flag_reroll_die5
	
	clr_character_flag = flag_five_of_a_kind
	clr_character_flag = flag_four_of_a_kind
	clr_character_flag = flag_full_house
	clr_character_flag = flag_six_high_straight
	clr_character_flag = flag_five_high_straight
	clr_character_flag = flag_three_of_a_kind
	clr_character_flag = flag_two_pairs
	clr_character_flag = flag_one_pair
	
	clr_character_flag = flag_won
	clr_character_flag = flag_lost
	clr_character_flag = flag_draw
	
	clr_character_flag = flag_playing_game
	
	clr_character_flag = flag_call_bid
	clr_character_flag = flag_raise_bid
}

calculate_hand_effect = {
	log = "Round [This.round.GetValue] - [This.GetFirstName] - Number of 1: [This.numberOf1.GetValue], Number of 2: [This.numberOf2.GetValue], Number of 3: [This.numberOf3.GetValue], Number of 4: [This.numberOf4.GetValue], Number of 5: [This.numberOf5.GetValue], Number of 6: [This.numberOf6.GetValue]"

	# Reset the hand combo flags
	clear_dice_poker_flags_effect = yes
	
	# Reset rank variables
	# rank1 & rank2 are the rank(s) of the hand
	# rank3 -> rank8 are the side kicks, when hands are identical
	set_variable = { which = rank1 value = 0} 
	set_variable = { which = rank2 value = 0}
	set_variable = { which = rank3 value = 0}
	set_variable = { which = rank4 value = 0}
	set_variable = { which = rank5 value = 0}
	set_variable = { which = rank6 value = 0}
	set_variable = { which = rank7 value = 0}
	set_variable = { which = rank8 value = 0}
	set_variable = { which = kick_rank value = 0} 
	
	# Five-of-a-Kind
	if = {
		limit = { is_variable_equal = { which = numberOf1 value = 5 } }
		set_variable = { which = rank1 value = 1 }
		set_character_flag = flag_five_of_a_kind
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a Five-of-a-Kind of 1s"
	}
	if = {
		limit = { is_variable_equal = { which = numberOf2 value = 5 } }
		set_variable = { which = rank1 value = 2 }
		set_character_flag = flag_five_of_a_kind
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a Five-of-a-Kind of 2s"
	}
	if = {
		limit = { is_variable_equal = { which = numberOf3 value = 5 } }
		set_variable = { which = rank1 value = 3 }
		set_character_flag = flag_five_of_a_kind
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a Five-of-a-Kind of 3s"
	}
	if = {
		limit = { is_variable_equal = { which = numberOf4 value = 5 } }
		set_variable = { which = rank1 value = 4 }
		set_character_flag = flag_five_of_a_kind
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a Five-of-a-Kind of 4s"
	}
	if = {
		limit = { is_variable_equal = { which = numberOf5 value = 5 } }
		set_variable = { which = rank1 value = 5 }
		set_character_flag = flag_five_of_a_kind
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a Five-of-a-Kind of 5s"
	}
	if = {
		limit = { is_variable_equal = { which = numberOf5 value = 6 } }
		set_variable = { which = rank1 value = 6 }
		set_character_flag = flag_five_of_a_kind
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a Five-of-a-Kind of 6s"
	}
	
	# Four-of-a-Kind
	if = {
		limit = { is_variable_equal = { which = numberOf1 value = 4 } }
		set_variable = { which = rank1 value = 1 }
		set_character_flag = flag_four_of_a_kind
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a Four-of-a-Kind of 1s"
	}
	if = {
		limit = { is_variable_equal = { which = numberOf2 value = 4 } }
		set_variable = { which = rank1 value = 2 }
		set_character_flag = flag_four_of_a_kind
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a Four-of-a-Kind of 2s"
	}
	if = {
		limit = { is_variable_equal = { which = numberOf3 value = 4 } }
		set_variable = { which = rank1 value = 3 }
		set_character_flag = flag_four_of_a_kind
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a Four-of-a-Kind of 3s"
	}
	if = {
		limit = { is_variable_equal = { which = numberOf4 value = 4 } }
		set_variable = { which = rank1 value = 4 }
		set_character_flag = flag_four_of_a_kind
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a Four-of-a-Kind of 4s"
	}
	if = {
		limit = { is_variable_equal = { which = numberOf5 value = 4 } }
		set_variable = { which = rank1 value = 5 }
		set_character_flag = flag_four_of_a_kind
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a Four-of-a-Kind of 5s"
	}
	if = {
		limit = { is_variable_equal = { which = numberOf6 value = 4 } }
		set_variable = { which = rank1 value = 6 }
		set_character_flag = flag_four_of_a_kind
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a Four-of-a-Kind of 6s"
	}
	
	# Six High Straight
	if = {
		limit = {
			AND = {
				is_variable_equal = { which = numberOf2 value = 1 }
				is_variable_equal = { which = numberOf3 value = 1 }
				is_variable_equal = { which = numberOf4 value = 1 }
				is_variable_equal = { which = numberOf5 value = 1 }
				is_variable_equal = { which = numberOf6 value = 1 }
			}
		}
		set_character_flag = flag_six_high_straight 
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a Six High Straight"
	}
	
	# Five High Straight
	if = {
		limit = {
			AND = {
				is_variable_equal = { which = numberOf1 value = 1 }
				is_variable_equal = { which = numberOf2 value = 1 }
				is_variable_equal = { which = numberOf3 value = 1 }
				is_variable_equal = { which = numberOf4 value = 1 }
				is_variable_equal = { which = numberOf5 value = 1 }
			}
		}
		set_character_flag = flag_five_high_straight
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a Five High Straight"
	}
	
	# Three-of-a-Kind
	if = {
		limit = { is_variable_equal = { which = numberOf6 value = 3 } }
		set_variable = { which = rank1 value = 6 }
		set_character_flag = flag_three_of_a_kind
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a Three-of-a-Kind of 6s"
	}
	if = {
		limit = { is_variable_equal = { which = numberOf5 value = 3 } }
		set_variable = { which = rank1 value = 5 }
		set_character_flag = flag_three_of_a_kind
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a Three-of-a-Kind of 5s"
	}
	if = {
		limit = { is_variable_equal = { which = numberOf4 value = 3 } }
		set_variable = { which = rank1 value = 4 }
		set_character_flag = flag_three_of_a_kind
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a Three-of-a-Kind of 4s"
	}
	if = {
		limit = { is_variable_equal = { which = numberOf3 value = 3 } }
		set_variable = { which = rank1 value = 3 }
		set_character_flag = flag_three_of_a_kind
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a Three-of-a-Kind of 3s"
	}
	if = {
		limit = { is_variable_equal = { which = numberOf2 value = 3 } }
		set_variable = { which = rank1 value = 2 }
		set_character_flag = flag_three_of_a_kind
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a Three-of-a-Kind of 2s"
	}
	if = {
		limit = { is_variable_equal = { which = numberOf1 value = 3 } }
		set_variable = { which = rank1 value = 1 }
		set_character_flag = flag_three_of_a_kind
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a Three-of-a-Kind of 1s"
	}
	
	# Pair(s)
	# Three-of-a-kind may become Full House
	# One pair may become Two pairs
	# Go from 6 to 1, so that ranking is correct in case of two pairs
	if = {
		limit = { 
			is_variable_equal = { which = numberOf6 value = 2 }
			has_character_flag = flag_three_of_a_kind
		}
		set_character_flag = flag_full_house
		clr_character_flag = flag_three_of_a_kind
		set_variable = { which = rank2 value = 6 }
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a pair of 6, making a full house"
	}
	if = {
		limit = { 
			is_variable_equal = { which = numberOf6 value = 2 }
			has_character_flag = flag_one_pair
		}
		set_character_flag = flag_two_pairs
		clr_character_flag = flag_one_pair
		set_variable = { which = rank2 value = 6 }
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a pair of 6, making two pairs"
	}
	if = {
		limit = { 
			is_variable_equal = { which = numberOf6 value = 2 } 
			NOT = { has_character_flag = flag_one_pair }
			NOT = { has_character_flag = flag_two_pairs }
			NOT = { has_character_flag = flag_full_house }
		}
		set_character_flag = flag_one_pair
		set_variable = { which = rank1 value = 6 }
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a pair of 6"
	}
	if = {
		limit = { 
			is_variable_equal = { which = numberOf5 value = 2 }
			has_character_flag = flag_three_of_a_kind
		}
		set_character_flag = flag_full_house
		clr_character_flag = flag_three_of_a_kind
		set_variable = { which = rank2 value = 5 }
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a pair of 5, making a full house"
	}
	if = {
		limit = { 
			is_variable_equal = { which = numberOf5 value = 2 }
			has_character_flag = flag_one_pair
		}
		set_character_flag = flag_two_pairs
		clr_character_flag = flag_one_pair
		set_variable = { which = rank2 value = 5 }
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a pair of 5, making two pairs"
	}
	if = {
		limit = { 
			is_variable_equal = { which = numberOf5 value = 2 }
			NOT = { has_character_flag = flag_one_pair }
			NOT = { has_character_flag = flag_two_pairs }
			NOT = { has_character_flag = flag_full_house }
		}
		set_character_flag = flag_one_pair
		set_variable = { which = rank1 value = 5 }
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a pair of 5"
	}
	if = {
		limit = { 
			is_variable_equal = { which = numberOf4 value = 2 }
			has_character_flag = flag_three_of_a_kind
		}
		set_character_flag = flag_full_house
		clr_character_flag = flag_three_of_a_kind
		set_variable = { which = rank2 value = 4 }
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a pair of 4, making a full house"
	}
	if = {
		limit = { 
			is_variable_equal = { which = numberOf4 value = 2 }
			has_character_flag = flag_one_pair
		}
		set_character_flag = flag_two_pairs
		clr_character_flag = flag_one_pair
		set_variable = { which = rank2 value = 4 }
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a pair of 4, making two pairs"
	}
	if = {
		limit = { 
			is_variable_equal = { which = numberOf4 value = 2 }
			NOT = { has_character_flag = flag_one_pair }
			NOT = { has_character_flag = flag_two_pairs }
			NOT = { has_character_flag = flag_full_house }
		}
		set_character_flag = flag_one_pair
		set_variable = { which = rank1 value = 4 }
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a pair of 4"
	}
	if = {
		limit = { 
			is_variable_equal = { which = numberOf3 value = 2 }
			has_character_flag = flag_three_of_a_kind
		}
		set_character_flag = flag_full_house
		clr_character_flag = flag_three_of_a_kind
		set_variable = { which = rank2 value = 3 }
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a pair of 3, making a full house"
	}
	if = {
		limit = { 
			is_variable_equal = { which = numberOf3 value = 2 }
			has_character_flag = flag_one_pair
		}
		set_character_flag = flag_two_pairs
		clr_character_flag = flag_one_pair
		set_variable = { which = rank2 value = 3 }
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a pair of 3, making two pairs"
	}
	if = {
		limit = { 
			is_variable_equal = { which = numberOf3 value = 2 }
			NOT = { has_character_flag = flag_one_pair }
			NOT = { has_character_flag = flag_two_pairs }
			NOT = { has_character_flag = flag_full_house }
		}
		set_character_flag = flag_one_pair
		set_variable = { which = rank1 value = 3 }
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a pair of 3"
	}
	if = {
		limit = { 
			is_variable_equal = { which = numberOf2 value = 2 }
			has_character_flag = flag_three_of_a_kind
		}
		set_character_flag = flag_full_house
		clr_character_flag = flag_three_of_a_kind
		set_variable = { which = rank2 value = 2 }
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a pair of 2, making a full house"
	}
	if = {
		limit = { 
			is_variable_equal = { which = numberOf2 value = 2 }
			has_character_flag = flag_one_pair
		}
		set_character_flag = flag_two_pairs
		clr_character_flag = flag_one_pair
		set_variable = { which = rank2 value = 2 }
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a pair of 2, making two pairs"
	}
	if = {
		limit = { 
			is_variable_equal = { which = numberOf2 value = 2 }
			NOT = { has_character_flag = flag_one_pair }
			NOT = { has_character_flag = flag_two_pairs }
			NOT = { has_character_flag = flag_full_house }
		}
		set_character_flag = flag_one_pair
		set_variable = { which = rank1 value = 2 }
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a pair of 2"
	}
	if = {
		limit = { 
			is_variable_equal = { which = numberOf1 value = 2 }
			has_character_flag = flag_three_of_a_kind
		}
		set_character_flag = flag_full_house
		clr_character_flag = flag_three_of_a_kind
		set_variable = { which = rank2 value = 1 }
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a pair of 1, making a full house"
	}
	if = {
		limit = { 
			is_variable_equal = { which = numberOf1 value = 2 }
			has_character_flag = flag_one_pair
		}
		set_character_flag = flag_two_pairs
		clr_character_flag = flag_one_pair
		set_variable = { which = rank2 value = 1 }
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a pair of 1, making two pairs"
	}
	if = {
		limit = { 
			is_variable_equal = { which = numberOf1 value = 2 }
			NOT = { has_character_flag = flag_one_pair }
			NOT = { has_character_flag = flag_two_pairs }
			NOT = { has_character_flag = flag_full_house }
		}
		set_character_flag = flag_one_pair
		set_variable = { which = rank1 value = 1 }
		log = "Round [This.round.GetValue] - [This.GetFirstName] has a pair of 1"
	}

	# Lone Six
	if = {
		limit = { 
			is_variable_equal = { which = numberOf6 value = 1 }
			NOT = { has_character_flag = flag_six_high_straight }
		}
		set_variable = { which = rank3 value = 6}
	}
	
	# Lone Five
	if = {
		limit = { 
			is_variable_equal = { which = numberOf5 value = 1 }
			NOT = { has_character_flag = flag_six_high_straight }
			NOT = { has_character_flag = flag_five_high_straight }
		}
		set_variable = { which = rank4 value = 5}
	}
	
	# Lone Four
	if = {
		limit = { 
			is_variable_equal = { which = numberOf4 value = 1 }
			NOT = { has_character_flag = flag_six_high_straight }
			NOT = { has_character_flag = flag_five_high_straight }
		}
		set_variable = { which = rank5 value = 4}
	}
	
	# Lone Three
	if = {
		limit = { 
			is_variable_equal = { which = numberOf3 value = 1 }
			NOT = { has_character_flag = flag_six_high_straight }
			NOT = { has_character_flag = flag_five_high_straight }
		}
		set_variable = { which = rank6 value = 3}
	}
	
	# Lone Two
	if = {
		limit = { 
			is_variable_equal = { which = numberOf2 value = 1 }
			NOT = { has_character_flag = flag_six_high_straight }
			NOT = { has_character_flag = flag_five_high_straight }
		}
		set_variable = { which = rank7 value = 2}
	}
	
	# Lone One
	if = {
		limit = { 
			is_variable_equal = { which = numberOf1 value = 1 }
			NOT = { has_character_flag = flag_five_high_straight }
		}
		set_variable = { which = rank8 value = 1}
	}
	
	log = "Round [This.round.GetValue] - [This.GetFirstName] - Ranks : [This.rank1.GetValue] [This.rank2.GetValue] [This.rank3.GetValue] [This.rank4.GetValue] [This.rank5.GetValue] [This.rank6.GetValue] [This.rank7.GetValue] [This.rank8.GetValue]"
	
	# Calculate side kicks ranking = rank3 * 100000 + rank4 * 10000 + rank5 * 1000 + rank6 * 100 + rank7 * 10 + rank8
	multiply_variable = { which = rank3 value = 100000 }
	multiply_variable = { which = rank4 value = 10000 }
	multiply_variable = { which = rank5 value = 1000 }
	multiply_variable = { which = rank6 value = 100 }
	multiply_variable = { which = rank7 value = 10 }
	
	set_variable = { which = kick_rank which = rank3 }
	change_variable = { which = kick_rank which = rank4 }
	change_variable = { which = kick_rank which = rank5 }
	change_variable = { which = kick_rank which = rank6 }
	change_variable = { which = kick_rank which = rank7 }
	change_variable = { which = kick_rank which = rank8 }
	
	log = "Round [This.round.GetValue] - [This.GetFirstName] - Side kicks rank: [This.kick_rank.GetValue]"
}

won_game_effect = {
	wealth = 1 # Initial bets
	if = {
		limit = {
			OR = {
				has_character_flag = flag_raise_bid
				has_character_flag = flag_call_bid
			}
		}
		wealth = 0.5 # Player raise/call money
	}
	if = {
		limit = {
			FROM = {
				OR = {
					has_character_flag = flag_raise_bid
					has_character_flag = flag_call_bid
				}
			}
		}
		wealth = 0.5 # Opponent raise/call money
	}
	opinion = { modifier = won_last_game who = FROM years = 5 }
	
	if = {
		limit = {
			NOT = { trait = gambler }
		}
		random = {
			chance = 5
			add_trait = gambler
		}
	}
}

lost_game_effect = {
	opinion = { modifier = lost_last_game who = FROM years = 5 }
}