### 000 = managers (distributors and randomizers of events)
### 100 = before gambling (finding items, etc.)
### 200 = light gambling events
### 300 = hardcore gambling events

namespace = GMB

#############################
##    EVENT RANDOMIZERS    ##
#############################

### TRIGGER EVENTS HERE, THEN RANDOMLY ASSIGN A SPECIFIC ONE

### ARTIFACT EVENTS ***better to set individual mean_time_to_happen to prevent from happening twice in a row? or simply have a trigger in event that prevents it?***
character_event =
{
	id = GMB.001
	hide_window = yes
		
	only_playable = yes
	min_age = 16
	capable_only = yes
	prisoner = no

	mean_time_to_happen =
	{
		months = 100
		modifier =
		{
			factor = 0.5
			trait = GMB_lucky
		}
		modifier =
		{
			factor = 0.33
			NOR =
			{
				has_character_flag = getclover_event_happened
				has_character_flag = getrabbitsfoot_event_happened
				has_character_flag = gethorseshoe_event_happened
				has_character_flag = loadeddice_event_happened
				has_artifact = GMB_clover 
				has_artifact = GMB_rabbitsfoot 
				has_artifact = GMB_horseshoe 
				has_artifact = GMB_loadeddice
			}
		}
	}

	immediate =
	{
		random_list =
		{
			10 = { character_event = { id = GMB.101 } } # CLOVER
			50 = { character_event = { id = GMB.102 } } # RABBIT'S FOOT
			40 = { character_event = { id = GMB.103 } } # HORSESHOE
			30 = { character_event = { id = GMB.104 } } # LOADED DICE
		}
	}
}

### GAMBLING EVENTS
character_event =
{
	id = GMB.002
	hide_window = yes
		
	only_playable = yes
	min_age = 16
	capable_only = yes
	prisoner = no

	mean_time_to_happen =
	{
		months = 30
		modifier =
		{
			factor = 0.3
			capital_holding =
			{
				OR =
				{
					has_building = GMB_gamblingden_1
					has_building = GMB_gamblinghall_1
				}
			}
		}
	}

	immediate =
	{
		random_list =
		{
			15 = { character_event = { id = GMB.201 } } # DICE
			10 = { character_event = { id = GMB.202 } } # COCKFIGHT
			5 = { character_event = { id = GMB.203 } } # RUSSIAN ROULETTE
			10 = { character_event = { id = GMB.204 } } # CHESS
			5 = { character_event = { id = GMB.205 } } # SLOTS
			15 = { character_event = { id = GMB.206 } } # GLUCKHAUS
			15 = { character_event = { id = GMB.207 } } # SKILL GAMES (Fox & Geese, Rithmomachia, Draughts, Backgammon)
			5 = { character_event = { id = GMB.208 } } # DANCE-OFF
			5 = { character_event = { id = GMB.209 } } # CHICKEN
			10 = { character_event = { id = GMB.210 } } # TEETOTUM
			15 = { character_event = { id = GMB.211 } } # MULTIPLAYER SKILL GAMES (Chess, Fox & Geese, Rithmomachia, Draughts, Backgammon)
		}
	}
}

#############################
##     ARTIFACT EVENTS     ##
#############################

### GET CLOVER
character_event =
{
	id = GMB.101
	picture = GFX_evt_GMB_getclover
	desc = GMB_getclover

	only_playable = yes
	min_age = 5
	capable_only = yes
	prisoner = no

	is_triggered_only = yes

	immediate =
	{
		set_character_flag = getclover_event_happened
	}

	option =
	{
		name = GMB_getclover_opt_A
	}
	option =
	{
		name = GMB_getclover_opt_B
		add_artifact = GMB_clover
	}
}

### GET RABBIT'S FOOT
character_event =
{
	id = GMB.102
	picture = GFX_evt_GMB_getrabbitsfoot
	desc = GMB_getrabbitsfoot
	
	only_playable = yes
	min_age = 16
	capable_only = yes
	prisoner = no

	is_triggered_only = yes

	immediate =
	{
		set_character_flag = getrabbitsfoot_event_happened
	}

	option =
	{
		name = GMB_getrabbitsfoot_opt_A
		prestige = 3
	}
	option =
	{
		name = GMB_getrabbitsfoot_opt_B
		wealth = -3
		add_artifact = GMB_rabbitsfoot
	}
}

### GET HORSESHOE
character_event =
{
	id = GMB.103
	picture = GFX_evt_GMB_gethorseshoe
	desc = GMB_gethorseshoe
	
	only_playable = yes
	min_age = 16
	capable_only = yes
	prisoner = no

	is_triggered_only = yes

	immediate =
	{
		set_character_flag = gethorseshoe_event_happened
	}

	option =
	{
		name = GMB_gethorseshoe_opt_A
		piety = 3
	}
	option =
	{
		name = GMB_gethorseshoe_opt_B
		add_artifact = GMB_horseshoe
	}
}

### GET LOADED DICE
character_event =
{
	id = GMB.104
	picture = GFX_evt_GMB_getloadeddice
	desc = GMB_getloadeddice
	
	only_playable = yes
	min_age = 16
	capable_only = yes
	prisoner = no

	immediate =
	{
		set_character_flag = loadeddice_event_happened
	}

	is_triggered_only = yes

	option =
	{
		name = GMB_getloadeddice_opt_A
		prestige = 5
	}
	option =
	{
		name = GMB_getloadeddice_opt_B
		wealth = 10
	}
	option =
	{
		name = GMB_getloadeddice_opt_C
		wealth = -20
		add_artifact = GMB_loadeddice
	}
}

#############################
##     GAMBLING EVENTS     ##
#############################

### DICE
character_event =
{
	id = GMB.201
	picture = GFX_evt_GMB_dice
	desc = GMB_dice
	
	is_triggered_only = yes

	option =
	{
		name = GMB_dice_opt_A
	}
	option =
	{
		trigger =
		{
			wealth > 5
			NOR =
			{
				trait = GMB_gambler
				trait = GMB_lucky
				has_artifact = GMB_clover
				has_artifact = GMB_rabbitsfoot
				has_artifact = GMB_horseshoe
			}
		}

		name = GMB_dice_opt_B
		custom_tooltip = { text = GMB_dice_opt_B_tt }

		add_trait = GMB_gambler

		random_list =
		{
			84 = { wealth = -5 }
			16 = { wealth = 25 }
		}
	}

	option =
	{
		trigger =
		{
			OR =
			{
				trait = GMB_lucky
				has_artifact = GMB_clover
				has_artifact = GMB_rabbitsfoot
				has_artifact = GMB_horseshoe
			}
		}

		name = GMB_dice_opt_C
		custom_tooltip = { text = GMB_dice_opt_C_tt }

		random_list =
		{
			80 = { wealth = -5 }
			20 = { wealth = 25 }
		}

		custom_tooltip = { text = GMB_luck_tti }
	}

	option =
	{
		trigger =
		{
			wealth > 20
			trait = GMB_gambler
		}

		name = GMB_dice_opt_D
		custom_tooltip = { text = GMB_dice_opt_D_tt }

		random_list =
		{
			84 = { wealth = -20 }
			16 = { wealth = 100 }
		}
		
		tooltip_info = GMB_gambler
	}

	option =
	{

		trigger =
		{
			has_artifact = GMB_loadeddice
		}

		name = GMB_dice_opt_E
		custom_tooltip = { text = GMB_dice_opt_E_tt }

		random_list =
		{
			84 = { wealth = 25 }
			16 = { wealth = -5 }
		}

		custom_tooltip = { text = GMB_dice_tti }
	}
}

### COCKFIGHT
character_event =
{
	id = GMB.202
	picture = GFX_evt_GMB_cockfight
	desc = GMB_cockfight
	
	is_triggered_only = yes

	option =
	{
		name = GMB_cockfight_opt_A
	}

	option =
	{
		name = GMB_cockfight_opt_B

		trigger =
		{
			wealth > 5
			NOR =
			{ 
				trait = GMB_lucky
				trait = GMB_charmed
				has_artifact = GMB_clover
				has_artifact = GMB_rabbitsfoot
				has_artifact = GMB_horseshoe
		    }
		}
		
		custom_tooltip = { text = GMB_cockfight_opt_B_tt }

		random_list =
		{
			50 = { wealth = -10 }
			50 = { wealth = 10 }
		}

	}

	option =
	{
		name = GMB_cockfight_opt_C

		trigger =
		{
			wealth > 10
			OR =
			{ 
				trait = GMB_lucky
				trait = GMB_charmed
				has_artifact = GMB_clover
				has_artifact = GMB_rabbitsfoot
				has_artifact = GMB_horseshoe
		    }
		}

		tooltip_info = yes		
		custom_tooltip = { text = GMB_cockfight_opt_C_tt }

		random_list =
		{
			45 = { wealth = -10 }
			55 = { wealth = 10 }
		}

		custom_tooltip = { text = GMB_luck_tti }
	}
}

### Russian Roulette
character_event =
{
	id = GMB.203
	picture = GFX_evt_GMB_russianroulette
	desc = GMB_russianroulette

	is_triggered_only = yes
	
	immediate =
	{
		random_courtier_or_vassal =
		{
			limit =
			{
				is_adult = yes
				is_inaccessible_trigger = no
				prisoner = no
			}
			save_event_target_as = rr_courtier_target1
		}
		random_courtier_or_vassal =
		{
			limit =
			{
				is_adult = yes
				is_inaccessible_trigger = no
				prisoner = no
				NOT =
				{
					character = event_target:rr_courtier_target1
				}
			}
			save_event_target_as = rr_courtier_target2
		}
		random_close_relative =
		{
			limit =
			{
				is_adult = yes
				is_inaccessible_trigger = no
				prisoner = no
				NOT =
				{
					character = event_target:rr_courtier_target1
					character = event_target:rr_courtier_target2
				}
			}
			save_event_target_as = rr_family_target
		}
	}

	option =
	{
		name = GMB_russianroulette_opt_A
		add_trait = craven
	}
	option =
	{
		name = GMB_russianroulette_opt_B
		random_list =
		{
			50 = { event_target:rr_courtier_target1 = { death = { death_reason = death_suicide } } }
			50 = { event_target:rr_courtier_target2 = { death = { death_reason = death_suicide } } }
		}
	}
	option =
	{
		trigger =
		{
			NOT =
			{
				trait = craven
			}
		}
		name = GMB_russianroulette_opt_C
		random_list =
		{
			34 = { wealth = 120
				   add_trait = brave 
				   event_target:rr_courtier_target1 = { death = { death_reason = death_suicide } }
				   event_target:rr_courtier_target2 = { death = { death_reason = death_suicide } }
				 }
			33 = { 	death = { death_reason = death_suicide }
				   wealth = -60
 				   event_target:rr_courtier_target1 = { death = { death_reason = death_suicide } }
				 }
			33 = { 	death = { death_reason = death_suicide }
				   wealth = -60
 				   event_target:rr_courtier_target2 = { death = { death_reason = death_suicide } }
				 }
		}
	}
	option =
	{
		trigger =
		{
			trait = GMB_gambler
		}
		name = GMB_russianroulette_opt_D
		random_list =
		{
			25 = { wealth = 180
				   add_trait = brave 
				   event_target:rr_courtier_target1 = { death = { death_reason = death_suicide } }
				   event_target:rr_courtier_target2 = { death = { death_reason = death_suicide } }
   				   event_target:rr_family_target = { death = { death_reason = death_suicide } }
				 }
			25 = { 	death = { death_reason = death_suicide }
				   wealth = -60
				   event_target:rr_courtier_target2 = { death = { death_reason = death_suicide } }
   				   event_target:rr_family_target = { death = { death_reason = death_suicide } }
				 }
			25 = { 	death = { death_reason = death_suicide }
				   wealth = -60
				   event_target:rr_courtier_target1 = { death = { death_reason = death_suicide } }
   				   event_target:rr_family_target = { death = { death_reason = death_suicide } }
				 }
			25 = { 	death = { death_reason = death_suicide }
				   wealth = -60
				   event_target:rr_courtier_target1 = { death = { death_reason = death_suicide } }
				   event_target:rr_courtier_target2 = { death = { death_reason = death_suicide } }
				 }
		}
	}
}

### Chess
character_event =
{
	id = GMB.204
	picture = GFX_evt_GMB_chess
	desc = GMB_chess

	is_triggered_only = yes
	
	option =
	{
		name = GMB_chess_opt_A
	}

	option =
	{
		trigger =
		{
			wealth > 10
			NOR =
			{
				trait = genius
				trait = quick
				trait = slow
				trait = imbecile
			}
		}

		name = GMB_chess_opt_B
		random_list =
		{
			50 = { wealth = 10 }
			50 = { wealth = -10 }
		}
	}
	option =
	{
		trigger =
		{
			wealth > 10
			trait = genius
		}

		name = GMB_chess_opt_C
		random_list =
		{
			70 = { wealth = 10 }
			30 = { wealth = -10 }
		}

		tooltip_info = genius
	}

	option =
	{
		trigger =
		{
			wealth > 10
			trait = quick
		}

		name = GMB_chess_opt_D
		random_list =
		{
			60 = { wealth = 10 }
			40 = { wealth = -10 }
		}

		tooltip_info = quick
	}
	option =
	{
		trigger =
		{
			wealth > 10
			trait = slow
		}

		name = GMB_chess_opt_E
		random_list =
		{
			40 = { wealth = 10 }
			60 = { wealth = -10 }
		}

		tooltip_info = slow
	}

	option =
	{
		trigger =
		{
			wealth > 10
			trait = imbecile
		}

		name = GMB_chess_opt_F
		random_list =
		{
			30 = { wealth = 10 }
			70 = { wealth = -10 }
		}

		tooltip_info = imbecile
	}
}

### Slots
character_event =
{
	id = GMB.205
	picture = GFX_evt_GMB_slots
	desc = GMB_slots

	is_triggered_only = yes
	
	option =
	{
		trigger = { NOT = { trait = GMB_gambler } }
		name = GMB_slots_opt_A
	}
	option =
	{
		name = GMB_slots_opt_B
		custom_tooltip = { text = GMB_slots_bet1_tt }
		wealth = -1
		random =
		{
			chance = 50
			if =
			{ 
				limit = { NOT = { trait = GMB_gambler } }
				add_trait = GMB_gambler
			}
		}
		set_character_flag = GMB_bet1
		character_event = { id = GMB.2051 }
	}
	option =
	{
		name = GMB_slots_opt_C
		custom_tooltip = { text = GMB_slots_bet2_tt }
		wealth = -2
		random =
		{
			chance = 50
			if =
			{ 
				limit = { NOT = { trait = GMB_gambler } }
				add_trait = GMB_gambler
			}
		}
		set_character_flag = GMB_bet2
		character_event = { id = GMB.2051 }
	}
	option =
	{
		trigger = { trait = GMB_gambler }
		name = GMB_slots_opt_D
		custom_tooltip = { text = GMB_slots_bet5_tt }
		wealth = -5
		set_character_flag = GMB_bet5
		character_event = { id = GMB.2051 }
		tooltip_info = GMB_gambler
	}
}

### Slots Result
character_event =
{
	id = GMB.2051
	picture = GFX_evt_GMB_slots

	is_triggered_only = yes

	immediate =
	{
		# CALCULATE WIN DEPENDING ON BET
		if = # BET 1
		{
			limit = { has_character_flag = GMB_bet1}
			random_list =
			{
				610 = { wealth = 0 
						set_character_flag = GMB_win0 }
				40 = { wealth = 1 
						set_character_flag = GMB_win1 }
				20 = { wealth = 5 
						set_character_flag = GMB_win5 }
				20 = { wealth = 10 
						set_character_flag = GMB_win10 }
				3 = { wealth = 50 
						set_character_flag = GMB_win50 }
				2 = { wealth = 100 
						set_character_flag = GMB_win100 }
			}
			clr_character_flag = GMB_bet1
		}
		if = # BET 2
		{
			limit = { has_character_flag = GMB_bet2}
			random_list =
			{
				950 = { wealth = 0 
						set_character_flag = GMB_win0 }
				180 = { wealth = 1 
						set_character_flag = GMB_win1 }
				25 = { wealth = 5 
						set_character_flag = GMB_win5 }
				20 = { wealth = 10 
						set_character_flag = GMB_win10 }
				3 = { wealth = 50 
						set_character_flag = GMB_win50 }
				2 = { wealth = 100 
						set_character_flag = GMB_win100 }
				1 = { wealth = 500 
						set_character_flag = GMB_win500 }
				1 = { wealth = 1000 
						set_character_flag = GMB_win1000 }
			}
			clr_character_flag = GMB_bet2
		}
		if = # BET 5
		{
			limit = { has_character_flag = GMB_bet5}
			random_list =
			{
				300 = { wealth = 0 
						set_character_flag = GMB_win0 }
				200 = { wealth = 1 
						set_character_flag = GMB_win1 }
				115 = { wealth = 2
						set_character_flag = GMB_win2 }
				20 = { wealth = 5 
						set_character_flag = GMB_win5 }
				10 = { wealth = 10 
						set_character_flag = GMB_win10 }
				5 = { wealth = 50 
						set_character_flag = GMB_win50 }
				4 = { wealth = 100 
						set_character_flag = GMB_win100 }
				2 = { wealth = 500 
						set_character_flag = GMB_win500 }
				1 = { wealth = 1000 
						set_character_flag = GMB_win1000 }
			}
			clr_character_flag = GMB_bet5
		}
		# RANDOMIZE OPTIONS TEXT
		random_list =
		{
			1 = { set_character_flag = GMB_opt_A1 }
			1 = { set_character_flag = GMB_opt_A2 }
			1 = { set_character_flag = GMB_opt_A3 }
		}
		random_list =
		{
			1 = { set_character_flag = GMB_opt_B1 }
			1 = { set_character_flag = GMB_opt_B2 }
			1 = { set_character_flag = GMB_opt_B3 }
		}
		random_list =
		{
			1 = { set_character_flag = GMB_opt_C1 }
			1 = { set_character_flag = GMB_opt_C2 }
			1 = { set_character_flag = GMB_opt_C3 }
		}
		random_list =
		{
			1 = { set_character_flag = GMB_opt_D1 }
			1 = { set_character_flag = GMB_opt_D2 }
			1 = { set_character_flag = GMB_opt_D3 }
		}
	}

	# DESCRIPTIONS

	desc = # WIN 0
	{
		text = GMB_slots_win_0
		trigger = { has_character_flag = GMB_win0 }
	}
	desc = # WIN 1
	{
		text = GMB_slots_win_1
		trigger = { has_character_flag = GMB_win1 }
	}
	desc = # WIN 2
	{
		text = GMB_slots_win_2
		trigger = { has_character_flag = GMB_win2 }
	}
	desc = # WIN 5
	{
		text = GMB_slots_win_5
		trigger = { has_character_flag = GMB_win5 }
	}
	desc = # WIN 10
	{
		text = GMB_slots_win_10
		trigger = { has_character_flag = GMB_win10 }
	}
	desc = # WIN 50
	{
		text = GMB_slots_win_50
		trigger = { has_character_flag = GMB_win50 }
	}
	desc = # WIN 100
	{
		text = GMB_slots_win_100
		trigger = { has_character_flag = GMB_win100 }
	}
	desc = # WIN 500
	{
		text = GMB_slots_win_500
		trigger = { has_character_flag = GMB_win500 }
	}
	desc = # WIN 1000
	{
		text = GMB_slots_win_1000
		trigger = { has_character_flag = GMB_win1000 }
	}

	# OPTIONS
	
	# BET 0
	option =
	{
		name =
		{
			trigger =
			{
				has_character_flag = GMB_opt_A1
				has_character_flag = GMB_win0
			}
			text = GMB_slots_lose_opt_A1
		}
		name =
		{
			trigger =
			{
				has_character_flag = GMB_opt_A2
				has_character_flag = GMB_win0
			}
			text = GMB_slots_lose_opt_A2
		}
		name =
		{
			trigger =
			{
				has_character_flag = GMB_opt_A3
				has_character_flag = GMB_win0
			}
			text = GMB_slots_lose_opt_A3
		}
		name =
		{
			trigger =
			{
				has_character_flag = GMB_opt_A1
				NOT = {has_character_flag = GMB_win0}
			}
			text = GMB_slots_win_opt_A1
		}
		name =
		{
			trigger =
			{
				has_character_flag = GMB_opt_A2
				NOT = {has_character_flag = GMB_win0}
			}
			text = GMB_slots_win_opt_A2
		}
		name =
		{
			trigger =
			{
				has_character_flag = GMB_opt_A3
				NOT = {has_character_flag = GMB_win0}
			}
			text = GMB_slots_win_opt_A3
		}
	}
	# BET 1
	option = 
	{
		name =
		{
			trigger =
			{
				has_character_flag = GMB_opt_B1
				has_character_flag = GMB_win0
			}
			text = GMB_slots_lose_opt_B1
		}
		name =
		{
			trigger =
			{
				has_character_flag = GMB_opt_B2
				has_character_flag = GMB_win0
			}
			text = GMB_slots_lose_opt_B2
		}
		name =
		{
			trigger =
			{
				has_character_flag = GMB_opt_B3
				has_character_flag = GMB_win0
			}
			text = GMB_slots_lose_opt_B3
		}
		name =
		{
			trigger =
			{
				has_character_flag = GMB_opt_B1
				NOT = {has_character_flag = GMB_win0}
			}
			text = GMB_slots_win_opt_B1
		}
		name =
		{
			trigger =
			{
				has_character_flag = GMB_opt_B2
				NOT = {has_character_flag = GMB_win0}
			}
			text = GMB_slots_win_opt_B2
		}
		name =
		{
			trigger =
			{
				has_character_flag = GMB_opt_B3
				NOT = {has_character_flag = GMB_win0}
			}
			text = GMB_slots_win_opt_B3
		}	
		custom_tooltip = { text = GMB_slots_bet1_tt }
		wealth = -1
		random =
		{
			chance = 50
			if =
			{ 
				limit = { NOT = { trait = GMB_gambler } }
				add_trait = GMB_gambler
			}
		}
		set_character_flag = GMB_bet1
		character_event = { id = GMB.2051 }
	}
	# BET 2
	option = 
	{
		name =
		{
			trigger =
			{
				has_character_flag = GMB_opt_C1
				OR =
				{
					has_character_flag = GMB_win0
					has_character_flag = GMB_win1
				}
			}
			text = GMB_slots_lose_opt_C1
		}
		name =
		{
			trigger =
			{
				has_character_flag = GMB_opt_C2
				OR =
				{
					has_character_flag = GMB_win0
					has_character_flag = GMB_win1
				}
			}
			text = GMB_slots_lose_opt_C2
		}
		name =
		{
			trigger =
			{
				has_character_flag = GMB_opt_C3
				OR =
				{
					has_character_flag = GMB_win0
					has_character_flag = GMB_win1
				}
			}
			text = GMB_slots_lose_opt_C3
		}
		name =
		{
			trigger =
			{
				has_character_flag = GMB_opt_C1
				NOR =
				{
					has_character_flag = GMB_win0
					has_character_flag = GMB_win1
				}
			}
			text = GMB_slots_win_opt_C1
		}
		name =
		{
			trigger =
			{
				has_character_flag = GMB_opt_C2
				NOR =
				{
					has_character_flag = GMB_win0
					has_character_flag = GMB_win1
				}
			}
			text = GMB_slots_win_opt_C2
		}
		name =
		{
			trigger =
			{
				has_character_flag = GMB_opt_C3
				NOR =
				{
					has_character_flag = GMB_win0
					has_character_flag = GMB_win1
				}
			}
			text = GMB_slots_win_opt_C3
		}	
		custom_tooltip = { text = GMB_slots_bet2_tt }
		wealth = -2
		random =
		{
			chance = 50
			if =
			{ 
				limit = { NOT = { trait = GMB_gambler } }
				add_trait = GMB_gambler
			}
		}
		set_character_flag = GMB_bet2
		character_event = { id = GMB.2051 }
	}
	# BET 5
	option =
	{
		trigger = { trait = GMB_gambler }
		name =
		{
			trigger =
			{
				has_character_flag = GMB_opt_D1
				OR =
				{
					has_character_flag = GMB_win0
					has_character_flag = GMB_win1
					has_character_flag = GMB_win2
				}
			}
			text = GMB_slots_lose_opt_D1
		}
		name =
		{
			trigger =
			{
				has_character_flag = GMB_opt_D2
				OR =
				{
					has_character_flag = GMB_win0
					has_character_flag = GMB_win1
					has_character_flag = GMB_win2
				}
			}
			text = GMB_slots_lose_opt_D2
		}
		name =
		{
			trigger =
			{
				has_character_flag = GMB_opt_D3
				OR =
				{
					has_character_flag = GMB_win0
					has_character_flag = GMB_win1
					has_character_flag = GMB_win2
				}
			}
			text = GMB_slots_lose_opt_D3
		}
		name =
		{
			trigger =
			{
				has_character_flag = GMB_opt_D1
				NOR =
				{
					has_character_flag = GMB_win0
					has_character_flag = GMB_win1
					has_character_flag = GMB_win2
				}
			}
			text = GMB_slots_win_opt_D1
		}
		name =
		{
			trigger =
			{
				has_character_flag = GMB_opt_D2
				NOR =
				{
					has_character_flag = GMB_win0
					has_character_flag = GMB_win1
					has_character_flag = GMB_win2
				}
			}
			text = GMB_slots_win_opt_D2
		}
		name =
		{
			trigger =
			{
				has_character_flag = GMB_opt_D3
				NOR =
				{
					has_character_flag = GMB_win0
					has_character_flag = GMB_win1
					has_character_flag = GMB_win2
				}
			}
			text = GMB_slots_win_opt_D3
		}
		custom_tooltip = { text = GMB_slots_bet5_tt }
		wealth = -5
		set_character_flag = GMB_bet5
		character_event = { id = GMB.2051 }
		tooltip_info = GMB_gambler
	}

	after =
	{
		clr_character_flag = GMB_win0
		clr_character_flag = GMB_win1
		clr_character_flag = GMB_win2
		clr_character_flag = GMB_win5
		clr_character_flag = GMB_win10
		clr_character_flag = GMB_win50
		clr_character_flag = GMB_win100
		clr_character_flag = GMB_win500
		clr_character_flag = GMB_win1000
		clr_character_flag = GMB_opt_A1
		clr_character_flag = GMB_opt_A2
		clr_character_flag = GMB_opt_A3
		clr_character_flag = GMB_opt_B1
		clr_character_flag = GMB_opt_B2
		clr_character_flag = GMB_opt_B3
		clr_character_flag = GMB_opt_C1
		clr_character_flag = GMB_opt_C2
		clr_character_flag = GMB_opt_C3
		clr_character_flag = GMB_opt_D1
		clr_character_flag = GMB_opt_D2
		clr_character_flag = GMB_opt_D3
	}
}

### GLUCKHAUS
character_event =
{
	id = GMB.206
	picture = GFX_evt_GMB_gluckhaus
	desc = GMB_gluckhaus

	is_triggered_only = yes

	option = 
	{
		name = GMB_gluckhaus_opt_A
	}
	option = 
	{
		name = GMB_gluckhaus_opt_B
		character_event = { id = GMB.2061 }
	}
}

### GLUCKHAUS RESULT
character_event =
{
	id = GMB.2061
	picture = GFX_evt_GMB_gluckhaus

	is_triggered_only = yes

	immediate =
	{
		if = # LUCKY
		{
			limit = {	OR =
						{
							trait = GMB_lucky
							has_artifact = GMB_clover
							has_artifact = GMB_rabbitsfoot
							has_artifact = GMB_horseshoe
						}
					}
			random_list =
			{
				3 = {	wealth = 10
						set_character_flag = GMB_gluckKing10 }
				18 = {	wealth = -1
						set_character_flag = GMB_gluckWedding }
				30 = {	wealth = 1
						set_character_flag = GMB_gluckFull }
				30 = {	wealth = -1
						set_character_flag = GMB_gluckEmpty }
				9 = {	set_character_flag = GMB_gluckFour }
				3 = {	wealth = 4
						set_character_flag = GMB_gluckPig4 }
			}
		}
		else =
		{
			random_list =
			{
				1 = {	wealth = 6
						set_character_flag = GMB_gluckKing6 }
				1 = {	wealth = 8
						set_character_flag = GMB_gluckKing8 }
				1 = {	wealth = 10
						set_character_flag = GMB_gluckKing10 }
				18 = {	wealth = -1
						set_character_flag = GMB_gluckWedding }
				30 = {	wealth = 1
						set_character_flag = GMB_gluckFull }
				45 = {	wealth = -1
						set_character_flag = GMB_gluckEmpty }
				9 = {	set_character_flag = GMB_gluckFour }
				1 = {	wealth = 2
						set_character_flag = GMB_gluckPig2 }
				1 = {	wealth = 3
						set_character_flag = GMB_gluckPig3 }
				1 = {	wealth = 4
						set_character_flag = GMB_gluckPig4 }
			}
		}
	}

	# DESCRIPTIONS

	desc =
	{
		trigger = { has_character_flag = GMB_gluckKing6 }
		text = GMB_gluckhaus_result_king6
	}
	desc =
	{
		trigger = { has_character_flag = GMB_gluckKing8 }
		text = GMB_gluckhaus_result_king8
	}
	desc =
	{
		trigger = { has_character_flag = GMB_gluckKing10 }
		text = GMB_gluckhaus_result_king10
	}
	desc =
	{
		trigger = { has_character_flag = GMB_gluckWedding }
		text = GMB_gluckhaus_result_wedding
	}
	desc =
	{
		trigger = { has_character_flag = GMB_gluckFull }
		text = GMB_gluckhaus_result_full
	}
	desc =
	{
		trigger = { has_character_flag = GMB_gluckEmpty }
		text = GMB_gluckhaus_result_empty
	}
	desc =
	{
		trigger = { has_character_flag = GMB_gluckFour }
		text = GMB_gluckhaus_result_four
	}
	desc =
	{
		trigger = { has_character_flag = GMB_gluckPig2 }
		text = GMB_gluckhaus_result_pig2
	}
	desc =
	{
		trigger = { has_character_flag = GMB_gluckPig3 }
		text = GMB_gluckhaus_result_pig3
	}
	desc =
	{
		trigger = { has_character_flag = GMB_gluckPig4 }
		text = GMB_gluckhaus_result_pig4
	}

	option = 
	{
		name = GMB_gluckhaus_result_opt_A
	}

# DOESN'T RANDOMIZE, NOT SURE WHY (SAME SYSTEM IN "SLOTS" WORKS JUST FINE)
#	option = 
#	{
#		name = GMB_gluckhaus_result_opt_B
#		character_event = { id = GMB.2061 }
#	}

	after =
	{
		clr_character_flag = GMB_gluckKing6
		clr_character_flag = GMB_gluckKing8
		clr_character_flag = GMB_gluckKing10
		clr_character_flag = GMB_gluckWedding
		clr_character_flag = GMB_gluckFull
		clr_character_flag = GMB_gluckEmpty
		clr_character_flag = GMB_gluckFour
		clr_character_flag = GMB_gluckPig2
		clr_character_flag = GMB_gluckPig3
		clr_character_flag = GMB_gluckPig4
	}
}

### SKILL GAMES: Fox & Geese, Rythmomachia, Draughts, Backgammon
character_event =
{
	id = GMB.207

	is_triggered_only = yes
	
	immediate =
	{
		random_list =
		{
			1 = {	set_character_flag = GMB_foxgeese }
			1 = {	set_character_flag = GMB_rithmomachia }
			1 = {	set_character_flag = GMB_draughts }
			1 = {	set_character_flag = GMB_backgammon }
		}
	}

	picture = GFX_evt_GMB_chess

	desc =
	{
		trigger = { has_character_flag = GMB_foxgeese }
		text = GMB_foxgeese
		picture = GFX_evt_GMB_foxgeese
	}
	desc =
	{
		trigger = { has_character_flag = GMB_rithmomachia }
		text = GMB_rithmomachia
		picture = GFX_evt_GMB_rithmomachia
	}
	desc =
	{
		trigger = { has_character_flag = GMB_draughts }
		text = GMB_draughts
		picture = GFX_evt_GMB_draughts
	}
	desc =
	{
		trigger = { has_character_flag = GMB_backgammon }
		text = GMB_backgammon
		picture = GFX_evt_GMB_backgammon
	}

	option =
	{
		name = GMB_skillgame_opt_A
	}

	option =
	{
		trigger =
		{
			NOR =
			{
				trait = genius
				trait = quick
				trait = slow
				trait = imbecile
			}
		}

		name = GMB_skillgame_opt_B
		random_list =
		{
			5 = { wealth = 10 }
			5 = { wealth = -10 }
		}
	}
	option =
	{
		trigger =
		{
			trait = genius
		}

		name = GMB_skillgame_opt_C
		random_list =
		{
			7 = { wealth = 10 }
			3 = { wealth = -10 }
		}

		tooltip_info = genius
	}

	option =
	{
		trigger =
		{
			trait = quick
		}

		name = GMB_skillgame_opt_D
		random_list =
		{
			6 = { wealth = 10 }
			4 = { wealth = -10 }
		}

		tooltip_info = quick
	}
	option =
	{
		trigger =
		{
			wealth > 10
			trait = slow
		}

		name = GMB_skillgame_opt_E
		random_list =
		{
			4 = { wealth = 10 }
			6 = { wealth = -10 }
		}

		tooltip_info = slow
	}

	option =
	{
		trigger =
		{
			trait = imbecile
		}

		name = GMB_skillgame_opt_F
		random_list =
		{
			3 = { wealth = 10 }
			7 = { wealth = -10 }
		}

		tooltip_info = imbecile
	}

	after =
	{
		clr_character_flag = GMB_foxgeese
		clr_character_flag = GMB_rithmomachia
		clr_character_flag = GMB_draughts
		clr_character_flag = GMB_backgammon
	}
}

# DANCE-OFF
character_event =
{
	id = GMB.208
	picture = GFX_evt_GMB_danceoff
	
	is_triggered_only = yes

	immediate =
	{
		random_courtier_or_vassal =
		{
			limit =
			{
				is_adult = yes
				is_inaccessible_trigger = no
				prisoner = no
			}
			save_event_target_as = GMB_danceoff_rival
		}
	}

	desc = GMB_danceoff

	option =
	{
		name = GMB_danceoff_opt_A
		random =
		{
			chance = 50
			if =
			{ 
				limit = { NOT = { trait = craven } }
				add_trait = craven
			}
		}
	}
	option =
	{
		trigger = { NOT = { trait = dancing_plague } }
		name = GMB_danceoff_opt_B
		random_list =
		{
			5 = { prestige = -5 
					set_character_flag = GMB_danceLose}
			5 = { wealth = 20
					set_character_flag = GMB_danceWin}
		}
		character_event = { id = GMB.2081 }
	}
	option =
	{
		trigger = { trait = dancing_plague }
		name = GMB_danceoff_opt_B
		random_list =
		{
			3 = { prestige = -5 
					set_character_flag = GMB_danceLose}
			7 = { wealth = 20
					set_character_flag = GMB_danceWin}
		}
		character_event = { id = GMB.2081 }
	}
}

# DANCE-OFF RESULT
character_event =
{
	id = GMB.2081
	picture = GFX_evt_GMB_danceoff
	
	is_triggered_only = yes

	desc =
	{
		text = GMB_danceoff_result_lose
		trigger = { has_character_flag = GMB_danceLose }
	}
	desc =
	{
		text = GMB_danceoff_result_win
		trigger = { has_character_flag = GMB_danceWin }
	}

	option =
	{
		name =
		{
			trigger = { has_character_flag = GMB_danceLose }
			text = GMB_danceoff_result_lose_opt_A
		}
		name =
		{
			trigger = { has_character_flag = GMB_danceWin }
			text = GMB_danceoff_result_win_opt_A
		}
	}

	after =
	{
		clr_character_flag = GMB_danceLose
		clr_character_flag = GMB_danceWin
	}
}

# CHICKEN
character_event =
{
	id = GMB.209
	picture = GFX_evt_GMB_chicken
	
	is_triggered_only = yes

	immediate =
	{
		ROOT = { save_event_target_as = GMB_root }
		random_courtier_or_vassal =
		{
			limit =
			{
				is_adult = yes
				is_inaccessible_trigger = no
				prisoner = no
			}
			save_event_target_as = GMB_chicken_rival
		}
		event_target:GMB_chicken_rival = { save_persistent_event_target = { name = GMB_chicken_rival_per scope = event_target:GMB_root } }
	}

	desc = GMB_chicken

	option =
	{
		name = GMB_chicken_opt_A
		random =
		{
			chance = 50
			if =
			{ 
				limit = { NOT = { trait = craven } }
				add_trait = craven
			}
		}
		clear_persistent_event_target = GMB_chicken_rival
	}
	option =
	{
		name = GMB_chicken_opt_B
		character_event = { id = GMB.2093 }
	}
}

### HAVING TOO MANY STEPS IN BETWEEN DOES WEIRD STUFF, MUST FIX - RIGHT NOW IT JUST JUMPS TO LAST TEST FOR SIMPLICITY
# CHICKEN TEST 1
#character_event =
#{
#	id = GMB.2091
#	picture = GFX_evt_GMB_chicken
#	
#	is_triggered_only = yes
#
#	immediate =
#	{
#		persistent_event_target:GMB_chicken_rival_per = { save_event_target_as = GMB_chicken_rival }
#	}
#
#	desc = GMB_chicken_test1
#
#	option =
#	{
#		name = GMB_chicken_test_opt_A
#		prestige = -5
#		set_character_flag = GMB_chicken_lose
#		character_event = { id = GMB.2094 }
#	}
#	option =
#	{
#		name = GMB_chicken_test_opt_B
#		prestige = 1
#		if = # RIVAL BRAVE
#		{
#			limit = { event_target:GMB_chicken_rival = { trait = brave } }
#			random_list =
#			{
#				9 = { character_event = { id = GMB.2092 } }
#				1 =
#				{
#					set_character_flag = GMB_chicken_win
#					character_event = { id = GMB.2094 }
#				}
#			}
#		}
#		else_if = # RIVAL CRAVEN
#		{
#			limit = { event_target:GMB_chicken_rival = { trait = craven } }
#			random_list =
#			{
#				7 = { character_event = { id = GMB.2092 } }
#				3 =
#				{
#					set_character_flag = GMB_chicken_win
#					character_event = { id = GMB.2094 }
#				}
#			}
#		}
#		else =
#		{
#			random_list =
#			{
#				8 = { character_event = { id = GMB.2092 } }
#				2 =
#				{
#					set_character_flag = GMB_chicken_win
#					character_event = { id = GMB.2094 }
#				}
#			}
#		}
#	}
#}

# CHICKEN TEST 2
#character_event =
#{
#	id = GMB.2092
#	picture = GFX_evt_GMB_chicken
#	
#	is_triggered_only = yes
#
#	immediate =
#	{
#		persistent_event_target:GMB_chicken_rival_per = { save_event_target_as = GMB_chicken_rival }
#	}
#
#	desc = GMB_chicken_test2
#
#	option =
#	{
#		name = GMB_chicken_test_opt_A
#		prestige = -5
#		set_character_flag = GMB_chicken_lose
#		character_event = { id = GMB.2094 }
#	}
#	option =
#	{
#		name = GMB_chicken_test_opt_B
#		prestige = 1
#		if = # RIVAL BRAVE
#		{
#			limit = { event_target:GMB_chicken_rival = { trait = brave } }
#			random_list =
#			{
#				8 = { character_event = { id = GMB.2093 } }
#				2 =
#				{
#					set_character_flag = GMB_chicken_win
#					character_event = { id = GMB.2094 }
#				}
#			}
#		}
#		else_if = # RIVAL CRAVEN
#		{
#			limit = { event_target:GMB_chicken_rival = { trait = craven } }
#			random_list =
#			{
#				6 = { character_event = { id = GMB.2093 } }
#				4 =
#				{
#					set_character_flag = GMB_chicken_win
#					character_event = { id = GMB.2094 }
#				}
#			}
#		}
#		else =
#		{
#			random_list =
#			{
#				7 = { character_event = { id = GMB.2093 } }
#				3 =
#				{
#					set_character_flag = GMB_chicken_win
#					character_event = { id = GMB.2094 }
#				}
#			}
#		}
#	}
#}

# CHICKEN TEST 3
character_event =
{
	id = GMB.2093
	picture = GFX_evt_GMB_chicken
	
	is_triggered_only = yes

	immediate =
	{
		persistent_event_target:GMB_chicken_rival_per = { save_event_target_as = GMB_chicken_rival }
	}

	desc = GMB_chicken_test3

	option =
	{
		name = GMB_chicken_test_opt_A
		prestige = -5
		set_character_flag = GMB_chicken_lose
		character_event = { id = GMB.2094 }
	}
	option =
	{
		name = GMB_chicken_test_opt_B
		if = # RIVAL BRAVE
		{
			limit = { event_target:GMB_chicken_rival = { trait = brave } }
			random_list =
			{
				6 =
				{
					set_character_flag = GMB_chicken_crash
					add_trait = severely_injured
					event_target:GMB_chicken_rival = { add_trait = severely_injured }
					character_event = { id = GMB.2094 }
				}
				4 =
				{
					prestige = 10
					set_character_flag = GMB_chicken_win
					character_event = { id = GMB.2094 }
				}
			}
		}
		else_if = # RIVAL CRAVEN
		{
			limit = { event_target:GMB_chicken_rival = { trait = craven } }
			random_list =
			{
				4 =
				{
					set_character_flag = GMB_chicken_crash
					add_trait = severely_injured
					event_target:GMB_chicken_rival = { add_trait = severely_injured }
					character_event = { id = GMB.2094 }
				}
				6 =
				{
					prestige = 10
					set_character_flag = GMB_chicken_win
					character_event = { id = GMB.2094 }
				}
			}
		}
		else =
		{
			random_list =
			{
				5 =
				{
					set_character_flag = GMB_chicken_crash
					add_trait = severely_injured
					event_target:GMB_chicken_rival = { add_trait = severely_injured }
					character_event = { id = GMB.2094 }
				}
				5 =
				{
					prestige = 10
					set_character_flag = GMB_chicken_win
					character_event = { id = GMB.2094 }
				}
			}
		}
	}
}

# CHICKEN RESULT
character_event =
{
	id = GMB.2094
	picture = GFX_evt_GMB_chicken
	
	is_triggered_only = yes

	immediate =
	{
		persistent_event_target:GMB_chicken_rival_per = { save_event_target_as = GMB_chicken_rival }
	}

	desc =
	{
		text = GMB_chicken_win
		trigger = { has_character_flag = GMB_chicken_win }
	}
	desc =
	{
		text = GMB_chicken_lose
		trigger = { has_character_flag = GMB_chicken_lose }
	}
	desc =
	{
		text = GMB_chicken_crash
		trigger = { has_character_flag = GMB_chicken_crash }
	}

	option =
	{
		name =
		{
		trigger = { has_character_flag = GMB_chicken_win }
		text = GMB_chicken_win_opt_A
		}
		name =
		{
		trigger = { has_character_flag = GMB_chicken_lose }
		text = GMB_chicken_lose_opt_A
		}
		name =
		{
		trigger = { has_character_flag = GMB_chicken_crash }
		text = GMB_chicken_crash_opt_A
		}
	}

	after =
	{
		clear_persistent_event_target = GMB_chicken_rival_per
		clr_character_flag = GMB_chicken_win
		clr_character_flag = GMB_chicken_lose
		clr_character_flag = GMB_chicken_crash
	}
}

### Teetotum
character_event =
{
	id = GMB.210
	picture = GFX_evt_GMB_teetotum
	
	is_triggered_only = yes

	desc = GMB_teetotum

	option =
	{
		name = GMB_teetotum_opt_A
	}
	option =
	{
		name = GMB_teetotum_opt_B
		character_event = { id = GMB.2101 }
	}
}

### Teetotum Result
character_event =
{
	id = GMB.2101
	picture = GFX_evt_GMB_teetotum
	
	is_triggered_only = yes

	immediate =
	{
		random_list =
		{
			2 = {	wealth = -1
					set_character_flag = GMB_teetotum_1 }
			1 = {	wealth = 1
					set_character_flag = GMB_teetotum_2 }
			1 = {	wealth = 2
					set_character_flag = GMB_teetotum_3 }
			1 = {	wealth = 4
					set_character_flag = GMB_teetotum_4 }
		}
	}

	desc =
	{
		trigger = { has_character_flag = GMB_teetotum_1 }
		text = GMB_teetotum_result_1
	}
	desc =
	{
		trigger = { has_character_flag = GMB_teetotum_2 }
		text = GMB_teetotum_result_2
	}
	desc =
	{
		trigger = { has_character_flag = GMB_teetotum_3 }
		text = GMB_teetotum_result_3
	}
	desc =
	{
		trigger = { has_character_flag = GMB_teetotum_4 }
		text = GMB_teetotum_result_4
	}

	option =
	{
		name = GMB_teetotum_result_opt_A
	}

### Same issue as with Gluckhaus
#	option =
#	{
#		name = GMB_teetotum_result_opt_B
#		character_event = { id = GMB.2101 }
#	}

	after =
	{
		clr_character_flag = GMB_teetotum_1
		clr_character_flag = GMB_teetotum_2
		clr_character_flag = GMB_teetotum_3
		clr_character_flag = GMB_teetotum_4
	}
}

### MULTIPLAYER SKILL GAMES
character_event =
{
	id = GMB.211

	is_triggered_only = yes
	
	immediate =
	{
		random_list =
		{
			1 = {	set_character_flag = GMB_chess }
			1 = {	set_character_flag = GMB_foxgeese }
			1 = {	set_character_flag = GMB_rithmomachia }
			1 = {	set_character_flag = GMB_draughts }
			1 = {	set_character_flag = GMB_backgammon }
		}
		random_courtier_or_vassal =
		{
			limit =
			{
				is_adult = yes
				is_inaccessible_trigger = no
				prisoner = no
			}
			save_event_target_as = GMB_skillgame_rival
		}
	}

	picture = GFX_evt_GMB_chess

	desc =
	{
		trigger = { has_character_flag = GMB_chess }
		text = GMB_chess_m
		picture = GFX_evt_GMB_chess
	}
	desc =
	{
		trigger = { has_character_flag = GMB_foxgeese }
		text = GMB_foxgeese_m
		picture = GFX_evt_GMB_foxgeese
	}
	desc =
	{
		trigger = { has_character_flag = GMB_rithmomachia }
		text = GMB_rithmomachia_m
		picture = GFX_evt_GMB_rithmomachia
	}
	desc =
	{
		trigger = { has_character_flag = GMB_draughts }
		text = GMB_draughts_m
		picture = GFX_evt_GMB_draughts
	}
	desc =
	{
		trigger = { has_character_flag = GMB_backgammon }
		text = GMB_backgammon_m
		picture = GFX_evt_GMB_backgammon
	}

	option =
	{
		name = GMB_skillgame_m_opt_A
	}

	option =
	{
		name = GMB_skillgame_m_opt_B
		# 90% winning chance
		if =
		{
			limit =
			{
				trait = genius
				event_target:GMB_skillgame_rival = { trait = imbecile }				
			}
			random_list =
			{
				9 = { wealth = 10 }
				1 = { prestige = -5
						wealth = -10 }
			}	
		}
		# 80% winning chance
		else_if =
		{
			limit =
			{
				OR =
				{
					AND =
					{
						trait = quick
						event_target:GMB_skillgame_rival = { trait = imbecile }
					}
					AND =
					{
						trait = genius
						event_target:GMB_skillgame_rival = { trait = slow }
					}
				}	
			}
			random_list =
			{
				8 = { wealth = 10 }
				2 = { prestige = -4
						wealth = -10 }
			}	
		}
		# 70% winning chance
		else_if =
		{
			limit =
			{
				OR =
				{
					AND =
					{
						NOR =
						{
							trait = imbecile
							trait = slow
							trait = quick
							trait = genius
						}
						event_target:GMB_skillgame_rival = { trait = imbecile }
					}
					AND =
					{
						trait = quick
						event_target:GMB_skillgame_rival = { trait = slow }
					}
					AND =
					{
						trait = genius
						NOR =
						{
							event_target:GMB_skillgame_rival = { trait = imbecile }
							event_target:GMB_skillgame_rival = { trait = slow }
							event_target:GMB_skillgame_rival = { trait = quick }
							event_target:GMB_skillgame_rival = { trait = genius }
						}
					}
				}
			}
			random_list =
			{
				7 = { wealth = 10 }
				3 = { prestige = -3
						wealth = -10 }
			}	
		}
		# 60% winning chance
		else_if =
		{
			limit =
			{
				OR =
				{
					AND =
					{
						trait = slow
						event_target:GMB_skillgame_rival = { trait = imbecile }
					}
					AND =
					{
						NOR =
						{
							trait = imbecile
							trait = slow
							trait = quick
							trait = genius
						}
						event_target:GMB_skillgame_rival = { trait = slow }
					}
					AND =
					{
						trait = quick
						NOR =
						{
							event_target:GMB_skillgame_rival = { trait = imbecile }
							event_target:GMB_skillgame_rival = { trait = slow }
							event_target:GMB_skillgame_rival = { trait = quick }
							event_target:GMB_skillgame_rival = { trait = genius }
						}
					}
					AND =
					{
						trait = genius
						event_target:GMB_skillgame_rival = { trait = quick }
					}
				}	
			}
			random_list =
			{
				6 = { wealth = 10 }
				4 = { prestige = -2
						wealth = -10 }
			}	
		}
		# 50% winning chance
		else_if =
		{
			limit =
			{
				OR =
				{
					AND =
					{
						trait = imbecile
						event_target:GMB_skillgame_rival = { trait = imbecile }
					}
					AND =
					{
						trait = slow
						event_target:GMB_skillgame_rival = { trait = slow }
					}
					AND =
					{
						NOR =
						{
							trait = imbecile
							trait = slow
							trait = quick
							trait = genius
						}
						NOR =
						{
							event_target:GMB_skillgame_rival = { trait = imbecile }
							event_target:GMB_skillgame_rival = { trait = slow }
							event_target:GMB_skillgame_rival = { trait = quick }
							event_target:GMB_skillgame_rival = { trait = genius }
						}
					}
					AND =
					{
						trait = quick
						event_target:GMB_skillgame_rival = { trait = quick }
					}
					AND =
					{
						trait = genius
						event_target:GMB_skillgame_rival = { trait = genius }
					}
				}	
			}
			random_list =
			{
				5 = { prestige = 1
						wealth = 10 }
				5 = { prestige = -1
						wealth = -10 }
			}	
		}
		# 40% winning chance
		else_if =
		{
			limit =
			{
				OR =
				{
					AND =
					{
						trait = imbecile
						event_target:GMB_skillgame_rival = { trait = slow }
					}
					AND =
					{
						trait = slow
						NOR =
						{
							event_target:GMB_skillgame_rival = { trait = imbecile }
							event_target:GMB_skillgame_rival = { trait = slow }
							event_target:GMB_skillgame_rival = { trait = quick }
							event_target:GMB_skillgame_rival = { trait = genius }
						}
					}
					AND =
					{
						NOR =
						{
							trait = imbecile
							trait = slow
							trait = quick
							trait = genius
						}
						event_target:GMB_skillgame_rival = { trait = quick }
					}
					AND =
					{
						trait = quick
						event_target:GMB_skillgame_rival = { trait = genius }
					}
				}	
			}
			random_list =
			{
				4 = { prestige = 2
						wealth = 10 }
				6 = { wealth = -10 }
			}	
		}
		# 30% winning chance
		else_if =
		{
			limit =
			{
				OR =
				{
					AND =
					{
						trait = imbecile
						NOR =
						{
							event_target:GMB_skillgame_rival = { trait = imbecile }
							event_target:GMB_skillgame_rival = { trait = slow }
							event_target:GMB_skillgame_rival = { trait = quick }
							event_target:GMB_skillgame_rival = { trait = genius }
						}
					}
					AND =
					{
						trait = slow
						event_target:GMB_skillgame_rival = { trait = quick }
					}
					AND =
					{
						NOR =
						{
							trait = imbecile
							trait = slow
							trait = quick
							trait = genius
						}
						event_target:GMB_skillgame_rival = { trait = genius }
					}
				}	
			}
			random_list =
			{
				3 = { prestige = 3
						wealth = 10 }
				7 = { wealth = -10 }
			}	
		}
		# 20% winning chance
		else_if =
		{
			limit =
			{
				OR =
				{
					AND =
					{
						trait = imbecile
						event_target:GMB_skillgame_rival = { trait = quick }
					}
					AND =
					{
						trait = slow
						event_target:GMB_skillgame_rival = { trait = genius }
					}
				}	
			}
			random_list =
			{
				2 = { prestige = 4
						wealth = 10 }
				8 = { wealth = -10 }
			}	
		}
		# 10% winning chance
		if =
		{
			limit =
			{
				trait = imbecile
				event_target:GMB_skillgame_rival = { trait = genius }				
			}
			random_list =
			{
				1 = { prestige = 5
						wealth = 10 }
				9 = { wealth = -10 }
			}	
		}
	}

	after =
	{
		clr_character_flag = GMB_chess
		clr_character_flag = GMB_foxgeese
		clr_character_flag = GMB_rithmomachia
		clr_character_flag = GMB_draughts
		clr_character_flag = GMB_backgammon
	}
}

### FUTURE IDEAS:

### Nine Men's Morris
### Hazard
### Karnoffel
### Duel
### Knucklebones
### Skittles
### Tafl / Hnefatafl / Halatafl
### Shove Groat
### King of the Bean
### Latrones

### Pick-up-sticks
### Alquerques
### Shovelboard
### eSports
### Screaming Contest

### Marbles
### Ring / Quoits
### Queek
### Horseshoes
### Nim

### Shut the Box, also called Blitz, Bakarat, Canoga, Klackers, Batten Down the Hatches, Kingoball, Trictrac, Cut Throat, Fork Your Neighbor, and Jackpot