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Feb 21st, 2020
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  1.  
  2. var cashout_range = new Array(1.35,1.51,2.00,2.55,3.01,4.49,5.52,10.0,33.0,50.0,75.0,104,179,290,540,600,998); //X to catch
  3. var count_game = new Array(2,3,6,8,11,14,23,36,176,201,231,340,389,843,1707,2410,3964); //after this game start catch
  4. var bet_range = new Array(5,5,2,2,1,5,5,5,3,5,5,5,5,6,5,5,5); //bet
  5. var multi_bits = new Array(4,2.60,2,1.50,1.40,1.30,1.33,1.13,1.04,1.03,1.02,1.01,1.009,1.005,1.003,1.002,1.001); //increase
  6. var max_risk_per = 100; //% after restart or stop
  7. var max_lose_stop = false; //true stop false restart
  8. ////////////////do not touch down code///////////////////
  9. var game_mode = -1;
  10. var hist_array = new Array();
  11. var bet_amount;
  12. var abs_bal = Math.floor(engine.getBalance()/100);
  13.  
  14. engine.on('game_crash', function()
  15. {
  16. wh();
  17. rb();
  18. if(game_mode==-1)
  19. {
  20. cgm();
  21. }
  22. else
  23. {
  24. if (engine.lastGamePlay() == 'WON')
  25. {
  26. game_mode = -1;
  27. }
  28. else if(engine.lastGamePlay() == 'LOST')
  29. {
  30. bet_amount = bet_amount * multi_bits[game_mode];
  31. }
  32. }
  33. if (abs_bal * (1 - (max_risk_per / 100))>Math.floor(engine.getBalance()/100)-bet_amount)
  34. {
  35. if(max_lose_stop)
  36. {
  37. engine.stop();
  38. }
  39. else
  40. {
  41. game_mode = -1;
  42. cgm();
  43. }
  44. }
  45. });
  46.  
  47. engine.on('game_starting', function()
  48. {
  49. if(game_mode!=-1)
  50. {
  51. engine.placeBet(Math.round(bet_amount) * 100, Math.round(cashout_range[game_mode] * 100), false);
  52. }
  53. });
  54.  
  55. function cgm()
  56. {
  57. for(var i = 0; i<cashout_range.length;i++)
  58. {
  59. for(var j = 0; j<count_game[i];j++)
  60. {
  61. if(hist_array[j]>cashout_range[i]||!hist_array[j])
  62. {
  63. break;
  64. }
  65. else if(j==count_game[i]-1)
  66. {
  67. game_mode = i;
  68. bet_amount = bet_range[game_mode];
  69. }
  70. }
  71. if(game_mode!=-1)
  72. {
  73. break;
  74. }
  75. }
  76. }
  77.  
  78. function wh()
  79. {
  80. var history_write=0;
  81. for (var i = 0; i < count_game.length; i++)
  82. {
  83. if(count_game[i]>history_write)
  84. {
  85. history_write = count_game[i];
  86. }
  87. }
  88. for(var i = history_write; i>0;i--)
  89. {
  90. if(hist_array[i-1])
  91. {
  92. hist_array[i]=hist_array[i-1];
  93. }
  94. }
  95. hist_array[0]=engine.getEngine().tableHistory[0].game_crash/100;
  96. }
  97.  
  98. function rb()
  99. {
  100. if(Math.floor(engine.getBalance()/100)>abs_bal)
  101. {
  102. abs_bal = Math.floor(engine.getBalance()/100);
  103. }
  104. }
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