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| 1 | ////////////////////////////////// | |
| 2 | // MartinG's Martingale | |
| 3 | // v 1.0.3 | |
| 4 | /*//////////////////////////////// | |
| 5 | ||
| 6 | MartinG's Martingale, is just a classic martingale strategy that makes it | |
| 7 | really easy to configure. | |
| 8 | ||
| 9 | Just tell it what streak protection you want (maxLossStreakPerRound) and how | |
| 10 | much you can afford to loose if there is a streak (costOfLoosingRound). | |
| 11 | ||
| 12 | Also you can set the desired cashout. | |
| 13 | ||
| 14 | There is no need to calculate the base bet or multiplier. | |
| 15 | ||
| 16 | NOTE: Base Bet will be printed in console. If your base bet is less than 1 bit, | |
| 17 | that probably means your costOfLoosingRound is too low or your | |
| 18 | maxLossStreakPerRound is too high. | |
| 19 | ||
| 20 | *////////////////////////////////// | |
| 21 | ||
| 22 | var cashout = 1.35; | |
| 23 | var maxLossStreakPerRound = 3; | |
| 24 | var costOfLoosingRound = 500; | |
| 25 | ||
| 26 | ///////////////////////////////// | |
| 27 | // No need to change anything below this line | |
| 28 | ///////////////////////////////// | |
| 29 | ||
| 30 | var baseBet = 1; | |
| 31 | ||
| 32 | var p = baseBet * (cashout - 1); | |
| 33 | ||
| 34 | var losses = 0; | |
| 35 | var lostBits = 0; | |
| 36 | var nextBet = baseBet; | |
| 37 | ||
| 38 | function loose(_lostBits, _nextBet, _losses) {
| |
| 39 | ||
| 40 | if(_losses >= maxLossStreakPerRound) {
| |
| 41 | ||
| 42 | return _lostBits; | |
| 43 | ||
| 44 | } else {
| |
| 45 | ||
| 46 | _lostBits = _lostBits + _nextBet + p; | |
| 47 | _nextBet = (_lostBits + p) / (cashout - 1); | |
| 48 | return loose(_lostBits, _nextBet, _losses + 1); | |
| 49 | ||
| 50 | } | |
| 51 | ||
| 52 | } | |
| 53 | ||
| 54 | baseBet = costOfLoosingRound/loose(0,baseBet,0); | |
| 55 | p = baseBet * (cashout - 1); | |
| 56 | nextBet = baseBet; | |
| 57 | ||
| 58 | console.log("Base Bet: " + baseBet);
| |
| 59 | ||
| 60 | var playing = false; | |
| 61 | ||
| 62 | engine.on('game_starting', function(info) {
| |
| 63 | ||
| 64 | engine.placeBet(Math.floor(nextBet)*100, Math.round(cashout * 100)); | |
| 65 | playing = true; | |
| 66 | ||
| 67 | }); | |
| 68 | ||
| 69 | engine.on('game_crash', function(data) {
| |
| 70 | ||
| 71 | if(!playing) {
| |
| 72 | return; | |
| 73 | } | |
| 74 | ||
| 75 | playing = false; | |
| 76 | ||
| 77 | if(engine.lastGamePlay() == 'LOST') {
| |
| 78 | ||
| 79 | losses = losses + 1; | |
| 80 | lostBits = lostBits + nextBet + p; | |
| 81 | ||
| 82 | if(losses >= maxLossStreakPerRound) {
| |
| 83 | ||
| 84 | losses = 0; | |
| 85 | lostBits = 0; | |
| 86 | nextBet = baseBet; | |
| 87 | ||
| 88 | } else {
| |
| 89 | ||
| 90 | nextBet = (lostBits + p) / (cashout - 1); | |
| 91 | ||
| 92 | } | |
| 93 | ||
| 94 | } else {
| |
| 95 | ||
| 96 | losses = 0; | |
| 97 | lostBits = 0; | |
| 98 | nextBet = baseBet; | |
| 99 | ||
| 100 | } | |
| 101 | ||
| 102 | }); |