September 22, 2022 at 7:42 PM
local allVariable = {
bet = 0.01000000,
form = 5,
to = 95,
tableChance = {},
typeBet = {
hi = true,
low = false
},
countBet = 0,
bigerBalance = 0,
target = balance * 2,
maxBet = 0,
profitMax = 0,
profitWinDown = 0,
profitWinUp = 0,
stb = balance
};
chance = 50
bethigh = true
nextbet = allVariable.bet
function getPayout(chag)
local py = 100 / tonumber(chag)
py = py - (py * (1 / 100))
return py;
end
function createChange()
for i = allVariable.form, allVariable.to, 1 do
i = string.format("%.2f", i)
local py = tonumber(string.format("%.4f", getPayout(i)))
allVariable.tableChance[tonumber(i)] = {};
for hiLow, val in pairs(allVariable.typeBet) do
allVariable.tableChance[tonumber(i)][hiLow] = {};
allVariable.tableChance[tonumber(i)][hiLow] = {
lose = 0,
/ (py - 1) * 100,
/ (py - 1) * 30,
> count = 0,
tile = 0
},
bet = allVariable.bet,
py = py,
bethigh = val,
chance = tonumber(i),
tilethang = 0,
infoData = {
profit = 0,
maxBet = 0,
bigerBalance = 0,
balance = balance
}
}
if tonumber(i) <= 15 then
allVariable.tableChance[tonumber(i)][hiLow].risk = math.ceil((py * 10) + ((py * 30) * 20 / 100))
elseif tonumber(i) > 15 and tonumber(i) <= 30 then
allVariable.tableChance[tonumber(i)][hiLow].risk = math.ceil((py * 10) + 25)
else
allVariable.tableChance[tonumber(i)][hiLow].risk = math.ceil((py * 10) + ((py * 20) * 20 / 100))
end
if val == true then
allVariable.tableChance[tonumber(i)][hiLow].game = string.format("%.2f", (100 - i - 0.01))
else
allVariable.tableChance[tonumber(i)][hiLow].game = string.format("%.2f", i)
end
end
end
end
createChange()
function resetBet()
for key, value in pairs(allVariable.tableChance) do
for hiLow, val in pairs(allVariable.typeBet) do
value[hiLow].lose = 0
value[hiLow].bet = allVariable.bet
value[hiLow].onwin.count = 0
value[hiLow].onwin.tile = 0
value[hiLow].onwin.tilethang = 0
value[hiLow].infoData.profit = 0
value[hiLow].infoData.maxBet = 0
value[hiLow].infoData.bigerBalance = 0
end
end
end
function getCurBet(value, hiLow)
local currentBet = allVariable.bigerBalance / value[hiLow].py
for i = 1, value[hiLow].risk, 1 do
currentBet = currentBet / ((value[hiLow].onlose / 100) + 1)
end
if currentBet > balance then
currentBet = allVariable.bet
else
if currentBet < allVariable.bet then
currentBet = allVariable.bet
end
end
return currentBet
end
function getMutiBet(value, hiLow)
local currentBet = allVariable.bigerBalance / value[hiLow].py
local risk = value[hiLow].risk - value[hiLow].lose
for i = 1, risk, 1 do
currentBet = currentBet / ((value[hiLow].onlose / 100) + 1)
end
if currentBet < allVariable.bet then
currentBet = allVariable.bet
end
return currentBet
end
function updateInfo(value, hiLow, winLose)
local profit
if winLose then
profit = value[hiLow].bet * value[hiLow].py - value[hiLow].bet
else
profit = -value[hiLow].bet
end
if value[hiLow].bet > value[hiLow].infoData.maxBet then
value[hiLow].infoData.maxBet = value[hiLow].bet
end
value[hiLow].infoData.profit = value[hiLow].infoData.profit + profit
value[hiLow].infoData.balance = value[hiLow].infoData.balance + profit
if value[hiLow].infoData.balance > value[hiLow].infoData.bigerBalance then
value[hiLow].infoData.bigerBalance = value[hiLow].infoData.balance
end
end
function winUpdate (value, hiLow)
updateInfo(value, hiLow, true)
local tileT = value[hiLow].lose / value[hiLow].risk * 100
if tileT ~= 0 then
value[hiLow].onwin.count = value[hiLow].onwin.count + 1
end
value[hiLow].onwin.tile = value[hiLow].onwin.tile + tileT
value[hiLow].lose = 0
value[hiLow].bet = getCurBet(value, hiLow)
value[hiLow].tilethang = 0
end
function loseUpdate(value, hiLow, key)
updateInfo(value, hiLow, false)
if value[hiLow].lose > 0 then
--[[if key == tonumber(lastBet.chance) then
value[hiLow].bet = value[hiLow].bet + (value[hiLow].bet * value[hiLow].onlose / 100)
else
value[hiLow].bet = getMutiBet(value, hiLow)
end]]
-- value[hiLow].bet = getMutiBet(value, hiLow)
value[hiLow].bet = value[hiLow].bet + (value[hiLow].bet * value[hiLow].onlose / 100)
end
value[hiLow].tilethang = value[hiLow].lose / value[hiLow].risk * 100
value[hiLow].lose = value[hiLow].lose + 1
if value[hiLow].lose > value[hiLow].risk then
value[hiLow].risk = value[hiLow].lose
end
end
function updateBet()
for key, value in pairs(allVariable.tableChance) do
for hiLow, val in pairs(allVariable.typeBet) do
if val then
if tonumber(lastBet.roll) > tonumber(value[hiLow].game) then
winUpdate(value, hiLow)
else
loseUpdate(value, hiLow, key)
end
else
if tonumber(lastBet.roll) < tonumber(value[hiLow].game) then
winUpdate(value, hiLow)
else
loseUpdate(value, hiLow, key)
end
end
end
end
end
function getBet()
local _bet
local phantram = 0
local maxBetTatic
local profitBiger
local taticName
local smallestSoFar
for key, val in pairs(allVariable.tableChance) do
for hiLow, v in pairs(allVariable.typeBet) do
if val[hiLow].tilethang > phantram and
val[hiLow].tilethang < 100 - (val[hiLow].onwin.tile / val[hiLow].onwin.count + 50) and
(not smallestSoFar or (math.abs( ( 100 - (val[hiLow].onwin.tile / val[hiLow].onwin.count + 50) ) - val[hiLow].tilethang) < smallestSoFar) ) and
(not profitBiger or val[hiLow].infoData.profit < profitBiger) and
(not maxBetTatic or val[hiLow].infoData.maxBet > maxBetTatic) then
smallestSoFar = math.abs( ( 100 - (val[hiLow].onwin.tile / val[hiLow].onwin.count + 50) ) - val[hiLow].tilethang)
profitBiger = val[hiLow].infoData.profit
maxBetTatic = val[hiLow].infoData.maxBet
phantram = val[hiLow].tilethang
_bet = val[hiLow]
end
end
end
if _bet ~= nil then
chance = _bet.chance
bethigh = _bet.bethigh
nextbet = _bet.bet
--[[if _bet.tilethang < 100 - (_bet.onwin.tile / _bet.onwin.count + 50) then
nextbet = _bet.bet
else
nextbet = _bet.betTwo
end]]
else
chance = math.random(5, 95)
bethigh = math.random(0, 100) % 2 == 0
nextbet = allVariable.bet
end
end
function dobet()
if profit > allVariable.profitMax then
allVariable.profitMax = profit
end
--[[if allVariable.profitMax > ((allVariable.bigerBalance * 50) / 100) then
if profit < ((allVariable.bigerBalance * 8 ) / 100) then
end
resetseed()
resetstats()
resetBet()
allVariable.target = balance * 2
allVariable.bigerBalance = balance
allVariable.profitMax = 0
end]]
if profit < -((allVariable.bigerBalance * 40) / 100) then
resetseed()
resetstats()
resetBet()
allVariable.target = balance * 2
allVariable.bigerBalance = balance
allVariable.profitMax = 0
end
if balance > allVariable.target then
resetseed()
resetstats()
resetBet()
allVariable.target = balance + allVariable.stb
allVariable.bigerBalance = balance
allVariable.profitMax = 0
-- stop()
end
if nextbet > allVariable.maxBet then
allVariable.maxBet = nextbet
end
allVariable.countBet = allVariable.countBet + 1
if balance > allVariable.bigerBalance then
allVariable.bigerBalance = balance
end
updateBet()
getBet()
end
bet = 0.01000000,
form = 5,
to = 95,
tableChance = {},
typeBet = {
hi = true,
low = false
},
countBet = 0,
bigerBalance = 0,
target = balance * 2,
maxBet = 0,
profitMax = 0,
profitWinDown = 0,
profitWinUp = 0,
stb = balance
};
chance = 50
bethigh = true
nextbet = allVariable.bet
function getPayout(chag)
local py = 100 / tonumber(chag)
py = py - (py * (1 / 100))
return py;
end
function createChange()
for i = allVariable.form, allVariable.to, 1 do
i = string.format("%.2f", i)
local py = tonumber(string.format("%.4f", getPayout(i)))
allVariable.tableChance[tonumber(i)] = {};
for hiLow, val in pairs(allVariable.typeBet) do
allVariable.tableChance[tonumber(i)][hiLow] = {};
allVariable.tableChance[tonumber(i)][hiLow] = {
lose = 0,
/ (py - 1) * 100,
/ (py - 1) * 30,
> count = 0,
tile = 0
},
bet = allVariable.bet,
py = py,
bethigh = val,
chance = tonumber(i),
tilethang = 0,
infoData = {
profit = 0,
maxBet = 0,
bigerBalance = 0,
balance = balance
}
}
if tonumber(i) <= 15 then
allVariable.tableChance[tonumber(i)][hiLow].risk = math.ceil((py * 10) + ((py * 30) * 20 / 100))
elseif tonumber(i) > 15 and tonumber(i) <= 30 then
allVariable.tableChance[tonumber(i)][hiLow].risk = math.ceil((py * 10) + 25)
else
allVariable.tableChance[tonumber(i)][hiLow].risk = math.ceil((py * 10) + ((py * 20) * 20 / 100))
end
if val == true then
allVariable.tableChance[tonumber(i)][hiLow].game = string.format("%.2f", (100 - i - 0.01))
else
allVariable.tableChance[tonumber(i)][hiLow].game = string.format("%.2f", i)
end
end
end
end
createChange()
function resetBet()
for key, value in pairs(allVariable.tableChance) do
for hiLow, val in pairs(allVariable.typeBet) do
value[hiLow].lose = 0
value[hiLow].bet = allVariable.bet
value[hiLow].onwin.count = 0
value[hiLow].onwin.tile = 0
value[hiLow].onwin.tilethang = 0
value[hiLow].infoData.profit = 0
value[hiLow].infoData.maxBet = 0
value[hiLow].infoData.bigerBalance = 0
end
end
end
function getCurBet(value, hiLow)
local currentBet = allVariable.bigerBalance / value[hiLow].py
for i = 1, value[hiLow].risk, 1 do
currentBet = currentBet / ((value[hiLow].onlose / 100) + 1)
end
if currentBet > balance then
currentBet = allVariable.bet
else
if currentBet < allVariable.bet then
currentBet = allVariable.bet
end
end
return currentBet
end
function getMutiBet(value, hiLow)
local currentBet = allVariable.bigerBalance / value[hiLow].py
local risk = value[hiLow].risk - value[hiLow].lose
for i = 1, risk, 1 do
currentBet = currentBet / ((value[hiLow].onlose / 100) + 1)
end
if currentBet < allVariable.bet then
currentBet = allVariable.bet
end
return currentBet
end
function updateInfo(value, hiLow, winLose)
local profit
if winLose then
profit = value[hiLow].bet * value[hiLow].py - value[hiLow].bet
else
profit = -value[hiLow].bet
end
if value[hiLow].bet > value[hiLow].infoData.maxBet then
value[hiLow].infoData.maxBet = value[hiLow].bet
end
value[hiLow].infoData.profit = value[hiLow].infoData.profit + profit
value[hiLow].infoData.balance = value[hiLow].infoData.balance + profit
if value[hiLow].infoData.balance > value[hiLow].infoData.bigerBalance then
value[hiLow].infoData.bigerBalance = value[hiLow].infoData.balance
end
end
function winUpdate (value, hiLow)
updateInfo(value, hiLow, true)
local tileT = value[hiLow].lose / value[hiLow].risk * 100
if tileT ~= 0 then
value[hiLow].onwin.count = value[hiLow].onwin.count + 1
end
value[hiLow].onwin.tile = value[hiLow].onwin.tile + tileT
value[hiLow].lose = 0
value[hiLow].bet = getCurBet(value, hiLow)
value[hiLow].tilethang = 0
end
function loseUpdate(value, hiLow, key)
updateInfo(value, hiLow, false)
if value[hiLow].lose > 0 then
--[[if key == tonumber(lastBet.chance) then
value[hiLow].bet = value[hiLow].bet + (value[hiLow].bet * value[hiLow].onlose / 100)
else
value[hiLow].bet = getMutiBet(value, hiLow)
end]]
-- value[hiLow].bet = getMutiBet(value, hiLow)
value[hiLow].bet = value[hiLow].bet + (value[hiLow].bet * value[hiLow].onlose / 100)
end
value[hiLow].tilethang = value[hiLow].lose / value[hiLow].risk * 100
value[hiLow].lose = value[hiLow].lose + 1
if value[hiLow].lose > value[hiLow].risk then
value[hiLow].risk = value[hiLow].lose
end
end
function updateBet()
for key, value in pairs(allVariable.tableChance) do
for hiLow, val in pairs(allVariable.typeBet) do
if val then
if tonumber(lastBet.roll) > tonumber(value[hiLow].game) then
winUpdate(value, hiLow)
else
loseUpdate(value, hiLow, key)
end
else
if tonumber(lastBet.roll) < tonumber(value[hiLow].game) then
winUpdate(value, hiLow)
else
loseUpdate(value, hiLow, key)
end
end
end
end
end
function getBet()
local _bet
local phantram = 0
local maxBetTatic
local profitBiger
local taticName
local smallestSoFar
for key, val in pairs(allVariable.tableChance) do
for hiLow, v in pairs(allVariable.typeBet) do
if val[hiLow].tilethang > phantram and
val[hiLow].tilethang < 100 - (val[hiLow].onwin.tile / val[hiLow].onwin.count + 50) and
(not smallestSoFar or (math.abs( ( 100 - (val[hiLow].onwin.tile / val[hiLow].onwin.count + 50) ) - val[hiLow].tilethang) < smallestSoFar) ) and
(not profitBiger or val[hiLow].infoData.profit < profitBiger) and
(not maxBetTatic or val[hiLow].infoData.maxBet > maxBetTatic) then
smallestSoFar = math.abs( ( 100 - (val[hiLow].onwin.tile / val[hiLow].onwin.count + 50) ) - val[hiLow].tilethang)
profitBiger = val[hiLow].infoData.profit
maxBetTatic = val[hiLow].infoData.maxBet
phantram = val[hiLow].tilethang
_bet = val[hiLow]
end
end
end
if _bet ~= nil then
chance = _bet.chance
bethigh = _bet.bethigh
nextbet = _bet.bet
--[[if _bet.tilethang < 100 - (_bet.onwin.tile / _bet.onwin.count + 50) then
nextbet = _bet.bet
else
nextbet = _bet.betTwo
end]]
else
chance = math.random(5, 95)
bethigh = math.random(0, 100) % 2 == 0
nextbet = allVariable.bet
end
end
function dobet()
if profit > allVariable.profitMax then
allVariable.profitMax = profit
end
--[[if allVariable.profitMax > ((allVariable.bigerBalance * 50) / 100) then
if profit < ((allVariable.bigerBalance * 8 ) / 100) then
end
resetseed()
resetstats()
resetBet()
allVariable.target = balance * 2
allVariable.bigerBalance = balance
allVariable.profitMax = 0
end]]
if profit < -((allVariable.bigerBalance * 40) / 100) then
resetseed()
resetstats()
resetBet()
allVariable.target = balance * 2
allVariable.bigerBalance = balance
allVariable.profitMax = 0
end
if balance > allVariable.target then
resetseed()
resetstats()
resetBet()
allVariable.target = balance + allVariable.stb
allVariable.bigerBalance = balance
allVariable.profitMax = 0
-- stop()
end
if nextbet > allVariable.maxBet then
allVariable.maxBet = nextbet
end
allVariable.countBet = allVariable.countBet + 1
if balance > allVariable.bigerBalance then
allVariable.bigerBalance = balance
end
updateBet()
getBet()
end
