var config baseBet type number value baseTarget type multiplier value

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var config = {
baseBet: { type: "number", value: 1 },
baseTarget: { type: "multiplier", value: 1.13 },
targetIncrease: { type: "multiplier", value: 1.1 },
stopBalance: { type: "number", value: 1000 },
maxLoss: { type: "number", value: 100 },
use_rnd: {
label: "If goodluck's needed gypsy's know, that you must scratch your camel toe", type: "radio", value: "benormal", options: {
benormal: { label: "Max Target", type: "multiplier", value: 99 },
bernd: { label: "Max Target will use random variable", type: "noop", value: "" },
}
},
target_random_up_to: { type: "number", value: 100 },
target_random_minimal: { type: "number", value: 50 },
};
/* Nippletron v.4.1
(V3.1 Now with Gypsy spell)
From the ancient gypsy book
comes a spell that gives goodluck
Camel toe and pluck a duck
twist your nipples so you wont suck!
(An experiment from The Ghostnipple laboratory)
Sponsors of the Beggar Olympics Nigeria 2020
Design development by Ghostnipple
Scripting by Professor Baecoin
Theme song "Get lucky" by daftpunk
Crying by you
For education and entertainment purposes. Use at your own risk.
Methods you can apply to variable below this line
setRandom() -- Setting amount of target random up and minimal amount (var: target_random_minimal, target_random_up_to) */
var target_random_up_to = config.target_random_up_to.value /* Upper limit for the randomised maximum target that the script will climb to */
var target_random_minimal = config.target_random_minimal.value /* Lower limit for the randomised minimal target that the script will climb */
var baseBet = config.baseBet.value /* How much bits you want to bet. */
var baseTarget = config.baseTarget.value /* This is your base target. */
var targetIncrease = config.targetIncrease.value /* This amount is added to your target after each loss. */
var maxTarget = setRandom() /* If your target rises to this point the script will divide and multiply your target and bet size, respectively. */
var stopBalance = config.stopBalance.value /* Specified in bits, if your balance drops to this level the script will stop. */
var maxLoss = config.maxLoss.value /* maximum number of losses in a row */
//----------------------------------------------------------
var currentBet = baseBet
var cashOut = baseTarget
var startBR = balance
var currentBR = balance
var sessionBR = balance
var lossCount = 0
//----------------------------------------------------------
function setRandom() {
let rndVal;
if (config.use_rnd.value == "benormal"){
rndVal = config.use_rnd.options.benormal.value
} else {
rndVal = Math.round(Math.random() * target_random_up_to) + target_random_minimal
}
return rndVal
}
const main = async () => {
while (true) {
if (stopBalance > this.balance / 100 || lossCount >= maxLoss) {
this.stop();
}
let lastGame = await this.bet(Math.round(currentBet) * 100, cashOut);
let lastCrash = lastGame.multiplier;
console.log(`${lastGame.multiplier}`);
if (lastCrash < cashOut) {
cashOut += targetIncrease
if (cashOut > maxTarget) {
currentBet *= 5 // When Payout reaches the specified level the bet size is multiplied by the number shown here
cashOut -= targetIncrease
cashOut /= 5 // When Payout reaches the specified level the payout target is divided by the number shown here
lossCount++
}
} else {
currentBet = baseBet
cashOut = baseTarget
lossCount = 0
}
this.clearLog()
this.log(`Betting ${Math.round(currentBet)} bits @ ${Math.round(cashOut * 100) / 100}x`);
this.log(`Current profit/losses: ${Math.round(this.balance - startBR) / 100}`)
this.log(`Session profit/losses: ${Math.round(this.balance - sessionBR) / 100}`)
if (lastGame.balance > startBR) { startBR = lastGame.balance; }
}
}
while (true) {
try {
await main();
} catch (error) {
if (error.message === "connection closed") {
await this.log("connection closed. restarting script");
continue;
} else {
throw error;
}
}
}