Quote:
Originally Posted by Everlong
it doesn't work three-handed (after the bubble) the way I've set it up. It would be pretty easy to fix though.
edit: rather it doesn't work when stacks = payout spots or less.
it works threehanded if you only have 2 spots (6max)
I dont really understand why you dont want it to work for 3-handed. But in case you change your mind or if someone else wants a working version. I just used the code for 6-handed and applied it to ITM for 9-handed and changed the payout structure.
I noticed that the 6max calculations takes (a lot) longer than the 9max. Is the algorithm for 9max code better or is it somehow more complicated math for the 6max? Seems strange to me, but I cant say I really understand the code
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Change this part:
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Loop, 6
{
GuiControlGet, Stack%A_Index%,, Stack%A_Index%
}
EVCALC()
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To the following:
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Loop, 6
{
GuiControlGet, Stack%A_Index%,, Stack%A_Index%
}
if ( (9max = 1) AND (Stack4 = 0) AND (Stack3 > 0) )
{
6max := 1
type = 6-max hand history
9max := 0
payf := 30
pays := 10
payt := 0
Checkstr = 6max
}
EVCALC()
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