New AHK script: Bubble Factor Calculator
Is there anyway you could get it to allow 9 Stack Sizes, and with the 45 Man Payout Structure?
hi
its a very nice tool. i have a little request. i often use the website holdemresources.net and i want that the script autmatically opens the site in a new browsertab with the used stacks. would be great if that is possible. i think it would be only a few codelines.
would be great for me.
a tip for a codeline is fine too
fauli
its a very nice tool. i have a little request. i often use the website holdemresources.net and i want that the script autmatically opens the site in a new browsertab with the used stacks. would be great if that is possible. i think it would be only a few codelines.
would be great for me.
a tip for a codeline is fine too
fauli
Is this still available, downloading from overcards.com wiki is just an empty file??? If any1 has it could they possibly send it to me or is the something else similar?
i found what i think is the last version on my work comp. no support given tho
http://www.filefactory.com/file/b3ee7fd/n/BBFv1.4.ahk
http://www.filefactory.com/file/b3ee7fd/n/BBFv1.4.ahk
Awesome TY for that and creating it
Any chance of hosting it elsewhere? The host site is down every time I try. Am using old 4 stack version from overcards, which still works. tyty
working
Im new to scripts so sorry for the silly question.
How do you make this work? When I click it nothing happens.. I dl'd the 1.4 version from www.overcards.com
How do you make this work? When I click it nothing happens.. I dl'd the 1.4 version from www.overcards.com
You need to DL the autohotkey program itself to run any ahk script. autohotkey.com im guessing google should know
I did download it. Still doesn't work.
Dunno start swearing at the computer, that usually works for me
Best i can suggest is remove bubblefactor and autohotkey and try re-installing
Best i can suggest is remove bubblefactor and autohotkey and try re-installing
anyway to add more payouts? 9+
Nice job. Would it be too hard to include information on the blinds? I think the current version ignores blinds and antes, and these can play a very important role in bubble factors.
OK, ignore this, I was confused. Blinds and antes go into the pot odds part, not into the bubble factor.
i all ! the link dont works ! its posible use to 18 man sng ? overcard.com donts works too !!
I downloaded it a few days ago but I'm not able do anything with the file... I'm so terrible with new computer staff.. anyone can help to make the ahk file work? Thanks XD
does this bubblefactor calculator still exist? where can i get one?
Would anyone please reupload the calculator to any filehost ?
Having a hard time finding it anywhere and need it badly. Thanks.
Having a hard time finding it anywhere and need it badly. Thanks.
This is the final version that was made. Prolly doesnt work with hand histories anymore
http://www.mediafire.com/?q9sw9zl95tx1c9r
http://www.mediafire.com/?q9sw9zl95tx1c9r
Thanks a ton, Everlong! I owe you!
Here is the similar thing, Everlong made a nice GUI which I borrowed and for which I thank him and he probably inspired me to make this cause I wanted to have a code for bubble factor. Because it's all free I think it's ok for me to write here. Only difference is I have 4 payout boxes cause I play 18man and percentages needed to win to be +EV.
http://forumserver.twoplustwo.com/45...-odds-1116365/
http://forumserver.twoplustwo.com/45...-odds-1116365/
ginandbread, very nice! Thanks for sharing
does anyone know where i can download this? or if anyone has copy i would greatly appreciate if you send me a pm
thanks
thanks
cliffhanger: i know i have a copy on my work computer. i'll put it up monday. sorta amazed there is still interest in this.
This is 1.4 dated 3/18-2008
Code:
; ; AutoHotkey Version: 1.x ; Language: English ; Platform: Win9x/NT ; Author: Everlong @ 2p2 forums, thanks to marand for testing/improvement!! ; ; add name and nameT to reset #NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases. SendMode Input ; Recommended for new scripts due to its superior speed and reliability. SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory. ;Menu, Tray, Icon, bbf.ico ;Gui, color, FFA230 Gui, Color, d8c46c Gui, Add, Text, x16 y5, Payouts Gui, add, Checkbox, x95 y5 v6max g6maxgui Checked0, 6m Gui, add, Checkbox, x58 y5 v9max g9maxgui Checked1, FR Gui, Add, Edit, x16 y20 vPayf, 50 Gui, Add, Edit, x50 y20 vPays, 30 Gui, Add, Edit, x84 y20 vPayt, 20 Gui, Add, Text, x16 y45 w120 h20 -background vEv1, Stack 1: Gui, Add, Edit, x16 y65 w50 h20 vStack1 Number, 0 Gui, Add, Text, x16 y85 w120 h20 -background vEv2, Stack 2: Gui, Add, Edit, x16 y105 w50 h20 vStack2 Number, 0 Gui, Add, Text, x16 y125 w120 h20 -background vEv3, Stack 3: Gui, Add, Edit, x16 y145 w50 h20 vStack3 Number, 0 Gui, Add, Text, x16 y165 w120 h20 -background vEv4, Stack 4: Gui, Add, Edit, x16 y185 w50 h20 vStack4 Number, 0 Gui, Add, Text, x16 y205 w120 h20 -background vEv5, Stack 5: Gui, Add, Edit, x16 y225 w50 h20 vStack5 Number, 0 Gui, Add, Text, x16 y245 w120 h20 -background vEv6, Stack 6: Gui, Add, Edit, x16 y265 w50 h20 vStack6 Number, 0 Gui, Add, Text, x16 y285 w56 h20 vChiptot, Chiptotal: 0 Gui, Add, Text, x16 y305 w120 h20 , Paste hand history here: Gui, Add, Edit, x16 y325 w400 h128 vHH, Gui, Add, Button, x465 y427 w80 h30 ghhinput, Calc. from HH Gui, Add, Button, x465 y377 w80 h30 gcalcglobal, Calculate Gui, Add, Button, x465 y327 w80 h30 greset, Reset Gui, Add, GroupBox, x136 y5 w430 h280 -background , Bubble Factors Gui, Add, Text, x145 y55 w55 h20 vName1, Stack1 Gui, Add, Text, x145 y95 w55 h20 VName2, Stack2 Gui, Add, Text, x145 y135 w55 h20 vName3, Stack3 Gui, Add, Text, x145 y175 w55 h20 vName4, Stack4 Gui, Add, Text, x145 y215 w55 h20 vName5, Stack5 Gui, Add, Text, x145 y255 w55 h20 vName6, Stack6 Gui, Add, Text, x195 y23 w55 h20 vNameT1, Stack1 Gui, Add, Text, x255 y23 w55 h20 vNameT2, Stack2 Gui, Add, Text, x315 y23 w55 h20 vNameT3, Stack3 Gui, Add, Text, x375 y23 w55 h20 vNameT4, Stack4 Gui, Add, Text, x435 y23 w55 h20 vNameT5, Stack5 Gui, Add, Text, x495 y23 w55 h20 vNameT6, Stack6 Gui, Add, Text, x255 y55 w30 h20 vbf1v2, Gui, Add, Text, x315 y55 w30 h20 vbf1v3, Gui, Add, Text, x375 y55 w30 h20 vbf1v4, Gui, Add, Text, x435 y55 w30 h20 vbf1v5, Gui, Add, Text, x495 y55 w30 h20 vbf1v6, Gui, Add, Text, x195 y95 w30 h20 vbf2v1, Gui, Add, Text, x315 y95 w30 h20 vbf2v3, Gui, Add, Text, x375 y95 w30 h20 vbf2v4, Gui, Add, Text, x435 y95 w30 h20 vbf2v5, Gui, Add, Text, x495 y95 w30 h20 vbf2v6, Gui, Add, Text, x195 y135 w30 h20 vbf3v1, Gui, Add, Text, x255 y135 w30 h20 vbf3v2, Gui, Add, Text, x375 y135 w30 h20 vbf3v4, Gui, Add, Text, x435 y135 w30 h20 vbf3v5, Gui, Add, Text, x495 y135 w30 h20 vbf3v6, Gui, Add, Text, x195 y175 w30 h20 vbf4v1, Gui, Add, Text, x255 y175 w30 h20 vbf4v2, Gui, Add, Text, x315 y175 w30 h20 vbf4v3, Gui, Add, Text, x435 y175 w30 h20 vbf4v5, Gui, Add, Text, x495 y175 w30 h20 vbf4v6, Gui, Add, Text, x195 y215 w30 h20 vbf5v1, Gui, Add, Text, x255 y215 w30 h20 vbf5v2, Gui, Add, Text, x315 y215 w30 h20 vbf5v3, Gui, Add, Text, x375 y215 w30 h20 vbf5v4, Gui, Add, Text, x495 y215 w30 h20 vbf5v6, Gui, Add, Text, x195 y255 w30 h20 vbf6v1, Gui, Add, Text, x255 y255 w30 h20 vbf6v2, Gui, Add, Text, x315 y255 w30 h20 vbf6v3, Gui, Add, Text, x375 y255 w30 h20 vbf6v4, Gui, Add, Text, x435 y255 w30 h20 vbf6v5, Gui, Add, Text, x156 y305 w180 h20 Vmess, Gui, Show, , EV and BubbleFactor calculator v.1.4 (by Everlong) Return GuiClose: ExitApp 6maxgui: 6max := 1 9max := 0 payf := 65 pays := 35 payt := 0 GuiControl, , payf, %payf% GuiControl, , pays, %pays% GuiControl, , payt, %payt% GuiControl, , 6max, 1 GuiControl, , 9max, 0 ;gui, submit, nohide Return 9maxgui: 6max := 0 9max := 1 payf := 50 pays := 30 payt := 20 GuiControl, , payf, %payf% GuiControl, , pays, %pays% GuiControl, , payt, %payt% GuiControl, , 6max, 0 GuiControl, , 9max, 1 ;gui, submit, nohide Return ^!r::Reload Return reset: Loop, 6 { GuiControl, , Stack%A_Index%, 0 Stack%A_Index% := 0 GuiControl, , EV%A_index%, Stack %A_Index%: Name%A_Index% = GuiControl, , Name%A_Index%, GuiControl, , NameT%A_Index%, } payf := 50 pays := 30 payt := 20 GuiControl, , mess, GuiControl, , 6max, 0 GuiControl, , 9max, 1 6max := 0 9max := 1 GuiControl, , hh, %hh% GuiControl, , payf, %payf% GuiControl, , pays, %pays% GuiControl, , payt, %payt% hh :="" GuiControl, ,hh, %hh% Gosub, calcglobal Loop, 6 { GuiControl, , EV%A_index%, Stack %A_Index%: Gui, font, cBlack GuiControl, font, EV%A_Index% } return hhinput: GuiControlGet, hh,, hh Loop, 9 { Stack%A_Index% = } GuiControl, , hh, %hh% StringReplace, hh, hh, -, , all StringReplace, hh, hh, _, , all StringReplace, hh, hh, `,, , all StringReplace, hh, hh, %A_Space%in chips, , all StringReplace, hh, hh, %A_Space%, , all StringReplace, hh, hh, `r, , all StringReplace, hh, hh, `n, , all StringReplace, hh, hh, Seat10, Seat| , all hh := RegExReplace(hh, "smallblind(.*)", "") hh := RegExReplace(hh, "bigblind(.*)", "") hh := RegExReplace(hh, "antes(.*)", "") hh := RegExReplace(hh, "postsante(.*)", "") hh := RegExReplace(hh, "dealingdowncards(.*)", "") grep(hh, "\([0-9]{1,5}\)", Stack) StringSplit, Stack, Stack , "", "(" ")" grep(hh, "Seat[0-9|]\:[a-zA-Z0-9_]+", Name) Loop, parse, Name, "" { StringTrimLeft, Name%A_Index%, A_LoopField, 6 Name%A_Index% := abbrstr(Name%A_Index%,7) loopname := abbrstr(Name%A_Index%,7) GuiControl, , Name%A_Index%, %loopname% GuiControl, , NameT%A_Index%, %loopname% } If Stack5 is not Number Stack5 := 0 Else Stack5 := Stack5 If Stack6 is not Number Stack6 := 0 Else Stack6 := Stack6 stacktot := Stack1 + Stack2 + Stack3 + Stack4 + Stack5 + Stack6 GuiControl, , Stack1, %Stack1% GuiControl, , Stack2, %Stack2% GuiControl, , Stack3, %Stack3% GuiControl, , Stack4, %Stack4% GuiControl, , Stack5, %Stack5% GuiControl, , Stack6, %Stack6% ; if Stack4 is not number ;msgbox, Hand history has less than 4 players / no bubble! If Stack7 is Number MsgBox, Hand history has more than 6 remaining players!`nOnly the First six seats will be calculated. IfInString, hh, 6max 6max := 1 if hh contains seat7,seat8,seat9,seat10 6max = 0 ifinstring, hh, FullTiltPokerGame site = Full Tilt Poker ifinstring, hh, STTTournament site = Party Poker ifinstring, hh, USDBuyinTrny site = Party Poker if site = Full Tilt Poker { if stacktot = 9000 { 6max = 1 9max = 0 } else { 6max = 0 9max = 1 } } ; ifinstring, hh, PokerStars site = PokerStars if hh not contains PokerStars,FullTiltPokerGame,STTTournament,USDBuyinTrny site = Unknown site If 6max = 1 { type = 6-max hand history 9max := 0 payf := 65 pays := 35 payt := 0 Checkstr = 6max GuiControl, , 6max, 1 GuiControl, , 9max, 0 GuiControl, , payf, %payf% GuiControl, , pays, %pays% GuiControl, , payt, %payt% } Else { type = full-ring hand history 9max := 1 payf := 50 pays := 30 payt := 20 Checkstr = 9max GuiControl, , 6max, 0 GuiControl, , 9max, 1 GuiControl, , payf, %payf% GuiControl, , pays, %pays% GuiControl, , payt, %payt% } Gosub calcglobal Guicontrol, , mess, %Site% %type% Gui, font, cRed GuiControl, font, mess Return calcglobal: Gui, Submit, NoHide stacktot := Stack1 + Stack2 + Stack3 + Stack4 + Stack5 + Stack6 GuiControl, Move, Chiptot, w80 Gui, font, cGreen GuiControl, font, Chiptot GuiControl, , Chiptot, Chiptotal: %stacktot% 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 := 75 pays := 25 payt := 0 Checkstr = 6max } EVCALC() SetFormat, Float, 0.2 If 6max = 1 { Loop, 6 { %A_Index%t := 0 pEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) } } Else { Loop, 6 { pEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays)+ (%A_Index%t * payt) } } GuiControl, , EV1, %name1% $EV: %pEV1% GuiControl, , EV2, %name2% $EV: %pEV2% GuiControl, , EV3, %name3% $EV: %pEV3% GuiControl, , EV4, %name4% $EV: %pEV4% GuiControl, , EV5, %name5% $EV: %pEV5% GuiControl, , EV6, %name6% $EV: %pEV6% Loop, 6 { Gui, font, cRed GuiControl, font, EV%A_Index% } ;BubbleFcAlc ;Stack 1 vs Stack 2 ;Stack 1 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack1 >= Stack2) { Stack1 := Stack1 + Stack2 Stack2 := Stack2 - Stack2 } Else { Stack2 := Stack2 - Stack1 Stack1 := Stack1 + Stack1 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbAEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st1vst2w1 := bbAEV1 - pEV1 ;Stack 1 vs Stack 2 ;Stack 2 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack1 >= Stack2) { Stack1 := Stack1 - Stack2 Stack2 := Stack2 + Stack2 ,%stack2% } Else { Stack2 := Stack2 + Stack1 Stack1 := Stack1 - Stack1 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbBEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st1vst2w2 := pEV1 - bbBEV1 bf1v2 := st1vst2w2 / st1vst2w1 GuiControl, , bf1v2, %bf1v2% ;Stack 1 vs Stack 3 ;Stack 1 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack1 >= Stack3) { Stack1 := Stack1 + Stack3 Stack3 := Stack3 - Stack3 } Else { Stack3 := Stack3 - Stack1 Stack1 := Stack1 + Stack1 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbCEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st1vst3w1 := bbCEV1 - pEV1 ;Stack 1 vs Stack 3 ;Stack 3 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack1 >= Stack3) { Stack1 := Stack1 - Stack3 Stack3 := Stack3 + Stack3 } Else { Stack3 := Stack3 + Stack1 Stack1 := Stack1 - Stack1 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbDEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st1vst3w3 := pEV1 - bbDEV1 bf1v3 := st1vst3w3 / st1vst3w1 GuiControl, , bf1v3, %bf1v3% ;Stack 1 vs Stack 4 ;Stack 1 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack1 >= Stack4) { Stack1 := Stack1 + Stack4 Stack4 := Stack4 - Stack4 } Else { Stack4 := Stack4 - Stack1 Stack1 := Stack1 + Stack1 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbEEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st1vst4w1 := bbEEV1 - pEV1 ;Stack 1 vs Stack 4 ;Stack 4 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack1 >= Stack4) { Stack1 := Stack1 - Stack4 Stack4 := Stack4 + Stack4 } Else { Stack4 := Stack4 + Stack1 Stack1 := Stack1 - Stack1 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbFEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st1vst4w4 := pEV1 - bbFEV1 bf1v4 := st1vst4w4 / st1vst4w1 GuiControl, , bf1v4, %bf1v4% ;Stack 1 vs Stack 5 ;Stack 1 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack1 >= Stack5) { Stack1 := Stack1 + Stack5 Stack5 := Stack5 - Stack5 } Else { Stack5 := Stack5 - Stack1 Stack1 := Stack1 + Stack1 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbMEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st1vst5w1 := bbMEV1 - pEV1 ;Stack 1 vs Stack 5 ;Stack 5 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack1 >= Stack5) { Stack1 := Stack1 - Stack5 Stack5 := Stack5 + Stack5 } Else { Stack5 := Stack5 + Stack1 Stack1 := Stack1 - Stack1 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbNEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st1vst5w5 := pEV1 - bbNEV1 bf1v5 := st1vst5w5 / st1vst5w1 GuiControl, , bf1v5, %bf1v5% ;Stack 1 vs Stack 6 ;Stack 1 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack1 >= Stack6) { Stack1 := Stack1 + Stack6 Stack6 := Stack6 - Stack6 } Else { Stack6 := Stack6 - Stack1 Stack1 := Stack1 + Stack1 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbOEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st1vst6w1 := bbOEV1 - pEV1 ;Stack 1 vs Stack 6 ;Stack 6 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack1 >= Stack6) { Stack1 := Stack1 - Stack6 Stack6 := Stack6 + Stack6 } Else { Stack6 := Stack6 + Stack1 Stack1 := Stack1 - Stack1 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbPEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st1vst6w6 := pEV1 - bbPEV1 bf1v6 := st1vst6w6 / st1vst6w1 GuiControl, , bf1v6, %bf1v6% ;Stack 2 vs Stack 3 ;Stack 2 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack2 >= Stack3) { Stack2 := Stack2 + Stack3 Stack3 := Stack3 - Stack3 } Else { Stack3 := Stack3 - Stack2 Stack2 := Stack2 + Stack2 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbGEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st2vst3w2 := bbGEV2 - pEV2 ;Stack 2 vs Stack 3 ;Stack 3 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack2 >= Stack3) { Stack2 := Stack2 - Stack3 Stack3 := Stack3 + Stack3 } Else { Stack3 := Stack3 + Stack2 Stack2 := Stack2 - Stack2 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbHEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st2vst3w3 := pEV2 - bbHEV2 bf2v3 := st2vst3w3 / st2vst3w2 GuiControl, , bf2v3, %bf2v3% ;Stack 2 vs Stack 4 ;Stack 2 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack2 >= Stack4) { Stack2 := Stack2 + Stack4 Stack4 := Stack4 - Stack4 } Else { Stack4 := Stack4 - Stack2 Stack2 := Stack2 + Stack2 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbIEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st2vst4w2 := bbIEV2 - pEV2 ;Stack 2 vs Stack 4 ;Stack 4 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack2 >= Stack4) { Stack2 := Stack2 - Stack4 Stack4 := Stack4 + Stack4 } Else { Stack4 := Stack4 + Stack2 Stack2 := Stack2 - Stack2 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbJEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st2vst4w4 := pEV2 - bbJEV2 bf2v4 := st2vst4w4 / st2vst4w2 GuiControl, , bf2v4, %bf2v4% ;msgbox %bf2v4% ;Stack 2 vs Stack 5 ;Stack 2 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack2 >= Stack5) { Stack2 := Stack2 + Stack5 Stack5 := Stack5 - Stack5 } Else { Stack5 := Stack5 - Stack2 Stack2 := Stack2 + Stack2 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbQEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st2vst5w2 := bbQEV2 - pEV2 ;Stack 2 vs Stack 5 ;Stack 5 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack2 >= Stack5) { Stack2 := Stack2 - Stack5 Stack5 := Stack5 + Stack5 } Else { Stack5 := Stack5 + Stack2 Stack2 := Stack2 - Stack2 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbREV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st2vst5w5 := pEV2 - bbREV2 bf2v5 := st2vst5w5 / st2vst5w2 GuiControl, , bf2v5, %bf2v5% ;Stack 2 vs Stack 6 ;Stack 2 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack2 >= Stack6) { Stack2 := Stack2 + Stack6 Stack6 := Stack6 - Stack6 } Else { Stack6 := Stack6 - Stack2 Stack2 := Stack2 + Stack2 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbSEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st2vst6w2 := bbSEV2 - pEV2 ;Stack 2 vs Stack 6 ;Stack 6 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack2 >= Stack6) { Stack2 := Stack2 - Stack6 Stack6 := Stack6 + Stack6 } Else { Stack6 := Stack6 + Stack2 Stack2 := Stack2 - Stack2 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbTEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st2vst6w6 := pEV2 - bbTEV2 bf2v6 := st2vst6w6 / st2vst6w2 GuiControl, , bf2v6, %bf2v6% ;Stack 3 vs Stack 4 ;Stack 3 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack3 >= Stack4) { Stack3 := Stack3 + Stack4 Stack4 := Stack4 - Stack4 } Else { Stack4 := Stack4 - Stack3 Stack3 := Stack3 + Stack3 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbKEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st3vst4w3 := bbKEV3 - pEV3 ;Stack 3 vs Stack 4 ;Stack 4 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack3 >= Stack4) { Stack3 := Stack3 - Stack4 Stack4 := Stack4 + Stack4 } Else { Stack4 := Stack4 + Stack3 Stack3 := Stack3 - Stack3 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbLEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st3vst4w4 := pEV3 - bbLEV3 bf3v4 := st3vst4w4 / st3vst4w3 GuiControl, , bf3v4, %bf3v4% ;Stack 3 vs Stack 5 ;Stack 3 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack3 >= Stack5) { Stack3 := Stack3 + Stack5 Stack5 := Stack5 - Stack5 } Else { Stack5 := Stack5 - Stack3 Stack3 := Stack3 + Stack3 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbUEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st3vst5w3 := bbUEV3 - pEV3 ;Stack 3 vs Stack 5 ;Stack 5 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack3 >= Stack5) { Stack3 := Stack3 - Stack5 Stack5 := Stack5 + Stack5 } Else { Stack5 := Stack5 + Stack3 Stack3 := Stack3 - Stack3 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbVEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st3vst5w5 := pEV3 - bbVEV3 bf3v5 := st3vst5w5 / st3vst5w3 GuiControl, , bf3v5, %bf3v5% ;Stack 3 vs Stack 6 ;Stack 3 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack3 >= Stack6) { Stack3 := Stack3 + Stack6 Stack6 := Stack6 - Stack6 } Else { Stack6 := Stack6 - Stack3 Stack3 := Stack3 + Stack3 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbWEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st3vst6w3 := bbWEV3 - pEV3 ;Stack 3 vs Stack 6 ;Stack 6 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack3 >= Stack6) { Stack3 := Stack3 - Stack6 Stack6 := Stack6 + Stack6 } Else { Stack6 := Stack6 + Stack3 Stack3 := Stack3 - Stack3 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbXEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st3vst6w6 := pEV3 - bbXEV3 bf3v6 := st3vst6w6 / st3vst6w3 GuiControl, , bf3v6, %bf3v6% ;Stack 4 vs Stack 5 ;Stack 4 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack4 >= Stack5) { Stack4 := Stack4 + Stack5 Stack5 := Stack5 - Stack5 } Else { Stack5 := Stack5 - Stack4 Stack4 := Stack4 + Stack4 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbYEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st4vst5w4 := bbYEV4 - pEV4 ;Stack 4 vs Stack 5 ;Stack 5 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack4 >= Stack5) { Stack4 := Stack4 - Stack5 Stack5 := Stack5 + Stack5 } Else { Stack5 := Stack5 + Stack4 Stack4 := Stack4 - Stack4 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbZEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st4vst5w5 := pEV4 - bbzEV4 bf4v5 := st4vst5w5 / st4vst5w4 GuiControl, , bf4v5, %bf4v5% ;Stack 4 vs Stack 6 ;Stack 4 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack4 >= Stack6) { Stack4 := Stack4 + Stack6 Stack6 := Stack6 - Stack6 } Else { Stack6 := Stack6 - Stack4 Stack4 := Stack4 + Stack4 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbAAEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st4vst6w4 := bbAAEV4 - pEV4 ;Stack 4 vs Stack 6 ;Stack 6 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack4 >= Stack6) { Stack4 := Stack4 - Stack6 Stack6 := Stack6 + Stack6 } Else { Stack6 := Stack6 + Stack4 Stack4 := Stack4 - Stack4 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbBBEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st4vst6w6 := pEV4 - bbBBEV4 bf4v6 := st4vst6w6 / st4vst6w4 GuiControl, , bf4v6, %bf4v6% ;Stack 5 vs Stack 6 ;Stack 5 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack5 >= Stack6) { Stack5 := Stack5 + Stack6 Stack6 := Stack6 - Stack6 } Else { Stack6 := Stack6 - Stack5 Stack5 := Stack5 + Stack5 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbCCEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st5vst6w5 := bbCCEV5 - pEV5 ;Stack 5 vs Stack 6 ;Stack 6 wins SetFormat, Float, 0.6 Loop, 6 { GuiControlGet, Stack%A_Index%,, Stack%A_Index% } If (Stack5 >= Stack6) { Stack5 := Stack5 - Stack6 Stack6 := Stack6 + Stack6 } Else { Stack6 := Stack6 + Stack5 Stack5 := Stack5 - Stack5 } EVCALC() SetFormat, Float, 0.2 Loop, 6 { bbDDEV%A_Index% := (%A_Index%f * payf) + (%A_Index%s * pays) + (%A_Index%t * payt ) } st5vst6w6 := pEV5 - bbDDEV5 bf5v6 := st5vst6w6 / st5vst6w5 GuiControl, , bf5v6, %bf5v6% ; ************Stack2 vs. Stack1 taken from Stack1 vs. Stack2 variables****************** st2vsst1w2 := bbBEV2 - pEV2 st2vsst1w1 := pEV2 - bbAEV2 bf2v1 := st2vsst1w1 / st2vsst1w2 GuiControl, , bf2v1, %bf2v1% ; ************Stack3 vs. Stack1 taken from Stack1 vs. Stack3 variables****************** st3vsst1w3 := bbDEV3 - pEV3 st3vsst1w1 := pEV3 - bbCEV3 bf3v1 := st3vsst1w1 / st3vsst1w3 GuiControl, , bf3v1, %bf3v1% ; ************Stack3 vs. Stack2 taken from Stack2 vs. Stack3 variables****************** st3vsst2w3 := bbhEV3 - pEV3 st3vsst2w2 := pEV3 - bbgEV3 bf3v2 := st3vsst2w2 / st3vsst2w3 GuiControl, , bf3v2, %bf3v2% ; ************Stack4 vs. Stack1 taken from Stack1 vs. Stack4 variables****************** st4vsst1w4 := bbFEV4 - pEV4 st4vsst1w1 := pEV4 - bbEEV4 bf4v1 := st4vsst1w1 / st4vsst1w4 GuiControl, , bf4v1, %bf4v1% ; ************Stack4 vs. Stack2 taken from Stack2 vs. Stack4 variables****************** st4vsst2w4 := bbJEV4 - pEV4 st4vsst2w2 := pEV4 - bbIEV4 bf4v2 := st4vsst2w2 / st4vsst2w4 GuiControl, , bf4v2, %bf4v2% ; ************Stack4 vs. Stack3 taken from Stack3 vs. Stack4 variables****************** st4vsst3w4 := bbLEV4 - pEV4 st4vsst3w3 := pEV4 - bbKEV4 bf4v3 := st4vsst3w3 / st4vsst3w4 GuiControl, , bf4v3, %bf4v3% ; ************Stack5 vs. Stack1 taken from Stack1 vs. Stack5 variables****************** st5vsst1w5 := bbNEV5 - pEV5 st5vsst1w1 := pEV5 - bbMEV5 bf5v1 := st5vsst1w1 / st5vsst1w5 GuiControl, , bf5v1, %bf5v1% ; ************Stack5 vs. Stack2 taken from Stack2 vs. Stack5 variables****************** st5vsst2w5 := bbREV5 - pEV5 st5vsst2w2 := pEV5 - bbQEV5 bf5v2 := st5vsst2w2 / st5vsst2w5 GuiControl, , bf5v2, %bf5v2% ; ************Stack5 vs. Stack3 taken from Stack3 vs. Stack5 variables****************** st5vsst3w5 := bbVEV5 - pEV5 st5vsst3w3 := pEV5 - bbUEV5 bf5v3 := st5vsst3w3 / st5vsst3w5 GuiControl, , bf5v3, %bf5v3% ; ************Stack5 vs. Stack4 taken from Stack4 vs. Stack5 variables****************** st5vsst4w5 := bbZEV5 - pEV5 st5vsst4w4 := pEV5 - bbYEV5 bf5v4 := st5vsst4w4 / st5vsst4w5 GuiControl, , bf5v4, %bf5v4% ; ************Stack6 vs. Stack1 taken from Stack1 vs. Stack6 variables****************** st6vsst1w6 := bbPEV6 - pEV6 st6vsst1w1 := pEV6 - bbOEV6 bf6v1 := st6vsst1w1 / st6vsst1w6 GuiControl, , bf6v1, %bf6v1% ; ************Stack6 vs. Stack2 taken from Stack2 vs. Stack6 variables****************** st6vsst2w6 := bbTEV6 - pEV6 st6vsst2w2 := pEV6 - bbSEV6 bf6v2 := st6vsst2w2 / st6vsst2w6 GuiControl, , bf6v2, %bf6v2% ; ************Stack6 vs. Stack3 taken from Stack3 vs. Stack6 variables****************** st6vsst3w6 := bbXEV6 - pEV6 st6vsst3w3 := pEV6 - bbWEV6 bf6v3 := st6vsst3w3 / st6vsst3w6 GuiControl, , bf6v3, %bf6v3% ; ************Stack6 vs. Stack4 taken from Stack4 vs. Stack6 variables****************** st6vsst4w6 := bbBBEV6 - pEV6 st6vsst4w4 := pEV6 - bbAAEV6 bf6v4 := st6vsst4w4 / st6vsst4w6 GuiControl, , bf6v4, %bf6v4% ; ************Stack6 vs. Stack5 taken from Stack5 vs. Stack6 variables****************** st6vsst5w6 := bbDDEV6 - pEV6 st6vsst5w5 := pEV6 - bbCCEV6 bf6v5 := st6vsst5w5 / st6vsst5w6 GuiControl, , bf6v5, %bf6v5% vslist = bf1v2,bf1v3,bf1v4,bf1v5,bf1v6,bf2v1,bf2v3,bf2v4,bf2v5,bf2v6,bf3v1,bf3v2,bf3v4,bf3v5,bf3v6,bf4v1,bf4v2,bf4v3,bf4v5,bf4v6,bf5v1,bf5v2,bf5v3,bf5v4,bf5v6,bf6v1,bf6v2,bf6v3,bf6v4,bf6v5 Loop, parse, vslist, `, { Gui, font, Cblue GuiControl, font, %A_Loopfield% } Return ;Function for lengthy EV calculation EVCALC() { global stacktot := Stack1 + Stack2 + Stack3 + Stack4 + Stack5 + Stack6 Loop, 6 { %A_Index%f := Stack%A_Index% / Stacktot } ;CHANCES OF SECOND 2f1s := stack1 /(Stacktot - stack2) ; chances of stack finishing 2nd if stack2 finishes First 3f1s := stack1 /(Stacktot - stack3) ; chances of stack finishing 2nd if stack3 finishes First 4f1s := stack1 /(Stacktot - stack4) ; chances of stack finishing 2nd if stack4 finishes First 5f1s := stack1 /(Stacktot - stack5) ; chances of stack finishing 2nd if stack5 finishes First 6f1s := stack1 /(Stacktot - stack6) ; chances of stack finishing 2nd if stack6 finishes First 1f2s := stack2 /(Stacktot - stack1) ; chances of stack finishing 2nd if stack1 finishes First 3f2s := stack2 /(Stacktot - stack3) ; chances of stack finishing 2nd if stack3 finishes First 4f2s := stack2 /(Stacktot - stack4) ; chances of stack finishing 2nd if stack4 finishes First 5f2s := stack2 /(Stacktot - stack5) ; chances of stack finishing 2nd if stack5 finishes First 6f2s := stack2 /(Stacktot - stack6) ; chances of stack finishing 2nd if stack6 finishes First 1f3s := stack3 /(Stacktot - stack1) ; chances of stack finishing 2nd if stack1 finishes First 2f3s := stack3 /(Stacktot - stack2) ; chances of stack finishing 2nd if stack2 finishes First 4f3s := stack3 /(Stacktot - stack4) ; chances of stack finishing 2nd if stack4 finishes First 5f3s := stack3 /(Stacktot - stack5) ; chances of stack finishing 2nd if stack5 finishes First 6f3s := stack3 /(Stacktot - stack6) ; chances of stack finishing 2nd if stack6 finishes First 1f4s := stack4 /(Stacktot - stack1) ; chances of stack finishing 2nd if stack1 finishes First 2f4s := stack4 /(Stacktot - stack2) ; chances of stack finishing 2nd if stack2 finishes First 3f4s := stack4 /(Stacktot - stack3) ; chances of stack finishing 2nd if stack3 finishes First 5f4s := stack4 /(Stacktot - stack5) ; chances of stack finishing 2nd if stack5 finishes First 6f4s := stack4 /(Stacktot - stack6) ; chances of stack finishing 2nd if stack6 finishes First 1f5s := stack5 /(Stacktot - stack1) ; chances of stack finishing 2nd if stack1 finishes First 2f5s := stack5 /(Stacktot - stack2) ; chances of stack finishing 2nd if stack2 finishes First 3f5s := stack5 /(Stacktot - stack3) ; chances of stack finishing 2nd if stack3 finishes First 4f5s := stack5 /(Stacktot - stack4) ; chances of stack finishing 2nd if stack4 finishes First 6f5s := stack5 /(Stacktot - stack6) ; chances of stack finishing 2nd if stack6 finishes First 1f6s := stack6 /(Stacktot - stack1) ; chances of stack finishing 2nd if stack1 finishes First 2f6s := stack6 /(Stacktot - stack2) ; chances of stack finishing 2nd if stack2 finishes First 3f6s := stack6 /(Stacktot - stack3) ; chances of stack finishing 2nd if stack3 finishes First 4f6s := stack6 /(Stacktot - stack4) ; chances of stack finishing 2nd if stack4 finishes First 5f6s := stack6 /(Stacktot - stack5) ; chances of stack finishing 2nd if stack5 finishes First 1s := (2f1s * 2f) + (3f1s * 3f) + (4f1s * 4f) + (5f1s * 5f) + (6f1s * 6f) ; chances of Stack1 finishing 2nd 2s := (1f2s * 1f) + (3f2s * 3f) + (4f2s * 4f) + (5f2s * 5f) + (6f2s * 6f) ; Chances of Stack2 finishing 2nd 3s := (1f3s * 1f) + (2f3s * 2f) + (4f3s * 4f) + (5f3s * 5f) + (6f3s * 6f) ; chances of Stack3 finishing 2nd 4s := (1f4s * 1f) + (2f4s * 2f) + (3f4s * 3f) + (5f4s * 5f) + (6f4s * 6f) ; chances of Stack4 finishing 2nd 5s := (1f5s * 1f) + (2f5s * 2f) + (3f5s * 3f) + (4f5s * 4f) + (6f5s * 6f) ; chances of Stack5 finishing 2nd 6s := (1f6s * 1f) + (2f6s * 2f) + (3f6s * 3f) + (4f6s * 4f) + (5f6s * 5f) ; chances of Stack6 finishing 2nd If 9max = 1 { ;CHANCES OF THIRD ;_____________Stack1 - 3rd________________________________ 2f3s1t := stack1 / (Stacktot - (Stack2 + stack3)) 2f4s1t := stack1 / (Stacktot - (Stack2 + stack4)) 2f5s1t := stack1 / (Stacktot - (Stack2 + stack5)) 2f6s1t := stack1 / (Stacktot - (Stack2 + stack6)) 3f2s1t := stack1 / (Stacktot - (Stack3 + stack2)) 3f4s1t := stack1 / (Stacktot - (Stack3 + stack4)) 3f5s1t := stack1 / (Stacktot - (Stack3 + stack5)) 3f6s1t := stack1 / (Stacktot - (Stack3 + stack6)) 4f2s1t := stack1 / (Stacktot - (Stack4 + stack2)) 4f3s1t := stack1 / (Stacktot - (Stack4 + stack3)) 4f5s1t := stack1 / (Stacktot - (Stack4 + stack5)) 4f6s1t := stack1 / (Stacktot - (Stack4 + stack6)) 5f2s1t := stack1 / (Stacktot - (Stack5 + stack2)) 5f3s1t := stack1 / (Stacktot - (Stack5 + stack3)) 5f4s1t := stack1 / (Stacktot - (Stack5 + stack4)) 5f6s1t := stack1 / (Stacktot - (Stack5 + stack6)) 6f2s1t := stack1 / (Stacktot - (Stack6 + stack2)) 6f3s1t := stack1 / (Stacktot - (Stack6 + stack3)) 6f4s1t := stack1 / (Stacktot - (Stack6 + stack4)) 6f5s1t := stack1 / (Stacktot - (Stack6 + stack5)) ;_____________Stack2 - 3rd________________________________ 1f3s2t := stack2 / (Stacktot - (Stack1 + stack3)) 1f4s2t := stack2 / (Stacktot - (Stack1 + stack4)) 1f5s2t := stack2 / (Stacktot - (Stack1 + stack5)) 1f6s2t := stack2 / (Stacktot - (Stack1 + stack6)) 3f1s2t := stack2 / (Stacktot - (Stack3 + stack1)) 3f4s2t := stack2 / (Stacktot - (Stack3 + stack4)) 3f5s2t := stack2 / (Stacktot - (Stack3 + stack5)) 3f6s2t := stack2 / (Stacktot - (Stack3 + stack6)) 4f1s2t := stack2 / (Stacktot - (Stack4 + stack1)) 4f3s2t := stack2 / (Stacktot - (Stack4 + stack3)) 4f5s2t := stack2 / (Stacktot - (Stack4 + stack5)) 4f6s2t := stack2 / (Stacktot - (Stack4 + stack6)) 5f1s2t := stack2 / (Stacktot - (Stack5 + stack1)) 5f3s2t := stack2 / (Stacktot - (Stack5 + stack3)) 5f4s2t := stack2 / (Stacktot - (Stack5 + stack4)) 5f6s2t := stack2 / (Stacktot - (Stack5 + stack6)) 6f1s2t := stack2 / (Stacktot - (Stack6 + stack1)) 6f3s2t := stack2 / (Stacktot - (Stack6 + stack3)) 6f4s2t := stack2 / (Stacktot - (Stack6 + stack4)) 6f5s2t := stack2 / (Stacktot - (Stack6 + stack5)) ;_____________Stack3 - 3rd________________________________ 1f2s3t := stack3 / (Stacktot - (Stack1 + stack2)) 1f4s3t := stack3 / (Stacktot - (Stack1 + stack4)) 1f5s3t := stack3 / (Stacktot - (Stack1 + stack5)) 1f6s3t := stack3 / (Stacktot - (Stack1 + stack6)) 2f1s3t := stack3 / (Stacktot - (Stack2 + stack1)) 2f4s3t := stack3 / (Stacktot - (Stack2 + stack4)) 2f5s3t := stack3 / (Stacktot - (Stack2 + stack5)) 2f6s3t := stack3 / (Stacktot - (Stack2 + stack6)) 4f1s3t := stack3 / (Stacktot - (Stack4 + stack1)) 4f2s3t := stack3 / (Stacktot - (Stack4 + stack2)) 4f5s3t := stack3 / (Stacktot - (Stack4 + stack5)) 4f6s3t := stack3 / (Stacktot - (Stack4 + stack6)) 5f1s3t := stack3 / (Stacktot - (Stack5 + stack1)) 5f2s3t := stack3 / (Stacktot - (Stack5 + stack2)) 5f4s3t := stack3 / (Stacktot - (Stack5 + stack4)) 5f6s3t := stack3 / (Stacktot - (Stack5 + stack6)) 6f1s3t := stack3 / (Stacktot - (Stack6 + stack1)) 6f2s3t := stack3 / (Stacktot - (Stack6 + stack2)) 6f4s3t := stack3 / (Stacktot - (Stack6 + stack4)) 6f5s3t := stack3 / (Stacktot - (Stack6 + stack5)) ;_____________Stack4 - 3rd_______________________________ 1f2s4t := stack4 / (Stacktot - (Stack1 + stack2)) 1f3s4t := stack4 / (Stacktot - (Stack1 + stack3)) 1f5s4t := stack4 / (Stacktot - (Stack1 + stack5)) 1f6s4t := stack4 / (Stacktot - (Stack1 + stack6)) 2f1s4t := stack4 / (Stacktot - (Stack2 + stack1)) 2f3s4t := stack4 / (Stacktot - (Stack2 + stack3)) 2f5s4t := stack4 / (Stacktot - (Stack2 + stack5)) 2f6s4t := stack4 / (Stacktot - (Stack2 + stack6)) 3f1s4t := stack4 / (Stacktot - (Stack3 + stack1)) 3f2s4t := stack4 / (Stacktot - (Stack3 + stack2)) 3f5s4t := stack4 / (Stacktot - (Stack3 + stack5)) 3f6s4t := stack4 / (Stacktot - (Stack3 + stack6)) 5f1s4t := stack4 / (Stacktot - (Stack5 + stack1)) 5f2s4t := stack4 / (Stacktot - (Stack5 + stack2)) 5f3s4t := stack4 / (Stacktot - (Stack5 + stack3)) 5f6s4t := stack4 / (Stacktot - (Stack5 + stack6)) 6f1s4t := stack4 / (Stacktot - (Stack6 + stack1)) 6f2s4t := stack4 / (Stacktot - (Stack6 + stack2)) 6f3s4t := stack4 / (Stacktot - (Stack6 + stack3)) 6f5s4t := stack4 / (Stacktot - (Stack6 + stack5)) ;_____________Stack5 - 3rd_______________________________ 1f2s5t := stack5 / (Stacktot - (Stack1 + stack2)) 1f3s5t := stack5 / (Stacktot - (Stack1 + stack3)) 1f4s5t := stack5 / (Stacktot - (Stack1 + stack4)) 1f6s5t := stack5 / (Stacktot - (Stack1 + stack6)) 2f1s5t := stack5 / (Stacktot - (Stack2 + stack1)) 2f3s5t := stack5 / (Stacktot - (Stack2 + stack3)) 2f4s5t := stack5 / (Stacktot - (Stack2 + stack4)) 2f6s5t := stack5 / (Stacktot - (Stack2 + stack6)) 3f1s5t := stack5 / (Stacktot - (Stack3 + stack1)) 3f2s5t := stack5 / (Stacktot - (Stack3 + stack2)) 3f4s5t := stack5 / (Stacktot - (Stack3 + stack4)) 3f6s5t := stack5 / (Stacktot - (Stack3 + stack6)) 4f1s5t := stack5 / (Stacktot - (Stack4 + stack1)) 4f2s5t := stack5 / (Stacktot - (Stack4 + stack2)) 4f3s5t := stack5 / (Stacktot - (Stack4 + stack3)) 4f6s5t := stack5 / (Stacktot - (Stack4 + stack6)) 6f1s5t := stack5 / (Stacktot - (Stack6 + stack1)) 6f2s5t := stack5 / (Stacktot - (Stack6 + stack2)) 6f3s5t := stack5 / (Stacktot - (Stack6 + stack3)) 6f4s5t := stack5 / (Stacktot - (Stack6 + stack4)) ;_____________Stack6 - 3rd_______________________________ 1f2s6t := stack6 / (Stacktot - (Stack1 + stack2)) 1f3s6t := stack6 / (Stacktot - (Stack1 + stack3)) 1f4s6t := stack6 / (Stacktot - (Stack1 + stack4)) 1f5s6t := stack6 / (Stacktot - (Stack1 + stack5)) 2f1s6t := stack6 / (Stacktot - (Stack2 + stack1)) 2f3s6t := stack6 / (Stacktot - (Stack2 + stack3)) 2f4s6t := stack6 / (Stacktot - (Stack2 + stack4)) 2f5s6t := stack6 / (Stacktot - (Stack2 + stack5)) 3f1s6t := stack6 / (Stacktot - (Stack3 + stack1)) 3f2s6t := stack6 / (Stacktot - (Stack3 + stack2)) 3f4s6t := stack6 / (Stacktot - (Stack3 + stack4)) 3f5s6t := stack6 / (Stacktot - (Stack3 + stack5)) 4f1s6t := stack6 / (Stacktot - (Stack4 + stack1)) 4f2s6t := stack6 / (Stacktot - (Stack4 + stack2)) 4f3s6t := stack6 / (Stacktot - (Stack4 + stack3)) 4f5s6t := stack6 / (Stacktot - (Stack4 + stack5)) 5f1s6t := stack6 / (Stacktot - (Stack5 + stack1)) 5f2s6t := stack6 / (Stacktot - (Stack5 + stack2)) 5f3s6t := stack6 / (Stacktot - (Stack5 + stack3)) 5f4s6t := stack6 / (Stacktot - (Stack5 + stack4)) ;chances of Stack1 finishing 3rd 1t := (2f3s1t * (2f * 2f3s)) + (2f4s1t * (2f * 2f4s)) + (2f5s1t * (2f * 2f5s)) + (2f6s1t * (2f * 2f6s)) 1t := 1t + (3f2s1t * (3f * 3f2s)) + (3f4s1t * (3f * 3f4s)) + (3f5s1t * (3f * 3f5s)) + (3f6s1t * (3f * 3f6s)) 1t := 1t + (4f2s1t * (4f * 4f2s)) + (4f3s1t * (4f * 4f3s)) + (4f5s1t * (4f * 4f5s)) + (4f6s1t * (4f * 4f6s)) 1t := 1t + (5f2s1t * (5f * 5f2s)) + (5f3s1t * (5f * 5f3s)) + (5f4s1t * (5f * 5f4s)) + (5f6s1t * (5f * 5f6s)) 1t := 1t + (6f2s1t * (6f * 6f2s)) + (6f3s1t * (6f * 6f3s)) + (6f4s1t * (6f * 6f4s)) + (6f5s1t * (6f * 6f5s)) ;chances of Stack2 finishing 3rd 2t := (1f3s2t * (1f * 1f3s)) + (1f4s2t * (1f * 1f4s)) + (1f5s2t * (1f * 1f5s)) + (1f6s2t * (1f * 1f6s)) 2t := 2t + (3f1s2t * (3f * 3f1s)) + (3f4s2t * (3f * 3f4s)) + (3f5s2t * (3f * 3f5s)) + (3f6s2t * (3f * 3f6s)) 2t := 2t + (4f1s2t * (4f * 4f1s)) + (4f3s2t * (4f * 4f3s)) + (4f5s2t * (4f * 4f5s)) + (4f6s2t * (4f * 4f6s)) 2t := 2t + (5f1s2t * (5f * 5f1s)) + (5f3s2t * (5f * 5f3s)) + (5f4s2t * (5f * 5f4s)) + (5f6s2t * (5f * 5f6s)) 2t := 2t + (6f1s2t * (6f * 6f1s)) + (6f3s2t * (6f * 6f3s)) + (6f4s2t * (6f * 6f4s)) + (6f5s2t * (6f * 6f5s)) ;chances of Stack3 finishing 3rd 3t := (1f2s3t * (1f * 1f2s)) + (1f4s3t * (1f * 1f4s)) + (1f5s3t * (1f * 1f5s)) + (1f6s3t * (1f * 1f6s)) 3t := 3t + (2f1s3t * (2f * 2f1s)) + (2f4s3t * (2f * 2f4s)) + (2f5s3t * (2f * 2f5s)) + (2f6s3t * (2f * 2f6s)) 3t := 3t + (4f1s3t * (4f * 4f1s)) + (4f2s3t * (4f * 4f2s)) + (4f5s3t * (4f * 4f5s)) + (4f6s3t * (4f * 4f6s)) 3t := 3t + (5f1s3t * (5f * 5f1s)) + (5f2s3t * (5f * 5f2s)) + (5f4s3t * (5f * 5f4s)) + (5f6s3t * (5f * 5f6s)) 3t := 3t + (6f1s3t * (6f * 6f1s)) + (6f2s3t * (6f * 6f2s)) + (6f4s3t * (6f * 6f4s)) + (6f5s3t * (6f * 6f5s)) ;chances of Stack4 finishing 3rd 4t := (1f2s4t * (1f * 1f2s)) + (1f3s4t * (1f * 1f3s)) + (1f5s4t * (1f * 1f5s)) + (1f6s4t * (1f * 1f6s)) 4t := 4t + (2f1s4t * (2f * 2f1s)) + (2f3s4t * (2f * 2f3s)) + (2f5s4t * (2f * 2f5s)) + (2f6s4t * (2f * 2f6s)) 4t := 4t + (3f1s4t * (3f * 3f1s)) + (3f2s4t * (3f * 3f2s)) + (3f5s4t * (3f * 3f5s)) + (3f6s4t * (3f * 3f6s)) 4t := 4t + (5f1s4t * (5f * 5f1s)) + (5f2s4t * (5f * 5f2s)) + (5f3s4t * (5f * 5f3s)) + (5f6s4t * (5f * 5f6s)) 4t := 4t + (6f1s4t * (6f * 6f1s)) + (6f2s4t * (6f * 6f2s)) + (6f3s4t * (6f * 6f3s)) + (6f5s4t * (6f * 6f5s)) ;chances of Stack5 finishing 3rd 5t := (1f2s5t * (1f * 1f2s)) + (1f3s5t * (1f * 1f3s)) + (1f4s5t * (1f * 1f4s)) + (1f6s5t * (1f * 1f6s)) 5t := 5t + (2f1s5t * (2f * 2f1s)) + (2f3s5t * (2f * 2f3s)) + (2f4s5t * (2f * 2f4s)) + (2f6s5t * (2f * 2f6s)) 5t := 5t + (3f1s5t * (3f * 3f1s)) + (3f2s5t * (3f * 3f2s)) + (3f4s5t * (3f * 3f4s)) + (3f6s5t * (3f * 3f6s)) 5t := 5t + (4f1s5t * (4f * 4f1s)) + (4f2s5t * (4f * 4f2s)) + (4f3s5t * (4f * 4f3s)) + (4f6s5t * (4f * 4f6s)) 5t := 5t + (6f1s5t * (6f * 6f1s)) + (6f2s5t * (6f * 6f2s)) + (6f3s5t * (6f * 6f3s)) + (6f4s5t * (6f * 6f4s)) ;chances of Stack6 finishing 3rd 6t := (1f2s6t * (1f * 1f2s)) + (1f3s6t * (1f * 1f3s)) + (1f4s6t * (1f * 1f4s)) + (1f5s6t * (1f * 1f5s)) 6t := 6t + (2f1s6t * (2f * 2f1s)) + (2f3s6t * (2f * 2f3s)) + (2f4s6t * (2f * 2f4s)) + (2f5s6t * (2f * 2f5s)) 6t := 6t + (3f1s6t * (3f * 3f1s)) + (3f2s6t * (3f * 3f2s)) + (3f4s6t * (3f * 3f4s)) + (3f5s6t * (3f * 3f5s)) 6t := 6t + (4f1s6t * (4f * 4f1s)) + (4f2s6t * (4f * 4f2s)) + (4f3s6t * (4f * 4f3s)) + (4f5s6t * (4f * 4f5s)) 6t := 6t + (5f1s6t * (5f * 5f1s)) + (5f2s6t * (5f * 5f2s)) + (5f3s6t * (5f * 5f3s)) + (5f4s6t * (5f * 5f4s)) } Else sleep 1 } abbrstr(string,newl) { Length := StrLen(string) if length > %newl% { triml := length - newl StringTrimRight, string, string, %triml% return string } else if length < %newl% { addl := newl - length Loop, %addl% { string := string . " " } return string } else return string } grep(h, n, ByRef v, s = 1, e = 0, d = "") { v = StringReplace, h, h, %d%, , All Loop If s := RegExMatch(h, n, c, s) p .= d . s, s += StrLen(c), v .= d . (e ? c%e% : c) Else Return, SubStr(p, 2), v := SubStr(v, 2) }
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