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  • Blackjack (BlackjackTableData in const.lua)
  • Poker (PokerTableData in const.lua)
  • Roulette (RouletteTableData in const.lua)
  • Lucky Wheel (LuckyWheelItems in const.lua)

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  1. paid resources
  2. rcore_casino

Changing Odds

Changing win chance for the casino games.

There are a few options that let you change the winning odds for the table games. These options can be found in const.lua

Blackjack (BlackjackTableData in const.lua)

DealerBlackjackPossibility = 25

This value represents the percentage chance that the dealer will get a blackjack (Ace + 10-value card) at the start of each round. By default, this is set to 25%. Increasing this number makes blackjack more frequent for the dealer, making the game harder for players.

Dealer21Possibility = 25

This value determines the dealer’s chance of reaching a total of 21 through multiple draws in a round. Set at 25% by default, increasing this value makes the dealer more likely to reach a perfect score.

Poker (PokerTableData in const.lua)

UnluckyRound = 3 

By default, every 3rd round is designated as an "unlucky round" for the player, meaning there is a higher chance of receiving weak or unplayable cards. Increasing this number makes unlucky rounds less frequent, while lowering it makes the game more difficult.

Roulette (RouletteTableData in const.lua)

UnluckyRound = 4

On every 4th spin, the wheel is more likely to land on a number that players have not bet on or on a number that minimizes the casino’s losses. Lowering this number increases the frequency of these unlucky rounds.

TriggerUnluckyRoundFrom = 10000

If the potential payout for a spin would cost the casino more than 10,000 chips, the game will automatically choose an unlucky number instead. Adjust this value to change when the casino begins rigging spins to minimize losses.

Lucky Wheel (LuckyWheelItems in const.lua)

possibility = 100

Each item on the Lucky Wheel has a possibility value, which works like a weighted lottery. The higher the number, the greater the chance that item will be selected. These values are not percentage-based but instead represent relative weight—if an item has 200 and another has 100, the first item is twice as likely to be chosen. Adjust these values to control the rarity of different prizes.

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Last updated 1 month ago

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