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Game Configuration Settings Guide

The document contains configuration settings for a game, detailing various options such as enabling debug mode, checking deck legality, and managing AI behavior. It includes settings for game mechanics like auto-targeting, mana production, and equipment attachment. Additionally, it specifies parameters for AI decision-making and visual effects related to gameplay.
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0% found this document useful (0 votes)
37 views2 pages

Game Configuration Settings Guide

The document contains configuration settings for a game, detailing various options such as enabling debug mode, checking deck legality, and managing AI behavior. It includes settings for game mechanics like auto-targeting, mana production, and equipment attachment. Additionally, it specifies parameters for AI decision-making and visual effects related to gameplay.
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

// Turn debug mode ON by default

Debug:1

// Warn you if your deck is not legal in any format


CheckDeckLegality:0

// Make the AI start with 0 cards in hand


CrippleAI:0

// Start the game without milligans or play/draw decisions


QuickStart:0

// Give players unlimited mana


UnlimitedMana:0

// start the game with 30 cards in the grave for each player
AutoMill:0

// turn the rules engine on (turning this off is not recommended)


RulesEngine:1

// Automatically choose targets when possible.


// Also see [Link] and [Link]
SmartTarget:0

// Alphabetize your deck any time you look at it.


AlphabetizeDeck:1

// Give all creatures haste


AutoHaste:0

// Make auto-decisions for some cards like Wall of Reverence and Squee
DuhMode:1

// Relative time to allow AI to think. Default is 5405; lower numbers mean


// quicker (and, to some extent, dumber) decisions.
AiDecisionTime:540

// Make equipment visually attach to the creature they're equipping, like auras
// do. This will make it difficult to see any counters on the equipment card
// itself (Umezawa's Jitte, for example), which is why it's configurable.
//
// If you save a game with AttachEquipment:1 and a piece of equipment
// attached, then reload it without AttachEquipment:1, the effect card
// "enchanting" the equipped creature will be invisible. It'll be fixed
// if you attach it to another creature; in the meantime, you can see it
// by turning on the "Show Invisible Effects" option on the right-click
// menu.
AttachEquipment:1

// Allow mana-producing artifacts (including artifact lands) to be autotapped


// for mana when left-double-clicking. They'll be checked after autotapping
// basic lands, and autotapping all lands.
//
// Turning on "don't autotap this" will work as normal. This also includes
// artifacts that sacrifice themselves on activation, like Black Lotus, so
// you'll probably want to turn on "don't autotap this" for those.
AutotapArtifacts:1
// Allow mana-producing creatures (possibly including land creatures) to be
// autotapped for mana when left-double-clicking. They'll be checked after
// autotapping basic lands, autotapping all lands, and (if AutotapArtifacts is
// also on) autotapping all lands and artifacts.
//
// Turning on "don't autotap this" will work as normal.
AutotapCreatures:1

// If turned on, the Rules Engine card will continually verify that the
// hand_count[] array matches the actual number of cards in players' hands, and
// if there's a mismatch, it fixes it and displays an ugly popup.
//
// This does find false positives, most commonly in Donate-like and
// Juxtapose-like effects. These can be identified by two popups, one
// immediately following the other; the first saying hand_count is 1 too low,
// and the second saying it's 1 too high.
VerifyHandCount:0

// If turned on, and the AI's deck doesn't already have a Vanguard Avatar or
// similar special card, make him an Archenemy.
Archenemy:0

// If a card has at least this many different art versions, then choose a
// random one to display. The normal method is faster, shows the same images
// in different program runs, and is guaranteed not to show the same picture
// twice in a row; but doesn't work well with more than about 15 or 20
// different images.
MinPicsToRandomize:15

// Re-enables mana burn if set to 1. Enables it only for the human player if
// set to 2.
ManaBurn:0

// If set to 1, allows the AI to use activated Rules Engine abilities.


AiUsesRulesEngine:0

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