2017-09-21 19:54:51 +02:00
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# The amount of cards at which to stop considering mulligan
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MULLIGAN_THRESHOLD=4
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# Aggro preferences (enabling these will generally make the AI attack more aggressively into potential trades)
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# If the following option is enabled, the AI will generally play aggressively, seeking trades on offense when possible
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# (the following two parameters will then be ignored)
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PLAY_AGGRO=false
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# The chance to attack aggressively into a potential trade (works even if not playing all-out aggro, e.g. PLAY_AGGRO disabled,
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# but only in more favorable conditions in that case - when ahead in life count and in parity or ahead in creature count)
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CHANCE_TO_ATTACK_INTO_TRADE=0
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# When enabled, the AI will attack into trading options when it's tapped out (note that this flag is ignored if PLAY_AGGRO
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# is globally enabled). If disabled, the non-aggro AI will only attack into trades when it has mana open, thus having a chance
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# to "bluff" (or use, if available) combat tricks at the same time.
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ATTACK_INTO_TRADE_WHEN_TAPPED_OUT=false
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# When enabled, the AI will run some additional checks in an attempt to avoid attacking into certain block situations
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# when it can't deal at least some permanent damage to the defending creature/planeswalker or to at least one defending
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# creature. Works in many but not all cases.
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TRY_TO_AVOID_ATTACKING_INTO_CERTAIN_BLOCK=false
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# If enabled, the AI will only randomly attack into a trade if its life pressure is lower than the opponent's.
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RANDOMLY_ATKTRADE_ONLY_ON_LOWER_LIFE_PRESSURE=true
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# When above zero, the AI will attack into trading options when the opponent is not tapped out, thus risking getting an
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# unexpected combat trick or ability activation. Note that this chance is rolled separately after CHANCE_TO_ATTACK_INTO_TRADE
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# has already succeeded.
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CHANCE_TO_ATKTRADE_WHEN_OPP_HAS_MANA=0
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# When enabled, the AI will use Berserk on offense to try to severely damage the opponent at the expense of the creature
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USE_BERSERK_AGGRESSIVELY=false
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# Try to hold combat tricks until blockers are declared in an attempt to trick the opponent into blocking a weak creature
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# and dying to it (currently has some limitations, the AI will only try to do it to one creature)
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TRY_TO_HOLD_COMBAT_TRICKS_UNTIL_BLOCK=false
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# Chance to hold combat tricks until blockers are declared. If -1 is specified, this chance is not used, and the standard
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# evaluation for offensive pump buff is used instead.
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CHANCE_TO_HOLD_COMBAT_TRICKS_UNTIL_BLOCK=75
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# Trade blocking preferences (enabling these will make the AI trade more aggressively when considering blocks,
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# but only with creatures that are worse in abilities and have lower or the same power as the attacker). Note
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# that the first option serves as a master toggle. If it is disabled, the following related options have no effect.
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ENABLE_RANDOM_FAVORABLE_TRADES_ON_BLOCK=true
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# If enabled, the AI will consider trade blocking even if its creature count is lower than the opponent's
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RANDOMLY_TRADE_EVEN_WHEN_HAVE_LESS_CREATS=false
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# If the previous option is enabled, then the next option controls how big of a handicap in creature count the AI
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# is allowed to have to still decide to trade
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MAX_DIFF_IN_CREATURE_COUNT_TO_TRADE=0
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# If enabled, the AI will also consider trading if it has a replacement creature in hand
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ALSO_TRADE_WHEN_HAVE_A_REPLACEMENT_CREAT=false
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# The allowed handicap in creature count when the AI wants to trade while having a replacement creature in hand
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MAX_DIFF_IN_CREATURE_COUNT_TO_TRADE_WITH_REPL=0
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# Min and max chance to randomly aggressively trade when blocking (note that it will become 100 if the AI is in danger)
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MIN_CHANCE_TO_RANDOMLY_TRADE_ON_BLOCK=40
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MAX_CHANCE_TO_RANDOMLY_TRADE_ON_BLOCK=65
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# Options to save / preserve loyalty of planeswalkers
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# Chance to trade a (worse or roughly equal) creature in order to save a planeswalker or preserve its loyalty
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# (random favorable trades must be enabled)
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CHANCE_TO_TRADE_TO_SAVE_PLANESWALKER=90
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# Chance to trade a better creature for a worse one in order to save a planeswalker
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CHANCE_TO_TRADE_DOWN_TO_SAVE_PLANESWALKER=0
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# Creature evaluation threshold for which creatures to consider good candidates for chump blocking to protect a
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# planeswalker (135 is about the level of a 1/2 nontoken creature with no abilities or a 2/2 token with no abilities)
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# There is a separate option for evaluating token and nontoken creatures. Set both to -1 to disable chump blocking
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# to protect planeswalkers.
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THRESHOLD_NONTOKEN_CHUMP_TO_SAVE_PLANESWALKER=110
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THRESHOLD_TOKEN_CHUMP_TO_SAVE_PLANESWALKER=135
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# If enabled, the AI will not bother chump blocking to protect a planeswalker unless lethal damage is threatened to it
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CHUMP_TO_SAVE_PLANESWALKER_ONLY_ON_LETHAL=true
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# Only works when AI cheating is enabled in preferences, otherwise does nothing
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CHEAT_WITH_MANA_ON_SHUFFLE=true
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# The chance for the AI to attempt to hold land drops until Main 2 when it's safe and when it has nothing to potentially
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# do with the extra mana
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HOLD_LAND_DROP_FOR_MAIN2_IF_UNUSED=0
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# Planechase logic
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DEFAULT_MAX_PLANAR_DIE_ROLLS_PER_TURN=1
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DEFAULT_MIN_TURN_TO_ROLL_PLANAR_DIE=3
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DEFAULT_PLANAR_DIE_ROLL_CHANCE=50
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PLANAR_DIE_ROLL_HESITATION_CHANCE=10
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# Timings for moving equipment to other targets
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MOVE_EQUIPMENT_TO_BETTER_CREATURES=from_useless_only
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MOVE_EQUIPMENT_CREATURE_EVAL_THRESHOLD=60
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PRIORITIZE_MOVE_EQUIPMENT_IF_USELESS=true
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# Currently disabled
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PREDICT_SPELLS_FOR_MAIN2=true
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RESERVE_MANA_FOR_MAIN2_CHANCE=100
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# If enabled, the AI will target artifacts and non-aura enchantments with removal aggressively
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ACTIVELY_DESTROY_ARTS_AND_NONAURA_ENCHS=true
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# Permission timings
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MIN_SPELL_CMC_TO_COUNTER=2
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CHANCE_TO_COUNTER_CMC_1=0
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CHANCE_TO_COUNTER_CMC_2=50
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CHANCE_TO_COUNTER_CMC_3=100
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ALWAYS_COUNTER_OTHER_COUNTERSPELLS=true
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ALWAYS_COUNTER_DAMAGE_SPELLS=true
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ALWAYS_COUNTER_CMC_0_MANA_MAKING_PERMS=true
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ALWAYS_COUNTER_REMOVAL_SPELLS=true
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ALWAYS_COUNTER_PUMP_SPELLS=false
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ALWAYS_COUNTER_AURAS=true
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ALWAYS_COUNTER_SPELLS_FROM_NAMED_CARDS=None
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# Storm spell logic
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PRIORITY_REDUCTION_FOR_STORM_SPELLS=9
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MIN_COUNT_FOR_STORM_SPELLS=1
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# Logic for Strip Mine, Wasteland, Ghost Quarter and other similar sac-destroy lands marked with
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# AILogic$ LandForLand or GhostQuarter.
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STRIPMINE_MIN_LANDS_IN_HAND_TO_ACTIVATE=1
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STRIPMINE_MIN_LANDS_FOR_NO_TIMING_CHECK=9999
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STRIPMINE_MIN_LANDS_OTB_FOR_NO_TEMPO_CHECK=8
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STRIPMINE_MAX_LANDS_TO_ATTEMPT_MANALOCKING=3
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STRIPMINE_HIGH_PRIORITY_ON_SKIPPED_LANDDROP=true
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# The default chance to use the token-generation abilities
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TOKEN_GENERATION_ABILITY_CHANCE=80
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# Situations where the AI should always use the token-generation abilities if possible
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TOKEN_GENERATION_ALWAYS_IF_FROM_PLANESWALKER=true
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TOKEN_GENERATION_ALWAYS_IF_OPP_ATTACKS=true
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# Scry AI toggles
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# The total number of mana-producing lands at which the AI will still consider scrying away non-lands
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SCRY_NUM_LANDS_TO_STILL_NEED_MORE=4
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# The total number of mana-producing lands at which the AI will stop considering scrying such lands to top
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SCRY_NUM_LANDS_TO_NOT_NEED_MORE=8
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# The total number of creatures when the AI will consider scrying away the ones that are below average in
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# evaluation score for the deck
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SCRY_NUM_CREATURES_TO_NOT_NEED_SUBPAR_ONES=4
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# The total number of creatures on board at which to start considering scrying away low CMC creatures
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# as defined in the two following options
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SCRY_EVALTHR_CREATCOUNT_TO_SCRY_AWAY_LOWCMC=3
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# The evaluation score at which the AI will consider the creature bad enough to scry it away in case it's
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# low CMC (see the next option) and the AI already has higher CMC creatures on board
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SCRY_EVALTHR_TO_SCRY_AWAY_LOWCMC_CREATURE=160
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# The CMC threshold at which (and below which) the AI considers creatures to be "low CMC" for the purpose
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# of the previous option
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SCRY_EVALTHR_CMC_THRESHOLD=3
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# If enabled, the AI will scry cards that it can't immediately cast to the bottom
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SCRY_IMMEDIATELY_UNCASTABLE_TO_BOTTOM=true
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# How big of a CMC difference between the currently castable and the considered card's CMC is allowed before
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# the card is considered not immediately castable for the purpose of the previous option
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SCRY_IMMEDIATELY_UNCASTABLE_CMC_DIFF=3
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# Attempt to predict the number of potential blockers with various forms of evasion when
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# deciding to do an all-in assault attack
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COMBAT_ASSAULT_ATTACK_EVASION_PREDICTION=true
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# Attempt to predict the number of potential blockers with various forms of evasion when
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# deciding to do an attrition race attack
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COMBAT_ATTRITION_ATTACK_EVASION_PREDICTION=true
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# AILogic$ PayEnergyConservatively (used for Britsling Hydra and Longtusk Cub) will only
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# be used in case the creature is engaged in favorable combat
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CONSERVATIVE_ENERGY_PAYMENT_ONLY_IN_COMBAT=true
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# If true, the conservative energy payment will not be used when the creature is attacking,
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# only when it's blocking (for more controlling AIs)
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CONSERVATIVE_ENERGY_PAYMENT_ONLY_DEFENSIVELY=true
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# How big of a value difference there should be for the AI to consider mass bouncing all creature permanents
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# on both sides of the battlefield in a non-lethal situation
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BOUNCE_ALL_TO_HAND_CREAT_EVAL_DIFF=200
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BOUNCE_ALL_ELSEWHERE_CREAT_EVAL_DIFF=200
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# How big of a CMC difference there should be for the AI to consider mass bouncing all noncreature permanents
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# on both side of the battlefield
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BOUNCE_ALL_TO_HAND_NONCREAT_EVAL_DIFF=3
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BOUNCE_ALL_ELSEWHERE_NONCREAT_EVAL_DIFF=3
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2017-09-23 11:04:16 +02:00
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# If enabled, the AI will try to pair up cards to present to the opponent so that a specific card may be picked,
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# it'll also try to grab Accumulated Knowledge and Take Inventory more actively, as well as interact with the Trix
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# combo deck more appropriately. In Reanimator decks, this logic will make the AI pick the fattest threats in the
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# library to put some into the graveyard.
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INTUITION_ALTERNATIVE_LOGIC=true
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2017-09-25 10:02:08 +02:00
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# How big of a difference is allowed between the revealed card CMC and the currently castable CMC to still put the
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# card on top of the library
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EXPLORE_MAX_CMC_DIFF_TO_PUT_IN_GRAVEYARD=2
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# The number of lands on the battlefield when the AI would use Explore to put non-land cards in graveyard if it
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# doesn't have a land in hand
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EXPLORE_NUM_LANDS_TO_STILL_NEED_MORE=2
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