| Key | Runtime Parameters | Description |
|---|---|---|
| accounting.bank_meter.credit_transfer.bash_initiate_transfer_when_insufficient_credit | /Runtime/TransferBalance&isBankAmountAutoTransferable
|
This flag is to indicate whether a bash pressing will initiate a credit transfer from Bank meter to Credit meter when there is insufficient credit in Credit meter. |
| accounting.bank_meter.credit_transfer.default_amount | /Runtime/TransferBalance&defaultTransferAmount
|
This is to set the credit transfer amount between Bank meter and Credit meter. |
| accounting.bank_meter.credit_transfer.from_bank_to_credit | /Runtime/TransferBalance&fromBankToCredit
|
This flag is to indicate if the credit transfer from Bank meter to Credit meter. |
| accounting.bank_meter.credit_transfer.from_credit_to_bank | /Runtime/TransferBalance&fromCreditToBank
|
This flag is to indicate if the credit transfer from Credit meter to Bank meter. |
| accounting.bank_meter.hide_meters.can_hide_bank_meter | /Runtime/Meters&canCoverBankMeter
|
This flag is to indicate whether player can hide Bank meter when touching on it. |
| accounting.bank_meter.hide_meters.can_hide_credit_meter | /Runtime/Meters&canCoverCreditMeter
|
This flag is to indicate whether player can hide Credit meter when touching on it. |
| application.bell_configuration.initial_value | /Runtime/Bell&InitialWinAmount
|
It defines the win threshold that will trigger the physical bell to ring during gameplay in millicents. The bell will ring once for a win over this threshold, and once for every interval above this threshold value. The interval is defined by another field: "Bell Configuration/Interval value". For example ... if this field is set to 5000000 ($50) and the interval is set to 500000 ($5), then a win of $66.00 will result in the bell ringing 4 times ($50 + $5 +$5 +$5 = $65). |
| application.bell_configuration.interval_value | /Runtime/Bell&IntervalWinAmount
|
It defines the win interval that will trigger multiple rings of the physical bell during gameplay. The bell will ring once for a win over the threshold, and once for every interval (defined by this field) above the threshold value. The threshold is defined by another field: "Bell Configuration/Initial value". For example ... if the threshold is set to 5000000 ($50) and this field is set to 500000 ($5), then a win of $66.00 will result in the bell ringing 4 times ($50 + $5 +$5 +$5 = $65). |
| application.cashout.clear_wins | /Runtime/Cashout&clearWins
|
It indicates if the WIN meter should be cleared (set to zero) when the player cashes out. |
| application.cashout.commit_storage_after_cashout | /Runtime/Cashout&commitStorageAfterCashout
|
*Cashout/Commit storage after cashout** indicates if persisted data related to launching and initializing a game should be committed when the player cashes out. |
| application.clock.enabled | /Runtime/Clock
|
*Clock/Enabled** indicates whether the jurisdiction requires displaying the local time to the player at all times. |
| application.clock.format | /Runtime/Clock&format
|
*Clock/Format** defines the format to use when displaying the local time to the player. This value can be either 12 or 24. There are currently 3 different formats when displaying time in Monaco: fr-ca locales that use "h" in the display (defined by another field: **Gaming - Clock Use H In Display**) 07h45 14h50 12 hour format 9:30 AM 6:05 PM 24 hour format 07:05 18:35 |
| application.multi_game.default_bet_after_switch | /Runtime/Multigame&defaultBetAfterSwitch
|
It indicates if the game should revert to its default bet (instead of the last selected bet) under the following scenarios: When the game is launched When the denom is changed |
| application.multi_game.restore_reboot_state_after_switch | /Runtime/Multigame&restoreRebootStateAfterSwitch
|
It indicates if the game should restore the last state of the game (instead of the default state) under the following scenarios: When the game is launched When the denom is changed Note: This setting is being ignored by the GDK trunk. It was used in the VLT branch but currently, the last state of the game is always restored for the scenarios above. |
| application.multi_game.state_storage_location | /Runtime/Multigame&stateStorageLocation
|
It defines how the reboot state of a game should be stored. The reboot state is used when a game launches, so that the last persisted state is displayed to the player. This field can be one of the following values: Game Game Player Session All persisted data in the **Game** location is only accessible by the current game. All persisted data in the **Game Player Session** location is only accessible by the current game. And it is cleared when a player session ends (after the balance goes to zero). |
| application.optional_default_bet_after_switch | /Runtime/Multigame&optionalDefaultBetAfterSwitch
|
(no description) |
| application.reserve_service.allowed | /Runtime/Flags&Reserve
|
It indicates if the player can reserve the EGM. |
| application.reserve_service.enabled | /Runtime/Flags&ReserveType
|
It indicates the type of screen to display when reserving the EGM. |
| config_wizard.protocol_configuration.show_programs_supported | ShowMode
|
False for jurisdictions that determine game results with a central determination system and thus don't support show programs or the demonstration protocol, true to allow show programs and demonstration protocol (default behavior). |
| currency.currency_definitions.format.id | /Runtime/Localization/Currency&symbol
/Runtime/Localization/Currency&minorSymbol
/Runtime/Localization/Currency&positivePattern
/Runtime/Localization/Currency&negativePattern
/Runtime/Localization/Currency&decimalDigits
/Runtime/Localization/Currency&groupSeparator
/Runtime/Localization/Currency&DenominationDisplayUnit
/Runtime/Localization/Currency&decimalSeparator
|
It indicates which currency Format to use for this jurisdiction. |
| gaming.action_on_max_win_reached | /Runtime/MaximumGameRoundWin&onMaxWinReach
|
It indicates what the game behaviour needs to be when the win limit is reached. Possible values are: gameHandle - Win amount is truncated by the Runtime/Game and gameplay continues. endgame - Win amount is truncated by the Runtime/Game and the game round terminates immediately. endGameAfterPresentation - Win amount is truncated by the Runtime/Game and the game round terminates after presentation (win rollup) |
| gaming.action_on_max_win_truncated | /Runtime/MaximumGameRoundWin&onMaxWinTruncated
|
It indicates what the game behavior needs to be when the win limit is reached and truncated. Possible values are: fatalError - should result in "Fatal Error on MaxWin being Truncated" to be sent to platform which would then lead into lockup. none |
| gaming.additional_info_button_enabled | /Runtime/CDS&AdditionalInfoButton
|
It indicates if the game should display the "Additional Info" button on launch. When pressed, this button sends an event to the Platform which then displays HHR race info. Consequently, this field is only relevant for HHR games. |
| gaming.always_combine_outcomes_by_type_enabled | /Runtime/CDS&AlwaysCombineOutcomesByType
|
It indicates whether the game should accumulate outcomes by type before presenting the game to the Player. This is relevant for Class2 type games like NYL and HHR. The outcome types are: Standard Fractional Progressive. |
| gaming.auto_hold.enable | /Runtime/Flags&AutoHold
|
It indicates if poker games should provide a recommendation to the player on what cards they should hold (based on the optimal strategy). |
| gaming.auto_play_allowed | /Runtime/Flags&AutoPlay
|
It indicates if the game should offer AutoPlay to the player. This is where the player can set the bet amount and press an AutoPlay button to play multiple game rounds (until a feature is hit or until the credit balance drops too low or until some number of game rounds is played). |
| gaming.censorship.enforced | /Runtime/Flags&GameContentCensorship
/Runtime/GameContentCensorship&scheme
|
It indicates if the jurisdiction is one that may censor content. Some content that may be censored includes: Violence Drug Use Nudity Language Sexual Content Based on these parameters the game should choose to display appropriate content. |
| gaming.change_bet_selection_at_non_zero_insufficient_credit | /Runtime/ChangeBetSelectionAtNonZeroInsufficientCredit&use
|
Indicate if you can change VBD/buttons bet selection when credit is not zero but less than current bet. Default false except for NSW. |
| gaming.change_bet_selection_at_zero_credit | /Runtime/ChangeBetSelectionAtZeroCredit
|
This flag is to indicate if you can change VBD/buttons bet selection when zero credit. Default true except for UK B1. |
| gaming.change_line_selection_at_non_zero_insufficient_credit | /Runtime/ChangeLineSelectionAtNonZeroInsufficientCredit&use
|
Indicate if you can change VBD/buttons line selection when credit is not zero but less than current bet. Default false except for NSW. |
| gaming.cycle_max_bet_enabled | /Runtime/CDS&CycleMaxBet
|
It defines the behaviour of the "Bet Up" button when it is pressed while the current bet multiplier is already at the max value. If this field is True, then pressing the "Bet Up" button will set the bet multiplier to the minimum value. If this field is False, then pressing the "Bet Up" button will have no effect (leaving the bet multiplier at the max value). |
| gaming.default_credit_display_format | /Runtime/Meters&defaultDisplay
|
It defines what units should be used for meters (CREDIT, BET, WIN) under the following specific circumstances. When the game application is launched On cashout (if meters are currently in Credits) After game round if balance has dropped to zero (if meters are currently in Credits) Possible values for this field are: Currency - display the meters in currency (e.g. dollars and cents) Credit - display the meters in # of credits (where 1 credit is the current denom) CreditOrCurrency - N/A as the Idle format of meters will override CreditAndCurrency - N/A as the Idle format of meters will override Since the game is in Idle under the above scenarios (or shortly enters Idle), the effect of this field is to set the starting format when the meters can toggle. |
| gaming.denom_selection_lobby_mode | /Runtime/DenomSelectionLobbyRequired
/Runtime/DenomSelectionLobbyRequired&optional
|
It indicates if the player should be able to change denoms via an in-game denom selection lobby. |
| gaming.display_max_win_banner | /Runtime/MaximumGameRoundWin&showMaxWinBanner
|
This controls whether "Max win has reached" message dialog shows up or not. Defaults to required except for UK B1. |
| gaming.display_odds_pay_changed_when_same_denom | /Runtime/DisplayOddsPayChanged
|
Whether we should display the odds pay changed message when same denom is selected. |
| gaming.fudge_pay_enabled | /Runtime/CDS&FudgePay
|
It indicates if the game should award extra winnings to make up the difference between the game outcome provided by a server (Bingo, CDS, NYL, HHR) and the amount presented to the player from a facade. |
| gaming.gamble.allowed | /Runtime/Gamble
/Runtime/Flags&gamble
|
It indicates whether a Gamble feature can be offered to the player at the end of a game round in this jurisdiction. A Gamble feature is also referred to as a Secondary game and this is where the player is given a chance to increase their winnings or lose them (eg double-or-nothing). |
| gaming.gamble.max_rounds | /Runtime/Gamble&maxRounds
|
The maximum number of gamble rounds per single play. A value of 0 means unlimited rounds. |
| gaming.gamble.show_gamble_dynamic_help | /Runtime/GambleDynamicHelp
|
It indicates if the help pages must display gamble limitations to the player. From the game's point of view, the limitations are dynamic (they change with the jurisdiction). Examples of dynamic gamble text include: Winnings may be gambled up to 5 times Maximum win per gamble is $500 Gamble will not be offered if your win will exceed $1200 |
| gaming.gamble.skip_by_jackpot_hit | /Runtime/Gamble&skipByJackpotHit
|
It indicates whether Gamble should be allowed when a jackpot is hit. If this field is True and a jackpot was hit during gameplay, then Gamble is not offered to the player. |
| gaming.gamble.use_win_limit | /Runtime/GambleWinLimit
/Runtime/MaximumGambleHandWager
|
It indicates whether the game should use **Gamble/Win Limit** or **Gamble/Wager Limit** to define the maximum win allowed in a single gamble event. |
| gaming.gamble.wager_limit | /Runtime/Flags&MaximumGambleHandWager
/Runtime/MaximumGambleHandWager&valueCents
|
It defines the maximum wager allowed in a single Gamble event in millicents. Note: Game/GDK code interprets this as the maximum win amount allowed in a single Gamble event. These values are the same for "double-or-nothing" type Gamble features. But in other Gamble features (e.g. guess the suit of the card), the amount being wagered is not necessarily the same as the amount that can be won. |
| gaming.gamble.win_limit | /Runtime/GambleWinLimit&valueCents
|
It defines the maximum win allowed in a single Gamble event in millicents. Note: Game/GDK code interprets this the same way it interprets **Gamble/Wager Limit**. This is being investigated |
| gaming.game_log.bet_details | /Runtime/GameLog&betDetails
|
It indicates if the bet details are included in the textual representation of the game round. Bet details include data like ... current denom, selected bet multiplier, selected lines played, etc. |
| gaming.game_log.enabled | /Runtime/GameLog&enabled
|
It indicates if the audit menu displays a textual representation of each game round on the Game History page. |
| gaming.game_log.outcome_details | /Runtime/GameLog&outcomeDetails
|
It indicates if game outcome details are included in the textual representation of the game round. Game outcome details include: Symbols on the reel strips after the spin is over Cards dealt to the player, cards drawn by the player, and final hand Keno spots marked by the player and Keno spots randomly picked |
| gaming.game_log.win_details | /Runtime/GameLog&winDetails
|
It indicates if the win details are included in the textual representation of the game round. Win details include all of the win amounts awarded to the player ... and how they were awarded (eg \"Line 5 awards $2\"). |
| gaming.game_message.message_style | /Runtime/Message/MessageStyleId
|
(no description) |
| gaming.game_message.show_insufficient_credits_banner | /Runtime/ShowGdkBanners&showInsufficientCreditsBanner
|
(no description) |
| gaming.idle_credit_display_format | /Runtime/Meters&idleDisplay
|
Defaults to CreditOrCurrency. |
| gaming.immediate_reel_spin_enabled | /Runtime/CDS&ImmediateReelSpin
|
It indicates if the reels should start spinning immediately when the Player presses Play. This is particularly relevant for Class2 type games (based on Bingo, CDS, NYL, or HHR servers) where it may take some time for the server to return a game outcome ... or the connection to the server may be lost after the Player has pressed Play. |
| gaming.in_game_display_format | /Runtime/Meters&inGameDisplay
|
It defines what units should be used for meters (CREDIT, BET, WIN) when displaying these values to the Player during a game round. When a game round begins, the meters should switch to the format specified by this field. Possible values for this field are: Currency - display the meters in currency (e.g. dollars and cents) Credit - display the meters in # of credits (where 1 credit is the current denom) CreditOrCurrency - allow the Player to toggle between credits and currency (when the Player touches a meter) CreditAndCurrency - automatically switch between credits and currency every second |
| gaming.in_game_meter_touch_behavior.bet_meter_accept_mouse_click | /Runtime/Meters/BetMeter&acceptMouseClick
|
(no description) |
| gaming.in_game_meter_touch_behavior.credit_meter_accept_mouse_click | /Runtime/Meters/CreditMeter&acceptMouseClick
|
(no description) |
| gaming.in_game_meter_touch_behavior.win_meter_accept_mouse_click | /Runtime/Meters/WinMeter&acceptMouseClick
|
(no description) |
| gaming.keno_settings.keno_speed_levels | /Runtime/GameDuration&kenoSpeedLevels
|
Used for configuring the keno speed levels at the market config level. |
| gaming.let_it_ride.allowed | /Runtime/LetItRide
|
It indicates if the jurisdiction allows the "Let It Ride" feature in Blackjack. This is where the player can take the winnings of their previous game and press a single button to use them to play another round. |
| gaming.let_it_ride.enabled | /Runtime/LetItRide
|
It indicates if the game should offer the "Let It Ride" Blackjack feature to the player. This is where the player can take the winnings of their previous game and press a single button to use them to play another round. Note: This field may also be changed by the operator. |
| gaming.maximum_game_round_win.amount | /Runtime/MaximumGameRoundWin&use
/Runtime/MaximumGameRoundWin&valueCents
/Runtime/MaximumGameRoundWin&onMaxWinReach
|
It is a jurisdictional limit placed on how much a player can win(in millicents). Depending on the jurisdiction, this limit may be one of the following (see **Reset Win Amount**): Per entire game round (ie - per wager), Per spin (each spin and each free spin in a game round may award up to this limit) |
| gaming.maximum_game_round_win.linked_progressive_amount | /Runtime/MaximumGameRoundWin&valueCents
|
Enter a non-zero value here if the maximum win amount for a linked progressive game is different than that for other games. |
| gaming.maximum_game_round_win.reset_win_amount | /Runtime/MaximumGameRoundWin&resetWinAmount
|
It defines how the market expects the win limit to be applied during gameplay. Specifically, it defines whether the win limit can be awarded per game round (per wager) or per spin. It is always assumed that the win limit can be awarded for the entire game round. If the value of this field is not empty, then it is a comma-delimited string of tokens indicating what phases of gameplay can award the win limit. Possible token values: primary = The win limit can be awarded for the entire game round (this is redundant since this is always assumed true) free = The win limit can be awarded for every "spin" in a game round. For non-slot games, this means the base game and each free game can award the win limit. gamble = The win limit can be applied during the gamble phase of gameplay (eg - double or nothing). |
| gaming.messages.min_bet_message.format | /Runtime/MinimumBetMessage&format
|
It indicates what format the game must use when displaying the "Min Bet XYZ" message (see **Messages/Min Bet Message/Format**). The possible values for this field are: Currency, Credit. CreditOrCurrency, CreditAndCurrency If the value is Currency, then XYZ is displayed in local currency (eg - dollars and cents). If the value is any other value, then XYZ is displayed in the same format that the Bet meter is currently displaying. So ... if the Bet meter can toggle between Credits and Currency, then the "Min Bet XYZ" message should automatically toggle between formats along with the meter. |
| gaming.messages.min_bet_message.must_display | /Runtime/MinimumBetMessage
|
It indicates if a game must display the "Min Bet XYZ" message in boolean. If true, then the "Min Bet XYZ" message must be displayed in game when the operator has selected a minimum bet for the game that is greater than the game's lowest bet option. For example, a game has the bet options 10,20,40,50. The default min bet would be 10 and there would be no bet message on the game screen but if the operator changes the min bet to 20 in the operator menu then there would be a min bet message "Min Bet 20" on the game screen. The format (in credits or in currency) of XYZ in "Min Bet XYZ" is controlled by the market setting: **Messages/Min Bet Message/Format** |
| gaming.messages.must_display_jackpot_odds | /Runtime/DisplayJackpotOdds
|
It indicates if a game is required to display the exact odds for a prize when the prize's odds of winning are greater than 100 million to 1. |
| gaming.messages.player_notification.new_reel_set_selected | /Runtime/Flags&NewReelSetSelectedNotification
/Runtime/NewReelSetSelectedNotification
|
It indicates if a game is required to notify the player when the player chooses play options that change the reels. If notification is required, then the English version of the message to display is "New Set Of Reels Selected" |
| gaming.paytable_display_format | /Runtime/Meters&payTableDisplay
|
It defines what units should be used for the in-game paytable. Possible values for this field are: Currency - display the meters in currency (e.g. dollars and cents) Credit - display the meters in # of credits (where 1 credit is the current denom) |
| gaming.physical_buttons.bet_buttons.bet_down | /Runtime/PhysicalButtons/BetDown
|
It indicates if the button deck in this jurisdiction has a Bet_Down button. |
| gaming.physical_buttons.bet_buttons.bet_up | /Runtime/PhysicalButtons/BetUp
|
It indicates if the button deck in this jurisdiction has a Bet_Up button. |
| gaming.physical_buttons.bet_buttons.display_on_bottom | /Runtime/PhysicalButtons&betOnBottom
|
It indicates if players in this jurisdiction expect the Bet buttons to be on the bottom row of the button deck. Some jurisdictions like Bet buttons on top row ... some like them on the bottom row. |
| gaming.physical_buttons.bet_buttons.max_bet | /Runtime/PhysicalButtons/MaxBet
|
It indicates if the button deck in this jurisdiction has a Max_Bet button. |
| gaming.physical_buttons.collect_button.is_required | /Runtime/PhysicalButtons/Collect
|
It indicates if the button deck in this jurisdiction has a Collect button. |
| gaming.physical_buttons.gamble_button.is_required | /Runtime/PhysicalButtons/Gamble
|
It indicates if the button deck in this jurisdiction has a Gamble button. |
| gaming.physical_buttons.game_start_buttons.game_configurable_buttons | /Runtime/StartGame&configurableButtons
|
It lists which buttons can be overridden by Game code to initiate (or not initiate) gameplay in this jurisdiction. For example, \"Bet, MaxBet, Line\" |
| gaming.physical_buttons.game_start_buttons.method | /Runtime/StartGame&buttons
|
It lists which buttons initiate gameplay in this jurisdiction. Possible values for this field are: None --> \"\" ... only Play button initiates gameplay Bet --> \"Bet\" ... Play and Bet buttons initiate gameplay MaxBet --> \"MaxBet\" ... MaxBet buttons initiate gameplay BetOrMaxBet --> \"Bet, MaxBet\" ... Play, Bet, and MaxBet buttons initiate gameplay LineOrReel --> \"Line\" ... Play and Line buttons initiate gameplay LineReelOrMaxBet --> \"Line, MaxBet\" ... Play, Line, and MaxBet buttons initiate gameplay |
| gaming.physical_buttons.left_play_button.is_required | /Runtime/PhysicalButtons/LeftPlay
|
It indicates if the button deck in this jurisdiction has a Left_Play (Bash) button. |
| gaming.physical_buttons.service_button.is_required | /Runtime/PhysicalButtons/Service
|
It indicates if the button deck in this jurisdiction has a Service button. |
| gaming.physical_buttons.take_win_button.is_required | /Runtime/PhysicalButtons/TakeWin
|
It indicates if the button deck in this jurisdiction has a Take_Win button. |
| gaming.player_information_display.enabled | /Runtime/IKey
|
It indicates if this jurisdiction shows the Player Information Display (PID) in-game. Different jurisdictions have different PID requirements but typical data/behaviour in the PID includes: Game Rules - game help screens Game Information - RTP, Top 5 awards, Bottom 5 Awards, etc. Session Tracking - Player session details like Cash In, Credits Played, Wins/Losses, etc. Reserve - Prevent the EGM from being used by another player |
| gaming.player_information_display.restricted_mode_use | /Runtime/IKey&restrictedModeUse
|
It indicates if the Player Information Display can be displayed during a Replay of a game round. |
| gaming.play_lines.show_lines_on_feature_start | /Runtime/PlayLines&showLinesOnFeatureStart
|
It indicates if a game should show active play lines to the player at the very beginning of a feature (eg - beginning of freespins). |
| gaming.play_lines.type | /Runtime/PlayLines&type
|
It indicates the type of PlayLines to show to the player. Possible values for this field are: **dots** - The PlayLines are represented by small colored ovals (sometimes called tic-tacs) between the reels. **boxedPlayLines** - The PlayLines are rendered as lines through the reels and symbols involved in a win are outlined with a box. |
| gaming.play_on_from_gamble_available_enabled | /Runtime/PlayOnFromGambleAvailable
|
It indicates whether the button pressed to "take the win" when Gamble is offered should also trigger its other functionality. For example ... if the Gamble option is presented to the Player, and the Player presses Play, then the Gamble option is rejected by the Player. If this field is "True", then the game should also begin a new game round with the current bet settings (if possible). The buttons that can reject Gamble and "take the win" are: Play MaxBet TakeWin Collect GameMenu BetUp BetDown Any enabled Bet or Line button |
| gaming.progressive_win_destination_lp | /Runtime/Meters/ProgressiveWin&destinationLP
|
The destination of the LP progressive win amount (which meter should it go to or can also go to handpay). |
| gaming.progressive_win_destination_sap | /Runtime/Meters/ProgressiveWin&destinationSAP
|
The destination of the SAP progressive win amount (which meter should it go to or can also go to handpay). |
| gaming.reel_speed | /Runtime/GameDuration&reelSpeed
|
It is the minimum required game duration for a reel spin in seconds ... assuming that the spin is not slammed by the player. |
| gaming.reel_speed_enforcement | /Runtime/GameDuration&reelSpeedEnforceCriteria
|
Determines whether this market forces GDK to obey reel speed settings. |
| gaming.reel_stop.enabled | /Runtime/ReelStop
|
It indicates if a reel spin can be snapped/slammed by the player. |
| gaming.reel_stop_in_base_game_enabled | /Runtime/ReelStopInBaseGame
|
It indicates if the base game reel spin can be snapped/slammed by the player. |
| gaming.replay_pause.active | /Runtime/ReplayMode&replaypause
|
It indicates if the game should pause during replay of a game round. This behaviour exists to help settle disputes by pausing at critical times like ... the end of a reel spin or ... the end of a win rollup. |
| gaming.retain_last_round_result_enabled | /Runtime/RetainLastRoundResult
/Runtime/RetainLastRoundResult&optional
|
It indicates whether a non-Slot game should retain the previous game outcome using the following behaviour. *Poker** - Continue displaying the last game's cards even if the bet changes. *Keno** - Continue displaying the last game's numbers (picked randomly ... not the player marks) even if the bet changes. *Roulette** - Placed bets and wins stay as is at the end of the game. Switching to last played denom restores previous game outcome. |
| gaming.send_minimum_configured_rtp | /Runtime/MinimumConfiguredRTP&minRTP
|
(no description) |
| gaming.send_minimum_wager_credits | /Runtime/MinimumWagerCredits
|
It is used for jurisdictions where minimum bet/wager is not configurable. |
| gaming.service_use | /Runtime/Service&use
|
It indicates if this jurisdiction requires a Service button to be displayed to the player. |
| gaming.show_player_speed_button | /Runtime/Flags&ShowPlayerSpeedButton
/Runtime/ShowPlayerSpeedButton
|
It indicates if the player is allowed to change the speed of non-slot games like Keno, Poker, and Blackjack. If true, then a speed button is presented to the player in-game. |
| gaming.vbd_confirmation_exit_by_main_screen_touch | VbdConfirmationExitByMainScreenTouch
|
(no description) |
| gaming.win_increment.win_increment_speed | /Runtime/WinIncrementSpeed&scheme
|
It describes how to map a win amount to a win tune and a rollup time. The Game Engine (eg - GDK Core) implements the details but it is based on the value of this field. This field can be one of these values: WinAmountOnly ... win rollup and win tune are determined by the win amount (in credits) WinAmountAndDenom ... win rollup and win tune are determined by the win amount and the denom |
| gaming.win_increment.win_snap_with_play_only | /Runtime/WinIncrement&snapWithPlayOnly
|
If enabled, specifies that win increments can only be snapped with the Play button. |
| gaming.win_increment.win_tune_capping | /Runtime/WinTuneCapping
|
It indicates if the win rollup speed (and the corresponding win tune) should be capped when the win amount is less than or equal to the bet amount. For example, if a player bet \$10 on a 10 cent game ... and won \$9 ... usually that would be a pretty long win rollup (\$9 win = 90 credits). However, the player overall lost money on the game round, so if this field is true, then a shorter win rollup would be played. |
| gaming.win_meter_reset_on_bet_line_changed_enabled | /Runtime/WinMeterResetOnBetLineChanged
|
It indicates whether the WIN meter should be cleared (set to zero) when the bet changes from the last played game. |
| gaming.win_meter_reset_on_denom_changed_enabled | /Runtime/WinMeterResetOnDenomChanged
|
It indicates whether the WIN meter should be cleared (set to zero) when the denom changes from the last played game. |