#### float constants get divided by 10000 and loaded as floats
#### so we write 5000 if we'd like to have 0.5

# number of seconds until messages disappear
int_game_gui_message_duration 5

# lower limit for player ages. 
float_player_age_lower 180000
# upper limit for player ages. 
float_player_age_upper 360000
# lower limit for player peak ages. 
float_player_peak_age_lower 300000
# upper limit for player peak ages. 
float_player_peak_age_upper 330000
# by how many years the peak age of goalies is
#    greater. 
float_player_peak_age_goalie_addition 20000

# limits for initial fitness (read it as 85%)
float_player_fitness_lower 8500
# limits for initial fitness. 
float_player_fitness_upper 10000

# skill reduction factor for very young and very old players
# at generation
float_player_skill_reduction1 7500
float_player_skill_reduction2 9000

# value scale factor (we take 1 + factor or 1 - factor
# in the game) for values of young/old players
float_player_value_scale1 1000
float_player_value_scale2 500

# the bounds determining the player positions in a newly created
# team for players 13 to constant_team_max_players.
# player 11 is always the second goalie. 
int_player_pos_bound1 15
int_player_pos_bound2 18

# bounds for the contract time at player generation. 
float_player_contract_lower 10000
float_player_contract_upper 40000

# bounds for the last skill update at player generation. 
float_player_lsu_lower 20000
float_player_lsu_upper 100000

# lsu addition for injured players who are older
# than their peak age
float_player_lsu_injured_old 15000

# percentage of league games a player has to participate
# in to have his lsu increased
float_player_lsu_games_percentage 3000

# probability that the lsu gets increased even
# if the player didn't participate in that many games
float_player_lsu_increase_prob 4000

# the lsu above which a skill update is considered
float_player_lsu_update_limit 120000

# 1 - probability that the update occurs right away
float_player_lsu_update_base_prob 8000

# this determines the accuracy of the scout's 
# talent estimate. the smaller the better.
float_player_etal_scout_factor 70000

# fitness limits below which fitness is shown
# in orange and red etc.
float_treeview_cell_limit_player_fitness_below1 8500
float_treeview_cell_limit_player_fitness_below2 7000
float_treeview_cell_limit_player_fitness_below3 6000

# contract limits below which contract time is shown
# in orange and red etc.
float_treeview_cell_limit_player_contract_below1 10000
float_treeview_cell_limit_player_contract_below2 7000
float_treeview_cell_limit_player_contract_below3 4000

# the integer that the cell data functions will interpret as an empty string.
int_treeview_cell_int_empty -5

# transfer list configuration
int_transfer_max_players 20
int_transfer_deadline 35

# maximum number of players in a team.
int_team_max_players 20

# highest skill and talent a player can have.
float_player_max_skill 990000

# determines initial money of the users
int_initial_money_lower 80
int_initial_money_upper 110


# live game scale configuration
float_game_gui_live_game_scale_attack	3000
float_game_gui_live_game_scale_chance	4500
float_game_gui_live_game_scale_range	100000

# How much a player's skill can deviate from 
# the average skill in his team.
float_player_average_skill_variance 1000

# these determine the value calculation of players.
# value is a function of skill and talent involving
# a power.
float_player_value_skill_weight		6500
float_player_value_power		35000

# these determine the wage calculation of players.
# wage depends on the value and a random factor near 1.
float_player_wage_value_factor	100
float_player_wage_random_dev	1500

#   constants determining the probabilities for
#   the playing styles of cpu teams.
float_team_playing_style_prob1 1000
float_team_playing_style_prob2 2500
float_team_playing_style_prob3 7500
float_team_playing_style_prob4 9000

#   constants determining the probabilities for
#   the playing structures of cpu teams.
float_team_playing_structure_prob1 1500
float_team_playing_structure_prob2 5000
float_team_playing_structure_prob3 7000
float_team_playing_structure_prob4 8500

# kinda hard to explain. 
#   @see team_generate_players()
#   @see player_generate()
float_team_skill_variance 750

# base probability that the ball gets from defending area
# to midfield area.
float_live_game_area_def_mid 5000
# influence of attack/defend values on the base probability; the lower
# the smaller the influence.
float_live_game_area_def_mid_team_exponent 10000

# base probability that the ball gets from midfield area
# to attack area or back to defend area. 
float_live_game_area_mid_att 5000
float_live_game_area_mid_def 3000
# influence of attack/defend values on the base probability; the lower
# the smaller the influence.
float_live_game_area_mid_team_exponent 12500

# base probability that the ball gets from attacking area
# to midfield area.
float_live_game_area_att_mid 3000
# influence of attack/defend values on the base probability; the lower
#    the smaller the influence. 
float_live_game_area_att_mid_team_exponent 10000

# base probability of a general event (no foul, no injury, no goal etc.) 
float_live_game_event_general 5000

# base probability for possession change. 
float_live_game_possession_changes 2000
# influence of the team values on the possession change. 
float_live_game_possession_team_exponent 40000

# base prob for a scoring chance if a team is attacking. 
float_live_game_scoring_chance 3000
# team values influence on the scoring chance. 
float_live_game_scoring_chance_team_exponent 12500

# probability that it's the player in possession who
#    has the scoring chance. 
float_live_game_player_in_poss_shoots 5000

# base probability to score with a scoring chance. 
float_live_game_score_base_prob 3000
# base probability to score with a free kick. 
float_live_game_score_free_kick 500
# base probability to score with a penalty. 
float_live_game_score_penalty 8000
# influence of the attacker/goalie skills on the probability to score. 
float_live_game_score_duel_exponent 3000
# influence of the team attacking/defending values on the probability to score. 
float_live_game_score_team_exponent 7000

# the smaller this number, the smaller the probability of
#    many stopping minutes after 90 or 45 minutes. 
float_live_game_break_base 6000
# the bigger this number, the faster the probability of
#    yet another additional minute after the 45th minute decays. 
float_live_game_45_break_exponent_factor 13000
# the bigger this number, the faster the probability of
#    yet another additional minute after the 90th minute decays. 
float_live_game_90_break_exponent_factor 7000
# the probability that the team that shot on the goal stays
#    in possession after a post or cross-bar hit. 
float_live_game_possession_after_post 3000

# probability that there is a passing event after a special event.
float_live_game_general_event_second_player 5000

# constants for stadium events. 
float_live_game_stadium_event_exponent	500
float_live_game_stadium_event_fire	2000
float_live_game_stadium_event_riots	5000
float_live_game_stadium_event_breakdown 10000

# foul probabilities. 
float_live_game_foul		1100
float_live_game_foul_red_injury 500
float_live_game_foul_red	800
float_live_game_foul_yellow	2300

# ban duration probabilities
# should add up to 1000
float_live_game_ban_1 7000
float_live_game_ban_2 1500
float_live_game_ban_3 1000
float_live_game_ban_4 300
float_live_game_ban_5 200

# probability that the foul player is from the
# team that has the ball
float_live_game_foul_by_possession 2000

# injury probabilities. 
float_live_game_injury			170
float_live_game_injury_goalie_factor	2000
float_live_game_injury_is_temp		7000

# probabilities for different injuries
# these should add up to 1000
float_player_injury_concussion		2000
float_player_injury_pulled_muscle	2000
float_player_injury_hamstring		1500
float_player_injury_groin		1500
float_player_injury_frac_ankle		1000
float_player_injury_rib			750
float_player_injury_leg			400
float_player_injury_brok_ankle		400
float_player_injury_arm			200
float_player_injury_shoulder		150
float_player_injury_ligament		70
float_player_injury_career_stop		30

# duration of the injuries (mean and deviance)
int_player_injury_duration_concussion		2
int_player_injury_duration_dev_concussion	1
int_player_injury_duration_pulled_muscle	3
int_player_injury_duration_dev_pulled_muscle	1
int_player_injury_duration_hamstring		5
int_player_injury_duration_dev_hamstring	2
int_player_injury_duration_groin		5
int_player_injury_duration_dev_groin		2
int_player_injury_duration_frac_ankle		6
int_player_injury_duration_dev_frac_ankle	2
int_player_injury_duration_rib			8
int_player_injury_duration_dev_rib		4
int_player_injury_duration_leg			9
int_player_injury_duration_dev_leg		4
int_player_injury_duration_brok_ankle		11
int_player_injury_duration_dev_brok_ankle	5
int_player_injury_duration_arm			6
int_player_injury_duration_dev_arm		2
int_player_injury_duration_shoulder		10
int_player_injury_duration_dev_shoulder		5
int_player_injury_duration_ligament		22
int_player_injury_duration_dev_ligament		8

# fitness decrease when injury is temporary
float_live_game_temp_injury_fitness_decrease_lower 200
float_live_game_temp_injury_fitness_decrease_upper 800

# refresh rate of the player list during a live game
# the smaller the more often the list gets refreshed
int_live_game_player_list_refresh 5

# probability that a scoring chance is an own goal. 
float_live_game_scoring_chance_is_own_goal 100

# probability of a free kick after a foul. 
float_live_game_free_kick_prob 1500

# probability of a penalty after a foul. 
float_live_game_penalty_prob 500

# probability that a scoring chance is a header. 
float_live_game_scoring_chance_is_header 3500

# influence in % of the game style towards more attack.
float_game_style_factor 750

# influence of boost on player's skill.
# these should be between 0 and 1
float_player_boost_skill_effect 1500
# influence of boost on player's fitness decay.
float_player_boost_fitness_effect 5000
# influence of boost on injury probability.
float_player_boost_injury_effect 5000
# influence of boost on cards probability.
float_player_boost_card_effect 5000

# influence of team boost on probability that the team in possession
# of the ball fouls
float_team_boost_foul_by_possession_factor1 5000
float_team_boost_foul_by_possession_factor2 9000

# influence of boost on foul probability
float_team_boost_foul_factor 4000

# probability that be better goalie gets substituted
# when updating the cpu teams
float_team_replace_worse_goalie 8000

# prob that new players come into the cpu team
float_team_new_player_probability 500

# upper and lower limits for the number of new players
int_team_new_players_lower 1
int_team_new_players_upper 2

# upper and lower limits for the number of subs
# in cpu teams
int_team_subs_lower 1
int_team_subs_upper 3

# prob that the team style gets changed
float_team_new_style 1000

# prob that the team structure gets changed
float_team_new_structure 500

# the influence of the fitness on the current skill.
#    this determines the player's contribution to the team
#    during a game. the higher the value the bigger the influence.
float_player_fitness_exponent 2500

# difference limits between age and peak age
float_player_peak_age_diff_younger1	 100000		# 10 years younger
float_player_peak_age_diff_younger2	 50000		# 5 years younger
float_player_peak_age_diff_younger3	 30000		# 3 years younger
float_player_peak_age_diff_peak_younger	 20000		# 2 years younger
float_player_peak_age_diff_peak_older	 -20000		# 2 years older
float_player_peak_age_diff_older1	 -40000		# 4 years older
float_player_peak_age_diff_older2	 -80000		# 8 years older

# values determining player skill development
# depending on peak-age - age
# factors; the higher the faster players develop
float_player_skill_devel_younger1_lower 500
float_player_skill_devel_younger1_upper 1000

float_player_skill_devel_younger2_lower 1000
float_player_skill_devel_younger2_upper 1500

float_player_skill_devel_younger3_lower 1000
float_player_skill_devel_younger3_upper 2000

# increase and decrease around peak age
float_player_skill_devel_peak_lower -20000
float_player_skill_devel_peak_upper 20000

# decrease in skill units
float_player_skill_devel_older1_lower -20000
float_player_skill_devel_older1_upper -50000

float_player_skill_devel_older2_lower -30000
float_player_skill_devel_older2_upper -70000

float_player_skill_devel_else_lower -50000
float_player_skill_devel_else_upper -120000


# these determine the players' fitness decrease during
# a match (depending on the peak age diff
float_player_fitness_decrease_younger1		6
float_player_fitness_decrease_younger2		5
float_player_fitness_decrease_younger3		4
float_player_fitness_decrease_peak_younger	3
float_player_fitness_decrease_peak_older	3
float_player_fitness_decrease_older1		5
float_player_fitness_decrease_older2		8
float_player_fitness_decrease_else		12

# goalies get affected less by the decrease
float_player_fitness_decrease_factor_goalie	5000

# float_player_fitness_decrease_younger1		12
# float_player_fitness_decrease_younger2		11
# float_player_fitness_decrease_younger3		10
# float_player_fitness_decrease_peak_younger	9
# float_player_fitness_decrease_peak_older	9
# float_player_fitness_decrease_older1		11
# float_player_fitness_decrease_older2		14
# float_player_fitness_decrease_else		19

# fitness increase (after games) in percentage of
# the decrease values above
float_player_fitness_increase_younger1		1000
float_player_fitness_increase_younger2		1200
float_player_fitness_increase_younger3		1400
float_player_fitness_increase_peak_younger	1500
float_player_fitness_increase_peak_older	1500
float_player_fitness_increase_older1		1000
float_player_fitness_increase_older2		800
float_player_fitness_increase_else		500

# random variance for fitness increase
float_player_fitness_increase_variance		300

# bounds for the home advantage factor
float_game_home_advantage_lower 400
float_game_home_advantage_upper 800

# How the cskill of field players get weighted for the team values in
#    a match
float_player_team_weight_defender_defense	10000
float_player_team_weight_defender_midfield	4000
float_player_team_weight_defender_attack	2500
float_player_team_weight_midfielder_defense	6250
float_player_team_weight_midfielder_midfield	10000
float_player_team_weight_midfielder_attack	6250
float_player_team_weight_forward_defense	2000
float_player_team_weight_forward_midfield	6000
float_player_team_weight_forward_attack		13000


#### string constants

# live game scale configuration
string_game_gui_live_game_scale_color_defend	lightblue
string_game_gui_live_game_scale_color_midfield	khaki
string_game_gui_live_game_scale_color_attack	gold
string_game_gui_live_game_scale_color_chance	orange
string_game_gui_live_game_scale_color_goal	red
string_game_gui_live_game_scale_color_miss	lightgreen

# meter icons (style, boost) in the main window
string_game_gui_style_all_out_attack_icon	style_all_atk.png
string_game_gui_style_attack_icon		style_atk.png
string_game_gui_style_balanced_icon		style_bal.png
string_game_gui_style_defend_icon		style_def.png
string_game_gui_style_all_out_defend_icon	style_all_def.png

string_game_gui_boost_on_icon			boost_on.png
string_game_gui_boost_off_icon			boost_off.png
string_game_gui_boost_anti_icon			boost_anti.png

# default background and foreground in treeviews
string_treeview_cell_color_default_background white
string_treeview_cell_color_default_foreground black

# player list colours
string_treeview_cell_color_player_pos_goalie_bg		black
string_treeview_cell_color_player_pos_goalie_fg		white
string_treeview_cell_color_player_pos_defender_bg	darkgreen
string_treeview_cell_color_player_pos_defender_fg	white
string_treeview_cell_color_player_pos_midfielder_bg	darkblue
string_treeview_cell_color_player_pos_midfielder_fg	white
string_treeview_cell_color_player_pos_forward_bg	darkred
string_treeview_cell_color_player_pos_forward_fg	white

string_treeview_cell_color_player_injury lightgreen
string_treeview_cell_color_player_banned	red
string_treeview_cell_color_player_yellow_danger yellow

string_treeview_cell_color_player_fitness_normal darkgreen
string_treeview_cell_color_player_fitness_below1 darkorange
string_treeview_cell_color_player_fitness_below2 orangered
string_treeview_cell_color_player_fitness_below3 red

string_treeview_cell_color_player_contract_normal darkgreen
# see also the int constants for contract limits
string_treeview_cell_color_player_contract_below1 darkorange
string_treeview_cell_color_player_contract_below2 orangered
string_treeview_cell_color_player_contract_below3 red

# colours for cskill in wrong position
string_treeview_cell_color_player_bad_cskill_bg lightblue
string_treeview_cell_color_player_bad_cskill_fg red

# font attributes for the live game window result.
string_treeview_cell_live_game_result_attributes weight='bold' size='large'

# colour indicating ball possession during a live game
string_live_game_possession_color darkblue

# icons used in live games
string_live_game_event_start_match_icon		whistle.png
string_live_game_event_lost_possession_icon
string_live_game_event_penalty_icon		scoring_chance.png
string_live_game_event_scoring_chance_icon	scoring_chance.png
string_live_game_event_goal_icon		goal.png
string_live_game_event_own_goal_icon		own_goal.png
string_live_game_event_post_icon
string_live_game_event_save_icon		save.png
string_live_game_event_missed_icon		miss.png
string_live_game_event_foul_icon
string_live_game_event_foul_yellow_icon		yellow.png
string_live_game_event_send_off_icon		red.png
string_live_game_event_injury_icon		injury.png
string_live_game_event_temp_injury_icon		injury_temp.png
string_live_game_event_stadium_breakdown_icon
string_live_game_event_stadium_fire_icon
string_live_game_event_stadium_riots_icon
string_live_game_event_substitution_icon	sub.png
string_live_game_event_structure_change_icon	structure_change.png