#### int constants # number of seconds until messages disappear int_game_gui_message_duration 5 # lower limit for player ages. int_player_age_lower 936 # upper limit for player ages. int_player_age_upper 1872 # lower limit for player peak ages. int_player_peak_age_lower 1560 # upper limit for player peak ages. int_player_peak_age_upper 1716 # by how many weeks the peak age of goalies is # greater. int_player_peak_age_goalie_addition 104 # limits for initial fitness. int_player_fitness_lower 85 # limits for initial fitness. int_player_fitness_upper 100 # 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. int_player_contract_lower 52 int_player_contract_upper 208 # bounds for the last skill update at player generation. int_player_lsu_lower 2 int_player_lsu_upper 10 # this determines the accuracy of the scout's # talent estimate. the smaller the better. int_player_etal_scout_factor 7 # fitness limits below which fitness is shown # in orange and red etc. int_treeview_cell_limit_player_fitness_below1 85 int_treeview_cell_limit_player_fitness_below2 70 int_treeview_cell_limit_player_fitness_below3 60 # contract limits below which contract time is shown # in orange and red etc. int_treeview_cell_limit_player_contract_below1 52 int_treeview_cell_limit_player_contract_below2 40 int_treeview_cell_limit_player_contract_below3 20 # 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. int_player_max_skill 99 # determines initial money of the users int_initial_money_lower 80 int_initial_money_upper 110 #### float constants #### these get divided by 1000 and loaded as floats #### so we write 500 if we'd like to have 0.5 # live game scale configuration float_game_gui_live_game_scale_attack 300 float_game_gui_live_game_scale_chance 450 float_game_gui_live_game_scale_range 10000 # How much a player's skill can deviate from # the average skill in his team. float_player_average_skill_variance 100 # these determine the value calculation of players. # value is a function of skill and talent involving # a power. float_player_value_skill_weight 650 float_player_value_power 3500 # these determine the wage calculation of players. # wage depends on the value and a random factor near 1. float_player_wage_value_factor 10 float_player_wage_random_dev 150 # constants determining the probabilities for # the playing styles of cpu teams. float_team_playing_style_prob1 100 float_team_playing_style_prob2 250 float_team_playing_style_prob3 750 float_team_playing_style_prob4 900 # constants determining the probabilities for # the playing structures of cpu teams. float_team_playing_structure_prob1 150 float_team_playing_structure_prob2 500 float_team_playing_structure_prob3 700 float_team_playing_structure_prob4 850 # kinda hard to explain. # @see team_generate_players() # @see player_generate() float_team_skill_variance 75 # base probability that the ball gets from defending area # to midfield area. float_live_game_area_def_mid 500 # influence of attack/defend values on the base probability; the lower # the smaller the influence. float_live_game_area_def_mid_team_exponent 1000 # base probability that the ball gets from midfield area # to attack area or back to defend area. float_live_game_area_mid_att 500 float_live_game_area_mid_def 300 # influence of attack/defend values on the base probability; the lower # the smaller the influence. float_live_game_area_mid_team_exponent 1250 # base probability that the ball gets from attacking area # to midfield area. float_live_game_area_att_mid 300 # influence of attack/defend values on the base probability; the lower # the smaller the influence. float_live_game_area_att_mid_team_exponent 1000 # base probability of a general event (no foul, no injury, no goal etc.) float_live_game_event_general 500 # base probability for possession change. float_live_game_possession_changes 200 # influence of the team values on the possession change. float_live_game_possession_team_exponent 4000 # base prob for a scoring chance if a team is attacking. float_live_game_scoring_chance 300 # team values influence on the scoring chance. float_live_game_scoring_chance_team_exponent 1250 # probability that it's the player in possession who # has the scoring chance. float_live_game_player_in_poss_shoots 500 # base probability to score with a scoring chance. float_live_game_score_base_prob 300 # base probability to score with a free kick. float_live_game_score_free_kick 50 # base probability to score with a penalty. float_live_game_score_penalty 800 # influence of the attacker/goalie skills on the probability to score. float_live_game_score_duel_exponent 300 # influence of the team attacking/defending values on the probability to score. float_live_game_score_team_exponent 700 # the smaller this number, the smaller the probability of # many stopping minutes after 90 or 45 minutes. float_live_game_break_base 600 # 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 1300 # 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 700 # 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 300 # probability that there is a passing event after a special event. float_live_game_general_event_second_player 500 # constants for stadium events. float_live_game_stadium_event_exponent 50 float_live_game_stadium_event_fire 200 float_live_game_stadium_event_riots 500 float_live_game_stadium_event_breakdown 1000 # foul probabilities. float_live_game_foul 110 float_live_game_foul_red_injury 50 float_live_game_foul_red 80 float_live_game_foul_yellow 230 # injury probabilities. float_live_game_injury 17 float_live_game_injury_goalie_factor 200 float_live_game_injury_is_temp 700 # probability that a scoring chance is an own goal. float_live_game_scoring_chance_is_own_goal 10 # probability of a free kick after a foul. float_live_game_free_kick_prob 150 # probability of a penalty after a foul. float_live_game_penalty_prob 50 # probability that a scoring chance is a header. float_live_game_scoring_chance_is_header 350 # influence in % of the game style towards more attack. float_game_style_factor 75 # influence of boost on player's skill. float_player_boost_skill_effect 300 # influence of boost on player's fitness decay. float_player_boost_fitness_effect 1000 # influence of boost on injury probability. float_player_boost_injury_effect 1000 # influence of boost on cards probability. float_player_boost_card_effect 1000 # 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_impact_on_skill 250 # influence of the fitness on the player contribution. # the higher the worse. @see game_get_player_contribution() float_player_fitness_exponent 250 # bounds for the home advantage factor float_game_home_advantage_lower 40 float_game_home_advantage_upper 80 #### 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 # 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'