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mirror of https://github.com/tstellar/bygfoot.git synced 2024-12-23 13:38:12 +01:00
bygfoot/support_files/bygfoot_constants
2005-06-17 09:01:04 +00:00

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########
# Bygfoot constants file. a lot of fine-tuning stuff gets loaded
# from here. constants affecting the appearance of the game
# can be found in 'bygfoot_app'.
#########
#### float constants get divided by 10000 and loaded as floats
#### so we write 5000 if we'd like to have 0.5
# commands to compress and uncompress save files
string_save_compress_command zip -q
string_save_uncompress_command unzip -qq -o
# suffix of compressed files
string_save_suffix .zip
# number of seconds until messages disappear
int_game_gui_message_duration 5
# base values for stadium improvement: 500 seats and 5%
int_stadium_improvement_base_seats 500
float_stadium_improvement_base_safety 500
# values at which maximum discount is reached
int_stadium_improvement_max_discount_seats 2000
float_stadium_improvement_max_discount_safety 2000
# maximum discount
float_stadium_improvement_max_discount 4000
# wage unit factor for 500 seats or 5% safety
float_stadium_improvement_wage_unit_factor_seats 250000
float_stadium_improvement_wage_unit_factor_safety 120000
# these determine how much the weekly seats and
# safety increase can deviate from the base values 500 and 5%
int_stadium_improvement_seats_variance 100
float_stadium_improvement_safety_variance 100
# 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 500
float_player_skill_reduction2 250
# 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
# 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
# stadium safety bounds at generation
float_team_stadium_safety_lower 8000
float_team_stadium_safety_upper 10000
# ticket price; this determines together with
# the player wages the size of the stadium at
# generation
int_team_stadium_ticket_price 30
# factor for stadium size; this determines the income
# of the user teams
float_team_stadium_size_wage_factor 21000
# stadium safety deterioration values (per game)
float_game_stadium_safety_deterioration_lower 20
float_game_stadium_safety_deterioration_upper 50
# journey cost factor for national and international games
float_game_finance_journey_factor_national 3000
float_game_finance_journey_factor_international 6000
# how many spectators in a perfectly safe stadium
float_game_stadium_attendance_percentage_lower 7000
float_game_stadium_attendance_percentage_upper 11000
# percentage increasing factor in cup games
float_game_stadium_attendance_cup_national_factor 11500
float_game_stadium_attendance_cup_international_factor 12500
# how many rounds before the final there's full house
int_game_stadium_attendance_cup_rounds_full_house 3
# below which rank (in pct. of the number of teams in the league)
# there are more spectators
float_game_stadium_attendance_rank_percentage 2500
# factor for an opponent with high rank
float_game_stadium_attendance_rank_factor 11000
# exponent of the stadium safety (the bigger the greater
# the influence of the safety on the percentage)
float_game_stadium_attendance_safety_exponent 5000
# how many spectators there can be at most compared to
# the average stadium size in the league
float_game_stadium_attendance_average_exceed_factor 20000
# upper and lower percentages for attendance on neutral
# ground (compared to the average capacity of cup teams
# in international cups and average capacity of league 1
# teams in national cups)
float_game_stadium_attendance_neutral_lower 9000
float_game_stadium_attendance_neutral_upper 14500
# reduce (in percentage) of capacity for different
# stadium events
float_game_stadium_safety_reduce_breakdown_lower 300
float_game_stadium_safety_reduce_breakdown_upper 600
float_game_stadium_safety_reduce_riots_lower 500
float_game_stadium_safety_reduce_riots_upper 1000
float_game_stadium_safety_reduce_fire_lower 1000
float_game_stadium_safety_reduce_fire_upper 1500
# factor we multiply the safety reduction with to obtain the
# capacity reduction; the bigger the higher the reduction
float_game_stadium_capacity_reduce_factor 15000
# 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_helper_limit_player_fitness_below1 8500
float_treeview_helper_limit_player_fitness_below2 7000
float_treeview_helper_limit_player_fitness_below3 6000
# contract limits below which contract time is shown
# in orange and red etc.
float_treeview_helper_limit_player_contract_below1 10000
float_treeview_helper_limit_player_contract_below2 7000
float_treeview_helper_limit_player_contract_below3 4000
# the factor that determines how much money the user has to pay
# if he fires a player
float_player_fire_wage_factor 100000
# the integer that the cell data functions will interpret as an empty string.
int_treeview_helper_int_empty -5
# number of results shown in the next opponent
# info
int_treeview_latest_results 10
# number of matches shown in the preview
int_treeview_coming_matches 4
# number of |'s for an ideal 442 team in the opponent preview
int_treeview_max_pipes 50
# the bounds determining the player positions in a newly created
# team for players 13 to int_team_max_players.
# player 11 is always the second goalie.
float_player_pos_bound1 3755
float_player_pos_bound2 7510
# maximum number of players in a user team.
int_team_max_players 100
# number of players in cpu teams. should be
# less or equal int_team_max_players
int_team_cpu_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 70
int_initial_money_upper 100
# how many teams and players there
# are in the league statistics
int_stat_teams_len 3
int_stat_players_len 5
# percentage of team matches a goalie has to participate
# in to get counted in the best goalies statistics
float_stat_goalie_percentage 4000
# below and above which percentages of ranks
# in the league table the user's success counter
# gets incremented or decremented
float_user_success_table_bound_upper 3000
float_user_success_table_bound_lower 7000
# how many points the user loses or gains (so that
# his success counter converges to 0) if the team
# rank is between the above bounds
int_user_success_mediocre_rank_change 2
# success points for reaching some cup rounds
int_user_success_international_winner 80
int_user_success_international_final 70
int_user_success_international_semis 60
int_user_success_international_quarter 40
int_user_success_national_winner 70
int_user_success_national_final 60
int_user_success_national_semis 50
int_user_success_national_quarter 30
# success points for promotion and relegation
int_user_success_promotion 60
int_user_success_relegation 60
# points above or below which there might be a job
# offer
int_user_success_offer_limit 400
# base probability that the counter is considered at all
float_user_success_counter_check 2500
# probability that user gets job offer or fired if he
# is below or above the limit
float_user_success_base_prob 5000
# factor determining the growth of the probability
float_user_success_prob_factor 54
# how often a user may overdraw his bank account
int_finance_overdraw_limit 3
# how many weeks until he's got to be positive
int_finance_overdraw_positive 6
# wage factors for scout and physio
# four apiece because of the different qualities
float_finance_scout_factor1 20000
float_finance_scout_factor2 15000
float_finance_scout_factor3 10000
float_finance_scout_factor4 5000
float_finance_physio_factor1 6000
float_finance_physio_factor2 5000
float_finance_physio_factor3 4000
float_finance_physio_factor4 3000
# interest rate
float_finance_interest 200
# weight of player values and stadium capacity
# for drawing credit and loan
float_finance_credit_player_value_weight 600
float_finance_credit_stadium_weight 300000
# influence of the stadium safety on the value of the stadium
float_finance_credit_stadium_safety_exponent 2500
# scaling factors for the drawing credit and loan
float_finance_credit_factor_drawing 3000
float_finance_credit_factor_loan 7000
# number of weeks to pay back a loan
int_finance_payback_weeks 15
# 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
# live game speed (milliseconds
int_game_gui_live_game_speed_base 1000500
int_game_gui_live_game_speed_step 100000
# How much a player's skill can deviate from
# the average skill in his team.
float_player_average_skill_variance 750
# 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
# maximum player skill changes in cpu teams at
# the beginning of a new season in percent
float_season_end_team_change_lower -400
float_season_end_team_change_upper 400
# additional percentage if a user was first league
# champion
float_season_end_user_champ_addition 100
# bounds for new teams when user's been fired
# counted in the tables relative to his team
int_team_new_bound_upper 10
int_team_new_bound_lower 20
# tokens in the live game commentary
string_lg_commentary_token_team_home TH
string_lg_commentary_token_team_away TA
string_lg_commentary_token_team_in_poss TP
string_lg_commentary_token_team_not_in_poss TN
string_lg_commentary_token_team_losing TL
string_lg_commentary_token_team_winning TW
string_lg_commentary_token_team TT
string_lg_commentary_token_player1 P1
string_lg_commentary_token_player2 P2
string_lg_commentary_token_attendance AT
string_lg_commentary_token_result RE
string_lg_commentary_token_minute MI
string_lg_commentary_token_extra EX
# 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 3000
# prob that the scoring chance is a header
float_live_game_scoring_chance_is_header 2500
# 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.
# influence of the stadium safety on the stadium
# event probability
float_live_game_stadium_event_exponent 13
# probabilities of different events; should add
# up to 10000
float_live_game_stadium_event_breakdown 6000
float_live_game_stadium_event_riots 3000
float_live_game_stadium_event_fire 1000
# foul probabilities.
float_live_game_foul 1100
float_live_game_foul_red_injury 180
float_live_game_foul_red 450
float_live_game_foul_yellow 2800
# 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 100
float_live_game_injury_goalie_factor 2000
float_live_game_injury_is_temp 7500
# 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
# probability of injury time decrease for
# best and good physios (values of average and bad are
# obtained by mirroring these
# the values should add up to 10000
float_player_injury_recovery_best0 1000
float_player_injury_recovery_best1 6500
float_player_injury_recovery_best2 2500
float_player_injury_recovery_good0 1500
float_player_injury_recovery_good1 6500
float_player_injury_recovery_good2 2000
# fitness bounds after the player is recovered
float_player_injury_recovery_fitness_lower 5000
float_player_injury_recovery_fitness_upper 7000
# fitness decrease when injury is temporary
float_live_game_temp_injury_fitness_decrease_lower 200
float_live_game_temp_injury_fitness_decrease_upper 800
# 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
# 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 1250
# influence of boost on player's fitness decay.
float_player_boost_fitness_effect 8000
# influence of boost on injury probability.
float_player_boost_injury_effect 8000
# influence of boost on cards probability.
float_player_boost_card_effect 8000
# 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 2000
# 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 300
float_game_home_advantage_upper 700
# 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
# transfer list configuration
# maximal number of players on the list
int_transfer_max_players 20
# deadline in perc. of the longest league
# e.g if a league has 100 matchdays deadline would be after
# week 70
float_transfer_deadline_percentage 7500
# number of new players on the list each week
int_transfer_new_players_lower 0
int_transfer_new_players_upper 3
# how long they stay on the list
int_transfer_time_lower 4
int_transfer_time_upper 7
# percentage of players from international cup teams
float_transfer_cup_percentage 2500
# restrictions applying to very good players
float_transfer_good_player_skill_bound 9000
float_transfer_good_player_prob 5000
# scout deviance in percent of the players' values and wages
# these values are the deviance for the best scout; the others
# are obtained by multiplying it
float_transfer_scout_deviance_value 200
float_transfer_scout_deviance_wage 300
# probability for an offer when a user
# player's on the list
float_transfer_offer_prob_max 5000
# reduce factor (multiplied by the scout value)
float_transfer_offer_prob_reduce 1000
# deviance bounds of the fee from the value
# values for average and bad scout are mirrored
# best scout
float_transfer_offer_fee_best_lower -500
float_transfer_offer_fee_best_upper 1500
# good scout
float_transfer_offer_fee_good_lower -800
float_transfer_offer_fee_good_upper 1200
# bounds for contract time of a newly acquired player
int_transfer_contract_lower 1
int_transfer_contract_upper 4
# wage increase/decrease in percentage for players above
# or below their peak age for longer contracts than 1 year
float_contract_scale_factor 300
# max. number of offers when a new contract is negotiated
int_contract_max_offers 3
# ratio we'd like to have between the number
# of first and last names in a player name list
# (ie. #first names /#last names)
float_name_first_last_ratio 5000
# maximum number of possibilities we want to have
# in a shortened name list (ie. #first * #last)
int_name_max_product 2000
# probability that a name is chosen from a random
# list instead of the specified one
float_name_random_list_prob 2000
string_language_names English Deutsch Hollands
string_language_codes C de_DE nl_NL
string_language_symbols flag_england.png flag_germany.png flag_nl.png