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755 lines
25 KiB
Plaintext
755 lines
25 KiB
Plaintext
########
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# Bygfoot constants file. a lot of fine-tuning stuff gets loaded
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# from here. constants affecting the appearance of the game
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# can be found in 'bygfoot_app'.
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#########
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#### float constants get divided by 10000 and loaded as floats
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#### so we write 5000 if we'd like to have 0.5
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# commands to compress and uncompress save files
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string_save_compress_command zip -q
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string_save_uncompress_command unzip -qq -o
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# suffix of compressed files
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string_save_suffix .zip
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# number of seconds until messages disappear
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int_game_gui_message_duration 5
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# number of seconds to delay for delayed messages
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int_game_gui_message_delay 3
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# base values for stadium improvement: 500 seats and 5%
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int_stadium_improvement_base_seats 500
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float_stadium_improvement_base_safety 500
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# values at which maximum discount is reached
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int_stadium_improvement_max_discount_seats 2000
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float_stadium_improvement_max_discount_safety 2000
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# maximum discount
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float_stadium_improvement_max_discount 4000
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# wage unit factor for 500 seats or 5% safety
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float_stadium_improvement_wage_unit_factor_seats 250000
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float_stadium_improvement_wage_unit_factor_safety 120000
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# these determine how much the weekly seats and
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# safety increase can deviate from the base values 500 and 5%
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int_stadium_improvement_seats_variance 100
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float_stadium_improvement_safety_variance 100
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# lower limit for player ages.
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float_player_age_lower 180000
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# upper limit for player ages.
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float_player_age_upper 360000
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# lower limit for player peak ages.
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float_player_peak_age_lower 300000
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# upper limit for player peak ages.
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float_player_peak_age_upper 330000
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# by how many years the peak age of goalies is
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# greater.
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float_player_peak_age_goalie_addition 20000
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# limits for initial fitness (read it as 85%)
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float_player_fitness_lower 8500
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# limits for initial fitness.
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float_player_fitness_upper 10000
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# skill reduction factor for very young and very old players
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# at generation
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float_player_skill_reduction1 500
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float_player_skill_reduction2 250
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# value scale factor (we take 1 + factor or 1 - factor
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# in the game) for values of young/old players
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float_player_value_scale1 1000
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float_player_value_scale2 500
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# bounds for the contract time at player generation.
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float_player_contract_lower 10000
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float_player_contract_upper 40000
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# bounds for the last skill update at player generation.
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float_player_lsu_lower 20000
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float_player_lsu_upper 100000
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# stadium safety bounds at generation
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float_team_stadium_safety_lower 8000
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float_team_stadium_safety_upper 10000
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# ticket price; this determines together with
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# the player wages the size of the stadium at
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# generation
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int_team_stadium_ticket_price 25
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# factor for stadium size; this determines the income
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# of the user teams
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float_team_stadium_size_wage_factor 18000
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# stadium safety deterioration values (per game)
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float_game_stadium_safety_deterioration_lower 20
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float_game_stadium_safety_deterioration_upper 50
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# journey cost factor for national and international games
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float_game_finance_journey_factor_national 3000
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float_game_finance_journey_factor_international 6000
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# how many spectators in a perfectly safe stadium
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float_game_stadium_attendance_percentage_lower 7000
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float_game_stadium_attendance_percentage_upper 11000
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# percentage increasing factor in cup games
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float_game_stadium_attendance_cup_national_factor 11500
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float_game_stadium_attendance_cup_international_factor 12500
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# how many rounds before the final there's full house
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int_game_stadium_attendance_cup_rounds_full_house 3
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# below which rank (in pct. of the number of teams in the league)
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# there are more spectators
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float_game_stadium_attendance_rank_percentage 2500
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# factor for an opponent with high rank
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float_game_stadium_attendance_rank_factor 11000
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# exponent of the stadium safety (the bigger the greater
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# the influence of the safety on the percentage)
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float_game_stadium_attendance_safety_exponent 5000
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# how many spectators there can be at most compared to
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# the average stadium size in the league
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float_game_stadium_attendance_average_exceed_factor 20000
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# upper and lower percentages for attendance on neutral
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# ground (compared to the average capacity of cup teams
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# in international cups and average capacity of league 1
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# teams in national cups)
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float_game_stadium_attendance_neutral_lower 9000
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float_game_stadium_attendance_neutral_upper 14500
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# reduce (in percentage) of capacity for different
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# stadium events
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float_game_stadium_safety_reduce_breakdown_lower 300
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float_game_stadium_safety_reduce_breakdown_upper 600
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float_game_stadium_safety_reduce_riots_lower 500
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float_game_stadium_safety_reduce_riots_upper 1000
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float_game_stadium_safety_reduce_fire_lower 1000
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float_game_stadium_safety_reduce_fire_upper 1500
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# factor we multiply the safety reduction with to obtain the
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# capacity reduction; the bigger the higher the reduction
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float_game_stadium_capacity_reduce_factor 15000
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# lsu addition for injured players who are older
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# than their peak age
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float_player_lsu_injured_old 15000
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# percentage of league games a player has to participate
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# in to have his lsu increased
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float_player_lsu_games_percentage 3000
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# probability that the lsu gets increased even
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# if the player didn't participate in that many games
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float_player_lsu_increase_prob 4000
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# the lsu above which a skill update is considered
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float_player_lsu_update_limit 120000
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# 1 - probability that the update occurs right away
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float_player_lsu_update_base_prob 8000
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# this determines the accuracy of the scout's
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# talent estimate. the smaller the better.
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float_player_etal_scout_factor 70000
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# fitness limits below which fitness is shown
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# in orange and red etc.
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float_treeview_helper_limit_player_fitness_below1 8500
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float_treeview_helper_limit_player_fitness_below2 7000
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float_treeview_helper_limit_player_fitness_below3 6000
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# contract limits below which contract time is shown
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# in orange and red etc.
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float_treeview_helper_limit_player_contract_below1 10000
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float_treeview_helper_limit_player_contract_below2 7000
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float_treeview_helper_limit_player_contract_below3 4000
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# the factor that determines how much money the user has to pay
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# if he fires a player
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float_player_fire_wage_factor 100000
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# the integer that the cell data functions will interpret as an empty string.
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int_treeview_helper_int_empty -5
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# number of results shown in the next opponent
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# info
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int_treeview_latest_results 10
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# number of matches shown in the preview
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int_treeview_coming_matches 4
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# number of |'s for an ideal 442 team in the opponent preview
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int_treeview_max_pipes 50
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# the bounds determining the player positions in a newly created
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# team for players 13 to int_team_max_players.
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# player 11 is always the second goalie.
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float_player_pos_bound1 3755
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float_player_pos_bound2 7510
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# maximum number of players in a user team.
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int_team_max_players 22
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# number of players in cpu teams. should be
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# less or equal int_team_max_players
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int_team_cpu_players 20
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# highest skill and talent a player can have.
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float_player_max_skill 990000
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# determines initial money of the users
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int_initial_money_lower 70
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int_initial_money_upper 100
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# how many teams and players there
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# are in the league statistics
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int_stat_teams_len 3
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int_stat_players_len 5
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# percentage of team matches a goalie has to participate
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# in to get counted in the best goalies statistics
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float_stat_goalie_percentage 4000
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# below and above which percentages of ranks
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# in the league table the user's success counter
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# gets incremented or decremented
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float_user_success_table_bound_upper 3000
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float_user_success_table_bound_lower 7000
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# how many points the user loses or gains (so that
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# his success counter converges to 0) if the team
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# rank is between the above bounds
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int_user_success_mediocre_rank_change 2
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# success points for reaching some cup rounds
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int_user_success_international_winner 80
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int_user_success_international_final 70
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int_user_success_international_semis 60
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int_user_success_international_quarter 40
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int_user_success_national_winner 70
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int_user_success_national_final 60
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int_user_success_national_semis 50
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int_user_success_national_quarter 30
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# success points for promotion and relegation
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int_user_success_promotion 60
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int_user_success_relegation 60
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# points above or below which there might be a job
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# offer
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int_user_success_offer_limit 400
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# base probability that the counter is considered at all
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float_user_success_counter_check 2500
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# probability that user gets job offer or fired if he
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# is below or above the limit
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float_user_success_base_prob 5000
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# factor determining the growth of the probability
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float_user_success_prob_factor 54
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# how often a user may overdraw his bank account
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int_finance_overdraw_limit 3
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# how many weeks until he's got to be positive
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int_finance_overdraw_positive 6
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# wage factors for scout and physio
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# four apiece because of the different qualities
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float_finance_scout_factor1 20000
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float_finance_scout_factor2 15000
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float_finance_scout_factor3 10000
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float_finance_scout_factor4 5000
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float_finance_physio_factor1 6000
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float_finance_physio_factor2 5000
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float_finance_physio_factor3 4000
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float_finance_physio_factor4 3000
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# interest rate
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float_finance_interest 200
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# weight of player values and stadium capacity
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# for drawing credit and loan
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float_finance_credit_player_value_weight 600
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float_finance_credit_stadium_weight 300000
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# influence of the stadium safety on the value of the stadium
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float_finance_credit_stadium_safety_exponent 2500
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# scaling factors for the drawing credit and loan
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float_finance_credit_factor_drawing 3000
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float_finance_credit_factor_loan 7000
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# number of weeks to pay back a loan
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int_finance_payback_weeks 15
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# live game scale configuration
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float_game_gui_live_game_scale_attack 3000
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float_game_gui_live_game_scale_chance 4500
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float_game_gui_live_game_scale_range 100000
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# live game speed (milliseconds
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int_game_gui_live_game_speed_base 1000500
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int_game_gui_live_game_speed_step 100000
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# How much a player's skill can deviate from
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# the average skill in his team.
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float_player_average_skill_variance 750
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# these determine the value calculation of players.
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# value is a function of skill and talent involving
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# a power.
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float_player_value_skill_weight 6500
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float_player_value_power 35000
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# these determine the wage calculation of players.
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# wage depends on the value and a random factor near 1.
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float_player_wage_value_factor 100
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float_player_wage_random_dev 1500
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# constants determining the probabilities for
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# the playing styles of cpu teams.
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float_team_playing_style_prob1 1000
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float_team_playing_style_prob2 2500
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float_team_playing_style_prob3 7500
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float_team_playing_style_prob4 9000
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# constants determining the probabilities for
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# the playing structures of cpu teams.
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float_team_playing_structure_prob1 1500
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float_team_playing_structure_prob2 5000
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float_team_playing_structure_prob3 7000
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float_team_playing_structure_prob4 8500
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# kinda hard to explain.
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# @see team_generate_players()
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# @see player_generate()
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float_team_skill_variance 750
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# maximum player skill changes in cpu teams at
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# the beginning of a new season in percent
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float_season_end_team_change_lower -400
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float_season_end_team_change_upper 400
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# additional percentage if a user was first league
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# champion
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float_season_end_user_champ_addition 100
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# bounds for new teams when user's been fired
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# counted in the tables relative to his team
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int_team_new_bound_upper 10
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int_team_new_bound_lower 20
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# base probability that the ball gets from defending area
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# to midfield area.
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float_live_game_area_def_mid 5000
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# influence of attack/defend values on the base probability; the lower
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# the smaller the influence.
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float_live_game_area_def_mid_team_exponent 10000
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# base probability that the ball gets from midfield area
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# to attack area or back to defend area.
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float_live_game_area_mid_att 5000
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float_live_game_area_mid_def 3000
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# influence of attack/defend values on the base probability; the lower
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# the smaller the influence.
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float_live_game_area_mid_team_exponent 12500
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# base probability that the ball gets from attacking area
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# to midfield area.
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float_live_game_area_att_mid 3000
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# influence of attack/defend values on the base probability; the lower
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# the smaller the influence.
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float_live_game_area_att_mid_team_exponent 10000
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# base probability of a general event (no foul, no injury, no goal etc.)
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float_live_game_event_general 5000
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# base probability for possession change.
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float_live_game_possession_changes 2000
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# influence of the team values on the possession change.
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float_live_game_possession_team_exponent 40000
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# base prob for a scoring chance if a team is attacking.
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float_live_game_scoring_chance 3000
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# team values influence on the scoring chance.
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float_live_game_scoring_chance_team_exponent 12500
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# probability that it's the player in possession who
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# has the scoring chance.
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float_live_game_player_in_poss_shoots 3000
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# prob that the scoring chance is a header
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float_live_game_scoring_chance_is_header 2500
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# base probability to score with a scoring chance.
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float_live_game_score_base_prob 3000
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# base probability to score with a free kick.
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float_live_game_score_free_kick 500
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# base probability to score with a penalty.
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float_live_game_score_penalty 8000
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# influence of the attacker/goalie skills on the probability to score.
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float_live_game_score_duel_exponent 3000
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# influence of the team attacking/defending values on the probability to score.
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float_live_game_score_team_exponent 7000
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# the smaller this number, the smaller the probability of
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# many stopping minutes after 90 or 45 minutes.
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float_live_game_break_base 6000
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# the bigger this number, the faster the probability of
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# yet another additional minute after the 45th minute decays.
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float_live_game_45_break_exponent_factor 13000
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# the bigger this number, the faster the probability of
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# yet another additional minute after the 90th minute decays.
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float_live_game_90_break_exponent_factor 7000
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# the probability that the team that shot on the goal stays
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# in possession after a post or cross-bar hit.
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float_live_game_possession_after_post 3000
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# probability that there is a passing event after a special event.
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float_live_game_general_event_second_player 5000
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# constants for stadium events.
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# influence of the stadium safety on the stadium
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# event probability
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float_live_game_stadium_event_exponent 13
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# probabilities of different events; should add
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# up to 10000
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float_live_game_stadium_event_breakdown 6000
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float_live_game_stadium_event_riots 3000
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float_live_game_stadium_event_fire 1000
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# foul probabilities.
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float_live_game_foul 1100
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float_live_game_foul_red_injury 150
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float_live_game_foul_red 380
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float_live_game_foul_yellow 2800
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# ban duration probabilities
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# should add up to 1000
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float_live_game_ban_1 7000
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float_live_game_ban_2 1500
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float_live_game_ban_3 1000
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float_live_game_ban_4 300
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float_live_game_ban_5 200
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# probability that the foul player is from the
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# team that has the ball
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float_live_game_foul_by_possession 2000
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# injury probabilities.
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float_live_game_injury 100
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float_live_game_injury_goalie_factor 2000
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float_live_game_injury_is_temp 7500
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# probabilities for different injuries
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# these should add up to 1000
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float_player_injury_concussion 2000
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float_player_injury_pulled_muscle 2000
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float_player_injury_hamstring 1500
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float_player_injury_groin 1500
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float_player_injury_frac_ankle 1000
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float_player_injury_rib 750
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float_player_injury_leg 400
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float_player_injury_brok_ankle 400
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float_player_injury_arm 200
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float_player_injury_shoulder 150
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float_player_injury_ligament 70
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float_player_injury_career_stop 30
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# duration of the injuries (mean and deviance)
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int_player_injury_duration_concussion 2
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int_player_injury_duration_dev_concussion 1
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int_player_injury_duration_pulled_muscle 3
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int_player_injury_duration_dev_pulled_muscle 1
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int_player_injury_duration_hamstring 5
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int_player_injury_duration_dev_hamstring 2
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int_player_injury_duration_groin 5
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int_player_injury_duration_dev_groin 2
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int_player_injury_duration_frac_ankle 6
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int_player_injury_duration_dev_frac_ankle 2
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int_player_injury_duration_rib 8
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int_player_injury_duration_dev_rib 4
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int_player_injury_duration_leg 9
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int_player_injury_duration_dev_leg 4
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int_player_injury_duration_brok_ankle 11
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int_player_injury_duration_dev_brok_ankle 5
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int_player_injury_duration_arm 6
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int_player_injury_duration_dev_arm 2
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int_player_injury_duration_shoulder 10
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int_player_injury_duration_dev_shoulder 5
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int_player_injury_duration_ligament 22
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int_player_injury_duration_dev_ligament 8
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# probability of injury time decrease for
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# best and good physios (values of average and bad are
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# obtained by mirroring these
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# 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 Français Nederlands
|
|
string_language_codes C de_DE fr_FR nl_NL
|
|
string_language_symbols flag_england.png flag_germany.png flag_france.png flag_nl.png
|
|
|
|
# lower and upper limits of which percentage
|
|
# of the player wages a sponsor pays; the actual
|
|
# value depends on the team's success
|
|
float_sponsor_wage_percentage_lower 2000
|
|
float_sponsor_wage_percentage_upper 7000
|
|
|
|
# percentage difference between shorter and longer
|
|
# contracts. whether this counts positively or negatively
|
|
# depends on whether the success counter is positive or negative
|
|
float_sponsor_contract_length_factor 1200
|
|
|
|
# lower and upper limits for number of sponsor offers
|
|
int_sponsor_offers_lower 1
|
|
int_sponsor_offers_upper 5
|
|
|
|
# limits for weeks without sponsor
|
|
int_sponsor_without_weeks_lower 3
|
|
int_sponsor_without_weeks_upper 6
|
|
|
|
# probability that the current sponsor wants
|
|
# to continue engagement if the team is completely
|
|
# unsuccessful
|
|
float_sponsor_continue_prob 1000
|