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280 lines
9.5 KiB
Plaintext
280 lines
9.5 KiB
Plaintext
#### int constants
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# number of seconds until messages disappear
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int_game_gui_message_duration 5
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# lower limit for player ages.
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int_player_age_lower 936
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# upper limit for player ages.
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int_player_age_upper 1872
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# lower limit for player peak ages.
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int_player_peak_age_lower 1560
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# upper limit for player peak ages.
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int_player_peak_age_upper 1716
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# by how many weeks the peak age of goalies is
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# greater.
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int_player_peak_age_goalie_addition 104
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# limits for initial fitness.
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int_player_fitness_lower 85
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# limits for initial fitness.
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int_player_fitness_upper 100
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# the bounds determining the player positions in a newly created
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# team for players 13 to constant_team_max_players.
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# player 11 is always the second goalie.
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int_player_pos_bound1 15
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int_player_pos_bound2 18
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# bounds for the contract time at player generation.
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int_player_contract_lower 52
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int_player_contract_upper 208
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# bounds for the last skill update at player generation.
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int_player_lsu_lower 2
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int_player_lsu_upper 10
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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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int_player_etal_scout_factor 7
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# fitness limits below which fitness is shown
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# in orange and red etc.
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int_treeview_cell_limit_player_fitness_below1 85
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int_treeview_cell_limit_player_fitness_below2 70
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int_treeview_cell_limit_player_fitness_below3 60
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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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int_treeview_cell_limit_player_contract_below1 52
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int_treeview_cell_limit_player_contract_below2 40
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int_treeview_cell_limit_player_contract_below3 20
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# the integer that the cell data functions will interpret as an empty string.
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int_treeview_cell_int_empty -5
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# transfer list configuration
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int_transfer_max_players 20
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int_transfer_deadline 35
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# maximum number of players in a team.
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int_team_max_players 20
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# highest skill and talent a player can have.
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int_player_max_skill 99
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# determines initial money of the users
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int_initial_money_lower 80
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int_initial_money_upper 110
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#### float constants
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#### these get divided by 1000 and loaded as floats
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#### so we write 500 if we'd like to have 0.5
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# live game scale configuration
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float_game_gui_live_game_scale_attack 300
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float_game_gui_live_game_scale_chance 450
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float_game_gui_live_game_scale_range 10000
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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 100
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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 650
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float_player_value_power 3500
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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 10
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float_player_wage_random_dev 150
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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 100
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float_team_playing_style_prob2 250
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float_team_playing_style_prob3 750
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float_team_playing_style_prob4 900
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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 150
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float_team_playing_structure_prob2 500
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float_team_playing_structure_prob3 700
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float_team_playing_structure_prob4 850
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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 75
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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 500
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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 1000
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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 500
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float_live_game_area_mid_def 300
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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 1250
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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 300
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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 1000
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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 500
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# base probability for possession change.
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float_live_game_possession_changes 200
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# influence of the team values on the possession change.
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float_live_game_possession_team_exponent 4000
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# base prob for a scoring chance if a team is attacking.
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float_live_game_scoring_chance 300
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# team values influence on the scoring chance.
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float_live_game_scoring_chance_team_exponent 1250
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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 500
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# base probability to score with a scoring chance.
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float_live_game_score_base_prob 300
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# base probability to score with a free kick.
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float_live_game_score_free_kick 50
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# base probability to score with a penalty.
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float_live_game_score_penalty 800
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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 300
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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 700
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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 600
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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 1300
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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 700
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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 300
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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 500
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# constants for stadium events.
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float_live_game_stadium_event_exponent 50
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float_live_game_stadium_event_fire 200
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float_live_game_stadium_event_riots 500
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float_live_game_stadium_event_breakdown 1000
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# foul probabilities.
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float_live_game_foul 110
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float_live_game_foul_red_injury 50
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float_live_game_foul_red 80
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float_live_game_foul_yellow 230
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# injury probabilities.
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float_live_game_injury 17
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float_live_game_injury_goalie_factor 200
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float_live_game_injury_is_temp 700
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# probability that a scoring chance is an own goal.
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float_live_game_scoring_chance_is_own_goal 10
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# probability of a free kick after a foul.
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float_live_game_free_kick_prob 150
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# probability of a penalty after a foul.
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float_live_game_penalty_prob 50
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# probability that a scoring chance is a header.
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float_live_game_scoring_chance_is_header 350
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# influence in % of the game style towards more attack.
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float_game_style_factor 75
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# influence of boost on player's skill.
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float_player_boost_skill_effect 300
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# influence of boost on player's fitness decay.
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float_player_boost_fitness_effect 1000
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# influence of boost on injury probability.
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float_player_boost_injury_effect 1000
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# influence of boost on cards probability.
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float_player_boost_card_effect 1000
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# the influence of the fitness on the current skill.
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# this determines the player's contribution to the team
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# during a game. the higher the value the bigger the influence.
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float_player_fitness_impact_on_skill 250
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# influence of the fitness on the player contribution.
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# the higher the worse. @see game_get_player_contribution()
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float_player_fitness_exponent 250
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# bounds for the home advantage factor
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float_game_home_advantage_lower 40
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float_game_home_advantage_upper 80
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#### string constants
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# live game scale configuration
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string_game_gui_live_game_scale_color_defend lightblue
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string_game_gui_live_game_scale_color_midfield khaki
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string_game_gui_live_game_scale_color_attack gold
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string_game_gui_live_game_scale_color_chance orange
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string_game_gui_live_game_scale_color_goal red
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string_game_gui_live_game_scale_color_miss lightgreen
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# default background and foreground in treeviews
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string_treeview_cell_color_default_background white
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string_treeview_cell_color_default_foreground black
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# player list colours
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string_treeview_cell_color_player_pos_goalie_bg black
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string_treeview_cell_color_player_pos_goalie_fg white
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string_treeview_cell_color_player_pos_defender_bg darkgreen
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string_treeview_cell_color_player_pos_defender_fg white
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string_treeview_cell_color_player_pos_midfielder_bg darkblue
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string_treeview_cell_color_player_pos_midfielder_fg white
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string_treeview_cell_color_player_pos_forward_bg darkred
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string_treeview_cell_color_player_pos_forward_fg white
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string_treeview_cell_color_player_injury lightgreen
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string_treeview_cell_color_player_banned red
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string_treeview_cell_color_player_yellow_danger yellow
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string_treeview_cell_color_player_fitness_normal darkgreen
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string_treeview_cell_color_player_fitness_below1 darkorange
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string_treeview_cell_color_player_fitness_below2 orangered
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string_treeview_cell_color_player_fitness_below3 red
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string_treeview_cell_color_player_contract_normal darkgreen
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# see also the int constants for contract limits
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string_treeview_cell_color_player_contract_below1 darkorange
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string_treeview_cell_color_player_contract_below2 orangered
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string_treeview_cell_color_player_contract_below3 red
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# colours for cskill in wrong position
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string_treeview_cell_color_player_bad_cskill_bg lightblue
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string_treeview_cell_color_player_bad_cskill_fg red
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# font attributes for the live game window result.
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string_treeview_cell_live_game_result_attributes weight='bold' size='large'
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