home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Mac Power 1996 June
/
MACPOWER-1996-06.ISO.7z
/
MACPOWER-1996-06.ISO
/
AMUG
/
GAME_34
/
FTBL 95 1.01
/
FTBL95
/
CONSTANT.DAT
next >
Wrap
Text File
|
1995-12-10
|
2KB
|
56 lines
'Constant.dat
'
'This file contains the program constants used by FTBL.BAS
'to determine the results of a play. By changing these values
'you can modify the expected result of a run or pass
'or the chance for a fumble or interception.
'The raw expected yards (HP) for a given play are 4 6 8 6 8 10 5 12 25 40
'for plays 1 thru 10.
'
'Rushing values
'The following pairs effect the results of running plays.
'The first value is a positive multiplier used to determine the length of a run
'Increasing it will result in more yards per play. The second value is a
'negative constant. Increasing it will decrease expected yards and increase risk.
'The formula is Rnd(HP*X)+Rnd(HP*X)-HP/Y where X and Y are the constants and
'X is the raw expected yards per play e.g. 4 for Center Plunge (play #1).
'
'Good Off Play Calling - (e.g. outside run vs overstack)
.75,2.5
'Bad Off Play Calling- (e.g. inside run vs overstack)
.6,2.0
'Subtraction for Overstack against Good Off Play
' (e.g. bonus for overstack vs any running play)
.25
'
'Fumble - Increase value to DECREASE chance of fumble (value is a denominator)
430
'
'Passing - Sacks
'Increasing the next number increases the effectiveness of a Blitz
.8
'The next numbers change general effectiveness of pass rush
'decrease the first(denominator) and/or increase the 2nd(constant)
'to increase chance of sack: Rnd(100)<HP/X+Y where X and Y are:
5.75,3.2
'Scramble/run - the next two numbers change chance of qb scramble or run (as above).
5,4
'
'Length of Pass - next two values determine the constant and variable portions
'of the length of a pass - e.g. 40%(of HP) constant + 20% variable.
.4,.2
'
'The next number changes chance of an interception.
'Increasing it DECREASES chance of INT.
90
'
'The next 3 chnge chance of Incompletion - incresing them increases chance of Inc
'Note the last of the trio effects only Screen passes: Rnd(100)<HP*X+Y+Z
1.25,5,3.25
'
'The next numbers determine run after catch - the first is for normal passes
'The second is an addition for screen passes
'and the third is a bonus (per blitzer) for screens thrown against a blitz
'Increasing them increases run after catch
5,7,3