home *** CD-ROM | disk | FTP | other *** search
INI File | 2009-10-07 | 15.1 KB | 499 lines |
- [CAREER]
- // if you want it to be N years
- LENGTH_IN_YEARS = 15
-
- // if you want it to be N seasons
- NUM_SEASONS_IN_CAREER = 15
-
- // percentage of money you keep when you switch teams
- SWITCH_TEAM_KEEP_MONEY_PERCENTAGE = 70
-
- // These are the minimum and maximum number of teams that have to be available from each country in job-offer screen
- JOB_OFFER_MIN_NUMBER_OF_TEAM_FROM_COUNTRY = 7
- JOB_OFFER_MAX_NUMBER_OF_TEAM_FROM_COUNTRY = 12
-
- // How many upgrade points the career is started with
- UPGRADE_POINTS_START_WITH = 100
-
- // What job security the manager starts at
- JOB_SECURITY_START_AT = 65
-
- // What percentage you keep of your jobsecurity if you stay with the same team (low-capped at JOB_SECURITY_START_AT though)
- JOB_SECURITY_LEFT_IF_STAY_WITH_SAME_TEAM = 80
-
- // This determines how much the maximum prestige difference is for your favourite team to show up
- PRESTIGE_DIFF_FOR_FAV_TEAM = 5
-
- // What percentage you keep of your jobsecurity if you stay with the same team (low-capped at JOB_SECURITY_START_AT though)
- JOB_SECURITY_LEFT_IF_STAY_WITH_SAME_TEAM = 80
-
- // What percentage points are weighted when you win, lose or draw, depending on your season-objective;
- // 1 = Win the league
- // 2 = Get promoted
- // 3 = Finish in top half
- // 4 = Don't relegate
- // W = win, D = draw, L = loss;
- POINT_DELTA_WEIGHING_W_1 = 100
- POINT_DELTA_WEIGHING_W_2 = 90
- POINT_DELTA_WEIGHING_W_3 = 80
- POINT_DELTA_WEIGHING_W_4 = 70
-
- POINT_DELTA_WEIGHING_D_1 = 100
- POINT_DELTA_WEIGHING_D_2 = 90
- POINT_DELTA_WEIGHING_D_3 = 80
- POINT_DELTA_WEIGHING_D_4 = 70
-
- POINT_DELTA_WEIGHING_L_1 = 100
- POINT_DELTA_WEIGHING_L_2 = 90
- POINT_DELTA_WEIGHING_L_3 = 80
- POINT_DELTA_WEIGHING_L_4 = 70
-
- // Point bonus for when you make your season objective;
- SEASON_OBJECTIVE_POINT_BONUS = 100
-
- // Job security bonus for when you make or break your season objective;
- SEASON_OBJECTIVE_JOB_SEC_BONUS = 10
-
- // If a manager gets a 100 extra points, it gets UPGRADE_MULTIPLIER * 100 extra upgrade points
- UPGRADE_MULTIPLIER = .70
-
- // This tweaks how much is added to the player injury duration at the low and high spectrum of medical-upgrades.
- // At upgrade5, the duration is 100 percent, in between it's linear.
- INJURY_DURATION_AT_MED_UPGRADE_0 = 110
- INJURY_DURATION_AT_MED_UPGRADE_10 = 80
-
- // This determines the actual duration of injuries
- INJURY_MINOR_MIN_DURATION = 7
- INJURY_MINOR_MAX_DURATION = 14
- INJURY_MODERATE_MIN_DURATION = 21
- INJURY_MODERATE_MAX_DURATION = 42
- INJURY_SEVERE_MIN_DURATION = 91
- INJURY_SEVERE_MAX_DURATION = 175
-
-
- // If a manager gets a 100 extra points, it gets 100 * (MONEY_MULTIPLIER + (financeUpgrade / MONEY_FINANCE_UPGRADE_DIVIDER)) extra
- // money points, where financeUpgrade is from 0 to 1000.
- MONEY_MULTIPLIER = 20
- MONEY_FINANCE_UPGRADE_DIVIDER = 500
-
- // These tweak when job-security messages show up.
- // If the manager's job security is ZONE_VERY_LOW or ZONE_LOW percent from getting fired, appropriate messages show up.
- // If the manager's job security is ZONE_HIGH or ZONE_VERY_HIGH percent from a 100 percent, messages show up.
- ZONE_VERY_LOW = 5
- ZONE_LOW = 10
- ZONE_HIGH = 88
- ZONE_VERY_HIGH = 94
-
- // Bonusses for winning different events.
- W_CUP_BONUS = 7
- W_DOMESTIC_CUP_BONUS = 5
- W_HOME_BONUS = 4
- W_AWAY_BONUS = 5
- W_FINAL_BONUS = 9
- W_RIVAL_BONUS = 6
- W_CLEAN_SHEET_BONUS = 2
- W_BLOW_OUT_BONUS = 5
- W_HATTRICK_BONUS = 3
- W_STREAK_BONUS = 4
-
- // Bonusses for losing different events.
- L_CUP_BONUS = -5
- L_DOMESTIC_CUP_BONUS = -3
- L_HOME_BONUS = -6
- L_AWAY_BONUS = -3
- L_FINAL_BONUS = -7
- L_RIVAL_BONUS = -7
- L_CLEAN_SHEET_BONUS = -2
- L_BLOW_OUT_BONUS = -6
- L_HATTRICK_BONUS = -2
- L_STREAK_BONUS = -4
-
- // Bonusses for getting a draw on different events.
- D_CUP_BONUS = 0
- D_DOMESTIC_CUP_BONUS = 0
- D_HOME_BONUS = 0
- D_HOME_BONUS = 0
- D_FINAL_BONUS = 0
- D_RIVAL_BONUS = 0
- D_CLEAN_SHEET_BONUS = 2
- D_BLOW_OUT_BONUS = 0
- D_HATTRICK_BONUS = 2
- D_STREAK_BONUS = 0
-
- // At what percentages a manager gets fired at certain prestiges
- FIRED_AT_STAR_0 = 40
- FIRED_AT_STAR_1 = 38.5
- FIRED_AT_STAR_2 = 37
- FIRED_AT_STAR_3 = 35.5
- FIRED_AT_STAR_4 = 34
- FIRED_AT_STAR_5 = 32.5
- FIRED_AT_STAR_6 = 31
- FIRED_AT_STAR_7 = 29.5
- FIRED_AT_STAR_8 = 28
- FIRED_AT_STAR_9 = 26.5
- FIRED_AT_STAR_10 = 26.5
-
- // How many points a manager needs to get to the next star.
- POINTS_FOR_STAR_1 = 225
- POINTS_FOR_STAR_2 = 450
- POINTS_FOR_STAR_3 = 800
- POINTS_FOR_STAR_4 = 1350
- POINTS_FOR_STAR_5 = 2150
- POINTS_FOR_STAR_6 = 3300
- POINTS_FOR_STAR_7 = 4800
- POINTS_FOR_STAR_8 = 6800
- POINTS_FOR_STAR_9 = 9300
- POINTS_FOR_STAR_10 = 12500
-
- // This is the value that morale, form and fatigue start at at the beginning of each season (with some fuzzyness attached);
- MORALE_STARTS_AT = 60
- FORM_STARTS_AT = 50
- FATIGUE_START_AT = 10
-
- // This value determines how matchratings average into form. It can be a value from 0 to 100. The formula is:
- // form = PERCENTAGE_OF_OLD_FORM * oldForm + (100 - PERCENTAGE_OF_OLD_FORM) * matchRating.
- PERCENTAGE_OF_OLD_FORM = 70
-
- // Every non-playing day, fatigue is decreased with (BASE_LOSS + fitness_upgrade_level * FIT_UPGRADE_LOSS);
- FATIGUE_FITT_UPGRADE_LOSS_PER_DAY = 1
- FATIGUE_BASE_LOSS_PER_DAY = 3
-
- // Based on how you started in the game, you get a morale boost.
- MORALE_ADD_PLAYER_IS_RESERVE = -1
- MORALE_ADD_NOT_PLAYED_LAST_GAME = 0
- MORALE_ADD_IN_STARTING_LINE_UP = 3
- MORALE_ADD_PLAYED_LAST_GAME = 2
-
- // Based on your form, you get a morale boost.
- MORALE_ADD_FORM_10 = 6
- MORALE_ADD_FORM_9 = 5
- MORALE_ADD_FORM_8 = 4
- MORALE_ADD_FORM_7 = 2
- MORALE_ADD_FORM_6 = 1
- MORALE_ADD_FORM_5 = 0
- MORALE_ADD_FORM_4 = -2
- MORALE_ADD_FORM_3 = -3
- MORALE_ADD_FORM_2 = -4
- MORALE_ADD_FORM_1 = -5
- MORALE_ADD_FORM_0 = -10
-
- // Based on the difference between line-upgrades, people lagging behind will get a morale update;
- MORALE_ADD_LINE_UPGRADE_DIFFERENCE = -2
-
- // How often (every N games) the warning email that you have a difference in line-upgrades
- UPGRADE_DIFFERENCE_EMAIL_SHOWS_EVERY = 10
-
- // How big the line upgrade difference has to be for the morale effect to kick in
- MORALE_ADD_LINE_UPGRADE_DIFF_TRIGGER_DELTA = 3
-
- // Based on your fatigue at the start of the match, you get a morale boost.
- MORALE_ADD_FATIGUE_0_5 = 1
- MORALE_ADD_FATIGUE_5_10 = 1
- MORALE_ADD_FATIGUE_10_20 = 0
- MORALE_ADD_FATIGUE_20_30 = 0
- MORALE_ADD_FATIGUE_30_40 = 0
- MORALE_ADD_FATIGUE_40_50 = -1
- MORALE_ADD_FATIGUE_50_60 = -1
- MORALE_ADD_FATIGUE_60_70 = -3
- MORALE_ADD_FATIGUE_70_80 = -3
- MORALE_ADD_FATIGUE_80_90 = -4
- MORALE_ADD_FATIGUE_90_100 = -5
-
- // Based on your preferred position, if you make it, you get or lose morale
- MORALE_ADD_PLAYS_PREFERRED_POSITION = 0
- MORALE_ADD_NOT_PLAYS_PREFERRED_POSITION = -2
-
- // These impact morale based on your winning or losing streak;
- MORALE_ADD_WIN_STREAK_19_MORE = 5
- MORALE_ADD_WIN_STREAK_10_19 = 3
- MORALE_ADD_WIN_STREAK_5_10 = 2
- MORALE_ADD_WIN_STREAK_2_5 = 1
- MORALE_ADD_LOSE_STREAK_19_MORE = -4
- MORALE_ADD_LOSE_STREAK_10_19 = -3
- MORALE_ADD_LOSE_STREAK_5_10 = -2
- MORALE_ADD_LOSE_STREAK_2_5 = -1
-
- // These impact morale based on whether you won or lost the game;
- MORALE_ADD_WON_GAME = 3
- MORALE_ADD_LOST_GAME = -6
- MORALE_ADD_DRAW_GAME = 0
-
- MORALE_ADD_WON_GAME_FOR_RESERVE = 1
- MORALE_ADD_LOST_GAME_FOR_RESERVE = -1
- MORALE_ADD_DRAW_GAME_FOR_RESERVE = 0
-
- // These impact morale based on an injury;
- MORALE_ADD_INJURY_SEVERITY_0 = -15
- MORALE_ADD_INJURY_SEVERITY_1 = -20
- MORALE_ADD_INJURY_SEVERITY_2 = -25
- MORALE_ADD_INJURY_SEVERITY_3 = -30
-
- // Impact of an injury on the players fatigue, in percentage;
- MINOR_INJURY_IMPACT_ON_FATIGUE = 110
- MODERATE_INJURY_IMPACT_ON_FATIGUE = 120
- SEVERE_INJURY_IMPACT_ON_FATIGUE = 140
-
- // If you sign a team with higher prestige, you get this percentage of your old upgrade points;
- UPGRADE_INC_SIGN_TEAM_MORE_PRESTIGE = 120
-
- // If you get fired, you retain this percentage of your old upgrade points;
- UPGRADE_DEC_SIGN_TEAM_GOT_FIRED = 80
-
- // List of available player attributes:
- //
- // AGGRESSION
- // AWARENESS
- // ACCELERATION
- // BALANCE
- // BALLCONTROL
- // CROSSING
- // DRIBBLING
- // HEADING
- // LONGBALLS
- // MARKING
- // PACE
- // PASSING
- // REFLEXES
- // RUSHING
- // SHOTACCURACY
- // SHOTPOWER
- // STAMINA
- // STRENGTH
- // TACKLING
- // THROWING
- // LEADERSHIP
- // CLINICALFINISHER
- // SPEEDKING
- // RECKLESS
- // BALLWINNER
- // WORKRATE
- // DIVER
- // INJURYPRONE
- // GREED
-
- // How much morale impacts player attributes at different levels.
- MORALE_ATTRIB_5 = 5
- MORALE_ATTRIB_4 = 2
- MORALE_ATTRIB_3 = 0
- MORALE_ATTRIB_2 = -3
- MORALE_ATTRIB_1 = -6
-
- // What attributes are affected by morale.
- MORALE_AFFECTS_ACCELERATION = 1
- MORALE_AFFECTS_BALANCE = 1
- MORALE_AFFECTS_BALLCONTROL = 1
- MORALE_AFFECTS_CROSSING = 1
- MORALE_AFFECTS_DRIBBLING = 1
- MORALE_AFFECTS_HEADING = 1
- MORALE_AFFECTS_LONGBALLS = 1
- MORALE_AFFECTS_MARKING = 1
- MORALE_AFFECTS_PACE = 1
- MORALE_AFFECTS_PASSING = 1
- MORALE_AFFECTS_REFLEXES = 1
- MORALE_AFFECTS_RUSHING = 1
- MORALE_AFFECTS_SHOTACCURACY = 1
- MORALE_AFFECTS_SHOTPOWER = 1
- MORALE_AFFECTS_STAMINA = 1
- MORALE_AFFECTS_STRENGTH = 1
- MORALE_AFFECTS_TACKLING = 1
-
- // How much fatigue impacts player attributes at different levels.
- FATIGUE_ATTRIB_5 = -10
- FATIGUE_ATTRIB_4 = -8
- FATIGUE_ATTRIB_3 = -6
- FATIGUE_ATTRIB_2 = -3
- FATIGUE_ATTRIB_1 = -0
-
- // What attributes fatigue impacts
- FATIGUE_AFFECTS_BALANCE = 1
- FATIGUE_AFFECTS_CROSSING = 1
- FATIGUE_AFFECTS_DRIBBLING = 1
- FATIGUE_AFFECTS_HEADING = 1
- FATIGUE_AFFECTS_LONGBALLS = 1
- FATIGUE_AFFECTS_MARKING = 1
- FATIGUE_AFFECTS_PASSING = 1
- FATIGUE_AFFECTS_REFLEXES = 1
- FATIGUE_AFFECTS_RUSHING = 1
- FATIGUE_AFFECTS_SHOTACCURACY = 1
- FATIGUE_AFFECTS_SHOTPOWER = 1
- FATIGUE_AFFECTS_STAMINA = 1
- FATIGUE_AFFECTS_STRENGTH = 1
- FATIGUE_AFFECTS_TACKLING = 1
-
- // The following attributes tweak acts of god;
- ACT_OF_GOD_CHANCE = 10
-
- BUDGET_ADD_SMALL = 200
- BUDGET_ADD_LARGE = 1000
- BUDGET_MIN_SMALL = -100
- BUDGET_MIN_LARGE = -500
-
- // Manager Prestige increases;
- MAN_PRES_ADD_SMALL = 50
- MAN_PRES_ADD_LARGE = 500
- MAN_PRES_MIN_SMALL = -50
- MAN_PRES_MIN_LARGE = -500
-
- PLYR_MORALE_ADD_SMALL = 10
- PLYR_MORALE_ADD_LARGE = 20
- PLYR_MORALE_MIN_SMALL = -10
- PLYR_MORALE_MIN_LARGE = -20
-
- // Severity of injury, from 0 to 2;
- INJURY_SMALL = 0
- INJURY_LARGE = 1
-
- TEAM_MOR_ADD = 10
- TEAM_MOR_MIN = -10
-
- // How many days you add to the healing-time;
- INJURY_FASTER = -6
- INJURY_SLOWER = 6
-
- UPGRADE_ADD = 20
- UPGRADE_ADD_LARGE = 100
-
- JOB_SEC_ADD = 5
- JOB_SEC_MIN = -5
-
- // if your job security is over this number, you won't get more job security in acts of god;
- NO_JOB_SEC_UPGRADE_OVER = 90
- NO_JOB_SEC_UPGRADE_UNDER = 10 // relative to fire_at of course
-
- // Weighings of chances of acts of god happening;
- BUDGET_ADD_SMALL_WEIGHT = 4
- BUDGET_ADD_LARGE_WEIGHT = 2
- BUDGET_MIN_SMALL_WEIGHT = 4
- BUDGET_MIN_LARGE_WEIGHT = 2
- MAN_PRES_ADD_SMALL_WEIGHT = 4
- MAN_PRES_ADD_LARGE_WEIGHT = 2
- MAN_PRES_MIN_SMALL_WEIGHT = 1
- MAN_PRES_MIN_LARGE_WEIGHT = 0
- PLYR_MOR_ADD_SMALL_WEIGHT = 4
- PLYR_MOR_ADD_LARGE_WEIGHT = 2
- PLYR_MOR_MIN_SMALL_WEIGHT = 4
- PLYR_MOR_MIN_LARGE_WEIGHT = 2
- INJURY_SMALL_WEIGHT = 3
- INJURY_LARGE_WEIGHT = 1
- TEAM_MOR_ADD_WEIGHT = 2
- TEAM_MOR_MIN_WEIGHT = 2
- INJURY_FASTER_WEIGHT = 2
- INJURY_SLOWER_WEIGHT = 2
- UPGRADE_ADD_WEIGHT = 4
- UPGRADE_ADD_LARGE_WEIGHT = 2
- JOB_SEC_ADD_WEIGHT = 1
- JOB_SEC_MIN_WEIGHT = 1
-
- // Win-lose-draw bonus matrices based on home and away prestiges
- W_00 = 5
- L_00 = -8
- D_00 = 3
- W_01 = 15
- L_01 = -2
- D_01 = 10
- W_10 = 2
- L_10 = -30
- D_10 = -2
- W_11 = 5
- L_11 = -8
- D_11 = 3
-
- // Audio queries;
- AUDIO_PERCENTAGE_CLOSE_TO_GETTING_FIRED = 5 // how close you need to be to the fire-line to trigger audio speech
- AUDIO_WHAT_OVERALL_MAKES_A_PLAYER_KEY = 5 // what player overall level determines that a player is a key player
- AUDIO_AVERAGE_LOW_MORALE = 5 // maximum average morale to trigger comment on low morale
- AUDIO_STREAK_LENGTH = 7 // winning streak to trigger comment on long playing well
-
- // Gamestats multipliers for different backend lengths in minutes;
- BE_GAME_MULTIPLIER_FOR_2_MIN = 1
- BE_GAME_MULTIPLIER_FOR_4_MIN = 1
- BE_GAME_MULTIPLIER_FOR_6_MIN = 1
- BE_GAME_MULTIPLIER_FOR_8_MIN = 1
- BE_GAME_MULTIPLIER_FOR_10_MIN = 1
-
- // The chance that the board of directors blocks you trying to sell a key (prestige >= TRFR_MIN_KEY_PLAYER_PRESTIGE) player;
- TRFR_MIN_KEY_PLAYER_PRESTIGE = 8
- CHANCE_OF_BOARD_TRFR_BLOCK = 20
-
- // The chance that a player won't play for a manager with PLAYER_MNGR_PRESTIGE_DELTA less prestige;
- PLAYER_MNGR_PRESTIGE_DELTA = 4
- CHANCE_PLAYER_MNGR_PRESTIGE_DELTA_TRFR_BLOCK = 50
-
- // The chance of a league-difference blocking a transfer;
- CHANCE_LEAGUE_DIFF_TRFR_BLOCK = 75
-
- // Chance that a player from a rival team won't sign;
- CHANCE_NO_PLAY_FOR_RIVAL_TRFR_BLOCK = 80
-
- // Chance that a player won't go because he's happy at the current team
- CHANCE_HAPPY_AT_CUR_TEAM_TRFR_BLOCK = 20
-
- // These values tweak player growth, as per the excel file;
- MIN_RANDOM_PLAYER_GROWTH = 6.0
- MAX_RANDOM_PLAYER_GROWTH = 9.0
-
- PLAYER_GROWTH_NON_USER_TEAM_MNGR_PRESTIGE_ADD = 2
- PLAYER_GROWTH_NON_USER_TEAM_COACH_UPGRADE_ADD = 4
-
- PLAYER_GROWTH_FORM_IMPORTANCE = 40
- PLAYER_GROWTH_MNGR_PRESTIGE_IMPORTANCE = 30
- PLAYER_GROWTH_UPGRADE_IMPORTANCE = 30
-
- PLAYER_GROWTH_AGE_0 = 20
- PLAYER_GROWTH_AGE_1 = 31
- PLAYER_GROWTH_AGE_2 = 34
-
- PLAYER_GROWTH_AGE_GROWTH_0 = 15.0
- PLAYER_GROWTH_AGE_GROWTH_1 = 25.0
- PLAYER_GROWTH_AGE_GROWTH_2 = 4.0
- PLAYER_GROWTH_AGE_GROWTH_3 = 5.0
-
- PLAYER_GROWTH_AGE_DECLINE_0 = -0.0
- PLAYER_GROWTH_AGE_DECLINE_1 = -0.0
- PLAYER_GROWTH_AGE_DECLINE_2 = -10.0
- PLAYER_GROWTH_AGE_DECLINE_3 = -20.0
-
- // Chance that the player value when you scout will be fudged;
- SCOUT_CHANCE_OF_FUDGING_PLAYER = 5
-
- // Actual value added to the player if he is fudged is (10-coachUpgrade) * SCOUT_FUDGE_VALUE
- SCOUT_FUDGE_VALUE = 200
-
- // Tweaking player regeneration
- RETIRE_YOUNGEST_AGE = 29
- RETIRE_OLDEST_AGE = 38
- NEW_PLAYERS_YOUNGEST_AGE = 17
- NEW_PLAYERS_OLDEST_AGE = 20
-
- // This is the number of transfers that the computer tries to do after every game, when the transfer window is open.
- // this includes CPU to CPU and CPU to human and human to CPU transfers. Note that a transfer not always succeeds, so
- // the actual number might be less.
- NUM_TRANSFERS = 4
-
- // The following affect the new current for generated players
- GENERATION_FORCED_LESS_THAN_POTENTIAL = 10
-
- GENERATION_NEW_CURRENT_FROM_POTENTIAL_0_MAX = 50
- GENERATION_NEW_CURRENT_FROM_POTENTIAL_1_MAX = 50
- GENERATION_NEW_CURRENT_FROM_POTENTIAL_2_MAX = 50
- GENERATION_NEW_CURRENT_FROM_POTENTIAL_3_MAX = 50
- GENERATION_NEW_CURRENT_FROM_POTENTIAL_4_MAX = 50
- GENERATION_NEW_CURRENT_FROM_POTENTIAL_5_MAX = 50
- GENERATION_NEW_CURRENT_FROM_POTENTIAL_6_MAX = 50
- GENERATION_NEW_CURRENT_FROM_POTENTIAL_7_MAX = 60
- GENERATION_NEW_CURRENT_FROM_POTENTIAL_8_MAX = 70
- GENERATION_NEW_CURRENT_FROM_POTENTIAL_9_MAX = 75
- GENERATION_NEW_CURRENT_FROM_POTENTIAL_10_MAX = 75
-
- GENERATION_NEW_CURRENT_FROM_POTENTIAL_0_MIN = 40
- GENERATION_NEW_CURRENT_FROM_POTENTIAL_1_MIN = 40
- GENERATION_NEW_CURRENT_FROM_POTENTIAL_2_MIN = 40
- GENERATION_NEW_CURRENT_FROM_POTENTIAL_3_MIN = 40
- GENERATION_NEW_CURRENT_FROM_POTENTIAL_4_MIN = 40
- GENERATION_NEW_CURRENT_FROM_POTENTIAL_5_MIN = 40
- GENERATION_NEW_CURRENT_FROM_POTENTIAL_6_MIN = 40
- GENERATION_NEW_CURRENT_FROM_POTENTIAL_7_MIN = 50
- GENERATION_NEW_CURRENT_FROM_POTENTIAL_8_MIN = 55
- GENERATION_NEW_CURRENT_FROM_POTENTIAL_9_MIN = 60
- GENERATION_NEW_CURRENT_FROM_POTENTIAL_10_MIN = 60
-