| . | |
| |
| |
| |
| [MORALE_LOGGING] |
| [MORALE_LOGGING] |
| |
| ENABLED = 0 |
| ENABLED = 0 |
| |
| |
| |
| |
| |
| |
| |
| [MORALE_MIN_MAX] |
| [MORALE_MIN_MAX] |
| |
| MIN = 0 |
| MIN = 0 |
| |
| MAX = 100 |
| MAX = 100 |
| |
| |
| |
| |
| [MORALE_LEVELS] |
| [MORALE_LEVELS] |
| |
| VERY_HIGH = 80 // so to be VERY_HIGH morale needs to be at least 80 |
| VERY_HIGH = 80 // so to be VERY_HIGH morale needs to be at least 80 |
| |
| HIGH = 60 |
| HIGH = 60 |
| |
| NORMAL = 45 |
| NORMAL = 45 |
| |
| LOW = 30 |
| LOW = 30 |
| |
| VERY_LOW = 0 |
| VERY_LOW = 0 |
| |
| |
| |
| |
| [CPU_MORALE] |
| [CPU_MORALE] |
| |
| DEFAULT_MORALE = 50 // initial CPU player morale |
| DEFAULT_MORALE = 50 // initial CPU player morale |
| |
| BASE_MOD = 0 // initial CPU player morale modifier (added to DEFAULT_MORALE) |
| BASE_MOD = 0 // initial CPU player morale modifier (added to DEFAULT_MORALE) |
| |
| PLAYER_RANK_MOD = 1.0 // mod on the effect of player rank on BASE_MOD (ex. 1.0 means NO effect, 2.0 means that player rank effect is doubled) |
| PLAYER_RANK_MOD = 1.0 // mod on the effect of player rank on BASE_MOD (ex. 1.0 means NO effect, 2.0 means that player rank effect is doubled) |
| |
| |
| |
| |
| |
| |
| |
| // |
| // |
| |
| // TEAM PERFORMANCE |
| // TEAM PERFORMANCE |
| |
| //////////////////////////////////////////////////////////////////////// |
| //////////////////////////////////////////////////////////////////////// |
| |
| |
| |
| |
| [TEAM_PERFORMANCE_RATIOS] |
| [TEAM_PERFORMANCE_RATIOS] |
| |
| LEAGUE_EXPECTATION = 90 |
| LEAGUE_EXPECTATION = 90 |
| |
| LAST_MATCH = 10 |
| LAST_MATCH = 10 |
| |
| |
| |
| |
| [TEAM_EXPECTATION] |
| [TEAM_EXPECTATION] |
| |
| CLINCHED = 100 |
| CLINCHED = 100 |
| |
| PROBABLE = 80 |
| PROBABLE = 80 |
| |
| LIKELY = 65 |
| LIKELY = 65 |
| |
| POSSIBLE = 50 |
| POSSIBLE = 50 |
| |
| UNLIKELY = 20 |
| UNLIKELY = 20 |
| |
| IMPOSSIBLE = 0 |
| IMPOSSIBLE = 0 |
| |
| EARLY_SEASON_PERCENT = 30 |
| EARLY_SEASON_PERCENT = 30 |
| |
| |
| |
| |
| [TEAM_PERFORMANCE_LAST_MATCH_SLACK] |
| [TEAM_PERFORMANCE_LAST_MATCH_SLACK] |
| |
| UPPER = 20 // SH - Amount Morale can go above or below 100 to give it memory of good bad team performance. Goes above MORALE_MIN_MAX/MAX by this much (but only MORALE_MIN_MAX/MAX counts towards total morale) |
| UPPER = 20 // SH - Amount Morale can go above or below 100 to give it memory of good bad team performance. Goes above MORALE_MIN_MAX/MAX by this much (but only MORALE_MIN_MAX/MAX counts towards total morale) |
| |
| LOWER = 20 // Goes below MORALE_MIN_MAX/MIN by this much (but only MORALE_MIN_MAX/MIN counts towards total morale) |
| LOWER = 20 // Goes below MORALE_MIN_MAX/MIN by this much (but only MORALE_MIN_MAX/MIN counts towards total morale) |
| |
| |
| |
| |
| [TEAM_PERFORMANCE_LAST_MATCH_MATCH_IMPORTANCE_RANK] |
| [TEAM_PERFORMANCE_LAST_MATCH_MATCH_IMPORTANCE_RANK] |
| |
| LOW = 45 // Match is low importance if rating is 0 -> LOW |
| LOW = 45 // Match is low importance if rating is 0 -> LOW |
| |
| MEDIUM = 85 // Medium rating is LOW -> MEDIUM |
| MEDIUM = 85 // Medium rating is LOW -> MEDIUM |
| |
| HIGH = 100 // High rating is MEDIUM -> HIGH |
| HIGH = 100 // High rating is MEDIUM -> HIGH |
| |
| |
| |
| |
| [TEAM_PERFORMANCE_LAST_MATCH_WIN] |
| [TEAM_PERFORMANCE_LAST_MATCH_WIN] |
| |
| LOW = 2 // Happiness score for a low important win |
| LOW = 2 // Happiness score for a low important win |
| |
| MEDIUM = 5 // Happiness score for a medium important win |
| MEDIUM = 5 // Happiness score for a medium important win |
| |
| HIGH = 15 // Happiness score for a high important win |
| HIGH = 15 // Happiness score for a high important win |
| |
| |
| |
| |
| [TEAM_PERFORMANCE_LAST_MATCH_LOSS] |
| [TEAM_PERFORMANCE_LAST_MATCH_LOSS] |
| |
| LOW = -5 // Happiness score for a low important loss |
| LOW = -5 // Happiness score for a low important loss |
| |
| MEDIUM = -7 // Happiness score for a medium important loss |
| MEDIUM = -7 // Happiness score for a medium important loss |
| |
| HIGH = -15 // Happiness score for a high important loss |
| HIGH = -15 // Happiness score for a high important loss |
| |
| |
| |
| |
| [TEAM_PERFORMANCE_LAST_MATCH_DRAW] |
| [TEAM_PERFORMANCE_LAST_MATCH_DRAW] |
| |
| LOW = -3 // Happiness score for a low important draw |
| LOW = -3 // Happiness score for a low important draw |
| |
| MEDIUM = -1 // Happiness score for a medium important draw |
| MEDIUM = -1 // Happiness score for a medium important draw |
| |
| HIGH = 1 // Happiness score for a high important draw |
| HIGH = 1 // Happiness score for a high important draw |
| |
| |
| |
| |
| [CPU_TEAM_EXPECTATION] // [Simon July 23, 2011] These were set to be much lower than human, no idea why. So FYI |
| [CPU_TEAM_EXPECTATION] // [Simon July 23, 2011] These were set to be much lower than human, no idea why. So FYI |
| |
| CLINCHED = 100 |
| CLINCHED = 100 |
| |
| PROBABLE = 80 |
| PROBABLE = 80 |
| |
| LIKELY = 65 |
| LIKELY = 65 |
| |
| POSSIBLE = 50 |
| POSSIBLE = 50 |
| |
| UNLIKELY = 20 |
| UNLIKELY = 20 |
| |
| IMPOSSIBLE = 0 |
| IMPOSSIBLE = 0 |
| |
| |
| |
| |
| //////////////////////////////////////////////////////////////////////// |
| //////////////////////////////////////////////////////////////////////// |
| |
| // TEAM PERFORMANCE |
| // TEAM PERFORMANCE |
| |
| // |
| // |
| |
| |
| |
| |
| |
| |
| |
| // |
| // |
| |
| // SQUAD ROLE |
| // SQUAD ROLE |
| |
| //////////////////////////////////////////////////////////////////////// |
| //////////////////////////////////////////////////////////////////////// |
| |
| |
| |
| |
| [SQUAD_ROLE_RATIOS] |
| [SQUAD_ROLE_RATIOS] |
| |
| STARTING_GAME_EXPECTATION = 50 |
| STARTING_GAME_EXPECTATION = 50 |
| |
| PLAY_TIME = 50 |
| PLAY_TIME = 50 |
| |
| |
| |
| |
| [SQUAD_ROLE_SEASON_END_CULLING] |
| [SQUAD_ROLE_SEASON_END_CULLING] |
| |
| REFERENCE = 50 // this is the value both morales (start11 and playtime) will gravitate towards after each season |
| REFERENCE = 50 // this is the value both morales (start11 and playtime) will gravitate towards after each season |
| |
| STARTING11_CULL_RATIO = 20 // so after season end, start11morale = start11morale - (STARTING11_CULL_RATIO*(start11morale - REFERENCE) / 100) |
| STARTING11_CULL_RATIO = 20 // so after season end, start11morale = start11morale - (STARTING11_CULL_RATIO*(start11morale - REFERENCE) / 100) |
| |
| PLAYTIME_CULL_RATIO = 20 // so after season end, playtimemorale = playtimemorale - (PLAYTIME_CULL_RATIO*(playtimemorale - REFERENCE) / 100) |
| PLAYTIME_CULL_RATIO = 20 // so after season end, playtimemorale = playtimemorale - (PLAYTIME_CULL_RATIO*(playtimemorale - REFERENCE) / 100) |
| |
| |
| |
| |
| [PLAYING_STARTING_POINT] |
| [PLAYING_STARTING_POINT] |
| |
| MIN_RAND = 60 // The lower value to start happiness at ( between MORALE_MIN_MAX/MIN and MORALE_MIN_MAX/MAX ) |
| MIN_RAND = 60 // The lower value to start happiness at ( between MORALE_MIN_MAX/MIN and MORALE_MIN_MAX/MAX ) |
| |
| MAX_RAND = 70 // The upper value to start happiness at ( between MORALE_MIN_MAX/MIN and MORALE_MIN_MAX/MAX ) |
| MAX_RAND = 70 // The upper value to start happiness at ( between MORALE_MIN_MAX/MIN and MORALE_MIN_MAX/MAX ) |
| |
| |
| |
| |
| [GAME_PLAYED_HAPPINESS] // Increase per game |
| [GAME_PLAYED_HAPPINESS] // Increase per game |
| |
| FIRST_TEAM = 2.0 // First team |
| FIRST_TEAM = 2.0 // First team |
| |
| FIRST_TEAM_CHALL = 2.0 // ...for first team challenger |
| FIRST_TEAM_CHALL = 2.0 // ...for first team challenger |
| |
| BENCH = 2.3 // ...for Bench player |
| BENCH = 2.3 // ...for Bench player |
| |
| BENCH_CHALL = 3.0 // ...for bench Challenger |
| BENCH_CHALL = 3.0 // ...for bench Challenger |
| |
| RESERVES = 5.0 // ...for reserves |
| RESERVES = 5.0 // ...for reserves |
| |
| |
| |
| |
| [GAME_BENCH_HAPPINESS] |
| [GAME_BENCH_HAPPINESS] |
| |
| FIRST_TEAM = -5.0 // Increase per game for being on bench, players get both this and the next section |
| FIRST_TEAM = -5.0 // Increase per game for being on bench, players get both this and the next section |
| |
| FIRST_TEAM_CHALL = -3.0 // ...for first team challenger |
| FIRST_TEAM_CHALL = -3.0 // ...for first team challenger |
| |
| BENCH = -2.0 // ...for Bench player |
| BENCH = -2.0 // ...for Bench player |
| |
| BENCH_CHALL = -1.0 // ...for bench Challenger |
| BENCH_CHALL = -1.0 // ...for bench Challenger |
| |
| RESERVES = 2.0 // ...for reserves |
| RESERVES = 2.0 // ...for reserves |
| |
| |
| |
| |
| [GAME_BENCH_UNHAPPINESS] |
| [GAME_BENCH_UNHAPPINESS] |
| |
| FIRST_TEAM = -7.0 // Decrease missed game (not on bench) |
| FIRST_TEAM = -7.0 // Decrease missed game (not on bench) |
| |
| FIRST_TEAM_CHALL = -5.0 // ...for first team challenger |
| FIRST_TEAM_CHALL = -5.0 // ...for first team challenger |
| |
| BENCH = -3.0 // ...for Bench player |
| BENCH = -3.0 // ...for Bench player |
| |
| BENCH_CHALL = -1.0 // ...for bench Challenger |
| BENCH_CHALL = -1.0 // ...for bench Challenger |
| |
| RESERVES = -1.0 // ...for reserves |
| RESERVES = -1.0 // ...for reserves |
| |
| |
| |
| |
| [MINS_PLAYED] |
| [MINS_PLAYED] |
| |
| // LTV = Less than variance |
| // LTV = Less than variance |
| |
| // MTV = More than variance |
| // MTV = More than variance |
| |
| MINUTE_VARIANCE = 10 // Was 5. Time variance on playing time. SH - Each player has an expectation of how long they play. This number sets the number of mins per morale change. e.g. if 5 then for each 5 mins more or less they play than their expected, they get a boost or drop. |
| MINUTE_VARIANCE = 10 // Was 5. Time variance on playing time. SH - Each player has an expectation of how long they play. This number sets the number of mins per morale change. e.g. if 5 then for each 5 mins more or less they play than their expected, they get a boost or drop. |
| |
| |
| |
| |
| FIRST_TEAM_MIN = 25 // Range for expectation. SH - Mins of the match they expect to play. |
| FIRST_TEAM_MIN = 25 // Range for expectation. SH - Mins of the match they expect to play. |
| |
| FIRST_TEAM_MAX = 80 |
| FIRST_TEAM_MAX = 80 |
| |
| FIRST_TEAM_LTV = -1 // Was -3 Points awarded when playing less. SH - Change in morale if this player plays less than variance number per first_team_min value. |
| FIRST_TEAM_LTV = -1 // Was -3 Points awarded when playing less. SH - Change in morale if this player plays less than variance number per first_team_min value. |
| |
| FIRST_TEAM_MTV = 1 // Points awarded when playing more |
| FIRST_TEAM_MTV = 1 // Points awarded when playing more |
| |
| |
| |
| |
| FIRST_TEAM_CHALL_MIN = 20 // Range for expectation |
| FIRST_TEAM_CHALL_MIN = 20 // Range for expectation |
| |
| FIRST_TEAM_CHALL_MAX = 80 |
| FIRST_TEAM_CHALL_MAX = 80 |
| |
| FIRST_TEAM_CHALL_LTV = -1 // was -2 Points awarded when playing less |
| FIRST_TEAM_CHALL_LTV = -1 // was -2 Points awarded when playing less |
| |
| FIRST_TEAM_CHALL_MTV = 1 // Points awarded when playing more |
| FIRST_TEAM_CHALL_MTV = 1 // Points awarded when playing more |
| |
| |
| |
| |
| BENCH_MIN = 15 // Range for expectation |
| BENCH_MIN = 15 // Range for expectation |
| |
| BENCH_MAX = 45 |
| BENCH_MAX = 45 |
| |
| BENCH_LTV = -1 // was -1 Points awarded when playing less |
| BENCH_LTV = -1 // was -1 Points awarded when playing less |
| |
| BENCH_MTV = 0.5 // Points awarded when playing more |
| BENCH_MTV = 0.5 // Points awarded when playing more |
| |
| |
| |
| |
| BENCH_CHALL_MIN = 10 // Range for expectation |
| BENCH_CHALL_MIN = 10 // Range for expectation |
| |
| BENCH_CHALL_MAX = 45 |
| BENCH_CHALL_MAX = 45 |
| |
| BENCH_CHALL_LTV = -1 // was -1 Points awarded when playing less |
| BENCH_CHALL_LTV = -1 // was -1 Points awarded when playing less |
| |
| BENCH_CHALL_MTV = 1 // Points awarded when playing more |
| BENCH_CHALL_MTV = 1 // Points awarded when playing more |
| |
| |
| |
| |
| RESERVE_MIN = 10 // Range for expectation |
| RESERVE_MIN = 10 // Range for expectation |
| |
| RESERVE_MAX = 45 |
| RESERVE_MAX = 45 |
| |
| RESERVE_LTV = -1 // Points awarded when playing less |
| RESERVE_LTV = -1 // Points awarded when playing less |
| |
| RESERVE_MTV = 1 // Points awarded when playing more |
| RESERVE_MTV = 1 // Points awarded when playing more |
| |
| |
| |
| |
| //////////////////////////////////////////////////////////////////////// |
| //////////////////////////////////////////////////////////////////////// |
| |
| // SQUAD ROLE |
| // SQUAD ROLE |
| |
| // |
| // |
| |
| |
| |
| |
| |
| |
| |
| // |
| // |
| |
| // CONTACT HAPPINESS |
| // CONTACT HAPPINESS |
| |
| //////////////////////////////////////////////////////////////////////// |
| //////////////////////////////////////////////////////////////////////// |
| |
| |
| |
| |
| [CONTRACT_HAPPINESS_RATIOS] |
| [CONTRACT_HAPPINESS_RATIOS] |
| |
| WAGE_RATIO = 66 |
| WAGE_RATIO = 66 |
| |
| CONTRACT_LENGTH_RATIO = 33 |
| CONTRACT_LENGTH_RATIO = 33 |
| |
| |
| |
| |
| [EXPECTED_WAGE] |
| [EXPECTED_WAGE] |
| |
| CURRENT_WAGE_MULTIPLIER = 1 // current wage bias |
| CURRENT_WAGE_MULTIPLIER = 1 // current wage bias |
| |
| FUTURE_WAGE_MULTIPLIER = 2 // future wage bias |
| FUTURE_WAGE_MULTIPLIER = 2 // future wage bias |
| |
| |
| |
| |
| [FUTURE_WAGE_TIME_FRAME] |
| [FUTURE_WAGE_TIME_FRAME] |
| |
| NUM_OF_YEARS = 2 // FB states 2-3 years |
| NUM_OF_YEARS = 2 // FB states 2-3 years |
| |
| |
| |
| |
| [EXPECTED_WAGE_DIFFERENCE] |
| [EXPECTED_WAGE_DIFFERENCE] |
| |
| NUM_RANGE = 13 // How many range values are in use |
| NUM_RANGE = 13 // How many range values are in use |
| |
| RANGE_1 = -50 // |
| RANGE_1 = -50 // |
| |
| RANGE_2 = -40 |
| RANGE_2 = -40 |
| |
| RANGE_3 = -30 |
| RANGE_3 = -30 |
| |
| RANGE_4 = -20 |
| RANGE_4 = -20 |
| |
| RANGE_5 = -10 |
| RANGE_5 = -10 |
| |
| RANGE_6 = -5 |
| RANGE_6 = -5 |
| |
| RANGE_7 = 0 |
| RANGE_7 = 0 |
| |
| RANGE_8 = 5 |
| RANGE_8 = 5 |
| |
| RANGE_9 = 10 |
| RANGE_9 = 10 |
| |
| RANGE_10 = 20 |
| RANGE_10 = 20 |
| |
| RANGE_11 = 30 |
| RANGE_11 = 30 |
| |
| RANGE_12 = 40 |
| RANGE_12 = 40 |
| |
| RANGE_13 = 50 |
| RANGE_13 = 50 |
| |
| |
| |
| |
| VALUE_1 = 0 // Happiness value associated with range |
| VALUE_1 = 0 // Happiness value associated with range |
| |
| VALUE_2 = 5 |
| VALUE_2 = 5 |
| |
| VALUE_3 = 10 |
| VALUE_3 = 10 |
| |
| VALUE_4 = 20 |
| VALUE_4 = 20 |
| |
| VALUE_5 = 30 |
| VALUE_5 = 30 |
| |
| VALUE_6 = 40 |
| VALUE_6 = 40 |
| |
| VALUE_7 = 50 |
| VALUE_7 = 50 |
| |
| VALUE_8 = 55 |
| VALUE_8 = 55 |
| |
| VALUE_9 = 65 |
| VALUE_9 = 65 |
| |
| VALUE_10 = 77 |
| VALUE_10 = 77 |
| |
| VALUE_11 = 83 |
| VALUE_11 = 83 |
| |
| VALUE_12 = 91 |
| VALUE_12 = 91 |
| |
| VALUE_13 = 100 |
| VALUE_13 = 100 |
| |
| |
| |
| |
| [EXPECTED_WAGE_PERFORMANCE_MOD] |
| [EXPECTED_WAGE_PERFORMANCE_MOD] |
| |
| PERFORMANCE_POINTS = 10 // # points > 50 to modify wage demand - this is not used now as Player Performance Morale has been cut |
| PERFORMANCE_POINTS = 10 // # points > 50 to modify wage demand - this is not used now as Player Performance Morale has been cut |
| |
| |
| |
| |
| [CONTRACT_LENGTH] |
| [CONTRACT_LENGTH] |
| |
| NUM_RATING_RANGE = 5 // Number of range ratings |
| NUM_RATING_RANGE = 5 // Number of range ratings |
| |
| PLAYER_RATING_RANGE_1 = 60 // 0 to PLAYER_RATING_RANGE_1 - 1 |
| PLAYER_RATING_RANGE_1 = 60 // 0 to PLAYER_RATING_RANGE_1 - 1 |
| |
| PLAYER_RATING_RANGE_2 = 70 // PLAYER_RATING_RANGE_1 to PLAYER_RATING_RANGE_2 - 1 |
| PLAYER_RATING_RANGE_2 = 70 // PLAYER_RATING_RANGE_1 to PLAYER_RATING_RANGE_2 - 1 |
| |
| PLAYER_RATING_RANGE_3 = 80 // PLAYER_RATING_RANGE_2 to PLAYER_RATING_RANGE_3 - 1 |
| PLAYER_RATING_RANGE_3 = 80 // PLAYER_RATING_RANGE_2 to PLAYER_RATING_RANGE_3 - 1 |
| |
| PLAYER_RATING_RANGE_4 = 90 // PLAYER_RATING_RANGE_3 to PLAYER_RATING_RANGE_4 - 1 |
| PLAYER_RATING_RANGE_4 = 90 // PLAYER_RATING_RANGE_3 to PLAYER_RATING_RANGE_4 - 1 |
| |
| PLAYER_RATING_RANGE_5 = 100 // PLAYER_RATING_RANGE_4 to PLAYER_RATING_RANGE_5 - 1 |
| PLAYER_RATING_RANGE_5 = 100 // PLAYER_RATING_RANGE_4 to PLAYER_RATING_RANGE_5 - 1 |
| |
| |
| |
| |
| RANGE_1_SR25 = 3 // Star Rating below 2.5 |
| RANGE_1_SR25 = 3 // Star Rating below 2.5 |
| |
| RANGE_1_SR3 = 3 // Star Rating 2.5 to less than 3.0 |
| RANGE_1_SR3 = 3 // Star Rating 2.5 to less than 3.0 |
| |
| RANGE_1_SR35 = 2 // Star Rating 3.0 to less than 3.5 |
| RANGE_1_SR35 = 2 // Star Rating 3.0 to less than 3.5 |
| |
| RANGE_1_SR4 = 1 // Star Rating 3.5 to less than 4.0 |
| RANGE_1_SR4 = 1 // Star Rating 3.5 to less than 4.0 |
| |
| RANGE_1_SR45 = 0 // Star Rating 4.0 to less than 4.5 |
| RANGE_1_SR45 = 0 // Star Rating 4.0 to less than 4.5 |
| |
| RANGE_1_SR5 = 0 // Star Rating 4.5 to 5.0 |
| RANGE_1_SR5 = 0 // Star Rating 4.5 to 5.0 |
| |
| |
| |
| |
| RANGE_2_SR25 = 2 |
| RANGE_2_SR25 = 2 |
| |
| RANGE_2_SR3 = 3 |
| RANGE_2_SR3 = 3 |
| |
| RANGE_2_SR35 = 2 |
| RANGE_2_SR35 = 2 |
| |
| RANGE_2_SR4 = 1 |
| RANGE_2_SR4 = 1 |
| |
| RANGE_2_SR45 = 0 |
| RANGE_2_SR45 = 0 |
| |
| RANGE_2_SR5 = 0 |
| RANGE_2_SR5 = 0 |
| |
| |
| |
| |
| RANGE_3_SR25 = 0 |
| RANGE_3_SR25 = 0 |
| |
| RANGE_3_SR3 = 2 |
| RANGE_3_SR3 = 2 |
| |
| RANGE_3_SR35 = 3 |
| RANGE_3_SR35 = 3 |
| |
| RANGE_3_SR4 = 3 |
| RANGE_3_SR4 = 3 |
| |
| RANGE_3_SR45 = 2 |
| RANGE_3_SR45 = 2 |
| |
| RANGE_3_SR5 = 1 |
| RANGE_3_SR5 = 1 |
| |
| |
| |
| |
| RANGE_4_SR25 = 0 |
| RANGE_4_SR25 = 0 |
| |
| RANGE_4_SR3 = 1 |
| RANGE_4_SR3 = 1 |
| |
| RANGE_4_SR35 = 2 |
| RANGE_4_SR35 = 2 |
| |
| RANGE_4_SR4 = 3 |
| RANGE_4_SR4 = 3 |
| |
| RANGE_4_SR45 = 3 |
| RANGE_4_SR45 = 3 |
| |
| RANGE_4_SR5 = 3 |
| RANGE_4_SR5 = 3 |
| |
| |
| |
| |
| RANGE_5_SR25 = 0 |
| RANGE_5_SR25 = 0 |
| |
| RANGE_5_SR3 = 0 |
| RANGE_5_SR3 = 0 |
| |
| RANGE_5_SR35 = 1 |
| RANGE_5_SR35 = 1 |
| |
| RANGE_5_SR4 = 2 |
| RANGE_5_SR4 = 2 |
| |
| RANGE_5_SR45 = 3 |
| RANGE_5_SR45 = 3 |
| |
| RANGE_5_SR5 = 3 |
| RANGE_5_SR5 = 3 |
| |
| |
| |
| |
| [CONTRACT_LENGTH_AGE_MODIFIERS] |
| [CONTRACT_LENGTH_AGE_MODIFIERS] |
| |
| YOUNG = 18 // Players under are considered young |
| YOUNG = 18 // Players under are considered young |
| |
| OLD = 38 // Players over are considered old |
| OLD = 38 // Players over are considered old |
| |
| YOUNG_MOD = 1 // How much the above ratings are modded |
| YOUNG_MOD = 1 // How much the above ratings are modded |
| |
| OLD_MOD = -1 // for old and young players |
| OLD_MOD = -1 // for old and young players |
| |
| |
| |
| |
| [CONTRACT_LENGTH_TEAM_EXPECTATION_MODIFIERS] |
| [CONTRACT_LENGTH_TEAM_EXPECTATION_MODIFIERS] |
| |
| CLINCHED = 2 |
| CLINCHED = 2 |
| |
| PROBABLE = 1 |
| PROBABLE = 1 |
| |
| LIKELY = 0 |
| LIKELY = 0 |
| |
| POSSIBLE = -1 |
| POSSIBLE = -1 |
| |
| UNLIKELY = -2 |
| UNLIKELY = -2 |
| |
| IMPOSSIBLE = -3 |
| IMPOSSIBLE = -3 |
| |
| |
| |
| |
| [CONTRACT_LENGTH_DIFF_HAPPINESS] |
| [CONTRACT_LENGTH_DIFF_HAPPINESS] |
| |
| DIFF_RANGE = 11 |
| DIFF_RANGE = 11 |
| |
| RANGE_1 = -5 |
| RANGE_1 = -5 |
| |
| RANGE_2 = -4 |
| RANGE_2 = -4 |
| |
| RANGE_3 = -3 |
| RANGE_3 = -3 |
| |
| RANGE_4 = -2 |
| RANGE_4 = -2 |
| |
| RANGE_5 = -1 |
| RANGE_5 = -1 |
| |
| RANGE_6 = 0 |
| RANGE_6 = 0 |
| |
| RANGE_7 = 1 |
| RANGE_7 = 1 |
| |
| RANGE_8 = 2 |
| RANGE_8 = 2 |
| |
| RANGE_9 = 3 |
| RANGE_9 = 3 |
| |
| RANGE_10 = 4 |
| RANGE_10 = 4 |
| |
| RANGE_11 = 5 |
| RANGE_11 = 5 |
| |
| |
| |
| |
| VALUE_1 = 0 |
| VALUE_1 = 0 |
| |
| VALUE_2 = 17 |
| VALUE_2 = 17 |
| |
| VALUE_3 = 32 |
| VALUE_3 = 32 |
| |
| VALUE_4 = 45 |
| VALUE_4 = 45 |
| |
| VALUE_5 = 56 |
| VALUE_5 = 56 |
| |
| VALUE_6 = 65 |
| VALUE_6 = 65 |
| |
| VALUE_7 = 56 |
| VALUE_7 = 56 |
| |
| VALUE_8 = 45 |
| VALUE_8 = 45 |
| |
| VALUE_9 = 32 |
| VALUE_9 = 32 |
| |
| VALUE_10 = 17 |
| VALUE_10 = 17 |
| |
| VALUE_11 = 0 |
| VALUE_11 = 0 |
| |
| |
| |
| |
| //////////////////////////////////////////////////////////////////////// |
| //////////////////////////////////////////////////////////////////////// |
| |
| // CONTRACT HAPPINESS |
| // CONTRACT HAPPINESS |
| |
| // |
| // |
| |
| |
| |
| |
| // |
| // |
| |
| // ADDON MORALE |
| // ADDON MORALE |
| |
| //////////////////////////////////////////////////////////////////////// |
| //////////////////////////////////////////////////////////////////////// |
| |
| |
| |
| |
| [ADDON_MORALE] |
| [ADDON_MORALE] |
| |
| DEFAULT_VALUE = 0 |
| DEFAULT_VALUE = 0 |
| |
| RANGE_UPPER = 100 |
| RANGE_UPPER = 100 |
| |
| RANGE_LOWER = -100 |
| RANGE_LOWER = -100 |
| |
| |
| |
| |
| //////////////////////////////////////////////////////////////////////// |
| //////////////////////////////////////////////////////////////////////// |
| |
| // ADDON MORALE |
| // ADDON MORALE |
| |
| // |
| // |
| |
| |
| |
| |
| |
| |
| |
| // |
| // |
| |
| // TEAM CHEMISTRY |
| // TEAM CHEMISTRY |
| |
| //////////////////////////////////////////////////////////////////////// |
| //////////////////////////////////////////////////////////////////////// |
| |
| |
| |
| |
| [TEAM_CHEMISTRY_LEVEL] |
| [TEAM_CHEMISTRY_LEVEL] |
| |
| LEVEL_1 = 20 // Chem values of 0 -> LEVEL_1 |
| LEVEL_1 = 20 // Chem values of 0 -> LEVEL_1 |
| |
| LEVEL_2 = 40 // Chem values of ( LEVEL_1 + 1 ) -> LEVEL_2 |
| LEVEL_2 = 40 // Chem values of ( LEVEL_1 + 1 ) -> LEVEL_2 |
| |
| LEVEL_3 = 59 // Chem values of ( LEVEL_2 + 1 ) -> LEVEL_3 |
| LEVEL_3 = 59 // Chem values of ( LEVEL_2 + 1 ) -> LEVEL_3 |
| |
| LEVEL_4 = 60 // Chem values of ( LEVEL_3 + 1 ) -> LEVEL_4 |
| LEVEL_4 = 60 // Chem values of ( LEVEL_3 + 1 ) -> LEVEL_4 |
| |
| LEVEL_5 = 80 // Chem values of ( LEVEL_4 + 1 ) -> LEVEL_5 |
| LEVEL_5 = 80 // Chem values of ( LEVEL_4 + 1 ) -> LEVEL_5 |
| |
| LEVEL_6 = 100 // Chem values of ( LEVEL_5 + 1 ) -> LEVEL_6 |
| LEVEL_6 = 100 // Chem values of ( LEVEL_5 + 1 ) -> LEVEL_6 |
| |
| |
| |
| |
| [TEAM_CHEMISTRY_WINNING_PERCENT_MOD] |
| [TEAM_CHEMISTRY_WINNING_PERCENT_MOD] |
| |
| LEVEL_1 = -30 |
| LEVEL_1 = -30 |
| |
| LEVEL_2 = -20 |
| LEVEL_2 = -20 |
| |
| LEVEL_3 = -10 |
| LEVEL_3 = -10 |
| |
| LEVEL_4 = 0 |
| LEVEL_4 = 0 |
| |
| LEVEL_5 = 15 |
| LEVEL_5 = 15 |
| |
| LEVEL_6 = 25 |
| LEVEL_6 = 25 |
| |
| |
| |
| |
| [TEAM_CHEMISTRY_SELFISH] |
| [TEAM_CHEMISTRY_SELFISH] |
| |
| TEAM_PERFORMANCE = 20 |
| TEAM_PERFORMANCE = 20 |
| |
| SQUAD_ROLE = 80 |
| SQUAD_ROLE = 80 |
| |
| CONTRACT_HAPPINESS = 0 |
| CONTRACT_HAPPINESS = 0 |
| |
| |
| |
| |
| //this does not exist |
| //this does not exist |
| |
| [TEAM_CHEMISTRY_BIT_SELFISH] |
| [TEAM_CHEMISTRY_BIT_SELFISH] |
| |
| TEAM_PERFORMANCE = 0 |
| TEAM_PERFORMANCE = 0 |
| |
| SQUAD_ROLE = 0 |
| SQUAD_ROLE = 0 |
| |
| CONTRACT_HAPPINESS = 0 |
| CONTRACT_HAPPINESS = 0 |
| |
| |
| |
| |
| //this is the neutral category |
| //this is the neutral category |
| |
| [TEAM_CHEMISTRY_BIT_TEAM_PLAYER] |
| [TEAM_CHEMISTRY_BIT_TEAM_PLAYER] |
| |
| TEAM_PERFORMANCE = 50 |
| TEAM_PERFORMANCE = 50 |
| |
| SQUAD_ROLE = 50 |
| SQUAD_ROLE = 50 |
| |
| CONTRACT_HAPPINESS = 0 |
| CONTRACT_HAPPINESS = 0 |
| |
| |
| |
| |
| [TEAM_CHEMISTRY_TEAM_PLAYER] |
| [TEAM_CHEMISTRY_TEAM_PLAYER] |
| |
| TEAM_PERFORMANCE = 80 |
| TEAM_PERFORMANCE = 80 |
| |
| SQUAD_ROLE = 20 |
| SQUAD_ROLE = 20 |
| |
| CONTRACT_HAPPINESS = 0 |
| CONTRACT_HAPPINESS = 0 |
| |
| |
| |
| |
| //////////////////////////////////////////////////////////////////////// |
| //////////////////////////////////////////////////////////////////////// |
| |
| // TEAM CHEMISTRY |
| // TEAM CHEMISTRY |
| |
| // |
| // |