| [SIM_SETTINGS] |
| [SIM_SETTINGS] |
| [SIM_SETTINGS] |
| NUMPLAYERSONPITCH = 11 // Number of players on the pitch |
| NUMPLAYERSONPITCH = 11 // Number of players on the pitch |
| NUMPLAYERSONPITCH = 11 // Number of players on the pitch |
| REGULARTIME = 90 // In regular time, number of minutes to simulate to |
| REGULARTIME = 90 // In regular time, number of minutes to simulate to |
| REGULARTIME = 90 // In regular time, number of minutes to simulate to |
| EXTRATIME = 30 // In extra time, number of minutes to simulate to |
| EXTRATIME = 30 // In extra time, number of minutes to simulate to |
| EXTRATIME = 30 // In extra time, number of minutes to simulate to |
| NUMPENS = 5 // Number of penalties for each team before sudden death |
| NUMPENS = 5 // Number of penalties for each team before sudden death |
| NUMPENS = 5 // Number of penalties for each team before sudden death |
| |
| |
| |
| [ASSERTS] |
| [ASSERTS] |
| [ASSERTS] |
| WEIRDSCORE = 0 // 0 - Don't assert on weird scores, 1 - do assert on weird scores |
| WEIRDSCORE = 0 // 0 - Don't assert on weird scores, 1 - do assert on weird scores |
| WEIRDSCORE = 0 // 0 - Don't assert on weird scores, 1 - do assert on weird scores |
| WEIRDSCOREOVR = 5 // Classifies as a weird score if overall difference is greater than this and lost |
| WEIRDSCOREOVR = 5 // Classifies as a weird score if overall difference is greater than this and lost |
| WEIRDSCOREOVR = 5 // Classifies as a weird score if overall difference is greater than this and lost |
| WEIRDMATCHRATING = 0 // 0 - Don't assert on weird match ratings, 1 - do assert on weird match ratings |
| WEIRDMATCHRATING = 0 // 0 - Don't assert on weird match ratings, 1 - do assert on weird match ratings |
| WEIRDMATCHRATING = 0 // 0 - Don't assert on weird match ratings, 1 - do assert on weird match ratings |
| . | WEIRDMATCHRATINGVAL= 30 // Classifies as a weird match overall if it is less than this value |
| WEIRDMATCHRATINGVAL= 30 // Classifies as a weird match overall if it is less than this value |
| WEIRDMATCHRATINGVAL= 30 // Classifies as a weird match overall if it is less than this value |
| |
| |
| |
| [SCORE] |
| [SCORE] |
| [SCORE] |
| NUM_SCALES = 8 // Number of different scales between teams to use, max is currently 10 |
| NUM_SCALES = 8 // Number of different scales between teams to use, max is currently 10 |
| NUM_SCALES = 8 // Number of different scales between teams to use, max is currently 10 |
| SCALE_1 = 1.0 // Scale of quality values. |
| SCALE_1 = 1.0 // Scale of quality values. |
| SCALE_1 = 1.0 // Scale of quality values. |
| SCALE_2 = 2.0 |
| SCALE_2 = 2.0 |
| SCALE_2 = 2.0 |
| SCALE_3 = 3.0 |
| SCALE_3 = 3.0 |
| SCALE_3 = 3.0 |
| SCALE_4 = 4.0 |
| SCALE_4 = 4.0 |
| SCALE_4 = 4.0 |
| SCALE_5 = 5.0 |
| SCALE_5 = 5.0 |
| SCALE_5 = 5.0 |
| SCALE_6 = 6.0 |
| SCALE_6 = 6.0 |
| SCALE_6 = 6.0 |
| SCALE_7 = 10.0 |
| SCALE_7 = 10.0 |
| SCALE_7 = 10.0 |
| SCALE_8 = 100.0 // Final value is stupidly high to capture any hangover |
| SCALE_8 = 100.0 // Final value is stupidly high to capture any hangover |
| SCALE_8 = 100.0 // Final value is stupidly high to capture any hangover |
| |
| |
| |
| MIN_CHANCES_STRONG_1 = 2 |
| MIN_CHANCES_STRONG_1 = 2 |
| MIN_CHANCES_STRONG_1 = 2 |
| MIN_CHANCES_STRONG_2 = 3 |
| MIN_CHANCES_STRONG_2 = 3 |
| MIN_CHANCES_STRONG_2 = 3 |
| MIN_CHANCES_STRONG_3 = 4 |
| MIN_CHANCES_STRONG_3 = 4 |
| MIN_CHANCES_STRONG_3 = 4 |
| MIN_CHANCES_STRONG_4 = 4 |
| MIN_CHANCES_STRONG_4 = 4 |
| MIN_CHANCES_STRONG_4 = 4 |
| MIN_CHANCES_STRONG_5 = 4 |
| MIN_CHANCES_STRONG_5 = 4 |
| MIN_CHANCES_STRONG_5 = 4 |
| MIN_CHANCES_STRONG_6 = 5 |
| MIN_CHANCES_STRONG_6 = 5 |
| MIN_CHANCES_STRONG_6 = 5 |
| MIN_CHANCES_STRONG_7 = 5 |
| MIN_CHANCES_STRONG_7 = 5 |
| MIN_CHANCES_STRONG_7 = 5 |
| MIN_CHANCES_STRONG_8 = 5 |
| MIN_CHANCES_STRONG_8 = 5 |
| MIN_CHANCES_STRONG_8 = 5 |
| |
| |
| |
| MAX_CHANCES_STRONG_1 = 4 |
| MAX_CHANCES_STRONG_1 = 4 |
| MAX_CHANCES_STRONG_1 = 4 |
| MAX_CHANCES_STRONG_2 = 4 |
| MAX_CHANCES_STRONG_2 = 4 |
| MAX_CHANCES_STRONG_2 = 4 |
| MAX_CHANCES_STRONG_3 = 5 |
| MAX_CHANCES_STRONG_3 = 5 |
| MAX_CHANCES_STRONG_3 = 5 |
| MAX_CHANCES_STRONG_4 = 5 |
| MAX_CHANCES_STRONG_4 = 5 |
| MAX_CHANCES_STRONG_4 = 5 |
| MAX_CHANCES_STRONG_5 = 6 |
| MAX_CHANCES_STRONG_5 = 6 |
| MAX_CHANCES_STRONG_5 = 6 |
| MAX_CHANCES_STRONG_6 = 6 |
| MAX_CHANCES_STRONG_6 = 6 |
| MAX_CHANCES_STRONG_6 = 6 |
| MAX_CHANCES_STRONG_7 = 6 |
| MAX_CHANCES_STRONG_7 = 6 |
| MAX_CHANCES_STRONG_7 = 6 |
| MAX_CHANCES_STRONG_8 = 7 |
| MAX_CHANCES_STRONG_8 = 7 |
| MAX_CHANCES_STRONG_8 = 7 |
| |
| |
| |
| MIN_CHANCES_WEAK_1 = 2 |
| MIN_CHANCES_WEAK_1 = 2 |
| MIN_CHANCES_WEAK_1 = 2 |
| MIN_CHANCES_WEAK_2 = 2 |
| MIN_CHANCES_WEAK_2 = 2 |
| MIN_CHANCES_WEAK_2 = 2 |
| MIN_CHANCES_WEAK_3 = 1 |
| MIN_CHANCES_WEAK_3 = 1 |
| MIN_CHANCES_WEAK_3 = 1 |
| MIN_CHANCES_WEAK_4 = 1 |
| MIN_CHANCES_WEAK_4 = 1 |
| MIN_CHANCES_WEAK_4 = 1 |
| MIN_CHANCES_WEAK_5 = 1 |
| MIN_CHANCES_WEAK_5 = 1 |
| MIN_CHANCES_WEAK_5 = 1 |
| MIN_CHANCES_WEAK_6 = 1 |
| MIN_CHANCES_WEAK_6 = 1 |
| MIN_CHANCES_WEAK_6 = 1 |
| MIN_CHANCES_WEAK_7 = 1 |
| MIN_CHANCES_WEAK_7 = 1 |
| MIN_CHANCES_WEAK_7 = 1 |
| MIN_CHANCES_WEAK_8 = 0 |
| MIN_CHANCES_WEAK_8 = 0 |
| MIN_CHANCES_WEAK_8 = 0 |
| |
| |
| |
| MAX_CHANCES_WEAK_1 = 3 |
| MAX_CHANCES_WEAK_1 = 3 |
| MAX_CHANCES_WEAK_1 = 3 |
| MAX_CHANCES_WEAK_2 = 3 |
| MAX_CHANCES_WEAK_2 = 3 |
| MAX_CHANCES_WEAK_2 = 3 |
| MAX_CHANCES_WEAK_3 = 3 |
| MAX_CHANCES_WEAK_3 = 3 |
| MAX_CHANCES_WEAK_3 = 3 |
| MAX_CHANCES_WEAK_4 = 3 |
| MAX_CHANCES_WEAK_4 = 3 |
| MAX_CHANCES_WEAK_4 = 3 |
| MAX_CHANCES_WEAK_5 = 2 |
| MAX_CHANCES_WEAK_5 = 2 |
| MAX_CHANCES_WEAK_5 = 2 |
| MAX_CHANCES_WEAK_6 = 2 |
| MAX_CHANCES_WEAK_6 = 2 |
| MAX_CHANCES_WEAK_6 = 2 |
| MAX_CHANCES_WEAK_7 = 2 |
| MAX_CHANCES_WEAK_7 = 2 |
| MAX_CHANCES_WEAK_7 = 2 |
| MAX_CHANCES_WEAK_8 = 2 |
| MAX_CHANCES_WEAK_8 = 2 |
| MAX_CHANCES_WEAK_8 = 2 |
| |
| |
| |
| [CARD] |
| [CARD] |
| [CARD] |
| MAX_CARDS = 4 // Max number of cards in a game |
| MAX_CARDS = 4 // Max number of cards in a game |
| MAX_CARDS = 4 // Max number of cards in a game |
| PERC_CHANCE = 80 // Chance of a yellow card in the game |
| PERC_CHANCE = 80 // Chance of a yellow card in the game |
| PERC_CHANCE = 80 // Chance of a yellow card in the game |
| PERC_DROP = 12 // Chance drop for every subsequent yellow card |
| PERC_DROP = 12 // Chance drop for every subsequent yellow card |
| PERC_DROP = 12 // Chance drop for every subsequent yellow card |
| CHANCEOF_RED = 4 // Percentage chance of a red card being brandished |
| CHANCEOF_RED = 4 // Percentage chance of a red card being brandished |
| CHANCEOF_RED = 4 // Percentage chance of a red card being brandished |
| CHANCEOF_TWOREDS = 2 // Percentage chance of receiving two reds in a game |
| CHANCEOF_TWOREDS = 2 // Percentage chance of receiving two reds in a game |
| CHANCEOF_TWOREDS = 2 // Percentage chance of receiving two reds in a game |
| |
| |
| |
| [SUB] |
| [SUB] |
| [SUB] |
| . | BELOWPAR = 1 // Valor do Mod FIFA 12 |
| BELOWPAR = 2 // How much below the average a player should be considered for a sub |
| BELOWPAR = 1 // How much below the average a player should be considered for a sub |
| MAKESUBPERC_GK = 1 // How likely the sub is to be made if the decisions are matched for a GK |
| MAKESUBPERC_GK = 1 // How likely the sub is to be made if the decisions are matched for a GK |
| MAKESUBPERC_GK = 1 // How likely the sub is to be made if the decisions are matched for a GK |
| . | MAKESUBPERC_DEF = 60 // Valor do Mod FIFA 12 |
| MAKESUBPERC_DEF = 45 // - a defender |
| MAKESUBPERC_DEF = 60 // - a defender |
| MAKESUBPERC_MID = 95 // - a midfielder |
| MAKESUBPERC_MID = 95 // - a midfielder |
| MAKESUBPERC_MID = 95 // - a midfielder |
| MAKESUBPERC_ATT = 85 // Valor do Mod FIFA 12 |
| MAKESUBPERC_ATT = 90 // - an attacker |
| MAKESUBPERC_ATT = 85 // - an attacker |
| |
| |
| |
| [INJURY] |
| [INJURY] |
| [INJURY] |
| MAX_INJURIES = 2 // Possible maximum number of injuries in a game |
| MAX_INJURIES = 2 // Possible maximum number of injuries in a game |
| MAX_INJURIES = 2 // Possible maximum number of injuries in a game |
| . | PERC_CHANCE = 21 // Percentage chance of an injury in a game |
| PERC_CHANCE = 21 // Percentage chance of an injury in a game |
| PERC_CHANCE = 21 // Percentage chance of an injury in a game |
| PERC_DROP = 15 // Percentage drop change of injury. So first injury = PERC_CHANCE, after that PERC_CHANCE - ( PERC_INJDROP * injury count) |
| PERC_DROP = 15 // Percentage drop change of injury. So first injury = PERC_CHANCE, after that PERC_CHANCE - ( PERC_INJDROP * injury count) |
| PERC_DROP = 15 // Percentage drop change of injury. So first injury = PERC_CHANCE, after that PERC_CHANCE - ( PERC_INJDROP * injury count) |
| PERC_LIGHT = 80 // Percentage chance of injury being LIGHT severity ( LIGHT+MEDIUM+SEVERE should add up to 100 ) |
| PERC_LIGHT = 80 // Percentage chance of injury being LIGHT severity ( LIGHT+MEDIUM+SEVERE should add up to 100 ) |
| PERC_LIGHT = 80 // Percentage chance of injury being LIGHT severity ( LIGHT+MEDIUM+SEVERE should add up to 100 ) |
| PERC_MEDIUM = 13 // Percentage chance of injury being MEDIUM severity ( LIGHT+MEDIUM+SEVERE should add up to 100 ) |
| PERC_MEDIUM = 13 // Percentage chance of injury being MEDIUM severity ( LIGHT+MEDIUM+SEVERE should add up to 100 ) |
| PERC_MEDIUM = 13 // Percentage chance of injury being MEDIUM severity ( LIGHT+MEDIUM+SEVERE should add up to 100 ) |
| PERC_SEVERE = 7 // Percentage change of injury being SEVERE severity ( LIGHT+MEDIUM+SEVERE should add up to 100 ) |
| PERC_SEVERE = 7 // Percentage change of injury being SEVERE severity ( LIGHT+MEDIUM+SEVERE should add up to 100 ) |
| PERC_SEVERE = 7 // Percentage change of injury being SEVERE severity ( LIGHT+MEDIUM+SEVERE should add up to 100 ) |
| ENGYDRP_LIGHT_MIN = 10 // Minimum amount of energy drop for a light injury |
| ENGYDRP_LIGHT_MIN = 10 // Minimum amount of energy drop for a light injury |
| ENGYDRP_LIGHT_MIN = 10 // Minimum amount of energy drop for a light injury |
| ENGYDRP_LIGHT_MAX = 30 // Maximum amount of energy drop for a light injury |
| ENGYDRP_LIGHT_MAX = 30 // Maximum amount of energy drop for a light injury |
| ENGYDRP_LIGHT_MAX = 30 // Maximum amount of energy drop for a light injury |
| ENGYDRP_MEDIUM_MIN = 35 // Minimum amount of energy drop for a medium injury |
| ENGYDRP_MEDIUM_MIN = 35 // Minimum amount of energy drop for a medium injury |
| ENGYDRP_MEDIUM_MIN = 35 // Minimum amount of energy drop for a medium injury |
| ENGYDRP_MEDIUM_MAX = 55 // Maximum amount of energy drop for a medium injury |
| ENGYDRP_MEDIUM_MAX = 55 // Maximum amount of energy drop for a medium injury |
| ENGYDRP_MEDIUM_MAX = 55 // Maximum amount of energy drop for a medium injury |
| . | ENGYDRP_SEVERE_MIN = 60 // Minimum amount of energy drop for a severe injury |
| ENGYDRP_SEVERE_MIN = 60 // Maximum amount of energy drop for a severe injury |
| ENGYDRP_SEVERE_MIN = 60 // Maximum amount of energy drop for a severe injury |
| ENGYDRP_SEVERE_MAX = 90 // Maximum amount of energy drop for a severe injury |
| ENGYDRP_SEVERE_MAX = 90 // Maximum amount of energy drop for a severe injury |
| ENGYDRP_SEVERE_MAX = 90 // Maximum amount of energy drop for a severe injury |
| |
| |
| |
| [FATIGUE] // How the players get tired |
| [FATIGUE] // How the players get tired |
| [FATIGUE] // How the players get tired |
| MAXENERGY = 100 // Maximum energy a player can have |
| MAXENERGY = 100 // Maximum energy a player can have |
| MAXENERGY = 100 // Maximum energy a player can have |
| GKADJUST = 75 // Adjustment to energy for a GK |
| GKADJUST = 75 // Adjustment to energy for a GK |
| GKADJUST = 75 // Adjustment to energy for a GK |
| STAMINAINF = 100 // Percentage influece stamina has |
| STAMINAINF = 100 // Percentage influece stamina has |
| STAMINAINF = 100 // Percentage influece stamina has |
| FATIGUEBASE = 21 // The base value of stamina lost per game. |
| FATIGUEBASE = 21 // The base value of stamina lost per game. |
| FATIGUEBASE = 21 // The base value of stamina lost per game. |
| |
| |
| |
| [INFLUENCE] // How much the data affects the outcome |
| [INFLUENCE] // How much the data affects the outcome |
| [INFLUENCE] // How much the data affects the outcome |
| RATING = 78 // The Team Rating |
| RATING = 78 // The Team Rating |
| RATING = 78 // The Team Rating |
| HOMEADV = 4 // Home Advantage |
| HOMEADV = 4 // Home Advantage |
| HOMEADV = 4 // Home Advantage |
| FOG = 0 // Funny Old Game Factor - The 'OMG, I don't believe that happened' factor |
| FOG = 0 // Funny Old Game Factor - The 'OMG, I don't believe that happened' factor |
| FOG = 0 // Funny Old Game Factor - The 'OMG, I don't believe that happened' factor |
| COMPETITION = 10 // The comparison of a team verus the competition quality |
| COMPETITION = 10 // The comparison of a team verus the competition quality |
| COMPETITION = 10 // The comparison of a team verus the competition quality |
| . | ENERGY = 1 // Valor do Mod FIFA 12 |
| ENERGY = 0 // The players energy levels affect on match day overall |
| ENERGY = 1 // The players energy levels affect on match day overall |
| MATCHIMPORTANCE = 2 // How important is the game affects commitment level |
| MATCHIMPORTANCE = 2 // How important is the game affects commitment level |
| MATCHIMPORTANCE = 2 // How important is the game affects commitment level |
| DOMESTICPRESTIGE = 6 // How domestic prestige affects the match overall |
| DOMESTICPRESTIGE = 6 // How domestic prestige affects the match overall |
| DOMESTICPRESTIGE = 6 // How domestic prestige affects the match overall |
| |
| |
| |
| PRESTIGEMULTIPLER = 5 // Multiply by 5 to get it out of 100 instead |
| PRESTIGEMULTIPLER = 5 // Multiply by 5 to get it out of 100 instead |
| PRESTIGEMULTIPLER = 5 // Multiply by 5 to get it out of 100 instead |
| |
| |
| |
| [FOG] |
| [FOG] |
| [FOG] |
| RANGE = 5 // Difference between the two teams before the FOG factor is applied |
| RANGE = 5 // Difference between the two teams before the FOG factor is applied |
| RANGE = 5 // Difference between the two teams before the FOG factor is applied |
| |
| |
| |
| [INCIDENTS] |
| [INCIDENTS] |
| [INCIDENTS] |
| MAX = 40 // Max number of goal/card/injury incidents to be created |
| MAX = 40 // Max number of goal/card/injury incidents to be created |
| MAX = 40 // Max number of goal/card/injury incidents to be created |
| SQUADSIZE = 20 // If available squad size is this value, then try to avoid injuring players |
| SQUADSIZE = 20 // If available squad size is this value, then try to avoid injuring players |
| SQUADSIZE = 20 // If available squad size is this value, then try to avoid injuring players |
| |
| |
| |
| [MATCH_RATINGS] |
| [MATCH_RATINGS] |
| [MATCH_RATINGS] |
| MAXRATING = 100 |
| MAXRATING = 100 |
| MAXRATING = 100 |
| SENDINGOFF = -10 |
| SENDINGOFF = -10 |
| SENDINGOFF = -10 |
| . | TEAMWIN = 10 // Valor do Mod FIFA 12 |
| TEAMWIN = 8 // Amount they gain for team winning, if it says 2 it means 0.2 |
| TEAMWIN = 8 // Amount they gain for team winning, if it says 2 it means 0.2 |
| TEAMLOSS = -5 // Amount they lose for team losing, if it says 2 it means 0.2 |
| TEAMLOSS = -5 // Amount they lose for team losing, if it says 2 it means 0.2 |
| TEAMLOSS = -5 // Amount they lose for team losing, if it says 2 it means 0.2 |
| PERCMINSPLAYED = 90 |
| PERCMINSPLAYED = 90 |
| PERCMINSPLAYED = 90 |
| RANDOMINC = 6 |
| RANDOMINC = 6 |
| RANDOMINC = 6 |
| |
| |
| |
| . | BASE_DEF = 60 // Valor do Mod FIFA 12 |
| BASE_DEF = 61 |
| BASE_DEF = 61 |
| BASE_MID = 60 |
| BASE_MID = 60 |
| BASE_MID = 60 |
| BASE_ATT = 60 |
| BASE_ATT = 60 |
| BASE_ATT = 60 |
| BASE_GK = 62 |
| BASE_GK = 62 |
| BASE_GK = 62 |
| |
| |
| |
| GOAL_DEF = 10 |
| GOAL_DEF = 10 |
| GOAL_DEF = 10 |
| . | GOAL_MID = 10 // Valor do Mod FIFA 12 |
| GOAL_MID = 9 |
| GOAL_MID = 9 |
| GOAL_ATT = 10 |
| GOAL_ATT = 10 |
| GOAL_ATT = 10 |
| GOAL_GK = 9 |
| GOAL_GK = 9 |
| GOAL_GK = 9 |
| |
| |
| |
| ASSIST_DEF = 10 |
| ASSIST_DEF = 10 |
| ASSIST_DEF = 10 |
| . | ASSIST_MID = 10 // Valor do Mod FIFA 12 |
| ASSIST_MID = 9 |
| ASSIST_MID = 9 |
| ASSIST_ATT = 10 // Valor do Mod FIFA 12 |
| ASSIST_ATT = 9 |
| ASSIST_ATT = 9 |
| ASSIST_GK = 9 |
| ASSIST_GK = 9 |
| ASSIST_GK = 9 |
| |
| |
| |
| CONCEDED_DEF = -3 |
| CONCEDED_DEF = -3 |
| CONCEDED_DEF = -3 |
| CONCEDED_MID = -3 |
| CONCEDED_MID = -3 |
| CONCEDED_MID = -3 |
| CONCEDED_ATT = 0 |
| CONCEDED_ATT = 0 |
| CONCEDED_ATT = 0 |
| CONCEDED_GK = -4 |
| CONCEDED_GK = -4 |
| CONCEDED_GK = -4 |
| |
| |
| |
| CLEANSHEET_DEF = 5 |
| CLEANSHEET_DEF = 5 |
| CLEANSHEET_DEF = 5 |
| CLEANSHEET_MID = 4 |
| CLEANSHEET_MID = 4 |
| CLEANSHEET_MID = 4 |
| CLEANSHEET_ATT = 0 |
| CLEANSHEET_ATT = 0 |
| CLEANSHEET_ATT = 0 |
| CLEANSHEET_GK = 6 |
| CLEANSHEET_GK = 6 |
| CLEANSHEET_GK = 6 |
| |
| |
| |
| . | // ID Values for Attributes |
| // ID Values for Attributes |
| // ID Values for Attributes |
| // ------------------------ |
| // ------------------------ |
| // ------------------------ |
| . | // 0 = PLAYER_ATTRIBUTE_ACCELERATION, |
| // 0 = PLAYER_ATTRIBUTE_ACCELERATION, |
| // 0 = PLAYER_ATTRIBUTE_ACCELERATION, |
| // 1 = PLAYER_ATTRIBUTE_SPRINT_SPEED, |
| // 1 = PLAYER_ATTRIBUTE_SPRINT_SPEED, |
| // 1 = PLAYER_ATTRIBUTE_SPRINT_SPEED, |
| // 2 = PLAYER_ATTRIBUTE_AGILITY, |
| // 2 = PLAYER_ATTRIBUTE_AGILITY, |
| // 2 = PLAYER_ATTRIBUTE_AGILITY, |
| // 3 = PLAYER_ATTRIBUTE_BALANCE, |
| // 3 = PLAYER_ATTRIBUTE_BALANCE, |
| // 3 = PLAYER_ATTRIBUTE_BALANCE, |
| // 4 = PLAYER_ATTRIBUTE_JUMPING, |
| // 4 = PLAYER_ATTRIBUTE_JUMPING, |
| // 4 = PLAYER_ATTRIBUTE_JUMPING, |
| // 5 = PLAYER_ATTRIBUTE_STAMINA, |
| // 5 = PLAYER_ATTRIBUTE_STAMINA, |
| // 5 = PLAYER_ATTRIBUTE_STAMINA, |
| // 6 = PLAYER_ATTRIBUTE_STRENGTH, |
| // 6 = PLAYER_ATTRIBUTE_STRENGTH, |
| // 6 = PLAYER_ATTRIBUTE_STRENGTH, |
| // 7 = PLAYER_ATTRIBUTE_REACTIONS, |
| // 7 = PLAYER_ATTRIBUTE_REACTIONS, |
| // 7 = PLAYER_ATTRIBUTE_REACTIONS, |
| // 8 = PLAYER_ATTRIBUTE_AGGRESSION, |
| // 8 = PLAYER_ATTRIBUTE_AGGRESSION, |
| // 8 = PLAYER_ATTRIBUTE_AGGRESSION, |
| // 9 = PLAYER_ATTRIBUTE_TACTICAL_AWARENESS, |
| // 9 = PLAYER_ATTRIBUTE_TACTICAL_AWARENESS, |
| // 9 = PLAYER_ATTRIBUTE_TACTICAL_AWARENESS, |
| // 10 = PLAYER_ATTRIBUTE_POSITIONING, |
| // 10 = PLAYER_ATTRIBUTE_POSITIONING, |
| // 10 = PLAYER_ATTRIBUTE_POSITIONING, |
| // 11 = PLAYER_ATTRIBUTE_VISION, |
| // 11 = PLAYER_ATTRIBUTE_VISION, |
| // 11 = PLAYER_ATTRIBUTE_VISION, |
| // 12 = PLAYER_ATTRIBUTE_BALL_CONTROL, |
| // 12 = PLAYER_ATTRIBUTE_BALL_CONTROL, |
| // 12 = PLAYER_ATTRIBUTE_BALL_CONTROL, |
| // 13 = PLAYER_ATTRIBUTE_CROSSING, |
| // 13 = PLAYER_ATTRIBUTE_CROSSING, |
| // 13 = PLAYER_ATTRIBUTE_CROSSING, |
| // 14 = PLAYER_ATTRIBUTE_DRIBBLING, |
| // 14 = PLAYER_ATTRIBUTE_DRIBBLING, |
| // 14 = PLAYER_ATTRIBUTE_DRIBBLING, |
| // 15 = PLAYER_ATTRIBUTE_FINISHING, |
| // 15 = PLAYER_ATTRIBUTE_FINISHING, |
| // 15 = PLAYER_ATTRIBUTE_FINISHING, |
| // 16 = PLAYER_ATTRIBUTE_FREE_KICK_ACCURACY, |
| // 16 = PLAYER_ATTRIBUTE_FREE_KICK_ACCURACY, |
| // 16 = PLAYER_ATTRIBUTE_FREE_KICK_ACCURACY, |
| // 17 = PLAYER_ATTRIBUTE_HEADING_ACCURACY, |
| // 17 = PLAYER_ATTRIBUTE_HEADING_ACCURACY, |
| // 17 = PLAYER_ATTRIBUTE_HEADING_ACCURACY, |
| // 18 = PLAYER_ATTRIBUTE_LONG_PASSING, |
| // 18 = PLAYER_ATTRIBUTE_LONG_PASSING, |
| // 18 = PLAYER_ATTRIBUTE_LONG_PASSING, |
| // 19 = PLAYER_ATTRIBUTE_SHORT_PASSING, |
| // 19 = PLAYER_ATTRIBUTE_SHORT_PASSING, |
| // 19 = PLAYER_ATTRIBUTE_SHORT_PASSING, |
| // 20 = PLAYER_ATTRIBUTE_MARKING, |
| // 20 = PLAYER_ATTRIBUTE_MARKING, |
| // 20 = PLAYER_ATTRIBUTE_MARKING, |
| // 21 = PLAYER_ATTRIBUTE_SHOT_POWER, |
| // 21 = PLAYER_ATTRIBUTE_SHOT_POWER, |
| // 21 = PLAYER_ATTRIBUTE_SHOT_POWER, |
| // 22 = PLAYER_ATTRIBUTE_POWER_SHOT_ACCURACY, // long shots |
| // 22 = PLAYER_ATTRIBUTE_POWER_SHOT_ACCURACY, // long shots |
| // 22 = PLAYER_ATTRIBUTE_POWER_SHOT_ACCURACY, // long shots |
| // 23 = PLAYER_ATTRIBUTE_STANDING_TACKLE, |
| // 23 = PLAYER_ATTRIBUTE_STANDING_TACKLE, |
| // 23 = PLAYER_ATTRIBUTE_STANDING_TACKLE, |
| // 24 = PLAYER_ATTRIBUTE_SLIDING_TACKLE, |
| // 24 = PLAYER_ATTRIBUTE_SLIDING_TACKLE, |
| // 24 = PLAYER_ATTRIBUTE_SLIDING_TACKLE, |
| // 25 = PLAYER_ATTRIBUTE_VOLLEYS, |
| // 25 = PLAYER_ATTRIBUTE_VOLLEYS, |
| // 25 = PLAYER_ATTRIBUTE_VOLLEYS, |
| // 26 = PLAYER_ATTRIBUTE_CURVE, |
| // 26 = PLAYER_ATTRIBUTE_CURVE, |
| // 26 = PLAYER_ATTRIBUTE_CURVE, |
| // 27 = PLAYER_ATTRIBUTE_PENALTIES, |
| // 27 = PLAYER_ATTRIBUTE_PENALTIES, |
| // 27 = PLAYER_ATTRIBUTE_PENALTIES, |
| // 28 = PLAYER_ATTRIBUTE_GK_DIVING, |
| // 28 = PLAYER_ATTRIBUTE_GK_DIVING, |
| // 28 = PLAYER_ATTRIBUTE_GK_DIVING, |
| // 29 = PLAYER_ATTRIBUTE_GK_HANDLING, |
| // 29 = PLAYER_ATTRIBUTE_GK_HANDLING, |
| // 29 = PLAYER_ATTRIBUTE_GK_HANDLING, |
| // 30 = PLAYER_ATTRIBUTE_GK_KICKING, |
| // 30 = PLAYER_ATTRIBUTE_GK_KICKING, |
| // 30 = PLAYER_ATTRIBUTE_GK_KICKING, |
| // 31 = PLAYER_ATTRIBUTE_GK_REFLEXES, |
| // 31 = PLAYER_ATTRIBUTE_GK_REFLEXES, |
| // 31 = PLAYER_ATTRIBUTE_GK_REFLEXES, |
| // 32 = PLAYER_ATTRIBUTE_GK_POSITIONING, |
| // 32 = PLAYER_ATTRIBUTE_GK_POSITIONING, |
| // 32 = PLAYER_ATTRIBUTE_GK_POSITIONING, |
| // |
| // |
| // |
| // Career Mode Values |
| // Career Mode Values |
| // Career Mode Values |
| // 100 = FORM |
| // 100 = FORM |
| // 100 = FORM |
| |
| |
| |
| [SHOOTING_ATTRIBS] |
| [SHOOTING_ATTRIBS] |
| [SHOOTING_ATTRIBS] |
| NUMATTRIBS = 5 // Number of attributes |
| NUMATTRIBS = 5 // Number of attributes |
| NUMATTRIBS = 5 // Number of attributes |
| ATTRIB_1 = 17 // 17 = Heading |
| ATTRIB_1 = 17 // 17 = Heading |
| ATTRIB_1 = 17 // 17 = Heading |
| ATTRIB_2 = 15 // 15 = Finishing |
| ATTRIB_2 = 15 // 15 = Finishing |
| ATTRIB_2 = 15 // 15 = Finishing |
| ATTRIB_3 = 9 // 9 = Tac Awareness |
| ATTRIB_3 = 9 // 9 = Tac Awareness |
| ATTRIB_3 = 9 // 9 = Tac Awareness |
| ATTRIB_4 = 22 // 22 = Long Shots |
| ATTRIB_4 = 22 // 22 = Long Shots |
| ATTRIB_4 = 22 // 22 = Long Shots |
| ATTRIB_5 = 100 // 100 = Form and needs no value setting (negative implies inverse affect - bad form more likely to cause ) |
| ATTRIB_5 = 100 // 100 = Form and needs no value setting (negative implies inverse affect - bad form more likely to cause ) |
| ATTRIB_5 = 100 // 100 = Form and needs no value setting (negative implies inverse affect - bad form more likely to cause ) |
| |
| |
| |
| VALUE_0 = 5 // Value 0 is the influence of position |
| VALUE_0 = 5 // Value 0 is the influence of position |
| VALUE_0 = 5 // Value 0 is the influence of position |
| VALUE_1 = 5 // Heading influence on shooting |
| VALUE_1 = 5 // Heading influence on shooting |
| VALUE_1 = 5 // Heading influence on shooting |
| VALUE_2 = 66 // Finishing influence on shooting |
| VALUE_2 = 66 // Finishing influence on shooting |
| VALUE_2 = 66 // Finishing influence on shooting |
| VALUE_3 = -10 // Tactical Awareness influence on shooting |
| VALUE_3 = -10 // Tactical Awareness influence on shooting |
| VALUE_3 = -10 // Tactical Awareness influence on shooting |
| VALUE_4 = 9 // Long Shots |
| VALUE_4 = 9 // Long Shots |
| VALUE_4 = 9 // Long Shots |
| . | ENERGY = -5 // Influence energy has on shooting |
| ENERGY = -5 // Influence energy has on shooting |
| ENERGY = -5 // Influence energy has on shooting |
| |
| |
| |
| POS_1 = 2 // Pos settings, is the bias towards positions for incidents |
| POS_1 = 2 // Pos settings, is the bias towards positions for incidents |
| POS_1 = 2 // Pos settings, is the bias towards positions for incidents |
| POS_2 = 1 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3 |
| POS_2 = 1 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3 |
| POS_2 = 1 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3 |
| POS_3 = 0 |
| POS_3 = 0 |
| POS_3 = 0 |
| POS_4 = -1 |
| POS_4 = -1 |
| POS_4 = -1 |
| |
| |
| |
| [ASSIST_ATTRIBS] |
| [ASSIST_ATTRIBS] |
| [ASSIST_ATTRIBS] |
| CHANCEOFASSIST = 65 // How likely a goal is to have an assister |
| CHANCEOFASSIST = 65 // How likely a goal is to have an assister |
| CHANCEOFASSIST = 65 // How likely a goal is to have an assister |
| NUMATTRIBS = 5 // Number of attributes |
| NUMATTRIBS = 5 // Number of attributes |
| NUMATTRIBS = 5 // Number of attributes |
| ATTRIB_1 = 11 // 11 = Vision |
| ATTRIB_1 = 11 // 11 = Vision |
| ATTRIB_1 = 11 // 11 = Vision |
| ATTRIB_2 = 13 // 13 = Crossing |
| ATTRIB_2 = 13 // 13 = Crossing |
| ATTRIB_2 = 13 // 13 = Crossing |
| ATTRIB_3 = 19 // 19 = Short Passing |
| ATTRIB_3 = 19 // 19 = Short Passing |
| ATTRIB_3 = 19 // 19 = Short Passing |
| ATTRIB_4 = 8 // 8 = Aggression |
| ATTRIB_4 = 8 // 8 = Aggression |
| ATTRIB_4 = 8 // 8 = Aggression |
| ATTRIB_5 = 100 // 100 = Form and needs no value setting (negative implies inverse affect - bad form more likely to cause ) |
| ATTRIB_5 = 100 // 100 = Form and needs no value setting (negative implies inverse affect - bad form more likely to cause ) |
| ATTRIB_5 = 100 // 100 = Form and needs no value setting (negative implies inverse affect - bad form more likely to cause ) |
| |
| |
| |
| VALUE_0 = 5 // Value 0 is the influence of position |
| VALUE_0 = 5 // Value 0 is the influence of position |
| VALUE_0 = 5 // Value 0 is the influence of position |
| VALUE_1 = 47 // Vision influence on assisting |
| VALUE_1 = 47 // Vision influence on assisting |
| VALUE_1 = 47 // Vision influence on assisting |
| VALUE_2 = 7 // Crossing influence on assisting |
| VALUE_2 = 7 // Crossing influence on assisting |
| VALUE_2 = 7 // Crossing influence on assisting |
| VALUE_3 = 21 // Short Passing influence on assisting |
| VALUE_3 = 21 // Short Passing influence on assisting |
| VALUE_3 = 21 // Short Passing influence on assisting |
| VALUE_4 = -15 // Aggression influence on assisting |
| VALUE_4 = -15 // Aggression influence on assisting |
| VALUE_4 = -15 // Aggression influence on assisting |
| . | ENERGY = -5 // Influence energy has on assisting |
| ENERGY = -5 // Influence energy has on assisting |
| ENERGY = -5 // Influence energy has on assisting |
| |
| |
| |
| POS_1 = 1 // Pos settings, is the bias towards positions for incidents |
| POS_1 = 1 // Pos settings, is the bias towards positions for incidents |
| POS_1 = 1 // Pos settings, is the bias towards positions for incidents |
| POS_2 = 2 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3 |
| POS_2 = 2 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3 |
| POS_2 = 2 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3 |
| POS_3 = 0 |
| POS_3 = 0 |
| POS_3 = 0 |
| POS_4 = 3 |
| POS_4 = 3 |
| POS_4 = 3 |
| |
| |
| |
| [CARDING_ATTRIBS] |
| [CARDING_ATTRIBS] |
| [CARDING_ATTRIBS] |
| NUMATTRIBS = 6 // Number of attributes |
| NUMATTRIBS = 6 // Number of attributes |
| NUMATTRIBS = 6 // Number of attributes |
| ATTRIB_1 = 8 // 8 = Aggression |
| ATTRIB_1 = 8 // 8 = Aggression |
| ATTRIB_1 = 8 // 8 = Aggression |
| ATTRIB_2 = 2 // 2 = Agility |
| ATTRIB_2 = 2 // 2 = Agility |
| ATTRIB_2 = 2 // 2 = Agility |
| ATTRIB_3 = 5 // 5 = Stamina |
| ATTRIB_3 = 5 // 5 = Stamina |
| ATTRIB_3 = 5 // 5 = Stamina |
| ATTRIB_4 = 23 // 23 = Standing Tackle |
| ATTRIB_4 = 23 // 23 = Standing Tackle |
| ATTRIB_4 = 23 // 23 = Standing Tackle |
| ATTRIB_5 = 24 // 24 = Sliding Tackle |
| ATTRIB_5 = 24 // 24 = Sliding Tackle |
| ATTRIB_5 = 24 // 24 = Sliding Tackle |
| ATTRIB_6 = -100 // 100 = Form and needs no value setting (negative implies inverse affect - bad form more likely to cause ) |
| ATTRIB_6 = -100 // 100 = Form and needs no value setting (negative implies inverse affect - bad form more likely to cause ) |
| ATTRIB_6 = -100 // 100 = Form and needs no value setting (negative implies inverse affect - bad form more likely to cause ) |
| |
| |
| |
| VALUE_0 = 5 // Value 0 is the influence of position |
| VALUE_0 = 5 // Value 0 is the influence of position |
| VALUE_0 = 5 // Value 0 is the influence of position |
| VALUE_1 = 45 // Aggression infuence on carding |
| VALUE_1 = 45 // Aggression infuence on carding |
| VALUE_1 = 45 // Aggression infuence on carding |
| VALUE_2 = -5 // Agility influence on carding (negative means low attribute = more influence) |
| VALUE_2 = -5 // Agility influence on carding (negative means low attribute = more influence) |
| VALUE_2 = -5 // Agility influence on carding (negative means low attribute = more influence) |
| VALUE_3 = -10 // Stamina influence on carding |
| VALUE_3 = -10 // Stamina influence on carding |
| VALUE_3 = -10 // Stamina influence on carding |
| VALUE_4 = 10 // Standing Tackle influence on carding (negative means low attribute = more influence) |
| VALUE_4 = 10 // Standing Tackle influence on carding (negative means low attribute = more influence) |
| VALUE_4 = 10 // Standing Tackle influence on carding (negative means low attribute = more influence) |
| VALUE_5 = 20 // Sliding Tackle influence on carding (negative means low attribute = more influence) |
| VALUE_5 = 20 // Sliding Tackle influence on carding (negative means low attribute = more influence) |
| VALUE_5 = 20 // Sliding Tackle influence on carding (negative means low attribute = more influence) |
| . | ENERGY = -5 // Influence energy has on carding |
| ENERGY = -5 // Influence energy has on carding |
| ENERGY = -5 // Influence energy has on carding |
| |
| |
| |
| POS_1 = 0 // Pos settings, is the bias towards positions for incidents |
| POS_1 = 0 // Pos settings, is the bias towards positions for incidents |
| POS_1 = 0 // Pos settings, is the bias towards positions for incidents |
| POS_2 = 1 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3 |
| POS_2 = 1 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3 |
| POS_2 = 1 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3 |
| POS_3 = 2 |
| POS_3 = 2 |
| POS_3 = 2 |
| POS_4 = -1 |
| POS_4 = -1 |
| POS_4 = -1 |
| |
| |
| |
| [INJURY_ATTRIBS] |
| [INJURY_ATTRIBS] |
| [INJURY_ATTRIBS] |
| NUMATTRIBS = 7 // Number of attributes |
| NUMATTRIBS = 7 // Number of attributes |
| NUMATTRIBS = 7 // Number of attributes |
| ATTRIB_1 = 8 // 8 = Aggression |
| ATTRIB_1 = 8 // 8 = Aggression |
| ATTRIB_1 = 8 // 8 = Aggression |
| ATTRIB_2 = 2 // 2 = Agility |
| ATTRIB_2 = 2 // 2 = Agility |
| ATTRIB_2 = 2 // 2 = Agility |
| ATTRIB_3 = 3 // 3 = Balance |
| ATTRIB_3 = 3 // 3 = Balance |
| ATTRIB_3 = 3 // 3 = Balance |
| ATTRIB_4 = 7 // 7 = Reactions |
| ATTRIB_4 = 7 // 7 = Reactions |
| ATTRIB_4 = 7 // 7 = Reactions |
| ATTRIB_5 = 5 // 5 = Stamina |
| ATTRIB_5 = 5 // 5 = Stamina |
| ATTRIB_5 = 5 // 5 = Stamina |
| ATTRIB_6 = 6 // 6 = Strength |
| ATTRIB_6 = 6 // 6 = Strength |
| ATTRIB_6 = 6 // 6 = Strength |
| ATTRIB_7 = 24 // 24 = Sliding Tackle |
| ATTRIB_7 = 24 // 24 = Sliding Tackle |
| ATTRIB_7 = 24 // 24 = Sliding Tackle |
| |
| |
| |
| VALUE_0 = 5 // Value 0 is the influence of position |
| VALUE_0 = 5 // Value 0 is the influence of position |
| VALUE_0 = 5 // Value 0 is the influence of position |
| VALUE_1 = 10 // Aggression influence on carding |
| VALUE_1 = 10 // Aggression influence on carding |
| VALUE_1 = 10 // Aggression influence on carding |
| . | VALUE_2 = -10 // Agility influence on carding (negative means low attribute = more influence) |
| VALUE_2 = -10 // Agility influence on carding (negative means low attribute = more influence) |
| VALUE_2 = -10 // Agility influence on carding (negative means low attribute = more influence) |
| VALUE_3 = -10 // Balance influence on carding (negative means low attribute = more influence) |
| VALUE_3 = -10 // Balance influence on carding (negative means low attribute = more influence) |
| VALUE_3 = -10 // Balance influence on carding (negative means low attribute = more influence) |
| VALUE_4 = -5 // Reactions influence on carding (negative means low attribute = more influence) |
| VALUE_4 = -5 // Reactions influence on carding (negative means low attribute = more influence) |
| VALUE_4 = -5 // Reactions influence on carding (negative means low attribute = more influence) |
| VALUE_5 = -25 // Stamina influence on carding (negative means low attribute = more influence) |
| VALUE_5 = -25 // Stamina influence on carding (negative means low attribute = more influence) |
| VALUE_5 = -25 // Stamina influence on carding (negative means low attribute = more influence) |
| VALUE_6 = -10 // Strength influence on carding (negative means low attribute = more influence) |
| VALUE_6 = -10 // Strength influence on carding (negative means low attribute = more influence) |
| VALUE_6 = -10 // Strength influence on carding (negative means low attribute = more influence) |
| VALUE_7 = -5 // Slide Tackle influence on carding (negative means low attribute = more influence) |
| VALUE_7 = -5 // Slide Tackle influence on carding (negative means low attribute = more influence) |
| VALUE_7 = -5 // Slide Tackle influence on carding (negative means low attribute = more influence) |
| ENERGY = -20 // Influence energy has on carding |
| ENERGY = -20 // Influence energy has on carding |
| ENERGY = -20 // Influence energy has on carding |
| |
| |
| |
| POS_1 = 1 // Pos settings, is the bias towards positions for incidents |
| POS_1 = 1 // Pos settings, is the bias towards positions for incidents |
| POS_1 = 1 // Pos settings, is the bias towards positions for incidents |
| POS_2 = 2 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3 |
| POS_2 = 2 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3 |
| POS_2 = 2 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3 |
| POS_3 = 0 |
| POS_3 = 0 |
| POS_3 = 0 |
| POS_4 = 3 |
| POS_4 = 3 |
| POS_4 = 3 |
| |
| |
| |
| [PENALTY_ATTRIBS] |
| [PENALTY_ATTRIBS] |
| [PENALTY_ATTRIBS] |
| NUMATTRIBS = 2 // Number of attributes |
| NUMATTRIBS = 2 // Number of attributes |
| NUMATTRIBS = 2 // Number of attributes |
| ATTRIB_1 = 27 // 27 = Penalties |
| ATTRIB_1 = 27 // 27 = Penalties |
| ATTRIB_1 = 27 // 27 = Penalties |
| ATTRIB_2 = 15 // 15 = Finishing |
| ATTRIB_2 = 15 // 15 = Finishing |
| ATTRIB_2 = 15 // 15 = Finishing |
| |
| |
| |
| VALUE_0 = 0 // Value 0 is the influence on position |
| VALUE_0 = 0 // Value 0 is the influence on position |
| VALUE_0 = 0 // Value 0 is the influence on position |
| VALUE_1 = 75 // Penalties influence on penalty ability |
| VALUE_1 = 75 // Penalties influence on penalty ability |
| VALUE_1 = 75 // Penalties influence on penalty ability |
| VALUE_2 = 25 // Finishing influence on penalty ability |
| VALUE_2 = 25 // Finishing influence on penalty ability |
| VALUE_2 = 25 // Finishing influence on penalty ability |
| . | ENERGY = 0 // Influence energy has on penalty ability |
| ENERGY = 0 // Influence energy has on penalty ability |
| ENERGY = 0 // Influence energy has on penalty ability |
| |
| |
| |
| POS_1 = 2 // Pos settings, is the bias towards positions for incidents |
| POS_1 = 2 // Pos settings, is the bias towards positions for incidents |
| POS_1 = 2 // Pos settings, is the bias towards positions for incidents |
| POS_2 = 1 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3 |
| POS_2 = 1 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3 |
| POS_2 = 1 // No Setting = -1, Defence = 0, Midfield = 1, Attack = 2, GK = 3 |
| POS_3 = 0 |
| POS_3 = 0 |
| POS_3 = 0 |
| POS_4 = 3 |
| POS_4 = 3 |
| POS_4 = 3 |
| |
| |
| |
| [SCORER_WEIGHT] |
| [SCORER_WEIGHT] |
| [SCORER_WEIGHT] |
| WEIGHT_1 = 0 // Weighting setting for Scorers |
| WEIGHT_1 = 0 // Weighting setting for Scorers |
| WEIGHT_1 = 0 // Weighting setting for Scorers |
| WEIGHT_2 = 1 |
| WEIGHT_2 = 1 |
| WEIGHT_2 = 1 |
| WEIGHT_3 = 3 |
| WEIGHT_3 = 3 |
| WEIGHT_3 = 3 |
| WEIGHT_4 = 5 |
| WEIGHT_4 = 5 |
| WEIGHT_4 = 5 |
| WEIGHT_5 = 9 |
| WEIGHT_5 = 9 |
| WEIGHT_5 = 9 |
| WEIGHT_6 = 12 |
| WEIGHT_6 = 12 |
| WEIGHT_6 = 12 |
| WEIGHT_7 = 19 |
| WEIGHT_7 = 19 |
| WEIGHT_7 = 19 |
| WEIGHT_8 = 29 |
| WEIGHT_8 = 29 |
| WEIGHT_8 = 29 |
| WEIGHT_9 = 48 |
| WEIGHT_9 = 48 |
| WEIGHT_9 = 48 |
| WEIGHT_10 = 71 |
| WEIGHT_10 = 71 |
| WEIGHT_10 = 71 |
| WEIGHT_11 = 100 |
| WEIGHT_11 = 100 |
| WEIGHT_11 = 100 |
| |
| |
| |
| [ASSIST_WEIGHT] |
| [ASSIST_WEIGHT] |
| [ASSIST_WEIGHT] |
| WEIGHT_1 = 0 // Weighting setting for Assist |
| WEIGHT_1 = 0 // Weighting setting for Assist |
| WEIGHT_1 = 0 // Weighting setting for Assist |
| WEIGHT_2 = 1 |
| WEIGHT_2 = 1 |
| WEIGHT_2 = 1 |
| WEIGHT_3 = 3 |
| WEIGHT_3 = 3 |
| WEIGHT_3 = 3 |
| WEIGHT_4 = 5 |
| WEIGHT_4 = 5 |
| WEIGHT_4 = 5 |
| . | WEIGHT_5 = 8 // Valor do Mod FIFA 12 |
| WEIGHT_5 = 7 |
| WEIGHT_5 = 7 |
| WEIGHT_6 = 12 |
| WEIGHT_6 = 12 |
| WEIGHT_6 = 12 |
| . | WEIGHT_7 = 22 // Valor do Mod FIFA 12 |
| WEIGHT_7 = 21 |
| WEIGHT_7 = 21 |
| WEIGHT_8 = 34 // Valor do Mod FIFA 12 |
| WEIGHT_8 = 32 |
| WEIGHT_8 = 32 |
| WEIGHT_9 = 50 |
| WEIGHT_9 = 50 |
| WEIGHT_9 = 50 |
| WEIGHT_10 = 70 |
| WEIGHT_10 = 70 |
| WEIGHT_10 = 70 |
| WEIGHT_11 = 100 |
| WEIGHT_11 = 100 |
| WEIGHT_11 = 100 |
| |
| |
| |
| [CARD_WEIGHT] |
| [CARD_WEIGHT] |
| [CARD_WEIGHT] |
| WEIGHT_1 = 0 // Weighting setting for Cards |
| WEIGHT_1 = 0 // Weighting setting for Cards |
| WEIGHT_1 = 0 // Weighting setting for Cards |
| WEIGHT_2 = 1 |
| WEIGHT_2 = 1 |
| WEIGHT_2 = 1 |
| WEIGHT_3 = 3 |
| WEIGHT_3 = 3 |
| WEIGHT_3 = 3 |
| WEIGHT_4 = 7 |
| WEIGHT_4 = 7 |
| WEIGHT_4 = 7 |
| WEIGHT_5 = 15 |
| WEIGHT_5 = 15 |
| WEIGHT_5 = 15 |
| WEIGHT_6 = 25 |
| WEIGHT_6 = 25 |
| WEIGHT_6 = 25 |
| WEIGHT_7 = 40 |
| WEIGHT_7 = 40 |
| WEIGHT_7 = 40 |
| WEIGHT_8 = 55 |
| WEIGHT_8 = 55 |
| WEIGHT_8 = 55 |
| WEIGHT_9 = 70 |
| WEIGHT_9 = 70 |
| WEIGHT_9 = 70 |
| WEIGHT_10 = 85 |
| WEIGHT_10 = 85 |
| WEIGHT_10 = 85 |
| WEIGHT_11 = 100 |
| WEIGHT_11 = 100 |
| WEIGHT_11 = 100 |
| |
| |
| |
| [INJURY_WEIGHT] |
| [INJURY_WEIGHT] |
| [INJURY_WEIGHT] |
| WEIGHT_1 = 0 // Weighting setting for Injuries |
| WEIGHT_1 = 0 // Weighting setting for Injuries |
| WEIGHT_1 = 0 // Weighting setting for Injuries |
| WEIGHT_2 = 1 |
| WEIGHT_2 = 1 |
| WEIGHT_2 = 1 |
| WEIGHT_3 = 5 |
| WEIGHT_3 = 5 |
| WEIGHT_3 = 5 |
| WEIGHT_4 = 12 |
| WEIGHT_4 = 12 |
| WEIGHT_4 = 12 |
| WEIGHT_5 = 21 |
| WEIGHT_5 = 21 |
| WEIGHT_5 = 21 |
| WEIGHT_6 = 30 |
| WEIGHT_6 = 30 |
| WEIGHT_6 = 30 |
| WEIGHT_7 = 40 |
| WEIGHT_7 = 40 |
| WEIGHT_7 = 40 |
| WEIGHT_8 = 55 |
| WEIGHT_8 = 55 |
| WEIGHT_8 = 55 |
| WEIGHT_9 = 70 |
| WEIGHT_9 = 70 |
| WEIGHT_9 = 70 |
| WEIGHT_10 = 85 |
| WEIGHT_10 = 85 |
| WEIGHT_10 = 85 |
| WEIGHT_11 = 100 |
| WEIGHT_11 = 100 |
| WEIGHT_11 = 100 |
| |
| |
| |
| [PENALTY_WEIGHT] |
| [PENALTY_WEIGHT] |
| [PENALTY_WEIGHT] |
| WEIGHT_1 = 0 // Weighting setting for Penalties |
| WEIGHT_1 = 0 // Weighting setting for Penalties |
| WEIGHT_1 = 0 // Weighting setting for Penalties |
| WEIGHT_2 = 1 |
| WEIGHT_2 = 1 |
| WEIGHT_2 = 1 |
| WEIGHT_3 = 3 |
| WEIGHT_3 = 3 |
| WEIGHT_3 = 3 |
| WEIGHT_4 = 5 |
| WEIGHT_4 = 5 |
| WEIGHT_4 = 5 |
| WEIGHT_5 = 10 |
| WEIGHT_5 = 10 |
| WEIGHT_5 = 10 |
| WEIGHT_6 = 15 |
| WEIGHT_6 = 15 |
| WEIGHT_6 = 15 |
| WEIGHT_7 = 25 |
| WEIGHT_7 = 25 |
| WEIGHT_7 = 25 |
| WEIGHT_8 = 35 |
| WEIGHT_8 = 35 |
| WEIGHT_8 = 35 |
| WEIGHT_9 = 50 |
| WEIGHT_9 = 50 |
| WEIGHT_9 = 50 |
| WEIGHT_10 = 70 |
| WEIGHT_10 = 70 |
| WEIGHT_10 = 70 |
| . | WEIGHT_11 = 100 |
| WEIGHT_11 = 100 |
| WEIGHT_11 = 100 |
| |
| |
| |
| |
| |
| |