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League.dat

This page is dedicated to the league.dat file. This file acts as a configuration file for ESMS PLUS and lets the admins customize the way things are run in their leagues. A sample league.dat file is availble in the Starter Kit, and each item will be explained below.


Home_Bonus = 0
This allocates a particular bonus to the teams playing at home. The higher the bonus rating, the more advantage the home side will have. The home bonus in most leagues is set to 300.
If the home team should not have any bonus allocated, then you can set this to 0. This is particularly useful while playing Cup Finals or friendlies.

Each 100 within the Home_Bonus equates to +1% chance of a shot every minute for the home team. So Home_Bonus? of 300 = +3% of a chance, etc. If two sides are equal, at a neutral venue (0 Home_Bonus), they will have the same chance of a shot, every minute of the game. With a home bonus of 300, the home side will have 3% more than the away side, every minute of the game.


Games = Premiership
The name of the league or the matches being simulated. This will feature in the match report. If you are running two different leagues, say maybe the "Premiership" and "Championship", then you will need two league.dat files with the different Games settings.


Attendances_Pack = 0
0 - the attendance will not be generated
1 - the attendance for a particular match will be generated.
The attendance can be used by the admin to generate gate money for a particular team. (Not sure, but I think you also need to have an attendance.dat file in your folder.)


Cup = 0
0 - this is not a Cup game
1 - this is a Cup game, and the game admin will be prompted if he wants to play penalties if the match in normal time ends in a draw.
2 - penalties will be played automatically if the match ends up even


Extra_Time = 0
0 - no extra time will be played
1 - the gamer admin will be prompted if he wants to play extra time if match ends in a draw after normal time.
2 - extra time will be played automatically if match ends in a draw after normal time.

Silver_Goal = 0
1 - a goal in extra time will end the match, with the team leading at halftime declared a winner. This will only take effect if extra time is set to 1.
0 - the result after the full extra time will be used to decide a winner.


Fitness = 1
Players tire during a game, however, the fitness setting decides if this tiredness should carry over to the next match.
1 - fitness will be used in the league. Players will tire after a match. Also, tired players are more likely to be inured than less tired players, with Fitness set to 1, and strikers are more likely to miss the target (goal) as they become more tired.
0 - fitness will not be used.



FitFactor = 30
Amount of fitness points added to the players fitness after the matches have been run

Fit_TSC = 70
Players with a fitness level below the value assigned will not be selected in the teamsheet creator programs.


Min_DF = 3
Max_DF = 6
Max_DM = 3
Min_MF = 2
Max_MF = 6
Max_AM = 3
Min_FW = 1
Max_FW = 4
The above few lines specify the minimum & maximum number of players a manager can have in his teamsheet in each position. If the players in a teamsheet cross these limits set, then the ESMS PLUS engine will not simulate the match and instead generate an error.


Max_Skill = 99
The maximum skills that a player can have in any of his stats (Keeping, Tackling, Passing, Shooting)

Positions = 1
0 - support for special positions is not enabled
1 - support for special positions (AM, DM) is enabled


Referees = 1
0 - the referee.dat file is not used
1 - the referee.dat file will be used. You must ensure that you have the right number of referees in your referee.dat file to simulate the games. If you have 8 matches, ensure that atleast 8 referees are listed in the file.
(Not yet in place - Referee strictness can influence the number of cards received by a team in the matches.)


Reports_Style = 2
2 - the option that most leagues use
1 - a paper look will be used in the match reports


Reports_Type = 1
The reports.txt can be generated in different options ranging from 1 to 6.


Rerate0_999 = 0
Once the player either gains an skill point (St, Tk, Ps, Sh), his ability point(KAb, TAb, PAb, SAb) in that area will be
1 - reset to 300
0 - reset to 0


Skill_Abs? = 0
Stats_Pack? = 1
Short_Sheet? = 1
T_Tactic? = 100
Tactic_7 = 1
Tactical = 0
Team_Data? = 0
DP_for_Yellow = 1
DP_for_Red = 3
Suspension_margin = 3
Max_injury_length = 12


Abilities:
AB_Goal = 23
AB_Assist = 17
AB_Victory_Random = 34
AB_Clean_Sheet = 26
AB_Ktk = 12
AB_Kps = 7
AB_Sht_On = 5
AB_Sht_Off = 1
AB_Sav = 8
AB_OG = -8
AB_Defeat_Random = -1
AB_Concede = -13
AB_Yellow = -2
AB_Red = -10

Abbrevations:

dep = Deportivo_La_Coruna?
cdc = CDC_Athletico_Nacional




Created by: admin. Last Modification: Thursday 26 of June, 2008 22:21:08 IST by admin.

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