中级玩家
 
- 贡献度
- 6
- 金元
- 1215
- 积分
- 146
- 精华
- 0
- 注册时间
- 2008-11-4
|
[i=s] 本帖最后由 baqukq 于 2011-10-30 17:07 编辑 [/i]
本人试了一些朋友的AI都不满意,最烦就是不带球突破,基本上是接球就传不知道是什么原因。单刀也我妈的回传不带球走,烦死了,所以希望大家一起来研究一下
下面贴出一些AI的参数,希望对AI有深入研究的一起补齐他。 在发一个AI编辑的小东东,可以直接修改。。
ai.tnt
//
// AI Prototyping configuration
// LeonAI Fixed By Leon Wu(leon_wu85@hotmail.com) 0.10 10.26.2011
// These are variables to play with to tune the gameplay or try alternative designs.
//
// The dimensions of the field. The units are 16ths of a foot.
// FIFA: 6450.0 x 4300.0 = 134.4Y x 89.6Y
// TCM: 5482.5 x 3655.0 = 114.2Y x 76.1Y (85% of FIFA)
FIELD_LENGTH = 6450.0
FIELD_WIDTH = 4300.0
DIGITAL_SNAPTOANGLE = 46
// 60 is the original default value. Values from 40 to 80 are "reasonable".
// 这里设置游戏的速度,默认值是60,数值越大游戏速度越慢,取值40与80之间.
GAME_SPEED = 48
// 19 is the original default value. Values from 10 to 25 are "reasonable".
// 默认加速爆发力等级为19。可以从10到25级。
POWERUP_RATE = 18
// Setting this to 1 will mean that powerup does not take into account the intensity of the button press (ie. Dualshock2 buttons will be treated as non-analog)
// 无变化加速为0,即使用加速可变性。如果设该值为1,那么加速时将不考虑按键的强度。应用在震动手柄中,将不会产生力量反馈。
FLAT_POWERUP = 0
//There are three setting for ref Strictness
// 0 = normal
// 1 = DEBUG EASY (no carding)
// 2 = DEBUG STRICT
//这里设置比赛中裁判的判罚尺度,0正常,1宽松(不会出牌),2严厉.
REFEREE_STRICTNESS = 0
// 裁判执法没有违规或者不正当
REFCALL_NO_FOUL = 0
// 0 = none
// 1 = R1
// 2 = idle (no dpad movement)
// 裁判的走位积极性,0正常,1积极,IDLE懒惰
SHIELDING = 1
// 0 = off 1 = movement direction is locked while powering up (and aiming) kick.
// 注解:当加速中欲头球时跑动的方向将被锁定为与加速或瞄准目标方向同向,该值为0时有可能出现非现实中的攻门。也有一种可能是指不许甩头的头球攻门,如果是这样,则当然要改为0好。
POWERUPHEADINGLOCK = 0
// 0 = no crazy CPU through passes 1 = crazy CPU through passes
//设置为0,己方球队比赛时不会传身后球.(想输就把下面全设为0)
CPUTHROUGHPASSES = 1
// 0 = normal 1 = cpu tries to keep the ball away
// new cpu dribble and keep away mode enabled
//设置为0,己方球队比赛时不会守门
CPUKEEPAWAY = 1
// 0 = turn off new cpu shots 1 = turn on new cpu shots
//设置为0,己方球队比赛时不会射门
CPUSHOTS = 1
// 0 = turn off cpu dribble 1 = turn on cpu dribble
//设置为0,己方球队比赛时不会带球
CPUDRIBBLE = 1
//设置为0,己方球队比赛时不会撞墙式过人
CPUWALLPASS = 1
//设置为0,己方球队比赛时不会大脚解围
CPUCLEARANCE = 1
//设置为0,己方球队比赛时不会长传冲吊
CPULOBPASS = 1
//设置为0,己方球队比赛时不会传中
CPUCROSS = 1
//设置为0,己方球队比赛时不会盯人
CPUTARGET = 1
//设置为0,己方球队比赛时不会做越位
CPURUNOFFSIDE = 1
// 0 = allow CPU dekes
// 1 = no CPU dekes
//设置为1,己方球队比赛时不会做假动作
NOCPUDEKES = 1
// 身体接触比例为0.7,即双方球员有70%的身体接触
BODY_COLLISION_SCALING = 0.7
// 传中球时,电脑在CROSS_ASSISTANCE和CROSS_ASSISTANCE_WIDTH的时候帮你自动较正传中球,否则,如果球的落点全部和传中的力度有关。
CROSS_ASSISTANCE = 7.0//30.0
CROSS_ASSISTANCE_WIDTH = 3//20
AGGRESSIVE_TACKLE_TACKLEE_FOOT_SIZE=11
//Defend style
DEFEND_STYLE = 1
//Auto Switch Scale自动换人机率
AUTO_SWITCH_SCALE = 0.7
//Defensive Tuning
// MIN_APPROACHDIST = 4防守时最小接触距离
// MARKPOS_BLOCKOPP_ANGLERANGE = 30防守时卡位的角度
// MAX_MARKPOS_BLOCKOPP_ANGLERANGE = 50防守时卡位的最大角度
// MARKPOS_DANGER_DIST = 8防守时卡位的距离
// MIN_MARKWING_EXTRASPACE = 5防守时的盯人距离
MIN_APPROACHDIST = 1//6
MARKPOS_BLOCKOPP_ANGLERANGE = 1//75
MAX_MARKPOS_BLOCKOPP_ANGLERANGE = 30//105
MARKPOS_DANGER_DIST = 44//8
MIN_MARKWING_EXTRASPACE = 5//4
// For debugging attibutes, we can set all the members of a team to the same values by entering it here.
// To use set either HOME or AWAY_TEAM_ATTRIB to 1, and then set the attribute values that you would like to use
// for the team. Any time you want to use a players default values, you can set the attibute to -1.
// example to test shooting we could do this.
//
//Atribute Max is 6 min is 0
// HOME_TEAM_ATTRIB = 1
// HOME_TEAM_AWARENESS = -1
// HOME_TEAM_BALL_CONTROL = -1
// HOME_TEAM_FITNESS = -1
// HOME_TEAM_HEADING = -1
// HOME_TEAM_SPEED = -1
// HOME_TEAM_TACKLING = -1
// HOME_TEAM_PASSING = -1
// HOME_TEAM_SHOOTING = 6
// HOME_TEAM_STRENGTH = -1
// HOME_TEAM_AGGRESSION = -1
// HOME_TEAM_POSITIONING = -1
// HOME_TEAM_SKILLS = -1
HOME_TEAM_ATTRIB = 1
HOME_TEAM_AWARENESS = 6
HOME_TEAM_BALL_CONTROL = 4
HOME_TEAM_FITNESS = -1
HOME_TEAM_HEADING = -1
HOME_TEAM_SPEED = -1
HOME_TEAM_TACKLING = 6
HOME_TEAM_PASSING = 6
HOME_TEAM_SHOOTING = -1
HOME_TEAM_STRENGTH = -1
HOME_TEAM_AGGRESSION = 3
HOME_TEAM_POSITIONING = -1
HOME_TEAM_SKILLS = -1
AWAY_TEAM_ATTRIB = 0
AWAY_TEAM_AWARENESS = 3
AWAY_TEAM_BALL_CONTROL = 2
AWAY_TEAM_FITNESS = 3
AWAY_TEAM_HEADING = 3
AWAY_TEAM_SPEED = 3
AWAY_TEAM_TACKLING = 3
AWAY_TEAM_PASSING = 2
AWAY_TEAM_SHOOTING = 2
AWAY_TEAM_STRENGTH = 3
AWAY_TEAM_AGGRESSION = 3
AWAY_TEAM_POSITIONING = 3
AWAY_TEAM_SKILLS = 3
// ranges for attributes
// 属性范围
ATTRIBUTE_POOR = 30
ATTRIBUTE_AVG = 64
ATTRIBUTE_GOOD = 82
ATTRIBUTE_EX = 92
//Min and Max Sprint speed used in speed attribute tuning, please tell Paul if your gonna change these
//设置冲刺速度的差异,差、一般、好、极好
SPRINT_SPEED_POOR = 4.0
SPRINT_SPEED_AVG = 6.0
SPRINT_SPEED_GOOD = 9.5
SPRINT_SPEED_EX = 12.0
//设置带球时速度损失
DRIBBLE_SPEED_PENALTY = 0.3
//设置带球时的偏移量差异,差、一般、好、极好
DRIBBLE_OFFSET_POOR = 25
DRIBBLE_OFFSET_AVG = 15
DRIBBLE_OFFSET_GOOD = 5
DRIBBLE_OFFSET_EX = 0
//做越位时的距离差异,差、一般、好、极好
TRAP_DIST_POOR = 32
TRAP_DIST_AVG = 20
TRAP_DIST_GOOD = 10
TRAP_DIST_EX = 0
//做越位时失败的概率,差、一般、好、极好
TRAP_FAIL_RATE_POOR = 0.50
TRAP_FAIL_RATE_AVG = 0.30
TRAP_FAIL_RATE_GOOD = 0.10
TRAP_FAIL_RATE_EX = 0
//绊倒时犯规的比率,差、一般、好、极好
TRAP_FTSTUMBLE_RATE_POOR = 0.10
TRAP_FTSTUMBLE_RATE_AVG = 0.07
TRAP_FTSTUMBLE_RATE_GOOD = 0.02
TRAP_FTSTUMBLE_RATE_EX = 0
//成功铲断的比率,差、一般、好、极好
TRAP_FTSTAR_RATE_POOR = 0.05
TRAP_FTSTAR_RATE_AVG = 0.25
TRAP_FTSTAR_RATE_GOOD = 0.50
TRAP_FTSTAR_RATE_EX = 0.95
// defensive positioning adjustment tuning
// 防线调整
DEFADJ_MAX_SHIFT = 1.2
DEFADJ_MIN_SHIFT = 0.4
DEFADJ_SHIFT_RATE = 0.7
// tuning parameters for FindBestIntercept (used to determining who should mark the ball carrier)
// 调谐参数,找到最佳拦截(用来决定谁应标记球载体)
FBI_DEF_BONUS_MAX = 6240 //0.5
FBI_DEF_BONUS_RANGE = 5440.0 //0.22
FBI_DEF_BONUS_LINE = 2500.0 //-1.0
FBI_MID_BONUS_MAX = 400 //0.8
FBI_MID_BONUS_RANGE = 250.0 //0.5
FBI_MID_BONUS_LINE = -250 //-0.5
FBI_FWD_BONUS_MAX = 200 //0.8
FBI_FWD_BONUS_RANGE = 150 //0.6
FBI_FWD_BONUS_LINE = 100 //0.4
FBI_LINE_BONUS_MULTIPLIER = 20.0
FBI_ANGLE_PENALTY_SECONDS = 20.0
FBI_LEAD = 32.0
FBI_SPEEDFACTOR = 0.003
//降低数值减少压制球员的概率
FBI_HYSTERESIS_SECONDS = 0.05
//降低数值减少球员协防的概率
FBI_SECOND_MARKER_THRESHOLD = 250 //110.0
// Ball player to player avoidance
BPAVOID_RADIUS = 20.0
// Chance of getting injured/winded in a collision
// 球员受伤的机率
INJURY_PERCENTAGE = 10
// chance of getting winded vs getting injured (100 means always winded 0 means always injured).
// INJURY_CHANCE_OF_WINDING = 80 指在受伤后轻伤和重伤的比率,越靠近100,则表示轻伤(稍微治疗后能继续比赛),越靠近0,表示重伤(无法继续比赛),重伤下场)
INJURY_CHANCE_OF_WINDING = 75
// Possible shot height for a penalty kick in terms of netheight. 1.0 == height of net.
// NOTE: if you actually use 1.0, using full power won't score, it will hit crossbar.
//罚任意球最高高度
PK_HEIGHT_SCALAR = 1.5
// Possible shot width for a penalty kick in terms of netheight. 1.0 == width of net.
//任意球最多宽度
PK_WIDTH_SCALAR = 1.6
// Rate at which penalty kicks power up (and you have time to direct your shot). Reasonable values = 5..20
// 罚任意球的最大力量,5-20有效
PK_POWERUP_RATE = 17
GAMELINK_PROP_FILE = aitmp.prop
// 以下是铲断相关参数
// 现在后卫会主动拦截了,以前老是看着对方长驱直入,减少了铲球时铲空的几率
// 铲球角度
TACKLE_ANGLE_1 = 114
TACKLE_ANGLE_2 = 90
TACKLE_ANGLE_3 = 45
// 铲球范围
TACKLE_LENGTH_1 = 8
TACKLE_LENGTH_2 = 12
TACKLE_LENGTH_3 = 12
TACKLE_LENGTH_4 = 8
//shot (in DEGREE)
//协助射门的角度
//近距离失败的射门角度
SHOT_ASSISTED_ANGLE = 15//30
SHOT_NEARMISS_ANGLE = 20//60
//smart pass (in FEET), these smart pass value are obsolete
// 传球角度上限
SMART_PASS_ASSISTED_ANGLE_MAX = 180
// 长传最小(大)距离
SMART_PASS_ASSISTED_DISTANCE_MIN = 30
SMART_PASS_ASSISTED_DISTANCE_MAX = 180
// 一般远射最大距离
SMART_SHORT_PASS_ASSISTED_DISTANCE_MAX = 75
// 面对空门时射门的最大距离
SMART_AIRPASS_ASSISTED_DISTANCE_MAX = 195
////////////////////////////////////////////
// new smart pass parameter used by Jinsong
// all the angles are in degree
// all the distance length are in feet,
// unless specified
///////////////////////////////////////////
// 出色的传球角度
SMARTPASS_PERFECT_AMING_ANGLE = 90
// 一般传球角度
SMARTPASS_ACCEPTABLE_AMING_ANGLE_LV0 = 120
SMARTPASS_ACCEPTABLE_AMING_ANGLE_LV1 = 180
SMARTPASS_ACCEPTABLE_AMING_ANGLE_LV2 = 240
// 在边线安全的传球距离
SMARTPASS_SAFE_DIST_TO_SIDELINE = 17
// 在底线安全的传球距离
SMARTPASS_SAFE_DIST_TO_ENDLINE = 9
// 较远的助攻的距离
SMARTPASS_ASSIST_DIST_FAR = 180
// 理想的助攻近距
SMARTPASS_ASSIST_IDEAL_DIST_NEAR = 30
// 理想的助攻远距
SMARTPASS_ASSIST_IDEAL_DIST_FAR = 90
// 任意球标准传球距离
SMARTPASS_FREE_CRITERION_DIST_LV0 = 6
SMARTPASS_FREE_CRITERION_DIST_LV1 = 10
// 大脚解围时的标准传球距离
SMARTPASS_OPEN_CRITERION_DIST_X_LV0 = 6
SMARTPASS_OPEN_CRITERION_DIST_Z_LV0 = 8
SMARTPASS_OPEN_CRITERION_DIST_X_LV1 = 10
SMARTPASS_OPEN_CRITERION_DIST_Z_LV1 = 12
// 区域标准传球距离
SMARTPASS_BLOCK_CRITERION_DIST = 6
// 头球标准传球距离
SMARTPASS_LEADING_DIST_LV0 = 4
SMARTPASS_LEADING_DIST_LV1 = 8
SMARTPASS_LEADING_DIST_LV2 = 15
SMARTPASS_ANGLE_SCORE_WEIGHT = 1.2
SMARTPASS_DIST_SCORE_WEIGHT = 1.2
SMARTPASS_OPEN_SCORE_WEIGHT = 0.3
SMARTPASS_FREE_SCORE_WEIGHT = 0.3
SMARTPASS_BLOCK_SCORE_WEIGHT = 0.1
// THROUGHPASS 过人
THROUGHPASS_ACCEPTABLE_AMING_ANGLE = 180
THROUGHPASS_ASSIST_DIST_NEAR = 30
THROUGHPASS_ASSIST_DIST_MID = 80
THROUGHPASS_ASSIST_DIST_FAR = 120
THROUGHPASS_FREE_CRITERION_DIST_LV0 = 11
THROUGHPASS_FREE_CRITERION_DIST_LV1 = 19
THROUGHPASS_OPEN_CRITERION_DIST_X_LV0 = 15
THROUGHPASS_OPEN_CRITERION_DIST_Z_LV0 = 20
THROUGHPASS_OPEN_CRITERION_DIST_X_LV1 = 23
THROUGHPASS_OPEN_CRITERION_DIST_Z_LV1 = 333
THROUGHPASS_BLOCK_CRITERION_DIST = 6
THROUGHPASS_LEADING_DIST_LV0 = 35
THROUGHPASS_LEADING_DIST_LV1 = 50
THROUGHPASS_LEADING_DIST_LV2 = 67
THROUGHPASS_ANGLE_SCORE_WEIGHT = 1.4
THROUGHPASS_DIST_SCORE_WEIGHT = 1.2
THROUGHPASS_OPEN_SCORE_WEIGHT = 0.4
THROUGHPASS_FREE_SCORE_WEIGHT = 0.4
THROUGHPASS_BLOCK_SCORE_WEIGHT = 0.2
/////////////////////////////////////////////
// CPU parameters for Xinwei's use only.
// If you like to tune CPU playing style or
// the difficulty level, change ini files
// in data/cmn/ai/aicpu
/////////////////////////////////////////////
//0: HOME
//1: AWAY
//2: BOTH
//3: NONE
// 能否指挥电脑的球队
INIVADER_CONTROL_TEAM = 3
//Team Attack Style and Bias Parameters
TEAM_ATTACKSTYLE_GOOD_PASS_LIMIT = 250000
TEAM_ATTACKSTYLE_GOOD_DRIBBLE_LIMIT = 250000
TEAM_ATTACKSTYLE_GOOD_SHOT_LIMIT = 250000
//TEAM_ATTACKSTYLE_PASS_SCALE = 1.50
//TEAM_ATTACKSTYLE_DRIBBLE_SCALE = 1.50
//TEAM_ATTACK_STYLE_FROM_INI = 1
//0east 1ess 2:Neutral 3:More 4:Most
HOME_TEAM_ATTACK_STYLE_PASS_MORE = 4
AWAY_TEAM_ATTACK_STYLE_PASS_MORE = 2
//0east 1ess 2:Neutral 3:More 4:Most
HOME_TEAM_ATTACK_STYLE_LONG_PASS = 1
AWAY_TEAM_ATTACK_STYLE_LONG_PASS = 2
//0eft 1:Center 2:Right 3:BothWing 4:All
//HOME_TEAM_ATTACK_STYLE_DIRECTION = 3
//HOME_TEAM_ATTACK_STYLE_DIRECTION = 3
//Attributes effect (On: 1 Off:0)
//呵呵,这个还是0的好,不然我队顶尖球员发挥不正常,对方的球员超水平发挥。
PLAYER_ATTR_CPU_EFFECT_ON = 1
//CPU do tactic sub or not
// 如果设置为0,电脑在比赛中途就不会采用战术换人了
DO_CPU_SUB = 1
//Option values used in CPU TACTIC_doBestKick
MAX_OPTION_VALUE = 1000000
//Shot
OPTION_VALUE_SHOT_DIST = 275
OPTION_VALUE_SHOT_ANGLE = 6000
OPTION_VALUE_SHOT_NUMDEF = 20000
//Clearrance
//这个价值降到10,防守球员不会动不动把球往观众踢,
//边后卫截下球后,高能力的特别容易组织反击。在没
//有出球角度的情况下才狠狠地踢给观众。
OPTION_VALUE_CLEARRANCE = 10
//Cross
OPTION_VALUE_CROSS = 130
//Dribble
OPTION_VALUE_DRIBBLE_FORWARD = 400 //向前运球值
OPTION_VALUE_DRIBBLE_SAFE = 350 //运球的安全性
OPTION_VALUE_DRIBBLE = 300000
OPTION_VALUE_DRIBBLE_MOMENTUM = 500 //运球动能
OPTION_VALUE_DRIBBLE_BREAKAWAY = 250000 //抢步
//Real Dribble
//OPTION_VALUE_REALDRIBBLE = 800
//OPTION_VALUE_MAX_REALDRIBBLE_TIME = 1000
//OPTION_VALUE_REALDRIBBLE_AWARE_DIST = 300
//Sprint Dribble
OPTION_VALUE_SPRINTDRIBBLE = 150000
OPTION_VALUE_SPRINTDRIBBLE_NETDIST = 50
OPTION_VALUE_SPRINTDRIBBLE_SAFE = 2000
//General Pass
OPTION_VALUE_45DEGREE_CROSS = 900000
OPTION_VALUE_LONGPASS_KILLTIME = 600000
OPTION_VALUE_LOB_PASS_FORWARD = 120
OPTION_VALUE_LOB_RECV_SAFE = 85
OPTION_VALUE_MIN_LOB_PASS_DIST = 600
OPTION_VALUE_MAX_LOB_PASS_DIST = 1800
//Conservative Pass
OPTION_VALUE_PASS_FORWARD = 200
OPTION_VALUE_PASS_SAFE = 1500
OPTION_VALUE_RECV_SAFE = 170
OPTION_VALUE_MIN_PASS_DIST = 10
OPTION_VALUE_MAX_PASS_DIST = 800
OPTION_VALUE_MAX_GROUND_PASS_DIST = 1500
//Throughpass
OPTION_VALUE_THROUGH_PASS_FORWARD = 120
OPTION_VALUE_THROUGH_PASS_SAFE = 120
OPTION_VALUE_MIN_THROUGH_PASS_DIST = 50
OPTION_VALUE_MAX_THROUGH_PASS_DIST = 1200
//Wall pass
OPTION_VALUE_WALLPASS = 360000
///////////////////////////////////////////
//
// setplay settings
//
///////////////////////////////////////////
//number of AIFEET the ball can be kicked up field for a free kick
//will be scaled down by player attribute (POWER+SHOOTING)
//设置任意球的最大距离,力量加射门
MAX_FREEKICK_DIST = 160
//==============================================================================
// goalie tuning
//==============================================================================
ALLOW_BACKPASS_PICKUP = 0
GOALIE_RUN_FORWARD_WITH_BALL = 10
GOALIE_RUN_SIDEWAYS_WITH_BALL = 3
GOALIE_TIME_BEFORE_CPU_KICK = 120
GOALIE_TIME_BEFORE_USER_KICK = 300
GOALIE_DROP_KICK_SPEED = 30
GOALIE_DROP_KICK_YV = 15
GOALIE_PUNT_YV = 19
GOALIE_PUNT_SPEED = 27
GOALIE_ROLL_SPEED = 15
GOALIE_THROW_SPEED = 20
GOALIE_THROW_YV = 0
GOALIE_OVERHEAD_THROW_YV = 10
GOALIE_THROW_THRESHOLD = 70
// goalie positoning factors
// chance of scoring
// 得分机会
RANDOM_SCORE_CHANCE = 10
// 如果设置为1,裁判就不会向球员出示第二张黄牌
NO_SECOND_YELLOW = 0
// 如果设置为1,裁判就不会直接出示红牌将球员罚下
NO_IMMEDIATE_RED_CARDS = 0
// Comment this out and it will use the FE option.
OFFSIDES_OFF = 0
OFFSIDES_OFF_GOALKICK = 1
OFFSIDES_OFF_LONGPASSING = 1
OFFSIDES_OFF_CROSS = 1
DRIBBLE_KNOCK_OPPONENT_DISTANCE = 18
// Bumpy ground!
BUMPY_GROUND_MAX_VEL_UP = 1.4
BUMPY_GROUND_MIN_XZ_VEL = 1.52
// How the ball rolls
BALL_ROTATION_MAX_KICK_STRENGTH = 2000000.0
BALL_ROTATION_BACKSPIN_ADDITION_ON_MAX_KICK = 0.03
BALL_ROTATION_BACKSPIN_ADDITION_ON_MIN_KICK = 0.01
BALL_ROTATION_BLENDRATE_WITH_GROUND = 0.40
AUTO_BACKSPIN_LIMITER = 0.8
AUTO_BACKSPIN_MULTIPLIER = 0.8
// Save determination
SAVE_SPEED_WEIGHT = 130
SAVE_TRAVEL_WEIGHT = 10
SAVE_SKILL_WEIGHT = 50
SAVE_DEFENCE_WEIGHT = 200
SAVE_ATTACK_WEIGHT = 200
SAVE_RANDOM_WEIGHT = 5
SAVE_THRESHOLD = 2250
ATTACK_THRESHOLD = 15
DEFENCE_THRESHOLD = 15
COLLISION_DETECTION = 1
AUTO_TACKLING = 1
// if these badness overrides are commented out, then it uses BAD_SKILLS_THRESHOLD
HOME_GOALIE_BAD = 1
AWAY_GOALIE_BAD = 1
//******************
//more goalie tuning
//******************
// See gdata.h for description of parameters. To update these, use goalie
// tuning dialog in testbed, then "Save to clipboard" and paste here.
NEARTHIRD_LINEDISTANCE = 11
MIDDLETHIRD_LINEDISTANCE = 21
FARTHIRD_LINEDISTANCE = 41
DEADZONE_X = 54
DEADZONE_Z = 30
// Size of a box (feet) where goalie with 100% skill "PLAYER_ATTRIBUTE_PENALTY_AREA" is charging the ball
CHARGE_MAX_BOX_WIDTH = 90
CHARGE_MAX_BOX_LENGTH = 90
// Size of a box (feet) where goalie with 0% skill "PLAYER_ATTRIBUTE_PENALTY_AREA" is charging the ball
CHARGE_MIN_BOX_WIDTH = 30
CHARGE_MIN_BOX_LENGTH = 30
CHARGE_ALWAYS_BOX_WIDTH = 60
CHARGE_ALWAYS_BOX_LENGTH = 50
CHARGE_STRIP_BOX_WIDTH = 121
CHARGE_STRIP_BOX_LENGTH = 54
CHARGE_ALWAYS_RANGE = 15
CHARGE_STRIP_RANGE = 5
CHARGE_STRIP_ANGLE = 30
CHARGE_STOP_RANGE = 2
CHARGE_TACKLE_ANGLE = 130
CHARGE_COMMIT_TIME = 20
CHARGE_BACKAT_RANGE = 10
CHARGE_FACEAT_RANGE = 15
CHARGE_FULLSPEED_RANGE = 15
USER_GOALIE_AUTO_CHARGE = 1
USER_GOALIE_CHARGE_SCALE = 66
MAX_BALL_PREDICT_TIME = 20
BALL_PREDICT_RANGE = 40
TARGET_ANTICIPATION = 80
ANCHOR_ANTICIPATION = 100
ANCHOR_WIDTH = 12
ANCHOR_MAX_BALL_ANGLE = 18
THREAT_WIDTH = 24
PRIMARY_THREAT_WIDTH = 4
SECONDARY_THREAT_WIDTH = 4
//**************************
//user control tuning values
//**************************
//feet
MIN_USER_PASS_DIST = 7
MAX_USER_PASS_DIST = 100
MIN_USER_PASS_TIME = 8
MAX_USER_PASS_TIME = 80
MIN_USER_LOB_DIST = 40
MAX_USER_LOB_DIST = 200
MIN_USER_LOB_HEIGHT = 8
MAX_USER_LOB_HEIGHT = 25
MIN_USER_LOBTHROUGH_DIST = 17
MAX_USER_LOBTHROUGH_DIST = 120
MIN_USER_LOBTHROUGH_HEIGHT = 7
MAX_USER_LOBTHROUGH_HEIGHT = 28
MIN_USER_CROSS_DIST = 50
MAX_USER_CROSS_DIST = 150
MIN_USER_CROSS_HEIGHT = 13
MAX_USER_CROSS_HEIGHT = 25
MIN_USER_CLEARANCE_DIST = 50
MAX_USER_CLEARANCE_DIST = 140
MIN_USER_CLEARANCE_HEIGHT = 7
MAX_USER_CLEARANCE_HEIGHT = 30
//**************************
//Tackling tuning values
//**************************
//铲球犯规比率0-100
FOUL_STUMBLE_CHANCE = 30
CLEAN_STUMBLE_CHANCE = 70
//状态差(POOL)的背后铲球犯规比率(百分之几)
POOR_TACKLING_FOUL_BEHIND_CHANCE=80
//状态差(POOL)的侧面铲球犯规比率(百分之几)
POOR_TACKLING_FOUL_SIDE_CHANCE=60
AVERAGE_TACKLING_FOUL_BEHIND_CHANCE=60
AVERAGE_TACKLING_FOUL_SIDE_CHANCE=40
GOOD_TACKLING_FOUL_BEHIND_CHANCE=40
GOOD_TACKLING_FOUL_SIDE_CHANCE=20
VERY_GOOD_TACKLING_FOUL_BEHIND_CHANCE=20
VERY_GOOD_TACKLING_FOUL_SIDE_CHANCE=10
PTSTUMBLEDELAY_POOR = 8
PTSTUMBLEDELAY_AVG = 6
PTSTUMBLEDELAY_GOOD = 4
PTSTUMBLEDELAY_EX = 2
PTAVOIDDECEL = 0.05
PTAVOIDDELAY_POOR = 16
PTAVOIDDELAY_AVG = 12
PTAVOIDDELAY_GOOD = 8
PTAVOIDDELAY_EX = 3
//**************************
//Marking Tuning Values
//**************************
MARK_BALL_TARGETDIST_WEIGHT = 0.75
MARK_BALL_FORMDIST_WEIGHT = 0.09
MARK_BALL_ANGLE_WEIGHT = 0.02
MARK_PLAYER_TARGETDIST_WEIGHT_NEAR = 0.75
MARK_PLAYER_FORMDIST_WEIGHT_NEAR = 0.15
MARK_PLAYER_TARGETDIST_WEIGHT_FAR = 0.25
MARK_PLAYER_FORMDIST_WEIGHT_FAR= 0.70
//**************************
//Shot Tuning Values
//**************************
SHOT_POWERUP_RATE = 90
HEADING_POWERUP_RATE = 90
//**************************
//Cross Tuning Values
//**************************
CROSS_ANGLE_SCALE = 0.166
KEEPER_INTERCEPTION_AMNESTY_FRAMES = 0
//in yards
FORCE_TEAMMATE_ADVANTAGE = 10
// --------------------------------------------------------------------
// Clearance probability (0%-100%)
// --------------------------------------------------------------------
CLEARANCE_PROBABILITY=40
// --------------------------------------------------------------------
//Shot Tuning Values
// --------------------------------------------------------------------
SHOT_POWERUP_RATE = 500
HEADER_POWERUP_RATE = 400
// --------------------------------------------------------------------
// Cross Tuning Values
// --------------------------------------------------------------------
CROSS_ANGLE_SCALE = 0.160
//TEST_SAVE_ANIM = 59
KEEPER_INTERCEPTION_AMNESTY_FRAMES = 0
//in yards
FORCE_TEAMMATE_ADVANTAGE = 10
//***************************
// Bad Ref calls
//***************************
[BAD_REF_DECISIONS]
REF_PERFECT_GAME_CHANCE = 100
MAX_CALLS = 5
MISS_OFFSIDE = 0
OFFSIDE = 0
GOAL = 10
MISS_GOAL = 10
THROWIN = 10
CORNER = 10
GOALKICK = 10
MISS_BALL_OUT = 10
BALL_OUT = 10
MISS_THROWIN = 10
MISS_CORNER = 10
MISS_GOALKICK = 10
WRONG_FOUL = 10
WRONG_TEAM_CORNER = 10
WRONG_TEAM_THROWIN = 10
WRONG_TEAM_GOALKICK = 10
PENALTY_KICK = 20
MISS_PENALTY_KICK = 0
//***************************
[]
MAX_BALL_VELOCITY_XZ = 40.000000
MAX_BALL_VELOCITY_Y = 25.000000
BALL_AIR_RESISTANCE_XZ = 0.007037
BALL_AIR_RESISTANCE_Y = 0.005812
BALL_GRAVITY = -0.30
BALL_BOUNCE_COEFF_XZ = 0.90
BALL_ROLLING_COEFF = 0.984441
BALL_BOUNCE_DAMPING = 2.0
BALL_L_BOUNCE_DAMPING = 0.8
BALL_NL_BOUNCE_DAMPING_SPEED = 5.0
RAIN_BALL_BOUNCE_COEFF_XZ = 0.95
RAIN_BALL_ROLLING_COEFF = 0.9795
RAIN_BALL_BOUNCE_DAMPING = 3.2
RAIN_BALL_L_BOUNCE_DAMPING = 0.6
RAIN_BALL_NL_BOUNCE_DAMPING_SPEED = 12.0
//这个是传球的速度,可以在对方上来贴防的情况下,
//迅速把球传出去,之前是1.0,结果是在贴防的情况
//下经常丢球或出界也不传球。
PASS_SPEED = 1.2
//任何人传球的一般误差角度值,之前是100000,
//现在改小5倍,才有点实况的感觉。当然,球员
//状态不好球还是会偏的
ANGLE_BIAS = 200000.0
SMART_PASS_NO_PENALTY_ANGLE = 9.0
SPIN_CREATION_MULTIPLIER = 3.5
SPIN_EFFECT_MULTIPLIER = 3.5
EVALBALL_BESTCASEDELAY = 0
EVALBALL_WORSTCASEDELAY = 40
EVALBALL_BESTCASESPEED = 9.0
EVALBALL_WORSTCASESPEED = 7.0
EVALBALL_MAX_PLAYABLE_HEIGHT = 10
POWERUP_RATE = 16
tcmai.txt
//
// AI Prototyping configuration
//
// These are variables to play with to tune the gameplay or try alternative designs.
//
// Notes to users:
//
// AI distance units are measured as: 16 units per FOOT
// 48 units per YARD
// 52 units per METER (approx)
// Ranges for attributes
//
// This dictates the tier that a players attribute will be in
ATTRIBUTE_AVG =20
ATTRIBUTE_GOOD = 50
ATTRIBUTE_EX = 80
// Dribble Local Scoring
//
// These are used to determine which direction to dribble in
OPTION_VALUE_DRIBBLE_DIRECTION = 10000 //盘带方向
OPTION_VALUE_DRIBBLE_SAFE = 165 //盘带成功率
OPTION_VALUE_DRIBBLE_FORWARD = 20//15 //向前带球
// this can be a value 0-100
// 0 means don't bias against running backwards
// 100 means totally bias against running backwards
OPTION_VALUE_DRIBBLE_BACKWARDS = 30
// Short Pass Scoring
//
OPTION_VALUE_PASS_FORWARD_MAX = 200 //最大传球距离
OPTION_VALUE_PASS_FORWARD_DEFAULT = 120//默认传球距离
OPTION_VALUE_PASS_FORWARD_MIN = 10//最小传球距离
OPTION_VALUE_RECV_SAFE = 325 //未知
// Through Ball Scoring
//
OPTION_VALUE_THROUGH_PASS_FORWARD = 50 //传身后球
// Long Pass Scoring
//
// These are used to determine who to long pass to
OPTION_VALUE_LOB_PASS_FORWARD = 55 //长传
OPTION_VALUE_LOB_PASS_SAFE = 75000 //长传成功率
// Clearance Scoring
//
GK_CLEARANCE_BIAS = 4.0 //守门员不稳定性
// Shooting from distance bias
//
// We can specify a close and far distance in yards
// If a player is closer than the close distance, they will be heavily biased towards shooting
// If a player is between close and far distance then it will add on a scaled percentage as specified by the bias
// For example, if close is 10, far is 30 and bias is 30
// at close no bias is added, at far 30% bias against is added at 20 yards out, 15% bias is added
// If a player is further than far then the max bias is added
// 禁区区域起脚参数调整
OPTION_SHOOTING_YARDS_CLOSE = 17.8
OPTION_SHOOTING_YARDS_FAR = 23.0
OPTION_SHOOTING_FROM_DISTANCE_BIAS = 40.0
// Global Scoring
//
// These are used to score each possible behaviour (pass, shoot...)
OPTION_VALUE_MAX = 1000000
OPTION_VALUE_FORWARD_MIN = 12
OPTION_VALUE_FORWARD =16
OPTION_VALUE_FORWARD_MAX = 22
OPTION_VALUE_SAFE_MIN = 25
OPTION_VALUE_SAFE = 50
OPTION_VALUE_SAFE_MAX = 80
OPTION_VALUE_BASE = 100000
OPTION_VALUE_GOAL_ANGLE_BONUS = 70.0
// Short Pass
//
// Distances in Yards
HEADER_PASS_DIST_MIN= 5.5 //最小短传距离
HEADER_PASS_DIST_MAX= 30.0
LOW_PASS_DIST_MIN = 5.5 //最小低平球距离
LOW_PASS_DIST_MAX = 38.0
// ???
//盘带时与防守球员的距离
DRIBBLE_KNOCK_OPPONENT_DISTANCE = 15 //25
// Tackling
// Dictates the chance of a foul being awarded
POOR_TACKLING_FOUL_BEHIND_CHANCE=80 //糟糕背后铲断犯规概率
POOR_TACKLING_FOUL_SIDE_CHANCE=60 //糟糕侧面铲断犯规概率
AVERAGE_TACKLING_FOUL_BEHIND_CHANCE=60
AVERAGE_TACKLING_FOUL_SIDE_CHANCE=40
GOOD_TACKLING_FOUL_BEHIND_CHANCE=40
GOOD_TACKLING_FOUL_SIDE_CHANCE=20
VERY_GOOD_TACKLING_FOUL_BEHIND_CHANCE=20
VERY_GOOD_TACKLING_FOUL_SIDE_CHANCE=10
// Slide tackle options
// The SPREAD indicates the number of frames difference between touching the
// ball and the player we could call a foul
// For example, SPREAD=6 means that even if we touch the ball 6 or less frames
// earlier than the player, we still have a potential to call a foul
// BIAS moves the spread around the difference between touching ball and player
// For example, BIAS=5 means that even if we touch the ball 5 frames earlier than
// the player, we will still always call a foul
// Before Fifa Manager 06 Patch, BIAS = 0, SPREAD = 2
OPTION_SLIDE_TACKLE_BIAS=0
OPTION_SLIDE_TACKLE_SPREAD=5
// Heading Challenges
// These are biases to determine who wins a headed challenge
// the numbers must add up to 1 决定谁赢得头球,总和最好等于1
HEADER_CHALLENGE_WEIGHT_INFRONT = 0.35 //位置考前者的优势
HEADER_CHALLENGE_WEIGHT_HEIGHT = 0.30 //身高的优势
HEADER_CHALLENGE_WEIGHT_STRENGTH = 0.15 //强壮的优势
HEADER_CHALLENGE_WEIGHT_JUMP = 0.20 //弹跳能力的优势
// Tune the basis error value for headers (90: 10% less error, 110: 10% more error)
HEADER_TUNING_MAX_ERROR = 100
// Distribution between base error and skill error. Error = BASE + ( 1-BASE) * Skill
HEADER_TUNING_BASE_PERCENT_ERROR = 50
// yards in from the touchline our fullback will be coming forwards
// Before Fifa Manager 06 patch = 5.0
FULLBACK_YARDS_FROM_SIDELINE = 10.0
// GK Saving
// Min and max speed of movement for GK saving
GK_REACTION_TIME_MAX = 3.2 //门将反映时间上限
GK_REACTION_TIME_MIN = 0.2 //门将反映时间下限
GK_REACTION_TIME_FOR_WALL = 2.0 //门将反人墙的时间
GK_SAVE_SPEED_SIDEWAYS_MAX = 10.5 //门将侧移时间上限
GK_SAVE_SPEED_SIDEWAYS_MIN = 2.3 //门将侧移时间下限
GK_SAVE_SPEED_UP_MAX = 8.75 //门将向上扑救时间上限
GK_SAVE_SPEED_UP_MIN = 3.75 //门将向上扑救时间下限
GK_SAVE_SPEED_DOWN_MAX = 8.00 //门将向下扑救时间上限
GK_SAVE_SPEED_DOWN_MIN = 4.75 //门将向下扑救时间下限
GK_SAVE_SPEED_MOVE_MAX = 11.5 //门将移动速度时间上限
GK_SAVE_SPEED_MOVE_MIN = 7.5 //门将移动速度时间下限
GK_CATCH_SPEED_MIN = 25.0 //门将接球速度时间上限
GK_CATCH_SPEED_MAX = 41.0
// can the keeper come out to cover passes in behind the defence?
GK_OUT_OF_AREA = 1
// GK kick speed
GOALIE_PUNT_DIST_MIN = 40.0 //门将最小扑球距离
GOALIE_PUNT_DIST_MAX = 65.0 //门将最大扑球距离
GOALIE_PUNT_SPEED_MIN = 27.0 //门将最小扑球速度
GOALIE_PUNT_SPEED = 29 //门将平均扑球速度
GOALIE_PUNT_SPEED_MAX = 30.0 //门将最大扑球速度
GOALIE_PUNT_YV_MIN = 20.0
GOALIE_PUNT_YV = 24
GOALIE_PUNT_YV_MAX = 24.0
// Tuning parameters for FindBestIntercept (used to determining who should mark the ball carrier)
// FBI_SECOND_MARKER_THRESHOLD: Reducing this number makes it less likely that a second defender will be called
// FBI_SECOND_MARKER_DIFF_THRESHOLD: Reducing this number makes it less likely that a second defender will be called
// FBI_HYSTERESIS_SECONDS: A bonus given to the player already marking the ball carrier. Reducing this number will
// mean that the defender pressing the ball will change often.
FBI_SECOND_MARKER_THRESHOLD = 75.0 //降低数值减少球员协防概率
FBI_SECOND_MARKER_DIFF_THRESHOLD = 37.5 //降低数值减少球员协防概率
FBI_HYSTERESIS_SECONDS = 0.01 //降低数值使防守球员持续压制带球队员
FBI_LEAD = 32.0
// Loss of speed when sprinting with ball
DRIBBLE_SPEED_PENALTY = 0.3 //带球速度的损失// TEST
SMARTPASS_LEADING_DIST_LV0 = 4
SMARTPASS_LEADING_DIST_LV1 = 7
SMARTPASS_LEADING_DIST_LV2 = 10
// Height of the camera (meters) - above the field
TCM_CAM_HEIGHT = 45.7
// Horizontal distance of the camera from the focus-target (meters) - this moves the camera on the X axis in the positive direction
TCM_CAM_DEPTH_DIST = 111
// This is the lens angle of the camera view (degrees)
TCM_CAM_LENSE_ANGLE = 14.4
// This defines how less movement should the camera-position do compared to the camera-target (along the Z axis)
// Example: if this is 1.0 - the camera is moving simultaneously with the focus target along the Z axis (field length)
// Example: if this is 0.5 and the focus target is on the goal - the camera moves to 50% of the field
TCM_CAM_HORIZONTAL_FOLLOWING = 1.0
// Boundaries of the camera position along the Z axis (field length) [1.0=field_half_length]
// Example: 1.0 means the camera position doesn't cross the goal-line
// Example: approx 0.7 means the camera position doesn't cross the penalty box line
TCM_CAM_HORIZONTAL_BOUNDS = 0.77
// Boundaries of the camera position along the X axis (across the field) [1.0=field_half_width]
// Example: 1.0 would look like there is an imaginary wall on the side-line that the camera doesn't cross
// Example: 2.0 would work like an imaginary wall that is half_field_width out of the field that stops the camera
TCM_CAM_DEPTH_BOUNDS = 3.5
// Means the distance to the near clipping plane of the camera (meters)
// This can be used to avoid the stadium roof covering the view (it cutts-off anything that is nearer than this plane)
TCM_CAM_NEAR_CLIP = 86
// This limits the camera focus target position on the field (along the Z axis)
// Example: 1.0 means the target can go up to the goalline
// Example: 0.75 means the target can go approx up to the penalty box line
// This parameter can be used to avoid the camera to show too much of the spectators - if the ball is near the goalline
TCM_CAM_TARGET_HORIZONTAL_BOUNDS = 0.77
// This limits the camera focus target position on the field (along the X axis)
// Example: 1.0 means the target can go up the the sideline
// This parameter can be used to avoid the camera to show too much of the spectators - if the ball is near the sideline
TCM_CAM_TARGET_DEPTH_BOUNDS = 0.37
// TCM highlight mode
HIGHLIGHT_MIN_AI_UPDATES = 2 // Lower limit in number of times to do AI updates per render
HIGHLIGHT_MAX_AI_UPDATES = 20 // Upper limit in number of times to do AI updates per render
HIGHLIGHT_RENDER_HZ = 0 // Ideal render time is hertz. (smaller value, less response'ness of GUI, higher value faster simulation (within bounds of MAX ai updates))
// if 0 then use speed slider to control speed.
// NIS Options.
NIS_INTRO_GAME = "ALWAYS" // REPLAY CINEMATIC
NIS_ENDHALF = "ALWAYS"
NIS_ENDGAME = "ALWAYS"
NIS_SHOOTOUT_INTRO = "ALWAYS"// CINEMATIC"
NIS_GOAL = "ALWAYS" // REPLAY"
NIS_CARDS = "CINEMATIC"
NIS_SUBS = "ALWAYS"// CINEMATIC"
NIS_DRAMATIC_MOMENT = "REPLAY"
NIS_CORNER_KICK = "CINEMATIC"
NIS_YELLOW_TO_RED_CARD= "ALWAYS"
NIS_PENALTYKICK_INTRO= "CINEMATIC"
NIS_FREEKICK_INTRO = "CINEMATIC"
NIS_INJURY = "ALWAYS"// CINEMATIC"
NIS_THROWIN_FAR = "CINEMATIC"
NIS_FOUL = "CINEMATIC"
NIS_CLOSE_MISS = "REPLAY"
NIS_WIDE_MISS = "REPLAY"
NIS_THROWIN_NEAR = "CINEMATIC"
NIS_CORNER_BALL_OUT = "CINEMATIC"
NIS_PENALTY_SHOOTOUT= "ALWAYS"
NIS_PENALTY_SHOOTOUT_SCORE_WIN="ALWAYS"
NIS_PENALTY_SHOOTOUT_MISS_WIN="ALWAYS"
NIS_PENALTY_SHOOTOUT_SETUP="ALWAYS"
[OPTIONS]
// 半场时间的长度,默认值是7分钟
HALF_LENGTH = 5
[]
// Linesmen and Referee (these are enabled in the cfg_pc_*.ini files), in this case referee in medium
// linesmen and referee in high
// 用来设置是否显示主裁判和边裁,如果不显示则为0
FEATURE_INGAME_REFEREE_ENABLED = 1
FEATURE_INGAME_LINESMEN_ENABLED = 1
// Injuries
// INJURY_CHANCE_MIN: Chance of injury at 100 physical fitness
// INJURY_CHANCE_MAX: Chance of injury at 0 physical fitness
// INJURY_CHANCE_FITNESS_TEST_MULT: Multiplier applied to injury chance if player has passed a
// fitness test and is at risk of a re-occurance
// INJURY_CHANCE_OF_SERIOUS: Chance that the injury is servere enough that the player cannot continue
// INJURY_KNOCK_HOBBLE_SECONDS: Number of real seconds player should hobble for after taking a knock
INJURY_CHANCE_MIN = 0.10 //体能100时的伤病概率
INJURY_CHANCE_MAX = 0.2 //体能0时的伤病概率
INJURY_CHANCE_FITNESS_TEST_MULT= 1.5 //伤愈恢复马上上场又受伤的概率
INJURY_CHANCE_OF_SERIOUS = 0.2 //受伤无法继续比赛概率
INJURY_KNOCK_HOBBLE_SECONDS = 15 //球员被冲撞后恢复的时间
// Referee
//
[BAD_REF_DECISIONS]
//设置为1,比赛时判罚绝对公正
REF_PERFECT_GAME_CHANCE = 0
//每场比赛最多错判的给牌数的比率
MAX_CALLS = 10
//最多错判出界的次数
MISS_BALL_OUT = 5
//出界错判的概率
BALL_OUT = 5
WRONG_FOUL = 5
//点球错判的概率
PENALTY_KICK = 5
//最多错判点球的次数
MISS_PENALTY_KICK = 10
[]
// Agitation of the referee is growing with every foul (avoiding early cards)
// The more agitated the ref is the more likely he is to award a card
REF_GENERAL_AGITATION_FOUL_SLIDE = 0.20
REF_GENERAL_AGITATION_FOUL_SLIDE_BEHIND = 0.30
REF_GENERAL_AGITATION_FOUL = 0.10
REF_TEAM_AGITATION_FOUL_SLIDE = 0.20
REF_TEAM_AGITATION_FOUL_SLIDE_BEHIND = 0.30
REF_TEAM_AGITATION_FOUL = 0.10
REF_TEAM_AGITATION_MULT_AFTER_CARD = 0.65
REF_PLAYER_AGITATION_FOUL_SLIDE = 0.25
REF_PLAYER_AGITATION_FOUL_SLIDE_BEHIND = 0.35
REF_PLAYER_AGITATION_FOUL = 0.15
REF_PLAYER_AGITATION_MULT_AFTER_CARD = 0.35
REF_CHANCE_RED_CARD_LAST_MAN_NO_BALL_CONTACT = 1.00
REF_CHANCE_RED_CARD_LAST_MAN_GK = 0.30
REF_CHANCE_RED_CARD_LAST_MAN = 0.70
// Global modifiers on the number of cards given by the ref
REF_YELLOW_CARD_MODIFIER = 0.95
REF_DOUBLE_YELLOW_CARD_MODIFIER = 0.85
REF_STRAIGHT_RED_CARD_MODIFIER = 0.85
// Player labels
//
NUM_PROXIMITY_PLAYERS_MAX = 4 //最大临近球员数
// Consistency tuning variables
//
TCM_CONSISTENCY_IMPACT_FACTOR = 90 // Percent - global strength of the skill-decrease produced by the consistency
TCM_CONSISTENCY_ERROR_GLOBAL_LIMIT = 30 // Percent - maximal skill-decrease produced by the consistency
// Global modifer for the effect of home advantage (percentage)
HOME_ADVANTAGE_MODIFIER = 110
// Sprinting speeds
SPRINT_SPEED_POOR = 5.0
SPRINT_SPEED_EX = 12.0
// Percent of runspeed reached when dribbling (Skill 0)
TECHNIQUE_MIN_PERC = 85
// Percent of runspeed reached when dribbling (Skill 100)
TECHNIQUE_MAX_PERC = 95
// Energy reduction
// 3D比赛中的精力消耗(测试了调整为0.5后,打完一场比赛,连门将都会减少30左右的精力)
ENERGY_DROP_AMBIENT = 0.18
ENERGY_DROP_GLOBAL_MODIFIER = 1.0
[MANAGER_SHOUTS]
FACTOR_REFTYPE_WORLD_CLASS = 0.9
FACTOR_REFTYPE_SEVERE_PERSON = 0.7
FACTOR_REFTYPE_KEEPS_MATCH_RUNNING = 1.1
FACTOR_REFTYPE_BRAVE_DECISION = 0.8
FACTOR_REFTYPE_COWARD = 1.2
POINTS_LEVEL_1 = 10.0
POINTS_LEVEL_2 = 20.0
POINTS_LEVEL_3 = 30.0
POINTS_LEVEL_4 = 40.0
POINTS_LEVEL_5 = 50.0
MULTIPLIER_ALL_SHOUTS = 2.0
MULTIPLIER_SHOUTS_LAST_15_MINUTES = 4.0
[]
POOR_ACTION_DIRECT_SHOT=30
AVG_ACTION_DIRECT_SHOT=55
GOOD_ACTION_DIRECT_SHOT=88
EX_ACTION_DIRECT_SHOT=99
POOR_ACTION_LONG_SHOT=49
AVG_ACTION_LONG_SHOT=69
GOOD_ACTION_LONG_SHOT=85
EX_ACTION_LONG_SHOT=99
POOR_ACTION_PASSING=45
AVG_ACTION_PASSING=69
GOOD_ACTION_PASSING=86
EX_ACTION_PASSING=99
POOR_ACTION_LONG_PASSING=55
AVG_ACTION_LONG_PASSING=79
GOOD_ACTION_LONG_PASSING=90
EX_ACTION_LONG_PASSING=99
POOR_ACTION_DRIBBLING=45
AVG_ACTION_DRIBBLING=69
GOOD_ACTION_DRIBBLING=87
EX_ACTION_DRIBBLING=99
POOR_ACTION_CROSSING=45
AVG_ACTION_CROSSING=68
GOOD_ACTION_CROSSING=84
EX_ACTION_CROSSING=99
POOR_ACTION_TACKLING=45
AVG_ACTION_TACKLING=63
GOOD_ACTION_TACKLING=79
EX_ACTION_TACKLING=99
POOR_ACTION_MARKING=45
AVG_ACTION_MARKING=63
GOOD_ACTION_MARKING=79
EX_ACTION_MARKING=99
// Tackling: Successfull tackling = TACKLE_MISSCHANCE - TACKLE_DRIBBLER_CHANGE
// POOR -vs- POOR = 40% miss
// AVG -vs- AVG = 45% miss
// GOOD -vs- GOOD = 50% miss
// VGOOD -vs- VGOOD = 55% miss
// POOR -vs- VGOOD = 95% miss
// VGOOD -vs- POOR = 5% miss
TACKLE_MISSCHANCE_POOR=70
TACKLE_MISSCHANCE_AVG=60
TACKLE_MISSCHANCE_GOOD=30
TACKLE_MISSCHANCE_EX=25
TACKLE_DRIBBLER_CHANGE_POOR=20
TACKLE_DRIBBLER_CHANGE_AVG=10
TACKLE_DRIBBLER_CHANGE_GOOD=-10
TACKLE_DRIBBLER_CHANGE_EX=-30 |
本帖子中包含更多资源
您需要 登录 才可以下载或查看,没有帐号?注册
x
|