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Latest Threads |
League simming again
Forum: General Discussion
Last Post: jcbarr
08-24-2022, 01:56 AM
» Replies: 4
» Views: 2,430
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2025 Amateur Draft
Forum: Draft Room
Last Post: jcbarr
05-27-2021, 12:59 PM
» Replies: 0
» Views: 2,312
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Welcome back
Forum: General Discussion
Last Post: jcbarr
05-20-2021, 04:37 PM
» Replies: 2
» Views: 2,963
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4 Straight MVP's
Forum: General Discussion
Last Post: jcbarr
11-28-2020, 03:19 PM
» Replies: 3
» Views: 3,854
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Redsoxs Trading block
Forum: Trade Talks
Last Post: Biancardi33
11-27-2020, 02:10 AM
» Replies: 0
» Views: 2,542
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2024 Amateur Draft
Forum: Draft Room
Last Post: jcbarr
11-04-2020, 02:28 PM
» Replies: 0
» Views: 2,780
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Where to find owners?
Forum: General Discussion
Last Post: Biancardi33
10-31-2020, 04:59 AM
» Replies: 4
» Views: 4,966
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2024 Opening Day Lineups
Forum: Roster Management
Last Post: Biancardi33
10-30-2020, 03:48 PM
» Replies: 2
» Views: 3,247
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What a game
Forum: General Discussion
Last Post: jcbarr
10-05-2020, 01:33 PM
» Replies: 1
» Views: 3,068
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2023 Amateur Draft
Forum: Draft Room
Last Post: jcbarr
09-08-2020, 06:57 PM
» Replies: 0
» Views: 2,786
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User titles |
Posted by: jcbarr - 04-20-2020, 11:58 AM - Forum: General Discussion
- No Replies
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I have updated your accounts and put your team in the user title. That way when looking at accounts I can quickly figure out who owns what team.
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Free Agent Process |
Posted by: jcbarr - 04-17-2020, 05:41 PM - Forum: General Discussion
- Replies (6)
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So I am throwing around a bunch of ideas about how free agency is going to work in this league. I want something that promotes the moving of some players around the league, but also is not so complicated that we have to spend a lot of time with it. I'll list out some of the things that I have been thinking about, and I would love to hear any ideas that you may have as well.
- Teams would have to earn their free agent protections
- Auto protect players that have some combination of EXP and tenure with a team. For example a 10 year vet that has at least 4 seasons with his current team is protected.
- The ability to trade away your protections. Younger teams would be able to trade them away in exchange for players and/or picks.
- No protections at all. Come up with requirements that make a player an unrestricted free agent. For example any player under 30 that reaches 5 years EXP, or when ever player reaches his 3rd year of major league service time they become a free agent.
Okay, those are some of mine, now lets hear yours.
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League Rules |
Posted by: jcbarr - 04-16-2020, 01:51 PM - Forum: Rules and Information
- No Replies
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* All communication will be done on the forums. No emails. Form posts/threads and DMs will be the only official form of league communications.
General Information
- No Injuries - That's right, injuries have been disabled for the entire league.
- No Manual ST - No manual spring training allocations will be entered. The game will handle this.
- Trades with computer owned teams will be allowed inside the normal trading windows. Trades must only involve players, no draft picks. Players in the CPU team's LOW minors cannot be involved in trades. Trades can be for only 1 player on a CPU roster at a time. Owners may send multiple players but may only receive one back from the CPU team. If the CPU owned team accepts the trade, the commissioner will have final say before formal approval and the moving of players.
League Schedule
- League simulation will begin with opening day and be run through until the amateur draft.
- Amateur draft will be held via the forums.
- League simulation will be run until on or about August 15th.
- League simulation will be run until the start of the playoffs.
- League simulation will be run through the end of the playoffs.
- Start new season button will be pressed.
- Players will retire.
- Free Agent Draft bidding will take place.
- ST will be run.
Roster Moves
- The computer will reassign players and set lineups prior to the first simulation. (between ST and opening day)
- Owners will modify rosters and all lineups/pitching rotations prior to opening day.
- Owners will be able to make roster and lineup changed during all simulation breaks.
- Rosters must contain at least 10 ACT pitchers.
- Teams must use 5 man rotations until the last sim of the season that occurs on/around August 15th of each year.
These rules are intended to make league administration simple and quick. The intent is to run through seasons as quickly as we can, while giving the team owners at least a little control over their personnel. Think of it as being the General Manager and you are in control of player acquisitions but not the every day lineups or roster moves.
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PB.ini |
Posted by: jcbarr - 04-16-2020, 01:33 PM - Forum: Rules and Information
- No Replies
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This is the file that controls how the game is played. Determines how hard balls are hit, if the hitter misses when he swings, when an error is committed, when a player will be walked, etc. Look it over to get a better understanding of why some players put up the numbers they do with the ratings that they have.
[PlayBalance]
; Created for PSBL in Season 2
; Modified last on 3/27/99
; PSBL INI
; Final Version
;
; DEFENSIVE POSITIONS!!!
UseINIDefpos=1
;
; Outfield positions
outfieldPosPctVeryShallow=52
outfieldPosPctShallow=56
outfieldPosPctNormal=60
outfieldPosPctDeep=64
outfieldPosPctVeryDeep=68
;
normalPosLFPct=68
normalPosLFAngle=28
normalPosCFPct=68
normalPosCFAngle=0
normalPosRFPct=68
normalPosRFAngle=-28
;
guardLeftPosLFPct=63
guardLeftPosLFAngle=33
guardLeftPosCFPct=63
guardLeftPosCFAngle=5
guardLeftPosRFPct=53
guardLeftPosRFAngle=-23
;
guardRightPosLFPct=53
guardRightPosLFAngle=23
guardRightPosCFPct=63
guardRightPosCFAngle=-5
guardRightPosRFPct=63
guardRightPosRFAngle=-33
;
defPosHighPull=60
defPosLowPull=52
defPosHighPullExtra=58
defPosLowPullExtra=54
defPosHighPower=86
defPosLowPower=36
;
; Infielder positioning in "Normal" situations
normalPos1BDist=125
normalPos1BAngle=-33
normalPos2BDist=145
normalPos2BAngle=-15
normalPosSSDist=145
normalPosSSAngle=15
normalPos3BDist=125
normalPos3BAngle=33
;
; Infielder positioning in "Guard Lines" situations
guardLinesPos1BDist=125
guardLinesPos1BAngle=-38
guardLinesPos2BDist=145
guardLinesPos2BAngle=-15
guardLinesPosSSDist=145
guardLinesPosSSAngle=15
guardLinesPos3BDist=125
guardLinesPos3BAngle=38
;
; Infielder positioning in "Cutoff Run" situations
cutoffRunPos1BDist=95
cutoffRunPos1BAngle=-33
cutoffRunPos2BDist=115
cutoffRunPos2BAngle=-15
cutoffRunPosSSDist=115
cutoffRunPosSSAngle=15
cutoffRunPos3BDist=95
cutoffRunPos3BAngle=33
;
; Infielder positioning for "Double Play" situations
doublePlayPos1BDist=115
doublePlayPos1BAngle=-33
doublePlayPos2BDist=145
doublePlayPos2BAngle=-12
doublePlayPosSSDist=145
doublePlayPosSSAngle=12
doublePlayPos3BDist=115
doublePlayPos3BAngle=33
;
; FIELDER CATCH CHANCES!!!
catchBaseChance=96
catchFADiv=33
catchChanceDiving=-30
catchChanceLeaping=-15
catchChanceLessThan1Sec=-10
catchChancePerTenth=-2
catchChancePitcherAdjust=0
catchChanceCatcherAdjust=3
catchChanceFirstBaseAdjust=2
catchChanceSecondBaseAdjust=-3
catchChanceThirdBaseAdjust=-3
catchChanceShortStopAdjust=-3
catchChanceLeftFieldAdjust=1
catchChanceCenterFieldAdjust=1
catchChanceRightFieldAdjust=1
;
delayBasePitcher=24
delayFAPctPitcher=-8
delayBaseCatcher=17
delayFAPctCatcher=-6
delayBaseFirstBase=11
delayFAPctFirstBase=-5
delayBaseSecondBase=11
delayFAPctSecondBase=-7
delayBaseThirdBase=11
delayFAPctThirdBase=-5
delayBaseShortStop=11
delayFAPctShortStop=-7
delayBaseLeftField=23
delayFAPctLeftField=-12
delayBaseCenterField=23
delayFAPctCenterField=-12
delayBaseRightField=23
delayFAPctRightField=-12
;
; MAXIMUM CHASE DISTANCES
infieldMaxChaseDist=30
pitcherMaxChaseDist=90
outfieldMinChaseDist=150
;
; CHANCE OF THROWING ERRORS!!!
goodThrowBase=93
goodThrowFAPct=7
goodThrowChancePitcher=2
goodThrowChanceCatcher=5
goodThrowChanceFirstBase=3
goodThrowChanceSecondBase=5
goodThrowChanceThirdBase=5
goodThrowChanceShortStop=4
goodThrowChanceLeftField=3
goodThrowChanceCenterField=3
goodThrowChanceRightField=3
;
; THROWS
maxThrowDistBase=150
maxThrowDistASPct=150
throwHeightPct=60
;
throwSpeedIFBase=30
throwSpeedIFDistPct=3
throwSpeedIFMax=99
throwSpeedOFBase=63
throwSpeedOFDistPct=3
throwSpeedOFMax=99
;
; STEALS!!!
longLeadSpeed=50
pickoffScareSpeed=33
stealChanceBase=80
stealChance00Count=-10
stealChance01Count=-15
stealChance02Count=-25
stealChance10Count=0
stealChance11Count=0
stealChance12Count=0
stealChance20Count=15
stealChance21Count=10
stealChance22Count=0
stealChance30Count=10
stealChance31Count=15
stealChance32Count=25
offManStealChancePct=100
;
stealChanceVerySlowThresh=20
stealChanceSlowThresh=40
stealChanceMedThresh=70
stealChanceFastThresh=85
;
stealChanceVerySlowAdjust=-40
stealChanceSlowAdjust=-30
stealChanceMedAdjust=0
stealChanceFastAdjust=20
stealChanceVeryFastAdjust=30
;
stealChanceVeryLowHoldThresh=30
stealChanceLowHoldThresh=42
stealChanceMedHoldThresh=54
stealChanceHighHoldThresh=70
;
stealChanceVeryLowHoldAdjust=-10
stealChanceLowHoldAdjust=-10
stealChanceMedHoldAdjust=-10
stealChanceHighHoldAdjust=-10
stealChanceVeryHighHoldAdjust=-10
;
stealChancePitcherFaceAdjust=-10
stealChancePitcherBackAdjust=5
stealChancePitcherWindupAdjust=5
stealChancePitcherWildAdjust=0
;
stealChanceOnFirst2OutHighCHThresh=60
stealChanceOnFirst2OutHighCHAdjust=10
stealChanceOnFirst2OutLowCHThresh=40
stealChanceOnFirst2OutLowCHAdjust=-15
;
stealChanceOnFirst01OutHighCHThresh=60
stealChanceOnFirst01OutHighCHAdjust=-5
stealChanceOnFirst01OutLowCHThresh=55
stealChanceOnFirst01OutLowCHAdjust=10
;
stealChanceOnSecond0OutAdjust=-40
stealChanceOnSecond1OutAdjust=-40
stealChanceOnSecond2OutAdjust=-40
stealChanceOnSecondHighCHThresh=60
stealChanceOnSecondHighCHAdjust=-20
;
stealChanceWayBehindThresh=-3
stealChanceWayBehindAdjust=-20
;
; PITCHING!!!
pitchScoringOut=1
pitchScoringStrikeOut=3
pitchScoringOffRun=3
pitchScoringInnsAfter4=3
pitchScoringWalk=-1
pitchScoringHit=-2
pitchScoringConsHit=-1
pitchScoringRun=-2
pitchScoringER=-2
pitchScoringHR=-3
pitchScoringWP=-2
;
; Relieving starters
starterToastThreshInn1=-26
starterToastThreshInn2=-24
starterToastThreshInn3=-22
starterToastThreshInn4=-20
starterToastThreshInn5=-16
starterToastThreshInn6=-12
starterToastThreshInn7=-9
starterToastThreshInn8=-4
starterToastThreshInn9=1
starterToastThreshPerInn=1
;
starterToastThreshAwayAdjust=1
starterToastThreshFewBullpenPitchesAdjust=-4
starterToastThreshManyBullpenPitchesAdjust=4
;
pitcherToastPctPitchesLeft=6
pitcherToastMaxLead=0
pitcherToastMinLead=0
;
; CONTROL AND MOTION!!!
effCOPct=60
effMOPct=100
controlBoxIncreaseEffCOPct=25
;
speedReductionBase=3
speedReductionRange=3
speedReductionEffMOPct=5
;
; WILD PITCHES
wildCatchChanceBase=84
wildCatchChanceFAPct=8
wildCatchChanceOppMod=-10
wildCatchChanceHighMod=-10
;
; FATIGUE!!!
pitcherTiredThresh=20
pitcherExhausted=0
posPlayerPitchingRuns=100
;
tiredPitchRatPct=90
tiredASPct=90
exhaustedPitchRatPct=75
exhaustedASPct=75
;
; PITCH OBJECTIVES!!!
pitchRatVariationCount=1
pitchRatVariationFaces=3
pitchRatVariationBase=-2
;
nonEstablishedPitchTypeAdjust=0
primaryPitchTypeAdjust=50
;
; Establish a pitch on X-X counts
pitchObj00CountEstablishWeight=0
pitchObj01CountEstablishWeight=0
pitchObj02CountEstablishWeight=0
pitchObj10CountEstablishWeight=0
pitchObj11CountEstablishWeight=0
pitchObj12CountEstablishWeight=0
pitchObj20CountEstablishWeight=0
pitchObj21CountEstablishWeight=0
pitchObj22CountEstablishWeight=0
pitchObj30CountEstablishWeight=0
pitchObj31CountEstablishWeight=0
pitchObj32CountEstablishWeight=0
;
; Throw outside the zone on X-X counts
pitchObj00CountOutsideWeight=40
pitchObj01CountOutsideWeight=50
pitchObj02CountOutsideWeight=60
pitchObj10CountOutsideWeight=30
pitchObj11CountOutsideWeight=40
pitchObj12CountOutsideWeight=50
pitchObj20CountOutsideWeight=20
pitchObj21CountOutsideWeight=30
pitchObj22CountOutsideWeight=40
pitchObj30CountOutsideWeight=10
pitchObj31CountOutsideWeight=20
pitchObj32CountOutsideWeight=30
;
; Best pitch to plus location on X-X counts
pitchObj00CountBestWeight=0
pitchObj01CountBestWeight=0
pitchObj02CountBestWeight=20
pitchObj10CountBestWeight=0
pitchObj11CountBestWeight=5
pitchObj12CountBestWeight=30
pitchObj20CountBestWeight=0
pitchObj21CountBestWeight=15
pitchObj22CountBestWeight=40
pitchObj30CountBestWeight=0
pitchObj31CountBestWeight=25
pitchObj32CountBestWeight=50
;
; Best pitch to center of zone on X-X counts
pitchObj00CountBestCenterWeight=0
pitchObj01CountBestCenterWeight=0
pitchObj02CountBestCenterWeight=0
pitchObj10CountBestCenterWeight=0
pitchObj11CountBestCenterWeight=0
pitchObj12CountBestCenterWeight=0
pitchObj20CountBestCenterWeight=10
pitchObj21CountBestCenterWeight=5
pitchObj22CountBestCenterWeight=0
pitchObj30CountBestCenterWeight=20
pitchObj31CountBestCenterWeight=15
pitchObj32CountBestCenterWeight=10
;
; Primary pitch to center of zone on X-X counts
pitchObj00CountFastCenterWeight=0
pitchObj01CountFastCenterWeight=0
pitchObj02CountFastCenterWeight=0
pitchObj10CountFastCenterWeight=0
pitchObj11CountFastCenterWeight=0
pitchObj12CountFastCenterWeight=0
pitchObj20CountFastCenterWeight=30
pitchObj21CountFastCenterWeight=20
pitchObj22CountFastCenterWeight=10
pitchObj30CountFastCenterWeight=40
pitchObj31CountFastCenterWeight=30
pitchObj32CountFastCenterWeight=20
;
; Any pitch to plus location on X-X counts
pitchObj00CountPlusWeight=40
pitchObj01CountPlusWeight=30
pitchObj02CountPlusWeight=20
pitchObj10CountPlusWeight=40
pitchObj11CountPlusWeight=30
pitchObj12CountPlusWeight=20
pitchObj20CountPlusWeight=20
pitchObj21CountPlusWeight=30
pitchObj22CountPlusWeight=40
pitchObj30CountPlusWeight=30
pitchObj31CountPlusWeight=40
pitchObj32CountPlusWeight=50
;
; PITCH CONTROL ZONES AND SPEEDS!!!
fbSpeedBase=85
fbSpeedRange=2
fbSpeedASPct=13
;
cbSpeedBase=80
cbSpeedRange=2
cbSpeedASPct=10
;
cuSpeedBase=75
cuSpeedRange=2
cuSpeedASPct=10
;
slSpeedBase=82
slSpeedRange=2
slSpeedASPct=10
;
sbSpeedBase=80
sbSpeedRange=2
sbSpeedASPct=10
;
kbSpeedBase=64
kbSpeedRange=2
kbSpeedASPct=10
;
siSpeedBase=82
siSpeedRange=2
siSpeedASPct=10
;
fbControlBoxWidth=1
fbControlBoxHeight=1
;
cbControlBoxWidth=1
cbControlBoxHeight=1
;
cuControlBoxWidth=1
cuControlBoxHeight=1
;
slControlBoxWidth=1
slControlBoxHeight=1
;
sbControlBoxWidth=1
sbControlBoxHeight=1
;
kbControlBoxWidth=1
kbControlBoxHeight=1
;
siControlBoxWidth=1
siControlBoxHeight=1
;
stControlBoxWidth=1
stControlBoxHeight=1
;
fbBreakBaseWidth=0
fbBreakBaseHeight=0
fbBreakRangeWidth=0
fbBreakRangeHeight=0
;
cbBreakBaseWidth=2
cbBreakBaseHeight=-4
cbBreakRangeWidth=2
cbBreakRangeHeight=-1
;
cuBreakBaseWidth=0
cuBreakBaseHeight=-3
cuBreakRangeWidth=0
cuBreakRangeHeight=-2
;
slBreakBaseWidth=1
slBreakBaseHeight=0
slBreakRangeWidth=2
slBreakRangeHeight=-1
;
sbBreakBaseWidth=-2
sbBreakBaseHeight=-3
sbBreakRangeWidth=-2
sbBreakRangeHeight=-1
;
kbBreakBaseWidth=0
kbBreakBaseHeight=-4
kbBreakRangeWidth=2
kbBreakRangeHeight=-2
;
siBreakBaseWidth=0
siBreakBaseHeight=-4
siBreakRangeWidth=0
siBreakRangeHeight=-2
;
stBreakBaseWidth=0
stBreakBaseHeight=0
stBreakRangeWidth=0
stBreakRangeHeight=0
;
; PINCH HIT FOR THE CURRENT PITCHER!!!
phForPitcherBase=-999
phForPitcherEarlyInnAdjust=-100
phForPitcherMiddleInnAdjust=-50
phForPitcherLateInnAdjust=0
phForPitcherInn9Adjust=0
phForPitcherExtraInnAdjust=50
phForPitcherPerOutAdjust=-10
phForPitcherPerBPPitcherAdjust=10
phForPitcherPerBenchPlayerAdjust=10
;
; Adjustments for when the team is winning the game
phForPitcherBigLeadAdjust=-999
phForPitcherLeadAdjust=-999
;
; Adjustments for winning run at specified positions
phForPitcherWinRunInScoringPosAdjust=0
phForPitcherWinRunOnFirstAdjust=0
phForPitcherWinRunAtBatAdjust=0
phForPitcherWinRunOnDeckAdjust=0
phForPitcherWinRunInDugoutAdjust=0
;
; Pitcher condition adjustments
phForPitcherExhaustedAdjust=50
phForPitcherTiredAdjust=-50
phForPitcherRestedAdjust=-999
phForPitcherShutoutAdjust=-999
phForPitcherNoHitterAdjust=-999
phForPitcherPerInjuryPointAdjust=5
;
; BATTING!!!
; Strike Zone
sureStrikeDist=3
closeStrikeDist=7
closeBallDist=5
;
; ID!!!
; Base + ( CH + EXP + (100 - Pitchrating) / 2 )
idRatingBase=47
idRatingCHPct=3
idRatingExpPct=25
idRatingPitchRatPct=100
;
idRatingTypeWeight=90
idRatingLocWeight=83
idRatingTimingWeight=83
;
timingVeryBadThresh=60
timingVeryBadCount=2
timingVeryBadFaces=35
timingVeryBadBase=-35
;
timingBadThresh=84
timingBadCount=2
timingBadFaces=31
timingBadBase=-31
;
timingMedThresh=92
timingMedCount=3
timingMedFaces=22
timingMedBase=-33
;
timingGoodThresh=96
timingGoodCount=9
timingGoodFaces=7
timingGoodBase=-31
;
timingVeryGoodCount=14
timingVeryGoodFaces=4
timingVeryGoodBase=-28
;
timingBuntCount=1
timingBuntFaces=30
timingBuntBase=-15
;
; DISCIPLINE!!!
disciplineRatingBase=94
disciplineRatingCHPct=5
disciplineRatingExpPct=50
disciplineRatingPct=80
;
disciplineRatingNoPitchesAdjust=40
disciplineRatingScoringPosAdjust=-10
disciplineRatingOnThird01OutsAdjust=-10
disciplineRatingPlusZoneAdjust=10
disciplineRatingMinusZoneAdjust=-10
disciplineRatingLocNextToLookAdjust=-20
disciplineRatingFBDownMiddleAdjust=-40
;
disciplineRating00CountAdjust=20
disciplineRating01CountAdjust=0
disciplineRating02CountAdjust=0
disciplineRating10CountAdjust=0
disciplineRating11CountAdjust=0
disciplineRating12CountAdjust=0
disciplineRating20CountAdjust=0
disciplineRating21CountAdjust=0
disciplineRating22CountAdjust=0
disciplineRating30CountAdjust=50
disciplineRating31CountAdjust=0
disciplineRating32CountAdjust=0
;
; ADJUSTMENT UNITS!!!
adjustUnitsCHPct=35
adjustUnitsPowerAdjust=0
adjustUnitsPowerPct=25
adjustUnitsNormalAdjust=0
adjustUnitsContactAdjust=0
adjustUnitsContactPct=200
adjustUnitsBuntAdjust=999
adjustUnitsBuntPct=500
;
adjustUnitsDiag=2
adjustUnitsHoriz=1
adjustUnitsVert=1
;
adjustUnitsSpeedUpLowGeared=1
adjustUnitsSpeedUpHighGeared=8
adjustUnitsSlowDownLowGeared=1
adjustUnitsSlowDownHighGeared=4
;
; CHECK SWING CHANCES
checkChanceBasePower=30
checkChanceBaseNormal=40
checkChanceBaseContact=50
checkChanceBaseBunt=100
checkChanceCHPctPower=10
checkChanceCHPctNormal=20
checkChanceCHPctContact=30
checkChanceCHPctBunt=40
failedCheckContactChance=5
;
; PITCH LOOK ADJUSTMENTS!!!
lookPrimaryType00CountAdjust=0
lookPrimaryType01CountAdjust=0
lookPrimaryType02CountAdjust=0
lookPrimaryType10CountAdjust=0
lookPrimaryType11CountAdjust=0
lookPrimaryType12CountAdjust=0
lookPrimaryType20CountAdjust=20
lookPrimaryType21CountAdjust=10
lookPrimaryType22CountAdjust=0
lookPrimaryType30CountAdjust=20
lookPrimaryType31CountAdjust=20
lookPrimaryType32CountAdjust=20
;
lookBestType00CountAdjust=0
lookBestType01CountAdjust=0
lookBestType02CountAdjust=30
lookBestType10CountAdjust=0
lookBestType11CountAdjust=0
lookBestType12CountAdjust=30
lookBestType20CountAdjust=0
lookBestType21CountAdjust=0
lookBestType22CountAdjust=30
lookBestType30CountAdjust=0
lookBestType31CountAdjust=15
lookBestType32CountAdjust=30
;
; BATTING PHYSICS!!!
swingSpeedBase=73
swingSpeedPHPct=7
swingSpeedPowerAdjust=4
swingSpeedNormalAdjust=0
swingSpeedContactAdjust=-4
swingSpeedBuntAdjust=-500
;
averagePitchSpeed=86
fastPitchBatSlowdownPct=108
slowPitchBatSpeedupPct=86
;
batPowerHandleBase=25
batPowerDullBase=50
batPowerSweetBase=98
batPowerEndBase=50
batPowerHandleRange=5
batPowerDullRange=10
batPowerSweetRange=5
batPowerEndRange=10
;
; TRAJECTORIES
hitAngleCountPower=3
hitAngleFacesPower=15
hitAngleBasePower=8
;
hitAngleCountNormal=3
hitAngleFacesNormal=14
hitAngleBaseNormal=8
;
hitAngleCountContact=3
hitAngleFacesContact=13
hitAngleBaseContact=8
;
hitAngleCountBunt=10
hitAngleFacesBunt=7
hitAngleBaseBunt=-10
;
; SWING ANGLE
swingAngleTenthDegreesBase=127
swingAngleTenthDegreesRange=0
swingAngleTenthDegreesGFPct=140
swingAngleTenthDegreesPowerAdjust=-8
swingAngleTenthDegreesNormalAdjust=0
swingAngleTenthDegreesContactAdjust=8
swingAngleTenthDegreesBuntAdjust=40
;
swingAngleTenthDegreesHighAdjust=30
swingAngleTenthDegreesLowAdjust=-30
swingAngleTenthDegreesOutsideAdjust=-15
;
; TIME SLOPS!!!
couldBeCaughtSlop=-15
shouldBeCaughtSlop=5
generalSlop=8
relaySlop=15
userCatchDist=3
computerCatchDist=3
tagSyncDist=4
tagTimeSlop=4
throwTimeSlop=4
effortCatchDist=15
automaticCatchDist=20
;
; PLAYER SPEED
speedBase=20
speedPct=2
hbpBatterStepOutChance=94
;
; GAME PHYSICS!!!
ballTempPct=50
ballWindSpeedPct=50
ballAirResistancePct=100
ballAltitudePct=75
ballBaseAltitude=0
;
rollFrictionGrass=7
rollFrictionTurf=6
bounceVertGrassPct=40
bounceHorizGrassPct=70
bounceVertTurfPct=42
bounceHorizTurfPct=72
bounceVertDirtPct=38
bounceHorizDirtPct=58
bounceWetAdjust=-4
bounceHotAdjust=4
bounceColdAdjust=-4
;
; INJURIES!!!
injuryChanceRunThroughFirst=9999
injuryChanceRunBases=8750
injuryChanceThrowBall=7500
injuryChanceFieldFlyBall=5000
injuryChanceFieldGrounder=5000
injuryChanceHitByLowPitch=50
injuryChanceHitByMediumPitch=75
injuryChanceHitByHighPitch=25
injuryChanceBatterSwing=7500
injuryChanceBatterHit=125
injuryChanceCatcherHit=250
injuryChancePlayerHit=250
injuryChanceSlideHeadFirst=500
injuryChanceSlideFeetFirst=500
injuryChanceCollision=250
injuryChanceOverUsage=500
injuryChanceWarmPitch=7500
injuryChanceHalfPitch=8750
injuryChanceColdPitch=9999
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Spring Training |
Posted by: jcbarr - 04-16-2020, 01:31 PM - Forum: Rules and Information
- No Replies
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This is the configuration file that will handle player progression during spring training. Since there is no manual inputs for ST, you should study this file and understand it. If there are any questions, post away.
Code: // spring training allocation table
// from document, 5-3-94
// GJW: 3-8-1996, new table, new values from Doug J
#define TABLE_10 0
#define TABLE_15 1
#define TABLE_20 2
#define TABLE_P 3
byte
// which table to use for each rating
TABLE_10 // ch
TABLE_10 // ph
TABLE_10 // sp
TABLE_10 // as
TABLE_10 // hr
TABLE_10 // en
TABLE_10 // co
TABLE_P // fb
TABLE_P // cb
TABLE_P // si
TABLE_P // sl
TABLE_P // cu
TABLE_P // sc
TABLE_P // kn
TABLE_10 // fa [P]
TABLE_10 // fa [C]
TABLE_10 // fa [1B]
TABLE_10 // fa [2B]
TABLE_10 // fa [3B]
TABLE_10 // fa [SS]
TABLE_10 // fa [LF]
TABLE_10 // fa [CF]
TABLE_10 // fa [RF]
// each table is based on the 'minimum %-age' to maintain concept
// 10%
-5 // 0
-2 // 5
0 // 10
1 // 15
2 // 20
3 // 25
4 // 30
5 // 35
6 // 40
7 // 45
8 // 50
9 // 55
10 // 60
11 // 65
12 // 70
13 // 75
14 // 80
15 // 85
16 // 90
17 // 95
18 // 100
// 15%
-8 // 0
-5 // 5
-2 // 10
0 // 15
1 // 20
2 // 25
3 // 30
4 // 35
5 // 40
6 // 45
7 // 50
8 // 55
9 // 60
10 // 65
11 // 70
12 // 75
13 // 80
14 // 85
15 // 90
16 // 95
17 // 100
// 20%
-12 // 0
-8 // 5
-5 // 10
-2 // 15
0 // 20
1 // 25
2 // 30
3 // 35
4 // 40
5 // 45
6 // 50
7 // 55
8 // 60
9 // 65
10 // 70
11 // 75
12 // 80
13 // 85
14 // 90
15 // 95
16 // 100
// pitching (10%)
-100 // 0
-50 // 5
0 // 10
35 // 15
40 // 20
45 // 25
50 // 30
55 // 35
60 // 40
65 // 45
70 // 50
75 // 55
80 // 60
85 // 65
90 // 70
92 // 75
94 // 80
96 // 85
98 // 90
99 // 95
100 // 100
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Player Aging |
Posted by: jcbarr - 04-16-2020, 01:25 PM - Forum: Rules and Information
- No Replies
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This is the configuration that handles player aging and the ratings decline that goes a long with it. Feel free to ask questions. I modified it a bit to get players to play maybe just a little bit longer before they are completely useless.
Code: // aging table
// from document, 6-27-94
// ;GJW: 3-8-1996, changed structure to match 10.doc, from Doug J
// (basically remove the pitch values, and change the age range,
// plus modify the actual values used)
// (however, keep the order of ratings the same as ModRatings for
// a more efficient for-loop in coding)
//ch ph sp as hr en co fa Age
18 8 1 1 2 1 5 2 // 18
15 8 1 1 3 1 5 3 // 19
12 9 1 1 4 1 5 4 // 20
10 12 1 1 5 1 5 5 // 21
8 15 1 1 6 1 5 6 // 22
6 17 1 1 7 1 7 7 // 23
4 19 1 1 6 1 9 6 // 24
3 11 1 1 5 1 11 5 // 25
2 9 1 1 4 1 9 4 // 26
1 7 1 1 3 1 7 3 // 27
1 5 0 0 2 0 5 2 // 28
1 3 -1 0 2 0 3 2 // 29
1 3 -1 0 2 0 3 2 // 30
1 3 -1 0 2 0 3 2 // 31
1 3 -1 0 2 0 3 2 // 32
-2 0 -3 0 0 -1 0 -1 // 33
-2 0 -3 0 0 -1 0 -1 // 34
-2 0 -3 0 0 -1 0 -1 // 35
-2 0 -3 0 0 -1 0 -1 // 36
-5 -3 -5 -2 -2 -1 0 -1 // 37
-5 -3 -5 -2 -2 -1 0 -1 // 38
-6 -4 -6 -3 -3 -2 -3 -4 // 39
-6 -4 -6 -3 -3 -2 -3 -4 // 40
-6 -5 -6 -4 -4 -2 -4 -5 // 41
-7 -5 -6 -4 -4 -3 -4 -5 // 42
-7 -6 -6 -5 -5 -3 -4 -6 // 43
-7 -6 -6 -5 -5 -4 -4 -7 // 44
-8 -7 -6 -5 -6 -5 -4 -8 // 45
-8 -8 -6 -5 -6 -5 -4 -9 // 46
-8 -8 -8 -5 -7 -6 -5 -10 // 47
-8 -9 -8 -5 -7 -6 -5 -11 // 48
-8 -9 -8 -5 -7 -6 -5 -12 // 49
// Die Roll Possibility
-4 2 3
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