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rafajirafa
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MensajeTema: Preguntas   Mar 16 Jun 2009, 16:21

Haber se ponen las plantillas y las alis ?
Como hay q ponerlos con o sin txt cuando vas simular?
Ami me pone teamshet error

Porfavor ayufarme plis
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Roman27
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MensajeTema: Re: Preguntas   Mar 16 Jun 2009, 16:49

Agregame a romannavarro1995@hotmail.com y sobre la noche te ayudo
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rafajirafa
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MensajeTema: Re: Preguntas   Vie 19 Jun 2009, 16:50

This is the league.dat for use with Esms + V3.

Tip " When using esms+ for the first time using some of these options will require you to use the roster converter program to convert your leagues rosters to the new style esms+ rosters. "


>> Home_Bonus = 300

This is a bonus granted towards the home team in a match. It gives the home team an extra shot probabilty advantage. Home Bonus is usually set around 300 - 400 (recommended values), but its configurable so leagues can set thier own.


>> Games = LVManager09

This heading will appear at the top of match reports, its mainly a reference tool to distinguish between Divisonal games and Cup games. Leagues can set thier own headings. If there is a space in the word please insert an underscore ("_") instead of the space.


>> Attendances_Pack = 0

This option can be toggled on or off using 0 and 1, 0 = off, 1 = on.
Attendances Pack is an inbuilt attandance calculator for esms+ and the attandance is reported to the reports.txt. General knowledge of Microsoft Excel would benefit in using this feature.


>> Cup = 1

This option can be toggled on or off using 0, 1, 2
0 = off, 1 = on, 2 = automatic
If the option is turned on, the program will show the score of the game and ask whether you want to run a penalty shootout. This option is mainly used for Cup games, International games, All Star games, and not league games.

If the option is automatic, then if the scores are even at the end of the game (after extra time if that was played) then a penalty shootout is run. Please note that there is no mention of Extra Time being run on screen to the game runner


>> Extra_Time = 15

This option can be toggled on or off using 0, 1, 2
0 = off, 1 = on, 2 = automatic
If switched to 1 extra time will be played at the end of normal time, ie 90 minutes, an extra 30 mins will be played (15 minutes in 2 halfs)

If the option is automatic then at the end of 90 minutes if the scores are even extra time is run. Please note that there is no mention of Extra Time being run on screen to the game runner

>> Silver_Goal = 0

This option can be toggled on or off using 0 and 1, 0 = off, 1 = on.
The Silver Goal option only comes into effect in Extra time (Extra Time must be set to 1 aswell as this option to work). If a team scores in extra time and leads when Half Time in the extra time period is reached, then the team ahead wins the game


>> Fitness = 1

This option can be toggled on or off using 0 and 1, 0 = off, 1 = on.
When fitness is set to 1 you'll need to use the roster conveter as explained at the top of the readme file. Fitness adds an extra column to the roster file and sets all values to 100 starting off.


>> FitFactor = 30

This works in conjunction with the Fitness option, it dosn't need turned on, it will automatically work it the fitness option is set to 1. This allows the league game runner to set the amount of fitness points regained after games are played. Fit Factor is the number of fitness points regained at high fitness. The lower the fitness the lower the percentage of fitfactor gets added back.

( 87 fitness level and above full fitfactor is added on, This gives 112 fitness level but anything over 100% rounds off to 100 )

** Please note, its best to test the fitness feature in advance to starting your league to set right figures **


>> Fit_TSC = 65

This setting is only used in the TSC programs. If the players fitness is below the setting, then the TSC programs will not select them.


>> Min_DF = 3
>> Max_DF = 6
>> Max_DM = 3
>> Min_MF = 1
>> Max_MF = 6
>> Max_AM = 3
>> Min_FW = 1
>> Max_FW = 4


These are really self explanatory but it allows the Game runner to set min and max values for the number of players in each position. If your about to run a game and the teamsheet has more / less than that allowed position it will report an erorr. The teamsheet checker also uses this feature when creating teamsheets.


>> Max_Skill = 50

Not many leagues will find use for this option as it was mainly introduced for Ucfl Youth League. In saying that any league can still use it, it allows the game runner to set a max skill level for league / divison etc. If a player is picked for the team with the skill above that level it will report an error when attempting to run the game. The teamsheet checker also uses this feature when creating teamsheets.


>> Positions = 1

This option can be toggled on or off using 0 and 1, 0 = off, 1 = on.
When set to 1, the extra positions AM and DM become useable.



>> Referees = 1
This option can be toggled on or off using 0 and 1, 0 = off, 1 = on.
When set to 1, this option works of a referee.dat file. Currently referee strictness isn't part of the discipline formula, its for future use and needs to be in the referees.dat. Make sure the file is setup right for use. Using this means the referees name will then be used in the match report. Each ref is only used once a game round, so it would be best to have different referee names for each divison (for realism purposes) and a also make sure you have enough referees to match the number of games that take place on that day.



>> Reports_Style = 1

This option allows the game runner to choose a different number of style layouts for the reports.txt, there are 2 options. 2 is the traditional look, 1 is the centered "paper" style. (Best to test these to see what suits your needs)


> Reports_Type = 7

This option allows the game runner to choose a different number of reports.txt types. Difference between the types is the way main events in the game are shown. There are 7 different options, 1-6 is English, 7 is Spanish. (Best to test these to see what suits your needs)



> Rerate0_999 = 300

This option can be toggled on or off using 0 and 1, 0 = off, 1 = on.
Turning the option on means that when a players goes to 0 or 1000 ability points, ie a skill decrease or increase, he will drop to 999 or start at 0, instead of the normal 300.

> Skill_Abs = 0

This option can be toggled on or off using 0 and 1, 0 = off, 1 = on.
Using this options means the skill of the player are taken away from the ability points for save, tackle, assist and goal . Eg, you have your ability points set as follows,

ab_tk = 30
ab_goal = 50

S_Hyypia 30 eng 1 15 6 3
M_Baros 23 swe 1 4 10 14

They both score one and make one tackle

S_Hyypia gets 15 tackling ab's and 47 shooting ab's
M_Baros gets 26 tackling ab's and 36 shooting ab's


>> Stats_Pack = 1

This option can be toggled on or off using 0 and 1, 0 = off, 1 = on.
Enabling this option means you can use stats program to create team of the week, goals scored and a range of other stats.


>> Short_Sheet = 1

This option can be toggled on or off using 0 and 1, 0 = off, 1 = on.
Turning this option on allows the game runner to just enter the teams team abbreviation to run games. ie, instead of entering, tlasht.txt, you just enter tla.


>> T_Tactic = 50

This option is for what percentage of the players skills are used in the True Default tactic (T). The maximum is 100(all of the players skill used), the minimum is 50 (50% of the players skill used).


>> Tactic_7 = 1

This option can be toggled on or off using 0 and 1, 0 = off, 1 = on.
Turning Tactic 7 on allows the use of the European tactic (E), see tactics readme for furthur information on the values of the European tacitc


>> Tactical = 1

This option can be toggled on or off using 0 and 1, 0 = off, 1 = on.
Esms + allows the use of two different types of tactical systems. When set to 0 the traditional esms tactics system is used while tactical turned on, set to 1, is a more in depth and tactical on field game, with each formation recieving bonuses against 2 formations and losing bonuses to 2 other formations


>> Team_Data = 1

This option can be toggled on or off using 0 and 1, 0 = off, 1 = on.
Setting this option to 1 will bring into use a team_data.dat where managers name and teams stadiums names are stored for use in the match reports.


>> DP_for_Yellow = 2

The amount of disciplinary points a player recieves for a yellow card.


>> DP_for_Red = 10

The amount of disciplinary points a player recieves for a red card

>> Suspension_margin = 10

When a player reaches this amount of disciplinary points he will serve a match ban. If the player reaches double the amount of the suspension margin his suspension will be doubled and so on.


>> Max_injury_length = 9

This option allows the game runner to set a max injury length for players. Therefore the player will recieve no injury longer that stated above.



>> 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 = -20
>> AB_Concede = -13
>> AB_Yellow = -2
>> AB_Red = -10


Abilities is the amount of abs players can gain for doing certain events on the field, they are all configurable so can be changed to suit each leagues needs. They should be all self explanatory but if you need help distinguishing them, e-mail esmsplus@yahoogroups.com


>> Abbrevations:
aja = Ajax
ars = Arsenal
atl = Atl_Madrid
bay = Bayern_Munich
ben = Benfica
boc = Boca_Juniors
bor = Borussia_Dormunt
cit = Manchester_City
che = Chelsea
eve = Everton
fcb = FC_Barcelona
fio = Fiorentina
int = Inter_Milan
juv = Juventus
laz = Lazio
liv = Liverpool
lyo = Olympique_Lyon
mar = Olympique_Marsella
mil = AC_Milan
new = Newcastle
opo = Oporto
psv = PSV_Eindhoven
rma = Real_Madrid
rom = AS_Roma
sch = Schalke_04
sev = Sevilla
spo = Sporting_Lisboa
tot = Tottenham
uni = Manchester_United
val = Valencia
vil = Villarreal
wer = Werder_Bremen
zen = Zenit

Abbreviations are used by the updating programs when generating the results and reports files. Above must be the abbreviated team name and the full name as shown in the example above, if the team name is more than one word, a '_' should be used between the two words to ensure esms+ reads the full team name.
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rafajirafa
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MensajeTema: Re: Preguntas   Vie 19 Jun 2009, 16:51

este es mi team data alguien puedde decir q hay q poner para lo am dm y proroga
eque creo q lo tengo puesto pero esque no me va
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racinguistadri
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MensajeTema: Re: Preguntas   Vie 19 Jun 2009, 16:59

preguntale a johnyelpony
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MensajeTema: Re: Preguntas   Vie 19 Jun 2009, 17:19

racinguistadri escribió:
preguntale a johnyelpony
jajaja k bueno , lo siento rafa pero es que me he hecho mucha gracia.
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