NATIONALITIES
The following values represents the following nationalities:
TEST NATIONS..... ...ONE DAY NATIONS.......... KOLPAK PLAYERS
43 = Australia....... ...168 = Kenya.................. 178 = Australia
44 = England........ ...169 = Namibia................ 179 = New Zealand
45 = India............ ...170 = Netherlands........... 180 = South Africa
46 = New Zealand. ...171 = Canada................ 181 = Zimbabwe
47 = Pakistan....... ...172 = USA
48 = South Africa.. ...173 = Bermuda
49 = Sri Lanka...... ...174 = Ireland
50 = West Indies.. ...175 = UAE
51 = Bangladesh... ...176 = Scotland
52 = Zimbabwe..... ...177 = Italy
Basically you can only edit the domestic teams purely for cosmetic purposes only. The domestic team value can be found directly above the nationality value.
Although you can change an Ireland CC or Scotland CC player team value to 185 (AVAILABLE), you may also need to temporarily edit the nationality to English. This should make them available to sign as a free agent in the offseason.
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CONTRACTS
Maximum length is 6 years. The following values represents the contract lengths.
16-31 = None
32-47 = 1 year
48-63 = 2 years
64-79 = 3 years
80-95 = 4 years
96-111 = 5 years
112-127 = 6 years
The salary value is simply SALARY*2.
So for example you want to give someone a salary of ?50,000.
You would enter the value for salary as ?100?, as 50*2=100. Fairly simple really.
Salary Demands is only useful during the offseason stage, although you could use this value to adjust a player?s actual salary.
England Central Contracts. If you want a player to have an England Contract, the value to enter is ?1?. If you do not want a player to have an England Contract, enter ?0? as the value. I think the CPU will award contracts at the end of each season as it sees fit. This value could very well also represent the number of years a player keeps an England Contract
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BATTING
Batting Ability. The number in column 4 is the level a batsman has reached. This is automatic since this number is the square root minus 1 of the number in column 3.
Level 0 = 160-255.............. Awful.
Level 1 = 256-511.............. Tail-end batsman.
Level 2 = 512-767.............. Number 8 batsman.
Level 3 = 768-1023............ Bowling all-rounder/traditional wicketkeeper.
Level 4 = 1024-1279.......... Lower-Middle order/Super aggressive hitters.
Level 5 = 1280-1535.......... Excellent batsman
Level 6 = 1536-1791.......... World Class batsman
Level 7 = 1792-2047.......... Very few reach Level 7. Best in the world.
Technically you can set the ability to 65535 (Level 255). Usually can only be run out. But that just wouldn?t be fun so I advocate to anyone who can come up with a simplified editor to insert a limit to 2000.
Batting Preferences. Yes that?s right, preferences are not grouped together. Now you may have read in previous tutorials by yours truly that it was a case of trial and error. Now I?m in position to tell you how this works, they did their best to make this as difficult as they could, but in the end I prevail in sussing it out .
Now read carefully.
Offside/Legside preference.
0-31 = Strong Legside preference
32-63 = Slight Legside preference
64-95 = None
96-127 = Slight Offside preference
128-159 = Strong Offside preference
Basically this cycle repeats itself, often you?ll see a 5 digit number and stratch your head at what it translates as, don?t worry, this is the case for a lot of attributes, the 5 digit number is simply the original number multiplied by the number of cycles the CPU decides to multiply it by. Don?t ask why it does that, probably a lousy form of ?encryption?.
As for all other batting preferences, this one is a bit more complicated. A calculator would come in handy
AGGRESSION
This is how this this cell is organised. The values are the starting points.
0 = Very Defensive
64 = Defensive
128 = Normal
192 = Aggressive
256 = Very Aggressive
PACE/SPIN BOWLING and FRONT/BACK FOOT preferences
This is where the calculator comes in handy if your editing a batsman whose aggression is to be anything other than very defensive. Just add the required starting point of the desired aggression (i.e. Aggressive preference starts at 192 and + the following value to reach the desired preferences)
0 = Strong Back Foot preference & Spin Specialist
1 = Strong Back Foot preference & Slight Spin preference
2 = Strong Back Foot preference & No Pace/Spin preference
3 = Strong Back Foot preference & Slight Pace preference
4 = Strong Back Foot preference & Strong Pace preference
8 = Slight Back Foot preference & Spin Specialist
9 = Slight Back Foot preference & Slight Spin preference
10 = Slight Back Foot preference & No Pace/Spin preference
11 = Slight Back Foot preference & Slight Pace preference
12 = Slight Back Foot preference & Strong Pace preference
16 = No Foot preference & Spin Specialist
17 = No Foot preference & Slight Spin preference
18 = No Foot preference & No Pace/Spin preference
19 = No Foot preference & Slight Pace preference
20 = No Foot preference & Strong Pace preference
24 = Slight Front Foot preference & Spin Specialist
25 = Slight Front Foot preference & Slight Spin preference
26 = Slight Front Foot preference & No Pace/Spin preference
27 = Slight Front Foot preference & Slight Pace preference
28 = Slight Front Foot preference & Strong Pace preference
32 = Strong Front Foot preference & Spin Specialist
33 = Strong Front Foot preference & Slight Spin preference
34 = Strong Front Foot preference & No Pace/Spin preference
35 = Strong Front Foot preference & Slight Pace preference
36 = Strong Front Foot preference & Strong Pace preference
Now you can see why a calculator is quite handy!
Right/Left Hand and Wicketkeeper status. The following values will determine Left/Right Hand and ?keeper status.
0-31/0-15 = LHB
32-63/16-31 = RHB
64-95/32-47 = LHB wicketkeeper
96-127/48-63 = RHB wicketkeeper
128-159/64-79 = LHB part-time keeper
160-191/80-95 = RHB part-time keeper
192-223/96-111 = LHB part-time keeper
224-255/112-127 = RHB part-time keeper
Some players may have a higher value. This means nothing as the cycle of values just repeat themselves as mentioned earlier, just purely a case of 256 or 128 being added to the value. I don?t think there is such a thing as a keeper-batsman. Otherwise they would?ve given Adam Gilchrist and Brendon McCullum this status. Batting ability is the important value anyway. I also don?t think there is a catching ability. I?ve found Monty Panesar catches most things (particularly caught & bowleds).
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PLAYER TYPE
0 = opening batsman
1 = batsman
2 = all-rounder
3 = bowler
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BOWLING
Unlike batting ability, the lower the value, the better the bowler.
Level 1 = 320-511.............. World Class bowler.
Level 2 = 512-767.............. Excellent
Level 3 = 768-1023............ all-rounder
Level 4 = 1024-1279.......... Part-Time/Occasional Bowler
Level 5 = 1280-1535.......... Poor, use in emergencies only.
Level 6 = 1536-1791.......... Awful.
Bowling Style. The values for both columns determine what type of bowler a player will be.
0,0 = SLA............ 128,0 = LS
0,1 = LM............. 128,1 = LFM
0,2 = LMF............ 128,2 = LF
0,4 = OS............. 128,4 = LS
0,5 = RM............. 128,5 = RFM
0,6 = RMF............ 128,6 = RF
For the first value, it can range from 0-127 and again from 128-255. The second value it?s a 8 number sequence from 0-7. So if the second value is 38, that?ll translate as either a RMF or a RF (depending on the first value).
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INJURIES
Injury type: The following injuries values are as follows, obviously ?0? is someone who is Fit to Play
0 = Fit to Play................... 7 = bruising
1 = broken leg................... 8 = bruising
2 = broken arm.................. 9 = broken finger
3 = fracture...................... 10 = knee injury
4 = cold........................... 11 = muscle strain
5 = stomach bug............... 12 = back injury
6 = hamstring injury........... 13 = foot injury
...................................... 14 = broken rib
Yes bruising appears twice. Quite possibly it is for different parts of the body.
Injury length . The value is simply the number of days the injury will keep a player out for. An injury can last for longer than 255 days, ignore the players in-game personal profile that it may say he is only out for a few days.