Or maybe this::::
Below follows brief explanations of what each value is referring to.
E.g.
StrokeAttributes
Type Moderate
EdgeModifier 50
EdgeModifier6 12
Difficulty 19548 Reward 23729
Difficulty6 45824 Reward6 52928
EdgeProb 5008 EdgeProb6 4160
BowlerTypes 15
BallStumps 1
BallBatsman 0
BallLength 2
Mode Normal KeyFrame 0
Frame 28
Vertical 95709568
Direction 43170173 DirectionArea 23570494
Power 1553207 PowerArea 516947
Type Moderate
Used for Cpu shot selection - as each ball is bowled the program decide if either a defensive/moderate/aggressive shot is to be played. Then depending also on the values stored in ballstumps,ballbatsman & ballength, a stroke file is selected.
EdgeModifier 12
EdgeModifier6 12
In my opinion the main values used to determine how likely an edge is to occur when playing this stroke. The higher the values the more likely there is to be an edge. However edge probability also is dependant on settings in the config file. (I.e BatWindowIdealSize and BatEdgeAverage etc)
EdgeModifier6 naturally refers to a Power Boost (6 Hit) shot being played, where as EdgeModifier refers to a normal powered stroke.
Difficulty 19548 Reward 23729
Difficulty6 45824 Reward6 52928
Difficulty(6) refers to how hard it will be to time a stroke correctly (keyframes - to be explained later). The lower the value the easier it is to perfectly time shots.
Reward(6) - Used for Cpu shot selection. As well as Type and Ball(stumps, batsman and length), the Reward value determines how likely a stroke is to be played in any given situation, The higher the value, the more likle the stroke is to be used.
EdgeProb 5008 EdgeProb6 4160
Like with EdgeModifier(6) values explained above, this helps determine the liklihood of an edge occuring using this shot. The higher the value the more likely and edge will occur. In my experience this value is not as important as the EdgeModifier one.
BowlerTypes 15
Used for Cpu Shot selection
15 = shot to be played against all bowler types
14 = shot to be played against all bowler types (?)
9 = shot to be played against medium, med/fast and fast bowlers
6 = shot to be played against spinners only
BallStumps 1
BallBatsman 0
BallLength 2
Used for Cpu shot selection. This part in itself would take chapters to write to explain properly. Therefore here I will explain briefly how each values helps determine which stroke is selected depending on where the ball pitches
BallStumps
0 = ball missing leg stump
1 = ball missing off stump
2 = ball hitting stumps
3 = ball hitting anywhere
BallBatsman
0 = batsman to leg side of ball when playing stroke
1 = batsman to off side of ball when playing stroke
2 = batsman in line with ball when playing stroke
3 = batsman standing anywhere when playing stroke
BallLength
0 = ball pitching half way down the pitch (I.e. short pitched delivery)
1 = ball pitching on a good length (& just short of a good length)
2 = ball pitching right upto the batsman (full length, half volley, yorker)
3 = In my experience this is similar to 2, but more liklihood of this stroke being played.
4 = New value in C2004. Ravi may disagree(?), but I think it refers to any ball pitching outside off stump ?
5 = New value in C2004. Ravi may disagree(?), but I think it refers to any ball pitching outside leg stump ?
So in the example above
BallStumps 1
BallBatsman 0
BallLength 2
This refers to a ball missing off stump, the batsman standing to the leg side of the ball and the ball is pitched up (Cover drive)
Mode Normal KeyFrame 0
Mode = Normal. This is used if this stroke has been selected for a normal powered shot
Mode = 6 Hit. This is used if this stroke has been selected for a Powered (6 Hit) shot
Timing of stroke determines which of the keyframes is used
keyframe 0 very late timing
keyfame 1 late timing
keyframe 2 perfect timing
keyframe 3 early timing
keyframe 4 very early timing
Frame 28
This determine how fast the shot animation is used - the higher the value the quicker the animation. Best left alone
Vertical 95709568
This value determines how high the ball goes off the bat.The higher the value, the lower the trajectory. For guidance :
100000000 - 110000000 = heights used for slip catching.
130000000 - 150000000 = shots to travel along the ground
Direction 43170173
This value determines the direction of the stroke. Search the BLC forums or the BLC downloads and look for Shailesh's stroke direction wheel which gives explanations as to which directions the values refer to.
DirectionArea 23570494
Each shot has its own direction. However it would be boring if each stroke always went in the same direction, hence this value. The higher the value the more liklihood of the shot going to the left/right of the pre determined direction set in the Direction value.
Power 1553207
Determines the power of a stroke. By definition keyframe 2 (perfect timing) should always have the highest power values. For guidance:
Power 2500000 - 3000000 usually good enough to hit the boundaries.
PowerArea 516947
Like direction, it would be boring if each stroke was always hit with the same power. The higher this value the greater the power variation from the Power value set.
E.g if Power set to 2500000 (good power) and PowerArea = 700000, then high chance of this shot being hit with super power (eg Power 3000000) and high chance also of this shot being hit with low power (eg Power 1500000). If PowerArea for this shot was set to 1000000, then low chance of any variation of the shot being hit with anything other than 2500000 power.
For guidance:
PowerArea 6000000 = good variation of Power Ranges
PowerArea 9999999 = high variation of Power Ranges
PowerArea 1000000 = low variation of Power Ranges