Player Errors & Ball Control
| Code | Display Name | Meaning & In-Game Effect | Recommended Min - Max |
| e1 | 1st Touch Err | First Touch Error: The margin of error for both the player and the AI when receiving the ball. Higher values make ball control harder and cause the ball to bounce off the player. | 1.00 - 1.60 |
| e5 | Pl. Pass Err | Player Pass Error: The error rate for passes made by the team you control. | 1.20 - 1.75 |
| e20 | CPU Pass Err | AI Pass Error: The error rate for passes made by the CPU. | 1.20 - 1.75 |
| e6 | Pl. Shot Err | Player Shot Error: Affects the accuracy of your shots (higher values mean more missed shots). | 1.10 - 1.55 |
| e21 | CPU Shot Err | AI Shot Error: Affects the accuracy of the CPU's shots. | 1.10 - 1.55 |
| e7 | Shot Bar | Shot Bar Speed : Faster of slower shot bar speed. | 0.95 - 1.25 |
| e8 | GK Reaction | Goalkeeper Reaction: The reaction time of goalkeepers for saves. Lower values make it harder for the GK to save (they react later). | 0.95 - 0.99 |
🤼♂️ Physical Contact & Movement
| Code | Display Name | Meaning & In-Game Effect | Recommended Min - Max |
| e2 | Pl. Inertia | Player Inertia (Weight): The turning speed and weight sensation of the players. If lowered too much, players feel like they are sliding on ice. | 0.96 - 0.98 |
| e3 | Phys Contact | Physical Contact: The intensity of collisions in shoulder-to-shoulder struggles. Increasing this makes the match more physical and aggressive. | 1.05 - 2.25 |
| e4 | Shield Stren | Shielding Strength: Determines how resilient a player is when shielding the ball from an opponent. | 0.85 - 1.15 |
| e14 | Challenge Str | Challenge Strength: The level of aggression and tackling power in one-on-one challenges. | 0.90 - 1.75 |
⚽ Ball Physics & Match Tempo
| Code | Display Name | Meaning & In-Game Effect | Recommended Min - Max |
| e22 | Ball Weight | Ball Weight: The feeling of the ball gliding on the pitch. As it approaches 3.0, the ball feels heavier. | 2.00 - 3.00 |
| e23 | Air Resist | Air Resistance: How much lobbed passes and shots are affected by the wind/air. | 0.01 - 0.05 |
| e24 | Ball Frict | Pitch Friction: How quickly the ball slows down while rolling on the grass. Higher values stop the ball faster. | 0.60 - 1.50 |
| e25 | Ball Bounce | Ball Bounce: Adjusts how high the ball bounces off the ground. | 0.70 - 1.20 |
| e30 | Match Tempo | Match Tempo (Game Speed): The overall speed of the game. Negative (-) values slow down the game, making it closer to a real-life simulation. | -1.50 to 0.60 |
🟨 Referee & Foul Settings
(Tip: For more fouls, try keeping the e26 threshold high and the e29 severity low.)
| Code | Display Name | Meaning & In-Game Effect | Recommended Min - Max |
| e26 | Foul Thresh | Foul Threshold: Determines the minimum amount of contact required for the referee to blow the whistle. Lower values make it harder for the ref to call a foul. | 0.30 - 0.85 |
| e27 | Yellow Prob | Yellow Card Probability: The referee's tendency to show a yellow card. | 600 - 800 |
| e28 | Red Prob | Red Card Probability: The referee's tendency to show a red card. | 200 - 750 |
| e29 | Foul Severity | Foul Severity: How harsh a challenge is perceived to be. Lower values cause players to go down and win fouls even with light contact. | 10 - 60 |
| e16 | Adv. Time | Advantage Time: The duration the referee allows play to continue for an advantage. | 3.00 - 5.00 |
🧠 AI & Stamina
| Code | Display Name | Meaning & In-Game Effect | Recommended Min - Max |
| e9 | Stamina Loss | Stamina Loss: The general rate of fatigue throughout the match. | 1.20 - 2.00 |
| e10 | Dash Stamina | Sprint Fatigue: How much energy is consumed while sprinting. | 1.20 - 2.50 |
| e11 | CPU Pressing | CPU Pressing Level: The intensity of the AI's high pressing against you. | 0.85 - 1.30 |
| e12 | Def Line Hght | Defensive Line Height: How high up the pitch the AI sets its defensive line. | 0.75 - 1.60 |
| e13 | AI React Time | AI Reaction Time: How quickly the AI reacts to situations. Lowering this makes the AI tougher and more responsive. | 0.95 - 1.08 |
| e15 | Dribble Skills | AI Dribble Frequency: The AI's tendency to attempt dribbles or skill moves in 1v1 situations. | 0.95 - 2.25 |
⚙️ Advanced Tactical Parameters (ADV)
| Code | Display Name | Meaning & In-Game Effect | Recommended Min - Max |
| ADV | DfTackleAccur | Defensive Tackle Accuracy: The success rate of the CPU's tackles. Negative (-) values increase the chance of the AI making a missed tackle. | -0.20 to 0.10 |
| ADV | DfAggression | Defensive Aggression: How aggressive the opponent will be when defending. | 0.30 - 1.40 |
| ADV | DfSurround | Surround (Pressing Trap): How many players the AI uses to surround you and how fast they close down when you have the ball. | 0.30 - 1.20 |
| ADV | ObDribbleFoc | Dribbling Focus: The AI's desire to cut inside with the ball. | 0.90 - 2.20 |
| ADV | ObSkillUseRt | Skill Use Rate: The frequency at which the CPU attempts special skill moves. | 0.40 - 2.00 |
| ADV | ObSupportDist | Support Distance: How close the opponent players get to each other while passing. | 0.40 - 0.90 |
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