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Suzukaze

basePosition.json (PES2019)

Mar 14th, 2023 (edited)
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  1. /// @class auto
  2. // Configuration options
  3. {
  4.     //----------------------------------------
  5.     // setup for attacking
  6.     //----------------------------------------
  7.     // distance between FW and DF during attack
  8.     "lengthOf": 40.0,
  9.  
  10.     // spread to the side during attack
  11.     "offencWideLength" : 50.0,
  12.    
  13.     // margin from the sideline
  14.     "marginSide" : 10.0,
  15.  
  16.     // overall adjustment of attacking ratio
  17.     "adjustFrontOF": 18.0,
  18.  
  19.     // overall adjustment of attacking ratio (yes, they put that twice)
  20.     "adjustBackOF" : 0.0,
  21.  
  22.     // enable FW having random speed change
  23.     "xposiRateCustom" : false,
  24.    
  25.     // size of FW "category" (literally written as カテゴリ)
  26.     "fwGroupRate" : 0.8,
  27.    
  28.     // allow team actions to group actions
  29.     "teamToGroupAdjustEnable" : false,
  30.    
  31.     // distance for changing from team action to group actions
  32.     "teamToGroupAdjustStart": -10.0,
  33.    
  34.     // distance for changing from team action to group actions (yes, they put that twice as well)
  35.     "teamToGroupAdjustEnd" : 0.0,
  36.    
  37.     // Z coordinate correction -> opens (maybe "wider" if that's what they call in English?) more than usual
  38.     "offsetZposiAdjust" : true,
  39.    
  40.     // Z coordinate correction "start position" adjustment distance
  41.     "offenceZposiAdjustDist" : 0.0,
  42.    
  43.     // adjust distance for center player's side movement when other players move to the side (simple translation)
  44.     // adjust travel distance to the side of the center player for players who open to the outside in the process of opening to the side (FULL translation, it is THAT long.)
  45.     "openSideAdjustZRate" : 0.15,
  46.    
  47.    
  48.     //----------------------------------------
  49.     // adjustments for set play
  50.     //----------------------------------------
  51.     "adjustSetplay" : true,
  52.    
  53.     "setplayToInplayHeightMin" : 0.3,
  54.     "setplayToInplayHeightMax" : 0.9,
  55.  
  56.     // Adjustment for goal kicks
  57.     "gklBaseX"          : 8.0,
  58.     "gklBaseZRate"      : 0.5,
  59.     "gklAdjustRateX"    : 0.0,
  60.     "gklAdjustRateZ_FW" : 0.0,
  61.     "gklAdjustRateZ_MF" : 0.0,
  62.     "gklAdjustRateZ_DF" : 0.0,
  63.     "gklSupportRate"    : 20.0,
  64.     "gklWidthZ"         : 38.0,
  65.    
  66.     "gksBaseX"            : 30.0,
  67.     "gksBaseZRate"        : 0.5,
  68.     "gksAdjustRateX"      : 0.0,
  69.     "gksAdjustRateZ_FW"   : 0.0,
  70.     "gksAdjustRateZ_MF"   : 0.0,
  71.     "gksAdjustRateZ_DF"   : 0.0,
  72.     "gksHalfLineRateX_SB" : 60.0,
  73.     "gksSideLineRateZ_SB" : 0.0,
  74.     "gksPenaltyLineRateX_DF" : 40.0,
  75.     "gksWidthZ"           : 50.0,
  76.  
  77.     // spread to the side during attack (but what is it doing here?? should it be elsewhere konami?)
  78.     "throwinWidthZ" : 25.0,
  79.    
  80.     // throw-in (yes, they wrote as that.), distance between FW and DF when defending
  81.     "throwinLengthDf" : 20.0,  
  82.    
  83.     // When freekick, how MF should be going up (moving closer to the opposition goal)
  84.     "freeKickAdjustRateX_MF" : 1.0,
  85.     "freeKickAdjustRateZ_FW" : 63.0,
  86.     "freeKickAdjustRateZ" : 55.0,
  87.    
  88.     // Set who goes up at free kick
  89.     "freekickAttackAddNum" : 2,
  90.     "freekickAttackForce0" : -1,
  91.     "freekickAttackForce1" : -1,
  92.     "freekickAttackForce2" : -1,
  93.    
  94.     // DF line position when (at) kick off
  95.     "kickoffDfLineX" : -18.0,
  96.    
  97.  
  98.     //----------------------------------------
  99.     // defensive settings
  100.     //----------------------------------------
  101.     // distance between FW and DF when defending
  102.     "lengthDf": 25.0,
  103.     // offset condition(?) to the side
  104.     "wideRate" : 0.1,
  105.  
  106.     // DF line height during attack
  107.     "dfLineRate": 0.3,
  108.    
  109.     // DF line height adjustment
  110.     "dfLine" : 10,
  111.  
  112.     // size of DF "category" (literally written as カテゴリ)
  113.     "dfGroupRate": 0.4,
  114.  
  115.     // FW line height adjustment ≒ "press" (literally written as プレス) start position
  116.     "pressRate" : 0.5,
  117.    
  118.     // FW-MF minimum distance between
  119.     "minDistMF_FW" : 1.5,
  120.  
  121.     // MF-DF minimum distance between
  122.     "minDistMF_DF" : 6.0,
  123.  
  124.     // MF line height adjustment
  125.     "mfLineRate" : 0.2,
  126.  
  127.     // size of MF "category" (literally written as カテゴリ)
  128.     "mfGroupRate" : 0.3,
  129.    
  130.     // DF line begins to move back in according to the ball distance
  131.     "dfLineBack" : 10.0,
  132.    
  133.     //DF "half-width" (for 3 players)
  134.     "dfLineWidth_3" : 18.0,
  135.     //DF "half-width" (for 4 players)
  136.     "dfLineWidth_4" : 23.0,
  137.     //DF "half-width" (for 5 players)
  138.     "dfLineWidth_5" : 28.0,
  139.     //DF "half-width" (for corner kick)
  140.     "dfLineWidth_Corner" : 10.0,
  141.    
  142.     //DF maximum width ratio to be tighter when DF is being attacked
  143.     "dfLineCloseRate" : 0.7,
  144.  
  145.     // force equal distance between "category" (yeah, another カテゴリ)
  146.     "dfForceAverageZ" : true,
  147.  
  148.     // move towards the ball instead of staying in the "basic position"
  149.     "dfAdjustZ" : true,
  150.    
  151.     // what is the maximum percentage closer to the ball side? (yeah, they're talking to themselves)
  152.     "dfAdjustZRateMax" : 40.0,
  153.  
  154.     // the distance to avoid getting too close to the ball direction
  155.     "dfAdjustZCheckWidthMin" : 5.0,
  156.  
  157.     // maximum distance within "the range of influence", including margin
  158.     "dfAdjustZCheckWidthMax" : 30.0,
  159.    
  160.     // X-axis distance =< this value, then adjustment value to move towards the ball direction will be maximum.
  161.     "dfAdjustZCheckLenMin" : 12.5,
  162.  
  163.     // X-axis distance > this value, then adjustment value to move towards the ball direction will be zero.
  164.     "dfAdjustZCheckLenMax" : 20.0,
  165.  
  166.  
  167.     // maximum height adjustment for defensive line.
  168.     "dfLineAdjustMax" : -4.0,
  169.     "dfLineAdjustMin" : -4.0,
  170.  
  171.  
  172.     // ball position adjustment when defensive line goes up to center line (literally センターライン)
  173.     "dfLineCenterAdjustMax" :  2.0,
  174.     "dfLineCenterAdjustMin" : -10.0,
  175.    
  176.  
  177.     // enable play cover? (KONAMI talks to themselves again)
  178.     "dfCoverEnable" : true,
  179.    
  180.     // enable "side" cover? (alright KONAMI you need to stop talking to yourself...)
  181.     "dfCoverAdjustX" : true,
  182.    
  183.     // how close to the covering position should the "basic position" be adjusted? (it's over, KONAMI lost their minds)
  184.     "coverRateZ" : 0.4,
  185.    
  186.    
  187.     // user position (literally ユーザーポジション) adjustments (oh nevermind, they still have some of their minds left)
  188.     "dfUserPositionAdjustEnable" : true,
  189.     "dfUserPositionAdjustRate"   : 1.0,
  190.     "dfUserPositionAdjustTime"   : 30,
  191.    
  192.    
  193.     // match the width of the opponent's attack
  194.     "dfAttackWidthEnable" : true,
  195.    
  196.     // FOR DEBUGGING: ONLY FOR enemy attack width (why is this turned on in PES2019 anyways?)
  197.     "dfAttackWidthForce" : true,
  198.    
  199.     // how far ahead from the front of the group to recognize the enemies (basically AI eyesight to see opponent, i think)
  200.     "dfAttackWidthFront" : 7.8,
  201.    
  202.     // how far behind from the back of the group to recognize the enemies (basically AI eyesight to see opponent, i think)
  203.     "dfAttackWidthBack" : 2.0,
  204.    
  205.     // MARGIN
  206.     "dfAttackWidthMarginFront" : 12.0,
  207.    
  208.     // MARGIN
  209.     "dfAttackWidthMarginBack" : 5.0,
  210.    
  211.    
  212.     // how the MF line spreads when taking corners
  213.     "cornerkickDefenceMFWidth" : 100.0,
  214.    
  215.     // how much support does the MF need to provide to the opposite side? (please konami)
  216.     "cornerkickDefenceMFSide" : 100.0,
  217.    
  218.     // how much does the defense line move up during Goal Kick (literally ゴールキック)? (it's over)
  219.     "gksDefenceBackRate" : 100.0, //maybe striker?
  220.     "gklDefenceBackRate" : 40.0, //maybe line?
  221.    
  222.     // ratio of space covered
  223.     "spaceCoverRate" : 0.4,
  224.    
  225.     // -----
  226.     // this part confuses me the most since the writing of KONAMI devs seems to be only readable for them
  227.     // -----
  228.  
  229.     // MF line score that adjusts the maximum value of the DF target line????????? i dont even know how to word it properly (DF目標ラインの最大値調整を行なうMFライン得点)
  230.     "mfLineScore_adjustMax" : 150.0,
  231.    
  232.     // how much width between the defense line and midfield line need to be divided and should be considered as the maximum correction value (DFラインとMFライン幅の何分割を最大補正値とするか)
  233.     "adjustDiv" : 4.0,
  234.  
  235.     // MF line score to WALK?!?! (WALKするMFラインのスコア)
  236.     "walkMfLineScore" : 160.0,
  237.    
  238.     //----------------------------------------
  239.     // Offense and Defense thinking process (nah, that thinking process is what i made up, but basically this is their brain because in Japanese they uses "processing")
  240.     //----------------------------------------
  241.     // slide the opposite side towards the "basic position" in the front
  242.     "slide" : false,
  243.  
  244.     // slide (スライ) method 0:Proportional 1:Second-order curve
  245.     "slideKind" : 0,
  246.  
  247.     // maximum value of the slide width
  248.     "slideWidth" : 3.0,
  249.  
  250.     // maximum distance when slide width reaches maximum value
  251.     "slideDistMax" : 25.0,
  252.    
  253.     // minumum distance when slide width haven't reach it's value
  254.     "slideDistMin" : 8.0,
  255.    
  256.     // distance for slide judgment
  257.     "slideJudgeWidthBase" : 10.0,
  258.    
  259.     // margin for slide judgment
  260.     "slideJudgeWidthMargin" : 10.0,
  261.  
  262.  
  263.     // X-axis target line deviation
  264.     "targetLineXVariation" : 0.2,
  265.    
  266.     // Z-axis target line deviation
  267.     "targetLineZVariation" : 0.2,
  268.  
  269.     //----------------------------------------
  270.     // lmao this is threshold value for movement-related functions that KONAMI couldn't figure out what's wrong so they're using a cheap and dirty fix
  271.     //----------------------------------------
  272.     // starting distance
  273.     "moveStartDist" : 0.8,
  274.  
  275.     // check if value reaches this
  276.     "forceWalkDist" : 1.2,
  277.    
  278.     // check if value reaches this (again)
  279.     "forceJogDist" : 2.4,
  280.  
  281.     // check if value reaches this (and again)
  282.     "forceDashDist" : 9.0,
  283.  
  284.     // distance at which the player changes action from dashing to running
  285.     "speedDownRunDist" : 5.0,
  286.  
  287.     // distance at which the player changes action from jogging to running
  288.     "speedUpRunDist" : 4.0,
  289.    
  290.     //----------------------------------------
  291.     // delay the cover by using the coordinated parameters(?) (連携パラによってカバーを遅らせる)
  292.     //----------------------------------------
  293.    
  294.     // range where coordinated parameters are reflected
  295.     "upperConnectionParam" : 70.0,
  296.     "lowerConnectionParam" : 50.0,
  297.    
  298.     // maximum wait interval without cover by coordinated parameters
  299.     "maxWaitTime" : 30.0,
  300.    
  301.     // increase the X-coordinate of the base position depending on attack awareness
  302.     "adjustXFromAttackAwareness3" : 2.5,
  303.     "adjustXFromAttackAwareness4" : 5.0,
  304.    
  305.     // Debugging TODO:: DELETE THIS (very cool konami)
  306.     "defenceCompact" : 20,
  307.    
  308.     //distance for adjusting FW "ideal" X-coordinate line according to compactness parameter
  309.     "adjustXCompactFW" : 0.5,
  310.    
  311.     //distance for adjusting "ideal" Z-coordinate line according to compactness parameter
  312.     "adjustZCompact" : 1.0,
  313.    
  314.     //distance for adjusting "ideal" Z-coordinate line LOWER limit according to compactness parameter
  315.     "adjustZMinCompact" : 0.5,
  316.    
  317.     //----------------------------------------
  318.     // ZONE DEFENSE (literally ゾーンディフェンス)
  319.     //----------------------------------------
  320.    
  321.     //basic distance for checking when a matchup (マッチアップ) player changes from DF⇒MF
  322.     "checkBaseDist" : 4.0,
  323.    
  324.     //adjustment distance for checking when a matchup (マッチアップ)  player changes from DF⇒MF
  325.     "checkAdjustDist" : 3.0
  326. }
  327.  
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