Last updated: 12/15/2008
Howtos:
Remark:Team definition files can't be part of official Bygfoot packages since they contain official team names. You'll have to download them from the homepage or via the update script (as soon as there are some available).
Use Sebastián Moncho's editor! This nice chap from Valencia, Spain
wrote a simple Java gui for creating team definitions. You have to have the
Java Runtime Environment installed and the Java executable must be in your PATH
to run the editor, which you can get
here.
Run java -jar bygfoot-team-creator-XXX.jar
(XXX being the version) to start the
program.
The filename of a team definition file should start with team_
,
followed by the country the team is from, e.g. team_germany_
.
You can choose the last part as you like, e.g. team_germany_bayern.xml
for Bayern München.
Here's an example (team_germany_bayern.xml
) showing you all the tags
available to describe the team itself:
<team> <team_name>Bayern München</team_name> # The team name. This can be an official name # (contrary to the team names in league definition # files), since the team definition files won't # be part of the official Bygfoot packages. <stadium_name>Allianz-Arena</stadium_name> # Name of the stadium. <symbol>flag_germany.png</symbol> # Team symbol file. Can be any reasonable image # file (jpg, gif etc.) showing a team badge or # a flag or so. <average_talent>8500</average_talent> # Average talent of the players that get # additionally generated (in case the # definition doesn't contain as many players # as is possible; currently 20) <formation>442</formation> # Team formation, like 442 or 433 or 352. <names_file>germany</names_file> # The file the player names for generated # (not defined) players should be taken # from. ...snip... </team>
To add a player to the team, you simply add a section like the following
one to the team definition (depth 1, ie. <player>
has the same depth as
<name>
, for instance). Currently, team defs can only contain 20
players.
...snip... <names_file>germany</names_file> <player> # Starting tag of a player. <player_name>Oliver Kahn</player_name> # Player name. <birth_year>1969</birth_year> <birth_month>6</birth_month> # Birth year and month. Used to calculate # the player age. <skill>9000</skill> <talent>9800</talent> # Skill and talent in percentage of the maximum # skill times 10000. In this case, Kahn will have # 90% of the maximum possible player skill, and # if he were young, he could reach at most 98%. # Talent has to be greater or equal to the skill!!! <position>0</position> # The position of the player. Positions are: # 0: Goalie # 1: Defender # 2: Midfielder # 3: Forward </player> ...snip... </team>
To tell the program that it should load the team settings and
players from a definition file, the file should be somewhere in
the support directories (e.g. ./support_files/teams
or
$HOME/.bygfoot-1.9/definitions/teams
) and the team section
in the league definition has to link to the file.
Such a link is established by adding the tag <def_file>
to the
team section (containing <team_name>
) containing the part of
the team definition file name between team_
and .xml
. In our
case the corresponding part of the league definition league_germany1.xml
looks like this:
...snip... <teams> <team> <team_name>München</team_name> <def_file>germany_bayern</def_file> </team> <team> ...snip... </teams> </league>
The definition file was called team_germany_bayern.xml
, remember? So we write
germany_bayern
into the def_file
tag.
You see, team definition files are really simple.
When loading a team def, hardly any error checking is done, so take care to create clean definitions.
You can have a look at the example file team_germany_bayern.xml
here.