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bruddog

SET custom injury rates for each player

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@bruddogI tested it and the player got injured but his status never changed, so even though the injured animation goes off there is no X beside the name and I can still keep him in the game.

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@bruddog Better, but still has some weirdness. Example: Played a Season Game SEA vs NO; SEA has an injury and it works correctly (has the star, status is injured). Next 3 injuries are fine too. But the 5th injury brings SEA up to JETS Offensive Starters and shows a JETS player injured. NO then has an injury next and it brings up the JETS Offensive Starters, and the player who was just injured isn't showing injured now. Tried it a few times and its very random but happens consistently if there are multiple injuries in a game. Had 1 game where the Giants QB got injured, Browns Offensive Change comes up, next play same Giants QB gets injured, but now Oilers Offensive Change comes up. Giants QB still in play. 

From what I can see it looks like after so many injuries it messes up the pointer in some way and starts looking at a different team and then gets stuck on that team. Maybe something being stored?

**EDIT: Had it happen on the 1st injury of the game. Bengals QB gets hurt, brings up Browns Offensive Starters screen. I think the injury is triggering correctly but its pulling the incorrect value for the team for the change screen (but only sometimes).

Edited by TheRaja

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@theRaja what rom are you starting off with? A 32 team rom or 28 team rom? It possible the 32 team rom has some code there that is screwing with things. 

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I made a couple tiny edtits and verified this works on a 28 team rom. Well I tried it in a couple games. I don't see why it shouldn't work on the 32 rom either. @TheRaja can you try it on a 28 team rom. 

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@bruddog tried it on a 28 team rom. 2 games. first game i set RB1 for buffalo to FF and left the rest at 00. set buf to com and played their first game. everything went fine. thomas went down first carry and everyone else was gtg. then tried the same setup again, except i changed the bills RB1 RB2 and RB3 to FF. Thomas went down first carry as expected, davis came in, but neither davis nor kinnebrew went down, despite having 5-6 carries each. furthermore, the PR for miami got hurt, they subbed in Logan for the injured Martin. But then Logan got hurt as well, and on the injury replacement screen it showed MIA starters, but the reserve side of the screen was BUF. so, in the middle of a game, miami worked out an unprecedented trade with buffalo and replaced Logan with edwards....or so it would seem. In the span of 1 quarter, Marc Logan had had enough of Marv Levy's sh*t and said I would rather play injured for Miami than sit on the bench for a team that's destined to lose 4 consecutive super bowls, and since there was none of that sissy concussion protocol in 1990, he was right back in on the next punt return.

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@bruddog far as i can tell, that rom runs like a scalded dog. again, set RB1 RB2 and RB3 to FF. Thomas went down on the first hit, making buffalo slightly less godlike. Then Davis down on his first hit, But that was ok because Don Smith has been patiently waiting his entire tecmo life to embarrass himself on the gridiron, and he's got double zeroes, so his ceaseless emasculation earned him the mvp of the game....for the dolphins. but wait, late in the third quarter, having had enough of Smith's tecmo bullsh*t, Levy decides to call Mueller's number for the first time. It can't be any worse right? wrong. Mueller's 50k/yr salary is immediately voided due to the worst case of turf toe the nfl will ever see. It's only 1 game into Marv's very first march to the super bowl, and he's already lost every real option he has at the running back position. Even the Tim Tebow of halfbacks, Don Smith can't play both HB and FB at once, So levy looks around at his squad. He's got Metzelaars...he's big, hes strong, he's even ugly enough to play nose tackle. But due to the technicality of being next on the list, Don Beebe gets the nod. He's lightning fast and roughly the size of my 11 year old son. He'll be perfect at fullback.

 

I guess what I'm trying to say is, Brude, you're a genius. Awesome code. Furthermore, this is the first season where 4-5 KRs didn't get injured prior to the buffalo game. Thanks man. I'll post back if anything comes up but this looks solid to me so far. Can we get it in the hex code?

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@bruddog thats great man. a couple of quick questions. so in the original hack, there was a byte for QB1-TE2, a byte for KR, a byte for PR, then 2 bytes that coorelated to nothing, totaling 16 bytes per team. Is that the same here? (i tried counting and it seems there are 8 extra slots if i count out 16 slots for 28 teams) And the second question, how does the KR/PR injury rate work? Is it that whoever occupies that spot assumes the injury rate of those bytes, or does everyone keep the injury values plugged into the first 12 slots, rendering the KR/PR slots irrelevant?

Edited by Ian Jones

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@Ian Jones KR/PR has their 7/256 Injury Rate. bruddog said he had moved it to a new location within the new code.

Also its 12 bytes per team. So for example Bengals are 0x35ac2 while Browns are 12 away at 0x35ace. Im using a 28 team rom.

Also @bruddog this is awesome I went ahead and added it to my TFO 2020 rom and am running like a full CPU season to test it. No issues so far looks awesome :)

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@bruddog Had a weirdness. Start of the game, team kicks off and injures kick returner. But the player change screen is showing the opponents team, and it is there KR that is injured. 

 

Also where is the byte for the KR/PR Percentage? Is that 0x35a49?

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SET(0x2412D,0x20639E)
SET(0x24452,0x207B9E)
SET(0x248B5,0x207B9E)
SET(0x24BDA,0x20639E)

SET(0x25E73,0xA91AA000A29A2054C4A588291F0AAABD11664C909EEAEAEAA91AA042A29A2054C4A589291F0AAABD4566EAEAEA)

SET(0x35A10,0xA588291FC906B030A9848544A99A8545A56CF011AAA54418690C8544A54569008545CAD0F0A588291F0AAABD1066856EBD1166A8B144A8600AAABD1066856EA00760A589291FC906B030A9848544A99A8545A56DF011AAA54418690C8544A54569008545CAD0F0A589291F0AAABD4466856EBD4566A8B144A8600AAABD4466856EA00760)

 

INJURY_CHANCE_TABLE

SET(0x35A94,0x000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000)

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Ill test this tonight. I love playtesting this kind of stuff esp since this ones really cool. I plan on using this my TFO 2020 Apps to include the ability for team owners to buy better injury rates. So a player could be Fragile (04), Normal (02), or Resilient (01) depending on the money spent. My owners hate injuries so I think this is gonna be a big hit with them :)

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Looking good so far. KR/PR Injury Rate is now 0x35a50 for P1 and 0x35a92 for P2. Tested alot with the returners and that looks fixed. Im running a full CPU season now but based on the last testing since the returners are fixed it looks like its gonna be solid. But Ill keep testing it within the TFO rom but if I get any weirdness Ill retest it in a TSB rom. I heart fast forward :) But excellent work brudogg a nice way to add an extra stat to players, gonna give some extra flavor to games :) 

Edited by TheRaja

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So while I was testing (still running with no issue so far, going to run a team through a full season next) I had an idea; could this code be modified so that instead of it targeting the players base on a table it would give them an injury rate based on their condition? So Excellent 01, Good & Average 02, and Bad 03 for example. Or one could give Excellent players 00 for "invincibility"  or punish Bad players with FF. I'm going to use the current method for TFO because I let people make their own teams so targeting individual players gives me an additional player trait I can use on the  team application, but I thought the condition was an interesting idea and figured that conditions have to be stored with the players so in theory I think it would be possible.

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The default injury rate is super low. For man mode its insanely low. But since you play in coach mode and there are more tackles because the players don't get OOB

 

1/256 is like once out of 256 tackles your player will get injured. That means a player would probably go 5+ seasons without an injury for WR's and TE's and QBs

 

For a workhorse RB it would probably make a big difference. 

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6 minutes ago, bruddog said:

The default injury rate is super low. For man mode its insanely low. But since you play in coach mode and there are more tackles because the players don't get OOB

 

1/256 is like once out of 256 tackles your player will get injured. That means the average is you would go 5-6 seasons without an injury for WR's and TE's and QBs

 

For a workhorse RB it would probably make a big difference. 


Yeah I can see that. Im glad I mentioned this. I think I'll instead go Fragile (04), Normal (03), Resilient (02) instead or something like  Fragile (04), Normal (02). Not sure if I want to go higher than 04 in a full season CPU league as one season I changed the injury rate to 03 and the owners complained all season on how many injures were going on. Had a few full teams with all injured benches lol.

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