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Old 11-19-2005, 02:25 AM   quick question ca, pa Post #11
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Shifan, about those abilities that aren't affected by CA, i think in FM06 they are qualified "absolute" and those affected by CA are qualified "relative".

Here's a table tht i wrote from datas found in several posts and, mostly, from MV guide.

http://img294.imageshack.us/img294/6076/attributesasbrel7bk.th.png

After some experiences it seems that determination and consistency can improve too, my guessing, thanks to the good "Coaching Mental" attributes of the staffs.

Jan
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Old 11-19-2005, 10:51 AM   quick question ca, pa Post #12
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Jan, good work m8!

hope someone can tell the range of attribute or the way of calculation.
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Old 12-17-2005, 06:25 PM   quick question ca, pa Post #13
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I am still working on the relative attribute calculation from relative ranges to display values.

However in FM 2006 the absolute attributes are not stored in 0-20 form, so you need to convert those too into display format, here is the code for it:

<pre class="ip-ubbcode-code-pre">BYTE CalculateAbsAttribute ( char iReal ){ if ( iReal &lt; 8 )return 1; if ( iReal &lt; 13 )return 2; if ( iReal &lt; 18 )return 3; if ( iReal &lt; 23 )return 4; if ( iReal &lt; 28 )return 5; if ( iReal &lt; 33 )return 6; if ( iReal &lt; 38 )return 7; if ( iReal &lt; 43 )return 8; if ( iReal &lt; 48 )return 9; if ( iReal &lt; 53 )return 10; if ( iReal &lt; 58 )return 11; if ( iReal &lt; 63 )return 12; if ( iReal &lt; 68 )return 13; if ( iReal &lt; 73 )return 14; if ( iReal &lt; 78 )return 15; if ( iReal &lt; 83 )return 16; if ( iReal &lt; 88 )return 17; if ( iReal &lt; 93 )return 18; if ( iReal &lt; 98 )return 19; return 20;}</pre>
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Old 12-17-2005, 06:37 PM   quick question ca, pa Post #14
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Quote:
Originally posted by Peter Cseke:
<pre class="ip-ubbcode-code-pre">BYTE CalculateAbsAttribute ( char iReal ){ if ( iReal &lt; 8 )return 1; if ( iReal &lt; 13 )return 2; if ( iReal &lt; 18 )return 3; if ( iReal &lt; 23 )return 4; if ( iReal &lt; 28 )return 5; if ( iReal &lt; 33 )return 6; if ( iReal &lt; 38 )return 7; if ( iReal &lt; 43 )return 8; if ( iReal &lt; 48 )return 9; if ( iReal &lt; 53 )return 10; if ( iReal &lt; 58 )return 11; if ( iReal &lt; 63 )return 12; if ( iReal &lt; 68 )return 13; if ( iReal &lt; 73 )return 14; if ( iReal &lt; 78 )return 15; if ( iReal &lt; 83 )return 16; if ( iReal &lt; 88 )return 17; if ( iReal &lt; 93 )return 18; if ( iReal &lt; 98 )return 19; return 20;}</pre>
To make it shorter:

<pre class="ip-ubbcode-code-pre">BYTE CalculateAbsAttribute ( char iReal ){ if ( iReal &lt; 8 )return 1; if ( iReal &gt; 97 )return 20; return ((int)iReal+2)/5;}</pre>
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Old 12-18-2005, 09:06 AM   quick question ca, pa Post #15
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Also an injured status can affect the value of the displayed attribute, this is a function that seems pretty accurate to me in FM 2006 for relative attributes:

<pre class="ip-ubbcode-code-pre">BYTE CalculateRelAbility ( int i, int iReal ){int iTemp;iTemp = ( ( iReal * 2 ) + GAMEDB_Staff[i].pPlayer-&gt;uAbilityCurrent + 9 ) / 10; if ( iTemp &lt; 1 )return 1; if ( iTemp &gt; 20 )return 20; return iTemp;}</pre>
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Old 12-18-2005, 09:08 AM   quick question ca, pa Post #16
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Quote:
Originally posted by Peter Cseke:
Also an injured status can affect the value of the displayed attribute, this is a function that seems pretty accurate to me in FM 2006 for relative attributes:

<pre class="ip-ubbcode-code-pre">BYTE CalculateRelAttribute ( int i, int iReal ){ int iTemp; iTemp = ( ( iReal * 2 ) + GAMEDB_Staff[i].pPlayer-&gt;uAbilityCurrent + 9 ) / 10; if ( iTemp &lt; 1 )return 1; if ( iTemp &gt; 20 )return 20; return iTemp;}</pre>
Indent fixed.
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Old 12-19-2005, 12:36 AM   quick question ca, pa Post #17
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none of these give values that match up in game for me - they are always out by 1 or 2 and never consistent (ie an absolute value of 29 is 5 for one player and 6 for another)
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Old 12-19-2005, 06:11 AM   quick question ca, pa Post #18
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Quote:
Originally posted by littleblue50:
none of these give values that match up in game for me - they are always out by 1 or 2 and never consistent (ie an absolute value of 29 is 5 for one player and 6 for another)
In my games for 29 I get 5 if:

1) the player is injure
2) the player is very young
3) the player is very old

I guess there are some other factors that can influence the value (like I said when posting the relative formula, that too can be influenced) and the display value can be a little lower in such cases.

Another interesting thing - when I was researching the formula for relative attributes, I saw a goalkeeper who had 10 in 'Command of Area' in his profile, but when I was shortlisting goalkeepers with same CA, and selecting to view the goalkeepeing attritbutes, it said 9 in that screen, so not even the in-game formula is the same every time - though this might be a bug. :eek:
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Old 12-19-2005, 07:15 AM   quick question ca, pa Post #19
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Quote:
Originally posted by Peter Cseke:
<BLOCKQUOTE>Originally posted by littleblue50:
none of these give values that match up in game for me - they are always out by 1 or 2 and never consistent (ie an absolute value of 29 is 5 for one player and 6 for another)
In my games for 29 I get 5 if:

1) the player is injure
2) the player is very young
3) the player is very old

I guess there are some other factors that can influence the value (like I said when posting the relative formula, that too can be influenced) and the display value can be a little lower in such cases.

Another interesting thing - when I was researching the formula for relative attributes, I saw a goalkeeper who had 10 in 'Command of Area' in his profile, but when I was shortlisting goalkeepers with same CA, and selecting to view the goalkeepeing attritbutes, it said 9 in that screen, so not even the in-game formula is the same every time - though this might be a bug. :eek: </BLOCKQUOTE>

Also re-reading your original post, there is something I don't understand - you say the values are always out by 1 or 2 and then you give an example where the value is out by 1 (5 for 29) or is the same (6 for 29), which contradicts it being out by 2 and also contradicts the word alwayws.

After I wrote the two formulas, I added them to my tool, I printed out attributes of all players, and started to make random test (since I was aware of the above mentioned 3 points, only with players who were not injured and not under 20 or over 35) and all attributes were the same on the profile screen with what I printed out.

I will surely check other players in the future, but I don't currently have the time, but if you can find out about what those players have in common, please let me know.
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Old 12-19-2005, 10:12 AM   quick question ca, pa Post #20
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I apologise for using the word always, but it was a typo. I have checked about 100 players using my tool using the formulas provided here and out of those 100-odd, less than 10 are the same as the in-game values. most are out by 1 or 2 (usually 1)
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