LEAGUE INFORMATION | ||
| LEAGUE NAME | On-Line American Soccer League | The full name of the league. This will be displayed at various places across the website |
| LEAGUE ABB | OASL | The leagues abbreviation. This is used by the software in some cases to determine which branches of code to use. Do not change this unless instructed to do so. |
| CURRENT SEASON | 36 | The current season. This value increments when the 'reset stats' function is used. |
| COMMISH EMAIL | The Email address of the league commissioner. Displayed as a contact point for coaches. | |
| COMMISH NAME | Andy Foss-Grant | The full name of the commissioner in charge of the league administration. |
BLOWOUT VALUES | ||
| BLOWOUT % | 50 | Blowouts are caused when a team is beaten by a threshold of goals when they use only a low percentage of available skill levels on the roster. Blowout % is the value which determines what percentage of total skill level should be used by a coach deemed acceptable and within the spirit of the game. |
| BLOWOUT GOAL DIFFERENCE | 6 | Blowout Goal Difference is the number of goals a team must be beaten by to have committed a blowout. |
PENALTY KICK EVENT PROBABILITIES | ||
| PK NOTHING | 15 | If a player gives away a penalty kick this is the % chance that no cards will be shown. |
| PK YLW | 45 | If a player gives away a penalty kick this is the % chance he will be shown a YELLOW card. |
| PK RED | 40 | If a player gives away a penalty kick this is the % chance he will be shown a RED card.s |
| INJURY CHANCE | 15 | This value is added to the base chance of an injury occurring. Currently if both teams play all players passive or normal then there is a 1 in 10,000 chance in a given minute that a player on the other team will be injured. However, if both teams play all 22 dirty, then there is an 110 in 10,000 chance that a player will be injured. |
MAX SL FEATURE SET UP | ||
| USE MAXSL? | N | Does the league use the Max Hidden SL feature? |
| EXCELLENT SCOUT | 0 | Value assigned to the ability of the EXCELLENT SCOUT |
| VERY GOOD SCOUT | 0 | Value assigned to the ability of the VERY GOOD SCOUT |
| GOOD SCOUT | 0 | Value assigned to the ability of the GOOD SCOUT |
RETIREMENT VALUES | ||
| # CPs FOR RETIREMENT | 0 | This value is the number of CPs a team will receive when they retire and eligible player. 0 (zero) is disabled. |
| MIN RETIREMENT AGE FOR A CP | 3 | This value is the set at the age when a player can be retired for a CP. |
| RETIREMENT MAX SL | 12 | This value is the maximum skill that a player is eligible for retirement. |
SEASON TURNOVER EFFECTS | ||
| RESET EL? | Y | At the end of a season do all EL values get reset back to 10? Or will EL values remain as they were. |
| CARRY SUSPENSIONS? | N | Do SUSPENSIONS carry into next season? DPs will be reset but this gives the option of carrying suspension over. |
| RESET MORALE | B | This option determines the treatment of Team Morale when a season is turned over. A - Leave it as it is, B - reset to 0.5 across the board, C - raise all team morale to a minimum of 0.5 |
TEAM CAPTAIN SETTINGS | ||
| USE CAPTAINS | Y | Does the league use the CAPTAIN feature where bonuses are awarded to that player for big victories? |
| CAPTAIN MIN AGE | 4 | What is the minimum age a Captain can be? |
TEAM FOLLOWING SETTINGS | ||
| TRAVELLING SUPPORT % | 0.5 | If stadiums are used, this is the percentage of a teams following that travel to away matches. |
| NEUTRAL VENUE SUPPORT % | 0.6 | If stadiums are used, this is the percentage of a teams following that travel to neutral matches. |
| INDIVIDUAL TICKET PRICE | 0.005 | If stadiums are used, this value is the cost of each ticket that the attendance will pay. 0.002k is the default. |
| BASE TV MONEY PER MATCH | 150 | If stadiums are used, this is the base amount of income generated from a match from TV and Sponsorships. This money is shared between both clubs involved in the match. |
PRESEASON SETTINGS | ||
| MAX CPs | 50 | The Maximum number of CPs a team purchase during preseason. |
| MAX TPs | 50 | The Maximum number of TPs a team purchase during preseason. |
| FREE TPs | 30 | The number of free TPs added to a team purchase during preseason. |
| ALLOW PRESEASON CPs | Y | Does the league allow CP purchasing in the preseaon? |
| PRESEASON CP BLOCKS | 1 | If the league allows CP purchasing in the preseason, this value determines the number of CPs purchased at a time. Either in single CPs or blocks of 5. |
| PRESEASON CP MIN | 0 | If the league allows CP purchasing in the preseason, this value determines the minimum number of CPs that must be purchased, if any. |
| ALLOW PRESEASON TPs | Y | Does the league allow TP purchasing in the preseaon? |
| PRESEASON TP BLOCKS | 1 | If the league allows TP purchasing in the preseason, this value determines the number of TPs purchased at a time. Either in single TPs or blocks of 5. |
| PRESEASON TP MIN | 0 | If the league allows TP purchasing in the preseason, this value determines the minimum number of TPs that must be purchased, if any. |
BOSMAN SETTINGS | ||
| USE BOSMANS | N | Does the league award a Bosman draft signing in the preseason? |
| BOSMAN NO TRADE | 10 | What is the number of matches that the Bosman player must appear in for them to be eligible for trade? |
| BOSMAN DEFAULT AGE | 1 | If a team does not have a history from the previous season then they are probably new. This will determine the age of the bosmans player if they partake in a preseason |
| BOSMAN DEFAULT SL | 10 | If a team does not have a history from the previous season then they are probably new. This will determine the skill level of the bosmans player if they partake in a preseason |
| USE LAST SEASONS DIVISION? | N | Does the league use the division from last season to determine the skill level of the bosman player? |
NO TRADE EMBARGO SETTINGS | ||
| DEFAULT NO TRADE | 5 | What is the number of matches a player must appear in for them to be eligible for trade? This applies only to Auctions and Trades. Apprentices have their own settings. |
| EMAIL INVALID TRADE REASON | Y | Do INVALID TRADES reasons get emailed to each coach involved? |
| PRE MATCH TRADE BLOCK | 12 | Number of hours before a match where trading is blocked? |
LINEUP ALERTS | ||
| ALERT EMAIL 1 | 72 | Number of hours before match when 1st Email Reminder sent. |
| ALERT EMAIL 2 | 36 | Number of hours before match when 2nd Email Reminder sent. |
| ALERT EMAIL 3 | 8 | Number of hours before match when 3rd Email Reminder sent. |
| SHOW EMAIL ADDRESSES | N | Does the league display email addresses? |
NMR SETTING | ||
| SHOW NMRs | N | Do NMRs show in the STATS page? |