Roster. Below is a typical SSL roster. Name Age Nat St Tk Ps Sh Ag KAb TAb PAb SAb Gam Sub Min Mom Sav Con Ktk Kps Sht Gls Ass DP Inj Sus ------------------------------------------------------------------------------------------------------------ M_Risky 29 spa 19 1 1 1 19 783 300 300 300 6 0 569 0 55 11 0 0 0 0 0 0 0 0 V_Pinsing 22 chi 14 1 1 1 16 680 300 300 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 E_Detorin 31 hol 1 19 5 4 11 300 328 516 935 6 0 569 1 0 0 16 2 2 0 0 3 0 0 T_Smint 31 eng 1 17 3 4 15 300 5 802 517 6 0 569 1 0 0 12 0 1 0 0 0 0 0 M_Proust 24 eng 1 15 3 9 40 300 754 386 492 4 0 314 0 0 0 2 0 4 0 0 0 0 0 R_Gough 32 eng 1 14 3 1 16 300 503 724 710 3 1 172 0 0 0 4 0 0 0 0 0 0 0 S_Allen 22 eng 1 14 10 4 42 300 275 537 750 5 0 431 0 0 0 6 8 0 0 0 10 0 0 N_Baker 23 aus 1 12 1 1 43 300 105 293 297 1 1 83 0 0 0 1 0 0 0 0 0 0 0 L_Gozar 22 hun 1 11 6 8 26 300 608 67 941 0 0 0 0 0 0 0 0 0 0 0 0 0 0 R_Callum 28 sco 1 3 16 13 14 300 497 165 266 6 0 569 0 0 0 0 6 9 0 0 0 0 0 P_Keane 28 ire 1 3 15 4 51 300 768 931 893 6 0 569 0 0 0 1 10 0 0 0 0 0 0 D_Smithson 33 POR 1 1 14 1 32 300 574 664 627 2 0 187 0 0 0 0 0 0 0 0 3 0 0 A_Hartford 23 sco 1 3 14 4 37 300 325 273 514 6 0 569 0 0 0 2 3 1 0 1 0 0 0 J_Chapman 24 eng 1 11 13 5 17 300 414 696 235 4 0 382 0 0 0 4 4 1 0 0 0 0 0 J_Stokes 29 jap 1 5 13 3 39 300 570 701 574 0 0 0 0 0 0 0 0 0 0 0 0 0 0 P_Piero 24 ita 1 3 11 5 42 300 374 299 375 0 0 0 0 0 0 0 0 0 0 0 0 0 0 E_Rodriguez 22 uru 1 1 11 7 34 300 839 67 976 0 0 0 0 0 0 0 0 0 0 0 0 0 0 J_Martin 31 eng 1 8 6 16 34 300 445 553 635 6 0 569 0 0 0 1 2 13 1 0 0 0 0 S_Dickens 26 eng 1 5 7 16 13 300 633 179 262 6 0 569 0 0 0 1 2 6 0 0 0 0 0 R_Wrigley 31 eng 1 7 8 15 24 300 479 587 942 0 0 0 0 0 0 0 0 0 0 0 0 0 0 G_Bubba 25 eng 1 1 7 14 22 300 324 679 963 1 0 95 0 0 0 0 0 0 0 0 0 0 0 H_Deanington 22 eng 1 4 7 14 34 300 59 998 421 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Explanation of roster columns. Name, must be no more than 12 characters, no spaces [use "_"], names must appear on team sheets exactly as they are on the roster, e.g. J_Smith is not the same as J_smith or JSmith. Age, has no effect on a players performance, but all players age 1 year at eos [End of Season]. In SSL players aged 16-19 get ability point increases each week, giving them roughly 1 main skill point & half each of other skill points per season. Players ageing to 31 or more lose 1 skill point at eos for each year they are over 30 in all 3 skills. NB in rerating GK's only go up or down in their St skill and outfield players don't change in their St skill. Nat, has no effect on performance, SSL has a World Cup every 2 years. St, Tk, Ps & Sh are a players Stopping, Tackling, Passing & Shooting skills. The higher the St, the better a GK [Goalkeeper] he'll be. The higher the Tk, the better a DF [Defender] he'll be. The higher the Ps, the better a MF [Midfielder] he'll be. The higher the Sh, the better a FW [Forward] he'll be. The highest of the 4 skills is the position a player is best in. Ag, players aggression, this does not change throughout his career, the higher it is the more likely he is to be cautioned or sent off, but the harder he is likely to play, although the difference is minimal. Kap, Tab, Pab, Sab, keeping, tackling, passing & Shooting abilty points. Players may earn or lose ability points in each match they play and youth players [16-19] earn 56 main & 28 other each week. Once a players ability points total passes 999 he earns a 1 point increase in the corresponding skill and the ability points start from 1 again. Skills can also decrease if a players ability points drop back below 1. The rest of the columns are match stats. Gam = Games played Sub = Appearances as a substitute Min = Minutes played Mom = Man of the Match awards Sav = Saves made Con = Goals conceded Ktk = Key Tackles made Kps = Key passes made Sht = Shots taken Gls = Goals scored Ass = Assists made Dp = Disciplinary points, in SSL, 2 for yellow 10 for red, 10 means a 1 match ban, 20 2 matches etc. Inj = Weeks injured, reduces by 1 each Saturday, injured players can't be selected to play. Sus = Games suspended for, reduces by 1 each game missed, suspended players can't be selected to play. Team sheets. Example of a basic team sheet. abc P GK M_Risky DF E_Detorin DF T_Smint DF M_Proust DF R_Gough MF R_Callum MF P_Keane MF D_Smithson MF A_Hartford FW J_Martin FW S_Dickens GK V_Pinsing DF S_Allen DF N_Baker MF J_Chapman FW R_Wrigley PK: J_Martin In this example we assume that rosters is called abc.txt, the team sheet should be named abcsht and be in the form of a text file. 1st line is always the team abbreviation, abc in this example. 2nd line is the starting tactic, P [passing], this must be in upper case. Then come the 11 players in the starting line up, the first player must be named as a GK and there should be only 1 GK in the starting eleven. There are maximum and minimum numbers of players allowed in each position, see the rules for clarification. All lines start with the position, GK, DF, MF, FW [there are also AM & DM positions], then a space of 1 character followed by the name which must be EXACTLY as on the roster. Then the 5 subs, there are no restrictions on subs positions, but they must be entered on the team sheet in the same way as the starting eleven. The penalty taker must be entered PK: a 1 character space and then 1 of the players [normally the one with the highest Sh skill] who is in the starting eleven. COMMANDS Are the most complex aspect of team sheets and it isn't compulsory to use them but it is advised, get use to some of them and try the others later. They fall into 4 categories. TACTIC - this command says to change the tactic SUB - this command says to make a substitution CHANGEPOS - this command says to change a players position & CHANGEAGG - this is the command to change the teams aggression during a match AGG - this says the starting aggression of the team, in other words how hard the team goes into tackles There are 7 tactics in esms: N - Normal P - Passing C - Counter Attack L - Long Ball A - Attacking D - Defensive E - European EXAMPLES TACTIC A IF MIN = 70 SCORE <= -1 switch to attacking at anytime after the 70th minute if losing. TACTIC D IF SCORE = 1 switch to Defensive if go 1 goal up. NB, if a teams starts playing, for example, P and wishes to go D if 1 up but back to P if level they MUST also use a command for that, e.g, TACTIC D IF SCORE = 1 TACTIC P IF SCORE = 0 SUB 10 13 DF IF MIN >= 60 SCORE >= 1 bring on player 13 [a DF in the example] and take off player 10 [a FW in the example] if 1 goal up anytime after 60 mins. CHANGEPOS 6 FW IF MIN >= 70 SCORE <= -1 changes player 6 to a FW if losing anytime after 70 mins. AGG 15 Tells the team to play witn an agression level of 15, AGG can be from 1 to 20, if no AGG is specified the team will play at AGG 10. CHANGEAGG 20 IF MIN >= 60 SCORE <= -1 Tells the team to play at the maximum agression of 20 if losing anytime from 60 mins. OTHER COMMANDS SHOTS INJURED RED YELLOW TACTIC A IF SHOTS <= -8 MIN = 45 changes to A if team has had less than 8 shots after 45 mins. SUB MF 13 DF IF INJURED MF if a MF is injured he'll be replaced by player 13 as a DF. TACTIC D IF INJURED DF if a DF is injured the team will swicth to D. TACTIC D IF RED FW changes to D if a FW is sent off. SUB 11 15 MF IF YELLOW FW subs player 11 [probably a FW] for player 15 as a MF. Complex orders All of the conditions can be combined, and this is ok as long as each part of the order is correct. The IF command must be used after the instruction no matter how many orders are used. Examples: TACTIC A IF MIN >= 65 SCORE <= 1 SHOTS <= -9 RED FW YELLOW MF INJURED DF TACTIC C IF MIN >= 45 SCORE >= 2 SHOTS <= 2 The hardest part is the SUB combining with the INJURED. The rest follow a very simple logic: IF for as many conditions as you wish