4/7/9This fight plan causes your fighter to spend, in each round, 4 energy points on aggression, 7 energy points on power, and 9 energy points on defense.
A fighter using this fight plan:
8/5/7would spend, in each round, 8 points on aggression, 5 points on power, and 7 points on defense. The pattern is aggression/power/defense.
A fighter can plan to change his tactics over the course of a bout. For example, the following orders tell a fighter to use 5/5/10 for the first two rounds, 6/7/7 for rounds 3-7, and 7/8/5 for rounds 8-12:
1) 5/5/10 3) 6/7/7 8) 7/8/5
A fighter does no have to spend all his energy every round. Unspent energy is used for resting. So a fighter might do this
1) 8/8/4 6) 2/4/10 10) 8/8/4to attack agressively in the early rounds, rest in the middle of the fight, and then attack again in the last few rounds.
You can use target areas to wear out your opponent more quickly, to go for a knockout, or to go after a cut or facial injury on your opponent.
First, you can indicate that you would like to throw head punches during a certain round by putting an H after the aggressiveness number, as in
10H/5/5This will maximize your chance of getting a stun, knockdown, or knockout.
Similarly, you can indicate that you would like to throw body blows by using a B:
1) 5B/5/10 3) 6B/7/7 8) 7H/8/5
In the above fight plan, the fighter is throwing body blows for the first seven rounds and then switching to head punches. This will tire your opponent more.
Finally, you can try to aggravate an opposing injury by using a C (for "cut") as in:
1) 5B/5/10 3) 6B/7/7 8) 7C/8/5
If you don't use a B, H, or C in a given round, then your fighter will box opportunistically for that round. This is the best option for trying to win the round.
You may choose any of the following fighting styles for your fighter:
1) 5/5/10 (counter) 3) 6B/7/7 (ring) 6) 5/10/5 (clinch) 8) 7H/8/5 (inside) 10) 6/6/8
Here is a list of possible keywords:
You can also embed comments in your fight plans by beginning lines with "#":
#be careful for the first few rounds 1) 5/5/10 (ring) #now go after him 7) 6/7!/7 (feint) #get that knockout! 11) 7H/8!/5 (inside)
Here is an example fight plan using conditional instructions:
6/6/8 #Be more aggressive if I'm not tired if endurance > 90 then 8/6/6 #Run like a rabbit if I'm hurt if endurance < 30 then 1/1/18Note: When evaluating conditions endurance is always rounded to the nearest whole number. For example, starting a round with endurance of "99.6", would not trigger a condition like
Conditions are checked at the beginning of each round (when the fighter talks to his manager). So in the above example, the fighter uses 8/6/6 during any round that he begins with more than 90 endurance points. He uses 1/1/18 during any round that he begins the round with fewer than 30 endurance points. He uses 6/6/8 in any other round.
You can use the following arithmetic operators in conditions:
> (greater than) < (less than) = (equals) >= (greater than or equal to) <= (less than or equal to)
There are five important variables for use in conditions. The first is endurance, which has been described above. endurance_percent can also be used to indicate ther percentage of a fighter's starting endurance remaining. Note that this percentage is rounded to the nearest whole number.
The second is the score (in rounds) The variable score refers to the number of points the fighter thinks he is winning or losing by. Note: The judges are sometimes wrong ...
For example, in the following, a fighter emphasizes defense if he is very far ahead, and goes for a knockout if he's very far behind.
6/6/8 #cruise to a decision when I get way ahead if score >= 10 then 4/1/15 #go for the desparation knockout when way behind if score <= -10 then 5H/10/5 (allout)score >= 10 means that the fighter thinks he is ahead by 10 or more points. score <= -10 means that the fighter thinks he is behind by 10 or more points and probably needs a knockout to win.
The problem with score is that it does not distinguish between rounds you win narrowly and rounds you won by a large margin. This is important because judges may award the close rounds to your opponent due to random error.
You can therefore use the variables roundswon and roundslost instead of score. roundwon is the number of rounds you won so dramatically that there is a 97% chance of winning the round on at least two judges' cards, and roundslost is the reverse. (Note that these two variables are completely useless when using amateur rules.)
6/6/8 #cruise to a decision when I know I have the match in hand if roundswon >= 7 then 4/1/15 #go for the desparation knockout when there is no other hope if roundslost >= 7 then 5H/10/5 (allout)
Fourth, conditions can depend on the state of your opponent during a bout. You won't know exactly how many endurance points he has remaining but you can classify him as either strong (at least 2/3 of his endurance remaining), tired (less than 2/3 of his endurance but more than 1/3), or exhausted (less than 1/3). For example:
if opponent is strong then 3/5/12 if opponent is tired then 5/8/7 if opponent is exhausted then 6/12/2With this fight plan, a fighter starts out defensive, but becomes a little more aggressive if his opponent seems to exhausteden. The word exhausted can be used in place of the word exhausted. By the way, the judgment as to whether your opponent is strong, tired, or exhausted is made at the end of the previous round, before he has had a chance to rest and recover some endurance points.
Fourth, you can use the word round in your conditions. For example, the following two strategies are identical:
1) 7/7/6 5) 4/8/8----
7/7/6 if round >=5 then 4/8/8
You can also build conditions out of expressions using the arithmetic operators + (addition), - (subtraction), and * (multiplication). For example:
5/5/10 #if I need more than 1 point per round, get really aggressive if score + 12 - round < 0 then 10/5/5---
8/5/7 #if I need more than two points per round, go for the knockout if score + 2* (1 + 12 - round) < 0 then 5h/10/5 (allout)---
10/5/5 #if I'm so far ahead I can't lose without being knocked down, then run away! if score > 2*(1 + 12 - round) then 1/1/18
And all of these can be combined, as in
7/7/6 if score + 1 + 12 - round < 0 then 10/5/5 if score + 2* (1 + 12 - round) < 0 then 5h/10/5 if score > 2*(1 + 12 - round) then 1/1/18
There are several "convenience" variables that can be used in conditional instructions. These provide no additional functionality, but might make it easier to construct fight plans:
endurance_percent -- The percentage of endurance points you have remaining. Example:
7/7/6 #rest if I'm tired if endurance_percent < 50 then 1/1/10
decision_won - this is equivalent to "roundswon > 7" The fighter can therefore lose every single remaining round and still win (unless the gets knocked down or the fighter is terribly unlucky.)
#Be very aggressive to win rounds 10/5/5 #Stall when it's all locked up if decision_won is true then 1/1/18 (ring)
decision_lost -- The opposite of "decision_won" - equivalent to "roundslost >= 7" far behind that he needs to do more than win every remaining round.
5/5/10 #I need a Knockout! if decision_lost is true then 5/10/5 (allout)Note that these two variables are meaningless when fighting under amateur rules.
The variables hiscuts and mycuts. measure the sum of the injury levels of all injuries for you (mycuts) or your opponent (hiscuts). However, an eye that is completely swollen shut only counts towards mycuts or hiscuts if the other eye has also begun swelling. This is because these variables are usually exploited to attempt or avoid TKOs, but a fighter with one eye completey swollen shut and no swellin on the other side is not usually vulnerable to a TKO on cuts.
7/7/6 #Go after the cut if he starts bleeding badly if hiscuts > 3 then 5C/10/5---
7/7/6 #Be a little more defensive if I'm bleeding badly if mycuts > 4 then 5/5/10
mystuns and
What happens if the fighter has fewer than 30 endurance points
and he's losing badly? The software
reads the instructions from top to bottom and uses the
last valid true condition that it sees. In other
words, the instructions at the bottom of the instruction list have
priority over instructions at the top of the list. In the above case,
the 5/12/3 instruction is preferred over the
1/1/18 instruction. If the fighter would rather protect
himself from knockouts than try to win, the fight plan should be written
as:
You can also combine conditions on the same line using logical
operators
as in
the following example
As another example:
It is also possible to do something like this
Finally, your fighter may choose to
fight dirty in any given round. This is indicated by a
! after the power number. For example:
Because a fighter's chance of being penalized or disqualified increases
everytime the referee warns him, there is a variable warnings
a fighter can use to see if he has been warned:
Finally, if your fighter is getting beaten very badly,
he might want to quit to save himself further injury points.
He can do this using the towel command, as follows:
The towel command is ignored until the fighter
has accumulated 25 points of injury points.
The professional region allows players to insert their own text
into fight reports.
Taunts are inserted into the fight report when your fighter
lands a powerful or stunning blow. Sneers are (sometimes) inserted
when the opposing fighter lands a weak blow.
Note that conditionals can be used
Other types of comments are gloat (this text is inserted after
winning by KO), tko You can "turn off" the say command by using an "empty string"
7/7/6
#Get more aggressive if losing by punch count
if (score + mystuns) < 0 then 8/8/4
#Be more defensive if we're losing and getting stunned
if score < 0 and mystuns > 0 then 5/5/10
Combining Different Conditions
Of course, you can mix different kinds of conditions in the same
fight plan. For example,
6/6/8
if endurance < 30 then 1/1/18
if score + 12 - round < 0; then 5/12/3
In this case, the fighter generally uses a 6/6/8
instruction, but if his endurance ever drops below 30, he goes
completely defensive (1/1/18) to avoid being knocked out.
Also, if he's losing badly and the match is ending, he uses a
5/12/3 instruction to try and knock out his opponent.
6/6/8
if score + 12 - round < 0 then 5/12/3
if endurance < 30 then 1/1/18
In this case, the if endurance < 30 would be considered more
important than the if score + 12 - round < 0.
Logical Operators ("and", "or", "not")
6/6/8
if endurance < 30 and opponent is tired then 5H/10/5
if endurance < 30 and opponent is strong and score > 3 then 1/1/18
if (opponent is hurt and endurance > 30) or (opponent is tired and endurance > 50) then 5/10/5
#the following two lines are identical
if not (opponent is hurt) then 7/7/6
if opponent is strong or opponent is tired then 7/7/6
Using Different Conditions in Different Rounds
You can, of course, mix round numbers with conditions. For example:
1) 6/6/8
5) if endurance > 90 then 8/6/6
if endurance < 30 then 1/1/18
With these orders, the fighter will use 6/6/8 for rounds
1-4. Starting with round 5, the fighter will use 8/6/6 or
1/1/18 if either of the his endurance is above 90 or less
than 30, respectively. If neither condition is met at the beginning
of a given round, the fighter uses 6/6/8.
1) 6/6/8
3) if endurance < 30 then 1/1/18
7) if score + 12 - round < 0 then 5/12/3
The condition endurance < 30 will be checked starting in
round 3, while the score + 12 - round < 0 condition will
be checked staring in round 7. Note that the score + 12 - round
< 0 condition is given priority over the endurance <
30 condition. To reverse this, the fighter could use the
following:
1) 6/6/8
3) if endurance < 30 then 1/1/18
7) if score + 12 - round < 0 then 5/12/3
if endurance < 30 then 1/1/18
Or, he could use the following:
1) 6/6/8
7) if score + 12 - round < 0 then 5/12/3
3) if endurance < 30 then 1/1/18
The round numbers are out of sequence, but that's OK.
1) 6/6/8
3) 5/5/10
8) 10/5/5
1) if endurance < 30 then 1/1/18
if score > 8 then 1/1/18
The endurance < 30 and score > 8 conditions will
be checked every round, and are given priority over all other
instructions (because they are at the bottom of the list).
Fighting Dirty
1) 5/5/10 (counter)
7) 6/7!/7 (feint)
8) 7H/8!/5 (inside)
This fighter fights dirty starting with round 7.
1) 5/5/10 (counter)
7) 6/7/7 (feint)
#fight dirty until the referee issues a warning
if warnings = 0 then 6/7!/7 (feint)
Throwing in the Towel
1) 7/7/6
if endurance_percent < 30 and opponent is strong then towel
Professional Region Instructions
The professional region
has a couple of additional instructions that
are not allowed in other regions, either to keep profanity out of
fight reports, or to keep fight plans in ordinary regions from
becoming too complex.
Taunts and Sneers
taunt "Take that!!"
sneer "You hit like a girl!"
1) taunt "Take that!!"
2) taunt "Take that some more!!!"
1) if hisstuns > 3 then taunt "Jeez, go down already!!"
1) say "Here we go!
2) say "Here we go again!"
3) say "OK, this round I'm going to knock you out!!"
4) say "You're still here?"
1) if endurance_percent < 30 and opponent is strong then say "uh oh!"
1) tko " collapses like a sack of rotten potatoes."
gloat "I am the best and you are the worst!"
1) say "Here we go..."
2) say ""
12) say "That was fun!"
which is identical to
if round=1 then say "Here we go..."
if round=12 then say "That was fun!"
Opptiring
The professional region also has an additional variable called
opptiring that allows you to track your opponent's
condition with a somewhat better resolution.
Opptiring is true when your opponent's endurance level has
fallen below 50%. So, for example
if opptiring is true then 4H/8/8
if opponent is weak then 4H/8/8 (allout)
tells your fighter to go to the head if your opponent's endurance has
been reduced below 50%, and allout to the head if his opponent's
endurance has been reduced by 2/3.