Post by Sin-N-Terrors on Mar 2, 2014 21:42:43 GMT -5
WeBL Fight Plan Format
Contents
Round-by-Round Tactics
Target Areas
Fighting Styles
Comments
Conditional Instructions
Combining Different Conditions
Using Different Conditions in Different Rounds
Other Variables
Fighting Dirty
Round-by-Round Tactics
Your fighter has 20 energy points to spend every round on aggression, power, and defense. The simplest fight plan format looks like this
4/7/9
This 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:
8/5/7
would 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) 8/8/4
to attack agressively in the early rounds, rest in the middle of the fight, and then attack again in the last few rounds.
Target Areas
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/5/5
This 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.
Fighting Styles
You may choose any of the following fighting styles for your fighter:
Inside Fighting
The fighter moves in close to use his strength.
Clinching
The fighter holds his opponent to avoid being hit.
Feinting
The fighter tries to fake out his opponent to land more blows.
Counter-Punching
A fast/tall fighter uses his SPD for defense, as well as offense.
Using the Ring
The fighter defends himself using movement and footwork.
Trapping Against the Ropes
The fighter tries to trap his opponent in a corner or against the ropes.
Fighting Outside
The fighter stays away from his oponent and tries to tie up his opponent whenever he attacks at close range.
All Out Punching
The fighter ignores his opponent's counter-attacks and just hits.
A fighting style can be indicated by putting a keyword in parentheses next to the instruction, as in the following example.
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:
inside -- fighting inside
clinch -- clinching
feint -- feinting
counter -- counter-punching
ring -- using the ring
ropes -- trapping agains the ropes
outside -- fighting outside
allout -- going all-out for a KO
Comments
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)
Conditional Instructions
At the beginning of each round, a fighter confers with his manager and might change his tactics. You can use conditional instructions to simulate this.
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 1/1/18
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 four important variables for use in conditions. The first is endurance, which has been described above.
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.
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 4/8/7
if opponent is exhausted then 6/12/2
With 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.
Fourt, 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
Other Variables (convenience variables and cuts)
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 judges are blind.)
#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)
The variables hiscuts and mycuts. measure the sum of the injury levels of all injuries for you (mycuts) or your opponent (hiscuts).
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 hisstuns count the number of times you or your opponent have been stunned during the fight. For this purpose, each knockdown is counted as two stuns. In addition, myknockdowns and hisknockdowns count the number of times your fighter and your opponent have been knocked down
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.
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:
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.
You can also combine conditions on the same line using and, as in the following example
6/6/8
if endurance < 30 and opponent is tired then 1/1/18
if endurance < 30 and opponent is strong then 1/1/18
if opponent is hurt and endurance > 30 then 5/10/5
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.
As another example:
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.
It is also possible to do something like this
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
Finally, your fighter may choose to fight dirty in any given round. This is indicated by a ! after the power number. For example:
1) 5/5/10 (counter)
7) 6/7!/7 (feint)
8) 7H/8!/5 (inside)
This fighter fights dirty starting with round 7.
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:
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)
Contents
Round-by-Round Tactics
Target Areas
Fighting Styles
Comments
Conditional Instructions
Combining Different Conditions
Using Different Conditions in Different Rounds
Other Variables
Fighting Dirty
Round-by-Round Tactics
Your fighter has 20 energy points to spend every round on aggression, power, and defense. The simplest fight plan format looks like this
4/7/9
This 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:
8/5/7
would 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) 8/8/4
to attack agressively in the early rounds, rest in the middle of the fight, and then attack again in the last few rounds.
Target Areas
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/5/5
This 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.
Fighting Styles
You may choose any of the following fighting styles for your fighter:
Inside Fighting
The fighter moves in close to use his strength.
Clinching
The fighter holds his opponent to avoid being hit.
Feinting
The fighter tries to fake out his opponent to land more blows.
Counter-Punching
A fast/tall fighter uses his SPD for defense, as well as offense.
Using the Ring
The fighter defends himself using movement and footwork.
Trapping Against the Ropes
The fighter tries to trap his opponent in a corner or against the ropes.
Fighting Outside
The fighter stays away from his oponent and tries to tie up his opponent whenever he attacks at close range.
All Out Punching
The fighter ignores his opponent's counter-attacks and just hits.
A fighting style can be indicated by putting a keyword in parentheses next to the instruction, as in the following example.
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:
inside -- fighting inside
clinch -- clinching
feint -- feinting
counter -- counter-punching
ring -- using the ring
ropes -- trapping agains the ropes
outside -- fighting outside
allout -- going all-out for a KO
Comments
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)
Conditional Instructions
At the beginning of each round, a fighter confers with his manager and might change his tactics. You can use conditional instructions to simulate this.
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 1/1/18
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 four important variables for use in conditions. The first is endurance, which has been described above.
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.
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 4/8/7
if opponent is exhausted then 6/12/2
With 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.
Fourt, 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
Other Variables (convenience variables and cuts)
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 judges are blind.)
#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)
The variables hiscuts and mycuts. measure the sum of the injury levels of all injuries for you (mycuts) or your opponent (hiscuts).
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 hisstuns count the number of times you or your opponent have been stunned during the fight. For this purpose, each knockdown is counted as two stuns. In addition, myknockdowns and hisknockdowns count the number of times your fighter and your opponent have been knocked down
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.
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:
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.
You can also combine conditions on the same line using and, as in the following example
6/6/8
if endurance < 30 and opponent is tired then 1/1/18
if endurance < 30 and opponent is strong then 1/1/18
if opponent is hurt and endurance > 30 then 5/10/5
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.
As another example:
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.
It is also possible to do something like this
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
Finally, your fighter may choose to fight dirty in any given round. This is indicated by a ! after the power number. For example:
1) 5/5/10 (counter)
7) 6/7!/7 (feint)
8) 7H/8!/5 (inside)
This fighter fights dirty starting with round 7.
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:
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)