im not sure, but this may be a version of java
what i have is a file that runs of two other files.
in the files theres...
Code:# ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # ESMS - Electronic Soccer Management Simulator # # Copyright (C) <2006> Eli Bendersky # License: LGPL (http://www.gnu.org/licenses/lgpl.html) # ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # # Specifies a roster configuration # # The main elemenent esms_roster_config contains a list of ordered # column elements that represent the columns of the roster, sorted # from left to right. Each column is represented by a name, followed # by a colon (the name is case sensitive) and a list of properties: # # * width - column width, the maximal amount of horizontal space (in # characters) the column takes. Whatever is not filled by the column # contents is padded with whitespace (according to the 'align' # attribute) # # * align - specifies how column contents are aligned inside its # full width. right means: ' data', and left means 'data '. # Optional - default is 'right' # # * type - data type. The supported types are: Integer, Float and String # # Note: the 'Name' column and at least one another column must be # present in any roster. # --- esms_roster_format: - Name: {width: 15, type: String, align: left} - Age: {width: 3, type: Integer} - Nat: {width: 3, type: String} - St: {width: 2, type: Integer} - Tk: {width: 2, type: Integer} - Ps: {width: 2, type: Integer} - Sh: {width: 2, type: Integer} - Ag: {width: 2, type: Integer} - Kab: {width: 3, type: Integer} - Tab: {width: 3, type: Integer} - Pab: {width: 3, type: Integer} - Sab: {width: 3, type: Integer} - Gam: {width: 3, type: Integer} - Sav: {width: 3, type: Integer} - Ktk: {width: 3, type: Integer} - Kps: {width: 3, type: Integer} - Sht: {width: 3, type: Integer} - Gls: {width: 3, type: Integer} - Ass: {width: 3, type: Integer} - DP: {width: 3, type: Integer} - Inj: {width: 3, type: Integer} - Sus: {width: 3, type: Integer}
and in the second theres...
once i run the programme i getCode:# ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # ESMS - Electronic Soccer Management Simulator # # Copyright (C) <2006> Eli Bendersky # License: LGPL (http://www.gnu.org/licenses/lgpl.html) # ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # # * num_rosters - the amount of rosters to create # # * roster_name_prefix - Given some prefix ""xx", roster creator creates rosters with the # names "xx1.txt", "xx2.txt" and so on. # # * n_gk, n_df, n_dm, n_mf, n_dm, n_mf, n_am, n_fw - The amount of players to create for # each position. roster_creator creates players that are suitable for certain positions # - for example players with high Ps for MF. # # * average_stamina - The average stamina of players. The actual stamina (and all other # "average" options) is created by a pseudo-random process, and roster creator tries to # fit the average rating to the option set in the configuration. # # * average main skill - for single-strength players (GK, DF, MF, FW), the average main skill # # * average mid skill - for dual-strength players (DM, AM), the average strong skills # # * average secondary skill - for all players, the average secondary skill (i.e. Tk and Ps # for a FW) # # * position_distribution - the distribution of positions for players. For each value, a # weight specifies how probable is the pick of this value against other values. For example, # given three values: A, B, C with weights 20, 30 and 50, A has a 0.2 probability of being # picked, B has 0.3 and C has 0.5. The weights don't have to sum up to 100 or anything else # - it's the share of the total that matters (although having the weights sum up to 100 can # be convenient) # # * age_distribution - distribution of ages. The math of probabilities here is similar to # the positions. The value of ages can be either a single number, or a range like 16..19 # which means that a number between 16 and 19 will be picked with linear probability if # this range is picked from all the possibilities. # --- esms_roster_creator_config: num_rosters: 10 roster_name_prefix: xx num_gk: 2 num_df: 6 num_mf: 7 num_dm: 1 num_am: 2 num_fw: 4 average_stamina: 60 average_main_skill: 10 average_mid_skill: 8 average_secondary_skill: 4 pref_side_distribution: R: 20 L: 20 C: 27 RL: 7 RC: 10 LC: 10 RLC: 6 age_distribution: 16..19: 15 20..24: 25 25..27: 40 28: 12 29: 8
Code:Name Age Nat St Tk Ps Sh Ag Kab Tab Pab Sab Gam Sav Ktk Kps Sht Gls Ass DP Inj Sus ---------------------------------------------------------------------------------------------- T_Pielleitz 25 den 10 3 4 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 J_Andomigio 27 bra 9 3 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 J_Plsonbue 26 den 4 10 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 V_Kyridemis 28 gre 2 10 3 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 N_Strandrin 25 swe 4 9 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 S_Pous 26 gre 4 9 4 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 B_Nisolidan 27 spa 4 9 5 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 W_Annild 27 den 4 9 4 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 F_Ohio 28 jap 3 8 7 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 M_Vaevoi 25 rus 4 3 11 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 B_Vertervelt 22 hol 4 4 10 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 B_Ongui 20 chi 4 3 9 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 K_Akalianeki 24 tur 3 4 9 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 H_Besemaione 27 por 2 4 9 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 M_Cosella 24 ita 4 4 8 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 R_Walloway 22 eng 4 3 8 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 G_Anoeni 20 bra 3 3 7 8 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 C_Ante 25 mex 3 4 7 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 D_Vanen 17 hol 3 4 3 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 M_Chuetana 18 spa 3 3 3 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 T_Serev 18 rus 4 3 3 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 P_Manini 29 ita 4 4 4 9 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
now basically all i want to know is how can i set it so that, when running the programme, the four 0's under the words Kab, Tab, Pab and Sab all say 300.



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