FIFA 16
подробнее об игре
  
НАВИГАЦИЯ ИГРЫ

FIFA 16: Совет (Улучшенная тренировка)

В новой версии появились ini файлы, в которых описаны параметры тренировки, которыми можно манипулировать.
Итак, с помощью утилиты CG File Explorer 16 tool открываем путь dlc\dlc_FootballCompEng\dlc\FootballCompEng\data.
Там открываем файл training_result_converter.ini (точнее делаем его экспорт), потом, на самом диске, в папке dlc_FootballCompEng появится нужная папка, открываем через обычный блокнот, редактируем и сохраняем.
Ниже приведен пример изменений, которые повысят уровень тренировки и даже старые игроки, смогут всё еще развивать свои навыки.

Спойлер

[CM_TRAINING]

//XP GRAPH FORMULA
BASE_CALC_VALUE = 3500
BASE_GROWTH_SCALE_VALUE = 100
BASE_GROWTH_SCALE_MODIFIER = 5.5
GROWTH_SCALE_PROGRESSION = 0.01

SECONDARY_ATTRIBUTE_TRESHOLD = 20

ATTRIBUTE_GROWTH_CAP = 3000 // in percents, 120 will mean the attribute will grow by 1.2
// for some edge cases (like created players with low attribute values) the xp graph will generate huge attribute growth values, this value will be used to cap the result
// so we don't get large increase in attributes

PERFORMANCE_GRADE_A_MODIFIER = 5
PERFORMANCE_GRADE_B_MODIFIER = 5
PERFORMANCE_GRADE_C_MODIFIER = 5
PERFORMANCE_GRADE_D_MODIFIER = 5
PERFORMANCE_GRADE_F_MODIFIER = 5

PRIMARY_MODIFIER = 5
SECONDARY_MODIFIER = 5
TERTIARY_MODIFIER = 5

BRONZE_MODIFIER = 5
SILVER_MODIFIER = 5
GOLD_MODIFIER = 5

NUMBER_OF_AGE_WR_BANDS = 5

AGE_WR_AGE_MIN_1 = 15
AGE_WR_AGE_MAX_1 = 20
AGE_WR_BAND_MODIFIER_1 = 1.5

AGE_WR_AGE_MIN_2 = 20
AGE_WR_AGE_MAX_2 = 24
AGE_WR_BAND_MODIFIER_2 = 1.3

AGE_WR_AGE_MIN_3 = 24
AGE_WR_AGE_MAX_3 = 28
AGE_WR_BAND_MODIFIER_3 = 1.1

AGE_WR_AGE_MIN_4 = 28
AGE_WR_AGE_MAX_4 = 31
AGE_WR_BAND_MODIFIER_4 = 1

AGE_WR_AGE_MIN_5 = 31
AGE_WR_BAND_MODIFIER_5 = 0.75

NUMBER_OF_POTENTIAL_WR_BANDS = 5 // The operator values defined in POTENTIAL_WR are defined like this: 0 = Equals, 1 = less or equal, 2 = greater

POTENTIAL_WR_RATIO_1 = 1
POTENTIAL_WR_RATIO_OPERATOR_1 = 0
POTENTIAL_WR_POTENTIAL_LIMIT_1 = 99
POTENTIAL_WR_POTENTIAL_LIMIT_OPERATOR_1 = 1
POTENTIAL_WR_MODIFIER_1 = 0.8

POTENTIAL_WR_RATIO_2 = 1.05
POTENTIAL_WR_RATIO_OPERATOR_2 = 1
POTENTIAL_WR_POTENTIAL_LIMIT_2 = 75
POTENTIAL_WR_POTENTIAL_LIMIT_OPERATOR_2 = 2
POTENTIAL_WR_MODIFIER_2 = 1

POTENTIAL_WR_RATIO_3 = 1.05
POTENTIAL_WR_RATIO_OPERATOR_3 = 1
POTENTIAL_WR_POTENTIAL_LIMIT_3 = 75
POTENTIAL_WR_POTENTIAL_LIMIT_OPERATOR_3 = 1
POTENTIAL_WR_MODIFIER_3 = 0.9

POTENTIAL_WR_RATIO_4 = 1.05
POTENTIAL_WR_RATIO_OPERATOR_4 = 2
POTENTIAL_WR_POTENTIAL_LIMIT_4 = 75
POTENTIAL_WR_POTENTIAL_LIMIT_OPERATOR_4 = 1
POTENTIAL_WR_MODIFIER_4 = 1.1

POTENTIAL_WR_RATIO_5 = 1.05
POTENTIAL_WR_RATIO_OPERATOR_5 = 2
POTENTIAL_WR_POTENTIAL_LIMIT_5 = 75
POTENTIAL_WR_POTENTIAL_LIMIT_OPERATOR_5 = 2
POTENTIAL_WR_MODIFIER_5 = 1.2

ATTRIBUTE_BONUS_1 = 30 // for 2 trained attributes
ATTRIBUTE_BONUS_2 = 18 // for 3 trained attributes
ATTRIBUTE_BONUS_3 = 0 // for 4 trained attributes

[CM_TRAINING_SIMULATION]
// Difficulty: 0 = Bronze, 1 = Silver, 2 = Gold, the sum of the values for a given difficulty must be 100
// Grade: 0 = A, 1 = B, 2 = C, 3 = D, 4 = F
DIFFICULTY_0_GRADE_0 = 20
DIFFICULTY_0_GRADE_1 = 25
DIFFICULTY_0_GRADE_2 = 25
DIFFICULTY_0_GRADE_3 = 25
DIFFICULTY_0_GRADE_4 = 5

DIFFICULTY_1_GRADE_0 = 15
DIFFICULTY_1_GRADE_1 = 30
DIFFICULTY_1_GRADE_2 = 30
DIFFICULTY_1_GRADE_3 = 20
DIFFICULTY_1_GRADE_4 = 5

DIFFICULTY_2_GRADE_0 = 10
DIFFICULTY_2_GRADE_1 = 20
DIFFICULTY_2_GRADE_2 = 35
DIFFICULTY_2_GRADE_3 = 30
DIFFICULTY_2_GRADE_4 = 5

// 0 = no primary attributes, 1 = 1 primary attributes, 2 = 2 primary attributes, 3 = 3 or 4 primary attributes
// the values for other grades are calculated by linear interpolation between values for A and F
PRIMARY_ATTRIBUTES_0_BONUS_A = -15
PRIMARY_ATTRIBUTES_0_BONUS_F = 15
PRIMARY_ATTRIBUTES_1_BONUS_A = -5
PRIMARY_ATTRIBUTES_1_BONUS_F = 5
PRIMARY_ATTRIBUTES_2_BONUS_A = -5
PRIMARY_ATTRIBUTES_2_BONUS_F = 0
PRIMARY_ATTRIBUTES_3_BONUS_A = -10
PRIMARY_ATTRIBUTES_3_BONUS_F = 10

// potential entries count must match the ones from the previous section
// the values for other grades are calculated by linear interpolation between values for A and F
POTENTIAL_1_BONUS_A = -5
POTENTIAL_1_BONUS_F = 10
POTENTIAL_2_BONUS_A = 0
POTENTIAL_2_BONUS_F = 0
POTENTIAL_3_BONUS_A = -5
POTENTIAL_3_BONUS_F = 5
POTENTIAL_4_BONUS_A = 10
POTENTIAL_4_BONUS_F = 5
POTENTIAL_5_BONUS_A = 10
POTENTIAL_5_BONUS_F = 0

Далее, автор способа, еще и упоминает о том, как можно добавить возможность тренировки навыков, которых изначально нет(скорость и ускорение).
Открываем файл training_progress.ini и добавляем id двух навыков, которых изначально нет.

Спойлер

[TRAINING_PROGRESS]

SESSIONS_PER_WEEK = 5

NR_OF_ATTRS_FOR_TRAINING = 28 // self explanatory

ATTR_ID_FOR_TRAINING_1 = 2
ATTR_ID_FOR_TRAINING_26 = 5
ATTR_ID_FOR_TRAINING_23 = 9
ATTR_ID_FOR_TRAINING_22 = 10
ATTR_ID_FOR_TRAINING_24 = 11
ATTR_ID_FOR_TRAINING_2 = 12
ATTR_ID_FOR_TRAINING_3 = 13
ATTR_ID_FOR_TRAINING_4 = 14
ATTR_ID_FOR_TRAINING_5 = 15
ATTR_ID_FOR_TRAINING_6 = 16
ATTR_ID_FOR_TRAINING_7 = 17
ATTR_ID_FOR_TRAINING_8 = 18
ATTR_ID_FOR_TRAINING_9 = 19
ATTR_ID_FOR_TRAINING_21 = 20
ATTR_ID_FOR_TRAINING_10 = 21
ATTR_ID_FOR_TRAINING_11 = 22
ATTR_ID_FOR_TRAINING_12 = 23
ATTR_ID_FOR_TRAINING_13 = 24
ATTR_ID_FOR_TRAINING_14 = 25
ATTR_ID_FOR_TRAINING_25 = 26
ATTR_ID_FOR_TRAINING_15 = 27
ATTR_ID_FOR_TRAINING_16 = 28 // this is the id of the attribute; see bellow the list
ATTR_ID_FOR_TRAINING_17 = 29
ATTR_ID_FOR_TRAINING_18 = 30
ATTR_ID_FOR_TRAINING_19 = 31
ATTR_ID_FOR_TRAINING_20 = 32
ATTR_ID_FOR_TRAINING_27 = 0
ATTR_ID_FOR_TRAINING_28 = 1


//PLAYER_ATTRIBUTE_ACCELERATION, // 0
//PLAYER_ATTRIBUTE_SPRINT_SPEED, // 1
//PLAYER_ATTRIBUTE_AGILITY, // 2
//PLAYER_ATTRIBUTE_BALANCE, // 3
//PLAYER_ATTRIBUTE_JUMPING, // 4
//PLAYER_ATTRIBUTE_STAMINA, // 5
//PLAYER_ATTRIBUTE_STRENGTH, // 6
//PLAYER_ATTRIBUTE_REACTIONS, // 7 -- Mental or Physical? Physical in VPro, Mental in rest
//PLAYER_ATTRIBUTE_AGGRESSION, // 8
//PLAYER_ATTRIBUTE_INTERCEPTIONS, // 9 - Note: This still corresponds to Gameplay::PLAYER_ATTRIBUTE_TACTICAL_AWARENESS; Please remove this comment once Gameplay has changed their attribute!
//PLAYER_ATTRIBUTE_POSITIONING, // 10
//PLAYER_ATTRIBUTE_VISION, // 11
//PLAYER_ATTRIBUTE_BALL_CONTROL, // 12
//PLAYER_ATTRIBUTE_CROSSING, // 13
//PLAYER_ATTRIBUTE_DRIBBLING, // 14
//PLAYER_ATTRIBUTE_FINISHING, // 15
//PLAYER_ATTRIBUTE_FREE_KICK_ACCURACY, // 16
//PLAYER_ATTRIBUTE_HEADING_ACCURACY, // 17
//PLAYER_ATTRIBUTE_LONG_PASSING, // 18
//PLAYER_ATTRIBUTE_SHORT_PASSING, // 19
//PLAYER_ATTRIBUTE_MARKING, // 20
//PLAYER_ATTRIBUTE_SHOT_POWER, // 21
//PLAYER_ATTRIBUTE_POWER_SHOT_ACCURACY, // 22 - long shots
//PLAYER_ATTRIBUTE_STANDING_TACKLE, // 23
//PLAYER_ATTRIBUTE_SLIDING_TACKLE, // 24
//PLAYER_ATTRIBUTE_VOLLEYS, // 25
//PLAYER_ATTRIBUTE_CURVE, // 26
//PLAYER_ATTRIBUTE_PENALTIES, // 27
//PLAYER_ATTRIBUTE_GK_DIVING, // 28
//PLAYER_ATTRIBUTE_GK_HANDLING, // 29
//PLAYER_ATTRIBUTE_GK_KICKING, // 30
//PLAYER_ATTRIBUTE_GK_REFLEXES, // 31
//PLAYER_ATTRIBUTE_GK_POSITIONING, // 32

Для примера, добавляем в файле training_drill_attributes_list.ini навыки скорости и ускорения ко всем тренировкам "пенальти".

training_drill_attributes_list.ini

[DRILL_SUGGESTIONS]
MIN_PRIMARY_ATTRS_FOR_SUGGESTION = 2

// Penalty bronze, silver, gold
[CM_TRAINING_DRILL_78]
NUMBER_OF_ATTRIBUTES = 4

ATTRIBUTE_1 = 0
ATTRIBUTE_2 = 15
ATTRIBUTE_3 = 21
ATTRIBUTE_4 = 1
//ATTRIBUTE_7 = 6
//ATTRIBUTE_8 = 7
//ATTRIBUTE_9 = 8
//ATTRIBUTE_10 = 9
//ATTRIBUTE_11 = 10
//ATTRIBUTE_12 = 11
//ATTRIBUTE_13 = 12
//ATTRIBUTE_14 = 13
//ATTRIBUTE_15 = 14
//ATTRIBUTE_16 = 15
//ATTRIBUTE_17 = 16
//ATTRIBUTE_18 = 17
//ATTRIBUTE_19 = 18
//ATTRIBUTE_20 = 19
//ATTRIBUTE_21 = 20
//ATTRIBUTE_22 = 21
//ATTRIBUTE_23 = 22
//ATTRIBUTE_24 = 23
//ATTRIBUTE_25 = 24
//ATTRIBUTE_26 = 25
//ATTRIBUTE_27 = 26
//ATTRIBUTE_28 = 27

[CM_TRAINING_DRILL_79]
NUMBER_OF_ATTRIBUTES = 4

ATTRIBUTE_1 = 0
ATTRIBUTE_2 = 15
ATTRIBUTE_3 = 21
ATTRIBUTE_4 = 1
//ATTRIBUTE_7 = 6
//ATTRIBUTE_8 = 7
//ATTRIBUTE_9 = 8
//ATTRIBUTE_10 = 9
//ATTRIBUTE_11 = 10
//ATTRIBUTE_12 = 11
//ATTRIBUTE_13 = 12
//ATTRIBUTE_14 = 13
//ATTRIBUTE_15 = 14
//ATTRIBUTE_16 = 15
//ATTRIBUTE_17 = 16
//ATTRIBUTE_18 = 17
//ATTRIBUTE_19 = 18
//ATTRIBUTE_20 = 19
//ATTRIBUTE_21 = 20
//ATTRIBUTE_22 = 21
//ATTRIBUTE_23 = 22
//ATTRIBUTE_24 = 23
//ATTRIBUTE_25 = 24
//ATTRIBUTE_26 = 25
//ATTRIBUTE_27 = 26
//ATTRIBUTE_28 = 27

[CM_TRAINING_DRILL_80]
NUMBER_OF_ATTRIBUTES = 4

ATTRIBUTE_1 = 0
ATTRIBUTE_2 = 15
ATTRIBUTE_3 = 21
ATTRIBUTE_4 = 1
//ATTRIBUTE_7 = 6
//ATTRIBUTE_8 = 7
//ATTRIBUTE_9 = 8
//ATTRIBUTE_10 = 9
//ATTRIBUTE_11 = 10
//ATTRIBUTE_12 = 11
//ATTRIBUTE_13 = 12
//ATTRIBUTE_14 = 13
//ATTRIBUTE_15 = 14
//ATTRIBUTE_16 = 15
//ATTRIBUTE_17 = 16
//ATTRIBUTE_18 = 17
//ATTRIBUTE_19 = 18
//ATTRIBUTE_20 = 19
//ATTRIBUTE_21 = 20
//ATTRIBUTE_22 = 21
//ATTRIBUTE_23 = 22
//ATTRIBUTE_24 = 23
//ATTRIBUTE_25 = 24
//ATTRIBUTE_26 = 25
//ATTRIBUTE_27 = 26
//ATTRIBUTE_28 = 27

// GK
[CM_TRAINING_DRILL_81]
NUMBER_OF_ATTRIBUTES = 3

ATTRIBUTE_1 = 28
ATTRIBUTE_2 = 31
ATTRIBUTE_3 = 32

[CM_TRAINING_DRILL_82]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 30
ATTRIBUTE_2 = 29

[CM_TRAINING_DRILL_83]
NUMBER_OF_ATTRIBUTES = 3

ATTRIBUTE_1 = 28
ATTRIBUTE_2 = 31
ATTRIBUTE_3 = 32

// Freekick
[CM_TRAINING_DRILL_75]
NUMBER_OF_ATTRIBUTES = 3

ATTRIBUTE_1 = 16
ATTRIBUTE_2 = 22
ATTRIBUTE_3 = 26

[CM_TRAINING_DRILL_76]
NUMBER_OF_ATTRIBUTES = 4

ATTRIBUTE_1 = 16
ATTRIBUTE_2 = 21
ATTRIBUTE_3 = 22
ATTRIBUTE_4 = 26

[CM_TRAINING_DRILL_77]
NUMBER_OF_ATTRIBUTES = 3

ATTRIBUTE_1 = 16
ATTRIBUTE_2 = 22
ATTRIBUTE_3 = 26

//Dribbling
[CM_TRAINING_DRILL_93]
NUMBER_OF_ATTRIBUTES = 3

ATTRIBUTE_1 = 2
ATTRIBUTE_2 = 12
ATTRIBUTE_3 = 14

[CM_TRAINING_DRILL_94]
NUMBER_OF_ATTRIBUTES = 4

ATTRIBUTE_1 = 2
ATTRIBUTE_2 = 5
ATTRIBUTE_3 = 12
ATTRIBUTE_4 = 14

[CM_TRAINING_DRILL_95]
NUMBER_OF_ATTRIBUTES = 4

ATTRIBUTE_1 = 2
ATTRIBUTE_2 = 5
ATTRIBUTE_3 = 12
ATTRIBUTE_4 = 14

//Advanced dribbling
[CM_TRAINING_DRILL_90]
NUMBER_OF_ATTRIBUTES = 3

ATTRIBUTE_1 = 5
ATTRIBUTE_2 = 12
ATTRIBUTE_3 = 14


[CM_TRAINING_DRILL_91]
NUMBER_OF_ATTRIBUTES = 3

ATTRIBUTE_1 = 5
ATTRIBUTE_2 = 12
ATTRIBUTE_3 = 14


[CM_TRAINING_DRILL_92]
NUMBER_OF_ATTRIBUTES = 3

ATTRIBUTE_1 = 2
ATTRIBUTE_2 = 12
ATTRIBUTE_3 = 14

//Defending
[CM_TRAINING_DRILL_69]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 24
ATTRIBUTE_2 = 9

[CM_TRAINING_DRILL_70]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 23
ATTRIBUTE_2 = 9

[CM_TRAINING_DRILL_71]
NUMBER_OF_ATTRIBUTES = 4

ATTRIBUTE_1 = 23
ATTRIBUTE_2 = 24
ATTRIBUTE_3 = 20
ATTRIBUTE_4 = 9

// Advanced defending
[CM_TRAINING_DRILL_84]
NUMBER_OF_ATTRIBUTES = 4

ATTRIBUTE_1 = 23
ATTRIBUTE_2 = 24
ATTRIBUTE_3 = 20
ATTRIBUTE_4 = 9

[CM_TRAINING_DRILL_85]
NUMBER_OF_ATTRIBUTES = 3

ATTRIBUTE_1 = 23
ATTRIBUTE_2 = 24
ATTRIBUTE_3 = 9

[CM_TRAINING_DRILL_86]
NUMBER_OF_ATTRIBUTES = 4

ATTRIBUTE_1 = 23
ATTRIBUTE_2 = 24
ATTRIBUTE_3 = 20
ATTRIBUTE_4 = 9

// Advanced Shooting
[CM_TRAINING_DRILL_66]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 21
ATTRIBUTE_2 = 15

[CM_TRAINING_DRILL_67]
NUMBER_OF_ATTRIBUTES = 3

ATTRIBUTE_1 = 25
ATTRIBUTE_2 = 22
ATTRIBUTE_3 = 21


[CM_TRAINING_DRILL_68]
NUMBER_OF_ATTRIBUTES = 3

ATTRIBUTE_1 = 21
ATTRIBUTE_2 = 15
ATTRIBUTE_3 = 10

// Shooting
[CM_TRAINING_DRILL_63]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 21
ATTRIBUTE_2 = 15

[CM_TRAINING_DRILL_64]
NUMBER_OF_ATTRIBUTES = 3

ATTRIBUTE_1 = 17
ATTRIBUTE_2 = 25
ATTRIBUTE_3 = 10


[CM_TRAINING_DRILL_65]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 21
ATTRIBUTE_2 = 15


// Passing
[CM_TRAINING_DRILL_60]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 19
ATTRIBUTE_2 = 11


[CM_TRAINING_DRILL_61]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 19
ATTRIBUTE_2 = 11


[CM_TRAINING_DRILL_62]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 19
ATTRIBUTE_2 = 11

// Lob passing
[CM_TRAINING_DRILL_72]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 18
ATTRIBUTE_2 = 11

[CM_TRAINING_DRILL_73]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 18
ATTRIBUTE_2 = 11


[CM_TRAINING_DRILL_74]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 18
ATTRIBUTE_2 = 11

//Crossing
[CM_TRAINING_DRILL_87]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 13
ATTRIBUTE_2 = 18

[CM_TRAINING_DRILL_88]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 13
ATTRIBUTE_2 = 18

[CM_TRAINING_DRILL_89]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 13
ATTRIBUTE_2 = 18

//PLAYER_ATTRIBUTE_ACCELERATION, // 0
//PLAYER_ATTRIBUTE_SPRINT_SPEED, // 1
//PLAYER_ATTRIBUTE_AGILITY, // 2
//PLAYER_ATTRIBUTE_BALANCE, // 3
//PLAYER_ATTRIBUTE_JUMPING, // 4
//PLAYER_ATTRIBUTE_STAMINA, // 5
//PLAYER_ATTRIBUTE_STRENGTH, // 6
//PLAYER_ATTRIBUTE_REACTIONS, // 7 -- Mental or Physical? Physical in VPro, Mental in rest
//PLAYER_ATTRIBUTE_AGGRESSION, // 8
//PLAYER_ATTRIBUTE_INTERCEPTIONS, // 9 - Note: This still corresponds to Gameplay::PLAYER_ATTRIBUTE_TACTICAL_AWARENESS; Please remove this comment once Gameplay has changed their attribute!
//PLAYER_ATTRIBUTE_POSITIONING, // 10
//PLAYER_ATTRIBUTE_VISION, // 11
//PLAYER_ATTRIBUTE_BALL_CONTROL, // 12
//PLAYER_ATTRIBUTE_CROSSING, // 13
//PLAYER_ATTRIBUTE_DRIBBLING, // 14
//PLAYER_ATTRIBUTE_FINISHING, // 15
//PLAYER_ATTRIBUTE_FREE_KICK_ACCURACY, // 16
//PLAYER_ATTRIBUTE_HEADING_ACCURACY, // 17
//PLAYER_ATTRIBUTE_LONG_PASSING, // 18
//PLAYER_ATTRIBUTE_SHORT_PASSING, // 19
//PLAYER_ATTRIBUTE_MARKING, // 20
//PLAYER_ATTRIBUTE_SHOT_POWER, // 21
//PLAYER_ATTRIBUTE_POWER_SHOT_ACCURACY, // 22 - long shots
//PLAYER_ATTRIBUTE_STANDING_TACKLE, // 23
//PLAYER_ATTRIBUTE_SLIDING_TACKLE, // 24
//PLAYER_ATTRIBUTE_VOLLEYS, // 25
//PLAYER_ATTRIBUTE_CURVE, // 26
//PLAYER_ATTRIBUTE_PENALTIES, // 27
//PLAYER_ATTRIBUTE_GK_DIVING, // 28
//PLAYER_ATTRIBUTE_GK_HANDLING, // 29
//PLAYER_ATTRIBUTE_GK_KICKING, // 30
//PLAYER_ATTRIBUTE_GK_REFLEXES, // 31
//PLAYER_ATTRIBUTE_GK_POSITIONING, // 32

Лично у меня повысить уровень скорости и ускорения с помощью тренировок, таким способом, не получилось. Да, появились эти параметры в пенальтях в самой игре, но они никак не влияют на тренировку. Не знаю, может делаю, что-то не так. 

Нравится 3
Комментарии (2)
B
i
u
Спойлер

Вы уверены что хотите удалить этот комментарий?