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FIFA 17 Momentum evidence discovered?

A few days ago, the FIFA community over at reddit went mad after an user shared some suspicious in-game code lines of FIFA 17 that might point to momentum/scripting inputs.

The code lines in discussion can be found in the Initfs-Win32 file in the data folder of the FIFA 17 game on PC and below you can see a preview of those codes:

Spoiler

// This of the attribute and trait names ——————-

//

//— fatigue (0-100)

//DB_FATIGUE

//

//— team chemistry (0-100) (used in momentum)

//DB_TEAM_CHEMISTRY

//DB_AVERAGE_RATING

//

[ADAPTIVE_DIFFICULTY] ENABLED = 1

[ADAPTIVE_DIFFICULTY_INCREASE_DIFFICULTY]

// Description: “User scores in first 5 minutes”

// WHEN <GoalEvaluation> IF <user score is greater than opponent score and before 5 minutes> DO <increase difficulty by 0.25> RULE1_PARAM1 = 5

// Minutes RULE1_OUTPUT = 0.25 // Description: “User scores in first 20 minutes”

// WHEN <GoalEvaluation> IF <user score is greater than opponent score and before 20 minutes> DO <increase difficulty by 0.25> RULE2_PARAM1 = 20

// Minutes RULE2_OUTPUT = 0.25

// Description: “Score >= 2 goal lead”

// WHEN <GoalEvaluation> IF <user has greater than 2 goal lead> DO <increase difficulty by 0.25> RULE3_PARAM1 = 2

// Goal lead RULE3_OUTPUT = 0.25 // Description: “>70% possession after at least 20 minutes”

// WHEN <BallOOP> IF <user has greater than 70% of possession and after 20 minutes> DO <increase difficulty by 0.25> RULE4_PARAM1 = 70

// Possession percentage RULE4_PARAM2 = 20

// Minutes RULE4_OUTPUT = 0.25

// Description: “More than 5 shots in first 30 minutes”

// WHEN <BallOOP> IF <user has more than 5 shots in the first 30 minutes> DO <increase difficulty by 0.15> RULE5_PARAM1 = 5

// Shots RULE5_PARAM2 = 30 // Minutes RULE5_OUTPUT = 0.15

// Description: “More than 10 shots on target at any point”

// WHEN <BallOOP> IF <user has more than 10 shots on target> DO <increase difficulty by 0.1> RULE6_PARAM1 = 10 // Shots on target RULE6_PARAM2 = 10

// Increments on PARAM1 RULE6_OUTPUT = 0.1 [ADAPTIVE_DIFFICULTY_DECREASE_DIFFICULTY]

// Description: “Losing at any point”

// WHEN <GoalEvaluation> DO <decrease difficulty by 0.1> RULE1_PARAM1 = 0

// Minutes RULE1_OUTPUT = -0.1

// Description: “No shot on target within 30 minutes of play”

// WHEN <BallOOP> IF <after 30 minutes> DO <decrease difficulty by 0.2> RULE2_PARAM1 = 30

// Minutes RULE2_OUTPUT = -0.2

// Description: “<30% possession any time after 30 minutes”

// WHEN <BallOOP> IF <possession less than 30% and after 30 minutes> DO <decrease difficulty by 0.2> RULE3_PARAM1 = 30

// Possession RULE3_PARAM2 = 30

// Minutes RULE3_OUTPUT = -0.2

// Description: “<2 shots by 60th minute”

// WHEN <BallOOP> IF <number of shots less than 2 and after 60 minutes> DO <decrease difficulty by 0.2> RULE4_PARAM1 = 2

// Shots RULE4_PARAM2 = 60

// Minutes RULE4_OUTPUT = -0.2

// Description: “<4 shots on target 80th minute”

// WHEN <BallOOP> IF <number of shots less than 4 and after 80 minutes> DO <decrease difficulty by 0.3> RULE5_PARAM1 = 4

// Shots RULE5_PARAM2 = 80

// Minutes RULE5_OUTPUT = -0.3

// Description: “Losing by 2 goals”

// WHEN <GoalEvaluation> IF <losing by 2 goals> DO <decrease difficulty by 0.1> RULE6_PARAM1 = -2

// Goals RULE6_OUTPUT = -0.15

//DB_TRAIT_SOLID_PLAYER

//DB_TRAIT_INFLEXIBILITY

//DB_TRAIT_CHICKEN_HEADER

//DB_TRAIT_RISK_TAKER

//DB_TRAIT_HIGH_DETERMINATION

//DB_TRAIT_LOW_DETERMINATION

//DB_TRAIT_SUPER_SUB

//DB_TRAIT_LOW_CONCENTRATION

//DB_TRAIT_RESPONSIBILITY_TAKER

//DB_TRAIT_1_2_PASSER

//DB_TRAIT_COUNTER_ATTACKING

//DB_TRAIT_HEEL_PASSER

//DB_TRAIT_FINESSE_HEADER

//DB_TRAIT_POWER_HEADER

//DB_TRAIT_JUGGLER

//DB_TRAIT_LONG_PASSER

//DB_TRAIT_ONE_TIME_PASSER

//DB_TRAIT_OUTSIDE_PASSER

//DB_TRAIT_THROUGH_BALLS

//DB_TRAIT_TRIES_FIRST_TIME_SHOTS

//DB_TRAIT_SWITCHES_BALL_TO_OTHER_FLANK

//DB_TRAIT_TARGET_FORWARD

//DB_TRAIT_FORWARD_PUSHES_WIDE_RIGHT

//DB_TRAIT_FORWARD_PUSHES_WIDE_LEFT

//DB_TRAIT_HOLDS_UP

//DB_TRAIT_WING_PLAYER

//DB_TRAIT_PUSHES_FORWARD

//DB_TRAIT_COVERING

//DB_TRAIT_CAUTIOUS_WITH_CROSSES

//DB_TRAIT_COMES_FOR_CROSSES

//DB_TRAIT_STAYS_ON_GOAL_LINE

//DB_TRAIT_RUSHES_OUT_OF_GOAL

//DB_TRAIT_PENALTY_SAVING

//DB_TRAIT_PUSHES_UP_FOR_CORNERS

If we take a quick look at some of these codes we can see that if we have a lot of shots, score or have high possession in the first 20 minutes of a match, the game difficulty will increase.

For now we do not know if these codes apply to online modes like FUT or Seasons, but they most definitely apply to offline modes like Career Mode.

This is the second time in a year that EA Sports are caught red-handed with fishy stuff in their game after the FIFA 16 Chemistry Glitch.

Do you think momentum/scripting exist in FIFA after these recent discoveries? Please leave your opinions in the comment box below.

About Damien

Founder of FIFA-Infinity.com, Graphic Designer and FIFA Modder in spare time.

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