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Players.dbf Editing Guide

The following information should be of some use if you are editing the NBA Live 2001 players.dbf files using DB Commander or another DBF editor.

DELETED: Whether a player has been deleted or not. Set to FALSE
NAME: Player's surname
FNAME: Player's firstname
NICKNAME: Player's nickname
PLAYERID: Player's ID number in the database. DO NOT CHANGE
NUMBER: Player's jersey number
POSITION: Player's primary position
0: Center
1: Power Forward
2: Small Forward
3: Shooting Guard
4: Point Guard
POSITION2: Player's secondary position
0: Center
1: Power Forward
2: Small Forward
3: Shooting Guard
4: Point Guard
HEIGHT: Player's height in inches
WEIGHT: Player's weight in pounds
YEARSEXP: How many seasons played in the NBA
SCHOOLNUM: Player's college. Corresponds to numbers in schools.dbf
COLOR: Player's skin colour. Number corresponds to a skin tone
BODYTYPE: The size of a player's body. Ranges from 0 (very thin) to 8 (very bulky)
SKINNYPCT: How lean the player's body is (measured in %)
CUTPCT: How toned the player's body is (measured in %)
FATPCT: How fat the player's body is (measured in %)
MUSCLEDEF: How muscular the player's body is (measured in %)
HAND: Whether a player is right (0) or left (1) handed
HEADMODEL: The shape of the player's head. Models range from 0-7
FACE: Attribute for created players. Corresponds to faces in Create-a-Player
HAIRSTYLE: Attribute for created players. Corresponds to hairstyles in Create-a-Player
FACIALHAIR: Attribute for created players. Corresponds to facial hair in Create-a-Player
EYEWEAR: Attribute for goggles. Only shows up in gameplay.
0: None
A: White glasses
B: Red Goggles
C: Black Goggles
D: Gold Goggles
E: Blue Goggles
HEADWEAR: Attribute for headbands. Set to 0 by default.
HEADGEO: Head shape for created players, ranging from 0-6
NOSEGEO: Nose shape for created players, ranging from 0-4
EYESGEO: Eye shape for created players, ranging from 0-2
SHOES: Player's shoe type
SOCKS: Player's sock type
LELBOWPADS: Left elbow pad (not used)
RELBOWPADS: Right elbow pad (not used)
LWRISTBAND: Left wristband (not used)
RWRISTBAND: Right wristband (not used)
LKNEEPADS: Left knee pad (not used)
RKNEEPADS: Right knee pad (not used)
OVERALLRTG: Overall rating - calculated by the game
PLAYRVALUE: DO NOT TOUCH!!!


All ratings are based on the following system in the DBF:
0-1=50
2-3=51
etc unless otherwise noted


FGPBASE: Field Goal/Jump Shooting Rating
THREEPTBAS: Three Point Shooting Rating
FTPBASE: Free Throw Rating
DNKABILITY: Dunking Rating - controls how often a player can make difficult dunks
STLABILITY: Stealing Rating
BLKABILITY: Blocking Rating
OREABILITY: Offensive rebounding rating
DREABILITY: Defensive rebounding rating
BALABILITY: Ball handling (passing) ability
OFFABILITY: Offensive Awareness
DEFABILITY: Defensive Awareness
SPEED: Speed rating
QUICK: Quickness rating
JUMP: Jumping rating
DRIBBLE: Dribbling rating
DSTRENGTH: Strength rating
DHARDY: Hardiness rating - controls injuries in simulated play
DSHOOTRANG: Shooting Range (8-25 feet)
RANGE2: Shooting Range 2 (6-17 feet)
FATIGUE: Fatigue (Endurance) Rating
INSIDESC: Inside Scoring Rating
CLUTCH: Clutch Rating
PRIMACY: Primacy Rating - how often the CPU will use player to score
SCOREAREA: Player's offensive style - Refer to Chart
FACIALCTRL: Facial Expression
0: Laid Back
1: Balanced
2: Hyped
FTRITUAL: Free Throw Ritual. Most players set to 0
ORIGTEAM: Player's original team - Refer to Chart
This value is used to determine the player's team jersey if they are an All-Star.
TEAM: Player's current team - Refer to Chart
ROSTERPOS: Roster position
0: Starting Centre
1: Starting Power Forward
2: Starting Small Forward
3: Starting Shooting Guard
4: Starting Point Guard
5-11: Active Bench
12-14: Inactive Roster
BIRTHDATE: Player's birth date, in the format yyyymmdd (eg 19750329 = 29th March 1975)
BIRTHTOWN: Town player was born in (if unknown, --)
BIRTHSTATE: State player was born in (if unknown, --)
DPLACE: Player's draft position (if not drafted, -1)
DROUND: Player's draft round (if not drafted, -1)
DOVERALL: Player's draft position (if not drafted, -1)
DRAFTYEAR: Year player was drafted in yyyy format (eg 2000)
DRAFTEDBY: Team that drafted player, 3 letter abbreviation (Atl, Bos, etc)
DHOW: How a player was acquired
D: Drafted
T: Via Trade
F: Via Free Agency
DFROM: Team player was acquired from, 3 letter abbreviation (Atl, Bos, etc) (if not applicable, --)
SCRATCH1: ?
SCRATCH2: ?
SCRATCH3: ?
DUNKPACK: Dunk Package - controls the amount of dunks a player can perform, ranges from 0 (no dunks) to 6 (many dunks)
PREFDUNK: Dunk player uses most often
CAREERPKG: Career Package. Determines a player's chances of improving/declining. Ranges from A (excellent chances) to J (little chance).
ENVELOPE: Used for player development, assigned by game in Franchise Mode
INJURYID: Corresponds to a number in injury.dbf. 0 by default (uninjured)
INJURYDATE: Date injury occured, assigned by game in Season/Franchise Mode
RECOVRDATE: Date player will recover by, assigned by game in Season/Franchise Mode
ISPLAYABLE: Determines whether a player can play (TRUE/FALSE) ie he has a severe injury, minor injury, or is uninjured. If a player's name shows up in red in a roster screen, he cannot play. If his name shows up in yellow, he is injured, but playable. If his name shows up as normal, he is playable.
ISCREATED: Player is created (TRUE/FALSE)
FACEPATCH: Player uses a face patch (TRUE/FALSE)
ISGENERATE: Player was generated in Franchise Mode (TRUE/FALSE)
ISHISTORIC: Player belongs to Legends Pool or Decade All-Star team. Cannot be selected in Franchise Draft.
ACTIVEHIST: Player is a legend who is still active
CUSTOMFACE: Player uses a face created by the Face-in-the-Game feature
IS50TEAM: Player belongs to the 50s All-Stars
TRADEABLE: Player can be traded (TRUE/FALSE). Players whose name is displayed in red (major injury) cannot be traded.
PLRSUBID: Player's Sub ID. Used with custom team feature. 0 for original player. (not used)
DUPECOUNT: How many times a player has been duplicated on custom teams. (not used)
ID7: Speech File ID. First two letters of first name, first five letters of surname (eg ALHENDE)
L_PORT: Player's Portrait ID. Numeral 1, first two letters of first name, first five letters of surname (eg 1ALHENDE)
PLAYERPKG: Cyberface ID. First two letters of first name, first five letters of surname (eg ALHENDE)


Note:
  • When player has a surname with less than 5 letters, an underscore is used (eg BOSURA_)
  • Created players have a PLAYERPKG based on the appearance attributes assigned to them which will show up as four letters (eg GZQB)
INSEASON: Player is in regular season (TRUE/FALSE)
INPLAYOFF: Player is in the playoffs (TRUE/FALSE)
ROOKIEPKG: Generated rookie rating - development potential
0: Excellent
1: Good
2: Average
3: Limited
4: Very Limited
ROOKVALUE: ? - used for generated rookies
ROOKIERANK: Projected draft position - used for generated rookies
ROOKIERANK2: Projected draft position - used for generated rookies
ROOKSTR1: First strength displayed in scouting report
ROOKSTR2: Second strength displayed in scouting report
ROOKSTR3: Third strength displayed in scouting report
ROOKWEAK1: First weakness displayed in scouting report
ROOKWEAK2: Second weakness displayed in scouting report
ROOKWEAK3: Third weakness displayed in scouting report
GRADCLASS: Graduation class for generated rookies
0: High School Senior
1: Freshman
2: Sophomore
3: Junior
4: Senior
SALARY: Player's salary
SALARYTEAM: Team whose cap player's salary counts against -
YRSSIGNED: Years player's contract is worth
YRSREMAIN: Years remaining on player's current cotnract
RETIREYEAR: Year player retired in a Franchise
SALARY2: Player's second salary (if applicable)
SALARY3: Player's third salary (if applicable)
SALARYTM2: Team whose cap player's SALARY2 counts against (if applicable) -
SALARYTM3: Team whose cap player's SALARY3 counts against (if applicable) - Refer to Chart
YRSSIGNED2: Years signed on second salary
YRSSIGNED3: Years signed on third salary
YRSREMAIN2: Years remaining on second salary
YRSREMAIN3: Years remaining on third salary
TMREFUSAL: ?


Note: If a player is released his deal continues to count against the cap of the team that released him until his deal expires or another team signs him. If he has a deal worth 60000 and he is released then signed for the minimum 30000, the team that released him will still owe him 30000, hence 30000 of his salary will still count against their cap. This is where the SALARY2, SALARYTM2 attributes are used.

WEEKLYMVP: How many times a player has been Player of the Week
MONTHLYMVP: How many times a player has been Player of the Month
WEEKGAMES: ?
MONTHGAMES: ?
RAWOFFVAL: ?
RAWDEFVAL: ?
OFFVALUE: ?
DEFVALUE: ?
SFGATT: How many field goals a player attempted last season
SFGMAD: How many field goals a player made last season
STHREEATT: How many three pointers a player attempted last season
STHREEMAD: How many three pointers a player made last season
SFTATT: How many free throws a player attempted last season
SFTMAD: How many free throws a player made last season
SBLOCKS: How many blocks a player had last season
SOFFREB: How many offensive rebounds a player had last season
SASSISTS: How many assists a player had last season
SPERFOUL: How many personal fouls a player had last season
SSTEALS: How many steals a player had last season
SDEFREB: How many defensive rebounds a player had last season
STURNOVER: How many turnovers a player had last season
SMINUTES: How many minutes a player registered last season
SGAMES: How many games a player played last season
SGSTART: How many games a player started last season
SEJECT: How many ejections a player registered last season
CSFGATT: How many field goals a player has attempted in the current season
CSFGMAD: How many field goals a player has made in the current season
CSTHREEATT: How many three pointers a player has attempted in the current season
CSTHREEMAD: How many three pointers a player has made in the current season
CSFTATT: How many free throws a player has attempted in the current season
CSFTMAD: How many free throws a player has made in the current season
CSBLOCKS: How many blocks a player has in the current season
CSOFFREB: How many offensive rebounds a player has in the current season
CSASSISTS: How many assists a player has in the current season
CSPERFOUL: How many personal fouls a player has in the current season
CSSTEALS: How many steals a player has in the current season
CSDEFREB: How many defensive rebounds a player has in the current season
CSTURNOVER: How many turnovers a player has in the current season
CSMINUTES: How many minutes a player has registered in the current season
CSGAMES: How many games a player has played in the current season
CSGSTART: How many games a player has started in the current season
CSEJECT: How many ejections a player has registered in the current season
PFGATT: How many field goals a player attempted last playoffs
PFGMAD: How many field goals a player made last playoffs
PTHREEATT: How many three pointers a player attempted last playoffs
PTHREEMAD: How many three pointers a player made last playoffs
PFTATT: How many free throws a player attempted last playoffs
PFTMAD: How many free throws a player made last playoffs
PBLOCKS: How many blocks a player had last playoffs
POFFREB: How many offensive rebounds a player had last playoffs
PASSISTS: How many assists a player had last playoffs
PPERFOUL: How many personal fouls a player had last playoffs
PSTEALS: How many steals a player had last playoffs
PDEFREB: How many defensive rebounds a player had last playoffs
PTURNOVER: How many turnovers a player had last playoffs
PMINUTES: How many minutes a player registered last playoffs
PGAMES: How many games a player played last playoffs
PGSTART: How many games a player started last playoffs
PEJECT: How many ejections a player registered last playoffs
CPFGATT: How many field goals a player has attempted in the current playoffs
CPFGMAD: How many field goals a player has made in the current playoffs
CPTHREEATT: How many three pointers a player has attempted in the current playoffs
CPTHREEMAD: How many three pointers a player has made in the current playoffs
CPFTATT: How many free throws a player has attempted in the current playoffs
CPFTMAD: How many free throws a player has made in the current playoffs
CPBLOCKS: How many blocks a player has in the current playoffs
CPOFFREB: How many offensive rebounds a player has in the current playoffs
CPASSISTS: How many assists a player has in the current playoffs
CPPERFOUL: How many personal fouls a player has in the current playoffs
CPSTEALS: How many steals a player has in the current playoffs
CPDEFREB: How many defensive rebounds a player has in the current playoffs
CPTURNOVER: How many turnovers a player has in the current playoffs
CPMINUTES: How many minutes a player has registered in the current playoffs
CPGAMES: How many games a player has played in the current playoffs
CPGSTART: How many games a player has started in the current playoffs
CPEJECT: How many ejections a player has registered in the current playoffs
DFGATT: Example of how many field goals a player will attempt in simulated play
DFGMAD: Example of how many field goals a player will make in simulated play
DTHREEATT: Example of how many three pointers a player will attempt in simulated play
DTHREEMAD: Example of how many three pointers a player will make in simulated play
DFTATT: Example of how many free throws a player will attempt in simulated play
DFTMAD: Example of how many free throws a player made last season
DBLOCKS: Example of how many blocks a player will make in simulated play
DOFFREB: Example of how many offensive rebounds a player will register in simulated play
DASSISTS: Example of how many assists a player will register in simulated play
DPERFOUL: Example of how many personal fouls a player will register in simulated play
DSTEALS: Example of how many steals a player will register in simulated play
DDEFREB: Example of how many defensive rebounds will register in simulated play
DTURNOVER: Example of how many turnovers a player will register in simulated play
DMINUTES: Example of how many minutes a player will register in simulated play
DGAMES: Example of how many games a player will register in simulated play
DGSTART: Example of how many games a player will start in simulated play
DEJECT: Example of how many ejections a player will register in simulated play
PSXPSTART: ?




















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