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DEL Time: 00:35
 
The template command is used to set your depth charts and team strategies. A sample template command is below, with descriptions of each line following. Note that any line beginning with # is ignored by the game.
TEMPLATE
pos QB  3625 3655 2953
pos TB  3169 5522 5494
pos FB  5515 3186 5499
pos WR  3243 3595 4452 3626 2085
pos TE  3273 2955 3601
pos C   5257 3762
pos OG  2086 5501 2913
pos OT  5258 2912 2088
pos SF  2090 3638 2089
pos CB  2939 5504 3605
pos ILB 5523 5259 2092
pos OLB 5543 3608 5507
pos DT  3647 3569 3617
pos DE  3615 5509 2942
pos PK  5516
pos PN  2097
opref 2 3 5 4 3 3 2
dpref 4
spref 4 2 3 4 1 2
sit 1 3 3 4 4 4 3 3 2 3 3 3 3 3 3
sit 2 3 3 2 2 2 2 3 2 4 3 3 3 3 3
sit 3 3 3 3 3 3 4 3 2 3 3 3 3 3 3
sit 4 3 3 4 4 4 3 3 2 3 3 3 3 3 3
sit 5 3 3 4 4 4 2 3 2 4 3 3 3 3 3
sit 6 3 3 3 3 3 4 3 2 3 3 3 3 3 3
bu 3 5 4 1 3 5 2 4 1 3 5 3 2 3
sides 1 2 2 1 1 1 4 4 2 1 1 1 1 1
key -2
dkey 4025 2384
sps 2955 3626 2089 3617
spl 3601 2942 5507
spr 2955 3626 2089 3617
spg 3601 2942 5507
sph 3601 2942 5507
red 2085
capt 3625 2939
ret 4452 4452 3626
train 3 0 2 2 0 2
#
#PLAYBOOKS
#play
pbn 2 3 3 20 2
pbs 6 3 3 30 3
pbl 4 3 3  6 3
pbr 2 3 3 22 3
pbg 6 3 3 25 3
pbh 4 3 3 10 3
#dplay
dpbn 1 4 3 5 15 2 3 3 24 3 2 3 1 48
dbps 1 4 3 5 15 2 3 3 16 3 2 3 1 32
dbpl 1 4 3 5  7 2 3 3 12 3 2 3 1 48
dbpr 1 4 3 5 15 2 3 3 24 3 2 3 1 48
dpbg 9 4 3 5 15 2 3 3 16 3 2 3 1 32
dpbh 1 4 3 5  7 2 3 3 12 7 2 3 1 56
DONE

First are the depth charts. For each position, you need to give the command
POS (position) (starter) (second player) ... (last player)
Every player in that position must be listed.

Coaching preferences are given with the commands
OPREF (O aggression) (kneel on ball) (4th down) (2 point) (spike) (reserve in win) (reserve in loss)
DPREF (D aggression)
SPREF (FG attempt) (onside kick) (fake punt) (fake FG) (fake PAT) (run on fake)

Each value can be set from 1 to 5, with 5 being doing that action the most. Example: 5 on zone means you want to run 100% zone, 5 on spike means you will spike the ball to stop the clock more than average, etc. The two "reserve in win/loss" refer to taking out the starters in blowout situations, either if you're winning or losing. A blowout is defined as 21 points + X points per minute, where X is 1 if you select 5, 1.5 with 4, 2 with 3, and 2.5 with 2. FG attempts set the likelihood of making a low odds field goal rather than punting or going for it, and can be from 1 (generally kick if 85% chance or better) to 5 (kick if 30% chance or better).

Situational coaching is made with the OSIT and DSIT commands:
OSIT (#) (Use) (play-alt) (call-alt) (FB run) (FB-beh) (mid. run) (mid-beh) (TE pass) (TE-beh) (RB pass) (RB-beh) (long pass) (long-beh) (draw) (draw-beh) (misdir) (misd-beh) (reverse) (rev-beh) (option) (opt-beh) (play-act) (PA-beh) (screen) (scr-beh) (QB roll) (rll-beh)
DSIT (#) (Use) (call-alt) (Key) (Key/Ahd) (Key/Beh) (Zone) (Zone/Beh) (Zone/Run) (Blitz) (Blitz/Beh) (Blitz/Run) (Stunt) (Stunt/Beh) (Stunt/Run)
The situation numbers are 1=normal, 2=short yardage, 3=long yardage, 4=red zone, 5=goal line, and 6=hurry-up. Use values can be 1-5, where 1 is least and 5 most. Defensive situation use values can also be set to 6, meaning that the use will mirror the opposing offense's situation use.

All other offensive options are 1-5 values, where 1 is generally never and 5 the most. The first offensive options set alteration amounts. Play alteration is the modification of a play while it is being run (a runner bouncing or a QB picking secondary or tertiary receievers). Playcall alteration is changes to your other situation settings as the game progresses based on success earlier in the game. All other options are in pairs, the first being the normal likelihood of doing something and the second the modification to that likelihood when trailing.

Defensive call alteration works the same as offensive, except that setting to 5 will base your playcalling 1/3 on history instead of 2/3. Three defensive keys can be set, depending on if your team is leading, trailing, or the game is close. The keys are 1=neutral, 2=run, 3=pass, or 4=best guess from the opponent's earlier playcalling. The remaining options let you set the amount of zone coverage, blitzes, and line stunts. The first value in each is the base value, the second is the modification when behind, and the third is the modification when expecting the other team to run the ball. All values are 1-5; 1=never and 5=always for the base, while a modification of 3 is none and 5 is the most. Situations are defined precisely below.

Bench usage is set with the BU command:
BU (QB) (TB) (FB) (WR) (TE) (C) (OG) (OT) (SF) (CB) (ILB) (OLB) (DT) (DE)
Setting a position to a bench use of 5 means that the starters and backups will get similar playing time. Setting it to a 1 means that the starter will almost always be on the field.

Setting strong/weakside players is done with SIDES:
SIDES (QB) (TB) (FB) (WR) (TE) (C) (OG) (OT) (SF) (CB) (ILB) (OLB) (DT) (DE)
For each position, this can be set to no preference (1), #1 man strong (2), #1 man weak (3), most effective strong (4), and most effective weak (5). #1/#2 is the player in that order on the depth chart, or a sub. Most effective is a combination of depth chart position and fatigue. For FB in a power I, "strong" means runner and "weak" means blocking back. Note that the weakside tackle guards the QB's blind side; it is recommended to put your better player on that side.

To set a specific WR to key on:
KEY (#)
The # can be set one of the following ways to determine which opposing outside WR is thought of as the strongside player when using the CB sides:

  • -2: the opposing WR higher on the depth chart.
  • -1: the strongside WR.
  • player's ID number: if that player is on the field in either outside WR spot, his side is the strongside. If he is not, the CB sides is treated as no preference.

To set defensive linemen to double-team if you have extra blockers:
DKEY (player 1) (player 2)
You can set zero, one, or two players as key linemen by listing their ID numbers after the "dkey".

To set your specialists:
SPX (first player) (second player) ... (last player)
, where X is S for short, L for long, R for red zone, G for goal-line, or H for hurry-up (the same letters as are used for playbooks). Specialists are players who are generally low in the depth charts, but are wanted in certain situations. You can set players to be specialists to be used in specific situations. Note that the hurry-up situation refers to the offense. So if you want to send in a defender against an offense trying to hurry-up, you would want to set him as a hurry-up specialist. All players listed after the specialist command are specialists for that situation; all other players on your team are set to NOT be specialists. Since quarterbacks play for an entire drive, only red zone (if the drive begins in the red zone) and hurry-up specialist settings are used; for place kickers, only short (field goals) and long (kickoffs) have meaning; for punters, none of the specialist settings have any meaning.

Your punt and kickoff returners are set by
RET (punt) (KO#1) (KO#2)
The player is entered by his ID number. KO#1 will get the ball more often than will KO#2.

You can also redshirt players in college football, with
RED (player 1) (player 2) ... (last player)
Redshirting a player will prevent him from playing, and if redshirted for the entire season, will gain an extra year of eligibility. Note that a player who has redshirted a previous year cannot redshirt again.

In the pro game, you can assign a captain and an assitant captain, with
CAPT (captain) (assistant)
This is for show more than anything in football, as the captain has minimal impact on his team.

Finally, the game training options are given by
TRAIN (pass) (run) (pass D) (run D) (condition) (films)
You may use up to ten training points for offense and ten for defense, but the more you train the more fatigued your team will play.


To define a new offensive package:
PKG (number) (n0) (n1) ... (n4) (#plays) (p0) ... (p25) * plays "Play Name"
  • number is 201-255
  • n0 is the backfield setting, from 0-5: 0=no backs, 1=single TB, 2=single FB, 3=split backs, 4=I, 5=wishbone, 6=power I. The wishbone is defined with one fullback behind the QB and two tailbacks split behind; the power I is an I with a second fullback to the strongside.
  • n1 is the WR setting, from 0-2: 0=equal number of WRs on each side (only allowed if the number of WRs is even, of course), 1=more WRs on the strong side, 2=more WRs on the weak side.
  • n2 is the number of TEs, from 0-2. If there is one TE, he will be on the strong side of the line.
  • n3 is the QB depth, which can be 0 (under center) or 1 (shotgun)
  • #plays is the number of plays per package. For each, you must list the following:
    • p0 is the usage of the play, from 1 (least) to 5 (most)
    • p1 is the usage alteration to make when behind, from 1 (never run the play) to 5 (use the play much more).
    • p2 is the amount that players are allowed to alter the play during the game, with 1 being the least and 5 being at will. Altering a play means bouncing to a different route on a run play or throwing to second and third receivers on a pass play. Setting this to zero will use the setting defined in OSIT.
    • p3 is the play type, from 0-4 or 10-12: 0=normal run, 1=draw, 2=trap or misdirection, 3=reverse, 4=option, 10=normal pass, 11=play-action pass or normal pass, 12=screen. (Note that, to eliminate the nearly identical plays, any play-action pass play - type 11 - can also be called as a normal pass.)
    • p4 should be 1.
    • p5, p7, and p9 are the first, second, and third runners or receivers (depending on the play type). A player's number is his position (TB=10, FB=20, WR=30, TE=40, QB=50) plus his number from the strong sideline. Setting to zero means that nobody is assigned. For example, if there are 2 TEs, the strongside TE is 41 and the weakside is 42. In a 4 WR set with two on each side, the strongside receivers are 31 (on the sideline) and 32 (in the slot) and the weakside receivers are 33 (in the slot) and 34 (on the sideline).
    • p6, p8, and p10 are the routes for the runners or receivers. Running routes are 0-4: 0=strong sweep, 1=strong off-tackle, 2=middle, 3=weak off-tackle, 4=weak sweep. Passing routes are 0-10: 0=quick dump, 1=quick in, 2=quick curl in, 3=quick curl out, 4=quick out, 5=in, 6=curl in, 7=curl out, 8=out, 9=post, 10=corner.
    • p11-p18 allow you to flag a play to be used less (or not at all) based on the situation. The values are 0 (don't use), 1 (use half as much), or 2 (normal use). The situations are p11=normal, p12=short, p13=long, p14=red zone, p15=goal line, p16=hurry up, p17=own red zone, p18=own goal line.
    • p19-p24 give additional options, should you wish to delineate between 1st, 2nd, and 3rd/4th downs. In that case, the settings in p11-p13 will be used for 3rd/4th downs. The values correspond to p19=1st/norm, p20=1st/short, p21=1st/long, p22=2nd/norm, p23=2nd/short, p24=2nd/long. If you simply want to use the p11-p13 values for 1st and/or 2nd down, you can set these numbers to 3.

To delete a play:
DELPKG (number) Note that plays may only be deleted if they are not used in your playbook.


To define a new defensive package:
DPKG (number) (n0) ... (n12) (#plays) (p0) ... (p9) * plays "Play Name"
  • number is 201-255
  • n0-n5 set the number of players per position at SF, CB, ILB, OLB, DT, and DE, respectively.
  • n6 sets the front. The front value is from 0 to 19, calculated as the sum of the following options:
    • DL shift: 46 (heavy weak) = 0, shift weak = 1, no shift = 2, shift strong = 3, mirror 46 (heavy strong) = 4.
    • DL spacing: 0=tight, 5=loose.
    • OLB depth: 0=back, 10=close.
  • n7, n8, and n9 set the zone use for the package. Values are the same as in the situation settings (see DSIT above), with an additional option of 6 allowable for each. Setting to 6 will use the default for the situation.
  • n10, n11, and n12 set the blitz use for the package.
  • #plays is the number of defensive plays per package. For each, you must list the following:
    • p0 sets the pass coverage: 0=0-man, 1=1-man, 2=2-man, 3=3-man, 4=0-zone, 5=1-zone, 6=2-zone, 7=3-zone, 8=4-zone, 9=man-strong, 10=man-weak, 11=double 1, 12=double 2.
    • p1 sets the stunt amount, which can be 1 (never) to 5 (always) or 6 (use situation default).
    • p2-p4 set blitzers. The player numbers are determined identically to receivers/runners; see above for details. The positions are 10=SF, 20=CB, 30=ILB, 40=OLB. You need not specify a player; setting to 10, 20, 30, or 40 will have a player from that position chosen at random.
    • p5 sets a lineman to fall back into coverage in the case of a zone blitz. The positions for linemen are 50=DT and 60=DE. As with blitzers, setting to 50 or 60 will choose a lineman at random. A lineman can also play man coverage, although it really isn't recommended.
    • p6, p7, and p8 set the play usage. Values are 1-5, with the same meanings as n7-n9.
    • p9 sets the defense key. Options are the same as the situation settings, plus 5 (use situation default).
To delete a defensive package:
DELDPKG (number) Note that packages may only be deleted if they are not used in your playbook.
To set the offensive and defensive playbooks:
For an automatically generated offensive playbook, use PBA (O formation)
For an automatically generated defensive playbook, use DPBA (D formation)
Offensive formation choices are Wishbone (1), I (2), Pro Set (3), Run & Shoot (4), Shotgun (5), and Spread (6). Defensive formation options are 4-3 (1), 4-4 (2), 3-4 (3), and Nickel (4). Note that you would want to do these after setting your preferences and depth charts.

To manually set the playbooks, use:

  • PBN: normal offense
  • PBS: short yardage offense
  • PBL: long offense
  • PBR: red zone offense (generally inside or at the 20)
  • PBG: goal-line offense (generally inside or at the 3)
  • PBH: hurry-up offense (late and trailing)
  • DPBN: normal offense
  • DPBS: short yardage offense
  • DPBL: long offense
  • DPBR: red zone offense
  • DPBG: goal-line offense
  • DPBH: hurry-up offense (late and leading)

The format for a playbook is
PBX (play 1) (usage 1) (beh 1) (run 1) (run-beh 1) (play 2) (usage 2) (beh 2) (run 2) (run-beh 2) ... (play N) (usage N) (beh N) (run N) (run-beh N)
for offense and
DPBX (play 1) (usage 1) (beh 1) (run 1) (WR 1) (play 2) (usage 2) (beh 2) (run 2) (WR 2) ... (play N) (usage N) (beh N) (run N) (WR N)
For each playbook, each team needs between 1 and 25 packages and the probability of running each (from 1 to 5 with 5 being roughly 5 times more than 1). The ahead/behind value for each play is between 1 and 5, and should be 3 if you want the play used equally at all times, 1 if you want it used mostly when you are ahead, and 5 if you want it used mostly when behind. 2 and 4 are intermediate values.

Offensive playbooks have "run" and "run-beh" values. The run value ranges from 0 (never) to 40 (always), and is the percentage of running plays divided by 2.5. The run-beh value goes from 1 to 5 and modifies the run fraction depending on if your team leads or trails.

Defensive playbooks have "run" and "WR" values. The run settings are used similary, depending on whether the opponent is likely to run or pass. The WR setting is defined as follows:

  • 1: use vs. 0 WR formation
  • 2: use vs. 1 WR formation
  • 4: use vs. 2 WR formation
  • 8: use vs. 3 WR formation
  • 16: use vs. 4 WR formation
  • 32: use vs. 5 WR formation
If a package should be used against more than one number of WRs, add the numbers of the formations desired.

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