Build Pinch hitter Cricsim < ai is crazy > version 4.0*** added Rain and DLS to simulation...

To be used when developing an addon/patch/app etc
I haven't has the chance of sim much but it looks very user friendly kudos!

I like general idea of sliders skills and SR/ECO constitute to overall ratings can be really useful specially in t20s to rate players and differentiate them
 
Version 3.6 of 'Pinch Hitter Cricsim' is live!
We replaced the previous 'Player Rating System' with a completely new and simple one, that defines Players using three core components, just like in real cricket: Career Stats, Traits, and Form...
  • Career Stats (The Foundation)
This is the player's fundamental ability, based on their real-world performance.
  • For Batsmen: Their Batting Average and Strike Rate for both T20 and ODI formats determine their core scoring ability.
  • For Bowlers: Their Bowling Average and Economy Rate determine their effectiveness at taking wickets and preventing runs.
A player with a high career Strike Rate will naturally be more aggressive in the simulation, while a bowler with a low Economy will be better at tying batsmen down.
  • Player Traits (The "X-Factor")
These are special abilities that make players unique and perform differently in specific situations. They add a layer of strategy to team selection.
  • A batsman with the 'Chase Master' trait gets better when chasing a target.
  • A bowler with the 'Death Rattler' trait becomes much harder to hit in the final overs.
  • A fielder with 'Safe Hands' is more likely to take a difficult catch.
These traits apply powerful modifiers during the match, making the simulation feel less random and more tactical.
  • Player Form (The Hot Streak)
This represents a player's temporary performance level, which can change over time. A player's form is crucial because it can make a good player great, or a great player struggle. The levels are:
  • Excellent
  • Good
  • Ordinary (Normal)
  • Bad
  • Worst
The Overall Rating number you see on a player's card is a summary of their stats and traits, giving you a quick idea of their quality... However, the color of that number is the most important indicator because it shows the player's current form...

NOTE: Delete the default team from the old version and refresh your browser to get the updated default team with new ratings and traits... Your custom-created teams will automatically adapt to this new player rating system, but it's recommended to review your players before simulating new matches in this version of PHcricsim...
 

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Version 4.0 of 'Pinch Hitter Cricsim' is live!
We added a new layer of realism to match simulation, especially for league managers like @Na Maloom Afraad who love adding features like Rain to their leagues and simulations...

How to Use the Rain Feature
In the Match Setup screen, alongside "Format" and "Pitch," you will now see a new dropdown menu labeled Rain.

  • No Rain: The classic, uninterrupted match experience.
  • 15% Chance: A light, late-game interruption.
  • 30% Chance: A more significant, unpredictable mid-game delay.
  • 50% Chance: A major, match-altering weather event.
What Each Rain Scenario Does
Each option triggers a unique, pre-defined weather scenario to make the simulation more varied and exciting.

  • 15% Chance (The Tense Chase): This simulates a brief shower during the second innings powerplay. The game will pause, a few overs will be lost, and a new DLS target will be set, creating a classic, tense run chase against a revised target.
  • 30% Chance (The Stop-Start Day): This simulates a longer rain break during the middle overs of the first innings. The first team will have to stop and restart their innings.
  • 50% Chance (The Washout Threat): This is the most dramatic scenario, much longer delay. This interruption will end the first innings prematurely, forcing the second team to chase a DLS target in a drastically shortened match.
How Rain Adds Realism to the Simulation
The new system is more than just a mathematical change; it affects the entire match dynamic in three key ways:

  1. Smart Chasing with the DLS Method: When a target is revised, the AI batting team doesn't just look at the new run rate. It adopts a specific strategy. If the new target is easy, it will play safely to preserve wickets. If the required rate is very high, it will go for an all-out attack, increasing its boundary chances but also its risk of losing wickets.
  2. Changing Pitch Conditions: After a significant rain delay (in the 30% and 50% scenarios), the pitch becomes temporarily "Damp".
    • Seam bowlers get more help, with a higher chance of taking wickets.
    • Spinners find it harder to grip the wet ball.
    • The outfield slows down, making boundaries harder to come by.
  3. New Captain's Plan: A 20-over bowling plan is useless in a 14-over game. After a rain delay, the AI captain completely discards its old plan and creates a new one optimized for the remaining overs. In manual mode (simulate match by session), you will be prompted to do the same, forcing you to rethink your strategy just like a real captain would.
 

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Add these if possible

Special Abilities:

Powerplay Basher: Higher strike rate (S/R), lower average in powerplay.
Reliable Anchor: Higher average, lower S/R if 3+ wickets fall early.
Finisher: Higher S/R, lower average in last 4 overs.
NewBall Bowler: Better bowling strike rate.
DeathOvers Specialist: Better bowling average in last 4 overs.
Mystery Spinner: Better bowling S/R against pace-preference batters.
 
Add these if possible

Special Abilities:

Powerplay Basher: Higher strike rate (S/R), lower average in powerplay.
Reliable Anchor: Higher average, lower S/R if 3+ wickets fall early.
Finisher: Higher S/R, lower average in last 4 overs.
NewBall Bowler: Better bowling strike rate.
DeathOvers Specialist: Better bowling average in last 4 overs.
Mystery Spinner: Better bowling S/R against pace-preference batters.
Your suggested special abilities already in the new version... Name might sound different, but it do what you exactly looking for...
Powerplay Basher = Power Surge : Higher strike rate (S/R), lower average in powerplay.
Reliable Anchor = The Anchor: Higher average, lower S/R if 3+ wickets fall early.
Finisher = Chase Master (player boosted when team is chasing) and Death Raider: Higher S/R, lower average in last 4 overs.
NewBall Bowler = Swing King: Better bowling strike rate.
DeathOvers Specialist = Death Rattler: Better bowling average in last 4 overs.
Mystery Spinner = The Magician: Better bowling S/R against pace-preference batters.
 
Your suggested special abilities already in the new version... Name might sound different, but it do what you exactly looking for...
Powerplay Basher = Power Surge : Higher strike rate (S/R), lower average in powerplay.
Reliable Anchor = The Anchor: Higher average, lower S/R if 3+ wickets fall early.
Finisher = Chase Master (player boosted when team is chasing) and Death Raider: Higher S/R, lower average in last 4 overs.
NewBall Bowler = Swing King: Better bowling strike rate.
DeathOvers Specialist = Death Rattler: Better bowling average in last 4 overs.
Mystery Spinner = The Magician: Better bowling S/R against pace-preference batters.
I will be trying it out.

What other future plans you have with the simulator? Cause I have an idea for league in mind.
 
I will be trying it out.

What other future plans you have with the simulator? Cause I have an idea for league in mind.
This is it! This simulator has almost everything... Now, all that's left is to fix any bugs or errors that pop up... Maybe I'll try making a Red Ball simulator based on this one to cover all the formats... If you find any bugs or errors, post them here...
 

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