Player Attribute Calculator / Aggregator

by Possebrew, Jul 19, 2025

Possebrew said: Can't you already do that using the attribute settings?
Give all those attributes a 0 for team-points and switch to "Points only"




This would be perfect :D

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BaZuKa said:

This would be perfect :D


Oh that!
But I don’t understand what you hope to learn from that number.
What would it help you do, that you can’t do without it?

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An update on the current state of features.

Here’s some upcoming changes:
- Overhaul for TeamBuilder with substitutes. Still has a few weird bugs I’m trying to iron out.
- New Downloadable Views: with Age & Price (this might make old exports not work)

Internationalisation I currently have to do this manually, one by one… which is why I am procrastinating on it.
My current plan is to create a template for you guys to download & upload.
You’d have to put in the positions names & shorthands, and once it works for you, you can DM them to me and I can make them part of the default parser.

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I started in the fourth Polish league, players were searched only using a script

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I pushed a new version just now.
It wasn't possible without breaking changes. I added new views to the getting-started page, so you'll have to import the new views into the game.

---
Contains support for Italian, German, Polish & Turkish.
New Team Builder
Filters for Age & Score
Transfer Value of players
Editable attributes in Player Calculator

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Possebrew said: I pushed a new version just now.
It wasn't possible without breaking changes. I added new views to the getting-started page, so you'll have to import the new views into the game.

---
Contains support for Italian, German, Polish & Turkish.
New Team Builder
Filters for Age & Score
Transfer Value of players
Editable attributes in Player Calculator


Thank you for the work you put into this. Great job :)

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Possebrew said: I pushed a new version just now.
It wasn't possible without breaking changes. I added new views to the getting-started page, so you'll have to import the new views into the game.

---
Contains support for Italian, German, Polish & Turkish.
New Team Builder
Filters for Age & Score
Transfer Value of players
Editable attributes in Player Calculator



"Has Turkish support been added? I will try it tonight and get back to you. Is any additional view required in the game?
squad_data.html
scouted_player_data.html
players_in_range_data.html
Apart from these, are there any others and do you have the link?"

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Samet2772 said: "Has Turkish support been added? I will try it tonight and get back to you. Is any additional view required in the game?
squad_data.html
scouted_player_data.html
players_in_range_data.html
Apart from these, are there any others and do you have the link?"


You have to go to Getting Started and download the new views.
Should be something with FMArenaCalc.fmf
https://www.fmarenacalc.com/getting-started



Personally, I only use Squad & Players in Range, but I added it the others in case someone else uses them.

The new views are so that Age & Transfer Value are displayed across:
Squad, Scouted, Players-in-Range & Shortlist

But they are also needed, because I had standardize them to rewrite the parser to support uploads in other languages.

I will add the other languages bit-by-bit, when I push the next feature updates.
Not sure when that will be, as I had an uptick in workload this week, so bugfixes are the most I can offer in terms of support atm.

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This is so broken but i love it hahaha

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Hey mate @Possebrew

Can you please explain how the scoring works when the scoring mode is set to goal weights and penalties please? is it taking into account the number of goals that people has scored?

I'm confused as points only scoring mode is setting Rasmus Hojlund to 442.22, with scoring mode set to goal weights and penalties, his score is 640.96. In FM, he has played 22 times and has 5 goal involvements (4 goals 1 assist).

I'm just trying to understand how the goals weight and penalties is weighted on top of the original score.

Thanks pal and always , this is a very very good tool. You should be very proud of what you've achieved with this

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CBP87 said: Hey mate @Possebrew

Can you please explain how the scoring works when the scoring mode is set to goal weights and penalties please? is it taking into account the number of goals that people has scored?

I'm confused as points only scoring mode is setting Rasmus Hojlund to 442.22, with scoring mode set to goal weights and penalties, his score is 640.96. In FM, he has played 22 times and has 5 goal involvements (4 goals 1 assist).

I'm just trying to understand how the goals weight and penalties is weighted on top of the original score.

Thanks pal and always , this is a very very good tool. You should be very proud of what you've achieved with this


Thank you! <3

Not sure if this is what you were looking for, but here goes nothing...



Let's assume that a player has 16 Pace for example.
The baseline for the tests was 8. Thus the gap between the cap 20, and the baseline is 12. 12 is also the arbitrary penalty threshold.
Pace has the following stats: Pts 64, GF 45, GA -59

Thus the formula looks like so:

// 0.4 for offensive, 0.3 for balanced, 0.2 for defensive attributes
offScaling      = 0.4
// 0.2 for offensive, 0.3 for balanced, 0.4 for defensive attributes
defScaling      = 0.2
// calculated via season games and number of attributes, plus some aggregation
// GK_SCALING is 3.5

outfieldScaling = 23.85

ptsFactor        = Pts(64)  / 10 = 6.4
goalsForFactor  = GF(45)    / 10 = 4.5
goalsAgFactor    = |GA(-59)| / 10 = 5.9

attributeScaling = (playerAttribute(16) - baseline(8)) / gapBaselineCap(12) = 0.667

scaledPts        = ptsFactor(6.4) × attributeScaling(0.667)
                            = 4.27

scaledGoalsFor  = goalsForFactor(4.5) × attributeScaling(0.667) × offScaling(0.4)
                              = 1.20

scaledGoalsAg    = goalsAgainstFactor(5.9) × attributeScaling(0.667) × defScaling(0.2)
                              = 0.79

compositeScore  = scaledPts(4.27) + scaledGoalsFor(1.20) + scaledGoalsAg(0.79)
                            = 6.26

// you might see a different number in the calculator due to roundings
attributeScore  = compositeScore(6.26) × outfieldScaling(23.85)
                            = 149.30

If (playerAttribute(16) > threshold(12))
Then totalPlayScore + attributeScore
Else totalPlayerScore - attributeScore

If (totalPlayerScore < 0)
Then totalPlayerScore = 0

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Possebrew said: Thank you! <3

Not sure if this is what you were looking for, but here goes nothing...



Let's assume that a player has 16 Pace for example.
The baseline for the tests was 8. Thus the gap between the cap 20, and the baseline is 12. 12 is also the arbitrary penalty threshold.
Pace has the following stats: Pts 64, GF 45, GA -59

Thus the formula looks like so:

// 0.4 for offensive, 0.3 for balanced, 0.2 for defensive attributes
offScaling      = 0.4
// 0.2 for offensive, 0.3 for balanced, 0.4 for defensive attributes
defScaling      = 0.2
// calculated via season games and number of attributes, plus some aggregation
// GK_SCALING is 3.5

outfieldScaling = 23.85

ptsFactor        = Pts(64)  / 10 = 6.4
goalsForFactor  = GF(45)    / 10 = 4.5
goalsAgFactor    = |GA(-59)| / 10 = 5.9

attributeScaling = (playerAttribute(16) - baseline(8)) / gapBaselineCap(12) = 0.667

scaledPts        = ptsFactor(6.4) × attributeScaling(0.667)
                            = 4.27

scaledGoalsFor  = goalsForFactor(4.5) × attributeScaling(0.667) × offScaling(0.4)
                              = 1.20

scaledGoalsAg    = goalsAgainstFactor(5.9) × attributeScaling(0.667) × defScaling(0.2)
                              = 0.79

compositeScore  = scaledPts(4.27) + scaledGoalsFor(1.20) + scaledGoalsAg(0.79)
                            = 6.26

// you might see a different number in the calculator due to roundings
attributeScore  = compositeScore(6.26) × outfieldScaling(23.85)
                            = 149.30

If (playerAttribute(16) > threshold(12))
Then totalPlayScore + attributeScore
Else totalPlayerScore - attributeScore

If (totalPlayerScore < 0)
Then totalPlayerScore = 0


Thak you for that.

I was getting myself all confused because I thought it was using goals scored from within the game, but now thinking about it, with the players in range views, the goals aren't actually part of the view. I'm a dumbass, apologies but thank you very much for the explanation

1

great update, to the tool, looks even better now!

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Kamas1 said: I started in the fourth Polish league, players were searched only using a script

great result, what tactic did you use?

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OpticFawn said: great result, what tactic did you use?

Hi, HIGHWAY STAR 4231 P107 FC

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Great tool and thank you very much for your contribution!

I have one issue that I can´t understand.

The attributes after I sign a player are usually lower compared to when I first see him in the calculator.

The right image represents the first visualization of a player's attributes in the calculator while the left image represent the real attributes after I sign him, which are lower. This obviously impacts negatively the final score when the player is in my squad.

This happens with all the players.

What should I do to correct this situation?

0

The new update is amazing by age, value filters. Thank you for that!

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captain3 said: Great tool and thank you very much for your contribution!

I have one issue that I can´t understand.

The attributes after I sign a player are usually lower compared to when I first see him in the calculator.

The right image represents the first visualization of a player's attributes in the calculator while the left image represent the real attributes after I sign him, which are lower. This obviously impacts negatively the final score when the player is in my squad.

This happens with all the players.

What should I do to correct this situation?


Oh wow, that looks like a bug that came with the new views. I will look into it when I get home.
Well spotted and thank you!

1

This is a great program, my friend. It’s been very useful in my journeyman career. Endless thanks for your efforts.

After adding squad.html for analysis, when I later ask it to analyze shortlist.html, the data from squad.html disappears. As a result, the team builder doesn’t work as expected.

What I mean is: let’s say squad.html contains 25 players and shortlist.html contains 11 players. I want to design the team builder based on a total of 36 players. But whichever file I analyze last, the team builder only shows the players from that file.

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pixar said: This is a great program, my friend. It’s been very useful in my journeyman career. Endless thanks for your efforts.

After adding squad.html for analysis, when I later ask it to analyze shortlist.html, the data from squad.html disappears. As a result, the team builder doesn’t work as expected.

What I mean is: let’s say squad.html contains 25 players and shortlist.html contains 11 players. I want to design the team builder based on a total of 36 players. But whichever file I analyze last, the team builder only shows the players from that file.


The upload clears the database, which would explain the behavior you're describing.
Have you tried uploading both files at the same time?

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captain3 said: Great tool and thank you very much for your contribution!

I have one issue that I can´t understand.

The attributes after I sign a player are usually lower compared to when I first see him in the calculator.

The right image represents the first visualization of a player's attributes in the calculator while the left image represent the real attributes after I sign him, which are lower. This obviously impacts negatively the final score when the player is in my squad.

This happens with all the players.

What should I do to correct this situation?


Ah, hold on... I forgot to ask something

Could it be that you signed a player with attribute masking?

If the attribute is masked, and you see an "-", the calculator translates that into an 8 (the baseline value). If a player being scouted has a range 8-13, it will average out to an 11. However, after a player is signed, you will have full attribute knowledge. Maybe the masked attribute with "-" was below 8. And the range attribute was an 8, which is below the average of 11.

Both would explain why you'd see lower scores after signing them.

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Possebrew said: Have you tried uploading both files at the same time?

No. This explanation solved my problem :)

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Possebrew said: Ah, hold on... I forgot to ask something

Could it be that you signed a player with attribute masking?

If the attribute is masked, and you see an "-", the calculator translates that into an 8 (the baseline value). If a player being scouted has a range 8-13, it will average out to an 11. However, after a player is signed, you will have full attribute knowledge. Maybe the masked attribute with "-" was below 8. And the range attribute was an 8, which is below the average of 11.

Both would explain why you'd see lower scores after signing them.


Yes, that's what I thought.

Thank you!

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Hello!

Amazing work! Can add portuguese, plz?

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Brunopsampaio said: Hello!

Amazing work! Can add portuguese, plz?


Uff, won't be able to bring up the time just now, but it will be in the next update

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