Guide
Quick results
Most matches in a career are thrown dart by dart. An event can instead say "resolve": "quick": its computer matches are then resolved leg by leg from a table of legs that were thrown in the dart simulation, with no dart thrown again. The result is a whole result (legs, darts, averages, 180s, checkouts, best leg), only without a dart-by-dart log. In the core pack the junior league's match days say so.
The rule. An event you are entered in is thrown in full, every match of it, whether you enter alone or as a member of a team. A broadcast event is thrown: that is a televised or major event, with broadcasts on in the settings, which the game stops for and shows in the event centre. Anything else marked quick is resolved. Within a quick event, pairs matches, double-in, a single finish and start scores other than 501 are still thrown.
The table#
data/quick-results.json holds one record a level:
| Field | What it is |
|---|---|
id | The record's id. Give a record the id of a core one to replace that level. |
level | The level (1 to 99) of the players who threw these legs. |
formShift | How many levels a whole point of form is worth at this level. |
matchShift | How many levels an ordinary match costs a player of this level (legs are recorded thrown alone). |
legs | The legs, each one string of its visits packed as numbers with commas between. |
Never write it by hand. It is a measurement of the throw as your pack tunes it. If your mod changes the throw's tuning (the spread curve, loose darts, pressure), the base game's table no longer quite matches your throw, and quick results still play from it.
A pack with no table has no quick results: every match is thrown. The table follows the installed packs, like tuning, and is not copied into a save.
How a quick match is made#
Each player's level is their overall level (scoring 40%, finishing 30%, checkout knowledge, composure and consistency 10% each), less matchShift, moved by their form and by the day's form the match draws for them, as a thrown match draws it. For each leg each player draws a leg their level threw; the player who throws first wins it unless the other needs fewer visits, and the loser's leg is cut where the winner finished. The pressure of a moment (a match dart, a deciding leg) does not enter.
How close it is (8,000 matches a side, equal, five and fifteen levels apart, at junior, county and tour level): the stronger player's share of matches within 2 points, averages within 0.6, legs a match within 0.11. 180s a leg are about 0.015 low in the middle levels and 0.03 high at the top.