<!-- Source: https://docs.fmrte.com/tools/presets | FMRTE official documentation -->

# Reusing changes with Presets

> Documentation release: **FMRTE 27** (published release).

A preset groups actions you can apply to players, staff, clubs or your manager. Open **Preset Manager** to create one or inspect its actions.

![Preset Manager showing the existing Heal preset and its actions](https://docs.fmrte.com/img/fmrte27/tools/preset-manager.png)

To build and apply one preset, follow [Create a condition preset](https://docs.fmrte.com/examples/condition-preset.md).

<span id="create-a-small-predictable-player-preset" />

## Preset settings and values

Select a preset under **Available Presets** to inspect the **Actions executed in this Preset**. Keep **Is Active** selected for a preset you want to use.

| Field | What to choose |
| --- | --- |
| **Action Type** | The operation, such as **Change property value** |
| **Object Type** | The type of record, such as **Player** |
| **Attribute** | The property the action changes |
| **Value** | An exact value, or a change with a leading `+` or `-` |
| **Target IDs** | Leave empty to use the record you apply the preset to, or enter comma-separated game unique IDs |

Check the attribute's scale before entering a value. **Condition (%)** uses **0–10,000**, so **9500** sets condition to **95%**. A relative value of **+100** adds one percentage point.

To set a club's rich benefactor, choose **Club** as **Object Type** and **Finances > Rich Benefactor** as **Attribute**, then pick the value.

Select **Save** at the bottom to keep the preset definition. Follow the [condition preset example](https://docs.fmrte.com/examples/condition-preset.md) for the full creation and result-checking procedure.

## Apply and verify it on one player

Choose your preset on a player, or right-click a player row and open **Presets... → Players**. Reopen the player's information to check the result, then check Football Manager.

![Player presets in the profile’s quick controls](https://docs.fmrte.com/img/fmrte27/tools/preset-menu.png)

**Applying a preset writes its actions to the game.** Saving in Preset Manager only saves the preset definition. Inspect every action before applying a shared preset.

## Add or subtract a value without replacing it

For a numeric **Change property value** action, enter a leading sign in **Value** to make a relative change:

| Value | Action |
| --- | --- |
| `+5` | Add 5 to the current value |
| `-10` | Subtract 10 from the current value |
| `15` | Replace the current value with 15 |

Check the property's scale and the [Minimum Value and Maximum Value limits](#what-do-minimum-and-maximum-mean) before applying the preset.

## What do Minimum and Maximum mean?

For relative numeric changes, **Minimum Value** and **Maximum Value** limit the **result**. They do not filter players or choose a random number.

With **CA +10**, **Minimum Value 1** and **Maximum Value 150**:

| Before | After |
| --- | --- |
| 120 | 130 |
| 145 | 150 |
| 160 | 150 |

Even a value already above the maximum can be lowered. Filter your targets first if needed. To set an exact value, enter **130** without a sign. Keep [CA and PA consistent](https://docs.fmrte.com/players/ability.md).

## Other action types

Actions can also add injuries, change training happiness or staff knowledge, run custom actions, or add competition standing points. **Release clause** sets the fee of a chosen release clause, adding the clause where it is missing, or removes it with **Remove the clause**. **Set language** gives players or staff a language at a chosen level (0–10, as on the Languages tab), or removes it with **Remove language**. Fields change with **Action Type**. A preset's name alone does not tell you which records it changes.

## Create a preset from Mass Edit

Instead of adding actions one by one, set the values in [Mass Edit](https://docs.fmrte.com/tools/mass-edit.md) and select **Template → Save as preset…**. FMRTE adds the preset to **Players**, **Staff** or **Clubs**, with one action per value. Some Mass Edit fields can't be stored and are listed when you save. See [Save the changes as a preset](https://docs.fmrte.com/tools/mass-edit.md#save-the-changes-as-a-preset).

## Amounts and currency

A preset saved from Mass Edit remembers the display currency and wage period in **Settings** at the time. This applies to the club **Balance**, transfer and wage budgets, ticket price, stadium rent and a player's **Asking Price**. If you change the currency or wage period later, the preset converts its amounts, so the same in-game amount is written.

For example, a wage budget of 20,000 saved as a monthly amount is applied as about 4,600 when wages are shown weekly.

## Clubs with limited finances

Some clubs have only basic finances in the game. For these clubs a preset can set the **Balance**, the **Rich Benefactor** and the transfer embargo values. Other finance values, such as the budgets, ticket price, stadium rent and corporate facilities, aren't written. Those actions count as failed, not applied, where FMRTE reports a preset's results, for example in the [AI Assistant](https://docs.fmrte.com/tools/ai-assistant.md).

## Find or share the preset file

1. Open **Settings → Support → Diagnostics** and select **Open folder** next to **Log folder**.
2. Find or create the **Presets** subfolder.
3. Close FMRTE, copy the shared `.json` file there, and reopen the app.
4. Inspect the preset in **Preset Manager** before applying it.

**Restore Default Presets** restores built-in definitions, it does not reverse applied changes.

## Apply a preset to a group

Use **Mass Edit → Presets → Preset(s) to apply**. Check the target count before **Apply**. See [Mass Edit](https://docs.fmrte.com/tools/mass-edit.md).

Preset Manager uses the shared dialog layout and includes a Help action. Applying supported actions records a batch in [Edit History](https://docs.fmrte.com/tools/edit-history.md). Saving a preset definition does not apply it to the game.
