====================================================================================   
------------------------------------------------------------------------------------
<<				Fluf_Mod 1.0 Beta				  >>
<<										  >>
<<		A Jedi Knight Academy Multi Player Modification		  	  >>
<<		Copyright  Raven Software LTD 2002, Activision			  >>
<<										  >>
------------------------------------------------------------------------------------
====================================================================================   

Primary Code:	Fluffy (Jaeden "Sifo Dyas" al'Raec Ruiner, aka JaedenRuiner)
Packaging:	Fluffy (Jaeden "Sifo Dyas" al'Raec Ruiner, aka JaedenRuiner)
Email:		JaedenRuiner@wayoftheleaf.net
URL:		http://www.wayoftheleaf.net/

Special Thanks:  JediMoves.com, JediKnightII.net, JediKnight.net, Jk2files.com,
		 Raven Software, LucasArts.
	  And all the loyal fans and followers who have made the Jedi Knight gaming 
	experience as phenomenal and entertaining as possible.  I have always loved 
	the Jedi concept, as for me "balance" as well as "knowledge and defense" are 
	keys to life.  George Lucas rocks if for nothing else but the concepts he has 
	devised and interpreted from Joseph Campbell.  
	  Contained in this readme is 
	information pertaining to the Multiplayer feature of my semi-total conversion
	MOD.
	

------------------------------------------------------------------------------------
<<					CONCEPT					  >>
------------------------------------------------------------------------------------

	Far be it for me, a programmer, to NOT delve into the multiplayer source and
attempt to correlate some of my Single Player modifications into the multiplayer 
game.  That being said, I well, had a real fun time of it, since I rarely play 
multiplayer, except when I'm in the mood for sabering a few bots before going on 
with my day.  It's kind of nice to be Anakin slicing and dicing Mace Windu, General
Kenobi, and the ever wonderful chance to beat his whining son.  
	That being said, I basically found that the differences between MP and SP
are such that I really couldn't do everything I wanted so I just made it more robust
in comparison to the standard MP.  

------------------------------------------------------------------------------------
<<					FEATURES				  >>
------------------------------------------------------------------------------------

=================================
- Saber Style Selection...
=================================

	Yes, I think it is rather pointless, and annoying, for Raven to have coded
in 7 total saber styles, and yet you can only use at best 3 at a time.  Sabering
is more than just 3 distinct methods, hell its more than the mere 7 animations
they've included, and since I'm not a modeller we'll just have to make do.  Instead,
I basically opened up all the styles, Tavion, Fast, Medium, Strong, Desann, Dual, 
and Staff, as a point based system using your Saber Offense Level.
		Level 1 - 1 Point 
		Level 2 - 3 Points
		Level 3 - 5 Points
	This works out, because Dual and Staff cost 3 points as opposed to all other
styles 1 point.  In addition to the Saber file scripts, you can configure the sabers
to bonus you with styles or limit others.  Like Anakin's EP2 saber, is normal, but
his EP3 saber and Darth Vader's saber both have Desann learned, so you don't have to
buy it.  On the server side, you can effect styles available with a server CVAR, 
listed below.  As well, Bot JKB files can use the same method of saber style flags
in their force power string.  Using the same bit flag addition values as you would 
for the g_SaberStyleDisable CVAR listed below (but only for the Styles not the disable
flags) you would append that value to the bot's personality's forcepower string as 
follows:
	Example: 7-1-222222202020003333-104
The -104 gives the bot the use of Tavion, Strong, and Dual styles, I think.  
Not too good on the whole AI section of the source code, but they all use the same 
parsing engine as it does for the player, so for now I believe it works, and I'll 
keep testing for later revisions.

=================================
- Force Power Selection
=================================
	Yes, I've added the age old RacoonKing.  For those that actually know the
reference of the RaccoonKing, well, then you'll get the joke (if not go back to
Dark Forces II, *cheezygrin*).  Otherwise, it basically allows you to store and
use a full combined light and dark powers.  Luke and Anakin both use Grip, and
Protect and Absorb, etc, so sorry, but I feel that a force user can balance his
powers between both sides as he will.  Yes, this does allow for the age old hack
of Absorb + Lightning/Grip, however, as you remember from Episode II, Yoda did
turn Count Dooku's lightning blast against him.  Though this isn't the same thing,
you get my point.
	Because of this modification I've modified the Force Points allocated
for the different levels because of this alteration, which may cause some odd
over powered Jedi Knights or Masters if they are only Light or Dark.  I figure
you're all on your honor anyway, and if you're not, well this mod isn't for you.
It's all for fun.


=================================
- Force Power Max
=================================

	I always thought that, sorry but if you are a Padawan, that is more than 
just what level and how many force powers you can use, it is how intune you are with
the force itself.  Thus, there is a sliding scale for your rank in the game, which
is NOT, I stress NOT, determined by your "Force Rank" but by the points you spend.
This is how I manage to compensate for single sided force users, as they cannot 
spend the same amount of points.  Thus, your power max is based upon the total cost
of all your force powers, which gives true Masters, who would know both light and 
dark side, a bit of an edge over solely light or dark side opponents.  Not much of 
one, since, I've gotten my hat handed to me by a padawan bot with a lucky saber
strike, so ya know, just trying to keep things interesting.  Maybe in the future
I'll design it to allow more server controls on the Points per mastery level as
well as power points per level, etc.  

=================================
- Force Power Regen
=================================
	As well with force regen, I felt it should be based upon your true rank
similarly to force power max, as Yoda I doubt would run out of force power any
time soon, where as Aayla Secura may fall short every now and then.  Basically,
this makes any contest more than just saber or just force.  If you make your
ranking for the server Jedi Knight, everyone is still on the same playing field
but if you don't want a force war, then you duck it down to Padawan, and no body
has much force and it doesn't come back very quickly.  Similarly, with a Jedi
Knight or Master game, it almost useless to battle it out with force power since
everyone regenerates quicker, and thus its better to stick to the sabers.  I
pretty much only play in dual or powerdual modes, since FFA is a bit too chaotic
and other modes just don't feel right to me, but that's me.

=================================
- Meditate
=================================
	Just did two minor fixes to this.  First Meditate works as a toggle now
so if you meditate once, you move into a meditation animation, but when you press 
it again you stand up.  Secondly, by meditating it increases your force regen 
rate.

=================================
- Robe Skin Toggling
=================================
	Yes, I've included as with my single player (but better because you can
select the keys in the bind menu instead of CFG files) the ability to don or
remove your characters robe/hood should the model support a robe and hood.  There
was a lot of meaningless modification to the model's skin scripts in order
to pull this off, but it works.  The system will work with both the Default MP models
I've re-scripted, by hadding the same name file with a _norobe suffix the system will
treat the two skin files as a toggle.  For a three state Robe & Hood, simply add a 
_hooded suffix and the three will work in unison.
Example:
  model_default.skin
  model_default_norobe.skin
  model_default_hooded.skin
  
	Either way, it seems natural to have the ability to toggle the robe and
hood off our Jedi as they do in the movies, so cest la vie.  

=================================
- Force Speed...GRR
=================================
	Well, Force Speed, what can I say?  In the movies and other references to
the ability of the force to enhance ones speed and strength, it is not a "timed"
ability.  They don't turn it on, then turn it off.  So I worked to fix that.  Now,
instead of force_speed, i'm using +force_dash, which acts similar to +speed, the 
movement run toggle, that is polled for the moment.  It takes a small chunk to 
activate it, but lesser amounts of force power as you hold it.  
	I like it, so, try it out, and if you don't like it, well, use another mod.
*cheezygrin*

=================================
- MindTrick Auto Resist
=================================
	Well, I really don't quite like the way the MindTrick always worked in the
game system, because well, it isn't the classic "Jedi Mind Trick", for other Jedi 
(or Sith) would never be susceptable to it.  So, based upon some calculations of
a combination of the target's Force Sight and Mind Trick, (with occasional random)
the target has the chance to auto resist (with sight) the Mind Trick effects.  I 
did it this way, because force sight you have to toggle on and off, each time some
joker decides to mind trick you, and in the middle of a saber fight that can be
very distracting.  Not the need to use the ability, but the fact you have to hit
the key, wait for a few seconds, and hit it again, so you can regenerate your
force power.  So, at a cost based upon your sight level to their trick level - 
between 15 to 40 points - you will automatically resist their mindtrick with
Force Sight.  There are still quite a few circumstances where the auto resist
will fail, as well, it is pointless (and inaccurate) for someone with a level 2 
mind trick to be able to distract someone with a level 2 mind trick and level 3 
sight.  (That's like Luke trying to fool Yoda)  As well it does cost something
for the person attempting to trick someone else who resists it, but not the full
amount for a mind trick.  Just in case, I put it a server cvar that allows you to
disable the functionality.

=================================
- Saber Throw
=================================
	I hate saber throw.  'Nuf said.  It is pointless, stupid, and completely
inaccurate to the arts of a Jedi.  They do not boomerang their sabers around the 
room, because that is frankly unwise to attempt, and dangerous in execution.  
However, they do have the ability, unwise that it is, to throw their sabers at an
enemy.  Vader does it ROJ, and Yoda does it in ROS.  But they are straight throws, 
with no return boomerang effect.  So I have mimicked this.  And I warn you: I am 
not kind to saber throwers.  Your saber will shoot in a straight line from you 
until it hits a wall.  If you can learn the tweaking of the movement keys, you can
add a little spin to your throw, but it is testy.  The downfall:  your saber does 
NOT auto return.  YOu have to find it (force sight will help) and pull it back to 
yourself.  Just in case I did incorporate a cvar which affects server control of 
when sabers return automatically just in case, but it should be fair warning:
Chuck your saber at your own risk!

=================================
- Force Use
=================================
	Why does it require a map flag to allow the force to operate something from
a distance?  Vader does it ESB, Obi-Wan does it in AotC, and so many others.  The 
force should allow one to open doors, affect movers, toggle switches.  So I have 
incorporated this ability into a separate force power, no longer needing to use the
specific pull or push, force use will work on most movers, doors, and switches.  

=================================
- Force Grab
=================================
	The ultimate in the Jedi (or should I say Sith) battle plan.  The Ability to
grab items and use them as weapons!  Like Vader in ESB, or Dooku and Anikan in AotC, 
or the Emperor in ROS, it is quite common to grab things and throw them at your enemy
forcing them to be distracted by objects flying at them from different angles.  It 
requires a bit of finesse, but any item is "grabbable" and is held suspended in front 
of the player.  As you move it moves with you, at a modicum of force drain, until you 
decide what to do with it.  It can be used to retrieve items: holding grab after 
touching pull, though the more you move the slower the items comes towards you.  Or to
chuck the item away so someone else can't get it, by drastically throwing the item 
asside and letting go of grab, or even using a push in there to really send it flying.
As well, when the object collides with an enemy it does damage, but be warned: items 
can be blocked by sabers, or knocked away with force push, if their push level is higher 
than yours.

=================================
- ForceDodge
=================================
	Well I wanted to do a whole lot more, but this will do.  Personally, I 
think the Jedi arts are not as fully flushed as they should be.  One thing in 
particular is how the ability to "sense things before they occur" is tantamount to 
the reflexes of a Jedi.  That being said, I was able to tweak how forceDodging 
worked in game, by setting up a series of bit flags for it.  Force Dodging as we 
know is when someone is trying to snipe you from a distance and you "sense" it and 
using the force evade the shot.  The flags are listed below in the CVARs section.


=================================
- Future Plans 
=================================
	First let me note that help is ALWAYS appreciated, especially from the
fine folks at the filefront.com forums and elsewhere on the 'Net who help
point out certain things and help me seek the location for things as well
as offering advice, pointers, and general answering of foolish questions modders
like me sometimes need.  So anyway, in the end, this section is just a list of
things I would "like" to do in the future, but can't because I suck.

	-  Update Saber Deflections of standard Blaster attacks.  I'd like to 
		change it so that it would deflect some on its own, but if you
		actively hold a key to "contribute" extra attention, your
		deflection rate skyrockets.  Very rarely did you see powerful
		Jedi affected by blasters, especially when they were concentrating
		on deflecting the missles.  I'd like to add the Concentration.
	-  Update a "Sense" radar.  I dunno how exactly I'd do this but I'd
		like to make some sort of radar that would indicate hostile 
		intention in a specific direction, for those rare moments when 
		that 2D screen is just to limiting on the peripheral vision
		it would be nice to have the force work for us, point out
		where that last shot came (or is coming) from.
	
=================================
- CVARS
=================================

g_saberStyleDisable
FAST		2
MEDIUM		4
STRONG		8
DESANN		16
TAVION		32
DUAL		64	//WARNING: This disables Dual Sabers
STAFF		128	//WARNING: This Disables Staff Sabers
NO SAB DISABLE	512    //This ignores the saberStyleDisabled in .sab files
NO SAB LEARNED	1024   //This ignores the saberStyleLearned in .sab files

g_autoTrickResist
0 or 1 (on or off)

g_forceDodge
These are bit flags, so bear with me.
Force Sight Level	Bits 0 & 1 (combined make lvl 3 force)
Force Speed Level	Bits 2 & 3 (combined make lvl 3 force)
Active Sight Level	Bits 4 & 5 (combined make lvl 3 force)
No Speed Active		Bit 6
No Force Active		Bit 7

#define DODGE_SIGHT			3
#define DODGE_SPEED			12
#define DODGE_SIGHT_ACTIVE 48
#define DODGE_NO_SPEED_ACT 64
#define DODGE_NO_FORCE		128


Basically it works like this:
  10|01|10|11 = 155  
    Dodge is possible if 
	Speed is Lvl 1 or Greater
	  AND (
		Force Sight is Level 3 
			OR
		Force Sight is Level >= 2 AND Activated
	      )
	  AND
 	No Force Powers are Active

  11|01|01|00 = 228
	Speed is Lvl 1 or Greater
	  AND
	Sight is Lvl 1 AND Activated
	  AND
	Speed Cannot be Currently Active Already
	  AND
	No Force Can Be Active

The default is 151, which means you can have a chance to dodge if
  Sight is level 3
  Sight is Level 1 AND Active
  Speed is Level 1
  No Force Active


* Copyright / Permissions *
This mod, and it's direct source is not to be modified 
in any way without the permision of it's creators.
I give permission to all to use what I have created in their own mods, as long
as credit is provided to the Appropriate authors.
The characters and certain sound files are all the
copyright of Lucas Arts.

Quake is a Registered Trademark of IdSoftware Inc.
Dark Forces is a Registered Trademark of LucasArts
##############################################################

 2002 LucasArts Entertainment Company LLC. 
 2002 Lucasfilm Ltd. & TM or  as indicated.
All rights reserved. Used under authorization.
LucasArts and the LucasArts logo are trademarks
of Lucasfilm Ltd.
 Raven Software LTD 2002, Activision
##############################################################
	
       
        
