Movie Battles
Updates from v1.1 to v1.2

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Rounds in TFFA games were often ending a lot of the time when they shouldnt have been, or NOT ending when they shoudl have been! 
This issues have been fixed.

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I have fixed a bug which allows incorrect team and class models to be used. To achieve this, I have had to make a couple of menus unclose-able by pressing ESC or clicking outside them. The menus are the player config menu and the force set-up menu. So  to close these menus you have to click the Apply or Join button (depending on which menu is up and in which context).

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Bots are now numbered

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Non-Jedi's can now stop themselves being knocked over by force push or pull being used against them. They can do this by either standing still, walking or crouching.
(However, players can still be knocked back....)

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Force Block
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This power allows the Jedi to block force attacks levelled at them by other Jedis. (This power should NOT be confused with the Absorb power from normal JKII. For example, you do NOT gain extra force power from blocking incoming attacks. Also, this is a neutral power).
This power allows different power to be blocked, by holding the defence button - depending on the amount of points allocated. 
Powers can also be blocked WITHOUT holding the defence button, IF the Jedi has a minimum amount of force manna available. Again, the amount needed changes between each block level.
The table below describes which force powers can be blocked at which levels

Block  Level 0
Can block lightning if in defence (all Jedis can do this)
NO auto force block

Block  Level 1 
Can block lightning without holding defence (auto-force block)
Force manna must be over 90% to auto-force block

Block  Level 2
Can block push, pull and lightning when holding defence or auto-absorb
Force manna must be over 75% to auto-force block

Block  Level 3
Can block grip, push, pull and lightning when holding defence or auto-absorb
Force manna must be over 50% to auto-force block

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Force Regeneration
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Adding points to Regneration allows you to regenerate your force power faster. This does not need to be activated, it constantly works.

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Saber v Saber combat.
As one might expect, saber combat is seen quite different ways by many different jkii players. Some players like sabers to be deadly (i.e. one-hit sabers). Other people prefer duels to be more drawn out.
Therefore, I have added a cvar called g_duelSetting.
Below are the valid settings for this cvar, and their effects:

1 (or below)
Keeps saber v saber damage unchanged from Movie Battles v1.1. i.e. NO damage reduction, for both blocking and not blocking. Dueling will be exactly the same as v1.1. This setting will lead to shorter duels on average.

2 (default)
Reduces damage taken from the saber when defense is held, but does NOT reduce saber damage when not held down. This is basically a half-way house, and should hopefully keep most players reasonably happy (which is why I have it as default)

3 (or above)
Reduces both damage taken while defending AND damage taken while not defending. (Damage reduction when blocking is MUCH more than damage reduction when not blocking). This will result in less damage being dealt by successful hits and therefore lead to longer duels on average.

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When saber defense is held, damage taken from pistols, blasters or disruptors is reduced (with a cost to your force manna  same cost as running & blocking).

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* Heal is not instant anymore. It now heals continuously  draining force power as it is being used. Heal will stop once your force power is used up, or when you have reached full health. Low level heal uses up force power faster than high-level heal. It also now makes you turn off your saber and go into a kneeling pose. If you move or switch on your saber while your healing, it will stop. 

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Dead players who are spectating till a new round begins can no longer talk to players still alive in the round. (So they cant shout Look out behind you!!)  -EXCEPT if the g_talkToTheDead cvar is set to 1 or over. (Default is 0) 

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Heros can only dodge shots they are facing. (i.e. you can shoot a hero in the back now!). Also, heroes can no longer dodge shots from close range. 

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At the end of games, the scoreboard now stays up automatically, so that you can either bask in your glory, or have your humiliation shoved in your face!! ;) 

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Mind trick was never meant to be a combatitive power, rather a power which allowed you to gain access to a heavily guarded area etc.
But, it was seen that mind trick could be used in an overly powerful combatitive way  -which was not intended.
To stop this, the following changes have been made:

Mind trick now uses 75 points rather than 50 
When activated, you are forced to walk 
When activated, you are forced to turn your saber off. If you turn your saber on, mind trick will automatically stop. 

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