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MOVIE BATTLES II
A Jedi Academy Total Conversion
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Title : Movie Battles II Total Conversion
Version : Beta Build 17
Author : Movie Battles Team
Website: www.moviebattles.com
E-Mail : renegadeofphunk@moviebattles.com
Date Released : 17/4/2005

The Movie Battles Team:

Team Leader: 		RenegadeOfPhunk

Co-Team Leaders: 	Dacks Zero
			Cerberus

Coding: 		RenegadeOfPhunk
			Cerberus
			TehJumpingJawa

Gameplay:		Dacks Zero

Animations:		Keshire

Mapping:		Sith-J-Cull
			Dacks Zero
			zag
			Pahricida
			Chairwalker

Scripting:		Dacks Zero

Modelling:		Chairwalker
			Keshire
			Pahricida

Skinning:		Acidus
			Chairwalker

Webmasters:		Cerberus
			Kenyon

2D Art:			Acidus
			Kenyon

Installer:		Cerberus

Lead Beta Tester:	Acidus

Sound:			RenegadeOfPhunk

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Movie Battles is a team and objective based online multiplayer Total 
Conversion
for Star Wars : Jedi Academy. It is a complete re-work of the
'Siege' gametype of Base JKA.
The extent of the gameplay alterations from the base game are enough
that - in most cases - it's worth thinking of Movie Battles II as
an entirely new game built upon the JKA engine.
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NOTE: Movie Battles II uses it's own custom maps. Base JKA maps WILL NOT
load into Movie Battles II, and Movie Battles II maps WILL NOT load
into base JKA.


LAST MAN STANDING:
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Movie Battles II uses a Last Man Standing gameplay system. This means
that when you die in-game, you cannot rejoin the game until the next
gaming round starts.
However, some classes have the ability to come back more than once.
This IS always A limited amount, and individual lives for that
class will be relatively weak to compensate.

While waiting for the next roundo to begin, you can observe the
action being played out by the remaining players.

A round ends in one of 3 ways:

* One team completes their nessesary objectives (depends on the map)
* One team elimenates all opponenets on the opposing team
* The time limit for the round runs out
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THE GAMEPLAY MODES. OPEN, SEMI-AUTHENTIC AND AUTHENTIC
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Movie Battles II has three gameplay modes:

Open mode.
This gamemode has the least restrictions, but is also the least 
'movie-realistic'. There is no limit to how many players can play a certain 
class, and usually all suported classes and models should be avaliable. 
(dependant upon indivudal server settings).
Open mode has a point progression system which allows you to upgrade your 
abilities as you play. (See below).

Semi-authentic.
This mode is similar to open mode, but certain standard classes and models 
will be disabled to try and recreate the 'feel' of the current map.

Authentic.
This mode is very much different to both open and semi-authentic modes. Not 
only are classes and models limited to match the current map, but also 
certain classes only allow a max number of players at any one time. If you 
want to play the class, but there are no spare slots, you will be put in a 
queue, and forced to play a different class until a slot is avaliable to 
play the limited class.
Also, class set-ups are fixed from the start of play. There is no point 
progression system avaliable in Authentic mode.

More detail will be given on Authentic mode later in this readme. Meanwhile, 
we will describe how the Open and Semi-authentic modes work.


CLASS ABILITIES AND THE BUYING SYSTEM:
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Each different class avaliable in the game has differing abilities.
Each ability avalaible is split up into levels. Each of these
abilities require you to spend points to either gain
them or upgrade your levels in them.

When you first join an MBII server, you are allocated a minimum
amount of points. (This amount is dependant upon the settings of the
server you have joined).
You gain points to buy new abilities and upgrade existing ones by
playing the game itself. You are awarded bonus points for:

* Completing objectives
* Killing members of the opposing team
* Staying alive through to the end of a gaming round
* Starting a new gaming round. i.e. even the worst player will
still gain points each round (albeit slower than a better player).

However, you can also lose gained points through the
following actions:

* Hurt or kill a member of your team
* Commit suicide

If loss of points means you can no longer afford certain
levels or abilities, those levels and / or abilities will be
automatically removed.
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CLASSES:
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SOLDIERS
--------
Soldiers are weak individually, but their strength is in numbers.

* Pistol. Lvl 2 gives alt charge fire.
* Blaster. Lvl 2 gives a faster secondary fire. Lvl 3 makes secondary fire 
more accurate and increases the clip capacity.
* Frag grenade (1 per life max)
* Light armour
* Re-inforcements (up to 2)
* Ammo


ELITETROOPERS
-------------

Better trained and equipped than the average soldier, but less numerous.

* Pistol. Lvl 2 gives alt charge fire.
* Blaster. Lvl 2 gives a faster secondary fire. Lvl 3 makes secondary fire 
more accurate and increases the clip capacity.

* A280 (heroes). Lvl 2 adds a rapid-fire mode (Toggle with Class special 1). 
Lvl 3 adds a scope on the alt-button.

OR

* T-21 (villians). Lvl 2 adds a rapid-fire mode on alt-fire. Lvl 3 increases 
the clip size and slightly increases primary fire rate.

* Frag grenades (max. of 2 per life)
* Re-inforcement (1 max only)
* Dodge - Same as Hero (see below) except only up to level 2.
* Light armour
* Ammo


JEDI AND SITH
-------------
Most of the powers work similarly to the base jka powers, but there are 
subtle differences. Check the site (top of this page) for more details

Right mouse button is now used for defense. Press it to increase your 
defense to both saber attacks and incoming blaster fire. However, when 
increasing your defense, you also reduce your movement rate...

Defending against blaster fire drains your force manna. Defending against 
saber attacks drains your Blocking Points (represented by the Red bar on the 
right of the screen).

You can also defend against blaster fire while attacking if you have Saber 
Attack, Saber Defense and Force Block at level 3, and activate Attack 
Defense (bind a key in Controls -> Movie Battles).

[Class special 1 - HOLD]: Throw saber
[Class special 2 - TAP]: Saber melee
[Toggle 'Attack Defense' - TAP]: Toggles 'Attack Defense' ON/OFF

* Lightsaber
* Force powers


HEROES
------
Heroes rely on their skill and speed rather than brute strength.

* Pistol - Lvl 2 gives alt charge fire. Lvl 3 gives a high-powered primary 
fire.
* Blaster - Lvl 2 gives a faster secondary fire. Lvl 3 makes secondary fire 
more accurate and increases the clip capacity.
* Projectile rifle - Can't be upgraded. Has two scope levels on alt-fire and 
cannot be fired outside of scope.
* Frag grenades (up to 3)

* Dodge - Allows you to dodge bullets from a certain range and while facing 
them. With low levels of dodge, you have to keep still and you can only 
dodge so many. When higher levels are reached, you can dodge bullets while 
moving  -even running at level 3. And the number of shots you can dodge in a 
row whilst moving slowly or remaining still increases...
...note that disruptor shots and projectile rifle shots are harder to dodge 
than other types of blaster...

* Heal - Heroes have a limited heal ability representing their general 
health and fitness. Heal works between the health level boundries of 100, 
75, 50 and 25. Once your health has gone below one of these boundries, you 
cannot go back up over it agan. Increasing your heal level determines how 
fast you regen back to the next avaliable boundry after being damaged...

* Quick throw - A special ability unique to the hero which allowed them to 
get out, arm and throw a frag grande with astonishing speed and accuracy. Of 
course you need to have bought at least one grenade to take advantage of 
this ability.

* Medium armour
* Ammo

[Class special 1 - TAP]:  Quick Throw


WOOKIEES
--------
Big, mean furry killing machines.

[Class special 1 - TAP]: Toggle firing mode on bowcaster between normal fire 
and charge fire. Only avaliable if bowcaster is at lvl 3.

* Pistol - Lvl 2 gives alt charge fire.
* Bowcaster - Lvl 2 adds a scope on alt-fire. Lvl 3 adds charge-fire mode 
(see above)
* Frag grenades (up to 2)
* Wookiee Health - Increases normal health up to 200 hp.
* Wookiee Strength - Does several things:
	- Reduces the damage taken from all incoming attacks
	- Increases melee strength
	- Allows the Wookiee to resist force powers used against him. Lvl 2 makes 
the wookiee immune to force push and pull, while Lvl 3 makes the wookie 
impervious to grip. It also means the Wookiee can fire as normal while being 
electrecuted.
* Balance - The ability means the Wookiee can stay on it's feet when hit by 
an explosion (e.g. frag grenade).
* Ammo


DROIDEKA
--------
Heavily armoured and shielded, tempered by lack of mobility in certain 
situations.

* Power - Increases both shield strength and ammo regeneration speed
* Turn speed - Allows you more manuverability when moving and better aim 
when firing
* Firepower - Your overall firing rate.

When moving full speed forward, the droideka folds up and rolls. In this 
state, it cannot fire. TO move and shoot, you must hold the walk key. While 
standing still, a powerful shield is created around you which can hold off 
substantial amounts of enemy fire...

MANDALORIAN
-----------
An ancient race of warriors utilising strong armour and various gadgets to 
aid them in battle.

* Pistol - Lvl 2 gives alt charge fire, lvl 3 provides dual pistols.
* Blaster - Lvl 2 gives a faster secondary fire. Lvl 3 makes secondary fire 
more accurate and increases the clip capacity.
* Projectile rifle - Can't be upgraded. Has two scope levels on alt-fire and 
cannot be fired outside of scope.
* Fuel - Required to use jetpack and flamethrower. Using both these items 
drains fuel.
* Rocket - Gives you one backpack rocket which you can fire at all. Note 
that you cannot fire it while the jetpack is active.
* Flamethrow  - Allows you to throw flame at your opponents.
* Very strong armour
* Ammo

[Class special 1 - TAP]: Fires rocket
[Class special 2 - HOLD]: Activates flamethrower
To use jetpack, hold jump.


CLONETROOPER
------------
The backbone of the clone army.

* Clone pistol - Lvl 2 gives alt charge fire
* Clonetrooper rifle - Gains a secondary attack at lvl 2, and gains a very 
high primary fire rate at lvl 3.
* Re-inforcement (up to 1 only)
* Stamina - See the sprint ability below.
* Strong armour
* Ammo

[Class special 1 - TAP]:  Sprint ability. Enables you to temporarily run at 
an increased speed. The increased running rate automatically stops after a 
set period of time. You must have enough stamina left (blue bar at right) to 
initiate a sprint. Sprinting drains your stamina, and the rate at which you 
recover is determined by your stamina attribute (see above).


ARC TROOPER
-----------
The elite commandos of the clone army - reserved for the most important and 
dangerous missions.

* Clone pistol - Lvl 2, enables secondary charged bouncing shot, higher 
charge allows for more bounces. At lvl 3, dual clone pistols are attained.
* PLX Rocketlauncher - Lvl 1, rocketlauncher with 1 rocket, the ARC will go 
to a still crouching position when firing. Lvl 2 adds 2 additional rockets.
* Pulse grenades - Causes electrical damage to anything it hits - resulting 
in damage to players and also causing ammo to be drained from weapons.
* Dexterity:
	Lvl 1 - Allows rolls whilst using a weapon.
	Lvl 2 - Allows flip jumps.
	Lvl 3 - Allows the ARC to roll quickly back onto his feet when force. 
pushed.
* Stamina - Higher levels in this ability allow you to regain lost stamina 
faster.
* Very strong armour
* Ammo

[Class special 1 - TAP]:  Sprint ability. Enables you to temporarily run at 
an increased speed. The increased running rate automatically stops after a 
set period of time. You must have enough stamina left (blue bar at right) to 
initiate a sprint. Sprinting and performing acrobatics (see the Dexterity 
attribute below) drains your stamina, and the rate at which you recover is 
determined by your stamina attribute (see above).


SUPER BATTLE DROID
-----------------
The ogre-ish metallic minions of the Trade Federation.

The SBD uses it's in-built arm blaster as it's main weapon. (Primary fire).
You can also swing your left arm to bash nearby opponents (Alt fire)

* Hull strength - Allows you to increase your hull strength up to 200
* Firepower - Increases the fire rate of your in-built arm-gun.
* Battery recharge - Higher levels allow your battery to recharge faster 
after and during use.
* Advanced Logic - Blocks Mind Trick and enables the class special 2 button. 
(See below).
* Ammo

[Class special 1 - TOGGLE] - Low power mode. The SBD requires it's internal 
battery to be fully charged to operate at peak efficiency. Damage taken is 
reduced, firing rate is increased and knockdowns can be resisted when the 
battery power is high.
Going into low power mode makes you temporarily vunerable (your arm gun is 
de-activated, and you are restricted to walking speed). However, your 
battery recharges at a higher rate than normal...

Class special 2 requires Advanced Logic to function, and has 2 different 
functions, depending on which mode you are in.
In normal mode:
[Class special 2 - TOGGLE] - zoom view.
In low power mode:
[Class special 2 - HOLD] - ammo to battery. Allows you to transfer power 
from your arm blaster clip to your battery.


BOUNTY HUNTER
-------------
Skilled and deadly mercineries who know no loyalty other than the credit.

* Pistol - Lvl 2 gives alt charge fire. Lvl 3 gives a high-powered primary 
fire.
* Blaster - Lvl 2 gives a faster secondary fire. Lvl 3 makes secondary fire 
more accurate and increases the clip capacity.
* DLT-20a - Lvl 2 adds a rapid-fire mode (Toggle with Class special 1). Lvl 
3 adds a scope on the alt-button.
* Projectile rifle - Can't be upgraded. Has two scope levels on alt-fire and 
cannot be fired outside of scope.
* Disruptor rifle - Lvl 2 allows a charged shot whilst scoped.
* Thermal detonator (1 max.) - Disentigrates anything within it's blast 
radius - use carefully!
* Poison darts (max 3) - Poison darts do a small amount of damage every 
second over a period of time.
* Tracker darts (max 2 packs of 3) - Tracker darts allow you to track one or 
more targets through walls etc.
* Strong armour
* Ammo

Both these class specials require you to be in melee. Darts travel 
instantaniously towards whatever is currently targeted.
[Class special 1 - TAP]: Fires poison dart
[Class special 2 - TAP]: Fires tracker dart



THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, 
RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC.
ELEMENTS TM &  LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.

CREDITS & THANKS
---------------------------------------------------------------------
THe OJP (Open Jedi Project). Lead by Razor Ace.
OJP code is directly used in the Movie Battles II project.
OJP is a great project designed to benefit all in the JKA modding community.
ojp.jediknight.net

Duncan_10158:
For permission to use existing models for his Droideka model.

Azymn:
For brainstorming, coding help and general friendly chit-chat during late 
night coding sessions!
(Be sure to check out the awesome ForceMod III - http://fm.mt-wudan.com/)

RoadKill:
For plenty of great ideas, especially concerning the saber system.

LivingDeadJedi:
For contributing the great Jabba and Tantive maps to be used for MB

[CLU]Nathan:
For providing the initial work on the Cloud City map

[JEDI]Adam:
For providing the code for the MB sub-admin system, and for his leadership 
efforts while Movie Battles was a part of jkmods.com


For internally beta-testing (in alphabetical order):
=tom=, =DavikKang=, =Profcorron=, Alesh, Andrew Past, DaveGrohl, dee|mies, 
forgal, HolmstN, Mazoon, nanoo, Nynja, redsaurus, sais, Valserp, Vi-Rus, 
Walker, WhiteShark
