*************************************************
MOVIE BATTLES II 
A Jedi Academy Total Conversion
*************************************************

Title : Movie Battles II Total Conversion
Version : Build 19
Author : Movie Battles Team
Website: www.moviebattles.com
Forums: www.moviebattles.com/forums

The Movie Battles Team:

Mod Founder: 		RenegadeOfPhunk

Team Leaders: 		ACiDuS
			Keshire
			[NUT]
			Wildebeest

Coding: 		Azuvector
			Redsaurus
			Yuri (Slowvinski)
			Wildebeest

Animations:		Cid88
			Frost
			Keshire

Mapping:		Azuvector
			Chairwalker
			Droid
			Immenor
			Pahricida
			Plasma
			=tom=

Modelling:		Beast
			Pahricida
			=Someone=

Skinning:		ACiDuS
			Frost
			Pahricida
			Plasma
			Redsaurus
			=Someone=
			
UI Mod:			ACiDuS
			Azuvector
			Dizzi
			Frost
			Plasma
			Redsaurus
			=Someone=

Visual Effects:		ACiDuS
			Cid88
			Frost
			
Sound:			Azuvector
			Ender
			
Music:			RenegadeOfPhunk
			
FA Setups:		ACiDuS
			Azuvector
			Ender
			Khaze
			=Someone=
			=tom=

Lead Beta:		Dizzi
			El Vi-Riachi
			Khaze
			Meister
			
Webmaster:		JNive
			[NUT]

Special Thanks:		AJL
			Cerberus
			Dacks Zero
			DaveGrohl
			Duncan_10158
			Emiel Regis
			Hapslash
			[JEDI]Adam
			Kenyon
			LDJ
			Liberty Ashford
			Magma
			Menion
			Nanoo
			Nathan
			Razorace
			RenegadeOfPhunk
			Roadkill
			SJC
			TJJ
			Tokakeke's Cat
			Zag
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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 are relatively weak to compensate.

While waiting for the next round 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 eliminates all opponents on the opposing team
* The time limit for the round runs out (Victory for the defenders)
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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 an optional point progression system which allows you to 
upgrade your abilities as you play. (See below). This can be disabled in
favour of always having maximum points available.

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.
A benefit of Authentic mode, is to allow for very powerful characters 
and abilities that otherwise would unbalance the gameplay of Open 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.

Note also that it's possible for servers to configure the minimum points
to the same value as the maximum points, so that everyone starts with the
maximum, and never loses any points.
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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
* Close combat training. Lvl 1 lets a Soldier kick. Lvl 2 lets a Soldier grab.


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 'Toggle weapon mode' key).
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 Force Seeing, Saber
Attack, Saber Defense and Force Block at level 3. This is known as 'Attack-Defense',
and while it provides near-immunity to blaster fire, it also increases the amount of
force manna required to block blaster shots.

[Class special 1 - TAP]: Throw/Retrieve saber
[Class special 2 - TAP]: Saber melee (Plus a movement direction while jumping, to kick)

* 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, as well as making the alt charge fire even more devastating.
* 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...

* 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 grenade with astonishing speed and accuracy. Of
course you need to have bought at least one grenade to take advantage of
this ability. Lvl 1 throws primary grenades, while Lvl 2 throws secondaries.

* Medium armour
* Ammo

[Class special 1 - TAP]:  Quick Throw


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

['Toggle weapon mode' key]: 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 400 hp.
* Wookiee Strength - Does several things:
  - 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. At Lvl 3 as well, a Wookiee becomes virtually impossible to
knock down or knock back with explosions or gunfire.
* Ammo

If a Wookiee has Strength 3 and switches to Melee, the Wookiee also gains a
higher movement speed, perfect for getting in range quick.

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...
Beware, grenades that impact the activated shield will detonate!

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.
* EE-3 Blaster - Lvl 2 gives a faster primary fire and a scope. Lvl 3 grants a
  high-powered sniper shot(that uses significant amounts of ammo).
  While highly-accurate, the EE-3 is prone to overheating, and needs time to cool
  down to retain its accuracy.
* 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.
* Wrist Gauntlet 
  - Lvl 1 allows you to barbeque opponents with a flamethrower.
  - Lvl 2 allows you to fire very powerful shots from a wrist-mounted blaster.
  - Note that the ammunition for the wrist laser regenerates slowly, but if fired
  - until out of ammo, will explode and be rendered useless fo rthe remainder of
  - the round.
* Very strong armour
* Ammo

[Class special 1 - TAP]: Fires rocket
[Class special 2 - HOLD/TAP]: Activates flamethrower or fires wrist laser.
To use jetpack, hold or double-tap jump (you can set it in menu).


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

* Clone pistol - Lvl 2 gives alt charge fire, which bounces off walls. Higher
charge allows for more bounces.
* Clonetrooper Rifle - Gains better fire rate lvl 2, and gains a very
high primary fire rate at lvl 3.
* Charged Blasts (up to 9) - gives you 3 charged blasts (usable with alt fire)
every level. They're ideal for knocking opponents over, particularly
Mandalorians or Sith.
* Reinforcement (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. 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). Once you begin
sprinting, you will continue to sprint until you stop running, or fire the
Clonetrooper Rifle.


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 1 more rocket, and allows
the use of Pulse Rockets(1 Rocket + 1 Pulse Grenade required to fire, using the 
'toggle weapon mode' key). Lvl 3 adds 4 more rockets, for a grand total of 6.
* Pulse Grenades - Causes electrical damage to anything it hits - resulting
in damage to players and also causing ammo to be drained from weapons. They also
are able to short out Droidekas and Super Battle Droids for short periods of time.
* Pulse Rockets - This is a PLX-1 Rocket with a Pulse Grenade warhead attached.
One of both types of ammo is required in order ot fire. Pulse Rockets deal the
damage of a rocket, but enjoy the benefits of a pulse grenade's electrical
effects at lowering a target's defenses.
* Dexterity:
  Lvl 1 - Allows long-ranged dives and quick rolls whilst using a weapon.
  Lvl 2 - Allows high jumps.
  Lvl 3 - Allows the ARC to roll quickly back onto his feet when force.
pushed/pulled or caught in an explosion. Note an ARC can't recover from 
being force pushed/pulled if it occurs while the ARC is jumping.
* 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. 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). Once you begin
sprinting, you will continue to sprint until you stop running, or fire the
Clonetrooper Rifle.
[Class special 2 - TAP]:  Dexterity Dive ability. Dives forward or rolls to
the left/right or back, with a high Stamina cost.


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
* Cortosis
  - Lvl 1 provides a reduction in damage from lightsabers.
  - Lvl 2 (Only available in Full Authentic mode) provides the same damage
    reduction, but also shuts off the attacking lightsaber for a moment.
* Blast Armour provides a reduction in damage from heavy weapons: explosives and snipers.
* Magnetic Plating provides a reduction in damage from regular blaster fire, 
  and deflects shots away with reduced damage.

[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, as well as making the alt charge fire even more devastating.
* 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

Dacks Zero: 
For leadership and mapping.

RenegadeOfPhunk:
For creating this superb mod (oh yeah!) and for great coding help.

CerberuS:
For writing huge ammount of code, while he was retired (including
SMOD) and for various coding advices.

[JEDI]Adam:
For providing the code for the previous MB sub-admin system, which is now replaced by our own.

TehJumpingJawa:
For doing great deal of coding job.

Sith-j-cull:
For mapping

Someone:
For modelling and fa work

redsaurus: 
For work on conversion to Mac, RGB color system, and so much more.

Brad Oliver:
Assistance regarding mac version

Khaza:
For his Kamino skybox used in mb2_duel_kamino.

TK-231:
For his fantastic effects.

Tokakeke's Cat:
Shredding furnature, throwing kitty litter around, eating rude people.

For internally beta-testing:
Alesh
Andrew Past
Chewy
Comex
Cronus
Dark Insanity
DaveGrohl
eGL|Darth.Hunter
FORCESAKEN
FordPrefect
Gabriel
Holmstn
Jirec
Kurama
Loki, Mischief, and Sin
Menion
Mcbober
MindHunter
Mithral
Nynja
Quagmire
SaberFang
TigerZeta
Walker
Yzmo