recursal/Fanatic-Fandom huggingface dataset:
Force Powers

The Force has been altered to represent powers hinted, visible or used in the movies and taken to higher levels for gameplay purposes. As a Padawan learner, you will be an easy target for more experienced enemy gunners, so it is best to team up with a Jedi Master on your team or stick with your gunners. Caution and tactics are advised for making it out alive. The life of a Padawan during war is one of little ease.

## Open Mode

These are the Force powers available in Open Mode (although they are not exclusive to it).

### Neutral Powers

**Force Jump****Force Pull****Force Push****Force Sense****Force Repulse****Force Super Push****Force Lightsaber Defense****Force Lightsaber Deflect****Force Block**
## Full Authentic & Legends Modes

Full Authentic and Legends have the Force powers from Open Mode in addition to other Force powers. Unlike Open Mode, there's no guarantee every class will have access to every Force power, and it's also possible for Dark Side classes to have Light Side powers and vice versa.

### Additional Powers

**Force Deadly Sight****Force Destruction****Force Drain****Force Team Energize****Force Absorb****Force Protect****Force Heal****Force Team Heal****Force Blind**
### Skinned Powers

For some classes in Full Authentic and Legends, Force Powers have been "skinned" with new icons, models and sounds to better fit the characters.

#### FP\_SEE

**Annoying Bastard****Radar Scanner****Passive Radar Scanner****Tactical Radar****Radar****Tactical Sensor****EMS Sensor****Advanced Radar****Radar Scanner****Radar****Elven Senses****Sense****Ugandan Senses****Feral Senses****Bullshit Detector****Figgle Senses****Findsman Precognition****Hunter Vision****Jar Jar Senses****Advanced Deduction (Sense)****Hutt Instinct****Wallh@x****Heat Goggles****Helmet Sense****Tessek Sense****Sight****Radar****Predator Sense****Identify****Future Sight****Electroreception****Electroreception****Detective Mode****X-Ray Vision****Deadly Sight****Sense**
#### FP\_PUSH

**Kinetic Wave****Repulsor Wave****Repulse Cannon****Repulsive Belch****Magnetic Wave****Magnetic Push****Thunderwave****Razor Leaf****Water Pulse****Push****Lantern Push****Push**
#### FP\_LIGHTNING

**Shock Probe****Shock Arm****Electric Judgement****Electrical Judgement****Bats!****Thundershock****Lightning****Thundershock****Bolt**
#### FP\_RAGE

**Energy Blast****Solarbeam****Psychic****Psybeam****Fireball****Missle****Cannon****Fireball****Fire**
#### FP\_PULL

**Magnetic Pull****Pull****Lantern Pull****Pull**
#### FP\_SPEED

**Agility****Speed****Dash****Super Speed****Super Speed****Super Speed****Agility****Dash****Speed****Sprint**
#### FP\_TELEPATHY

**Confusion****Telepathy****Hypnosis****Mind Trick****Static****Mind Trick**
## Unknown

These need more research before being categorized above.

**Force Lightsaber Throw****Force Lightsaber Offense****Force Unknown****Force Focus**
Commander

**Commanders** are *Villain* elite infantry. They correspond to *Hero* Elite Troopers.

## Overview

As elite infantry, Commanders have fewer lives than Soldiers, but more health, speed, and customization options. They can be configured as Soldier spawnpoints, heavy blaster specialists, and grenadiers.

## Buyable Abilities

### Rally

Allows the Commander to have Soldiers respawn nearby/assemble to them, and Soldiers who do so are granted an extra 20 HP and increased movement speed due to the Imperial Commander boosting their focus and morale.

* **Level 1:** You become a walking spawn point for Soldiers.

## Other Buyable Items

### Pistol

* **Level 1:** (no cost): Normal pistol
* **Level 2:** Enables alt charged fire.

### Blaster

* **Level 1:** Gives you E-11 blaster rifle with primary fire only.
* **Level 2:** Adds a faster secondary fire.
* **Level 3:** Makes secondary fire more accurate and increases the clip capacity.

### T-21 (Imperial Commander only)

* **Level 1:** Very powerful primary firing mode.
* **Level 2:** Adds a (faster) secondary firing mode.
* **Level 3:** Increases clip size and slightly increases primary fire rate.

### Frag Grenades

* **Level 1:** One Frag Grenade
* **Level 2:** Two Frag Grenades

### Fire Grenades (Imperial Commander only)

* **Level 1:** One Fire Grenade
* **Level 2:** Two Fire Grenades

### Armor

**Armor** is a universal buyable ability for all classes except the Super Battle Droid, Droideka, Wookiee, Jedi, and Sith. One armor point protects against damage better than one health point.

* **Level 1:** 20 Armor
* **Level 2:** 30 Armor
* **Level 3:** 40 Armor

### Ammo

Ammunition or Ammo represents in Movie Battles the amount of presently available energy to fire a blaster weapon (e.g. E11-Blaster Rifle) or bolts to fire the Projectile Rifle.

* **Level 1:** Player has some ammo.
* **Level 2:** Player has more ammo.
* **Level 3:** Player has much ammo.

## Gameplay Tips

* Primary fire of T-21 can take 50 hp in one hit. You can use it to butt into dueling Sith and Jedi.
* Enemy will push the granade straight back at you if you throw it directly at him so use walls and ceiling.
* Watch your fire - try not to hurt your team mates!
Money Making

When you first start playing SoulPlay, the best option to start making money is thieving. Granting up to 18,000 coins per click. You will find a row of thieving stalls directly on the north wall of Edgeville bank. Thieving from the highest money making stall can earn around 20m per hour.

Once you have trained your combat skills up to level 100+ you can attempt Player VS Monster AKA PvM. You can choose monsters like Abyssal Demon's or Steel Dragon's or even Iron Dragon's. You can kill them for bones and sell them for up to 150k each. Frost dragons however drop bones that sell for 500k-600k each. It is recommended to use a Dwarf Cannon when engaging with Frost dragons for the most efficient kills. Abyssal Demon's are popular for their drops for Abbysal Whip's and Dragonstone's, as well as key half's and coins.

If you are a fan of PVP. You can fight other players in the wilderness, use the clan chat to find someone that will 1v1 with you. Or go to duel arena and risk cash and items if you're a PVP type of person. Talk to Scrambles Infront of The Wilderness to buy PK Equipment to begin Player VS Player, If you Defeat your targets, you have a chance to Retrieve Valuable Items!
Tatooine

## Description

### Rebels

We've been shot down and our ship is totalled... The only way we're going to get out of this mess is to find another. The area is crawling with Imperials so the shuttle they flew in on must be nearby.

One of their officers has the key. Let's find it and get off this rock.

### Imperials

While searching the local populace for contraband a ship crashed nearby. Reports say a Rebel shuttle tried to sneak onto the planet but was brought down by one of our patrols.

Orders from above are to secure the crash site and eliminate the scum.

## Update Log

Version 1.0

* Minor FPS improvements.
* It is no longer required to manually close the ramp of the ship.

Version 0.1.2

* Added Hinting.
* Made Max Reebos clips more round and accurate.
* Fixed a siege file typo.
* Fixed being able to shoot through a part of the ship.
* Fixed wookies and SBDs not being able to go through the new side route.
* Updated minimap.
* Updated objective images.
* Updated objective screen layout image.

Version 0.1

* Added New dotproduct2 terrain, featuring 1/4th the tris of the previous terrain increasing FPS
* Added New emplaced gun in one of the buildings allowing you to fire on the central area.
* Added New Rebel Transport model by Teelos
* Added New side route for Rebels.
* Added music to the Cantina
* Added a lightgrid brush to centralize the lightgrid in the map and reduce data usage (increased load time and FPS)
* Added a "facing" tag to a few triggers, so you must be looking at the target now.
* Added a "radarteam" flag to the datapad, so that only rebels can see it on the minimap while moving.
* Added new End Round cutscenes like those in Republic Cruiser. (Imperial cutscene coming in an update slightly after release)
* Added Inside brushes, for those who want to modify the maps weather server side.
* Added enhanced EFX to the smoke stack, removing the first level of effects. Improving FPS on lower end settings.
* Updated VIS further boosting FPS and reducing portal count by over half.
* Updated lighting setting - sunset.
* Updated the Imperial Ship scripts to simplify and update them.
* Corrected lighting contrast in many interior areas
* Fixed OBJ ship window wall bug
* Fixed multiple z-fighting spots
* Fixed multiple texture miss-alignments
* Fixed multiple surfaces lacking caulk
* Fixed over 90% of current wall bugs
* Fixed some imp spawns that were in a wall.
* Fixed Rebel spawn doors (Now opens properly)
* Fixed Rebel spawn stairs by adding clipping.
* Fixed floating curtains.
* Imperial side now features full 64 spawns (Fixes server crash)
* Rebel side now features full 32 spawns (Fixes telefrags)
* Removed water layer in the sky. (wtf?)
* Removed some unseen floating brushes.

Version 0

* Fix Tatooine Siege file errors

Release Candidate 3

* Fixed multiple exploit locations.
Echo Base

## Description

### Rebels

Imperials have entered the base! Defend the Falcon while our technicians complete the last of the engine repairs. It should only take them 5 minutes to finish.

### Imperials

We have infiltrated the Rebel base. Your mission is to disable the engines of the ship known as the Millenium Falcon. Prevent the escape of the last of the Rebels at all costs.

Do not fail me.

## Update Log

Version 1.2.1

* Improved lighting and optimization.
* Some visual fixes and improvements.
* Corrected spelling of existing target\_locations and added locations to side route.
* Added locked door to the command center. Hacking it takes 1 second for humanoids, 6 seconds for Droidekas.
* Small metal floor plates no longer clip.
* All destructible objects now have health indicators to aid players unfamiliar with the map.
* When 12 or more players are in-game, the Falcon engine's HP increases by 50%.

Version 1.2

* Added to official release. Changes from CMP Below.
	+ Added minimap.
	+ Fixed FA models and updated classes for V1.2.
	+ Increased Backway health by 500hp.
	+ Increased Falcon engine health by 500hp.
	+ Some visual fixes and improvements.
EE-3

**"What a piece of junk!"**

This page is incomplete. Please add anything relevant that you can. Keep an eye out for comments while editing, because they might note what needs to be done.

## Weapon Info

### Ammo

***Rank 1***: 300
***Rank 2***: 450
***Rank 3***: 600

## Primary Fire

### Damage

***Primary***: 28
***Sniper Shot***: 100

The EE-3 Carbine rifle was a blaster that was modeled after the E11-Blaster Rifle rifle used by Imperial Stormtroopers. The rifle consisted of a small handle attached to a long circular barrel. An alternate version of this model features a modified scope mounting and hand grips that run the length of the barrel.

## Accuracy

The first two shot are always accurate but accuracy deterioates with repeated firings without breaks in between. Therefore, bursts of no more than 3-4 shots at close range are recommended. Only at facehug distance, holding down the left mouse button and spraying becomes a valid tactic.

**Sniper-Mode:** The weapon in sniper mode is accurate crouching or standing still, but is inaccurate while holding movement keys. You may snipe accurately during flight, but you will have to drift (move more predictably as a result) and keep your fingers off the movement keys.

## Level 2

The gun's rate of fire is faster, and a scope is granted. Accuracy also degrades slightly less quickly.

## Level 3

Unlocks sniper mode. This is activated by switching weapon modes. Sniper shots are fired only when scoped and do more damage and travel much faster, however they drain more ammo than regular shots.
Battle of Kamino

## Description

### Republic

We must defend the cloning facility. If it is destroyed we will effectively lose the war. Stop them from entering the armory, if it is destroyed the blast will also kill all of the clones in the nearby pods.

Good luck and may the force be with you.

### CIS

To turn the tide of the war we need to prevent creation of further Republic reinforcements. Fight your way through the cloning facility until you reach the armory and plant explosives in key positions. The explosion will start a chain reaction, destroying the facility.

Do not fail me.

## Update Log

Version 1.3.1

* New routes added.
* Lowered all bomb arm times (3s -> 2.5s)
* Lowered all bomb disarm times (6s -> 5s)
* Moved main objective room between both teams.
* Removed door objective requirement into the objective (now always accessible)
* Expanded side doorway into objective room.
* Secondary objective is now outside on the landing pad and grants access to minor additional routes into the Science Lab.
* Added door status indicators to several doors to denote objective, locked doors, and doors unlocked via secondary objective.
* Fixed some broken hint brushes
* Updated Objective map, minimap, siege file

Version 1.0.1

* Fixed a few minor visual issues.
* Minor brushwork cleanup.
* Removed pillar behind tradefed ship outside to reduce time wasting.
* Tweaked hints to possibly help FPS.

Version 1.0

* Added bomb defusing. Rebels can un-place bombs (6 second hack time) as long as not all 4 of them are placed.
* Fixed a few (console) errors.
* Fixed an issue that let you see outside of the map.
* Fixed being able to camp a ledge outside.
* Fixed elevator button abusing.
* Lowered bomb placing hack time from 6 seconds to 3,5 seconds for imperials.
* Lowered HP of the breakable panel leading to armory from 2500 to 2000.
* Minor FPS improvements.
* Minor visual fixes.

Version 0.1.9

* Revamped Kamino has been released.

Version 0.1

* FA update for updated Droidekas
* Removed extra sky image files

Version 0

* Fix Kamino minimap
* Fixed wallbugs in Armory.
* Fixed HOM under elevator in main.
* Fixed main hall door areaportal HOM.
* Fixed being able to shoot through clone capsules.
* Added UI timer to the bomb.

Release Candidate 2

* Initial Release
Release Candidate 3

## Changes from Release Candidate 2

### Gameplay Additions/Changes

* Nerfed Arc Rifle Grenade Launcher
* Improved Arc Rifle scoped
* Improved Cortosis 2
* Disabled HP Drains to stop the resurrect bugs

### Visual Changes

* Added cg\_drawHUD
* Added RGB Crosshair

### Maps

* Fixed Yavin4 duel map
* Fixed tatooine exploits
* Small fixes in DeathStar
* Small changes in Lunarbase FA
* Small changes in Mygeeto FA

### Bug Fixes

* Fixed the exploit where you use invalid abilities for your class.
* Fixed Memory Leaks
* Fixed FPS problems
* Fixed the scoreboard
* Fixed the AC not working with Windows XP 64 bits
* Fixed problems related with crashing on the map loading
* Misc. fixes in achievements
Duel Jabba

**"What a piece of junk!"**

This page is incomplete. Please add anything relevant that you can. Keep an eye out for comments while editing, because they might note what needs to be done.

## Update Log

Version 0.1

* Added a new room outside of rancors pit, that looks more authentic.
* Slightly updated lighting
* Revamped brushwork so that it aligns to the grid, and is easier to modify for later.
* Revamped VIS stage, less detail brushes, more efficient structurals, and hint brushes.
* Revamped the throne room above the pit, to help improve FPS It no longer draws places youll never see.
* Caulked LOTS of extraneous surfaces.
* Merged PK3s with mb2\_jabba.pk3 to prevent basejka menu bug.
Clonetrooper Rifle

Also known as the DC-15A, this Blaster Rifle was used by the Galactic republic during the Clone Wars.

Used By:

* Clone Trooper

## Rank 1

**Unlocks Primary Fire:** Fires low damage bolts at a fast rate of fire. All ranks are inaccurate when moving.

## Rank 2

**Improves Primary Fire:** Increases rate of fire.

## Rank 3

**Improves Primary Fire:** Further increases rate of fire. This weapon has the fastest rate of fire in the game.

## Concussion Blast

* **Unlocks Secondary Fire:** Each rank provides 3x blobs that can cause 20 damage and knockdown on direct hits and cause minor splash damage.
* **Unlocks Weapon Toggle:** Switches between Concussion Blast and Ion Blast if both have been purchased.

## Ion Blast

* **Unlocks Secondary Fire:** Each rank provides 2x blobs that can be charged up to increase the range and stun duration on impact in a small radius, deals 20 damage to all targets. The stun is based on the damage taken (Be accurate!) and disables attacks (No shooting and pauses saber swings). This also temporarily disables the Super Battle Droid's battery protection, making them take headshot damage while stunned.
* **Unlocks Weapon Toggle:** Switches between Concussion Blast and Ion Blast if both have been purchased.

## Gallery

*Add some images of the weapon being used in game.*
Pistol

The **Blaster Pistol** is a sidearm available to *Hero* Soldiers, Elite Troopers, Wookiees and Heroes; and to *Villain* Soldiers, Commanders, and Bounty Hunters.

## Initial Stats

Rank 1 is granted for free, and features:

* Slightly below-average damage (26/shot)
* Low rate-of-fire
* Perfect accuracy
* Average projectile speed
* Very fast reload

## Upgrades (Costs)

### Rank 2 (4)

Adds a charge-shot secondary fire. The charge starts at 26 damage and builds to 48 damage over 5 seconds, automatically firing at full charge.

### Rank 3 (15)

Only available to Hero and Bounty Hunter. Overloads the pistol, resulting in...

* Much higher damage (40)
* Much higher ammo consumed (4/shot)
* Larger projectile size

Additionally, charge shot...

* Caps at 60 instead of 48
* Reaches full charge in 2.5 seconds instead of 5 seconds
* Can be held at full charge for 2.5 seconds.

*Additionally*, an alternate weapon mode is added. The primary fire in this mode is the same as Rank 1 and Rank 2, while the secondary fire fires a triple-shot burst-fire of 26 damage shots, draining 4 ammo.

## Strategy Tips

* The Pistol 1 and Pistol 2 are generally not considered viable primary weapons, due to their low damage output.
* However, if you can land headshots consistently, the Pistol allows you to maintain potentially higher damage output while running, compared to heavier weapons whose accuracy degrades while running.
* With the P3 as well, you should always go for headshots.
Force Destruction

**"What a piece of junk!"**

This page is incomplete. Please add anything relevant that you can. Keep an eye out for comments while editing, because they might note what needs to be done.

**Destruction** was a power of the dark side of the Force, used by Sith and Dark Jedi allowing them to create a massive energy field and throw it in any direction. Famously used by the Inquisitor Jerec, in his duel against the Jedi Kyle Katarn in the Valley of the Jedi.

## Levels & Effects

Effect:
The player throws a slow moving projectile that explodes on impact with other players or walls, dealing damage to them. Force Block can negate this damage if you have enough FP.
* You can hurt yourself while using Force Destruction, if you don't have enough Force Points to block the explosion.

Level 1
Cost: FA
* Costs 80 Force Points to use, causing 80 direct-hit and splash damage.

Level 2
Cost: FA
* Costs 70 Force Points to use, causing 120 direct-hit and splash damage.

Level 3
Cost: FA
* Costs 60 Force Points to use, causing 160 direct-hit and splash damage.

See also: MBCH Values#forcepowers
Jakku

We must stop the dark side from taking the map. Defend the village and stop them from destroying Poe's X-wing.

Without the Jedi, there can be no balance in the Force.

### First Order

They have found the map to Skywalker and now they're going to give it to the First Order. Destroy that X-wing to stop them from escaping, burn down their huts, and then capture the village square.

Nothing will stand in our way.
Force Drain

**Force Drain** allows Force users to drain Force Points from opponents who are not blocking with their lightsaber, irregardless of whether or not the opponent has Force Block.

## Levels & Effects

Level 1
Cost: FA
Launches a single bolt that fires forward, draining 10 Force Points per second.
Level 2
Cost: FA
An un-aimed, continuous attack, draining 15 Force Points per second.
Level 3
Cost: FA
Emanates a sustained fan in a large forward arc, draining any targets in front of the user of 20 Force Points per second.
Ammo Rockets

**DESCRIPTION**

Ammo for Merr-Sonn portable missile launcher. Default missiles 3.

**SPAWNFLAGS**

SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.

**KEYS&VALUES**

wait - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).

random - Random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).

count - Sets the amount of ammo given to the player when weapon is picked up (default 3).

team - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).

target - Picking up the item will trigger the entity this points to.

targetname - A target\_give entity can point to this for respawn freebies.

notfree - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.

notteam - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.

notsingle - When set to 1, entity will not spawn in Single Player mode (bot play mode).

notbot - Used to make an item invisible for bot attraction.

**NOTES**

The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.

When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
MBTC Team File

Team files specify the classes to be used in Semi Authentic and Full Authentic gamemodes. They should be placed in ext\_data/mb2/teamconfig in your map or FA's pk3.

## Example .mbtc file

```
//Siege team definition file.

name "doom\_Remnant"

ClassesAllowed 7
TimePeriod 10
EUAllowed 1

Classes
{ // note: there is a character limit for class names, try to be efficient with your name scheme (example: map\_b\_nameofclass)

    class1 "doom\_Stormtrooper"
    class2 "doom\_StOfficer"
    class3 "doom\_Officer"
    class4 "doom\_Reborn"
    class5 "doom\_Galak"
    class6 "doom\_Shadowtrooper"
}

SubclassesForClass4
{
    Subclass1 "doom\_RebornForce"
}

```

## What the values do

The 'name' value should match the filename of the .mbtc Team file.

The ClassesAllowed value defines what classes are allowed on the map in Semi Authentic. To work out the number to input for the classes allowed you must use the tables below, add up the values of the classes you want. For example: Droideka(16) and Sith(4) = 20.

```
## Rebels
Soldier      1
Elitetrooper 2
Jedi         4
Hero         8
Wookiee      16
Clonetrooper 32

## Imperials
Soldier       1
Elitetrooper  2
Sith          4
Bounty Hunter 8
Droideka      16
Mandalorian   32
## SBD           64

```

The TimePeriod value is the time period for the map (SA), input the correct number using the table below:

## ```
Ancient times                  = 1,
Pre-Prequel                    = 2,
The Phantom Menace (Ep.I)      = 3,
Attack of The Clones (EP.II)   = 4,
Revenge Of The Sith (EP.III)   = 5,
A New Hope (Ep.IV)             = 6,
The Empire Strikes Back (EP.V) = 7,
Han-Frozen                     = 8, <- for CC map
Return Of The Jedi (EP.VI)     = 9,
## Post-Original Trilogy          = 10

```

The EUAllowed value is an on/off switch to allow Expanded Universe models from that time period in your map (SA).

The blocks at the end of the file define the classes used in FA. You can have up to 6 classes in the Classes set of braces, but you should have at least one. Their names should match the values in their .mbch files.

Any class can have subclasses, allowing you to have many more than just 6 classes.

Note that class1 should **always** be an unlimited class.
Ammo Powercell

**DESCRIPTION**

Ammo for Tenloss Disruptor, Wookie Bowcaster, and the Destructive Electro Magnetic Pulse (demp2 ) guns. Default energy 100.

**SPAWNFLAGS**

SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.

**KEYS&VALUES**

wait - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).

random - Random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).

count - Sets the amount of ammo given to the player when weapon is picked up (default 200).

team - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).

target - Picking up the item will trigger the entity this points to.

targetname - A target\_give entity can point to this for respawn freebies.

notfree - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.

notteam - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.

notsingle - When set to 1, entity will not spawn in Single Player mode (bot play mode).

notbot - Used to make an item invisible for bot attraction.

**NOTES**

The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.

When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
Tools

Here are a list of tools, tutorials, and references for what you need to create levels within Movie Battles II.

## Tools

* Official Mod Tools Package
	+ GTK Radiant (included in MBII SDK)
		- Included with GTK Radiant: EffectsED, BehavED, ShaderED2, ModView, MD3View, Assimilate
	+ Netradiant-Custom (included in MBII SDK)
		- An open-source variant of GTK Radiant, this mapping tool has more up-to-date features and is recomended over GTK for new maps.
* Text editing software such as Notepad++ for creating shaders, .siege files, Full Authentic Files, and .arena files.
* Winrar or 7zip for opening .pk3s
* Adobe Photoshop / GIMP or other photomanipulation software to create textures and minimaps.
* Optional: Modeling software such as 3ds Max, Blender or Maya.

## Tutorials

* Mapping
	+ Mapping Basics
	+ Creating a .siege file
	+ Creating an Automap
* FA
	+ Creating your first FA
	+ Creating a Weapon Icon
	+ Using a Custom Vehicle (.veh) File
	+ Creating a Custom Saber (.sab) File

## References

* Entity List
* Enhanced Effects
* MovieBattles Character File (.MBCH) Values
* MovieBattles Character File (.MBCH) Weapon Overrides
* MovieBattles Team Configuration File (.MBTC)
* FA Attributes
* Full Authentic Force Powers

### Unit Sizes

These are the sizes for units used in mapping. (All sizes are in map units)

#### Crouching

* **Normal Player**: 41
* **SBD** (Remember these can't move while crouching): 49.2
* **Wookiee**: 47.15
* **Droideka**: 28.7

#### Standing

* **Normal Player**: 65
* **SBD**: 78
* **Wookiee**: 74.75
* **Droideka**: 45.5

## Copyrights/Permissions

If you would like to work on an already existing map

* Contact the author of that project get his consent and receive the .map file. At the moment Alderaan could use some love, drop a message to Kasabian if you are feeling up to the challenge.
Duel RC Bridge

**"What a piece of junk!"**

This page is incomplete. Please add anything relevant that you can. Keep an eye out for comments while editing, because they might note what needs to be done.

## Update Log

Version 1.4.7

* Fixed spot that could be used to glitch though the map.
* Minor shader optimization for Detailed Shaders option.

Release Candidate 2

* Gameplay changes to RC Bridge Duel
* General Bug Fixes and Improvements on Revan, Ravager, RC Bridge, Carbon Chamber, and Kamino Duels as well as Star Forge and Utapau duels.
Smuggler

## Descriptions

### Smugglers

We need to break into the bounty hunters backyard and steal vital information they have stored about our transport routes.

The imperials are paying the bounty hunters for this information and using it to capture our cargo.

Get the goods and escape before things get too messy.

### Mercenaries

The rebels have sent their smuggler errand boys into our station.

Blow up their ship to prevent them escaping.

Bounties are doubled today.

## Update Log

Version 1.5

* More Rebel & Imperial Spawn Points.
* Larger Imperial Spawn Room.
* Rebel Balcony redesign.
* Additional tunnel from under balcony at Rebel Spawn to boxes near Imp Lift
* Increased size of lower corridor / red room.
* Fixed missing sound effect on Rebel side balcony lift.
* Fixed several locations where lightsaber was able to swing through objective ship floor.
* Fixed a spot where you could glitch into the map in side route.
* Potential fix for datapad gravity when killed while in mid-air.

Version 1.3.1

* Forcefield behind ship is no longer reflective
* Added high ground to rebel spawn. Accessible to any class.
* Vents can now be entered from rebel spawn side by any class\*

\*only classes that don't fit vents cannot access it - Droideka, SBD, Wookiee

Version 1.2.2

* Full Authentic
	+ Dual pistol 3s are no longer overpowered on Comm. Tower, Smuggler, and Battle on Theed.

Version 1.0

* Initial Release
Version 0.1.5

Version 0.1.4.1 (July 17th, 2012) | Version 0.1.5 (September 16th, 2012)

Server:

* Only the command /model is blocked, not any command containing the string "model"
* Fixed a few more rare crashes

Client:

* Animations are smoother when firing in first person view.

Bugs:

* Fixed a bug where all countdown timers could be turned off. Now only some can be toggled
* Fixed a bug where Wookiees could get Fury from NPCs
* Fixed a bug which allowed Droideka to insta-deploy
* Fixed a bug which depleted Droideka's shield points when holding special button 1 while unrolling or walking

Dodge:

* Angle in which Heroes and Commanders can dodge has been reduced from around 170 degrees to around 80 degrees
* Leg shots can no longer be dodged by Heroes and Commanders
* Jedi can now dodge Projectile shots as well as Disruptor shots when using Sense 3

Jedi/Sith:

* Improved lightsaber hit detection.
* Increased BP regeneration speed.
* BP drain has been increased from all attacks.
* Adjusted Blue and Red Blocking Power
* Special moves now drain more BP
* Damage reduction from swingblock has been removed
* Swingblock now behaves like having Q3 during attacks.
* Body hits and counter-strikes now cause a stagger animation during duels
	+ Stagger is played only if player has less than half BP
	+ Red stance causes stagger without BP restrictions
	+ Red stance attacks now break through perfect block
* Deflecting a shot at close range will no longer allow Jedi a free swing (Insta-Swing)
Release Candidate 3 Patch 4

As has been said before, we've been working on a patch for the current build. We decided to do a patch because RC4 still feels slightly distant since some further refinement is needed. Instead of the patch simply being a few bugfixes and balancing, we decided to throw in some additional flavour.

Soldier will be receiving concussion grenades. Throw it like any normal grenade, but the longer you hold it in your hand, the shorter the fuse will be. Careful, as they might explode in your hand! The explosion isn't as powerful as a regular frag grenade and as a Jedi or Sith you can shrug off some of the damage by blocking. You can have a maximum of two per life and they'll cost 15 points each.

ARCs now can become even more acrobatic. With dexterity 3 you will be able to wallrun and do a few flips off walls. This is extremely handy when used with dual pistols since you can do some cool surprising flip attacks out of cover and into the enemy's face.

Saberfights are now more clear and controllable. The ability of perfect blocking is again a lot easier. Perfect blocking means when you move your saber to the enemy's attack and block it. The bonus for this is 0 bp loss. This will bring some more skill elements back in to the duels. Manual blocking will have a boosted perfect block range.

The new Droideka is peeking out it's head. For now it's just the new model for added sex appeal, but I think it's safe to say you should be expecting some pretty fun additions in RC4.

## Changelog

* ARCs now can wallrun with Dexterity 3.
* The Saber vs Saber combat has been given more robust hit detection.
* Manual Blocking now allows you to perfect block with better probability.
* Soldiers can purchase Concussion Grenades. The moment you charge them, they become live.
* Westar M5 rifle's scopeshots now do more damage.
* Q3 blue stance now loses running speed for a short duration if you get shot while swinging.
* Deflect 2 now costs 6 points, Deflect 3 costs 10 points.
* Deflect 2 and 3 will be unable to deflect shots accurately when you're up close to the shooter.
* New Droideka model.
* Enclave, Deathstar, DOTF and Tatooine updated.
* Younglings on Jeditemple have been nerfed.
* Minimaps added. Check out Controls, MovieBattles to enable the big one.
* Quick Throw 2 allows you to use secondary and primary nades now. While in melee press Weapon mode key to switch.
* Added location to voice chat.
* Jedis medidating recover Force Points (FP) faster.
* Cortosis level 1 cost changed from 20 to 15 points.
* Changed EE-3 points from 6 - 7 - 15 to 8-10-10.
* Several bug fixes.

## Noteworthy Fixes:

* Grenades no longer fall through moving elevators.
* Chat messages no longer disappear.
Version 1.8.2.1

Version 1.8.2 (October 4th, 2021) | Version 1.8.2.1 (October 5th, 2021)

## CHANGELOG

### General

* Change: Anti-TK System
	+ Reverted 1.8.2 changes for now until more testing can be done.
* Change: Updated library to reflect recent gameplay changes.

### CMP

* Change / Fix: mb2\_cmp\_narshaddaa
	+ Further clipped ceiling to prevent players from escaping the map
	+ Hack timer for final objective now 6 seconds
	+ Tunnel overload alarm works as intended
	+ Hint obj / mini map icons changed to lightning symbol
	+ Rebels respawn in Swoop Gallery after doors are unlocked.
	+ Timer fixed so that attacking team loses on time.
Ammo Thermal

**DESCRIPTION**

Thermal Detonator. Default ammo 4. Normal shots cost 1. Alt fire shots cost 1. Acts the same as weapon\_thermal.

**SPAWNFLAGS**

SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.

**KEYS&VALUES**

wait - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).

random - Random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).

count - Sets the amount of ammo given to the player when weapon is picked up (default 4).

team - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).

target - Picking up the item will trigger the entity this points to.

targetname - A target\_give entity can point to this for respawn freebies.

notfree - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.

notteam - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.

notsingle - When set to 1, entity will not spawn in Single Player mode (bot play mode).

notbot - Used to make an item invisible for bot attraction.

**NOTES**

The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.

When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
Republic Cruiser

## Description

### Republic

The ship has taken several critical hits. Engines are offline. There is no retreat. Republic forces have been alerted to the full scale assault, but reinforcements are not expected to arrive soon.

The first wave of the Confederate assault failed to destroy us. We must not allow them a second chance.

### CIS

In order to even get to the surface of Sarapin we must first clear out the space defenses. The swiftest way to accomplish this will be to take their flag ship and destroy it. After obliterating their fleet we can setup a forward base in the asteroids to stage our invasion of the planet.

Prepare for battle!

## Update Log

Version 1.6

* Added subtitles to global voice lines.
* Fixed an exploit that allowed someone to survive just outside the airlock
* Fixed a wallbug in the datacore.

Version 1.0

* Added MB2\_RepublicCruiser\_Fastload variant of the map without events.
* FA: Echuu and Naat nerfed slightly, Westar M5 assault sniper clone not having sniper scope fixed, fixed Thermal Rocket droid's description, Commando droid gets longer vibrosword with a different model.
* Fixed an areaportal.

Version 0.1.2

* Added 15 more seconds on to the time it takes for the bridge door to open to prevent camping.
* Added Crusher flag to the elevators near bridge. (Doors to prevent bugging, as well as elevator)
* Fixed a minor visual bug.
* Fixed shuttle getting blocked while exiting.
* Fixed a triggers facing flag being pointed the wrong direction.
* Fixed some bugged hinting.
* Fixed getting stuck and not killed on falling debris.
* Delayed a script activation to prevent max\_gamestate\_chars.
* Reduced multiple file names to prevent max\_gamestate\_chars.
* Reduced delay on elevators
* Raised dmg needed for all destructibles inside the bridge.
* Raised min\_players near bridge from 6 to 8.
* Allowed dekas to activate bridge side objective.
* Elevator door to objective, and spawn change do not activate till bridge doors open.

Version 0.1

* Initial Release
Version 1.4.4.1

Version 1.4.4 (December 11th, 2016) | Version 1.4.4.1 (May 13th, 2017)

## Changelog

### Models

* Change: Modified several old lightsaber hilts made by broken\_hope to improve performance.
* Change: Replaced Old Ben's lightsaber with custom variation based on episode 3 model.
* Change: Restored broken\_hope's episode 6 Luke saber model.

### MBII Client

* Fix: Updated MBII OpenJK build to include upstream bugfix for radar arrow coloration as well as other changes up to February 23rd.
* Change: Compiled engine with Large Address Aware flag which may help reduce client crashes on certain computers.
* Fix: Radar background layer should now render in the proper order.
Release Candidate 3 Patch 2

## Patch 2 Update

**Changes:**

* FPS improvements
* Lightning Effects
* You can now see the achievements reached in the profile menu.
* Fixed a major bug in the achievements that were reseting them.
* Sabering BBox no longer drains BP.
* SBD FP drain buffed and Deflect 3 timer increased per Ben's specs.
* New Map: Coruscant Chase.
* Changed the default saber color from yellow to blue.
* Fixes Jurassic Park crashing (In Movie Game Map Pack V2)
Force Speed

**"What a piece of junk!"**

This page is incomplete. Please add anything relevant that you can. Keep an eye out for comments while editing, because they might note what needs to be done.

Using the Force, the Jedi can move faster than normal. During it's use, the Lightsaber is turned off and Force Block is disabled, removing the Jedi's primary methods of defense. Force Speed can be deactivated by pressing the Use Force button a second time.

## Levels & Effects

Level 1
Cost: 2
Jedi can now move faster. Drains 25 FP when used and after a second consumes 15 FP a second.
Level 2
Cost: 4
FP drain while active is decreased. Drains 25 FP when used and after a second consumes 10 FP a second. Along with Force Jump Level 3, allows use of Speed Lunge from the Singleplayer of Base Jedi Knight Academy to be used. The player cannot attack during Speed Lunge with Force Speed Level 2.
Level 3
Cost: 6
FP drain while active is further decreased. Drains 25 FP when used and after a second consumes 5 FP a second. A Jedi using Melee now hits faster and does more damage with his punches. Can now attack during Speed Lunge.
## Tips

* While force speed is activated, press the use key and crouch while running to roll without jumping.
* Crouching when the opponent tries to use force powers can help nullify the lack of force block protection.
* Low HP cortosis SBDs without blast armor are easily dispatched with speed 3 punches.
Version 1.4.7

Version 1.4.6 (November 13th, 2017) | Version 1.4.7 (December 3rd, 2017)

	+ Notification in the Foyer before Throne has been moved forward to give defending teams more time to react.
	+ A notification has been added for when the Throne Room capture begins.
	+ Defending team can once again pass through the side route doors without them being unlocked.
	+ Locked door between Northern Hall and Throne Foyer to give more importance to side objective and funnel attacking team more if they have not completed the secondary objective.
	+ Solidified some of the collisions in main to prevent shooting through the pillars.
	+ Spawn Room Forcefields are now visually double sided so those inside can more clearly see when they are active/inactive. You can still shoot out from inside.
	+ Changed opaque window textures to better match actual movie location.
	+ Generator lifts path has changed. They now go to each floor when heading up but when going down it resets to the first floor.
	+ Fixed missing textures if you did not check the Full Installation of MB2 option.
	+ Minor shader optimization for Detailed Shaders option.
	+ Minor Clip brush optimization in Hangar (120 less brushes)
	+ Updated panels in hangar to better match the movie and with better fidelity. However, they are locked at LOD2 for now. This should increase performance in hangar thanks to saving 7,200 triangles total over the old versions.
* Change / Fix: Cloud City (mb2\_cloudcity)
	+ Imperial portion of the Side Route (long tunnel) has received some changes to add cover and make it much better to progress through from either direction.
	+ Several spots that could be used to timewaste or glitch through walls have been fixed.
	+ Minor shader optimization for Detailed Shaders option.
* Fix: Republic Cruiser (mb2\_republiccruiser & mb2\_republiccruiser\_fastload)
	+ Objective messages fixed.
	+ Fixed visible hole in bridge
	+ Fixed spot in bridge that could be used to glitch though the map.
	+ Fixed minor missaligned brush in Bridge.
	+ Fixed pillar that was reflecting blasters.
	+ Minor shader optimization for Detailed Shaders option.
* Fix: Jabba (mb2\_jabba)
	+ Several places where you could glitch through the wall have been fixed.
	+ Fixed z-fighting in the grates between Jabba's throne and the Rancor Pit.
* Fix: Enclave (mb2\_enclave)
	+ Minor shader optimization for Detailed Shaders option.
* Fix: Theed (mb2\_theed)
	+ Several places where you could glitch through domes has been fixed.
* Change / Fix: Starkiller Base
	+ FA: Reduced Jump level on Rey. Fixed typo.
* Fix: Duel Revan (mb2\_duel\_revan)
	+ Fixed a spot that could be used to camp/timewaste that was difficult to reach.
	+ Minor shader optimization for Detailed Shaders option.
* Fix: Duel Ravager (mb2\_duel\_ravager)
	+ Fixed several spots that could be used to camp/timewaste.
	+ Minor shader optimization for Detailed Shaders option.
* Fix: Duel RC Bridge (mb2\_duel\_rcbridge)
	+ Fixed spot that could be used to glitch though the map.
	+ Minor shader optimization for Detailed Shaders option.
Duel Ravager

**"What a piece of junk!"**

This page is incomplete. Please add anything relevant that you can. Keep an eye out for comments while editing, because they might note what needs to be done.

## Update Log

Version 1.0

* Added ambiance.
* Fixed multiple slight texture miss-alignments.
* Fixed z-fighting on a few triangular lights.
* Minor bugfixes.
* Minor optimization & visual fixes.

Release Candidate 2

* Minor Visual Improvements
* Added Enhanced EFX support.

Release Candidate 1

* Initial Release
Levels

This is essentially a list of maps for MovieBattles II.

#### Assault Levels

**Alderaan Assault****Battle of Kamino****Battle of Mygeeto****Battle on Theed****Battle Over Coruscant****Cloud City****Comm. Tower****Corellia****Coruscant Chase****Death Star Escape****Duel of the Fates****Dxun Camp****Echo Base****Eravana****Jabba's Palace****Jakku****Jedi Enclave****Jedi Temple****Korriban****Lunarbase****Mustafar****RC: Hangar C****Republic Cruiser****Scarif****Scarif Citadel****Siege Desert****Siege Korriban****Snow Facility****Star Destroyer****Starkiller Base****Smuggler****Tantive IV Trouble****Tatooine****Trade Federation****Yavin Assault**
#### Capture The Flag Levels

**Tatooine Backstreets****Death Star****Eravana****Imperial Garrison****Jedi Temple****Scarif****Star Destroyer****Theed****Tusken****Yavin Temple**
#### Duel Levels

**Battle Over Coruscant****Carbon Chamber****Crait****Dantooine****Datacore****Detention****Duel of the Fates****Dune Sea****Emperor's Throne****Jabba****Jedi Temple****Kamino****Korriban****Malachor****Mustafar****Observation Deck****Office****Profundity****Ravager****RC Bridge****Revan's Flag Ship****Senate****Showdown at Barons Hed****SDestroyer****Star Forge****Starkiller Base****Tusken Camp****Utapau****Valley of the Jedi****Yavin 4****World Between Worlds**

#### Unreleased

##### Assault Maps

* Mos Eisley Escape
* Leviathan Escape
* Borleias
* Battle for Hoth
* Kashyyyk: Order 66
* Utapau

### Movie Game Map Pack

* Aliens
* SSB Pokemon Stadium
* Matrix Lobby
* LOTR Helms Deep
* 300

## Community Maps

### Community Map Pack

#### CMP 1

* Kashyyyk
* Geonosis Arena
* Deathstar
* Hoth Echobase
* Massassi Temple
* Assault on Mos Espa
* Imperial Prison
* Mountain Keep
* Coruscant Hotel

#### CMP 2

* Coruscant Assault
* Delta Prime
* CIS Labs
* Theed Streets
* Geonosis Canyons
* House of the Fallen Ones
* Doomgiver
* Corellia
* Medico

#### CMP 3

* Raxus Prime
* Endor
* Darkness Duel
* Rescue Han Solo
* Palpatine's Office Duel
* The Emperor's Throne Room
* Vjun Duel
* Korriban Duel One
* Korriban Duel Two
* Coruscant Undercity

#### CMP 4

* Kejim Data Retrieval
* Superpush Duel
* Sniper Duel
* Apprehension Duel
* Fuel Depot
* Captured

#### Unreleased

* Infiltration
* Taspir Powerstation Assault
* Hoth Outpost
* Ascension
Duel Showdown at Barons Hed

**"What a piece of junk!"**

This page is incomplete. Please add anything relevant that you can. Keep an eye out for comments while editing, because they might note what needs to be done.

## Update Log

Version 1.0

* Added minimaps
* Adjusted minor things in the siege file related to descriptions.
* Adjusted Rebel spawns so that they are centered.
* Fixed some wood textures having the wrong orientation.
* Optimized brushes to use less triangles and physical brushes.
Jetpack

Jetpack

Library Entry (JKA)Jetpack
The jetpack allows the wearer to fly for short durations, giving them a tactical advantage over others.  If the user does not fire the rockets, they will slowly lose altitude.

The jetpack is only usable in the Siege gametype.

(Note:  To activate the jetpack, jump, then press 'use' while in the air.  Holding 'jump' will allow the user to gain altitude, while holding 'crouch' will decrease altitude.)

Library Entry (MBII)Jetpack - Can be activated by pressing and holding the Jump key or double-tapping the Jump Key (configure this setting in the options menu). Disabling it is done via the Use key. Beware, your flight paths are easily manipulated by Jedi using the Push/Pull abilities, and some knockdown effects hitting you in midair (such as the Clone Rifle Charged Shot) will cause the Jetpack to shut down. Additionally, the Jetpack will not run indefinitely.

Fuel - Initial purchase of fuel allows use of the Jetpack.
Level 1: Provides the Mandalorian with a Jetpack and 1/3 of a tank of Fuel.
Level 2: 2/3 of a tank of Fuel.
Level 3: Maximum fuel levels attained.

The jetpack renders on the backs of characters with support for it. Double tab `[Jump]` to activate the jetpack, and press `[Use]` to deactivate it. You will need fuel (or stamina if cheating) to use it.