FA Attributes

## MB\_ATT\_PISTOL

This Attribute affects WP\_PISTOL.

**Possible Values**

1. Pistol does 26 pts basic damage, no Charged mode possible.
2. As L1, but Player can now charge the pistol by holding secondary fire.
3. Now the pistol always shoots the same bullets as the charged L2. Considerably larger ammo drain.

## MB\_ATT\_BLASTER

This Attribute affects WP\_BLASTER

**Possible Values**

1. Blaster does 26 pts base damage, slow fire.
2. As L1, but there is now a faster fire mode available by using secondary fire, this fire mode has worse accuracy than the primary fire and does slightly less damage. Secondary fire uses up ammo much more quickly.
3. Secondary fire mode now has the same accuracy and ammo consumption as the primary. The weapon also has a bigger clip.

## MB\_ATT\_DISRUPTOR

This Attribute affects WP\_DISRUPTOR

**Possible Values**

1. Disruptor can fire primary low-energy bolts both in normal and in zoom mode.
2. The Disruptor can now be charged when in scope mode to do vastly more damage.
3. The Disruptor can now shoot through walls when charged up.

## MB\_ATT\_BOWCASTER

This Attribute affects WP\_BOWCASTER

**Possible Values**

1. Bowcaster has a low rate of fire.
2. Bowcaster now has a zoom mode which is available by pressing secondary fire, and has a faster rate of fire and a larger clip.
3. The Bowcaster can now be charged to do vastly more damage and has a larger clip.

## MB\_ATT\_CLONERIFLE

This Attribute affects WP\_REPEATER

**Possible Values**

1. Clone Rifle has a low rate of fire.
2. Faster rate of fire, the Clone Rifle can now fire blobs by using secondary fire. see MB\_ATT\_CLONEBLOBS.
3. The Clone Rifle has a huge rate of fire.

## MB\_ATT\_PROJECTILE\_RIFLE

This Attribute affects WP\_STUN\_BATON

**Possible Values**

1. Projectile rifle does a basic 150pts damage.

## MB\_ATT\_A280

This Attribute affects WP\_FLECHETTE

**Possible Values**

1. The A280 does a basic damage at a low rate of fire.
2. Can now use an alternate mode for burst fire.
3. Same as L2, but with a scope available by pressing secondary attack.

## MB\_ATT\_THERMALS

This Attribute affects WP\_THERMAL

**Possible Values**

1. The player has one thermal detonator or frag grenade (depending on class, classflags, etc.).
2. The player has two thermal detonators or frag grenades.
3. The player has three TDs/frag grenades.

## MB\_ATT\_PULSE\_GRENADES

This Attribute affects WP\_TRIP\_MINE

**Possible Values**

1. The player has one pulse grenade.
2. The player has two pulse grenades.
3. The player has three pulse grenades.

## MB\_ATT\_MICRO\_GRENADES

This Attribute affects WP\_TRIP\_MINE

Note: Unless MBClass is set to MB\_CLASS\_SOLDIER, you will need to create a weapon override using the V-59 Concussion Grenade model.

**Possible Values**

1. The player has one concussion grenade.
2. The player has two concussion grenades.
3. The player has three concussion grenades.

## MB\_ATT\_ARMOUR

MB\_ATT\_ARMOR is deprecated. Use maxarmor instead.
How much armor the class has. By default, has armor level 0. Level 1 gives armor level 1, level 2 gives armor level 2, and level 3 gives armor level 3.

## MB\_ATT\_AMMO

How much ammunition the Player has. Ammo for each gun is calculated by Ammo = Gun's base Ammo \* (1 + Ammo level)

## MB\_ATT\_RESPAWNS

This Attribute affects the Player.

For each level (up to 3), the Player has an extra life.

This value has been outdated by extralives, but it's still valid to maintain compatibility with older FA Setups.

## MB\_ATT\_SOLDIER\_TDS

This Attribute affects WP\_THERMAL.

If a soldier has this (any level). they receive one frag grenade.

## MB\_ATT\_QUICKTHROW

This attribute makes use of WP\_THERMAL and WP\_TRIP\_MINE, and allows the ability to throw grenades while still having another weapon type (A blaster, for example.) equipped.

**Possible Values**

1. Throws primary grenades.
2. Throws secondary grenades.

In the case of a class that has both types of grenades, MB\_ATT\_QUICKTHROW will throw all your regular frag grenades before attempting to throw pulse grenades. If a class has thermal detonators instead of frag grenades, quickthrow will work with those as well.

## MB\_ATT\_CORTOSIS

This Attribute affects the Player

**Possible Values**

1. Reduces damage taken from lightsabers to around 50%.
2. In addition to reducing lightsaber damage, level 2 also turns off the attacker's saber for a short time.

Note: The amount of damage reduced is not increased over Cortosis Level 1.

Note 2: Sabers turn off, not "drop" or "disarm". The effect is like turning your saber off manually, only it lasts a tiny bit longer.

## MB\_ATT\_BLAST\_ARMOUR

This Attribute affects the Player

**Possible Values**

1. Reduces damage taken from explosives and the projectile rifle to around 50%.

## MB\_ATT\_MAGNETIC\_PLATING

This Attribute affects the Player

**Possible Values**

1. Reduces damage taken from blasters to around 50%. Shots will also bounce off the player, but do reduced damage.

## MB\_ATT\_ZOOM

This attribute affects MB\_CLASS\_SBD.

**Possible Values**

1. Provides a Zoom to the arm blaster which can be used by pressing Class Special 2.

## MB\_ATT\_ANTI\_MT

This attribute affects the player.

**Possible Values**

1. Anyone with this attribute is immune to FP\_TELEPATHY.

## MB\_ATT\_RADAR

This attribute affects MB\_CLASS\_SBD.

**Possible Values**

1. If a player has this attribute, enemy players will show up on the radar while the player is in recharge mode (Class Special 1).

## MB\_ATT\_CCTRAINING

This Attribute affects the Soldier class

**Possible Values**

1. Grants Soldiers the ability to use melee kicks.
2. Grants Soldiers the ability to use melee katas.

## MB\_ATT\_JETPACK

This attribute affects the player.

**Possible Values**

1. Provides a jetpack which lets you fly for a period, while using up fuel.

## MB\_ATT\_ROCKET

This attribute affects the player.

**Possible Values**

1. Grants a single rocket which can be used by pressing the Class Special 1 key.

## MB\_ATT\_FUEL

Provides fuel. With the fuel, you can either use a wrist flamethrower or use your jetpack. The jetpack uses 1/3 of fuel before it overheats.

**Possible Values**

1. Gives 1/3 of fuel bar.
2. Gives 2/3 of fuel bar.
3. Gives full fuel bar.

## MB\_ATT\_FLAMETHROWER

This attribute affects the player.

**Possible Values**

1. Provides a wrist flamethrower (used with the Class Special 2 key) which does low damage itself but can set people on fire. If the target is exposed to the flame for long enough (usually about 2-3 seconds); they will start burning and taking large damage until the flames are extinguished. A player can do this by moving into water or rolling. You can toggle between the flamethrower and the wrist blaster with the Toggle Weapon Mode/T3 key.

## MB\_ATT\_WRIST\_LASER

This attribute affects the player.

**Possible Values**

1. Provides a powerful wrist laser which can be used with the Class Special 2 key. The wrist laser has a limited number of shots which recharge slowly when it is not being fired. If all these shots are used up the wrist blaster will overheat and explode. This does no damage to the player, but the wrist laser becomes useless. You can toggle the Wrist Flamethrower and the Wrist Laser with the T3 key while in melee.

## MB\_ATT\_STAMINA

Determines the rate at which the Stamina bar recharges. (MB\_CLASS\_CLONETROOPER / MB\_CLASS\_ARCTROOPER ONLY)

**Possible Values**

1. Recharges 1/2 bar per second while walking or still.
2. Recharges 1 bar per second while walking or still.
3. Recharges 1 1/2 bar per second while walking or still and 1 while running/crouching.

Note: If the FA character is a Clonetrooper or ARC class but is not given Stamina at any level, the Stamina bar will recharge at about 1/4 of a bar per second while walking or still.

## MB\_ATT\_DEXTERITY

This attribute allows the player to perform acrobatics (MB\_CLASS\_ARCTROOPER only).

**Possible Values**

1. Allows the player to dive/roll in the direction they are moving (or forward when still) by pressing the Class Special 2 key. When used, while moving forward the player will perform a long, quick dive forward and use up a small amount of Stamina. When used when moving to the side or backward the player will perform a quick roll in the direction of movement (this costs no Stamina).
2. Allows the player to perform higher jumps akin to Force Jump 1. These use up a large amount of Stamina.
3. Allows the player to quickly get up when knocked down by an explosion or force power. This uses up a small amount of Stamina.

## MB\_ATT\_TRACKING\_DART

Provides tracking darts which can be used by pressing the Class Special 2 key while in melee. Tracked players emit a pink glow which can be seen through walls and while Mind Tricked.

**Possible Values**

1. Grants 2 tracking darts.
2. Grants 4 tracking darts.
3. Grants 6 tracking darts.

## MB\_ATT\_POISON\_DART

Provides Poison Darts which can be used by pressing the Class Special 1 key while in melee. If a player is hit by a dart they are poisoned and will take 3dmg/sec, be unable to use dodge or regenerate force and will have slightly distorted vision for the duration of the poison. The effect lasts 10 seconds.

**Possible Values**

1. Grants 1 poison dart.
2. Grants 2 poison darts.
3. Grants 3 poison darts.

## MB\_ATT\_CLONEBLOBS

Provides charged blasts to WP\_REPEATER. Charged blasts knocks players down.

**Possible Values**

1. Provides 3 charged blasts.
2. Provides 6 charged blasts.
3. Provides 9 charged blasts.

## MB\_ATT\_PLX1

This attribute affects WP\_ROCKET\_LAUNCHER. If the player has Pulse Grenades the PLX can fire Pulse Rockets by pressing the Switch Weapon Mode/T3 key. Pulse rockets can be remote detonated at any time in flight by pressing the alternate fire button. They use up both one rocket and one pulse grenade.

**Possible Values**

1. Provides 1 rocket.
2. Provides 3 rockets.
3. Provides 6 rockets.

## MB\_ATT\_SBD\_CANNON

This attribute affects WP\_CONCUSSION.

**Possible Values**

1. The SBD Arm Blaster weapon is given a secondary fire mode that can be accessed with the Toggle Weapon Mode/T3 key. It fires a concussive blast which knocks players down and does some damage. It must be charged momentarily before firing.

## MB\_ATT\_ARC\_RIFLE\_SCOPE

This attribute Affects WP\_FLECHETTE (MBClass ARCTROOPER only). Incompatible with MB\_ATT\_ARC\_RIFLE\_GRENADELAUNCHER.

**Possible Values**

1. Adds a scope to the Westar M-5 rifle used with secondary fire. When using the scope the rifle acts more like a sniper, the shots will do more damage and use up more ammo.

## MB\_ATT\_ARC\_RIFLE\_GRENADELAUNCHER

This attribute affects WP\_FLECHETTE (MBClass ARCTROOPER only). Incompatible with MB\_ATT\_ARC\_RIFLE\_SCOPE.

**Possible Values**

1. Adds a grenade launcher to the Westar M-5 used with secondary fire and gives the player an extra pulse grenade. The grenade launcher fires a pulse grenade that will stick to anything it touches (including players and vehicles) and detonate after a few seconds.
2. Gives the player another pulse grenade.

## MB\_ATT\_RALLY

This attribute affects the player.

**Possible Values**

1. Players with this attribute will act as a spawn point for players with MB\_ATT\_ASSEMBLE. If there are multiple classes with MB\_ATT\_RALLY alive on the team, the players will spawn at the one closest to their place of death. Also, players with MB\_ATT\_ASSEMBLE will see a green marker at the feet of any players with MB\_ATT\_RALLY.

## MB\_ATT\_ASSEMBLE

This attribute affects the player.

**Possible Values**

1. Players with this attribute will respawn (if they have any lives left) at a player with MB\_ATT\_RALLY. If there are multiple classes with MB\_ATT\_RALLY alive on the team, the players will spawn at the one closest to their place of death. Also, players with MB\_ATT\_ASSEMBLE will see a green marker at the feet of any players with MB\_ATT\_RALLY.

## MB\_ATT\_HULL\_STRENGTH

This attribute affects the SBD class. Note: This does NOT affect Droidekas. Use MB\_ATT\_RECHARGE for Shield Strength. Note 2: This is redundant as hit points can be defined specifically with the maxhealth line in the mbch.

**Possible Values**

1. Gives the SBD 125HP.
2. Gives the SBD 150HP.
3. Gives the SBD 200HP.

## MB\_ATT\_WOOKIE\_HEALTH

This attribute affects the Wookiee class. Note: This is redundant as hit points can be defined specifically with the maxhealth line in the mbch.

**Possible Values**

1. Gives the Wookiee 200HP.
2. Gives the Wookiee 300HP.
3. Gives the Wookiee 400HP.