recursal/Fanatic-Fandom huggingface dataset:
Force Block

**"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.

This ability allows for a Jedi/Sith to protect themselves against the usage of Force Powers against him.

## Levels & Effects

Level 1
Cost: 4
Immunity against forcepowers if the Jedi/Sith has 100 FP.
Level 2
Cost: 6
Immunity against forcepowers if the Jedi/Sith has 80 FP or more.
Level 3
Cost: 6
Immunity against forcepowers if the Jedi/Sith has 50 FP or more.
## Counters

### Force Focus:

Look at the saberist for a few seconds until a grey aura appears. This means they have been successfully force focused. While the saberist is force focused, they are vulnerable to 1 force power effect. This means that combo powers like Lightning push and Grip will not cause damage, but will still do their main effects.

## Gameplay/Tips

* Holding down block is enough to negate neutral Force powers.
Version 1.2.2

Version 1.2.1 (March 15th, 2015) | Version 1.2.2 (May 2nd, 2015)

### **Full Authentic**

* Dual pistol 3s are no longer overpowered on Comm. Tower, Smuggler, and Battle on Theed.
* Battle Over Coruscant's clone sharpshooter can use sense again.
* Lowered defense 2 to 1 for all classes that possessed it (matching V1.1 balance changes).
* Restored Droideka shield strength.

### **CMP Full Authentic**

* Dual pistol 3s are no longer overpowered on HotFO.
* Lowered defense 2 to 1 for all classes that possessed it (matching V1.1 balance changes).
* Restored Droideka shield strength.

### **uMad? Map Pack**

All complete installs will now receive the latest version of the uM map pack. See below for changes from the second public release.

**General**

* Updated FA saber defense levels to match current saber system.
* Some older maps updated to make both teams lose on time.
* Many UI and model fixes.
* Removed duplicate assets and merged PK3s.

**uM\_Antioch**

* Removed unnecessary \_humanoid.cfg.

**uM\_Bespin**

* Improved performance slightly.
* FA balance changes for Shadowtrooper, R5, and Bartender.

**uM\_Goodandevil**

* Added to uM.
* Improved visuals and performance.
* No longer possible to get outside the map.
* Spending time near the outer wall is discouraged.

**uM\_Lasertag**

* FA classes now have melee kicks to prevent spawn griefing.

**uM\_Lolsphere**

* Removed due to its mechanic being broken in the current build.

**uM\_Medievil**

* FA balance changes to Barbarian, Crossbowman, and Rogue.

**uM\_Rockettennis**

* No longer possible for both teams to win.
* Greatly reduced entity usage (fewer disappearing rockets).

**uM\_Throwthemin**

* Added to uM.
* Overhauled visuals.

**uM\_Xwing**

* Ship's explosion radius and damage reduced.

**uM\_Zombiehorror**

* Removed as duplicate due to the CMP update.
Duel Kamino

**"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 new 3d ocean.
* Added Lightning
* Added variable Thunder sounds
* Changed fx\_rain to fx\_weather to match Kamino's weather
* Merged PK3s with mb2\_kamino.pk3 to prevent basejka menu bug.
Modes

The game mode (AKA game type) selected by the server administrator determines the win/lose condition of the round and which game features are enabled. There are many classes, weapons, and abilities only available to certain modes. However, all of the game modes have a maximum of 32 players. The default mode is Open Mode.

## Open Mode

Open Mode is considered the primary game-mode in MB2. You are able to select one of 7 classes for either the Rebels or the Imperials spanning across the entire current known trilogies and customize them for your liking. Open Mode gives the player 80 points that they can use as they wish to customize their character providing options for multiple builds, as you are just beginning I would recommend using one of the present builds available for now and then tweaking these to your own preferred playstyle.

## Duel Mode

The saber system in MB2 can be quite in depth compared to other multiplayer games and takes some getting used to. The best place to ask for advise on the saber system are the Duel servers, with good representation on both EU and US servers and restricted to Jedi and Sith you'll have no problem learning in a gun-free environment. Duel mode is limited to only two classes.

## Full Authentic Mode

FA servers use the same maps as Open or Duel gameplay modes but provide preset classes with limited slots to help recapture the movie feel of particular maps. Full Authentic maps tend to have abilities not found in the other game types and can be very interesting to play. Abilities of characters are preset.

## Semi-Authentic Mode

In Semi-Authentic (SA), the classes are limited to choosing the "skins" of the people who actually appeared within the time-period that the map takes place in. Players may still allocate points as they deem fit.

## Legends Mode

A global Full Authentic mode that allows you to change the teams on any level. The default FA is a new global FA featuring major characters from every era.
Forcefield

Forcefield

Library Entry (JKA)Stationary Shield
This stationary energy field can be dropped at any location, at which time it deploys a large flat shield that can block enemy fire.  Allies can pass through the shield, but enemies cannot.  The deflector shield will disappear after expending its power supply or after enduring a certain amount of damage.

When deployed, this device creates a temporary, large wall of energy shielding. This forcefield can be walked through, but not shot through.
Jedi Academy Movie Maker's Edition

Jedi Academy Movie Maker's Edition (jaMME) is an engine modification of Jedi Academy for moviemaking. It's a port of q3mme with most of its features and some new ones. Since September 2014 jaMME works with Movie Battles II.

### Features

* demo playback control (pause, rewind, fast-forward)
* free camera mode
* chase camera mode
* time speed animation
* capturing motion blur
* capturing output in stereo 3D
* different output types: jpg, tga, png, avi
* playing music on background to synchronize it with editing
* saving depth of field mask
* capturing with realistic depth of field
* overriding players information: name, saber colours, hilts, team, model
* recording audio to wav
* replacing world textures with your own
* replacing skybox with one solid colour (chroma key)
* capturing in any resolution
* off-screen capturing
* capturing a list of demos
* supporting mods: MBII, base (basejka, base\_enhanced), ja+ (ja++), lugormod, makermod

### Sources

* Download: http://jkhub.org/fil...ile/1712-jamme/
* Forum: http://jkhub.org/forum/75-jedi-academy-moviemakers-edition/
* Source code: https://github.com/entdark/jaMME

### Media

There are some Movie Battles II movies made with jaMME.
Build 19.1.2

* Bug-fixes galore including the Legion Bug, and other such nasties.
* Stabdown has been removed until we can balance it in saber duels properly.
* BP drains have been fixed.
* FP drains have been fixed and rebalanced.
* Model changes made during a round are applied during the intermission to reduce lag spikes.

**Maps:**

* Various FA tweaks.
* New Senate duel map
* New Office duel map
* New Utapau duel map
* New Jabba duel map
* TradeFed FPS improvements

**Content:**

* New animations
* Deka sand footstep traces
* HUD optimizations and fixes
Setting up Modview

For ModView to work, you have to set it up properly first:

1. Open the Assets1.pk3 in your /GameData/base/-folder with WinRar or Pakscape (or your favourite Unzip-application)
2. Locate the \_humanoid.gla inside the folders /models/players/\_humanoid/ and copy it.
3. Make a folder structure on C:/ (for simplicity's sake - you can put it anywhere as long as the pathname doesn't get too long, which, however happens quite quickly) looking like this: C:/base/models/players/\_humanoid/
4. Paste the \_humanoid.gla you just copied inside the last folder
5. Now, for every model you want to view in ModView, you have to add it's proper folder to C:/base/models/players/ - For example like this: C:/base/models/players/CloneMandoVM

Here's an image to illustrate how the folder structure could look like:

For simplicity's sake again, it's best to just place Modview into C:/base/ and you should be fine to view your model/skin now.

### Common errors

* **# bones mismatch: "model/players/..." has 72 bones**: This means the model you're trying to view was compiled for Jedi Knight: Jedi Order. In order to get ModView to work with it, you need to replace the \_humanoid.gla inside your ModView-folder structure at /models/players/\_humanoid/-folder with the one from JO.
* **JPEG read error: Requested feature was omitted at compile time:** This indicates that one of the .jpg image files used for this skin was saved as progressive. Simply re-save that image in your favourite image editing software again, making sure that the "save as progressive"-option is deselected.
Version 1.5.4

Version 1.5.3 (May 4th, 2019) | Version 1.5.4 (August 21st, 2019)

* Fix: Using the SetTk command will now display the standard TK Points Client Text.

### **Maps**

* New: Profundity Duel (mb2\_duel\_profundity)
* Change: Updated Scarif FA to include new K-2SO model.
* Change: Updated most FA's across Official, uMad, CMP maps with updated hilt models.

### **Models**

* New: K-2SO. Note: Currently only available in Scarif FA.
* New / Change: Added and upgraded over 100 new and existing saber hilt models with higher quality and more optimized versions.
* Fix: Fixed Shoretrooper sounds.

### **Servers**

* Change: Starting with this release, jampgamei386.nopp.so will be included for use with OpenJK servers. Previously it was made available as a separate download. Manually rename and replace the default jampgamei386.so with this file when using the OpenJK engine on Linux.
* Change: Updated default server config with Discord link example for online server list and extra master server entries (server owners should update that section in their configs for better availability when disruptions occur).
Force Super Push

**Force Super Push** is the term used for 3 force power combos. All of these can be used to *instantly kill* opponents. All super push knockdowns last double the time of normal push or pull knockdowns.

## Pull-Push Super Push

While in melee, use pull 3, and then use push 3 immediately afterward to perform a pull-push super push. This pushes opponents much farther away than normal. If the opponent is knocked down and hits a wall they will take damage depending on their velocity. This will instantly kill the opponent most of the time.

## Grip Super Push

While in melee, use grip 3 on the opponent, and then push them as you let them go. This super push is much less powerful than the pull-push and has a much harder time killing opponents on walls. Unlike the other super pushes though, the player can choose where to launch the enemy. This super push allows the player to throw opponents off of ledges with ease. If there are no ledges around, the best options are knocking the opponent into a wall to take advantage of the knockdown time or throwing the opponent into the sky to attempt a fall damage kill.

## Lightning Push Super Push

If the player has the prerequisites for lightning push they can use it instead of push when preforming a pull-push super push. This version of super push is more consistent as even if the player misses the pull the lightning push could still knock the opponent down for double the time. Other than that it is the same as the pull-push super push.

## Tips

* Enemies can collide into each other, causing a chain of knockdowns or even deaths! (This is the only way a Sith can knock down a high strength level Wookie.)
* ARCs with dexterity 3 are immune to pull-push super push in most circumstances. Grip super push can work but is less effective.
* Super pushes push the opponent farther away even if they are not knocked down. Use this to push walking players off of ledges.
Version 1.2.1

Version 1.2 (February 14th, 2015) | Version 1.2.1 (March 15th, 2015)

* Fixed player's scoped weapon not closing when hit by a sonic grenade or while being electrocuted.
* Prevented disruptor ammo indicator from displaying on other zoomed weapons.
* Fixed Jedi Mind trick turning off lightsaber even if no enemies were mind tricked.
* Fixed issue with droideka resulting in many issues such as people sticking together/falling out of the map.

### Jedi/Sith

* Removed default 20% Damage Reduction. Red and blocking DR still applies.
* Force Block's immunity levels based on amount of FP changed from 95/80/50 to 90/70/50.

### Saber

* Cyan style now only drains BP on parries with the first swings of its combos.
* MBlock disarm once again requires movement+PB to perform; Staff style only requires movement.
* Fix for special moves hitting more than once when already cancelled enough times by normal swings.

### Duel Mode

* Reverted number of lives back to 6.
* Reverted match times to 5 minutes.

### Gfx & UI

* Fixed issue with ratio fix resulting in BP / Jetpack bar being misaligned.
* Fixed rally lines drawn on radar when using the ratio fix.
* Optimized size of many HUD textures for better performance.

### Models

* Fixed control panel shader on Darth Vader.
* Fixed RGB issue on Zabrak Female ET when viewed without detailed shaders.

### Maps

#### Mb2\_Cloudcity

* Fixed VIS issue when facing in the direction of the carbon chamber door from the eastern commons.

#### Mb2\_Corellia

* Addressed FA balance issue caused by 1.2's pistol changes.
* Clipped off upper area of building at attacker's spawn.

#### Mb2\_Deathstar

* Fixed lack of ceiling clipping.
* Fixed minor visual problem.

#### Mb2\_Echobase

* 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%.
Duel Utapau

**"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 clipping to prevent camping/griefing.
* Fixed minor typo in the siege file that caused grievous's icon to not appear.
* Fixed visual issue.
* Minor bugfixes/optimizations.
* Spread spawns out slightly to prevent players getting stuck in each other.

Release Candidate 2

* Visual Improvements to cliffs and lighting.
Scarif Citadel

## Description

### Rebels

Without the Project Stardust plans, the Alliance is doomed. Protect the Data Vault doors from being opened and keep the data cores intact until our data upload to the fleet finishes!

For Jedha!

### Imperials

Rebels have hijacked the Data Vault and are uploading to their fleet. Disable the three layers of security to the vault and destroy / erase the data by any means.

Deploy the Garrison!
Force Blind

**"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.

An FA-Only Force power that blinds the target. It works on a single target who must be in your crosshairs and facing you. If you miss with this ability, it still drains Force Points. A target of Blinding can reduce the amount of blinding they're suffering from by using Force Seeing. Higher levels of Force Seeing result in increased ability to see while blind.

## Levels & Effects

Level 1
Cost: FA
Blinds the target for 4 seconds at the cost of 40 FP drain and a long(1.2 seconds) cooldown after use.
Level 2
Cost: FA
Blinds the target for 4 seconds at the cost of 30 FP drain and a medium(0.8 seconds) cooldown after use.
Level 3
Cost: FA
Blinds the target for 4 seconds at the cost of 20 FP drain and a short(0.4 seconds) cooldown after use.
Classes

*Movie Battles II* has seven classes for each team on Open mode and Semi-Authentic mode. Duel mode is restricted to Jedi and Sith. Legends mode replaces the classes system with a variety of characters, each with pre-set stats. Full Authentic mode is very similar, but the selection of characters is limited based on the movie scene that the current map appears in.

Every class has their own abilities, powers, and arsenal, and most classes also have a counterpart class on the other team. Playing to the strengths of your class and the weaknesses of your enemy's class can propel your team to victory.

## Hero Classes

**Soldier (Rebel)****Elite Trooper****Clone Trooper****ARC Trooper****Hero****Wookiee****Jedi**
## Villain Classes

**Soldier (Imperial)****Commander****Bounty Hunter****Mandalorian****Droideka****Super Battle Droid****Sith**
Build 16

Changes made between Build 15 and Build 16

* New standard map added: MB2\_Lunarbase
* mb2\_jabba, mb2\_tantiveIV and mb2\_cloudcity all updated

Main additions

* Semi-Authentic mode.
* 2 new classes (ARC Trooper and SBD)
* Major Game re-balancing (Especially Jedi v Gunners)

Other general changes

* Han-In-Carbonite objective for CC re-implemented
* 'Beat-up Jabba' exploit will now result in loss of points. Jabba's basic movement rate has also been increased.
* Mandalorian now uses Westar Pistols.
* Weapon is no longer disallowed if it's main store is empty, but still has ammo in the clip.
* Taken auto-team option out (for now)
* Continual blocking with saber can no longer damage your opponent
* Stopped 'red sabers on good team' exploit.
* Fixed mind-trick with staff and duals 'second stance' exploit.
* Footstep sounds back in for MT
* Fixed saber stance carry-over to next game exploit.
* Walking / crouching / standing still now defends better against push / pull on stairs...
* Fixed the 'repeating models' bug in the menus
* Classes now scale properly. (Wookie and SBD bigger, Droideka slightly smaller)
* MT works on Sith who don't force block the power.
* You can no longer construct illegal class set-ups by switching between classes at the last minute...
* Fixed empty Deka's being left when people disconnect or switch class / team.
* Made brushes damageable by all weapons - including pistols. This fixes the 'pistols-can't-damage-the-door-locks-on-Tantive' issue.
* Re-implemented the cg\_deferplayers cvar for Siege. This should now reduce 'lag spikes' when new people join the server...
* Bug fixed when saber thrower and lightning-users were protected from blasts/sabers
* Mand push defense in flight fixed
* Altered model support (including return of the Stormtrooper! Wehey!)
* Droideka's shields have been reduced at low levels - and droideka's ammo store now runs low a lot quicker.
* Grip now requires a higher minimum (75) to work, at all levels
* Pistol now has a faster firing rate + increased damage. Pistol ammo is also now seperated from blaster ammo.
* Jedi's absorbing explosive damage now have their manna reduced appropaitely
* Reduced the effectiveness of 'crouch-sabering'.
* Force speed was altered
* Increased Drain Range implemented (IDR). This means that when a gunner is firing as a \*Jedi at vlose range, they drain more of the Jedi's manna then at long range.
* Force regen increased to 100ms
* Sniper rifle damage improved
* Charged shots now drain more manna from blocking jedi's
* Charged shots now are silent for certain guns
* Mand moves faster
* Thermal overcharge removed
* Mand rocket delay
* Force heal improved
Clone Pistol

A reliable Blaster Pistol with pin-point accuracy.

Used By:

* Clone Trooper
* ARC Trooper

## Rank 1

**Unlocks Primary Fire:** a basic shot that deals decent damage for low ammo cost.

## Rank 2

**Unlocks Secondary Fire:** can hold down to charge up bounce shots that rebound off the terrain at the cost in increased Ammo Drain. Hold down longer to increase the amount of bounces.

## Rank 3

An exclusive upgrade for ARC Troopers that allows them to hold a Clone Pistol in each hand.

* **Primary Fire:** Dual Wield.
* **Secondary Fire:** Bounce shot.
* **Weapon Toggle:** Switch between convergence (one crosshair) and parallel (two crosshairs) aiming modes.

## Gallery

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

## Description

### Republic

Turmoil has engulfed the Republic. The Trade Federation has established a blockade around Naboo and we have been sent to end the dispute.

Upon arriving we were attacked. Our only hope now is to escape to the surface and warn the Naboo.

### Trade Federation

This turn of events is unfortunate. We must accelerate our plans.

The chancellor should never have brought Jedi into this.

Kill them immediately.

## Update Log

Version 1.6

* Fixed visible caulk in objective area.
* Fixed several gaps in objective area.
* Minor optimizations in objective area.

Version 0

* Fix Trade Federation Large minimap

Release Candidate 2

* Initial Release
Sonic Detonator

## Weapon Info

The Sonic Detonator is a grenade accessible by the Elite Trooper. Tapping primary fire will result in a short toss of the grenade. Pressing and holding primary fire will allow for the grenade's throwing distance to increase (the longer you "charge" the longer the toss).

Secondary fire releases a sticky mine that will either be set off by an enemy if they walk near it or if enough time passes (add how much time is required for it to go off please 😀).

The explosion will cause enemies and friendlies to be unable to attack for about 5? seconds. It also deals a small amount of damage.

## Weapon Specification

Each level adds one Sonic Detonator, with a maximum of **two** Sonic Detonators.

## Gameplay Tips

* The Sonic Detonator is popular due to it being able to trap objectives
* Make sure to not let friendlies get caught in the blast!
Soldier

**Soldiers** are *Hero**/Villain* basic infantry.

## Overview

The Soldier class represents the common soldier, the average cannon fodder. As such, Soldiers have the most lives and the least strength.

Soldier Configuration is something of a balancing act between buying...

* Lives (reinforcements)
* Survivability (armor and close combat training)
* E-11 ranks, and ammo
* Grenades

## Innate Abilities

### Assemble

If a Soldier dies with remaining reinforcements while within range of an allied Elite Trooper or Commander with the "Rally" perk (indicated by a green circle at their feet), the Soldier will respawn next to that Rally unit, and will be granted a temporary boost to HP and movement speed.

While dead, press Class Special 1 (Right? Not 2? Someone test this.) to ignore any Rally spawns and spawn at a regular spawn point. You will not receive the HP and movespeed boost if you do this.

### Bad Melee

Uniquely, Soldiers can not use any Melee moves other than punch, unless they buy Close Combat Training.

## Buyable Abilities (Costs)

### Close Combat Training (4)

* **Level 1:** Improves movespeed when Melee is equipped and enables all Melee techniques. Without this perk, Soldiers can only punch.
* **Level 2:** (FA Only). Movespeed improvement applies even when weapons are equipped.

### Reinforcements (2, 28)

* **Level 1:** One additional life.
* **Level 2:** Another additional life.

## Other Buyable Items

### Armor (0, 4, 6)

**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:** 15 Armor
* **Level 2:** 25 Armor
* **Level 3:** 35 Armor

### Ammo (0, 4, 6)

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:** Soldier has some ammo.
* **Level 2:** Soldier has more ammo.
* **Level 3:** Soldier has much ammo.

## Strategy Tips

* The Melee movespeed bonus from Close Combat Training helps you get places faster. It helps for advancing, retreating, and diving from cover to cover. Melee moves themselves can be great last-ditch options against saberists.
* As a multi-life class, you're less affected by dying. Don't be afraid to risk one of your lives to save the more valuable life of an ally.
Items

This is a reference page for every item in the game.

## Holdable

Holdable items that the class carries around. These are activated and selected by the `[Force Next]` and `[Force Previous]` buttons and used by the `[Use Force]` button, or, if the user has force powers, by the `[Inventory Next]` or `[Inventory Previous]` and activated by `[Use Item]`.

**Seeker Drone****Portable Assault Sentry****Forcefield****Cloak****Neuro-Saav Model TD2.3 Electrobinoculars****E-Web****BioTech Bacta Canister****Big Bacta**
## Non-Holdable

These items are not selectable/usable from the player inventory, but are fully functional. Each one has unique key bindings. View each item for details.

**Jetpack****Health Dispenser****Ammo Dispenser**
Eravana

## Description

### Smugglers

Oh great, it's a Guavian death gang. They must have tracked us from Nantoon. Get to the Falcon, we're getting out of here at light speed!

I've got a bad feeling about this

### Gangs

Han Solo is a dead man. We loaned him fifty-thousand for this job and we want our money back now. Kanjoklub wants their investment back too. And would you look at that, a BB unit and two fugitaves that fit the description the First Order put a bounty on.

Kill them before they escape and capture the droid.
Version 1.6.1.1

Version 1.6.1 (January 17th, 2020) | Version 1.6.1.1 (January 21st, 2020)

### Duel Mode

* Fix: Fixed an exploit which allowed for invalid models to be used in duel mode.
* Fix: Addressed some issues with the midround spawning that may be contributing to lag/hitches when players join.

### Legends Mode

* New: Darth Traya added.
* Fix: Cassian's class causing crash issues
* Change: Over 25 classes have had minor balance adjustments for gameplay.
Ammo

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

## Ammunition Levels

There are **3** levels of Ammunition whereas the **1st** level costs **0** Skill Points and is always bought. The way how each level of Ammunition affects your total amount of available shots differs from class to class and from weapon to weapon.

Keep in mind that buying more ammo does NOT give more grenades. Grenades are purchased separately.

The precise info about every level of Ammunition and its effects may be gathered in the specific Class Articles.

## Ammunition while playing

You are given an overview of your Ammunition in the bottom right corner of your screen. There you can see the yellow bar which represents your Clip. If your Clip runs out you have to Reload in order to be able to fire again. Almost every **blaster weapon** passively reloads itself at a slow rate. The white number shows the total amount of Ammunition that is left.

**Note:**

* The Ammunition points do not show the amount of **shots** left!
* In many cases **1 shot** drains **multiple** Ammunition points!
T-21

A powerful rifle used by Imperial Commanders.

Used By:

* Imperial Commander

## Rank 1

**Unlocks Primary Fire:** a powerful shot that deals massive damage for high ammo cost and causes knock-back on its user. This mode is only accurate while standing still.

## Rank 2

**Unlocks Secondary Fire:** can hold down to rapidly fire your carbine at your enemies but this fire mode is only accurate while standing still.

## Rank 3

* **Improves Primary Fire:** Faster rate of fire.
* **Improves Secondary Fire:** Increased clip size.

## Gallery

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

**Force Heal** allows Jedi to regain health, but limits their movement and lightsaber usage while doing so.

## Levels & Effects

Level 1
Cost: FA
Jedi regains health slowly while in a meditative stance.
Level 2
Cost: FA
Jedi regains health more quickly while in a kneeling stance.
Level 3
Cost: FA
Jedi can move while healing, however turning on their lightsaber will stop the healing.
Version 1.7.2.1

Version 1.7.2 (February 7th, 2021) | Version 1.7.2.1 (February 8th, 2021)

## CHANGELOG

### General

* Fix: Fixed an infinite rocket ammunition exploit on ARC Troopers
* Fix: The correct skeleton will now be used for all FA Character Models.
* Fix: Unintended knockdowns and staggers have been removed.
* Fix: Yavin Assult Mine Monsters now play the correct sound effects.
Version 1.5.5

Version 1.5.4 (August 21st, 2019) | Version 1.5.5 (October 27th, 2019)

### **Maps**

* New: Base mp/ffa maps have been ported and added to uM map pack. These classics feature some very unique and silly FAs Frenzy created. Ported lovingly by Biggus Dickus (Mr. Biggs)!
	+ uM\_Canyon - Originally from the bonus map pack by Ravensoft (Bonus4.pk3)
		- uM\_Canyon\_guns - *FA based more around sniping and jetpacking/grappling*
	+ uM\_NS\_streets - *Original JK2 map*
		- uM\_NS\_guns - *FA based more around sniping and jetpacking/grappling*
	+ uM\_Vjun - *otherwise known as mp/ffa1*
	+ uM\_Crypt - *otherwise known as mp/ffa2*
	+ uM\_MosEisley - *otherwise known as mp/ffa3*
	+ uM\_Tomb - *otherwise known as mp/ffa4*
	+ uM\_Taspir - *otherwise known as mp/ffa5*
		- uM\_Taspir\_rockets - *Flying Rocket Fight FA*
* New: PowerBattles II - A very silly creation Frenzy has been working on slowly for over a year now. *Click here to find out more.*
	+ pb2\_boc
	+ pb2\_cloudcity
	+ pb2\_depot
	+ pb2\_dotf
	+ pb2\_halo
	+ pb2\_halo\_bc
	+ pb2\_hangarC
	+ pb2\_hotfo
	+ pb2\_jtduel
	+ pb2\_kashyyyk
	+ pb2\_korriban
	+ pb2\_prison
	+ pb2\_reactor
	+ pb2\_republiccruiser
	+ pb2\_rescue
	+ pb2\_sdestroyer
* New: Classic PowerBattles- The original flavor.
	+ pb\_dotf
	+ pb\_sdestroyer
Version 1.6.1.3

Version 1.6.1.2 (February 20th, 2020) | Version 1.6.1.3 (March 1st, 2020)

* Fix: Bad check for Deadly Sight causing server crashes (this should greatly increase stability of PB and Legends)
* Fix: Invisible Droideka exploit
* Fix: When hitting a saberist while they're knocked down but not moving, they will no longer be considered in the same state as crouching (in regards to saber vs saber damage multipliers).

### Full Authentic

* Fix: CFL\_BUBBLESHIELD no longer drains ally Droideka ammo or moves teammates
* Fix: Mandos in uM\_Canyons not having enough FP for helmet sight.
* Fix: Added descriptions to Lava Party FA characters
* Change: Classes on ThrowThemIn given Cryogen Nades

### Legends

*Continued small tweaks have been made to most characters in attempts to balance gameplay for competitive matches. This will be an ongoing process.*

* Fix: Various issues causing crashes have been resolved. This patch should see the end of Legends servers crashing so frequently.
	+ Many classes have been fixed / balanced for gameplay. *Too many tweaks to list here, try it and find out!*
* New: Added Commander Cody

### Models

* New: Added Chirrut's stick.
* New: Cad Bane's Pistols.
* New: Hera's Pistols.
* New: Added Phasma's staff.
* New: Added Rey's Staff.
* New: Tusken and Gaffi Stick.
* Change: Updated Sith Stalker hilt with a higher quality model.
* Change/Fix:
	+ Aayla Secura has been updated with improved LODs and less draw calls.
	+ Ahsoka Tano has been updated with LODs and less draw calls.
	+ Bastila Shan has been updated with a fully ported model, and has been updated with better decapitation, facial animations, and a higher quality head texture by redrob41.
	+ Cad Bane (Legends) has an enhanced appearance. Thanks to recent team member Doughnuts for this change!
	+ Darth Maul has been updated with LODs.
	+ Princess Leia (All Skins) has been updated with facial animations, finger movement, and various optimizations.
	+ New Mandalorian model is now optimized with better LODs, decapitation, and a new ROTJ Boba Fett skin.
	+ Quinlan Vos now has optimized LODs.
	+ Rebel Commando now has LODs.
	+ Revan now has less tank-like hands, along with decapitation and LODs.
	+ Sith Stalker now has LODs, along with an added and currently unused unmasked skin.
* Fix: Battle Droid first person E-5 view.

### Maps

* Change: mb2\_smuggler
	+ Updated Music Track.
	+ Fixed a few misaligned box textures.
* Change: uM\_NS\_Streets
	+ added detail from the single player version
	+ fixed missing kill trigger near spawn.
	+ Added an entrance to Reelo's office.
* Fix: uM\_Canyons:
	+ fixed alignment for some textures
	+ Changes to lighting/more optimizations for fps.
	+ Added a platform/clipped a hole
Version 1.6.2.2

Version 1.6.2.1 (June 22nd, 2020) | Version 1.6.2.2 (July 8th, 2020)

## CHANGELOG

### General

* Fix: Fixed a crash which occured when SBDs were killed with broadsword enabled on OpenJK based clients.
* Fix: Warning messages "Unknown weaponType for holsterType" and "Unknown offsetBolt for boneIndex" will no longer be displayed.
Jabba's Palace

## Description

### Republic

Han has been frozen in carbonate and is held prisoner by Jabba the Hutt. Bargaining has failed, so we've no choice but to take Han by force.

The palace is heavily guarded, but if we manage to kill Jabba, the guards and hunters on his payroll should surrender.

### Gangstas

Achuta!

The Rebel scum are trying to assassinate the mighty Jabba!

Escort him to one of the exits before they can kill him!

## Update Log

Version 1.5.2

* Jabba is now immune to friendly fire.

Version 1.0

* FA: added Han Solo class, and Lando tweaked slightly to be different from Han.
* Fixed some VIS related issues.
* Improved lighting.
* Increased size of the entrance to Jabba's personal quarters & added respawns for imperials when Jabba gets there.
* Minor FPS improvements.
* Minor visual bugfixes in the prison area.

Version 0.1.6

* Fixed a bug which allowed dekas to trigger a few objective related entities.
* Improved rock pull in the rancor area.
* Minor FPS and VIS improvements across the map.
* Updated prison area to have larger corridors.

Version 0.1.2

* Fixed worldspawn (lack of music).
* Updated siege file to fix some typos.
* Updated objective screen layout image.

Version 0.1

* Added more spawns to Rebels. There are now 32 initial spawns to prevent telefrags.
* Added more spawns to Imperials. There are now 64 initial spawns to prevent telefrags and crashes.
* Added 60 second delay for initial Rebel spawn change to prevent flanking right off the bat.
* Added new new pillars to the area in main to add cover and variety.
* Added a new room outside of rancors pit, that looks more authentic.
* Added noLocationalDamage to Jabba npcs
* Fixed a few wallbugs
* Fixed a few areaportals
* Fixed the cooking area in kitchen
* Slightly updated lighting
* Revamped brushwork in the main area, 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.
* Caulked LOTS of extraneous surfaces.

Version 0

* Added a button outside the rancor pit to allow the other team to open the door from the outside.
Weapons

This is a reference page of all the weapons in game, across all classes.

### Carbines

E11-Blaster RifleDLT-20aA280EE-3Westar M5T-21Clonetrooper RifleWookiee Bowcaster
### Sniper Rifles

Tenloss DXR-6 Disruptor rifleProjectile Rifle
### Grenades

Concussion GrenadeFire GrenadeFrag GrenadePulse GrenadeThermal DetonatorSonic Detonator
## Full Authentic Mode

There are numerous Full Authentic ONLY weapons (shotgun, concussion rifle) as well as an FA-only weapon rank (Disruptor 3) and a whole bunch of FA-only reskins of regular weapons.

### Melee

ElectrostaffStun BatonVibroknifeVibrostaffVibroblade
### Pistols

SC-10Project PistolCommander PistolSE-44CSE-14CA-180 Pistol
### Carbines

DC-15sBeam RifleConcussion RifleGeonosian Sonic BlasterJungle RifleDLT-18DC-17mbCarbonite Rifle
### Sniper Rifles

TrifleMandalorian Sniper RifleHK DisruptorSOM3KiSteer 1284PSG
## Unknown

There are images of these on the wiki, but their usage in-game is unknown.

### Melee

BoneARC ShivBothan KnifeBoushh StaffDroid ShivGaffiGamorrean AxeSkiff Pike
### Guns

Blast CannonCand BlasterEL-16HFEELG-3AF11Glie44LPANN-14Rotary CannonS5SherruckFWMB-10
Patches

This is an index of all the patches made to Movie Battles II.

## Release Versions

### Version 1.10

* + Version 1.10.0.1
	+ Version 1.10.0.2
	+ Version 1.10.0.3
	+ Version 1.10.0.4

### Version 1.9

* + Version 1.9.0.1
* Version 1.9.1
	+ Version 1.9.1.1
* Version 1.9.2
	+ Version 1.9.2.1
	+ Version 1.9.2.2
* Version 1.9.3
	+ Version 1.9.3.1

### Version 1.8

* + Version 1.8.0.1
	+ Version 1.8.0.2
* Version 1.8.1
	+ Version 1.8.1.1
	+ Version 1.8.1.2
* Version 1.8.2
	+ Version 1.8.2.1

### Version 1.7

* + Version 1.7.0.2
* Version 1.7.1
	+ Version 1.7.1.1
* Version 1.7.2
	+ Version 1.7.2.1

### Version 1.6

* Version 1.6.1
	+ Version 1.6.1.1
	+ Version 1.6.1.2
	+ Version 1.6.1.3
* Version 1.6.2
	+ Version 1.6.2.1
	+ Version 1.6.2.2

### Version 1.5

* Version 1.5.1
	+ Version 1.5.1.1
* Version 1.5.2
* Version 1.5.3
* Version 1.5.4
* Version 1.5.5
	+ Version 1.5.5.1

### Version 1.4

* Version 1.4.1
* Version 1.4.2
* Version 1.4.3
* Version 1.4.4
	+ Version 1.4.4.1
* Version 1.4.5
* Version 1.4.6
* Version 1.4.7
* Version 1.4.8
	+ Version 1.4.8.1
	+ Version 1.4.8.2
* Version 1.4.9

### Version 1.3

* Version 1.3.1
* Version 1.3.2

### Version 1.2

* Version 1.2.1
* Version 1.2.2

### Version 1.0

* Version 1.0.1

Version 0.1.9

Version 0.1.8

Version 0.1.7

* Version 0.1.7.1

Version 0.1.6

Version 0.1.5

Version 0.1.4

* Version 0.1.4.1

### Version 0.1

* Version 0.1.2
* Version 0.1.3

### Version 0

* Version 0.0.1
* Version 0.0.2
* Version 0.0.3

## Release Candidates

### Release Candidate 3

* Release Candidate 3 Patch 1
* Release Candidate 3 Patch 2
* Release Candidate 3 Patch 3
* Release Candidate 3 Patch 4

## Alpha Builds

### Build 18

* Build 18.0.1
* Build 18.0.2
Cloak

Cloak

Library Entry (JKA)Cloaking Shield
The cloaking shield renders the wearer invisible to others, allowing for stealthy movement.  However, due to the immense energy necessary to power the device, the cloak last for a short duration.

A direct hit from a DEMP 2 gun will temporarily disable the shield.  Additionally, a hit from the secondary fire of the DEMP 2 will permanently disable the shield.

The cloaking shield is only usable in the Siege gametype.

Makes the user invisible until the player runs out of energy. The energy is displayed as a blue bar next to the armor bar.

*See also: Force Mind Trick*
Version 1.4.2

Version 1.4.1 (June 19th, 2016) | Version 1.4.2 (August 27th, 2016)

* Change: Increased ARC M5 ammo clip to 90 (up to 15 extra normal shots or 3 sniper).
* Change: Stamina will now regenerate while standing still even if sprint is active.

### Effects

* Fix: SBD arm cannon effects have been restored.

### Models

* New: Added Scerendo's Rey to open mode (Heroes, Jedi).
* New: Added DT85's Captain Phasma to open mode (Commanders).
* New: Added new weapon model overrides in open for TFA models (SE-44C, LPA NN-14, Glie-44, EL-16).
* Change: Replaced Serra Keto's soundset with higher quality version (courtesy Swagmaster).

### Maps

* mb2\_corellia
	+ Fix: Adjusted main lobby area to mitigate camera bugging.
* mb2\_dotf
	+ Fix: FA Naboo solider #1 is no longer Kyle.
* mb2\_duel\_starkiller\_base
	+ New: Original duel map created by Plasma. Relive the battle between Kylo Ren and Rey at the end of The Force Awakens.
* mb2\_eravana
	+ New: Original siege map created by Plasma. Escape the freighter Eravana before Kanjiklub and the Guavian Death Gang catch up to you! Note: FA is using placeholder models for the gangs as we did not want to delay release of the map for FA visuals. This will be addressed if the development team or community creates them later.

### Servers

* New: Server says are now logged. With a modified RTV script, RTV can now also be controlled via RCON or server side scripts. An updated RTV is now bundled with the release in RTVRTM.zip in GameData.
UM Rocket Tennis

**"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 1.2.2

* No longer possible for both teams to win.
* Greatly reduced entity usage (fewer disappearing rockets).
Version 1.4.8

Version 1.4.7 (December 3rd, 2017) | Version 1.4.8 (December 12th, 2017)

* Fix/New: Soundset specific voice command replacements will now be used if present (add flag\_simpleSiegeSounds to soundset entry in modeldata.cfg to use base game naming scheme).
* Fix: Some proofreading for loading screen tips.

### Maps

* New: Christmas DOTFv2 (mb2\_xmas\_dotf) Pics
	+ The Christmas DOTF has been updated to the new map. Happy Holidays!
* New: Christmas Mustafar (mb2\_xmas\_mustafar)
	+ The Christmas Mustafar map is now available on the main build. Happy Holidays!
* Fix: Battle Over Coruscant (mb2\_boc)
	+ Fixed several spots where you could glitch out of the map.
	+ Fixed some elevator door paths being incorrect when called from level 2 to level 1.
	+ Fixed balcony in objective area that could be used to glitch through the wall.
	+ Added a pit at the bottom of the elevator shaft in the event someone intentionally glitches out of the elevators.
	+ Minor shader optimization for Detailed Shaders option.
	+ Added stingers similar to Lunarbase and DOTF.
* Fix: Coruscant Chase (mb2\_Coruscant\_Chase)
	+ Fixed several time wasting locations by moving outer walls inwards.
	+ Fixed a few spots where you could glitch through walls
	+ Added crusher flag to elevator to prevent it from being stopped.
	+ Modified trigger for the outside elevator to landing pad so that you could not use it while standing on the exterior bracket.
* Fix: Starkiller Base (mb2\_starkiller\_base)
	+ Phasma on FA now has Rally.

### Models

* Fix: Krennic cape LoDs should no longer conflict, texture updates.
* Change/New: Replaced Kylo Ren's no hood skin with new TLJ skin, added new helmetless TLJ skin.
* Change/New: Replaced Poe's helmetless pilot skin with new TLJ skin, updated textures and icon.
* Change: Finn TLJ texture adjustments.
* Fix: Phasma's holster position for T21.
* Change/Fix: Weight adjustment on Rey's head/jaw, updated textures.
* Change: Increased volume of Maul Mandalorian soundset.
* New: Added FWMB-10 as cosmetic replacement for T-21 on First Order Stormtroopers.
* Change: Reduced volume of custom sounds on 'Skywalker' hilt.
Version 1.3.1

Version 1.3 (August 7th, 2015) | Version 1.3.1 (September 10th, 2015)

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

* Added global sound for when imperials manage to breach security to raise awareness
* Added some misc brushes
* Removed several boxes
* Replaced some boxes with models
* Overall optimization revamp
* Hologram in control room changes when security is breached
* Entities clean-up
* Timer on bomb is now set to 35 seconds (+10)
* Added beep sounds to signalize last 10 seconds to detonation

### **MB2\_Kamino**

* 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 0.0.1

* Saber trace passthroughs fixed.
* Restore comboable bounces off of destructables.
* ARCs may only shoot during special moves with Dex 3.
* Fix missing textures and shaders in mb2\_duel\_ihod.
* Fix missing textures and shaders in mb2\_duel\_rcbridge.
* Enhanced mb2\_jeditemple.
* Double shot exploit fixed.
* Eliminate the middle tier of enhanced effects.
* Remove the Secret Apprentice model due to engine issues.
* Allow the mbmode command to have a second argument that also switches the map.
* Display the wrist-laser shot count.
* Fix for "Out of G2 infoslots" error.
* Kicks no longer hit a single entity more than once per move.
* Disable various bad commands.
* Add respawnWait key to mbch files. Allows custom respawn times in FA.
* Allow Speed and Mind Trick even if you've lost your saber.
* Fix for certain forms of server flood abuse.
* Prevent sticking in the speed lunge landing animation.
* Fix NPC hitboxes with modelscale
* Allow saber shutoff during knockdown and other forced anim events.
* Various other internal improvements
Force Sense

**"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.

**Force Sense** lets Jedi/Sith see other players through walls. Force Points do not regenerate while sense is active.

## Levels & Effects

Level 1
Cost: 2
Shows enemies on radar. 40 FP cost.
Level 2
Cost: 4
Shows enemies on radar, highlights nearby players and NPCs while active, through walls. Longer ranged than level 1. 20 FP cost.
Level 3
Cost: 8
Shows enemies on radar, highlights nearby players and NPCs while active, through walls. Lasts longer and with greater ranged than level 2, the highlight around visible entities is coloured according to if they're hostile or friendly to you. No sound is played while Seeing 3 is active after the initial activation sound. 20 FP cost.

While Sight Level 3 is activated, you can dodge Disruptor shots and see the health and armor of the player in your crosshair.
Ammo Detpack

**DESCRIPTION**

Detonation Packs. Default ammo 3. Normal shots cost 1. Alt fire shots cost 0. (Alt fire detonates the pack remotely.) Acts the same as weapon\_det\_pack except only give 3 det packs.

**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).
Fire Grenade

## Weapon Info

The Fire Grenade is a grenade accessible by the Imperial Commander. Tapping primary fire will result in a short toss of the grenade. Pressing and holding primary fire will allow for the grenade's throwing distance to increase (the longer you "charge" the longer the toss).

The explosion of the Fire Grenade depends on where it detonates. If it detonates on the ground, a large circle of fire is created. If it detonates in the air, multiple small clumps of fire are spread around the vicinity.

The fire will slow down a player moving through it, causing afterburn which must be put out via rolling.

## Weapon Specification

Each level adds one Fire Grenade, with a maximum of **two** Fire Grenades.

## Gameplay Tips

* Fire Grenades are meant for crowd control, make sure to throw them into popular chokepoints.
* Remember: Stop, drop, and roll if you catch on fire.