FA attributes
Here is a more detailed description of what the Full Authentic attributes actually do. L1 represents level 1 and so on.
Weapon Attributes
These attributes affect the Player's weapons.
MB_ATT_PISTOL
This Attribute affects WP_BLASTER_PISTOL, WP_DEMP2 and WP_BRYAR_OLD.
L1
Pistol does 26 base damage. Can't be charged for extra damage.
L2
As L1, but the Player can now charge the pistol by holding secondary fire. WP_DEMP2 shots will bounce several times depending on charge.
L3
Depending on weapon, will give either higher damage (WP_BLASTER_PISTOL) or dual pistols (for WP_DEMP2 and WP_BRYAR_OLD). The high damage pistol always shoots the same bullets as the charged L2 with 50 base damage and has a considerably larger ammo drain. The dual pistols will fire rapidly opposite each other or charge and fire both at the same time. WP_DEMP2 shots bounce as in L2. You can switch to L2 by hitting the Weapon Mode/T3 key.
MB_ATT_BLASTER
This Attribute affects WP_BLASTER.
L1
Blaster does 26 base damage with a slow rate of fire.
L2
As L1, but with a faster firing mode available by using secondary fire. This firing mode has lower accuracy than the primary fire and does slightly less damage. Secondary fire uses up ammo much more quickly.
L3
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.
L1
Disruptor can fire primary low-energy bolts both in normal and in zoom mode.
L2
The Disruptor can now be charged while scoped to do vastly more damage.
L3
The Disruptor can now shoot through several walls when charged up.
MB_ATT_BOWCASTER
This Attribute affects WP_BOWCASTER.
L1
Bowcaster has a low rate of fire.
L2
Bowcaster now has a zoom mode which is available by pressing secondary fire and has a faster rate of fire with a larger clip.
L3
The Bowcaster can now be charged to do vastly more damage, has a larger clip, and is more accurate while running.
MB_ATT_CLONERIFLE
This Attribute affects WP_REPEATER only for MB_CLASS_CLONETROOPER. For all other classes, use MB_ATT_BLASTER instead (effects remain the same).
L1
Clone Rifle has a low rate of fire.
L2
The Clone Rifle now has a faster rate of fire and can now fire blobs by using secondary fire.
Note: See MB_ATT_CLONEBLOBS and MB_ATT_STRONGBLOBS.
L3
The Clone Rifle has a much higher rate of fire.
MB_ATT_CLONEBLOBS
Provides charged blasts to WP_REPEATER. Charged blasts knocks players down.
Note: Incompatible with MB_ATT_STRONGBLOBS.
L1
Provides 3 charged blasts.
L2
Provides 6 charged blasts.
L3
Provides 9 charged blasts.
MB_ATT_STRONGBLOBS
Provides ion blasts to WP_REPEATER. Ion blasts cause electric shock and are affected by gravity.
Note: Incompatible with MB_ATT_CLONEBLOBS.
L1
Provides 1 ion blast.
L2
Provides 3 ion blasts.
L3
Provides 6 ion blasts.
MB_ATT_A280
This Attribute affects WP_FLECHETTE.
Note: Gives MB_CLASS_ARCTROOPER the Westar M5 (L1 only).
L1
The A280 does 30 base damage at a low rate of fire.
L2
Can now use an alternate mode for burst fire.
L3
Same as L2, but with a scope available by pressing secondary attack.
MB_ATT_ARC_RIFLE_SCOPE
This attribute Affects WP_FLECHETTE (MB_CLASS_ARCTROOPER only).
Note: Incompatible with MB_ATT_ARC_RIFLE_GRENADELAUNCHER.
L1
Adds a scope to the Westar M-5 rifle used with secondary fire. When using the scope, the rifle acts more like a sniper, with the shots doing more damage and using up more ammo.
MB_ATT_ARC_RIFLE_GRENADELAUNCHER
This attribute affects WP_FLECHETTE (MB_CLASS_ARCTROOPER only).
Note: Incompatible with MB_ATT_ARC_RIFLE_SCOPE.
L1
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.
L2
Gives the player another pulse grenade.
MB_ATT_FIREPOWER
This attribute affects WP_CONCUSSION (for MB_CLASS_SBD) and MB_CLASS_DROIDEKA.
L1
Rate of fire and damage are fairly low.
L2
Increased rate of fire and damage.
L3
Greatly increased rate of fire and damage.
MB_ATT_SBD_CANNON
This attribute affects WP_CONCUSSION.
L1
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_PLX1
This attribute affects WP_ROCKET_LAUNCHER.
Note: 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.
L1
Provides 1 rocket.
L2
Provides 3 rockets.
L3
Provides 6 rockets.
MB_ATT_T21
This attribute affects WP_DET_PACK.
L1
A T-21 is given to the player with primary fire only.
L2
The T-21 can now use secondary fire.
L3
Secondary fire is more accurate and it has a larger clip.
MB_ATT_PROJECTILE_RIFLE
This Attribute affects WP_STUN_BATON.
L1
Projectile rifle does 150 base damage.
MB_ATT_THERMALS
This Attribute affects WP_THERMAL.
Note: Gives thermal detonators to MB_CLASS_BOUNTY_HUNTER or characters with CFL_REAL_TDS. (Frag model will still draw for CFL_REAL_TDS unless a weapon override is used).
L1
The player has one thermal detonator or frag grenade.
L2
The player has two thermal detonators or frag grenades.
L3
The player has three thermal detonators or frag grenades.
MB_ATT_PULSE_GRENADES
This Attribute affects WP_TRIP_MINE.
L1
The player has one pulse grenade.
L2
The player has two pulse grenades.
L3
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.
L1
The player has one concussion grenade.
L2
The player has two concussion grenades.
L3
The player has three concussion grenades.
MB_ATT_FIRE_GRENADES
This Attribute affects WP_TRIP_MINE.
L1
The player has one incendiary grenade.
L2
The player has two incendiary grenades.
L3
The player has three incendiary grenades.
MB_ATT_SONIC_DETONATOR
This Attribute affects WP_TRIP_MINE.
L1
The player has one sonic detonator.
L2
The player has two sonic detonators.
L3
The player has three sonic detonators.
MB_ATT_QUICKTHROW
This attribute makes use of WP_THERMAL and WP_TRIP_MINE and gives the ability to throw grenades while still having another weapon (a blaster, for example) equipped.
Note: In the case of a class that has both types of grenades, MB_ATT_QUICKTHROW will throw all your WP_THERMALs before attempting to throw WP_TRIP_MINEs.
Note 2: Because MB_ATT_QUICKTHROW uses both class special keys, it is recommended that it not be given to any classes that has some other use for those keys.
L1
Throws primary grenades using Class Special 1.
L2
Throws secondary grenades using Class Special 2.
Non Class-Specific Attributes
These attributes will affect a Player of any class.
MB_ATT_AMMO
How much ammunition the Player has. Ammo for each gun (except WP_STUN_BATON) is calculated using the following formula: Ammo = Gun's base Ammo * (1 + Ammo level).
| Weapon | Base | L1 | L2 | L3 |
|---|---|---|---|---|
| WP_BLASTER_PISTOL | 80 | 160 | 240 | 360 |
| WP_BLASTER | 120 | 240 | 360 | 480 |
| WP_DISRUPTOR | 150 | 300 | 450 | 600 |
| WP_BOWCASTER | 150 | 300 | 450 | 600 |
| WP_REPEATER | 150 | 300 | 450 | 600 |
| WP_DEMP2 | 175 | 350 | 525 | 700 |
| WP_FLECHETTE | 150 | 300 | 450 | 600 |
| WP_CONCUSSION | 150 | 300 | 450 | 600 |
| WP_DET_PACK | 150 | 300 | 450 | 600 |
| WP_BRYAR_OLD | 175 | 350 | 525 | 700 |
| WP_STUN_BATON | 4 | 8 | 16 | 25 |
MB_ATT_ANTI_MT
This attribute affects the player.
L1
Anyone with this attribute is immune to FP_TELEPATHY.
MB_ATT_ASSEMBLE
This attribute affects the player.
L1
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_BLAST_ARMOUR
This Attribute affects the Player
L1
Reduces damage taken from explosives and the projectile rifle to around 50%.
MB_ATT_CORTOSIS
This Attribute affects the Player
L1
Reduces damage taken from lightsabers by around 80% per hit. Damage reduction will decrease with chained hits within 1.5 seconds.
L2
In addition to reducing lightsaber damage as per L1, L2 also shuts off the attacker's saber for a short time.
MB_ATT_DODGE
This attribute allows the player to dodge incoming blaster shots.
L1
The player is only able to dodge shots while standing still.
L2
The player is able to dodge shots while standing still, crouching, or walking.
L3
The player is able to dodge shots while standing still, crouching, walking, or running.
MB_ATT_FLAMETHROWER
This attribute affects the player. Note: Needs MB_ATT_FUEL to work unless the character is MB_CLASS_JEDI, MB_CLASS_CLONETROOPER, MB_CLASS_ARCTROOPER, or MB_CLASS_SBD.
L1
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 while in melee.
MB_ATT_FUEL
Provides fuel. With the fuel, you can either use a wrist flamethrower or a jetpack.
L1
Gives 1/3 of fuel bar.
L2
Gives 2/3 of fuel bar.
L3
Gives full fuel bar.
MB_ATT_HEALING
This attribute allows the player to heal damage over time.
L1
The player heals 1 HP per second bounded every 20 HP (20, 40, 60, etc.).
L2
The player heals 2 HP per second bounded every 25 HP (25, 50, 75, etc.).
L3
The player heals 3 HP per second bounded ever 33 HP (33, 66, 99, etc.).
MB_ATT_JETPACK
This attribute affects the Player. Note: Needs MB_ATT_FUEL to work unless the character is MB_CLASS_JEDI, MB_CLASS_CLONETROOPER, or MB_CLASS_ARCTROOPER.
L1
Provides a jetpack which lets you fly for a period of time, while using up fuel. Will begin to overheat and shut off after several seconds of continuous use. Needs to cool down before it can be activated again.
MB_ATT_MAGNETIC_PLATING
This Attribute affects the Player.
L1
Reduces damage taken from blasters to around 50%. Shots will also bounce off the player, but do reduced damage to those that they hit.
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.
L1
Grants 1 poison dart.
L2
Grants 2 poison darts.
L3
Grants 3 poison darts.
MB_ATT_RALLY
This attribute affects the Player.
L1
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_ROCKET
This attribute affects the Player.
L1
Grants a a single rocket which can be used by pressing the Class Special 1 key.
MB_ATT_SHIELD_RECHARGE
This attribute affects the Player.
L1
Armor regenerates at 1 armor point per second bounded every 20 AP (20, 40, 60, etc.).
L2
Armor regenerates at 2 AP per second bounded every 25 AP (25, 50, 75, etc.).
L3
Armor regenerates at 3 AP per second bounded every 33 AP (33, 66, 99, etc.).
MB_ATT_SHIELD_RECHARGE2
This attribute affects the Player.
L1
Armor regenerates at 1 AP per second back to maxarmor.
L2
Armor regenerates at 2 AP per second back to maxarmor.
L3
Armor regenerates at 3 AP per second back to maxarmor.
MB_ATT_SPY_DISGUISE
This attribute affects the Player.
L1
Grants the Player the ability to disguise himself as an enemy player using the Weapon Mode/T3 key.
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.
L1
Grants 2 tracking darts.
L2
Grants 4 tracking darts.
L3
Grants 6 tracking darts.
MB_ATT_WOOKIEE_FURY
This attribute affects the Player.
L1
Taking any kind and dealing only melee damage will fill the Player's fury bar. Once activated using Class Special 1, the Player's run speed, melee speed, and melee damage are enhanced and damage taken reduced. Fury will decay over time if not used.
L2
All elements of L1 are further enhanced while adding the ability to do a melee lunge attack with Class Special 2.
MB_ATT_WOOKIE_STRENGTH
This attribute affects the Player.
L1
Increases the Player's melee strength. More damage will be dealt per hit.
L2
The Player's melee strength is further increased. Additionally, the Player becomes immune to Force Push/Pull.
L3
Further increases the Player's melee strength and also becomes impervious to Force Grip; Force Lightning will not prevent the Player from firing his weapon. Most knockdown abilities will have no effect on the Player. Finally, if the Player switches to melee, he can run as fast as a Jedi.
MB_ATT_WRISTLASER
This attribute affects the Player.
L1
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 between the wrist blaster and the flamethrower with the Toggle Weapon Mode/T3 key while in melee.
Class-Specific Attributes
These attributes will affect only the classes mentioned in the entry.
MB_ATT_CCTRAINING
This Attribute affects MB_CLASS_SOLDIER.
L1
Grants Soldiers the ability to use melee kicks.
L2
Grants Soldiers the ability to use melee katas.
MB_ATT_DEXTERITY
This attribute allows the player to perform acrobatics (MB_CLASS_ARCTROOPER only).
L1
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 while moving to the side or backward, the player will perform a quick roll in the direction of movement (this costs no Stamina).
L2
Allows the player to perform higher jumps akin to Force Jump 1. These use up a large amount of Stamina.
L3
Allows the player to quickly get up when knocked down by an explosion or force power. This uses up a small amount of Stamina. The player will roll if pushed/pulled while running instead of falling.
MB_ATT_HULL_STRENGTH
This attribute affects MB_CLASS_DROIDEKA.
Note: This attribute requires MB_ATT_SHIELD_PROJ to have any effect.
L1
Shield strength is slightly improved.
L2
Shield strength is further improved.
L3
Shield strength is greatly improved.
MB_ATT_RADAR
This attribute affects MB_CLASS_SBD.
L1
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_RECHARGE
This attribute affects MB_CLASS_SBD.
L1
Increases rate of recharge, but battery power is still lost while running.
L2
Further increases rate of recharge to the point that battery power is gained even while running.
L3
Greatly increases rate of recharge to the point that battery power is not lost while firing when still.
MB_ATT_SHIELD_PROJ
This attribute affects MB_CLASS_DROIDEKA. The droideka's shield can be raised and lowered using Class Special 1.
Note: Without this attribute, droidekas cannot raise their shields.
L1
The shield is only active when standing still.
L2
The shield is active while standing, walking backwards or strafing.
L3
Allows the shield to remain active whenever the droideka is deployed. Walking forward and shooting with your shield active will drain the shield, so be carefull.
MB_ATT_SHOCKWAVE
This attribute affects MB_CLASS_DROIDEKA.
L1
The Player is able to discharge half his shield strength to push opponents back and knock down opponents in the air.
MB_ATT_STAMINA
Determines the rate at which the Stamina bar recharges. (MB_CLASS_CLONETROOPER/MB_CLASS_ARCTROOPER only).
L1
Recharges 1/2 bar per second while walking or still.
L2
Recharges 1 bar per second while walking or still.
L3
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_TURN_RATE
This attribute affects MB_CLASS_DROIDEKA.
L1
The Player's turning rate is increased slightly.
L2
The turning rate is increased further.
L3
The turning rate is greatly increased.
MB_ATT_ZOOM
This attribute affects MB_CLASS_SBD.
L1
Provides a Zoom to the arm blaster which can be used by pressing Class Special 2.
Depreciated Attributes
These are attributes which either no longer apply or are not necessary in Full Authentic mode. Do not use them.
MB_ATT_ARMOUR
How much armor the class has.
Note: This is redundant as armour can be defined specifically with the maxarmor line in the character file.
| Class | L1 | L2 | L3 |
|---|---|---|---|
| MB_CLASS_SOLDIER | 15 | 25 | 35 |
| MB_CLASS_ELITETROOPER | 20 | 30 | 40 |
| MB_CLASS_HERO | 30 | 45 | 60 |
| MB_CLASS_BOUNTY_HUNTER | 20 | 50 | 80 |
| MB_CLASS_CLONETROOPER | 20 | 50 | 80 |
| MB_CLASS_MANDALORIAN | 50 | 75 | 100 |
| MB_CLASS_ARCTROOPER | 50 | 75 | 100 |
MB_ATT_LOGIC
This attribute affects MB_CLASS_SBD.
Note: Advanced Logic has been separated into MB_ATT_ANTI_MT and MB_ATT_ZOOM.
L1
Provides the Player with zoom and invulnerability to Mindtrick.
MB_ATT_RESPAWNS
This Attribute affects the Player.
Note: This value has been outdated by extralives, but it's still valid to maintain compatibility with older FA Setups.
L1
The player has 1 extra life.
L2
The player has 2 extra lives.
L3
The player has 3 extra lives.
MB_ATT_SOLDIER_TDS
This Attribute affects WP_THERMAL (MB_CLASS_SOLDIER ony).
Note: This is not necessary as you can use MB_ATT_THERMALS for MB_CLASS_SOLDIER.
L1
If a soldier has this, they receive one frag grenade.
MB_ATT_WOOKIE_HEALTH
This attribute affects the Wookiee class.
Note: This is redundant as hitpoints can be defined specifically with the maxhealth line in the character file.
L1
Gives the Wookiee 200HP.
L2
Gives the Wookiee 300HP.
L3
Gives the Wookiee 400HP.