Moviebattles Wikia
Moviebattles Wikia

LEGENDS 2.0 POINT BUY GUIDE[]

Mbii


This guide is aimed to assist players in implementing the newly implimented point buy system into your .mbch files.

By 2cwldys


For the purpose of this guide, I will be publicly releasing the Projectile Heaven CTF Legends and their implementations of this system, as a public resource for all players. An example for players to reference from and create their own genius universal FA concepts and designs.


Core Outlines & Rules of Thumb:[]

There may only be fourteen instances, in the current version of the Open Beta in which attributes may be distributed with the use of the point buy system. Any further will not be accessible by players, as the UI is only so long and without a scrolling wheel.

c_att_skill_0 --> c_att_skill_14
c_att_names_0 --> c_att_names_14
c_att_ranks_0 --> c_att_ranks_14

Not all things have to be point-buy purchased.

You can still give classes preset attribute conditions, but it is good to have this information publicly known to all players.

Required Flags:[]

isCustomBuild[]

This is required and tells the game that this character will have a custom point-buy build. By default this is off (0).

mbpoints[]

This is how many points are available for players to spend

rankforcepool #,#,#[]

If you want a class with a force pool to have purchasable points per level, this is where you would set the pool values per level.

Configuring a Base Gunner class:[]

	// normally within a ClassInfo {} bracket:
	name			"bh_tb_gru"
	// the name of the .mbch file used in CTF projectile heaven legends
	
	weapons			WP_MELEE|WP_BLASTER_PISTOL
	// the weapon variables given to the player, the point buy system overrides
	
	attributes		MB_ATT_PISTOL,1|MB_ATT_AMMO,3|MB_ATT_ASSEMBLE,1|MB_ATT_GUNBASH
	// the attributes you provide to the player, by default, before point buy modifications. some may be provided in exception to point buy for every player using the class.
	
	holdables		HI_AMMODISP
	// this is unique to my legends modifications, though this is how you distribute ammo to other players. through holdables.


    c_att_names_0        "-Weapons-"
    
    c_att_ranks_0        -1
    // This value is how you remove the ability to spent points on this specific attribute.
    
    c_att_skill_1        MB_ATT_PISTOL
    // MB_ATT_PISTOL is what determines what version of blaster pistol is used.
    
    c_att_names_1        "Blaster Pistol:"
    // What will appear in the point buy menu as the name of what you are providing as choice.
    
    c_att_ranks_1        0,4,10
    // The amount of points required to purchase each tier of the attribute. The cost can be changed, and keep it without spacing.
    
    c_att_skill_2        MB_ATT_BLASTER
    c_att_names_2        "E-11 Blaster:"
    c_att_ranks_2        5,7,9

    c_att_skill_3        MB_ATT_DLT20A
    c_att_names_3        "DLT-20a Blaster:"
    c_att_ranks_3        8,17,5
    
    c_att_skill_4        MB_ATT_FRAGS
    c_att_names_4        "Frag Grenades:"
    c_att_ranks_4        15,15
    
    c_att_skill_5        MB_ATT_FIRE_GRENADES
    c_att_names_5        "Fire Grenades:"
    c_att_ranks_5        15,15
    
    c_att_skill_6        MB_ATT_MICRO_GRENADES
    c_att_names_6        "Concussion Grenades:"
    c_att_ranks_6        5,5,5
    
    c_att_skill_7        MB_ATT_INVALID
    c_att_names_7        "-Abilities-"
    c_att_ranks_7        -1

    c_att_skill_8        MB_ATT_RESPAWNS
    c_att_names_8        "Reinforcements:"
    c_att_ranks_8        5,15,25,30
    
    c_att_skill_9        MB_ATT_HEALTH
    c_att_names_9        "Health:"
    c_att_ranks_9        4,5,6
    
    c_att_skill_10        MB_ATT_CCTRAINING
    c_att_names_10        "Close Combat Training:"
    c_att_ranks_10        4,2
    
    c_att_skill_11        MB_ATT_DODGE
    c_att_names_11        "Dodge:"
    c_att_ranks_11        8,15

	c_att_skill_12		  MB_ATT_DASH
	c_att_names_12		  "Hero Dash:"
	c_att_ranks_12		  6,12
            
    c_att_skill_13        MB_ATT_ARMOUR
    c_att_names_13        "Armor:"
    c_att_ranks_13        5,10,10
    
    c_att_skill_14        MB_ATT_BLAST_ARMOUR
    c_att_names_14        "Blast Armor:"
    c_att_ranks_14        15
    
    special1        EAS_HI_DODGE
    // The use of the special1-2 variables is what determines what ability is used on specific class special buttons, highly customizable.


Configuring a Force User:[]

	// normally within a ClassInfo {} bracket:
	name			"bh_tb_sup"
	// the name of the .mbch file used in CTF projectile heaven legends.
	
	weapons			WP_MELEE|WP_SABER|WP_BLASTER_PISTOL
	// the weapon variables given to the player, the point buy system overrides.
	
	saberstyle  	SS_MEDIUM|SS_FAST|SS_STRONG
	// the saber styles you can provide to your force user class.
	
	forcepowers		FP_LEVITATION,1|FP_PUSH,2|FP_PULL,2
	// the force powers you can provide to your force user class by default, ignoring point buy.
	
	attributes		MB_ATT_PISTOL,3|MB_ATT_AMMO,3|MB_ATT_FORCEFOCUS,2|MB_ATT_DEFLECT,3|MB_ATT_FP_REPULSE
	// albeit unique to my own legends modifications, I have given a jedi pistol 3 in the thought process of a kyle katarn type playstyle.
	
	classflags		CFL_BPFREEJUMPS
	// unique to my own legends modifications, this is how you provide BP free jumps to force users, unavailable in other modes.


Though certainly not recommended to give all your force users these abilities. This is what I have used for my CTF legends project, which can be toned down in the favor of other more balanced builds:

	isCustomBuild        1
    mbPoints            100 // This number determines how many points are
                            // available for the build.
                            // This in turn is dividied up between the skills
                            // with each number being a "cost".
    
    c_att_skill_0    MB_ATT_INVALID
    c_att_names_0    "-Weapons-"
    c_att_ranks_0    -1

    c_att_skill_1    MB_ATT_FP_SABER_OFFENSE
    // this is how you give a class saber offense.
    
    c_att_names_1    "Saber Offense:"
    c_att_ranks_1    0,4,10
    // these are the ranks that determine how strong saber attacks are.

    c_att_skill_2    MB_ATT_FP_SABER_DEFENSE
    // this is how you provide a class with saber defense.
    
    c_att_names_2    "Saber Defense:"
    c_att_ranks_2    0,6,15
    // these are the ranks that determine how strong your saber defense is.

    c_att_skill_3    MB_ATT_INVALID
    c_att_names_3    "-Force Abilities-"
    c_att_ranks_3    -1

    c_att_skill_4    MB_ATT_FORCEBLOCK
    // how well your class is at resisting other force users

    c_att_names_4    "Force Block:"
    c_att_ranks_4    0,2,6
    // these are the ranks that determine how strong your force block is.
    
    c_att_skill_5    MB_ATT_FP_LEVITATION
    // MB_ATT_FP_LEVITATION is the Force Jump attribute variable.

    c_att_names_5    "Force Jump:"
    c_att_ranks_5    0,2,6
    // these are the ranks that determine how strong your force jump is.

    c_att_skill_6    MB_ATT_FP_SEE
    // MB_ATT_FP_SEE is the attribute variable for Force Sense.
    
    c_att_names_6    "Force Sense:"
    c_att_ranks_6    2,4,6
    // these are the ranks that determine how well your force sense is.

    c_att_skill_7    MB_ATT_FP_SPEED
    c_att_names_7    "Force Speed:"
    c_att_ranks_7    2,4,6

    c_att_skill_8    MB_ATT_FP_TELEPATHY
    c_att_names_8    "Force Mind Trick:"
    c_att_ranks_8    2,8,10
    
    c_att_skill_9    MB_ATT_FP_GRIP
    c_att_names_9    "Force Grip:"
    c_att_ranks_9    2,4,6

    c_att_skill_10    MB_ATT_FP_LIGHTNING
    c_att_names_10    "Force Lightning:"
    c_att_ranks_10    2,4,6

    c_att_skill_11    MB_ATT_FP_RAGE
    c_att_names_11    "Force Rage:"
    c_att_ranks_11    2,4,6

    c_att_skill_12    MB_ATT_FP_PROTECT
    c_att_names_12    "Force Protect:"
    c_att_ranks_12    2,4,6

    c_att_skill_13    MB_ATT_FP_ABSORB
    c_att_names_13    "Force Absorb:"
    c_att_ranks_13    2,4,6

	c_att_skill_14	  MB_ATT_FP_TEAM_HEAL
	c_att_names_14	  "Force Team Heal:"
	c_att_ranks_14	  2,6


Configuring a Super Battle Droid:[]

    // normally within a ClassInfo {} bracket:
	name				"bh_tr_sbd"
	// the name of the .mbch file used in CTF projectile heaven legends.
	
	weapons				WP_SBD|WP_MELEE
	// the weapon variables given to the player, the point buy system overrides.
	// using the legends SBD as template, this SBD is granted the ability to melee.

	attributes		    MB_ATT_GUNBASH
	// not necessarily required, but what I used as a placeholder, MB_ATT_INVALID would be more suitable.

	maxhealth			400
	maxarmor			10
	saberstyle		    SS_DUAL
	// the health, armor, and saberstyle necessary to have this type of SBD melee hybrid to function.
	
	speed				1.0
	modelscale		    1.12
	rateOfFire			1.15
	// the SBD's movement speed, model scaling size, and rate of fire.
	// rateOfFire variables base firing speed at -1 FAST, to 2 SLOW.
	// 0.92 -> 0.8% faster firing rate, whereas 1 is default, 2 -> two times slower to fire.

	model				"SBD"
	skin				"dolovite"
	uishader		    "models/players/projheaven/mb2_icon_red_sbd"
    // model path of the SBD, the .skin file chosen, and the custom uishader which comes from my unique legends modifications.
    // whereas the default uishader for this particular skin is: mb2_icon_dolovite.
	
	//extralives        1
	classNumberLimit  	1
	MBClass				MB_CLASS_SBD
	meleeMoves			M_PUNCH|M_KICK
	// the class number limits available to players, meaning how many can be fielded.
	// extralives would determine any additional lives, if any.
	// melee moves uniquely provided to allow the SBD melee hybrid to function.


    isCustomBuild        1
    mbPoints            150

    c_att_skill_0        MB_ATT_INVALID
    c_att_names_0        "-SBD Offense-"
    c_att_ranks_0        -1
    // An example here where an empty header is used, and afforded for an SBD.
    
    c_att_skill_1        MB_ATT_FIREPOWER
    // This attribute determines the firepower available to an SBD, by default is 1.
    
    c_att_names_1        "Firepower:"
    
    c_att_ranks_1        0,4,10
    // The ranks available for different tiers of firepower available for an SBD.
    
    c_att_skill_2        MB_ATT_WOOKIE_STRENGTH
    c_att_names_2        "Melee Strength:"
    c_att_ranks_2        8,15
    // Unique to this type of SBD melee hybrid utilized by legends, this determines the additional damage to the base melee damage an SBD can do.

    c_att_skill_3        MB_ATT_SBD_CANNON
    // This is the SBD wrist cannon attribute variable.
    
    c_att_names_3        "Wrist Cannon:"
    
    c_att_ranks_3		 15
    // This is only a single tier purchase, and is also offered at exponential cost. These values can be adjusted however.

	c_att_skill_4		 MB_ATT_AMMO
	c_att_names_4		 "Ammo"
	c_att_ranks_4		 5,5,10,20
    
    c_att_skill_5        MB_ATT_INVALID
    c_att_names_5        "-SBD Defense-"
    c_att_ranks_5        -1
    
    c_att_skill_6        MB_ATT_HULL_STRENGTH
    c_att_names_6        "Hull Strength:"
    c_att_ranks_6        5,10,10

    c_att_skill_7        MB_ATT_MAGNETIC_PLATING
    c_att_names_7        "Magnetic Plating:"
    c_att_ranks_7        15
    
    c_att_skill_8        MB_ATT_BLAST_ARMOR
    c_att_names_8        "Blast Armor:"
    c_att_ranks_8        15

    c_att_skill_9        MB_ATT_ANTI_MT
    c_att_names_9        "Anti Mind Trick"
    c_att_ranks_9        5,10,15
    
    c_att_skill_10       MB_ATT_INVALID
    c_att_names_10       "-SBD Abilities-"
    c_att_ranks_10       -1

	c_att_skill_11		 MB_ATT_RADAR
	c_att_names_11		 "Radar:"
	c_att_ranks_11		 10
            
    c_att_skill_12       MB_ATT_RECHARGE
    c_att_names_12       "Battery Recharge:"
    c_att_ranks_12       5,5,10
    
    c_att_skill_13       MB_ATT_ZOOM
    c_att_names_13       "Zoom:"
    c_att_ranks_13       15


Configuring a Droideka:[]

    // normally within a ClassInfo {} bracket:
	name			"s_2da_dk3"
	// the name of the unit used in the Supremacy/Galactic Conquest project by 2cwldys, Frenzy, and John.
	
	weapons			WP_BRYAR_PISTOL
	// The only weapon granted to the droideka, more info below.
	
	attributes		MB_ATT_DEKA_SHIELD,3|MB_ATT_DEKA_HULL,3|MB_ATT_FIREPOWER,3|MB_ATT_SHIELD_PROJ,3|MB_ATT_SHOCKWAVE,1
	// The standard attributes of a shockwave droideka. You may redact any of these in favor of what you use for point buy. Alternatively, replace ALL with MB_ATT_INVALID only.
	// attributes   MB_ATT_INVALID
	
	model			"droideka"
	skin			"default"
	uishader		"models/players/droideka/mb2_icon_default"
	MBClass			MB_CLASS_DROIDEKA
	classNumberLimit	2
	// The model path of a droideka, the .skin file used, and the uishader used in the class selection menu.
	// the classNumberLimit determines how many of this class can be fielded at any given time.

    ---

    // normally within a WeaponInfo0 {} bracket:
	WeaponToReplace		WP_BRYAR_PISTOL
	WeaponBasedOff		WP_BRYAR_PISTOL
	NewWorldModel		"models/weapons2/blaster_pistol/blaster_pistol_w.glm"
	NewViewModel		"models/weapons2/blaster_pistol/blaster_pistol.md3"
	Icon				"gfx/hud/w_icon_dekaarm"
	WeaponName			"Destroyer Droid Turrets"
	// This allows the ability to reskin the available weapon choice, for more authenticity because a droideka is in fact a .veh file.


    isCustomBuild        1
    mbPoints            150

    c_att_skill_0        MB_ATT_INVALID
    c_att_names_0        "-Droideka Offense-"
    c_att_ranks_0        -1
    // An example where a header is used. This is afforded as it is a Droideka, and does not have many governing attributes.
    
    c_att_skill_1        MB_ATT_FIREPOWER
    c_att_names_1        "Firepower:"
    c_att_ranks_1        0,4,10
    // Firepower can be used by MBClass:MB_CLASS_DROIDEKA && MBClass:MB_CLASS_SBD both.

	c_att_skill_2		 MB_ATT_AMMO
	c_att_names_2		 "Ammo"
	c_att_ranks_2		 5,5,10,20

    c_att_skill_3        MB_ATT_INVALID
    c_att_names_3        "-Droideka Defense-"
    c_att_ranks_3		 -1

    c_att_skill_4        MB_ATT_DEKA_HULL
    c_att_names_4        "Hull Strength"
    c_att_ranks_4        0,10,15

    c_att_skill_5        MB_ATT_DEKA_SHIELD
    c_att_names_5        "Shield Strength:"
    c_att_ranks_5        0,10,15
    // How durable the droideka shields are.
    
    c_att_skill_6        MB_ATT_SHIELD_PROJ
    c_att_names_6        "Shield Projector Strength:"
    c_att_ranks_6        0,10,15
    // Affects just how well a droideka can project it's shield, regardless of shield strength.

    c_att_skill_7        MB_ATT_INVALID
    c_att_names_7        "-Droideka Abilities-"
    c_att_ranks_7        -1
    
    c_att_skill_8        MB_ATT_DEKA_DEPLOY
    c_att_names_8        "Quick Deploy:"
    c_att_ranks_8        15
    // Quick deploy for droidekas.

    c_att_skill_9        MB_ATT_DEKA_POWER
    c_att_names_9        "Power Management:"
    c_att_ranks_9        15
    // Power Management, very OP, and the points should be balanced beyond this guide.

    c_att_skill_10       MB_ATT_SHOCKWAVE
    c_att_names_10       "Shield Discharge:"
    c_att_ranks_10       15
    // Shield Discharge, the ability to repel grenades, rockets, and pesky jedi who get too close for comfort.

    c_att_skill_11       MB_ATT_ANTI_MT
    c_att_names_11       "Anti Mind Trick"
    c_att_ranks_11       5,10,15
    // Just how effective the droideka is against mind trick users. I would weigh the balance of this considerably.

List of Class Special (1-4) EAS replacements:[]

#ifdef GCJ_ABILITY
typedef enum
{
    EAS_NONE,
    EAS_FP_HEAL,
    EAS_FP_LEVITATION,
    EAS_FP_SPEED,
    EAS_FP_PUSH,
    EAS_FP_PULL,
    EAS_FP_TELEPATHY,
    EAS_FP_GRIP,
    EAS_FP_LIGHTNING,
    EAS_FP_RAGE,
    EAS_FP_PROTECT,
    EAS_FP_ABSORB,
    EAS_FP_TEAM_HEAL,
    EAS_FP_TEAM_FORCE,
    EAS_FP_DRAIN,
    EAS_FP_SEE,
    EAS_FP_SABER_OFFENSE,
    EAS_FP_SABER_DEFENSE,
    EAS_FP_SABERTHROW,


    EAS_FP_REPULSE,
    EAS_FP_MANIPULATE,
    EAS_FP_KINETIC,
    EAS_FP_MIRALUKA,
    EAS_FP_SLAM,
    EAS_FP_SLOW,
    EAS_FP_CHOKE,
    EAS_FP_ARCLIGHTNING,
    EAS_FP_ARCDRAIN,
    EAS_FP_DEADLYSIGHT,
    EAS_FP_DESTRUCTION,
    EAS_FP_SCREAM,
    EAS_FP_SERENITY,
    EAS_FP_REVITALIZE,
    EAS_FP_ARMOR,
    EAS_FP_LIFT,
    EAS_FP_BLIND,
    EAS_FP_PROJECTION,
    EAS_FP_EMERALDLIGHTNING,

    EAS_HI_SEEKER,
    EAS_HI_SHIELD,
    EAS_HI_MEDPAC,
    EAS_HI_MEDPAC_BIG,
    EAS_HI_BINOCULARS,
    EAS_HI_SENTRY_GUN,
    EAS_HI_JETPACK,

    EAS_HI_HEALTHDISP,
    EAS_HI_AMMODISP,
    EAS_HI_ARMORDISP,
    EAS_HI_FORCEDISP,
    EAS_HI_EWEB,
    EAS_HI_CLOAK,
    EAS_HI_DASH,
    EAS_HI_SPRINT,
    EAS_HI_DEX,
    EAS_HI_FURY,
    EAS_HI_QUICKTHROW,
    EAS_HI_QUICKTOSS,
    EAS_HI_RECHARGE,
    EAS_HI_SBD_ZOOM,
    EAS_HI_ROCKET,
    EAS_HI_WRIST,
    EAS_HI_FLAME,
    EAS_HI_PLASMA,
    EAS_HI_ICE,
    EAS_HI_POISON,
    EAS_HI_TRACKER,
    EAS_HI_KICK,
    EAS_HI_BARGE,
    EAS_HI_DODGE,
    EAS_HI_HEATDUMP,
    EAS_HI_EXTINGUISHER,

    EAS_HI_WRIST_ROCKET,
    EAS_HI_WRIST_REPULSOR,
    EAS_HI_WHISTLING_BIRDS,
    EAS_HI_FIBROCORD,
    EAS_HI_GRAPPLEHOOK,

    // Add new ability here.
    EAS_MAX
} pSkill_t;
#endif
This ability to function in the FA and Open classData as something like 
Ability1 EAS_HI_DASH
Ability2 EAS_FP_LIGHTNING
Ability3 EAS_HI_SENTRY_GUN

Resource RESOURCE_BATTERY


List of Resource Mechanics:[]

resource     RESOURCE_SUPPLY

Current Resource Mechanics:
    RESOURCE_NONE,
    RESOURCE_FORCE,
    RESOURCE_ENERGY,
    RESOURCE_BATTERY,
    RESOURCE_RAGE,
    RESOURCE_STAMINA,
    RESOURCE_FUEL,
    RESOURCE_SUPPLY,
    RESOURCE_DEKASHIELD,
    NO_OF_RESOURCE


List of Additional 2.0 Attributes & Modifiers:[]

rankHealth            MB_ATT_HEALTH,                    Example:     rankHealth        120,140,160
rankArmor            MB_ATT_ARMOUR,                  Example:     rankArmor        80,100,120

rankAP                MB_ATT_AP_MULTIPLIER,           Example:     rankAP            1.03,1.06,1.09
rankBP                MB_ATT_BP_MULTIPLIER,           Example:     rankBP            1.1,1.2,1.3
rankCS                MB_ATT_CS_MULTIPLIER,           Example:     rankCS            1.1,1.2,1.3
rankAS                MB_ATT_AS_MULTIPLIER,           Example:     rankAS            .5,.7,.9
// Note: Not implemented yet until netcode is applied
(NA)                MB_ATT_FP_MULTIPLIER,           Example:
rankROF                MB_ATT_ROF_MULTIPLIER,          Example:     rankROF            .5,.7,.9
// Note: Not implemented yet until netcode is applied
rankSTM                MB_ATT_STM_MULTIPLIER,          Example:     rankSTM            .5,.7,.9
// Note: Not Implemented yet until ability rework is complete
rankKbTaken            MB_ATT_KB_TAKEN_MULTIPLIER,        Example:     rankKbTaken        1.3,1.2,1.1
rankKbGiven            MB_ATT_KB_GIVEN_MULTIPLIER,     Example:     rankKbGiven        1.1,1.2,1.3
rankDmgTaken        MB_ATT_DMG_TAKEN_MULTIPLIER,    Example:     rankDmgTaken    .9,.8,.7
rankDmgGiven        MB_ATT_DMG_GIVEN_MULTIPLIER,    Example:     rankDmgGiven    1.1,1.2,1.3
rankBaseSpeed                 MB_ATT_BASESPEED
rankSaberDamage             MB_ATT_SABER_DAMAGE
rankSaberThrowDamage         MB_ATT_SABERTHROW_DAMAGE
rankModelScale                 MB_ATT_MODELSCALE_MULTIPLIER (float)
rankROFMelee                 MB_ATT_ROF_MELEE_MULTIPLIER (float)
rankHealthRegenAmount         MB_ATT_HEALTH_REGEN_AMOUNT
rankHealthRegenRate         MB_ATT_HEALTH_REGEN_RATE
rankArmourRegenAmount         MB_ATT_ARMOUR_REGEN_AMOUNT
rankArmourRegenRate         MB_ATT_ARMOUR_REGEN_RATErankHealth            MB_ATT_HEALTH,                    Example:     rankHealth        120,140,160
rankArmor            MB_ATT_ARMOUR,                  Example:     rankArmor        80,100,120
(NA)                MB_ATT_AMMO,                    Example:
// Note: Custom Ammo is in WeaponInfo, no practical way to implement this yet
rankForcePool        MB_ATT_POWER,                    Example:     rankForcePool    180,200,220
rankForceRegen        MB_ATT_REGEN,                   Example:     rankForceRegen    1.1,1.2,1.3
rankAP                MB_ATT_AP_MULTIPLIER,           Example:     rankAP            1.03,1.06,1.09
rankBP                MB_ATT_BP_MULTIPLIER,           Example:     rankBP            1.1,1.2,1.3
rankCS                MB_ATT_CS_MULTIPLIER,           Example:     rankCS            1.1,1.2,1.3
rankAS                MB_ATT_AS_MULTIPLIER,           Example:     rankAS            .5,.7,.9
// Note: Not implemented yet until netcode is applied
(NA)                MB_ATT_FP_MULTIPLIER,           Example:
rankROF                MB_ATT_ROF_MULTIPLIER,          Example:     rankROF            .5,.7,.9
// Note: Not implemented yet until netcode is applied
rankSTM                MB_ATT_STM_MULTIPLIER,          Example:     rankSTM            .5,.7,.9
// Note: Not Implemented yet until ability rework is complete
rankKbTaken            MB_ATT_KB_TAKEN_MULTIPLIER,        Example:     rankKbTaken        1.3,1.2,1.1
rankKbGiven            MB_ATT_KB_GIVEN_MULTIPLIER,     Example:     rankKbGiven        1.1,1.2,1.3
rankDmgTaken        MB_ATT_DMG_TAKEN_MULTIPLIER,    Example:     rankDmgTaken    .9,.8,.7
rankDmgGiven        MB_ATT_DMG_GIVEN_MULTIPLIER,    Example:     rankDmgGiven    1.1,1.2,1.3
rankBaseSpeed                 MB_ATT_BASESPEED
rankSaberDamage             MB_ATT_SABER_DAMAGE
rankSaberThrowDamage         MB_ATT_SABERTHROW_DAMAGE
rankModelScale                 MB_ATT_MODELSCALE_MULTIPLIER (float)
rankROFMelee                 MB_ATT_ROF_MELEE_MULTIPLIER (float)
rankHealthRegenAmount         MB_ATT_HEALTH_REGEN_AMOUNT
rankHealthRegenRate         MB_ATT_HEALTH_REGEN_RATE
rankHealthRegenCap        MB_ATT_HEALTH_REGEN_CAP
rankArmourRegenAmount         MB_ATT_ARMOUR_REGEN_AMOUNT
rankArmourRegenRate         MB_ATT_ARMOUR_REGEN_RATE
rankArmourRegenCap        MB_ATT_ARMOUR_REGEN_CAP
rankBlockRegenAmount        MB_ATT_RESOURCE_REGEN_AMOUNT
rankBlockRegenRate      MB_ATT_BLOCK_REGEN_RATE
rankBlockRegenCap           MB_ATT_BLOCK_REGEN_CAP
rankResourceRegenAmount     MB_ATT_BLOCK_REGEN_AMOUNT    
rankResourceRegenRate       MB_ATT_RESOURCE_REGEN_RATE
rankResourceRegenCap        MB_ATT_RESOURCE_REGEN_CAP