.sab
A .sab file sets the properties of one or more saber hilts in JKA. You can put as many different sabers into one file as you wish, and can have more than one hilt per model.
A each saber has the following syntax in a .sab file:
[Saber_name] { [Key] [Value] [Key] [Value] }
Where [saber_name]
is the name the game refers to the saber by (and the name you can use with the /saber command) and the [key]
s are various variables the modder can assign [value]
s to, to give the hilt properties. A modder can put as many keys between the curly braces as they wish. Any keys that are not present will be given their default values.
Keys
Standard Keys
name | note |
---|---|
name | this is the name that will appear in the menu. you can either type a name inside quote marks (eg "MUG's Saber") or point it to a menu string (as with single_1) |
saberType | either SABER_SINGLE for a normal saber or SABER_STAFF for a two-handed Darth Maul style hilt. |
saberModel | the glm file that contains the model for the hilt. |
customSkin | a .skin file to apply to the saber hilt model, if any (overrides saber hilt model's internal texture mapping), needs file path (ex. models/weapons2/saber_reborn/jedi.skin) |
soundOn | the sound file to play when the saber is activated. |
soundLoop | the sound file to loop while it is on. |
soundOff | I think you get the idea now. |
saberLength | This should normally be 40 for a single saber and 32 for a staff. |
saberColor | Should always be set to "random". but you can type the name of another colour if you really want. |
Staff Keys
name | note |
---|---|
numBlades | 2 for a staff, you can enter more if the hilt model allows for it. Maximum is 8. |
throwable | Set to 0 for a staff so that the saber is not throwable. This allows a saber to kick. Set this to 1, and "singleBladeThrowable" to 0 for throwable saber staffs. |
singleBladeStyle | the style to use when set to one blade. Should normally be "medium". (fast, medium, strong, desann, tavion) |
singleBladeThrowable | set to 1 to make the staff throwable when set to one blade. If you set throwable to 1 and this value to 0 for a saber staff, it allows the saber to be thrown with both blades ignited. |
brokenSaber1, brokenSaber2 | This is unused in base multiplayer, but was supposed to be model files to use when your staff gets broken. It does work however in Single Player. It may be used in some mods, so set it to the usual value of "brokenstaff", or whatever broken staff model the mod has. |
twoHanded | set this to 1 for a staff. This restricts force powers if g_saberRestrictForce is set to 1, but makes the hilt stronger in locks and parries. And it makes the hilt break throw other sabers(breakparryBouns). |
Sword and Non-lightsaber-blade Weapon Keys
name | note |
---|---|
noDlight | 1 (removes the saber's dynamic glow effect) |
noBlade | 1 (Removes the saber blade effect) |
noIdleEffect | 1 (prevents the saber from drawing effects or doing damage when it collides with stuff without you doing an attack. |
noWallMarks | 1 Pretty obvious. |
trailStyle | 0 For no trail, 1 for a saber trail, 2 for a sword trail. |
idleInBack | Does nothing unless you are using JA+. 1 to make the weapon go in whatever holster you selected over your back when out of use, 2 to make it go over your back without a holster. |
bounceOnWalls | Optionally you may want to set this to 1 to make it hit walls. This can be very annoying however, as several attacks always hit the floor. |
Misc Keys
name | note |
---|---|
notInMP | set this to one to make the saber nonselectable in MP. |
saberStyle | a single combat style/stance which the saber is locked in. (fast, medium, desann, tavion etc.) |
saberStyleLearned | stances that are given to the player upon being given the saber |
saberStyleForbidden | which styles can't be used with the saber, doesn't take away the styles from the player but doesn't allow them to be used with the saber |
lockable | 0/1 (if it can be in a saber lock) |
disarmable | 0/1 (if it can be disarmed) |
blocking | 0 to stop the character from trying to auto block projectiles (shots will bounce off however) |
forceRestrict | a power to restrict if twoHanded is set to 1. The cvar g_saberRestrictForce may have to be set to 1. Enter the key multiple times to block multiple powers:
|
lockBonus | a bonus in saber locks |
parryBonus | a bonus in parries. In Single Player, to block sabers with a break parry bonus, this must equal that bonus +2 (ex. a saber needs a PB of 3 to block a BPB of 1). |
breakParryBonus | a bonus to break a parry. In Single Player, values of 1+ makes medium, staff, tavion, and perhaps duals stance swings uninterruptible. At most they can only be blocked partially. And without this setting, 'twoHanded 1' can make the hilt break through other sabers. In addition, using Force Rage is capable of breaking parries temporarily. |
disarmBonus | you should get the idea by now... |
returnDamage | 1 to make a saber keep spinning and doing damage when returning from a throw, rather than flying straight back. |
customSkin | an alternate texture to apply to the model. |
onInWater | 1 to allow on in water. |
boltToWrist | if 1, attaches the hilt to the wrist rather than the hand, so you can make claws and the likes. |
noDismemberment | set to 1 for clubs and blunt weapons. |
alwaysBlock | set to 1 for shields etc. This also lets you block when you normally couldn't, such as mid-swing or when knocked over. |
noManualDeactivate | if 1, you cant switch dual and staff to single mode. you can still press 1 to deactivate the saber. |
saberRadius | (normally 3) how wide the saber's first blade should be (minimum of 0.25) |
bladeStyle2Start | used to define which blades use bladeStyle and which ones sue bladeStyle2, set to the number of last blade you want to use the default style. Example file can be found at the bottom. |
Crazy Keys
name | note |
---|---|
moveSpeedScale | (decimals allowed) makes the character speed change. (e.g 0.5 is half speed, 2 is double speed) |
animSpeedScale | (decimals allowed) Attack speed. (e.g 0.5 is half speed, 2 is double speed) |
knockbackScale | amount that hit players are knocked back |
damageScale | Usually this is only helpful for making over powered sabers, but you can also make low damage training sabers with it. |
splashDamage | 100% of this value is dealt at point of impact, 0% delt at the splash radius: |
splashRadius | maximum range of splash damage |
splashKnockback | scales like splashDamage |
Multiple Blade Keys
- saberLength2, saberLength3 etc. (up to 8)
- saberColor2 etc.
- saberRadius2 etc.
Custom Sound Keys
Set any of the following to a valid sound file:
name | note |
---|---|
spinsound | when the saber is thrown. Also used in katas. |
swingSound1 | |
swingSound2 | |
swingSound3 | |
fallSound1 | for when the saber falls to the ground |
fallSound2 | |
fallSound3 | |
hitSound1 | |
hitSound2 | |
hitSound3 | |
blockSound1 | these are for when your attacks are blocked, not the other way around. |
blockSound2 | |
blockSound3 | |
bounceSound1 | these are for your blade/saber bouncing off a wall |
bounceSound2 | |
bounceSound3 |
Effects
Set these to valid .efx files:
name | note |
---|---|
hitPersonEffect | impact on players |
g2MarksShader | Marks left on players |
hitOtherEffect | impact on walls |
blockEffect | when you parry a blow |
bladeEffect | Use an .efx file instead of a lightsaber blade. Reports of this causing crashes when the saber is thrown. |
Animations
Set these to a name from anims.h or BehavEd. Animations are handled server-side, so you can adjust the animations of base sabers on your server and players will see the new animations. They will also see animations set in custom sabers that they don't have, so long as those sabers are saved on the server, and the animations are base.
- readyAnim
- drawAnim
- putawayAnim
- tauntAnim
- bowAnim
- meditateAnim
- flourishAnim
- gloatAnim
Disable Moves
Set these to 1 to disable each move:
- noRollStab
- noPullAttack
- noBackAttack
- noStabDown
- noWallRuns
- noWallFlips
- noWallGrab
- noRolls
- noFlips
- noCartwheels
- noKicks
- noMirrorAttacks (the stab left and right at once attack with dual sabers)
Move Replacements
Moves to Replace (Keys)
name | note |
---|---|
kataMove | kata |
lungeAtkMove | lunge |
jumptAtkUpMove | jump + attack |
jumpAtkFwdMove | dfa |
jumpAtkBackMove | (like staff reverse dfa flip) |
jumptAtkRightMove | (like butterfly) |
jumpAtkLeftMove | (like butterfly) |
Moves to Set (Values)
- LS_NONE (regular attack)
- LS_A_TL2BR
- LS_A_L2R
- LS_A_BL2TR
- LS_A_BR2TL
- LS_A_R2L
- LS_A_TR2BL
- LS_A_T2B
- LS_A_BACKSTAB
- LS_A_BACK
- LS_A_BACK_CR
- LS_ROLL_STAB
- LS_A_LUNGE
- LS_A_JUMP_T__B_
- LS_A_FLIP_STAB
- LS_A_FLIP_SLASH
- LS_JUMPATTACK_DUAL
- LS_JUMPATTACK_ARIAL_LEFT
- LS_JUMPATTACK_ARIAL_RIGHT
- LS_JUMPATTACK_CART_LEFT
- LS_JUMPATTACK_CART_RIGHT
- LS_JUMPATTACK_STAFF_LEFT
- LS_JUMPATTACK_STAFF_RIGHT
- LS_BUTTERFLY_LEFT
- LS_BUTTERFLY_RIGHT
- LS_A_BACKFLIP_ATK
- LS_SPINATTACK_DUAL
- LS_SPINATTACK
- LS_LEAP_ATTACK
- LS_SWOOP_ATTACK_RIGHT
- LS_SWOOP_ATTACK_LEFT
- LS_TAUNTAUN_ATTACK_RIGHT
- LS_TAUNTAUN_ATTACK_LEFT
- LS_KICK_F
- LS_KICK_B
- LS_KICK_R
- LS_KICK_L
- LS_KICK_S
- LS_KICK_BF
- LS_KICK_RL
- LS_KICK_F_AIR
- LS_KICK_B_AIR
- LS_KICK_R_AIR
- LS_KICK_L_AIR
- LS_STABDOWN
- LS_STABDOWN_STAFF
- LS_STABDOWN_DUAL
- LS_DUAL_SPIN_PROTECT
- LS_STAFF_SOULCAL
- LS_A1_SPECIAL
- LS_A2_SPECIAL
- LS_A3_SPECIAL
- LS_UPSIDE_DOWN_ATTACK
- LS_PULL_ATTACK_STAB
- LS_PULL_ATTACK_SWING
- LS_SPINATTACK_ALORA
- LS_DUAL_FB
- LS_DUAL_LR
- LS_HILT_BASH
Example Custom .SAB
Spoon Hilt
spoon { name "Spoon of Death" saberType SABER_SINGLE saberModel "models/weapons2/spoon/spoon.glm" saberLength 10 noWallMarks 1 throwable 1 notInMP 0 noDlight 1 noBlade 1 trailStyle 1 noIdleEffect 1 onInWater 1 norollStab 0 bounceOnWalls 1 idleinback 2 soundOn "sound/weapons/spoonofdeath/on.mp3" soundOff "sound/weapons/spoonofdeath/off.mp3" soundLoop "sound/effects/null.wav" swingSound1 "sound/weapons/spoonofdeath/swing1.mp3" swingSound2 "sound/weapons/spoonofdeath/swing2.mp3" swingSound3 "sound/weapons/spoonofdeath/swing3.mp3" spinSound "sound/weapons/spoonofdeath/on.mp3" fallSound1 "sound/weapons/spoonofdeath/fall1.mp3" fallSound2 "sound/weapons/spoonofdeath/fall2.mp3" fallSound3 "sound/weapons/spoonofdeath/fall3.mp3" fallSound4 "sound/weapons/spoonofdeath/fall4.mp3" hitSound1 "sound/weapons/spoonofdeath/hit1.mp3" hitSound2 "sound/weapons/spoonofdeath/hit2.mp3" hitSound3 "sound/weapons/spoonofdeath/hit3.mp3" blockSound1 "sound/weapons/spoonofdeath/fall1.mp3" blockSound2 "sound/weapons/spoonofdeath/fall2.mp3" blockSound3 "sound/weapons/spoonofdeath/fall3.mp3" }
BladeStyle2Start example
dual_test { name "Test" saberType SABER_STAFF saberModel "models/weapons2/saber_dual_1/saber_dual_1.glm" soundOn "sound/weapons/saber/saberon.wav" soundLoop "sound/weapons/saber/saberhum4.wav" soundOff "sound/weapons/saber/saberoff.wav" saberColor red saberColor2 blue numBlades 2 saberLength 32 saberStyle staff throwable 0 singleBladeStyle medium singleBladeThrowable 1 brokenSaber1 brokenstaff brokenSaber2 brokenstaff twoHanded 1 //define Bladestyle 1, you can have a maximum of 2 bladestyles per saber noblade 0 trailstyle 0 noDlight 0 //define Bladestyle2 noblade2 1 trailstyle2 1 noDlight2 1 //Tell the game to use bladestyle2 for all blades after Blade 1 BladeStyle2Start 1 }