Notes: All ForceMod cvars start with cf_ or f_ so you can do cvarlist cf_ & cvarlist f_ to see them all.
All Original JediMod cvars start with mod_ so you can do cvarlist mod_ to see them all.
The list is presented alphabetically, clientside first and then server cvars.
Emote commands listed at the bottom, and thru menu by using "\minfo."

CLIENTSIDE

cf_blade

"0" Default ForceMod blade style
"1-6" Episode # blade style
"7" Ancient blade style

Editor's Note: You've got try each of these for yourself - you're bound to find a favorite!

cf_forcebladetype

"0" Everyone can have unique saber blades
"1" Everyone's saber blades will match your own

cf_hidegriphand

"0" Default
"1" Red Hand extension not displayed while gripping

Editor's Note: Where the heck did that thing come from? If you hate that disembodied choker flying around in your game as much as I do, save your CPU a few cycles and turn it off with this "handy" cvar. (Pun intended.) :P

cf_hideshield

"0" Default
"1" Shield is not shown when enemy is hit

Editor's Note: Add a little mystery to your game... is your opponent still shielded or not? You'll never know unless you ask with this cvar turned on. ;)

cf_hidespawnsphere

"0" Default
"1" White sphere not shown around spawning/invulnerable players

Editor's Note: Are you a gerbil or a Jedi? Similar to cf_hidegriphand & cf_hideshield. Save yourself the embarassment of having everyone know you just respawned.

cf_hideteamicon

"0" Default
"1" Icon is not displayed over heads of team members

Editor's Note: More stuff to hide! Personally I think those icons in team games are even more ridiculous than the grip hand. Turn em off with this cvar - just don't forget who's on your team! ;)

cf_jet

"0" No Jetpack
"1" Single Thrust Jetpack
"2" Dual Thrust Jetpack
"3" Tri-Thrust Jetpack

cf_jetpacksound

"0" No jetpack sounds
"1" Default: all jetpacks sounds
"2" Only personal jetpack sounds
"3" Only other jetpack sounds

cf_noteamskins

"0" No changes
"1" Default skins will be used during team games

Editor's Note: Do you think those red n blue model skins look silly too? Maybe your favorite model doesn't HAVE team skins even. Use this cvar to play team games without team skins.

cf_roll

Determines roll type
"0" Dive Roll (Default)
"1" Butterfly
"2" Cartwheel
"3" Arial Flips

Editor's Note: My favorite is the Butterfly.

cf_saber

"0" Lightsaber & Guns
"1" Pure Single-Bladed Saber User
"2" Pure Dual-Bladed Saber User
"3" Pure Twin Lightsaber User

Editor's Note: This one's pretty straightforward - pick your saber(s) of choice.

cf_single

"0" Single blade users have 5 stances
"1" Single blade users have 3 stances

Editor's Note: Your choice... either the original three (blue, yellow, red) or the whole kitten kabootle.

cf_spec

"0" Normal
"1" Crouching while attacking performs back-attack

Editor's Note: If you can't get enough backstabbing, this is the cvar for you!

cmod_multipletaunts

(not in menus)
"1" You will hear multiple taunt sounds
"0" Disable

cmod_teamrgb

(not in menus)
"0" Disabled
"1" You will see rgb colored sabers in team games

Editor's Note: Hey what happened to my day-glow purple saber? Want saber colors other than red and blue in a team game? Then turn this cvar on.

SERVERSIDE

bot_honorableduelacceptance

"1" Cheat protection have been removed. if you have you saber off and challenge a bot in a saber duel he will accept
"0" Disable

f_absorbmod

"0" No changes
"1" Absorbs costs double normal force amount

f_ammoregen

"0" Merc Ammo regen disabled
"1" Merc Ammo regen enabled

Editor's Note: Turn this on and Mercs won't have to spend so much time scurrying about for ammo refills - come to think of it, when did ANYONE run out of ammo in Star Wars??

f_botpack

Restricts which bots can use jetpack
"0" Not available
"1" Mandalorians (Mercs)
"2" Mandalorians (Model)
"3" Equipped Mercs Only
"4" All Mercs
"5" Only Bots with "jetpack #" in their script file
"6" All bots have jetpack

f_botpackcarryflag

"0" Bots cannot use the jetpack while carrying a flag
"1" Bots can use jetpack while carrying flag

Editor's Note: I don't recall a bot ever going for the flag in my games (much less one in a jetpack) but if it's an issue for you, here's a way to slow those turkeys down.

f_botpackfuel

"0" Bots can fly for free
"1" Bot jetpacks use fuel in flight

f_botthrow

"0" Bot saberthrow disabled
"1" No changes

Editor's Note: Tired of watching helpless, unarmed bots throw their sabers into the Bermuda Triangle? Too lazy to edit their scripts? This is the cvar for you!

f_changespeed

"#" multiplied by speed: changed for all players on server

f_cloakmerc

"0" Cloaking disabled
"1" Cloaking enabled

f_defaultclass

"51-020" Default class attributes for a model not contained in 'fm_classes.cfg'

Editor's Note: Azymn thinks of everything! This cvar is quite handy if you love playing with bots but are too lazy to edit the fm_classes.cfg file.

Here's how it works, the numbers correspond to the following attributes:

0 = Jedi/Sith, 1 = Scout, 2 = Bounty Hunter, 3 = Heavy Soldier, 4 = HotShot, 5 = Trooper
0 = No jetpack, 1 = Single Thrust, 2 = Dual Thrust, 3 = Tri-Thrust, 4 = Dual Thrust (No Model), 5 = No FX (For Flying Characters)
-
0 = Jedi/Sith will also use guns, 1 = Saber-Only Jedi/Sith
0 = Standard, 1-6 = "Episode #" Saber blade type, 7 = Ancient Blade
0 = Default Roll, 1 = Butterflies, 2 = Cartwheels, 3 = Arial Flips

For example: "01-362" would make an unregistered bot a Jedi/Sith (with a single exhaust jetpack if the cvars allow a jedi w/ jetpack), who uses twin sabers with Episode 6 blades and performs cartwheels.

f_drainmod

"0" No changes
"1" ForceDrain attackers take damage if they miss

f_dualguns

"0" No changes
"1" Only Bounty Hunters and Soldiers can wield dual firearms
"2" Only Mercs can wield dual firearms
"3" Everyone can wield dual firearms

f_dualgunshow

"0" Only Dual pistols are available
"1" Dual pistols and blasters available (for appropriate classes)

f_flamemerc

"0" Flamethrower disabled
"1" Flamethrower enabled

f_forcemod

"0" No changes
"1" Level 4 Force powers enabled

Editor's Note: Mind you, just because you enable Level 4 Force powers doen't mean you get 'em - make sure you're playing as the appropriate class.

f_forcerank

"0" No changes
"1" Four new force ranks available

Editor's Note: Level 4 Force powers aren't as plentiful if you don't have enough points to spend on them. This allows a server to attribute more points for Force players.

f_forceregenerate

"1" Value at which force pool regenerates (default is 1)

Editor's Note: Waiting too long between lightning blasts? Set this higher for faster Force regeneration. This affects the amount of force regenerated, as opposed to the time between regenerations in the base jk2 cvars.

f_forcesabertype

"0" No changes
"1" Jedi can only change lightsaber types on respawn
"2" Jedi must use lightsabers
"3" Jedi must use lightsabers and can only change lightsaber types on respawn

Editor's Note: This is handy both for keeping Jedi wizards from swapping sabers every two seconds and/or for restricting them to only use sabers. No rocket launchers for you skippy! :P

f_gunbreak

"0" No changes
"1" Guns are breakable by lightsabers

f_healmod

"0" No changes
"1" Heals increased amounts
"2" ForceHeal now heals over time

f_jdash

"0" No changes
"1" Pure Saber users run 10% faster if sabers are holstered

Editor's Note: Hey another one of my suggestions! :) Sure you can run a bit faster, but you're also completely defenseless - better make good use of that speed! (Good for catching up with cowardly Gungans.)

f_jetcarryflag

"0" Flag carrier's jetpack is disabled (human players only)
"1" Flag carrier can use jetpack (human players only)

f_jetpackbreak

"0" No changes
"1" Jetpacks are breakable

Editor's Note: Watch Jango skydive without a parachute... good fun!

f_jetpackflighttime

"#" Amount of time (in milliseconds) between jetpack fuel checks

Editor's Note: I'm pretty conservative with this one - I get good results with settings between 10-20, which gives jetpackers about two to three times the "flighttime" of a Force Level 4 Jump. But if you want to fly to Endor and back, set it higher.

f_jetpackfuel

"0" Jetpack flys for free (No fuel usage)
"1" Jetpack burns fuel while airborne
"2" Jetpack burns fuel while airborne, double while moving

f_jetpackmod

Restricts who can use the jetpack
"0" Not available
"1" Mandalorians (Mercs)
"2" Mandalorians (Model)
"3" Bounty Hunter and Soldier Mercs Only
"4" All Mercs
"5" Everybody

f_jmodel

(Unused)
"0" Default (DO NOT CHANGE)

Editor's Note: He's not kidding... keep R2 away and don't monkey with it!

f_jumpmod

"0" No changes
"1" Level 3 & 4 Jumps falling damage reduced
"2" Reduced Force cost only
"3" Reduced falling damage and Force cost

f_kickDmg

"0" No kick damage
"1" Default
"#.#" Multiplied by kick damage received

f_kicklevel

"2" Minimum forceJump level that kicks can be used on. (Level 2 is default)

f_lightdarkmod

"0" No changes
"1" Both Light and Dark Side force powers are available
"2" New Jedi/Sith Class System

Editor's Note: Check out the new classes in the Classes section - they're pretty nicely balanced.

f_lightningmod

"0" No changes
"1" Lightning range increased 10%, Force cost increased

f_mercdismember

"0" No changes
"1" Disruptor fire has a chance to dismember targets

f_mercfalldamage

"#" Multiplied by fall damage Mercs take

f_mercjump

"1-4" ForceJump level for all Mercs

Editor's Note: Troubled by that six inch curb your Troopers just can't seem to scale? This might be just the thing you're looking for.

f_mindtrickmod

"0" No changes
"1" ForceSeeing only reveals Jedi of equal or lesser rank

f_mortalwounds

"0" No changes
"1-100" % chance that an attack to the legs will cause a character to fall down

Editor's Note: Ahh, now here's another favorite of mine... trip up that cocky Jedi and embarass him in front of all his Rebel friends. Seriously, if you want realism... this is a nice touch!

f_multisentry

"0" No changes
"1" Heavy Soldier can place multiple sentries simultaneously

"2" Any True Merc can place multiple sentries simultaneously

Editor's Note: Don't get too carried away with this one or you'll be playing Lag Wars.

f_nerfbackblock

"0" No changes
"1" Prevent lightsaber from blocking rear attacks

f_nerfdualgunner

"0" No changes
"1" Dual pistol/blaster users speed slowed by %20

Editor's Note: Experiment with this one, but remember Bounty Hunters already suffer a speed penalty.

f_nerfgrip4

"0" Level 4 forceGrip can only be broken by level 4 push/pull
"1" Level 4 forceGrip can be broken by level 3 push/pull

f_nerflevel4saber

"0" No changes
"1" Level 4 SaberAttack no longer has damage boost

f_nofalldamage

"0" No changes
"1" No fall damage

Editor's Note: This doesn't apply to "bottomless" pits, so don't go thinking you're superman.

f_powerbots

"0" No changes
"1" Bots will be allowed to have any force powers on any force rank
"2" Bots will be given max level on any forcepowers they know
"3" Bots will be given all powers on their forceside (light or dark) at max level
"4" Bots will be given all forcepowers on highest level

f_protectmod

"0" No changes
"1" Only drains force when hit

f_pushmod

"0" No changes
"1" True Jedi can block push/pull attacks if ducking
"2" Mercs can block push/pull attacks if ducking
"3" Anyone can block push/pull attacks if ducking

Editor's Note: Handy around players who abuse push/pull (you know who you are!) especially on maps like Nar Shaddaa Streets.

f_radarmerc

"0" Optic Radar disabled
"1" Optic Radar enabled

f_ragemod

"0" No changes
"1" Speed and damage adjusted as outlined above

Editor's Note: Run speed is 150% of normal speed. Increased lightsaber damage done by 25%. Level 4 increases lightsaber damage by 50%. Run speed further increased to 200% normal speed.

f_reducefalldamage

"0.0" % by which fall damage reduced/increased universally

f_rocketjumps

"0" Explosion splash damage is the same for both attacker and defender
"1" Explosion splash damage is reduced %50 for attacker (Standard in game)
"2" Explosion splash damage is reduced %75 for attacker
"3" No Explosion splash damage for attacker

Editor's Note: If JKII isn't enough like Quake already as it is, this is for YOU. Personally, I'd sooner invest in a jetpack :P

f_rocketjumpvalue

"#.#" Value is multiplied to knockback if f_rocketjumps is on

f_rocketmod

"0" No changes
"1" Rockets won't lose lock when pushed

f_rollmod

"0" No changes
"1" Jedi can roll with guns
"2" Jedi & Mercs can roll with guns

Editor's Note: Makes sense to me, why should Jedi have a monopoly on rolling?

f_saberblockall

"0" No changes
"X" Pure lightsaber users at this level of SaberDefense can block all incoming projectiles if attacker is in crosshair
Also, determines level of saber defense needed for blocking lightning/drain

f_saberblocklit

"0" No changes
"1" Pure lightsaber users can block Lightning if enemy in sights
"2" Pure lightsaber users can block Drain attacks if enemy in sights
"3" Pure lightsaber users can block both Drain & Lightning attacks

Editor's Note: Obi did it, now you can too!

f_saberbreak

"0" Lightsabers unbreakable
"1" Can break 2nd saber or dualblade by hitting saber hand
"2" Can break 2nd saber or split dualblade (1 in 3 chance) by hitting saber hand
"3-100" % Chance of breaking special saber with ANY saber hit

Editor's Note: This has gotta be one of the coolest things in this mod - I wish I had thought of it! Once while fighting Maul I split his dualblade saber in half - the next thing I knew that sucker was coming at me with a half in each hand! You've got to see it to believe it! Brilliant work Azymn!

f_sabercyclequeue

"0" No changes
"1" Allows saberist to cycle thru different stances mid-move

f_saberdroptime

"X" Maximum amount of time in seconds a blocked saber can remain on the ground

Editor's Note: Watch the look on their faces when that over-indulgent saber-chucker sees his only weapon useless and inert lying on the ground. Muhuhahahaha!

f_saberidledamage

"0" No changes
"5" Value of saber idle damage (5 is default)

Editor's Note: Good for clumsy Jedi. (You may want to turn this down a few notches if you fiddle with g_saberDamageScale.)

f_scaleDamage

"0" No changes
"1" Longer sabers do more damage
"2" Shorter sabers do more damage

f_scaleDamagevalue

"#.#" Float value which determines the degree of damage scaling

f_scaleDefense

"0" No changes
"1" Bigger characters take proportionally less damage, smaller get hurt more
"2" Smaller characters take proportionally less damage, smaller get hurt more

f_scaleDefensevalue

"#.#" Float value which determines the degree of damage reduction based on size

f_scaleFirearmDamage

"0" No changes
"#.#" Float value multiplied by all non-saber and non-falling damage

Editor's Note: Perfect counterpart to g_saberDamageScale (and I think I can take credit for its inspiration). Are your Mercs whining their blasters just don't have enough "umpf"? CRANK this puppy up! Even Yoda shouldn't be able to "walk off" a point-blank blaster shot to the noggin. (As with g_saberDamageScale, I have mine set to 5.)

f_scaleKnockback

"0" No changes
"1" Knockback is proportional to model size

f_scalespeed

"0" No changes
"1" Scale speed of models based on size (bigger = faster)
"2" Scale speed of models based on size (smaller = faster)

f_scalespeedvalue

"#.#" Float value which determines the degree of speed scaling. Multiplied by the model's scaled speed.

f_shieldregen

"0" Merc Shield regen disabled
"1" Merc Shield regen enabled

f_skillStances

At "0"

    No changes

At "1"
    Level 1 SaberAttack allows:
    Single Blade - Light Style
    Double & Dual Blades - Tavion One-Handed Style

    Level 2 SaberAttack adds:
    Single Blade - Medium and Light Styles

    Level 3 SaberAttack adds:
    Single Blade - Medium, Light, and Strong Style
    Double & Dual Blades - Desann One-Handed Style

    Level 4 SaberAttack allows:
    All stances with Single-bladed lightsaber
    Double & Dual Blades - Styles Green and Purple

At "2"
    Level 1 SaberAttack allows:
    Single Blade - Medium Style

    Level 2 SaberAttack adds:
    Single Blade - Medium and Light Styles

    Level 3 SaberAttack allows:
    Single Blade - Medium, Light, and Strong Style
    Double & Dual Blades - Styles Green and Purple

    Level 4 SaberAttack allows:
    All stances with Single-bladed lightsaber
    Double & Dual Blades - Styles Green and Purple

f_snipemove

"0" No changes
"1" Scout can move with sniper scope zoomed

f_speedbackwards

"0.65" Value for % of normal running speed of players running in reverse

f_speedmod

"0" No changes
"1" Short, powerful burst of speed instead of extended jogging

f_sthrowdmg

"0" No changes
"1" SaberThrow damage reduced by half in Jedi vs Merc mode
"2" SaberThrow damage reduced by half

f_stunforcetazer

"0" No changes
"1" Deactivates all forcepowers in use
"2" Deactivates all forcepowers in use, Reduces shields by 50%
"3" Deactivates all forcepowers in use, Reduces shields by 50%, Drains Merc battery
"4" Deactivates all forcepowers in use, Reduces shields by 50%, Drains Merc battery, Knocks opponent down

Editor's Note: This gives that normally wimpy stun gun a bit more bite. ;)

f_supermerc (cheat)

"0" No changes
"1" Mercs have all powers in one single class

Editor's Note: Look! Up in the sky! It's Super Merc! This is a cheat, as combining all the merc powers would make them too powerful. Was used for debugging.

f_underwatermod

"0" No changes
"1" No damage taken from staying underwater

f_unspambots

"0" No changes
"#" The higher the #, the less often bots will spam forcepowers

Editor's Note: I was convinced it was a conspiracy!

f_wallflipmod

"0" No changes
"1" Jedi can flip off walls with guns
"2" Jedi & Mercs can flip off walls with guns

f_weaponpickup

"0" No changes
"1" Spawned weapons may be picked up as ammo

Editor's Note: I didn't hafta think twice about this one... definitely on.

g_saberDamageScale

Editor's Note: Okay this isn't officially a ForceMod cvar (it's vanilla JKII), but it's one of my favorites. Tired of people whining their sabers may as be whiffle bats? Too lazy to perfect that red stance death blow? Well CRANK this baby up! (I have it set to 5 on my machine.) You and your clients will earn a whole new found respect for 'sabers.

mod_allStances

"0" Disable
"1" All stances can be used with dual sabers and the dual bladed saber

Editor's Note: You can turn this on, but boy howdy those other stances look ugly with two sabers. I'm sticking with purple and green until someone churns out some new animations. :P

mod_blockScale

"1.0" The amount of blocking is scaled by this factor
Higher numbers mean less blocking. 0 means no auto blocking

mod_blockThrow

"1" Saber throws can be blocked like in single player
"0" Disable

Editor's Note: Yup, another no-brainer. I definitely recommend turning this one on.

mod_boxing

"0" Disable
"1" You can use the /punch emote and punch people

Editor's Note: You've gotta be either really bored or really violent I'm guessing, hehe but if it suits you go for it.

mod_cangod

"1" Players are allowed to use god mode when cheats are enabled
"0" Players can't use god mode when cheats are enabled

Editor's Note: Cheater cheater pumpkin eater!

mod_cheatprotection

"50" You can not change models if you are this close to another person. 50 is about 4 feet in the game
Increase to expand the no model change radius. Decrease to allow players to change models when they are close

Editor's Note: This is great for those "who am I now... can you see my model/skin" types (you know who you are). ;)

mod_clientscale

"0" Disable
"1" Clients can type /size somenumber to change their size. ex. /size 0.5 makes you the size 0.5

Editor's Note: Sigh... change your size by only typing a number... I think I got an email about this before. :P

mod_debugcheats

"1" Can use cheats like /g2animent to spawn stormtroopers. First you must use the cheataccess command with your client number to give yourself access to these cheats. So if you were the server in non dedicated mode you would do /cheatacces 0 in console to give client 0 (you) access to the cheats. You could then do /g2animent to spawn a stormtrooper There is also /g2platoon to spawn a group of stormtroopers "0" Disable (no real reason to have it disabled since you need cheataccess to do anything with it.

Editor's Note: g2animate has to be one of the most over-looked and under exploited features of any mod. Everyone should spend half an hour fiddling with it. IMHO I think it has incredible potential for further development.

mod_dualblade

"1" Allow players to use the "thedestroyer" cheat without cheats on
"2" Players can have two dualbladed sabers at once (providing dualsaber is on)
"0" No dual bladed sabers

Editor's Note: No brainer.

mod_dualbsScale

"1.0" Scales dualsaber style's backstab damage by this factor
Any other number changes the scale factor

mod_dualsaber

"1" Allows players to use two sabers at once. Dualsabers are activated using the command /twosaber
"0" Disable

Editor's Note: see notes on mod_dualblade...

mod_duelshields

"0" Get 0 shields after a duel
Any other number, Get that much shields after a duel (I like 25 since thats what players start with)

mod_emotes

"1" Emotes may be used
"2" The sleep emote may also be used (makes you look sortof dead though)
"0" No emotes

Editor's Note: Because you just never can get enough Jedi breakdancing. :P

mod_funKick

if mod_funMode is 1 then this scales the kick damage and knock back factor 1.0 is normal

Editor's Note: Wee!

mod_funMode

"0" Disable
"1" funKick and funSize will now work

mod_funSize

if mod_funMode is 1 this sets all players to the same size eg. mod_funSize 0.2 for small models

mod_funWallRun

"0" Does even less
"1" Does nothing but you need funMode on to use it

Editor's Note: I'm determined to make it do something!

mod_gib

"0" Disable
"1" As far as I can tell if this is 1 then people sometimes disintegrate when you kill them

Editor's Note: Cool!

mod_grapple

"1" Grappling hook is useable by all players in all game modes
"2" Grappling hook is useable only by mercs and only in Jedi Vs. Merc mode
"3" Grappling hook is useable only by Jedi
"0" Grappling hook disabled

Editor's Note: Look out Spiderman!

mod_hbsmax:

the maximum damage that a heavy style backstab does

mod_hbsmin:

the minimum damage that a heavy style backstab does

mod_hilts

"1" Custom hilts may be used
"0" Disable

Editor's Note: What good are 101 downloaded hilts if this isn't turned on? ;P

mod_infotime

"500" This is a wait period in milliseconds to protect from people changeing models/extended saber/dualsaber rapidly increase for a longer wait period. Decrease for a shorter waitperiod. If 0 then there is no wait period.

Editor's Note: see notes on mod_cheatprotection...

mod_lbsmax

the maximum damage

mod_lbsmin

the minimum damage that a light style backstab does

mod_maxsize

"1.5" Default max size, if a player does /size 2.3 their size will only change to 1.5 because of the maximum
Any other number changes the maximum size a player can become through the /size command.

mod_mbsmax

the maximum damage

mod_mbsmin

the minimum damage that a medium style backstab does

mod_minsize

"0.6" Default min size, if a player does /size 0.2 their size will only change to 0.6 because of the minimum
Any other number changes the minimum size a player can become through the /size command.

mod_multiduels

"1" Multiple duels can happen at once
"0" Disable

mod_nerfbs

"2" Backstab damage is like in 1.04
"1" Backstab damage is mid way between 1.03 and 1.04
"0" Backstab damage is like in 1.03
"3" Backstab damage is set to the backstab damage variables (mod_lbsmin etc)

mod_nerfDualBlade

"1" Players are slowed down when attacking with the double bladed saber. This is done to make the game more balanced.
"0" Disable

Editor's Note: Take that, Darth Maul!

mod_nerflunge

"1" Disables lungeing while in the air like in 1.04
"0" Enables air lunge like in 1.04

mod_nerfspin

"1" Disables spinning during backstabs
"0" Enables spinning

mod_pushall

"1" Items can be pushed like in single player
"0" Disable

mod_scaleDamage

"1" Damage will be scaled based on the attacker's saber size and the defender's model size
"0" Disable

mod_scaleKicks

"1" Kick damage and knock back will be scaled based on the attackers model size and the defenders model size
"0" Disable

mod_scaleModels

"1" Models will be scaled by the scale factor set in tckmodel.cfg
"0" Disable

Editor's Note: No brainer. TURN IT ON!

mod_scaleSabers

"1" Sabers are scaled in the same way that models are
"0" Sabers are not scaled

Editor's Note: Again no brainer... just for the love of Pete please don't get carried away with the fifty foot sabers already.

mod_skillMode

"1" damage will be increased or decreased depending on which region of the body was hit. i.e. a hit to the head does 2x damage while a hit to the legs does 0.9x damage.
"0" Disable

Editor's Note: A definite favorite - makes sense to me that a blast to the mellon is gonna smart more than one to the big toe.

mod_tag

"1" If someone is kicked then he becomes "it" and he has to tag someone else by kicking them. Set this to 0 and then kick one last person and the game will end and show who was tagged the most and the least.

Editor's Note: I reserve the right to play hide and go seek.

mod_tagBacks

"0" You can't tag the person who tagged you
"1" You can tag someone right after they tag you

mod_tckcolors

"0" Disabled
"1" Tchouky's rgb saber colors are enabled

Editor's Note: You want that custom saber to sparkle don't you? Turn this on for Tchouky's wonderful colored sabers.

mod_timescale

"1.0" This isn't really a variable, its actually a command that changes the timescale variable so that you dont have to.

Editor's Note: Another personal favorite, though I think I'd only play with it when it's me vs. the bots (it could easily frustrate and annoy other players). Great if you're getting old and have lousy reflexes like me. Slow-mo Fu! (Try a number less than 1 to slow down the game - greater than 1 to speed things up.)

EMOTES

sit, beg, looks, flip, dest, cocky, jedi, way, scratch, dunno, power, barf, throw1, throw2, throw3, adjust, secretissafewithus, stand, taunt, spintaunt, super, thumbsdown, draw, dance1, dance2, nod, shake, kiss, shrug, sleep, bounce, breakdance, kneel, slap, crossarms

Editor's Note: these are all fairly self-descriptive... my personal fave (and most requested by the kids) is "secretissafewithus" - better bind it to a key though if you're a lousy typist. :P