"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.
These values are for Movie Battles II Character files (.mbch), per version 1.11.
Guide[]
Looking to get started on making your own FA Character? Create your own .mbch file in a text editor and copy everything from the guide Frenzy made here to get a jump start! See below for the values to add in to it.
Required Flags[]
name[]
This is the name of the FA class. It has to match the filename of the .mbch, so WT_jedi.mbch will have a name value of WT_jedi
.
model[]
The model that the class is using, for example, luke
or imperial
.
skin[]
Which variant skin is being used such as default
, blue
or red
.
uishader[]
The icon displayed in the join game screen. Full path to the image required, but without file extension. The icon is usually mb2_icon_default
in the models folder, for example models/players/imperial/mb2_icon_default
.
MBClass[]
The Movie Battles II class that the player is using.
MBClass | Description |
---|---|
MB_CLASS_SOLDIER
|
Soldier |
MB_CLASS_ELITETROOPER
|
Elite Trooper |
MB_CLASS_CLONETROOPER
|
Clone Trooper |
MB_CLASS_ARCTROOPER
|
ARC Trooper |
MB_CLASS_WOOKIE
|
Wookiee |
MB_CLASS_HERO
|
Hero |
MB_CLASS_JEDI
|
Jedi / Sith |
MB_CLASS_BOUNTY_HUNTER
|
Bounty Hunter |
MB_CLASS_MANDALORIAN
|
Mandalorian |
MB_CLASS_SBD
|
Super Battle Droid |
MB_CLASS_DROIDEKA
|
Destroyer Droid |
MB_CLASS_OBSERVER
|
Spectator |
weapons[]
These are the weapons that the class carries. They are separated by a "|" in the .mbch file. To specify a level for each weapon, or in the case of grenades, number carried, add a number to the end of the string in the associated attribute. (e.g. weapon WP_BLASTER_PISTOL combined with attribute MB_ATT_PISTOL,3 results in your character carrying a Blaster Pistol Level 3
.)
weapons | Description | Attribute |
---|---|---|
WP_A280 | A280 | MB_ATT_A280
|
WP_STUN_BATON
|
JA/JO Stun Baton | MB_ATT_STUN_BATON
|
WP_MELEE
|
Melee | N/A
|
WP_SABER
|
Lightsaber | N/A
|
WP_BLASTER_PISTOL
|
Blaster Pistol | MB_ATT_PISTOL
|
WP_BLASTER
|
E-11 and variants | MB_ATT_BLASTER
|
WP_DISRUPTOR
|
Disruptor | MB_ATT_DISRUPTOR
|
WP_BOWCASTER
|
Wookiee Bowcaster | MB_ATT_BOWCASTER
|
WP_CLONE_RIFLE
|
Clone Rifle | MB_ATT_CLONERIFLE
|
WP_CLONE_PISTOL
|
Clone Pistol | MB_ATT_CLONE_PISTOL
|
WP_T21 | T21 | MB_ATT_T21
|
WP_FLECHETTE
|
JA Flechette Launcher | MB_ATT_FLECHETTE
|
WP_M5 | Westar M5 | MB_ATT_WESTARM5
|
WP_DLT20A | DLT20A | MB_ATT_DLT20A
|
WP_PROJ | Projectile Rifle | MB_ATT_PROJECTILE_RIFLE
|
WP_EE3
|
EE-3 Carbine | MB_ATT_EE3
|
WP_EE4 | EE-4 | MB_ATT_EE4
|
WP_AMBAN
|
Amban Sniper Rifle | MB_ATT_AMBAN
|
WP_PLX1
|
PLX-1 Rocket Launcher | MB_ATT_PLX1
|
WP_REAL_TD
|
Thermal Detonator | MB_ATT_THERMALS
|
WP_TRIP_MINE
|
Trip Mine | MB_ATT_TRIP_MINES
|
WP_FRAG_NADE
|
Frag Grenade | MB_ATT_FRAGS
|
WP_PULSE_NADE
|
Pulse Grenade | MB_ATT_PULSE_GRENADES
|
WP_FIRE_NADE
|
Fire Grenade | MB_ATT_FIRE_GRENADES
|
WP_SONIC_NADE
|
Sonic Detonator | MB_ATT_SONIC_DETONATOR
|
WP_CONC_NADE
|
Concussive Grenade | MB_ATT_MICRO_GRENADES
|
WP_CRYO_NADE
|
Cryoban Grenade | MB_ATT_CRYOBAN_GRENADES
|
WP_DET_PACK
|
Det Packs | MB_ATT_DET_PACK
|
WP_SBD
|
SBD Arm Blaster | MB_ATT_FIREPOWER
|
WP_MANDO_PISTOL
|
Westar Pistols | MB_ATT_MANDO_PISTOL
|
WP_CONCUSSION
|
Concussion Rifle | MB_ATT_CONCUSSION
|
WP_ROCKET_LAUNCHER
|
JA Rocket Launcher | MB_ATT_ROCKET_LAUNCHER
|
WP_DEMP2
|
Demp 2 | MB_ATT_DEMP2
|
WP_BRYAR_OLD
|
JO/JA Bryar Pistol | MB_ATT_BRYAR_PISTOL
|
WP_REPEATER
|
JA Repeater | MB_ATT_REPEATER
|
WP_MINIGUN
|
Minigun | MB_ATT_MINIGUN
|
WP_SHOTGUN
|
Shotgun | MB_ATT_SHOTGUN
|
WP_THROWER
|
Elemental Thrower | MB_ATT_THROWER_<Element>(Flame/Plasma/Ice/Lightning)
|
WP_THERMAL
|
JA Thermal Det | MB_ATT_BASE_TD
|
An FA class can have any number of these weapons.
Westar M5[]
A class can be given the Westar M5 in Full Authentic if it is MB_CLASS_ARCTROOPER
. First, you need to give MB_ATT_WESTARM5
at level 1 to get the Rifle. After that choose between MB_ATT_ARC_RIFLE_SCOPE
or MB_ATT_ARC_RIFLE_GRENADELAUNCHER
to get one of the abilities of the Rifle.
Important Flags[]
iscustombuild[]
This is explained further within this page, but essentially you must turn this on if you want your FA character to have a point purchasing structure instead of static attributes.
resource[]
This changes the resource bar of your character depending on your desired ability set of that character. It defaults to whatever bar is used by that class in Open.
RESOURCE_BATTERY
|
Uses SBD Battery |
RESOURCE_DEKASHIELD
|
Uses Deka shield bar |
RESOURCE_ENERGY
|
Uses Energy (dodge/cloak/etc) |
RESOURCE_FORCE
|
Uses Force Points |
RESOURCE_FUEL
|
Uses Fuel bar |
RESOURCE_RAGE
|
Uses Fury bar |
RESOURCE_STAMINA
|
Uses Stamina bar |
RESOURCE_SUPPLY
|
Uses Supply bar |
skilltimermod[]
Affects ability and force power cooldown meters (?). Higher values = slower cooldown. Base value of 1. To be used with rankSTM for custom point buy.
maxhealth[]
How many health points the class has.
maxarmor[]
How many armor points the class has.
classNumberLimit[]
Limits how many of this class can be in play at one time. If 0
or unspecified, there will be no limit to the number of this class.
respawnCustomTime[]
In milliseconds (so, 6 seconds would be 6000), sets the timer for respawns if the map has _ctf_ in it's name.
extralives[]
Number of respawns you get. Overrides any MB_ATT_RESPAWNS
entries.
damageTaken[]
(default - 1, 0.8 would reduce damage felt by 20%)
damageGiven[]
(default - 1, 0.8 would reduce damage output by 20%)
knockbackTaken[]
(default - 1, 0.8 would reduce kb taken by 20%)
knockbackGiven[]
(default - 1, 0.8 would reduce kb output by 20%)
rateOfFire[]
(default - 0, 0.8 would increase firing speed by 20%)
rateOfFire_Melee[]
(default - 0, 0.8 would increase melee firing speed by 20%)
ASmultiplier[]
This multiplies the attack (animation) speed multiplier for saberists. This is the same as animSpeedScale within .sab editing. Default is 1.
CSmultiplier[]
Chain Speed Multiplier - this quickens the amount of time required before another BP damaging move can land (higher # = faster chain speed). Default is 1.
APmultiplier[]
This multiplies the number of attack points a saberist has by the value. Default is 1.
BPmultiplier[]
This multiplies the number of block points a saberist has by the value. Default is 1.
FPmult[]
Force Point damage modifier. Default is 1. This alongside the below multipliers should be placed within WeaponInfo:
FPChargeMult
- Charge weapon FP multiplierFPBlockMinMult
- Minimum FP Damage possibleFPBlockMaxMult
- Maximum FP Damage possibleFPNoBlockMinMult
- Minimum FP Damage possible when not blockingFPNoBlockMaxMult
- Maximum FP Damage possible when not blocking
noGunbash[]
Value of 1 disables gunbash on the class.
saberDamage[]
Force all the FA characters Saber damage across all styles to be this flat amount (it is possible to have a negative value for healing allies/enemies). Overrides any .sab file values, but not .mbch dmggiven values.
saberThrowDamage[]
Force the saber throw damage to this flat amount for this FA character (it is possible to have a negative value for healing allies/enemies). Overrides any .sab file values, but not .mbch dmggiven values.
startArmor field (Default of -1)[]
if -1 maxArmor is start armor
if -2 Open Mode MB_ATT_ARMOUR value based on rankArmor
baseSpeed[]
Determines speed as a set value, regardless of MBClass (If you wanted to make any class move as fast as a Hero, you would input 250)
speed[]
Determines speed as a multiplier of MBclass speed (MBClass Jedi = 225, so 1.11 speed = 250)
saberMaxChain[]
From 1 to 255, set a combo limit on saber swings. To be used with rankSaberMaxChain
Resource Auto Regen Manipulation[]
For reference, these are the default rates at amounts at which the various resources regenerate
Force = 1/150ms
Energy = 1/200ms
Battery = 3/1000ms
Rage = 1/1000ms
Stamina = (level*2) + 3/1000ms
Fuel = level/1000ms
Supply (currently wip) = 6/1000ms
forcepool[]
forcepool along with a value of 1 to 999 is used with any of the above resources to determine the points in said resource. e.g. forcepool 55 with RESOURCE_ENERGY gives you 55 energy points. No value results in 100 points.
forceregen[]
A multiplier for the rate at which the player's Force Points regenerate AND drain. For example with a value of 2
it would go twice as fast. Not compatible with CFL_FASTFORCEREGEN. Regen will default to 1 when not included.
When using RESOURCE_RAGE with MB_ATT_WOOKIEE_FURY, slower regen speeds (such as 0.5) cause Fury to be used up slower when using Wookiee Rage, higher speeds increase this consumption.
Untested if this works with MB_ATT_FUELREGEN to increase/decrease regen speed.
healthRegenAmount[]
(integer)
healthRegenRate[]
(integer)
armourRegenAmount[]
(integer)
armourRegenRate[]
(integer)
resourceRegenAmount[]
the amount at which resource regens per rate. So if you wanted default Energy regen, this would be set at 1
resourceRegenRate[]
the rate at which resource regens per amount. So if you wanted default Energy regen, this would be set at 200 (in ms)
resourceRegenCap[]
default is 100
Custom BP modi
blockRegenAmount[]
how many ticks per rate are added, default is 4
blockRegenRate[]
Every 400ms you get 4 bp if saber defense 2/3 and 3 if you are defense 1.
blockRegenCap[]
default is 100
blockCooldown[]
blockAmount[]
Resource Auto Regen Manipulation per Rank (All whole Number Integers)[]
healthRegenAmount[]
healthRegenRate[]
healthRegenCap[]
armourRegenAmount[]
armourRegenRate[]
armourRegenCap[]
rankHealthRegenAmount[]
rankHealthRegenRate[]
rankHealthRegenCap[]
rankArmourRegenAmount[]
rankArmourRegenRate[]
rankArmourRegenCap[]
rankResourceRegenAmount[]
rankResourceRegenRate[]
rankResourceRegenCap[]
rankBlockRegenAmount[]
rankBlockRegenRate[]
rankBlockRegenCap[]
jetpackFuelAmount[]
DEGREGATED - Overrides default amount of BP/Fuel/Stamina added per second (8 would be default if trying to match standing BP regen). Frenzy invented a new word 'degregated'.
jetpackFuelCooldown[]
DEGREGATED - The amount of time in milliseconds until jetpackFuelAmount generates. Overrides default function of BP/Fuel/Stamina bar's (default would be 1000 if using the example of a Jedi standing and holding block).
jetpackFuelCap[]
DEGREGATED - Sets the max number BP/Stamina/Fuel can regenerate to.
special# - EAS_ (Class Specials)[]
Specials rebinding[]
You can specify what special moves you want on which keybind per character here. These use Entity Action Skills (EAS). Note that some specials can be bound without accompanying specials/WP/ATT. For instance, you can give a class Wookiee Barge without Fury. Experiment with different combinations! Be sure you have all 4 class specials bound in the controls menu. It is (usually) preferable to define each special so attributes do not automatically pick unwanted special slots, but as of v1.11 this is not always the case. Be aware that attributes may assign themselves specials binds if not overridden.
Example:
special1 EAS_HI_STAMINA
special2 EAS_HI_DASH
special3 EAS_HI_DODGE
special4 EAS_HI_GRAPPLEHOOK
Special Name | Description |
---|---|
EAS_NONE
|
Null (useful for disabling default class abilities) |
EAS_HI_AMMODISP
|
'Use' Ammo resupply on allies |
EAS_HI_ARMORDISP
|
'Use' Armor resupply on allies |
EAS_HI_BARGE
|
(Wookiee) Shoulder Barge in melee |
EAS_MELEE
|
Slap/Gunbash |
EAS_HI_BINOCULARS
|
Scopes into Binoculars |
EAS_HI_CLOAK
|
Use Cloak |
EAS_HI_DASH
|
Dash |
EAS_HI_DEX
|
Dexterity (ARC) Roll |
EAS_HI_DODGE
|
Dodge |
EAS_HI_EWEB
|
Deploys E-Web turret |
EAS_HI_FLAME
|
Flamethrower |
EAS_HI_BLOCKDISP
|
'Use' Block Points (BP) resupply on allies |
EAS_HI_FORCEDISP
|
'Use' Resource Pool resupply on allies |
EAS_HI_FURY
|
Activate/Deactivate Fury |
EAS_HI_GRAPPLEHOOK
|
Grappling Hook |
EAS_HI_HEALTHDISP
|
'Use' Health resupply on allies |
EAS_HI_ICE
|
Ice Thrower |
EAS_HI_JETPACK
|
? |
EAS_HI_KICK
|
Kicks with or without gun |
EAS_HI_MEDPAC
|
Medpack on self 25hp |
EAS_HI_MEDPAC_BIG
|
Medpack on self 50hp |
EAS_HI_PLASMA
|
Plasma Flamethrower |
EAS_HI_POISON
|
Poison Dart |
EAS_HI_QUICKTHROW
|
Throws secondary nade |
EAS_HI_QUICKTOSS
|
Throws primary nade |
EAS_HI_RECHARGE
|
Enters Recharge (SBD) mode |
EAS_HI_ROCKET
|
Rocket from Jetpack (Mando) |
EAS_HI_SBD_ZOOM
|
Uses SBD zoom UI |
EAS_HI_SEEKER
|
Deploys Seeker Drone |
EAS_HI_SENTRY_GUN
|
Deploys Portable Sentry |
EAS_HI_SHIELD
|
Deploys Forcefield |
EAS_HI_SPRINT
|
Activate Stamina Sprint |
EAS_HI_TRACKER
|
Tracking Darts |
EAS_HI_WHISTLING_BIRDS
|
Whistling Birds |
EAS_HI_WRIST
|
Wrist Shot |
EAS_FP_ABSORB
|
Absorb |
EAS_FP_DEADLYSIGHT
|
Deadly Sight |
EAS_FP_DESTRUCTION
|
Destruction |
EAS_FP_DRAIN
|
Drain |
EAS_FP_GRIP
|
Grip |
EAS_FP_HEAL
|
Heal |
EAS_FP_LIGHTNING
|
Lightning |
EAS_FP_PROTECT
|
Protect |
EAS_FP_PULL
|
Pull |
EAS_FP_PUSH
|
Push |
EAS_FP_RAGE
|
Dark Rage |
EAS_FP_REPULSE
|
Repulse |
EAS_FP_SABERTHROW
|
Saber Throw |
EAS_FP_SEE
|
Sense |
EAS_FP_SPEED
|
Speed |
EAS_FP_TEAM_FORCE
|
Team Force Energize |
EAS_FP_TEAM_HEAL
|
Team Force Heal |
EAS_FP_TELEPATHY
|
Mind Trick |
Saber Attributes - wip[]
These are only needed if your class has a WP_SABER
.
saber1[]
If a class has a lightsaber, specifies which hilt it should use (for example, Vader or Luke_Ep6).
If you want to add/replace different sounds, effects or models to your saber (or turn it into a sword/melee weapon), you will need to create or use an existing .sab file. There is a guide for that: Creating a .Sab file.
saber1_1
If a class has multiple saber options, append numbers like this
saber2[]
If the class is using two lightsabers (this requires SS_DUAL), specifies which hilt or .sab file (again, see the Creating a .Sab file guide for more customization possibilities) the second saber should be.
sabercolor[]
What color the lightsaber blade is. Defaults to blue if not specified. Open mode fractional values can also be applied, such as 0.55 for a light blue color.
sabercolor | Description |
---|---|
0
|
Red |
1
|
Orange |
2
|
Yellow |
3
|
Green |
4
|
Blue |
5
|
Purple |
6
|
Silver |
saber2color[]
What color the second lightsaber blade is.
saberstyle[]
Lightsaber styles used by the class. If you want to add more than one, separate them with a |
. If this is left out the default stances your class should have based on number of sabers, saber attributes etc.
saberstyle_1[]
For subsequent Sabers for a multi-saber class
saberstyle | Description | point buy att |
---|---|---|
SS_FAST
|
Blue Style | MB_ATT_SS_BLUESTYLE |
SS_MEDIUM
|
Yellow Style | MB_ATT_SS_YELLOWSTYLE |
SS_STRONG
|
Red Style | MB_ATT_SS_REDSTYLE |
SS_DUAL
|
Dual Sabers | MB_ATT_SS_DUALSTYLE |
SS_STAFF
|
Saber Staff | MB_ATT_SS_STAFFSTYLE |
SS_DESANN
|
Purple Style | MB_ATT_SS_PURPLESTYLE |
SS_TAVION
|
Cyan Style | MB_ATT_SS_CYANSTYLE |
attributes - MB_ATT_[]
Attributes are used to modify levels/numbers of abilities/attributes/weapons per class file. They often correspond with WP weapons and specials to achieve a desired result. Note that some classes can use attributes from other classes, but this is limited, not all classes can use all attributes from other classes. They are separated by a "|" in the .mbch file.
To specify either the level for attributes/abilities/weapons or number for grenades, add a ",#" after each attribute, e.g., MB_ATT_STAMINA,3 is Stamina level 3, MB_ATT_BLASTER,2 is E-11 level 2, MB_ATT_FIRE_GRENADES,10 gives your class ten fire grenades. this may change soon
attributes | Description |
---|---|
MB_ATT_AMMO
|
Ammo (Set custom ammo for more options instead) Ranks 1-3 |
MB_ATT_ARMOUR_REGEN_AMOUNT
|
Armor Regeneration. Requires ArmourRegenRate and rankArmourRegenAmount (Needs verification) |
MB_ATT_ARC_RIFLE_GRENADELAUNCHER
|
Westar M5 Grenade Launcher |
MB_ATT_ARC_RIFLE_SCOPE
|
Westar M5 Scope |
MB_ATT_ARMOUR
|
Armor 1-3 will default to class specific armor levels by rank if not using maxarmor. |
MB_ATT_BESKAR
|
Mandalorian Beskar Armor (1 - Torso; 2 - Torso/Head; 3 - Full Body protection) |
MB_ATT_CLONEBLOBS
|
Charged rounds for Clone Rifle, rank 1-3, each rank grants 2 blobs |
MB_ATT_CORTOSIS
|
SBD Cortosis, 1-2, 2 FA Only, 2 causes brief stun when struck by a Lightsaber. |
MB_ATT_DODGE
|
Dodge, levels 1-3. On Non-Hero Classes, a Class Special Button must be specified. |
MB_ATT_FORCEBLOCK
|
Force Block Has 1-5 Levels, 4/5 are FA/Legends only. 80/60/40/20/10 |
MB_ATT_FORCEFOCUS
|
Force Focus is not given to Jedi by default in FA. Levels 1-3. |
MB_ATT_FP_MIRALUKA
|
Requires FP_SEE uses no Force and keeps sense always on with no sound. Does not work with Deadly Sight. |
MB_ATT_FP_REPULSE
|
Force Repulse a class special must be specified for repulse to be usable. |
MB_ATT_DEFLECT
|
Level 1: timed Deflect: 0.8x FP drain, non-timed Deflect: 1.1x FP drain
Level 2: timed Deflect: 0.6x FP drain, non-timed Deflect: 0.9x FP drain Level 3: timed Deflect: 0.4x FP drain, non-timed Deflect: 0.8x FP drain |
MB_ATT_FP_SABER_DEFENSE
|
Level 0: 1.6x incoming damage
Level 1: 1.4x incoming damage, BP regen: 3 Level 2: 1.0x incoming damage, BP regen: 4 Level 3: 1.0x incoming damage, BP cost halved for specials, jump swings only drain BP on jumps that cost FP, extended blocking arc vs. sabers, allows jump to drain BP if in an attack when jumping, regain BP when defeating opponents:
|
MB_ATT_GUN_DEFENSE
|
Also known as Blaster Defense:
Level 0: 2.5x Level 1: 1.3x Level 2: 1.0x, increased block radius on projectiles Level 3: 0.8x fp drain, 30 percent increased block radius on projectiles compared to level 2 |
MB_ATT_VIEWBASEDDRAIN
|
CURRENTLY DOES NOTHING |
MB_ATT_STRONGBLOBS
|
Ion Blobs for Clone Rifle ranks 1-3, each rank grants 2 blobs |
MB_ATT_TRIP_MINES
|
Gives Trip Mines, number of mines can be specified by level from 1-99 |
MB_ATT_MICRO_GRENADES
|
Gives Concussion Grenades, number of grenades can be specified by level from 1-99 |
MB_ATT_PULSE_GRENADES
|
Gives Pulse Grenades, number of grenades can be specified by level from 1-99 |
MB_ATT_FRAGS
|
Gives Frag Grenades, number of grenades can be specified by level from 1-99 |
MB_ATT_SONIC_DETONATOR
|
Gives Sonic Grenades, number of grenades can be specified by level from 1-99 |
MB_ATT_DET_PACK
|
Gives Det Packs, number of Det Packs can be specified by level from 1-99, but 1-3 increases damage, so use customammo to get around this if you need to. I think. |
MB_ATT_FIRE_GRENADES
|
Gives Incendiary Grenades, number of grenades can be specified by level from 1-99 |
MB_ATT_THERMALS
|
Gives MB2 Thermal Detonators, number of grenades can be specified by level from 1-99 |
MB_ATT_BASE_TD
|
Gives Base Thermal Grenades, number of grenades can be specified by level from 1-99 |
MB_ATT_CRYOBAN_GRENADES
|
Gives Cryo Grenades, number of grenades can be specified by level from 1-99 |
MB_ATT_HEALING
|
Passive Healing within a certain bounds
Level 1: Slow - by thresholds of 20 HP Level 2: Faster - by thresholds of 25 HP Level 3: Fastest - by thresholds of 33 HP |
MB_ATT_SHIELD_RECHARGE
|
Shield regeneration with the same bounds as heal. Ranks 1-3 |
MB_ATT_SHIELD_RECHARGE2
|
Shield regeneration without bounds, Levels determine speed of regen. Ranks 1-3 |
MB_ATT_QUICKTHROW
|
Quickthrow primary fire Frags or Pulse Grenades when they are not the active weapon. |
MB_ATT_QUICKTOSS
|
Quickthrow secondary fire Frags or Pulse Grenades when they are not the active weapon. (Hold 'Use' to Quickthrow primaries) |
MB_ATT_FLAMETHROWER
|
Mandalorian Wrist Flamethrower |
MB_ATT_JETPACK
|
Mandalorian Jetpack, requires a specified resource when not using Fuel as MB_CLASS_MANDALORIAN. |
MB_ATT_FUEL
|
Jetpack Fuel (requires MB_ATT_JETPACK for flight). Levels 1-3. (33, 66, 100). Can be altered beyond thresholds with forcepool field. |
MB_ATT_FUELREGEN | Fuel regenerates (same rate as saber defense 3) if player isn't abilities that consume Fuel as a Resource. Levels 1-3. (Such as specifying a character to use RESOURCE_FUEL with a Fuel Level) |
MB_ATT_ROCKET
|
Mandalorian Rocket. Each rank adds a rocket. |
MB_ATT_WRISTLASER
|
Mandalorian Wrist Laser. Only has 1 level. |
MB_ATT_WHISTLINGBIRD
|
Mandalorian Whistling Birds. Only has 1 level. |
MB_ATT_WOOKIEE_FURY
|
Wookiee Fury (note, this is spelled with two 'E's), Ranks 1-3, 3 being FA only. 15/30/45% dmg reduction |
MB_ATT_WOOKIE_HEALTH
|
Wookiee Health 0-3, Level 3 increases Bowcaster 3 movespeed. |
MB_ATT_WOOKIE_STRENGTH
|
Wookiee Strength, Ranks 1-3
Level 1: Increases Melee damage Level 2: Further increases Melee damage and increases Melee-out movement speed. Has knockdown immunity. Level 3: Even further increases Melee damage and further increases Melee-out movement speed. Has Grip, Lightning, and electrical stun immunity, and immunity to most forms of knockdown/back. |
MB_ATT_HULL_STRENGTH
|
SBD Hull Strength (this does NOT affect Droidekas, use MB_ATT_DEKA_HULL) Ranks 0-3 |
MB_ATT_FIREPOWER
|
Droideka/SBD firepower 0-3 |
MB_ATT_SHIELD_PROJ
|
Droideka Shield Projector 0-3 |
MB_ATT_DEKA_SHIELD
|
Droideka Shield Strength 0-3 |
MB_ATT_DEKA_HULL
|
Droideka Hull Strength 0-3 |
MB_ATT_DEKA_DEPLOY
|
Droideka Quick Deploy ability |
MB_ATT_SHOCKWAVE
|
Droideka Shield Discharge Shockwave |
MB_ATT_DEKA_POWER
|
Droideka Power Management Ability (do not use with Shield Discharge) |
MB_ATT_SBD_CANNON
|
Gives SBD a Laser (blob) Cannon. |
MB_ATT_BLAST_ARMOUR
|
SBD Blast Armour: 50% resistance to explosives/Projectile Rifle/Melee/fall damage. |
MB_ATT_MAGNETIC_PLATING
|
SBD Magnetic Plating: 50% resistance to blasters, and deflects shots in random directions. |
MB_ATT_ZOOM
|
Gives a Zoom Option (MB_CLASS_SBD only). |
MB_ATT_RADAR
|
The Radar shows enemies while in Recharge Battery Mode (MB_CLASS_SBD only). |
MB_ATT_RECHARGE
|
SBD battery recharge and drain rate, ranks 0-3 |
MB_ATT_ANTI_MT
|
Advanced Logic. Protects from Force Mind Trick by showing enemy intermittently visible (1) and fully visible (2). |
MB_ATT_STAMINA
|
Stamina
Grants Sprint by default (can prevent this by filling class specials or utilizing EAS_NONE). Class Clonetrooper/ARC currently will have default "Stamina 0". A Class Special button must be specified on Non-Clonetrooper/ARC Classes. |
MB_ATT_DEXTERITY
|
Dexterity
Grants a weapon-restricted Dex Roll/crouch roll can prevent this by filling class specials or utilizing EAS_NONE). A Class Special button must be specified on Non-Arc Troopers. |
MB_ATT_KNOCKDOWN_ROLL | Converts push/pull/stomp knockdown to Roll (Does not cost resource) |
MB_ATT_TRACKING_DART
|
Tracking Darts, levels 1-X, each level adds 2 darts. A Class Special button must be specified on Non-Bounty Hunter Classes. |
MB_ATT_TRACKING_BEACON | See tracked enemies that allies have darted. |
MB_ATT_POISON_DART
|
Poison Darts, levels 1-3, each level adds 1 dart. A Class Special button must be specified on Non-Bounty Hunter Classes. |
MB_ATT_CCTRAINING
|
Close Combat Training (MB_CLASS_SOLDIER only)
|
MB_ATT_SPY_DISGUISE
|
Pressing the style/mode switch key while in Melee disguises you as a random enemy. To change disguises, swap off Melee and swap back.
|
MB_ATT_RALLY
|
Players with MB_ATT_ASSEMBLE respawn next to this player (and are granted +20 HP and increased movement speed for a short time) |
MB_ATT_ASSEMBLE
|
You respawn next to a player with MB_ATT_RALLY, and are granted +20 HP and increased movement speed for a short time). Can cancel with Use or CS2. |
MB_ATT_DASH
|
Gives the Dash ability, which works in 8 directions.
On non-Hero classes, a Class Special key must be assigned. |
MB_ATT_DASH_JUMP | Allows for jumping at any point during a Dash. Must be used with MB_ATT_DASH. |
MB_ATT_GRAPPLE_HOOK
|
Grants the player a grappling hook to grapple onto walls and pull players. A Class Special Button must be specified, regardless of Class.
|
MB_ATT_GRAPPLE_HOP | Allows the first jump of a Grapple to Bunny Hop. Must be used with MB_ATT_GRAPPLE_HOOK, class does not need to be able to Bunny Hop. |
MB_ATT_FLIPKICK
|
JA base style flip kick (double jumping off opponent). 1-3. Knocks down and knocks back opponents based on:
|
MB_ATT_ROSHTAUNT
|
Taunting causes 1 Damage Point to nearby enemies with MB_CLASS_JEDI. |
MB_ATT_LIGHTS_BEACON
|
Use of certain Force Powers shares their effect with allies (Absorb, Protect, Heal, Mind Trick) |
MB_ATT_INAIR_FORCE_REGEN
|
Allows Force Points to regen while in the air. |
MB_ATT_BUNNY_HOP
|
Rank 0/undefined: MB2 jump physics: 45% movement speed reduction when landing.
Rank 1: JKA Seige style jumping with no added acceleration on jump. No movement penalty when landing. Rank 2: JKA FFA style jumping with added acceleration on jump. No movement penalty when landing. |
MB_ATT_FLOAT_HOP
|
Slows the rate of in-air descent to a base JKA standard. |
MB_ATT_WATERBREATHING
|
No drowning damage while submerged. |
MB_ATT_DISP_HEALTH
|
Hold 'Use' key on allies to restore their Health at a set amount every 250ms.
|
MB_ATT_DISP_AMMO
|
Hold 'Use' key on allies to restore their Ammo at a set amount every 250ms.
|
MB_ATT_DISP_ARMOR
|
Hold 'Use' key on allies to restore their Armor at a set amount every 250ms.
|
MB_ATT_DISP_FORCE
|
Hold 'Use' key on allies to restore their Resource at a set amount every 250ms.
|
MB_ATT_DISP_BLOCK
|
Hold 'Use' key on allies to restore their Block Points (BP) at a set amount every 250ms.
|
MB_ATT_USE_DISTANCE
|
Increases MB_ATT_DISP "touch" distance (default 64 units) by its accompanying rank (1 = 32) |
MB_ATT_SUPPLYDROP
|
'Use' key old ammo drop |
MB_ATT_SABER_COMBO_NONE | For a Class that shouldn't be able to combo with its saber |
MB_ATT_SABER_COMBO | Level 1: Allows a combo in any direction except current
Level 2: Allows a combo even in the same direction |
MB_ATT_SABER_MAXCHAIN | Point purchase ATT for determining max saber combo, levels 1-255. |
forcepowers - FP_[]
These are the Force powers used by the class. They are separated by a |
.
forcepowers | Name of Power | Description of Power |
---|---|---|
FP_ABSORB
|
Force Absorb | Returns Force to the user by where F is the enemy FP cost and R is the rank of Force Absorb. |
FP_ATTUNEMENT
|
Force Attunement | Increases Force Pool above level 1 to 120 and 140, decreases to 80 at Level 0, Level 1 is 100. |
FP_BLIND
|
Force Blind | Causes Temporary "Blindness" to the target, requires direct aim. Force Sense can partially counter. |
FP_DEADLYSIGHT
|
Force Deadly Sight | Causes damage over time while looking in the direction of the target, at level 1 it requires direct sight, at 2 and 3 it gains an increasing cone of effect. |
FP_DESTRUCTION
|
Force Destruction | Fires a destructive orb that explodes on contact with people and surfaces causing damage, can be deflected with Force Push. |
FP_DRAIN
|
Force Drain | Drains the Force Pool of a target it hits, healing the user for a percentage of the drained Force Points, also costs the user their Force Points to use. |
FP_GRIP
|
Force Grip | After a brief period of "locking" the target begins to take damage, at low levels there is a slight speed debuff inflicted when locked on, at three, the user can lift up and move the target around in the air. |
FP_HEAL
|
Force Heal | |
FP_LEVITATION
|
Force Jump | Allows for greater jumping height. |
FP_LIGHTNING
|
Force Lightning | |
FP_PROTECT
|
Force Protect | Provides 50% damage reduction while active. |
FP_PULL
|
Force Pull | Can be used to disarm blaster wielding opponents |
FP_PUSH
|
Force Push | Can be used to push enemies back at low levels, over at higher levels and redirect certain weapons such as Rockets and grenades, it also allows the user to push Force Destruction away. |
FP_RAGE
|
Force Rage | |
FP_SABER_DEFENSE
|
Saber Defense | In Open Mode, this determines a Jedi/Sith BP points, BP points can be manually tweaked when including a bpmultiplier. |
FP_SABER_OFFENSE
|
Saber Offense | |
FP_SABERTHROW
|
Saber Throw | Levels 0-3 (0 is previous behavior) |
FP_SEE
|
Force Sense | Allows the user to see allies and enemies, at higher levels it increases the range, also grants a radar at Level 1. |
FP_SPEED
|
Force Speed | Increases Speed, higher levels reduces the Force point cost per second. |
FP_TEAM_FORCE
|
Force Energize | 50/33/25 depending on 1/2/3 total targets, Radius 256/384/512 |
FP_TEAM_HEAL
|
Team Heal | Recovers 25 HP at a radius of 256/384/512, costs 50/33/25 FP depending on 1/2/3 total targets. |
FP_TELEPATHY
|
Force Mind Trick | Causes Temporary Invisibility, this is broken by activating a Lightsaber or Firing a weapon. |
classflags - CFL_[]
These are special abilities that the class has, applied like weapons. They are always active.
classflags | Description |
---|---|
CFL_ACIDBLOOD
|
If a player with this flag dies; the people around his/her body get poisoned for a short period of time. |
CFL_AKIMBOPISTOL3
|
Upgrades Clone Pistols 3 or Westar Pistols 3 into functioning with the damage and ammo consumption of dual regular Pistol 3s. Clone Pistols 4 or Westar Pistols 4 are appropriate descriptions for this ability. |
CFL_BLOODYMELEE
|
Adds blood effects when the player does melee damage. |
CFL_BPFREEJUMPS
|
The player does not lose BPs when jumping. |
CFL_BUBBLESHIELD
|
Gives user a shield like Galak's in Jedi Outcast, it electrocutes and pushes away other players. Is active as long as user has armor left. |
CFL_DISMEMBERFRAGILE
|
Forces dismemberment no matter how the player dies. |
CFL_DISRUPTOR_WALLS
|
Used along MB_ATT_DISRUPTOR_ 2 to make fully charged shots pass through walls.
|
CFL_EXTRAFLAMEDAMAGE
|
The player does twice as much damage when using a flamethrower. And also uses a blue fire effect. |
CFL_FASTHACKING
|
The player hacks usable objects four times as fast. |
CFL_HASQ3
|
Originally called Quad 3 when it was in Open due to what points you needed to buy. This allows a Jedi/Sith to block any shot while swinging, unless FP is depleted. |
CFL_HEAVYMELEE
|
The player does 100% more Melee damage. |
CFL_ICETHROWER
|
Similar to Wrist Flamethrower, but it Freezes instead. |
CFL_INSTAGIB
|
Upgrades the Tenloss Disruptor weapon (MB_ATT_DISRUPTOR /WP_DISRUPTOR ) into an instant-killing weapon.
|
CFL_KILLTEAMONDEATH
|
If this user dies, it kills their whole team as well. |
CFL_NO_FUEL_USE
|
The Jetpack doesn't drain any fuel. |
CFL_NOPICKUPS
|
This player cannot pick up any weapons. |
CFL_NO_JETPACK_COOLDOWN
|
Removes cooldown from the Jetpack. |
CFL_NO_JETPACK_OVERHEAT
|
Removes overheat from the Jetpack. |
CFL_NOLOCATIONALDAMAGE
|
Location of where user was damaged is not taken into consideration by damage multipliers. |
CFL_REALTD
|
The player throws a Thermal Detonator rather than a Frag Grenade when given WP_THERMAL .
|
CFL_RUNFASTMELEE
|
Makes the user run 1.15 times faster when WP_MELEE is equipped. This flag is made obsolete by the HELD_SPEED weaponflag and will likely be phased out at some point.
|
CFL_SEEING_STEALTH
|
Makes a class invisible to Force Seeing. |
CFL_STATVIEWER
|
The player can see the health and ammo of allies. |
CFL_STRONGAGAINSTPHYSICAL
|
The player takes 50% less damage from Melee attacks. |
CFL_THERMALROCKETS
|
Converts the PLX-1 (MB_ATT_PLX1 /WP_PLX1 )'s primary fire mode into firing rockets with Thermal Detonator warheads. Thermal Detonator grenades are not required as ammunition to use this, unlike Pulse Rockets. Regular rockets cannot be fired when this is used, however.
|
holdables - HI_[]
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. They are separated by a |.
holdables | Description |
---|---|
HI_AMMODISP
|
The Ammo Dispenser allows giving allies ammo. Deprecated, use attribute MB_ATT_DISP_AMMO,1-3. 3 is closest to HI value. |
HI_ARMORDISP
|
Can regen allies armor. Deprecated, use attribute MB_ATT_DISP_ARMOR,1-3. 3 is closest to HI value. |
HI_BINOCULARS
|
Electrobinoculars |
HI_CLOAK
|
Cloak |
HI_EWEB
|
The player can deploy and use an E-Web gun. |
HI_FORCEDISP
|
Can regen allies Force. Deprecated, use attribute MB_ATT_DISP_FORCE,1-3. 3 is closest to HI value. |
HI_FUELDISP
|
Can regen allies fuel. Deprecated, use attribute MB_ATT_DISP_BLOCK,1-3. 3 is closest to HI value. |
HI_HEALTHDISP
|
The Health Dispenser allows healing allies. Deprecated, use attribute MB_ATT_DISP_HEALTH,1-3. 3 is closest to HI value. |
HI_MEDPAC
|
The BioTech Bacta Canister heals the player for 25 HP. |
HI_MEDPAC_BIG
|
The Big Bacta canister heals the player for 50 HP. |
HI_SEEKER
|
Seeker Drone |
HI_SENTRY_GUN
|
Portable Sentry Gun |
HI_SHIELD
|
Forcefield |
Optional (add-on) Attributes[]
Optional skin attributes[]
customred[]
Amount of red for custom RGB model. Between 0 and 1 (decimals included).
customgreen[]
Amount of green for custom RGB model. Between 0 and 1 (decimals included).
customblue[]
Amount of blue for custom RGB model. Between 0 and 1 (decimals included).
speed[]
This is a multiplier of the speed of the player. It is applied on top of class-specific things. speed 0.75
on a Jedi would mean at three-quarters of the normal speed of a Jedi.
Jetpack Overrides[]
These lines override default jetpack effects and sounds:
- jetpackThrustEffect "directory/effect"
- jetpackIdleEffect "directory/effect"
- jetpackThrustSound "directory/sound"
- jetpackIdleSound "directory/sound"
- jetpackStartSound "directory/sound"
- jetpackFinishSound "directory/sound"
In case you wish to move your effects to a different area of the body, this override allows you to choose which tagged part of the body on the model:
- jetpackJetTag "*torso"
- jetpackJet2Tag "*torso"
modelscale[]
Scales the playermodel and the players hitbox, so smaller players can go through smaller places. Overrides wookiee and SBD scaling - not currently droideka compatible.
meleeknockback[]
The multiplier for the amount of knockback players receive when hit by the class's melee attacks.
meleeknockback_flat[]
creates a flat knockback amount for all melee moves, any value below 0 will have the scale based on damage
meleeknockback_mult[]
creates a multiplier value that defaults to 1.0f and can be negative to inverse the knockback to provide additional postive or negative knockback to the above flat value.
customveh[]
The value should be the vehicle name in the .veh file. This allows the substitution of the droideka vehicle for a different vehicle if the class is MB_CLASS_DROIDEKA
. For more on this see using customveh.
rageSoundOverride[]
Replaces the sound when activating Wookiee Fury
bargeSoundOverride[]
Replaces the sound when using Wookiee Shoulder Barge
Animation Overrides[]
These lines override default animations, allowing for fun/creative new animations per character. The majority of usable animation examples can be found in FAs like Legends, MovieGameMapPack and other larger FAs. It is suggested to use these within your .mbch instead of within .sab files to avoid reaching max config string errors.
- tauntAnim nameofanim
- bowAnim nameofanim
- meditateAnim nameofanim
- flourishAnim nameofanim
- gloatAnim nameofanim
- saberStanceAnim nameofanim
- deathAnim nameofanim
- RunForward / RunBackward /WalkForward /WalkBackward nameofanim
- idleAnim nameofanim
- firingAnim nameofanim
Note that animation changes also affect hitbox/hurtbox?/bounding box? placement. Research is needed.
meleeMoves[]
Optional method of customizing what melee moves any class has. Works similar to attributes, each move separated by an |.
Example: meleeMoves M_PUNCH|M_KICK|M_JUMPKICK|M_LEGSWEEP|M_UPPERCUT (would give the class no blocking or kata melee).
Also see: disableGunbash
meleeMoves | Description |
---|---|
M_BLOCK
|
Block |
M_FBKICK
|
Front-to-Back Kick* |
M_JUMPKICK
|
Jump Kick |
M_KATA
|
Kata* |
M_KICK
|
Kick (Slap if Wook/SBD) |
M_LEGSWEEP
|
Legsweep† |
M_PUNCH
|
Punch |
M_RLKICK
|
Right/Left Kick |
M_UPPERCUT
|
Uppercut |
*Important to note some of these animations may not work with the new SBD skeleton. †Characters sized to be smaller than default may have issues connecting this.
Weapon Overrides HELD_ and Weapon Names WP_[]
Customizing weapons has even more to it than just weapon flags, so it gets a page all to itself at Mbch Weapon Overrides. This allows for the weapon model and effects used by a class to be changed by the FA maker. Each weapon override for a class is inserted as a block of text.
weaponflags HELD_[]
These are special properties that apply to individual weapons. They either change how the weapon behaves or affect the user in some way while they are actively held. Not all held flags work on every weapon (yet). Multiple flags can be applied to a single weapon for interesting effects.
weaponflags | Description |
---|---|
HELD_ALTRELOAD
|
The weapon uses a magazine-based reload system like the Westar M5, at a fixed length regardless of current clip. (Speed can be altered with WeaponInfo: ReloadTimeModifier field) |
HELD_AMMOREGEN
|
The weapon regenerates a small amount of ammo over time while active. Doesn't work with HELD_ALTRELOAD (?) |
HELD_DISRUPTIFY
|
This weapon's projectile will cause players it hits to vaporize on death, similar to the Disruptor. |
HELD_EXPLOSIVE
|
The weapon's hit effects are an explosion, dealing (set) (for now) damage in an area. It is recommended to add an explosion effect if the weapon does not have one, to help players visualize the AoE when creating a custom weapon.
Notable observations: Flechette alt-fire balls cause explosive damage continuously until they stop bouncing. |
HELD_FREEZE
|
Freezes targets. Lasts only a split second compared to a Cryo Grenade or Icethrower's effects. |
HELD_FLAME
|
Ignites targets. Lasts a shorter time than a Fire Grenade or Flamethrower's effects. |
HELD_HEAL
|
The player slowly regenerates HP while the weapon is active. |
HELD_HIGHDAMAGE
|
The weapon deals double/100% its normal damage value. Also applies to force drains(?) |
HELD_IGNOREBLOCK
|
Weapon ignores Saber Defense. |
HELD_KNOCKBACK
|
The weapon's hit effects will knock back targets similar to Force Push 1. |
HELD_KNOCKDOWN
|
The weapon's hit effects cause targets to be knocked down. |
HELD_KNOCKDOWNRESISTANCE
|
|
HELD_LOWDAMAGE
|
The weapon deals half/50% its normal damage value. Also applies to force drains(?) |
HELD_POISON
|
The weapon applies a shortened poison dart effect to targets that take damage from it. Poison effect will reset timer but not stack if multiple hits are made. |
HELD_PULSE
|
The weapon applies the pulse grenade effect to targets that take damage from it, but it only drains half of the enemy magazine instead of all of it. |
HELD_SLOW
|
The player moves at 0.85 times of their default movement speed while the weapon is active. (15% slower) |
HELD_SLOWPROJ
|
The weapon's projectile will move at 1/4 of its default speed. (75% slower) |
HELD_SONIC
|
Causes a brief Sonic lock. Considerably shorter than a Sonic Grenade effect. |
HELD_SPEED
|
The player moves at 1.15 times of their default movement speed while the weapon is active. (15% faster) |
HELD_STUN
|
Causes a brief stagger (similar to Gunbash). Strength 3 characters will not be stunned. Lasts longer/shorter depending on knockback given and taken. (Needs research) |
If the weapon name is WP_REPEATER
then the weaponflag field would be named WP_RepeaterFlags
. If the weapon name is WP_ROCKET_LAUNCHER
then the weaponflag field would be named WP_RocketLauncherFlags
.
Here is a list of all the naming conventions WP_:
Weapon Name | Weaponflag field |
---|---|
WP_MELEE
|
WP_MeleeFlags
|
WP_STUN_BATON
|
WP_StunBatonFlags
|
WP_SABER
|
WP_SaberFlags
|
WP_BLASTER_PISTOL
|
WP_BlasterPistolFlags
|
WP_CLONE_PISTOL
|
WP_ClonePistolFlags |
WP_MANDO_PISTOL
|
WP_MandoPistolFlags |
WP_BLASTER
|
WP_BlasterFlags
|
WP_SHOTGUN | WP_ShotgunFlags |
WP_EE3
|
WP_EE3Flags
|
WP_AMBAN
|
WP_AmbanFlags |
WP_BOWCASTER
|
WP_BowcasterFlags
|
WP_REPEATER
|
WP_RepeaterFlags
|
WP_CLONE_RIFLE
|
WP_CloneRifleFlags |
WP_MINIGUN
|
WP_MinigunFlags |
WP_DEMP2
|
WP_DEMP2Flags
|
WP_THROWER
|
WP_ThrowerFlags |
WP_T21
|
WP_T21Flags |
WP_PROJ
|
WP_ProjFlags |
WP_FLECHETTE
|
WP_FlechetteFlags
|
WP_M5
|
WP_M5Flags |
WP_A280
|
WP_A280Flags |
WP_DLT20A
|
WP_DLT20AFlags |
WP_PLX1
|
WP_PLX1Flags |
WP_ROCKET_LAUNCHER
|
WP_RocketLauncherFlags
|
WP_REAL_TD
|
WP_RealTDFlags
|
WP_FRAG_NADE
|
WP_FragNadeFlags*
|
WP_PULSE_NADE
|
WP_PulseNadeFlags
|
WP_TRIP_MINE
|
WP_TripMineFlags
|
WP_FIRE_NADE
|
WP_FireNadeFlags
|
WP_SONIC_NADE
|
WP_SonicNadeFlags
|
WP_CONC_NADE
|
WP_ConcNadeFlags
|
WP_CRYO_NADE
|
WP_CryoNadeFlags
|
WP_DET_PACK
|
WP_DetPackFlags
|
WP_CONCUSSION
|
WP_ConcussionFlags
|
WP_BRYAR_OLD
|
WP_BryarOldFlags
|
WP_SBD | WP_SBDFlags |
If Frag Nades use the HELD_KNOCKDOWN weapon flag, alt throws work similar to older builds, causing radius knockdown without needing the alt nade to land on the enemy.
description[]
The stuff typed here will be shown as the class description, this can span over multiple lines, remember to separate your CharacterInfo and WeaponInfo with proper brackets or else you will run into issues with your FA. For Description, be sure to use use ""
as start and end markers.
FA Example File without weapon overrides, a Jedi with Jump 2, Pull 3, Push 2, Sense 2, Heal 1, Mind Trick 1, Force Focus 1, Force Block 2 and Blaster Defense 1 using a single blue lightsaber with 2 Styles, Blue and Yellow (Fast/Medium)
classinfo { name "example_character" mbclass MB_CLASS_JEDI weapons WP_MELEE|WP_SABER (WP_MELEE MUST be specified or a character will not have melee available) maxhealth 120 (Defaults to 100 if not specified) maxarmor 0 forcepool 100 forcepowers FP_LEVITATION,2|FP_PULL,3|FP_PUSH,2|FP_SEE,2|FP_HEAL,1|FP_TELEPATHY,1|FP_SABER_OFFENSE,2|FP_SABER_DEFENSE,2 attributes MB_ATT_FORCEFOCUS,1|MB_ATT_FORCEBLOCK,2|MB_ATT_GUN_DEFENSE,1 model "Jedi" skin "default" uishader "models/players/jedi/mb_icon_default" saber1 single_1 saberstyle SS_FAST|SS_MEDIUM (Blue and Yellow Styles) sabercolor 4 (A blue saber) } (the description itself must be wrapped in quotations, 1 at the start and 1 at the very end for it to show ingame) description "This is a Jedi Example Character Class: Jedi Summary: A Basic Jedi with a low level healing and Mind Trick. Weapons: Lightsaber - Blue and Yellow Styles Force Powers: Force Jump (2) Force Push (2) Force Pull (3) Force Sense (2) Force Heal (1) Force Mind Trick (1) Force Focus (1) Force Block (2) Saber Defense (2) Blaster Defense (1) (Optional background) A Jedi Knight who studied under Luke Skywalker at the Yavin IV Praxeum, he is able to Heal himself and trick the minds of others."
|}