Moviebattles Wikia

"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 multiplier
  • FPBlockMinMult - Minimum FP Damage possible
  • FPBlockMaxMult - Maximum FP Damage possible
  • FPNoBlockMinMult - Minimum FP Damage possible when not blocking
  • FPNoBlockMaxMult - 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:

  • Force users that have a saber: 50
  • Other saber weapon users: 25
  • Anyone else: 15
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
  • Rank 1:
  • Rank 2: Enables Sprinting while firing weaponry
  • Rank 3:

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
  • Rank 1: Class Special Roll, crouch rolling with any weapon out & Directional Getups for 25 Stam (Will M5 snipe accurately while moving)
  • Rank 2: Wall flips and Wall runs and Extra Jump height (Immunity to weapon pull and super push but not in air) (Will M5 snipe accurately while jumping)
  • Rank 3: Shooting while getting up, melee/Sabering/firing weapon during cartwheels/wall runs/flips, melee/Kata/firing weapon out of speedlunge, more??

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)
  • Rank 1
  • Rank 2
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.
  • Rank 1
  • Rank 2
  • Rank 3
  • Rank 4
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.
  • Rank 1: 4 second cooldown.
  • Rank 2: 3 second cooldown. Dodge all damage while Dashing.

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.
  • Rank 1:
  • Rank 2:
  • Rank 3:
  • Rank 4:
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:
  • Knockdown Mechanic:
    • Take the user's Flipkick level and subtract from the defender Strength rank.
    • If the user is 3 levels or higher: knockdown is guaranteed.
    • If at least 2 levels higher: knockdown targets who are in air, or not walking, blocking, crouching, or standing still.
    • If 1 level higher: there is no chance of knockdown.
  • Knockback Mechanic:
    • All levels of Flipkick have the same knockback amount, with downward scaling based on the target's Strength level.
    • Each rank in Strength reduces knockback taken by 50% until Level 3, where there is no knockback at all.
  • Knockback and Knockdown mechanics do not apply if target is already suffering from a knockdown.
  • Damage is 9/12/15, and bypasses armor. (Additional knockback may apply as a result of this damage).
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.
  • Level 1: 2
  • Level 2: 4
  • Level 3: 6
MB_ATT_DISP_AMMO Hold 'Use' key on allies to restore their Ammo at a set amount every 250ms.
  • Level 1: 2
  • Level 2: 4
  • Level 3: 6
MB_ATT_DISP_ARMOR Hold 'Use' key on allies to restore their Armor at a set amount every 250ms.
  • Level 1: 2
  • Level 2: 4
  • Level 3: 6
MB_ATT_DISP_FORCE Hold 'Use' key on allies to restore their Resource at a set amount every 250ms.
  • Level 1: 2
  • Level 2: 4
  • Level 3: 6
MB_ATT_DISP_BLOCK Hold 'Use' key on allies to restore their Block Points (BP) at a set amount every 250ms.
  • Level 1: 2
  • Level 2: 4
  • Level 3: 6
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."

|}