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
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.
These are the weapons that the class carries. They are separated by a "|" in the mbch file.
|WP_BLASTER||E-11 and variants/Shotgun|
|WP_ROCKET_LAUNCHER||PLX-1 Rocket Launcher|
|WP_TRIP_MINE||Pulse Grenades, Concussion Grenades|
|WP_CONCUSSION||SBD Arm Blaster|
*Incompatible with MB_CLASS_WOOKIE
An FA class can have any number of these weapons.
A class can be given the EE-3 in Full Authentic if it is MB_CLASS_MANDALORIAN. It is recommended that the class is also given a jetpack to ensure correct ammo costs (MB_ATT_JETPACK,1). Instead of giving just one attribute at the desired level, you must give both MB_ATT_BLASTER and MB_ATT_A280 at that level.
A class can be given the Westar M5 in Full Authentic if it is MB_CLASS_ARCTROOPER. First, you need to give MB_ATT_A280 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.
These are only needed if your class has a WP_SABER
If a class has a lightsaber, specifies which hilt it should use. (eg. 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 here.
If the class is using two lightsabers (this requires SS_DUAL), specifies which hilt or .sab file (again, see guide for more customization possibilities) the second saber should be.
What color the lightsaber blade is.
What color the second lightsaber blade is.
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.
The MB2 abilities + attributes that the FA class has. 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.
|MB_ATT_PISTOL||Pistol, Clone/Mando Pistols|
|MB_ATT_BLASTER||E-11, shotgun, and EE3 (with MB_ATT_A280)|
|MB_ATT_CLONEBLOBS||Charged rounds for Clone Rifle|
|MB_ATT_STRONGBLOBS||Ion Blobs for Clone Rifle|
|MB_ATT_A280||A280, DLT20, WESTAR-M5 and EE3 (with MB_ATT_BLASTER)|
|MB_ATT_ARC_RIFLE_SCOPE||Westar M5 Scope|
|MB_ATT_ARC_RIFLE_GRENADELAUNCHER||Westar M5 Grenade Launcher|
|MB_ATT_T21||T-21, Concussion Rifle|
|MB_ATT_THERMALS||Frag Grenades/Thermal Detonators|
|MB_ATT_RESPAWNS||Number of reinforcements (superseded)|
|MB_ATT_SHIELD_RECHARGE||Shield regeneration with the same bounds as heal|
|MB_ATT_SHIELD_RECHARGE2||Shield regeneration without bounds|
|MB_ATT_WRISTLASER||Mandalorian Wrist Laser|
|MB_ATT_HULL_STRENGTH||SBD Hull Strength (This does NOT affect Droidekas, use MB_ATT_DEKA_HULL)|
|MB_ATT_TURN_RATE||Droideka turn rate (This is no longer used, so it currently does nothing)|
|MB_ATT_SHIELD_PROJ||Droideka Shield Projector|
|MB_ATT_DEKA_SHIELD||Droideka Shield Strength|
|MB_ATT_DEKA_HULL||Droideka Hull Strength|
|MB_ATT_DEKA_DEPLOY||Droideka Quick Deploy ability|
|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|
|MB_ATT_MAGNETIC_PLATING||SBD Magnetic Plating|
|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 rate|
|MB_ATT_SHOCKWAVE||Droideka Shield Discharge Shockwave|
|MB_ATT_ANTI_MT||Protects the player from Mind Trick|
|MB_ATT_CCTRAINING||Close Combat Training (MB_CLASS_SOLDIER only)|
|MB_ATT_SPY_DISGUISE||Pressing the T3 key while in melee disguises you as an enemy|
|MB_ATT_RALLY||Players with MB_ATT_ASSEMBLE respawn next to this player|
|MB_ATT_ASSEMBLE||You respawn next to a player with MB_ATT_RALLY|
|MB_ATT_MICRO_GRENADES||This attribute will give concussion grenades to a class (with WP_TRIP_MINE)|
|MB_ATT_GRAPPLE_HOOK||Grants the player a grappling hook to grapple onto walls and pull players|
|MB_ATT_FIRE_GRENADES||Fire Grenades (uses WP_TRIP_MINE)|
|MB_ATT_CRYOBAN_GRENADES||Cryoban Grenades (uses WP_TRIP_MINE)|
|MB_ATT_SONIC_DETONATOR||Sonic Grenades (uses WP_TRIP_MINE)|
|MB_ATT_WOOKIEE_FURY||Gives Wookiee Fury|
|MB_ATT_DASH||Gives the Dash ability (MB_CLASS_HERO only)|
These are the forcepowers used by the class. They are separated by a | in the .mbch file.
|FP_SEE||Force Sense/Deadly Sight|
|FP_TELEPATHY||Force Mind Trick/Blind|
How many health points the class has.
How many armour points the class has.
The model that the class is using for example luke or imperial.
Which variant skin is being used such as default, blue or red.
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.
The Movie Battles II class that the player is using.
|MB_CLASS_SBD||Super Battle Droid|
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.
The stuff typed here will be shown as the class description, this can span over multiple lines, remember to use "" as start and end markers
These attributes are optional, but can improve an FA class and make it more advanced
Optional skin attributes
Amount of red for custom RGB model. Between 0 and 1.
Amount of green for custom RGB model. Between 0 and 1.
Amount of blue for custom RGB model. Between 0 and 1.
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.
These are special abilities that the class has, applied like weapons. They are always active.
|CFL_STRONGAGAINSTPHYSICAL||The player takes half damage against melee attacks|
|CFL_STATVIEWER||The player can see the health and ammo of allies|
|CFL_HEAVYMELEE||The player does wookiee-style melee damage|
|CFL_BLOODYMELEE||Adds blood effects when the player does melee damage.|
|CFL_DISMEMBERFRAGILE||Forces dismemberment no matter how the player dies.|
|CFL_REALTD||The player throws a thermal detonator rather than a frag grenade when given WP_THERMAL|
|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_EXTRAFLAMEDAMAGE||The player does twice as much damage when using a flamethrower. And also uses a blue fire effect|
|CFL_ICETHROWER||Similar to flamethrower, but it freezes instead|
|CFL_FASTHACKING||The player hacks usable objects four times as fast|
|CFL_MIRALUKA||The player has the 'seeing' effects of force sense level 3 active at all times (Warning, incompatible withCFL_DEADLYSIGHT)|
|CFL_FORCEBLINDING||Instead of using mind trick (if player has FP_TELEPATHY), the player uses force blinding|
|CFL_NOPICKUPS||This player cannot pick up any items|
|CFL_BPFREEJUMPS||The player does not lose BPs when jumping|
|CFL_SHOTGUN||Transforms an E-11-type weapon(MB_ATT_BLASTER/WP_BLASTER) into shotgun-type weapon behavior. A weapon override is required to change the visual appearance of the weapon.|
|CFL_SEEING_STEALTH||Makes a class invisible to Force Seeing.|
|CFL_CONCUSSIONRIFLE||Transforms a T-21-type weapon(MB_ATT_T21/WP_TRIP_MINE) into a BaseJKA-style Concussion Rifle. Behavior is more closely geared to the Concussion Rifle's behavior in Jedi Knight 1, rather than Jedi Knight 2 or Jedi Knight 3. A weapon override is required to change the visual appearance of the weapon.|
|CFL_DEADLYSIGHT||Instead of using Force Seeing(If a player has FP_SEE), the player uses Force Deadly Sight. (Warning, incompatible with CFL_MIRALUKA)|
|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_THERMALROCKETS||Converts the PLX-1(MB_ATT_PLX1/WP_ROCKET_LAUNCHER)'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.|
|CFL_NO_FUEL_USE||The Jetpack doesn't drain any fuel.|
|CFL_NO_JETPACK_OVERHEAT||Removes overheat from the Jetpack.|
|CFL_NO_JETPACK_COOLDOWN||Removes cooldown from the Jetpack.|
|CFL_FUEL_REGENERATION||The fuel renegerates (same rate as saber defense 3) if the player isn't using the jetpack or flamethrower.Mandalorian class only.|
|CFL_ACIDBLOOD||If a player with this flag dies; the people around his/her body get poisoned for a short period of time.|
|CFL_WFLAMETHROWER||Transforms a Clone rifle-type weapon(MB_ATT_CLONERIFLE/WP_REPEATER) into a flamethrower-type weapon. The difference between levels on the Flamethrower are how often it attempts to damage/ignite people while active. It was only ever meant to work with level 3, but people ignore that and use level 1/2 of it anyway, which make it difficult to light anyone on fire.|
|CFL_INSTAGIB||Upgrades the Tenloss disruptor weapon(MB_ATT_DISRUPTOR/WP_DISRUPTOR) into an instant-killing weapon.|
|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_DISRUPTOR_WALLS||Used along MB_ATT_DISRUPTOR 2 to make fully charged shots pass through walls.|
|CFL_KILLTEAMONDEATH||If this user dies, it kills their whole team aswell.|
|CFL_NOLOCATIONALDAMAGE||Location of where user was damaged is not taken into consideration by damage multipliers.|
|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.|
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.
|HI_MEDPAC||This heals the player for 25 HP.|
|HI_MEDPAC_BIG||This heals the player for 50 HP.|
|HI_SENTRY_GUN||Portable Sentry Gun|
|HI_HEALTHDISP||Can heal allies|
|HI_AMMODISP||Can give allies ammo.|
|HI_EWEB||The player can deploy and use an e-web gun|
This multiplies the number of attack points a saberist has by the value.
This multiplies the numer of block points a saberist has by the value.
Scales the playermodel and the players hitbox, so smaller players can go through smaller places. Overrides wookiee and SBD scaling - not currently droideka compatible.
Number of respawns you get. Overrides any MB_ATT_RESPAWNS entries.
A multiplier for the rate at which the player's Force Points regenerate. For exampel with a value of 2 it would go twice as fast. Not compatible with CFL_FASTFORCEREGEN.
Size of the player's force point pool. This does work for gunners (and allows them to use force powers).
The multiplier for the amount of knockback players recieve when hit by the class's melee attacks.
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.
This is important, 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.
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.
As of the first iteration, weaponflags that work based on hitting a target (e.g HELD_FLAME or HELD_POISON) will only work if the weapon fires projectiles. I.e, they won't work on WP_DISRUPTOR or hitscan weapons. While technically being projectiles, these weaponflags do not work with grenades, EXCEPT for HELD_HIGHDAMAGE and HELD_LOWDAMAGE (Only applies to frag grenades and pulse grenades for now)
|HELD_SPEED||The player moves at 1.15 times of their default movement speed while the weapon is active.|
|HELD_SLOW||The player moves at 0.85 times of their default movement speed while the weapon is active.|
|HELD_ALTRELOAD||The weapon uses a magazine-based reload system like the Westar M5.|
|HELD_POISON||The weapon applies a shortened poison dart effect to targets that take damage from it.|
|HELD_FLAME||The weapon applies a shortened on-fire effect to targets that take damage from it.|
|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_AMMOREGEN||The weapon regenerates a small amount of ammo over time while active.|
|HELD_HIGHDAMAGE||The weapon deals double its normal damage value. Also applies to force drains.|
|HELD_LOWDAMAGE||The weapon deals half its normal damage value. Also applies to force drains.|
|HELD_HEAL||The player slowly regenerates health while the weapon is active.|
|HELD_EXPLOSIVE||The weapon's hit effects are an explosion, dealing damage in an area. Damage drops off as distance from the center increases.|
|HELD_KNOCKDOWN||The weapon's hit effects cause targets to be knocked down.|
|HELD_KNOCKBACK||The weapon's hit effects will knock back targets similar to force push 1.|
|HELD_SLOWPROJ||The weapon's projectile will move at a fourth of its default speed|
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:
|Weapon Name||Weaponflag field|
|WP_BLASTER_PISTOL / WP_BRYAR_PISTOL||WP_BlasterPistolFlags|