MBCH Values

These values are for Movie Battles II Character files (.mbch).

## 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 Attributes

### 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.

### weapons

These are the weapons that the class carries. They are separated by a "|" in the .mbch file.

**\***Incompatible with MB\_CLASS\_WOOKIE

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_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.

## Important Attributes

### 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%)

### rateOfFire

(default - 0, 0.8 would **increase** firing speed by 20%)

### forceregen

A multiplier for the rate at which the player's Force Points regenerate. For example with a value of `2` it would go twice as fast. Not compatible with `CFL_FASTFORCEREGEN`.

### forcepool

Size of the player's Force point pool. This does work for gunners (and allows them to use Force powers).

Attribute Modifiers:

### 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 numer of block points a saberist has by the value. Default is 1.

### FPmult

This multiplies the numer of block points a saberist has by the value. 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

### jetpackFuelAmount

Overrides default amount of BP/Fuel/Stamina added per second (8 would be default if trying to match standing BP regen).

### jetpackFuelCooldown

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

Sets the max number BP/Stamina/Fuel can regenerate to.

## Saber Attributes

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.

#### 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.

 `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.

 `SS_TAVION` | Cyan Style

### attributes

The MBII abilities and 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.

### forcepowers

These are the Force powers used by the class. They are separated by a `|`.

### classflags

These are special abilities that the class has, applied like weapons. They are always active.

### holdables

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 |.

## Optional (add-on) Attributes

### Optional skin attributes

#### customred

Amount of red for custom RGB model. Between 0 and 1.

#### customgreen

Amount of green for custom RGB model. Between 0 and 1.

#### customblue

Amount of blue for custom RGB model. Between 0 and 1.

### 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.

### 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**
* **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 |.

 `M_BLOCK` | Block

> *\*Important to note some of these animations may not work with the new SBD skeleton.*
>
>

## Weapon Overrides

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

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 (for example, `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)*.

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:

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.