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#11
Mods / Re: FF power system that is la...
Last post by Jimaras8 - January 01, 2026, 11:57:21 AM
Hey Epimethee is it possible to change the Castle state swap fx for a specific character? The red portal fx is awesome but i need to use castle to Lockjaw and his tp effects are white. Can it be done? I know teleport state swap has that option but i haven't found it for castle
#12
Scripting Forum / Re: Problem swapping stun for ...
Last post by Jimaras8 - January 01, 2026, 11:41:38 AM
What if i create a custom character and add him in the dat with the add to dat function? That won't work either? The character has to be made from scratch in the FFEdit?

I have added unique powers id to characters created in game and then added to dat. For example my graviton has a gravity increase state swap to the stun of his beam power but not in the stun value of his other abilities. His beam can increase gravity and pin down a target and progressively damage him but his direct or other beam powers don't.
#13
Scripting Forum / Re: Problem swapping stun for ...
Last post by Epimethee - January 01, 2026, 06:22:48 AM
Quote from: Jimaras8 on December 29, 2025, 04:13:01 PMSo there is no way to assign a stun state swap to a single power and have standard stun chances to the rest of the powers?
Yes, but only for built-in characters (created in FFEdit). Custom characters (created in-game) don't communicate a unique power ID, so for them, the swap cannot be power-specific.
#14
Mods / Re: FF power system that is la...
Last post by Epimethee - January 01, 2026, 03:03:27 AM
Quote from: MarvelHero on December 27, 2025, 08:33:30 AMIf only modern python coders would take a crack at FFVT3R.
If by that you mean modding the game using its Python (version 1.5, the first Python version!) scripting engine, as we did in FFX, it's not possible. The game engine's API only gives access to a limited number of functions. Going beyond that would require much more advanced techniques, such as hacking the in-memory game executable (something modern operating systems make basically impossible, AFAIK).

At this point, this is a quarter-century-old game that was never hugely popular... It's not likely to attract the kind of programming talent and dedication needed to push the envelope much further. With today's great free game engines (Unity, Unreal, Godot) and the rapid evolution of AI-assisted code, creating a new game altogether is probably a more fruitful endeavour, in my opinion – that is, if someone has a few thousand hours available. But then again, there's no guarantee: Dr. Mike's Adventureverse got to the alpha pre-release a couple years ago and then went dark.
#15
Hero File Discussion / Re: Okto's DC/Marvel Hero File...
Last post by BentonGrey - December 31, 2025, 05:19:07 PM
Interesting build for Rick, Ok! 
#16
Hero File Discussion / Re: Okto's DC/Marvel Hero File...
Last post by oktokels - December 31, 2025, 03:45:01 AM
"HULK... BAD. A-BOMB... WORSE."

------------------------------------------------------------
Hero File: A-BOMB
------------------------------------------------------------

Spoiler









Quote from: Marvel Wiki
Severely wounded during the events of World War Hulk, Rick Jones was transported to the original gamma bomb test site that gave birth to the Hulk. Shortly after being left there, Rick encountered the Red Hulk and witnessed him murder Emil Blonsky, the Abomination.

At this critical moment, members of the Intelligencia—MODOK and the Leader—intervened and subjected Rick Jones to forced gamma experimentation. The process transformed him into a massive blue gamma creature physically resembling the Abomination. Upon awakening in this new form, Rick called himself A-Bomb.

As A-Bomb, Rick exhibited traits similar to the earliest incarnation of the Hulk: he could not remember being anyone else once transformed, possessed an easily flaring temper, and spoke in simplified patterns. Despite this cognitive regression, A-Bomb demonstrated extraordinary physical power, holding his own against the Red Hulk for an extended period, withstanding all of his attacks and injuring him multiple times—something no opponent had previously achieved.

Later, A-Bomb joined forces with several heroes—including the Avengers, the Fantastic Four, She-Hulk, and the Hulk—to prevent a catastrophic earthquake in San Francisco caused by the Red Hulk. After Red Hulk's defeat, A-Bomb reverted back to Rick Jones. Attempting to expose Red Hulk's true identity, Rick was shot and forcibly removed from the scene by Doc Samson.

Rick Jones continued to use his powers as A-Bomb to help others. However, when the Hulk adopted a new persona known as "Doc Green" and began eliminating all gamma-powered individuals, Rick was among his first targets. A-Bomb confronted Doc Green and refused to be cured, but was ultimately overpowered. Hulk injected him with a gamma cure, permanently removing A-Bomb and returning Rick Jones to full humanity.

A-Bomb was created by writer Jeph Loeb and artist Ed McGuinness, first appearing in The Incredible Hulk #602 (2009).


GENERAL INFORMATION



    MESH: abomb_GREN_skope     
    SKIN: standard     
    MATERIAL: Flesh     
    HEIGHT: 6,8   
    WEIGHT (lbs): 350     
    AI: CZero Cost     
    VOICE: LL     



STATS

  • Strength:
  • Speed:
  • Agility:
  • Endurance:
  • Energy:
  • 8 – Incredible Strong
  • 4 – Fast
  • 4 – Agile
  • 7 – Extraordinarily Hardy
  • 7 – Extraordinarily Powerful


ATTRIBUTES

A-Bomb is Rick Jones rebuilt by forced gamma experimentation: a massive, durable brute whose survivability comes from raw toughness, constant recovery, and environmental resilience. In gameplay, he wins through pressure and attrition, while his transformation remains inherently unstable and time-limited.

a) A-Bomb (combo):
This combo attribute represents A-Bomb's full gamma package: rapid recovery under fire, slow continuous regeneration, extreme carrying/throwing strength, and the sheer durability to survive hits that would normally KO him. It also includes the built-in instability of his form.
  • Fast Healing: Continuously recovers HP whenever damaged, up to a max of 100 HP.
  • Lesser Regeneration: Recovers health slowly at 1 HP per second, with minimal energy cost.
  • Heavy Lifter: Adds strength value for lifting and throwing.
  • Iron Guts: ACID BURN and IRRADIATION are instantly removed and heal back a bit of damage.
  • Resilient (FFQ): Grants +30 HP.
  • Immortal (FFQ): Damage that would KO only stuns; repeated "fatal" blows restore some HP, reduced each time.
  • Invulnerable (05 hp): Reduces incoming damage (takes fewer points from attacks than normal).
  • Super-Leaper: Enables large horizontal leaps; LEAP TO appears on objects/buildings to jump in front of the target.
  • Involuntary Form: Transformation triggers via a specified state and lasts 60 seconds before reverting to normal.

b) Temperature Control:
Resistant to heat and cold. This fits A-Bomb's gamma-mutated body enduring extreme environments without being impaired by temperature effects.
c) Invertebrate:
Highly resistant to radiation. Thematically, A-Bomb's internal structure is no longer "human normal," allowing him to withstand gamma/radiation exposure more safely than ordinary beings.
d) Claws:
Adds 10 points of Piercing damage to all melee attacks. A-Bomb's mutated hands function like natural weapons that tear through targets in close combat.
e) Armored:
Resistant to Piercing damage, but Speed is reduced by 1 level. This reflects A-Bomb's thick scaly hide (bullet resistance) and the fact that extreme mass/armor reduces mobility.


POWERS

A-Bomb is a relentless gamma brute. His powers focus on overwhelming physical force, battlefield control, and aggressive mobility rather than technique or precision. His survivability comes from his mutated physiology, not from active defensive powers.


a) Gamma Smash (Melee):

A-Bomb delivers a brutal close-range punch driven by raw gamma-enhanced strength.
  • Damage Type: Crushing
  • Magnitude: High
  • Energy Point Cost: None
  • Stun: None
  • Knockback: High
  • Swiftness: Fast
  • Arc:
  • Level: 3
  • Animation Name: melee
  • Attached FX Name: bluedarkmen_rend







b) Gamma Taunt (Ranged – Control):

A-Bomb releases a gamma-charged roar that draws enemy attention and disrupts their focus, forcing them to engage him.
  • Damage Type: Decrease (Taunt State Swap)
  • Magnitude: High
  • Energy Point Cost: Low
  • Stun: None
  • Knockback: None
  • Velocity: Very Fast
  • Range: Medium
  • Accuracy: Very High
  • Level: 3
  • Animation Name: area
  • Attached FX Name: direct_taunt









c) Chameleon Effect (Special):

A-Bomb briefly blends into his surroundings, suppressing enemy awareness and allowing repositioning or ambush.
  • Special Type: Cloak of Shadows
  • Energy Point Cost: Low
  • Level: 2
  • Animation Name: ranged_7
  • Attached FX Name: libertylad_tumble









d) Leaping Crush (Melee – Leap):

A-Bomb launches himself forward in a devastating leap, striking the target with overwhelming momentum.
  • Damage Type: Crushing (2 contacts)
  • Magnitude: High
  • Energy Point Cost: High
  • Stun: Medium
  • Knockback: High
  • Swiftness: Normal
  • Arc:
  • Level: 3
  • Animation Name: melee_5
  • Attached FX Name: bluedarkmen_rend









e) Ground Pound (Area):

A-Bomb smashes the ground with catastrophic force, sending shockwaves through the terrain and knocking down nearby enemies.
  • Damage Type: Crushing
  • Magnitude: High
  • Energy Point Cost: Medium
  • Stun: High
  • Knockback: High
  • Radius: Medium
  • Level: 3
  • Animation Name: ranged_5
  • Attached FX Name: avalanche_seismic_ripples
  • Power Flags: Ground Targets Only








f) Unstoppable Charge (Special):

A-Bomb charges forward with unstoppable momentum, plowing through obstacles and enemies alike.
  • Special Type: Speeding Bullet
  • Energy Point Cost: Medium
  • Level: 3
  • Animation Name: run
  • Attached FX Name: bullet_sprint









g) Gamma Hide (Passive Defense):

A-Bomb's gamma-mutated hide blocks many conventional damage sources, allowing him to endure sustained punishment through sheer biological armor.
  • Block Type: Normal
  • Success Rating: Frequent (50%)
  • Level: 3
  • Animation Name: None
  • Attached FX Name: sky_king_bulletproof
  • Damage Blocked: Acid, Radiation, Crushing, Piercing, Energy, Cold, Fire
  • Attacks Blocked: Melee, Ranged, Area
  • Defense Flags: Always Active









------------------------------------------------------------
M25 AI FILE: A-BOMB
------------------------------------------------------------

Spoiler
['x mvh a-bomb',
["target enemy",
'weakness_area_crushing',
'weakness_melee_crushing',
'tank',
'villain',
'gamma',
],
["timer", 'auto',
'TUseRemedy()',
'TFleeMelee(type="any",subtype="emitting_damage",time=1.2)',
"TFleeMelee(mindist='medium',situation=['lowerhealthpct 50','lowerenergy 66'],priority=100,time=1.2)",
"TCloak('chameleon effect',situation=['not cloaked','nearenemy 90','lowerhealthpct 50 or swarmed'],time=2.08)",
"TCloak('chameleon effect',situation=['not cloaked','not nearenemy 120','higherenergy 66'],pct=60,time=2.08)",
"TSpeedingBullet('unstoppable charge',situation=['not swarmed','not lowerhealthpct 50','not nearenemy 120'],pct=40,time=1.2)",
"TArea('ground pound',situation='swarmed',subtype='not alone',pct=65,time=2.11)",
"TRanged('gamma taunt',subtype='flying',pct=40,time=2.04)",
"TRanged('gamma taunt',situation=['higherhealthpct 50','not alone'],pct=40,time=2.04)",
"TMelee('leaping crush',time=2.2)",
"TMelee('gamma smash',time=1.4)",
'TSuperLeap()',
'TThrow(pickup_time=2.91,throw_time=2.52)',
'TMoveTo(mindist=\'medium\',time=1.2,subtype=["not emitting_damage","flying"])',
'TMoveTo(mindist="melee",subtype=["not emitting_damage","not flying"],time=1.2)',
],
['subtype',
'tank',
'hero',
'gamma',
],
]

------------------------------------------------------------
DESIGN NOTES
------------------------------------------------------------

• A-Bomb is designed as a Gamma Tank, focused on durability, pressure, and battlefield control rather than precision.

• His survivability is primarily attribute-based (regeneration, damage reduction, and resilience), with Gamma Hide acting as a complementary passive defense.

• Ground Pound and Leaping Crush provide crowd control and disruption, while Gamma Taunt reinforces his role as a frontline aggro holder.

• Unstoppable Charge and Super-Leap give A-Bomb strong mobility despite his massive size.

• Chameleon Effect reflects his comic-accurate camouflage ability and is intentionally limited to avoid stealth abuse.

• A-Bomb is a temporary form; when accessed via Rick Jones' Accidental Change, it always reverts after 60 seconds.

------------------------------------------------------------
SKIN PACK
------------------------------------------------------------
Spoiler

Includes A-Bomb animated skin adapted for Freedom Force.

DOWNLOAD LINK
#17
Mods / Re: How create new missions?
Last post by BentonGrey - December 30, 2025, 05:48:45 PM
Mr. Cogito, I don't have any definite plans.  Is there anything in particular you'd like to see a tutorial for?
#18
Skins / Re: Dean's stuff.
Last post by BentonGrey - December 30, 2025, 05:46:56 PM
Lots of awesome stuff, Dean!  Dirk Savage!  Nice!  And you even have the Anti-Mutant squad!  I am using a riff on them for my TMNT campaign. 

Middle Aged Wolverine, ha!  He looks great!  :D
#19
Meshes / Re: Maligna
Last post by BentonGrey - December 30, 2025, 04:24:15 PM
Hey Bearded, how have things gone with Maligna?
#20
Hex Editing / Re: What've you skoped lately?
Last post by BentonGrey - December 30, 2025, 04:20:19 PM
These are really impressive, Style!  I really like that Punisher!

Cool, MH!