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Okto's DC/Marvel Hero Files

Started by oktokels, March 28, 2019, 01:34:53 AM

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oktokels

Before i post the next hero, i want to point the need for wendigo to have a jumper line in his M25AI file. It's really great to see him leap from one place to the other like a feral beast.



For those who don't know, you have to add the line

'TSuperLeap()',  to wendigo's m25ai file.

oktokels

The Falcon's Flight    :ff:

------------------------------------------------------------
Hero File: FALCON 
------------------------------------------------------------
Spoiler


Quote from: WikipediaFalcon (Samuel Thomas Wilson) is a fictional superhero appearing in American comic books published by Marvel Comics. The character was introduced by writer-editor Stan Lee and artist Gene Colan in Captain America #117 (September 1969), and was the first African-American superhero in mainstream comic books.

As the superhero Falcon, Wilson uses mechanical wings to fly, and has limited telepathic and empathic control over birds. Following Steve Rogers's retirement, Wilson becomes the newest Captain America in All-New Captain America #1 (January 2015) and leader of the Avengers.





MESH:   falcon_mcu_DETOURNE_ME
SKIN:    future_fight
MATERIAL:        Flesh
WEIGHT (lbs):   190
AI:   CZeroCost
VOICE:    [EL_DIABLO]

STATS







Strength: 3    Normal
Speed: 4    Fast
Agility: 6   Extremely Agile
Endurance: 4    Hardy
Energy:3    Minor  Energy

ATTRIBUTES

This Falcon build is a mix between the comic version and the MCU version. I kept his military background from the MCU, giving him coordinator and body armor.  From the comic version, i kept his psychic link with Redwing, which is originally a bird, not a drone.








a) Flier :   Falcon can fly.
b)Private Army (grade 1):     Falcon is accompanied by Redwing.
c) Danger Sense:    Falcon's visor protect him from blinding attacks.
c) Nimble Flier:   Has a bonus in agility when flying.
c) Falcon (combo):    Composed of:
- Aerial Scout: When in the air, Falcon can see every enemy in the map.
- Body Armor 02: Falcon has 2 points of armor.
- Coordinator: Falcon has a leadership talent.
- Enhanced Senses: Falcon has a psychic link with Redwing, that allows him to see through Redwing's eyes.

POWERS

In the power build, i used military guns proficiency [mcu version]  and also kept the proficiency with the offensive use of his wings, to melee attack, form gusts of wind, and throw piercing feathers.












a) wing attack (Melee):
Falcon attacks the enemy with his wings.
             
             DamageType:          Piercing
             Magnitude:           Medium
             Energy Point Cost:   None
             Stun:                Low
             Knockback:           Medium
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               3
             Animation Name:      melee_wing
             Attached FX Name: theant_punch

b) gun shot  (ranged-projectile):
Falcon shoots 3 bullets from his gun.
             
   DamageType:          Piercing
             Magnitude:           Low
             Energy Point Cost:   None
             Stun:                None
             Knockback:           None
             Swiftness:            Fast
   Range:      Long
   Accuracy:   High
             Level:               3
             Animation Name:      ranged_gun_right_burst
             Attached FX Name:    blackjack_pistolshots                   
             

d) razor storm (ranged-projectile):
Falcon shoots 3 piercing feathers from his wings that spread through the air. Cost 1 EP.

[M25AI NOTES: Used only on a 'not alone' enemy]

             DamageType:          Piercing
             Magnitude:           Low
             Energy Point Cost:   Low
             Stun:                Medium
             Knockback:           None
             Velocity:           Fast
   Range:      Medium
   Accuracy:   High
   Flight Spawn:      4
             Level:               3
             Animation Name:      ranged_3
             Attached FX Name:    wp_falcon_flechette

e) twin pistols (ranged-projectile):
Falcon shoots 5 bullets from his guns. Cost 1 EP.

            DamageType:          Piercing
             Magnitude:           Low
             Energy Point Cost:   Low
             Stun:                None
             Knockback:           None
             Swiftness:            Fast
   Range:      Long
   Accuracy:   High
             Level:               3
             Animation Name:      ranged_two_guns
             Attached FX Name:    blackjack_pistolshots

f) cable claw (ranged-beam):
The Falcon throws his cable claw to pull flying enemies to the ground. A "pull" ffx state swap. Cost 1 EP.
[M25AI NOTES: Used only on 'flying' enemies and 50% of times 'pct=50']

            DamageType:          Increase speed
             Magnitude:           Low
             Energy Point Cost:   Low
             Stun:                None
             Knockback:           None
             Radius:              None
   Range:      Medium
   Accuracy:   High
             Level:               3
             Animation Name:      ranged
             Attached FX Name:   wp_whip_cat_tangle
             

g) wing flap (ranged - cone):
Falcon flap his wings to create a small tornado. Cost 1 EP.

[M25AI NOTES: Used only on enemies that are 'higherhealthpct 50' and 'not alone']

            DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   Low
             Stun:                None
             Knockback:           High
   Swiftness: Fast
   Angle: Medium
   Radius:      Short
             Level:               3
             Animation Name:      ranged_3
             Attached FX Name:    storm_wind_cone_center
   


h)razor flight (Special - Afterburner)
Falcon can use 1 EP to boost his flying speed.

             Special Type:               Afterburner
             Ep Cost:      Low
             Level:                       3
             Animation Name:       fly
             Attached FX Name:    flying_alien_warrior
                                           
f) Frag Grenade (Ranged - Projectile):
Falcon can throw a crushing grenade that does medium dmg to a small area. Cost 2 EP.

[M25AI NOTES: Used only on enemies that are 'not alone']

             Damage Type:          Crushing
             Magnitude:      Medium
   EP Cost:   Medium
   Stun:      None
   Knockback:   High
   Swiftness:   Slow
   Radius:      Small
   Accuracy:   Medium
             Level:               3
             Animation Name:     ranged_2
             Attached FX Name:    libertylad_grenade                  Power Flags:       Grenade

f) Razor Wings (Passive Defense):
Falcon can block 25% of all incoming physical and energy damage with his wings


             Block Type:          Normal
             Success:      Occasional (25%)
   Level:               3
             Animation Name:     ranged_3
             Attached FX Name:    sky_king_bulletproof
   Damage Blocked:   Crushing
            Piercing
            Energy
   Attacks Blocked:   Melee
            Ranged               


------------------------------------------------------------
M25 AI File: FALCON
------------------------------------------------------------                         
                                 
Spoiler
Quote
['mvh falcon',
   ["target enemy",
      'weakness_piercing',
      'blaster',
      'villain',
   ],
   ["timer", 'auto',
      'TUseRemedy()',
      "TFleeMelee(mindist='medium',movetype='fly',subtype='flying or strongerthan',time=0.88)",
      "TFleeMelee(mindist='medium',movetype='fly',situation='lowerhealthpct 50',time=0.88)",
      'TFleeMelee(type="any",subtype="emitting_damage",time=0.88)',
      "TRangedExplosive('frag grenade',subtype='not alone',time=1.8)",
      "TRanged('twin pistols',time=3.0)",
      "TRanged('cable claw',type='enemy',subtype='flying',pct=50,time=1.79)",
      "TRangedCone('wing flap',subtype=['higherhealthpct 50','not alone'],time=2.08)",
      "TRanged('razor storm',subtype='not alone',time=1.52)",
      "TAfterburner('razor flight',time=1.19)",
      "TMelee('wing attack',time=2.08)",
      "TRanged('gun shot',time=2.39)",
      'TMoveTo(mindist=\'short\' ,movetype="fly",subtype="not emitting_damage",time=0.88)',
   ],
   ['subtype',
      'hunter',
      'hero',
   ],
]

------------------------------------------------------------
Skin Pack: FALCON
------------------------------------------------------------

http://www.mediafire.com/file/fmu86m8krclrgn0/skins.rar/file

Contains:
- All New All Different Falcon
- Captain Falcon
- Civil War
- INK-MURS skin adapted for falcon_mcu_DETOURNE_ME
Spoiler


oktokels

#152
 The Falcon's Sidekick 

------------------------------------------------------------
Hero File: REDWING 
------------------------------------------------------------
Spoiler


Quote from: MARVEL DatabaseRedwing is a falcon that was bought by Sam Wilson in Rio. The two share a telepathic link, a result of the Red Skull's manipulation of the Cosmic Cube.





MESH:   eagle_BAMPHALAS
SKIN:    redwing
MATERIAL:        Flesh
WEIGHT (lbs):   50
AI:   CZeroCost
VOICE:    []

STATS







Strength: 2    Weak
Speed: 4    Fast
Agility: 4   Agile
Endurance: 4    Hardy
Energy:4    Powerful

ATTRIBUTES

Redwing is a basic flying melee character.








a) Claws :   Redwing has talons.
b)Aerial Scout:     When flying, Redwing can see all enemies in the map.
c) Flier:    Redwing can fly.
c) Nimble Flier:   Has a bonus in agility when flying.
c) Sidekick (combo):    Redwing is the Falcon's sidekick.

POWERS
At one point in the story of marvel comics, Redwing used a sonic cannon. Ben_Reilly states that this cannon does high energy damage to enemies. I decided to keep this power, just to see a variety in the power set of Redwing, but lowered his damage to low and keep a high stun %.





a) bird melee (Melee):
Redwing attacks the enemy when he lands.
             
             DamageType:          Piercing
             Magnitude:           Low
             Energy Point Cost:   None
             Stun:                Medium
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               3
             Animation Name:      melee_2
             Attached FX Name: evilfemale_scratch

b) flying melee (ranged-projectile):
Redwing attacks when flying.
             
   DamageType:          Piercing
             Magnitude:           Low
             Energy Point Cost:   None
             Stun:                Medium
             Knockback:           None
             Swiftness:            Normal
   Range:      Short
   Accuracy:   High
             Level:               3
             Animation Name:      flying_melee
             Attached FX Name:    flying_melee                   
             

d) sonic cannon (ranged-beam):
A high pitch screech that can stun enemies. Cost 1 EP.


             DamageType:          Energy
             Magnitude:           Low
             Energy Point Cost:   Low
             Stun:                High
             Knockback:           None
             Velocity:           Fast
   Range:      Medium
   Accuracy:   Medium
        Power Flags:  Penetrating
             Level:               3
             Animation Name:      ranged_2
             Attached FX Name:    seaurchin_sonicray


------------------------------------------------------------
M25 AI File: REDWING
------------------------------------------------------------                         
                                 
Spoiler
Quote
['x mv redwing',
   ["target enemy",
      'weakness_ranged_energy',
      'weakness_melee_piercing',
      'weakness_ranged_piercing',
      'blaster',
      'villain',
   ],
   ["timer", 'auto',
      'TUseRemedy()',
      "TFleeMelee(mindist='ranged_min',movetype='fly',time=1.0)",
      'TFleeMelee(type="any",subtype="emitting_damage",time=1.0)',
      "TRanged('sonic cannon',time=2.0)",
        "TRanged('flying melee',mindist=0,situation='flying',time=3)",
      "TMelee('melee',time=4.16)",
      'TMoveTo(mindist=\'short\' ,movetype="fly",subtype="not emitting_damage",time=1.0)',
   ],
   ['subtype',
      'hunter',
      'feral',
      'hero',
   ],
]

------------------------------------------------------------
Skin Pack: REDWING
------------------------------------------------------------

http://www.mediafire.com/file/fgxjbg1c01t5ndw/redwing.rar/file

Contains:
- Recolored skin for eagle_BAMPHALAS
Spoiler


detourne_me

 :thumbup:
Love seeing all these innovative herofiles!  Your skin packs are pretty cool, too.

oktokels

Quote from: detourne_me on February 15, 2021, 08:42:13 PM
:thumbup:
Love seeing all these innovative herofiles!  Your skin packs are pretty cool, too.

Hey Detourne ME ! Thanks ! Been using a lot of your meshes and skins to make these hero files, so, thanks again !  :thumbup: :doh:

One question regarding mcu_falcon: I couldnt make the transparency of the wings to work properly. I tried changing the files from .dds to .tga, tried to change the .refl file, tried to make another transparency effect over the extras.dds, but nothing. It shows a semi-transparent grey area over the parts that should be invisible. Any clues about this??? 

Also i changed the keyframes of mcu_falcon to make a ranged animation that used his wings. I made a copy of melee_wing and changed it to a ranged animation so i could make use of his wings to throw stuff.  I think it worked perfectly for the mcu+comics build that i wanted.  :thumbup: :thumbup:

Next, a dc hero that's ELECTRIC !!

detourne_me

Hi, I'm not sure about the alphas... dod you also alpha out the refl and glow files? That might be one issue, im not sure.

Good stuff on mixing up the keyframes to suit your needs!

oktokels

#156
Aren't you in for a SHOCK :wacko: :wacko:

------------------------------------------------------------
Hero File: BLACK LIGHTNING 
------------------------------------------------------------
Spoiler

Quote from: DC DatabaseJefferson Pierce is Black Lightning,  a super-hero with the ability to generate and control lightning. Originally he was a high school principal and Olympic-level athlete who became a vigilante to take down organized crime in Metropolis' Suicide Slum. Eventually he would become a member of Batman's team of Outsiders for many years, although he retired briefly to become secretary of education under president Lex Luthor. He returned to crime-fighting, though, as a member of the Justice League. Black Lightning was created by Tony Isabella and Trevor von Eeden, first appearing in Black Lightning #1. (1977)





MESH:   black_lightning_REN
SKIN:    legends
MATERIAL:        Flesh
WEIGHT (lbs):   170
AI:   CZeroCost
VOICE:    [THUG]

STATS







Strength: 3    Normal
Speed: 4    Fast
Agility: 5   Very Agile
Endurance: 4    Hardy
Energy:4    Powerful

ATTRIBUTES

Black Lightning has the ability to generate and channel huge amounts of electrical and electrostatic energy, with very high ability. His attribute build revolves around electrical skills and buffs. His build has taken inspiration from comics, videogames and animated movies.








a) Black Lightning (combo) :   Composed of:
- Acrobatic: Black Lightning is a olympic-level decathlete. He has talent for acrobatics and tumbling.
- Alternate Current: Black Lightning can absorb energy from electrical sources. [target type:isElectricalGrid/Effect:drawEnergy/Radius:100]
- Magnetic: Black Lightning has magnetic manipulation at a basic level. [mostly used for attacking robots, less used for telekinetic purposes]
- Spiny: A bio-electrical counter, aplies electric damage to an enemy when it deals damage to Black Lightning. [DamageExplosion:ffx_shortcircuit]
b)Charged:     Adds electrical dmg to all melee attacks and buff electrical resistance.
c) Current Sapper:    Adds bonus strength when near an electrical source.
c) Danger Sense:   Black Lightning forms a low level electric field around him that gives him 360˚ awareness and lets him function when blinded .
c) Glider:    Black Lightning can launch himself into the air using electricity, for a short period of time.

POWERS
Black Lightning can generate raw electricity which courses through his body, which he has learned to manipulate and control for offensive and defensive uses.












a) Basic Melee (Melee):
A basic melee attack for use when Black Lightning runs out of energy points.
             
   DamageType:          Crushing
   Magnitude:           Low
   Energy Point Cost:   None
   Stun:                Low
   Knockback:           None
   Swiftness:           Normal
   Arc:                 No Arc
   Level:               3
   Animation Name:      melee
   Attached FX Name: theant_punch

b) Electric Blast (Ranged-Beam):
The  classic electric bolt that Black Lightning shoots out of his hands. Cost 1 EP.
             
   DamageType:      Electrical
   Magnitude:      High
   Energy Point Cost:   Low
   Stun:         None
   Knockback:      High
   Swiftness:      Very Fast
   Range:         Long
   Accuracy:      Medium
   Level:         3
   Animation Name:   ranged_3
   Attached FX Name:       manowar_bolt                   
             

d) Electrical Shock(Melee):
Black Lightning grabs his enemy and shocks. Cost 1 EP.

   DamageType:          Electrical
   Magnitude:           Very High
   Energy Point Cost:   Low
   Stun:                Very High
   Knockback:           None
   Velocity:           Fast
   Swiftness:      Fast
   Level:               3
   Animation Name:      melee_5
   Attached FX Name:    manowar_electric_arc

e) Static Cage (Ranged-Beam):
Black Lightning traps an enemy in an electric arc. A "ranged grapple" ffx state swap, i tried to make it a "ranged grapple CD" with electrical damage, but it seems that i have some troubles with power.dat. Cost 1 EP.

[M25AI NOTES: Used when 'not alone' and fighting an enemy that is 'lowerstrength 5' and 'lowerhealthpct 50' ]

   DamageType:          Density Max
   Magnitude:           Very High
   Energy Point Cost:   Low
   Stun:                None
   Knockback:           None
   Swiftness:            Very Fast
   Range:      Long
   Accuracy:   Medium
   Level:               3
   Animation Name:      ranged_3
   Attached FX Name:    manowar_bolt

f) Electro-portation (Special - Teleport):
Black Lightning can teleport using electrical conduits. Cost 1 EP.

[M25AI NOTES: Used to escape when 'lowerhealthpct 50' ]

   SpecialType:          Teleport Self
   Energy Point Cost:   Low
   Level:               3
   Animation Name:      area_2
   Attached FX Name:   bullet_electrify
             

g) Chained Lightning (Ranged - Projectile):
Black Lightning fires a chained electrical bolt. Cost 2 EP.

[M25AI NOTES: Used only on enemies that are 'not alone']

   DamageType:   Electrical
   Magnitude:   Very High
   Energy Point Cost:   Medium
   Stun:   High
   Knockback:   High
   Swiftness:   Fast
   Radius:   None
   Range:   Long
   Accuracy:   Medium
   Level:               3
   Power Flag:   Chained
         Enemies Only
   Animation Name:      ranged_4_a
   Attached FX Name:    electro_projectile_chain
   


h) Lightning Strike (Direct)
Black Lightning calls down a lightning from the sky.  Cost 2 EP.

   DamageType:   Electrical
   Magnitude:   Very High
   Energy Point Cost:   Medium
   Stun:   Very High
   Knockback:   None
   Range:   Long
   Level:               3
   Animation Name:       direct
   Attached FX Name:    electro_blast
                                           
f) Electrical Shield (Passive Defense):
Black Lightning can block 25% of all incoming physical damage with his electric field.

   Block Type:          Normal
   Success:      Occasional (25%)
   Level:               3
   Animation Name:     None
   Attached FX Name:    electric_block_passive
   Damage Blocked:   Crushing
            Piercing
            Fire
            Cold
   Attacks Blocked:   Melee
            Ranged

f) Electric Absorption(Passive Defense):
Black Lightning can absorb 50% of all incoming energy damage with his electrical field.

   Block Type:          Absorb
   Success:      Frequent (50%)
   Level:               3
   Animation Name:     active_defence
   Attached FX Name:    electric_block_passive
   Damage Blocked:   Energy
            Electrical
            Radiation
   Attacks Blocked:   Melee
            Ranged
            Area
            Direct            


------------------------------------------------------------
M25 AI File: BLACK LIGHTNING
------------------------------------------------------------                         
                                 
Spoiler
Quote
['dc black lightning',
   ["target enemy",
      'weakness_direct_electrical',
      'weakness_ranged_electrical',
      'weakness_melee_crushing',
      'weakness_melee_electrical',
      'tank',
      'villain',
      'gotham',
   ],
   ["timer", 'auto',
      'TUseRemedy()',
      "TFleeMelee(mindist='ranged_min',movetype='fly',subtype='strongerthan or not alone',time=0.88)",
      'TFleeMelee(type="any",subtype="emitting_damage",time=0.88)',
      "TTeleportAway('electroportation',situation='lowerhealthpct 50',objectdist=300,time=2.31)",
      'TMoveTo(mindist=100,subtype="electrical",situation="lowerenergy 33",time=0.88)',
      'TMagneticCustom()',
      "TRanged('chained shock',subtype='not alone',time=2.72)",
      "TDirect('lightning strike',time=4.0)",
      "TRanged('static cage',situation='not alone',subtype=['lowerstrength 5','lowerhealthpct 50'],time=2.51)",
      "TMelee('electric shock',time=2.52)",
      "TRanged('electro-blast',time=2.51)",
      "TMelee('basic melee',time=1.39)",
      'TMoveTo(mindist=\'short\' ,subtype="not emitting_damage",time=0.88)',
   ],
   ['subtype',
      'blaster',
      'gotham',
      'hero',
   ],
]

------------------------------------------------------------
Skin Pack: BLACK LIGHTNING
------------------------------------------------------------

http://www.mediafire.com/file/ms1rc8wmq25e59y/legends.rar/file

Contains:
- DC Legends Black Lightning
Spoiler


spydermann93

Very cool stuff as usual, Ok!

You can check to see if the wings in the mesh has a NiAlphaProperty attached to it. If it does not, right-click on the wings and select Node > Attach Property > NiAlphaProperty.

Once you have your NiAlphaProperty, right-click it and go to Flags. I use these settings:

(checked) Enable Blending
Source Blend Mode: Src Alpha
Destination Source Blend Mode: Inv Src Alpha
(checked) Enable Testing
Alpha Test Function: Greater
Alpha Test Threshold: 125
(unchecked) No Sorter

oktokels

Quote from: spydermann93 on February 17, 2021, 09:44:31 PM
Once you have your NiAlphaProperty, right-click it and go to Flags. I use these settings:

(checked) Enable Blending
Source Blend Mode: Src Alpha
Destination Source Blend Mode: Inv Src Alpha
(checked) Enable Testing
Alpha Test Function: Greater
Alpha Test Threshold: 125
(unchecked) No Sorter


Hey man, i tried your method but it didn't work, i think must be something with the textures or something like that  :banghead: :banghead:
Thanks anyway for the help   :thumbup:

oktokels

#159
You have great RAGE in your heart  !!!!!!!!!!!!!!!!!

------------------------------------------------------------
Hero File: ATROCITUS 
------------------------------------------------------------
Spoiler

Quote from: DC DatabaseAtrocitus is the leader and founder of the Red Lantern Corps, an antagonist to Green Lantern. His power ring is fueled by rage, as his entire family on Ryut was killed by the Guardians' malfunctioning Manhunter androids during the massacre of Sector 666. This has led him to declare revenge on the Guardians, which he intends to accomplish through destroying the Green Lantern Corps. He has also been a member of the Empire of Tears, the Five Inversions and the New Guardians. Atrocitus was created by Geoff Johns and Ethan Van Sciver, first appearing in Green Lantern (Volume 4) #25. (2007)





MESH:   atrocitus_SICKALICE
SKIN:    legends
MATERIAL:        Flesh
WEIGHT (lbs):   350
AI:   CZeroCost
VOICE:    [FROZEN_GIANT]

STATS







Strength: 6    Extremely Strong
Speed: 4    Fast
Agility: 5   Very Agile
Endurance: 6    Extremely Hardy
Energy:4    Powerful

ATTRIBUTES


Atrocitus attributes revolve around the abilities that the red ring gives him, included the ability to fly, to absorb the rage of himself and others and to vomit plasma that produces a variety of effects on the enemy. Atrocitus has a magic background in the use of blood magic, so i gave him some mental and mystical protections. Atrocitus, even without the ring, can defend himself pretty well, he is a physically powerful being capable of great strength and resistance to injury.








a) Red Lantern (combo) :   Composed of:
- Fast Flier: By the manipulation of anti-gravitons and directed molecular movement, the ring allows the user to fly at incredible speeds.

- Fast Healing: Has the ability to repair minor injuries in himself.

- Hatemonger: The rage and hatred of a individual Red Lantern empowers their abilities as well as the rage and hatred of others.
[effect:drawEnergy/Radius:200/FX:ffx_lifedrain]

- Immortal: The ring provides unearthly life support when required, Red Lanterns are difficult to kill.

- Metal Eater: The plasma that red lanterns vomit, produces a series of debuff on enemies. When they are close enough to irradiated enemies a life drain is activated.
[TargetType:isIrradiated/Effect:leechHealth/Radius:100/FX:ffx_lifedrain]

- Urban Dweller: The plasma that red lanterns vomit, produces a series of debuff on enemies. When they are close enough to irradiated enemies a energy drain and speed drain is activated.
[TargetType:isIrradiated/Effect:leechEnergyAgilandSpeed/Radius:200/FX:ffx_lifedrain]

b) Private Army 1:     Atrocitus is acompanied by Dex Starr, a cat red lantern.
c) Flier:    The ring allows the wearer to fly in atmosphere or in space.
d) Claws:   Atrocitus has a piercing dmg bonus in all his melee attacks.
e) Level Headed:    Atrocitus is very adept with blood magic, he has protections against mental and mystical attacks.

POWERS

The rings use red energy, supplied by a Power Battery, which in most cases takes the form of red light. A Red Lantern's ring is one of the most powerful weapons in the known Universe. Red Lantern's ring, has the ability to affect and use fundamental forces of the known universe, including electromagnetic energies such as gravity, radiation, heat, light, and powerful blasts of concussive force. The ring can also create fields of force formed from an unknown energy that was bound by the users' will. The limitations of such use are the skill, knowledge and imagination of the user.













a) Basic Melee (Melee):
A basic melee attack.
             
   DamageType:          Crushing
   Magnitude:           High
   Energy Point Cost:   None
   Stun:                None
   Knockback:           High
   Swiftness:           Normal
   Arc:                 No Arc
   Level:               3
   Animation Name:      melee_4
   Attached FX Name: bluedarkmen_rend

b) Berserker Rage (Special - Blind Justice):
Atrocitus can enter a state of mindless rage, with increased energy regen, but without any control.

[M25AI NOTES: Used when  'not flying',  'alone 300'  and  'not enraged' ]

   SpecialType:      Blind Justice
   Energy Point Cost:   None
   Level:         3
   Animation Name:   area_2
   Attached FX Name:       wraith_manta_teleportation                   
             

c) Raging Charge (Melee):
Atrocitus attacks with red energy fueled fists. Cost 1 EP.

   DamageType:          Energy
   Magnitude:           High
   Energy Point Cost:   Low
   Stun:                None
   Knockback:           High
   Swiftness:      Normal
   Level:               3
   Animation Name:      melee_2
   Attached FX Name:    energy_punch

d) Blood Curse (Ranged-Beam):
Atrocitus uses the Red Lantern to transform an enemy into a red lantern. Cost 1 EP.

[M25AI NOTES: Used on enemies that are 'higherstrength 5' and 'not enraged' ]

   DamageType:          Rage
   Magnitude:           High
   Energy Point Cost:   Low
   Stun:                None
   Knockback:           None
   Swiftness:            Fast
   Range:      Short
   Accuracy:   High
   Level:               3
   Animation Name:      ranged_9
   Attached FX Name:    red_chercola_jet_l

e) Crimson Fire (Ranged Cone):
Atrocitus vomits a focused fire cone that does concussive force damage. Cost 1 EP.

   DamageType:      Heat
   Magnitude:      Very High
   Energy Point Cost:      Low
   Stun:      None
   Knockback:      High
   Swiftness:      Normal   
   Angle:      Narrow
   Range:      Short
   Level:               3
   Animation Name:      ranged_3
   Attached FX Name:   fire_cone_red
             

f) Plasma Vomit (Ranged - Cone):
Atrocitus vomits plasma over a wide area. Cost 1 EP. The plasma does radiation damage over time, decreases speed and activates a energy drain and life drain when atrocitus is near enough.

[M25AI NOTES: Used only on enemies that are 'not irradiated']

   DamageType:   Irradiate
   Magnitude:   High
   Energy Point Cost:   Low
   Stun:   None
   Knockback:   None
   Swiftness:   Normal
   Angle:      Wide
   Range:      Short
   Level:               3
   Animation Name:      area_3
   Attached FX Name:      fire_cone_red
   


g) Rage Weapon (Ranged - Projectile)
Atrocitus makes a red energy construct that does a small AOE.  Cost 2 EP.

[M25AI NOTES: Used only on enemies that are 'not alone']

   DamageType:   Energy
   Magnitude:   High
   Energy Point Cost:   Medium
   Stun:   None
   Knockback:   High
   Swiftness:      Slow
   Radius:      Small
   Range:      Medium
   Accuracy:      Medium
   Level:               3
   Animation Name:       ranged_10
   Attached FX Name:    rl_blood_mace
   Power Flags:      Homing
                                           
h) Energy Blast (Ranged - Beam):
Atrocitus fires an energy beam from his ring.

   DamageType:   Energy
   Magnitude:   Extreme
   Energy Point Cost:   Medium
   Stun:   None
   Knockback:   Extreme
   Swiftness:      Very Fast
   Range:      Medium
   Accuracy:      Medium
   Level:               3
   Animation Name:       ranged_8
   Attached FX Name:    sentinel_chest_plasma_r

i) Red Pillar (Area):
Atrocitus attacks with an energy explosion that does high damage to all enemies arouond him. Cost 2 EP.

[M25AI NOTES: Used only when 'alone' and 'swarmed']

   DamageType:   Energy
   Magnitude:   High
   Energy Point Cost:   Medium
   Stun:   None
   Knockback:   High
   Radius:      Small
   Level:               3
   Animation Name:       area
   Attached FX Name:    aff_boom_red
   Power Flags:      Ground Targets Only            

i) Force Field (Passive Defense):
Atrocitus creates an energy shield that blocks 75% of all damage except mental and mystical.

   Block Type:          Normal
   Success:      Very Frequent (75%)
   Level:               3
   Animation Name:     dodge_left
   Attached FX Name:    rl_absorb
   Damage Blocked:   Crushing
            Piercing
            Energy
            Electrical
            Radiation
            Acid
            Cold
            Fire
   Defense Flags:      Always Active
   Attacks Blocked:   Melee
            Ranged
            Area
            Direct            


------------------------------------------------------------
M25 AI File: ATROCITUS
------------------------------------------------------------                         
                                 
Spoiler
Quote
['dcv atrocitus',
   ["target enemy",
      'weakness_ranged_energy',
      'weakness_ranged_fire',
      'weakness_melee_energy',
      'not flying',
      'tank',
      'hero',
      'lantern',
   ],
   ["timer", 'auto',
      'TUseRemedy()',
      'TFleeMelee(type="any",subtype="emitting_damage",time=0.88)',
      "TMoveTo(type='any',subtype='enraged',mindist=200)",
      "TMoveTo(situation='hurt',type='any',subtype='irradiated',mindist='melee')",
      "TEmpathy('berserker rage',situation=['not flying','alone 300','not enraged'])",
                "TArea('red pillar',situation=['alone','swarmed'],time=1.63)",
      "TRanged('rage weapon',subtype='not alone',time=1.63)",
      "TRanged('energy blast',time=2.51)",
      "TRanged('blood curse',subtype=['higherstrength 5','not enraged'],time=3.8)",
      "TRanged('plasma vomit',subtype='not irradiated',time=1.55)",
      "TRanged('crimson fire',time=3.19)",
      'TLand()',
      "TMelee('raging charge',time=2.19)",
      "TMelee('basic melee',time=1.4)",
      'TMoveTo(mindist=\'short\',movetype="fly",time=0.88,subtype=["not emitting_damage","flying"])',
      'TMoveTo(mindist="melee",movetype="fly",subtype=["not emitting_damage","not flying"],time=0.88)',
   ],
   ['subtype',
      'blaster',
      'lantern',
      'villain',
      'cosmic',
   ],
]

------------------------------------------------------------
Skin Pack: ATROCITUS
------------------------------------------------------------

http://www.mediafire.com/file/igr22xsydpx1cba/legends.rar/file

Contains:
- DC Legends Atrocitus
Spoiler


oktokels

#160
Atrocitus Sidekick  :verf :verf

------------------------------------------------------------
Hero File: DEX STARR 
------------------------------------------------------------
Spoiler

Quote from: DC DatabaseDex-Starr is a Red Lantern from Sector 2814. Originally a housecat on Earth named Dexter, he became filled with rage when his owner was murdered. Because of this, he was recruited into the Red Lantern Corps. Dex-Starr was created by Shane Davis, first appearing in Final Crisis: Rage of the Red Lanterns #1. (2008)





MESH:   dex_starr_SICKALICE
SKIN:    standard
MATERIAL:        Flesh
WEIGHT (lbs):   80
AI:   CZeroCost
VOICE:    []

STATS







Strength: 2    Weak
Speed: 4    Fast
Agility: 3   Agile
Endurance: 3    Normal
Energy:5    Very Powerful

ATTRIBUTES

Dex Starr attributes revolve around the abilities that the red ring gives him, included the ability to fly, to absorb the rage of himself and others and to vomit plasma that produces a variety of effects on the enemy.








a) Red Lantern (combo) :   Composed of:
- Fast Flier: By the manipulation of anti-gravitons and directed molecular movement, the ring allows the user to fly at incredible speeds.
- Fast Healing: Has the ability to repair minor injuries in himself.
- Hatemonger: The rage and hatred of a individual Red Lantern empowers their abilities as well as the rage and hatred of others. [effect:drawEnergy/Radius:200/FX:ffx_lifedrain]
- Immortal: The ring provides unearthly life support when required, Red Lanterns are difficult to kill.
- Metal Eater: The plasma that red lanterns vomit, produces a series of debuff on enemies. When they are close enough to irradiated enemies a life drain is activated.
[TargetType:isIrradiated/Effect:leechHealth/Radius:100/FX:ffx_lifedrain]

- Urban Dweller: The plasma that red lanterns vomit, produces a series of debuff on enemies. When they are close enough to irradiated enemies a energy drain and speed drain is activated.
[TargetType:isIrradiated/Effect:leechEnergyAgilandSpeed/Radius:200/FX:ffx_lifedrain]

b) Tracking:     Dex Starr can track enemies.
c) Flier:    The ring allows the wearer to fly in atmosphere or in space.
d) Claws:   Dex Star has a piercing dmg bonus in all his melee attacks.
e) Sidekick (combo):    Dex Starr is Atrocitus sidekick.

POWERS

The rings use red energy, supplied by a Power Battery, which in most cases takes the form of red light. A Red Lantern's ring is one of the most powerful weapons in the known Universe. Red Lantern's ring, has the ability to affect and use fundamental forces of the known universe, including electromagnetic energies such as gravity, radiation, heat, light, and powerful blasts of concussive force. The ring can also create fields of force formed from an unknown energy that was bound by the users' will. The limitations of such use are the skill, knowledge and imagination of the user.








a) Cat Pounce (Melee):
A basic melee attack.
             
   DamageType:          Piercing
   Magnitude:           Very Low
   Energy Point Cost:   None
   Stun:                Low
   Knockback:           None
   Swiftness:           Fast
   Arc:                 No Arc
   Level:               3
   Animation Name:      melee_pounce
   Attached FX Name: evilfemale_scratch

b) Berserker Rage (Special - Blind Justice):
Dex Starr can enter a state of mindless rage, with increased energy regen, but without any control.

[M25AI NOTES: Used when  'alone 300'  and  'not enraged' ]

   SpecialType:      Blind Justice
   Energy Point Cost:   None
   Level:         3
   Animation Name:   area_roar
   Attached FX Name:       wraith_manta_teleportation                   
             

c) Rage Bolt (Ranged Projectile):
Dex Starr fires a red energy bolt. Cost 1 EP.

   DamageType:          Energy
   Magnitude:           High
   Energy Point Cost:   Low
   Stun:                None
   Knockback:           Medium
   Swiftness:      Fast
   Range:      Medium
   Accuracy:      Medium
   Level:               3
   Animation Name:      ranged
   Attached FX Name:    cyclops_shot

d) Blood Vomit (Ranged-Cone):
Dex Starr vomits plasma all over the  enemies. Cost 1 EP.

[M25AI NOTES: Used on enemies that are 'not irradiated' ]

   DamageType:          Irradiate
   Magnitude:           High
   Energy Point Cost:   Low
   Stun:                None
   Knockback:           None
   Swiftness:            Fast
   Angle:      Narrow
   Range:      Short
   Level:               3
   Animation Name:      ranged
   Attached FX Name:    fire_cone_red

i) Force Field (Active Defense):
Dex Starr creates a force field that protects him and his friends.

   Block Type:          Normal
   EP Cost:      Low
   Duration:   Medium
   Level:               3
   Animation Name:     area_roar
   Attached FX Name:    aff_shield_red
   Damage Blocked:   Crushing
            Piercing
            Energy
            Electrical
            Radiation
            Acid
            Cold
            Fire
   Defense Flags:      Remote Use
   Attacks Blocked:   Melee
            Ranged         


------------------------------------------------------------
M25 AI File: DEX STARR
------------------------------------------------------------                         
                                 
Spoiler
Quote
['x dcv dex starr',
   ["target enemy",
      'weakness_ranged_energy',
      'weakness_melee_piercing',
      'not irradiated',
   ],
   ["timer", 'auto',
      'TUseRemedy()',
      "TFleeMelee(mindist='ranged_min',movetype='fly',time=0.43)",
      'TFleeMelee(type="any",subtype="emitting_damage",time=0.43)',
      "TMoveTo(type='any',movetype='fly',subtype='enraged',mindist=200)",
      "TMoveTo(situation='hurt',movetype='fly',type='any',subtype='irradiated',mindist='melee')",
      "TEmpathy('berserker rage',situation=['alone 300','not enraged'])",
      "TActiveDefenseRemote('force field',type='friend',subtype='lowerhealthpct 25',mindist=0,time=1.0)",
      "TActiveDefense('force field',subtype='not alone or strongerthan',mindist=0,time=1.0)",
      "TRangedCone('blood vomit',subtype='not irradiated',time=1.33)",
      "TRanged('rage bolt',time=1.33)",
      "TMelee('cat pounce',time=1.83)",
      'TMoveTo(mindist=\'short\' ,movetype="fly",subtype="not emitting_damage",time=0.43)',
   ],
   ['subtype',
      'blaster',
      'lantern',
      'villain',
      'cosmic',
   ],
]

oktokels

#161
... Let's see what your power is against a master of LA SAVATE!

------------------------------------------------------------
Hero File: BATROC 
------------------------------------------------------------
Spoiler

Quote from: writeups.orgGeorges Batroc was an early foe of Captain America after his 1960s return. Mercenary, formerly of the French Foreign Legion. He is one of the most formidable unarmed combatants in the world. He has mastered numerous martial arts and is perhaps the world's leading master of Savate, the French art of kick boxing. He is an accomplished thief and smuggler.He has since continued to appear, both as part of Cap's rogue gallery (and occasionally as an ally) and as a street-level costumed mercenary clashing with innumerable heroes. He's a colourful and skilled martial artist, and often bands with similar mercenaries as Batroc's Brigade. Batroc was created by Stan Lee and Jack Kirby, first appearing in Tales of Suspense #75. (1966)





MESH:   batroc_GREN
SKIN:    batroc_vu
MATERIAL:        Flesh
WEIGHT (lbs):   190
AI:   CZeroCost
VOICE:    [BLITZKRIEG]

STATS







Strength: 3    Normal
Speed: 5    Very Fast
Agility: 7   Extraordinariliy Agile
Endurance: 5    Very Hardy
Energy:3    Minor Energy

ATTRIBUTES

Batroc has no superhuman powers; however, he constantly pushed his own limits with pinnacle of training until he was capable of achieving near-superhuman feats of acrobatics. Batroc's unique ability is leaping. His jumping skills is superior to any Olympic-level athlete who have ever competed. His leg muscles are even better developed, capable of leaping up to 10 feet in a single bound.








a) Jumper:   Batroc can leap long distances. He will use it mostly to get near alone targets.
'TSuperLeap(type="enemy",subtype="alone")',
b) Acrobatic:     Batroc is very acrobatic and can land on is feet.
c) Wrestler:    Batroc has a proficiency in wrestling and escaping wrestling holds.
d) Body Armor 02:   Batroc has 2 points of kevlar armor.
e) Neutralize:    Batroc has shown resistance to poison attacks.

POWERS

Savate, also known as boxe française, savate boxing, French boxing or French footfighting, is a French kickboxing combat sport that uses the hands and feet as weapons combining elements of English boxing with graceful kicking techniques. Because of this, Batroc uses mostly kicks in his build, even for defense.












a) Leaping Double (Melee):
Double kick, has great probability of stun or knockback one enemy.
             
   DamageType:          Crushing
   Magnitude:           Low
   Energy Point Cost:   None
   Stun:                Medium
   Knockback:           Medium
   Swiftness:           Normal
   Arc:                 No Arc
   Level:               3
   Animation Name:      melee_5
   Attached FX Name: bullet_chainedpunches

b) Flip Kick (Melee):
A flip kick that throws one enemy away. Cost 1 EP.
             
   DamageType:          Crushing
   Magnitude:           Medium
   Energy Point Cost:   Low
   Stun:                None
   Knockback:           High
   Swiftness:           Fast
   Arc:                 No Arc
   Level:               3
   Animation Name:      melee_up
   Attached FX Name:   theant_punch
   Power Flags:   Up Knockback

c) Shock Boots (Melee):
Weaponized boots occasionally used by Batroc. Sort of stun gun built into his boots which momentarily paralyze. Cost 1 EP.

   DamageType:          Electrical
   Magnitude:           Medium
   Energy Point Cost:   Low
   Stun:                Very High
   Knockback:           None
   Swiftness:      Fast
   Level:               3
   Animation Name:      melee
   Attached FX Name:    manowar_electric_arc

d) Tornado Kick (Area):
Batroc makes a tornado kick that damage all enemies around him. Cost 1 EP.

[M25AI NOTES: Used only when alone and swarmed ]

   DamageType:          Crushing
   Magnitude:           Low
   Energy Point Cost:   Low
   Stun:                Medium
   Knockback:           Medium
   Radius:            Short
   Level:               3
   Animation Name:      area_2
   Attached FX Name:    trex_stomp
   Power Flags:   Ground Targets Only

e) Whip Cane (Ranged Beam):
Batroc can pull flying enemies to the ground. Cost 1 EP.

[M25AI NOTES: Used only on flying enemies]

   DamageType:          Increase Speed
   Magnitude:           Very High
   Energy Point Cost:   Low
   Stun:                None
   Knockback:           None
   Swiftness:           Fast
   Range:      Medium
   Accuracy:   High
   Arc:                 No Arc
   Level:               3
   Animation Name:      ranged
   Attached FX Name:   wp_whip_cat_tangle

f) Savate Combo(Melee):
Batroc kicks 3 times with medium strength. Cost 2 EP.

   DamageType:   Medium
   Magnitude:   Medium
   Energy Point Cost:   Medium
   Stun:   Medium
   Knockback:   Medium
   Swiftness:   Fast
   Level:               3
   Animation Name:      melee_6
   Attached FX Name:    theant_punch
   


g) So-Mighty Kick(Melee)
Batroc jumps and kicks with an arc. Useful for fighting groups of enemies.  Cost 2 EP.

[M25AI NOTES: Used only on enemies that are 'not alone']

   DamageType:   Crushing
   Magnitude:   Medium
   Energy Point Cost:   Medium
   Stun:   High
   Knockback:   High
   Swiftness:   Fast
   Arc:   90
   Level:               3
   Animation Name:       melee_savate
   Attached FX Name:    bluedarkmen_rend
h) Leaping Escape (Special):
Batroc tumbles away in situations of danger.

[M25AI NOTES: Used only when 'lowerhealthpct 50' and on enemies that are 'not alone' or 'strongerthan']

   Special Type:          Tumble
   EP Cost:   None/Low
   Level:               3
   Animation Name:     tumble
   Attached FX Name:    libertylad_tumble

i) Savate Defense(Passive Defense):
Batroc can deflect 25% of incoming melee and ranged physical damage. He has really strong legs and, in the comics, he has deflected captain america's shield with just kicks.

   Block Type:          Deflect
   Success:      Occasional (25%)
   Level:               3
   Animation Name:     melee_b
   Attached FX Name:    sky_king_bulletproof
   Damage Blocked:   Crushing
            Piercing
   Attacks Blocked:   Melee
            Ranged         


------------------------------------------------------------
M25 AI File: BATROC
------------------------------------------------------------                         
                                 
Spoiler
Quote
['mv batroc',
   ["target enemy",
      'weakness_area_crushing',
      'weakness_melee_crushing',
      'weakness_melee_electrical',
      'not flying',
      'infiltrator',
       'hero',
   ],
   ["timer", 'auto',
      'TUseRemedy()',
      'TFleeMelee(type="any",subtype="emitting_damage",time=4.64)',
      "TTumbleAway('leaping escape',situation='lowerhealthpct 50',subtype='strongerthan or not alone',time=0.88)",
      "TMelee('so-mighty kick',subtype='not alone',time=4.0)",
      "TMelee('savate combo',time=3.59)",
      "TRanged('whip-cane',subtype='flying',pct=50,time=1.2)",
      "TArea('tornado kick',situation=['alone','swarmed'],time=1.39)",
      "TMelee('flip kick',subtype='higherhealthpct 50',time=2.8)",
      "TMelee('shock boots',time=2.4)",
      "TMelee('leaping double',time=4.0)",
      'TSuperLeap(type="enemy",subtype="alone")',
      'TMoveTo(mindist=\'medium\',time=4.64,subtype=["not emitting_damage","flying"])',
      'TMoveTo(mindist="melee",subtype=["not emitting_damage","not flying"],time=4.64)',
   ],
   ['subtype',
      'warrior',
      'villain',
   ],
]

------------------------------------------------------------
Skin Pack: BATROC
------------------------------------------------------------

https://www.mediafire.com/file/jzsq0fnjmidhces/batroc_vu.rar/file

Contains:
- Marvel Heroes Batroc
Spoiler


oktokels

#162
 Hello! I'm Ant-Man! Perhaps you've heard of me! I've come to help you!  :thumbup: :thumbup:

------------------------------------------------------------
Hero File: ANT-MAN 
------------------------------------------------------------
Spoiler

Quote from: MARVEL WikiAnt-Man is a legacy super-hero name, primarily associated with the ability to shrink in size. The original was Hank Pym; he was a founding member of the Avengers. Scott Lang took the name, an ex-con who broke into the New Jersey home of Dr. Henry Pym, and stole the Ant-Man's Suit. Lang has been a member of the Avengers, Fantastic Four and Future Foundation. Eric O'Grady took the mantle until his death. Ant-Man was created by Stan Lee and Jack Kirby, first appearing in Tales to Astonish #35. (1962)





MESH:   ant-man_DETOURNE_ME
SKIN:    standard
MATERIAL:        Flesh
WEIGHT (lbs):   170
AI:   CZeroCost
VOICE:    [THE_ANT]

STATS







Strength: 2    Weak
Speed: 4   Fast
Agility: 3  Normal
Endurance: 4    Hardy
Energy:4    Powerful

ATTRIBUTES

Ant-man's stats build is not so strong, but his main source of strength comes from his attributes. Ant-man can summon giant ants that fight for him, which give a huge advantage in any battle. He can use ants to attack and to fly. Not only that, he can transform into giant-man for 1 minute. Also his suit gives him some protections.








a) Levitate:   Ant-man can hover on top of a flying ant.
b) Cybernetic Brain:     Ant-man is a scientific genius. +1 accuracy and mental defenses.
c) Ant-man (combo):    Composed of:
- Accidental Change: Ant-Man can grow in size for 1 minute. [Trigger:isEnraged, New Form:giant-man,Revert Trigger:isMinuteUp]
- Body Armor 02: Ant-man has 2 points of body armor.
- Iron Guts: Ant-man's helmet makes him resistant to acid attacks.
- Nimble: Ant-man is difficult to hit.
- Nimble Flier: +bonus agility when flying.
- Private Army 1: Ant-man starts the fight with 2 or 3 giant ants that fight with him. [ant soldier,ant_worker]
- Summoner 3: Ant-man can summon giant ants. [Dummy power:Ant Swam, Disperse FX:effect_ant_hole,Minion1:ant_soldier,Minion2:ant_soldier_n,minion3:ant_soldier_cop,Scheme:independent]
M25AI:['TSummon(situation="flying",pct=50)',]
d) Invertebrate:   Ant-man's helmet makes him more resistant to toxins.
e) Neutralize:    Ant-man's helmet  makes him more resistant to acid attacks.

POWERS

Ant-man possess the power to reduce himself to the size of an ant, approximately one-half inch in height, by means of the subatomic particles known as the Pym Particles. Ant-man has 3 forms of attacks: normal form, small form and giant form. Normal form is basic attacks and melee; small form is when ant-man is flying and has ranged attacks; giant form is activated when ant-man is at half his health and uses the accidental form attribute.












a) Basic Melee (Melee):
Ant-man punches an enemy with fast swiftness.
             
   DamageType:          Crushing
   Magnitude:           Low
   Energy Point Cost:   None
   Stun:                None
   Knockback:           None
   Swiftness:           Fast
   Arc:                 No Arc
   Level:               3
   Animation Name:      melee
   Attached FX Name: theant_punch

b) Ant Swarm (Ranged Projectile):
Ant-man summons a small swarm of ants to attack one enemy.
             
   DamageType:          Piercing
   Magnitude:           Low
   Energy Point Cost:   None
   Stun:                Medium
   Knockback:           None
   Swiftness:           Slow
   Range:                 Long
   Accuracy:   Medium
   Level:               3
   Animation Name:      ranged_4
   Attached FX Name:   theant_swarm
   Power Flags:   Homing

c) Shrink Size (Special - Cloak):
Ant-man shrinks in size and dissapears from sight at no EP cost.

   SpecialType:          Cloak of Shadows
   EP Cost:   None
   Level:               3
   Animation Name:      area
   Attached FX Name:    activate_transporter_sp

d) Micro Sabotage (Melee):
Ant-man shrinks to microscopic size, and shuts down any enemies active shields, causing high stun % in the process. Cost 1 EP.

[M25AI NOTES: Used only on active_defense enemies]

   DamageType:          Remove Defense
   Magnitude:           High
   Energy Point Cost:   Low
   Stun:                High
   Knockback:           None
   Swiftness:            Fast
   Level:               3
   Animation Name:      melee_2
   Attached FX Name:    atomic_punch_1

e) Growing Uppercut (Melee):
Ant-Man grows in size to attack enemies in an arc. Cost 1 EP.


   DamageType:          Crushing
   Magnitude:           Medium
   Energy Point Cost:   Low
   Stun:                None
   Knockback:           High
   Swiftness:           Fast
   Arc:   90 Degrees
   Level:               3
   Animation Name:      melee_3
   Attached FX Name:   subterrestiral_staff_swing

f) Army of Ants (Ranged Projectile):
Ant-Man summons 4 swarms of ants that follow enemies around and chain between them. Cost 1 EP.

   DamageType:   Piercing
   Magnitude:   Low
   Energy Point Cost:   Low
   Stun:   Medium
   Knockback:   None
   Swiftness:   Slow
   Range:      Long
   Accuracy:   Medium
   Level:               3
   Animation Name:      ranged_4
   Attached FX Name:    ant_swarm
   Flight Spawn:   4
   Power Flags:   Enemies only
         Chained
         Homing


g) Pym Particles (Ranged Beam)
Ant-man uses pym particles to shrink one enemy. A "shrink" FFX state swap. Cost 1 EP.

[M25AI NOTES: Used only when 'not alone' and on 'higherstrength 5' enemies]

   DamageType:   Hex
   Magnitude:   High
   Energy Point Cost:   Low
   Stun:   None
   Knockback:   None
   Swiftness:   Fast
   Range:      Short
   Accuracy:   High
   Level:               3
   Animation Name:       ranged_3
   Attached FX Name:    activate_transporter
h) Giant Man (Special - Blind Justice):
Ant-man activates the Giant-man form. Cost 1 EP, last 1 minute.

[M25AI NOTES: Used only when 'lowerhealthpct 50']

   Special Type:          Blind Justice
   EP Cost:   None
   Level:               3
   Animation Name:     melee_3_d
   Attached FX Name:    activate_transporter_sp

i) Reflexive Shrinking (Passive Defense):
Ant-Man can dodge 50% of attacks with reflexive shrinking.

   Block Type:          Pass Through
   Success:      Frequent (50%)
   Level:               3
   Animation Name:     none
   Attached FX Name:    sky_king_bulletproof
   Damage Blocked:   Crushing
            Piercing
            Energy
   Attacks Blocked:   Melee
            Ranged         


------------------------------------------------------------
M25 AI File: ANT-MAN
------------------------------------------------------------                         
                                 
Spoiler
Quote
['mvh ant-man',
   ["target enemy",
      'weakness_ranged_piercing',
      'highesthealth',
      'hunter',
      'villain',
   ],
   ["timer", 'auto',
      'TUseRemedy()',
      "TFleeMelee(mindist='medium',movetype='fly',subtype='not alone or strongerthan',time=3)",
      'TFleeMelee(type="any",subtype="emitting_damage",time=3)',
      "TEmpathy('giant-man',situation='lowerhealthpct 50',time=3)",
      "TMelee('micro sabotage',type='enemy',subtype='active_defense',time=3)",
      'TSummon(situation="flying",pct=50)',
      'TMoveTo(situation="not alone",mindist="short",movetype="fly",subtype="higherstrength 5",time=3)',
      "TRanged('pym particles',situation='not alone',subtype=['higherstrength 5','not shrunk'],time=3)",
      "TRanged('army of ants',time=3)",
      "TLand(subtype='alone')",
      "TMelee('growing uppercut',time=3)",
      "TRanged('ant swarm',time=3)",
      "TMelee('basic melee',time=3)",
      "TCloak('shrink size',time=3)",
      'TMoveTo(mindist="melee",subtype="not emitting_damage",time=3)',
   ],
   ['subtype',
      'infiltrator',
      'hero',
   ],
]

------------------------------------------------------------
Skin Pack: ANT-MAN
------------------------------------------------------------

https://www.mediafire.com/file/9j8wypsvkhohnfp/skins.rar/file

Contains:
- All New All Different Ant-Man
- Classic Ant-Man
Spoiler



Jimaras8

Those are fantastic oktokels. They are somewhat similar to Benton's and mine but with more knockback added in attacks hahah. I really appreciate how through your presentations are including attributes, ai sections and screenshots.

Btw guy, i have uploaded the latest version of the MA expansion. Check it out if you want  :D
http://www.freedomreborn.net/forums/index.php?topic=60665.0

oktokels

Quote from: Jimaras8 on March 11, 2021, 07:18:41 AM
Those are fantastic oktokels. They are somewhat similar to Benton's and mine but with more knockback added in attacks hahah. I really appreciate how through your presentations are including attributes, ai sections and screenshots.

Thanks Jimaras, indeed !! i like watching those meshes get pushed around hahaah. I have a rule, only when the hero is strength 8 or more, the hero gets high knockback in his attacks. But sometimes i break the rule, mostly for visual or tactical purposes. Say, with ant-man, he has a growing uppercut, his strength is only 2 !! So i gave him more knockback to watch the bad guy gets pushed away. Also is very useful in a fight, to disperse groups of enemies, or things like that.

Quote from: Jimaras8 on March 11, 2021, 07:18:41 AMBtw guy, i have uploaded the latest version of the MA expansion. Check it out if you want  :D
http://www.freedomreborn.net/forums/index.php?topic=60665.0
Looks good !! If you or anyone need any help with your mods, you can download or copy the things that i'm posting here. I really enjoy making these ! :thumbup:

oktokels

For me, Ant-Man wasn't enough, now I'm Giant-Man. I figure if that doesn't make me tough enough, someday I'll invent another persona.  :cool:

------------------------------------------------------------
Hero File: GIANT-MAN 
------------------------------------------------------------
Spoiler

Quote from: MARVEL WikiHank Pym next developed a series of capsules containing the Pym Particles which he and van Dyne used to grow or shrink to various heights; he also developed capsules that enabled him to grow to greater than normal heights. Thereafter, Pym preferred to use his power to grow to giant size for crime fighting and called himself Giant-Man. Giant-Man was created by Stan Lee, Larry Lieber and Jack Kirby, first appearing in Tales to Astonish #49. (1963)





MESH:   giant_man_tall_TOMMYBOY
SKIN:    civil_war
MATERIAL:        Flesh
WEIGHT (lbs):   520
AI:   CGenericHero
VOICE:    [ORDER]

STATS







Strength: 7    Extraordinarily Strong
Speed: 4   Fast
Agility: 3  Normal
Endurance: 6    Extremely Hardy
Energy:4    Powerful

ATTRIBUTES

Giant-Man's growth process fortified all of his cellular tissue, including his bones and muscles, enabling him to support his increased weight, and giving him superhuman strength and durability. His build goes around his tankyness and strength. He mantains some protection from his previous form, but loses the control over ants.








a) Giant-Man (combo):   Composed of:
- Body Armor 02: Giant-Man has 2 points of body armor.
- Invulnerable 5: Giant-Man has 5 points of invulnerability.
- Iron Guts: Protection against acid burn and irradiate.
b) Growth (combo):     Composed of:
- Slow Moving: Giant-Man moves slow.
- Heavy Footed: Giant-Man produces small tremors when he walks.
- Heavy Lifter: Giant-Man has a bonus in strength for lifting and throwing.
c) Involuntary Form:    Giant-Man is the second form of Ant-man.
d) Invertebrate:   Giant-man is resistant to toxins.
e) Neutralize:    Giant-man is resistant to acid attacks.

POWERS

The giant man form only last for 1 minute, so his build is focused on dealing high damage on melee and area attacks, with great protection over his body.









a) Giant Stomp (Melee):
Giant Man crushes one enemy under his feet.
             
   DamageType:          Crushing
   Magnitude:           High
   Energy Point Cost:   None
   Stun:                None
   Knockback:           Medium
   Swiftness:           Normal
   Arc:                 No Arc
   Level:               3
   Animation Name:      melee_8
   Attached FX Name: subterrestiral_staff_swing

b) Giant Crush (Melee):
Giant-man holds one enemy between his hands. Does damage over time. FFX "Grapple" State Swap. Cost 1 EP.

[M25AI NOTES: Used only when 'not alone']

   DamageType:          Energize
   Magnitude:           Very High
   Energy Point Cost:   Low
   Stun:                None
   Knockback:           None
   Swiftness:           Normal
   Level:               3
   Animation Name:      melee_7
   Attached FX Name:   grab_melee

c) Massive Punch (Melee):
Giant-man punches, an damages enemies in arc. Cost 1 EP.

   DamageType:          Crushing
   Magnitude:           High
   Energy Point Cost:   Low
   Stun:                None
   Knockback:           High
   Swiftness:           Normal
   Arc:   90 Degrees
   Level:               3
   Animation Name:      melee_6
   Attached FX Name:   subterrestiral_staff_swing

d) Air Smash (Ranged Projectile):
Giant-Man punches flying enemies. Cost 1 EP.

[M25AI NOTES: Used only on flying enemies]

   DamageType:          Crushing
   Magnitude:           High
   Energy Point Cost:   Low
   Stun:                None
   Knockback:           High
   Swiftness:            Fast
   Range:      Short
   Accuracy:   High
   Level:               3
   Animation Name:      flying_melee
   Attached FX Name:    flying_melee

e) Ground Pound (Area):
Giant-Man stomps the ground, sending enemies away. Cost 1 EP.


   DamageType:          Crushing
   Magnitude:           Low
   Energy Point Cost:   Low
   Stun:                None
   Knockback:           High
   Radius:      Medium
   Level:               3
   Animation Name:      area_1
   Attached FX Name:   trex_stomp
   Power Flags:   Ground Targets Only

f) Giant Body (Passive Defense):
Giant-Man body mass blocks 50% of attacks.

   Block Type:          Normal
   Success:      Frequent (50%)
   Level:               3
   Animation Name:     none
   Attached FX Name:    sky_king_bulletproof
   Damage Blocked:   Crushing
            Piercing
            Energy
            Electrical
            Fire
            Cold
            Radiation
            Acid
   Defense Flags:      Always Active
   Attacks Blocked:   Melee
            Ranged   
            Area




------------------------------------------------------------
M25 AI File: GIANT-MAN
------------------------------------------------------------                         
                                 
Spoiler
Quote
['x mvh giant-man',
   ["target enemy",
      'weakness_crushing',
      'tank',
      'villain',
   ],
   ["timer", 'auto',
      'TUseRemedy()',
      'TFleeMelee(type="any",subtype="emitting_damage",time=0.96)',
      "TArea('ground pound',situation=['alone','swarmed'],time=1.51)",
      "TRanged('air smash',subtype='flying',mindist=0,time=1.8)",
      "TMelee('giant crush',situation='not alone',type='enemy',time=1.79)",
      "TMelee('massive blow',time=1.8)",
      "TMelee('giant stomp',time=1.8)",
      'TMoveTo(mindist=\'short\',time=0.96,subtype=["not emitting_damage","flying"])',
      'TMoveTo(mindist="melee",subtype=["not emitting_damage","not flying"],time=0.96)',
   ],
   ['subtype',
      'tank',
      'hero',
      'giant',
   ],
]

------------------------------------------------------------
Skin Pack: GIANT-MAN
------------------------------------------------------------

https://www.mediafire.com/file/2j8pchq5lpwvk8a/giant-man.rar/file

Contains:
- All New All Different
- MCU Civil War
-  Future Fight
- Future Fight Goliath
Spoiler


oktokels

#167
I....AM....

------------------------------------------------------------
Hero File: BATMAN 
------------------------------------------------------------
Spoiler

Quote from: DC WikiBatman is the super-hero protector of Gotham City, a man dressed like a bat who fights against evil and strikes terror into the hearts of criminals everywhere. In his secret identity, he assumes the alias of Bruce Wayne, billionaire industrialist and notorious playboy; though "Bruce Wayne" is technically his real name, this Bruce Wayne is a disguise--that of the man he would have been had his parents not been murdered before his eyes when he was no more than a mere boy.

Although Batman possesses no super-human powers, he is one of the world's smartest men and greatest fighters. His physical prowess and technical ingenuity make him an incredibly dangerous opponent. He is also a founding member of the Justice League and the Outsiders. Dick Grayson, the first "crime orphan" to assume the identity of Robin and be nicknamed "The Boy Wonder," who currently uses the alias of Nightwing, is Wayne's hand-picked successor, and they operate simultaneously as part of Batman Incorporated.

Batman was created by Bill Finger with Bob Kane, first appearing in Detective Comics #27. (1939) Since then, Batman has been one of the most well-known DC Comics characters rivaling Superman and Wonder Woman, throughout his entire publication history and even in other media. This also extends to his supporting cast and his rogues gallery, not least, as described above, the Joker.





MESH:   batman_begins_AFGHAN_ANT
SKIN:    unchained
MATERIAL:        Flesh
WEIGHT (lbs):   190
AI:   CGenericHero
VOICE:    [TOMBSTONE]

STATS







Strength: 3    Normal
Speed: 5   Very Fast
Agility: 7    Extraordinarily Agile
Endurance: 4    Hardy
Energy:6   Extremely Powerful

ATTRIBUTES

Nothing too crazy here. Tried to give him summoner or private army, so he can call his vehicles and allies, but at the end i kept it very simple. You can add utility belt if you want, but mostly i use this characters for rumble room AI tests, and i think that the M25AI doesn't have a line for utility belt.






a) Batman (combo):   Composed of:
- Acrobatics: Bruce is known as one of the most finest human athlete on Earth as well as proficient in gymnastics and acrobatics.

- Body Armor 05: The costume Batman wears is composed of reinforced Kevlar and a small percentage of titanium; it's bullet-proof and resistant to various types of attack (explosions, impacts, falls, etc). It's also flame-retardant and insulated.

- Coordinator: He is known for having great leadership. He is leader of the Outsiders, the Batman Family and Batman Incorporated. He is also in charge of his company, Wayne Enterprises.

- Disciplined: Batman's unstoppable determination and strength of will makes him an extremely formidable opponent. This makes him able to function while tolerating massive amounts of physical pain, and also allows him to resist telepathy or mind control.

- Escapologist:  He has been described as second only to Mister Miracle as an escape artist. [This attribute sometimes doesn't work in game for me, and the character gets stuck in one place. That's why i don't use it very often.]

- Loner: Batman works better alone.

- Nocturnal: At night, batman gets a bonus in agility and speed. [Bonus Type:bonusSpeedAndAgility / Optional FX:effect_darkness_cloud]

- Tracker: He is widely considered the World's Greatest Detective, capable of observation, forensic investigation and inductive and deductive reasoning of the highest caliber. Human intuition is an unlearnable trait and one of Batman's most effective tools.

- Wrestler: Batman can identify any martial art his foe uses and can even counter practically anyone.

b) Crack Shot:     Wayne is an expert marksman. He is skilled with throwing projectile weapons, archery and firearms. He has been practicing such skills since the early days of his training and is almost on par with the Green Arrow in terms of accuracy.
 
c) Danger Sense:    Bruce has trained with injuries and while blindfolded. Batman senses are so attune, that he trained Nightwing to traverse around areas while blind.
Bruce also trained Spoiler to swing around blindfolded, too. He even managed to beat Wildcat, when they were both had no sight to work with.

d) Wall Climbing:   Batman has a grappling hook for reaching high places.

POWERS

There are many  routes you can go if you want to make a batman build. For me, you can divide them into 3 builds: hunter, warrior and infiltrator. A hunter batman is more focused on ranged attacks; a warrior batman is more focused on melee and defense: a infiltrator batman is more focused on tactical stealth. For this build i went for the infiltrator way. Batman gets cloak of shadows at no EP cost, and every ranged attack cost 1 EP to activate. Ranged attack are used mostly to appy debuff to enemies, like blind and stasis . Melee attacks go up to 4 hits at 2 EP cost. He has physical defenses.













a) Basic Melee (Melee):
Batman punches 2 times. No Ep.
             
   DamageType:          Crushing
   Magnitude:           Low
   Energy Point Cost:   None
   Stun:                High
   Knockback:           None
   Swiftness:           Very Fast
   Arc:                 No Arc
   Level:               3
   Animation Name:      melee_2
   Attached FX Name: default_punch

b) Smoke Bomb (Special):
Batman can go invisible at no EP cost.

   SpecialType:          Cloak of Shadows
   Energy Point Cost:   None
   Level:               3
   Animation Name:      area
   Attached FX Name:   bluedarkmen_cloak

c) Triple Hit (Melee):
Batman punches 3 times. Cost 1 EP.

   DamageType:          Crushing
   Magnitude:           Medium
   Energy Point Cost:   Low
   Stun:                Medium
   Knockback:           Low
   Swiftness:           Very Fast
   Level:               3
   Animation Name:      melee_3
   Attached FX Name:   theant_punch

d) Bat Bolos (Ranged - Projectile):
Applies stasis to one enemy. Cost 1 EP.

[M25AI NOTES: Used only on not blind and not staticked enemies]

   DamageType:          Stasis
   Magnitude:           Medium
   Energy Point Cost:   Low
   Stun:                None
   Knockback:           None
   Swiftness:            Normal
   Range:      Medium
   Accuracy:   High
   Level:               3
   Animation Name:      ranged_5
   Attached FX Name:    batarang_bola

e) Gas Pellet (Ranged - Projectile):
Batman throws a gas pellet that blinds a whole area. Cost 1 EP.

[M25AI NOTES: Used only on ranged_piercing or ranged_energy and not blind enemies]

   DamageType:          Blind
   Magnitude:           Medium
   Energy Point Cost:   Low
   Stun:                Medium
   Knockback:           None
   Swiftness:   Slow
   Radius:      Small
   Range:      Long
   Accuracy:   High
   Level:               3
   Animation Name:      ranged_3
   Attached FX Name:   gas_pellet_smoke
   Power Flags:   Grenade

f) Triple Batarang (Ranged - Projectile):
Batman throws 3 batarangs. Cost 1 EP.

   DamageType:          Piercing
   Magnitude:           Low
   Energy Point Cost:   Low
   Stun:                High
   Knockback:           None
   Swiftness:   Normal
   Range:      Medium
   Accuracy:   High
   Level:               3
   Animation Name:      ranged_5
   Attached FX Name:   batarang_edged
   Flight Spawn:      3

f) Explosive Batarang (Ranged - Projectile):
Batman throws a explosive batarang that deals crushing damage to a whole area. Cost 1 EP.

[M25AI NOTES: Used only on 'not alone' enemies]

   DamageType:          Crushing
   Magnitude:           Medium
   Energy Point Cost:   Low
   Stun:                None
   Knockback:           Medium
   Swiftness:   Normal
   Radius:      Small
   Range:      Medium
   Accuracy:   High
   Level:               3
   Animation Name:      ranged_5
   Attached FX Name:   batarang_flash

f) Grapple  Gun (Ranged - Beam):
Batman throws his grappling hook to pull down flying enemies. "Pull" FFX state swap. Cost 1 EP.

[M25AI NOTES: Used only on flying enemies]

   DamageType:          Increase Speed
   Magnitude:           High
   Energy Point Cost:   Low
   Stun:                None
   Knockback:           None
   Swiftness:   Fast
   Range:      Medium
   Accuracy:   High
   Level:               3
   Animation Name:      ranged_3
   Attached FX Name:   grapple_gun_tangle

f) Martial Arts (Melee):
Batman hits 4 times. Cost 2 EP.

   DamageType:          Crushing
   Magnitude:           Medium
   Energy Point Cost:   Medium
   Stun:                Medium
   Knockback:           Low
   Swiftness:   Very Fast
   Level:               3
   Animation Name:      melee_4
   Attached FX Name:   purpledarkmen_rend

f) Gauntlet Block (Passive Defense):
Batman blocks 50% of ranged and melee physical damage.

   BlockType:          Normal
   Success:           Frequent (50%)
   Damage Blocked:   Crushing
            Piercing
            Cold
            Fire
   Attacks Blocked:   Melee
            Ranged   
   Level:               3
   Animation Name:      dodge_left_a
   Attached FX Name:   sky_king_bulletproof



------------------------------------------------------------
M25 AI File: BATMAN
------------------------------------------------------------                         
                                 
Spoiler
Quote
['dc batman',
   ["target enemy",
      'weakness_crushing',
      'weakness_piercing',
      'hunter',
      'villain',
      'gotham',
      'not flying',
   ],
   ["timer", 'auto',
      'TUseRemedy()',
      'TFleeMelee(mindist=\'medium\' ,situation="cloaked",subtype=["normal","not alone or strongerthan"],time=3)',
      'TFleeMelee(type="any",subtype="emitting_damage",time=0.87)',
      'TMoveTo(mindist="melee",subtype="not normal",time=4)',
      "TMelee('martial arts',time=1.95)",
      "TFleeMelee(mindist='medium',subtype='flying',time=0.87)",
      "TRanged('grapple gun',subtype='flying',pct=70,time=1.92)",
      "TMelee('triple hit',time=1.59)",
      "TCloak('smoke bomb',maxdist='short',subtype=['normal','not alone or strongerthan'],time=1.91)",
      "TRangedExplosive('gas pellet',subtype=['ranged_piercing or ranged_energy','not blind'],pct=50,time=1.92)",
      "TRangedExplosive('explosive batarang',subtype='not alone',time=2.07)",
      "TRanged('bat bolos',subtype=['not blind','not staticked'],pct=50,time=2.07)",
      "TRanged('triple batarang',time=2.07)",
      "TMelee('basic melee',time=1.4)",
      "TCloak('smoke bomb',time=1.91)",
      "TFleeMelee(type='friend',subtype='not nearenemy',mindist=100)",
      'TMoveTo(mindist="melee",subtype=["not flying","not emitting_damage"],time=0.87)',
   ],
   ['subtype',
      'infiltrator',
      'hero',
      'gotham',
   ],
   ['delay',
      0.1,
   ],
]

------------------------------------------------------------
Skin Pack: BATMAN
------------------------------------------------------------

https://www.mediafire.com/file/3dcouattqc1yg0u/batman.rar/file

I added a Podmark and Dirk_Thorazine skins. These skins are adapted and modified for batman_begins_AA. Contains:
Spoiler


oktokels

Let's see whose toy breaks first!    :verf :verf :verf

------------------------------------------------------------
Hero File: JACK NIMBALL 
------------------------------------------------------------
Spoiler

Quote from: DC WikiToyman is a legacy name used by several characters, primarily enemies of Superman in Metropolis. Designing numerous deadly toys as weaponry, he is a sociopathic mechanical genius. There have been several other versions, although it has been implied that some of them were life-like robots created by the original and good enough to fool Superman. Jack Nimball was the second Toyman, a small-time crook that usurped the identity and hi-tech toy arsenal of Winslow Schott, the original Toyman, during a time when Schott had retired from his life of crime. This Toyman was also a member of the Legion of Doom on the animated series "Challenge of the Superfriends".

When Winslow Schott was driven by circumstance into returning to his old habits, he reclaimed the Toyman identity from Nimball, who he held had desecrated it, by murdering him while he was out on parole with a mechanical toy bird. Jack Nimball was created by Cary Bates and Curt Swan, first appearing in Action Comics #432 (1974).





MESH:   toyman_tmc_KEN_HALLARON
SKIN:    standard
MATERIAL:        Flesh
WEIGHT (lbs):   155
AI:   CGenericHero
VOICE:    [DEJA_VU]

STATS







Strength: 3    Normal
Speed: 4   Fast
Agility: 5    Very Agile
Endurance: 4    Hardy
Energy:4   Powerful

ATTRIBUTES

Jack's build is basically a mix between mage and hunter. He starts the fight with a bunch of toys (soldier, plane, tank), and when they are KO, he can summon more toys to the battle. He seems to have acrobatic skills, when he is seen jumping around in his spring powered boots. He complements this side with a series of technological artifacts, that apply debuffs to the enemies.






a) Acrobatic (Amateur):    Jack Nimball has a tumbling and agility bonus.
b) Jumper:     He has spring-powered shoes.
 
c) Private Army (grade 3):    Nimball starts the battle with a group of toys:



- Toy Plane: Mesh used is biplane by ???. Weak stats. Attributes: Mindless and flier. Powers: melee buzz and guns, all low dmg. Material rubber, weight 50. 

- Toy Soldier: Mesh used is soldier_RENEGADE. Weak stats. Attributes: Unheroic and mindless. Powers: low dmg punch, 3 low dmg bullets and low dmg grenade with high KB. Material rubber, weight 160. Skin: Recolored dark green.

- Toy Tank: This is a skin for the classic fx_green_tank used by plasma sculptor characters. You have to put the skin in Art\library\area_specific\berlin\vehicles\nazi_tank. Then, in FFEdit, you have to add a new ffx_toy_tank based on a copy of ffx_green_tank, with the proper skin selected.


The skins for toy_soldier and toy_tank can be downloaded here:
https://www.mediafire.com/file/2q2xtmqjlb9mz8p/toys.rar/file

d) Summoner (grade 2):    He can summon more toys (Same as above).

POWERS

Nimball has an energy gun, which will be his main source of damage. The other powers are mainly debuffs. His ultimate power is a pack of 3 energy explosives, which are intended to hurt superpowered beings like superman.










a) Basic Melee (Melee):
Basic melee attack.
             
   DamageType:          Crushing
   Magnitude:           Low
   Energy Point Cost:   None
   Stun:                None
   Knockback:           None
   Swiftness:           Normal
   Arc:                 No Arc
   Level:               3
   Animation Name:      melee
   Attached FX Name: default_punch







b) Energy Gun (Ranged - Projectile):
Nimball has an energy gun that deals medium energy dmg, at no EP cost.

   DamageType:          Energy
   Magnitude:           Medium
   Energy Point Cost:   None
   Stun:                Low
   Knockback:           Low
   Swiftness:           Normal
   Arc:                 No Arc
   Level:               3
   Animation Name:      ranged_gun_4
   Attached FX Name: energy_shot_red





c) Fishing Rod (Ranged - Beam):
Nimball has a fishing rod which he can use to pull enemies down from the air. "Pull" FFX state swap. Cost 1 EP.

[M25AI NOTES: Used only on flying enemies]

   DamageType:          DecreaseSpeed
   Magnitude:           Very High
   Energy Point Cost:   Low
   Stun:                None
   Knockback:           None
   Swiftness:           Fast
   Level:               3
   Animation Name:     ranged_grenade
   Attached FX Name:   aquaman_harpoon_wrapr





d) Reducer Rifle (Ranged - Projectile):
Nimball carries a rifle that can shrink enemies to toy size. Applies "shrink" FFX state swap to one enemy. Cost 1 EP.

[M25AI NOTES: Used only on not shurnk and strongerthan enemies]

   DamageType:          Density Max
   Magnitude:           Very High
   Energy Point Cost:   Low
   Stun:                None
   Knockback:           None
   Swiftness:            Fast
   Range:      Medium
   Accuracy:   Medium
   Level:               3
   Animation Name:      ranged_gun_4
   Attached FX Name:    energy_shot_red





e) Teddy Bear (Ranged - Projectile):
Nimball throws a teddy bear that explodes in a acid cloud. Cost 1 EP.

[M25AI NOTES: Used only 50% of times on not alone enemies]

   DamageType:          Acid
   Magnitude:           Low
   Energy Point Cost:   Low
   Stun:                High
   Knockback:           None
   Swiftness:   Slow
   Radius:      Small
   Range:      Medium
   Accuracy:   Medium
   Level:               3
   Animation Name:      ranged_grenade
   Attached FX Name:   st_cheeks_gas
   Power Flags:   Grenade





f) Molasses gun (Ranged - Beam):
Nimball uses a concentrated jet of molasses to disable enemies. Cost 1 EP.

[M25AI NOTES: Used only on not alone enemies]

   DamageType:          Stasis
   Magnitude:           Medium
   Energy Point Cost:   Low
   Stun:                None
   Knockback:           None
   Swiftness:   Normal
   Range:      Medium
   Accuracy:   Medium
   Level:               3
   Animation Name:      ranged_gun_4
   Attached FX Name:   cola_jet
   Power Flag:      Penetrating





f) Explosive Bubbles (Ranged - Projectile):
Nimball throws 3 explosive bubbles that deals high energy damage to a whole area. Cost 2 EP.

[M25AI NOTES: Used only on not alone or strongerthan enemies]

   DamageType:          Energy
   Magnitude:           High
   Energy Point Cost:   Medium
   Stun:                None
   Knockback:           Medium
   Swiftness:   Slow
   Radius:      Small
   Range:      Medium
   Accuracy:   Medium
   Level:               3
   Animation Name:      ranged_gun_4
   Attached FX Name:   seaurchin_sticky






------------------------------------------------------------
M25 AI File: JACK NIMBALL
------------------------------------------------------------                         
                                 
Spoiler
Quote
['dcv jack nimball',
   ["target enemy",
      'weakness_acid',
      'weakness_energy',
      'tank',
      'hero',
      'metropolis',
   ],
   ["timer", 'auto',
      'TUseRemedy()',
      "TFleeMelee(mindist='medium',movetype='move',subtype='not alone or strongerthan',time=0.88)",
      'TFleeMelee(type="any",subtype="emitting_damage",time=0.88)',
      "TRangedExplosive('explosive bubbles',subtype='not alone or strongerthan',time=3)",
      'TSummon(type="enemy",situation="alone 100",subtype="not alone or strongerthan")',
      "TRanged('reducer rifle',subtype=['strongerthan','not shrunk'],time=3)",
      "TRanged('fishing rod',subtype='flying',pct=50,time=2.08)",
      "TRangedExplosive('teddy bear',subtype='not alone',pct=50,time=3)",
      "TRanged('molasses gun',subtype=['not staticked','not alone'],time=3)",
      "TRanged('energy gun',time=3)",
      'TMoveTo(mindist=\'medium\' ,subtype="not emitting_damage",time=0.88)',
   ],
   ['subtype',
      'villain',
      'metropolis',
      'mage',
   ],
]

oktokels

Impertinent mortal ! Would you seek to defeat a goddess — an immortal of Asgard ?
Now, nothing but your complete destruction shall satisfy me !  :angry: :angry: :angry: :wub:

------------------------------------------------------------
Hero File: ENCHANTRESS
------------------------------------------------------------
Spoiler

Quote from: MARVEL WikiAmora is an Asgardian who mastered numerous types of sorcery with the help of a powerful sorceresses named Karnilla. She had continuously tried to take over the throne of Odin, the king of Asgard, and gain Thor's heart, in order to get to her objective, the Enchantress has allied herself with being such as Loki and the Executioner.

The immortal sorceress Amora uses her manipulative, magical abilities in the pursuit of power and pleasure. Rapt by her beauty and ensnared by her cunning, even the mightiest of warriors of Asgard bend to the will of the Enchantress! Enchantress was created by Stan Lee and Jack Kirby, first appearing in Journey into Mistery #103 (1964).





MESH:   enchantress_GREN
SKIN:    future_fight
MATERIAL:        Flesh
WEIGHT (lbs):   240
AI:   CZeroCost
VOICE:    [EVE_EVIL]

STATS







Strength: 5    Very Strong
Speed: 4   Fast
Agility: 4    Agile
Endurance: 5    Very Hardy
Energy:6   Extremely Powerful

ATTRIBUTES

Amora is basically the Circe of Marvel. She is a very powerful mage, that has control over nature and the minds of men. Her build is based on the mage build, with heavy focus on summoning, nature control, energy drain and mind control. Her asgardian heritage give her some attributes like: invulnerable, immortal, extradimensional and iron guts. She is not as durable as an asgardian warrior like Thor, but she has more proficiency with magic spells, that allows her even to summon warriors from other realms.







a) Enchantress (Combo):    Composed of:

- Earth control: The Enchantress' magical powers allows her to manipulate nature in various forms. [M25AI NOTES: Earth Spike is used 25% of times]

- Fire control: Amora can call the Flames of Surtur. [M25AI NOTES: USed only on groups of enemies, 50% of times]

- Group Teleport: Amora can teleport within a single dimension, or across the various dimensional places of the Nine Worlds of Asgard. [M25AI NOTES: "TAddAllies(type='friend',situation='not tpallies')",]

- Immortal: Asgardians are difficult to permanently kill.

- Iron Guts: As an asgardian, Amora is immune to all known Earthly diseases and infections.

- Invulnerable 2: Amora's bodily tissues, like those of all Asgardians, possesses roughly three times the density of human bodily tissues. This contributes somewhat to her superhuman strength, her durability, and her weight.

- Level Headed: Amora has amassed a great deal of mystical lore that rivals that of Loki and Karnilla. Amora has natural resistances againsts mental and mystical attacks.

- Metal Eater: The Enchantress can absorb the life force of other beings to temporarily enhance her own powers. When an enemy is mental blanked, Enchantress activates energy leech. Target type: isBlank, Effect:leechEnergy, FX: effect_ffx_magic, Radius: 200.

- Puppet Nature: The Enchantress' magical powers allows her to manipulate nature in various forms. Dummy Power: ffx_animate_nature, Scheme: Plasmatic. [M25AI NOTES: used only when alone and 75% of times]

- Summoner 3: The Enchantress can summon warriors from other realms. FF_OrcBoss and FFOrc by Valandar. Dead_warrior_longsword by 3DMaster. Scheme: Independent.


[M25AI NOTES: used only when alone, swarmed and lowerhealthpct 50]

- Super TK: Amora can magically move objects with the force of thought, with our withot the aid of a runic or vocally-casted spell.

- Enhanced Senses: Amora can sense the presence of magical energies nearby, impending danger, and others' inner feelings of love.

- Urban Dweller: Enchantress can leech energy from staticked characters. Target type: isStatic, Effect:leechEnergy, FX: effect_ffx_magic, Radius: 200.

- Weather Control: Her sorcery  over nature allows her to control even the weather. Animation: special, FX: effect_ffx_thunder. [M25AI NOTES: used only when alone 300, and on not alone or strongerthan enemies]

b) Glider:     The Enchantress can levitate and fly for a short period of time.

 
c) Beautiful:    The main focus of the Enchantress' powers has been the enhancement of her natural beauty and allure so that men, mortal or otherwise, are overwhelmed with desire for her.

d) Danger Sense:    Amora can sense the presence of magical energies nearby, impending danger, and others' inner feelings of love.

e) Extradimensional:    Amora can be defeated by banishing her to Asgard.


POWERS

Enchantress has no melee attacks, and mostly uses debuffs like stasis, mental blank and hypnosis. Her main source of damage are her magical bolts and blasts. She also acts as a support, casting cerebral balance, teleport and shields on allies. Enchantress never battles alone, that's way she can summon warriors to battler for her, and this can change the battle even against powerful gods like Thor.













a) Eldritch Kiss (Melee):
The Enchantress does'nt use her fists to attack. Amora has enchanted her lips so that a single kiss is sufficient to make virtually any man a slave to her will, obedient to her every command, for about a week. Subsequent kisses enable her to enthrall someone's will indefinitely.
             
   DamageType:          Hypnosis
   Magnitude:           Very High
   Energy Point Cost:   None
   Stun:                None
   Knockback:           None
   Swiftness:           Normal
   Arc:                 No Arc
   Level:               3
   Animation Name:      melee_kiss
   Attached FX Name: love_tap







b) Magical Chain (Ranged - Projectile):
Amora casts an energy bolt that applies stasis and chains between enemies. The stasis debuff allows Enchantress to leech energy, thanks to the metal eater attribute. Cost 1 EP.

[M25AI NOTES: Used only on not_staticked and not_alone enemies]

   DamageType:          Stasis
   Magnitude:           Medium
   Energy Point Cost:   Low
   Stun:                None
   Knockback:           None
   Swiftness:           Fast
   Range:      Medium
   Accuracy:   Medium
   Arc:                 No Arc
   Level:               3
   Animation Name:      special
   Attached FX Name: pink_chain_shot
   Power Flag:   chained





c) Eldritch Bolts (Ranged - Projectile):
Amora can use her sorcery to generate powerful blasts of concussive force. She casts 3 bolts of mystical energy. Cost 1 EP.


   DamageType:          Energy
   Magnitude:           Medium
   Energy Point Cost:   Low
   Stun:                None
   Knockback:           None
   Swiftness:           Fast
   Range:      Medium
   Accuracy:   Medium
   Level:               3
   Animation Name:     ranged_3
   Attached FX Name:   alchemiss_arcanebolt





d) Cast Dispel (Direct):
Amora casts cerebral balance over debuffed allies. Cost 1 EP.


   DamageType:          Cerebral Balance
   Magnitude:           Medium
   Energy Point Cost:   Low
   Stun:                None
   Knockback:           None
   Swiftness:            Fast
   Range:      Medium
   Accuracy:   Medium
   Level:               3
   Animation Name:      close_portal
   Attached FX Name:    law_lifegift





e) Cast Illusion (Direct):
The Enchantress can project her thoughts onto others and apply Mental Blank. Cost 1 EP.

[M25AI NOTES: Used only when lowerenergy 66 and on not blanked enemies]

   DamageType:          Mental Blank
   Magnitude:           Very High
   Energy Point Cost:   Low
   Stun:                None
   Knockback:           None
   Range:      Medium
   Accuracy:   Medium
   Level:               3
   Animation Name:      ranged
   Attached FX Name:   love_spell




f) Cast Charm (Direct):
Amora can energize allies. Cost 1 EP.

[M25AI NOTES: Used only on lowerhealthpct 50 and not energized allies]

   DamageType:          Energize
   Magnitude:           Medium
   Energy Point Cost:   Low
   Stun:                None
   Knockback:           None
   Swiftness:   Normal
   Range:      Medium
   Accuracy:   Medium
   Level:               3
   Animation Name:      ranged
   Attached FX Name:   bullet_energize





f) Emerald Wave(Ranged - Cone):
The Enchantress casts a powerful wave of energy that affects all enemies in front of her. Cost 1 EP.

[M25AI NOTES: Used only on not alone enemies]

   DamageType:          Energy
   Magnitude:           Medium
   Energy Point Cost:   Low
   Stun:                None
   Knockback:           High
   Swiftness:   Fast
   Radius:      Small
   Angle:      Wide
   Range:      Short
   Level:               3
   Animation Name:      close_portal
   Attached FX Name:   gl_blast





f) Teleportation (Special):
The Enchantress can teleport away from enemies. Cost 1 EP.

[M25AI NOTES: Used only when hurt and swarmed]

   SpecialType:          Teleport Self
   Energy Point Cost:   Low
   Level:               3
   Animation Name:      melee_kiss
   Attached FX Name:   green_cloak





f) Magic Barrier (Active Defense):
The Enchantress casts a magical barrier for her allies. Cost 1 EP.

[M25AI NOTES: Used only on 'lowerhealthpct 25' allies]

   BlockType:          Normal
   Energy Point Cost:   Low
   Duration:   Long
   Level:               3
   Animation Name:      active_defence
   Attached FX Name:   aff_shield_pink
   Damage Blocked:   All Damage
   Defense Flags:      Remote Use
   Attacks Blocked:   Melee
            Ranged
            Area





f) Eldritch Shield (Passive Defense):
The Enchantress casts a personal shield that blocks 50% of all damage.


   BlockType:          Normal
   Success:   Frequent
   Level:               3
   Animation Name:      None
   Attached FX Name:   sonic_shell_pink
   Damage Blocked:   All Damage
   Attacks Blocked:   Melee
            Ranged
            Area






------------------------------------------------------------
M25 AI File: ENCHANTRESS
------------------------------------------------------------                         
                                 
Spoiler
Quote
['mv enchantress',
   ["target enemy",
      'not hypnotized',
      'weakness_ranged_energy',
      'tank',
      'cosmic',
      'hero',
   ],
   ["timer", 'auto',
      'TUseRemedy()',
      "TFleeMelee(mindist='ranged_min',subtype='not alone',time=3)",
      'TFleeMelee(type="any",subtype="emitting_damage",time=3)',
      "TAddAllies(type='friend',situation='not tpallies')",
      "TActiveDefenseRemote('magic barrier',subtype='lowerhealthpct 25',mindist=0,time=3)",
      'TWeatherControlLightning(situation="alone 300",subtype="not alone or strongerthan")',
      'TPuppetMasterNature(situation="alone",pct=75)',
      'TSummon(situation=["alone","swarmed","lowerhealthpct 50"])',
      "TMoveTo(type='any',subtype='blanked',mindist=100)",
      "TTeleportAway('teleportation',situation=['hurt','swarmed'],time=3)",
      "TDirect('cast dispel',type='friend',time=3)",
      "TDirect('cast charm',type='friend',subtype=['not energized','lowerhealthpct 50'],time=3)",
      "TRanged('magical chain',subtype=['not staticked','not alone'],time=3)",
      'TFireWall(subtype="not alone",pct=50)',
      "TRangedCone('emerald wave',subtype='not alone',time=3)",
      "TDirect('cast illusion',situation='lowerenergy 66',subtype='not blanked',time=3)",
      'TEarthSpike(pct=25)',
      'TTK(pct=25)',
      'TTK(pct=50)',
      "TRanged('eldritch bolts',time=3)",
      "TMelee('eldritch kiss',time=3)",
      'TMoveTo(mindist=\'short\' ,subtype="not emitting_damage",time=3)',
   ],
   ['energy reserve',
      'low',
   ],
   ['subtype',
      'mage',
      'cosmic',
      'villain',
   ],
]

------------------------------------------------------------
SKIN PACK: ENCHANTRESS
------------------------------------------------------------


https://www.mediafire.com/file/4974lzap95q4w3i/future_fight.rar/file

Contains:
- Future Fight Enchantress
Spoiler

                         

oktokels

#170
Now you face the God of Thunder!   :banghead:

------------------------------------------------------------
Hero File: THOR
------------------------------------------------------------
Spoiler

Quote from: MARVEL WikiThor is the "God of Thunder", a member of the race known as the Asgardians, a group of humanoid beings from the pocket dimension of Asgard, the Realm Eternal. Thor is the son of Odin, the All-Father and king of Asgard. He was worshiped by the humans known as Vikings and became part of Norse Mythology. Armed with his enchanted Uru hammer Mjolnir, which helps him to channel his godly energies, he became the mightiest warrior in the Ten Realms.

When his irresponsible and impetuous behavior became too much, Odin sent him to Midgard (more commonly known as Earth) as a disabled mortal medical student named Donald Blake, stripped of his memory. After learning humility he regained his memory as well as his godly powers. Thor went on to become a champion for Midgard as well as one of the founding members of the Avengers; "Earth's Mightiest Heroes". Thor was created by Stan Lee and Jack Kirby, first appearing in Journey into Mistery #103 (1964).





MESH:   thor_mcu_DETOURNE_ME
SKIN:    marvel_now
MATERIAL:        Flesh
WEIGHT (lbs):   281
AI:   CGenericHero
VOICE:    [GENERIC_HERO]

STATS







Strength: 8    Incredibly Strong
Speed: 4   Fast
Agility: 4   Agile
Endurance: 8    Incredibly Hardy
Energy:6   Extremely Powerful

ATTRIBUTES

Thor possesses a number of superhuman attributes common among the Asgardian and other gods. However, due to his unique birth, some are considerably more developed than those of the vast majority of his race, including his strength, endurance and resistance to injury.







a) Thor  (Combo):    Composed of:

- Disciplined: Thor has the ability to resist the mental influence of powerful beings.

- Extra Dimensional: Thor is vulnerable to exile and banishment spells.

- Fast Flier: While in an Earth-like atmosphere, Thor generally flies at Mach 32, and change course in mid-flight.

- Immortal: Asgardians are difficult to permanently kill.

- Iron Guts: As an asgardian, Thor is  immune to any such human ailments as diseases, toxins and poisons.
He has also shown immunity to lead and radiation poisoning.

- Invulnerable 10: Thor has been able to withstand attacks from several of the universe's most powerful beings including the Asgardian Destroyer,
several blasts from Odin, a multiversal skyfather, and even survived blasts from Celestials.

- Metal Eater: Thor can call down lighting from the sky to super charge him.This effect is activated when Thor uses the blind justice power
TargetType = isEnraged, Effect = DrawEnergy, CharacterFX = effect_ffx_electricsparks, Object FX = effect_ffx_electricsparksg, Radius = 10.

- Enhanced Senses: Thor's superhuman senses allow him to see objects as far out as the edge of the Solar System, allow him to track objects
traveling faster than light, and hear cries from the other side of the planet.

- Weather Control: Thor has  the ability to control the elements of storms, both with and without Mjolnir.
Wielding Mjolnir grants Thor the ability to control the base elements of a storm, i.e. rain, wind, thunder, ice, snow, and more. 
Animation = melee_hammer_smash, Power Fx = effect_ffx_thunder.
M25AI = 'TWeatherControlLightning(situation=["lowerhealthpct 50","alone 300"],subtype="not weakerthan or not alone")',

b) Neutralize:     Being a god whose heritage is both half-Asgardian and purportedly half-Elder God affords Thor virtual invulnerability
and immunity to any such human ailments as diseases, toxins, poisons, and highly resistant to most conventional injuries.

 
c) Charged:    Thor is resistant to electric damage and his melee attacks have a bonus in electrical dmg.

d) Temperature Control:    He has an immunity to extreme heat and subzero temperatures.

e) Glider:    Thor is capable of hurling Mjolnir with great force and, by holding onto the leather thong, is capable of flying through the air at tremendous speeds.
Thor usually fights on the ground, that's why i picked glider over flier.


POWERS

















a) God Smite (Melee):
Thor hits with mjolnir once.
             
   DamageType:          Crushing
   Magnitude:           High
   Energy Point Cost:   None
   Stun:                None
   Knockback:           High
   Swiftness:           Very Fast
   Arc:                 No Arc
   Level:               3
   Animation Name:      melee_hammer_smash
   Attached FX Name: mechanical_smash







b) Mjolnir Throw (Ranged - Projectile):
Thor throws his hammer at no EP cost.

[M25AI NOTES: Used only when 'not flying']

   DamageType:          Crushing
   Magnitude:           High
   Energy Point Cost:   None
   Stun:                None
   Knockback:           High
   Swiftness:           Fast
   Range:      Long
   Accuracy:   High
   Arc:                 No Arc
   Level:               3
   Animation Name:      ranged_hammer_throw
   Attached FX Name: thor_mjolnir_2





c) Lighting Bolt (Ranged - Beam):
Thor casts a powerful lighting bolt from mjolnir. Cost 1 EP.

[M25AI NOTES: Used only when 'not flying' or on 'weakness_electrical' enemies.]

   DamageType:          Electrical
   Magnitude:           Very High
   Energy Point Cost:   Low
   Stun:                Very High
   Knockback:           Low
   Swiftness:           Fast
   Range:      Long
   Accuracy:   High
   Level:               3
   Animation Name:     ranged_2
   Attached FX Name:   electro_bolt_m




c) North Winds (Ranged - Cone):
Thor casts a wind gust that does cold damage and send enemies away. Cost 1 EP.

[M25AI NOTES: Used only on 'lowermass 190' and 'not_alone' enemies.]


   DamageType:          Cold
   Magnitude:           Medium
   Energy Point Cost:   Low
   Stun:                None
   Knockback:           High
   Swiftness:           Fast
   Angle:      Wide
   Range:      Medium
   Level:               3
   Animation Name:     ranged_3
   Attached FX Name:   ice_cold




f) Warrior Madness (Special):
  The Warrior's madness enables Thor to increase his strength and stamina tenfold.
Despite this, it threatens Thor's sanity. The symptoms include berserker rage,
massive headaches, mentally erratic, savage, animalistic, uncontrollable behavior,
and unreasoning....  Cost 1 EP and activates the "draw energy" metal eater attribute.

[M25AI NOTES: Used only when 'lowerhealthpct 50','alone 300' and 'not enraged']

   SpecialType:          Blind Justice
   Energy Point Cost:   Low
   Level:               3
   Animation Name:      area_a
   Attached FX Name:   electrify_b




d) Unfettered Might (Melee):
Thor attacks with full power and deals extreme crushing damage 3 times. Cost 2 EP.


   DamageType:          Crushing
   Magnitude:           Extreme
   Energy Point Cost:   Medium
   Stun:                Medium
   Knockback:           Medium
   Swiftness:            Very Fast
   Level:               3
   Animation Name:      melee_3
   Attached FX Name:    minuteman_patriotswing





e) God of Thunder (Area):
Thor charges mjolnir with full energy and smashes the ground dealing very high electrical
damage to all enemies around him. Cost 2 EP.

[M25AI NOTES: Used only when 'not flying','alone' and 'swarmed']

   DamageType:          Electrical
   Magnitude:           Very High
   Energy Point Cost:   Medium
   Stun:                None
   Knockback:           High
   Radius:      Short
   Level:               3
   Animation Name:      area
   Attached FX Name:   thor_godofthunder




f) Asgardian God (Passive Defense):
Thor blocks 75% of all crushing, acid, radiation, cold and fire damage.

   BlockType:          Normal
   Success:   Very Frequent
   Level:               3
   Animation Name:      None
   Attached FX Name:   electric_block_passive
   Damage Blocked:   All Damage
   Defense Flags:      Always Active
   Attacks Blocked:   Melee
            Ranged
            Area
            Direct






f) Mjolnir Reflection (Passive Defense):
Thor is able to use Mjolnir to absorb energy blasts directed towards him as means of attack.
Once the energy is absorbed, Thor can redirect it back amplified towards the source.
Reflects 50% of ranged mystical, energy and electrical attacks.

   BlockType:          Reflect
   Success:   Frequent
   Level:               3
   Animation Name:      active_defence
   Attached FX Name:   electric_block_passive
   Damage Blocked:   Mystical
            Energy
            Electrical
   Attacks Blocked:   Ranged





f) Mjolnir Deflection (Passive Defense):
Thor can use Mjolnir to deflect 50% of all crushing and piercing ranged damage.


   BlockType:          Deflect
   Success:   Frequent
   Level:               3
   Animation Name:      dodge_left
   Attached FX Name:   electric_block_passive
   Damage Blocked:   Crushing
            Piercing
   Attacks Blocked:   Ranged






------------------------------------------------------------
M25 AI File: THOR
------------------------------------------------------------                         
                                 
Spoiler
Quote
['mvh thor',
   ["target enemy",
      'warrior',
      'tank',
      'villain',
      'cosmic',
      'not flying',
   ],
   ["timer", 'auto',
      'TUseRemedy()',
      'TFleeMelee(type="any",subtype="emitting_damage",time=0.88)',
      'TFleeMelee(type="enemy",subtype="flying",mindist="short",time=0.88)',
      'TWeatherControlLightning(situation=["lowerhealthpct 50","alone 300"],subtype="not weakerthan or not alone")',
      "TRanged('lightning bolt',subtype='weakness_electrical',time=1.39)",
      "TLand()",
      "TEmpathy('warrior madness',situation=['lowerhealthpct 50','alone 300','not enraged'])",
      "TArea('god of thunder',situation=['not flying','alone','swarmed'],time=2.43)",
      "TMelee('unffetered might',time=2.76)",
      "TRangedCone('north winds',subtype=['lowermass 190','not alone'],time=1.36)",
      "TRanged('lightning bolt',situation='not flying',time=1.39)",
      "TMelee('god smite',time=1.36)",
      "TRanged('mjolnir throw',situation='not flying',time=1.91)",
      'TMoveTo(mindist="melee",movetype="fly",subtype="not emitting_damage",time=0.88)',
   ],
   ['subtype',
      'tank',
      'cosmic',
      'hero',
      'metal',
   ],
]

------------------------------------------------------------
SKIN PACK: THOR
------------------------------------------------------------


https://www.mediafire.com/file/rceb6p1wzeu5gm5/thor.rar/file

This are all for thor_mcu_DETOURNE_ME. This mesh doesnt have a helmet, doesnt have different hair styles and the cape cannot be made invisible, that's why some of the skins dont work very well. Also i added 3 skins that are included in the thor_GRENADIER series. Contains:
Spoiler

                         
                         

spydermann93

Ok, that Metal Eater/Warrior Madness combo is very cool. That's a really clever combo.

As always, love your hero files, man! They're always so clever.

oktokels

Quote from: spydermann93 on May 27, 2021, 10:22:16 PM
Ok, that Metal Eater/Warrior Madness combo is very cool. That's a really clever combo.

As always, love your hero files, man! They're always so clever.
Thanks spyder, i appreciate your support  :thumbup: :thumbup:

oktokels

#173
Am I supposed to be happy being the son of the mummy?  :ph34r:

------------------------------------------------------------
Hero File: NEGATIVE MAN
------------------------------------------------------------
Spoiler

Quote from: DC WikiNegative Man is a super-hero who projects a negative energy signature of himself to fight threats, leaving his physical body limp and useless until the astral form returns. Because of the radiation accident that gave him his powers, he is horribly disfigured and must completely bandage himself to prevent the energy from escaping. In his civilian identity he was a military pilot named Larry Trainor. He is a founding member of the Doom Patrol, alongside Niles Caulder, Elasti-Girl and Robotman. Negative Man was created by Bob Haney, Arnold Drake and Bruno Premiani, first appearing in My Greatest Adventure #80. (1963)





MESH:   male_nomouth_VERTEX
SKIN:    negative_man
MATERIAL:        Flesh
WEIGHT (lbs):   180
AI:   CZeroCost
VOICE:    [MAN_BOT]

STATS







Strength: 3    Normal
Speed: 4   Fast
Agility: 4   Agile
Endurance: 4    Hardy
Energy:5   Very Powerful

ATTRIBUTES

Negative Man doesn't have any significant attribute in his human form, other than being highly resistant to radiation and being able to transform into the negative spirit.




a) Accidental Change:    Negative Man has the ability to generate a black, electrical energy being composed of an as of yet unidentifiable radioactive substance from within his own body. Originally, he could only leave his body for a total of sixty seconds. This power could be simulated with the astral form or the free spirit attribute, but none of them work very well with the AI, that's why i picked this attribute over the others. Trigger: isEnraged, New Form: Negative Spirit, FX: blackenergy, RevertTrigger: isMinuteUp

b) Radioactive:     Larry is highly resistant to radiation.

 

POWERS

Negative Man doesn't have any powers in his human form, so mostly he will try to run away from enemies, until he has enough energy to transform into the negative spirit.





a) Basic Melee(Melee):
Basic melee attack.
             
   DamageType:          Crushing
   Magnitude:           Low
   Energy Point Cost:   None
   Stun:                None
   Knockback:           None
   Swiftness:           Normal
   Arc:                 No Arc
   Level:               3
   Animation Name:      melee
   Attached FX Name: default_punch







f) Negative Spirit (Special):
  Larry transforms  into the negative spirit for 60 seconds. Cost 2 EP.

   SpecialType:          Blind Justice
   Energy Point Cost:   Medium
   Level:               3
   Animation Name:      special_transform
   Attached FX Name:   black_energy_special







------------------------------------------------------------
M25 AI File: NEGATIVE MAN
------------------------------------------------------------                         
                                 
Spoiler
Quote
['dc negative man',
   ["target enemy",
      'infiltrator',
      'villain',
   ],
   ["timer", 'auto',
      'TUseRemedy()',
      'TFleeMelee(type="any",subtype="emitting_damage",time=0.87)',
      'TFleeMelee(type="enemy",situation="lowerenergy 66",mindist=300,time=0.87)',
      'TDodgeMissiles()',
      "TEmpathy('negative spirit')",
      "TMelee('basic melee',pct=100,time=0.88)",
      'TMoveTo(mindist=\'medium\' ,subtype="not emitting_damage",time=0.87)',
   ],
   ['subtype',
      'warrior',
      'hero',
   ],
   ['energy reserve',
      'medium',
   ],
]



Skin Pack: NEGATIVE MAN



New pack added to "DC" folder:
https://mega.nz/file/Id0hiIpB#8U4Geee69uaLIDUDnHBbZ6WerrpSOJ4otyDkuQFg9No

Contains:
- Negative man skope with 5 Skins
Spoiler

detourne_me

 :thumbup:
I've been going on a Doom Patrol binge the past few days trying to watch the whole show.  Great surprise seeing this hero file!!

oktokels

I am the spirit in the bottle
The invisible fire that works in secret there
I stick among the roots of the oak tree
Open the window  :verf :verf :verf

------------------------------------------------------------
Hero File: NEGATIVE SPIRIT
------------------------------------------------------------
Spoiler

Quote from: DC WikiKeeg Bovo is the negative spirit associated with Negative Man, also known as Larry Trainor. A life form from a dimension known as "the Negative Space", Keeg Bovo was connected to Larry when the man flew his plane into a radioactive field. Larry can now summon and control Keeg from his body. Negative Man was created by Bob Haney, Arnold Drake and Bruno Premiani, first appearing in My Greatest Adventure #80. (1963)





MESH:   male_aura_VERTEX
SKIN:    negative_man
MATERIAL:        Energy
WEIGHT (lbs):   170
AI:   CZeroCost
VOICE:    [WRAITH_MANTA]

STATS







Strength: 4    Strong
Speed: 7   Extraordinarily Fast
Agility: 4   Agile
Endurance: 4    Hardy
Energy:7   Extraordinarily Powerful

ATTRIBUTES

Negative Man's radioactive "soul-self" is capable of flight, intangibility and can generate minor explosions upon contact with positive energy. His body is composed of pure energy, so he mainly attacks with his own body, almost no ranged attacks. He is immune to physical attacks and cannot attack physically either, but he can solidify his body in certain situations. He is vulnerable to energy and electrical attacks, and his body can easily be disrupted with a few energy attacks. He has great movility, great speed, but this form only last 60 seconds before reverting to Negative Man.







a) Negative Man (combo):    Composed of:

- Dispersed Structure: Negative Man can reform his energy body. Recover Animation: recover_from_stun, Disperse FX: effect_ffx_blackenergy, Reform FX: effect_ffx_blackenergy, Damage FX: effect_ffx_blackenergy2

- Fast Flier: Negative Man can fly at speeds equal to or greater than jets and other airplanes.

- Ghostly: The Negative Spirit is permanently semi-intangible; crushing, piercing, fire, cold and acid-based attacks will simply pass through him.

- Involuntary Form: The Negative Spirit is the second form of Negative Man.

- Iron Guts: Immune to irradiate.

- Living Laser: The Negative Spirit can transform himself into a light speed energy beam that chains between enemies. RangedPower: ffx_darkforce_blast, Activate FX: effect_ffx_blackenergy, Reform FX: effect_ffx_blackenergy


For this attribute i changed the ffx_darkforce_blast in FFEDIT. Attack type: Ranged Projectile, Medium energy dmg, low EP cost, Very Fast Speed, Very High stun, Range Long, Accuracy High, Attached FX: black_darkforce_blast recolored yellow, animation ranged, Projectile: Chained, General: Affect Enemies Only.

- Phasing: Negative Man can alter his density to pass through solid objects. Phasing through biological material causes pain to the affected target. Lead is the only substance that he cannot phase through. Used mostly for disrupting robots or electronic based enemies.
"TPhaseDisrupt(time=1,type='enemy',subtype='robot or computer or hitech')",

- Escapologist: The negative spirit is immune to stasis.

- Spiny: The negative spirit is made of pure radiowave energy, and deals low radiation damage when somebody tries to touch him. Damage Explosion: ffx_shotcircuit_m. For this attribute i changed the ffx_shotcircuit_m in FFEDIT. Attack type: Area, low radiation dmg,  High stun, Attached FX: black_energy_special

- Enhanced Senses: The negative spirit can detect energy sources.

b) Radioactive:     The negative spirit is highly resistant to radiation.

 
c) Light Speed:     The negative spirit can move at light speeds, increasing his beam damage when he phases through enemies.

 
d) Flier:     The negative spirit can fly.

 

POWERS

The Negative Spirit main form of attack is his body. He can shock enemies by passing through them, and can generate medium explosions by touching positive matter. His attacks do energy, electrical and radiation damage.










a) Negative Punch (Melee):
Basic electrical melee attack. Simulates a phasing punch.
             
   DamageType:          Electrical
   Magnitude:           Medium
   Energy Point Cost:   None
   Stun:                High
   Knockback:           None
   Swiftness:           Normal
   Arc:                 No Arc
   Level:               3
   Animation Name:      melee
   Attached FX Name: black_darkforce_punch (yellow recolor)







f) Negative Energy (Ranged - Projectile):
  The negative spirit phases through enemies while flying. A flying melee attack.

   DamageType:          Electrical
   Magnitude:           Medium
   Energy Point Cost:   None
   Stun:                High
   Knockback:           None
   Swiftness:           Fast
   Radius:      None
   Range:      Short
   Accuracy:   High
   Level:               3
   Animation Name:      flying_melee
   Attached FX Name: flying_melee_negative (changed end.nif)





f) Negative Wrap (Melee):
  The negative spirit solidifies his body to wrap around enemies. A "grapple" FFX state swap. Customization(custom2.py):["x dc negative spirit","effect_ffx_blackbands","No",7,"Yes"],

   DamageType:          Density Max
   Magnitude:           Very High
   Energy Point Cost:   Low
   Stun:                None
   Knockback:           None
   Swiftness:           Normal
   Arc:      None
   Level:               3
   Animation Name:      melee_3
   Attached FX Name: black_darkforce_punch (recolored yellow)





f) Negative Bomb (Ranged - Explosive Projectile):
  A flying melee attack that produces a small radioactive explosion on contact.

[M25AI NOTES: Used only when flying and on "not alone" enemies]

   DamageType:          Radiation
   Magnitude:           Medium
   Energy Point Cost:   Low
   Stun:                None
   Knockback:           High
   Swiftness:           Fast
   Range:      Short
   Accuracy:   High
   Level:               3
   Animation Name:      flying_melee
   Attached FX Name: flying_negative_bomb (changed end.nif for aff_boom_black)





f) Negative Burst (Area):
  The negative spirit touches the ground and produces a radiaoactive explosion.

[M25AI NOTES: Used only when alone and swarmed]

   DamageType:          Radiation
   Magnitude:           Medium
   Energy Point Cost:   Low
   Stun:                Medium
   Knockback:           Medium
   Radius:      Short
   Level:               3
   Animation Name:      area_5
   Attached FX Name: aff_boom_black
   Power Flag:      Ground Targets Only





f) Negative Smash (Special):
  The negative spirit solidifies his body and smashes enemies.

   SpecialType:          Speeding Bullet
   Energy Point Cost:   Low
   Level:               1
   Animation Name:      run
   Attached FX Name:    black_death_special




f) Energy Absorption (Passive Defense):
  The negative spirit can absorb 50% of energy damage, but is vulnerable to the other 50%.

   DefenseType:          Absorb
   Success:   50% Frequent
   Level:               3
   Animation Name:     
   Attached FX Name:    electric_block_passive
   Damage Blocked:   Energy
            Electrical
            Radiation
   Attacks Blocked:   Melee
            Ranged
            Area





------------------------------------------------------------
M25 AI File: NEGATIVE SPIRIT
------------------------------------------------------------                         
                                 
Spoiler
Quote
['x dc negative spirit',
   ["target enemy",
      'weakness_radiation',
      'weakness_electrical',
      'tank',
      'villain',
   ],
   ["timer", 'auto',
      'TUseRemedy()',
      'TFleeMelee(type="any",subtype="emitting_damage",time=0.87)',
      'TFleeMelee(movetype="fly",mindist="ranged_min",type="enemy",situation="lowerhealthpct 50")',
      'TDodgeMissiles()',
      'TLivingAway(situation="lowerhealthpct 50")',
      "TSpeedingBullet('negative smash',time=0.87)",
      "TPhaseDisrupt(time=1,type='enemy',subtype='robot or computer or hitech')",
      "TArea('negative burst',situation=['alone','swarmed'],time=1.55)",
      "TRanged('negative bomb',situation='flying',subtype='not alone',mindist=0,time=3)",
      "TMelee('negative wrap',time=1.04)",
      "TRanged('negative energy',situation='flying',mindist=0,time=3)",
      "TMelee('negative punch',time=0.88)",
      'TLivingLaser()',
      'TMoveTo(mindist=\'short\',time=0.87,movetype="fly",subtype="not emitting_damage")',
   ],
   ['subtype',
       'blaster',
       'hero',
   ],
]

BentonGrey

I've been out of commission for a long while, Ok, so I've missed a ton of your cool work here.  You've got some really great builds, and I can't wait to investigate several of these more closely!  Thanks so much for sharing these with us!
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

oktokels

Quote from: detourne_me on June 03, 2021, 05:37:07 PM
:thumbup:
I've been going on a Doom Patrol binge the past few days trying to watch the whole show.  Great surprise seeing this hero file!!

To make it more fun, I pick all the characters that i post here by using a randomizer. For Negative Man, i didn't know much of the character, so i gave it a reading to the whole origin of the Doom Patrol. Lately i've been reading the Grant Morrison run (the third run), which is the inspiration for the show. Pretty good stuff, totally recomended reading. This build is mostly based on the silver age negative man, which wasn't so weird back then lol.    :D

Quote from: BentonGrey on June 03, 2021, 07:51:26 PMThanks so much for sharing these with us!
Hello Benton, i should be really thanking you for all your work, tutorials and dedication, which was and is an inspiration even today. Your mods have inspired me to create my own take of these characters, and i must say, i'been having a blast doing it lol  :thumb: Let's hope this work serves to inspire more people out there, with more cool ideas. :thumbup:

oktokels

If anyone wants to search for a specific character, the list from the first page is actualized every time a new character is added.

BentonGrey

I'm very glad to hear that, Ok!  Well, let's hope that we can both encourage more folks to get involved in creating content!
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/