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#61
Mods / Re: FF power system that is la...
Last post by Epimethee - January 01, 2026, 07:19:43 PM
Quote from: Jimaras8 on January 01, 2026, 11:57:21 AMHey Epimethee is it possible to change the Castle state swap fx for a specific character?
Yeah, I should have made that customizable... rookie oversight. If you don't need the default FX for other characters, the simplest solution would be to change the hard-coded FX directly:

1. Back up ffx.py and open it in a pure text editor such as Notepad.

2. Go to the section under def makeroqued(target, source, intensity): (starting at line 19151, at least in my version of the file):
def makeroqued(target, source, intensity):
    MPSendMessage(MP_ROQUE, Object_GetAttr(target, 'ffxMPID'), Object_GetAttr(source, 'ffxMPID'), intensity)
    cshelper.disable(target)
    cshelper.disable(source)
    Object_PlayEffect(target, 'effect_portal_core')
    Object_PlayEffect(source, 'effect_portal_core')
    targetDestination = Get_ObjectPos(source)
    targetDestination = FFQ_tupleToString(targetDestination)
    sourceDestination = Get_ObjectPos(target)
    sourceDestination = FFQ_tupleToString(sourceDestination)
    RegTimer('OnRoque',0.1, 0, target, targetDestination)
    RegTimer('OnRoque',0.1, 0, source, sourceDestination)


3. There are two lines with the function Object_PlayEffect(). Replace effect_portal_core with the exact name of the FX of your choice in both.
#62
Releases / Re: Marvel Adventures 2.6 upda...
Last post by Jimaras8 - January 01, 2026, 07:06:11 PM
Happy New Year everyone  :thumbup: . I wish you the best to you and your loved ones and i come with a gift. I managed to find another 30 old meshes in my derelict e-mails from lovely folks like spyder, CyberBurn, Daglob etc and i think it's best to share it in order for them to not be locked in some deleted e-mail address. I also included the latest version of MA 2.6 which has more tweaks and powers (check the Expansion read me file) added that i had planned. I know, i know i have uploaded too many versions of the mod lately :P  :P  but i don't know if my health issues will allow me to work uninterrupted on the mod in the future so i do it now that i have some time.

https://www.mediafire.com/file/hfuca0pkexrf3yj/Meshes_V3%252B_Mod_V2.6.rar/file

#63
Mods / Re: Marvel Adventures Feedback
Last post by Jimaras8 - January 01, 2026, 07:05:50 PM
Happy New Year everyone  :thumbup: . I wish you the best to you and your loved ones and i come with a gift. I managed to find another 30 old meshes in my derelict e-mails from lovely folks like spyder, CyberBurn, Daglob etc and i think it's best to share it in order for them to not be locked in some deleted e-mail address. I also included the latest version of MA 2.6 which has more tweaks and powers (check the Expansion read me file) added that i had planned. I know, i know i have uploaded too many versions of the mod lately :P  :P  but i don't know if my health issues will allow me to work uninterrupted on the mod in the future so i do it now that i have some time.

https://www.mediafire.com/file/hfuca0pkexrf3yj/Meshes_V3%252B_Mod_V2.6.rar/file

#64
Requests for Skins and Meshes / Re: Jim's Corner Issue 63: Ne...
Last post by Jimaras8 - January 01, 2026, 07:05:13 PM
Happy New Year everyone  :thumbup: . I wish you the best to you and your loved ones and i come with a gift. I managed to find another 30 old meshes in my derelict e-mails from lovely folks like spyder, CyberBurn, Daglob etc and i think it's best to share it in order for them to not be locked in some deleted e-mail address. I also included the latest version of MA 2.6 which has more tweaks and powers (check the Expansion read me file) added that i had planned. I know, i know i have uploaded too many versions of the mod lately :P  :P  but i don't know if my health issues will allow me to work uninterrupted on the mod in the future so i do it now that i have some time.

https://www.mediafire.com/file/hfuca0pkexrf3yj/Meshes_V3%252B_Mod_V2.6.rar/file


 
#65
Releases / Re: Snowman Basic
Last post by cranlox - January 01, 2026, 05:55:42 PM
I tested it in the game, and I think you forgot to attach the arms to the skeleton's arms. Even so, the model looks great. :)
#66
Releases / Re: CRANLOX LABORATORY
Last post by cranlox - January 01, 2026, 05:54:39 PM
I'm back after a week! I'll be uploading some heads soon that I'll start fixing. :)
I'm truly furious about some of the new news, but I hope the rest of the year will be better.
Happy New Year to all!
#67
Mods / Re: FF power system that is la...
Last post by Jimaras8 - January 01, 2026, 11:57:21 AM
Hey Epimethee is it possible to change the Castle state swap fx for a specific character? The red portal fx is awesome but i need to use castle to Lockjaw and his tp effects are white. Can it be done? I know teleport state swap has that option but i haven't found it for castle
#68
Scripting Forum / Re: Problem swapping stun for ...
Last post by Jimaras8 - January 01, 2026, 11:41:38 AM
What if i create a custom character and add him in the dat with the add to dat function? That won't work either? The character has to be made from scratch in the FFEdit?

I have added unique powers id to characters created in game and then added to dat. For example my graviton has a gravity increase state swap to the stun of his beam power but not in the stun value of his other abilities. His beam can increase gravity and pin down a target and progressively damage him but his direct or other beam powers don't.
#69
Scripting Forum / Re: Problem swapping stun for ...
Last post by Epimethee - January 01, 2026, 06:22:48 AM
Quote from: Jimaras8 on December 29, 2025, 04:13:01 PMSo there is no way to assign a stun state swap to a single power and have standard stun chances to the rest of the powers?
Yes, but only for built-in characters (created in FFEdit). Custom characters (created in-game) don't communicate a unique power ID, so for them, the swap cannot be power-specific.
#70
Mods / Re: FF power system that is la...
Last post by Epimethee - January 01, 2026, 03:03:27 AM
Quote from: MarvelHero on December 27, 2025, 08:33:30 AMIf only modern python coders would take a crack at FFVT3R.
If by that you mean modding the game using its Python (version 1.5, the first Python version!) scripting engine, as we did in FFX, it's not possible. The game engine's API only gives access to a limited number of functions. Going beyond that would require much more advanced techniques, such as hacking the in-memory game executable (something modern operating systems make basically impossible, AFAIK).

At this point, this is a quarter-century-old game that was never hugely popular... It's not likely to attract the kind of programming talent and dedication needed to push the envelope much further. With today's great free game engines (Unity, Unreal, Godot) and the rapid evolution of AI-assisted code, creating a new game altogether is probably a more fruitful endeavour, in my opinion – that is, if someone has a few thousand hours available. But then again, there's no guarantee: Dr. Mike's Adventureverse got to the alpha pre-release a couple years ago and then went dark.