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XML1: Unlocking all characters from the start

Started by Generic Unit, July 09, 2019, 11:56PM

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Dang, I already encountered a small problem with giving a custom character additional skins. It doesn't matter how minimum the extra skin you give to a custom character, but for some reason, when you get to their last skin on their list and attempt to switch, the game will crash thinking there's another skin in line and doesn't loop around back to the default costume like it should. It doesn't have this problem, if their only skin is their default, and you're able to push the skin swap button without it crashing.

Edit:
What's worse, there are sudden crashes when attempting to change a custom hero's gear or leveling up their skill points before returning to the game. It randomly happens and randomly doesn't. It doesn't crash however, when gearing up your custom hero an Xtraction point.

For quick reference you can jump to a map using the alison.py script. Here are the map codes (ignore my notes, it's from XML1PC Project). Truthfully I'd recommend using beginMission("missionname"), replacing missionname with one from \data\missions

#NEW YORK -- INTRO
#loadMap("nyc/alison/nyc1_1_1") #working
#loadMap("nyc/alison/nyc1_1_2") #working
#loadMap("nyc/alison/nyc1_1_2b") #working -- Pyro's fire wall and Mystique's boss fight need work
#loadMap("nyc/alison/nyc1_1_3") #working
#loadMap("nyc/alison/nyc1_1_4") #working
#loadMap("nyc/alison/nyc1_1_5") #working

#X-MANSION -- ACT1-1
#loadMap("mocap/mocap1/mocap1") #cutscene
#loadMap("mansion/man1a/mansion1a_1") #working
#loadMap("mansion/man1a/mansion1a_2") #working
#loadMap("mansion/man1a/subbasement1a") #working
#loadMap("mansion/man1a/hangar1a") #working

#HAARP FACILITY
#loadMap("mocap/mocap2/mocap2") #cutscene
#loadMap("haarp/ext/haarp_ext01") #working
#loadMap("haarp/ext/haarp_ext02") #working
#loadMap("haarp/ext/haarp_ext03") #working
#loadMap("haarp/ext/haarp_ext04") #working -- cutscene door not opening (for now we just load the next level)
#loadMap("haarp/int/haarp2_1") #working
#loadMap("haarp/int/haarp2_2") #working
#loadMap("haarp/int/haarp2_3") #working -- skipped (back to title screen when played in sequence)
#loadMap("haarp/int/haarp2_6") #working
#loadMap("haarp/int/icetunnel1")  #working
#loadMap("haarp/int/icetunnel2")  #working
#loadMap("haarp/ext/haarp_ext_boss") #working (fight with Toad needs work -- toadpoin_new.py)

#X-MANSION -- ACT1-2
#loadMap("mansion/man2/man_back2") #working
#loadMap("mansion/man2/man2_1") #working
#loadMap("mansion/man2/man2_2") #working
#loadMap("mansion/man2/mansb2") #working

#MAGMA'S DANGER ROOM TRAINING, PART 1
#loadMap("mansion/dr_mag/dr_mag01") #working
#loadMap("mansion/dr_mag/dr_mag03") #working

# NYC - SENTINEL FLASHBACK -- TALK TO NIGHTCRAWLER in man2_1 (SIDE MISSION)
#loadMap("nyc/fb/nyc_fb1") #working, sentinels have no attacks
#loadMap("nyc/fb/nyc_fb2") #loads, sentinels have no attacks
#loadMap("nyc/fb/nyc_fb3") #loads, sentinels have no attacks
#loadMap("nyc/fb/nyc_fb4") #loads, sentinels have no attacks

#X-MANSION - JUGGERNAUT FLASHBACK -- TALK TO BEAST in basement after Magma's first training (SIDE MISSION)
#loadMap("mansion/jugrnt/jugrnt01") #working -- had to remove objects, scripting problems

#SEWERS -- HUB
#loadMap("mocap/mocap3/mocap3") #cutscene
#loadMap("sewers/hub/sewers1_1_1")  #working
#loadMap("sewers/hub/sewers1_1_2")  #working
#loadMap("sewers/hub/sewers1_1_3")  #working
#loadMap("sewers/hub/sewers1_1_4")  #working
#loadMap("sewers/hub/sewhub")  #working -- door won't open
#loadMap("sewers/hub/sewers1_2_1")  #working
#loadMap("sewers/hub/sewers1_2_3")  #working
#loadMap("sewers/hub/sewers1_2_4")  #working (Marrow boss fight #1)

#USS ARBITER -- needs INTERIOR sentinel launchers fixed
#loadMap("mocap/mocap4/mocap4") #cutscene
#loadMap("arbiter/deck/arb_fd1") #working
#loadMap("arbiter/deck/arb_fd2") #working
#loadMap("arbiter/a_int/arb2_1") #working
#loadMap("arbiter/a_int/arb2_2") #working
#loadMap("arbiter/a_int/arb2_3") #working
#loadMap("arbiter/a_int/arb2_4") #working
#loadMap("arbiter/a_int/arb3_1") #working --  locks up first cutscene, zone anims
#loadMap("arbiter/a_int/arb3_2") #working
#loadMap("arbiter/a_int/arb3_3") #working, zone anims
#loadMap("arbiter/a_int/arb3_4") #working




#################### "ACT 2" #########################
#X-MANSION -- ACT2-1
#loadMap("mansion/man3/hangar3") #working
#loadMap("mansion/man3/mansion3_1") #working
#loadMap("mansion/man3/mansion3_2") #BROKEN -- loads, but crashes at stairs
#loadMap("mansion/man3/subbasement3b") #working

#MAGMA'S DANGER ROOM TRAINING, PART 2 -- NYC REINACTMENT
#loadMap("mansion/dr_mag2/mag_nyc1") #working
#loadMap("mansion/dr_mag2/mag_nyc2") #working
#loadMap("mansion/dr_mag2/mag_nyc3") #working
#loadMap("mansion/dr_mag2/mag_nyc4") #working
#loadMap("mansion/man3/danger_room") #working

#WEAPON X FACILITY - WOLVERINE FLASHBACK - talk to Wolverine in X-Jet hangar (SIDE MISSION)
#loadMap("weapon_x/wfb/wx1_1") #working
#loadMap("weapon_x/wfb/wx1_2") #working -- you can fall through in the transition to wx1_3 (not solid)
#loadMap("weapon_x/wfb/wx1_3") #working -- needs "out" dialog, fission gate should damage player

#NUCLEAR PLANT
#loadMap("mocap/mocap5/mocap5") #cutscene
#loadMap("nuke_plant/nuke/nuke1_1") #working
#loadMap("nuke_plant/nuke/nuke1_2") #BROKEN? - falling forever
#loadMap("nuke_plant/nuke/nuke1_3") #working
#loadMap("nuke_plant/nuke/nuke1_4") #works
#loadMap("nuke_plant/nuke/nuke2_2") #works -- Colossus' effects are missing
#loadMap("nuke_plant/nuke/nuke2_2a") #working -- does not drop forcefield (impassable) - forcefield_remove.py
#loadMap("nuke_plant/nuke/nuke2_3") #working

#MUIR ISLAND
#loadMap("muir_is/muir2/muir_in2") #working
#loadMap("muir_is/muir2/muir_comcore") #BROKEN -- falling forever (no ENG -- unused map?)
#loadMap("muir_is/muir2/mui_comcore") #working
#loadMap("muir_is/muir2/muir_brig") #working (cutscene?)

#WEAPON X FACILITY -- (SIDE MISSION) w/Cyclops
#loadMap("weapon_x/old/wx2_1") #working
#loadMap("weapon_x/old/wx2_2") #working -- stuck in cutscene

#X-MANSION -- ACT2-2 (includes GRSO attack)
#loadMap("mocap/mocap6/mocap6") #cutscene
#loadMap("mansion/man4/grso_debriefing") #BROKEN -- crashes during conversation
#loadMap("mansion/man4/mansion_back4") #working -- water fx for pool still missing?
#loadMap("mansion/man4/mansion_back4_grso") #works -- locks up during cutscenes, check new objectives
#loadMap("mansion/man4/mansion_front4_grso") #working
#loadMap("mansion/man4/mansion4_1") #working
#loadMap("mansion/man4/mansion4_2") #working
#loadMap("mansion/man4/subbasement4") #working

#ASTRAL PLANE
#loadMap("mocap/mocap7/mocap7") #cutscene
#loadMap("astral/ast1/astral1_1") #working
#loadMap("astral/ast1/astral1_2") #working -- locks up after hitting a swtich
#loadMap("astral/ast1/astral1_3") #working -- locks up near end (cutscene?)
#loadMap("astral/ast1/astral4_3") #working

#X-MANSION -- ACT3-1
#loadMap("mansion/man5/mansion_front5") #working
#loadMap("mansion/man5/mansion5_1") #working
#loadMap("mansion/man5/mansion5_2") #working
#loadMap("mansion/man5/subbasement5") #working
#loadMap("mansion/man5/subbasement5b") #BROKEN -- crashes during load

#SEWERS -- HEALER
#loadMap("mocap/mocap8/mocap8") #cutscene
#loadMap("sewers/healer/sewers_hub2")  #working
#loadMap("sewers/healer/sewers2_1_1")  #working
#loadMap("sewers/healer/sewers2_1_2")  #working
#loadMap("sewers/healer/sewers2_1_3")  #working
#loadMap("sewers/healer/sewers2_1_4")  #working

#MOUNT
#loadMap("mount/mount/mount")  #working
#loadMap("mount/mount/mount2")  #working




#################### "ACT 3" #########################
#X-MANSION -- ACT3-2
#loadMap("mansion/man6/mansion6_1") #working
#loadMap("mansion/man6/mansion6_2") #working
#loadMap("mansion/man6/subbasement6") #BROKEN -- crashes while loading
#loadMap("mocap/mocap9/mocap9") #cutscene - Used for Juggernaut, NYC Riots and Sewers GRSO missions

#MUIR ISLAND -- JUGGERNAUT
#loadMap("muir_is/muir3/muir_brig") #working
#loadMap("muir_is/muir3/muir_in3") #working

#NEW YORK -- RIOTS
#loadMap("nyc/riots/nyc3_1_1") #working 100% aside from sentinel issues
#loadMap("nyc/riots/nyc3_1_2") #working, has objective issues
#loadMap("nyc/riots/nyc3_1_3") #working, has objective issues
#loadMap("nyc/riots/nyc3_2_1") #working, has objective issues (Bishop as a kid)
#loadMap("nyc/riots/nyc3_2_2") #UNUSED --- copy of an Asteroid M map ("astroid_m/visit1/asteroid2_2")?

#SEWERS -- GRSO
#loadMap("sewers/grso/sewers3_1_1") #works
#loadMap("sewers/grso/sewers3_1_2") #works
#loadMap("sewers/grso/sewers3_1_3") #works
#loadMap("sewers/grso/sewers_marrow") #works

#X-MANSION -- ACT4-1
#loadMap("mansion/man7/mansion7_1") #working
#loadMap("mansion/man7/mansion7_2") #working
#loadMap("mansion/man7/subbasement7") #working
#loadMap("mansion/man7/status_meeting") #works, cutscene only -- UNUSED?

#ASTRAL PLANE -- VISIT 2
#loadMap("mocap/mocap11/mocap11") #cutscene
#loadMap("astral/ast3/astral3_2") #working
#loadMap("astral/ast3/astral3_3") #working
#loadMap("astral/ast3/astral3_4") #working
#loadMap("astral/ast3/astral3_5") #working
#loadMap("astral/ast3/colosseum") #working

#FACTORY / HIVE
#loadMap("mocap/mocap10/mocap10") #cutscene
#loadMap("hive/h_ext/hive1_1_1") #working
#loadMap("hive/h_int/hive1_2_1") #working
#loadMap("hive/h_int/hive1_2_2") #working
#loadMap("hive/h_int/hive1_2_3") #working
#loadMap("hive/h_int/hive1_3_1") #working
#loadMap("hive/h_int/hive1_3_2") #working
#loadMap("hive/h_int/hive1_3_3") #working
#loadMap("hive/h_int/hive2_2_1") #working
#loadMap("hive/h_int/hive2_2_2") #working -- #working -- had to remove objects??????
#loadMap("hive/h_int/hive2_2_3") #BROKEN -- dumped to title screen
#loadMap("hive/h_int/hive2_2_4") #BROKEN -- dumped to title screen
#loadMap("hive/h_int/hive2_2_5") #working -- had to remove objects???

#ASTRAL PLANE -- SAVE PROFESSOR X
#loadMap("mocap/mocap12/mocap12") cutscene
#loadMap("astral/savepx/astral2_1") #working
#loadMap("astral/savepx/astral2_2") #working
#loadMap("astral/savepx/final_astral") #working
#loadMap("astral/savepx/astral2_3") #working -- crashes when you free Xavier

#X-MANSION -- ACT4-2
#loadMap("mansion/man8/mansion8_1") #working
#loadMap("mansion/man8/mansion8_2") #working
#loadMap("mansion/man8/subbasement8") #working
#loadMap("mansion/man8/subbasement8b") #working (CUTSCENE)
#loadMap("mansion/man8/hangar8") #working

#ASTEROID M
#loadMap("mocap/mocap13/mocap13") #cutscene
#loadMap("astroid_m/visit1/asteroid1_1") #working
#loadMap("astroid_m/visit1/asteroid1_2") #BROKEN -- crashes when you meet Mystique
#loadMap("astroid_m/visit1/asteroid1_3") #working
#loadMap("astroid_m/visit1/asteroid2_1") #working
#loadMap("astroid_m/visit1/asteroid2_2") #working
#loadMap("astroid_m/visit1/asteroid2_3") #working

#FINALE -- MASTER MOLD
#loadMap("mastermold/mastermold1") #working
#loadMap("mastermold/mastermold2") #loads, gets stuck on initial cutscene

Nice! That makes it easier for testing mods so you don't have to run through the tutorial all the time

You can also use beginMission("haarp"), etc to load anything in /data/missions