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#41
All Marvel: Ultimate Alliance commands

Quote
Command Parameters Data Types Example Usage Description
runscriptscriptPath String runscript("scripts/mission.py") Executes an external Python script file.
addSimulatorScorepoints Int addSimulatorScore(500) Increments the current Simulator challenge score.
getComicMissionVillainNone N/A v = getComicMissionVillain() Returns the string name of the mission's boss.
getComicMissionHeroNone N/A h = getComicMissionHero() Returns the required hero for the Comic Mission.
setComicMissionHeroPlayerplayerID Int setComicMissionHeroPlayer(1) Assigns the required hero to a specific player slot.
setSkinactor, skinID String, String setSkin("ironman", "0201") Swaps an actor's visual model/texture set.
spawnactor, node String, String spawn("Mephisto", "t_boss_01") Spawns an entity at a map trigger node.
spawnEffectfx, node String, String spawnEffect("fx_portal", "t_node") Plays a specific FX at the designated node.
spawnInventoryItemitem, node String, String spawnInventoryItem("xp_token", "t_1") Drops a physical item at the map location.
getZoneVarvarName String v = getZoneVar("door_state") Retrieves a variable local to the current zone.
setZoneVarvarName, val String, Mixed setZoneVar("is_active", 1) Sets a variable local to the current zone.
getGameVarvarName String v = getGameVar("gv_hero_count") Retrieves a global persistent variable.
setGameVarvarName, val String, Mixed setGameVar("gv_unlocked", 1) Sets a global persistent variable.
setInvulnerableactor, bool String, Bool setInvulnerable("hero1", true) Toggles damage immunity for the actor.
setInvisibleactor, bool String, Bool setInvisible("hero1", true) Makes an actor invisible to NPCs and players.
setNoClipactor, bool String, Bool setNoClip("hero1", true) Disables physical collision for the actor.
setNoGravityactor, bool String, Bool setNoGravity("hero1", true) Prevents gravity from affecting the actor.
setAIActiveactor, bool String, Bool setAIActive("boss", false) Enables or disables the AI for a specific NPC.
unlockCharacterheroID String unlockCharacter("SilverSurfer") Adds a hero to the character select screen.
lockCharacterheroID, bool String, Bool lockCharacter("Blade", true) Removes or locks a character from selection.
setTeamLevellevel Int setTeamLevel(99) Overrides the player's team level.
addXtremePipamount Int addXtremePip(1) Grants a portion of the Xtreme power meter.
playAnimactor, anim String, String playAnim("hero", "ea_idle") Forces the actor to play a specific animation.
setAnimSpeedactor, val String, Float setAnimSpeed("hero", 2.0) Multiplies animation playback speed.
setScaleactor, val String, Float setScale("hero", 1.5) Resizes the actor's model scale.
setAlphaactor, val String, Float setAlpha("hero", 0.5) Sets the transparency of the actor model.
lockControlsbool Bool lockControls(true) Disables all player controller inputs.
setHudVisiblebool Bool setHudVisible(false) Toggles the visibility of the UI/HUD.
showHealthBaractor, bool String, Bool showHealthBar("boss", true) Displays the boss health bar UI.
killEntityactor String killEntity("minion_01") Removes an entity from the world immediately.
addBoltonact, item, bone String, String, String addBolton("hero", "sword", "hand_r") Attaches a model piece to an actor's bone.
setGoalactor, node String, String setGoal("npc", "t_destination") Sets an AI navigation destination.
actionFigureRewardfigureID String actionFigureReward("fig_thor") Grants the player a collectible action figure.
checkpointSaveNone N/A checkpointSave() Forces a checkpoint save to the profile.
setMusicOverridetrack String setMusicOverride("boss_fight") Forces a specific audio track to play.
setUnderWaterbool Bool setUnderWater(true) Enables water physics/visuals for the zone.
pauseNone N/A pause() Pauses the internal game clock/logic.
resumeNone N/A resume() Resumes the internal game clock/logic.
getHeroNameactor String name = getHeroName("hero1") Returns the string display name of a hero.
setHealthactor, val String, Int setHealth("hero1", 100) Sets the health points for an actor.
getHealthMaxactor String hp = getHealthMax("hero1") Returns the maximum health of an actor.
setAggressionactor, val String, Int setAggression("npc", 100) Adjusts the NPC's AI aggression level.
setAnglesactor, x, y, z Str, Float x3 setAngles("hero1", 0, 90, 0) Sets the rotation angles of an actor.
setOriginactor, x, y, z Str, Float x3 setOrigin("hero1", 10, 0, 50) Sets the XYZ position of an actor.
setVelocityactor, x, y, z Str, Float x3 setVelocity("hero1", 50, 0, 0) Applies a velocity vector to an actor.
showMoviesbool Bool showMovies(true) Enables playback of cinematic files.
setSpecialModemodeID Int setSpecialMode(1) Sets internal engine state (debug/special).
#42
Updated table for XML2 script commands:

Quote
Script Command            Params            Values / Examples            Description




unlockCharacter 1: (str) wolverine, ironman Adds a hero to the playable roster permanently.
lockCharacter 1: (str) scarletwitch Removes a hero from the roster.
setAvailable 2: (str, bool) (profex, 1) Toggles selection visibility at Extraction Points.
isAvailable 1: (str) wolverine Returns 1 if hero is unlocked, 0 if not.
unlockCostume 2: (str, str|int) (storm, ultimate) Unlocks a specific skin for a specific hero.
lockCostume 2: (str, str|int) (cyclops, 1) Relocks a specific skin for a specific hero.
setSkin 2: (str, str|int) (colossus, 0) Instantly changes an active hero's 3D skin.
getSkin 1: (str) wolverine Returns the name/index of current skin.
unlockAllCostumes 0 - Global cheat: Unlocks every skin for every hero.
setLevel 2: (str, int) (nightcrawler, 99) Sets character level; updates CStats.
getLevel 1: (str) bishop Returns the hero's current level.
addExperience 2: (str, int) (rogue, 5000) Grants a specific amount of XP.
addCharacterStat 2: (str, int) (magneto, 10) Adds unspent stat points (Body, Focus, etc).
resetStats 1: (str) cyclops Refunds all spent stat points to the pool.
unlockPower 2: (str, str) (storm, lightning) Forces a power to unlock regardless of level.
giveTechbits 1: (int) 100000 Modifies global techbit currency.
giveItem 2: (str, int) (nano_bandage, 10) Adds equipment/consumables to inventory.
dropItem 1: (str) health_pack Forces the player to drop an item.
setCheat 2: (str, bool) (godmode, 1) Toggles flags in the CCheats bitfield.
spawn 2: (str, str) (boss_apoc, mkr_1) Spawns an entity at a map locator.
despawn 1: (str) npc_guard_01 Removes an entity from the active pool.
kill 1: (str) player1 Sets target health to zero.
revive 1: (str) player2 Resurrects a fallen hero.
playAnim 2: (str, str) (beast, roar) Forces an entity to play an animation sequence.
stopAnim 1: (str) wolverine Interrupts current animation.
applyStatEffect 2: (str, str) (frozen, enemy_01) Manually applies a buff/debuff effect.
removeStatEffect 2: (str, str) (stun, player1) Clears a specific status effect.
completeMission 1: (str) m_act1_main Marks a mission ID as complete.
setObjective 2: (str, int) (obj_1, 1) Sets objective state (0: Hidden, 1: Active, 2: Done).
loadMap 1: (str) act1_sanctuary Teleports party to a new map file.
saveGame 1: (int) 1 Triggers a save to the specified slot.
loadGame 1: (int) 1 Loads the specified save slot.
startConversation 2: (str, str) (convo_beast, p1) Triggers a specific dialogue interaction.
stopConversation 0 - Ends active dialogue immediately.
playMovie 1: (str) cin_intro Plays a BIK cinematic file.
playMusic 1: (str) mus_combat_01 Changes the background music track.
stopMusic 0 - Fades out current music.
playSound 1: (str) snd_explosion Plays a specific sound effect.
shakeCamera 2: (float, float) (1.5, 0.5) Triggers camera shake (Intensity, Duration).
setCameraTarget 1: (str) boss_entity Forces camera to track a specific object.
releaseCamera 0 - Returns camera control to the player.
setWeather 1: (str) snow_heavy Changes map environmental effects.
ent_getproperty 2: (str, str) (p1, health) Returns value of a C++ member variable.
ent_setproperty 3: (str, str, val) (p1, speed, 2.0) Directly writes to a C++ member variable.
exec 1: (str) myscript.py Executes an external script file.
eval 1: (str) print("hello") Evaluates a string as a script command.
print 1: (str) Debug Active Outputs text to the engine console/log.
setGlobal 2: (str, val) (g_difficulty, 2) Sets a global script variable.
getGlobal 1: (str) g_story_pos Retrieves a global script variable.
wait 1: (float) 2.5 Pauses script execution (in seconds).
pauseGame 1: (bool) 1 Toggles the game's pause state.
enableInput 1: (bool) 0 Disables/Enables player controller input.
fadeToBlack 1: (float) 1.0 Fades the screen out over time.
fadeFromBlack 1: (float) 1.0 Fades the screen in over time.
setTimer 2: (str, int) (bomb_timer, 60) Starts an on-screen countdown.
stopTimer 1: (str) bomb_timer Removes an active countdown.
forceTeamChange 1: (str) wolverine Forces the player to switch to this hero.
lockTeam 1: (bool) 1 Prevents the player from changing heroes.
setAIState 2: (str, str) (p2, aggressive) Changes follower AI behavior.
teleport 2: (str, str) (p1, exit_marker) Moves an entity to a locator instantly.
setLightGroup 2: (str, int) (p1, 5) Changes lighting group for a character.
setCollision 2: (str, bool) (wall_01, 0) Toggles physics collision for an object.
damage 2: (str, int) (enemy_01, 50) Applies direct damage to an entity.
heal 2: (str, int) (p1, 100) Restores health to an entity.
invincible 2: (str, bool) (p1, 1) Toggles invulnerability for a target.
setGravity 1: (float) -9.8 Modifies map-wide gravity.
setGameSpeed 1: (float) 0.5 Slows down or speeds up engine time.
showHUD 1: (bool) 0 Toggles the entire user interface.
messageBox 1: (str) Unlock Alert! Displays a pop-up text box.
quitGame 0 - Exits the application.
setResolution 2: (int, int) (1920, 1080) Changes the engine's render resolution.
toggleConsole 0 - Opens the internal engine debug terminal.
#43
Rules and Information / Re: X-Men Legends II Ultimate ...
Last post by BaconWizard17 - March 04, 2026, 02:45PM
X-MEN  LEGENDS  II  ULTIMATE  PATCH
JANUARY/FEBRUARY 2026 UPDATE




Update
    One thing that I wanted to achieve before starting on Phase 2 was updating igbFinisher and the Marvel Mods GIMP Scripts to make the skinning process even faster, making it easier to create new assets for this project and beyond. With updates to those tools came necessary updates to their respective tutorials. I've finally released that update, so now I can put all my energy into Phase 2 of the X2UP. New skin releases are coming down the pipeline!
#44
Tutorials / Re: [All Games] Marvel Mods Mo...
Last post by BaconWizard17 - March 04, 2026, 02:44PM
The Marvel Mods Modeling Tutorial has been updated with more significant updates:
  • Added suggestions for how to set up your project folder to help new skinners
  • Removed steps related to 3D Ripper DX, as it's harder to find now, and igbConverter is much more accurate.
  • Expanded steps related to igbConverter to give it a proper tutorial chapter.
  • The steps to export textures are now covered in the Marvel Mods Aesthetics Tutorial, allowing me to go into greater detail there.
  • Revised the steps for making mannequins to cover assets extracted with igbConverter. Added the relevant video from the YouTube channel.
  • Added more detail on creating power/map models.
  • Outlines/cel shading and skin segments are now supplemental chapters.
  • igbFinisher is now one of the main chapters.
  • Revised and streamlined supplemental chapters. Certain content is now integrated into the main chapters.
  • Improved recommendations for making transparent assets.
  • Overall chapter count is now smaller, making the tutorial more approachable.
  • Other improvements, including formatting, flow, and fixing incorrect links.
#45
Tutorials / Re: [All Games] Marvel Mods Ae...
Last post by BaconWizard17 - March 04, 2026, 02:39PM
The Marvel Mods Aesthetics Tutorial has just received a major rewrite! It now covers how to set up and export textures out of GIMP for 3D assets as well as various types of 2D assets. These exported textures can then be used with the Marvel Mods Modeling Tutorial or the Alchemy 5 Texture Replacement Method/Creation.
#46
Tutorials / Re: [All Games] Marvel Mods Ae...
Last post by BaconWizard17 - March 04, 2026, 02:37PM
Placeholder for future content if needed.
#47
Tutorials / Re: [All Games] Marvel Mods Ae...
Last post by BaconWizard17 - March 04, 2026, 02:37PM
Placeholder for future content if needed.
#48
Modding Tools / Re: Marvel Mods GIMP Scripts
Last post by BaconWizard17 - March 04, 2026, 02:36PM
The Marvel Mods GIMP Scripts have been updated to version 3.0.0 with the following updates:
  • Coding for 2D and 3D asset textures has been reduced, with alternate formats removed, as igbFinisher can now perform all texture optimizations using different versions of Alchemy.
  • Scripts for secondary textures have been removed, as this distinction is no longer required.
  • Lots of code has been rewritten to a better format.

This update has some file names changed. Before installing, delete the following folders:
  • (GIMP installation)\GIMP 2\lib\python2.7\site-packages\Marvel_Mods_Basic_Gimp_Procedures
  • (GIMP installation)\GIMP 2\lib\python2.7\site-packages\Marvel_Mods_Export_Previews
  • (GIMP installation)\GIMP 2\lib\python2.7\site-packages\Marvel_Mods_Export_Textures

If you use igbFinisher, be sure to update to the latest version as well.
#49
Modding Tools / Re: BaconWizard17's igbFinishe...
Last post by BaconWizard17 - March 04, 2026, 02:36PM
igbFinisher has been updated to v4.0.0 with lots of changes!
  • The program is now called as an exe from the command line or a batch file.
    • You can now specify a custom settings file (if no settings file is specified, the default name is used)
    • The program runs once and then closes rather than staying open, so this no longer freezes your file explorer window.
  • Settings have been revised for better control:
    • You can now specify paths for all games.
    • There are more options for names and numbers.
    • You can specify a different path for each game.
    • You can selectively control each console.
    • Many new settings are added to work with the new capabilities.
    • Error checking is much more simple and straightforward.
  • Console-specific texture folders are no longer needed! igbFinisher now only needs plain png files. The Marvel Mods GIMP Scripts have been updated to account for this.
    • Textures are resized and texture formats are now converted with Alchemy optimizations using Alchemy 3.2 and Alchemy 5.
  • Alchemy 3.2 optimizations slightly reduce the file size of static models for last-gen consoles.
  • Added new Alchemy optimizations: generating collision and setting up advanced textures.
  • Improved error handling.
  • Improved overall process flow for speed and efficiency.

Be sure to update to the latest version of the Marvel Mods GIMP Scripts before use.
#50
:sunfire: Sunfire Power Booster v1.0 by V. Aquilegia :sunfire:

This is a booster for a character I've loved since I first picked up this game.
Sunfire's been given a much needed overhaul. He's had his existing skillset upgraded alongside 2 new abilities that allow him to dominate the playing field, while still providing a challenge for players to enjoy.


With this, you can now take control of the full power of the Sun!
- Credits -
     - BaconWizard17 : Skins, 3D Heads, and Textures
     - Enigma : New VFX (certain Sunfire Skin Convo Portraits, VFX Recolors and some pulled from Magma Mod)


- Overall Changes -
- Sunfire is now a 'Light Support' Type Hero
- He now has both Fire DMG Immunity & Radiation DMG Immunity
- He has been given 2 new powers, several reworks to his previous moveset and new skins!
- All of his abilities can now affect downed enemies.
- His abilities and passives have all been renamed for visual flair and to emphasize his Japanese heritage
     - NOTE : All of his ability names use the Romaji spelling of different Japanese phrases.
- All of the abilities Sunfire has now inflict a status effect. That status effect has been given it's own Damage value in the talent and powerstyle coding.
- The passive ability 'Ionize' has been removed


- Power List -
[Reworked - Lvl. 1] Taiyo no Hikari - Special = Sunfire sprays his enemies with blistering flames, dealing continuous Fire DMG and burning them for a time.
- Changes -
     - Increased hit count
     - Increased arc size and range
     - Extended length of Burn effect
       - Added visuals to show inflicted burn

[Reworked - Lvl. 2] Honou no Ken - Melee = Sunfire creates a sword of made of Fire, swinging it in a sweeping arc. This attack knocks his enemies away, dealing $DMG_FIRE and burning them for a time.
- Changes -
     - Increased attack range
     - Inflicts Knockback
     - Inflicts Burn
     - Visuals added to emphasize burn debuff

[Reworked - Lvl. 4] Hi no Hana - Projectile = Sunfire launches a set of plasmic projectiles at enemies, dealing Fire DMG on hit and Irradiating foes. This ability inflicts Knockback. Level up to increase the number of fireballs.
- Changes -
     - Increased default projectile count from 1 > 3
     - Inflicts Knockback
     - Inflicts Irradiation

[Reworked - Lvl. 8] Honou no Hashira - Blast = Sunfire superheats the air around him, creating a pillar of Solar flame, blasting away foes and inflicting burns on all nearby enemies. This ability deals Fire DMG.
- Changes -
     - New Animation
     - Combines the abilities 'Ignite' and 'Flame Geyser'
     - Multi-Hit AOE Attack
     - Inflicts Knockback

[Reworked - Lvl. 10] Hiyake - Trap = Sunfire flings a salvo of searing flames on the ground, setting it ablaze. This ability deals $DMG_FIRE to enemies hit and inflicts irradiation for a time.
- Changes -
     - Default projectile count increased from 1 > 3
     - New VFX

[NEW - Lvl. 12] Taiyofuu = Trap = Sunfire summons fierce solar winds against his foes. This ability deals Fire DMG to enemies hit, lifts them into the air, and inflicts irradiation for a time.
- Details -
     - Creates two Flaming Tornadoes
          - Count does not increase
     - Deals Fire Dmg for entire duration
     - Irradiates enemies

[NEW - Lvl. 14] Jigoku no Hi = Blast = Sunfire envelops his immediate area in flames, destroying any and everything in his wake. This ability deals extensive Fire DMG to enemies hit and inflicts serious burns for a time.
- Details -
     - Multi-hit AOE attack
     - Inflicts Popup
     - 4-part Segmented Range

Boosts:
[Reworked - Lvl. 5] Atatakai Hikari = Sunfire absorbs the sunlight around him, creating a field of ionized energy that rejuvenates him and burns nearby enemies.
- Changes -
     - VFX Changed
     - Added HP Regen effect
     - Increased radial Fire DMG

[Reworked - Lvl. 10] Moeru Te = Sunfire absorbs Radiation from his environment, metabolizes it, and blankets the party with it. This increases EP Regen and makes all non-powered Melee attacks for the entire party deal added Fire DMG for a time.
- Changes -
     - Overall ATK increase removed
     - Added EP Regen effect
     - Added Melee Fire DMG Effect
     - Improved VFX

Xtremes:
[Reworked - Lvl. 15] SUPERNOVA = Radial = Sunfire channels all of his might to create a solar flare, dealing massive Fire DMG. This inflicts irradiation on enemies with a chance for a Critical Hit.
- Changes -
     - Now hits multiple times
     - Inflicts Irradiation
     - Inflicts severe knockback
     - Decreased Range
     - Added Crit. Chance

[Reworked - Lvl. 20] RISING SUN = Boost = Sunfire draws in as much solar energy as possible, turning himself into a living battery. This removes all $EP cost from his abilities and grants Shiro increased power damage for a time.
- Changes -
     - Invincibility Removed
          - 100% EP Cost Reduction Added
     - Removed overall DMG Boost
          - Specified to Power DMG instead

Passives:
[Lvl. 3] Yama Kaji = Adds Fire damage to all non-powered Melee attacks.

[Lvl. 18] Kazoku no Hokori = Increases damage and Critical chance of all powered and non-powered Fire damage and Radiation damage attacks and increases his resistance to Fire damage and Radiation damage.


-- Thank you for downloading!