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Porting Mods and Scripts from pre Beat 22 to Beta 22 or older
Robosturm edited this page Jan 31, 2022
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4 revisions
Search and replace all js/jsm files for example with notepad++. Replace the left side with the right side:
- "createAnimation(" --> "createAnimation(map, "
- "createBattleAnimation(" --> "createBattleAnimation(map, "
- "createGameAnimationDialog(" --> "createGameAnimationDialog(map, "
- "createWalkingAnimation(" --> "createWalkingAnimation(map, "
- "createGameAnimationCapture(" --> "createGameAnimationCapture(map, "
- "map !== 'undefined'" --> "map !== null"
- "map !== "undefined"" --> ""map !== null"
Next you can search and replace for the following script types:
- "actionDone = function(action)" --> "actionDone = function(action, map)"
- "victory = function(team)" --> "victory = function(team, map)"
- "turnStart = function(turn, player)" --> "turnStart = function(turn, player, map)"
- "gameStart = function()" --> "gameStart = function(map)"
- "gameStart = function()" --> "gameStart = function(map)"
- "createExplosionAnimation = function(x, y, unit)" --> "this.createExplosionAnimation = function(x, y, unit, map)"
- "doWalkingAnimation = function(action)" --> "this.doWalkingAnimation = function(action, map)"
- "doWalkingAnimation(action)" --> "doWalkingAnimation(action, map)"
- "perform = function(action)" --> "perform = function(action, map)"
- "activatePower = function(co)" --> "activatePower = function(co, map)"
- "activateSuperpower = function(co, powerMode)" --> "activateSuperpower = function(co, powerMode, map)"
- "getCOUnitRange = function(co)" --> "this.getCOUnitRange = function(co, map)"
- "loadCOMusic = function(co)" --> "this.loadCOMusic = function(co, map)"
- "defender, defPosX, defPosY, isDefender, action)" --> "defender, defPosX, defPosY, isDefender, action, luckmode, map)"
- "defender, defPosX, defPosY, isDefender, action, luckmode)" --> "defender, defPosX, defPosY, isDefender, action, luckmode, map)"
- "defender, defPosX, defPosY, isAttacker, action)" --> "defender, defPosX, defPosY, isAttacker, action, luckmode, map)"
- "defender, defPosX, defPosY, isAttacker, action, luckmode)" --> "defender, defPosX, defPosY, isAttacker, action, luckmode, map)"
- "startOfTurn = function(co)" --> "startOfTurn = function(co, map)"
- "postBattleActions = function(co, attacker, atkDamage, defender, gotAttacked, weapon, action)" --> "postBattleActions = function(co, attacker, atkDamage, defender, gotAttacked, weapon, action, map)"
- "getMovementpointModifier = function(co, unit, posX, posY)" --> "getMovementpointModifier = function(co, unit, posX, posY, map)"
- "getAiCoUnitBonus = function(co, unit)" --> "getAiCoUnitBonus = function(co, unit, map)"
- "init = function(co)" --> "init = function(co, map)"
- "gainPowerstar = function(co, fundsDamage, x, y, hpDamage, defender, counterAttack)" --> "gainPowerstar = function(co, fundsDamage, x, y, * hpDamage, defender, counterAttack, map)"
- "getCOUnits = function(co, building)" --> "getCOUnits = function(co, building, map)"
- "getMovementFuelCostModifier = function(co, unit, fuelCost)" --> "getMovementFuelCostModifier = function(co, unit, fuelCost, map)"
- "getMovementcostModifier = function(co, unit, posX, posY)" --> "getMovementcostModifier = function(co, unit, posX, posY, map)"
- "getIncomeReduction = function(co, building, income)" --> "getIncomeReduction = function(co, building, income, map)"
- "getCaptureBonus = function(co, unit, posX, posY)" --> "getCaptureBonus = function(co, unit, posX, posY, map)"
- "getRepairBonus = function(co, unit, posX, posY)" --> "getRepairBonus = function(co, unit, posX, posY, map)"
- "getCostModifier = function(co, id, baseCost, posX, posY)" --> "getCostModifier = function(co, id, baseCost, posX, posY, map)"
- "getTerrainDefenseModifier = function(co, unit, posX, posY)" --> "getTerrainDefenseModifier = function(co, unit, posX, posY, map)"
- "getVisionrangeModifier = function(co, unit, posX, posY)" --> "getVisionrangeModifier = function(co, unit, posX, posY, map)"
- "getFirerangeModifier = function(co, unit, posX, posY)" --> "getFirerangeModifier = function(co, unit, posX, posY, map)"
- "defender, defPosX, defPosY, isAttacker, action, luckMode)" --> "defender, defPosX, defPosY, isAttacker, action, luckMode, map)"
- "postAction = function(co, action)" --> "postAction = function(co, action, map)"
- "getBonusLuck = function(co, unit, posX, posY)" --> "getBonusLuck = function(co, unit, posX, posY, map)"
- "getBonusMisfortune = function(co, unit, posX, posY)" --> "getBonusMisfortune = function(co, unit, posX, posY, map)"
- "postAnimationDamage = function(postAnimation)" --> "postAnimationDamage = function(postAnimation, map)"
- "getFuelCostModifier = function(co, unit, costs)" --> "getFuelCostModifier = function(co, unit, costs, map)"
- "getHpHidden = function(co, unit, posX, posY)" --> "getHpHidden = function(co, unit, posX, posY, map)"
- "getAiCoBuildRatioModifier = function(co)" --> "getAiCoBuildRatioModifier = function(co, map)"
- "getAdditionalBuildingActions = function(co, building)" --> "getAdditionalBuildingActions = function(co, building, map)"
- "getFirstStrike = function(co, unit, posX, posY, attacker, isDefender)" --> "getFirstStrike = function(co, unit, posX, posY, attacker, isDefender, map)"
- "getPerfectVision = function(co)" --> "getPerfectVision = function(co, map)"
- "canBeRepaired = function(co, unit, posX, posY)" --> "canBeRepaired = function(co, unit, posX, posY, map)"
- "defender, defPosX, defPosY, isDefender, luckMode)" --> "defender, defPosX, defPosY, isDefender, luckMode, map)"
- "getAttackHpBonus = function(co, unit, posX, posY)" --> "getAttackHpBonus = function(co, unit, posX, posY, map)"
- "getWeatherImmune = function(co)" --> "getWeatherImmune = function(co, map)"
- "buildedUnit = function(co, unit)" --> "buildedUnit = function(co, unit, map)"
- "getBonusIncome = function(co, building, income)" --> "getBonusIncome = function(co, building, income, map)"
- "getActionModifierList = function(co, unit)" --> "getActionModifierList = function(co, unit, map)"
- "getEnemyTerrainDefenseModifier = function(co, unit, posX, posY)" --> "getEnemyTerrainDefenseModifier = function(co, unit, posX, posY, map)"
- "getPerfectHpView = function(co, unit, posX, posY)" --> "getPerfectHpView = function(co, unit, posX, posY, map)"
- "getActionText = function()" --> "getActionText = function(map)"
- "getIcon = function()" --> "getIcon = function(map)"
- "canBePerformed = function(action)" --> "canBePerformed = function(action, map)"
- "isFinalStep = function(action)" --> "isFinalStep = function(action, map)"
- "getStepInputType = function(action)" --> "getStepInputType = function(action, map)"
- "getStepCursor = function(action, cursorData)" --> "getStepCursor = function(action, cursorData, map)"
- "performPostAnimation = function(postAnimation)" --> "performPostAnimation = function(postAnimation, map)"
- "Placeable : function(x, y)" --> "Placeable : function(x, y, map)"
- "getBuildingBaseTerrain(x, y)" --> "getBuildingBaseTerrain(x, y, map)"
- "getBuildingBaseTerrain : function(x, y)" --> "getBuildingBaseTerrain : function(x, y, map)"
- "getVision = function(building)" --> "getVision = function(building)"
- "onDestroyed = function(building)" --> "onDestroyed = function(building, map)"
- "startOfTurn = function(building)" --> "startOfTurn = function(building, map)"
- "getMovementpoints = function(terrain, unit, currentTerrain, trapChecking)", "getMovementpoints = function(terrain, unit, currentTerrain, trapChecking, map)"
- "getTerrainAnimationBase = function(unit, terrain)" --> "getTerrainAnimationBase = function(unit, terrain, defender, map)"
- "getTerrainAnimationBase = function(unit, terrain, defender)" --> "getTerrainAnimationBase = function(unit, terrain, defender, map)"
- "getWeatherModifier()" --> "getWeatherModifier(map)"
- "getTerrainAnimationForeground = function(unit, terrain)" --> "getTerrainAnimationForeground = function(unit, terrain, defender, map)"
- "getTerrainAnimationForeground = function(unit, terrain, defender)" --> "getTerrainAnimationForeground = function(unit, terrain, defender, map)"
- "getTerrainAnimationBackground = function(unit, terrain)" --> "getTerrainAnimationBackground = function(unit, terrain, defender, map)"
- "getTerrainAnimationBackground = function(unit, terrain, defender)" --> "getTerrainAnimationBackground = function(unit, terrain, defender, map)"
- "onDestroyed = function(terrain)" --> "onDestroyed = function(terrain, map)"
- "loadBaseSprite = function(terrain)" --> "loadBaseSprite = function(terrain, map)"
- "loadOverlaySprite = function(terrain)" --> "loadOverlaySprite = function(terrain, map)"
- "activate = function(weather)" --> "activate = function(weather, map)"
- "transporterRefilling(unit)" --> "transporterRefilling(unit, map)"
- "repairUnit(unit, 1)" --> "repairUnit(unit, 1, map)"
- "repairUnit(unit, 2)" --> "repairUnit(unit, 2, map)"
Finally you can search for map and see if the function gets called with map as an argument. If a function using map without getting called with map as an argument you need to refactor that function manually.
E-Mail-Contact: [email protected] ask for help here. :)