GoldMod
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Partial V6 refactoring
It's not perfect, but it appears to be working, including research points.
FYI:
Campaign progression doesn't work. Manually unlocked the maps. No clue how to refactor old zone content objectives to V6 rules. Not all maps have been added to serpulo.js.
- Sectors mustn't be always unlocked. It will be fixed immediately once I find out how to add objectives.
- Why did you remove some of turrets' properties?
- I don't see any reasons to merge planet scripts to a single file.
-
- What is that
.idea
folder? (Just asking bc I have no clue what it is)
- What is that
Let me review this again. First time I have ever attempted to do a pull request, etc.
- Hmm. I thought I had fixed that. I know research objectives don't work. Unlocks based on sectors should.
- Compatibility with V6. Couldn't determine what the equivalent parameter name should be.
- I tend to agree. I only did this because of my limited experience with javascript. I couldn't figure out how to reference something from another file. Yes, I have no idea what I am doing.
- IDE Settings I guess. I used JetBrains IntelliJ IDEA as my editor.
On Mon, Mar 29, 2021, 10:44 AM TheSlaylord @.***> wrote:
- Sectors mustn't be always unlocked. It will be fixed immediately once I find out how to add objectives.
- Why did you remove some of turrets' properties?
- I don't see any reasons to merge planet scripts to a single file. 4)* What is that .idea folder? (Just asking bc I have no clue what it is)
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