SetMissionInt(string key
, int value
)
Set the value of a mission int with ID key
. Mission values can be accessed by ID and stay in memory for the duration of a mission.
AdjustMissionInt(string key
, int amount
)
Add amount
(positive or negative) to a mission int with ID key
. Mission values can be accessed by ID and stay in memory for the duration of a mission.
GetMissionInt(string key
) returns int
Return the value of a mission int with ID key
. Mission values can be accessed by ID and stay in memory for the duration of a mission.
SetMissionFloat(string key
, float value
)
Set the value of a mission float with ID key
. Mission values can be accessed by ID and stay in memory for the duration of a mission.
GetMissionFloat(string key
) returns float
Add $2 (positive or negative) to a mission float with ID key
. Mission values can be accessed by ID and stay in memory for the duration of a mission.
AdjustMissionFloat(string key
, float amount
)
Return the value of a mission float with ID key
. Mission values can be accessed by ID and stay in memory for the duration of a mission.
SetMissionBool(string key
, bool value
)
Set the value of a mission bool with ID key
. Mission values can be accessed by ID and stay in memory for the duration of a mission.
GetMissionBool(string key
) returns bool
Return the value of a mission bool with ID key
. Mission values can be accessed by ID and stay in memory for the duration of a mission.
SetMissionString(string key
, string value
)
Set the value of a mission string with ID key
. Mission values can be accessed by ID and stay in memory for the duration of a mission.
GetMissionString(string key
) returns string
Return the value of a mission string with ID key
. Mission values can be accessed by ID and stay in memory for the duration of a mission.
GetCredits() returns int
Returns player's current number of credits.
Will adjust accordingly during a network run, but will only be applied upon exiting the network.
AddCredits(int amount
, bool wasLooted
)
Add $amount credits to the player's account. $wasLooted determines whether the extra credits are considered looted or simply gained in some other way.
This is a visual difference in the end mission screen only.
Will adjust accordingly during a network run, but total will only be applied upon exiting the network.
RemoveCredits(int amount
)
Remove $amount credits from the player's account.
Will adjust accordingly during a network run, but total will only be applied upon exiting the network.
PlaySFX(string fileName
)
Play the sound effect with filename fileName
(case-sensitive and without extension).
The clip has to be a .wav file placed in the Audio folder under the campaign's root directory.
PlaySFX("Glitch5")
SetConnectionActive(string nodeAddressFrom
, string nodeAddressTo
, bool active
)
Set a node connection (from nodeAddressFrom
to nodeAddressTo
) active or inactive based on active
.
SetConnectionActive("c0", "f1", true)
IsConnectionActive(string nodeAddressFrom
, string nodeAddressTo
) returns bool
Returns whether the node connection from nodeAddressFrom
to nodeAddressTo
is active or inactive.
if (IsConnectionActive("c0", "f1"))
// do something
endif
TeleportToNode(string nodeAddress
)
Teleport the player to node with address nodeAddress
.
TeleportToNode("d2")
Deactivate(string nodeAddress
)
Deactivate the node with address nodeAddress
. Only works for System and Data nodes.
Deactivate("s0")
ReactivateSystemNode(string nodeAddress
)
Reactivate the node with address nodeAddress
. Only works for system nodes.
ReactivateSystemNode("s0")
PanCameraToNode(string nodeAddress
)
Pan the camera to the node with address nodeAddress
.
PanCameraToNode("d2")
SetCameraZoomLevel(float zoomLevel
)
Set the camera zoom level to zoomLevel
, min 0.5, max 2. The default zoom level is 1. 0.5 will zoom the camera out to twice the normal distance, 2 will bring the camera in close to half the normal distance.
SetCameraZoomLevel(0.7)
AddObjective(string key
, string displayName
)
Adds an objective with text displayName
. key
is an identifier for referring to the same objective elsewhere.
AddObjective("findServer", "Find the server")
AddObjective(string key
, string displayName
, string nodeAddress
)
Adds an objective with text displayName
. key
is an identifier for referring to the same objective elsewhere.
Node nodeAddress
will be marked with an objective marker.
AddObjective("beatEncryption", "Disable the network encryption", "e1")
CompleteObjective(string key
)
Complete the objective with identifier $4. See AddObjective.
CompleteObjective("beatEncryption")
IsObjectiveCompleted(string key
) returns bool
Returns whether the objective with identifier key
has been completed. See AddObjective.
if (IsObjectiveCompleted("beatEncryption"))
// congratulate!
endif
IncreaseTrace()
Increase the trace by 1.
IncreaseTrace()
IncreaseTrace(int amount
)
Increase the trace by amount
.
IncreaseTrace(2)
DecreaseTrace(int amount
)
Decrease the trace by amount
.
DecreaseTrace(2)
GetTrace() returns int
Returns the current trace amount.
GetTrace()
InstallICE(string nodeAddressFrom
, string nodeAddressTo
, string ice
)
Install ICE of type ice
(case insensitive) on the connection from nodeAddressFrom
to nodeAddressTo
.
InstallICE("c2", "f1", "firewall")
ICE Identifiers |
---|
eulergate |
binarywall |
blackout |
collar |
firewall |
fractalnet |
hangman |
icewall |
adbot |
newton |
rook |
scorpion |
sundrop |
themaw |
HasICE(string nodeAddressFrom
, string nodeAddressTo
) returns bool
Returns whether connection from nodeAddressFrom
to nodeAddressTo
has ICE installed on it.
if (!HasICE("c3", "c4"))
InstallICE("c3", "c4", "hangman")
endif
HasICE(string nodeAddressFrom
, string nodeAddressTo
, string ice
) returns bool
Returns whether connection from nodeAddressFrom
to nodeAddressTo
has ICE of type ice
(case insensitive) installed on it. See InstallICE for a list of ICE identifiers.
if (!HasICE("c3", "c4", "hangman"))
InstallICE("c3", "c4", "hangman")
endif
IsNodeEncrypted(string address
) returns bool
Returns whether node address
has active encryptions. Returns false if address
does not exist.
if (IsNodeEncrypted("s0"))
// warn player
endif
ShowInputField(string id
, string header
)
Show a single-line text input field with header
as header. id
is an identifier for referring to the same input field elsewhere.
ShowInputField("searchTerm")
ShowInputField(string id
, string header
, string message
)
Show a single-line text input field with header
as header and message
as description text. id
is an identifier for referring to the same input field elsewhere.
ShowInputField("searchTerm")
RemoveInputField(string id
)
Remove input field with identifier id
. See ShowInputField.
RemoveInputField("searchTerm")
InputFieldSubmitted(string id
) returns bool
Returns false while input field with identifier id
has not yet been submitted (player pressed enter). See ShowInputField.
while (!InputFieldSubmitted("searchTerm"))
Sleep()
endwhile
ShowPopup("No results for search term: " + GetSubmittedInput("searchTerm"))
GetSubmittedInput(string id
) returns string
Get entered text from input field with identifier id
. See ShowInputField.
while (!GetSubmittedInput("searchTerm"))
Sleep()
endwhile
ShowPopup("No results for search term: " + GetSubmittedInput("searchTerm"))
ShowPopup(string message
)
Show a popup with text message
.
ShowPopup("You have entered a forbidden part of the network.")
ShowPopup(string message
, string header
)
Show a popup with text message
and header header
.
ShowPopup("You have entered a forbidden part of the network.", "WARNING")
ShowText(string message
)
Show a bar with text message
above the player's current node position.
ShowText("MADE A NEW ENEMY")
ShowText(string nodeAddress
, string message
)
Show a bar with text message
above the node with address nodeAddress
.
ShowText("d1", "DOWNLOADED STATE SECRETS")
AddCampaignNote(string note
)
Adds a campaign note note
. Campaign notes can be used to filter e-mail responses or influence campaign progress.
They are also displayed on the summary page before loading the campaign save.
AddCampaignNote("Helped a friend")
HasCampaignNote(string note
) returns bool
Does the player already have campaign note note
?
if (HasCampaignNote("Helped a friend"))
endif
StartCutscene()
Disables player input, freezes turn and stores last camera target in memory.
EndCutscene()
Enables player input, unfreezes turn and restores last camera target. See StartCutscene.
SetTurnDescription(string description
)
Sets the text displayed under a turn-taker's name to description
.
Only has an effect if the turn indicator (horizontal bar across the screen) is already visible. (E.g. in the network turn.)
SetTurnDescription("Thinking...")
Sleep(1f)
SetTurnDescription("Time for action!")
endif
operator ! , bool value
returns bool
Logical NOT. Returns opposite of value
.
operator && bool valueA
, bool valueB
returns bool
Logical AND. Returns true if both valueA
and valueB
are true.
operator || bool valueA
, bool valueB
returns bool
Logical OR. Returns true if either valueA
or valueB
is true, or both.
Log(string message
)
Writes log message message
to the player log file. Use with caution, can impact performance at high frequency.
Log(string message
, bool displayInGame
)
Writes log message message
to the player log file. Use with caution, can impact performance at high frequency.
If displayInGame
is true, will also write to the in-game debug output.
Log(int value
)
Writes log message value
to the player log file. Use with caution, can impact performance at high frequency.
Log(int value
, bool displayInGame
)
Writes log message value
to the player log file. Use with caution, can impact performance at high frequency.
If displayInGame
is true, will also write to the in-game debug output.
Log(float value
)
Writes log message value
to the player log file. Use with caution, can impact performance at high frequency.
Log(float value
, bool displayInGame
)
Writes log message value
to the player log file. Use with caution, can impact performance at high frequency.
If displayInGame
is true, will also write to the in-game debug output.
Log(bool value
)
Writes log message value
to the player log file. Use with caution, can impact performance at high frequency.
Log(bool value
, bool displayInGame
)
Writes log message value
to the player log file. Use with caution, can impact performance at high frequency.
If displayInGame
is true, will also write to the in-game debug output.
LogWarning(string message
)
Writes warning message message
to the player log file. Use with caution, can impact performance at high frequency.
LogWarning(string message
, bool displayInGame
)
Writes warning message message
to the player log file. Use with caution, can impact performance at high frequency.
If displayInGame
is true, will also write to the in-game debug output.
LogWarning(int value
)
Writes warning message value
to the player log file. Use with caution, can impact performance at high frequency.
LogWarning(int value
, bool displayInGame
)
Writes warning message value
to the player log file. Use with caution, can impact performance at high frequency.
If displayInGame
is true, will also write to the in-game debug output.
LogWarning(float value
)
Writes warning message value
to the player log file. Use with caution, can impact performance at high frequency.
LogWarning(float value
, bool displayInGame
)
Writes warning message value
to the player log file. Use with caution, can impact performance at high frequency.
If displayInGame
is true, will also write to the in-game debug output.
LogWarning(bool value
)
Writes warning message value
to the player log file. Use with caution, can impact performance at high frequency.
LogWarning(bool value
, bool displayInGame
)
Writes warning message value
to the player log file. Use with caution, can impact performance at high frequency.
If displayInGame
is true, will also write to the in-game debug output.
LogError(string message
)
Writes error message message
to the player log file. Use with caution, can impact performance at high frequency.
LogError(string message
, bool displayInGame
)
Writes error message message
to the player log file. Use with caution, can impact performance at high frequency.
If displayInGame
is true, will also write to the in-game debug output.
LogError(int value
)
Writes error message value
to the player log file. Use with caution, can impact performance at high frequency.
LogError(int value
, bool displayInGame
)
Writes error message value
to the player log file. Use with caution, can impact performance at high frequency.
If displayInGame
is true, will also write to the in-game debug output.
LogError(float value
)
Writes error message value
to the player log file. Use with caution, can impact performance at high frequency.
LogError(float value
, bool displayInGame
)
Writes error message value
to the player log file. Use with caution, can impact performance at high frequency.
If displayInGame
is true, will also write to the in-game debug output.
LogError(bool value
)
Writes error message value
to the player log file. Use with caution, can impact performance at high frequency.
LogError(bool value
, bool displayInGame
)
Writes error message value
to the player log file. Use with caution, can impact performance at high frequency.
If displayInGame
is true, will also write to the in-game debug output.
operator < float valueA
, float valueB
returns bool
Returns whether valueA
is less than valueB
.
operator <= float valueA
, float valueB
returns bool
Returns whether valueA
is less than or equal to valueB
.
operator > float valueA
, float valueB
returns bool
Returns whether valueA
is greater than valueB
.
operator >= float valueA
, float valueB
returns bool
Returns whether valueA
is greater than or equal to valueB
.
operator < int valueA
, int valueB
returns bool
Returns whether valueA
is less than valueB
.
operator <= int valueA
, int valueB
returns bool
Returns whether valueA
is less than or equal to valueB
.
operator > int valueA
, int valueB
returns bool
Returns whether valueA
is greater than valueB
.
operator >= int valueA
, int valueB
returns bool
Returns whether valueA
is greater than or equal to valueB
.
operator == int valueA
, int valueB
returns bool
Returns whether valueA
is equal to valueB
.
operator == bool valueA
, bool valueB
returns bool
Returns whether valueA
is equal to valueB
.
operator == string valueA
, string valueB
returns bool
Returns whether valueA
is equal to valueB
.
operator != int valueA
, int valueB
returns bool
Returns whether valueA
is not equal to valueB
.
operator != bool valueA
, bool valueB
returns bool
Returns whether valueA
is not equal to valueB
.
operator != string valueA
, string valueB
returns bool
Returns whether valueA
is not equal to valueB
.
Sleep()
Pauses the script and makes it resume from this point in the next game frame.
while ($keepWaiting)
Sleep()
endwhile
Stop()
Stops script execution permanently.
operator + float valueA
, float valueB
returns float
operator + int valueA
, int valueB
returns int
operator + float valueA
, int valueB
returns float
operator + int valueA
, float valueB
returns float
operator - float valueA
, float valueB
returns float
operator - int valueA
, int valueB
returns int
operator - float valueA
, int valueB
returns float
operator - int valueA
, float valueB
returns float
operator * float valueA
, float valueB
returns float
operator * int valueA
, int valueB
returns int
operator * float valueA
, int valueB
returns float
operator * int valueA
, float valueB
returns float
operator / float valueA
, float valueB
returns float
operator / int valueA
, int valueB
returns int
operator / int valueA
, float valueB
returns float
operator / float valueA
, int valueB
returns float
operator % float valueA
, float valueB
returns float
operator % int valueA
, int valueB
returns int
operator % int valueA
, float valueB
returns float
operator % float valueA
, int valueB
returns float
Absolute(float number
) returns float
Absolute(int number
) returns int
RandomValue() returns float
Returns a random value between 0 (inclusive) and 1 (inclusive).
RandomBetween(float min
, float max
) returns float
Returns a random value between min
(inclusive) and max
(inclusive).
RandomBetween(int min
, int max
) returns int
Returns a random value between min
(inclusive) and max
(exclusive).
operator + string stringA
, string stringB
returns string
Combine stringA
and stringB
into a single string.
ToString(bool value
) returns string
Converts value
to a string.
ToString(int value
) returns string
Converts value
to a string.
ToString(float value
) returns string
Converts value
to a string.
IsEmptyString(string value
) returns bool
Returns whether value
is an empty string.
ToLower(string value
) returns string
Returns value
with all characters in lower case.
ToUpper(string value
) returns string
Returns value
with all characters in upper case.
ToInt(string value
, int failValue
) returns int
Tries to interpret string value
as an int. If value
is improperly formatted to allow this, returns failValue
instead. See CanConvertToInt.
ToFloat(string value
, float failValue
) returns float
Tries to interpret string value
as a float. If value
is improperly formatted to allow this, returns failValue
instead. See CanConvertToFloat.
CanConvertToInt(string value
) returns bool
Returns whether value
is formatted in a way that allow conversion to an int.
CanConvertToFloat(string value
) returns bool
Returns whether value
is formatted in a way that allow conversion to a float.
GetTime() returns float
Returns time since start of the game in seconds.
GetLastFrameDuration() returns float
Returns the duration of the last game frame in seconds. Use this to e.g. add to a timer every frame.
set($timer, $timer + GetLastFrameDuration())
Sleep(float seconds
)
Pauses the script for seconds
seconds and makes it resume from this point afterwards.
StartCutscene()
PanCameraToNode("s1")
Sleep(2f)
EndCutscene();