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https://github.com/bitburner-official/bitburner-src.git
synced 2026-04-17 06:48:42 +02:00
Minor bugfixes with killing Netscript scripts, and cleaned up text
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@@ -6,7 +6,7 @@ clear() Netscript Function
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:param string/number port/fn: Port or text file to clear
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:RAM cost: 1 GB
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This function is used to clear data in a `Netscript Ports <http://bitburner.wikia.com/wiki/Netscript_Ports>`_ or a text file.
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This function is used to clear data in a :ref:`Netscript Port <netscript_ports>` or a text file.
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If the *port/fn* argument is a number between 1 and 20, then it specifies a port and will clear it (deleting all data from the underlying queue).
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@@ -11,3 +11,6 @@ getGrowTime() Netscript Function
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The function takes in an optional *hackLvl* parameter that can be specified
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to see what the grow time would be at different hacking levels.
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.. note:: For Hacknet Servers (the upgraded version of a Hacknet Node), this function will
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return :code:`Infinity`.
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@@ -11,3 +11,6 @@ getHackTime() Netscript Function
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The function takes in an optional *hackLvl* parameter that can be specified
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to see what the hack time would be at different hacking levels.
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.. note:: For Hacknet Servers (the upgraded version of a Hacknet Node), this function will
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return :code:`Infinity`.
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@@ -11,3 +11,6 @@ getWeakenTime() Netscript Function
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The function takes in an optional *hackLvl* parameter that can be specified
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to see what the weaken time would be at different hacking levels.
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.. note:: For Hacknet Servers (the upgraded version of a Hacknet Node), this function will
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return :code:`Infinity`.
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@@ -4,7 +4,7 @@ growthAnalyze() Netscript Function
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.. js:function:: growthAnalyze(hostname/ip, growthAmount)
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:param string hostname/ip: IP or hostname of server to analyze
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:param number growthAmount: Multiplicative factor by which the server is grown. Decimal form.
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:param number growthAmount: Multiplicative factor by which the server is grown. Decimal form. Must be >= 1.
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:returns: The amount of grow() calls needed to grow the specified server by the specified amount
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:RAM cost: 1 GB
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@@ -57,6 +57,10 @@ And the data in port 1 will look like::
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[3, 4, 5, 6, 7, 8, 9]
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.. warning:: In :ref:`netscriptjs`, do not trying writing base
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`Promises <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Promise>`_
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to a port.
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**Port Handles**
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WARNING: Port Handles only work in :ref:`netscriptjs`. They do not work in :ref:`netscript1`
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@@ -213,16 +217,6 @@ to specify a namespace for the import::
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keyword should **NOT** be used in :ref:`netscript1`, as this will break the script.
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It can, however, be used in :ref:`netscriptjs` (but it's not required).
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Importing in NetscriptJS
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^^^^^^^^^^^^^^^^^^^^^^^^
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There is a minor annoyance when using the `import` feature in :ref:`netscriptjs`.
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If you make a change in a NetscriptJS script, then you have to manually "refresh" all other
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scripts that import from that script.
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The easiest way to do this is to simply save and then refresh the game. Alternatively,
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you can open up all the scripts that need to be "refreshed" in the script editor
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and then simply re-save them.
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Standard, Built-In JavaScript Objects
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-------------------------------------
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Standard built-in JavaScript objects such as
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@@ -63,17 +63,17 @@ Examples
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**Basic example usage**::
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for (var i = 0; i < sleeve.getNumSleeves(); i++) {
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sleeve.shockRecovery(i);
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sleeve.setToShockRecovery(i);
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}
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sleep(10 * 60 * 60); // wait 10h
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for (var i = 0; i < sleeve.getNumSleeves(); i++) {
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sleeve.setToSynchronize(i);
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}
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sleep(10*60*60); // wait 10h
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for (var i = 0; i < sleeve.getNumSleeves(); i++) {
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sleeve.synchronize(i);
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}
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sleep(10*60*60); // wait 10h
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for (var i = 0; i < sleeve.getNumSleeves(); i++) {
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sleeve.commitCrime(i, 'shoplift');
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sleeve.setToCommitCrime(i, 'shoplift');
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}
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