# Set Mission Archive Difficulty Completed
Grammar — Set the difficulty level difficultyLevel|DifficultyLevel of battleReportId as completed to completed
Flags —Native
|Action
Flags a difficulty level as completed for the specified mission archive.
# Arguments
int
<preset::MissionArchive> — Mission Archive Idint
<difficulty> — Difficulty Levelbool
— Completed
Returns — void
native void BattleReportSetDifficultyLevelCompleted(
int inBattleReportId,
int inDifficultyLevel,
bool inCompleted,
);
# Related
Category: Story / Mission Archives Panel
- Mission Archives Panel Exited —
void
— TriggerAddEventBattleReportPanelExit - Mission Archives Panel Play Mission —
void
— TriggerAddEventBattleReportPanelPlayMission - Mission Archive Panel Play Scene —
void
— TriggerAddEventBattleReportPanelPlayScene - Mission Archives Panel Selection Changed —
void
— TriggerAddEventBattleReportPanelSelectionChanged - Add Mission Archive —
void
— BattleReportCreate - Mission Archive Dialog Item —
int
<control> — BattleReportGetDialogControl - Last Created Mission Archive —
int
<preset::MissionArchive> — BattleReportLastCreated - Remove Mission Archive —
void
— BattleReportDestroy - Set Mission Archive Mission Text —
void
— BattleReportSetMissionText - Set Mission Archive Mission Image —
void
— BattleReportSetMissionImage - Set Mission Archive Scene Image —
void
— BattleReportSetSceneImage - Set Mission Archive Scene Text —
void
— BattleReportSetSceneText - Set Mission Archive Difficulty Best Time Text —
void
— BattleReportSetDifficultyLevelBestTimeText - Set Mission Archive Difficulty Completed —
void
— BattleReportSetDifficultyLevelCompleted - Add Mission Archive Achievement —
void
— BattleReportAddAchievement - Set Mission Archive Best Time Text —
void
— BattleReportSetBestTimeText - Set Mission Archive Research Title —
void
— BattleReportSetResearchTitle - Set Mission Archive Research Text —
void
— BattleReportSetResearchText - Set Mission Archive Bonus Title —
void
— BattleReportSetBonusTitle - Set Mission Archive Bonus Text —
void
— BattleReportSetBonusText - Set Mission Archive Button Text —
void
— BattleReportSetButtonText - Set Mission Archive Button Image —
void
— BattleReportSetButtonImage - Set Mission Archive Priority —
void
— BattleReportSetPriority - Set Mission Archive State —
void
— BattleReportSetState - Show Mission Archive in Missions Completed Total —
void
— BattleReportSetShownInMissionTotal - Get Mission Archive Mission Text —
text
— BattleReportGetMissionText - Get Mission Archive Mission Image —
string
<filepath> — BattleReportGetMissionImage - Get Mission Archive Scene Image —
string
<filepath> — BattleReportGetSceneImage - Get Mission Archive Scene Text —
text
— BattleReportGetSceneText - Get Mission Archive Difficulty Best Time Text —
text
— BattleReportGetDifficultyLevelBestTimeText - Get Mission Archive Difficulty Completed —
bool
— BattleReportGetDifficultyLevelCompleted - Get Mission Archive Best Time Text —
text
— BattleReportGetBestTimeText - Get Mission Archive Research Title —
text
— BattleReportGetResearchTitle - Get Mission Archive Research Text —
text
— BattleReportGetResearchText - Get Mission Archive Bonus Title —
text
— BattleReportGetBonusTitle - Get Mission Archive Bonus Text —
text
— BattleReportGetBonusText - Get Mission Archive Button Text —
text
— BattleReportGetButtonText - Get Mission Archive Button Image —
string
<filepath> — BattleReportGetButtonImage - Get Mission Archive Priority —
int
— BattleReportGetPriority - Get Mission Archive State —
int
<preset::MissionArchiveState> — BattleReportGetState - Set Selected Mission Archive —
void
— BattleReportPanelSetSelectedBattleReport - Selected Mission Archive —
int
<preset::MissionArchive> — BattleReportPanelGetSelectedBattleReport - Selected Mission Archive Difficulty —
int
<difficulty> — EventBattleReportPanelDifficultySelected - Selected Mission Archive Mission —
int
<preset::MissionArchive> — EventBattleReportPanelMissionSelected - Selected Mission Archive Scene —
int
<preset::MissionArchive> — EventBattleReportPanelSceneSelected
# Examples
campaigns/libertystory.sc2campaign — base.sc2data/TriggerLibs/CampaignLib.galaxy:4227
}
BattleReportSetDifficultyLevelCompleted(BattleReportLastCreated(), 1, libCamp_gf_MissionDifficultyCompleted(lp_mission, 1));
BattleReportSetDifficultyLevelCompleted(BattleReportLastCreated(), 2, libCamp_gf_MissionDifficultyCompleted(lp_mission, 2));
BattleReportSetDifficultyLevelCompleted(BattleReportLastCreated(), 3, libCamp_gf_MissionDifficultyCompleted(lp_mission, 3));
campaigns/libertystory.sc2campaign — base.sc2data/TriggerLibs/CampaignLib.galaxy:4228
BattleReportSetDifficultyLevelCompleted(BattleReportLastCreated(), 1, libCamp_gf_MissionDifficultyCompleted(lp_mission, 1));
BattleReportSetDifficultyLevelCompleted(BattleReportLastCreated(), 2, libCamp_gf_MissionDifficultyCompleted(lp_mission, 2));
BattleReportSetDifficultyLevelCompleted(BattleReportLastCreated(), 3, libCamp_gf_MissionDifficultyCompleted(lp_mission, 3));
BattleReportSetDifficultyLevelCompleted(BattleReportLastCreated(), 4, libCamp_gf_MissionDifficultyCompleted(lp_mission, 4));
campaigns/libertystory.sc2campaign — base.sc2data/TriggerLibs/CampaignLib.galaxy:4229
BattleReportSetDifficultyLevelCompleted(BattleReportLastCreated(), 1, libCamp_gf_MissionDifficultyCompleted(lp_mission, 1));
BattleReportSetDifficultyLevelCompleted(BattleReportLastCreated(), 2, libCamp_gf_MissionDifficultyCompleted(lp_mission, 2));
BattleReportSetDifficultyLevelCompleted(BattleReportLastCreated(), 3, libCamp_gf_MissionDifficultyCompleted(lp_mission, 3));
BattleReportSetDifficultyLevelCompleted(BattleReportLastCreated(), 4, libCamp_gf_MissionDifficultyCompleted(lp_mission, 4));
BattleReportSetDifficultyLevelBestTimeText(BattleReportLastCreated(), 1, libCamp_gf_TS_BattleReportFormatBestTime(lp_mission, 1));
campaigns/libertystory.sc2campaign — base.sc2data/TriggerLibs/CampaignLib.galaxy:4230
BattleReportSetDifficultyLevelCompleted(BattleReportLastCreated(), 2, libCamp_gf_MissionDifficultyCompleted(lp_mission, 2));
BattleReportSetDifficultyLevelCompleted(BattleReportLastCreated(), 3, libCamp_gf_MissionDifficultyCompleted(lp_mission, 3));
BattleReportSetDifficultyLevelCompleted(BattleReportLastCreated(), 4, libCamp_gf_MissionDifficultyCompleted(lp_mission, 4));
BattleReportSetDifficultyLevelBestTimeText(BattleReportLastCreated(), 1, libCamp_gf_TS_BattleReportFormatBestTime(lp_mission, 1));
BattleReportSetDifficultyLevelBestTimeText(BattleReportLastCreated(), 2, libCamp_gf_TS_BattleReportFormatBestTime(lp_mission, 2));
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:6034
BattleReportCreate(PlayerGroupAll(), libSwaC_gf_StoryMapName(lv_mission), c_battleReportTypeMission, c_battleReportStateCompleted);
BattleReportSetPriority(BattleReportLastCreated(), lib281DEC45_gf_ZSS_UIArchivesMissionPriority(lv_mission));
BattleReportSetDifficultyLevelCompleted(BattleReportLastCreated(), 1, true);
BattleReportSetMissionText(BattleReportLastCreated(), libSwaC_gf_StoryMapName(lv_mission));
}
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignUILib.galaxy:6992
BattleReportCreate(PlayerGroupAll(), libVoiC_gf_PC_CampaignMapName(lv_indexMission), c_battleReportTypeMission, c_battleReportStateCompleted);
BattleReportSetPriority(BattleReportLastCreated(), libVCUI_gf_PU_ArchivesMissionPriority(lv_indexMission));
BattleReportSetDifficultyLevelCompleted(BattleReportLastCreated(), 1, true);
BattleReportSetMissionText(BattleReportLastCreated(), libVoiC_gf_PC_CampaignMapName(lv_indexMission));
}
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCUI.galaxy:4235
BattleReportCreate(PlayerGroupAll(), libComC_gf_CC_MapName(lv_indexMission), c_battleReportTypeMission, c_battleReportStateCompleted);
BattleReportSetPriority(BattleReportLastCreated(), libNCUI_gf_NU_ArchivesMissionPriority(lv_indexMission));
BattleReportSetDifficultyLevelCompleted(BattleReportLastCreated(), 1, true);
BattleReportSetMissionText(BattleReportLastCreated(), libComC_gf_CC_MapName(lv_indexMission));
}
mods/voidprologue.sc2mod — base.sc2data/LibA3DDD02B.galaxy:9651
BattleReportCreate(PlayerGroupAll(), libA3DDD02B_gf_StoryMapName(lv_indexMission), c_battleReportTypeMission, c_battleReportStateCompleted);
BattleReportSetPriority(BattleReportLastCreated(), libA3DDD02B_gf_PP_ArchivesMissionPriority(lv_indexMission));
BattleReportSetDifficultyLevelCompleted(BattleReportLastCreated(), 1, true);
BattleReportSetMissionText(BattleReportLastCreated(), libA3DDD02B_gf_StoryMapName(lv_indexMission));
DataTableSetString(true, libA3DDD02B_gf_PP_ArchivesDataString(BattleReportLastCreated()), (lv_indexMission));