# Selected Mission Archive Difficulty
Grammar — Selected Mission Archive difficulty
Flags —Native|Function
Returns the mission archive mission difficulty that was last selected. Only valid in response to “Mission Archives Panel Play Mission” events.
Returns — int<difficulty>
native int EventBattleReportPanelDifficultySelected();
# Supported triggers
- Mission Archives Panel Play Mission — TriggerAddEventBattleReportPanelPlayMission
# 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:12346
libCamp_gf_TS_BattleReportHide();
libCamp_gf_LaunchMission(lv_mission, true, EventBattleReportPanelDifficultySelected());
return true;
}