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bladeburner.setActionLevel does not throw an error when an invalid level is passed and allows any level to be set #3963
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hmm looking at the source it should be enforcing the maxlevel
|
Not sure what file that is from, but I was looking in bitburner/src/NetscriptFunctions/Bladeburner.ts. Like I mentioned before, every call to I also tried validating my game files and the problem did not go away. |
@MPJ-K hmm yeah its clearly not working as intended thanks for the image confirmation. the code above is where you have linked. so all i can think is that the object itself is not holding the correct "maxLevel" to what is seen in the ui 🤔 |
@phyzical I tested the action object in-game using a small test script:
The maxLevel is correctly returned both before and after setting the invalid level. What I find curious is that in the code block you commented earlier there is a |
Ah! good spot, well that just means its fixed in 2.0 already :) |
@phyzical I just tested the issue again in v2.0.1 ( |
hmmmm ill give it a test myself tonight 👍 |
NETSCRIPT: FIX #3963 Prevent bladeburner.setActionLevel from setting invalid action levels
The title pretty much says it all. Game version is v1.7.0 (cfcdc25). EDIT: Issue still exists in v2.0.2 (
3067703c
).The
bladeburner.setActionLevel()
function will allow any level to be set, even if it is above the maximum level. This allows the player to cheat in bladeburner, because actions will work at the set level. I have not tried setting negative levels, because I fear it will break the game.I do not sufficiently understand the source code to suggest an exact fix. However, I did notice that in this file, (line 253)
ctx.helper.MakeRuntimeErrorMsg()
is used, while every other call to this function usesctx.MakeRuntimeErrorMsg()
. Perhaps that is where the problem lies.The text was updated successfully, but these errors were encountered: