Massive doc update

This commit is contained in:
Mughur 2023-01-06 14:43:09 +02:00
parent 4eef9eec03
commit fd3655a2fa
69 changed files with 514 additions and 339 deletions

@ -28,11 +28,11 @@ The general logic goes like this:
loop forever { loop forever {
if security is not minimum { if security is not minimum {
weaken(target) await ns.weaken(target)
} else if money is not maximum { } else if money is not maximum {
grow(target) await ns.grow(target)
} else { } else {
hack(target) await ns.hack(target)
} }
} }
@ -61,7 +61,7 @@ By splitting our hack, weaken, and grow functions into three separate scripts, w
.. code-block:: javascript .. code-block:: javascript
loop forever { loop forever {
hack(target) // or grow, or weaken await ns.hack(target) // or grow, or weaken
} }
Now we can take the total amount of threads available and split it and allocate, for example: Now we can take the total amount of threads available and split it and allocate, for example:
@ -95,8 +95,8 @@ The scripts used to execute the hacking functions are even simpler than the prev
.. code-block:: javascript .. code-block:: javascript
sleep(a bit) await ns.sleep(a bit)
hack(target) // or grow, or weaken await ns.hack(target) // or grow, or weaken
A few things need to be known before this algorithm can be implemented: A few things need to be known before this algorithm can be implemented:

@ -10,7 +10,7 @@ than 'sleeves' for the human consciousness. This technology thus became known as
Sleeve technology unlocks two different gameplay features: Sleeve technology unlocks two different gameplay features:
* Duplicate Sleeves * Duplicate Sleeves
* Re-sleeving * Grafting
Sleeve technology is unlocked in :ref:`BitNode-10 <gameplay_bitnodes>`. Sleeve technology is unlocked in :ref:`BitNode-10 <gameplay_bitnodes>`.
@ -48,11 +48,6 @@ Synchronization is a measure of how aligned your consciousness is with that of y
Duplicate Sleeves. It is a numerical value between 1 and 100, and it affects how much experience Duplicate Sleeves. It is a numerical value between 1 and 100, and it affects how much experience
is earned when the sleeve is performing a task. is earned when the sleeve is performing a task.
Let N be the sleeve's synchronization. When the sleeve earns experience by performing
a task, both the sleeve and the player's original host consciousness gain N% of the
amount of experience normally earned by the task. All of the player's other sleeves
earn ((N/100)^2 * 100)% of the experience.
Synchronization can be increased by assigning sleeves to the 'Synchronize' task. Synchronization can be increased by assigning sleeves to the 'Synchronize' task.
Sleeve Shock Sleeve Shock
@ -64,6 +59,10 @@ no shock. Shock affects the amount of experience earned by the sleeve.
Sleeve shock slowly decreases over time. You can further increase the rate at which Sleeve shock slowly decreases over time. You can further increase the rate at which
it decreases by assigning sleeves to the 'Shock Recovery' task. it decreases by assigning sleeves to the 'Shock Recovery' task.
Let X be the sleeve's shock and Y be the sleeve's synchronization. When the sleeve earns experience by performing
a task, the sleeve gains X% of the amount of experience normally earned by the task. players original host consciousness and all of the player's other sleeves
earn Y% of the experience that the sleeve gained, or X*Y % of the normal experience amount.
Augmentations Augmentations
~~~~~~~~~~~~~ ~~~~~~~~~~~~~
You can purchase :ref:`Augmentations <gameplay_augmentations>` for your Duplicate You can purchase :ref:`Augmentations <gameplay_augmentations>` for your Duplicate
@ -90,3 +89,6 @@ the ability to purchase additional sleeves, this is only available in BitNode-10
Memory is a persistent stat, meaning it never gets reset back to 1. Memory is a persistent stat, meaning it never gets reset back to 1.
The maximum possible value for a sleeve's memory is 100. The maximum possible value for a sleeve's memory is 100.
Buying memory has no instant affect on synchronization,
memory affects only the starting synchronization upon entering a BitNode.

@ -10,61 +10,53 @@ in the game and each BitNode will grant a different Source-File when it is destr
A Source-File can be upgraded by destroying its corresponding BitNode a second or A Source-File can be upgraded by destroying its corresponding BitNode a second or
third time (AKA playing through that BitNode again). It can be upgraded to a maximum third time (AKA playing through that BitNode again). It can be upgraded to a maximum
of level 3. of level 3, with the exception of source-file 12, which has no hard limit.
List of all Source-Files List of all Source-Files
^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^
+-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ +-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
|| BitNode-1: Source Genesis || * Let the player start with 32 GB of RAM on the home computer. | | BitNode-1: Source Genesis | * Let the player start with 32 GB of RAM on the home computer. |
|| || * Increases all of the player's multipliers by 16%/24%/28%. | | | * Increases all of the player's multipliers by 16%/24%/28%. |
+-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ +-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
|| BitNode-2: Rise of the Underworld || * Let the player create Gangs in other BitNodes (although some | | BitNode-2: Rise of the Underworld | * Let the player create Gangs in other BitNodes (although some BitNodes will disable this mechanic). |
|| || BitNodes will disable this mechanic). | | | * Increases the player's crime success rate, crime money, and charisma multipliers by 24%/36%/42%. |
|| || * Increases the player's crime success rate, crime money, and | +-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
|| || charisma multipliers by 24%/36%/42%. | | BitNode-3: Corporatocracy | * Let the player create Corporations in other BitNodes (although some BitNodes will disable this mechanic). |
+-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | | * Increases the player's charisma and company salary multipliers by 8%/12%/14%. |
|| BitNode-3: Corporatocracy || * Let the player create Corporations in other BitNodes (although some | +-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
|| || BitNodes will disable this mechanic). | | BitNode-4: The Singularity | * Let the player access and use Netscript Singularity Functions in other BitNodes. |
|| || * Increases the player's charisma and company salary multipliers by 8%/12%/14%. | | | * Each level of this Source-File reduces the RAM cost of singularity functions. |
+-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ +-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
|| BitNode-4: The Singularity || * Let the player access and use Netscript Singularity Functions in other BitNodes. | | BitNode-5: Artificial Intelligence | * Unlocks :ref:`gameplay_intelligence`. |
|| || * Each level of this Source-File reduces the RAM cost of singularity functions. | | | * Unlocks :js:func:`getBitNodeMultipliers` and grants permanent access to Formulas.exe. |
+-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | | * Increases all of the player's hacking-related multipliers by 8%/12%/14%. |
|| BitNode-5: Artificial Intelligence || * Unlocks :ref:`gameplay_intelligence`. | +-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
|| || * Unlocks :js:func:`getBitNodeMultipliers` and start with Formulas.exe. | | BitNode-6: Bladeburners | * Unlocks the Bladeburner feature in other BitNodes. |
|| || * Increases all of the player's hacking-related multipliers by 8%/12%/14%. | | | * Increases all of the player's level and experience gain rate multipliers for combat stats by 8%/12%/14%. |
+-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ +-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
|| BitNode-6: Bladeburners || * Unlocks the Bladeburner feature in other BitNodes. | | BitNode-7: Bladeburners 2079 | * Allows the player to access the `Bladeburner API <https://github.com/bitburner-official/bitburner-src/blob/dev/markdown/bitburner.bladeburner.md>`_ in other BitNodes. |
|| || * Increases all of the player's level and experience gain rate multipliers for | | | * Increases all of the player's Bladeburner multipliers by 8%/12%/14%. |
|| || combat stats by 8%/12%/14%. | +-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
+-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | BitNode-8: Ghost of Wall Street | * Increases the player's hacking growth multiplier by 12%/18%/21%. |
|| BitNode-7: Bladeburners 2079 || * Allows the player to access the `Bladeburner API <https://github.com/bitburner-official/bitburner-src/blob/dev/markdown/bitburner.bladeburner.md>`_ in other BitNodes. | | | * Level 1 grants permanent access to :ref:`WSE <gameplay_stock_market>` and the `TIX <https://github.com/bitburner-official/bitburner-src/blob/dev/markdown/bitburner.tix.md>`_ API. |
|| || * Increases all of the player's Bladeburner multipliers by 8%/12%/14%. | | | * Level 2 grants permanent access to shorting stocks. |
+-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | | * Level 3 grants permanent access to use limit/stop orders. |
|| BitNode-8: Ghost of Wall Street || * Increases the player's hacking growth multiplier by 12%/18%/21%. | +-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
|| || * Level 1 grants permanent access to :ref:`WSE <gameplay_stock_market>` and the `TIX API <https://github.com/bitburner-official/bitburner-src/blob/dev/markdown/bitburner.tix.md>`_ | | BitNode-9: Hacktocracy | * Level 1 permanently unlocks the Hacknet Server in other BitNodes. |
|| || * Level 2 grants permanent access to shorting stocks. | | | * Level 2 lets the player start with 128 GB of RAM on the home computer. |
|| || * Level 3 grants permanent access to use limit/stop orders. | | | * Level 3 grants a highly-upgraded Hacknet Server when entering a new BitNode (it will be lost after installing augments). |
+-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ +-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
|| BitNode-9: Hacktocracy || * Level 1 permanently unlocks the Hacknet Server in other BitNodes. | | BitNode-10: Digital Carbon | * Each level of this grants a Duplicate Sleeve. |
|| || * Level 2 lets the player start with 128 GB of RAM on the home computer. | | | * Allows the player to access the `Sleeve API <https://github.com/bitburner-official/bitburner-src/blob/dev/markdown/bitburner.sleeve.md>`_ in other BitNodes. |
|| || * Level 3 grants a highly-upgraded Hacknet Server when entering a new BitNode (it | | | * Grants the player access to the VitaLife secret laboratory in other BitNodes. Also grants access to the Grafting API. |
|| || will be lost after installing augments). | +-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
+-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | BitNode-11: The Big Crash | * Company favor increases both the player's salary and reputation gain at that company by 1% per favor (rather than just the reputation gain). |
|| BitNode-10: Digital Carbon || * Each level of this grants a Duplicate Sleeve. | | | * Increases the player's company salary and reputation gain multipliers by 32%/48%/56%. |
|| || * Allows the player to access the `Sleeve API <https://github.com/bitburner-official/bitburner-src/blob/dev/markdown/bitburner.sleeve.md>`_ in other BitNodes. | | | * This Source-File reduces the price increase for every aug bought by 4%/5%/7%. |
|| || * Grants the player access to the VitaLife secret laboratory in other BitNodes. Also grants access to the Grafting API. | +-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
+-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | BitNode-12: The Recursion | * There is no maximum level for this Source-File. |
|| BitNode-11: The Big Crash || * Company favor increases both the player's salary and reputation gain at that | | | * Let the player start with Neuroflux Governor equal to the level of this Source-File. |
|| || company by 1% per favor (rather than just the reputation gain). | +-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
|| || * Increases the player's company salary and reputation gain multipliers by | | BitNode-13: They're lunatics | * This Source-File lets the Church of the Machine God appear in other BitNodes. |
|| || 32%/48%/56%. | | | * Each level of this Source-File increases the size of Stanek's Gift. |
+-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ +-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
|| BitNode-12: The Recursion || * There is no maximum level for this Source-File. |
|| || * Let the player start with Neuroflux Governor equal to the level of this |
|| || Source-File. |
+-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
|| BitNode-13: They're lunatics || * This Source-File lets the Church of the Machine God appear in other BitNodes. |
|| || * Each level of this Source-File increases the size of Stanek's Gift. |
|| || |
+-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+

@ -59,6 +59,7 @@ Here is everything you will KEEP when you install an Augmentation:
* Scripts on your home computer * Scripts on your home computer
* RAM/Core Upgrades on your home computer * RAM/Core Upgrades on your home computer
* World Stock Exchange account and TIX API Access * World Stock Exchange account and TIX API Access
* Previously installed Augmentations
.. _gameplay_augmentations_purchasingmultiple: .. _gameplay_augmentations_purchasingmultiple:

@ -11,3 +11,7 @@ While working for a company, you can click "Do something else simultaneously" to
to do things while you continue to work in the background. There is a 20% penalty to the to do things while you continue to work in the background. There is a 20% penalty to the
related gains. Clicking the "Focus" button under the overview will return you to the related gains. Clicking the "Focus" button under the overview will return you to the
current work. current work.
If you've been hired to do a job you can click that "Apply for X Job" button again to get a
promotion if you meet the requirements. You can see the requirements by hovering your cursor
over the button. Higher positions give increased rewards.

@ -24,7 +24,7 @@ Crimes are not always successful. Your rate of success is determined by your
stats (and Augmentation multipliers) and can be seen on the crime-selection stats (and Augmentation multipliers) and can be seen on the crime-selection
page. If you are unsuccessful at committing a crime you will gain EXP, page. If you are unsuccessful at committing a crime you will gain EXP,
but you will not earn money. If you are successful at committing the crime but you will not earn money. If you are successful at committing the crime
you will gain extra EXP (double of what an unsuccessful attempt would give) you will gain extra EXP (4x of what an unsuccessful attempt would give)
and earn money. and earn money.
Harder crimes are typically more profitable, and also give more EXP. Harder crimes are typically more profitable, and also give more EXP.

@ -207,18 +207,18 @@ List of Factions and their Requirements
.. raw:: html .. raw:: html
</details> </details>
<details><summary><a>Endgame Factions</a></summary> <details><summary><a>Midgame Factions</a></summary>
.. _gameplay_factions:: .. _gameplay_factions::
+---------------------+----------------+-----------------------------------------+-------------------------------+ +---------------------+----------------+-----------------------------------------+-------------------------------+
| Endgame | Faction Name | Requirements | Joining this Faction prevents | | Midgame | Faction Name | Requirements | Joining this Faction prevents |
| Factions | | | you from joining: | | Factions | | | you from joining: |
+ +----------------+-----------------------------------------+-------------------------------+ + +----------------+-----------------------------------------+-------------------------------+
| | The Covenant | * 20 Augmentations | | | | The Covenant | * 20 Augmentations | |
| | | * $75b | | | | | * $75b | |
| | | * Hacking Level of 850 | | | | | * Hacking Level of 850 | |
| | | * All Combat Stats of 850 | | | | | * or All Combat Stats of 850 | |
+ +----------------+-----------------------------------------+-------------------------------+ + +----------------+-----------------------------------------+-------------------------------+
| | Daedalus | * 30 Augmentations | | | | Daedalus | * 30 Augmentations | |
| | | * $100b | | | | | * $100b | |
@ -230,6 +230,26 @@ List of Factions and their Requirements
| | | * Hacking Level of 1500 | | | | | * Hacking Level of 1500 | |
| | | * All Combat Stats of 1200 | | | | | * All Combat Stats of 1200 | |
+---------------------+----------------+-----------------------------------------+-------------------------------+ +---------------------+----------------+-----------------------------------------+-------------------------------+
.. raw:: html
</details>
<details><summary><a>Endgame Factions</a></summary>
.. _gameplay_factions::
+---------------------+----------------+--------------------------------------------------------------+-------------------------------+
| Endgame | Faction Name | Requirements | Joining this Faction prevents |
| Factions | | | you from joining: |
+ +----------------+--------------------------------------------------------------+-------------------------------+
| | Bladeburners | * Join Bladeburner Division | |
| | | * Have 25 Rank | |
| | | * Be in BitNode 6 or 7 | |
| | | * or have Source-File 6 or 7 | |
+ +----------------+--------------------------------------------------------------+-------------------------------+
| | Church of the | * Have not installed any augmentations in the current BitNode| |
| | Machine God | * Be in BitNode 13 | |
| | | * or have Source-File 13 | |
+---------------------+----------------+--------------------------------------------------------------+-------------------------------+
.. raw:: html .. raw:: html
</details><br> </details><br>

@ -33,11 +33,11 @@ infiltration will immediately end.
** Slash when his guard is down! ** ** Slash when his guard is down! **
Press space when the guard is attacking you. Press space when the guard is preparing to attack you.
There's 3 phase There's 3 phases
The first is guarding, where attacking back will result in failure. The first is guarding, where attacking back will result in failure.
The 2nd is preparing, this informs you that in 250ms there will be an opening window to attack. The 2nd is preparing, where attacking will result in a victory.
The 3rd is attack, during this phase you can press space to slash and kill the enemy. The 3rd is attack, where the guard will attack you resulting in failure.
** Close the brackets ** ** Close the brackets **

@ -78,11 +78,11 @@ with scripts:
Prints the logs of the script specified by the name and arguments to Prints the logs of the script specified by the name and arguments to
Terminal. Arguments should be separated by a space. Remember that scripts Terminal. Arguments should be separated by a space. Remember that scripts
are uniquely identified by their arguments as well as their name. For are uniquely identified by their arguments as well as their name. For
example, if you ran a script `foo.script` with the argument `foodnstuff` example, if you ran a script `foo.hs` with the argument `foodnstuff`
then in order to 'check' it you must also add the `foodnstuff` argument then in order to 'check' it you must also add the `foodnstuff` argument
to the check command:: to the check command::
$ check foo.script foodnstuff $ check foo.js foodnstuff
**free** **free**
@ -93,11 +93,11 @@ Shows the current server's RAM usage and availability
Stops a script that is running with the specified script name and Stops a script that is running with the specified script name and
arguments. Arguments should be separated by a space. Remember that arguments. Arguments should be separated by a space. Remember that
scripts are uniquely identified by their arguments as well as scripts are uniquely identified by their arguments as well as
their name. For example, if you ran a script `foo.script` with their name. For example, if you ran a script `foo.js` with
the argument 1 and 2, then just typing "`kill foo.script`" will the argument 1 and 2, then just typing "`kill foo.js`" will
not work. You have to use:: not work. You have to use::
$ kill foo.script 1 2 $ kill foo.js 1 2
**mem [script] [-t] [n]** **mem [script] [-t] [n]**
@ -125,26 +125,30 @@ with no arguments.
Examples: Examples:
Run 'foo.script' single-threaded with no arguments:: Run 'foo.js' single-threaded with no arguments::
$ run foo.script $ run foo.js
Run 'foo.script' with 10 threads and no arguments:: Run 'foo.js' with 10 threads and no arguments::
$ run foo.script -t 10 $ run foo.js -t 10
Run 'foo.script' single-threaded with three arguments: [foodnstuff, sigma-cosmetics, 10]:: Run 'foo.js' single-threaded with three arguments: [foodnstuff, sigma-cosmetics, 10]::
$ run foo.script foodnstuff sigma-cosmetics 10 $ run foo.js foodnstuff sigma-cosmetics 10
Run 'foo.script' with 50 threads and a single argument: [foodnstuff]:: Run 'foo.js' with 50 threads and a single argument: [foodnstuff]::
$ run foo.script -t 50 foodnstuff $ run foo.js -t 50 foodnstuff
**tail [script] [args...]** **tail [script] [args...]**
Displays the logs of the script specified by the name and arguments. Note that scripts are uniquely identified by their arguments as well as their name. For example, if you ran a script 'foo.script' with the argument 'foodnstuff' then in order to 'tail' it you must also add the 'foodnstuff' argument to the tail command as so: tail foo.script foodnstuff Displays the logs of the script specified by the name and arguments. Note that scripts
are uniquely identified by their arguments as well as their name. For example, if you
ran a script 'foo.js' with the argument 'foodnstuff' then in order to 'tail' it you
must also add the 'foodnstuff' argument to the tail command as so: tail foo.js
foodnstuff
**top** **top**

@ -8,8 +8,11 @@ game are connected to each other to form a large, global network.
To learn about how to navigate this network and connect to other To learn about how to navigate this network and connect to other
servers, see the :ref:`Terminal` page. servers, see the :ref:`Terminal` page.
Server RAM Server Statistics
^^^^^^^^^^ ^^^^^^^^^^^^^^^^^
Each server has it's own statistics, such as RAM, required hacking level and number of
ports required to successfully NUKE it.
Perhaps the most important property of a server to make note of is its RAM, Perhaps the most important property of a server to make note of is its RAM,
which refers to how much memory is available on that machine. RAM is which refers to how much memory is available on that machine. RAM is
important because it is required to run Scripts. More RAM allows important because it is required to run Scripts. More RAM allows
@ -19,6 +22,9 @@ a script with :ref:`more threads <gameplay_scripts_multithreadingscripts>`.
The `free`, `scan-analyze`, and `analyze` Terminal commands The `free`, `scan-analyze`, and `analyze` Terminal commands
can be used to check how much RAM a server has. can be used to check how much RAM a server has.
Some servers have some randomized statistics, such as RAM, max Money or
required hacking level. These statistics are randomly genererated from a range of values.
Identifying Servers Identifying Servers
^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^
A server is identified by its hostname. A server is identified by its hostname.
@ -64,3 +70,10 @@ and exp. See the :ref:`gameplay_hacking` page for more details.
Different servers have different levels of security, but also offer Different servers have different levels of security, but also offer
different rewards when being hacked. different rewards when being hacked.
Server Connections
^^^^^^^^^^^^^^^^^^
The servers are in a randomly organized tree-structure. The distance from
the home computer to each server is fixed, but the exact route to them is
randomized when you install :ref:`gameplay_augmentations`. In general the
further away from home computer a server is the higher it's statistics are.

@ -33,7 +33,7 @@ In order to create a directory, simply name a file using a full absolute Linux-s
This will automatically create a "directory" called :code:`scripts`. This will also work This will automatically create a "directory" called :code:`scripts`. This will also work
for subdirectories:: for subdirectories::
/scripts/hacking/helpers/myHelperScripts.script /scripts/hacking/helpers/myHelperScripts.js
Files in the root directory do not need to begin with a forward slash:: Files in the root directory do not need to begin with a forward slash::
@ -72,9 +72,9 @@ Note that in order to reference a file, :ref:`netscript` functions require the
.. code:: javascript .. code:: javascript
run("/scripts/hacking/helpers.myHelperScripts.script"); ns.run("/scripts/hacking/helpers.myHelperScripts.js");
rm("/logs/myHackingLogs.txt"); ns.rm("/logs/myHackingLogs.txt");
rm("thisIsAFileInTheRootDirectory.txt"); ns.rm("thisIsAFileInTheRootDirectory.txt");
.. note:: A full file path **must** begin with a forward slash (/) if that file .. note:: A full file path **must** begin with a forward slash (/) if that file
is not in the root directory. is not in the root directory.
@ -150,13 +150,17 @@ This can pass faction tests or give bonsues such as discounts from companies.
buy buy
^^^ ^^^
$ buy [-l/program] $ buy [-l/-a/program]
Purchase a program through the Dark Web. Requires a TOR Router to use. Purchase a program through the Dark Web. Requires a TOR Router to use.
If this command is ran with the '-l' flag, it will display a list of all programs If this command is ran with the '-l' flag, it will display a list of all programs
that can be purchased through the Dark Web, as well as their costs. that can be purchased through the Dark Web, as well as their costs.
If this command is ran with the '-a' flag, it will attempt to buy all programs
that can be purchased through the Dark Web and if the player can't afford all of them
none will be bought.
Otherwise, the name of the program must be passed in as a parameter. This name Otherwise, the name of the program must be passed in as a parameter. This name
is NOT case-sensitive:: is NOT case-sensitive::
@ -205,11 +209,11 @@ Each argument must be separated by a space.
**Remember that a running script is uniquely identified both by its name and the arguments that are used to start it**. So, **Remember that a running script is uniquely identified both by its name and the arguments that are used to start it**. So,
if a script was ran with the following arguments:: if a script was ran with the following arguments::
$ run foo.script 1 2 foodnstuff $ run foo.js 1 2 foodnstuff
Then to run the 'check' command on this script you would have to pass the same arguments in:: Then to run the 'check' command on this script you would have to pass the same arguments in::
$ check foo.script 1 2 foodnstuff $ check foo.js 1 2 foodnstuff
clear/cls clear/cls
^^^^^^^^^ ^^^^^^^^^
@ -275,7 +279,7 @@ hack
Attempt to hack the current server. Requires root access in order to be run. Attempt to hack the current server. Requires root access in order to be run.
Related: Hacking Mechanics (TODO Add link here when page gets made) Related: Hacking Mechanics :ref:`hacking`
help help
^^^^ ^^^^
@ -302,29 +306,27 @@ hostname
Prints the hostname of the server you are currently connected to. Prints the hostname of the server you are currently connected to.
ifconfig
^^^^^^^^
Prints the IP address of the server you are currently connected to.
kill kill
^^^^ ^^^^
$ kill [script name] [args...] $ kill [script name] [args...]
$ kill [pid] $ kill [pid]
Kill the script specified by the script filename and arguments OR by its PID. Kill the script specified by the script filename and arguments OR by its PID. If
filename and arguments are used the kill is server-specific, so if you're connected
to home and want to kill a script running on n00dles, you have to either use it's PID
or :code:`connect` to n00dles first and then use the the kill command.
If you are killing the script using its filename and arguments, then each argument If you are killing the script using its filename and arguments, then each argument
must be separated by a space. Remember that a running script is uniquely identified must be separated by a space. Remember that a running script is uniquely identified
by both its name and the arguments that are used to start it. So, if a script by both its name and the arguments that are used to start it. So, if a script
was ran with the following arguments:: was ran with the following arguments::
$ run foo.script 50e3 sigma-cosmetics $ run foo.js 50e3 sigma-cosmetics
Then to kill this script the same arguments would have to be used:: Then to kill this script the same arguments would have to be used::
$ kill foo.script 50e3 sigma-cosmetics $ kill foo.js 50e3 sigma-cosmetics
If you are killing the script using its PID, then the PID argument must be numeric. If you are killing the script using its PID, then the PID argument must be numeric.
@ -362,7 +364,7 @@ Examples::
// List files/directories with the '.js' extension in the root directory // List files/directories with the '.js' extension in the root directory
$ ls / -l --grep .js $ ls / -l --grep .js
// List files/directories with the word 'purchase' in the name, in the :code:`scripts` directory // List files/directories with the word 'purchase' in the name, in the 'scripts' directory
$ ls scripts -l --grep purchase $ ls scripts -l --grep purchase
@ -384,12 +386,12 @@ a script with multiple threads using the '-t' flag. If the '-t' flag is
specified, then an argument for the number of threads must be passed in specified, then an argument for the number of threads must be passed in
afterwards. Examples:: afterwards. Examples::
$ mem foo.script $ mem foo.js
$ mem foo.script -t 50 $ mem foo.js -t 50
The first example above will print the amount of RAM needed to run 'foo.script' The first example above will print the amount of RAM needed to run 'foo.js'
with a single thread. The second example above will print the amount of RAM needed with a single thread. The second example above will print the amount of RAM needed
to run 'foo.script' with 50 threads. to run 'foo.js' with 50 threads.
.. _mv_terminal_command: .. _mv_terminal_command:
@ -467,9 +469,9 @@ Run a program::
$ run BruteSSH.exe $ run BruteSSH.exe
Run *foo.script* with 50 threads and the arguments [1e3, 0.5, foodnstuff]:: Run *foo.js* with 50 threads and the arguments [1e3, 0.5, foodnstuff]::
$ run foo.script -t 50 1e3 0.5 foodnstuff $ run foo.js -t 50 1e3 0.5 foodnstuff
Run a Coding Contract:: Run a Coding Contract::
@ -500,7 +502,26 @@ execute 'scan-analyze' with a depth up to 5 and 10, respectively.
The information 'scan-analyze' displays about each server includes whether or The information 'scan-analyze' displays about each server includes whether or
not you have root access to it, its required hacking level, the number of open not you have root access to it, its required hacking level, the number of open
ports required to run NUKE.exe on it, and how much RAM it has. ports required to run NUKE.exe on it, and how much RAM it has. When used the
information is structured like:
n00dles
--Root Access: YES, Required hacking skill: 1
--Number of open ports required to NUKE: 0
--RAM: 4.00GB
----zer0
------Root Access: NO, Required hacking skill: 75
------Number of open ports required to NUKE: 1
------RAM: 32.00GB
foodnstuff
--Root Access: NO, Required hacking skill: 1
--Number of open ports required to NUKE: 0
--RAM: 16.00GB
In this case :code:`n00dles` and :code:`foodnstuff` are connected to the current server
and :code:`zer0` is connected to :code:`n00dles`.
.. _scp_terminal_command: .. _scp_terminal_command:
@ -529,11 +550,11 @@ Each argument must be separated by a space. Remember that a running script is
uniquely identified by both its name and the arguments that were used to run uniquely identified by both its name and the arguments that were used to run
it. So, if a script was ran with the following arguments:: it. So, if a script was ran with the following arguments::
$ run foo.script 10 50000 $ run foo.js 10 50000
Then in order to check its logs with 'tail' the same arguments must be used:: Then in order to check its logs with 'tail' the same arguments must be used::
$ tail foo.script 10 50000 $ tail foo.js 10 50000
top top
^^^ ^^^
@ -590,26 +611,28 @@ There are two main points:
2. Anything that can represent a number is automatically cast to a number, unless its 2. Anything that can represent a number is automatically cast to a number, unless its
surrounded by quotation marks. surrounded by quotation marks.
Here's an example to show how these rules work. Consider the following script `argType.script`:: Here's an example to show how these rules work. Consider the following script `argType.js`::
tprint("Number of args: " + args.length); export async function main(ns) {
for (var i = 0; i < args.length; ++i) { ns.tprint("Number of args: " + args.length);
tprint(typeof args[i]); for (var i = 0; i < ns.args.length; ++i) {
ns.tprint(typeof ns.args[i]);
}
} }
Then if we run the following terminal command:: Then if we run the following terminal command::
$ run argType.script 123 1e3 "5" "this is a single argument" $ run argType.js 123 1e3 "5" "this is a single argument"
We'll see the following in the Terminal:: We'll see the following in the Terminal::
Running script with 1 thread(s) and args: [123, 1000, "5", "this is a single argument"]. Running script with 1 thread(s) and args: [123, 1000, "5", "this is a single argument"].
May take a few seconds to start up the process... May take a few seconds to start up the process...
argType.script: Number of args: 4 argType.js: Number of args: 4
argType.script: number argType.js: number
argType.script: number argType.js: number
argType.script: string argType.js: string
argType.script: string argType.js: string
Chaining Commands Chaining Commands
----------------- -----------------
@ -618,4 +641,4 @@ with a semicolon (;).
Example:: Example::
$ run foo.script; tail foo.script $ run foo.js; tail foo.js

@ -10,3 +10,7 @@ In Bitburner, the world consists of six different cities:
* New Tokyo * New Tokyo
* Chongqing * Chongqing
* Volhaven * Volhaven
Each city has it's own map and :ref:`faction`. Each city also
offers different services, such as gyms, universities, hardware
stores and places of work.

@ -8,7 +8,7 @@ If your game is frozen or stuck in any way, then the most likely culprit is an
infinitely running loop in :ref:`netscriptjs`. To get past the freezing, run the game with infinitely running loop in :ref:`netscriptjs`. To get past the freezing, run the game with
`?noScripts` in the URL: `?noScripts` in the URL:
`https://danielyxie.github.io/bitburner/?noScripts <https://danielyxie.github.io/bitburner/?noScripts>`_ `https://bitburner-official.github.io/bitburner/?noScripts <https://bitburner-official.github.io/bitburner/?noScripts>`_
Then, to fix your script, make sure you have a sleep or any other timed function like `hack()` or Then, to fix your script, make sure you have a sleep or any other timed function like `hack()` or
`grow()` in any infinite loops:: `grow()` in any infinite loops::

@ -34,7 +34,7 @@ to do this:
1. You can go to the Terminal and enter:: 1. You can go to the Terminal and enter::
$ kill n00dles.script $ kill n00dles.js
2. You can go to the :code:`Active Scripts` page (|Keyboard shortcut| Alt + s) and 2. You can go to the :code:`Active Scripts` page (|Keyboard shortcut| Alt + s) and
press the "Kill Script" button for :code:`n00dles.js`. press the "Kill Script" button for :code:`n00dles.js`.
@ -413,6 +413,7 @@ Create the script by going to |Terminal| and typing::
Paste the following code into the script editor: Paste the following code into the script editor:
.. code:: javascript .. code:: javascript
/** @param {NS} ns */ /** @param {NS} ns */
export async function main(ns) { export async function main(ns) {
// How much RAM each purchased server will have. In this case, it'll // How much RAM each purchased server will have. In this case, it'll
@ -433,8 +434,8 @@ Paste the following code into the script editor:
// 3. Run our hacking script on the newly-purchased server with 3 threads // 3. Run our hacking script on the newly-purchased server with 3 threads
// 4. Increment our iterator to indicate that we've bought a new server // 4. Increment our iterator to indicate that we've bought a new server
let hostname = ns.purchaseServer("pserv-" + i, ram); let hostname = ns.purchaseServer("pserv-" + i, ram);
ns.scp("early-hack-template.script", hostname); ns.scp("early-hack-template.js", hostname);
ns.exec("early-hack-template.script", hostname, 3); ns.exec("early-hack-template.js", hostname, 3);
++i; ++i;
} }
//Make the script wait for a second before looping again. //Make the script wait for a second before looping again.
@ -838,9 +839,9 @@ startup script. Feel free to adjust it to your liking.
for (let i = 0; i < servers0Port.length; ++i) { for (let i = 0; i < servers0Port.length; ++i) {
const serv = servers0Port[i]; const serv = servers0Port[i];
ns.scp("early-hack-template.script", serv); ns.scp("early-hack-template.js", serv);
ns.nuke(serv); ns.nuke(serv);
ns.exec("early-hack-template.script", serv, 6); ns.exec("early-hack-template.js", serv, 6);
} }
// Wait until we acquire the "BruteSSH.exe" program // Wait until we acquire the "BruteSSH.exe" program
@ -854,10 +855,10 @@ startup script. Feel free to adjust it to your liking.
for (let i = 0; i < servers1Port.length; ++i) { for (let i = 0; i < servers1Port.length; ++i) {
const serv = servers1Port[i]; const serv = servers1Port[i];
ns.scp("early-hack-template.script", serv); ns.scp("early-hack-template.js", serv);
ns.brutessh(serv); ns.brutessh(serv);
ns.nuke(serv); ns.nuke(serv);
ns.exec("early-hack-template.script", serv, 12); ns.exec("early-hack-template.sj", serv, 12);
} }
} }
Random Tips Random Tips

@ -7,7 +7,7 @@ Welcome to Bitburner's documentation!
===================================== =====================================
Bitburner is a programming-based `incremental game <https://en.wikipedia.org/wiki/Incremental_game>`_ Bitburner is a programming-based `incremental game <https://en.wikipedia.org/wiki/Incremental_game>`_
that revolves around hacking and cyberpunk themes. The game is currently in the that revolves around hacking and cyberpunk themes. The game is currently in the
early beta stage of development. It `can be played here <https://danielyxie.github.io/bitburner/>`_. early beta stage of development. It `can be played here <https://bitburner-official.github.io/bitburner/>`_.
What is Bitburner? What is Bitburner?
------------------ ------------------
@ -33,7 +33,6 @@ secrets that you've been searching for.
v1.0.0 script migration guide <v1.0.0_migration.rst> v1.0.0 script migration guide <v1.0.0_migration.rst>
v2.0.0 script migration guide <v2.0.0_migration.rst> v2.0.0 script migration guide <v2.0.0_migration.rst>
404 <404.rst> 404 <404.rst>
Donate <https://paypal.me/danielyxie>
Indices and tables Indices and tables
================== ==================

@ -14,4 +14,4 @@ brutessh() Netscript Function
.. code-block:: javascript .. code-block:: javascript
brutessh("foodnstuff"); ns.brutessh("foodnstuff");

@ -12,3 +12,10 @@ deleteServer() Netscript Function
The ``hostname`` argument can be any data type, but it will be converted to The ``hostname`` argument can be any data type, but it will be converted to
a string. Whitespace is automatically removed from the string. This function a string. Whitespace is automatically removed from the string. This function
will not delete a server that still has scripts running on it. will not delete a server that still has scripts running on it.
Examples:
.. code-block:: javascript
ns.killall("dummyServer");
ns.deleteServer("dummyServer"); //returns: true if purhcased server 'dummyServer'existed

@ -24,17 +24,17 @@ exec() Netscript Function
The simplest way to use the :doc:`exec<exec>` command is to call it with The simplest way to use the :doc:`exec<exec>` command is to call it with
just the script name and the target server. The following example will try just the script name and the target server. The following example will try
to run ``generic-hack.script`` on the ``foodnstuff`` server:: to run ``generic-hack.js`` on the ``foodnstuff`` server::
exec("generic-hack.script", "foodnstuff"); ns.exec("generic-hack.js", "foodnstuff");
The following example will try to run the script ``generic-hack.script`` on The following example will try to run the script ``generic-hack.js`` on
the ``joesguns`` server with 10 threads:: the ``joesguns`` server with 10 threads::
exec("generic-hack.script", "joesguns", 10); ns.exec("generic-hack.js", "joesguns", 10);
This last example will try to run the script ``foo.script`` on the This last example will try to run the script ``foo.js`` on the
``foodnstuff`` server with 5 threads. It will also pass the number 1 and the ``foodnstuff`` server with 5 threads. It will also pass the number 1 and the
string "test" in as arguments to the script:: string "test" in as arguments to the script::
exec("foo.script", "foodnstuff", 5, 1, "test"); ns.exec("foo.js", "foodnstuff", 5, 1, "test");

@ -22,8 +22,8 @@ fileExists() Netscript Function
.. code-block:: javascript .. code-block:: javascript
fileExists("foo.script", "foodnstuff"); // returns: false ns.fileExists("foo.js", "foodnstuff"); // returns: false
fileExists("ftpcrack.exe"); // returns: true ns.fileExists("ftpcrack.exe"); // returns: true
The first example above will return true if the script named ``foo.script`` exists on the ``foodnstuff`` server, and false otherwise. The first example above will return true if the script named ``foo.js`` exists on the ``foodnstuff`` server, and false otherwise.
The second example above will return true if the current server contains the ``FTPCrack.exe`` program, and false otherwise. The second example above will return true if the current server contains the ``FTPCrack.exe`` program, and false otherwise.

@ -14,4 +14,4 @@ ftpcrack() Netscript Function
.. code-block:: javascript .. code-block:: javascript
ftpcrack("foodnstuff"); ns.ftpcrack("foodnstuff");

@ -10,4 +10,4 @@ getHackingLevel() Netscript Function
.. code-block:: javascript .. code-block:: javascript
getHackingLevel(); // returns: 124 ns.getHackingLevel(); // returns: 124

@ -21,6 +21,6 @@ getHackingMultipliers() Netscript Function
.. code-block:: javascript .. code-block:: javascript
mults = getHackingMultipliers(); const mults = ns.getHackingMultipliers();
print(mults.chance); ns.print(mults.chance);
print(mults.growth); ns.print(mults.growth);

@ -22,6 +22,6 @@ getHacknetMultipliers() Netscript Function
.. code-block:: javascript .. code-block:: javascript
mults = getHacknetMultipliers(); const mults = ns.getHacknetMultipliers();
print(mults.production); ns.print(mults.production);
print(mults.purchaseCost); ns.print(mults.purchaseCost);

@ -5,11 +5,13 @@ getPurchasedServerCost() Netscript Function
:RAM cost: 0.25 GB :RAM cost: 0.25 GB
:param number ram: Amount of RAM of a potential purchased server. Must be a power of 2 (2, 4, 8, 16, etc.). Maximum value of 1048576 (2^20) :param number ram: Amount of RAM of a potential purchased server. Must be a power of 2 (2, 4, 8, 16, etc.). Maximum value of :doc:`getPurchasedServerMaxRam<getPurchasedServerMaxRam>`
:returns: Cost to purchase a server with the specified amount of ``ram``. :returns: Cost to purchase a server with the specified amount of ``ram``.
Giving any non-power-of-2 as an argument results in the function returning `Infinity`
Example: Example:
.. code-block:: javascript .. code-block:: javascript
getPurchasedServerCost(8192); // returns: 450560000 ns.getPurchasedServerCost(8192); // returns: 450560000

@ -10,4 +10,4 @@ getPurchasedServerLimit() Netscript Function
.. code-block:: javascript .. code-block:: javascript
getPurchasedServerLimit() // returns: 25 ns.getPurchasedServerLimit() // returns: 25

@ -10,4 +10,4 @@ getPurchasedServerMaxRam() Netscript Function
.. code-block:: javascript .. code-block:: javascript
getPurchasedServerMaxRam(); // returns: 1048576 ns.getPurchasedServerMaxRam(); // returns: 1048576

@ -0,0 +1,18 @@
getPurchasedServerUpgradeCost() Netscript Function
===========================================
.. js:function:: getPurchasedServerUpgradeCost(hostname, ram)
:RAM cost: 0.25 GB
:param string hostname: Hostname of target purchased server.
:param number ram: Target amount of RAM for purchased server. Must be a power of 2 (2, 4, 8, 16, etc.). Maximum value of :doc:`getPurchasedServerMaxRam<getPurchasedServerMaxRam>`
:returns: Cost to purchase a server with the specified amount of ``ram``.
Giving any non-power-of-2 as an argument results in the function returning `-1`
Example:
.. code-block:: javascript
ns.purchaseServer("smallServer",2) //costs 110000
ns.getPurchasedServerUpgradeCost("smallServer",8); // returns: 330000

@ -10,4 +10,4 @@ getPurchasedServers() Netscript Function
.. code-block:: javascript .. code-block:: javascript
getPurchasedServers(); // returns: ['grow-server-0', 'grow-server-1', 'weaken-server-0'] ns.getPurchasedServers(); // returns: ['grow-server-0', 'grow-server-1', 'weaken-server-0']

@ -13,4 +13,4 @@ getScriptRam() Netscript Function
.. code-block:: javascript .. code-block:: javascript
getScriptRam("grow.script"); // returns: 1.75 ns.getScriptRam("grow.js"); // returns: 1.75

@ -11,4 +11,4 @@ getServerMaxMoney() Netscript Function
.. code-block:: javascript .. code-block:: javascript
getServerMaxMoney('foodnstuff'); // returns: 50000000 ns.getServerMaxMoney('foodnstuff'); // returns: 50000000

@ -11,5 +11,5 @@ getServerMaxRam() Netscript Function
.. code-block:: javascript .. code-block:: javascript
maxRam = getServerMaxRam("helios"); // returns: 16 const maxRam = ns.getServerMaxRam("helios"); // returns: 16
print("helios has "+maxRam + "GB"); ns.print("helios has "+maxRam + "GB");

@ -11,4 +11,4 @@ getServerMinSecurityLevel() Netscript Function
.. code-block:: javascript .. code-block:: javascript
getServerMinSecurityLevel('foodnstuff'); // returns: 3 ns.getServerMinSecurityLevel('foodnstuff'); // returns: 3

@ -15,5 +15,5 @@ getServerMoneyAvailable() Netscript Function
.. code-block:: javascript .. code-block:: javascript
getServerMoneyAvailable("foodnstuff"); // returns: 120000 ns.getServerMoneyAvailable("foodnstuff"); // returns: 120000
getServerMoneyAvailable("home"); // returns: 1000 ns.getServerMoneyAvailable("home"); // returns: 1000

@ -12,4 +12,4 @@ getServerNumPortsRequired() Netscript Function
.. code-block:: javascript .. code-block:: javascript
getServerNumPortsRequired("unitalife"); // returns: 4 ns.getServerNumPortsRequired("unitalife"); // returns: 4

@ -11,4 +11,4 @@ getServerRequiredHackingLevel() Netscript Function
.. code-block:: javascript .. code-block:: javascript
getServerRequiredHackingLevel("foodnstuff"); // returns: 5 ns.getServerRequiredHackingLevel("foodnstuff"); // returns: 5

@ -11,4 +11,4 @@ getServerSecurityLevel() Netscript Function
.. code-block:: javascript .. code-block:: javascript
getServerSecurityLevel("foodnstuff"); // returns: 3.45 ns.getServerSecurityLevel("foodnstuff"); // returns: 3.45

@ -11,5 +11,5 @@ getServerUsedRam() Netscript Function
.. code-block:: javascript .. code-block:: javascript
usedRam = getServerUsedRam("harakiri-sushi"); // returns: 5.6 const usedRam = ns.getServerUsedRam("harakiri-sushi"); // returns: 5.6
print("harakiri-sushi uses "+usedRam + "GB"); ns.print("harakiri-sushi uses "+ usedRam + "GB"); // prints: "harakiri-sushi uses 5.6GB"

@ -17,8 +17,8 @@ grow() Netscript Function
Increase the amount of money available on a server. The time it takes to Increase the amount of money available on a server. The time it takes to
execute depends on your hacking level and the target server's security execute depends on your hacking level and the target server's security
level. When :doc:`grow<grow>` completes, the money available on a target level. When :doc:`grow<grow>` completes, the money available on a target
server will be increased by a certain, fixed percentage. This percentage is server will be increased by the number of threads used and a certain, fixed percentage.
determined by the target server's growth rate (which varies between servers) The percentage is determined by the target server's growth rate (which varies between servers)
and security level. Generally, higher-level servers have higher growth and security level. Generally, higher-level servers have higher growth
rates. rates.
@ -34,5 +34,5 @@ grow() Netscript Function
.. code-block:: javascript .. code-block:: javascript
while(true) { while(true) {
grow("foodnstuff"); await ns.grow("foodnstuff");
} }

@ -33,6 +33,6 @@ hack() Netscript Function
.. code-block:: javascript .. code-block:: javascript
hack("foodnstuff"); await ns.hack("foodnstuff");
hack("10.1.2.3"); await ns.hack("10.1.2.3");
hack("foodnstuff", { threads: 5 }); // Only use 5 threads to hack await ns.hack("foodnstuff", { threads: 5 }); // Only use 5 threads to hack

@ -11,6 +11,12 @@ hasRootAccess() Netscript Function
.. code-block:: javascript .. code-block:: javascript
if (hasRootAccess("foodnstuff") == false) { if (ns.hasRootAccess("foodnstuff") == false) {
nuke("foodnstuff"); ns.nuke("foodnstuff");
}
.. code-block:: javascript
if (ns.hasRootAccess("foodnstuff")) {
ns.exec("foo.js", 1, "foodnstuff");
} }

@ -13,4 +13,4 @@ httpworm() Netscript Function
.. code-block:: javascript .. code-block:: javascript
httpworm("foodnstuff"); ns.httpworm("foodnstuff");

@ -11,4 +11,4 @@ isLogEnabled() Netscript Function
.. code-block:: javascript .. code-block:: javascript
isLogEnabled('hack'); // returns: true ns.isLogEnabled('hack'); // returns: true

@ -16,20 +16,20 @@ isRunning() Netscript Function
**Examples:** **Examples:**
In this first example below, the function call will return true if there is In this first example below, the function call will return true if there is
a script named ``foo.script`` with no arguments running on the a script named ``foo.js`` with no arguments running on the
``foodnstuff`` server, and false otherwise: ``foodnstuff`` server, and false otherwise:
.. code-block:: javascript .. code-block:: javascript
isRunning("foo.script", "foodnstuff"); ns.isRunning("foo.js", "foodnstuff");
In this second example below, the function call will return true if there is In this second example below, the function call will return true if there is
a script named ``foo.script`` with no arguments running on the current a script named ``foo.js`` with no arguments running on the current
server, and false otherwise: server, and false otherwise:
.. code-block:: javascript .. code-block:: javascript
isRunning("foo.script", getHostname()); ns.isRunning("foo.js", ns.getHostname());
In this next example below, the function call will return true if there is a In this next example below, the function call will return true if there is a
script named ``foo.script`` running with the arguments 1, 5, and "test" (in script named ``foo.script`` running with the arguments 1, 5, and "test" (in
@ -37,7 +37,7 @@ isRunning() Netscript Function
.. code-block:: javascript .. code-block:: javascript
isRunning("foo.script", "joesguns", 1, 5, "test"); ns.isRunning("foo.js", "joesguns", 1, 5, "test");
.. js:function:: isRunning(scriptPid) .. js:function:: isRunning(scriptPid)
@ -51,4 +51,4 @@ isRunning() Netscript Function
.. code-block:: javascript .. code-block:: javascript
isRunning(39); ns.isRunning(39);

@ -1,42 +1,42 @@
kill() Netscript Function kill() Netscript Function
========================= =========================
.. js:function:: kill(script, hostname, [args...]) .. js:function:: kill(script, [hostname=current hostname, [args...]])
:RAM cost: 0.5 GB :RAM cost: 0.5 GB
:param string script: Filename of the script to kill. :param string script: Filename of the script to kill.
:param string hostname: Hostname of the server on which to kill the script. :param string hostname: Hostname of the server on which to kill the script.
:param args...: Arguments to identify which script to kill. :param args...: Arguments to identify which script to kill.
:returns: ``true`` is that script was killed. :returns: ``true`` is that script was killed.
Kills the script on the target server specified by the script's name and Kills the script on the target server specified by the script's name and
arguments. Remember that scripts are uniquely identified by both their name arguments. Remember that scripts are uniquely identified by both their name
and arguments. For example, if ``foo.script`` is run with the argument 1, and arguments. For example, if ``foo.js`` is run with the argument 1,
then this is not the same as ``foo.script`` run with the argument 2, even then this is not the same as ``foo.js`` run with the argument 2, even
though they have the same code. though they have the same code.
Examples: Examples:
The following example will try to kill a script named ``foo.script`` on the The following example will try to kill a script named ``foo.js`` on the
``foodnstuff`` server that was ran with no arguments: ``foodnstuff`` server that was ran with no arguments:
.. code-block:: javascript .. code-block:: javascript
kill("foo.script", "foodnstuff"); ns.kill("foo.js", "foodnstuff");
The following will try to kill a script named ``foo.script`` on the current The following will try to kill a script named ``foo.js`` on the current
server that was ran with no arguments: server that was ran with no arguments:
.. code-block:: javascript .. code-block:: javascript
kill("foo.script", getHostname()); ns.kill("foo.js");
The following will try to kill a script named ``foo.script`` on the current The following will try to kill a script named ``foo.js`` on the current
server that was ran with the arguments 1 and "foodnstuff": server that was ran with the arguments 1 and "foodnstuff":
.. code-block:: javascript .. code-block:: javascript
kill("foo.script", getHostname(), 1, "foodnstuff"); ns.kill("foo.js", ns.getHostname(), 1, "foodnstuff");
.. js:function:: kill(scriptPid) .. js:function:: kill(scriptPid)
@ -53,6 +53,6 @@ kill() Netscript Function
.. code-block:: javascript .. code-block:: javascript
if (kill(10)) { if (ns.kill(10)) {
print("Killed script with PID 10!"); ns.print("Killed script with PID 10!");
} }

@ -1,10 +1,11 @@
killall() Netscript Function killall() Netscript Function
============================ ============================
.. js:function:: killall(hostname) .. js:function:: killall([hostname = current hostname,[safetyguard = true]])
:RAM cost: 0.5 GB :RAM cost: 0.5 GB
:param string hostname: Hostname of the server on which to kill all scripts. :param string hostname: Hostname of the server on which to kill all scripts.
:param boolean safetyguard: Whether the function will safeguard the current script or not.
:returns: ``true`` if scripts were killed on target server. :returns: ``true`` if scripts were killed on target server.
Kills all running scripts on the specified server. Kills all running scripts on the specified server.
@ -14,4 +15,10 @@ killall() Netscript Function
.. code-block:: javascript .. code-block:: javascript
killall('foodnstuff'); // returns: true ns.killall('foodnstuff'); // returns: true
.. code-block:: javascript
ns.killall(); // returns: true, kills all scripts on the current server, except the current script
ns.killall(); // returns: false, because all no available scripts are running anymore
ns.killall(ns.getHostname(),false) // returns: true, but also kills the current script

@ -12,4 +12,6 @@ ls() Netscript Function
.. code-block:: javascript .. code-block:: javascript
ls("home"); // returns: ["demo.script", "msg1.txt"] ns.ls("home"); // returns: ["demo.js", "msg1.txt"]
ns.ls("home", ".txt"); // returns: ["msg1.txt"]
ns.ls("home", ".script"); // returns: []

@ -7,11 +7,12 @@ nuke() Netscript Function
:param string hostname: Hostname of the target server. :param string hostname: Hostname of the target server.
Runs the ``NUKE.exe`` program on the target server. ``NUKE.exe`` must exist Runs the ``NUKE.exe`` program on the target server. ``NUKE.exe`` must exist
on your home computer. on your home computer. Requires the targeted server to have enough ports opened,
otherwise will throw an error.
Example: Example:
.. code-block:: javascript .. code-block:: javascript
nuke("foodnstuff"); ns.nuke("foodnstuff");

@ -12,5 +12,7 @@ print() Netscript Function
.. code-block:: javascript .. code-block:: javascript
print("Hello world!"); // Prints "Hello world!" in the logs. ns.print("Hello world!"); // Prints "Hello world!" in the logs.
print({a:5}); // Prints '{"a":5}' in the logs. ns.print({a:5}); // Prints '{"a":5}' in the logs.
const text = "can"
ns.print("I "+ text +" use variables :)") // Prints "I can use variables :)"

@ -23,9 +23,9 @@ ps() Netscript Function
.. code-block:: javascript .. code-block:: javascript
processes = ps("home"); const processes = ns.ps("home");
for (let i = 0; i < processes.length; ++i) { for (const i = 0; i < processes.length; ++i) {
tprint(processes[i].filename + ' ' + processes[i].threads); ns.tprint(processes[i].filename + ' ' + processes[i].threads);
tprint(processes[i].args); ns.tprint(processes[i].args);
tprint(processes[i].pid); ns.tprint(processes[i].pid);
} }

@ -9,7 +9,7 @@ purchaseServer() Netscript Function
2. Maximum value of :doc:`getPurchasedServerMaxRam<getPurchasedServerMaxRam>` 2. Maximum value of :doc:`getPurchasedServerMaxRam<getPurchasedServerMaxRam>`
:returns: The hostname of the newly purchased server. Empty string on failure. :returns: The hostname of the newly purchased server. Empty string on failure.
Purchased a server with the specified hostname and amount of RAM. Purchases a server with the specified hostname and amount of RAM.
The ``hostname`` argument can be any data type, but it will be converted to The ``hostname`` argument can be any data type, but it will be converted to
a string and have whitespace removed. Anything that resolves to an empty a string and have whitespace removed. Anything that resolves to an empty
@ -27,8 +27,8 @@ purchaseServer() Netscript Function
.. code-block:: javascript .. code-block:: javascript
ram = 64; const ram = 64;
hn = "pserv-"; const name = "pserv-";
for (i = 0; i < 5; ++i) { for (const i = 0; i < 5; ++i) {
purchaseServer(hn + i, ram); ns.purchaseServer(name + i, ram);
} }

@ -13,4 +13,4 @@ relaysmtp() Netscript Function
.. code-block:: javascript .. code-block:: javascript
relaysmtp("foodnstuff"); ns.relaysmtp("foodnstuff");

@ -21,23 +21,23 @@ run() Netscript Function
less will cause a runtime error. less will cause a runtime error.
The simplest way to use the :doc:`run<run>` command is to call it with just The simplest way to use the :doc:`run<run>` command is to call it with just
the script name. The following example will run ``foo.script`` the script name. The following example will run ``foo.js``
single-threaded with no arguments: single-threaded with no arguments:
.. code-block:: javascript .. code-block:: javascript
run("foo.script"); ns.run("foo.js");
The following example will run 'foo.script' but with 5 threads instead of The following example will run 'foo.js' but with 5 threads instead of
single-threaded: single-threaded:
.. code-block:: javascript .. code-block:: javascript
run("foo.script", 5); ns.run("foo.js", 5);
This next example will run ``foo.script`` single-threaded, and will pass the This next example will run ``foo.js`` single-threaded, and will pass the
string ``foodnstuff`` into the script as an argument: string ``foodnstuff`` into the script as an argument:
.. code-block:: javascript .. code-block:: javascript
run("foo.script", 1, 'foodnstuff'); ns.run("foo.sj", 1, 'foodnstuff');

@ -12,4 +12,4 @@ scan() Netscript Function
.. code-block:: javascript .. code-block:: javascript
scan("home"); // returns: ["foodnstuff", "sigma-cosmetics", "joesguns", "hong-fang-tea", "harakiri-sushi", "iron-gym"] ns.scan("home"); // returns: ["foodnstuff", "sigma-cosmetics", "joesguns", "hong-fang-tea", "harakiri-sushi", "iron-gym"]

@ -23,11 +23,11 @@ scp() Netscript Function
.. code-block:: javascript .. code-block:: javascript
//Copies "hack-template.script" from the current server to "foodnstuff" //Copies "hack-template.script" from the current server to "foodnstuff"
scp("hack-template.script", "foodnstuff"); // returns: true ns.scp("hack-template.script", "foodnstuff"); // returns: true
//Copies "foo.lit" from the helios server to the "home" computer //Copies "foo.lit" from the helios server to the "home" computer
scp("foo.lit", "home", "helios"); // returns: true ns.scp("foo.lit", "home", "helios"); // returns: true
//Tries to copy three files from "rothman-uni" to "home" computer //Tries to copy three files from "rothman-uni" to "home" computer
files = ["foo1.lit", "foo2.script", "foo3.script"]; const files = ["foo1.lit", "foo2.script", "foo3.script"];
scp(files, "home", "rothman-uni"); // returns: true ns.scp(files, "home", "rothman-uni"); // returns: true

@ -15,4 +15,4 @@ scriptKill() Netscript Function
.. code-block:: javascript .. code-block:: javascript
scriptKill("demo.script", "home"); // returns: true ns.scriptKill("demo.js", "home"); // returns: true

@ -16,15 +16,15 @@ scriptRunning() Netscript Function
Examples: Examples:
The example below will return true if there is any script named The example below will return true if there is any script named
``foo.script`` running on the ``foodnstuff`` server, and false otherwise: ``foo.js`` running on the ``foodnstuff`` server, and false otherwise:
.. code-block:: javascript .. code-block:: javascript
scriptRunning("foo.script", "foodnstuff"); ns.scriptRunning("foo.js", "foodnstuff");
The example below will return true if there is any script named The example below will return true if there is any script named
``foo.script`` running on the current server, and false otherwise: ``foo.js`` running on the current server, and false otherwise:
.. code-block:: javascript .. code-block:: javascript
scriptRunning("foo.script", getHostname()); ns.scriptRunning("foo.js", ns.getHostname());

@ -11,4 +11,4 @@ serverExists() Netscript Function
.. code-block:: javascript .. code-block:: javascript
serverExists("foodnstuff"); // returns: true ns.serverExists("foodnstuff"); // returns: true

@ -12,4 +12,4 @@ sleep() Netscript Function
.. code-block:: javascript .. code-block:: javascript
sleep(3000); // Will wait 3 seconds. await ns.sleep(3000); // Will wait 3 seconds.

@ -23,4 +23,4 @@ spawn() Netscript Function
.. code-block:: javascript .. code-block:: javascript
spawn('foo.script', 10, 'foodnstuff', 90); // "run foo.script foodnstuff 90 -t 10" in 10 seconds. ns.spawn('foo.js', 10, 'foodnstuff', 90); // "run foo.js foodnstuff 90 -t 10" in 10 seconds.

@ -13,4 +13,4 @@ sqlinject() Netscript Function
.. code-block:: javascript .. code-block:: javascript
sqlinject("foodnstuff"); ns.sqlinject("foodnstuff");

@ -12,5 +12,5 @@ tprint() Netscript Function
.. code-block:: javascript .. code-block:: javascript
tprint("Hello world!"); // Prints "Hello world!" to the terminal. ns.tprint("Hello world!"); // Prints "Hello world!" to the terminal.
tprint({a:5}); // Prints '{"a":5}' to the terminal. ns.tprint({a:5}); // Prints '{"a":5}' to the terminal.

@ -0,0 +1,27 @@
upgradePurchasedServer() Netscript Function
===================================
.. js:function:: upgradePurchasedServer(hostname, ram)
:RAM cost: 0.25 GB
:param string hostname: Hostname of the purchased server.
:param number ram: Amount of RAM of the purchased server. Must be a power of
2. Maximum value of :doc:`getPurchasedServerMaxRam<getPurchasedServerMaxRam>`
:returns: ``true`` if the upgrade succeeded, ``false`` otherwise
Upgrades the purchased server with the specified hostname to have specified amount of RAM.
The ``hostname`` argument can be any data type, but it will be converted to
a string and have whitespace removed. New RAM amount has to be higher than the current RAM
and a power of 2. Upgrading a server costs the difference of old RAM server cost and new RAM
server cost.
Example:
.. code-block:: javascript
const ram = 64;
const name = "pserv-";
for (const i = 0; i < 5; ++i) {
ns.upgradePurchasedServer(name + i, ram);
}

@ -27,5 +27,5 @@ weaken() Netscript Function
.. code-block:: javascript .. code-block:: javascript
weaken("foodnstuff"); await ns.weaken("foodnstuff");
weaken("foodnstuff", { threads: 5 }); // Only use 5 threads to weaken await ns.weaken("foodnstuff", { threads: 5 }); // Only use 5 threads to weaken

@ -2,6 +2,10 @@
Netscript 1.0 Netscript 1.0
============= =============
.. note:: Note that NS1/.script is being deprecated, avoid using and migrate
scripts to NS2/.js if possible.
Netscript 1.0 is implemented using a modified version of Neil Fraser's Netscript 1.0 is implemented using a modified version of Neil Fraser's
`JS-Interpreter <https://github.com/NeilFraser/JS-Interpreter>`_. `JS-Interpreter <https://github.com/NeilFraser/JS-Interpreter>`_.

@ -52,9 +52,11 @@ This includes information such as function signatures, what they do, and their r
getPurchasedServerCost() <basicfunctions/getPurchasedServerCost> getPurchasedServerCost() <basicfunctions/getPurchasedServerCost>
purchaseServer() <basicfunctions/purchaseServer> purchaseServer() <basicfunctions/purchaseServer>
deleteServer() <basicfunctions/deleteServer> deleteServer() <basicfunctions/deleteServer>
upgradePurchasedServer() <basicfunctions/upgradePurchasedServer>
getPurchasedServers() <basicfunctions/getPurchasedServers> getPurchasedServers() <basicfunctions/getPurchasedServers>
getPurchasedServerLimit() <basicfunctions/getPurchasedServerLimit> getPurchasedServerLimit() <basicfunctions/getPurchasedServerLimit>
getPurchasedServerMaxRam() <basicfunctions/getPurchasedServerMaxRam> getPurchasedServerMaxRam() <basicfunctions/getPurchasedServerMaxRam>
getPurchasedServerUpgradeCost() <basicfunctions/getPurchasedServerUpgradeCost>
scriptRunning() <basicfunctions/scriptRunning> scriptRunning() <basicfunctions/scriptRunning>
scriptKill() <basicfunctions/scriptKill> scriptKill() <basicfunctions/scriptKill>
getScriptRam() <basicfunctions/getScriptRam> getScriptRam() <basicfunctions/getScriptRam>

@ -72,59 +72,64 @@ The following is an example of one way a script can be used to automate the
purchasing and upgrading of Hacknet Nodes. purchasing and upgrading of Hacknet Nodes.
This script attempts to purchase Hacknet Nodes until the player has a total of 8. Then This script attempts to purchase Hacknet Nodes until the player has a total of 8. Then
it gradually upgrades those Node's to a minimum of level 80, 16 GB RAM, and 8 cores it gradually upgrades those Node's to level 80, 16 GB RAM, and 8 cores
.. code:: javascript .. code:: javascript
function myMoney() { export async function main(ns) {
return getServerMoneyAvailable("home"); function myMoney() {
} return ns.getServerMoneyAvailable("home");
disableLog("getServerMoneyAvailable");
disableLog("sleep");
var cnt = 8;
while(hacknet.numNodes() < cnt) {
res = hacknet.purchaseNode();
print("Purchased hacknet Node with index " + res);
};
for (var i = 0; i < cnt; i++) {
while (hacknet.getNodeStats(i).level <= 80) {
var cost = hacknet.getLevelUpgradeCost(i, 10);
while (myMoney() < cost) {
print("Need $" + cost + " . Have $" + myMoney());
sleep(3000);
} }
res = hacknet.upgradeLevel(i, 10);
};
};
print("All nodes upgraded to level 80"); ns.disableLog("getServerMoneyAvailable");
ns.disableLog("sleep");
for (var i = 0; i < cnt; i++) { const cnt = 8;
while (hacknet.getNodeStats(i).ram < 16) {
var cost = hacknet.getRamUpgradeCost(i, 2);
while (myMoney() < cost) {
print("Need $" + cost + " . Have $" + myMoney());
sleep(3000);
}
res = hacknet.upgradeRam(i, 2);
};
};
print("All nodes upgraded to 16GB RAM"); while (ns.hacknet.numNodes() < cnt) {
res = ns.hacknet.purchaseNode();
if (res != -1) ns.print("Purchased hacknet Node with index " + res);
await ns.sleep(1000);
};
for (var i = 0; i < cnt; i++) { ns.tprint("All " + cnt + " nodes purchased")
while (hacknet.getNodeStats(i).cores < 8) {
var cost = hacknet.getCoreUpgradeCost(i, 1);
while (myMoney() < cost) {
print("Need $" + cost + " . Have $" + myMoney());
sleep(3000);
}
res = hacknet.upgradeCore(i, 1);
};
};
print("All nodes upgraded to 8 cores"); for (const i = 0; i < cnt; i++) {
while (ns.hacknet.getNodeStats(i).level <= 80) {
var cost = ns.hacknet.getLevelUpgradeCost(i, 1);
while (myMoney() < cost) {
ns.print("Need $" + cost + " . Have $" + myMoney());
await ns.sleep(3000);
}
res = ns.hacknet.upgradeLevel(i, 1);
};
};
ns.tprint("All nodes upgraded to level 80");
for (var i = 0; i < cnt; i++) {
while (ns.hacknet.getNodeStats(i).ram < 16) {
var cost = ns.hacknet.getRamUpgradeCost(i, 1);
while (myMoney() < cost) {
ns.print("Need $" + cost + " . Have $" + myMoney());
await ns.sleep(3000);
}
res = ns.hacknet.upgradeRam(i, 1);
};
};
ns.tprint("All nodes upgraded to 16GB RAM");
for (var i = 0; i < cnt; i++) {
while (ns.hacknet.getNodeStats(i).cores < 8) {
var cost = ns.hacknet.getCoreUpgradeCost(i, 1);
while (myMoney() < cost) {
ns.print("Need $" + cost + " . Have $" + myMoney());
await ns.sleep(3000);
}
res = ns.hacknet.upgradeCore(i, 1);
};
};
ns.tprint("All nodes upgraded to 8 cores");
}

@ -33,8 +33,12 @@ Let's assume Port 1 starts out empty (no data inside). We'll represent the port
Now assume we ran the following simple script:: Now assume we ran the following simple script::
for (i = 0; i < 10; ++i) { .. code:: javascript
writePort(1, i); //Writes the value of i to port 1
export async function main(ns) {
for (const i = 0; i < 10; ++i) {
ns.writePort(1, i); //Writes the value of i to port 1
}
} }
After this script executes, our script will contain every number from 0 through 9, as so:: After this script executes, our script will contain every number from 0 through 9, as so::
@ -43,8 +47,12 @@ After this script executes, our script will contain every number from 0 through
Then, assume we run the following script:: Then, assume we run the following script::
for (i = 0; i < 3; ++i) { .. code:: javascript
print(readPort(1)); //Reads a value from port 1 and then prints it
export async function main(ns) {
for (const i = 0; i < 3; ++i) {
ns.print(ns.readPort(1)); //Reads a value from port 1 and then prints it
}
} }
This script above will read the first three values from port 1 and then print them to the script's log. The log will end up looking like:: This script above will read the first three values from port 1 and then print them to the script's log. The log will end up looking like::
@ -112,22 +120,25 @@ This handle allows you to access several new port-related functions. The functio
Port Handle Example:: Port Handle Example::
port = getPortHandle(5); .. code:: javascript
back = port.data.pop(); //Get and remove last element in port
//Wait for port data before reading export async function main(ns) {
while(port.empty()) { port = ns.getPortHandle(5);
sleep(10000); back = port.data.pop(); //Get and remove last element in port
//Wait for port data before reading
while(port.empty()) {
await ns.sleep(10000);
}
res = port.read();
//Wait for there to be room in a port before writing
while (!port.tryWrite(5)) {
await ns.sleep(5000);
}
//Successfully wrote to port!
} }
res = port.read();
//Wait for there to be room in a port before writing
while (!port.tryWrite(5)) {
sleep(5000);
}
//Successfully wrote to port!
Comments Comments
-------- --------
@ -138,7 +149,7 @@ Comments are not evaluated as code, and can be used to document and/or explain c
/* Multi /* Multi
* line * line
* comment */ * comment */
print("This code will actually get executed"); ns.print("This code will actually get executed");
.. _netscriptimporting: .. _netscriptimporting:
@ -152,57 +163,70 @@ There are two ways of doing this::
import * as namespace from "script filename"; //Import all functions from script import * as namespace from "script filename"; //Import all functions from script
import {fn1, fn2, ...} from "script filename"; //Import specific functions from script import {fn1, fn2, ...} from "script filename"; //Import specific functions from script
Suppose you have a library script called *testlibrary.script*:: Suppose you have a library script called *testlibrary.js*::
function foo1(args) { .. code:: javascript
export function foo1(args) {
//function definition... //function definition...
} }
function foo2(args) { export function foo2(args) {
//function definition... //function definition...
} }
function foo3(args) { export async function foo3(args) {
//function definition... //function definition...
} }
function foo4(args) { export function foo4(args) {
//function definition... //function definition...
} }
export async function main(ns) {
//main function definition, can be empty but must exist...
}
Then, if you wanted to use these functions in another script, you can import them like so:: Then, if you wanted to use these functions in another script, you can import them like so::
import * as testlib from "testlibrary.script"; .. code:: javascript
values = [1,2,3]; import * as testlib from "testlibrary.js";
//The imported functions must be specified using the namespace export async function main(ns) {
someVal1 = testlib.foo3(values); const values = [1,2,3];
someVal2 = testlib.foo1(values);
if (someVal1 > someVal2) { //The imported functions must be specified using the namespace
//... const someVal1 = await testlib.foo3(...values); //'...' separates the array into separate values
} else { const someVal2 = testlib.foo1(values[0]);
//... if (someVal1 > someVal2) {
//...
} else {
//...
}
} }
If you only wanted to import certain functions, you can do so without needing If you only wanted to import certain functions, you can do so without needing
to specify a namespace for the import:: to specify a namespace for the import::
import {foo1, foo3} from "testlibrary.script"; //Saves RAM since not all functions are imported! .. code:: javascript
values = [1,2,3]; import {foo1, foo3} from "testlibrary.js"; //Saves RAM since not all functions are imported!
//No namespace needed export async function main(ns) {
someVal1 = foo3(values); const values = [1,2,3];
someVal2 = foo1(values);
if (someVal1 > someVal2) { //No namespace needed
//... const someVal1 = await foo3(...values);
} else { const someVal2 = foo1(values[1]);
//... if (someVal1 > someVal2) {
//...
} else {
//...
}
} }
.. warning:: For those who are experienced with JavaScript, note that the `export` .. warning:: Note that the `export` keyword can **NOT** be used in :ref:`netscript1` as it's not supported.
keyword should **NOT** be used in :ref:`netscript1`, as this will break the script.
It can, however, be used in :ref:`netscriptjs` (but it's not required). It can, however, be used in :ref:`netscriptjs` (but it's not required).
Standard, Built-In JavaScript Objects Standard, Built-In JavaScript Objects

@ -15,6 +15,8 @@ argument will be a number. This generic script will run the
script specified in the first argument with the amount of threads script specified in the first argument with the amount of threads
specified in the second argument. The code would look like:: specified in the second argument. The code would look like::
.. code:: javascript
run(args[0], args[1]); run(args[0], args[1]);
And it could be ran from the terminal like: And it could be ran from the terminal like:
@ -23,9 +25,11 @@ And it could be ran from the terminal like:
In .js / ns2, the above script would look like:: In .js / ns2, the above script would look like::
export async function main(ns) { .. code:: javascript
ns.run(ns.args[0], ns.args[1]);
} export async function main(ns) {
ns.run(ns.args[0], ns.args[1]);
}
It is also possible to get the number of arguments that were passed It is also possible to get the number of arguments that were passed
into a script using ``args.length``. into a script using ``args.length``.

@ -1,4 +1,5 @@
Sphinx==1.8.5 Sphinx==1.8.5
sphinx-rtd-theme==0.4.3 sphinx-rtd-theme==0.4.3
sphinxcontrib-newsfeed==0.1.4 sphinxcontrib-newsfeed==0.1.4
docutils==0.17.1 docutils==0.17.1
Jinja2==3.0.3