Type function Library gamecircle.* Return value None Revision Release 2024.3703 Keywords Highest, SyncableNumber, Whispersync
Set a value to the highest number associated with the key. Only the highest value ever assigned will be stored.
gamecircle.Whispersync.SetHighestNumber(key, value, NT_constant) gamecircle.Whispersync.SetHighestNumber(key, value, NT_constant, metadata)
String. The key used to access a specific highest number.
Number. The value to be assigned to the highest number.
String. The NT_constant, which is either "INT" or "DOUBLE", determins how the highest number will be stored. "INT" cutt off the decimal value. "DOUBLE" maintain the decimal value intact. If the string given is invalid, "INT" will be used by default.
Metadata. A table of metadata to be stored with the number. It must be a lua table comprised only of string fields with string values in those fields. For examples and more information, check the documentation page for metadata.
local highNumKey = "myFirstHighNumber" local gamecircle = require("plugin.gamecircle") gamecircle.Init(false, false, true) gamecircle.Whispersync.SetHighestNumber(highNumKey, 10, "INT") gamecircle.Whispersync.SetHighestNumber(highNumKey, 1000, "INT") gamecircle.Whispersync.SetHighestNumber(highNumKey, 1, "INT") gamecircle.Whispersync.SetHighestNumber(highNumKey, 10000, "INT") gamecircle.Whispersync.SetHighestNumber(highNumKey, 100, "INT") print("The Highest Number is: " .. gamecircle.Whispersync.GetHighestNumber(highNumKey, "INT").value) print("These are all the Highest Number values stored under the current GameData set of Whispersync.") local keys = gamecircle.Whispersync.GetHighestNumberKeys() for i,key in ipairs(keys) do print("-" .. key) end