CyberM.settings

Runs inside the game process. Reads and presentation are local; anything that changes shared state has to go through the server.

client runtime3 functionsMarkdown

CyberM.settings.request(group)

Asks the script bridge to list the variables of a group.

Asynchronous: request, then read with values a beat later.

Parameters

  • groupstringrequired

Returns

  • boolean
  • reason

Registered in ResourceHost.cpp as LuaSettingsRequest (line 6601).

set

GAME

CyberM.settings.set(group, name, value)

Writes a settings variable.

Submits one local CyberM setting change through the settings backend. The key, value type and published bounds are validated; use values() to read the resulting projection.

Parameters

  • groupstringrequired
  • namestringrequired
  • valueintegerrequired

Returns

  • boolean
  • reason

Registered in ResourceHost.cpp as LuaSettingsSet (line 6603).

values

GAME

CyberM.settings.values()

The variables as the script last reported them.

Returns a snapshot of the settings currently published by the client backend. The returned table is a copy and modifying it does not apply changes.

Returns

  • table of { name, value, minimum, maximum, step }

Registered in ResourceHost.cpp as LuaSettingsValues (line 6602).

For agents and LLMs: this page as Markdown · llms.txt · llms-full.txt