Changes for page Mission Director Guide
Last modified by Klaus Meyer on 2025/03/31 16:39
From version 31071.1
edited by Daniel Turner
on 2023/04/14 17:02
on 2023/04/14 17:02
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To version 32960.1
edited by Daniel Turner
on 2023/08/24 09:46
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... ... @@ -1,1 +1,1 @@ 1 - X4:X4 Documentation/X4 Game Design/0 General/Mission Director Guide1 +Mission Director Guide - Parent
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... ... @@ -1,0 +1,1 @@ 1 +X Rebirth Wiki.Modding support.WebHome - Tags
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... ... @@ -1,123 +1,98 @@ 1 - {{info body="Pleasenotethatthis isofficially-maintained documentation.1 +The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users. 2 2 3 - Toensurethatyoucanrelyon theinformation having beencheckedbyEgosoft,youwillnot be abletoeditthispage."/}}3 +An introduction to the original MD can be found in the [[Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]]. There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document. 4 4 5 +This document is primarily supposed to be a guide for MD users (people who use the MD to develop missions or write other MD scripts), not for MD programmers (people who work on the MD engine in C++). 5 5 7 +{{info}} 8 +The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible. 9 +{{/info}} 6 6 7 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 8 8 9 - 10 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users. 11 - 12 - 13 -(% style="color: rgb(0,0,0);text-decoration: none;" %)An introduction to the original MD can be found in the(%%)[[(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á(% style="color: rgb(0,0,153);text-decoration: underline;" %)Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]](% style="color: rgb(0,0,0);text-decoration: none;" %). There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document. 14 - 15 -(% style="color: rgb(0,0,0);text-decoration: none;" %)This document is primarily supposed to be a guide for MD users (people who use the MD to develop missions or write other MD scripts), not for MD programmers (people who work on the MD engine in C++). 16 - 17 -(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible. 18 - 19 - 20 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 21 - 22 - 23 -(% id="table-of-contents" %) 24 - 25 -= (% style="color: rgb(0,0,0);text-decoration: none;" %)Table of Contents(%%) = 26 - 27 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 28 - 29 29 {{toc/}} 30 30 31 - (%style="color: rgb(0,0,0);text-decoration:none;" %)14 += MD scripts = 32 32 16 +MD scripts are not necessarily missions. An MD file can contain a part of a mission, multiple missions, or no mission at all, as the MD is used for more than just missions. 33 33 34 - (%id="md-scripts"%)18 +MD files are XML files located in the game folder **md**. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, it's recommended to keep file name and internal script name identical to avoid having to look up the names. 35 35 36 - =(%style="color:rgb(0,0,0);text-decoration:none;"%)MD scripts(%%)=20 +To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]] (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML. 37 37 38 - (%style="color:rgb(0,0,0);text-decoration:none;" %)MDscriptsare notnecessarilymissions.AnMDfilecancontainapartof amission,multiplemissions,ornomissionat all,astheMD isusedformore thanjustmissions.22 +This functionality is only available if the schema files **md.xsd** and **common.xsd** are in the correct folder. If you are editing the XML in the game folder directly, all is well and the files are loaded from the libraries folder. However, if you are editing in a separate folder, copy those XSD files from the libraries folder directly into the folder where your XML files are located. 39 39 40 -(% style="color: rgb(0,0,0);text-decoration: none;" %)MD files are XML files located in the game folder {{code}}md{{/code}}. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, itΓÇÖs recommended to keep file name and internal script name identical to avoid having to look up the names. 24 +{{info}} 25 +Even if your script is free of XSD errors, that does not mean that the script syntax is correct. For example, there are XML elements that require at least one of multiple attributes, but this requirement cannot be reflected in a schema (apart from documentation text). Please notice the XSD documentation of the elements and attributes, e.g. displayed via tooltips in Visual Studio / Visual Web Developer. Please also note additional requirements for MD cue attributes in this guide (see [[Conditions>>doc:||anchor="HConditions" style="outline-width: 0px !important; user-select: auto !important;"]]). 41 41 42 -(% style="color: rgb(0,0,0);text-decoration: none;" %)To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or (%%)[[(% style="color: rgb(0,0,153);text-decoration: underline;" %)Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](% style="color: rgb(0,0,0);text-decoration: none;" %) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML. 27 +To check for errors, please pay attention to in-game error messages that are produced while your script is imported, and run-time errors while the script runs. The XSD files can help you a lot, but you should not rely on the absence of XSD errors." 28 +{{/info}} 43 43 44 - (% style="color: rgb(0,0,0);text-decoration: none;" %)This functionality is only available if the schema files (%%)**(% style="color:rgb(0,0,0);text-decoration: none;" %)md.xsd(%%)**(% style="color:rgb(0,0,0);text-decoration: none;" %) and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)common.xsd(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) are in the correct folder. If youare editingthe XML in the game folder directly, all is well and the files are loaded from the libraries folder. However, if youare editing in a separate folder, copy those XSD files from the libraries folder directly into the folder where your XML files are located.30 +== Script debug output == 45 45 46 - {{notebody="Evenif yourscriptis free of XSD errors,that doesnot meanthat thescript syntaxis correct. For example,thereare XML elementsthat requiretleastoneofmultiplettributes,but this requirementcannotbereflectedinschema(apartfromdocumentation text).Please noticetheXSD documentationof theelementsand attributes,e.g.displayedviatooltips inVisual Studio/ Visual WebDeveloper. Please also note additionalrequirementsfor MD cue attributes inthis guide (see [[NULL|Conditions]]).32 +The game can print error messages and, when enabled, also general messages. Error messages can originate from the scripting system, but also from other game sub-systems. They can be viewed in the in-game [[DebugLog>>url:https://forum.egosoft.com/viewtopic.php?t=366654]]. 47 47 48 -To c heck for errors, please pay attentionto in-gameerrormessagesthatareproduced whileyourscriptis imported,and run-timeerrorswhilethescriptruns. TheXSDfiles can help youalot, but youshouldnot rely on the absenceof XSDerrors."/}}34 +To collect all messages in a file, start the game with the following parameters on the command line: 49 49 36 +{{code language="xml"}} 37 +-logfile debuglog.txt 38 +{{/code}} 50 50 40 +All messages, including enabled non-error messages, will be written into the log file. You can find it in your personal folder, where your save folder is located. To enable scripting-specific debug messages, add the following to the command line: 51 51 52 -(% id="categorybroken_macroanchorscript-debug-output" %) 42 +{{code language="xml"}} 43 +-debug scripts 44 +{{/code}} 53 53 54 - ==(%style="color:rgb(0,0,0);text-decoration:none;"%)Scriptdebugoutput(%%)==46 +Other debug filters other than "scripts" can be enabled by repeating the -debug command for each filter name, but that is rarely needed for scripting. 55 55 56 - (%style="color: rgb(0,0,0);text-decoration:none;" %)Thegame canprinterrormessages and,when enabled, alsogeneralmessages.Errormessagescan originatefromthe scripting system, but also from other game sub-systems. They can be viewedinthe (% style="color: rgb(0,0,0);text-decoration:none;" %)in-game[[DebugLog>>url:https://forum.egosoft.com/viewtopic.php?t=366654]].48 +The script action <debug_text> can be used to print debug messages from within a script. 57 57 58 - (% style="color:rgb(0,0,0);text-decoration:none;" %)(%style="color: rgb(0,0,0);text-decoration: none;" %)To collectall messages(%%) in a file, startthe game with the following parameterson the command line:50 += MD script structure = 59 59 60 - (%style="color:rgb(0,0,0);text-decoration:none;"%)(%style="color:rgb(0,0,0);text-decoration:none;"%){{code}}-logfile debuglog.txt{{/code}}52 +In this section we will look at how to start the whole process by creating a new MD mission file and the basic steps in producing mission content with XML code. There will be a description of the key elements of the mission file. 61 61 62 - (% style="color:rgb(0,0,0);text-decoration:none;" %)All messages, includingenablednon-errormessages, will be writtenintothe logfile.You can find it in your personalfolder, where your save folder islocated.To enablescripting-specificdebug messages, addthe following tothe commandline:54 +The XML root node of an MD file is called "mdscript" and looks like this: 63 63 64 -(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}-debug scripts{{/code}} 56 +{{code language="xml"}} 57 +<?xml version="1.0" encoding="utf-8"?> 58 +<mdscript name="ScriptName" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd"> 59 +{{/code}} 65 65 66 - (% style="color: rgb(0,0,0);text-decoration:none;"%)(%style="color:rgb(0,0,0);text-decoration:none;"%)Otherdebugfiltersotherthan"scripts"canbeenabledby repeatingthe-debugcommandfor eachfiltername,but that israrelyneededfor scripting.61 +"ScriptName" is the name used for this script regardless of the file name. It **has to start with an upper case letter and must be unique** among all MD script names. It also should not contain spaces, so other MD scripts can use it as an identifier to access this script's contents easily. 67 67 63 +The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes: 68 68 69 -(% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)The script action <debug_text> can be used to print debug messages from within a script. 65 +{{code language="xml"}} 66 +<?xml version="1.0" encoding="utf-8"?> 67 +<mdscript name="ScriptName" ...> 68 + <cues> 69 + <cue name="RootCue1"> [...] 70 + </cue> 71 + <cue name="RootCue2"> [...] 72 + </cue> 73 + </cues> 74 +</mdscript> 75 +{{/code}} 70 70 77 +== Cues == 71 71 72 - (%style="color:rgb(0,0,0);text-decoration:none;"%)79 +Cues are the main ingredient of an MD script. A cue consists of a set of **conditions** and a set of **actions**. When the conditions are met, the cue is activated and the actions are performed. A cue can have child cues, or **sub-cues**: A sub-cue exists only when its parent cue has become active, so the activation of the parent cue initiates the condition checks of its child cues. 73 73 81 +A cue can have the following states: 74 74 75 -(% id="md-script-structure" %) 83 +* **Disabled**: The parent cue has not become active yet, so this cue is basically non-existing. 84 +* **Waiting**: Either this is a root cue, or the parent has become active. The cue is checking its conditions and will become active when they are met. 85 +* **Active**: The cue is about to perform the actions. Child cues have entered the waiting state. 76 76 77 -= (% style="color: rgb(0,0,0);text-decoration: none;" %)MD script structure(%%) = 87 +* **Complete**: The cue has finished performing its actions. 88 +* **Cancelled**: The cue has been cancelled. This state cannot normally be reached but only if a cue actively cancels itself or another cue. No condition checks or actions are performed in this cue or any sub-(sub-)cue. 78 78 79 -(% style="color: rgb(0,0,0);text-decoration: none;" %)In this section we will look at how to start the whole process by creating a new MD mission file and the basic steps in producing mission content with XML code. There will be a description of the key elements of the mission file. 90 +{{info}} 91 +There can be a delay between the activation and performing the actions if the <delay> tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed. 92 +{{/info}} 80 80 81 - (%style="color:rgb(0,0,0);text-decoration:none;" %)The XML rootnode ofanMD file iscalledΓÇ£mdscriptΓÇ¥ and looks likethis:94 +This is how a cue node looks like: 82 82 83 -{{code}}<?xml┬áversion="1.0"┬áencoding="utf-8"?><mdscript┬áname="ScriptName"┬áxmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"┬áxsi:noNamespaceSchemaLocation="md.xsd">{{/code}} 84 - 85 -(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ£ScriptNameΓÇ¥ is the name used for this script regardless of the file name. It (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)has to start with an upper case letter and must be unique(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) among all MD script names. It also should not contain spaces, so other MD scripts can use it as an identifier to access this scriptΓÇÖs contents easily. 86 - 87 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The only allowed sub-node of <mdscript> is <cues>, which can only contain <cue> sub-nodes: 88 - 89 -{{code}}<?xml┬áversion="1.0"┬áencoding="utf-8"?><mdscript┬áname="ScriptName" ...>┬á <cues>┬á┬á┬á <cue┬áname="RootCue1"> [...]┬á┬á┬á </cue>┬á┬á┬á <cue┬áname="RootCue2"> [...]┬á┬á┬á </cue>┬á </cues></mdscript>{{/code}} 90 - 91 -(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 92 - 93 -(% id="categorybroken_macroanchorcues" %) 94 - 95 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Cues(%%) == 96 - 97 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Cues are the main ingredient of an MD script. A cue consists of a set of (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)conditions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) and a set of (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)actions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). When the conditions are met, the cue is activated and the actions are performed. A cue can have child cues, or (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)sub-cues(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): A sub-cue exists only when its parent cue has become active, so the activation of the parent cue initiates the condition checks of its child cues. 98 - 99 -(% style="color: rgb(0,0,0);text-decoration: none;" %)A cue can have the following states: 100 - 101 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Disabled(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The parent cue has not become active yet, so this cue is basically non-existing. 102 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Waiting(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Either this is a root cue, or the parent has become active. The cue is checking its conditions and will become active when they are met. 103 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Active(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The cue is about to perform the actions. Child cues have entered the waiting state. 104 -\\ 105 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Complete(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The cue has finished performing its actions. 106 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Cancelled(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The cue has been cancelled. This state cannot normally be reached but only if a cue actively cancels itself or another cue. No condition checks or actions are performed in this cue or any sub-(sub-)cue. 107 - 108 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 109 - 110 - 111 -{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">There can be a delay between the activation and performing the actions if the <delay> tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.<br /> 112 -</span>"/}} 113 - 114 - 115 - 116 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 117 - 118 - 119 -(% style="color: rgb(0,0,0);text-decoration: none;" %)This is how a cue node looks like: 120 - 121 121 {{code language="xml"}} 122 122 <cue name="CueName"> 123 123 <conditions> [...] ... ... @@ -130,1114 +130,1092 @@ 130 130 </cue> 131 131 {{/code}} 132 132 133 - (% style="color: rgb(0,0,0);text-decoration: none;" %)The rules for naming cues is the same for MD script names: The name **starts with an upper case letter**, and has to be(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)unique within this file(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). So it is actually possible to use the same cue name in different scripts, which is different from the MD in X3.108 +The rules for naming cues is the same for MD script names: The name **starts with an upper case letter**, and has to be **unique within this file**. So it is actually possible to use the same cue name in different scripts, which is different from the MD in X3. 134 134 135 - (% style="color:rgb(0,0,0);text-decoration:none;" %)110 +== Conditions == 136 136 112 +The <conditions> node can contain one or multiple conditions, all of which must be met to activate the cue. If the node is missing, the cue will become active unconditionally. The conditions are checked in sequence, and if a check fails, the following conditions are ignored. There are two types of conditions: Events and non-event conditions. 137 137 138 - (%id="categorybroken_macroanchorconditions"%)114 +**Non-event conditions** are checked either once or repeatedly in a fixed interval. They may be based on simple values or ranges, such as a particular in-game time having been reached or the player having a certain amount of money. They may also be based on more complex player information, such as what ships they own, whether the player is in a particular area or near a particular object. 139 139 140 - ==(%style="color:rgb(0,0,0);text-decoration:none;"%)Conditions(%%)==116 +**Event conditions** are triggered when the corresponding event happens, such as the event that a particular object has been targeted, attacked or destroyed. All event nodes have the prefix "event_" so you can easily determine a condition type. After an event condition you can specify one or more non-event conditions, which will be checked additionally whenever the event happens. If a condition uses an event, it must be in the first sub-node of the <conditions> node. It is even possible to define multiple alternative events that should activate the cue. The first sub-node should be <check_any> in this case, so only one of its sub-conditions has to be met. 141 141 142 - (% style="color: rgb(0,0,0);text-decoration: none;" %)The <conditions> node can contain one ormultipleconditions, all ofwhich must be met toactivate the cue. If the node is missing, the cue will become active unconditionally. The conditions arechecked in sequence,andif a check fails, the following conditions are ignored. There are two types of conditions: Eventsand non-eventconditions.118 +Example for an event condition: 143 143 144 -**(% style="color: rgb(0,0,0);text-decoration: none;" %)Non-event conditions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) are checked either once or repeatedly in a fixed interval. They may be based on simple values or ranges, such as a particular in-game time having been reached or the player having a certain amount of money. They may also be based on more complex player information, such as what ships they own, whether the player is in a particular area or near a particular object. 120 +{{code language="xml"}} 121 +<conditions> 122 + <event_object_destroyed object="$target"/> 123 +</conditions> 124 +{{/code}} 145 145 146 - **(% style="color: rgb(0,0,0);text-decoration: none;" %)Event conditions(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) are triggered when the corresponding event happens, such as the event that a particular objecthas been targeted, attacked or destroyed. All event nodes have the prefix ΓÇ£event_ΓÇ¥ soyou can easily determineaconditiontype. After an event conditionyou can specify one or more non-eventconditions,which will be checkedadditionallywhenever the event happens. If a condition uses an event, it must be in the first sub-nodeof the <conditions> node. It is evenpossibletodefine multiple alternative events that should activate theue. The first sub-node should be <check_any> in this case, so only one of its sub-conditions has to be met.126 +Example for an event condition with an additional (non-event) check: 147 147 148 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition: 128 +{{code language="xml"}} 129 +<conditions> 130 + <event_player_killed_object/> 131 + <check_value value="event.param.isclass.turret"/> 132 +</conditions> 133 +{{/code}} 149 149 150 - {{code}}<conditions>┬á<event_object_destroyed┬áobject="$target"/></conditions>{{/code}}135 +Example for an event condition with two alternative events and a common additional check: 151 151 152 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Example for an event condition with an additional (non-event) check: 137 +{{code language="xml"}} 138 +<conditions> 139 + <check_any> 140 + <event_cue_completed cue="Cue1"/> 141 + <check_all> 142 + <event_player_killed_object/> 143 + <check_value value="event.param.isclass.turret"/> 144 + </check_all> 145 + </check_any> 146 + <check_age min="$starttime"/> 147 +</conditions> 148 +{{/code}} 153 153 154 - {{code}}<conditions>┬á<event_player_killed_object/>┬á<check_value┬ávalue="event.param.isclass.turret"/></conditions>{{/code}}150 +For more information about expressions and event parameters, see below. 155 155 156 - (% style="color:rgb(0,0,0);text-decoration:none;"%)Example for an event conditionwith two alternative eventsandacommonadditionalcheck:152 +**<check_all>** and **<check_any>** can be used with non-event conditions as well, but if <check_any> is the first node of an event condition, all its sub-nodes have to define events. In case of <check_all>, only its first node must be an event (or yet another <check_any>), to make sure that exactly one event is required to activate the cue. 157 157 158 - {{code}}<conditions>┬á<check_any>┬á┬á <event_cue_completed┬ácue="Cue1"/>┬á┬á <check_all>┬á┬á ┬á┬á <event_player_killed_object/>┬á┬á┬á┬á <check_value┬ávalue="event.param.isclass.turret"/>┬á┬á </check_all>┬á</check_any>┬á <check_age┬ámin="$starttime"/></conditions>{{/code}}154 +If a cue has a <conditions> node without any event, it must have one of the attributes //**onfail**// or //**checkinterval**//. 159 159 160 - (%style="color:rgb(0,0,0);text-decoration:none;"%)For more information about expressionsand eventparameters,see below.156 +* Use //onfail// if the conditions should be checked only once. The possible attribute values are "//cancel//" and "//complete//". If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions). 161 161 162 -* *(%style="color:rgb(0,0,0);text-decoration: none;" %)<check_all>(%%)**(%style="color:rgb(0,0,0);text-decoration:none;" %) and (%%)**(%style="color:rgb(0,0,0);text-decoration:none;" %)<check_any>(%%)**(%style="color:rgb(0,0,0);text-decoration:none;" %) canbeused with non-eventconditionsas well, but if <check_any> isthefirst node of an eventcondition,allits sub-nodeshaveto define events. Incaseof <check_all>, onlyitsfirst nodemustbe anevent(or yetanother<check_any>),to make surethatexactlyoneeventis required toactivatethecue.158 +* With //checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cue's state is changed explicitly by an external event. 163 163 164 - (% style="color:rgb(0,0,0);text-decoration:none;"%)Ifa cue hasa <conditions>nodewithoutanyevent,itmusthaveoneoftheattributes(%%)//**(%style="color: rgb(0,0,0);text-decoration:none;"%)onfail(%%)**//(%style="color:rgb(0,0,0);text-decoration:none;"%)or(%%)//**(%style="color:rgb(0,0,0);text-decoration:none;"%)checkinterval(%%)**//(%style="color:rgb(0,0,0);text-decoration: none;" %).160 +Additionally, you can use the attribute **checktime** to set the time of the first condition check (also possible in combination with //onfail//). The //checktime// can be an expression with variables and is evaluated when the cue is enabled (when the condition checks would normally start ΓÇô for root cues that happens at game start, otherwise after the parent cue becomes active). 165 165 166 -* Use //onfail// if the conditions should be checked only once. The possible attribute values are (% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ£(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)cancel//ΓÇ¥ and ΓÇ£(%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)complete//ΓÇ¥. If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions). 167 -\\ 168 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)With (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cueΓÇÖs state is changed explicitly by an external event. 162 +Examples: 169 169 170 - (% style="color:rgb(0,0,0);text-decoration: none;" %)Additionally, you can usetheattribute(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)checktime(%%)**(% style="color:rgb(0,0,0);text-decoration:none;" %) toset the time of the firstcondition check (alsopossible in combinationwith (%%)//(%style="color: rgb(0,0,0);text-decoration: none;" %)onfail//). The (%%)//(% style="color: rgb(0,0,0);text-decoration:none;" %)checktime// canbe an expressionwith variablesandis evaluated when the cue is enabled (when the condition checks would normallystart ΓÇôfor rootcuesthat happens atgame start, otherwise after the parent cue becomes active).164 +Check conditions every 5 seconds, but start checking only 1 hour after game start. 171 171 172 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples: 166 +{{code language="xml"}} 167 +<cue name="Foo" checktime="1h" checkinterval="5s"> 168 + <conditions> 169 + [...] 170 +</cue> 171 +{{/code}} 173 173 174 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Check conditionsevery5seconds,but startcheckingonly1houraftergame start.173 +Check conditions 3 seconds after the cue is enabled, and cancel the cue in case of failure. 175 175 176 -{{code}}<cue┬áname="Foo"┬áchecktime="1h"┬ácheckinterval="5s">┬á <conditions>┬á [...]</cue>{{/code}} 175 +{{code language="xml"}} 176 +<cue name="Foo" checktime="player.age + 3s" onfail="cancel"> 177 + <conditions> 178 + [...] 179 +</cue> 180 +{{/code}} 177 177 178 - (%style="color: rgb(0,0,0);text-decoration:none;" %)Checkconditions 3 seconds aftertheueisenabled,andcancelthecuein caseof failure.182 +The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions. 179 179 180 -{{code}}<cue┬áname="Foo"┬áchecktime="player.age + 3s"┬áonfail="cancel">┬á <conditions>┬á [...]</cue>{{/code}} 184 +{{info}} 185 +**Reminder** 186 +When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly. 187 +{{/info}} 181 181 182 - (% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color:rgb(0,0,0);text-decoration: none;" %)(%style="color:rgb(0,0,0);text-decoration: none;" %)The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions.189 +== Actions == 183 183 184 - \\191 +The <actions> node contains the actions that are performed one after another, without any delay inbetween. You can enforce a delay after activation of the cue and actual action performance, using a <delay> node right before the <actions>: 185 185 193 +{{code language="xml"}} 194 +<delay min="10s" max="30s"/> 195 +{{/code}} 186 186 197 +Note that during the delay the cue is already in the active state, and the sub-cues have been enabled! If you want to make sure that a sub-cue only becomes active after this cue is complete, there is a useful event condition for that: 187 187 188 -{{note body="Reminder: When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly."/}} 199 +{{code language="xml"}} 200 +<event_cue_completed cue="parent"/> 201 +{{/code}} 189 189 203 +<actions> is optional. Leaving it out may be useful if you only want to enable sub-cues after the cue's condition check. The state transition from active to complete will still take the <delay> node into account. 190 190 205 +Note that the MD script language is not designed as a programming language. The actions are performed in sequence, although they can be nested to form more complex structures. Loops and conditionals exist to some extent, but not necessarily in the sense that a programmer might expect. Analogously to <check_all> and <check_any>, you can use **<do_all>** to perform all the contained sub-node actions, and **<do_any>** to perform only one of them. <do_all> is particularly useful when nested in a <do_any>. 191 191 192 - \\207 +Example, which selects one of the three texts randomly: 193 193 194 -(% id="actions" %) 209 +{{code language="xml"}} 210 +<actions> 211 + <do_any> 212 + <debug_text text="'Hello world'"/> 213 + <debug_text text="'Welcome to the MD'"/> 214 + <debug_text text="'And now for something completely different'"/> 215 + </do_any> 216 +<actions> 217 +{{/code}} 195 195 196 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Actions(%%) == 219 +{{info}} 220 +Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see Script debug output 221 +{{/info}} 197 197 198 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The <actions> node contains the actions that are performed one after another, without any delay inbetween. You can enforce a delay after activation of the cue and actual action performance, using a <delay> node right before the <actions>: 199 199 200 -{{code}}<delay┬ámin="10s"┬ámax="30s"/>{{/code}} 201 201 202 - (%style="color: rgb(0,0,0);text-decoration:none;"%)Note thatduringthedelaythecue isalready intheactivestate,andthe sub-cueshavebeenenabled!If youwanttomakesure thatasub-cueonly becomes activeafterthiscueiscomplete,thereis a useful eventconditionforthat:225 +Each child action in a <do_any> node can have a //**weight**// attribute, which can be used to control the random selection of an action node. The default weight of a child node is 1. 203 203 204 - {{code}}<event_cue_completed┬ácue="parent"/>{{/code}}227 +Also available is **<do_if>**, which completes the enclosed action(s) only if one provided value is non-null or matches another. Directly after a <do_if> node, you can add one or more **<do_elseif>** nodes to perform additional checks only in case the previous conditions were not met. The node **<do_else>** can be used directly after a <do_if> or a <do_elseif>. It is executed only if none of the conditions are met. 205 205 206 - (% style="color: rgb(0,0,0);text-decoration: none;"%)<actions>isoptional.Leaving it outmaybe usefulifyouonlywanttoenablesub-cuesafter thecueΓÇÖs conditioncheck.The statetransitionrom activetocompletewillstilltake the<delay>nodeintoaccount.229 +**<do_while>** also exists, but should be used carefully, since it is the only action that could cause an infinite loop, which freezes the game without any chance of recovery. 207 207 208 - (% style="color:rgb(0,0,0);text-decoration:none;"%)NotethattheMD script language isnotdesigned as a programminglanguage.Theactionsare performed in sequence, althoughtheycanbenestedto form more complex structures. Loops and conditionalsexist to someextent,butnot necessarilyin the sense that a programmer might expect.Analogouslyto <check_all> and <check_any>,youcanuse(%%)**(% style="color: rgb(0,0,0);text-decoration:none;"%)<do_all>(%%)**(%style="color: rgb(0,0,0);text-decoration: none;" %) to performallthecontainedsub-node actions,and (%%)**(%style="color:rgb(0,0,0);text-decoration: none;" %)<do_any>(%%)**(%style="color:rgb(0,0,0);text-decoration: none;" %)toperform onlyoneof them.<do_all> isparticularly usefulwhennesteda<do_any>.231 +Every action can have a //**chance**// attribute, if you only want it to be performed with that chance, given as percentage. Otherwise it will simply be skipped. If chance is used on a conditional action such as <do_if>, the script will behave as if the condition check failed. 209 209 210 - (% style="color:rgb(0,0,0);text-decoration: none;" %)Example, whichselectsone of the three texts randomly:233 += Libraries = 211 211 212 - {{code}}<actions>┬á<do_any>┬á┬á<debug_text┬átext="'Helloworld'"/>┬á┬á<debug_text┬átext="'Welcometo theMD'"/>┬á┬á<debug_text┬átext="'And now forsomethingcompletely different'"/>┬á</do_any><actions>{{/code}}235 +Libraries are cues which are not created directly but only serve as templates for other cues. This allows for modularisation, so you can re-use library cues in many different missions. 213 213 214 -{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Messages printed with <debug_text> are usually only visible when the ΓÇ£scriptsΓÇ¥ debug filter is enabled, see [[NULL|Script debug output]].</span>"/}} 237 +{{info}} 238 +The syntax of libraries is considerably different from the syntax in the MD of X3TC. 239 +{{/info}} 215 215 216 216 217 217 218 - (% style="color:rgb(0,0,0);text-decoration:none;"%)Eachchildaction in a <do_any> nodecan have a (%%)//**(%style="color:rgb(0,0,0);text-decoration: none;" %)weight(%%)**//(%style="color:rgb(0,0,0);text-decoration: none;"%)attribute,whichcanbe usedtocontroltherandomselection ofanactionnode. The defaultweightofachild nodeis 1.243 +Library cues are written like normal cues, they are also defined in a <cues> node, just with the difference that the XML tag is called library instead of cue: 219 219 220 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Also available is (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_if>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), which completes the enclosed action(s) only if one provided value is non-null or matches another. Directly after a <do_if> node, you can add one or more (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_elseif>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) nodes to perform additional checks only in case the previous conditions were not met. The node (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<do_else>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) can be used directly after a <do_if> or a <do_elseif>. It is executed only if none of the conditions are met. 245 +{{code language="xml"}} 246 +<library name="LibFoo" checktime="1h" checkinterval="5s"> 247 + <conditions> 248 + [...] 249 +</library> 250 +{{/code}} 221 221 222 - **(%style="color:rgb(0,0,0);text-decoration:none;"%)<do_while>(%%)**(%style="color:rgb(0,0,0);text-decoration:none;"%)alsoexists,but shouldbe usedcarefully, sinceitstheonlyaction that couldcause aninfiniteloop, whichfreezes thegame without anychanceofrecovery.252 +Although it is called library, it's basically just a cue that doesn't do anything. You can mix cues and libraries as you want, as root cues or sub-cues - the location within the file is unimportant. All that counts is the library name, which has to be unique within the MD script, like all other cue names. 223 223 224 - (% style="color:rgb(0,0,0);text-decoration: none;" %)Every action can have a (%%)//**(%style="color:rgb(0,0,0);text-decoration:none;" %)chance(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute,if youonly want it to beperformed withthat chance,givenas percentage. Otherwise it will simplybe skipped. If chance isused on a conditional action such as <do_if>, thescript will behave as ifthe condition check failed.254 +To use a library, use the attribute ref: 225 225 226 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 256 +{{code language="xml"}} 257 +<cue name="Foo" ref="LibFoo"/> 258 +{{/code}} 227 227 260 +This will create a cue with the name Foo that behaves just like the library cue LibFoo. In this example, LibFoo has to be a library in the same MD script file. To use a library LibFoo from another script, you have to qualify it with the script name, using the **md** prefix: 228 228 229 -(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 262 +{{code language="xml"}} 263 +<cue name="Foo" ref="md.ScriptName.LibFoo"/> 264 +{{/code}} 230 230 231 -( %id="libraries"%)266 +When the ref attribute is provided, all other attributes (except for name) will be ignored and taken from the library cue instead. (By default a library creates its own namespace, as if namespace="static" were specified. See the section about namespaces.) 232 232 233 - =(%style="color:rgb(0,0,0);text-decoration:none;"%)Libraries(%%)=268 +Also all sub-cues of the library will be created as sub-cues of the cue that uses it. They are defined in the library as <cue>, not as <library>. (Although you can define a library as a sub-cue of another library, the location in the file does not matter, as already stated above.) It is even possible to reference other libraries in sub-cues of a library! 234 234 235 - (%style="color:rgb(0,0,0);text-decoration:none;"%)Libraries arecues whicharenotcreateddirectlybutonlyserve as templates forothercues.Thisallowsfor modularisation,soyoucan re-uselibrary cues inmanydifferentmissions.270 +In contrast to X3TC, a cue that references a library also has its own name (Foo in the example above), so other cues can access it in expressions by that name. Sub-cues of Foo cannot be accessed by their name though. Within the library itself, expressions can use all names of cues that belong to the library (the <library> and all sub-cues). They will be translated properly when the library is referenced. Examples: 236 236 237 -{{note body="<span style=~"color: rgb(0,0,0);~">The syntax of libraries is considerably different from the syntax in the MD of X3TC.</span>"/}} 272 +{{code language="xml"}} 273 +<cue name="Foo" ref="LibFoo"/> 274 +<cue name="Bar" ref="LibFoo"/> 238 238 276 +<library name="LibFoo"> 277 + <actions> 278 + <cancel_cue cue="this"/> 279 + <cancel_cue cue="LibFoo"/> 280 + <cancel_cue cue="Foo"/> 281 + <cancel_cue cue="Baz"/> 282 + <cancel_cue cue="md.Script.Foo"/> 283 + <cancel_cue cue="md.Script.LibFoo"/> 284 + <cancel_cue cue="md.Script.Baz"/> 285 + </actions> 286 + <cues> 287 + <cue name="Baz"> [...] 288 + </cues> 289 +</library> 290 +{{/code}} 239 239 292 +{{warning}} 293 +These examples are definitely <u>not</u> examples of good scripting style. 294 +{{/warning}} 240 240 241 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Library cues are written like normal cues, they are also defined in a <cues> node, just with the difference that the XML tag is called library instead of cue: 242 242 243 -{{code}}<library┬áname="LibFoo"┬áchecktime="1h"┬ácheckinterval="5s">┬á <conditions>┬á [...]</library>{{/code}} 244 244 245 - (%style="color:rgb(0,0,0);text-decoration:none;"%)Althoughitis calledlibrary,itΓÇÖsbasicallyjusta cue thatdoesnΓÇÖtdo anything.Youcanmixuesandlibrariesasyou want, asrootcues orsub-cues-the locationwithinthefile is unimportant.Allthatcountsisthe library name,whichhastobeunique within theMD script,like all othercuenames.298 +So when writing the library, you don't have to worry about name confusion, just use the names of cues in your library and it will work as expected when the library is used. Names of cues that do not belong to the library will not be available in expressions (see Foo in the example above), however, names of other libraries in the file are available when referencing them in the ref attribute. 246 246 247 - (% style="color: rgb(0,0,0);text-decoration: none;" %)To use a library, use the attribute ref:300 +Notes: 248 248 249 -{{code}}<cue┬áname="Foo"┬áref="LibFoo"/>{{/code}} 302 +* It is //not// possible to directly call a cue which is 'inside' the library from 'outside' of the library, but it is possible to signal the library ref itself (possibly with parameters) and have a sub-cue inside the library listen to the signal on the library ref (possibly checking the parameters). 303 +* You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library! 304 +** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching. 250 250 251 - (% style="color:rgb(0,0,0);text-decoration: none;" %)This will create a cue with the name Foo that behaves just like the library cueLibFoo. In this example, LibFoo has to be a libraryin the same MD script file. To usealibrary LibFoo fromanother script, you haveto qualify it with the script name, usingthe (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)md(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) prefix:306 +== Library Parameters == 252 252 253 - {{code}}<cue┬áname="Foo"┬áref="md.ScriptName.LibFoo"/>{{/code}}308 +A library can be parametrised, so that it can be adapted to the needs of a missions that uses it. You can define required and/or optional parameters for a library, and it will be validated at load time that the user of the library has provided all required parameters. 254 254 255 - (% style="color: rgb(0,0,0);text-decoration: none;" %)When therefattributeis provided, all otherattributes(except for name) will be ignoredandtakenfrom the library cue instead.((% style="color: rgb(0,0,0);text-decoration: none;"%)By defaulta library creates its own namespace, as if namespace="static" were specified. See the section about namespaces.(%%))310 +Parameters are defined like this: 256 256 257 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Also all sub-cues of the library will be created as sub-cues of the cue that uses it. They are defined in the library as <cue>, not as <library>. (Although you can define a library as a sub-cue of another library, the location in the file does not matter, as already stated above.) It is even possible to reference other libraries in sub-cues of a library! 312 +{{code language="xml"}} 313 +<library name="Lib" onfail="cancel"> 314 + <params> 315 + <param name="foo"/> 316 + <param name="bar" default="42"/> 317 + <param name="baz" default="player.age"/> 318 + </params> 319 + [...] 320 +</library> 321 +{{/code}} 258 258 259 - (%style="color:rgb(0,0,0);text-decoration:none;"%)In contrastto X3TC, a cue thatreferencesa libraryalsohas itsownname (Foo in the example above),soothercuescan accessit inexpressionsbythat name.Sub-cues of Foo cannotbeaccessed by theirnamehough.Withinthe libraryitself,expressionscan useallnamesof cuesthatbelongto thelibrary (the<library> and allsub-cues).They will be translated properlywhen the library isreferenced. Examples:323 +If a default value is supplied, the parameter is regarded as optional, otherwise it's required. When providing the actual parameters in a referencing cue, note that there is no <params> node: 260 260 261 -{{code}}<cue┬áname="Foo"┬áref="LibFoo"/><cue┬áname="Bar"┬áref="LibFoo"/><library┬áname="LibFoo">┬á <actions>┬á ┬á <cancel_cue┬ácue="this"/>┬á┬á┬á ┬á┬á┬á┬á┬á┬á┬á┬á <!-- Cancels the cue referencing LibFoo -->┬á ┬á <cancel_cue┬ácue="LibFoo"/>┬á┬á┬á ┬á┬á ┬á ┬á <!-- Cancels the cue referencing LibFoo -->┬á ┬á <cancel_cue┬ácue="Foo"/>┬á┬á┬á ┬á┬á┬á ┬á┬á ┬á┬á <!-- Error, Foo not found in library -->┬á ┬á <cancel_cue┬ácue="Baz"/>┬á┬á┬á ┬á┬á┬á ┬á┬á ┬á┬á <!-- Cancels Baz in the referencing cue -->┬á ┬á <cancel_cue┬ácue="md.Script.Foo"/>┬á┬á┬á <!-- Cancels Foo -->┬á ┬á <cancel_cue┬ácue="md.Script.LibFoo"/>┬á<!-- Error, trying to cancel library -->┬á ┬á <cancel_cue┬ácue="md.Script.Baz"/>┬á┬á┬á <!-- Error, trying to cancel library sub-cue -->┬á </actions>┬á <cues>┬á ┬á <cue┬áname="Baz"> [...]┬á<!-- Sub-cue is created in all cues referencing LibFoo -->┬á </cues></library>{{/code}} 325 +{{code language="xml"}} 326 +<cue name="Foo" ref="Lib"> 327 + <param name="foo" value="race.argon"/> 328 + <param name="bar" value="0"/> 329 +</cue> 330 +{{/code}} 262 262 263 - {{warningbody="These examples aredefinitely<u>not</u>examplesofgoodscriptingstyle."/}}332 +The values (including default values) can be variable expressions and will be evaluated when the cue is enabled, i.e. when it starts checking the conditions. They will be available to the cue as variables, using the parameter name with a ΓÇÿ$' prefix. In the example above, the variables $foo, $bar, and $baz would be created. 264 264 334 +{{code language="xml"}} 335 +<library name="Lib"> 336 + <params> 337 + <param name="foo"/> 338 + </params> 339 + <actions> 340 + <debug_text text="$foo"/> 341 + </actions> 342 +</library> 343 +{{/code}} 265 265 345 +If your library is supposed to provide a result to the library user, it is recommended to store a predefined variable in the library cue with a standardised name, e.g. $result. The user will be able to read it via CueName.$result. This variable does not have to be defined as a parameter but should be documented in the library. 266 266 267 - (% style="color:rgb(0,0,0);text-decoration: none;" %)So when writing the library, you donΓÇÖt have to worry about name confusion, justuse the names of cues inyour library and itwill workas expected when the library is used. Namesof cues that donotbelong to the library will not be available in expressions (see Foo in the example above), however, names of other libraries in the file are available when referencing them in the ref attribute.347 += Instantiation = 268 268 269 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Notes: 349 +One of the possible cue attributes is //**instantiate**//. If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is not instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with **instantiate'//, a// **copy of the cue** (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called **static cue**) remains in the //waiting// state, and if the conditions are met again then the whole thing happens all over again.** 350 +\\An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should not be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens. 351 +\\Instances that are created via //instantiate// are called **instantiated cues**. But sub-cues of instances are also instances (**sub-instances**) - they are created when they enter the waiting state. An instance is removed again (thereby freeing its memory) when it is complete or cancelled, and when all its instance sub-cues have been removed before. The simplest case is an instantiating cue with no sub-cues: The instance is created, the actions are performed, and the instance is removed immediately on completion. A pitfall could be an instance with a sub-cue that is forever in the waiting state (e.g. waiting for an event from an already destroyed object). It can never be removed, so you should clean up such a cue yourself, e.g. by cancelling it explicitly. 270 270 271 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)It is //not// possible to directly call a cue which is 'inside' the library from 'outside' of the library, but it is possible to signal the library ref itself (possibly with parameters) and have a sub-cue inside the library listen to the signal on the library ref (possibly checking the parameters). 272 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library! 273 -** (% style="color: rgb(0,0,0);text-decoration: none;" %)there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching. 353 +== Cleaning up instances explicitly == 274 274 275 -( %id="library-parameters"%)355 +Cancelling a cue with **<cancel_cue>** also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with **<reset_cue>** resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent cue's state allows it. Even a sub-instance that has been reset can return to the //waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the //waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues. 276 276 277 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Library Parameters(%%) == 357 +{{info}} 358 +<cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword "'''this'''") or any ancestor cue, and still perform more actions afterwards. 359 +{{/info}} 278 278 279 - (% style="color:rgb(0,0,0);text-decoration: none;" %)Alibrarycan beparametrised,sothat it can be adapted tothe needs of a missionshat uses it. You candefine required and/or optional parametersfor a library, and it will be validated at load time that the user of the library has provided all required parameters.361 +== Access to instances == 280 280 281 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Parameters are defined like this: 363 +{{info}} 364 +This sub-section requires basic knowledge of script expressions. 365 +{{/info}} 282 282 283 -{{code}}<library┬áname="Lib" onfail="cancel">┬á <params>┬á┬á┬á <param┬áname="foo"/>┬á┬á┬á <param┬áname="bar"┬ádefault="42"/>┬á┬á┬á <param┬áname="baz"┬ádefault="player.age"/>┬á </params>┬á [...]</library>{{/code}} 284 284 285 -(% style="color: rgb(0,0,0);text-decoration: none;" %)If a default value is supplied, the parameter is regarded as optional, otherwise itΓÇÖs required. When providing the actual parameters in a referencing cue, note that there is no <params> node: 286 286 287 - {{code}}<cue┬áname="Foo"┬áref="Lib">┬á<param┬áname="foo"┬ávalue="race.argon"/>┬á<param┬áname="bar"┬ávalue="0"/></cue>{{/code}}369 +In case of instances with sub-instances, you will often want to access a related instance from the current one. Like in the non-instance case, you can simply write the cue name in an expression to reference that cue. However, you should be aware of the pitfalls that are accompanied by this. 288 288 289 - (%style="color:rgb(0,0,0);text-decoration:none;"%)Thevalues(including defaultvalues)canbevariable expressionsandwill be evaluatedwhenthe cueisenabled,i.e.when itstartscheckingtheconditions.They willbe availableto thecue asvariables,usingthe parameternamewithaΓÇÿ$ΓÇÖprefix.In the exampleabove, thevariables$foo, $bar,and$baz wouldbe created.371 +When you use a cue name from the same script in an expression, it will always be resolved to some cue - usually a static cue, even if it is still in the disabled state, but it can also be an instance, if it is "related" to the current one. 290 290 291 - {{code}}<library┬áname="Lib">┬á<params>┬á┬á<param┬áname="foo"/>┬á</params>┬á<actions>┬á┬á<debug_text┬átext="$foo"/>┬á</actions></library>{{/code}}373 +Related means that this cue and the referenced cue have a common ancestor instance, and the referenced cue is a direct (non-instantiated) descendant of that common ancestor. 292 292 293 - (% style="color: rgb(0,0,0);text-decoration: none;" %)If your library is supposed to provide a result to the library user, it is recommended to store apredefined variablein the librarycue withstandardised name, e.g. $result. The user will be able to read it via CueName.$result. This variable does not have to be defined as a parameter but should be documented in the library.375 +Example chart: 294 294 295 - (%style="color:rgb(0,0,0);text-decoration:none;" %)377 +[[~[~[image:Mission Director Guide - Instantiation.png~|~|width="800px"~]~]>>attach:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png]] 296 296 379 +This chart represents a script of 5 cues: Foo, Bar, SubBar, Baz and SubBaz. Continuous arrows denote parent-child relationship. Foo and Baz are instantiating cues (highlighted with red border). The static cues always exist, although static children of instantiating cues can never become active. Instances only exist as long as they are needed. 297 297 298 - (% style="color:rgb(0,0,0);text-decoration:none;" %)┬á381 +Example situations: 299 299 300 -(% id="instantiation" %) 383 +* In the static tree: Cue names in expressions are always resolved to the static cues. 384 +* In the inst-2 tree: "SubBar" in an expression will be resolved to SubBar (inst 2). 385 +* In the inst-1 tree: "SubBar" in an expression will be resolved to SubBar (static) (!) because the SubBar child of Bar (inst 1) does not exist yet, or not any more. 386 +* In the inst-2a tree: "SubBaz" in an expression will be resolved to SubBaz (inst 2a) 387 +* In the inst-2a tree: "Bar" in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor. 388 +* In the inst-2 tree: "SubBaz" in an expression will be resolved to SubBaz (static) (!) because SubBaz (inst 2a) is **not** a direct descendant of the common ancestor Foo (inst 2), instead Baz (inst 2a) has been instantiated. 301 301 302 - =(%style="color:rgb(0,0,0);text-decoration:none;"%)Instantiation(%%)=390 +In expressions, you can use the cue property **static** to access the static cue that instantiated a cue. This does not work for sub-cues of other cues, and the result is not necessarily a real static cue! In the example above, it would only work for cues with a dotted arrow pointing at them, and is resolved to the source of the arrow. In other cases the result is null. 303 303 304 - (% style="color:rgb(0,0,0);text-decoration:none;" %)One ofthepossible cue attributes is (%%)//**(% style="color:rgb(0,0,0);text-decoration: none;" %)instantiate(%%)**//(% style="color:rgb(0,0,0);text-decoration: none;" %). If yousetitto true, this changes whathappenswhenacue'sconditionsare met. Normally, if a cue is(% style="color: rgb(0,0,0);text-decoration: underline;"%)not(%style="color: rgb(0,0,0);text-decoration: none;" %) instantiated,the cue'sactionsare run (taking a delay node into account) and the cue ismarked as completed.But with (%%)//(% style="color:rgb(0,0,0);text-decoration: none;" %)instantiate////, a// (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)copy of the cue(%%)**(%style="color: rgb(0,0,0);text-decoration:none;" %) (and all its sub-cues) is madewhentheconditions are met, and it is this copy in which theactions are performed and itis the copywhose statusis set tocomplete when theyare finished- thismeansthat theoriginalcue (the so-called(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)static cue(%%)**(%style="color: rgb(0,0,0);text-decoration:none;" %))remainsinthe(%%)//(%style="color: rgb(0,0,0);text-decoration:none;" %)waiting//state,and iftheconditionsaremet again then the whole thing happens all over again.392 +To get the real static cue that always exists and serves as template for instances, use the property **staticbase**. This works for all cues, even for the static cues themselves. 305 305 306 - (%style="color: rgb(0,0,0);text-decoration:none;" %)An instantiatingcuehouldonly beused with conditionsthat areonlygoingto bemet once (ora fairly limitednumber of times), orwithconditions that includean event condition. Instantiationshould (%style="color:rgb(0,0,0);text-decoration:underline;" %)not(% style="color: rgb(0,0,0);text-decoration:none;" %) be used inacuewhich,say, just dependsonthe game time being greaterthan aspecificvalue asthis willresult in a copy of thecue being made aftereach check interval, which could increasememoryusage a lot. Themostcommonuseof an instantiatedcue isin responding to events such astheplayership changing sector, to react every timethat eventhappens.394 +In general, to access ancestors of the current cue, you can also use the keyword **parent**, also recursively as properties of other cues (such as **parent.parent.parent).** 307 307 308 - (% style="color:rgb(0,0,0);text-decoration:none;" %)Instances that are createdvia (%%)//(% style="color: rgb(0,0,0);text-decoration: none;"%)instantiate//are called **instantiated cues**. Butsub-cues of instancesare also instances ((%%)**(% style="color: rgb(0,0,0);text-decoration:none;"%)sub-instances(%%)**(%style="color: rgb(0,0,0);text-decoration:none;"%)) - theyarecreatedwhenthey enterthe waitingstate.Aninstanceis removedagain (therebyfreeing itsmemory) whenit iscomplete or cancelled,andwhenall itsinstancesub-cues have beenremoved before.Thesimplestcase is an instantiating cuewith nosub-cues:Thenstance iscreated,theactionsare performed,andtheinstance isremovedimmediatelyon completion. A pitfallcould be anwith a sub-cuethat isforever in thewaitingstate(e.g. waitingfor an eventfromn alreadydestroyed object).It canneverbe removed,so you shouldclean up such a cue yourself,e.g. bycancellingitexplicitly.396 +You can store cue references in variables. But when storing an instance cue in a variable, and later accessing that variable, be aware that the instance may not exist any more. Use the property **exists** to check if an instance is still alive. (In contrast, non-instance cues always exist, but may be in the //disabled// or //cancelled// state.) 309 309 310 - (%style="color:rgb(0,0,0);text-decoration: none;" %)398 +== Pitfalls == 311 311 400 +Some additional common pitfalls with respect to instantiation are listed here. There may be more. 312 312 313 - (%id="cleaning-up-instances-explicitly"%)402 +* **Conditions with results:** If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the **static **keyword: 314 314 315 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Cleaning up instances explicitly(%%) == 404 +{{code language="xml"}} <debug_text text="static.$foo"/>{{/code}} 405 +It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 406 +{{code language="xml"}}<set_value name="$foo" exact="static.$foo"/>{{/code}} 316 316 317 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Cancelling a cue with (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<cancel_cue>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<reset_cue>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent cueΓÇÖs state allows it. Even a sub-instance that has been reset can return to the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues. 408 +* **Resetting completed/cancelled instances:** As explained above, sub-instances are only created when needed (when going to the //waiting// state) and are destroyed when they are not needed any more (when they are completed or cancelled, including all sub-cues). There are cases in which you want to access cues that don't exist any more - it simply doesn't work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues won't be removed until they are cancelled. In some other cases you simply don't know and have to check if the instance is already (or still) there. 409 +* **Lifetime of instances:** Do not make assumptions about when an instance is removed! Just looking at it in the Debug Manager keeps it alive for the time being. So, sometimes you could still have a completed instance that wouldn't exist under other circumstances. 318 318 319 - {{info body="<spanstyle=~"color: rgb(0,0,0);text-decoration: none;~"><cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue areperformed. So you can evensafely cancel the cue that you are currently in (keyword ΓÇ£</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">this</span>'''<spanstyle=~"color: rgb(0,0,0);text-decoration: none;~">ΓÇ¥) or any ancestor cue, and still perform more actions afterwards.</span>"/}}411 += Expressions = 320 320 413 +Most of the attribute values in actions and conditions are interpreted as script expressions and parsed accordingly. An expression is a phrase that can be evaluated to a single value. The simplest expressions are actual numeric values and strings, so called **literals:** 321 321 415 +* {{code language="xml"}}0{{/code}} (integer number) 416 +* {{code language="xml"}}0772{{/code}} (leading 0 means octal integer number) 417 +* {{code language="xml"}}3.14159{{/code}} (floating point number) 418 +* {{code language="xml"}}5e12{{/code}} (float in exponent notation, "times ten to the power of") 419 +* {{code language="xml"}}0xCAFE{{/code}} (hexadecimal integer number) 322 322 323 -(% id="access-to-instances" %) 421 +{{info}} 422 +Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered." 423 +{{/info}} 324 324 325 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Access to instances(%%) == 326 326 327 327 427 +You can write string literals by putting the string in single quotes: 328 328 329 -{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">This sub-section requires basic knowledge of [[NULL|script expressions]].</span>"/}} 429 +* {{code language="xml"}}'Hello world'{{/code}} 430 +* {{code language="xml"}}''{{/code}} (empty string) 431 +* {{code language="xml"}}'String with a line break\n'{{/code}} 330 330 433 +{{info}} 434 +Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''< > " &''' in an expression string (or anywhere else in an XML attribute value), you'll have to escape them as '''< > " &''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and ''' 435 +''' for the backslash itself. 436 +{{/info}} 331 331 438 +== Numeric data types and suffixes == 332 332 333 - (% style="color:rgb(0,0,0);text-decoration:none;" %)In caseof instanceswithsub-instances,you will often wantto access a relatedinstancefromthecurrentone. Likeinthenon-instancecase, youcansimply write thecue nameinanexpressiontoeferencethat cue.However,youshouldbeawareof thepitfallsthatare accompaniedby this.440 +Numbers can have a suffix that determines their numeric type. There are also numerical data types like "money" or "time" which can only be expressed by using an appropriate unit suffix: 334 334 335 -(% style="color: rgb(0,0,0);text-decoration: none;" %)When you use a cue name from the same script in an expression, it will always be resolved to some cue - usually a static cue, even if it is still in the disabled state, but it can also be an instance, if it is ΓÇ£relatedΓÇ¥ to the current one. 442 +* {{code language="xml"}}5000000000L{{/code}} (large integer) 443 +* {{code language="xml"}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer) 444 +* {{code language="xml"}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically) 445 +* {{code language="xml"}}500m{{/code}} (Length in metres) 446 +* {{code language="xml"}}10s{{/code}} (Time in seconds) 447 +* {{code language="xml"}}1h{{/code}} (Time in hours, which is converted to 3600s automatically) 336 336 337 - (%style="color:rgb(0,0,0);text-decoration: none;" %)Related meansthat this cue and the referenced cue have a common ancestorinstance, andthe referenced cueisa direct (non-instantiated)descendantof that common ancestor.449 +A space between number and suffix is allowed. 338 338 339 - (%style="color: rgb(0,0,0);text-decoration:none;"%)Examplechart:451 +Here is the complete list of numeric data types and corresponding unit suffixes: 340 340 341 -(% style="color: rgb(0,0,0);text-decoration: none;" %)[[~[~[image:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png~|~|width="800px"~]~]>>attach:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png]] 342 - 343 - 344 -(% style="color: rgb(0,0,0);text-decoration: none;" %)This chart represents a script of 5 cues: Foo, Bar, SubBar, Baz and SubBaz. Continuous arrows denote parent-child relationship. Foo and Baz are instantiating cues (highlighted with red border). The static cues always exist, although static children of instantiating cues can never become active. Instances only exist as long as they are needed. 345 - 346 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Example situations: 347 - 348 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the static tree: Cue names in expressions are always resolved to the static cues. 349 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2 tree: ΓÇ£SubBarΓÇ¥ in an expression will be resolved to SubBar (inst 2). 350 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-1 tree: ΓÇ£SubBarΓÇ¥ in an expression will be resolved to SubBar (static) (!) because the SubBar child of Bar (inst 1) does not exist yet, or not any more. 351 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2a tree: ΓÇ£SubBazΓÇ¥ in an expression will be resolved to SubBaz (inst 2a) 352 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2a tree: ΓÇ£BarΓÇ¥ in an expression will be resolved to Bar (inst 2) because Foo (inst 2) is a common ancestor. 353 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)In the inst-2 tree: ΓÇ£SubBazΓÇ¥ in an expression will be resolved to SubBaz (static) (!) because SubBaz (inst 2a) is (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)not(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) a direct descendant of the common ancestor Foo (inst 2), instead Baz (inst 2a) has been instantiated. 354 - 355 -(% style="color: rgb(0,0,0);text-decoration: none;" %)In expressions, you can use the cue property (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)static(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to access the static cue that instantiated a cue. This does not work for sub-cues of other cues, and the result is not necessarily a real static cue! In the example above, it would only work for cues with a dotted arrow pointing at them, and is resolved to the source of the arrow. In other cases the result is null. 356 - 357 -(% style="color: rgb(0,0,0);text-decoration: none;" %)To get the real static cue that always exists and serves as template for instances, use the property (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)staticbase(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). This works for all cues, even for the static cues themselves. 358 - 359 -(% style="color: rgb(0,0,0);text-decoration: none;" %)In general, to access ancestors of the current cue, you can also use the keyword (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)parent(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), also recursively as properties of other cues (such as (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)parent.parent.parent).(%%)** 360 - 361 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can store cue references in variables. But when storing an instance cue in a variable, and later accessing that variable, be aware that the instance may not exist any more. Use the property (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)exists(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) to check if an instance is still alive. (In contrast, non-instance cues always exist, but may be in the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)disabled// or (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)cancelled// state.) 362 - 363 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 364 - 365 - 366 -(% id="pitfalls" %) 367 - 368 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Pitfalls(%%) == 369 - 370 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional common pitfalls with respect to instantiation are listed here. There may be more. 371 - 372 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Conditions with results:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)static (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)keyword: 373 -\\{{code}}<debug_text┬átext="static.$foo"/>{{/code}}(% style="color: rgb(0,0,255);text-decoration: none;" %) 374 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 375 -\\{{code}}<set_value┬áname="$foo"┬áexact="static.$foo"/>{{/code}} 376 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Resetting completed/cancelled instances:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) As explained above, sub-instances are only created when needed (when going to the (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)waiting// state) and are destroyed when they are not needed any more (when they are completed or cancelled, including all sub-cues). There are cases in which you want to access cues that donΓÇÖt exist any more - it simply doesnΓÇÖt work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues wonΓÇÖt be removed until they are cancelled. In some other cases you simply donΓÇÖt know and have to check if the instance is already (or still) there. 377 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)Lifetime of instances:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) Do not make assumptions about when an instance is removed! Just looking at it in the Debug Manager keeps it alive for the time being. So, sometimes you could still have a completed instance that wouldnΓÇÖt exist under other circumstances. 378 - 379 -(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á 380 - 381 -(% id="categorybroken_macroanchorexpressions" %) 382 - 383 -= (% style="color: rgb(0,0,0);text-decoration: none;" %)Expressions(%%) = 384 - 385 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Most of the attribute values in actions and conditions are interpreted as script expressions and parsed accordingly. An expression is a phrase that can be evaluated to a single value. The simplest expressions are actual numeric values and strings, so called (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)literals:(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) 386 - 387 - 388 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0{{/code}} (integer number) 389 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0772{{/code}} (leading 0 means octal integer number) 390 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}3.14159{{/code}} (floating point number) 391 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5e12{{/code}} (float in exponent notation, ΓÇ£times ten to the power ofΓÇ¥) 392 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}0xCAFE{{/code}} (hexadecimal integer number) 393 - 394 - 395 - 396 -{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered.</span>"/}} 397 - 398 - 399 - 400 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can write string literals by putting the string in single quotes: 401 - 402 -* {{code}}'Hello world'{{/code}} 403 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}''{{/code}} (empty string) 404 -* {{code}}'String with a line break\n'{{/code}} 405 - 406 - 407 - 408 -{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">< > " &</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> in an expression string (or anywhere else in an XML attribute value), youΓÇÖll have to escape them as </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">&lt; &gt; &quot; &amp;</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">\'</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> for a single quote as part of the string, and </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">\\</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> for the backslash itself.</span>"/}} 409 - 410 - 411 - 412 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 413 - 414 - 415 -(% id="numeric-data-types-and-suffixes" %) 416 - 417 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Numeric data types and suffixes(%%) == 418 - 419 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers can have a suffix that determines their numeric type. There are also numerical data types like ΓÇ£moneyΓÇ¥ or ΓÇ£timeΓÇ¥ which can only be expressed by using an appropriate unit suffix: 420 - 421 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}5000000000L{{/code}} (large integer) 422 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1f{{/code}} (floating point number, same as 1.0, just 1 would be an integer) 423 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1000Cr{{/code}} (Money in Credits, converted to 100000 cents automatically) 424 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}500m{{/code}} (Length in metres) 425 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}10s{{/code}} (Time in seconds) 426 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}1h{{/code}} (Time in hours, which is converted to 3600s automatically) 427 - 428 -(% style="color: rgb(0,0,0);text-decoration: none;" %)A space between number and suffix is allowed. 429 - 430 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Here is the complete list of numeric data types and corresponding unit suffixes: 431 - 432 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 433 - 434 - 435 435 (% style="margin-left: 0.0px;" %) 436 436 ((( 437 -\\ 438 - 439 - 440 - 441 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Data type|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Suffix|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Description 442 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)null|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)(none)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)null|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Converted to non-null data type of value 0 when needed. 443 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)integer|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)i|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)42|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)32-bit signed integer. Default for integer literals, so the suffix is not required for them. 444 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)largeint|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)L|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)0x1ffffffffL|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Large 64-bit signed integer. 445 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)float|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)f| 446 -(% style="color: rgb(0,0,0);text-decoration: none;" %)3.14(%%) 447 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)0x100f|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)32-bit float (single precision). Default for floating point literals, so the suffix is not required for them. 448 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)largefloat|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)LF|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)1.5e300 LF|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Large 64-bit floating point number (double precision). 449 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)money|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ct (default) 450 -\\Cr|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)200Cr 451 -\\50ct|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Money in Credits or cents, always stored in cents. Do not forget to write Cr when working with Credits. 452 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)length| 453 -(% style="color: rgb(0,0,0);text-decoration: none;" %)m (default)(%%) 454 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)km| 455 -(% style="color: rgb(0,0,0);text-decoration: none;" %)500m(%%) 456 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)2.3km|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Length in metres or kilometres, respectively. A length value is always stored in metres. 457 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)angle| 458 -(% style="color: rgb(0,0,0);text-decoration: none;" %)rad (default)(%%) 459 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)deg| 460 -(% style="color: rgb(0,0,0);text-decoration: none;" %)90deg(%%) 461 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)3.14159rad|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Angle in radians or degrees, respectively. An angle value is always stored in radians. 462 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)hitpoints|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)hp|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)100hp|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Hit points 463 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)time| 464 -(% style="color: rgb(0,0,0);text-decoration: none;" %)ms(%%) 465 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)s (default)(%%) 466 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)min(%%) 467 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)h| 468 -(% style="color: rgb(0,0,0);text-decoration: none;" %)800ms(%%) 469 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)1.5s(%%) 470 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)10min(%%) 471 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)24h|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds. 455 +|Data type|Suffix|Examples|Description 456 +|null|(none)|null|Converted to non-null data type of value 0 when needed. 457 +|integer|i|42|32-bit signed integer. Default for integer literals, so the suffix is not required for them. 458 +|largeint|L|0x1ffffffffL|Large 64-bit signed integer. 459 +|float|f| 460 +3.14 461 +\\0x100f|32-bit float (single precision). Default for floating point literals, so the suffix is not required for them. 462 +|largefloat|LF|1.5e300 LF|Large 64-bit floating point number (double precision). 463 +|money|ct (default) 464 +\\Cr|200Cr 465 +\\50ct|Money in Credits or cents, always stored in cents. Do not forget to write Cr when working with Credits. 466 +|length| 467 +m (default) 468 +\\km| 469 +500m 470 +\\2.3km|Length in metres or kilometres, respectively. A length value is always stored in metres. 471 +|angle| 472 +rad (default) 473 +\\deg| 474 +90deg 475 +\\3.14159rad|Angle in radians or degrees, respectively. An angle value is always stored in radians. 476 +|hitpoints|hp|100hp|Hit points 477 +|time| 478 +ms 479 +\\s (default) 480 +\\min 481 +\\h| 482 +800ms 483 +\\1.5s 484 +\\10min 485 +\\24h|Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds. 472 472 ))) 473 473 474 -{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">All unit data types are floating point types, except for money, which is an integer data type.</span>"/}} 488 +{{info}} 489 +All unit data types are floating point types, except for money, which is an integer data type. 490 +{{/info}} 475 475 476 - \\492 +== Operators == 477 477 494 +You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered "false" if they are equal to zero, "true" otherwise. The following operators, delimiters, and constants are supported 478 478 479 - 480 -(% id="categorybroken_macroanchoroperators" %) 481 - 482 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Operators(%%) == 483 - 484 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can build expressions by combining sub-expressions with operators. For Boolean operations, expressions are considered ΓÇ£falseΓÇ¥ if they are equal to zero, ΓÇ£trueΓÇ¥ otherwise. The following operators, delimiters, and constants are supported: 485 - 486 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 487 - 488 - 489 489 (% style="margin-left: 0.0px;" %) 490 490 ((( 491 -\\ 492 - 493 - 494 - 495 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Operator / Delimiter / Constant|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Type|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Example|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Result of example|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Description 496 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)null|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}null + 1{{/code}}|{{code}}1{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Null value, see above 497 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)false|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}1 == 0{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Integer value 0, useful in Boolean expressions 498 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)true|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}null == 0{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Integer value 1, useful in Boolean expressions 499 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)pi|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)constant|{{code}}2 * pi{{/code}}|{{code}}6.2831853rad{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)╧Ç as an angle (same as 180deg) 500 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)()|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)delimiter|{{code}}(2 + 4) * (6 + 1){{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Parentheses for arithmetic grouping 501 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[]|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)delimiter|{{code}}[1, 2, 2+1, 'string']{{/code}}|{{code}}[1, 2, 3, 'string']{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[[List>>MediaWiki.NULL]] of values 502 -|table[]|delimiter|{{code}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values 503 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %){}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)delimiter|{{code}}{101, 3}{{/code}}|{{code}}'Some text'{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Text lookup (page ID and text ID) from TextDB 498 +|Operator / Delimiter / Constant|Type|Example|Result of example|Description 499 +|null|constant|{{code language="xml"}}null + 1{{/code}}|{{code language="xml"}}1{{/code}}|Null value, see above 500 +|false|constant|{{code language="xml"}}1 == 0{{/code}}|{{code language="xml"}}false{{/code}}|Integer value 0, useful in Boolean expressions 501 +|true|constant|{{code language="xml"}}null == 0{{/code}}|{{code language="xml"}}true{{/code}}|Integer value 1, useful in Boolean expressions 502 +|pi|constant|{{code language="xml"}}2 * pi{{/code}}|{{code language="xml"}}6.2831853rad{{/code}}|╧Ç as an angle (same as 180deg) 503 +|()|delimiter|{{code language="xml"}}(2 + 4) * (6 + 1){{/code}}|{{code language="xml"}}42{{/code}}|Parentheses for arithmetic grouping 504 +|[]|delimiter|{{code language="xml"}}[1, 2, 2+1, 'string']{{/code}}|{{code language="xml"}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values 505 +|table[]|delimiter|{{code language="xml"}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code language="xml"}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values 506 +|{}|delimiter|{{code language="xml"}}{101, 3}{{/code}}|{{code language="xml"}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB 504 504 \\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]]) 505 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)+|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}+21 * (+2){{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Denotes positive number (no effect)506 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)-|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}-(21 * -2){{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Negates the following number507 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)not|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}not (21 == 42){{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Yields true if the following expression is false (equal to zero), false otherwise508 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)typeof|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|509 -{{code}}typeof null{{/code}} 510 -\\{{code}}typeof 0{{/code}} 511 -\\{{code}}typeof 'Hello world'{{/code}}| 512 -{{code}}datatype.null{{/code}} 513 -\\{{code}}datatype.integer{{/code}} 514 -\\{{code}}datatype.string{{/code}}| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Yields the [[data type of the following sub-expression>>MediaWiki.NULL]]515 -| (%%)(%style="color: rgb(0,0,0);text-decoration: none;" %)sin|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|516 -{{code}}sin(30deg){{/code}} 517 -\\{{code}}sin(pi){{/code}}| 518 -{{code}}0.5{{/code}} 519 -\\{{code}}1.0{{/code}}| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Sine (function-style, parentheses required)520 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cos|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|521 -{{code}}cos(60deg){{/code}} 522 -\\{{code}}cos(pi){{/code}}| 523 -{{code}}0.5{{/code}} 524 -\\{{code}}0.0{{/code}}| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Cosine (function-style, parentheses required)525 -| (%%)(%style="color: rgb(0,0,0);text-decoration: none;" %)sqrt|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}sqrt(2){{/code}}|{{code}}1.414213LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Square root (function-style, parentheses required)526 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)exp|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}exp(1){{/code}}|{{code}}2.71828LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Exponential function (function-style, parentheses required)527 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)log|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)unary|{{code}}log(8) / log(2){{/code}}|{{code}}3.0LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Natural logarithm (function-style, parentheses required)528 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)^|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}10 ^ 3{{/code}}|{{code}}1000.0LF{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Power529 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)*|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}21 * 2{{/code}}|{{code}}42{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Multiplication530 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)/|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}42 / 1042.0 / 10.0{{/code}}|{{code}}44.2{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Division531 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)%|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}42 % 10{{/code}}|{{code}}2{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Modulus (remainder of integer division)532 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)+|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|533 -{{code}}1 + 1{{/code}} 534 -\\{{code}}'Hello' + ' world'{{/code}}| 535 -{{code}}2{{/code}} 536 -\\{{code}}'Hello world'{{/code}}| 537 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Addition(%%)538 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)String concatenation539 -| (%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)-|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}1 - 1{{/code}}|{{code}}0{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Subtraction508 +|+|unary|{{code language="xml"}}+21 * (+2){{/code}}|{{code language="xml"}}42{{/code}}|Denotes positive number (no effect) 509 +|-|unary|{{code language="xml"}}-(21 * -2){{/code}}|{{code language="xml"}}42{{/code}}|Negates the following number 510 +|not|unary|{{code language="xml"}}not (21 == 42){{/code}}|{{code language="xml"}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise 511 +|typeof|unary| 512 +{{code language="xml"}}typeof null{{/code}} 513 +\\{{code language="xml"}}typeof 0{{/code}} 514 +\\{{code language="xml"}}typeof 'Hello world'{{/code}}| 515 +{{code language="xml"}}datatype.null{{/code}} 516 +\\{{code language="xml"}}datatype.integer{{/code}} 517 +\\{{code language="xml"}}datatype.string{{/code}}|Yields the [[data type of the following sub-expression>>MediaWiki.NULL]] 518 +|sin|unary| 519 +{{code language="xml"}}sin(30deg){{/code}} 520 +\\{{code language="xml"}}sin(pi){{/code}}| 521 +{{code language="xml"}}0.5{{/code}} 522 +\\{{code language="xml"}}1.0{{/code}}|Sine (function-style, parentheses required) 523 +|cos|unary| 524 +{{code language="xml"}}cos(60deg){{/code}} 525 +\\{{code language="xml"}}cos(pi){{/code}}| 526 +{{code language="xml"}}0.5{{/code}} 527 +\\{{code language="xml"}}0.0{{/code}}|Cosine (function-style, parentheses required) 528 +|sqrt|unary|{{code language="xml"}}sqrt(2){{/code}}|{{code language="xml"}}1.414213LF{{/code}}|Square root (function-style, parentheses required) 529 +|exp|unary|{{code language="xml"}}exp(1){{/code}}|{{code language="xml"}}2.71828LF{{/code}}|Exponential function (function-style, parentheses required) 530 +|log|unary|{{code language="xml"}}log(8) / log(2){{/code}}|{{code language="xml"}}3.0LF{{/code}}|Natural logarithm (function-style, parentheses required) 531 +|^|binary|{{code language="xml"}}10 ^ 3{{/code}}|{{code language="xml"}}1000.0LF{{/code}}|Power 532 +|*|binary|{{code language="xml"}}21 * 2{{/code}}|{{code language="xml"}}42{{/code}}|Multiplication 533 +|/|binary|{{code language="xml"}}42 / 1042.0 / 10.0{{/code}}|{{code language="xml"}}44.2{{/code}}|Division 534 +|%|binary|{{code language="xml"}}42 % 10{{/code}}|{{code language="xml"}}2{{/code}}|Modulus (remainder of integer division) 535 +|+|binary| 536 +{{code language="xml"}}1 + 1{{/code}} 537 +\\{{code language="xml"}}'Hello' + ' world'{{/code}}| 538 +{{code language="xml"}}2{{/code}} 539 +\\{{code language="xml"}}'Hello world'{{/code}}| 540 +Addition 541 +\\String concatenation 542 +|-|binary|{{code language="xml"}}1 - 1{{/code}}|{{code language="xml"}}0{{/code}}|Subtraction 540 540 | 541 - (% style="color: rgb(0,0,0);text-decoration: none;" %)lt(%%)542 -\\ (%style="color: rgb(0,0,0);text-decoration: none;" %)< (<)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|543 -{{code}}1 lt 3{{/code}} 544 -\\{{code }}1&lt;3{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than544 +lt 545 +\\< (<)|binary| 546 +{{code language="xml"}}1 lt 3{{/code}} 547 +\\{{code language="xml"}}1 < 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than 545 545 | 546 - (% style="color: rgb(0,0,0);text-decoration: none;" %)le(%%)547 -\\ (% style="color: rgb(0,0,0);text-decoration: none;" %)<=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|548 -{{code}}1 le 3{{/code}} 549 -\\{{code }}1&lt;= 3{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Less than or equal to549 +le 550 +\\<=|binary| 551 +{{code language="xml"}}1 le 3{{/code}} 552 +\\{{code language="xml"}}1 <= 3{{/code}}|{{code language="xml"}}true{{/code}}|Less than or equal to 550 550 | 551 - (% style="color: rgb(0,0,0);text-decoration: none;" %)gt(%%)552 -\\ (%style="color: rgb(0,0,0);text-decoration: none;" %)> (>)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|553 -{{code}}1 gt 3{{/code}} 554 -\\{{code}}1 &gt;3{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than554 +gt 555 +\\> (>)|binary| 556 +{{code language="xml"}}1 gt 3{{/code}} 557 +\\{{code language="xml"}}1 < 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than 555 555 | 556 -(% style="color: rgb(0,0,0);text-decoration: none;" %)ge(%%) 557 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)>=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary| 558 -{{code}}1 ge 3{{/code}} 559 -\\{{code}}1 &gt;= 3{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Greater than or equal to 560 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)==|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}1 + 1 == 2.0{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Equal to 561 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)~!=|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}1 + 1 != 2.0{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Not equal to 562 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)and|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}true and false{{/code}}|{{code}}false{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Logical AND (short-circuit semantics) 563 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)or|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)binary|{{code}}true or false{{/code}}|{{code}}true{{/code}}|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Logical OR (short-circuit semantics) 559 +ge 560 +\\>=|binary| 561 +{{code language="xml"}}1 ge 3{{/code}} 562 +\\{{code language="xml"}}1 <= 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than or equal to 563 +|((( 564 + 565 +)))|binary|{{code language="xml"}}1 + 1 == 2.0{{/code}}|{{code language="xml"}}true{{/code}}|Equal to 566 +|~!=|binary|{{code language="xml"}}1 + 1 != 2.0{{/code}}|{{code language="xml"}}false{{/code}}|Not equal to 567 +|and|binary|{{code language="xml"}}true and false{{/code}}|{{code language="xml"}}false{{/code}}|Logical AND (short-circuit semantics) 568 +|or|binary|{{code language="xml"}}true or false{{/code}}|{{code language="xml"}}true{{/code}}|Logical OR (short-circuit semantics) 564 564 | 565 565 if ... then ... 566 566 \\if ... then ... else ...|ternary| 567 -{{code}}if 1 == 2 then 'F'{{/code}} 568 -\\{{code}}if 1 == 2 then 'F' else 'T'{{/code}}| 569 -{{code}}null{{/code}} 570 -\\{{code}}'T'{{/code}}|Conditional operator ("inline if") 571 - 572 - 573 -\\ 574 - 575 - 572 +{{code language="xml"}}if 1 == 2 then 'F'{{/code}} 573 +\\{{code language="xml"}}if 1 == 2 then 'F' else 'T'{{/code}}| 574 +{{code language="xml"}}null{{/code}} 575 +\\{{code language="xml"}}'T'{{/code}}|Conditional operator ("inline if") 576 576 ))) 577 577 578 - (% id="operator-precedence-rules"%)578 +=== Operator precedence rules === 579 579 580 - ===(%style="color:rgb(0,0,0);text-decoration:none;"%)Operator precedence rules(%%)===580 +You can group sub-expressions using parentheses, but if you don't, the following order of operations is applied, so that 5-1+2*3 == 10 as you would expect. The order is the same as in the table above, but there are operators with the same precedence - these are applied from left to right. 581 581 582 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can group sub-expressions using parentheses, but if you donΓÇÖt, the following order of operations is applied, so that 5-1+2*3 == 10 as you would expect. The order is the same as in the table above, but there are operators with the same precedence - these are applied from left to right. 582 +* Unary operators: +, -, not, typeof, function-style operators (highest precedence) 583 +* Power operator: ^ 584 +* Multiplicative: *, /, % 585 +* Additive: +, - 586 +* Comparison: lt, le, gt, ge 587 +* Equality: ==, != 588 +* and 589 +* or 590 +* if/then/else (lowest precedence) 583 583 592 +=== Type conversion === 584 584 585 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unary operators: +, -, not, typeof, function-style operators (highest precedence) 586 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Power operator: ^ 587 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Multiplicative: *, /, % 588 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Additive: +, - 589 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Comparison: lt, le, gt, ge 590 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Equality: ==, != 591 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)and 592 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)or 593 -* if/then/else(% style="color: rgb(0,0,0);text-decoration: none;" %) (lowest precedence) 594 +When a binary arithmetic operator is used on numbers of different types, they will be converted to a suitable output type. The resulting type depends on whether a unit data type is involved (types that are not plain integers or floats). The following cases may occur: 594 594 595 -(% id="type-conversion" %) 596 +* Null and something else: The null value will be interpreted as "0" of the other type. 597 +* Two non-unit integers: The result will be an integer of the largest involved type. 598 +* Two non-unit numbers, not all integers: The result will be the largest involved float type. 599 +* Non-unit and unit: The result will be the unit type. 600 +* Two different units: The types are incompatible. This is an error, the result is undefined. 596 596 597 - ===(%style="color:rgb(0,0,0);text-decoration:none;"%)Type conversion(%%)===602 +For multiplication and division, this may not be intuitive in all cases: Dividing a length by another length results in a length - so if you want to have a simple float as a result, you will have to convert it manually. 598 598 599 - (% style="color: rgb(0,0,0);text-decoration:none;" %)Whenabinaryarithmeticoperatorisused onnumbersofdifferent types,they will be converted toasuitableoutputtype.The resulting type depends onwhether aunitdatatypeis involved(types that areotplain integersor floats). Thefollowing cases may occur:604 +There is a way to convert a number into a different type manually: You append the corresponding suffix to a sub-expression in parentheses, like this: 600 600 601 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Null and something else: The null value will be interpreted as ΓÇ£0ΓÇ¥ of the other type. 602 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two non-unit integers: The result will be an integer of the largest involved type. 603 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two non-unit numbers, not all integers: The result will be the largest involved float type. 604 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Non-unit and unit: The result will be the unit type. 605 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Two different units: The types are incompatible. This is an error, the result is undefined. 606 +* {{code language="xml"}}(1 + 1)f{{/code}} ⟹ {{code language="xml"}}2f{{/code}} ⟹ {{code language="xml"}}2.0{{/code}} 607 +* {{code language="xml"}}(1h) m / (180deg) i{{/code}} ⟹ {{code language="xml"}}(3600s) m / (3.14rad) i{{/code}} ⟹ {{code language="xml"}}3600m / 3{{/code}} ⟹ {{code language="xml"}}1200m{{/code}} 606 606 607 - (% style="color:rgb(0,0,0);text-decoration:none;" %)For multiplicationand division, this may notbeintuitive inall cases:Dividinga lengthby anotherlength resultsinalength- so ifyouwantohaveaimplefloatasaresult,you willhavetoconvert itmanually.609 +When converting to a non-default unit type, this means you interpret the number as in the given units: "{{code language="xml"}}(1km + 500m)h{{/code}}" means that you interpret 1500m as 1500 hours, so the resulting value will be 1500x3600 seconds. (As stated above, the default unit for a length is metres.) 608 608 609 - (%style="color:rgb(0,0,0);text-decoration:none;" %)Thereisawaytoconverta numberintoadifferenttypemanually:You appendthecorrespondingsuffixto a sub-expressioninparentheses,likethis:611 +The division operation will be an integer division (rounding towards zero) if both operands are integers (see the example in the table above). So if you want to get a floating point result, you have to make sure that at least one of the operands is a floating point type. 610 610 611 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}(1 + 1)f{{/code}} Γƒ╣ {{code}}2f{{/code}} Γƒ╣ {{code}}2.0{{/code}} 612 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}(1h) m / (180deg) i{{/code}} Γƒ╣ {{code}}(3600s) m / (3.14rad) i{{/code}} Γƒ╣ {{code}}3600m / 3{{/code}} Γƒ╣ {{code}}1200m{{/code}} 613 +Every data type can be combined with a string with the + operator, and will be converted to a string representation. That way you can also concatenate strings and numbers: 613 613 614 -(% style="color: rgb(0,0,0);text-decoration: none;" %)When converting to a non-default unit type, this means you interpret the number as in the given units: ΓÇ£{{code}}(1km + 500m)h{{/code}}ΓÇ¥ means that you interpret 1500m as 1500 hours, so the resulting value will be 1500x3600 seconds. (As stated above, the default unit for a length is metres.) 615 +* {{code language="xml"}}'One plus one is equal to ' + (1+1) + '.'{{/code}} ⟹ {{code language="xml"}}'One plus one is equal to 2.'{{/code}} 616 +* {{code language="xml"}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} ⟹ {{code language="xml"}}'One plus one is not equal to 11.'{{/code}} 615 615 616 - (%style="color:rgb(0,0,0);text-decoration:none;" %)Thedivision operation will be an integerdivision(rounding towards zero) ifbothoperandsareintegers (seethexamplein thetableabove).So if you want to getafloatingpoint result, youhavetoakesure that atleast one ofheoperandsis a floatingpointtype.618 +As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right. 617 617 618 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Every data type can be combined with a string with the + operator, and will be converted to a string representation. That way you can also concatenate strings and numbers: 619 619 620 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}'One plus one is equal to ' + (1+1) + '.'{{/code}} Γƒ╣ {{code}}'One plus one is equal to 2.'{{/code}} 621 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}'One plus one is not equal to ' + 1 + 1 + '.'{{/code}} Γƒ╣ {{code}}'One plus one is not equal to 11.'{{/code}} 621 +=== Boolean operators === 622 622 623 - (% style="color: rgb(0,0,0);text-decoration:none;" %)Asyoucansee,operatorsof thesame precedence (+ in thiscase)are always evaluatedfromleft toright.623 +Some additional notes on Boolean operators (such as and, or, not, ==): 624 624 625 -(% id="boolean-operators" %) 625 +* Of course a Boolean operation always results in true or false (integer 1 or 0). 626 +* Values of any type can be used as Boolean operands, e.g. for "and". They will be interpreted as "true" if they are **non-zero** or **non-numeric**. 627 +* != and == can be used with any data types, even non-numeric ones. When comparing two numeric values, they are converted using the rules above. Values of non-numeric types are never equal to null, or to any other numbers. 628 +* "and" and "or" use short-circuit semantics: The right side of the operation can be skipped if the left side already determines the outcome of the operation 629 +** Example:{{code language="xml"}} false and $foo{{/code}} ⟹ {{code language="xml"}}false{{/code}} (the value of $foo is not checked at all) 630 +* Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result. 631 +* <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable. 626 626 627 - ===(%style="color:rgb(0,0,0);text-decoration: none;" %)Boolean operators(%%)===633 +(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting== 628 628 629 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Some additional notes on Boolean operators (such as and, or, not, ==): 630 630 636 +{{{==}}} 631 631 632 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Of course a Boolean operation always results in true or false (integer 1 or 0). 633 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Values of any type can be used as Boolean operands, e.g. for ΓÇ£andΓÇ¥. They will be interpreted as ΓÇ£trueΓÇ¥ if they are (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)non-zero(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) or (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)non-numeric(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). 634 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)!= and == can be used with any data types, even non-numeric ones. When comparing two numeric values, they are converted using the rules above. Values of non-numeric types are never equal to null, or to any other numbers. 635 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ£andΓÇ¥ and ΓÇ£orΓÇ¥ use short-circuit semantics: The right side of the operation can be skipped if the left side already determines the outcome of the operation 636 -** Example:(% style="color: rgb(0,0,0);text-decoration: none;" %){{code}} false and $foo{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}false{{/code}} (the value of $foo is not checked at all) 637 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Unlike != and ==, the comparison operators <, <=, >, >= are only supported (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)for numeric values(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)difficulty levels(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), and (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)attention levels(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). Comparing other non-numeric values will result in an error and an undefined result. 638 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)<, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you wonΓÇÖt have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable. 638 +You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces: 639 639 640 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 640 +* {{code language="xml"}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} 641 +* {{code language="xml"}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}} 641 641 643 +See also the section about [[value properties>>MediaWiki.NULL]]. 642 642 643 -(% id="categorybroken_macroanchorstrings-and-formatting" %)(%%) 644 -~== (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings and formatting 645 -\\(%%) == 645 +Instead of ΓÇÿ%1 %2 %3', you can also use ΓÇÿ%s %s %s', which is also compatible with Lua string formatting in the UI system. However, this should only be used if you are sure that the order is the same in all supported languages. If you want to make translators aware that they can change the order of parameters, you should prefer '%1 %2 %3'. 646 +\\To get a percent character in the result string, use '%%' in the format string. 647 +\\\\\\If you need a more sophisticated method for text substitution, try **<substitute_text>**. See the XML schema documentation for this script action. 648 +\\**[New as of X Rebirth 4.0]** 649 +\\ With the formatting syntax above, it is even possible to control how the parameter is formatted, using modifiers between "%" and the parameter specifier ("s" or the parameter number): 646 646 647 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces: 651 +* {{code language="xml"}}'%,s'.[12345678]{{/code}} ⟹ {{code language="xml"}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 652 +* {{code language="xml"}}'%.3s'.[123.4]{{/code}} ⟹ {{code language="xml"}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised) 653 +* {{code language="xml"}}'%,.1s'.[12345.67]'{{/code}} ⟹ {{code language="xml"}}'12,345.7'{{/code}} (combination of the above) 648 648 649 -* {{code}}'The %1 %2 %3 jumps over the %5 %4'.['quick', 'brown', 'fox', 'dog', 'lazy']{{/code}} 650 -* {{code}}'%1 + %2 = %3'.[$a, $b, $a + $b]{{/code}} 651 - 652 -(% style="color: rgb(0,0,0);text-decoration: none;" %)See also the section about [[value properties>>MediaWiki.NULL]]. 653 - 654 -Instead of ΓÇÿ%1 %2 %3ΓÇÖ, you can also use ΓÇÿ%s %s %sΓÇÖ, which is also compatible with Lua string formatting in the UI system. However, this should only be used if you are sure that the order is the same in all supported languages. If you want to make translators aware that they can change the order of parameters, you should prefer '%1 %2 %3'. 655 - 656 -To get a percent character in the result string, use '%%' in the format string. 657 - 658 - 659 -(% style="color: rgb(0,0,0);text-decoration: none;" %)If you need a more sophisticated method for text substitution, try (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<substitute_text>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %). See the XML schema documentation for this script action. 660 - 661 -**[New as of X Rebirth 4.0]** 662 - 663 -With the formatting syntax above, it is even possible to control how the parameter is formatted, using modifiers between "%" and the parameter specifier ("s" or the parameter number): 664 - 665 -* {{code}}'%,s'.[12345678]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'12,345,678'{{/code}} (the "," modifier shows a number with thousands separators, correctly localised) 666 -* {{code}}'%.3s'.[123.4]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'123.400'{{/code}} (show 3 fractional digits, rounding half away from zero - decimal point correctly localised) 667 -* {{code}}'%,.1s'.[12345.67]'{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) {{code}}'12,345.7'{{/code}} (combination of the above) 668 - 669 669 Additional remarks: 670 670 671 671 * The "," and "." formatting modifiers only apply to numbers. They are ignored if used on values of other types. 672 -* ┬áIf "," is used without "." then any fractional digits are discarded.658 +* If "," is used without "." then any fractional digits are discarded. 673 673 * "." must be followed by a single digit (0-9). In case of ".0" any fractional digits are discarded (rounding towards zero, not half away from zero). 674 674 661 +{{info}} 662 +There are also special methods to [[NULL|format money values and time values]] using the "formatted" property. 663 +{{/info}} 675 675 665 +== Lists == 676 676 677 - {{infobody="<spanstyle=~"color:rgb(0,0,0);text-decoration:none;~">Thereare alsospecialmethods to[[NULL|format moneyvalues and time values]]usingthe"formatted"property.</span>"/}}667 +Another example for a non-numeric value is a list: It is an ordered collection of other arbitrary values (called array or vector in other languages). It can be constructed within an expression using the [[~[~] syntax>>MediaWiki.NULL]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>MediaWiki.NULL]]. 678 678 669 +A list can contain values of arbitrary data types, even mixed in the same list - so a list can actually contain other lists. However, some of the things that you can do with lists require that all contained elements are of a certain type. The contents of a list can be accessed via properties, see the section about [[value properties>>MediaWiki.NULL]]. Lists can be empty, these are written as "[ ]". 679 679 671 +{{info}} 672 +When accessing a list's elements, the numbering is '''1-based''', so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages." 673 +{{/info}} 680 680 681 - (%style="color: rgb(0,0,0);text-decoration:none;"%)675 +Lists are stored in variables as references, so multiple variables can refer to the same **shared list**: If you change a shared list through a variable, e.g. by changing the value of an element, you change it as well for all other variables. However, the operators == and != can also be used on two distinct lists to compare their elements. 682 682 677 +{{info}} 678 +When using <remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds. 683 683 684 - (% id="categorybroken_macroanchorlists"%)680 +Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/> 685 685 686 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists(%%) == 682 +If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/> 683 +{{/info}} 687 687 688 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Another example for a non-numeric value is a list: It is an ordered collection of other arbitrary values (called array or vector in other languages). It can be constructed within an expression using the [[~[~] syntax>>MediaWiki.NULL]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>MediaWiki.NULL]]. 689 - 690 -(% style="color: rgb(0,0,0);text-decoration: none;" %)A list can contain values of arbitrary data types, even mixed in the same list - so a list can actually contain other lists. However, some of the things that you can do with lists require that all contained elements are of a certain type. The contents of a list can be accessed via properties, see the section about [[value properties>>MediaWiki.NULL]]. Lists can be empty, these are written as ΓÇ£[ ]ΓÇ¥. 691 - 692 -{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">When accessing a listΓÇÖs elements, the numbering is </span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">1-based</span>'''<span style=~"color: rgb(0,0,0);text-decoration: none;~">, so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages.</span>"/}} 693 - 694 - 695 - 696 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Lists are stored in variables as references, so multiple variables can refer to the same (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)shared list(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): If you change a shared list through a variable, e.g. by changing the value of an element, you change it as well for all other variables. However, the operators == and != can also be used on two distinct lists to compare their elements. 697 - 698 -{{note body="When using <remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds. 699 - 700 -Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/> 701 - 702 -If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>"/}} 703 - 704 - 705 - 706 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 707 - 708 - 709 709 (% id="categorybroken_macroanchortables" %) 686 +== Tables == 710 710 711 - ==(%style="color:rgb(0,0,0);text-decoration:none;"%)Tables(%%)==688 +Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created. 712 712 713 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Tablesare associativearrays - they arelikelists,but you can assignvaluesto (almost) arbitrary keys,not just to index numbers. A table is constructedwithinan expressionusingthe [[table~[~]syntax>>MediaWiki.NULL]]. See thesectionabout[[value properties>>MediaWiki.NULL]] forhow to access the contents of a table. [[Creatingandremovingentries>>MediaWiki.NULL]]workssimilarly to lists, but instead of inserting, you simply assigna value to a table key. If the key doesnot exist yet, it will be created.690 +Almost all values are allowed as table keys, but there are a few exceptions: 714 714 692 +* Strings must start with '$', like variables 693 +* null cannot be used as table key (but the number 0 is valid) 694 +* Lists, tables, groups and buildplans cannot be used as table keys 715 715 716 - (%style="color:rgb(0,0,0);text-decoration:none;" %)Almostallvaluesare allowedas tablekeys,but therearea few exceptions:696 +These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 717 717 718 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Strings must start with '$', like variables 719 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)null cannot be used as table key (but the number 0 is valid) 720 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Lists, tables, groups and buildplans cannot be used as table keys 721 -\\ 698 +* {{code language="xml"}}table[]{{/code}} ⟹ creates an empty table 699 +* {{code language="xml"}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null 722 722 723 -(% style="color: rgb(0,0,0);text-decoration: none;" %)These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 701 +* {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar' 702 +* {{code language="xml"}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys 703 +* {{code language="xml"}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$' 704 +* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table 724 724 725 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) creates an empty table 726 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{0} = null]{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) creates a table that maps the number 0 to null 706 +Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above). 727 727 708 +== Value properties == 728 728 710 +Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the game's state, properties are used. 729 729 712 +Numbers don't have any properties. Lists, for example, have quite a few of them: You can access the number of elements; and each element is also a property of the list. A ship can have properties like its name, the ship class, its position etc. 730 730 731 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{'$foo'} = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) a table that maps the string '$foo' to the string 'bar' 732 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) exactly the same, just a shorter notation(%%) for string keys 733 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[foo = 'bar']{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) error, 'foo' does not start with a '$' 734 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{1} = [], {2} = table[]] {{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) a table that maps 1 to an empty list and 2 to an empty table 714 +You can imagine properties as key/value pairs in an associative mapping: You pass the key, and you get the value as result. For example, the list [42, null, 'text'] has the following mapping: 735 735 716 +* 1 ⟹ 42 717 +* 2 ⟹ null 718 +* 3 ⟹ 'text' 719 +* 'count' ⟹ 3 736 736 737 - (%style="color:rgb(0,0,0);text-decoration:none;"%)Justlikelists, tablesarestoredasreferences,so it's possiblethatmultiplevariables referencethesametable(seeabove).721 +As you can see, a property key can be a number or a string. Actually there is no restriction regarding the data type of the key. 738 738 723 +You can look up a property by appending a dot and the key in curly braces: 739 739 740 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 725 +* {{code language="xml"}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element) 726 +* {{code language="xml"}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list) 727 +* {{code language="xml"}}[].{'count'}{{/code}} ⟹ 0 728 +* {{code language="xml"}}table[{21} = 42].{21}{{/code}} ⟹ 42 741 741 730 +In most cases the property key is a fixed string, like "name" or "class". You can write this like above: 742 742 743 -(% id="categorybroken_macroanchorvalue-properties" %) 732 +* {{code language="xml"}}[42].{'count'}{{/code}} 733 +* {{code language="xml"}}$ship.{'name'}{{/code}} 734 +* {{code language="xml"}}$ship.{'class'}{{/code}} 735 +* {{code language="xml"}}table[$foo='bar'].{'$foo'}{{/code}} 744 744 745 - ==(%style="color:rgb(0,0,0);text-decoration: none;"%)Value properties(%%)==737 +But it is easier just to write the property key without braces, which is equivalent: 746 746 747 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the gameΓÇÖs state, properties are used. 739 +* {{code language="xml"}}[0].count{{/code}} 740 +* {{code language="xml"}}$ship.name{{/code}} 741 +* {{code language="xml"}}$ship.class{{/code}} 742 +* {{code language="xml"}}table[$foo='bar'].$foo{{/code}} 748 748 749 -( %style="color:rgb(0,0,0);text-decoration: none;"%)NumbersdonΓÇÖthaveany properties.Lists,forexample,havequiteafewofthem:Youcanaccessthenumberof elements; andeach elementis also a property of thelist. A ship can havepropertieslike its name, the ship class, its position etc.744 +(In this case, $ship is a variable. All variables start with a "$", so they cannot be confused with keywords.) 750 750 751 - (%style="color: rgb(0,0,0);text-decoration: none;" %)You can imagine properties askey/valuepairs inan associativemapping: Youpass thekey, and you get the value asresult. For example, the list [42, null, 'text'] hasthe following mapping:746 +A list has even more properties: 752 752 753 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)1 Γƒ╣ 42 754 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)2 Γƒ╣ null 755 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)3 Γƒ╣ 'text' 756 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)'count' Γƒ╣ 3 748 +**random'** returns a randomly chosen element (which requires that the list is non-empty) 757 757 758 - (% style="color: rgb(0,0,0);text-decoration:none;" %)As you cansee,aproperty key canbeanumberor astring. Actuallythereis no restrictionregardingthedata type ofthekey.750 +**min'** and '**max'** return the minimum or maximum (all elements have to be numeric) 759 759 760 - (%style="color: rgb(0,0,0);text-decoration:none;" %)You canlookupapropertybyappending a dot andthekeyin curly braces:752 +* {{code language="xml"}}[1, 6, 8].min{{/code}} ⟹ 1 761 761 762 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[100, 200, 300, 400].{1}{{/code}} Γƒ╣ 100 (reading the first element) 763 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} Γƒ╣ 'world' (second element of the inner list, which is the third element of the outer list) 764 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[].{'count'}{{/code}} Γƒ╣ 0 765 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[{21} = 42].{21}{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣(%%) 42 754 +**average'** returns the average (but all element types have to be compatible) 766 766 756 +* {{code language="xml"}}[1, 6, 8].average{{/code}} ⟹ 5 767 767 768 - (%style="color:rgb(0,0,0);text-decoration:none;"%)Inmostcasesthepropertykey isa fixedstring,likeΓÇ£nameΓÇ¥orΓÇ£classΓÇ¥.Youcanwritethislike above:758 +**indexof'** is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if it's not in the list 769 769 770 -* {{code}}[42].{'count'}{{/code}} 771 -* {{code}}$ship.{'name'}{{/code}} 772 -* {{code}}$ship.{'class'}┬á{{/code}} 773 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].{'$foo'}{{/code}} 774 -\\ 760 +* {{code language="xml"}}[1, 6, 8].indexof.{8}{{/code}} ⟹ 3 775 775 776 - (% style="color:rgb(0,0,0);text-decoration:none;"%)Butit iseasierjust towrite thepropertykeywithoutbraces,whichisequivalent:762 +**clone'** creates a shallow copy of the list (i.e. lists that are contained as elements in the list are not copied, only the reference to them) 777 777 778 -* {{code}}[0].count{{/code}} 779 -* {{code}}$ship.name{{/code}} 780 -* {{code}}$ship.class{{/code}} 781 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}table[$foo='bar'].$foo{{/code}} 782 -\\ 764 +* {{code language="xml"}}[1, 6, 8].clone{{/code}} ⟹ {{code language="xml"}}[1, 6, 8]{{/code}} 783 783 784 - (%style="color:rgb(0,0,0);text-decoration: none;" %)(In this case,$ship is a variable. All variables start with a ΓÇ£$ΓÇ¥, so they cannotbe confused with keywords.)766 +A table has different properties: 785 785 786 -(% style="color: rgb(0,0,0);text-decoration: none;" %)A list has even more properties: 768 +* '**clone'** creates a shallow copy of the table 769 +* '**keys'** allows you to access data about the table's keys 787 787 788 - (%style="color:rgb(0,0,0);text-decoration:none;"%)'(%%)**(%style="color: rgb(0,0,0);text-decoration:none;"%)random(%%)**(% style="color:rgb(0,0,0);text-decoration:none;" %)'returns a randomly chosenelement(whichrequiresthatthe list is non-empty)771 +However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example: 789 789 790 -(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)min(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' and '(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)max(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' return the minimum or maximum (all elements have to be numeric) 791 791 792 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].min{{/code}} Γƒ╣ 1 793 793 794 - (%style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)average(%%)**(% style="color:rgb(0,0,0);text-decoration:none;"%)'returns the average(butall element typeshaveto be compatible)775 +* {{code language="xml"}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric) 795 795 796 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].average{{/code}} Γƒ╣ 5 777 +* {{code language="xml"}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric) 778 +* {{code language="xml"}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 797 797 798 -(% style="color: rgb(0,0,0);text-decoration: none;" %)'(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)indexof(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)' is followed by another property, and the index of the first occurence of that key in the list is returned, or 0 if itΓÇÖs not in the list 780 +{{info}} 781 +The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}. 782 +{{/info}} 799 799 800 - *(%style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1,6,8].indexof.{8}{{/code}}Γƒ╣ 3784 +=== (% id="lookup-tests-and-suppressing-errors" %)Lookup tests and suppressing errors(%%) === 801 801 802 - (%style="color:rgb(0,0,0);text-decoration:none;"%)'(%%)**(%style="color: rgb(0,0,0);text-decoration:none;"%)clone(%%)**(%style="color:rgb(0,0,0);text-decoration:none;"%)' createsashallowcopyofthelist(i.e.liststhatarecontained aselementsthe listarenotcopied,only the referencetothem)786 +If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark "?" to the lookup, which yields true or false: 803 803 804 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}[1, 6, 8].clone{{/code}} Γƒ╣ {{code}}[1, 6, 8]{{/code}} 788 +* {{code language="xml"}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 789 +* {{code language="xml"}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise 790 +* {{code language="xml"}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key' 805 805 806 - (%style="color:rgb(0,0,0);text-decoration:none;"%)A tablehas differentproperties:792 +The question mark can even be applied to variables: 807 807 808 -* (%style="color: rgb(0,0,0);text-decoration:none;"%)'**clone'**createsashallowcopyof thetable809 -* (% style="color: rgb(0,0,0);text-decoration: none;"%)'**keys'** allowsyouto accessdataabout thetable'skeys794 +* {{code language="xml"}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable 795 +* {{code language="xml"}}$list?{{/code}} ⟹ true if the variable exists, false otherwise 810 810 811 - (%style="color:rgb(0,0,0);text-decoration:none;" %)However, 'keys'alonewillnotgive you aresult. 'keys' must befollowed by anotherkeywordto retrievethedesired information, for example:797 +To look up the value of a property although it may not exist, you can use the at-sign "@" as prefix: 812 812 799 +* {{code language="xml"}}@$list.{5}{{/code}} ⟹ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 800 +* {{code language="xml"}}@$list{{/code}} ⟹ The list if this variable exists, null otherwise 801 +* {{code language="xml"}}@$list.{5}.{1}{{/code}} ⟹ The first element of the fifth element of $list, if it exists, null otherwise 813 813 814 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric) 815 -\\ 816 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric) 817 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 803 +As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour. 818 818 805 +=== Static lookups === 819 819 807 +There are a few data types which are basically enumerations: They only consist of a set of named values, e.g. the "class" data type, which is used for the component classes that exist in the game. For all these static enumeration classes there is a lookup value of the same name, from which you can get the named values as properties by their name. So for the type "class", there is a value "class" that can be used to access the classes. 820 820 821 - {{notebody="<span style=~"color: rgb(0,0,0);text-decoration:none;~">Thestring formatting syntax that you have seen[[NULL|above]] is also based on the property system. You basically passa list as property key to astring.Braces aroundthe brackets are notrequired,so'foo'.[...] is just a convenientalternativenotation for 'foo'.{[...]}.</span>"/}}809 +Here are a few enumeration classes and corresponding example lookup values: 822 822 823 - 824 - 825 -(% id="lookup-tests-and-suppressing-errors" %)(%%) 826 -~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Lookup tests and suppressing errors 827 -\\(%%) === 828 - 829 -(% style="color: rgb(0,0,0);text-decoration: none;" %)If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark ΓÇ£?ΓÇ¥ to the lookup, which yields true or false: 830 - 831 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}{{/code}} Γƒ╣ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 832 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list.{5}?{{/code}} Γƒ╣ true if $list exists and has the property 5, false otherwise 833 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$table.$key?{{/code}} (% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣ Analogously, (%%)true if $table exists and has the string property '$key' 834 - 835 - 836 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The question mark can even be applied to variables: 837 - 838 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list{{/code}} Γƒ╣ The value stored under the name $list, or an error if there is no such variable 839 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$list?{{/code}} Γƒ╣ true if the variable exists, false otherwise 840 - 841 -(% style="color: rgb(0,0,0);text-decoration: none;" %)To look up the value of a property although it may not exist, you can use the at-sign ΓÇ£@ΓÇ¥ as prefix: 842 - 843 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list.{5}{{/code}} Γƒ╣ The result of the $list lookup if $list exists and has the property 5, otherwise null (without error message) 844 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list{{/code}} Γƒ╣ The list if this variable exists, null otherwise 845 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}@$list.{5}.{1}{{/code}} Γƒ╣ The first element of the fifth element of $list, if it exists, null otherwise 846 - 847 -(% style="color: rgb(0,0,0);text-decoration: none;" %)As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour. 848 - 849 -\\ 850 - 851 -(% id="static-lookups" %) 852 - 853 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Static lookups(%%) === 854 - 855 -(% style="color: rgb(0,0,0);text-decoration: none;" %)There are a few data types which are basically enumerations: They only consist of a set of named values, e.g. the ΓÇ£classΓÇ¥ data type, which is used for the component classes that exist in the game. For all these static enumeration classes there is a lookup value of the same name, from which you can get the named values as properties by their name. So for the type ΓÇ£classΓÇ¥, there is a value ΓÇ£classΓÇ¥ that can be used to access the classes. 856 - 857 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Here are a few enumeration classes and corresponding example lookup values: 858 - 859 859 (% style="margin-left: 0.0px;" %) 860 860 ((( 861 -\\ 862 - 863 - 864 - 865 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Data type (= value name)|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Examples|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Description 866 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)class| 867 -(% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship(%%) 868 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.ship_xl(%%) 869 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.space(%%) 870 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)class.weapon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Component classes 871 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose| 872 -(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.combat(%%) 873 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)purpose.transportation|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Purposes 874 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod| 875 -(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod.hitbybullet(%%) 876 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)killmethod.hitbymissile|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Ways to die (already used before destruction) 877 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype| 878 -(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.float(%%) 879 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.component(%%) 880 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.class(%%) 881 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)datatype.datatype|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Script value datatypes 882 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)profile| 883 -(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.flat(%%) 884 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.increasing(%%) 885 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)profile.bell|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Probability distribution profile (see [[random ranges>>MediaWiki.NULL]]) 886 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate| 887 -(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.waiting(%%) 888 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.active(%%) 889 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)cuestate.complete|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)[[Cue states>>MediaWiki.NULL]] 890 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)level| 891 -(% style="color: rgb(0,0,0);text-decoration: none;" %)level.easy(%%) 892 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)level.medium(%%) 893 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)level.veryhard|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Mission difficulty levels (comparable with each other using lt, gt, etc.) 894 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)attention| 895 -(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.insector(%%) 896 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.visible(%%) 897 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)attention.adjacentzone|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Attention levels (comparable with each other using lt, gt, etc.) 898 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)ware| 899 -(% style="color: rgb(0,0,0);text-decoration: none;" %)ware.ore(%%) 900 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)ware.silicon|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Wares 901 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)race| 902 -(% style="color: rgb(0,0,0);text-decoration: none;" %)race.argon(%%) 903 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)race.boron|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Races 904 -|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)faction| 905 -(% style="color: rgb(0,0,0);text-decoration: none;" %)faction.player(%%) 906 -\\(% style="color: rgb(0,0,0);text-decoration: none;" %)faction.argongovernment|(%%)(% style="color: rgb(0,0,0);text-decoration: none;" %)Factions 813 +|Data type (= value name)|Examples|Description 814 +|class| 815 +class.ship 816 +\\class.ship_xl 817 +\\class.space 818 +\\class.weapon|Component classes 819 +|purpose| 820 +purpose.combat 821 +\\purpose.transportation|Purposes 822 +|killmethod| 823 +killmethod.hitbybullet 824 +\\killmethod.hitbymissile|Ways to die (already used before destruction) 825 +|datatype| 826 +datatype.float 827 +\\datatype.component 828 +\\datatype.class 829 +\\datatype.datatype|Script value datatypes 830 +|profile| 831 +profile.flat 832 +\\profile.increasing 833 +\\profile.bell|Probability distribution profile (see [[random ranges>>MediaWiki.NULL]]) 834 +|cuestate| 835 +cuestate.waiting 836 +\\cuestate.active 837 +\\cuestate.complete|[[Cue states>>MediaWiki.NULL]] 838 +|level| 839 +level.easy 840 +\\level.medium 841 +\\level.veryhard|Mission difficulty levels (comparable with each other using lt, gt, etc.) 842 +|attention| 843 +attention.insector 844 +\\attention.visible 845 +\\attention.adjacentzone|Attention levels (comparable with each other using lt, gt, etc.) 846 +|ware| 847 +ware.ore 848 +\\ware.silicon|Wares 849 +|race| 850 +race.argon 851 +\\race.boron|Races 852 +|faction| 853 +faction.player 854 +\\faction.argongovernment|Factions 907 907 ))) 908 908 909 -{{note body="[[Category:Broken_macro/anchor]]With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example: 857 +{{info}} 858 +With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example: 910 910 911 911 <code>typeof $value == datatype.faction</code> 912 912 913 -However, you should not compare the type to datatype.string because there are strings that have different data types. To check for a string you should use the datatype's property "'''isstring'''"instead. For example, to check if the variable $value is a string, use the following term:862 +However, you should not compare the type to datatype.string because there are strings that have different data types. To check for a string you should use the datatype's property "'''isstring'''" instead. For example, to check if the variable $value is a string, use the following term: 914 914 915 -<code>(typeof $value).isstring</code>"/}} 864 +<code>(typeof $value).isstring</code>" 865 +{{/info}} 916 916 917 -{{info body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">There is also the datatype ΓÇ£tagΓÇ¥ with the lookup name ΓÇ£tagΓÇ¥ - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like ΓÇ£tag.misionΓÇ¥ instead of ΓÇ£tag.missionΓÇ¥, there wonΓÇÖt be an error because any name is valid for a tag, and the tag ΓÇ£misionΓÇ¥ is created on its first use.</span>"/}} 867 +{{info}} 868 +There is also the datatype "tag" with the lookup name "tag" - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like "tag.mision" instead of "tag.mission", there won't be an error because any name is valid for a tag, and the tag "mision" is created on its first use." 869 +{{/info}} 918 918 919 - (%style="color:rgb(0,0,0);text-decoration: none;"%)871 +=== Player properties === 920 920 873 +You can access many player-related game properties via the keyword "player": 921 921 922 -(% id="player-properties" %) 875 +* player.**name**: The player's name 876 +* player.**age**: The passed in-game time since game start 877 +* player.**money**: The money in the player's account 878 +* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station 923 923 924 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Player properties(%%) === 880 +* player.**primaryship**: The player's own ship (but the player is not necessarily on board) 881 +* player.**entity**: The actual player object 925 925 926 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can access many player-related game properties via the keyword ΓÇ£playerΓÇ¥: 883 +* player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity 884 +* player.**copilot**: The co-pilot NPC 927 927 928 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)name(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The playerΓÇÖs name 929 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)age(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The passed in-game time since game start 930 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)money(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The money in the playerΓÇÖs account 931 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ship(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station 932 -\\ 933 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**primaryship**: The player's own ship (but the player is not necessarily on board) 934 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.**entity**: The actual player object 935 -\\ 936 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)zone(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)sector(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)cluster(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)galaxy(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Location of the player entity 937 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)player.(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)copilot(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The co-pilot NPC 938 - 939 939 The game consists of objects of different classes (zones, ships, stations, NPCs). They have the common datatype "component", however, they have different properties, e.g. NPCs have the property "race", but ships don't. 940 940 941 - (% id="safe-properties"%)888 +=== Safe properties === 942 942 943 - === (%style="color:rgb(0,0,0);text-decoration:none;"%)Safeproperties(%%) ===890 +Most properties cause errors if you use them on non-existing objects, such as destroyed ships. There are a few exceptions: 944 944 945 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Most properties cause errors if you use them on non-existing objects, such as destroyed ships. There are a few exceptions: 892 +* exists 893 +* isoperational 894 +* iswreck 895 +* isconstruction 896 +* available 897 +* isclass.(...) 946 946 947 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)exists 948 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)isoperational 949 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)iswreck 950 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)isconstruction 951 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)available 952 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)isclass.(...) 899 +These properties will not cause errors when used on "null" or on a destroyed object (which may still be accessible from scripts in some cases), and produce null or false as results, respectively. (The keyword "available" is used for trades, not for objects. Trades can also become invalid.) However, when using such a property on a different data type like a number, there will still be an error. 953 953 954 -(% style="color: rgb(0,0,0);text-decoration: none;" %)These properties willnot cause errors whenusedon ΓÇ£nullΓÇ¥ ora destroyedobject(whichmay still beaccessiblefrom scripts in some cases), and produce null or false as results, respectively. (The keyword ΓÇ£availableΓÇ¥ is used for trades,notfor objects. Trades can also become invalid.)However, whenusing such a propertyonadifferentdatatype like a number,there will still be anerror.901 +=== (% id="categorybroken_macroanchormoney-and-time-formatting" %)Money and time formatting(%%) === 955 955 956 -(% id="categorybroken_macroanchormoney-and-time-formatting" %)(%%) 957 -~=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Money and time formatting 958 -\\(%%) === 903 +**[New as of X Rebirth 4.0]** 904 +\\Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>MediaWiki.NULL]] for numbers. 959 959 960 -(% style="color: rgb(0,0,0);text-decoration: none;" %)**[New as of X Rebirth 4.0]** 906 +* {{code language="xml"}}$money.formatted.{'formatstring'}{{/code}} 907 +* {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s') 961 961 962 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>MediaWiki.NULL]] for numbers. 909 +* {{code language="xml"}}$time.formatted.{'formatstring'}{{/code}} 910 +* {{code language="xml"}}$time.formatted.default{{/code}} (using default format string '%T') 963 963 964 -* {{code}}$money.formatted.{'formatstring'}┬á{{/code}} 965 -* (% style="color: rgb(0,0,0);text-decoration: none;" %){{code}}$money.formatted.default{{/code}} (using default format string '%s') 966 -\\ 967 -* {{code}}$time.formatted.{'formatstring'}{{/code}} 968 -* {{code}}$time.formatted.default{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)┬á(%%) (using default format string '%T') 912 +In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 969 969 970 - (% style="color:rgb(0,0,0);text-decoration:none;"%)In scripts, moneyis storedin cents,notCredits. The formattedrepresentation alwaysshows thevalueinCredits,includingthousandsseparators.914 +When formatting the money value, any specifier (such as '%s') in the format string is replaced by the money value, so usually the format string only consists of this one specifier. The following modifiers can be used between '%' and the specifier character, to enable formatting options: 971 971 972 -(% style="color: rgb(0,0,0);text-decoration: none;" %)When formatting the money value, any specifier (such as '%s') in the format string is replaced by the money value, so usually the format string only consists of this one specifier. The following modifiers can be used between '%' and the specifier character, to enable formatting options: 973 - 974 - 975 975 |1-9|Truncation|To enable truncation, specify the number of relevant digits that should be displayed. If the money string is too long, it can be truncated and a metric unit prefix (e.g. k = kilo) is appended. (All digits are shown unless truncation is enabled.) 976 976 |c|Colouring|If truncation is enabled, the metric unit prefixes (e.g. k, M, G) can be coloured when displayed on the screen, using the escape sequence '\033C'. 977 977 |.|Cents|Usually money values have no cent part, since cents are not used in accounts or trades. However, single ware prices can have a non-zero cent part. (Cents are not displayed if money is truncated) 978 978 |_|Spaces|An underscore adds trailing spaces to the result string for better right-aligned display in a tabular layout. 979 979 980 - (% style="color: rgb(0,0,0);text-decoration: none;" %)By default, these options are disabled.921 +By default, these options are disabled. 981 981 982 - (% style="color: rgb(0,0,0);text-decoration: none;" %)More available specifiers (in addition to %s):923 +More available specifiers (in addition to %s): 983 983 984 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%k: Credits (truncated) in kilo format 985 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%M: Credits (truncated) in Mega format 986 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%G: Credits (truncated) in Giga format 987 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%T: Credits (truncated) in Tera format 988 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%Cr: Localised "Cr" string 989 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)%%: A % sign 990 -\\ 925 +* %k: Credits (truncated) in kilo format 926 +* %M: Credits (truncated) in Mega format 927 +* %G: Credits (truncated) in Giga format 928 +* %T: Credits (truncated) in Tera format 929 +* %Cr: Localised "Cr" string 930 +* %%: A % sign 991 991 992 - (% style="color: rgb(0,0,0);text-decoration: none;" %)Examples:932 +Examples: 993 993 934 +* {{code language="xml"}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code language="xml"}}'1,234'{{/code}} 935 +* {{code language="xml"}}(1234Cr).formatted.default{{/code}}⟹{{code language="xml"}}'1,234'{{/code}} (same as {'%s'}) 936 +* {{code language="xml"}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code language="xml"}}'1,234.00 Cr'{{/code}} 937 +* {{code language="xml"}}(1234Cr).formatted.{'%1s'}{{/code}}⟹{{code language="xml"}}'1 k'{{/code}} (rounding towards zero) 938 +* {{code language="xml"}}(1234Cr).formatted.{'%cM'}{{/code}}⟹{{code language="xml"}}'0 M'{{/code}} 994 994 995 -* {{code}}(1234Cr).formatted.{'%s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1,234'{{/code}} 996 -* {{code}}(1234Cr).formatted.default{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1,234'{{/code}}(%%) (same as {'%s'}) 997 -* {{code}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1,234.00 Cr'{{/code}} 998 -* {{code}}(1234Cr).formatted.{'%1s'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'1 k'{{/code}}(%%) (rounding towards zero) 999 -* {{code}}(1234Cr).formatted.{'%cM'}{{/code}}(% style="color: rgb(0,0,0);text-decoration: none;" %)Γƒ╣{{code}}'0 M'{{/code}} 1000 - 1001 1001 For documentation of time format strings, see the Lua function ConvertTimeString() in the [[MediaWiki.ARCHIVE.XRWIKIModding_supportUI_Modding_supportLua_function_overview]]. 1002 1002 1003 1003 Examples: 1004 1004 1005 -* {{code}}(151s).formatted.{'%T'}{{/code}} (%style="color: rgb(0,0,0);text-decoration: none;"%)Γƒ╣(%%) {{code}}'00:02:31'{{/code}}1006 -* {{code}}(151s).formatted.default{{/code}} (%style="color: rgb(0,0,0);text-decoration: none;"%)Γƒ╣(%%) {{code}}'00:02:31'{{/code}} (same as {'%T'})1007 -* {{code}}(151s).formatted.{'%.3T'}{{/code}} (%style="color: rgb(0,0,0);text-decoration: none;"%)Γƒ╣(%%) {{code}}'00:02:31.000'{{/code}}1008 -* {{code}}(151s).formatted.{'%h:%M'}{{/code}} (%style="color: rgb(0,0,0);text-decoration: none;"%)Γƒ╣(%%) {{code}}'0:02'{{/code}}944 +* {{code language="xml"}}(151s).formatted.{'%T'}{{/code}} ⟹ {{code language="xml"}}'00:02:31'{{/code}} 945 +* {{code language="xml"}}(151s).formatted.default{{/code}} ⟹ {{code language="xml"}}'00:02:31'{{/code}} (same as {'%T'}) 946 +* {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code language="xml"}}'00:02:31.000'{{/code}} 947 +* {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code language="xml"}}'0:02'{{/code}} 1009 1009 1010 - (% id="complete-property-documentation"%)949 +=== Complete property documentation === 1011 1011 1012 - ===(%style="color:b(0,0,0);text-decoration:none;"%)Completepropertydocumentation(%%)===951 +To access the script property documentation that is included in the game, you can extract the required files from the game's catalog files using the [[X Catalog Tool>>url:https://forum.egosoft.com/viewtopic.php?t=363625]]. Extract the HTML file __scriptproperties.html__ in the game's root folder, and all files in the "libraries" sub-folder. For resolving text references in the browser automatically, also extract 0001-L044.xml in the "t" sub-folder. 1013 1013 1014 - (% style="color: rgb(0,0,0);text-decoration: none;" %)To access thescriptpropertydocumentationthat isincluded in the game, youcan extract therequiredfiles from the game's catalog files usingthe [[X Catalog Tool>>url:https://forum.egosoft.com/viewtopic.php?t=363625]]. Extract the HTML file__scriptproperties.html__inthegame's root folder, andall filesinthe "libraries" sub-folder.For resolvingtext referencesnthe browserautomatically, alsoextract 0001-L044.xml inthe"t" sub-folder.953 +The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser. 1015 1015 1016 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser. 955 +{{info}} 956 +scriptproperties.html has to load files from different folders, which modern browsers do not allow by default for security reasons. In order to open scriptproperties.html, the following is required: 1017 1017 958 +* Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". 959 +* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files-- 960 +{{/info}} 1018 1018 1019 - {{notebody="scriptproperties.htmlhasoloadfilesfrom differentfolders,which modernbrowsersdonot allow by defaultfor securityreasons.Inordertoopenscriptproperties.html,the following is required:962 +This provides you with a complete list of all supported "base keywords" and properties. To filter in this list, you can enter an expression in the text field: 1020 1020 1021 -* Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". 1022 -* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files"/}} 964 +* Enter the beginning of a base keyword 965 +* Enter $ followed by the data type you are looking for (e.g. "$ship"), as if it were a variable 966 +* To see the properties of a base keyword or data type, enter a dot (".") 967 +* After the dot, you can enter a property name 968 +* You can also enter a dot (".") as first character to search globally for a property 1023 1023 970 +{{info}} 971 +The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype "component", but have different properties based on their component class. 972 +{{/info}} 1024 1024 974 += MD refreshing and patching = 1025 1025 1026 - (%style="color:rgb(0,0,0);text-decoration:none;"%)Thisprovidesyouwith acompletelistofall supportedΓÇ£basekeywordsΓÇ¥andproperties.Tofilterinthislist,youcanteranexpressioninthetextfield:976 +When a saved game is loaded, the saved MD state is restored, but also all MD files are reloaded and changes in them are applied to the MD state. This is called "refresh". It is also possible to refresh the MD at run-time using the command "refreshmd" on the in-game command line. This is a convenient way to update MD scripts while the game is already running. 1027 1027 1028 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Enter the beginning of a base keyword 1029 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Enter $ followed by the data type you are looking for (e.g. ΓÇ£$shipΓÇ¥), as if it were a variable 1030 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)To see the properties of a base keyword or data type, enter a dot (ΓÇ£.ΓÇ¥) 1031 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)After the dot, you can enter a property name 1032 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)You can also enter a dot (ΓÇ£.ΓÇ¥) as first character to search globally for a property 978 +== Details and restrictions == 1033 1033 1034 - (%style="color:rgb(0,0,0);text-decoration:none;"%)980 +Here are some noteworthy facts about refreshing scripts and cues, and the restrictions: 1035 1035 982 +* MD scripts and cues are identified by their names. So a script can only be refreshed if it has the same script name as before (file name is irrelevant). 983 +* If there are new script files or new cue nodes (i.e. scripts/cues with new names) they are created and added properly. If you remove script files or cue nodes, the corresponding scripts/cues are removed from the game, including instances. 984 +* As a consequence, you CANNOT rename scripts or cues if you want to refresh them. Doing so would remove the old script or cue and add a new one with the new name. 985 +* You CANNOT change a <cue> to a <library> or vice versa. 986 +* You CANNOT add, remove, or change the "ref" attribute of a cue. But it is possible to remove the whole cue. (If all references to a library are removed you can also remove the library itself.) 987 +* You CANNOT change the cue tree structure, i.e. if you move a cue out of its <cues> node, you also have to change its name (see above). Changing the order of cues within the same <cues> node is possible, however, the order of execution is not reliable anyway. 988 +* You CAN change a library and change/add/remove its sub-cues. This automatically updates all cues that use the library. 989 +* You CAN change library parameters (both in libraries and in referencing cues). However, this does not change the variables of a referencing cue if it is already enabled. 990 +* You CAN change conditions without restrictions. You can even change between event and non-event conditions. If a cue has enabled condition checks, they are aborted and restarted (even if there is no change). 991 +* Adding root cues enables their condition checks immediately (if the module attribute allows it). 992 +* Adding sub-cues to active or complete cues enables their condition checks immediately. 993 +* You CAN change/add/remove <actions>, <force>, <delay>, and all attributes without restrictions, except for the "ref" attribute (see above). You can even change the <delay> while the cue is already active and the timer is running. 994 +* Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before. 995 +* Changing instantiate="true" to "false" removes all instantiated cues and their descendants. 1036 1036 1037 -{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype ΓÇ£componentΓÇ¥, but have different properties based on their component class.</span>"/}} 997 +{{warning}} 998 +Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case. 999 +{{/warning}} 1038 1038 1001 +{{warning}} 1002 +When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary. 1003 +{{/warning}} 1039 1039 1005 +== Patching == 1040 1040 1041 - \\1007 +Cues can have **<patch>** elements with actions that will be performed when an old savegame is loaded. To control which savegames should be affected, you can add a //**version **//attribute to the <cue> node and a //**sinceversion**// attribute in the patch. When a cue is loaded from a savegame that has an older version than //sinceversion//, the <patch> actions will be performed immediately after loading. 1042 1042 1043 -(% id="md-refreshing-and-patching" %) 1009 +{{code language="xml"}} 1010 + <cue [...] version="42"> 1011 + <conditions> [...] </conditions> 1012 + <actions> [...] </actions> 1013 + <patch sinceversion="42"> 1014 + [patch actions] 1015 + </patch> 1016 + </cue> 1017 +{{/code}} 1044 1044 1045 - =(%style="color:rgb(0,0,0);text-decoration:none;"%)MDrefreshing and patching(%%)=1019 +The patch actions are only performed if the cue is in a certain state, "complete" by default. Use the //**state**// attribute to change this requirement. For more information, see the XML schema documentation of the <patch> element. 1046 1046 1047 - (%style="color:rgb(0,0,0);text-decoration:none;" %)Whenasavedgameisloaded,thesavedMD stateis restored,butalsoall MDfilesareeloadedandchangesin themare applied to the MDstate. This iscalled ΓÇ£refreshΓÇ¥. Itisalsopossibleto refreshtheMDatn-timeusingthe command ΓÇ£refreshmdΓÇ¥onthein-gamecommandline. ThisisaconvenientwaytoupdateMDscriptswhilethe gameis alreadyrunning.1021 +A sequence of multiple <patch> elements is possible. They will be performed in order of appearance, checking the //sinceversion// and //state// attributes in each case. Patches are also applied to all users of a library and to instances. 1048 1048 1049 -\\ 1023 +{{info}} 1024 +The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames." 1025 +{{/info}} 1050 1050 1051 - (% id="details-and-restrictions"%)1027 += Common attribute groups = 1052 1052 1053 - ==(%style="color:rgb(0,0,0);text-decoration:none;" %)Detailsandrestrictions(%%)==1029 +There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here. 1054 1054 1055 - (% style="color:rgb(0,0,0);text-decoration: none;" %)Here are some noteworthy facts about refreshingscriptsand cues, and therestrictions:1031 +== Value comparisons == 1056 1056 1057 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)MD scripts and cues are identified by their names. So a script can only be refreshed if it has the same script name as before (file name is irrelevant). 1058 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)If there are new script files or new cue nodes (i.e. scripts/cues with new names) they are created and added properly. If you remove script files or cue nodes, the corresponding scripts/cues are removed from the game, including instances. 1059 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)As a consequence, you CANNOT rename scripts or cues if you want to refresh them. Doing so would remove the old script or cue and add a new one with the new name. 1060 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT change a <cue> to a <library> or vice versa. 1061 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT add, remove, or change the "ref" attribute of a cue. But it is possible to remove the whole cue. (If all references to a library are removed you can also remove the library itself.) 1062 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CANNOT change the cue tree structure, i.e. if you move a cue out of its <cues> node, you also have to change its name (see above). Changing the order of cues within the same <cues> node is possible, however, the order of execution is not reliable anyway. 1063 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change a library and change/add/remove its sub-cues. This automatically updates all cues that use the library. 1064 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change library parameters (both in libraries and in referencing cues). However, this does not change the variables of a referencing cue if it is already enabled. 1065 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change conditions without restrictions. You can even change between event and non-event conditions. If a cue has enabled condition checks, they are aborted and restarted (even if there is no change). 1066 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding root cues enables their condition checks immediately (if the module attribute allows it). 1067 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Adding sub-cues to active or complete cues enables their condition checks immediately. 1068 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)You CAN change/add/remove <actions>, <force>, <delay>, and all attributes without restrictions, except for the "ref" attribute (see above). You can even change the <delay> while the cue is already active and the timer is running. 1069 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before. 1070 -* (% style="color: rgb(0,0,0);text-decoration: none;" %)Changing instantiate="true" to "false" removes all instantiated cues and their descendants. 1033 +There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>: 1071 1071 1072 -(% style="color: rgb(0,0,0);text-decoration: none;" %) 1035 +{{code language="xml"}} 1036 + <check_value value="$ware == ware.silicon and $amount != 0"/> 1037 +{{/code}} 1073 1073 1039 +In the value attribute you specify a boolean expression, and if it is true (that is, not equal to zero), the condition is met. This is a special case: This condition and all other nodes that support a value comparison allows you to specify an upper limit, a lower limit, a number range, or a list of allowed values. Examples: 1074 1074 1075 -{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.</span>"/}} 1041 +{{code language="xml"}} 1042 + <check_value value="FooCue.state" exact="cuestate.complete"/> 1043 + <check_value value="$foo.count" min="5"/> 1044 + <check_value value="$foo" max="player.age + 1min"/> 1045 + <check_value value="player.money" min="300Cr" max="600Cr"/> 1046 + <check_value value="$method" list="[killmethod.hitbymissile, killmethod.collected]"/> 1047 + <check_value value="$attention" min="attention.visible"/> 1048 +{{/code}} 1076 1076 1077 -{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary.</span>"/}} 1050 +{{info}} 1051 +Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator." 1052 +{{/info}} 1078 1078 1054 +== Random ranges == 1079 1079 1056 +If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this: 1080 1080 1081 -\\ 1058 +{{code language="xml"}} 1059 + <set_value name="$race" exact="race.teladi"/> 1060 +{{/code}} 1082 1082 1083 - (%id="patching"%)1062 +To select a random element from a list, this syntax can be used: 1084 1084 1085 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Patching(%%) == 1064 +{{code language="xml"}} 1065 + <set_value name="$prime" list="[2, 3, 5, 7, 11]"/> 1066 +{{/code}} 1086 1086 1087 - (% style="color:rgb(0,0,0);text-decoration:none;" %)Cues canhave **<patch>** elements with actions that will be performedwhenan old savegameis loaded. To controlwhich savegames should be affected, you can adda (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)version(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %)attribute to the <cue> node and a (%%)//**(% style="color: rgb(0,0,0);text-decoration:none;" %)sinceversion(%%)**//(% style="color:rgb(0,0,0);text-decoration:none;" %) attribute in the patch. When a cue isloadedfroma savegame that has an older versionthan (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)sinceversion//, the <patch> actions will be performed immediately after loading.1068 +To get a random number within a given range, you can use min/max: 1088 1088 1089 -{{code}}<cue┬á[...] version="42">┬á <conditions> [...] </conditions>┬á <actions> [...] </actions>┬á <patch┬ásinceversion="42">┬á┬á┬á [patch actions]┬á </patch></cue>{{/code}} 1070 +{{code language="xml"}} 1071 + <set_value name="$foo" min="-20" max="20"/> 1072 + <set_value name="$timeout" max="20s"/> 1073 +{{/code}} 1090 1090 1091 - (% style="color: rgb(0,0,0);text-decoration:none;"%)Thepatch actionsare only performed ifthecueisina certainstate, ΓÇ£completeΓÇ¥by default. Use the(%%)//**(% style="color: rgb(0,0,0);text-decoration:none;" %)state(%%)**//(%style="color:rgb(0,0,0);text-decoration:none;"%)attribute tochangethis requirement.Formoreinformation, seetheXMLschemadocumentationof the <patch> element.1075 +min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max). 1092 1092 1093 - (%style="color:rgb(0,0,0);text-decoration:none;"%)Asequenceofmultiple<patch>elementsispossible.Theywillbeperformedinrder ofappearance,checking the(%%)//(%style="color:rgb(0,0,0);text-decoration:none;"%)sinceversion//and(%%)//(%style="color:rgb(0,0,0);text-decoration:none;"%)state//attributes ineachcase.Patchesare alsoappliedtolusers ofa library andtoinstances.1077 +You can select one of 5 different probability distribution profiles for the random range, "flat" being the default (all values in the range are equally likely). If you select another profile, e.g. "increasing" to make higher numbers more likely, you also have to specify a scale value (integer) that is greater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable). 1094 1094 1095 -{{note body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames.</span>"/}} 1079 +{{code language="xml"}} 1080 + <set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/> 1081 +{{/code}} 1096 1096 1097 1097 1084 += Variables and namespaces = 1098 1098 1099 - \\1086 +As you have seen above, you can easily access variables by writing their name (including $ prefix) in an expression. Namespaces define in which cue the variables are actually stored (and from which cue they are read). 1100 1100 1101 - (%id="common-attribute-groups"%)1088 +== Creating and removing variables == 1102 1102 1103 - =(%style="color:rgb(0,0,0);text-decoration:none;" %)Common attributegroups(%%) =1090 +You can create variables with certain actions and conditions, such as the <set_value> action: 1104 1104 1105 -(% style="color: rgb(0,0,0);text-decoration: none;" %)There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here. 1092 +{{code language="xml"}} 1093 + <set_value name="$foo" exact="$bar + 1" /> 1094 +{{/code}} 1106 1106 1107 - \\1096 +<set_value> also exists as a "condition", which can be useful if you want to pass information about the conditions to the actions, that would otherwise be lost - like in a complex <check_any> event condition, where you want to create a variable only if you are in a certain check branch. (Other pseudo-conditions are <remove_value> and <debug_text>.) 1108 1108 1109 - (%id="categorybroken_macroanchorvalue-comparisons"%)1098 +The default operation of <set_value> is "**set**", but there are more: "**add**", "**subtract**", and "**insert**". //add// and //subtract// change the value of an existing variable, which is created as 0 if it didn't exist before. If neither //min//, //max// nor //exact// attribute is provided, an exact value of 1 is assumed. 1110 1110 1111 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Value comparisons(%%) == 1100 +{{code language="xml"}} 1101 + <set_value name="$foo" operation="add" /> 1102 +{{/code}} 1112 1112 1113 - (% style="color:rgb(0,0,0);text-decoration:none;"%)Therearemany conditionsand conditionalactionsthatrequireavaluecomparison,forexamplethecondition<check_value>:1104 +The trick is that <set_value> not only works on variables, but also on list elements and table keys: 1114 1114 1115 -{{code}}<check_value┬ávalue="$ware == ware.silicon and $amount != 0"/>{{/code}} 1106 +{{code language="xml"}} 1107 + <set_value name="$list.{1}" exact="42" /> 1108 + <set_value name="$table.$foo" exact="42" /> 1109 +{{/code}} 1116 1116 1117 - (% style="color:rgb(0,0,0);text-decoration:none;" %)Inthevalue attributeyouspecifyaboolean expression, and if itistrue(thatis, notequaltozero),thecondition is met.Thisisa special case:This conditionand allothernodesthatsupporta valuecomparison allowsyoutospecifyanupperlimit,a lowerlimit, a number range,or a listofallowedvalues.Examples:1111 +The operation //insert// is special, and it only works on lists. It inserts the value at the specified position (note that the position beyond the last element is also valid here): 1118 1118 1119 -{{code}}<check_value┬ávalue="FooCue.state"┬áexact="cuestate.complete"/><check_value┬ávalue="$foo.count"┬ámin="5"/><check_value┬ávalue="$foo"┬ámax="player.age + 1min"/><check_value┬ávalue="player.money"┬ámin="300Cr" max="600Cr"/><check_value┬ávalue="$method"┬álist="[killmethod.hitbymissile, killmethod.collected]"/><check_value┬ávalue="$attention"┬ámin="attention.visible"/>{{/code}} 1113 +{{code language="xml"}} 1114 + <set_value name="$list.{1}" exact="42" operation="insert" /> 1115 +{{/code}} 1120 1120 1121 - {{note body="<spanstyle=~"color: rgb(0,0,0);text-decoration: none;~">Values ofmostenumeration typescannotbecompared via </span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">min</span>''<spanstyle=~"color:rgb(0,0,0);text-decoration: none;~"> or </span>''<span style=~"color:rgb(0,0,0);text-decoration: none;~">max</span>''<span style=~"color: rgb(0,0,0);text-decoration:none;~"> (also not via lt, gt,etc.). Theonly data typesthat can beused with </span>''<spanstyle=~"color: rgb(0,0,0);text-decoration: none;~">min</span>''<span style=~"color:rgb(0,0,0);text-decoration: none;~">and</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~">max</span>''<span style=~"color: rgb(0,0,0);text-decoration:none;~">arenumbers and the enumeration types</span>''<span style=~"color: rgb(0,0,0);text-decoration:none;~">level</span>''<span style=~"color:rgb(0,0,0);text-decoration: none;~"> and </span>''<spanstyle=~"color:rgb(0,0,0);text-decoration:none;~">attention</span>''<span style=~"color: rgb(0,0,0);text-decoration: none;~"> (seeBooleanperators).The</span>''<span style=~"color:rgb(0,0,0);text-decoration:none;~">exact</span>''<span style=~"color:rgb(0,0,0);text-decoration: none;~"> attribute can be used with any type, and isequivalent to using the == operator.</span>"/}}1117 +This shifts the positions of all following elements up by one. If min/max/exact are missing, the default value is null for insertions, not 1 like in other cases. 1122 1122 1119 +Appending is easier than that. The following actions are equivalent: 1123 1123 1121 +{{code language="xml"}} 1122 + <set_value name="$list.{$list.count + 1}" exact="42" operation="insert" /> 1123 + <append_to_list name="$list" exact="42" /> 1124 +{{/code}} 1124 1124 1125 - \\1126 +Inserting at a position below 1 or above $list.count + 1 is not possible. 1126 1126 1127 - (% id="categorybroken_macroanchorrandom-ranges"%)1128 +To remove variables or list/table entries, use <remove_value>: 1128 1128 1129 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Random ranges(%%) == 1130 +{{code language="xml"}} 1131 + <remove_value name="$foo" /> 1132 + <remove_value name="$list.{1}" /> 1133 + <remove_value name="$table.$foo" /> 1134 +{{/code}} 1130 1130 1131 - (% style="color: rgb(0,0,0);text-decoration:none;"%)If anactionrequiresavalue,e.g.whenyouseta variabletoa value,you canhavesomerandomisation.Tospecifyan exactvalue,e.g. in<set_value>,you can writethis:1136 +Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead. 1132 1132 1133 -{{code}}<set_value┬áname="$race"┬áexact="race.teladi"/>{{/code}} 1134 1134 1135 - (% style="color:rgb(0,0,0);text-decoration: none;" %)Toselect a randomelementfromalist, this syntax canbeused:1139 +== Accessing remote variables == 1136 1136 1137 - {{code}}<set_value┬áname="$prime"┬álist="[2,3,5,7,11]"/>{{/code}}1141 +You can also read and write variables in other cues by using the variable name as property key: 1138 1138 1139 -(% style="color: rgb(0,0,0);text-decoration: none;" %)To get a random number within a given range, you can use min/max: 1143 +{{code language="xml"}} 1144 + <set_value name="OtherCue.$foo" min="0.0" max="1.0" /> 1145 + <set_value name="md.OtherScript.YetAnotherCue.$bar" exact="OtherCue.$foo" /> 1146 +{{/code}} 1140 1140 1141 - {{code}}<set_value┬áname="$foo"┬ámin="-20"┬ámax="20"/><set_value┬áname="$timeout"┬ámax="20s"/>{{/code}}1148 +Instead of referencing a cue by name, you could also reference it via a keyword or another variable: 1142 1142 1143 -(% style="color: rgb(0,0,0);text-decoration: none;" %)min and max have to be compatible number types. Enumeration types are not allowed, not even level and attention. The min attribute is optional and defaults to 0 (of the number type used in max). 1150 +{{code language="xml"}} 1151 + <set_value name="static.$counter" operation="add" /> 1152 + <set_value name="parent.$foo" exact="42" /> 1153 + <set_value name="this.$bar" exact="parent" /> 1154 + <set_value name="$baz" exact="this.$bar.$foo" /> 1155 +{{/code}} 1144 1144 1145 - (% style="color:rgb(0,0,0);text-decoration: none;" %)You can select one of 5 different probability distribution profiles for the randomrange, ΓÇ£flatΓÇ¥ being the default (all valuesin the range are equally likely). If you select anotherprofile, e.g. ΓÇ£increasingΓÇ¥ to make higher numbers more likely, you also have to specify a scalevalue (integer) that isgreater or equal to 2. Higher scale values result in higher peaks in the distribution profiles (probable values become even more probable).1157 +== Namespaces == 1146 1146 1147 - {{code}}<set_value┬áname="$foo"┬ámin="-20"┬ámax="20"profile="profile.increasing"scale="4"/>{{/code}}1159 +In the examples above, a variable was written to and read from the "this" cue. This can be necessary: the expression "$foo" may be different from the expression "this.$foo". The reason for that are namespaces. 1148 1148 1149 - (%style="color:rgb(0,0,255);text-decoration: none;" %)(%style="color:rgb(0,0,0);text-decoration: none;" %)┬á1161 +Consider this case: 1150 1150 1151 -(% id="variables-and-namespaces" %) 1163 +{{code language="xml"}} 1164 +<cue name="Root"> 1165 + <actions> 1166 + <set_value name="$foo" /> 1167 + </actions> 1168 + <cues> 1169 + <cue name="SubCue"> [...] 1170 + </cue> 1171 + </cues> 1172 +</cue> 1173 +{{/code}} 1152 1152 1153 - =(%style="color:rgb(0,0,0);text-decoration:none;"%)Variables and namespaces(%%)=1175 +When the root cue creates $foo, the variable is stored in the Root cue directly. But SubCue and its descendants will also need access to $foo. Of course they could write "parent.$foo" or "Root.$foo", but since it's very common to have a single location for most variables in the whole cue tree, the easy solution is to write just "$foo" - because variable names are looked up in the **namespace cue**, which is the root by default. Also newly created variables end up in the namespace, and not in "this" cue. 1154 1154 1155 - (% style="color:rgb(0,0,0);text-decoration:none;" %)As you haveseen above,youcan easily accessvariablesbyitingtheirname(including $prefix)inanexpression. Namespacesdefinein which cue thevariablesre actually stored(and from which cuethey are read).1177 +You can also use the keyword "**namespace**" in expressions to get the namespace cue. 1156 1156 1157 - (% style="color:rgb(0,0,255);text-decoration:none;"%)(%style="color: rgb(0,0,0);text-decoration:none;"%)1179 +=== Defining a cue's namespace === 1158 1158 1181 +When writing a cue, you can specify what the namespace of the cue should be, by adding the //**namespace**// attribute. The following values are possible: 1159 1159 1160 -(% id="categorybroken_macroanchorcreating-and-removing-variables" %) 1183 +* **this**: Use "this" cue as namespace, even for instances: $foo == this.$foo 1184 +* **static**: Same as "this", but when instantiated, use the static cue: $foo == static.$foo 1185 +* **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as "static". 1161 1161 1162 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Creating and removing variables(%%) == 1187 +{{warning}} 1188 +Although in general the expression "$foo == namespace.$foo" is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parent's namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parent's namespace. Example: 1163 1163 1164 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can create variables with certain actions and conditions, such as the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)<set_value>(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %) action: 1165 - 1166 -{{code}}┬á<set_value┬áname="$foo"┬áexact="$bar + 1" />{{/code}} 1167 - 1168 -(% style="color: rgb(0,0,0);text-decoration: none;" %)<set_value> also exists as a ΓÇ£conditionΓÇ¥, which can be useful if you want to pass information about the conditions to the actions, that would otherwise be lost - like in a complex <check_any> event condition, where you want to create a variable only if you are in a certain check branch. (Other pseudo-conditions are <remove_value> and <debug_text>.) 1169 - 1170 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The default operation of <set_value> is ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)set(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, but there are more: ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)add(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)subtract(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥, and ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)insert(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥. (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)add// and (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)subtract// change the value of an existing variable, which is created as 0 if it didnΓÇÖt exist before. If neither (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)min//, (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)max// nor (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)exact// attribute is provided, an exact value of 1 is assumed. 1171 - 1172 -{{code}}<set_value┬áname="$foo"┬áoperation="add" />{{/code}} 1173 - 1174 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The trick is that <set_value> not only works on variables, but also on list elements and table keys: 1175 - 1176 -{{code}}<set_value┬áname="$list.{1}"┬áexact="42" /><set_value┬áname="$table.$foo"┬áexact="42" />{{/code}}\\ 1177 - 1178 -(% style="color: rgb(0,0,0);text-decoration: none;" %)The operation (%%)//(% style="color: rgb(0,0,0);text-decoration: none;" %)insert// is special, and it only works on lists. It inserts the value at the specified position (note that the position beyond the last element is also valid here): 1179 - 1180 -{{code}}<set_value┬áname="$list.{1}"┬áexact="42"┬áoperation="insert" />{{/code}} 1181 - 1182 -(% style="color: rgb(0,0,0);text-decoration: none;" %)This shifts the positions of all following elements up by one. If min/max/exact are missing, the default value is null for insertions, not 1 like in other cases. 1183 - 1184 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Appending is easier than that. The following actions are equivalent: 1185 - 1186 -{{code}}<set_value┬áname="$list.{$list.count + 1}"┬áexact="42"┬áoperation="insert" /><append_to_list┬áname="$list"┬áexact="42" />{{/code}} 1187 - 1188 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Inserting at a position below 1 or above $list.count + 1 is not possible. 1189 - 1190 -(% style="color: rgb(0,0,0);text-decoration: none;" %)To remove variables or list/table entries, use <remove_value>: 1191 - 1192 -{{code}}<remove_value┬áname="$foo" /><remove_value┬áname="$list.{1}" /><remove_value┬áname="$table.$foo" />{{/code}}\\ 1193 - 1194 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead. 1195 - 1196 -(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1197 - 1198 - 1199 -(% id="accessing-remote-variables" %) 1200 - 1201 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Accessing remote variables(%%) == 1202 - 1203 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can also read and write variables in other cues by using the variable name as property key: 1204 - 1205 -{{code}}<set_value┬áname="OtherCue.$foo"┬ámin="0.0"┬ámax="1.0" /><set_value┬áname="md.OtherScript.YetAnotherCue.$bar"┬áexact="OtherCue.$foo" />{{/code}} 1206 - 1207 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Instead of referencing a cue by name, you could also reference it via a keyword or another variable: 1208 - 1209 -{{code}}<set_value┬áname="static.$counter"┬áoperation="add" /><set_value┬áname="parent.$foo"┬áexact="42" /><set_value┬áname="this.$bar"┬áexact="parent" /><set_value┬áname="$baz"┬áexact="this.$bar.$foo" />{{/code}} 1210 - 1211 -(% style="color: rgb(0,0,255);text-decoration: none;" %)(% style="color: rgb(0,0,0);text-decoration: none;" %) 1212 - 1213 - 1214 -(% id="namespaces" %) 1215 - 1216 -== (% style="color: rgb(0,0,0);text-decoration: none;" %)Namespaces(%%) == 1217 - 1218 -(% style="color: rgb(0,0,0);text-decoration: none;" %)In the examples above, a variable was written to and read from the ΓÇ£thisΓÇ¥ cue. This can be necessary: the expression ΓÇ£$fooΓÇ¥ may be different from the expression ΓÇ£this.$fooΓÇ¥. The reason for that are namespaces. 1219 - 1220 -(% style="color: rgb(0,0,0);text-decoration: none;" %)Consider this case: 1221 - 1222 -{{code}}<cue┬áname="Root">┬á <actions>┬á ┬á <set_value┬áname="$foo" />┬á </actions>┬á <cues>┬á ┬á <cue┬áname="SubCue"> [...]┬á ┬á </cue>┬á </cues></cue>{{/code}} 1223 - 1224 -(% style="color: rgb(0,0,0);text-decoration: none;" %)When the root cue creates $foo, the variable is stored in the Root cue directly. But SubCue and its descendants will also need access to $foo. Of course they could write ΓÇ£parent.$fooΓÇ¥ or ΓÇ£Root.$fooΓÇ¥, but since itΓÇÖs very common to have a single location for most variables in the whole cue tree, the easy solution is to write just ΓÇ£$fooΓÇ¥ - because variable names are looked up in the (%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace cue(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %), which is the root by default. Also newly created variables end up in the namespace, and not in ΓÇ£thisΓÇ¥ cue. 1225 - 1226 -(% style="color: rgb(0,0,0);text-decoration: none;" %)You can also use the keyword ΓÇ£(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %)ΓÇ¥ in expressions to get the namespace cue. 1227 - 1228 -(% id="defining-a-cues-namespace" %) 1229 - 1230 -=== (% style="color: rgb(0,0,0);text-decoration: none;" %)Defining a cueΓÇÖs namespace(%%) === 1231 - 1232 -(% style="color: rgb(0,0,0);text-decoration: none;" %)When writing a cue, you can specify what the namespace of the cue should be, by adding the (%%)//**(% style="color: rgb(0,0,0);text-decoration: none;" %)namespace(%%)**//(% style="color: rgb(0,0,0);text-decoration: none;" %) attribute. The following values are possible: 1233 - 1234 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)this(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Use ΓÇ£thisΓÇ¥ cue as namespace, even for instances: $foo == this.$foo 1235 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)static(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): Same as ΓÇ£thisΓÇ¥, but when instantiated, use the static cue: $foo == static.$foo 1236 -* **(% style="color: rgb(0,0,0);text-decoration: none;" %)default(%%)**(% style="color: rgb(0,0,0);text-decoration: none;" %): The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as ΓÇ£staticΓÇ¥. 1237 - 1238 -(% style="color: rgb(0,0,255);text-decoration: none;" %) 1239 - 1240 - 1241 -{{warning body="<span style=~"color: rgb(0,0,0);text-decoration: none;~">Although in general the expression ΓÇ£$foo == namespace.$fooΓÇ¥ is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parentΓÇÖs namespace. However, the referencing cue creates a new namespace, so the </span><span style=~"color: rgb(0,0,0);text-decoration: none;~">namespace</span><span style=~"color: rgb(0,0,0);text-decoration: none;~"> keyword already points to the library, not to the parentΓÇÖs namespace. Example:</span> 1242 - 1243 -<code><cue┬áname="LibRef"┬áref="Lib">┬á <param┬áname="Param1"┬ávalue="$foo" /> <!-- $foo from parent namespace -->┬á <param┬áname="Param2"┬ávalue="namespace.$foo" /> <!-- LibRef.$foo (error) --></cue></code>"/}} 1190 +{{code language="xml"}} 1191 +<cue name="LibRef" ref="Lib"> 1192 + <cke:param name="Param1" value="$foo" ></cke:param> <!-- $foo from parent namespace --> 1193 + <cke:param name="Param2" value="namespace.$foo" ></cke:param> <!-- LibRef.$foo (error) --> 1194 +</cue> 1195 +{{/code}} 1196 +{{/warning}}
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